MNG-AJM Games and Collectibles

 

Apr 2012 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? 

 

10 Days In Asia. Published by Out Of The Box. 2008. Box. In shrink. £18

Designer: Alan R Moon, Aaron Weissblum. No. players: 2-4. Country: American. Duration: 30 mins.

Reworking of the excellent Europa Tour. Players must try to build a valid route through Asia using country cards, plane, ship and railway cards. There are special card holders to ease play and a map board showing Asia from Turkey to Papua New Guinea. Thus you can see which countries are adjacent and which permitted for each type of travel. The game poses interesting puzzle-like challenges, and is one I very much enjoy - highly recommended. It also has enough twists compared to Europa Tour to make it worth having this as well if you like the type of game. Great for teaching the kids geography without them realising too.

 

10 Days In The USA. Published by Out Of The Box. 2007. Box. In shrink. £17

Designer: Alan R Moon, Aaron Weissblum. No. players: 2-4. Country: American. Duration: 30 mins.

Reworking of the excellent Europa Tour. Players must try to build a valid route through the USA using country cards, plane and car cards. There are special card holders to ease play and a map board showing the states of the USA so you can see which states are adjacent and which permitted for plane travel. The game poses interesting puzzle-like challenges, and is one I very much enjoy - highly recommended.

 

1812: The Invasion Of Canada. Published by Academy Games. 2011. Box. In shrink. £41

Designer: Beau Beckett, Jeph Stahl. No. players: 2-5. Country: American. Duration: 90 mins.

Relatively simple but interesting and fun war game based on the Invasion of Canada by the newly formed United States. The game can be played with more than one person on each side, splitting the factions: American Regulars + American Militia vs The British Redcoats, Native Americans and Canadian Militia. Game play involves playing a card on each of the factions' turns which will specify a movement allowance and a special action. Movement is area based and each faction has different combat dice. Includes several historical scenarios. Recommended.

 

1825 Unit 3. Published by Tresham Games Ltd. 2004. Box. Good. £22

Designer: Francis Tresham. No. players: 2. Country: British. Duration: 2-4 hrs.

18XX train game in which companies are managed, track built, trains operated and stock traded. The game works by alternating stock dealing rounds and operating rounds. Stock dealing rounds allow players to buy shares. Operating rounds allow the company presidents to build track, run trains & generate revenue for shareholders. Many changes have been made to the 1829 system, whilst retaining the basic game mechanics. This can be played standalone as a two player game or can be combined with Unit 1 or 2 for an expanded game. The board in this unit covers northern England and Scotland.

 

90 Grad. Published by Holzinsel. 2000. Box. Good. £9

Designer: Gunnar Kuhlencord. No. players: 2. Country: German. Duration: 15 mins.

Abstract game played with large coloured wooden balls on a thick wooden board with a deep grooved square grid on it. Players use their coloured balls to either push their opponent's target ball off the board or to get their own target ball into the centre of the board.

 

A Brief History Of The World. Published by Ragnar Bros. 2010. Box. In shrink. £28

Designer: G Dicken, P Kendall, S Kendall. No. players: 3-6. Country: British. Duration: 2.5 hrs.

A somewhat reworked and significantly shortened version of the classic History of the World, so if the older game now feels too long, then this could be just the ticket. The idea of the game is that from the dawn of civilisation through to the present day players get to play different civilisations, and use them to expand and grab land in order to score VPs. In each era the players will shift to a different set of civilisations which will need to displace the older ones as well as watch out for the new ones.


Aapep. Published by Cambridge Games Factory. 2007. Plastic Box. New. £5

Designer: Paul A. DeStefano. No. players: 2-4. Country: American. Duration: 20 mins.

Abstract game based on Egyptian mythology in which the snake demon Aapep would swallow Ra, the sun god at the end of each day. In this game the players try to either help Ra keep out of Aapep's clutches or help Aapep swallow Ra. This is done by placing pyramid counters with dark or light sides onto a grid. The visible sides facing the edge of the board determine Ra's fate.

 

Africa 1880. Published by Tilsit. 1997. Box. Excellent. £13

Designer: Francis Pachiere. No. players: 3-6. Country: French. Duration: 2 hrs.

Relive the colonial adventure with Africa 1880. Between 1880 and 1914 European nations fiercely raced to gain control of the Dark Continent. Each player represents a nation exploring and colonising Africa. The success of their adventure, however, has more to do with intrigue in the luxurious parlours of the embassies than hacking a way through the jungle. Negotiating alliances and declaring war are what change the face of the world! There are 22 rather nice resin-cast embassy pieces and 180 die-cut counters. Game play is somewhat Diplomacy like, with negotiation, order writing and resolution.

 

Age Of Discovery. Published by Mayfair Games. 2007. Box. In shrink. £18

Designer: Alfred Viktor Schulz. No. players: 2-4. Country: American. Duration: 1 hr.

Interesting card based game with a theme of exploring and colonising the New World. Players use their limited funds to finance trade missions to earn more money which can then be spent to buy ships which can then be used on more trade missions or can be sent out to colonise the New World. Only colonisation brings the players victory points, but correctly getting the balance between earning money and earning victory points requires care. Recommended.

 

Agricola. Published by Z-Man Games. 2008. Box. In shrink. £43

Designer: Uwe Rosenburg. No. players: 1-5. Country: American. Duration: 2 hrs.

Superb game of agricultural development. Players start with an empty farm and two people, who are used to perform actions which extend and improve their farm and provide food for the end of the year. Uses a clever action system, and a vast number of cards only a few of which are used each game, in order to ensure a different experience each game. Players can plough fields, plant grain or vegetables, create pastures, obtain animals, learn specialist occupations, and build improvements. Highly recommended.

 

Amyitis. Published by Ystari. 2007. Box. Excellent. £21.50

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

Set in the time of Nebuchadnezzar, who has married the beautiful Amyitis, the players are nobles seeking to earn favour from the king by building beautiful gardens to remind the queen of her homeland. Game play involves recruiting craftsmen for in game benefits, deploying workers to gain resources, sending priests to the temple for favours from the gods, employing merchants, and using engineers to build the hanging gardens themselves. As usual with this company the mechanics are clever and interlinked and will give you plenty of hard decisions to make.

 

An Den Ufern Des Nils. Published by Abacus. 1994. Box. Good. £14

Designer: Hanno and Wilfried Kuhn. No. players: 2-5. Country: German. Duration: 90 mins.

Players take the roles of farmers on the banks of the Nile, which regularly floods the Nile valley and then dries out to reveal very fertile land. Players have a selection of types of seed which are sown, then grown and then harvested in the fields by the Nile. Players can influence the flooding and drying out process, but cannot predict it precisely, but must decide when and where to grow their crops. Once harvested the crops are taken to market, but even there timing is important as the freshest produce is more valuable and too many batches of one type of crop will not be permitted. Highly recommended, and plays best with 2 or 3.

 

Apples To Apples. Published by Out Of The Box. 1999. Box. Excellent. £13

Designer: Mark Alan Osterhaus, Matthew Kirby. No. players: 4-10. Country: American. Duration: 30 mins.

Amazingly simple game for all the family, and non gaming friends, but also good fun as a filler for gamers. Each player has a hand of cards listing people, places and things, and each round one player draws an adjective card and all other players select one of their cards which seems appropriate. The judge for the round reads them out one at a time, and chooses his favourite. Believe me it is a lot more fun than this makes it sound!

 

Apples To Apples Expansion 1. Published by Out Of The Box. 1999. Box. In shrink. £9

Designer: Mark Alan Osterhaus, Matthew Kirby. No. players: 4-10. Country: American. Duration: 30 mins.

Expansion for this excellent family game which also appeals to most gamers as a filler. This set includes 288 additional cards to add variety to the game.

 

Arch Opti Mix. Published by Doris & Frank. 2005. Box. Good. £9

Designer: Frank Nestel. No. players: 3-5. Country: American. Duration: 45 mins.

Published as Ark by Rio Grande. Card game with the usual excellent Doris Matthaeus graphics. The theme is Noah's ark and players take it in turns to add in animals to the ark. This is done by playing cards which show the animals with symbols to indicate characteristics such as size, carnivore / herbivore, shyness, slowness or misc special abilities. The ark is divided into two halves and care must be taken not to overbalance it. Also no harm must come to any of the animals or provisions, so there are quite a few restrictions on what can be played where eg. only one carnivore per compartment, and it must be the smallest of the animals there. Shy animals won't even go into a compartment next to one with a carnivore in!

 

Arkham Horror. Published by Fantasy Flight Games. 2006. Box. In shrink. £40

Designer: Richard Launius, Kevin Wilson. No. players: 1-8. Country: American. Duration: 3 hrs.

A rework of the classic Lovecraft based board game. This edition is wonderfully produced with a big board showing sites in and around Arkham, as well as over 350 cards with assorted events, monsters, items etc which the investigators can encounter. The objective is to obtain equipment and knowledge in order to close the gates to realms of terror which are popping up around Arkham. The game is cooperative in that the players can all win or all lose, but each investigator can do their own thing. Eventually if the gates are not stopped, one of several ultimate evils will rise and unless the investigators can pull off a miracle Arkham is doomed!

 

Babylon 5: 2258 Core Set. Published by Component Game Systems. 1997. Box. Excellent - mostly unpunched. £6

Designer: C Henry Schulte. No. players: 2-4. Country: American. Duration: 2 hrs.

Babylon 5 game in which up to four factions (Earth Alliance, Narn, Centauri and Minbari) vie for prominence. The playing area is constructed out of large hexes showing large areas of space which will be explored and conquered. Victory can be won by military or economic means, and diplomatic efforts on the Babylon 5 station are important too. The game uses colourful counters, and cards with various effects. Each faction also has a board detailing its special abilities etc. Starter packs were also produced to allow extra players to play using additional factions.

 

Battle Line. Published by GMT. 2000. Box. Excellent. £13

Designer: Reiner Knizia. No. players: 2. Country: American. Duration: 20 mins.

An excellent card game for two from Reiner Knizia based on Schotten Totten, but with additional tactics cards. The players are fighting over nine flags between their territories. This is done by playing cards next to the flags with the object of making powerful combinations, eg. three of a kind, a flush, run etc. What makes the game work so well is that both players have to commit to playing cards before they know just what combinations they will be able to make by the end of the game. Considerable skill required, though the luck of the cards is important too. Highly recommended.

 

Baxter On Magic. Published by Wordware Publishing Inc. 1997. Book. Excellent. £3.50

Author: George H. Baxter. Country: American.

Softback, 23x15cm, 183 pages. Pro Tour Magic: The Gathering player George Baxter gives a guide to the proper playing techniques for MtG. The book covers: Habits to Form, Observing Opponents, Bluffing, Using the Rules, Losing Sight of Victory, Destroying Your Opponent's Will to Fight, 14 different decks and their sideboards - how they work.

 

Bazaar. Published by Gryphon Games. 2011. Box. In shrink. £25

Designer: Sid Sackson. No. players: 2-6. Country: American. Duration: 45 mins.

One of Sid Sackson's most reprinted games, and worthy of it too. Players trade different gem types for other selections according to the rules of the market (different every game), aiming to be able to fulfil one of the order cards and score points. In a clever twist you score more the fewer gems you have left after each order is fulfilled, and as the game goes on values of orders increase. Highly recommended.

 

Biesti Boys. Published by Amigo Spiele. 2002. Box. Excellent. £9

Designer: Howard Kamentsky. No. players: 2-4. Country: German. Duration: 10 mins.

Fast paced card game in which the players try to get rid of their cards as quickly as possible. 4 elevator shafts are available onto which the players simultaneously play cards. The rules is that the number must be raised or lowered by exactly one floor on each play. Stop and Go cards allow you to put a hold on and restart the regular play for particular elevators.

 

Big Bucks. Published by Gestion Group-Or. 1987. Box. Good. £4

Designer: Andre Bilodeau. No. players: 2-6. Country: Canadian. Duration: 90 mins.

Special Notes: Box lid shows considerable wear marks on one side and the edges, but is still sturdy. Contents fine.

Business game which uses some of the ideas from Monopoly. Players can put their money in high, medium and low risk investments, and there are benefits to collecting 'sets'. Insurance can be bought to help protect against the misfortunes which can occur. Play is by moving around a track according to a dice roll and actioning the space (or deciding to wait for a better opportunity). The objective is to buy out the other players. There is a long and a short game option.

 

Big League. Published by Bertcord Ltd. 1982. Box. Good. £4.50

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

Card game, approved by the Football League, and includes 8 teams with 96 top players. The game is a Rummy variant with players trying to meld a complete team from the same club.

 

Big Manitou. Published by What's Your Game. 1997. Box. Excellent. £9

Designer: Gunter Burkhardt. No. players: 2-5. Country: Italian. Duration: 40 mins.

Card game, The cards feature Red Indians in four tribes. Each player hopes to trap the most Buffalo on tiles in each of several rounds of play. In each round you play with a number of your tribe members, some chosen, some drawn randomly. These cards interact as you vie for control of the Happy Hunting Grounds. Essentially a majorities game with some twists.

 

Blackmail. Published by Kenning Games Ltd. 1975. Box. Good. £4

Designer: Unknown. No. players: 2-8. Country: British.

Players take on the roles of various infamous characters, all of whom have a dark but colourful past, which they would rather keep hidden. During the game players uncover their opponents' secrets and use them to extort money from them. At the end of the game most money wins. The game also includes rules for an optional version of the game in which the players' clothes can be traded in for play money when required!

 

Blockword. Published by Waddingtons. 1977. Box. Good. £5

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

Word game which uses large plastic interlocking cubes with different letters on the 4 vertical sides. The cubes are laid out on the table and the players take it in turn to select a piece and add it to a 5x5 vertical wall, the idea being to create as many words as possible on your side, while blocking your opponent from creating words on their side. Very chunky and comes in a plastic case reminiscent of Black Box.

 

Bloom. Published by QWG. 2008. Box. 2 copies available:

1) Excellent. £16      2) In shrink. £17.50

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

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

 

Bose Buben. Published by Schmidt Spiele. 2000. Box. Good. £2.50

Designer: Michael Schacht. No. players: 2-4. Country: German. Duration: 20 mins.

Tactical card game with the age range noted as 12+. The cards depict pig-riding kobolds who enter slightly odd races for money. After four races the player whose kobolds earned the most money wins the game. The race consists of five lanes, and players take turns playing cards into these lanes. Once there are four cards in a lane then the kobolds fight and one is removed. When four kobolds have been evicted from the race the race ends, and the lanes are scored individually.

 

Brass. Box. 2 editions available:

1) 1st Edition. Published by Warfrog. 2007. Country: British. In shrink. £31

2) 2nd Edition. Published by Eagle Games. 2009. Country: American. In shrink. £35

Designer: Martin Wallace. No. players: 3-4. Duration: 2-3 hrs.

Set in the industrial revolution in Lancashire, this strategy game is played in two phases. In the first phase players develop canal networks, and in the second phase the canals are now outdated and rail networks must be built up. Throughout both phases players invest in cotton mills, ports, coal mines, iron mines and shipbuilding in order to improve their income and gain victory points. There are plenty of options with cards used in a clever way to limit what can be done, and ensuring you need to plan ahead. A good mix of economic management and network building is required to do well. Recommended.

 

Bunt Herum. Published by Amigo Spiele. 1999. Box. Excellent. £7

Designer: Reinhard Staupe. No. players: 2-5. Country: German. Duration: 20 mins.

Fast action card game in which the players are simultaneously trying to get rid of their cards into 6 rows in the middle of the table. Each row can only have one item of each type and one item of each colour. In the haste to get rid of your cards it is easy to make mistakes which will then be penalised when the round is scored.

 

Mine A Million. Published by Waddingtons. 1965. Box. Good. £1.75

Designer: Unknown. No. players: 2-6. Country: British. Duration: 90 mins.

Original version of this game later renamed The Business Game. Players mine for ore, then have to get it to the sea, and finally, get it abroad where they can turn it into dollars. Interaction provided by the fact that there is always hot competition for the various modes of transport available. One player will hire a barge (say), but others can still make use of it, but must pay for the privilege.

 

Captain Treasure Boots. Published by Cheapass Games. 2005. Envelope. Excellent. £3

Designer: James Ernest. No. players: 3-6. Country: American. Duration: 1 hr.

Pirate themed game in which the players sail their ships from island to island collecting treasure of different types. These treasures give the players additional defence, attack or movement. Players can also shoot at neutral ships or those of their opponents in order to steal their treasures. However, carrying too much treasure slows your ship down. Treasure can also be stashed to gain points, and the winner is the first player to stash a fixed number of points. You will need to provide various components yourself as usual with this company.

 

Card Caper. Published by University Games. 1997. Box. In shrink. £8

Designer: Twinson Corp.. No. players: 2-4. Country: American. Duration: 15 mins.

Light deduction game in which players have a secret card, and as the game goes on they must reveal more about those cards. The objective is to work out what cards your opponents have before they work out what you have. Enjoyable game which plays quickly enough (with two players) that you can play several rounds at a sitting very easily.

 

Cards. Published by Hiron Games. ca.1990. Box. Good. £3

Designer: Maureen Hiron. No. players: 2-4. Country: British.

This set consists of two decks of cards. The first is a traditional deck of playing cards. The second is a deck of 54 cards split into 6 colours numbered 1-9, showing various shapes on them. The rules describe how to play a new game, Triumph, with the new deck of cards. Triumph is a game in which you first get to exchange cards in order to score for holding long runs, flushes and sets of the same number, and then with the same cards a trick taking game is played and points are awarded for tricks won.

 

Castle Merchants. Published by Z-Man Games. 2005. Box. Good. £14

Designer: Jerry Dzuba. No. players: 2-4. Country: American. Duration: 45 mins.

Board game in which players use cards to lay matching tiles onto the board. These form areas which the players move their merchants across. The merchants travel to various castles to sell their wares, with the early merchants getting better rewards than later ones. In addition rock falls can be used to hinder other merchants and by manipulating the tiles to one's advantage it is possible to move far with each card played.

 

Castle Of Magic - The Castle Cursed. Published by Cloud Kingdom Games Inc. 1992. Folder.

Folder good, Contents unused.. £7.50

Designer: Jason Glor, Robin Marks, Darryl See, Rick Smith. No. players: 4-6. Country: American. Duration: 2 hrs.

Expansion for Castle of Magic (which you will need in order to play this). This expansion introduces a new background for the Castle of Magic, and with it a set of new Wizard cards with new objectives and allegiances. Each character is either a Beast or Human and is either a Lord or Serf. Wild Magic is also introduced, and a new set of Secrets cards is provided. An excellent way to freshen up an already excellent (if obscure) game.

 

Catan Geographies: Germany. Published by Mayfair Games. 2009. Box. Good. £21.50

Designer: Klaus Teuber. No. players: 3-4. Country: American. Duration: 1hr.

Settlers of Catan family game. This edition is on a fixed map of Germany, with the locations of major cities marked on the map. These are the locations where settlements (called town halls in this game) can be built. Regular cities cannot be built, but instead there are 12 historic landmarks which can be built, each with its own miniature which is placed on the board when built. These award the builder a VP and also give other instant benefits such as extra resource cards or a development card. The development cards also have a different mix of benefits. Very nicely produced Settlers variant.

 

Collins Gem 3 Book Boxed Set. Published by Harper Collins. 1992. Box. Excellent. £4.50

Designer: Diagram Group. Country: British.

Boxed set containing 3 books, all softback, 12x8cm. Games For One (256 pages) covering card games (31), magic tricks (5), string games, solitaire, tangrams, word games (9), number puzzles, paper games and action games. Card Games (256 pages) covering family games (49), children's games (23) + variations. Family & Party Games (256 pages) covering children's party games and races (10), word / picture / number games, dice, tiddlywinks, spellicans, dominoes, darts, and board games (7).

 

Composition. Published by Megaprint. ca.1980. Box. Good. £1.25

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

Special Notes: There is some writing on the (blank) base, and 1 tile was missing, but a good replacement has been made up.

An unusual geometric pattern puzzle. It is not a jigsaw, but rather a set of 108 double sided tiles showing 12 different patterns: crosses, curves, lines etc, which can be put together to form an enormous number of different attractive patterns in a 6x6 grid. A booklet shows 80 different 6x6 target patterns, which you can work out how to make up. There are thousands more possibilities though, and no reason to limit yourself to just 6x6 either. Unusual item.

 

Comuni. Published by Tenkigames. 2008. Box. In shrink. £23

Designer: Acchittocca. No. players: 2-5. Country: Italian. Duration: 90 mins.

Interesting middleweight game in which the players bid for various sets of resource cards simultaneously in a clever way. The resource cards are then used to build defensive walls and improve your city's religious life, economy, culture and military power. This will gain resource cubes of various types which will be needed for various activities. At the end of each round there are communal enemies which attack, but they attack the city which appears to be doing best (most VPs) the hardest, so going all out for VPs from the start may not be the best policy. Clever ideas and plays well. Recommended.

 

Das Magische Hexagon. Published by VSK. 1994. Box. Excellent. £10

Designer: Horst Kuhlwei. No. players: 2. Country: German. Duration: 1 hr.

Each player controls 10 magicians and has 7 scrolls, 6 holding pearls of wisdom and 1 undesirable one. The game is played on an attractive board showing a parchment on which a hexagonal array of spaces is printed, many spaces having mystical symbols, but a few showing a flame. Players' scrolls are placed on the board as are the magicians and players take it in turns to make moves on the board - several types of move are permitted, but the objective is to push your opponent's scrolls into the fire spaces where they burn. The first player to burn sufficient of their opponent's scrolls is the winner. Large wooden conical mage pieces and chunky scroll tokens.

 

Derby. Published by db Spiele. 2000. Box. Excellent. £17

Designer: Dirk Henn. No. players: 3-5. Country: German. Duration: 1 hr.

Horse racing game, made in small numbers by the designer. Players use cards to advance the horses, and bet on the results. Movement of horses requires two cards to be played, and these can be played from face up or face down piles giving choices to consider. Also during the race you get the chance to draft a better betting slip if the race isn't working out how you had hoped.

 

Detour. Published by Parker. 1994. Box. Good. £1.25

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

Beautifully presented game in which players try to be the first to claim 6 coins. The game is a little like Downfall, but with a greater variety of options at any point. The playing area is a clear plastic vertical circular enclosure into which a number of pegs are initially placed. Players may then either add a coin into one of the slots at the top, or add / remove a peg, or rotate the circle one step or move deflectors below the playing area to ensure that falling coins fall their way.  A player cannot undo the move just made by the opponent. Very stylish design.

 

Die Magier Von Pangea. Published by Queen Games. 2001. Box. Good. £12

Designer: Ralf Burkert. No. players: 2-4. Country: German. Duration: 1 hr.

Fantasy themed game in which each player is a wizard controlling minions who wander around a world which often shifts around changing its layout. These minions produce goods which are used to purchase amulets from the agents of foreign wizards. Collecting these amulets and returning them to your wizard's tower gives you the ability to cast more spells and obtaining enough of them combined with a suitable number of goods wins the game. Some unusual mechanics combine to form a game which feels unique.

 

Die Siedler Von Catan: Club-Paket. Published by Kosmos. ca.1996. Packet. Good - unpunched. £2.50

Designer: Klaus Teuber. No. players: 3-6. Country: German. Duration: 90 mins.

This is an aid for the keen Settlers player, and consists of a set of edge pieces to hold the standard setup of hex tiles in position, as well as the standard 5-6 player setup. Also included is a card rack for holding the game cards neatly during play.

 

Domain. Published by Hobby Prodcts. 1991. Box. Excellent. £15

Designer: Edward Beck. No. players 1-4. Country: German. Duration: 2 hrs.

Fantasy adventure game with loads of bits, with everything in both English and German. Players venture into the Warlock's dungeons and gather equipment and weapons, and encounter traps and monsters, which must be overcome. The objective is to get to the Warlock's treasure chamber and steal one of his prize treasures and then get out alive. While a common enough premise this game has some interesting features such as: playable solo (it cannot always be won); a clever system of overlapping normal passages and more dangerous dark tunnels; sectioned tiles and graded encounters ensure a different layout and experience each game and also ensure the nastier stuff is encountered later in the game.

 

Dominion: Seaside. Published by Rio Grande Games. 2009. Box. In shrink. £28

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

Expansion for the 2009 Spiel des Jahres. You need either the base set or the Intrigue set to make use of this. The set includes 26 new sets of cards, as well as special mats which are used for three of the new cards, and coins plus tokens which are used by other new cards. Let me know if you need one of the base sets. This is probably my favourite Dominion expansion - highly recommended.

 

Don Pepe. Published by Parker. 1999. Box. Good. £9

Designer: Dominique Ehrhard. No. players: 3-6. Country: German. Duration: 30 mins.

Each player is the boss of a gangster family, and attends a meeting of the families. Here you must use your cards to gain protection, collect money from various rackets, deliver exploding birthday cakes or poisoned drinks, knife treacherous rivals and shoot it out with competitors! The game is about positioning your men well around the table and then making the best use of the cards you get as well as trying not to make too many enemies who are in a position to hurt you back. Fun light game.

 

Double. Published by Hiron. 1986. Box. Good. £2.75

Designer: Maureen Hiron. No. players: 2-6. Country: British.

Card game, 72 numbered cards each with three coloured sections. Game play is related to various domino games in that you play cards so they match up with those already on the table in order to get rid of them from your hand, and to try to be the first player to get rid of all their cards.

 

Double 6 Dominoes. Published by Halsall Traditional Games. ca.1990. Box. Good. £3.50

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

A set of double 6 dominoes - an essential item which every gamer should have on their shelves, as there are many worthwhile domino games out there, not just the dull ones you played as a child! This set comes in a wooden box and the dominoes are made from ivory-look plastic with central metal pins (for easy shuffling) and have black dots.

 

Dr Ruth's Game Of Good Sex. Published by Victory. 1985. Box. Good. £5

Designer: Michael E Moore. No. players: 2 or 4. Country: American. Duration: 1 hr.

TV related, based on the American sex advice show hosted by Dr Ruth Westheimer. Players answer questions of various types all related to sex in one way or another. One type has a situation with four possible pieces of advice which could be given and you have to work out which is right, another type has different questions depending on whether the answerer is a man or a woman - intended to help men find out more about female sexuality and vice versa - and a third type has partners answer a multiple choice question about their relationship - points awarded for answering the same.

 

Elder Sign. Published by Fantasy Flight Games. 2011. Box. In shrink. £23

Designer: Richard Launius, Kevin Wilson. No. players: 1-8. Country: American. Duration: 90 mins.

Cooperative game insprired by the writing of H.P. Lovecraft. The museum contains an unparalleled collection of occult artifacts, which has drawn many visitors over the years, but now it has attracted the attention of unimaginable horrors from another dimension, which threaten to break through into this world, and doom humanity. A group of investigators need to find what is needed to create an Elder Sign to keep the dimensions sealed. Game play makes use of special dice which are used to try to complete tasks on the cards. Cards also represent items, allies, spells, and much more.

 

Elementalis. Published by Tremorworks. 2006. Box. Good. £10

Designer: Robert C. Kalajian Jr. No. players: 2-4. Country: American. Duration: 30 mins.

Dice based game in which the players are competing mages of three different schools, each being able to use different elemental dice combinations to gain all important mana. A second and even third roll is permitted each turn, but with potential painful consequences. Spells can be cast to perform special actions. After 6 rounds the player who has gathered the most mana is the winner.

 

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

1) No. 432. Good. £32      2) No. 571. Excellent. £35

Designer: Alan R Moon. No. players: 3-6. Country: German. Duration: 90 mins.

One of a limited edition of 1200 games. Players are competing wizards, looking for honour and power. Each player controls a Wizard Guild, whose members are trying to climb to the top of the wizarding hierarchy. Every player has a pile of dice to use each turn. These can be allocated to their wizards in order to gain them promotion to the next level. Minor spell tokens can also be placed to enhance your wizards chances, and dice can also be used to reclaim some of these. The game can be played as a negotiation game, or if you prefer (as I do) without this aspect, more as a tactical game of advancement and resource management.

 

Encyclopedia Of Sports Games And Pastimes. Published by Amalgamated Press. ca.1936. Book. Good. £6

Author: Fleetway House. Country: British.

Special Notes: Embossed cover, very good for its age throughout.

Hardback, 23x15cm, 772 pages. An amazing compilation of information ranging from Taxidermy for the Amateur through Table Tennis and Poker to detailed explanations of repairing your valve based radio receiver. A fascinating insight into pre WW2 life. The book is alphabetically organised and has over 250 illustrations.

 

Euroversal. Published by Euroversal Entertainment. ca.1999. Box. Excellent. £3.25

Designer: Unknown. No. players: 2-6. Country: European. Duration: 75 mins.

Quiz game all about Europe. Players move around a map of Europe and attempt to answer questions related to the various countries, collecting coloured tokens when they answer correctly. There are separate sets of cards for each country and special token holders to show which countries you have collected so far.

 

Everybody's Book Of Indoor Games. Published by Saxon & Co. ca.1893. Book. 2 copies available:

1) Good. £10        2) Good, but cover slightly loose. £7.50

Author: W.H. Howe. Country: British.

Hardback, 186 pages, 14x10cm. This book covers the rules to Backgammon, Bagatelle, Billiards, Chess, Draughts, Dominoes (17 games), Halma, Reversi, Whist, Various Card Games (8 games). Also of great interest are the selection of adverts for other books at the back and the front of the book eg. 'Charms & Secrets of Good Conversation' by Theodore E. Schmauk.

 

Fabula. Published by Libellud. 2010. Box. In shrink. £24.50

Designer: Jean-Louis Roubira, Regis Bonnessee. No. players: 3-8. Country: French. Duration: 30 mins.

Previously printed as Grimm. Story telling game in which one player is the main storyteller who starts telling a story. The other players each take the role of a hero (perhaps a dwarf, a princess or a king) and try to make their character foremost in the story. At various points in the story each player must give their continuation involving their character and an item depicted on a card. If their tale is convincing it is allowed to stand, if not then the item they selected must not be spoken about again

 

Fast And Furious. Published by Gibsons. 1991. Box. Good. £0.60

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

Card game, and a version of the old favourite Milles Bornes. 106 cards, illustrated with distances and hazards on a car journey. Players must try to play distance cards totalling 1,000 miles, or play cards that cause others to be delayed. Works well as a partnership game as well (4 or 6 players).

 

Fettnapf. Published by Amigo. 2005. Box. Excellent. £2

Designer: Reinhard Staupe. No. players: 2-5. Country: German. Duration: 30 mins.

Card game in which players play number cards which add to or reduce the current 'count'. Players also hold cards which show the numbers 10-30 which the 'count' can land on, and if it does so then the current player loses a life. Thus players need to remember which of these cards are out and so try to avoid playing a card which will land them on a such a number. In addition if you can force the next player to go out of the 10-30 range then you gain an extra card. Fast paced and fun memory bender.

 

Field Commander Alexander. Published by Dan Verssen Games. 2009. Box. Excellent. £32

Designer: Dan Verssen. No. players: 1. Country: American. Duration: 90 mins.

Solitaire wargame covering 4 historical campaigns of Alexander the Great, each of which is played on a separate mounted map. These scenarios are: Granicus, Issus, Tyre and Gaugamela. As Alexander you move armies, build temples, found cities and complete prophecies. The built in game system controls the opposing forces and the scenarios can be linked so that your results in one affect the next.

 

Freibeuter. Published by Hans Im Gluck. 1998. Box. 2 copies available:

1) In shrink. £13        2) Good. £11

Designer: Reiner Stockhausen. No. players: 2-4. Country: German. Duration: 45 mins.

Tile laying game with a theme of piracy on the high seas. Each player has a fleet of 25 wooden boats which are played onto the board using cards which indicate the row and column. When the ships played encircle treasure ships between the spaces the booty is distributed among the players with surrounding ships, but in a way which means you often have to think about where and when it is best to play. Plenty of tactical decisions, but with the cards limiting what you can actually do. Lots of wooden pieces.

 

Galactic Emperor. Published by Crosscut Games. 2008. Box. In shrink. £25

Designer: A.B. West. No. players: 3-6. Country: American. Duration: 90 mins.

Space themed wargame in which the players are planetary leaders hoping to fill the new vacuum left by the dead Galactic Emperor. To become Emperor the players need to explore and expand their realms, collect resources and build up their forces and when necessary keep their rivals in check with military force. Players can develop technological advantages. The main mechanism used is role selection, with the roles being Explorer, Merchant, Steward, Engineer, Warlord and Scientist.

 

Games For Journeys. Published by Hodder & Stoughton. 1973. Book. Good, but cover shows some wear. £1

Author: Gyles Brandreth. No. players: 1+. Country: British.

Softback, 18x11cm, 124 pages. A large selection of activities and games which can be used to make travelling with kids less traumatic. Chapters cover: word games, alphabet games, number games, guessing games, observation games, writing & drawing games, codes, 14 card games, outside games for journey breaks, songs & poems, snacks to make for your picnic, 20 quick quizzes.

 

Genius. Published by Games Team Ltd. 1988. Box. Excellent. £1.75

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

Although this is a general knowledge game based on the Guinness Book Of Records, it has some interesting features, such as a quite thick book containing about 100 full colour pictures all of which are quite stunning in their own way. As well as normal questions from a card, sometimes questions are asked about these amazing pictures.

 

Glen More. Published by Rio Grande Games. 2010. Box. In shrink. £21

Designer: Matthiuas Cramer. No. players: 2-5. Country: American. Duration: 90 mins.

Set in 17th century Scotland the players each grow their landholdings starting with a single village. Each turn a player selects a new piece of land to add to their estate. These can be further villages, resource producing pastures, fields or woodlands, or even special locations such as Loch Ness. Clever limitations mean that clan members need to be placed around your lands to allow expansion, and lands around a newly placed land activate giving various benefits. Victory points can be gained by selling goods, as well as for whisky, chieftains and special locations when a scoring round happens. A mix of interesting and unusual systems.

 

Gnadenlos. Published by Kosmos. 2001. Box. Excellent. £14

Designer: Klaus Teuber. No. players: 3-4. Country: German. Duration: 45 mins.

Game set in the Wild West. Players start with a posse of characters you might find in a western, and all are rated for their skill in gold mining, gunslinging and poker playing. Each turn there is one of these events. Players each send one of their posse to do the job. In general the best of these characters gains from this but is then retired and the worst loses out - if it was a gunfight that means death! New characters can be recruited in a clever auction involving paying with IOU notes, and every now and then the bank calls in on some IOUs which have been used. Woe betide anyone who hasn't got enough gold to keep the bank happy. Great game with a sense of humour, which fits its theme really well. Highly recommended.

 

Go To The Head Of The Class. Published by Milton Bradley. 1962. Box. Good. £0.75

Designer: Chad Valley. No. players: 2-9. Country: British.

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

 

Golf Masters. Published by Goldsieber Spiele. 2000. Box. Excellent. £13

Designer: Rolf Rötgers, Oliver Bolten. No. players: 1+. Country: German. Duration: 45 mins.

Golf game in which 6 geomorphic boards can be used to create many different fairways for you to test your skill on. There are no dice or cards, instead there are two miniature metal golfers with a real swing action controlled by a metal handle sticking out of his back. Miniature fluffy balls are hit using the golfer figure towards the hole! The figures are really quite amazing. The rules cover landing in bunkers, ponds and out of bounds shots.

 

Grab!. Published by Winning Moves. 1998. Box. In shrink. £3

Designer: Reiner Knizia. No. players: 2+. Country: British. Duration: 20 mins.

The deck consists of cards, some good, some bad. The dealer lays them down one at a time and when a player decides he wants them he claims them. However, someone else may also want them and claim them first. Whoever claimed the batch becomes the new dealer and there is a limit to the number of stacks each player may claim. The cards claimed are evaluated and the most valuable batch wins the hand. Fast, fun and nerve wracking.

 

Granada. Published by Queen Games. 2010. Box. In shrink. £18.50

Designer: Dirk Henn. No. players: 2-6. Country: German. Duration: 1 hr.

An update of the excellent (and Spiel Des Jahres winning) Alhambra. This time the players are building up the area around their Alhambra. Very similar mechanics to Alhambra, with the main differences being that the tiles are double sided, one side costing 1 coin more than the other, and a rule allows the tile to be flipped when bought for an additional cost. Also the scoring is slightly different, with points awarded according to the number of that type of tile in play. Highly recommended to anyone who failed to pick up Alhambra, or who wants to play a variation of that excellent game.

 

Handbook Of Whist. Published by George Routledge & Sons. 1860. Book.

Good but cover and spine show some wear. £11

Author: G.F. Pardon. Country: British.

Hardback, 14x9cm, 94 pages. An update on Hoyle's treatise on Whist. After an introduction the book chapters cover: The Game (Rules, Technical Terms), Laws of Whist (Ettiquette, Revoking etc), Playing Scientifically, Hoyle's Examples, Calculating Odds, Whist Variants.

 

Herewith The Clues - Dennis Wheatley. Published by Webb & Bower. 1982. Book. Good. £6

Author: J.G. Links. No. players: 1. Country: British.

Softback, approx 100 pages, 27x22cm. Very faithful reproduction of the 1936 murder mystery dossier. This is the 4th in a series (but is standalone). The package includes many reports of the incidents surrounding the murder in the Milky Way Club, and the background involving a den of terrorists and drug runners. Also included are a selection of police exhibits in individual packets: eg, photos, tickets, hair samples etc. When you think you have the case solved you can open a sealed packet with the answers.

 

Hollywood For Sale. Published by Ravensburger. 1994. Box. 2 copies available:

1) New. £2       2) Excellent. £1.75

Designer: Vergil Siegl. No. players: 3-6. Country: German. Duration: 20 mins.

Auction card game with neat mechanics. Each player is both an auctioneer and a buyer, and there are neat rules to encourage one to sell both good and terrible cards. The cards themselves reflect various artifacts and icons from famous films.

 

Honor Of The Samurai. Published by Gamewright. 1996. Box. Good. £7

Designer: Scott Kimball. No. players: 3-6. Country: American. Duration: 90 mins.

Card game, with 110 top-quality cards, illustrated in colour with images of feudal Japan. Players are Samurai, in the service of their lord, with the intention of becoming the most honourable warrior in the land. This is done by building up armies, arranging honourable marriages, sacking other lords' castles, and also the use of less pleasant tactics such as employing ninjas to steal an opponent's possessions or even perform a necessary assassination! The game also includes six special 6-sided dice, with symbols rather than pips.

 

How To Play Shogi. Published by Glover & Hovell. 1979. Book. Good. £3.50

Author: John Fairbairn. Country: British.

Softback, 30x21cm, 24 pages. An introduction to Japanese Chess from a non-Japanese authority on the game. First the pieces, movement rules, and objectives are introduced and then openings are examined. A professional game is then examined and explained for beginners. Etiquette and obscure rules are then explained. Player grading and handicaps are covered as well as Shogi equipment and the history of Shogi. Finally a selection of informative games are briefly presented for the reader to study.

 

Hoyle's Games Modernized. Published by George Routledge & Sons. 1899. Book. Good. £8

Author: Professor Hoffmann. Country: British.

Hardback, 15x11cm, 434 pages. An excellent reference book for traditional card games, board games, billiards, snooker etc. This is a version of the reference work which was started in 1742 by Edmund Hoyle, but it has been updated and enhanced over generations by successive editors. It includes just about all the classic card games, as well as chess, draughts, backgammon, roulette, and even games played on a billiards table. A very useful reference work.

 

Hullabaloo. Published by Paul Lamond Games. 1993. Box. Good. £1

Designer: Unknown. No. players: 4+. Country: British.

Party game. A variant on charades in which by default only noises may be made to communicate to team members what must be guessed. However, sometimes both teams get to perform simultaneously, and it is also possible to hand in a token to force a hard turn to be performed by the opposing team. Tokens can also be played to allow you to interfere with your opponents by making counterproductive noises or to make it easier by allowing gestures to be made. In addition sometimes the volume at which the noises must be made is specified too!

 

Ice Lake 2nd Edition. Published by Live Oak Games. 2007. Box. In shrink. £13

Designer: Patrick Matthews. No. players: 2-4. Country: American. Duration: 20 mins.

Each player controls a skater on an ice lake. However, the ice is quite thin, and players mark where they have skated.  Noone may skate along a path which has already been used or they will fall through into the water. Also, when areas of ice are completely surrounded by cracks they are no longer safe to skate on. Players plot their moves simultaneously and can choose how far to skate each turn. Simple but effective and clever.

 

Illusions. Published by Y & B Associates. 1996. Box. Good. £1.75

Designer: M Levene. No. players: 2-6. Country: Dutch. Duration: 45 mins.

Special Notes: There is one missing 'prize' piece - I will make up a suitable replacement so the game is entirely playable.

Players move pieces around a maze-like board which is constructed out of hexagonal and odd L-shaped sections so it is different each game. On the boards players get to look at optical illusions of several types: reflected images, impossible figures and mixed images. One nice feature is that all players get to look at the illusion and answer a multiple choice question about it. Players move on or move backwards according to their answers. The objective is to collect one each of the three types of prize.

 

Indoor & Party Games. Published by Evans Brothers Ltd. ca.1930. Book. Good. £2

Author: Sid G. Hedges. No. players: 2+. Country: British.

Softback, 24x15cm, 40 pages. A collection of games intended for use at parties and social occasions divided into the following categories: Warming Up Games (10), Strenuous Games (19), Quiet Games (18), Stunt Games (19), Quick Thought Games (18), Musical Games (14).

 

Indoor Games. Published by Viking Kestrel. 1985. Book. Good. £2

Author: Andrew Pennycock. Country: British.

Hardback with dustcover, 22x14cm, 215 pages. A collection of games for family and friends with games rated by complexity, and with both old favourites and some less well known games. The book covers: Card Games (28), Domino Games (10), Board Games (12), Dice Games (8), Pencil & Paper Games (8), Match Games (5), Other Games (3).

 

Innovation. Published by Iello. 2011. Box. In shrink. £16.50

Designer: Carl Chudyk. No. players: 2-4. Country: French. Duration: 45 mins.

Card game. Players build a civilization starting in the Stone Age and going through to modern times. Each player innovates with different technologies, ideas and advancements all represented by cards. Each of these gives a unique ability which will permit further development, give VPs or even allow an attack on another civilization. Sometimes other civilizations will be able to copy your advancements too.

 

Itinerary. Published by Xanadu Leisure. 1980. Box. Good. £13.50

Designer: Joli Kansil. No. players: 2-6. Country: American.

Unusual air travel themed game with an abstracted map of the world. Players each have a control token which can take control of one of the aeroplanes on the board at a time. There are open destination cards which indicate locations the players try to reach. Movement is by dice, but with much flexibility in how you use your rolls, as well as the possibility of blocking others so you can get to a location first. However, in order to land on a continent you must have requisitioned a suitable aeroplane so sometimes you will need to change planes. The objective is to collect a fixed number of points worth of destination cards (some are more valuable than others).

 

John Silver. Published by Eggert Spiele. 2006. Box. Excellent. £5.50

Designer:  Martin Schlegel. No. players: 2-4. Country: German. Duration: 25 mins.

Card game with a pirate theme. During the game players will collect cards - there are three types: treasure which players want for themselves, black spots which they want to avoid and apples which will score for the player to their left at the end of the game. Cards are also numbered and are placed into a 3x4 grid, with rows for the type of card and one column for each player. When a row is full the cards are distributed to the players with the highest and lowest cards. In addition when a card showing apples is played a troublesome card can be taken back from the table. There are plenty of tactical decisions to be made.

 

Judge Dredd. Published by Games Workshop. 1982. Box. Good. £9.50

Designer: Ian Livingstone. No. players: 2-6. Country: British. Duration: 90 mins.

Board game now rarely seen. The players all play different Judges in Mega City One, and try to clean up the ever present crime problem. Players move around the board showing Mega City One and combine their action cards and their Judge's abilities to try to defeat the 'perps'. Any perps dealt with will be worth victory points at the end of the game. Injuries can be fixed by a visit to the Robodoc.

 

Just The Job. Published by Spear's Games. 1993. Box. Good. £2

Designer: Chris Quinlan, Deborah Allan. No. players: 3-6. Country: British.

Players are given job cards (eg. dentist, prime minister etc), adjective cards (eg. sadistic, trustworthy), and object cards (eg. pitchfork, briefcase), and players match them up into sets by drawing cards and swapping with other players. It is also possible to challenge other players' sets and the first player to make up three sets of cards wins the game.

 

Kanaloa. Published by Tilsit Editions. 2003. Box. In shrink. £14

Designer: Gunter Cornett. No. players: 2-4. Country: German. Duration: 1 hr.

Reprint of the limited edition Arabana Opodopo. This is essentially an expanded version of Kosmos' Kahuna, allowing up to 4 players to play. The board shows an archipelago and players play cards in order to place bridges between islands. When gaining a 'majority' of bridges on an island one can remove a bridge of another player connected to the same island, thus further improving one's position. Points are scored for control of islands half way through and at the end of the game. Optional rules allow God tokens to be collected and used for special effects. Recommended, especially if you like Kahuna.

 

Killer Bunnies Blue Starter Deck. Published by Playroom Entertainment. 2002. Box. Excellent. £18

Designer: Jeffrey Neil Bellinger. No. players: 2-8. Country: American. Duration: 90 mins.

Special Notes: Includes the yellow, red and violet booster packs in one box

Subtitled "... and the Quest for the Magic Carrot". This is a card game in which the players try to keep as many of their own bunnies alive as possible while eliminating those of their opponents. Plenty of humour as bunnies are attacked by magic spatulas, killer cockroaches etc. Play is fast and fun rather than deep and strategic - get one up on your opponents but be prepared for their attempted vengeance upon your bunnies. Dice are used by your bunnies to see if they can survive whatever is thrown at them.

 

King Arthur Kartenspiel. Published by Ravensburger. 2005. Box. In shrink. £9

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

Card game. Players collect and play knight cards in sets in order to defeat various foes for victory points. When a suitable set of foes have been defeated then a quest card can be claimed for even more victory points. The optional rules which make timing important make the game more interesting, so you have to watch what your opponents are up to more. An enjoyable light game.

 

Kingsburg. Published by Stratelibri. 2007. Box. In shrink. £30

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

Resource management and development game set in a a fantasy kingdom. Unusually for this type of game, play is dice driven - players roll a set of three dice which they can split up as they feel fit to claim spaces. Each space gives benefits or resources, the higher the number of the space the more advantageous the space, though the harder it is to claim. Players can spend resources to construct buildings on their individual board and gain new benefits as well as VPs. After every three rounds an enemy attacks the kingdom and the players need to have built up strong enough defences to resist them, otherwise there can be unpleasant consequences. The player with most VPs at game end wins.

 

Knightmare. Published by Milton Bradley. 1991. Box. Good. £0.75

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

TV related, based on the children's adventure game-show, where participants have to get through a series of rooms by solving puzzles, riddles, etc. The show was inspired by the success of role-playing games. This board game follows the theme of the show, with each player having to explore a network of rooms in a race to find treasure. The main game mechanic is answering riddles, nearly 300 of which are included in a booklet. In addition helm tokens are collected and used at various points to increase your options or chances in combat. The game is packaged and presented as a fantasy adventure board game.

 

Kung Fu Fighting. Published by Slugfest Games. 2004. Box. Excellent. £11

Designer: Geogg Bottone, Colleene Skadi, Clifford Bohm. No. players: 2-6. Country: American. Duration: 30 mins.

Card game all about Hong Kong movie style Kung Fu combat in an all against all brawl. Players take it in turn to play combinations of cards to form an attack sequence against an opponent. eg. Dragon Stance + Flying + Sword might be countered by a "Your Kung Fu Is Weak" card. Players drop out as their health falls to 0, and the survivor is the true Kung Fu master!

 

La Conquista Del Oeste. Published by Factor Games. 1990. Box. Good. £8

Designer: Unknown. No. players: 2-6. Country: Spanish. Duration: 2 hrs.

The players take the roles of New World colonists heading west. First they must obtain suitable travelling equipment (oxen, weapons, food, wagon), and then they head out into the unknown. The objective is to be the first to make it to one of various places on the Pacific coast. In Spanish, French and English.

 

Le Grand Alchemiste. Published by Tilsit Editions. 1999. Box. Excellent. £10

Designer: Philippe Mouchebeuf, Francois Lajuzan. No. players: 3-6. Country: French. Duration: 90 mins.

Played on a board showing Renaissance Europe, the players are alchemists who are trying to find the secret of turning common metals into gold. To do this the players will need to study at the great cities of Europe to gain knowledge and to keep moving to avoid the gaze of the Inquisitor. Meanwhile in their secret labs players try to perform the miraculous transformation when they have the correct knowledge cards.

 

Les Voleurs De Bagdad. Published by Tilsit Editions. 1999. Box. Good. £12

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

Played on a map of old Baghdad the players seek to be the first to fulfil the Vizier's request for a special necklace. This the players do by trading goods for gems in the city market. Each player has a different role and values items differently: eg. Sindbad values weapons most while Sherarazade prefers silk, and each has their own design for the necklace for the Vizier. Income cards are drawn and will need to be traded between players to make best use of them. Income can be spent to recruit more helpers or gems which are needed to complete the necklace.

 

Let's Buy Hollywood. Published by Henmead Enterprises. 1991. Box. Good. £5.75

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

Business game in which the objective is to control 1 each of the 4 types of entertainment businesses available. Buying shares is done when landing on the appropriate space (using the movement around a track mechanic), but you can either buy one cheap share or two at a higher per-share cost. In order to make money players buy talent cards so they can put on a film. The film once released will hopefully provide income - there is a separate track on which film tokens are moved - and this money can be fed into producing more films and buying more shares to gain control of companies.

 

Line-Out Bumper Pack. Published by Lambourne Games. 1988. Packets. Excellent. £10

Designer: Terry Goodchild. Country: British. Duration: 25 mins.

International Rugby Union replay game which comes in a ziplock bag in the usual Lambourne home DTP'ed type format. The system reproduces the highlights of the clashes between various international teams, and in this way allows an entire match to be replayed in about 25 mins. Team statistics are provided for the Five Nations for 1986/7 and 1987/8 + five more World Cup teams for the 1986/7 season. This bumper pack also includes the following expansions: All Blacks vs British Lions 1993, Great XVs Files 1 and 2, Five Nations Championship 1992, Five Nations Championship 1993, Rugby World Cup 1991.

 

Long Shot. Published by Z-Man Games. 2009. Box. Box Excellent. £15

Designer: Chris Handy. No. players: 3-8. Country: American. Duration: 50 mins.

Special Notes: One board section has become separated from the rest - not a problem when in use

Nicely produced family friendly horse racing game which uses dice to drive the game, as well as action cards that allow players to affect the race. Players can buy the horses before the race as well as bet on them during the race. Each of the horses is different, some definitely better than others, all having their own abilities. The odds on the worse horses are much more favourable than the favourites, but then they need to be!

 

Lucky Five. Published by FX Schmid. 1998. Box. Good. £7

Designer: Heinz Meister. No. players: 2-6. Country: German. Duration: 30 mins.

Betting and rolling dice game in which the players take it in turn to bet on whether their roll of the dice will achieve a particular goal. As well as deciding yes or no, there is a choice of the amount to bet each time, so betting high on the less chancey rolls and lower on the riskier ones has to be evaluated. Players try to hang on to their chips for a s long as possible.

 

Manhattan. Published by Hans-Im-Gluck. 1994. Box. 2 copies available:

1) Good, but edges show some wear. £13       2) Good. £14

Designer: Andreas Seyfarth. No. players: 2-4. Country: German. Duration: 1 hr.

Excellent game of high-rise city development, in the edition that won the 1994 German Game of the Year. Players compete to build and control towers in 6 regions of Manhattan. Placement is by card play, but there are always a number of choices which need to be weighed carefully. At the end of each scoring round points are scored for control of each tower, most towers in a region and the highest tower on the board. The bits stack wonderfully making the game really attractive during play. Highly recommended. I can also provide a copy of the 'Godzilla' variant - please remind me!

 

Master Golf. Published by Master Golf Ltd. 1982. Box. Good. £0.75

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

Golf game with a huge board, neat little plastic 'clubs' and scoring sheets. Dice are used, but you get the choice of which club, and you know how this will affect the 'shot' before you roll. There are rules to cover bunkers, water, trees, and trying to get back into a central lie after a poor initial shot.

 

Media Mogul. Published by Media Mogul Ltd. 2005. Box. Excellent. £7

Designer: Susannah Lees. No. players: 2-6. Country: British. Duration: 1 hr.

Players buy and sell media companies in order to build a media empire which can corner one of six markets. Each turn you can choose to buy, sell, perform a hostile takeover or generate income.

 

Metro. Published by Queen Games. 2000. Box. 2 copies available:

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

Designer: Dirk Henn. No. players: 2-6. Country: German. Duration: 45 mins.

Railway game in which players lay tiles showing tracks. The objective is to score points by having your railway lines score as highly as possible. A railway line scores well if it is long, and its score is doubled if it reaches one of the city centre stops in the middle of the board. Tracks can be laid to help your own lines or hinder other people's. Previously published as Iron Horse by DB Spiele, but this edition has nicer components and was on the nominations list for German Spiel des Jahres 2000.

 

Middle-Earth Quest. Published by Fantasy Flight. 2009. Box. In shrink. £48

Designer: Corey Konieczka. No. players: 2-4. Country: American. Duration: 3 hrs.

Big box Middle Earth game sure to ignite the imagination of Tolkien fans everywhere. The game is set between Bilbo's adventures in The Hobbit and the events in The Lord of the Rings. One player takes the role of Sauron and attempts to spread his evil throughout the world of men, the other players play heroes who try to foil Sauron's plans, taking on dangerous quests. The component list is as long as your arm - many many types of cards, 10 miniatures, and lots of tokens. There is plenty of meat and plenty of theme in this package!

 

Military Modelling Guide To Wargaming. Published by Argus Books. 1987. Book. Excellent. £2.75

Author: Stuart Asquith. Country: British.

Softback, 20x15cm, 126 pages. Military Modelling magazine sponsored guide to wargaming with miniatures. There are many black and white pictures of various miniatures battles in progress. The book gives an introduction to the hobby, and model soldiers, as well as how to paint them, and even cast your own, as well as scenery, and other equipment you will need to play. The second half of the book gives simple rules for use in periods from Ancients, through the Dark Ages and Medieval Periods, WWI & WWII, and beyond. Loads of references to other books provided to get you going in the period of your choice.

 

Monopoly Dice Game. Published by Waddingtons. 1993. Box. Excellent. £7.75

Designer: Unknown. No. players: 2+. Country: British. Duration: 20 mins.

Push your luck type dice game given a Monopoly theme, but using no mechanics from that game. 10 special dice are rolled and dice can be set aside to try to form sets which will score points. You may reroll as many times as you like, but any policemen rolled must be set aside, and if 3 are rolled you score nothing that turn. First to accumulate a fixed number of points wins.

 

More Games Puzzles And Pastimes. Published by Odhams. 1959. Book. Good. £2.75

Author: Various Authors. Country: British.

Hardback, 192 pages, 26x18cm. Very nice period item with some colour plates and many black and white illustrations. This is a wonderful collection of children's hobbies, activities, games, tricks and puzzles. Highlights include: How to be a Detective, Sending Secret Messages, Optical Illusions, Puzzles with Numbers, Train Watching, and much more.

 

Mozaika. Published by Kuznia Gier. 2008. Box. Excellent. £10

Designer: Adam Kaluza. No. players: 3-5. Country: Polish. Duration: 40 mins.

Players bid to get first choice out of a different selection of mosaic pieces each round. The mosaic pieces come in four colours and three patterns and once bought are added to a small hand of tiles and one must then be added to each player's individual 4x4 grid. Money is then earned for adjacent tiles which are the same colour and/or pattern and there is a penalty for the player who bid lowest. When the boards are full points are scored for matching lines and squares - either colour or pattern, or both. Bonuses are available for symmetrical boards as well.

 

Mr Jack. Published by Hurrican. 2006. Box. Excellent. £17

Designer: Bruno Cathala, Ludovic Maublanc. No. players: 2. Country: Swiss. Duration: 30 mins.

Deduction game in which one player is Mr Jack (ie. the Ripper), and the other player is trying to work out who Jack is and then catch him. The board shows a hex gridded version of Whitechapel in 1888, and eight character pieces are in the vicinity. Players take it in turn to move a piece, with the pieces having various special abilities. At various points another victim will die, and clever rules about who can see who etc. mean the investigator player should be able to deduce who Jack must be. Once the investigator is certain then Jack must be caught. Obviously the Jack player wants to give away as little as possible and to avoid being caught.

 

Mutiny. Published by Fantasy Flight. 2003. Box. Good. £8

Designer: Kevin Wilson. No. players: 2-5. Country: American. Duration: 45 mins.

Pirate themed game in which the players represent different factions of the crew on a pirate ship, on which the captain is no longer capable. However, his officers are still loyal. Players vie for the favour of these officers to gain various privileges in order to be the first faction to organise an armed mutiny. This is done by bidding with money and rum. The various favours include: getting more money or rum, getting weapons (needed for a mutiny), controlling the spyglass (to break ties as you wish) and deciding where to sail next - different places favour different officers.

 

My Dwarves Fly. Published by Pegasus Spiele. 2004. Box. Excellent. £9

Designer: Sebastian Jakob, Michael Palm. No. players: 2-4. Country: German. Duration: 1 hr.

Special Notes: English language edition

Card and dice game illustrated by John Kovalic. Players need to enlist creatures to help secure their share of the gold found under Red Mountain. To do this you will need to defeat your rivals' creatures which get in your way. The creatures, which include dwarves, elves, goblins, trolls, and dragons all have different battle strengths and special abilities.

 

Mystery On The Nile. Published by Euro Games. ca.1997. Box. Excellent. £8

Designer: Michael Palm & Martin Drewes. No. players: 2-6. Country: French. Duration: 30 mins.

Light mystery game in which the players compete to determine who stole Lokita Posperita's pearl necklace, and where it is now hidden. This is done by looking at pairs of evidence cards in different locations and making deductions. However, players can change cards to throw other players off the trail. Players also control the length of the game by deciding how fast the steamship moves on its way to Cairo, as once at Cairo the game ends. Also known as Das Geheimnis Auf Dem Nil.

 

Nichtlustig Lemming Mafia. Published by Kosmos. 2009. Box. Excellent. £16

Designer: Michael Rieneck. No. players: 2-6. Country: German. Duration: 20 mins.

Race game in which the players are given an assignment which they must try to fulfil, as well as getting to bet on which lemming will first make it off the cliff. Play involves using dice to determine which lemming may be moved and sometimes a lemming will be given 'concrete shoes', though they can be removed again with a jackhammer! Daft fast fun.

 

Option. Published by Parker. 1982. Box. Good. £1.25

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

Word game with triangular prisms for the tiles, each having two sides with different letters and colours (and the third side blank). Players enter words into the grid Scrabble style, but there are more possibilities for longer words as either letter on each prism can be used. There is a bonus for making a word out of one colour of letter, and also when making a word you may change a prism already on the board to its other side as long as this still makes a word.

 

Ostfriesenlauf Solo. Published by Clicker Spiele. 2010. Box. New. £5.50

Designer: Stephan Riedel. No. players: 1. Country: German. Duration: 15 mins.

Themed to match one of Stephan's earlier games (which was an unusual race game), this is actually a set of 16 solo puzzles which make use of the cards previously used for the race game. The cards all move the playing pieces in different ways depending on their current positions, and the puzzles involves using a small number of cards in the right order to get the playing pieces into particular positions. You do not need to own or know the original game to make use of this.

 

Oxford: The Great Oxford Game Of The English Language. Published by Jumbo. ca.1995. Box. Good. £5

Designer: Dick de Rijk Productions. No. players: 2-6. Country: Dutch. Duration: 1 hr.

Quiz type game with lots of questions on the English language. One set of questions is all about the meaning of words and a second set is all about how words are spelled. The box sports the distinctive livery of the Oxford English Dictionary.

 

Palazzo. 2005. Box. 2 editions available:

1) Published by Alea. Excellent. £14       2) Published by Rio Grande Games. Excellent. £14

Designer: Reiner Knizia. No. players: 2-4. Country: German. Duration: 50 mins.

Auction based game in which the players vie to build the most valuable palaces. Palace segments are numbered to indicate the level they must be placed in a palace, as well as having 1-3 windows (more is better) and three different building materials. Palaces score more the bigger they are as well as for being built of all the same type of stone. Barely started palaces receive penalties. Money comes in three different types, and only one type can be bid with by each player in each auction though in addition sets of cards can be played to add to the value of a bid. You cannot always get exactly the tiles you need, so choosing which opportunities to take and which to pass up is key.

 

Palermo. Published by Piatnik. 1992. Box. Good. £13

Designer: Walter Ziser. No. players: 3-5. Country: Austria. Duration: 1 hr. Desc. by Eamon.

Very nice game, with wooden pieces, and tiles to make each game different. Each player runs a protection racket, and tries to extort money from the local pizzerias, restaurants, bars, etc. Played in two phases - Phase 1 where players use the tiles to 'build' the town to their advantage, and Phase 2, where players move their mobster from place to place, collecting their payments. Essentially a race game, in which players try to set the course so it will be quick for themselves and slow for their opponents. Lots of tactical decisions, great bits and an interesting theme.

 

Palmyra./ The Motley Fool's Buy Low Sell High. Box. Several available:

1) Palmyra. Published by EG Spiele. 1996. Country: Italian. Good. £15.50

2) Palmyra. Published by EG Spiele. 1996. Country: Italian. In shrink. £17

3) The Motley Fool's Buy Low Sell High. Published by Uberplay. ca.2005. Country: American. In shrink. £7

4) The Motley Fool's Buy Low Sell High. Published by Uberplay. ca.2005. Country: American. Excellent. £6

Designer: Reiner Knizia. No. players: 2-4. Duration: 1 hr. Desc. by Eamon.

Excellent trading game. Each player is a merchant in the market town of Palmyra, on the eastern fringes of the Roman Empire. The values of items traded is affected by the amount of trading in that item producing a clever supply and demand system, and in addition there is interesting card play as the end of a trading year approaches. Delightful wooden components. I will also include a copy of the errata for this game - as one important rule is wrong in the rulebook! The Motley Fool edition of the game has been rethemed to be a stocks and shares game, but the mechanics are the same.

 

Pandemic: On The Brink. Published by Z-Man Games. 2009. Box. In shrink. £18.50

Designer: Matt Leacock. No. players: 2-5. Country: American. Duration: 45 mins.

Expansion to the excellent cooperative game of saving the world from disease outbreaks. You will need the base game to make use of this. This set adds new role cards, allows a 5th player to join in, and introduces three new scenarios, which make the game harder. One involves a player controlling terrorists who are in possession of an additional deadly virus, another introduces a mutating fifth disease, and the last makes one of the standard diseases extra virulent. Also includes petri dishes for storing the pieces from the base game.

 

Parthenon. Published by Z-Man Games. 2005. Box. In shrink. £18.50

Designer: Jason Hawkins, Andrew Parks. No. players: 3-6. Country: American. Duration: 2 hrs.

Subtitled: The Rise of the Aegean. Each player represents one of the Aegean islands at around 600BC. The players compete in trade to advance their nation - sending out trading ships to wherever they consider the best deals to be available, as well as trading commodities between the players. The game keeps everyone involved throughout, and everything is driven by cards, of which there are over 400 in the game. The first player to build all their buildings including two great wonders wins.

 

Party Games. Published by Juniper Books. 1992. Book. Good. £2.75

Author: Nicola Adamson. Country: British.

Hardback with dustcover, 26x22cm, 120 pages. Subtitled: Manageable Parties for Twos to Tens. The book is intended for parents intending to host a birthday party (or similar) for their children, and gives lots of advice about organising such an event as well as suggestions for planning food etc. The games suggested for such parties are subdivided as follows: Music & Movement, Drawing & Collage, Word Games, Indoor Games & Races, Blindfold Games, Outdoor Games & Races, Acting Games, Treasure Hunts & Guessing Games, Games to Play on Journeys.

 

Pass The Pigs. Published by Milton Bradley. 1992. Box. Good. £4

Designer: David Moffat. No. players: 2+. Country: American. Duration: 20 mins.

Special Notes: Box has a mark where the price label was removed

The game where you throw two plastic pigs, and the way they land determines your score. You can go on throwing building up your total, but risking throwing an Oinker and losing all your points. A nice variation on similar dice games, and one which is a great game to play down the pub.

 

Phlounder. Published by 3M. 1962. Box. Good. £5

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

Bookcase boxed game, one of the obscurer 3M titles. A word game where speed of thought is important. The metal bell push, used between rounds, is frighteningly efficient! Play involves making words using tiles, but the words need to be of the length and type (eg. 4 letter verb) indicated by special dice for that round. When someone manages this then other players can assist with incomplete words other people have in front of them.

 

PitchCar. Published by Ferti. 2003. Box. In shrink. £31

Designer: Jean du Poel. No. players: 2+. Country: French. Duration: 20 mins.

New edition of Carabande. A motor racing themed game with the mechanics of Carrom. You can design the course using the chunky wooden track segments, and your ‘cars’ are wooden discs, which you flick around the track. The track segments have a barrier on one side, off which the cars can bounce. There are penalties for knocking other cars off the track or ending up with your car flipped upside down. This set comes with 16 track pieces and the circuits can be up to 3.7m long. Highly recommended.

 

PitchCar Mini. Published by Ferti. 2004. Box. 2 copies available:

1) In shrink. £20        2) Excellent. £17

Designer: Jean du Poel. No. players: 2+. Country: French. Duration: 20 mins.

Miniature version of PitchCar / Carabande. A motor racing themed game with the mechanics of Carrom. You can design the course using the wooden track segments, and your ‘cars’ are wooden discs, which you flick around the track. The track segments have a barrier on one side, off which the cars can bounce. There are penalties for knocking other cars off the track or ending up with your car flipped upside down. This set comes with 16 track pieces and the circuit is 2.5m long (so it will fit on a normal size table, unlike the full size version). Highly recommended.

 

PitchCar Mini Extension. Published by Ferti. 2005. Box. Excellent. £13

Designer: Jean du Poel. No. players: 2+. Country: French. Duration: 20 mins.

Extension set for the miniature version of PitchCar. You will need the base game to make use of this. Included are 4 curving chicanes, a straight chicane and a jump. Recommended.

 

Point Zero. Published by Juventus Toys & Games. 1978. Box. Good but corners taped. £7

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

Strategy game produced to promote the work of UNICEF. Each player tries to be the first to bring development to their village. This is represented by each player adding jigsaw style pieces to their section of the board. When all 11 have been added that player wins. These pieces represent various bits of equipment and facilities eg. a health care post, a Land Rover, safe water supply etc. In order to obtain these players move around a track on the edge of the board and recruit and train workers and obtain points for work done, which can be traded in for the jigsaw pieces. Very attractively produced.

 

Power $truggle. Published by Z-Man Games. 2009. Box. In shrink. £29

Designer: Bauldric & Friends. No. players: 3-5. Country: American. Duration: 2 hrs.

Set in a huge corporation the players vie for control of the various departments, each of which give various benefits, as well as trying to achieve a variety of different goals on different development tracks. Players assign their key managers to various offices and get to move staff members to where they are most needed to make the best of the upcoming events.

 

Power Grid: The First Sparks. Published by Rio Grande Games. 2011. Box. In shrink. £30

Designer: Friedemann Friese. No. players: 2-6. Country: American. Duration: 1 hr.

Rethemed and streamlined version of the excellent Power Grid. In this game the players represent tribes of cavemen who need to scavenge and hunt for food. Hexagonal tiles are laid out in a different fashion each game to provide the landscape, and getting men onto the spaces which allow hunting or fishing different animals as well as to expand one's tribe is then the goal. Technology cards are bought with food in a similar way to Power Grid power stations, with the later ones bringing in more food than the basic earlier ones. Other cards give permanent benefits without using up a very limited card slot. Plays in about half the time of Power Grid, but good for satisfying your Power Grid 'itch'. Recommended.

 

Professional Texas Hold'em Poker Set. Published by Sabine Trend. ca.2005. Tin Box. New. £4.50

Designer: Unknown. No. players: 3-6. Country: German.

This Texas Hold'em Poker set comes in a metal tin, and includes: 200 12.25g professional suited poker chips (in 5 colours), a well made chip rack, a large felt mat, two decks of playing cards, a dealer chip and rules for Texas Hold'em. A very useful item for players of all business games even if Poker is of no interest, as using good quality poker chips speeds up any game which involves lots of monetary transactions - they are also very much nicer to hold than paper money too.

 

Push Over. Published by Parker. 1981. Box. Good. £3.75

Designer: Unknown. No. players: 2-4. Country: American. Duration: 25 mins.

An interesting dice game in which you may roll up to three special dice.  Rolling more dice without exceeding a limit is very valuable, but also potentially risky. The board is also unusual as it has grooves for your pieces to go in, and you can be pushed along by other players, but also at certain spots you can be pushed off the board as well. Each time your piece makes it around the board you will collect some chips. There is some risk assessment involved as sometimes busting will be much more of a setback than at other times, and sometimes pushing your luck is worth the risk.

 

Ra. Published by Uberplay. 2005. Box. In shrink. £19

Designer: Reiner Knizia. No. players: 3-5. Country: American. Duration: 45 mins.

The players seek to obtain the most valuable holdings during three epochs of ancient Egypt. The game is essentially an auction game, but a very clever one, and very nicely produced with attractive ancient Egyptian designs. Players buy batches of tiles which include influence over the pharaohs, civilization advancements, gold, plots of land on the Nile and great monuments. At the end of each epoch these are scored, and some will fade away while others remain for future epochs. Recommended. This is the second edition.

 

Priests Of Ra. Published by Rio Grande. 2009. Box. In shrink. £21.50

Designer: Reiner Knizia. No. players: 3-5. Country: American. Duration: 45 mins.

Reworking of Ra with new scoring mechanisms., but the theme and auction mechanism are very similar.

 

Rails Of Europe. Published by Eagle Games. 2007. Box. In shrink. £19

Designer: Glenn Drover. No. players: 3-5. Country: American. Duration: 2 hrs.

Expansion for Eagle Games' Railroad Tycoon, which you will need to play this. This set provides a 30" x 36" map of Europe, 39 new cards introducing new Railroad Barons, City Charters, Capital Charters, and Tunnel Engineers. The map covers Western Europe from Spain to Constantinople to Moscow.

 

Reise Durch Die Schweiz. Published by Ravensburger. ca.1960. Box. Box shows wear, corners taped. £1.50

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

Early Ravensburger game (inventory number 23). Simple family game in which players move around a track either clockwise or counter-clockwise (each player can choose which direction), and when landing on a space that another player has a card for they may either pay that player for a tour or miss a turn. Additional points are awarded for getting back to Zurich as swiftly as possible. Attractive period item.

 

Richelieu. Published by Ravensburger. 2003. Box. Excellent. £9

Designer: Michael Schacht. No. players: 2. Country: German. Duration: 30 mins.

Tactical two player tile drafting game in which the players vie for control of various regions of France and for military and religious influence. The game is played by laying out the tiles face up in rows with some hidden special tokens on some cards. Players can take 1 or 2 cards on their turn (depending on the symbols) and add them to their own power display.  However, cards can only be taken from the ends of rows. Players can also play protection tokens which make taking particular cards more expensive for their opponent. Once the cards are taken players score for cards of each colour as well as cards with the special symbols.

 

Rio De La Plata. Published by Rio Grande Games. 2010. Box. In shrink. £31

Designer: Michele Quondam. No. players: 3-5. Country: American. Duration: 2.5 hrs.

The players represent the leaders of the main families of Spanish settlers who founded Buenos Aires. The players need to cooperate enough to defend the city from natives but are in competition for the reputation required to obtain political offices and the governorship. To achieve this the players will use their workers to obtain money and resources, build buildings and perform various other actions.

 

Robin Hood. Published by Amigo. 1999. Box. Excellent. £6.75

Designer: Klaus Palesch. No. players: 3-6. Country: German. Duration: 30 mins. Desc. by Eamon.

Card game, 120 cards featuring treasure, money and Maid Marian. Players steal to collect treasure, even from each other. The game mechanics are Rummy based.

 

Rotterdam. Published by The Game Master. 2007. Box. Excellent. £14

Designer: Hans van Tol. No. players: 2-4. Country: Dutch. Duration: 1 hr.

The huge international container port of Rotterdam processes all sorts of goods from around the world, and in this game the players are entrepreneurs who transport the goods to the various Rotterdam wharfs and convert the raw materials into saleable goods, and then deliver the processed products to market to make money. The harbour however, can be busy and competition fierce so the players must use clever tactics and judge the market well to make most money. The game uses a novel system of movement where players take it in turn to call out colours corresponding to shipping lanes and all ships must move if they can.

 

Rubik's Illusion. Published by Unknown. 1989. Box. Excellent. £4.25

Designer: Mark Setteducati. No. players: 2. Country: British.

Highly original abstract game. The mirror inside the plastic box lid is placed so that the board is reflected in it. This, in effect, doubles the playing area. A line of five pieces wins, but this can be an actual line of five, or a mixture of real and reflected pieces. Amazing concept!

 

Rubik's Line Up. Published by Ideal. ca.1985. Box. Good. £1.75

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

Abstract game in which the players turn cubes over on the board trying to form a line of three cubes of the same colour (the cubes have different colours on each face). The cubes are all about an inch on each side which makes the game quite striking in appearance.

 

Rubik's Race. Published by Ideal. 1982. Box. Good. £5.50

Designer: Unknown. No. players: 2. Country: British. Duration: 20 mins.

Competitive 5x5 sliding block puzzle game. A clever device generates a 3x3 random assortment of colour squares (like the side of a muddled up Rubik's cube) and players must match this pattern with the centre 3x3 area on their individual sliding block board. Players have to think and move fast to beat their opponent to it. Very intense but good fun. Recommended.

 

Runes. Published by Eon. 1981. Box. Good, but box very slightly indented. £10

Designer: Bill Eberle, Jack Kittredge, & Peter Olotka. No. players: 1-4. Country: American.

This is a word game with a difference. The basic idea is that players each select a word, and the other players have to work out what it is, but rather than using the letter as the basic unit, all letters are broken down into shapes: short and long straights, and small and large curves. Each letter is made up from a fixed set of these pieces. Players try to deduce letters and then the whole word by finding out what letter segments are and are not in each letter. Extremely original, as you would expect from the Eon team. Later reprinted as Buzzle.

 

Scattergories. Published by Milton Bradley Games. 1993. Box. 2 copies available:

1) Good, but box shows wear, 1 corner taped. 4 standard pencils missing - but you can use any pens or pencils with the game £5

2) Good. £6

Designer: Unknown. No. players: 2-6. Country: American. Duration: 30 mins.

Family game in which a category is selected from one of several hundred listed on cards. A special (very large) 20 sided dice is rolled to determine the start letter to be used for this round and the players all write down answers which fit the category and the start letter. However, answers only score if no-one else has thought of them. As well as the unusual large d20 letter dice the game also has a rather neat clockwork timer and a folder and notepad for each player.

 

Scattergories. Published by Milton Bradley Games. 1996. Box.

Designer: Unknown. No. players: 2-6. Country: American. Duration: 30 mins.

Family game in which a category is selected from one of several hundred listed on cards. A special (very large) 20 sided dice is rolled to determine the start letter to be used for this round and the players all write down answers which fit the category and the start letter. However, answers only score if no-one else has thought of them. As well as the unusual large d20 letter dice the game also has a rather neat clockwork timer and a folder and notepad for each player.

 

Scrabble Up. Published by Milton Bradley. 1996. Box. Good. £3.75

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

Special Notes: Originally came with some double sided sticky tape, but this is not required for play.

Head to head word game which uses a tilting board down which a marble is set running, to act as a roughly 10 second timer. The game uses wooden tiles like those in Scrabble, and players have to try to make up words from selections of letters. The first to make a word sets the marble falling down the zig-zag path and by the time the ball reaches the bottom the other player must have finished making their word. Letters used are won, and the first player to collect 19 letter tiles wins the game.

 

Sea Battle Games. Published by Model & Allied Publications. 1974. Book. Good, but dustcover missing. £8.75

Author: P. Dunn. Country: British.

Hardback with dustjacket, 19x13cm, 176 pages. Naval miniatures wargaming book which covers the following topics: Background to Naval Wargaming; Scope; Models for Wargaming; Napoleonic Period Rules; Ironclad Period; Pre-Dreadnought Gunnery System; Map Campaigns; WWII Fighting Rules; Hypothetical World War Game; Battlegaming in Early Periods; A Method of Skill.

 

Sisimizi. Published by EG Spiele. 1996. Box. Good. £12

Designer: Alex Randolph. No. players: 2-4. Country: Italian. Duration: 1 hr.

Interesting game with 240 ant pieces, and 28 ant-hills. Each turn, players add ants to the board, with a view to forming a connecting line of ants from one ant-hill of their colour to another, until all 7 of their ant hills are connected. In order to ensure this is actually possible players can either place or move one of their ant hills each turn, move a few existing ants and either once or twice per game (depending on the number of players) they may cross an opponent's line of ants.

 

Skull & Crossbones. Published by Paul Lamond Games. ca.1990. Box. Good. £4

Designer: John White. No. players: 2-6. Country: British. Duration: 1 hr.

Pirate themed board game which can be played while a video is played (though it can also be used without the video). The players are pirates who have left Captain Skull's ship and are trying to find his hidden treasure and then escape before their former boss turns up for revenge. Movement is by card play, and keys need to be picked up to open the chests. On the video Captain Skull tries to hinder the players while his parrot helps the players.

 

Skyline Of The World. Published by The Game Master. 2005. Box. 2 copies available:

1) Excellent. £9.50        2) In shrink. £11

Designer: Hans van Tol. No. players: 2-4. Country: Dutch. Duration: 75 mins.

City building game in which players play stacking building blocks onto the board in order to claim ownership of the various buildings. However, money must be paid for each storey built, and that money is paid to the previous owner of that building. Players need to manage their money as well as their supply of buildings as the building blocks need to be bought from a general supply before they can be placed. Income is generated by ownership of a contiguous sequence of buildings, and so players need to keep each other in check. The game is won by dominating three key spots, building penthouses, and completing your secret building mission (on a card).

 

Smallworld. Published by Days Of Wonder. 2009. Box. 2 copies available:

1) In shrink. £30      2) Excellent. £24

Designer: Philippe Keyaerts. No. players: 2-6. Country: French. Duration: 90 mins.

Updated fantasy version of Vinci. Players build up civilisations, expand them and then decline them. During the game each player will get to use several civilisations, and try to maximise each of their potentials. Each civilisation has two special abilities (type and race) which differentiate it from others. Combat is deterministic, and very neat, and much of the game is about deciding which civilisations to take, when to decline a civilisation and take on a new one, and all this in about 90 mins! Recommended.

 

Sold!. Published by R&R Games. 1997. Box. 2 copies available:

1) Good. £2.50        2) Good but 1 corner dented. £1.75

Designer: Frank DiLorenzo. No. players: 2-6. Country: American. Duration: 45 mins.

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

 

Spectrangle 36. Published by Greystone Games Ltd. ca.1992. Box. Country: British. Good. £7

Designer: Alain Fraser-Dackers, Maxwell Gordon, Lester Jordan. No. players: 1-4. Duration: 30 mins.

Essentially a triominoes variant. The board is nicely made and solid with a raised edge and centre to help keep the triominoes in place on the board. The triominoes themselves come in a variety of colours, are made of nicely made thick plastic and show a value too. Scoring is by multiplying the tile's value with number of adjacent sides and the bonus number on the space (if there is one). Very well produced game. This is a cut-down version of the original played on a smaller board, and for 4 players max (rather than 8), and in a square box rather than a triangular one.

 

Stephensons Rocket. Published by Rio Grande. 1999. Box. Good. £22

Designer: Reiner Knizia. No. players: 2-4. Country: American. Duration: 90 mins.

Railway game set in England in the early 19th century. Unusually for this designer the theme is very much to the fore in this game. Players lay tracks and connect to towns in order to gain bonus chits for a variety of commodities, and to connect up their stations. In addition shares are gained in the various companies and profits awarded to those with the majorities at the end of the game. However, players can forfeit a share to veto another player's lay of track if they think it hurts them too much. Recommended for railway games fans and those who enjoy Reiner's meatier offerings.

 

Stone Age. Published by Rio Grande Games. 2008. Box. In shrink. £29

Designer: Michael Tummelhofer. No. players: 2-4. Country: American. Duration: 75 mins.

Set in the Stone Age players try to improve the lot of their tribe of people. This is implemented using an action drafting system, so you can for instance improve your agriculture, create tools, enlarge your tribe, hunt for food, and gather a variety of resources. These resources can be used to build new huts which earn VPs, and also to buy various bonus cards which give VPs at the end of the game in a number of different ways. Dice are used when gathering resources to determine the success of your tribe that season.

 

Strike It Rich. Published by Lamplight. 1986. Box. Good. £4

Designer: Sebastian Quigley. No. players: 2-12. Country: British. Duration: 2 hrs.

Stock market game that uses actual stock market results over the period 1985 to 1986 to alter share values during the game. Includes a Casio calculator which will be helpful in play. Players move their pieces around a track and action the space they are on. The central mechanism to the game is that a 'fact' card is read out which gives details of some financials facts (eg. FTSE index, gold price, mortgage rates etc and a financial press headline, and the players get to react to this before seeing what actually happened to their shares that week using a share price lookup book for 36 major companies. Venture cards (random events) and a capital fluctuation dice are also used.

 

Switch 16. Published by Tomy. 2003. Box. Excellent. £10

Designer: Anthony Vadasz. No. players: 2-4. Country: British. Duration: 20 mins.

Dice game in which the dice are rolled and used to discard cards from your personal deck of cards. A further die is used to hinder other players. Dice can be rerolled, but with a penalty if they can't then be used. The player to first discard their entire deck wins.

 

Table Soccer. Published by Waddingtons. 1965. Box. Good. £3.50

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

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

 

Table Soccer. Published by Waddingtons. 1974. Box. Good, but box base discoloured. £2

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

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

 

Take 12. Published by Phillips Publishers. 1959. Box. Box worn. £1.75

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

Nice item, a variation of Shut The Box, with a felt board on which two dice are rolled. The number thrown can be used in a variety of ways to 'close off' numbers on the board (which go from 1 to 12). These numbers are represented by 12 unique dice, each with its own number on three sides, 2 blank sides and one with a single dot.

 

Take The Test. Published by Peter Pan. 1967. Box. Good. £2

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

Special Notes: 1 out of 42 road sign cards is missing - this does not affect play. The box shows some wear and there is a quite large label removal mark.

Very nice sixties-looking game, with 6 plastic vehicles and a large working set of traffic lights that sits in the middle of the board (you press a button and the 'lights' change in each direction - really neat). Players drive around the board earning points by answering questions about the Highway Code in three categories: road signs, picture puzzles and regular questions. Of course it is out-of-date now but a nice item from that time.

 

TaTaTa!. Published by Angelo Porazzi Games. 2005. Box. Excellent. £5

Designer: Angelo Porazzi. No. players: 2-8. Country: Italian. Duration: 30 mins.

Card game which allows up to 8 crazy pilots to fly a 'dogfighting race' in which many strange weapons and odd tools can be found on the cards that form the aerial race circuit. The basic rules are designed for kids and the complete rules for adults.

 

The Children's Book Of Games, Puzzles And Pastimes. Published by Odhams Press. ca.1960. Book. Good. £3

Author: Various. Country: British.

Hardback, 25x18cm, 192 pages. A collection of activities and pastimes for children, including several board games which are played by laying out the book to use as a board. Sections include: Party Games, Life on the Seashore, Birds & Birdwatching, Intelligence Tests, Collecting Moths & Butterflies, Nut Folk, Party Card Games, How to Take Photographs, Conjuring Tricks, Quizzes, Wild Flowers to Collect, Stamp Collecting, Problems & Riddles, Recognizing Trees, Pond & River Life, Building a Simple Radio, Dressing Dolls.

 

The Farming Game. Published by Weekend Farmer Company. 1979. Box. Good. £2.50

Designer: George Rohrbacher. No. players: 2-6. Country: American. Duration: 2 hrs.

Players acquire plots of land and plant a variety of crops in the hope of getting a good return come harvest. However, with each harvest come the unavoidable costs of farming (fertilizer, equipment breakdown, purchasing new seeds, etc.). Players move their pieces around a track and the spaces drive the game. The first player who has a total net worth of $250,000 wins the game. Assets tokens are actually peelable stickers and can be stuck onto a player's fields during the game.

 

The Game Of Draughts: Kelso. Published by Phillips & Co. 1905. Booklet. Good. £2.50

Author: H. Jacob, J. H. Strudwick. Country: British.

Booklet, 18x12cm, 32 pages. The full title is: The Game of Draughts: An Analysis of the Kelso. The booklet examines lots of different games which have involved the Kelso Exchange. Very interesting for serious Draughts players.

 

The Gardens Of The Alhambra. Published by Queen Games. 2005. Box. In shrink. £8

Designer: Dirk Henn. No. players: 2-4. Country: German. Duration: 50 mins.

An attractively produced and rethemed version of Carat by the same author, to tie in with his award winning game, Alhambra. This is a tactical tile laying game, initially tiles representing various buildings in the gardens of the Alhambra are laid out. Players place garden tiles which influence the buildings they are laid adjacent to, but that influence won't only be for the current player, but for the others too. When a building is completely surrounded it is scored and taken out of play. Play continues until all buildings are surrounded. The nice artwork makes the game much more appealing than its abstract predecessor.

 

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

Good. £1.75. Designer: New Line Cinema. No. players: 1+. Country: British.

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

 

The Penguin Book Of Card Games. Published by Penguin. 1987. Book. Excellent. £9

Author: David Parlett. Country: British.

Special Notes: Hardback edition

One of the great general card game books, if not the very best, as David is a real expert. 474 pages. The book includes chapters on: Whist (including David's own excellent 3 player game 99), Solo, Five-Card games, Hearts, All Fours, Italian Games, Skat, Jass, Bezique / Pinochle, Piquet, Rummy, Cribbage, Cassino, Poker / Brag, Banking Games, Stops Family, Patience, Odds & Ends. There are so many variants and subgames, this book alone could keep you busy for a lifetime! Highly recommended.

 

The Really Nasty Horse Racing Game. Published by Upstarts. Box. 2 versions available:

1) 1984. Good, but 1 corner taped. £5       2) 2002. Excellent. £8

Designer: Unknown. No. players: 2-6. Country: British. Duration: 90 mins.

Horse racing game with really nicely made horses and jockeys. It is played over several races. Each player has the same selection of horses to use but can choose which race each should enter. Game play involves dice and special spaces on the board give bonus movement to the horses of the right type (more spaces available for better horses). Also start lane is very important, blocking is possible and it is easy to move out into the slower lanes but hard to get back into the faster ones. Money is gained by winning races or by betting on the winning horses. There is a neat system for setting the odds. What gives the game its name though is very potent cards which can make horses fall at specific spaces or start steward's inquiries etc.

 

The Scrabble Book. Published by Treasure Press. 1990. Book. Good. £2

Author: Gyles Brandreth. Country: British.

Hardback, 24x20cm, 221 pages. This book includes a huge number of word puzzles of different types with solutions. eg. 35 Regular Scrabble Puzzles and Anagrams to solve. Also presented are the n-tile record plays, and more obscure records, the rules to Scrabble, the history of the game, information about allowed words, and listings of unusual words useful in Scrabble round off the book.

 

The Scrabble Puzzle Book. Published by Queen Anne Press. 1981. Book. Excellent. £2.25

Author: Gyles Brandreth. Country: British.

Hardback, 25x17cm, 128 pages. This book includes 200 Scrabble puzzles with solutions (which give the best options along with several less good options). Also included are the rules to Scrabble, a description of allowed words, and a listing of unusual words used in the puzzles along with brief definitions.

 

The Week-end Problems Book. Published by Cambridge University Press. 1932. Book. Good. £6.25

Author: Hubert Phillips. Country: British.

Special Notes: Many crosswords completed in pencil (they can be erased). A previous owner has neatly written in many additional puzzles in the blank end pages.

Hardback, 19x12cm, 334 pages. An excellent collection of puzzles and conundrums of all sorts. They fall into the following categories: Mathematical / Logical, Crosswords (American style), Word Puzzles, Bridge Problems, Chess Problems.

 

The World Encyclopedia Of Model Soldiers. Published by Frederick Muller Ltd. 1981. Book. Good. £9

Author: John G. Garratt. Country: British.

Hardback with dustcover, 28x22cm, 209 pages. Alphabetically sorted encyclopaedia of all things connected to model soldiers, from ancient times to present, including all known makers, in all different materials, with information about dioramas and just about everything else. There are a fair number of illustrations dotted throughout the book too.

 

Time Pirates. 2000. Box. 2 editions available:

1) Published by Piatnik. Country: Austrian. Excellent - unpunched. £5  

2) Published by Rio Grande Games. Country: American. Excellent. £7

Designer: Alan Moon & Aaron Weissblum. No. players: 3-6. Duration: 1 hr.

Players move through time stealing valuable artifacts as they go, attempting to form valuable sets to sell in the far distant future. However the time police and other time pirates all get in the way. At the end of the game the player with the most valuable collection wins. The board shows the different time periods the players can move between, and from each time zone there are only a few others which can be reached, so care is required in planning your route between them to ensure you get the artifacts you need.

 

Tin Soldiers. Published by R & R Games. 2002. Tin Box. Excellent. £6

Designer: Al Newman. No. players: 3-5. Country: American. Duration: 30 mins.

Card game, subtitled "When Good Food Goes Bad". This is a food fight themed game in which the soldiers are cans of food. Includes a metal finger pointer spinner. The game itself is actually a trick taking game with some twists, such as having some reinforcements card on the table which can be played instead of a card from your habd, but doing so will incur a scoring penalty, but in some cases this will be worth while!

 

Top Secret. Published by TSR. 1980. Box. 2 copies available:

1) Good. £1.75      2) In shrink. £2.25

Designer: M Rasmussen. No. players: 3+. Country: American. Desc. by Eamon.

Role-playing espionage game. Original boxed set which includes rules booklet, introductory module and percentile dice.

 

Tournay. Published by Pearl Games. 2011. Box. In shrink. £25

Designer: Sebastien Dujardin, Xavier Georges, Alain Orban. No. players: 2-4. Country: Belgian. Duration: 45 mins.

The Normans captured and sacked Tournay, and now the players are reconstructing it. To do this the efforts of the military, religious and civil factions need to be co-ordinated. From the same team as Troyes, but without the dice. Workers of the different factions are used to perform actions and finding combination of actions which work together efficiently is what it is about. Includes an expansion to incorporate once the base game has been mastered.

 

Translucent Playing Cards. Published by Trevor Denning. 1976. Book. Excellent. £16

Author: Trevor Denning. Country: British.

Special Notes: No. 182.  Signed by the author.

Softback, 30x21cm, 51 pages. Limited edition of 300. This book gathers together information about specialised decks of playing cards generally from the early 19th century which initially appeared as regular playing cards, but if put up against a bright light revealed a hidden picture within. Some such decks were designed to incorporate the pips on the cards into the pictures, while others were used to hide erotic pictures. This book shows the hidden pictures from both types of deck as well as detailing the history of these playing cards.

 

Trap Door. Published by Milton Bradley. 1983. Box. Good but 1 box corner split. £1.50

Designer: Unknown. No. players: 2-4. Country: Ireland. Duration: 20 mins.

The object of the game is to be the first to get three marbles to the centre of the board. On your turn you roll a die and move one of your marbles that many spaces along a track. If you land on an opposing marble you press your marble down onto your opponent's. Some spaces are trapped and others aren't. If your opponent's marble falls into a trap it falls through and this marble must start over again. The board is large and thick, containing the mechanism to set the traps. It can be rotated and the trapped positions switched over between games.

 

Trippples. Published by Aladdin. 1973. Box. Box shows wear. £1.50

Designer: William T Powers. No. players: 2 or 4. Country: American.

Strategy game in which the players must get their pieces to traverse the board to the far corner. However, the board is different each game and is made up of tiles each showing three arrows pointing to one of the 8 compass points. The neat idea is that you can only move in one of the directions under your opponent's piece, and vice versa. The playing pieces are transparent so you can see the arrows underneath easily. First edition by this company.

 

Tulipmania 1637. Published by JKLM Games. 2009. Box. In shrink. £13.50

Designer: Scott Nicholson. No. players: 3-5. Country: British. Duration: 1 hr.

Based around the bubble market for tulips in The Netherlands in 1937, the players are speculators, and the objective is to become the most wealthy. Tulips are bought and sold, and the market manipulated. However, the market in each type of tulip will crash at some point, and timing is the key - getting out just before the crash is the objective, but is not always so easy to do. Cards are used to perform various actions.

 

Twenty Questions. Published by Milton Bradley. 1988. Box. Good. £0.75

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

Variation on the parlour game in which you have 20 questions to discover what the current player is thinking of. However, there are several differences here. The first is that it can be a person, place, thing or year which is to be identified, and rather than having to make up questions, there are 20 clues which are on each card. Each player in turn suggests the number of a clue and the 'reader' reads out that clue. The person who requested that clue may then make a guess.  The reader and the player who guesses right share the points - the reader gets a point for each clue read out and the guesser gets one point for each clue which wasn't read out.

 

Twenty Questions Additional Q&A Cards. Published by Milton Bradley. 1989. Box. Excellent. £1.50

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

Expansion set providing over 250 additional 20 Questions cards for use with the base game.

 

Twilight. Published by Bambus. 1997. Box. Excellent. £4

Designer: Wolfgang Werner. No. players: 4. Country: German.

Card game, 28 cards split between sun and moon cults. A partnership trick-taking game with the unusual twists that the backs of the cards show which suit the cards are in and when it is your turn to play a card you can either play yourself or request another player plays for you!  The scoring mechanism is clever too. It takes a few hands to get your mind around it, but then you start to see just how clever it is. Recommended.

 

UFO's Fritten Aus Dem All. Published by Argentum Verlag. 2004. Box. Good. £9.50

Designer: Petra Brandenburger. No. players: 2-5. Country: German. Duration: 75 mins.

Amusingly themed science fiction game. Aliens want to earn the love of humankind, and have decided to do this by setting up fast food businesses all over the world. These can be used to distribute mind affecting drugs to the unsuspecting population of the world - the player whose aliens do this best wins! Flying saucers are moved around a map of the world and can be used to set up new restaurants, take over other aliens' restaurants and 'bump' away opposing alien ships. This 'bump attack' causes a UFO to spin wildly out of control across the world's skies and causes panic amongst the humans - which is sure to make it harder for the owner of that craft to set up restaurants in affected cities.

 

Vertigo. Published by Euro Games. 1990. Box. Good. £17

Designer: Sylvie Rodriguez & Philippe Des Pallieres. No. players: 2-4. Country: French. Duration: 90 mins.

Ecological business game. Each player is in charge of the factories, etc. in their country, but they must pay attention to the amount of pollution they create. Pollution can 'blow' next door, to other countries, making you very unpopular. The game mechanics are very interesting. You must balance pollution against profits and against the greater good of the world environment. There is also a UN meeting at which the players vote for new laws such as penalties for the worst polluters or benefits to the poorer countries etc. The player with the greatest production capacity at the end of the game wins, but players can be eliminated due to their own excessive pollution.

 

Volle Lotte!. Published by Abacus. 1994. Box. New. £0.75

Designer: Unknown. No. players: 2-10. Country: German. Duration: 30 mins. Desc. by Eamon.

Dice game, with cards also used, and based on the old French game Dix Mille. Players throw dice to score combinations, and can carry on or bank their score. If they go on and then make a non-scoring throw, they risk losing their score so far. The cards add an extra dimension to Dix Mille, giving bonus scores for certain combinations.

 

Wallenstein. Published by Queen Games. 2002. Box. Good. £28

Designer: Dirk Henn. No. players: 3-5. Country: German. Duration: 2.5 hrs.

Players take the roles of powerful Barons and Kings in 1618 who are in a struggle for domination of central Europe. Players start with a few regions under their control and each year plan which actions they will perform in each of their regions. These actions range from harvesting and making money through trade, to building palaces and churches to troop movement and war. Conflict is resolved in a very neat way - all the units involved in the fight are wooden blocks and are dropped into a large tower with various baffles inside. Only those which come out of the bottom count in the battle, and this may include some unexpected stragglers from previous battles!  A cleverly designed substantial game which requires good planning.

 

Waterloo. Published by Vini-Game. ca.1995. Box. Good. £2.50

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

Actually a travel edition of Stratego with a travel case which folds out to form the playing surface, showing a battlefield, and with a raised grid so the playing pieces stay in place better. Rules in Scnadinavian languages only, but I will provide a regular set of Stratego rules with it.

 

Way Out West. Published by Warfrog. 2000. Box. Excellent. £7

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

Players attempt to out do each other by building up towns, herding cattle, and hiring cowboys. If somebody has something you want then you can fight for it! Banks can be robbed, cattle rustled and farmers shot. However, you must be careful not to make too many enemies. The game uses a clever system ensuring only a certain number of each action can be performed each round.

 

Weltenbummler. Published by Hexagames. 1989. Box. Good, but corners taped. £9.50

Designer: Drakes, Jarvis, Walsh & Gluck. No. players: 3-6. Country: German. Duration: 1 hr.

Excellent game, originally published in the U.K. by Intellect as Worldbeater. Considerable skill required as you plan your route across the world, picking up job tokens along the way, either one or two such tokens from each continent, eventually getting to New York. On the way back each of these job tokens must be replaced and will score points, but there are also bonuses for getting back to Frankfurt quickly, so one must balance these two ways to score. Very clever movement mechanism.

 

What Can I Do Indoors. Published by Hodder & Stoughton. 1983. Book. Good. £0.60

Author: Gillian Osband. No. players: 1+. Country: British.

Softback, 28x21cm, 64 pages. Colourful book full of ideas to keep children amused indoors. The activities fall into the following categories: Games Games Games, Kitchen Capers, Super Spy, Paper Play, Fool Your Friends, Number Fun, Dressing Up, Groovy Clothes, Printing Craft, Science Magic, In the Workshop, It's All in the Cards, String it Up, Puppet Parade, Hocus Pocus Magic, Nature Fun, Making Music, Jokes Jokes Jokes.

 

Winds Of Plunder. Published by GMT Games. 2006. Box. Excellent. £15

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

Pirate themed game set in the Caribbean. The European powers have decided to cooperate and curb pirate activity. However, it will be a few months before the warships are ready, and that is plenty of time for a pirate to make a fortune and then disappear! The players must make the best use of the prevailing wind each turn, and visit ports where they can intimidate the locals and gain notoriety as well as improve their weaponry, crew and goods held. Treasure maps can be found and by heading to the right location the loot recovered. There is also plenty of scope for interaction with the other players - their ships can be attacked too!

 

Witch Trial. Published by Cheapass. 2001. Box. Good. £3.25

Designer: James Ernest. No. players: 3-7. Country: American. Duration: 45 mins.

It is a dark time in American history, the search for witches is on. Each player must prosecute and/or defend witches in court, trying to earn the most money from successful cases. Game play involves playing relevant evidence cards to influence the jury to come to the 'right' decision, but juries can't always be relied on.

 

Wizard's Quest. Published by Avalon Hill. 1979. Box. Good. £4

Designer: Garrett J Donner. No. players: 2-6. Country: American. Duration: 2 hrs. Desc. by Eamon.

Excellent Risk-type fantasy war game with each player searching for treasure on an island over-inhabited by orcs - orcs who breed and frenzy when they run out of living space. The orcs are 'run' by the game, giving you an extra opponent no matter how many people are playing. All of the designer's AH games (Amoeba Wars and Dragonhunt are the other two) have this non-player opponent.

 

World Class Football. Published by Football International. 1983. Box. Good. £7.50

Designer: Unknown. No. players: 2. Country: Scottish. Duration: 90 mins.

Statistical soccer game which uses a board to represent the pitch and a movable transparent overlay which is moved up and down the pitch as the game progresses. Cards were available for teams in the English 1st Division and Scottish Premier Division for 1983/84. These cards rate each player's ability in shooting, dribbling and passing (and various sub-categories) as well as providing a team sheet showing the standard starting team and likely subs. Game play involves choosing strategies and also deciding who to pass to at each point. Action cards limit the options, and the statistical cards + die rolls resolve what happens.

 

World's Best Card Games For One. Published by Sterling Publishing Co.. 1993. Book. Excellent. £1

Author: Sheila Anne Barry. Country: American.

Softback, 21x13cm, 128 pages. Collection of patience games split into 1 Deck (57) and 2 Deck (47). Each game is described with diagrams, and there is also a table of all the games showing how much space the game requires, how many decks, and how hard it is to finish.

 

Würmeln / Worm Up. Box. 2 editions available:

1) worm Up. Published by Abacus Spiele. 2008. In shrink. £11. This edition uses cards rather than dice for the bidding,

2) Würmeln. Published by Blatz. 1994. Good. £9.50

Designer: Alex Randolph. No. players: 3-5. Country: German. Duration: 10 mins.

Race game with no board, but plastic worm sections. Dice are not rolled but used to secretly select your move each turn.  If two or more players choose the same move then they lose their turn. The moves are the number of worm sections which your worm can move forward, and in addition there is an X, which if you manage to use lets you move the goalposts as well as moving your worm. This is a very similar game to Blazing Camels from MB. Good fun game.

 

Xerxes. Published by FX Schmidt. 1973. Box. Good. £9

Designer: Kurt Heuser. No. players: 2. Country: German. Duration: 30 mins.

Each player deploys 24 soldier's helmet shaped figures on a 15x19 board. Either in one of three suggested starting formations, or for advanced players in secret. The pieces are then moved one space at a time or can repeatedly jump over single units. Jumped enemy units are removed. Once the lines break open, a single move can create havoc among the opponent! The goal is to occupy the enemy's camp behind his lines. The rules also describe a related game played on the other side of the board, Frundesberg, which includes rules for crossing a river, and requires two spaces to be captured for the win.

 

Zertz. Published by Schmidt Spiele. 1999. Box. Excellent. £13

Designer: Kris Burm. No. players: 2. Country: German. Duration: 15 mins.

The third game in the Gipf series of games. This is a standalone abstract game, which can be incorporated into an overarching game involving several of the games from the series. This game uses white, grey and black marbles which are played onto special disks which form the board. Marbles are captured by jumping, and the board gets progressively smaller. Some extremely clever ideas as you would expect from this designer.

 

And now for some books…

 


 

 

Book Title

Publisher

Author

Year

Type

Size (cm)

Pages

Condition

Price

Teach Yourself Contract Bridge

English Universities Press

E.P.C. Cotter

1969

Hard

18x11

128

Good

£1.50

Chess

University Publications Ltd

E.G.R. Cordingley

1945

Soft

16x10

92

Good

£2.50

Cohen's Complete Book Of Gin Rummy

Ace Books

Leo E Cohen & Robert Scharff

1977

Soft

17x11

346

Good

£6

The Laws Of Four-Handed Bezique

Thomas De La Rue

Persicus

1903

Hard

17x11

104

Good

£4

Auction Bridge

Thomas De La Rue

W. Dalton

1924

Hard

17x11

230

Good

£6

Tackle Chess This Way

Paul Stanley

W. Ritson-Morry,
W. Melville Mitchell

1970

Soft

19x12

200

Good

£0.60

Spiel '90 Taschenbuch

Friedhelm Merz Verlag

Rosemarie Geu

1990

Soft

15x11

710

Good

£2

Cribbage

Sherwood Gilbert & Piper

George Walker

1837

Hard

14x9

134

A colour printed flyleaf is loose, otherwise Good

£12

Contract Bridge In 20 Minutes

Eyre & Spottiswoode

Harold Thorne

1949

Soft

16x10

71

Good. 19th Edition

£0.75

World Chess Championship: Botvinnik To Kasparov

B.T. Batsford

R.G. Wade,
A.J. Whiteley,
R.D. Keene

1986

Soft

21x13

298

Excellent

£4

Dicing With Dragons

Routledge & Kegan Paul

Ian Liivingstone

1982

Soft

21x13

216

Good. Signed copy

£6

Party Games You Will Play Again

Kaye & Ward

C.W. Rees

1968

Hard

22x15

128

Good

£2.50

Master Cue Bidding To Slams

Victor Gollancz

Ron Klinger

1989

Soft

17x9

16

Excellent

£3.50

Rediscovered Lewis Carroll Puzzles

Dover Publications

Edward Wakeling

1995

Soft

21x14

79

Excellent

£2.50

The Complete Book Of Card Games

Magna Books

Not listed

1994

Hard

19x13

249

Excellent

£3

180 Games For 1 Player

Phoenix House

J.B. Pick

1954

Hard

21x13

137

Good, dustcover shows wear

£3

Duplicate Bridge

Dover Publications

Alfred Sheinwold

1971

Soft

21x13

158

Good

£1.50

100 Other Games To Play On A Chessboard

Peter Owen

Stephen Addison

1983

Soft

23x15

96

Good

£8

The Complete Book Of Patience

Faber & Faber

Albert Morehead, Geoffrey Mott-Smith

1973

Soft

18x12

192

Good

£2

Come Out To Play!

Willmer Brothers

J.M. Kamps, A.C.W. Tjoelker

1974

Soft

18x12

96

Excellent

£1.50

Destiny At Bay

Methuen Books

Victor Mollo

1987

Hard

22x14

207

Good

£12

Every Boy's Book

R Clay & Son & Taylor

Unknown

~1877

Hard

19x14

816

Good, but start and end pages are somewhat speckled

£8

Games And Simulations In History

Longman

David Birt, Jon Nichol

1975

Soft

20x13

158

Good

£1.50

 

 

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