
- BGG rank
- BGG #4,845
- BGG rating
- 6.4
North Wind
- 2–4 players
- 60 min
- Complexity 2.0/5
- 2014

Rules assistance for Der Fliegende Holländer
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

What would you like to know?
Answers come from the official rulebook, with the page to check.
Der Fliegende Holländer is a board game released in 1992 for 3–6 players, 60 minutes per game, and ages 12 and up. It was designed by Klaus Teuber and its main mechanics are Trading and Stock Holding.
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.
Der Fliegende Holländer supports 3–6 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Der Fliegende Holländer is 60 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Der Fliegende Holländer for ages 12 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Der Fliegende Holländer has a complexity rating of 2.5 out of 5 from BoardGameGeek players, which makes it a medium-light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Der Fliegende Holländer belongs to these categories: Bluffing and Nautical. Its main mechanics are Trading and Stock Holding. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Der Fliegende Holländer are: Klaus Teuber. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Der Fliegende Holländer as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.