


      MMMMIIIILLLLLLLLEEEE((((6666))))                    ((((bbbbssssdddd 4444....2222))))                    MMMMIIIILLLLLLLLEEEE((((6666))))



      NNNNAAAAMMMMEEEE
           mille - play Mille Bournes

      SSSSYYYYNNNNTTTTAAAAXXXX
           ////uuuussssrrrr////ggggaaaammmmeeeessss////mmmmiiiilllllllleeee [ file ]

      DDDDEEEESSSSCCCCRRRRIIIIPPPPTTTTIIIIOOOONNNN
           _M_i_l_l_e plays a two-handed game like the Parker Brother's game
           of Mille Bournes.  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.



      Page 1                                                   (9010-E)






      MMMMIIIILLLLLLLLEEEE((((6666))))                    ((((bbbbssssdddd 4444....2222))))                    MMMMIIIILLLLLLLLEEEE((((6666))))



           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.

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

      SSSSEEEEEEEE AAAALLLLSSSSOOOO
           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

      CCCCAAAARRRRDDDDSSSS
           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)


      RRRRUUUULLLLEEEESSSS
           OOOObbbbjjjjeeeecccctttt:  The point of 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.

           OOOOvvvveeeerrrrvvvviiiieeeewwww:  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



      Page 2                                                   (9010-E)






      MMMMIIIILLLLLLLLEEEE((((6666))))                    ((((bbbbssssdddd 4444....2222))))                    MMMMIIIILLLLLLLLEEEE((((6666))))



           cards on you in the first place.  They are _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.

           BBBBooooaaaarrrrdddd LLLLaaaayyyyoooouuuutttt:  The board is split into several areas.  From
           top to bottom, they are:  SSSSAAAAFFFFEEEETTTTYYYY AAAARRRREEEEAAAA (unlabeled): This is
           where the safeties will be placed as they are played.  HHHHAAAANNNNDDDD:
           These are the cards in your hand.  BBBBAAAATTTTTTTTLLLLEEEE:  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.
           SSSSPPPPEEEEEEEEDDDD:  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.  MMMMIIIILLLLEEEEAAAAGGGGEEEE:  Miles are
           placed here.  The total of the numbers shown here is the
           distance traveled so far.

           PPPPllllaaaayyyy:  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 reaces 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.

           HHHHaaaazzzzaaaarrrrdddd aaaannnndddd RRRReeeemmmmeeeeddddyyyy CCCCaaaarrrrddddssss:  Hazard Cards are played on your
           opponent's Battle and Speed piles.  Remedy Cards are used
           for undoing the effects of your opponent's nastyness.

               GGGGoooo (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).
               SSSSttttoooopppp is played on your opponent's _G_o card to prevent
           them from playing mileage until they play a _G_o card.
               SSSSppppeeeeeeeedddd LLLLiiiimmmmiiiitttt 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.
               EEEEnnnndddd ooooffff LLLLiiiimmmmiiiitttt is played on your Speed pile to nullify a
           _S_p_e_e_d _L_i_m_i_t played by your opponent.
               OOOOuuuutttt ooooffff GGGGaaaassss 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.
               FFFFllllaaaatttt TTTTiiiirrrreeee 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.
               AAAAcccccccciiiiddddeeeennnntttt is played on your opponent's _G_o card.  They



      Page 3                                                   (9010-E)






      MMMMIIIILLLLLLLLEEEE((((6666))))                    ((((bbbbssssdddd 4444....2222))))                    MMMMIIIILLLLLLLLEEEE((((6666))))



           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.

           SSSSaaaaffffeeeettttyyyy CCCCaaaarrrrddddssss:  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.
               RRRRiiiigggghhhhtttt ooooffff WWWWaaaayyyy 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
           permanent _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 besides a Go card.
               EEEExxxxttttrrrraaaa TTTTaaaannnnkkkk When played, your opponent cannot play an _O_u_t
           _o_f _G_a_s on your Battle Pile.
               PPPPuuuunnnnccccttttuuuurrrreeee PPPPrrrrooooooooffff When played, your opponent cannot play a
           _F_l_a_t _T_i_r_e on your Battle Pile.
               DDDDrrrriiiivvvviiiinnnngggg AAAAcccceeee When played, your opponent cannot play an
           _A_c_c_i_d_e_n_t on your Battle Pile.

           DDDDiiiissssttttaaaannnncccceeee CCCCaaaarrrrddddssss:  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 neither 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.

           CCCCoooouuuupppp FFFFoooouuuurrrrrrrr''''eeee:  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).

           SSSSccccoooorrrriiiinnnngggg:  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:
               MMMMiiiilllleeeessssttttoooonnnneeeessss PPPPllllaaaayyyyeeeedddd:  Each player scores as many miles as
           they played before the trip ended.
               EEEEaaaacccchhhh SSSSaaaaffffeeeettttyyyy:  100 points for each safety in the Safety
           area.
               AAAAllllllll 4444 SSSSaaaaffffeeeettttiiiieeeessss:  300 points if all four safeties are
           played.
               EEEEaaaacccchhhh CCCCoooouuuupppp FFFFoooouuuurrrr''''eeee:  300 points for each Coup Four'e
           accomplished.




      Page 4                                                   (9010-E)






      MMMMIIIILLLLLLLLEEEE((((6666))))                    ((((bbbbssssdddd 4444....2222))))                    MMMMIIIILLLLLLLLEEEE((((6666))))



           The following bonus scores can apply only to the winning
           player.
               TTTTrrrriiiipppp CCCCoooommmmpppplllleeeetttteeeedddd:  400 points bonus for completing the
           trip to 700 or 1000.
               SSSSaaaaffffeeee TTTTrrrriiiipppp:  300 points bonus for completing the trip
           without using any 200 mile cards.
               DDDDeeeellllaaaayyyyeeeedddd AAAAccccttttiiiioooonnnn:  300 points bonus for finishing after
           the deck was exhausted.
               EEEExxxxtttteeeennnnssssiiiioooonnnn:  200 points bonus for completing a 1000 mile
           trip.
               SSSShhhhuuuutttt----OOOOuuuutttt:  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 (HHHHaaaannnndddd TTTToooottttaaaallll), the game (OOOOvvvveeeerrrraaaallllllll TTTToooottttaaaallll),
           and number of games won (GGGGaaaammmmeeeessss).







































      Page 5                                                   (9010-E)



