MNG-AJM Games and Collectibles

 

Aug 2011 Catalog

 

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

 

A Book Of Card Games. Published by Klutz Press. 1990. Book. Good. £1.50

Author: John Cassidy. Country: American.

Spiral bound, 22x14cm, 124 pages. An easy to read, and humorously presented (including nice black & white film shots) card games book which covers 20 card games, 2 card tricks and plans for a 3 storey house of cards! The card games covered are: Goofenspiel, War, Egyptian War, Concentration, I Doubt It, Rummy (4 games), Crazy Eights, Old Maid, Oh Hell, Michigan, Hearts, Poker (3 versions), Klondike, Yukon, Bristol Fans, Grandfather's Clock.

 

All About Football. Published by AllAboutFootball Ltd. 2005. Box. In shrink. £5

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

Subtitled: The Rangers Football Club Trivia Game. The set includes 1500 trivia questions in five different football related topics.

 

Alles Im Eimer. Published by Kosmos. 2002. Box. Excellent. £15

Designer: Stefan Dorra. No. players: 2-6. Country: German. Duration: 30 mins.

Clever and good fun card game in which players start with a pyramid of buckets each, and try to keep these from falling over. Card play involves leading a card in one of five suits and the next player plays 1-3 cards in the same suit whose total must exceed the previous player's total.  After playing only one card is drawn no matter how many were played, but failing (or choosing not to play) means you lose a bucket of the current suit, and if other buckets are supported by that bucket then they go as well! Recommended.

 

Andromeda. 1999. Box. 2 editions available:

1) Published by Abacus Spiele. Country: German. Good. £12
2) Published by Rio Grande. Country: American. Excellent. £13

Designer: Alan R Moon. No. players: 3-5. Duration: 1 hr.

Graphics by Doris Matthaus. Very interactive, as players attempt to trade with a new galaxy. The game is about trading for sets of cards and using them to upgrade spaceships and trying to gain control of the various planets. While skill and judgement will help there is a randomising mechanism which resolves success in taking over a space port, but which does make it more likely you will win the more effort you put in. The game also uses an interesting card trading mechanism between the players.

 

Arkham Horror The Black Goat Of The Woods. Published by Fantasy Flight. 2008. Box. In shrink. £15

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

Expansion for Fantasy Flight's edition of Arkham Horror, which you will need to make use of this set. This is a smaller expansion set than Dunwich or Kingsport, but still contains nearly 200 new cards to add to the base game.  This includes 88 more Ancient Ones, and 90 new cards for the investigators, including many items which present the dangerous lure of corruption.  Also included are more monster markers and a Herald sheet.

 

Augsburg 1520. Published by Alea. 2006. Box. 2 copies available:

1) Excellent. £9. 2 cards damaged, but replaced by manufacturer, but still needed correction by pen.  Does not affect play.

2) Excellent. £10

Designer: Karsten Hartwig. No. players: 2-5. Country: German. Duration: 75 mins.

Jakob Fugger was so rich he loaned money to royalty, often receiving trade rights, and official positions of value to him instead of cash in payment.  In this game the players take the roles of equally rich merchants who make loans to nobles in order to obtain further wealth and increase their social status.  The game uses clever auctions for these benefits to drive the game.  Often bidding can be very tactical, as the outcome may well affect you differently depending on which other player wins an auction. At the end of the game the player with most prestige wins.

 

Backgammon: The Action Game. Published by Collier Books. 1969. Book. Good. £4.50

Author: Prince Alexis Obolensky, Ted James. Country: British.

Softback, 23x15cm, 171 pages. Intended as an introduction to backgammon which will take you far enough to play respectably against more experienced players, this book covers: The History, Basics, First Move, A Beginner's Sample Game, Running Game, Blocking Game, Back Game, The Rules, Doubling, Tournament Backgammon, Chouette, Psychology & Thinking, Playing for Money, Variations on Backgammon, Backgammon Glossary.

 

Battle For Italy. Published by Avalon Hill. 1983. Box. Box good, contents unpunched. £4

Designer: Kevin Zucker & Thomas Walczyk. No. players: 2. Country: American.

The battle of Arcola, one of the first real tests of Napoleon's ability, took place during the Italian Campaign of 1796. This battle was the most hotly contested battle of the campaign. This is a division / brigade level wargame, and also acts as an introduction to the large game Struggle of Nations. Complexity level 4/10 on Avalon Hill's scale.

 

Battle Of Britain. Published by TSR. 1990. Box. Good. £12

Designer: Ken Sommerfield & Tom Hoffman. No. players: 2. Country: American. Duration: 2 hrs.

Only Britain stands against the German juggernaut.  The fate of the war rests on air superiority.  Will the sheer strength of the Luftwaffe be able to bring down the RAF with its radar towers and elaborate communications systems?  The game includes 21 aircraft figures on stands as well as counters and lots of cards and battle dice.  Approachable rules, the basic set being 6 pages long, with an advanced set of rules covering a further 5 pages.

 

Battleship. Published by Milton Bradley. 1975. Box. Excellent. £4

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

Very nice edition of this classic game, with closeable plastic consoles, nicely moulded plastic ships and lots of markers. This is the classic game in which each player positions their fleet of ships secretly and then the players take turns firing into particular spaces and are told whether they hit or miss.  First to sink their opponent's fleet wins.  While the game can be played with paper and pencil, this set is so nicely produced it makes the game much more tactile and enjoyable.

 

Battlestar Galactica. Published by Parker. 1978. Box. Box edges show wear, 1 corner taped. £0.75

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

TV and film related. Simple space combat game between competing Colonial Viper Pilots, as they race to rescue an abandoned Cylon Raider.  Black holes can be used for tactical movement and command cards allow special attacks, extra movement, defensive actions etc.

 

Bells Of War. Published by Silly Space. ca.1995. Box. Good, box slightly indented. £6.50

Designer: Remi Duval, Marc Fournier, Philippe Lamontagne, Louis Nadeau.. No. players: 2. Country: Canadian.

Ambitious attempt to repeat the success of Axis and Allies. Stacks of counters and money, as you simulate WWII on a grand strategy scale. Major additions compared to Axis and Allies include more unit types, rail movement, petrol production, neutral armies and military leaders.  The rules come in 3 levels, the most basic being similar to Axis & Allies, and the most complex a great deal more complicated which will take a lot longer to play too when everything is added in.

 

Beyond Balderdash. Published by Parker Bros. 1997. Box. Good. £6

Designer: Gameworks Creations Inc. No. players: 2+. Country: British. Duration: 1 hour.

An extended version of the parlour game which can be played with a dictionary, pencil and paper.  One player selects a (very obscure) word and everyone else writes a definition for it.  The player-made definitions are then read out along with the real one and players vote on which is the real one. Points are scored for having other people choose your definition and for guessing the real definition. This set provides 5 categories of things you have to make up descriptions for: words, people, acronyms, movies, and dates.

 

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

1) Good, but shows some wear. £3.50         2) Good. £5

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

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

 

Bohnanza - Al Cabohne. Published by Amigo. 2000. Box. 2 copies available:

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

Designer: Uwe Rosenberg. No. players: 1-2. Country: German. Duration: 1 hr.

A 1 or 2 player card game derived from the highly popular card game Bohnanza, the bean trading game. In this game the player or players compete in their bean trading with the Bean Mafia, who can potentially win the game instead of a player. You do not need a copy of Bohnanza to play. Game play is similar to Bohnanza - collecting sets of beans which are planted in beanfields - but with some additions and differences which mean that quite a few cards get given to the Bean Mafia.

 

Bohnanza - Fan Edition. Published by Lookout Games. 1997. Box. In shrink. £6.50

Designer: Uwe Rosenberg. No. players: 3-5. Country: German. Duration: 1 hr.

Card game, 110 attractive cards representing different types of beans. Players attempt to collect sets of beans to plant in their fields and then harvest them for money. However, things are not that simple as the order of cards in your hand is fixed and you can only play from the front. Players can trade beans they don't want with other players, and getting good deals and making the best of what you have is the core of this game. Quite a revolutionary card game. Recommended. It was also on the nominations list for the German Spiel des Jahres in 1997. This fan edition has a different picture of each bean on each card - the pictures having been sent in by fans of the game.

 

Bohnanza: High Bohn. Published by Amigo. 2000. Box. Excellent. £4.50

Designer: Uwe Rosenberg, Hanno Girke. No. players: 1-2. Country: German. Duration: 1 hr.

Expansion for Bohnanza with a wild west theme. Additional cards representing buildings are provided which can be purchased, and give special abilities - a different ability depending on which type of bean was cashed in to pay for it. The buildings are worth points at the end of the game too. There is also an expansion for the 1-2 player Al Cabohne game.

 

Bohnanza: La Isla Bohnita. Published by Amigo. 1998. Box. Excellent. £4

Designer: Uwe Rosenberg. No. players: 2-7. Country: German. Duration: 90 mins.

Expansion to the popular card game Bohnanza. This expansion takes bean trading to sea. Firstly there are a couple of new types of beans you can add to your games, as well as ships which you can harvest your beans onto in order to sell later, after collecting more beans from La Isla Bohnita. Pirate ships can also be bought and used to raid opposing players.  This expansion also has rules for a 2 player version of Bohnanza.

 

Business. Published by Edition Spielbox. 1993. Pouch. Good. £1.50

Designer: Reiner Knizia. No. players: 3-5. Country: German. Duration: 15 mins.

A colour folded A3 sheet which acts as gameboard as well as having the rules on the back. You will also need 20 chips per player and two other game pieces. The board shows seven different businesses in which the players take it in turn to invest some of their 20 chips. There are 7 rounds and each player can invest in each business only once. At the end points are awarded for the most, 2nd most etc chips in each business. What makes the game interesting is that there is a 'bad' token and a 'good' token which get moved around the board in opposite directions whenever anyone invests in a business they are standing on. These nullify and double the points for the businesses they stand on at the end of the game.

 

Cash Oder Crash. Published by Heye. 1993. Box. Good. £5

Designer: Wolfgang Riedesser. No. players: 3-4. Country: German. Duration: 20 mins.

Card game with a board, where the cards played affect the movement of players' tokens around the board. Using a simultaneous play mechanism the players affect which token will move and how much.  At the end of the round the positions of the tokens cause players to gain or lose money. The richest after several rounds wins.

 

Cast Puzzles. Published by Hanayama Toys. 2004. Box.

Designer: JapanAll Design. No. players: 1. Country: Belgian.

Metal puzzles which you must try to take apart and then put back together again without using force. Really nicely produced - very high quality and all metal.

Cricket. New. £4.50. This puzzle consists of a set of cricket wickets and 6 cricket bats joined at the handle, with a ball and stumps. Difficulty level 2/6.

Laby. New. £4.50. This puzzle consists of a circular metal labyrinth and interestingly shaped interlocking ring. Difficulty level 5/6.

Ring II. New. £4.50. Amazingly nicely made ornamental and oversized finger-ring consisting of 5 cunningly interlocked hoops. Difficulty level 5/6.

 

Caveman. Published by JKLM Games. 2007. Box. Excellent. £15.50

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, and 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.

 

Centrepoint. Published by Ennerdale. 1987. Box. Good. £4.75

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

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

 

Club Golf / Golf Range. Box. 2 editions available:

1) Club Golf. Published by Gibsons Games. 1995. Good. £1.25

2) Golf Range. Published by W.H.Smith. 1995. Good. £5

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

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

 

Countdown. Published by Britannia Games. 2005. Box. Excellent. £1.75

Designer: Armand Jammot. No. players: 2-6. Country: British. Duration: 30 mins.

Based on the popular TV game show featuring Carol Vordermann.  The game uses vowel and consonant cards which players have to put together in 30 seconds to find the longest word possible.  Also includes the numbers game in which players have to combine several small numbers using arithmetical operations to form a target number - again within 30 seconds.  There is an authentic sounding 30 second electronic countdown timer which plays the countdown music while players think.

 

Cube Farm. Published by Cheapass Games. ca.2003. Packet. New. £1

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.

 

Das Amulett. Published by Gold Sieber. 2001. Box. Good. £15

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

Special Notes: Includes a set of colour printed and laminated English spell cards (the German ones have been pasted up, but not very well).

Players try to collect jewels to complete their amulets.  This requires 8 jewels or only 7 if they are all different. Magic spell cards which give the owner major advantages are auctioned off using energy stones, and the more used to win the bid the longer the spell will last, but the less energy stones the player will have left to purchase other spells.  Players obtain metal cards which are used to purchase the jewels they need to win.  The board shows different regions around which the players move in order to obtain their jewels. To win players need to position themselves well on the board and buy cards whose powers combine effectively.

 

Das Hornberger Schiessen. Published by Zoch. 1990. Box. Good. £3.50

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.

 

Das Letzte Kamel. Published by F X Schmid. 1989. Box. Good. £18

Designer: Tom Schoeps. No. players: 2-6. Country: German. Duration: 45 mins.

Camel racing game with 6 delightful wooden camels and 2 dice which show colours. Players know which camel is theirs but not who owns the others. 2 dice are rolled and each colour can be used to move one of three camels. Moving onto a space with other camels causes additional movement.  The main twist is that you want your camel to come last rather first!

 

Demonstealer. Published by Puffin Books. 1991. Book. Excellent. £1

Author: Marc Gascoigne. Country: British.

Softback, 18x11cm, 227 pages. Fantasy novel based on the Fighting Fantasy series of game books, and 'presented by' Steve Jackson & Ian Livingstone. The story starts with a thief bourn on the wings of an immense bat stealing an arcane scroll. Chadda Drakmane and friends follow the trail and have a suitable set of adventures in trying to get the scroll back.

 

Der Blaumilch-Kanal. Published by Kosmos. 1999. Box. Excellent - unpunched. £1

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

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


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

1) In shrink. £6      2) Excellent. £5

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

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

 

Die Augen Der Kali. Published by Schmidt Spiele. 1993. Box. Good. £11

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 Schlangen Von Delhi. Published by Blatz. 1995. Box. Excellent. £13

Designer: Manfred Franz. No. players: 2-4. Country: German. Duration: 30 mins.

Very attractive tile laying game in which players compete to become the best snake-charmer in Delhi. The board shows a number of differently coloured snake tails, and the tiles show coloured snake segments.  Each player has a hand of tiles and may play as many as desired to extend one of the snakes.  Points are scored according to the new length of that snake. Snakes can be completed by playing a head tile or by leading them into one of the snake charmers' baskets.  There are also some 'underground' tunnels which snakes can go through for extra points.

 

Die Seidenstrasse. Published by Schmidt. 1998. Box. Good. £12

Designer: Hartmut Kommerell. No. players: 2-7. Country: German. Duration: 1 hr.

Special Notes: This set includes a home made set of cards with English text to improve playability.

Original game set in the trading routes on the Silk Road between China and Venice. Players choose their move by play of cards, with an objective of reaching towns on the route before others. As each town is reached money is won. One very neat idea is that cards played from the hand are played on yourself, but then stay in front of you and will be played again on another player before being discarded, and since only three cards can be in front of you at once you will have to play them in this way even if it isn't entirely desirable.

 

Druiden Walzer. Published by Kosmos. 1999. Box. Good. £10

Designer: Michael Rieneck. No. players: 2. Country: German. Duration: 40 mins.

Players try to protect their own trees and attack their opponent's trees. Each player has three trees to protect, each with three lives and a number of hidden strength cards. Playing a new card causes like-numbered cards to move to other trees, altering their strengths. Strengths of trees get compared and the weaker one loses a life.  A player with no trees left loses. An odd theme and unusual mechanics make this one of the more offbeat of the Kosmos 2 player series, though  that is not a bad thing if you are looking for something slightly different.

 

Dungeon Lords. Published by Z-Man Games. 2009. Box. Excellent - unplayed. £38

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

Dungeon adventure board game with an impressive array of components, including two double sided boards, and three further boards, and heaps of cards, tiles and figures. The big twist is that the players are not the adventurers, but rather the assorted shady characters who set up dungeons! This they do competitively, and sometimes it will be necessary to indulge in a little evil to get the job done properly - unfortunately the more evil used the stronger the adventurers that dungeon will attract. Ahhh, the trials of being a dark lord... Very well received game.

 

Election L-Game. Published by De Bono Games. 1979. Box. Excellent. £5

Designer: Edward de Bono. No. players: 2. Country: British. Desc. by Eamon.

A political game based on the mechanics in de Bono’s L-Game. As the playing pieces are moved over a special board printed on the packaging, various squares are left uncovered. These squares give or take percentage points from the main political parties. After a set period of time, an election is called and seats won are added to find the winner.

 

Electronic Taboo. Published by Hasbro. 2001. Box. Excellent. £10

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

Electronic version of the excellent party game, where players must describe an object, but are not allowed to use five key words on the card. So you might have to describe an apple, without using the words "red", "fruit", "pie", "cider" or "core". This edition uses an electronic console which shows the active player and the opposing team the word being guessed, and banned words. It also does the timing. A remote buzzer button allows the opposing team to indicate that the current player has used an illegal word. Very swish!

 

En Garde!. Published by Margam Evans Ltd. 2005. Book. New. £8.50

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

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

 

Endeavor. Published by Z-Man Games. 2009. Box. In shrink. £31

Designer: Carl de Visser, Jarrett Gray. No. players: 3-5. Country: American. Duration: 90 mins.

Highly regarded game of empire building in which the players each represent a European nation intent on global expansion. Glory can be gained through endeavours in industry and culture as well as colonising, and gaining resources from new lands as they are discovered. Game play involves taking actions and gaining tiles and cards which will give additional abilities and improve existing actions for the future. Lots of scope for different strategies as well as tactical moves. Highly recommended.

 

English Sports And Pastimes. Published by B.T. Batsford. 1949. Box. Good. £5.50

Designer: Christina Hole. Country: British.

Hardback, 22x14cm, 183 pages. A fascinating look at sports and pastimes of the Englishman over the 200 or so years before the book was published. There are many pictures throughout. The book is split as follows: Games & Sports (Field Sports, Games of Skill and Strength, Ball Games, Football / Hurling / Cricket, Martial Exercises), Pastime and Diversion (Leisure Hours at Home, Country Delights, Fairs and Walks, Shows and Spectacles, The Theatre, Shrine and Spa, The Pleasures of London).

 

Fair Play. Published by EG Spiele. ca.1995. Box. Good. £12

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

Race game, with very nice metal car playing pieces. The board is built up from 48 tiles and so is different each game. Card play determines movement, but in an unusual way as the players offer cards to opponents, which can be accepted or refused, thus requiring an element of bluff. The road tiles also provide various hazards such as roadworks and service stations and petrol stations which can be stopped at to get rid of various bad cards which the car might have acquired.

 

Family Business. Published by Mayfair. 1982. Box. Good. £6.50

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

Special Notes: Early edition

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

 

Fantasy Master: The Abduction Of Good King Despot. Published by New Infinites. 1987. Booklet. Good. £1.75

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

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

 

Fantasy Wargaming. Published by Patrick Stephens. 1990. Book. Excellent. £3.50

Author: Martin Hackett. Country: British.

Hardback, 24x16cm, 232 pages. Profusely illustrated book which looks at Fantasy RPGs and Wargaming, with a fair amount of focus on the use of miniatures. The contents cover: What is Fantasy Role Playing, History of Fantasy Gaming, Moral Tales & Education, The Role of the Controller, Rules, Figures, Mass Battles, A Sample Scenario, Enhancing the Game, Creating Your World, Science Fiction, Campaigns, The Realm of Taakae, + extensive appendices.

 

Finger Weg Von Mona Lisa!. Published by Glucksritter Spiele. 1999. Wooden box. Excellent. £13

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

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

 

First Impressions. Published by Waddingtons. 1989. Box. Good. £4.75

Designer: Tom Kremer. No. players: 3-6. Country: British.

An game ideal for play after a civilised dinner with friends. Players assess each other’s traits and using over 400 cartoon illustrated cards, attribute these cards to the others. It uses unusual mask-like devices used for voting - a dial behind the eyes is rotated to indicate the player who you think the card most applies to. By the end of the game each player has a profile indicated by the cards they have collected, so perhaps you might be: Nero + Benedictine + Racing Driver? Good game of the 'get to know your friends better' type.

 

Fliegen Klatschen. Published by Abacus Spiele. 2004. Box. In shrink. £3.50

Designer: Christian Heuser. No. players: 2-8. Country: German. Duration: 20 mins.

Fast reaction card game in which players turn one card over at a time until either five colours of fly are represented or a fly swatter card is revealed.  Players then claim a fly by putting their hand over it - but only the flies in the most prevalent colours are permitted.  Successfully claimed cards score points at the end of the game.

 

Focus. Published by Spears. 1980. Box. 2 copies available:

1) Box shows wear, 2 corners taped. £3.25      2) Good. £4.50

Designer: Sid Sackson. No. players: 2. Country: British. Duration: 45 mins.

Focus (aka Domination) is a strategy game in which players attempt to make moves and capture pieces in such a way that their opponent has no possible moves. Players may move a piece or stack of pieces based on the number of pieces that are in the stack. Only the player with the top piece of a stack may move that stack, and when a stack is sufficiently large the bottom-most pieces are removed, and friendly pieces made into 'reserves'. Won the German Spiel des Jahres in 1980.

 

Formula D: Sebring + Chicago. Published by Asmodee. 2009. In shrink. £14

Designer: Eric Randall, Laurent Lavaur. No. players: 3-6. Country: French. Duration: 75 mins.

Double sided track board for Formula D (the new edition of Formula De). The Sebring side is a standard track and should be entirely useable with the original edition.  The other side, Chicago, is a 'street track'. with crossing points. I believe you can use this map with the original edition too, but that there are some additional rules which come into play if you use the new edition.

 

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

1) Good. £4      2) Good, but corners taped. £3.50

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

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

 

Game Of The Year. Published by Spears. 1989. Box. Good. £2.75

Designer: Tom Kremer. No. players: 2-6. Country: British.

Cleverly titled family game. Each player must get through a year of 366 days, earning as many Red Letter Days as they can. The game is driven using a really neat spinner device consisting of flaps suspended around an axle which can be spun. It works really well, and is great fun to use and gives a choice of two moves each turn.  The current player or the others may then spend money to add to the number of spaces moved to result in a good / bad event day.  Events come in various flavours - a mainly good deck, a mainly bad deck and fixed events on special days of the year.

 

Games (And How To Play Them). Published by Thomas Y Crowell. 1973. Book. Good. £1.60

Author: Anne F Rockwell. Country: American.

Hardback, 26x26cm, 44 pages. A colourfully illustrated book of children's party games - some traditional, and some less well known. There are 43 games detailed. A very useful book for anyone intending to host a children's party or activity session.

 

Games Gazette - Batch of 19. Published by Chris Baylis. Booklet. Good. £6.50

Author: Chris Baylis. Country: British.

Issue numbers 100-118 of this privately produced magazine which is still going strong even now.  Games Gazette covers board games, role playing games and some computer games, giving news and reviews. Each issue is generally about 36 pages long. These issues date from 1998-2001.

 

Gangster. Published by Amigo. 2007. Box. Excellent. £15

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 moveable area value boards so that the setup can be varied each game.

 

Gargon. Published by Amigo. 2001. Box. In shrink. £5.75

Designer: Rudiger Dorn. No. players: 3-5. Country: German. Duration: 45 mins.

Card game with 102 cards depicting various fantasy creatures (fairies, dragons, pegasi etc). The cards are also numbered, and show amulet symbols - more on those with lower numbers. The game is a sort of trick taking game, but with several suits playable at once, and passing is also possible. Each suit of cards played is won separately, and at the end of the game amulets on cards won make points and there are bonuses for the most in each suit. The backs of the cards also show the suits, so these can be seen by everyone.

 

Giganten. Published by Kosmos. 1999. Box. Good. £16

Designer: Wilko Manz. No. players: 3-4. Country: German. Duration: 90 mins.

Oil discovery, production and selling game.  The board is big and there are lots of substantial components.  The game has lots of clever mechanisms which combine very well.  These include a map board on which to send your oil truck out to find suitable sites to drill, a card choosing mechanism to drive what you can do in your turn, bidding for the right to sell oil and an interesting fluctuating oil price mechanism.  A very good business game which I can recommend.

 

Go West. Published by Phalanx. 2005. Box. Excellent. £9

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

The players represent enterprising merchants who profit from the steady stream of movement west by immigrants to the US around 1800. Players must manoeuvre their merchants to control the markets of the various regions, while also ensuring the wagons move to where their merchants are. In order to score you have to forfeit your normal turn and pay for the privilege too, but double turn chits can be handed in to set up a good scoring position and then score it. As usual with this designer the mechanisms are unusual and clever.

 

Granada: The Fall Of Moslem Spain. Published by Avalanche Press Ltd. 2003. Box. Good. £16.50

Designer: Rob Markham. No. players: 2. Country: American. Duration: 90 mins.

Set in 1481 with King Ferdinand taking on the last bastion of Moslem power in Spain: the city of Granada. The board shows a networks of connected points with castles, forts and ports around which the players move their forces. The Spanish player must take Granada and other important sites while the Moorish player seeks to prevent this and force peace by taking Cordoba and Lorca. The Spanish player has siege units to help in the battle, while the Moors can get reinforcements if their ports are kept open.

 

Happy Cube XL. Published by Happy bvba. 2011. Box. New. £11

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.

 

Heimlich & Co. Published by Ravensburger. 1986. Box. Good. £6.50

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.

 

HeroCard: Rise Of The Shogun. Published by TableStar Games. 2006. Box. Excellent. £9

Designer: Alexei Othenin-Girard. No. players: 2(-4). Country: American. Duration: 1 hr.

Classical Japan themed card game which uses the HeroCard game system, which makes the cards compatible with those of others produced by this company.  This set is for two players only, but by buying further decks up to 4 players can be accommodated. Players each try to expand their dominions while the Emperor is weak, and various methods can be employed from alliances and courtly manipulation to combat. The card system uses many of the ideas from CCGs, though this is entirely standalone. A couple of expansion sets were produced.

 

High Roller SuperSkins Casino. Published by High Roller Games Ltd. 1992. Box.

Box good, contents unused. £4.75. Designer: J.P.McKeon. No. players: 2-8. Country: Ireland.

Gambling game in which two players at a time take the role of dealer and player, who must bet for themselves to win.  Other people can also participate and are able to make bets on who they think will win the hand or even bet on a stand-off. The game itself is a card game with some similarities to Pontoon / Blackjack, but with a special deck of cards and the player and dealer try to make their cards add up to 25 rather than 21. A few points over are allowed (up to 28), but are lower rated hands.  There are also a couple of special high scoring hands: Super Five and Super Skins. Finally there are a couple of extra options during play: Drive (forcing your opponent to stick or take an extra card) and Exchange (rejecting a card drawn).

 

Hols Der Geier. Published by FX Schmidt. 1998. Box. Good. £7

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

Card game with elegantly simple mechanics. Each player has the same set of 15 cards with which to ‘bid’ for other cards on offer to all players. Everyone plays a card simultaneously and when they are revealed, the highest card played wins the prize card, which is worth from -5 to +10 points. If two cards of the same value are played, they cancel each other out, leaving a lower card to win. For negative 'prizes' the lowest played card gets the 'prize'. Each card can only be used once.  There are 15 rounds, so careful planning is required, together with a steely nerve and good bluffing.

 

Horus. Published by Mayfair Games. 2008. Box. In shrink. £15

Designer: H. Jean Vanaise. No. players: 2-4. Country: American. Duration: 1 hr.

Tile laying game set in ancient Egypt. Starting with just a small section of the Nile, players play tiles showing different types of land or additional river tiles. These are added to the expanding play area, but need not be placed fully aligned with the other tiles, but can be offset by half a tile, which gives additional possibilities for splitting up areas or joining them. Cards are played to determine the type of tile which can be laid and also to determine what size area an influence marker can be added to. At the end of the game the players with most influence in each region score points. A little more abstract in feel than Carcassonne, but with a similar appeal.

 

Hot Spots. Published by Great Games Company. ca.1986. Box. Good. £5.25

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

This game is actually two distinct items in one. However, both use a deck of cards and a sloping board onto which the cards are placed so that only the top half will show. The first 'game' is an unusual and very difficult solo puzzle in which the cards have to be arranged in such a way that dots and lines on the cards match up neatly. There are apparently two solutions and the start and ends of each have been given. Alternatively the other side of the cards can be used to play a game in which players try to make lines of spots of the same colours in order to score points - again only one half of each card is in play at any time, and players can move an already played card if they think it will help.  Most unusual item.

 

How To Be A Dot.Com Billionaire! Published by Paul Lammond Games. 2000. Box.

Good, but box shows some wear. £5.25

Designer: Terry Miller, B.S. Randle. No. players: 2-6. Country: British.

Family business game based on the dot.com boom of the late 1990s. Each player starts as the owner of a dot.com company with a high share price. As the game goes on the share prices will fall and eventually crash, but the players will get more subscribers to their businesses. At some point a player can choose to completely or partly sell off their business to make as much money as possible. This needs to be done early to get a good share price, but as waiting until you have more subscribers ups the amount you get, you have to judge when to sell up just right.

 

Ice Cream. Published by Face2Face Games. 2004. Box. Excellent. £6

Designer: Joe Huber. No. players: 3-5. Country: American. Duration: 30 mins.

Card game in which the players try to sell the most ice cream scoops during 4 rounds. The players start with a big bucket of ice cream of one flavour visible and one hidden and take it in turns to play scoop cards to indicate what combos are in demand. Then players attempt to fulfil these demands as best they can, or obtain additional buckets of ice cream to help them in the following round. The game flows well and the pictures are sure to make you hungry - so stock up your freezer before playing!

 

Iglu Iglu. Published by Goldsieber. 2004. Box. Good. £14

Designer: Bruno Cathala, Bruno Faidutti. No. players: 2-4. Country: German. Duration: 1 hr.

Clever game in which the players send their Eskimos out onto the melting ice to catch fish. Players use action points to move and fish, and can also collect pieces of equipment which give various special abilities. The game uses tiles which are initially laid out face down, showing only ice, and these get turned over to reveal permanent ice, polar bears, or fish etc as the game goes on. Iglus can be built to secure territory. Simple to play, but the options presented are interesting and skillful play is rewarded. Recommended.

 

Il Principe. Published by Mind The Move. 2005. Box. Excellent. £11

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

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

 

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

Book. Good. £7.50. Author: Lady Adelaide Cadogan. Country: British.

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

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

 

Im Rampenlicht. Published by Piatnik. 1994. Box. 2 copies available:

1) Good. £11        2) Excellent. £12.50

Designer: Hermann Huber. No. players: 2-6. Country: Austrian. Duration: 30 mins.

Board and card game in which players try to get their actors onto the better positions on stage, but hogging the limelight too much is considered poor etiquette and will attract a penalty.  Players get a choice of cards to draw.  Play allows some bluff and other strategies.

 

Indoor And Community Games. Published by Methuen & Co.. 1932. Book. Good, but dustcover shows wear. £4

Author: Sid G. Hedges. Country: British.

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

 

Intermedium. Published by Ariel. 1976. Box. Good. £8

Designer: Matt Crispis. No. players: 2. Country: British. Duration: 30 mins.

Cerebral abstract game, which is a sort of two dimensional Mancala.  The board shows two separate overlaid grids.  When a stack of pieces is moved, pieces are dropped off one at a time as they pass over spaces.  The idea is to capture opposing pieces, which is essentially done by surrounding them, though in a clever way.

 

Jericho. Published by Abacus Spiele. 2005. Box. Excellent. £6

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.

 

Jigsaw Puzzles: An Illustrated History And Price Guide. Published by Wallace-Homestead. 1990. Book.

Excellent. £8.50. Author: Anne D. Williams. Country: American.

Softback, 25x18cm, 362 pages. An essential book for the jigsaw collector. The first half of the book covers: The history of the Jigsaw Puzzle, Major Jigsaw Manufacturers, Developing a Jigsaw collection, Jigsaw Values. The second half of the book gives a detailed description of jigsaw puzzles by type. There are many photographs in colour and black and white throughout.

 

Jump The Queue. Published by Spears. 1989. Box. 2 copies available:

1) Good. £2.75       2) Excellent. £3.25

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

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

 

K2. Published by Rebel. 2010. Box. In shrink. £26

Designer: Adam Kaluza. No. players: 1-5. Country: Polish. Duration: 1 hr.

Set on the famous mountain, the players each control a team of two mountaineers who are trying to reach the peak and also survive the 18 day expedition. Game play makes use of identical decks of cards, one for each team. These are used to ascend the mountain, but the weather must be watched carefully, and ascending too fast can cause a team member to die from altitude sickness. Very well regarded game.

 

Karten Misch Maschine. Published by Amigo. ca.2004. Box. In shrink. £10

Designer: Unknown. Country: German.

This is a card shuffling machine. It is hand driven (with a handle you turn), and is designed for standard size playing cards. There are adjusting screws designed to allow you to shuffle cards with different thicknesses. The machine essentially works by taking a deck of cards and splitting it semi-randomly into two halves, and you then put them together and repeat a few times. Sort of like a reversed riffle shuffle. Nice item for card players who have never mastered the art of a good shuffle.

 

Keythedral. Published by R&D Games. 2002. Box. Good. £32

Designer: Richard Breese. No. players: 2-5. Country: German. Duration: 90 mins.

First (limited) edition. The players lay out a land using octagonal tiles which provide various resources, and place their cottages in the square gaps between the tiles. Each round every land tile produces one resource and the players compete for these, taking it in turn to claim resources in a cunning and very tactical way. These resources can then be spent to build parts of the Keythedral for victory points, or in various other ways to aid your future production or hinder other players. Also some special action cards are available for purchase and these can prove very useful. Ultimately VPs are won for parts of the Keythedral constructed and for unused resources. Recommended, and collectable too.

 

Kings & Castles. Published by Ragnar Brothers. 2000. Box. Excellent. £14

Designer: Gary Dicken. No. players: 2-4. Country: British. Duration: 90 mins. Desc. by Eamon.

Another game from the company that prints its boards on cloth. Each player is a Baron, with the objective of becoming the richest player. Money is raised through taxes, as authorised by the King. The main mechanism is unusual in that players don't have enough of their own soldiers for every turn, so instead each turn they must use some of their own and some randomly drawn from a bag (either their own or other people's) and try to use opponent's soldiers to best obtain their own ends.

 

Kod Batoru. Published by KOD Games. 2007. Box. In shrink. £9

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.

 

Krieg Und Frieden. Published by TM Games. 1999. Box. Good. £12

Designer: Gerard Mulder. No. players: 3-4. Country: German. Duration: 90 mins.

Players take the roles of land-owners in a feudal society, and run their lands and gain favour from the Bishop by building his Cathedral, or from the King to gain additional resources. Each turn, players use their resources to make a bid to solve that year's problem - with different resources having different values depending on the problem. Then players use their remaining resources to enhance their lands, raid others' lands, etc. Harvest brings new resources for the next turn. After all the pieces of the Cathedral have been built, the game ends, and VPs decide the winner. Originally released as Charlemagne. I have some house rules which I find improve the game. Chunky wooden bits.

 

Kriegbot. Published by Sierra Madre Games. 2008. Ziplock. New. £19

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.

 

Landlord!. Published by Rio Grande Games. 1998. Box. Excellent. £5

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

Card game, previously issued as Wucherer. Players play apartment cards and rent them to tenants, collecting rent each turn. Wealthy tenants can be placed in your own properties, but squatters and deadbeats into your opponents' apartments. You can even play a bomb card on your opponents' building, but make sure you have an alibi card as the police may catch you otherwise.

 

Lascaux. Published by Mayfair Games. 2007. Box. Excellent. £14

Designer: Dominique Ehrhard, Michel Lalet. No. players: 3-5. Country: American. Duration: 25 mins.

Card based auction game which makes use of cave art from the Lascaux caves in France. Each round a selection of cards are put out, and players then bid for them one stone at a time.  A player can pass, and then gains all the stones currently on the table but will likely get a lesser choice of cards at the end of the round than those who stay in the bidding longer. Simple, but with clever and interesting ideas.

 

Le Havre. Published by Lookout Games. 2008. Box. In shrink. £42

Designer: Uwe Rosenberg. No. players: 1-5. Country: German. Duration: 3 hrs.

The followup game to Agricola, this time set in a port town. Players obtain various resources and can then convert them into more valuable resources, but generally this will require building new buildings first. Once built anyone can use a building, and the owner will get a payment when others use it. Ships can be bought which will give lots of VPs. At the end of the game VPs from everything built and cash determine the winner. There are 110 building cards which will come out in a different order each game ensuring play stays fresh. Game play involves choosing actions, and deciding which one is most valuable is tricky.

 

Learn Magic Cards. Published by Wordware Publishing. 1996. Book. Excellent. £2

Author: Larry W. Smith. Country: American.

Softback, 23x15cm, 141 pages. A book which teaches the reader to play Magic: The Gathering. The book is divided into the following sections: Getting Started & Basic Game Terminology, The Playing Field, Playing the Colours, The Game Phases, Playing Magic, Trading Cards, Playing in Tournaments, Effective Card Combinations, + assorted appendices.

 

Lord Of The Rings - Sauron Expansion. Published by Hasbro. 2002. Box. In shrink. £13

Designer: Reiner Knizia. No. players: 3-6. Country: British. Duration: 90 mins.

Expansion for the Lord of the Rings cooperative game by Reiner.  This expansion allows one player to take on the role of the Dark Lord, Sauron, who uses his own cards and tries to stop the other players managing to make it to Mount Doom and dunk the One Ring.  The other players play cooperatively, but Sauron is listening in...

 

Lotus. Published by Ravensburger. 1988. Box. Excellent. £4

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. £6

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.

 

Mah Jong. Published by Gibsons. ca.1995. Box. Box good, contents unused. £7

Designer: Merle Robbins. No. players: 4. Country: British. Duration: 40 mins.

Mah Jong set with chunky plastic tiles. Includes dice and wind indicator as well as rules. This is a 144 tile Mah Jong set.

 

Mastergame. Published by Invicta. 1982. Box. Good but some stacking indentation. £0.75

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

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

 

Military Modelling: The Art Of The Model Soldier. Published by Argus Books. 1988. Book. Excellent. £4

Author: Graham Dixey. Country: British.

Softback, 21x15cm, 191 pages. Military Modelling magazine sponsored guide to preparing and painting model soldiers.  There are many illustrations throughout. The book covers tools and equipment you will want to make a professional job of: painting your figures, preparing and assembling men and horses, various painting techniques, uniforms and equipment, painting horses, painting 'flat' figures, converting & scratchbuilding, displaying figures & vignettes, dioramas, and photographing the model soldier.

 

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

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

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

 

Modern Naval Battles II. Published by 3W. 1990. Box. In shrink. £14.50

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

Expansion for Modern Naval Battles which you will need to own to make use of this set. Subtitled: The Campaign Game, this expansion provides 60 more action cards and 110 more ships, and 7 national war zone displays, as well as counters and rules for the new features.

 

Modern Naval Battles III. Published by 3W. 1990. Box. In shrink. £12.50

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

Expansion for Modern Naval Battles which you will need to own to make use of this set. Subtitled: The Expansion Kit, this expansion provides aircraft cards, more ship cards, bad luck cards, more action cards, and over 200 sister ship stickers.

 

Mother Sheep. Published by Playroom Entertainment. 2006. Box. In shrink. £10

Designer: Jeb Havens. No. players: 2-6. Country: American. Duration: 45 mins.

Each player secretly receives a card indicating which of 10 sheep they want to see enclosed by fences. Players then play multi-coloured lolly-stick shaped fences so that they either touch the central Mother Sheep or another fence. However, fences can only touch when the same colour. Combined with other restrictions this produces a very novel game of fence building. I can provide house rules for an alternative (fairer) way to determine the sheep each player needs to fence.

 

Mü & Mehr. Published by Amigo. 1996. Box. 2 copies available:

1) In shrink. Small box edition. £4.25      2) Excellent. Slightly larger box edition. £3.75

Designer: Doris Matthaüs & Frank Nestel. No. players: 2-6. Country: German. Duration: 1 hr.

Card game, really a set of games using unique cards. It was on the German 1996 Spiel des Jahres shortlist.  The main game is a very clever trick taking game which is best with 5 players.  It involves bidding for a contract for the hand in a rather neat way, and there can be up to two different trumps, either of which can be a number or colour.  Finally, rather than the number of tricks taken being what scores, the cards have little triangles, which are the points you are trying to win.  One of the very best 5 player card games.  The other games are interesting variants of traditional card games, but work just a bit differently using the alternative set of cards. Recommended.

 

Mystery Express. Published by Days Of Wonder. 2010. Box. Excellent. £29

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

Murder mystery deduction game set aboard the Orient Express.  From the inventors of the fun but slightly chaotic Mystery of the Abbey, this game appeals more to the analytical game player who wants to have to think hard and use logic. Cards represent the who, what, where, when and why of the case, but merely seeing a card once is not enough to eliminate that possibility, as there are duplicates of each card in play! Players take actions each turn which will allow them to see some of the cards in other players' hands, and gain new cards etc. However, each turn since some cards may have changed hands your deductions need to be well thought through.

 

Mystic War. Published by TimJim / Prism Games. 1992. Box. Good. £19

Designer: James Hlavaty. No. players: 3-8. Country: American. Duration: 75 mins.

The Archmage has died and the players, as apprentices, must build their claims to fill his place. To do this each apprentice has a secret goal to work towards, emphasising Followers, Mystic Power or Gold or possibly a balance of the three.  Game play is card driven, and cards are played onto special realm mats to enhance your realm, or sometimes to hinder other players. A player also has a realm status: rich, content or poor and cleverly this isn't just your gold, but how your gold relates to your number of followers. As well as resource cards there are events, spells and even deity cards. Having different levels of gold / followers / power allows various different options too.

 

Neuland 1st Edition. Published by Eggert Spiele. 2004. Box. Good - 1 corner split. £27

Designer: Tobias Stapelfeldt, Peter Eggert. No. players: 2-4. Country: German. Duration: 2 hrs.

Original edition of this deep resource management game. Players start with basic buildings which they can use to produce basic resources. These buildings produce more valuable resources which can be used to build more valuable production buildings and/or produce yet more valuable resources. Players must carefully plan their production and also keep control of buildings they consider important. VPs are won by building various top level developments, and the first to build sufficient of these wins. One to get you really thinking, planning ahead and optimising what you do. Recommended.

 

Ninja Burger. Published by Steve Jackson Games. 2003. Box. In shrink. £13

Designer: Steve Jackson. No. players: 3-6. Country: American. Duration: 1 hr.

Card game in which the players are employees at their local Ninja Burger outlet, which claims to be able to deliver anywhere within 30 minutes, no matter how secure the office or dedicated the guards... The players will need to hone their skills and learn the secrets of stealth and swordsmanship in order to provide first rate customer service, and brng honour to their franchise. Plenty of humour from the makers of Munchkin and Chez Geek.

 

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

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

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

 

Nuggets. Published by Winning Moves. 2003. Box. In shrink. £6.50

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.

 

Oltremare Merchants Of Venice. Published by Mind The Move. 2004. Box. Good. £14

Designer: Emanuele Ornella. No. players: 2-5. Country: Italian. Duration: 1 hr.

Card driven board game in which the players sail their merchant ships around the Mediterranean. The cards are used for many purposes: each shows a type of goods which are collected and when placed in a sold goods pile will score according to the number of adjacent cards of the same type (bigger collections being more valuable). In addition the cards indicate the actions which a player will perform in their turn: the number of cards drawn, money earned, pirates encountered, distance sailed and hold capacity. Game play involves card management and trading goods cards between players. Various bonuses are acquired by sailing to previously unvisited ports. An interesting and unusual game. Small boxed original edition.

 

On The Dot. Published by Gamewright. 2008. Box. In shrink. £9

Designer: Dominique Bodin. No. players: 1-4. Country: American. Duration: 15 mins.

Each player has a set of 4 transparent squares with a selection of dots of 4 colours. A pattern card is turned over and the players compete to create that pattern by laying their four squares on top of each other in the correct orientations and the correct order. Fast and fun.

 

Pears Word Games. Published by Pelham Books. 1990. Book. Excellent. £0.75

Author: Peter Newby. Country: British.

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

 

Pentagames. Published by Guild Publishing. 1990. Book. Excellent. £2

Author: Pentagram Design. Country: British.

Softback, 23x23cm, 164 pages. A collection of games and activities which is colourfully illustrated. The rules for each game / activity are always simple, and many can be played anywhere. The book features word games, number games, domino games, card games, pencil & paper games, outdoor games, abstract games, mazes, origami and more.

 

Pfusch. Published by Fun Connection. 1992. Box. Good. £17

Designer: Harald Bilz, Peter Gutbrod & Rainer Krohn. No. players: 2-5. Country: German. Duration: 30 mins.

Translates as 'Bodge' in English.  The players are builders and construct buildings, out of wood (expensive) and clay (cheap). However, in order to make a decent profit cutting a few corners is necessary.  Each turn players make a brick behind their screen, and it can be made from wood covered in clay or just solid clay.  Plasticene is used for the clay.  Players then place their bricks onto building sites and bribe the building inspector.  The highest briber gets to poke an opponent's brick, and that player is penalised if it proves to be clay only!  When buildings are completed points are scored for the blocks. Great fun.

 

Pick & Pack. Published by Z-Man Games. 2007. Box. Excellent. £10

Designer: Simon Hunt. No. players: 2. Country: American. Duration: 20 mins.

Played on a 6x6 grid filled with apple tiles of various values, the players take it in turns to move the counter either N-S or E-W, claiming the apple tile on which they land, and packing it into one of four crates. Instead of claiming apples a player can move the counter onto an empty space and use a one off special action token at the end of the column, allowing a create to be closed and marked as premium, or downgrading an opponent's crate or various other useful possibilities. When the game ends the players' crates are evaluated and the most valuable total  wins.

 

Piratenspiel. Published by Unser Lieblingsspiel. 1989. Box. Good. £4.25

Designer: Georg Appl. No. players: 2-5. Country: German. Duration: 30 mins.

Trick taking card game in which winning tricks allows you to move your ship on the board, with the objective being to get to the treasure island and claim the treasure.  Various spaces have different features meaning that there will be times when you particularly want to win a trick and times when you are not so fussed, thus giving you extra things to think about during the card play.  Attractively produced.

 

Pit. Box. 2 editions available:

1) Published by Parker. 1919. No. players: 3-7. Good for age. £2. A very early edition, with a separate sheet informing you that this is the Bull & Bear edition (obviously a change at the time).

2) Published by Winning Moves. 1996. No. players: 3-8. Good. £3

Designer: Unknown.. Country: American. Duration: 30 mins. Desc. by Eamon.

Card game, the classic party trading game. Players try to acquire a complete set of one of the commodities, which is done by everyone simultaneously offering a number of cards to swap.  Loud, frantic and great fun.

 

Poker Face. Published by Piatnik. 1993. Box. Excellent. £2.50

Designer: Gerhard Kodys. No. players: 3-6. Country: Austrian. Desc. by Eamon.

Special Notes: Autographed on the front by the author.

Card game, 25 colourful cards are used in this game of bluff (you must keep a 'Poker-Face' as hinted in the title). Players collect cards from each other, hiding their true worth and action cards cause changes in the normal routine of play.

 

Popular Indoor Games. Published by W. Foulsham & Co.. ca.1920. Book. Good. £0.75

Author: F.R. Ings. Country: British.

Softback, 18x12cm, 63 pages. A collection of games and amusements to entertain family and friends. These include conjuring tricks, ventriloquism, card tricks, sleight of hand card tricks, card games, round games, arithmetical puzzles and curiosities, mechanical puzzles, word games and word squares.

 

Presidential Election. Published by JKLM Games. 2004. Box. 2 copies available:

1) In shrink. £6        2) Good. £5

Designer: Richard Huzzey. No. players: 2. Country: British. Duration: 30 mins.

In the race to the White House, the two players represent Democrat and Republican candidates aiming to sway the voters and win the American election. The game uses two sets of dominoes along with playing pieces and tiles.  Players use the dominoes to both move their pieces along a track and also play them to form the track itself. The track can be several dominoes in height and is divided into different scoring zones.  Each player has policy markers which must be advanced along the track, and these can score well either by being moved a long way along the track or by being on top of many dominoes.  Intriguing idea and a most unusual use of dominoes.

 

Puerto Rico. Published by Rio Grande. 2002. Box. 2 copies available:

1) In shrink. £21       2) Excellent. £17

Designer: Andreas Seyfarth. No. players: 3-5. Country: American. Duration: 2 hrs.

Extremely popular and very highly regarded gamers' game in which the players are plantation owners in Puerto Rico in colonial times. Various crops can be grown in the plantations and buildings which grant additional benefits can be built in the city. The central mechanism is that players take it in turn to select an action which in most cases all players will get to do, but with the chooser getting an additional benefit. The player who runs their plantations most effectively and makes best use of their buildings and options each turn will win the game.

 

Puzzle Train. Published by Usborne. 1995. Book. Good. £0.75

Author: Susannah Leigh. Country: British.

Softback, 28x22cm, 32 pages. Children's book featuring a red steam train called the Puzzle Train.  Each page has an attractive full colour picture puzzle featuring the Puzzle Train.  Ideal for the younger reader with an active mind and a  fascination for trains. Age 4+.

 

Race For The Galaxy: The Brink Of War. Published by Rio Grande Games. 2010. Box. In shrink. £16

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

Third expansion for Race To The Galaxy which you will need to make use of this, as well as both the first and second expansions. This set includes 4 new start worlds, 44 game cards, 6 action cards, 5 goal tiles, a search sheet, and assorted chips and counters to use with this expansion. If you need the previous expansions too just ask - I probably have them!

 

Realms Of Fantasy Vol 5 No. 6. Published by Mark Hintz. 1999. Magazine. Good, but cover shows wear. £1.25

Author: Various. Country: American.

Full colour fantasy magazine much of which is dedicated to well written short fiction, of which there are 6 pieces this issue. Other sections: Editorial, Letters, Book Reviews, Movie Reviews, Folkroots, Gallery: The Brothers Hildebrand, Games (D&D: Birthright, Guide to the Camarilla, Ars Magica Stuff, Heretic 2, Quest for Glory: Dragonfire, Legend of the 5 Rings, Fortune Teller Collectibles).

 

Reese On Canasta. Published by Edward Arnold & Co.. 1951. Book. Good. £7.50

Author: Terence Reese. Country: British.

Hardback, 19x13cm, 96 pages.  Covers the following: How the Game is Played, The Four Main Tactical Positions, The Finer Points, Canasta for 2/3/4, The Sunday Times Laws of Canasta.

 

Risk. Box. Several editions available:

1) Published by Hasbro. 2003. Country: American. This set comes in an amazingly sturdy wooden box, and has wooden playing pieces. A very nice luxury set. Excellent. £14

2) Published by Palitoy. ca.1980. Country: British. White boxed version of this classic game, and includes 'a new 2 player game' in the rulebook. This edition uses plastic 'star' playing pieces and does not include the mission cards which come in later editions. Good, but 1 corner taped. £3

3) Published by Parker. 1963. Country: British. In the large red box edition, with plastic pieces. Good but 2 corners taped. There are marks on the box where some tape has been removed. £3

4) Published by Parker. 1963. Country: British. In the large red box edition, with plastic pieces. Good. £6

5) Published by Waddingtons. ca.1960. Country: British. I believe this is a first British edition of this famous game, with wooden pieces. In a large white box. patent no. 765037. The white box is somewhat grubby, and the base is slightly indented due to stacking. Good. £9

Designer: Albert Lamorisse. No. players: 3-6.

The classic game of world domination.

 

Rodney Matthews Fantasy Jigsaw 3477. Published by Falcon. 1994. Box. Good. £2.50

Designer: Rodney Matthews. No. players: 1. Country: British.

625 piece jigsaw puzzle.  The picture is titled The Four Horsemen, and was originally record sleeve artwork for the British band Full Moon. Rodney Matthews is a well known and very skilful fantasy and S.F. artist. The picture shows the Four Horsemen of the Apocalypse riding over a desolated land with a huge blood red moon in the background.

 

Rome. Published by GMT. 2001. Box. Excellent. £18

Designer: Reiner Knizia. No. players: 2-5. Country: American. Duration: 10-45 mins.

A collection of three games in one box. These are some of the best from an earlier collection: New Games in Old Rome. The games here are: Hannibal vs Rome (2 player, simple but interesting battle for dominance over the Mediterranean), Circus Maximus (2-5 players, clever card driven chariot racing game), Imperium (2-5 players, political majority type game set in the Roman world). Recommended.

 

Roulette. Box. 2 editions available:

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

1) Casino Roulette. Published by Bell's. ca.1980. An attractive and substantial roulette set. The roulette wheel is plastic, 12 inches across and nicely made with a metal spindle so spins very smoothly. The set also includes a betting mat, croupier's rake and 4 colours of betting chips. Good. £4.75

2) Roulette. Published by Berwick. ca.1978. A nicely made roulette set. The roulette wheel is plastic and 9 inches across. The set also includes a betting mat, croupier's rake and 4 colours of betting chips (20 each) as well as the rules. The croupier's rake has been repaired with tape, but is entirely functional. Good. £3.

 

Royal Palace. Published by Rio Grande Games. 2008. Box. 2 copies available:

1) Excellent. £18      2) In shrink. £22

Designer: Xavier Georges. No. players: 2-4. Country: American. Duration: 75 mins.

Resource management based board game in which the players use their servants in the rooms of the royal palace to gain various resources, special action cards, recruit additional servants, and gain increased ability to move around the palace for greater flexibility in future turns. Many actions involve removing servants from the board, so ensuring that you can get them back on quickly is vital. When you have enough resources these can be spent to gain the favour of aristocrats located on a separate park board. These are worth VPs and in game benefits too. Bonuses are also awarded for having most aristocrats in various areas of the park as well.

 

Rush Hour: Ultimate Collector's Edition. Published by Thinkfun Games. 2007. Box. In shrink. £17

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

Beautifully produced puzzle that becomes a game if played competitively, trying to beat the best score. The plastic board is filled with plastic cars, lorries and vans. Where they are placed is decided by drawing one of 155 graded challenge cards and then the game becomes a sliding puzzle as you manoeuvre the pieces to make room for a red car to slide off the board. The fewer moves made the better you have done. There have been other versions, but this deluxe set comes with more vehicles and more puzzles.

 

Save Your Planet. Published by Abel Games Ltd. 2000. Box. Good. £5.25

Designer: Unknown. No. players: 2-5. Country: British.

Each player is an important diplomat representing an entire continent, and must attempt to save the world from potential disasters (alien invasion, asteroid collision, nuclear war, giant volcanic eruption or global warming). This is done by flying around the world and collecting solution cards, which each help against some of these, but not all. Various lesser problems will need to be resolved along the way, and when you have sufficient solution cards for the most pressing disaster you can return to the United Nations with your solutions and win the game. Includes plastic aeroplane pieces and a special dice.

 

Schnitzeljagd. Published by Simba Toys. 1998. Box. Good. £7

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

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

 

Sea-Life. Published by Inauen. 1997. Box. Good. £6

Designer: Adrian Inauen. No. players: 2-6. Country: Swiss.

Card game, 96 creature and food cards. Each player plays their cards onto a common display in order to prey on other creatures and to avoid being preyed on themselves. The rules come with several variants ranging from lots of luck to plenty of tactical considerations. Attractively illustrated cards, which also have food-type coloured stripes which match (or not) adjacent cards indicating whether they can eat or be eaten by their neighbours.

 

Shuttles. Published by Shoptaugh. 1984. Box. Box shows wear. £3.75

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.

 

Silk Road. Published by Z-Man Games. 2006. Box. Excellent. £18

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

Trading game based on the Silk Road  - the overland trading route from the Mediterranean to China in the time of the Han dynasty. Players start with some money and a few goods and trade them at cities along the way in order to gain as much money as possible by the time they reach their destination.  At each city the players all get to activate one trade action each, except for one player who instead gets first pick at the next location.  Clever ideas and the action chits are laid out differently each time to ensure replayability.

 

Snail Race. Published by Tilsit. 2000. Box. Excellent. £13

Designer: Pascal Bernard. No. players: 2-6. Country: French. Duration: 45 mins.

Snail racing game which comes with 6 different tracks each with different challenges. Cards are used to move along the track using a simultaneous card play mechanism to keep things a little unpredictable. Expect lots of snail jostling and blocking! This uses the same system as Snail Pace Race, but comes with a different set of tracks.

 

Sorcerer's Cave. Published by Ariel. Box. Good. £22

Designer: Terence Donnelly. No. players: 1-4. Country: British. Duration: 1 hr. Desc. by Eamon.

First edition. Fantasy game that you need to play on the floor. This is because the board is made up of a lots of large dungeon cards, which can meander in any direction (and they really do spread out). When you find stairs, you start a new dungeon 'under' the other one, and so on as you go deeper. You will need a large playing area! The solitaire game is very challenging to win.

 

Sovereign Of The Seas. Published by Excalibre. ca.1978. Box. Box shows wear. £5.25

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

Players sail merchant ships in the 17th/18th century picking up and delivering cargo for profit. Tariffs must be paid when stopping in each port, and it is possible to purchase ports in order to get the tariffs when others land on them. The board shows the whole world, and 32 different ports, with 9 different cargoes available from them. Play is determined by cards to determine your next contract and dice used for movement, but you choose which appropriate port to pick up from and which shipping lanes to use, and whether to buy ports.  Event cards can also be used to add uncertainty. First player to amass 150000 gold pieces wins.

 

Space Alert. Published by CGE. 2008. Box. In shrink. £32

Designer: Vlaada Chvatil. No. players: 1-5. Country: Czech Republic. Duration: 30 mins.

Cooperative board game which requires a CD player to be handy, or one person can sit out of the game and read out from a card at timed intervals. The players are the crew of a space ship, and during the mission various hostile ships and other hazards approach, and even attempt to board the ship. The players must lay out cards onto phase boards to indicate what their character will be doing. Actions include moving around the ship, activating shields, firing weapons, transferring energy from one part of the ship to another etc. Players have a very limited time to get everything planned so that they act effectively as a team. Once the time is up the cards and events are actioned one by one and the players see if they survived. Recommended.

 

Space Pigs. Published by Tilsit Editions. 2002. Box. Exellent. £13

Designer: Pascal Bernard. No. players: 3-6. Country: French. Duration: 90 mins.

Humourous science fiction game in which each player is the head of an interstellar pig clan, seeking to gain political and military dominance - crucial is control of the supply of 'slop' a mystical acorn beer which grants the regular drinker great longevity. Hex tiles are used to form the playing area showing various planets which the players vie for control over. Cards provide weaponry and useful technologies for getting one over your fellow swine, or other annoying galactic races.

 

Space Quests. Published by WH Smith. 1985. Booklet. Good. £4.50

Author: Tim Wood. No. players: 2-4. Country: British.

Special Notes: Countersheet unpunched, except for 2 missing counters.  Entirely playable despite this.

A set of 5 space themed board games. Unusually the boards are printed on thick card and folded into a booklet. The booklet can be folded open so that it shows one of the boards at a time. A separate sheet of cardboard counters to play the games is provided as well as a rule book for the games. The games are: Race for the Planets (2) - move counters to claim 4 planets first, challenges can take place; Graveyard In Space (2/4) - explore a space wreck encountering hazards to find valuable equipment; Asteroid Miners (2-4) - race to stake your claim while avoiding orbiting asteroids; Cyborg Pursuit (2) - will the Cyborgs overrun Earth before Earth forces are alerted to their presence?; Star City (2-4) - explore an abandoned alien city.

 

Star Wars: Invasion Of Theed. Published by Wizards of the Coast. 2000. Box. In shrink, but box indented. £5

Designer: Bill Slavicsek. No. players: 2+. Country: American.

Subtitled: An Introduction to the new Star Wars Roleplaying Game. This uses the d20 system and so is compatible with not only WotC's Star Wars RPG, but many others as well. The boxed set includes: rule book, adventure book, giant map, game tokens, eight hero folders, dice, and an exclusive action figure.

 

Stock Market Specialist. Published by Hansen. 1983. Box. Good. £6.75

Designer: Arthur Levitt Jr. No. players: 2-4. Country: British.

Stock Market Specialist (The Official Game of the American Stock Exchange) puts the players into the role of a specialist at a stock exchange. Each player specialises in one of four stocks represented in the game, and does his best to increase his personal wealth by trading these stocks while performing all the jobs required by his position. These include maintaining an order book, executing orders, keeping track of accounts and prices as the stock is traded. The only way to get a better feel for this niche job is to go and do it in real life!

 

Stockbroker. Published by Intellect. 1971. Box. Good, but 1 corner taped. £23

Designer: Drakes, Jarvis, Walsh, Gluck. No. players: 2-6. Country: British. Desc. by Eamon.

Rare stock market game. There are 9 companies and each has 11 blocks of shares. Share prices drop each time a block is sold and go up when a block is bought. Also political and commercial events cause share prices to change. A playing piece moves around the board and the space it lands on indicates what can be bought and sold that turn, or if an event comes up etc. Also if a player has a controlling share (6 blocks) of a company's stock then he receives or pays that company's profits and losses and gets to choose whether to pay dividends or not.

 

Strada Romana. Published by Blackrock Editions. 2009. Box. Excellent. £22

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

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

 

Supersell. Published by Condor. ca.1970. Box. Good. £9

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.

 

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

Book. Good - Ex Library. £4. Author: Ray J. Marran. Country: American.

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

 

The Card Player's Companion. Published by Treasure Press. 1990. Book. Excellent. £6

Author: Gyles Brandreth. Country: Britidh.

Hardback, 24x19cm, 192 pages. This book covers the history of playing cards, and gives the rules to some of the earliest European games (Piquet, Ombre, Primero) before moving onto various families of games: Euchre, All-Fours, Whist, Bezique, Cribbage, Banking Games, Poker, Rummy, Hearts, Stops, Patience. The book also has chapters on gambling and cheating, as well as having a detailed glossary. An attractively presented and useful reference book.

 

The Circle. Published by Creative Cell. 2007. Box. Excellent. £16

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 be 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 End. Published by Scapegoat Games. 1995. Book. Excellent. £2.75

Author: Joseph E. Donker. No. players: 2+. Country: American.

Roleplaying world and rules set in a world after Judgement Day in which 'The Meek' were rejected by both Heaven and Hell, and forced to live back on Earth.  A fascinating introductory story introduces this world and makes you want to read on.

 

The F.A. Book For Boys 1954/55. Published by The Naldrett Press. 1954. Book.

Cover fair, inside excellent. £1.75. Author: Unknown. Country: British.

Special Notes: The hardback cover shows stains and a little damage, and the blank flysheets some speckling, but the pages themselves are excellent.

Hardback book with 192 pages. This is a soccer book for boys published by the English Football Association. It contains all sorts of articles related to football, including ways to improve your game and interviews with famous players of the day (eg. Stanley Matthews). Very nice period item.

 

The Flintstones Game. Published by Triotoys. 1990. Box. 2 box corners taped. £0.75

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

Special Notes: Box somewhat indented due to stacking

TV related.  Fred and Barney decide to take the day off work to go fishing, but first they must get their families safely home. To do this you will have to visit a number of locations such as the zoo, the bowling alley etc, and play out the cards you were dealt, as well as collect appropriate family cards. A dinosaur wanders around and can mess things up. Some cards are played on opponents. Colourful board with standup counters.

 

The Great Wall. Published by Quantum Games. 1985. Box. Good, but 2 corners taped. £13.50

Designer: Roger Berry. No. players: 2-4. Country: British. Duration: 45 mins.

Played on an 8 sided grid of triangles, the players each represent a different Chinese power which expands its territories using armies to take control of more village spaces with forts.  Wall sections can be placed automatically between forts.  The objective is to control more of the board than your opponents. Each turn 8 action points can be used to move armies, attack enemy armies and build forts. Uses wooden playing pieces.

 

The Guinness Book Of Traditional Pub Games. Published by Guinness Publishing. 1992. Book. Excellent. £3

Author: Arthur R. Taylor. Country: British.

Softback, 23x17cm, 192 pages. Fascinating look at games played in pubs over the last couple of centuries. These include the old favourites still commonly found as well as many games which are little if ever seen these days. The chapters cover: Darts, Dominoes, Cards, Skittles, Table & Cue Games, Green Field Games, Bowls Bullets & Boules, Quoits Horseshoes Rings & Things, Sliding Shoving Pushing & Tossing, Gambling Games, The Good Old Days, Board Games, Eccentricities.

 

The Hollywood Card Game. Published by Fantasy Flight Games. 2005. Box. New. £3.25

Designer: Bruno Faidutti, Michael Schacht. No. players: 3-4. Country: American. Duration: 20 mins.

Card game in which players collect Star, Film and Blockbuster cards in order to create movies and score points. The mechanism for gaining cards is unusual - tokens are put onto the cards which are laid out in a grid, and players have to bump along other players' tokens to get to what they want.  Thus the goal is to try and predict how this will go in order to get what you really want.

 

The Madame Tussaud's Board Game. Published by Spear's Games. 1990. Box. Good. £0.75

Designer: Advertising Answers International. No. players: 2-6. Country: British.

Board game no doubt made as a souvenir for visitors to London's famous Madame Tussaud's waxworks museum. The game itself has cards showing many of the famous people who have their likenesses in the museum. Players are dealt mini cards showing these people, and they must collect the larger cards with the same people on them. This is done by moving around the museum and collecting them. However, it is also possible to get cards off other players by 'bumping into them'. Finally there are several 'Jack The Ripper' cards with no matching cards - these need to be palmed off onto another player.

 

The New Games Book. Published by Sidgwick & Jackson Ltd. 1976. Book. Good. £3.75

Author: New Games Foundation. No. players: 2+. Country: British.

Softback, 23x21cm, 192 pages. A book full of unusual and interesting outdoor games and activities.  There are many photographs which come straight out of the hippy era, but many of the games themselves look great fun - fantastic if you have a large group of children and adults and a park, or even just for active families to enjoy on a summer's day. Activities range from boffing (duelling with polyethylene swords), tug of war, and Hunker Hawser (two players balance on poles holding a rope - last still on wins) to Stand-off (a sort of aikido balancing wrestle). Some great ideas, and some just truly bizarre!

 

The Pop-Up Games Book. Published by Delacorte Press. 1982. Book. Fair - dioramas somewhat damaged.. £2

Author: Ron van der Meer. Country: American.

Hardback, 22x26cm, 8 pages. A pop up book, with 4 3D dioramas. Each can be used for a game - tiddlywinks type games where you use built in 'flippers' to flip a coin or counter to try to score points. The dioramas are: Use pigs to flip counters in through the windows of a 3D house - one pig missing; Enchanted forest - considerable damage; Golden Goose - uses goose flippers and a 3D target, Dunk the clown - roll coins into holes - slightly damaged. Despite the damage this is a novel and interesting item.

 

The Theory Of Whist. Published by Longmans, Green & Co.. 1890. Book. Cover faded with wear, good internally.

£3.25. Author: W. Pole. Country: British. Special Notes: 17th Edition, gold edged pages

Hardback, 17x11cm, 108 pages. Widely circulated treatise on partnership whist. The book covers: Technical Terms, Theory of the Game, Development of the Theory, Rules & Directions for Play, Conclusion, Appendices. There are many snippets from the press dated 1865 onwards which praise the book.

 

The Wizard Of Oz Family Board Game. Published by The Mad Hatters. 1999. Box. Good. £9

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

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

 

Three-Dragon Ante. Published by Wizards of the Coast. 2005. Box. In shrink. £8

Designer: Rob Heinsoo. No. players: 2-6. Country: American. Duration: 20 mins.

Card game with somewhat poker-like game play, thus bets are wagered, but the cards also have special actions which are used as they are revealed, so even if you don't have a winning hand you may be able to play cards to steal some of the ante during the round, or swipe other player's cards etc.It is given a Dungeons & Dragons theme, as it is envisaged as the game that your characters (in D&D) might be playing at the back of a tavern, but it is entirely standalone.

 

Thunderroad. Published by Milton Bradley. 1987. Box. Good. £14

Designer: Steve Baker. No. players: 2-4. Country: British. Duration: 45 mins.

Originally going to be tied into the Mad Max movies, but MB changed their mind when they realised the films were '18' rated. Very neat road combat game, with delightful vehicles. One very clever idea is that the boards are reused, i.e. you lift up the last board and lay it in front of the first board when a car is ready to move on to it. Any cars on the last board at this time are destroyed. This leads to a very tense rush to get your cars off the rear board before that board is reused.

 

Thurn And Taxis: Power And Glory. Published by Rio Grande Games. 2007. Box. 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 Germany and the surrounding countries. Game play is similar to the original, but the carriage cards are gone, and instead the city cards all show 1-3 horseshoes. In order to run a route one must also set aside cards with sufficient horseshoes. This has the effect of allowing you to draw one or two extra cards speculatively, and if things don't work out you can always use them for the horseshoes rather than the cities. Recommended.

 

Ticket To Ride: The Dice Expansion. Published by Days Of Wonder. 2008. Box. 2 copies available:

1) Excellent. £9      2) In shrink. £10

Designer: Alan R. Moon. No. players: 2-5. Country: American. Duration: 75 mins.

Expansion for Ticket To Ride - you will require one of the base sets in order to make use of this. The game provides dice which replace the train cards from the base set. Each turn the current player rolls the track dice and gets the chance to reroll some. The dice show single tracks, double tracks, a person (wild) and a city. One type of symbol can be used each turn - track to complete either a single or double link, or cities to obtain more ticket cards. There are special rules (and special dice) to allow for tunnels, and other special features on the various boards.

 

Titan. Published by Valley Games. 2008. Box. In shrink. £32

Designer: Jason B McAllister. No. players: 2-6. Country: American. Duration: 4 hrs.

Reprint of this classic monster game. The amount of stuff in the box is quite astonishing. Essentially a multi-player fantasy war game. Your fantasy forces breed into bigger and better units as you play. The board consists of many interconnected paths of spaces with many different types of terrain. When opposing stacks clash fights are carried out on a separate battle-board.

 

Tom Jolly's Cargo. Published by Wingnut Games. 2004. Box. Good. £8.75

Designer: Tom Jolly. No. players: 2-4. Country: American. Duration: 45 mins.

Each player controls a team of dockhands, which include regular workers, a burly worker, a mule and an elephant. Each player also has a selection of tea crates. The objective is to load your tea crates onto your ship while pushing other players' tea crates into the sea. It is also possible to squash other players' regular workers between two crates, and this is worth doing too. Each turn you have three movement points to split amongst your dockhands as you see fit, and each type has its own abilities. eg. An elephant can push up to 2 crates and move up to 2 spaces, while a regular worker can push only one crate and move only one space.

 

Top Gear Motorsport. Published by Toy Brokers Ltd. 1993. Box. Good but 1 corner taped. £3.50

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

TV related - based on the BBC's popular series Top Gear. Players race around the track with the winner the first to complete a pre-agreed number of laps. Movement around the board depends on answering rather difficult motorsport related trivia questions. In addition it helps to keep to the racing line, and choose the right fuel and tyres for the conditions. The game also has a shorter version which doesn't use the trivia cards.

 

Top Secret. Published by Jumbo. 1985. Box. Good. £2.50

Designer: Alex Randolph. No. players: 2-4. Country: Dutch. Duration: 40 mins.

A great fun game of bluff as players pick up and transport suitcases to their headquarters. But who is carrying what? Opponents get to hide bombs along with the goodies. Cards are used to resolve showdowns. Take a bomb back to base and you'll lose several agents, but hesitate too long and another player will most likely win. Recommended (especially at this price)!

 

Tournament Golf. Published by Ariel. ca.1965. Box. Good. £7.75

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

A rarely seen Ariel game. Large double sided board and a huge spinner. Mainly played by choosing your club, drawing a card that allows for a possible variation to what you would expect, and possibly using the spinner if you have a tricky shot or are in a hazard. Allows for a professional standard or an amateur shambles. The game will play as an opponent for you, the ever-ready Angus McDummie!

 

Tower Of Logic: Inferno. Published by Smart Games. 2006. Box. In shrink. £11

Designer: Raf Peeters. No. players: 1. Country: Belgium. Duration: 15 mins.

Maze based logic puzzle in which the player must direct the fireman through the burning building to rescue someone and then get them safely out.  The 'maze' is presented as a stand-up building with 6 storeys, and is also double sided - the two sides of the building are not the same, and both sides of the building will need to be used along with a very limited supply of fire extinguishers in order to complete the rescue. Fires limit movement, and ladders must be used to climb between storeys.

 

Trading Routes. Published by Van der Veer. 2005. Box. 2 copies: 1) Excellent. £4.50      2) Good. £4

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

Card game set in the jungle, each card showing part of a trading route between tribes. The cards must be played adjacent to other cards, domino style so that the trade route continues on. If a player manages to play so that the symbols at each end of the trade route are the same then they have completed the trade route and win those cards. There are also cards which increase the value of a trade route, but don't change the values at the ends, and war and peace cards which stop a trade route from being finished or remove a war. The player who claims the most cards wins.

 

Travel Scrabble. Published by Hasbro. 2001. Wallet. Excellent. £6

Designer: Alfred Butts. No. players: 2+. Country: American. Duration: 1 hr.

Very nicely made travel edition of this classic game - ideal for taking on the train or on holiday. Comes in a material pouch, with built in bag for the tiles and detachable tile racks. Very nice fold out board with ridges to ensure the tiles don't slip out of position. The board is 21x21cm when folded out.

 

Triagonal. Published by Acumen Board Games. 2005. Box. In shrink. £7.25

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.

 

Trivial Pursuit - Best Of Genus - Electronic Quiz Machine. Published by Horn Abbot International. 1998.

Good. £2.50. Designer: Unknown. No. players: 1+. Country: British.

This is a hand held electronic gadget with a LCD screen.  The gadget has been programmed with a vast number of questions from the Genus edition of Trivial Pursuit.  There are 4 quiz games which can be played: Triv Knockout Multiple Choice / Traditional, Team Play, Just Questions & Answers. The questions are in the traditional Triv categories, but there is no need for a board or playing pieces - just the gadget!

 

Troyes. Published by Z-Man Games. 2011. Box. In shrink. £35. Duration: 90 mins.

Designer: Sebastien Dujardin, Xavier Georges, Alain Orban. No. players: 2-4. Country: American. Worker placement type game starting in the year 1200 AD in France, and covering 400 years of history. The players take the roles of powerful families and develop the city while gaining as much fame and fortune as they can. Dice are used and give a variety of different options. Cards give military, religious and civil influence. There are lots of strategic decisions to be made well in order to secure your family's dominance. Highly regarded.

 

Utopia. Published by Matagot. 2007. Box. 2 copies available:

1) In shrink. £19.50      2) Excellent. £18

Designer: Arnaud Urbon, Ludovic Vialla. No. players: 2-5. Country: France. Duration: 1 hr.

Set in a fictional land in which the king has invited princes from far off lands (the players) to build exotic temples, palaces and other buildings throughout the island kingdom. Players build these structures by placing workers throughout the islands and when there are sufficient of their own people a monument can be built, and the workers go home. However, each region can only have one monument so players must race to complete theirs first. In addition popular opinion holds the different cultures in high or low esteem, and this can be influenced by card play, though the cards can also be used to move and recruit more workers. To win you must successfully build monuments and keep those you have built in high regard. 40+ amazing monument pieces.

 

Valdora. Published by Abacus Spiele. 2009. Box. Excellent. £30

Designer: Michael Schacht. No. players: 3-5. Country: German. Duration: 1 hr.

Very attractively produced trading game. The players move their men around the board in order to collect gold and money which are used to buy equipment and contracts. The equipment allows assorted gems to be collected from around the board, which are then used to fulfil contracts, which earn VPs, with bonuses both for specialising in the same type of contract and also for diversifying. A neat mechanism is used to regulate the availability of contracts and equipment: mini bookstands are used and the cards act as the pages of a book, and the pages can be 'turned' to reveal new options.

 

Vendetta. Published by Hexagames. 1991. Box. Excellent. £11

Designer: Doris Matthaus & Frank Nestel. No. players: 3-5. Country: German. Duration: 1hr.

Not the same as Vendetta made by Parker Bros. Gangster game, with players as members of feuding Sicilian families, trying to control as much of the town as possible and become the new Godfather. Players play their men onto the board with the eventual goal of being the only player there when that region is scored. However, before a region is scored, first the player with the least men loses those men, and then players who remain get more men to use. Also some regions are raided and all men in these regions are lost. Vicious game! Wooden pieces.

 

Venezia. Published by Queen. 2001. Box. Good. £15

Designer: Ronald Hofstatter. No. players: 2-4. Country: German. Duration: 1 hr.

An area majorities type of game but with an unusual theme and some twists. The players represent clans of pigeons in Venice, and most important of all is their positioning in the Piazza San Marco. Here tourists arrive and feed the pigeons, and the players try to make sure it is their pigeons which get the food. Actions are chosen simultaneously.

 

Verrater. Published by Adlung Spiele. 1998. Box. 2 copies available:

1) Good. £3.75      2) Excellent. £4

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

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

 

Was Sticht?. Published by Moskito. 1993. Box. Excellent. £8

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 od 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.

 

Westminster. Published by Gibsons. 1983. Box. Good. £2

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

Unusual political game, focusing on the passing of bills though Parliament rather than the election itself. The game starts with a general election with players controlling the various political parties. Then a series of by-elections take place and the winner is the first to get a bill through parliament, which takes 3 readings.

 

World Of Sport Action Quiz. Published by Chad Valley. ca.1965. Box. Box shows wear. £1

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

Special Notes: The 'special pencil' is missing, but any similar object (eg. sharp pencil) will do instead.  Quiz cards unpunched.

One of the weirdest 'games' I have ever seen. In the box there is a set of sports quiz cards one of which is placed onto a special 'machine'. The machine is set up with ball bearings at the top and one is 'fired' into the machine. It bounces around and goes down a path. The path it goes down indicates which question you must answer. You then put a special pen into a hole under the answer. If you were quick enough and got the answer right you will divert the ball and score points.  I'm not entirely convinced it works consistently, but it is still an amazing item.

 

You Robot. Published by Repos Production. 2009. Box. In shrink. £7.50

Designer: Alain Rivollet. No. players: 4-10. Country: Belgian. Duration: 20 mins.

The players team up into pairs in which one player is the Robot and the other the Programmer. An action card (several difficulty levels available) is seen only by the Programmers who must get their Robot to perform the action shown. However, this can only be done by pointing to parts of the body on a robot diagram and use of an arrow card. Daft, but fun, especially for teenagers and others young of mind (and not too inflexible of limb).

 

Zombies!!! 2nd Edition. Published by Twilight Creations. 2006. Box. In shrink. £15

Designer: Todd & Kerry Breitenstein. No. players: 2-6. Country: American. Duration: 1 hr.

Zombies are everywhere and using whatever weaponry you can get your hands on, and by running lots, you hope to survive long enough to get to the rescue helicopter to get out of this city gone mad! The game uses 30 map tiles to ensure a different layout each game, and cards for thematic events and actions, as well as having the all-essential 100 plastic zombie figures.

 

 

 

 

Book Title

Publisher

Author

Year

Type

Size (cm)

Pages

Condition

Price

Play Bridge

Gallery Press

Philip Anderton

1967

Hard

20x13

111

Good

£1.50

Hoyle's Games Modernized

George Routledge & Sons

Professor Hoffmann

1907

Hard

15x11

434

Good

£9

Batsford Chess Openings

B.T. Batsford

Gary Kasparov, Raymond Keene

1982

Soft

24x17

346

Good

£1.50

The Boy's Own Book Of Indoor Games And Recreations

Religious Tract Society

Morley Adams

1913

Hard

24x17

439

Good. Includes a note from the vicar awarding the book as a prize in 1915

£15

Contract Bridge For Beginners

Collins

Ben Cohen, Rhoda Lederer

1974

Hard

20x14

142

Good

£1.50

Wargame Collector's Guide 2nd Edition

Panzer Press

Tom Slizewski

1993

Soft

21x14

172

Excellent

£8

100 More Games For One Player

Armada

J.B. Pick

1976

Soft

19x13

121

Good

£1.50

Space Puzzles

G Bell & Sons

Martin Gardner

1971

Hard

24x16

96

Good

£10

Bridge My Way

Faber & Faber

Zia Mahmood

1991

Soft

23x15

191

Good, signed copy

£6

The Game Of Diplomacy

Arthur Barker Ltd

Richard Sharp

1978

Hard

24x16

150

Good

£15

Children's Games With Things

Oxford University Press

Iona & Peter Opie

1997

Hard

24x16

350

Excellent

£4

Big Deal

Transworld Publishers

Anthony Holden

1990

Hard

24x16

272

Excellent

£2

Bridge Without Error

Victor Gollancz

Ron Klinger

1990

Soft

22x14

128

Good

£1.50

Guardians: The Traveler's Guide To The Mid Realms

FPG

Dave Gentzler

1996

Soft

21x14

212

Good

£5

Wargamer's Guide To Stalingrad

Avalon Hill

Don Greenwood

1972

Soft

22x14

65

Good, but cover is a bit grubby

£3

Beyond Boardwalk And Park Place

Bantam

Noel Gunther, Richard Hutton

1986

Soft

21x13

109

Good

£4.50

Bridge Without Sighs

Herbert Jenkins

Reginald Arkell

~1934

Hard

21x17

79

Good, but cover somewhat discoloured

£7

Gilcraft's Book Of Games

C. Arthur Pearson Ltd

Gilcraft

1935

Soft

18x12

128

Good, but end pages show speckling

£6

(Teach Yourself) Chess

English Universities Press

Gerald Abrahams

1965

Hard

18x11

256

Good, but some pages wavy

£1

Games For Socials

Pilgrim Press

Sid G. Hedges

1957

Soft

18x12

74

Good

£2.50

King Arthur And The Square Table

Probray Press

Jimmy Arthur

1989

Soft

21x15

36

Good

£2

Billiard Table Games

W. Foulsham
& Co

W.C.Clifford

~1940

Soft

18x12

64

Good - War Economy Standard Production

£7

The Tarot

Penguin

Alfred Douglas

1976

Soft

20x13

240

Good

£7.50

 

 

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