MILLE(6)                         Games Manual                         MILLE(6)

       mille - play Mille Bournes

       /usr/games/mille [ file ]

       Mille plays a two-handed game reminiscent of the Parker Brother's game
       of Mille Bournes with you.  The rules are described below.  If a file
       name is given on the command line, the game saved in that file is

       When a game is started up, the bottom of the score window will contain
       a list of commands.  They are:

       P      Pick a card from the deck.  This card is placed in the `P' slot
              in your hand.

       D      Discard a card from your hand.  To indicate which card, type the
              number of the card in the hand (or “P” for the just-picked card)
              followed by a <RETURN> or <SPACE>.  The <RETURN or <SPACE> is
              required to allow recovery from typos which can be very
              expensive, like discarding safeties.

       U      Use a card.  The card is again indicated by its number, followed
              by a <RETURN> or <SPACE>.

       O      Toggle ordering the hand.  By default off, if turned on it will
              sort the cards in your hand appropriately.  This is not
              recommended for the impatient on slow terminals.

       Q      Quit the game.  This will ask for confirmation, just to be sure.
              Hitting <DELETE> (or <RUBOUT>) is equivalent.

       S      Save the game in a file.  If the game was started from a file,
              you will be given an opportunity to save it on the same file.
              If you don't wish to, or you did not start from a file, you will
              be asked for the file name.  If you type a <RETURN> without a
              name, the save will be terminated and the game resumed.

       R      Redraw the screen from scratch.  The command ^L (control `L')
              will also work.

       W      Toggle window type.  This switches the score window between the
              startup window (with all the command names) and the end-of-game
              window.  Using the end-of-game window saves time by eliminating
              the switch at the end of the game to show the final score.
              Recommended for hackers and other miscreants.

       If you make a mistake, an error message will be printed on the last
       line of the score window, and a bell will beep.

       At the end of each hand or game, you will be asked if you wish to play
       another.  If not, it will ask you if you want to save the game.  If you
       do, and the save is unsuccessful, play will be resumed as if you had
       said you wanted to play another hand/game.  This allows you to use the
       “S” command to reattempt the save.

       Ken Arnold
       (The game itself is a product of Parker Brothers, Inc.)

       curses(3X), Screen Updating and Cursor Movement Optimization: A Library
       Package, Ken Arnold

       Here is some useful information.  The number in parentheses after the
       card name is the number of that card in the deck:

       Hazard            Repair             Safety

       Out of Gas (2)    Gasoline (6)       Extra Tank (1)
       Flat Tire (2)     Spare Tire (6)     Puncture Proof (1)
       Accident (2)      Repairs (6)        Driving Ace (1)
       Stop (4)          Go (14)            Right of Way (1)
       Speed Limit (3)   End of Limit (6)

               25 - (10), 50 - (10), 75 - (10), 100 - (12), 200 - (4)

       Object: The point of this game is to get a total of 5000 points in
       several hands.  Each hand is a race to put down exactly 700 miles
       before your opponent does.  Beyond the points gained by putting down
       milestones, there are several other ways of making points.

       Overview: The game is played with a deck of 101 cards.  Distance cards
       represent a number of miles traveled.  They come in denominations of
       25, 50, 75, 100, and 200.  When one is played, it adds that many miles
       to the player's trip so far this hand.  Hazard cards are used to
       prevent your opponent from putting down Distance cards.  They can only
       be played if your opponent has a Go card on top of the Battle pile.
       The cards are Out of Gas, Accident, Flat Tire, Speed Limit, and Stop.
       Remedy cards fix problems caused by Hazard cards played on you by your
       opponent.  The cards are Gasoline, Repairs, Spare Tire, End of Limit,
       and Go.  Safety cards prevent your opponent from putting specific
       Hazard cards on you in the first place.  They are Extra Tank, Driving
       Ace, Puncture Proof, and Right of Way, and there are only one of each
       in the deck.

       Board Layout: The board is split into several areas.  From top to
       bottom, they are: SAFETY AREA (unlabeled): This is where the safeties
       will be placed as they are played.  HAND: These are the cards in your
       hand.  BATTLE: This is the Battle pile.  All the Hazard and Remedy
       Cards are played here, except the Speed Limit and End of Limit cards.
       Only the top card is displayed, as it is the only effective one.
       SPEED: The Speed pile.  The Speed Limit and End of Limit cards are
       played here to control the speed at which the player is allowed to put
       down miles.  MILEAGE: Miles are placed here.  The total of the numbers
       shown here is the distance traveled so far.

       Play: The first pick alternates between the two players.  Each turn
       usually starts with a pick from the deck.  The player then plays a
       card, or if this is not possible or desirable, discards one.  Normally,
       a play or discard of a single card constitutes a turn.  If the card
       played is a safety, however, the same player takes another turn

       This repeats until one of the players reaches 700 points or the deck
       runs out.  If someone reaches 700, they have the option of going for an
       Extension, which means that the play continues until someone reaches
       1000 miles.

       Hazard and Remedy Cards: Hazard Cards are played on your opponent's
       Battle and Speed piles.  Remedy Cards are used for undoing the effects
       of your opponent's nastiness.

           Go (Green Light) must be the top card on your Battle pile for you
       to play any mileage, unless you have played the Right of Way card (see
           Stop is played on your opponent's Go card to prevent them from
       playing mileage until they play a Go card.
           Speed Limit is played on your opponent's Speed pile.  Until they
       play an End of Limit they can only play 25 or 50 mile cards, presuming
       their Go card allows them to do even that.
           End of Limit is played on your Speed pile to nullify a Speed Limit
       played by your opponent.
           Out of Gas is played on your opponent's Go card.  They must then
       play a Gasoline card, and then a Go card before they can play any more
           Flat Tire is played on your opponent's Go card.  They must then
       play a Spare Tire card, and then a Go card before they can play any
       more mileage.
           Accident is played on your opponent's Go card.  They must then play
       a Repairs card, and then a Go card before they can play any more

       Safety Cards: Safety cards prevent your opponent from playing the
       corresponding Hazard cards on you for the rest of the hand.  It cancels
       an attack in progress, and always entitles the player to an extra turn.
           Right of Way prevents your opponent from playing both Stop and
       Speed Limit cards on you.  It also acts as a permanent Go card for the
       rest of the hand, so you can play mileage as long as there is not a
       Hazard card on top of your Battle pile.  In this case only, your
       opponent can play Hazard cards directly on a Remedy card other than a
       Go card.
           Extra Tank When played, your opponent cannot play an Out of Gas on
       your Battle Pile.
           Puncture Proof When played, your opponent cannot play a Flat Tire
       on your Battle Pile.
           Driving Ace When played, your opponent cannot play an Accident on
       your Battle Pile.

       Distance Cards: Distance cards are played when you have a Go card on
       your Battle pile, or a Right of Way in your Safety area and are not
       stopped by a Hazard Card.  They can be played in any combination that
       totals exactly 700 miles, except that you cannot play more than two 200
       mile cards in one hand.  A hand ends whenever one player gets exactly
       700 miles or the deck runs out.  In that case, play continues until
       neither someone reaches 700, or neither player can use any cards in
       their hand.  If the trip is completed after the deck runs out, this is
       called Delayed Action.

       Coup Fourre: This is a French fencing term for a counter-thrust move as
       part of a parry to an opponents attack.  In Mille Bournes, it is used
       as follows: If an opponent plays a Hazard card, and you have the
       corresponding Safety in your hand, you play it immediately, even before
       you draw.  This immediately removes the Hazard card from your Battle
       pile, and protects you from that card for the rest of the game.  This
       gives you more points (see “Scoring” below).

       Scoring: Scores are totaled at the end of each hand, whether or not
       anyone completed the trip.  The terms used in the Score window have the
       following meanings:
           Milestones Played: Each player scores as many miles as they played
       before the trip ended.
           Each Safety: 100 points for each safety in the Safety area.
           All 4 Safeties: 300 points if all four safeties are played.
           Each Coup Foure: 300 points for each Coup Foure accomplished.

       The following bonus scores can apply only to the winning player.
           Trip Completed: 400 points bonus for completing the trip to 700 or
           Safe Trip: 300 points bonus for completing the trip without using
       any 200 mile cards.
           Delayed Action: 300 points bonus for finishing after the deck was
           Extension: 200 points bonus for completing a 1000 mile trip.
           Shut-Out: 500 points bonus for completing the trip before your
       opponent played any mileage cards.

       Running totals are also kept for the current score for each player for
       the hand (Hand Total), the game (Overall Total), and number of games
       won (Games).

4th Berkeley Distribution        June 23, 1990                        MILLE(6)