MNG-AJM Games and Collectibles

 

Apr 2013 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? 

 

100 Games For One Player. Published by Armada. 1974. Book. Good. £0.75

Author: J.B. Pick. Country: British.

Softback, 19x13cm, 122 pages. A collection of solo games categorised as follows: Ball Games (7), Eye Games (5), Tool & Toy Games (8), Board Table & Floor Games (9), String Games (7), Tiddley Wink Games (4), Head Games (4), Patience Games - One Pack (21), Patience Games - Two Pack (28).

 

165 Card Tricks & Stunts. Published by Trolbourne Ltd. Book. Excellent. £1.20

Author: Jean Hugard. Country: British.

A book detailing 165 card tricks and manipulations as performed by master magician Jean Hugard. In order to learn these tricks you will need considerable dexterity and practice, but if you want to impress your friends and children with your sleight of hand or just want to know how the pro's do it then this is the book for you.

 

A Castle For All Seasons. Published by Rio Grande Games / EggertSpiele. 2008. Box. Excellent. £23

Designer: Inka & Markus Brand. No. players: 2-4. Country: American. Duration: 1 hr.

Resource management game played on a beautifully illustrated board. Players choose a character card to use each round and perform the actions that character permits: obtaining a variety of resources, getting money, or constructing buildings in various ways. Money and VPs can be earned by constructing buildings, and by paying money to control various privileged positions in the castle. The abilities of the characters also interact in various ways so it is helpful to have an idea what your opponents are likely to do as well. Includes a variant using event cards and a winter version of the board on the reverse.

 

A New Book Of Patience Games. Published by Routledge & Kegan Paul. Book.  2 copies available:

1) 1935. Good. Some speckling on first and last few pages. £1.25      2) 1948. Good. £3.

Author: Ernest Bergholt. Country: British.

Hardback with dustcover, 19x13cm, 119 pages. 29 games of patience are described with diagrams to illustrate.  Of these 29 games 11 were designed by the author and were published here for the first time. The games are: Tower of Hanoi, Fours, Travellers, Squares, Doubles & Quits, Patch, Puss In The Corner (x2), Belgian Patience, Wedge, Gate, Cribbage Patience, Poker Patience, Golf, Demon, Gaps, Double-Dot, Pendulum, Chinaman, Agnes, Usk, Flower Garden, Three Suit, Cartwheel. Harp, Four Marriages, Intrigue, Corona, Giant.

 

Ahoy. Published by Cwali. 2005. Box. 2 copies available:

1) In shrink. £6.75       2) Excellent. £6

Designer: Corné Van Moorsel. No. players: 2-5. Country: Dutch. Duration: 30 mins.

Ocean bound race game in which the players receive help from dolphins, sharks, turtles and orca. In order to win you will need to play tactically and also use your memory in order to get the sea creatures' aid.

 

Alibi. Published by Adlung Spiele. 2001. Box. Good. £3.50

Designer: Markus Nikisch. No. players: 2-5. Country: German. Duration: 40 mins.

Card game in which each round four suspect cards are laid out and players take it in turn to play either matching clothes (sightings) cards against the suspects or alibi cards. When a suspect has five sightings or all other suspects have alibis then the criminal is determined. Points are awarded for playing sightings against the actual criminal and for being the one to make the arrest. Further rounds are played to determine the overall best detective.

 

Arkham Horror Dunwich Horror. Published by Fantasy Flight. 2006. Box. In shrink. £30

Designer: Rochard Launius. No. players: 1-8. Country: American. Duration: 3 hrs.

Expansion for Fantasy Flight's edition of Arkham Horror, which you will need to make use of this set. Dunwich is now included on an additional map, and the Dunwich Horror must also be dealt with. New concepts include gate bursts, madness and injury cards, tasks and missions. Also included are new investigators, new Ancient Ones (if that isn't a contradiction), lots of new items, skills and encounter cards. Over 300+ cards to add to keep the game fresh.

 

Artus. Published by Alea. 2011. Box. New. £10

Designer: W. Kramer, M. Kiesling. No. players: 2-4. Country: German. Duration: 45 mins.

Special Notes: Dual language edition

Set in Arthurian times, this game has at its heart a revolving round table, around which Arthur and his knights move. When the king moves the table is rotated so he remains at the head. Each position around the table has a rank from +10 to -15. Each player controls a group of knights and when one is moved it will score points for the position it moved out of. Cards are played to move the knights and the king, and it possible for a neutral prince piece to become king instead. An advanced version of the game introduces scoring cards which will need to be played to gain extra points throughout the game.

 

Bakschisch. Published by Gold Sieber. 1995. Box. 2 copies available:

1) Good but edges show a little wear. £12.50       2) Good. £13.50

Designer: Kara Ben Hering. No. players: 2-4. Country: German. Duration: 25 mins.

Tactical game of simultaneously choosing actions. Players attempt to bribe the city inhabitants, with a view to moving towards the palace and ultimately becoming Sultan. Players bid for the right to go forwards or not go backwards or can play a thief token to claim money bid by other players. Once the game is underway it is possible to see when a player would really like to move forward and when they aren't so bothered so you can get an idea who will choose what. Works very well.

 

Bargain Hunter. Published by Valley Games. 2010. Box. In shrink. £9.25

Designer: Uwe Rosenberg. No. players: 3-4. Country: American. Duration: 45 mins.

Reprint of Schnappchen Jagd. Clever trick taking card game. Each hand each player is aiming to collect tricks containing cards of a particular type. These score points, but other cards won are potentially negative. However in between rounds you get a chance to get rid of some junk cards you have collected and also change what you are going for next hand. The rules for trumps are novel as well. Recommended to any fans of trick taking games. Especially good for 3 players.

 

Battle For The Galaxy. Published by Crown & Andrews. ca.1990. Box.

Box slightly indented due to stacking. £5. Designer: Ian Digney. No. players: 2-4. Country: British.

Special Notes: 1 corner taped

The players become the battle planners of the galaxy of Zylatron. There are 5 main planets in the galaxy - Zull, Amazar, Zarb, Opton, and the central planet of Zylon. Each player tries to gain control of the galaxy by landing a warrior on enemy control headquarters or by eliminating other players' warriors. A tactical game, with a colourful gameboard and interlocking playing pieces in the form of battle stars, star fighters, warriors, and missiles.

 

Braggart. Published by Spiral Galaxy Games. 2010. Box. In shink. £8.25

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

Storytelling themed game which uses cards. Elements of the story shown on the cards are used and the other players get the chance to call your bluff. Expect tales both awe-inspiring and hilarious! Note that in order to play this you don't actually have to narrate stories, just combine story elements interestingly. Of course there is nothing to stop players elaborating on what is mentioned on the cards!

 

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

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

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

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

 

Carat. Published by Queen Games. 1998. Box. Good. £8

Designer: Dirk Henn. No. players: 2-4. Country: German. Duration: 45 mins.

Skilful tile laying game, with unusually shaped tiles representing different multi-coloured diamonds. Players must place their tiles around numbered discs, and when a disc is completely surrounded it is taken out of play. Play continues until all discs are surrounded. They are then returned to their start position and players score according to how many tiles they surrounded or helped to surround. Scoring is further amended by how many different players were involved in a complete surround of a disc.

 

Cash. Published by Ravensburger. 1990. Box. Excellent. £2.25

Designer: Wolfgang Kramer & Jürgen P.K. Grunau. No. players: 3-6. Country: German. Duration: 30 mins.

Card game, 120 cards representing loot, keys and bonus points. At any time there are a selection of safes which can be cracked, each needing a different set of keys to crack it. Players take it in turn to take an extra key or crack one or more safes. There is a very useful bonus for cracking several safes at once, but if you wait too long then someone else will no doubt crack it before you do. Also in certain circumstances extra bonus cards get played on particular safes making them even more attractive to crack.

 

China Moon. Published by Eurogames. 2003. Box. Excellent. £7

Designer: Bruno Faidutti. No. players: 3-5. Country: French. Duration: 30 mins.

Players command a team of frogs on a lily pond attempting to collect the most beautiful flowers, to give them as a betrothal gift. The board shows a track around the pond with various sidepaths, and with lotus flowers of various colours dotted along paths. Each player on their turn moves 3 frogs, either theirs or their opponents', 2 spaces each, ignoring occupied spaces. As well as collecting flowers, some spaces cause exchanges or even cause a flower to be dropped. Once all frogs are at the end of the track flower collections are compared, with values higher the more collected of the same colour.

 

Chrononauts. Published by Looney Labs. 2000. Box. Good. £7.25

Designer: Andrew Looney. No. players: 1-6. Country: American. Duration: 30 mins.

Each player is a time traveller with a secret mission. Via simple card play the players move backwards and forwards through history to various pivotal moments, collecting artifacts and works of art just before history records their destruction, dealing with any paradoxes they cause and of course changing pivotal events in order to achieve their secret goal.

 

Clue Jr. The Case Of The Missing Pet. Published by Parker Brothers. 1989. Box. Fair. £4

Designer: Unknown. No. players: 1-6. Country: American. Duration: 20 mins.

Special Notes: Photocopied rules, box slightly faded and indented due to stacking

Simple deduction game intended for children aged 6-10. The players must work out who has hidden which pet where.  Unlike Clue / Cluedo, cards are not used to eliminate the possibilities, instead the players roll a dice and move around a track, and landing on certain spaces allows a player to take a peek at a clue. The clue system is neat - there are 24 cases and a rotating wheel under the board is positioned at the start of the game and various holes in the board are kept covered, but when a peek is allowed the lid is lifted and a special red magnifying glass is used to read the hidden clue.

 

Code 777. Published by Stronghold Games. 2010. Box. In shrink. £24

Designer: Robert Abbott. No. players: 2-5. Country: American. Duration: 30 mins.

Reprint of this brilliant deduction game - one of the most challenging there is! In this game, players have 3 numbers on a rack, displayed to the other players but unknown to themselves. Obviously every player can see all the other racks except their own. Now they can ask one of a set of specific questions to help deduce which number is in front of themselves. This will certainly get your brain working. Recommended.

 

Colour Quads. Published by Parker. ca.1970. Box. Good. £1.20

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

The board shows a grid of 5x5 large coloured circles with slots to place cards vertically on the board. Players take it in turn to play a matching card into a slot and score a point for each square they manage to complete. Tactical decisions are available since you can set yourself up to complete a square, hoping your opponent doesn't also have the right card to complete it.

 

Coney Island. Published by Argentum Verlag. 2011. Box. Excellent. £16

Designer: Michael Schacht. No. players: 2-4. Country: German. Duration: 1 hr.

Intriguing game set in the Coney Island fairground, with the players as competing showmen. Starting with a small income of resources, money and VPs the players send family members out to set up stalls to increase their income and make use of influential characters such as the promoter, the journalist and even the police officer to gain extra advantages. VPs can also be gained by building grand attractions over the stalls - often requiring more than one person's stalls to be involved. Some neat ideas and play moves swiftly.

 

Conquest Of The Empire. Published by Eagle Games. 2005. Box. Excellent. £25

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

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

 

Cosmic Cows. Published by Playroom Entertainment. 2005. Box. Excellent. £8

Designer: Maureen Hiron. No. players: 2. Country: American. Duration: 20 mins.

Two alien civilisations come to Earth for their annual cow abduction tournament! The aliens who first manage to abduct three cows win. There are nine cows which can be fought over, and dice are used and applied to activate tractor beams to tug the cows towards your ship. Deciding how much to resist your opponent's efforts and how much to focus on your own is the key. This is a redevelopment of Quadwrangle.

 

Cosmic Encounter / Simply Cosmic. Box. Several editions available:

Designer: Bill Eberle, Peter Olotka, Jack Kittredge & Bill Norton. Duration: 1-2 hrs.

1) Cosmic Encounter. Published by Eon. 1978.  Box shows wear, 1 corner taped. £36. No. players: 2-6. Country: American. Base set+Exp 1+2+3+flares only from Exp 4.  So 50 alien powers+flares+6 boards and counter sets. Photocopied rules. Original edition of this wonderful game.

2) Cosmic Encounter. Published by Hasbro Avalon Hill. 2000. Good, 1 corner + edge taped. £18. No. players: 2-4. Country: American. This edition includes 20 aliens, and some amazing plastic playing pieces for the bases and tokens, as well as special ships onto which tokens are loaded to show they are involved in the current conflict.

3) Simply Cosmic. Published by Mayfair. 1995. Good. £10. No. players: 2-4. Country: American. Introductory version of Cosmic Encounter which could also be used as an expansion for the Mayfair edition since the counter colours are different. This set includes just 8 Alien powers, but does include Flares and Reinforcements.

4) Simply Cosmic – as 3) Excellent. £12.

Each player takes the role of an alien race which starts off with 5 bases on its own planets, but each wants to be the first with 5 bases on other races' planets. This is done by making attack attempts and inviting attacking and defensive allies, and playing cards to resolve the attack. However, what makes this game great is that each race has one or more rule breaking alien power, and the way these interact is really great. Highly recommended.

 

Crazy Rally The Card Game. Published by Red Omega Studio. 2003. Box. Excellent. £4.50

Designer: Piero Cioni, Giovanni Melega. No. players: 3-6. Country: Italian. Duration: 40 mins.

Car rally card game in which players first select cards to tune their cars, then test them out, and finally race them. In the race each section of the track (represented by cards) must be traversed as fast as possible without crashing. There is a memory element as you get to observe the track layout ahead of time, and then it is hidden. This memory aspect can be reduced if you wish by revealing the next one or two track sections ahead of time.

 

Crossword. Published by MB Games. 1990. Box. Good. £5.75

Designer: Unknown. No. players: 1+. Country: British. Duration: 15 mins.

Word game in which 13 letter dice are rolled by one player who arranges them crossword style into words while a sand timer runs. When the sand runs out the words are scored up, hard letters scoring more and unused letters counting negative. Other players then get a turn at the dice. The scoring rules encourage the use of lots of interlocking short words rather than a few long ones. Good fun, and a useful filler for groups or families who like word games.

 

Cuckoo's Nest. Published by Ravensburger. 1982. Box. Good. £0.80

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

Children's game (ages 4-8). Players try to be the first cuckoo to deposit an egg in each of 6 nests around the board. Movement is by dice roll, but this only indicates either an event card for the turn (with symbols, no words) or which colour line the player can follow that turn to a different nest (not every route has all the coloured lines).

 

Dark World - Hebrew Edition. Published by Lamada Light Industries. 1992. Box. In shrink. £9

Designer: Eamon Bloomfield. No. players: 2-4. Country: Israel. Duration: 90 mins.

Massive introductory fantasy game, with loads of plastic miniatures, weapons and items. Players must get their character through a labyrinth of nasties and into the Castle where they must defeat Korak. The components are language free, and I can provide a scanned English copy of the rulebook. Game play is similar to Heroquest - the adventurers move across the board battling enemies in order to get to defeat the boss monster and win.

 

Delfino. Published by Franckh. ca.1989. Box. Good. £7

Designer: Hajo Bücken. No. players: 2-4. Country: German. Duration: 40 mins.

Tile based game which makes use of 25 very attractive tiles depicting leaping dolphins. These are placed in a 5x5 grid. Players move their playing pieces around the board and get to rotate the dolphin tiles trying to make dolphins point together in a group of four. The game also uses 5 special dice.

 

Der Elefant Im Porzellanladen. Published by Amigo. 2006. Box. 2 copies available:

1) In shrink. £3.75       2) Excellent. £3.25

Designer: Michael Schacht. No. players: 3-5. Country: German. Duration: 30 mins.

Card game. Players draw cards from a display, paying money for various valuable pieces of porcelain, but in order to get money elephant cards must be taken. In German the title is equivalent to 'A bull in a china shop', so naturally taking an elephant card gets you money but also eliminates some of your valuable china! During the game there are four scoring rounds, of different types, but each player can choose which of the remaining scoring types to use each round in order to best make use of their holdings. Neat mechanisms and plays well. Recommended as a light game for 3-4 players (not 5).

 

Diabolo. Published by Klee. 1999. Box. Good. £2.75

Designer: Reiner Knizia. No. players: 2-6. Country: German. Desc. by Eamon.

Card game, 66 letter cards and 6 victory tiles. Players compete to form words with cards that are common to all players, i.e. it is a race against time as the competition can get pretty fierce. The victory tiles allow for a longer, more strategic game.

 

Dicke Kartoffeln. Published by Abacus. 1989. Box. Good. £17

Designer: Doris Matthäus & Frank Nestel. No. players: 2-4. Country: German. Duration: 90 mins.

Farming business game in which you have to decide between being 'green', being rich, or trying to achieve both. Record keeping is required, but it is well worth it as the supply and demand system works very nicely, as do the environmental systems. The choices you have to make are always tricky. Doris & Frank graphics on the box and counters. I can also supply my house rules which provide alternative initial setups and rules to stop the 'worm farming' strategy being too powerful.

 

Die Erben Von Hoax. Published by Spielzeit Verlag. 1999. Box. Excellent. £8. Duration: 1 hr.

Designer: J. Kitteredge, P. Olotka, W. Eberle, E. Horn, V. Hesselmann. No. players: 4-8. Country: German.

A reworking of Hoax from Eon games. In this game players each have a secret role, but in order to keep it a secret pretend to take on other roles in order to perform their actions. Thus there is plenty of bluff and double bluff going on. Players try to work out and identify actual roles, and make accusations. In many ways a forerunner to 'Werewolf' type games, and should appeal to the same type of groups.

 

Die Schlacht Der Dinosaurier. Published by Schmidt. 1994. Box. Good. £32

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

Wonderfully produced light multi-player wargame. Players each have a hoard of dinosaurs of various sizes (all with wonderful and large plastic figures), and cards which are used to move and attack enemy units. Combat uses dice, but more dice are used by bigger dinos. Special lava balls can be used to reroll dice when really needed. So amazingly produced it just has to be seen to be believed.

 

Dos Rios. Published by Kosmos. 2004. Box. Excellent. £15

Designer: Franz Benno Delong. No. players: 2-4. Country: German. Duration: 75 mins.

Set in a valley of two rivers the board can be reconfigured each game for variety. Players move their campesinos into fertile areas which the rivers flow through in order to grow their crops. However, opposing campesinos can chase away the existing ones by coming in greater force, and a clever mechanism allows the rivers to be diverted using dams, changing which areas are irrigated. The types of area which will produce can be seen a few turns in advance to allow for planning. However, occasionally desperadoes come out of the hills and chase away some of the campesinos to the city. The first player to build their five income-producing buildings wins the game.

 

Drakon. Published by Fantasy Flight. 2001. Box. Good. £15

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

Special Notes: 2nd edition. Includes Expansion 1 with 48 additional tiles

Very nicely presented game that uses tiles for its board making every game different. Players add tiles to a dungeon labyrinth, and the tiles can move or disappear during play, making it difficult not to get lost. A sort of table-top Sorcerer’s Cave.

 

Drumlin. Published by F X Schmid. 1987. Box. Good, 1 box edge taped. £9

Designer: Unknown. No. players: 2. Country: German. Duration: 45 mins.

Very good abstract game. Players represent elephant herds some of which turn into dragons! What a theme for a game. The objective is to move the Drumlin across the other player's baseline. Although all pieces start out as elephants they can morph into dragonets and then dragons, which all have different abilities. A player can also lose the game if he only has dragons remaining on the board.

 

Dschunke. Published by Queen Games. 2002. Box. Excellent. £8

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

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

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

 

E.T.I. Published by Eye-Level Entertainment. 2008. Box. Good. £16.50

Designer: Matt, Mark & Anthony Anticole. No. players: 3-6. Country: American. Duration: 90 mins.

E.T.I. stands for Estimated Time to Invasion. Aliens have been probing Earth's defences and a full scale invasion is on the cards. The players are the heads of various technology research companies and have been recruited to work on new weapons and defences which will be able to help fight off the aliens when they arrive. The players work on various projects and work to complete them, using research points. When completed, projects help towards new projects in the same area of research.

 

Empires Of The Ancient World. Published by Warfrog. 2000. Box. Excellent. £24

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

Multi-player war game, taking you back to the age of Julius Caesar and Alexander the Great. Players build empires, by creating armies, annexing neutral provinces, trading across the Mediterranean, and waging war. Uses a card combat system, with units such as pikemen, swordsmen, war elephants, cavalry, siege towers and galleys. Bookcase box.

 

Eternity. Published by Christopher Monckton Ltd. 1999. Box. Good. £3

Designer: Christopher Monckton. No. players: 1. Country: British.

An exceptionally difficult 209 piece puzzle. This is essentially a sort of tangram set, but with 209 pieces. They are each made up of 12 half equilateral triangular units in a large variety of shapes. Originally 1 million pounds was on offer to the first person to complete the puzzle. Very nice item for mathematical puzzle fans.

 

Express Chess. Published by Black Box LLC. 1996. Box. 2 copies available:

1) Good. £2. Deck A.       2) Excellent. Deck B. £2.50

Designer: Bill Jemas. No. players: 2. Country: American. Duration: 30 mins.

Special Notes: Deck B

A set of 50 cards which allows 2 players to play chess with a difference. Cards are played from the hand to enter pieces onto the 'board', and this can be done after the start of play as well as during the setup. Movement and capture is otherwise standard chess except that the 'board' is virtual, and is just 4 rows of at most 5 cards in each. Special rules cover 'en passant' and castling etc.

 

Fighting Fantasy Books. Published by Puffin Books (unless stated otherwise).

No. players: 1. Country: British (unless stated otherwise).

Fighting Fantasy solo adventure books. You don't need to own the other books in the series to play, as they are standalone adventures. This is a paragraph based fantasy adventure book in which after setting up some basic character stats you read a paragraph telling you what is going on and then you decide what to do next and turn to the appropriate page. I will give 5% off these books when you buy 5 or more, and 10% off when you buy 10 or more.

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

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

3:  The Forest Of Doom. 1983. 1) Good. £0.75 2) Good, but covers slightly stained. £0.25. Author: Ian Livingstone.

4:  Starship Traveller. 1983. Good. £0.75. Author: Steve Jackson.

5:  City Of Thieves. 1983. 1) Good. £0.50 2) Excellent. £0.75. Author: Ian Livingstone.

6:  Deathtrap Dungeon. 1984. Good. £0.75. Author: Ian Livingstone.

7:  Island Of The Lizard King. 1984. £2. Author: Ian Livingstone.

8:  Scorpion Swamp. 1984. Good. £1.25. Author: Steve Jackson.

9:  Caverns Of The Snow Witch. 1984. 1) Good. £2. 2) Excellent - signed copy. £3.25. Author: Ian Livingstone.

10: House Of Hell. 1984. Good. £1.25. Author: Steve Jackson.

11: Talisman Of Death. 1984. 1) Good. £0.75 2) Excellent. £1. Author: Jamie Thomson, Mark Smith.

12: Space Assassin. 1985. Excellent. £2.75

13: Freeway Fighter. 1985. Good. £1. Author: Ian Livingstone.

14: Temple Of Terror. 1985. 1) Good. £0.50 2) Excellent. £0.75. Author: Ian Livingstone.

15: The Rings Of Kether. 1985. 1) Good. £1.25 2) Excellent. £1.50. Author: Andrew Chapman.

16: Seas Of Blood. 1985. 1) Good. £0.75 2) Excellent. £1. Author: Andrew Chapman.

17: Appointment With F.E.A.R. 1985. 1) Good. £2 2) Excellent. £2.25. Author: Steve Jackson.

18: Rebel Planet. 1985. 1) Good. £1.25 2) Excellent. £1.50. Author: Robin Waterfield.

19: Demons Of The Deep. 1986. 1) Good. £0.50  2) Excellent. £0.75. Author: Steve Jackson.

20: Sword Of The Samurai. 1) Published by Laurel Leaf. Country: American. 1987. Excellent. £2.50 2) Good. £2.25. 1986. Author: Mark Smith, Jamie Thomson.

21: Trial Of Champions. 1986. 1) Good. £1.25 2) Excellent - signed copy. £2.75. Author: Ian Livingstone.

22: Robot Commando. 1986. 1) Good. £0.75 2) Excellent. £1. Author: Steve Jackson.

23: Masks Of Mayhem. 1986. 1) Good. £1 2) Excellent. £1.25. Author: Robin Waterfield.

24: Creature Of Havok. 1986. Good. £1.25. Author: Steve Jackson.

25: Beneath Nightmare Castle. 1987. 1) Good. £0.75 2) Excellent. £1. Author: Peter Darvill-Evans.

26: Crypt Of The Sorcerer. 1987. 1) Good. £0.75 2) Excellent - signed copy. £1.50. 3) Good - signed copy. £1.25. Author: Ian Livingstone.

27: Star Strider. 1987. Good. £1.25. Author: Luke Sharp.

28: Phantoms Of Fear. 1987. 1) Good. £1 2) Excellent. £1.25. Author: Robin Waterfield.

29: Midnight Rogue. 1987. Good. £0.75. Author: Graeme Davis.

30: Chasms Of Malice. 1988. 1) Good. £1.75 2) Book. Excellent. £2. Author: Luke Sharp.

31: Battleblade Warrior. 1988. 1) Good. £0.50 2) Excellent. £0.75. Author: Marc Gascoigne.

32: Slaves Of The Abyss. 1988. 1) Good. £2.50 2) Excellent. £2.75. Author: Paul Mason, Steve Williams.

33: Sky Lord. 1988. Book. Good. £1. Author: Martin Allen.

34: Stealer Of Souls. 1988. 1) Good. £0.75 2) Excellent. £1. Author: Keith Martin.

35: Daggers Of Darkness. 1988. 1) Good. £0.75 2) Excellent. £1. Author: Luke Sharp.

36: Armies Of Death. 1988. Good. £2. Author: Ian Livingstone.

37: Portal Of Evil. 1989. Good. £2. Author: Peter Darvill-Evans.

38: Vault Of The Vampire. 1989. 1) Good. £1.25 2) Excellent. £1.25. Author: Keith Martin.

39: Fangs Of Fury. 1989. 1) Good. £0.75 2) Excellent. £1. Author: Luke Sharp.

40: Dead Of Night. 1989. Excellent. £3.75. Author: Jim Bambra, Stephen Hand.

41: Master Of Chaos. 1990. 1) Good. £1.75 2) Excellent. £2. Author: Jim Bambra, Stephen Hand.

43: The Keep Of The Lich Lord. 1990. Good. £1.50. Author: Dave Morris, Jamie Thomson.

44: Legend Of The Shadow Warriors. 1991. 1) Good. £1.75. 2) Excellent. £2. Author: Stephen Hand.

45: Spectral Stalkers. 1991. Excellent. £2.50. Author: Peter Darvill-Evans.

47: The Crimson Tide. 1992. Excellent. £2.50. Author: Peter Darvill-Evans.

50: Return To Firetop Mountain. 1992. Excellent - signed copy. £4. Author: Ian Livingstone.

52: Night Dragon. 1993. Good. £2. Author: Keith Martin.

 

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

1) One book only: The Warrior's Way. Good. £2.50

2) Both books: Excellent. £8

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

Softback, 18x11, 500 paragraphs each. Pair of Fighting Fantasy adventure books intended to be played by two players simultaneously, although you can also play each of them solitaire. The players take the roles of two brother princes, one who follows the way of the warrior, and the other the way of the warlock. They explore a dangerous land facing the Trial of Kingship, sometimes together, sometimes apart, in order to determine who will become the new king. A neat twist on the game book concept.

 

Fighting Fantasy: Out Of The Pit. Published by Puffin Book. 1985. Book. 2 copies available:

1) Good. £1     2) Excellent. £1.50

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

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

 

Fighting Fantasy: The Riddling Reaver. Published by Puffin Book. 1986. Book. Good. £1

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

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

 

Fighting Fantasy: Titan. Published by Puffin Book. 1986. Book. Good. £1

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

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

 

Fortune Hunter. Published by Parker. 1973. Box. Good. £0.90

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

Also published as Billionaire. Business game in which the players try to be the first to accumulate £1000,000,000. Players move around a track and action the spaces they land on. The actions these permit include: a sealed bid auction for a company - only the current player knows what is being bid for; a sealed bid for three companies at once; analyse another player's company - a special spinner is spun which results in possible exchange of money and/or the company; obtaining and playing Power Play cards to break the normal rules and gain an advantage.

 

Foxy. Published by Milton Bradley. 1977. Box. Good. £1.75

Designer: Alex Randolph. No. players: 2. Country: Irish. Duration: 10 mins.

Special Notes: The box is grubby with a tear on the cover, but overall just about 'good' condition.

The board consists of a grid of holes into which a few neutral pieces are placed at the start of the game. The players have a tube of disks which they take it in turns to move across the board, and a disk is deposited whenever they move over an empty hole. The first player to empty their tube is the winner.

 

Funkenschlag: Die Neuen Kraftwerkskarten. Published by 2F Spiele. 2007. Box. New. £3.75

Designer: Friedemann Friese. No. players: 3-6. Country: German. Duration: 2 hrs.

Expansion for Power Grid / Funkenschlag 2nd Edition. This consists of a new set of power plants which you can use in several ways: instead of the standard set for a different balance between the types of power plant; with the other deck for greater variation; or to create your own custom power plant deck.

 

Gamers Alliance - Batch of 7. Published by H.M. Levy. Booklet. Good. £5

Author: H.M. Levy. Country: American.

7 16 page booklets each full of reviews of board games. Covers Winter 1987 - Spring 1989. This is still going today, but is now web based.

 

Geist. Published by RoseKnows Inc. 2003. Box. Good. £15

Designer: Rose Anderson. No. players: 2-5. Country: American. Duration: 1hr.

Unusual game in which the players must catch 5 ghosts and take them to the underworld where they can be safely released. Play involves moving around a chequered and numbered board collecting Zingiberi (Zb) chits - actually rather nice poker chips in 9 denominations. When precisely the right amount of Zb have been collected landing on the space with that ghost catches it. Before a ghost is taken to the underworld its catcher can use it to play a special ability on the opponents which will hinder them somewhat - the harder to capture ghosts having the nastier effects. Managing your pool of Zb so as to get the exact amount is quite a challenge, and requires quite a bit of planning. The game is very nicely produced too.

 

Giganten Der Lüfte. Published by Queen Games. 2007. Box. 2 copies available:

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

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

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

 

Graenaland. Published by Altar. 2006. Box. Several copies available:

1) In shrink. £16       2) Good. £14       2) Excellent. £15

Designer: Vlaada Chvatil. No. players: 3-5. Country: Czech Republic. Duration: 100 mins.

Resource management and land control game set in 982AD during the colonisation of Greenland by the Vikings. The players start off with a couple of smallholdings near the coast. Players simultaneously plot their actions on a special card and then action them, moving Vikings to where the resources will be plentiful that turn. The resources can then be spent to hire heroes, build new smallholdings, expand your army, build a church or build public improvements which will assist all players with an adjacent smallholding. The objective is to be the first to achieve a selection of secret targets. Ideal for players who like a resource management game with some conflict as well.

 

Great Wall Of China. Published by Fantasy Flight Games. 2006. Box. Excellent. £9

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

Card game in which each player has their own deck of cards (all identical sets) from which they draw cards. There are always several sections of the Great Wall which the players are helping to build. Cards can be played singly or in sets against the various wall segments, and if a player still controls that wall segment when it is next their turn they claim VPs, but this reduces their influence at that wall, making the play interesting and fluid. Some cards also have special abilities which need to be watched out for. An interesting game which reuses some ideas from other Reiner games, but feels different. Recommended.

 

Guerilla. Published by Ariel. 1976. Box. Excellent. £10

Designer: David Wells. No. players: 2. Country: British. Duration: 30 mins.

Well regarded abstract game. Players place pieces on a triangular lattice to form groups, which can then move - larger groups being able to move farther than smaller ones. There is also a special capturing mechanism called "overkill" which results in a red "massacre" token being placed on the space, which becomes impassable for the rest of the game.

 

Hector And Achilles. Published by Phalanx Games. 2003. Box. Excellent. £10.50

Designer: Leo Colovivi, Marco Maggi, Francesco Nepitello. No. players: 2. Country: Dutch. Duration: 30 mins.

Tactical card game in which the two players play a series of battles using 4 different stacks, each to represent 4 different locations. The cards come in several different colours each of which has a hero leader on each side. Every hand only two colours will count towards winning the battle, but other colours can help give control of which colours will count! Plenty of scope for clever play and good decision making is required on when to give up a battle early and when to go all in. The game is won by running the opponent out of cards in certain locations.

 

High Hand. Published by E S Lowe. 1984. Box. Good but corners taped, shows some wear. £4.75

Designer: Robert Abbott. No. players: 2 or 4. Country: American. Duration: 1 hr.

Interesting card game using cards laid out on a board, and moving your pawn around the board to collect the cards, forming them into as high as possible poker hands. The partnership game is definitely the better form of the game, as it has a clever scoring mechanism and also players start off playing for themselves but may choose a partner they think will win during the game, and they can then help ensure their partner does win.

 

Hollywood Players. Published by Van der Veer. 2005. Box. In shrink. £4.25

Designer: Jacques Deul. No. players: 2-8. Country: Singapore. Duration: 30 mins.

Card game with 144 cards. Players try to win Hollywood awards such as best actor, best director etc and this is done by collecting the best sets of cast cards. Essentially a set collecting card game with some interesting twists.

 

Hubert Phillip's Heptameron. Published by Eyre & Spottiswoode. 1945. Book. Good. £4

Author: Hubert Phillips. Country: British.

Special Notes: War Economy Standard Production

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

 

Islas Canarias. Published by Clementoni. 2009. Box. Excellent. £13

Designer: Leo Colovini. No. players: 2-5. Country: German. Duration: 45 mins.

Each player has a different village board with some coastal space, some next to a river, some beside the road, some next to the mountains etc. Players select a card from their hand each round which they wish to be actioned. These reward the player with the most empty spaces of a particular type, allowing them to build a house of a particular colour. Three houses of one colour can be traded for a palace which is worth more and frees up more space for further buildings. The player to first build a fixed number of VPs of buildings wins the game.

 

It Happens. Published by Queen Games. 2010. Box. Excellent. £11

Designer: Stefan Feld. No. players: 2-5. Country: German. Duration: 30 mins.

Special Notes: International edition

Anton the anteater is delving into termite mounds as the players direct, and as well as regular ants he especially enjoys the big soldier ants and the queen ants, and also finds a variety of odd junk in there as well, which he likes to collect. The players allocate dice to three boards with spaces sometimes gaining valuable items, but also scoring their face value for that board. The highest scores on each board at the end of the round are awarded the queen and general ant scoring points. There are options to reroll dice, at a cost, and to ensure other players don't get the items they need for their collection, which scores highly at the end of the game.

 

James Clavell's Tai-Pan. Published by FASA. 1987. Box. Good, but box lid slightly indented. £14

Designer: Ian Bailey & Albie Fiore. No. players: 2-4. Country: British. Duration: 2 hrs.

Trading game set on the High Seas between London and the Far East. Based on events in the novel by James Clavell. The designers were the right hand men to Ian Livingstone at Games Workshop. Game play involves sailing on the trade routes and buying and selling different commodities for profit, with the objective of having most money at the end of the game.

 

Justinian. Published by Phalanx Games. 2006. Box. Excellent. £14.50

Designer: Alessandro Saragosa, Leo Colovini. No. players: 2-4. Country: Dutch. Duration: 45 mins.

Very nicely produced game in which the players influence 12 Byzantine advisers to the Emperor. Each player has a pool of influence markers which can be used to enhance or reduce the power of the various advisers at court. The influence tokens are also used to help determine just when Justinian will call upon the advisers and about what topic he will ask. Each player holds the strings behind two different advisers for each of the four possible topics, and manipulating the situation and using clever timing is what it is all about. The main mechanism results in an extremely clever way that all advisers have roughly the same potential.

 

Kevin Keegan's Matchday. Published by Dubreq. ca.1978. Box. Good. £1.40

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

Game using the name of one of the greats of British football. Previously published as Matchday, and a good family game based on a football theme. The game uses some mechanics from Monopoly, but features games, injuries, transfers, gate attendance, and other aspects of being a football manager.

 

Keyword. Published by Parker Brothers Inc.. 1953. Box. 2 copies available:

1) Good. Board and plastic tiles look well used. £1.50       2) Good. £4

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

The first British competitor to the (then) newly released Scrabble. A good word game. Very much in the same vein as Scrabble. Wooden racks. Keyword's main differentiating feature is that there are some short target words on cards and if a player manages to put down one of these then a good bonus is awarded.

 

King's Court. Published by Western Publishing. 1989. Box. Good, but 1 corner taped. £0.80

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

Strategy game with attractive and chunky counters. An involved variation of Draughts, played on an unusual board with two distinct areas of play. The idea is that the main 'combat' between pieces takes place in the central area of 16 squares, and once the game is under way the objective is to eliminate all of your opponent's pieces from the central area, and this wins the game even if they have lots of pieces left in the outer area. Supposedly based on a traditional tournament battle between medieval knights which was run on much the same basis (except with swords, shields and violence...)

 

Kreta. Published by Goldsieber Spiele. 2005. Box. Excellent. £14

Designer: Stefan Dorra. No. players: 2-4. Country: German. Duration: 1 hr.

Majorities style game set in Crete. Players take it in turn to use the action associated with one character card, but will not be able to reuse that character until a scoring takes place. The characters allow villagers to be placed / moved, or villages / forts to be placed, farmers to harvest produce or the abbot who stops other players interfering in a region to be placed / moved. It is always possible to see the next two regions to be scored, and by choosing to cause a scoring round rather than using another character one can influence the next scoring region to be revealed. Interesting ideas.

 

Lexicon. Published by Waddingtons. 1933. Box. Good. £2.25

Designer: Atozed. No. players: 1+. Country: British. Duration: 30 mins.

Card game, a classic British word game in this first edition housed in a box that looks like a small hard-back book. The game involves using letter cards to form words using your cards in hand and those words already formed on the table.

 

Lexicon. Published by Waddingtons. ca.1960. Box. Good, but box shows wear. £6

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

Card game, a classic British word game. One of the best versions because it includes a lot of additional games one can play with the cards  - Lexicon Bridge, Lexicon Whist, Lexicon Scramble, Lexicon Dominoes, Lexicon Cribbage, Lexicon Poker, Lexicon Stud Poker, Lexicon Eights, Lexicon Clock Patience, Lexicon Patience, Lexicon Dictionary, Lexicon Riddance, Lexicon Donkey, Lexicon Criss Cross, Lexicon Twister, Lexicon One Better, Lexicon Jumble, Lexicon Tap And Grab, Lexicon Mine, Lexicon Don't Forget, Lexicon Demon, Lexicon Pay Up and Lexicon Teasers. Games edited by Alex T Hasler.

 

L-Game. Published by De Bono Games. 1972. Pouch. Good. £6

Designer: Edward De Bono. No. players: 2. Country: British.

First edition made by the designer himself. Abstract game of considerable skill. Only 4 playing pieces but with surprising depth to the strategy required. Includes rules for two variations: Gold & Silver and Added Value. The essential idea is that each player has an L shaped piece and there are two small blocking pieces. Players take it in turn to move their L piece and then a blocker, and the idea is to be make your opponent unable to move their L piece on their turn. Chunky board and pieces.

 

Loot. Published by Gamewright. 2005. Box. Excellent. £6.50

Designer: Reiner Knizia. No. players: 2-8. Country: American. Duration: 20 mins.

Reprint of Pirat.Card game, illustrated in colour with ships and pirates. Players send trading ships out and hope they will stay unmolested until the start of their next turn, or send out pirates to try to capture opponents' ships. Plays quickly with quite a few choices to be made about when to withdraw gracefully and when to fight it out.

 

Madeline And The Gypsies. Published by Ravensburger. 1999. Box. Good. £1.75

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

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

 

Maharaja. Published by Phalanx. 2004. Box. Excellent. £15.50

Designer: Wolfgang Kramer & Michael Kiesling. No. players: 2-5. Country: Dutch. Duration: 90 mins.

Set in colonial India, the players take the part of Indian princes loyal to the Maharaja, who have been told to build magnificent palaces and other buildings in his honour. The winner is the first to build 9 palaces. The Maharaja visits one of eight cities each turn and the players who most impress him are rewarded with great wealth. Each turn players secretly plot two major actions such as building a palace or other building, collecting taxes, recruiting a special character, or influencing where the Maharaja will go. Players can only build where their prince is, and movement can also be expensive if the way is not prepared first. Finally, a variety of special characters give powers which can assist their princes. Recommended.

 

Mall World. Published by Rio Grande Games. 2004. Box. Excellent. £12

Designer: Andrea Meyer. No. players: 3-5. Country: American. Duration: 90 mins.

English language version of Grosse Geschafte. A giant mall is to be built and the players are supervising the planning. Players obtain contracts to get certain types of buildings placed in groups by the end of the game, and will score for each such occurrence. In addition the players also auction up cards which allow the play of the buildings to the board, and so players must try to obtain contracts and building placement cards which go together well. The game also gives incentives to play contracts both early and late in the game, so making the choice of when to do what quite tricky.

 

Manila. Published by Rio Grande Games. 2005. Box. Excellent. £16.50

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

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

 

Manitou. Published by Gold Sieber. 1997. Box. Excellent. £6.50

Designer: Gunter Burkhardt. No. players: 2-4. Country: German. Duration: 45 mins. Desc. by Eamon.

Card game, 110 cards featuring Red Indians in four tribes. Each player hopes to trap the most Buffalo cards in each of three 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.

 

Maritime Silk Road. Published by Tantrix. 2011. Box. Excellent. £10

Designer: Reiner Knizia. No. players: 2-4. Country: Chinese. Duration: 30 mins.

Card based trading game in which the players all have two ships loaded with goods of which there are 6 different types. Each turn one of the goods can be swapped, and cards laid onto a central display and then the type of goods laid is scored for everyone having that type of goods on a ship. Special cards allowing additional cargo swaps, gaining extra income and taking extra cards can be purchased. The player with most cash at game end wins.

 

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

1) In shrink. £8      2) Good. £6       2) Excellent. £7

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

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

 

Mimic. Published by Funmaker Games. 2006. Box. Excellent. £6.75

Designer: Doug Cook. No. players: 2-3. Country: American. Duration: 30 mins.

Unusual set collecting game in which players try to place their scoring cubes onto cards laid out on a 7x7 grid. Play involves using the special powers on single use cards to bend the rules to best effect in order to achieve your goals. In order to place a scoring cube you need to create a set of two pairs of matching symbols all of the same colour. However, sets don't have to be in a straight line - they can turn 90 degrees at obstacle cards or at the edge of the layout. The graphic design is unusual with kaleidoscopic images of animals.

 

Montego Bay. Published by Queen Games. 2009. Box. New. £20

Designer: Michael Feldkotter. No. players: 2-4. Country: German. Duration: 1 hr.

Special Notes: International edition

Set in a busy dock in Jamaica, the players use two dock workers each to load up ships. Card play determines which warehouses the dock workers are able to load from, and some have more useful contents than others. It is also possible to hire Lazy Jack to work for you as well, though he can be a little unpredictable. When ships fill up, players score according to the amount they have loaded. There is lots of interaction with dock workers being able to displace others in the way, though this can sometime backfire.

 

Monuments. Published by Mayfair Games. 2008. Box. Excellent. £15

Designer: Stefan Risthaus. No. players: 2-4. Country: American. Duration: 1 hr.

Card game in which players draft cards showing a variety of ancient monuments, these can be melded in order to claim a stake in that monument, however, only 2 people may lay claim to each monument. These melds get 'eroded' as 'historians' (more like unscrupulous collectors stealing artifacts to my mind) are played by the players removing cards from melds for points. Also unwanted cards can be played in pairs to gain extra actions or gain VPs from your melded cards. There are an interesting set of issues to balance - neat design.

 

More Card Games Up-To-Date. Published by W. Foulsham & Co. ca.1930. Book. Good. £3

Author: Tom King. Country: British.

Hardback, 18x13cm, 155 pages. A second collection of card games intended to accompany Card Games Up-To-Date. This book contains the rules to a further 47 card games not included in the first volume. Thus the games in the volume are slightly less well known than those in the first volume, and thus potentially of greater interest. It still includes many popular games as well though. If you would like to buy a copy of the first volume to accompany this one please ask.

 

Mysteries Of Old Peking. Published by Milton Bradley. 1987. Box. 2 copies available:

1) Good. Box corners taped and box base has a water stain. £1      2) Good, but corners taped. £3.25

Designer: Mary Danby. No. players: 2-6. Country: British. Duration: 30 mins.

Very nicely designed light detective game. 50 different cases to solve. Players move around the board visiting witnesses to gather information and may have to decode information using a mirror or a special red plastic sheet, or the Spy's decoder. Once a player has enough information they head to the appropriate Chinese dragon parading the streets and reveal the culprit. Very attractive and a fun light game too.

 

Navegador. Published by Rio Grande Games. 2010. Box. In shrink. £30

Designer: Mac Gerdts. No. players: 2-5. Country: American. Duration: 90 mins.

The players are wealthy Portuguese trading families in the 15th century, and fortunes are to be made by exploring south and east, towards Zanzibar and perhaps even Japan. Play makes use of this designer's eponymous 'rondel' which limits your choices each turn and forces you to plan ahead. The game involves exploring new areas by sea, building new ships, purchasing and selling goods, buying buildings to enhance your capabilities, establishing colonies, and gaining the ear of  those with influence at court as it is the most powerful family that wins, not simply the richest. Highly recommended.

 

Nile. Published by Minion Games. 2010. Box. In shrink. £12

Designer: Daniel Callister. No. players: 2-5. Country: American. Duration: 30 mins.

Card game set in ancient Egypt. Players draft cards representing various crops and plant them in their fields. Floods come and force players to harvest crops. There are restrictions on what crops can be planted at any point and at the end of the game one scores only for the crop one has harvested least of, so diversity is essential to success.

 

Number-Rings. Published by Orda Industries. 1976. Box. Good. £8

Designer: Philip Vennor. No. players: 1-4. Country: Israel. Duration: 20 mins.

Dice game in which each player has a section of the board with 18 raised number bases. Each turn 3 dice are rolled and combined by addition, multiplication and subtraction to form one or more numbers which are then covered with coloured rings. The objective is to be the first to cover all your bases. Offensive play (in other people's areas) is also possible.

 

On The Spot. Published by Penguin. 1986. Book. 2 copies available:

1) Good. £1.25        2) Excellent. £1.50

Author: Albie Fiore. Country: British.

Softback, 21x15cm, 265 pages. An intriguing game book of 'moral diversions'. The book consists of over 200 situations in which you are in a difficult situation and have to decide what you do. A series of questions make you and your friends analyse the situation and see who has a heart of gold and who is as ruthless as they come.

 

Online. Published by Franjos. 2000. Box. Good. £13

Designer: Hartmutt Kommerell. No. players: 2-4. Country: German. Duration: 45 mins.

Tile laying game based on forming computer networks on a board. Each tile shows a country, a colour and a topic. Each player is secretly assigned one each of these categories, and wants to advance their categories to score well at the end of the game. This means having majorities for categories in each of the separate networks, with larger networks scoring more. Tiles are drafted, but can also be used to displace existing tiles if they have a higher strength. Displaced tiles then become available for reuse in a limited fashion.

 

Orient Express. Published by Just Games. 1985. Box. Good. £9

Designer: R Wayne Schmittberger. No. players: 2-6. Country: American. Duration: 1 hr.

Original version of a game made later in Europe by Jumbo Games. In a bookcase box. Detective game that not only looks great, but plays very well. Players must interview up to 30 characters in each crime, but it is a race against time to unmask the murderer before the train reaches Istanbul. If you like crime solving games then this is highly recommended, as the cases are clever and require thought, making this one of the best of the genre. 10 different cases included.

 

Outwords. Published by Perfect Games. 1988. Box. Good. £0.80

Designer: Gary Brightbart. No. players: 2-6. Country: British. Duration: 30 mins.

Word game in which players take it in turn to be the caller. The caller determines the word to be used that round from a card and gives the other players a letter from the middle of the word and the length of the word. The other players take it in turn to request an extra letter at the start or end of the word and may make guesses at the word, scoring for a correct guess and being penalised for an incorrect guess.

 

Owner's Choice. Published by Z-Man Games. 2007. Box. 2 copies available:

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

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

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

 

Pass The Bomb. Published by Gibsons. 1994. Box. 2 copies available:

1) Excellent. £9.50      2) Good. £8.50

Designer: Los Rodriguez. No. players: 2+. Country: British. Duration: 30 mins.

Fun and exciting family / party game based on a simple premise: whoever is holding the 'bomb' when it goes off, loses. The timer is a spherical black bomb shaped device with a fuse attached (you don't light it - it is an electronic device). It can go off at any time from 10 seconds to 2 minutes and you cannot tell when it will be which makes play frantic. Players must name words using letters on the current card but cannot repeat a word in the same round, so if the person before you uses the word you were thinking of you can find the ticking makes your mind go quite blank. The bomb makes a disturbing ticking, and a satisfying Boom! Won the Daily Telegraph's Game of the Year award. Recommended.

 

Password. Published by Milton Bradley. ca.1962. Box. Good. £2.25

Designer: Unknown. No. players: 3-4. Country: American. Duration: 30 mins.

This is a version of a game which was originally on TV. Players must guess a secret word by being given clues by their partner. The more clues needed before the word is guessed the less points are scored. There is a neat device which keeps the lists of secret words secret - revealing them only when the clue card is inserted into it.

 

Patrizier. Published by Amigo. 2007. Box. 2 copies available:

1) In shrink. £12      2) Excellent. £10

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

This game is set in the middle ages when wealthy men built magnificent towers to show their prosperity - the taller the tower the more influential the family. The players are master builders who profit from these vain families, and build towers for them floor by floor, shrewdly accepting the patrician families' orders. The game uses cards in play and comes with 149 wooden stacking tower pieces and a double sided game board. The play is driven by cards which indicate which city can be  played in, and offer a second action eg. additional build, manipulate towers, free choice of replacement card etc.

 

Phoenicia. Published by JKLM. 2007. Box. In shrink. £19.50

Designer: Tom Lehmann. No. players: 2-5. Country: British. Duration: 90 mins.

Special Notes: For £1.50 extra I can print and laminate a set of player aid sheets which help a lot.

Streamlined version of the excellent Outpost system. The players each build up a small Phoenician village from a basic hunting and farming based community eventually to a large city with a port, city walls, iron smelters and so on. Players use their money to improve their income by hiring workers and investing in buildings which will give prestige (VPs) and additional income each round. There are many different routes to building a thriving city, but each player tries to do so in a more efficient way than anyone else. Highly recommended.

 

Pick A Dilly. Published by Abacus Spiele. 2005. Box. Excellent. £5

Designer: Hartmutt Kommerell. No. players: 3-7. Country: German. Duration: 20 mins.

Light family game in which players try to get their hens fed as well as possible. Each round every player chooses which player's hen to feed and they secretly select this on a special dial. When all have selected these are shown. Any hen who has been picked just once lays no eggs, but getting picked zero or two or more times will get you eggs. Also the number of times the player who has the rooster token gets chosen determines how far the rooster will move around the table - having the rooster is a sure way to get bonus eggs.

 

Quo Vadis. Published by Hans Im Gluck. 1991. Box. 2 copies available:

1) Excellent. £10        2) Good. £9

Designer: Reiner Knizia. No. players: 3-5. Country: German. Duration: 40 mins.

Rather nice negotiation game by this master designer. If you don't generally like negotiation games very much don't let this put you off as the scope of negotiation is quite limited and there are specific rules about upholding deals. The game is about getting your family members advanced up through Roman committees to the Senate. On the way you will want to collect as many laurels as possible, though many will have to be dispersed to opponents to persuade them to allow you to do what you wish. When the game ends only those players who have a family member in the Senate are in with a chance to win. This is the first edition and comes in a large box. Recommended.

 

Race For The Galaxy: Rebel Vs Imperium. Published by Rio Grande Games. 2009. Box. In shrink. £14

Designer: Tom Lehmann. No. players: 1-6. Country: American. Duration: 45 mins. 

Second expansion for this extremely popular space colonisation and trading themed card game. You will need the base game in order to play, and owning the first expansion is helpful. Includes cards to extend the game for an extra player. Also includes new starting worlds, 41 new game cards, 5 new goal tiles, more cubes and VP chips, and 4 tokens used in a solitaire version of the game.

 

Race For The Galaxy: The Gathering Storm. Published by Rio Grande Games. 2008. Box. Excellent. £11.50

Designer: Tom Lehmann. No. players: 2-5. Country: American. Duration: 45 mins.

First expansion for this extremely popular space colonisation and trading themed card game. You will need the base game in order to play. New ideas and themes to freshen up the excellent base game including: JumpDrive technology, an ancient race stirring, the Imperium strengthening and the Resistance growing.

 

Red Storm Rising. Published by TSR. 1989. Box. Good. £12

Designer: Douglas Niles. No. players: 2-4. Country: American.

World War Three is about to begin, the Soviets must have oil, so they decide to crush NATO on the way to getting it. The Tom Clancy novel comes to life in this excellent, introductory war game. Well over 100 stand-up counters make it look terrific during play. The map shows irregularly shaped areas from the Soviet Union to France.  The units have critical information hidden on the back so that the opponent can't see it. Advanced rules cover air units, air combat, and even chemical weapons.

 

Reminiscing 1950s - 1980s. Published by Paul Lamond Games. ca.1990. Box. Good. £1.75

Designer: T.D.C. Games. No. players: 2-4. Country: British. Duration: 1 hr.

Trivia based game which includes 4 question books each with questions on one of the four decades covered in the game. Players are initially given a tricky trivia question, but then get three clues. The more clues read before an answer is given the less points awarded. Sometimes a player will be asked to tell a short anecdote from their past which relates to a randomly selected subject instead of answering a question.

 

Reminiscing 1960s - 1990s. Published by Paul Lamond Games. ca.2000. Box. Good. £2

Designer: T.D.C. Games. No. players: 2-4. Country: British. Duration: 1 hr.

As above but for different decades…

 

Roll Through The Ages: The Bronze Age. Published by Gryphon Games. 2008. Box. In shrink. £19.50

Designer: Matt Leacock. No. players: 1-4. Country: American. Duration: 40 mins.

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

 

Rollout. Published by Supremacy Games. 1987. Box. Good. £15

Designer: Robert Simpson. No. players: 2-6. Country: Canadian. Duration: 2 hrs.

Global business economics as players represent multinational corporations. Original mechanics. Players must research, develop and sell products, deal in shares, and build retail outlets world-wide. The tag-line for the game is 'The Game of the Risk-Takers'. Players can employ a variety of different strategies ranging from top of the range product development to heavily discounted mass market goods to trying to take over other player's companies and put them out of business by buying up all their shares. Expect interaction!

 

Route 66. Published by ASS. 1994. Box. Good. £7

Designer: Wolfgang Riedesser. No. players: 2-5. Country: German. Duration: 45 mins.

Interesting card driven race game across the United States on Route 66. Players have a speedometer, which governs their speed (amount of movement) each turn, and cards are used to alter your own speed or alter someone else's speedometer. The aim is to collect state cards along the way, as the player who sees the most of the country will win - not necessarily the player who finishes first.

 

Saint Petersburg. Published by Rio Grande Games. 2004. Box. Excellent. £17

Designer: Michael Tummelhofer. No. players: 2-4. Country: American. Duration: 45 mins.

On the nomination list for Spiel des Jahres 2004, 1st place in the Deutsche Spiele Preis 2004, Austrian game of the year 2004. An excellent business game in which players must invest in peasants early in the game in order to build up their income, but as the game goes on aristocrats need to be recruited to your cause for VPs and more income, buildings built for VPs, and upgrades obtained to maximise both income and VPs. The game is very tactical, and deciding exactly when to switch your focus from income to VPs is key. Highly recommended.

 

Samurai & Katana. Published by Tilsit. 2000. Box. Excellent. £14

Designer: Pascval Bernard. No. players: 3-6. Country: French. Duration: 2 hrs.

Set in 16th century Japan, during a vicious civil war, each player is a Daimyo of a powerful samurai clan. To end the war a new Shogun is needed to unify the country, but such a ruler will need to organise great spectacles, build castles, arrange suitable marriages, trade with China, gain the following of the minor clans and of course, when necessary defeat the other Daimyo in battle. The game makes use of over 120 miniatures.

 

Santiago. Published by Amigo. 2003. Box. Excellent. £13

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

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

 

Schuss Und Tor. Published by Lookout Games. 2001. Box. Excellent. £4.50

Designer: Rudi Hoffmann. No. players: 2-4. Country: German. Duration: 10 mins.

Card game with a soccer theme. Participants play cards to make passes from soccer player to soccer player using cards which specify the player with the ball and the receiving player eg. "Luigi to Max", and if they can't play a suitable card their opponent gets a shot on goal, and a card is drawn from the special deck to determine the result. Unusually it can be played with 3 players, each scoring goals for themselves, giving a rather odd result such as 4-2-1. With 2 or 4 participants you get more traditional results.

 

Shadowfist Players' Guide Vol. 1. Published by Daedalus Entertainment. 1996. Book. Excellent. £1.50

Author: Rob Heinsoo, Robin D. Laws. Country: American.

Softback, 27x22cm, 94 pages. Book for players of the Shadowfist CCG. This CCG is themed on Kung Fu movies and players try to control feng shui sites in order to control the world. This book gives an excellent introduction to the world of Shadowfist, and also gives rules updates and strategy suggestions, also much of the book shows all the cards in the game at the time, and explains how to use each one.

 

Shazamm!. Published by Lui Meme. 2003. Box. Good. £9

Designer: Francois Bruel, Philippe des Pallieres. No. players: 2. Country: French. Duration: 30 mins.

Special Notes: Would be Excellent except for slight crease on lid. Includes colour crib sheets for card translations.

Each player is a mage duelling on a bridge for the right to cross. The game is played in rounds, and after each round the wall of fire between them will be forced back one or more spaces on the bridge before the mages resume the duel. Should a mage run out of magical power he loses the whole battle. Each round consists of optionally choosing one-use spell cards and deciding how much magical power to use. Players then compare power and action spells - with the loser of each bout moving back on the bridge. The cards allow for some interesting combinations and tactical options.

 

Shit!. Published by Adlung Spiele. 1996. Box. Excellent. £2

Designer: Reinhard Staupe. No. players: 2-6. Country: German. Duration: 20 mins.

Card game, 50 colourful cards in suits and 6 Shit! cards. Cards are played into a circle and the suit order is circular. Each round players play a card simultaneously, and this can either be a card which will get you more cards (the only way to get more cards in fact) or a number card. Depending on the cards on the table and the cards other players have played points are scored. There is a slight similarity to '6 Nimmt'. Eamon asked why they called it such a name, and was told that they thought they were using an English word equivalent to "Damn" or "Bother".

 

Shogun. Published by Ravensburger. 1979. Box. 2 copies available:

1) Good. This is the smaller edition. £1.75      2) Good, but 1 corner taped. This is the full size edition. £2.25.

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

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

 

Solotaire. Published by Milton Bradley. 1973. Box. Good. £3.25

Designer: Unknown. No. players: 1-2. Country: American. Duration: 15 mins. Desc. by Eamon.

Excellent game based on Poker Patience, with a nice plastic board on which to lay the cards. Lucille Ball pictured on cover warning "Caution! This game may be habit forming". Includes a variety of games for 1 or 2 players, Honeymoon, Quick-draw, Mayhem 1 & 2.

 

Spy Web. Published by Milton Bradley. 1998. Box. Excellent. £3

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

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

 

Stadens Nyckel. Published by Casper. 1998. Box. Good. £20

Designer: Dan Glimne. No. players: 3-6. Country: Swedish. Duration: 2 hrs.

Special Notes: Cards have been pasted up in English to ease play.

Players represent noble families trying to build up their neighbourhoods and get their family members into the important official positions at the right times. The game play is driven by cards, and events also take place giving advantages to the various positions. The order these events will come up in is partly revealed so you have an idea what is coming up.  One very nice aspect of the game is that as sections of the city get developed card overlays are placed over the board.

 

Submarine. Published by Winning Moves. 2004. Box. 2 copies available:

1) In shrink. £4.25       2) Excellent. £3.50

Designer: Leo Colovini. No. players: 2-5. Country: German. Duration: 45 mins.

Each player controls a surface ship as well as several submersibles. Players compete to salvage various treasures from the bottom of the ocean, at various depths. Cards are used to move the submersibles, raise treasures and interfere with opposing ships. Play is tactical, with some interesting mechanisms limiting when and where you can retrieve treasure and affecting the cost of the retrieval.

 

Sumera. Published by Witt Spiele. 1990. Cloth Bag. Excellent. £15

Designer: Hartmut Witt. No. players: 2-4. Country: German. Duration: 30 mins.

Tile laying game with all wooden components. The players add tiles to the existing country and place their huts and people onto this terrain. The objective is to try to dominate a large area while also having lots of both married and unmarried people. The mechanisms are novel and ensure plenty of strategic and tactical opportunities. There are over 160 wooden components.

 

Sword & Sorcery: Chaositech. Published by Malhavoc Press. 2004. Book. Excellent. £1.75

Author: Monte Cook. No. players: 3+. Country: American.

Roleplaying supplement which uses WotC's generic d20 rules system (v 3.5), making it usable in many campaigns. Chaositech is a combination of magic and technology but always with a high level of chaos. The book covers introducing Chaositech into your campaign; Cults, Priests and Spells of Chaos; Chaositech Weapons and Armour; Chaositech Bio-enhancements; Chaositech Mutations; Masters of Chaositech and more.

 

Tal Der Konige. Published by Franckh. 1991. Box. Good. £32

Designer: Christian Beierer. No. players: 2-4. Country: German. Duration: 90 mins.

The Valley of the Kings. A game of pyramid building, with the unusual mechanism that when the central pyramid is built (unused blocks from all players go into this), the game ends. Masses of chunky wooden blocks in several colours make the game exceptionally attractive during play. It comes in a triangular box. Players manoeuvre their workers and overseers around the board to claim building sites and bid with bidding tiles to obtain blocks. Recommended. I also have some house rules I can include which in my opinion make the game even better.

 

The Jigsaw Book. Published by Hutchinson & Co. 1981. Book. Excellent. £5.25

Author: Linda Hannas. Country: British.

Softback, 25x25cm, 95 pages. Book celebrating two centuries of jigsaw puzzling around the world. The book is full of colour pictures, and covers: The History of Jigsaw Puzzles, Schoolmasters Puzzle their Brains, Puzzle the Devil, Nature Puzzles, Going Places, Tell Old Tales, Pieces of History, The Puzzle is the Message, Puzzle Key Pictures. A very nice book for jigsaw enthusiasts.

 

The Key To Solitaire. Published by Ottenheimer Publishers. 1966. Book. Good. £1.75

Author: Douglas Brown. Country: American.

Softback, 17x11cm, 142 pages. A collection of 150 different games of solitaire (card patience) all briefly described, but with diagrams where appropriate.

 

The Lord Of The Rings Card Game. Published by Fantasy Flight Games. 2010. Box. Excellent. £30

Designer: Nate French. No. players: 1-2. Country: American. Duration: 1 hr.

Special Notes: Includes 2 expansions: Conflict at the Carrock & The Hunt for Gollum

Solo Tolkien themed game which can also be played by two players cooperatively. The game system controls the scenario being played which the players strive to win against. Each game the players select one of 3 scenarios and one of 4 preconstructed decks with different heroes to attempt it. These decks can also be customised for additional variety and to give a better chance of completing the adventure. The action takes place in the time between Bilbo finding the One Ring and Frodo's departure from the Shire. Many small expansions were made each providing a new adventure to challenge the players. Recommended.

 

The Loving Game. Published by Penthouse. ca.1984. Box. Good. £3

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

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

 

The Official Scrabble Manual. Published by Hodder And Stoughton. 1980. Book. Good. £1.25

Author: Jacob Orleans & Edmund Jacobson. Country: British.

Softback, 21x14cm, 60 pages. Subtitled 'How To Win At Scrabble', and containing colour diagrams. This book covers: how to get high scores - lots of different tactics; lists of high scoring words for harder letters (not complete lists - they are in a separate Scrabble book); words with lots of vowels; defensive play; complete Scrabble rules; partnership play; tournament play; solitaire Scrabble; Scrabble problems. A must for the serious or improving Scrabble player.

 

The Phoenix Dictionary Of Games. Published by Phoenix House Ltd. 1961. Book. Excellent, but dustcover shows some wear. £3.50

Author: J B Pick. Country: British.

Hardback with dustcover, 21x13cm, 328 pages. Indoor and outdoor games reference book with the rules to 501 games. The sections are divided into Outdoor Games (Full Dress, Informal, Race & Romp, Tag & Tug, Tool & Toy), Covered Court Games, Gymnasium Games, Indoor Games (Board & Table Games, Card Games, Deed Games, Pencil & Paper Games, Word Games).

 

The Scepter Of Zavandor. Published by Z-Man Games. 2004. Box. 2 copies available:

1) In shrink. £23       2) Excellent. £21

Designer: Jens Drogemuller. No. players: 2-6. Country: American. Duration: 2.5 hrs.

Fantasy game which reuses the excellent auction and development system in the classic game Outpost. Players take the roles of mages who develop their magic powers by gaining magical gems, which in turn produce more magical power. Also different areas of knowledge need to be developed to gain VPs and make further options possible. Various artifacts can be bought which give a selection of different special powers and victory points and ultimately players will need to buy sentinels which are the key to victory. The central mechanism is an auction of the artifacts currently available, and knowing when to spend and when to save is crucial. Highly recommended.

 

The Speicherstadt. Published by Eggert Spiele. 2010. Box. 2 copies available:

1) In shrink. £20       2) Excellent. £18

Designer: Stefan Feld. No. players: 2-5. Country: German. Duration: 45 mins.

Fully English edition. Mercantile game set in Hamburg around 1900. Tense game in which players acquire contracts to deliver goods which then need to be fulfilled by purchasing the goods as ships arrive bearing them. The game uses cards to drive the game, and players assign their workers to the various docks in order to try to get the best deals. However, competition can be fierce. Clever mechanisms and yet fast playing.

 

The Stock Market Game. Published by Avalon Hill. 1970. Box. Box corners taped. £4.75

Designer: Thomas Shaw. No. players: 2-6. Country: American. Duration: 1 hr.

Interesting business game with 4 scenarios, including one that takes you through the 1929 Wall Street Crash. It also shows how you could make money when everyone else is losing theirs. Players buy and sell 5 stocks to make the most money. Players simultaneously place counters to indicate buying or selling while a timer ticks away. A card decides whether the market is bull, bear or mixed, and the stock price changes depending on how many people are buying and selling that stock. There are also rules for stock splits, stock conversion, margin buying and short selling.

 

The Wall. Published by Birmingham. 1986. Box. Good. £0.90

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

Special Notes: Box slightly indented due to stacking - almost inevitable with this game as the box is large and not very strong.

Well intentioned game but overtaken by real-life events. Suddenly there wasn't a Berlin Wall! An espionage game in which players try to get their secret agents out of their opponent's embassies with top secret papers and back to their own bases. However, some agents are actually double agents. The board is large and an attractive representation of the city, with the wall and a few ways under or over it - all dangerous - and other special places dotted around too.

 

Thud: The Discworld Boardgame. Published by Aurient Traders. 2001. Box.

Good, but box base indented. £13. Designer: Trevor Truran, Terry Pratchett. No. players: 2.

Country: British. Duration: 1 hr.

Based on the Discworld Battle of Koom Valley, this game pits 8 trolls against 32 dwarves. Each playing piece is chunky and hand-made. The game is played on an octagonal square gridded board. It is related to Hnefatafl (the Viking game), but the method of capture is different and there is no king piece. The trolls and the dwarves have different movement rules and different methods of capture. Thus the game would normally be be played twice, switching sides after the first game.

 

Thurn And Taxis: All Roads Lead To Rome. Published by Rio Grande Games. 2008. Box. 2 copies:

1) Excellent. £8.50       2) In shrink. £10

Designer: Karen & Andreas Seyfarth. No. players: 2-4. Country: American. Duration: 1 hr.

Expansion for Thurn and Taxis (you need the base game to play). A new map is provided which shows North Italy and the alps to the north. This expansion provides two new scenarios for you to play. In the first the players must get their priests to Rome, but at the right time. In the second players use the office powers as evenly as possible in order to get access to new office powers. The two scenarios can also be played together.

 

Toppo. Published by Rio Grande Games. 2005. Box. Excellent. £6

Designer: Reiner Knizia. No. players: 2-4. Country: American. Duration: 15 mins.

Card game. The cards show five different shapes in five different colours. Three are dealt into the centre of the table and each player has their own stack of cards. Players all simultaneously deal out three cards for themselves and compare them with those in the centre. Any identical cards can be discarded to the centre, and if all three cards 'top' those in the centre then they are discarded onto the cards in the centre thus changing the cards to be matched. 'Topping' means matching in either colour or shape. Players repeatedly deal themselves 3 cards, compare with the centre and redeal three cards trying to get rid of their cards as fast as possible. As soon as you have less than 10 cards in your stack you call 'Toppo' and win the hand.

 

Tortuga: The Pirate Card Game. Published by Red Omega Studio. 2003. Box. Excellent. £7

Designer: Piero Cioni, Giovanni Melega. No. players: 2. Country: Italian. Duration: 30 mins.

Card game with a pirate theme in which the two players alternate playing merchant ships, tactics cards, sea cards and treasure cards onto individual play areas - cards can be played in either your own area or your opponent's allowing plenty of interaction. Each 'line' in your area has a pirate ship, and when all cards are played it will also have cards indicating the strengths of the merchant ship, the attribute (cannon, sails or crew) needed to defeat it, the treasure it carries and a modifier card. Each line is then evaluated to see if the pirate is successful and the player who captures most treasure wins.

 

Totopoly. Published by Waddingtons. Various editions available:

1) ca.1949. Box & Board. Box shows wear, 1 corner taped. Undated, but I believe it to be the 1949 edition. Metal horses.1 metal horse has a broken leg, but still stands up. £8.75

2) ca.1940. Box & Board. Good. £7.25. Some of the cardboard horses have lost a leg or two through use. Very attractive edition of this classic racing game, a war-time edition. I know this because it originally had metal horses, but during the war metal was at a premium, so they used cardboard horses that slotted onto wooden bases.

3) ca.1940. Box & Board. Excellent for age. £13. As 2) but in better shape.

4) ca.1960. Box. Box fair, but taped. £8. Dated 1949 but I think it is a Sixties' print. Metal racehorses. Very nice artwork on the lid, and an unusual way of producing the two boards needed for play.

5) 1972. Box. Good. £11.50. Plastic horses.

6) 1978. Box. Good, but base indented. £10. Plastic horses.

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

Classic game of horse-racing. Note that from 1980 the game was re-printed without a lot of the cards which were in earlier versions.

 

Transsib. Published by Winsome Games. 1997. Box. Good. £13

Designer: Dieter Danziger. No. players: 3-5. Country: American. Duration: 2 hrs.

Based on the Transsiberian Express (called Transsib by the locals). All players control a group of Russian gangsters on board the train, who want to obtain money by selling goods, stealing goods or claiming protection money as the train stops at stations on the way to Moscow. Gangsters will sometimes duel, with the losers evicted from the train. Rounds of intrigue on the train are interspersed with rounds of selling goods at the stations. The game ends when the train reaches Moscow and the richest player is the winner

 

Turbo. Published by Adlung Spiele. 2003. Box. Excellent. £3

Designer: Zoltan Aczel. No. players: 2-4. Country: German. Duration: 5 mins.

Motor racing game using cards. A course is laid out and chicanes added (speed restrictions). Players each have a deck of acceleration and braking cards which they then simultaneously order to represent the way they will drive the race, and as soon as a player thinks they have met the speed conditions they say so. Other players can continue arranging their cards. Once all are done the first player to finish who can demonstrate their deck works wins the race. Advanced rules add additional restrictions.

 

Turf Horse Racing. Published by Gibsons. 1995. Box. Good. £9

Designer: Reiner Knizia. No. players: 3-6. Country: British. Duration: 30 mins.

A great race game, and quite different to any other. 7 horses are in each race, and you bet on the result. However, the novelty is that each horse has ratings according to 4 different symbols, and in your turn you roll a dice to see which symbol you can use this turn. Sometimes you can move your own horse forward well, sometimes there is an obvious opponent to 'nobble', but other times it is hard to decide the best use of the symbol you rolled. One of the best 'end-of-evening' games you will find in my opinion. I also have some house rules which I find improve the game. It was reissued (and changed somewhat in the process) as Royal Turf. Recommended.

 

UWO. Published by Elven Ear Games. 2004. Box. In shrink. £4.75

Designer: Thomas Jansen. No. players: 2. Country: Dutch. Duration: 50 mins.

The title stands for Unidentiifed Walking Objects. Each player leads either the Pnorfs or the Znorfs, who have an intense mutual dislike, and so fight for control of their planet. Each alien has a different power eg. bazooka, tank, laser, bunker etc, and each is immune to one other type of alien. Action points are used to move and attack with your UWOs, who can also 'morph' into other types of UWO by playing cards. A well received tactical two player card game with a warring aliens theme.

 

Vagabondo. Published by Invicta. 1979. Box. Good. £0.90

Designer: Brian Taylor & Peter Forbes. No. players: 2-6. Country: British.

A nicely produced abstract game. The pieces are shaped somewhat like 'Tetris' blocks, but with from 1-6 squares involved.  The pieces are blue (in 3 shades) and pink (3 shades), and pieces are placed on the board scoring for themselves and any pieces they touch. However there are placement restrictions (beyond that imposed by shape) to make it more interesting.

 

Verräter. Published by Adlung Spiele. 1998. Box. Good. £2.25

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

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

 

Viking Fury. Published by Ragnar Brothers. 2004. Box. Several copies available:

1) New. £14      2) Excellent. £13       3) Good. £12

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

Game that spans the time of the Viking Sagas. The Norsemen raid, trade and settle the known and unknown territories of the northern hemisphere, with the objective of accumulating the most gold. The game includes an A1 size cloth map, a deck of 4-colour cards and wooden and plastic playing pieces. There are lots of different ways to gain victory points but working out which will be more efficient in your situation, and when you should interfere with other players, makes it interesting.

 

Virus & Co. Published by Zoch Zum Spiele. 2002. Box. Excellent. £5.50

Designer: Frank Stark, Joerg Spiegelhalter. No. players: 3-6. Country: German. Duration: 15 mins.

Special Notes: There is German text on some of the cards

Card game in which the players try to avoid getting virus cards by repelling them with tablet tokens. When a virus card is taken it will increase your illness level, but will also let you take certain tablet tokens from the stock, which can be used to reject other viruses later in the game. The hand ends when one player's illness level sends them to intensive care!

 

Waterloo. Published by Phalanx. 2001. Box. Excellent. £14.50

Designer: Alexander S. Berg. No. players: 2-3. Country: German. Duration: 2 hrs.

Wargame covering the Battle of Waterloo. One player controls the French forces and the other the Anglo-Dutch-Prussian forces (though these can be split up for a 3 player game). Cards are used to drive the game (move units, give combat bonuses, artillery fire etc), and no dice are used. It is a low complexity game which has been very nicely produced, and is a good crossover wargame / German style game.

 

 

 

 

Book Title

Publisher

Author

Year

Type

Size (cm)

Pages

Condition

Price

Royal Auction Bridge By Dalton

Thomas De La Rue

W. Dalton

1913

Hard

17x11

114

Good – gold edged pages

£8

Test Your Chess

Pan Books

Gerald Abrahams

1975

Soft

18x11

~160

Good

£1.25

Car Wars: Battle Road

TSR

S. Jackson

1986

Soft

18x10

400 paras

Excellent

£4

150 Solitaire Games

Harrow Books

Douglas Brown

1966

Soft

17x11

142

Good

£1.25

Learn Bridge With Reese

Faber & Faber

Terence Reese

1987

Soft

20x13

162

Good - ex library

£1

Discovering Chess

Shire Publications

R.C. Bell

1979

Soft

18x12

56

Good

£0.50

Discovering Dice And Dominoes

Shire Publications

R.C. Bell

1980

Soft

18x11

48

Good

£1.25

Soma World: The Complete Soma Cube

Canberra Publishing

Sivy Farhi

1982

Soft

9x9

~200

Good

£2.50

Those Extra Chances In Bridge

Victor Gallancz

Terence Reese, Roger Trezel

1986

Soft

20x13

64

Good

£4

The Right Way To Play Chess

Elliot Right Way Books

D. Brine Pritchard

1974

Soft

18x11

237

Good, but there is a label removal mark

£0.75

Rules For Wargaming

Shire Publications

Arthur Taylor

1972

Soft

18x11

68

Good, but a little delicate

£4.50

12 New Games Of Patience

Austin Rogers

Laurence Morton

~1910

Soft

17x12

64

Good, but cover slightly discoloured

£5

50 More Winning Bridge Tips

Victor Gollancz

Ron Klinger

1996

Soft

21x13

96

Excellent

£1

The Home Entertainer

Odhams Press

Sid G Hedges

~1938

Hard

18x11

320

Good

£2

The Polite Gamester

Peter Wilson

Edmund Hoyle

1752

Hard

17x10

~130

Fair-Poor. The front cover is detached but present. The covers show wear and some discolouring. Inside is mostly good, but a number of pages are stained. All legible though.

£10

Discovering Playing Cards & Tarot

Shire Publications

George Beal

1972

Soft

18x11

57

Good

£2.50

Master Duplicate Bridge

Victor Gollancz

Pat Husband

1988

Soft

17x10

10

Good

£0.30

Sixty Indoor Games For Scouts

Brown Son & Ferguson

J. B. Collyns

~1935

Soft

15x12

40

Good

£4

Waddingtons Family Card Games

Pan Books

Robert Harbin

1981

Soft

18x11

193

Good

£1

Whist

George Bell

William Pole

1890

Hard

17x12

104

Good

£9

Popular Card Games

W D & H O Wills

Lawrence H Dawson

1933

Hard

18x12

160

Good

£3.50

150 Ways To Play Solitaire

U.S. Playing Card Co.

Alphonse
Moyse Jr

~1985

Soft

18x12

128

Excellent

£1

Military Whist Or Flag Whist

H.P. Gibson & Sons

Jackpot

~1930

Soft

15x10

16

Good

£1.50

The Modern Losing Trick Count

Victor Gollancz

Ron Klinger

1987

Soft

22x14

143

Good, but crease visible on cover

£2.50

 

 

Terms and Conditions

 

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