Rules of play

GOAL OF THE GAME

Whoever discovers the Netherlands first wins the game. To win, four different cards should be collected. Together, these form one complete illustration. Cards are obtained by answering the questions correctly.

START

Shuffle the cards and place them in a pile with the illustrations facing up. The player who came to the Netherlands most recently kicks off.

GAMEPLAY

1. Roll the dice. The player to the right of you (or a game leader) asks the question from the corresponding section and reads out the possible answers. Sometimes there is an explanation in brackets with the answer. That explanation should only be read out after answering.

2. If you answer a question correctly, you get the card. The correct answer is in bold. Place the card face up in front of you. Complete the Netherlands with four different cards.

Did you not answer a question correctly? Then the player to your left may give the answer. If that player doesn’t know either, then the player next to him, and so on. If you are with fewer than four players and no one knows the right answer, the card goes back to the bottom of the pile.

Each colour on the dice represents a category:

Orange Must Sees

Green Scenic Cities and Countryside

Red Cultural Vibes

Blue Odd Dutch Customs

White The questioner chooses the category from which the question should be taken.

Yellow Two questions instead of one question: the answerer chooses the categories.

If you roll yellow, you get two questions from the same card. The questioner determines from which two categories those questions come. If you answer one of the two questions correctly, you get the card. If you answer both questions incorrectly, the player to your left may answer the second question.

If you’re very lucky, your city will be complete after four turns. You will probably receive a card several times. If you have three of the same cards, you may immediately trade a card with a player who has a duplicate.

SPECIAL CARDS

As with the question cards, the actions on the Special Cards are intended for the player whose turn it is to answer a question.

Lucky lion

Needless to say, you fight like a lion for the Netherlands. You’re lucky: to conquer the Netherlands faster, you can take a card of your choice from a player of your choice. Lucky Lion goes back to the bottom of the pile.

Beloved bike

No matter how popular the bike is, cyclists are sometimes troublesome road users. Cycling in the Netherlands is a matter of give and take. Give the player to your left one of your cards. You can choose which card you give away. You may keep Beloved Bike out of courtesy.

Mighty mill

Mighty Mill is played on the next turn if your head is in a spin and you haven’t got a clue. You then take the question card and Mighty Mill goes back to the bottom of the pile.

PLAY IT IN TEAMS OR AS A PUB QUIZ

Use one or more of the rules below:

  • If you play in teams, you don’t have to change any of the rules of play.
  • Appoint a game leader who asks the questions. The team that knows the answer raises their hand. The first person to raise their hand gets to answer first. If the answer is correct, the team gets the card. If not, they hand in a card to the game master and another team may answer.
  • Have all the teams write down their answers and review them afterwards.
  • Play the game in a number of rounds per category.
  • Exclude the special cards.

OPTIONAL RULES OF PLAY

Speed up the game

Use one or more of the rules below:

  • If you have two identical cards, you can trade with another player. The player who wants to trade determines the trade. You may only trade on your own turn.
  • If you roll yellow, you get a question card without having to answer the question correctly.
  • If you roll white, you may take a card from any player.
  • Set an alarm and count who has the most cards at the end. You don’t have to piece the entire illustration together.

Make the game easier

  • Roll the colored die twice and choose a colour from one of the two rolls.
  • After reading out the question, the questioner gives an answer. That can be the right answer or any other answer. The answerer must say whether the answer is correct or incorrect. If the answer is correct he may keep the card. If not, the questioner may take the card.

Make the game extra easy

You don’t roll the colored die. The questioner reads out all the questions from the question card. If you answer one of the four questions correctly, you will receive the card.

Make the game harder

If you are already fully integrated in the Netherlands, you can answer the questions without hearing the options. In short, open questions. Players who are less integrated in the Netherlands get the questions with the four options.

Change the rules

  • If you answer a question correctly, you get another question until you answer incorrectly or you win.
  • Before asking a question, let the questioner assess aloud whether the answerer knows the correct answer or not.

If the questioner is right, he gets the top card of the pile without answering a question. The answerer simply receives the question card.

    Discover The Netherlands!
    was conceived by Joop K. de Vries
    Illustrations: Eric J. Coolen
    Design: Fonts+Files
    Contact: joop@joopkdevries.nl

     

    Final editing: Kees de Vries,
    Edward O’Sullivan
    EAN: 7428471170931
    Made in EU
    © 2025 First edition