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authorPaul Janzen <pjanzen@cvs.openbsd.org>2001-08-18 03:27:19 +0000
committerPaul Janzen <pjanzen@cvs.openbsd.org>2001-08-18 03:27:19 +0000
commita33427cdc74e87f3a511989dc14ddfedf42e80a4 (patch)
tree670dced6681f72f5e218bcdf6e4b98c9642cc02a /games
parent3a351b65724a0b802f4e91c9e9f479f2f73a9dac (diff)
Formatting
Diffstat (limited to 'games')
-rw-r--r--games/adventure/adventure.67
-rw-r--r--games/atc/atc.6254
-rw-r--r--games/banner/banner.611
-rw-r--r--games/battlestar/battlestar.633
-rw-r--r--games/bcd/bcd.611
-rw-r--r--games/canfield/canfield/canfield.628
-rw-r--r--games/gomoku/gomoku.629
-rw-r--r--games/grdc/grdc.68
-rw-r--r--games/hangman/hangman.610
-rw-r--r--games/hunt/hunt/hunt.6131
-rw-r--r--games/hunt/huntd/huntd.6165
-rw-r--r--games/mille/mille.654
-rw-r--r--games/monop/monop.68
-rw-r--r--games/pom/pom.66
-rw-r--r--games/rain/rain.66
-rw-r--r--games/robots/robots.614
-rw-r--r--games/rogue/rogue.629
-rw-r--r--games/snake/snake.611
-rw-r--r--games/tetris/tetris.66
-rw-r--r--games/trek/trek.65
-rw-r--r--games/worm/worm.620
-rw-r--r--games/worms/worms.68
-rw-r--r--games/wump/wump.66
23 files changed, 533 insertions, 327 deletions
diff --git a/games/adventure/adventure.6 b/games/adventure/adventure.6
index c84d952a99c..a0f058ec743 100644
--- a/games/adventure/adventure.6
+++ b/games/adventure/adventure.6
@@ -1,4 +1,4 @@
-.\" $OpenBSD: adventure.6,v 1.4 1999/07/09 13:35:57 aaron Exp $
+.\" $OpenBSD: adventure.6,v 1.5 2001/08/18 03:27:14 pjanzen Exp $
.\"
.\" Copyright (c) 1991, 1993
.\" The Regents of the University of California. All rights reserved.
@@ -60,6 +60,5 @@ to save a game for later resumption, enter
.Sh AUTHORS
The game
.Nm
-was originally written in Fortran by Will Crowther
-and Don Woods. It was later translated to C and enhanced by Jim
-Gillogly (jim@rand.org).
+was originally written in Fortran by Will Crowther and Don Woods.
+It was later translated to C and enhanced by Jim Gillogly (jim@rand.org).
diff --git a/games/atc/atc.6 b/games/atc/atc.6
index 43595f9bbed..fa03018c75c 100644
--- a/games/atc/atc.6
+++ b/games/atc/atc.6
@@ -1,4 +1,4 @@
-.\" $OpenBSD: atc.6,v 1.6 2001/02/04 02:15:28 pjanzen Exp $
+.\" $OpenBSD: atc.6,v 1.7 2001/08/18 03:27:17 pjanzen Exp $
.\"
.\" Copyright (c) 1990, 1993
.\" The Regents of the University of California. All rights reserved.
@@ -56,7 +56,9 @@ controller without endangering the lives of millions of
travelers each year.
Your responsibilities require you to direct the flight of jets
and prop planes into and out of the flight arena and airports.
-The speed (update time) and frequency of the planes depend on the
+The speed
+.Pq update time
+and frequency of the planes depend on the
difficulty of the chosen arena.
.Sh OPTIONS
.Bl -tag -width "-g gamex"
@@ -69,7 +71,8 @@ Same as
Print a list of available games and exit.
The first game name printed is the default game.
.It Fl s
-Print the score list (formerly the Top Ten list).
+Print the score list
+.Pq formerly the Top Ten list .
The scoring information is the game time in
.Dq radar updates ,
the wall-clock game time, and the number of planes that were
@@ -80,44 +83,52 @@ Same as
.It Fl p
Print the path to the special directory where
.Nm
-expects to find its private files. This is used during the
-installation of the program.
+expects to find its private files.
+This is used during the installation of the program.
.It Fl q
-Play quietly (no bells).
+Play quietly
+.Pq no bells .
.It Fl g Ar game
-Play the named game. If the game listed is not one of the
-ones printed from the
+Play the named game.
+If the game listed is not one of the ones printed from the
.Fl l
option, the default game is played.
.It Fl f Ar game
Same as
.Fl g .
.It Fl r Ar seed
-Set the random seed. The purpose of this flag is questionable.
+Set the random seed.
+The purpose of this flag is questionable.
.El
.Sh GOALS
Your goal in
.Nm
is to keep the game going as long as possible.
There is no winning state, except to beat the times of other players.
-You will need to: launch planes at airports (by instructing them to
-increase their altitude); land planes at airports (by instructing them to
-go to altitude zero when exactly over the airport); and maneuver planes
-out of exit points.
+You will need to: launch planes at airports
+.Po
+by instructing them to increase their altitude
+.Pc ;
+land planes at airports
+(by instructing them to go to altitude zero when exactly over the airport);
+and maneuver planes out of exit points.
.Pp
Several things will cause the end of the game.
-Each plane has a destination (see information area), and
-sending a plane to the wrong destination is an error.
-Planes can run out of fuel, or can collide. Collision is defined as
-adjacency, horizontal or vertical. A plane leaving the arena
-in any other way than through its correct destination exit is an error
-as well.
+Each plane has a destination
+.Pq see information area ,
+and sending a plane to the wrong destination is an error.
+Planes can run out of fuel, or can collide.
+Collision is defined as adjacency, horizontal or vertical.
+A plane leaving the arena in any other way than through its correct
+destination exit is an error as well.
.Pp
-Scores are sorted in order of the number of planes safe. The other
-statistics are provided merely for fun. There is no penalty for
-taking longer than another player (except in the case of ties).
+Scores are sorted in order of the number of planes safe.
+The other statistics are provided merely for fun.
+There is no penalty for taking longer than another player
+.Pq except in the case of ties .
.Pp
-Suspending a game is not permitted. If you get a talk message, tough.
+Suspending a game is not permitted.
+If you get a talk message, tough.
When was the last time an Air Traffic Controller got called away to
the phone?
.Sh "THE DISPLAY"
@@ -126,9 +137,9 @@ Depending on the terminal used, the
screen will be divided into 4 areas.
It should be stressed that the terminal driver portion of the
game was designed to be reconfigurable, so the display format can vary
-depending the version you are playing. The descriptions here are based
-on the ASCII version of the game. The game rules and input format, however,
-should remain consistent.
+depending the version you are playing.
+The descriptions here are based on the ASCII version of the game.
+The game rules and input format, however, should remain consistent.
Control-L redraws the screen, should it become muddled.
.Ss RADAR
The first screen area is the radar display, showing the relative locations
@@ -138,11 +149,11 @@ beacons, and
which simply serve to aid you in guiding
the planes.
.Pp
-Planes are shown as a single letter with an altitude. If
-the numerical altitude is a single digit, then it represents
+Planes are shown as a single letter with an altitude.
+If the numerical altitude is a single digit, then it represents
thousands of feet.
-Some distinction is made between the prop
-planes and the jets. On ASCII terminals, prop planes are
+Some distinction is made between the prop planes and the jets.
+On ASCII terminals, prop planes are
represented by an upper case letter, jets by a lower case letter.
.Pp
Airports are shown as a number and some indication of the direction
@@ -154,9 +165,16 @@ On ASCII terminals, this is one of
or
.Sq v ,
to indicate
-north (0 degrees), east (90), west (270) and south (180), respectively.
-The planes will also
-take off in this direction.
+north
+.Pq 0 degrees ,
+east
+.Pq 90 ,
+west
+.Pq 270 ,
+and south
+.Pq 180 ,
+respectively.
+The planes will also take off in this direction.
.Pp
Beacons are represented as circles or asterisks and a number.
Their purpose is to offer a place of easy reference to the plane pilots.
@@ -165,30 +183,36 @@ See
under the input section of this manual.
.Pp
Entry/exit points are displayed as numbers along the border of the
-radar screen. Planes will enter the arena from these points without
-warning. These points have a direction associated with them, and
-planes will always enter the arena from this direction. On the
-ASCII version of
+radar screen.
+Planes will enter the arena from these points without warning.
+These points have a direction associated with them, and
+planes will always enter the arena from this direction.
+On the ASCII version of
.Nm atc ,
-this direction is not displayed. It will become apparent
-what this direction is as the game progresses.
+this direction is not displayed.
+It will become apparent what this direction is as the game progresses.
.Pp
Incoming planes will always enter at the same altitude: 7000 feet.
For a plane to depart successfully through an entry/exit point,
it must be flying at 9000 feet.
It is not necessary for the planes to be flying in any particular
-direction when they leave the arena (yet).
+direction when they leave the arena
+.Pq yet .
.Ss "INFORMATION AREA"
The second area of the display is the information area, which lists
-the time (number of updates since start) and the number of planes you
+the time
+.Pq number of updates since start
+and the number of planes you
have directed safely out of the arena.
Below this is a list of planes currently in the air, followed by a
-blank line, and then a list of planes on the ground (at airports).
+blank line, and then a list of planes on the ground
+.Pq at airports .
Each line lists the plane name and its current altitude,
an optional asterisk indicating low fuel, the plane's destination,
-and the plane's current command. Changing altitude is not considered
-to be a command and is therefore not displayed. The following are
-some possible information lines:
+and the plane's current command.
+Changing altitude is not considered
+to be a command and is therefore not displayed.
+The following are some possible information lines:
.Pp
.Dl B4*A0: Circle @ b1
.Pp
@@ -197,7 +221,8 @@ some possible information lines:
The first example shows a prop plane named
.Sq B
that is flying at 4000
-feet. It is low on fuel (note the
+feet.
+It is low on fuel (note the
.Sq * ) .
Its destination is
Airport #0.
@@ -206,24 +231,31 @@ to do is circle when it reaches Beacon #1.
The second example shows a jet named
.Sq g
at 7000 feet, destined for
-Exit #4. It is just now executing a turn to 225 degrees (Southwest).
+Exit #4.
+It is just now executing a turn to 225 degrees
+.Pq Southwest .
.Ss "INPUT AREA"
-The third area of the display is the input area. It is here that
-your input is reflected. See the INPUT heading of this manual
-for more details.
+The third area of the display is the input area.
+It is here that your input is reflected.
+See the INPUT heading of this manual for more details.
.Ss "AUTHOR AREA"
This area is used simply to give credit where credit is due. :-)
.Sh INPUT
A command completion interface is built into
-the game. At any time, typing
+the game.
+At any time, typing
.Sq ?
will list possible input characters.
-Typing a backspace (your erase character) backs up, erasing the last part
-of the command. When a command is complete, a return enters it, and
-any semantic checking is done at that time. If no errors are detected,
-the command is sent to the appropriate plane. If an error is discovered
+Typing a backspace
+.Pq your erase character
+backs up, erasing the last part of the command.
+When a command is complete, a return enters it, and
+any semantic checking is done at that time.
+If no errors are detected, the command is sent to the appropriate plane.
+If an error is discovered
during the check, the offending statement will be underscored and a
-(somewhat) descriptive message will be printed under it.
+.Pq somewhat
+descriptive message will be printed under it.
.Pp
The command syntax is broken into two parts:
.Em Immediate Only
@@ -258,8 +290,9 @@ refers to \-45 degrees or 45 degrees left, and
.Sq w
refers to 0 degrees, or no change in direction.
.Pp
-All commands start with a plane letter. This indicates the recipient
-of the command. Case is ignored.
+All commands start with a plane letter.
+This indicates the recipient of the command.
+Case is ignored.
.Ss "IMMEDIATE ONLY COMMANDS"
.Bd -ragged
.Bl -tag -width "aaaa"
@@ -275,28 +308,31 @@ and
.Sq d .
.Bl -tag -width "aaaaaaaaaa" -compact
.It Sy a [0\-9]
-Go to the given altitude (thousands of feet).
+Go to the given altitude
+.Pq thousands of feet .
.It Sy c [0\-9]
Climb:
-Relative altitude change (thousands of feet).
+Relative altitude change
+.Pq thousands of feet .
.It Sy d [0\-9]
Descend
-Relative altitude change (thousands of feet).
+Relative altitude change
+.Pq thousands of feet .
.El
.It Sy m
Mark:
-Display in highlighted mode. Plane and command information is
-displayed normally.
+Display in highlighted mode.
+Plane and command information is displayed normally.
.It Sy i
Ignore:
-Do not display highlighted. Command information is displayed as a
-line of dashes if there is no command.
+Do not display highlighted.
+Command information is displayed as a line of dashes if there is no command.
.It Sy u
Unmark:
Same as ignore, but if a delayed command is processed,
-the plane will become marked. This is useful if you want
-to forget about a plane during part, but not all, of its
-journey.
+the plane will become marked.
+This is useful if you want to forget about a plane during part, but not
+all, of its journey.
.El
.Ed
.Ss "DELAYABLE COMMANDS"
@@ -314,7 +350,8 @@ Turn to the absolute compass heading given.
The shortest turn will be taken.
.It Sy tl
Left:
-Turn counterclockwise (45 degrees by default).
+Turn counterclockwise
+.Pq 45 degrees by default .
.Bl -tag -width "tl <dir>" -compact
.It Sy tl <dir>
Turn ccw the given number of degrees.
@@ -330,7 +367,8 @@ the plane will really turn 45 cw, which takes only one turn.
.El
.It Sy tr
Right:
-Turn clockwise (45 degrees by default).
+Turn clockwise
+.Pq 45 degrees by default .
.Bl -tag -width "tl <dir>" -compact
.It Sy tr <dir>
Analogous to turn left <dir>.
@@ -341,8 +379,8 @@ Turn counterclockwise 90 degrees.
Turn clockwise 90 degrees.
.It Sy "tt [abe*]"
Towards:
-Turn towards a beacon, airport or exit. The turn is
-just an estimate.
+Turn towards a beacon, airport or exit.
+The turn is just an estimate.
.Bl -tag -width "aaaaaaaaaa" -compact
.It Sy ttb Em number
Turn towards the specified beacon.
@@ -363,9 +401,10 @@ The
(a/@)
command may be appended to any
.Em Delayable
-command. It allows the controller to instruct a plane to do an action
-when the plane reaches a particular beacon (or other objects in future
-versions).
+command.
+It allows the controller to instruct a plane to do an action
+when the plane reaches a particular beacon
+.Pq or other objects in future versions .
.Pp
.Bd -ragged -offset indent
.Bl -tag -width indent -compact
@@ -385,16 +424,18 @@ can be used instead of
.Pp
Planes are
.Em marked
-by default when they enter the arena. This means they are displayed
-in highlighted mode on the radar display. A plane may also be either
+by default when they enter the arena.
+This means they are displayed in highlighted mode on the radar display.
+A plane may also be either
.Em unmarked
or
.Em ignored.
An
.Em unmarked
plane is drawn in unhighlighted mode, and a line of dashes is displayed in
-the command field of the information area. The plane will remain this
-way until a mark command has been issued. Any other command will be issued,
+the command field of the information area.
+The plane will remain this way until a mark command has been issued.
+Any other command will be issued,
but the command line will return to a line of dashes when the command
is completed.
.Pp
@@ -403,12 +444,13 @@ An
plane is treated the same as an unmarked plane, except that it will
automatically switch to
.Em marked
-status when a delayed command has been processed. This is useful if
-you want to forget about a plane for a while, but its flight path has
-not yet been completely set.
+status when a delayed command has been processed.
+This is useful if you want to forget about a plane for a while,
+but its flight path has not yet been completely set.
.Pp
As with all of the commands, marking, unmarking and ignoring will take effect
-at the beginning of the next update. Do not be surprised if the plane does
+at the beginning of the next update.
+Do not be surprised if the plane does
not immediately switch to unhighlighted mode.
.Ss EXAMPLES
.Bd -ragged -offset indent
@@ -438,18 +480,21 @@ Planes enter at 7000 feet and leave at 9000 feet.
.It
Planes flying at an altitude of 0 crash if they are not over an airport.
.It
-Planes waiting at airports can only be told to take off (climb in altitude).
+Planes waiting at airports can only be told to take off
+.Pq climb in altitude .
.El
.Sh "NEW GAMES"
The
.Pa Game_List
-file lists the currently available play fields. New field description
-file names must be placed in this file to be playable. If a player
-specifies a game not in this file, his score will not be logged.
+file lists the currently available play fields.
+New field description file names must be placed in this file to be
+playable.
+If a player specifies a game not in this file, his score will not be logged.
.Pp
-The game field description files are broken into two parts. The first
-part is the definition section. Here, the four tunable game parameters
-must be set. These variables are set with the syntax:
+The game field description files are broken into two parts.
+The first part is the definition section.
+Here, the four tunable game parameters must be set.
+These variables are set with the syntax:
.Pp
.Dl "variable = number;"
.Pp
@@ -457,7 +502,9 @@ Variable may be one of:
.Li update,
indicating the number of seconds between forced updates;
.Li newplane,
-indicating (about) the number of updates between new plane entries;
+indicating
+.Pq about
+the number of updates between new plane entries;
.Li width,
indicating the width of the play field; or
.Li height,
@@ -480,25 +527,30 @@ The syntax is as follows:
.El
.Ed
.Pp
-For beacons, a simple x, y coordinate pair is used (enclosed in parenthesis).
+For beacons, a simple x, y coordinate pair is used
+.Pq enclosed in parentheses .
Airports and exits require a third value, a direction, which is one
of
.Dq wedcxzaq .
For airports, this is the direction that planes must be going to take
off and land, and for exits, this is the direction that planes will going
when they enter
-the arena. This may not seem intuitive, but as there is no restriction on
+the arena.
+This may not seem intuitive, but as there is no restriction on
direction of exit, this is appropriate.
Lines are slightly different, since they need two coordinate pairs to
-specify the line endpoints. These endpoints must be enclosed in
-square brackets.
+specify the line endpoints.
+These endpoints must be enclosed in square brackets.
.Pp
-All statements are semi-colon (;) terminated. Multiple item statements
-accumulate. Each definition must occur exactly once, before any
-item statements. Comments begin with a hash (#) symbol
+All statements are semi-colon (;) terminated.
+Multiple item statements accumulate.
+Each definition must occur exactly once, before any
+item statements.
+Comments begin with a hash (#) symbol
and terminate with a newline.
The coordinates are between zero and width-1 and height-1
-inclusive. All of the exit coordinates must lie on the borders, and
+inclusive.
+All of the exit coordinates must lie on the borders, and
all of the beacons and airports must lie inside of the borders.
Line endpoints may be anywhere within the field, so long as
the lines are horizontal, vertical or
@@ -531,8 +583,8 @@ line: [ ( 1 1 ) ( 6 6 ) ]
[ ( 1 7 ) ( 11 7 ) ] ;
.Ed
.Sh FILES
-Files are kept in a special directory. See the OPTIONS for a way to
-print this path out.
+Files are kept in a special directory.
+See the OPTIONS for a way to print this path out.
.Pp
.Bl -tag -width "/usr/share/games/atc/Game_List" -compact
.It Pa /var/games/atc_score
diff --git a/games/banner/banner.6 b/games/banner/banner.6
index 59ef9dc6cb8..2d0a4f6f74f 100644
--- a/games/banner/banner.6
+++ b/games/banner/banner.6
@@ -1,4 +1,4 @@
-.\" $OpenBSD: banner.6,v 1.7 1999/07/09 13:35:54 aaron Exp $
+.\" $OpenBSD: banner.6,v 1.8 2001/08/18 03:27:17 pjanzen Exp $
.\"
.\" Copyright (c) 1980, 1993
.\" The Regents of the University of California. All rights reserved.
@@ -47,7 +47,8 @@
.Nm
prints a large, high quality banner on the standard output.
If the message is omitted, it prompts for and
-reads one line of its standard input. If
+reads one line of its standard input.
+If
.Fl w
is given, the output is scrunched down from a width of 132 to
.Ar width ,
@@ -57,8 +58,10 @@ The output should be printed on a hard-copy device, up to 132 columns wide,
with no breaks between the pages.
.Sh BUGS
Several ASCII characters are not defined, notably <, >, [, ], \\,
-^, _, {, }, |, and ~. Also, the characters ", ', and & are funny
-looking (but in a useful way.)
+^, _, {, }, |, and ~.
+Also, the characters ", ', and & are funny
+looking
+.Pq but in a useful way .
.Pp
The
.Fl w
diff --git a/games/battlestar/battlestar.6 b/games/battlestar/battlestar.6
index 3fb7283e86a..9d2c88684f6 100644
--- a/games/battlestar/battlestar.6
+++ b/games/battlestar/battlestar.6
@@ -1,4 +1,4 @@
-.\" $OpenBSD: battlestar.6,v 1.8 2001/06/06 20:52:11 pjanzen Exp $
+.\" $OpenBSD: battlestar.6,v 1.9 2001/08/18 03:27:17 pjanzen Exp $
.\" $NetBSD: battlestar.6,v 1.4 1995/03/21 15:06:42 cgd Exp $
.\"
.\" Copyright (c) 1983, 1993
@@ -46,10 +46,9 @@
.Op Ar saved-file
.Sh DESCRIPTION
.Nm
-is an adventure game in the classic style. However, it's slightly less
-of a
-puzzle and more a game of exploration. There are a few magical words
-in the game, but on the whole, simple English
+is an adventure game in the classic style.
+However, it's slightly less of a puzzle and more a game of exploration.
+There are a few magical words in the game, but on the whole, simple English
should suffice to make one's desires understandable to the parser.
.Sh THE SETTING
In the days before the darkness came, when battlestars ruled the
@@ -63,18 +62,18 @@ Three to rule the world and purge the skies with thunder.
.Ed
.Pp
In those times great wizards were known and their powers were beyond
-belief. They could take any object from thin air, and, uttering the
-word
+belief.
+They could take any object from thin air, and, uttering the word
.Sq su
could disappear.
.Pp
In those times men were known for their lust of gold and desire to
-wear fine weapons. Swords and coats of mail were fashioned that could
-withstand a laser blast.
+wear fine weapons.
+Swords and coats of mail were fashioned that could withstand a laser blast.
.Pp
-But when the darkness fell, the rightful reigns were toppled. Swords
-and helms and heads of state went rolling across the grass. The entire
-fleet of battlestars was reduced to a single ship.
+But when the darkness fell, the rightful reigns were toppled.
+Swords and helms and heads of state went rolling across the grass.
+The entire fleet of battlestars was reduced to a single ship.
.Sh SAMPLE COMMANDS
.Bd -literal -offset indent
take --- take an object
@@ -114,9 +113,13 @@ knife:
Taken.
.Ed
.Pp
-Notice that the "shadow" of the next word stays around if you
-want to take advantage of it. That is, saying "take knife" and then
-"drop"
+Notice that the
+.Dq shadow
+of the next word stays around if you want to take advantage of it.
+That is, saying
+.Dq take knife
+and then
+.Dq drop
will drop the knife you just took.
.Sh SCORE & INVEN
The two commands
diff --git a/games/bcd/bcd.6 b/games/bcd/bcd.6
index 986b7c60765..d50a81d2ae2 100644
--- a/games/bcd/bcd.6
+++ b/games/bcd/bcd.6
@@ -1,4 +1,4 @@
-.\" $OpenBSD: bcd.6,v 1.10 2001/06/06 20:35:38 pjanzen Exp $
+.\" $OpenBSD: bcd.6,v 1.11 2001/08/18 03:27:17 pjanzen Exp $
.\"
.\" Copyright (c) 1988, 1991, 1993
.\" The Regents of the University of California. All rights reserved.
@@ -72,9 +72,14 @@ The
.Fl d
option for
.Nm morse
-decodes dot-dash morse (as generated by using the
+decodes dot-dash morse
+.Po
+as generated by using the
.Fl s
-option) back into text. A lowercase
+option
+.Pc
+back into text.
+A lowercase
.Sq x
is printed for undecipherable input; otherwise, text is returned uppercase.
If the morse to be translated is given on the command line, it should be
diff --git a/games/canfield/canfield/canfield.6 b/games/canfield/canfield/canfield.6
index 48ae5ad01a8..7fa55aa2b7d 100644
--- a/games/canfield/canfield/canfield.6
+++ b/games/canfield/canfield/canfield.6
@@ -1,4 +1,4 @@
-.\" $OpenBSD: canfield.6,v 1.5 2001/06/06 20:52:17 pjanzen Exp $
+.\" $OpenBSD: canfield.6,v 1.6 2001/08/18 03:27:17 pjanzen Exp $
.\" $NetBSD: canfield.6,v 1.4 1995/03/21 15:08:30 cgd Exp $
.\"
.\" Copyright (c) 1983, 1993
@@ -48,26 +48,28 @@
.Op Ar username
.Sh DESCRIPTION
If you have never played solitaire before, it is recommended
-that you consult a solitaire instruction book. In
-Canfield, tableau cards may be built on each other downward
-in alternate colors. An entire pile must be moved as a unit
-in building. Top cards of the piles are available
+that you consult a solitaire instruction book.
+In Canfield, tableau cards may be built on each other downward
+in alternate colors.
+An entire pile must be moved as a unit in building.
+Top cards of the piles are available
to be played on foundations, but never into empty spaces.
.Pp
-Spaces must be filled from the stock. The top card of
-the stock also is available to be played on foundations or
-built on tableau piles. After the stock is exhausted,
+Spaces must be filled from the stock.
+The top card of the stock also is available to be played on foundations or
+built on tableau piles.
+After the stock is exhausted,
tableau spaces may be filled from the talon and the player may
keep them open until he wishes to use them.
.Pp
Cards are dealt from the hand to the talon by threes
and this repeats until there are no more cards in the hand
-or the player quits. To have cards dealt onto the talon the
-player types
+or the player quits.
+To have cards dealt onto the talon the player types
.Sq Ic ht
-for his move. Foundation base cards are
-also automatically moved to the foundation when they become
-available.
+for his move.
+Foundation base cards are also automatically moved to the foundation when
+they become available.
.Pp
The command
.Sq Ic c
diff --git a/games/gomoku/gomoku.6 b/games/gomoku/gomoku.6
index e87959ac57b..f6064981b76 100644
--- a/games/gomoku/gomoku.6
+++ b/games/gomoku/gomoku.6
@@ -1,4 +1,4 @@
-.\" $OpenBSD: gomoku.6,v 1.8 2001/06/06 20:52:19 pjanzen Exp $
+.\" $OpenBSD: gomoku.6,v 1.9 2001/08/18 03:27:17 pjanzen Exp $
.\"
.\" Copyright (c) 1994
.\" The Regents of the University of California. All rights reserved.
@@ -50,8 +50,8 @@
.Sh DESCRIPTION
.Nm
is a two player game where the object is to get 5 in a row horizontally,
-vertically or diagonally on a 19 by 19 grid. By convention, black always
-moves first.
+vertically or diagonally on a 19 by 19 grid.
+By convention, black always moves first.
With no arguments,
.Nm
will display a playing board and prompt for moves from the user.
@@ -78,30 +78,33 @@ can be used to restore a saved game.
The options are:
.Bl -tag -width Ds
.It Fl b
-This option sets background mode. Input moves are read from standard input,
-the computer picks a move, and prints it to standard output. The first
-input line should be either
+This option sets background mode.
+Input moves are read from standard input,
+the computer picks a move, and prints it to standard output.
+The first input line should be either
.Dq black
or
.Dq white
to specify whether
.Nm
-has the first move or not respectively. This
-option was intended for game tournaments where a referee program handles
-the board display and pits one program against another.
+has the first move or not respectively.
+This option was intended for game tournaments where a referee program
+handles the board display and pits one program against another.
.It Fl c
Computer versus computer.
.Nm
-will play a game against itself. This is mostly used for testing.
+will play a game against itself.
+This is mostly used for testing.
.It Fl d
-Print debugging information. Repeating this option more than
-once yields more detailed information.
+Print debugging information.
+Repeating this option more than once yields more detailed information.
.It Fl D Ar debugfile
Print the debug information to
.Ar debugfile
instead of to the standard output.
.It Fl u
-User versus user. This is mostly used for testing.
+User versus user.
+This is mostly used for testing.
.El
.Sh AUTHOR
Ralph Campbell
diff --git a/games/grdc/grdc.6 b/games/grdc/grdc.6
index 8f6aa7c3a1f..4c0e1163481 100644
--- a/games/grdc/grdc.6
+++ b/games/grdc/grdc.6
@@ -1,4 +1,4 @@
-.\" $OpenBSD: grdc.6,v 1.4 1999/05/23 14:11:07 aaron Exp $
+.\" $OpenBSD: grdc.6,v 1.5 2001/08/18 03:27:17 pjanzen Exp $
.Dd August 4, 1997
.Dt GRDC 6
.Os
@@ -12,14 +12,16 @@
.Sh DESCRIPTION
.Nm
runs a digital clock made of reverse-video blanks on a curses
-compatible VDU screen. With an optional numeric argument
+compatible VDU screen.
+With an optional numeric argument
.Ar number
it stops after
.Ar number
seconds (defaulting to never).
The optional
.Fl s
-flag makes digits scroll as they change. In this curses mode implementation,
+flag makes digits scroll as they change.
+In this curses mode implementation,
the scrolling option has trouble keeping up.
.Sh AUTHOR
Amos Shapir, modified for curses by John Lupien.
diff --git a/games/hangman/hangman.6 b/games/hangman/hangman.6
index 69f38d3c474..a0bfd61b8a0 100644
--- a/games/hangman/hangman.6
+++ b/games/hangman/hangman.6
@@ -1,4 +1,4 @@
-.\" $OpenBSD: hangman.6,v 1.5 1999/09/25 20:51:53 pjanzen Exp $
+.\" $OpenBSD: hangman.6,v 1.6 2001/08/18 03:27:17 pjanzen Exp $
.\"
.\" Copyright (c) 1983, 1993
.\" The Regents of the University of California. All rights reserved.
@@ -54,9 +54,11 @@ and how many wrong guesses you have made on the screen in a graphic fashion.
.It Fl d
Use the specified
.Ar wordlist
-instead of the default. A wordlist file must have one word per line. Only
-lowercase words of at least a certain length (typically 6 characters) are
-chosen.
+instead of the default.
+A wordlist file must have one word per line.
+Only lowercase words of at least a certain length
+.Pq typically 6 characters
+are chosen.
.El
.Sh FILES
.Bl -tag -width /usr/share/dict/words -compact
diff --git a/games/hunt/hunt/hunt.6 b/games/hunt/hunt/hunt.6
index 0d29ac47bf3..beb33a4cca4 100644
--- a/games/hunt/hunt/hunt.6
+++ b/games/hunt/hunt/hunt.6
@@ -1,5 +1,5 @@
.\" $NetBSD: hunt.6,v 1.3 1997/10/10 16:32:30 lukem Exp $
-.\" $OpenBSD: hunt.6,v 1.13 2001/06/25 05:55:46 pvalchev Exp $
+.\" $OpenBSD: hunt.6,v 1.14 2001/08/18 03:27:17 pjanzen Exp $
.\"
.\" hunt
.\" Copyright (c) 1985 Conrad C. Huang, Gregory S. Couch, Kenneth C.R.C. Arnold
@@ -38,7 +38,9 @@ If the
.Fl m
flag is given,
you enter the game as a monitor
-(you can see the action but you cannot play).
+.Po
+you can see the action but you cannot play
+.Pc .
.Pp
.Nm
looks for an active game on the local network.
@@ -57,7 +59,8 @@ If the
.Fl q
flag is given,
.Nm
-queries the local network (or specific host)
+queries the local network
+.Pq or specific host
and reports on all active games found.
This is useful for shell startup scripts, e.g., csh's
.Pa .login .
@@ -106,7 +109,8 @@ You can also reply with a
.Ic w
to write a message before continuing or
.Ic o
-to change how you enter the game (cloaked, scanning, or flying).
+to change how you enter the game
+.Pq cloaked, scanning, or flying .
.Sh "PLAYING HINTS"
.Nm
only works on terminals with at least 24 lines, 80 columns, and
@@ -116,12 +120,18 @@ On the right hand side is the status area.
It shows damage sustained,
charges remaining,
who's in the game,
-who's scanning (the
+who's scanning
+.Po
+the
.Ql \&*
-in front of the name),
-who's cloaked (the
+in front of the name
+.Pc ,
+who's cloaked
+.Po
+the
.Ql \&+
-in front of the name),
+in front of the name
+.Pc ,
and other players' scores.
The rest of the screen is taken up by your map of the maze.
The 24th line
@@ -138,46 +148,68 @@ and
.Ic l
for left, down, up, right, respectively.
To change which direction you're facing in the maze,
-use the upper case version of the movement key (i.e.,
-.Ic HJKL ) .
+use the upper case version of the movement key
+.Po
+i.e.,
+.Ic HJKL
+.Pc .
You can only fire or throw things in the direction you're facing.
.Pp
Other commands are:
.Bl -tag -width Ic -compact
.It Ic f No or Ic 1
-Fire a bullet (Takes 1 charge)
+Fire a bullet
+.Pq Takes 1 charge
.It Ic g No or Ic 2
-Throw grenade (Takes 9 charges)
+Throw grenade
+.Pq Takes 9 charges
.It Ic F No or Ic 3
-Throw satchel charge (Takes 25 charges)
+Throw satchel charge
+.Pq Takes 25 charges
.It Ic G No or Ic 4
-Throw bomb (Takes 49 charges)
+Throw bomb
+.Pq Takes 49 charges
.It Ic 5
-Throw big bomb (Takes 81 charges)
+Throw big bomb
+.Pq Takes 81 charges
.It Ic 6
-Throw even bigger bomb (Takes 121 charges)
+Throw even bigger bomb
+.Pq Takes 121 charges
.It Ic 7
-Throw even more big bomb (Takes 169 charges)
+Throw even more big bomb
+.Pq Takes 169 charges
.It Ic 8
-Throw even more bigger bomb (Takes 225 charges)
+Throw even more bigger bomb
+.Pq Takes 225 charges
.It Ic 9
-Throw very big bomb (Takes 289 charges)
+Throw very big bomb
+.Pq Takes 289 charges
.It Ic 0
-Throw very, very big bomb (Takes 361 charges)
+Throw very, very big bomb
+.Pq Takes 361 charges
.It Ic @
-Throw biggest bomb (Takes 441 charges)
+Throw biggest bomb
+.Pq Takes 441 charges
.It Ic o
-Throw small slime (Takes 5 charges)
+Throw small slime
+.Pq Takes 5 charges
.It Ic O
-Throw big slime (Takes 10 charges)
+Throw big slime
+.Pq Takes 10 charges
.It Ic p
-Throw bigger slime (Takes 15 charges)
+Throw bigger slime
+.Pq Takes 15 charges
.It Ic P
-Throw biggest slime (Takes 20 charges)
+Throw biggest slime
+.Pq Takes 20 charges
.It Ic s
-Scan (show where other players are) (Takes 1 charge)
+Scan
+.Pq show where other players are
+.Pq Takes 1 charge
.It Ic c
-Cloak (hide from scanners) (Takes 1 charge)
+Cloak
+.Pq hide from scanners
+.Pq Takes 1 charge
.br
.It Ic ^L
Redraw screen
@@ -190,9 +222,12 @@ The symbols on the screen are:
.It Li \&- \&| \&+
walls
.It Li \&/ \e
-diagonal (deflecting) walls
+diagonal
+.Pq deflecting
+walls
.It Li #
-doors (dispersion walls)
+doors
+.Pq dispersion walls
.It Li ;
small mine
.It Li g
@@ -242,7 +277,10 @@ You start with 15 charges and get 5 more every time a player enters
or re-enters.
.It
Grenade explosions cover a 3 by 3 area, each larger bomb cover a
-correspondingly larger area (ranging from 5 by 5 to 21 by 21).
+correspondingly larger area
+.Po
+ranging from 5 by 5 to 21 by 21
+.Pc .
All explosions are centered around the square the shot hits and
do the most damage in the center.
.It
@@ -252,7 +290,7 @@ multiplied by
.Va slimefactor
as set by
.Xr huntd 6
-(default 3).
+.Pq default 3 .
.It
One small mine and one large mine are placed in the maze for every new player.
A mine has a 2% probability of tripping when you walk forward on to it;
@@ -276,12 +314,14 @@ you get 2 more damage capacity points and 2 damage points get taken away.
.It
Maximum typeahead is 5 characters.
.It
-A shot destroys normal (i.e.,
-non-diagonal, non-door) walls.
+A shot destroys normal
+.Pq i.e., non-diagonal, non-door
+walls.
.It
Diagonal walls deflect shots and change orientation.
.It
-Doors disperse shots in random directions (up, down, left, right).
+Doors disperse shots in random directions
+.Pq up, down, left, right .
.It
Diagonal walls and doors cannot be destroyed by direct shots but may
be destroyed by an adjacent grenade explosion.
@@ -291,9 +331,12 @@ Slime goes around walls, not through them.
Walls regenerate, reappearing in the order they were destroyed.
One percent of the regenerated walls will be diagonal walls or doors.
When a wall is generated directly beneath a player, he is thrown in
-a random direction for a random period of time. When he lands, he
-sustains damage (up to 20 percent of the amount of damage already
-sustained);
+a random direction for a random period of time.
+When he lands, he
+sustains damage
+.Po
+up to 20 percent of the amount of damage already sustained
+.Pc ;
i.e.,
the less damage he had, the more nimble he is and
therefore less likely to hurt himself on landing.
@@ -307,7 +350,8 @@ will appear.
It is a wandering bomb which will explode when it hits someone, or
when it is slimed.
.It
-If no one moves, everything stands still. But see the
+If no one moves, everything stands still.
+But see the
.Va simstep
configuration variable in
.Xr huntd 6
@@ -365,9 +409,11 @@ The
option fetches the current game statistics.
.Pp
Two groups of statistics are presented: the first group of statistics is
-that of the clients currently connected to the game, and is reset each
-time the client rejoins, while the second group of statistics is on all
-players (dead or alive) by name, and collected over the lifetime of the
+that of the clients currently connected to the game, and is reset each
+time the client rejoins, while the second group of statistics is on all
+players
+.Pq dead or alive
+by name, and collected over the lifetime of the
game daemon.
.Pp
The meaning of the column headings are as follows:
@@ -391,7 +437,8 @@ how many slime kills player had
.It Enemy
how many enemies were killed
.It Friend
-how many friends were killed (self and same team)
+how many friends were killed
+.Pq self and same team
.It Deaths
how many times player died
.It Still
diff --git a/games/hunt/huntd/huntd.6 b/games/hunt/huntd/huntd.6
index 630d72ef376..5b200f21d56 100644
--- a/games/hunt/huntd/huntd.6
+++ b/games/hunt/huntd/huntd.6
@@ -1,5 +1,5 @@
.\" $NetBSD: huntd.6,v 1.3 1998/01/09 08:03:42 perry Exp $
-.\" $OpenBSD: huntd.6,v 1.11 2000/01/03 20:04:24 pjanzen Exp $
+.\" $OpenBSD: huntd.6,v 1.12 2001/08/18 03:27:17 pjanzen Exp $
.\"
.\" Hunt
.\" Copyright (c) 1985 Conrad C. Huang, Gregory S. Couch, Kenneth C.R.C. Arnold
@@ -33,10 +33,11 @@ The
.Fl s
option is for running
.Nm
-forever (server mode).
+forever
+.Pq server mode .
This is similar to running it under the control of
.Xr inetd 8
-(see below),
+.Pq see below ,
but it consumes a process table entry when no one is playing,
and monitor clients are not disconnected.
.Pp
@@ -48,7 +49,7 @@ process and thus allows for private games of
.Pp
The
.Fl a Ar addr
-option is used to cause the server to listen only on a
+option is used to cause the server to listen only on a
specific interface address.
The
.Ar addr
@@ -56,15 +57,18 @@ argument must be given as an IP address.
.Pp
Options given with
.Fl D
-override those read from configuration files (see
+override those read from configuration files
+.Po
+see
.Sx CONFIGURATION ,
-below).
+below
+.Pc .
.Ss INETD
To run
.Nm
from
.Xr inetd 8 ,
-you'll need to
+you'll need to
add this line to
.Pa /etc/inetd.conf :
.Pp
@@ -79,8 +83,8 @@ on a private port, change the port listed in
.Ss "NETWORK RENDEZVOUS"
When
.Xr hunt 6
-starts up, it broadcasts on attached networks
-(using the broadcast or point-to-point destination address for each interface)
+starts up, it broadcasts on attached networks,
+using the broadcast or point-to-point destination address for each interface,
to find a
.Nm hunt
game in progress.
@@ -103,8 +107,11 @@ starts, it looks for configuration files that determine
game parameters.
Each line of a configuration file is of the form
.Ar var No = Ar value .
-Comments start with a hash sign (`#').
-The configuration files loaded in order (if they exist) are:
+Comments start with a hash sign
+.Pq Sq # .
+The configuration files loaded in order
+.Pq if they exist
+are:
.Pa /etc/hunt.conf ,
.Pa "$HOME/.hunt.conf" ,
and
@@ -116,96 +123,140 @@ The complete list of configurable variables is as follows.
.Pp
.Bl -tag -width pdroneabsorb -compact
.It Va random
-enable dispersion doors (default 1)
+enable dispersion doors
+.Pq default 1
.It Va reflect
-enable generation of reflection walls (default 1)
+enable generation of reflection walls
+.Pq default 1
.It Va monitor
-enable monitors (default 1)
+enable monitors
+.Pq default 1
.It Va ooze
-enable slime shots (default 1)
+enable slime shots
+.Pq default 1
.It Va fly
-enable flight (default 1)
+enable flight
+.Pq default 1
.It Va volcano
-enable volcanoes (default 1)
+enable volcanoes
+.Pq default 1
.It Va drone
-enable drone (default 1)
+enable drone
+.Pq default 1
.It Va boots
-enable boots (default 1)
+enable boots
+.Pq default 1
.It Va scan
-enable scanning (default 1)
+enable scanning
+.Pq default 1
.It Va cloak
-enable cloaking (default 1)
+enable cloaking
+.Pq default 1
.It Va logerr
-errors to stderr (default 1)
+errors to stderr
+.Pq default 1
.It Va syslog
errors to
.Xr syslog 8
-(default 0)
+.Pq default 0
.It Va scoredecay
-nr deaths before nr kills begins to decay (default 15)
+nr deaths before nr kills begins to decay
+.Pq default 15
.It Va maxremove
-Maximum number of holes in the maze wall (default 40)
+Maximum number of holes in the maze wall
+.Pq default 40
.It Va linger
-Seconds to keep game open with no players. \&-1 means forever. (default 90)
+Seconds to keep game open with no players. \&-1 means forever
+.Pq default 90
.It Va flytime
-max time flying (default 20)
+max time flying
+.Pq default 20
.It Va flystep
-max displacement each flying time unit (default 5)
+max displacement each flying time unit
+.Pq default 5
.It Va volcano_max
-max size of volcano (default 50)
+max size of volcano
+.Pq default 50
.It Va ptrip_face
-percentage chance of tripping a grenade on pickup (default 2)
+percentage chance of tripping a grenade on pickup
+.Pq default 2
.It Va ptrip_back
-percentage chance of same when backing onto it (default 95)
+percentage chance of same when backing onto it
+.Pq default 95
.It Va ptrip_side
-percentage chance of same when walking sideways into it (default 50)
+percentage chance of same when walking sideways into it
+.Pq default 50
.It Va prandom
-percentage of time dispersion doors appear (default 1)
+percentage of time dispersion doors appear
+.Pq default 1
.It Va preflect
-percentage of time reflection walls appear (default 1)
+percentage of time reflection walls appear
+.Pq default 1
.It Va pshot_coll
-percentage chance of shots colliding (default 5)
+percentage chance of shots colliding
+.Pq default 5
.It Va pgren_coll
-percentage chance of grenades colliding (default 10)
+percentage chance of grenades colliding
+.Pq default 10
.It Va pgren_catch
-facing player chance of catching grenade (default 10)
+facing player chance of catching grenade
+.Pq default 10
.It Va pmiss
-percentage chance of bullet missing player (default 5)
+percentage chance of bullet missing player
+.Pq default 5
.It Va pdroneabsorb
-percentage chance of absorbing a drone (default 1)
+percentage chance of absorbing a drone
+.Pq default 1
.It Va fall_frac
-divisor of damage used for fall damage (default 5)
+divisor of damage used for fall damage
+.Pq default 5
.It Va bulspd
-speed of bullets (default 5)
+speed of bullets
+.Pq default 5
.It Va ishots
-initial ammo for player (default 15)
+initial ammo for player
+.Pq default 15
.It Va nshots
-ammo boost for all when new player joins (default 5)
+ammo boost for all when new player joins
+.Pq default 5
.It Va maxncshot
-max number of simultaneous shots per player (default 2)
+max number of simultaneous shots per player
+.Pq default 2
.It Va maxdam
-the initial shield for each player (default 10)
+the initial shield for each player
+.Pq default 10
.It Va mindam
-minimum damage from one unit of ammo (default 5)
+minimum damage from one unit of ammo
+.Pq default 5
.It Va stabdam
-damage from stabbing (default 2)
+damage from stabbing
+.Pq default 2
.It Va killgain
-shield gained from killing someone (default 2)
+shield gained from killing someone
+.Pq default 2
.It Va slimefactor
-charge multiplier for slime (default 3)
+charge multiplier for slime
+.Pq default 3
.It Va slimespeed
-speed of slime (default 5)
+speed of slime
+.Pq default 5
.It Va lavaspeed
-speed of volcano lava (default 1)
+speed of volcano lava
+.Pq default 1
.It Va cloaklen
-duration of a cloak (default 20)
+duration of a cloak
+.Pq default 20
.It Va scanlen
-duration of a scan (default 20)
+duration of a scan
+.Pq default 20
.It Va mindshot
-minimum shot class needed to make a drone (default 2)
+minimum shot class needed to make a drone
+.Pq default 2
.It Va simstep
-maximum simulation step in microseconds. Zero means traditional blocking
-behaviour. Try 55000 for something reasonable (default 0)
+maximum simulation step in microseconds.
+Zero means traditional blocking behaviour.
+Try 55000 for something reasonable
+.Pq default 0
.El
.Sh "FILES"
.Bl -tag -width Pa -compact
@@ -222,5 +273,5 @@ Conrad Huang, Ken Arnold, and Greg Couch;
.br
University of California, San Francisco, Computer Graphics Lab
.Pp
-David Leonard tidied up, added configuration file.
+David Leonard tidied up, and added the configuration file.
.\"Sh BUGS
diff --git a/games/mille/mille.6 b/games/mille/mille.6
index 136c396b97c..a6f4f61cdd6 100644
--- a/games/mille/mille.6
+++ b/games/mille/mille.6
@@ -1,4 +1,4 @@
-.\" $OpenBSD: mille.6,v 1.5 1999/07/09 13:35:56 aaron Exp $
+.\" $OpenBSD: mille.6,v 1.6 2001/08/18 03:27:17 pjanzen Exp $
.\"
.\" Copyright (c) 1983, 1993
.\" The Regents of the University of California. All rights reserved.
@@ -62,9 +62,12 @@ slot in your hand.
.It D
Discard a card from your hand.
To indicate which card, type the number of the card in the hand
-(or
+.Po
+or
.Dq P
-for the just-picked card) followed by a <RETURN> or <SPACE>.
+for the just-picked card
+.Pc
+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.
.It U
@@ -87,11 +90,14 @@ If you type a <RETURN> without a name,
the save will be terminated and the game resumed.
.It R
Redraw the screen from scratch.
-The command ^L (control-L) will also work.
+The command ^L
+.Pq control-L
+will also work.
.It W
Toggle window type.
This switches the score window between the startup window
-(with all the command names) and the end-of-game window.
+.Pq 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.
@@ -112,7 +118,9 @@ command to reattempt the save.
.Sh AUTHOR
Ken Arnold
.Pp
-(The game itself is a product of Parker Brothers, Inc.)
+.Po
+The game itself is a product of Parker Brothers, Inc.
+.Pc
.Sh SEE ALSO
.Xr curses 3X
.Sh CARDS
@@ -194,9 +202,11 @@ All the Hazard and Remedy Cards are played here, except the
.Em Speed Limit
and
.Em End of Limit
-cards. Only the top card is displayed, as it is the only effective one.
+cards.
+Only the top card is displayed, as it is the only effective one.
.It Sy SPEED
-The Speed pile. The
+The Speed pile.
+The
.Em Speed Limit
and
.Em End of Limit
@@ -210,8 +220,9 @@ 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,
+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 miles or the deck runs out.
@@ -227,7 +238,8 @@ Remedy Cards are used for undoing the effects of your opponent's nastiness.
must be the top card on your Battle pile for you to play any mileage,
unless you have played the
.Em Right of Way
-card (see below).
+card
+.Pq see below .
.It Sy Stop
is played on your opponent's
.Em Go
@@ -248,7 +260,8 @@ played by your opponent.
.It Sy Out of Gas
is played on your opponent's
.Em Go
-card. They must then play a
+card.
+They must then play a
.Em Gasoline
card, and then a
.Em Go
@@ -256,7 +269,8 @@ card before they can play any more mileage.
.It Sy Flat Tire
is played on your opponent's
.Em Go
-card. They must then play a
+card.
+They must then play a
.Em Spare Tire
card, and then a
.Em Go
@@ -264,7 +278,8 @@ card before they can play any more mileage.
.It Sy Accident
is played on your opponent's
.Em Go
-card. They must then play a
+card.
+They must then play a
.Em Repairs
card, and then a
.Em Go
@@ -281,7 +296,8 @@ prevents your opponent from playing both
.Em Stop
and
.Em Speed Limit
-cards on you. It also acts as a permanent
+cards on you.
+It also acts as a permanent
.Em 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.
@@ -324,9 +340,11 @@ If an opponent plays a Hazard card,
and you have the corresponding Safety in your hand,
you play it immediately, even
.Em 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).
+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
+.Pq see Scoring below .
.Ss Scoring :
Scores are totaled at the end of each hand,
whether or not anyone completed the trip.
diff --git a/games/monop/monop.6 b/games/monop/monop.6
index 94b610e9c24..60b420bb48d 100644
--- a/games/monop/monop.6
+++ b/games/monop/monop.6
@@ -1,4 +1,4 @@
-.\" $OpenBSD: monop.6,v 1.6 2001/06/06 20:52:20 pjanzen Exp $
+.\" $OpenBSD: monop.6,v 1.7 2001/08/18 03:27:17 pjanzen Exp $
.\"
.\" Copyright (c) 1980 The Regents of the University of California.
.\" All rights reserved.
@@ -73,7 +73,8 @@ It is not possible to input a negative number, nor is it ever necessary.
.Em A Summary of Commands :
.Bl -tag -width item
.It Ic quit
-quit game. It asks you if you're sure.
+quit game.
+It asks you if you're sure.
.It Ic print
print current board.
The columns have the following meanings (column headings are the same for the
@@ -101,7 +102,8 @@ If the property is a Utility or Railroad, this is the number
of such owned by the owner.
If the property is land, this is the number of houses on it.
.It Rent
-Current rent on the property. If it is not owned, there is no rent.
+Current rent on the property.
+If it is not owned, there is no rent.
.El
.It Ic where
tell where players are.
diff --git a/games/pom/pom.6 b/games/pom/pom.6
index 183f44a9afb..58221d2260e 100644
--- a/games/pom/pom.6
+++ b/games/pom/pom.6
@@ -1,4 +1,4 @@
-.\" $OpenBSD: pom.6,v 1.4 1999/07/09 13:35:57 aaron Exp $
+.\" $OpenBSD: pom.6,v 1.5 2001/08/18 03:27:17 pjanzen Exp $
.\"
.\" Copyright (c) 1989, 1993
.\" The Regents of the University of California. All rights reserved.
@@ -51,8 +51,8 @@ managerial behavior.
.Pp
.Bl -tag -width [[[[[cc]yy]mm]dd]HH]
.It Ar [[[[[cc]yy]mm]dd]HH]
-Display the phase of the moon for a given time. The format is similar to
-the canonical representation used by
+Display the phase of the moon for a given time.
+The format is similar to the canonical representation used by
.Xr date 1 .
.El
.Sh SEE ALSO
diff --git a/games/rain/rain.6 b/games/rain/rain.6
index 56919813643..b4df1700d52 100644
--- a/games/rain/rain.6
+++ b/games/rain/rain.6
@@ -1,4 +1,4 @@
-.\" $OpenBSD: rain.6,v 1.10 2000/04/21 03:10:30 pjanzen Exp $
+.\" $OpenBSD: rain.6,v 1.11 2001/08/18 03:27:17 pjanzen Exp $
.\"
.\" Copyright (c) 1989, 1993
.\" The Regents of the University of California. All rights reserved.
@@ -50,8 +50,8 @@ program of the same name.
To obtain the proper effect, either the terminal must be set for 9600 baud
or the
.Fl d
-option must be used to specify a delay, in milliseconds, between each update. A
-reasonable delay is 120; the default is 0.
+option must be used to specify a delay, in milliseconds, between each update.
+A reasonable delay is 120; the default is 0.
.Pp
As with any
.Xr curses 3
diff --git a/games/robots/robots.6 b/games/robots/robots.6
index 79554f7b56e..434978681e5 100644
--- a/games/robots/robots.6
+++ b/games/robots/robots.6
@@ -1,4 +1,4 @@
-.\" $OpenBSD: robots.6,v 1.7 2001/06/06 20:52:21 pjanzen Exp $
+.\" $OpenBSD: robots.6,v 1.8 2001/08/18 03:27:17 pjanzen Exp $
.\"
.\" Copyright (c) 1991, 1993
.\" The Regents of the University of California. All rights reserved.
@@ -45,13 +45,13 @@
.Op Ar scorefile
.Sh DESCRIPTION
.Nm
-pits you against evil robots, who are trying to kill you (which is why
-they are evil).
+pits you against evil robots, who are trying to kill you
+.Pq which is why they are evil .
Fortunately for you, even though they are evil, they are not very bright
and have a habit of bumping into each other, thus destroying themselves.
In order to survive, you must get them to kill each other off, since you
-have no offensive weaponry. You are endowed with one
-piece of defensive weaponry: a teleportation device.
+have no offensive weaponry.
+You are endowed with one piece of defensive weaponry: a teleportation device.
When two robots run into each other or a junk pile, they die.
If a robot runs into you, you die.
When a robot dies, you get 10 points, and when all the robots die,
@@ -137,8 +137,8 @@ very nice.
.It Fl a
Advance into the higher levels directly, skipping the lower, easier levels.
.It Fl r
-Real-time mode. After your first move, robots will advance at least
-every three seconds.
+Real-time mode.
+After your first move, robots will advance at least every three seconds.
.El
.Sh FILES
.Bl -tag -width /var/games/robots_roll -compact
diff --git a/games/rogue/rogue.6 b/games/rogue/rogue.6
index b79b70270d0..6fe8b84c70e 100644
--- a/games/rogue/rogue.6
+++ b/games/rogue/rogue.6
@@ -1,4 +1,4 @@
-.\" $OpenBSD: rogue.6,v 1.7 2001/06/23 05:57:03 deraadt Exp $
+.\" $OpenBSD: rogue.6,v 1.8 2001/08/18 03:27:17 pjanzen Exp $
.\"
.\" Copyright (c) 1988, 1993
.\" The Regents of the University of California. All rights reserved.
@@ -47,29 +47,36 @@
.\" .Op Fl d
.Sh DESCRIPTION
.Nm
-is a computer fantasy game with a new twist. It is crt oriented and the
+is a computer fantasy game with a new twist.
+It is crt oriented and the
object of the game is to survive the attacks of various monsters and get
a lot of gold, rather than the puzzle solving orientation of most computer
fantasy games.
.Pp
-To get started you really only need to know two commands. The command
+To get started you really only need to know two commands.
+The command
.Ic \&?
will give you a list of the available commands and the command
.Ic \&/
will identify the things you see on the screen.
.Pp
-To win the game (as opposed to merely playing to beat other people's high
-scores) you must locate the Amulet of Yendor which is somewhere below
-the 20th level of the dungeon and get it out. Nobody has achieved this
+To win the game
+.Po
+as opposed to merely playing to beat other people's high scores
+.Pc
+you must locate the Amulet of Yendor which is somewhere below
+the 20th level of the dungeon and get it out.
+Nobody has achieved this
yet and if somebody does, they will probably go down in history as a hero
among heroes.
.Pp
-When the game ends, either by your death, when you quit, or if you (by
-some miracle) manage to win,
+When the game ends, either by your death, when you quit, or if you
+.Pq by some miracle
+manage to win,
.Nm
-will give you a list of the top-ten scorers. The scoring is based entirely
-upon how much gold you get. There is a 10% penalty for getting yourself
-killed.
+will give you a list of the top-ten scorers.
+The scoring is based entirely upon how much gold you get.
+There is a 10% penalty for getting yourself killed.
.Pp
If
.Ar save_file
diff --git a/games/snake/snake.6 b/games/snake/snake.6
index c1a719d178a..6875947f3d7 100644
--- a/games/snake/snake.6
+++ b/games/snake/snake.6
@@ -1,4 +1,4 @@
-.\" $OpenBSD: snake.6,v 1.4 2001/02/18 16:03:02 pjanzen Exp $
+.\" $OpenBSD: snake.6,v 1.5 2001/08/18 03:27:17 pjanzen Exp $
.\" $NetBSD: snake.6,v 1.5 1995/04/22 08:34:35 cgd Exp $
.\"
.\" Copyright (c) 1980, 1993
@@ -53,7 +53,8 @@
.Nm snake
is a display-based game.
The object of the game is to make as much money as possible without
-getting eaten by the snake. The
+getting eaten by the snake.
+The
.Fl l
and
.Fl w
@@ -86,10 +87,12 @@ Other possibilities include:
These keys are like hjkl but form a directed pad around the d key.
.It Ic HJKL
These keys move you all the way in the indicated direction to the
-same row or column as the money. This does
+same row or column as the money.
+This does
.Em not
let you jump away from the snake, but rather saves you from having
-to type a key repeatedly. The snake still gets all his turns.
+to type a key repeatedly.
+The snake still gets all his turns.
.It Ic SEFC
Likewise for the upper case versions on the left.
.It Ic ATPB
diff --git a/games/tetris/tetris.6 b/games/tetris/tetris.6
index 2f9bd59ebbd..9f92478dd36 100644
--- a/games/tetris/tetris.6
+++ b/games/tetris/tetris.6
@@ -1,4 +1,4 @@
-.\" $OpenBSD: tetris.6,v 1.9 2001/06/06 20:52:22 pjanzen Exp $
+.\" $OpenBSD: tetris.6,v 1.10 2001/08/18 03:27:17 pjanzen Exp $
.\"
.\" Copyright (c) 1992, 1993
.\" The Regents of the University of California. All rights reserved.
@@ -96,8 +96,8 @@ during play.
.It Fl l Ar level
Select a level of play.
.It Fl p
-Switch on previewing of the shape that will appear next. This penalizes
-your score.
+Switch on previewing of the shape that will appear next.
+This penalizes your score.
.It Fl s
Display the top scores.
.El
diff --git a/games/trek/trek.6 b/games/trek/trek.6
index 2aae59ad082..84d3c67d751 100644
--- a/games/trek/trek.6
+++ b/games/trek/trek.6
@@ -1,4 +1,4 @@
-.\" $OpenBSD: trek.6,v 1.7 2000/01/03 20:04:24 pjanzen Exp $
+.\" $OpenBSD: trek.6,v 1.8 2001/08/18 03:27:17 pjanzen Exp $
.\" $NetBSD: trek.6,v 1.4 1995/04/22 10:59:35 cgd Exp $
.\"
.\" Copyright (c) 1980, 1993
@@ -44,7 +44,8 @@
.Nm trek
.Sh DESCRIPTION
.Nm
-is a game of space glory and war. Below is a summary of commands.
+is a game of space glory and war.
+Below is a summary of commands.
For complete documentation, see
.Em Trek
by Eric Allman.
diff --git a/games/worm/worm.6 b/games/worm/worm.6
index 4aea12eb589..60880fc1c47 100644
--- a/games/worm/worm.6
+++ b/games/worm/worm.6
@@ -1,4 +1,4 @@
-.\" $OpenBSD: worm.6,v 1.7 1999/07/09 13:35:57 aaron Exp $
+.\" $OpenBSD: worm.6,v 1.8 2001/08/18 03:27:17 pjanzen Exp $
.\"
.\" Copyright (c) 1989, 1993
.\" The Regents of the University of California. All rights reserved.
@@ -46,19 +46,23 @@
In
.Nm worm ,
you are a little worm: your body is the "o"'s on the screen
-and your head is the "@". You move with the hjkl keys (as in the game
+and your head is the "@".
+You move with the hjkl keys (as in the game
.Xr snake 6 Ns ).
If you don't press any keys, you continue in the direction you
-last moved. The upper case HJKL keys move you as if you had pressed
+last moved.
+The upper case HJKL keys move you as if you had pressed
several of the corresponding lower case key (9 for HL and 5 for JK, or
until you run into a digit, whichever comes first).
.Pp
-On the screen you will see a digit. If your worm eats the digit it will
-grow longer by that number of "o"'s. The object of the game is to see how
-long you can make the worm grow.
+On the screen you will see a digit.
+If your worm eats the digit it will grow longer by that number of "o"'s.
+The object of the game is to see how long you can make the worm grow.
.Pp
The game ends when the worm runs into either the sides of the screen
-or itself. The current score (how much the worm has grown) is kept in
-the upper right corner of the screen.
+or itself.
+The current score
+.Pq how much the worm has grown
+is kept in the upper right corner of the screen.
.Pp
The optional argument, if present, is the initial length of the worm.
diff --git a/games/worms/worms.6 b/games/worms/worms.6
index b1e4b4b3df3..c753c452dc3 100644
--- a/games/worms/worms.6
+++ b/games/worms/worms.6
@@ -1,4 +1,4 @@
-.\" $OpenBSD: worms.6,v 1.8 1999/07/07 10:50:15 aaron Exp $
+.\" $OpenBSD: worms.6,v 1.9 2001/08/18 03:27:18 pjanzen Exp $
.\"
.\" Copyright (c) 1989, 1993
.\" The Regents of the University of California. All rights reserved.
@@ -60,8 +60,10 @@ for the worm(s) to eat.
.It Fl t
Makes each worm leave a trail behind it.
.It Fl d
-Specifies a delay, in milliseconds, between each update. This is useful for
-fast terminals. Reasonable values are around 20-200. The default is 0.
+Specifies a delay, in milliseconds, between each update.
+This is useful for fast terminals.
+Reasonable values are around 20-200.
+The default is 0.
.It Fl l
Specifies a length for each worm; the default is 16.
.It Fl n
diff --git a/games/wump/wump.6 b/games/wump/wump.6
index f4e9f63f53e..575fc70d082 100644
--- a/games/wump/wump.6
+++ b/games/wump/wump.6
@@ -1,4 +1,4 @@
-.\" $OpenBSD: wump.6,v 1.5 2000/06/29 07:37:38 pjanzen Exp $
+.\" $OpenBSD: wump.6,v 1.6 2001/08/18 03:27:18 pjanzen Exp $
.\"
.\" Copyright (c) 1989, 1993
.\" The Regents of the University of California. All rights reserved.
@@ -75,8 +75,8 @@ Play the hard version -- more pits, more bats, and a generally more
dangerous cave.
.It Fl o
Play the original version, where there are twenty rooms arranged on the
-vertices of a dodecahedron, connected by the edges. In this case, the
-default is two pits and two bat rooms.
+vertices of a dodecahedron, connected by the edges.
+In this case, the default is two pits and two bat rooms.
.It Fl p
Specifies the number of rooms in the cave which contain bottomless pits.
The default is three.