Dec 2010 Catalog
10 Days In Asia. Published by Out Of The Box. 2008. Box. In shrink. £18.50
Designer: Alan R Moon, Aaron Weissblum. No. players: 2-4. Country: American. Duration: 30 mins.
Reworking of the excellent Europa Tour. Players must try to build a valid route through Asia using country cards, plane, ship and railway cards. There are special card holders to ease play and a map board showing Asia from Turkey to Papua New Guinea. Thus you can see which countries are adjacent and which permitted for each type of travel. The game poses interesting puzzle-like challenges, and is one I very much enjoy - highly recommended. It also has enough twists compared to Europa Tour to make it worth having this as well if you like the type of game. Great for teaching the kids geography without them realising too.
3 Up. Published by Airfix. 1971. Box. Box shows wear, contents still sealed. £0.70
Designer: Unknown. No. players: 2-4. Country: British. Duration: 20 mins.
Players take turns placing their pieces onto the board with the objective of completing a stack of three pieces of their colour. As well as placing a piece, one of your pieces may be moved each turn as long as it is on the top of a stack.
50 Card Games For Children. Published by Whitman Publishing. 1933. Book. Good. £1
Author: Vernon Quinn. Country: American.
Card game book covering 20 card games children can play, 12 solitaire games, 12 card tricks, 5 more grown up games and also an introduction to contract bridge. 1933 is the copyright date, but this edition is more recent - perhaps 1950s.
A Game Of Draughts Vol 1 No. 1. Published by D.E. Oldbury. 1946. Booklet. Good. £1
Author: D.E. Oldbury. Country: British.
Softback, 21x14cm, 28 pages. First issue of a bi-monthly draughts magazine. The contents of this issue are: The Flora Temple, Cross; Samuel Cohen - World Champion - and his best games, The Problem of 'The Move', Draughts Problem to solve.
A Handbook Of Card Games. Published by Paul Hamlyn. 1963. Book. Good. £3.50
Author: George F. Hervey. Country: British.
Hardback, 17x11cm, 293 pages. A collection of card games including the standard ones, and some less common ones, categorised as follows: Games for Two (14), Games for Three (5), Games for Four (17), Games for Five or More (13), Party Games (14).
A.B.C. Of Bridge. Published by Henry J. Drane. ca.1908. Book. Good, but speckling on flyleaves. £6
Author: Eleanor A. Tennant. Country: British.
Special Notes: 5th Edition
Hardback (embossed cover), 14x11cm, 128 pages. An introductory book which is intended not to go over the heads of beginners and thus put them off the game, or learning from further books. Thus this book goes through the basics of Bridge giving the rules of play as well as giving hints about pitfalls to avoid. Also includes the Laws of the Game as of 1904.
Acqua Dolce. Published by Giochix. 2009. Box. In shrink. £14
Designer: Daniele Ragazzoni. No. players: 2-5. Country: Italian. Duration: 20 mins.
Card game in which the players compete to fill the requirements of a common aquarium. In order to do this players play cards to fulfil objectives. To win a player must get rid of all of their cards in hand while fulfiling their goals. The game takes some ideas from Rummy, but adds its own new twists.
Add-Em. Published by Mansell's. ca.1935. Box. Good. £9.50
Designer: Unknown. No. players: 2+. Country: British. Desc. by Eamon.
Special Notes: 1 tab has been taped, but otherwise surprisingly good condition for its age.
Card game, rare to find anything by this company who only seemed to exist for a short period. 52 cards, featuring plus and minus numbers, which players use to form equations. If the equation is correct, those cards can be discarded, with the object being to get rid of all your cards first.
Advance To Boardwalk. Published by Parker. 1985. Box. Good. £5
Designer: Charles Phillips. No. players: 2-4. Country: American. Duration: 1 hr.
American version of Advance To Marble Arch - but much rarer in the UK. Uses the Rich Uncle Moneybags character graphics as used on American Monopoly. Property development game. There are 4 regions on the board each with 6 property spaces and a title deed for each. On your turn you get some money to spend in a particular region and this can be split amongst the properties as you wish. Each time you buy a share in a property you place a stackable piece there, and whoever has the most pieces there gets the title deed. Thus you have to decide who to compete with and where. Special cards allow rule breaking moves which can swing things in your favour, but it often takes a turn to get a new one. A fun light business game.
Africa 1880. Published by Tilsit. 1997. Box. Excellent. £14
Designer: Francis Pachiere. No. players: 3-6. Country: French. Duration: 2 hrs.
Relive the colonial adventure with Africa 1880. Between 1880 and 1914 European nations fiercely raced to gain control of the Dark Continent. Each player represents a nation exploring and colonising Africa. The success of their adventure, however, has more to do with intrigue in the luxurious parlours of the embassies than hacking a way through the jungle. Negotiating alliances and declaring war are what change the face of the world! There are 22 rather nice resin-cast embassy pieces and 180 die-cut counters. Game play is somewhat Diplomacy like, with negotiation, order writing and resolution.
Arkham Horror. Published by Fantasy Flight Games. 2006. Box. In shrink. £29
Designer: Richard Launius, Kevin Wilson. No. players: 1-8. Country: American. Duration: 3 hrs.
A rework of the classic Lovecraft based board game. This edition is wonderfully produced with a big board showing sites in and around Arkham, as well as over 350 cards with assorted events, monsters, items etc which the investigators can encounter. The objective is to obtain equipment and knowledge in order to close the gates to realms of terror which are popping up around Arkham. The game is cooperative in that the players can all win or all lose, but each investigator can do their own thing. Eventually if the gates are not stopped, one of several ultimate evils will rise and unless the investigators can pull off a miracle Arkham is doomed!
Auf & Ab. Published by Franjos. 2003. Box. Good. £7
Designer: Ed Pegg. No. players: 3-4. Country: German. Duration: 10 mins/hand.
Card game which can (less easily) be played with a set of 9 double dominoes. This is a 'climbing game' which means that cards are played in combinations, and other players can then play higher sets of cards of the same combination. The objective is to get rid of your cards - thus getting rid of your weak cards is key. The twist in this game is that every card has two values, one red and one blue. When one of several special cards is played everyone turns their cards the other way up, and must now lay lower combinations rather than higher ones. A clever twist which means you have to keep your hand viable 'either way up'. Recommended.
Automobile Fur Die Welt. Published by Ravensburger. 1977. Box. Good. £13.50
Designer: Urs Waldvogel. No. players: 3-6. Country: German. Duration: 1 hr.
Business game set in the car industry. Players vie for sales in markets around the world, producing cars, lorries, coaches and special vehicles. To do this players must build factories, and also improve their service and quality so that their products are attractive. Also importing and exporting reduces margins, so trying to produce in the right countries is also helpful. Mostly though players need to manage their cash flow so that they can afford to produce when lucrative contracts come up.
Avalon. Published by Kosmos. 2003. Box. Excellent. £10.50
Designer: Leo Colovini. No. players: 2. Country: German. Duration: 45 mins.
Special Notes: I will include colour printed and laminated crib sheets and English supply cards.
Card game in the excellent 2-player small square box series. The players vie for supremacy over a row of 11 regions, some of which grant their controller advantages. The cards depict knights and sorceresses in various colours, and these can be placed next to the various terrains to reinforce or to attack the opposing forces there, and thus if successful gain control of the region. As usual with this designer, the mechanisms are clever and a little unusual - the sorceresses are potentially powerful, but if countered can give your opponent an advantage, whereas knights are needed in order attack a region. Finally, winning a battle is not all good news as there is a potentially a large cost in hand cards to be paid by the victor.
Bargain Hunter. Published by Valley Games. 2010. Box. In shrink. £11
Designer: Uwe Rosenberg. No. players: 3-4. Country: American. Duration: 45 mins.
Reprint of Schnappchen Jagd. Clever trick taking card game. Each hand each player is aiming to collect tricks containing cards of a particular type. These score points, but other cards won are potentially negative. However in between rounds you get a chance to get rid of some junk cards you have collected and also change what you are going for next hand. The rules for trumps are novel as well. Recommended to any fans of trick taking games. Especially good for 3 players.
Bezique And Rubicon Bezique. Published by W.D. & H.O. Wills. 1933. Booklet. Good. £2.50
Author: Major A.P. Sinkinson. Country: British.
Softback, 10x7cm, 64 pages (gold leaf edged). Likely a promotional item as it has several references to the Imperial Tobacco Co. on it. Covers Bezique, Rubicon Bezique, Polish Bezique, Four Handed Bezique, Binocle and Cinq-Cents.
Borneo Board Game. Published by Da Vinci Games. 2007. Box. In shrink. £23
Designer: Paolo Mori. No. players: 3-5. Country: Italian. Duration: 40 mins.
In this game the players are merchants trading spices with the East Indies in the 17th century. The merchants belong to several mercantile guilds, and achieving the best position within the guild hierarchies when profits from the expeditions come in is crucial. The game is driven by cards which can be used in three different ways: gaining control of harbours for particular guilds, gaining status within the guilds, and afterwards as trade goods. The game won the Best Unpublished Game Award Lucca 2006. This edition comes with a board and various other components to make play easier than the small box cards-only edition.
Bridge Troll. Published by Z-Man Games. 2009. Box. Excellent. £16.50
Designer: Alf Seegert. No. players: 3-6. Country: American. Duration: 1 hr.
Lighthearted game in which the players are trolls guarding bridges, and attempting to get the more desirable travellers to cross their bridges. The players bid to attract the visitors, and get their pick in descending order of amount bid. Not bidding at all gets you more bidding power for next time, but a low bid may get you even more. However, not all travellers are desirable: billy goats, dragons, and knights can cause a troll problems. Food and money won from travellers can be traded in for VPs and it is these which win you the game.
British Towns. Published by Pepys. ca.1960. Box. Good. £1
Designer: Unknown. No. players: 3+. Country: British.
Card game, with 44 cards featuring colour drawings of famous settings in 29 British towns. The various towns and cities are divided up into 9 sets by region. Rules to a couple of different set collecting games are included, one being a rummy variant and the other a Go Fish style game. The rules booklet also lists the populations of the depicted towns and cities, and gives a little information about each place.
Busy Bees. Published by Pavillion. 2000. Box. Good. £1.75
Designer: Geoffrey Inc. No. players: 2-4. Country: British. Duration: 10 mins.
Special Notes: Original rules missing, but a summary of them is provided.
Children's memory game with a difference. There are 16 chunky plastic bee pieces which all look the same from above, but underneath they have different colour bases. The bees are placed onto the circular board and players take it in turn to turn up two of the bees and if they are the same colour underneath they claim them. If they are different colours underneath then they are replaced and the next player has a go. What makes this more interesting is that the board unit has a motor in it which makes the bees vibrate and move around a lot, thus keeping track of which one is where is not so easy!
Campaign Issue 84. Published by Don Lowry. 1978. Magazine. Good. £0.40
Author: Don Lowry. Country: American.
Wargame magazine, but with articles of more general interest too. The magazine was previously known as Panzerfaust. This issue's articles include: Weserubung: The German Invasion of Norway 1940, Russian Campaign, Designer's Notes on Elric, Grand Army Additions, Dauntless Review, Cosmic Encounter Review, Book Reviews, Short Reviews, Letters.
Candidate. Published by Avalon Hill. 1991. Box. Good. £9.50
Designer: Richard Winter. No. players: 2-6. Country: American. Duration: 2.5 hrs.
American presidential election game in which the players are the various party candidates hoping for nomination. The play is card based, and players visit as many states as possible hoping to win as many primaries as possible, playing cards for each. ‘Money’ cards help your position, ‘Problems’ can help you or hinder others and ‘Rumours’ are sure to cause problems for someone else! Once through the primaries the climax of the game comes in as the candidates drop out one by one, until one of those remaining is left with a majority.
Capt'n Clever. Published by Zoch zum Spiele. 2003. Box. In shrink. £5
Designer: Liesbeth Bos. No. players: 3-4. Country: German. Duration: 30 mins.
Children's game which has enough interest for adults as well. Each player's captain tries to retrieve a treasure from each of the nine islands. However, his right hand neighbour will show him which island his next treasure is on, and that is likely to be a tricky one to get to. The captain pieces can move from island to island using any of the boats, but each player can only move one of the boats. The boats actually act more like bridges, but several can be used in a single turn so it is often possible to make good use of opponents' boats as well as your own.
Cavendish. Published by Hiron. 1986. Box. Excellent. £1.
Designer: Maureen Hiron. No. players: 2. Country: British.
Game in which players try to make a line of 5 or more pieces. Play is on a large hexagonal board, with pieces placed on the vertices. Instead of placing a piece on the board it is also possible to capture a pair of opposing pieces by jumping over them to a free space. Includes a rule to offset the advantage of going first.
Centipede. Published by Milton Bradley. 1983. Box. Good. £2.25
Designer: Atari Inc.. No. players: 2. Country: British. Duration: 30 mins.
Special Notes: One centipede piece has become unlinked from the others so has to be moved along separately
Board game version of the popular 1980s video game. Each player has a centipede which heads down a track and the first to reach the opponent's home base wins. However, blocking mushrooms can be placed to create shortcuts for your centipede and a spider and scorpion place and remove mushrooms and also attack your opponent's laser cannon. Your laser cannon can be used to destroy blocking mushrooms, the spider and the scorpion and also stun your opponent's centipede, slowing it down.
Chip-Chip Hurra. Published by Klee. 2001. Box. Good. £14
Designer: Klaus Teuber. No. players: 2-4. Country: German. Duration: 25 mins.
Dexterity game in which each round a miniature computer disk is flipped onto the board using a scientist shaped see-saw device! Each player has two robots on the board and each player can then move one of their robots in a straight line in order to get as close as possible to this round's disk. The closest robots are lifted to reveal dice and the highest wins the disk. The dice flip over (unseen) as the robots are moved around the board, due to ridges between the spaces. When a robot has a full quota of disks it leaves the board. The winner is the first player to have both of their robots fully loaded. Utterly daft!
Cinema. Published by Fun Connection. ca.1995. Box. Good. £1.50
Designer: Unknown. No. players: 4+. Country: German. Duration: 45 mins.
Game in which players use their knowledge of films to win the game. Players have partners, and a card showing a scene from a film is turned up and the players all write down anything they can think of connected to that scene. Each association made by both players in a team scores a point. The reverse of the cards show the name of a film, along with the year and main star. Sometimes these are used instead to make connections. A sand-timer is used to indicate when the time is up for each round.
Complete Book Of Dice Games. Published by Robert Hale. 1977. Good. Good. £7
Designer: Skip Frey. Country: British.
Hardback with dustcover, 18x11cm, 192 pages. Jammed full of games to play with dice. 39 games plus variations are described. The games are categorised as follows: Home Games (27), Bar Games (8), Casino Games (4). Various appendices make it easy to find just the right game for every occasion.
Contract Bridge Made Easy. Published by Faber And Faber. 1955. Book. Good. £1.50
Author: Josephine Culbertson. Country: British.
Hardback, 21x14cm, 176 pages. Introduces the Culbertson system of bidding. The book covers: How to Value Your Hand, The Opening Bid of One of a Suit, Responding to the Opening One Bid, Rebidding After the Opening One Bid, Opening Two of a Suit, Opening Three and Higher of a Suit, Opening No Trump Bids, The Defender's Bidding, Penalty Doubles, Slam Bidding, How to Play Your Cards, Leads Signals & Discards, How to Score.
Cops And Robbers. Published by A & C Black Ltd. 1979. Book. Good. £3
Author: Norman Sofier. No. players: 2. Country: British.
Spiral bound book with thick card pages, 31x21cm, 26 pages, and each page having the rules to a different game and a diagram on which to play it. Pop out playing pieces supplied. The book contains the rules and boards for 24 two player games. All are simple in terms of the rules, but not necessarily simple to master. The games are all abstract in nature, many to do with strategic positioning on a board or taking it in turn to remove / place pieces with assorted twists. Most of the games are playable in a very few minutes, with the remainder being perhaps 20 minutes to play. If you like this type of game then this book is worth investigating.
Criminals. Published by Ronot Martini. 2007. Ziplock. Excellent. £3
Designer: Kory Heath. No. players: 3-6. Country: American. Duration: 30 mins.
Each player is a criminal and is secretly given a card saying what crime they committed. An accusation is made of another player about which crime they committed and if correct they are out. Otherwise that player may make an accusation. There is one crime card left out of the game and this is the crime of the Big Boss. When it is your turn you can instead accuse the Boss in order to win, but get this wrong and you are eliminated instead!
Culbertson's Own Summary. Published by Faber & Faber. 1941. Book. Good, but flyleaf discoloured. £9
Author: Ely Culbertson. Country: British.
Hardback with dustcover, 14x10cm, 64 pages. A summary of Culbertson's own new improved system for bidding and leading in Contract Bridge. Very densely printed with a thumb index for quick access to exactly the entry you need for the current situation. This is intended not to teach Culbertson's system, but to act as a quick reference companion guide.
Cut And Run. Published by Cut And Run Productions. 2000. Box. Excellent. £8
Designer: Unknown. No. players: 3-6. Country: British. Duration: 1 hr.
Players use money to buy parts of a casino until they have a complete set, when they can try to win by making a successful circuit of the board. The game uses a very nice 7" roulette wheel as well as assorted chips and cards. The game involves moving your piece around a track but with many spaces giving some interesting options.
Das Grosse Rennen. Published by Parker Palitoy. 1975. Box. Good. £9
Designer: Unknown. No. players: 2-4. Country: German. Duration: 1 hr.
German edition of The Magnificent Race. A great fun race game. Players collect tickets on various forms of transport, and enter races for that transport throughout the game. Coloured balls are placed in a large spinner and the winning ball will settle in a little indentation. The more balls you have in a race, the greater your chance of winning, but Dick Dastardly (everyone's adversary) always has a black ball in every race so he could win and pinch the points. He could even win the game! Not to be taken seriously, but just good fun.
Das Magische Hexagon. Published by VSK. 1994. Box. Excellent. £11
Designer: Horst Kuhlwei. No. players: 2. Country: German. Duration: 1 hr.
Each player controls 10 magicians and has 7 scrolls, 6 holding pearls of wisdom and 1 undesirable one. The game is played on an attractive board showing a parchment on which a hexagonal array of spaces is printed, many spaces having mystical symbols, but a few showing a flame. Players' scrolls are placed on the board as are the magicians and players take it in turns to make moves on the board - several types of move are permitted, but the objective is to push your opponent's scrolls into the fire spaces where they burn. The first player to burn sufficient of their opponent's scrolls is the winner. Large wooden conical mage pieces and chunky scroll tokens.
Das Riff. Published by Kosmos. 2000. Box. 2 copies available:
1) Good. £9.50 2) In shrink. £11
Designer: Christine & Wolfgang Lehmann. No. players: 2. Country: German. Duration: 45 mins.
Unusual game of catching rare and colourful fish in order to breed specific new combinations. Colourful square reef cards showing fishes, sharks, coral, pearls and open sea are placed in rows, some face up and some face down. Players use their ships and worms (as bait ?) to explore the reefs, and obtain more boats, always looking to obtain breeding pairs which will produce young fish currently in demand. Play is quite tactical, but with luck in whether previously unexplored sea regions hold what is desired and in what worms become available. The game has a neat 'water-flow' mechanism which drives the replenishment of the tiles. Definitely an unusual one and well worth trying.
Days Of Steam. Published by StrataMax Games. 2008. Box. In shrink. £16
Designer: Aaron Lauster. No. players: 2-4. Country: American. Duration: 1 hr.
Tile laying railway game. Starting with a single town in play players add tiles to the layout to form a network including new towns. With the new towns come goods which must be delivered. Tiles also provide players the ability to move their trains in order to pick up and deliver the goods. Various other twists ensure the game is challenging but still quite light - a sort of Carcassonne meets Age of Steam!
Deep Magic. Published by Wordware Publishing Inc. 1995. Book. Excellent. £3.50
Author: Charles Wolfe & George H. Baxter. Country: American.
Softback, 23x15cm, 267 pages. Subtitled: Advanced Strategies for Experienced Players of Magic: The Gathering. This book covers the following topics: Mastering Magic Recap, Deck Construction, Deck Theory & Design Philosophies, Card Relationships, Card Economy, Action & Reaction, Characteristics of Card Types, Mana Calculations, Preparing a Sideboard, Playing Your Deck, Analysing and Overcoming Opponents, Type I & II Structure. Although the cards which are available have obviously changed since the book was written the underlying fundamentals are in many ways unchanged, making the book a valuable read for Magic players.
Delfino. Published by Franckh. ca.1989. Box. Good. £9
Designer: Hajo Bücken. No. players: 2-4. Country: German. Duration: 40 mins.
Tile based game which makes use of 25 very attractive tiles depicting leaping dolphins. These are placed in a 5x5 grid. Players move their playing pieces around the board and get to rotate the dolphin tiles trying to make dolphins point together in a group of four. The game also uses 5 special dice.
Delphi. Published by Nurnberger & Heidelberger Spieleverlag. 2002. Box. 2 copies available:
1) In shrink. £7.50 2) Excellent. £6.50
Designer: Gunter Burkhardt. No. players: 3-4. Country: German. Duration: 45 mins.
Card game with an ancient Greek theme. Players represent cities and play cards to lay out an impressive parade with which they hope to prove their city's worth. Thus heroes and warriors will be played, but also the powers of the gods and the Delphi Oracle can be called upon to alter the status quo. Each player has the same set of cards to work with (though not all in hand at once), and these must be used over three parades in order to gain as many Fame points as possible. Neat card game - I especially like it with 3 players.
Der Fliegende Holländer. Published by Parker. 1992. Box. Good but edges show wear. £14
Designer: Klaus Teuber. No. players: 3-6. Country: German. Duration: 75 mins.
Interesting game, with wooden pieces, cards, and horseshoe tiles with racks to keep them on. Players set out to make money as merchant traders, but must avoid meeting the Flying Dutchman, who will curse their voyage if they should cross paths. The player who gains the highest value of shares (representing wealth) by the end will win. The Dutchman is controlled by the players throughout the game, but care is needed to use your influence wisely or you will be caught near the end with no influence left just when you need it most. Plenty of decisions to make. Plays especially well with 5-6 players. Recommended.
Der Herr Der Ringe - Die Zwei Turme Kartenspiel. Published by Ravensburger. 2002. Box. 2 copies:
1) In shrink. £5 2) Good. £4
Designer: Reiner Knizia. No. players: 2-5. Country: German. Duration: 30 mins.
One of the Lord of the Rings games which came out in Germany while the films were being released. This one is a rather neat card game based very loosely on the journey in the 2nd film. The cards have different background colours and symbols on (as well as pictures of the major characters from the film), and these must be drafted into suitable sets. When the Fellowship marker gets to a scoring round players lay down sets of cards according to the rules and the player with the most influence over the current location scores most VPs, down to none for the player with the least influence. Drafting and scoring rounds are interspersed, and VPs counted at the end. Works rather well.
Derby. Published by db Spiele. 2000. Box. Excellent. £18
Designer: Dirk Henn. No. players: 3-5. Country: German. Duration: 1 hr.
Horse racing game, made in small numbers by the designer. Players use cards to advance the horses, and bet on the results. Movement of horses requires two cards to be played, and these can be played from face up or face down piles giving choices to consider. Also during the race you get the chance to draft a better betting slip if the race isn't working out how you had hoped.
Devil’s Triangle. Published by Peter Pan. 1986. Box. Good. £1.25
Designer: Unknown. No. players: 2. Country: British. Duration: 20 mins.
Special Notes: Box lid slightly warped, and a small tear has been taped.
Part of this publisher's Think series of games. Nice, solid plastic triangular pieces and board. Each player has 9 triangles with numbers underneath which are placed on the board or moved around in order to surround and thus capture opposing pieces. The first player to capture 3 opposing pieces will be the winner unless one of those triangles was nominated as the Devil's Triangle by his opponent before the game began, in which case the player who captured the Devil's Triangle loses.
Die Fursten Von Florenz. Published by Alea. 2000. Box. Good. £14
Designer: Richard Ulrich & Wolfgang Kramer. No. players: 3-5. Country: German. Duration: 100 mins.
Special Notes: A set of English cards in sleeves is provided to ease play.
Aka. The Princes of Florence. Each player must develop their estates, erect buildings, lay out landscapes, and bring artists and scholars to their location. All this brings prestige and / or money. Money is needed during the game, but prestige is what you need to win. Each turn various improvements to your estates are auctioned and then players get to choose the actions they wish to do. However, there is always far more you would like to do than you have actions to do, so choosing wisely is vital. Excellent game - highly recommended.
Die Schlacht Der Dinosaurier. Published by Schmidt. 1994. Box. Good. £30
Designer: Steve Baker. No. players: 2-4. Country: German. Duration: 90 mins.
Special Notes: A few figures no longer sit on their bases properly and have been blue-tacked into position - you may want to glue them more permanently.
Wonderfully produced light multi-player wargame. Players each have a hoard of dinosaurs of various sizes (all with wonderful and large plastic figures), and cards which are used to move and attack enemy units. Combat uses dice, but more dice are used by bigger dinos. Special lava balls can be used to reroll dice when really needed. So amazingly produced it just has to be seen to be believed.
Don Pepe. Published by Parker. 1999. Box. Good. £10
Designer: Dominique Ehrhard. No. players: 3-6. Country: German. Duration: 30 mins.
Each player is the boss of a gangster family, and attends a meeting of the families. Here you must use your cards to gain protection, collect money from various rackets, deliver exploding birthday cakes or poisoned drinks, knife treacherous rivals and shoot it out with competitors! The game is about positioning your men well around the table and then making the best use of the cards you get as well as trying not to make too many enemies who are in a position to hurt you back. Fun light game.
Donnerwetter. Published by Haba. ca.1995. Box. Good, but 1 corner split. £11
Designer: Peter Lewe. No. players: 2-4. Country: German. Duration: 30 mins.
Weather forecasting based game with great components as you would expect from Haba. The players have to try to predict what the weather will be and score points for accurate forecasts. Scoring points moves your frog up a ladder. Rated for ages 10+ which is unusually high for this company. The game is driven by a set of 36 weather tiles which show 1-3 white or black clouds, and these are placed onto a 4x4 grid to affect various houses.
Dragonquest. Published by Armada. 1987. Book. Excellent. £3.75
Author: David Hill. No. players: 1. Country: British.
Softback, 18x11cm, 233 paragraphs. Fighting Fantasy style solo adventure book. You don't need to own the other books in the series to play, as this is a standalone adventure. This is a paragraph based fantasy adventure book in which after setting up some basic character stats you read a paragraph telling you what is going on and then you decide what to do next and turn to the appropriate page. In this adventure you must solve puzzles to get through the magical land of Rosslanda and win a great treasure.
El Capitan. Published by Pro Ludo. 2007. Box. In shrink. £21.50
Designer: Wolfgang Kramer, Horst-Rainer Rösner. No. players: 2-5. Country: German. Duration: 75 mins.
Special Notes: German edition, but full colour English rules provided.
Update and retheme of Jumbo's Tycoon. The players are 15th century merchant captains sent out to sail around the known world and set up trading business in the major cities. Doing this will cost money, and money is tight. Loans can be taken out, though the cost is high. Players vie for supremacy in the various cities with payouts at the end of each game year. Essentially a business game, and a clever one, and with a large number of updates and new ideas compared to Tycoon. This includes the ability to play with 2 and 5 players as well as various expansions / variants which are all included.
Encyclopedia Of Sports Games And Pastimes. Published by Amalgamated Press. ca.1936. Book.
Good. £6.50. Author: Fleetway House. Country: British.
Special Notes: Embossed cover, very good for its age throughout.
Hardback, 23x15cm, 772 pages. An amazing compilation of information ranging from Taxidermy for the Amateur through Table Tennis and Poker to detailed explanations of repairing your valve based radio receiver. A fascinating insight into pre WW2 life. The book is alphabetically organised and has over 250 illustrations.
Entdecker. Published by Gold Sieber. 1996. Box. Good. £21
Designer: Klaus Teuber. No. players: 2-4. Country: German. Duration: 45 mins.
Game of discovery and exploration by ship. Each turn you pay for a number of tiles you want to explore, and position your ship either at the edge of the board or on a previously explored tile. You then turn over tiles showing parts of islands and add them to the board as your ship sails. You can then pay to add a scout, outpost or settlement on a tile. When islands are completed players score according to their presence on the island. As well as keeping an eye on the way the islands are turning out you also need to manage your money well. I also have some house rules which I find improve the game further. Highly recommended.
Fabrik Der Traume. Published by Hasbro. 2000. Box. Good. £17
Designer: Reiner Knizia. No. players: 2-5. Country: German. Duration: 90 mins.
Re-released version of Traumfabrik without the music CD. The game is about completing films as quickly and/or as well as possible. Films require actors, special effects, music, directors, camera, and stars and these are obtained both by participation in auctions and by going along to parties! There are awards presented for the best (and worst!) films at the end of the game and at a couple of points during the game. Essentially it is an auction based game with money circulating between the players.
Factory Fun. Published by Z-Man Games. 2010. Box. In shrink. £29
Designer: Corne van Moorsel. No. players: 2-5. Country: American. Duration: 45 mins.
2nd edition, now for up to 5 players (was 4), and also includes new machines and boards. Unusual tile placement game in which players place machines onto their own factory board. Machines generally have one or two inputs and one or two outputs. There are different coloured materials which can be produced and consumed and pipes need to be placed (and paid for) to link up the machines to sources and repositories of these materials. Each round a new factory is added and pipe networks have to be changed to accommodate them - hopefully inexpensively. The objective is to spend as little as possible while building up a valuable factory.
Fairy Tale Playing Cards. Published by Unknown. ca.1950. Box. Good. £2.50
Designer: Unknown. No. players: 2+. Country: Unknown.
Special Notes: Box edges show wear, 1 card lightly creased, 1 has a mark where a little text is missing.
Quartet game, with rules for two games, but many others can be played too. The deck consists of 40 cards, with each set of 4 cards depicting colour printed scenes from one fairy tale, with a paragraph of text underneath. Very attractive period item.
Fortune Hunter. Published by Parker. 1973. Box. 2 copies available:
1) Good. £2.25 2) Good but slight 'bubbling' on the lid. £1.75
Designer: Unknown. No. players: 2-4. Country: British.
Also published as Billionaire. Business game in which the players try to be the first to accumulate £1000,000,000. Players move around a track and action the spaces they land on. The actions these permit include: a sealed bid auction for a company - only the current player knows what is being bid for; a sealed bid for three companies at once; analyse another player's company - a special spinner is spun which results in possible exchange of money and/or the company; obtaining and playing Power Play cards to break the normal rules and gain an advantage.
Four-Up. Published by Waddingtons. 1979. Box. Good. £0.75
Designer: Unknown. No. players: 2. Country: British. Duration: 15 mins.
Special Notes: 2 original marbles have been replaced with similar marbles
Four in a row game. The game uses black and white marbles and they are placed onto a slightly strange shaped grid, with the players trying to get four of their pieces in a row while stopping their opponent from doing the same. The game also has rules for a speed version and a solitaire variant in which you try to jump the marbles over each other in order achieve certain patterns. The game board also has compartments in which to store the marbles when you are not playing.
Funkenschlag: Die Neuen Kraftwerkskarten. Published by 2F Spiele. 2007. Box. New. £4.25
Designer: Friedemann Friese. No. players: 3-6. Country: German. Duration: 2 hrs.
Expansion for Power Grid / Funkenschlag 2nd Edition. This consists of a new set of power plants which you can use in several ways: instead of the standard set for a different balance between the types of power plant, with the other deck for greater variation, or to create your own custom power plant deck.
Gambling. Published by Aldus Books. 1964. Book. Excellent. £3
Author: Alan Wykes. Country: British.
Hardback, 25x17cm, 352 pages. This book on gambling covers the motives behind gambling, a history of gambling through the ages, the games people currently play, games people watch, an analysis of odds, gambling with dice, gambling with cards, horse racing, roulette, lotteries, bingo & keno, professional gambling, famous gambling centres, and famous gamblers.
Game Of Trivia. Published by Avalon Hill. ca.1981. Box. Box shows wear - edges & corners taped. £3.25
Designer: Bruce Shelley. No. players: 2+. Country: American.
Trivia game which is quite uncommon in the UK as Avalon Hill refused to export it outside America. The game includes 1100 cards each with one question in each of 6 categories, making a whopping 6600 questions in all. If you want a great source of reasonably tricky trivia questions this is it! The game itself sets the players as students trying to get a degree in Trivia! As each player makes progress, more movement options around the board become available, making it easier to land on the spaces for subjects you have chosen to specialise in.
Games & Puzzles Magazine (Later Vsn), Published by Unknown. Author: Unknown. Country: British.
This was a magazine based on the original of the same name, and started in 1994. It lasted for 16 issues but sadly disappeared as these things tend to do in this country. Several issues included new games by noted inventors. Main articles listed by issue.
Issue 1. 1994. Excellent £1.50 or Good £1.25: News, Theseus and the Minotaur (Maze game / puzzle by Robert Abbott), Card Games (David Parlett), Chess, Play by Mail Games, Edmond Hoyle, Learning Go, Roleplaying Intro, Treasure Hunt (coded map competition), Essen 1993 (Derek Carver), Syndicate review, Greed (New game by Reiner Knizia), Okey (Turkish Mah Jong), Draughts, Bridge, The Double Six Club, Reviews (5 games), The Puzzle Box, Crosswords and Competitions.
Issue 2. 1994. Excellent £1.75 or Good £1.50: News, Go, Card Games (David Parlett), Chess, Backgammon, Collectibles, 1994 American Toy Fair, Monopoly, Baghal Chal, The Game of Amazons (New game by David Pritchard), Desperately Seeking Quigley (Logic game by Eric Solomon), Walkover (New game by Reiner Knizia), Reviews (4 games), Sim City 2000, Murder Mystery Games, Bridge, The Puzzle Box, Competitions, Draughts, Puzzles,.
Issue 3. 1994. Excellent £2 or Good £1.75: News, Card competition, Card Games and Numbers, Chess Computers - Limitations, Go, Computer Games, Fan-Tan, Connections, War Boardgames, Keep Ahead (new game by Reiner Knizia), The Puzzle Box, Roleplaying Games, Reviews (6 games), Backgammon, Chinese Chess, Bridge, Draughts, Competitions,
Issue 4. 1994. Excellent £2 or Good £1.75: News, Shedding (Card) Games (David Parlett), Better Scrabble, Chess, Backgammon, Euro GenCon, PBM games, Connections, Wargaming (Charles Vasey), Go, Mike Siggins on Computer Games, Margin (New Game from Reiner Knizia), Collectors Items, Reviews (6 games), Bridge, Letters, The Puzzle Box (Puzzle), Beer Square (New game by Dan Glimne), Draughts, Competitions and Puzzles,
Issue 5. 1994. Excellent £2 or Good £1.75: News, Short History of Mazes, Decathlon - Day 1 (New game by Reiner Knizia), American Bid Whist (David Parlett), Dados de Poker, Chess, Card Competition, Connections, Computer Games, Call of Cthulhu, Backgammon, The Puzzle Box, Las Vegas and the World Poker Tournament, Reviews (7 games), Crosswords, Play by Mail, Competitions, Letters, Bridge.
Issue 6. 1994. Excellent £2 or Good £1.75: Monopoly - The True Story, Chess, Card Games - The Jack, DIY Games, Solitaire Dice - Game by Sid Sackson, Nine Mens Morris, Decathlon Day 2 - Reiner Knizia game, Computer Games, A Curious Treasure Hunt, SIMPLE RPG, PBM Gaming, Backgammon, Lots of Puzzles, Bridge, Draughts, Reviews, Crosswords ...
Issue 7. 1994. Excellent £1.75 or Good £1.50: News, Spider Maze Puzzle, Connections, Halloween Party Games, Draughts Boards, Hearts, Safecracker (New Reiner Knizia game), The Puzzle Box, Trio (New Game), Bridge, Go, Play by Mail, GenCon, Britannia Strategies, Chess, Letters, Computer Games, Star Wars RPG, Reviews (9 games), Competitions, Puzzles, Backgammon.
Issue 8. 1994. Excellent £1.75 or Good £1.50: News, Xmas Buys (4 page special), Diplomacy, Puzzles, DIY Mechanical Puzzles, Confrontation (New Reiner Knizia game), Collectibles, Reviews (6 games), The Puzzle Box, Competitions, Letters, Card Games - Trumps, Puzzles, Computer Wargames, Bridge, Chess, Backgammon.
Issue 9. 1994. Excellent £1.75 or Good £1.50: News, Essen 1994, (Party) Games for Christmas, Cash Flow (New game from Reiner Knizia), Kingmaker House Rules, Collectibles, Immortality Role Playing, Computer Games, PBM for Wargamers, Competitions, Crosswords, The Puzzle Box, Letters, Reviews (6 games), Christmas Card Games (David Parlett), Backgammon, Bridge, Chess, Go.
Issue 10. 1995. Excellent £1.50 or Good £1.25: News, Criss-Cross (New game from Reiner Knizia), GMing tips, Heptominoes, Collectibles, Reviews (7 games), Intergame 1994, The Puzzle Box, Computer Games, Letters, Crosswords (lots), Puzzles, Chess, Competitions, A Fifth Suit (David Parlett), Backgammon, Bridge.
Issue 11. 1995. Excellent £1.50 or Good £1.25: News, Mah Jong, Dilemma (New game by Reiner Knizia), Collectibles, Reviews (3 games), The Puzzle Box, Computer Strategy Games, Trading Cards, Letters, Crosswords, Classic Games, Bridge, Competitions, Cribbage (David Parlett), Backgammon, Internet Games & Puzzles.
Issue 12. 1995. Excellent £1: News, Olympia Toy & Hobby Fair 1994, Making a Paradox Box, The Viking Game, Puzzles, Tri (New Game from Reiner Knizia), Collectibles, Fun RPGs, Reviews (9 games), The Puzzle Box, Winning at Blackjack, Chess, Go, Computer Games - Transport, Crosswords, Bridge, Competitions, Three Player Card Games (David Parlett), Backgammon.
Issue 13. 1995. Excellent £1.25 or Good £1: News, Backgammon Computers Analysis and the Internet, Mancala, Classic Games, Sports Games Overview (Mike Clifford), The Fifth Column (New game by Reiner Knizia), The Puzzle Box, Boardgame -> Computer Game Conversions, Fun & Games, Great British Card Games (David Parlett), Bridge, Competitions and Puzzles, Reviews (7 games),
Issue 14. 1995. Excellent £1.50 or Good £1.25: News, TAMS (Draughts variant), Buying a Bridge Computer, Ransom, Reviews (12 games), World War II Games, The Puzzle Box, Limelight (New game by Reiner Knizia), Letters, Games Forum, Competitions, Crosswords, Gulf Crisis 5, Fun & Games, Backgammon, Card Games (David Parlett), Competitions, Scrabble, Bridge.
Issue 15. 1995. Excellent £1.50 News, Collectibles, Star Trek Games, Trading Places, Reviews (11 games), Reiner Knizia Interview, The Puzzle Box, Shoot Out (New game from Reiner Knizia), Quiz, Backgammon, Games Forum (Manhattan variants), Chess, Crosswords, Competitions, Bridge, Scandinavian Card Games, Fun & Games.
Issue 16. 1995. Excellent £1.50 or Good £1.25: News, Games Conventions, Fun & Games, Collectibles, Reviews (14 games), Games Forum (New games: Nerano Golf, Baffle), Spot On (New game from Reiner Knizia), The Puzzle Box, Backgammon, Letters, Casino Games - Winning at Blackjack, Competitions, Crosswords, Bridge, Galloping Galapagos (New card game), Hand Made Deduction Games.
Games Of Patience With Illustrations 1st Series. Published by L. Upcott Gill. ca.1885. Book. 2 copies:
1) Considerable wear, OK inside. Much of the spine is missing, but the pages are sewn together so the book is whole. £2.50
2) Spine taped, part of back cover missing. £2.50
Author: M. Whitmore Jones. Country: British.
Softback, 18x12cm, 93 pages. A collection of 42 games of patience. Also includes a fascinating list of other books available at the time.
Games Of Patience With Illustrations 2nd Series. Published by L. Upcott Gill. 1890. Book.
Outer spine partial worn away. Good inside. £4.50
Author: M. Whitmore Jones. Country: British.
Softback, 18x12cm, 88 pages. A collection of 35 games of patience - a different selection to those in the 1st series.
Genesis. Published by Face2Face Games. 2006. Box. Excellent. £15
Designer: Reiner Knizia. No. players: 2-4. Country: American. Duration: 30 mins.
Tile laying game in which the players each have tiles showing a particular animal, but in several different terrains. Each turn two dice are rolled which indicate the type of terrain tile which must be played (although they often give a free choice). The tiles form groups of animals of the same terrain type, and players try to have the largest connected herd in each group. The largest group on the entire board scores extra points too. While the game is easy to play, once some tiles are on the board there can be some surprisingly tactical decisions to make.
Gladiator. Published by Avalon Hill. 1981. Box. Good, contents unpunched. £18
Designer: Michael Matheny. No. players: 2+. Country: American.
Rare AH game. Best played by two, as a man-to-man combat game, but can be enjoyed by more especially in the Campaign Game version. Originally produced by Battleline Games as part of a boxed set that paired this game with Circus Maximus, but AH decided to release them separately. Unlike most AH games, the main playing pieces are printed on two sides, with a front and back view of a Gladiator, and are stood up in plastic bases. The rules include a Basic and an Advanced game as well as a Campaign game.
Glen More. Published by Rio Grande Games. 2010. Box. 2 copies available:
1) Good. Box Excellent except for slight indentation due to stacking. £19 2) In shrink. £23
Designer: Matthiuas Cramer. No. players: 2-5. Country: American. Duration: 90 mins.
Set in 17th century Scotland the players each grow their landholdings starting with a single village. Each turn a player selects a new piece of land to add to their estate. These can be further villages, resource producing pastures, fields or woodlands, or even special locations such as Loch Ness. Clever limitations mean that clan members need to be placed around your lands to allow expansion, and lands around a newly placed land activate giving various benefits. Victory points can be gained by selling goods, as well as for whisky, chieftains and special locations when a scoring round happens. A mix of interesting and unusual systems.
Graeme Garden's Compendium Of Very Silly Games. Published by Methuen. 1987. Book. Good. £1.50
Author: Graeme Garden. Country: British.
Softback, 20x13cm, 96 pages. As the title says, a collection of very silly games, but some are still worth playing! They are categorised as follows: Card Games, Children's Games, Games of Skill, Party Games, Spooky Games, Games of Chance.
Granada. Published by Queen Games. 2010. Box. In shrink. £20
Designer: Dirk Henn. No. players: 2-6. Country: German. Duration: 1 hr.
An update of the excellent (and Spiel Des Jahres winning) Alhambra. This time the players are building up the area around their Alhambra. Very similar mechanics to Alhambra, with the main differences being that the tiles are double sided, one side costing 1 coin more than the other, and a rule allows the tile to be flipped when bought for an additional cost. Also the scoring is slightly different, with points awarded according to the number of that type of tile in play. Highly recommended to anyone who failed to pick up Alhambra.
Hamburgum. Published by Eggert Spiele. 2007. Box. Excellent. £22
Designer: Mac Gerdts. No. players: 2-5. Country: German. Duration: 90 mins.
In this game, players are merchants, trading their cloth, beer and sugar for cash, with which they can buy wood, bricks, and even a miniature metal bell! These can be used for erecting buildings, or for donating to the church. The buildings provide various benefits, such as increasing the supply of goods, providing ships (needed to sell goods for cash), or providing instant cash or VPs. Donating to the church gets the player a multiplier which increases the VP value of their ships, buildings and/or donations, and more VPs can be gained by making the final donation and thus building the church (including its little bell). Players have to plot their turns on a rondel, so must plan carefully to have the right stuff at the right time.
Handbook Of Whist. Published by George Routledge & Sons. 1860. Book.
Good but cover and spine show some wear. £12
Author: G.F. Pardon. Country: British.
Hardback, 14x9cm, 94 pages. An update on Hoyle's treatise on Whist. After an introduction the book chapters cover: The Game (Rules, Technical Terms), Laws of Whist (Ettiquette, Revoking etc), Playing Scientifically, Hoyle's Examples, Calculating Odds, Whist Variants.
Raj / Hols Der Geier. Box. 2 editions available
Designer: Alex Randolph. No. players: 2-5. Duration: 15 mins.
1) Raj. Published by Winning Moves. 1995. Country: American. Excellent. £11. This edition uses rather nice plastic tiles as the prizes rather than cards.
2) Hols Der Geier. Published by Ravensburger. 1988. Country: German. Good. £6.75
Designer: Alex Randolph. No. players: 3-5.. Duration: 15 mins.
Elegantly simple mechanics. Each player has the same set of 15 cards with which to ‘bid’ for other cards on offer to all players. Everyone plays a card simultaneously and when they are revealed, the highest card played wins the prize, which is worth from -5 to +10 points. If two cards of the same value are played, they cancel each other out, leaving a lower card to win. For negative prizes the lowest played card gets the 'prize'. Each card can only be used once. There are 15 ‘auctions’, so careful planning is required, together with a steely nerve and good bluffing.
Ice Flow. Published by Ludorum Games. 2008. Box. In shrink. £20
Designer: Dean Conrad, John Streets. No. players: 2-4. Country: British. Duration: 1 hr.
Tactical game in which the players try to get their three explorers to cross the Bering Strait between Alaska and Siberia. Wonderful clear plastic ice flow pieces are placed in the straits, and will move according to the currents marked on the board. The explorers can hop between ice flows, sometimes needing to use rope, and can also swim, though this uses up food resources. Polar bears get in the way, but can be distracted with food. Players choose when to move and rotate the ice flows to their advantage. Very nicely produced with plenty of scope for clever play.
Ilium. Published by Playroom Entertainment. 2008. Box. Excellent. £22.50
Designer: Reiner Knizia. No. players: 2-4. Country: American. Duration: 1 hr.
Interesting majorities type game with an archaeological theme. The players each have a deck of cards and take it in turns to play one allowing 1-3 of their archaeologists to be added to the board on a single space. These spaces make up paths of 3-4 spaces between two dig sites. The dig sites contain assorted artifact tiles of differing types and values. When a path is full the least valuable tiles at adjacent sites are given out to the players on the completed path. Thus timing as well as getting majorities is important. Scoring at the end of the game is for both sets of artifacts and majorities of tile types.
I'm The Boss. Published by Face2Face Games. 2003. Box. In shrink. £15
Designer: Sid Sackson. No. players: 3-6. Country: American. Duration: 1 hr.
Reprint of Sid Sackson's classic 'Kohle Kies & Knete'. Players start off controlling an investor each, and as the game progresses various deals get offered up, with the current player being the Boss, and arranging how to divide the profits from the current deal amongst the investors required to complete it. However, cards can be played by anyone which can send investors on holiday, provide alternative family members who can step in to close a deal, steal an investor from another player, or even change who is the Boss! Clever game in which being too greedy will result in lots of people opposing you, whereas if you aren't greedy enough, you won't win! I have a few house rules which improve it slightly. Recommended, especially for 5 or 6.
Imperial 2030. Published by PD Verlag. 2009. Box. In shrink. £38
Designer: Mac Gerdts. No. players: 2-6. Country: German. Duration: 2.5 hrs.
A standalone development of the very well received Imperial. This time the game covers the major world powers and has been shifted forward in time. The players act as theoretical internationally operating investors who try to gain influence in all the key countries. The main nations build factories, troops, and fleets and expand their influence over initially neutral regions. Taxes are collected from such regions which are fed back to their investors. Players will need to keep alliances, but also know when force is the best route to success.
Indoor & Party Games. Published by Evans Brothers Ltd. ca.1930. Book. Good. £2.50
Author: Sid G. Hedges. No. players: 2+. Country: British.
Softback, 24x15cm, 40 pages. A collection of games intended for use at parties and social occasions divided into the following categories: Warming Up Games (10), Strenuous Games (19), Quiet Games (18), Stunt Games (19), Quick Thought Games (18), Musical Games (14).
Indoor Games. Published by Hodder & Stoughton. 1977. Book. Excellent. £1
Author: Gyles Brandreth. Country: British.. Desc. by Eamon.
Softback, 18x11cm, 128 pages. Paperback reference book of indoor games, published as part of a range called Teach Yourself which covered many sports and hobbies. The book covers board games, domino games, dice games, matchstick games, paper & pencil games, word games and parlour games. Over 110 games covered in all.
Inquisition. Published by Robot Martini. 2007. Ziplock. Excellent. £3
Designer: John Cooper. No. players: 3-5. Country: American. Duration: 20 mins.
Each player is an inquisitor who wants to expose others' sins. However, everyone is also protecting a witch, blasphemer or a heretic. On their turn players can either take a card which makes a prediction about the numbers of each type of sinner being protected or they can accuse a player of hiding a particular type, which is good if right, but penalised if wrong. A sort of cross between Liar's Dice and Werewolf...
ITV Seven Race Card Game. Published by Bison. ca.1975. Box. Box shows wear. £1.25
Designer: Unknown. No. players: 3+. Country: British. Desc. by Eamon.
TV related, named after a special combination of televised horse-races which were linked in a special wager for Saturday afternoon gamblers. A variation of the playing card game Racing Aces, where you bet on a ‘suit’ likely to win a ‘race’, armed with the information that some cards of each suit are missing from the playing deck. Cloth board.
Jactus. Published by Past Times. 1994. Box. In shrink. £3
Designer: Unknown. No. players: 2-6. Country: British.
Dice game played with 5 dice marked with Roman numerals. The game is based on a Roman game, in which the objective is to win an image of Venus the goddess of love, an image of Jactus Canicula (a little dog) and a Roman coin. The set includes 4 replica Roman coins.
Jagd Der Vampire. Published by Ravensberger. 1991. Box. Good. £7.50
Designer: Alex Randolph, Walter Obert, Dario De Toffoli. No. players: 2-6. Country: German. Duration: 45 mins.
Special Notes: Original German rules missing (translation supplied). This set also includes a promotional photo and the negative, so was probably a promo copy.
Race game with a daft theme - the vampires have given up drinking blood and now prefer ketchup. They race through the evil forest to the castle where the Great Tomato has been hidden in one of the towers. First to get there and find it will rule the vampires! The bits are wonderful: large board, large heavy vampire tokens, big towers for the castle, big plastic bridges etc. The game itself involves moving along a track, landing on different coloured spaces to draw special cards. Moves have to be paid for with miniature ketchup bottles. Also vampires can duel, and cast spells, and special rules cover dangers within the castle. Nice item.
Jenseits Von Theben. Published by Prinz Spiele. 2004. Box. Good, but box is a little grubby. £30
Designer: Peter Prinz. No. players: 2-4. Country: German. Duration: 50 mins.
Original version of this excellent game which was later reprinted by Queen. The players are archaeologists who prepare to go on digs in various Middle Eastern locations by collecting research cards, helpers, research assistants and writing papers. This requires movement around major academic cities of Europe. All this movement and preparation uses valuable time, and the more time spent preparing the less time available to dig when you arrive on location. Digging involves drawing tiles from a bag to see what is found, but the longer spent digging and the more relevant knowledge you have the more draws you get from the bag. Digging before your rivals get there is advisable too. Very clever time tracking system. Highly recommended.
John Silver. Published by Eggert Spiele. 2006. Box. Excellent. £6
Designer: Martin Schlegel. No. players: 2-4. Country: German. Duration: 25 mins.
Card game with a pirate theme. During the game players will collect cards - there are three types: treasure which players want for themselves, black spots which they want to avoid and apples which will score for the player to the left at the end of the game. Cards are also numbered and are placed into a 3x4 grid, with rows for the type of card and one column for each player. When a row is full the cards are distributed to the players with the highest and lowest cards. In addition when a card showing apples is played a troublesome card can be taken back from the table. There are plenty of tactical decisions to be made.
Key West. Published by Spiele-Idee. 2010. Bos. In shrink. £31
Designer: Martin Schlegel. No. players: 3-5. Country: German. Duration: 1 hr.
Set in the tropical Florida Keys in the 1930s, players can choose a variety of ways to gain wealth while developing the fast growing region. This can be done by setting up plantations, hotels, cigar factories or even searching for treasure on shipwrecks out at sea. The bridges between the Lower, Mid and Upper Kets need to be built as the game goes on to allow further development into new and more profitable areas.
KeyMarket. Published by R&D Games. 2010. Box. In shrink. £45
Designer: David Brain. No. players: 2-4. Country: British. Duration: 90 mins.
Sixth in Richard Breese's renowned Key series, but this time the design is not by Richard himself, though his sister still created the characteristic artwork. Worker placement game in which the workers are assigned to grow crops, look after livestock, and craft luxuries. These are all brought to market and either gold or future favours obtained. Other workers can enroll in powerful guilds in order to obtain abilities which are sure to be useful in future rounds. The objective is to end the game with the greatest wealth.
King Of The Castle. Published by Falcon. 1989. Box. Good. £1.25
Designer: Unknown. No. players: 2. Country: British. Duration: 20 mins.
Tile placement game in which players add stones to the castle wall (from the bottom up). When three in a row are lined up beneath a crown space, a crown is won. When the wall is complete, the player with the most crowns wins.
King, Queen And Knight. Published by B.T. Batsford. 1975. Book. Good. £6
Author: Nornan Knight, Will Guy. Country: British.
Hardback, 22x15 cm, 240 pages. Most unusual: a Chess anthology in prose and verse. This is THE place to find poetry about Chess! The writings are divided into many categories such as: In Praise of Chess, In Damnation of Chess, Chess in Phantasy, Chess and Love, Chess and War, Chess and Religion, The Humour of Chess, Chess in Proverb etc.
King's Vineyard. Published by Mayday Games. 2010. Box. 2 copies available:
1) Excellent. £13 2) In shrink. £15
Designer: Sandeep Kharkar, Dave Haslam. No. players: 2-4. Country: American. Duration: 40 mins.
Card game in which the players plant different varieties of vines and grow them, deciding when they should ripen. Once ripened. the vines stop growing and start wilting. At three times during the game the King comes to visit and awards points for each vine currently ripe, as well as for having multiple vines of the same variety and of the same size. Cards can be used to increase growth, slow down wilting and plant an extra vine. Thus care needs to be taken in planting the right vines and getting the timing right.
Kismet. Published by Abacus. 1997. Box. Excellent. £1.25
Designer: Wolfgang Panning. No. players: 2-8. Country: German. Duration: 20 mins. Desc. by Eamon.
Card and dice game in which you have to try to get rid of the cards in your hand by choosing which one to discard after rolling 3 dice, in order to maximise your chance of being able to discard in the future.
Kreta. Published by Goldsieber Spiele. 2005. Box. Excellent. £17
Designer: Stefan Dorra. No. players: 2-4. Country: German. Duration: 1 hr.
Majorities style game set in Crete. Players take it in turn to use the action associated with one character card, but will not be able to reuse that character until a scoring takes place. The characters allow villagers to be placed / moved, or villages / forts to be placed, farmers to harvest produce or the abbot who stops other players interfering in a region to be placed / moved. It is always possible to see the next two regions to be scored, and by choosing to cause a scoring round rather than using another character one can influence the next scoring region to be revealed. Some interesting ideas.
Kryomek. Published by Fantasy Forge Publications. 1991. Book. Good. £3.50
Author: John Grant, John Robertson, Ricardo Pinto, Rod Grant. Country: British.
Softback, 30x21cm, 136 pages. 25mm Science Fiction skirmish combat system based on Jon Tuffley's "Stargrunt". This game is set in a future in which mankind is a powerful force in the galaxy, but sinister dark creatures have been encountered who threaten to overrun mankind. Humans must now fight these terrible aliens or die. The book describes the background story in great detail and also presents the skirmish rules, and includes all sorts of technological devices and weaponry which can be used.
Kunst Stucke. Published by Moskito. 1995. Box. Excellent. £11
Designer: Karl-Heinz Schmiel. No. players: 2-5. Country: German. Duration: 1 hr.
Strategy game involving fitting coloured shapes onto a board. Players take turns placing down the chunky shaped tiles, attempting to achieve some secret goals by the end of the game (eg. 4 contiguous red pieces). Before or after placing a tile the current player can slide pieces around to adjust the layout to their liking. The scoring system is particularly good as it disguises what other people are actually trying to achieve, and makes the harder objectives more valuable.
London. Published by Treefrog Games. 2010. Box. In shrink. £30
Designer: Martin Wallace. No. players: 2-4. Country: British. Duration: 90 mins.
Set after the Great Fire of London, and covering the subsequent 250 years the players rebuild London and grow it into the great metropolis it now is. Players try to gain the most VPs by playing cards to their display and then activating them. Care must be taken to balance the creation of wealth using the merchant classes, building impressive but very expensive palaces and monuments and dealing with the ever present poor. As always with Martin's games you can expect plenty of hard decisions and different routes to victory.
Lord Of The Rings. Published by Parker. 2000. Box. 2 copies available:
1) Excellent. £11 2) Good. £9.50
Designer: Reiner Knizia. No. players: 2-5. Country: British. Duration: 1 hr.
Great game based on the Tolkien novel. The players must cooperate with the others to get the ring to the Crack of Doom. Some may well fall by the wayside. If all fail, then the game is lost. If successful, the game is won by all players (even those who sacrificed themselves for the greater good). Game play involves card play and deciding how to focus the group's resources. Players can discuss options but not actually show each other their cards. It is possible to play with different difficulty levels to ensure that your group will have a tense time as Sauron tries to get his hand on the One Ring. Illustrations by celebrated Tolkien artist, John Howe. Recommended.
Lucca Citta. Published by Da Vinci Games. 2005. Box. Excellent. £6.50
Designer: Alessandro Zucchini. No. players: 3-5. Country: Italian. Duration: 25 mins.
Card game. Players draft cards which they must use to build towers, walls and palaces. The palaces score points when completed according to the number of windows they have, and can then be used to host a party which will accrue points depending on other players' palace cards of the same colour. Walls and towers score at the end of the game, but only if there are sufficient shields on your incomplete towers. Won an Italian Game Award in 2004.
Lucky Loop. Published by Queen Games. 2003. Box. 2 copies available:
1) In shrink. £6 2) Excellent. £5
Designer: Karsten Hartwig, Wolfgang Panning. No. players: 2-6. Country: German. Duration: 1 hr.
Dice and card game in which players can choose how hard a series of aerobatic tricks they wish to undertake in their planes and then make a series of dice rolls to determine how well they achieve these goals. The problem is that the harder tricks score more points, so it is easy to get greedy and go for too ambitious a sequence and come away with nothing. While there is definitely luck, there is also skill in setting yourself the right challenges at the right times.
Lungarno. Published by Truant Spiele. 2008. Box. In shrink, but slight dent in base. £17
Designer: Michele Mura. No. players: 2-5. Country: German. 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.
Magic: The Gathering - Pocket Players' Guide. Published by Wizards Of The Coast. 1994. Book. Good. £2
Author: WotC Magic Team. Country: American.
Softback, 18x12cm, 242 pages. An early book about the original CCG. This book includes sections on the creation of MtG, The World of Dominaria, Playing the Game (based on Revised Edition rules), Developing Your Deck, Multiplayer Magic, Card Lists, Game Support and Extra Info, Glossary.
Magna Grecia. Published by Clementoni. 2003. Box. Good. £17
Designer: Michael Schacht & Leo Colovini. No. players: 2-4. Country: German. Duration: 1hr 20mins.
Set in what is now southern Italy in 2500 BC, Greek merchants and explorers are colonising the area. Starting with a single settlement each, the players build road networks and form new cities, open markets and vie for control of the mystical Oracle. Plenty of thought required and lots of opportunities to outplay your rivals, and score VPs in different ways.
Maharaja. Published by Phalanx. 2004. Box. Excellent. £19
Designer: Wolfgang Kramer & Michael Kiesling. No. players: 2-5. Country: Dutch. Duration: 90 mins.
A gamers game I can recommend. Set in colonial India, the players take the part of Indian princes loyal to the Maharaja, and they have been told to build magnificent palaces and other buildings in his honour. The winner is the first to build 9 palaces. The Maharaja visits one of eight cities each turn and the players who most impress him are rewarded with great wealth. Each turn players secretly plot two major actions such as building a palace or other building, collecting taxes, recruiting a special character, or influencing where the Maharaja will go. Players can only build where their prince is, and movement can also be expensive if the way is not prepared first. Finally, a variety of special characters give powers which can assist their princes.
Master Bridge. Published by Macmillan. 1983. Book. Good. £2.50
Author: Nicola Gardener. Country: British.
Hardback with dustcover, 22x14cm, 140 pages. Bridge book based on a televised tournament between eight master level Bridge players. In the tournament the players had to partner all the other players during the tournament, and duplicate hands were set on each table. The book covers the interesting aspects of the tournament itself as well as giving a detailed commentary on the actual play of the 28 hands.
Meander. Published by Cremm BV. 2007. Box. In shrink. £15
Designer: Huib van Winkoop, Justus van Oel. No. players: 2. Country: Dutch. Duration: 10 mins.
2nd edition. Very nicely produced. Players take it in turn to add very chunky blocks onto the board until the board is full. Each piece has two channels down which a steel ball bearing can run, but with different shapes eg. a cross, two separate curves or a line with intersecting curves. Once the board is full players release 5 ball bearings from their side of the board to see how many make it to the bottom, and how many get shunted off the side. One player plays north to south and the other east to west, so there is considerable skill in placing tiles so your balls are helped while your opponent's are hindered.
Middle Age Crazy. Published by The Game Works. 1985. Box. Good. £6.25
Designer: Unknown. No. players: 2-6. Country: British. Duration: 1 hr.
Party game targetted at those of us going 'middle age crazy'. A tricky situation related to love, health, work or money is read out and players write down what they would do in that situation and then score points for guessing who wrote each answer. Includes a 'Middle Age Crazy Stress Tester' on the back of the box.
Monkeys On The Moon. Published by Eight Foot Llama. 2002. Box. Excellent. £10
Designer: Jim Doherty. No. players: 2-4. Country: American. Duration: 90 mins.
Unusually themed game with a clever money and bidding system. 6 tribes of monkeys are living on the moon, and want to return to Earth. The players provide spaceships, but bid for the right to transport the important tribal leaders. At the end of the game VPs are gained for transporting the most important contingents from each tribe. Each round players play a (humorous) civilization card which wins favour (coloured money tokens) from a tribe but requires payment to the rival tribe. These money tokens are then used to persuade monkeys into your ship. Considerable care is required as running out of money tokens will gain the scorn of the tribes, which has definite disadvantages.
Monopoly Dice Game. Published by Waddingtons. 1993. Box. Excellent. £8.25
Designer: Unknown. No. players: 2+. Country: British. Duration: 20 mins.
Push your luck type dice game given a Monopoly theme, but using no mechanics from that game. 10 special dice are rolled and dice can be set aside to try to form sets which will score points. You may reroll as many times as you like, but any policemen rolled must be set aside, and if 3 are rolled you score nothing that turn. First to accumulate a fixed number of points wins.
Mysteries Of Old Peking. Published by Milton Bradley. 1987. Box. 2 copies available:
1) Good. Box corners taped and box base has a water stain. £2.50.
2) Good, but corners taped. £4.50
Designer: Unknown. No. players: 2-6. Country: British.
Very nicely designed light detective game. 50 different cases to solve. Players move around the board visiting witnesses to gather information and may have to decode information using a mirror or a special red plastic sheet, or the Spy's decoder. Once a player has enough information they head to the appropriate Chinese dragon parading the streets and reveal the culprit. Very attractive and a fun light game too.
Njet!. Published by Gold Sieber. 1997. Box. In shrink. £7
Designer: Stefan Dorra. No. players: 3-4. Country: German.
Trick taking card game in which before playing out the hand the players get the chance to veto various options such as the trump or supertrump, the value of tricks and who starts. This is done until only one option for each category remains. The hand is then played out as a partnership trick taking game, but with partners being selected anew each hand. Well regarded.
Orbit. Published by Franckh. 1993. Box. Good. £11
Designer: Alex Randolph. No. players: 1-10. Country: German. Duration: 45 mins.
Incredible game of skill, a real brain-bender, yet when you open the box all you can see are loads of dice! Also published as Moonstar and Harun. This set includes metal and wooden pieces and a glass egg timer. The game itself involves rolling the dice to set up a situation on the board and then all players analyse the setup and spot the highest way to score using the dice. After 1 minute players bid and the highest bidder shows how he gets his score. Some similar ideas to Ricochet Robots by the same designer, but rather more abstract.
Outdoor Survival. Published by Avalon Hill. 1972. Box. Good. £4
Designer: Jim Dunnigan & Tom Shaw. No. players: 1-4. Country: American. Desc. by Eamon.
In the original Dungeons & Dragons game, you were urged to buy this game for your wilderness map to set your adventures in. This probably explains why it remains as one of Avalon Hill's best selling games of all time. It may not be a classic but it has its moments. We particularly like the first scenario where you are lost and you get very little choice of where you move next - mostly luck but great fun (you get around 20 counters per player, and as you get tired, thirsty and hungry, you change the counter from a healthy hiker picture at the start down to a crawling shadow of your former self). The other scenarios add more skill to the game, giving you much more control over your character.
Pentakribb. Published by DDH Inc. 1983. Box. Good. £11
Designer: Unknown. No. players: 1+. Country: American. Duration: 15 mins.
Multi-player cribbage based game in which players have a special sheet and cards are turned up one by one, and the players assign each card to one of 5 cribbage hands. When enough hands have been revealed that all hands are complete, a cut card is also turned over and the hands scored. Whoever scored best over all hands wins the round.
Pick A Dilly. Published by Abacus Spiele. 2005. Box. Excellent. £7
Designer: Hartmutt Kommerell. No. players: 3-7. Country: German. Duration: 20 mins.
Light family game in which players try to get their hens fed as well as possible. Each round every player chooses which player's hen to feed and they secretly select this on a special dial. When all have selected these are shown. Any hen who has been picked just once lays no eggs, but getting picked zero or two or more times will get you eggs. Also the number of times the player who has the rooster token gets chosen determines how far the rooster will move around the table - having the rooster is a sure way to get bonus eggs.
Play And Defend Bridge. Published by MB Games. 1965. Box. Good. £7
Designer: Chas H. Goren. No. players: 4. Country: American.
Bridge tutorial system. This game provides two decks of cards with special backs which indicate how to deal them out to form 48 different hands. The players then go through the bidding for that hand, if desired with the aid of special rotating guides which explain why Goren would make the bid suggested. Contract can then be played as per the suggested contract and the booklet can be read to give advice on how Goren would have played the hand.
Playboy. Published by Victory. 1986. Box. Good. £9
Designer: Robert Kern. No. players: 2-6. Country: American. Duration: 90 mins.
Promotional game for the men's magazine. Box lid has the famous rabbit motif. Players collect personal satisfaction points and collect personality traits as the game goes on. In order to gain points you will need to gain money as an executive in order to buy the coolest gadgets and lifestyle items from fine art to hot tubs, and then hook up with the prettiest girls. Uses a roll and move system as well as several types of cards.
Polterdice. Published by Kidult Games. 2002. Box. In shrink. £15
Designer: Spartaco Albertarelli. No. players: 2-5. Country: Italian. Duration: 75 mins.
Tactical dice game in which the players take turns rolling 8 dice and splitting them into pairs and then using the resulting numbers to advance up the stairs up to various secret rooms in which both a treasure and a ghost can be found. The player who gets their man to each room first will get some treasure, while the others who are on the stairs will get a chance to capture the ghost (or 'polterdice') and gain some treasure that way. Choosing how to split your dice can be interesting as 2s and 12s give special abilities, but 7s are always wasted. Most treasure when the game ends wins.
Polyhedral Dice. Published by Unknown. Good. £0.15
I have lots and lots of 12 and 20 sided dice, and a lesser number of d4s, d6s, d8s and d10s (units and tens). Tell me the mix you'd like. If you want particular colours of dice just let me know and I will see what I can do. 15p each per die. Alternatively a batch of 8 dice for £1.
Pony Express. Published by Abacus. 1991. Box. Excellent. £11.50
Designer: Alan R Moon. No. players: 2-6. Country: German. Duration: 1 hr.
Unusual betting and racing game. Players try to gain control of 2 horses in the 7 horse field and then lead them to victory. In the first stage of the game players place bets on horses and give out cards to the horses. By the end of the round ownership and odds will have been determined. In the race itself the horse owners try to make the best use of the cards assigned to each horse bearing in mind any special features of their track. Bets are paid off at the end of each race. There are some unusual mechanics which set it apart from other horse racing games. Wooden components.
Powergrid: 3 Event Cards (Promo). Published by 2F Spiele. 2010. Ziplock. New. £3
Designer: Friedemann Friese. No. players: 2-6. Country: German. Duration: 90 mins.
A set of three new cards to add to your factory deck along with special rules. One card reduces the availability of fuel, one increases the availability of fuel and the last is a fuel storage depot which can be held in addition to the normal number of power stations. Promotional item from Spiel 2010.
Rally Round. Published by Saracad Marketing Ltd. 1986. Box. Good. £13
Designer: Unknown. No. players: 1-6. Country: British. Duration: 90 mins.
Car rally game in which players select the characteristics of their cars at the start of the game and then take part in a timed rally. For those unfamiliar with rallying, each section of the route has a target time, and the objective is to get as close to that time as possible - not more or less! Routes and movement need to be chosen carefully, and players can accelerate, decelerate or leave their speed unchanged each turn, so it requires skill rather than luck.
R-ECO. Published by Japon Brand. 2006. Box. Good. £9
Designer: Susumu Kawasaki. No. players: 3-5. Country: Japan. Duration: 30 mins.
Card game in which the players act as recycling companies. Each turn one or more rubbish cards are placed onto a factory pile. If this makes that pile large enough then a reward is received and the cards at that factory are discarded. In addition the cards you replenish your hand with are determined by the factory you add cards to, so that sometimes you will have to draw just one, and sometimes several. However, if you ever have more than 5 cards in hand you must discard, and these count against you at the end of the game. Unusual and interesting play and draw mechanics, and there are clever scoring systems too.
Relikt. Published by Amigo. 2006. Box. Excellent. £7
Designer: Rudiger Dorn. No. players: 3-5. Country: German. Duration: 40 mins.
Card game with an Indiana Jones type theme. Great thematic illustrations. Players bid to obtain valuable treasures and avoid cursed treasures, but can also lay action cards which affect how that that round is played. Also several treasures are being bid for at the same time so choosing what needs to be done most urgently is also an issue. Some clever ideas for a small game.
Sauerbaum. Published by Herder Spiele. 1987. Box. Good. £9.50
Designer: Johannes Tranelis. No. players: 3-7. Country: German.
Intriguing game with the object of saving a tree from dying from acid rain pollution. All players must work together to achieve this, because if the acid raindrops reach the roots, all players lose. Thus they have to act co-operatively, but at the same time, they also try to win individually. There is no point though in getting into a winning position if the roots wither, so sometimes you just have to help your fellow players whether you like it or not. Can also be played with smarties in which case you eat them as you eliminate them from the tree - yumm yumm! Recommended.
Score More. Published by Invicta. ca.1970. Box. Good. £0.70
Designer: Unknown. No. players: 1-6. Country: British.
Quite light abstract game, which, unusually for this company, is made with wooden pieces. Players try to score as many points as possible by the end of the game. Each turn a special die is rolled to determine which colour piece must be played this turn. Placement rules limit the options available, as no piece can be played so that there is empty space between it and another piece of the same colour in the same line or column. Sometimes you may even be forced to play in the negative scoring area.
Settlers: The Fishermen Of Catan. Published by Mayfair Games. 2007. Packet. In shrink. £3.25
Designer: Klaus Teuber. No. players: 3-6. Country: American. Duration: 90 mins.
Small expansion for Settlers of Catan. You can enhance your regular games of Settlers by adding fish production sites around the coast. Settlements and cities at these sites then earn fish tokens of varying values. These tokens can be traded in for various bonuses such as extra cards, road building, moving the robber / pirate etc. There is also an old boot, which when it comes out can be used to hinder the players in the lead. Recommended.
Shanghai Trader. Published by Panther. 1986. Box. Excellent. £27
Designer: Steve Utick. No. players: 3-6. Country: Australian. Duration: 4 hrs.
A sort of economic business game with some violence as well as corruption and vice. Players hustle their way to a fortune in pre-war Shanghai, trying to divert as much money as possible into their Swiss bank accounts and then head for the airport before civil disorder ends the game.
Shogi For Beginners. Published by Shogi Association. 1989. Book. Excellent. £7
Author: John Fairburn. No. players: 2. Country: British.
Softback, 18x13cm, 168 pages. Clearly intended to introduce Japanese Chess (Shogi) to westerners, this book describes the pieces and board, describes their moves, and the rules. It then analyses a sample game and gives a guide to opening patterns, middle game and then end game play. A selection of puzzles for the reader are set and the answers given at the back of the book.
Sisimizi. Published by EG Spiele. 1996. Box. Good. £13
Designer: Alex Randolph. No. players: 2-4. Country: Italian. Duration: 1 hr.
Interesting game with 240 ant pieces, and 28 ant-hills. Each turn, players add ants to the board, with a view to forming a connecting line of ants from one ant-hill of their colour to another, until all 7 of their ant hills are connected. In order to ensure this is actually possible players can either place or move one of their ant hills each turn, move a few existing ants and either once or twice per game (depending on the number of players) they may cross an opponent's line of ants.
Sold!. Published by R&R Games. 1997. Box. 2 copies available:
1) Good. £3 2) Good but 1 corner dented. £2.50
Designer: Frank DiLorenzo. No. players: 2-6. Country: American. Duration: 45 mins.
Players run competing antique shops and vie for the most valuable antiques, but need to snap up the best deals while avoiding forgeries. Items can be bought from other players' shops, a non-player shop, the flea market or the auction house.
Space Junkyard. Published by MayDay Games. 2009. Box. Excellent. £17
Designer: Gild Yarnitzky. No. players: 2-4. Country: American. Duration: 45 mins.
Each player attempts to salvage ship sections in an enormous ever shifting space junkyard. To do this first resources must be gathered which are used to connect ship sections together, then the desired ship sections must be claimed before other salvagers get to them, and the correct resources used to connect them up. Between turns a new tile is added to the board from the side and other tiles are moved ahead of it. The objective is to build a ship worth as many VPs as possible. Some ship sections allow more resources to be produced, stored or converted, but give less VPs.
Spy Ring. Published by Waddingtons. 1965. Box. Excellent. £6.50
Designer: Unknown. No. players: 2-4. Country: British. Duration: 45 mins.
First edition of this game of intrigue amongst the embassies. Even has little metal aerials you pop in your spy's hat for when he is using his radio. Players try to collect all four parts of one of the secrets going around between the embassies. The first player to achieve this wins. Play is tactical and a small amount of memory helps too since then you will know who is most likely to have the part of the secret you are collecting. Rather nice light game. There are a surprisingly large number of differences between this early version and the later (1978 onwards) version.
Spy Ring. Published by Waddingtons. Box. 2 copies available:
1) 1978. Good. There is a large mark on the base where tape has been ripped off. £4
2) 1986. Good. £5.50
Designer: Unknown. No. players: 2-4. Country: British. Duration: 45 mins.
Revised edition of this game of intrigue amongst the embassies. Players try to collect all four parts of one of the secrets going around between the embassies. The first player to achieve this wins. Play is tactical and a small amount of memory helps too since then you will know who is most likely to have the part of the secret you are collecting. Rather nice light game with fun (but unnecessary) mirrors with which to discreetly look at your collected secrets.
Square. Published by Merit. ca.1965. Box. Good. £3
Designer: J & L Randall Ltd. No. players: 2-3. Country: British.
Tile laying game in which players try to complete rectangles and squares of tiles to score points. Each side of a tile shows a shape which much be matched to any adjacent tiles when it is played. The tiles are all square and made so that they stand up on their edge so players can see their own tiles while keeping them hidden from their opponents. There are 35 tiles in the game.
Standoff. Published by Berwick. 1974. Box. Good. £6.75
Designer: Howard Wexler. No. players: 2-4. Country: British. Duration: 20 mins.
A little seen game in which players play cards simultaneously and then reveal, with the highest card taking the points on offer that round. In the case of ties the next highest card wins. Thus this is essentially an earlier version of Alex Randolph's very popular Hols der Geier, but with a few differences - mainly that not all the prize cards come out each game. In addition each player has a board with pegs and they must mark off the cards they have played so everyone can clearly see which cards you have to pick from.
StarForce. Published by SPI. 1974. Box. Excellent. £7.50
Designer: Redmond A Simonsen. No. players: 2. Country: American.
Part of SPI's trilogy of three separate games - Outreach explored the grand strategy of space, StarSoldier was at the other end of the scale, with detailed tactical decisions, this one, StarForce, came in between. Star Force is played on a map representing a 40 light year diameter sphere with 74 star systems. A hex grid regulates movement. Counters represent groups of interstellar ships, and space stations. Combat occurs when units are in the same 3-D location. The rules include basic and advanced rulesets. There are 14 scenarios, including one which is solitaire.
Suleika. Published by Zoch Zum Spielen. 2008. Box. In shrink. £20
Designer: Dominique Ehrhard. No. players: 2-4. Country: German. Duration: 30 mins.
Beautifully produced game which was on the Spiel Des Jahres nomination list for 2008, and won an Austrian award. Each player has 15 carpets (made of material!) and takes it in turn to direct Omar, the sultan's adviser around the carpet market. If Omar lands on another player's carpet then the current player must pay them a fee depending on how large an area that carpet covers. Then a new piece of carpet of one's own colour can be added to the board close to Omar. Very clever idea, simple to explain and great fun to play. Recommended. Published as Marrakech in France.
Supermarket Psycho. Published by Gottick. 2008. Box. In shrink. £7
Designer: Anders Fagers & Konkarong. No. players: 4-5. Country: Swedish. Duration: 35 mins.
Light and fun card game in which the players try to make each other go crazy in the supermarket by playing cards to up their opponents' stress levels. When someone does crack then a food fight ensues (using cards). Remind me not to go shopping when in Sweden ...
Sword & Sorcery: Chaositech. Published by Malhavoc Press. 2004. Book. Excellent. £2.75
Author: Monte Cook. No. players: 3+. Country: American.
Roleplaying supplement which uses WotC's generic d20 rules system (v 3.5), making it usable in many campaigns. Chaositech is a combination of magic and technology but always with a high level of chaos. The book covers introducing Chaositech into your campaign; Cults, Priests and Spells of Chaos; Chaositech Weapons and Armour; Chaositech Bio-enhancements; Chaositech Mutations; Masters of Chaositech and more.
Taluva. Published by Rio Grande Games. 2006. Box. In shrink. £14
Designer: Marcel Andre Casaola Merkle. No. players: 2-4. Country: American. Duration: 45 mins.
Intriguing tile laying and building placement game set on the South Sea island of Taluva, which is full of jungle and volcanoes. Each player represents a tribe which is trying to establish itself on this island. Tiles are placed in a 3-D fashion building up levels in a clever way. Huts are placed and sometimes after careful placement temples and towers will also be permitted to be built. The objective is either to have the strongest position when the island is fully built or to successfully build all of two of the three types of building in your colour before then. Very attractive.
The Antiques Challenge. Published by Antiques Challenge Ltd. 1998. Box. Good. £2.25
Designer: Furious Wolf Design. No. players: 2+. Country: British.
Trivia game in which players have to answer questions about antiques. Most of the cards depict valuable antiques on one side which the players may examine. On the other side is information and questions about the object, which players get to answer. The questions come in the categories: Furniture, Fine Art, Glass, Porcelain / Pottery, Silverware, Clocks / Watches and Miscellaneous. Very attractive cards and uses two special dice as well.
The Battle Of The Bulge. Published by Avalon Hill. 1965. Box. Box a bit grubby and 2 corners taped. £4.25
Designer: Lawrence Pinsky. No. players: 2. Country: American. Desc. by Eamon.
First edition, in the thicker flat box preferred by the company at that time. The famous WWII encounter in the Ardennes in December 1944, when the American Commander responded “Nuts!” to the German order to surrender. The basic game rules are only 4 pages long, but a supplementary book adds to this for tournament games and extra optional rules. The German player has to get 20 units to the Meuse River by Dec 23rd, or failing that eliminate all American forces. The U.S. player has to ensure neither of these happen.
The Best Games People Play. Published by Hyperion. 1976. Book. Good. £1.50
Author: Richard Sharp. Country: British.
Hardback with dust cover, 96 pages, 24x16cm. This book describes 26 games some of which are popular, and some of which are less common. They cover word games, card games, pencil and paper games, and more - an interesting collection.
The Book Of Card Games. Published by Granada. 1982. Book. Good. £10
Author: Andrew Pennycock. Country: British.
Softback, 18x11cm, 656 pages. A comprehensive collection of card games divided up by family, with many variants described in each section. The card game families are: Bridge, Solo, Euchre, Hearts, Manille, All Fours, Skat, Jass, Piquet, Bezique, Pinochle, Rummy, Newmarket, Cassino, Cribbage, Gobs, Calypso.
The Bridge Book Vol 3 For Advanced Players. Published by Devyn Press Inc. 1989. Book. Good. £2
Author: Frank Stewart, Randall Baron. Country: American.
Softback, 21x14cm, 191 pages. Intended to introduce the aspiring player to advanced ideas in Bridge, this book covers: Planning in the Auction, Counting, Doubles & Redoubles, Inferential Counting, Improving Visualization, Declarer Techniques, Bidding Over a Takeout Double, Declarer: Deception & Psychology, Matchpoint Strategies, Modern Conventions and Treatments.
The Children's Book Of Games, Puzzles And Pastimes. Published by Odhams Press. ca.1960. Book.
Good. £3.50. Author: Various. Country: British.
Hardback, 25x18cm, 192 pages. A collection of activities and pastimes for children, including several board games which are played by laying out the book to use as a board. Sections include: Party Games, Life On The Seashore, Birds & Birdwatching, Intelligence Tests, Collecting Moths & Butterflies, Nut Folk, Party Card Games, How To Take Photographs, Conjuring Tricks, Quizzes, Wild Flowers To Collect, Stamp Collecting, Problems & Riddles, Recognizing Trees, Pond & River Life, Building A Simple Radio, Dressing Dolls.
The Complete Guide To Electronic Games. Published by Sphere Books. 1982. Book. Excellent. £4.25
Author: Howard J. Blumenthal. Country: British.
Softback, 18x11cm, 214 pages. Book on electronic games of the time - obviously now very dated, but still interesting as a memento of those times, and quite sought after as such. The book is split over the following chapters: Sports Games, Games of Logic Strategy & Memory, Action Games, Learning Aids, Multi-game Systems, Video Games and more.
The Extraordinary Adventures Of Baron Munchausen. Published by Magnum Opus Press. 2008.
Book. New. £8.50. Author: James Wallis. No. players: 3+. Country: British. Duration: 30 mins.
Wonderfully innovative crossover game. Players take the roles of noblemen and women of note in the world of Baron Munchausen (late 17 hundreds), and challenge each other to tell tales of their adventures, which would no doubt seem fantastic and unlikely to the layman... Other players get to make challenges and add to the current player's story. Each player takes a turn to tell a tale, and then votes are taken on whose was the most entertaining. A simple idea, but superbly and innovatively executed. Highly recommended if storytelling appeals at all.
The Great Fire Of London. Published by Prime Games. 2010. Box. In shrink. £34
Designer: Richard Denning. No. players: 3-6. Country: British. Duration: 100 mins.
Set in London, 1666. The fire starts in Pudding Lane, and spreads outwards. The players all own various properties around the city and each turn must spread the fire further - but hopefully in such a way as to keep the flames away from their own properties. Players also deploy fire crews to hold back the fire where they feel it is most needed. Some areas can be knocked down ahead of the flames to cause firebreaks - not quite such an attractive proposition if it is your properties being knocked down though! Players also have hidden objectives to keep certain important areas and historical buildings from the flames.
The Key To Solitaire. Published by Ottenheimer Publishers. 1966. Book. Good. £2.50
Author: Douglas Brown. Country: American.
Softback, 17x11cm, 142 pages. A collection of 150 different games of solitaire (patience) all briefly described, but with diagrams where appropriate.
The Penguin Book Of Card Games. Published by Penguin. 1987. Book. Excellent. £9.50
Author: David Parlett. Country: British.
Special Notes: Hardback edition
One of the great general card game books, if not the very best, as David is a real expert. 474 pages. The book includes chapters on: Whist (including David's own excellent 3 player game 99), Solo, Five-Card games, Hearts, All Fours, Italian Games, Skat, Jass, Bezique / Pinochle, Piquet, Rummy, Cribbage, Cassino, Poker / Brag, Banking Games, Stops Family, Patience, Odds & Ends. There are so many variants and subgames, this book alone could keep you busy for a lifetime! Highly recommended.
The Prince. Published by Phalanx. 2003. Box. Excellent. £8
Designer: Alexander S. Berg. No. players: 3-5. Country: German. Duration: 90 mins.
Card game of intrigue, money and military power in the times of the Renaissance. Players vie to have a member of their clan become the next Pope, but getting this to happen is tricky and will require careful political manoeuvring. The cards represent various important characters, positions of office, assorted events, artists, condottieri etc, which you will need to employ to best effect to win. Game play involves auctioning cards, card play, voting and politicking.
The Speicherstadt. Published by Eggert Spiele. 2010. Box. In shrink. £27
Designer: Stefan Feld. No. players: 2-5. Country: German. Duration: 45 mins.
Special Notes: Fully English edition
Mercantile game set in Hamburg around 1900. Tense game in which players acquire contracts to deliver goods which then need to be fulfilled by purchasing the goods as ships arrive bearing them. The game uses cards to drive the game, and players assign their workers to the various docks in order to try to get the best deals. However, competition can be fierce. Clever mechanisms and yet fast playing.
Thoughtwave. Published by Intellect. 1974. Box. 2 copies available:
1) Good but 2 corners taped. £7.50 2) Good. £9
Designer: Dr. Eric Solomon. No. players: 2. Country: British. Duration: 20 mins.
Tile laying strategy game, one of the rarer Intellect games and one of their best (in what was an outstanding series of games). Each player has 24 tiles with which to build a line, either from North to South or East to West. Naturally, these must cross at some stage. A surprisingly small board (10x10) and the very limited number of tiles makes this as strategic a game of this type as you will find.
Thurn And Taxis. Published by Rio Grande Games. 2006. Box. 2 copies available:
1) In shrink. £22 2) Excellent. £18
Designer: Karen & Andreas Seyfarth. No. players: 2-4. Country: American. Duration: 1 hr.
German Spiel des Jahres winner for 2006. The board shows a map of southern Germany with a little of Switzerland and Austria. There are 22 cities shown and a network of roads between them. Players draft city cards into their hand and must play them out in a row forming a legitimate route. At a point of the player's choosing a route can be claimed and a clever choice of how to place post offices on the board made. The objective is to gain VPs through building post offices, playing ever longer routes, and claiming bonuses for sets of post offices. The game plays very smoothly and is good for only occasional games players too. Highly recommended.
Thurn And Taxis: All Roads Lead To Rome. Published by Rio Grande Games. 2008. Box. 2 copies:
1) Excellent. £11 2) In shrink. £13
Designer: Karen & Andreas Seyfarth. No. players: 2-4. Country: American. Duration: 1 hr.
Expansion for Thurn and Taxis (you need the base game to play). A new map is provided which shows North Italy and the alps to the north. This expansion provides two new scenarios for you to play. In the first the players must get their priests to Rome, but at the right time. In the second players use the office powers as evenly as possible in order to get access to new office powers. The two scenarios can also be played together.
Tower Of Babel. Published by Rio Grande Games. 2005. Box. Good. £16
Designer: Reiner Knizia. No. players: 3-5. Country: American. Duration: 45 mins.
Board game in which the players compete for VPs while building the ancient wonders of the world. While there are eight wonders being built, not all of them will be finished by the time the game ends. Each wonder is built in three parts, with each part requiring a certain number of one of the four types of resource cards which the players draw throughout the game. However players can make offers to assist in the current project, and assistance can win either the token for that project, or get that player's building blocks onto the board. If your assistance is refused you are compensated with VPs. As wonders are completed VPs are given out to the players who built it and at the end of the game the project tokens gain VPs too. Best with 5 players.
Translucent Playing Cards. Published by Trevor Denning. 1976. Book. Excellent. £17.50
Author: Trevor Denning. Country: British.
Special Notes: No. 182. Signed by the author.
Softback, 30x21cm, 51 pages. Limited edition of 300. This book gathers together information about specialised decks of playing cards generally from the early 19th century which initially appeared as regular playing cards, but if put up against a bright light revealed a hidden picture within. Some such decks were designed to incorporate the pips on the cards into the pictures, while others were used to hide erotic pictures. This book shows the hidden pictures from both types of deck as well as detailing the history of these playing cards.
Travel. Published by Games Guild. 1984. Box. Good. £5.25
Designer: Garry A Hislip. No. players: 2-6. Country: American. Duration: 45 mins.
Family business game about inter-continental travel. Players race to visit countries on their personal passport, plus other countries which may also need to be visited. There are four types of travel ticket: plane, boat, train and car, and each country allows travel to certain other countries using particular modes of transport, so you can map out your moves to make the best of your tickets. Stamps for your passport are acquired as you visit each country.
T-Rex. Published by Hans Im Gluck. 1999. Box. Excellent. £2.50
Designer: Hanno & Wilfried Kuhn. No. players: 3-5. Country: German. Desc. by Eamon.
Card game. Each player is trying to collect sets of dinosaur eggs. Each player starts with an identical deck of cards which is shuffled and drawn from and the game is then played in rounds in which each player may play several times. There are special cards which let you draw more (otherwise you don't!) and a card has to be played to indicate the round will finish. When a round does finish the last card each player played is used to evaluate the round - highest and second highest receiving an egg that round.
Triumph. Published by Creative Crusade Ltd. 1986. Box. Good. £2.25
Designer: Keith Woodward. No. players: 2-4. Country: British. Duration: 30 mins.
Strategy game, with a chequered board of black and white triangles and 4 sets of 10 conical plastic pieces. It is essentially a multi-player draughts variant. Because triangles are used rather than squares each piece has 4 legal directions in which to move, adding considerably to the possibilities. The winner is the player with men left standing but in cases of a stalemate the player who has taken the most enemy pieces wins. Includes rules for promotion of a piece to king. The board is double-sided as a different initial layout is required for the 4-player game.
Turbo Taxi. Published by Queen Games. 2005. Box. In shrink. £7
Designer: Friedemann Friese. No. players: 2-4. Country: German. Duration: 30 mins.
A reworking (with nicer components) of the same author's Flickwerk. Each player has an identical set of 12 tiles showing roads with junctions and crossings. On a central board wooden tokens are placed to indicate where roads must exit the board and a tile is drawn from an extra set and placed in the centre of a 3x3 grid. Everyone then races to put together a set of 9 tiles which incorporates the one drawn and also fulfils the requirements for the roads while ensuring all the tile edges match properly. First to do so claims a point. The player with the most points after a number of rounds wins. Fast and furious puzzle style game.
Two By Two. Published by Valley Games Inc. 2010. Box. 2 copies available:
1) Excellent. £25 2) In shrink. £28
Designer: Rob Bartel. No. players: 2-4. Country: American. Duration: 45 mins.
Family game with a Noah's Ark theme. Each player has an ark and the land is sinking beneath the rising waters. Players attempt to save as many pairs of animals as they can. This is done by moving your ark next to an animal for which there is a partner elsewhere on the board. The two are then taken aboard the ark. The players also choose where the water rises next, and points are scored for adjacent water in this step, but often it is better forgo points here in order to give your ark more movement options.
UFO's Fritten Aus Dem All. Published by Argentum Verlag. 2004. Box. Good. £10.50
Designer: Petra Brandenburger. No. players: 2-5. Country: German. Duration: 75 mins.
Amusingly themed science fiction game. Aliens want to earn the love of humankind, and have decided to do this by setting up fast food businesses all over the world. These can be used to distribute mind affecting drugs to the unsuspecting population of the world - the player whose aliens do this best wins! Flying saucers are moved around a map of the world and can be used to set up new restaurants, take over other aliens' restaurants and 'bump' away opposing alien ships. This 'bump attack' causes a UFO to spin wildly out of control across the world's skies and causes panic amongst the humans - which is sure to make it harder for the owner of that craft to set up restaurants in affected cities.
Vertigo. Published by Euro Games. 1990. Box. Good. £19
Designer: Sylvie Rodriguez & Philippe Des Pallieres. No. players: 2-4. Country: French. Duration: 90 mins.
Ecological business game. Each player is in charge of the factories, etc. in their country, but they must pay attention to the amount of pollution they create. Pollution can 'blow' next door, to other countries, making you very unpopular. The game mechanics are very interesting. You must balance pollution against profits and against the greater good of the world environment. There is also a UN meeting at which the players vote for new laws such as penalties for the worst polluters or benefits to the poorer countries etc. The player with the greatest production capacity at the end of the game wins, but players can be eliminated due to their own excessive pollution.
Weigh It Up. Published by Spear's Games. 1975. Box. Good. £1
Designer: Unknown. No. players: 2-6. Country: British. Duration: 10 mins.
The board shows a grid of triangles each with a number in - some positive, some negative. Each vertex has a hole for a peg. Players take it in turns to add a peg to the board, and if a peg is the last one around a triangle that players scores the number in the triangle, be that good or bad. Highest scorer when all the pegs are in wins.
Who Did It...?. Published by Cheatwell Games. 2004. Box. Good. £3.75
Designer: Unknown. No. players: 3-6. Country: British. Duration: 30 mins.
Special Notes: One cardboard playing piece's base has been replaced with a colour printed equivalent - does not affect play.
Deduction game in which there are cards for 7 suspects, victims, weapons, locations and motives. One of each is secretly removed at the start of play and players try to determine which these are. This is done by going to various carriages on a train and collecting unclaimed cards, and getting to see cards in other players hands. Thus by a process of elimination the correct combination can be deduced.
Who Wants To Be A Millionaire?. Published by Upstarts. 2000. Box. Good. £5
Designer: Celador Productions Ltd. No. players: 2-5. Country: British. Duration: 1 hr.
Quiz game based on the popular TV programme. Includes 1000 question cards, and progress displays for each player as well as lifeline tokens. Sadly it doesn't come with a cool million for the winner...
Wicked Witches Way. Published by Asmodee Editions (US). 2006. Box. Excellent. £10
Designer: Bruno Cathala, Serge Laget. No. players: 2-6. Country: American. Duration: 30 mins.
The players are witches in a broomstick race. Each player has a set of 9 cards which show symbols which are also in two colours on a set of 9 magic formula dice. Each round these 9 dice are rolled into the box and when a player has seen enough they flap over a 'lid' so that the dice are no longer visible. Players then lay out face down symbol cards which were on the dice of just one colour, and which were not 'cancelled out' by symbols of the other colour. Players then check the dice and players advance according to how many correct symbols they put out. Getting any wrong means you don't advance, and bonus cards and movement can be gained by getting a complete formula. Requires quick thinking and concentration.
Win, Place & Show. 2 editions available:
1) Published by 3M. 1966. Classic wrap-around board edition.
2) Published by Avalon Hill. 1977. Bookcase box. Good. £11.50
Designer: J Reilly & T Divoll. No. players: 2-6. Country: American.
Classic horse racing game. Players make money by owning winning horses and by gambling on their own or other's runners. The race system is very clever, with a combination of fixed form for the horses on an individual basis, small occasional bonuses according to dice rolls and a random base speed for all horses each round. This means that a horse which starts fast but runs out of pace at the end really needs high 'base' rolls to do well, whereas a fast finisher wants the reverse. There is also a lot of positional play and different quality jockeys, as well as the possibility that a player may not actually want his horse to do that well! Stats for 6 sets of horses included.
Word Games. Published by Merit. Box. 2 Box corners split. £1.75
Designer: Unknown. No. players: 1-4. Country: British.
A set of 8 word games played with tiles on a table. The games are called: Crossword, Anagrams, Word Rummy, Word Dominoes, Word Ghost, Snatch Words, Word Solitaire & Passwords. A nice collection for word game fans.
Word Quest. Published by Abracadabra Games Ltd. 1986. Box. Good, but box lid slightly warped. £3.25
Designer: Unknown. No. players: 2-4. Country: American. Duration: 1 hr.
Word game in which players move around the tracks on a circular board landing on letter spaces, and get the chance to cross off letters from the quest word they were each given at the start of the game. Once all letters have been crossed off players race to the centre of the board in order to get the chance to answer a winning question. In order to cross off a letter a word is selected starting with the letter concerned from a dictionary included with the game, and the definition of that word must be given. The game also includes a 30 second timer.
World's Best Card Games For One. Published by Sterling Publishing Co.. 1993. Book. Excellent. £1.25
Author: Sheila Anne Barry. Country: American.
Softback, 21x13cm, 128 pages. Collection of patience games split into 1 Deck (57) and 2 Deck (47). Each game is described with diagrams, and there is also a table of all the games showing how much space the game requires, how many decks, and how hard it is to finish.
Wyvern Starting Selection. Published by US Games Systems. 1994. Boxes. New. £5
Designer: Mike Fitzgerald. No. players: 2. Country: American. Duration: 30 mins.
CCG. I am providing two starter decks + 6 boosters (total of 210 cards) for this price, which is quite sufficient to make up two reasonable decks. No need to buy further cards. Players secretly lay out an array of dragon and terrain cards, and have a hand of special action cards. The objective is to eliminate your opponent's card layout. This is done by sending dragons into enemy territory to scout out the terrain or fight dragons. Some dragons are strong but can be defeated by terrain while others are weak but can deal with terrain they find. Each player has a very limited amount of gold needed to pay for dragons and action cards - running your opponent out of gold is just as powerful as defeating their dragons. Recommended.
Wyvern The Insider's Guide. Published by US Games Systems. 1995. Book. Excellent. £4
Author: Anne Flounders. Country: American.
Softback, 23x15cm, 151 pages. A companion book to the CCG of dragons, dragon slaying and treasures: Wyvern. It is a CCG I very much enjoy. The book covers: The Mythology of the Cards, Playing Wyvern (the rules in easy to read form), Wyvern Strategy (Basic Strategy, Deck Building, Gold Issues), Official Tournament Rules, Multi Player Rules, Notes for Collectors.
X From Outer Space. Published by Discovery Toys. 1985. Box. Good. £3.50. Desc. by Eamon.
Designer: Gayle Feyrer & Richard Anderson. No. players: 2-4. Country: American. Duration: 30 mins.
Roll-and-move children's game with a twist: you roll one white and two red dice and move your ship using the value of the white die. If you land on a space with a number, then multiply the large blue number on the space by the sum of your red dice. If the result is equal to the little red number in the space, you move forward 5 spaces. If greater than the red number, you move forward 1 and if less you move back 1. Planet Zoomer and Black Hole cards are drawn at different places on the board and move the player's pawn forward or backward along the track. The first person to reach the sun wins.
Xerxes. Published by FX Schmidt. 1973. Box. Good. £10
Designer: Kurt Heuser. No. players: 2. Country: German. Duration: 30 mins.
Each player deploys 24 soldier's helmet shaped figures on a 15x19 board. Either in one of three suggested starting formations, or for advanced players in secret. The pieces are then moved one space at a time or can repeatedly jump over single units. Jumped enemy units are removed. Once the lines break open, a single move can create havoc among the opponent! The goal is to occupy the enemy's camp behind his lines. The rules also describe a related game played on the other side of the board, Frundesberg, which includes rules for crossing a river, and requires two spaces to be captured for the win.
Yellow Submarine. Published by Commonwealth Games. ca.1977. Booklet. Good. £7
Author: Gary Graber, Don Cornelison, Neil Graber, Dave Cornelison. No. players: 3-6.
Country: American. Duration: 90 mins.
Softback, 22x14cm, 20 pages. Game described in a booklet which simulates the Beatles rise to fame. Players take the roles of the John, Ringo, Paul, George, Brian the Manager, and the record industry. Game play involves negotiation and cooperation - the positions are asymmetric, and each also gains VPs in different ways, thus giving all the players different priorities as to what is important in their career.