MNG-AJM Games and Collectibles

 

Apr 2011 Catalog

 

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

 

1001 Karawane. Published by Argentum Verlag. 2007. Box. Excellent. £14

Designer: Roman Mathar. No. players: 2-5. Country: German. Duration: 1 hr.

Each player is a caravan master who has heard rumours of legendary magic items lost out in the desert. Players venture into the desert and secretly look at tiles as they go.  Each turn water is required, and guards may be needed to fend off thieves. These can either be from very limited cards in hand or if you have seen a suitable tile that turn you can declare it, but this gives the other players information. Players can also call upon a powerful djinn to transport them and / or shift the desert sands to confuse followers. Unusual.

 

1860. Published by JKLM Games. 2004. Box. In shrink. £34

Designer: Mike Hutton. No. players: 2-4. Country: British. Duration: 4 hrs. Special Notes: 2nd edition

18XX series games set on the Isle of Wight. Compared to other games in the series the board is small which changes game play somewhat. There is also an innovative game end rule - as railway companies get nationalised in the UK the weakest companies are eliminated from private operation earlier than those which are financially healthiest.

 

A Breviary Of Chess. Published by George Routledge & Sons. 1946. Book. Good. £6

Author: S. Tartakower. Country: British.

Hardback with dustcover, 19x13cm, 267 pages. Chess book which is split into 4 sections each with many chapters: The Elements (18 chapters, 106 pages), The Openings (19 chapters, 120 pages), The Middle Game (8 chapters, 26 pages), The End Game (6 chapters, 21 pages).

 

Advance Junior. Published by Denys Fisher. 1975. Box. Box edges a little battered and taped up. £3.25

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

Special Notes: 1 tank turret has been repaired (successfully), battery compartment damaged but functional.

Board game in which each player has three tanks which attempt to get to the opponent's home base.  Movement is by dice, but in order to be permitted to move or to make an attack a nifty resolution mechanism is used.  Two batteries power a bulb and this is reflected by turning knobs controlled by the players. Essentially the two players each secretly pick one of red, green or yellow (colours which are also marked on the tanks), and then a fire button is pressed to illuminate the lights.  Whether the action succeeds or not depends on whether the lights match or not.

 

All About Marbles And 20 Games To Play. Published by G.P. Printers. ca.1980. Booklet. Excellent. £1.50

Author: House Of Marbles. Country: British.

Softback, 11x10cm, 16 pages.  A mini guide to marbles which includes a little history and general information and then describes 20 games you can play with them. A nice little present for a youngster with lots of marbles but few ideas on what to do with them.

 

Around The World In 80 Days. Published by Rio Grande Games. 2004. Box. In shrink. £26

Designer: Michael Rieneck. No. players: 3-6. Country: American. Duration: 1 hr.

Nominated for the 2005 German Spiel Des Jahres, this game is an excellent 'gateway' game, ie. good for gamers and families. Players collect cards which are used to move from location to location following the route in Jules Verne's famous story. When selecting cards players must also take into account the special ability which will come with that card, in order to make the best use of their turn.  The detective can also be used to slow down a player or encourage them to make a move when it is felt they won't have ideal cards. The idea is to make it around the world in as few days as possible, but not to take more turns doing this than the other players, so a balance is required. Recommended.

 

Ars Mysteriorium. Published by Hangman Games. 2005. Box. New. £19

Designer: Alan D. Ernstein. No. players: 3-5. Country: American. Duration: 90 mins.

As apprentice alchemists the players see who can earn the most money by gathering basic elements (eg. Brimstone, Verdigris, Salt, etc.) from various suppliers and then using them in alchemical recipes.  At the end of the game monetary rewards are paid out for sets of recipes and the most successful alchemist will be declared a Master.  Game play involves deciding how to deploy your 'favours' amongst the shops and the masters each turn and making the best use of the elements you manage to gather.

 

Balanx. Published by Fun Connection. 1993. Box. Good. £4

Designer: Kris Burm. No. players: 2. Country: German. Duration: 20 mins.

Special Notes: Original rules missing, but a printout is supplied. The two large steel ball bearings rusted at some point (but have been cleaned).

Two player strategy game from this master of the genre. The game uses a board which can tilt like a see saw, and each turn the current player tilts it towards them and the balls which are the playing pieces will move in their grooves changing the game position. The objective is to get your balls to the opposite corner of the board, but leaving a ball behind to block is not permitted.  The balls are large glass marbles and two large steel ball bearings are also used.  Very stylish as you would expect from Kris.

 

Bangkok Klongs. Published by DLP Games. 2010. Box. In shrink. £28

Designer: Martin Schlegel. No. players: 2-4. Country: German. Duration: 1 hr.

Set in the Thai klongs (canals), the players try to ensure their merchants do the best business at the floating market. This is done by getting your boats into the best places and focussing carefully on the types of good you intend to sell. The game comes with a standard (family) rule set and a tactical variant for gamers.

 

Bargain Hunt The Game. Published by Upstarts. 2003. Box. Excellent. £1.50

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

TV related antiques auction game featuring the tanned David Dickinson.  Players buy antiques from the antiques fair looking for bargains, and then sell them at auction, hopefully for a good profit. The game uses special bargain hunter and auction dice as well as auction event cards and 225 Antique cards.  The items pictured on the cards are valued according to Miller's Collectables Price Guide 2003/4, so you get to know a bit about antiques as you play.

 

Big Brother The Game. Published by Hasbro. 2000. Box. Good. £2.75

Designer: Dick De Rijk. No. players: 4-6. Country: British. Duration: 45 mins.

TV related item, based on the immensely popular reality TV programme Big Brother. Players try to be the last one left in the Big Brother house which is depicted on the board.  Players roll and move around the board collecting cards. Frequently confrontations will occur as indicated by the cards, and players get to vote who goes out next using their collected votes and attributes the players have gained during the game.  Visiting different rooms give the players different powers.  Last player left in wins.

 

Bill Oddie's Great Bird Race Game. Published by Bamar Games. 1988. Box. In shrink. £6.25

Designer: Alan Davies, Nigel Platt, Robert Smith. No. players: 2-6. Country: British.

Players drive to the various locations on the board and practice some ornithology by picking up a bird card for that location.  These cards vary in value according to the bird's rarity.  Sometimes very rare birds appear at certain locations and can be claimed by whoever gets there first.

 

Broadway. Published by TSR. 1981. Box. Good. £11

Designer: Mike Farrell. No. players: 2-6. Country: American. Duration: 2 hrs.

Players take the roll of a stageshow producer and investor and as the game goes on obtain shares in eight shows.  Once a show has been fully invested in it starts up, and after out of town trials, hopefully makes it to Broadway where it can earn money and votes in the final award ceremony for its investors.  Once all shows have made an appearance on Broadway the final awards ceremony takes place, and shows slowly drop out of the running, and the last show standing reaps major rewards for its investors.  The game uses various mechanics including a Monopoly style track which drives various actions players can perform.

 

Build-Up. Published by Elliott. ca.1987. Box. Good but box edges show wear. £9.50

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

Rare promotional business game, made for a housing construction company. Eamon noted that it was designed and printed by Games Workshop, though nothing on the box or contents indicates this. Players race to be the first to build a 10 storey building in the centre of the board.  Game play involves moving around a track, and when enough money and resources have been acquired the player moves onto a more central track to obtain what is needed in the next phase of the building process.  A third (inner) ring is then moved to in order to complete the construction of the building itself.  Players must manage their money well, and should calamities occur part constructed buildings can be mortgaged.

 

Bürger, Baumeister & Co. Published by Abacus Spiele. 2009. Box. Excellent. £18

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

The players build villas, houses and parks in 19th century Frankfurt am Main, in order to gain prestige.  This is done with tiles which are colour coded to match districts.  More prestige is gained for playing matching tiles into a region, and money can be spent to build special features will give further prestige. New tiles are drafted, and so money can come in useful here too.

 

Canal Mania 2nd Edition. Published by Ragnar Brothers. 2006. Box. Good. £20

Designer: Steve & Phil Kendall. No. players: 3-5. Country: British. Duration: 2 hrs.

Well received canal network building board game.  The board shows England roughly from Basingstoke and Bristol in the west to Cambridge and Maidstone in the east.  Players take contracts to build canals, and then draw and play cards to play canal tiles which come in various types: flat sections, sections with locks, sections with aqueducts and sections with tunnels. The latter of these require more cards to build but are worth more when completed.  Players build up networks of canals and deliver goods from town to town using these networks in as efficient a way as possible.  There are various engineer cards which give different bonuses and each player has one of these, but can switch them around for best effect. 2nd edition.

 

Captain Can. Published by Carnaud Metalbox. ca.1990. Box. Good. £3

Designer: Games Talk. No. players: 3-6. Country: British.

Promotional game set in space.  Players set off in spaceships and gather gadgets which can be used to help them in various missions to undo the evil deeds of Vandalan, while also avoiding the ship-destroying viroids. Movement is determined by spinner, and event cards are also used, and ensuring you always keep a good selection of gadgets on hand is the key to success.  To win a player must confront Vandalan on his home planet and defeat him, returning him to Earth to face justice. Made by a tin can manufacturer, and includes information on the history of tin cans.

 

Cash 'N Guns. Published by Repos Productions. 2005. Box. In shrink. £18

Designer: Ludovic Maublanc. No. players: 4-6. Country: Belgium. Duration: 30 mins.

Fun game in which each player gets a foam gun and some cards.  Players secretly choose a card, which can be either a blank or a live round, and then simultaneously everyone points their gun at another player.  Players then get a chance to duck out (if they feel there are too many guns pointing at them). Anyone still in shoots and / or gets shot, and those left standing divide up the round's booty.  Three wounds and you're out.  Several rounds are played until all cards are used, and then the richest living player wins!  This set includes two optional additions to the basic game: Super Powers, and A Cop In The Middle.

 

Charades & Party Games. Published by Ward Lock. 1988. Book. Excellent. £0.50

Author: Michael Johnstone. Country: British.

Softback, 19x12cm, 96 pages. A collection of party games and activities for players of all ages.  The book is subdivided as follows: Acting & Activity Games, Fortune Telling & Character Reading, Card Games, It's Magic, Solo Turns, Match That, Pen & Pencil Games, Quizzically Speaking.

 

Civilization. Published by Microprose. 1991. Box. Good. £3

Designer: Sid Meier. No. players: 1. Country: American.

Vintage empire building computer game. This is the original release for IBM PCs, and is I believe a DOS program - not sure about compatibility with modern operating systems.  It comes on 3.5" disks, so if you no longer have a suitable drive you definitely won't be able to make use of it!

 

Comrade Koba. Published by Gottick. 2007. Box. In shrink. £7.25

Designer: Anders Fager. No. players: 2-4. Country: Swedish. Duration: 35 mins.

Subtitled 'The Game of Stalinist Survival'. Card game in which the players back a number of soviet politicians and try to ensure that the ones they have backed survive the purges, while also managing to stay in Stalin's inner circle.  Game play involves changing the position of one politician in a line, and then performing the special actions of the three politicians closest to Stalin. Finally the purges happen and how extensive they are is determined by dice roll.

 

Contract Bridge Complete. Published by Faber And Faber. 1954. Book. Good. £3

Author: Ely Culbertson. Country: British.

Special Notes: Sixth edition

Hardback with dustcover, 21x14cm, 567 pages. After an introduction from many prominent Bridge players and writers, the book is split into three major sections, each with many subsections: Bidding (29 chapters, 347 pages), Structure of Books and Plays (8 chapters, 50 pages), The Play of the Cards (11 chapters, 100 pages).

 

Contract Bridge In A Nutshell. Published by Walter Edwards. 1947. Book. Good. £1.50

Author: Charles H. Goren. Country: British.

Hardback, 19x12cm, 125 pages. A condensed reference work for users of Goren's system of Bridge bidding as detailed in The Standard Book of Bidding. This book has thumb-tabs for quick access to the section you want, be that Slam Bidding, Forcing Bids, Overcalls or whatever.

 

Crows. Published by Valley Games. 2010. Box. Excellent. £16

Designer: Tyler Sigman. No. players: 2-4. Country: American. Duration: 45 mins.

Tile placement game which is played in rounds.  The tiles show trees with 0-3 crows and graveyards. Little wooden crow pieces are added to the tree tiles when played, and each round players get to place their own shiny object onto an empty space. When all players have played the crows flock towards the nearest shiny object they can see.  Bonus points are awarded for placing your shiny object in a graveyard or on an empty tree tile. Large groups of crows disperse before the next round. The player who has attracted most crows and accumulated bonus points most effectively wins.

 

Cuba. Published by Eggert Spiele. 2007. Box. Excellent. £22

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

Strategic resource management game.  Players each have their own plantation from which they can extract building materials and also produce crops.  However, buildings can also be built over parts of the plantation giving added benefits but reducing the production capacity of the plantation.  Players choose actions using character cards and plenty of thought is needed to optimise your play.  There are many different routes to victory.  Fantastic artwork throughout.  Highly recommended. I have some house rules I can pass on too.

 

Cubiko. Published by Cubiko Games Ltd. 2009. Box. New. £20

Designer: Gavin Birmbaum. No. players: 2-4. Country: British. Duration: 10 mins.

Wooden box edition of this game in which players bounce a ball onto a 3x3 grid, and place / move a cube to where the ball ends up. The ball can be used to strategically (or accidentally if you haven't got the hang of it yet) move other cubes as part of the throw. The objective is to get three cubes into the same space, or have three in a row.  Achieving this scores a point and the cubes are removed.  Fast and fun.

 

Daimyo. Published by Tenkigames. 2005. Box. In shrink. £14

Designer: Piero Cioni. No. players: 2-4. Country: Italian. Duration: 1 hr.

Tactical board game with a (somewhat thin) theme of competing ancient Japanese Daimyos vying for prominence.  Game play involves the use of cards to perform actions such as recruiting more Bushi warriors, extending your territory, moving warriors or your Daimyo.  Battles are decided by comparing the number of warriors on each side, with both sides taking losses. Intriguingly cards are passed to an opponent after use, so you may not always have access to the actions you really want to perform. The goal is to defeat an opponent's Daimyo.

 

Day & Night. Published by Mystics. 2007. Box. Good, signed copy. £22

Designer: Eerin Vink. No. players: 2. Country: Dutch. Duration: 45 mins.

Board game which uses tiles and cards in which one player plays Lady Night and the other Lady Day. The two have decided that after billions of years of routine they need to settle the score. Play involves using action cards to best effect to place and group tiles in order to build temples. Very attractive artwork. Won the International Gamers Award for Best 2 Player Game in 2009.

 

Demono. Published by Frank Beat Keller. 1985. Box. Good. £16

Designer: P.M.. No. players: 2. Country: Swiss. Duration: 45 mins.

Unusual tile laying game in which one player represents the colourful demons, and the other the grey world of concrete. The tiles are colourfully illustrated on one side with all sort of odd pictures, while the other side shows a dull grey illustration of something from the mundane world. Grey must buy and place or move tiles to generate income, while the other player attempts to disrupt these plans and stop grey making a profit come the end of the game. Highly original ideas and design.

 

Der Herr Der Ringe - Die Gefahrten - Spiel Zum Film. Published by Kosmos. 2001. Box. Excellent. £6.50

Designer: J.R.R. Hering. No. players: 3-4. Country: German. Duration: 1 hr.

Special Notes: The cards have all been pasted up with English translations.

The players take the parts of the hobbits who make the journey from Hobbiton to Amun Hen in 4 stages.  In each stage monsters have to be faced and events overcome, and there are bonuses for the hobbits who finish the stage first. Play involves assigning dice between movement and battle.  Fast movement means you are more likely to get the end of stage bonus, but also means more battles.  Losing a battle forces you backwards on the movement track.  The cards show scenes from the excellent first film of the trilogy.

 

Doctor Who - Battle For The Universe. Published by BBC / The Game Team Ltd. 1989. Box. Good. £3.50

Designer: David Leonard. No. players: 2-4. Country: British. Duration: 45 mins.

One player takes the role of the Doctor and his assistants, while others take on the roles of Davros, The Master and the Cyber Controller and their minions.  Each side attempts to build up a powerful team and then through a series of battles, defeat other teams and try to become the ruler of the universe, or in the case of the Doctor to stop there being one.  The board shows three interconnected movement circles and a Ring of Battles and Challenges.  This last ring shows which skill is required during the current battle to determine the winner.

 

Double Or Nothing. Published by Uberplay. 2005. Box. 2 copies available:

1) In shrink. £8.50      2) Excellent. £7.50

Designer: Reiner Knizia. No. players: 3-6. Country: American. Duration: 20 mins.

Push your luck style card game which uses cards showing Hearts, Diamonds, Clubs and Spades (but not standard playing cards).  Each card shows 1-4 of these symbols and points are awarded for matching up the suits shown on a series of cards. You can stop at any point, but draw a card which breaks your sequences and you bust, scoring nothing that turn.  The last player in each round gets to play a double or nothing mini-game, resulting in big scores or nothing at all.

 

Dragons Of Kir. Published by Future Magic Games. ca.2005. Tube. Excellent. £14

Designer: Dove Byrne, Jason Conkey. No. players: 2. Country: American. Duration: 20 mins.

Strategy game with chunky wooden tiles and dragon playing pieces.  Four dragons constantly move around the board and using clever tile play the players try to deflect the dragons from their own war tent, while trying to guide them into their opponent's war tent.  Due to the tile mechanism the game will play quite differently each time.

 

Dschunke. Published by Queen Games. 2002. Box. Excellent. £11

Designer: Michael Schacht. No. players: 3-4. Country: German. Duration: 1 hr.

Special Notes: For £1.50 extra I will colour print and laminate a set of special action cards in English.

Players try to become the most successful merchant on an Asian floating market.  This is done by positioning your crates of goods on the various boats to best advantage and then obtaining goods cards and selling them.  In addition goods cards are used to bid for special cards which give various advantages or bonuses, and to obtain further money.

 

Eden. Published by Kosmos. 2001. Box. Good. £13

Designer: Gal Zuckerman. No. players: 3-4. Country: German. Duration: 1 hr.

Players must irrigate areas of land in the desert and try to form contiguous regions by taking over adjacent plots using a clever semi-forced take-over mechanism, which rewards the player who loses land with money.  These contiguous regions are then cultivated to provide income and more victory points.  The first player with 20 such victory points wins.  A clever set of mechanics which results in a tight and interesting game.  Recommended.

 

El Juego De La Vuelta Ciclista. Published by Publijuego S.A.. ca.1980. Box. Good. £10

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

Spanish bicycle race game which is based on the Spanish equivalent of the Tour de France. The game has a 16 section (geomorphic) race track, 6 stand-up cyclists, event cards and a die. The rules and event cards are in Spanish and I have been unable to find a translation, so be warned. (If you have this game and have a translation please let me know!)

 

Empire Builder. Published by Mayfair. 1988. Box. Good, but box shows some wear. £14

Designer: Bill Fawcett & Darwin P Bromley. No. players: 2-6. Country: American. Duration: 3 hrs.

Classic train game, and the first of Mayfair's crayon-rails games. Players draw their train routes on a wipeable map of the United States. Players start with enough money to build short lengths of track, and by running their trains and delivering goods to various cities acquire more cash which they can use to expand their networks, and thus run more goods etc.

 

Everway. Published by Wizards of the Coast. 1995. Box. In shrink. £6

Designer: Jonathan Tweet. No. players: 3-9. Country: American.

Fantasy roleplaying system based on images and symbols.  The game is card driven - the fortune deck is explained in detail and different characters have different elemental strengths, unique to each character.  Most unusual role playing item. The set contains: 90 vision cards, 26 fortune cards, source and quest cards, a guide to the fortune deck, playing guide, GMing guide, 12 character sheets, 12 pregenerated characters and 2 maps.

 

Explore! Published by Living & Learning. 1995. Box. Good. £4

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

Family game in which players try to be the first to visit 8 different types of terrain and see an animal in each, before climbing the mountain to see a rare eagle.  The game uses a roll and move mechanism but also uses cards which show a variety of animals and which terrains they can be found in.  Each time a new terrain is entered a suitable animal card must be played or the move is not permitted.

 

Fighting Fantasy Books. Published by Puffin Books. No. players: 1. Country: British.

Fighting Fantasy solo adventure books. You don't need to own the other books in the series to play, as these are standalone adventures. These are paragraph based fantasy adventure books in which after setting up some basic character stats you read a paragraph telling you what is going on and then you decide what to do next and turn to the appropriate page. Note: In a few cases I have a copy by a different publisher (eg. Laurel Leaf).  If you want a specific edition please say!

1: The Warlock Of Firetop Mountain. 1982. Author: Steve Jackson, Ian Livingstone. Good. £1.25

1: The Warlock Of Firetop Mountain. 1982. Author: Steve Jackson, Ian Livingstone. Excellent. £3.25. Signed by both authors

2: The Citadel Of Chaos. 1983. Author: Steve Jackson. Good. £2.25

3: The Forest Of Doom. 1983. Author: Ian Livingstone. Good. £1

3: The Forest Of Doom. 1983. Author: Ian Livingstone. Excellent. £1.75. Signed copy

4: Starship Traveller. 1983. Author: Steve Jackson. Good. £1

5: City Of Thieves. 1983. Author: Ian Livingstone. Good. £0.75

5: City Of Thieves. 1983. Author: Ian Livingstone. Excellent. £1

6: Deathtrap Dungeon. 1984. Author: Ian Livingstone. Good. £1

6: Deathtrap Dungeon. 1984. Author: Ian Livingstone. Excellent. £1.75. Signed copy

7: Island Of The Lizard King. 1984. Author: Ian Livingstone. Good. £2.25

8: Scorpion Swamp. 1984. Author: Steve Jackson. Good. £1.50

8: Scorpion Swamp. 1984. Author: Steve Jackson. Good. £2.50. Signed copy

9: Caverns Of The Snow Witch. 1984. Author: Ian Livingstone. Good. £2.25

9: Caverns Of The Snow Witch. 1984. Author: Ian Livingstone. Excellent. £3.50. Signed copy

10: House Of Hell. 1984. Author: Steve Jackson. Good. £1.50

11: Talisman Of Death. 1984. Author: Jamie Thomson, Mark Smith. Good. £1

11: Talisman Of Death. 1984. Author: Jamie Thomson, Mark Smith. Excellent. £1.25

13: Freeway Fighter. 1985. Author: Ian Livingstone. Good. £1.25

13: Freeway Fighter. 1985. Author: Ian Livingstone. Excellent - signed. £1.75

14: Temple Of Terror. 1985. Author: Ian Livingstone. Good. £0.75

14: Temple Of Terror. 1985. Author: Ian Livingstone. Excellent. £1

15: The Rings Of Kether. 1985. Author: Andrew Chapman. Good. £1.50

15: The Rings Of Kether. 1985. Author: Andrew Chapman. Excellent. £1.75

16: Seas Of Blood. 1985. Author: Andrew Chapman. Good. £1

16: Seas Of Blood. 1985. Author: Andrew Chapman. Excellent. £1.25

17: Appointment With F.E.A.R.. 1985. Author: Steve Jackson. Good. £2.25

18: Rebel Planet. 1985. Author: Robin Waterfield. Good. £1.50

18: Rebel Planet. 1985. Author: Robin Waterfield. Excellent. £1.75

19: Demons Of The Deep. 1986. Author: Steve Jackson. Good. £0.75

19: Demons Of The Deep. 1986. Author: Steve Jackson. Excellent. £1

20: Sword Of The Samurai. Published by Laurel Leaf. 1987. Author: Mark Smith, Jamie Thomson. Excellent. £2.75

20: Sword Of The Samurai. 1986. Author: Mark Smith, Jamie Thomson. Good. £2.50

21: Trial Of Champions. 1986. Author: Ian Livingstone. Good. £1.50

21: Trial Of Champions. 1986. Author: Ian Livingstone. Excellent. £2.50. Signed copy

22: Robot Commando. 1986. Author: Steve Jackson. Good. £1

22: Robot Commando. 1986. Author: Steve Jackson. Excellent. £1.25

23: Masks Of Mayhem. 1986. Author: Robin Waterfield. Good. £1.25

23: Masks Of Mayhem. 1986. Author: Robin Waterfield. Excellent. £1.50

24: Creature Of Havok. 1986. Author: Steve Jackson. Good. £1.50

25: Beneath Nightmare Castle. 1987. Author: Peter Darvill-Evans. Good. £1

25: Beneath Nightmare Castle. 1987. Author: Peter Darvill-Evans. Excellent. £1.25

26: Crypt Of The Sorcerer. 1987. Author: Ian Livingstone. Good. £1

26: Crypt Of The Sorcerer. 1987. Author: Ian Livingstone. Excellent. £1.75. Signed copy

27: Star Strider. 1987. Author: Luke Sharp. Good. £1.50

28: Phantoms Of Fear. 1987. Author: Robin Waterfield. Good. £1.25

28: Phantoms Of Fear. 1987. Author: Robin Waterfield. Excellent. £1.50

29: Midnight Rogue. 1987. Author: Graeme Davis. Good. £1

30: Chasms Of Malice. 1988. Author: Luke Sharp. Good. £2

30: Chasms Of Malice. 1988. Author: Luke Sharp. Excellent. £2.25

31: Battleblade Warrior. 1988. Author: Marc Gascoigne. Good. £0.75

31: Battleblade Warrior. 1988. Author: Marc Gascoigne. Excellent. £1

32: Slaves Of The Abyss. 1988. Author: Paul Mason, Steve Williams. Good. £2.75

33: Sky Lord. 1988. Author: Martin Allen. Good. £1.25

34: Stealer Of Souls. 1988. Author: Keith Martin. Good. £1

34: Stealer Of Souls. 1988. Author: Keith Martin. Excellent. £1.25

35: Daggers Of Darkness. 1988. Author: Luke Sharp. Good. £1

35: Daggers Of Darkness. 1988. Author: Luke Sharp. Excellent. £1.25

36: Armies Of Death. 1988. Author: Ian Livingstone. Good. £2.25

37: Portal Of Evil. 1989. Author: Peter Darvill-Evans. Good. £2.25

38: Vault Of The Vampire. 1989. Author: Keith Martin. Good. £1.50

38: Vault Of The Vampire. 1989. Author: Keith Martin. Excellent. £1.75

39: Fangs Of Fury. 1989. Author: Luke Sharp. Good. £1

39: Fangs Of Fury. 1989. Author: Luke Sharp. Excellent. £1.25

40: Dead Of Night. 1989. Author: Jim Bambra, Stephen Hand. Excellent. £4

41: Master Of Chaos. 1990. Author: Jim Bambra, Stephen Hand. Good. £2

41: Master Of Chaos. 1990. Author: Jim Bambra, Stephen Hand. Excellent. £2.25

43: The Keep Of The Lich Lord. 1990. Author: Dave Morris, Jamie Thomson. Good. £1.75

44: Legend Of The Shadow Warriors. 1991. Author: Stephen Hand. Good. £2

44: Legend Of The Shadow Warriors. 1991. Author: Stephen Hand. Excellent. £2.25

45: Spectral Stalkers. 1991. Author: Peter Darvill-Evans. Excellent. £2.75

47: The Crimson Tide. 1992. Author: Peter Darvill-Evans. Excellent. £2.75

52: Night Dragon. 1993. Author: Keith Martin. Good. £2.25

 

Fighting Fantasy: Clash Of The Princes. Published by Puffin Books. 1986. 2 Books. Good. £2.75

Designer: Andrew Chapman, Martin Allen. No. players: 1-2. Country: British.

Special Notes: One book only: The Warrior's Way

Pair of Fighting Fantasy adventure books intended to be played by two players simultaneously, although you can also play each of them solitaire. The players take the roles of two brother princes, one who follows the way of the warrior, and the other the way of the warlock.  They explore a dangerous land facing the Trial of Kingship, sometimes together, sometimes apart, in order to determine who will become the new king.  A neat twist on the game book concept.

 

Fighting Fantasy: Out Of The Pit. Published by Puffin Book. 1985. Book. Good. £1.50

Author: Steve Jackson, Ian Livingstone, Marc Gascoigne. Country: British.

Softback, 20x13cm, 336 pages.  A collection of 250 monsters from worlds of Fighting Fantasy books. This book can either be used as background information for the Fighting Fantasy books themselves, or for playing one of the simple role playing games based on the Fighting Fantasy system, in which case it would act as a Monster Manual to help the Games Master create new adventures.

 

Fighting Fantasy: The Introductory Role-playing Game. Published by Puffin Books. 1984. Book.

Excellent. £3.25. Author: Steve Jackson. No. players: 2+. Country: British.

Softback, 18x11cm, 240 pages. This book presents a simple fantasy role playing game based on the systems used in the Fighting Fantasy solo game books. The book includes sections on creating the player characters, combat, and dealing with a selection of common situations.  There are also two adventures included: The Wishing Well and Shaggradd's Hives Of Peril.

 

Fighting Fantasy: The Riddling Reaver. Published by Puffin Book. 1986. Book. Good. £1.50

Author: Steve Jackson. No. players: 2-6. Country: British.

Softback, 18x11, 240 pages. A collection of four adventures to be played with a Games Master and players using the very simple Fighting Fantasy rules (which are also included in an appendix).  It was intended to take fans of the Fighting Fantasy solo adventure books and introduce them to 'proper' roleplaying.  The adventures can be linked into a mini campaign or used separately.

 

Fighting Fantasy: Titan. Published by Puffin Book. 1986. Book. Good. £1.50

Author: Steve Jackson, Ian Livingstone, Marc Gascoigne. Country: British.

Softback, 20x13cm, 299 pages.  A guide to the fantasy world of the Fighting Fantasy solo game books. This can be used as background information for players of the solo game books, or as a very useful Games Masters resource for playing one of the simple role playing games based on the Fighting Fantasy game books.

 

Filipino Fruit Market. Published by Bambus Spieleverlag. 2009. Box. New. £16

Designer: Peer Sylvester. No. players: 3-5. Country: German. Duration: 30 mins.

2 card games in one set. The first (Tindahan) is a trick taking game with a twist - each trick you may either play a card or play a meeple onto a fruit stall.  At the end points are awarded for best fruit stalls, and for tricks, but cards left in hand are penalised. The second (Bastos!) is a trick taking game in which every player has a 'Bastos' suit - when they play a card of this suit they cannot win with it, but instead get to adjust the value of the cards won in tricks.

 

Fische Fluppen Frikadellen. Published by 2F Spiele. 2002. Box. Excellent. £17

Designer: Friedemann Friese. No. players: 2-5 (15). Country: German. Duration: 90 mins.

Special Notes: Version B

Very nicely produced trading game in which players move around the board using paths and, when convenient, boats. There are various kiosks around the board at which players can buy and sell various goods.  The buying and selling prices are determined by a clever supply and demand system which makes it important not to sell something just after another player has dumped lots of that item. During the game three special items have to be bought and the player who first buys their third special item wins.  The game can be played with multiple copies on different tables, in which case a player can move off his board and join play at another table and make use of the different prices on that table.  The game takes up to 15 in this way.

 

Fliegen. Published by Lui Meme. 2003. Box. Excellent. £1.50

Designer: Philippe Des Pallieres. No. players: 2-5. Country: German. Duration: 20 mins.

Small box game of bluffing and outguessing your opponents.  Each player has a handful of flies (yes, little plastic flies) which are used to bid for cards over 12 rounds.  However, rather than the highest bid winning, players must guess the total number of flies bid by all players, with a tiebreak being the number of flies bid.  The cards give victory points to the winner, allow victory points to be deducted from another player, or give special abilities for future rounds such as Fly Spray which lets you eliminate flies from an opposing bid.  Also extra flies are earned by all players correctly guessing the total number of flies everyone bid.

 

Flucht Aus Mangrovia. Published by Mattel. 1989. Box. Good. £3.25

Designer: Roland Siegers. No. players: 2-6. Country: German. Duration: 1 hr.

Players race through the jungles of Mangrovia which are filled with dangerous animals. Cards are used to allow the playing pieces to get past these animals.  The objective is to be the first to get both of your explorers out of the jungle to safety before anyone else.

 

Formel Fun. Published by Franjos. 1999. Box. Good. £12

Designer: Terry Goodchild. No. players: 3-6. Country: German. Duration: 1 hr.

Originally published as Devil Take The Hindmost, this has been rethemed as a motor racing game. The board shows the racetrack, and the spaces show which card type is the most efficient when played to move a car on that space.  Players manage a team of cars, and so managing your hand of cards to ensure efficient movement of as many of your cars as possible is what the game is about.  After each lap the backmost car drops out, and the others reform into a group ready for another lap. Highly recommended especially if you use individual half packs for each player.

 

Foulsham's New Fun Book. Published by W. Foulsham & Co.. ca.1930. Book. Good. £3.50

Author: W. Foulsham & Co.. Country: British.

Softback, 20x13cm, 256 pages. A book with a variety of entertainments, which advertises 256 pages and 2560 laughs! The book includes: Jokes & Funny Stories, Amusing Posers, Party Games for All, Conundrums Worth Asking, Puzzles, Amusing Card Games, Magic & Trickery, Community Singing, Fortune Telling & Character Reading, Theatricals, Junior Section.

 

French Chatter. Published by Intellect. 1972. Box. Good. £3.25

Designer: Drakes, Jarvis, Walsh & Gluck. No. players: 2-6. Country: British. Duration: 1 hr.

Special Notes: Box has 1 corner taped, and some label removal marks - otherwise Good.

Rare Intellect game, which was designed first as a game and then advertised as a way of learning French in a relaxed manner. Players compete to collect word tiles and complete a French phrase. The game uses large illustrated phrase cards as well as word tiles.

 

Fun House. Published by Pressman. 1988. Box. Excellent. £9

Designer: Lorimar Distribution. No. players: 2-3. Country: American. Duration: 1 hr.

Based on a kids TV programme, this game involves a variety of fun-looking physical activities as well as moving along  spaces on a board, with the winner being the player or team of players that gets to the end first.  The components include a catapult for flicking paper balls or plastic rings, a couple of types of ramps for rolling balls or rings onto various types of targets, and a ball maze.

 

Games And Amusements. Published by Ward Lock & Co. ca.1910. Book.

Good, but some pages discoloured. £8. Author: H.W.R.. Country: British.

Hardback, 19x14cm, 140 pages. A collection of indoor games and activities categorised as follows: Round Games; Forfeits; Conundrums, Riddles and Enigmas; Table Games; Bagatelle, Billiards and Pool; Cards; Charades and Proverbs; Entertaining Tricks; Shadowgraphy and Second Sight.

 

Gangsters. Published by Avalon Hill. 1992. Box. Good. £16

Designer: Don Greenwood, Gérard Mathieu. No. players: 2-5. Country: American. Duration: 2 hrs.

The players take the roles of rival organised crime bosses in prohibition era Chicago.  The gangs fight over speakeasies, gambling joints, and running protection rackets.  The players try to guide punters into their locations while keeping the police out.  Players use thugs and racketeers to control the various locations.  Unusually, turns are timed, which puts the pressure on and keeps the game fast paced.  The game also includes a water pistol which gets used when a player makes a hit!  With 5 players one player runs the cops.

 

Garten-Zwerge e.B. Published by Argentum Verlag. 2004. Box. 2 copies available:

1) Excellent. £9.50      2) In shrink. £10.50

Designer: Roman Mathar. No. players: 2-6. Country: German. Duration: 1 hr.

Amusingly themed game in which the players are members of a garden gnome breeding society! Garden gnomes come in different ranks, from the worthless and lazy greys up to the highly coveted gold gnome! Each turn players choose what to do with their gnomes: send them to work in the garden for a little money; look for a breeding partner for them, with money being paid by the player who will get the resulting offspring to the other parent's owner; or sending them into the club's competitions to win prize money. The first player to either breed a coveted golden gnome or accumulate 4000 money wins the game.

 

Gemstone Treasures. Published by Jameskat Inc. 2004. Box. In shrink. £2

Designer: Gemstone Treasures. Country: Canadian.

Collectable gemstone set. Each set appears to contain an information card about a particular type of gemstone, as well as a genuine faceted gemstone, opal or pearl. On the back it also tells you the odds of the set containing something more valuable, from a matched pair (1 in 14.5 packs) up to a diamond ring (1 in 4800 packs). There are 18 different types of basic gemstones.

 

Gettysburg. Published by Avalon Hill. 1977. Box. Good but 2 corners taped. £6

Designer: Mick Uhl. No. players: 2. Country: American.

Different to the same named earlier ACW game by the same company. The introductory game is an excellent way to try out war gaming. The introductory rules cover just two sides, with intermediate, advanced, optional rules and charts taking up the rest of the 32 page booklet. A hex represents 700 feet and a unit represents a leader, brigade or division.

 

Gloom. Published by Atlas Games. 2009. Box. In shrink. £15

Designer: Keith Baker. No. players: 2-4. Country: American. Duration: 30 mins.

Neat card game which uses transparent cards with gothic artwork.  Each player has a family of four dark characters, and the objective is to have your characters suffer as much as possible before they die.  This way they will surely be assured of bliss in the afterlife.  Thus players play unpleasant experiences and events on their own characters and fortunate and happy situations on their opponents.  The cards have been balanced so that especially good or bad cards will have a compensating game effect.  The transparent cards overlay each other covering up various symbols on cards below as they are played. Very novel.

 

Haggis. Published by Indie Boards & Cards. 2010. Box. In shrink. £11

Designer: Sean Ross. No. players: 2-3. Country: American. Duration: 45 mins.

Card game. This is a 'climbing' game of the same family as Tichu or The Great Dalmuti.  Thus players try to get rid of all their cards by playing out sets, and others get the chance to overplay higher sets of the same size. Games of this type can be light or serious. This one is targetted at the more serious card player, and is really aimed at the Tichu player who wants to scratch that itch when they have only 2 or 3 players.

 

Hedgehog. Published by Spears. 1983. Box. 1 box corner taped. £1.50

Designer: Seven Towns Ltd. No. players: 2-4. Country: British. Duration: 15 mins.

Special Notes: Missing 1 spine.  The game is still playable though.

Children's memory game (age 4+).  The board shows different coloured areas of a garden in which a large 3D hedgehog lives.  He has holes for 20 spines which are inserted at the start of the game.  This hides coloured ends of the spines.  The hedgehog moves around the board and players take a spine from the big hedgehog and if its colour matches the hedgehog's current space the spine is kept, otherwise it is replaced.  Each player also has a small hedgehog into which spines which are won are placed.  Very attractive game.

 

Hero Immortal King: The Infernal Forge. Published by Asmodee Editions. 2007. Box. In shrink. £9

Designer: Emmanuel Beltrando. No. players: 1-2. Country: French. Duration: 30 mins.

Fantasy dungeon adventure card game which can be played solitaire as well as by two players (one running the dungeon, the other the adventurers).  Heading down dungeon corridors the adventurers must battle any minions they come across and find the boss monster and defeat it to win.  The dungeon player wins if he can make the adventurers lose the last of their courage. Can be combined with others of the series or used standalone.

 

Hero Immortal King: The Lair Of The Lich. Published by Asmodee Editions. 2007. Box. In shrink. £9

Designer: Emmanuel Beltrando. No. players: 1-2. Country: French. Duration: 30 mins.

Fantasy dungeon adventure card game which can be played solitaire as well as by two players (one running the dungeon, the other the adventurers).  Heading down dungeon corridors the adventurers must battle any minions they come across and find the boss monster and defeat it to win.  The dungeon player wins if he can make the adventurers lose the last of their courage. Can be combined with others of the series or used standalone.

 

Hexagony. Published by Avalon Hill. 1980. Box. 2 copies available:

1) 1 box corner taped. £1.25       2) Good. £2

Designer: Ken Hodkinson. No. players: 2-6. Country: American. Duration: 1 hr.

Essentially an unthemed wargame played on a hexagonal grid of triangles in an unusual way. Terrain markers are placed on the board before each game to ensure a different feel to each game. Players deploy their pieces on the battle board as well as using a separate supply track to obtain further supplies (needed to allow movement of pieces on the battle board). A turn can potentially consist of several linked moves providing the player's supplies are sufficient.  Capture is by surrounding opposing pieces.  Alliances can be negotiated too.

 

Hexentrio. Published by Club Bleib Gesund Plus. 1996. Box. Good. £6

Designer: Reinhold Wittig. No. players: 2-6. Country: German.

Domino-style variant, with a stack of tiles comprised of 3 hex tiles attached together. These tiles are distinguished by differing colour sides and graphics on those colours. Points are scored by completing triangles of the same colour. Includes a solitaire puzzle as well.

 

High Frontier. Published by Sierra Madre Games. 2010. Box. In shrink. £31

Designer: Phil Eklund. No. players: 2-5. Country: American. Duration: 2-3 hrs.

Players design rockets for interplanetary travel in our solar system. They are then sent out to explore and set up production facilities for products which could not be produced on Earth. It claims to be designed with realistic scientific possibilities taken into account. The key to success is obtaining a cheap source of water - initially it can only be obtained from Earth, but once found on other planets or technology is developed to extract the miniscule amounts in space itself the possibilities for profit increase.

 

Highway. Published by BMI. ca.1990. Box. Good. £1.50

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

Children's board game designed to teach about crossing the road safely.  The board incorporates two lanes of traffic on cardboard rings which are rotated during the game.  They show various cars and changing traffic signals at the various crossings. The graphics all show bears and are quite cute.  The objective is to be the first player to move their bear token from home to the playground, school and the ice cream van and get back home again.  When crossing the road the traffic rings are rotated and the traffic moves on and the player must decide if it is safe to cross or not.

 

Hurry Cup!. Published by Hurrican. 2008. Box. In shirnk. £18

Designer: Antoine Bauza. No. players: 3-6. Country: Switzerland. Duration: 30 mins.

Motor racing game with some differences.  A modular tiled track is laid out with various bends, which have speed limits. The basic system is that dice of different colours are rolled and then the players grab a token of the colour matching the dice they wish to use.  This will depend on the speed limits for the spaces ahead.  However, to keep things unpredictable a second dice must also be rolled and is added to the first dice so you can choose to drive aggressively or carefully.

 

Igloo Pop. Published by Rio Grande Games. 2003. Box. In shrink. £14

Designer: Heinz Meister, Klaus Zoch. No. players: 3-6. Country: American. Duration: 20 mins.

Family game which uses 12 beautifully made igloos each with a different number of beads inside (2-13 of them).  Cards are laid out, each of which has a range of numbers 2-13 on it (the smaller the range the more points it is worth).  Players then simultaneously pick up and shake the igloos trying to work out how many beads are in each, and then placing them on a card they think correctly estimates the number of beads within. Markers are used to indicate who placed each igloo where, and these are lost if placed incorrectly.  Extremely novel!

 

Incan Gold. Published by Sunriver Games. ca.2006. Box. In shrink. £14.50

Designer: Alan R Moon, Bruno Faidutti. No. players: 3-8. Country: American. Duration: 20 mins.

American printing of Diamant.  Neat game in which everyone ventures into dangerous Incan ruins together, and as they find treasure they split it between them.  However, at each stage of the journey players get the chance to leave.  If you choose to leave you keep all the treasure you have collected this trip and may get some extra depending on how many people leave at the same time as you.  However, if you stay in too long a second hazard card of a particular type may come up in which case anyone left in the ruins loses everything collected that trip!  The player with the most treasure after 5 trips wins.  Fast and fun - highly recommended.

 

Indonesia. Published by Splotter. 2005. Box. New, but some marks on lid and base. £53

Designer: Jeroen Doumen, Joris Wiersinga. No. players: 2-5. Country: Dutch. Duration: 3 hrs.

Substantial and very highly regarded business game.  The board shows the Indonesian archipelago, and players run a number of companies, which either run factories and produce goods or develop shipping routes and gain money by transporting other companies' goods.  Players get to expand and develop these companies and merge similar companies in order to form conglomerates.  Ultimately the player who best manages their money and makes the best business decisions will win, though doing so is certainly challenging.

 

Inferno. Published by Venice Connection. 1996. Box. Good. £9

Designer: Renata De Rosa. No. players: 2-6. Country: Italian. Duration: 30 mins.

Card game in which the players trade cards representing the damned souls of the famous. Each player takes the role of a devil who has a secret list of souls he want to trade for - but everyone's list will be different.  There are also some action cards which can add some chaos to proceedings during the trading!

 

Intrige. Published by F X Schmid. 1994. Box. Excellent. £14

Designer: Stefan Dorra. No. players: 3-5. Country: German. Duration: 45 mins.

Game of pure negotiation, and double dealing.  The players are in charge of powerful families in Renaissance italy.  The players send their family members to the courts of the other families and seek positions there.  The various positions come with monetary benefits, and bribes and deals are encouraged, though there is no compulsion to keep your word should it become inconvenient.  Vicious game, which some will love while others will hate. Original edition.

 

James Clavell's Whirlwind. Published by FASA. 1986. Box. Good. £12

Designer: Derek Carver. No. players: 2-6. Country: American. Duration: 2 hrs.

Interesting game, part of a series of four games based on the books of James Clavell. Each player is a mercenary helicopter pilot leading missions in the Iranian revolution for a fat fee paid into his Swiss bank account.  Players decide which revolutionary faction they are going to ally with as the game progresses. The winner is the one with the most VPs allied to the winning faction. If you are with the losing faction with more VPs - tough! Game play involves performing missions on cards drawn by hiring and then using your units to best effect. The game box says it is a family game, but it is really a gamer's game for those not adverse to a bit of warfare.

 

Jitters. Published by Milton Bradley Games. 1987. Box. Good. £3.75

Designer: Unknown. No. players: 1+. Country: British. Duration: 20 mins.

Word game played with letter dice.  On your turn a noisy timer (which adds to the tension) counts down while you roll the dice and make words on a score card.  Once this is done you can either bank the points and end your turn or attempt another score card and reroll the dice.  If you end up with the timer going off rather than banking your score then you score nothing at all.  The tension level certainly increases as the timer ticks down!  Recommended.

 

Junkyard Races. Published by JKLM Games. 2003. Box. In shrink. £18

Designer: John Yianni. No. players: 2-4. Country: British. Duration: 2 hrs.

Players control carts which race around a junkyard.  The junkyard is littered with all sorts of useful bits of equipment and traps you can set for other players.  There is a dangerous shortcut you can choose to take too.  Movement is by rolling 1-3 dice and moving over hex spaces, while keeping on the track.  An amusingly chaotic race over multiple laps.  Pit stops can be made to change around your cart's goodies.  The box is packed full of stuff: the board, hex tiles, lots of cards, 4 resin cast carts, and dice.

 

Kingsburg: To Forge A Realm. Published by Fantasy Flight. 2009. Box. In shrink. £18

Designer: Andrea Chiarvesio, Luca Iennaco. No. players: 2-5. Country: American. Duration: 90 mins.

Expansion for this well received dice based development game.  You will need the base game in order to make use of this.  This set includes new province sheets with additional buildings, building row overlays for additional variety, governor cards which give each player a different special ability, a destiny deck to add the unexpected to the game and new reinforcement rules to give additional control over your armies.

 

Krone & Schwert. Published by Queen Games. 2002. Box. 2 copies available:

1) Excellent. £16      2) Good. £15

Designer: Klaus Jurgen Wrede. No. players: 2-5. Country: German. Duration: 1 hr.

Board game based on the theme of a medieval struggle for power by the designer of Carcassonne.  The board is made up differently each time using geomorphic tiles.  The land once made up is then fought over by the players who build towns and cities and then cathedrals and castles.  One player is the king and may levy taxes, but the other players may start a revolt, and being on the winning side of a revolt will earn victory points.  The game is driven by an action point and card system. Victory points are earned for towns, cities, cathedrals and castles as well as being king at the end of the game, along with VPs gained through taxes collected while king.

 

LeCardo. Published by Leo Marshall Designs. 2007. Box. New. £5.50

Designer: Hugh Marshall, Priscilla McIntosh. No. players: 2-4. Country: British. Duration: 30 mins.

Card game in which the cards all have a simple word on each edge of the card.  Players take turn adding a card from their hand to the table so that words which lay next to each other form a valid compound word / phrase, eg. paper+cut. Harder words are worth more points.  Several words can be made at the same time as long as all are valid.

 

Letter Of Marque. Published by Fantasty Flight. 2009. Box. Excellent. £11

Designer: Bruno Faidutti. No. players: 3-6. Country: American. Duration: 40 mins.

Each player represents a powerful seafaring country in the age of piracy. The players needs to sail their gold-laden ships back to the safety of their home port, but only two ships can be protected.  The players also have corsairs who can be used to attack the ships, but from afar it is impossible to tell if a galleon is armed or not. Thus player take it in turn to set ships out to sea, bring them home to port and attack others' galleons, and the player who brings home the most treasure wins. Comes with 30 very nice miniature plastic ships.

 

Lifetime. Published by Amigo. 1996. Box. Excellent: cards shrinkwrapped. £1.50

Designer: Uwe Rosenberg. No. players: 3-6. Country: German. Duration: 45 mins. Desc. by Eamon.

Card game, 104 attractive double-sized cards. During the game players must play cards with two digits which correspond to years when a given celebrity was alive.

 

Lowendynastie. Published by Adlung Spiele. 1998. Box. New. £1.25

Designer: Hartmut Witt. No. players: 3-6. Country: German. Duration: 30 mins.

Card game, with the unusual theme of players trying to rise from being a lion cub, to becoming King of the Beasts. Based on an Aesop's Fable. A trick-taking game in which the main twists are that players can play more than once to a trick and also more than one trick can be active at a time. Includes English, French and German rules.

 

Magdar. Published by Fantasy Flight Games. 2003. Box. In shrink. £7

Designer: Kevin Wilson. No. players: 2-4. Country: American. Duration: 30 mins.

Fantasy themed game which clearly takes its ideas from Tolkien's works.  The dwarves have delved too deep in their mines, and have woken Magdar, a terrible magma demon. The playing area is set out using boulder tiles placed in four rows. The players move dwarves from boulder to boulder and can mine gems and mithril.  The longer spent in one place mining a gem the more valuable it becomes, however each turn Magdar moves and destroys a bit more of the mine, so any dwarves dawdling too long are likely to be destroyed along with their part finished gems. At the end of the game only gems which have a matching piece of mithril score.

 

Maharaja. Published by Avalon Hill. 1994. Box. Good. £25

Designer: Craig Sandercock. No. players: 3-5. Country: American. Duration: 4 hrs.

Low complexity epic game covering 3000 years of Indian history. The game uses many systems and the style of play from Britannia. Each player controls factions across the rich sweep of the sub-continent's history, such as the Guptas, the Mughals, etc. The player who achieves most with their entire selection of tribes / nations will win. Unlike Britannia, I'm told that the three player version works best.

 

Mastering Portal. Published by Wordware Publishing. 1998. Book. Excellent. £5

Author: George Baxter, Trey Kerigan. Country: American.

Softback, 160 pages, 23x15cm. Book covering Magic: The Gathering's introductory set, Portal. This set was specifically designed for beginners, so a book which introduces the way to use the cards available, and discusses each card's advantages and weaknesses will aid the novice considerably.  A selection of decks using Portal cards are also listed and discussed.

 

Maya. Published by Abacus Spiele. 2003. Box. Several copies available:

1) In shrink. £11      2) Excellent. £10      3) Good. £9

Designer: Bernd Eisenstein. No. players: 3-5. Country: German. Duration: 75 mins.

Card and board game in which players vie to contribute most toward building 4 Mayan pyramids in order to win the favour of the gods.  Firstly cards are played at the quarries to claim building blocks and gain special actions and then the building blocks are built into pyramids.  There are a number of clever rules to give additional tactical decisions and bonuses for majorities in either quarries or pyramids as well as special rules you need to keep an eye on in the pyramids lest your blocks collapse and become useless.

 

Microdot. Published by Parker. ca.1970. Box. Good, but 1 box corner split. £2.25

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

Espionage game in which the players try to steal the diplomatic bag of any one opponent and return it to their own headquarters to win. The outer board is used to gather pieces of equipment needed for the mission.  These pieces of equipment (ladder, revolver, dagger, earphones, passport, wire-cutters) all have nicely made plastic pieces.  The mission takes place on the inner board.  Here the collected equipment is moved around to get past obstacles and also eliminate other people's 'lesser' items of equipment.  Sometimes chance cards are drawn and these have the word Microdot written on them, and a tiny number or letter which decodes to give instructions on a chart.

 

Mid-East Peace. Published by Columbia Games Inc. 1990. Box. Good. £13

Designer: David Kowan & Tom Dalgliesh. No. players: 2-6. Country: American. Duration: 2 hrs.

Diceless multi-player game that balances the need to keep the peace over disputed oil-wells and the ability to win a war over them. If the game ends in peace, wealth wins, if it ends in war, power wins. To ensure tension the game uses secret deployment of forces and there is the pull between spending resources to ensure your country is secure and saving them in order to win the game.

 

Modern Art: The Card Game. Published by Fred Distribution. 2008. Box. In shrink. £11

Designer: Reiner Knizia. No. players: 2-5. Country: American. Duration: 30 mins.

Card game which uses the artwork and theme from Modern Art. However, game play does not involve auctions at all! Instead players play cards out in front of themselves directly, and some give additional benefits.  Points are awarded at the end of each round for paintings of the most popular artists. The game is more about timing your card play rather than judging the value of cards, as was the case in the original.

 

Modern Naval Battles. Published by 3W. 1989. Box. Good. £5.50

Designer: Dan Verssen & Alan Emrich. No. players: 2-6. Country: American. Duration: 90 mins.

Card game. An interactive combat game with no board, but cards depict different types of ships in your fleet, and other cards represent threats to them.  The game is played in rounds and players manoeuvre their ships, attack enemy ships, and defend against enemy attacks all with cards.  Points are accrued for enemy vessels sunk, with a point total target to achieve victory.

 

Money. Published by Fred Distribution. 2008. Box. In shrink. £14

Designer: Reiner Knizia. No. players: 3-5. Country: American. Duration: 30 mins.

2nd edition. Card game. The cards show miniature versions of various banknotes from around the world, and the objective is to collect valuable sets of notes and score best at the end of the game.  Each round two groups of four notes are made available and players secretly decide which of their existing notes they will offer.  In order from highest to lowest bid players then choose a group of notes to take from those put out on the table or those offered by another player.  It works well and plays quickly with a neat scoring system to keep you on your toes. Recommended as a good opener or closer.

 

New World. Published by Avalon Hill. 1990. Box. Good. £11

Designer: Derek Carver. No. players: 2-6. Country: American.

Special Notes: Box lid indented due to stacking

Multi-player game based on SPI's Conquistador, but far less like a war game. Players exploit the land, quell the natives and survive the elements. Starts out as a gold rush, but subtly changes so that political control of regions earns far more than the gold mines.  Game play involves managing your soldiers and colonists on the board, and fighting when necessary or advantageous.  Lots of flavour to this game.

 

O' Kudos. Published by R&D Games. 2005. Sheet of card. New. £1.75

Designer: Richard Breese. No. players: 2-4. Country: British. Duration: 20 mins.

Promotional game which was available at Spiel 2005. The board shows a completed sudoku puzzle, with each player being assigned one or more colours which cover the board. Players place counters on the board with the objective of covering their opponents' squares and not their own. Definitely not simply a parallel sudoku puzzle game.

 

Once Upon A Time: Dark Tales. Published by Atlas. 2004. Box. In shrink. £7

Designer: Richard Lambert, Andrew Rilstone & James Wallis. No. players: 2+.

Country: American. Duration: 30 mins. 

Expansion for the storytelling card game Once Upon A Time, which you need to make use of this set.  This set provides 56 more cards to add into the standard cards to add variety and give your stories a bit of a more sinister feel.

 

One More Barrel. Published by Giochix.it. 2008. Box. In shrink. £29

Designer: Michele Quondam. No. players: 3-5. Country: Italian. Duration: 90 mins.

Cynical game in which the players attempt to ward off global terrorism by eliminating weapons of mass destruction hidden in a country which has a huge oil reserve.  Players send in the troops and invade the hostile state, and grab and sell as much oil as possible while doing so, ideally to companies from your own country.  While achieving objectives is good for your position in the media, it is money which wins the game. Now of course such a scenario is clearly far fetched!

 

Owner's Choice. Published by Z-Man Games. 2007. Box. In shrink. £14.50

Designer: Yasutaka Ikeda. No. players: 2-5. Country: American. Duration: 40 mins.

Clever stocks and shares game which uses some interesting mechanics.  Players move a marker around a track getting to choose which space to activate.  The top share holder in each company is the director, and the director gets an extra choice when affecting a company, which can result in significantly boosting their company, but at the cost of personal cash in hand.  Each company has its own dice which is rolled when that company is activated, and the effects on each dice are a little different giving the companies different characteristics.  Fast light play and clever ideas - well worth trying if you like light business games.

 

Patience Card Games For All The Family. Published by Corgi. 1970. Book. Excellent. £0.75

Author: Wendy Riches, Roma Thewes. Country: British.

Softback, 14x10cm, 93 pages.  A collection of patience games split into one deck (23 games) and two deck (16 games).

 

Pic Charades. Published by Spear's Games. 1989. Box. Good. £4.25

Designer: WAR Frontline. No. players: 2+ teams. Country: British. Duration: 30 mins.

Boxed version of the parlour game charades.  The deck of cards provides many different subjects (18 per card) and three dice are used: 2 to indicate which subject is to be used on the card, and one to indicate whether the subject must be drawn or mimed, or if there is a choice.

 

Pilgrimage. Published by Whitehall. 1971. Box. Good. £3

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

Attractively designed family game, designed to educate about the route Crusaders took from England to Jerusalem. Essentially you roll the dice, move, and draw cards for events along the way. Developed by the New School of Utica for their Humanities Course.

 

Pinhigh. Published by Canmos. ca.1990. Box. Excellent. £2.75

Designer: Unknown. No. players: 1-8. Country: British.

Attractive golf game with a large colourful board showing an aerial view of a made up golf course.  Players choose a club to use for each shot, having a clear chart which indicates the possible outcomes.  Each player then spins a specially marked up roulette wheel which determines the outcome, which can be one of poor, fair, good, excellent, miracle or air-shot with differing degrees of likelihood.  Very nicely produced.

 

Pirate Island. Published by Rostherne. 1984. Tube. Good. £5

Designer: David Watts. No. players: 2-4. Country: British.

A game of adventure with pirates and a treasure island. Made privately by David (designer of Railway Rivals). Each player captains a team of pirates who must search an island for buried treasure and get it back to their ship.

 

Piraten Poker. Published by Piatnik. 1998. Box. Good. £2.75

Designer: Michael Schacht. No. players: 3-5. Country: Austrian. Duration: 25 mins.

Special Notes: There is a mark where an elastic band perished on the lid

Pirate themed card game in which players are dealt a hand of cards which they use over three rounds to bid for rights over various treasures / liability cards.  The first round players bid to turn over one of the three treasures available this round to the 'liability' side and then give it to an opponent.  In the second round players bid to dispose of one of the available treasures and to pass one liability card held to another player.  The third round is bidding for the remaining treasure cards. In addition at the end of the game bonuses are awarded for getting matching treasures.

 

Pirates Des Caraibes: Le Jeu De Cartes. Published by Halloween Concept. 1997. Box. Excellent. £8

Designer: F Magnin, N. Malfin. No. players: 3-6. Country: French. Duration: 30 mins.

Pirate themed card game in which the players try to collect all four parts of a treasure first. The cards are very nicely illustrated, but most have a significant amount of French text on them.  I can provide English rules, but you will need to be able to read French to use the cards.

 

Popeln. Published by Sphinx Spielverlag. 2004. Box. Excellent. £3

Designer: Henning Poehl. No. players: 2-5. Country: German. Duration: 45 mins.

Card and dice game on the rather unusual and less than savoury theme of picking your nose!  The cards depict especially long and thin fingers, as well as the bogeys which result from successful nose picking!  Players try to accumulate the best bogey collection.  Yukk!

 

Positive Defence. Published by Victor Gollancz. 1989. Book. Good. £2.50

Author: Terence Reese, Julian Pottage. Country: British.

Softback, 20x13cm, 128 pages. Intended for a reasonably competent Bridge player who wants to work to improve their defensive play. The book presents 60 hands with careful thought and awareness of the real issues that could allow a contract to be defeated even though it looks likely to succeed.

 

Putsch. Published by Queen Games. 1998. Box. Excellent. £12

Designer: Heiko Wiese. No. players: 3-6. Country: German. Duration: 2 hrs.

Game of political manoeuvrings in a banana republic.  Control of each of the political groups at the end of the game scores points.  Each group can perform different actions, and money and cards must be used to best effect.  As you would expect from this type of game there is plenty of scope for wheeling and dealing amongst the players.

 

Railroad Tycoon. Published by Microprose. 1990. Box. Good. £3

Designer: Sid Meier. No. players: 1. Country: American.

Vintage railroad empire building computer game. This is the original release for IBM PCs, and is I believe a DOS program - not sure about compatibility with modern operating systems.  It comes on 3.5" disks, so if you no longer have a suitable drive you definitely won't be able to make use of it!

 

Ramses. Published by Pharao Brettspiel. ca.1988. Unboxed. Good, but no box. £8

Designer: Horst Alexander Renz. No. players: 2. Country: German.

Abstract game played on a large and chunky wooden board with wooden playing pieces.  Given an ancient Egyptian theme, the players try to occupy 3 hieroglyph squares with their pieces or to stop their opponent from being able to make any move. Moves permitted for a piece depend on the location of other pieces, making this a quite unusual game.

 

Rattus. Published by Z-Man Games. 2010. Box. In shrink. £29

Designer: Henrik & Ase Berg. No. players: 2-4. Country: American. Duration: 45 mins.

Set in Europe in 1347 as the Black Death is about to strike. The players each have centres of population they control, and as the plague spreads it kills many in its path. The players use help from various classes, such as the peasants for population growth, monks to keep the rats away etc. When eventually the plague stops the player with the most people still alive wins.

 

Rhino Rush. Published by Peter Pan Games. 1996. Box. Good, but box shows some wear. £4

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

Special Notes: There is some tape on the joins of the board.

Children's game (age 5+) which is essentially just a roll and move game.  However, what makes this fun is that there is a large (6 inch long!) motorised plastic rhino which moves around the board erratically and moves the playing pieces as well!

 

Rigatoni Intriganti. Published by Glucksritter Spiele. 1997. Box. Excellent. £10

Designer: Oli Igelhaut. No. players: 3-4. Country: German. Duration: 1 hr.

This is a combination of a business game and a negotiation game.  The players run pasta factories and try to produce and then sell pasta for a profit.  However, each player secretly chooses from a selection of victory conditions at the start so people don't know who is really trying to do what.  There are lots of opportunities to be nasty to other people as well as negotiate your way into or out of trouble!  The bits are unusual - a very nice wooden box containing 3 colours of real pasta as playing pieces as well as the more usual wooden dobbers etc.

 

Saludos Amigos. Published by Goldsieber. 1996. Box. 2 copies available:

1) Good. £12      2) Excellent. £13

Designer: Peter Lewe. No. players: 4-7. Country: German. Duration: 1 hr.

The players are building company directors who are intent on getting profitable kickbacks from assorted building projects which are on the drawing board at the planning office.  The players must gain influence with the town planners, avoid journalists who are out to expose corruption, and cut deals with the other players.  Fairly light negotiation game.  Most money wins.

 

San Gimignano. Published by Piatnik. 2002. Box. In shrink. £11

Designer: Duilio Carpitella. No. players: 2-4. Country: Austrian. Duration: 45 mins.

Players vie to build towers in the town of San Gimignano. The board is laid out using large hexagonal tiles as the game goes on.  These tiles each show differently coloured zones, onto which players may place their influence counters.  When a player has four different zones connected they may build a tower, which is a step towards victory, but also blocks off that space from further use.  The towers are substantial and very tactile being made from Anker building stones. Very nicely produced. On the German Spiel des Jahres nomination list for 2002.

 

Schatztaucher. Published by Salagames. 1992. Box. Good. £4.75

Designer: Nik Sewell. No. players: 3-6. Country: German. Duration: 45 mins.

Deep sea diving themed card game with a board onto which cards are played. Each player takes it in turn to go on dives, in the hope of finding gold coins while avoiding sharks, in order to buy harpoons.  When a player has enough harpoons then a dive to the ocean floor can be attempted in order to retrieve a lost treasure chest and win the game.  The harpoons are needed to fend off giant squid and sharks.  Game play is unusual - the cards show what depth they refer to (1-8) on the front and back, so everyone can see what depth cards you have, but only you know whether they are treasure, fishes or sharks.  During a dive the diving player asks each player in turn for a card of either the next level down or up as they wish.

 

Schlafmutze. Published by Salagames. 1992. Box. Good. £4

Designer: Detlef Wendt. No. players: 3-8. Country: German. Duration: 30 mins.

Special Notes: Photocopied (German) rules only

Card game in which the cards come in several different colours and each show a common object with what it is written in German.  The cards are used in a game of word play and set collection. Really only for German speakers, thus no English rules supplied.

 

Schott's Sporting Gaming & Idling Miscellany. Published by Bloomsbury. 2004. Book. Excellent. £1

Author: Ben Schott. Country: British.

Hardback with dustcover, 19x12cm, 160 pages. A very nicely presented, very odd, book of interesting titbits from Nevada's Fighting Fouls, through Cheating and Gamesmanship; Hanna Barbera's Wacky Races to The Social Hierarchy of Falconry. Fun light reading to dip into or leave on the coffee table / bathroom bookshelf.

 

Schwarz Markt. Published by Amigo. 1997. Box. Good. £4.25

Designer: Stefan Dorra. No. players: 3-5. Country: German. Duration: 45 mins.

Card game, involving making deals on the Black Market. Players choose when to exchange basic commodities for luxury goods, and when to push the prices higher. There is only one set of goods needed at a time so if only one player has a crucial item and they know it, they can potentially make a killing, but getting yourself into that position is quite tricky.  Unusual light economic game, with a certain amount of bluff: how high should I let the price go before cashing in?

 

Section X. Published by The Game Master. 2005. Box. In shrink. £14

Designer: Chislaine van den Bulk. No. players: 2-4. Country: Dutch. Duration: 1 hr.

Each player controls a group of prisoners in a high security prison on an island.  The only way to escape is to tunnel under the sea to dry land.  Players play tunnel tiles to try to escape their prisoners, and can play doorways to claim sections of tunnel for their prisoners only, which also stop others interfering.  As soon as a player gets three or more prisoners free the tunnels are discovered and any prisoners not in safe passages or back in the prison are killed as the tunnels are destroyed. A new round then starts and the first player to escape five of their prisoners wins.

 

Sector 41. Published by Scimitar Games. 2009. Box. In shrink. £26.50

Designer: Michael Lachtanski, Dave Long. No. players: 2-4. Country: American. Duration: 90 mins.

Space themed game in which each player is an alien race seeking glynium, an extremely potent power source which can only be found in Sector 41. Fighting is inevitable.  However, there are also ancient guardians who when woken will reclaim their home. The game uses colourful tiles and players must use strategic planning and clever tactics to win.  Also includes a partnership variant, a quick play version, a children's version (8+) and a more challenging option.

 

Sherwood Forest. Published by Rio Grande Games. 2009. Box. Excellent. £31

Designer: Nils Finkemeyer. No. players: 3-6. Country: American. Duration: 1 hr.

The players take the roles of rival bands of outlaws in Sherwood Forest.  The players can assign their men to various tasks each round, such as buying equipment at the market, giving money to the church (to gain VPs), recruiting more men for future rounds, or setting up an ambush in the woods.  When setting an ambush other players' men can also be invited which will increase the size of group that can be attacked, but will result in the loot having to be divided.  Cards representing various groups coming through the woods can be scouted out, and there are various ambush sites to choose from.  If a passing group is too powerful then the hidden outlaws will leave it alone.  Sometimes the sheriff turns up too, which can be trouble.

 

Spellfire Reference Guide. Published by TSR. 1995. Book. Excellent. £2

Author: Bruce Nesmith, Tim Beach. Country: American.

Softback, 21x14cm, 384 pages. Invaluable reference book for Spellfire fans. It includes the rules with strategy tips, nearly 800 full-colour reproductions of the cards, strategy and tactics articles and a complete index of all the Spellfire cards up to the publishing date.

 

Steam Barons. Published by Treefrog Games. 2009. Box. In shrink. £26.50

Designer: Martin Wallace. No. players: 2-6. Country: British. Duration: 2 hrs.

Expansion to Steam, which you will need in order to make use of this.  Using this expansion you can play Steam in an entirely new way: the players compete for ownership of the various companies rather than running one each.  Two new maps are included in the set for use with either the original rules or the new rules. They are Northern England and Eastern USA.  They are ideal for 5-6 players using the original rules.  A new stock market mechanism is also introduced and works well with the full range of players. 144 wooden train pieces included.

 

Stop Thief! Published by Spears. 1985. Box. Good. £3

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

Cops and robbers game in which each player has a policeman who moves around on the board which shows an irregular network of paths joining a grid of spaces.  Each player's robber moves along behind that player's policeman, like a sort of shadow. The idea is to land on an opponent's robber.  That player's policeman then has to move away to a distant corner of the board, and gets a new shadow-robber.  Players win by catching 5 robbers first or lose by having all 5 of their robbers caught. The game is dressed up as a children's game, but has rather more to it than the box would suggest.

 

Stoplights. Published by Fred Distribution. 2007. Box. Excellent. £3

Designer: Mr B Games. No. players: 2-3. Country: American. Duration: 15 mins.

Card game in which the cards show traffic lights with different colour backgrounds.  Players play and draw cards trying to match up the lights shown into rows of five of their colour.  The card placement rules and existence of 'wild' lights make this different to other five in a row games.

 

Strategic Solitaire. Published by McFarland. 1987. Book. Excellent. £2

Author: David Berveiler. Country: American.

Hardback, 22x14cm, 142 pages.  Reprint of a book originally published in 1947. The author is a self-admitted solitaire (patience) addict, who in this book goes into depth about the choices you get in the most common games, and offers some variations to make it easier or harder to win, as well as explaining how to improve your chances of winning.

 

Sumeria. Published by Reiver Games. 2009. Box. In shrink. £13

Designer: Dirk Liekens. No. players: 3-4. Country: German. Duration: 50 mins.

Players vie for control of the trading states in ancient Sumeria. The importance of the various states changes as the game progresses, making it important for players to move their traders to where they are currently needed. However, movement uses a clever system, limiting options in a neat way and also altering the order of importance of the city states. Neat system, which fits a lot into a short time.

 

Sum-Times. Published by Spear's Games. 1992. Box. Good. £2.25

Designer: Richard Dixon. No. players: 2-4. Country: British.

Arithmetic based game.  The board shows a grid of the numbers 1-100, and number cards are used in a simple calculation (A*B +/- C) to indicate a square on the board which a playing piece can be played on.  Replacing opponents' pieces is also allowed in some circumstances, and provides the tactics.  The objective is to get all your playing pieces on the board.

 

Tactic Blue. Published by Bambus Spieleverlag. 2006. Box. New. £13

Designer: Dieter Stein, Jaroslaw Cichocki, Alvydas Jakeliunas. No. players: 2. Country: German.

A collection of six 2-player abstract board games from various authors.  The game includes a double sided board: one side with a triangulated hexagon, the other showing a chess board. Also included are black and white wooden playing pieces. The games are: Accasta (tactical stacking game), Abande (positional scoring game), Attangle (stack creation game), Attraktion (pattern creation game), Alva (draughts variant), Dame 100 (draughts variant).  A very nice collection for abstract game fans.

 

Tac-Tickle. Published by WFF 'N Proof. 1967. Packet. Good. £1.75

Designer: Prof. Harry Rudermann. No. players: 2. Country: British. Duration: 10 mins.

Abstract game with several variations.  The basic idea is that the players each have 4 pieces which they move one at a time alternately to try to make a line of three in a row of their colour.  The game can either be played using a 4 x 5 foam grid or on a hex gridded board. The pieces are dice which have a letter embossed on them to help the colour blind or even the partially sighted as the game is entirely tactile when using the foam grid.

 

Take 4. Published by Spears. 1979. Box. Good. £0.80

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

The board is a hexagon of 19 indentations into which balls are placed.  There are 6 balls in 3 colours - one colour for each player and a neutral colour.  Players take it in turn to move one of their balls to an adjacent space or take an opposing or neutral ball.  The first player to take 4 of the neutral balls is the winner.

 

Tall Stories. Published by Living & Learning Games. 1992. Box. Good, but box lid slightly indented.. £3

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

Children's story telling game, made locally in Cambridge. The game is played on a board covered in different colour hexagons. There are 48 different hex tiles in play, and each turn you get to add one or more to the board, adjacent to tiles already there. The picture on the tile played must be incorporated into the story in a sensible way, though you may add as much or as little narrative as you wish before playing the tile. Play continues until a story is brought to an end with one of 4 special tiles indicating a happy, sad, surprise or humourous ending.

 

Tetris. Published by Tomy. 1991. Box. Good. £5.50

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

Board game version of the famous and addictive computer game.  The two players sit at either end of the board, and take it in turn to use a shape spinner which is built into the game to determine what shape they have to add to their Tetris layout.  The two layouts join up at the top, and initially a central bar sits in the middle of the board, but each time you complete a row the bar is moved towards your opponent.  Completing several lines at once moves it extra spaces.  The idea being to have your opponent run out of space before you do, so keeping the divider bar on their side of the board is a good way to do this.

 

The Boardgame Book. Published by Marshall Cavendish. 1983. Book. Good, dust cover taped. £14.50

Author: R C Bell. No. players: 1+. Country: British.

Special Notes: 2nd edition

One of the great books about board games. Every page is a joy as the book illustrates the item, shows the board and pieces, and features many other related illustrations. Over 60 games are fully described, many more if you include variations. And not all are classic games. Of course, Mancala, Chinese Chequers and other classics are covered, but so are commercially made games from the last hundred years. The book is in hardback with a separate paper sheet of playing pieces for the games. The boards are shown in the book and can be used to play on. Very nice item for games collectors and historians as well as players.

 

The Education Of A Poker Player. Published by Sphere Books. 1970. Book. Good. £6

Author: Herbert O.Yardley. Country: British.

Softback, 18x11cm, 138 pages. From the back page blurb: A gambling classic... brilliant instruction ... and a hatful of some of the finest gambling stories I have ever read.  The book has zest, blood, sex and a tough, wry humour...

 

The Gunpowder Treason Game. Published by Aztral Games. 1986. Packet. Good, but box insert discoloured. £10

Designer: Unknown. No. players: 2-4. Country: British. Duration: 40 mins.

Promotional game, made for Astra Fireworks. Mixture of plastic and wooden pieces. Very bright, attractive board and 64 cards. Players move across a gridded board first collecting gunpowder and then moving it into place close to Parliament before trying to blow the Houses to pieces.  However, each player is trying to do this quicker than anyone else, and in order to speed you up there are tunnels and listening posts which speed up movement substantially, but with some risk of being discovered by the authorities - judging when and how much risk to take is what the game is about.

 

The Illustrated Book Of Patience Games. Published by George Routledge & Sons. ca.1905. Book.

Good. £8.75. Author: Professor Hoffmann. No. players: 1. Country: British.

Special Notes: 10th Edition

Hardback, 21x15cm, 123 pages. Embossed cover and printed in red and black throughout with many card layouts shown. This is a collection of 63 patience games, and is noted as a translation and editing of a German volume. Very nicely produced period item.

 

The Ins & Outs Of Peg Solitaire. Published by Oxford University Press. 1985. Book. Excellent. £4.25

Author: John D. Beasley. Country: British.

Hardback, 22x14cm, 275 pages.  A very thorough examination of Peg Solitaire.  The game is introduced and the history given, then a mathematical approach to the game is given, and this can then be used to solve many peg solitaire problems. Peg solitaire on different shaped boards and even infinite and 3D 'boards' are also considered.  Great if you really want to understand peg solitaire mathematically. The book contains over 200 problems for you to attempt (with solutions).

 

The Mad Magazine Game. Published by Parker. 1979. Box. New. £2.25

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

Super silly game (as you would expect from the publishers of Mad magazine). Lose all your money to win. The board is illustrated by Mad artists like Don Martin. The magazine's character Alfred E Neuman features prominently throughout.

 

The Modern Hoyle. Published by Frederick Warne And Co. ca.1887. Book. Fair. £2.50

Author: Professor Hoffmann. Country: British.

Special Notes: Some of the spine covering is missing.  The contents have been annotated in many places.

Hardback, 16x11cm, 222 pages.  This update of Hoyle's description of how to play various games covers:  Whist, Euchre, Chess, Cribbage, Dominoes, Draughts, Backgammon, Nap, Poker, Bezique, Solo Whist, Ecarte and Cuckoo.

 

The Pan Book Of Party Games. Published by Pan Books. 1963. Book. Good. £1.50

Author: Joseph Edmundson. Country: British.

Softback, 18x11cm, 222 pages.  Chapters cover: Giving a Party, Essential Party Equipment, Games for Very Young Children, Musical Games, Balloon Games, Tagging and Chasing Games, Throwing and Aiming Games, Races, Talking Games, Writing and Quiet Games, Hiding and Finding Games, Silly Games, Time Passers, Radio and TV games, Mind Reading and Fortune Telling, Card / Dice / Darts, Car Journey Games, Beach and Picnic Games.

 

The Pillars Of The Earth Expansion. Published by Mayfair Games. 2008. Box. In shrink. £19

Designer: Michael Rieneck, Stefan Stadler. No. players: 2-4. Country: American. Duration: 100 mins.

Expansion for Pillars of the Earth, and one which I find significantly improves an already very good game. You will need the base game to play.  This set includes: components for 5-6 players, an extra board presenting new options for your master builders and workers, additional craftsmen for more variety, new events and privilege cards. Highly recommended (even if you don't intend to play with 5 or 6 players).

 

The Playtime Omnibus. Published by Faber & Faber. 1933. Book. Good. £7

Author: Hubert Phillips. Country: British.

Hardback, 20x12cm, 264 pages. Subtitled: A Miscellany for Young People. The book covers: Puzzles (lots of different types of word based puzzles, enigmas, series completion, maths puzzles, IQ type puzzles, crosswords), Games (indoor, musical, outdoor), Diversions (riddles, 'catches', forfeits, card tricks, codes & ciphers, treasure hunts, memory games and more).

 

The Tables Of Magic. Published by Wordware Publishing. 1996. Book. Excellent. £1.50

Author: George H.Baxter. Country: American.

Softback, 23x15cm, 184 pages.  Book on Magic: The Gathering intended to improve your deck building and act as a useful reference guide.  The book covers: The Turn Sequence, The Attack Phase, Probability & Statistics (for good deck building), Deck Construction Procedure & Worksheet, The Sideboard, Banned & Restricted Lists, Top Eight Pro Tour Decks, Card List.

 

Thunderbirds International Rescue Game. Published by Peter Pan. 1992. Box. Good. £4

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

Special Notes: Box base indented, and there are two pegs missing, but there are still more than are ever required in any of the missions.

TV related, with 4 sets of Thunderbird vehicles 1 to 4 and a plastic Tracy Island to assemble in the middle of the board. Released to coincide with a resurgence of interest in the TV show on British television at the time. In order not to upset die-hard fans, the rules apologise for altering some of the missions from the original TV story lines for the benefit of game play!  In each mission the players use dice to move their Thunderbird vehicles in order to retrieve people / objects from around the board and take them to the places designated in the mission briefing.  The first to do this wins.  The game includes 16 different missions.

 

Ticket To Ride Switzerland. Published by Days Of Wonder. 2007. Box. In shrink. £15

Designer: Alan R Moon. No. players: 2-3. Country: American. Duration: 45 mins.

Expansion set for Ticket To Ride - you will need a base game to play this.  The map shows Switzerland and the surrounding countries, and there are plenty of tunnels!  There are some new more flexible types of tickets and a new rule for the wild cards.  This board was also specifically designed for 2-3 player games, and plays much better than the original with those numbers.  Highly recommended.

 

Top Secret. Published by Blatz. 1996. Box. Good. £2

Designer: Tom Schoeps. No. players: 2-6. Country: German. Duration: 20 mins.

Card game, nearly 100 cards in full colour. Players start with identical sets of cards and simultaneously play cards from their hand. The objective is to collect as many secret documents as possible.  The cards are: secret documents, assassins, moles and secret agents.  They interact in various ways, and to win you will need to outguess your opponents and play the right card at the right time to end up with lots of secret documents.

 

TrenchZone. Published by TrenchZone. 2010. Box. In shrink. £30

Designer: Glen Kehoe. No. players: 2. Country: British. Duration: 1 hr.

Set in the trenches of WW1, the players attempt to gain victory by either driving their opponent from one section of trenches or by eroding the morale of their opponent's forces using artillery, gas attacks and machine gun fire. While the game encourages strategic planning, adapting your plans to changing circumstances and opportunities is essential. Each player's trench zone will include artillery positions and pillboxes. Careful placement and use of one's squads is required.

 

Tripjat. Published by VSK. 1996. Box. Excellent. £9

Designer: Jeukuro. No. players: 2-3. Country: German. Duration: 30 mins.

Card game given an oriental theme. Cards are played onto a 6x6 grid with the objective being to score points by surrounding opposing cards with your own.  There are restrictions on where you may play, and the values of the cards you use to capture must be greater than the value of those you capture.

 

Triumvirate. Published by Indie Boards & Cards. 2010. Box. In shrink. £14

Designer: Travis Worthington. No. players: 2. Country: American. Duration: 25 mins.

Card game with a Roman theme. It is essentially a clever imperfect information trick taking game for two. The two main twists are that players set aside cards to indicate which of the triumvirs they want to win most tricks, and also not all cards are played in each hand - those unplayed are kept for use in the next hand. Includes a low luck variant in which players draft their hands rather than just being dealt them.

 

Two Furlongs From Home. Published by Lambourne. 2000. Packet. Good. £8

Designer: Terry Goodchild. No. players: 1+. Country: British. Desc. by Eamon.

A statistical horse-racing management game based on the premise that most of the action in a horse race takes place in the last two furlongs of a race and so that is all that is replayed. Each player (the game controls all the other players if you are playing solitaire) is a racing stud owner or manager and must decide in which races his string of horses should be entered. Includes a large plastic board to represent the race-course.

 

Ubongo. Published by Z-Man Games. 2005. Box. In shrink. £19

Designer: Grzegorz Rejchtman. No. players: 2-4. Country: American. Duration: 30 mins.

A captivating and surprisingly addictive game of making polyominoes into shapes shown on the challenge boards. Each player has a set of polyominoes, and is dealt a challenge card with 6 challenges on it.  A dice is rolled to indicate which challenge the players attempt, and a timer is turned.  As players complete their challenge they claim jewels as their prize - the objective being to collect as many jewels as possible of the same colour.  The challenge cards are double sided with an easy side and a hard side making it good to play with children and adults together. I have house rules I can provide which allow the game to be played with up to 5 players. Recommended.

 

UK Militaria Directory & Sourcebook. Published by Windrow & Greene's. 1992. Book. Excellent. £1

Author: Alan Greene, Windrow. Country: British.

Softback, 30x21cm, 94 pages.  Reference book for militaria collectors and hobbyists.  This book gives details of: Model Shops & Suppliers, Model Societies, Toy Soldier Makers & Suppliers, Museums, Antiques & Prints, Auction Houses, Uniforms Armour & Insignia, Medals, Re-enactors, Wargames Groups & Suppliers, Publishers, Magazines, Books & Videos, Libraries, Travel, Military Vehicles, and more.

 

Um Kopf Und Kragen. Published by Berliner Spielkarten. 1996. Box. Good. £1.50

Designer: Stefan Dorra. No. players: 3-7. Country: German.

Card game, 33 cards, 6 dice and counters. Dice rolling game in which you get the option to reroll poor rolls but only if you are willing to pay for them - at increasing costs for each additional reroll. The highest roll each round wins all chips paid that round, and players who have no more money must sell a sack of gold to the highest bidder to get more chips. The objective being to be the first to get a certain number of bags of gold.

 

Unspeakable Words. Published by Playroom Entertainment. 2007. Box. In shrink. £8

Designer: James Ernest, Mike Selinker. No. players: 2-6. Country: American. Duration: 30 mins.

Cthulhu mythos themed word game, which includes 30 miniature Cthulhu figures! Players use cards with letters on them to spell out words and claim points, the objective being to be the first to get a set number of points.  However, after claiming points for each word you have to make a sanity roll - which is harder to make the more points you scored.  Fail and lose some sanity!  Totally insane players can't win (they just gibber in the corner). Rather silly but fun starter or finisher.

 

Vinhos. Published by What's Your Game?. 2010. Box. In shrink. £34

Designer: Vital Lacerda. No. players: 2-4. Country: Italian. Duration: 2.5 hrs.

Business game concerned with the production of wine in Portugal. Over six years the players establish estates, cultivate their vines, select the best varieties and show their wines at fairs in order to gain awards, and make the most money by selling both locally and for the various export markets. Well regarded.

 

Visions Revealed. Published by Wordware Publishing. 1997. Book. Excellent. £2.50

Author: Sol Malka. Country: American.

Softback, 23x15cm, 150 pages. A review of Magic: The Gathering's Visions expansion. This book goes through each and every card from the Visions expansion and gives thoughts about the uses, advantages and drawbacks of that card. Also details decks including key cards from Visions. Thus the reader should not only learn about Visions, but also be given a good grounding in the game.

 

Viva Topo! Published by Rio Grande Games. 2002. Box. In shrink. £31.50

Designer: Manfred Ludwig. No. players: 2-4. Country: American. Duration: 30 mins.

Originally published by Selecta, a children's game company, this manages to cross the boundary and is a good light family game with adult appeal too.  Each player controls a group of mice which have to evacuate their home and move around the board to get to various safe destinations.  The nearer the destination the less cheese gained as a reward. However, a cat also moves around the board and any mice it catches are removed from the game.  Thus players must decide how many of their mice to concentrate on, and the speed at which the cat is moving will influence this.  Recommended.

 

Vox Populi. Published by Tilsit Editions. 1998. Box. Good. £11

Designer: Francis Pacherie. No. players: 3-6. Country: French. Duration: 90 mins.

Set in ancient Rome, the players are competing arena managers. The players organise gladiator fights, with the objective of entertaining the crowd to gain money and influence in order to gain support for their favoured candidate to become Emperor. Includes 6 chunky resin coliseum miniatures. French rules only, and the cards have a significant amount of French on them.

 

Waldmeister. Published by Hans im Glück. 1994. Box. In shrink. £24

Designer: Andreas Seyfarth. No. players: 2-4. Country: German. Duration: 90 mins.

Clever forest management game in which the players each have their own board which includes forest areas and road / industrial areas. Seeds for various different types of tree are planted and as time passes they grow into more mature trees.  However, pollution from the non forest areas needs to be absorbed by the trees, but too much and the trees will die. Game play uses action cards in a clever way. To win you need to create good areas of forest to attract wildlife and successfully manage your pollution and finances. Recommended.

 

Warlords: China In Disarray 1916-1950. Published by Panther. 1986. Box. Good. £14

Designer: Dave O'Connor, Steve Barnes & Peter Wyche. No. players: 2-6.

Country: Australian. Duration: 5 hrs.

Wargame in which players take the roles of various warlords vying for supremacy, and ultimately attempting to reunify China under their control. Game play involves negotiation, bribery, and coercion as well as needing military and economic might to win. The rules cover 11 pages and there are 5 scenarios included, one of which is a campaign game.

 

Weatherlight Revealed. Published by Wordware Publishing. 1998. Book. Excellent. £5

Author: Eric Tam, Paul McCabe. Country: American.

Softback, 23x15cm, 175 pages. A review of Magic: The Gathering's Weatherlight expansion. This book goes through each and every card from the Weatherlight expansion and gives thoughts about the uses, advantages and drawbacks of that card. Also covers a selection of decks using key cards from Weatherlight. Thus the reader should not only learn about Weatherlight, but also be given a good grounding in the game as the authors are pro tour and world championship finalists.

 

X Pasch. Published by Fanfor Verlag. 1996. Box. In shrink. £7

Designer: Valentin Herman. No. players: 3-6. Country: German.

Special Notes: This is the 'Deluxe' edition.

This game is about gaining control of businesses, which are represented by cards. Players gain income from companies where they have the most board members, and then roll three dice and use them for various purposes such as bringing a new business into the game, adding board members to existing businesses, or drawing new cards.

 

Yari. Published by Dallah Heyari. 1989. Box. Good. £2

Designer: Salem Heyari. No. players: 2. Country: American. Duration: 20 mins.

Special Notes: The box edges show wear, and one corner is badly damaged but has been repaired very neatly.

Very nicely produced Parcheesi (Ludo) variant in which players cast 6 special shells rather than using dice.  The shells are moulded plastic, but still somehow feel like shells, and have definite 'up' and 'down' sides.  Movement allowances depend on what is thrown with certain combinations considered special.  The playing pieces are large gold and copper coloured Egyptian style figurines.

 

Ziplock Bags (Batches of 100):

Ziplocks bags are always useful for bagging up counters / wooden cubes / piles of dice etc. The dimensions given are total length (length below closure), width.

9.4cm (7.6cm) x 5.9cm. New. £2.75

14.2cm 11.5cm) x 8.9cm. New. £4

15.7cm (14.0cm) x 10.3cm. New. £5

15.4cm (13.9cm) x 13.9cm. New. £6

34.4cm (32.3cm) x 23.1cm. New. £12. This is a little larger than A4 / US Letter, so great for storing magazines etc.

 

Finally for anyone who has got this far, if you have a set of English rules for any of the following games please get in touch!

 

Jeanne d' Arc 1429 -  Tilsit (I have German rules only) = Joan of Arc (there is an English edition I believe)

Grossmarkt Bremen - Ypsilon Spiele Verlag (I have German rules)

Time's Up - Ravensburger (No rules at all - English preferred, but any are helpful)

Ghostly Galleon - Waddingtons (No rules at all - English preferred)

War Of Masters - Invicta (No rules at all - English preferred)

Michael Owen's Total Football (No rules at all - English preferred)

Peter Rabbit Race Game - Gibsons Games (No rules at all - English preferred)

      Note this is not the 1917 game, but one from around 1984 I would guess.

Reminiscing 1960s-1990s - Paul Lamond Games - (rules missing - English preferred)

Game Of Cat And Mouse - Waddingtons (Rules missing - English preferred)

Pictorion - MB Spiele – (I have German rules)

Cats 'N' Dogs - Spears (No rules at all - English preferred)

La Ruee Vers L'Or - Miro - I have French rules, but need an English translation.

Die Augen der Kali - Schmidt Spiele (I have German rules, but need an English translation)

Impertinent Questions And Pertinent Answers - Gibsons Games (No rules at all - English preferred)

Cosmic Flunsh - Kroehnland Games - (I have German rules)

Sequenz - Buethorn Speile - (I have German rules)

 

 

Terms and Conditions

 

Back to Old Catalogs Page                   Back to MNG-AJM Home Page