NAME
mille —
play Mille Bornes
SYNOPSIS
DESCRIPTION
Mille plays a two-handed game reminiscent of the Parker
Brother's game of Mille Bornes 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.
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.
SEE ALSO
curses(3),
Ken Arnold, Screen
Updating and Cursor Movement Optimization: A Library Package.
AUTHORS
Ken Arnold
(The game itself is a product of Parker Brothers, Inc.)
CARDS
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)
RULES
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 immediately.
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 below).
- 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 mileage.
- 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 mileage.
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 Fourré:
This is a French fencing term for a counter-thrust move as part of a parry to an
opponent's attack. In current French colloquial language it means a sneaky,
underhanded blow. In Mille Bornes, 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 Fourré:
- 300 points for each Coup Fourré accomplished.
The following bonus scores can apply only to the winning player.
- Trip Completed:
- 400 points bonus for completing the trip to 700 or
1000.
- 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
exhausted.
- 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).