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xvier(6) [debian man page]

XVIER(6)							   Games Manual 							  XVIER(6)

NAME
xvier - a X11 board game. SYNOPSIS
xvier [ -display displayname ] [ -geometry geometry ] [ -fn fontpattern ] [ -iconic ] [ -rows rows ] [ -columns columns ] [ -prog program- path ] [ -level levelnumber ] DESCRIPTION
Xvier is a board game where you and the computer alternately throw stones into free columns. The stones pile up in the columns, and the goal is to get four stones in a row, in a column or diagonally. You can choose various board sizes and levels of difficulty. During the game you click with the mouse onto the column where you want to put your stone. Another possibility is a lower case letter in the range 'a' to 'm' (maximally) where 'a' is the left column. If you want to change the level of difficulty, you must use the keyboard. Simply type the number of the desired level. These levels correspond to the search depth of the game program. The meaning of the command line options and buttons is given below. While the game program computes a move, everything besides Change and Quit is blocked. OPTIONS
-display displayname The X11 screen you want to use. -geometry geometry The desired geometry of the game window. -fn fontpattern A pattern describing the fonts which are used for the buttons and messages. Xvier chooses the biggest font that fits into the win- dow. Therefore the pattern should describe different sizes of one font. The default is *-Helvetica-Medium-R-Normal-*. -iconic Start in iconic state. -rows rows The number of rows of the board. The possible range is 4 to 13. The default is 6. -columns columns The number of columns of the board. The possible range is 4 to 13. The default is 7. -prog programpath The path of the game program. -level levelnumber The level of difficulty to start with. The possible range is 0 to 9. The default is 0. BUTTONS
The keyboard equivalents of the buttons are given in brackets. Quit ['q' or 'Q'] Finish the game. New ['n' or 'N'] Start a new game. Undo ['u' or 'U'] Undo one move. Start ['s' or 'S'] Let the computer begin with the first move. The board must be empty. Change ['C'] Exchange the colours of your and the computer's stones. AUTHOR
Norbert Jung jung@dia.informatik.uni-stuttgart.de 21 April 1992 XVIER(6)

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REVERSI(6)							   Games Manual 							REVERSI(6)

NAME
reversi - a game of dramatic reversals SYNOPSIS
/usr/games/reversi [ [ -r ] file ] DESCRIPTION
Reversi (also known as `friends', `Chinese friends' and `Othello') is played on an 8x8 board using two-sided tokens. Each player takes his turn by placing a token with his side up in an empty square. During the first four turns, players may only place tokens in the four cen- tral squares of the board. Subsequently, with each turn, a player must capture one or more of his opponent's tokens. He does this by placing one of his tokens such that it and another of his tokens embrace a solid line of his opponent's horizontally, vertically or diago- nally. Captured tokens are flipped over and thus can be re-captured. If a player cannot outflank his opponent he forfeits his turn. The play continues until the board is filled or until no more outflanking is possible. In this game, your tokens are asterisks and the machine's are at-signs. You move by typing in the row and column at which you want to place your token as two digits (1-8), optionally separated by blanks or tabs. You can also type c to continue the game after hitting break (this is only necessary if you interrupt the machine while it is deliberating). g n to start reversi playing against itself for the next n moves (or until the break key is hit). n to stop printing the board after each move. o to start it up again. p to print the board regardless. q to quit (without dishonor). s to print the score. Reversi also recognizes several commands which are valid only at the start of the game, before any moves have been made. They are f to let the machine go first. h n to ask for a handicap of from one to four corner squares. If you're good, you can give the machine a handicap by typing a negative number. l n to set the amount of lookahead used by the machine in searching for moves. Zero means none at all. Four is the default. Greater than six means you may fall asleep waiting for the machine to move. t n to tell reversi that you will only need n seconds to consider each move. If you fail to respond in the alloted time, you forfeit your turn. If reversi is given a file name as an argument, it will checkpoint the game, move by move, by dumping the board onto file. The -r option will cause reversi to restart the game from file and continue logging. REVERSI(6)
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