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===Legal actions=== During their turn, each player may use a card, depending on its type: * Roll:<ref name=Parker/>{{rp|7}} ** If the player's (or team's) battle area is empty or showing any remedy other than Roll, the Roll card may be played in their battle area. * Distance:<ref name=Parker/>{{rp|7–8}} ** If a Roll card is showing in the player's (or team's) battle area, a distance card may be played in their distance area. ** If a Speed Limit is showing in the player's speed area, only 25 and 50 km distance cards may be played. ** No more than two 200 km distance cards may be played per player in a single hand. ** The total distance cannot exceed the target value needed to win the hand. * Remedy:<ref name=Parker/>{{rp|7}} ** If a hazard is showing in the player's battle area, the corresponding remedy may be played on top of it. ** If any remedy other than Roll is showing in the player's battle area, a Roll must be played onto it before any distance cards can be played on subsequent turns. ** If a Speed Limit is showing in the player's speed area, the End of Limit remedy may be played on top of it. * Hazard:<ref name=Parker/>{{rp|6}} ** If an ''opponent's'' battle area is not empty, any hazard except for Speed Limit may be played onto it. ** If an ''opponent's'' speed area is empty or showing an End of Limit, a Speed Limit hazard may be played. This is the only hazard that can be played against an opponent whose battle area is empty. ** If an opponent has played a safety, the corresponding hazard(s) may not be played against them for the remainder of the hand. * Safety:<ref name=Parker/>{{rp|8–9}} ** The player may play a safety in their own safety area, regardless of whether the corresponding hazard is currently in effect against the player. ** The safety may be played immediately in response to the corresponding hazard, skipping intermediate players if necessary. This action is known as a ''coup-fourré''.<ref name=Parker/>{{rp|9–10}} ** The player is immune to the hazard(s) remedied by the safety card for the remainder of the hand. * Discard: ** The player may voluntarily discard a card, even if there are other legal actions available. ** The player must discard a card if there are no other legal actions. ** Discarded cards cannot be used again for the remainder of the hand. The first player only has four available legal moves to start: Roll (on their own battle area), a safety (on their own safety area), Speed Limit (on an opponent's speed area), or discard.<ref name=Parker/>{{rp|10–11}} Starting with the second player, a hazard may be played against any player (or team) that has already played a Roll card.<ref name=winning-moves/>{{rp|7}} <ref name=Parker/>{{rp|11}} Once an Accident, Out of Gas, or Flat Tire hazard has been played, and the appropriate remedy card played to correct it, the player must next play a Roll card in order to get moving again, unless that player (or team) also has played the Right of Way safety card.<ref name="winning-moves" />{{rp|10–11}} <ref name="Parker" />{{rp|7–9}} A hazard can be played onto an opponent's battle area even if another one is already showing, but only the topmost hazard needs to be corrected before that player can use a Roll card;<ref name="Parker" />{{rp|12}} however, some rule variants prohibit multiple hazards and instead require that hazards can be played only against Roll cards.<ref name="winning-moves" />{{rp|10–11}} Playing a Roll against a Stop hazard corrects it and allows the player to start moving; a second Roll is not needed.<ref name="winning-moves" />{{rp|10}} A player affected by a Speed Limit (as shown in the example) may only play 25 and 50 km cards<ref name=winning-moves/>{{rp|10}} <ref name=Parker/>{{rp|6}} until the End of Limit remedy has been played.<ref name=Parker/>{{rp|7}} A player (or team) may be attacked with both a road hazard (Accident, Out of Gas, or Flat Tire) and a Speed Limit hazard at the same time.<ref name=Parker/>{{rp|12}} No more than two 200 km cards may be played by any player or team in a single hand.<ref name=winning-moves/>{{rp|18}} <ref name=Parker/>{{rp|7}} Whenever a safety is played, the same player draws another card immediately and plays again. It is possible to play consecutive safeties on one turn, each time drawing a card before playing again.<ref name=winning-moves/>{{rp|7;11}} <ref name=Parker/>{{rp|8}} Playing a safety may be done either to prevent or correct a corresponding hazard. In either case, once the safety is played, it prevents opponents from using the remedied hazard against that player (or team) for the remainder of the hand.<ref name=winning-moves/>{{rp|11}} <ref name=Parker/>{{rp|8}} When the safety is played preventively, it is placed in the conventional (portrait) orientation. Unless the player (or team) also has played the Right of Way safety, a Roll must still be played before any distance cards.<ref name=winning-moves/>{{rp|11}} <ref name=Parker/>{{rp|9;12}} If the player (or team) that was attacked by a hazard is holding the corresponding safety, they may immediately play it (before drawing a card), regardless of whether or not it is their turn, and declare a ''coup-fourré''. The safety is laid down horizontally in the safety area, and the hazard card that was played is removed to the discard pile.<ref name=winning-moves/>{{rp|18–19}} <ref name=Parker/>{{rp|9}} As required, the player who played the safety draws a new card and takes their normal turn (draw and play/discard), skipping all players between the attacker and the safety player.<ref name=Parker/>{{rp|8;10}} If the attacked player (or team) had the Roll card on top of their battle pile, since the hazard was removed by the ''coup-fourré'' action, the Roll card is exposed again and the attacked player (or team) may play a distance card.<ref name=winning-moves/>{{rp|19}} The Right of Way/Emergency safety card remedies and protects against both Stop and Speed Limit hazards. If a player uses this safety, they need not play a Roll card in order to get moving again;<ref name=winning-moves/>{{rp|11}} any Stop or Speed Limit cards showing in the battle/speed areas are moved to the discard pile. The player is still vulnerable to any hazard for which they have not yet played a safety; however, after remedying it, they can begin to play distance cards again without using a Roll card first. If an uncorrected hazard is revealed in the battle area due to the Right of Way or a ''coup-fourré'' being played, and the corresponding safety is not in effect, the hazard must be corrected (and a Roll played, if necessary) in order to start moving again. Players ''may'' always discard, even if they have a legal play available. A player who has no playable cards ''must'' discard. All discards are considered dead and may not be used or touched for the remainder of the hand.
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