What a hand scores
Score each side at the end of every hand, whether or not anyone finished the trip. Every side scores the first four lines. Only the side that completed the trip scores the rest.
- Distance played
- 1 for each mile
- Each safety played
- 100
- All four safeties, one side
- 300 more
- Each coup fourré
- 300 more than the safety's 100
- Trip completed
- 400
- Delayed action: finished after the draw pile ran out
- 300
- Safe trip: finished without a 200-mile card
- 300
- Shut-out: finished before the other side played any distance
- 500
- Extension: reached 1,000 after calling it at 700
- 200
These are the values in Parker Brothers' rules, and on most score pads. Some rule sheets swap two of them, with 500 for a safe trip and 300 for a shut-out, so check the one in your box.
Some pads write a coup fourré as 400 and all four safeties as 700. Those totals already include each safety's 100, so don't count it twice.
The trip
You drive by playing distance cards of 25, 50, 75, 100 and 200 miles, once a Roll card (Go, or a green light, in some sets) is on your battle pile. The trip has to be exact: you can't play a card that takes you past the goal. Each side may play only two 200s in a hand.
Hazards stop the other side. Stop, Out of Gas, Flat Tire and Accident go on their battle pile, and Speed Limit holds them to 25 and 50 cards. Each one needs its remedy, then a Roll to get going again.
The hand ends when a side completes the trip, or when the draw pile is gone and every hand has been played out. Every side scores either way.
Safeties and the coup fourré
The four safeties, Extra Tank, Puncture-Proof, Driving Ace and Right of Way, each protect you from a hazard for the rest of the hand. Right of Way covers Stop and Speed Limit, and with it you no longer need a Roll to drive. Playing a safety scores 100, and you take another turn straight away.
If the other side plays a hazard on you and you hold its safety, you can play it at once, out of turn, and call coup fourré. Lay it sideways so everyone can see. The hazard is discarded, you draw a card, then take your turn, so any players in between miss theirs. It scores 300 on top of the safety's 100. You have to do it straight away, before the next player plays.
Rules for 2, 3, 4 and 6 players
- Four players
- Two teams of two, partners sitting opposite and sharing one set of piles. The trip is 1,000 miles, with no extension.
- Two or three players
- Everyone plays alone, and the trip is 700 miles, with the extension. Most rule sheets take out one each of Stop, Speed Limit, Out of Gas, Flat Tire and Accident before dealing.
- Six players
- Three teams of two, seated so the teams take turns. The trip is 700 miles, with the extension.
Dujardin's current French rules play it differently: 2 to 4 players each on their own, or 4 to 8 in teams of two, always to 1,000 and with no points. The first to exactly 1,000 wins, or the closest if nobody gets there.
The extension and delayed action
In a 700-mile game, the first player or team to reach exactly 700 can stop there and score the trip, or call extension and play on to 1,000. Get there and you score the 400 for the trip plus 200 for the extension. Fall short, and you lose the 400 you'd have had at 700, and your opponents score the 200. If one of them completes the 1,000, the trip bonus is theirs too.
Delayed action is a bonus for finishing the trip after the draw pile has run out. Play carries on with the cards in hand, and a side that still gets there scores 300 more.
Reaching 5,000
Add each hand's points to a running total. In Parker Brothers' rules, the first side to 5,000 wins, and if both pass 5,000 in the same hand, the higher total wins.
Newer rule sheets also give shorter games: one hand, where the side with the most points wins, or no points at all, where the first to complete the trip wins.
A scoring example
Four players in two teams, the first two hands. Hand 1 is shown line by line.
| Ana and Cleo | Ben and Dev | |
|---|---|---|
| Hand 1: distance | 1,000 | 575 |
| Hand 1: safeties | 200 | 100 |
| Hand 1: coup fourré | 300 | 0 |
| Hand 1: trip completed | 400 | 0 |
| Hand 1: delayed action | 300 | 0 |
| Hand 2, in all | 750 | 1,800 |
| Total | 2,950 | 2,475 |
Hand 1: Ana and Cleo played two safeties, one of them as a coup fourré when Ben put a Flat Tire on them, and finished the 1,000 after the draw pile had run out. They had played a 200, so no safe trip: 2,200 in all. Ben and Dev had 575 miles and Driving Ace: 675.
Hand 2: Ben and Dev finished without a 200: 1,000 + 400 for the trip + 300 for a safe trip + 100 for a safety = 1,800. Ana and Cleo had 650 miles and a safety: 750. After two hands, Ana and Cleo lead 2,950 to 2,475.
Keep score for Mille Bornes in Tallynight
Mille Bornes isn't one of Tallynight's built-in games yet, but it takes a minute to set up. Choose Something else, then Rounds, with the highest score winning. Turn on Play to a target and raise it to 5,000. Add each team as a player.
After each hand, add up each side's points with the table above and type them on one keypad. Tallynight doesn't count miles or bonuses, so work them out first. Add it to your favourites and the 5,000 target is kept for next time.
- Each side's hand on one keypad
- Offers to end the game when a side reaches 5,000
- Tap any hand to fix a miscount
- A race chart that replays the game, hand by hand

A Mille Bornes score sheet to print
Playing on paper tonight? Print a free Mille Bornes score sheet, or save it as a PDF.
Mille Bornes score sheetQuestions
How do you score Mille Bornes?
At the end of each hand, every side scores a point a mile, 100 for each safety, 300 more for all four, and 300 more for each coup fourré. The side that completed the trip adds 400, plus any delayed action, safe trip, shut-out or extension bonus. The first side to 5,000 wins.
How many points is a coup fourré in Mille Bornes?
300 on top of the 100 for the safety itself, so 400 in all. Some score pads print it as 400 for that reason. Don't add the safety's 100 again.
What is delayed action in Mille Bornes?
A 300-point bonus for completing the trip after the draw pile has run out. Play goes on with the cards in hand, and only the side that finishes the trip scores it.
What is the extension in Mille Bornes?
In a 700-mile game, the first to reach 700 can call extension and play on to 1,000. Reach it and you score 200 more on top of the 400 for the trip. Fall short and you lose the 400, and your opponents score the 200.
How do you play Mille Bornes with 3 or 4 players?
Four players play in two teams of two, sharing one set of piles, to 1,000 miles. Three players play alone, to 700 with the extension, and most rule sheets take out one of each hazard first.
Is the trip 700 or 1,000 miles in Mille Bornes?
1,000 in the four-player team game. With 2, 3 or 6 players it's 700, and the first to get there can call an extension to 1,000. Dujardin's current French rules always play to 1,000.
Can you go over 1,000 miles in Mille Bornes?
No. The trip has to be exact, so you can't play a distance card that takes you past it. Each side can also play only two 200-mile cards in a hand.




