The Flying Dutchman (game)

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The Flying Dutchman
Game data
author Klaus Teuber
graphic Franz Vohwinkel
publishing company Bandai-Huki (1992),
Parker Brothers (1992)
Publishing year 1992
Art Board game
Teammates 3-6
Duration approx. 45 min
Age from 12 years

Awards

German Games Prize 1992: 1st place

The Flying Dutchman is a board game by Klaus Teuber with illustrations by Franz Vohwinkel for 3 to 6 players, ages 12+ , published by the Japanese - German publisher Bandai-Huki in 1992 . After Bandai sold its game series to Parker Brothers , the game was released by Parker that same year and was awarded the 1992 German Games Prize .

The players slip into the role of merchants who own shares in merchant ships. While these ships transport goods to different islands, they are threatened by the " Flying Dutchman ", the horror of the seas, which can cause the merchants to lose their wealth. With clever tactics and the use of lucky horseshoes , the players try to outsmart the Dutchman.

content

  • 01 game board
  • 01 Flying Dutchman
  • 02 number cubes with the numbers 1, 3, 5, 5, 7 and 9 or 2 × 20, 30 and 40 each
  • 60 horseshoes
    • 13 × value ± 1
    • 03 × value ± 2
    • 13 × value ± 10
    • 03 × value ± 20
    • 1 × value 21 to 48 each
  • 66 playing cards
    • 30 share cards of ships, 5 each blue, yellow, green, orange, red and purple
    • 18 blacksmith cards
    • 18 account cards
  • 06 adjusting boards
  • 06 value stones, cylinders in the colors blue, yellow, green, orange, red and violet
  • 01 counting stone (black cuboid)
  • 90 ducats
    • 60 × value 1
    • 30 × value 10
  • 01 rules of the game (8 A4 pages)

description

The game runs over several rounds. At the beginning each player receives 25 ducats and 3 ship shares, 3 office cards and 3 blacksmith cards as well as 9 horseshoes. A horseshoe is also placed face down in the middle for each player. In each round, the players have one of the following options, starting with the starting player, who first uses both dice to determine the lucky number for the round:

  • Exchange share cards: To do this, he plays an office card and takes the top 2 share cards from the face-down pile and pushes 2 others under the pile. Since each player has 3 counter cards, he can use this action three times in the game.
  • Draw horseshoes: To do this, the player first plays a blacksmith card and then waits to see what the others do. If all players have chosen an action, the horseshoes in the middle are divided among the players who played a blacksmith card. This action can also be chosen three times in the game.
  • Use horseshoes to draw the Dutchman: To do this, the player tries to get as close as possible to the lucky number or, in the best case, to reach it from his horseshoes by adding or subtracting (with the ± horseshoes), but he must not exceed it. To do this, he lays the horseshoes face down in front of him.
  • Passing: If a player has fewer than 5 horseshoes, he can pass.

If all players have chosen an action, the horseshoes are distributed first - if chosen. Then it is checked who has come closest to the lucky number. This player may move the Dutchman. If two or more players have the same distance from the lucky number, they have to agree on a goal, if necessary by paying ducats. If they cannot agree, they must try to become the sole decisive player by laying out horseshoes again. You can pass. The played horseshoes are placed in the middle of the game board and are available again for the blacksmithing action in the next round. If the Dutchman is now drawn onto a ship, all players who own shares in this ship must pay the value of the share to the bank. If a player cannot pay, he is eliminated from the game. The value of the ship is then set to zero and then all ship values ​​are increased by one and the counter is moved one space forward. If the Dutchman was placed on an island, the players who moved him receive the value in ducats for one of their share cards. The game ends when the marker has reached the field with the value 18. The winner is the player whose shares together with his cash assets have the highest value.

Availability

The game is no longer available in stores.

Awards

1992: German Games Prize

Use at championships

1992 in the final of the team championship in board game.

Individual evidence

  1. TM - a small publisher shapes the game landscape ( memento of the original from September 29, 2007 in the Internet Archive ) Info: The archive link was inserted automatically and not yet checked. Please check the original and archive link according to the instructions and then remove this notice. at schrapers.de  @1@ 2Template: Webachiv / IABot / schrapers.de

Web links