Mille
Bornes Online |
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| Object of the Game | |||||
| The goal in Mille Bornes is to be the first team (or player on individual modes) to reach a total of 5000 points through several hands of play. A hand of play; also known as a "trip", consists of players trying to reach exactly 1000 miles. | |||||
| Download
Program (341 KB)
This program was made using Visual Basic 6.0, you will need to install the runtime files necessary to run this program. Click on VBRun60sp5.exe (0.99 MB) to download the runtime setup program. (If you have done this for another game, you do not need to do this again) For instructions on installing and how to connect games online click here To report a bug, send an email to [email protected] |
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| The Deck | |||||
| There are 106 cards in the deck, made up of distance, hazards, remedies and safety cards. | |||||
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Hazards |
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| Accident | Flat Tire | Out of Gas | Stop | Speed Limit | |
| Remedies | |||||
| Repairs | Spare Tire | Gas | Go | End of Limit | |
| Safeties |
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| Driving Ace | Puncture Proof | Extra Tank | Right of Way | ||
| Distance | |||||
| 200 miles | 100 miles | 75 miles | 50 miles | 25 miles | |
| There are 3 of each of the following: Accident, Flat Tire, Out of Gas. There are 5 Stop Cards, and 4 Speed Limit Cards. There are 6 of each of the following: Repairs, Spare Tire, Gas, and End of Limit. While there are 14 Go Cards. There are also one of each Safety Card. As for Distance Cards, there are four 200's, twelve 100's, ten 75's, ten 50's and 10 25's. | |||||
| Game Rules | |||||
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| How to Play the Game | |||||
| As
stated earlier, to play this game, you basically need to know where to
drag your cards when your turn comes. There are only four places
you are allowed to drag a card, and each place has its own set of rules
as to what can go there.
Your Team Area - this is the area in the middle of the game board that shares your and your parents color, as determined by where you sat down (click here for an image of the blue teams pile). This area will hold all your team cards, the Speed Pile, the Battle Pile, your Distance Mile cards, and show your score in miles as well. When your turn comes, you can play what cards you can, by simply dragging the card you wish from your hand onto the team area. Opponents Team Area - this looks exactly the same as your team area only it is of the other color. This area is the one you can play Hazard cards against. Simply drag your hazard over the area to play it. Assuming it fits in with the rules of the game. The Discard Pile and Safety Area - in between the two team areas, the discard and safety area is. To discard a card, you simply drag whatever card you want to toss away into the little lime green area beside the draw card image (simply looks like a back of a card). If you wish to play a safety (even if it is a Coup Fourre), you can place the specific safety card in any of the four empty dark green squares. For an image of what this area looks like, click here. |
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| Example Game | |||||
First Round: The
person left of the dealer starts the game by drawing a card from the Draw
Pile. Now having seven cards, they must play a card to get
back to having six in their hand. The player has a series of
choices they could make:
Once a card has been played (assuming its not a Safety), that persons turn is over, and the game moves to the next person to the left. This person has a the same options as the previous player, but a few more possibilities as follows:
Now its the third players turn (the partner of the first player). This person has all the same options as before, but also has a few other possible choices:
From then on out, its basically taking it round by round to see who can get to 1000 miles first. |
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| Coup Fourre (pronounced "Coo-Foo-Ray") | |||||
| Coup Fourre is a French fencing term meaning "counter-thrust", for when a fencer parries his or her opponents attack and counter attacks in the same action. Within the game of Mille Bornes, this basically means, when an opponent attacks your team with a Hazard card and if you hold the correct Safety card to counter it, you play it immediately against your opponents card saying "Coup Fourre". You also must then take another card from the draw pile even if it isn't your turn (you must do this before any other takes a card from the draw pile, including your own draw if it is about to be your turn). In the safety location, a Coup Fourre would be shown by placing the card horizontally cross the Hazard card it fixed. Coup Fourres are also worth 300 additional bonus points to the normal 100 for a played safety card. | |||||
| Scoring | |||||
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| Special note for Purists | |||||
| Two features have been altered to the original rules of the game. Why? I simply don't like those two rules, they are too "French" ! There is a rule stating a team can only play two 200 cards per hand. To me that seems rather arbitrary as to why it is a rule. Secondly, there is a rule that a safety can be played at any time, even when it isn't that persons turn. While that does kind of fit with the definition of what a Coup Fourre is about, i think it still works fine if a person just does that during their turn instead. | |||||