MNG-AJM Games and Collectibles

 

Apr 2010 Catalog

 

221B Baker Street. Published by Gibsons. 1981. 2 copies available:

1) Squarish Box. Good. £3. Overall condition is good, but the box lid is indented due to stacking. A squarer box than the version normally seen.

2) Long Box. Good but box corners taped. £1

Designer: Unknown. No. players: 2-6. Country: British version. Duration: 1 hr.

40 cases to solve. The game involves moving around the board visiting various sites and gathering clues which will eventually allow you to answer the questions posed to the players at the start of the case.  Each case is fairly involved, and the clues picked up very much depend on the case.  With some cases it is all useful information about characters and locations which will help you piece together what has happened, but most also have some clues which give 'sounds like' clues to segments of the culprit's name etc. A good family detective game.

 

3-A-Side. Published by Spears. 1984. Box. Good. £1

Designer: Jim Winslow. No. players: 2. Country: British. Duration: 30 mins. Desc. by Eamon.

Elegant football themed game with wooden pieces.  The object is to move your three pieces in such a way that they enable the neutral white piece to be moved towards your opponent's goal area. If you get it in their goal it stays there, and a new white piece is placed in the centre for 'kick-off'.  First to score 3 goals wins.

 

A Book On Casino Craps. Published by Van Nostrand Reinhold. 1981. Book. Good. £3

Author: C. Ionescu Tulcea. Country: American.

Softback, 23x15cm, 149 pages.  As well as covering the dice game of Craps as played in casinos in great detail (covering how to play, and analysing all the possible bets), this book covers other gambling games played with dice, and also gives a grounding in probability and presents various commonly used gambling systems.

 

Airlines. Published by Abacus. 1990. Box. Good, 2 copies available:

1) 1 corner slightly damaged. £9        2) Good, but 2 corners taped. £9

Designer: Alan R Moon. No. players: 2-6. Country: German. Duration: 90 mins.

Players compete to become majority stockholders in several airline companies. Each turn, a player chooses from one of two actions: expand an airline and add a stock into his hand, or play stock from his hand. The trick is that when a scoring card shows up, only played stock counts for a players' holdings.  I can supply some house rules which I find improve it further.  This was later reworked to become Union Pacific.

 

Antike. Published by Eggert Spiele. 2005. Box. In shrink. £27

Designer: Mac Gerdts. No. players: 2-6. Country: German. Duration: 2 hrs.

As ancient civilizations the players build cities, construct temples, sail the seas and make technological advances in the lands around the Mediterranean. Very well received game and plays relatively quickly for this style of game. The game uses an unusual and neat mechanism to limit your choice of actions each turn - the "rondel", and gives players a good selection of ways to gain victory points. While military goals are important they are not the sole focus.

 

Aqua Romana. Published by Queen Games. 2006. Box. 2 copies available:

1) In shrink. £13      2) Excellent. £12

Designer: Martin  Schlegel. No. players: 2-4. Country: German. Duration: 50 mins.

Tile placement game in which the players build aqueducts from reservoirs across the board with the objective of making their aqueducts as long as possible.  However, it is not possible to place tiles just anywhere, instead there are construction teams which move around the edge of the board and can only be used in the row or column they are currently in, before they move on.  Thus there are plenty of tactical decisions to make as you need to manage the construction teams as well as the aqueducts themselves.  On the 2006 Spiel des Jahres nomination list. I think it plays especially well with 3.

 

Atta Ants. Published by The Realm of Fantasy. 2003. Box. Excellent. £12

Designer: Richard de Rijk. No. players: 2-4. Country: Dutch. Duration: 40 mins.

Special Notes: Includes an expansion which introduces twigs and rocks

Each player controls a group of leaf-cutter ants which move around the constantly growing board looking for leaves which can be taken home for food to produce more ants.  Spiders, however, eat ants and so must be avoided. The first player to get all of their ants into play is the winner.

 

Bambi. Published by Russell. ca.1946. Box. 1 Box side damaged. £1

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

Card game, Disney related. An early merchandising game for the feature film. 48 cards, featuring Bambi and his friends in the forest. Children's game.

 

Beep Beep. Published by Valley Games. 2008. Box. In shrink. £11.50

Designer: Reinhard Staupe. No. players: 2-6. Country: American. Duration: 3 mins.

Speed game in which players all play simultaneously.  The cards show several different animal types in different colours.  These are in 5 face up piles in the centre of the table arranged around a cute squeaky plastic car.  Players each have 2 / 3 cards in front of them and add cards to these piles which match in either animal type or colour.  In addition if you spot that there are three cards of the same animal type or colour around the car you can beep it for bonus cards.  When two piles have run out you score for your smallest pile + your bonus cards.  Fast and furious, it works very well, and is great fun too. Recommended.

 

Beer & Pretzels. Published by Bezier Games. 2009. Box. In shrink. £20

Designer: Ted Alspach. No. players: 2-5. Country: American. Duration: 15 mins.

Lighthearted game ideal for playing down the pub.  Each player gets a set of coloured beer mats, some showing beer and some pretzels, as well as a few special ones.  Players take it in turn to throw a beer mat onto a marked off area on a table, points are won for pretzels which are uncovered at the end of the round, and scores are increased if you also have uncovered beer. The special mats are used to cover other mats and stop them scoring.  The rules are written especially amusingly.

 

Big Domino Record. Published by Big. ca.1990. Box. Box shows wear. £1.25

Designer: Unknown. No. players: 1+. Country: German.

Special Notes: Exact number of dominoes not checked, but doesn't really matter.

A box containing roughly 400 plastic dominoes, but unmarked, so no use for playing games.  Instead they are intended for standing up in rows and patterns and knocking over!  There is a bridge with steps over it included as well. Great for kids to play with in the holidays.

 

Blast-Off!. Published by Waddingtons. 1969. Box. 2 copies available:

1) Good. £5      2) Good, but shows some wear. £4.50

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

Space race game, quite complicated for a game by this company. Using a mixture of dice and your spacecraft's capabilities, you are trying to land on various planets culminating in a trip to Pluto. Nice pieces and individual gauges for each craft.

 

Bohn Hansa. Published by Amigo. 2003. Box. In shrink. £14

Designer: Uwe Rosenberg. No. players: 3-5. Country: German. Duration: 90 mins.

Board game with the theme taken from Bohnanza - so all about trading beans, with plenty of bean-puns thrown in.  The players move their wagons from city to city buying and selling beans to fulfil orders.  Players can also trade beans between each other when their wagons are in the same location.  The objective is to make as much money as possible from your bean trading.  The game uses quite different mechanisms to Bohnanza, so it isn't just a Bohnanza variant.

 

Bridge For Two. Published by Milton Bradley. 1964. Box. Good. £6.50

Designer: Charles H Goren. No. players: 2. Country: American.

Special Notes: There are some tape removal marks on the box, and the poster sized table mat is somewhat discoloured but not essential for play.

Two player Bridge style card game.  The game is played with each player having a dummy partner whose cards are dealt into special racks.  These mean that part of the dummy players' hands are visible and the remainder hidden, though they will become visible as they are uncovered.  Bidding is as in regular Bridge, though with only the two real players taking part. Uses normal playing cards.  The game comes with a poster sized table mat which reminds you of the Goren point count system.

 

Buro Crazy. Published by F X Schmid. 1997. Box. 2 copies available:

1) Excellent. £1.25      2) Excellent - unpunched. £1.50

Designer: Gunter Burkhardt. No. players: 3-5. Country: German. Duration: 30 mins.

Card game, 150 cards used in competition for office promotions. Players use their influence cards to gain promotion, but must be careful to conserve rather than over-bid their hand.  The loser of a contest for promotion gets their influence cards back and also gets some compensation.  At the end of the game the top ranking employees all vie for the right to be Boss in a last special round.

 

Byzantium. Published by Warfrog. 2004. Box. 2 copies available:

1) Excellent. £14      2) In shrink. £15

Designer: Martin Wallace. No. players: 2-4. Country: British. Duration: 2.5 hrs.

The Byzantine Empire has to battle foe after foe in a desperate struggle for survival. However, after holding back the Persians, the Arabs look to be too much.  Interestingly each player gets to act on both sides of this war, and tries to do well for both sides, scoring points on two separate tracks. Players can build up armies, build churches / mosques, move their units, attack with them, and perform many special actions.  As usual with Martin Wallace games, you can expect a substantial game with plenty of interesting ideas, and very approachable rules.

 

Carpe Astra: Seize The Stars. Published by Reiver Games. 2008. Box. In shrink. £20

Designer: Ted Cheatham, Jackson Pope. No. players: 2-4. Country: British. Duration: 75 mins.

Political science fiction game set ten thousand years in the future, in the remnants of a crumbling Terran Empire. The players vie for support amongst the six important guilds in order to become the new leader. The game uses hex tiles to create a political 'network' which the players will use to gain support, as well as cards and tokens. In order to use the cards characters need to be manoeuvred into position and the required influence obtained.

 

Cartagena 2: Das Piratennest. Published by Winning Moves. 2006. Box. Excellent. £11

Designer: Leo Colovini. No. players: 2-5. Country: German. Duration: 30 mins.

An updated and somewhat altered version of Cartagena. Each player tries to get his pirates across two islands to the pirates’ safe town. Cards are used to move your pieces forwards, but to get new cards you must move your opponents' pieces forwards. There is also a boat between the two islands which needs to be used to cross from one to the other.  Movement is such that getting a string of pieces on successive spaces showing the same symbol allows a lot of movement, but in this version, the boat breaks up such sequences.  An interesting update.

 

Caves & Claws. Published by Family Pastimes. 1998. Box. Good. £11

Designer: Jim Deacove. No. players: 1-4. Country: American. Duration: 20 mins.

Cooperative game for children from age 6, but with adjustable difficulty levels so that older children and adults can be challenged. The players are a team of archaeologists looking for lost treasures in the jungle, where paths are explored and dangers discovered.  Various items can be used to get rid of the nasties the players might come across, but these are one use only. A good introduction to cooperative games.

 

Caylus Magna Carta. Published by Ystari Games. 2007. Box. In shrink. £15

Designer: William Attia. No. players: 2-4. Country: American. Duration: 1 hr.

Special Notes: Fully English edition.

Card game based on the theme and many of the ideas from its very well received big brother Caylus. This game does away with the board and many of the details of the original, while still being a resource cube management and generation game. In case you haven't played Caylus, the idea is that it is 1289 and King Philip is building a new castle in Caylus.  The players do their best to help and the player who is able to contribute the most to it will be the most prestigious. Plays much quicker than its bigger brother.

 

Centrepoint. Published by Ennerdale. 1987. Box. Good. £5.50

Designer: Unknown. No. players: 1-4. Country: British.

Strategy game using 76 pieces, all 25mm miniatures of soldiers such as lancers, archers, generals, etc. Probably classed as a multi-player chess variant as the pieces have different moves, although the objective is to get your standard bearer to the central space. The game is played on a circular gridded board, and rules are included for 2-3 players and also for postal play. First edition. Plain black box.

 

Club Golf / Golf Range. 1995. Box. 2 copies available:

1) Club Golf. Published by Gibsons Games. Good. £1.75

2) Golf Range. Published by W.H.Smith. Good. £6

Designer: Unknown. No. players: 2-4. Country: British. Duration: 1 hr.

Golf game in which a card shows the layout of the hole, and there are different decks to pick from for each type of club you might choose to use at each stage. This combined with a dice roll show how far you hit the ball. Once per hole you may also play an event card on either yourself (to assist) or an opponent (to hinder).

 

Conquest. Published by Denys Fisher. 1975. Box. 2 copies available:

1) Good, but box base discoloured. £7     2) Good, but box edges show wear. £8. Photocopied rules.

Designer: Geoff Hayes. No. players: 2. Country: British. Duration: 20 mins.

A great abstract game, also published as Duell and The George v Mildred Dice Game. The playing pieces are extra large dice, which are placed on a ridged square board, and as the dice are moved, they ‘tumble’ over the ridges. The number showing on top after each move limits its move next time you want to move it.  The objective is to either capture your opponent's Key dice (a special dice with 1's on all faces) or to get your Key dice to your opponent's Key dice space. Games & Puzzles magazine rated this 6 / 6.

 

George v Mildred Dice Game. Published by Denys Fisher. 1976. Box. Box taped and slightly indented. £4

Designer: Geoff Hayes. No. players: 2. Country: British. Duration: 20 mins.

Special Notes: Photocopied rules

TV related, but has nothing to do with the TV series.  This is the same game as Conquest above!

 

Cuba: El Presidente. Published by Rio Grande Games. 2009. Box. In shrink. £22

Designer: Michael Rieneck, Stefan Stadler. No. players: 2-5. Country: American. Duration: 2 hrs.

Expansion for Cuba, which you will need in order to be able to play this.  This expansion includes an extra board for the new elements, new ship cards, new statute cards, new building tiles, and a set of new character cards. This will be sure to freshen up the game and give you new options to think about.

 

Der Blaumilch-Kanal. Published by Kosmos. 1999. Box. Excellent - unpunched. £1.75

Designer: Ephraim Kishon, Jurgen P Grunau. No. players: 3-6. Country: German. Duration: 90 mins.

Board game with wooden pieces, a large board and lots of tiles and cards. Satirical party game with lots of German on the cards, and really is only likely to be appreciated by fluent German speakers.  Therefore I am selling it without an English translation since you won't need one if this is any use to you. The game uses cards which require players to invent humorous captions to pictures, make up limericks given rhyming German words, give humorous solutions to problems and talk for a minute on a random theme.

 

Der Goldene Kompass. Published by Kosmos. Box. Excellent. £14

Designer: Francesco Nepitello, Marco Maggi. No. players: 2-4. Country: German. Duration: 45 mins.

Special Notes: Includes a set of colour printed and laminated English character cards

Based on the film The Golden Compass. Played in three stages - during the first two stages players collect cards and use them in order to score points at the end of that stage, and also to collect special items.  During the third stage these items are used to score victory points.  Game play is driven by a spinner which will give the option of drawing cards or performing an action and playing cards.  Each player has a different character card during each stage, giving players different special abilities. The cards and board show scenes from the film.

 

Design And Sell Toys, Games & Crafts. Published by Chilton Book Co.. 1977. Book. Good. £5

Author: Filis Frederick. Country: American.

Hardback with dustcover, 27x19cm, 165 pages. A very useful book for anyone who has invented a new game and wants to get it published.  The author clearly has her feet on the ground, and hopefully will be able to bring budding inventors back down to earth too. Considering the games side, the author gives a good categorisation of all games, and gives answers to what makes a good game, and what makes one a best seller. Other chapters cover Getting New Ideas, Names, Writing Good Instructions, Costing Your Design, Testing, Protecting Your Ideas, Selling Your Idea, Sample Developments, Case Studies.

 

Die Dolmengotte. Published by Eggert Spiele. 2005. Box. In shrink. £18.50

Designer: Thomas Odenhoven. No. players: 2-5. Country: German. Duration: 30 mins.

Clever game with a Celtic theme.  Players move their druids around a board full of linked stone circles, and the druids leave a stone behind them when they move.  Each time a druid manages to create a majority (absolute or relative) of stones in their colour around any stone circle they may place one of their scoring stones in that stone circle.  Druids can pass over other druids but not through stones, and so druids can get cornered, in which case they can spend a turn gathering herbs before teleporting wherever they wish.  The game fits a surprising amount of tactically interesting decisions into a short time, and there is often too much you want to do on your turn.  Recommended.

 

Down Under. Published by Bambus Spieleverlag. 2007. Box. In shrink. £11

Designer: Günter Cornett. No. players: 2-4. Country: German. Duration: 30 mins.

Tile laying game in which each player has a set of tiles with their own coloured paths, as well as neutral paths which show various animals.  Players lay their tiles so as to form paths, with a few, but cunning, restrictions, so that any path section will only ever belong to one player.  When the tiles are played players score for the length of their path and also get bonus points for the animals they have managed to link to.  Clever ideas as you would expect from Günter.

 

Dune: Spice Harvest. Published by Avalon Hill. 1984. Box. Good. £21

Designer: Bill Eberle, Jack Kittredge, Peter Olotka. No. players: 3-6. Country: American. Duration: 3 hrs.

Expansion for Avalon Hill's Dune, which you will require in order to make use of this set.  This expansion includes spice tokens and harvest cards, stronghold and troop cards, share and voting cards, a home planet card for each major faction and additional treachery cards.  This set emphasises the importance of the spice trade and the fight both military and political to control it.

 

Dune: The Duel. Published by Avalon Hill. 1984. Box. Good. £18

Designer: Bill Eberle, Jack Kittredge, Peter Olotka. No. players: 3-6. Country: American. Duration: 3 hrs.

Expansion for Avalon Hill's Dune, which you will require in order to make use of this set.  This expansion includes main character leaders for the various factions, a duelling arena, duelling cards, more treachery cards. The excitement and suspense of the duelling arena adds a new element to the game.

 

Easy To Do Entertainments And Diversions. Published by Dover Publications. 1961. Book. Excellent. £4

Author: R.M. Abraham. Country: American.

Softback, 20x14cm, 186 pages. Previously published as Winter Nights Entertainments, the assorted diversions can be performed with coins, cards, string, paper and matches. The chapters cover Card Tricks, Paper Folding, Coin Tricks, Match Tricks, String Tricks, Knots & Splices, Games For The Agile, Toys, Problems, Miscellaneous.

 

Elixir. Published by 3 Wishes. 1987. Box. 2 copies available:

1) Good. £8      2) Good but 1 box corner taped. £7.50

Designer: Nik Sewell. No. players: 2-4. Country: British. Duration: 90 mins.

Each player tries to be the first to discover the formula for all three parts of the Elixir of Life.  To do this each wizard needs to gather ingredients and gems from around the board and combine them to produce potions.  Initially no-one knows which ingredients produce which potions, 3 of which are the parts of the Elixir of Life, and the others highly useful potions which speed you up, or get you more gold etc.  There are strangers to encounter around the board and some deduction required to work out what combinations of ingredients must produce what.  Good fun game.

 

En Garde!. Published by Margam Evans Ltd. 2005. Book. New. £9

Author: Frank Chadwick & Darryl Hany. No. players: 2+. Country: British.

Fourth edition rules for this unusual role playing game, which is highly suitable for convention and postal / email play.  The setting is the 17th or 18th century and with a swashbuckling background.  Players take the roles of adventurers, courtiers, soldiers, and many other colourful characters and try to advance their causes, interacting with the other characters. The rules cover creating characters, female companionship, loans, duelling, influence, military regiments, gaining titles and more. 90 pages, softback.

 

Exchanging To Win In The Endgame. Published by B.T. Batsford. 1991. Book. Excellent. £2.50

Author: Gennady Nesis. Country: British.

Softback, 21x14cm, 168 pages. Chess book focusing on endgame play.  The book explains how to make use of a material or positional advantage, move successfully from middlegame to endgame, choose the right endgame, and assess the relative merits of pieces.

 

Explore Europe. Published by Ravensburger. 1992. Box. Good. £7

Designer: Unknown. No. players: 2-6. Country: British. Duration: 40 mins.

Also published as Journey Through Europe.  A travel game of strategy and planning.  Players all start at different points in Europe and must visit 8 different cities around the board before returning to their starting point.  First to get home wins. Although a dice is rolled to determine movement points for the turn, these can either be used one point per road segment, or more points for air travel, the number of movement points depending on the length of the flight, and a whole turn for sea travel.  Thus there are plenty of route planning decisions to be made, as well as making sure the cities are visited in the optimum order.

 

Family Business. Box. Several editions available:

1)       Published by Mayfair. 1989. Good. £7. Country: American.

2) Published by Mayfair. 1982. Box. Good. £7. Early edition. Country: American.

3) Published by Spielfreaks. 1988. Box. Good. £10. Country: British. This version has helpful reminders of what the cards do on them which helps a lot for the first few games.

Designer: D. Bromley. No. players: 2-6. Duration: 30 mins.

Card game. Each player controls a gang of Mobsters during the Prohibition.  Times are tough and the gangs are at war - there will only be peace when just one family survives. Cards are played to add gangsters to the Hit List and various cards start the killing spree, while others let you get your mobsters out of trouble - at least for a while.  Fun game of chaos and mayhem.

 

Family Games: The 100 Best. Published by Green Ronin Publishing. 2010. Book. New. £15.50

Author: Various. Country: American.

Softback, 23x15cm, 380 pages.  A collection of 100 articles from many many different influential names in the games world ranging from Richard Garfield, through Alan Moon to David Parlett and Richard Breese.  The articles are well written and each author brings their thoughts on one of their favourite games which range from Scrabble and Rummikub to Ricochet Robots and The Omega Virus.  A very enjoyable read.

 

Fantasy Cricket. Published by The Daily Telegraph. 1995. Box. Good. £6

Designer: Unknown. No. players: 2+. Country: British.

Cricket game, but with an odd set of mechanics.  The players choose their own teams from the lineups of various national squads, and turn over cards to see how runs are scored.  Some cards will get the batsman out, and others will require an umpire's decision, which is also determined by cards.  Sometimes this will result in a trivia question being asked (either cricket based or general knowledge), though this aspect of the game could easily be avoided.   The rules cover playing entire tournaments too.

 

Fantasy Master: The Abduction Of Good King Despot. Published by New Infinites. 1987. Booklet. Good. £2

Author: Will & Schar Niebling, Russ Stambaugh. No. players: 2+. Country: American.

Fantasy role playing adventure suitable for use with any FRPG, inc. AD&D, Runequest etc. This module comes recommended by Gary Gygax personally.  It is for mid to high level characters.  The players help the Queen recover Good King Despot, by infiltrating evil sorcerer Ignax's weird dungeons while he is distracted by the newly appointed royal mage. Essentially a dungeon crawl, but full of weird and wonderful stuff.  A 32 page module and 16 page book of illustrations are included.

 

Finger Weg Von Mona Lisa!. Published by Glucksritter Spiele. 1999. Wooden box. Excellent. £14

Designer: Oliver Igelhaut, Tobias Krebs, Dominik Krebs. No. players: 2-5. Country: German. Duration: 1 hr.

The players take the roles of thieves and detectives. The thieves move around the Louvre trying to steal the Mona Lisa, and the detectives try to discover and then arrest them. The cloth game board shows a map on which the detectives move. The thieves get a small matching laminated board which they plot their moves on secretly.  The detectives can install cameras and thieves can disable the alarms. Comes in a very solid wooden box.

 

Fireside Football. Published by Gibsons. 1996. Box. Good. £6

Designer: Alan Parr. No. players: 3-6. Country: British. Duration: 1 hr. Desc. by Eamon.

Special Notes: Original (flimsy) box has been dismantled and covers pasted onto a smaller sturdier box

Card game, simulation of a football season. Originally designed as a postal game, this version comprises 110 illustrated cards. Each player chooses which players to field in each match, and can buy overseas stars to bolster the team's performances. You can replay the whole season inside an hour.

 

Foil. Published by 3M. 1969. Box. 2 copies available:

1)  Fair. £1.50. 1 Battered corner and writing on the side       2) Good. £4

Designer: Frederick A Herschler. No. players: 2-4. Country: American. Duration: 1hr.

Book case edition of this word game. Players collect cards with which they then try to form words, and then shuffle the letters around forming anagrams, and players try to guess each others' words.  Points are scored for constructing words, guessing other people's words and for having your own words unguessed.

 

Four Scores. Published by Spear's Games. 1971. Box. Good. £3.25

Designer: Unknown. No. players: 2-4. Country: British. Duration: 15 mins.

Tile placement game.  The tiles are rectangular cards showing a diagonal line on each half, with each line being one of four colours.  The board is a rectangular grid on which the tiles are placed, but with little pegs sticking out around which the tiles fit neatly and then stay in position.  Players alternate tile play with the objective of forming either crosses or squares made up of all four colours.  On completing one of these a scoring marker is placed at the centre of that cross or square to ease tallying up the scores at the end of the game.

 

Freya's Folly. Published by Sagacity Games. 2005. Box. In shrink. £21

Designer: Don Bone. No. players: 3-5. Country: Australian. Duration: 1 hr.

The players represent different tribes of dwarven miners and craftsmen.  The dwarves are sent down the mines to collect gems - the best gems are in the deeper areas which will take longer to reach and haul out.  Movement is quite tactical as you can move through occupied spaces in the mines but only through two other dwarves.  Also special ability cards can be obtained which allow the dwarves extra movement, greater carrying capacity etc. Once the gems are out of the mine they can be mounted and made into various pieces of jewelry or turned into extra special pieces which the goddess Freya has commissioned.  Plays well - recommended.


Frisch Fisch. Published by 2F. 1999. Box. Good. £27

Designer: Friedemann Friese. No. players: 2-5. Country: German. Duration: 90 mins.

Special Notes: Limited edition: 198 / 300.

Excellent game in which players create the layout of a town, in which they must site locations for their four shops and by hook or by crook arrange for the streets to be laid out so that the total distance to visit all their locations is as short as possible. Very clever system, which requires some cunning thought to play well. Highly recommended for the more cerebral gamer.

 

Funny Bones. Published by Parker. 1968. Box. 2 copies available:

1) Good. £4.50       2) Good, but corners taped. £4

Designer: Unknown. No. players: 2+ couples. Country: American. Duration: 10 mins.

Card game. Very funny in the right company. 23 attractive cards, each thicker than usual playing cards. Players divide into couples and they must follow the instructions and place the card drawn between the two ‘bones’ indicated, eg. 'Nose bone connected to back bone'  means one player holds the card with their nose against their partner's back. By the time a couple is holding several of these cards in place it can get very tricky to comply with the next card!  The game also has a tactical element as once each game a couple can reject a card and force another couple to perform it instead.

 

Ganxtaz!. Published by Rebel Team. 2007. Box. In shrink. £21.50

Designer: Miroslav Kohoutek. No. players: 4-8. Country: Czech Republic. Duration: 100 mins.

Described as an extraordinary party game of modern gangsters, the players try to become the big boss of the underworld. This is done by moving around the sections of the board, starting with the lowest ghetto and culminating in the casinos of the highlife.  Players often get to decide whether to cooperate or betray other players in their vicinity, with payouts being "prisoner's dilemma" style.  Eventually players will have acquired enough money to call an election to see who will become the big boss.

 

Giganten Der Lüfte. Published by Queen Games. 2007. Box. Excellent. £13.50

Designer: Andreas Seyfarth. No. players: 2-4. Country: German. Duration: 45 mins.

Dice based game but with lots of interesting decisions to make.  Players are builders of giant airships, and start off with a basic facility. Each turn a player can choose one laboratory enhancement or one airship or later on in the game a section of the Hindenburg they wish to try to construct.  Certain dice rolls will be needed in order to achieve this.  There are three levels of special dice and many improvements give additional dice or access to better dice which will in turn allow you a chance to obtain better upgrades etc next turn. 

 

Golden Compendium. Published by Merit. 1969. Box. Good. £3

Designer: Unknown. No. players: 2+. Country: British.

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

 

Guatemala Cafe. Published by Eggert Spiele. 2007. Box. 2 copies available:

1) In shrink. £18.50      2) Excellent. £17.50

Designer: Inka & Markus Brand. No. players: 2-4. Country: German. Duration: 60 mins.

Coffee planting and selling game set in Guatemala. One board shows the overview of the country and gives players the option of which type of coffee, workers, huts or ships to buy, while a second board shows the plantations where the purchased items are then deployed.  Coffee must be planted and workers used in the plantations and then ships sent to sell the coffee before money (which decides the winner) is made. This game won 2nd Place in the 2006 Hippodice competition.

 

Hansa Teutonica. Published by Argentum Verlag. 2009. Box. In shrink. £32

Designer: Andreas Steding. No. players: 2-5. Country: German. Duration: 90 mins.

The players are merchants who are part of the Hanseatic League.  Players try to set up a network of offices in the region, as well as improving their trading skill and other abilities in order to improve their income, gain more actions and receive other bonuses. The game has various new twists on old ideas and is much more interactive than many, as it is quite possible to kick out opposing pieces from places you need, but doing so costs you, and gives your opponent an extra placement opportunity. There are many ways to score points and thus achieve victory. Very well received game.


Hare And Tortoise. Published by Intellect. 1973. Box. Good. £15

Designer: David Parlett. No. players: 2-6. Country: British. Duration: 1 hr.

Special Notes: Edges and corners taped, and base indented

First edition of this brilliant race game. Victorian-style graphics of the fabled race are on  the lid and the board. Carrots are spent to move forward using triangular numbers, so 1 space costs 1, 3 spaces 6 and 5 spaces 15 etc.  Carrots can be regained by moving backwards, and 3 lettuces must be chewed on special spaces. You may only finish with a handful of carrots remaining, so you must plan carefully. Players can go as slow as they want, or as fast as they want, or somewhere in between - and it is possible to win by any of these methods, which is what makes the game so clever. Highly recommended.

 

Heroquest. Published by Milton Bradley. 1989. Box. Excellent. £7

Designer: Steve Baker. No. players: 2-4. Country: British. Duration: 90 mins.

One of the great fantasy games. Players go on various quests from a book of quests, using combat and magic where appropriate. Includes stacks of plastic miniatures and dungeon ‘furniture’.  One player runs the evil forces, and the other players run the adventurers, who only discover the board layout for this adventure as the game goes on.

 

Heroquest + Return of The Witch Lord Expansion. Published by Milton Bradley. 1989. Box.

Good but 1 corner taped. £20

Designer: Steve Baker. No. players: 2-4. Country: British. Duration: 90 mins.

This set includes the Return of the Witch Lord expansion pack (though not the expansion pack's box).  This provides 11 more adventures based around dungeons full of undead.  The expansion is considerably rarer than the base set.

 

High Voltage. Published by ScriBabs Design. 2006. Box. Excellent. £15

Designer: Gianfranco Sartoretti. No. players: 2-4. Country: Italian. Duration: 45 mins.

Tile based game in which the players reveal tiles in a square grid showing various electricity lines.  Tiles can then be rotated and moved and swapped over, with the objective of connecting power stations on different edges of the layout. However, each player wants their own power lines to be used more, and bonuses are awarded for long links. Each tile can only be used twice to supply power after which it is at capacity and cannot be used further.

 

Hi-Q Euclid. Published by Peter Pan. ca.1980. Box. Good. £2

Designer: Unknown. No. players: 1. Country: British.

A thirteen piece puzzle, but harder than that would suggest.  The thirteen chunky plastic pieces are supplied with a frame into which you must try to put them. The pieces are cleverly designed based on a rounded 6 pointed star, but each having from 0 to 5 of the points removed and rounded off.  Nicely tactile just as such a puzzle should be.

 

History Of The World. Published by Gibsons. 1993. Box. 2 copies available:

1) Good but box shows a little wear. £8      2) Good. £10

Designer: Steve Kendall. No. players: 3-6. Country: American. Duration: 2-5 hrs.

Classic game, as easy as Risk, but far more subtle, and working through from the dawn of history to the 20th century. In each of 7 rounds every player controls a different civilisation that appeared in that time period. With the counters for your civilisation you build cities, capture towns, construct monuments and occupy as much land as possible. Very well regarded game.  The duration ranges from 2-5 hrs - the game is longer the more players are involved.

 

Hornet Leader. Published by GMT Games. 1991. Box. Good. £22

Designer: Dan Verssen. No. players: 1-2. Country: American.

Special Notes: 1 of 14 Maverick tokens missing (does not affect play), and 1 randomiser chit missing, but a set of randomiser cards provided instead (this eases play)

Hornet Leader is an exciting solitaire game that challenges you to command squadrons of F/A-18 Hornet strike-fighters in an almost endless variety of combat missions. From the decks of U.S. Navy carriers you lead your squadron against 26 different target types - from naval strikes and fleet air defences to fighter sweeps and ground attacks.

 

Hubert Phillip's Heptameron. Published by Eyre & Spottiswoode. 1945. Book. Good. £5

Author: Hubert Phillips. Country: British.

Special Notes: War Economy Standard Production

Hardback with dustcover, 19x13cm, 314 pages. A collection of entertainments for an active mind split up into a variety for each of 7 days. Unless you work on this 10 hours a day it should keep you entertained for very much longer.  On offer are: 100 fairly simple puzzles, 30 more difficult ones (inferential and mathematical), crosswords, contract bridge puzzles, quizzes, word games, detective stories and other assorted diversions. Illustrated by Pearl Falconer.

 

Il Principe. Published by Mind The Move. 2005. Box. Excellent. £12

Designer: Emanuele Ornella. No. players: 2-5. Country: Italian. Duration: 75 mins.

Board game in which the players vie for control of political positions and important regions of land.  This is done by purchasing cards in auctions, and then playing them either to build cities (which give control over the land as well as immediate victory points to the builder and some of the players currently in positions of power), or to vie for the positions of power, which each give different benefits, as well as victory points at the end of the game.  However, power is temporary and the game ensures that the positions of power will keep changing throughout the game.

 

Illusio. Published by FunForge. 2009. Box. In shrink. £16

Designer: Julien Delval. No. players: 2-6. Country: French. Duration: 45 mins.

Each player is a master magician in the 1890s attempting to perform more amazing stunts than their rivals. The game uses cards and players try to gather the needed components for the stunts they wish to perform, and each player has a character card with a different special ability. The harder the stunt to be performed the more components required and the more fame gained when it is performed. What a great theme for a game!

 

Illustrated Games Of Patience (Pt 2). Published by Sampson Low, Marston, Searle & Rivington. 1887.

Book. Good. £8. Author: Lady Adelaide Cadogan. Country: British.

Special Notes: Corners show some wear. Cover has miniature playing cards stuck to it as decoration.

Hardback with dust cover, 74 pages, 24x19cm. This is the second book of the same title, which details a completely different set of patiences to the first book. The first book has been reprinted many times, but this one hasn't as far as I am aware. The author was the daughter of the first Marquess of Anglesey and wife of the youngest son of the third Earl of Cadogan, and was considered the 'patron saint of patience'.  The book describes 35 games of patience (solitaire card games) with colour diagrams showing the card layouts.  Most of the games names remain in German - this reflecting their origin.

 

Im Reich Des Weissen Baren. Published by Schmidt. 1991. Box. Good. £12

Designer: Charles Lerue. No. players: 2-4. Country: German. Duration: 1 hr.

Attractive game with great bits and on the 1991 German Spiel des Jahres nomination list. The game uses a plastic board with 16 ice-floes which are moved around during play, igloos, a polar bear, Eskimos and fish. Each player has 4 Eskimos who must traverse the ice-floes to catch fish, but must avoid the attentions of the bear. Movement options are given by the roll of a special die, but there are plenty of options, and the ice floes are physically pushed around the board, so judging whether an ice floe will fit between others is often a consideration.  The game can be played as a light game with children or very tactically with adults. Recommended.

 

Indoor And Community Games. Published by Methuen & Co.. 1932. Book. Good, but dustcover shows wear.

£4.50. Author: Sid G. Hedges. Country: British.

Hardback with dustcover, 20x14cm, 168 pages. A large selection of games and activities intended for both large and small groups. They are categorised as follows: Ice Breakers, Moving About, Boisterous, Spectator, Brain Test, Musical, Sitting Still, Team, Strength and Agility, Surprises, Races, Forfeits.

 

Industria. Published by Queen Games. 2003. Box. Several copies available:

1) In shrink. £8        2) Excellent. £7      3) Excellent, partly unpunched. £7.50

Designer: Michael Schacht. No. players: 3-4. Country: German. Duration: 75 mins.

Excellent business game in which players use very limited money to bid for various technologies and factories.  Each epoch new types of resource become available and there are definite benefits for having suitably connected factories. Making the best of your opportunities while you are the auctioneer is also vital.  In addition the order in which factories, resources and technologies come up can be crucial and ensure that the game poses different challenges each time. Best with 3 players, and highly recommended for that number.

 

IQuest. Published by San Serif. 1987. Box. Good but corners taped. £1.75

Designer: Unknown. No. players: 2-6. Country: British.

Special Notes: 1 'i' token and one 'q' token are missing.  This means the game is no longer playable with all 6 players, but 5 or less is fine.

Quiz type game, but rather than general knowledge questions, simple IQ test style questions are provided.  There are 6 categories: Twixers, Rangles, Numbles, Oonies, Werdles and finally IQuests which are only used when a player has collected tokens for all the other categories in order to win the game.  The game board shows a circular lattice of connections and the players work their way into the centre to win.  Unusually, it is not just the active player who must try to answer the current question, but all other players too, and they have to indicate if they agree with the active player by secretly playing a card.  Thus all players are kept involved all the time. Includes 2200 questions.

 

Jeopardy. Published by Milton Bradley. 1964. Box. Box corners split. £1.25

Designer: Unknown. No. players: 3-5. Country: American. Desc. by Eamon.

TV related. Third edition. Based on a popular American game-show (practically unknown outside the States), where players are told an answer and must give the question it relates to, as the answer, if you see what I mean! MB Game No. 4457.

 

Jump The Queue. Published by Spears. 1989. Box. Good. £3.25

Designer: Talks Ltd. No. players: 2-4. Country: British. Duration: 30 mins.

Race game in which each player has 5 different types of vehicle.  A dice is rolled and this says which type of vehicle to move, often giving a choice.  The selected vehicle is moved forward to the next free space ahead of it.  Once past the finish line the vehicles score points - more points for the first of each vehicle type to arrive down to none for the fourth.  However, the game ends when one of each vehicle type has finished, so not every vehicle will get to score.

 

Kamisado. Published by Burley Games. 2008. Box. In shrink. £27

Designer: Peter Burley. No. players: 2. Country: British. Duration: 20 mins.

Abstract game of skill and strategy based on Square Routes by the same author.  Each row has one each of eight different colours, which are also the colours of the top halves of the chunky dragon towers.  The base of the playing piece indicates who owns the piece.  Players take it in turns to move a piece forward or diagonally forward as much as they wish, trying to get a piece onto their opponent's back row.  However, what makes the game interesting is that the piece you must move on your turn must be the colour of the square your opponent's last moved piece just landed on.  Pieces can also be upgraded with new abilities, for multi-game play.

 

Karriere Poker. Published by Hexagames. 1988. Box. Excellent. £3

Designer: Unknown. No. players: 4-8. Country: German. Duration: 30 mins.

Popular card game. Players win tricks (but with the twist that cards can be played in combinations besides being played singly - called a 'Climbing' game). Each 'trick' can be only one type of combination (eg. a pair), but players can keep playing higher sets until everyone passes.  The objective is to get rid of all your cards. At the end of each round, all players will receive a title, from boss down to the dishwasher. Players change seats between each round in keeping with their 'status'. At the start of each hand players must swap some cards, such that the better positions get more favourable cards while the lower positions get the dross.

 

Kimbo. Published by Waddingtons. 1961. Box. 2 copies available:

1)  Box lid has been taped. £6.      2) Good. £8

Designer: Robert S. Maggee. No. players: 2-4. Country: British. Duration: 45 mins.

Rare. Unusual race game.  Players each have a piece at each corner of a 15 x 15 grid, and the objective is to get those pieces to the centre. Movement is by dice roll, but what makes this game interesting and clever is that each player has fences which slot into the sides of the spaces.  These obstruct movement, but are also essential as movement is in straight lines but when hitting a fence the direction can be changed and movement continues.  Thus a carefully placed fence can help you but hinder your opponents.  Sometimes known as The Game of Fences.  Amazingly substantial board, at least twice as thick as modern boards.

 

Knock Out. Published by TM Spiele. 1994. Box. Mint. £4.25

Designer: Wolfgang Panning. No. players: 3-5. Country: German. Duration: 1hr.

Boxing game.  Each player manages two boxers, one light and one heavyweight.  Fighters challenge opponents' fighters and the bout is resolved using cards where players choose when to play their best cards and when to concede a round. There is also betting on the outcome of each round and the current boxers' managers can also take part in this.  The objective is to accumulate the most money through winning fights and also astute betting.

 

Kriegbot. Published by Sierra Madre Games. 2008. Ziplock. New. £20

Designer: Matt Eklund. No. players: 2-6. Country: American. Duration: 2 hrs.

Players outfit robotic combat vehicles with an assortment of weaponry and defensive equipment.  They can also choose the basic vehicle type on which to base their killing machine, such as a hovercraft, helicopter or tank.  Once constructed the vehicles then battle it out on a tactical terrain map.

 

Leader 1. Published by Ghenos Games. 2008. Box. In shrink. £35

Designer: Alain Ollier, Christophe Leclercq. No. players: 2-10. Country: Italian. Duration: 1 hr.

Very nicely produced cycle racing game which uses large hex tiles to form a different board each game, and 15 cyclist miniatures.  Each cyclist has a speciality, and base movement is determined by the large hex movement is started from, and can be adjusted by using energy.  Slipstreaming is naturally also important, as are other real tactics such as breaking away from the pack with a team-mate or two to form a new group.

 

League Of Six. Published by Czech Games Editions. 2007. Box. 2 copies available:

1) Excellent. £20      2) In shrink. £22

Designer: Vladimír Suchı. No. players: 3-5. Country: Czech Republic. Duration: 75 mins.

Set in 1430, the League of Six consists of 6 wealthy Lusation towns who have joined together for trade and political stability. As young and ambitious aristocrats the players take the roles of tax collectors and try to bring in as much revenue as possible for the king whilst also gaining the support of the estates. Each turn you can visit one of the cities, and gain goods and/or influence.  The game uses a very interesting system of paying to displace other players from the city they have chosen, so that getting better hauls of resources generally costs more. Ultimately the player with the most influence wins.  Very highly regarded game.

 

League Of Six: Loyal Retinue. Published by Czech Games Editions. 2008. Box. In shrink. £14.50

Designer: Vladimír Suchı. No. players: 3-6. Country: Czech Republic. Duration: 75 mins.

Expansion for League of Six, which is required to make use of this.  The set provides playing pieces for a 6th player, a selection of new hexagonal tax tiles, and followers.  As well as letting you play with a sixth player, this expansion also introduces followers of different social classes who attach themselves to your retinue when you visit the towns, and give in game advantages as well as VPs at the end of the game.

 

Legacy Of The Unconquered Sun. Published by White Wolf. 2008. Box. In shrink. £26

Designer: Ken Cliffe, Pétur Örn Şórarinsson. No. players: 2-5. Country: American. Duration: 2.5 hrs.

Set in White Wolf's Exalted world, the players are Solars who set forth on adventures to win the blessing of their celestial patron in order to become the Chosen of the Unconquered Sun. Essentially a fantasy adventure questing board game which is well produced (good heft!) with hundreds of cards, counters, miniatures and dice.

 

Lords Of The Spanish Main. Published by Sierra Madre Games. 2006. Packet. New. £14

Designer: Phil Eklund. No. players: 2-8. Country: American. Duration: 3 hrs.

A game full of the flavour of 17th century colonization and piracy. The game uses cards to give a great deal of variety to play and to give a real feel for the period. One player is the Spanish governor who is quite happy to deal in contraband goods. The other players run the fleets of other European powers. Each year the players bid on property and slaves, establish colonies and manoeuvre ships. Treasure fleets sail and the contents end up either in the hands of pirates or divided amongst the players who organised the sailing.  Ultimately the player with the most gold and treasure wins. Very highly regarded.

 

Lost Valley. Published by Kronberger Spiele. 2004. Box. In shrink. £11

Designer: Roland & Tobias Goslar. No. players: 2-4. Country: German. Duration: 1 hr.

Exploration game set in the days of the Gold Rush. Players start off with some timber, food and tools and head out to explore the wilderness and make their fortune in gold nuggets.  Gold can be gained by panning the streams or by building mines and then mining.  In order to do each activity various resources (mostly food, timber and tools) are needed.  Once some nuggets have been found they can be hoarded or spent on neat equipment which will make future actions more efficient, such as dynamite and special sieves.  When a player has 10 nuggets (which will be of varying values) they may return to civilization and end the game - hopefully with more gold than anyone else.

 

Mare Nostrum. Published by Euro Games / Descartes Editeur. 2003. Box. In shrink, Excellent. £15

Designer: Serge Laget. No. players: 3-5. Country: French. Duration: 2-3 hrs.

Special Notes: German edition, but with colour printed English rules. Game is in shrink, but 1 corner has a slight knock. It is still excellent. For £2 more I can colour print & laminate English special cards..

Players lead their empires based around the Mediterranean Sea from the dawn of civilisation through several centuries.  The burgeoning empires will trade, build temples, caravans, legions and fleets, and battle it out for supremacy.  The objective is to build monuments which can be considered Wonders of the World.  Very much in the mould of the classic game 'Civilization' but the box claims a 2-3 hour playing time.

 

Mastergame. Published by Invicta. 1982. Box. Good but some stacking indentation. £1.25

Designer: Unknown. No. players: 2. Country: British.

Each player has 8 pieces, showing either a heart, diamond, club or spade, and the board is an 8x8 grid also showing these symbols.  Players take it in turns to move a piece one space, but may not move a piece onto a space showing that piece's symbol.  The objective is to get four of your pieces into a row.  Attractive plastic board and pieces.

 

Mauer Bauer. Published by Hans Im Gluck. 2006. Box. Excellent. £19

Designer: Leo Colovini. No. players: 2-4. Country: German. Duration: 45 mins.

Also published as Masons in America.  Players play wooden wall pieces onto a triangular grid and then get to add towers to the ends of the wall and houses either side of the wall.  When an area is enclosed it forms a town and every player gets to play 1 or 2 scoring cards to gain VPs.  These cards give points in various ways such as for particular sizes of towns or particular tower colours in the surrounding wall, or for towers, walls or houses in various regions of the board.  Thus players can work towards making their scoring cards valuable ready for the next scoring.

 

Meridian. Published by Piatnik. 2000. Box. In shrink. £8

Designer: Leo Colovini. No. players: 2-4. Country: Austrian. Duration: 40 mins.

Tactical game in which the players vie for commercial supremacy amongst the islands in the Southern Archipelago. The islands are divided into longitudinal zones, and cards are used to place trading bases onto the islands according to some clever and thought provoking rules. Players have to weigh their options carefully in order to ensure the best use of their limited number of garrisons and to ensure majorities on the islands. The theme is fairly thin as is the case with many Leo Colovini designs, but this is one I definitely enjoy - recommended.

 

Middle Earth Jigsaw. Published by Express Gifts. ca.1999. Box. Good. £5

Designer: Peter Pracownik. No. players: 1+. Country: British.

Special Notes: Not checked complete, but I will refund if there is a problem.

1000 piece jigsaw puzzle. The picture is a complex and attractive piece of artwork incorporating various characters and scenes from Tolkien's works, such as Gollum, Bag End, Smaug, and The One Ring.

 

Mine. Published by Winsome Games. 1993. Packet. Mint. £3.50

Designer: David Watts. No. players: 3-5. Country: American. Duration: 90 mins.

Players invest in and operate, mines, aiming to become the richest player.  A clever and much underrated business game. Each of the mines has a different capacity, initial cost, overhead cost, production cost and reserves, and supply and demand determine the price at which ore can be sold each turn.  Players can invest in surveys which mostly enhance a mine and need to be flexible enough to deal with various events. Recommended. As usual with this company, the components are printed on card which needs to be cut up before you play the first game.

 

Mississippi Queen + The Black Rose. Published by Goldsieber. 1997. Box. Good. £28

Designer: Werner Hodel. No. players: 3-5. Country: German. Duration: 45 mins.

Notes: Also includes cards for a ramming damage variant by Stefan O'Sullivan. All in the Black Rose box.

Race your paddle-steamer down the Mississippi. The river is made up of tiles, which can be added to the river in various ways making the river different every game. Players manage the speed, acceleration and movement of their paddle steamers carefully, and have to pick up passengers along the way. Ultimately it is a race though, so getting in other players' way and placing river tiles to help you and hinder others is all in order.  Won the Spiel Des Jahres 1997.  This set includes both the base set and The Black Rose expansion.

 

Monocled Mortimer's Party Pack Of Card Games. Published by Upstarts. 1991. Box. Good. £8

Designer: Unknown. No. players: 1+. Country: British.

A collection of card games using regular playing cards (with 2 decks, pad of paper and pencil included). The games are presented humorously with a 1920's pastiche.  There are 21 games included: Spoons, Jumping Jenkins, Two-Fingered Jack, Rangoon Rummy, Wonty Willy, Armistice Day Patience, Spoof, Tricky Dicky, Beat The Box, Club-On-The-Head, Safari, Through The Deck, Pass The Piles, Custer's Last Card, Haunted Whist, Mad Hatter, Monte Carlo, Deceit, Diamond Mine, Bad Hearts, Paraguayan Patience, Idiot's Delight.

 

Mystery Express. Published by Days Of Wonder. 2010. Box. In shrink. £33

Designer: Antoine Bauza, Serge Laget. No. players: 3-5. Country: American. Duration: 75 mins.

Murder mystery deduction game set aboard the Orient Express.  From the inventors of the fun but slightly chaotic Mystery of the Abbey, this game appeals more to the analytical game player who wants to have to think hard and use logic. Cards represent the who, what, where, when and why of the case, but merely seeing a card once is not enough to eliminate that possibility, as there are duplicates of each card in play! An essential item for the fan of deduction games.

 

Mythology. Published by Yaquinto. 1980. Box. Good. £41

Designer: J Stephen Peek. No. players: 2-8. Country: American. Duration: 3 hrs.

Each player takes the role of a major Greek god, and attempts to control the actions of the many Greek heroes and monsters.  Events throw spanners into the works as will your opponents.  The objective is to get the heroes under your control to complete quests for legendary items such as the Golden Fleece, in order to give glory to their patron god - ie. the player controlling them.

 

North Sea Oil. Published by Omnia. 1974. Box. 2 copies available:

1) Good. £3.25      2) 3 Box corners damaged. £1.25

Designer: R C P Guignard. No. players: 2-6. Country: British. Duration: 2 hrs.

Oil discovery, pumping and selling game.  The board shows 28 potential drilling sites, which vary in depth and productivity. There are different drilling rigs designed to reach different depths. Plots are initially explored and then put up for auction. Once bought a plot can be made active by buying a rig or moving one to it. Production is affected by weather though.  The price of oil fluctuates too and the political party in power changes and sets the interest rate on your loans (which you will have), and tax rates. Some advance warning of the next party coming to power is available to aid planning.

 

Nottingham. Published by Abacus Spiele. 2006. Box. Excellent. £10

Designer: Uwe Rosenberg. No. players: 3-7. Country: German. Duration: 30 mins.

Card game with a Robin Hood setting.  The players are the Sheriff of Nottingham's deputies and have been sent out to collect the taxes.  This is essentially a set collecting card game, but as usual with Uwe Rosenberg there are a few twists. Each turn a card is turned over and it can either be collected as the depicted item or the action show can be carried out.  Players get the chance to rob their opponents as well as collect taxes.  Light and fast moving.


Organized Crime. Published by Koplow. 1974. Box. 2 copies available:

1) Good. £9      2) Box edges show wear, corners taped. £7.50

Designer: Jim Koplow. No. players: 2-4. Country: American. Duration: 2 hrs.

Original edition, with wooden pieces in the dark blue box. Players try to eliminate all the other players by 'hitting' their Boss. Hitmen are moved around the board in order to build up influence through corrupt politicians, legal and illegal businesses and investments.  Hitmen are sometimes penalised for their mistakes (via cards) and attempts can be made to eliminate crime Bosses, and thus their owning player.  Negotiation is also an important aspect of the game, in order to gain other people's votes of support in return for money or future favours.

 

Origins - How We Became Human: Age Of Reason Expansion. Published by Sierra Madre Games.

2007. Box. In shrink. £11. Designer: Phil Eklund. No. players: 2-5. Country: American. Duration: 4 hrs.

Expansion for Origins - How We Became Human, which you will require to make use of this set.  The expansion consists of an additional deck of cards which allows you to advance your civilization intro era 4, the Age of Reason. Also included is a FAQ, optional rules and a new short scenario.

 

Pastimes For Children. Published by Butterick Publishing Co.. 1890. Book. Fair. £6

Author: Unknown. Country: American.

Special Notes: The cover is worn and somewhat discoloured, and two pages have been taped.

Softback, 28x21cm, 96 pages. A book of games and activities for children such as: pictures to copy / enlarge, making shadow pictures, making a boomerang, ring catchers, windmills, hand signals, make your own menagerie, make your own doll's house, making dolls clothes, mental pastimes (charades, puzzles, anagrams, riddles etc).

 

Payday. Published by Parker. 1975. Box. Good. £1

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

Payday is played on a calendar showing the days of a month.  Players have to deal with various bills and expenses, but also have the opportunity to make deals on property and earn money. At the end of each month, players are paid their salary and must pay off all outstanding bills, taking out a loan if necessary. Most money (or least debt) wins after six months.

 

Pears Word Games. Published by Pelham Books. 1990. Book. Excellent. £1

Author: Peter Newby. Country: British.

Hardback with dustcover, 22x14cm, 267 pages. A large collection of games categorised and subcategorised as follows: Spoken Games (Household Word, Charades, Q&A, Verbal Tennis, Back to Front), Pencil & Paper Games (Bingo, Fan-Tan, Hangman, Consequences, Cross Play, Polyominoes, Classroom, Solitaire, Postal Play).

 

Pente. Published by Parker. 1984. Box. Good. £1.75

Designer: Unknown. No. players: 2. Country: British. Duration: 30 mins.

Generally well regarded strategy game that looks very attractive in play, the pieces being little glass stones played onto the vertices of a large square grid (like Go). Players compete to form lines of five stones, or try to capture five enemy pieces, which is done by surrounding a pair of adjacent enemy pieces with your own.

 

Pico 2. Published by Doris & Frank. 1996. Packet. Excellent. £1.25

Designer: Dorris Matthaus, Frank Nestel. No. players: 2. Country: German. Duration: 10 mins.

Card game with just 13 cards.  The cards are dealt and the one remaining is set aside.  Players play cards simultaneously, with the higher card being set aside for points at the end of the hand.  However, if the higher card is more than double the value of the lower card then the lower card wins instead.  Also the loser takes their card back into their hand.  The round stops when one player has just one card left.  Points are tallied and the hands swapped and replayed.  Best score over both rounds wins. To play well you will need to out think your opponent - working out when they will play low and when high.

 

Play Winning Checkers. Published by Consolidated Litho Corp. 1940. Book. Good. £4.50

Author: Millard Hopper. Country: American.

Softback, 16x12cm, 32 pages. The author calls himself "The Checker King", the World's Unrestricted Checker Champion. The subtitle says it all really: A complete guide to the game of Checkers; giving its history, rules and rudiments of play, also exposing for the first time the leading trick plays and winning moves used by the checker expert.

 

Ploy. Published by 3M. 1970. Box. Good. £3.25

Designer: Frank Thibault. No. players: 2 or 4. Country: American. Duration: 1 hr.

Abstract game with an appearance of something Spock might play against Captain Kirk. The pieces are in a futuristic style and of a nice, chunky, plastic finish. Each piece has 'fins' which indicate in which direction it can move next.  Gameplay is somewhat chess-like, being a move and capture game, but the fins which indicate the direction of movement for each piece make it play differently.  Also includes rules for 4 individual players or partnership games.

 

Premium. Published by Theydon Games. ca.1950. Box. Good. £6

Designer: Unknown. No. players: 2-4. Country: British.

Business game in which a single playing piece is moved around a Monopoly style track, and the current player deals with the space landed on. If it is an unpurchased property this gives that player the option to purchase it, and then either insure it, partly insure it or leave it uninsured.  When landed on in future all players have to make a payment to the owner, but there is also a chance that something bad will happen to the property, in which case the owner had better have some insurance! The objective is to stay solvent longer than anyone else.

 

Pressout & Build: Apache Helicopter. Published by Top That Publishing. 2003. Booklet. New. £3

Author: Zerina White. Country: British.

Not a game, but a model helicopter which you build using the instructions and 8 large sheets of press-out card. The booklet also includes information about the Apache helicopter.  No glue is required and the model is 52 cm long when completed.

 

Quick Wit. Published by The Games Gang Ltd. 1987. Box. Good. £2

Designer: Petermark Inc. No. players: 2-6 or teams. Country: American.

Quiz type game, but different to most of these because of the nature of the questions.  Many of them are cards with odd pictures and you have to try to identify what the picture represents.  Some of the others are mathematical or logic puzzles, others based on obscure vocabulary, and mixed in are a few of the more normal trivia questions.  Also included is an egg timer, dice and dobbers.

 

Regatta. Published by 3M. 1968. Box. 2 copies available:

1) Good. £20. 3 section board. Box clip splitting, but functional. Inner box shows slight water damage, but contents unaffected.

2) Good. £20. 3 section board. Box clip missing, but still stays shut. Photocopied rules.

Designer: Frank Thibault. No. players: 2-6. Country: American.

The original, and better, version of this classic yacht racing game. Design your own course. Given that everybody is equal in theory, you will be surprised by the distances between players by the end. This is the wrap-around box version, with the fold out board (which is also the outer box), the island wind indicator, and vastly superior rules to the later bookcase version. Metal pieces. Very nice item.  I can also supply my own summary of the basic rules which are easier to understand for non sailors. Includes various clever mechanics: stealing the wind, unexpected wind changes, managing the lean of your yacht, usage of puff cards (limited bonus movement), and spinnakers. Recommended.

 

Ren Faire. Published by Atlas Games. 2009. Box. In shrink. £16

Designer: Michelle Nephew. No. players: 2-4. Country: American. Duration: 1 hr.

Card game in which the players turn up at a Renaissance Faire in shorts and T-shirt, and feel decidedly out of place, so by performing for the crowd various bits of costume can be earned to help them feel more at home.  The game uses transparent cards showing the pieces of costume which are then placed over the character card to 'clothe' them.

 

Risk. Box. Various editions available:

1) Published by Palitoy. ca.1980. Good, but 1 corner taped. £3.50. White boxed version of this classic game, and includes 'a new 2 player game' in the rulebook. This edition uses plastic 'star' playing pieces and does not include the mission cards which come in later editions.

2) Published by Parker. 1963. Good but 2 corners taped. £3.50. There are marks on the box where some tape has been removed. In the large red box edition, with plastic pieces.

3) Published by Parker. 1963. Box. Good. £6.50. In the large red box edition, with plastic pieces.

4) Published by Waddingtons. ca.1960. Box. Good. £10. The white box is somewhat grubby (but it doesn't wipe off), and the base is slightly indented due to stacking. I believe this is a first British edition of this famous game, with wooden pieces. In a large white box. patent no. 765037.

Designer: Albert Lamorisse. No. players: 3-6. Country: British. Duration: 2-4 hrs.

The classic game of world domination.

 

Santiago. Published by Amigo. 2003. Box. 2 copies available:

1) In shrink. £12.50      2) Excellent. £11.50

Designer: Claudia Hely, Roman Palek. No. players: 3-5. Country: German. Duration: 90 mins.

Players bid for plots of land in a region of desert into which various crops can then be planted.  However, these crops require irrigation for them to flourish, and so much of the game is about controlling the construction of the irrigation canals. After each round any crops without water wither a bit.  At the end of the game crops are scored for their owners, and the larger a region of the same type of crop and the better irrigated it is the more it will score.  Neat game in which you have to keep alert for what other people want to happen, as sometimes you can get other people to do your work for you while at other times you will have to pay dearly to make things go your way. Recommended.

 

Say Anything. Published by North Star Games. 2008. Box. In shrink. £17

Designer: Dominic Crapuchettes, Satish Pillalamarri. No. players: 3-8. Country: American. Duration: 30 mins.

Excellent party game of the same sort as Apples to Apples.  Players take it in turn to read a question from a card eg. "What's the worst thing to say to a cop after getting pulled over?".  All the other players write their answer on a card and the player whose turn it is decides which is the most appropriate answer for them.  The others then place two betting chips on the answer cards.  Points are awarded for getting your answer picked and picking the answer chosen.  Great fun, and hilarious with the right group.  Recommended.

 

Scarne On Cards. Published by Signet. 1965. Book. Good. £8

Author: John Scarne. Country: American.

Softback, 18x11cm, 433 pages. Essential reading for anyone hoping to be a card sharp, or anyone who thinks they may play cards with a card sharp!  After a fascinating introduction describing all sorts of cheats and tricks, the book goes on to give the rules and how to play well the following games: Gin Rummy (and other Rummy games), Blackjack, Faro, Card Craps, Chemin De Fer, Poker, Pinochle, Cribbage, Hearts and more.  What makes this book different is it also explains ways to cheat at each of these games, and how to spot others who are cheating.

 

Scarne's Encyclopedia Of Games. Published by Harper & Row. 1983. Book. Excellent. £8

Author: John Scarne. Country: American.

Softback, 23x16cm, 475 pages. Slightly cut down edition of this essential reference tome by a real expert on cards and gambling. Has about 20 chapters on different families of multi-player card games, all with many variations and lots of tips for good play. The main things removed from this edition are the 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.

 

Schnitzeljagd. Published by Simba Toys. 1998. Box. Good. £8

Designer: Roland Siegers. No. players: 2-4. Country: German. Duration: 20 mins.

Race game in which players move their pieces along a track, trying to get all of their pieces to the end first.  Movement is according to how far back your pieces are compared to others, and if the piece is in a stack, though only exposed pieces can move.  The further back and the taller a stack the more a piece can move forward, but can choose to stop short for tactical reasons. The game has been given a children's game look, but is for age 10+.

 

Shogun. Published by Ravensburger. 1979. Box. Several copies available:

1) Good. £3.25. This is the full size edition      2) Good. £2.50. This is the smaller edition

3) Good, but 1 corner taped. £2.75. This is the full size edition

Designer: Unknown. No. players: 2. Country: German. Duration: 10 mins.

An intriguing strategy game. Each player has eight pieces, which have inside them a numbered dial, only one number of which can you see at a time. Under the plastic board are magnets, which when you move a piece on to a square, cause the dial to turn, revealing a new number. This number limits or enhances the piece's move next time. The objective is to eliminate your opponent's Shogun or to get him down to just two pieces remaining. Each game is different as the board can be shaken to rearrange the magnets between games.

 

Shuttles. Published by Shoptaugh. 1984. Box. Box shows wear. £4.25

Designer: Philip Shoptaugh. No. players: 2. Country: American. Duration: 20 mins.

Special Notes: Original rules missing, but I will print out a transcription of them.

Strategy maze game, in which the board consists of nine sliding plastic sections each with nine holes, and also some maze walls on them. At either end there are also the home bases, where the five player pegs of each colour start.  The objective is to get all of your pieces to the far end of the board.  Players take turns either moving one of their pieces, sliding a section of the board or jumping an opposing piece.

 

Sleuth. Published by Avalon Hill. 1981. Box. 2 copies available:

1) Box shows wear. £11.50      2) Good. £13

Designer: Sid Sackson. No. players: 3-7. Country: American. Duration: 1 hr.

A classic game of deduction. A gem has been stolen, and the players have to work out which it is.  There is a card for each possible gem, and one is removed from the game unseen, while the others are dealt out.  Special question cards allow players on their turn to ask an opponent a question to try to work out who has which cards, and thus by a process of elimination ultimately work out which card is not in play.  Highly recommended if you like deduction games - this is definitely a classic.

 

Smog. Published by Urban Systems. 1970. Box. Good but box is grubby. £14.50

Designer: Unknown. No. players: 2-4. Country: American. Duration: 2 hrs.

Special Notes: Birthday message written on front cover in biro

This company specialised in games about real environmental concerns. The amount of plastic in this game might have worried some of their supporters! Players are civil servants responsible for 'Clean Air'. The board holds factory pegs which have smoke trails which trail over the board polluting other spaces.  Players make decisions on how to expand their city, and how to provide transport and waste disposal services, and these decisions affect each player's popularity (votes), finances and air quality. In turn these cause victory points to be gained and lost at various points in the game.  Some unusual mechanisms, and definitely collectable.

 

Space Opera - Ground & Air Equipment. Published by Fantasy Games Unlimited. 1981. Magazine.

Cover a bit worn. £1. Author: Edward E. Simbalist, A. Mark Ratner. No. players: 2+. Country: American.

Roleplaying supplement for the Space Opera system.  This 38 page booklet details heavy military equipment for use with Space Opera.

 

Speculate. Published by Waddingtons. 1972. Box. 2 copies available:

1) Good. £4      2) Good, but tape removal mark on base. £3.50

Designer: Graeme Levin. No. players: 2-5. Country: British. Duration: 90 mins.

Invest in the stock market with some information from the cards in your hand. The interesting idea in this game is that you are given a series of targets to try to achieve (specifying a minimum number of shares in each of various companies), and once you achieve this mix of stock you get a bonus payout and a new target.  This gives the game some focus which some other share dealing games lack.  The inventor was the owner of Games Centre and Games & Puzzles magazine.

 

Sports And Games. Published by John G. Eccles. 1977. Book. Excellent. £4.50

Author: Brian Jewell. Country: British.

Hardback, 25x19cm, 148 pages.  A presentation of sports and pastimes prior to 1900.  This includes medieval 'sports' as well as many no longer popular or even completely lost sports, including the light hearted, serious, brutal, deadly, and distasteful. Chapters cover: Combat Contests, Racing & Endeavour, Ball Games, Aiming Games, Using the Beasts, Games for Fun.

 

Station Manager. Published by Spiele Aus Timbuktu. 2002. Box. 2 copies available:

1) Excellent. £5.50       2) In shrink. £6.50

Designer: Michael Schacht. No. players: 2-4. Country: German. Duration: 45 mins.

Train themed card game.  Players collect sets of cargo cards and trade in sets to claim scoring cards.  However, these can be stolen away by other players playing the same set later in the game.  The game can end in several ways, and when it does players score for the sets played and the scoring cards still in front of them.

 

Step-By-Step Overcalls. Published by B.T. Batsford. 1995. Book. Excellent. £3

Author: Sally Brock. Country: British.

Softback, 21x14cm, 143 pages. Bridge book to help you know when and how to overcall successfully. The steps detailed are: Why Overcall?, What to Overcall, What to Respond, The Opponents Keep Bidding.

 

Stock Ticker. Published by Copp Clark Games. ca.1970. Box. Good. £4.25

Designer: Unknown. No. players: 2-6. Country: Canadian. Duration: 45 mins.

Stock trading game in which players buy and sell stock and roll dice to change the prices.  3 special dice are used, one to determine which stock is affected, one to determine whether the price rises or falls or if dividends are paid, and one to determine the extent. Only stocks which have gone up from the starting price pay out dividends,. When a stock rises sufficiently it can split, and stocks falling to 0 become worthless.  The game bears a copyright date of 1937, but this edition was clearly much later than that. Rules are in English and French.

 

Stocks & Bonds. Box. Several editions available:

1) Published by Avalon Hill. 1978. Excellent. £4.25

2) Published by Avalon Hill. 1978. Good, edges show some wear. £2.50

3) Published by 3M. 1972. Good. £3.25

Designer: Unknown. No. players: 2-8. Country: American. Duration: 1hr.

Stock market business game. A year is designated as Bull or Bear (strong or weak) and players trade accordingly. Dividends are paid and, in the advanced game, you can buy 'on margin', leaving you more capital to work with.

 

Strada Romana. Published by Blackrock Editions. 2009. Box. Excellent. £24

Designer: Walter Obert. No. players: 2-5. Country: Italian. Duration: 45 mins.

Players move 10 horse drawn merchant wagons along the Roman Road, 5 in each direction.  As they are moved goods are collected of several types and demands discovered.  When goods and demands are matched VPs are scored, in such a way that it is important to trade in both a wide variety of goods but also specialise in one.  Points can also be earned by working out which of the merchants will reach the end of the road before the game ends.  Blockages can occur and so special moves are available, but will cost precious money.

 

Subbuteo Squads - Premier League Pro Edition. Published by Subbuteo. 1996. Box. Good. £4

Designer: Unknown. No. players: 2. Country: British.

Special Notes: 50+ addtional cards included in this set

Card and board soccer game. The base set comes with 165 cards representing players, managers, grounds and match incidents.  The rules introduce the game in various stages to make it easier to learn as it is quite complex as a whole. The board shows a football pitch with spaces for player cards, and the cards give lots of (non game) information as well as the attack and defence strengths and ball passing ability of the players for the game. The rules cover all aspects of real football but play is fast paced.  Additional cards were available in boosters, but are definitely not needed to play.

 

Sunset Blvd. Published by Salagames. 1992. Box. 2 copies available:

1) Excellent. £1.75      2) Good. £1.50

Designer: Gunter Baars. No. players: 2-6. Country: German. Duration: 30 mins.

Each player must discover the location of the four false celebrities dealt to them at the start of the game. The various celebrities are initially laid face down in a row. Players take the role of the press and roll the dice and move amongst the stars to obtain interviews, hopefully with the stars required. The game uses an intriguing movement system which needs to be managed carefully to avoid having to refind celebrities after a poorly planned or unlucky move.

 

Supersell. Published by Condor. ca.1970. Box. Good. £10

Designer: Seven Towns Ltd. No. players: 2-4. Country: British. Duration: 1 hr.

Business game in which players buy cars from the bank and sell them again at a profit in various countries.  A single buyer marker moves around the board according to throws of the dice, and all cars for sale in the country landed on are sold. Between moves of the buyer all players get the chance to place cars into markets, but if they want to place in a country where another player is already selling cars then they must oust them by employing more (expensive) salesmen!  The first player to a set total of money wins.

 

Sylla. Published by Rio Grande Games. 2008. Box. In shrink. £25

Designer: Unknown. No. players: 3-4. Country: American. Duration: 90 mins.

Roman themed game in which players use various characters (merchants, senators, slaves, vestal virgins etc) to try to promote the interests of their faction.  This is done by recruiting more characters, purchasing buildings, spending money to buy influence, using your characters to deal with catastrophes, and obtaining special chips the true value of which won't be known until the end of the game.  All aspects of the game require the use of your characters, but each can be used only once per round, so deciding how best to use them, and which way will most effectively earn influence, is what it is all about.

 

Table Games: How To Make And How To Play Them. Published by A.S. Barnes & Co.. 1976. Book.

Good - Ex Library. £4.50. Author: Ray J. Marran. Country: American.

Hardback, 26x17cm, 122 pages.  Reprint of a book originally published in 1939.  This book is aimed at the keen arts and crafts board gamer.  Not only are the various games' rules described, but also instructions on how to make yourself a copy of the game.  The games are categorised as follows: Spinning Arrow / Spinning Top / Numbered Cube Games (31), Spin-O (1), Checkerboard Games (9), Chinese Star Checker Game (1), Finger Snip Games (6), Fun With Tiddledy-Winks (12).

 

Table Soccer. Published by Waddingtons. 1965. Box. Good. £4.25

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

First edition of this Tiddlywinks variant, i.e. a soccer game where you flick the ball (a counter) from player to player across a football pitch board. In later editions, Waddingtons just used counters for the men, but in this edition there are 24 actual footballers (plastic figures mounted on counters), two referees and two plastic goals.

 

Table Soccer. Published by Waddingtons. 1974. Box. Good, but box base discoloured. £3

Designer: Unknown. No. players: 2. Country: British.

Second edition of this Tiddlywinks variant, i.e. a soccer game where you flick the ball (a counter) from player to player across a football pitch board.  It is quite sophisticated though, with 11 figures per side, dribbling, passing and even offside rules.

 

Tactics!. Published by Hodder & Stoughton. 1990. Book. Good. £6.25

Author: Stephen Thraves. No. players: 1. Country: British.

Special Notes: The spare division card has been marked up by a previous owner.

Very unusual item. Inspired by Fighting Fantasy style game-books, this allows you to indulge in Football Management. Besides the book, it also includes a special die, cards, scoreboard and league tables. These extra items are kept in a special plastic packet, together with the book. You can play a whole season of games, but can break off after each match and come back to it later.  Your team starts bottom of the division, with a good (but not great) team.  Your decisions and the luck of the dice will help your team to better fortune and hopefully glory. 456 paragraphs are used to guide gameplay.

 

Taj Mahal. Published by Rio Grande. Box. 2 copies available:

1) In shrink. £22. 2nd RGG edition. 2006.      2) Excellent. £18.50. First RGG edition. 2000.

Designer: Reiner Knizia. No. players: 3-5. Country: American. Duration: 90 mins.

Very clever game of imperial expansion across India. Players strive to build palaces, province by province. Victory points can be accumulated in various ways, such as collecting trade goods and achieving a good network of palaces across the board.  The heart of the game is a very unusual card bidding mechanism in which up to 5 rewards are being bid for simultaneously - neat, but if you judge things wrongly the bidding can go horribly wrong.  Recommended.

 

Take It Easy (6 Player). Published by Burley Games. 2008. Box. In shrink. £19

Designer: Peter Burley. No. players: 1-6. Country: British. Duration: 20 mins.

6 player, medium sized square box version of this excellent tile laying game. Each player has their own board showing a hexagonal grid with spaces for 19 hex tiles to be placed.  Each player also has their own identical set of 27 tiles which each have three coloured and numbered lines on them.  The objective is to make lines all of one colour all the way across your board in as many of the rows and columns as you can.  One tile at a time is then drawn from a face down set at random and players choose where to place their copy of this piece on each of their boards - plenty of hard decisions as the game goes on.  It works as a sort of thinking man's Bingo!  One of my favourite games - highly recommended.

 

Take It To The Limit. Published by Burley Games. 2006. Box. In shrink. £15.50

Designer: Peter Burley. No. players: 1-6. Country: British. Duration: 20 / 45mins.

This is an expanded version of the excellent Take It Easy.  Players play hex tiles with numbered lines onto a hex grid trying to complete lines all of the same number, in all three directions.  Everyone uses the same tiles drawn from a pool at random (bingo style).  This version uses a larger pool of tiles with numbers up to 12, and provides two alternative games, one shorter than the other.  Using the Orchid board three tiles can be set aside during play either not to be used at all or to be placed in extra spaces for more points.  The Nexus board is a larger hex grid, and also comes with a mini board you must play some tiles on.  There are various new scoring opportunities such as the bonus tiles and sun / moon rows.  Highly recommended.

 

Talisman. Box. Published by Games Workshop. Several editions available:

1) First edition. 1983. Good - one box corner damaged. £27. Green, bookcase box.

2) Second edition. 1985. Good, but corners taped. £22. Black bookcase box. 2 of 104 adventure cards and 4 of 140 generic counters missing.  The game is still entirely playable despite this.

3) Second edition. 1985. Good, but box slightly indented. £30. Black bookcase box.

4) Second edition. 1985. Good. £60. Includes the Adventure and Dungeon expansions as well, but all in a single box. Black bookcase box.

5) Third edition. 1994. Good, but box edges show wear. £58. This set comes in the big red 3rd edition box, and inside the box (no longer with their own boxes) are the following 3rd edition expansions: City of Adventure, Dungeon of Doom, and Dragon's Tower. Missing 15/27 miniatures and the huge Dragon miniature, but also includes extra cards and character sheets from an extra base set!

Designer: Robert Harris. No. players: 2-6. Country: British. Desc. by Eamon.

Famed game of quests and adventure. Masses of cards ensuring that every game is different.

 

Talisman City. Published by Games Workshop. 1989. Box. Excellent - unpunched. £35

Designer: Evan K Friedman, Paul D. Morrow. No. players: 2-6. Country: British.

Expansion set for Talisman, the fantasy adventure quest game.  This set includes The City board, City Adventure cards, purchase cards, spell cards, loan cards, warrant cards and new character cards and playing pieces. Compatible with 1st or 2nd edition.

 

Talisman Dragons. Published by Games Workshop. 1987. Box. Good. £30

Designer: Bob Harris. No. players: 2-6. Country: British.

Special Notes: Box missing - in a ziplock.  Unpunched though.

Expansion set for Talisman, the fantasy adventure quest game (1st / 2nd edition only).  This set includes three sheets of  dragon themed adventure cards, new characters, purchase cards and a replacement victory condition - you have to defeat the Dragon King. Rare.

 

Talisman Dungeon. Published by Games Workshop. 1987. Box. Good. £6.50

Designer: Bob Harris. No. players: 2-6. Country: British.

Special Notes: Box missing, all components in a large envelope.

Expansion set for Talisman, the fantasy adventure quest game (1st / 2nd edition only).  This set includes The Dungeon board, doorway cards, adventure cards, and new character cards and playing pieces.

 

Tempus. Published by Pro Ludo. 2006. Box. 2 copies available:

1) In shrink. £14      2) Excellent. £13

Designer: Martin Wallace. No. players: 3-5. Country: German. Duration: 90 mins.

Martin Wallace's civilization building game which plays in under 2 hours. The game uses a modular board with assorted landscape types on the tiles to ensure a different layout each time. Players advance their technologies, which start from fire and continue up to the present day.  Game play involves prioritising good board position against technological advancement.  However, there is an automatic catchup mechanism whereby 'old' technology becomes available to all players after a while. Also uses a neat diceless combat system.

 

The Art Of Playing Mythos. Published by Chaosium. 1996. Book. Excellent. £8

Author: Aniolowski, Krank, Rowe & Willis. Country: American.

Softback, 21x14cm, 160 pages. Book all about the Lovecraftian Mythos CCG.  The book covers the rules, FAQ, Errata, Tournament Rules, Solo Rules, A Variation, Designer Notes, Creating Your Own Adventures, The Cards (pictured and listed).

 

The Brotherhood. Published by GDW. 1983. Box. Good. £8

Designer: John Hill. No. players: 3-5. Country: American. Duration: 2 hrs.

Gangster game that requires considerable planning. Players write down their moves each turn, deciding which rackets to enter, which part of the town to infiltrate, where to spend bribes, and so on. Players must decide whether to concentrate their efforts on a few places or whether to spread them around, and whether or not to go for the most lucrative, but no doubt most highly contested rackets.  Once any politicking is done thugs fight it out, using a dice based combat system. Unusual theme for this company and this designer to use.

 

The Club. Published by Tuonela Productions. 2008. Box. In shrink. £20

Designer: Jussi Autio. No. players: 2-4. Country: Finnish.

Somewhat satirical tile based game in which the board shows a dance-floor onto which assorted nightclub goers are pushed from each player's side.  The objective is to create couples in the centre of the dance-floor.  These couples pair off and depending on how well matched they are (each character has four visible traits) points will be scored.  Characters also have a secret trait which can affect the scoring and some special characters such as the bouncer can change how things work. Tactical game for those with a sense of humour.

 

The Complete Book Of Card Games. Published by H.F.& G. Witherby Ltd. 1939. Book. Good. £7

Author: Hubert Phillips, B.C. Westall. Country: British.

Special Notes: First printing

Hardback, 22x15cm, 258 pages. This collection of card games give rules and also illustrative examples and discusses the games in detail too.  It covers: Contract Bridge, Solo Whist, Piquet, Cribbage, Black Maria, Poker, German Whist, Nullos, Bezique, Bezique Poker, Cribbage Two Player Patience, Tablanette, Cassino, Five Hundred, Three Handed Bridge, Knaves, Hasenpfeffer, Greek Hearts, Slobberhands, 12 games for 3-7 players, 11 party games, 28 games of patience.  A good collection.

 

The Elfquest Boardgame. Published by Mayfair. 1988. Box. Good. £4.25. Desc. by Eamon.

Designer: Mark Acres, Troy Denning & Marty Stever. No. players: 2-5. Country: American. Duration: 90 mins. Based on the comic book characters created by Wendy and Richard Pini. The board is made up of tiles, making it different every game, and in the full game, the tile placement is crucial to your strategy. One player is Guttlekraw the Troll King, and the others are leaders of various elf tribes looking for their Elf Home.  Movement costs between tiles depends on the numbers printed on them, so some routes will be prohibitively expensive.  There are a number of potential sites for Elf Home, which need to be investigated.

 

The Hammer Of Thor. Published by Nova Game Designs. 1980. Box. Good. £19

Designer: Joseph Angiolillo. No. players: 1-362. Country: American.

Unusual fantasy adventure game (see the number of players for a start). Players are Norse Gods and Heroes trying to gain Reputation Points around Valhalla, in order that they might win at Ragnarok, the final battle between Good and Evil. Over 600 cards make sure each game is completely different. The game is played on a map of constellations, and the objective is to recruit followers, and gain items and runes in order to bring a powerful force to Ragnarok, after which only those on the victorious side (be that Good or Evil) will win. Most unusual item.

 

The Loving Game. Published by Penthouse. ca.1984. Box. Good. £5

Designer: Richard Edelman. No. players: 2. Country: Unknown.

Game intended to be played by romantic couples privately.  Play involves rolling the dice and moving your playing piece around the track and actioning the space you land on. The spaces say things like: tell your partner 3 things that frighten you; hug your partner; kiss your partner passionately!

 

The Official Scrabble Quiz Game Book. Published by Carlton. 1997. Book. Excellent - unused. £2.50

Author: Robert Allen. No. players: 2+. Country: British.

Softback, 26x19cm, 128 pages. A collection of 60 multi-player crossword style puzzles / games.  For each puzzle there is a Scrabble grid, and a list of 50 clues.  The clues are simple crossword style clues, with most having a single right answer but some having many possible answers.  Players study the clues and write down as many answers as they can.  Players then effectively play Scrabble using these words to score points on the Scrabble grid, writing in their words as they play them.

 

The Puffin Book Of Indoor Games. Published by Puffin. 1985. Book. Excellent. £1.25

Author: Andrew Pennycook. Country: British.

Paperback book with 215 pages of games rules. The sections are listed, with the number of games in each category.  The selection includes both old standbys and some less common games as well. Card games (28), Domino games (8), Board games (12), Dice games (8), Pencil & paper games (8), Matchstick games (5), Others (3). In each section the games are categorised by complexity and by number of players.  The games are mainly suitable for family play, but with some more complex  ones as well.

 

The Twits Card Game. Published by Winning Moves. 2004. Box. In shrink. £4.50

Designer: Quentin Blake. No. players: 2-5. Country: British. Duration: 30 mins.

Card game with a Roald Dahl tie in. It involves collecting sets of cards which are then played to the table.  However, the game has some new ideas to add to a Rummy type game - cards left in your hand will score for or against you depending on whether they are +ve or -ve, but all melded cards will score +ve. Also some special cards change the values of cards left in your hand.

 

The Wizard Of Oz Family Board Game. Published by The Mad Hatters. 1999. Box. Good. £10

Designer: Unknown. No. players: 2-4. Country: Canadian.

Family board game (with an impressively large board) made for the 100th anniversary of the story.  Players advance along assorted tracks which represent different parts of the Land of Oz, and gain emeralds which they will need at various times, and try to collect picture tiles to form a complete picture.  The game includes a bag full of green glass beads (emeralds).  Originally included a summary of the story, but the booklet is now missing.

 

The Xmas Party Book. Published by B.C.M.. ca.1955. Booklet. Good but 'spine'  taped. £0.50

Author: A.J.R.W.. Country: British.

Pamplet, 16x20cm, 18 pages. A promotional item which probably came with a magazine or other product. It is stuffed full of ideas for party amusements, including games, charades, forfeits, tongue twisters, conundrums, rhyme puzzles, tricks, pranks, jokes, riddles, fortune telling, etc.

 

Tile Poker. Published by Peter Pan. 1983. Box. Good. £2.75

Designer: Unknown. No. players: 2-4. Country: British. Duration: 30 mins.

Tile placement game played on a felt mat with plastic tiles which represent standard playing cards. Tiles are played Scrabble style onto the board to form Poker combinations in order to score points.  There are bonus squares for extra points too. Of course you can play other standard card games using the tiles as well.

 

Torg - The Cassandra Files. Published by West End Games. 1990. Book. Mint. £0.75

Author: Christopher Kubasik. No. players: 2+. Country: American.

Supplement for the Torg: Roleplaying The Possibility Wars.  This contains secret details of rampaging sea beasts, deadly curses, missing scientists and murderous cults, leaked at great risk by renegade members of the Council.  Lots of new possibilities to add into your campaign.

 

Treasures & Traps. Published by Studio 9 Inc. 2006. Box. 2 copies available:

1) In shrink. £7      2) Good. £8. Includes a mini expansion with 12 extra cards and some variant rules

Designer: C. Aaron Kreader. No. players: 2-6. Country: American. Duration: 30-60 mins.

Fantasy adventure card game in which the players try to be the first to collect three types of treasure. The cards show items (treasures and useful objects), creatures which can be used to steal items, places which are often useful defensively, events which can change the current situation, and surprises which can be played out of turn. Nominated as an Origins award finalist for best non-collectible card game.

 

Triagonal. Published by Acumen Board Games. 2005. Box. In shrink. £8

Designer: Acumen. No. players: 1-4. Country: British. Duration: 10 mins.

A collection of 8 games which can be played on a triangular gridded board. In the basic game players take turns adding a fence piece to the board (between triangular cells) and get to claim spaces they complete by placing their coloured triangle markers. Other options include dice usage, and playing more than one fence per turn etc. Further ways to play are available on the internet too.

 

Tricks. Published by White Wind. 1995. Box. 2 copies available:

1) Good. £1. Missing one money chip - this does not affect play      2) Mint. £2

Designer: Alan Moon. No. players: 3-5. Country: German. Duration: 30 mins.

Card game, 95 cards and play money. Nice trick taking game where players bid for cards to form their hands before play starts, and then bid on the number of tricks they will obtain and score more the more tricks bid for and the closer the number of tricks taken is to the number bid.  I can provide my own house rules to this as well.

 

Tumblin' Monkeys. Published by Tomy. 2001. Box. Mint. £1.75

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

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

 

Vanished Planet. Published by Vanished Planet Games. 2003. Box. Excellent. £20

Designer: Craig Oliver, Samuel Blanchard. No. players: 1-6. Country: American. Duration: 2 hrs.

Cooperative strategy game set in space.  Earth has mysteriously vanished in a seething mass of darkness. The colonies are in chaos, and rebelling, but mysterious messages are coming from the vanished planet, which could banish the darkness. The players need to complete their missions and use their resources efficiently in order to restore Earth and save their own home worlds. There are several levels of resources - the most basic being used to create the next level which then make others, and then finally useful equipment can be created which will help win the game. Time is tight as the darkness is always expanding, reducing the area of the board which can be used as the game goes on.

 

Vasco Da Gama. Published by What's Your Game?. 2009. Box. In shrink. £32

Designer: Paolo Mori. No. players: 2-4. Country: Italian. Duration: 90 mins.

Players take the role of explorers trying to find a sea route to India. Clever worker placement game in which the players must recruit sailors, hire ship captain, buy ships and then set them sailing for distant lands where wealth and prestige can be won. All the while money needs to be managed in order to make the best of an intriguing turn order system. Assorted characters can be petitioned to assist and mercenary ships hired to obstruct opponents.  Lots going on, and very well received.  Recommended.

 

Verbositi. Published by San Serif. 1987. Box. Good. £7

Designer: The Games Gang. No. players: 1+. Country: British. Duration: 30 mins.

Word based party game which uses two sets of cards, one with letters and one with categories which are assigned points. The basic idea is that a random set of letters eg. A R S T H E W is used to create sentences eg. After Rain Some Trees Hoard Extra Water.  Points are awarded for such a sentence which falls into the prescribed categories. The rules give 4 different ways to play the game, including a solitaire option.

 

Verrater. Published by Adlung Spiele. 1998. Box. Good. £4

Designer: Marcel-Andre Casasola Merkle. No. players: 3-4. Country: German. Duration: 1 hr.

Card game, with delightful cards, which plays more like a board game. War has broken out in the Highlands, and players compete for power and land. The war is between two factions, The Eagle and The Rose, and the players will ally with one of these.  Players choose roles such as the Diplomat or Builder which give a special ability for the turn.  One of these roles is the Verrater (Traitor), who gets to change sides before the conflict for that round starts. Points are awarded for winning over districts, for taking certain roles, and for building counting-houses.

 

Wembley. Box. Several editions available:

1) Published by Ariel. ca.1953. Good - box base shows wear. £6

2) Published by Gibsons. 1995. Excellent. £3

3) Published by Gibsons. 1995. Good. £2.25

4) Published by Gibsons. ca.1990. Good, but 2 box corners taped. £2

Designer: Unknown. No. players: 3-12. Country: British. Duration: 90 mins.

A classic British soccer game which follows a selection of teams from different divisions as they meet each other in the latter stages of the F.A. Cup. Players manage several different teams and try to win Glory points either by getting to the semis or final, or by having weaker teams beat stronger teams.  A very clever set of custom dice are used to weigh the odds in favour of the better division teams and give a home advantage, but also money is spent to buy star players who can swing matches. Money is gained after every match as gate takings.

 

Why. Published by Milton Bradley / Chad Valley. 1961. Box. Good. £5

Designer: Unknown. No. players: 2-4. Country: British.

Subtitled: Alfred Hitchcock Presents The Game of Why.  Each player is a private eye and must try to solve a murder case.  This is done by moving around a board and collecting cards, accusing players of holding particular cards and claiming other cards stored face down off the board by recalling what type of card was placed there.  To win you need to collect either a set of cards for a victim, motive and weapon, or the whole set of Alfred Hitchcock cards.

 

Wits & Wagers. Published by North Star Games. 2007. Box. In shrink. £20

Designer: Dominic Crapuchettes. No. players: 4-20. Country: American. Duration: 25 mins.

Very clever party type game, but which will appeal to many who don't normally like this type of game (such as me).  A game consists of 7 rounds.  Each round a question is asked which everyone answers with a number.  The answers are ordered, and players then bet on which they think are correct.  If the answer is in a gap the next lower answer is considered correct.  The bank pays out for correct answers and correct bets.  Betting can get quite tactical, and bluffing when you know the right answer is also possible.  Recommended.

 

Wizard. Published by Amigo. 1995. Box. Excellent. £4.50

Designer: Ken Fisher. No. players: 3-6. Country: German. Duration: 45 mins.

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

 

World Without End. Published by Mayfair Games. 2009. Box. In shrink. £31

Designer: Unknown. No. players: 2-4. Country: American. Duration: 100 mins.

A follow-on game to Pillars of the Earth (though entirely standalone) and set in the same medieval world but now 200 years later. The town of Kingsbridge is expanding and being improved by the wealthy merchants. Part way through the game the black death strikes and villagers fall sick.  Players earn victory points by building houses and major public buildings and by learning medicinal skills and healing the sick.  Each year players must also show their piety, gather sufficient food and pay taxes. The game uses a new and novel set of systems for gathering resources, and uses a clever card system for performing actions.  An excellent addition to the genre of resource gathering and usage games. Recommended.

 

Ys. Published by Ystari. 2005. Box. 2 copies available:

1) Excellent. £14.50      2) In shrink. £16.50

Designer: Cyril Demaegd. No. players: 2-4. Country: French. Duration: 90 mins.

Very well received gamers' game in which the players vie for supremacy in a variety of ways in the city of Ys. Players play their playing pieces which represent merchants to influence 12 regions of the city and the marketplace. Players try to win victory points directly throughout the game as well as trying to claim more of the four types of gems than other players for major VP awards at the end of the game.  It is also possible to win special advantage giving cards and influence the relative values of the gems.  Piece placement is part open and part hidden.  The game works best with 4 players.  The game was a 2005 International Gamers Awards finalist.

 

Ys+. Published by Ystari Games. 2007. Box. In shrink. £12

Designer: Cyril Demaegd. No. players: 2-5. Country: French. Duration: 90 mins.

Expansion for Ys which you will need in order to make use of this set.  This expansion lets you play Ys with 5 players, as well as adding 12 new powers to the game, and 14 new events.

 

Zundstoff. Published by 1x1. 1995. Box. Excellent. £9.50

Designer: Michael Kiesling. No. players: 2-5. Country: German. Duration: 45 mins.

Card game in which players use their cards to manoeuvre planets and the sun in an attempt to increase the movement potential of their spaceships (!)  The objective is to win two races to the sun, called the 'Al Capone Cup'.  The game uses a layout of large circular tiles which indicate which adjacent tiles can be flown to next, and can be rotated to alter the possible course options.

 

 

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