TRAIL GUIDE
WELCOME TO THAT DUTCHMAN'S FARM

If you are on the right spot to start your exploration you should be standing at tile #1. The trial marker tiles are round with a 12 o'clock arrow pointing towards the direction of the next tile. Points of interest/activities are pointed out by the hour.

Find Forest Faeries Frolicking Fun First
All tiles are watched by a faerie or gnome. Get a bonus point for being the first in your group to spot the faerie above eye level (counts only if faerie found with one foot on the tile). For younger ones there is a gnome, which is a little easier to find.
Tile #1 - Faerie bonus point for tile #1
Here you could be in a traditional dutch style farmyard: (what wouldn't you find?)
6 o'clock - A Haymow, where the roof slides up and down the corner poles to accommodate bigger or smaller stacks of hay.
2 o'clock - Farm buildings like the ones in the north eastern part of the Netherlands, painted in traditional colors.
3 o'clock - Wooden shoes ready for the small guy with the really big feet.
4 o'clock - A view over the ocean with hills in the background.
10 o'clock - A canal to drain the water away and for boats to transport stuff
Take the 12 o'clock and cross the bridge
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This is a starting page of our trail guide, which will help you get the most out of our property (some fun & education as well). Allow at least an hour to fully enjoy the pounds, gardens and animals. |