RULES OF GAME
Number of players can vary, but maximum twelve.
The game is played with 2 dice, the pieces (which depict the weapons of the 11 provinces and the weapon of The Netherlands) and the required chips.
Each player places a number of chips in the pot, f.e. four.
Whoever throws the highest eyes starts.
The good points are indicated by blue circles, the bad points by white circles.
If the number of one of the players is occupied by someone else, he returns to his place without the reward or punishment attached to that place.
8. If one rather buries their copper than handing it over, one can go and drink a beer at No. 35.
14. Endangers his fellow men by not having darkened during air alarm. Has to start over.
18. When the “Krauts” come to confiscate his bicycle, he only has the handlebar and saddle left. As a reward he may continue to No. 45.
20. Has done black market trading in food products. Ends up in prison at No. 11 and has to wait to be released.
28. Clandestinely listens to the English radio station and passed these messages on to fellow countrymen, receives 3 chips from the pot for this.
32. Awful! Reads “People and Homeland”, should skip two turns to better his life.
38. Escapes as person in hiding during a razzia from the clutches of the SD and runs continuously on to No. 52.
41. Helps a person in hiding get food cards and receives 4 chips from the pot as a reward.
49. Hangs out the NSB flag on Hitler’s birthday; someone like that is no patriot. Has to restart in order to better his life and pay 4 chips to the pot.
54. Bravo! Goes out onto the street dressed in orange on the Queen’s birthday. Can throw the dice again.
56. Lights fire to a haystack in which Mussert is hiding. Collects a reward of 3 chips.
61. Hands over a person in hiding as a land guard. Needs to learn that a good Dutchman does not become land guard. He is now dead for his fellow countrymen. Must skip a turn and then restart.
64. Has cut the tyres of a German army vehicle, ends up in the Orange Hotel, however can throw again to make escape possible.
66. Takes down the NSB flag on Mussert’s birthday, receives 2 chips from the pot and can throw again.
69. Commits treason by hanging out with a German. Has to go back to No. 62.
73. That is one of the good guys. Destroys road signs of the Hitler gang. Can throw again.
77. Bravo! Offers shelter to British aviator who made an emergency landing. Receives 3 chips from the pot.
81. Collaborates with the Krauts! Must pay 3 chips to the pot.
89. “He is up for it!” Listens to radio nonsense from Max Blokzijl. Should return to No. 72 to learn that no good Dutchman does such a thing.
96. Repentance comes after sinning! But now it is too late. Trimmed. That is the punishment and skip 2 turns besides paying 2 chips to the pot.
100. Whoever reaches the tree of freedom first is the Winner.
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