MNG-AJM Games and Collectibles

 

Apr 2005 Catalog

 

While I don’t publish my latest catalog on the internet, this older catalog is available for you to look through to get an idea of the sort of thing I generally have.  Please be aware that many of the games in this catalog will have already sold, and if they haven’t then the prices are not necessarily still valid – the prices are only valid in the month the catalog comes out!  However, if you do see something of interest email me and I’ll let you know if I still have it.  Also getting the monthly catalog by email is free and without obligation, so why not just ask to be added to my subscription list, or ask me to send you the latest catalog by email? 

 

1835, published by Hans-Im-Gluck. 1990. Box. Box good, contents unpunched. £32.  Desc. by Andy.

Designed by Michael Meier-Bachl & Francis Tresham. No. players: 3-7.

Country: German, Duration: 5 hrs, 18XX series train game.

The basic mechanics of Francis Tresham's renowned business game 1829 are used and several new elements added: minor rail companies which get bought out and layered stock offerings.  The game is played on a hex gridded map of Germany, and hex track tiles are laid onto the board as the game progresses.  Shares are bought and sold in the various train companies, using an excellent mechanism to control the prices.  The companies are controlled by the majority shareholder. The objective is to have the most personal assets come the end of the game.

 

221B Baker Street, published by Gibsons. 1981. Several copies available:

1) Squarish Box. Good. £5. Overall condition is good, but the box lid is indented due to stacking.

2) Long box.  Good, but box corners taped. £4.

Designer Unknown. No. players: 2-6. Country: British version, Desc. by Eamon.

40 cases to solve. The game involves moving around the board visiting various sites and gathering clues which will eventually allow you to answer the questions posed to the players at the start of the case.  A good family detective game. 

 

3 Or More, published by Spear's Games. 1981. Box. Box shows wear. £4

Designer Unknown. No. players: 2-4. Country: British, Duration: 20 mins, Desc. by Andy.

Tile laying game using long thin tiles each with 3 coloured circles on it.  These are placed adjacent to those already on the table in rows of up to eleven.  The objective is to score points by making lines of circles of the same colour - the longer the line the higher the score and diagonal lines count double. When all the tiles have been played the highest scorer wins. Could be considered a sort of colour dominoes, but with three colours per domino rather than just two.

 

800 Metres, published by Lambourne. 1992. Packet. Good. £8

Designed by Terry Goodchild. No. players: 1+. Country: British, Duration: 40 mins, Desc. by Andy.

Excellent race game, based on real athletes, and using a variation of the system the designer first developed for his classic Metric Mile. While the game is in some sense statistical (the characteristics of the athletes have been well researched), it is also designed as a multiplayer game rather than just a replay system.  The idea is that athletes can push themselves to keep up with the pacesetter or push the pace faster, but won't know exactly what they have left for their final sprint until the time comes.


A Question Of Sport - Rugby, published by Games Team. 1992. Box. Good. £3

Designer Unknown. No. players: 2-6. Country: British, Desc. by Eamon.

TV related trivia game, with all the questions based on rugby in one form or another. Some cards even include photographs so that you can play the ‘Picture Round’ as on the TV show.

 

Age Of Steam, published by Warfrog. 2002. Box. In shrink. £27. Special notes: 2nd printing

Designed by Martin Wallace. No. players: 3-6. Country: British, Duration: 2 hrs, Desc. by Andy. Railway game.  This is a further development of Martin Wallace's Early Rails system.  Players build track between cities and then ship goods for profit.  All the systems have been honed wonderfully to ensure you always have difficult decisions to make. The board and tiles have been very nicely produced too making this a very substantial and attractive game.  Track is laid by placing hex tiles onto the board, and each round players bid for a role which gives a special ability as well as taking the standard actions each turn. The objective is to build up a profitable network without spending too much money and shipping goods using your tracks. Highly recommended.

 

Age Of Steam - Expansion Set 2, published by Warfrog. 2004. Box. In shrink. £9.50

Designed by Martin Wallace. No. players: 3-6. Country: British, Duration: 2 hrs, Desc. by Andy.

Expansion set for Age of Steam.  This consists of a double sided board and some rules to change the game slightly for each board.  The maps are Western United States (best with 4 or 6) and Germany (4+).

 

Age Of Steam - Expansion Set 3, published by Warfrog. 2004. Box. In shrink. £9.50

Designed by Martin Wallace. No. players: 3-6. Country: British, Duration: 2 hrs, Desc. by Andy.

Expansion set for Age of Steam.  This consists of a double sided board and some rules to change the game slightly for each map.  The maps are Scandinavia and Korea (4-5 players).

 

Amoeba, published by Louis Marx & Co Ltd. ca.1974. Box. Good but 1 box corner taped. £9

Designed by W. Barrington Pink. No. players: 2. Country: British, Desc. by Andy.

Unusual game played on a 7x7 grid of tiles.  Each plastic tile shows two quarter circles which join onto adjacent tiles, and has a handle to make it easy to lift it, rotate it and put it back down.  These tiles form various amoeba-like patterns on the board when rotated.  Each player has a hand of Amoeba pattern cards and the players take turns rotating a tile trying to form one of the patterns on their cards.  When successful the card is scored, a new card drawn and another turn taken. Nice item.

 

Barbarian Prince, published by Dwarfstar. 1981. Box. Good. £17

Designed by Arnold Hendrick. No. players: 1. Country: American, Duration: 90 mins, Desc. by Andy.

Special notes: Includes additional options for town adventures from a magazine.

Solo fantasy adventure game which was inspired by the Fighting Fantasy style paragraph books. However, the adventure in this game is much less rigid.  The player must guide exiled Prince Cal Arath through the wilderness and many adventures in towns, cities and the wilds to obtain a small fortune in gold so he can hire an army and return to reclaim his throne.  Play involves deciding where to move on the map and using dice combined with an event chart sectioned by terrain to determine what happens that day.  There are many different events and the game uses a paragraph system.  Includes a metal miniature of Prince Cal Arath.  Now quite sought after.

 

Baseball Strategy, published by Avalon Hill. 1984. Box. Excellent. £8

Designed by Tom Shaw. No. players: 1-2. Country: American, Desc. by Andy.

Third edition. Head-to-head strategy baseball game. Players must choose their 9 man team and make decisions at every play - to hit, to bunt, to sacrifice, if you are pitching rather than batting, to throw a curve ball, a fast ball or perhaps make the batsman walk. These are only a selection of the decisions to be made. Very clever, and easy to learn. This edition of the game also includes a section on converting player statistics into player cards for this game and so being able to play a statistical version of the game (but where you still make strategic decisions).  The game also has solitaire rules which still get you to make important decisions.


Bermuda Triangle, published by Milton Bradley. 1975. Box. Good. £14

Designer Unknown. No. players: 2-4. Country: American, Duration: 75 mins, Desc. by Andy.

Business game with a twist!  Players run a freight ship operation in the seas north of Bermuda, and try to get their ships from one port to another delivering needed goods for profit.  Prices for the various goods change throughout the game, so ideally a delivery should be made when the price is highest.  There is scope for blocking opposing ships, but in addition there is a large rotating cloud which moves around the board and has magnets on its underside, and should these swing above a ship as the cloud moves the ship will most likely be moved or even sucked up and away and destroyed!  Good fun and a wonderful mechanism.

 

Blackbeard, published by Avalon Hill. 1991. Box. Excellent. £20

Designed by Richard Berg.. No. players: 1-4. Country: American, Duration: 1-3 hrs, Desc. by Andy.

Each player controls a pirate and a King's Commissioner hunting other pirates.  Pirates attempt to gain notoriety and treasure while hampering the other pirates' attempts to do the same.  Pirates start in a small ship but can take over larger ships they capture at sea.  Ports can be sacked and pirate bases set up, as well as the traditional attack on merchant vessels at sea. Highly suitable for solitaire play too. Playing time varies according to the number of players, from 1-3 hrs – longer with more players.

 

Boarding Party, published by Task Force Games. 1982. Packet. Good. £9

Designed by Thomas Condon. No. players: 1-2. Country: American, Duration: 1 hr, Desc. by Andy.

Man-to-man war game set in an assault on a robot held spaceship. One player is the marine force assigned to destroy the ship, and the other player (or the game if played solitaire) controls the enemy robots and computer-controlled defences. This is one of Task Force's microgame series.

 

Bounty Hunter: Shootout At The Saloon, published by Nova. 1982. Box. Good, but box edge taped. £12

Designed by Mike Vitale & Joe Angiolillo. No. players: 2. Country: American, Duration: 15 mins, Desc. by Andy.

Wild west game which uses the picture book system created for Ace of Aces and later Lost Worlds.  One player takes the Lawman and the other an Outlaw, and they seek each other out inside and outside the town's saloon. Moves involve deciding which direction to walk, or whether to just turn or even just track your opponent, and a clever matrix system then determines whether you can see and shoot at your opponent.  Shots are resolved using silhouettes which depend on distance and stance of your opponent and hitting is easier the closer you are.  The game also includes advanced rules for robbing non player characters and character advancement over several games.  Nice item.

 

Butterfly, published by Hungry Owl Games. 1987. Box. Box good, contents still sealed. £5

Designed by Greg Houlgate. No. players: 2-4. Country: British, Desc. by Andy.

Children's game (age 6+) in which players attempt to collect one each of 5 different colour flower tokens.  The game is driven by dice roll, and in some cases a flower token will have to be given back.  What makes the game unusual is that it comes with a 'Super Big Dice', which is constructed from sturdy cardboard and 'pops' up into a neat octahedron, and can be popped back down again to put it back in the box at the end of the game.

 

Candidate, published by Avalon Hill. 1991. Box. Good. £18

Designed by Richard Winter. No. players: 2-6. Country: American, Duration: 2.5 hrs, Desc. by Andy.

American presidential election game in which the players are the various party candidates hoping for nomination. The play is card based, and players visit as many states as possible hoping to win as many primaries as possible, playing cards for each.  Money cards help your position, Problems can help you or hinder others and Rumors are sure to cause problems for someone!  Once through the primaries the climax of the game comes in as the candidates drop out one by one, until one of those remaining is left with a majority.

 

Celebrity Monstars, published by Paul Lamond Games. 1989. Box. 1 box corners damaged and taped up. £2

Designer Unknown. No. players: 2-6. Country: British, Duration: 30 mins, Desc. by Andy.

Special notes: There are several patches on the cover where labels have been removed.

Players attempt to construct their own Frankenstein from the body parts of a variety of (generally British) celebrities.  The body parts are very much caricatures, and the celebrities include royalty, pop stars, TV stars etc.  The body parts are put together on a slab each player has, and the winner is the first to get a complete body and have Igor turn on the electricity.  Play is by drawing and playing cards and also by dice roll.


Conquest 4-Player, published by Quest Game Co. Inc.. 1988. 2 copies available:

1) 3 Box corners split. £18. Also includes Conquest Puzzle Book No. 1.

2) Good. £17 (Does not include Conquest Puzzle Book No. 1.)

Designed by Donald Benge. No. players: 4. Country: American, Duration: 2 hrs, Desc. by Eamon.

One of the best 4 player board wargames ever designed, with terrific pieces (Elephants, boats, chariots, etc). The reason why it is so good is that the designer has realised that in games of this type, if two of the players have a ‘war’ it can only help the other two, with even the winner of the war being depleted in pieces. Donald has addressed this by having 4 different ways to win, so any tactic has a valid and logical reason to be employed.

 

Der Weisse Lotus, published by TM Spiele. 2000. Box. Excellent. £12

Designed by Martin Wallace. No. players: 3-6. Country: German, Duration: 90 mins, Desc. by Andy.

Very nicely produced game set in feudal China. Each player is a provincial ruler, who wants to claim valuable areas for his province. As players vie for control of the fortresses, temples, villages, palaces and rice-fields, the rebel peasants (led by the White Lotus), are ganging up against the Emperor and players must decide whose side they are on - for or against the White Lotus. Game play involves deciding which regions to commit your men to and voting on what should happen in the various revolts.

 

Dominator, published by Capri. 1975. Box. Box shows wear. £4

Designer Unknown. No. players: 2. Country: British, Desc. by Andy.

Special notes: Two of the smallest craft missing, but replaced by alternative pieces which look different but still stack adequately.

Somewhat abstract space wargame.  The game is played on a square grid and the two forces start at opposite corners.  The various warcraft have different movement capabilities, and the ability to destroy other ships varies as well.  The two least powerful craft can also combine into one larger craft. and this craft can also combine with another large craft to form an extra powerful ship.  Game play is much more like chess than a wargame, with single craft on either side being moved alternately. The objective is to eliminate your opponent's flagship.

 

Drachenfels, published by Schmidt Spiele. ca.1995. Box. Goodish!. £11

Designed by Alex Randolph, Leo Colovini. No. players: 2-4. Country: German, Duration: 60 mins, Desc. by Andy. Special notes: Missing original German rules, although an English translation is supplied. The box is whole but one side is discoloured, and there is a 5cm slice into the lid.

Fantasy board game with some astoundingly good bits, which include a large plastic castle and 4 sets of dragon cliffs, 4 wooden dragons, 4 wooden princesses, 4 wooden knights with attachable sword and shield and 4 large bendable rainbows!  The idea is that each player has a knight and must first get to the King's castle using a rainbow bridge, and once equipped seeks out his princess who has been abducted by a dragon. Game play involves playing cards to move around the board and also playing various magic spells to manipulate the bridges and rainbows or hinder other players.  Little known game by these two popular authors.

 

Dungeons & Dragons Adventure Game, published by TSR / WotC. 2000. Box. 2 copies available:

1) Excellent - unpunched. £6

2) Good, but box indented due to stacking. £4. Missing the polyhedral dice, but for £1 extra I can provide a set.

Designed by Jonathan Tweet, Jason Carl, Andy Collins, David Noonan.

No. players: 2+. Country: American. Desc. by Andy.

Introductory set for the Dungeons & Dragons fantasy roleplaying game.  This set includes: Set of 6 polyhedral dice; 48 page adventure; 32 page rule book (for players and GM); Free mini adventure, Caves of Shadow; A set of character sheets for predefined characters all in colour; cardboard chits and a foldout map for use with the adventure included.

 

Elefantenparade, published by Ravensburger. 1988. Box. Good. £13

Designed by Henri Sala. No. players: 2-4. Country: German, Duration: 20 mins, Desc. by Andy.

Players each own two elephants which all move along a track.  On various spaces there are logs which the elephants collect for points.  However, there are also water spaces where elephants' movement is substantially restricted.  Each turn a player can either move any three elephants 1, 2 and 3 spaces or move all of a connected group of elephants forward one space.  At the end of the track there are spaces with more logs to reward the elephants who get to the end first,  Nicely produced game with Indian graphics and nice wooden playing pieces.


Fortune Telling Cards, published by Muller & Cie. 1970. Box. Good. £2

Designed by Mlle. Lenormand. No. players: 1. Country: Swiss, Desc. by Andy.

Card item - a deck of fortune telling cards. Beautifully illustrated. A guide in how to use them is included. The cards are also numbered 1-36 in the top left hand corner, so you could also use them for any game which requires such a set of numbered cards.

 

Fun In The Jungle, published by BMI. 1992. Box. Good. £2

Designed by Alice Bennett. No. players: 2-6. Country: British, Duration: 20 mins, Desc. by Andy.

Children’s race game, with an attractive jungle themed board. Missing a poster that was in it (for children to colour) but the game is complete. Game play is roll the dice and move along a track with some spaces having instructions which must be carried out.

 

Game Of Life, published by Milton Bradley. 1976. Box. Good. £4

Designer Unknown. No. players: 2-8. Country: British, Duration: 1 hr, Desc. by Andy.

The original British version of this classic game. The game involves moving random amounts along a track, but with some choices to be made on what strategy to go for, but a great deal of luck in the dice and cards.  The board has 3-D elements adding to its attractiveness. Players start having just left school and get jobs or take further education, and will get married and have children, buy shares and advance their careers, trying to achieve most before retirement.

 

Games Gazette - Batch of 14, published by Chris Baylis. ca.. Booklet. Good. £4.50

Designed by Chris Baylis. Country: British, Desc. by Andy.

Issue numbers 97,99,101,103-104,107-108,111-112,114-116,118,120 of this privately produced magazine which is still going strong even now.  Games Gazette covers board games, role playing games and some computer games, giving news and reviews. Each issue is generally about 36 pages long. These issues date from 1997-2001.

 

Games Gazette - Batch of 9, published by Chris Baylis. ca.. Booklet. Good. £3.50

Designed by Chris Baylis. Country: British, Desc. by Andy.

Issue numbers 6,8,9,10,15,16,21,22,39 of this privately produced magazine which is still going strong even now.  Games Gazette covers board games, role playing games and some computer games, giving news and reviews.  The earlier issues also included some RPG adventures as well.  These issues date from 1988-1994.

 

Go For Broke, two copies available:

1) Published by Invicta. 1965. Box. Good. £5. Original British version. No. players: 2-5.

2) Published by Milton Bradley. 1985. Box. Good. £4. No. players: 2-4..

Designer Unknown. Country: British, Duration: 1 hr, Desc. by Eamon.

Family game with the twist that you must spend all your money to win. Of course, there is nothing like the irony of winning at the races, in the casino, on the lottery, etc., all things you cannot do in real life but inevitably do in this game, and which here are setbacks!

 

Go To The Head Of The Class, published by Milton Bradley. 1962. Box. Two copies available:

1) Good. £4.50

2) Fair. £3. 3 box corners split and one of the 8 player markers is missing.

Designed by Chad Valley. No. players: 2-9. Country: British, Desc. by Andy.

Quiz game in which players advance up the board advancing from grade to grade in a one classroom school as questions are answered correctly.  Special questions allow a grade to be skipped and luck cards can prove beneficial or not. One nice idea is that there are three sets of questions for different age ranges meaning the whole family can play the game together and all have a fair chance.

 

Golden Compendium, published by Merit. 1969. Box. Good. £7

Designer Unknown. No. players: 2+. Country: British, Desc. by Andy.

Old fashioned compendium of games but including some other games from the Merit range as well as the usual classic games. Rules to 44 games provided, with games like Solitaire, Pick-Up Sticks, Ludo, Spin Quiz, Dominoes, Draughts, Tiddlywinks, Tic Tac Toe, Word Games, Chinese Chequers, Colour Bingo, Snakes & ladders, Mouse Game and Nine Men’s Morris.  There really is loads of stuff in this set - which is absolutely packed full of games equipment, so it may well be worth buying for the bits even if you aren't interested in the standard games.


Het Spel Magazine, publisher unknown. Magazine. Good. £0.80

Edited by Gejus van Diggele. Country: Dutch, Desc. by Eamon.

With English summary provided by the publisher. Published by a game collector, but doomed to failure because the production values were so high. Lavishly illustrated. It looked at old and current games, but really aimed at collectors I believe.

Issue 1:   1993. Good. £0.80. Games & Puzzles from WW2, New games and books, Game of the Year 1993, Roman dice and dice games, The Changeable dice, Fairs.

Issue 2:   1994. Good. £0.80. Games & jigsaws with comics, The trickiest playing cards and dice, 30+ new games jigsaws and books, 17th century card maker Jacob Gole, Making a fortune with a new game, Fairs.

Issue 3:   1994. Good £0.80. Aviation history of cards, games and puzzles; Magic The Gathering rares; 50 new games, jigsaws and books; 13 beautiful chess queens, The Deadly Double mystery; 50 interesting Jokers; Fairs.

 

Hitler’s War, published by Metagaming. 1981. Box. Good. £10

Designed by Keith Gross. No. players: 2-3. Country: American, Duration: 1.5-5 hrs, Desc. by Andy.

First edition of this simulation of WWII on a very strategic scale of one turn per four months of the war.  The map shows Europe, the Mediterranean, the Baltic and Russia.  Units are armies, army groups, fleets and airforces. Several scenarios of different sizes are included ranging from 1.5-5 hours in length. Operation Barabossa concentrates on the ground struggle waged between Stalingrad and Berlin.  The Fall of Germany begins as the Nomandy beaches are attacked by allied forces.  The War for Europe is a full campaign covering all six years of war. Players can put resources into research as well as troops, airpower and naval forces.

 

Illuminati Deluxe Edition, published by Steve Jackson. 1987. Box. Excellent. £14

Designed by Steve Jackson. No. players: 2-6. Country: American, Duration: 90 mins, Desc. by Andy.

Card game, with players forming their own network of conspirators, in an attempt to found a new world order. Very nice mechanics can lead to, for example, the Boy Scouts controlling the Mafia!  Won Best Science Fiction Game in 1982, and on the Games 100 from 1983 to 1986.  Great atmosphere. Game play involves choosing which neutral groups to control in your secret network, gathering money for future power struggles and making take-over attempts on parts of opposing secret networks.  Each player has their own secret goals to aim for.

 

Image, Box. 2 copies available:

1) Published by 3M. 1972. Good. £9

2) Published by Avalon Hill. 1979. Box. Good. £7

Designed by Frank Chadwick. No. players: 2-6. Country: American, Duration: 30 mins, Desc. by Andy.

Card game. Players think of a historical or fictional character, and by playing cards the other players build up information about that person, with the cards providing clues to the identity.  Cards might include the country the person lived in, the century, the activity they were famous for, fictional / non fictional etc.  Points are scored for successfully playing cards and it is also possible to challenge a player if you think they have noone in mind who fits the cards.

 

Inclination, published by Wiggins Teape. ca.1978. Box. Good. £5

Designed by Lakeside Games. No. players: 2-4. Country: British, Duration: 20 mins, Desc. by Andy.

A sort of ludo / parcheesi played on a board with indentations to hold balls which are used as the pieces but also with slides which act as short cuts or long cuts depending on how the board is tilting.  You get to tilt the board at various points too, which affects all the balls in slides.  The winner is the first to get their pieces home. Nicely produced.

 

Intrigue, published by Wiggins Teape. ca.1980. Box. Good. £9

Designer Unknown. No. players: 2-4. Country: British, Duration: 30 mins, Desc. by Andy.

The game consists of a 'stadium' with 7 concentric rings which can be rotated independently.  These rings have slots which accept marbles and when they are lined up a marble can roll towards the centre.  The objective is to get all your marbles into the centre before anyone else.  The components are all very nicely made and it plays a bit like a sort of more sophisticated Downfall.


ITV Seven Race Card Game, published by Bison. ca.1975. Box. Box shows wear. £4

Designer Unknown. No. players: 3+. Country: British, Desc. by Eamon.

TV related, named after a special combination of televised horse-races which were linked in a special wager for Saturday afternoon gamblers. A variation of the playing card game Racing Aces, where you bet on a ‘suit’ likely to win a ‘race’, armed with the information that some cards of each suit are missing from the playing deck. Cloth board.

 

James Clavell's Shogun Card Game, published by Shipps Ltd. 1983. Box. Excellent - unused. £8

Designed by Ziv International Inc. No. players: 3-8. Country: American, Duration: 45 mins, Desc. by Andy.

Unusual set collecting game with an ancient Japanese theme.  There is an unusual card distribution mechanism which allows players to refuse cards by using up favours, and there are wild cards and action cards to add to the flavour too.  Basic and advanced versions of the game are provided.

 

Journey Through Britain, published by Ravensburger. 1988. Box. Good. £5

Designer Unknown. No. players: 2-6. Country: British, Desc. by Andy.

Travel game which includes 143 attractive cards for major towns and cities around Britain.  Players race using dice rolls to a randomly drawn target town, and the first to get there gets some points and the chance to answer a question about the town to score a bonus point.  Players then head for a different town.  After the twelfth town players race back to the starting point for another bonus.

 

Junta, published by West End. 1985. Box. Excellent. £25

Designed by Vincent Tsao. No. players: 2-7. Country: American, Duration: 3 hrs, Desc. by Andy.

Excellent political game. Players vie for jobs in a Third World government. One player is elected President and he appoints other players jobs. This can involve offers of high wages, bribes or threats, but at the end of the day he

hopes to pocket as much money as he can in his Swiss bank account. Coups regularly take place as players distrust each other. The winner is not the one with the most power or money, but the one who has stashed more money in Switzerland than any other player.

 

King of Kings, published by Good Industries. 1990. Box. Good. £12

Designed by William Banks. No. players: 1-5. Country: American, Duration: 3 hrs, Desc. by Andy.

Players take the role of kings of the ancient world. While many of the mechanics are those of a wargame, there are several ways to win and the use of trade and economic advancement is as likely to be as successful as military conquest. Includes 15 scenarios set from 1700 BC to 1200 AD. Each is quite different and all play with from 1 to 5 players, with clever rules to deal with unowned countries. Suitable for solitaire play too. The game is played in Seasons, and each season has its own problems to overcome, and the game includes rules for royal marriages and even divine intervention!

 

Lancashire Railways, published by Winsome Games. 1998. Tube. Excellent. £11

Designed by Martin Wallace. No. players: 3-6. Country: American, Duration: 90 mins, Desc. by Andy.

Excellent railway game in which the players struggle with cash flow while building up networks of railways across mainland Britain.  These networks are used to deliver goods using a very clever system.  The general system was later developed into Age of Steam, but Lancashire Rails has its own attractions and feel and is worth playing even if you have its newer and more developed brother. A fine game which I can highly recommend to train gamers and business game players alike.

 

Little Big Horn, published by International Team. ca.1980. Box. Good. £12

Designer Unknown. No. players: 2. Country: Italian, Desc. by Andy.

Special notes: 1 box corner taped, the board shows slight discolouration.

Simulation of the afternoon of the 25th June 1876, known to history as Custer's Last Stand. Three different scenarios can be played reconstructing this most famous battle between the U.S. Army and the redskins. The solid board has raised sections to represent the high ground, making the game rather attractive in play. The rules come in various languages and the English rules cover 7 pages.

 

London's Burning, published by Cast Games. ca.1995. Box. Still shrinkwrapped. £4

Designer Unknown. No. players: 2-4. Country: British, Desc. by Eamon.

TV related, based on the London Weekend Television drama series set in Blackwall Fire Station. Each player is a member of Blue Watch, the main characters in the series, and race against time to rescue Nurse Nightingale from the inferno at St Mary's General Hospital.


Lord Of The Rings, published by Parker. 2000. Box. Excellent. £16

Designed by Reiner Knizia. No. players: 2-5. Country: British, Duration: 1 hr, Desc. by Andy.

Great game based on the Tolkien novel. The players must cooperate with the others to get the ring to the Crack of Doom. Some may well fall by the wayside. If all fail, then the game is lost. If successful, the game is won by all players (even those who sacrificed themselves for the greater good). Game play involves card play and deciding how to focus the group's resources.  Players can discuss options but not actually show each other their cards.  It is possible to play with different difficulty levels to ensure that your group will have a tense time as Sauron tries to get his hand on the One Ring. Illustrations by celebrated Tolkien artist, John Howe.  Recommended.

 

Maloney's Inheritance, published by Ravensburger. 1988. Box. 2 copies available:

1) Box good, contents unpunched. £15      2) Good. £14

Designed by Sid Sackson. No. players: 3-6. Country: British, Duration: 45 mins, Desc. by Andy.

Old Maloney the gangster has died and the players as his underlings want to take over his position. To do this Maloney set up a challenge.  Players vie to collect as much as possible from various cities where Maloney has interests, but there is only one car available. Players bid to be able to tell the driver where to go, but may well decide to let others get their way if it isn't too bad for you and the bidding is getting high. A player's cards show how much can be collected in each place. There is an interesting bidding system which forces you to think quickly, and I have a house rule which I think improves it further too - please do ask me for it.  Good game and works especially well with 6 which is always useful. Recommended.

 

Manhattan 3-D Dominoes, published by Bear, Bear & Bear Ltd. 1992. Box. Good. £6

Designed by Stephen Leslie Designs. No. players: 2+. Country: British, Duration: 20 mins, Desc. by Andy.

Unusual dominoes variant.  The set consists of 42 'cube dominoes'.  These are black plastic cubes with 0-6 yellow pips on the sides.  The top and bottom are designed to interlink with other cubes so they stack up, and opposite sides are the same. Play involves either playing any domino on top of any other or placing one side by side such that the adjacent sides match.  If you manage to place a domino so that two of its sides are adjacent to others and both match, then you gain an extra turn, which is very powerful, as you are trying to empty your hand of dominoes.  As the game builds up it looks like a series of skyscrapers at night, with lights in some of the windows - very attractive, and hence its name.

 

Mask, published by Parker. 1985. Box. Good. £2

Designer Unknown. No. players: 2-4. Country: American, Duration: 30 mins, Desc. by Eamon.

Based on the award winning cartoon series and subsequent range of toys. Mask are the good guys, against the evil Venom.  Players drive vehicles around the board and collect cards, hoping to collect pairs.  When a pair is obtained it can be displayed to gain a bonus, but then it can potentially be taken by opponents, unless you have a suitable defence card.  First player to accumulate a fixed number of pairs wins.

 

Middle Earth The Wizards - The Dragons Boosters, published by ICE. 1996. Box. Unopened. £1.50

Designer Unknown. No. players: 1-5. Country: American, Desc. by Andy.

Booster packs for ICE's excellent Middle Earth - The Wizards CCG.  This was in my opinion one of the very best CCGs. I have a small stack of these boosters available, but you will need to already own starter decks / a starter set to play. I.C.E. lost their Tolkien license in 1999, so the game has been out of print since then so getting more cards for this game is getting ever harder.  This expansion introduced the powerful Dragons and their special hoards of treasure, as well as a host of related equipment, characters and hazards.  Possibly the best METW expansion.

 

Middle Earth The Wizards - Unlimited Boosters, published by ICE. 1996. Box. Unopened. £1.50

Designer Unknown. No. players: 1-5. Country: American, Desc. by Andy.

See description above – but these boosters are for the core set rather than for an expansion.

 

Mouse Trap, published by Milton Bradley. 1989. Box. 1 box corner split. £7

Designer Unknown. No. players: 2-4. Country: British, Duration: 30 mins, Desc. by Andy.

Players move their mouse around the board whilst an elaborate mouse-trap is built.  The game itself is nothing special, but the Heath Robinson mouse trap contraption is wonderful and let’s face it, is the entire reason for this game's popularity.


Mus, published by Premium/Fournier. 1999. Box. Mint. £8

Designer Unknown. No. players: 4. Country: German, Desc. by Andy.

Card game, 40 Spanish looking cards (the game is a classic that originated in the Basque region), and stones that are used for points scoring. The game is played as a partnership.  The game involves drawing cards and betting on who has the best hand, but in a very different way to poker which this may otherwise sound similar to.  The game is rarely played for money and the partnership element also adds interest.

 

Nix Fur Ungut!, published by F X Schmid. 1996. Box. Excellent. £7

Designed by Jurgen Grunau. No. players: 2-5. Country: German, Duration: 45 mins, Desc. by Eamon.

Special notes: The board has been amended to the English language.

Card game, with players trying to match poker style combinations to score points.  However, only the three last declared sets of each category get any points. The trick is deciding when to declare your more powerful combinations and when to instead just use a weaker one as a delaying tactic.

 

Odyssee, published by Hexagames. 1995. Box. Good. £13

Designed by Hartmutt Witt. No. players: 2-6. Country: German, Duration: 1 hr, Desc. by Andy.

Set in the time of ancient Greece, the players each control a boat with 4 sailors and 3 gifts of the gods.  Each turn a gift of the gods is used up or the crew start to starve.  The board shows various islands on which the boats can land and take control after they deal with an adventure card. If a boat lands on an already controlled island then the controller chooses one of their adventure cards to give to the newly landed player.  The objective is to collect these event cards and also gain control of islands, and finally return to Ithaka.  Players' boats can fight each other, a storm can be used to send opponents off course, and deals can be negotiated.  Nice graphic design and wooden boats.

 

Ogre/G.E.V., published by Steve Jackson Games. 1986. Box. Good. £7

Designed by Steve Jackson. No. players: 2. Country: American, Duration: 45 mins, Desc. by Eamon.

Special edition, with both games parcelled together in a dual set.   Ogre is a nice game pitching lots of little units against one huge unit. Can you take the losses before you overrun it?  G.E.V. was a sequel to Ogre, and can be played separately or combined to form a single game.

 

Olympics, published by Capri. 1976. Box. Good. £3.50

Designer Unknown. No. players: 2-4. Country: British, Desc. by Andy.

Each player represents a nation in pursuit of gold medals. Nine Olympic events covered in this family game. Includes an attractive scoreboard where the medal positions are displayed with little medals to insert, and plastic moulded athlete figures. An outer track is used to control the order in which events takes place, and athletes can be injured and recover - injured athletes not being able to take part in their event should it be held before they recover.  Also energy cards can be obtained to give an advantage in the other events. The 9 events are split into running, jumping and throwing, and each has its own set of rules.

 

On The Buses, published by Denys Fisher. 1973. Box. Good. £9

Designer Unknown. No. players: 2-4. Country: British, Duration: 45 mins, Desc. by Andy.

Special notes: Box lid and contents are good, but there is a rip in the base (nothing can fall out though)

There are 4 buses in the game, 3 of which go around the board in fixed routes which cross at lots of points, and one which can go anywhere.  Each player has to get their 3 passengers back to the bus station, which is done by playing movement cards for the buses, so that your passengers can get on and off in ways which will help them get closer to the bus station.  No need to stay on one bus all the time - as switching over a lot will often be quicker due to the criss-cross nature of the bus routes.  There are also some event cards which let you temporarily strand an opponent's passengers due to a breakdown or an inspection.

 

Ostindiska Kompaniet, published by G & RRR. 1991. Box. Good. £45

Designed by Dan Glimne. No. players: 2-5. Country: Swedish, Desc. by Andy.

Very rare merchant trading game set on the high seas.  The Swedish East India Company set off from Gothenberg with Swedish export goods and would carry these to Cadiz for Spanish silver piastres which could then be used to purchase goods from India and China. These could then be sailed back to Sweden for a good healthy profit.  Profits can be invested in shares in the Swedish East India Company as well as buying more cargo for another trip. Many clever mechanics present interesting choices, for example on how long to wait for just the right cargo to turn up before setting sail, and similarly when trying to sell.


Panasonic European Open, published by Wheatley Golf. ca.1980. Box. Box Lid Poor. £4

Designer Unknown. No. players: 1-4. Country: British, Desc. by Eamon.

Special notes: Quite large mark on lid where a label was removed

Golf game, played on a scale map of the Old Course at Sunningdale. Players choose their own clubs, and cards decide distance and direction. Ball is marked on the boards with a chinagraph pencil.

 

Piramides, published by Juegos Geyper. ca.1980. Box. Good. £5

Designer Unknown. No. players: 2. Country: Spanish, Duration: 10 mins, Desc. by Andy.

Strategy game in which players try to get five of their playing pieces in a row.  The playing pieces are impressively large (6cm square base) pyramids in gold and dark brown plastic.  The pieces are played on the table on an imaginary grid, and must touch at least one already played piece.  Once all 24 pieces have been played without a winner then play continues, with a piece having to be moved each turn.

 

Playboss, published by Ravensburger. 1977. Box. Good. £15

Designer Unknown. No. players: 3-9. Country: German, Duration: 2 hrs, Desc. by Andy.

Business game with lots of plastic bits representing raw materials, finished goods, machinery and computers.  Game play involves buying and improving your machinery, hiring workers, and buying raw materials, converting them into finished products and then selling them for profit.  Game play is driven by moving your piece around the track, but most spaces let you do one of your choice of buy raw material, buy a machine, produce, or sell.  Other spaces get you special tokens which can be spent to gain advantages such as improved machines, advertising, computer automation etc, and others can cause problems inc. event cards having to be drawn.  The game is played for a fixed duration, and then the best business wins.

 

Power. Box. Several copies available:

1) Published by Power Games. 1981. Box. Good. £18

2) Published by Power Games. 1981. Box. Excellent. £20

3) Published by Spears. 1994. Box. Excellent. £16

Designed by Monte B Young. No. players: 2-4. Country: American, Desc. by Eamon.

Wargame.  Like Diplomacy, Power uses secretly recorded movement, but unlike Diplomacy it is not all about backstabbing.  Players start with ships, planes and other weapons of modern warfare, including a 'nuke' of sorts, all large and plastic - the bits are really excellent.  Each turn, players move a set number of their pieces on a simple board, and the moves are resolved together. Combat occurs where forces end in the same space.

 

Pursue The Pennant, published by PTP. 1986. Box. Good. £10

Designed by Michael Cieslinski. No. players: 1-2. Country: American, Duration: 30 mins, Desc. by Andy.

Statistical baseball game.  Deluxe set with stadium inserts and around 45 famous player cards as well as sets of player cards for 26 teams for the 1986 season. Considered the 'Rolls-Royce' of statistical baseball games.  A 9 inning game can be played in around 30 mins.

 

Quiz Kids, published by Whitman. 1945. Box. Good. £3. Special notes: Set No. 3

Designed by Louis G Cowan. No. players: 2+. Country: American, Duration: 20 mins, Desc. by Andy.

Card game, radio related, based on an American radio game-show of the same name. 36 double sided cards featuring questions, and the rules sheet also doubles as an answer check. One player takes the role of quizmaster and reads the questions and the others put up their hands to give answers. Played in 10 minute rounds after which the highest scorer takes over as quizmaster.

 

Raider!, published by Yaquinto. 1981. Double LP Case. Good. £10

Designed by Michael C. McDaniel. No. players: 2-6. Country: American, Duration: 1-2 hrs, Desc. by Andy.

An operational level simulation which covers raiding the Indian Ocean shipping lanes during WWII. Each ship counter is one ship, and aeroplane counters 1 to 3 planes. Hexes are 150 miles and a turn is 'several days'. The Axis player searches for and tries to sink shipping while the Allied player tries to find and destroy the raider. Rules included for aerial search, air-ship combat, submarines, capturing ships, weather, mines, and more.  The standard rules cover 25 pages, and there are  a further 10 pages of optional rules and scenarios to try out.


Rennschwein Rudi Russel, published by Spiele Agentur. 1995. Box. Excellent. £6

Designer Unknown. No. players: 2-4. Country: German, Desc. by Eamon.

Tie in to movie of the same name. This is a simple racing game. Each player has cards numbered 1 to 10. Players simultaneously reveal a card. Whoever plays the highest number moves their pig, but only as much as they beat the second highest card by. If two players play equal highest card they swap positions on the race track! There are special spaces on the board as well.

 

Risk, published by Parker. 1985. Box. Good. £8. Special notes: Photocopied rules

Designed by Albert Lamorisse. No. players: 2-6. Country: British, Duration: 2-4 hrs, Desc. by Andy. The classic game of world domination. Large white box edition. This version includes the mission cards and plastic army pieces in 3, 4 and 5 pointed 'star' shapes.

 

Round Four, published by Milton Bradley. 1986. Box. Box shows wear. £5

Designer Unknown. No. players: 2-4. Country: American, Duration: 20 mins, Desc. by Andy.

Strategy game based on the idea of getting four counters in a row, but with the twist (literally!) that the large plastic board is made up of several rings, which can be individually rotated clockwise. Thus players take it in turns to either play a piece or rotate a ring while trying to line up four of their pieces in a row.

 

Rummy 10, published by Winning Moves. 1998. Box. Excellent. £3.50

Designer Unknown. No. players: 2-6. Country: British, Desc. by Andy.

Card game, a Rummy variant, played over 10 hands. Initial melds must match the meld on the Meld Wheel, and then you can try to go out.  Each hand a more difficult meld needs to be made to get things going.  Uses 2 custom decks of cards.

 

Runequest, published by Games Workshop. 1980. Box. Box corners taped, box shows wear. £6

Designed by Steve Perrin, Ray Turney, Steve Henderson, Warren James.

No. players: 3+. Country: British, Desc. by Andy.

Special notes: Also includes Book 2: Book of Uz (for Troll Characters), Original dice have been replaced.

Bookcase boxed version of this excellent 'skill-based' fantasy roleplaying system.  This set includes: 120 page Runequest rules book, Apple Lane - starter adventure scenarios, Fangs (prerolled NPCs characters and monsters), and polyhedral dice.

 

Runequest - Monster Coliseum, published by Avalon Hill. 1985. Box. Mint. £7

Designer Unknown. No. players: 2+. Country: American, Desc. by Andy.

Runequest roleplaying supplement.  Boxed set no. 1.  Arena combat and chariot racing for Runequest.  The set includes a Monster book (soldiers & gladiators human and non human, natural animals, supernatural monsters); a Coliseum book describing arena layouts and diagrams and chariot info; Play aids - coliseum floorplan, rangestick, etc.

 

Rushin’ Russian, published by Pressman. 1991. Box. Mint. £7

Designer Unknown. No. players: 2+. Country: American, Duration: 30 mins, Desc. by Andy.

Fun game in which there are amusing and surprising short stories with 10 Russian words at key points.  The story is read out and the players make guesses as to what they mean (or deliberately get them wrong for more fun results). Rubles are won for guessing the words correctly.

 

Saga, published by Epic. 1968. Box. Box corners taped. £7

Designed by Norman Sofier. No. players: 2-6. Country: British, Desc. by Andy.

Family board game taking in a sweep of British history. Players compete to collect cards of famous events in five different centuries of British life, and then race to a central location avoiding hazards to win. Selected as a finalist for a Design Centre Award, and the box and board are artistically very much a product of the 1960's. Game play is movement by dice roll but when landing on the space for a historical event one can choose not to accept it, and go for a higher value one later, but that will delay you in the race to the centre at the end, but head in without enough points and you may not be able to pay for all the hazards you land on, and so go bankrupt.


Score Four, published by Action GT. 1978. Box. Good. £4

Designer Unknown. No. players: 2. Country: British, Desc. by Andy.

Special notes: This set has wooden poles rather than the metal ones pictured.

Classic game of three dimensional Connect 4.  The board has 16 poles sticking up from  it, onto which each player in turn places a ball, with the object of getting four balls in a row, either vertically, horizontally, or diagonally. Originally made by Lakeside in America.

 

Score More, published by Invicta. ca.1970. Box. Good. £4

Designer Unknown. No. players: 1-6. Country: British, Desc. by Andy.

Quite light abstract game, which, unusually for this company, is made with wooden pieces. It uses a special die to determine which colour piece you must play this turn.  Placement rules limit the options available, but you are always looking to place in the most valuable square possible.

 

Senat, published by Fundex Games. 1998. Box. Excellent. £6

Designer Unknown. No. players: 2. Country: American, Duration: 20 mins, Desc. by Andy.

This is a version of the ancient Egyptian precursor to Backgammon.  The game itself is somewhat different to backgammon, using 4 dice sticks rather than a dice (though a dice is also provided), and the way the numbers are used is a little different.  Also, both players move their pieces in the same direction, but bearing off still happens at the far end.  It is possible to have safe pieces, but again this works a little differently, and sometimes a throw must be used to move backwards. This is a nicely made wooden set, with wooden playing pieces which are stored in a drawer within the wooden board.

 

Shifti, published by Orda Industries Ltd. 1977. Box. Box shows wear, 1 corner taped. £6

Designed by Design Associates. No. players: 2-4. Country: Israel, Duration: 30 mins, Desc. by Andy.

A sort of maze game in which the board shows a network of pathways which players use to get their four playing pieces to the far corner of the board.  However the centre of the board is made up of sliders, which can be moved to change the network of paths.  Players roll special dice which indicate the number of spaces a piece can be moved and / or if a slider can be moved. Playing pieces can move over friendly pieces, but not those of other players, and a piece stranded off the path cannot be moved until the path reappears under it.  Attractively and solidly produced.

 

Showbiz, published by Hexagames. 1988. Box. Good. £10

Designed by Derek Carver. No. players: 2-6. Country: German, Duration: 90 mins, Desc. by Andy.

The players are entertainment agents and need to sign up a variety of acts from magicians, through dancers and singers to animal acts. When signed up a player chooses how many seasons to keep that artiste for.  Each season artistes whose contracts have expired (or who are kicked out early - though this costs VPs) are replaced by players bidding for a new selection of artistes.  Each season the demand for different selections of artistes changes and players need to alter their lineups accordingly to score well.  Clever game with interesting choices on when to spend and when to save.  I have some house rules for this as well which I will include.

 

Sigma File, published by Gibsons. 1985. Box. 2 copies available:

1) Good. £8    2) Box corners taped. £7

Designed by Eric Solomon. No. players: 2-4. Country: British, Duration: 1 hr, Desc. by Andy.

A good game, especially for the sneakier amongst you. Players 'bid' secretly for control of spies, with the aim of controlling a spy long enough to get the Sigma File home. Trouble is, you only have a fixed budget and once you

have spent the money on an agent it is spent, and if someone has spent more, they will control that agent, not you. You can spend more to regain control but that leaves you very short of cash to control the other spies in the game.  As well as moving spies around you can also use them to eliminate other spies, which costs you influence.  Very clever.

 

Signal Newsletters - Batch of 44, published by John Mansfield. ca.1980. Newsletter. Good. £5

Country: Canada, Desc. by Andy.

A collection of newsletters from no. 131 to 180 - not quite all present (44 newsletters from that range).  These are 8 page typed newsletters aimed at the 'Military Hobby Field', and include news, reviews of games, magazines and conventions and regular listings of best games according to the author.


Sixteen Thirty Something, published by Warfrog. 1995. Box. Good. £24

Designed by Martin Wallace. No. players: 3-6. Country: British, Duration: 3 hrs, Desc. by Andy.

Game set in Europe's Thirty Year War. Players represent aristocratic dynasties controlling factions within European countries. Players play cards to attempt to gain dominance over countries and thus gain control of the military forces in those countries.  The players each have a secret set of countries they need to control to win. Deals need to be struck (and broken at the right moment), in order to do well in the various rounds of voting which occur throughout the game to decide whether countries will attack, defend, or stay neutral.

 

Skull, published by K & S Enterprise. ca.1970. Box. Good. £2

Designer Unknown. No. players: 2. Country: American, Desc. by Eamon.

A variation on the deduction game Mastermind, but with letters instead of colours

 

Soccer Supremo, published by Supremo Games. 1991. Box. Good. £7

Designer Unknown. No. players: 2. Country: British, Desc. by Eamon. Special notes: Aston Villa F.C. Edition

Promotional game.  You travel round the edge of the board, and the squares you land on allow you to move players on the pitch in the centre.

 

Sogo, published by Ravensburger. 1983. Box. Good. £2

Designed by Manfred Burggraf. No. players: 2 or 4. Country: German, Duration: 20 mins, Desc. by Andy.

Special notes: 1 end of the box is slightly discoloured, and one bead is missing but has been replaced with a non-identical one.

Tactical game played in three dimensions. The goal is to get four beads of your colour in a row. The board holds 16 vertical rods arranged in a square onto which beads of two colours can be dropped.  Players alternate placing a bead onto a rod. Includes rules for an advanced version and a team game for four players.

 

Sold!, published by R&R Games. 1997. Box. Good. £8

Designed by Frank DiLorenzo. No. players: 2-6. Country: American, Duration: 45 mins, Desc. by Andy.

Players run competing antique shops and vie for the most valuable antiques, but need to snap up the best deals while avoiding forgeries.  Items can be bought from other players' shops, a non-player shop, the flea market or the auction house.

 

Spy Ring, published by Waddingtons. Several copies available:

1) 1965. Box. Good. £8.

2) 1965. Box. Good. £7. There is a large mark on the base where tape has been ripped off.

Designer Unknown. No. players: 2-4. Country: British, Duration: 45 mins, Desc. by Andy.

First edition of this game of intrigue amongst the embassies. Even has little metal aerials you pop in your spy's hat for when he is using his radio. Players try to collect all four parts of one of the secrets going around between the embassies. The first player to achieve this wins.  Play is tactical and a small amount of memory helps too since then you will know who is most likely to have the part of the secret you are collecting.  Rather nice light game.  There are a surprisingly large number of differences between this early version and the later (1978 onwards) version.

 

Spy Ring, published by Waddingtons. 1978. Box. Excellent. £7

Designer Unknown. No. players: 2-4. Country: British, Duration: 45 mins, Desc. by Andy.

Revised edition of this game of intrigue amongst the embassies.   Players try to collect all four parts of one of the secrets going around between the embassies.  The first player to achieve this wins.  Play is tactical and a small amount of memory helps too since then you will know who is most likely to have the part of the secret you are collecting.  Rather nice light game with fun (but unnecessary) mirrors with which to discreetly look at your collected secrets.

 

Spy Web, published by Milton Bradley. 1998. Box. Excellent. £8

Designer Unknown. No. players: 2. Country: British, Duration: 20 mins, Desc. by Andy.

This game also has the 'Action Man' logo on it.  Essentially a spy themed deduction game.  The idea is that one player takes the role of 'Action Man' and the other 'Dr X' (the bad guy).  Players both have a secret commander who the other must discover the identity of and also their whereabouts. The first to do this wins.  Information about the layout of your opponent's spies is gained by asking who a spy is looking at / listening to / pointing to, and gradually working out how this must mean the tiles have been laid out on your opponent's grid.  Very nice components.


Statis Pro Basketball, published by Avalon Hill. 1978. Box. Good. £10

Designed by Jim Barnes & Bruce Milligan. No. players: 1-2. Country: American, Duration: 90 mins, Desc. by Andy. Special notes: This set comes with player cards for the 1978 and 1987-88 seasons.

Statistical NBA Basketball game, using the patented Fast Action card system.  Individual players are rated for their ability to shoot, pass, block, defend, steal, and several other attributes. The players pick the starting line ups, send in substitutes, and make other key decisions.  The game was also designed for solitaire play. First edition.

 

Streetsafe, published by BMI. 1991. Box. 2 copies available:

1) Box shows wear. £4.50. Originally contained a self defence booklet - now missing.

2) Good. £6.50. Self defence manual is still present

Designed by Trevor Roberts. No. players: 2-6. Country: British, Desc. by Andy.

Trevor Roberts is a former British Ju-Jitsu champion and this game essentially promotes learning martial arts (and ju-jitsu in particular) to defend yourself on city streets.  In the game each player has to visit a selection of places shown on the board but some areas are quite dangerous.  The main choice is to decide how many turns you will spend improving your ju-jitsu skills at the beginning of the game - the more turns spent the safer and quicker your movement around the board will be. A quote from the 'self defence manual': "Now complete your defence with a knee strike to the assailant's nose".  If that's defence, I really don't want to see his offence!

 

Superstar Baseball, published by Avalon Hill. 1978. Box. 2 copies available:

1) Box poor. £3.50     2) Excellent. £8

Designed by Jim Barnes. No. players: 1-2. Country: American, Duration: 45 mins, Desc. by Andy.

Very good statistical baseball game featuring loads of star players and you make up your own teams from a pick of all stars from down the years. Uses the dice system first seen in games like Paydirt and Go For The Green. It includes around 100 all time top players.

 

Tabula Rasa, published by Spiel Spass. 1999. Box. In shrink. £13

Designed by Reiner Knizia. No. players: 2-4. Country: German, Duration: 20 mins, Desc. by Andy.

One of Reiner Knizia’s trio of card games, the others in the series being Lost Cities and Schotten Totten.  Players play cards to via for control of different regions which are represented by cards and placed between the players.

Players play cards to influence the various regions with the objective of getting more matching cards played against as many regions as possible.  Not all regions score the same though so care needs to be taken in deciding how to play your cards in both strategic and tactical ways.

 

Tac Air, published by Avalon Hill. 1988. Box. Good. £12

Designed by Gary C Morgan. No. players: 2. Country: American, Duration: 2 hrs, Desc. by Andy.

Hypothetical, detailed simulation of a Third World War, fought over the killing grounds of Central Europe. The rules start with a 4 page basic game, and then there are a further 26 pages of advanced and optional rules. Each turn represents 3 hours and each hex 1 mile.  Unit size is the battalion.  The rules cover ground and air units, supply, command, engineering, and in the optional rules weather, mines etc. The game includes over a dozen different scenarios ranging in scope from minor skirmishes to a massive combat covering the entire map.

 

The Bigfoot Game, published by Waddingtons. 1989. Box. 1 Corner of box damaged. £3

Designed by Michael Kohner and Jim Winslow. No. players: 2-4. Country: British, Desc. by Eamon.

Family game about searching for the legendary Bigfoot. Large plastic components. Not based on a film, but the box art bears an uncanny likeness to the Bigfoot in the film Harry and the Hendersons.

 

The Book Of Medieval Wargames, published by Harper & Row. 1984. Book. Good. £9

Designed by Nicholas Slope. No. players: 2-4. Country: British, Desc. by Andy.

Special notes: One of the 3D tents is missing from the board - this does not affect play.

Very unusual item. A 64 page history book about knights, castles and the life surrounding them, including many illustrations, but with the delightful addition of a 3-D board, being the setting for four games - The Joust, The Tourney, The Melee and The Battle, which each add to the previous game making a quite detailed battle possible using the full rules.


The Concorde Game, published by Ideal. 1976. Box. Box base indented and lid corners taped. £13

Designer Unknown. No. players: 2-4. Country: British, Desc. by Andy.

Business game in which the players attempt to make money by flying Concorde between major world airports.  In order to fly a player needs to gather passengers and crew and get permission to take off.  This is done by moving a playing piece around an outer track, and deciding when the plane is full enough to warrant flying.  Once flying fuel must be paid for, and fuel prices fluctuate.  It is possible to fly either subsonic (slow but less fuel used) or supersonic (faster but needs more fuel).  In addition players can claim flight paths and gain money from other players who use parts of their flight paths.  While your plane is in the air you can start getting the next one ready to fly.  Nice concorde miniatures.

 

The Dragon Magazine, published by TSR. Country: American, Desc. by Andy.

Classic fantasy gaming magazine. I will give a 20% discount if you buy all 8 issues. Major articles listed by issue:

Issue 20, 1978. Good. £3. Imperium (Outstanding game of 1977 inc. Addenda), Polynesian Mythos for D&D, Witches & Witchcraft in D&D, Demons in D&D, Source of the Nile review, Traveller Variant, Lord of the Rings Film (Animation) preview!, Death Stats in D&D, War of the Ring Variant.

Issue 60, 1982. Good. £1.50. Fight of the Boodles (no longer included), Feature on Elves (The Elven point of view, Elven Gods, D&D rulings, Half Elves), More Cantrips, Early Firearms, Wear Wolf (Fiction), Physics in D&D - Quiz, The Jester Character Class, Midgets, Artist Focus: Phil Foglio, Bestiary, Outfitting Your Top Secret Agent, Trojan War Scenarios, Creature Focus: Pooka, Alignment, Spawn of Fashan review.

Issue 68, 1982. Good. £1.50. Featured creatures (fungoids), Two Handed Fighting style, Barbarian Prince variants, Adventuring in an Ice Age, New High Level Spells, The Cloistered Cleric, Water Monster Tables, A Weather System for Greyhawk (including a foldout GM screen), Greyhawk Deities & Demigods, Games reviews, Using Ability Scores, SF & Fantasy Books reviewed.

Issue 155, 1990. Good. £1. The Realm of Faerie, Wild Elves, Elven Deities, Snow Elves, All the Faerie Folk Listed, Ecology of the Satyr, The Crypt of Istaris (16 page adventure pullout adventure module), Top Secret, Father Dear Father (Fiction), Marvel Superheroes, RPG Reviews, Book Reviews, Macintosh Games, Dragonlance Heroes.

Issue 157, 1990. Good. £1. Buck Rogers in the 25th Century (Introducing the game, The RPG, Playing the Boardgame Solo), Star Wars - New Jedi Powers, Oriental Advetures - Sumo, Ecology of the Wemic, One GM & One Player, Forgotten Realms: Eveningstar, Marvel Superheroes: Teamwork, Miniatures, Book Reviews, Computer games.

Issue 235, 1996. Good. £0.80. The lure of the sea - Planescape skills & powers, The shipmage, monsters of the deep, sea spells, The troglodyte, spells of the scaled!, Physical DMing.

Issue 256, 1999. Good. £0.80. Rogues - Rogue heroes, Hidden agendas, The Lost Giants of Krynn, The Span (fiction), The Weren.

Issue 258, 1999. Good. £0.80. Mage vs Machine, Wizard Societies, Nodwick & Co, Alternity  article.

 

The Game Of Home And Away, published by Milton Bradley. 1989. Box. Good. £2.50

Designer Unknown. No. players: 2-5. Country: British, Desc. by Eamon.

TV related, based on the popular Australian daily programme. Each player is a character from the show and must resolve a 'problem' between two other characters. They have to work out who these two are by deduction and eliminating possibilities. Movement is by dice so luck is required to land on the right spot to ask the right questions. Includes an MB catalogue of games from that year.

 

The Game of Pilgrim's Progress, published by Family Time Inc.. ca.1994. Box. Good. £8

Designed by Marla Hershberger. No. players: 2-4. Country: American, Desc. by Andy.

Special notes: Small mark where a label was removed on the front cover

Board game based on John Bunyan's book of Christian Pilgrimage, "Pilgrim's Progress".  The playing pieces are nice plastic moulded pilgrims with removable backpacks.  Play involves movement using dice along a track with various branches, and drawing and playing cards, which represent various attributes a pilgrim needs to acquire eg. Faith, Forgiveness, Prayer, Encouragement etc. The board is attractively done with representations of the various obstacles and places encountered in the book, and two special dice are used in the game.  Comes in a bookcase box with an inner section, a bit like those used for early 3M games.


The Party Game, published by Crown & Andrews. 1989. Box. Good. £2.50. Desc. by Andy.

Designed by A Preston, D Glynn & S Needham. No. players: 4-6. Country: British, Duration: 30 mins.

TV related as it has Paul Eddington on the cover (Jim Hacker in Yes Minister). Very light-hearted political game. Eamon Bloomfield wrote the Event Cards for it. Players compete to earn votes in a roll, move and draw a card game. Answer quiz questions, make 60 second speeches, climb the ladder of success or slide down the greasy pole. Cash your votes into rosettes in your party colour which you place on a map of Britain, most rosettes wins.

 

The President, published by Merad Design Games. 1983. Box. Good. £5

Designed by M Merad. No. players: 2-6. Country: British, Desc. by Andy.

Unusual for a British company (from Sheffield) to make an American political game. Nice large board, a special percentage die, lots of wooden playing pieces, cards, money and Presidential Candidate play mats.  In the first phase of the game players roll dice and move and decide which party they wish to represent and attempt to become the nominated candidate.  In the second stage of the game the candidates get TV, Radio and Newspaper promotions but these cost money. In the final stage players move around the U.S. trying to win states for their party, which is resolved by dice roll.

 

The Quizmaster, published by Spear's Games. 1983. Box. 2 copies available:

1) Good but some surface scratches on lid. £6

2) Box shows wear + 1 corner taped. £6

Designed by BBC Enterprises Ltd / Seven Towns. No. players: 2+. Country: British, Desc. by Andy.

Quite clearly this is a card game version of Mastermind, the British TV quiz (not the logical deduction game), as the box shows the famous black chair and pictures Magnus Magnusson.  Inside there are 10 types of questions in different categories and three different difficulties as well, worth 2, 4 and 7 points respectively. There are 1000 cards, so in all 10000 questions - that should keep you occupied for a while!

 

The Rescuers Game, published by Omnia. 1976. Box. Good. £4

Designer Unknown. No. players: 2-4. Country: British, Desc. by Andy.

Special notes: One of the event cards has been replaced by a photocopy.

Children’s game (age 6-11) and a Disney tie-in.  The game is a roll the dice and move type game, but with a rather chaotic looking set of routes through a maze-like board.  At various points you are given a choice of which way to go, but often a card is required to go the way you really need to go to rescue Penny and win the game.  Other spaces turn you around or get you to draw a card.  Some of the cards help you, others let you hinder opponents.

 

The Tour, published by Lionel. 1991. Packet. Good. £5

Designed by Mike Clifford. No. players: 1+. Country: British, Desc. by Andy.

Simulation of the Tour De France cycle race. The game concentrates on the leaders in any given stage so that all the lesser riders don't need to be handled in detail although at any stage there will be a few less well known team members who feature in the leading pack.  This is a replay game, and is intended mainly for solitaire use.

 

The Transformers Adventure Game, published by Warren. 1984. Box. Good. £2

Designer Unknown. No. players: 2-4. Country: American, Desc. by Eamon.

TV related, based on the cartoon series (and toy range). Warren seem to be a Hasbro company, and the game looks like a Milton Bradley production. Movement on the hex board is interesting, and you get choices despite throwing dice. You are Transformer leader Optimus Prime and must rescue the Autobot Minicars from the maze-like hideout of the Decepticons.

 

The Wine Connoisseur, published by BDJ Enterprises. ca.1995. Box. Mint. £4

Designer Unknown. No. players: 2-12. Country: American, Desc. by Andy.

A quiz game about wine. I have never seen inside the game, so cannot tell you more.

 

Theatrix, published by Backstage Press. 1993. Book. Mint. £3.50

Designer Unknown. No. players: 2+. Country: American, Desc. by Andy.

Universal roleplaying game.  It is Universal, so allows any type of character from any genre at any power level.  It is a storytelling game and dice need not be used, but can be if desired.  Flexible and modular rules designed to develop along with your style of storytelling without being restrictive or cumbersome.


Tightline, published by Splash Games. 1982. Box. Good. £4

Designer Unknown. No. players: 2-4. Country: British, Desc. by Eamon.

"As Mayfair is to property, Tightline is to fishing", so says the box. Also described as the 'World's premier fishing game'. You travel round the board collecting pieces of equipment and catching some fish. The first to the cafe, with a complete set of tackle and 4 fish, wins the game.

 

Timmy Mallett's Magic Spell Game, published by Freeman Hawkins. 1989. Box. Box shows wear. £3

Designer Unknown. No. players: 2-6. Country: British, Desc. by Andy.

A game designed to teach children to spell.  Players roll a dice and move around a board and if they can think of a word starting with the letter rolled on a special dice and spell it they get a free extra roll.  There are also hazard spaces where other players choose the word you have to spell.

 

Tonga Bonga, published by Ravensburger. 1998. Box. 2 copies available:

1) Excellent. £14     2) Good. £13

Designed by Stefan Dorra. No. players: 3-4. Country: German, Duration: 45 mins, Desc. by Andy.

Nautical race game in which the players pilot ships around a group of islands with the objective of visiting four of the islands and then returning to Tonga Bonga.  However, as well as being rewarded for getting back to Tonga Bonga early, money saved during the game also counts towards victory.  During the race players offer different amounts of money in the hope of attracting good crew who will speed them along.  Players take it in turn to distribute the crew points amongst the ships, using dice with different numbers on them for each crew to be distributed. The higher the number on the dice, the higher the strength of that crew member. There is also plenty of opportunity to pull back a clear leader.  Light but fun.

 

Top Gear Motorsport, published by Toy Brokers Ltd. 1993. Box. Good - contents unused. £5          

Designer Unknown. No. players: 2-6. Country: British, Desc. by Andy.             

TV related - based on the BBC's popular series Top Gear.  Players race around the track with the winner the first to complete a preagreed number of laps.  Movement around the board depends on answering rather difficult motorsport related trivia questions.  In addition it helps to keep to the racing line, and choose the right fuel and tyres for the conditions.  The game also has a shorter version which doesn't use the trivia cards.          

 

Touchitt, published by Kane Signs. 1986. Box. Good. £8

Designed by Kane Signs. No. players: 2-6. Country: British, Desc. by Andy.

Board game version of bowls.  The game includes 6 sets of miniature bowling balls, but these are not actually 'bowled' along the board towards the jack, but dice and cards are used to determine where the bowl ends up.  Some cards are played immediately while others can be saved and played when the best opportunity presents itself.  Different packs of cards are used depending on which area of the board the bowl reached using dice, presumably for added realism.

 

Tough Luck!, published by Peter Pan. 1988. Box. Good. £15

Designed by Alex Randolph. No. players: 2-6. Country: British, Duration: 45 mins, Desc. by Andy.

Despite the name this is actually a game of auctions and there is a considerable amount of skill (not so surprising when you note the designer). The central component is a neat gadget which pops out a ball at random from those hidden within it. Most of these balls are numbered, and players choose to purchase them unseen for a fixed price or buy them at auction as they are revealed.  These balls are placed into a special tray and the objective is to get 5 balls in a row.  A few special balls (penalty and wild) add interest.  Essentially a little known game of money management and risk taking.

 

Touring Scotland, published by Geographia Ltd. ca.1955. Box and Board. Fair. £9

Designed by P.H. Thorpe. No. players: 2-4. Country: British, Desc. by Andy.

Special notes: The box appears a bit 'moth eaten', with some of the cardboard showing through the paper covering.  Also the original dice shaker is missing.         

Period game with an attractive map of Scotland showing many towns and the roads between them.  Players are dealt a set of 8 cards, 2 from each of 4 areas and must then travel the board and visit the towns before returning to the starting point as quickly as possible.  Some spaces cause delays or provide shortcuts. Metal car playing pieces and separate board and box.


Traffic Lights, published by Fiendish Board Games. 1992. Box. 2 copies available:

1) New. £4    2) Excellent. £4

Designed by Alan Parr. No. players: 2. Country: British, Duration: 5 mins, Desc. by Andy.

Strategy game played on either a 3x3 or 3x4 board in which players alternate either playing a token onto a space on the board or upgrading a token from red to yellow or yellow to green.  The objective is to make a line of 3 tokens of the same colour or a line in the sequence red, yellow, green.  The game is cased in a video box.

 

Travel, published by Games Guild. 1984. Box. Good. £10

Designed by Garry A Hislip. No. players: 2-6. Country: American, Duration: 45 mins, Desc. by Andy.

Family business game about inter-continental travel. Players race to visit countries on their personal passport, plus additional countries which may need to be visited in addition. There are four types of travel ticket: plane, boat, train and car, and each country allows travel to certain other countries using particular modes of transport, so you can map out your moves to make the best of your tickets.  Stamps for your passport are acquired as you visit each country.

 

Trespass, published by Palitoy Bradgate. ca.1974. Box. 1 box corner taped. £6

Designer Unknown. No. players: 2. Country: British, Duration: 20 mins, Desc. by Andy.

This is not the Alex Randolph game of the same name. Each player has pegs numbered 0-9, one of which is secretly chosen at the start of the game as the victory peg.  The objective is then to manoeuver this victory peg into your opponent's home area.  Movement of pegs is like a chess rook, except with up to one change of direction and jumping as in draughts.  It is also allowed to move one of your opponent's pieces as well, though never backwards.  The idea is to mislead your opponent about which your victory peg is, and then sneak an unexpected victory.

 

Trias, published by Rio Grande Games. 2002. Box. Excellent. £11

Designed by Ralf Lehmkuhl. No. players: 2-5. Country: American, Duration: 1hr, Desc. by Andy.

Players each control a species of dinosaur all of which initially start on a large single continent.  However, as the game goes on bits of the continent break off, and drift apart.  The various species attempt to dominate the various new land masses. On a player's turn action points can be spent to cause a hex tile to drift away from the main land mass, migrate dinosaurs to safer or better land areas, rescue swimming dinosaurs and/or reproduce.  Some very clever mechanics, and really nice little wooden dinosaur pieces too.

 

Tribound, published by Paul Wells. 1998. Box. Good. £9

Designed by Paul Wells. No. players: 2. Country: British, Duration: 20 mins, Desc. by Andy.

Strategy game played on a 12x15 square grid.  The pieces are most unusual, having a player colour and 3 coloured triangles pointing in different directions.. Play is driven by dice - one a standard d6 determines the extent of movement, the other a special dice which will show two of the three colours when rolled.  The objective is to get 6 of your 30 pieces across the board to your opponent's home area while defending against them doing the same.  Players alternate moving pieces, and the piece which can be moved must have the first colour on the special dice facing forward, and after movement, which can include deflection off other pieces, is turned to have the 2nd colour rolled point forward.

 

Triology, published by Set Enterprises. 1994. Box. Excellent. £10

Designed by Robert E & Marsha J Falco. No. players: 2+. Country: American, Duration: 1 hr, Desc. by Andy.

Card game which uses the cards from this company's excellent game Set! in a new way.  As well as the symbol cards which can be formed into sets of three using the rule 'if two are and one isn't then it’s not a set', there are also a special type of wild cards.  In Triology the cards are used to play a rummy style game in which you are trying to meld your cards into valid sets and empty your hand.  Players can also meld with sets already laid on the table and egg timers are used to limit slow players' turns.  This game can also be used to play the excellent pattern matching and perception game Set! from which this game is derived - I will include a set of rules to Set! if you remind me.

 

Trolls, published by BMI. 1992. Box. Good. £3

Designer Unknown. No. players: 2-6. Country: British, Desc. by Andy.

Fantasy children's game subtitled 'The Treasure Hunt Game in the Land of the Giants'.  Simple mechanics - roll the dice and move the dobber and see what the space you land on says.  Comes with a free Trolls Wall Plaque.  My guess is that the 'Trolls' must have been a children's programme on TV and that this was a tie in.


Tumblin' Monkeys, published by Tomy. 2001. Box. Mint. £4.50

Designed by Roger Ford. No. players: 2+. Country: British, Duration: 10 mins, Desc. by Eamon.

Family game, based on the principles in Kerplunk. Players must remove poles from the tree, and beware of dropping the monkeys out of the tree. Would make a perfect gift for a young relative or friend.

 

Tumblo!, published by A.J.Hunt. 1976. Box. Good. £12

Designed by A.J.Hunt. No. players: 2-4. Country: British, Duration: 30 mins, Desc. by Andy.

Strategy game in which the players each have 5 solid wooden pieces of various lengths.  These pieces can be moved by tumbling them end over end.  The gridded board shows a number of special spaces some of which will give a bonus move if you manage to land one of your pieces there.  The objective is to get your pieces to cover a square at the centre of the board after which they are removed from play.  However, some squares cannot be landed on, and it is also possible to capture other players' pieces, forcing them to restart their journey. This is a hand made set, so I would expect very few to have been made.

 

Turbo, published by Milton Bradley. 1983. Box. Good. £6

Designer Unknown. No. players: 2-4. Country: British, Duration: 30 mins, Desc. by Andy.

Simple motor racing game tied in with Sega's video game of the same name. The game comes with 20 well made mini plastic racing cars.  Players spin two spinners each turn and must use the resulting numbers to move their own car and either an opponent's car or the neutral ambulance.  16 other non player cars block the track at various points. The chicane and the ice field add to the game as well.

 

Tutanchamun, published by Amigo. 1997. Box. Good. £16

Designed by Reiner Knizia. No. players: 2-6. Country: German, Duration: 30 mins, Desc. by Andy.

Unusual set collecting game.  The tiles show various Egyptian artifacts with various numbers of each type. They are all initially laid out in a long winding row leading to a Great Pyramid.  Players take it in turns to advance their marker along the track formed by the artifacts as far as they like and take the one they end on.  When all of a type have been collected players score for having a majority.  A couple of special tiles add to the possibilities.  Attractively produced and easy to play, but hard to win.

 

U.F.O.'s, published by Salagames. 1992. Box. Excellent. £9

Designed by Alan R Moon. No. players: 3-6. Country: German, Duration: 45 mins, Desc. by Eamon.

Card game, 60 playing cards and 42 bidding cards. A trick-taking game, with trumps being determined by the person who bids the most points to win that privilege. The name of the game seems to have no other explanation other than an excuse to draw sci-fi type cartoons on the cards.

 

Ulcers, published by Waddingtons. 1973. Box. 2 copies available:

1) Good. £7    2) Good, but box base indented. £6

Designer Unknown. No. players: 2-4. Country: British, Duration: 90 mins, Desc. by Andy.

Players try to assemble a full set of personnel to run their company. However, there aren't enough available for everyone to do this, so players must compete for the right staff.  The first player to have a complete company and end a fiscal year wins. Players move their pieces around a circular track and get the chance to hire staff and headhunt other companies' staff.  Money management is also important as paying your staff too little will get them headhunted, but paying them too much will bankrupt your company. One of the best Waddingtons games, and particularly good for 4 players.

 

Undead, published by Steve Jackson Games. 1981. Box. Good. £7

Designed by Steve Jackson. No. players: 2+. Country: American, Desc. by Andy.

Vampire-hunting in 19th century London. One player is Dracula (as in The Chronicles of Count Dracula's Visit to London, 1890 by Bram Stoker), and the other players are Professor Van Helsing and his associates. It includes a strategic map of London and tactical combat map.. All housed in the special (small) plastic box that Steve Jackson patented for his games. The game comes with 112 counters and a 24 page rulebook. Unusually the game can be played with a referee to supervise what the two sides are doing, although a simplified version is provided for play without a referee.


Uno Madness, published by Spears Games. 1996. Box. Good. £7                                                                                 

Designer Unknown. No. players: 2-4. Country: British, Duration: 20 mins, Desc. by Andy.       

Enhanced version of Uno, the card game in which players play cards either of the same colour or number as the player before, or draw a card, with the objective being to get rid of your cards.  This version is tile based, and the tiles are placed on a board.  In addition there is a noisy timer which ticks down, and if it goes up (jerking the board upwards in the process) then the current player is penalised with more tiles.  The timer keeps things moving quickly and adds to the tension considerably.  As with original Uno there are some special tiles with effects such as reversing the direction of play and forcing the next player to play a special tile or pick up two tiles etc.          

 

Upwords, published by Milton Bradley. 1988. Box. Good. £6

Designer Unknown. No. players: 2-4. Country: American, Duration: 90 mins, Desc. by Andy.

Special notes: Mark on box lid where a label was removed.

Very good word game of the same general type as Scrabble.  However, there are various differences which make this a good alternative to Scrabble.  As well as playing onto the board it is also possible to play letter tiles on top of other letter tiles, and make new words this way.  Bonus points will be scored for each letter tile underneath each of those played.  Bonuses are also available for playing completely on the board level (so opening up new areas), and for playing all one's tiles in a turn.

 

Ur 1830 BC, published by Splotter. 2001. Box. New. £20. Desc. by Andy.

Designed by Jeroen Doumen, Joris Wiersinga. No. players: 3-6. Country: Dutch, Duration: 3.5 hrs.   

Although not an authorised 18XX game, this is very much the same type of game, but it does not have a railroad theme, and has enough differences to make it a worthwhile addition to the genre.  The game is about diverting water from rivers into irrigation channels and supplying it to sections of land. There are various nations, and the players are land owners across the nations, with the player with the most land in each nation being the King. Nations can improve their lot by building infrastructure and technology progresses making the older technology obsolete.  Irrigated land brings income to its owner and its nation.    

 

Uri Geller's Strike, published by Matchbox. 1986. Box. Good. £10

Designer Unknown. No. players: 2-4. Country: British, Duration: 1 hr, Desc. by Andy.

Very unusual game in which players' pieces move around a map of Europe looking for mineral deposits or hidden wrecks.  However these are no ordinary player markers but essentially simple compasses which are affected by magnets which are built into the game board, but can be moved around with a gentle shake of the board to ensure the game is different each time.  In order to have extra moves you get the chance to answer a question about the place your compass is over. Finally there are 2 dice, one normal and one with odd humps on either side making it actually a d4.  As I said, very unusual.

 

Verdict II, published by Avalon Hill. 1961. Box. 1 Box corner split. £16

Designed by Tom Shaw. No. players: 2. Country: American, Desc. by Andy.

Rare AH game in their flat box of that period. Players are opponents in a courtroom, each with his own view of events leading up to a crime. By introducing things like fresh evidence and surprise witnesses, you hope to win the case. The game comes with 15 different cases to play through. The two sides start with different briefings and take it in turns to call witnesses and hope to get their evidence admitted, but the opposition can often find a reason to make it inadmissible. Requires clear logical thought in choosing which evidence to try to get admitted.

 

Verrat!, published by Winning Moves. 1999. Box. Excellent. £8

Designed by Tom Kremer. No. players: 4. Country: German, Duration: 1 hr, Desc. by Andy.

The players' viziers vie for positions in the Sultan's Court, all the while trying to get into a position where they can seize power for themselves and become the new Sultan.  The viziers have to travel to remote corners of the empire in order to gather power, but while out of court they are easier targets for intrigue.  Whoever most cunningly manoeuvers his viziers will doubtless become the new Sultan.

 

Viceroys, published by Task Force Games. 1986. Box. Good. £22. Includes the Columbus Expansion set.

Designed by Mark D. McLaughlin. No. players: 1-7. Country: American, Duration: 4 hrs, Desc. by Andy.

War game in which the players explore the world, colonise and conquer in the 15th and 16th centuries.  To be successful economic strategy must be taken into account as well as military strength.  Relatively few units are involved, but they have options from building to being pirates.  A special exploration system produces a different world each game, and historical scenarios are included.  Also included are optional rules for roleplaying explorers, adding non player empires and pirate nations.


Visions 01 May 1999, published by Tau Press. 1999. Magazine. Excellent. £0.40

Designer Unknown. Country: British, Desc. by Andy.

British roleplaying magazine.  This issue has articles on: Fistful of Dwarfs - GURPS Discworld; Star Trek TNG review; Deadlands review; Chivalry & Sorcery Light review; Dork Tower cartoon; and lots more.

 

War In Europe: First World War, published by SPI. 1977. 2 boxes. Excellent - unpunched. £25       

Designed by Frank Davis. No. players: 2. Country: American, Desc. by Andy.             

Monster World War I game for 2 players or two teams of players.  It is a division level simulation of the European Theatre of WWI. The armed forced (land and sea) of all the countries involved or potentially involved are provided.  The game includes 9 large sections of map, and 2000 counters, and comes in two boxes. The rules are 20 pages long, but this includes 6 pages of scenarios, optional rules and design notes.   

            

Waterloo, published by Phalanx. 2001. Box. Excellent. £16

Designed by Alexander S. Berg. No. players: 2-3. Country: German, Duration: 2 hrs, Desc. by Andy.

Wargame covering the Battle of Waterloo.  One player controls the French forces and the other the Anglo-Dutch-Prussian forces (though these can be split up for a 3 player game).  Cards are used to drive the game (move

units, give combat bonuses, artillery fire etc), and no dice are used.  It is a low complexity game which has been very nicely produced, and is a good crossover wargame / German style game.

 

We The People, published by Avalon Hill. 1993. Box. Good. £28

Designed by Mark Herman. No. players: 2. Country: American, Duration: 2 hrs, Desc. by Andy.

Special notes: Box shows slight indentation due to stacking

Wargame based on the American War of Independence. Extremely innovative simplified wargame which uses a system of connected spaces on the board for the relatively small number of armies to move around on.  Leaders are important to the game and the system uses cards for tactical movement, surprise actions, resolving battle and strategic changes in the war.  Very well regarded and an excellent wargame / general games crossover game.  Now quite sought after too.

 

Westwall Quad, published by SPI. 1976. Plastic case. Good - 3/4 game counters unpunched. £16

Designed by Various. No. players: 2. Country: American, Duration: 2 hrs, Desc. by Andy.

Special notes: The plastic case lid is brittle and has cracked around the edge.  Has built in counter storage tray.

Four operational level wargames set on the frontiers of the Reich in 1944-45, the battles being between German and British / American forces, the Germans having withdrawn to the Westwall fortifications.  The games have roughly 1000 yard hexes, and game turns representing 12-24 hours.  The games have a standardised set of base rules (4 pages) and a specific set of rules for each battle.  The games are: Arnhem (Operation Market Garden Sep 1944: 3 Allied airbourne divisions try to establish a bridgehead); Remagen (Mar 1945 US forces cross the Rhine); Bastogne (The siege and then relief of Allied forces at  Bastogne Dec 1944 - 3 scenarios); Hurtgen Forest (Nov 1944 The Approach to the Roer on the German-Belgian border).

 

Where On Earth, published by Octogo Games. 1988. Box. Good. £3.50

Designed by H. Jones, R. Lipscombe. No. players: 2-4. Country: British, Desc. by Andy.

Trivia game in which all the questions are geography questions.  Admittedly they come in various flavours of geography. There is also a little strategy involved as you sometimes get the chance to hinder another player

instead of helping yourself.

 

Where's My Bone?, published by Spear's Games. 1977. Box. Box shows wear and corners taped. £4

Designer Unknown. No. players: 2-4. Country: British, Duration: 15 mins, Desc. by Andy.

Memory and movement game.  The board shows a network of paths around a garden which link up 24 bone hiding sites. Each player has a dog playing piece which is moved around the board by dice roll, but the paths are such that there will always be several places you can get to whatever you roll.  Once at a space you take a look at the bone hidden there and if it is your colour you claim it, otherwise after everyone else has seen it, it is turned face down again.  The first player to find all 6 of their dog's bones is the winner.


Winter Olympics, published by Ocean. 1987. Box. Good - contents unpunched. £8. Desc. by Andy.

Designed by Kelly Jones, Garry Hare, Tom Volotta. No. players: 2-6. Country: British, Duration: 1 hr. Winter sports themed board game which is driven by a video cassette. Players compete in nine events, and on their turn watch a 10-15 second video clip of one of these sports.  At the end there are fast changing numbers shown, and when paused the number showing is used as the number of points scored, and this also determines movement on the board.  Medals are won by accumulating points in the various events, with gold silver and bronze all available. Some spaces on the board result in a card draw - some of which are good, some bad. The VCR system makes the game very replayable. Includes board, cards, plastic medals, video cassette (for UK VCR), and playing pieces.

 

Wizard, published by Amigo. 1995. Box. Excellent. £6            

Designed by Ken Fisher. No. players: 3-6. Country: German, Duration: 45 mins, Desc. by Andy.        

Trick taking card game which uses a 60 card deck in four suits, every card having its own very attractive colourful fantasy picture by renowned artist Franz Vohwinkel.  The game play is essentially nomination whist, but with four supertrumps (the wizards).  Points are scored for each trick won, as well as getting the number you said you would get, and penalties are greater the more wrong you were.        

 

Word Wheel, published by Ravensberger. 1984. Box. Good. £5

Designed by Tom Werneck. No. players: 2-10. Country: British, Duration: 20 mins, Desc. by Andy.

Word game in which 11 letter dice are rolled and placed around the edge of a circle on the board, and one in the centre.  The board shows a variety of lines connecting the dice spaces together, and players are given a fixed time (sand timer provided) to look for words which can be formed by going from letter dice to letter dice along the lines.  When the time is up players score for any words they wrote down which noone else spotted, with more points awarded the longer the word.

 

World Of Golf, published by Lambourne. 1999. Packet. Excellent. £6             

Designed by Terry Goodchild. No. players: 1+. Country: British, Desc. by Andy.          

Statistical replay golf game which allows you to stage 18, 38, 54 or even 72 hole tournaments with a field of 50-60 golfers in a reasonable time.  Player form cards for over 100 all time great golfers, and details for over 70 venues are provided.           Clearly the system does not simulate every shot, but works on the probability of various over and under par scores for a full round for each golfer.  

            

World Soccer, published by Seven Towns. ca.1970. Box. Good. £12

Designer Unknown. No. players: 2. Country: British, Desc. by Andy.

Very rare soccer game, highly praised in its day by Games & Puzzle magazine. Each player controls 11 footballers on a gridded board showing a football pitch.  The game uses a special dice which will often allow a player to move two footballers, though sometimes only one.  Each movement allowance can either be used to move a footballer that number of spaces or the footballer with the ball can kick it twice that number of spaces. It is possible to use opportunities to move twice to combine moving and passing to good effect. The rules cover tackling, free kicks, penalties and goalkeeping all in a very neat but effective way.

 

Wucherer, published by Spiele-Bau-Stelle. 1994. Box. 2 copies available:

1) Good. £4.50    2) Excellent. £5.50

Designed by Friedemann Friese. No. players: 2-6. Country: German, Duration: 30 mins, Desc. by Andy.

Card game, later reprinted as Landlord.  Players play apartment cards and rent them to tenants, collecting rent each turn. Wealthy tenants can be placed in your own properties, but squatters and deadbeats into your opponents' apartments. You can even play a bomb card on your opponents' building, but make sure you have an alibi card as the police may catch you otherwise.

 

Yellowstone, published by Avalon Hill. 1985. Box. Excellent. £8. Desc. by Andy.

Designed by Rick Shipley, Ellsworth Boyd, Cathy Boyd. No. players: 2-4. Country: American, Duration: 90 mins. Promotional game, but one with nice mechanics, made for the Yellowstone Library and museum Association, to promote interest in their national park. Players represent herds of animals that must migrate across the park and survive the four different seasons. If you are lucky, your animals might even get to breed during the game!  It is vital to obtain food and avoid predators using your movement point allowance to move from the winter pastures to the summer pastures and back again, while ensuring your babies stay alive as they score most points.


Zig Zag, published by Milton Bradley. 1977. Box. Good. £5

Designer Unknown. No. players: 2. Country: Irish, Duration: 10 mins, Desc. by Andy.

Special notes: A few of the white scoring markers have been 'chewed' - I will supply suitable (but non identical) replacements.

Strategy game in which each player has a selection of pieces made up of 1-4 hexagons.  Players alternately place these in to spaces on the board.  These spaces form area of size 3-10, and the player who places the last piece into one of them scores for that area, but must then play again.  One must play carefully to try to make your opponent unable to play some of their larger pieces, but equally running your pieces out too soon can also let your opponent walk away with the high scoring areas.  Surprisingly interesting little game with chunky plastic pieces and robust board.

 

Zillionaire, published by Milton Bradley. 1987. Box. Excellent. £7

Designer Unknown. No. players: 3-6. Country: American, Duration: 45 mins, Desc. by Andy.

Card game, part of the Big Deal Series. Very closely related to Karriere Poker and WotC's The Great Dalmuti. This is one of the better versions with players earning points each round and having to sit in a new order of play depending on the status they have earned. Wild cards add an interesting element.  This family of games are 'climbing' games - sort of related to trick taking games, but cards are played in combinations as well as just singly, and the 'trick' can go around the table more than once.

 

 

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