MNG-AJM Games and Collectibles

 

Apr 2009 Catalog

 

21. Published by Waddingtons. 1964. Box. Good but 2 corners taped. £1

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

Numerical strategy game in which players place numbered tiles on to a board with a view to forming lines of numbers totalling 21 exactly. Includes 4 sets of 29 number tiles, and the board has some bonus spaces as well.

 

A Book On Casino Blackjack. Published by Van Nostrand Reinhold. 1982. Book. Good. £10.50

Author: C. Ionescu Tulcea. Country: American, Desc. by Andy.

Softback, 23x15cm, 130 pages.  This book describes the rules of Blackjack as played in casinos, and then describes the basic betting strategy for good play in order to minimise the casino's edge.  The Main-Count system is detailed to allow a card counter to gain an edge on the casino. The 99 Count and Adjusted Count systems are also described. Finally there is a chapter with useful information for anyone who intends to try to put all this into practice in a casino.

 

A Treasury Of Games. Published by Grosset & Dunlap. 1971. Book. Good but shows wear, 1 page taped. £1.50

Author: Carl Withers. Country: American, Desc. by Andy.

Hardback, 26x20cm, 189 pages. The full name of the book is: A Treasury of Games, Riddles, Mystery Stunts, Tricks, Tongue Twisters, Rhymes, Chanting, Singing.  It is a reprint of a 1947 book entitled 'Ready Or Not Here I Come'.  The contents are fun for children - some of them are things to do alone, while many give ideas for things to do in groups or with just one or two friends.

 

Abilene. Published by Hexagames. 1983. Box. Good but box slightly discoloured. £7.50

Designer: Roy Winners (Roland Siegers). No. players: 2-3. Country: German, Duration: 1 hr, Desc. by Andy.

Cattle ranching game, invented by Roland Siegers but using a pseudonym on this occasion. Players move their cattle towards market, where they can be sold, but also send out their cowboys to rustle cattle from their opponents' herds. Selling rustled cattle is more profitable, but getting caught by opposing cowboys while on their land is not something you want to do very often. There is also a bluffing mechanism which enhances the prices of some cattle when sold.  On the 1985 German Spiel des Jahres nomination list. Best with 3 players.

 

Akiba. Published by Fun Connection. ca.1995. Box. Good. £5.50

Designer: Serge Cahu. No. players: 2. Country: German, Duration: 20 mins, Desc. by Andy.

Attractive game of skill, using large glass marbles as the playing pieces. Players 'push' their marbles across the plastic board, which could move whole lines of pieces if they are in the way in the same way as Abalone.  However, in this game the board is square and as well as some marbles of each of the player's colours there are neutral marbles, and you can win either by pushing off all your opponent's marbles or 7 of the neutral marbles.

 

Alpha Animals. Published by The Green Board Game Co.. 1991. Box. Good. £1.75

Designer: G.J. Wyatt. No. players: 2-6. Country: British, Desc. by Andy.

Animal trivia game with the nice feature that the cards have an easy and a hard question on each card, making it easier to play with children and adults at the same time.  The playing pieces are hand carved wooden animals, and the box proudly proclaims that everything is recycled or recyclable.

 

And They're Off. Published by Really Useful Games. 1993. Box. 2 copies available:

1) Good, but edges show wear. £4      2) Good. £5

Designer: Charlie Brooks, Anthony Pye-Jeary & Sir Andrew Lloyd Webber. No. players: 2+.

Country: British, Duration: 90 mins, Desc. by Andy.

Very attractively produced horse racing game. A sophisticated version of the classic playing card game Racing Aces.  Some movement cards are removed before the game starts and this sets the odds for the horses. Players bet, and then the race is played out by drawing the cards one by one.  There are also 'Horse Hampered' cards which add to the variety of races and advanced rules which allow players to take the role of bookie and offer (and change) the odds on horses as they desire. Game includes 4 large plastic painted racehorses, a large board, loads of play-money, a bookmaker's wipe-off board and 58 movement cards.

 

Arena Maximus. Published by Fantasy Flight. 2003. Box. 2 copies available:

1) Excellent. £9      2) In shrink. £11

Designer: Kevin Wilson. No. players: 2-5. Country: American, Duration: 1 hr, Desc. by Andy.

Gladiatorial chariot race and combat game in which players start with slightly different chariots and drivers, and use cards to accelerate, and also to get past obstacles strewn around the course.  Players also get the chance to do damage to other chariots by ramming when entering another's space, to block attempts to pass and to simply fight - all using  cards.  Advanced rules allow for cards to be used to cast magic as well.  One clever rule means that the faster you are going the less cards you will have available to attack and defend with.

 

Arktia. Published by Murmel. 2008. Box. In shrink. £19

Designer: Stefan Koegl. No. players: 2-4. Country: Swiss, Duration: 30 mins, Desc. by Andy.

Abstract game which has been set on a distant ice moon.  The players use wooden rings and disks to construct an outpost consisting of research and residential sections.  The action takes place on a board made from hex tiles, which can be removed during the game.  The idea is to control as many tiles as possible.

 

Aton. Published by Queen Games. 2006. Box. 2 copies available:

1) In shrink. £7.50      2) Excellent. £6.50

Designer: Thorston Gimmler. No. players: 2. Country: German, Duration: 30 mins, Desc. by Andy.

Akhnaton the new pharaoh wants the new god Aton to be worshipped, and the old god Amon to be forgotten.  One player takes the role of the priests of Aton and the other the priests of Amon, and the players vie for control of the four major temples. Each player has an identical deck of cards which are drawn from and used to gain influence in the temples.  At various points scoring occurs.  A well received two player game.

 

Attacking The Queenside. Published by B.T. Batsford. 1990. Book. Excellent. £3.25

Author: Boris Shashin. Country: British, Desc. by Andy.

Softback, 21x13cm, 109 pages. Chess book translated by Ian White. Everyone knows how to conduct a kingside attack, but what happens on the other side of the board? This book shows you how to: attack with a queenside majority, launch a minority attack, use weak squares in your opponent's position, make the most of open and half open files especially in the Sicilian Defence.

 

Auction / High Bid. Box. 2 editions available:

1) Auction. Published by Avalon Hill. 1989. Good. £6
2) High Bid. Published by 3M. 1968. Box. Good. £10

Designer: Pearl Winters. No. players: 2-4. Country: American, Duration: 1 hr, Desc. by Andy.

Players buy antiques at auction in the hope of collecting sets.  However, cash flow will be a problem, and so antiques which are no longer wanted can be sold, though not necessarily for as much as might be hoped.  At the end of the game only  complete sets count for anything.

 

Bloom. Published by QWG. 2008. Box. Excellent. £19

Designer: Laurent Escoffier, David Franck. No. players: 2-5. Country: Dutch, Duration: 45 mins, Desc. by Andy.

Each player is a gardener who specialises in a particular type (colour) of flower and gets a set of cards showing various amounts of grass and their type of flower on a 2x3 grid.  Players then add these cards to a communal garden, but with various restrictions, and get to take tokens for any flowers covered up.  The objective is to collect lots of flower tokens, but they score best if sold in multicoloured sets. Points are also gained by keeping as many of your flowers on the board as possible. Players can also use an animal and a gardener to help protect their flowers.

 

California. Published by Uberplay. 2006. Box. In shrink. £12

Designer: Michael Schacht. No. players: 2-5. Country: American, Duration: 1 hr, Desc. by Andy.

The players have each inherited a small amount of money and a house in California which needs complete renovation.  Players try to build up an attractive new home, and attract their rich neighbours who will bring valuable gifts.  Players must consider how to renovate their house and what furniture to purchase.  There are valuable bonuses available for the first to achieve certain furniture layouts, so you have to keep an eye on what the other players are doing.  Play moves swiftly, and the choices are often hard.  Recommended.

 

Captain Planet And The Planeteers. Published by Parker Brothers. 1992. Box. 2 copies available:

1) Good. £1.50      2) Good but edges show wear, 1 corner taped. £0.75

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

Family board game with an ecological theme.  The board shows 4 areas all of which have pollution markers which the players try to remove from the board.  Movement is by dice roll, and cards will be collected and later played.  Players can move between the various regions, and are sometimes summoned from one to another by Captain Planet.  Eco-villains can cause all players to have to give back pollution markers.  When all are collected the player who dealt with the most pollution wins.

 

Castle Risk. Published by Parker Bros. 1986. Box. 2 copies available:

1) Box shows wear, 1 corner taped. £5.50. 1 castle piece missing, but supplied with an entirely useable homemade replacement

2) Good. £12

Designer: Unknown. No. players: 2-6. Country: American, Duration: 2 hrs, Desc. by Andy.

Risk type game played on a board of Europe.  Each player represents a major Empire and starts with one castle.  The objective is to capture other players' castles.  Doing so knocks them out of the game even if they have forces elsewhere. Combat is dice based, with an advantage for the attacker, except when attacking a castle.  Reinforcements are gained each turn according to the values of areas occupied and bonuses for entire empires, and a variety of cards add to the possibilities: additional reinforcements, an admiral for sea attacks, general for an attack bonus, marshall for defensive bonus etc.

 

Champions. Published by Gibsons. 1995. Boxes. Good. £1

Designer: Seven Towns. No. players: 2. Country: British, Desc. by Eamon.

Special notes: Unused - no spots have been scratched off.

Two decks for a collectable card game with a twist.  There are 44 cards in each box, and whilst they are proper cards, they also have a strip added which can be scratched off to reveal new numbers and icons.  The game involves taking it in turns to attack the other player with character cards which can be enhanced with weapons or spells. The defender tries to beat the attack values of these with cards from his own hand (attack and defence values are distinct).  The loser of a battle has to scratch off a strength spot and the winner reveals a victory icon.  The winner is the player who has captured the most enemy characters at the end. The price is for the two decks together.

 

Conquest Of The Empire. Published by Eagle Games. 2005. Box. In shrink. £24

Designer: Larry Harris. No. players: 2-6. Country: American, Duration: 3-4 hrs, Desc. by Andy.

Epic game of conquest set during the Roman empire.  The players take the roles of Roman generals and attempt to conquer as much of the world as possible and become the next Emperor.  This is a remake of the 1984 MB Gamemasters game of the same name.  The game uses over 260 plastic miniatures on a very large attractive board.  The game also comes with an alternate set of rules which use the same components for a game with the mechanics based on Martin Wallace's Struggle of Empires. As with all Eagle games you can be sure the components are fantastic.

 

Container: The Second Shipment. Published by Valley Games. 2008. Box. In shrink. £11

Designer: Kevin Nesbitt. No. players: `3-5. Country: American, Duration: 90 mins, Desc. by Andy.

Expansion for Container, which you will need to make use of this.  This set includes 4 new ideas to the game: Luxury Items, The Economy of Scale, Corporate Financing, and Monopolies.  Each idea can be added individually or as many as you like can be added to a single game.  The set also includes extra $1 and $2 cards.

 

Countdown. Published by Britannia Games. 2005. Box. Excellent. £3

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

Based on the popular TV game show featuring Carol Vordermann.  The game uses vowel and consonant cards which players have to put together in 30 seconds to find the longest word possible.  Also includes the numbers game in which players have to combine several small numbers using arithmetical operations to form a target number - again within 30 seconds.  There is an authentic sounding 30 second electronic countdown timer which plays the countdown music while players think.

 

Crocodile Pool Party. Published by Rio Grande Games. 2003. Box. Excellent. £11

Designer: Rudi Hoffmann. No. players: 2. Country: German, Duration: 20 mins, Desc. by Andy.

The two players each start the game with six swimmers in a long thin swimming pool, but players can turn over their swimmers to reveal crocodiles each with a different movement allowance.  The objective is to use your crocodiles to eat your opponents' swimmers and crocodiles and then get them out of the pool.  In a neat twist you only get points for swimmers, crocodiles and victims once out of the pool, and the game ends as soon as there is only one player's pieces left in the pool. Part of Kosmos' excellent 2 player small square box series.

 

Crossbows & Catapults Master Set. Published by Tomy. ca.1983. Box.

Box shows wear, but contents are fine. £20

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

A wonderful two player game in which each player builds up their own 3D fortress with large plastic blocks and a central fort, and positions their men behind cover.  Each player also gets a functional (elastic band powered) catapult and crossbow, and a pile of ammunition disks.  Players take it in turns to fire at the opposing fortress and knock over the men and flags.  The winner is the player who manages to destroy more of their opponent's setup.  Various scenarios can be devised too. Wonderful components and a large box.

 

Cypher. Published by Intellect Games. 1975. Box. Good. £13.50

Designer: Prodex Ltd. No. players: 2-4. Country: British, Duration: 10 mins, Desc. by Andy.

Very rare Intellect game. The board shows a 6x6 grid of numbers 0, 1, 2, 4, 8, 16 arranged so there are no duplicates in rows or columns.  Around the outside are the numbers 0-31.  Players take it in turn to place or move one of their 6 markers. The objective is to get five of your marker on numbers in the inner section to add up to the number your final marker is on in the outer area.  There are additional restrictions on where you are allowed to play markers as well.

 

Darjeeling. Published by Abacus Spiele. 2007. Box. In shrink. £26

Designer: Günter Burkhardt. No. players: 2-5. Country: German, Duration: 1 hr, Desc. by Andy.

Set in the time of the British East India Company. Players search for the best teas found in the Darjeeling region, crossing the region selecting cargoes to ship.  The quantity, freshness, and popularity of the type of tea will determine the players' success.  The game uses a display of tiles around which the players move their tea pickers to collect good tea for sale.  Much of the skill is in getting the timing of your selling right.  Recommended.

 

Die Kette Von Saba. Published by Queen. 1997. Box. Good. £14

Designer: Martin Ebel. No. players: 3-7. Country: German, Duration: 90 mins, Desc. by Andy.

In English the title is The Sabine Necklace. Players buy parts of the necklace at auction, and can either keep them for the future or add them to the necklace which is being reconstructed.  The rules limit how the necklace can be built, and a payment is received for adding a gem into the necklace, the amount depending on wheat is adjacent when the gem is placed.  The objective is to make the greatest profit overall.

 

Die Pyramiden Des Jaguar. Published by Kosmos. 2002. Box. In shrink. £9.50

Designer: Gunter Burkhardt. No. players: 2. Country: German, Duration: 30 mins, Desc. by Andy.

Card game in which the players take it in turn to offer their opponent two cards (numbered 1-40), and their opponent takes one and adds it to their pyramid structure and the remaining card is added to the offerer's pyramid.  The pyramids are shown on a board and the numerical ordering of the cards in the pyramid is vital.  If a player has to place a card onto another card because the ordering provides no gap, then this is permitted but is undesirable.  The round ends when a player completes his pyramid and gets a bonus for doing so.  A very clever tactical game which is based on the earlier game Pacal.

 

Die Wikinger Kommen!. Published by ASS. ca.1995. Box. Good. £12

Designer: Alex Randolph. No. players: 2-4. Country: German, Duration: 1 hr, Desc. by Andy.

Originally published as Claim by Jumbo.  Players vie for control of a number of territories.  They do this with their vikings, and should there only be one player's vikings in a territory then that player gets to build a castle there, which will help the defence of that territory.  The first to put up a fixed number of castles wins the game.  The board consists of interlocking sections which can be put together in a number of different ways for added variety.

 

Dominion. Published by Rio Grande Games. 2008. Box. In shrink. £30

Designer: Donald X. Vaccarino. No. players: 2-4. Country: American, Duration: 30 mins, Desc. by Andy.

The hit game of Spiel 2008.  Essentially a card game in which players start with the same 10 cards, and each turn use 5 cards to perform actions and buy new cards which get added to their deck for future use.  The cards bought can either provide additional money to spend or allow a wide variety of actions, most to help yourself, but some to hinder your opponents or protect against such attacks.  Some cards give VPs but do nothing else and so clog up your deck, but without them you won't win. Cleverly the set includes 25 sets of different action cards only 10 of which are used each game, so that every game you will have a different mix available to keep the game fresh and challenging.  Highly recommended.

 

Domino Rally. Published by Action GT. ca.1980. Box. Good. £1.75

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

Special notes: Finish flag is missing.  Not sure if all dominoes present (number is not stated, but there are still 200+).

Box full of 'dominoes' intended for setting up in rows and knocking over.  As well as about 200 dominoes in two colours there are two domino bridges and a loop the loop device to start things going.  The dominoes are 1.8cm x 3.6cm in size and plastic with no markings (so no use for traditional domino games).

 

Dorn. Published by CBG. ca.2008. Box. New. £26

Designer: Filip Kozak, Jan Drevikovsky, Krystof Kozak. No. players: 2-6.

Country: Czech Republic, Duration: 90 mins, Desc. by Andy.

Fantasy game in which one player takes the side of the monsters, while the other players take the roles of one or more adventurers who most battle the monsters in order to collect three sacred artifacts and then finally defeat the big baddy. The game does not use dice for combat, and there are 9 heroes for the players to choose from, and the monster player gets to use a different selection of evil spells each game.

 

Double. Published by F X Schmid. 1996. Box. Good. £9

Designer: W Johnson. No. players: 2-6. Country: German, Duration: 30 mins, Desc. by Andy.

Card game, with a unique deck of 54 cards, each one representing two completely different cards in a regular deck. So, for instance, the King of Spades is also the 4 of Hearts. I dare say you could use this deck for games of your own design, or even try playing regular games with them, but the game rules given are for a variation of Knockout Whist.  Certainly makes you think a little differently!

 

Drive. Published by Pepys. ca.1960. Box. Good, but small tape removal marks. £9

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

Tile laying game in which each player uses road tiles to build a route from their start to their finish space. The tiles can in most cases be played different ways round and when a player could choose several directions to drive the direction must be chosen at the end of the turn ready for the next turn.  The tiles show a variety of road signs which have to be followed (eg. no right turn, stop etc), and players get two roundabouts which can be played on top of other tiles if a route dead-ends. The objective is to be the first to get to your finish space. Approved by the Royal Society for the Prevention of Accidents.  Nice item.

 

Duel In The Dark. Published by Z-Man Games. 2007. Box. In shrink. £24

Designer: Friedemann de Pedro. No. players: 1-2. Country: American, Duration: 45 mins, Desc. by Andy.

WW2 air combat game dealing with the night time air raid of British bombers on German cities. One player takes the role of the British Bomber Commander and the other a General in the Luftwaffe to defend the cities. The gameboard can be set up in many ways, and each night will take about 45 mins to resolve.  There are basic rules for easy entry to the game, with advanced rules for additional realism and complexity.  The game uses a neat element to represent the fog of war aspect - the Germans don't know the British target until they get there. If played solo the game controls the British, and the player the German defenders.

 

Emira. Published by Phalanx. 2006. Box. New, but small mark on lid. £14

Designer: Liesbeth Vanzeir, Paul Van Hove. No. players: 3-5. Country: German, Duration: 2 hrs, Desc. by Andy.

Special notes: German edition, but English rules and extensive play aids provided.

Entirely politically incorrect game - and a breath of fresh air for that!  The players are Arabian princes who are seeking wives (yes several each).  However, in order to attract wives the princes need to spend time gaining wealth and camels, developing their handsome looks and courtly graces.  Different potential wives seek different attributes, and some will give thir husband useful benefits while others may prove to be a burden on one's wealth or scare off other prospective wives...

 

Esquire's Book Of Gambling. Published by Frederick Muller. 1964. Book. Good - dust cover shows wear. £13.50

Author: David Newman. Country: British, Desc. by Andy.

Hardback with dustcover, 24x16cm, 333 pages.  A compilation of articles from Esquire Magazine all relating to gambling in one way or another, and covering the pitfalls of getting involved in gambling and the reasons why people gamble as well as covering the way casinos work and then moving onto gambling games and sports: Poker, Rummy, Misc Card Games, Horse Racing, Craps, Roulette, Baseball Betting, Dog Races, and even cock fighting and snake fighting are covered.

 

Eulen Zauber. Published by Haba. 1991. Box. Excellent. £20

Designer: Erich Manz. No. players: 2-4. Country: German, Duration: 30 mins, Desc. by Andy.

Beautifully produced game in which the players each have four owls whose heads have got muddled up with those of their opponents' owls!  In addition there is a mischievous black owl as well.  The players use movement points from special dice to move around owls with bodies or heads of their own colour as well as the mischievous black owl.  When owls land on the same space they swap heads!  Once one of your owls has a matching head and body you can then try to get it back to the safety of its nest.  A light but amusing game with decisions to make and wonderful bits. Quite rare too.

 

Fette Autos. Published by Edition Erlkonig. 2002. Box. In shrink. £6.50

Designer: Heinrich Glumpler. No. players: 1-6. Country: German, Duration: 45 mins, Desc. by Andy.

Motor racing card game.  There is no track, instead it is just the relative positions of the cars that show how players are doing.  Cards are used to indicate whether the current track section is a straight or corner (with speed limit), and players have a display of three cards which they add to and take away from throughout the game.  How well these cards match the current track determines how well the cars do. Some interesting ideas and a game which takes a play or two to get used to as it is so unusual.

 

Filthy Rich. Published by Wizards of the Coast. 1998. Box. Good. £15

Designer: Richard Garfield. No. players: 2-5. Country: American, Duration: 90 mins, Desc. by Andy.

Business game, with a three dimensional board system, inspired by the busy streets and back alleys of Hong Kong. Players buy businesses and ‘hang’ their signs in the streets, hoping to attract customers. The first to buy three luxury goods, wins the game.  Players have to take care not to overstretch themselves as sometimes the taxman calls and requires businesses to pay up, but being too cautious is unlikely to make a big profit fast enough. The 3-D board system makes use of transparent collectible card storage sheets and a hardbound folder. I have some house rules you might want to try out - please ask for them when ordering.

 

Flintstones. Published by Edu-Cards. 1961. Box. Good. £1.25

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

Card game, TV related. Very nice example of early TV merchandising. 32 cards, plus two jokers and a rules card. Cards illustrated in colour, featuring most of the principal characters of the show. Box features Fred Flintstone. The game is a Rummy variant.

 

Framed!. Published by Gibsons. 1992. Box. 2 copies available:

1) Excellent. £3      2) Good. £2.50

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

Card game based on the movie business. The film sequence cards look like clips from reels of film, and must be placed in sequence to produce a complete film.  However each of these cards has 3 clips on it which won't all be sequential, so these cards will have to overlap making the game more interesting.  There are also action cards which can hinder other players or protect yourself from hindrance. Part of the Bepuzzled series.

 

Funkenschlag. Published by 2F Spiele. 2001. Box. Excellent. £12

Designer: Friedemann Friese. No. players: 3-5. Country: German, Duration: 3 hrs, Desc. by Andy.

This is the original printing of Funkenschlag which was substantially revised for the second edition (also known as Power Grid).  Limited edition of 500.  An economic game with several things going on at once.  Firstly players need to manage their money well and use it to build a network of power lines across a fictional continent.  The map is laminated and the networks are drawn on with crayons.  Secondly the players also have to purchase power plants of various types and buy enough fuel to run them.  The variety of power plants and clever way they get auctioned really makes the game unique.  The winner is the player who can supply the most cities with power when the game ends.  Nice item.

 

Games & Puzzles Magazine (Later Vsn). Country: British, Desc. by Andy.

This was a magazine based on the original of the same name, and started in 1994. It lasted for roughly 15 issues but sadly disappeared as these things tend to do in this country. Several issues included new games by noted inventors. Main articles listed by issue.

Issue 1, 1994. Good. £1.50 or Excellent. £1.75. Articles: News, Theseus and the Minotaur (Maze game / puzzle by Robert Abbott), Card Games (David Parlett), Chess, Play by Mail Games, Edmond Hoyle, Learning Go, Roleplaying Intro, Treasure Hunt (coded map competition), Essen 1993 (Derek Carver), Syndicate review, Greed (New game by Reiner Knizia), Okey (Turkish Mah Jong), Draughts, Bridge, The Double Six Club, Reviews (5 games), The Puzzle Box, Crosswords and competitions.

Issue 2, 1994. Good. £1.75. Articles: News, Go, Card Games (David Parlett), Chess, Backgammon, Collectibles, 1994 American Toy Fair, Monopoly, Baghal Chal, The Game of Amazons (New game by David Pritchard), Desperately Seeking Quigley (Logic game by Eric Solomon), Walkover (New game by Reiner Knizia), Reviews (4 games), Sim City 2000, Murder Mystery games, Bridge, The Puzzle Box, Competitions, Draughts, Puzzles,.

Issue 4., 1994. Good. £2.  Articles: News, Shedding (Card) Games (David Parlett), Better Scrabble, Chess, Backgammon, Euro GenCon, PBM games, Connections, Wargaming (Charles Vasey), Go, Mike Siggins on Computer Games, Margin (New Game from Reiner Knizia), Collectors Items, Reviews (6 games), Bridge, Letters, The Puzzle Box (Puzzle), Beer Square (New game by Dan Glimne), Draughts, Competitions and Puzzles,

Issue 12, 1995. Excellent. £1.25. Articles: News, Olympia Toy & Hobby Fair 1994, Making a Paradox Box, The Viking Game, Puzzles, Tri (New Game from Reiner Knizia), Collectibles, Fun RPGs, Reviews (9 games), The Puzzle Box, Winning at Blackjack, Chess, Go, Computer Games - Transport, Crosswords, Bridge, Competitions, Three Player Card Games (David Parlett), Backgammon.

Issue 13, 1995. Good. £1.25. Articles: News, Backgammon Computers Analysis and the Internet, Mancala, Classic Games, Sports Games Overview (Mike Clifford), The Fifth Column (New game by Reiner Knizia), The Puzzle Box, Boardgame -> Computer Game Conversions, Fun & Games, Great British Card Games (David Parlett), Bridge, Competitions and Puzzles, Reviews (7 games),

 

Gargon. Published by Amigo. 2001. Box. In shrink. £6.50

Designer: Rudiger Dorn. No. players: 3-5. Country: German, Duration: 45 mins, Desc. by Andy.

Card game with 102 cards depicting various fantasy creatures (fairies, dragons, pegasi etc).  The cards are also numbered, and show amulet symbols - more on those with lower numbers. The game is a sort of trick taking game, but with several cards playable at once, and passing is also possible. Each suit of cards played is won separately, and at the end of the game amulets on cards won make points and there are bonuses for the most in each suit. The backs of the cards also show the suits, so these can be seen by everyone.

 

Ghost Castle. Published by MB Games. 1985. Box. Good but 1 corner taped. £2

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

Special notes: The coffin lid is missing - this does not affect play

3D children's board game in which you have to be the first to go through all the rooms of a haunted keep and climb the stairs to close the coffin and lay the ghost to rest.  Great bits though the game looks to be mostly luck.

 

Ghost Stories. Published by Repos Production. 2008. Box. In shrink. £35

Designer: Antoine Bauza. No. players: 1-4. Country: Begian, Duration: 90 mins, Desc. by Andy.

Cooperative game in which the players are Taoist monks who are all that remains of an ancient order dedicated to stopping the return of the evil Wu-Feng after centuries of imprisonment.  However, now Wu-Feng's minions, a variety of ghosts, undead and other monstrosities are encircling the village and trying to destroy the hidden artifact which keeps Wu-Feng at bay.  The players must use their actions wisely to gain resources and prioritise what needs to be done in order to both keep the ghosts at bay and also be prepared when Wu-Feng's incarnation arrives.  Good game, and wonderful artwork evoking the martial arts horror story theme.  Highly recommended.

 

Globe Trotting. Published by Gosling Games. 1992. Box. Good. £3.50

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

A famous globetrotter has made a secret journey and the players try to find out which famous sites around the world it included.  This is done by removing some cards from a deck at the start and hiding them.  The rest are distributed, and as a player reaches one of their destination cards they reveal it, but also get to see one of an opponent's cards as well.  The idea being that once you have seen all the cards except those hidden you will know the secret destinations and win. Attractive large board showing available routes.

 

Go For Broke. Box.  2 editions available:

1) Published by Invicta. 1965. Good. £3. Original edition.

2) Published by Milton Bradley. 1985. Good. £1.50. Very well produced version.

Designer: Unknown. No. players: 2-5. 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!

 

Goldene Ära. Published by Phalanx. 2008. Box. In shrink. £25

Designer: Leo Colovini, Giuseppe Bau. No. players: 3-4. Country: Dutch, Duration: 1 hr, Desc. by Andy.

Special notes: German language edition, but components are text free.

Aka The Dutch Golden Age. Players expand their influence and power as major families in the growing Dutch empire.  Starting with a base in one region, some money and a couple of merchants who can move from region to region the players use actions to gain cards which can increase their money supply, give victory points, or other benefits.  Money can be gained by playing income cards or when the king visits your regions.  Fleets can also be built up and sent to the New World - a big undertaking, but extremely valuable once complete.  Clever systems, and works very well - just don't run out of money! Recommended.

 

Harry Potter Sculpture Puzzle. Published by Character Games Ltd. 1995. Box. Good. £3

Designer: Gil Druckman, Danny Herschkovitz. No. players: 1. Country: British, Desc. by Andy.

Special notes: 1 corner of the box is damaged, but repaired.  One puzzle layer is slightly torn, but is still entirely usable (it won't be seen when complete)

This is an unusual jigsaw.  Rather than regular pieces you get 360 layers of cardboard which you have to put one on top of the other (with a rod in the middle to hold it all together.  These form a 3-D bust of Harry Potter!  The makers say it is equivalent in difficulty to a 1000 piece jigsaw.  It comes with a substantial base which is used to build the puzzle on and also acts as as an attractive display stand.

 

Heritage. Published by Industrial Art. ca.1970. Box. Box shows wear. £3

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

Set collection game using cards with very attractive full colour pictures of various stately homes, cathedrals etc around England.  In addition players must move their car around the board to get to these various places.  The game also has lots of information about the sites mentioned on the cards.

 

History Of Chess. Published by Abbey Library. 1977. Book. Good. £8

Author: B.H.Wood, Jerry Gizycki. Country: British, Desc. by Andy.

Hardback with dustcover, 27x21cm, 375 pages. A fascinating study of the history of chess by a Polish expert.  The book has many black and white plates and covers: A Little History; Chess In Britain; Ramifications Of Chess; Chess And Mathematics; Sport, Science or Art?; Chess And Machines; Love And War At The Chessboard; Living Chess; Who And When?; Chess In Poetry And Prose; Chess Curiosity Box.  Perhaps an ideal present for a chess enthusiast ?

 

Hot Dog. Published by Amigo. 1996. Box. Excellent. £6

Designer: Wolfgang Kramer, Richard Ulrich. No. players: 2-5. Country: German, Duration: 30 mins, Desc. by Andy.

Card game in which each player tries to sell their hot dogs at three tables both quickly and profitably.  Each round the players secretly decide at which table to try to sell hot dogs, how many to try to sell and how much discount to give. Each table has a limited capacity each turn and so the cheapest hot dogs sell, and only complete batches will be bought - thus some players may not be able to sell theirs.  As soon as one player has managed to sell all of their hot dogs the game ends and the player who has earned the most money wins. Fast and fun.

 

Interaction. Published by Waddingtons. 1978. Box. Goodish!. £5.75

Designer: Eric Solomon. No. players: 1-2. Country: British, Duration: 20 mins, Desc. by Andy.

Special notes: The clear plastic lid is badly cracked, but taped up.  The outer cardboard casing and contents are good.

A somewhat snooker / pool related game, though a little more abstract. Players have to be first to 'pot' five out of 10 balls. Each player has 2 cue balls, and the game is played on a green baize indented grid on which the balls are placed.  Balls are not hit, but instead moved and the consequences are determined according to the rules, which produce results similar to what would happen in snooker. As well as the two player game there are also some puzzles to solve on your own. Comes in the rather fragile plastic case Waddingtons used for a few games - the clear lid gets damaged easily, so it is rarely found in perfect shape.

 

Legend Of The Five Rings - Clan War. Published by AEG. 2000. Book. Excellent. £6

Author: Ken Carpenter. No. players: 3+. Country: American, Desc. by Andy.

Hardback book, 318 pages.  Fantasy miniatures wargame set in the world of the Legend of the Five Rings CCG and RPG. This is the updated Daimyo edition and includes information on the forces of all 11 clans and the Emperor's own forces, spells and items available, storyline information, complete rules with index and glossary. Also included is a CD ROM utility for your PC to help you build your armies. For the uninitiated the world of the Legend of the Five Rings bears some resemblance to medieval Japan.

 

London's Burning. Published by Cast Games. ca.1995. Box. Still shrinkwrapped. £1

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, one of the main characters in the series, and race against time to rescue Nurse Nightingale from the inferno at St Mary's General Hospital.

 

Lone Wolf Game Book Series.

Author: Joe Dever, Gary Chalk. No. players: 1. Country: British, Desc. by Andy.

Fighting Fantasy style solo adventure books. You don't need to own all the books in the series to play, as these are  standalone adventures, but of course they can also be played in sequence and the story follows on.. These are paragraph based fantasy adventure books in which after setting up some basic character stats you read a paragraph telling you what is going on and then you decide what to do next and turn to the appropriate page.

01: Flight From The Dark. 1984. 2 copies:
1) Published by Beaver Books. Excellent. £3.50.   2) Published by Sparrow Books. Good. £3.25.
You are Lone Wolf, the sole survivor of an attack on the monastery where you were an apprentice. You swear revenge but first must venture across the perilous land to warn the King of the coming evil.

02: Fire On The Water. 1984. 2 copies:
1) Published by Beaver Books. Good. £3.50      2) Published by Sparrow Books. Good. £3.50
You are the last of the Kai Lords.  War rages through your homeland and the King has sent you on a mission to find the Sword of the Sun which is the last hope against the Darklords.

03: The Caverns Of Kalte. Published by Sparrow Books. 1984. Good. £3.50.
Vonotar the Traitor has escaped and now rules over the Ice Barbarians of Kalte.  The King sends you to capture and bring to justice the King's worst enemy.

04: The Chasm Of Doom. Published by Beaver Books. 1985. Excellent. £3.50
You are the last of the Kai Lords.  To the south lies Ruanon where a valuable shipment of the King's gold has gone missing.  You must investigate who would dare such a heist and retrieve the treasure.

05: Shadow On The Sand. Published by Beaver Books. 1985. Good. £3.75
On a voyage to Vassagonia to try to end the threat of war you find yourself the target of a sinister foe determined to kill you at all costs.

08: The Jungle Of Horrors. Published by Beaver Books. 1987. Excellent. £4
Last of the Kai Lords, you seek the Lorestone of Ohrido in the jungle swamps of Danarg.  However, your mission is discovered and the Darklords will do their best to stop you.

09: The Cauldron Of Fear. Published by Beaver Books. 1987. Good. £3.50
As the last Kai Master you must do your utmost to stop your sworn enemies, the Darklords.  The only way to do to this is to complete your quest to recover the Lorestone of Tahou.

 

Lost Cities The Board Game. Published by Rio Grande Games. 2008. Box. In shrink. £26

Designer: Reiner Knizia. No. players: 2-4. Country: American, Duration: 45 mins, Desc. by Andy.

Board game version of the very popular 2 player card game, for up to 4 players.  The game uses many of the same systems as the original, but playing pieces are moved along tracks representing each of the expeditions as players play cards to advance that expedition.  Playing 3 or less cards of an expedition wll score negatively, and playing many will earn good points.  Each player must play their cards for each expedition in increasing order.  A simple but effective system.

 

Lost Worlds Combat Game Books. Author: Alfred Leonardi + others.

No. players: 2. Country: American, Duration: 15 mins, Desc. by Andy.

You need any two books to play.  Each player has a character sheet listing attack moves that character can make, and how effective they are likely to be.  Players choose moves simultaneously and a clever yet simple system determines the result, which is shown in picture form - you get to see what your move did to your opponent.  Sometimes a player is highly restricted in what they can choose to do and that gives the other player an advantage.  Highly Recommended.  If you purchase characters who use magic I will print off a listing of the spells they are able to use.

Azlana Darque: Sorceress With Broadsword. Published by Flying Buffalo. ca.2005. New. £4.50

Bob Knuckles. Published by Flying Buffalo. ca.2000. In shrink. £4.50

Brian Teflon Billy. Published by Flying Buffalo. ca.2000. New. £4

Dave El Ravager. Published by Flying Buffalo. ca.2000. New. £4

Fantasy Card Pack. Published by Chessex. ca.1988. New. £2.50
Pack of 16 randomly fantasy cards for you to enhance your Lost Worlds characters. These cards can be spell cards, luck cards, items, tactics etc.

Flaming Cherry Barbarian Beauty. Published by Flying Buffalo. ca.1995. In shrink. £4

Macaber Highland Warrior. Published by Flying Buffalo. ca.1995. In shrink. £4

Meresin Dwarf With Warhammer. Published by Flying Buffalo. ca.2002. New. £4.50

Runesword Set of 4 Characters. Published by Flying Buffalo. ca.2005. In shrink. £12

4 character books for the Lost World system: Cal (fighter), Hathor (troll), Bith (cleric) and Endril (elf).

Sara Thorina. Published by Flying Buffalo. ca.2000. In shrink. £4.50

Tome Of Red Magic Vol I. Published by Nova. ca.1982. Cards. Good. £5
Set of red magic spell cards for use by Lost Worlds characters able to cast such spells.  The spell cards are numbered 16-27.

Man In Chainmail with Sword and Shield. Published by Chessex. In shrink. £4

Man In Chainmail with Sword and Shield. Published by Nova. ca.1982. Book. Good. £3.75

Skeleton With Scimitar. Published by Nova. ca.1982. New. £4

Skeleton With Scimitar. Published by Nova. ca.1982. Good. £3.75

Dwarf In Chainmail + 2-Handed Ax. Published by Nova. ca.1982. Good. £4

Giant Goblin With Mace And Shield. Published by Nova. ca.1982. Good. £4

Woman In Scale With Sword & Shield. Published by Nova. ca.1982. Good. £4

Hill Troll With Club. Published by Nova. ca.1982. Good. £3.75

Hill Troll With Club. Published by Flying Buffalo. ca.1982. New. £4

Barbarian With 2-Handed Sword. Published by Nova. ca.1982. Book. Good. £3.75

Fighter Mage + Magic Sword. Published by Nova. ca.1982. Book. Good. £4
Special notes: Comes with 5 full size red magic cards + a magic sword item card.

Wraith With Sickle. Published by Nova. ca.1982. Good. £4

Cold Drake. Published by Chessex. Good. £4
Note that the Cold Drake is significantly more powerful than other individual characters, so is best used against at least two opponents, for which you will require at least two copies of this book.

Halfling With Sword & Shield. Published by Nova. ca.1982. New. £4

Halfling With Sword & Shield. Published by Nova. ca.1982. Good. £3.75

Lizardman With Scimitar & Buckler. Published by Nova. ca.1982. Good. £4

Man + Short Sword & Dagger. Published by Chessex. Good. £4

Woman With Quarterstaff. Published by Chessex. In shrink. £4

Woman With Quarterstaff. Published by Nova. ca.1982. Book. Good. £3.75

Winged Gargoyle + Scimitar. Published by Nova. ca.1982. In shrink, but 1 corner slightly dirty. £3.75

Winged Gargoyle + Scimitar. Published by Nova. ca.1982. Excellent. £3.75

Man In Plate + Sword & Shield. Published by Nova. ca.1982. Good. £3.75

Man In Plate + Sword & Shield. Published by Nova. ca.1982. Good, but character sheet written on. £2.75

Samurai With Katana. Published by Nova. 1985. Good. £4.50

Ninja With Ninjato. Published by Nova. ca.1985. Good. £4.50
Special notes: Comes with 4 full size gimmick cards

Manticore. Published by Nova. ca.1982. New. £4

Umslopagaas, Scorpion Wizard. Published by Nova. ca.1982. In shrink. £4

Chiron, Magical Centaur. Published by Nova. ca.1982. In shrink. £3.75

Driataur With Battleaxe. Published by 1% Inspiration Games. 2004. New. £4.50.

Gunslinger With Whip & Pistol. Published by 1% Inspiration Games. 2004. New. £4.50.

Mutant Hill Giant WIth Two Clubs. Published by 1% Inspiration Games. 2004. New. £4.50.

Bitra: Man Spider with Sword & Crossbow. Published by 1% Inspiration Games. 2004. New. £4.50

 

Luftwaffe. Published by Avalon Hill. 1971. Box. 2 copies available:

1) Box lid and base taped. £2.50      2) Good. Shows some lid creasing due to stacking. £4

Designer: Lou Zocchi. No. players: 2. Country: American, Desc. by Andy.

Game of aerial combat over Germany 1943-45. Turn based hex and counter wargame covering the strategic air war over Germany in WWII. Turns are roughly 1.5 months, units are wings. The board covers the Western Front from Belgium to Poland/Hungary.

 

Madeline And The Gypsies. Published by Ravensburger. 1999. Box. Good. £4

Designer: Alan Moon, Mark Hauser. No. players: 2-6. Country: American, Duration: 15 mins, Desc. by Andy.

Children's game (age 4+). Includes 32 very thick cards showing Madeline, Pepito, Gypsy Mama and Gypsy Clown. The 1st game is for 3-6 players, and players try to guess who is holding a particular type of card each round - since cards are only discarded if you guess correctly and put to the bottom of your deck of 5 if you are wrong, after a while memory will give you an advantage.  The idea is to get rid of your cards.  The 2nd game is for 2-4 players and is a tile matching game.  Players each start with 3 tiles which only they have seen, and players take it in turns to try to match one of their opponent's tiles with one of theirs, and are penalised by getting another tile if they are wrong - least tiles at the end wins. Attractive illustrations.

 

Magnetic Games. Published by Multichess. ca.1980. Box. Good. £5.50

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

A novel magnetic travel games set.  There are 6 boards on a reel, which can be wound back and forth so that only one shows at once.  These boards are for Solitaire, Chess/Draughts, Nine Mens Morris, Halma, Ludo and Backgammon.  20 magnetic playing pieces in two colours are also provided and stick to the magnetic surface beneath the winding board surface.  There is also a storage compartment to keep the pieces safe. Very neat design, and ideal to take with you when travelling.

 

Make 'N' Break. Published by Ravensburger. 2004. Box. Excellent. £12.50

Designer: Andrew & Jack Lawson. No. players: 2-4. Country: German, Duration: 30 mins, Desc. by Andy.

Action game in which there are 10 large coloured building blocks.  On each player's turn a timer is started and a card turned over.  The blocks must be positioned as shown on the card.  Sometimes this is relatively easy, but sometimes it can be quite tricky.  Once done to the satisfaction of the other players a new card is turned.  All cards completed before the timer goes off are scored.

 

Mamoonia. Published by Giochi Rari. 2003. Box. Excellent - unpunched. £18

Designer: Guido Aprea. No. players: 1-6. Country: Italian, Duration: 2-3 hrs, Desc. by Andy.

Special notes: Signed by the designer

Fantasy adventure board game in which the players are the sons of King Joseph and have been sent out to seek the amulets of power - there are many of these in existence, but each game different mission cards are used and different amulets will need to be sought out.  Players battle monsters and increase their power (in combat and magic) as the game goes on. Game play involves a degree of cooperation to keep evil at bay as well as competition in completing missions.

 

Manila. Published by Rio Grande Games. 2005. Box. In shrink. £20

Designer: Franz-Benno Delonge. No. players: 3-5. Country: American, Duration: 1 hr, Desc. by Andy.

Attractively produced game in which three barges compete to get their goods to market first in order to get the best prices.  Players can decide which barges to invest in and they will then try to help these boats arrive safely.  However, there are also pirates (who may also be backed by the players).  It is also possible to insure the boats if you feel it necessary and also invest in the repair yards if you feel they will get business.  The game is about judging what you think is likely to happen, and then playing to try to ensure you were right, but of course everyone will have different aims.

 

Master Of Rules. Published by Japon Brand. 2007. Box. Good. £10

Designer: Susumu Kawasaki. No. players: 3-5. Country: Japanese, Duration: 30 mins, Desc. by Andy.

Very unusual card game which is played in a series of two-card 'tricks'.  In each trick each player must play 1 coloured number card, and one rules card, but the order in which they are played is up to the player.  When everyone has played their cards the rules cards played are checked, and points awarded to players whose rule has been achieved.  Examples rules are that the card you play is the highest in the most played colour, or is unique in colour and number, or that your right hand neighbour's rule is true etc.  However, you cannot play a duplicate rule card which limits options considerably and may make it more sensible to play a rule first rather than last.  Intriguing.

 

Media Mogul. Published by JKLM Games. 2004. Box. In shrink. £14

Designer: Richard Huzzey. No. players: 3-5. Country: British, Duration: 90 mins, Desc. by Andy.

Special notes: Includes the double deck of cards and revised rules.

Media Mogul thrusts players into the role of international tycoons seeking to spread their own operations over the globe.  Winning over audiences with your television, radio and newspaper media with quality content is important to gain audiences, but what makes money (and victory) is lucrative advertising contracts, but adverts bore and repel your audiences, requiring you to balance profit and sustainability at all times. Game play makes use of cards, and players have a limited number of actions which they can perform each turn.

 

Metropolis. Published by Ravensburger. 1984. Box. Good. £20

Designer: Sid Sackson. No. players: 2-5. Country: German, Duration: 90 mins, Desc. by Andy.

Excellent Sid Sackson game, beautifully produced as you would expect from this company.  Players, in effect, zone a new town, by first acquiring plots of land and then building variously shaped buildings on the sites. Making deals with other players is an essential part of the game.  The game is driven by the choice of which plot the current player wishes to claim, but there are clever rules (often mistranslated or misunderstood) which limit the ability to claim plots.  The rules concerning the value of buildings when in the same area as other buildings seem complex but add to the strategy and tactics possible. Recommended.

 

Mind Mover-3. Published by Mindmovers. 1974. Box. Good. £1.50

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

Deduction word game very similar to Word Mastermind. One player thinks of a word and places hidden letter tiles for that word. The other player chooses a word and it is marked for letters which are correct but wrong place and correct and right place.  Subsequent guesses allow the guessing player to home in on the correct word. The board is sturdy moulded plastic, and the tiles the same size as Scrabble tiles, so much less fiddly than Word Mastermind. Also the box design is very 1970s, making this a nice nostalgia item.

 

Moonstar / Orbit.  Box. 2 editions available:

1) Moonstar. Published by Avalon Hill. 1981. Box. Country: American. Good. £6. This version doesn't have the nice wooden pieces of the German version, but it does have  expanded rules, including 11 variants.

2) Orbit. Published by Franckh. 1993. Box. Country: German. Good. £12. This set includes metal and wooden pieces and a glass egg timer

Designer: Alex Randolph. No. players: 2+. Duration: 45 mins, Desc. by Andy.

Incredible game of skill, a real brain-bender, yet when you open the box all you can see are loads of dice!  The game itself involves rolling the dice to set up a situation on the board and then all players analysing the setup and spotting the highest way to score using the dice.  After 1 minute players bid and the highest bidder shows how he gets his score.  Some similar ideas to Ricochet Robots by the same designer, but rather more abstract.

 

Panasonic European Open. Published by Wheatley Golf. ca.1980. Box. Box Lid Poor. £1.75

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

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. The ball is marked on the boards with a chinagraph pencil.

 

Party Games For Children Of All Ages. Published by W. Foulsham & Co.. ca.1975. Book.  2 copies:

1) Good. £1      2) Good, cover taped inside. £0.50

Author: Mary Vivian. Country: British, Desc. by Andy.

Softback, 18x12cm, 77 pages. Games for children's parties. The book is divided into sections by age, and by new and original games as follows: Games for ages 12-15 (New 12, Old 15), Games for ages 7-11 (New 13, Old 18), Games for ages 4-6 (New 14, Old 17).

 

Power Barons. Published by Milton Bradley. 1986. Box. 2 copies available:

1) 1 box corner + edge split. £8.50      2) Good. £10

Designer: Unknown. No. players: 3-4. Country: Canadian, Desc. by Eamon.

Three-dimensional business game in a large box, full of plastic components with 4 of the most impressive playing pieces you will ever use in any game. Each player is trying to become the most powerful person in the world, whether that be powerful as a capitalist, or a politician, or even someone on the other side of the law. Played on a map of the world, this game is essentially a card game, with the results of the card play being translated into actions on or around the board.

 

Puerto Rico PC Game. Published by Eagle Games. 2004. Box. New. £11

Designer: Andreas Seyfarth. No. players: 1-5. Country: American, Duration: 1 hr, Desc. by Andy.

Computer game version of the best selling gamer's game Puerto Rico.  This allows you to play Puerto Rico on your own or with others on your PC. You can choose the number of computer players, and you can adjust their intelligence level.  Multiplayer option available using a LAN or over the internet.  Optional advanced rules allow the use of new buildings, and the graphics can be 2D or 3D.

 

Quatre Bras. Published by SPI. 1979. Box. Box shows wear. £4

Designer: Kevin Zucker. No. players: 2. Country: American, Desc. by Andy.

Special notes: Box cover somewhat discoloured, but contents fine

Bookcase box. Operational level simulation of combat between Napoleon's forces under Ney and Dutch forces at Quatre Bras.  This was originally published as part of the Napoleon's Last Battles Quad, and so the rules come in two parts - firstly the Napoleon's Last Battles base rules and then the Quatre Bras specific rules.  Also included is a booklet giving lots of background to the game and practical tips on playing it.

 

Railway Rivals / Dampfross

General description: A classic railway game, in which players mark on the laminated board track they have built.  Every so many rounds some races are run and whoever has the best network for that route should be in for a payout.  Recommended.

 

Dampfross. Published by Schmidt. 1984. Box. Good but box shows some wear. £10

Designer: David Watts. No. players: 2-6. Country: German, Duration: 2 hrs, Desc. by Andy.

Special notes: No chinagraph pencils included (you can use OHP pens), German rules missing - English rules provided.

The edition of Railway Rivals that won Spiel des Jahres 1984. Four mounted boards - France, Eastern United States, Germany and Western United States.

 

Railway Rivals Packet 1. Published by Rostherne - Sort Of. ca.1984. Packet. Excellent. £6

Designer: David Watts. No. players: 2-6. Country: British, Duration: 90 mins, Desc. by Andy.

This is not an official set, but a mounted laminated double sided board, train playing pieces, the dice needed to play and a set of rules.  It does not include 'wipeoffable' pens, but these can be bought at any stationery shop. I am selling this because I have lots of the components originally from Rostherne.  You can choose which mounted map is included.

 

Railway Rivals Packet 2. Published by Rostherne - Sort Of. ca.1984. Packet. Excellent. £4

Designer: David Watts. No. players: 2-6. Country: British, Duration: 90 mins, Desc. by Andy.

This is not an official set, but a laminated paper map, train playing pieces, the dice needed to play and a set of rules.  It does not include 'wipeoffable' pens / crayons, but these can be bought at any stationery shop. I am selling this because I have lots of the components originally from Rostherne.  You can choose which unmounted map is included.

 

Maps (Paper & Mounted)

Dampfross 2 - Mapboard N. Italy + Austria. Published by Schmidt. 1985. Board only. Good. £3.50
Mounted re-usable boards for Railway Rival / Dampfross. Austria and Northern Italy.

Dampfross 2 - Mapboard S. Italy + Switzerland. Published by Schmidt. 1985. Board only. Excellent. £4
Mounted re-usable boards for Railway Rival / Dampfross. Switzerland and Southern Italy.

"Express" USA Map. Published by Disk Ricany. Country: Czech. 1989. Map. Good. £1
Map for use with Railway Rivals.  A3 size, unlaminated paper, so not reusable. This is an unusual item as it was published in 'giant calander' format.  As well as the map I will print off a copy of a table showing minimum distances between cities.  If it is helpful I can also include the Railway Rivals rules in Czech since they are on the inside of the calander. If you want the complete calander, inc. cover and all maps (as a collector's item) get in touch.  This item is just one of the maps (it came with 20 identical copies of the map)..

Map B (London & Liverpool) A2. Published by Rostherne. 1982. Map. Good. £1.75
Map for use with Railway Rivals.  A2 size, laminated paper, so reusable.

Map B (London & Liverpool) A3. Published by Rostherne. 1982. Map. Excellent. £0.50
Map for use with Railway Rivals.  A3 size, non laminated, so single use only unless you laminate it yourself.

Map E (Atlantic & Lake Erie - USA). Published by Rostherne. 1985. Map. Good. £1.75
Map for use with Railway Rivals.  A2 size, laminated paper, so reusable.

Map FR (France). Published by Rostherne. 1987. Map. Good. £1.75
Map for use with Railway Rivals.  A2 size, laminated paper, so reusable.

Map I (Ireland). Published by Rostherne. 1985. Map. Excellent. £1
Map for use with Railway Rivals.  A2 size, colour, but not laminated paper, so may not be possible to reuse.

Map M (London & Midlands). Published by Rostherne. 1984. Map. Good. £1.75
Map for use with Railway Rivals.  A2 size, laminated paper, so reusable.

Map ND (North Germany). Published by Rostherne. 1995. Map. Good. £2.25
Map for use with Railway Rivals.  A2 size, laminated paper, so reusable.

Western USA / London & Liverpool. Published by GDW. Map. Excellent. £3.75
Double sided large very nicely produced map for Railway Rivals.  The map is mounted on thick card and is in full colour - very nice indeed.  The maps are: Western USA and London to Liverpool.

 

 

Reef Encounter. 2 editions available:

1) Published by R&D Games. Country: British. 2004. Box. New - unpunched. £15. This game does not come in the original box, but a white box. Otherwise it is the same as the original edition.

2) Published by What's Your Game. Country: American. 2006. Box. Excellent. £20. Note that the artwork is different to the original edition - this only matters if you are intending to use this with an expansion set.

Designer: Richard Breese. No. players: 2-4., Duration: 90 mins, Desc. by Andy.

Strategy game in which the players control parrotfish which patrol ever growing coral reefs.  Players get to extend the reefs in the way most favourable to themselves and can also control which of the types of coral is dominant and thus can grow over the top of other corals.  The parrotfish are used to claim reefs for a player when it is thought to be worth scoring.  The game uses a series of clever interlocking mechanisms which take a while to master, but then allow for a great deal of cunning play..

 

Revolution. Published by Phalanx. 2004. Box. In shrink. £35

Designer: Francis Tresham. No. players: 2-5. Country: Dutch, Duration: 6 hrs, Desc. by Andy.

Special notes: Ltd edition. No. 507

Limited edition long awaited game by this master designer. All components in English.  Revolution simulates the 80 Years war between Spain and the Netherlands between 1568 and 1648, which eventually brought independence to Holland and the northern provinces. William of Orange and King Phillip II were the main protagonists.  Each player represents one of the principle factions: The Catholics, Habsburgs, Nobility, Burghers, and Reformers. Each faction has its own goals, some of which may align well with those of other factions - at least for a while. Not a war game, but more a strategic game of political, religious and economic power.

 

Rivets. Published by Metagaming. 1977. Packet. 2 copies available:

1) Box good, contents unpunched. £4

2) Box taped and shows wear. £2. The original (paper) board is missing, but a copy on card is supplied.

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

MicroGame No. 5, and one of the best in the series. Each player has an army of robots, called Boppers, but the twist is that each type of robot is only programmed to attack one other type. In effect, if unauthorised types meet on the battle field, they ignore each other. This leads to lots of reprogramming during the battle as you realise your, or your opponent's, weaknesses.

 

Robo Rally. Published by Hasbro Avalon Hill. 2005. Box. In shrink. £27

Designer: Richard Garfield. No. players: 2-8. Country: American, Duration: 1 hr, Desc. by Andy.

Reprinted edition of this popular robot board game from the designer of Magic: The Gathering. Each player plans the moves and turns of their robot for the round and then robots execute these programs in sequence.  The boards have pits, conveyor belts, walls, lasers, and all sorts of other obstacles to negotiate.  Essentially a race game, but with geomorphic boards and the players can choose the length and difficulty of the layout each time. This edition includes 8 prepainted plastic robots, Option cards, 4 double sided boards, and a 30 second timer.

 

Roll Through The Ages: The Bronze Age. Published by Gryphon Games. 2008. Box. In shrink. £21

Designer: Matt Leacock. No. players: 1-4. Country: American, Duration: 40 mins, Desc. by Andy.

Dice game in which each player gets a wooden resource-pegging board and a sheet of paper to make note of their cities, developments and monuments built.  Each turn the current player rolls the dice with rerolls permitted.  The dice show resources, food, money, people, disaster or a mixture, and the results are used to populate new cities, invest in developments to give benefits on future turns, or start building monuments.  The objective is to score VPs in various ways. Fast playing, fun, and with strategic decisions - a game I highly recommend.

 

Royal Palace. Published by Rio Grande Games. 2008. Box. 2 copies available:

1) Excellent. £21      2) In shrink. £24

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

Resource management based board game in which the players use their servants in the rooms of the royal palace to gain various resources, special action cards, recruit additional servants, and increased ability to move around the palace for greater flexibility in future turns.  Many actions involve removing servants from the board, so ensuring that you can get them back on quickly is vital.  When you have enough resources these can be spent to gain the favour of aristocrats located on a separate park board.  These are worth VPs and in game benefits too.  Bonuses are also awarded for having most aristocrats in various areas of the park as well.

 

Savannah Cafe. Published by Euro Games. 2001. Box. In shrink. £7

Designer: Sylvie Barc, Frederic Bloch & Philippe Des Pallieres. No. players: 2-4.

Country: French, Duration: 20 mins, Desc. by Andy.

Race game, each player has a hippo (very slow but steady), a lion (medium speed, but can be knocked back by opposing hippos) and a gazelle (fast but very erratic, and can be eaten by opponents' lions) which run to the watering hole to quench their thirst. It doesn't matter which of your animals arrives first, as long as one of them arrives before your opponents' animals.  The game is driven by cards, each of which moves a particular type of animal a certain distance. A few special cards also allow for some sneaky tricks.

 

Save Your Planet. Published by Abel Games Ltd. 2000. Box. Good. £7

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

Each player is an important diplomat representing an entire continent, and must attempt to save the world from potential disasters (alien invasion, asteroid collision, nuclear war, giant volcanic eruption or global warming).  This is done by flying around the world and collecting solution cards, which each help against some of these, but not all.  Various lesser problems will need to be resolved along the way, and when you have sufficient solution cards for the most pressing disaster you can return to the United Nations with your solutions and win the game.  Includes plastic aeroplane pieces and a special dice.

 

Scarne's Encyclopedia Of Games. Published by Constable. Book. 2 editions available:

1) 1983. Good. £8      2) 1976. Good. Dustcover missing  £8.

Author: John Scarne. Country: British, Desc. by Andy.

Hardback with dustcover, 26x18cm, 628 pages. Comprehensive guide to games by one of the foremost figures in the business. Has nearly 1,000 games explained, plus variations. This includes at least 300 games which had not previously been published in a book. Has about 20 chapters on different families of multi-player card games, as well as chapters on tile games, chess, checkers, Teeko, dice games, lottery games and parlour games.  Includes rules to his own game Skarney, which he considers probably his best game invention.

 

Senator. Published by Fantasy Flight. 2004. Box. In shrink. £10

Designer: Eric Lang. No. players: 3-5. Country: American, Duration: 1 hr, Desc. by Andy.

Players are Senators in ancient Rome and each round various issues and disasters need to be dealt with, and the Senator who is seen to help most on each of these will get the credit.  However, some issues are ones you don't want to be associated with, and these must be avoided.  Each round there is also an event which alters the way the game is played.  Only the most successful Senator can hope to become Caesar.

 

Shadowrun - Dreamchipper. Published by FASA. ca.1989. Book. Excellent. £2

Author: James D. Long. No. players: 2+. Country: American, Desc. by Andy.

Adventure module for the Shadowrun RPG.  Substance abuse is now a thing of the past.  The new thing is the Better Than Life Chip implant, which makes all real-life pleasure pale in comparison.  However, some of these chips are missing and need to be found, and it seems they may have been given a side effect of making the user into a serial killer...

 

Shadowrun - One Stage Before. Published by FASA. 1992. Book. Excellent. £2

Author: Nigel D. Findley. No. players: 2+. Country: American, Desc. by Andy.

Adventure module for the Shadowrun science fiction role playing game.  The characters are hired to investigate the brains behind repeated attempts to sabotage a major corporation's newest acquisition, but their first wrong move could well be their last. Compatible with 1st and 2nd edition rules.

 

Shadowrun - Total Eclipse. Published by FASA. 1991. Book. Good. £1.75

Author: William Tracy. No. players: 2+. Country: American, Desc. by Andy.

Adventure module for the Shadowrun RPG.  The rock band 'The Elementals' has broken their recording contract and vanished.  The players have to find them and get them back alive.

 

Shake Words. Published by Peter Pan. ca.1950. Box. Good. £2.50

Designer: Unknown. No. players: 2+. Country: British, Duration: 15 mins, Desc. by Eamon.

Classic word game, where you roll the 14 wooden letter-dice to form crossword-style layouts of words.  Best played with a timer (not provided).

 

Square Mile. Published by Milton Bradley. 1962. Box. Good but corners taped. £60

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

An excellent business game and very rare. Players compete to develop a square mile of raw land and turn it into a thriving community. The player who buys, sells and builds most wisely and makes the most money will be the winner.  The mechanics feel very contemporary which is amazing given its age, and the components are also first class with a large board, chunky plastic buildings, and lots of plastic zoning grids which get placed on the board during play. Game play is also very interesting.

 

Supernova. Published by Valley Games. 2008. Box. In shrink. £36

Designer: Oliver Harrison, Mike Roy. No. players: 3-5. Country: American, Duration: 2 hrs, Desc. by Andy.

Space exploration and empire expansion game.  The game uses a modular game board so it will be different each time, and a card based battle system.  There are technologies to be developed to improve the effectiveness of your fleet, and of course ships to be built and battles to be fought.  There is both a short and long version of the game.

 

Targen's Tome: A Master's Guide To Magic. Published by Chessex. 1995. Book. Excellent. £3

Author: John M. Corradin. Country: American, Desc. by Andy.

Softback, 27x21cm, 182 pages. This book introduces Magic The Gathering, explaining how to play and then moving on to the theory of deck design and giving some example predesigned winning decks.   The book also has a good Magic The Gathering Glossary and lots of top ten lists to give you ideas for decks and cards to include in your decks.  Of course the card sets used the book are now rather old, but most of the strategy and deck building skills described are still very useful.

 

Taxi!. Published by Gibsons. 1983. Box. 2 copies available:

1) Box corners taped. £2.50      2) Good. £3

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

Newer version of a game first made by Ariel in the 1950's. Uses a unique movement system, doing away with dice or cards. The map of London's roads is dotted with white lines. You can move as far as you like in one move as long as you don't cross more than one white line. By using back streets, considerable mileage can be chalked up in a single turn.  The objective is to pick up and deliver passengers and collect their fares.  There is scope for undercutting rivals and buying a second taxi for greater flexibility.

 

Terrible Swift Sword. Published by SPI. 1976. Boxes. Good. £35

Designer: Richard Berg. No. players: 2. Country: American, Desc. by Andy.

Monster wargame covering the three days of the Battle of Gettysbury 1863. It is a complex grand tactical regimental-level simulation. There are scenarios covering each of the three days and the Battle for the Little Round Top, as well as the masterpiece: The full campaign, a 125 turn 60 hour monster.  The rules cover 31 pages (though that includes optional rules and scenario information too).  There are three large mapsheets which are placed together to form the board, and 2000 counters.

 

Tet Offensive. Published by GDW. 1991. Box. 1 Box edge damaged. £7.50

Designer: Frank Chadwick. No. players: 2. Country: American, Duration: 2 hrs, Desc. by Andy.

Simulation of the great offensive effort of the Vietcong in January 1968 directed at the major cities and towns of Vietnam. This proved to be the decisive battle of the war.  Morale plays a major role in the game, and demoralising your enemy is a key strategy.  Includes variants, such as a 4 player version. Comes in a larger box than is usual for this company and has striking art work.

 

That's Life. Published by Ravensburger. 2005. Box. In shrink. £17.50. Desc. by Andy.

Designer: Wolfgang Kramer & Michael Kiesling. No. players: 2-6. Country: German, Duration: 30 mins.

Dice based game in which players roll and move one of their playing pieces along a track.  However, the track is made up of tiles which have various values - some positive, some negative, and some which can make a negative tile positive. When moving off a tile if there is no other playing piece on it then you must take the vacated tile for good or ill.  There are some neutral blocking pieces which help stop players rushing ahead and taking the good tiles, and also give you a chance to get off bad tiles safely. Light but fast moving and fun. This is an international edition. The German version is called "Verflixxt".

 

The All New Enigma. Published by Drummond Park Ltd. 1995. Box. Good. £7

Designer: A Duncan, C McCool. No. players: 3-12. Country: British, Desc. by Andy.

Party game based on the idea of having to answer riddles.  There are cards with 800 riddles, which should keep things fresh for quite a while.  The objective is to escape from a maze.  Each player has a maze board, and gets to move their playing piece by answering riddles.  However, there is no way out - the only way to get out is to switch onto a different board when the walls bar your way on your current board. Again this has to be done by answering riddles.

 

The Canadian Wargames Journal Vol 6 No 3 Spring 1992. Published by Canadian Wargamers Group.

1992. Magazine. Good. £0.25. Author: Unknown. Country: Canadian, Desc. by Andy.

Wargaming magazine which this issue covers: World In Flames (Discussion, Errata, Variants), Barren Victory (Review & Analysis),  Trajan (S&T 145), Columbia Block Games, Battles For Empire (Napoleonic Miniatures, Analysis and Review), Attack Sub (Review and Scenarios), South Africa: The Death of Colonialism (Variants), The Great Battles of Alexander (Review), 48th Panzerkorps, Kasserine Pass, Wargaming Magazine Article Index, B-17, Letters, Observation Post, Best of 1991.

 

The Concorde Game. Published by Ideal. 1976. Box. Box base indented and lid corners taped. £8.50

Designer: Unknown. No. players: 2-4. Country: British, Duration: 1 hr, 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 F.A. Book For Boys 1954/55. Published by The Naldrett Press. 1954. Book. Cover fair, inside excellent. £3

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

Special notes: The hardback cover shows stains and a little damage, and the blank flysheets some speckling, but the pages themselves are excellent.

Hardback book with 192 pages. This is a soccer book for boys published by the English Football Association.  It contains all sorts of articles related to football, including ways to improve your game and interviews with famous players of the day (eg. Stanley Matthews). Very nice period item.

 

The Fishing Game. Published by Anglepen. ca.1980. Box. Good. £3

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

Fishing game in which the large board shows a gridded lake onto which fish are placed.  Players use very nicely made metal angler figures with fishing rods either from the banks or from the island (using metal boats).  Lines are cast and hooks positioned on the board.  There are rules about not crossing lines with other players.  If a fish is close enough to a hook then it takes the bait, and a struggle to land it ensues.  The weight of any fish landed is recorded and players try to return home with the biggest catch.

 

The Glory. Published by Genesis. 1988. Box. Good. £9

Designer: Unknown. No. players: 2-6. Country: British, Duration: 3 hrs, Desc. by Andy.

Privately made game. Each player represents a great European power in the mid-nineteenth century vying for supremacy. Players have to look at things both from a military commander's point of view, positioning forces ready to attack, and planning with potential allies, but also from a King's viewpoint where keeping the people happy and keeping yourself popular are important too.  Involves negotiation and knowing when to break allegiances too. Bookcase box

 

The Lord Of The Rings: Return Of The King Jigsaw Puzzles. Published by Ravensburger. 2003. Box. Good. £3

Designer: New Line Cinema. No. players: 1+. Country: British, Desc. by Andy.

This box contains two 500 pieces jigsaw puzzles which both show pictures from the Peter Jackson film of the same name. One shows Legolas in various poses, and the other shows Aragorn in several poses. The jigsaws are 49x36cm when complete.

 

The Third Citadel Compendium. Published by Citadel Miniatures. 1986. Magazine. Good. £0.35

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

This is a magazine and catalogue combined.  The articles are: How to Build a Fantasy Inn, Painting Regiments for Warhammer, Bellicose Bestiary (new Warhammer monster stats), The Quest of Kaleb Daark (10 page comic).  Also included are about 50 pages of pictures of Citadel's very extensive range of miniatures.

 

Titan. Published by Valley Games. 2008. Box. In shrink. £36

Designer: Jason B McAllister. No. players: 2-6. Country: American, Duration: 4 hrs, Desc. by Andy.

Reprint of this classic monster game.  The amount of stuff in the box is quite astonishing.  Essentially a multi-player fantasy war game. Your fantasy forces breed into bigger and better units as you play. The board consists of many interconnected paths of spaces with many different types of terrain.  When opposing stacks clash fights are carried out on a separate battle-board.

 

Totopoly. Published by Waddingtons. ca.1949. Box. Box shows wear, 1 corner taped. £9.50

Designer: Walter Lee & Roy Vincent Palmer. No. players: 2-6. Country: British, Desc. by Andy.

Special notes: Undated, but I believe it to be the 1949 edition.  1 metal horse has a broken leg, but still stands up

Classic game of horse-racing. This set comes with a separate board and box of other components.  The horses are metal. Includes all the cards taken out of relatively recent editions.

 

Totopoly. Published by Waddingtons. ca.1940. Box & Board. 2 copies available:

1) Good. £12.50. Some of the cardboard horses have lost a leg or two through use

2) Excellent for age. £18

Designer: Walter Lee & Roy Vincent Palmer. No. players: 2-6. Country: British, Desc. by Andy.

Very attractive edition of this classic racing game, a war-time edition. I know this because it originally had metal horses, but during the war metal was at a premium, so they used cardboard horses that slotted onto wooden bases. Actually, the result is very attractive. This edition includes all the cards taken out of the 1980's re-print game when they tried to save money.

 

Totopoly. Published by Waddingtons. ca.1960. Box. Box fair, but taped. £10

Designer: Walter Lee & Roy Vincent Palmer. No. players: 2-6. Country: British, Desc. by Andy.

Very attractive edition of this classic racing game, dated 1949 but I think it is a Sixties' print. This edition includes all the cards taken out of the 1980's re-print game. With metal racehorses. Very nice artwork on the lid, and an unusual way of producing the two boards needed for play.

 

Totopoly. Published by Waddingtons. Box  2 copies available:

1) 1972.. Good. £16.      2) 1978. Good. £15.

Designer: Walter Lee & Roy Vincent Palmer. No. players: 2-6. Country: British, Desc. by Andy.

Classic game of horse-racing. Includes all the cards taken out of relatively recent editions.  Plastic horses unlike earlier versions which had metal horses, but this has a smaller box.

 

Tournament Golf. Published by Ariel. ca.1965. Box. Good. £10

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

A rarely seen Ariel game. Large double sided board and a huge spinner. Mainly played by choosing your club, drawing a card that allows for a possible variation to what you would expect, and possibly using the spinner if you have a tricky shot or are in a hazard. Allows for a professional standard or an amateur shambles. The game will play as an opponent for you, the ever-ready Angus McDummie!

 

Trick ‘R Treat. Published by Rio Grande. 1998. Box. Excellent - cards in shrink. £3.50

Designer: Oliver Igelhaut. No. players: 3-6. Country: American, Duration: 20 mins, Desc. by Andy.

Card game, also played with 8 special Jack-O-Lantern dice and a timer. A light but intense game for the quick of eye as you have to spot which pumpkin face symbols on the dice match those on cards in your hand and the symbols are all pretty similar.

 

Uno Dice. Published by Gibsons. 1987. Box. Good. £3.50

Designer: International Games. No. players: 2-6. Country: American, Desc. by Andy.

Rather nice dice game with 24 special dice. The dice have variations of coloured numbers and 'Wild' symbols. Rules for three different games included. The first game is essentially a Uno variant but with dice rather than cards.  The second is more like Yahtzee, and the third involves forming chains of matching dice - a sort of dominoes dice game.  Unusual item.

 

Ur. Published by What's Your Game. 2006. Box. In shrink. £10

Designer: Paolo Morl. No. players: 3-4. Country: Italian, Duration: 1hr, Desc. by Andy.

Tile based game in which players use the actions on tiles they control in order to gain additional people, redistribute people, attack their neighbours and ultimately build ziggurats.  One clever mechanism is that the tiles are double sided and on your turn you perform both actions and then swap that tile with another open tile on the table, thus determining your options for your next time.

 

Vabanque. Published by Winning Moves. 2001. Box. Excellent. £11.50

Designer: Bruno Faidutti, Leo Colovini. No. players: 3-6. Country: German, Duration: 30 mins, Desc. by Andy.

Game of gambling and bluffing with a casino theme.  Each round players get to place increasingly large money chips onto table cards placed in a circle.  Players also get to place and optionally move a playing piece to indicate one of these table cards they definitely want resolved that round.  Players also place their own claim cards besides the table cards to stake a claim on a share of the money there.  However, there are also special cards which multiply up the amount of money at a table, and even steal all the money at a table.  All players have the same resources to work with, so you have to try to work out what your opponents are up to.

 

Vikings. Published by Rio Grande Games. 2007. Box. In shrink. £25

Designer: Michael Kiesling. No. players: 2-4. Country: American, Duration: 1 hr, Desc. by Andy.

Each player is a viking chief, and must scout and settle islands off the homeland. This is done using a clever drafting system in which you can get something cheap or pay more for something you really want. Each time one viking and one piece of land are purchased.  The land tiles must be placed in a personal area which forms your settled lands, and the vikings have different professions: warrior, fisherman, scout, noble or goldsmith, and each can be settled only on particular islands. Raiding ships also need to be seen off (with warriors).  There are three scoring rounds throughout the game to determine who is the greatest viking chief.  Plays best with 2-3 players, and highly recommended with either of those numbers.

 

Visual Brainstorms. Published by Binary Arts. 1995. Box. Excellent. £4

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

A set of 100 full colour oversize cards each of which has a visual brainteaser on it.  The card is studied for a limited time and an answer given.  The answer is on the back of the card, and sometimes there is a bonus question on the back as well which must be answered without further reference to the card.  Fun game which can be played on your own as a challenge or with several players as a competitive game.  Attractive illustrations and clever puzzles.

 

Vor Dem Wind. Published by Phalanx. 2007. Box. In shrink. £18

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

German edition of Before The Wind. Merchant shipping themed card game in which players take it in turn to make available a selection of cards, and then bid for the right to use these cards in a clever way.  If someone else wants to use the card you choose then you must either pay them or allow them to pay you to take the card instead of you.  Cards can let you obtain goods to put in your hand, place cards from hand into your warehouse, or ship goods from your warehouse for victory points.  Players need to take care that the end of the round doesn't creep up unexpectedly as some of their goods will likely rot if unshipped.  Very well regarded game.

 

W.W.F. Wrestling Challenge Game. Published by Milton Bradley. 1991. Box. Good. £2

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

TV related, based on the exploits of well-known wrestlers like Hulk Hogan, Earthquake, Mach Man, Ultimate Warrior, Million Dollar Man, The Model, Mr Perfect, Jake the Snake and Big Boss Man. A fun game, and some tactics required with the use of your Power Cards - when and where to use them can be crucial.

 

Walhalla. Published by Amigo. 2006. Box. In shrink. £16

Designer: Alessandro Zucchini. No. players: 3-4. Country: German, Duration: 1 hr, Desc. by Andy.

The players represent tribes of Vikings settling new lands by ship.  There are several fjords into which ships can be sailed, and the players take it in turn to send a ship with one or two of their Vikings and one opposing Viking to sea. When landing empty spaces can be taken over easily, but if they have already been claimed one Viking will end up in Valhalla! However, this isn't an entirely bad thing as it brings the favour of the gods, which will help the following turn.  When all ships have sailed the land areas are scored in various ways, and the number of each player's Vikings in Valhalla determines the strength of their reinforcement for the next turn.  Special action cards add to the variety. Some unusual mechanics and neat ideas.

 

Win, Place & Show. 2 editions available:

1) Published by 3M. 1966. Good. £27. Comes in the wrap-around board-box.

2) Published by Avalon Hill. 1977. Good. £12.50. Bookcase box

Designer: J Reilly & T Divoll. No. players: 2-6. Country: American, Desc. by Andy.

Classic horse racing game. Players make money by owning winning horses and by gambling on their own or other's runners.  The race system is very clever, with a combination of fixed form for the horses on an individual basis, small occasional bonuses according to dice rolls and a random base speed for all horses each round.  This means that a horse which starts fast but runs out of pace at the end really needs high 'base' rolls to do well, whereas a fast finisher wants the reverse.  There is also a lot of positional play and different quality jockeys, as well as the possibility that a player may not actually want his horse to do that well! 

 

Word Power. Published by Avalon Hill. 1967. Box. 2 copies available:

1) Good. £4      2) Box worn. £2

Designer: Tom Shaw. No. players: 2+. Country: American, Duration: 1 hr, Desc. by Andy.

2nd edition in a bookcase box. 3 levels of play, from elementary to intellectual. Based around word definitions, but with more game-play than usual in these types of game.  Essentially the players have cards with various obscure words on them and these can be played only onto spaces with related or opposite words when on an appropriate space.  Players can also challenge your play if they think you don't know what a word means and so have made an incorrect play.

 

 

I seem to have some extra space, so I will put in extra section – Lots of D&D + AD&D related stuff!

 

AD&D 1st Ed Dungeon Masters Guide. Published by TSR. 1979. Book. Good. £3.75

Author: Gary Gygax. No. players: 2+. Country: American, Desc. by Andy.

This edition of the Advanced Dungeons & Dragons 1st Edition D.M.G. has the cover showing a gatekeeper in a green robe holding open two immense doors.  To play you will need this book + the Player's Handbook + some polyhedral dice and either an adventure module or one of the many monster manual type books available to assist in designing your own adventure. (I can almost certainly provide all of this - just ask!)

 

AD&D 1st Ed Dungeon Master's Screen. Published by TSR. 1981. Packet. Excellent. £1.75

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

This Dungeon Master's screen come in two parts, and each part has three fold out sections.  The screen has pictures on the side the players will see and tons of charts on the DM's side.  Extremely useful for quick reference and is hard wearing.

 

AD&D 1st Ed Player's Handbook. Published by TSR. 1980. Book. 2 copies available:

1) Good. £3. Has cover showing a large orange demon shaped statue with a couple of thieves prying out the giant jewelled eyes.

2) Excellent. £4. Has cover showing a wizard enspelling a flying imp.

Author: Gary Gygax. No. players: 2+. Country: American, Desc. by Andy.

To play you will need this book + the Dungeon Master's Guide + some polyhedral dice and either an adventure module or one of the many monster manual type books available to assist in designing your own adventure.

 

AD&D 1st Edition Fiend Folio. Published by TSR. 1981. Book. Good. £6.50

Author: Don Turnbull. No. players: 2+. Country: American, Desc. by Andy.

Hardback, 29x22cm, 126 pages. Quite rare AD&D 1st edition book of weird and unusual monsters. An excellent resource for GMs who use this system.

 

AD&D 2nd Ed Player's Handbook. Published by TSR. 1995. Book. Excellent. £3.75

Author: David Cook. No. players: 2+. Country: American, Desc. by Andy.

This edition of the AD&D 2nd Edition Player's Handbook has a fighter wielding an axe breaking down a door on the cover.  It has a black background and red and orange writing.  Inside the layout format has been modified somewhat to that in earlier versions.

 

AD&D Battle System. Published by TSR. 1985. Box. Good. £5.50

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

Special notes: Only 1 metal miniature.  I have not counted all the die cut counters, but quite playable even if some are missing.

AD&D supplement which allows large scale battles to be played out in AD&D campaigns, or it can be used as a standalone miniatures game. Includes rules for the use of field artillery, flying, magic, invisibility and illusions.  The set contains: 32 page rules book, 24 page scenario book, 16 page guide to miniatures, player aid cards, 2 miniatures, 3-D fold up buildings, army roster sheets and 801 die cut counters.

 

AD&D DragonLance: Dwarven Kingdoms Of Krynn. Published by TSR. 1993. Box. Mint. £5.50

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

AD&D Roleplaying supplement for the DragonLance world.  This set details the various dwarven realms in the land of Krynn.  The set includes: Songs of the Loremaster booklet with information players may well know about the history of the Dwarves on Krynn; A World In Stone booklet with GM only info; 4 mapsheets in a modular style allowing endless variations of Dwarven Halls etc to be set up.

 

AD&D DragonLance: Player's Guide. Published by TSR. 1993. Book. Mint. £2

Author: Douglas Niles. No. players: 2+. Country: American, Desc. by Andy.

AD&D Roleplaying supplement for the DragonLance world.  This book provides lots of information about the DragonLance campaign setting, including: races of the world, major cities and regions, deities, monsters, and a history of Krynn. 128 pages, softback.

 

AD&D Forgotten Realms: Elminster's Ecologies. Published by TSR. 1994. Box. Mint. £7

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

Campaign expansion set for the AD&D 2nd Edition campaign world.  This set includes 9 booklets, 8 of which describe various ecological niches in the world of Faerun - making each a unique area to adventure in.  The last booklet is the Explorer's Manual with encounter tables etc.  This set is in the deep box format as it contains a lot of stuff!

 

AD&D Forgotten Realms: Empires Of The Sands. Published by TSR. 1988. Booklet. Excellent. £4.50

Author: Scott Haring. No. players: 2+. Country: American, Desc. by Andy.

Roleplaying supplement for the AD&D Forgotten Realms. This accessory details the lands of Amn, Tethyr and Calimshan. This is intended as a GM resource to allow adventures to be run in these areas with a rich background for the towns, cities, political and military forces of the area.  There is a large colour poster-sized map and plenty to inspire a GM to run adventures here.  This is not itself a scenario though.

 

AD&D Monstrous Compendium. Published by TSR. ca.1988. Ringbinder File. Good. £8

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

A superb collection of creatures for use in the Advanced Dungeons & Dragons roleplaying game.  This comes in a large ringbinder folder, so that individual monster descriptions can be removed while you are using them and then returned later.  It also allows extra monsters to be added to the correct alphabetical section.  This collection includes at least Volumes 1, 2, 3,  Greyhawk Adventures, Kara Tur, and Spelljammer monstrous compendium pages, making the binder very full.  Also included are various sheets which came with the add on sets and extra full colour dividers. Contains about 200 double sided sheets of illustrated creature descriptions.

 

AD&D Ravenloft - Castles Forlorn. Published by TSR. 1993. Box. Mint. £4.75

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

Supplement for the AD&D Ravenloft setting.  This set includes a 96 page book on The Weeping Land and Castle Tritenoira which rules over it; Melancholy Meetings - a collection of encounters for the GM to use; Eve of Sorrows - an assortment of mysteries and nightmares within the castle itself.  A poster map is also provided of this new realm.

 

AD&D Ravenloft - Feast Of Goblyns. Published by TSR. 1990. Module. Good. £4

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

AD&D Ravenloft scenario which also includes a Ravenloft DM's screen.  The 96 page module is for low to mid level characters and the level of difficulty of the encounters can be adjusted. The party are mysteriously transported to Ravenloft, a realm of terror, where they do their best to survive the machinations of an evil lord and return to their home plane.

 

AD&D Ravenloft - Masque of the Red Death. Published by TSR. 1994. Box. Mint. £3. Desc. by Andy.

Designer: William Connors, D.J. Heinrich, Shane Hensley, Colin McComb. No. players: 2+. Country: American.

Roleplaying supplement for the AD&D Ravenloft world.  This set allows your characters to explore the macabre world of the 1890s in Gothic Earth.  Based on the feel of the works of Edgar Allan Poe, Bram Stoker and Arthur Conan Doyle. This set includes: 128 page Guide to Gothic Earth with rules and background; 3 adventure booklets; Map of Gothic Earth; GM Screen; Bonus poster.

 

AD&D Ravenloft - The Nightmare Lands. Published by TSR. 1995. Box. Mint. £4.75

Designer: Shane Lacy Hensley, Bill Skavicsek. No. players: 2+. Country: American, Desc. by Andy.

Supplement for the AD&D Roleplaying game, in the Ravenloft campaign setting.  This is a campaign expansion boxed set which contains everything necessary to adventure among dark dreamscapes and twisted nightmares of the dream world.  As well as rules books it includes new creatures and 64 ready to play nightmares which combine to form a full length adventure.

 

AD&D Trivia Game. Published by TSR. 1991. Box. Good. £4

Designer: Richard Borg. No. players: 3-10. Country: American, Duration: 1 hr, Desc. by Andy.

A game for keen players of AD&D.  The players or teams are asked questions of varying difficulty, relating to events which might occur within AD&D.  If you have a AD&D Rules Lawyer friend then this would make a great present for them! Alternatively take it along to your roleplay club and be assured of a fun hour or so.

 

AD&D: Al-Qadim: Arabian Adventures. Published by TSR. 1992. Book. Good. £5

Author: Jeff Grubb. No. players: 2+. Country: American, Desc. by Andy.

Softback, 27x21cm, 158 pages. AD&D 2nd Edition roleplaying supplement which introduces Al-Qadim, a setting similar to that of The Tales of 1001 Arabian Nights.  This book covers: The Land of Fate (Al-Qadim), Characters, Kits, Proficiencies, Perils of Adventure, At The Bazaar, Sha'ir Abilities, Wizard Spells.

 

AD&D: Dark Sun Rules Book. Published by TSR. 1991. Book. Good. £3.50

Author: Troy Denning, Timothy Brown. No. players: 2+. Country: American, Desc. by Andy.

Softback, 27x21cm, 96 pages. This AD&D 2nd Ed supplement provides the rules for character creation, magic, combat, and treasure for campaigns set in the Dark Sun world.  There are also sections detailing the differences in time and movement and listing new spells available in the Dark Sun world.

 

AD&D: Deadly Power. Published by Mayfair. 1984. Booklet. Good. £3.50

Author: L. Nicholson, J. Keefe, D. Nicholson. No. players: 3+. Country: American, Desc. by Andy.

AD&D adventure module for 4-8 characters of levels 6-9.  This is a 40 page AD&D compatible adventure in which the characters discover the deadly secret of a rich mining town's recently deceased ruler.  What they do will determine the future of the town and its citizens.

 

AD&D: DL1: Dungeons of Despair. Published by TSR. 1984. Booklet. Excellent. £2.50

Author: Tracy Hickman. No. players: 2+. Country: American, Desc. by Andy.

The first in the epic series of DragonLance adventures. The adventure is for 6-8 characters of level 4-6. This introduces the players to the world of Krynn, and their characters get to explore Haven, and the ruined Xak Tsaroth, and encounter draconians. 32 pages.

 

AD&D: DragonLance Adventures. Published by TSR. 1987. Book. Good. £4

Author: Tracy Hickman, Margaret Weis. No. players: 2+. Country: American, Desc. by Andy.

Hardback, 28x22cm, 128 pages.  AD&D 1st Edition supplement which details the world of Krynn so that you can run your campaign in the DragonLance setting.  The book covers: The Universe, Characters in Krynn, Wizards of High Society, Messengers of the Heavens, Races of Krynn, Character Proficiencies, Creatures of Krynn, Tales and NPCs of Long Ago, Magic Items, The War of the Lance.

 

AD&D: Dungeoneer's Survival Guide. Published by TSR. 1986. Book. Good. £5

Author: Douglas Niles. No. players: 2+. Country: American, Desc. by Andy.

Hardback, 28x22cm, 128 pages.  AD&D 1st edition optional rules book.  This book gives all sorts of ideas for making your underground adventures more interesting.  The contents include: Underdark Overview, Movement Underground (Swimming, Climbing, Jumping, Ropes, Bridges etc), Proficiencies, Combat Rules, Battlesystem Options Underground, The Underground Environment (Air Supply, Cave-ins, Waterways, Mining etc), New Equipment.

 

AD&D: Five Shall Be One. Published by TSR. 1991. Module. Excellent. £3.25

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

Adventure module set in the AD&D Greyhawk World, designation WGS1.  The adventure is intended for 4-8 characters of level 7-10. The party searches for the legendary Blades of Corusk, and journey from Rookroost to the Lair of the Shadow Dragon, and later into the subterranean City of the Orc.

 

AD&D: Forgotten Realms Interactive Atlas. Published by TSR. 1999. CD Case. Good. £40

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

Special notes: No manual included, though it is easy to use with good help built in.

This is an amazing item for players of AD&D who use the very popular Forgotten Realms campaign setting. The CD contains over 500 maps from a vast number of Forgotten Realms supplements.  The maps range from overviews of the entire world down to individual building floorplans.  They are presented in a very clever linked way, so you can click from one to another linked map.  Highly detailed and a great resource - highly recommended.  You will need a Windows PC to use this, and it should work with pretty much any Windows OS (Win 95 onwards). There is also a free update on the internet with 300 further maps.  If you also have Campaign Cartographer you can edit the maps too!

 

AD&D: Forgotten Realms: Black Courser. Published by TSR. 1990. Module. Good. £2.50

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

Advanced Dungeons & Dragons 2nd Ed Forgotten Realms module set in the Tibet-like kingdom of Ra-Khati, between the lands of Faerun and Kara-Tur.  Designed for 4-8 characters of level 6-9.  The characters work to help the peaceful kingdom of Ra-Khati against the evil Raja Devayam who insists upon being paid tribute. The party discover his real intent and have to try to stop his dreadful plans.  Second part of the Empires Adventures Trilogy.

 

AD&D: Forgotten Realms: Storm Riders. Published by TSR. 1990. Module. Good. £2.25

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

Advanced Dungeons & Dragons 2nd Ed Forgotten Realms module set in the Tibet-like kingdom of Ra-Khati, between the lands of Faerun and Kara-Tur.  Designed for 4-8 characters of level 5-7.  The characters have escaped into this mountain kingdom after sighting a vast army on the move, and end up working for the monk king to help avoid war.  First part of the Empires Adventures Trilogy.

 

AD&D: Forgotten Realms: Exile. Published by TSR. 1990. Book. Book edges show wear. £0.30

Author: Written by R.A. Salvatore. Country: American, Desc. by Andy.

This is a fantasy fiction book based in the AD&D Forgotten Realms setting.  It is Book 2 of the Dark Elf trilogy and is about the adventures of the drow Drizzt Do'Urden and his magical cat.

 

AD&D: Forgotten Realms: Old Empires. Published by TSR. 1990. Module. Excellent. £3

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

Advanced Dungeons & Dragons 2nd edition supplement for the Forgotten Realms world.  The 96 page booklet and maps cover the lands of Mulhorand, Unther and Chessent to the south and east of the Alamber Sea.  Neighbouring powers include Thay, Semphar & Mughom, and Aleaxtis the Sahuagin kingdom.  This supplement is intended to allow you to run adventures in these powerful and relatively isolated lands, where ancient kingdoms and even pharaohs hold sway, and different gods are worshipped.

 

AD&D: High Level Campaigns. Published by TSR. 1995. Book. Good. £5

Author: Skip Williams. No. players: 2+. Country: American, Desc. by Andy.

Hardback, 28x22cm, 192 pages. This AD&D 2.5 Edition supplement is intended as a guide and facilitator to the GM of high level AD&D campaigns. The book covers: Maxims (eg. Intelligent adversaries, control the magic, demographics, epic scales), Adventures, Spells & Magic Items, Creating Magic Items, Magical Duels, True Dweomers, Rules for High Level Characters.

 

AD&D: Lankhmar City Of Adventure. Published by TSR. 1988. Book. Good. £4

Author: Bruce Nesmith, Douglas Niles, Ken Rolston. No. players: 2+. Country: American, Desc. by Andy.

Roleplaying supplement for AD&D which details the city of Lankhmar from Fritz Leiber's Grey Mouser & Fafhrd stories. The book is 96 pages long and there is also a map and booklet of city geomorphs included. The book is intended as a resource which can be used to set a campaign based in and around the city of Lankhmar.  The various areas of the city are detailed, as are the factions and guilds, the gods, and typical monsters.

 

AD&D: Legends & Lore. Published by TSR. 1987. Book. Good but cover shows some wear. £4

Author: James Ward, Rob Kunts. No. players: 2+. Country: American, Desc. by Andy.

Hardback, 28x22cm, 128 pages. AD&D 1st Edition supplement which describes a selection of pantheons of gods for use in AD&D campaigns, along with major heroes and other mythological beings.  The pantheons covered are: American Indian, Arthurian, Babylonian, Celtic, Central American, Chinese, Egyptian, Finnish, Greek, Indian, Japanese, Nehwon, Norse, Sumerian and Nonhuman Deities.

 

AD&D: Lizardmen. Published by Mayfair. ca.1987. Booklet. In shrink. £3

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

AD&D compatible fantasy roleplaying supplement and adventure.  This 128 book details the history, physiology, culture, religion, weapons, spells etc of lizardmen.  It also includes lizardman character classes so you can play them as detailed NPCs or even PCs. The adventure is titled 'Redemption and Rebirth' and is for 5-7 characters of levels 6-8, and features detailed maps of an ancient Lizardman city and is intended to be played using lizardman PCs.

 

AD&D: Monster Manual II. Published by TSR. 1983. Book. Good. £8

Author: Gary Gygax. No. players: 2+. Country: American, Desc. by Andy.

Hardback, 28x22cm, 160 pages. AD&D 1st edition supplement.  This book contains a large collection of weird and wonderful creatures for use in your AD&D campaign.  A very useful resource for all GMs and now relatively uncommon.

 

AD&D: Players Option: Skills & Powers. Published by TSR. 1995. Book. Excellent. £4.25

Author: Douglas Niles, Dale Donovan. No. players: 2+. Country: American, Desc. by Andy.

Roleplaying supplement for AD&D 2nd edition which introduces a selection of new and variant rules which you may wish to use in your campaign.  Here are a selection of the ideas: character generation using points; subdividing the 6 basic attributes; special abilities and bonuses / penalties for new races and subraces; a new take on the character classes - bonus abilities can be gained by spending character generation points; character kits; nonweapon proficiencies; weapon proficiency and mastery; new schools for magic; psionics.

 

AD&D: Reverse Dungeon. Published by Wizards Of The Coast. 2000. Book. Good. £3.25

Author: John Rateliff, Bruce Cordell. No. players: 3+. Country: American, Desc. by Andy.

AD&D adventure with some major differences.  The players play the monsters and the GM runs the adventurers!  In the first scenario the players are goblins and have to defend their lair against adventurers sent from the local village.  The second adventure sets the players as an assortment of guardian monsters in a high level dungeon, who must repel greedy exploring adventurers.  The third adventure places the players as various undead and demons in a Lich's lair when an annoying group of powerful adventurers led by a Paladin arrive and start doing more damage than they had intended.  Very neat idea.

 

AD&D: T1 The Village Of Hommlet. Published by TSR. 1981. Booklet. Excellent. £2.75

Author: Gary Gygax. No. players: 2+. Country: American, Desc. by Andy.

Adventure module for AD&D for low level characters. This is the precursor adventure to the famous Temple of Elemental Evil adventure.  The adventurers will investigate strange goings on in Hommlet including bandit and monster attacks, and this leads to the discovery of an outpost of the Temple of Elemental Evil, which will need to be cleared out.  This being written by Gygax, you can expect a well written old style hack and slash adventure.

 

AD&D: The Complete Book Of Elves. Published by TSR. 1992. Book. Excellent. £4

Author: Colin McComb. No. players: 2+. Country: American, Desc. by Andy.

Roleplaying supplement for AD&D 2nd Edition. This book covers all things elvish: The various subraces; Elven differences in the different AD&D worlds; Physical attributes and advantages; Elven society; Elven myths; Elven dwellings; Optional rules; Character creation and kits; Elven equipment; Elven Magic; Elven campaigns. 120 pages.

 

AD&D: The Complete Book Of Humanoids. Published by TSR. 1993. Book. Excellent. £4

Author: Bill Slavicsek. No. players: 2+. Country: American, Desc. by Andy.

AD&D 2nd Ed rules supplement detailing humanoid races and how to play them as NPCs and PCs, including character class information, kits and proficiencies, as well as a guide to tribal life, superstitions and the arms and armour available to each race.

 

AD&D: The Complete Fighter's Handbook. Published by TSR. 1989. Book. Excellent. £4

Author: Aaron Allston. No. players: 2+. Country: American, Desc. by Andy.

Roleplaying supplement for AD&D 2nd Edition. 124 pages. Lots of new ideas to spice up fighters in your AD&D campaigns.  This book covers: Character creation; Warrior kits; Roleplaying ideas; New combat rules including called shots, parrying, unarmed combat, hit locations, mounted combat, tournaments; New equipment.

 

AD&D: The Complete Psionics Handbook. Published by TSR. 1991. Book. Excellent. £4

Author: Aaron Allston. No. players: 2+. Country: American, Desc. by Andy.

Roleplaying supplement for AD&D 2nd Edition. 128 pages. AD&D 2nd edition removed psionics from the game, but this book reintroduces it.  This time the Psionicist is a character class, with his own progression tables etc.  This book gives all you need to know in order to create a psionicist character, including class details, psionic combat, the six disciplines, psionic monsters, how to incorporate a psionicist into your campaign and more.

 

AD&D: The Complete Thief's Handbook. Published by TSR. 1989. Book. Good. £4

Author: Aaron Allston. No. players: 2+. Country: American, Desc. by Andy.

Roleplaying supplement for AD&D 2nd Edition. 128 pages. Lots of new ideas to make thieves more interesting in your AD&D campaign.  The book covers: Roleplaying thieves, Thiefly proficiencies, Thief character kits, Thieves guilds, Tools of the Trade, Classic cons, New rules, Thief based campaigns.

 

AD&D: The Complete Wizard's Handbook. Published by TSR. 1990. Book. Excellent. £4

Author: Aaron Allston. No. players: 2+. Country: American, Desc. by Andy.

Roleplaying supplement for AD&D 2nd Edition. 128 pages. A collection of new ideas to add variety and excitement to your AD&D campaigns.  This book includes: Schools of magic, and specialist mages; Creating new schools of magic; Wizard kits; Roleplaying wizards; Combat and the wizard; Casting spells in unusual circumstances; Very high level mages; Spell notes; Spell research; New spells; Interesting lists (!)

 

AD&D: Treasure Tales. Published by TSR. 1996. Folder. Good. £3.50

Designer: Loren Coleman. No. players: 3+. Country: American, Desc. by Andy.

Standalone AD&D supplement consisting of 16 mini adventures each presented on two A4 sheets each of which has a full colour picture on one side and details of the adventure on the other.  An excellent resource for the GM looking for inspiration.

 

AD&D: Warriors Of Heaven. Published by TSR. 1999. Book. Excellent. £3.50

Author: Chris Perkins. No. players: 2+. Country: American, Desc. by Andy.

AD&D 2nd edition supplement. This 96 page book details the celestials, and allows players to run celestial PCs in a campaign set on the Upper Planes. Rules for celestial PCs and NPCs including character creations, spells, granted abilities, races, etc are given.  There are also details of important celestial locations and beings, and a section on how to run an Upper Planes campaign.

 

AD&D: Wilderness Survival Guide. Published by TSR. 1986. Book. Excellent. £5

Author: Kim Mohan. No. players: 2+. Country: American, Desc. by Andy.

Hardback, 28x22cm, 128 pages.  AD&D 1st edition optional rules book.  This book gives all sorts of ideas for making your wilderness adventures more interesting.  The contents include: Wilderness Proficiencies, Dressing For The Weather, Effects of the Environment, Encumbrance & Movement, Food & Water, Camping & Campfires, Medicine & First Aid, Vision & Visibility, Natural Hazards, Combat Rules, Fatigue & Exhaustion, Mounts, Wilderness Magic.

 

D&D B1: In Search Of The Unknown. Published by TSR. 1981. Booklet. Good. £2.50

Author: Mike Carr. No. players: 2+. Country: American, Desc. by Andy.

Softback, 27x21cm, 30 pages + maps. Classic D&D module for use with the D&D Basic Set, though it can be used with AD&D 1st or 2nd Edition easily enough. This module is for use with characters level 1-3. This is a dungeon based adventure and was intended as a model for GMs to use when designing their own adventures.

 

D&D B2: The Keep On The Borderlands. Published by TSR. 1980. Booklet. 2 copies available:

1) Good. £2.50      2) Good, but cover shows a little wear. £1.75

Author: Gary Gygax. No. players: 3+. Country: American, Desc. by Andy.

Softback, 27x21cm, 28 pages + maps. Classic Dungeon Module for use with the D&D Basic Set, though it can be used   with AD&D 1st & 2nd Edition easily enough. This module details The Keep on the Borderlands, a home base for a level 1-3 adventuring party, and The Caves of Chaos, a dungeon complex for said adventuring party to explore. This module is ideal as an introductory module.

 

D&D X1: The Isle Of Dread. Published by TSR. 1981. Booklet. Good, but cover shows wear. £2.50

Author: David Cook, Tom Moldvay. No. players: 2+. Country: American, Desc. by Andy.

Softback, 27x21cm, 30 pages + maps. Classic D&D scenario for use with the D&D Expert set - though it can be used just fine with AD&D 1st / 2nd Ed as well. For characters of levels 3-7. This is a wilderness based adventure which features exotic wildlife and several set piece encounters as well as a big finale.

 

D&D: Character Record Sheets. Published by TSR. 1991. Booklet. 2 copies available:

1) Good. £0.75.  Includes 24 character sheets

2) Good. £0.40.  Some sheets used, 12 character sheets left

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

Softback, 27x21cm. This booklet contains double sided character sheets for your D&D characters.

 

D&D: Hollow World Campaign Set. Published by TSR. 1990. Box. Good. £7

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

D&D Boxed campaign setting with a difference - the world is spherical, but hollow!  As well as this there is a huge variety of different cultures, often very close to each other, but kept apart by supernatural powers.  Players can either play with 'local' characters or have characters from another setting arrive magically, and discover the Hollow World for themselves.  This set includes: 128 page DM's Sourcebook detailing this world, 64 page Players Guide detailing the different cultures PC's could come from and rules for these characters, 32 page Adventure Book with some adventure ideas and new monsters to start you off, 4 poster maps of The Hollow World.

 

Dungeons & Dragons Basic Set. Published by TSR. 1978. Box. Good, but box shows wear, corners taped. £2.50

Designer: Gary Gygax, Dave Arneson. No. players: 2+. Country: American, Desc. by Andy.

This is the original Basic D&D roleplaying set, but this edition comes in a bookcase box, with the front cover showing a red dragon defending its treasure hoard.  The set includes a 48 page rules book, and module B1: In Search Of The Unknown (32 pages), as well as a set of polyhedral dice.

 

 

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