In France, there are small markers along the road called bornes kilometriques. They are milestones that denote mileage to the next town and their color show if the road is a highway or local street. This game is all about mileage. You must follow the rules of the road, collect mileage while avoiding hazards on the imaginary road, and attempt to slow your opponents down by creating hazards for them. Distance Cards. These have milestones on them, representing a distance of 25, 50, 75, , or miles.
They are totaled to determine the distance that was traveled. Hazard Cards. There are 10 total Hazard cards. Remedy Cards. There are 38 total Remedy cards. Safety Cards. There are 4 total Safety cards. There are 6 cards not used in play, those are the score cards and card guides. You prevent your opponent from traveling further with these cards. They are restricted to mile or mile distance cards. Play these on your battle pile in correspondence to the hazard card played.
If you overcome the hazard, you can play a distance card. Play these on a stop card that your opponent has played in opposition to you. After playing the remedy cards listed above, you must play a roll card to play more distance cards. The exception being the Right of Way card. Play these on your speed pile, they go on top of a speed limit card. You may go at normal speed and play any kind of distance card.
Distance cards can be played after a roll card is placed on the battle pile or when Right of Way is in your Area of Safety. You may combine distance cards to total miles, but you can only play two miles cards at once. This term describes counterattacks to an opponent. This gives you the following advantages:.
Turns have two parts: draw a card and either play a card or discard one. To start the game, the first player must draw a card. If he has a green light, he places this card in front of him and can start the game. The player may also place a "Boot" card or a "Speed Limit" card in front of one of his opponents. If the player cannot or does not wish to put a card down, he must discard one in order to always have 6 cards in his hand. Then it's the next player's turn to play.
He too has several possibilities. In addition to those listed above, he can counter an attack by placing the opposite of it on top of it to cancel it.
Example: He places an "end of speed limit" card on a "speed limit" card. Alternatively, the player can also attack the player who has set a green light by placing a red light card. The winner of the game is the one who managed to put exactly kilometres in front of him using the distance cards.
When an opponent attacks you and you have the corresponding boot in your hand to parry the attack, you have to shout "You're out of the game! Note that it is possible to reach km, call for extension, and fail to reach 1, km. If one's opponents reach 1, km first, the opponent collects all trip completion scores and bonuses.
In a 2-player game, the maximum score that can be made in one hand is 4, points. In a standard 4-player game there is no extension, so the maximum score is 4, In a 3-player game, two shutout bonuses are achievable, yielding a perfect score of 5, Note that some points are scored even if a side does not complete a trip; it is possible for the completing side to score fewer points than their opponents.
If the hand ends by exhaustion rather than by completion, each side still scores its distance and safety points. According to the printed rules distributed by Parker Brothers, a game continues until one or both sides reaches a cumulative point total of 5, If both sides go over 5, during the same hand, the higher point total wins the game. When the game is played for fun the exact point total is irrelevant, so long as one is higher.
Note that it is possible for the game to end in a tie, in which case the rules are silent. If the game is played for money, then generally the point difference is paid from the loser to the winner, and every point is significant.
The game is normally played with 4 players in two teams of two each. Each team shares only one tableau. Three players play cutthroat, each one for himself. In some versions, a player may only play Hazards on the person to his left. Some rulebooks say that one of each Hazard should be removed, since not having a partner makes it harder to hold a full set of Remedies.
This version is usually played to kilomters with the Extension option, but the normal goal of 1, kilometers is also playable. This is theoretically possible as two teams of three or three teams of two, but isn't really practical. It is played to kilometers with the Extension option. As in most card games the most important skill is remembering what cards have been played or discarded. Who has discarded may be quite as important as what.
As in other games of the Rummy family, one may spend many turns discarding while waiting for a needed card. It is vital to spend this time improving one's hand; so one must constantly re-evaluate one's hand to determine which card is most discardable. Often this devolves into a choice between the least of several evils. One may or may not have a Roll card initially dealt; one may or may not have a Hazard initially dealt; one may or may not have first play.
Since the other team's hands are completely unknown at first, the primary determinate of opening strategy is one's aggressiveness. When playing with the possibility of Extension, the decision when reaching km whether to go out immediately or call for the Extension is critical. The Extension itself is worth points; there is also the opportunity to score another points' worth of Distance. There is also considerable risk. Generally, Extension should be used to consolidate one's existing superior position.
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