Instructions for Playing Mille Bornes, a Card Game

Instructions for Playing Mille Bornes, a Card Game

Mille BornesOver the years, many different iterations of mille bornes have been made available. The rules have been modified with each new release. I’ve been playing the 2016 release of the game while writing this. In the relevant chapters, I will highlight the places where the rules deviate from earlier editions of the game.

Mille Bornes’s End Game

The board game mille bornes aims to rack up the most points by becoming the first player to travel 1,000 kilometers or more.

Mille Bornes’s Preparation

Take a Quick Reference card and set it down in front of you. Any used Quick Reference cards should be returned to the box. Deal each player a hand of six cards after shuffling the deck. Participants may see their hand of cards but should keep this information to themselves.

Spread the remaining cards out in a draw pile in the center of the table, face down. It is the youngest player who goes first. The game is played in a continuous clockwise circle.

You can only play Distance cards with a value of 50 or less if a Speed Limit card is on top. If a card with the text “End of Speed Limit” is face-up in your discard pile, you may play any number of Distance cards.

You may find your Drive pile near the Speed Limit stack. Drive cards are used in your Drive pile. You must play a Drive or Emergency Vehicle card before any Distance cards may be played at the start of the game. Threatening cards played by your opponents will be added to your Drive pile. The top card in your Drive pile can only be a Hazard card if the equivalent Safety card has been played) if you want to play a Distance card. If your opponent plays a Hazard card, you may remedy it by adding a Remedy card to this pile.

Make separate piles for the various Distance card values you’ve played next to the Drive pile. Separate the Distance cards into piles to track how many miles have been played. It would help if you used the top of your playing area for Safety cards. If you want to see all these cards simultaneously, lay them out like this. Playing a Safety card horizontally in a Coup Fourre (see below) helps you recall how you played it when the final score is tallied.

Mille Bornes is being played.

Each round will start with you drawing a card. The top card of the draw pile or the discard pile is available for selection. Mille Bornes used to allow you to draw from the draw pile. The discard pile was off-limits for card retrieval. If the draw pile ever runs out of cards, shuffling the discard pile may make a new draw pile. 

Important: When the Draw Pile is depleted of cards, the round ends in specific earlier versions of mille bornes.

You will examine your hand after drawing a card. Pick a card at random and use it in the game. Depending on the card you choose to play, you may play a card in your area or another player’s area. The Cards of mille bornes has detailed instructions for playing each sort of card.

If you cannot play a card during your turn, you must eliminate one of them. Select a card from your hand and put it, face up, on top of the discard pile.

Mille Bornes Card Game

Mille Bornes has a wide variety of card kinds. The effects of the various card types vary. A Drive card must be played to your Drive pile, or the Emergency Vehicle card must be played to the Safety card area before you may play any Distance cards in front of you.

Time to pull out the long-range cards

A player must first play a Drive or Emergency Vehicle card before any Distance cards may be played. Any card in your hand may be added to your Distance stacks after you play one of these cards. You can only play a Distance card once you remove the red Hazard card from the top of your Drive pile and replace it with its matching Remedy or Safety card. Each player’s distance pile may only grow by a maximum of two 200-mile cards. Otherwise, there is no restriction on playing several cards with the same number from the Distance deck.

Warning Signs for the Mille Bornes

You’ll be competing with other players using red Hazard cards. To prevent another player from gaining an advantage via the use of Distance cards, you should play a Hazard card on them. If the equivalent Safety card has already been played, you cannot play the Hazard card on the other player. Each player is immune to the effects of more than one Hazard card at once. You can’t play a Hazard card on a player already affected by one.

 They may, however, be affected by a Speed Limit and another Hazard that is not a Speed Limit. The ability to play a Hazard card on top of another one only exists in previous versions of mille bornes. This regulation changes depending on the game’s version. It has gone both ways a few times.

Record of Incident

The other players’ Drive stacks will be the target of your Accident card play. If you play the Accident card, your opponent can’t play any more Distance cards until you fix the problem.

Invalid Tyre Card

You will use the Flat Tyre card to attack the Drive piles of other players. If you play this card, your opponent cannot play any more Distance cards until they fix it.

Empty petrol card

You will play Out of Gas cards to other players’ Drive piles. When you play Out of Gas, your opponent can’t play any more Distance cards until you fix the problem.

Card with Speed Limits

A Speed Limit card restricts the other player from using certain Distance cards when playing. To another player’s Speed Limit pile, you must play this card. When a Speed Limit card is in play, the affected player may only play Distance cards with a value of 50 or less.

Mille Bornes has a stringent speed limit.

This player has had Speed Limit played on them. Until they play an End of Speed Limit card, they are limited to playing between 25 and 50 cards.

Warning Card

You’ll put a Stop card on top of an opponent’s Drive pile when you play it. When you use a Stop card, the opponent can’t draw any more Distance cards until you play another Stop card.

Mille Bornes Cure Cards

When your opponent plays a red Hazard card, you may use a green Remedy card to neutralize it. You can only play any more Distance cards once you play the equivalent Remedy or Safety card after an opponent plays a Hazard card against you. After using the appropriate Remedy card, you may immediately begin playing Distance cards. A Drive card is not required for play. A Roll/Drive card was formerly required to be played after a comparable Remedy card was played in prior versions of mille bornes.

Card Reader

Drive cars were renamed Roll cards in specific versions of Mille Bornes. When you play a Drive card, you may add a new Distance card to one of the stacks in front of you. You’ll be adding to your Drive pile through card play. Before you may play any Distance cards, you must first play a Drive card to begin the game. If an opponent adds a Stop card to your Drive pile, you must play a Drive card before you may play another Distance card.

Mille Bornes card fix: fixing a Stop

Someone else used their Stop card on them. A Drive card was played to resolve the Stop.

The Final Speed Card

If your opponent plays a Speed Limit card, you may counter it by playing an End of Speed Limit card. The card will be added to your Speed Limit stack. When you play the card representing the end of the speed limit, you may then play Distance cards of any value.

Fixing a broken Mille Bornes Speed Limit card

The opponent used a Speed Limit card to hinder this player’s movement. They used a card with the effect “End of Speed Limit” to counteract it.

Prepaid Gas Card

You add to your Drive stack by playing gas cards. If an opponent adds an Out of Gas card to your Drive pile, you must play a Gas card to fix the problem. It is possible to resume playing Distance cards after using a Gas card.

Fix the Risk of Running Out of Gas

Someone else used their Out of Gas card against them. By using a petrol card, they can fix the situation.

Warranty Card

You add cards from your Repairs pile to your Drive stack. You may use the Repairs card to fix your Drive pile if an opponent adds an Accident card to it. After then, you may resume using Distance cards.

Mille Bornes solution for the Accident card.

This player used a Repairs card to counteract an opponent’s Accident card.

Tyre Changer Card

Cards from your Spare Tyre pile will be played to your Drive pile. In the event that another player adds a Flat Tyre to your Drive pile, you may use a Spare Tyre to fix the problem. You may play additional Distance cards against an opponent after using the Spare Tyre card.

Mille Bornes Flat Tyre Repair

A Flat Tyre card was played against him by another player. This gamer used a Spare Tyre to fix the Flat Tyre.

Mille Bornes Safety Playing Cards

Each blue Safety card serves as a permanent shield against a particular Hazard card. If a Hazard card is presently harming you, playing a Safety card will nullify its effect and prevent any other players from using that Hazard card against you for the remainder of the game. You may skip your turn, draw, and play an additional card if you play a Safety card.

For the Win in Traffic

In the case of Accident cards, the Driving Ace represents Safety. The Driving Ace may be used to fix your Drive pile if an Accident card is played on it. No one can use any more Accident cards against you after you play a Driving Ace.

Using the Ace of Drivers to Fix a Crash

If an opponent plays an Accident card against you, the Driving Ace may fix it. It also stops the opponent from using any more Accident cards in the future.

A Card for Use in an Emergency

You may fix a Stop or Speed Limit card with an Emergency Vehicle Safety card. You may counteract an opponent’s Stop or Speed Limit card with an Emergency Vehicle Safety card. The Emergency Vehicle card may be played at the beginning of the game in place of a Drive card, allowing you to play Distance cards right away. The Stop and Speed Limit cards cannot be used against you once you play the Emergency Vehicle Safety card.

How to Use a Card for an Emergency Vehicle

If your opponent plays a Speed Limit or Stop card, playing an Emergency Vehicle card will nullify their effect. It also stops other players from using any future Stop or Speed Limit cards against you.

Cards for Gas Trucks

Out-of-Gas cards may now be refilled using the Fuel Truck card. If your opponent plays an Out of Gas card against you, you may counter it by playing a Fuel Truck card. After using the Fuel Truck card, you can no longer be targeted with Out of Gas cards.

Mille Bornes card game strategy with a Fuel Truck

You may counter any Out of Gas cards your opponent plays by playing a Fuel Truck. For the remainder of the game or round, your opponents cannot use any cards with the Out of Gas effect to try to win against you.

Proof-of-Puncture Card

Flat Tyre cards may be repaired using the Puncture Proof card. You may use a Puncture Proof card to counteract the effects of an opponent’s Flat Tyre. If you play a Puncture Proof card, your opponents cannot respond with Flat Tyre cards.

Mille Bornes Puncture Proof Card Play

If your opponent has played a Flat Tyre card, your Puncture Proof card will fix it. The other players can’t use any more Flat Tyre cards against you either.

Putsch of the Fourteenth Century

When a player adds a Hazard card to your Drive pile, you may instantly play it if you have the matching Safety card in your hand. A “Coup Fourre” describes such an event. Even if it is not your turn, you may do this action.

Instead of the Safety card you played, you will instantly draw a new card. Follow the path’s next twist. If it wasn’t your turn before, the player who played the Hazard card skips everyone in between them and you. Play moves to the person to your left when your turn is over. The Safety card is played horizontally before you execute this action to demonstrate its use. By making such strategic use of a Safety card, you may increase your final score.

Mille Bornes safety play by Coup Fourre

They were the target of another player’s Out of Gas card. However, the player’s hand included the Fuel Truck Safety card. They plan to use it right away in a Coup Fourre. As a result, they can no longer use the Out of Gas card against them. For the remainder of the turn/game, no one may use an Out of Gas card against this player.

 The Finish Line for a Thousand Years

Mille Bornes is over when one player plays a Distance card with a 1,000 miles or greater value. It’s essential to keep in mind that specific versions of mille bornes prohibit playing a Distance card if doing so will push the player’s total over 1,000 miles. Once all the cards have been played, the game might terminate as well.

 The game concludes with a tally of everyone’s point totals. Here’s how your points will break down:

  • Mileage cards are worth one point for every mile covered.
  • Coup Fourre: 100 points for safety cards (which were not used).
  • 200 on the Coup Fourre scal.

Millennium Bornes Goalscoring

The match has concluded. This player’s point total will be as shown below. Due to their 1,000-mile journey, they will score 1,000 on their Distance cards. If they have the Emergency Vehicle Safety card, they will get full credit for it. Since the Fuel Truck card was played for a Coup Fourre, they will finally get 200 points. This player will earn a total of 1,300 points.

Mille Bornes Older Versions’ Scoring

Older versions of mille bornes had a very different scoring system. Playing hands would continue until one person or team reached 5,000 points. Here’s how the point system works in those variants:

Mileage cards are worth one point for every mile covered.

The value of safety cards is 100.

Coup Fourre: 

Three Hundred Extra Points on Top of the Standard One Hundred for a Safety Card

Three hundred bonus points if one player or team plays all four Safety cards.

When a player or team travels 1,000 miles, they get 400 points.

After all the cards have been pulled and your journey is complete, you will get 300 points.

To get 300 points, you must go 1,000 miles without using 200-mile cards.

If you stop an opponent or team from using their distance cards, you get 500 points.

The first individual or team to get 5,000 points or more in classic mille bornes wins.

Games with a Twist

You may utilize the rapid play rules to finish the game faster. If a Hazard card is played against you, you may quickly counter it using the rapid play rules. If your opponent adds a Hazard card to your Drive pile, you may counter it by playing a Remedy card from your hand. You’ll get another one to replace a card as soon as you play it. A Coup d’État will not be committed by using this method. After playing the Hazard card, play usually resumes with the player’s left.

Also, at the start of any of your turns, you may choose to dump any number of cards from your hand. If you don’t have a full hand of six cards, you’ll draw that many more from the draw pile. By selecting this option, you will end your turn immediately.

Group Effort

The team play regulations are optional for groups with four to six players. Everybody plays with everybody else. There is a separate hand for each participant. However, teammates will all aim for the same zone. Each team member will have a turn at bat in turn.


How Many Babies Does It Take?

Before I get into the frequently asked questions, mille bornes regulations have evolved. Some of these solutions may not work with your copy of the game or may change slightly.

Is it possible to retrieve a Remedy card from the Discard Pile if you suspect an opposing player will play a Hazard card?

This will be entirely dependent on the game’s version you’re using. Mille Borne’s variants vary on whether or not card retrieval from the Discard Pile is permitted. Card retrieval from the discard pile is only available in more recent iterations of mille bornes. I don’t see any reason you couldn’t pick a Remedy card from the Discard Pile in games where doing so is allowed.

Can two Hazard cards be played on top of each other, or can they only be played on top of Drive or Roll cards?

The answer to this question is dependent on the specific game version you are using. This regulation has seemingly gone back and forth a few times. A Hazard card may be played on top of another in specific game variants. Hazard cards, in conjunction with Drive/Roll cards, are restricted to a select few games. The game’s mechanics differ depending on the version you’re using and your preferences. 

Must a Roll/Drive card be played after a Hazard card has been dealt with?

This regulation has evolved over the years, and its application now varies with the game’s version. After resolving a Hazard card, you must often play a Roll/Drive card in previous game versions. However, the Roll/Drive card is optional in some of the newest editions of the game. You may instantly resume playing Distance cards after using the Remedy card.


To keep track of your progress in the game, the cards you play should be placed in various piles, as suggested by the rules. Place a pile labeled “Speed Limit” to the left. The other players will add to the pile using Speed Limit cards. When you play an End of Speed Limit card to this pile, it cancels out a Speed Limit card.



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