Mille  Bornes Online
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]

The Deck
There are 106 cards in the deck, made up of distance, hazards, remedies and safety cards. 

Hazards

Accident Flat Tire Out of Gas Stop Speed Limit
Remedies
Repairs Spare Tire Gas Go End of Limit
Safeties  
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 
  • The layout of the game is basically broken up into 3 different areas; your team's piles, your opponent's piles, and the safety/deck area which is between both teams.  Each team has a Battle Pile, Speed Pile, and Distance Piles.  The Speed Pile is where the End of Limit and Speed Limit cards go.  While the Battle Pile is where all other Remedy and Hazard Cards go.  The Distance Piles are where you lay down all your miles cards.  
  • A player can have a Speed Limit and another type of Hazard Card on the Battle Pile, but can't have two Speed Limits (one one each pile), nor can they have two hazards of some other type.
  • Safeties are cards that protect a team from that type of Hazard it deals with (as seen by the diagram above).  For example, the Driving Ace safety protects a team from having Accident hazards placed on them for the whole hand.  
  • Each player is dealt 6 cards, which they don't allow anyone else to see.
  • A Speed Limit card can be used against the other team, even if they don't have a Go Card played.
  • The goal of the game is to reach 5000 points.  This is done usually by playing a series of hands.  Each hand (also known as a "trip") being a race to 1000 miles.
  • When a Safety is played, they automatically get another turn and draw a card immediately.
  • When you have a Hazard Card on your Battle Pile, you are not able to play Distance Cards.  If you have a Speed Limit, you are only allowed to play 25's and 50's (as long as you are not also blocked by another Hazard as well)
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.

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:
  • Play a Go Card on their Battle Pile, to start their trip off.
  • Play a Speed Limit Card on the opponent's Speed Pile.
  • Play a Right of Way Safety Card (use as a Go Card).
  • Play a different Safety Card, and automatically get another turn.
  • Discard any card into the Discard Pile.

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:

  • If the previous person played a Go Card, that card may now be attacked by a Hazard Card (i.e. Flat Tire).  
  • If the first person attacked this player's team with a Speed Limit Card, they may fix that card with a End of Limit Card if they have one.

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:

  • If their team pile has a Go (or Right of Way) played, and is not blocked by a Hazard, they may start playing Distance cards down.  If a Speed Limit is on their Speed Pile, they are only able to play 25's or 50's.
  • They may attempt to Remedy any Hazards Played against them.  

From then on out, its basically taking it round by round to see who can get to 1000 miles first.  

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
  • Each team gets a point for every mile played of Distance     [X points]
  • Each Safety card played           [100 points]
  • Additional bonus if all four Safety cards are played by the same team     [300 points]
  • Each Coup Fourre (this is added to the additional 100 for the safety)     [300 points]
  • Bonus for completing a trip of 1000 miles     [400 points]
  • Additional bonus if trip of 1000 miles is completed after all cards have been played from the draw pile (Delayed Action)      [300 points]
  • Additional bonus if the trip is completed without playing any 200 mile cards (Safe Trip)      [300 points]
  • Additional bonus for shutting out opponents (completing a trip of 1000 miles before the opponents have played any distance cards)        [500 points]
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. 
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