MNG-AJM Games and Collectibles


Dec 2009 Catalog


100 Indoor Games You Can Play. Published by Guild Publishing. 1988. Book. Excellent. £3.50

Author: Unknown. Country: British.

Hardback with dustcover, 20x13cm, 283 pages. A collection of indoor games with many diagrams throughout.  The games covered are categorised as follows: Card Games for 1 (13), Card Games for 2 (15), Card Games for 3 (5), Card Games for 4 (12), Card Games for 5+ (7), Party Card Games (7), Banking Card Games (10), Board & Tile Games (10), Dice Games (15), Roulette.


1861: Railways Of The Russian Empire. Published by JKLM. 2006. Box. In shrink. £32

Designer: Ian D. Wilson. No. players: 3-5. Country: British. Duration: 4 hrs.

18XX Railway game set in the Russian Empire. In this game there are 16 minor companies which are put up for auction during stock rounds. Minor companies get the opportunity to merge or convert into major companies.  There is also a non-player controlled government railway: the Moscow - St Petersburg line.  Amusingly players are competing to be 'the first against the wall when the Revolution comes'!


1996 Ludography. Published by SFCP. 1996. Booklet. Excellent. £1.25

Author: Theo Clarke, Paul Evans. Country: British.

Softback, A4, 16 pages. A compendium of games published in 1996.  A very detailed reference work. For each game the title, publisher, designer, components types, category. No. players, age range,  and RRP are listed along with other notes.  Roughly 250 games are listed in this way.


25 New Games To Be Played With Lexicon Cards. Published by John Waddington Ltd. 1935. Book.

Good. £6. Author: Alex T. Hasler. Country: British.

Hardback, 13x8cm, 75 pages.  A collection of 25 games which can be played with a set of Lexicon cards.  Lexicon was a very popular card game which uses letter cards.  The games here are varied, but include assorted games which are normally played with playing cards, but here are ingeniously adapted to word play - eg, Bridge, Poker, Cribbage.  Other games make more obvious use of the letter cards in assorted ways.  If you don't have a Lexicon set let me know - I normally have one available.


6 Nimmt. Published by Amigo. 1994. Box. In shrink. £7

Designer: Wolfgang Kramer. No. players: 2-10. Country: German. Duration: 45 mins.

Card game with 104 playing cards numbered 1-104.  As well as the number, each card shows 1-5 bulls’ heads, which are penalty points.  Each round players simultaneously choose cards to play, and then reveal.  The cards are added to rows lowest first, but a 6th card in a row forces you take all those already in a row as penalty points.  Fun light game, which has proved very popular, and won the well regarded Deutsche Spielepreis in 1994.


A Line In The Sand. Published by TSR. 1991. Box. 2 copies available:

1) Good. £12     2) Excellent. Box excellent except very slight corner damage, contents unpunched £14

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

Wargame set in the Persian Gulf in the early 1990s.  There are two versions of the game, a basic game for less than 5 players in which military might wins the day and players take sides in the war depending on the number of players.  The advanced game is for 6 players and is a diplomatic game in which politics and persuasion come to the fore as well as military might.  Various actions on the parts of the players can throw the region into war, and diplomatic messages can be sent secretly. The board is large and attractive, showing the various countries and important sites such as oil wells and air bases.  About 300 counters many of which stand up in bases are included.


A Simpler Way To Better Bridge. Published by Halstead Press. 1968. Book.

Good, but dustcover slightly faded. £1.50.

Author: Douglas Maxwell. Country: Australian. Special notes: Ex-library copy

Hardback with dustcover, 22x14cm, 141 pages. This Contract Bridge book is intended to take the novice or casual player and go through the fundamentals in an easy to follow step by step way, describing an easy to learn bidding system, and improving hand assessment as well as many other important Bridge skills.


Aapep. Published by Cambridge Games Factory. 2007. Plastic Box. New. £5.50

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

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


Agricola: Farmers Of The Moor. Published by Z-Man Games. 2009. Box. In shrink. £30

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

Expansion for the Deutscher Spielpreis 2008 winning game. You will need the base game in order to play.  Using this expansion the playing boards start with forest and moor spaces and additional actions are available to use / convert these. Fuel is now also required each harvest, and new major and minor improvements are available to this end.  Horses are also added as a new animal type.


Airships At War. Published by Sierra Madre Games. 2007. Packet. New. £16

Designer: Phil Eklund. No. players: 1-2. Country: American. Duration: 1 hr.

Solitaire or two player game of zeppelins in WW1 and the Pacific.  This set combines two previous games: Luftschiff and ZRCV into a single set.  The game has a 26 page rules booklet, but this includes 17 scenarios, designers notes and some optional rules.


Airships At War: Riesenflugzeugabteilungen. Published by Sierra Madre Games. 2005. Packet. New. £1.50

Designer: Phil Eklund. No. players: 1-2. Country: American. Duration: 1 hr.

Expansion set for Airships At War, which you will need to make use of this. Solitaire or two player game of zeppelins in WW1. This expansion introduces the giant aircraft wing of the German Air Force, and the multi-engined bombers of the Great War.


All About Marbles And 20 Games To Play. Published by G.P. Printers. ca.1980. Booklet. Excellent. £2

Author: House Of Marbles. Country: British.

Softback, 11x10cm, 16 pages.  A mini guide to marbles which includes a little history and general information and then describes 20 games you can play with them. A nice little present for a youngster with lots of marbles but few ideas what to do with them.


Amazonas. Published by Kosmos. 2005. Box. Excellent. £17

Designer: Stefan Dorra. No. players: 3-4. Country: German. Duration: 1 hr.

Colourful board game in which the players collect a variety of flora and fauna specimens for their collection.  In order to do this each explorer must travel by jungle train or canoe from one village to another extending their network of known villages. Arriving at a village after other players makes it more expensive to set up there.  Money is gained by card play, and by taking into account each round's event card.  The player with the best collection at the end of the game wins.


American Football Card Game. Published by Waddingtons. 1986. Box. Box shows wear. £0.50

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

Card game, with 40 cards representing 5 of the top American Football teams. A variation of the traditional playing card game Sevens, in which a specific card in each suit must be laid first, then specific ones either higher or lower and so on. The card mix includes some wild cards, and the objective is to get rid of all your cards. Extra large cards.


Armoured Wargaming. Published by Patrick Stephens. 1988. Book. Good. £8

Author: Bruce Quarrie. Country: British.

Softback, 22x13cm, 136 pages. Subtitled: A detailed guide to model tank warfare. There are many photographs throughout. The chapters cover: Tank design and evolution 1916-39; Tanks of WWII; Tanks since 1945; Tanks in Action; Playing Rules.


Babylon. Published by Bütehorn Spiele. 1982. Box. Good. £7

Designer: Walter Wolf Windisch. No. players: 2. Country: German. Duration: 20 mins.

Strategy game played on a 5x5 grid with the object being to construct three towers in a line in a specific manner. Players take it in turn to place or move the tower components, which come in top, bottom and middle sections in each player's colour. Tower sections can be moved and or jumped by the player who owns the top piece.  Very nicely produced.


Berserker. Published by Flying Buffalo. 1981. Box. Good - counters unpunched. £7

Designer: Fred Saberhagen & Richard Loomis. No. players: 2. Country: American.

Science fiction combat game based within the Berserker World created in a series of novels by Fred Saberhagen. One player is the planet-levelling Berserker and the other is the humans trying to stop the relentless assault. The basic rules cover 5 pages of A4, and there are another 2 pages of optional rules.  The Berserker has a crew of 18 robots and can split itself to form cruiser attack ships, while the humans also have cruisers as well as heavy artillery ships and ramming ships which allow the humans to board the Berserker and attack from within.


Bill Oddie's Great Bird Race Game. Published by Bamar Games. 1988. Box. In shrink. £7.50

Designer: Alan Davies, Nigel Platt, Robert Smith. No. players: 2-6. Country: British.

Players drive to the various locations on the board and practice some ornithology by picking up a bird card for that location.  These cards vary in value according to the bird's rarity.  Sometimes very rare birds appear at certain locations and can be claimed by whoever gets there first.


Brainline. Published by Palitoy Bradgate. ca.1983. Box. Good. £2

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

Strategy game in which the players try to get their 4 pegs into a straight line with no opposing pieces in between.  The game is played on a hexagonal grid. Pieces may be moved any distance in a straight line, but cannot jump another peg or land on another peg.


Bridge At A Glance. Published by Thomas De La Rue. 1905. Book. Good. £10

Author: W. Dalton. Country: British.

Hardback, 17x11cm, 100 pages.  The book consists of an alphabetical synopsis of Bridge, along with the laws of the game.  So a sort of mini Bridge encyclopaedia really.


Bridge: Modern Bidding. Published by Faber & Faber. 1961. Book. Good. £1.60

Author: Victor Mollo. Country: British.

Hardback with dustcover, 19x13, 124 pages.  Intended for reasonably experienced Bridge players, this book outlines an approach to bidding rather than a particular system, although the author prefers Acol over most other systems.  The book covers: Minimum Openings & Responses, Limit Bids, 1NT, Strong Rebids, Reverses, Forcing Take-Out, Slams, 2 Bids, Pre-emptive Bids, Defensive Bidding, Free Bids, Protection, Lead-Directing Doubles, Sacrifice Bidding, Deception.


British Square. Published by Gabriel. 1978. Box. 2 Box corners split. £1

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

Players take it in turns to place pieces on a 5x5 grid.  However, no piece can be placed so that it is orthogonally adjacent to an opposing piece, so this quickly limits what moves are possible.  Several rounds are played and the score for a round is the difference in the number of pieces the players managed to place.  The game is named after the defensive infantry formation used by the British against Napoleon, though this has precious little to do with the game!  Chunky tactile pieces and board.


Buccaneer. Published by Queen Games. 2006. Box. In shrink. £8

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

Pirate themed game in which each player starts with 5 pirates of different strengths, and there are three ships to be plundered.  Each ship card specifies how large a group of pirates is needed to overcome its defences, what its booty is, and what the bonuses are for pirate captain and first mate.  Each turn a player either sends a group of pirates they captain to board a ship and claim the booty, or they recruit a pirate from another player.  Only when all three ships have been boarded do three more appear  At the end of the game there are bonuses for the most successful pirate captains before counting booty.  The game offers interesting tactical choices and is good fun too.  A nice mix, and so recommended as a light game.


Build-Up. Published by Elliott. ca.1987. Box. Good but box edges show wear. £11

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

Rare promotional business game, made for a housing construction company. Eamon noted that it was designed and printed by Games Workshop, though nothing on the box or contents indicates this. Players race to be the first to build a 10 storey building in the centre of the board.  Game play involves moving around a track, and when enough money and resources have been acquired the player moves onto a more central track to obtain what is needed in the next phase of the building process.  A third (inner) ring is then moved to in order to complete the construction of the building itself.  Players must manage their money well, and should calamities occur part constructed buildings can be mortgaged.


Bunkered!. Published by Wellingtons Ltd. 1987. Box. Good, but 1 corner taped. £0.50

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

A 3-D golf themed puzzle.  This consists of 8 cubes (3.5cm a side) each side showing a section of a golf course. The objective is to assemble the cubes so that they show the same golf course twice over the various faces. Comes with a solution sheet.


By Jove. Published by Aristoplay. ca.1980. Box. Good. £1.25

Designer: Jan Barney Newman. No. players: 2-6. Country: American.

Family game very much influenced by Monopoly (track on outside of board around which players travel, pay gold to a player who owns a Hero space, various ways to Go To Hades, etc), but with a number of different ideas thrown in as well, such as god spaces offering protection on your next roll, but objecting to doubles.  Very attractive board.  The game also includes a book giving a brief account of various classic myths written by Zibby Oneal.


Card & Table Games. Published by George Routledge & Sons. 1898. Book. Good. £19

Author: Prof. Hoffmann. Country: British.

Hardback, 21x15cm, 650 pages. Second edition - enlarged. An excellent attempt to collect together rules for card & table games of the time, and with contributions from many experts. The book covers the following: All Fours, Baccarat, Bezique, Blind Hockey, Boston, Brag, Cassino, Catch The Ten, Commerce, Cribbage, Ecarte, Euchre, Faro, Hearts & Heartsette, Lansquenet, Loo, Napoleon, Newmarket, Ombre, Patience (x18), Piquet, Poker, Pope Joan, Quinze, Ranter Go Round, Rouge Et Noire, Slobberhannes. Solo, Speculation, Spinado, Spoil Five, Thirty One, Vingt-Un, Whist, Bridge,  Backgammon, Bagatelle, Billiards, Chess (130 pgs), Dominoes, Draughts, Go-Bang, Halma, Morelles, Reversi, Roulette.


Catan Histories: Struggle For Rome. Published by Mayfair Games. 2006. Box. Excellent. £23.50

Designer: Klaus Teuber. No. players: 3-4. Country: American. Duration: 90 mins.

Settlers of Catan based game, but with lots of new ideas making this very different, and well worth trying for fans of the series.  In this game the players each have two Germanic tribes which can roam Europe looking for prime locations to gain resources from and weak looking cities to plunder.  Eventually it will be worthwhile for these tribes to settle and build their own kingdoms, which will provide greater victory points though less flexibility.  Once settled, tribes can only expand outwards from their current cities in a somewhat limiting way. First to 10 VPs inherits the glory of Rome.  Nicely produced with lots of plastic miniatures.


Channel X. Published by Pepys. 1964. Box. Box edges show wear. £7

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

Special notes: Cards show light wear.

Card game, 52 cards plus 12 smaller cards and a quantity of play-money. Made in the infancy of commercial television - the new competition to the BBC. Players attempt to fill their schedules with a mix of programmes

and advertisements.


Chronology. Published by Gibsons Games. 2001. Box. Good. £13

Designer: Harold Johnson. No. players: 2-8. Country: British. Duration: 30 mins.

An excellent game for the family or as an end of evening game with gamers, and in my opinion the very best 'trivia' game there is.  The game consists of a large number of cards each with an event on it eg. 'The CD was invented by Philips & Sony'. and a year (1983 in this case).  Players take turns having an event read out to them, but rather than trying to guess the year, instead they simply have to place it in the correct gap between other events they have collected so far!  Thus one event could be hard for one player to place while very easy for another.  The first player to have 10 correctly positioned cards wins.  Great fun and highly recommended.


City And Guilds. Published by JKLM Games. 2004. Box. In shrink. £18

Designer: Steve Kingsbury. No. players: 3-5. Country: British. Duration: 90 mins.

City building game in which players place building tiles into various regions on the board.  Players have a hand of building tiles and get to draft new ones.  Most of the buildings are associated with one of 4 guilds, and placing these in such a way that they are in line of sight of other buildings of that guild enhances the power of that guild at the end of the game.  Also some buildings allow men to be placed on them and others give the player influence over the guilds.  When a block is fully built then players score for 1st-3rd most men in the block and also for 1st-3rd most influence in the most important guild in that block.  At the end of the game there are large bonuses to players who control the guilds.  Recommended.


Coloretto. Published by Abacus Spiele. 2003. Box. In shrink. £6.50

Designer: Michael Schacht. No. players: 3-5. Country: German. Duration: 20 mins.

Neat card game in which players collect cards.  The cards come in seven different colours and the value of a set of cards goes up in a triangular sequence (ie. 1 card -> 1VP, 2->3, 3->6, 4->10 etc), however only the biggest three sets count positive, with other colours counting against your score.  The way cards are collected is fast but interesting: a player can either claim a pile of cards or draw a card unseen and add it to a pile.  This is repeated several times and then the players' collections are scored. It sounds too simple to be good, but works surprisingly well. Highly recommended.


Condottiere. Published by Euro Games. 1994. Box. Good. £10

Designer: Dominique Erhard. No. players: 2-6. Country: French. Duration: 1 hr.

Notes: Large box edition.  Would be excellent, except there is a taped tear along top edge of the box lid.

Card game with a map showing provinces in Renaissance Italy. The object of the game is to control four connected provinces. Play involves using numbered cards to make the highest bid for a given territory. However, various special effect cards shake the contests up to add variety and keep the players guessing.  This was voted French Game of the Year.


Contract Bridge For Beginners. Published by Methuen. 1981. Book. Good. £0.40

Author: Charles H. Goren. Country: British.

Softback, 18x12cm, 152 pages. Bridge book which introduces Charles Goren's Point Count system of bidding.  The book covers: Mechanics of Bidding, How to Score, What Shall I Bid, Responses to Opening Bids, Rebids by Opening Bidder, Defensive Bidding, Penalty Doubles, Slam Bidding, Getting to Game, Play of the Hand.


Da Vinci Code. Published by Winning Moves. 2004. Box. Excellent. £10

Designer: Eiji Wakasugi. No. players: 2-4. Country: German. Duration: 15 mins.

A quick and light game of deduction using stand-up tiles numbered 0-11 in black and white. Players start with some tiles which they keep hidden but ordered.  Players take it in turn to guess the identity of other players' tiles, with more tiles getting added to their sequences as the game goes on.  Some clever ideas. The winner is the player who is last to have any of their tiles still hidden.


Dash-in Dungeons. Published by Wednesday Night Games. 2007. Box. In shrink. £27

Designer: Mark McPherson. No. players: 2-5. Country: Australian. Duration: 1 hr.

Fantasy adventure dungeon exploration game which uses 491 cards to drive the game.  Using these 7 different adventures can be played.  The cards are used to build the dungeon map, as well as representing skills, equipment, traps, monsters, magic items and more. One player acts as the Dungeon Master, and the others run the adventurers. No dice, pens or paper required.


Die Erbraffer. Published by Ravensburger. 1994. Box. Excellent. £9

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

Unusual but great theme for a game - the board shows 6 generations of a family tree, with many intermarriages.  Play progresses through the generations and players play cards to alter the fortunes of the various family members in the current generation in terms of money and valuable heirlooms.  As time passes a generation dies and the wills are found and the goodies pass onto the next generation, though often new wills may be found redistributing the wealth.  The objective is to end up with as much of the valuables ending up in the possession of various of your (secretly owned) family members dotted through the ages, or your secret heir in the year 2000.  For £4 extra I can print and laminate a set of cards in English to ease gameplay.


Doctor Who Puzzle Book. Published by Magnet. 1985. Book. Good, cover shows some wear. £3.50

Author: Michael Holt. No. players: 1. Country: British.

Softback, 18x11cm, 95 pages.  Puzzle book written as a series of mini Doctor Who adventures in which the Doctor and his assistant, Peri come across lots of puzzles which the reader can solve.  Answers are included at the back. The cover features Colin Baker.  Very nice item for Doctor Who fans, especially those who like word puzzles, codes and logic puzzles etc. The book is intended for older children.


Dominating Dominia. Published by Wordware Publishing. 1996. Book. Excellent. £1.50

Author: George H. Baxter. Country: American.

Softback, 23x15, 211 pages.  Subtitled: A Type II Tournament Player's Guide for Magic: The Gathering.  The book intends to improve the deck construction and play skills of the reader, with particular consideration of type II deck construction and play.  The book is divided as follows: Deep Magic Recap, New Strategies, Fast Mana, Tier Theory of Deck Ranking, Confronting the Metagame, Transition of Type II, Disk Decks, Tome Decks, Millstone Decks, Powersurge & Manabarbs Decks, Zur's Weirding Decks, Winter Orb Decks, Stasis Decks, Changes in the Five Basic Decks, Misc. Tournament Decks, Card List with Spoiler.


Dominion: Seaside. Published by Rio Grande Games. 2009. Box. In shrink. £30

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

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


Double Or Nothing. Published by Uberplay. 2005. Box. 2 copies available:

1) In shrink. £9      2) Excellent. £8

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

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


Downfall. Published by Milton Bradley. 1977. Box. Good. £4

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

The players have between them a vertical playing board with slots for the playing pieces to slip down into gaps in wheels which can be rotated by either player.  The players take it in turns to turn a wheel as much as they wish in order to get their playing pieces to the bottom of the contraption so they fall out.  The first to do this with all of their playing pieces wins.  However, you can only see your side of the board, so you don't know how much you will be helping your opponent while helping yourself.


Edison & Co. Published by Gold Sieber. 1998. Box. Good. £9

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

Race game. Players race their odd vehicles around a track that is first laid out with discs which ensure the game will play differently each time - they represent movement bonuses and hazards.  Each player has an identical set of cards and players are given a secret target card which indicates the order in which they want the vehicles to finish.  Players play cards which indicate the amount to move, a choice of vehicle to move and the direction in which to move.  Once all are played they are used to move one of the vehicles accordingly.


Election X. Published by Intellect. Box. Good, but corners taped. £55

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

Excellent political game, highly original. Each player represents a political party, with a core following, and you must persuade this following to support you, especially in areas where you are not strong. For instance, the Labour party has a mass of Industrial Workers to canvas, whilst the Conservatives can rely on white collar workers. Almost impossible to predict the outcome, and only unrealistic because it gives all 6 players the same chance to win for the sake of game play.


Empire Builder. Published by Mayfair. 1988. Box. Excellent. £15

Designer: Bill Fawcett & Darwin P Bromley. No. players: 2-6. Country: American. Duration: 3 hrs.

Classic train game, and the first of Mayfair's crayon-rails games. Players draw their train routes on a wipeable map of the United States. Players start with enough money to build short lengths of track, and by running their trains and delivering goods to various cities acquire more cash which they can use to expand their networks, and thus run more goods etc.


Erosion. Published by Sierra Madre Games. 2009. Box. New. £11

Designer: John Douglass. No. players: 2-5. Country: American. Duration: 30 mins.

Subtitled 'Make molehills out of mountains', the players each have a mountain, and use a variety of cards to erode their opponents' mountains, the objective being to be the player who still has the biggest mountain at the end.  What a novel theme!


Excuses Excuses. Published by Waddingtons. 1989. Box. Excellent. £6

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

Card game, with 90 cards divided between situations and excuses. The players have a hand of excuses and a situation is turned up.  The players then each choose an excuse from their hand. The most appropriate / funniest wins the round. A sort of precursor to Apples to Apples.


Extra Trivia. Published by Paul Lamond Games. 1986. Box. In shrink. £3

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

Trivia game / expansion set.  This set of trivia question cards has six numbered questions per card, in the categories: Living World, People & Places, Words & Phrases, Titles & Portrayals, All Our Yesterdays, Misc.  On the back of the box are rules for a standalone Trivia game, or you can use it as an expansion set for other trivia games.


Factory Manager. Published by Rio Grande Games. 2009. Box. In shrink. £30

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

Factory development game with a somewhat spurious 'Power Grid' tie-in logo - this is an entirely different and fully stand alone game. Each player runs a factory which starts off with low production and shipping capacity. Players buy new factory improvement tiles at auction, to improve their production and shipping and thus their profit, while watching their energy consumption level, and the number of workers they need to employ.  Plenty of scope for clever bidding, and carefully managing all aspects of your factory and money supply is crucial.


Farfalia. Published by Da Vinci. 2004. Box. In shrink. £7.50

Designer: Derek Carver. No. players: 2-5. Country: Italian. Duration: 40 mins.

Card game. A slightly reworked version of Derek's Funf / Chinkway, and thus is predominantly for 5 players. When played with 5 players enough hands are played so that everyone gets to partner everyone else and also gets to play on their own as well.  Each hand goals are set for card types which have to be collected to score points.  During the card play the winner of a trick can take one card from the trick just won and set it aside to fulfil the goal.  A neat idea and one of the finest card games for five players. Recommended.


Fettnapf. Published by Amigo. 2005. Box. Excellent. £3

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

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


Figaro. Published by Da Vinci Games. 2006. Box. 2 copies available:

1) In shrink. £9      2) Excellent. £8

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

Card game. Figaro is the court idiot who can't seem to do anything right, and the cards represent the various mess-ups he makes.  Players take turns playing a card on another player or playing a special event card, and when a player has cards of a certain value played on him then the king gets mad and penalises that player.  Cards can be played which can get you out of a corner, as well as getting another player into trouble.


Foulsham's New Fun Book. Published by W. Foulsham & Co.. ca.1930. Book. Good. £4

Author: W. Foulsham & Co.. Country: British.

Softback, 20x13cm, 256 pages. A book with a variety of entertainments, which advertises 256 pages and 2560 laughs! The book includes: Jokes & Funny Stories, Amusing Posers, Party Games For All, Conundrums Worth Asking, Puzzles, Amusing Card Games, Magic & Trickery, Community Singing, Fortune Telling & Character Reading, Theatricals, Junior Section.


Frogger. Published by Milton Bradley. 1982. Box. Good, but one box corner faded. £2.50

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

Board game version of the arcade game of the same name from the early 1980's.  Each player tries to be the first player to get their 3 frogs safely across the river.  Each turn a dice is rolled to give a number of movement points to use that turn. Movement points can be spent either moving obstacles (logs on the river or cars on the road) or your own frogs.  Thus a balance between hindering your opponent and helping yourself needs to be achieved.


Games Games Games Magazine. Published by SFC Press. Country: British.

This fine magazine features news, opinions, reviews and letters relating to the board game scene.  Main articles listed by issue.  I will give 5% off if you buy 5+ issues, 10% off if you buy 10+ and 20% off if you buy them all.

Issue 86, Nov 1994. Excellent. £0.75. This issues continues the Horror theme from the previous issue, as well as having other articles: In Character (RPGs), Playing People, Virtual Reality Theme Park, Chill, Another Horror Roundup, Games Choice for Christmas, Outrage, Spiel 1994, VI Against Rome, Maharaja, Bluff My Call, Draughts, Tales of Corelay (interactive story).

Issue 88, Feb 1995. Good. £0.75. In Character (RPGs), Playing People, Gamefix, Crusades II, Waldmeister, Breaking Away (+ designer's notes), Flusspiraten, Annihilate, Crazy Race, Freeforms, The Narrowboat Game, Chessington, Bluff My Call, Tales of Corelay.

Issue 89, Mar 1995. Excellent. £0.75. Toy Fair 1995 report, John Harrington on producing Breaking Away, 6 Nimmt, Guerilla, Soccer Supremos (PBM), Advanced Squad Leader by Email, Draughts, Bluff My Call, Tales of Corelay (interactive story).

Issue 90, Apr 1995. Good. £0.75. In Character (RPGs), Free Forms, Nurnberg Show Game Releases, The Really Nasty Horse Racing Game, The Great Dalmuti, First Crusade, Salvo II, Bluff My Call, Draughts.

Issue 91, Jun 1995. Excellent. £0.75. In Character (RPGs), Free Forms, Assorted Con Reports, Battle!, Ausgebremst, Laplace Newton & Lagrange, Centurion, Castle Falkenstein, Roleplaying in MtG, Tales of Corelay (interactive story), Bluff My Call, Draughts.

Issue 92, Aug 1995. Good. £0.75. In Character (RPGs), FurryCon Report, The Resurrected, Lords of Creation, Medici, Tante Tarantel, The Weapon, Draughts, Bluff My Call, Tales of Corelay (interactive story),  Kriegspiel Chess.

Issue 93, Aug 1995. Goodish - oddly crinkly paper. £0.60. In Character (RPGs), Free Forms, Billabong, Minion Hunter, Retro, Night of the Things, New Rostherne Games (The Pirate Island Race Game, Ring Road), Soccer Strategy, Bluff My Call, Tales of Corelay (interactive story), Draughts, Chess.

Issue 94, Sep 1995. Good. £0.75. In Character (RPGs), Frenzy, GenCon, ManorCon, 1856 inc Errata, Falsche Fuffziger,  Wucherer, New Rostherne Games (English Civil War, Scramble For Africa), Ame Fuss Des Killimanjaro, Omshanti, Ironsides, Beyond The Stellar Empire (PBM), N.C.C.C., Tales of Corelay (interactive story), Bluff My Call.

Issue 95, Oct 1995. Excellent. £0.75. In Character (RPGs), Online Gaming, Cafe Casablanca, Turf Horse Racing, Club Golf, Formula Motor Racing, Die Siedler Von Catan, Fibonacci, Air Bridge to Victory, 5 Alive, Motor Racing & Railway Game Lists, Coming Full Circle, The Hustings, Die Maulwurf Company, Tales of Corelay (interactive story).

Issue 96, Nov 1995. Excellent. £0.75. In Character (RPGs), Sternenhimmel, Dogfight, Fibonacci, 1500 Gold, Ko-an, Bakschisch, Quixo, Wargame Mags, Tales of Corelay (interactive story), Draughts.

Issue 97, Dec 1995. Excellent. £0.75. In Character (RPGs), Arcane, Fun & Games, What the Pros Play at Xmas, RoboRally, Christmas Quiz, Ransom, Creeper & Colliding Circles, Galopp Royal, From Out of Aeons Gone, Past Times Games, MidCon, Tales of Corelay (interactive story), Draughts.

Issue 98, Feb 1996. Excellent. £0.75. In Character (RPGs), Fun & Games, Etiquette, CCGs, Keywood, Wrott & Swindlers, Stockers, Armed & Dangerous, Totem, Wurmeln, Linie 1, US Games, Chess Variants, Railway Games List, Tales of Corelay (interactive story), Draughts.

Issue 99, Mar 1996. Excellent. £0.75. In Character (RPGs), CCGs, Toy Fair 1996, Foppen, Mogelei, Mu & Mehr, Rainbows, Tricks, Overlord, Jumanji, Tales of Corelay (interactive story), Draughts.

Issue 100, Apr 1996. Good. £0.75. In Character (RPGs), CCGs, SFCP Retrospective, Nuremberg 1996, Flintloque, Fun & Games, Wargames, Freeforms, Tales of Corelay (interactive story).

Issue 101, May 1996. Excellent. £0.75. In Character (RPGs), CCGs, Fun & Games, PBM Con, Puzzles, Freeform, Everway, Mush, Condottiere, Machiavelli, City State, Wargames, Tales of Corelay (interactive story).

Issue 102, Jun 1996. Excellent. £0.75. In Character (RPGs), CCGs, Fun & Games, Games Agents Explained, Netrunner, Maninett, Lords of the Sierra Madre, Settlers Expansion, Zundstoff, Freeforms, Wargames, Tales of Corelay (interactive story).

Issue 104, Sep 1996. Excellent. £0.75. In Character (RPGs), CCGs, Fun & Games, Con Reports, Krahlizek, 77, Spacelab, Post Fur Den Tiger, Oh Wie Schon Ist Panama, Hannibal, Wargames.

Issue 105, Oct 1996. Excellent. £0.75. In Character (RPGs), CCGs, Fun & Games, Lunch Money, Mutabor, 77 Variants, Puzzles, Alibi, Fireside Football, The '45, Der Temple Des Schlangengottes, Tavener's Treasure Trove, Wargames, Freeforms, Tales Of Corelay (interactive fiction).

Issue 106, Nov 1996. Excellent. £0.75. In Character (RPGs), CCGs, Fun & Games, Spiel 1996, Scrabble Championships, Gaelcon 96, Piercing the Reich, Power Lunch, City Of Chaos,  Wargames.

Issue 107, Dec 1996. Excellent. £0.75. In Character (RPGs), CCGs, MidCon, Christmas Quiz, Game Of The Year, Cambio, Oska, Quadwrangle, Upthrust, Holiday Games, Mythos, Wargames, Tales Of Corelay (interactive story).

Issue 108, Feb 1997. Excellent. £1. In Character (RPGs), CCGs, Fun & Games, Event Reports, Favourite Games of 1996, Air Baron, Apocalypse / Warlord, Raceplan, Geronimo, Avalam Bitaka, Settlers Enhancements, PBM, Lost Worlds.

Issue 109, Mar 1997. Excellent. £1. In Character (RPGs), Fun & Games, Toy Fair 1997, Battletech TCG, Wargames, Tales of Corelay.

Issue 110, Apr 1997. Excellent. £1. In Character (RPGs), Fun & Games, Event Reports, The King's Musketeers, Die Maus Im Nacken, Bananas, Hallo Dachs, Phantasia in Kinderland, Nuremberg 97, NEC Spring Fair, Wargames, CCGs, Tales of Corelay.

Issue 111, May 1997. Excellent. £1. In Character (RPGs), Fun & Games, GAMA Trade Show, Tennis Dice, 1500 Gold Official Variant, Campanile, Ars Magica, Ponte Vecchio, Pizza Dice, Wembley, Necromancer, The King's War, LepreCon, Mole Hill, CCGs, Wargames.

Issue 112, Jul 1997. Excellent. £1. In Character (RPGs), Fun & Games, FurryCon 97, Intergame 97, Downtown, The Babylon Project, Toilet Humour, Traffic Jam, Highway Code, The Driving Test, Under Different Suns, Yali, Tribound, The Unspeakable Oath, The Golden Dawn, Delta Green, Cthuloid AD&D, Wargames, Tales of Corelay.

Issue 113, Aug 1997. Excellent. £1. Fun & Games, RamsdenCon, TSR, Settlers Card Game, Entdecker, Sauldos Amigos, Aum Kuckuck, Members Only, Politrics, Kwiiietsch, Palmyra, Marracash & City, King's River Bridge, Wargames, Tales of Corelay.

Issue 114, Sep 1997. Excellent. £1. In Character (RPGs), Fun & Games, ManorCon Report, Freeforms, Portal, Mississippi Queen, Formula De, Das Motorsportspiel, Carabande, Motor Racing Games List, Ferrari F1 Michael Schumacher, The Name Game, Scoreline Soccer, CCGs, PBM, Tales of Corelay.

Issue 115, Oct 1997. Excellent. £1. In Character (RPGs), Fun & Games, Mind Sports Olympiad, Euro GenCon, Top Race, More Motor Racing Games, The Name Game, Cthulhu Live, Padaxa, Das Kofferkarussell, Spaceplan II, Und Tschuss, Bohnanza, Royale, Shadowrun, CCGs, Wargames.

Issue 116, Nov 1997. Excellent. £1. In Character (RPGs), Fun & Games, Intergame Results, Spiel 97 Reports. Quoridor, Quads, Batik, Bataclan, El Grande, The Sailor's Knot, CoC Material, Schwarzmarkt, Dom-Cards, BullCon, CCGs, PBM, Wargames.

Issue 117, Dec 1997. Excellent. £1. In Character (RPGs), Fun & Games, 1897, Freeforms, Gaelcon, MidCon, Christmas Quiz, Euphrat & Tigris, Gipf, Princess Ryan's Star Marines, Math Magic, The Game Of Ladybirds, Dimenticato, Manitou, Fluxx, The Nervern Cross, Wargames.

Issue 118, Feb 1998. Excellent. £1. In Character (RPGs), Fun & Games, Abstract Games, Die Kette Von Saba, Trox, Emperor of the Steppes, Snap Election, Adlung Spiele, Tamagotchi the Card Game, Kadon Games, CCGs, Wargames.

Issue 119, Mar 1998. Excellent. £1. Ursuppe, Mike Siggin's Gamer's Notebook, Toy Fair 1998, Monopoly Rules, Ciao Ciao, Gyges, Icehouse, Megagames, Babylon 5 CCG.

Issue 120, Apr 1998. Excellent. £1.25. Fun & Games, Educational Games, Mike Siggin's Gamer's Notebook, Office Politics, Halunken & Spelunken, Caesar & Cleopatra, Nuremberg Toy Fair, New York Toy Fair, Card Wars III, Lang Lebe Der Konig, Mark, Christmas Quiz, Zone of Control, Magic: The Gathering, RPG roundup.

Issue 121, May 1998. Excellent. £1.25. Fun & Games, Mike Siggin's Gamer's Notebook, Elfenland, Go Wild!, Katzenjammer Blues, Travel Games, GAMA Trade Show, Starship Troopers, Atlantic Storm, Sea Life, Palam, Over The Edge, A Medieval Tapestry, Zone of Control, Aliens / Predator, RPG Roundup.

Issue 122, Jun/Jul 1998. Excellent. £1.25. Fun & Games, Mike Siggin's Gamer's Notebook, Babylon  5 Component Game System, Tycoon, FurryCon, Freeform Report, Svea Rike, Plateau, The Everlasting: Book of the Unliving, Touche vs Sequence, Buro Crazy, Tavener's Treasure Trove, Conventional Games, PBM Clinic, Doomtown, RPG Roundup, Zone of Control (Wargame Roundup).

Issue 123, Aug 1998. Excellent. £1.25. Fun & Games, Mike Siggin's Gamer's Notebook, Durch Die Wuste, Wettstreit Der Baumeister, Furrytales (Live Roleplay), Successors, Qu, Waster World, Pieces of Eight (PBM), Mystery on the Nile, Wortersee, Tournaments & Competition, The Problem of Pain, In Character (RPGs), Zone of Control (Wargames), Imajica.

Issue 124, Sep 1998. Excellent. £1.25. Alan Moon on Winning the Spiel des Jahres, Fun & Games, Mike Siggin's Gamer's Notebook, Cheops, Basari, Freibeuter, Stonewall, INWO Subgenius, Spitfire, GURPS Lite, Age of Empire, G3 Buyer's Guide (lots of mini reviews with ratings), PBM Clinic, RPG Roundup, Tavener's Treasure Trove, Riddles & Riches.

Issue 125, Oct 1998. Excellent. £1.25. Fun & Games, Mike Siggin's Gamer's Notebook, Mind Sport Olympiad, On To Richmond!, Stimmt So, Fallen Angel, Joan of Arc, Crescendo, Soothsayer, Black Death, Make Five, G3 Buyer's Guide (lots of mini reviews with ratings), Narrowboat Games, Imajica, RPG Roundup, Zone of Control (Wargame Roundup).

Issue 126, Nov 1998. Excellent. £1.25. Essen views from Pevans & Mike Siggins, Keydom, Monsters Ravage America, Filthy Rich, Star Trek TNG RPG, Call of Cthulhu 5.5, G3 Buyer's Guide (lots of mini reviews with ratings), Games for the Linguistically Challenged, RPG Roundup, Zone of Control (Wargames Roundup).

Issue 127, Dec 1998/Jan 1999. Excellent. £1.25. Mike Siggin's Gamer's Notebook, Blinde Huhn, Lowendynastie, Radioactive, Titanic, Schnappchen Jagd, Samurai, Fun & Games, Christmas Quiz, Maelstrom, Rage, For the People, Tavener's Treasure Trove, G3 Buyer's Guide (lots of mini reviews with ratings), RPG Roundup, Arabian Nights Freeform, Zone of Control (Wargames Roundup).

Issue 128, Feb 1999. Excellent. £1.25. Fun & Games, Mike Siggins' Gamer's Notebook, Samarkand, El Caballero, The Buntu Circus, Bitter Woods, Ballast, Matschig, Hong Kong Action Theatre, Alien Intelligence, Silent Death, G3 Buyer's Guide (lots of mini reviews with ratings), RPG Roundup.

Issue 129, Mar 1999. Excellent. £1.25. British Toy & Hooby Fair, Fun & Games, Blue vs Gray, Mike Siggin's Gamer's Notebook, Europa 1945-2030, Putsch, Power of Two, La Isla Bohnita, Twixt, Run Out the Guns, G3 Buyer's Guide (lots of mini reviews with ratings), Burning Sands, RPG Roundup, Zone of Control (Wargame Roundup).

Issue 130, Apr 1999. Excellent. £1.25. Nuremberg Toy Fair, Lanashire Railways, Medieval Merchant, Crimson Skies, Friesematenten, Gipf, Middle Earth: The Balrog, Zircus Flohcati, Carat, Quacksalbe, Sophie's World, Zone of Control (Wargame Roundup), RPG Roundup, G3 Buyer's Guide (lots of mini reviews with ratings).

Issue 131, May 1999. Excellent. £1.25. Fun & Games, Mike Siggin's Gamer's Notebook, Tavener's Treasure Trove, Kahuna, Cults Across America, Sold!, Ra, Battletech 3060, Mystery Rummy, Nuts!, Tribes, Tamsk, Magic, Second Hand Games, RPG Roundup, Zone of Control (Wargame Roundup), G3 Buyer's Guide (lots of mini reviews with ratings).

Issue 132, Jun 1999. Excellent. £1.25. Fun & Games, Oxford History of Board Games, Games Storage, Mamma Mia, Stadens Nickel, Big City, Rheinlander, Devil Bunny Needs a Ham, Graffiti, Gambling Sun, Prestel Art Game, Ricochet Robot, Res Publica, RPG Roundup, Men Are From Mars Women Are From Venus, Zone of Control (Wargame Roundup), G3 Buyer's Guide (lot of mini reviews with ratings).

Issue 133, Jul 1999. Excellent. £1.25. Druiden Walzer, Colorado County, Tikal, Ta Yu, Union Pacific, Starbase Jeff, RPG Roundup, Zone of Control (Wargame Roundup), Magic 6th Ed, G3 Buyer's Guide (lots of mini reviews with ratings).

Issue 134, Aug 1999. Excellent. £1.25. Fun & Games, A Day With Alex Randolph, Alien Abduction, Money, Die Glucksritter, Die Handler, Union vs Central, Lemma, Verba Volant, Number Quest, Quack Shot, Zone of Control (Wargames Roundup), RPG Roundup, G3 Buyer's Guide (lots of mini reviews with ratings), Tavener's Treasure Trove.

Issue 135, Sep 1999. Excellent. £1.25. Gen Con US, Stampede, Fun & Games, Kontor, Cape Horn, Giganten, Button Men, Konzern, Tik-Tak 3, Zoon, RPG Roundup, Zone of Control (Wargames Roundup), G3 Buyer's Guide (lots of mini reviews with ratings).

Issue 136, Oct 1999. Excellent. £1.25. Pevan's Palm Pilot, Fun & Games, Deadwood, Torres, High Kings of Tara, Goldsieber Games, Holzwurm, Buddel Bande, Fits, Machu Picchu, 7th Sea, Fight City, RPG Roundup, Violence, G3 Buyer's Guide (lots of mini reviews with ratings).

Issue 137, Nov 1999. Good. £1.25. Fun & Games, Twitch, Tavener's Treasure Trove, Overthrone, SixMix, 6 Billion, Dutch Intercity, Disk Wars, Explosiv, Piraten Poker, Immortal: Millennium, Portal: Three Kingdoms, RPG Roundup, Zone of Control (Wargames Roundup), G3 Buyer's Guide (lots of mini reviews with ratings).

Issue 141, Mar 2000. Excellent. £1.25. Nuremberg Toy Fair, London Toy Fair, Fun & Games, Caesar & Cleopatra, Settlers of Nuremberg, Die Mauer, Formel Fun, Elchfest, Kippit, Lao Pengh, Ocean, RPG Roundup, Diabolo, Zone of Control (Wargames Roundup), G3 Buyer's Guide (lots of mini reviews with ratings).


Games Master International - Batch Of 14 Issues. Published by Newsfield Ltd. ca.1991. Magazine.

Good. £10. Author: Unknown. Country: British.

British roleplaying and miniatures magazine often with a general interest (often AD&D) RPG scenario, as well as reviews of S.F. and fantasy books, and games. Roughly 80 pages per issue. This batch consists of issues 1-14.


Games Of Patience. Published by Grant Richards Ltd. 1924. Book. Good. £7

Author: Basil Dalton. Country: British.

Softback, 17x11cm, 63 pages.  Subtitled: Fifty Selected Games for a Single Pack.  This is a collection of patience games with diagrams and also some puzzles for the reader with solutions at the end. The author wrote many books on games and here he has selected his favourite 50 out of over 350 patience games he considered.


Ghost Stories: White Moon. Published by Repos Production. 2009. Box. In shrink. £25

Designer: Antoine Bauza. No. players: 1-4. Country: American. Duration: 90 mins.

Expansion for this excellent cooperative game.  You will need the base game to make use of this. The players now have an additional task to perform – save the villagers themselves.  One village tile has the Moon Portal, through which the monks must guide the villagers to safety.  When an entire family has been saved the players get a benefit, but if villagers die then their family sends a curse upon the monks. Fortunately the mysterious Su-Ling is around to help the monks keep the ghosts at bay, as is the Mystic Barrier.


Ginny-O. Published by Peter Pan. 1981. Box. Good. £2

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

Special notes: Photocopied rules

Tile variation of Gin Rummy, with 108 thick plastic tiles representing two packs of cards plus their jokers. Players place their tiles, forming runs and sequences, and joining them crossword fashion to existing sequences on the board. Of course you can use the tile decks for any other playing card games as well - useful for players with either very small or very old hands which find cards hard to hold.


Giro D'Italia Card Game. Published by Ghenos Games. 2009. Box. New. £9

Designer: Alain Ollier. No. players: 2-6. Country: Italian. Duration: 30 mins.

Card game tied into the famous Italian cycle race.  The game uses cards to simulate the energy management and placement issues involved in running a successful team of cycle racers.  The cards cleverly incorporate aspects such as terrain, sprints, breakaways, falls, punctures etc.


Gloom. Published by Atlas Games. 2009. Box. In shrink. £16

Designer: Keith Baker. No. players: 2-4. Country: American. Duration: 30 mins.

Neat card game which uses transparent cards with gothic artwork.  Each player has a family of four dark characters, and the objective is to have your characters suffer as much as possible before they die.  This way they will surely be assured of bliss in the afterlife.  Thus players play unpleasant experiences and events on their own characters and fortunate and happy situations on their opponents.  The cards have been balanced so that especially good or bad cards will have a compensating game effect.  The transparent cards overlay each other covering up various symbols on cards below as they are played. Very novel.


GM Magazine - Batch Of 18 Issues. Published by Anthony Jacobson. ca.1989. Magazine. Good. £12

Author: Unknown. Country: British.

Independent fantasy roleplaying magazine printed professionally and in colour, but it also covers some board games, and often includes a short story too. This batch includes Vol. 1 No. 2 - Vol. 2 No, 7. Typically about 80 pages per issue.


God's Playground. Published by Treefrog Games. 2009. Box. In shrink. £32

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

Each player takes the role of a powerful noble family in Poland, and the game follows the ups and downs of Polish history from 1386 until 1795. The country is surrounded by enemies all poised to invade when the time is right. The players have to both keep Poland strong enough to resist her enemies, while also maintaining and expanding their own wealth and influence.  The game uses lots of dice to resolve conflict.  Includes over 380 wooden pieces.  Limited edition of 1500 games.


Grand National Derby. Published by Piatnik. 1996. Box. 2 copies available:

1) Good. £6.50      2) Excellent. £7.50

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

This is the precursor to the very popular Titan: The Arena, but this time the theme is horse racing.  The idea is that initially there are 8 horses but one will fall at each fence leaving 3 only at the end.  Players make bets on which will make it to the end but the earlier bets are worth more, and card play determines which horse will fall at each stage.  This is a simpler game than Titan: The Arena, but has the same basic mechanics.


Grand Prix. Published by Ravensburger. 1998. Box. Good. £4.50

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

Children’s race game ages 6-12, with four wonderful cars (large with moving wheels). The track is made up during the game by laying out tiles.  Play involves choosing whether to extend the track or roll a die for movement. The race is to the last tile and then back to the first.  There is also scope for blocking other players and special event tiles affect any car landing on them.


Greed Incorporated. Published by Splotter Spellen. 2009. Box. In shrink. £60

Designer: Joris Wiersinga, Jeroen Doumen. No. players: 3-5. Country: Dutch. Duration: 3.5 hrs.

Players take the roles of CEOs of huge companies, and attempt to extract as much money as possible for themselves.  If this means running the company to the wall, so be it.  Some care needs to be taken though to ensure that a company lasts long enough to pay a fat exit bonus before it goes belly up! Tired of hearing of top bankers getting stupid bonuses on the news - well now you can see what it’s like to be in their shoes! As normal with games from this company expect an intricate and deep game system and plenty of thinking will be required.


Haselwurz Und Baerenklau. Published by Murmel. 2005. Box. New. £17

Designer: Stefan Kogl, Andreas Rudin. No. players: 2-4. Country: German. Duration: 1 hr.

Ecologically themed board game. As the game progresses players build up the playing area using terrain hexes of 7 different types.  A selection of cards showing rare wildlife and the habitat required to find it are available to be claimed.  In order to claim them there are requirements for the types of terrain which must be adjacent, and you must move your pixie to such a location.  Movement is clever - there are four methods and all four must be used before any may be reused - unless a turn is skipped.  Making effective use of these movement methods requires careful planning. Recommended.


Hollywood. Published by Waddingtons. 1990. Box. Good. £5

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

Special notes: Box slightly indented due to stacking

Be a film mogul and win the Academy Award. Beautifully presented, with three-dimensional parts to put on the board, forming places such as a cinema, a studio and the Awards Ceremony location. Players must finance, cast and produce one of six films. A finished film requires a writer, director, star actress, star actor, sufficient money from backers, a location, studio, and good editing and production, and finally a good review.  All these are gathered on various 'loops' on the board, which the players' pieces move around.


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

1) Mint. £3      2) Excellent. £2.50

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

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


How To Play Mah-Jong. Published by Cathay Lace Co.. 1923. Book. Good - slight browning of the paper. £4

Author: Unknown. Country: Chinese.

Softback, 20x14cm, 24 pages.  Printed in Shanghai by a company which manufactured and exported hand made lace and embroidery etc.  All in English. A nice period item as well as being useful in instructing how to play Mah-Jong. Includes rules for use with and without the flower tiles.


How To Play Solo Whist. Published by Chatto & Windus. 1888. Book. Good (very good for its age). £10

Author: Abraham Wilks, Charles Pardon. Country: British.

Hardback, 18x13cm, 166 pages.  Subtitled: Its Method And Principles Explained And Its Practice Demonstrated.  The chapters cover: The Game, The Laws, Propositions & Acceptances, The Solo inc. Adversaries Play, The Misere inc. Adversaries Play, The Abondance, The Misere Ouverte, The Abondance Declaree.


Ice Pirates Of Harbour Grace. Published by Cambridge Games Factory. 2005. Box. Excellent. £8.50

Designer: Carl Chudyk. No. players: 2-6. Country: British. Duration: 40 mins.

Card based game in which the players are seeking hidden treasure.  Players explore the seas, revealing cards showing sections of icy waters with icebergs blocking movement in some directions, and obtain vital ship upgrades from various ports on their way to finding the treasure. Once the treasure has been found other players will try to steal it before it is successfully taken back to Kelly's Island.


Igloo Pop. Published by Rio Grande Games. 2003. Box. In shrink. £15

Designer: Heinz Meister, Klaus Zoch. No. players: 3-6. Country: American. Duration: 20 mins.

Family game which uses 12 beautifully made igloos each with a different number of beads inside (2-13 of them).  Cards are laid out, each of which has a range of numbers 2-13 on it (the smaller the range the more points it is worth).  Players then simultaneously pick up and shake the igloos trying to work out how many beads are in each, and then placing them on a card they think correctly estimates the number of beads within. Markers are used to indicate who placed each igloo where, and these are lost if placed incorrectly.  Extremely novel!


Indonesia. Published by Splotter. 2005. Box. In shrink. £60

Designer: Jeroen Doumen, Joris Wiersinga. No. players: 2-5. Country: Dutch. Duration: 3 hrs.

Substantial and very highly regarded business game.  The board shows the Indonesian archipelago, and players run a number of companies, which either run factories and produce goods or develop shipping routes and gain money by transporting other companies' goods.  Players get to expand and develop these companies and merge similar companies in order to form conglomerates.  Ultimately the player who best manages their money and makes the best business decisions will win, though doing so is certainly challenging.


Inns & Taverns. Published by Oxford Games. 1995. Box. Good, but mark where label removed. £2.25

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

The board shows a track of 25 British pub signs, and players advance along these, claiming a mini beer mat for each space they reach first. The game can be played by 2 players or four as a partnership.  Two players at a time play a token numbered 1-6 simultaneously and the current player moves the difference between the numbers played. These numbered tokens are then out of play until all have been used.  The first player to get to the end of the track claims all unclaimed beer mats. The player or team with the most beer mats then wins.


James Clavell's Noble House. Published by FASA. 1981. Box. Good. £14

Designer: L Ross Babcock III. No. players: 2-5. Country: American. Duration: 3 hrs.

Based on the world created in the book of the same name, written by James Clavell. Part of a series of four games, but unlike the others, this is not a combat game, but is a trading game set in the financial world of the Hong Kong stock market.  Play involves purchase and sale of shares, as well as lots of wheeling and dealing with other players, and the purchase of assets such as railways, airlines, shipping companies etc.  Uses event cards for flavour.


Jotto. Published by Selchow & Richter. 1973. Box. Good. £3.25

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

Neat word game which has a lot in common with Mastermind.  Each player has a secret 5 letter word and players alternately guess a word and are told how many letters are correct.  Only real words can be used to guess.


Journey Through Britain. Published by Ravensburger. 1988. Box. Good. £0.75

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

Travel game which includes 143 attractive cards for major towns and cities around Britain.  Players race using dice rolls to a randomly drawn target town, and the first to get there gets some points and the chance to answer a question about the town to score a bonus point.  Players then head for a different town.  After the twelfth town players race back to the starting point for another bonus.


Kai Piranja. Published by Abacus Spiele. 2004. Box. 2 copies available:

1) In shrink. £6.50       2) Excellent. £6

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

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


Knightmare. Published by Milton Bradley. 1991. Box. Good. £1.75

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

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


Knock Knock. Published by Jolly Roger Games. 2004. Box. Excellent. £6

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

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

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


Know The Game: Mah-Jong. Published by Educational Productions. 1978. Book. Good. £1.25

Author: Gwyn Headley, Yvonne Seeley. Country: British.

Softback, 13x20cm, 35 pages. A concise introduction to Mah-Jong.  It covers the history; the rules of play including special hands; tactics and etiquette; playing with 2, 3 or 5 players as well as 4, and tournament play.


Kommissar X. Published by Amigo. 1992. Box. Good. £8

Designer: Nik Sewell. No. players: 2-6. Country: German. Duration: 30 mins.

Card game, with 48 special cards that are printed on both sides, giving only a clue as to what is on the other side. The cards indicate possible routes the thieves employed in their getaway. In the first phase the players build the stack of cards representing the escape route, announcing what they are playing, so the next player can play a legal card.  When all cards in use are played the deck is turned face down and players take turns recalling what happened next, using the clues on the backs of the cards to help them recall. Players can lose if they make too many mistakes or win by successfully recovering dropped loot when they recall cards correctly.


Krone & Schwert. Published by Queen Games. 2002. Box. Excellent - unpunched. £17

Designer: Klaus Jurgen Wrede. No. players: 2-5. Country: German. Duration: 1 hr.

Board game based on the theme of a medieval struggle for power by the designer of Carcassonne.  The board is made up differently each time using geomorphic tiles.  The land once made up is then fought over by the players who build towns and cities and then cathedrals and castles.  One player is the King and may levy taxes, but the other players may start a revolt, and being on the winning side of a revolt will earn victory points.  The game is driven by an action point and card system. Victory points are earned for towns, cities, cathedrals and castles as well as being King at the end of the game, along with VPs gained through taxes collected while King.


Lang Lebe Der Konig!. Published by F X Schmid. 1997. Box. Good. £10

Designer: Gunter Burkhardt. No. players: 3-5. Country: German. Duration: 1 hr.

Nicely produced medieval themed game of power politics. The board shows a pseudo medieval map of England, and players occupy areas and use cards to gain influence and votes with the objective being to gain the 20 votes necessary to become king. Game play involves some diplomacy as well as card and dice play.


Last Train To Wensleydale. Published by Treefrog Games. 2009. Box. In shrink. £32

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

Train game set in the Yorkshire Dales.  The players are directors of local railway companies who construct lines to transport stone and cheese around the Dales. However, local farmers can object to building, and so government favours are sometimes required to force the issue, and after a while these local lines tend to become unprofitable and so need to be sold off to a major train company.  Limited edition of 1500 games.  Similar in complexity to Tinner's Trail.


Lenz On Bridge. Published by George Allen & Unwin. 1930. Book. Good, but spine shows a little wear. £2.50

Author: Sidney S. Lenz. Country: British.

Hardback, 19x13cm, 372 pages. Includes the 1929 Laws of Auction Bridge as an appendix, as well as the rules of Contract Bridge.  The book has 62 chapters covering all aspects of Bridge bidding and play, making this a useful read for any Bridge player.


Lifetime. Published by Amigo. 1996. Box. Excellent: cards shrinkwrapped. £2.25

Designer: Uwe Rosenberg. No. players: 3-6. Country: German. Duration: 45 mins. Desc. by Eamon.

Card game, 104 attractive double-sized cards. During the game players must play cards with two digits which correspond to years when a given celebrity was alive.


Looting London. Published by Fred Distribution. Box. Excellent. £17.50

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

Set collecting card game with a theme involving 5 crimes in London, 4 of which will be solved by collecting evidence tokens to those crimes.  The 5th crime will be unsolved and all evidence tokens for that crime become worthless.  Evidence tokens are collected by handing in sets of matching cards, but only the bottom token of each row in a display can be taken at any time.  It is also possible to force a token to be discarded from the display, and there are bonuses for obtaining the majority of the evidence for a solved crime.  Quite a bit of tactical decision making and positioning to ensure the right crime remains unsolved.


Lord of the Rings Risk. Published by Hasbro. 2002. Box. 2 copies available:

1) Country: British. Good. £3.75. Cardboard One Ring.

2) Country: American. Excellent. £5. Metal One Ring.

Designer: Unknown. No. players: 2-4. Duration: 2 hrs.

Lord of the Rings themed Risk variant.  The board shows the northern part of Middle Earth - essentially the part used in the first book / film.  The game comes with 15mm figures in 4 colours and different designs for each army - several hundred figures in all.  The rules included allow standard Risk to be played as well as the LotR themed variant, which adds leaders, sea ports, and completing missions for rewards. The One Ring also moves in this variant and this determines when the game ends.


Lost Luggage. Published by Ravensburger. 1988. Box. Good. £2

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

Memory game in which each player tries to find a set of luggage numbered 1-10.  First a 1 must be found, then a 2 and so on up to 10.  There are more of the lower numbered suitcases and less of the higher numbers.  The luggage tiles are shuffled up and put face down in 10 groups of 4, each group representing an airport.  Players fly their rather nice large plastic planes to an airport of their choice where noone else is and may check for their next piece of luggage there. A nice twist allows you to search at another player's airport, but they get an extra mini-turn as compensation.


Lowendynastie. Published by Adlung Spiele. 1998. Box. Mint. £2

Designer: Hartmut Witt. No. players: 3-6. Country: German. Duration: 30 mins.

Card game, with the unusual theme of players trying to rise from being a lion cub, to becoming King of the Beasts. Based on an Aesop's Fable. A trick-taking game in which the main twists are that players can play more than once to a trick and also more than one trick can be active at a time. Includes English, French and German rules.


Lowenherz. Published by Rio Grande. 1999. Box. Excellent. £18

Designer: Klaus Teuber. No. players: 2-4. Country: American. Duration: 2 hrs.

The king is on his death bed and the players as princes compete for the throne by attempting to section off as much valuable land as possible for their own use. The game starts with players' castles dotted around the landscape, and each turn a card is turned up showing one of several different actions and the players secretly choose which to do, and if several pick the same action one will do the action and pay the other a suitable fee.  Actions include building walls to section off the land, adding knights to defend castles, getting more money or obtaining a special action card.  Clever game with great bits and a board which can be set up many ways for added variety.


Lungarno. Published by ElfinWerks. 2008. Box. In shrink. £23.50

Designer: Michele Mura. No. players: 2-5. Country: Italian. Duration: 45 mins.

Tile laying game in which the players lay palace tiles into 8 districts.  Each palace shows one or two family crests, and men can be placed on these to gain points for all matching crests in a region.  Men can also be played to score in various ways at the end of the game, but this won't allow those men to be reused.  Special tiles and privilege cards allow regions to be made more or less valuable, and players can spend their money (=VPs) for additional actions if they think it worthwhile. Nicely produced and quite neat - well worth checking out for fans of Carcassonne style games.


Maestro. Published by Hans Im Gluck. 1989. Box. 2 copies available:

1) Good. £11.50      2) Good, but 1 corner taped. £10.50

Designer: Rudi Hoffmann. No. players: 2-4. Country: German. Duration: 40 mins.

On the nomination list for the German Spiel des Jahres 1989.  A family friendly tile placement game with a theme of collecting together musicians suitable for a variety of different bands.  Players run a talent agency and keep up to ten musicians on their books.  The more musicians kept the more options you will have, but it is important not to be left with them at the end of the game.  The musicians are added to the bands on the board only when a maestro is available to start the band. A gentle game with decisions to make but not too stressful.


Mage The Ascension: Hidden Lore. Published by White Wolf. 1996. Book. Excellent. £2.50

Author: A. Varney, B. Campbell, P. Brucato, J. Robey. No. players: 3+. Country: American.

Softback, 28x22cm, 72 pages. Sourcebook for Mage: The Ascension. This book includes: various helpful charts, secrets and reference sheets to make the Storyteller's life easier; A short adventure set in Seattle - Shadows In The Rain; A selection of spells for all sorts of mystics; Famous mages; New rules options.


Mage The Ascension: Horizon - Stronghold Of Hope. Published by White Wolf. 1996. Book.

Excellent. £2.50. Author: Beth Fischi, Allen Varney, Ethan Skemp. No. players: 3+. Country: American.

Softback, 28x22cm, 120 pages. Sourcebook for Mage: The Ascension. For 500 years sorcerers from across the world have met in a secret sanctuary, Horizon.  Here the council of the Nine Traditions meets even now.  However, all is not well, secret agents, assassins and worse now lurk to try to sway the power politics. This book details Horizon itself and the main characters therein, as well as giving plenty of ideas for scenarios.


Mage The Ascension: Loom Of Fate. Published by White Wolf. 1996. Book. Excellent. £2.50

Author: Chris Hind. No. players: 3+. Country: American.

Softback, 28x22cm, 72 pages. Adventure for Mage: The Ascension set in San Francisco. The future of S.F. hangs by a thread - the thread of Cob - weaver of the pattern web. One scared, gifted girl holds the key to the city.  The Technocracy wants her alive, and the Marauders want her dead. The mages who befriend her will determine her destiny.  As well as the adventure itself, there are also details of San Francisco of use in further adventures.


Mage The Ascension: Technocracy Iteration X. Published by White Wolf. 1996. Book. Excellent. £2.50

Author: Chris Hand. No. players: 3+. Country: American.

Softback, 28x22cm, 72 pages. Sourcebook for Mage: The Ascension. The central concept is that warriors are enhanced by computerisation, making them controllable, and pretty much entirely machine, though some reawaken and realise they are men. This book includes: The history, world view, goals and tactics of the Convention; details of the Stormtroopers of the Pogrom; details of an Iteration X Production facility for use in adventures.


Mage The Ascension: Technocracy N.W.O. Published by White Wolf. 1995. Book. Excellent. £2.50

Author: Brian Campbell. No. players: 3+. Country: American.

Softback, 28x22cm, 72 pages. Sourcebook for Mage: The Ascension. The N.W.O. is a group who follow and kidnap Tradition Mages, in order to remove any threat to the Greater Good. N.W.O. acts covertly, and efficiently - no mess no witnesses. This book details the methods, agents and history of this insidious group, giving lots of hooks to the Storyteller for adventures as well as a plethora of gadgets, agents and 'magickal procedures' all ready to use.


Mage The Ascension: Technocracy Void Engineers. Published by White Wolf. 1996. Book. Excellent. £2.50

Author: Judith McLaughlin, Edward Winters. No. players: 3+. Country: American.

Softback, 28x22cm, 69 pages. This sourcebook details the most extreme section of the Necromancer Conventions, who explore deep seas, deep space, and alternate dimensions.  The book details their ships, devices, weapons, and some important mages, as well as the organisation itself.


Mage The Ascension: Technocracy: Progenitors. Published by White Wolf. 1993. Book. Excellent. £2.50

Author: Edward Winters, Judith McLaughlin. No. players: 3+. Country: American.

Softback, 28x22cm, 64 pages. Sourcebook for Mage: The Ascension. The Progenitors’ aim is to shape life to fit their goals and ideals. To this end they poison foods, create clones, spawn monstrosities and warp both themselves and others, inside and out.  This book follows an apprentice as he progresses through Progenitor training, provides new spells, effects and devices for the Progenitors, and gives a battle roster of Technomancers, agents, and gene spliced monsters.


Mage The Ascension: Technocracy: Syndicate. Published by White Wolf. 1997. Book. Excellent. £2.50

Author: Mark Cenczyk, Phil Brucato. No. players: 3+. Country: American.

Softback, 28x22cm, 72 pages. Sourcebook for Mage: The Ascension. The Syndicate controls money, and money is power. This book tells you about The Syndicate - how they operate, their history, and their hierarchy. Perks and privileges of Syndicate members are detailed, along with Diefenbakker's Casino, a location for use in your scenarios involving The Syndicate.


Mage The Ascension: The Book Of Madness. Published by White Wolf. 1994. Book. Good. £3

Author: B. Bridges, P. Brucato, S. Brown, S. Inabinet, K. Ryan. No. players: 3+. Country: American.

Softback, 28x22cm, 144 pages. Bestiary for Mage: The Ascension. This book details all sorts of creatures from the Darkness which could prove to be a Mage's deadliest foes. The book covers: Nephandi - the Corrupters, Marauders - Foot Soldiers of Chaos, Demons - Renders of Souls, Paradox Spirits - The Mage's Bane, Umbrood - Living Mysteries.


Maori. Published by Rio Grande Games. Box. In shrink. £24

Designer: Gunter Burkhardt. No. players: 2-5. Country: American. Duration: 45 mins.

Attractively produced tile laying game.  Each player has their own board showing an unexplored area of Polynesia, and a communal area of tiles which the players use in a clever and novel way to draft tiles showing parts of islands which they will add to their board.  Complete islands will score for palm trees, huts and lei rings, as well as for most money and most boats.  Money and boats also make it easier to draft the tiles you want.  The rules also give a more advanced version of the game which adds to the challenge by limiting where you can explore next.  Recommended.


Mini Wasgij 3. Published by Falcon. ca.1995. Box. In shrink. £1.50

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

54 piece jigsaw puzzle with a difference.  The picture on the front is not the picture you are trying to make - instead there is a bird in part of the picture on the front cover, and the picture you are making up will be what the bird can see! The picture shows a cartoon style scene of a family in a car being harassed by monkeys at a safari park.


Monastery. Published by Ragnar Brothers. 2008. Box. In shrink. £20

Designer: Gary Dicken, Steve Kendall, Phil Kendall. No. players: 2-4. Country: British. Duration: 1 hr.

During the game the players lay tiles representing new parts of a large monastery complex.  The tiles are initially played undeveloped side up. Players also move their monks to tiles where they wish to work, pray or construct.  Points are awarded for each of these activities, and are used to claim letter tiles which form phrases from the Lord's Prayer in latin (no it isn't a latin word game!), and ultimately it is these letter tiles which will win you the game.  When constructed, tiles are flipped over and may then offer special abilities to monks on those tiles. There is the opportunity to both cooperate with other players and to hinder them.


Money Lisa. Published by Kosmos. 2007. Box. Excellent. £12

Designer: Peter Neugebauer. No. players: 3-4. Country: German. Duration: 50 mins.

Auction based game in which the players bid for famous works of art (which are reproduced very beautifully on the cards). A variety of auction methods are used, and collections are more valuable if they have synergy - which means either being from the same era or having similar subjects.


Munchhausen. Published by Abacus. 1996. Box. Good. £3.75

Designer: Thomas Schneider Armann. No. players: 3-8. Country: German. Duration: 30 mins.

Card game, 64 colourful cards, drawing their inspiration from the stories told by (and about) Baron Munchhausen. The game is a bluffing game in which players offer cards to each other, according to various rules, but do so face down, and it is possible to cheat.  The objective is to get rid of your dodgy cards while not being caught, and then to be the first to get rid of all the rest of your cards too.


Neck And Neck. Published by Yaquinto. 1981. Double LP Case. Good. £5

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

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


Nessie Hunt. Published by Searchglen. 1986. Box. 2 copies available:

1) Good.  £13.50. Nearly excellent, but there is taped tear on the lid.  Contents mostly unpunched.

2) Good, but corners taped. £11. The original 'cage' cards are missing, but I have supplied colour printed, laminated replacements.

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

Nicely made game, with overlays that you lay across the board depicting Loch Ness in the search for the famous monster. Game play involves spending money carefully on the most likely ways of seeing Nessie, and positioning overlays to best advantage given that there is some indication of where Nessie might be seen.  Such methods include eye witnesses, underwater cameras, radar, and even a cage!  Each time one of your overlays proves successful you get an extra evidence card worth points in the race to prove that Nessie exists.  These cards all have pictures with info from the real hunt for Nessie.  Unusual and very nice item, with a fantastic theme and a fun game too.


Olix. Published by Spiel Spass. 1998. Box. Good. £6.50

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

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


Olympic Yachting. Published by Pro Games (UK) Ltd. 1976. Box. Fair. £3

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

Special notes: Box base and lid corners taped, box shows some indentation due to stacking

Yacht racing game tied into the 1976 Olympics in Canada.  The box is large and the board huge, showing the area of water near Kingston, Ontario where the yachting events were held.  There are 3 courses shown.  Movement is dice based, but each number gives a different set of choices of what you may do as well as just move, and right of way rules are also included. Hazard cards and advantage cards are also drawn on certain dice rolls.


Opening Leads. Published by Robert Hale. 1993. Book. Good. £4

Author: Robert E Ewen. Country: British.

Softback, 21x13cm, 220 pages. A comprehensive treatment of this very important aspect of Bridge play, which should prove invaluable to beginners and experts alike. The contents cover: Rate Your Opening Leads, Trouble Over Tables, Gathering The Evidence, Leads Against No Trumps, Leads Against Suit Contracts, Leads Against Slams, Lead-Directing Doubles, Lead-Directing & Lead-Inhibiting Bids, Lead Expertise, An Opening Lead Hall Of Fame, Modern Lead Conventions.


Ostfriesenlauf. Published by Clicker Spiele. 2005. Box. Excellent. £10

Designer: Stephan Riedel. No. players: 1-4. Country: German. Duration: 45 mins.

Race game in which players move using cards which affect the playing piece in a particular position rather than always their own piece.  The cards are played into a pile, so that only the player in last place can be sure what effect their card will have, whereas other players have to try to anticipate what other players will do. As well as winning in the normal way, some cards move a piece backwards, and if enough are played a playing piece could end up going through the finish line backwards, which unusually also counts as a victory.


Outpoint. Published by Spears. 1985. Box. Good. £0.75

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

Somewhat abstract game with dice and letter tiles played on an 11x11 grid. The playing pieces consist of letter tiles spelling *OUT*POINT*, and points are scored for getting them on top of other player's tiles of the same type, and the stars can be used to eliminate opposing pieces or double the score of other tiles.


Pancho Villa Dead Or Alive. Published by Sierra Madre Games. ca.2009. Ziplock Bag. New. £7.50

Designer: Phil Eklund. No. players: 2. Country: American. Duration: 2 hrs.

A simple but very novel wargame covering the manhunt for Pancho Villa by the U.S. Punitive Expedition into Mexico in 1916.  The Villa player gets 4 regiments of bandidos, while the American player gets some repeater-armed cavalry, three troops of volunteers in flimsy trucks, a couple of machine guns, mule drawn cannons, an unreliable aeroplane and George Patton in a Dodge...


Patience. Published by Geofrey Bles. 1947. Book. Excellent. £3

Author: P.Francis Grant. Country: British.

Hardback, 17x11cm, 63 pages. A collection of twenty new and different patience games, mostly one deck games, but a few two deck games as well.


Pax Britannica. Published by Victory Games. 1985. Box. Good. £10

Designer: Greg Costikyan. No. players: 4-7. Country: American. Duration: 8 hrs.

Complex multi-player game of imperial conquest which covers the colonial period from 1880 to the outbreak of The Great War.  The players control the world powers of the time: Great Britain, France, Germany (with Austria-Hungary), U.S., Imperial Russia, Japan and Italy. The players vie for control of the world which is split into areas which generate income.  The players must spend money to maintain and build new military units and then manoeuvre these forces to try to extend and increase their empires. Care must be taken however, not to start the Great War - the player who does this is penalised severely and the game then ends.


Phunology. Published by Abingdon Cokesbury. 1923. Book. Good, but cover shows some wear. £8.50

Author: E.O. Harbin. Country: American.

Special notes: 1st and last pages taped to spine.

Hardback, 20x14, 454 pages. Subtitled: The Book Of Good Times, A Collection Of Tried And Proved Plans For Play, Fellowship And Profit. The entertainments and games are divided up as follows: Games and Activities appropriate for each month of the year, Entertainments by category (Socials; Prize Socials; Games A-Z; Assembly Stunts; Misc. Stunts; Relays; Icebreakers; City Union Socials; Banquets; Plays, Cantatas, Pageants & Operettas; Songs).


Pilgrimage. Published by Whitehall. 1971. Box. Good. £3.75

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

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


Piquet & Rubicon Piquet. Published by George Bell & Sons. 1898. Book. Good for age. £9

Author: Berkeley. Country: British.

Hardback, 17x12cm, 64 pages. A guide to both games in the title, which includes the rules, as well as discussion on tactics and considering the odds of getting various cards during play. Also includes some problems for the reader to try to solve.


Polarity. Published by EKOS. 2008. Box. In shrink. £21

Designer: Douglas Seaton. No. players: 2. Country: German. Duration: 30 mins.

New edition of this amazing game of magnetic fields.  Each player has a stack of playing disks, black on one side and white on the other, and all are strong magnets.  Players take it in turn to place a piece onto the cloth playing surface within the marked circle. Initially this is easy, but soon the placing of a new magnet will start shifting the other magnets, and sometimes magnets will lift up on an edge due to the repulsion of other nearby magnets.  Any magnets which touch due to a new placement are taken, and the objective is to get rid of all of your magnets.  Fascinating and unique.


Popeln. Published by Sphinx Spielverlag. 2004. Box. Excellent. £3.50

Designer: Henning Poehl. No. players: 2-5. Country: German. Duration: 45 mins.

Card and dice game on the rather unusual and less than savoury theme of picking your nose!  The cards depict especially long and thin fingers, as well as the bogeys which result from successful nose picking!  Players try to accumulate the best bogey collection.  Yukk!


Queen's Necklace. Published by Days Of Wonder. 2003. Box. Excellent. £8.50

Designer: Bruno Cathala & Bruno Faidutti. No. players: 2-4. Country: American. Duration: 40 mins.

Card game in which players purchase cards using a clever system which means that the more often a card is rejected the cheaper it becomes to buy.  These cards depict various jewels as well as cards which allow various special actions to be taken. Three times in the game there will be a grand jewel sale when the players select which jewels they will put on sale this turn, with selling rights going to the players with the best display of each type. Special cards can also influence the sale phase.  After three sales the player who made most money wins.


Rails Of Europe. Published by Eagle Games. 2007. Box. In shrink. £18

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

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


Razzia. Published by Ravensburger. 1992. Box. Good. £5.50

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

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


Reibach & Co. Published by FX Schmid. 1996. Box. Excellent. £6

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

Card game which uses 90 commodity cards and 10 scoring cards and 10 special cards. Players try to collect most of 10 types of commodity, as at three points in the game payouts are made to the players with most and second most of each type. In their turn a player can do three things, which include drawing a new card from those on display, playing a card to the table in front of them (where it counts towards scoring), or placing a special card which can double the number of other cards played of that type, but means that no more may be played.  In many ways a cut down to the basics version of Airlines by the same designer.  Published as Get The Goods in America.


Rhino Rush. Published by Peter Pan Games. 1996. Box. Good, but box shows some wear. £5

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

Special notes: There is some tape on the joins of the board.

Children's game (age 5+) which is essentially just a roll and move game.  However, what makes this fun is that there is a large (6 inch long!) motorised plastic rhino which moves around the board erratically and moves the playing pieces as well!


Ring Board. Published by Spears. 1972. Box. Good, but box edges show wear. £2

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

Special notes: Originally came with 6 rings, but there are now only 5.  It is still entirely playable.

This game consists of a solid wooden board which can be hung on a wall. The board shows 4 concentric circles and there are metal hooks sticking out from it, each with a large number below it.  Players take it in turns to throw a set of rubber rings from a suitable distance and score for any rings which land on hooks.  Highest score after a predetermined number of rounds wins.


Risky Business. Published by Laycee Games Inc. 1986. Box. Good. £4

Designer: Palmer Wenzel. No. players: 2-6. Country: Canadian.

Notes: There is a mark on the base where tape was removed, which makes some of the 'blurb' unreadable.

Farming themed business game. Players breed their cows and build their herd, buying new cattle as cheaply as possible and selling others for a good profit. Also prize cows and bulls can win awards at shows. However, as the game name implies farming is a risky business, and all sorts of unfortunate events can befall the players. Game play is driven by moving around a track on the board, but with choices of which way to go at junctions.


Rolit. Published by Goliath. ca.1997. Box. Good. £4

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

Nicely produced multi-player strategy game based on Othello / Reversi, but for 2-4 players. Four sided balls (if that's not a contradiction) are placed into holes with the current player's colour upwards, and captured pieces are converted by 'rolling' them in their hole to the new colour.


S.P.I.V.S. Published by 3 Wishes. 1986. Box. 2 Box corners taped. £5.50

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

Space game with each player taking the role of a slightly dodgy trader in aliens in the deep space of Quadrant 13.  However the quadrant is full of hazards which must be avoided, such as a black hole, a giant space amoeba, solar flares, asteroid belts etc.  Players must take care to manage their fuel well and also the aliens to be traded resent captivity and all affect the capturing ship in one way or another, perhaps affecting movement speed or eating other captured aliens etc.


Scalino. Published by Abacus Spiele. ca.2000. Box. New. £26

Designer: Peter Pallat. No. players: 2-4. Country: German. Duration: 20 mins.

Tactical pyramid building game which uses colourful wooden tile pieces and comes in a wooden case, which folds out to become the board.  In a previous edition this was on the Spiel Des Jahres recommended list for 1988. Game play involves placing tiles of your colour into the 4 layer pyramid in such a way as to keep as many of your pieces as possible connected.


Scattergories. Published by Milton Bradley Games. 1993. Box.

Good, but box shows wear, 1 corner taped. £6.50

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

Special notes: 4 standard pencils missing - but you can use any pens or pencils with the game

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


Sector 41. Published by Scimitar Games. 2009. Box. In shrink. £28

Designer: Michael Lachtanski, Dave Long. No. players: 2-4. Country: American. Duration: 90 mins.

Space themed game in which each player is an alien race seeking Glynium, an extremely potent power source which can only be found in Sector 41. Fighting is inevitable.  However, there are also ancient guardians who when woken will reclaim their home. The game uses colourful tiles and players must use strategic planning and clever tactics to win.  Also includes a partnership variant, a quick play version, a children's version (8+) and a more challenging option.


Selected Patience Games. Published by Goodall & Son + Thos. De La Rue. ca.1932. Booklet. Good. £4.50

Author: Professor Hoffmann. Country: British.

Softback, 10x7cm, 64 pages. A selection of 22 patiences selected by this prolific author. Many black and red diagrams throughout. The games are: Original, Star, Travellers, Carpet, Windmill, Heads & Tails, Demon,

New York, St Helena, Reversible Sequences, Puss in the Corner, Four Marriages, Backbone, Bismarck, Quadrilateral, Roman, Ladies Drawing-Room, Burleigh, Triplets, Stop, Golf, Poker.


Sound Tracks. Published by Living And Learning. 1987. Box. Excellent. £8

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

Childrens' game (age 3-6) in which each player gets a different board showing 9 pictures. A cassette tape is started from a random point and played.  Various sounds will be played and players cover the picture of something they hear the sound of.


Spies. Published by SPI/TSR. 1984. Box. Good. £9.50

Designer: Lenny Glynn & John Prados. No. players: 2-5. Country: American. Duration: 3 hrs.

Second version of this spy themed game (but which uses wargame style cardboard counters). Each player represents the Secret Service of a major European country in the 6 years leading up to WWII. Players collect and steal secrets, expose spies and use undercover tactics to gain an advantage for their country. Although uncredited, the scoring system was devised by Sid Sackson.


Star Trek: The Card Game. Published by Fleer/Skybox. 1996. CCG. Good. £1.50

Designer: Jeff Grubb, Don Perrin, Margaret Weis. No. players: 2. Country: American. Duration: 45 mins.

Special notes: This batch comprises two starter boxes of 65 cards each.

CCG based on the original 1960s Star Trek series starring Kirk, Spock, McCoy etc. Every starter has an Enterprise card as well as the core crew just mentioned. The game revolves around completing episodes, with each episode comprising three cards: Mission, Plot, and Discovery. During each part of an episode your opponent can challenge you with suitable cards which you must try to overcome.  You then move onto the next stage of the episode. Points are awarded for how you deal with each challenge. The first player to accumulate 25 points wins.


Star Wars Adventures Of R2-D2. Published by Parker. 1977. Box. Good, but 1 corner taped. £2

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

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


Steam Barons. Published by Treefrog Games. 2009. Box. In shrink. £28

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

Expansion to Steam, which you will need in order to make use of this.  Using this expansion you can play Steam in an entirely new way: the players compete for ownership of the various companies rather than running one each.  Two new maps are included in the set for use with either the original rules or the new rules. They are Northern England and Eastern USA.  They are ideal for 5-6 players using the original rules.  A new stock market mechanism is also introduced and works well with the full range of players. 144 wooden train pieces included.


Stranded. Published by Spears. 1981. Box. Good. £0.75

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

Attractively produced strategy game. The plastic board has slots, into which you fit plastic walls. Players move 'along' these walls, but always removing from the game the first wall passed over. There are also rules to keep you away from your opponent. The first player unable to move (ie. no walls adjacent to him any more) loses.  Note this is not the same game as Isolation, which was also published as Stranded.


Struggle Of Empires. Published by Warfrog. 2004. Box. In shrink. £18

Designer: Martin Wallace. No. players: 2-7. Country: British. Duration: 3-4 hrs.

Players take the roles of the major 18th century European powers, and struggle for dominance in both Europe and the colonies (North and South America, India, and the East Indies).  For each of three wars the players bid to ally themselves with some other players while opposing others - attacking allies is not permitted so getting the alliances right is important. Players can then spend their actions bringing new forces into play, moving them and attacking with them, as well as gaining special tiles which give a variety of benefits. Money can be obtained by taxing your populace but this causes unrest which has to be monitored carefully.


Sum-Times. Published by Spear's Games. 1992. Box. Good. £3

Designer: Richard Dixon. No. players: 2-4. Country: British.

Maths based game.  The board shows a grid of the numbers 1-100, and number cards are used in a simple calculation (A*B +/- C) to indicate a square on the board which a playing piece can be played on.  Replacing opponents' pieces is also allowed in some circumstances, and provides the tactics.  The objective is to get all your playing pieces on the board.


Symbioz. Published by Unicorn. 1995. Box. Good. £13.50

Designer: Francois Bachelart & Christophe Pinard. No. players: 2-4. Country: French.

Various alien life-forms struggle for dominance on a distant planet. The carnivorous Kroguls, the herbivorous Grabits and the Zherbes, a prolific intelligent plant.  The players try to expand their own populations of each of these, while ensuring that their rivals' populations are kept in check.  The objective is to achieve a population of only plants in three of 24 areas.


Tactics II. Published by Avalon Hill. 1973. Box. Good. £6

Designer: Charles Roberts. No. players: 2. Country: American.

An early wargame, and a good introduction to the genre. Sort of a military chess played on a mapboard, with units having different capabilities, and each turn all units can be moved and then battles resolved.  The mapboard shows a fictional continent over which the blue and red forces are battling with various terrain features including roads, rivers, woods, mountains, beaches, sea and cities.  The rules include a basic game and a more advanced game.


Take It Higher. Published by Burley Games. 2009. Box. In shrink. £22

Designer: Peter Burley, Reiner Knizia. No. players: 1-6. Country: British. Duration: 25 mins.

A new take on Take It Easy, this time with input from Reiner Knizia as well.  The most obvious difference is that the games uses octagonal rather than hexagonal tiles, so there are 4 lines through each tile rather than 3.  In addition to the basic game two additional scoring options can be added.  The first gives bonuses for completing rows which have all the same coloured central tile section, and the other gives points for completing rows and placing spaceship miniatures on them in a cunning way. Recommended.


Tall Stories. Published by Living & Learning Games. 1992. Box. Good, but box lid slightly indented. £4

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

Children's story telling game, made locally in Cambridge. The game is played on a board covered in different colour hexagons. There are 48 different hex tiles in play, and each turn you get to add one or more to the board, adjacent to tiles already there. The picture on the tile played must be incorporated into the story in a sensible way, though you may add as much or as little narrative as you wish before playing the tile. Play continues until a story is brought to an end with one of 4 special tiles indicating a happy, sad, surprise or humourous ending.


Tammany Hall. Published by StrataMax Games. 2009. Box. In shrink. £34

Designer: Doug Eckhart. No. players: 3-5. Country: American. Duration: 90 mins.

Election game set in New York City in the 1850s. The immigrant populations are key to the elections, and currying favour with them is essential.  City offices also have useful privileges which can help you win in the various wards. It was a time full of corruption, and so underhanded techniques and a little slander are essential tools for every budding politician.  This is the full colour boxed edition with mounted map and over 350 wooden pieces.


The Artless Gambler. Published by Pelham Books. 1964. Book. Good. £5

Author: Roger Longrigg. Country: British.

Hardback with dustcover, 20x14cm, 114 pages. An amusingly written book about gambling - read it for a laugh not to get any serious information!  In its amusing way it covers: picking a horse, getting a tip, going racing, racing off the course, going to the dogs, winning on the pools, playing bingo, gambling in a club, playing cards, playing dice, gambling when you can't, gambling abroad, premium bonds.


The Bridge Player's Dictionary. Published by Mr Bridge. 1991. Book. Excellent. £2.50

Author: Giles Thompson. Country: British.

Softback, 21x15cm, 127 pages. A dictionary of terms and phrases in use in the world of Bridge. Some of the listed phrases are used in many card games, so this could be useful to more than just Bridge players.  As you would expect the phrases are listed alphabetically.


The Celtic Knotwork Puzzle. Published by Historical Collections Plc. 1992. Box. Good. £1

Designer: Oxford Games. No. players: 1. Country: British.

This puzzle consists of 9 large square tiles each showing a portion of a large Celtic knotwork pattern.  However, the knotwork is very symmetrical, and so it is not matching the shapes that is hard, but matching the colours of 'thread' from one tile to the next which makes it difficult.  There is also no indication as to which sides of the pieces are the edges. The back of the box shows the solution.


The English Jigsaw Puzzle 1760-1890. Published by Wayland. 1972. Book. Excellent. £16

Author: Linda Hannas. Country: British.

Hardback with dustcover, 26x19cm, 164 pages.  Book detailing the history of the English Jigsaw Puzzle, and an essential work on the subject.  About half the book is historical information with many pictures (mostly black and white, but a few colour) and covers the inventor of the Jigsaw (John Spilsbury), 18th and 19th century dissections, principal publishers, the jigsaw trade, foreign puzzles, and more.  The second half is a very comprehensive looking listing of jigsaws from the covered period in museums and private collections with quite a bit of detailed information on each (but no pictures).


The Gunpowder Treason Game. Published by Aztral Games. 1986. Packet.

Good, but box insert discoloured. £11

Designer: Unknown. No. players: 2-4. Country: British. Duration: 40 mins.

Promotional game, made for Astra Fireworks. Mixture of plastic and wooden pieces. Very bright, attractive board and 64 cards. Players move across a gridded board first collecting gunpowder and then moving it into place close to Parliament before trying to blow the Houses to pieces.  However, each player is trying to do this quicker than anyone else, and in order to speed you up there are tunnels and listening posts which speed up movement substantially, but with some risk of being discovered by the authorities - judging when and how much risk to take is what the game is about.


The Ins & Outs Of Peg Solitaire. Published by Oxford University Press. 1985. Book. Excellent. £5

Author: John D. Beasley. Country: British.

Hardback, 22x14cm, 275 pages.  A very thorough examination of Peg Solitaire.  The game is introduced and the history given, then a mathematical approach to the game is given, and this can then be used to solve many peg solitaire problems. Peg solitaire on different shaped boards and even infinite and 3D 'boards' are also considered.  Great if you really want to understand peg solitaire mathematically. The book contains over 200 problems for you to attempt (with solutions).


The Laws Of Auction Bridge. Published by Thomas De La Rue. 1924. Book. Good. £6

Author: The Portland Club. Country: British.

Hardback, 16x10cm, 36 pages.  The rules and regulations of Auction Bridge as adopted by the committee of the Portland Club. Includes an index.


The Name Of The Rose. Published by Ravensburger. 2008. Box. Excellent. £17

Designer: Stefan Feld. No. players: 2-5. Country: German. Duration: 75 mins.

Based on Umberto Eco's famous novel. The players take the roles of suspect monks, and try to divert suspicion from themselves and onto others.  Very attractively illustrated board and cards.  Players must try to keep their identities secret as points are lost if other players know which monk they are, while still trying to ensure their monk doesn't accumulate too many clues pointing towards them.


The Official Rummikub Book. Published by Sterling Publishing Co.. 1978. Book.

Good, but some marks on front cover. £9. Author: Ephraim Hertzano. Country: American.

Softback, 18x18cm, 72 pages.  Quite hard to find book on Rummikub by the originator of the game. The book goes into considerable detail on the 3 separate versions of Rummikub: American, Sabra and International.  In each case the rules are presented with plenty of colour diagrams, and strategy issues are discussed.  An excellent book for a Rummikub fan.


The Pocket Guide To Cribbage. Published by Thomas De La Rue. 1921. Booklet. Good. £7

Author: Cavendish. Country: British.

Softback, 10x7cm, 26 pages. Has gold edged pages. Includes a detailed walkthrough of the game as well as sections on 6 card cribbage, three and four handed cribbage and hints to learners.


The Small Furry Creatures Press – Magazine. Published by SFCP. Country: British.

This is the British games magazine which was later renamed Games Games Games.  Issues are generally 24 pages long, and cover industry news, roleplaying games, PBM games, classic games (eg. Draughts and Chess), as well as having well written reviews of board games of various sorts (family, strategy and wargames). Other main articles listed by issue:

Issue 60. ca.1992. Good. £0.40. News, Letters, S.F. Games, Raid on Richmond review, Grand Prix Manager review, Developing an RPG, Bluff My Call, En Garde!, Draughts, Scrabble.

Issue 84. 1994. Excellent. £0.50. News, Letters, RPG Deaths, Pendragon, Intirge, Manhattan, Theingold, Die Erbraffer, Kohle Kies & Knete, In Character (RPGs), Flirt Part 2, Bluff My Call, Tales of Corelay, Draughts, Puzzles.


The Study Of Games. Published by John Wiley & Sons. 1971. Book. Good - Ex Library. £6.75

Author: E.M. Avedon, B. Sutton-Smith. Country: American.

Hardback, 23x16cm, 530 pages. An academic resource useful for the study of games as a serious subject, rather than a book giving rules to games or strategies etc, with lots of references and bibliographies. The contents cover: The History & Origins Of Games (Historical Sources, Anthropological Sources, Folklore Sources, General Sources), The Usage Of Games (Recreation, Military, Business & Industry, Education, Diagnostic & Treatment), Structure & Function (Social Science, Games as Structure, Function of Games).


The Ten Best Card Games For Two. Published by Grant Richards Ltd. 1926. Book.

Good, but spine shows some wear. £5. Author: Basil Dalton. No. players: 2. Country: British.

Softback, 16x10cm, 60 pages. This book covers the rules to: Bezique, Cribbage, Draw-Bridge, Draw-Whist, Ecarte, Euchre, German Whist, Piquet, Poker Patience, and Pontoon.


The TinTin Games Book. Published by Methuen Children's Books. 1986. Book. Excellent. £2.50

Author: Herge. No. players: 1+. Country: British.

Hardback, 30x23cm, 30 pages.  Nicely produced book of games and activities all based around well drawn TinTin comic strips. It includes: It's No Use Running (two player chase board game), Find The Mistakes (in a detailed picture), Spot the Same (only two drawings have Calculus in the same clothes), Conversations (fit the words to the pictures), and much more...


The Week-end Problems Book. Published by Cambridge University Press. 1932. Book. Good. £7.50

Author: Hubert Phillips. Country: British.

Special notes: Many crosswords completed in pencil (they can be erased), but a previous owner has neatly written in many additional puzzles in the blank end pages. Hardback, 19x12cm, 334 pages. An excellent collection of puzzles and conundrums of all sorts. They fall into the following categories: Mathematical / Logical, Crosswords (American style), Word Puzzles, Bridge Problems, Chess Problems.


The World's Best Word Puzzles. Published by Daily News Publications. ca.1925. Book.

Good but spine and edges show some wear. £13. Author: H.E. Dudeney. Country: British.

Hardback, 19x12cm, 126 pages. A compilation of word puzzles of various forms: Enigmas, Riddles, Acrostics, Charades, Word Squares, Palindromes, Anagrams, Conundrums, Rebuses, Buried Words, Missing Words, Expanding Words, Squares and Stars, Crosswords and more. 1925 is the copyright date - I doubt this is the original printing though.


Tile Bridge. Published by Peter Pan. 1983. Box. Good. £1

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

Two sets of tiles representing standard playing cards (inc two jokers per set), with the basic rules of Bridge included.  4 tile racks and a thick felt mat are also included.  Of course you could use the tiles for any card game, not just bridge.


Turbo. Published by Milton Bradley. 1983. Box. Good. £1

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

Simple motor racing game tied in with Sega's video game of the same name. The game comes with 20 well made mini plastic racing cars.  Players spin two spinners each turn and must use the resulting numbers to move their own car and either an opponent's car or the neutral ambulance.  16 other non player cars block the track at various points. The chicane and the ice field add to the game as well.


Twilight Struggle. Published by GMT Games. 2006. Box. In shrink. £34.50

Designer: Ananda Gupta, Jason Matthews. No. players: 2. Country: American. Duration: 3 hrs.

An interesting mixture of American style wargame and a Eurogame.  The game is set during the Cold War starting in 1945 and going all the way through to 1989.  One player takes the role of the USA and the other the USSR. The game is card driven, with each card having an event (mostly favourable to one side or the other, but sometimes neutral), and a deployment power.  Players take it in turn to play cards, and if a friendly card, choose either event or deployment points, but if it is an unfriendly card the event must be played in order to use the deployment points.  Players vie for control (majority of influence) in countries and continents, with players controlling the timing of scoring rounds.  Captures the theme wonderfully.


Valley Of The Four Winds. Published by Games Workshop. 1980. Box. Good. £19

Designer: Lew Pulsipher. No. players: 2. Country: British. Duration: 90 mins.

Games Workshop's first-ever board game, a fantasy war game set in the World of Farrondil. Inspired by a range of fantasy figures made at the time by Minifigs Ltd. Includes a background story setting the scene. The game sets the good (humans, elves and dwarves) against a legion of undead.  The rules cover movement, combat, magic, exploration, and different terrain.


Way Out West. Published by Warfrog. 2000. Box. Excellent - unpunched. £7.50

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

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


Where There's A Will. Published by Ragnar Brothers. 2002. Box. Excellent. £10

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

Card game in which the players all try to claim as much of value as possible of the now sadly departed rich Duke's estate.  This is done by putting forward various relatives and associates, from a son through mistresses to the chauffeur or maid. However, cards are also played to alter the comparative values of the various claimants and even change their allegiance or make them ineligible. Light but good fun.


Wide World. Published by Parker. ca.1970. Box. Good. £5

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

Special notes: Box base slightly indented, one corner taped.

Different to the much earlier Parker game of the same name. Players travel around a map of the world collecting products from the countries visited. Uses a 'weather guide' plastic overlay which can affect the movement of planes.  The game is essentially a roll and move race game with a few extras such as event cards for certain spaces, being able to slow down other players' planes by landing on them, as well as the weather guide.


Win At Hearts. Published by Dover Publications. 1983. Book. Good. £9

Author: Joseph D. Andrews. Country: American.

Softback, 21x14cm, 102 pages. A relatively uncommon book which explains the ever popular game of Hearts and gives lots of ideas on how you can improve your play.  The book covers: A History of the Game, Overview of the Game, The Pass and Other Basics, Spade Suit Management, Planning Your Play, Defensive Play, Psychology in Hearts, Variations, The Grand Squash.


World Traveller. Published by Intelligames. 1980. Box. Good. £2

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

Players race their playing pieces across the board which shows a map of the world divided up into squares.  Landing on some spaces results in being asked a question from one of the cards, and answering correctly will earn extra movement points.  There are easy and difficult questions so the game can be played by adults and children together. There are also some adventure spaces which will send the player to a random location as determined by the adventure card drawn.  The first player to get to the far side of the board wins the game.


Wortersee. Published by Kosmos. 1998. Box. Excellent. £3

Designer: Manfred Ludwig. No. players: 2-4. Country: German.

This is a word game in which a sea of letters is randomly set up in what is effectively a hexagonal grid.  The letters are revealed and players have until an egg timer's sand runs out to spot words made up with adjacent letters and claim lots of the starting letter pairs with little markers. At the end players score 1 point for each letter in each word they spotted.  There are extra letters for use with the English language rather than German too.


Wreckage. Published by Fantasy Flight. 2003. Box. In shrink. £8

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

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


You Be The Judge. Published by Spear's Games. 1993. Box. 2 copies available:

1) Good but mark where label was removed. £1. Photocopied rules, original dice replaced.

2) Good. £4

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

Party game for two teams of players.  One team reads out a summary of a real court case from around the world and the other team has to decide whether the judge was For or Against the prosecution.  A correct answer gains a variable number of points for that team, and the first team to score 16 points wins the game.


Your America. Published by Cadaco. 1970. Box. Good. £3

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

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

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


Zankapfel. Published by VSK. 1994. Box. Two copies available:

1) Good, 1 corner split. £6      2) In shrink. £8.

Designer: Ralf zur Linde. No. players: 3-6. Country: German. Duration: 1 hr.

Players buy and sell apples for profit. The board shows a price grid around which a marker is moved and this lets players buy and sell four different types of apple, as well as changing the prices of these apple types. Players bid secretly when selling or buying apples and the game uses a card system to resolve conflict in these 'Apple Wars'. Has a giant apple playing piece as the turn marker.


Zaxxon. Published by Milton Bradley. 1983. Box. Good. £1.25

Designer: Sega Enterprises Inc. No. players: 2 or 4. Country: Holland. Duration: 30 mins.

Board game version of the early 1980s video game of the same name.  Each player / team flies a mission with their planes to destroy an enemy target and fuel dump and then make a run on the dreaded Zaxxon, a well armed robot fighter. The game allows the teams to attack each other as well once on the final run and there are several obstacles which have to be negotiated too. Nice chunky plastic pieces.


Zillionaire. Published by Milton Bradley. 1987. Box. Excellent. £4

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

Card game, part of the Big Deal Series. Very closely related to Karriere Poker and WotC's The Great Dalmuti. This is one of the better versions with players earning points each round and having to sit in a new order of play depending on the status they have earned. Wild cards add an interesting element.  This family of games are 'climbing' games - sort of related to trick taking games, but cards are played in combinations as well as just singly, and the 'trick' can go around the table more than once.



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