Mille
Mille is a Rummy-type game that plays very similar to Canasta. Unlike Canasta, however, Mille is played by two solo players, not partnerships. Mille is likely of Canadian origin, beginning in Quebec and spreading east into Ontario by the 1990s. While it’s possible to play Mille just for fun, it is typically played for money.
Object of Mille
The object of Mille is to be the first player to score 1,200 points by melding cards of the same rank.
Setup
Mille uses a 104-card deck formed by shuffling together two standard 52-card decks with the same back design. (Unlike Canasta, Mille does not use jokers.) We, of course, would be overjoyed to know you’re using Denexa 100% Plastic Playing Cards for your game. You will also need something to keep score with; pencil and paper is probably your best bet.
The players should mutually agree as to whether to play for money, and if so, how much the stakes will be. Stakes are typically expressed as two dollar amounts, the second three times as much as the first, e.g. $1-$3, $2-6, $50-$150, etc. (The purpose of these amounts will be described in “Ending the game” below.)
Shuffle and deal fifteen cards to each player. Place the remainder of the pack face down in the center of the table, forming the stock. Turn one card face up from the stock. This card, the upcard, is the first card of the discard pile.
Game play
Play of the hand
The non-dealer goes first. As in most rummy games, a turn consists of drawing, melding if able, and then discarding. If a player has two or more cards in their hand of the same rank as the upcard, they may immediately meld the upcard along with these cards, then take the entire discard pile into their hand. Otherwise, they draw one card from the stock.
After drawing, the player may lay down, face up, as many melds as they have in their hand. A meld consists of three or more cards of the same rank. Melding is optional; a player may choose to retain an entire meld or some cards of the same rank in their hand. All cards of the same rank that are laid down by a player are considered to form one meld. If a player melded, say, three kings, then on later turn melded three more, this would form one six-card meld.
2s are considered wild cards, and may be melded alongside any other combination of cards. Note, however, that players who do not meld any 2s are awarded a bonus. Three or more 2s can also be laid down as a meld of 2s, which does not prevent the player from claiming the bonus. A 2 cannot be used to take the discard pile; this can only be done with two or more natural cards of the same rank as the upcard.
After melding, the player discards one card, and the turn passes to the next player, with this discard as the new upcard for the next player’s turn. If the stock is depleted, the upcard is set aside and the remainder of the discard pile is shuffled and turned face down to form a new stock.
The hand ends when one player has melded or discarded all of their cards. A player may discard on the turn they go out, but if they are able to exhaust their hand by melding all of their cards, they may end the hand without discarding.
Scoring
The cards in Mille have the following values:
- Q♠: 100 points
- J♦: 50 points
- Aces: 15 points each
- K-10: 10 points each
- 9-3: 5 points each
- 2s: 20 points each
If a player manages to meld all eight cards of one rank without using any wild cards, this is called a natural, and the value of this meld is doubled in their hand score. If the player did not meld any 2s at all (other than as part of a meld of 2s), this is also considered a natural, and the value of all of their melded cards is doubled. When a player scores a natural of either type, it is indicated on the score sheet with an asterisk next to their score for that hand. If a player scores both types of natural, two asterisks are recorded on the score sheet, the natural meld scores 4× the value of the cards, and all other cards score double.
At the end of the hand, each player scores the total value of the all the cards they have melded, then they deduct the value of any cards left in their hand. As a result, It is possible that the player who did not go out can have a net negative score for the hand; this is called a chapeau (French for “hat”) and the negative hand score is circled on the score sheet.
Ending the game
The game ends when one player has scored 1,200 or more. This player is the winner.
If the losing player failed to score at least 600 points, this is a skunk. If the losing player ended the hand with a negative score, it is a double skunk.
If playing for money, the loser pays the winner according to the stakes. As mentioned before, the stakes are expressed as two amounts, e.g. $1-$3. Using these values, the loser pays:
- The larger amount once for losing the game.
- The larger amount once for each natural scored by the winner.
- The larger amount once for each of the loser’s chapeaux.
- The smaller amount is paid once for each 100-point difference in score between the two players. To calculate this, round the scores to the nearest 100, subtract the smaller from the larger, and divide the difference by 100.
In the event of a skunk, the payment is doubled; in the event of a double skunk, the payment is tripled.