The 1000 Bornes Rules (a thousand milestones)

Mille Bornes is played between 2 and 6 players.

Content of the game

The game contains 106 cards divided as follows:

Attack cards

The attack cards have the power to stop the opponents. When a player is attacked by one of these cards, they will not be able to advance. Here is a list of attack cards:

  • 3 “road accident” cards
  • 3 “flat tire” cards
  • 3 “out of gas” cards
  • 4 “speed limit” cards
  • 5 “stop” or “red light” cards

The defence cards

The defense cards have the power to cancel the attack cards. When a player is attacked by an attack card, they must cancel the attack by playing the appropriate defense card. Here is a list of defense cards:

  • 6 ‘spare wheel’ cards (these cancel the ‘flat tire’ card)
  • 6 “repair” cards (they cancel the “road accident” card)
  • 6 “gas” cards (these cancel the “out of gas” card)
  • 6 “end of speed limit” cards (these cancel the “speed limit” card)
  • 14 “green light” cards (they cancel the “stop” or “red light” card)

The boot cards act as joker cards in the game. They allow players to be invincible or untouchable against attack cards. There is only one copy of each boot card:

  • 1 “priority” card (untouchable against “stop” or “red light” and “speed limit”) and replaces the “green light” card at the beginning of the game.
  • 1 “ace driver” card (untouchable against “road accident”)
  • 1 “gas tanker” card (untouchable when faced with “out of gas”)
  • 1 “puncture-proof” card (untouchable against “flat tire”).

The boot cards give you 100 points.

The “distance” or “stage” cards are used to track the distance covered during a game. Players will play them in turn, overlapping them by the same number. There are 3300 kilometers present in total. This allows other players to see how far they have already traveled. The cards are divided as follows:

  • 10 cards of 25 kilometers or “snail”
  • 10 cards of 50 kilometers or “duck”
  • 10 cards of 75 kilometers or “butterfly”
  • 10 cards of 100 kilometers or “hare”
  • 4 cards of 200 kilometers or “swallow”
25; 50; 75; 100 and 200 kilometer Cards

Goal of the game

The goal of the game is to be the first player to reach exactly 1000 kilometers.

How the game is played

One player deals six cards, face down, to each player, and the player to the left of the dealer starts the game. The remaining cards are used as the deck.
All players must have six cards in their hand at the end of their turn and may draw before playing. After drawing, players must put a card of their choice, face up, in the second pile of the deck (the pile that cannot be used as a deck).

Each player must place the card they are playing in front of themselves or the other players (if it is an attack card). The player who starts draws a card. They must play a “green light” or “priority vehicle” card to advance. If they do not have this card in their hand, they cannot advance and play distance cards, but can still play an attack card against another player of their choice.
The game continues in this way until a player reaches 1000 kilometers or the deck is exhausted.

Foul play

The key to winning the game is to use the boot cards at the right time. When a player is attacked and has the appropriate boot card in their hand to counter the attack, they must shout “Fake!” even if it is not their turn yet. This move allows the player to play again immediately after drawing a card and earn an additional 300 points.

End of the game

The winner is the first player to reach exactly 1000 kilometres. If no player manages to reach exactly 1000 kilometres (1025 or 1050 kms will not be good, for example) and the deck is exhausted, the player who comes closest to 1000 kilometres wins.

Additional rules

  • A player who has the “priority” boot card does not need to have a “green light” card to advance. They will be immune to the “stop” or “red light” and “speed limit” attack cards.
  • After a player has been attacked by a card and has been able to counter the attack with a defense card, they must always start their next turn with a “green light” card in order to advance.
  • When a player is attacked by a “speed limit” card, they are still allowed to move forward but cannot exceed 50 kilometers. Therefore, they can only play the distance cards of 25 and 50 kilometers. However, they can counter this attack by playing a “end of speed limit” defense card or a “priority” boot card.
  • When a player discards a card, it must be placed face up. There must be a pile reserved for these cards next to the deck.
  • A player can cancel an attack by placing the defense card on top of the attack card.
  • Using a boot card gives an extra 100 kilometers.
  • The 200 kilometer distance card can only be used twice per player during a game.
  • Boots and tricks score 100 and 400 points respectively in the endgame scoring, but you must place exactly 1000 km to win even if you have placed boots and tricks.

Keeping score

At the end of the game, the players will count :

  • The kilometers laid (1 kilometer = 1 point)
  • Add 400 points for the winner
  • 100 points for each boot card played + 300 points for each foul (a foul is worth 300 + 100 points)
  • 200 points for winning without laying down a “200 kilometer” card
  • Deduct the kilometers remaining in hand. Other cards remaining in hand will have no value.