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+.\" $NetBSD: mille.6,v 1.9 2003/08/07 09:37:25 agc Exp $
+.\"
+.\" Copyright (c) 1983, 1993
+.\" The Regents of the University of California. All rights reserved.
+.\"
+.\" Redistribution and use in source and binary forms, with or without
+.\" modification, are permitted provided that the following conditions
+.\" are met:
+.\" 1. Redistributions of source code must retain the above copyright
+.\" notice, this list of conditions and the following disclaimer.
+.\" 2. Redistributions in binary form must reproduce the above copyright
+.\" notice, this list of conditions and the following disclaimer in the
+.\" documentation and/or other materials provided with the distribution.
+.\" 3. Neither the name of the University nor the names of its contributors
+.\" may be used to endorse or promote products derived from this software
+.\" without specific prior written permission.
+.\"
+.\" THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
+.\" ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+.\" IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
+.\" ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
+.\" FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
+.\" DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
+.\" OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
+.\" HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
+.\" LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
+.\" OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
+.\" SUCH DAMAGE.
+.\"
+.\" @(#)mille.6 8.3 (Berkeley) 6/1/94
+.\"
+.TH MILLE 6 "June 1, 1994"
+.UC 4
+.SH NAME
+mille \- play Mille Bornes
+.SH SYNOPSIS
+.B mille
+[ file ]
+.SH DESCRIPTION
+.I 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.
+.PP
+When a game is started up,
+the bottom of the score window will contain a list of commands.
+They are:
+.IP P
+Pick a card from the deck.
+This card is placed in the `P' slot in your hand.
+.IP D
+Discard a card from your hand.
+To indicate which card, type the number of the card in the hand
+(or \*(lqP\*(rq for the just-picked card) followed
+by a \*[Lt]RETURN\*[Gt] or \*[Lt]SPACE\*[Gt].
+The \*[Lt]RETURN or \*[Lt]SPACE\*[Gt] is required to allow recovery from typos
+which can be very expensive, like discarding safeties.
+.IP U
+Use a card.
+The card is again indicated by its number,
+followed by a \*[Lt]RETURN\*[Gt] or \*[Lt]SPACE\*[Gt].
+.IP 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.
+.IP Q
+Quit the game.
+This will ask for confirmation, just to be sure.
+Hitting \*[Lt]DELETE\*[Gt] (or \*[Lt]RUBOUT\*[Gt]) is equivalent.
+.IP 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 \*[Lt]RETURN\*[Gt] without a name,
+the save will be terminated and the game resumed.
+.IP R
+Redraw the screen from scratch.
+The command ^L (control `L') will also work.
+.IP 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.
+.PP
+If you make a mistake, an error message will be printed
+on the last line of the score window, and a bell will beep.
+.PP
+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
+.RB \*(lq S \*(rq
+command to reattempt the save.
+.SH AUTHOR
+Ken Arnold
+.br
+(The game itself is a product of Parker Brothers, Inc.)
+.SH "SEE ALSO"
+curses(3X),
+.I "Screen Updating and Cursor Movement Optimization:"
+.IR "A Library Package" ,
+Ken Arnold
+.SH CARDS
+.PP
+Here is some useful information.
+The number in parentheses after the card name
+is the number of that card in the deck:
+.sp
+.nf
+.ne 10
+.ta \w'Speed Limit (3)'u+3n \w'Speed Limit (3)'u+\w'End of Limit (6)'u+6n
+Hazard Repair Safety
+.sp
+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)
+.sp
+.ce
+25 \- (10), 50 \- (10), 75 \- (10), 100 \- (12), 200 \- (4)
+.sp
+.fi
+.DT
+.SH RULES
+.PP
+.BR 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.
+.PP
+.BR Overview :
+The game is played with a deck of 101 cards.
+.I 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.
+.I Hazard
+cards are used to prevent your opponent from putting down Distance cards.
+They can only be played if your opponent has a
+.I Go
+card on top of the Battle pile.
+The cards are
+.IR "Out of Gas" ,
+.IR "Accident" ,
+.IR "Flat Tire" ,
+.IR "Speed Limit" ,
+and
+.IR "Stop" .
+.I Remedy
+cards fix problems caused by Hazard cards played on you by your opponent.
+The cards are
+.IR "Gasoline" ,
+.IR "Repairs" ,
+.IR "Spare Tire" ,
+.IR "End of Limit" ,
+and
+.IR "Go" .
+.I Safety
+cards prevent your opponent from putting specific Hazard cards on you
+in the first place.
+They are
+.IR "Extra Tank" ,
+.IR "Driving Ace" ,
+.IR "Puncture Proof" ,
+and
+.IR "Right of Way" ,
+and there are only one of each in the deck.
+.PP
+.BR "Board Layout" :
+The board is split into several areas.
+From top to bottom, they are:
+.B "SAFETY AREA"
+(unlabeled): This is where the safeties will be placed as they are played.
+.BR HAND :
+These are the cards in your hand.
+.BR BATTLE :
+This is the Battle pile.
+All the Hazard and Remedy Cards are played here, except the
+.I "Speed Limit"
+and
+.I "End of Limit"
+cards.
+Only the top card is displayed, as it is the only effective one.
+.BR SPEED :
+The Speed pile.
+The
+.I "Speed Limit"
+and
+.I "End of Limit"
+cards are played here
+to control the speed at which the player is allowed to put down miles.
+.BR MILEAGE :
+Miles are placed here.
+The total of the numbers shown here is the distance traveled so far.
+.PP
+.BR 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.
+.PP
+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
+.IR Extension ,
+which means that the play continues until someone reaches 1000 miles.
+.PP
+.BR "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.
+.PP
+.RB "\ \ \ \ " Go
+(Green Light)
+must be the top card on your Battle pile for you to play any mileage,
+unless you have played the
+.I "Right of Way"
+card (see below).
+.br
+.RB "\ \ \ \ " Stop
+is played on your opponent's
+.I Go
+card to prevent them from playing mileage until they play a
+.I Go
+card.
+.br
+.RB "\ \ \ \ " "Speed Limit"
+is played on your opponent's Speed pile.
+Until they play an
+.I "End of Limit"
+they can only play 25 or 50 mile cards, presuming their
+.I Go
+card allows them to do even that.
+.br
+.RB "\ \ \ \ " "End of Limit"
+is played on your Speed pile to nullify a
+.I "Speed Limit"
+played by your opponent.
+.br
+.RB "\ \ \ \ " "Out of Gas"
+is played on your opponent's
+.I Go
+card.
+They must then play a
+.I Gasoline
+card, and then a
+.I Go
+card before they can play any more mileage.
+.br
+.RB "\ \ \ \ " "Flat Tire"
+is played on your opponent's
+.I Go
+card.
+They must then play a
+.I "Spare Tire"
+card, and then a
+.I Go
+card before they can play any more mileage.
+.br
+.ne 1i
+.RB "\ \ \ \ " "Accident"
+is played on your opponent's
+.I Go
+card.
+They must then play a
+.I Repairs
+card, and then a
+.I Go
+card before they can play any more mileage.
+.br
+.PP
+.BR "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
+.IR "always entitles the player to an extra turn" .
+.br
+.RB "\ \ \ \ " "Right of Way"
+prevents your opponent from playing both
+.I Stop
+and
+.I "Speed Limit"
+cards on you.
+It also acts as a permanent
+.I 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.
+.br
+.RB "\ \ \ \ " "Extra Tank"
+When played, your opponent cannot play an
+.I "Out of Gas"
+on your Battle Pile.
+.br
+.RB "\ \ \ \ " "Puncture Proof"
+When played, your opponent cannot play a
+.I "Flat Tire"
+on your Battle Pile.
+.br
+.RB "\ \ \ \ " "Driving Ace"
+When played, your opponent cannot play an
+.I Accident
+on your Battle Pile.
+.PP
+.BR "Distance Cards" :
+Distance cards are played when you have a
+.I 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
+.IR "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
+.IR "Delayed Action" .
+.PP
+.BR "Coup Fourr\o'\(aae'" :
+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
+.I 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 \*(lqScoring\*(rq below).
+.PP
+.BR 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:
+.br
+.RB "\ \ \ \ " "Milestones Played" :
+Each player scores as many miles as they played before the trip ended.
+.br
+.RB "\ \ \ \ " "Each Safety" :
+100 points for each safety in the Safety area.
+.br
+.RB "\ \ \ \ " "All 4 Safeties" :
+300 points if all four safeties are played.
+.br
+.RB "\ \ \ \ " "Each Coup Fourr\o'\(aae'" :
+300 points for each Coup Fourr\o'\(aae' accomplished.
+.PP
+The following bonus scores can apply only to the winning player.
+.br
+.RB "\ \ \ \ " "Trip Completed" :
+400 points bonus for completing the trip to 700 or 1000.
+.br
+.RB "\ \ \ \ " "Safe Trip" :
+300 points bonus for completing the trip without using any 200 mile cards.
+.br
+.RB "\ \ \ \ " "Delayed Action" :
+300 points bonus for finishing after the deck was exhausted.
+.br
+.RB "\ \ \ \ " "Extension" :
+200 points bonus for completing a 1000 mile trip.
+.br
+.RB "\ \ \ \ " "Shut-Out" :
+500 points bonus for completing the trip
+before your opponent played any mileage cards.
+.PP
+Running totals are also kept for the current score for each player
+for the hand
+.RB ( "Hand Total" ),
+the game
+.RB ( "Overall Total" ),
+and number of games won
+.RB ( Games ).