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GAME RULES2, 3, 4 or 6 playersGAME CONTENTS110 cards (Safety, Hazard and Remedy cards),4 quick reference cards, card tray, and rules.

OBJECT OF THE GAME Be the first player to reach 1000 Miles, or more! You would thinkthat driving a racing car flat-out would be easy, however in MilleBornes, translated as 1000 milestones, you will have to navigatethe hazards that are slowing you down, or maybe even stoppingyou, as your friends take advantage of your bad luck to speed uptheir game to hopefully reach 1000 Miles first! Milles Bornes,where every day can be race day!HOW TO WIN - THE BASICSHAZARDSPEEDLIMIT1 You can only play Distance cards when youhave a GO card on top of your Drive pile.2 Always play a green Remedy card before youplay any Distance cards.NOTE: There are 4 other green Remedy cards.Also note that a GO card is not required after youplay a Remedy card.Play red Hazard cards on your opponents to stopthem from playing Distance cards. If someoneplays a Hazard card on you, fix it with a Remedycard at your turn.NOTE: There are 5 other red Hazard FuelSAFETYTruckeFuelriv100i n g Acein g Ac100rivDriveENDOF SPEEDLIMITergencySPARETIREEmVehicleSPARETIREEach blue Safety Each blue Safety card protectsyou from a particular Hazard for the remainderof the game.DSTENDOF SPEEDLIMITDriveSTREMEDYGreen GO cards are “required”.DriveDrive Play individually or in teams to reach 1000 miles (or more). Build yourmileage by playing Distance cards. Opponents play Hazard cards onyou, you Remedy it, and then you continue on your way. You can alsoprotect yourself with Safety cards. Keep track of your points. Theteam or player with the most points wins 2PLAYING FOR THE 1ST TIME?HERE IS A QUICK OVERVIEW OF THE CARDS3

Drive pileSCORINGDistance1 pointper mile traveled The first card to be played MUST be a GO card, or an EmergencyVehicle safety card.Each safety100 pointswhen played Your opponents play their Hazard cards and you play Remedy cards.Coup Fourré200 pointswhen played(see Coup Fourré rule)NOTE: Keep your Speed Limit and End of Speed Limit cards separatedfrom your Drive Pile.Safety cardsPLAYER CARD PLACEMENT - YOUR DRIVING The Safety cards should not be played in a pile, but next toone another, so that all players can see which Hazards you areprotected against for the duration of the game.During your Mille Bornes game, place your cardsin your respective Driving Zone, as follows:Coup Fourré CardsSafety Area Position your Safety card horizontally in your Driving Zone if you’veplayed it while using a Coup Fourré move (see reverse for moreinformation).Drivepile5025255050505010075 Sort the Distance cards by value in order to simplify the calculationof total number of miles reached.200100100100100755050502525SPEEDLIMITENDOF SPEEDLIMITSpeed Limit pile257550100ENDOF SPEEDLIMITDistance card pile(s)Distance Cards25200SPEEDLIMIT50 2550100 75 50200 10025SpeedLimit pile This is where your opponents will play their Speed Limit cards. Play your End of Speed Limit cards here directly on top of the SpeedLimit card.NOTE: Keep your Speed Limit and End of Speed Limit cards separatedfrom your Drive Pile.4 During a game, you can only play 2 “200” mile cards.Remember: If you’re playing according to the «Team» rules,position yourselves in a way so that all team members can reachtheir shared «Driving Zone».255

GAME SETUP Pass a Quick Reference card to each player. Remove from thegame the remaining Quick Reference cards. Shuffle the game cards and deal 6 cards to each of the players,including you. Place the remaining cards face-down in the middle of the table,this will be the draw pile. Each player looks at their own cards without showing them tothe other players and keeps them in their hands. The youngest player starts. Play then proceeds in a clockwisedirection.HOW TO PLAY: 2 TO 4 PLAYERS On your turn, draw a card from the draw pile or the first card on thetop of the discard pile; you will now have 7 cards in your hand. Play one card, either onto your own Driving Zone or on one of youropponent’s or discard a card. A GO or Emergency Vehicle card must be played first.6NOTE: For more information on these cards, refer to the “The CardsMore Information” section. A Remedy card - play this card on your Drive pile to remedy theHazard placed by your opponent. If you can’t play a card, then you must discard one, face-up, ontothe discard pile. You will now have 6 cards in your hand. Your turn is over. It’s now the player to your left who willstart their turn.Play proceeds this way until one of the players’ reaches 1000 Milesor more with their Distance and Safety cards in their Driving ZoneNote: When there are no longer cards in the draw pile, reshuffle thecards in the discard pile to recreate a new one.FAST PLAY RULESIn order to reduce the duration of game play, when an opponent placesa Hazard card on your Drive pile, you are allowed to IMMEDIATELYplay a Remedy card. The game play will resume according to thenormal flow of play. A Distance card - pack on the miles! Play this card in yourDistance pile.Note: You do not gain or lose points with this move, unlike the “CoupFourré” move. A Safety card - this will give you a free turn, so pick anothercard (see also Coup Fourré).A player may choose to pass their turn and instead discard andreplace (from the draw pile) up to 6 cards from their hand. A Hazard card - play this card on your opponents’ Drive pile,unless they have a Safety card protecting them from thespecific Hazard.7

RULES FOR 4 TO 6 PLAYERS, IN TEAMS OF 2Pair up into teams of 2 players. Each duo uses cards from their ownhands, but play into the same Driving Zone. Players will alternatetaking turns for their team.200100100200200DriveDISTANCE CARDS These cards allow you to move forward towardsyour 1000 mile goal. The number represents theDistance (meaning miles) that you move. Distancecards played in your Driving Area show the totaldistance that you have traveled.100REMEDIESSPEED LIMITTHE CARDS - MORE INFORMATION200Note: a player cannot be attacked with 2 Hazard cards simultaneouslyon their Drive pile. However, they can be the victim of a Hazard on theirDrive pile and a Speed Limit on their Speed pile at the same time!HAZARDS100Driveplay the corresponding Remedy card before being able to play aDistance card again and keep driving. During a game, you can only play 2 “200” cards inyour Driving Area.200200NOTE: To play a Distance card, you need to have a GO card or theEmergency Vehicle safety card at the beginning of the game.HAZARD AND REMEDY CARDS (Red and Green) If you wish to slow down an opponent, you can play a Speed Limitcard on their Speed pile. To stop an opponent, you can play a Hazard card (other than theSpeed Limit card) on their Drive pile! If an opponent plays a Hazard card on your Drive pile, you must8Played on an opponent’sSpeed pile. It keeps themfrom playing Distance cardsof value higher than 50 mphuntil they cover it with anEnd of Speed Limit card.RED LIGHTPlayed on an opponent’sDrive pile. It keeps themfrom playing new Distancecards until they cover it witha GO card or the EmergencyVehicle Safety card.OUT OF GASPlayed on an opponent’sDrive pile. It keeps themfrom playing new Distancecards until they cover it witha Gas card.9

RES PA ET IRSAFETYRES PA ET IRPlayed on an opponent’sDrive pile. It keeps themfrom playing new Distancecards until they cover itwith a Spare Tire card or thePuncture Proof Safety card.STSTFLAT TIREPROTECTSFROMSPEELIM DITACCIDENTHAZARDSPEELIM DITFIXED BYSAFETY CARDS (Blue cards)SPARETI REENOF SPDL I M EEDITDriveREMEDYENOF SPDL I M EEDITSTSPARETI REThe Safety cards provide immunity against the Hazards that they arelinked to, and they last for the entire game. Safety cards are playedto your “Safety Area”.STDrivePlayed on an opponent’sDrive pile. It keeps themfrom playing new Distancecards until they cover it witha Repairs card or the DivingAce Safety card. Play the related Safety card to keep your opponents from slowingyou down with a specific Hazard for the entire game.Coup Fourré If there’s a Hazard card on the top of your Drive pile and you play thecorresponding Safety card, the Safety immediately cancels its effect.The Coup Fourré move consists of revealing a Safety as soon as anopponent plays the related Hazard in your Driving Zone, even if it isn’tyour turn to play. When you play a Safety card, you can immediately play again. When you play the Emergency Vehicle Safety card, you will notneed a GO card at the beginning of the game in order to start.10Example: an opponent plays a Flat Tire on your Drive pile, andyou have in your hand the Puncture-Proof card; you put it downimmediately while announcing “Coup Fourré!”11

The Coup Fourré move has several advantages:1. It cancels the attack you’ve just received, so discard the Hazard.2. Draw a card to refill your hand - as you’ve just suddenly played acard without having drawn first.3. Immediately play again, meaning draw another card and take yourturn. Play then continues with the player to your left.4. If any players are between the player who attacked you andyourself, they thus lose their turn.5. You gain 200 points for a Coup Fourré.Note: the played Safety provides you protection against the linkedattacks for the remainder of the game.Important: to show that you’ve played the Safety card as aCoup Fourré, place it horizontally in your Safety area withinyour Driving Zone. 2014 Dujardin. All rights reserved.2014-1/MIB01/GRE01Additional game variants are availableon the Asmodee website (www.asmodee.com).

During your Mille Bornes game, place your cards in your respective Driving Zone, as follows: Speed Limit pile This is where your opponents will play their Speed Limit cards. Play your End of Speed Limit cards here directly on top of the Speed Limit card. NOTE: Keep your Speed Limit and End of Speed Limit cards separated from your Drive .

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