Milestone Rules


The object of the game is to drive 1000 miles before the opponent does. While trying to do this your opponent will be doing the same while attempting to stop you any chance he gets.

Cards are played by clicking the top half of the card you wish to play. To discard a card, click the bottom half.


The deck is made up of:

Mile cards are used to travel. Action cards are used to stop your opponent from traveling. Remedy cards can fix an action played by your opponent. Safety cards are special cards that give permanent protection from their corresponding action card.

Mile cards

Remedy cards

Action cards

Safety cards

The numbers above the cards are the cumulative scores for the player and the computer. The two empty card slots to the left of the traffic lights are called the action piles. The top slot is the player's action pile. The bottom is the computer's. These piles indicate current actions, remedies, or miles played on or by the player or the computer. The traffic lights indicate the current state of the player and computer and what type of cards can be played. The blank area to the right of the traffic lights is reserved for safety indicators. When safety cards are played they show up in this area. The little street signs to right of this area indicate how many of each mile have been played and the total miles played in the current game. The two piles to the right of that are the discard pile(top) and the ddack(bottom). The discard pile shows the latest card that was discarded. The deck indicates how many cards are left in the deck.

Mile cards can only be played when the player's traffic light is green. Only two 200 mile cards can be played in one game. A game is completed when someone reaches 1000 miles or there are no cards left in either the player's or the computer's hand. Mile cards must be played so that 1000 miles is reached exactly.

Remedy cards counter the effects of their corresponding hazard cards. If a player is stopped, a roll card must be played in addition to any remedy cards unless the Right of Way safety card was played.

Action cards halt or slow the opponents progress. All of the action cards except for Speed Limit cause the opponent to stop unless the corresponding safety card was played. The traffic light shows the player's status. A yellow light means that a speed limit has been played and only 50 and 25 mile cards can be played. A red light means that the player is stopped and no mile cards can be played until the appropriate remedy has been played. Speed limits can be played any time as long as opponent does not already have a Speed Limit or the Right of Way safety. All other action cards can only be played when the opponent has a green light and doesn't have the corresponding safety card.

Safety cards are special cards that can be played at any time and don't take up a turn. If Extra Tank is played then the opponent can no longer play Out of Gas. Puncture Proof and Driving Ace correspond to Flat Tire and Accident. If Right of Way is played then opponent may not play Stop or Speed Limit cards. Safety cards can also be played as "Coup-fourre's". If a safety card is played on the turn just after the corresponding action card was played then the player receives bonus points the safety card image is surrounded by a green box.


At the end of each game the scoring for that game will be shown. Points equal to the number of miles played are included in the score. If a player completes the trip of 1000 miles then a 400 point bonus is added. Each safety played is worth 100 points and a 300 point bonus is added for playing all four saefties. A 300 point bonus is added to the 100 point safety if it is played as a "coup-fourre". A "delayed action" bonus of 300 points is given if a player completes a trip when there are no cards left in the deck. A "safe trip" bonus of 300 points is added if the player completes a trip without using any 200 mile cards. A "shut out" bonus of 500 points is awarded if the player completes a trip before the opponent plays any mile cards.