Hasbro Mille Bornes 1982 Operating instructions

Hasbro Mille Bornes 1982 Operating instructions
 For 2, 3, 4 or 6 Players
Ages 8 to Adult
Rules © 1962, 1981, 1982 Parker Brothers, Beverly, Mass. 01915 Printed in France
Along the roads in Europe—especially in France—one
sees small cement markers at regular intervals. The
French call these markers bornes kilometriques. We
know them as kilometer-stones or milestones. Mile-
stones show the number of the route as well as the
distance to the next town. Their red or yellow color also
shows whether the route is a national highway or a
local road. These markers give this game its name:
MILLE BORNES (pronounced “MEEL BORN”) means
“a thousand milestones.” MILLE BORNES is a card
game for 2, 3, 4 or 6 players, usually played as a part-
nership game by 4 players—2 on each team.
As a driver, you must follow the rules of the road.
Namely: You can go only when the light is green. You
must stop when the light is red. You must obey speed
limit signs. If you get a flat tire, you must use a spare. If
you run out of gas, you must refill your tank. If you have
an accident, you must repair your car.
In this card game, you must follow these very same
rules. And while sticking to them, you and your partner
must try to travel 1,000 miles along an imaginary road.
But be careful! Your opponents are trying to do the
same and will try to slow you down by placing hazards
in your path. Your challenge: to accumulate mileage
by overcoming these hazards, while also trying to slow
your opponents’ progress with hazards of your own.
The final object of the game is to be the first team to
accumulate a total of 5,000 points in several hands of
play. In doing so, you must try to complete a trip of
exactly 1,000 miles in each hand played.
112 cards * a score sheet
The Cards
As you read about the different cards, spread them out
in front of you and look them over carefully.
Distance Cards. These are the cards with the mile-
stones on them. Each one represents a distance of 25,
50, 75, 100 or 200 miles. When played to the table, they
are added together to determine the distance travelled.
Hazard Cards. There are 18 Hazard Cards: 3 Out of
Gas, 3 Flat Tire, 3 Accident, 4 Speed Limit, and 5 Stop.
Remedy Cards. There are 38 Remedy Cards: 6 Gaso-
line, 6 Spare Tire, 6 Repair, 6 End of Limit, and 14 Roll.
Safety Cards. There are 4 Safety Cards: 1 Extra Tank,
1 Puncture-Proof, 1 Driving Ace, and 1 Right of Way.
Cards Not Used in Play. There are 6 cards not used
in the play of the game: 3 Score Cards —2 in English,
1 in French; 3 Card Guides—2 in English, 1 in French.
How the Cards Relate
The figure on the right shows how the cards relate to
each other. For each Hazard Card there is a corre-
sponding Remedy Card that overcomes the hazard.
There is also a corresponding Safety Card that not only
overcomes the hazard but also prevents it from occur-
ring again.
Where to Play the Cards
This unusual deck of cards also has an unusual method
of placement. Look at the figure below to see how the
cards are played to the table. Note that there are 4
playing areas: a Speed Pile, a Battle Pile, Distance
Piles, and a Safety Area.
Safety Area
Distance Piles
a E
Coup Fourré
Set Up
1. Sit opposite your partner.
2. Select a dealer.
3. After removing the cards not used in play, the dealer
shuffles the deck and deals 6 cards, face down and
one at a time, to each player. The dealer then places
the remaining cards, face down, onto the center of
the table. These cards form the draw pile.
4. Pick up the cards and look at them. Be sure no one
else can see them.
5. The first to play is the player to the dealers left.
Before You Begin to Play, Read the Following
Section Carefully.
How to Play the Cards
A. Hazard Cards
Stop, Out of Gas, Flat Tire, and Accident
Play these cards offensively onto your opponents’ Battle
Pile. By playing one, you temporarily prevent your oppo-
nents from gaining any further distance.
Speed Limit
Play this card onto your opponents’ Speed Pile. While
it is showing, your opponents can play 25-mile and
50-mile Distance Cards only.
B. Remedy Cards
Gasoline, Spare Tire, and Repair
Play these cards defensively onto your own team’s
Battle Pile. Play one onto the corresponding hazard an
opponent has played against you. By doing so, you
overcome the hazard and may again be able to play
a Distance Card.
Play this card onto a Stop Card an opponent has
played against you. Also, after playing a Gasoline, Spare
Tire or Repair Card, you must first play a Roll Card
on a Subsequent turn in order to play further Distance
Cards. As you'll learn further on, the exception to
this rule is when the Right of Way Card is in your
Safety Area.
End of Limit
Play this card onto your own team’s Speed Pile, on
top of a Speed Limit Card. Your team then can resume
normal speed and play any Distance Card.
C. Distance Cards
You may play Distance Cards when a Roll Card is on
top of your Battle Pile or—as you'll learn—when the
Right of Way Card is in your Safety Area.
You may play almost any combination of Distance
Cards to make 1,000 miles. You may not, however, play
more than two 200-mile cards. And under no circum-
stances may you play Distance Cards that will bring
your total over the 1,000 mile mark. If you should place
a Distance Card that causes your mileage to exceed
1,000, remove that card and place it on the discard pile.
D. Safety Cards
Right of Way, Extra Tank, Puncture-Proof,
and Driving Ace
Play these cards in your team's Safety Area. By playing
one, you gain several advantages. First, you overcome
the corresponding Hazard Card an opponent has
played against you. Second, you prevent your oppo-
nents from playing the corresponding Hazard Card for
the rest of the hand. And finally, by playing a Safety
Card you may immediately draw another card
and take another complete turn.
The use of the Right of Way Card requires further expla-
nation. It prevents your opponents from playing a Stop
Card onto your Battle Pile or a Speed Limit Card onto
your Speed Pile. Because it cancels a hazard already
in play, it allows you to play 75-mile, 100-mile and
200-mile Distance Cards even if a Speed Limit Card
is already showing on top of your Speed Pile. The
Right of Way Card also permits you to play Distance
Cards even if you dont have a Roll Card exposed.
Remember that playing the Right of Way Card wont
stop your opponents from playing Hazard Cards other
than Stop and Speed Limit Cards. An opponent still
can stop you by playing Out of Gas, Flat Tire, or Acci-
dent Cards onto your Battle Pile. In these cases, how-
ever, you still dont need to play a Roll Card in order
to be able to play Distance Cards. You only need to
play the proper Remedy Card.
E. Coup Fourré (pronounced Coo-Foo-Ray)
Coup Fourré is a French fencing term for “counter-
thrust.” It describes the action by which one fencer
parries the opponent's thrust and counterattacks in the
same maneuver. In this game, the action is similar and
operates in the following manner.
If an opponent plays a Hazard Card and you hold the
corresponding Safety Card, immediately Call “Coup
Fourré” and play the Safety Card to your Safety Area
crosswise, as shown on page 4.
You may call “Coup Fourré” whether or not it is your
turn. If you call “Coup Fourré” when it happens to be
your turn, you must do so before you draw a card.
Similarly, if it's your partner's turn, you may call “Coup
Fourré” only before your partner draws a card.
A Safety Card played as a Coup Fourré entitles you to
the following advantages:
1. Immediately remove the Hazard Card from your
Battle Pile or Speed Pile (in the case of the Right of
Way Card) and place it onto the discard pile.
2. Take an extra turn.
3. You are protected from the corresponding Hazard
Card for the rest of the hand. ;
4. Whereas you'll score only 100 points for playing a
Safety Card in the regular manner, you'll score 300
additional points for playing that same card as a
Coup Fourre.
When you finish your turn, play continues around the
table in the usual manner. Any players between you
and the player who played the Hazard Card that started
the Coup Fourré, lose their turns.
Your turn consists of two parts: drawing one card and
adding it to your hand; then either playing one card to
the table or discarding one card to the discard pile.
Thus, you always hold 6 cards in your hand at the end
of each turn.
If you're the first player, start by drawing a card from
the draw pile and adding it to your hand. You then must
make one of the following plays:
A. If you have a Roll Card, you may play it face up to
the table to start your Battle Pile. Your turn ends, and
play passes to the opponent on your left.
B. If you have a Safety Card, you may play it face up,
as shown on page 4. Whenever you play a Safety
Card, you may immediately take another complete
turn. Start by drawing another card from the draw
pile. If you have another Safety Card, you may play
it and still have another turn, and so on.
C. If you have a Speed Limit Card, you may play it in
front of an opponent, even though your opponent
has not yet had a chance to play and thus has no
Roll Card exposed. This play starts your opponents’
Speed Pile.
D. If you can't make any one of these plays, you must
discard one card, face up, thus starting the discard
pile. Discarded cards are out of play for the rest of
the hand.
When the first player has finished his or her turn, the
second player starts by drawing a card. As the second
player, you may then make any one of the plays already
described, with two additional possibilities. If the first
player played a Roll Card, you may play a Hazard Card
on top of it. If the first player played a Speed Limit Card,
you may play an End of Limit Card on top of it.
As the third player, you play as a partner of the first
player and don't start any piles of your own. You have
the same possible plays as the first and second play-
ers. If, however, your partner played a Roll Card or a
Right of Way Card, you may play a Distance Card in
front of your partner, thus starting the Distance Piles for
your team.
As the fourth player, you play as a partner of the second
player and don't start any piles of your own. You have
the same possible plays as the first, second, and third
PUE Play then continues, in turn, until the end of the
Special Notes
A. It's best to keep the Score Cards and Guide Cards
on the table so that all the players can refer to them.
B. When beginning a hand, usually it's better to play a
Roll Card to get your distance started rather than
playing a Hazard Card against your opponents.
C. Ordinarily, you must show a Roll Card on your Battle
Pile in order to play Distance Cards. The exception
is when the Right of Way Card is displayed in your
Safety Area. This card allows you to play Distance
Cards even if you don't have a Roll Card exposed.
D. If you can't use a card, don't hold it in your hand.
Instead, discard it. For example: a 200-mile card
has no value once you've played two of them; and
an Out of Gas Card has no value if your opponent
has played the Extra Tank Card in his or her Safety
E. Try to remember which cards have been played.
For example: a Spare Tire Card has no value when
all the corresponding Flat Tire Cards have been
F. You can play a Speed Limit Card on your opponents’
Speed Pile even when there is a Hazard Card dis-
played on their Battle Pile, and vice versa.
G. You are allowed to place a Hazard Card directly on
top of another Hazard Card that's not yet remedied.
But don't expect both hazards to count. Regard only
the Hazard Card that's displayed on top of the pile.
H. Don't forget to take an exira turn each time you play
a Safety Card.
|. Each Coup Fourreé earns you 300 points in addition
to the 100 points you automatically collect for that
same card played as a Safety Card. Therefore,
whenever possible, play a Safety Card as a Coup
Fourré. However, don't hold out for a Coup Fourré
too long. You'll get no credit for a Safety Card thats
still in your hand at the end of the game.
Ending a Hand
There are two ways to end a hand: 1) when one team
completes a trip of exactly 1,000 miles; or 2) when there
are no more cards in the draw pile. In this second case,
players must try to play out the remaining cards in their
If you complete the trip of 1,000 miles after all the cards
in the draw pile are gone, the play is referred to as
Delayed Action. By completing a trip in this way, you'll
score 300 bonus points.
A game usually will consist of several hands. So total
all points for each team at the end of every hand. The
team that first scores 5,000 points, wins. If both teams
exceed 5,000 points on the same hand, the team
with the higher total points wins the game.
Total the score at the end of each hand:
Each team scores as many points as the total
numberof miles it hastraveled . ............... X
Bonus for each Safety Card played ............ 100
All four Safety Cards played by the same team
(Add this bonus to the 100 points scored for each
Safety Card). ........... La a aa a ee 300
Each Coup Fourré (Add this bonus to the 100
points scored for playing a Safety Card). ........ 300
Bonus points for completing a trip of 1,000 miles . . 400
Delayed Action (Bonus points for completing a
trip after all cards have been played from the
draw pile). ......... La anna nee 300
Safe Trip (Bonus points for completing a trip with-
out playing any 200-mile cards) ............... 300
Shut Out (Bonus points for completing a trip before
opponents have played any Distance Cards) .... 500
The enclosed score sheets provide spaces for all possi-
ble types of scoring. After the first few games, these
sheets will not be necessary, and scores may be kept
ón any piece of paper.
Rules for 2 or 3 Players
In a game of 2 or 3 players, you're on your own. Display
your own game piles in front of you. With the following
exceptions, playing and scoring are the same as in the
four-handed partnership game:
A. Before the hand is dealt, remove the following cards:
1 Stop, 1 Accident, 1 Out of Gas, 1 Flat Tire, and
1 Speed Limit.
B. Shorten the distance of a trip from 1,000 miles to
700 miles.
C. Use the Extension Play: If you are the first to reach
exactly 700 miles, you may—if you wish—demand
to continue the hand to 1,000 miles. To do this, you
must call “Extension” exactly at the time you reach
700. The hand then goes on until someone reaches
1,000 miles or until no one has any cards left.
a) The first player to reach 1,000 miles scores the
usual 400 bonus points for completing the trip. If
the hand ends after all the cards have been
played without any player reaching 1,000 miles,
no one receives the 400 bonus points.
b) If you are the player who calls “Extension” and
are also the first to reach 1,000 miles, add 200
bonus points to the 400 points for completing a
trip. If you call “Extension” and someone else
reaches 1,000 miles, 200 bonus points is given
to each opponent.
Rules for 6 Players
With the following exceptions, the play of the 6-player
game is the same as in the four-handed partnership
A. There are three sets of partners, and they sit as
shown in the figure below.
А & D are partners. A
B & E are partners.
C & F are partners. F C
B. Shorten the distance to 700 miles.
C. Use the Extension Play. (Refer to Rules for 2 or 3
D. Scoring is the same as in the game for 2 or 3 players.
We will be happy to answer your questions or com-
ments about MILLE BORNES. Write to the Consumer
Response Department in the location nearest you:
In the U.S.A.: Parker Brothers, PO. Box 1012, Beverly,
MA 01915.
In the United Kingdom: Parker Games, Owen Street,
Coalville, Leicester LEG 2DE.
In Australia and New Zealand: Parker Games,
104 Bourke Road, Alexandria, N.S.W. 2015.
You may order additional score sheets directly from
Parker Brothers at the same address.
Price: 3 for $.50.
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