The joker cards
The joker cards make it easier
to guess a country.
If you have collected two joker
cards you can turn them in
when it's your turn. The whist-
leblower then discretely draws
a country card from the pile of
discarded cards rather than
the provision pile. The player
therefore knows that the
country in question has alrea-
dy been looked for during the
game, although, of course, he
does not know which one it
is.
Watch out!
Once all the country cards have been used up, the pile of
discarded cards - except for the first ten cards- is shuffled
and piled facedown as a new provision pile.
End of the Game
The game ends as soon as the first player's figure has reached or
passed the target square on the end (the exact number does not
have to be rolled on the die). This player wins the game and is the
"Geography Specialist".
Final Dash Variation
In this version of the game players must remember which player
started the game. A round of the game is complete once a player
reaches or passes the target square. It is not necessary to reach
the target square exactly. In this version each player gets the chance
to have a final turn even after a player has reached the target
square. Whoever is able to move their figure the farthest wins the
game.
Hint: It may be easier to move the figures back to beginning of
game board after they reach the target square in order to deter-
mine who moved ahead the farthest.
Example:
A four player game: Players A, B, C and D are playing and player
A starts the game. Player B reaches the target square first; players
C and D then still get the chance to take their final turns to see
how far ahead they can move their figures. Player A started the
game so they do not get another roll of the die. In the event of
a draw there are various winners.
13
joker cards
figure on or past target
square: winner
ENGLISH