mille —
play Mille Bornes
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.
curses(3),
Ken Arnold,
    Screen Updating and Cursor Movement Optimization: A
    Library Package.
Ken Arnold
(The game itself is a product of Parker Brothers, Inc.)
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)
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.
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.
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.
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 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 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 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.
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).
Scores are totalled 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).