The rules for mille bornes electricity units of measurement

Remedies: There is a remedy card corresponding to each hazard card in Mille Bornes. In order to get your car moving again, you must first respond to any hazards that are directly related to your car. If you are out of gas, have a flat tire, or got in an accident, you must play the corresponding remedy and play another green light before you can play any more distance cards. Red lights only require a green light as a remedy before further distance cards may be played. End of Limit cards are played on the speed pile to end speed limits, but they may only be played if your speed has been limited.

Safety Cards: There are four safety cards that can be played to permanently protect against future hazards, while also recovering from current hazards. Additionally, whenever you play a safety card, draw another card and take another turn. Puncture proof tires will repair a present flat tire while protecting against any additional flat tires. Extra Tank restores an empty tank and makes your car unable to run out of gas. Driving Ace makes you immune to accidents and ends an accident attack in the battle pile. Right of Way makes your car immune to speed limits and stops signs and end either hazard if currently in play on your board.

The Mille Bornes Card Game is usually played with four players divided into two teams of two. Have the players sit across from one another at the table. The dealer shuffles the cards and deals six cards to each player, with hand size should always remaining at six at the end of a turn. Play starts by the player left of the dealer drawing one card, and then playing or discarding a card from his hand. Player one may play a Roll Card, a Safety Card, a Speed Limit Card, or he must discard. Play continues in this manner around the board. Hazard cards can be played once Roll cards are active, and remedies can be played to solve any hazards that have befallen your car.

Four Player Mille Bornes is a team game, so you and your partner share the playing area. If your partner played a Roll Card, you may play distance cards on your turn without having to play your own separate Roll Card. Likewise, you may play remedies to fix any car trouble that the team car has encountered.

Rounds end when a player reaches exactly 1000 miles. Player may not play over 1000 miles. So if you have traveled 950 miles, you cannot end the round by playing a 100 mile card. Instead, you would have to wait for one 50 mile card, or two 25 mile cards in order to end the round.

Milles Bornes Rules for two or three Players: Two or three player games are played without teams in head-to-head or free-for-all car combat. The rules are the same as discussed throughout the article, except one Red Light, one Accident, one Out of Gas, one Flat Tire, and one Speed Limit must be removed from the deck. The trip is shortened from 1000 miles to 700 miles, and there is an additional rule–the Extension. The player who first reaches the 700 mile mark may choose to call for an extension. If they extend the game, the players continue to 1000 miles or until all players have no cards left. The player to complete the 1000 miles earns the 400 point bonus for the 1000 mile trip, even if it was not the person who called the extension. Additionally, the person who completes the 1000 miles gains a 200 point extension bonus, even if it wasn’t the player who called the extension. All other scoring is the same as a four player game.

Milles Bornes Rules for six Players: A six player game is played exactly the same as a four player game, with the exception of the seating and the number of teams. There are three teams instead of two, and the teams along the side of the table sit diagonal from each other, with the third team having one player at the head of the table and the other player at the foot of the table.