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Who Knows Where?

Who Knows Where? Rulebook

Table of Contents

Table of Contents

  • Introduction
  • Contents
  • Definition of Terms
  • Aim of the Game
  • The Who Knows Where Cards
  • Setting Up and Starting the Game
  • Core Rules (Taking a Go)
  • Clue Card
  • Power Play
  • Crossing the Finish Line and Winning the Game
  • Strategy Hints and Tips
  • Example Go
  • Alternative Ways to Play (Making the Game Easier or Harder)

Introduction

Who Knows Where is an easy, fun, addictive and educational game for 2 to 4 players or teams.

If all players are new to the game, we recommend that one player should quickly read this rules sheet (including the Strategy Tips section) and then use the "Example" to explain the basics of the game to the other players before starting to play.

A brief summary of the key rules is written on a spare card for quick reference during game play.

Contents

  • Double sided board with 2 different world maps.
  • 101 'Who Knows Where?' question cards with over 1000 locations to guess on the map.
  • 4 Clue Cards.
  • 12 playing pieces (4 Big Pyramids, 4 Small Pyramids, 4 Small cubes).
  • Dice and rules sheet.

Definition of Terms

Referred to in the rules:

  • Playing Piece: Smaller pyramid moved around the outside of the board to indicate a player's position in the game.
  • Guessing Pyramid: Larger pyramid used to guess locations on the map on the inside of the board.
  • Arrows: Spaces on the outside of the board that you move around, each marked with categories which indicate the type of question to be asked on that go.
  • Grid Reference: A combination of letter and number which identifies a 5 degree square on the map.
  • Go: When a player shakes a dice, moves their playing piece and asks a question.

Aim of the Game

Race your opponents to try to be the first player to travel around the world by locating famous places on the world map.

The winner is the first player to complete a circuit of the outside of the board, cross the finish line and then successfully guess a location correctly on their go.

The Who Knows Where Cards

There are over 1000 locations to guess on the map, written on 101 Who Knows Where? Cards.

Each Card has Easy Questions on one side (with Blue title text) and Hard Questions on the other side (Dark Red title text).

Answers to questions are always found on the back of the card.

Location questions are split into 5 categories:

  • C: Capitals - Capital cities.
  • T: Trivia - Based on major historical events, entertainment, sports and global facts.
  • G: Guidebook - Famous tourist sites.
  • P: Places - Major cities and towns.
  • Photos (camera icon) - Pictures of iconic landmarks, places and events, shown to players so they can guess the location on the map.

Note: Trivia questions relating to biggest, tallest, smallest, etc always relate to the whole world unless stated otherwise.

Setting Up and Starting the Game

Before starting you must decide which side of the board to play on. Choose between the easier political map with the countries marked and named, or the harder physical map with no countries. (For all first-time players we recommend the easy political map and using the easy blue titled side of the question cards.)

Give each player one Clue Card.

The players select their colours and take the two pyramids of that colour. They then stack their smaller pyramid on the start/finish line at the meridian at 0 degrees longitude (in the middle at the top of the board), and keep the larger pyramid to place on the map when they are guessing locations.

The youngest player takes the first go.

Core Rules (Taking a Go)

  1. Shake the dice and move clockwise around the outside of the board from arrow to arrow (category to category).

  2. Then take a Who Knows Where Card and ask where is the location, from the category you have landed on. For example if you landed on the blue Capitals arrow the question might be "Athens", so you ask "Who knows where is Athens". (Note: When asking questions, remember to hide the back of the card, as this contains the answer.)

  3. Then, starting with the person on the player's left and moving in a clockwise direction, each player places their Guessing Pyramid on the map, one at a time, on the big black (10 degree) square that they think covers the location. The player asking the question is the last to place their Guessing Pyramid. (Note: Players may place their Guessing Pyramid on top of another player's pyramid.)

  4. Then turn the card over to find the answer, given as a Grid Reference Square (e.g. H36) and move accordingly:

    • Any player that has guessed correctly (i.e. their pyramid covers this square) moves forward 2 arrows on the outside of the board.
    • Any player that has guessed incorrectly does not move forward on the outside of the board.
    • BUT any player that has guessed on top of another player incorrectly moves back 2 arrows on the outside of the board.
  5. Finally, put the question card at the back of the deck, and then pass the question cards and dice to the player on your left to take their go.

Remember:

  • Everyone guesses every go (apart from Power Plays - see next page).
  • Grid Reference answers refer to the smaller grey coloured 5 degree squares. If your guess covers this square, you move forward two arrows.
  • If you have no idea of the correct location, you should consider "Who Knows Where?" among your opponents and piggy-back on their guess. However, choose wisely - if they are wrong, you'll have to go back 2 arrows!
  • You cannot put a Guessing Pyramid over more than one big black 10 degree square.

See Example in section 12 of this rules sheet if any further clarification is required.

Optional 30 Second Rule (To Be Played At Your Discretion): If someone is taking a long time to guess, give them 30 seconds to answer, after which they can no longer make a guess.

Clue Card

Each player has 1 Clue Card. They can play this card at any time when it is their turn to guess (except on their own go when they are asking the question).

How to play the Clue Card:

  1. Instead of placing your Guessing Pyramid, play the Clue Card on the table with either Latitude or Longitude showing face up, depending on which you want to know.
  2. Then after all other players have guessed, the player asking the question tells you the Grid Reference you have requested, either a letter (Latitude) or number (Longitude).
  3. Then you make your guess and your Clue Card is removed from the table, as you can only use it once during the game.

Power Play

A Power Play is a question that is only asked to one player.

Power Play questions are asked when:

  • a player lands by rolling the dice on one of the white arrows in the Four Corners of the Earth. A correct answer moves them forward 2 spaces.
  • a player has crossed the finish line and needs to answer one more question correctly on their go to win the game.

Note: Clue Cards cannot be used on a Power Play.

Crossing the Finish Line and Winning the Game

When a player crosses the finish line, they keep moving.

Note: When counting moves, you do not land on the start/finish line but cross straight over it by moving from the Photos arrow to the Capitals arrow.

Any player who lands on an arrow past the finish line by shaking the dice on their go, has a chance to win the game. They are asked a Power Play question, based on the category they land on and:

  • If they guess correctly they win the game.
  • If they are wrong they must wait till their next turn, then shake the dice, move again and try to answer a new Power Play question to win the game. They may still guess the answers to other player's questions and move backwards and forwards accordingly.

Note: All questions asked to players past the finish line are Power Plays and so no-one else guesses and Clue Cards cannot be used.

Note: Occasionally a player may cross the finish line by guessing a location correctly. If this happens, they still have to wait for their go, for an opportunity to win the game.

Strategy Hints and Tips

  • Do not guess on top of another player unless you are sure they know the location or you are fairly certain yourself.
  • Use time when others are guessing to think about your answer.
  • Be careful what you say! You may give clues to other players guessing after you.
  • Pretend you don't know when you do - and that you do when you don't, to catch out piggy backers!

Example Go

In the example opposite, players were trying to guess where Anchorage is located. The correct answer is F7.

  • Red Player: moves forward 2 arrows. (Their Guessing Pyramid has covered the correct square.)
  • Blue Player: does not move. (Their Guessing Pyramid does not cover the correct square.)
  • Yellow Player: moves back 2 arrows. (Their Guessing Pyramid does not cover the correct square and they have guessed on top of the Blue player.)

Alternative Ways to Play (Making the Game Easier or Harder)

We recommend playing the version of the game described so far initially, but these flexible rules allow many different ways to play, making the game easier or harder depending on the age or experience of the players.

Ways to make the game easier:

  • Allow the Guessing Pyramid to cover any adjoining 4 squares on the map board rather than just the big black 10 degree squares.
  • Only use the easy side of the question cards.
  • A version of the game that rewards near misses. Everyone must guess different squares. Move forward 3 arrows for a correct answer and 1 arrow if the square you guess shares a side with the correct answer.
  • The first player across the finish line wins. There is no final question to answer. If 2 players cross the finish line on the same go the person furthest across the line wins. If they are both on the same square it is a draw.

Ways to make the game harder:

  • Play at the small grey 5 degree square level, by using the small colour stacking cubes as the Guessing Pieces.
  • Play on the satellite map on the other side of the board. Recommended for experts.
  • Only use the hard side of the question cards, or always ask a hard question when a player throws a six.
  • The first player who guessed the location correctly moves forward one extra arrow. (i.e. Three in total.)
  • Increase the reward and penalties so that correct guesses move forward 3 arrows and wrong guesses on top of another player go back 3 arrows. This is recommended for all 2 player games.

Note: Please make it clear at the beginning of the game if you are playing any of these alternative versions.

Warning: Choking Hazard - Playing Pieces.