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Pearls of Delft Nederlands Play in Delft

Tours for groups

Delft, with your whole group.

Every team on its own phone, a game leader at the controls and scores that update live. For a team outing, a school class or a family day: you walk and look, the app keeps score.

Price on request 1 to 3 hours No download, no account
The game leader's Control screen: open stops, ask quiz questions and follow the teams.
The final scores of a tour, with a winners' podium for the top three teams.

How a tour works

From a four-letter code to the winners' podium.

  1. The screen with the QR code and the four-letter tour code.
    1

    Create a tour

    Choose a route, a game mode and the rules. Teams join with the QR code or the four-letter code; nobody has to install anything.

  2. The game leader's map, with every team as a pin.
    2

    See everyone on the move

    Your map shows where the teams are. You open the stops, and for each stop the running order gives you the story, what of it lives on to this day, and the answer.

  3. A flash challenge from the game leader, with a clock counting down.
    3

    Turn up the tension

    Ask a quiz question against the clock, send a flash challenge or call everyone to a meeting point. It arrives as a notification, even with the phone in a pocket.

  4. The final scores with the winners' podium.
    4

    The winners' podium

    End the tour and the final scores appear on every phone at once, with the top three teams on the podium. Then it's time for drinks.

Game modes

Three ways to play.

Walk together

You walk in front and open each stop from Control; only then does the pearl open for everyone, with its spotting question. Lovely with a guide, or if you like telling the stories yourself.

Treasure hunt

Teams search on their own, with a riddle and a search area instead of the exact spot. The compass says warmer or colder; the app won't give away the distance.

Free play

Everyone explores in their own order, and the scores keep track of who finds the most. The least explaining, the most running.

Live

The scores keep pace with you.

  • Quiz questions against the clock. All teams at once; the fastest right answer wins.
  • Flash challenges. A short challenge with a time limit, and a reminder one minute before the end.
  • Gather. A pin on the map, and everyone knows where the group meets.
  • Points and penalty points. For the best answer, or for anyone who takes a shortcut.
  • Teams without GPS. You open a pearl for just that team.
Delft staff outingLive
  1. 1The Leaning Jans640
  2. 2Team Milkmaid610
  3. 3Hofje Hunters520
  4. 4The Canal Gazers470

23 minutes to go. Next stop: the Oude Kerk.

Who it's for

An outing that's about Delft.

Companies

Not a case full of combination locks, but two hours outdoors with stories your colleagues will retell at home. A healthy dose of rivalry, and the route can end where your drinks begin.

For teams, departments and conference guests. Invoiced to your organisation.

Schools

History you can touch: the Golden Age, Vermeer, William of Orange, the Delft Thunderclap and the Stolpersteine. The teacher is the game leader; pupils play in teams, on their own phone or a school tablet.

For the last two years of primary school (ages 10 to 12) and the lower years of secondary school. Priced per class.

Friends and family

A birthday, a family day or a hen or stag party: play against each other, with you as the game leader and the scores as referee.

You can lead it yourself with as few as eight people.

Packages

Lead it yourself or bring a guide.

Self-guided

On request

You or a colleague is the game leader. You get Control, all three game modes and the running order with the stories.

  • Every team on its own phone
  • Quiz, flash challenges and gathering
  • Final scores with a winners' podium
Request
Worry-free

With a guide

On request

A Delft guide leads the tour, tells the story at every stop and keeps an eye on the clock. Start and finish wherever you like.

  • Everything in Self-guided
  • A guide as game leader
  • A tailored route to your end point
Request

School class

On request

The teacher is the game leader. On request, we tune the questions to what the class has just covered.

  • Teams of three to five pupils
  • Works on school tablets too
  • A moment of silence at the Stolpersteine
Request

Prices on request. Your own questions, your logo or an end point at your drinks venue can all be tailored.

Request

Tell us what you're looking for.

Within one working day you'll get a proposal with a date, route and price. Nothing fixed yet? Feel free to ask a question first.

Prefer email? info@parelsvan.nl

Who is it for?

We only use your details to answer your request. See the privacy statement.

Questions

About tours.

How many phones do we need?

One per team. Teams of two to five people work best: everyone can see the screen and nobody trails behind.

How long does a tour take?

Between one and three hours. The game leader sets an end time, and the app warns teams one minute before a challenge runs out.

What if it rains?

Then you play anyway: the pearls are in the city, not in the sun. You can shorten the tour or put a meeting point under cover.

Can we finish at a café or restaurant?

Yes. On a guided or tailored tour, the last stop leads to your end point.

What do teams see of each other?

The scores and the game leader's messages. They only see where other teams are if the game leader turns that on. A tour is removed from the server three days after it ends.

Can we play in English?

Yes. Every phone plays in its own language, Dutch or English: the app follows the language of the phone, and you can switch under More. So English-speaking and Dutch teams can play in the same tour, while the game leader simply leads in Dutch. Anything the game leader types, such as a quiz question or a flash challenge, reaches everyone exactly as it was typed. With a guide, the stories at each stop can be told in English too.