MNG-AJM Games and Collectibles

 

Apr 2014 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? 

 

180 Games For 1 Player. Published by Phoenix House. 1954. Book. Good, dustcover shows wear. £2.50

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

Hardback with dustcover, 21x13cm, 137 pages. A collection of games and activities for one player categorised into: Outdoor Games (Ball Games, Eye Games, Tool & Toy Games), Indoor Games (Board Table & Floor Games, Pencil & Paper Games, Head Games, Patience Games).

 

20th Century. Published by Rio Grande Games. 2010. Box. In shrink. £20

Designer: Vladimir Suchy. No. players: 3-5. Country: American. Duration: 100 mins.

Over six rounds the players seek to develop their country in a variety of ways - perhaps to become a financial centre, a centre of learning, or a technological power. In all cases, as well as these advances the players must manage their waste, as only when the environment and economy are healthy can you consider your country a success. Points are gained for quality of life in your country throughout the game as well as bonuses for income, research and the environment at the end. Game play involves the strategic purchase and play of tiles into your own area, as well as deciding how much you are willing to sacrifice to avoid unpleasant events. Recommended.

 

A Game of Thrones: A Clash Of Kings. Published by Fantasy Flight. 2004. Box. Excellent. £20

Designer: Christian Petersen. No. players: 3-5. Country: American. Duration: 2.5 hrs.

Expansion for A Game of Thrones which you will need in order to make use of this. This set adds in House Martell allowing 6 players to play (or more variety for less players). Also new are siege engines, sea ports, defensive fortifications, alternate House cards, a three player game influence track, one-time orders, and a southern Westeros map board.

 

A Line In The Sand. Published by TSR. 1991. Box. Good (nearly Excellent). £11

Designer: Paul A Lidberg, Douglas Niles. No. players: 2-6. Country: American.

Wargame set in the Persian Gulf in the early 1990s. There are two versions of the game, a basic game for less than five players in which military might wins the day and players take sides in the war depending on the number of players. The advanced game is for six players and is a diplomatic game in which politics and persuasion come to the fore as well as military might. Various actions on the parts of the players can throw the region into war, and diplomatic messages can be sent secretly. The board is large and attractive, showing the various countries and important sites such as oil wells and air bases. Includes about 300 counters many of which stand up in bases.

 

Abagio. Published by New Classic Games. 2003. Box. In shrink. £11

Designer: Michael & Autumn Moore. No. players: 2. Country: American. Duration: 35 mins.

Inspired by Backgammon, this is a game of moving your frog playing pieces, using dice rolls, around the roots of a tree into the area next to the pond. Once all your frogs have made it to the edge of the pond they can start jumping in, and the first to get all their frogs in the pond wins. There are some twists compared to Backgammon, such as different stacking and safe space rules and also a neutral frog of a third colour.

 

Acqua Dolce. Published by Giochix. 2009. Box. Excellent. £9

Designer: Daniele Ragazzoni. No. players: 2-5. Country: Italian. Duration: 20 mins.

Card game in which the players compete to fill the requirements of a common aquarium. In order to do this players play cards to fulfil objectives. To win a player must get rid of all of their cards in hand while fulfilling their goals. The game takes some ideas from Rummy, but adds its own new twists.

 

African Park. Published by Giochix. 2009. Box. Excellent. £9

Designer: Marco Canetta, Stefania Niccolini. No. players: 2-4. Country: Italian. Duration: 20 mins.

Card game in which the players each manage a wildlife park. To do this well the players need to consider the types of terrain, the demands of new animals to be introduced and those of the animals already present. Animals score points at the end of the game as long as they are not threatened by other animals or in overcrowded conditions.


Alexandros. Published by Winning Moves. 2003. Box. Excellent. £8.50

Designer: Leo Colovini. No. players: 2-4. Country: German. Duration: 1 hr.

Unusual board game in which players use cards to move Alexander the Great around a triangular gridded map of the Middle East. Wherever Alexander goes 'fences' are laid along his route, and these fences will divide up the board into various provinces which the players then use cards to control. Ownership of these provinces is rewarded with points when scoring occurs, but it is quite possible to take over control of other players' provinces. Lots of tactical play, and cunning moves are definitely rewarded.

 

Artus. Published by Alea. 2011. Box. New. £9

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 points are scored for the position it vacated. 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.

 

Ask Me Another. Published by Milton Bradley. 1984. Box. Good, but 1 corner taped. £1.75

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

Family Trivia game with three levels of question for juniors, intermediates and seniors.

 

Axis And Allies. Box. 2 editions available:

1) Published by Hasbro Avalon Hill. 2004. Excellent. £22. Fourth edition. Updates from previous versions include two new unit types and new victory conditions.

2) Published by Milton Bradley. 1986. Good. £12. Second edition

Designer: Lawrence Harris. No. players: 2-5. Country: American. Duration: 3 hrs.

A great strategic multi-player game of WWII which encompasses the entire globe. The game uses over 360 plastic miniatures to represent the various forces (infantry, tanks, ships, carriers, fighter planes, bombers, subs etc). The five world powers involved in the conflict (U.S., U.K., Russia, Germany and Japan) have to work with their allies to ensure best use of production facilities and the various forces. Countries can even try to develop a super-technology (eg. nuke) to turn the tide of the war. Low complexity and great components make this a classic.

 

Axis And Allies: Battle Of The Bulge. Published by Hasbro Avalon Hill. 2006. Box. Good. £20

Designer: Larry Harris Jr. No. players: 2. Country: American. Duration: 3 hrs.

A standalone game which uses the Axis and Allies system to simulate the Battle of the Bulge in the Ardennes Dec 1944. The game includes 157 plastic combat units (infantry, tanks, artillery, trucks, fighter aircraft and bombers). As you would expect from a game in this series the rules are relatively simple making it an easy game to start playing.

 

Axis And Allies Pacific. Published by Hasbro Avalon Hill. 2000. Box. Excellent. £22

Designer: Larry Harris, Stephen Baker & Rob Daviau. No. players: 2-3. Country: American. Duration: 2 hrs.

Game of grand strategy in the Pacific theatre of war, WWII. 345 plastic pieces representing battleships, carriers, fighters and artillery are used. Players need to make prudent economic plans as well as good naval tactics if the war is to be won. The game starts as Japan prepares for the Pearl Harbour strike. The game is a little more complex than Axis and Allies.

 

Barrier. Published by Aladdin. 1974. Box. Good. £2

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

Played on a draughts board, but with transparent pieces. The central two rows get set up with special spaces which allow different directions of movement to normal. Unlike draughts, pieces may move forward as well as diagonally, and this combined with the central 'barrier' rows ensures it does not play at all like draughts, and indeed the changeable barrier will ensure different options are available each time played.

 

Basket Boss. Published by Cwali. 2009. Box. 2 copies available:

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

Designer: Corné Van Moorsel. No. players: 2-5. Country: Dutch. Duration: 50 mins.

The players are the managers of basketball teams, and will need to draft good players in order to win trophies over a series of seasons. Each player has a strength card showing how well they will play each season, and the assistance of trainers, player agents, the banker and even the referee(!) can help you in your quest for glory.

 

Battlegame Book 1: The Wild West. Published by Usborne. 1975. Book. Good, unpunched. £8

Author: Andrew McNeil. No. players: 2-4. Country: British.

Hardback book which includes four games by the inventor of Kingmaker. The book also details the history of the Wild West, including a timechart. The games are Buffalo Hunters (Players represent Indian tribes and must capture wild horses and kill buffalo); Red Cloud’s War (US Government vs Red Cloud's Indians. The US forces must get supplies through to Fort Keogh before stocks run out); Iron Horse (Players survey and construct railroads aiming to be the first to Central City); Lincoln County War (Billy the Kid must break out of a trap set by Sheriff Peppin).

 

Battlegame Book 3: Galactic War. Published by Usborne. 1983. Book. Good - unpunched. £8

Author: Andrew McNeil. No. players: 2-4. Country: British.

Laminated A4 paperback book with 40 pages. About half the book is informational, giving information about the solar system and the history of space exploration. The other half of the book details 4 simple space wargames, each with a double page board. Counters for each game come with the book. The games are: Space Pirates (Each player sends out a ship to collect ore and return with it to earth); The Deadly Planet (Move around the board and try to be the first to get to your 4 target spaces); Invasion Earth (The Ganoids try to colonise the Pacific ocean bed, while the Earth player must stop them); Galactic War (The Krul and Stellar Federation send out fleets of spaceships to conquer each other).

 

BBC Mind Games Dec 06. Published by Bristol Magazines Ltd. 2006. Magazine. In shrink. £0.40

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

Puzzles magazine, with a small board games content. There are loads of puzzles of many different types: logic (eg. sudoku, nurikabe, karuko etc), crosswords, brainteasers, quizzes and trivia, as well as articles of general interest - in this issue: Mapping the Mind, The Origin of Crosswords, Top Ten Board Games for Christmas.

 

Beim Zeus. Published by Kosmos. 1997. Box. 2 copies available:

1) Good, but base edges show some wear. £7        2) Good. £8

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

Intriguing game about building temples. The player who builds the most valuable temples wins, but it is very easy to over-stretch your finances and end up with egg on your face. The twist is that you need to buy land to build on, by auction, but the amount you pay has ramifications later, because this cost must be repeated when you raise the height of your temples. Thus the lower ‘ground’ cost you can pay, the more you save in the long run. As usual with this company, very nicely produced, with wooden pieces, tiles, bidding dials and cards.

 

Beowulf: The Legend. Published by Fantasy Flight Games. 2005. Box. Excellent. £12

Designer: Reiner Knizia. No. players: 2-5. Country: American. Duration: 90 mins.

Board game based around the famous legend of Beowulf. The players are Beowulf's heroic companions who travel through a series of adventurous episodes. During these the players vie to show their heroism, collect treasure and avoid injury in combat. The game is card driven, and has a feeling of competitive cooperation. The game uses an unusual L shaped board.

 

Canasta. Published by Robert Hale Ltd. 1949. Book. Good. £2.50

Author: Ottilie H. Reilly. Country: British.

Softback, ringbound, 18x13cm, 61 pages. Subtitled: The Exciting New Card Game. The book covers: The History / Creation of the Game, How to Play the Standard Four Player Game, The Frozen Discard Pile, Treys - Black & Red, Concealed Hands, Pointers & Suggestions, Strategy of Play, Proprieties, The Game for Two and Three Players.

 

Capitol. Published by Schmidt. 2001. Box. Excellent. £14

Designer: Alan R Moon & Aaron Weissblum. No. players: 2-4. Country: German. Duration: 1 hr.

A game of city building with stacks of wooden components. Players build buildings of different sizes off the board and use cards to place them on the board where they are then considered complete. Players can improve the location of their buildings by winning auctions and placing temples, amphitheatres or fountains in their zone. During the game and at the end, the various zones are scored according to who has the biggest buildings. However, clever placement rules make sure it is never easy to assure you will have control of a zone.

 

Card Games And How To Play Them. Published by C. Arthur Pearson Ltd. 1924. Book. Good. £3.20

Author: Peter Alston. Country: British.

Special Notes: Spine shows considerable wear

Hardback, 18x12cm, 126 pages. Period book with interesting adverts at back and front. The games covered are: Whist (3), Bridge, Royal Auction Bridge (2), Baccarat (3), Bezique (2), Cribbage, Ecarte, Euchre, Loo (3), Nap, Old Maid, Patience (4), Piquet, Poker, Pope Joan, Speculation, Trente-et-quarante, Vingt-et-un.

 

Caspari Bridge Set. Published by Unknown. ca.2005. Box. Excellent. £2

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

Attractively packaged Contract Bridge set. Includes 2 decks of cards with attractive horticultural themed backs, a Bridge score pad and pencils as well as a 48 page booklet covering: A Summary of the Acol System by Eric Crowhurst and Simple Conventions for the Acol System by Simon Ainger.

 

Caveman. Published by JKLM Games. 2007. Box. 2 copies available:

1) Excellent. £13        2) Good. £12

Designer: M.Vrijland, T.Shaw, M.Hall, S.Hall. No. players: 2-6. Country: British. Duration: 75 mins.

The players try to make their caveman tribe the dominant one on Volcano Island. This is a harsh world with marauding dinosaurs, where rival tribes may attack, and children are far from certain to make it to adulthood. The tribes grow and gather resources to help them survive. The winner is the player whose tribe reaches eight people first, or who collects one of each of the resource types, or has made most progress when the action deck is finished.

 

Chariot Lords. Published by Clash of Arms. 1999. Box. Good. £16.50

Designer: Charles Vasey. No. players: 3-4. Country: American. Duration: 6 hrs.

War game, very much in the style of History of the World. Players represent a selection of nations each. The game covers the period between 1500BC and 600BC. Some nations are large, some small, but all try to score victory points and stay put as new nations rise to power. Beautifully presented.

 

Charlie And The Chocolate Factory. Published by Alfred A Knopf. 1978. Book. Good and unpunched. £24

Author: Sid Sackson. No. players: 2-4. Country: American. Duration: 45 mins.

Very rare game / book by Sid Sackson. This is a game inspired by the Roald Dahl book. The three section 'book' unfolds to form a board with thick cardboard playing pieces and 'cards'. Cards are drawn to determine who controls each of the five children, and players then move one of the children they control on their turn, scoring points by getting them into the major rooms. Willy Wonka also has to be moved, and no child may get ahead of him. Along the way the various children succumb to the various hazards in the book, with the finale of the game taking place at the TV room.

 

Cir*Kis. Published by Hasbro. 2009. Box. Excellent. £7

Designer: Philip Orbanes. No. players: 2-4. Country: Canadian. Duration: 20 mins.

Very attractively produced game which uses a board showing a Penrose tile pattern into which the colourful playing pieces fit. These tiles come in many types, all combinations of the Penrose kite and dart shapes. Players take it in turn to play a piece of their colour touching the last piece played. Points are scored when one of 16 'circles' or stars are filled up, and the first to 40 points wins the round. Additional rules allow an extra turn in certain circumstances.

 

Citadel. Published by Jumbo. ca.1970. Box. Excellent. £6.25

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

Abstract game, with uneven sides, but the balance in the game lies in the method of movement and capturing. One player has two officers who must take on the other player’s 24 soldiers. The game is played on a cross shaped board with a square grid, with some diagonals marked, and others missing. The central spaces are considered the citadel, and the player with the soldiers must either occupy all these spaces or stop the officers from being able to move. The officers have to try to capture 16 of the 24 soldiers.

 

Control Nut. Published by James Miller. 2003. Box. Excellent. £6.50

Designer: James Miller. No. players: 4. Country: American. Duration: 45 mins.

Whist based partnership game for 4 players. The main twist on normal whist is that there are a selection of special cards which let you control the game in unusual ways, and four of these are used each hand, but players bid for these by giving up 3 normal cards from their hand, which will be given to the other players. Thus while the control cards are potent, to obtain them one has to give up other potentially useful cards. Example bonus cards: play this card to change trump suit, sit out tricks, increase the value of another card etc.

 

Cube Farm. Published by Cheapass. ca.2003. Packet. New. £0.40

Designer: James Ernest. No. players: 2-5. Country: American. Duration: 45 mins.

Card game in which the players add cards to a communal layout and place tokens on the cards to claim offices. The idea is that the cards show office units which have been partitioned into 'cubes'. The office also has vital facilities such as the coffee machine, water cooler, printer etc, and players want their people to be as close as possible to these facilities. Play is tactical - you want to set up opportunities for yourself while not giving too much away to your opponents. As usual with this company, you will need to supply your own counters for each player.

 

Darjeeling. Published by Abacus Spiele. 2007. Box. 2 copies available:

1) In shrink. £19       2) Excellent. £17

Designer: Günter Burkhardt. No. players: 2-5. Country: German. Duration: 1 hr.

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

 

Darwinci. Published by LudoArt. 2009. Box. Excellent. £17

Designer: Martin Schlegel. No. players: 3-5. Country: German. Duration: 1 hr.

Beautifully produced game in which the players are students of archaeology and disciples of both Darwin's and Da Vinci's schools of thinking (hence the game's name). They players are at an archaeological dig and determined to demonstrate that some of the finds were from truly bizarre creatures with multiple heads, odd numbers of limbs, and often with peculiar Da Vinci style contraptions built in. A clever bidding mechanism means that the players get to influence which tiles their opponents will obtain as well as bidding for those they want. Scoring is both for completed creatures and for sets of mystical symbols arranged in the same line.


Das Hornberger Schiessen. Published by Zoch. 1990. Box. Good. £2.25

Designer: Klaus Zoch & Albrecht Werstein. No. players: 2-5. Country: German. Duration: 45 mins.

Card game, with rules for two games using the same cards. The cards depict cannons, beer, the Duke and powder kegs. In the first game players play their cannons and beer into three rows. Two rows will be completed, and these will score positively, while the incomplete row will accrue negative points. In the second game cards are played into a grid and points are scored for completing rows.

 

Der Hexer Von Salem. Published by Kosmos. 2008. Box. Excellent. £17

Designer: Wolfgang Hohlbein. No. players: 2-4. Country: German. Duration: 1 hr.

Special Notes: English crib sheets and rules provided to make this edition entirely playable for non-German speakers

Cooperative game with a horror theme very similar to Arkham Horror, but simpler and with a much shorter playing time. The players move around the board showing the various locations in Arkham, and in each location there may be a monster to defeat, as well as items which can be purchased. If monsters are not dealt with quickly enough they can activate and perform various unpleasant actions. Thus the players need to obtain items to banish the monsters while also working out which great evil is behind it all, and closing the gateways to the netherworld, before performing a final banishing to rid the world of evil once and for all - or at least until the next bunch of evil cultists turn up! However, success is far from guaranteed.

 

Die Augen Der Kali. Published by Schmidt Spiele. 1993. Box. Good. £9

Designer: Alex Randolph. No. players: 2-6. Country: German. Duration: 20 mins.

Push your luck game in which the players take turns to draw cards which allow them to step carefully along the path to Kali's shrine collecting jewels on the way. After each card the current player may decide to stop, but another player can opt to continue, taking a greater risk. Some cards show a noise has been made, or worse, that Kali has opened an eye: stop the player's turn, losing anything gained so far.

 

Die Erbraffer. Published by Ravensburger. 1994. Box. 2 copies available:

1) Excellent. £7      2) Good. £6

Designer: Nik Sewell and Jeremy Shaw. No. players: 2-6. Country: German. Duration: 90 mins.

Unusual but great theme for a game - the board shows 6 generations of a family tree, with many intermarriages. Play progresses through the generations and players play cards to alter the fortunes of the various family members in the current generation in terms of money and valuable heirlooms. As time passes a generation dies and the wills are found and the goodies pass on to the next generation, though often new wills may be found redistributing the wealth. The objective is to end up with as many of the valuables as possible in the possession of various of your (secretly owned) family members dotted through the ages, or your secret heir in the year 2000. For £3 extra I can print and laminate a set of cards in English to ease game play.

 

Die Sieben Siegel. Published by Amigo. ca.2004. Box. In shrink. £10

Designer: Stefan Dorra. No. players: 3-5. Country: German. Duration: 30 mins.

Excellent trick taking card game. As well as cards in five suits there are markers for each suit, which players take at the start of a hand. Each marker taken indicates that the owner believes they will win a trick in that colour. Whenever a trick is taken a suitable marker is discarded, or if a player doesn't have a suitable marker then a black penalty marker is taken instead. All markers still held at the end of the hand count against you. The final twist is that one player can take the role of the saboteur and try to ensure other players take too many or too few tricks. Works very well - highly recommended.

 

Digit. Published by Piatnik. 1987. Box. Good. £1.75

Designer: Gerhard Kodys. No. players: 2-4. Country: Austrian. Duration: 20 mins.

55 cards show different arrangements for 5 sticks. One card is drawn and the matchsticks laid out according to the diagram on it. Players are dealt cards and try to find a way to move a single matchstick to make the patterns on their cards. There are four versions of the game to play, but all are based on this principle.

 

Dominion. Published by Rio Grande Games. 2008. Box. In shrink. £26

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

Spiel des Jahres winner 2009. A card game in which players start with the same 10 cards, and each turn use 5 cards to perform actions and buy new cards which get added to their deck for future use. The cards bought can either provide additional money to spend or allow a wide variety of actions, most to help yourself, but some to hinder your opponents or protect against such attacks. Some cards give VPs but do nothing else and so clog up your deck, but without them you won't win. Cleverly the set includes 25 sets of different action cards only 10 of which are used each game, so that every game you will have a different mix available to keep the game fresh and challenging. Highly recommended.

 

Dominion: Alchemy. Published by Rio Grande Games. 2010. Box. In shrink. £19

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

Expansion for the 2009 Spiel des Jahres. You need either the base set or the Intrigue set to make use of this. The set includes 12 new sets of cards, as well as a new base treasure type: the Potion. The new cards need to be purchased with potions as well as gold, and allow some interesting effects.

 

Dominion: Blank Card Set. Published by Rio Grande Games. 2010. Packet. New. £1.25

Designer: Donald X. Vaccarino. No. players: 2-5. Country: American. Duration: 30 mins.

A pack of blank cards for Dominion. This includes 10 regular cards and 1 blue backed randomiser card. This will allow you to create your own kingdom cards by either drawing / writing directly onto the cards or by printing onto sticky labels and then attaching the labels to these cards. I have used some of these for creating my own cards and for making up promo / internet created card sets.

 

Dominion: Cornucopia. Published by Rio Grande Games. 2011. Box. In shrink. £17.50

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

Expansion set for Dominion (which you will need to make use of this). 13 new sets of Kingdom cards are included, along with 5 special 'prize' cards. The cards in this set encourage players to diversify their decks in order to gain the full capability of these cards. Recommended.

 

Dominion: Dark Ages. Published by Rio Grande Games. 2012. Box. In shrink. £27

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

Expansion for the 2009 Spiel des Jahres. You need either the base set or the Intrigue set to make use of this. This set includes 35 new sets of Kingdom cards, as well as Ruins (a sort of milder Curse), and cards which can replace the starting Estates. Central themes are the trash pile, and upgrading cards.

 

Dominion: Guilds. Published by Rio Grande Games. 2013. Box. In shrink. £19

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

Expansion for the award winning deck building game - you will need a set with the base cards to make use of this. This set adds 13 new Kingdom cards to Dominion, with a theme of the various professions. It includes coins which can be saved and used in future turns, and some cards can be made more powerful by spending more than they cost when buying them. Recommended.

 

Dominion: Hinterlands. Published by Rio Grande Games. 2009. Box. In shrink. £22

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

Expansion for the 2009 Spiel des Jahres. You need either the base set or the Intrigue set to make use of this. The set includes 26 new sets of Kingdom cards. The theme in this set is that many of the cards let you do something at the time that you gain or buy them. Recommended.

 

Dominion: Intrigue. Published by Rio Grande Games. 2009. Box. 2 copies available:

1) In shrink. £26      2) Excellent. One corner of the box slightly damaged. The cards do not show wear. £17

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

Standalone expansion for the 2009 Spiel Des Jahres. Completely different set of 25 Kingdom cards to the base set, but also includes all the basic cards required to play, so can be used standalone or as an alternate base set. Highly recommended.

 

Dominion: Prosperity. Published by Rio Grande Games. 2010. Box. In shrink. £26

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

Expansion for the 2009 Spiel des Jahres. This set introduces Colonies (10 VPs for 11 money), and Platinum (5 value treasure), as well as 25 new Kingdom cards. Some of these new cards are very powerful, but also very expensive, allowing you to build your deck's buying capability up to make Colonies affordable. An excellent expansion which changes the game substantially. You will need a set with the base cards in order to make use of this. Highly recommended.

 

Dominion: Seaside. Published by Rio Grande Games. 2009. Box. In shrink. £26

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

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

 

Double Or Nothing. Published by Uberplay. 2005. Box. In shrink. £7

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

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

 

Dungeon Petz. Published by CGE. 2011. Box. In shrink. £32

Designer: Vlaada Chvatil. No. players: 2-4. Country: Czech Republic. Duration: 90 mins.

Set in the same world as Dungeon Lords, the players are the leaders of families of imps who have started up businesses breeding monstrous 'pets' to sell on to the local Dungeon Lords to keep their dungeons stocked. In order to be successful the right creatures must be bred, suitable cages acquired, and the monsters fed, allowed to grow and then exhibited and sold. All this needs to be done just a little bit better than your competitors in order to make your fortune, but cut too many corners and yours pets can wreak havoc!

 

Dust: Das Brettspiel. Published by Fantasy Flight. 2007. Box. In shrink. £17

Designer: Spartaco Albertarelli, Angelo Zucca. No. players: 2-6. Country: German. Duration: 2 hrs.

Strategic board wargame set in an alternate timeline but played on a map of the world. Players must seize power sources and capitals and develop high tech armies using factories. Many different units can be built with different characteristics. Until someone has achieved half the VPs needed to win no capitals can be attacked, but once that has been achieved this restriction is lifted for everyone. Comes with over 800 miniatures.

 

Elfenroads. Published by White Wind. 1992. Box. Excellent. £90

Designer: Alan R Moon. No. players: 2-6. Country: German. Duration: 3 hrs.

Special Notes: Unnumbered set

Superb game that later won the 1998 German Game of the Year in a simplified form (Elfenland). Players traverse a fantasy land using a variety of peculiar forms of transport to visit all of the cities, earning money as each is visited. Each round transport cards are drafted, transport counters are auctioned and then placed, and then players move. The game is very interactive as each route can only be used by one type of transportation each round, and the players place the counters that decide this. Part of the White Wind limited edition 1200 series. Recommended - though be aware that Elfenland is more family friendly, this more of a gamer's game.

 

Escape: Illusions (Expansion 1). Published by Queen Games. 2012. Box. In shrink. £24

Designer: Kristian Amundsen Ostby. No. players: 2-4. Country: German. Duration: 10 mins.

Expansion for Escape!, the great simultaneous play cooperative dungeon adventure. You will need the base game to make use of this set. Included are two expansion modules: Module 3: Illusion Chambers (these disappear when players return to the start chamber); Module 4: Special Chambers (a selection of new mechanics which alter the game a little). Also included are components so a sixth player can join in.

 

Evo. Published by Euro Games. 2001. Box. 2 copies available:

1) Excellent. £17.50      2) Good. Slight damage to one corner of the scoreboard - does not affect play. £15.50

Designer: Philippe Keyaerts. No. players: 3-5. Country: French. Duration: 90 mins.

Each player looks after one species of dinosaur and starts with a small herd of them. The board shows an island on which the dinosaurs live with different areas being best suited for different climatic conditions. As the game goes on the climate will change and the dinosaurs need to migrate to the areas better suited to the new climate. This inevitably causes conflict. Players also buy advantages for their species, such as horns for battle, fur to protect against the cold, enhanced reproduction, and potentially powerful special cards which can be used to change the rules in various ways. Excellent game - recommended. I can also supply my house rules for diceless combat which I feel enhance the game further.

 

Fantasy Business. Published by Descartes Editeur. 2002. Box. Excellent. £5

Designer: Christophe Boelinger. No. players: 3-8. Country: French. Duration: 45 mins.

Economic game with a fantasy theme. Players buy various bits of adventuring gear (eg. weapons, armour, horses, etc) at auction and then after a set number of auctions there is a selling round. After discussions players secretly set their prices for the items they have on offer. Lowest price sells with a bonus, middle prices sell with no bonus and highest prices don't sell at all. There are also some action cards to make things interesting and keep people on their toes.

 

Fast Flowing Forest Fellers. Published by Rio Grande Games. 2008. Box. Excellent. £14.50

Designer: Friedemann Friese. No. players: 2-5. Country: American. Duration: 30 mins.

Race game in which the players must get both of their log riders downstream as fast as possible. However in the way there are lots of logs as well as the other log riders, and unhelpful eddy currents which the log riders can get pushed into. Players play cards from a hand to determine their movement allowance and which log rider they can move each turn. There is plenty of scope for hindering your opponents as well as clever moves where one of your log riders can help the other one.

 

Feurio! Published by Edition Erlkonig. 2003. Box. Excellent. £8

Designer: Heinrich Glumpler. No. players: 1-4. Country: German. Duration: 40 mins.

Rather neat tile laying game. There is a huge forest fire and the players act as fire fighters trying to stop the fire. The player who does this most successfully will win. The tiles show sections of woodland which are burning, and each turn a new tile must be placed where the fire is currently 'hottest'. Firefighters can then be placed onto spaces on the tiles but with a clever restriction which means that as tiles are surrounded they are less accessible. Players need to get their firemen into large groups and tackle the hottest fires, but also need to be well connected to a good water supply. Very clever, and even includes a solitaire version of the game, and rules to a completely different game using the same components. Recommended.

 

Fist Of Dragonstones. Published by Days Of Wonder. 2002. Box. Excellent. £12.50

Designer: Bruno Faidutti, Michael Schacht. No. players: 3-6. Country: American. Duration: 1 hr.

Card game in which players bid using gold and magic coins to obtain the benefit of an assortment of characters who can help them (or hinder others) in a variety of ways. The players do this in order to obtain valuable Dragonstones which can then be converted into VPs.

 

Fluch Der Mumie. Published by Ravensburger. 2008. Box. Good. £17

Designer: Marcel Andre Casasola Merkle. No. players: 2-5. Country: German. Duration: 40 mins.

Fun family game which is also good for gamers wanting something a bit lighter. The board is held vertically by the box insert and is slightly magnetic so the playing pieces stick to it. The board shows a maze-like tomb with treasures in various places. The adventurers (all but one player) move their playing pieces around the maze using dice in an interesting way on one side of the board. Meanwhile the mummy player, sitting on the other side of the board, unable to see what the adventurers are up to, moves, and any adventurers caught lose a life and are sent back to the entrance. The mummy wins by reducing the players to 0 lives and an adventurer wins by collecting one of each colour treasure. Great fun. Recommended.

 

Fruit Bandits. Published by JKLM Games. 2005. Box. In shrink. £2.50

Designer: Ian Vincent. No. players: 3-5. Country: British. Duration: 30 mins.

Card game in which the players try to harvest (or steal) as much fruit as possible. This is done by simultaneously playing action cards to indicate whether you will harvest or steal from a particular player that turn. Harvesting unmolested is often great, but when the harvest is large this is hard to get away with. On the other hand trying to steal from someone else only works if they chose to harvest and if not too many other thieves also turned up. Thus to do well you will need to be able to work out what the other players are going to do. Having each player draw different 'potential harvest' cards each round ensures there is information on which to base your judgement - but can you decide what that information means?

 

Games To Play. Published by Michael Joseph. 1988. Book. Excellent. £7

Author: R.C.Bell. Country: British.

Hardback, 27x30cm, 192 pages. A very attractively produced and lavishly illustrated collection of games, with rules summaries. The illustrations show the games themselves - often antique items. The games are categorised: Race Games (14), War Games (31), Games of Position (19), Mancala (7), Dice & Spinners (21), Playable Games - ie. with board provided in the book (22), Dominoes (13), Card Games Requiring Boards or Markers (7), Games Requiring Manual Dexterity (22), North American Indian Games (6), Fortune Telling (6). Also includes a section on making a games collection.

 

Gangster. Published by Amigo. 2007. Box. Excellent. £12.50

Designer: Thorsten Gimmler. No. players: 2-5. Country: German. Duration: 90 mins.

Gangster themed board game set in prohibition Chicago. The players are gang leaders and send their 'boys' out to take control of the key parts of the city to make sure their gang gets their fair share of what's going on. This is a majorities game with wooden components and attractive board. It uses movable area value boards so that the setup can be varied each game.

 

Giro Galoppo. Published by Selecta. 2006. Box. Excellent. £19

Designer: Jurgen P.K. Grunau. No. players: 2-5. Country: German. Duration: 25 mins.

On the German Kids game of the year list for 2006, this is a wonderfully produced (wooden horses, jockeys and jumps) cross country horse racing game. Players move using cards but each round cards are chosen simultaneously and then actioned one at a time, so unless you can predict what the other players will do your excellent move may not work out as well as hoped. The jumps and the river ensure there are points along the race where extra care is required.

 

Glenn's Gallery. Published by Mayfair Games. 2010. Box. Excellent. £12

Designer: Reiner Knizia. No. players: 3-5. Country: American. Duration: 75 mins.

The players work at Glenn's Gallery, and have the job of predicting the buyers for the next month. Each player has a handful of cards that provides information on which to base your predictions, and these cards are gradually revealed to the other players as the round progresses, so judging what other players have by their actions is very important. This is a reimplementation of Members Only.

 

Goblins. Published by StuporMundi. 2009. Box. Excellent. £11

Designer: 4G Team. No. players: 2-6. Country: Italian. Duration: 50 mins.

The Goblin General has told all of his commanders to raze the human town to the ground and loot everything. The players are these commanders who each have a horde of goblins to send out to attack the town, along with strange machines. However, the goblins from the other groups are as likely to get in the way as the humans are, and goblins aren't exactly good at taking orders either. Expect chaos! The game uses cards laid out on the table to represent the town, and tokens to represent the goblins, but cards to perform actions etc.

 

GolfProfi. Published by AZA Spiele. 2002. Box. Excellent. £25

Designer: Albrecht Nolte. No. players: 1-4. Country: German. Duration: 90 mins.

Very attractively produced golf game which uses a large hex-gridded board for the golf course, and a plethora of dice many with special markings to use depending on the handicap of the player and the club to be used for a shot. The game is very playable solo and the production standard, as ever with this company, is first rate. The mechanisms give quite a bit of choice and strategy, but insert luck to keep you on your toes.

 

Grusel Wusel. Published by Gold Sieber. 1998. Box. Excellent. £5

Designer: Oliver Igelhaut. No. players: 3-6. Country: German. Duration: 25 mins.

Halloween themed game card and dice game. Uses 8 very attractive special dice and a sand-timer. The dice feature a variety of subtly different pumpkin faces. Players must match cards to exposed dice faces. This is not as easy as it sounds when the dice are all in different orientations.

 

Guerilla. Published by Ariel. 1976. Box. Excellent. £9

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.

 

Hacienda. Published by Rio Grande Games. 2005. Box. New. £20

Designer: Wolfgang Kramer. Country: American. Duration: 75 mins.

Set in the early 19th century in Argentina, the players are establishing ranches in the pampas. This is a placement game in which the players use cards to permit land areas to be claimed and for animals to be played in groups. Scoring is in a variety of ways, including for large groups of animals and connected terrain, for haciendas and adjacency to water, as well as for connections to the small towns spread over the board. The map board is double sided to add extra variety. Clever and enjoyable game in which there is always more you need to do than you can with the number of actions you have available. Highly recommended.

 

Hang On Harvey. Published by Kingsley Paige PLC. 2001. Box. Good. £2

Designer: Broadway Toys Inc. No. players: 2. Country: American. Duration: 15 mins.

Played on a vertical playing area, which consists of two parallel sheets of clear plastic with many holes in them. Players have several pegs each which they place through the holes to suspend their 'Harvey', a man with hooked feet and hands, between the two plastic sheets. Players then take it in turn to remove one of their pegs (which will almost certainly change the way Harvey hangs) and put their peg in a different hole. The objective is to get your Harvey down to the bottom safely, rather than having him fall (in which case he gets restarted at the top). Interference with your opponent's Harvey is quite possible too.

 

Happy Cube XL. Published by Happy bvba. 2011. Box. New. £9.25

Designer: D. Laureyssens. No. players: 1+. Country: Belgian.

This set includes 6 foam 6 piece puzzles which can each be put together as a cube. This would appear easy: how hard can a 6 piece puzzle be? But it is deceptive. In addition a book provides 101 challenges which allow you to combine pieces from different cubes into larger more complex 3D shapes. Some of the harder puzzles could well take many hours to solve. A very tactile puzzle which is very hard to put down once picked up! Recommended.

 

Hau La. Published by Saien. 2010. Box. New. £26

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

Unusual building game. The game uses soft (but quite strong and flexible) black foam beams with holes in them and tags at the end to attach to other beams' holes. After the setup players take it in turn to add one of their various length beams to the structure, with some limitations including that beams cannot touch except at the joining tags, and the current player's flag is added as well. The objective is to get your flag as high as possible on the 'tower'. Very novel, and you end up with what looks like an attractive piece of modern sculpture.

 

Heimlich & Co. Published by Ravensburger. 1986. Box. Good. £5.25

Designer: Wolfgang Kramer. No. players: 2-7. Country: German. Duration: 30 mins.

Each player controls a secret agent, but doesn't know who controls the others. The board shows shadowy streets at night and the secret agents are moved around the board by allocating the number of movement points rolled amongst any of the secret agents. Landing a secret agent on certain spaces awards points to or penalises that secret agent. Thus the game is as much about making your secret agent do well as concealing the identity of your agent, and working out the identity of your opponents.

 

Herzlos. Published by Winning Moves. 2003. Box. In shrink. £3.25

Designer: Unknown. No. players: 2-5. Country: German. Duration: 25 mins.

Card game, and a variant on the traditional card game Hearts. The deck uses modified suits: Hearts, Cups, Flowers and Diamonds, and the penalties etc are different to standard Hearts. The game plays with 2-5 players rather than just the standard four for the traditional game.

 

High Voltage. Published by ScriBabs Design. 2006. Box. Excellent. £12

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

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

 

Hobbits. Published by Queen. 1994. Box. In shrink. £12

Designer: Jean Vanaise. No. players: 2-4. Country: German. Duration: 90 mins.

Middle Earth themed game, beautifully made, with metal hobbit playing pieces, 142 cards (representing treasure, equipment, adventures, etc.) and a colourful and detailed board showing the lands of northern Middle Earth, including Carn Dum where Smaug the dragon lives. Game play involves going to adventure sites of increasing difficulty as the game goes on to defeat monsters and gain treasures and gold. Better equipment and companions can be acquired and magic talismans discovered to aid in the final battle with Smaug. Also uses an intriguing system in which Hobbits can challenge each other with riddles for treasure. Lots of German on the cards, so best for German speakers or be prepared for lots of pasting up.

 

Holiday AG. Published by F X Schmid. 1990. Box. Good. £12

Designer: Wolfgang Kramer. No. players: 2-6. Country: German. Duration: 60 mins.

Clever game of the same general type as Acquire and Big Boss. There are five travel companies in which the players will gain shares, and each company has a line of 20 spaces onto which luggage markers are placed. Cards allow placement of the luggage markers, but the game is about trying to get strings of adjacent markers onto the companies you have shares in, while trying to ensure that those you do not have a stake in do not get long groups of markers, as the longest group of markers for each company at the end of the game determines the values of the shares. Recommended.

 

Horse Show. Published by Gamewright. 1997. Box. Good. £4.25

Designer: Ann & Elisabeth Stambler. No. players: 2-4. Country: American. Duration: 20 mins.

Card game in which a series of equestrian events are played out. These can be jumping, dressage, hunter, or equitation specialities. Players have a selection of horses each, and one is put forward for each event, with the option of playing various assists to enhance the natural ability of the horse and rider in that event. The best combination wins the event and keeps the event card as a trophy. Hands are refilled and the next event is then played out. The player who wins the most events wins the game.

 

Iliad. Published by Asmodee Editions. 2006. Box. Excellent. £12

Designer: Dominique Ehrhard. No. players: 2-6. Country: French. Duration: 45 mins.

Card game with an ancient Greek theme in which the players must use their cards wisely in order to win victory in a series of battles. The cards represent warriors, archers, chariots, ballistae, elephants, and more. These can be deployed to increase your own forces and/or deplete those of your opponents. There are two types of battle - one in which the winner takes all the VPs, and the more common one in which position matters - the game uses a neat system of card play which encourages players to drop out early to get the aid of powerful heroes. The first player to gain 12 VPs wins.

 

Illegal. Published by Ars Ludi. 2000. Box. Excellent. £8

Designer: Martin Drewes, Michael Palm. No. players: 2-6. Country: German. Duration: 35 mins. 

Card game in which the players will stop at nothing to obtain more money than anyone else. Anything goes, whether legal or illegal, from blackmail to drug dealing, and sometimes only a gun can resolve a dispute. English rules provided, but the action cards have German text on them

 

Illusio. Published by FunForge. 2009. Box. Excellent. £11

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

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

 

Imperial Canasta. Published by Eyre & Spottiswoode. 1950. Book. Good. £3.50

Author: Ralph Michaels, Charles Goren. Country: British.

Softback, 18x12cm, 107 pages. Subtitled: The only book which contains the Official British Rules. Includes the following sections: How To Play Canasta, Q&A, Timing & Strategy with 4 players, The Official British Rules, Canasta Tournaments.

 

Incarceration. Published by Risk Takers Ltd. 2001. Box. Good. £2.75

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

Game about going to prison. The board shows a prison divided into spaces and players progress around the prison wings, with the objective of being the first to be released. The game makes use of several different types of cards as well as actions on spaces.

 

Insel Der Piraten. Published by Yun Games. 2007. Box. Good. £15

Designer: Kemal Zhang. No. players: 1-4. Country: German. Duration: 40 mins.

Pirate treasure themed game in which the board shows an island with various features - a few landing points, the river, caves, a volcano and a forest. There are 20 treasure maps to be solved - a different one is played each time, and they are represented by a different set of cards with directions which the pirates took to get to the treasure. The players must piece together these clues and thus work out where the treasure must be. Points are awarded for declaring where the treasure is and when the path segments start and finish before anyone else.

 

Inspector Higgins. Published by Ravensburger. 1988. Box. Good. £6.50

Designer: Manfred Ludwig. No. players: 2-6. Country: British. Duration: 20 mins.

One player takes the role of Inspector Higgins and attempts to catch the thief who carries the treasure and also as many other thieves as possible. The other players take turns moving the various thief figures looking in the various houses for the treasure, and once found it has to be transported back to their lair. Movement is by dice roll, but the type of dice to roll depends on the number of players. Fun light game - great with kids.

 

Jericho. Published by Abacus Spiele. 2005. Box. Excellent. £5

Designer: Tom Lehmann. No. players: 3-5. Country: German. Duration: 30 mins.

Card game in which players build up walls in different colours. When scoring happens the longest walls in each colour win their owner extra cards. However, players can use trumpets to tear down sections of their opponents' walls, but there are restrictions on this so you have to wait for just the right moment. The player with the most cards at the end of the game wins. Some clever ideas - a good and fun light game.

 

Jumbo Grand Prix. Published by Jumbo. 1998. Box. Good. Label removal mark on one side. £6

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

Card game with a motor racing theme. Players draft cards in an interesting way trying to obtain the three parts of a car needed to make a working car, plus a driver. After several rounds of drafting players put forward a set of car cards and the better the car the more points it will win. Unplayed cards are then used as the basis for a car the following round. Fast and fun game.

 

Kai Piranja. Published by Abacus Spiele. 2004. Box. Excellent. £4.50

Designer: Oliver Igelhaut. No. players: 3-6. Country: German. Duration: 15 mins.

Light but fun filler. The cards show three different types of fish which each come in large and small varieties as well as showing hungry and normal ones. Players take it in turn to form a row of fishes, and any which don't match either in type or size must be passed on to another player. At any point a row can be kept, but if a hungry fish is drawn it eats many of the other fish in the row, forming a pile in the centre, though these piles can be won by getting three of that type of fish into your row. The player with the most fish at the end wins. Essentially a game of pressing your luck, with attractive cards and fast play.

 

Kingdom Builder. Published by Queen Games. 2011. Box. In shrink. £27

Designer: Donald X. Vaccarino. No. players: 2-5. Country: German. Duration: 45 mins.

Winner of the Spiel des Jahres 2012. The board shows a hex gridded kingdom made up of various terrains with an assortment of castles and settlements. The boards can be set up in many ways with a good selection of different village types to ensure variety. Players take it in turn to play a terrain card and add three houses to the board in that terrain, adjacent to their existing houses where possible. Playing next to a village gains you a special ability chip for use each turn. Each game 3 scoring cards are laid out which determine how points will be earned that game ensuring further variety of play.

 

Kingsburg. Published by Stratelibri. 2007. Box. Excellent. £24

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

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

 

Knock Knock. Published by Jolly Roger Games. 2004. Box. Excellent. £4.50

Designer: Bruno Faidutti, Gwenael Bousain. No. players: 3-6. Country: American. Duration: 20 mins.

Special Notes: Includes house rules for a more skilful version of the game

It is Halloween, and the players are each hosting a party, and want to attract the most interesting guests. Guests can be monsters, ghosts, vampires, nerds, grim reapers or headless horsemen. However, not all are desirable, and players offer each other guests unseen - but they can be accepted or refused. Some will cause the loss of other guests (either as the victim of a vampire, or leaving due to the nerdiness of a new guest).

 

Knots. Published by Jolly Games. 1991. Box. Good. £9

Designer: Tom Jolly. No. players: 2. Country: American. Duration: 20 mins.

Tile laying game for two players in which the tiles show sections of rope - always two pieces entering every side of every tile, but then going in different directions, crossing in different ways, and even sometimes spliced together! The objective is for one player to try to connect the East & West sides of the playing area while the other player is trying to connect the North & South sides.

 

Kod Batoru. Published by KOD Games. 2007. Box. In shrink. £7.50

Designer: Lemada. No. players: 1. Country: Israel. Duration: 15 mins.

Essentially a very clever logic puzzle for one player based on the classic game of battleships. A puzzle card gives a limited amount of information about the locations of the ships: a few hits and splashes but also a count of the number of ship sections in each column. Using the beautifully produced board with plastic ships, hit, splash and sea markers the player can work out where the ships must be. 48 challenge cards provided.

 

Kriegbot. Published by Sierra Madre Games. 2008. Ziplock. New. £16.50

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

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

 

Krumble! Published by Tenkigames. 2006. Box. 2 copies available:

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

Designer: Piero Cioni. No. players: 3-6. Country: Italian. Duration: 45 mins.

A group of explorers is exploring an ancient temple in the jungle and have discovered some magic idols. Unfortunately they have also triggered a trap and the temple starts to collapse around them. The players must try to escape with their treasure while they still can. Game play involves adding tiles to the table to add chambers to the temple, moving your character and actioning the tiles moved through, and also trying to improve your character's abilities. Interestingly it is possible to die, but if you do you still take part in the game as a ghost, and can still win!

 

Krusade. Published by Dr Wood Challenge Centre. 2006. Box. Excellent. £11

Designer: Frank Dyksterhuis, Mark Wood. No. players: 2-4. Country: Indian. Duration: 45 mins.

Players move their playing piece around the board, and action spaces they land on - there are a variety of paths to choose, with the objective of collecting their own set of polyomino pieces. When a player has collected the entire set then that player draws a challenge card and must create the shape shown from the polyomino pieces to win the game. Meanwhile the other players continue play in order to get a complete set themselves.

 

Laguna. Published by Queen. 2000. Box. Good. £12.50

Designer: Bernhard Weber. No. players: 2-4. Country: German. Duration: 30 mins.

Players compete to collect pearls from the sea bed and to take them to the volcanic island in the middle of the board. Beautifully presented with 3-D islands and pearlised marbles for pearls. Game play involves moving 'boats', with holes for pearls to be placed in, across the board showing islands and reefs. If reefs or arrows show through the holes in the boat then the boat is forced to stop or move in a particular direction.

 

Legie. Published by Altar. 2005. Box. 2 copies available:

1) Excellent. £9.25        2) In shrink. £10

Designer: Zbynek Vrana. No. players: 2. Country: Czech Republic. Duration: 20 mins.

Tile placement game with a combat theme. Players alternate placing tiles onto the board, and each tile has a special ability, which hopefully will be able to remove an opposing tile from the board. The objective is to be the first player to get all their tiles onto the board.

 

Lord Of The Rings DVD Trivial Pursuit: Trilogy Edition. Published by Parker. 2004. Box. Good. £6.50

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

Trivial Pursuit with a Lord of the Rings film trilogy theme, and which is driven by the use of 2 DVDs as well as a box of question cards. Also includes 4 very nice miniatures of Galadriel, Aragorn, Frodo and Gandalf. Test your knowledge of Middle Earth!

 

Lotus. Published by Ravensburger. 1988. Box. Excellent. £3

Designer: Dominique Tellier. No. players: 2-4. Country: German. Duration: 20 mins.

Abstract race game in which players have to try to get their playing pieces from the start area to the finish area first. Pieces can stack and the higher a stack the further the piece on top can move. There is also a 'trampoline' space which doubles movement for a piece landing on it. The board and pieces have been given a Chinese look which is quite attractive.

 

Mad Gab. Published by Patch Products. 1995. Box. Good. £4.25

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

Party game in which the players form two teams. Each team takes it in turn to try to puzzle out 3 phrases in 30 seconds, with the other team getting a chance to steal the card if the first team fails. The puzzles are phrases which when spoken out loud produce another phrase, eg. 'Eight Ape Reek Quarter' = 'A Tape Recorder'. Includes a wind-up timer unit.


Master Builder. Published by Valley Games. 2008. Box. In shrink. £16

Designer: Wolfgang Kramer, Hartmut Witt. No. players: 2-4. Country: American. Duration: 1 hr.

Very attractively produced game in which the players employ craftsmen with different levels of skill but also different quirks. Each turn an event means that some craftsmen with particular foibles may not be able to work that turn. Players bid for contracts to construct buildings. When won, that player takes all the parts of the building concerned - chunky cardboard sections which slot together - and uses their craftsmen to build what they can, with the restriction that it must stand up - so no building the roof before the walls. Ultimately the objective is to end up with the most money at the end of 6 turns of building.

 

Meuterer. Published by Adlung Spiele. 2000. Box. Excellent. £3.25

Designer: Marcel-Andre Casasola Merkle. No. players: 3-4. Country: German. Duration: 50 mins.

Card game. The title translates as Mutineer. A sequel (not an expansion) to Verrater. The players attempt to overthrow the captain of a ship and seize the cargo for their own profit. Game play involves selecting character cards and playing cards to support your action. Sometimes there will be an attempted mutiny, but not always. Supporting the winning side when a mutiny is attempted will gain points, although other roles are advantageous when trading in port etc.

 

Mikado. Published by Origineering. 1976. Box. Good. £2

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

Abstract game, a Westernised version of Shogi (Japanese chess), with some twists (I think, but I am not a Shogi expert). Nicely presented.

 

Mississippi Queen. Published by Gold Seiber. 1997. Box. Good. £7.50

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

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

 

Model Soldiers. Published by Arms And Armour Press. 1971. Book. Good, Ex Library. £0.40

Author: Peter Blum. Country: British.

Hardback, 23x16cm, 39 pages. Subtitled: A basic guide to painting, animating and converting. There are many illustrations throughout. The book covers: Choosing a Model, Figure Assembly, Horse Assembly, Cannon Assembly, Converting, Painting Uniforms, Painting Flesh, Shading, Painting Highlanders, Painting Horses, Diorama Building, Displaying.

 

Mystery Rummy Case No. 3: Jekyll & Hyde. Published by US Games Systems Inc. 2000. Box. Excellent. £8.50

Designer: Mike Fitzgerald. No. players: 2. Country: American. Duration: 45 mins.

Rummy based card game in this popular series in which the designer adds a selection of new twists to standard Rummy, as well as giving the game a dark theme - in this case Robert Louis Stevenson's Dr Jekyll & Mr Hyde. In this game there are a number of suits each affiliated with either Jekyll or Hyde, and a double sided card in the centre of the table shows whether J or H suits can be melded at the moment. When a potion is played the card flips and the other suits can then be melded.

 

Neck And Neck. Published by Yaquinto. 1981. Double LP Case. Good. £3.25

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

Yaquinto's only sports game. Non-statistical horse racing game in an album case. Players place secret wagers on one or more horses and then players roll two dice and decide whether or not to move the indicated horse the amount rolled. Doubles allow a further roll. At the end of the race bets are paid for horses finishing in the top 3 (of 6). The game requires an element of bluff as refusing to move any horses which are not your own will soon make it obvious what you have bet on, and thus you will find no-one else moving them for you at all.

 

Never A Dull Moment. Published by Walker Books. 1983. Book. Good. £0.60

Author: Sue Tarksy. Country: British.

Hardback, 27x22cm, 93 pages. An activity and games book for children. The activities include Juggling, Knots, Making Masks, Puzzles, Riddles, Magic Tricks etc. There are a few fairly basic board games included too (of the roll and move variety).

 

Non-Stop. Published by Condor. 1974. Box. Good. £10

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

A neat little train game. A grid of 81 track tiles is laid out and the players have a train piece each, starting in the corners. The players move as many track spaces as the number printed on the tile their train started their turn on and they take each piece of track driven over. The idea is to collect more pieces of track than anyone else. What makes the game work is that certain pieces can be relaid to enable you to get your train back to where there are still tiles to claim. Surprisingly tactical for what appears at first to be very light.

 

Nuggets. Published by Winning Moves. 2003. Box. 2 copies available:

1) In shrink. £5.50       2) Good. £5

Designer: Christwart Conrad. No. players: 2-4. Country: German. Duration: 30 mins.

Placement game played on a 5x8 square grid. The board starts with 8 gold mines valued from 4 to 8 each, and players take turns either putting one of their claim markers face down onto an empty space (the claims are valued 1-4), or placing two dividers between spaces. The dividers allow the board to be chopped up into separate claims, none of which can be less than four spaces in size, and it is this that makes the game interesting, as it is quite possible for some claim markers to get separated from all the gold mines, and so have no effect in the scoring at the end of the game.

 

Olix. Published by Spiel Spass. 1998. Box. 2 copies available:

1) Good. £4.25        2) Excellent. £5

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

Abstract game from this first class designer. Players take turns playing pieces onto a grid and try to form patterns in the shapes of the letters 'O'. 'L', 'I', and 'X'. You have to watch what your opponent is doing and both counter them and build your own patterns at the same time.

 

Onslaught. Published by TSR / SPI. 1987. Box. Good. £8

Designer: Douglas Niles. No. players: 2. Country: American. Duration: 4 hrs.

Divisional scale campaign game of the last months of WWII, from D-Day to the crossing of the Rhein. Some interesting and unusual mechanics (unpredictable turn order and the use of limited supply points to activate stacks of counters) mean you always have to focus on the area you consider the highest priority. As well as movement and attacks extra supply points can be spent to force a 'breakthrough' with movement and attack. Supply locations are critical and fought over hard as they give the owner more supply points to use on their turn.

 

Oregon. Published by Rio Grande Games. 2007. Box. In shrink. £22

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

Wild West themed game in which the players use cards to permit placement of tiles and men onto an initially empty board in order to develop the wilderness with mines and buildings and to position their people in order to have the best access to these facilities. A simple but interesting mechanism which gives plenty of options.

 

Pandemic. Published by Z-Man Games. 2007. Box. 2 copies available:

1) In shrink. £19      2) Excellent. £18

Designer: Matt Leacock. No. players: 2-4. Country: American. Duration: 45 mins.

Cooperative game in which the players must attempt to contain and find cures to 4 different deadly diseases. Cards control where outbreaks occur, and should outbreaks occur in already infected areas then a new outbreak can occur, making matters worse. The players each play a specialist with a different ability such as a medic, a researcher or an operations expert. Players must use very limited cards and actions as effectively as possible. The game can be lost in several ways, and only won by finding cures to all four diseases. Really feels true to the theme, but is easy to learn, and plays very well. Highly recommended.

 

Perfect Partners. Published by John Lewis. ca.2010. Box. Excellent. £4

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

Intended to be played by 2 or more couples, who play as teams. Each card challenges one player with a Revelation, a Quandary and an Intimate question (but note this is 14+ not 18+ age rated!), and that player writes down the answers and their partner has to guess what their answers were in order to score points.

 

Bluff / Perudo. Several editions available:

1) Bluff. Published by F X Schmid. Country: German. 1993. Box. Good. £9

2) Bluff. Published by F X Schmid. Country: German. 1993. Box. Excellent. £11
3) Bluff. Published by Paul Lamond. Country: British. 1997. Box. Good. £9

4) Perudo. Published by Parker. Country: British. 1994. Box. Good. £5.50

Designer: Richard Borg. No. players: 2-6. Duration: 20 mins.

A good version of Liar's Dice. An excellent dice game which requires considerable skill and judgement to play well.  The idea is that each player starts with 5 dice which are rolled secretly and kept hidden under a cup. Players then make increasing bids on what they think will be on the dice under all the cups (eg. eight 4s). If a player does not want to up the bid then the previous bid can be called, and the dice are shown. Getting it wrong will lose you dice. Bluff won the German Spiel des Jahres in 1993. Perudo has a couple of slightly different rules, but is essentially the same game. Highly recommended.

 

Peter Powell's Pop Trivia Game Book. Published by ColourGold. 1986. Book. Good, but rip on rear cover. £3

Author: Jaffa. No. players: 2-4. Country: British.

Softback, 30x21cm, 32 pages. This book contains 2500 pop trivia questions and the cover can be removed and used as a gameboard. The game using this involves answering the pop trivia questions, as well as acting out song names and having to sing snippets from songs. Of course you can use the pop trivia questions separately from the game.

 

Pic Charades. Published by Spear's Games. 1989. Box. Good. £3.25

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

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

 

Pilgrimage. Published by Whitehall. 1971. Box. Good. £1.75

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

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

 

Pin Point. Published by Oliver Games Ltd. 1993. Box. Good. £2

Designer: Oliver Cockell. No. players: 2-4. Country: British. Duration: 45 mins.

Strategy game played with large two-coloured capsules (rather like giant pills). The board consists of a 10 x 10 grid of holes into which the capsules can be placed, with a grid marked on the board. Each turn a player plays four capsules and tries to form high scoring patterns with these placements ideally without giving away good scoring opportunities to the next player. When capsules have formed a suitably large and high scoring pattern they are flipped over so that the pattern cannot be extended further. There is also a clever rule for the placement of wild capsules. Nicely produced.

 

Piranha Pedro. Published by Goldsieber Spiele. 2004. Box. Excellent. £11

Designer: Jens Peter Schliemann. No. players: 2-4. Country: German. Duration: 30 mins.

Pedro is on an island in the middle of shallow but piranha infested waters. He does have a supply of boulders he can use as stepping stones though. The players decide secretly on a movement card to play each round and these are actioned, taking him across the water. Whenever a player plays a card which causes him to move Pedro over water that player must use up some of his limited number of boulders. Should a player run out then they lose a life, and the game restarts with a new supply of boulders given to each player depending on the cards they have left in hand.

 

Pirates Des Caraibes: Le Jeu De Cartes. Published by Halloween Concept. 1997. Box. Excellent. £6

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

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

 

Pirate's Plunder. Published by Hilary's Toybox. 2000. Box. Good. £0.60

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

Card and dice game based on the 'Golden Age of Piracy'. Players play cards and attempt to secure treasure while avoiding the British and Spanish fleets. Everything is card driven, but dice rolls need to be made to determine the success of actions such as attacking other ships.

 

Poison Pot. Published by Pin International. 2003. Box. Good. £12

Designer: Dale Walton. No. players: 2-3. Country: Thailand. Duration: 15 mins.

Played on a hexagonal grid of spaces on an attractive and chunky wooden board, with wooden playing pieces. One piece is black and is the 'poison pot'. The others are coloured red, yellow or blue. Each turn a random piece is drawn and added to the board and one other piece is moved. The objective when all the pieces have been placed is to have the largest connected group none of which are next to the poison pot. Light and quick, but a surprising number of interesting decisions to be made.

 

Politrics. Published by Chaos Games. 1995. Box. Good. £1.40

Designer: Steve Dunne, Guy Milan. Country: British. Duration: 1 hr.

Politically themed game of sleaze, greed and political intrigue. The game board has two tracks around which the players move their playing pieces and action the spaces landed on. Share certificates are bought, and dividends paid out. Event cards add the unexpected. At some point players become Ministers and use the inner track, which gives you a chance to become Prime Minister and win the game, but also makes everything more expensive.

 

Quantum. Published by Lazy Days. 1975. Box. Good, but box edges show wear. £6

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

Strategy game in which each player gets 16 interlocking pieces shaped as circles, squares and crosses. Players alternate moves, in which circles can move one space diagonally, squares one space horizontally and vertically and crosses can move to any of the 8 adjacent spaces. Landing on top of an opposing piece creates a tower which can move up to its height in the directions allowed by the piece on top. A tower of size 6 or more is safe and cannot be moved. The first player to create 3 such towers wins the game.

 

Queen's Ransom. Published by Z-Man Games. 2010. Box. Excellent. £6

Designer: Kevin Jones. No. players: 2-5. Country: American. Duration: 20 mins.

Short and swift game of deduction. The Queen has been kidnapped and the players are investigating her location and who the culprit is. There are three possible locations and three possible culprits. Each of these has two evidence cards assigned to it, and these show numbers on the face down side. Players either play special action cards or pay to look at an evidence card. The evidence values are distributed such that it is possible to make deductions as the location and the culprit with the highest sum of evidence cards are where the Queen is and who took her.

 

Qwitch. Published by Out Of The Box. 2005. Box. Good. £4.25

Designer: Maureen Hiron. No. players: 3-5. Country: American. Duration: 5 mins.

Simultaneous play speed card game in which the cards have both a number and a letter on them. Cards can be played on other cards with either a letter or a number which is one higher or one lower than one showing. Players try to be the first to get rid of all their cards.

 

Railroad Tycoon. Published by Eagle Games. 2005. Box. Excellent. £45

Designer: Martin Wallace, Glenn Drover. No. players: 2-6. Country: American. Duration: 2 hrs.

Special Notes: Includes the Rails of Europe expansion (a second large board, two decks of cards and new rules) in the same box.

Railway game based on the excellent Age of Steam system. The components are fantastic as you would expect from Eagle games: 174 plastic miniatures, a huge board and lots of cards. The map shows the eastern United States, and the players take the roles of the owners of new railroad lines and develop their networks, improve their locomotives, invest in growing cities and manage their finances. One major new feature compared to Age of Steam is the cards, several of which are laid face up at a time, and these provide the players with additional options and incentives. Recommended - as long as you have a big table!

 

Rat Hot. Published by Queen Games. 2005. Box. In shrink. £7.50

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

Tactical tile laying game in which the players are spice merchants. Tiles are 3 squares long, with each square showing a spice, a rat or nothing. Tiles are played on top of each other horizontally and vertically, but with no gaps formed, and not exactly on top of another tile. Points are scored for forming groups of your spices and you also try to keep your opponent's rats exposed. It is possible to make your opponent lose by having too many of their rats exposed at the end of their turn. Recommended.

 

Razzia. Published by Ravensburger. 1992. Box. Good. £4

Designer: Steffan Dorra. No. players: 3-8. Country: German. Duration: 30 mins.

Fun game in which players compete for the money found in several gambling dens. Simultaneously players send either a cop or a gambler to one of the dens. If a gambler is on his own he gets the money. If only cops turn up then no-one gets the money. If a cop finds one or more gamblers then the cop takes the money, and if two or more cops / gamblers are eligible for the money they negotiate and if that fails they dice for it. A game which involves outguessing your opponents and being able to make deals too. Later reworked as Hick Hack Im Gackelwack.

 

R-ECO Recycle. Published by Kawasaki Factory. 2010. Box. New. £9

Designer: Susumi Kawasaki. No. players: 2-4. Country: Japanese. Duration: 15 mins.

Card game - a sequel to the original R-ECO (this is not the same game). Players are rubbish collection companies and there are four types of recyclable garbage and four different recycling centres for these types. Each round players can either deliver one card openly to the correct site, or deliver any number of cards face down to a single site in which case it need not be all the correct type of junk. Each site has an overseer position and there is also an environmental protector. These roles are obtained when placing cards at a site, and will score points or get a penalty depending on whether the sites have been delivered to correctly or not. Thus the game involves some bluff as well as working out which roles you want to take on.

 

Ren Faire. Published by Atlas Games. 2009. Box. Excellent. £11.50

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

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

 

Rockets. Published by Klee. 1998. Box. Good. £5

Designer: Chris Baylis. No. players: 3-4. Country: German. Duration: 45 mins.

Card game with a board to track the position of the players' rockets. The objective is to get your rocket to the moon first. Cards are played onto a single pile - playing higher than the last card advances your rocket, and playing lower gets you more cards. Points are scored for having advanced your rocket well when the round ends, and are lost for cards still in hand.

 

Saga. Published by Uberplay. 2004. Box. Excellent. £3.75

Designer: Wolfgang Kramer, Horst-Rainer Rosner. No. players: 2-4. Country: American. Duration: 45 mins.

Card game in which players vie for control of 6 kingdoms. Each turn the ruler of a kingdom gains some victory points, and in some cases a special power. The rulers also gain VPs at the end of the game, but the balance for each kingdom is different. Kingdoms are won by openly laying down sequences of cards over several turns to form an army. Once strong enough the army takes over the kingdom it was first declared as attacking, although there are card placement limitations which mean care must be taken to ensure the army will be strong enough to attack. The game play is neat, and is all about timing your attacks correctly and managing your hand of cards well, as well as keeping a close eye on your rivals. Recommended.

 

San Ta Si. Published by Zoch Zum Spielen. 2005. Box. Excellent. £15

Designer: Jaques Zeimet. No. players: 2. Country: German. Duration: 15 mins.

Starting with 12 metal tubes and 3 wooden cylinders each - one set blue, the other silvery - the players take it in turn to add pieces to three locations on a wooden board. When placing a piece (they come in various diameters) the piece must either be the first in a location or must be horizontally next to one of the next smaller or larger diameter. The objective is to keep as many of your pieces visible as possible while hiding as many of your opponent's as possible. Very chunky and tactile components.

 

Save Doctor Lucky. Published by Paizo Publishing. 2010. Box. In shrink. £18

Designer: James Ernest. No. players: 3-7. Country: American. Duration: 40 mins.

Set on a sinking ship, Doctor Lucky wanders the corridors, and can't believe that the ship is sinking, and so rebuffs the players' attempts to save him. Players wander the ship obtaining items which can be used to save the good doctor, but when used other players get the chance to play cards which will foil these attempts to save him. The winner is the player who manages to finally rescue Doctor Lucky. This is a properly boxed, full colour board and card edition, with all components supplied - definitely not a Cheapass production!

 

Sea Hunt. Published by Merit. 1960. Box. Box Poor, Contents Good. £4.50

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

Very rare TV related game, based on the underwater adventure series that made a star of Lloyd Bridges. Each player is a skin diver attempting to recover treasure from a sunken ship.

 

Seidenstrasse. Published by DDD Verlag. 2009. Box. In shrink. £22

Designer: Hanno & Wilfred Kuhn. No. players: 2-5. Country: German. Duration: 1 hr.

The players move three caravans along the Silk Road - there are various routes possible and as well as needing to trade carefully to make a good profit the players must also survive dust storms, thieves and tax collectors. Fast playing, but with interesting decisions and opportunity to influence both your own and others' fates.

 

Selected Patience Games. Published by Goodall & Sons. 1921. Booklet. Good. £5.50

Author: Professor Hoffmann. Country: British.

Softback, 10x7cm, 64 pages. A selection of 21 patiences selected by this prolific author. Very attractive cover and many black and red diagrams throughout. The games are: Original, Star, Travellers, Carpet, Windmill, Heads & Tails, Demon, New York, St Helena, Reversible Sequences, Puss in the Corner, Four Marriages, Backbone, Bismarck, Quadrilateral, Roman, Ladies Drawing-Room, Burleigh, Triplets, Stop, Golf.

 

Sheepdogs Of Pendleton Hill: Promo Cards. Published by Stratamax Games. 2012. Box. New. £0.80

Designer: Max Michael. No. players: 3-5. Country: American. Duration: 45 mins.

This is the 'Wolf Booster Deck' and adds more wolfish mischief to this quick playing game of interactive strategy. You will need the base game to make use of these cards.

 

Shuttles. Published by Shoptaugh. 1984. Box. Box shows wear. £2.50

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

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

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

 

Situation 4. Published by Parker. 1968. Box. Good but corners taped. £18

Designer: Unknown. No. players: 2 or 4. Country: American. Duration: 20 mins.

Excellent idea for a game. Each side has enough pieces of land (cut into jigsaw shapes) to complete a map of the entire board, but each side's set is a slightly different colour. Play is simultaneous, adding to your side of the puzzle as you find the pieces. As pieces are added to the board, some have spaces for plastic pieces to be added such as flags, tanks and bridges. These are used to defend your land against attack, or to start a campaign to obtain opponent's adjacent land. Thus you really do have a jigsaw puzzle driven light wargame! Such a neat idea - recommended.

 

Solar Trader. Published by Solar Games. 1990. Box. Good. £13.50

Designer: John Stephens. No. players: 2-6. Country: British. Duration: 1hr 45mins.

Space trading game with masses of components. The board shows a stylised representation of the solar system with various orbits and trade routes the players will travel in order to take goods from one place to another for profit. The objective is to build up enough cash and goods and then head out of the solar system to the planet Zastra where the aliens there will trade an energy crystal, which when brought safely back to Earth will win you the game. Various ship upgrades are available and players may trade between each other as well.

 

Space Pirates. Published by LLC Zvezda. 2009. Box. Excellent. £18

Designer: Christophe Boelinger. No. players: 2-4. Country: Russian. Duration: 50 mins.

Fully English language edition of this game from the designer of Dungeon Twister. This is a space themed game in which the players flick freighter tokens around the table in order to raid them with their pirate spaceship. Such a raid rewards the pirate with money which must be saved up and then spent on a pirate base and afterwards a suitable target amount of loot gathered for the win.

 

Spank The Monkey. Published by Gigantoskop. 2003. Box. Exccellent. £6.50

Designer: Peter Hansson. No. players: 2-6. Country: Swedish. Duration: 30 mins.

Bizarrely themed card game in which the players create piles of items they find in a junkyard to get as high as possible - eventually high enough to 'spank' a monkey which has somehow made it to the highest heap of junk in the junkyard. The cards represent the objects which can be heaped up, each with a different height and stability and often with a special ability when played. Duct tape can be used to secure your tottering tower and it is also possible to try to knock bits off your opponents' towers.

 

Spectrum. Published by Prodex Ltd. 1975. Box. Good, but edges taped. £12

Designer: Intellect Games. No. players: 2. Country: British. Duration: 25 mins.

One player has red, orange and yellow tiles to place on the board while the other has green, blue and violet tiles, together forming a spectrum of colours. The board is seeded with a few of the two end colours and players then take it in turns to add one or two tiles to the board so that newly placed pieces are always added next to an adjacent colour on the spectrum. The objective is to get as many of your pieces onto the board as possible. There are restrictions on placing two tiles in a turn, which you will want to do as much as possible.

 

Spin To Win. Published by Spear's Games. 1977. Box. Box shows wear. £0.60

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

Top spinning game. The board sits in the box and shows a grid of colourful scoring spaces with higher numbers near the centre and the corners. Over this there is a transparent layer with holes. Players take it in turn to spin a top, trying to get it into a valuable hole. Tops not in holes are removed from the board. Once one player has all three of their tops in holes all tops are scored and the highest scorer wins that round.

 

Star Trek: The Next Generation Video Game. Published by Milton Bradley. 1994. Box. Good. £2.25

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

Very nice item for Star Trek fans. You interact with a video. During play a Klingon will appear at different times, and where you are on the board at that time affects what happens. Obviously inspired by the success of Atmosfear but a much better game. The story is that a Klingon steals the Enterprise while it is in space dock and with minimal crew. He intends to attack the Klingon Empire with it to start a war. The players as Federation crew members must try to stop this happening.

 

Star Wars Adventures Of R2-D2. Published by Parker. 1977. Box. Good, but 1 corner taped. £0.60

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

Children's game (ages 4-8) based on R2-D2 who in this game is portrayed as the true hero of the Rebellion in the original Star Wars films. Game play involves spinning a spinner and moving to the next space showing that colour, with some spaces providing short cuts and others delays. A nice item for the Star Wars collector.

 

Steampunk Rally. Published by Mattia Minardi. 2009. Box. Good. £8

Designer: Mattia Minardi. No. players: 2. Country: Italian.

Card game in which the players construct and then race strange steampunk vehicles. The colourful cards represent weirdly constructed vehicle parts and the benefits they give to your vehicle. Play doesn't use a track but just the positions of the cards on the table as well as dice to record progress and indicate energy and maintenance levels.

 

Sucking Vacuum. Published by Alien Menace. 2004. Box. Good. £10

Designer: Marc Davis. No. players: 3-6. Country: American. Duration: 45 mins.

Set on the International Space Station after some terrible catastrophe. The station is losing oxygen, and there is only one escape pod with two seats, but six astronauts... The players try to find the equipment they need, and fend of the others in order to claim one of those two life preserving seats, knowing that failure means sucking vacuum! The game uses geomorphic tiles showing sections of the space station, dice and a selection of counters to represent the various objects etc that can be found.

 

Supersell. Published by Condor. ca.1970. Box. Good. £7

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

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

 

Sword & Skull. Published by Hasbro Avalon Hill. 2005. Box. 2 copies available:

1) Excellent. £8.50       2) Good. £7.75

Designer: Mike Elliot. No. players: 2-5. Country: American. Duration: 1 hr.

Pirate themed game in which each player controls an officer and a pirate, who are moved around a Talisman style track on the board. The characters attempt to rescue the Queen's flagship from the Pirate King, and this can be done in several ways: simply buying it back with a ton of money, or through bravery & derring do, or more underhanded methods. The game is driven by various types of cards.

 

Sword & Sorcery: Chaositech. Published by Malhavoc Press. 2004. Book. Excellent. £1.40

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.

 

Table Soccer. Published by Waddingtons. Box. 2 editions available:

1) 1965. First edition. Good. £3.      2) 1974. Second edition. Good. £3

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

Tiddlywinks variant, i.e. a soccer game where you flick the ball (a counter) from player to player across a football pitch board. In late editions, Waddingtons just used counters for the men, but in these editions there are 24 actual footballers (plastic figures mounted on counters), two referees and two plastic goals. It is quite sophisticated, with 11 figures per side, dribbling, passing and even offside rules.

 

Tal Der Konige. Published by Franckh. 1991. Box. Good. £30

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.

 

Tank Battles In Miniature 5: Arab Israeli Wars Since 1948. Published by Patrick Stephens. 1978. Book.

Excellent. £4.75. Author: Bruce Quarrie. Country: British.

Hardback with dustcover, 22x14cm, 136 pages. More fully, the subtitle is 'A Wargamer's Guide to the Arab-Israeli Wars Since 1948'. The book includes maps and chronologies of the battles, and many aspects are considered ranging from minefields through the various fighting vehicles used to the aerial warfare involved.

 

The Art Of Playing Mythos. Published by Chaosium. 1996. Book. Excellent. £6.50

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

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

 

The Circle. Published by Creative Cell. 2007. Box. Excellent. £14

Designer: Folker Jung. No. players: 2-6. Country: German. Duration: 90 mins.

Set in 1889, in a world of industrialisation and power seeking. The players each control a secret agency, all of whom have become aware of an even more secret and ultra powerful secret society: The Circle. By recruiting spies inside The Circle and making use of their powers the players try to amass power. This can be done either by being the first to amass a set amount of power or by throwing your lot in with The Circle and trying to ensure it becomes most powerful of all.

 

The Hobbit. Published by Imagination. 2010. Box. Excellent. £21

Designer: Reiner Knizia. No. players: 2-5. Country: British. Duration: 1 hr.

Based on Tolkien's novel, the players aid Bilbo on his journey, helping him overcome the various obstacles on the way. The objective is for each player to gather as much wealth as possible by the time Smaug's lair has been raided. Play involves rolling dice to achieve goals set by adventure cards. Each player will have a different set of stats allowing them to help Bilbo in slightly different ways.

 

The Isle Of Doctor Necreaux. Published by AEG. 2009. Box. Excellent. £9

Designer: J. Pinto, S. Purdy, K. Wasden. No. players: 1-5. Country: American. Duration: 40 mins.

Co-operative card game in which the evil Doctor Necreaux has kidnapped the world's top scientists and forced them to build a device which will threaten all life on the planet, and now demands that the world surrender to his rule or everyone gets it! The players act as a team of heroes to try to defeat Necreaux before he sets off his device. Game play involves deciding how fast to push through the adventure deck, deciding when to rest and dealing with the traps and minions encountered on the way to rescuing the scientists and then getting out alive.

 

The Key To Solitaire. Published by Ottenheimer Publishers. 1966. Book. Good. £1.40

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 Loving Game. Published by Penthouse. ca.1984. Box. Good. £2.25

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 Nacho Incident. Published by Eight Foot Llama. 2005. Box. In shrink. £8

Designer: Jom Doherty. No. players: 2-4. Country: Canadian. Duration: 40 mins.

Card game in which players smuggle Mexican food supplies over the border to Canada, and then try to set up the best cantina, in four provinces. Players secretly choose which smuggler they will use each round, with the better ones being fastest, and so likely to get better prices, but also being more likely to be caught as well, which is bad news as this will ensure the Mounties hassle your cantina, which can prove costly. The game is won by making the most money, which requires a balance between supplying the most profitable demands and setting up the most profitable cantinas while also avoiding the Mounties.

 

The Official Scrabble Quiz Game Book. Published by Carlton. 1997. Book. Excellent - unused. £1

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

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

 

The Puffin Book Of Indoor Games. Published by Puffin. 1985. Book. Excellent. £0.40

Author: Andrew Pennycook. Country: British.

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

 

The Tarot. Published by Penguin. Book. 2 editions available:

1) 1988. Excellent. 254 pages. £6.50        2) 1976. Good. 240 pages. £6

Author: Alfred Douglas. Country: British.

Softback, 20x13cm. A very informative book which tells of the origin of the Tarot deck, and the symbolism of the cards. It then goes on to describe the meaning of the major trumps and the major arcana. The Esoteric Tarot is discussed, and the divinatory meanings of the cards is outlined, as well as details on how to perform a Tarot reading using the Nine Card, Circular or Horseshoe spreads. Meditation using the Tarot as well as the game of Tarocco are also covered.

 

The War Room. Published by Northern Cross. 1990. Long Tube. Good. £8

Designer: Greg Volpert. No. players: 2-4. Country: American. Duration: 90 mins.

Special Notes: The tube is a little grubby looking.

War game set in the Persian Gulf. Iraqi and multinational forces face off in the desert sun. The objective is to capture the enemy troops and force a surrender. Units include infantry, artillery, helicopters, tanks, aircraft and warships. The rules are short and play is straightforward.

 

The Willow Game. Published by Tor Books. 1988. Box. Good. £0.60

Designer: Greg Costikyan. No. players: 2-6. Country: American. Duration: 2 hrs.

Game based on the fantasy film Willow. The players play the characters from the film, both good and evil. The good players try to protect Elora Danan from evil Bavmorda's clutches, and get her to safety, while the evil players try to find and capture her and then get her to Nockmar Castle. Good characters start weak, but get stronger as the game goes on by searching places of power and gaining treasures. The good characters can win by either taking Elora Danan to safety or by defeating Bavmorda in combat. Bookcase Box.

 

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

1) Excellent. £7.50        2) In shrink. £9

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.

 

Tikal II. Published by Game Works. 2010. Box. In shrink. £31

Designer: Wolfgang Kramer, Michael Kiesling. No. players: 2-4. Country: Switzerland. Duration: 90 mins.

A sequel to the Spiel des Jahres winning game from the same authors. Another previously undiscovered complex has been found in the jungles of Tikal and the players send their teams to uncover it and discover as much as possible. The action point system in the original game has been replaced with just two actions per turn here: moving some of your expedition around the board onto an action tile and then exploring new rooms within a temple to find gold. The simpler system helps the game play faster than the original and gives it a different feel.

 

Tile Chess. Published by Steve Jackson Games. 1999. Box. Excellent. £6

Designer: Jason Wittman. No. players: 2-6. Country: American. Duration: 90 mins.

Unusual chess variant in which there is no board, instead the pieces are printed on tiles. It can also be played with up to 6 players. The main idea is that while the pieces move as normal, all pieces must remain connected at least by a corner to another piece, and no move may be made which orphans any pieces.

 

Timberland. Published by Haba. 1989. Box. Good. £13

Designer: Klaus Teuber. No. players: 2-4. Country: German. Duration: 30 mins.

Special Notes: One green tree has been replaced with an improvised wooden substitute.

Season by season the players try to grow large forests of their own type of tree while hindering their opponents. In the Winter cards are played to move the wild boar around the board to help sow seeds for new trees which grow in the Spring and Summer, and in the Autumn the woodcutter is moved in a similar fashion to the boar, but this time trees are felled. Very attractive wooden components.

 

Times Square. Published by Rio Grande Games. 2006. Box. Excellent. £8.75

Designer: Reiner Knizia. No. players: 2. Country: American. Duration: 25 mins.

Card game in which the two players use their cards to move around several wooden figures representing various characters, including Saucy Sue and her bodyguards. The objective is to get the figures into your entertainment establishment. The two rival hostelries face each other across Times Square. It is possible to win the game by either a slow accumulation of points by having more characters consistently in your inn than your opponent's, or by clever play which your opponent is unable to stop, getting Saucy Sue into your establishment despite her bodyguards.

 

Torres. Published by Rio Grande Games. 1999. Box. Good. £16

Designer: Wolfgang Kramer and M Kiesling. No. players: 2-4. Country: American. Duration: 75 mins.

German Game of the Year Award winner for 2000. Players use chunky plastic pieces to build towers all over the board, and use action points to move their knights into commanding positions, and special action cards to break the normal rules to gain an advantage. Requires considerable thought to make the most effective use of your action points and cards.

 

Travel Cluedo. Published by Waddingtons. ca.1994. Box. Excellent. £3.50

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

Surprise the family and play classic Cluedo again - actually quite a decent game of deduction, in which you have to move your piece around the board according to dice rolls in order to gain clues and then work out the details of the murder by a process of elimination. This miniature travel set comes with all the normal playing pieces but in miniature form, with pawns which peg into the board.

 

Triagonal. Published by Acumen Board Games. 2005. Box. In shrink. £5.75

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

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

 

Uchronia. Published by iello. 2012. Box. In shrink. £17

Designer: Carl Chudyk. No. players: 2-5. Country: French. Duration: 50 mins.

Card game set in a world where dinosaurs still survive. The players are building a great city and competing to become the ruler. Game play is very much based on the well regarded system used in Glory to Rome. Thus the cards can be used in a number of different ways, and the players build up 'engines' which allow a single card play to perform many actions. The objective is to construct buildings which take several cards to complete. These also give their owner special powers for the rest of the game. Less chaotic than Glory to Rome, and sadly the dinosaurs do little more than adorn many of the cards. Recommended.

 

Uno Madness. Published by Spears Games. 1996. Box. Good. £1.80

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

Enhanced version of Uno, the card game in which players play cards either of the same colour or number as the player before, or draw a card, with the objective being to get rid of your cards. This version is tile based, and the tiles are placed on a board. In addition there is a noisy timer which ticks down, and if it goes off (jerking the board upwards in the process) then the current player is penalised with more tiles. The timer keeps things moving quickly and adds to the tension considerably. As with original Uno there are some special tiles with effects such as reversing the direction of play and forcing the next player to play a special tile or pick up two tiles etc.

 

Ur. Published by What's Your Game. 2006. Box. Excellent. £6.25

Designer: Paolo Morl. No. players: 3-4. Country: Italian. Duration: 1hr.

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

 

Vegas Showdown (2nd Edition). Published by Hasbro Avalon Hill. 2005. Box. In shrink. £30

Designer: Unknown. No. players: 3-5. Country: American. Duration: 75 mins.

Excellent business game which was Games magazine's Game of the Year 2006. Each player is creating a Las Vegas Casino and intends it to be the biggest, best and most profitable. Each round a selection of casino attractions (such as slot machines, fancy restaurants, table games, sport betting rooms etc) are available, and the players bid for the right to add one of them to their casino. Each one provides extra income and / or attracts more customers. Players also have to ensure that there is a good way through from room to room in their casino, and various bonus cards and end of game bonuses can be played for. Clever bidding system, and lots of options and interesting decisions to make. Highly recommended.

 

Viking Fury. Published by Ragnar Brothers. 2004. Box. 2 copies available:

1) Excellent. £12       2 ) Good. £11

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, 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.

 

Vita Memorita. Published by Zoch. 2007. Box. Excellent. £4

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

Hungarian edition of Alles Tomate (don't worry, English rules provided). Memory based game in which players have to remember what is hidden in 7 different locations, but the items change constantly, making it trickier. Speed is also required as play is simultaneous. The objective is to claim as many cards as possible.

 

Was Sticht? Published by Moskito. 1993. Box. In shrink. £7.50

Designer: Karl-Heinz Schmiel. No. players: 3-4. Country: German. Duration: 1 hr.

One of the cleverest trick taking card games. It has two novel features. First of all, you 'build' your hand from a common pool of cards, and, secondly, you choose a task chip which tells you what target you have to achieve, for example, no tricks that round, or more tricks than anyone else, and so on. Very well regarded, and was on the nominations list for the German Spiel des Jahres 1994.

 

Wasabi. Published by Z-Man Games. 2008. Box. Excellent. £18

Designer: Joshua Cappel, Adam Gertzbein. No. players: 2-4. Country: American. Duration: 40 mins.

The players take it in turn to add ingredients to a communal board, with the hope of completing recipes (creating a set of the right ingredients on the board). Completed recipes earn bonus actions for future use and a recipe can be completed 'in style' for an additional reward.

 

Weatherlight Revealed. Published by Wordware Publishing. 1998. Book. Excellent. £4

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

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

 

Wie Waldi. Published by Abacus Spiele. 2005. Box. In shrink. £5.25

Designer: Oliver Igelhaut. No. players: 2-4. Country: German. Duration: 20 mins.

Simultaneous play card game in which the cards depict the head, tail and middle of a dachshund. The middles are all covered with a multicoloured blanket, and many sections can be added before the tail needs to be added, so long as the cards match (dominoes style). Each completed dog will either be claimed by the player who owns the head or the tail - depending on whether the tail is being bitten by a cat or not.

 

Wizard's Quest. Published by Avalon Hill. 1979. Box. Good, but edges show wear. £4

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

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

 

Word Spin. Published by Geospace Magnetics. 1995. Plastic Packet. New. £2.50

Designer: Unknown. No. players: 1+. Country: British. Duration: 10 mins.

The game consists of 8 chunky magnetic rings each with 10 faces, a letter on each face. The rings stick together but can be turned individually. Game play involves rearranging and spinning the rings to form words which score points.

 

Wreckage. Published by Fantasy Flight. 2003. Box. In shrink. £6.25

Designer: Darrell Hardy, Barry Stockinger. No. players: 2-4. Country: American. Duration: 45 mins.

In a twisted wasteland reminiscent of the Mad Max movies, road warriors rule in souped-up vehicles equipped with guns, armour and whatever else is likely to help. The best of these warriors fight it out in an arena of death, with gasoline and water the valuable prize for the winner. Players add weaponry and other equipment to their car, and then race by playing cards, also getting the chance to shoot their opponents into oblivion.

 

X Pasch. Published by Fanfor Verlag. 1996. Box. In shrink. £5.25

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

Special Notes: This is the 'Deluxe' edition.

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

 

Yellowstone Park. Published by Amigo. 2003. Box. Good. £11

Designer: Uwe Rosenberg. No. players: 2-5. Country: German. Duration: 45 mins.

Card game played on a board. The cards come in 4 colours with numbers 1-7 and all show slightly humorous animals from Yellowstone Park. The board has 7 columns, and each column may only have one colour of card in it at a time. Each row may only have one number of card played in it. Players play cards trying to keep within a 3x3 area. If a player is unable to do this then that player collects any cards not in the new 3x3 area as penalty points. However, there are also a couple of ways to get rid of penalty points - eg. getting rid of all your cards or filling the 8th or 9th space in the current 3x3 grid.

 

Your America. Published by Cadaco. 1970. Box. Good. £0.90

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

Special Notes: The box base is slightly indented and the corners have been taped.

Trivia game in which players move around the board answering questions about the USA. The categories are: People, Places & Things; Presidents of the USA; States of the Union; Inventors & Authors; Government; The U.S. at War; Famous Americans. Each player is given a U.S. flag board with numbered holes along the stripes and each time a question is answered the marker is advanced along the flag according to the difficulty of the question. A booklet lists 48 questions in each category.

 

Zodiac. Published by Chad Valley. ca.1965. Box. Good. £4.25

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

Special Notes: 1 corner taped and the box edges show wear

Economic game combining an odd mix of astrology and materialistic goals. The winner of the game is the player who first manages to purchase a house, a flat, £1000 in shares, a car and a boat. The game is played on a track of the days of the year with days assigned to the various signs of the zodiac. Each month there is a payday, and each time one is passed money is earned, which will be needed to pay for the various status symbols as well as paying when landing on spaces belonging to other players - the amount depending on how many houses / flats / boats etc that player owns. There are several types of event cards as well.

 

 

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