01Discover the game
Mille Bornes is a car race with cards. You advance with kilometers, attack the opponents and repair your car. "Classic edition" does not mean a single notice: Dujardin draws changed the initial Green Fire, the re-starting and counting. This chapter explicitly chooses the leaflet Dujardin ©1954-2014, 110 cards with memos, without Rush cards. The correspondence with your personal box remains to be confirmed.
02Equipment
There are 106 game cards and 4 memos, 110 cards, with a hoof. The Bornes are ten 25, ten 50, ten 75, twelve 100 and four 200: 46 cards. The 18 Attacks are five Red Lights, four Speed Limits, three Essence Pannes, three Crevaisons and three Accidents. The 38 Parades are fourteen Green Lights, six Speed Limit Ends, six Essences, six Spare Wheels and six Repairs. The four Boots, one each, are Priority Vehicle, Essence Citerne, Increbable and Flying Ace.
03The goal
Reach exactly 1,000 kilometers with your Bornes. You are not allowed to exceed. Only the distances of the Borne cards count in this version; the Boots serve as protection and do not give extra kilometers. The total at 5,000 points of some old records is not used.
04Preparing the race
From two to four, play each for yourself. At four, six or eight, you can play in teams of two. Place the partners in a way that shares the same racing area, but each keeps its own hand and plays its way. The team game does not provide for a single person to five or seven: these configurations are not indexed in this edition.
Mix the 106 game cards and give six hidden cards to each. The four memos remain separate, shared if necessary; they never go into the Stock. The rest forms the Stock hidden in the Shoov. The youngest one starts, then the towers follow the clockwise direction.
Prepares four slots per car: a Bataille pile for stopping and repair, an independent Speed pile, value-rowed Bornes and the Boots visible side by side. Each team uses a single set of these locations.
05Play, attack and protect
At the beginning of your turn, pick up a hidden card from the hoof: you have seven cards. Then play a single card or discard one visible if you can't play anything. You normally finish with six cards. In this note, taking the top of the waste is not an authorized action.
To start laying Bornes, first play a Green Fire on your Battle, or pose Priority Vehicle. On a next turn, you can move forward by posing a Borne, if your car is not immobilized and if this distance does not exceed 1,000. A car can only receive two cards 200 during the round, including as a team.
The five attacks and their responses
- Red light immobilizes a driving car; its owner must lay down a Green Fire.
- Missing Essence The Parade is Essence.
- Crevason immobilise; the Parade is Wheel of Rescue.
- Accident immobilise; the Parade is Reparations.
- Speed limit goes on the Speed pile: only the 25 and 50 stops remain allowed. The Parade is End Speed Limit. It can target a car that has not yet started.
The first four attacks go on the Battle and demand that the opponent be able to drive. You can attack even if your own car is blocked. You do not accumulate two fixed assets on the same Battle. On the other hand, a Speed Limit can be combined with a immobilization, because they are two different batteries.
Play the corresponding Parade during your turn to repair. In the 2014 package leaflet, this Parade is enough: it is not necessary to add a new Green Fire. A Green Fire remains necessary at the very first start, except Priority Vehicle. A normal Parade is not immediately played off the turn.
The four Boots and the blow-for-furnished
Priority Vehicle protects Red Lights and Speed Limits and exempts Green Lights. Essence Citerne protects the Pannes d'Essence; Incredible Crevaisons; Ace du Volant des Accidents. A Boot placed protects until the end of the handle and cancels the corresponding attack already suffered. Other attacks continue to act: Priority Vehicle does not repair an Accident.
You can put a Boots in your turn, even before you start. Then you get to a new immediate turn: pick up a card and play again. A Boots so posed do not combine to a Borne in the same action; it is the extra turn that then allows to move forward.
If the opponent has just launched the corresponding attack and you already have his Boots in hand, you can reveal it immediately, even out of your turn: it is the Blow-off. Advertise it, discard the attack, place the Boots horizontally, then pick a card to replace the Boots part of your hand. Then play an additional full turn, with a new pick. The game resumes to your left: the people between the attacker and you do not have a catch up turn.
06An example to understand
Your car drives and displays 900 kilometers. You pick a 75 and put it down: you go up to 975. On the next lap, only one 25 can finish exactly; a 50 would be forbidden. If you have already set two Bornes 200, a third 200 would be banned even earlier in the race.
An opponent attacks you with Crevaison. You're inconvenient: immediately announce kick-for-fit, put down the Boots, throw the Crevaison, replace your Boots with a pick-up card, then take a new card for your extra spin. If you only had a Spare Wheel, you should wait your turn to fix it.
07End of race and points
A car with exactly 1,000 wins immediately. The reference note also provides the end when the Bornes are no longer available at the hoof; the closest to 1,000 without exceeding then wins. Its formulation does not clearly specify how to recognize this exhaustion among hidden cards. To play unambiguously with this guide, agree before the start to stop when the whole Stock is empty and the last player has solved its turn; it is an explicitly added practical convention, not an explicit one. Official accuracy checked. Do not recycle the waste.
Compare then only the kilometers; a tie can be shared. There are no bonuses of 300 points or kilometers of Boots in this version. If your box allows you to ride without initial Green Light or count Boots in the distance, it follows another notice: these changes must be checked before applying this chapter.
08Frequent errors
Do not exceed 1,000. Do not place a third 200 card. Do not confuse the Speed pile with the Battle. An ordinary repair awaits your turn, while a blast uses a Bott immediately available. Do not give a Bott a distance or bonus borrowed from another edition.
09Start well
Keeps small Bornes to adjust the end. A Boots kept in hand threatens a blow, but does not protect until they are laid. Observes the adverse situation before attacking: a Speed Limit may hinder someone already immobilized, unlike a second failure on their Battle.
10Express summary
- Six cards each; pick one, then play or discard a card.
- Green light or Priority vehicle to start; then advance without exceeding 1,000.
- Maximum two Bornes 200 per car; under Limit, only 25 or 50.
- Attack on Battle, Limit on Speed; repairs with the exact Parade.
- A Bot protects and replays; in immediate response, it performs a kick.
- Reach exactly 1,000; the convention for the exhaustion of the hoof must be announced as indicated above.
FOR FURTHER READING
References and variant
Bibliography of edition 4.0, consulted on October 27 and 28, 2026. Explanations, examples and original diagrams of the book. The documentary reserves mentioned in the tutorial remain applicable.
- Notice Dujardin ©1954-2014, copy of the document editor
- Dujardin: Collector's Edition 2019, Comparison of Variants