Der Fliegende Holländer
BGG-Rang
BGG #10.624
BGG-Bewertung
6,1

Der Fliegende Holländer

1992Unterstützt von BGG

Regelhilfe für Der Fliegende Holländer

Verständliche Erklärungen zu Spielzügen, Karteneffekten und strittigen Situationen mit Verweisen auf offizielle Quellen und gespeichertem Fragenverlauf.

  • 60 Min.
  • 12+
  • Komplexität 2,5/5

Regelassistent für Der Fliegende Holländer

Was möchtest du wissen?

Antworten stammen aus dem offiziellen Regelheft, mit Seitenangabe zum Nachprüfen.

Der Fliegende Holländer ist ein Brettspiel aus dem Jahr 1992 für 3–6 Personen, mit 60 Minuten pro Partie und ab 12 Jahren. Entwickelt wurde es von Klaus Teuber; die wichtigsten Mechaniken sind Trading und Stock Holding.

Ähnliche Spiele

Über das Spiel

Auf Englisch

Early Klaus Teuber game with a well deserved reputation, from a publisher better known for electronic games! The odd combination of mechanisms is a bit tricky to grasp at first, but soon reveals a nice contest. There are various ships in different colors marked on the board and players are dealt 3 random cards to show a share in three of the ships. Also on the board are treasure chests with rising values, and colored markers for each ship move from chest to chest, showing the worth of that vessel. Players begin with cash, 3 Smithy & 3 Trade card, and some lucky horseshoes that they keep on a rack hidden from the other players. These are variously numbered and two dice are rolled at each turn to provide the lucky number. As the Flying Dutchman sails the seven seas, it can either move onto islands or the ships. If it is moved onto a ship, players reveal if they are share holders and pay the current value back to the bank as its marker is moved down to zero. On your turn, you can opt to use your Trade card to exchange 2 of your share cards, effectively dodging the Dutchman's threat. Or you can play a Smithy card, to allow you to take horseshoes at the end of the turn. But mainly you can attempt to control the Dutchman's move, by secretly laying down horseshoes to match the lucky number, the closest winning control. A nice rule, if there's a tie, the players are meant to try to agree, then barter, and finally compete with more horseshoes (all to the benefit of the Smithy card players!). Played horseshoes are pooled until Smithies divy them up. If the Dutchman is moved to an island, the controlling players reveal a share card and take the value of that ship from the bank. The round ends with all the chest markers moving up once, including a black marker, which ends the game when it reaches the highest chest. Players reveal their share cards and take the final value on the chests, most money wins. Puzzling to begin with, but you quickly realize whether your shares are under threat from a Dutchman's move, so you either trade out or try to gain control. If you're not under threat, it may be worth use your Smithy to grab the pool of horseshoes. Get your timing right and the whole thing becomes very rewarding. Simple choices, not perfectly balanced, but the players at times co-operate or struggle, making for an entertaining voyage. Winner of the 1992 Deutscher Spiele Preis.

Ausgaben

  • Der Fliegende HolländerdeParker Spiele1993
  • Der Fliegende HolländerdeBandai Co., Ltd., Huki1992
  • Der Fliegende HolländerdeParker Spiele1992
  • さまよえるオランダ人New Games Order, LLC2016

Verlage

  • Parker Brothers
  • Parker Spiele
  • New Games Order, LLC
  • Bandai Co., Ltd.
  • Huki

Fragen und Antworten

Laut Katalog unterstützt Der Fliegende Holländer 3–6 Personen. Diese Spanne entspricht der vom Verlag angegebenen Spielerzahl, das Spiel lässt sich also für jede Gruppengröße innerhalb dieser Spanne aufbauen. Aufbau, einzelne Regeln und Wertungsdetails können je nach Personenzahl trotzdem abweichen; prüfe daher die genaue Konfiguration in der Anleitung deiner Ausgabe.