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Re: Milestone Game (rules - long!)



Rubywand wrote:
> 
> sfbong writes ...
> >
> > Hi
> >
> > Any know where I can get the game called "Mile stone" ?  It was a card g

<snip>

>      This copy of the game does not include the rules; so, if you know them you
> might post a brief summary. (Played a hand and the game seems to work fine;
> but, I was guessing at what's going on.)
> 
> Rubywand
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
-- 
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at her/his own risk - I speak for myself and not for my employer).