Mille Bornes - Winning Moves Games

Mille Bornes - Winning Moves Games
MILLE BORNES®
Since 1962, MILLE BORNES® has been nothing short of a sensation
among card game players in the United States. For a while, it even
outsold the greatest game of them all, MONOPOLY ® . Now,
Winning Moves is proud to bring you the first Classic version of
this great game, which captures the look and content of the original
and the craze it started.
About the Theme
In most of Europe (especially in France), along the roads, one sees
small monuments of cement at regular intervals, bearing a figure
and the name of a town. They are the kilometer-stones (in French:
Bornes Kilometriques – in English: milestones), well known to
motorists. They show the number of the route as well as the
distance to the next town. The red or yellow color of these
stones indicate whether the route is a national highway or a local
road. These are the markers which give this game its name: Mille
Bornes (pronounced "meel born"). This is a card game for 2, 3, 4,
or 6 players, usually played by 4 players, 2 on each team, as a
partnership game. Therefore, the game will be described first in
this form. Slight variations necessary for other numbers of players
will be noted later.
1. OBJECT
The object of this game is to be the first team to accumulate a total
of 5000 points in several hands of play. In so doing, players try to
complete trips of exactly 1000 miles in each hand played.
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2. EQUIPMENT
The equipment consists of a pack of 110 cards, a special card tray
and rules with scoring sheets. As players read the rules, they
should look at the various cards and familiarize themselves with
them. Four of the cards contain type only, and are designed to
provide easy reference for play and for scoring. These cards
should be removed from the pack before playing. The actual
playing cards used in the game are shown in Diagram #1 and their
purposes are described briefly in the succeeding paragraphs.
These are the cards with the milestones on them. Each one
represents a distance of 200, 100, 75, 50, or 25 miles. W h e n
played to the table, they are added together to determine the
distance traveled.
DISTANCE CARDS:
These cards are predominantly red and blue or red and black in
color. They are played against your opponents to hinder their
progress. They are played onto your opponents’ Battle Pile on top
of Roll Cards. (For the one exception to this rule, see paragraph
on RIGHT OF WAY CARD.) Under no circumstances may one
Hazard Card be played directly on top of another Hazard Card.
HAZARD CARDS:
There are 18 Hazard Cards:
3 OUT OF GAS CARDS
3 FLAT TIRE CARDS
3 ACCIDENT CARDS
4 SPEED LIMIT CARDS
5 STOP! CARDS (Red Light)
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Diagram #1
Cards types and amounts in deck
These cards are predominantly blue and light green or black and
light green in color. They are played only on your own Battle Pile
to overcome Hazard Cards that an opponent has played previously
against you. There are 38 Remedy cards as follows: 6 GASOLINE
CARDS, 6 SPARE TIRE CARDS, 6 REPAIRS CARDS, 6 END OF
SPEED LIMIT CARDS and 14 ROLL! CARDS.
REMEDY CARDS:
These cards can be distinguished by the dark green diagonal design.
They are used to prevent an opponent from playing certain Hazard
cards against you later. There are only 4 of these cards, 1 each of
the following: EXTRA TANK, PUNCTURE-PROOF, DRIVING ACE,
and RIGHT OF WAY.
SAFETY CARDS:
There are 4 cards NOT used in the play of the game. They are: 2 Score
Cards and 2 Guide Cards. The Score Cards are entitled “‘1000
BORNES’ – THE SCORE.” The Guide Cards are entitled “Guide to
MILLE BORNES (1000 milestones).” Set them aside before playing.
CARDS NOT USED IN PLAY:
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The figures to the left of the cards indicate how many
cards of each type are in the deck
3. PREPARATION
Partners sit opposite each other. The empty card tray is placed in
the center of the table. One player is selected as dealer. After
removing the 4 cards not used in play, the dealer shuffles the entire
deck and then deals 6 cards face down, one at a time, to each player
starting with the player to his left. He then places the remaining
cards face down in the back section of the tray. These cards form
the draw pile. Each player holds his cards without showing them
to the other players.
FRONT SECTION
DISCARD PILE
REAR SECTION
DRAW PILE
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4. HOW CARDS SHOULD BE DISPLAYED
Before starting play, each player should understand how cards are
played to the table as shown in Diagram #2 on pages 8 and 9 and as
described in the following rules. This special placement makes the
game easy to follow and prevents errors in scoring at the end of each
hand. Cards played to the table are always played face up so that all
players can see them.
All Hazard and Remedy Cards are played on the Battle Piles with the
exception of the Speed Limit and End of Limit Cards. Hazard Cards
are played on your opponents’ Battle Pile and Remedy Cards on your
own Battle Pile.
Only the top card on each team’s Battle Pile should be visible as it is
this card which controls the play.
BATTLE PILES:
Only the Speed Limit and End of Limit Cards are played on the Speed
Piles. The former are played on an opponents’ Speed Pile and the
latter on your own Speed Pile. Only the top card on each team’s
Speed Pile should be visible as it is the card which controls the speed.
SPEED PILES:
Only the 4 safety cards are played in the safety areas. Safety Cards
are never played on your opponents’ Safety Area. All Safety Cards
that are played must be visible. When a Safety Card is played as a
Prevention, it is aligned in the same direction as other cards. When
played as a COUP FOURRÉ, it is placed crosswise in the Safety Area.
(The important COUP FOURRÉ play is fully described later in the rules.)
SAFETY AREAS:
All Distance Cards are played on your own Distance Piles. They are
never played onto the opponents’ piles. All Distance Cards that are
played to the table must be visible so that any player can see how far
you have traveled. It is best to keep these cards separated by mileage
for easy checking as shown in Diagram #2 on pages 8 and 9.
DISTANCE PILES:
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5. THE PLAY
The player to the left of the dealer plays first. He draws a card from
the draw pile and places it in his hand. He then must play one card
from his hand so that at the end of his turn he again has six cards
remaining in his hand. The first player, after drawing a card, must
make one of the following four plays:
A. If he has a Roll Card (Green Light), he may play it to the table
face up in front of him to start his Battle Pile. His turn ends and
play passes to the opponent on his left.
B. If he has a Safety Card , he may play it face up in front o f
him as indicated in Diagram #2 on pages 8 and 9.
The play of a Safety Card at any time during the game entitles a
player to another turn. He immediately draws another card from
the draw pile and makes another play. If he has another Safety Card
in his hand, he may play it and have still another turn, and so on.
C. If he has a Speed Limit Card , he may play it in front of an
opponent, even though his opponent has not yet had a chance
to play and thus has no Roll Card exposed. This play starts his
opponents’ Speed Pile.
D.If he is unable to make any of these plays, he must discard one
card face up to the rear section of the tray starting the discard
pile. Cards once discarded are out of play for the balance of the
hand, and other players may not pick them up on their turn.
When the first player has completed his turn, the second player
plays in the same manner. He may make any of the plays described
above for the first player, but he has two additional possibilities. If
the first player has played a Roll Card, the second player may play
a Hazard Card on top of his opponent’s Roll Card. If the first player
played a Speed Limit Card against the second player’s te a m ,
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Diagram #2
How Cards should be displayed
the second player may play an End of Limit Card on top of it.
The third player then plays, but since he is a partner of the first
player, he does not start any piles of his own. (In the partnership
game, partners play one set of piles.) He plays either to his partner’s
piles or to his opponents’ piles, having the same possible plays as the
first and second players. If, however, his partner has a Roll Card or a
Right of Way Card exposed, he may play a distance card in front of his
partner, starting the distance piles for his team.
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The fourth player plays in a similar manner and play continues, in
turn, around the table until one team has completed a trip of
exactly 1000 miles, or until all of the cards in the draw pile and in
the hands have been played. (See DELAYED ACTION, in 8. SCORING.)
At this point the hand comes to an end, scores are totaled, all of
the cards are reshuffled and a new hand is started.
Remember that a player’s basic turn consists of drawing one card, adding it
to his hand and then playing one card to the table or discarding one card to the
discard pile. Thus, he always holds six cards in his hand at the end of each turn.
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6. THE CARDS
The above brief outline of the game gives the general rules of play
but the use of the individual cards requires more specific description.
Hazard Cards are played onto your opponents’ pile and Remedy
Cards are played on your own team’s pile. For each Hazard Card
there are corresponding Remedy Cards.
A. HAZARD and REMEDY CARDS
A ROLL! CARD (Green Light) must be displayed on your Battle Pile
before your team can play any Distance Cards. (For the one
exception to this rule, see paragraph on RIGHT OF WAY CARD.)
A STOP! CARD (Red Light) is played only onto your opponents’
ROLL! Card, to prevent them from playing further Distance Cards
until they can cover it with another ROLL! Card on a subsequent turn.
A SPEED LIMIT CARD is played onto your opponents’ Speed
Pile alongside their Battle Pile. While it is exposed, your
opponents can only play 25 mile or 50 mile cards. As long
as no cards are on your Speed Pile, you are not subject to
any speed limit.
An END OF LIMIT CARD is played onto your own team’s Speed
Pile, on top of a SPEED LIMIT Card, to permit you to resume
speed and play any mileage cards including 75, 100, and 200 mile cards.
An OUT OF GAS CARD is played onto your opponents’ Roll Card.
They cannot play further Distance Cards until they have first played a
GASOLINE CARD and then a ROLL! Card on subsequent turns.
A FLAT TIRE CARD is played onto your opponents’ ROLL! Card.
They cannot play further Distance Cards until they have first played
a SPARE TIRE Card and then a ROLL! Card on subsequent turns.
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An ACCIDENT CARD is played onto your opponents’ ROLL! Card.
They cannot play further Distance Cards until they have played a
REPAIR Card and then a ROLL! Card on subsequent turns.
Safety Cards are played in your own team’s Safety Area and prevent
your team from being stopped by the corresponding Hazard Cards
for the balance of the hand. As soon as a Safety Card is played,
it prevents any further attack and cancels the attack in progress.
Do not forget that the play of a Safety Card always entitles the person
who played it to an extra draw and play.
B. SAFETY CARDS
RIGHT OF WAY CARD: When displayed in your team’s Safety
Area, your opponents cannot play a Stop Card on your Battle
Pile and cannot play a Speed Limit Card on your Speed Pile. This
card when displayed permits you to play Distance Cards even
though you do not have a Roll Card exposed. You may also play
75, 100, and 200 mile cards even though a Speed Limit Card is
exposed on top of your Speed Pile.
Your opponents may, of course, stop you by playing OUT OF
GAS, FLAT TIRE, or ACCIDENT CARDS onto your Battle Pile.
In this case you do not need to play another Roll! Card but only
the proper Remedy Card to be able to play Distance Cards. This
is also the only time an opponent can play a Hazard Card directly
on-top of any Remedy Card other than a Roll! Card.
EXTRA TANK CARD: When displayed in your Safety Area, your
opponents cannot play an Out of Gas Card onto your Battle Pile.
PUNCTURE PROOF CARD: When displayed in your Safety Area,
your opponents cannot play a Flat Tire Card onto your Battle Pile.
DRIVING ACE CARD: When displayed in your Safety Area, your
opponents cannot play an Accident Card onto your Battle Pile.
continued on page 18
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Distance Cards may be played at any time that a Roll! Card is
exposed on top of your Battle Pile. They may also be played when
a Right of Way Card is exposed, unless you are stopped by
an Out of Gas, a Flat Tire, or an Accident Card. You may play
any combination of Distance Cards that you are able to play to
make 1000 miles, except that no more than two 200 Mile Cards
may be used.
C. DISTANCE CARDS
Under no circumstances may you play Distance Cards t h a t
will bring your total over the 1000 mile mark, i.e. if you have
exposed in your Distance Piles cards totaling 950 miles, the 75,
100, and 200 Mile Cards are of no use to you.
If a player inadvertently places a card on his Distance Piles causing
his total mileage to exceed 1000, the card should be removed and
placed on the discard pile. A hand ends when one side or the
other completes a trip of exactly 1000 miles, or when the cards in
the draw pile are exhausted. In the latter case, players must play
out or discard in turn the remaining cards in their hands. If the trip
of 1000 miles is completed after all the cards in the tray are
exhausted, the play is referred to as DELAYED ACTION and the
hand ends.
7. COUP FOURRÉ (pronounced Coo-Foo-Ray)
Coup Fourr is a French fencing term for counter-thrust where
one fencer parries his opponent’s thrust and counter attacks in the
same maneuver.
In this game the action is much the same and operates in the
following manner. If an opponent plays a Hazard Card, and you
hold the corresponding Safety Card in your hand, you may call
" C o u p F o u r r " and immediately play the Safety Card to your
Safety Area crosswise as show in Diagram #2 on pages 8 and 9.
You may make this play immediately, whether or not it is your turn.
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If you make this play, you must make it BEFORE you draw
a card and before any other player draws a card.
The "Coup Fourr " play entitles you to remove AT ONCE the
Hazard Card from your Battle Pile, or Speed Pile in the case of the
Right of Way Card, and place it on the discard pile. Since y o u
now have only 5 cards in your hand, you must draw o n e
card to bring the number of cards held to six. In addition,
because you have played a Safety Card, you are entitled to another
turn so you immediately draw another card and play again.
The " C o u p F o u r r " play, because it permits the immediate
removal of a Hazard Card, restores the situation that existed
before the play of that hazard onto your Battle Pile or your Speed
Pile. If you had a Roll Card on top of your Battle Pile it will again
be exposed. If you were in a position to play Distance Cards
because you had previously played the Right of Way Card , you
may continue to do so. The Safety Card thus played also protects
you from the corresponding Hazard Cards for the rest of that
hand. When your turn is completed, the next player to your left
plays, and play continues around the table in the usual manner.
Any players between you and the player who played the
Attack Card that made the "Coup Fourr " possible lose
their turns.
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8. SCORING
The score is totaled at the end of each hand, whether or not a trip
of 1000 miles was completed, as follows:
• Each team scores as many points as the total number of miles
that it has traveled ................................................................................X
• Each Safety Card played...................................................................100
• Additional bonus if all four Safety Cards are played by the
same team...........................................................................................300
• Each Coup Fourré (note that this score is in addition to the 100
points scored for playing a Safety Card)......................................300
• Bonus for completing trip of 1000 miles......................................400
• Additional bonus if trip is completed after all cards have
been played from the draw pile (Delayed Action)...................300
• Additional bonus if trip is completed without playing any
200 Mile Cards (Safe Trip)..............................................................300
• Additional bonus for shutting out opponents (Completing trip
of 1000 miles before opponents have played any Distance Cards)
................................................................................................................5 0 0
The included Score sheets provide spaces for all possible types of
scoring. After the first few games, these sheets will not be necessary and scores may be kept on any piece of paper.
For quick reference there is also a card included in this game which lists
all possible scores.
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9. WINNING THE GAME
Winning the game: All points for each side are totaled at the end of
every hand, and these totals are carried forward to the next hand.
A game will usually consist of several hands. The team that first scores
5000 points wins, or if both sides exceed 5000 points on the same
hand, the team with the highest total points wins the game.
10. RULES FOR 2 OR 3 PLAYERS
In a game of 2 or 3 players, each plays for himself and displays his
own game piles in front of him. Play is the same as in the four-handed
partnership game with the following exceptions:
A . Before the deck is shuffled, remove one each of the following cards:
Stop! (Red Light), Accident, Out of Gas, Flat Tire, and Speed Limit.
B. The distance of a trip is shortened from 1000 miles to 700 miles.
C. The Extension: This play is used in games with 2 or 3
players. The player who first succeeds in playing c a r d s
t o t a l i n g exactly 700 miles may demand to continue the
hand to 1000 miles. To do this, he must call "Extension"
exactly at the time he reaches 700. The hand then goes on
until one of the players reaches 1000 or until no one has a n y
cards left. O n c e the extension is asked for the h a n d i s
played as though it had always been for a trip of 1000 miles.
The first person who reaches the 1000 miles scores the 400 points
for the deal, even if he is not the one who called "Extension."
If the hand is not won by the "extension caller," or if it ends after all the cards have
been played without either player reaching 1000 miles, the player who asked for
the extension does not get the 400 points that he would have received had he
stopped at 700. In addition to the normal score, a bonus of 200 points is granted
to the player who calls " E x t e n s i o n " and s u c c e e d s i n reaching 1000
miles. If he fails, the bonus is given to his opponent or opponents.
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D. Scoring is the same as in the regular game with the exception of the
extra points provided for in the extension play, as described above.
11. RULES FOR 6 PLAYERS
In the game for 6 players, the play is the same as in the
four-handed partnership game with the following exceptions:
A. There are 3 sets of partners and they sit as shown in Diagram #3.
A & D are partners
B & E are partners
C & F are partners
B. The distance is shortened to 700 miles.
C. The Extension ( Refer to Section 10, Part C) is also used in this game.
D. The Scoring is the same as in the game for 2 or 3 players.
Diagram #3
Seating arrangement for 6 players
12. HINTS FOR PLAY
In playing this game, the following hints may be helpful:
A. Keep the score cards and the guide cards (those not used in the
play) on the table so that all players can refer to them.
B. At the beginning of a hand, it is usually better to get a Roll!
Card on your Battle Pile rather than trying to play Hazard Cards
against your opponents.
C. It is usually better to save your Safety Cards to play as Coup
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Fourrés rather than playing them as preventions. However, do
not hold them too long as you get no credit for them if they are
still in your hand at the end of the game. Remember that a Safety
Card can be played on any turn as a Prevention Card.
D. Do not hold cards in your hand that are of no value to you.
Discard them at the earliest opportunity.
For example: a 200 Mile Card is of no value to you once you have
played two of them to your Distance Pile. An Out of Gas card is of no value
if your opponent has played the Extra Tank Card in his Safety Area, etc.
E. Try to remember which cards have been played. It is useless to
hold a Remedy Card if all of the corresponding Hazard Cards
have been used.
F. Do not forget to take an extra turn every time that you play a
Safety Card either as a Coup Fourré or as a Prevention.
G. In scoring, remember that each Coup Fourré played gives you
a bonus of 300 points as well as 100 points for playing a Safety Card.
For example, if one player or team plays two Safety Cards as preventions and
two as Coup Fourrés, he scores 400 points for playing Safety Cards, a bonus of
300 points because he played all four, and 600 points for playing two Coup Fourrés.
H.You can play a Speed Limit Card on your opponent’s Speed Pile
even when he has a Hazard Card showing on his Battle Pile, or
when he has a Speed Limit Card showing on his Speed Pile.
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MILLE BORNES® is a trademark of Hasbro, Inc. All Rights Reserved. Used under authorization.
Création Edmond Dujardin Marque et Modélé désposés, Breveté S.G.D.G. ©1992, 2008 Hasbro,
Inc. Pawtucket, RI 02862. Made in China.
QUESTIONS?
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comments about our MILLE BORNES card game.
Write to:
Winning Moves
75 Sylvan St., Suite #C-104
Danvers, MA 01923
Phone: 1-800-664-7788 extension 114
Fax: 978-739-4847
winning-moves.com
Email: [email protected]
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