MNG-AJM Games and Collectibles

 

Feb 2011 Catalog

 

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

 

100 Indoor Games You Can Play. Published by Guild Publishing. 1988. Book. Excellent. £3

Author: Unknown. Country: British.

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

 

3000 Metres Steeplechase. Published by Lambourne. 1994. Packet. Good. £3.25

Designer: Terry Goodchild. No. players: 1+. Country: British.

Expansion to 'The Long Distance Double' from the same company, but playable standalone.  The basic game system is the same as the parent game, but changes have been made to reflect the different nature of steeplechase events - having to accelerate into the hurdles and water jumps every 80m or so. Statistic cards for 48 athletes are included in the game. If you have Long Distance Double you can use the track and playing pieces from it to show race positions.  Without it you can play by using a track record sheet to do the same job in a less visual way.

 

A Brief History Of The World. Published by Ragnar Bros. 2010. Box. In shrink. £30

Designer: G Dicken, P Kendall, S Kendall. No. players: 3-6. Country: British. Duration: 2.5 hrs.

A somewhat reworked and significantly shortened version of the classic History of the World, so if the older game now feels too long, then this could be just the ticket. The idea of the game is that from the dawn of civilisation through to the present day players get to play different civilisations, and use them to expand and grab land in order to score VPs. In each era the players will shift to a different set of civilisations which will need to displace the older ones as well as watch out for the new ones.

 

A Night At The Dogs. Published by Boxer Games. 2003. Box. In shrink. £11

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

Dog racing gambling game, with chips provided.  The game is driven by decks of odds and form cards, so you get to see the odds before each race starts, but the way the cards come up may or may not go with the odds.  You can play as many races as you like, with each race taking less than 10 mins to play through.

 

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

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

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

 

Age Of Steam - Expansion Set 4. Published by Warfrog. 2005. Box. Excellent. £7.50

Designer: Martin Wallace. No. players: 3-6. Country: British. Duration: 2 hrs.

Expansion set for Age of Steam.  This consists of a double sided board and some rules to change the game significantly for each map. The maps are France and Italy.

 

Aladdin's Dragons Card Game. Published by R&D Games. 2010. Box. In shrink. £7.50

Designer: Richard Breese. No. players: 3-5. Country: British. Duration: 40 mins.

A shortened and simplified version of Richard Breese's excellent board game. This version uses only cards, but in a clever way, to give most of the feel of the board game, but in about half the time. Players use their villager cards to lay claim to resources from the caves, make use of several possible special actions, get into the palace and then buy artifacts. Spell cards can be used for surprise effect, and artifacts also bring special powers to their owners.

 

American Football Card Game. Published by Waddingtons. 1986. Box. Box shows wear. £0.35

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

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

 

Amun-Re. Published by Rio Grande Games. 2003. Box. Good. £20

Designer: Reiner Knizia. No. players: 3-5. Country: American. Duration: 90 mins.

Strategic game set in ancient Egypt.  Players bid for areas of land in upper and lower Egypt using a clever mechanism whereby all the regions available for sale are bid for simultaneously, with outbid players having to reconsider what they want. The various regions have differing numbers of spaces for farming, as well as having different fixed incomes, numbers of temples, camels and other benefits.  Players also have to go to make a temple visit where they can choose how much money to give to the gods or even to steal from the temple. Doing this can get bonus actions, and also helps determine how good the harvest is.  Also pyramids are built to gain victory points.  Recommended.

 

Attack Sub. Published by Avalon Hill. 1991. Box. Excellent. £16

Designer: Courtney Allen. No. players: 2. Country: American. Duration: 30 mins.

Card based war game, with 13 scenarios depicting warfare in modern submarines. Inspired by Up Front, the system recreates the high-tech nature of modern warfare under the sea. 48 different warships listed for various scenarios. The rules cover just 8 pages, and the game is much more approachable than Up Front.

 

Attila. Published by Hans Im Gluck. 2000. Box. Excellent. £20

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

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

 

Auf Der Pirsch. Published by Phalanx Games. 2005. Box. In shrink. £8

Designer: Gunter Burkhardt. No. players: 3-4. Country: Dutch. Duration: 30 mins.

Trick taking card game with an unusual twist.  Four rounds are played and each round there is a different trump suit (known from the very start).  However, the tricks taken in one round are the cards you will use in the next round.  Once you have won your share of tricks all your remaining cards count as losers. The cards also have points on them, and winning cards with points scores.  In the final round everyone tries to win as much as possible, with the suits having different values. An intriguing take on trick taking.

 

Babylon. Published by Bütehorn Spiele. 1982. Box. Good. £6

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

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

 

Babylon 5: 2258 Core Set. Published by Component Game Systems. 1997. Box.

Excellent - mostly unpunched. £7

Designer: C Henry Schulte. No. players: 2-4. Country: American. Duration: 2 hrs.

Babylon 5 game in which up to four factions (Earth Alliance, Narn, Centauri and Minbari) vie for prominence.  The playing area is constructed out of large hexes showing large areas of space which will be explored and conquered.  Victory can be won by military or economic means, and diplomatic efforts on the Babylon 5 station are important too.  The game uses colourful counters, and cards with various effects. Each faction also has a board detailing its special abilities etc. Starter packs were also produced to allow extra players to play using additional factions.

 

Ba-Kar-Ee. Published by Porterprint. ca.1935. Box. Box and cards show wear. £6

Designer: Unknown. No. players: 3-6. Country: British. Desc. by Eamon.

Special Notes: The cards show quite a bit of wear unevenly but aren't creased.

Card game, played with two packs of standard playing cards plus 8 jokers and 8 special cards called royal aces, making 120 cards in total. The game is an involved Rummy variant, with a large rule-book and a special reference card to ease scoring.

 

Bamboozle. Published by San Serif. 1989. Box. Good. £3.25

Designer: Webster & Danby. No. players: 4-8. Country: British. Duration: 30 mins.

Variation on a classic parlour game.  One player reads a question from a card, and the other players make up their own answers which are read out along with the real answer.  Players then vote on which the real answer was.  Points are awarded for guessing the correct answer and for getting other people to vote for your made up answer. There are 88 cards each with 6 questions.

 

Basketball Strategy. Published by Avalon Hill. 1974. Box. 2 copies available:

1) Good. £1.25       2) Good but 1 corner taped. £0.75

Designer: Don Greenwood. No. players: 2. Country: American. Duration: 30 mins.

Cerebral basketball game, but quite unlike other sports games. The game places each player as a manager of a basketball team but the game is almost played like a war game, with each player represented by a counter that has

things like Zones of Control. The rules are split into a basic game, an advanced game, optional rules and a campaign game for play in a league structure.

 

Batman The Game. Published by Paul Lamond. 1989. Box. Good, but box lid corners damaged. £1

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

Film related, with half the players representing Batman and the other half, the Joker. Essentially a race game from your base, either the Bat Cave or the Axis Chemical Factory, to a secret destination and back home again.

 

Battle Of The Sexes. Published by Imagination Entertainment. 2003. Box. Good, but corner taped. £5

Designer: Unknown. No. players: 2-8. Country: British. Duration: 45 mins.

Special Notes: Original rules missing, but a printout supplied

Party game in which the players divide into a team of men and a team of women.  Questions are asked of each team which relate to the opposite sex, so questions about women's things have to be answered by the men, and vice versa.  Getting answers right gets the team's playing piece to advance on the board.

 

Baxter On Magic. Published by Wordware Publishing Inc. 1997. Book. Excellent. £4

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.

 

Bonnie And Clyde. Published by Rio Grande Games. 2008. Box. In shrink. £15

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

Rummy based card game. While not officially part of the Mystery Rummy series, this is by the same designer and has the same type of mechanics and feel, although this game does also use a board.  You can expect a selection of twists on standard rummy, based on the pursuit and possible capture of the notorious outlaws Bonnie & Clyde.

 

Brainline. Published by Palitoy Bradgate. ca.1983. Box. Good. £1.40

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

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

 

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

1) Good. £9. The box is slightly indented due to stacking

2) Fair. £6. Box is whole, but 1 end panel of the box and base has had a large chunk out of it.  The box still closes properly though.

3) Good, edges show wear, corners taped.. £9

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.

 

Buffy The Vampire Slayer - The Game. Published by Hasbro. 2000. Box. Good. £27

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

This is the American board game not the British one.  There are a selection of scenarios to play, all based on the TV series.  One player takes the side of evil and controls the big baddy for the scenario and his minions and gets to use a selection of unfriendly magic and other special cards.  Meanwhile the other players control the heroes and get to use weapons, magic spells and brute force.  The game is driven by card play and movement points to get around the board.  A typical scenario would involve finding some evil artifact and either evil doing something despicable with it or the heroes finding the right spell or items to destroy it.  Recommended as a very good thematic tie in for Buffy fans, and a surprisingly decent game too.

 

Bump In The Night. Published by Twilight Creations Inc. 2008. Box. In shrink. £21

Designer: Colin Dimock. No. players: 2-6. Country: American. Duration: 75 mins.

Haunted house themed game in which the players control groups of monsters.  Into the monsters' house a group of school children have wandered, and the monsters compete to scare as many of these innocents as possible!  Players get to introduce a selection of monsters onto the board, each with different abilities, and then move them and perform scares, which will make the children run from room to room, hopefully either increasing their level of fright to a critical level or scaring them out of the house completely.  In either case the current player collects a point.  Fun, and quite tactical.

 

Burgen Land. Published by Schmidt Spiele. 2008. Box. In shrink. £11

Designer: Wolfgang Lehmann. No. players: 2. Country: German. Duration: 20 mins.

Tactical dice game in which players use dice to move an action marker around a rondel. The objective is to claim castle sections in each of three colours, and to try to build more impressive castles than your opponent. In one's turn it is possible to make several rolls and claim several castle pieces, but if one is too greedy and strays too far around the rondel one loses a valuable castle segment. Additional dice can be claimed instead of tiles and these will offer flexibility in future turns.

 

Calamity. Published by Games Workshop. 1983. Box. 2 copies available:

1)  Good. £5        2) Box shows wear and indentation due to stacking. Photocopied rules. £1.50.

Designer: Andrew Lloyd-Webber. No. players: 2-6. Country: British. Duration: 1 hr.

A game in which players take risks by selling insurance. The original idea was by the musical-meister himself, but was re-shaped and amended by Derek Carver and Ian Livingstone. Players use cards to move the one playing piece, with the intention of making opponents settle claims against their insurance policies, which come in various risk categories.  Money seems easy while the going is good, but a couple of calamities in a row can be devastating! The game is played over two game years, and the player with most money then wins.

 

Caminos. Published by Murmel. 2010. Box. In shrink. £22

Designer: Stefan Kögl. No. players: 2-4. Country: Swiss. Duration: 20 mins.

Strategy game using coloured wooden blocks.  The idea is to place your wooden pieces of various shapes so as to connect entirely across the board as seen from above.  However, placement restrictions and your opponents will ensure that it is not as simple as that sounds. From the creators of Rumis, a classic in this genre.

 

Caracalla. Published by ASS. ca.1990. Box. Good. £14

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

Players each control a family of Roman citizens who want to bathe in the public baths.  The family consists of children, parents and grandparents (male and female in each generation). However, only certain combinations of people can attend a meeting in one bath together, eg. only a single generation, or only men, or only women. The citizens are moved around the baths and they vie for positions, and when a meeting is called all those in a bath who are eligible will score points for their family.  Plenty of tactical opportunities for clever play.

 

Cassell's Book Of Indoor Amusements Card Games & Fireside Fun.

Published by Cassell & Co. ca.1900. Book. Good. £10. Author: Unknown. Country: British.

Hardback, 21x16cm, 234 pages. Attractive cover, and with gold-edged pages. The book covers: Round or Parlour Games (~100), Toy Games & Toy Making (~90), Mechanical Puzzles (~20), Arithmetical Puzzles (~20), Card Games (~25), Parlour Magic (3), Fireside Fun (~20).

 

Channel X. Published by Pepys. 1964. Box. Box edges show wear. £6

Designer: Unknown. No. players: 2-6. Country: British. Desc. by Eamon. Special Notes: Cards show light wear.

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

 

Chess. Published by George Routledge & Sons. ca.1937. Book. Good. £4

Author: L. Hoffer. Country: British.

Hardback, 18x13cm, 246 pages. A treatise on chess initially intended as part of a book on many different games, but which outgrew that volume.  Thus while it explains the basics for the beginner, it also uses many example games to teach about different openings, gambits, and defences, as well as considering lots of different possibilities in the end game.  Thus it is intended to be useful to the intermediate player as well as the beginner.

 

Clans. Published by Winning Moves. 2002. Box. Excellent. £11

Designer: Leo Colovini. No. players: 2-4. Country: German. Duration: 30 mins.

Clever game played on a board showing a land consisting of various types of terrain with some (impassable) lakes. There are five clans whose villages are set up randomly over the board.  Players are assigned one of these clans secretly, and then they must try to help their clan survive through the following years during which the clans migrate, slowly moving into fewer and fewer regions, and forming larger villages. Clever play can ensure your clan will do well, but it is best to be discreet so nobody else knows which clan you represent lest you make yourself a target.  Recommended.

 

Combat. Published by Palan. ca.1978. Box. Good. £1.75

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

Special Notes: The box is made of flimsy cardboard and so pretty much inevitably is somewhat indented due to stacking.

A very basic wargame - each player has 4 infantry, 2 tanks and 1 general playing piece (stand-up cardboard pieces), and the board is actually built into the box base and folds out, with the lid used as a support.  Play involves introducing the units onto the board onto a series of interconnected tracks, with different pieces having different movement restrictions, the objective being to eliminate enemy units by landing on them.  Some special spaces perform additional actions. Movement allowance is determined by dice.

 

Combat Heroes 1: White Warlord. Published by Beaver. 1986. Book. Good. £3.50

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

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

 

Competitive Patience Games. Published by John Baker. 1966. Book. Good. £3

Author: Boleslaw Cynk. Country: British.

Hardback with dustcover, 20x14cm, 103 pages. Very unusual card game book, dealing with the play of Patience games with pre-set deals so that you can test your skill. On top of that, it includes variants on games you may know so that they are more suited to competitive play.  These include Blue Moon, Gaps, Double Gaps, and Trains. There are many puzzle style challenges in the book as well as details of the games.

 

Control Nut. Published by James Miller. 2003. Box. Excellent. £7.50

Designer: James Miller. No. players: 4. Country: American. Duration: 45 mins.

Whist based partnership game for 4 players.  The main twist on normal whist is that there are a selection of special cards which let you control the game in unusual ways, and four of these are used each hand, but players bid for these by giving up 3 normal cards from their hand, which will be given to the other players.  Thus while the control cards are potent to obtain them one has to give up other potentially useful cards.  Example bonus cards: play this card to change trump suit, sit out tricks, increase the value of another card etc.

 

Corruption. Published by Descartes Editeur. 1999. Box. 2 copies available:

1) In shrink. £2.50      2) Excellent. £2

Designer: Bruno Faidutti. No. players: 3-7. Country: French. Duration: 30 mins.

Card game. 112 cards in an entertaining, interactive game of bribery. Players use their cards to obtain lucrative construction contracts by furnishing bribes, but focusing too much on one contract will earn too little profit, while spreading your bribes too thin will likely get you nothing at all. As well as standard bribes, reduced (but secure) payments can be made into Swiss bank accounts.  There are special cards which can significantly affect the outcome, such as journalists to expose others' bribes, judges to investigate dubious goings on, and hit men, but these are all one use, whereas the bribery cards can be reused from round to round.

 

Cyclades. Published by Matagot. 2009. Box. In shrink. £39

Designer: Bruno Cathala, Ludovik Maublanc. No. players: 2-5. Country: French. Duration: 80 mins.

Players attempt to gain the favour of the gods in the ancient Greek islands, and also build two cities. Each of the five gods must grant their favour to a player before they can win, but each turn one can only receive one god's favour and each god bestows their favour on a single player per turn. Each god's favour also grants a different special ability. Plenty of player interaction.

 

Da Vinci Code. Published by Winning Moves. 2004. Box. 2 copies available:

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

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

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

 

Der Schwarm. Published by Kosmos. 2008. Box. In shrink. £23

Designer: Wolfgang Kramer, Michael Kiesling. No. players: 2-4. Country: German. Duration: 75 mins.

Designed by two top designers for Kosmos' line of literature themed games. This is based on Frank Schätzing's novel. Faced by a potential disaster due to unknown marine creatures each player plays a nation which sends their scientists out to deal with the situation. The game uses action cards and tiles. Action cards are drafted and then used to form undersea research networks. Developing these networks is the key to victory.

 

Der Wahre Walter. Published by Fata Morgana. 1987. Box. Good. £3.25

Designer: Urs Hostettler. No. players: 4+. Country: Swiss.

Obscure game by the designer of Kremlin. Game play involves reading out three sentences in German, with 'Walter' in each.  All players write down what they think would be appropriate words for the reader, as does the reader himself.  These all then get read out, and players guess which were the reader's words, getting points for guessing right, or having their words guessed.  Note that the rules and cards are all in German only, so this is one only for German speakers or collectors!

 

DHV Round 1. Published by Robot Martini. 2007. Packet. Excellent. £2

Designer: Gavin Schmitt. No. players: 2(-4). Country: American. Duration: 15 mins.

DHV stands for Drinking, History, Violence. Card game in which players play attack, struggle or booze cards alternately until one player passes.  The cards are then actioned in reverse order, so that some cards end up blocked and some enhanced, with many doing damage to your opponent.   Can be combined with DHV Round 2 for play with up to 4 players. The characters in this set are Mahatma Zombie and Sintaclaws.

 

DHV Round 2. Published by Robot Martini. 2007. Packet. Excellent. £2

Designer: Gavin Schmitt. No. players: 2(-4). Country: American. Duration: 15 mins.

As DHV 1 above. The characters in this set are Atomic Emancipator and Helen Killer.

 

Dice Boot. Published by Plenary Games. 2003. Box. New. £7

Designer: Jerry Dziuba. Country: American.

A dice tower made from transparent perspex which you can dismantle and return to a surprisingly small flat box for easy transportation. When set up the dice tower is the shape of a boot, hence the name.

 

Dice Games New And Old. Published by Oleander Press. 1981. Book. Excellent. £4

Author: William E. Tredd. Country: British.

Hardback, 20x13, 63 pages. After an introduction about the history of dice this book describes 53 dice games. Some of these are ancient, some merely traditional, and others have been devised specifically for this book.

 

Die Gnümies. Published by Amigo. 2001. Box. Excellent. £7

Designer: David Parlett. No. players: 2-5. Country: German. Duration: 30 mins.

Wacky card game with a partying aliens theme. Using simultaneous card selection, the players try to attract or in some cases repel alien party goers from their party. Party goers score better when in groups of the same kind. This is a reimplemented and rethemed version of Asterix: The Card Game.

 

Die Magier Von Pangea. Published by Queen Games. 2001. Box. Good. £13

Designer: Ralf Burkert. No. players: 2-4. Country: German. Duration: 1 hr.

Fantasy themed game in which each player is a wizard controlling minions who wander around a world which often shifts around changing its layout. These minions produce goods which are used to purchase amulets from the agents of foreign wizards.  Collecting these amulets and returning them to your wizard's tower gives you the ability to cast more spells and obtaining enough of them combined with a suitable number of goods wins the game.  Some unusual mechanics combine to form a game which feels unique.

 

Die Sieben Siegel. Published by Amigo. ca.2004. Box. Excellent. £10

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

Excellent trick taking card game.  As well as cards in five suits there are markers for each suit, which players take at the start of a hand.  Each marker taken indicates that the owner believes they will win a trick in that colour.  Whenever a trick is taken a suitable marker is discarded, or if a player doesn't have a suitable marker then a black penalty marker is taken instead.  All markers still held at the end of the hand count against you.  The final twist is that one player can take the role of the saboteur and try to ensure other players take too many or too few tricks.  Works very well - highly recommended.

 

Domain. Published by Hobby Products. 1991. Box. Excellent. £16

Designer: Edward Beck. No. players: 1-4. Country: German. Duration: 2 hrs.

Fantasy adventure game with loads of bits, with everything in both English and German.  Players venture into the Warlock's dungeons and gather equipment and weapons, and encounter traps and monsters, which must be overcome. The objective is to get to the Warlock's treasure chamber and steal one of his prize treasures and then get out alive.  While a common enough premise this game has some interesting features such as: playable solo (it cannot always be won); a clever system of overlapping normal passages and more dangerous dark tunnels; sectioned tiles and graded encounters ensure a different layout and experience each game and also ensure the nastier stuff is encountered later in the game.

 

Dominion: Blank Card Set. Published by Rio Grande Games. 2010. Packet. New. £1.75

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

A pack of blank cards for Dominion. This includes 10 regular cards and 1 blue backed randomiser card. This will allow you to create your own kingdom cards by either drawing / writing directly onto the cards or by printing onto sticky labels and then attaching the labels to these cards. I have used some of these for creating my own cards and for making up promo card sets.

 

Dr Ruth's Game Of Good Sex. Published by Victory. 1985. Box. Good. £6

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.

 

Drachenland. Published by Ravensburger. 2002. Box. Good. £12

Designer: Reiner Knizia. No. players: 2-4. Country: German. Duration: 50 mins.

Clever board game in which the players each have playing pieces (representing adventurers) which they move around paths in Dragon Land.  These paths are between various dragons' lairs, and the adventurers raid the dragons' lairs for gems. Each player has one adventurer who specialises in a particular colour gem, and all adventurers may also collect dragon eggs, and special ability tokens (potions) which can be used once only for a special move or similar advantage.  Also each adventurer must claim a ring before the game ends otherwise matching gems won't count in the scoring.  At the end of the game players score for complete sets of 3 different gems + a dragon's egg, with extras acting as a tie-break.  Recommended.

 

Dragonlance. Published by TSR. 1988. Box. Good, 1 corner taped. £15

Designer: Michael S Dobson. No. players: 2-6. Country: American. Duration: 1 hr.

Beautifully produced three-dimensional game of aerial combat by dragons. 30 dragons (nice models on stands) compete to gain the legendary Dragonlance. Special interlocking pieces are placed under the dragons to show their current altitude.  There is a castle with walls and a large board on which the game is played. The objective is to capture the Dragonlance and bring it back to your base.  The game comes with basic and advanced rules. Nice item.

 

Dream Team. Published by Abacus. 1997. Box. In shrink. £6

Designer: Hartmut Witt. No. players: 2-6. Country: German. Duration: 30 mins. Desc. by Eamon.

Card game, featuring characters from a world of fantasy. Players combine their creatures into a 'Dream Team' and take it in turn to pit their teams against each other in a game somewhere between ice hockey and a brawl (I have been told there is a difference :-) )  Special powers and special cards make the matches more interesting and less predictable.  This is a reissue of the earlier game Power Play.

 

Drueke's Solitaire. Published by W.M. Drueke & Sons. Box. Good. £0.75

Designer: W.M. Drueke. No. players: 1. Country: American.

A very nice wooden solitaire board with pegs which are kept in a compartment in the back of the board.  As well as the standard well known centre-hole solitaire problem this set also sets 6 other challenges which it says can be done.

 

Dungeons & Dragons: Dragon Quest. Published by TSR. 1992. Box. Several copies available:

1) Good. £3      2) Good - mostly unpunched. £3. 1 plastic figure substituted.

3) Good, unpunched. £4.50

4) Good but 1 edge show wear. £2.50. Some plastic figures substituted

Designer: Tom Lavely. No. players: 2-6. Country: American.

Special Note for all copies: Missing the 6 metal figures (though it is perfectly playable with the plastic figures).

Fantasy adventure board game which uses a simplified version of the Dungeons & Dragons system for use in several adventures which can be played out on a board with figures.  One player runs the scenario and has the detailed setup of the current adventure which the other players take characters into and try to defeat the evil monsters and get the treasure. Comes with 180 colourful cards which represent monsters, traps, treasure, equipment, spells etc, as well as 6 plastic figures, 6 'bonus' metal figures and around 90 stand-up cardboard figures.

 

Edison & Co. Published by Gold Sieber. 1998. Box. 2 copies available:

1) Good. £8      2) Excellent. £9

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

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

 

Elfenland. Published by Amigo. 1998. Box. Excellent. £19

Designer: Alan R Moon. No. players: 2-6. Country: German. Duration: 75 mins.

Superb game that won the German Game of the Year 1998. Players take the role of elven princes who must travel the lands of the elves visiting as many of the 20 cities as possible during the game.  Travel is by various unusual methods eg. elfencycle, giant pig, unicorn, or dragon.  Each turn transport markers are drafted and then placed on the various roads to indicate what type of transport may be used on that road, and then cards are played to move from city to city along the roads.  Simple but extremely effective mechanism.  The game works best with more rather than fewer players (so 5-6 is best).  Highly recommended.

 

Endless Plans - Forest. Published by Endless Plans. 1992. Packet. New. £1

Designer: Alan Hickling. Country: British.

16 sheets of A4 card showing sections of forest which can be cut up and positioned to form an endless variety of forest scenes.  Ideal for RPGs involving miniatures and forest adventures.  The forest sections include thick forest, forest paths, clearings of various sizes, buildings in the forest, rivers, fallen logs etc.

 

Euphrat Und Tigris - Wettstreit Der Konige. Published by Hans Im Gluck. 2005. Box. Excellent. £9

Designer: Reiner Knizia. No. players: 2-4. Country: German. Duration: 45 mins.

Card game version of the highly regarded tile laying game Euphrat und Tigris. Players place leaders of four types into kingdoms and play cards into the kingdoms in order to claim victory points, and build ships which generate victory points for leaders of the corresponding colours.  Players must ensure they get a balance of victory points in all four colours as only their lowest scoring colour counts at the end of the game.

 

Fantasy Forest 3: Shadowcastle. Published by TSR. 1983. Book. Good. £1.50

Author: Michael Gray. No. players: 1. Country: American.

Softback, 19x13cm, 76 paragraphs. Fighting Fantasy style solo game book for the younger reader.  No dice are used, the reader just makes decisions at the end of each page, which determines which page should be read next.  In this book you are Molly, a brave girl who together with Thistle the halfling wants to rescue your friends from Shadowcastle.

 

Farfalia. Published by Da Vinci. 2004. Box. Several copies available:

1) In shrink. £6.75      2) Excellent. £6.50      3) Good. £6.25

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

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

 

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

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

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

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

 

First Book Of Chess Strategy. Published by The Chess Player. 1976. Book. Good. £4

Author: G.M. Lisitsyn, B. Cafferty. Country: British.

Softback, 21x13cm, 96 pages. This book covers: Elements of Chess Strategy, The Placement of the Pieces, Absolute & Relative Strength of the Pieces, Mobilisation of the Pieces and Centre Pawns, Driving Back the Enemy Pieces, Exchanges, Weakening the Opponent's Position, Limiting the Opponent's Counterplay, Assessing the Position, Chess Theory is not Dogma.

 

Second Book Of Chess Strategy. Published by The Chess Player. 1976. Book. Good. £4

Author: G.M. Lisitsyn, B. Cafferty. Country: British.

Softback, 21x13cm, 71 pages. This book covers: Bad Bishops & Square Weaknesses, Blockade of a Flank, The Pin & Half Pin, A Piece Out of Play, Seizing the Seventh Rank, Open Lines, Breakthrough & Undermining, The Pawn Chain & Planning, Blockaded Pawns, Defending Difficult Positions, Double Edged Positions.

 

Flight. Published by Pepys. ca.1955. Box. Fair. £4

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

Special Notes: Box has been repaired and taped, cards show some wear.

Card game, 44 cards illustrating air routes. Players compete to collect complete routes, planes and landing sites. 1950’s aircraft pictured on many cards.

 

Fore. Published by Oneliner. 1987. Box. 2 copies available:

1) Excellent. £1      2) Good. £0.60

Designer: Unknown. No. players: 1-4. Country: British. Duration: 90 mins.

Very nicely made golf game with an attractive 18 hole course laid out on three boards. The game system lets you decide which club to use, and a dice roll and a card draw vary the result.

 

Friedrich. Published by Histogame. 2004. Box. Good. £18

Designer: Richard Sivel. No. players: 3-4. Country: German. Duration: 2.5 hours.

Very highly regarded multiplayer wargame set on the eve of the Seven Year War.  Friedrich tries to maintain the Prussian empire while the rest of Europe fights him.  The rules are not complex, and a set of cards drives play and is also used to resolve battles.  Each nation has its own set of victory conditions, with less powerful nations having easier goals.  Wooden components.

 

Frogger. Published by Milton Bradley. 1982. Box. Good, but one box corner faded. £2

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

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

 

Fürstenfeld. Published by 2F Spiele. 2020. Box. In shrink. £25

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

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

 

Galactic Emperor. Published by Crosscut Games. 2008. Box. In shrink. £26.50

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 Big Expansion. Published by Rio Grande Games. 2008. Box. In shrink. £36

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

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: boards and pieces for a 5th player; new alternate ship boards; an assortment of new and innovative ship components; cards to give experienced players a handicap; new adventure cards; cards which allow players to mess with others' ships and lots more. Highly recommended if you like the base game.

 

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

Good, but cover shows some wear. £1.50. Author: Gyles Brandreth. No. players: 1+. Country: British.

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

 

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

Good. £9. Author: Unknown. Country: British.

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

 

Gem Dealer. Published by Gryphon Games. 2008. Box. In shrink. £16

Designer: Reiner Knizia. No. players: 3-5. Country: American. Duration: 40 mins.

Card game - a reworked version of Reiner's earlier game Attacke.  Players use cards to bid for gems in an interesting and clever way. Comes with very attractive plastic gems which are the prizes players want to win.

 

Genius. Published by Games Team Ltd. 1988. Box. Excellent. £2.50

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

Although this is a general knowledge game based on the Guinness Book Of Records, it has some interesting features, such as a quite thick book containing about 100 full colour pictures all of which are quite stunning in their own way. As well as normal questions from a card, sometimes questions are asked about these amazing pictures.

 

Get Bit. Published by MayDay. 2006. Box. New. £11.50

Designer: Dave Chalker. No. players: 2-6. Country: American. Duration: 20 mins.

Light and fun card game which uses simultaneous card play in a race to stay alive.  Each player has a swimmer figure with removable limbs. Cards are played and swimmers moved, and the shark takes a chunk out of the rearmost swimmer - a limb being physically removed from the figure! The last swimmer left alive gets to the beach and survives.

 

Ginny-O. Published by Peter Pan. 1981. Box. Good. £1.50

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

Special Notes: Photocopied rules

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

 

God's Playground. Published by Treefrog Games. 2009. Box. In shrink. £30

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

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

 

Grand National Derby. Published by Piatnik. 1996. Box. Good. £6

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

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

 

Guerilla. Published by Avalon Hill. 1994. Box. Good. £13

Designer: Neal Schlaffer. No. players: 3-6. Country: American. Duration: 1-4 hrs.

War based multi-player card game with some very good ideas. Players control the forces in a Third World country's struggle for independence .  Players secretly back either rebels or government but there are chances to score VPs by winning a battle even if it won't help your side in the end as it may give the player the use of a valuable resource such as an airfield.  It is also possible for the U.N. to intervene and stop open warfare in which case the Secret Police come into their own... Bookcase box.

 

Haselwurz Und Baerenklau. Published by Murmel. 2005. Box. New. £16

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

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

 

Hokej 92. Published by Templum. 1992. Box. Good. £14

Designer: Premysl Chmelar. No. players: 2. Country: Czechoslovakian. Duration: 1 hr.

Ice hockey game. The box is full of components and assembles into an ice hockey board and stadium - the game is played inside the box. There are many dials for time left, penalty time and scores, as well as two large playing boards each with 12 dials which the players use during play to control their players.  Includes two rulebooks, one of which is full of illustrations to make sure the rules are understood correctly.  Most unusual item. Unfortunately once assembled there is so much stuff, the box no longer closes properly!

 

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

1) New. £2.50      2) Excellent. £2.00

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

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

 

How To Go Collecting Model Soldiers. Published by Patrick Stephens Ltd. 1971. Book.

Good, but dustcover shows some wear. £2.75. Author: Henry Harris. Country: British.

Hardback with dustcover, 22x14cm, 200 pages. The main focus of this book is on collecting model soldiers, but there is also a chapter on wargames, including a simple set of rules for miniatures wargaming.  The book has plenty of black and white pictures and covers: Planning a Model Army, The Sinews of Model War, Headquarters Staffs, Cavalry, Infantry, Artillery, Supporting Arms & Services, 'With Drums Beating', 'And Colours Flying', Transport, Armoured Fighting Vehicles, Sea Air & Civilians, Displays & Exhibitions, Wargames, Hints & Tips for Making up Models.

 

Hullabaloo. Published by Paul Lamond Games. 1993. Box. Good. £1.50

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

Party game.  A variant on charades in which by default only noises may be made to communicate to team members what must be guessed.  However, sometimes both teams get to perform simultaneously, and it is also possible to hand in a token to force a hard turn to be performed by the opposing team.  Tokens can also be played to allow you to interfere with your opponents by making counterproductive noises or to make it easier by allowing gestures to be made. In addition sometimes the volume at which the noises must be made is specified too!

 

Hydra. Published by FX Schmid. 1991. Box. Good. £8

Designer: Gilbert Levy. No. players: 2-6. Country: German. Duration: 25 mins.

Tile laying game in which the tiles show the heads, snaking necks and splitting bodies of numerous hydra. Tiles are laid and points are scored whenever a hydra is completed - the more heads the hydra has the higher the score.

 

IAGO. Published by Spear's Games. 1984. Box. Good. £2.75

Designer: Alex Randolph. No. players: 2. Country: British. Duration: 30 mins.

Intense word game for two players with time pressure a major factor.  The board is a neat design which makes it especially easy to remove tiles.  The letter tiles are double sided, and one player plays words blue side up and the other plays red side up.  The objective is to try to keep more letters of your colour on the board than your opponent, but tiles can be stolen and reused and thus flipped over.  Once you have more tiles than your opponent on the board then flip the sand timer and relax for a moment!  Another display shows how many more times you can let the sand run out than your opponent.  If this reaches the end of the scale you lose.

 

Ice Lake 2nd Edition. Published by Live Oak Games. 2007. Box. In shrink. £14

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.  Noone 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 clever.

 

Illya Kuryakin Card Game. Published by Milton Bradley Games. 1966. Box. Box has faint brown stains. £1

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

TV Tie in game from the series 'The Man From U.N.C.L.E.'. The game is an unusual sort of set collection game, in which players try to get one each of the letters in U.N.C.L.E. in front of them, and ideally ones with high numeric values too.

 

Image. Box.  2 editions available:

1) Published by 3M. 1972. Good. £3.50
2) Published by Avalon Hill. 1979. Good. £3.50

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

Card game. Players think of a historical or fictional character, and by playing cards the other players build up information about that person, with the cards providing clues to the identity.  Cards might include the country the person lived in, the century, the activity they were famous for, fictional / non fictional etc.  Points are scored for successfully playing cards and it is also possible to challenge a player if you think they have no-one in mind who fits the cards.

 

In The Money. Published by Gardner Group. 1989. Box. Good. £15

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

Interesting promotional business game, subtitled "The City Of London Send-Up Game".  Players choose a career from banker, lawyer, stockbroker, accountant or property dealer, and try to make it rich.  Players must assemble a good team to help them advance.  The game features blackmail, stress, death, nepotism and luck! Made by a City of London consultancy company at the height of Thatcher’s boom.

 

Jotto. Published by Selchow & Richter. 1973. Box. Good. £2.75

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

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

 

Just The Job. Published by Spear's Games. 1993. Box. Good. £2.50

Designer: Chris Quinlan, Deborah Allan. No. players: 3-6. Country: British.

Players are given job cards (eg. dentist, prime minister etc), adjective cards (eg. sadistic, trustworthy), and object cards (eg. pitchfork, briefcase), and players match them up into sets by drawing cards and swapping with other players.  It is also possible to challenge other players' sets and the first player to make up three sets of cards wins the game.

 

Keltis: Der Weg Der Steine. Published by Kosmos. 2009. Box. Excellent. £9

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

A reworking of the 2008 Spiel des Jahres winner, but this time in a small box and with no board or cards! In this game tiles are drafted and are added to a player's display if possible or set aside for others to draft if not.  The tiles are numbered and come in five colours, and each player can start a row in each colour, which must be in either increasing or decreasing order, thus limiting what else may be placed in that row on future turns. Some tiles also have special symbols. Rows score more the longer they are - a very short one being worse than not having started that row at all.

 

Kingsburg. Published by Stratelibri. 2007. Box. In shrink. £32

Designer: Andrea Chiarvesio, Luca Iennaco. No. players: 2-5. Country: Italian. Duration: 90 mins.

Resource management and development game set in a a fantasy kingdom.  Unusually for this type of game, play is dice driven - players roll a set of three dice which they can split up as they feel fit to claim spaces.  Each space gives benefits or resources, the higher the number of the space the more advantageous the space, though the harder it is to claim.  Players can spend resources to construct buildings on their individual board and gain new benefits as well as VPs. After every three rounds an enemy attacks the kingdom and the players need to have built up strong enough defences to resist them, otherwise there can be unpleasant consequences.  The player with most VPs at game end wins.

 

Know The Game: Patience Games. Published by Educational Productions. ca.1978. Book. Good. £1.50

Author: David Parlett. Country: British.

Softback, 13x20cm, 48 pages. Produced in collaboration with Games & Puzzles Magazine. After an introduction and extensive glossary, the books covers 19 one pack patiences, and 19 two pack patiences.

 

Koala. Published by Red Glove Edizioni. 2006. Box. Excellent. £4.50

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.

 

König Der Maulwürfel. Published by Zoch Zum Spiele. 2002. Box. Excellent. £14

Designer: Guenter Buerkhardt. No. players: 2-4. Country: German. Duration: 20 mins.

A most unusual and bizarre concept, with a rather psychedelic backstory of dice-spitting aliens. This is a race game, in which dice are used to race, but not by rolling them to obtain a movement allowance. Instead wooden dice towers are used and the dice are rolled from the tower and the player's marker is then moved to where the dice ends up! Each round the players get to select the type of dice and the dice tower they wish to use this turn. Obstacles need to be avoided and markers must be passed around so sometimes a short roll is needed, and sometimes a long one. Unique idea.

 

Kommissar X. Published by Amigo. 1992. Box. Good. £7

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

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

 

Leave One. Published by Valco. 1967. Box. Excellent. £3

Designer: Unknown. No. players: 1. Country: American. Duration: 10 mins. Desc. by Eamon.

Very nice item from the sixties "a relaxing game for the busy Executive" as it says on the box. The board is a triangle shaped grid of 15 holes, into which you place 15 metal pegs, rather like large Cribbage pegs. The object is to jump pegs in such a way that you end up with one peg left in hole number one. A variation of Solitaire, but beautifully produced.


Lemming Mafia. Published by Mayfair Games. 2009. Box. In shrink. £24

Designer: Michael Rieneck. No. players: 2-6. Country: American. Duration: 20 mins.

Race game in which the players are given an assignment which they must try to fulfil, as well as getting to bet on which lemming will first make it off the cliff. Play involves using dice to determine which lemming may be moved and sometimes a lemming will be given 'concrete shoes', though they can be removed again with a jackhammer! Daft fast fun.

 

Liberté. Published by Valley Games. 2010. Box. In shrink. £40

Designer: Martin Wallace. No. players: 3-6. Country: Canadian. Duration: 2 hrs.

2nd Edition. Liberté is an election game set at the time of the French Revolution. In it the three main factions (Girondins, Jacobins and Royalists) try to gain control of the Government. The players strive to be the most effective backer of the winning side.  Play is card driven, and wooden blocks are placed on the board with clever stacking rules.  The game can end in several ways so you have to watch out in case there is an unexpected ending which may well foil your plans. An interesting twist on the majorities in regions mechanic, and well regarded.

 

Lobo / Lobo 77. Published by Amigo. 1993. Box. New. £4.50

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

Family game of the same general type as Uno.  Players start with 3 chips and a hand of cards and take turns playing a number card and adding its value to the current count.  If the result is a 'double number' eg. 22, 33 etc, then the player loses one token.  If the count reaches or exceeds 77 this ends the hand and the player who made this happen loses all their chips, and will be out if they have to lose any more chips, but the hand is restarted at 0. There are also special cards which reduce the count, change the direction of play, force the next player to play two cards etc.

 

Looting London. Published by Fred Distribution. Box. Excellent. £16

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

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

 

Lumberjack. Published by Schmidt. 2002. Box. Good. £15

Designer: Alan Moon, Aaron Weissblum. No. players: 2-5. Country: German. Duration: 30 mins.

A collection of 4 games which can be played with the same components: 100 chunky stackable wooden logs in five colours, and 10 tower caps.  In the main game a circular pile of logs is built up and then players take turns building towers one log at a time, but only using currently accessible logs.  Players can also choose when to score.  Surprisingly tactical.  Other games include a dexterity element, or building pyramids or log cabins with the logs, which alters the scoring rules and the tactics involved.

 

Maestro. Published by Hans Im Gluck. 1989. Box. Good, but 1 corner taped. £9.50

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

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

 

Manager. Published by Hexagames. 1991. Box. Good. £27

Designer: Peter & Waltraud Pfeifer & Burkhard Munchhagen. No. players: 3-6.

Country: German. Duration: 75 mins.

A great business game in which each player manages a company.  The primary mechanic is setting the price of your goods each round. This is done secretly, and then everyone reveals their prices. The lowest always sells, as do any up to a certain amount above the lowest, and then any up to a certain amount above that, and so on, but if there is ever a sufficiently large price gap, then no players above that gap will sell anything.  In addition there are upgrades which can be bought to make it cheaper to produce goods, and a stock market display tracks how well the companies have been doing - you can buy stock in your own or other companies and this can be just as profitable as the selling!


Mancala. Box. Several editions available:

1) Mancala. Published by Pressman. 1997. Good. £3. Country: American. The board is made of wood, and folds up as well,  making this set quite portable as well as attractive and sturdy. The playing pieces are 'flattened marbles', with a swirl of colour within glass. Nice set.

2) Mancala. Published by University Games. 1995. Good. £3. Country: American. The board is hand crafted wood, made in Asia.  The pieces are small coloured stones.  The rules include general rules as well as the Egyptian, Nigerian and Ethiopian variants. Very nice set.

3) The Mancala Game. Published by Spears. ca.1976. Good. £1.75. Country: British. Made with small wooden balls to act as the stones in the African original.

4) The Traditional African Game Of Wari. Published by Unknown. Good. £2.25. Rules by R.C.Bell. Country: British. The 'stones' are wooden in this set, and the board made out of sturdy black plastic

No. players: 2. Duration: 15 mins.

Classic abstract game, very popular in many African countries. Players take turns to ‘sow’ stones into hollowed out spaces around the board.

 

Medieval Merchant. Published by Rio Grande. 1998. Box. Good. £17

Designer: Christwart Conrad. No. players: 2-6. Country: American. Duration: 90 mins.

Players build trade routes across medieval Germany trying to build the most powerful trade network.  The cities have spaces into which the players can place markers, with points being awarded for control.  However, dominance in the cities will often need to be sacrificed in order to improve your network further to reap greater profits.  Rumour has it that it was originally a train game, and it does feel a little like one.  Plenty to think about with opportunities for clever play.

 

Medievalia. Published by Giochix.it. 2007. Box. Excellent. £9.50

Designer: Michele Quondam. No. players: 2-4. Country: Italian. Duration: 2 hr.

After 10 years of service for the King you have been granted a small estate, but to your horror your worst adversaries have been granted neighbouring estates.  The players build up their estates increasing the number of cultivated fields, and the population, and then start constructing buildings and training their people into specialist professions, and finally armies are built with which to defend and expand your borders. Game play uses cards which require resources to play, and produce resources once in play.

 

Melee. Published by Sterling Games. 1985. Box. Good. £8

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

Tile drafting word game.  Each player has a board with a 5x5 grid onto which they will place letters.  There is a common pool of 8 tiles players can draft from openly, and each player also has a personal pool of 4 tiles.  Players take it in turns to add a letter to their board trying to create as many 3-5 letter words as possible.  The tiles come in 4 colours, and there is a bonus for using a single colour of tile to make a word.

 

Metropolis. Published by Ravensburger. 1984. Box. Good. £20

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. Recommended.

 

Mogul. Published by Spiele Aus Timbuktu. 2002. Box. Excellent. £12

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

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

 

Monastery. Published by Ragnar Brothers. 2008. Box. In shrink. £18.50

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

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

 

Monster In My Pocket Battle Cards. Published by MEG. ca.1990. Box. Good. £0.50

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

Top trumps style game in which the cards all show monsters of all sorts with ratings for Intelligence, Strength, Speed and Limitations, as well as card point values.  Players take it in turn to challenge each other using the various attributes in order to win their cards.

 

Munchhausen. Published by Abacus. 1996. Box. Good. £3.50

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

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

 

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

Good. £5. 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.

 

Neolithibum. Published by Fun Connection. 1992. Box. In shrink. £9

Designer: Harald Bilz & Peter Gutbrod. No. players: 2-6. Country: German. Duration: 40 mins.

Balancing + strategy game in which the building pieces are assorted stones and pebbles! As with the other games in this series there is a reasonable amount of silliness, but some good game mechanics as well. Players are cavemen, trying to build an altar in honour of their god Bottiburp. This is done by playing cards and collecting / stealing food tokens and constructing the altar with stones.  However when a stone is about to be placed other players may play a card which imposes a handicap (eg. add the stone to the altar while touching your nose to the table). Other games in the series are Pfusch and Burp.

 

Never A Dull Moment. Published by Walker Books. 1983. Book. Good. £1.20

Author: Sue Tarksy. Country: British.

Hardback, 27x22cm, 93 pages. An activity and games book for children.  The activities include Juggling, Knots, Making Masks, Puzzles, Riddles, Magic Tricks etc.  There are a few fairly basic board games included too (of the roll and move variety).

 

Never Call Retreat. Published by 3W. 1983. Box. Good. £2.50

Designer: George Schandel. No. players: 2. Country: British.

Boxed version of the game from The Wargamer Issue 25, but with mounted mapboard and a bookcase box.  Simulation of the 1st day of Gettysburg between the Army of the Potomac and the Southern forces of the Army of North Virginia. Hexes are 200 yards across, turns represent an hour and the game focuses on the operational aspects which distinguish the battle from other ACW battles.

 

Okolopoly. Published by Ravensburger. 1984. Box. 1 Box corner split. £8.50

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

Ecological game with an incredible board that would never be made today (it would be deemed too expensive). It is extra thick so that dials could be placed 'inside' the board. Each player is a member of the ruling party, and there are two scenarios to try - an industrial nation or a developing nation. Players change the numbers on the various dials, but this can have knock on effects, eg. upping Production increases Waste which in turn decreases Standard Of Living, which then reduces the number of action points available next round. The game can also be played with event cards if you wish.  Sometimes the game ends in an environmental disaster.

 

Ostfriesenlauf Solo. Published by Clicker Spiele. 2010. Box. New. £6

Designer: Stephan Riedel. No. players: 1. Country: German. Duration: 15 mins.

Themed to match one of Stephan's earlier games (which was an unusual race game), this is actually a set of 16 solo puzzles which make use of the cards previously used for the race game. The cards all move the playing pieces in different ways depending on their current positions, and the puzzles involves using a small number of cards in the right order to get the playing pieces into particular positions. You do not need to own or know the original game to make use of this.

 

Oxford: The Great Oxford Game Of The English Language. Published by Jumbo. ca.1995. Box. Good. £6

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.

 

Pancho Villa Dead Or Alive. Published by Sierra Madre Games. ca.2009. Ziplock Bag. New. £7

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

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

 

Pandemic: On The Brink. Published by Z-Man Games. 2009. Box. In shrink. £19.50

Designer: Matt Leacock. No. players: 2-5. Country: American. Duration: 45 mins.

Expansion to the excellent cooperative game of saving the world from disease outbreaks.  You will need the base game to make use of this.  This set adds new role cards, allows a 5th player to join in, and introduces three new scenarios, which make the game harder.  One involves a player controlling terrorists who are in possession of an additional deadly virus, another introduces a mutating fifth disease, and the last makes one of the standard diseases extra virulent.  Also includes petri dishes for storing the pieces from the base game.

 

Phlounder. Published by 3M. 1962. Box. Good. £6

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

Bookcase boxed game, one of the obscurer 3M titles. A word game where speed of thought is important. The metal bell push, used between rounds, is frighteningly efficient!  Play involves making words using tiles, but the words need to be of the length and type (eg. 4 letter verb) indicated by special dice for that round.  When someone manages this then other players can assist with incomplete words other people have in front of them.

 

Point Zero. Published by Juventus Toys & Games. 1978. Box. Good but corners taped. £8

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.

 

Polarity. Published by EKOS. 2008. Box. In shrink. £20

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

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

 

Poleconomy. Box. 2 editions available:

1) Published by Spears. 1989. Good. £2.50. There is a label removal mark on the lid

2) Published by Woodrush. 1983. Box. Good. £1. First edition made by the designer’s own company.

Designer: Morton Blitz. No. players: 2-6. Country: British. Duration: 2hrs +.

Players try to become both tycoons and politicians, gaining political power and money.  The players buy and sell UK businesses (real companies are represented), invest in insurance, buy bonds and make takeovers. High inflation and commercial failure can cause problems though, and taxes have to be paid. As politicians the players try to get elected to government and ultimately become Prime Minister, who can affect the financial position of all players.

 

Pro Football. Published by 3M. 1966. Box. Good. £6

Designer: Unknown. No. players: 2. Country: American. Duration: 90 mins. Desc. by Eamon.

Special Notes: One of the 3 defence type cards has been replaced, and the magnetic marker is also not the original one - still entirely playable though.

Rarely seen 3M sports game in one of their trademark wrap-around plastic boxes. A head-to-head, non-statistical American Football game. The offence chooses a type of play and the defence reveals if they guessed the general direction of the play. Dice are then rolled on a chart that allows for most variations of the play that can follow. Also later published as Thinking Man's Football.

 

Professional Texas Hold'em Poker Set. Published by Sabine Trend. ca.2005. Tin Box. New. £5.25

Designer: Unknown. No. players: 3-6. Country: German.

This Texas Hold'em Poker Set comes in a metal tin, and includes: 200 12.25g professional suited poker chips (in 5 colours), a well made chip rack, a large felt mat, two decks of playing cards, a dealer chip and rules for Texas Hold'em. A very useful item for players of all business games even if Poker is of no interest, as using good quality poker chips speeds up any game which involves lots of monetary transactions - they are also very much nicer to hold than paper money too.

 

Puzzle Cube. Published by Lanlan Toys. ca.2010. Box. New. £3.50

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

Also called a 'Void Cube' This is very much like a Rubik's cube, except that each face of the cube has no central piece - you can see right through the middle to the other side.  Thus the normal mechanism inside a cube to let it all  rotate isn't there - it uses an entirely different and very clever design. As for the puzzle itself. it is slightly harder that a Rubik's cube as there are some configurations which don't look solvable to someone proficient with a normal cube (due to 'centre piece' parity issues).

 

Puzzlegrams. Published by Guild Publishing. 1989. Book. Excellent. £4.50

Author: Pentagram Design Ltd. No. players: 1. Country: British.

Hardback, 24x24cm, 184 pages. A different puzzle is presented on each page (solutions at the back).  These puzzles include mathematical, logical, word and lateral thinking problems, all presented very strikingly, and with few words needed to explain them. Great book for puzzlers.

 

Quarto. Published by Gigamic. 1991. Box. Good. £11

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

Beautifully made abstract game, with a polished wooden board and playing pieces. These pieces are so designed that they are each either light / dark, round / square, tall / short, solid / hollow. The objective is to get 4 pieces sharing a common attribute in a line.  The twist is that your opponent decides what piece you should play - you just have to make the best of what you are given.

 

Queen's Necklace. Published by Days Of Wonder. 2003. Box. Excellent. £7.75

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

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

 

Race Around Britain. Published by Ravensburger. 1992. Box. In shrink. £4

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

Players move around their playing piece on a map of Britain and answer questions to collect cards and tokens with the aim of being the first to get home.  Eamon Bloomfield set many of the questions.

 

Race The Wind. Published by Ghenos Games. 2007. Box. In shrink. £25

Designer: Velagiochiamo, Giulio Gallana. No. players: 2-5. Country: Italian. Duration: 1 hr.

Yacht racing game with nice components.  The game uses simple but ingenious rules without dice or cards to ensure an interesting but skilful race game which incorporates elements essential to yacht racing such as changing tactics with the shifting wind, using wind shadows and overlaps to your advantage, as well as cunning starting manoeuvres.

 

Railroad Dice + Germany + The Crossing. Published by Wassertal Spieleverlag. 2004. Box. Excellent. £36

Designer: Jens Kappe. No. players: 2-4. Country: German. Duration: 75 mins.

Special Notes: All in one box

Train game which unusually uses dice as the tracks.  The game is played on 8 mini boards each with a 7x7 grid for the dice-tracks to be laid on. Players build tracks for various rail companies and obtain shares in these companies, and try to connect up to other stations in order to transport as many passengers as possible.  Each turn a selection of dice are rolled and the results can be used as tracks, or to obtain shares.  The game gives plenty of options and tactical decisions. This set includes the Germany expansion - which uses new rules and is played on a large board provided. Also includes The Crossing, a mini expansion.

 

R-ECO Recycle. Published by Kawasaki Factory. 2010. Box. New. £11

Designer: Susumi Kawasaki. No. players: 2-4. Country: Japanese. Duration: 15 mins.

Card game - a sequel to the original R-ECO (this is not the same game). Players are rubbish collection companies and there are four types of recyclable garbage and four different recycling centres for these types. Each round players can either deliver one card openly to the correct site, or deliver any number of cards face down to a single site in which case it need not be all the correct type of junk.  Each site has an overseer position and there is also an environmental protector. These roles are obtained when placing cards at a site, and will score points or get a penalty depending on whether the sites have been delivered to correctly or not. Thus the game involves some bluff as well as working out which roles you want to take on.

 

Remmi-Demmi. Published by Goldsieber Spiele. 1999. Box. Excellent. £9

Designer: Klaus Palesch. No. players: 4-9. Country: German. Duration: 30 mins.

Somewhat Pit-like game in which players frantically swap cards in order to complete a set. However, you can either collect cards of a single colour or cards all with the same symbol, thus adding an extra twist.  The game also comes with a rather neat electronic timer (which you could use for other games) with 120s and 70s settings.

 

Ring Board. Published by Spears. 1972. Box. Good, but box edges show wear. £1.50

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

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

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

 

Rio De La Plata. Published by Rio Grande Games. 2010. Box. In shrink. £33

Designer: Michele Quondam. No. players: 3-5. Country: American. Duration: 2.5 hrs.

The players represent the leaders of the main families of Spanish settlers who founded Buenos Aires.  The players need to cooperate enough to defend the city from natives but are in competition for the reputation required to obtain political offices and the governorship. To achieve this the players will use their workers to obtain money and resources, build buildings and perform various other actions.

 

Rockets. Published by Klee. 1998. Box. Good. £6

Designer: Chris Baylis. No. players: 3-4. Country: German. Duration: 45 mins.

Card game with a board to track the position of the players' rockets. The objective is to get your rocket to the moon first.  Cards are played onto a single pile - playing higher than the last card advances your rocket, and playing lower gets you more cards. Points are scored for having advanced your rocket well when the round ends, and are lost for cards still in hand.

 

Round Britain. Published by Pepys. ca.1960. Box. Good. £4

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

Card game, 44 cards in suits relating to the proximity of the places on them to London. A rummy variant that also gets across the recognition of road safety signs. Attractive pictures from around Britain as you would expect from this company.

 

Round Card Games. Published by UPL. ca.1939. Book. Good, wartime production paper. £3.50

Author: Clifford Montrose. Country: British.

Softback, 16x10cm, 90 pages.  A wartime collection of 24 card games: Rummy, Blind Hookey, Chinese Fan Tan, Coon-Can, Farmer, Four Jacks, Foursomes, Gaigel, Lottery, Matrimony, Nap, Poker, Pontoon, Put & Take, Quartette, Ranter Go Round, Red Dog, Rouge et Noir, Round & Round, Sift Smoke, Snap, Snip Snap Snorum, Speculation, Stung. The book also has interesting period adverts for other books.

 

Route 66. Published by ASS. 1994. Box. Good. £9

Designer: Wolfgang Riedesser. No. players: 2-5. Country: German. Duration: 45 mins.

Interesting card driven race game across the United States on Route 66. Players have a speedometer, which governs their speed (amount of movement) each turn, and cards are used to alter your own speed or alter someone else's speedometer. The aim is to collect state cards along the way, as the player who sees the most of the country will win - not necessarily the player who finishes first.

 

Rubik's Race. Published by Ideal. 1982. Box. Good. £6.50

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

Competitive 5x5 sliding block puzzle game.  A clever device generates a 3x3 random assortment of colour squares (like the side of a muddled up Rubik's cube) and players must match this pattern with the centre 3x3 area on their individual sliding block board. Players have to think and move fast to beat their opponent to it.  Very intense but good fun. Recommended.

 

Rugger Final. Published by Tracker Books. 1978. Book. Good. £6

Author: Stephen Leslie. No. players: 1. Country: British.

Softback,13x20cm, 80 pages. A most unusual game-book. This is a rugby game for one player - a sort of cross between a paragraph game book and a Lost Worlds book. The reader is given a commentary on what is happening in the game and then must decide how to react, which indicates which page to go to next, and so the game proceeds. The reader keeps score on paper. The final scores can vary with every play. Neat.

 

Rumis 2nd Ed. Published by Murmel. 2003. Box. New. £23

Designer: Stefan Kogl. No. players: 2-4. Country: Swiss. Duration: 30 mins.

Each player has a selection of 3D pieces made from wooden cubes stuck together.  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. On the German Spiel des Jahres nominations list for 2003.  Recommended.

 

Rumis +. Published by Murmel. 2006. Box. In shrink. £19

Designer: Stefan Kogl. No. players: 2 / 5-6. Country: Swiss. Duration: 30 mins.

See Rumis above. This is a standalone 2 player game or allows play with 5-6 players with the base set.

 

Salamanca. Published by Zoch. 2006. Box. In shrink. £18

Designer: Stefan Dorra. No. players: 2-5. Country: German. Duration: 1 hr.

Set in the heart of old Spain, the players develop estates which they can then use to score points throughout the game. The game uses an interesting action and turn order system, and there are times when players need to compete strongly for particular areas of land, and being able to judge those situations and come out ahead is key. The game uses tiles and cards. Recommended.

 

Savage Attack: A Players Guide To Rage. Published by White Wolf. 1995. Book.

Good but cover lightly creased. £1.75

Author: Campbell, Greenberg, Inabinet, Teeuwynn, Tinny & Wieck. Country: American.

Softback, 21x14cm, 208 pages. Players guide to the Rage CCG, which is set in White Wolf's World of Darkness where werewolves and vampires prevail.  The book includes an intro (with illustrated story) and designers’ notes, as well as play strategies, background information on the World of Darkness, and the concept of adding Storytelling to your Rage games.  Complete card lists, expanded rules and a short story complete the package.

 

Scroll. Published by Kamkodi Ltd. 1987. Box. Good. £5

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 Hunt. Published by Merit. 1960. Box. Box Poor, Contents Good. £7

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

Very rare TV related game, based on the underwater adventure series that made a star of Lloyd Bridges. Each player is a skin diver attempting to recover treasure from a sunken ship.

 

SHOC. Published by Chad Valley. ca.1955. Box. Good for age (2 corners taped). £2

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

Special Notes: Copyright is 1944, but also appointed to HM. the Queen, so must be 1953 or after.  Includes 2 (modern) packs of cards.

Stocks and shares game. Playing cards decide the rise and fall of share prices. Rules assume you have two packs of cards in the house (ie. not supplied with the game). One pack represents shares in the 4 suits and the other is used to change the share prices, which are recorded on dials.  Players take turns to act as the broker, buying and selling shares to the other players, until the dials indicate the market closes, and then the next player gets a chance as broker. Name comes from S (Spades), H (Hearts), <> (Diamonds, vaguely O shaped) and C (Clubs).

 

Signs Up. Published by Parker Bros. 1981. Box. Good but box a bit grubby. £0.90

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

Children's game - 6-10 year olds suggested.  7 shop signs have got muddled up and the players try to correct this by moving around the board to the shops, collecting part of the sign which is wrong and taking it to the correct shop where a reward is received and a new sign-part collected.  Movement is by card play, and the cards have an incomplete rhyme / a sum which indicates the number of spaces to move.  Player with most money when all the signs have been corrected wins.

 

Sixteen Gambling Games In Twenty Minutes. Published by Eyre & Spottiswoode. ca.1910. Book. Good. £7

Author: Double You. Country: British.

Softback, 17x11cm, 63 pages. This book gives the rules to the following card games which you can play for money: Baccarat, Chemin-de-fer, Banker, Dupe, Fan Tan, Hearts, Jolly Farmer, Nap, Poker (Draw, Whiskey & Stud), Rummy, Schnautz, Slippery Sam, Solo Whist, Vingt-et-un.

 

Sky High. Published by Jumbo. 1993. Box. Good. £10

Designer: Manfred Franz. No. players: 2-6. Country: Dutch. Duration: 30 mins.

Family game in which you compete to get your balloons from the ground to the clouds, avoiding the crows with their sharp beaks. A special coloured die is used, and players’ identity (the colour of the balloons they have an interest in) is kept secret, so there is scope for bluff as well as tactical movement. Also each tile shows balloons of more than one colour so more than one person may have an interest in it.

 

Snow White. Published by Russell. 1965. Box. Excellent. £1.75

Designer: Unknown. No. players: 2-4. Country: American. Desc. by Eamon.

Card game, film related, licensed by Disney. 40 cards feature the main characters from the film in full colour. Unusual in that the game mixes elements of Rummy and Hearts in one game!  Unusual item.

 

Sound Tracks. Published by Living And Learning. 1987. Box. Excellent. £7

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

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

 

Star Wars Adventures Of R2-D2. Published by Parker. 1977. Box. Good, but 1 corner taped. £1.50

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

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

 

Super Star T.V. Sports. Published by A.R.C.. 1980. Box. Box shows wear. £1

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

A set of 12 different sports games all popular on American TV: Soccer, Basketball, Track, Skiing, Baseball, Hockey, Football, Boxing, Golf, Auto Racing, Bowling, Tennis. The set includes 3 game boards with areas for each of the games. The games are all fairly simple, with 1-3 pages of rules per game, but not entirely trivial, having some card play decisions or for the motor racing game acceleration decisions etc. The bowling game is table skittles.

 

Take 12. Published by Phillips Publishers. 1959. Box. Box worn. £2.50

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

Nice item, a variation of Shut The Box, with a felt board on which two dice are rolled. The number thrown can be used in a variety of ways to 'close off' numbers on the board (which go from 1 to 12). These numbers are represented by 12 unique dice, each with its own number on three sides, 2 blank sides and one with a single dot.

 

Take The Test. Published by Peter Pan. 1967. Box. Good. £3

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

Special Notes: 1 out of 42 road sign cards is missing - this does not affect play. The box shows some wear and there is a quite large label removal mark.

Very nice sixties-looking game, with 6 plastic vehicles and a large working set of traffic lights that sits in the middle of the board (you press a button and the 'lights' change in each direction - really neat).  Players drive around the board earning points by answering questions about the Highway Code in three categories: road signs, picture puzzles and regular questions. Of course it is out-of-date now but a nice item from that time.

 

The African Campaign. Published by Jedko. 1973. Box. Box corners taped. £5

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

Special Notes: The base of the box shows some indentation due to stacking

First edition, in a long, thin box. Various battles and campaigns by Rommel’s Afrika Korps in WWII. The map covers from Alexandria to just east of Tripoli. Units are from brigade to divisional level. The game is rather like an advanced version of Avalon Hill's Afrika Korps. Basic rules are 7 small pages long, with 1.5 pages of additional optional rules.

 

The Book Of Card Games. Published by William Clowes & Sons. ca.1900. Book. Good. £10

Author: Prof. Hoffmann. Country: British.

Special Notes: Shows some wear and a little discolouration, but sound.

Hardback, 20x14cm, 311 pages.  Collection of card games rules from this expert, who produced many card game books.  The book uses a small typeface, and includes some diagrams.  The book covers: All Fours, Baccarat, Bezique, Blind Hockey, Boston, Brag, Cassino, Catch the Ten, Commerce, Cribbage, Ecarte, Euchre, Faro, Hearts & Heartsette, Lansquenet, Loo, Napoleon, Newmarket, Ombre, Patiences (x18), Piquet, Poker, Pope Joan, Quinze, Ranter Go Round, Rouge et Noir, Slobberhannes, Solo, Speculation, Spinado, Spoil Five, Thirty One, Vingt Un, Whist (50 pages).

 

The Great Cat Game Book. Published by Michael Joseph. 1985. Book. Excellent - unpunched. £8.25

Author: Erika Bruce. No. players: 1+. Country: British.

Softback, 28x21cm, 56 pages.  A collection of parlour games, word games, street games, cat board games and constructable items (a Halloween cat, a finger puppet, a cat on a pole) and more.  Everything is cat related and illustrated in colour with period cat drawings.  There are many precut items which you can push out in order to play the games or make the models etc.  Very nicely produced item.

 

The Official Master Mind Handbook. Published by New English Library. 1976. Book. Good. £1

Author: Leslie H. Ault. Country: British.

Softback, 18x11cm, 136 pages.  This book goes into detail on the logical reasoning and psychological factors involved with the code breaking game of Master Mind. The book covers the skills of code breaking, code setting strategies and methods, expanded versions of the game and tournament play.  There are lots of Master Mind puzzles for you to solve too.

 

The Oxford History Of Board Games. Published by Oxford University Press. 1999. Book. Excellent. £35

Author: David Parlett. Country: British.

Hardback with dustcover, 22x14cm, 386 pages. Rare book by this expert on card games. An academically written book which considers various categories of games and details the traditional games of that type from around the world. As well as the history and development of these games, the rules are also given in enough detail to play them. The categories are: Race Games, Space Games, Chase Games, Displace Games, Today's Games.

 

The Pocket Guide To Cribbage. Published by Thomas De La Rue. 1921. Booklet. Good. £6.50

Author: Cavendish. Country: British.

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

 

The Week-end Problems Book. Published by Cambridge University Press. 1932. Book. Good. £6.75

Author: Hubert Phillips. Country: British.

Special Notes: Many crosswords completed in pencil (they can be erased). A previous owner has neatly written in many additional puzzles in the blank end pages.

Hardback, 19x12cm, 334 pages. An excellent collection of puzzles and conundrums of all sorts. They fall into the following categories: Mathematical / Logical, Crosswords (American style), Word Puzzles, Bridge Problems, Chess Problems.

 

The World Encyclopedia Of Model Soldiers. Published by Frederick Muller Ltd. 1981. Book. Good. £10

Author: John G. Garratt. Country: British.

Hardback with dustcover, 28x22cm, 209 pages. Alphabetically sorted encyclopaedia of all things connected to model soldiers, from ancient times to present, including all known makers, in all different materials, with information about dioramas and just about everything else. There are a fair number of illustrations dotted throughout the book too.

 

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

Good but spine and edges show some wear. £11.50. Author: H.E. Dudeney. Country: British.

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

 

Toppo. Published by Rio Grande Games. 2005. Box. Excellent. £8

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.

 

Toscana. Published by Piatnik. 2001. Box. In shrink. £7

Designer: Niek Neuwahl. No. players: 2. Country: Austrian. Duration: 25 mins.

Rather nice tile laying game in which the players alternate playing a tile onto the board.  The tiles show the view of a Tuscan village from above, with the deep red roofs and gray of the ground.  Each tile has a mixture of roofs and ground on a 4x2 grid, and the objective is for one player to make as large a connected area as possible of roofs while the other player tries to make a large connected ground area.  Each player can also veto his opponent's play once in the game, forcing a different tile to be played at a crucial moment.

 

Tover Je Toverweg. Published by Opstelten Speelgoed. 2004. Box. Excellent. £11

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

Each year the wizards’ apprentices compete in a forest race to be the first to get to a magical destination.  The apprentices themselves are not permitted to use magic, but the wizard backing each certainly can.  The game is a tactical card game and there are several boards and different sets of rules, with one set for children age 3-4, one set for 5-7+ and one for ages 6-9+.

 

Trampelpfad. Published by Hexagames. 1989. Box. In shrink. £13

Designer: Joe Nikisch. No. players: 2-6. Country: German. Duration: 30 mins. Desc. by Eamon.

Very nicely made race game, with 6 fabulous wooden elephants and other wooden components. The elephants must load tree trunks and get them home, but the more they try to carry, the slower they may move. Do you make short, lightweight trips, or risk a heavy burden with less trips? A very nice item. Game play is driven by dice, but with lots of choice in how to use your movement points, with chances to hinder opponents too.

 

Tricky Safari. Published by Cwali. 2010. Tube. New. £21

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

A clever game with 10 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.

 

Twilight Struggle. Published by GMT Games. 2006. Box. 2 copies available:

1) In shrink. £31      2) Excellent. £29

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

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

 

Uptown. Published by Funagain Games. 2007. Box. In shrink. £14.50

Designer: Kory Heath. No. players: 2-5. Country: American. Duration: 30 mins.

Very clever game which is best for 2-3 players in my opinion.  The board shows a 9x9 grid which is labelled by row and column and 3x3 grid (so like an empty sudoku grid), and the players each have a set of tiles: one for each column, row and 3x3 grid and one wild tile. Each set is shuffled face down and players draw 5 tiles at a time, and take it in turn to place a tile on a corresponding space.  The objective is to keep your tiles in as few groups as possible.  There are plenty of options and a clever rule to allow taking over other players' spaces in certain circumstances. Simple rules, but many tricky decisions and very satisfying. Highly recommended.

 

Uruk - Wiege Der Zivilisation. Published by DDD Verlag. 2008. Box. In shrink. £14

Designer: Hanno & Wilfred Kuhn. No. players: 2-4. Country: German. Duration: 50 mins.

Card game in which the players build up their own civilisations. This is done by collecting invention cards to advance your empire's technology and gain advantages, collect resources and construct towns and cities. The gods can give assistance, but natural disasters can prove most unfortunate.  Very well received game.

 

Velo City. Published by Abacus Spiele. 2010. Box. Excellent. £16

Designer: Kevin G. Nunn. No. players: 3-7. Country: German. Duration: 45 mins.

Tactical dice based cycle racing game.  Each player has a team of cyclists with the objective of getting as many past the finish line in the top 8 as possible. Either a single dice can be used for a single rider on your turn, or several dice can be selected for a space where there are several riders. This way you will be more likely to move your riders further, but must also move others. Avoiding penalty spaces and judicious use of energy drinks contributes too.

 

Vendetta. Box.  Several available:

1) Published by Elfin Design. 1988. Good. £6. Original version.

2) Published by Parker. 1990. Good, but black tape on sides and base. £1

3) Published by Parker. 1990. Box shows wear. £2.50

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

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

 

Volldampf. Published by TM Spiele. 2001. Box. Excellent. £15

Designer: Martin Wallace. No. players: 2-6. Country: German. Duration: 90 mins.

Special Notes: Includes a set of home printed English event cards

Part of Martin Wallace's rail game series which started with Lancashire Rails and culminated in Age of Steam.  This game plays rather more like Lancashire Rails than Age of Steam, but has very nice components.  However, it has a few ideas of its own which make it different to the others in the series, and worth exploring for the train game fan.  All the games in this series are very good, and this is no exception.

 

War For Edadh. Published by WarriorElite. 2008. Box. In shrink. £16

Designer: A & N Pyne. No. players: 1+. Country: British.

Card based battle game in which the troops, champions, leaders, standards, and even the terrain and stratagems are represented by cards.  Designed to be tactically challenging, with minimal luck. The game includes 120 cards, and looks to play a bit like some CCGs but this is a standalone game, and can also be played solo.  If you have 2 sets you can play with more than 2 players.

 

Wide World. Published by Parker. ca.1970. Box. Good. £4

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

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

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

 

You Be The Judge. Published by Spear's Games. 1993. Box. Good. £3.25

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

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

 

Zahltag. Published by Ravensburger. 2002. Box. Good. £9

Designer: Franz-Benno Delonge. No. players: 2-4. Country: German. Duration: 40 mins.

Card game. Each player tries to win building contracts. Different contracts require different employees in number and type, and players secretly bid to fulfil the current contract (lowest gets it).  Players must make a null bid if they cannot fulfil it. Thus if a contract is hard to fulfil you can probably get away with a pretty high bid and make lots of money.  Workers who aren't working however have to be paid to keep them on contract and this can be expensive, so it is tricky to decide whether to go for a huge workforce (and lots of contracts) or a small one.  Some clever elements making a rather nice little game.

 

Zillionaire. Published by Milton Bradley. 1987. Box. Excellent. £3.50

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

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

 

 

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