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Mille Bornes (Rules Summary)

Mille Bornes is a card game where players work to accumulate 1,000 miles in each round. Players are dealt cards and take turns playing distance or hazard/remedy cards to increase their score or disrupt opponents. The first player to reach 5,000 total points after multiple rounds wins. Variations for 2-3 players shorten the round distance and allow extensions past 700 miles. Different card combinations and milestones provide bonus points. The goal is to travel 1,000 miles exactly in each round through strategic card plays while avoiding hazards from other players.

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0% found this document useful (0 votes)
481 views3 pages

Mille Bornes (Rules Summary)

Mille Bornes is a card game where players work to accumulate 1,000 miles in each round. Players are dealt cards and take turns playing distance or hazard/remedy cards to increase their score or disrupt opponents. The first player to reach 5,000 total points after multiple rounds wins. Variations for 2-3 players shorten the round distance and allow extensions past 700 miles. Different card combinations and milestones provide bonus points. The goal is to travel 1,000 miles exactly in each round through strategic card plays while avoiding hazards from other players.

Uploaded by

JavierSando1976
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd
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Mille Bornes (Rules Summary)

Object:
▪ be the first player/team to accumulate 1,000 miles exactly in each round.
▪ all points for each player/team are totaled after each hand; and score carry forward.
▪ the player/team that first scores 5,000 points wins. If multiple parties do, the highest total wins.

Set-Up:
▪ shuffle the cards and deal 6 face down to each player. The remainder form the “draw” pile.

Turn Sequence:
▪ First, draw a card from the draw pile if there are cards still in it.
▪ Then, play one card from your hand. If you can’t, discard a card. Once discarded, cards are out of play
until the end of the round.
▪ if playing with teams, only one teammate has cards played in front of him.

Scoring: refer to the score chart.

Rules for 2-3 Players:


▪ During set-up, remove one of each: Red Light, Accident, Out of Gas, Flat Tire, Speed Limit
▪ Total distance per round is shortened to 700 miles.
▪ “Extension:” a player who gets to 700 miles in a round may immediately demand to continue to 1,000.
Players then play to 1,000 or until cards run out.
Types of Cards:
1.) Green Light card: necessary to start a Battle Pile, or to restart one.
2.) Distance card: if you have a Green Light, play a mile card to add to your score.
▪ no more than two 200 mile cards may be used per round.
▪ you must have a total of 1,000 miles exactly to end the hand. You may not go over.
3.) Speed Limit card: play on opponent’s Speed Pile, even if they don’t have a Green Light.
▪ while in play, the player may only play 25 or 50 Distance cards.
4.) End of Limit: play on your own Speed Pile to cancel the Speed Limit.
5.) Red Light card: play on an opponent’s Green Light to cancel it.
6.) Hazard card: play on an opponent’s Green Light to cancel it. (ex: Out of Gas; Flat Tire; Accident)
▪ you cannot play a Hazard card on an opponent who doesn’t have a Green Light.
▪ you cannot play a Hazard card on an opponent that already has a Hazard card.
7.) Remedy Card: play on a Hazard Card to cancel it. (ex: Gasoline; Spare Tire; Repair)
▪ to play distance cards, you must play a Green Light card on a subsequent turn.
8.) Safety card: removes Hazard cards and permanently protects against similar future ones.
▪ playing a safety card lets player draw another card and take another turn (if you play a second
safety card, take another turn!)
▪ Coup Fourre: if an opponent plays a Hazard or Speed Limit card on you, and you have the
matching Safety Card, you may play it out-of-turn. Immediately discard the Hazard or Speed
Limit card and draw a card to bring your hand up to 6 cards.
* By playing a Safety Card, you may take another turn now! Once you are done, the player on
your left goes as normal- even if it results in some players losing their turns!
Scoring Per Round:
▪ ___ points = each player/team’s total number of miles traveled.
▪ 100 points = each safety card played
▪ 300 points = if all four Safety Cards are played by the same person/team
▪ 300 points = each “Coup Fourre” (in addition to the 100 points for each Safety Card)
▪ 400 points = completing a trip of 1,000 miles
▪ 300 points = completing a trip after the draw pile has run out (“Delayed Action”)
▪ 300 points = completing a trip without playing any 200 Mile cards (“Safe Trip”)
▪ 500 points = completing a 1,000 mile trip before opponents have played any Distance cards.
▪ 200 points = for an “Extension” (2-3 players), 200 points if called gets extension, or 200 points to all
other players if unsuccessful.

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