- Mille (card game)
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Mille Type Matching Players 2 Cards 104 Deck Anglo-American Play Clockwise Related games Canasta Mille is a two-player card game requiring two standard 52-card decks. Mille is a rummy game similar to canasta in the respects that if a player picks up cards from the discard pile, the player picks up the entire pile, and the only legal melds are three or more cards of a same rank.
Contents
Origins
The two-player rummy game Mille is said to have been devised in Montreal, Canada and from there brought to Toronto in the 1990s. It has since become increasingly popular.[1]
Basic rules
The dealer deals 15 cards to his opponent and himself, then turns over a card from the deck.
On a player's turn, he has two options: pick up the "pack", or draw a card from the deck. If the player has a pair in his hand of the last card discarded, he has the option of picking the pack up. The only exception to this rule is if the up card opened immediately after the deal is a 2. The player can pick it up; he doesn't have to use it immediately or have a pair of 2's. When picking up a the pack, the player must immediately lay the pair in his hand and the last card discarded.
EXAMPLE: The pack is 3-4-5-K-3-7. One player discards a 9. The other player has a pair of 9's in his hand. He can take the 9 from the pack, lay the pair of 9's on the table with the discarded 9, then pick up the 3-4-5-K-3-7 and place in his hand.
If the player is unable to pick up the pack or elects not to, he must draw a card from the deck.
During a player's turn, he can lay at least three cards matching in rank on the table. The player can also add cards to previous sets laid on their side. After laying cards, the player must discard one hand into the pack. It is then the other player's turn.
The hand ends when one player has no more cards left in his hand and has all of his cards laid on the table. A player must declare when he has just two or one card left in his hand. After a player "goes out", each player counts the points on their side of the table, subtracting the value of the cards remaining in their hand. The game is over when a player reaches 1,200 points.
EXAMPLE: If an opponent "goes out" with 140 points laid. His total would be 140 for that hand. If the other player had 235 points laid, but 60 in his hand, his total would be 175 for that hand.
Point values
Each card in Mille has a point value:
- 3's through 9's are worth 5 points each
- 10's through Kings are worth 10 points each
- Aces are worth 15 points each
- 2's, which are also wild, are worth 20 points each
There are also two special cards that hold extra value:
- The Queen of Spades is worth 100 points, not 10
- The Jack of Diamonds is worth 50 points, not 10
Wild card
All 2's in the decks act as wild cards and can be used as any card. For example, a player could lay Q-Q-2. However, a 2 cannot be used as a wild card to pick up a card from the pack (but two 2's can be used to pick up a discarded 2).
Going out
A player goes out when he has played all of his cards. A player doesn't have to discard when going out, but can if necessary.
EXAMPLE: If a player draws a Q and now has a hand of Q-Q-Q-K-K-2-7, the player could discard the 7 and lay the Q-Q-Q and K-K-2 down. EXAMPLE: If a player draws a Q and now has a hand of Q-Q-Q-K-K-K, he could lay both sets without a discard.
Naturals
A natural occurs when a player goes out without using a 2 as a wild card on his board. A player could play 2-2-2 as a set, which would still count as a natural. If a player goes out on a natural, all of his points would count for double and he would receive a "mark".
A natural also occurs when a player lays all 8 cards of a rank. If a player lays the natural, the cards making the natural would be worth double. For example, if a player lays 8 Queens, he would receive 160 points for the cards and he would receive a "mark". When a player has 7 cards of a single rank laid down, he must push the spread in to one pile (to warn then other player he only needs one more of that rank to make a natural). If a player obtains 8 cards of a rank (thus making a natural), he turns that pile of eight cards upside down to signify making the natural.
Chapeaus
A chapeau occurs when an opponent goes out and the other player has a negative score for the hand. If a player chapeaus his opponent, he would receive a "mark".
Skunk
A skunk occurs when an opponent wins the game and the other player has less than 600 total points. If a player skunks his opponent, he would receive a "mark".
Scoring
One player keeps score for the game. After every hand is complete and both players have totaled their hands, the score keeper adds the score to their current total.
To mark a chapeau, the score keeper circles the score of the chateaued player. To mark a natural, the score keeper places a star next to the score. A typical score card of Mille might look similar to this:
Player A Player B Comments 140 350 430 510 650* 590 Player A received a natural in the hand 800 540 Player B's score would be circled due to the chapeau 940 840* Player B received a natural in the hand 1150 1030 1275 1180 Player A wins the game Wagering
Many players of Mille find the game more entertaining when money is involved.
A small game of Mille would be what's called $1–$3. This means that a player would win $3 for winning the game, $3 for any marks attained throughout the game, and $1 for every 100 points he wins by, rounding up.
In the case of the game above, Player A would win the following:
- $3 for winning the game
- $3 for the natural
- $1 for winning by 95
The loser of the game wins nothing.
See also
References
External links
- Rules of Mille at Pagat.com
Categories:- Rummy
- Anglo-American playing card games
- French deck card games
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