Object: 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.
Overview: 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 OutofGas, Accident, FlatTire, SpeedLimit, and Stop. Remedy cards fix problems caused
by Hazard cards played on you by your opponent. The cards are Gasoline, Repairs, SpareTire, EndofLimit, and Go. Safety cards prevent your opponent from putting specific Hazard cards on you in the first
place. They are ExtraTank, DrivingAce, PunctureProof, and RightofWay, and there are only one of
each in the deck.
BoardLayout: The board is split into several areas. From top to bottom, they are: SAFETYAREA
(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
SpeedLimit and EndofLimit cards. Only the top card is displayed, as it is the only effective one.
SPEED: The Speed pile. The SpeedLimit and EndofLimit 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.
Play: 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.
HazardandRemedyCards: 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 RightofWay card (see below).
Stop is played on your opponent's Go card to prevent them from playing mileage until they play a Go
card.
SpeedLimit is played on your opponent's Speed pile. Until they play an EndofLimit they can only
play 25 or 50 mile cards, presuming their Go card allows them to do even that.
EndofLimit is played on your Speed pile to nullify a SpeedLimit played by your opponent.
OutofGas 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.
FlatTire is played on your opponent's Go card. They must then play a SpareTire 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.
SafetyCards: 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 alwaysentitlestheplayertoanextraturn.
RightofWay prevents your opponent from playing both Stop and SpeedLimit 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.
ExtraTank When played, your opponent cannot play an OutofGas on your Battle Pile.
PunctureProof When played, your opponent cannot play a FlatTire on your Battle Pile.
DrivingAce When played, your opponent cannot play an Accident on your Battle Pile.
DistanceCards: 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 youcannotplaymorethantwo200milecardsinonehand. 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 DelayedAction.
CoupFourr´e: 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).
Scoring: Scores are totaled at the end of each hand, whether or not anyone completed the trip. The terms
used in the Score window have the following meanings:
MilestonesPlayed: Each player scores as many miles as they played before the trip ended.
EachSafety: 100 points for each safety in the Safety area.
All4Safeties: 300 points if all four safeties are played.