


MILLE(6)                                                 MILLE(6)


NNAAMMEE
       mille - play Mille Bournes

SSYYNNOOPPSSIISS
       //uussrr//ggaammeess//mmiillllee [ file ]

DDEESSCCRRIIPPTTIIOONN
       _M_i_l_l_e  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 started.

       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.



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MILLE(6)                                                 MILLE(6)


       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  unsuccess-
       ful, play will be resumed as if you had said you wanted to
       play another hand/game.  This allows you to  use  the  "SS"
       command to reattempt the save.

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

SSEEEE AALLSSOO
       curses(3X),  _S_c_r_e_e_n _U_p_d_a_t_i_n_g _a_n_d _C_u_r_s_o_r _M_o_v_e_m_e_n_t _O_p_t_i_m_i_z_a_-
       _t_i_o_n_: _A _L_i_b_r_a_r_y _P_a_c_k_a_g_e, Ken Arnold

CCAARRDDSS
       Here is some useful information.  The number in  parenthe-
       ses  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)


RRUULLEESS
       OObbjjeecctt: 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 sev-
       eral other ways of making points.

       OOvveerrvviieeww: The game is played with a  deck  of  101  cards.
       _D_i_s_t_a_n_c_e 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.  _H_a_z_a_r_d cards are used  to  prevent
       your  opponent from putting down Distance cards.  They can
       only be played if your opponent has a _G_o card  on  top  of
       the Battle pile.  The cards are _O_u_t _o_f _G_a_s, _A_c_c_i_d_e_n_t, _F_l_a_t
       _T_i_r_e, _S_p_e_e_d _L_i_m_i_t, and _S_t_o_p.  _R_e_m_e_d_y  cards  fix  problems
       caused  by  Hazard  cards  played on you by your opponent.
       The cards are _G_a_s_o_l_i_n_e, _R_e_p_a_i_r_s, _S_p_a_r_e _T_i_r_e, _E_n_d _o_f _L_i_m_i_t,
       and  _G_o.   _S_a_f_e_t_y cards prevent your opponent from putting
       specific Hazard cards on you in the first place.  They are



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MILLE(6)                                                 MILLE(6)


       _E_x_t_r_a _T_a_n_k, _D_r_i_v_i_n_g _A_c_e, _P_u_n_c_t_u_r_e _P_r_o_o_f, and _R_i_g_h_t _o_f _W_a_y,
       and there are only one of each in the deck.

       BBooaarrdd LLaayyoouutt: The board is split into several areas.  From
       top  to bottom, they are: SSAAFFEETTYY AARREEAA (unlabeled): This is
       where the safeties will be  placed  as  they  are  played.
       HHAANNDD:  These  are the cards in your hand.  BBAATTTTLLEE: This is
       the Battle pile.  All the  Hazard  and  Remedy  Cards  are
       played  here,  except  the  _S_p_e_e_d  _L_i_m_i_t  and _E_n_d _o_f _L_i_m_i_t
       cards.  Only the top card is displayed, as it is the  only
       effective  one.   SSPPEEEEDD:  The Speed pile.  The _S_p_e_e_d _L_i_m_i_t
       and _E_n_d _o_f _L_i_m_i_t cards are  played  here  to  control  the
       speed  at  which  the player is allowed to put down miles.
       MMIILLEEAAGGEE: Miles are placed here.  The total of the  numbers
       shown here is the distance traveled so far.

       PPllaayy:  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  imme-
       diately.

       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 _E_x_t_e_n_s_i_o_n, which means that the
       play continues until someone reaches 1000 miles.

       HHaazzaarrdd aanndd RReemmeeddyy CCaarrddss: 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.

           GGoo (Green Light) must be the top card on  your  Battle
       pile  for  you to play any mileage, unless you have played
       the _R_i_g_h_t _o_f _W_a_y card (see below).
           SSttoopp is played on your opponent's _G_o card  to  prevent
       them from playing mileage until they play a _G_o card.
           SSppeeeedd  LLiimmiitt  is played on your opponent's Speed pile.
       Until they play an _E_n_d _o_f _L_i_m_i_t they can only play  25  or
       50  mile  cards, presuming their _G_o card allows them to do
       even that.
           EEnndd ooff LLiimmiitt is played on your Speed pile to nullify a
       _S_p_e_e_d _L_i_m_i_t played by your opponent.
           OOuutt ooff GGaass is played on your opponent's _G_o card.  They
       must then play a _G_a_s_o_l_i_n_e card, and then a _G_o card  before
       they can play any more mileage.
           FFllaatt  TTiirree is played on your opponent's _G_o card.  They
       must then play a _S_p_a_r_e _T_i_r_e  card,  and  then  a  _G_o  card
       before they can play any more mileage.
           AAcccciiddeenntt  is  played on your opponent's _G_o card.  They
       must then play a _R_e_p_a_i_r_s card, and then a _G_o  card  before
       they can play any more mileage.




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MILLE(6)                                                 MILLE(6)


       SSaaffeettyy  CCaarrddss:  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 _a_l_w_a_y_s
       _e_n_t_i_t_l_e_s _t_h_e _p_l_a_y_e_r _t_o _a_n _e_x_t_r_a _t_u_r_n.
           RRiigghhtt ooff WWaayy prevents your opponent from playing  both
       _S_t_o_p and _S_p_e_e_d _L_i_m_i_t cards on you.  It also acts as a per-
       manent _G_o 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.
           EExxttrraa TTaannkk When played, your opponent cannot  play  an
       _O_u_t _o_f _G_a_s on your Battle Pile.
           PPuunnccttuurree  PPrrooooff When played, your opponent cannot play
       a _F_l_a_t _T_i_r_e on your Battle Pile.
           DDrriivviinngg AAccee When played, your opponent cannot play  an
       _A_c_c_i_d_e_n_t on your Battle Pile.

       DDiissttaannccee  CCaarrddss: Distance cards are played when you have a
       _G_o 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 _y_o_u _c_a_n_n_o_t _p_l_a_y _m_o_r_e _t_h_a_n _t_w_o _2_0_0 _m_i_l_e
       _c_a_r_d_s _i_n _o_n_e _h_a_n_d.  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  nei-
       ther  player can use any cards in their hand.  If the trip
       is completed after the  deck  runs  out,  this  is  called
       _D_e_l_a_y_e_d _A_c_t_i_o_n.

       CCoouupp  FFoouurrrr''ee: 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 _b_e_f_o_r_e 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).

       SSccoorriinngg: 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:
           MMiilleessttoonneess PPllaayyeedd: Each player scores as many miles as
       they played before the trip ended.
           EEaacchh  SSaaffeettyy: 100 points for each safety in the Safety
       area.
           AAllll 44 SSaaffeettiieess: 300 points if all  four  safeties  are
       played.
           EEaacchh CCoouupp FFoouurr''ee: 300 points for each Coup Four'e accom-
       plished.

       The following bonus scores can apply only to  the  winning
       player.
           TTrriipp  CCoommpplleetteedd:  400  points bonus for completing the



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MILLE(6)                                                 MILLE(6)


       trip to 700 or 1000.
           SSaaffee TTrriipp: 300 points bonus for  completing  the  trip
       without using any 200 mile cards.
           DDeellaayyeedd  AAccttiioonn:  300 points bonus for finishing after
       the deck was exhausted.
           EExxtteennssiioonn: 200 points bonus for completing a 1000 mile
       trip.
           SShhuutt--OOuutt:  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 (HHaanndd TToottaall), the game (OOvveerraallll
       TToottaall), and number of games won (GGaammeess).












































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