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Mille Bournes

A card game featuring a road race.

Mille Bournes is a fun and family-oriented game in which players compete against each other in a road race with a special deck of cards. Players must use strategy and decision making during the game. Players are often faced with choices of which cards to keep for game play, since a maximum number of cards are allowed in a player's hand at a time. Competitors often get much delight in stranding another racer with a flat tire or an empty gas tank.

Mille Bournes (or Mille Bornes) is a French card game. In the United States, Mille Bournes is published by Parker Brothers and is commonly available in game stores, as well as toy stores and department stores. Some Mille Bournes decks are printed in both English and French. In the Netherlands, this game is known as "rijwielspel", and deals with cycling instead of driving. The hazards and distances are different, but the mechanics of the game are exactly the same.

The premise of Mille Bournes is that the players are in a road race. Each "race", or hand, is usually 700 miles or kilometers long (1000 for the standard 4-player game), but the first player to complete that distance exactly has the option to declare an "extension" in which case the race becomes 1000 miles, hence the name of the game which means "one thousand milestones". The object of the game is to reach 5000 points, which normally takes several hands.


Playing the game

The game begins with each players being given a hand of cards. The first player draws a card from the stock pile and must either play and/or discard a card in every round. Each player must wait for either a Go Sign or the Right-of-Way safety card to start. (There is only one Right-of-Way card in the entire deck.)

Deck

Mille Bournes is played with a special, unusual deck of cards. There are hazards, remedies, safeties, and km stones. Each hazard is corrected by a corresponding remedy and prevented by a corresponding safety. For example, the gas card is the remedy to the out of gas hazard. The object of the game is achieved by playing km stones.

Hazards:
Accident
Out of Gas
Flat Tire
Speed Limit
Stop Sign

Remedies:
Repairs
Gasoline
Spare Tire
End of Speed Limit
Go Sign

Safeties:
Driving Ace
Extra Tank
Puncture Proof
Right of Way

Note that the Right of Way card is unique in that it protects against both the Speed Limit and Stop hazards. Each of the other safeties only protect against one problem. There is only one of each safety per deck. The player that draws each safety from the stock pile is protected for the entire game from the hazard(s) remedied by that safety.

Km Stones or Mileage Markers:
25 km
50 km
75 km
100 km
200 km

Play

Scoring

The hand ends when a player reaches 1000 exactly; going over is not allowed. If the entire stock cards has been drawn, each player must still play or discard one card per turn. It is possible to win after the stock is exhausted.

* Each player or team scores the mileage they played.

* There is a 100 point bonus per safety played, with a 300 point bonus for playing all four. Each coup fourré scores another 300 points, as indicated above. Thus, it is possible to get up to a 1,900 point bonus from safeties.

* There is a 400 point bonus for completing the 1000-mile trip, or the 700-mile trip if playing to 700 miles and extension is not called for.

* There is a 300 point bonus for completing the trip "safely", playing no 200s.

* There is a 300 point bonus for completing the trip after the stock was exhausted, called "delayed action".

* There is a 500 point bonus for shutting out your opponent, completing the trip before he can play any distance cards.

* There is a 200 point bonus for completing the 1000-mile trip after calling for an extension, besides the usual 400 points.

* There is a 200 point bonus if your opponent calls for an extension and does not finish the 1000-mile trip.

The entire game is normally played to 5000 points.

With larger or smaller groups

4 player version

Four players normally play as two teams of two. In a "coup fourré" situation, either teammate may make the coup, even if it isn't their turn.

This version is usually played to the full 1000 miles with no extension rule. But an extension rule may also be used.

4,400 is the maximum score that can be attained for one hand.

3 player version

Three players play cutthroat, each for themselves. In some versions, a player may only play hazards on the person to their left.

Some rulebooks say that one of each hazard should be removed, since not having a partner makes it harder to hold a full set of remedies. In the 3-player version, a player will only have the opportunity to draw 1/3 of the deck, compared with 1/2 in the 4-player version.

This version is usually played to 700 miles with the extension rule, but the 1000-mile version is also playable.

2 player version

As in the 3-player version, some hazards should be removed.

This version is usually played to 700 miles with the extension rule, but the 1000-mile version is also playable.

6 player version

This is theoretically possible as two teams of three or three teams of two, but isn't really practical. It is played to 700 miles with the extension rule.

Strategy

The most important skill is remembering what has been played. There is no point in holding two spare tires when there is only one flat tire unplayed.

In the 4-player team version, it is important to be aware of what your partner is holding. It is useful to have an understanding with your partner about what discarding a remedy means. Most logical, discarding a remedy tells partner that it is safe to discard the remedy (either because you have the unplayed safety or a surplus of that remedy).

Don't get within 25 miles of the winning number (1000 or 700) unless you have a 25 in your hand. You should try to stay 100 or 200 miles away, so that more combinations of miles allow a win. It may pay to hold back a 25 or 50 so you have more winning combinations as you near the goal.

Don't try for delayed action or safe trip unless you see that your opponent has trouble dealing with a hazard. For example, if you have two flat tires and the puncture proof tire, and three spare tires have been discarded, it may pay to go for a safe trip or delayed win.


Source: Wikipedia


Flags: Very Short (0-60 mins), Short (1-3 hours), With a Friend, With a Group, Children, Teens, Adults, Seniors, Indoors, Outdoors, At Home, Morning, Day, Night, Sunny, Snowy, Rainy
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