MNG-AJM Games and Collectibles

 

Aug 2014 Catalog

 

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

 

10 Days In Africa. Published by Out Of The Box. 2004. Box. Excellent. £12.50

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

Reworking of the excellent Europa Tour. Players must try to build a valid route through Africa using country, plane and car cards. There are special card holders to ease play and a map board showing the countries in Africa so you can see which countries are adjacent and which permitted for plane travel. The game poses interesting puzzle-like challenges, and is one I very much enjoy - recommended. Various editions with different maps were produced and all play a little differently.

 

165 Card Tricks & Stunts. Published by Trolbourne Ltd. Book. 1974. Excellent. £0.90

Author: Jean Hugard. Country: British.

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

 

7 Wonders. Published by Repos. 2010. Box. In shrink. £27

Designer: Antoibe Bauza. No. players: 2-7. Country: Belgian. Duration: 30 mins.

Civilisation building card game. Each player is given a board representing a different ancient civilisation, which can build unique monuments for different effects and has access to different initial commodities. Game play involves drafting cards by choosing one from a hand, paying for it, passing on the remaining cards and repeating. This is done with three sets of hands during the game. Cards can provide additional resources either every turn or on a one off basis, give VPs in various ways at the end of the game, or build up an army. Armies are compared with neighbouring civilisations at the end of each hand, and it is possible to use your neighbours' resources by paying them money. Interesting, fun and fast. Highly recommended.

 

7 Wonders: 8th Wonder. Published by Repos Productions. 2010. Box. New. £1.25

Designer: Antoine Bauza. No. players: 2-7. Country: Belgian. Duration: 40 mins.

Promotional extra wonder board and card for use with 7 Wonders (which you will need to make use of this item). This is the Manneken Pis. This was distributed as a bonus item with the first printing of the base game, and is also included in the Wonder Pack expansion.

 

7 Wonders: Leaders. Published by Repos Productions. Box. In shrink. £16

Designer: Antoine Bauza. No. players: 2-7. Country: Belgian. Duration: 40 mins.

Expansion for the excellent card based civilization building game. You will need the base game in order to make use of this set. This expansion introduces a new Wonder card, additional money and guild cards, as well as 36 leader cards which are drafted at the start of the game and then played at the start of each round. These leaders can give the rest of your game play additional focus. Recommended.

 

7 Wonders: Wonder Pack. Published by Repos Productions. 2013. Box. In shrink. £7.50

Designer: Antoine Bauza. No. players: 2-7. Country: Belgian. Duration: 40 mins.

Small expansion for the excellent card based civilization building game. You will need the base game in order to make use of this set. This expansion has 4 new wonder boards to keep the game fresh: The Great Wall, Stonehenge, Abu Simbel + The Manneken Pis. The last of these was available in limited edition with the first printing of the base set, but the others are all entirely new releases.

 

A Castle For All Seasons. Published by Rio Grande Games / EggertSpiele. 2008. Box. Excellent. £21

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

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

 

A Fool's Fortune. Published by Rio Grande Games. 2012. Box. In shrink. £10

Designer: Justin Pilla, Jason Pilla Cannoncro. No. players: 2-3. Country: American. Duration: 45 mins.

Card game which takes the ideas of Rummy, and adds to them a selection of characters with special abilities which can be used to help you collect sets and so score points, as well as mess with your opponent's plans. Very attractive artwork.

 

Action D-Day. Published by A-Toys. ca.1980. Box. Good, but box shows wear. £7.25

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

Wargame which tackles the D-Day landings. The players select five spaces on their opponent's front line which it is then their objective to take control of - this is done using a novel double sided stand-up dial. The game makes use of a large number of plastic soldiers as well as cards, dice and even a spinner. The cards indicate the action a player can use on their turn, the dice determine movement allowances and the results of clashes, and the spinner is used for placement of reinforcements and resolution of artillery fire.

 

Africa 1880. Published by Tilsit. 1997. Box. Excellent. £12

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

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

 

Alexander The Great: Founder Of An Empire / Alexander Der Grosse: Geburt Eines Weltreichs.

Published by Phalanx. 2005. Box. 2 editions available:

1) Alexander Der Grosse: Geburt Eines Weltreichs. Country: German. In shrink. The components are language-free. £13

2) Alexander The Great: Founder Of An Empire. Country: Dutch. Excellent. £16.50

Designer: Ronald Hofstatter & Dietmar Keusch. No. players: 2-5. Duration: 90 mins.

Players follow the path of Alexander's army, occupying provinces, building temples, founding cities, and scoring VPs for doing so each round. In addition more VPs are available for having the majorities in regions at the end of the game. Each turn players decide their plans simultaneously and use a plotting board on which to place the pieces they will use this turn. These are then revealed and players resolve them. The game requires a mix of good planning, clever tactics and a little bluff to play well. The pieces are wooden cubes and wooden houses, and the board is attractively produced.

 

An Den Ufern Des Nils. Published by Abacus. 1994. Box. Good. £12

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

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

 

Angel: The Board Game. Published by Susan Prescot Games. 2001. Box. Good. £3.25

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

Based on the TV series featuring Angel, the (mostly) good vampire, who was also part of the Buffy the Vampire Slayer TV series. Players attempt to be the first to save either three souls at night or during the day. During the day the players have mortal weaknesses, while at night they have the powers of powerful vampires. Game play is driven by dice roll - different dice can be used to affect the result and actioning spaces and cards.

 

Aqua Romana. Published by Queen Games. 2006. Box. 2 copies available:

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

Designer: Martin Schlegel. No. players: 2-4. Country: German. Duration: 50 mins.

Tile placement game in which the players build aqueducts from reservoirs across the board with the objective of making their aqueducts as long as possible. However, it is not possible to place tiles just anywhere, instead there are construction teams which move around the edge of the board and can only be used in the row or column they are currently in, before they move on. Thus there are plenty of tactical decisions to make as you need to manage the construction teams as well as the aqueducts themselves. On the 2006 Spiel des Jahres nomination list. It plays especially well with 3.

 

Around The World In 80 Days / In 80 Tagen Um Die Erde. Published by Ravensburger. Box. 2 editions:

1) Around The World In 80 Days. Country: British. 1987. Includes a World Information Map. Good. £8

2) In 80 Tagen Um Die Erde. Country: German. 1986. Comes with a set of laminated English versions of the event cards. Good. £9

Designer: Wolfgang Kramer. No. players: 2-6. Duration: 45 mins.

Race game based on the Jules Verne story. Wooden pieces. Game play involves using cards to move from space to space along a track. In order to make a move a numbered card must be played which matches the currently available transport type. Special cards allow the current transport method to be changed, or hinder other players, and landing on certain spaces gives additional benefits, often allowing a further card play, making quite long moves possible from time to time. Recommended as a light and fun game. Note this is not the same as the game published by Rio Grande / Kosmos.

 

Asara. Published by Ravensburger. 2010. Box. In shrink. £26

Designer: Wolfgang Kramer & Michael Kiesling. No. players: 2-4. Country: German. Duration: 45 mins.

The players compete to build magnificent towers, embellished beautifully to gain prestige with the Caliph. Austrian game of the year, and German Spiel des Jahres nominee. Game play involves managing your money and cards to buy tower pieces and build towers which will earn you prestige throughout the game. 4 board sections can be flipped to add optional 'expansions' to the game, allowing for a simpler family version or a more thoughtful gamers' version. Highly recommended.

 

Asteroyds. Published by Ystari Games / Rio Grande Games. 2010. Box.

In shrink, but 1 corner slightly dented. £16

Designer: Guillaume Blossier, Fred Henry. No. players: 2-6. Country: French. Duration: 40 mins.

Set in an obscure asteroid field the players take part in an infamous space race. Each round dice are rolled to indicate the amount the different types of asteroid will move that turn, and then the players plot a series of moves for the turn hopefully avoiding the asteroids and the other players and making good progress in the race. However, there is plenty to consider and planning time is limited, so mistakes are almost certain to happen!


Attila. 2000. Box. 2 editions available:

1) Published by Hans Im Glück. Country: German. Good. £15
2) Published by Rio Grande. Country: American. Excellent. £17

Designer: Karl-Heinz Schmiel. No. players: 2-5. Duration: 1 hr.

Six Germanic tribes migrate south from their homelands into the lands of the Roman Empire. The players drive this migration and the conflict which ensues, but without having a tribe each. Instead the players add influence over the tribes as the game goes on, and at several points during the game there is a scoring, and the players who have most influence over the most successful tribes will fare best. Plenty of scope for clever play. A very good game from this master designer. Recommended.

 

Avalon. Published by Kosmos. 2003. Box. Excellent. £8.25

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

Special Notes: I will include colour printed and laminated crib sheets and English supply cards.

Card game in the excellent two player small square box series. The players vie for supremacy over a row of 11 regions, some of which grant their controller advantages. The cards depict knights and sorceresses in various colours, and these can be placed next to the various terrains to reinforce or to attack the opposing forces there, and thus if successful gain control of the region. As usual with this designer, the mechanisms are clever and a little unusual - the sorceresses are potentially powerful, but if countered can give your opponent an advantage, whereas knights are needed in order attack a region. Finally, winning a battle is not all good news as there is a potentially large cost in hand cards to be paid by the victor.

 

Balance Of Power. Published by Palitoy. ca.1979. Box. Good. but box edges show wear. £9.75

Designer: Oded Berman, Ned Strongin. No. players: 2. Country: British. Duration: 30 mins.

This is played on a set of 9 pivoting balances, with 3 spaces for the playing pieces on either side of each balance. Initially the balances are all level and empty, and the objective is to get 5 of them tipping your way. Players take it in turn to roll dice and move one playing piece - the pieces move between the spaces in a snaking route, and eventually start again on the first balance. The idea is to make moves which will put your pieces in the greater moment positions in order to gain control of the balances while defending others from control by your opponent. So somewhat Backgammon related. Neat concept.

 

Bang + Expansions. Published by DaVinci Games. 2002. Box. Good. £17

Designer: Emiliano Sciarra. No. players: 4-7. Country: Italian. Duration: 30 mins.

Special Notes: Includes the Base set plus the Dodge City and High Noon expansions all in a Dodge City box

Card game which recreates a Wild West shootout. Each player is dealt a character card which gives them special abilities and a secret role card which determines that player's goal for the game: the Sheriff wants to kill all Outlaws, the deputy wants to protect the Sheriff and kill Outlaws, the Outlaws want to kill the Sheriff, and the Renegade just wants to be the last person standing. The cards let you shoot other people (though sometimes a shot will miss), get a better gun, have a beer to revive you etc. The cards are language independent.

 

Bang: High Noon. Published by DaVinci Games. 2005. Packet. Good. £2

Designer: Emiliano Sciarra. No. players: 4-7. Country: Italian. Duration: 30 mins.

Mini expansion for the Wild West card game Bang. This expansion consists of 13 new cards, one of which is read out at the start of each round after the first and changes the rules for that round. A good way to add variety to the game.

 

Batik. Published by Gigamic. 1997. Box. Good. £15

Designer: Kris Burm. No. players: 2. Country: French. Duration: 10 mins.

Very nicely produced game which will look great on a coffee table, and is short enough to be played over a coffee too!  The playing area is a vertical slot between two perspex sheets supported by wooden blocks. Each player has the same set of assorted wooden triangles, parallelograms and other shapes, and players take it in turn to drop a piece between the perspex sheets. The loser is the player whose piece sticks out of the top after dropping it. Fun and very attractive.

 

Blow Football. Published by Unknown. ca.1950. Box. Good. £0.50

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

There is no indication of publisher or date anywhere. It could well be older than indicated. Included are two goals with goalkeepers, a ball and 6 blowpipes. No rules are included as none are needed - you just blow the ball into the opposing team's goal, while the other player(s) attempts to stop you and get the ball into your goal.

 

Bobs Yr Uncle. Published by Waddingtons. 1935. Box. Good. £2.25

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

Card game. Illustrations by Frank H Simpson. Players collect cards to complete a nursery rhyme. Nice children’s game. Includes now offensively titled ‘nigger’ cards. There are alternative ways to win - empty your hand of cards, collect three Bob cards or collect three nigger cards.

 

Bunny Zick-Zack. Published by FX Schmid. 1991. Box. Good. £7

Designer: Frank Nestel & Doris Matthaus. No. players: 2-6. Country: German. Duration: 15 mins.

Race game previously publishes as Esels Rennen. Players take it in turn to move a bunny and depending on the space it lands on this can cause another bunny to move, and in turn this may then cause another to move and so on. Neat system, with a special area near the finish which varies things a little. Each player wants the bunnies to finish in a different order, but this information is kept secret.

 

Canoe. Published by Alsip & Company. 2003. Canvas Bag & Board. Excellent. £18

Designer: Bruce Alsip. No. players: 2. Country: American. Duration: 20 mins.

Abstract game played on a large and chunky wooden board using oversized custom dice. Game play involves moving dice on the board with the objective of capturing opposing dice which show matching numbers or bearing off a set of dice. Intriguingly after a move the number on a dice must be changed in a way which depends on the amount it was moved. Well worth investigating for the backgammon enthusiast.

 

Capt'n W. Kidd. Published by Bambus Spieleverlag. 2004. Box. New. £17.50

Designer: Günter Cornett. No. players: 2-3. Country: German. Duration: 20 mins.

Special Notes: Limited edition of 333.

Clever abstract game given a pirate theme. The roll-out vinyl board shows a ship with various locations joined by movement lines, and some entry locations. Each location has three exits. Players take it in turn to place or move a pirate. Cleverly, pirates cannot leave a space the way they entered it, thus after a while their movement options can be limited. Surrounding a pirate or group of pirates forces them to surrender (and they are removed from the game). The idea is to be the last player with pirates. Variant rules allow for capturing pirates when approaching them from behind, or for three players to play. Recommended if you enjoy games of a more abstract nature.

 

Cartagena: Die Goldinsel. Published by Winning Moves. 2008. Box. Excellent. £13

Designer: Rudiger Dorn. No. players: 2-4. Country: German. Duration: 45 mins.

Set in the pirate world of the other Cartagena games, but with completely different mechanics. Each player has a pirate who is used on land to obtain supplies and a ship which sails amongst the islands of an archipelago. Cards are used for movement as well as special actions. On land other crew members are recruited, digging rights obtained, and rumours listened to about the location of a great lost treasure. Amongst the islands players can continue to discover the likely location of the lost treasure as well as lay claim to other lesser treasures. At the end the player with the most treasure wins, as long as they have a share in the great lost treasure.

 

Cashword. Published by Spears. 1986. Box. Good. £9

Designer: Victor Serebriakoff. No. players: 2-6. Country: British. Duration: 20 mins.

Considered by some to be one of the greatest word games ever devised. One of 50 9x9 crossword grids is used each game, and is initially fully hidden. Players take turns paying to expose a tile while making a guess at what letter will be revealed. Getting it right earns a payment or the option to continue for a greater profit, but getting it wrong loses any gains so far this turn. In addition there are bonuses available for completing words and a player can also sell his turn to another player, adding to the tactical options considerably.

 

Cathedral. Published by Gigamic. 2002. Box. Good. £20

Designer: Robert P Moore. No. players: 2. Country: French. Duration: 15 mins.

Really beautifully produced 2 player strategy game. In this edition the pieces are solid wood, and very chunky, each looking like part of a medieval town - really attractive. The game itself is also very good, players try to surround a neutral cathedral with their own buildings, or failing that surround a single opponent's piece, or failing that cut off areas for their own use. The winner is the player who ends up with the smallest area of unplaced buildings. Surprisingly interesting game, and appeals to those who generally dislike abstracts too - recommended.

 

Cloak & Dagger. Published by Ideal. 1984. Box. Good, but box lid slightly indented. £6.25

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

Espionage board game which shares some similarities with role-playing games. Players act as master spies and try to be the first to create a network of spies, all belonging to one secret organisation. Each spy works for two organisations at the same time and each has a different strength. The board shows a map of the world with various routes using different modes of transport marked on it. Your main character has three different attributes (strength, speed and agility), and you can choose which will be your forte. In their job the master spies will encounter traps and challenges, and may also get the help of Jack Flack, another master spy. The game uses a special Spymaster Wheel and a d12 to resolve such encounters.

 

Colorado County. Published by Schmidt. 1998. Box. Good. £10

Designer: Reinhard Staupe. No. players: 2-4. Country: German. Duration: 50 mins.

Attractively produced game, in which players bid for plots of land, using their cowboy chits. Land parcels come in a variety of shapes, and working out which ones are useful to you is important - once purchased you can choose where to make your claim, but the shape is fixed. At the end of each round players score for control of the borders, control of lakes, adjacent pairs of plots and their biggest single area.

 

Combat Heroes 1: White Warlord (1 book only). Published by Beaver. 1986. Book. Good. £3

Author: Joe Dever. No. players: 1-2. Country: British.

Softback, 18x11, 351 pages. Combat adventure book for 1 or 2 players. You are in a maze and have to hunt down your enemy or be hunted down yourself. The bulk of the book uses pictures of what you can see along with a grid of options you can perform next. When playing with another player (who must have the companion book: Black Baron) you sometimes have to call out your move number which can affect which page they turn to (and vice versa). As well as seeking out your enemy you also need to track down various treasures which you will need in order to get out of the maze.

 

Conquest. Published by Benge. 1975. Box. Box Fair, Contents Good. £10

Designer: Donald Benge. No. players: 2. Country: American.

Special Notes: Box shows wear, edges taped, base indent. Includes Puzzle Book No. 1

2nd edition. 2 player only. This is a very well regarded somewhat Chess-like Ancients wargame, played on a map board showing various connected continents. It uses plastic figures such as elephants, boats and chariots. Play involves the use of action points each turn.

 

Cover-Up. Published by Ideal. 1982. Box. Good but edges show some wear. £5.25

Designer: Unknown. No. players: 1-2. Country: British. Duration: 10 mins.

Special Notes: Lid has a label removal mark

One player has 7 L-shape pieces and the other 7 straight pieces. The board is a 7x7 grid with 7 sets of 7 different colour spaces dotted around the board. A colour is chosen, and players take it in turn to play a piece and avoid playing a piece onto a space of that colour. The player who manages to play more of their pieces wins. It can also be played on your own in which case pick a colour and work out how to place all the pieces on the board without covering up any spaces of that colour.

 

Cowabunga. Published by Playroom Entertainment. 2007. Box. Excellent. £6

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

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

 

Cul-De-Sac. Published by Lazy Days. 1975. Box. Good, but label removal mark on lid. £8

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

Clever abstract game, but highly approachable for those not generally fond of that genre. Players must reach each other’s starting positions, but as well as moving their pieces players also place walls in places which will block their opponent more than they block themselves. However, a wall may never be placed so as to make a goal unreachable. This allows a quite cunning maze to be built up and clever play will certainly decide the winner. Recommended, especially if you like mazes.

 

Dakota. Published by Tenki Games. 2010. Box. In shrink. £15

Designer: Piero Cioni. No. players: 3-5. Country: Italian. Duration: 1 hr.

Novel game set in the Wild West. Each player while in charge of his own faction is either a Native or a Settler. Players assign their men to regions which will produce various different resources, and then only the players on the predominant side in each region (either Natives or Settlers) will gain resources. Areas can be developed meaning they will then produce advanced resources rather than natural ones (eg. gold rather than fish in the mountains), which are generally of greater value to the Settlers than the Natives. Buildings and improvements can be bought (different ones for the Natives and Settlers), and VPs gained. An interesting worker placement style game but with some cooperation and even diplomacy also required.

 

Devil, Devil! / Teufel, Teufel! Published by Salagames. Box. 2 editions available:

1) Devil, Devil! 1992. Good. £1        2) Teufel, Teufel! ca.1996. New. £1

Designer: Andreas Steiner & Hartmut Witt. No. players: 2-6. Country: German. Duration: 45 mins.

Unusual game in which players have a wooden block with 7 holes, and they move around the board collecting letter pegs, but also getting devil pegs, which all give you a movement bonus. The devil pegs can be given away to an opponent by landing on the same space as them, but get two devil pegs and you lose some of your letter pegs. The objective is to collect one of each letter without having a devil peg.

 

Diabolo. Published by Klee. 1999. Box. Good. £2.40

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

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

 

Dicke Kartoffeln. Published by Abacus. 1989. Box. Good. £16

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

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

 

Die Siedler Von Catan: Club-Paket. Published by Kosmos. ca.1996. Packet. Good - unpunched. £1.50

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

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

 

Die Wikinger Kommen! Published by ASS. ca.1995. Box. Good. £10

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

Originally published as Claim by Jumbo. Players vie for control of a number of territories. They do this with their Vikings, and should there only be one player's Vikings in a territory then that player can build a castle there, which will help the defence of that territory. The first to put up a fixed number of castles wins the game. The board consists of interlocking sections which can be put together in a number of different ways for added variety.

 

Dinosaur Chess. Published by American River Games. 1993. Box. Good. £21

Designer: Richard Oldham. No. players: 2. Country: American. Duration: 1 hr.

An odd name for this game which really has very little to do with chess. It is played on a large vinyl hex gridded mat, and various continent sub-boards are placed onto the mat, then players set up their dinosaur armies on these continents. The continents move around the great ocean, sometimes coming into contact, and the dinosaurs each have different movement rules. Each player also has a time traveller piece who is not very mobile, but getting him into your opponent's part of the board wins the game, as does capturing your opponent's time traveller.

 

Discovering Playing Cards & Tarot. Published by Shire Publications. 1972. Book. Good. £2

Author: George Beal. Country: British.

Softback, 18x11cm, 57 pages. A book about the history of and the diversity throughout the world (historically) of different sets of playing cards. There are quite a few pictures. An excellent reference for anyone who enjoys cards and wants to know more about how they developed, and there is also a section on collecting playing cards too.

 

Doodle Dice. Published by Green Board Game Co. 2007. Box. Excellent. £5.25

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

Dice rolling game in which the dice show straight lines in various directions, wavy lines, large dots and a face symbol. Six differently coloured cards are also laid on the table each showing a doodle which can be made by combining the symbols on the dice. On your turn you try to form the doodle on one of the cards (some rerolls allowed) and then get to claim the card. The objective is to claim all six different colours of card first. It is possible to steal cards from other players too.

 

Double-Pack Patience. Published by Richards. 1942. Book. Good, but edges show some wear. £0.75

Author: Basil Dalton. Country: British.

Softback, 16x11cm, 120 pages. A collection of 56 games of patience selected by the author. It also includes 22 puzzle patience games with solutions for you to work through.

 

Drake & Drake. Published by Descartes Editeur. 2002. Box. Excellent. £6

Designer: Bruno Cathala. No. players: 2. Country: French. Duration: 30 mins.

Set in the Caribbean, 1695, the players are rival pirate captains who have acquired a treasure map, and both intend to claim as much treasure as possible. Crew members are used to claim sections of the island and these will score points at game end. Points are also scored for eliminating enemy crew members. Game play involves card play, with players selecting several cards to play that round simultaneously, but then the cards are actioned according to the initiative numbers on them.

 

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

1) No. 432. Good. £26        2) No. 571. Excellent. £29

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

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

 

En Route Travel Games. Published by Cheatwell Games. ca.1990. Box. Good. £1.40

Designer: Unknown. No. players: 1-2. Country: British.

A set of games and puzzles designed to keep both adults and children amused during journeys. The set includes 8 A5 double sided thick card game sheets, which are laminated so that they can be written on and then wiped off ready for reuse. The set also includes a magnetic travel chess set. The other games and puzzles are: Battleships, Cats Dogs & Hogs, Crossword Game (players try to use randomly selected letters as best they can), Word Fun, Hex (link two sides of a hex grid), a jumbo crossword, 14 lateral thinking puzzles, a logic puzzle, pop songs quiz, Sprouts, Boxes, a trivia quiz, and a word game selection. Rather a nice set which should provide hours of amusement in a small box.

 

Enchanted Forest. Published by Ravensburger. 1982. Box. Good. £4

Designer: Alex Randolph & Michel Matschoss. No. players: 2-6. Country: British. Duration: 30 mins.

Great children’s game, which is also good for adults. Various fairytale treasures have been lost in the woods and are hidden randomly beneath tree pieces in the forest. Players move around the board peeking at the treasures, and when the king asks for a particular treasure the players try to get to him and also remember where that treasure is. Winner of the German Spiel des Jahres 1982. Also known as Sagaland.

 

Encyclopedia Of Sports Games And Pastimes. Published by Amalgamated Press. ca.1936. Book. Good. £5

Author: Fleetway House. Country: British.

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

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

 

Flinke Pinke / Loco! Box. 2 editions available:

1) Flinke Pinke. Published by Amigo. Country: German. 1994. Good. £6.50

2) Loco! Published by Fantasy Flight Games. Country: American. 2003. New. £2.75

Designer: Reiner Knizia. No. players: 2-5. Duration: 15 mins.

Very neat card game (later made in the US by Milton Bradley as Quandary). There are coins in 5 colours and number cards which match these coins. Players take it in turn to play a card and take a coin. The cards change the value of the coins of that colour to the number on the last card of that colour played. Quite a tense little game with more to it than there initially appears as is typical with this designer.

 

Fürstenfeld. Published by 2F Spiele. 2020. Box. In shrink. £19

Designer: Friedemann Friese. No. players: 2-5. Country: German. Duration: 1 hr.

In the 16th century the players are landowners cultivating crops to supply the local breweries, with the intention of becoming rich enough to retire and buy a palace. The game uses a clever supply and demand system so the more of a particular crop there is being sold the lower the price will become. Also, as you build your palace you have to build over more and more of your farming land, thus making it harder to keep up your profits. The game includes both basic and expert rules. Recommended

 

Games & Puzzles Magazine (Later Version). Publisher Unknown. Author: Unknown. Country: British.

This was a magazine based on the original of the same name, and started in 1994. It lasted for 16 issues but sadly disappeared as these things tend to do in this country. Several issues included new fully playable games by noted inventors. I can offer 15% off if you buy the entire set. Main articles listed by issue:

Issue 1. 1994. Excellent. £1: News, Theseus and the Minotaur (maze game / puzzle by Robert Abbott), Card Games (David Parlett), Chess, Play by Mail Games, Edmond Hoyle, Learning Go, Roleplaying Intro, Treasure Hunt (coded map competition), Essen 1993 (Derek Carver), Syndicate review, Greed (new game by Reiner Knizia), Okey (Turkish Mah Jong), Draughts, Bridge, The Double Six Club, Reviews (5 games), The Puzzle Box, Crosswords and Competitions.

Issue 2. 1994. Excellent. £1: News, Go, Card Games (David Parlett), Chess, Backgammon, Collectibles, 1994 American Toy Fair, Monopoly, Baghal Chal, The Game of Amazons (new game by David Pritchard), Desperately Seeking Quigley (logic game by Eric Solomon), Walkover (new game by Reiner Knizia), Reviews (4 games), Sim City 2000, Murder Mystery Games, Bridge, The Puzzle Box, Competitions, Draughts, Puzzles.

Issue 3. 1994. Excellent. £1: News, Card competition, Card Games and Numbers, Chess Computers - Limitations, Go, Computer Games, Fan-Tan, Connections, War Boardgames, Keep Ahead (new game by Reiner Knizia), The Puzzle Box, Roleplaying Games, Reviews (6 games), Backgammon, Chinese Chess, Bridge, Draughts, Competitions.

Issue 4. 1994. Excellent. £1: News, Shedding (Card) Games (David Parlett), Better Scrabble, Chess, Backgammon, Euro GenCon, PBM games, Connections, Wargaming (Charles Vasey), Go, Mike Siggins on Computer Games, Margin (new game from Reiner Knizia), Collectors Items, Reviews (6 games), Bridge, Letters, The Puzzle Box (Puzzle), Beer Square (new game by Dan Glimne), Draughts, Competitions and Puzzles.

Issue 5. 1994. Excellent. £1: News, Short History of Mazes, Decathlon - Day 1 (new game by Reiner Knizia), American Bid Whist (David Parlett), Dados de Poker, Chess, Card Competition, Connections, Computer Games, Call of Cthulhu, Backgammon, The Puzzle Box, Las Vegas and the World Poker Tournament, Reviews (7 games), Crosswords, Play by Mail, Competitions, Letters, Bridge.

Issue 6. 1994. Excellent. £1: Monopoly - The True Story, Chess, Card Games - The Jack, DIY Games, Solitaire Dice - game by Sid Sackson, Nine Mens Morris, Decathlon Day 2 - Reiner Knizia game, Computer Games, A Curious Treasure Hunt, 'SIMPLE' RPG, PBM Gaming, Backgammon, Lots of Puzzles, Bridge, Draughts, Reviews, Crosswords.

Issue 7. 1994. Excellent. £1: News, Spider Maze Puzzle, Connections, Halloween Party Games, Draughts Boards, Hearts, Safecracker (new Reiner Knizia game), The Puzzle Box, Trio (new game), Bridge, Go, Play by Mail, GenCon, Britannia Strategies, Chess, Letters, Computer Games, Star Wars RPG, Reviews (9 games), Competitions, Puzzles, Backgammon.

Issue 8. 1994. Excellent. £1: News, Xmas Buys (4 page special), Diplomacy, Puzzles, DIY Mechanical Puzzles, Confrontation (New Reiner Knizia game), Collectibles, Reviews (6 games), The Puzzle Box, Competitions, Letters, Card Games - Trumps, Puzzles, Computer Wargames, Bridge, Chess, Backgammon.

Issue 9. 1994. Excellent. £1: News, Essen 1994, (Party) Games for Christmas, Cash Flow (new game from Reiner Knizia), Kingmaker House Rules, Collectibles, Immortality Role Playing, Computer Games, PBM for Wargamers, Competitions, Crosswords, The Puzzle Box, Letters, Reviews (6 games), Christmas Card Games (David Parlett), Backgammon, Bridge, Chess, Go.

Issue 10. 1995. Excellent. £1: News, Criss-Cross (new game from Reiner Knizia), GMing tips, Heptominoes, Collectibles, Reviews (7 games), Intergame 1994, The Puzzle Box, Computer Games, Letters, Crosswords (lots), Puzzles, Chess, Competitions, A Fifth Suit (David Parlett), Backgammon, Bridge.

Issue 11. 1995. Excellent. £1: News, Mah Jong, Dilemma (new game by Reiner Knizia), Collectibles, Reviews (3 games), The Puzzle Box, Computer Strategy Games, Trading Cards, Letters, Crosswords, Classic Games, Bridge, Competitions, Cribbage (David Parlett), Backgammon, Internet Games & Puzzles.

Issue 12. 1995. Excellent. £1: News, Olympia Toy & Hobby Fair 1994, Making a Paradox Box, The Viking Game, Puzzles, Tri (new game from Reiner Knizia), Collectibles, Fun RPGs, Reviews (9 games), The Puzzle Box, Winning at Blackjack, Chess, Go, Computer Games - Transport, Crosswords, Bridge, Competitions, Three Player Card Games (David Parlett), Backgammon.

Issue 13. 1995. Excellent. £1: News, Backgammon Computers Analysis and the Internet, Mancala, Classic Games, Sports Games Overview (Mike Clifford), The Fifth Column (new game by Reiner Knizia), The Puzzle Box, Boardgame -> Computer Game Conversions, Fun & Games, Great British Card Games (David Parlett), Bridge, Competitions and Puzzles, Reviews (7 games).

Issue 14. 1995. Excellent. £1: News, TAMS (Draughts variant), Buying a Bridge Computer, Ransom, Reviews (12 games), World War II Games, The Puzzle Box, Limelight (new game by Reiner Knizia), Letters, Games Forum, Competitions, Crosswords, Gulf Crisis 5, Fun & Games, Backgammon, Card Games (David Parlett), Competitions, Scrabble, Bridge.

Issue 15. 1995. Excellent. £1: News, Collectibles, Star Trek Games, Trading Places, Reviews (11 games), Reiner Knizia Interview, The Puzzle Box, Shoot Out (new game from Reiner Knizia), Quiz, Backgammon, Games Forum (Manhattan variants), Chess, Crosswords, Competitions, Bridge, Scandinavian Card Games, Fun & Games.

Issue 16. 1995. Excellent. £1: News, Games Conventions, Fun & Games, Collectibles, Reviews (14 games), Games Forum (new games: Nerano Golf, Baffle), Spot On (new game from Reiner Knizia), The Puzzle Box, Backgammon, Letters, Casino Games - Winning at Blackjack, Competitions, Crosswords, Bridge, Galloping Galapagos (new card game), Hand Made Deduction Games.

 

Games For Journeys. Published by Hodder & Stoughton. 1973. Book.

Good, but cover shows some wear. £0.50. Author: Gyles Brandreth. No. players: 1+. Country: British.

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

 

Games Monthly Issues 1-4. Published by Games Monthly. ca.1988. Magazine. Good. £2.50

Author: Steve Nichols. Country: British.

This was first released in 1988 and lasted for around 10 issues. In the subtitles it states that this magazine incorporates The Gamer magazine. This magazine covers traditional games such as Shogi, Chess, Go etc as well as a selection of board games and roleplaying games. Articles include news, reviews, and strategy articles, and a free game each issue. The free games in these issues are: Pachisi, Mu Torere, Santa's Run and Arena.

 

Gargon. Published by Amigo. 2001. Box. In shrink. £4.75

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.

 

Garibaldi. Published by Nexus Games. 2008. Box. Excellent. £17

Designer: Gabriele Mari. No. players: 2-6. Country: Italian. Duration: 1 hr.

Set in Romagna, 1849, one player is Garibaldi who is desperately trying to avoid the Austrian patrols and escape to freedom. The map shows the area in which this hunt takes place, and the game uses cards which permit the Garibaldi player to secretly plot his moves which will be by foot, river or horse. Meanwhile the Austrian patrol players use the limited information they get to track down and hopefully capture Garibaldi. While similar in concept to Scotland Yard, there is more going on in this game.

 

Gloria Mundi. Published by Rio Grande Games. 2006. Box. Excellent. £15.50

Designer: J. Ernest, M. Schenker. No. players: 2-6. Country: American. Duration: 1 hr.

Unusual board game set as the Roman Empire crumbles. Goths advance from the north, and the players take the roles of influential families who try to stay as far from the Goths as possible. This is done by managing a variety of farms, legions and cities and using them to your advantage. Each of these resources can be improved, and each improvement provides a different advantage. Much of the game is spent deciding when and where not to pay tribute to the Goths as their advance is certain, but ideally should be timed so it hurts you little but comes when your rivals are poorly prepared. Unusual feel.

 

Goblins Inc: Promo Cards. Published by CGE. 2012. . New. £0.75

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

A set of promo cards made available at Spiel 2012 for Goblins Inc.

 

Gosu. Published by Moonster. 2010. Box. Excellent. £9

Designer: Kim Sato. No. players: 2-4. Country: French. Duration: 40 mins.

Gosu is short for Goblin Supremacy. Set in a world full of goblins, the players recruit goblin armies and then send them against the other players. Initially level 1 goblins can be recruited, and then a level 2 goblin of the same tribe, and only then the most powerful, level 3, can be recruited. Everything is represented by cards and cards in hand are used to pay for those played to the table. Once everyone has used their cards and action tokens for the round the armies are compared. The first player to win three battles wins the game.

 

Head To Head Poker. Published by Parker Brothers. 2005. Box. 2 copies available:

1) Excellent. £7.50        2) Good. £6.75

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

Two player card game of the same general type as Schotten Totten. In this game the two players are trying to build several (3-5) poker hands simultaneously, with betting permitted on each of the hands being built. Each hand consists of 1 card shared by both players, and 4 cards for each player which are played adjacent on each side as the hand goes on. Players can raise, call and fold each hand individually. The game includes 90 poker chips.

 

Heads Of State. Published by Eggertspiele. 2008. Box. In shrink. £21

Designer: Peter Hawes. No. players: 2-5. Country: German. Duration: 100 mins.

Special Notes: Z-Man (U.S.) edition

Set in the provinces and royal courts of 16th-18th century Europe, the players compete to get their nobles into the right positions to win control of the various countries. Players collect sets of cards for gold, titles, castles, bishops etc and then deploy them in England, France, Spain and the German states. There are different goals which can be achieved to win the game.

 

Heroes Of Graxia. Published by Petroglyph. 2010. Box. Excellent. £15

Designer: Daniel Kroegel. No. players: 2-6. Country: American. Duration: 1 hr.

Deckbuilding game with a fantasy theme. Players start with a hero and a selection of minor items and spells and then take turns purchasing additional cards which could be weapons, spells, or mercenaries. Alternatively one can attack either monsters or other players. Defeating opposing forces earns victory points and the first to achieve a set target wins the game.

 

Heroscape Master Set: Rise Of The Valkyrie. Published by MB Games. 2004. Box. Good. £27

Designer: Stephen Baker, Rob Daviau, Craig Van Ness.

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

Master set for this impressively well produced introductory level fantasy miniatures battle game. The game comes with 30 painted miniatures, over 50 large plastic 3D tiles each consisting of 1-24 hexes, cards and lots of dice. The game comes with 10 suggested setups, but many more can be created, and there have been many expansions produced too.

 

Hex Hex. Published by Smirk & Dagger. 2003. Box. Good. £9

Designer: Curt Covert. No. players: 3-6. Country: American. Duration: 25 mins.

Card game in which the players hurl hexes (spells) at each other, with plenty of opportunity to redirect, deflect or alter the hex until someone runs out of options and becomes hexed, losing points. A new round is then started.

 

Hubert Phillip's Heptameron. Published by Eyre & Spottiswoode. 1945. Book. Good. £3.50

Author: Hubert Phillips. Country: British.

Special Notes: War Economy Standard Production

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

 

Il Principe. Published by Mind The Move. 2005. Box. Excellent. £7.50

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.

 

Illuminati Deluxe Edition. Published by Steve Jackson. 1987. Box. Excellent. £17

Designer: Steve Jackson. No. players: 2-6. Country: American. Duration: 90 mins.

Card game, with players forming their own network of conspirators, in an attempt to found a new world order. Very nice mechanics can lead to, for example, the Boy Scouts controlling the Mafia! Won Best Science Fiction Game in 1982, and on the Games 100 from 1983 to 1986. Great atmosphere. Game play involves choosing which neutral groups to control in your secret network, gathering money for future power struggles and making take-over attempts on parts of opposing secret networks. Each player has their own secret goals to aim for.

 

Infinite City. Published by AEG. 2009. Box. Excellent. £16

Designer: Brent Keith. No. players: 2-6. Country: American. Duration: 45 mins.

Tile laying game in which the players build a seemingly ever expanding city. The objective is to control certain key buildings and to keep your buildings in clusters of three of more. Each building has a special power which is used when the building is added to the table, and ensures that there are always interesting options available.

 

Jurassic Park III Island Survival Game. Published by MB Games. 2001. Box. Good. £3.25

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

Based on the blockbuster film. The board shows an island with various different regions and divided into spaces - there are cards to draw while in each region. The game comes with an impressive selection of plastic dinosaurs which start out in their own regions. The players must cross the island to the safety of an awaiting rescue team. One player runs the dinosaurs and tries to ensure no-one manages to escape.

 

Jurassic Park: The Lost World. Published by MB Games. 1996. Box. Good, 1 corner taped. £9.50

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

Based on the second Jurassic Park movie, using lots of 3D cardboard buildings and plastic miniatures for the dinosaurs. The humans must leave the safety of the starting building before the T-Rex arrives there and then flee to safety, and get picked up by the helicopter. The humans win if they get 3 of their number to safety. However, the dinosaurs are lethal, eating anyone they come across and fast - expect casualties!

 

Justinian. Published by Phalanx Games. 2006. Box. Excellent. £13

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

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

 

Kampf Der Kulturen. Published by Sphinx Spieleverlag. 1999. Petri Dish. Excellent. £8

Designer: Carrie McDowell. No. players: 2. Country: German. Duration: 30 mins.

Played on a petri dish with marked out sections, the players start with a single bacteria, and each turn can either grow more bacteria, or move their bacteria in order to give them more space and to surround their opponent's bacteria, which kills them. The objective is to be the first player to control three out of the four sections of the petri dish. Wonderful idea!

 

Laborigines. Published by Czech Board Games. 2007. Box. New. £16.50

Designer: Tomas & Jakub Uhlirovi. No. players: 2-6. Country: Czech Republic. Duration: 45 mins.

Players sculpt their own creature out of play-dough and then watch it run around the lab filled full of dangers for such a being. There is also the Moa, a huge clay fired being which just loves to stomp on the players' creatures. Game play involves moving according to dice around a track as well as some tactical and some memory elements. Players try to make their creature the one which survives longest and escapes from the lab. Very novel.

 

Lateral Thinking. Published by Henry Games. 1987. Box. Good. £8.75

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

Unusual abstract game with plastic pieces. The object is to move a 'ball' around the board using your arrow shaped pieces to assist in direction, and then to score 'goals'. Thus it is a sort of abstract game of soccer, and even includes rules for fouls, how throw-ins work when the ball leaves play etc.

 

Leaping Lemmings. Published by GMT Games. 2010. Box. Excellent. £17

Designer: Rick Young, John Poniske. No. players: 2-6. Country: American. Duration: 50 mins.

Each player controls a clan of lemmings. The lemmings advance down a canyon taking care to avoid the attention of the circling eagles, as an eaten lemming won't get to jump. On getting to the cliff edge the jump needs to be made with style and grace in order to earn glory for the clan.

 

Let's Buy Hollywood. Published by Henmead Enterprises. 1991. Box. Good. £4.75

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

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

 

Lineage. Published by LineageBoards. 2008. Box. Good. £10

Designer: Ray Li. No. players: 2. Country: American. Duration: 30 mins.

Abstract game played on a board of symmetrical swirling lines. The object is to capture the four central points. However, a playing piece is removed if completely surrounded, even if by your own pieces, so grouping together your pieces can be dangerous as well as powerful. Well regarded.

 

Loot. Published by Gamewright. 2005. Box. Excellent. £6

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

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

 

Lord of the Rings Risk: Gondor & Mordor Expansion. Published by Hasbro. 2003. Box.

Excellent - unplayed. £18. Designer: Unknown. No. players: 2-4. Country: British. Duration: 2 hrs.

Expansion set for use with Lord of the Rings Risk, which you will need to make use of this. This set adds to the map of Middle Earth in the base game, adding Mordor, Gondor and the Haradwaith. New figures are also added. Also included is a 2 player bonus game designed by Richard Borg re-enacting the siege of Minas Tirith, which uses special cards and characters.

 

Luna Llena. Published by Gen X. 2009. Box. Excellent. £20

Designer: Servando Carballar. No. players: 2-7. Country: Spanish. Duration: 2 hrs.

A group of friends go hiking in mysterious woods after obtaining a mysterious map. However, one morning one of the tents has been destroyed and two hikers are missing. The players follow a train of blood to a wolf lair, and must rescue their friends. Meanwhile the werewolves try to stop the hikers escaping and to turn at least one of them into a werewolf. It is semi cooperative, with one player running the werewolves. The game uses attractive hexagonal tiles for locations in the woods and cards to represent actions, objects, combat moves and the characters.

 

Macao. Published by Rio Grande Games. 2009. Box. In shrink. £29

Designer: Stefan Feld. No. players: 2-4. Country: American. Duration: 90 mins.

Resource management game set in the Portuguese trading town on the south coast of China at the end of the 17th century. Players must manage their flow of goods to sell and trade for the right privileges, trading options and abilities to enable them to fulfil orders and buy villas in order to gain prestige. The main mechanism which determines the inflow of goods is unusual in that it is dice driven, but with plenty of choice and decision making. Making your abilities work well with the resources you have is the key to victory. Very well regarded.

 

Magical Athlete. Published by Grimpeur Brand. 2002. Box. Excellent. £20

Designer: Takashi Ishida. No. players: 4-5. Country: Japanese. Duration: 75 mins.

Fantasy race game in which players start off by drafting a selection of characters who they will then use in a series of races. The drafting gives the players choices of when and how much to spend on choosing their characters. The race uses a simple roll the dice and move mechanism, but each character has a special ability which might modify the number rolled, affect other characters who land on or near their character, or allow another character's power to be vetoed. The game works nicely and is simple but good fun, with enough variety in the character powers to make it interesting.

 

Magnet. Published by Z-Man Games. 2008. Box. Good. £8

Designer: Matt Calkins. No. players: 2. Country: American. Duration: 30 mins.

Abstract game which was the runner-up in Games Magazine's 2010 Abstract Game of the Year. The game is played on a triangulated hexagonal grid, and the 'magnet' of the title is a black playing piece which affects all playing pieces on lines which radiate out from its location. The objective is to capture the opposing king or get your king to the centre of the board. Each piece has a hidden side which shows its capability and which piece is the king. After each move a piece can be promoted to allow better movement, but this also indicates it is not the king as the king can never be promoted.

 

Mammut. Published by Queen Games. 2011. Box. Excellent. £22

Designer: Kristian Amundsen Ostby. No. players: 2-5. Country: German. Duration: 30 mins.

Set in the stone age, each round a different selection of useful items are available, which include: food, fires, furs, axes, horns and animals. Each of these is useful but scores in a different way - some immediately, some only at game end, some a bit each round. Players take it in turn to take whatever they would like to have as their share from the middle, or if they think another player has been too greedy they can take their share but give at least one thing back. The best score after several rounds wins the game. Plays very well - recommended.

 

Mastermind Family Games. Several available:

1) Mastermind. Published by Vic-Toy. 1972. Box. 4 peg, 6 colours. Good. £1

2) Mastermind. Published by Waddingtons. 1984. Box. 4 peg, 8 colours. In shrink. £2

3) Super Master Mind. Published by Invicta. 1990. Box. 5 peg, 8 colours. Excellent. £1.75

4) Word Master Mind. Published by Invicta. 1975. Box. 4 peg, 26 letters. Excellent. £3
Given there are 26 letters in each position possible, there are a lot more combinations, though of course the correct combination must also be a real word, which reduces the possibilities substantially.

Designer: Mordechai Meirovitz. No. players: 2. Country: British. Duration: 20 mins.

Classic deduction game of skill. Winner of a British Game of the Year. One player hides a set of 4 (or 5) coloured pegs and the other player makes guesses at what they might be, and is told how many are right colour in right place and how many right colour, wrong place. This enables subsequent guesses to pin down the correct combination.

 

Memoir '44: Equipment Pack. Published by Days Of Wonder. 2012. Box. In shrink. £37

Designer: Richard Borg. No. players: 2. Country: American. Duration: 30 mins.

Large Memoir '44 expansion set - you will need the base game to make use of this. This set contains minor nations forces (France, Finland, Italy, Poland); 4 new artillery types; new beach landing equipment units; new vehicles, armour, weapons and snipers. Over 180 miniatures included. A new scenario booklet details 17 new battles for you to play out (11 standard, 4 Overlord and 2 breakthrough).

 

Memoir '44: Mediterranean Theatre. Published by Days Of Wonder. 2008. Box. In shrink. £22

Designer: Richard Borg. No. players: 2. Country: American. Duration: 30 mins.

Expansion for Memoir '44. This set includes: British Army set (with 42 infantry, 24 tanks, 6 big guns, and 3 anti-tank guns). New rules for use with this set inc. The Stiff Upper Lip, 44 terrain tiles (escarpments, ridges, coastlines, desert airstrips, supply tents, oasis, wadis and more), various tokens, 14 Special Forces badges, 8 historical scenarios for use with this set.

 

Memoir '44: Terrain Pack. Published by Days Of Wonder. 2005. Box. In shrink. £18

Designer: Richard Borg. No. players: 2. Country: American. Duration: 30 mins.

Expansion for Memoir '44. This set includes 66 terrain tiles (inc. roads, railways, marshes, waterways, mountains and more), 22 landmark tiles (supply depots, power plants, prisoner camps etc), various tokens, special unit badges, 4 historical scenarios using the new features, and rules for using the new game elements.

 

Memoir '44: Winter / Desert Board Map. Published by Days Of Wonder. 2005. . In shrink. £12.50

Designer: Richard Borg. No. players: 2. Country: American. Duration: 30 mins.

Double sided expansion map board for Memoir '44. As well as the map this includes campaign rules to link scenarios together and blitz rules for early war battles. You will need the base game to make use of this.

 

Middle Kingdom. Published by Z-Man. 2008. Box. Excellent. £9

Designer: Tom Lehmann. No. players: 2-5. Country: American. Duration: 40 mins.

Card game in which the players represent factions vying for the Chinese throne as the Han Dynasty fails. Players bid for a variety of cards which will give different benefits and influence. The player with the most power at the end of the game claims the throne.

 

Mogul. Published by Spiele Aus Timbuktu. 2002. Box. Excellent. £8.75

Designer: Michael Schacht. No. players: 3-6. Country: German. Duration: 45 mins.

Clever little auction game with a railroad company theme. Shares are put up for auction one at a time, and players can earn money by dropping out of the auction early. The winner of the auction can either buy the share on offer or sell shares to get more money.

 

Mystical Empire 1st Edition Starter Pack. Published by Northeast Games Inc. 2005. Box. Good. £4

Designer: Keith A. Katsikas Jr.. No. players: 2. Country: American. Duration: 15 mins.

Starter deck for two players for this CCG. Everything needed for a 2 player game is in this set. The players hire creatures, play items and buildings, and cast spells. Characters can also attack or defend. It is possible to attack either your opponent's character or their buildings and creatures, but the objective of the game is to defeat your opponent's character. Includes two 25 card decks and a booster pack as well as play mats.

 

Navegador. Published by Rio Grande Games. 2010. Box. In shrink. £28

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

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

 

Nefertiti. Published by Editions Du Matagot. 2008. Box. In shrink. £20.50

Designer: Jacques Bariot, Thomas Cauet, Guillaume Montiage.

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

Essentially a set collecting auction game, but with some very clever and innovative ideas. There are 4 market towns each with two different markets, but only 3 of these 8 possible markets are open at any time. Players take turns to place bidding tokens into the markets, and each market has a different condition which closes the market, and causes treasures on sale there to be sold. Players collect sets of these treasures throughout the game, and the player who presents the best collection to Nefertiti at the end wins. Recommended.

 

New York New York. Published by F X Schmid. 1989. Box. Good. £8

Designer: Wolfgang Kramer. No. players: 2-4. Country: German. Duration: 30 mins.

Nice looking game, a card game really, but the cards are chunky oblong shaped pictures of the Manhattan skyline. Players use their cards, trying to engineer their colours to form the finished skyline at the end of the game. Clever design. It is especially good and quite tactical with 2 players. It gets increasingly chaotic with 3 or 4 players. Recommended for 2 players.

 

Nightfall. Published by AEG Inc. 2011. Box. Excellent. £14.50

Designer: David Gregg. No. players: 2-4. Country: Amercan. Duration: 45 mins.

Deckbuilding game (a la Dominion) set in a world dominated by creatures of the night. The players recruit vampires, werewolves and other dark creatures and learn powerful spells of destruction. The creatures are used to attack the other players and defend against incoming attacks, and the spells can help recruit new creatures, or damage other players or creatures directly. The game plays a little like a deckbuilding version of Magic: The Gathering, but using a novel colour chaining system which determines what cards can be played each turn.

 

Palatinus. Published by DaVinci Games. 2005. Box. 2 copies available:

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

Designer: Alessandro Zucchini. No. players: 2-5. Country: Italian. Duration: 25 mins.

The players represent factions who vie for power around Rome. The board is made up of 7 hexagonal segments representing the hills of Rome. Players take it in turn to play soldiers, merchants and farmers onto the land areas. Farmers score for being placed on wheat fields or being adjacent to wheat fields. Merchants score for being adjacent to farmers or merchants and soldiers score by capturing farmers and merchants. Some tiles are placed face down. When all have been played each hill is scored in turn, and the players with the most influence on that hill wins VPs. Most VPs overall wins.

 

Pass The Bomb Junior. Published by Gibsons. 1999. Box. Good. £9

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

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

 

Peasantry. Published by Journeyman Press. 2001. Box. Excellent. £4

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

A variation on Canasta with a medieval themed (non standard) deck of cards.

 

Pirate Inc. Published by Franckh. 1986. Box. Good. £16

Designer: Reinhold Wittig. No. players: 2. Country: German. Duration: 30 mins.

Abstract game with very nice wooden components and board graphics by the inventor's son. Each player knows exactly half of the information needed to locate the treasure spot. By deduction and watching opponent's moves it is possible to find out the missing information. Includes variant rules for playing another game, Wolf In Sheep's Clothing, with these components.

 

Popular Indoor Games. Published by W. Foulsham & Co.. ca.1920. Book. Good. £0.25

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.

 

Power. Box. 2 editions available:

1) Published by Power Games. Country: American. 1981. Good. £8
2) Published by Spears. Country: British. 1994. Box. Good. £8

Designer: Monte B Young. No. players: 2-4.

Wargame. Like Diplomacy, Power uses secretly recorded movement, but unlike Diplomacy it is not all about backstabbing. Players start with ships, planes and other weapons of modern warfare, including a 'nuke' of sorts, all large and plastic - the bits are really excellent. Each turn, players move a set number of their pieces on a simple board, and the moves are resolved together. Combat occurs where forces end in the same space.

 

Prairie Railroads. Published by Winsome Games. 1999. Box. Good. £15

Designer: John Bohrer. No. players: 3-5. Country: American. Duration: 2 hrs.

Railroad game set in Kansas 1870-1880. As usual with Winsome the components are fairly basic, using a laminated board and crayons. The game is action chip driven, with each player having a pool of action chips they can use when they wish, or with the option of drawing a random one and having to then use that. The actions are: offer stock (players bid for a share in a company, with money spent going into that company's coffers); construct track (using the money in a company's coffers); pay dividends (for each company depending on how many towns it has connected to). Well regarded.

 

Principato. Published by Eggert Spiele. 2011. Box. In shrink. £16

Designer: Touko Tahkokallio. No. players: 2-4. Country: German. Duration: 90 mins.

Players develop their principalities, represented by individual boards which are developed by the addition of defences, farmland, buildings and works of art for the palace. Essentially a resource gathering and then spending game, but with some interesting and novel ideas. The main one is that each player has two action cards available, and these can be used, but are then swapped for a card in a communal row of such cards. The communal row refreshes throughout the game ensuring that the actions available vary and need to be watched, and also alter character as the game progresses. Building up a resource engine and maintaining access to the actions to drive it is key. Recommended.

 

Pyraos. Published by Gigamic. 1994. Box. Good. £12

Designer: David G Royffe. No. players: 2. Country: French.

Excellent abstract game, with 30 large balls and a moulded plastic board. The concept is to use the balls to form a pyramid, building up in layers, with a view to being the one who places his piece on top of the pyramid. However, in order to do this one needs to be able to hold back balls so that you are the last to be able to play. This is achieved by either raising a ball to a higher level instead of playing one, or by forming a square of four of your own balls and then reclaiming two balls. Neat idea and attractively produced too.

 

Qubic. Published by Parker Brothers. ca.1975. Box. Good. £8

Designer: D. Cornish, H. Nelson Moore, R. Pottberg. No. players: 2-6. Country: British. Duration: 20 mins.

Played on 4 vertically stacked transparent plastic 4x4 grids, players take it in turn to add a piece to the layout with the objective of trying to form a line of 4 either horizontally, vertically, or in any of the diagonal directions.


Quixo. Published by Gigamic. 1995. Box. Good, but box shows a little wear. £8

Designer: Thierry Chapeau. No. players: 2 or 4. Country: French. Duration: 20 mins.

Very attractive game with 25 large wooden cubes which are played onto a large round plastic base. The cubes have an X on one side and an O on the opposite side, with the other sides blank. Players take turns taking a blank cube or one showing one of their symbols from the edge of the board and reinsert it with their symbol showing so as to recomplete a now incomplete row.  The objective is to make a line of 5 of your symbol. The game won a French award, "As D'Or 1995".

 

Rail / Road. Published by Dr Wood Challenge Centre. Box. In shrink. £16

Designer: Franik Dyksterhuis, Mark Wood. No. players: 2. Country: Australian. Duration: 20 mins.

Tile laying game in which one player uses roads and the other rails. Each tile is two sqaures in size and players alternate adding these to the board. Enclosing an area with just your own transport route and the sides of the board allows you to capture opposing tiles and reserve the area for yourself. The objective is to have as few tiles remaining as possible at the end of the game. Very attractively produced with chunky tiles.

 

Ramparts. Published by Pro Ludo. ca.2004. Box. Excellent. £11

Designer: Rudi Hoffmann. No. players: 2-4. Country: German. Duration: 45 mins.

Tower capturing and moving game. There are 80 wooden tiles each showing a symbol in one of 4 different colours (one colour per player). These are set out randomly on the board and players take it in turns to move one of their tiles. There are a number of restrictions, but players capture opposing pieces, make towers and try to get their pieces onto special symbol spaces. Certain moves reward the player with an extra move, and so it is possible for a player to win seemingly out of nowhere with a carefully planned sequence of moves, so players need to watch what other players are up to quite carefully. Originally published as Spiel der Turme.

 

Rapa Nui. Published by Giseh Verlag. 2005. Box. Good, but corners taped. £14

Designer: Ingo Althofer, Reinhold Wittig. No. players: 2-4. Country: German. Duration: 30 mins.

Played on a board the shape of Easter Island, the objective is to survive longest. Each space on the board can hold a dice holder. The players have two of their own pieces and as the game goes on other spaces on the board fill with neutral dice holders and dice. Each turn one of your own pieces must be moved and then a dice holder and die added. A die is rolled and one dice holder holding a die with a matching number can then be removed from somewhere which will hopefully help your future movement. The last player to be able to make a move wins. Amazing wooden components.

 

Realm. Published by Gamut of Games. 1974. Box. Good. £22

Designer: Philip Orbanes. No. players: 2. Country: American. Duration: 1 hr.

Box of five separate abstract games, using 48 especially designed plastic pieces. Sid Sackson is listed as a consultant for these games. The 'realms' of the title are 16 3x3 grids on the board. The playing pieces are squares, triangles and cylinders. In each game control over these realms is the common feature, but with different rules for how to use the playing pieces.

 

Rebus. Published by Hudsons Rebus. ca.1995. Box. Good. £3.75

Designer: Antony Hudson. No. players: 2-24. Country: British.

Party game which uses over 500 cards each with a picture-coding of a word. Players / teams take it in turn to try to work out what the picture represents. Eg. A picture of a toilet-pot with a mouth taking a bite out of someone's foot = potatoes (pot-ate-toes)...

 

Reef Encounter. Box. 2 editions available:

1) Published by R&D Games. Country: British. 2004. Excellent. £22
2) Published by What's Your Game. Country: American. 2006. Box. Note that the artwork is different to the original edition - this only matters if you are intending to use this with an expansion set. Excellent. £16

Designer: Richard Breese. No. players: 2-4. Duration: 90 mins.

Strategy game in which the players control parrotfish which patrol ever growing coral reefs. Players extend the reefs in the way most favourable to themselves and can also control which of the types of coral is dominant and thus can grow over the top of other corals. The parrotfish are used to claim reefs for a player when it is thought to be worth scoring. The game uses a series of clever interlocking mechanisms which take a while to master, but then allow for a great deal of cunning play. The box is nearly overflowing with colourfully produced components.


Rheingold. Published by Jumbo. 1992. Box. Good. £20

Designer: Rheinhard Herbert. No. players: 3-5. Country: German. Duration: 90 mins.

Set in the Rhein valley in medieval Germany, the players vie for control of 18 castles which have various roads between them. There are 6 neutral starting places where the players' knights enter and then players take it in turn to move their knights, with one sort of combat for when knights meet out in the open, and another for attacking a castle. The game ends when all but one castle is controlled. VPs are then counted - some castles awarding more VPs than others.

 

Road To The White House. Published by Mayfair. 1992. Box. Good. £1

Designer: Jim Musser. No. players: 3-6. Country: American. Duration: 3-4 hrs.

U.S. Election campaign game. Players move pawns representing their candidate and key supporters around a map of the U.S. gaining votes in the various states. Alternatively a player can pay for a support organisation in a state which will multiply any votes gained in that state, or buy additional key supporters to have more pawns that can be moved, or buy flights to specific states, to allow a much needed visit. Various political issues become 'hot' during the game and each candidate has a different standing on the various issues. During the finale, the election itself, candidates drop out one at a time with the votes from states won by dropped out candidates going to the candidate with next most votes in that state.

 

Scarabs And Scorpions. Published by Gamealogical Institute. 2008. Box. Good. £8

Designer: Tony Ripley. No. players: 2-4. Country: American. Duration: 15 mins.

Dice game which uses 3 scarab dice and one scorpion die. Various combinations score points, and rerolls are permitted, with the scorpion die potentially being able to be used by opponents to hurt your score after you have rolled.

 

Serenissima. Published by Euro Games. 1997. Box. Fair. £10

Designer: Dominique Ehrhard & Duccio Vitale. No. players: 2-4. Country: French. Duration: 3 hrs.

Special Notes: Box lid and base water damaged. Smaller patches of lid picture and lots of the base picture are flaking off. Contents good, except German rules

Excellent strategic game of trading and / or piracy in the Mediterranean. Reprinted as Mediterranee. Players represent a merchant family during the Renaissance and attempt to balance the needs of trading and open commerce versus piracy. Players create and send out a fleet of ships to trade various commodities around the Mediterranean while also keeping well manned ships to attack and defend against other players' fleets. Very good game with wonderful pieces - it looks fantastic during the game. Recommended.

 

Sigma File. Published by Condor. 1973. Box. Good, but box show wear, corners taped. £12

Designer: Eric Solomon. No. players: 2-4. Country: British. Duration: 75 mins.

Rare first edition. A fascinating game, especially for the sneakier amongst you. Players 'bid' secretly for control of spies, with the aim of controlling a spy long enough to get the Sigma File home. Trouble is, you only have a fixed budget and once you have spent the money on an agent it is spent, and if someone has spent more, they will control that agent, not you. You can spend more to regain control but that leaves you very short of cash to control the other spies in the game. As well as moving spies around you can use them to eliminate other spies as well, which costs you influence. Very clever. The board in this edition is much clearer and easier to use than the later edition.

 

Silk Road. Published by Z-Man Games. 2006. Box. In shrink. £14.50

Designer: Bruno Faidutti, Ted Cheatham. 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.

 

Skip-Bo. Published by Waddingtons. 1989. Box. Good. £5

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

Card game, 162 cards made up of 12 sets, each numbered 1 to 12, and 18 wild cards. Based on the traditional game Spite & Malice. Players each have a pile of cards and the objective is to be the first to empty their pile. Each turn a player draws 5 cards and then plays them onto the central building piles which must be built up from 1 through to 12, and can use cards from discard piles to help this. Any unplayable cards are then placed onto their four discard piles as they desire. Rules include a partnership variation as well as a shortened version.

 

Solotaire. Published by Milton Bradley. 1973. Box. Good. £2.75

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

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

 

Sorcery Adventure Game Book Series.

Author: Steve Jackson. No. players: 1. Country: British.

Fighting Fantasy solo adventure books. You don't need to own all the books in the series to play, but can carry your character forward if you do. This is a paragraph based fantasy adventure book in which after setting up some basic character stats you read a paragraph telling you what is going on and then you decide what to do next and turn to the appropriate page. Includes a spell system.

Sorcery 1: The Shamutanti Hills. Published by Penguin Books. 1983. Excellent. £3.25

Sorcery 2: Khare - Cityport Of Traps. Published by Puffin Books. 1985. Good. £2.25

Sorcery 3: The Seven Serpents. Published by Puffin Books. 1984. Good. £1.75

Sorcery 4: The Crown Of Kings. Published by Puffin Books. 1985. Good. £2.25

Sorcery: The Sorcery Spell Book. Published by Penguin Books. 1983. Excellent. £5.50. This book is rarer than the adventure books themselves, and contains details of the 48 spells which can be used in the adventure books. It is a very useful book to have if you intend to play the series as you won't need to keep referring to the spell pages at the back of each book, and will have access to all the information about the spell system in one place.

 

Space Alert. Published by CGE. 2008. Box. In shrink. £27

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 Dealer. Published by Eggert Spiele. 2006. Box. 2 copies available:

1) In shrink. £11      2) Excellent. £10

Designer: Tobias Stapelfeldt. No. players: 3-4. Country: German. Duration: 30 mins.

An unusual and intriguing take on the theme of merchants trading in space. Players start with a power generator and basic factories on their home planet and race to deliver goods to either neutral planets or their opponents' planets. In addition research can be done to improve factories etc. Every action, however, has the cost of flipping over an empty sand timer, and each player only has two sand timers, so when both are running you can only plan what you want to do next, and must wait until one finishes before taking your next action. The game is timed and lasts precisely 30 minutes. A second set can be used to make the game playable by up to 8 players. Recommended.

 

Spectrangle 36. Published by Greystone Games Ltd. ca.1992. Box. Good. £5.50

Designer: Alain Fraser-Dackers, Maxwell Gordon, Lester Jordan.

No. players: 1-4. Country: British. Duration: 30 mins.

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

 

Spitting Image. Published by Parker. 1984. Box. Box shows wear, 2 corners taped. £0.80

Designer: Unknown. No. players: 2-4. Country: British. Duration: 90 mins.

TV related, based on the satirical show of the same name from that time. The game uses 6 large spitting image models of world leaders (eg. Reagan, Thatcher, Gorbachev), which the players control during the game. Players each have 3 secrets they don't want exposed, and if all 3 are exposed they are out of the game. Play involves choosing how far to move around a track, and actioning the space landed on. However, a journalist piece is also moved the same amount and if this lands on an opponent's playing piece one of their secrets has been discovered. However, it may not be exposed, as dirty tricks campaigns and blackmail may result in it staying secret. Money needs to be saved up for protecting yourself and attacking opponents.

 

Spree! Published by Cheapass. 1998. Packet. Good. £2.50

Designer: James Ernest. No. players: 3-8. Country: American.

Humorous game in which players compete to steal the most items from a poorly guarded shopping mall (or from each other). This is described as 'The Hong Kong Edition', and there are extra rules at the back labelled as The Hong Kong Rules. You will need to provide standard decks of cards, dice and pawns.

 

Spy. Published by Uberplay. 2004. Box. In shrink. £6

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

Card game in which players start with a pile of spy tokens and try to be the first to get them all into play. This is done by collecting cards which each show a symbol (eg. hat, black sunglasses etc) and a continent. Players draw cards and play them to the table revealing some of the cards they have, until they wish to place spies, which is done by discarding a number of cards showing the same symbol / continent and placing spy tokens on the central card showing that feature. However, the more spies already there, the harder it is to deploy another. Essentially a game of deciding how long you can afford to wait before playing a set - the longer you wait the better the reward unless someone beats you to it.

 

Spy Web. Published by Milton Bradley. 1998. Box. Excellent. £2.50

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

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

 

Stonehenge. Published by Titanic Games. 2007. Box. Excellent. £12

Designer: R. Borg, J. Ernest, B. Faidutti, R. Garfield, M. Selinker. No. players: 2-5. Country: American. Duration: 30-60 mins.

Special Notes: The rules to 4 additional games are included in this set

An unusual concept - this is a game kit, with a board showing the layout of Stonehenge with 5 giant trilithons as well as an inner horseshoe for stones and an outer ring which can be used in various ways. Each of 5 top designers has contributed a game to play with the set. There are also many additional sets of rules for new games available on the internet. The main games are: The High Druid (political majorities), Magic of Stonehenge (druids fight for supremacy), Auction Blocks (building the henge), Chariots of Stonehenge (alien craft race around the henge), Arthurian Ghost Knight (knights fight for their clan's honour).

 

Sudoku. Published by Waddingtons. 2006. Box. Good. £4.25

Designer: Unknown. No. players: 1-2. Country: British. Duration: 20 mins.

Very nice item for Sudoku fans - this is a chunky 29x29cm wooden board with 162 plastic number disks - half black, half white. The set comes with 100 Sudoku puzzles but it can naturally also be used with puzzles from other sources. There are rules for a couple of very basic ways to use Sudoku puzzles with 2 players one of which makes use of the included sand timer.

 

Summit. Published by Milton Bradley. 1961. Box. Good. £26

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

Cold war era game of military and economic dominance. The players are major world powers and each turn allocate resources to build military bases, steel mills or consumer goods factories in their various countries. VPs are gained by controlling foreign countries and for your consumer goods factories. Chips are gained to represent military, industrial and political achievements and can be spent to try to force opponents out of places you think they shouldn't be. There are also events to shake things up. The game's name comes from the summit events when much of the scoring takes place.

 

Swap. Published by Ideal. 1965. Box. Box corners split. £1.75

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

Very nice item, with a neat little gadget for reading 'secret' information on the cards. Players buy, sell and swap items, with an aim to accumulate a set total in cash and goods. Every exchange has some risk as only half the items are genuine, the rest being worthless fakes. A very nice example of a family game of the sixties, especially the rather good dollar-sign playing pieces.

 

Tacticum. Published by Gamealogical Institute. 2009. Tube. Excellent. £10

Designer: Tony Ripley. No. players: 2. Country: American. Duration: 20 mins.

Roman themed game in which the players move their legionnaires tactically around the battlefield in order to capture the enemy centurion. The game is played on a linen finish rolled up board showing a squared grid. The playing pieces are blank dice, except for the centurions who are represented by dice with roman numerals. Game play involves making use of special formations of legionnaires to make moves.

 

Truckin' Turtles. Published by Palladium. 1989. Book. Excellent. £1

Author: Jape Trostle, Kevin Siembieda. No. players: 2+. Country: American.

6 linked adventures for the Teenage Mutant Ninja Turtles RPG which take the characters from coast to coast across the USA.  Also compatible with Ninjas & Superspies and Heroes Unlimited.

 

Terakh. Published by Stoneplay. 2005. Box. In shrink. £14

Designer: Akhil Patel, Terence Wong. No. players: 2-6. Country: Canadian. Duration: 90 mins.

Played on polymorphic triangular boards, each of which is triangular gridded. This is a somewhat abstract science fiction / fantasy themed wargame. It uses dice to resolve combat, and makes use of magical abilities on the cards to allow unexpected tactics and clever play.

 

Texas Rollem. Published by Simply Fun. 2005. Box. In shrink. £12

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

Variation on Bluff / Liar's Dice with a bit of a Texas Holdem theme. The dice are Poker dice and there are both communal dice and a 'flop' of two dice after the show. Game play involves having your own dice under a cup which only you can see, and then making a bid for what you believe will be under all the cups (eg. 7 Jacks). Other players must then increase the bid or call it. After a call the player who was wrong loses some dice.

 

That's Life. Published by Ravensburger. 2005. Box. In shrink. £14

Designer: Wolfgang Kramer & Michael Kiesling. No. players: 2-6. Country: German. Duration: 30 mins.

Dice based game in which players roll and move one of their playing pieces along a track. However, the track is made up of tiles which have various values - some positive, some negative, and some which can make a negative tile positive. When moving off a tile if there is no other playing piece on it then you must take the vacated tile for good or ill. There are some neutral blocking pieces which help stop players rushing ahead and taking the good tiles, and also give you a chance to get off bad tiles safely. Light but fast moving and fun. This is an international edition. The German version is called "Verflixxt".

 

The Concorde Game. Published by Ideal. 1976. Box. Box base indented and lid corners taped. £4.75

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

Business game in which the players attempt to make money by flying Concorde between major world airports. In order to fly a player needs to gather passengers and crew and get permission to take off. This is done by moving a playing piece around an outer track, and deciding when the plane is full enough to warrant flying. Once flying, fuel must be paid for, and fuel prices fluctuate. It is possible to fly either subsonic (slow but less fuel used) or supersonic (faster but needs more fuel). In addition players can claim flight paths and gain money from other players who use parts of their flight paths. While your plane is in the air you can start getting the next one ready to fly. Nice Concorde miniatures.

 

The Game Of Authors. Published by Somerville. ca.1950. Box. Good. £4.75

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

Essentially a version of the card game Go Fish, in which players take it in turn to call for a particular card from another player, with the objective being to collect sets of 4 of the same card to score points. This set has 20 colour printed cards each showing a famous author and one of the books / plays of that author. Nice period item.

 

The Hellgame. Published by Udo Grebe Gamedesign. 2003. Box. Good. £22

Designer: Anders Fager, Lars Johansson. No. players: 2-6. Country: German. Duration: 3 hrs.

Board game of diplomacy and intrigue set in Hell! Each player takes the role of a triumvirate of daemons who seek power. The winner is the first player to claim control of one of the circles of Hell, and have Lucifer ratify the claim. The game uses a board and counters to show the current state of the infernal struggle, while cards with special powers and abilities are played to perform spells and dirty tricks. The cards have suitably sinister artwork. The game is rated for 15+ years of age due to the subject matter.


The Legend Of The Lone Ranger. Published by Milton Bradley. 1980. Box. Good. £3.25

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

Special Notes: Box corners taped but contents unpunched

TV related, with a very unusual insert that is part of the game because it is, in effect, an adjustable 'Wanted Posters' display board and keeps track of the current reward on offer. Players travel the board looking for Bad Bob, Mean Gene and other notorious outlaws. Play involves collecting wanted posters and confronting outlaws. Each time an outlaw escapes capture, the reward on his or her head is increased making it more profitable to go for them.

 

The Lord Of The Rings Card Game: Khazad-Dum Expansion. Published by Fantasy Flight Games. 2011.

Box. In shrink. £18.50. Designer: Nate French. No. players: 1-2. Country: American. Duration: 1 hr.

Major expansion for this Living Card Game. You will require the core set to make use of this. The set includes 165 cards which include new Dwarf heroes, assorted cards for your play decks and three new scenarios set in the dark and dangerous Moria.

 

The Phantom League. Published by Tuonela. 2010. Box. New. £32

Designer: Timo Multamaki, Henri Sareskivi. No. players: 2-6. Country: Finland. Duration: 2 hrs.

Inspired by David Braben's classic computer game, Elite, the players are captains of merchant spaceships, starting with no reputation and minimal money and equipment. As the game proceeds, the players make their name and fortune by trading, piracy, exploring new systems and even attacking your rivals. The game makes use of a modular board (to ensure it is different every time), card based game play, a wide variety of options and both cooperative and competitive aspects.

 

The Scrabble Book. Published by Treasure Press. 1990. Book. Good. £1.50

Author: Gyles Brandreth. Country: British.

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

 

The Simpsons Cluedo. Published by Waddingtons. 2001. Box. Good. £4.25

Designer: Anthony Pratt. No. players: 3-6. Country: British. Duration: 1 hr.

The Simpsons themed edition of the classic murder mystery game Cluedo. The board features locations from the TV show and pewter miniatures of the Simpsons characters and Simpsons related murder weapons (eg. a poisoned donut and a slingshot).

 

The Truckers. Published by Pigphone. 2008. Box. 2 copies available:

1) New. £16      2) Excellent. £15

Designer: Kai Fujiwara. No. players: 3-5. Country: Japanese. Duration: 40 mins.

The players are competing truckers and the objective is to earn as much money as possible. This is done by using cards to move your truck around the city and pick up goods. At the end of each phase it is possible to get an extra truck, which can give you more opportunities, but can also give penalties at the end of the game. Be assured that this is not a standard pick up and deliver game. Includes v1.5 rules and 'Tuning upgrade kit'.

 

Thoughtwave. Published by Intellect. 1974. Box. 2 copies available:

1) Good but 2 corners taped. £4.75        2) Good. £5.50

Designer: Dr. Eric Solomon. No. players: 2. Country: British. Duration: 20 mins.

Tile laying strategy game, one of the rarer Intellect games and one of their best (in what was an outstanding series of games). Each player has 24 tiles with which to build a line, either from North to South or East to West. Naturally, these must cross at some stage. A surprisingly small board (10x10) and the very limited number of tiles makes this as strategic a game of this type as you will find.

 

Tichu. Published by Abacus Spiele. 1998. Box. In shrink. £3.50

Designer: Unknown. No. players: 3-10 (4). Country: German. Duration: 1 hr.

Card game set with rules to several games, including a game very similar to Kariere Poker / The Great Dalmuti for up to 10 players. However, the main event is Tichu itself which is an excellent four player partnership game played with a standard deck of cards plus four special cards. It is a 'climbing' game, which means that players play a particular type of combination (eg. pair or run) to a trick, but subsequent players can only play higher sets of the same type. The highest played wins the trick and leads to the next one with the objective of getting rid of all your cards. Sounds simple, but there are quite a few extras which make this great and a different challenge every hand. My favourite card game, so highly recommended.

 

Ticket To Ride The Heart Of Africa. Published by Days Of Wonder. 2012. Box. In shrink. £16

Designer: Alan R. Moon. No. players: 2-5. Country: American. Duration: 1hr.

Expansion for Ticket to Ride - you will need one of the base sets in order to make use of this. This set provides a map of Africa, and a new concept: terrain cards, which can be used to increase the value of claimed routes.

 

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

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

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. This set provides dice which replace the train cards from the base game. 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.

 

Timbuktu / Tombouctou. Published by Queen Games. 2006. Box. 2 copies available:

1) Timbuktu. Excellent. £11.50        2) Tombouctou. In shrink. £13.50

Designer: Dirk Henn. No. players: 3-5. Country: German. Duration: 60 mins.

An unusual game in which players start with a caravan of camels loaded with various goods, and these camels move across the board towards Timbuktu. However, along the way there are thieves. Each player has part of the information about what the thieves want and in which part of the board they will appear, and more information is gained as the game goes on. Thus through logical deduction and tactical movement of your camels you aim to have the most valuable goods when the caravans reach Timbuktu. Previously self published by the author.

 

Totem. Published by Ludarden. 2010. Box. Excellent. £11

Designer: Philippe Proux. No. players: 2. Country: French. Duration: 10 mins.

Wooden game with very attractive playing pieces which have holes through them in several directions so that they can be added to five vertical poles with different heights. Playing on top of an opponent's piece means you must play again. Pieces cannot be placed so that they extend beyond the top of a pole. When no more pieces can be placed the player with more pieces at the top of the five totems wins.

 

Trick ‘R Treat. Published by Rio Grande. 1998. Box. Excellent - cards in shrink. £1.50

Designer: Oliver Igelhaut. No. players: 3-6. Country: American. Duration: 20 mins.

Card game which also uses 8 special Jack-O-Lantern dice and a timer. A light but intense game for the quick of eye as you have to spot which pumpkin face symbols on the dice match those on cards in your hand and the symbols are all pretty similar.

 

Trinity. Published by Intellectual Pursuits. 1986. Box. Good. £8

Designer: Jeremy Shaw. No. players: 2-3. Country: British. Duration: 20 mins.

Special Notes: Originally included drinks coasters - no longer present

Abstract game packaged in a triangular sleeve. The game is about the placement of triangles on to a triangular board with the objective being to capture four pieces of one colour.

 

Uncle Chestnut's Table Gype. Published by Eternal Revolution. 2010. Linen Bag. Excellent. £10

Designer: Paul & Christopher Nowak. No. players: 2-4. Country: American. Duration: 30 mins.

Abstract game which uses 32 custom dice. The objective is to get all 8 of your dice across the board to the other side. Each die shows a different symbol on each face, and each symbol indicates a different move can be made with it. Rather than moving a piece a die can be rerolled - very useful if what it currently shows permits no useful move. Thus the game is a sort of Halma, but with a great deal more variety in play. The name and quotes in the rules are inspired by H.G. Wells and G.K. Chesterton.

 

UWO. Published by Elven Ear Games. 2004. Box. In shrink. £4.25

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

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


Valdora. Published by Abacus Spiele. 2009. Box. Excellent. £26

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. Box. 2 editions available:

1) Published by Elfin Design. 1988. Good. £4.75

2) Published by Parker. 1990. Box. Box shows wear. £1.50

Designer: Unknown. No. players: 2-4. Country: British. Duration: 45 mins. Desc. by Eamon.

Players' gangster pieces must negotiate the track on the board, and get safely back to base. The gangsters are hit if a very large rotating wheel is spun and ends up with one of two hit men pointing at one of your gang. Really a parcheesi / ludo variant, but the rotating hit men do make it great fun and add a lot of atmosphere.

 

Warcraft The Board Game. Published by Fantasy Flight Games. 2004. Box. In shrink. £12.50

Designer: Kevin Wilson. No. players: 2-4. Country: American. Duration: 75 mins.

Board game version of the popular PC strategy war game of the same name. Players take control of an army of either night elves, humans, orcs or undead and seek to efficiently harvest wood and gold and build a strong base, and then set out to conquer and destroy all in their path! The game uses a geomorphic hex board, wooden components, quests, and experience cards.

 

Whist. Published by George Bell. 1890. Book. Good. £8.50

Author: William Pole. Country: British.

Hardback, 17x12cm, 104 pages. An informative treatise on the 'Modern game of Whist', only recently formalised in Laws at the time. The book covers: General Views, Precepts Resulting from Calculation & Reasoning, Details of Play, Practice and the Results of Observation, Application of the Rules in Practice, Special Examples of Play, Glossary. There are many interesting adverts of the time at the front and back of the book too.

 

Wordsworth. Published by Spear's Games. 1989. Box. Good, but 1 box corner taped. £1

Designer: Hornswoggle Games Inc. No. players: 1-4. Country: British.

Word game. The board is a wipeable crossword grid with numbers 1-6 in the corners of each white square, some blanked out squares and some bonus point squares. In their turn players roll the dice and add that many letters to the board. There are no letter tiles - you just write in whatever letters you like, but exactly the number rolled and you score the points on the spaces for all new words so created.

 

World Game Review Magazine. Published by Michael Keller.

Author: Michael Keller. Country: American.

Published on an irregular basis, and aimed at those with a sophisticated interest in mainly abstract games and puzzles. However it always included many reviews of games in each issue and lots of info about the mathematics of games. I will give 10% off if you buy them all. Main articles listed by issue:

Issue 01. 1983. Good. £1: Book Reviewa, The Mathematics of Risk, Cryptofile, Word Play, Guillotine by Scott Marley, Lost & Little Known Games, Mathematical Puzzles, Backgammon Openings Reconsidered.

Issue 02. 1984. Good. £1: Morra-Board, Hearts, Avalanche Chess, Matter & Anti-Matter, Latino, Super Crazy Eights

Issue 03. 1984. Good. £1: Avalanche Chess, new shapes for Rubik's Snake, Polycubes, Orion, Banana Boat, Reversi

Issue 04. 1985. Good. £1: Dice games, Advanced Cubology, Avalanche Chess, Collective Hangman, Yahtzee Technical Analysis.

Issue 05. 1985. Excellent. £0.75: Advanced Cubology, Polyhexes, Hexominoes, Ultima, Realm, Risk, Solitaire Lap, Traffic Lights, Tenpenny

Issue 06. 1986. Good. £1: Cube tips, Postal gaming, Postal Eleusis, Ultima, Free Choice Chess, Can't Stop Technical Analysis, Index to first 6 issues

Issue 07. 1987. Excellent. £0.75: Domino puzzles, Hexominoes, Free Choice Chess, Ultima

Issue 08. 1988. Excellent. £0.75: Ultima, Lachaino, New problems in Peg Solitaire

Issue 09. 1989. Good. £1: Special Issue devoted to 82 years of Polyomino shape puzzles, Pentominoes.

Issue 10. 1991. Excellent. £1.50: Specially large issue devoted to chess variations with rules and sample games, games reviews, bibliography and index.

Issue 11. 1992. Excellent. £0.75: Best abstract games to play on boards 3 x 3, 4 x 4 or 5 x 5 squares, Peg Solitaire, Castawords

Issue 13. 1998. Excellent. £0.75: Giza Solitaire, Black Spy, The Game of Y, many more reviews than usual of commercial board games, Chess variants updated

 

World Of Lone Wolf 2: The Forbidden City. Published by Beaver Books. 1986. Book. Good. £2.75

Author: Ian Page, Joe Dever. No. players: 1. Country: British.

Solo fantasy adventure game book, which uses the paragraph system made popular by the Fighting Fantasy series of books. This is book 2 of The World of Lone Wolf series in which you are Grey Star the Wizard. You don't need the other books in the series to play, but you can take your character onto the next book in the series if you do have them. Your objective is to find the legendary Moonstone and throw down the evil Wytch-king. This book takes you through the Forbidden City, where you can be sure the Wytch-king's minions will dog your every move.

 

Weltenbummler / Worldbeater. Box. 2 editions available:

1) Weltenbummler. Published by Hexagames. Country: German. 1989. Good, but corners taped. £8
2) Worldbeater. Published by Intellect. Country: British. 1975. Good, but corners taped. £13

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

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

 

Yali. Published by Jumbo. 1996. Box. Good. £5.25

Designer: Claus A. Harttung. No. players: 2. Country: Dutch. Duration: 20 mins.

Intriguing game of balance and tactical movement played on a board with a built in see-saw. After each move you may play again unless the board tips towards your opponent in which case they can move. The objective is to get all your metal balls to the other side of the board. Attractively produced with a large see-saw playing area and large steel ballbearings.

 

Zauberschwert & Drachenei. Published by Adlung Spiele. 2003. Box. Good. £3.50

Designer: Jochen Schwinghammer. No. players: 2-4. Country: German. Duration: 45 mins.

Each player is a mage, and each round there are two locations to visit, or a mage can stay at home to recover additional magical energy. The locations could contain a magic spell which will give your mage new powers, or part of an artifact (very valuable when complete, and can be traded with other players), an orb which gives additional magical energy, a monster which mages can defeat either alone or cooperatively, or a holy site which grants VPs. All this in a single deck of cards.

 

Zenix. Published by Gigamic. 2000. Box. Good. £10

Designer: Jurgen Heel. No. players: 2-3. Country: French. Duration: 20 mins.

As usual with Gigamic, the game is produced using chunky wooden pieces and a wooden board. The pieces are hexagonal cross section logs in the player colours. These are placed onto an indented board and then on top of each other to eventually form a pyramid. The objective is to create the longest unbroken chain in your colour while taking opportunities to stop your opponents from doing the same.

 

Zooloretto. Published by Rio Grande Games. 2007. Box. Excellent. £17

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

Spiel des Jahres 2007. This is based on the excellent card game Coloretto. Each player has a Zoo playing board and drafts animals which must be placed into pens - each pen can only hold one type of animal, and there are quite a few more types of animal than you have pens for.  Any animals who don't go in pens will count against you. It is possible to earn action tokens which can be traded in to move animals, or switch them around or get rid of unwanted animals. Recommended.

 

 

Terms and Conditions

 

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