Home » Archimedes archive » Acorn User » AU 1996-06.adf » Regulars » StarInfo/Jerome/Whitehouse/!Mill/Instr

StarInfo/Jerome/Whitehouse/!Mill/Instr

This website contains an archive of files for the Acorn Electron, BBC Micro, Acorn Archimedes, Commodore 16 and Commodore 64 computers, which Dominic Ford has rescued from his private collection of floppy disks and cassettes.

Some of these files were originally commercial releases in the 1980s and 1990s, but they are now widely available online. I assume that copyright over them is no longer being asserted. If you own the copyright and would like files to be removed, please contact me.

Tape/disk: Home » Archimedes archive » Acorn User » AU 1996-06.adf » Regulars
Filename: StarInfo/Jerome/Whitehouse/!Mill/Instr
Read OK:
File size: 13EF bytes
Load address: 0000
Exec address: 0000
File contents
�HEADER

   This file should not be loaded directly into a word processor.
   Instead load Mill, and select Instructions from its icon bar
   menu.

�U<Mill$Dir>.WinSprs
�END
(Instructions for Mill, by Stuart Whitehouse)



The game of Mill
----------------

General
~~~~~~~
Mill is an ancient game, also called Nine Men's Morris and various other names.

The game is for two players played on a special board of 24 squares linked together by lines. The squares are arranged in three concentric boxes.

Each player has 9 pieces.  In the first phase of the game the players take turns to place their pieces on the board.  Once all have been placed, they then take turns to move their pieces around the board following the lines.

The purpose of the game is to form lines of three pieces of your own colour; these are called 'mills'.  When you form a mill you can remove one of the opponent's pieces.  The first player to be reduced to only two pieces loses the game.



Placing
~~~~~~~
In each player's first nine turns he places one of his pieces on the board.  The piece can be put into any empty square on the board.
If your piece completes a line of three you get to remove an opponent's piece immediately.  (See 'Mills' �G001)


Movement
~~~~~~~~
Once each player has played all his nine pieces, a turn now consists of moving a piece already on the board.  You can only move your own pieces, and the move must be a single stop along one of the black lines joining the squares.  You must move into an empty square - only one piece is allowed on a square at once.

If your move finishes a line of three you get to zap one of your opponent's pieces...


Mills and pounding�M001
~~~~~~~~~~~~~~~~~~
A mill is formed when you complete a line of three of your pieces.  This can be done either during the placing or moving phases of the game.
The line must be a straight line following the black lines on the board.  There are 16 such lines available on the board. (8 horizontal and 8 vertical).

When you form a mill you get to immediately remove one of the opponent's pieces.  This is called pounding.  You only get to pound when you form the mill - you do NOT get to remove a piece each turn that the mill exists.

You are allowed to 'open' a mill, by moving one its pieces out of alignment, and then 'close' it again on the following turn.  When the mill is reformed you CAN pound another enemy piece.


You can remove any enemy piece you choose, unless that piece is part of a current mill - any piece currently part of a line of three (following the connectors drawn on the board) cannot be removed. 

The exception to this last rule is if ALL of the opponent's pieces are in mills (rather rare).  In this case you can remove any of them, with no restrictions.


Win, lose... or draw
~~~~~~~~~~~~~~~~~~~~
A player wins when the opponent has only two pieces remaining (not enough to form a mill).

If a player cannot make any legal moves during the moving part of the game (ie if all of his pieces are blocked by enemy pieces) then he immediately loses the game.

Those are the two official ways for the game to end.
This version also implements a rule that if both players make 50 moves with no pieces being removed then the game is declared a draw.




Playing this computer version
-----------------------------

Click on Mill's icon bar icon to open the playing window.

The squares that the pieces move on are represented by a grey square.
The pieces are represented by -

   Player 1 - �Spiece1         Player2 - �Spiece2
   

Click on a square to insert a piece, or to pound the piece on that square.  Drag the icons around to move pieces.

If a computer player is active, then it will make its moves automatically on its turn.  While the computer player is thinking the computer is busy, and no other action can be undertaken.

The top right of the window tells you what move is expected.



Options
-------

The options window can be opened from either the icon bar menu, or the playing window menu.  This window controls the computer players (if any).
The computer can be attached to either player, or both or neither.  In addition the level of the computer's analysis can be modified.  (This cannot be changed independently if you are playing two computer players against each other.)
The lower down the list the better the analysis becomes.  On the weaker levels the computer only looks a very short distance ahead, and has a large error factor applied to its moves.
On the better levels the computer looks much further ahead, and has no errors.  The quality of the analysis also improves slightly at the better levels.

All of the levels up to and including 'Good' will move quite quickly (ie less than 30 seconds; often less than 1 second).  However the 2 best levels are somewhat slower.  Diabolical is very slow, and I recommend it only be used on a RiscPC.  Advanced is several times quicker than this, but may still need a couple of minutes to move when running on an Arm2 processor.


When Mill is first loaded, the computer will be set to play player 2, at the standard level.





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000000b0  49 6e 73 74 72 75 63 74  69 6f 6e 73 20 66 6f 72  |Instructions for|
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000000e0  54 68 65 20 67 61 6d 65  20 6f 66 20 4d 69 6c 6c  |The game of Mill|
000000f0  0a 2d 2d 2d 2d 2d 2d 2d  2d 2d 2d 2d 2d 2d 2d 2d  |.---------------|
00000100  2d 0a 0a 47 65 6e 65 72  61 6c 0a 7e 7e 7e 7e 7e  |-..General.~~~~~|
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00000690  7e 7e 7e 7e 7e 7e 7e 7e  7e 7e 7e 7e 7e 7e 7e 7e  |~~~~~~~~~~~~~~~~|
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000007f0  74 65 6c 79 20 72 65 6d  6f 76 65 20 6f 6e 65 20  |tely remove one |
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00000810  73 20 70 69 65 63 65 73  2e 20 20 54 68 69 73 20  |s pieces.  This |
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00000830  6e 67 2e 20 20 59 6f 75  20 6f 6e 6c 79 20 67 65  |ng.  You only ge|
00000840  74 20 74 6f 20 70 6f 75  6e 64 20 77 68 65 6e 20  |t to pound when |
00000850  79 6f 75 20 66 6f 72 6d  20 74 68 65 20 6d 69 6c  |you form the mil|
00000860  6c 20 2d 20 79 6f 75 20  64 6f 20 4e 4f 54 20 67  |l - you do NOT g|
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00000880  69 65 63 65 20 65 61 63  68 20 74 75 72 6e 20 74  |iece each turn t|
00000890  68 61 74 20 74 68 65 20  6d 69 6c 6c 20 65 78 69  |hat the mill exi|
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000008e0  20 6f 75 74 20 6f 66 20  61 6c 69 67 6e 6d 65 6e  | out of alignmen|
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00000940  6f 75 20 43 41 4e 20 70  6f 75 6e 64 20 61 6e 6f  |ou CAN pound ano|
00000950  74 68 65 72 20 65 6e 65  6d 79 20 70 69 65 63 65  |ther enemy piece|
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00000980  63 65 20 79 6f 75 20 63  68 6f 6f 73 65 2c 20 75  |ce you choose, u|
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000009c0  20 70 69 65 63 65 20 63  75 72 72 65 6e 74 6c 79  | piece currently|
000009d0  20 70 61 72 74 20 6f 66  20 61 20 6c 69 6e 65 20  | part of a line |
000009e0  6f 66 20 74 68 72 65 65  20 28 66 6f 6c 6c 6f 77  |of three (follow|
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00000a00  72 73 20 64 72 61 77 6e  20 6f 6e 20 74 68 65 20  |rs drawn on the |
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00000a20  20 72 65 6d 6f 76 65 64  2e 20 0a 0a 54 68 65 20  | removed. ..The |
00000a30  65 78 63 65 70 74 69 6f  6e 20 74 6f 20 74 68 69  |exception to thi|
00000a40  73 20 6c 61 73 74 20 72  75 6c 65 20 69 73 20 69  |s last rule is i|
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00000a80  68 65 72 20 72 61 72 65  29 2e 20 20 49 6e 20 74  |her rare).  In t|
00000a90  68 69 73 20 63 61 73 65  20 79 6f 75 20 63 61 6e  |his case you can|
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00000ae0  77 0a 7e 7e 7e 7e 7e 7e  7e 7e 7e 7e 7e 7e 7e 7e  |w.~~~~~~~~~~~~~~|
00000af0  7e 7e 7e 7e 7e 7e 0a 41  20 70 6c 61 79 65 72 20  |~~~~~~.A player |
00000b00  77 69 6e 73 20 77 68 65  6e 20 74 68 65 20 6f 70  |wins when the op|
00000b10  70 6f 6e 65 6e 74 20 68  61 73 20 6f 6e 6c 79 20  |ponent has only |
00000b20  74 77 6f 20 70 69 65 63  65 73 20 72 65 6d 61 69  |two pieces remai|
00000b30  6e 69 6e 67 20 28 6e 6f  74 20 65 6e 6f 75 67 68  |ning (not enough|
00000b40  20 74 6f 20 66 6f 72 6d  20 61 20 6d 69 6c 6c 29  | to form a mill)|
00000b50  2e 0a 0a 49 66 20 61 20  70 6c 61 79 65 72 20 63  |...If a player c|
00000b60  61 6e 6e 6f 74 20 6d 61  6b 65 20 61 6e 79 20 6c  |annot make any l|
00000b70  65 67 61 6c 20 6d 6f 76  65 73 20 64 75 72 69 6e  |egal moves durin|
00000b80  67 20 74 68 65 20 6d 6f  76 69 6e 67 20 70 61 72  |g the moving par|
00000b90  74 20 6f 66 20 74 68 65  20 67 61 6d 65 20 28 69  |t of the game (i|
00000ba0  65 20 69 66 20 61 6c 6c  20 6f 66 20 68 69 73 20  |e if all of his |
00000bb0  70 69 65 63 65 73 20 61  72 65 20 62 6c 6f 63 6b  |pieces are block|
00000bc0  65 64 20 62 79 20 65 6e  65 6d 79 20 70 69 65 63  |ed by enemy piec|
00000bd0  65 73 29 20 74 68 65 6e  20 68 65 20 69 6d 6d 65  |es) then he imme|
00000be0  64 69 61 74 65 6c 79 20  6c 6f 73 65 73 20 74 68  |diately loses th|
00000bf0  65 20 67 61 6d 65 2e 0a  0a 54 68 6f 73 65 20 61  |e game...Those a|
00000c00  72 65 20 74 68 65 20 74  77 6f 20 6f 66 66 69 63  |re the two offic|
00000c10  69 61 6c 20 77 61 79 73  20 66 6f 72 20 74 68 65  |ial ways for the|
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00000c30  69 73 20 76 65 72 73 69  6f 6e 20 61 6c 73 6f 20  |is version also |
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000013ef