Milestone Rules ref: MilestoneDoc.txt From: "Dr. Wolfgang Otrebski" Here are the rules from the manpages of "the same game" on UNIX the interface is somewhat different, the rules might differ slightly CARDS Here is some useful information. The number in parenthe­ ses after the card name is the number of that card in the deck: Hazard Repair Safety Out of Gas (2) Gasoline (6) Extra Tank (1) Flat Tire (2) Spare Tire (6) Puncture Proof (1) Accident (2) Repairs (6) Driving Ace (1) Stop (4) Go (14) Right of Way (1) Speed Limit (3) End of Limit (6) 25 - (10), 50 - (10), 75 - (10), 100 - (12), 200 - (4) RULES Object: The point of this game is to get a total of 5000 points in several hands. Each hand is a race to put down exactly 700 miles before your opponent does. Beyond the points gained by putting down milestones, there are sev­ eral other ways of making points. Overview: The game is played with a deck of 101 cards. Distance cards represent a number of miles traveled. They come in denominations of 25, 50, 75, 100, and 200. When one is played, it adds that many miles to the player's trip so far this hand. Hazard cards are used to prevent your opponent from putting down Distance cards. They can only be played if your opponent has a Go card on top of the Battle pile. The cards are Out of Gas, Accident, Flat Tire, Speed Limit, and Stop. Remedy cards fix problems caused by Hazard cards played on you by your opponent. The cards are Gasoline, Repairs, Spare Tire, End of Limit, and Go. Safety cards prevent your opponent from putting specific Hazard cards on you in the first place. They are Extra Tank, Driving Ace, Puncture Proof, and Right of Way, and there are only one of each in the deck. Board Layout: The board is split into several areas. From top to bottom, they are: SAFETY AREA (unlabeled): This is where the safeties will be placed as they are played. HAND: These are the cards in your hand. BATTLE: This is the Battle pile. All the Hazard and Remedy Cards are played here, except the Speed Limit and End of Limit cards. Only the top card is displayed, as it is the only effective one. SPEED: The Speed pile. The Speed Limit and End of Limit cards are played here to control the speed at which the player is allowed to put down miles. MILEAGE: Miles are placed here. The total of the numbers shown here is the distance traveled so far. Play: The first pick alternates between the two players. Each turn usually starts with a pick from the deck. The player then plays a card, or if this is not possible or desirable, discards one. Normally, a play or discard of a single card constitutes a turn. If the card played is a safety, however, the same player takes another turn imme­ diately. This repeats until one of the players reaches 700 points or the deck runs out. If someone reaches 700, they have the option of going for an Extension, which means that the play continues until someone reaches 1000 miles. Hazard and Remedy Cards: Hazard Cards are played on your opponent's Battle and Speed piles. Remedy Cards are used for undoing the effects of your opponent's nastiness. Go (Green Light) must be the top card on your Battle pile for you to play any mileage, unless you have played the Right of Way card (see below). Stop is played on your opponent's Go card to prevent them from playing mileage until they play a Go card. Speed Limit is played on your opponent's Speed pile. Until they play an End of Limit they can only play 25 or 50 mile cards, presuming their Go card allows them to do even that. End of Limit is played on your Speed pile to nullify a Speed Limit played by your opponent. Out of Gas is played on your opponent's Go card. They must then play a Gasoline card, and then a Go card before they can play any more mileage. Flat Tire is played on your opponent's Go card. They must then play a Spare Tire card, and then a Go card before they can play any more mileage. Accident is played on your opponent's Go card. They must then play a Repairs card, and then a Go card before they can play any more mileage. Safety Cards: Safety cards prevent your opponent from playing the corresponding Hazard cards on you for the rest of the hand. It cancels an attack in progress, and always entitles the player to an extra turn. Right of Way prevents your opponent from playing both Stop and Speed Limit cards on you. It also acts as a per­ manent Go card for the rest of the hand, so you can play mileage as long as there is not a Hazard card on top of your Battle pile. In this case only, your opponent can play Hazard cards directly on a Remedy card other than a Go card. Extra Tank When played, your opponent cannot play an Out of Gas on your Battle Pile. Puncture Proof When played, your opponent cannot play a Flat Tire on your Battle Pile. Driving Ace When played, your opponent cannot play an Accident on your Battle Pile. Distance Cards: Distance cards are played when you have a Go card on your Battle pile, or a Right of Way in your Safety area and are not stopped by a Hazard Card. They can be played in any combination that totals exactly 700 miles, except that you cannot play more than two 200 mile cards in one hand. A hand ends whenever one player gets exactly 700 miles or the deck runs out. In that case, play continues until neither someone reaches 700, or nei­ ther player can use any cards in their hand. If the trip is completed after the deck runs out, this is called Delayed Action. Coup Fourre: This is a French fencing term for a counter- thrust move as part of a parry to an opponent's attack. In current French colloquial language it means a sneaky, underhanded blow. In Mille Bornes, it is used as follows: If an opponent plays a Hazard card, and you have the cor­ responding Safety in your hand, you play it immediately, even before you draw. This immediately removes the Hazard card from your Battle pile, and protects you from that card for the rest of the game. This gives you more points (see "Scoring" below). Scoring: Scores are totaled at the end of each hand, whether or not anyone completed the trip. The terms used in the Score window have the following meanings: Milestones Played: Each player scores as many miles as they played before the trip ended. Each Safety: 100 points for each safety in the Safety area. All 4 Safeties: 300 points if all four safeties are played. Each Coup Fourre: 300 points for each Coup Fourre accomplished. The following bonus scores can apply only to the winning player. Trip Completed: 400 points bonus for completing the trip to 700 or 1000. Safe Trip: 300 points bonus for completing the trip without using any 200 mile cards. Delayed Action: 300 points bonus for finishing after the deck was exhausted. Extension: 200 points bonus for completing a 1000 mile trip. Shut-Out: 500 points bonus for completing the trip before your opponent played any mileage cards. HTH, wolfgang