MNG-AJM Games and Collectibles

 

Dec 2014 Catalog

 

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

 

10 Days In The USA. Published by Out Of The Box. 2007. Box. 2 copies available:

1) In shrink. £15        2) Excellent. £13

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 the USA using country cards, plane and car cards. There are special card holders to ease play and a map board showing the states of the USA so you can see which states are adjacent and which permitted for plane travel. The game poses interesting puzzle-like challenges, and is one I very much enjoy - highly recommended.

 

Aces Made Easy. Published by Methuen & Co. 1934. Book. Good, but edges are worn. £6

Author: W.D.H. McCullough, Fougasse. Country: British.

Hardback, 19x13cm, 234 pages. A humorous look at Bridge, with many little comic diagrams and a selection of topics the Bridge player will recognise looked at with a laugh. This is not intended to improve your game, just entertain.

 

Agricola: All Creatures Big And Small. Published by Z-Man Games. 2012. Box. In shrink. £22

Designer: Uwe Rosenberg. No. players: 2. Country: American. Duration: 30 mins.

Standalone 2-player shorter and lighter reworking of Agricola. This farming based game focuses only on the animal-side of Agricola, but introduces horses and adds some additional ways to keep your animals on the farm. Players still have the difficult choice of which action to take, as their opponent will be sure to take any good option left for them. Highly recommended.

 

Agricola: All Creatures Big And Small: More Buildings Big And Small. Published by Z-Man Games. 2012.

Box. In shrink. £10. Designer: Uwe Rosenberg. No. players: 2. Country: American. Duration: 30 mins.

Expansion for the 2 player 'mini' version of Agricola. This set includes 27 new special buildings as well as an extra Stall and Farm Expansion. This will give players opportunities to try new strategies to keep the game fresh. Highly recommended.

 

Ahoy. Published by Cwali. 2005. Box. 2 copies available:

1) In shrink. £6        2) Good. £4.50

Designer: Corné Van Moorsel. No. players: 2-5. Country: Dutch. Duration: 30 mins.

Ocean-bound race game in which the players receive help from dolphins, sharks, turtles and orca. In order to win you will need to play tactically and also use your memory in order to get the sea creatures' aid.

 

Aladdin's Dragons. Published by Rio Grande Games. 2000. Box. 2 copies available:

1) Excellent. £9.50        2) Good, but lid slightly indented. £8

Designer: Richard Breese. No. players: 3-5. Country: American. Duration: 90 mins.

Also published as Morgenland in Germany. This is a revised and improved version of Richard Breese's rare Keydom. Players vie for resources by placing some of their workers into the caves to gather gems using a clever mechanism which allows a little bluffing. Other workers can also be placed in various locations in the city, which permit the player with the most senior worker to trade resources, gain magic spells for later use, improve their position in the turn order sequence, and most importantly enter the palace, where they can buy artifacts using their hard won resources. These artifacts give additional abilities and also count towards victory. Very good game - recommended.


Algoritmo. Published by QualityGame. 1995. Box. Good. £12

Designer: Giacomo Dotta. No. players: 2-6. Country: Italian. Duration: 30 mins.

Unusual game with a computer program / flow-chart theme in which the players start with several Output letter cards and the objective is to get rid of them by landing on the right spaces. This is done by selecting Input numbers the sum / difference of which moves you along a track. Special spaces allow movement according to IF...THEN... cards which looks at your input numbers. Very unusual item.

 

Ali Baba. Published by Abacus. 1993. Box. Good. £9

Designer: Ian Livingstone. No. players: 2-6. Country: German. Duration: 1 hr.

Attractive reworking of the game originally made by Games Workshop called Calamity. In this game you are one of the descendants of Ali Baba hoping to get your hands on the fortune he obtained after defeating the 40 Thieves. Players move around the board making use of special locations, in order to sell off treasure for cash. However, Ali Baba is on the lookout and should he catch anyone the punishment will be severe. Game play involves an interesting mix of luck and cunning.

 

Anno 1452. Published by Piatnik. 1999. Box. Good. £9

Designer: Gerhard E Kodys. No. players: 2-4. Country: Austrian. Duration: 90 mins.

Game set in the Holy Roman Empire in 1452. Players earn victory points in various ways. Players have a limited number of actions each turn to place pieces into territories on the map. There are several types of resources to manage and there are also several ways to challenge other players' positions. One element which stands out is that the weakest player each turn is made king and is given some powerful benefits, which gives them an excellent opportunity to get back into the game. Once this is done another player will then become king.

 

Army Of Zero. Published by Point Zero Games. 2008. Box. In shrink. £7

Designer: Steve Mainprize. No. players: 2. Country: British. Duration: 15 mins.

Card and dice based combat game in which the players' teams of warriors battle each other. Players choose when each warrior will fight and whether to attack or defend. Includes 84 character cards, 8 attack / defence cards and dice. The cards also include a hidden puzzle, which there was originally a £1000 prize for solving.

 

Ascension: Chronicle Of The Godslayer. Published by Gary Games. 2010. Box. In shrink. £24

Designer: Justin Gary. No. players: 2-4. Country: American. Duration: 30 mins.

Deck building card game inspired by Dominion. In this game the players recruit fantasy heroes and obtain weapons and equipment in order to increase their power and build up to be able to defeat all sorts of monsters to gain VPs. Each turn cards are played to gain power, and runes. Runes are used to obtain new cards, and power is used to defeat monsters. A less strategic game than Dominion, but just as simple to play and good fun. Recommended.

 

Avalon. Published by Fun Connection. 1994. Box. Good. £9

Designer: Marco Silles. No. players: 3-6. Country: German. Duration: 45 mins.

Card driven game in which the players first trade cards with each other, using money to offset unequal trades, and try to equip themselves with a full set of weaponry and armour. Players who are fully equipped can then compete for prize money on offer that round. After several rounds the player with most money is the winner.

 

Azteca. Published by Tilsit. 1998. Box. Excellent. £11

Designer: Pascal Bernard. No. players: 3-4. Country: French. Duration: 2.5 hrs.

Set in the times of the Aztecs, the players take the roles of empires trying to expand and conquer, and to do this they need to use commerce, diplomacy, espionage and military might. Ultimately, however, the goal is to ensure you have made large enough sacrifices to the gods to satisfy Tezcatlipoca on his return.

 

Bananas. Published by Goldsieber Spiele. 1996. Box. Excellent. £7

Designer: Johannes Tranelis. No. players: 2-4. Country: German. Duration: 20 mins.

Light game in which one player takes the role of George the Gorilla while the other players are all chimps acting together. Both sides attempt to be the first to collect 9 bananas. The chimps harvest bananas but then also need to collect them, and George may be able to get them after they have been harvested but before they are collected. Also George can chase the chimps up trees where they will need to be rescued by other chimps.

 

Battle! Practical Wargaming. Published by Model & Allied Publications Ltd. 1972. Book. Excellent. £9.50

Author: Charles Grant. Country: British.

Hardback with dustcover, 19x12cm, 159 pages. Book on miniatures wargaming which introduces the hobby and then goes through lots of the issues of modern warfare and how they can be applied to a miniatures game for added realism. The author presents rules you can use throughout the book. The book covers movement, infantry, artillery, armour, anti-tank guns, grenades and mortars, communications, mines, reconnaissance and morale.


Battlestar Galactica The Board Game. Published by Fantasy Flight. 2008. Box. In shrink. £31

Designer: Corey Konieczka. No. players: 3-6. Country: American. Duration: 3 hrs.

Cooperative game based on the popular SciFi channel series of the same name. Players take on the roles of major characters such as Captain Adama, Starbuck etc, and must work together to survive the relentless pursuit of the Cylons. However, one or more of the players may turn out to be a Cylon agent who could perform sabotage at any time... The game is driven by many sets of cards, but also includes 32 plastic ships. Well regarded with lots of pictures from the series, which enhances the atmosphere of mistrust and intrigue.

 

Baxter On Magic. Published by Wordware Publishing Inc. 1997. Book. Excellent. £2.50

Author: George H. Baxter. Country: American.

Softback, 23x15cm, 183 pages. Pro Tour Magic: The Gathering player George Baxter gives a guide to the proper playing techniques for MtG. The book covers: Habits to Form, Observing Opponents, Bluffing, Using the Rules, Losing Sight of Victory, Destroying Your Opponent's Will to Fight, 14 different decks and their sideboards - how they work.

 

Bezique And Rubicon Bezique. Published by W.D. & H.O. Wills. 1933. Booklet. Good. £1.20

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.

 

Bier Borse. Published by Parker. 1979. Box. Good. £18

Designer: Sid Sackson. No. players: 2-6. Country: German. Duration: 45 mins.

German version of the 3M game Bazaar, but very nicely themed into the beer business. The counters are now facsimile beer bottle tops, and the matching boards are like coasters (beer-mats). You trade your beer bottle tops with other beer bottle tops until you get a combination required to ‘buy’ a beer-mat. A very clever game with a good selection of trading cards to ensure different combinations each game. Players try to collect combinations of 'bottle tops' shown on the currently available beer mats, by using one trading rule each turn, and more points are awarded the fewer bottle tops you have left over after a purchase. Highly recommended.

 

Black Box Plus. Published by Franjos. 2007. Box. In shrink. £8.75

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

Excellent deduction game. You can play the original Black Box in which one player secretly sets the position of 4 light reflecting 'atoms' in an 8x8 square grid and the other player sends theoretical rays of light into the black box, and is told where the ray of light comes out. Since the light may have been reflected by multiple 'atoms' this can get quite complex and requires quite a good bit of logical thought. This edition also includes a trickier challenge - the same game played on an 8 across hexagonal grid, with a few extra rules for how rays interact with the atoms. Also includes a book of Black Box puzzles for solo play. Recommended to fans of logic and deduction games.

 

Bosworth. Published by Out of the Box. 1998. Box. Good. £8

Designer: Mark A. Osterhaus. No. players: 2-4. Country: American. Duration: 40 mins.

Chess variant with a fantasy theme illustrated by John Kovalic. The game uses cards as chess pieces, but with a different board (in size and shape), and with card play involved. Also included are rules to allow 3 or 4 players to play, making the game a little more like a very simple multi-player wargame in this case.

 

Bruges. Published by Z-Man Games. 2013. Box. In shrink. £39

Designer: Stefan Feld. No. players: 2-4. Country: American. Duration: 1 hr.

Set in Belgium in the 15th century, the players gather influence with the city's merchants, nobles, and civil authorities. Game play involves drafting cards which are then played to perform actions, one of which is to pay for and keep the character card face up to give benefits during the game or VPs at the end. Dice are rolled each round and can force the players to take threat tokens. These need to be dealt in various ways with before something bad happens when you have too many of them. Gaining a majority in various areas of the board can get you advantages each turn. A middleweight Stefan Feld game with lots of options and lots of ways to score points.

 

Buck Rogers Battle For The 25th Century Game. Published by TSR. 1988. Box.  2 copies available:

1) Good, edges show wear, corners taped.. £4.75

2) Good, but box very slightly indented. The box lid is slightly ‘bubbled’ too £3.50

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

Huge sci-fi multiplayer wargame with hundreds of plastic spaceships, influenced by the style of the MB Gamesmaster Series. Players are factions fighting for control of the Solar System. The large board shows the Solar System's 4 inner planets and 9 large asteroids and various satellites, as well as various territorial displays. Each player has a variety of forces to build using factories and in order to get to other planets efficiently you need to plan ahead to use their conjunctions effectively.


Business Strategy. Published by Avalon Hill. 1973. Box. Good. £14

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

Well regarded business game, about making and selling your product. A re-design of the same company’s Management game with four levels of play. Players compete for resources from which their goods are to be made and then must compete again to sell them. Each month a business climate card is drawn to modify the availability of resources and the ease with which goods can be sold. I can also provide Derek Carver's House Rules to improve the game further.

 

Calaboose. Published by Live Oak Games. 2005. Box. Good. £5

Designer: Patrick Matthews. No. players: 2-5. Country: American. Duration: 30 mins.

Set in the Old West, the players are sheriffs who compete to capture the most wanted outlaws. However, put too many powerful outlaws in a single jail (caboose) and they will break out. Thus the sheriffs must choose carefully when to take in outlaws and when to pass them onto other jails.

 

Chelsea. Published by Prime Games. 2009. Box. In shrink. £7

Designer: John Ede. No. players: 3-6. Country: British. Duration: 45 mins.

Set in Chelsea, a very affluent part of London, each player takes the role of a family whose children have reached adulthood, and who now want to find their own partners, and have their own homes and cars. However, the youngsters are fussy and insist on everything being colour co-ordinated. The first to get their kids all happy with their setup wins.

 

China Moon. Published by Eurogames. 2003. Box. 2 copies available:

1) Excellent. £6        2) Good. £5.25

Designer: Bruno Faidutti. No. players: 3-5. Country: French. Duration: 30 mins.

Players command a team of frogs on a lily pond attempting to collect the most beautiful flowers, to give them as a betrothal gift. The board shows a track around the pond with various side-paths, and with lotus flowers of various colours dotted along paths. Each player on their turn moves 3 frogs, either theirs or their opponents', 2 spaces each, ignoring occupied spaces. As well as collecting flowers, some spaces cause exchanges or even cause a flower to be dropped. Once all frogs are at the end of the track flower collections are compared, with values higher the more collected of the same colour.

 

Collins Gem 3 Book Boxed Set. Published by Harper Collins. 1992. Box. Excellent. £3.50

Designer: Diagram Group. Country: British.

Boxed set containing 3 books, all softback, 12x8cm. Games For One (256 pages) covering card games (31), magic tricks (5), string games, solitaire, tangrams, word games (9), number puzzles, paper games and action games. Card Games (256 pages) covering family games (49), children's games (23) + variations. Family & Party Games (256 pages) covering children's party games and races (10), word / picture / number games, dice, tiddlywinks, spellicans, dominoes, darts, and board games (7).

 

Coney Island. Published by Argentum Verlag. 2011. Box. In shrink. £16

Designer: Michael Schacht. No. players: 2-4. Country: German. Duration: 1 hr.

Intriguing game set in the Coney Island fairground, with the players as competing showmen. Starting with a small income of resources, money and VPs the players send family members out to set up stalls to increase their income and make use of influential characters such as the promoter, the journalist and even the police officer to gain extra advantages. VPs can also be gained by building grand attractions over the stalls - often requiring more than one person's stalls to be involved. Some neat ideas and play moves swiftly.

 

Conflict. Published by Parker Brothers. ca.1960. Box. Good. £14.50

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

Abstract wargame in which the players move very nicely made metal units (aircraft, artillery, and ships) around the board in order to invade an opponent's home space. Dice are used to determine movement allowances and the different units are limited to different types of terrain space. The game can be won by capturing an opponent's home space or all of their pieces.

 

Cornucopia. Published by Gryphon Games. 2010. Box. Excellent. £13

Designer: Carlo Rossi, Lorenzo Tarabini. No. players: 2-5. Country: American. Duration: 50 mins.

Card game in which players try to fill their basket with a collection of fruit and vegetable cards. Collecting a wide variety is valuable, as is specialising in a single type. You can also score by successfully predicting whether other players will succeed in their goals. Game play involves deciding how many cards you will pay for on your turn in order to try to fill a basket, and other players get the chance to bet if they think you will / won't succeed. Fast and fun.


Cosmic Cows. Published by Playroom Entertainment. 2005. Box. Excellent. £7.25

Designer: Maureen Hiron. No. players: 2. Country: American. Duration: 20 mins.

Two alien civilisations come to Earth for their annual cow abduction tournament! The aliens who first manage to abduct three cows win. There are nine cows which can be fought over, and dice are used and applied to activate tractor beams to tug the cows towards your ship. Deciding how much to resist your opponent's efforts and how much to focus on your own is the key. This is a redevelopment of Quadwrangle.

 

Credit Mobilier. Published by Rio Grande Games. 2013. Box. In shrink. £19

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

Reprinted railway game in which the players are constructing the transcontinental U.S. railway network. Like many games from this designer coloured dice are used to drive the options players have on their turns, but there are always various possibilities no matter what you roll. Game play involves building track for the various companies, buying their stock and receiving dividends. Plays rather well, and has nicer components than the original Stratamax edition.

 

Crosstrack. Published by Shoptaugh. 1996. Box. 2 copies available:

1) Good. £7.25         2) Good. but a corner tear is taped up. £6

Designer: Philip Shoptaugh. No. players: 2-4. Country: American. Duration: 25 mins.

Tile laying game with chunky plastic playing pieces and a plastic board. The tiles feature a variety of pathways which can be placed or rotated each turn - players play from their own stock of tiles or a common stock and cannot rotate opponents' tiles. Players attempt to create a path from one side of the board to the other.

 

Crossword. Published by MB Games. 1990. Box. Good. £5

Designer: Unknown. No. players: 1+. Country: British. Duration: 15 mins.

Word game in which 13 letter dice are rolled by one player who arranges them crossword style into words while a sand timer runs. When the sand runs out the words are scored up, hard letters scoring more and unused letters counting against you. Other players then get a turn at the dice. The scoring rules encourage the use of lots of interlocking short words rather than a few long ones. Good fun, and a useful filler for groups or families who like word games. Recommended.

 

Dart Wars. Published by Squale Games. 2006. Box. New. £5.75

Designer: Pascal Reymond. No. players: 2-5. Country: French. Duration: 30 mins.

Most unusual item. A sort of cross between darts and Risk! Instead of a dart board a magnetic map is used which shows a number of regions over which the players will compete. This is done by throwing magnetic darts at the board. Each dart on the board allows a unit to be moved into that region or an adjacent one in order to build up forces and make an attack. A little strategy is useful, but being able to hit roughly the area you want to with the darts is crucial. A wonderful and unexpected idea.

 

Das Malefiz Spiel. Published by Ravensburger. 1971. Box. Good, but base slightly discoloured. £5

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

Also known as Barricade. Players race to get their men to the far side of the board, however, while there are 4 pathways through the first section, there are only 3 to the next, then two, and then just one pathway, before a choice of directions again to the finish. Movement is by dice roll, but there are generally several choices, and the skill is in the use of the barricades which get placed on various choke spaces. The choke spaces can then only be moved past by an exact roll. Very popular family game in Germany.

 

Days Of Steam. Published by StrataMax Games. 2008. Box. Several copies available:

1) In shrink. £12        2) Excellent. £11       3) Good. £10

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!

 

De Ontembare Stad. Published by The Game Master. 2003. Box. In shrink. £13.50

Designer: Hans van Tol. No. players: 2-5. Country: Dutch. Duration: 75 mins.

Special Notes: For £1.50 extra I can print and laminate English influence cards to ease play.

The title means 'The Untamable City', and players develop the city by paying for and then playing building cards onto the board. These will then give their owner income at the beginning of every player's turn if that building type is indicated. It is also important to expand areas and ensure that your territories don't get isolated by other players' expansion. Action cards can also be bought and these give a variety of benefits, allowing you to get out of a difficult situation or hinder a player who is doing a bit too well. The game has some of the feel of Settlers, but with different mechanics.


Delta V. Published by Fantasy Flight. 2001. Box. Good. £9

Designer: Christian Petersen, Darrell Hardy. No. players: 2-4. Country: American. Duration: 30 mins.

Science fiction themed board game in which players send their rockets to explore an asteroid field full of valuable minerals, and attempt to complete contracts for specific sets of minerals. Players also get the chance to eliminate their opponents' rockets and must avoid the hostile aliens. Game play includes some memory work as well as optimising your moves each turn.

 

Die Schatzinsel. Published by Spiel Spass. 2002. Box. Good. £14

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

A neat tactical game in which players build up a treasure island out of tiles. The initial setup determines exactly where every tile must be played, but the order in which the tiles get played determines their scoring values. In addition treasure chests and guards can be played on the board for points - the more that have already been placed the more valuable they will be. There is also a bonus for ending the game, and at that point any valuable tiles, chests or guards still hoarded by other players become worthless. Very interesting game in which getting your timing right is key - it fits a lot of game play into a short period. Recommended.

 

Discovering Dice And Dominoes. Published by Shire Publications. 1980. Booklet. Good. £1

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

Softback, 18x11cm, 48 pages. A collection of games to play with dice and dominoes, as well as historical information about them both. The dice games are split into those using 2,3,4,5/6 and 10+ dice. The domino games are split into those which use a double 6, double 9 and double 12 set. Ask me if you want some dice or dominoes for use with this book.

 

Donnerwetter. Published by Haba. ca.1995. Box. Good, but 1 corner split. £8

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.

 

Dr Ruth's Game Of Good Sex. Published by Victory. 1985. Box. Good. £3

Designer: Michael E Moore. No. players: 2 or 4. Country: American. Duration: 1 hr.

TV related, based on the American sex advice show hosted by Dr Ruth Westheimer. Players answer questions of various types all related to sex in one way or another. One type has a situation with four possible pieces of advice which could be given and you have to work out which is right, another type has different questions depending on whether the answerer is a man or a woman - intended to help men find out more about female sexuality and vice versa - and a third type has partners answer a multiple choice question about their relationship - points awarded for answering the same.

 

Drachen Delta / Dragon Delta. Published by Euro Games. 2000. Box. 2 editions available:

1) Drachen Delta. Good. £9          2) Dragon Delta. Excellent. £10

Designer: Roberto Fraga. No. players: 2-6. Country: French. Duration: 45 mins.

Players race to cross the delta to their home village by placing stones and planks and moving across them. Card play is simultaneous, with players choosing cards from a wide selection of actions such as: laying stones to place planks on, laying planks on stones, moving various distances, removing a stone or plank from a critical location, or forfeiting your action to hinder an opponent. While the game is somewhat chaotic, planning is possible, and keeping your options open is always good. I have a couple of house rules and clarifications too. Recommended, and works especially well with 6 players.

 

El Caballero. Published by Hans Im Glück. 1998. Box. Good. £16

Designer: Wolfgang Kramer & Richard Ulrich. No. players: 2-4. Country: German. Duration: 90 mins.

A strategy game of discovery, exploration and struggle for control. Players search for islands to produce gold and food. They protect their conquests with caballeros. The artwork matches that of El Grande, but the gameplay is quite different, and more intense and cut-throat than that game. Lots of scope for clever play and works well (possibly best) with 2 players too.

 

Erdgas. Published by Ravensburger. 1982. Box. Good. £18

Designer: Wolfgang Kramer. No. players: 2-5. Country: German. Duration: 90 mins.

Although made by Ravensburger, it was made as a promotional game on behalf of the German gas industry (we are talking natural gas, not petrol here). Players take the part of gas companies and compete to build pipe networks across Germany in order to supply various towns they have been dealt cards for at the start of the game. There is quite a lot involved in playing well, such as making sure you don't get shut out of important sections of the board and connecting to further gas supplies to enable you to deliver your gas more quickly once you are connected to your towns. It is also possible to use other players' pipes, but at a cost. To ease play I will make you a set of laminated 'delivery' cards in English (included in the price).

 

Escalado. Published by Chad Valley. Box. 2 editions available:

1) 1997. Good. 1 of the table clamps has been replaced with one from an earlier set. £5.25
2) 1990. Good, but 1 corner taped. £5.25

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

Modern version of this classic race game, where the horses move along the board by way of vibrating the track. Players bet on the result. Good fun if played on the right occasion, with a few drinks. The horses in this game are large but made of plastic.

 

Escape: The Curse Of The Temple. Published by Queen Games. 2012. Box. In shrink. £25

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

Real time cooperative game played while a soundtrack is played. The players must explore the underground temple complex and retrieve a sufficient number of gems to allow a way out to be found and then used. The game is fast and frantic - each player has a set of dice and everyone rolls simultaneously. The dice show symbols which can be used to move between rooms, discover new rooms and acquire gems. However, one side of each die is 'dead' and freezes that die - another special symbol allows up to two dead dice to be freed. Built-in expansions can be added to make the game more challenging once your group can complete the base game. Great fun - highly recommended.

 

Escape: Illusions (Expansion 1). Published by Queen Games. 2012. Box. In shrink. £17

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

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

 

Escape: Quest (Expansion 2). Published by Queen Games. 2013. Box. In shrink. £19

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

Expansion for Escape!, the great simultaneous play cooperative dungeon adventure. You will need the base game to make use of this set. This expansion includes: Module 5: Quest chambers - these need to be completed before players can escape; Module 6: Characters: Each player has a different character with a special ability, which can assist during play.

 

Escape: Zombie City. Published by Queen Games. 2014. Box. In shrink. £31

Designer: Kristian Amundsen Ostby. No. players: 2-4. Country: German. Duration: 20 mins.

Follow-up game to the ground-breaking Escape From The Curse of the Temple. Here the theme is that the players are survivors of the zombie apocalypse, in a city where the zombies are currently taking over. The players need to find five items essential to survival and then get out before their base of operations is overrun. There is a soundtrack which lasts 15 minutes, and if the players haven't escaped by the end of this then the zombies have blocked all ways out and the players lose. Game play involves the fast and frantic rolling of dice, as did the original.

 

Esperanca. Published by Da Vinci. 1999. Box. Good. £14

Designer: Gotz Vincentz. No. players: 3-4. Country: German. Duration: 75 mins.

Players buy ships of varying capabilities and sail them around the Cape Verne Islands exploring potential shipwreck sites. Permission to dive on these sites is won at auction. Movement is determined in a clever way - a dice is rolled, and the start player uses the roll, the next player uses it minus one, and so on around the table, and then start player changes. Also high movement is faster, but less flexible as turning is limited, and better ships can move faster and have more options. Once a site has been explored and treasures found, the ship must return to port avoiding pirates on the way, though pirate attacks can be halted by other players' ships helping, but this too will cost. Nice wooden components.

 

Everybody's Book Of Indoor Games. Published by Saxon & Co. ca.1893. Book. 2 copies available:

1) Good. £8        2) Good, but cover slightly loose. £5.75

Author: W.H. Howe. Country: British.

Hardback, 186 pages, 14x10cm. This book covers the rules to Backgammon, Bagatelle, Billiards, Chess, Draughts, Dominoes (17 games), Halma, Reversi, Whist, Various Card Games (8 games). Also of great interest are the selection of adverts for other books at the back and the front of the book eg. 'Charms & Secrets of Good Conversation' by Theodore E. Schmauk.

 

Festival. Published by Grimpeur Brand. 2007. Box. 2 copies available:

1) In shrink. £3.25        2) Excellent. £2.75

Designer: Shinsuke Yamagami & TCD. No. players: 4-5. Country: Japanese. Duration: 30 mins.

Card drafting and set collecting card game. Each round the players get to draft a single card and then place it face up or face down in front of them. Playing a card face up means you get a better chance for a good selection next turn, but you also are revealing what you are collecting. When all cards are drafted players score for the best and second best collection in each suit, as well as getting a bonus according to the number of suits they have collected. The graphics are very colourful and Japanese in style.

 

Feuerschlucker. Published by Ravensburger. 2003. Box. 2 copies available:

1) In shrink. £1.50        2) Excellent. £1

Designer: Reiner Knizia. No. players: 3-5. Country: German. Duration: 20 mins.

Card game in which players play cards showing various circus acts in order to get people tokens for their audience. For many cards if you play a card already showing on the table you get to steal some of the audience from that player rather than from the pool. However, each player only has one card showing at once. Other cards let you play several of a type at once or get more audience the more of that type that are showing etc. The round ends when all the audience tokens in the pool have been taken.

 

Field Command: Singapore 1942. Published by WorldsForge. 2009. Box. In shrink. £32.50

Designer: Khoo Yik Lin. No. players: 2-3. Country: Singapore. Duration: 3 hrs.

Wargame with 122 plastic units. The players assume command in what the author claims was the worst disaster in British military history. There are several scenarios ranging from historical to speculative. Game play is similar to Axis & Allies, though this is a much smaller arena. Very nice production, with different miniatures for infantry, artillery, armour and aircraft.

 

Fields Of Arle. Published by Z-Man Games. 2014. Box. In shrink. £42

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

With this game Uwe returns to farming, with a game reminiscent of Agricola, but designed for play either solo or with just two players. The game takes about an hour solo and two hours with two players. The range of actions and strategies are all available at the start of the game, and the players select them by worker placement. While not more complex, there are simply more possible actions and types of good etc than with Agricola, however, this one does not use a host of different cards each game. An essential purchase for two player Agricola fans who like the extra diversity of actions in Caverna or Ora & Labora.

 

Finale. Published by Kosmos. 1998. Box. Excellent. £9.50

Designer: Oliver Abendrath. No. players: 2. Country: German. Duration: 45 mins.

Soccer card game. The footballers all have good and bad spells during the game which is represented by having different strengths on each side of their square cards. Once used a card must be turned to use the next side. Neat idea, and plays well. Part of Kosmos' well regarded 2 player square box range. In order to perform passing sequences or attacks on goal players must commit different combinations of players to the manoeuvre, and the player who commits the greater strength of players gets to move upfield or if attacking, score a goal.

 

First Train To Nurnberg. Published by Argentum Verlag. 2010. Box. In shrink. £24

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

Revised and relocated edition of Last Train To Wensleydale. Train game set in German 1835. The players are directors of local railway companies who construct lines to transport stone and cheese around Germany. However, local farmers can object to building, and so government favours are sometimes required to force the issue, and after a while these local lines tend to become unprofitable and so need to be sold off to a major train company.

 

Fjorde. Published by Hans Im Glück. 2005. Box. Excellent. £14

Designer: Franz Benno Delonge. No. players: 2. Country: American. Duration: 30 mins.

Interesting tile laying game played in two phases. During the first phase players take it in turns to add a hexagonal tile showing farmland, sea and mountains so that it fits with the existing land formation, and sometimes they will play a farm on that tile. However, there are few farms to place, and their placement is crucial. When all tiles are placed players take it in turn to claim one tile at a time, always working out from one of their farms or already claimed land. The player with the most land claimed wins. Interesting game which is easy to learn but which poses some difficult decisions. Highly recommended.

 

Florenza: The Card Game. Published by Placentia Games. 2013. Box. In shrink. £24

Designer: Stefano Groppi. No. players: 2-4. Country: Italian. Duration: 1 hr.

Card game set in Renaissance Florence. The players are the heads of wealthy and important families and players gather resources and money to spend on building houses and workshops which will assist during the game, as well as recruiting artists who can then build monuments which gain the majority of victory points in the game. Resources and money are tight and need to be managed well to achieve victory. This is a streamlined card-only version of the much longer, but well received game Florenza.

 

Galactic Emperor. Published by Crosscut Games. 2008. Box. In shrink. £22

Designer: A.B. West. No. players: 3-6. Country: American. Duration: 90 mins.

Space themed wargame in which the players are planetary leaders hoping to fill the new vacuum left by the dead Galactic Emperor. To become Emperor the players need to explore and expand their realms, collect resources and build up their forces and when necessary keep their rivals in check with military force. Players can develop technological advantages. The main mechanism used is role selection, with the roles being Explorer, Merchant, Steward, Engineer, Warlord and Scientist.

 

Galaxy Trucker: The Latest Models. Published by Rio Grande Games. 2013. Packet. In shrink. £11

Designer: Vlaada Chvatil. No. players: 2-5. Country: American. Duration: 1 hr.

Smaller expansion for this excellent space themed puzzle and adventure game. You will need the base game in order to make use of this. This set includes 5 sets of 2 new double sided game boards. These allow you to play with several new ships: 1C and 2C which have a space-time rift through the middle, requiring no universal connectors to be used there; 3C: a spherical ship - all edges must connect legally to their opposite edges; 4C: actually 4 mini ships, which become attached during construction when a timer is flipped according to a dice roll - thus you could end up with up to 4 mini ships or one enormous one!

 

Galopp Royal. Published by Goldsieber. 1995. Box. In shrink. £18

Designer: Klaus Teuber. No. players: 3-6. Country: German. Duration: 75 mins.

Game of racing sedan chairs. The players have to bid for teams of porters, and then race them. The team members range from very strong (+5) to hopeless (-2), and also include very useful members who can affect other teams as well. The object is to end up with most money after 6 short races. The bidding involves only partial information so there is scope for bluff.  I have some house rules which I think improve the game further. It is one of my favourites - great fun - highly recommended.

 

Games With Pencil And Paper. Published by Dover Publications. 1993. Book. Excellent. £3.50

Author: Eric Soloman. No. players: 2+. Country: American.

Softback, 22x14cm, 79 pages. An excellent collection of 16 games to play on pencil and paper collected by Eric Solomon. The games are both traditional and new. The games are: Sprouts, 3-D Noughts & Crosses, Eleusis, Think of a Letter, Crystals, Hex, Middleman, Boxes, Coincidences Aggression, Battleships, Hangman, Go Moku, Subterfuge, Letter-Strings, Buried Treasure. Recommended.

 

Games Workshop Fantasy Jigsaw: Standard Bearer. Published by Games Workshop. ca.1985. Jigsaw.

Good. £1.50. Designer: Unknown. No. players: 1. Country: British.

Special Notes: Completeness not checked - I will give a refund if it proves to be incomplete.

750 pieces. The picture shows a female warrior riding a large horned war buffalo. In one hand she carries a standard showing a black raven, and the other hand wields a blood-covered sword.

 

Gin Rummy. Published by Arandar Books. 1946. Book. Good. £4.50

Author: George Monkland. Country: British.

Hardback with dustcover, 19x13cm, 136 pages. The first specialist book on this game ever published in Britain. Contains the complete rules, variations, strategies and tips. Humorously illustrated throughout by Arthur Ferrier, and it even has a Foreword by Damon Runyon.

 

Gipsy King. Published by Cwali. 2007. Box. In shrink. £11.50

Designer: Corné van Moorsel. No. players: 2-5. Country: Dutch. Duration: 30 mins.

An area of land tiles with several lakes of different sizes is created afresh at the start of each game. Players then take it in turns to place their gipsy caravans around the lakes on the land tiles. A clever mechanism gives the players a limited choice, but if they don't like the choice they can pass in order to get a better option around the next lake tile. The objective is to get your caravans into large connected groups as these score highly. Once the round is complete and caravans are scored a second round is played on the same layout but with placement around the lakes in reverse order. Neat idea, and nice components.

 

Giro D'Italia Card Game. Published by Ghenos Games. 2009. Box. Box good, contents unused. £6.50

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

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

 

Gold Connection. Published by Schmidt. 1992. Box. 2 copies available:

1) Excellent. £15        2) Good. £14

Designer: Sid Sackson. No. players: 2-4. Country: German. Duration: 1 hr.

On the nomination list for German Game of the Year 1992. Wooden pieces. Players move across the board cracking open safes with gold bars in. Players try to collect sets of numbered gold bars - the more in a set the more valuable. The game also has a considerable push your luck element - if you get too greedy you are liable to lose everything gained so far in your turn. It is also possible to steal gold from other players. I have house rules I find improve the game further. Recommended.

 

Golf Masters. Published by Goldsieber Spiele. 2000. Box. Excellent. £11

Designer: Rolf Rötgers, Oliver Bolten. No. players: 1+. Country: German. Duration: 45 mins.

Golf game in which 6 geomorphic boards can be used to create many different fairways for you to test your skill on. There are no dice or cards, instead there are two miniature metal golfers with a real swing action controlled by a metal handle sticking out of their backs. Miniature fluffy balls are hit using the golfer figure towards the hole! The figures are really quite amazing. The rules cover landing in bunkers, ponds and out of bounds shots.

 

Hammer Of The Scots 1st Edition. Published by Columbia. 2005. Box. Goodish. £18

Designer: Jerry Taylor. No. players: 2. Country: American. Duration: 2.5 hrs.

Special Notes: One end of the box has some water damage, and one edge of the board has a couple of stains

Wooden block wargame covering the Scottish war of independence lead by William Wallace, against Edward I and his invading armies. The map shows the whole of Scotland and a little of England and the wooden block system gives a simple but effective fog of war effect and makes it easy to track unit damage.

 

Hannibal: Rome Vs. Carthage. Published by Valley Games Inc. 2007. Box. In shrink. £26

Designer: Mark Simonitch. No. players: 2. Country: American. Duration: 2.5 hrs.

2nd edition of this ground breaking and award winning card driven wargame. Based on the 2nd Punic War. Hannibal descends upon the Roman Empire a second time, having approached from the Pyrenees. There are a variety  of strategies open to Hannibal to defeat Rome, and Rome is certain to respond strongly. Two sets of cards are used - one for strategic decision making, and one for battle resolution. Very highly regarded game - recommended.

 

Hatu Matu. Published by Stratamax. 2006. Box. Good. £20

Designer: Aaron Lauster, Doug Eckhart. No. players: 3-4. Country: American. Duration: 1 hr.

Set on Easter Island, the players are tribal leaders. The players recruit islanders to be fishermen and farmers to gain food; labourers to erect moai; craftsmen to create tools needed for foresting and creating moai and foresters to cut down wood. The objective is to erect as many moai as possible. However, as happened historically, the wood and food runs out as the game goes on, until the civilisation grinds to a halt having used up everything on the island. As usual with this designer the game uses coloured dice to give a different choice of actions each turn.

 

Himalaya. Published by Tilsit Editions. 2004. Box. Good. £30

Designer: Regis Bonnessee. No. players: 3-4. Country: German. Duration: 90 mins.

Excellent trading game set in the Himalayas. Each player controls a yak trader and each round actions (move along different coloured paths, or trade) are programmed and then executed. Various locations will have goods available to be picked up, but the least valuable must always be taken first, while other locations want goods. Payment for goods involves choosing two out of: money, religious influence and military influence. Bonuses are occasionally paid to players with the most of each type of goods, and at the end of the game the players with least religious and military influence cannot win, with money deciding it amongst the remaining players. Highly recommended.

 

Ice Flow. Published by Ludorum Games. 2008. Box. 2 copies available:

1) In shrink. £14         2) Excellent. £12

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, but 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.

 

Ice Lake 2nd Edition. Published by Live Oak Games. 2007. Box. In shrink. £12

Designer: Patrick Matthews. No. players: 2-4. Country: American. Duration: 20 mins.

Each player controls a skater on an ice lake. However, the ice is quite thin, and players mark where they have skated. No one may skate along a path which has already been used or they will fall through into the water. Also, when areas of ice are completely surrounded by cracks they are no longer safe to skate on. Players plot their moves simultaneously and can choose how far to skate each turn. Simple but effective and rather clever.

 

Imperial. Published by Eggert Spiele. 2006. Box. Excellent. £25

Designer: Mac Gerdts. No. players: 2-6. Country: German. Duration: 3 hrs.

Europe is in the age of Imperialism. The players act as theoretical internationally operating investors who try to gain influence in all the key countries. The six 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. Very well received game.

 

Inca Empire. Published by Z-Man Games. 2004. Box. In shrink. £27

Designer: Alan D. Ernstein. No. players: 3-4. Country: American. Duration: 2 hrs.

Special Notes: Includes mini expansion

New edition of Tahuantinsuyu. Empire building game set in the Andes. Players take the role of one of the king's chiefs and must use the labour force granted them to expand and improve the empire, and the player who does this most effectively will win. This edition has a proper board and wooden road markers to indicate each player's network. Players build roads and can also construct cities, temples, garrisons, and terraces as well as conquering neutral regions. Each of these options gives a different trade-off in terms of victory points and additional labour for future turns. The game also uses an unusual card mechanism in which cards played affect two adjacent players, whether helpful or harmful.

 

Italia. Published by Phalanx Games. 2006. Box. 2 copies available: 1) In shrink. £21        2) Excellent. £19

Designer: Andreas Steding. No. players: 3-4. Country: Dutch. Duration: 3 hrs.

A new take on the classic game Britannia. Set in ancient Italy the game assigns several different 'nations' to each player, and as turns go on each nation rises and falls, but the players try to ensure their position (considering all of their nations) is as strong as possible. The player who best does this over the whole game will win. There are two different scenarios. The first for 3 players starts in ancient times finishing in 80BC. The second is for 4 players and starts in around 390AD when the Western Roman Empire fell, up until medieval Italian times. The game is fully in English.

 

ITC. Published by Fanfor Verlag. ca.1996. Box. 2 copies available: 1) Excellent. £12         2) Good. £11

Designer: Valentin Herman. No. players: 3-5. Country: German. Duration: 2 hrs.

Business game in which players make a profit by transporting goods to market in six continents, and also by selling the goods once they reach said continents. It is also possible to sell on a black market. As with other games from Fanfor, dice are rolled and the actions which can be performed are many, but limited by what the dice will allow. The objective is to be the first to accumulate a monetary target.

 

Jactus. Published by Past Times. 1994. Box. In shrink. £1.50

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.

 

King Of New York. Published by iello. 2014. Box. In shrink. £28

Designer: Richard Garfield. No. players: 2-6. Country: French. Duration: 40 mins.

Follow-up (standalone) game to the excellent King of Tokyo. This time the players are monsters attacking New York. Again dice are rolled to determine what can be done each turn. However, the choices this time include demolishing parts of New York to gain VPs, purchasing monster enhancement cards, gaining the attention of the media, and recruiting the army to attack rival monsters.

 

Knatsch. Published by Abacus Spiele. 2000. Box. Excellent. £4

Designer: Michael Schacht. No. players: 2-6. Country: German. Duration: 30 mins.

Dice game in which players try to better particular dice combinations in order to take control of castles and win tournaments represented by cards. Fast and fun.

 

Koala. Published by Red Glove Edizioni. 2006. Box. Excellent. £3

Designer: Serpentium Games. No. players: 3-10. Country: Italian. Duration: 30 mins.

Card game. Players represent Koalas, who strangely want to eat as much pizza and spaghetti and as many hamburgers as possible. During the game there are a certain number of seats at the table, and other players must stand behind those who are seated. During play players will physically move around the table, sometimes sitting down, and sometimes standing up. When sitting at the table you are able to collect more food cards, but when standing behind someone you are allowed to see their cards! Also includes a team version of the game.

 

Konig Laurin. Published by Piatnik. 2002. Box. Good. £10

Designer: Thilo Hutzler. No. players: 3-5. Country: German. Duration: 90 mins.

Unusual combination of tile laying, card placement and auctioning. The players try to gain most influence over King Laurin by presenting him with gifts as he wanders through the garden. Treasure cards are used to pay for always useful magic cards and also to bid for the right to direct the King around the garden (hopefully to where you have located your dwarves). Movement cards are played and have several different symbols indicating the number and distance dwarves can be moved as well as where the king would move if that player's card were chosen for the king's movement. Tactical game which requires careful thought.

 

Lancaster. Published by Queen Games. 2011. Box. In shrink. £33

Designer: Matthias Cramer. No. players: 2-5. Country: German. Duration: 75 mins.

Set in 1413 the players send their knights to various locations around England to gain the favour of the major nobles, or to France to aid in the war or to that player's castle to either earn money or recruit more knights. The game uses a clever system in which the knights have different ranks, and a higher ranking knight can displace a lower ranking knight from a location in England. The various locations in England each grant different benefits to the favoured knights there when the turn ends.

 

Lancaster: Heinrich V (2nd Expansion). Published by Queen Games. 2012. Box. In shrink. £14

Designer: Matthias Cramer, Wolfgang Panning. No. players: 2-5. Country: German. Duration: 75 mins.

Expansion for Lancaster, which you will need in order to make use of this. Two new modules are included which can be added to the base game independently. At The King's Court: The players can petition the king, by bringing suitable tribute to gain access to archers and bishops, as well as privileges according to the position they have been granted. The King's Resentment: The King now penalises the players for lost battles, and only sending knights to the new Tower location will sate his wrath.

 

Le Grand Alchemiste. Published by Tilsit Editions. 1999. Box. Excellent. £8

Designer: Philippe Mouchebeuf, Francois Lajuzan. No. players: 3-6. Country: French. Duration: 90 mins.

Played on a board showing Renaissance Europe, the players are alchemists who are trying to find the secret of turning common metals into gold. To do this the players will need to study at the great cities of Europe to gain knowledge and to keep moving to avoid the gaze of the Inquisitor. Meanwhile in their secret labs players try to perform the miraculous transformation when they have the correct knowledge cards.

 

LeCardo. Published by Leo Marshall Designs. 2007. Box. New. £4

Designer: Hugh Marshall, Priscilla McIntosh. No. players: 2-4. Country: British. Duration: 30 mins.

Card game in which the cards all have a simple word on each edge of the card. Players take turns adding a card from their hand to the table so that words which lay next to each other form a valid compound word / phrase, eg. paper+cut. Harder words are worth more points. Several words can be made at the same time as long as all are valid.

 

Lords Of Waterdeep. Published by Wizards Of The Coast. Box. In shrink. £32

Designer: Peter Lee, Rodney Thompson. No. players: 2-5. Country: American. Duration: 1hr.

Set in the AD&D Forgotten Realms city of Waterdeep, but this is not a role-playing game, but a board game. The players take the roles of the masked Lords of Waterdeep and using a worker placement mechanic recruit adventurers to send on quests which will add to your influence over the various factions in the city. Buildings can be bought to also further one's ends, and intrigue cards can be used to manipulate the current situation to your advantage. Each player has a hidden set of objectives to earn extra VPs at the end of the game, and to give some focus to strategy during the game.

 

Lords Of Waterdeep: Scoundrels Of Skullport. Published by Wizards Of The Coast. 2013. Box. In shrink.

£27. Designer: Rodney Thompson, Tom LaPille, Matt Sernett.

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

Expansion to Lords of Waterdeep, which you will need in order to make use of this. Two new subterranean locations can be added to the game: Undermountain - a dangerous dungeon complex with new and harder quests; Skullport - a criminal underworld where the players can find fabulous wealth, but at the cost of gaining corruption points. Also included are new Lords, new buildings, new intrigue cards, new quests and a new faction, allowing a sixth player to join the game.

 

Lords Of Xidit. Published by Libellud. 2014. Box. In shrink. £32.50

Designer: Regis Bonnessee. No. players: 3-5. Country: French. Duration: 90 mins.

Reworking of the excellent Himalaya, but rethemed to a fantasy kingdom in which the players are vying to become the new lord of the land. Players programme their actions secretly in batches, and then execute them one at a time in turn. Players gather resources and then use them to fulfil demands in the towns. These allow the players to build sorcerers' guilds, recruit warriors or earn money. At the end of the game first the player with the least powerful sorcerers' guilds, drops out, then the player with the least areas controlled by warriors, and of those remaining the one with most money wins. It is great to see Himalaya reissued, even if with a new theme, as it is a wonderful game.

 

Lost Legends. Published by Queen Games. 2013. Box. In shrink. £26

Designer: Mike Elliot. No. players: 3-5. Country: German. Duration: 70 mins.

Special Notes: Fully English edition

Card drafting game in which the players are each a heroic adventurer preparing for and then entering three different locations as a group. The monsters are fought individually but can be handed off to another player to fight if desired, and treasure must be shared (at least partly) with the group. It is not a cooperative game though. Equipment cards are purchased to enhance your character or used as skills instead. A clever system of damage types, skills specialisation and abilities using scrolls and artifacts ensures that careful and strategic drafting along with clever use of resources will ensure success once in the dungeons! The game format is similar to that of 7 Wonders, with three rounds each of increasing power.

 

Maginor. Published by Fantasy Flight. 2001. Box. Excellent. £7

Designer: Reiner Knizia. No. players: 2-4. Country: American. Duration: 1 hr.

The Wizard's Council needs a new High Wizard and the players vie for that privilege. This is done by going to various oracles and securing votes. Each oracle will choose its favoured candidate in turn, but noone knows exactly when each oracle will make its choice, only the order they will choose in. Thus players have to decide when and where to spend their time gaining votes. Smaller oracles will need less persuasion, but their choice carries less weight. Also each oracle provides a one off special power to its favoured candidate. The game pieces look rather odd, sort of cogs into which vote tokens slot.

 

Media Mogul. Published by Media Mogul Ltd. 2005. Box. Excellent. £5.50

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

Players buy and sell media companies in order to build a media empire which can corner one of six markets. Each turn you can choose to buy, sell, perform a hostile takeover or generate income.

 

Medina. Published by Stronghold Games. 2014. Box. In shrink. £32

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

Reprint of this very attractive game with stacks of wooden pieces. Medina, the ancient Islamic city, needs to be rebuilt. The players construct 4 palaces each which they want to become as large as possible as well as maximising the convenience to the market and having good access to the city walls and stables. Very clever placement game, and I have some house rules which improve it further, in my opinion, which I can pass on.  Highly recommended. This edition introduces a double sided board, a wooden well and tea tiles to the game.

 

Metropolis. Published by Ravensburger. 1984. Box. Good, but edges show wear. £13.50

Designer: Sid Sackson. No. players: 2-5. Country: German. Duration: 90 mins.

Excellent Sid Sackson game, beautifully produced as you would expect from this company. Players, in effect, zone a new town, by first acquiring plots of land and then building variously shaped buildings on the sites. Making deals with other players is an essential part of the game. The game is driven by the choice of which plot the current player wishes to claim, but there are clever rules (often mistranslated or misunderstood) which limit the ability to claim plots. The rules concerning the value of buildings when in the same area as other buildings seem complex but add to the strategy and tactics possible. I will include very helpful crib sheets which ease play considerably. Recommended.

 

Meutre A L'Abbaye. Published by MultiSim. 1996. Box. Good. £19

Designer: Bruno Faidutti, Serge Laget. No. players: 3-6. Country: French. Duration: 90 mins.

Original edition of this medieval mystery game. One of the monks has been killed, and the players must discover which monk is to blame. The monks have different attributes: Dominican, Franciscan, fat, thin, novice, father etc, and the murderer's card is set aside. Players move around the monastery trying to work out what is going on, which is mainly done with the help of confessionals, searching other monks' quarters, asking other players questions (unless they take a vow of silence) and the gossip which happens at every mass! Great game if you like deduction games. For an extra £3 I will print out and laminate a set of English language cards and summary sheets, which I use in my own copy.

 

Middle-Earth Quest. Published by Fantasy Flight. 2009. Box. 2 copies available:

1) In shrink. £42        2) Good. £35

Designer: Corey Konieczka. No. players: 2-4. Country: American. Duration: 3 hrs.

Big box Middle Earth game sure to ignite the imagination of Tolkien fans. The game is set between Bilbo's adventures in The Hobbit and the events in The Lord of the Rings. One player takes the role of Sauron and attempts to spread his evil throughout the world of men, the other players play heroes who try to foil Sauron's plans, taking on dangerous quests. The component list is as long as your arm - many many types of cards, 10 miniatures, and lots of tokens. There is plenty of meat and plenty of theme in this package!

 

Mimic. Published by Funmaker Games. 2006. Box. Excellent. £6

Designer: Doug Cook. No. players: 2-3. Country: American. Duration: 30 mins.

Unusual set collecting game in which players try to place their scoring cubes onto cards laid out on a 7x7 grid. Play involves using the special powers on single use cards to bend the rules to best effect in order to achieve your goals. In order to place a scoring cube you need to create a set of two pairs of matching symbols all of the same colour. However, sets don't have to be in a straight line - they can turn 90 degrees at obstacle cards or at the edge of the layout. The graphic design is unusual with kaleidoscopic images of animals.

 

Mitternachtsparty. Published by Ravensburger. 1989. Box. Good. £12

Designer: Wolfgang Kramer. No. players: 2-8. Country: German. Duration: 30 mins.

Excellent end-of-evening game that always generates laughs and excitement. Players must get their playing pieces to hide in rooms around a gallery before the ghost captures them. Trouble is, space is extremely limited and the ghost can whizz round the gallery quicker than you might expect. Published in the UK as Midnight Party.

 

Model Soldiers. Published by Octopus Books. 1971. Book. Good. £1.25

Author: Henry Harris. Country: British.

Hardback, 24x21cm, 95 pages. A book for the model soldier collector or enthusiast. The book covers: Models and Their Collectors, Major Collections, Collecting Today, Advice to Collectors. There are many colour and black and white pictures throughout.

 

Money Lisa. Published by Kosmos. 2007. Box. Excellent. £8.75

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

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

 

More Ways Of Entertaining Your Guests. Published by Wells Gardner, Darton & Co. ca.1914. Book. Good, but dustcover shows wear. £6

Author: Dorothy Dickinson. Country: British.

Hardback with dustcover, 20x13cm, 110 pages. A second volume of indoor games for the well prepared hostess. The entertainments are categorised as follows: Competitions, Pencil Games, Round Games, Table Games, Tricks & Catches, Children's Games.

 

Murder A La Carte - A Taste Of His Own Medicine. Published by Paul Lamond Games. 1994. Box. Good.

£3. Designer: Unknown. No. players: 6. Country: British. Duration: 90 mins.

Murder mystery dinner party kit for 6 players. Includes invitations, place cards, cassette tape, character booklets, rules and secret clues. This mystery is set in Headline Hall in 1947 as Michael Montague announces his plans for his company. However, Monty ends up poisoned. The players have to determine who was the poisoner and whether the poison was meant for Monty or someone else, and why.

 

Nanuuk! Published by Bambus. 1999. Box. Excellent. £12.50

Designer: Gunter Cornett. No. players: 2-4. Country: German. Duration: 25 mins.

Attractive game, with wooden playing pieces. Each player is a hunter, hunting for fish, walruses and whales. The game is played on a gradually thawing ice-floe, so as the game goes on much of the board becomes inaccessible - and since the players get to add the cracks players try to block off their opponents while keeping their own routes free. Various animals can be traded in for more equipment during play, which will give you advantages. The most successful hunter when the thaw is complete wins.

 

Nautilus. Published by Libellud. 2012. Box. In shrink. £9

Designer: Charles Chevallier. No. players: 2. Country: French. Duration: 25 mins.

Card game in which the players vie to become Capt Nemo's first mate aboard the Nautilus. The players vie for supremacy by card play in each of the fields of expertise required in a first mate: science, exploration, navigation, engineering and battle. The player who excels in the majority of these after six rounds wins.

 

Naval War Games. Published by Stanley Paul & Co. 1968. Book. Good. £11

Author: Donald Featherstone. Country: British.

Hardback, 20x14cm, 222 pages. Ths book covers existing naval games using model ships, where to get and how to make model ships for war games. It then introduces a set of rules for fighting naval battles in various periods. Final sections give information about the pioneers of naval wargaming and thoughts about which sea wars are likely to provide the best games, and combining naval operations with land and air operations.

 

Neptun. Published by Queen Games. 2014. Box. In shrink. £28

Designer: Dirk Henn. No. players: 3-5. Country: German. Duration: 75 mins.

Set in Roman times in the Mediterranean, the players are merchants who sail between ports fulfilling contracts to earn both gold and the favour of the gods. The game uses a clever card drafting mechanism in which every player will receive a set of cards each turn, which are then used to set the contracts which they will try to fulfil. Movement on the board needs to be planned carefully so that the contracts can be fulfilled in the order laid out without having to pay heavily for extra movement.

 

New Games Of Patience. Published by L. Upcott Gill. 1911. Book. 2 copies available:

1) Shows wear. Outer binding on spine damaged, but present.  First few (preface) pages are splotchy. Page edges show some wear. £1.50

2) Good. £7

Author: M. Whitmore Jones. No. players: 1. Country: British.

Hardback, 168 pages, 23x15cm. This book details more than 50 games of patience playable with one or two decks of standard playing cards. The book includes diagrams showing layouts for the various games.

 

Nobody But Us Chickens. Published by Dancing Eggplant Games. 2003. Box. In shrink. £6

Designer: Kevin G. Nunn. No. players: 3-6. Country: German. Duration: 20 mins.

Light card game in which the players simultaneously decide on cards to play. The options are to guard the chickens with a guard dog (scores if a fox or rat turn up too); attack with a rat to get one unprotected chicken; attack with a fox to get any unprotected chickens after the rats have struck. There are also tie-break cards which move around to indicate who has priority in case of multiple foxes / dogs, and knowing where these are and how many chickens there are gives an idea what others may do.

 

Nomadi. Published by Blatz. 1995. Box. Good. £11

Designer: Reinhold Wittig. No. players: 2-5. Country: German. Duration: 1 hr.

Each player is a trader with several camels. The camels must all stay in a single caravan, but players want to keep their camels at the front. In this way the caravan crosses the desert and points are awarded for getting your camels home early as well as moving camels into oases and across a rift in the desert. Movement is by rolling several dice and then choosing how to split these between the camels - yours or other people's.

 

Number Ten. Published by Linden Products. ca.1990. Box. In shrink. £2.25

Designer: Unknown. No. players: 3-7. Country: British.

Political game in which the players vie for the office of Prime Minister in order to gain a variety of special powers. However, in order to do this it will almost certainly be necessary to make some alliances and promise favours. Dice are used to move around the board, and various spaces give players votes, cause event cards to be drawn or make players debate a political topic. This debate can either be resolved by dice rolling or by the players actually giving a brief talk on the topic and the other players voting on whose speech was best! At various times players will need to vote for who should become the new Prime Minister, and here the players' negotiation skills come to the fore.

 

Oxford: The Great Oxford Game Of The English Language. Published by Jumbo. ca.1995. Box. Good.

£3.50. Designer: Dick de Rijk Productions. No. players: 2-6. Country: Dutch. Duration: 1 hr.

Quiz type game with lots of questions on the English language. One set of questions is all about the meaning of words and a second set is all about how words are spelled. The box sports the distinctive livery of the Oxford English Dictionary.

 

Packet Row. Published by Pegasus Spiele. 2013. Box. In shrink. £15

Designer: Ase & Henrik Berg. No. players: 2-5. Country: German. Duration: 75 mins.

Set in New York 1842, the players are merchants who obtain contracts, the goods needed for the contracts and then commission ships to deliver the goods overseas. When cards representing all three of these have been collected they can be cashed in for money. Other cards represent small amounts of money and the opportunity to purchase VPs with money. Game play uses an unusual mechanism in which one player chooses one of four boards from which other players can select a card, or hold off. The choosing player can end the round by selecting a card or move onto a different board. Thus it is a challenge to get exactly the items you want, but if you are too fussy you won't get anything at all. Novel idea.

 

Panamax. Published by Stronghold Games. 2014. Box. In shrink. £33

Designer: Gil D'Orey, Nuno Bizarro Sentieiro, Paul Soledade. No. players: 2-4.

Country: American. Duration: 2 hrs.

Set in the Panama Canal, the players operate shipping companies. Players accept contracts from both US coasts, China and Europe, and must deliver the cargo efficiently to make money, attract investment and then pay dividends. The action selection mechanic makes use of lots of dice, but to give different options each turn rather than to add luck. Players' own money is kept separate form that of their company, and it is personal wealth which wins the game. Well received business game.

 

Play And Defend Bridge. Published by MB Games. 1965. Box. Good. £4.25

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.

 

Pocket Battles: Confederacy Vs Union. Published by Z-Man Games. 2014. Box. In shrink. £9

Designer: Paolo Mori, Francesco Sirocchi. No. players: 2. Country: American. Duration: 30 mins.

American Civil War battle tile game. Played on three fronts with large and attractively illustrated unit tiles. The armies are created afresh each game ensuring good variety between plays. The game comes in a pocketable box but is intended to give the feel of a big box wargame. The army tiles from other sets can be used with this one as well. Combat resolution uses dice, which are included.

 

Point Zero. Published by Juventus Toys & Games. 1978. Box. Good but corners taped. £5.25

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

Strategy game produced to promote the work of UNICEF. Each player tries to be the first to bring development to their village. This is represented by each player adding jigsaw style pieces to their section of the board. When all 11 have been added that player wins. These pieces represent various bits of equipment and facilities eg. a health care post, a Land Rover, safe water supply etc. In order to obtain these players move around a track on the edge of the board and recruit and train workers and obtain points for work done, which can be traded in for the jigsaw pieces. Very attractively produced.

 

Power $truggle. Published by Z-Man Games. 2009. Box. In shrink. £25

Designer: Bauldric & Friends. No. players: 3-5. Country: American. Duration: 2 hrs.

Set in a huge corporation the players vie for control of the various departments, each of which give various benefits, as well as trying to achieve a variety of different goals on different development tracks. Players assign their key managers to various offices and get to move staff members to where they are most needed to make the best of the upcoming events.

 

Power & Weakness. Published by MoD Games. 2007. Box. 2 copies available:

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

Designer: Andreas Steding. No. players: 2. Country: German. Duration: 45 mins.

Set in 5th century Britain the Saxons and Celts are vying for control over the land. Each side uses both knights and magicians. Knights move overland from one province to the next in a predictable way, whereas magicians use places of power to appear just where their enemy thought was secure, and thus the struggle flows back and forth until one side gains the upper hand. Unusual in that two subgames are really being played at the same time, and deciding which to focus on can be a challenge.

 

Power Grid: The First Sparks. Published by Rio Grande Games. 2011. Box. In shrink. £26.50

Designer: Friedemann Friese. No. players: 2-6. Country: American. Duration: 1 hr.

Rethemed and streamlined version of the excellent Power Grid. In this game the players represent tribes of cavemen who need to scavenge and hunt for food. Hexagonal tiles are laid out in a different fashion each game to provide the landscape, and getting men onto the spaces which allow hunting or fishing different animals as well as to expand one's tribe is then the goal. Technology cards are bought with food in a similar way to Power Grid power stations, with the later ones bringing in more food than the basic earlier ones. Other cards give permanent benefits without using up a very limited card slot. Plays in about half the time of Power Grid, but good for satisfying your Power Grid 'itch'. Recommended.

 

Quinto. Published by ASS. 1994. Box. Good. £8

Designer: Sid Sackson. No. players: 2-4. Country: German. Duration: 1 hr.

Card game which uses cards of 4 different colours, four different symbols and numbered 1-4. There are also some combination cards and bridge cards. Players play cards into rows, with the objective of completing a row in order to claim points.

 

Räuber. Published by Heidelberger Spieleverlag. 2005. Box. New. £7.50

Designer: Wolfgang Kramer. No. players: 2-5. Country: German. Duration: 40 mins.

Card game in which the players attempt to lay claim to bags of varying value. This is done by playing a card onto the bag. The bag is then temporarily claimed and the true value inspected by that player. The bag can then be claimed by another player by further card play but with restrictions - the total value of the bag can never be exceeded, and if it is matched the bag is claimed permanently. Special robber cards add to the options available.

 

Relic Expedition. Published by Foxtrot Games. 2014. Box. In shrink. £27

Designer: Randy Hoyt. No. players: 2-4. Country: American. Duration: 1 hr.

Tile laying game in which the players explore a jungle hunting for relics. Supplies and relics take up space in the backpack and it isn't always possible to take everything found with you. The objective is to find four matching relics and then be the first to get safely out of the jungle. During the game supplies will be needed to deal with wild animals and other hazards, and various special areas (with multi-space mini boards) will be added to the layout.

 

Robo Rally. Published by Hasbro Avalon Hill. 2005. Box. In shrink. £24

Designer: Richard Garfield. No. players: 2-8. Country: American. Duration: 1 hr.

Reprinted edition of this popular robot board game from the designer of Magic: The Gathering. Each player plans the moves and turns of their robot for the round and then robots execute these programs in sequence. The boards have pits, conveyor belts, walls, lasers, and all sorts of other obstacles to negotiate. Essentially a race game, but with geomorphic boards and the players can choose the length and difficulty of the layout each time. This edition includes 8 prepainted plastic robots, option cards, 4 double sided boards, and a 30 second timer.

 

Robo Rally. Published by Wizards of the Coast. 1995. Box. Excellent. £55

Designer: Richard Garfield. No. players: 2-8. Country: American. Desc. by Eamon.

Now rare original edition, with metal robots rather than plastic ones.

 

Rollout. Published by Supremacy Games. 1987. Box. Good. £13.50

Designer: Robert Simpson. No. players: 2-6. Country: Canadian. Duration: 2 hrs.

Global business economics as players represent multinational corporations. Original mechanics. Players must research, develop and sell products, deal in shares, and build retail outlets world-wide. The tag-line for the game is 'The Game of the Risk-Takers'. Players can employ a variety of different strategies ranging from top of the range product development to heavily discounted mass market goods to trying to take over other player's companies and put them out of business by buying up all their shares. Expect interaction!

 

Roma II - Arena. Published by Queen Games. 2009. Box. In shrink. £10

Designer: Stefan Feld. No. players: 2. Country: German. Duration: 40 mins.

Card and dice game in which the players build Roman buildings and attract influential Roman characters in order to try to seize power. Each card shows a building or character who has a special ability once in play, as well as a combat value and a cost to get it into play. Dice are rolled and can be assigned to activate a character or building to use its power, or used to claim more gold or cards. The game can be won by gaining more VPs than your opponent when the game ends or by attacking your opponent and making them lose all their VPs before the game would normally end. Plenty of choices of what to do and plays well. Recommended. This can be played standalone or combined with Roma.

 

Royal Game Of Ur. Published by Merit. ca.1970. Box. Good. £2

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

Very nicely made game, based on Senet, a game of ancient times related to Backgammon. Wooden pieces and nice Egyptian graphics throughout. Rules in seven languages.

 

Rules For Wargaming. Published by Shire Publications. 1972. Book. Good, but a little delicate. £4

Author: Arthur Taylor. Country: British.

Softback, 18x11cm, 68 pages. A set of general wargame rules then followed by specific additions for a variety of periods. The periods covered are: English Civil War, Marlborough's Wars, Napoleonic Warfare, American Civil War, Mechanised Warfare, Eighteenth Century Naval Battles, Modern Naval Warfare, Air Warfare 1914-18.

 

Rumis / Rumis +. Box. Several editions available:

1) Rumis. Published by Educational Insights. 2006. Country: American. No. players: 2-4. Good but box edges show wear. £15

2) Rumis 2nd Ed. Published by Murmel. 2003. Country: Swiss. No. players: 2-4. Good. £17

3) Rumis 2nd Ed. Published by Murmel. 2003. Country: Swiss. No. players: 2-4. Excellent. £18

4) Rumis +. Published by Murmel. 2006. Country: Swiss. No. players: 2 / 5-6. In shrink. This is a standalone 2 player game or allows play with 5-6 players with a base set. £15

Designer: Stefan Kogl. Duration: 30 mins.

Special note: For £2 extra I can print out and laminate some extra boards for greater variety (from other editions of the game)

Each player has a selection of 3D pieces made from cubes. Players take it in turn to place one of their pieces onto the board, but with the restriction that each space has a maximum level to which pieces may be played, and each piece must be played touching one of your previous pieces. Points are scored at the end of the game for parts of your playing pieces which are still exposed. Interesting tactical challenge, as you have to ensure you keep future options open while also playing into scoring positions. The original edition was on the Spiel des Jahres nominations list for 2003. Highly recommended.

 

Rummikub 500. Published by Pressman. 1992. Box. Good. £3.50

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

Card game, based on Rummy. The sets and sequences that you lay are placed on a special board which is marked in such a way that you have a territory which is yours, but you can add to sets and sequences of your opponents if they overlap from their territory into yours. So rather oddly, this isn't really a version of Rummikub at all!

 

Russian Railroads. Published by Z-Man Games. 2013. Box. In shrink. £37

Designer: Helmut Ohley, Leonhard Orgler. No. players: 2-4. Country: American. Duration: 2 hrs.

Very well received worker placement, resource gathering and track building railway game. There is no map, however, instead each player has a board on which they record how much of each of three railway links they have built. A novel twist is that each section of a line is first built to a low quality and then can be improved using more expensive and then very expensive resources - each section built garnering VPs, but more depending on how much it has been improved. Factories can also be bought for greater efficiency and additional VPs and better locomotives bought to allow full development of the lines. Plenty of options and lots of strategies to explore. Recommended.

 

San Francisco. Published by Amigo. 2000. Box. 2 copies available:

1) Good. £10        2) Excellent. £11.50

Designer: Andreas Wetter, Thorston Lopmann. No. players: 3-5. Country: German. Duration: 75 mins.

San Francisco needs to be rebuilt after the devastating earthquake of 1906. The players represent various factions who want to be involved in the rebuilding. As buildings are constructed players vie for the right to place them and ownership of the streets using auctions involving money and influence. Ultimately the player who proves the most successful rebuilder will win. The game involves a selection of mechanics from other games, but they blend well to form a good game not like any of the games it borrows from.

 

Scarne On Cards. Published by Crown Publishers. 1955. Book. Excellent. £7.50

Author: John Scarne. Country: American.

Hardback, 22x15cm, 402 pages. Essential reading for anyone hoping to be a card sharp, or anyone who thinks they may play cards with a card sharp!  After a fascinating introduction describing all sorts of cheats and tricks, the book goes on to give the rules and how to play well the following games: Gin Rummy (and other Rummy games), Blackjack, Faro, Card Craps, Chemin de Fer, Poker and Pinochle. However, what makes this book different is it also explains ways to cheat at each of these games, and how to spot others who are cheating.


Scattergories. Published by Milton Bradley Games. Box. 2 copies available:

1) 1993. Good, but box shows wear, 1 corner taped. £3.25        2) 1996. Good. £4.50

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

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

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

 

Scorpion. Published by Spears. 1983. Box. 2 copies available:

1) Good. 1 scorpion token has been replaced with a similar sized wooden disc. The scorpion tokens show wear. £0.90

2) Good, but box edges show wear. £2.50

Designer: Seven Towns. No. players: 2-4. Country: British.

An elegantly produced game of the Parcheesi family, but with sufficient twists to make it unique and to add considerable strategy to the game. The board is a large 3-D moulded plastic track in an S shape, with yellow spaces on the way out and black spaces on the way back. Each player has 4 scorpion tokens which are moved according to dice rolls, but each of the two dice must be rolled either on the yellow felt mat or the black felt mat to indicate the colour of space on which a scorpion must be for it to be moved by that dice. Also landing on or adjacent to (on the other track) another scorpion lets you sting that scorpion and gain an advantage yourself or disadvantage the other scorpion. Well worth investigating for players of Backgammon.

 

Scripts & Scribes: The Dice Game. Published by Doctor Finn's Games. 2012. Box. Good. £14

Designer: Steve Finn. No. players: 2-5. Country: American. Duration: 30 mins.

Followup game to Scripts & Scribes / Biblios, but this time using dice to generate resources which the players draft. Resources of five types are claimed from the dice and players vie to have more than the other players in order to claim bonuses both during and at the end of the game. Influence over the Abbot is also up for grabs in a similar fashion. Sometimes there is the option to purchase goods for gold, or to sell goods for gold. Gold can re used to reroll dice and is also what wins the game.

 

Scroll. Published by Kamkodi Ltd. 1987. Box. Good. £3

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

Abstract game played on a square gridded board in which there is a special 3x3 central area. Players start with 9 counters each and they can be moved 1 or 4 spaces at a time without jumping other pieces. Opposing pieces can be captured by surrounding them between two of your own pieces. There are also three levels of victory - the central zone needing to be fully captured for the more major victories.

 

Sea Battle Games. Published by Model & Allied Publications. 1974. Book. Good, but dustcover missing.

£7.75. Author: P. Dunn. Country: British.

Hardback with dustcover, 19x13cm, 176 pages. Naval miniatures wargaming book which covers the following topics: Background to Naval Wargaming; Scope; Models for Wargaming; Napoleonic Period Rules; Ironclad Period; Pre-Dreadnought Gunnery System; Map Campaigns; WWII Fighting Rules; Hypothetical World War Game; Battlegaming in Early Periods; A Method of Skill.

 

Section X. Published by The Game Master. 2005. Box. Good. £10

Designer: Chislaine van den Bulk. No. players: 2-4. Country: Dutch. Duration: 1 hr.

Each player controls a group of prisoners in a high security prison on an island. The only way to escape is to tunnel under the sea to dry land. Players play tunnel tiles to try to escape their prisoners, and can play doorways to claim sections of tunnel for their prisoners only, which also stop others interfering. As soon as a player gets three or more prisoners free the tunnels are discovered and any prisoners not in safe passages or back in the prison are killed as the tunnels are destroyed. A new round then starts and the first player to escape five of their prisoners wins.

 

Senator. Published by Fantasy Flight. 2004. Box. 2 copies available:

1) Excellent. £6.75        2) Good. £6

Designer: Eric Lang. No. players: 3-5. Country: American. Duration: 1 hr.

Players are Senators in ancient Rome. Each round various issues and disasters need to be dealt with, and the Senator who is seen to help most on each of these will get the credit. However, some issues are ones you don't want to be associated with, and these must be avoided. Each round there is also an event which alters the way the game is played. Only the most successful Senator can hope to become Caesar.

 

Shanghai Trader. Published by Panther. 1986. Box. Excellent. £21

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. Published by Shogi Association. ca.1980. Box. Good. £6

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

Also known as Japanese Chess. Plastic board and plastic pieces but with symbols indicating the moves permitted by that piece rather than Japanese characters as many sets have.

 

Sleuth. Box. 2 editions available:

1) Published by Avalon Hill. 1981. Good. £10
2) Gamette Edition. Published by 3M. 1971. Good. £12

Designer: Sid Sackson. No. players: 3-7. Country: American. Duration: 1 hr.

A classic game of deduction. A gem has been stolen, and the players have to work out which it is. There is a card for each possible gem, and one is removed from the game unseen, while the others are dealt out. Special question cards allow players on their turn to ask an opponent a question to try to work out who has which cards, and thus by a process of elimination ultimately work out which card is not in play. For a harder challenge several gems can be removed at the start of the game. Highly recommended if you like deduction games.

 

Space Alert Expansion. Published by CGE. 2010. Box. In shrink. £18

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

Expansion for the frantic cooperative space game Space Alert, which you will need to make use of this. The expansion includes new threats with new abilities, red threats (enormous ships which can do huge amounts of damage or have incredibly strong shields etc), double action cards which allow two actions in a single turn, specialisations which give crew members new and individual abilities, and an experience system for the campaign player.

 

Space Mission. Published by Schmidt Spiele. 2011. Box. In shrink. £13

Designer: Matt Worden. No. players: 2-5. Country: German. Duration: 30 mins.

Short space themed game in which the players explore various planets, and build space stations. Cards from the planets are collected and scored at the end of the game. Each turn two of six possible actions can be performed. Attractively produced.

 

Speculation. Published by Queen Games. 2013. Box. In shrink. £20

Designer: Dirk Henn. No. players: 3-6. Country: German. Duration: 1 hr.

Reprint of Dirk Henn's stock market based business game which is deceptively simple to play, but with ingenious rules. The game is card driven, but also uses dice. This is regarded by many as one of the best stock market games out there. Of course being by Queen it has much nicer components than the DB Spiele original edition.

 

Spielbox Magazine (English Edition). Published by Spielbox.

Author: Unknown. Country: German.

Fully English edition of the excellent German board games magazine. It includes many detailed board games reviews along with a selection of other articles each issue, such as variants and strategy articles.

2014 #1. In shrink. This issue also has a mini PowerGrid expansion including a promo card. £4

2014 #2. In shrink. This issue also includes a mini expansion for Limes. £4

 

Splendor. Published by Space Cowboys. 2014. Box. In shrink. £21

Designer: Marc Andre. No. players: 2-4. Country: French. Duration: 30 mins.

On the Nomination list (ie. top 3) for the 2014 Spiel Des Jahres prize. A fast flowing light but engaging game of collecting gem tokens and then spending them to fulfil contracts. These contracts come in three size categories and each gives VPs as well as a permanent 'gem' which can be put towards fulfilling further contracts. When some of these have been obtained the next level of contracts becomes attainable. Players also aim for certain mixes of permanent gems in order to claim bonus awards. Very simple rules, enjoyable to play - ideal as a gateway game - recommended.

 

Stamp. Published by Amigo. 1997. Box. Good. £2.50

Designer: Hanno & Wilfried Kuhn. No. players: 3-6. Country: German. Duration: 45 mins.

Set collecting game with a stamp collecting theme. Players buy and sell stamp cards at auction, and the game includes a very effective metal bell to be used in a Dutch auction, ie. one in which the price is reduced until someone bids. The stamps all have symbols, countries and colours and matching these up to form valuable sets is the key to making a good profit and so winning the game. Little known, but rather good set collecting game.


Starship Captain. Published by Standard Games & Publications. 1982. Box. Good, but edges show wear.

£11. Designer: Gary Chalk. No. players: 2-16. Country: British. Duration: 90 mins.

Ship to ship space warfare - think Battlecars in space! The game comes with 9 large hex gridded sheets - different numbers and layouts used in each scenario, and large ship tiles covering multiple hexes. Each ship has a large card showing its attack capabilities, and a pad is used to track damage. Three scenarios are given to start you off. The rules are straightforward.

 

Starship Merchants. Published by Toy Vault. 2012. Box. In shrink. £16

Designer: Tom Lehmann & Joseph Huber. No. players: 2-4. Country: American. Duration: 90 mins.

Set in the year 4096, in a flourishing and peaceful galaxy, the players are merchants who seek out valuable resources on the fringes of civilization and then bring them back to sell them for a healthy profit. Initial profits can be spent on improved ships or other equipment with all sorts of benefits, or invested in refineries. The first player to amass 100+ credits can declare before making a final run. Game play revolves around a sort of action rondel, and as new ships become available older ones become defunct.

 

Steam Donkey. Published by Ragnar Brothers. 2014. Box. In shrink. £8.75

Designer: Gary Dicken, Steve Kendall, Phil Kendall. No. players: 2-4. Country: British. Duration: 45 mins.

Set in Victorian England, the players are the architects for seaside towns competing to attract the most visitors, and hopefully even Queen Victoria herself. Card game in which players choose which cards to select and to play. The fronts of the cards depict the attractions which can be built, and the backs the visitors, and an indicator of where they will visit. The attractions can be built in park, beach or town areas, and each turn a different character can be used to assist you.

 

Stockmarket! Published by Jordans. 1987. 2 copies available:

1) Box. Good, but 1 corner taped. £4        2) Excellent. £7

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

Stock trading game. Players are dealt cards which indicate price rises and falls for the various stocks. This information is private, but at the end of three chances to trade each, everyone shows their cards and they are ALL actioned. Thus you need to not only take into account what your own cards indicate will happen but also what other people are doing as well. Becoming a majority shareholder in one of the companies has benefits too. After several hands the player with the most valuable portfolio is the winner.

 

Stratagem: A Revolutionary Game Of Chess. Published by Logicsource Ltd. 1990. Box. Good. £5.25

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

This is a chess variant - the usual pieces are used, but the game is played on a 4 space wide, 16 space around circular board, with no connection across the centre. The box states it has been approved by the British Chess Federation.

 

Strategy: The Navy Game. Published by Ariel. 1973. Box. Good, but box base quite indented. £12

Designer: J.B. McCarthy. No. players: 2. Country: British. Duration: 1hr.

Light naval wargame in which each side has a troopship which they must land onto the enemy shore in order to win. However, in order to protect their troopship and attack the opposition each player also has 4 destroyers and 2 cruisers.

 

Strike It Rich. Published by Lamplight. 1986. Box. Good. £2.50

Designer: Sebastian Quigley. No. players: 2-12. Country: British. Duration: 2 hrs.

Stock market game that uses actual stock market results over the period 1985 to 1986 to alter share values during the game. Includes a Casio calculator which will be helpful in play. Players move their pieces around a track and action the space they are on. The central mechanism to the game is that a 'fact' card is read out which gives details of some financials facts (eg. FTSE index, gold price, mortgage rates etc and a financial press headline), and the players get to react to this before seeing what actually happened to their shares that week using a share price lookup book for 36 major companies. Venture cards (random events) and a capital fluctuation dice are also used.

 

Sultan. Published by Queen Games. 2009. Box. In shrink. £13

Designer: Andre Zatz, Sergio Halaban. No. players: 2-5. Country: German. Duration: 30 mins.

The players are vying to marry the Sultan's daughter, who has challenged the suitors to turn a small sum of money into a fortune in jewels, with the most successful becoming the groom and the Sultan's heir. The game uses cards which are played simultaneously and then resolved to gain the attractive plastic gemstones. There is a choice of card to play and what to bid on each round. These jewels are more valuable in sets of the same colour, with other bonuses being paid as well. Light and fast playing.

 

Swordfish. Published by Ghenos Games. 2012. Box. In shrink. £16

Designer: Pierluigi Frumusa, Davide Rizzi. No. players: 2-6. Country: Italian. Duration: 75 mins.

Set in the Flemish Cap, off the North American Atlantic coast, one of the richest fishing grounds in the world, but also an area of fierce storms. The players have a season in which to hire boats, recruit captains and crews and set out fishing with the objective of bringing back the richest haul possible - huge swordfish are the top catch. Care must be taken to avoid the worst storms and manage one's money effectively.

 

Take. Published by Classic Games. 1984. Tube. Good. £0.90

Designer: Mike Woods. No. players: 2. Country: British.

Strategy game played on a hexagonal grid of triangles, with pieces played on the vertices. Players move their pieces in straight lines capturing other pieces by surrounding on both sides, with special rules for corner spaces. The objective is to get your opponent down to one piece. The board is made from PVC.

 

Tara: Seat Of Kings. Published by Surprised Stare. 2006. Box. Excellent. £13

Designer: Tony Boydell, Charlie Paull. No. players: 2-4. Country: British. Duration: 45 mins.

The players attempt to manoeuvre their playing pieces up through the ranks to become the kings of various regions of Ireland. The game uses cards to drive possible actions. The board shows a pyramid of positions available for each kingdom, and everything has Celtic style artwork. There is scope for strategy as well as some unexpected interaction and the opportunity for direct conflict as well. Players will also need to manage their supply of cumals (money / cattle) well to pay for their actions.

 

Tavern. Published by Elven Ear. 2006. Box. In shrink. £6

Designer: Thomas Jansen. No. players: 2. Country: German. Duration: 45 mins.

Card game. The players are rival tavern owners in a fantasy world with elves, dwarves, goblins and dragons. The cards represent drinks, customers and musicians. Musicians are used to attract the customers, who then need to be steadily supplied with drinks otherwise they will get annoyed and leave. However, have too many dwarves and your elves will leave, and get your customers too drunk and a fight will start, or this might happen anyway if a troll enters your inn!

 

Templar: The Secret Treasures. Published by Queen Games. 2013. Box. In shrink. £33

Designer: Jesus Torres Castro. No. players: 2-5. Country: German. Duration: 1 hr.

Attractively produced game set in the times of the Templars. The players are trying to secretly stash their Templar treasures in an abbey with a friendly abbot. However, some secrecy is needed as not everyone in the abbey sees the Templars as the good guys. Play involves simultaneous character selection from a set of 10 characters, but with the restrictions that you can't choose a character you have already played or one used last round by any player. The cards move playing pieces on the board, allow an item to be stashed and allow some interference with opponents.

 

The 3 Commandments. Published by Rio Grande Games. 2008. Box. 2 copies available:

1) Excellent. £9        2) In shrink. £10.50

Designer: Friedemann Friese, Fraser Lamont, Gordon Lamont. No. players: 3-7.

Country: American. Duration: 45 mins.

Unusual idea for a game. Players take it in turn to be the High Priestess of their own religion, and the other players are the novices who have to work out what is and what is not permitted in the religion. The rules of a religion are determined by the High Priestess by selecting 3 cards, 2 of which represent good things to do to gain karma, and 1 which represents bad karma. The cards give two types of rules - the first set involves the movement and positioning of playing pieces on a board, and the second set what the novice may or may not do besides moving a piece on the board. The player with the most karma at the end wins.

 

The Famous Robin Hood Card Game. Published by IPL. 1988. Box. Good. £5.25

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

Card game, with 52 nicely illustrated cards of characters from the Robin Hood legend. Players win coins (metal coinage is included) by capturing stacks of cards. Game play is somewhat similar to Uno.

 

The Game Of Nations. Published by Waddingtons. 1972. Box. 2 copies available:

1) Good. £3.25         2) Good, but tear in base. £2.25

Designer: Miles Copeland. No. players: 2-4. Country: British. Duration: 2 hrs.

A political game in which players' countries fight and manoeuvre diplomatically for control over an oil rich continent. Some countries have sea ports, others have to rely on pipelines through neighbouring countries or a vital canal. Players control leaders and oil tankers as well as a secret agent. Players can choose to trigger event cards which are both good and bad. Different types of leader have different strengths. It is continually necessary to take risks attempting to depose the leader of opponents' countries while also trying to maximise your own oil revenue.

 

The Godfather Game. Published by Family Games. 1971. Box. Good, but box base indented. £7

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

Special Notes: 2nd edition

An unusual game given the theme of Mob bosses vying for control of various neighbourhoods. However, the game mechanics resemble Go, but with money which must be spent to buy men in the various areas of town, and cards which can assist or hinder. 1st edition came in a plastic violin case, 2nd edition in a regular box.


The Great Downhill Ski Game. Published by Waddingtons. 1970. Box. 2 copies available:

1) Good, but 2 corners taped. £3.50        2) Good. £5

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

Tile laying game in which the tiles show the tracks left by a skier heading down the mountain. The game is played on a gridded board, but with trees dotted about making it look a little like a snowy mountainside. Players score points for each tile played as part of their trail, and also get a bonus for being the first to reach the bottom of the slope.

 

The Great Fire Of London 1666. Published by Prime Games. 2010. Box. 2 copies available:

1) In shrink. £27         2) Excellent. £23

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 property being knocked down though! Players also have hidden objectives to keep certain important areas and historical buildings from the flames.

 

The Market Of Alturien. Published by Mayfair Games. 2007. Box. In shrink. £17

Designer: Wolfgang Kramer. No. players: 2-6. Country: German. Duration: 1 hr.

Update of Jumbo's 'City'. Neat game in which players purchase shops and then enhance them and buy more shops as the game goes on. The board shows an overhead view of a city centre around which customers wander - some normal, some big spenders and one thief. A special die is used to let you move a customer - the idea being to direct the spenders to your shops and away from those of opponents while making sure the thief stays away from your shops and goes to as many opponents' shops as possible. There are various new features in this edition such as having to buy Prestige cards (which are what win the game) and different types of business expansion. May well play best with 3 players (the original did).

 

The Mystery Of The Templars. Published by Stratelibri. 2013. Box. In shrink. £25

Designer: S. Negri-Clementi. No. players: 2-4. Country: Italian. Duration: 2.5 hrs.

The players each control a faction within the Templars. Starting in 1119 AD when the Templars were at the height of their power, and following their fortunes until 1312 AD when the brotherhood was disbanded by King Philippe of France. The objective is for the players to manage the affairs of their faction as well as possible while times are good, escorting pilgrims and retrieving ancient artifacts, and then to hide these artifacts and fortunes acquired in various safehouses before King Philippe gets hold of them after ordering the Templars to disband. Interestingly the safehouses are assigned according to how the players have focused their strategies, and working out which safehouse you will be assigned is very important.

 

The Secret Labyrinth. Published by Ravensburger. 1998. Box. Good. £7

Designer: Max J. Kobbert. No. players: 2-4. Country: British. Duration: 40 mins.

A different take on Ravensburger's classic: Labyrinth. This game uses a circular maze with sliding maze segments. The objective is to be the first to collect either 7 trolls or 7 treasures, with some items counting as both. As well as collecting items it is also possible to challenge an opponent and try to steal an item from them using a rock, paper, scissors mechanic.

 

Theophrastus. Published by Mayfair Games. 2001. Box. Excellent. £9.50

Designer: P.R. Chase. No. players: 2-5. Country: American. Duration: 1 hr.

Card based game in which the master alchemist Theophrastus takes on the players as apprentices, and concocts elixirs which the players must try to copy as accurately as possible. The players take it in turn to contribute to Theophrastus's recipe secretly and make their own elixir. Action points are used to draw extra cards, play cards openly or secretly transmute ingredients and occasionally mess with other players' elixirs. The game ends after three elixirs have been completed and scored.

 

Ticket To Ride Asia. Published by Days Of Wonder. 2011. Box. In shrink. £22.50

Designer: Alan R Moon. No. players: 2-6. Country: American. Duration: 1 hr.

Expansion set for Ticket To Ride - you will need a base game (USA or Europe) to play this. This set includes two new maps, both of Asia, along with ticket cards for each map, card holders and some additional trains. Team Asia includes rules for 4 or 6 players to play as two teams, with some locomotive and ticket cards shared between the team, and others held individually. Legendary Asia includes mountain passes which involve setting aside extra train pieces when played.


Too Many Cooks. Published by Andy Merritt. 2001. Box. New. £8

Designer: Andy Merritt. No. players: 3-5. Country: British. Duration: 75 mins.

Special Notes: Original edition - packaged in a foil casserole dish with lid

My own self produced game. Each player takes the role of a restaurant owner and cook, and will buy ingredients at auction, and these can then be put together to form a variety of different recipes, which when completed get you money back (hopefully significantly more than you spent on the ingredients!) Some 'generic' ingredients (eg. tinned veg) allow extra flexibility but for reduced benefits. At the end of the game the restaurant which most successfully specialises in each of 5 types of cuisine gets a bonus and any restaurant which offers nothing for vegetarians is penalised. This is one of the very last copies I have available.

 

Toppo. Published by Rio Grande Games. 2005. Box. Excellent. £5.25

Designer: Reiner Knizia. No. players: 2-4. Country: American. Duration: 15 mins.

Card game. The cards show five different shapes in five different colours. Three are dealt into the centre of the table and each player has their own stack of cards. Players all simultaneously deal out three cards for themselves and compare them with those in the centre. Any identical cards can be discarded to the centre, and if all three cards 'top' those in the centre then they are discarded onto the cards in the centre thus changing the cards to be matched. 'Topping' means matching in either colour or shape. Players repeatedly deal themselves 3 cards, compare with the centre and redeal three cards trying to get rid of their cards as fast as possible. As soon as you have less than 10 cards in your stack you call 'Toppo' and win the hand.

 

Tortuga: The Pirate Card Game. Published by Red Omega Studio. 2003. Box. Excellent. £6.50

Designer: Piero Cioni, Giovanni Melega. No. players: 2. Country: Italian. Duration: 30 mins.

Card game with a pirate theme in which the two players alternate playing merchant ships, tactics cards, sea cards and treasure cards onto individual play areas - cards can be played in either your own area or your opponent's allowing plenty of interaction. Each 'line' in your area has a pirate ship, and when all cards are played it will also have cards indicating the strengths of the merchant ship, the attribute (cannon, sails or crew) needed to defeat it, the treasure it carries and a modifier card. Each line is then evaluated to see if the pirate is successful and the player who captures most treasure wins.

 

Trading Routes. Published by Van der Veer. 2005. Box. Good. £2.75

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

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

 

Trias. Published by Gecko Games. 2002. Box. In shrink. £13

Designer: Ralf Lehmkuhl. No. players: 2-5. Country: German. Duration: 1hr.

Players each control a species of dinosaur all of which initially start on a large single continent. However, as the game goes on bits of the continent break off, and drift apart. The various species attempt to dominate the various new land masses. On a player's turn action points can be spent to cause a hex tile to drift away from the main land mass, migrate dinosaurs to safer or better land areas, rescue swimming dinosaurs and/or reproduce. Some very clever mechanics, and really nice little wooden dinosaur pieces too.

 

Tricky Safari. Published by Cwali. 2010. Tube. New. £17

Designer: Corné Van Moorsel. No. players: 2-4. Country: Dutch. Duration: 30 mins.

A clever game with ten very nice model animals. The animals roam around the wilderness, changing direction when they come across terrain they can't cross, other animals or the players. The players move around the board trying to get close enough to each of the animals to take good photographs. The first player to get pictures of all the animals is the winner. Plays well, and swiftly, with opportunities to spot clever moves and get in the way of other players too. Recommended as a an attractive and light filler.

 

Tri-ominos. Published by Ideal. 1968. Box. Good. £5.50

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

Dominoes variant, but with triangular dominoes and numbers in the corners and thus two numbers to match on each side. This gives opportunities for high scoring when matching on two or more sides at once. Chunky plastic dominoes which are nice to hold and stand up on their side well.

 

Ur 1830 BC. Published by Splotter. 2001. Box. Box Good, contents Unpunched. £12

Designer: Jeroen Doumen, Joris Wiersinga. No. players: 3-6. Country: Dutch. Duration: 3.5 hrs.

Although not an authorised 18XX game, this is very much the same type of game, but it does not have a railroad theme, and has enough differences to make it a worthwhile addition to the genre. The game is about diverting water from rivers into irrigation channels and supplying it to sections of land. There are various nations, and the players are land owners across the nations, with the player with the most land in each nation being the King. Nations can improve their lot by building infrastructure and technology progresses making the older technology obsolete. Irrigated land brings income to its owner and its nation.

 

Verräter. Published by Adlung Spiele. 1998. Box. Good. £2

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

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

 

Vertigo. Published by Euro Games. 1990. Box. Good. £14

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.

 

Volle Hutte! Published by ASS. 1997. Box. Good. £15

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

Attractive game, in which the players manage their own bistro, and get the chance to add facilities which will hopefully attract more customers - eg. table football, pool, dining areas, dance floors, etc. Options each turn are to improve your bistro, attract customers, take income from your current customers, or draw an action card which you can use to make customers move around between bistros - hopefully to your advantage.

 

Wallenstein. Published by Queen Games. 2002. Box. Good. £24

Designer: Dirk Henn. No. players: 3-5. Country: German. Duration: 2.5 hrs.

Players take the roles of powerful Barons and Kings in 1618 who are in a struggle for domination of central Europe. Players start with a few regions under their control and each year plan which actions they will perform in each of their regions. These actions range from harvesting and making money through trade, to building palaces and churches to troop movement and war. Conflict is resolved in a very neat way - all the units involved in the fight are wooden blocks and are dropped into a large tower with various baffles inside. Only those which come out of the bottom count in the battle, and this may include some unexpected stragglers from previous battles!  A cleverly designed substantial game which requires good planning.

 

War Of Masters. Published by Invicta. ca.1975. Box. Good but box shows wear. £5.25

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

Abstract game, with wooden pieces. Each player has 18 pieces of three types which move using die rolls (but with plenty of choices). The objective is to capture your opponent's master piece. The small pieces move only forwards, and the larger can move in any direction. Landing on a piece captures it.

 

Wargame Tactics. Published by Cassell. 1979. Book. Excellent. £9

Author: Charles Grant. Country: British.

Hardback with dustcover, 22x14cm, 192 pages. A series of discussions of battle tactics used in different periods, from the Assyrians up to the American Civil War. The concept is that in wargames which have been designed well, using tactics which were effective in real life should also be effective in game play, and will also give the player greater enjoyment knowing how things were done historically.

 

Wargaming Airborne Operations. Published by Kaye & Ward. 1977. Book. Excellent. £11

Author: Donald Featherstone. Country: British.

Hardback with dustcover, 23x15cm, 250 pages. Miniatures wargaming book for airborne operations which discusses details such as the employment of parachutes, gliders, aircraft carriers, and dropping supplies. The book then introduces rules and considers the German invasion of Crete and the Battle of Arnham in detail.

 

Way Out West. Published by Warfrog. 2000. Box. Excellent. £6

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

Special Notes: 1 counter missing - colour printed replacement included - does not affect play

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


Who Did It...? Published by Cheatwell Games. 2004. Box. Good. £1.50

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. 2 copies available:

1) Good. £2.25        2) Excellent. £3

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...

 

World In War: Combined Arms: 1939-1945. Published by Spel Tjanst. 2004. Box. Good. £15

Designer: Jonas Jepson. No. players: 2-4. Country: Swedish. Duration: 2 hrs.

WWII wargame with lots of plastic miniatures. The map shows the East and West fronts, the Soviet Union and the Western powers. Players produce new troops, warships, and aircraft and move and engage with the objective of taking over enemy production centres. Uses 360 plastic miniatures of 8 types. The rules are not complex.

 

Xerxes. Published by FX Schmidt. 1973. Box. Good. £7

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 with opposing pieces! 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.

 

Ys+. Published by Ystari Games. 2007. Box. In shrink. £11

Designer: Cyril Demaegd. No. players: 2-5. Country: French. Duration: 90 mins.

Expansion for Ys which you will need in order to make use of this set. This expansion lets you play Ys with 5 players, as well as adding 12 new powers to the game, and 14 new events.

 

Zertz. Published by Schmidt Spiele. 1999. Box. Excellent. £11

Designer: Kris Burm. No. players: 2. Country: German. Duration: 15 mins.

The third game in the Gipf series of games. This is a standalone abstract game, which can be incorporated into an overarching game involving several of the games from the series. This game uses white, grey and black marbles which are played onto special disks which form the board. Marbles are captured by jumping, and the board gets progressively smaller. Some extremely clever ideas as you would expect from this designer.

 

Zoowaboo. Published by Rio Grande Games. 2009. Box. In shrink. £20

Designer: Carlo A. Rossi. No. players: 2-4. Country: American. Duration: 25 mins.

Children's game which can also be enjoyed by adults wanting a light game. The game has 30 wooden animals of 10 different shapes and sizes. Each round a different raft is put onto the table which has a large cut-out area in the middle. Ten or so animal cards are dealt out and the corresponding wooden animals placed on them. Players now guess whether all the animals will fit on the raft. If everyone says yes then an extra one is added, if everyone says no then one is removed until some say yes and some say no. The yes sayers then have a limited time to place the animals onto the raft puzzle-style in order to score points. Good fun. I have house rules that adjust the scoring and allow more players to participate.

 


 

 

Book Title

Publisher

Author

Year

Type

Size (cm)

Pages

Condition

Price

Card Essays, Clay's Decisions And
Card-Table Talk

Thomas De La Rue

Cavendish

1879

Hard

29x14

260

Good

£12

Fischer V Spassky

Collins

Svetozar Gligoric

1972

Soft

20x13

128

Good

£2

Old And Curious Playing Cards

Bracken Books

H.T. Morley

1989

Hard

27x21

235

Excellent

£1.50

Three Hundred Games And Pastimes

Alexander Moring

Edward Lucas, Elizabeth Lucas

1906

Hard

21x17

390

Good, but flyleaves speckled

£12

Bridge Across The World

Howard's Corner

Howard Kleyn

2000

Soft

21x15

109

Excellent

£2.50

Improving Your Chess

Faber & Faber

Fred Reinfeld

1954

Hard

21x14

128

Good

£2

The Book Of Gambling

Hamlyn

Peter Arnold

1974

Hard

30x22

128

Good

£1.50

Illustrated Card Games For Children

Book Club Associates

Andrew Blackhouse

1976

Hard

23x16

126

Excellent

£3

Roman Keycard Blackwood

Probray Press

Brian Senior

1993

Soft

21x15

28

Excellent

£3

Chess Fundamentals

G. Bell & Sons Ltd

J.R. Capablanca

1946

Hard

22x15

246

Good

£3.50

The Winner's Guide To Games

Guinness Publishing

Gyles Brandreth

1992

Soft

24x16

256

Good

£1.50

The Sports And Pastimes Of The People Of England

William Reeves

Joseph Strutt

1830

Hard

23x15

420

Good

£20

Bridge With Mr Goren

Arco Publications

Hubert Phillips

1960

Hard

19x13

128

Good

£4.50

Handbook Of Indoor Games & Contests

Nicholas Kaye Ltd

Darwin A. Hindman

1957

Hard

19x13

299

Good

£2

The Annotated Alice

Meridian

Lewis Carroll, Martin Gardner

1960

Soft

21x14

352

Good

£2.50

1985-1986 Game Buyer's Price Guide

TSR

Frank Mentzer, James Ward,
Jean Black

1985

Soft

21x13

300

Good

£3

Improve Your Opening Leads

Victor Gollancz

Hugh Kelsey, John Matheson

1988

Soft

20x13

124

Good

£2.50

The Penguin Book Of Curious And Interesting Puzzles

Penguin Books

David Wells

1992

Soft

20x13

382

Excellent

£1.75

Card Games
Up-To-Date

Foulsham

Charles Roberts

~1950

Hard

19x13

160

Good

£1

The Complete Book Of Card Games

H.F.& G. Witherby Ltd

Hubert Phillips, B.C. Westall

1948

Hard

22x15

258

Good

£4.50

Fighting Fantasy: Titan (The FF World Guide)

Puffin Books

Steve Jackson,
Ian Livingstone, Marc Gascoigne

1986

Soft

20x13

299

Good

£0.75

Card Games For One

Hodder & Stoughton

David Parlett

1986

Soft

20x13

148

Good

£1.50

Games With Pencil And Paper

Dover Publications

Eric Soloman

1993

Soft

22x14

79

Excellent

£3.50

Games For Children While Travelling

Ward Lock

Sid Hedges

1973

Soft

18x13

96

Good

£1.50

 

 

Terms and Conditions

 

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