(linenum→info "unix/slp.c:2238")

bsd-games/2.17/mille/mille.6

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   30: .\"     @(#)mille.6 8.3 (Berkeley) 6/1/94
   31: .\"
   32: .TH MILLE 6 "June 1, 1994"
   33: .UC 4
   34: .SH NAME
   35: mille \- play Mille Bornes
   36: .SH SYNOPSIS
   37: .B mille
   38: [ file ]
   39: .SH DESCRIPTION
   40: .I Mille
   41: plays a two-handed game reminiscent of
   42: the Parker Brother's game of Mille Bornes with you.
   43: The rules are described below.
   44: If a file name is given on the command line,
   45: the game saved in that file is started.
   46: .PP
   47: When a game is started up,
   48: the bottom of the score window will contain a list of commands.
   49: They are:
   50: .IP P
   51: Pick a card from the deck.
   52: This card is placed in the `P' slot in your hand.
   53: .IP D
   54: Discard a card from your hand.
   55: To indicate which card, type the number of the card in the hand
   56: (or \*(lqP\*(rq for the just-picked card) followed
   57: by a \*[Lt]RETURN\*[Gt] or \*[Lt]SPACE\*[Gt].
   58: The \*[Lt]RETURN or \*[Lt]SPACE\*[Gt] is required to allow recovery from typos
   59: which can be very expensive, like discarding safeties.
   60: .IP U
   61: Use a card.
   62: The card is again indicated by its number,
   63: followed by a \*[Lt]RETURN\*[Gt] or \*[Lt]SPACE\*[Gt].
   64: .IP O
   65: Toggle ordering the hand.
   66: By default off, if turned on it will sort the cards in your hand appropriately.
   67: This is not recommended for the impatient on slow terminals.
   68: .IP Q
   69: Quit the game.
   70: This will ask for confirmation, just to be sure.
   71: Hitting \*[Lt]DELETE\*[Gt] (or \*[Lt]RUBOUT\*[Gt]) is equivalent.
   72: .IP S
   73: Save the game in a file.
   74: If the game was started from a file,
   75: you will be given an opportunity to save it on the same file.
   76: If you don't wish to, or you did not start from a file,
   77: you will be asked for the file name.
   78: If you type a \*[Lt]RETURN\*[Gt] without a name,
   79: the save will be terminated and the game resumed.
   80: .IP R
   81: Redraw the screen from scratch.
   82: The command ^L (control `L') will also work.
   83: .IP W
   84: Toggle window type.
   85: This switches the score window between the startup window
   86: (with all the command names) and the end-of-game window.
   87: Using the end-of-game window
   88: saves time by eliminating the switch at the end of the game
   89: to show the final score.
   90: Recommended for hackers and other miscreants.
   91: .PP
   92: If you make a mistake, an error message will be printed
   93: on the last line of the score window, and a bell will beep.
   94: .PP
   95: At the end of each hand or game,
   96: you will be asked if you wish to play another.
   97: If not, it will ask you if you want to save the game.
   98: If you do, and the save is unsuccessful,
   99: play will be resumed as if you had said you wanted to play another hand/game.
  100: This allows you to use the
  101: .RB \*(lq S \*(rq
  102: command to reattempt the save.
  103: .SH AUTHOR
  104: Ken Arnold
  105: .br
  106: (The game itself is a product of Parker Brothers, Inc.)
  107: .SH "SEE ALSO"
  108: curses(3X),
  109: .I "Screen Updating and Cursor Movement Optimization:"
  110: .IR "A Library Package" ,
  111: Ken Arnold
  112: .SH CARDS
  113: .PP
  114: Here is some useful information.
  115: The number in parentheses after the card name
  116: is the number of that card in the deck:
  117: .sp
  118: .nf
  119: .ne 10
  120: .ta \w'Speed Limit (3)'u+3n \w'Speed Limit (3)'u+\w'End of Limit (6)'u+6n
  121: Hazard  Repair   Safety
  122: .sp
  123: Out of Gas (2)  Gasoline (6)     Extra Tank (1)
  124: Flat Tire (2)   Spare Tire (6)    Puncture Proof (1)
  125: Accident (2)    Repairs (6)        Driving Ace (1)
  126: Stop (4)        Go (14)        Right of Way (1)
  127: Speed Limit (3) End of Limit (6)
  128: .sp
  129: .ce
  130: 25 \- (10), 50 \- (10), 75 \- (10), 100 \- (12), 200 \- (4)
  131: .sp
  132: .fi
  133: .DT
  134: .SH RULES
  135: .PP
  136: .BR Object :
  137: The point of this game is to get a total of 5000 points in several hands.
  138: Each hand is a race to put down exactly 700 miles before your opponent does.
  139: Beyond the points gained by putting down milestones,
  140: there are several other ways of making points.
  141: .PP
  142: .BR Overview :
  143: The game is played with a deck of 101 cards.
  144: .I Distance
  145: cards represent a number of miles traveled.
  146: They come in denominations of 25, 50, 75, 100, and 200.
  147: When one is played,
  148: it adds that many miles to the player's trip so far this hand.
  149: .I Hazard
  150: cards are used to prevent your opponent from putting down Distance cards.
  151: They can only be played if your opponent has a
  152: .I Go
  153: card on top of the Battle pile.
  154: The cards are
  155: .IR "Out of Gas" ,
  156: .IR "Accident" ,
  157: .IR "Flat Tire" ,
  158: .IR "Speed Limit" ,
  159: and
  160: .IR "Stop" .
  161: .I Remedy
  162: cards fix problems caused by Hazard cards played on you by your opponent.
  163: The cards are
  164: .IR "Gasoline" ,
  165: .IR "Repairs" ,
  166: .IR "Spare Tire" ,
  167: .IR "End of Limit" ,
  168: and
  169: .IR "Go" .
  170: .I Safety
  171: cards prevent your opponent from putting specific Hazard cards on you
  172: in the first place.
  173: They are
  174: .IR "Extra Tank" ,
  175: .IR "Driving Ace" ,
  176: .IR "Puncture Proof" ,
  177: and
  178: .IR "Right of Way" ,
  179: and there are only one of each in the deck.
  180: .PP
  181: .BR "Board Layout" :
  182: The board is split into several areas.
  183: From top to bottom, they are:
  184: .B "SAFETY AREA"
  185: (unlabeled): This is where the safeties will be placed as they are played.
  186: .BR HAND :
  187: These are the cards in your hand.
  188: .BR BATTLE :
  189: This is the Battle pile.
  190: All the Hazard and Remedy Cards are played here, except the
  191: .I "Speed Limit"
  192: and
  193: .I "End of Limit"
  194: cards.
  195: Only the top card is displayed, as it is the only effective one.
  196: .BR SPEED :
  197: The Speed pile.
  198: The
  199: .I "Speed Limit"
  200: and
  201: .I "End of Limit"
  202: cards are played here
  203: to control the speed at which the player is allowed to put down miles.
  204: .BR MILEAGE :
  205: Miles are placed here.
  206: The total of the numbers shown here is the distance traveled so far.
  207: .PP
  208: .BR Play :
  209: The first pick alternates between the two players.
  210: Each turn usually starts with a pick from the deck.
  211: The player then plays a card, or if this is not possible or desirable,
  212: discards one.
  213: Normally, a play or discard of a single card constitutes a turn.
  214: If the card played is a safety, however,
  215: the same player takes another turn immediately.
  216: .PP
  217: This repeats until one of the players reaches 700 points or the deck runs out.
  218: If someone reaches 700, they have the option of going for an
  219: .IR Extension ,
  220: which means that the play continues until someone reaches 1000 miles.
  221: .PP
  222: .BR "Hazard and Remedy Cards" :
  223: Hazard Cards are played on your opponent's Battle and Speed piles.
  224: Remedy Cards are used for undoing the effects of your opponent's nastiness.
  225: .PP
  226: .RB "\ \ \ \ " Go
  227: (Green Light)
  228: must be the top card on your Battle pile for you to play any mileage,
  229: unless you have played the
  230: .I "Right of Way"
  231: card (see below).
  232: .br
  233: .RB "\ \ \ \ " Stop
  234: is played on your opponent's
  235: .I Go
  236: card to prevent them from playing mileage until they play a
  237: .I Go
  238: card.
  239: .br
  240: .RB "\ \ \ \ " "Speed Limit"
  241: is played on your opponent's Speed pile.
  242: Until they play an
  243: .I "End of Limit"
  244: they can only play 25 or 50 mile cards, presuming their
  245: .I Go
  246: card allows them to do even that.
  247: .br
  248: .RB "\ \ \ \ " "End of Limit"
  249: is played on your Speed pile to nullify a
  250: .I "Speed Limit"
  251: played by your opponent.
  252: .br
  253: .RB "\ \ \ \ " "Out of Gas"
  254: is played on your opponent's
  255: .I Go
  256: card.
  257: They must then play a
  258: .I Gasoline
  259: card, and then a
  260: .I Go
  261: card before they can play any more mileage.
  262: .br
  263: .RB "\ \ \ \ " "Flat Tire"
  264: is played on your opponent's
  265: .I Go
  266: card.
  267: They must then play a
  268: .I "Spare Tire"
  269: card, and then a
  270: .I Go
  271: card before they can play any more mileage.
  272: .br
  273: .ne 1i
  274: .RB "\ \ \ \ " "Accident"
  275: is played on your opponent's
  276: .I Go
  277: card.
  278: They must then play a
  279: .I Repairs
  280: card, and then a
  281: .I Go
  282: card before they can play any more mileage.
  283: .br
  284: .PP
  285: .BR "Safety Cards" :
  286: Safety cards prevent your opponent
  287: from playing the corresponding Hazard cards on you for the rest of the hand.
  288: It cancels an attack in progress, and
  289: .IR "always entitles the player to an extra turn" .
  290: .br
  291: .RB "\ \ \ \ "  "Right of Way"
  292: prevents your opponent from playing both
  293: .I Stop
  294: and
  295: .I "Speed Limit"
  296: cards on you.
  297: It also acts as a permanent
  298: .I Go
  299: card for the rest of the hand, so you can play mileage
  300: as long as there is not a Hazard card on top of your Battle pile.
  301: In this case only, your opponent can play Hazard cards directly on a Remedy card
  302: other than a Go card.
  303: .br
  304: .RB "\ \ \ \ " "Extra Tank"
  305: When played, your opponent cannot play an
  306: .I "Out of Gas"
  307: on your Battle Pile.
  308: .br
  309: .RB "\ \ \ \ " "Puncture Proof"
  310: When played, your opponent cannot play a
  311: .I "Flat Tire"
  312: on your Battle Pile.
  313: .br
  314: .RB "\ \ \ \ " "Driving Ace"
  315: When played, your opponent cannot play an
  316: .I Accident
  317: on your Battle Pile.
  318: .PP
  319: .BR "Distance Cards" :
  320: Distance cards are played when you have a
  321: .I Go
  322: card on your Battle pile,
  323: or a Right of Way in your Safety area and are not stopped by a Hazard Card.
  324: They can be played in any combination that totals exactly 700 miles,
  325: except that
  326: .IR "you cannot play more than two 200 mile cards in one hand" .
  327: A hand ends whenever one player gets exactly 700 miles or the deck runs out.
  328: In that case, play continues until neither someone reaches 700,
  329: or neither player can use any cards in their hand.
  330: If the trip is completed after the deck runs out, this is called
  331: .IR "Delayed Action" .
  332: .PP
  333: .BR "Coup Fourr\o'\(aae'" :
  334: This is a French fencing term for a counter-thrust move as part of a parry
  335: to an opponent's attack.
  336: In current French colloquial language it means a sneaky, underhanded blow.
  337: In Mille Bornes, it is used as follows:
  338: If an opponent plays a Hazard card,
  339: and you have the corresponding Safety in your hand,
  340: you play it immediately, even
  341: .I before
  342: you draw.
  343: This immediately removes the Hazard card from your Battle pile,
  344: and protects you from that card for the rest of the game.
  345: This gives you more points (see \*(lqScoring\*(rq below).
  346: .PP
  347: .BR Scoring :
  348: Scores are totaled at the end of each hand,
  349: whether or not anyone completed the trip.
  350: The terms used in the Score window have the following meanings:
  351: .br
  352: .RB "\ \ \ \ " "Milestones Played" :
  353: Each player scores as many miles as they played before the trip ended.
  354: .br
  355: .RB "\ \ \ \ " "Each Safety" :
  356: 100 points for each safety in the Safety area.
  357: .br
  358: .RB "\ \ \ \ " "All 4 Safeties" :
  359: 300 points if all four safeties are played.
  360: .br
  361: .RB "\ \ \ \ " "Each Coup Fourr\o'\(aae'" :
  362: 300 points for each Coup Fourr\o'\(aae' accomplished.
  363: .PP
  364: The following bonus scores can apply only to the winning player.
  365: .br
  366: .RB "\ \ \ \ " "Trip Completed" :
  367: 400 points bonus for completing the trip to 700 or 1000.
  368: .br
  369: .RB "\ \ \ \ " "Safe Trip" :
  370: 300 points bonus for completing the trip without using any 200 mile cards.
  371: .br
  372: .RB "\ \ \ \ " "Delayed Action" :
  373: 300 points bonus for finishing after the deck was exhausted.
  374: .br
  375: .RB "\ \ \ \ " "Extension" :
  376: 200 points bonus for completing a 1000 mile trip.
  377: .br
  378: .RB "\ \ \ \ " "Shut-Out" :
  379: 500 points bonus for completing the trip
  380: before your opponent played any mileage cards.
  381: .PP
  382: Running totals are also kept for the current score for each player
  383: for the hand
  384: .RB ( "Hand Total" ),
  385: the game
  386: .RB ( "Overall Total" ),
  387: and number of games won
  388: .RB ( Games ).
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