MNG-AJM Games and Collectibles

 

Feb 2013 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? 

 

20th Century. Published by Rio Grande Games. 2010. Box. In shrink. £24

Designer: Vladimir Suchy. No. players: 3-5. Country: American. Duration: 100 mins.

Over six rounds the players seek to develop their country in a variety of ways - perhaps to become a financial centre, a centre of learning, or a technological power. In all cases, as well as these advances the players must manage their waste, as only when the environment and economy are healthy can you consider your country a success. Points are gained for quality of life in your country throughout the game as well as bonuses for income, research and the environment at the end. Game play involves the strategic purchase and play of tiles into your own area, as well as deciding how much you are willing to sacrifice to avoid unpleasant events. Recommended.

 

7 Wonders. Published by Repos. 2010. Box. In shrink. £28

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

Special Note: Includes mini expansion: The 8th Wonder: Bruxelles

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

 

A Gambling Box. Published by Redstone Press. 1992. Book. Excellent. £3.50

Author: Kate Pullinger. Country: British.

Hardback, 16x11cm, 144 pages. Originally part of a boxed set which included components for La Loteria and a Chinese Dream Interpretation booklet - these are no longer present. The book does cover a variety of gambling related topics, ranging from The Gambler's Lament from the ancient Indian Rigveda, through Sigmund Freud's thoughts on gambling to notes on Las Vegas, and somehow going via Balinese cock fighting and Apache playing cards. Quite a compilation!

 

Age Of Industry. Published by Treefrog Games. 2010. Box. 2 copies available:

1) In shrink. £25       2) Excellent. £23

Designer: Martin Wallace. No. players: 2-5. Country: British. Duration: 2 hrs.

Redeveloped and streamlined version of Brass, which takes about an hour less to play. Thus the game is still set in the industrial revolution, but this time in either New England or Germany (the board is double sided). The game is all about investing as effectively as possible to make profit. Cards are played to allow investments to be made on the board, and development tokens are used to allow access to more advanced technology. A major difference between this and Brass is that it is played over a single 'phase' rather than first having a canal phase and then a railway phase.

 

Air Charter. Published by Waddingtons. 1970. Box. Good. £5

Designer: Patrick Green. No. players: 2-4. Country: British.

Players operate air-freight businesses in the South China Seas. Players pick up goods and either deliver them on routine but not especially profitable routes or if they are suitably placed they can go for one of the urgent contracts which pay quite a bit better. Running your plane involves keeping your fuel level right but the more fuel you have on board the less freight you can carry.

 

Alpha Blitz. Published by WoTC. 1998. Box. New. £0.60

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

Card game, 108 cards, enabling you to play two different games. Alpha is an interactive anagram game with the set of letters you can use changing as the game progresses. Blitz is similar except that play is simultaneous so you have to see words which can be made from a set of letters quicker than the other players.

 

Altamira. Published by Zoch Zum Spiele. 2007. Box. In shrink. £12

Designer: Peter-Paul Joopen. No. players: 3-5. Country: German. Duration: 70 mins.

Set in prehistoric times, each day the players send out their hunters to either craft weapons for future hunts or to go hunting and hopefully bring back a good catch to score points. However, one must always take into account what your fellow hunters will do as they will certainly compete for the best prey. The game uses caveman meeples which all have a very generous head of hair! Cute!

 

Amun-Re. Published by Rio Grande Games. 2003. Box. 2 copies available:

1) Excellent. £16.50       2) Good. £15

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. Sacrificing can get you bonus actions, and also helps determine how good the harvest is. Pyramids are built to gain victory points.

 

Anagram. Published by Oxford Games. 1991. Box. Excellent. £3

Designer: Finch & Scott. No. players: 2-8. Country: British. Duration: 20 mins.

Deliberately designed to look old-fashioned, this is a word game using 90 well-made letter tiles. The letter tiles are used to make words, but can be stolen by other players in order to make different and longer words with a different base meaning.

 

Arkadia. Published by Ravensburger. 2007. Box. Several copies available:

1) In shrink. £16.50       2) Good. £14.50       3) Excellent. £15

Designer: Rüdiger Dorn. No. players: 2-4. Country: German. Duration: 1 hr.

Strategy game in which the players build up the city of Arkadia. Players introduce buildings and set their workers around the buildings in such a way that many workers will be able to work on several buildings. When a building is surrounded the workers around it get paid and the player who caused the scoring gets a bonus. Payment is with seals of different colours, and during the game the value of these seals fluctuates. They need to be sold to gain money which wins the game, but this can only be done a few times during the game. Clever placement and good timing are required to do well. Recommended.

 

Around The World In 80 Days. Published by Rio Grande Games. 2004. Box. 2 copies available:

1) In shrink. £21.50       2) Excellent. £18.50

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

Nominated for the 2005 German Spiel Des Jahres, this game is an excellent 'gateway' game, ie. good for gamers and families. Players collect cards which are used to move from location to location following the route in Jules Verne's famous story. When selecting cards players must also take into account the special ability which will come with that card, in order to make the best use of their turn. The detective can also be used to slow down a player or encourage them to make a move when it is felt they won't have ideal cards. The idea is to make it around the world in as few days as possible, but not to take more turns doing this than the other players, so a balance is required. Recommended.

 

Avalanche. Published by Parker. Box. 2 copies available:

1) 2 box corners split. £1      2) Good, box shows some wear. £1

Designer: Unknown. No. players: 1-6. Country: Germany. Duration: 15 mins.

An interesting mix of game types - this is both an abstract game and also a falling marble action game! There are a series of slots down which marbles can roll and either get halted or diverted by clever rotating diverters. The object depends on which game variant you play, but essentially you are trying to get some colours of marble to fall out of the mechanism while hoping others don't. With some experience much of what happens when a marble is entered can be calculated in advance, but it is easy to get it wrong, and the system isn't entirely deterministic.

 

Barrier. Published by Aladdin. 1974. Box. Good. £2.75

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

Played on a draughts board, but with transparent pieces. The central two rows get set up with special spaces which allow different directions of movement to normal. Unlike draughts, pieces may move forward as well as diagonally, and this combined with the central 'barrier' rows ensures it does not play at all like draughts, and indeed the changeable barrier will ensure different options are available each time played.

 

Beim Zeus. Published by Kosmos. 1997. Box. Good, but base edges show some wear. £7.75

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

Intriguing game about building temples. The player who builds the most valuable temples wins, but it is very easy to over-stretch your finances and end up with egg on your face. The twist is that you need to buy land to build on, by auction, but the amount you pay has ramifications later, because this cost must be repeated when you raise the height of your temples. Thus the lower ‘ground’ cost you can pay, the more you save in the long run. As usual with this company, very nicely produced, with wooden pieces, tiles, bidding dials and cards.

 

Blackmail. Published by Van der Veer. 2000. Box. In shrink. £6.25

Designer: Jacques Deul. No. players: 2-4. Country: Singapore. Duration: 90 mins.

Numbered copy: 0561. Blackmail for fun and profit! Players attempt to bankrupt the other players or be the first to accumulate $250000. Players move their playing pieces around a track and get to set up cameras on the various spaces in the hope of capturing incriminating evidence. Once such evidence is gathered the blackmail can start! Whenever a player then completes a trip around the board they have to pay any blackmail, or possibly set some thugs or even the FBI onto the blackmailer. Produced in a limited edition of 2000.

 

Blast!. Published by Waddingtons. 1988. Box. Good. £2.50

Designer: Family Games. No. players: 2-7. Country: British.

Dice and card game. Players roll two dice (one normal, one special) and whoever has a card that matches the roll plays the card to the table. Should the card already be on the table an action card is drawn and played which gives the current player choices generally involving taking another player down a peg or two. Note this is unrelated to 'Blast Off!' by the same company.

 

Blast-Off!. Published by Waddingtons. 1969. Box. Good, but shows some wear. £2.75

Designer: Unknown. No. players: 1-4. Country: British. Desc. by Eamon.

Space race game, quite complicated for a game by this company. Using a mixture of dice and your spacecraft's capabilities, you are trying to land on various planets culminating in a trip to Pluto. Nice pieces and individual gauges for each craft.

 

Bridge Keno. Published by Chad Valley. ca.1955. Box. Good. £2.50

Designer: Unknown. No. players: 2-8. Country: British. Duration: 15 mins.

Special Notes: The box is just a few small marks off being Excellent, which makes it exceptionally good condition for its age

Playing card Bingo, with some additional ways to score and variants included. Each player has a 5x5 board with every space showing a playing card. A deck of playing cards (not supplied) is shuffled and the cards called one at a time. The first player to form the agreed upon pattern wins. The game is undated, but states that Chad Valley are the sole licensees for the game for the British Empire, excluding Canada.

 

Bridge Table Tales. Published by Unwin. 1983. Book. Excellent. £1

Author: Rixi Markus. Country: British.

Softback, 19x13cm, 96 pages. A collection of 47 hands played by celebrated players which are all notable for one reason or another.

 

Camelot Legends. Published by Z-Man Games. 2004. Box. Good. £12

Designer: Andrew Parks. No. players: 2-4. Country: American. Duration: 75 mins.

Card game based on the Legends of King Arthur. Over 100 nicely illustrated cards take the players to Camelot, the Perilous Forest and Cornwall. Players create companies of characters who they use to complete quests and overcome their enemies. When all has been done the player whose company has achieved most wins.

 

Candidate. Published by Shaw Games. 1979. Box. Good. £8

Designer: Tom Shaw. No. players: 2+. Country: American. Duration: 90 mins.

Election game, based on the American electoral system. Played for a predetermined number of turns with a shorter 40 minute game being quite possible. Each turn the players can choose two of three possible card types to draw. Campaign cards give you votes in the state where you currently are. Fundraising cards give you money which can be spent secretly. Dirty tricks cards allow you to hurt your opponents, but these can sometimes backfire.

 

Caprice. Published by Gold Sieber. 1999. Box. In shrink. £8

Designer: Rotgers U Bolten. No. players: 2-4. Country: German. Duration: 20 mins.

Strategy game with wooden pieces and a wooden board. The large wooden pieces are used to form towers on the board, with players being able to introduce a new piece each turn, and then move a piece already on the board. Players start with secret cards showing target shape combinations which they will score points for if they manage to achieve them at the end of the game, thus you may be able to work out what your opponents are aiming for and hinder them.

 

Card Games & Tricks. Published by MacDonald. 1982. Book. Good, ex library. £0.50

Author: Patrick Page. Country: British.

Hardback, 20x13cm, 63 pages. A collection of card games and card tricks - really aimed at kids. There are 16 card games, 9 card tricks with ordinary cards and 7 card tricks with special decks. Ideal for keeping the kids amused on a rainy day!

 

Card Tricks And Patience. Published by Starfish Books. 1976. Book. Good. £1

Author: Donald Sapsford. Country: British.

Softback, 18x11cm, 138 pages. A collection of 30 card tricks and 11 games of patience aimed at the younger reader. Includes plenty of diagrams and illustrations.

 

Cartagena. Published by Winning Moves. 2000. Box. Excellent. £13

Designer: Leo Colovini. No. players: 2-5. Country: German. Duration: 30 mins.

Each player tries to get his pirates through a secret escape passage. You use cards to move, but to get new cards you must move backwards. A fine balance must be struck between these options in order to make good progress. For a shorter game you can simply play with a reduced number of pirates. Nice simple but tactical game which I highly recommend when played with the cards kept secret option. On the German Spiel des Jahres nomination list for 2001.

 

Catacombs. Published by Sands Of Time. 2010. Box. In shrink. £36.50

Designer: R. Amos, M. Kelsey, A. West. No. players: 2-5. Country: Canadian. Duration: 30 mins.

Fantasy dungeon adventure game with an unexpected mechanic - the monsters and heroes are all represented by wooden discs on the playing board and they are flicked around to move and make attacks. It sounds silly, but it has been well thought out, and works really well. A variety of spells, missile weapons and magic items give the heroes lots of options and a variety of monsters with different attack capabilities, as well as different chambers and missions ensure plenty of variety between games. Highly recommended.

 

Catacombs: Dark Passageways. Published by Sands Of Time. 2011. In shrink. £7.50

Designer: Ryan Amos, Marc Kelsey, Aron West. No. players: 2-5. Country: Canadian. Duration: 45 mins.

Small expansion for this mould breaking dungeon crawl game. You will require the base game in order to make use of this. This is a set of 17 new cards which are added to the room decks for each level and shuffled in. When one of these is drawn then there is either a mini encounter or the setup of the following standard room is altered for extra variety, interest and challenge.

 

Chess Openings For Beginners. Published by George Routledge & Sons. 1951. Book. Good. £2

Author: Rev. E. E. Cunnington. Country: British.

Hardback, 16x11cm, 112 pages. A collection of Chess openings for the beginner to consider and learn about. The book doesn't go into great detail about each but gives ideas for the player to explore either in play or with further reading.

 

Chicago. Published by Flying Turtle. 1988. Box. Excellent. £11.50

Designer: J H Vanaise. No. players: 2-4. Country: Belgian. Duration: 90 mins.

Second edition. A gangster game with unique wooden pieces, sort of Halma men with changeable heads. Occupy key locations on the board and earn income. The strength of your men vary with the results of battles with other gangsters and you change the heads to indicated this.

 

Chinatown. Published by Heidelberger Spieleverlag. 2008. Box. In shrink. £13

Designer: Karsten Hartwig. No. players: 3-5. Country: German. Duration: 90 mins.

German reprint. Wheeling and dealing in 1930's New York. Players acquire and trade city blocks and businesses in Chinatown. Identical adjacent businesses count as a single larger business which is more profitable than the two were separately. Most of the resources are dealt out or drawn unseen, but this creates lots of opportunity to trade between the players, and to do well you will need to be willing to make deals as much as possible.

 

City. Published by Jumbo. 1988. Box. 2 copies available:

1) Good. £6      2) In shrink. £8

Designer: Wolfgang Kramer & Andreas Spottog. No. players: 2-6. Country: Dutch. Duration: 1 hr.

Neat game in which players purchase shops and then enhance them and buy more shops as the game goes on. The board shows an overhead view of a city centre around which customers wander - some normal, some big spenders and one thief. A special die is used to let you move a customer - the idea being to direct the spenders to your shops and away from those of opponents while making sure the thief stays away from your shops and goes to as many opponents' shops as possible. I have found it works especially well with 3 players - recommended for that number.

 

Clash Of The Gladiators. Published by Rio Grande Games. 2002. Box. Excellent. £15

Designer: Reiner Knizia. No. players: 2-5. Country: American. Duration: 1 hr.

The players draft several gladiatorial teams, which can include swordsmen, net throwers, spearmen, shield bearers and trident wielders. Each of these gives their team a different advantage. The teams are then all thrown into the arena together, along with a variety of dangerous beasts. Players then take it in turns to attack another team or creature with one of their teams. Points are scored for killing opponents' team members, killing beasts and having surviving teams at the end. Lots of dice to roll to resolve combat.

 

Compendium Of (8) Games. Published by Jumbo. ca.1980. Box. Good. £6

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

This is a boxed set containing a selection of games bits: chess board (with a 10x10 chess type board on the reverse), chess pieces, draughts men, letter tiles, mini dominoes, spillikins, tiddly winks, 2 regular dice, 10 letter dice, a set of 4 'mice', and a book with rules for the games.

 

Complete Book Of Games And Stunts. Published by Prentice Hall. 1956. Book.

Good, but discolouring on part of cover. £6.75. Author: Darwin A. Hindman. Country: American.

Hardback, 21x14cm, 422 pages. A collection of both physical and parlour games, which is divided into sections as follows: Quiet Games & Stunts (10 subsections), Active Games Contests & Stunts (4 subsections), Puzzles & Problems (5 subsections), Active Games (12 subsections).

 

Contigo. Published by 3M. 1974. Box. Good, but edges show wear. £1.50

Designer: Frank Thibault. No. players: 2 or 4. Country: American. Duration: 45 mins.

Unusual cross between Mancala and Draughts. The 6x6 space board is surrounded by Mancala-like pits around which glass beads are moved, and the number of beads in the row or column of a playing piece determines its movement capabilities. There are two different games described. In the first players attempt to align four of their pieces in a row on the central board, and in the second game players attempt to capture their opponents' key men. Bookcase box.

 

Core Worlds. Published by Stronghold Games. 2011. Box. In shrink. £25

Designer: Andrew Parks. No. players: 2-5. Country: American. Duration: 90 mins.

Deck building card game with a theme of intergalactic conquest. Each player has a display showing the number of actions and amount of energy they have to use, along with other data, and the players draft new unit and tactics cards and use these to conquer new worlds. The objective is ultimately to conquer the core worlds at the centre of the galaxy and thus achieve dominance, although VPs can also be gained throughout the game. Excellently illustrated too. Recommended.

 

Cosmic Eidex. Published by Abacus Spiele. 1998. Box. In shrink. £1.60

Designer: Avory & Quaife. No. players: 3. Country: Gemany. Duration: 1 hr.

A card game which is loosely based on the Swiss card game Jass, with some similarities to the German game Skat. Essentially it is a trick taking game, but with the twist that each player will have a special power they can use once per hand.

 

Cover-Up. Published by Ideal. 1982. Box. Good but edges show some wear, Lid has a label removal mark. £6

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

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

 

Cowabunga. Published by Playroom Entertainment. 2007. Box. Excellent. £6.50

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

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

 

Cross Bones. Published by One Small Step. ca.2005. Ziplock. Good. £5.50

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

Pirate themed game from a small publisher, with fairly basic components (colour DTP standard). Set in the 17th century Caribbean, this can be played as a two player ship to ship combat in which you track your opponent's ship relative to your own, or as a campaign game for four players taking on the roles: pirate, British privateer, merchant, and Spanish galleoneer, each with different goals to win the game. Players choose locations they wish to sail to each round and any ships in the same places may decide to fight.

 

Crossword Challenge. Published by Crown & Andrews. 1991. Box. Good. £3.75

Designer: Great Games Pty Ltd. No. players: 3-6. Country: Australian. Duration: 1 hr.

Competitive crossword game. Each player has a copy of a crossword grid, and a clue for a word is read out and the players compete to get that word correct. Points are awarded for correct guesses and lost for incorrect guesses. If no-one gets a clue players come back to it later. There are over 40 crosswords to do in this set and they are categorised as Standard Crosswords levels 1-3, Double Clue Crosswords levels 2-3, Number Key level 2, Story Crosswords levels 1-2, Word Search level 1-3, Word Games level 2. One player needs to act as the games master. A great item for crossword lovers.

 

Crude: The Oil Game. Published by Stronghold Games. 2012. Box. In shrink. £38

Designer: James St Laurent. No. players: 2-4. Country: American. Duration: 90 mins.

Reprint of McMulti, with a different board and some updated rules. Brilliant game based on the oil extraction, refining and retail industry with masses of chunky plastic components. The game uses dice to activate machinery which has been purchased and placed on your island, and also activates plant on adjoining players' islands in the same row and column. Prices fluctuate as the economy changes. The game is very highly regarded as a business game. I haven't played this edition, but I always highly recommended the original.

 

Daily Express Adventure Book. Published by Daily Express Publications. ca.1934. Book. Good. £7

Author: Unknown. Country: British.

Hardback, 27x20cm, 122 pages. A children's annual, although this one is undated. Included are a dozen or so short adventure stories along with half a dozen games and puzzles, with a spinner and counter included.  The print is on heavy card and is in blue, red, green and black ink - both text and illustrations. Nice period item.

 

Darjeeling. Published by Abacus Spiele. 2007. Box. In shrink. £20

Designer: Günter Burkhardt. No. players: 2-5. Country: German. Duration: 1 hr.

Set in the time of the British East India Company. Players search for the best teas found in the Darjeeling region, crossing the region selecting cargoes to ship. The quantity, freshness, and popularity of the type of tea will determine the players' success. The game uses a display of tiles around which the players move their tea pickers to collect good tea for sale. Much of the skill is in getting the timing of your selling right. Recommended.

 

De Vulgari Eloquentia. Published by Lookout Games. 2010. Box. In shrink. £30

Designer: Mario Papini. No. players: 2-5. Country: German. Duration: 2 hrs.

Set in Italy in the late middle ages, the game follows the development of the 'Volgare', the language spoken by the common people, rather than the elite's traditional Latin. The players take part as bankers, priests and merchants.  They gain knowledge of the different dialects and improve their social status and influence through political and financial means. The mechanisms involve worker placement. How many other games let you create a language?

 

Deukalion. Published by Parker. 2008. Box. In shrink. £13

Designer: A. Steinwender, W. Lepuschitz. No. players: 2-4. Country: German. Duration: 1 hr.

The players take the roles of ancient Greek heroes who sail the seas to perform tasks willed by the gods. As these tasks are completed, settlements are established, and treasure brought back to Athens, VPs are gained and the first to a set total wins. The game makes use of a special dice holder, and each turn the dice are shaken and fall into recesses, and the device is then placed by the start player to indicate which die applies to each action that turn. The players then choose an action to perform - sailing / fighting / gaining reinforcements or establishing a settlement.

 

Die Dolmengotte. Published by Eggert Spiele. 2005. Box. In shrink. £16

Designer: Thomas Odenhoven. No. players: 2-5. Country: German. Duration: 30 mins.

Clever game with a Celtic theme. Players move their druids around a board full of linked stone circles, and the druids leave a stone behind them when they move. Each time a druid manages to create a majority (absolute or relative) of stones in their colour around any stone circle they may place one of their scoring stones in that stone circle. Druids can pass over other druids but not through stones, and so druids can get cornered, in which case they can spend a turn gathering herbs before teleporting wherever they wish. The game fits a surprising number of tactically interesting decisions into a short time, and there is often too much you want to do on your turn. Recommended.

 

Die Drachenbändiger Von Zavandor. Published by Lookout Games. 2006. Box. In shrink. £6.50

Designer: Hanno Girke. No. players: 2-6. Country: German. Duration: 30 mins.

Card game in which the players fight dragons with swords and nets. Dragon cards show a number of swords and nets, and players simultaneously choose a card to play. Who (if anyone) manages to capture the dragon depends on how many swords and how many nets were played, and in what order. The cards are all numbered, so you will know roughly when in the round to expect your card to be actioned, and so can try to plan for it to be at the critical moment to ensure you are the one who subdues the dragon. The player who captures the best collection of dragons by the end of the game wins.

 

Die Gnome Von Zavandor. Published by Lookout Games. 2011. Box. In shrink. £15

Designer: Torsten Landsvogt. No. players: 2-4. Country: German. Duration: 75 mins.

Gem trading game set in the same world as Lookout's other Zavandor games. In this game players use their money to buy mines, artifacts and machines, and sell the gems they produce from mines at the best price possible in order to buy more mines or game winning artifacts. Uses a clever system to keep the market prices of the gems fluctuating depending on supply and demand.

 

Dorn. Published by CBG. ca.2008. Box. New. £21

Designer: Filip Kozak, Jan Drevikovsky, Krystof Kozak. No. players: 2-6.

Country: Czech Republic. Duration: 90 mins.

Fantasy game in which one player takes the side of the monsters, while the other players take the roles of one or more adventurers who must battle the monsters in order to collect three sacred artifacts and then finally defeat the big baddy. The game does not use dice for combat, and there are 9 heroes for the players to choose from, and the monster player gets to use a different selection of evil spells each game.

 

Double-Pack Patience. Published by Richards. 1942. Book. Good, but edges show some wear. £1

Author: Basil Dalton. Country: British.

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

 

Draco & Co. Published by Descartes Editeur. 2001. Box. Good. £8

Designer: Michael Schacht, Bruno Faidutti. No. players: 3-6. Country: French. Duration: 40 mins.

Draco is the chief of a big gang of bandits. After a raid the gang meet up at an inn and have plenty to eat and drink, and the gang members (two per player) jostle for position (using cards) to get onto the right side of Draco, as whenever a toast is called for he rewards those on his good side with treasure, but takes some from those on his bad side.

 

Dungeon Lords: Festival Season. Published by Z-Man Games. 2012. Box. In shrink. £18.50

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

Expansion for Dungeon Lords which you will need to make use of this. This set adds more adventurers to the mix, as well as more rooms, monsters, events, items, and traps. An extension board allows extra rounds to be played and there are special monster upgrades and tunnel tiles.

 

Dungeon Petz. Published by CGE. 2011. Box. In shrink. £35

Designer: Vlaada Chvatil. No. players: 2-4. Country: Czech Republic. Duration: 90 mins.

Set in the same world as Dungeon Lords, the players are the leaders of families of imps who have started up businesses breeding monstrous 'pets' to sell on to the local Dungeon Lords to keep their dungeons stocked. In order to be successful the right creatures must be bred, suitable cages acquired, and the monsters fed, allowed to grow and then exhibited and sold. All this needs to be done just a little bit better than your competitors in order to make your fortune, but cut too many corners and yours pets can wreak havoc!

 

Easy To Do Entertainments And Diversions. Published by Dover Publications. 1961. Book. Excellent. £3

Author: R.M. Abraham. Country: American.

Softback, 20x14cm, 186 pages. Previously published as Winter Nights Entertainments, the assorted diversions can be performed with coins, cards, string, paper and matches. The chapters cover Card Tricks, Paper Folding, Coin Tricks, Match Tricks, String Tricks, Knots & Splices, Games for the Agile, Toys, Problems, Miscellaneous.

 

En Route Travel Games. Published by Cheatwell Games. ca.1990. Box. Good. £1.75

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

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

 

Endeavor. Published by Z-Man Games. 2009. Box. In shrink. £29

Designer: Carl de Visser, Jarrett Gray. No. players: 3-5. Country: American. Duration: 90 mins.

Highly regarded game of empire building in which the players each represent a European nation intent on global expansion. Glory can be gained through endeavours in industry and culture as well as colonising, and gaining resources from new lands as they are discovered. Game play involves taking actions and gaining tiles and cards which will give additional abilities and improve existing actions for the future. Lots of scope for different strategies as well as tactical moves. Highly recommended.

 

Eulen Zauber. Published by Haba. 1991. Box. Good. £20

Designer: Erich Manz. No. players: 2-4. Country: German. Duration: 30 mins.

Beautifully produced game in which the players each have four owls whose heads have got muddled up with those of their opponents' owls!  In addition there is a mischievous black owl as well. The players use movement points from special dice to move around owls with bodies or heads of their own colour as well as the mischievous black owl. When owls land on the same space they swap heads!  Once one of your owls has a matching head and body you can then try to get it back to the safety of its nest. A light but amusing game with decisions to make and wonderful bits. Quite rare too.

 

Extra Trivia. Published by Paul Lamond Games. 1986. Box. In shrink. £2

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

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

 

Fast Flowing Forest Fellers. Published by Rio Grande Games. 2008. Box. Excellent. £15.50

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

Race game in which the players must get both of their log riders downstream as fast as possible. However in the way there are lots of logs as well as the other log riders, and unhelpful eddy currents which the log riders can get pushed into. Players play cards from a hand to determine their movement allowance and which log rider they can move each turn. There is plenty of scope for hindering your opponents as well as clever moves where one of your log riders can help the other one.

 

Finger Weg Von Mona Lisa!. Published by Glucksritter Spiele. 1999. Wooden box. Excellent. £12

Designer: Oliver Igelhaut, Tobias Krebs, Dominik Krebs. No. players: 2-5. Country: German. Duration: 1 hr.

The players take the roles of thieves and detectives. The thieves move around the Louvre trying to steal the Mona Lisa, and the detectives try to discover and then arrest them. The cloth game board shows a map on which the detectives move. The thieves get a small matching laminated board which they plot their moves on secretly. The detectives can install cameras and thieves can disable the alarms. Comes in a sturdy wooden box.

 

Fische Fluppen Frikadellen. Published by 2F Spiele. 2002. Box. In shrink. £16

Designer: Friedemann Friese. No. players: 2-5 (15). Country: German. Duration: 90 mins.

Very nicely produced trading game in which players move around the board using paths and, when convenient, boats. There are various kiosks around the board at which players can buy and sell various goods. The buying and selling prices are determined by a clever supply and demand system which makes it important not to sell something just after another player has dumped lots of that item. During the game three special items have to be bought and the player who first buys their third special item wins. The game can be played with multiple copies on different tables, in which case a player can move off his board and join play at another table and make use of the different prices on that table. The game takes up to 15 in this way. Version B (only matters when playing 2+ boards).

 

FITS Mini. Published by Ravensburger. 2010. Box. Good. £8

Designer: Renier Knizia. No. players: 1-4. Country: German. Duration: 10 mins.

Small box edition of this excellent board game version of Tetris. Each player has their own set of pieces, each seeding their board with a different one, and then cards are drawn indicating which pentomino style piece to add to the board next. Pieces can only be added by sliding them in from the top of the board, and there are different boards with different objectives: complete lines, leave certain spaces uncovered etc. Really very neat and great fun. This mini edition uses cardboard pieces and has 2 board layouts for each player.

 

Flash Point Fire Rescue. Published by Indie Boards & Cards. 2011. Box. In shrink. £25

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

Co-operative board game in which a house is on fire and in danger of collapsing. There are still people inside and as a team the players need to rescue them before the building collapses and all is lost. The players can make use of various specialist roles each with their own special abilities. The fire will need to be fought in order to slow the spread of the fire and stop the collapse of building while others focus on finding the survivors. Clever systems randomise the way the fire spreads.

 

Flux. Published by Wotan. 1990. Box. Good. £8

Designer: Julian Musgrave. No. players: 2-6. Country: British. Duration: 90 mins.

Fantasy game pitting each player as a wizard against each other, for the title Master of Wizards. Played on a map board of the Great Plains of Grob. Wizards cast spells to animate creatures for combat, and to create terrain to their advantage (or negate opposition attempts to do the same). By making more territory yours, your wizard will have access to more magical flux for casting spells in future turns. The wizard controlling most land after 10 turns wins. The rules are just 4 pages long.

 

Fluxx. Published by Looney Laboratories. 1998. Version 2.1. Box. Good. £6.50

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

Card game, 80 cards that change the rules and goals of the game as the cards are played. Very easy to play as the game starts with just the rule 'Draw one card and play one card'. As the name of the game suggests everything about the game is fluid and changes from moment to moment. A game can be over in 5 minutes, or might take 30 minutes - it all depends what cards get played!

 

Four Scores. Published by Spear's Games. 1971. Box. Good. £2.25

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

Tile placement game. The tiles are rectangular cards showing a diagonal line on each half, with each line being one of four colours. The board is a rectangular grid on which the tiles are placed, but with little pegs sticking out. Around these the tiles fit neatly and then stay in position. Players alternate tile play with the objective of forming either crosses or squares made up of all four colours. On completing one of these a scoring marker is placed at the centre of that cross or square to ease tallying up the scores at the end of the game.

 

Four Sight. Published by Invicta. 1975. Box. Good. £1

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

The board is a 4x4 grid onto which black and white pieces are placed. Each player is given one of 4 'keys', actually a plastic square which fits over the board and has holes for 4 of the grid locations. The key can be rotated and flipped over giving 8 possible layouts. Each player places a piece in turn and tries to get 3 of his colour and 1 of his opponent's colour to be visible beneath his key while trying to ensure his opponent can't do the same with his key. Unusual.

 

Freitag. Published by 2F Spiele. 2011. Box. In shrink. £10

Designer: Friedemann Friese. No. players: 1. Country: German. Duration: 25 mins.

The player is Man Friday, Robinson Crusoe's loyal and capable assistant. As Friday you must help your leader survive and prepare for battle against the pirates at the climax of the game. The mechanisms are those of a deck building game - you must try to fill your deck with useful cards while getting rid of the less useful ones. The game is lost if Robinson Crusoe loses all his health points, and won if the pirates are defeated.

 

Fruit Bandits. Published by JKLM Games. 2005. Box. In shrink. £3

Designer: Ian Vincent. No. players: 3-5. Country: British. Duration: 30 mins.

Card game in which the players try to harvest (or steal) as much fruit as possible. This is done by simultaneously playing action cards to indicate whether you will harvest or steal from a particular player that turn. Harvesting unmolested is often great, but when the harvest is large this is hard to get away with. On the other hand trying to steal from someone else only works if they chose to harvest and if not too many other thieves also turned up. Thus to do well you will need to be able to work out what the other players are going to do. Having each player draw different 'potential harvest' cards each round ensures there is information on which to base your judgement - but can you decide what that information means?

 

Fundstücke. Published by 2F Spiele. 2012. Box. 2 copies available:

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

Designer: Freidemann Friese. No. players: 3-6. Country: German. Duration: 25 mins.

Card game in which the players vie for an assortment of junk items which they will then resell for a healthy profit. Game play involves simultaneously selecting an action card which specifies how many items are desired. Clashing players must resolve ties and the least greedy goes first, getting the best pick. It is also possible to play a thief who will take items from anyone who gains items this turn. Whoever has turned the most profit when the supply of junk runs out wins.

 

Games. Published by Associated Newspapers. 1925. Book. Good. £4

Author: B.C.Westall. Country: British.

Hardback, 17x11cm, 216 pages. A collection of games categorised as follows: Card Games (Whists, Contract Bridge, For Two, For Three, Round Games), Patiences, Party Games, Pencil & Paper Games, Puzzles & Problems, Codes & Ciphers.

 

Games (And How To Play Them). Published by Thomas Y Crowell. 1973. Book. Good. £1.20

Author: Anne F Rockwell. Country: American.

Hardback, 26x26cm, 44 pages. A colourfully illustrated book of children's party games - some traditional, and some less well known. There are 43 games detailed. A very useful book for anyone intending to host a children's party or activity session.

 

Games For Socials. Published by Pilgrim Press. 1957. Book. Good. £2

Author: Sid G. Hedges. Country: British.

Softback, 18x12cm, 74 pages. A collection of games and activities split into the following categories: Ice-breakers, Strenuous Games, Quiet Games, Pencil & Paper Games, Surprise Games, Onlooker Games, Brain-test Games, Team Games.

 

Games Monthly Issues 1-4. Published by Games Monthly. ca.1988. Magazine. Good. £3

Author: Steve Nichols. Country: British.

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

 

Ganxtaz!. Published by Rebel Team. 2007. Box. In shrink. £18.50

Designer: Miroslav Kohoutek. No. players: 4-8. Country: Czech Republic. Duration: 100 mins.

Described as an extraordinary party game of modern gangsters, the players try to become the big boss of the underworld. This is done by moving around the sections of the board, starting with the lowest ghetto and culminating in the casinos of the highlife. Players often get to decide whether to cooperate or betray other players in their vicinity, with payouts being 'prisoner's dilemma' style. Eventually players will have acquired enough money to call an election to see who will become the big boss.

 

Gargon. Published by Amigo. 2001. Box. In shrink. £5.25

Designer: Rudiger Dorn. No. players: 3-5. Country: German. Duration: 45 mins.

Card game with 102 cards depicting various fantasy creatures (fairies, dragons, pegasi etc). The cards are also numbered, and show amulet symbols - more on those with lower numbers. The game is a sort of trick taking game, but with several suits playable at once, and passing is also possible. Each suit of cards played is won separately, and at the end of the game amulets on cards won make points and there are bonuses for the most in each suit. The backs of the cards also show the suits, so these can be seen by everyone.

 

Ghastly Games. Published by Patrick Hardy. 1983. Book. Good. £4.50

Author: John Astrop. No. players: 2+. Country: British.

Hardback, 35x25cm, 24 pages. Subtitled: 12 Sinister Board Games, Invented, Designed & Drawn for Your Pleasure. The games are all simple to play, but with some fun ideas and suitably sinister artwork (though this was intended for kids). The games are: Snake Snack, Ugly Mug, Dracula's Blood, Hell, Doom Castle, Clone, Bogey House, Tubes, Sharks, Germs, Swamp, Spider.

 

Ginkgopolis. Published by Z-Man. 2012. Box. 2 copies available:

1) In shrink. £29       2) Excellent. £26

Designer: Xavier Georges. No. players: 1-5. Country: American. Duration: 45 mins.

City building, tile laying game in which players use cards in a variety of ways: to add new tiles around the edges of the city, to build on top of existing tiles, to make a building higher and potentially more valuable, or to generate resources when other cards are played later in the game. Players vie for control of the more valuable regions of the city, and as well as ensuring a good supply of resources, must make the best use they can of the cards they get.

 

Gloria Mundi. Published by Rio Grande Games. 2006. Box. Excellent. £16.50

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

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

 

Goblins Inc: Promo Cards. Published by CGE. 2012. New. £1

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

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

 

Grand Prix. Published by Ravensburger. 1998. Box. Good. £3

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

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

 

Grusel Wusel. Published by Gold Sieber. 1998. Box. Excellent. £5.50

Designer: Oliver Igelhaut. No. players: 3-6. Country: German. Duration: 25 mins.

Halloween themed game card and dice game. Uses 8 very attractive special dice and a sand-timer. The dice feature a variety of subtly different pumpkin faces. Players must match cards to exposed dice faces. This is not as easy as it sounds when the dice are all in different orientations.

 

Guatemala Cafe. Published by Eggert Spiele. 2007. Box. 2 copies available:

1) In shrink. £15.50      2) Excellent. £14.50

Designer: Inka & Markus Brand. No. players: 2-4. Country: German. Duration: 60 mins.

Coffee planting and selling game set in Guatemala. One board shows the overview of the country and gives players the option of which type of coffee, workers, huts or ships to buy, while a second board shows the plantations where the purchased items are then deployed. Coffee must be planted and workers used in the plantations and then ships sent to sell the coffee before money (which decides the winner) is made. This game won 2nd Place in the 2006 Hippodice competition.

 

Hansa Teutonica. Published by Argentum Verlag. 2009. Box. In shrink. £26

Designer: Andreas Steding. No. players: 2-5. Country: German. Duration: 90 mins.

The players are merchants who are part of the Hanseatic League. Players try to set up a network of offices in the region, as well as improving their trading skill and other abilities in order to improve their income, gain more actions and receive other bonuses. The game has various new twists on old ideas and is much more interactive than many, as it is quite possible to kick out opposing pieces from places you need, but doing so costs you, and gives your opponent an extra placement opportunity. There are many ways to score points and thus achieve victory. Very well received game.

 

Hansa Teutonica: East Expansion. Published by Z-Man Games. 2010. Unboxed. In shrink. £11

Designer: Andreas Steding. No. players: 3-5. Country: American. Duration: 90 mins.

Expansion for Hansa Teutonica (which you will need in order to make use of this). This expansion provides a set of bonus cards for use with the standard game, giving bonus points for getting to and majority in named cities. A new board is also provided with a different layout and a few rules tweaks thus keeping the game fresh.

 

Harry Potter Sculpture Puzzle. Published by Character Games Ltd. 1995. Box. Good. £1.25

Designer: Gil Druckman, Danny Herschkovitz. No. players: 1. Country: British.

Special Notes: 1 corner of the box is damaged, but repaired.  One puzzle layer is slightly torn, but is still entirely usable (it won't be seen when complete)

This is an unusual jigsaw. Rather than regular pieces you get 360 layers of cardboard which you have to put one on top of the other (with a rod in the middle to hold it all together). These form a 3-D bust of Harry Potter! The makers say it is equivalent in difficulty to a 1000 piece jigsaw. It comes with a substantial base which is used to build the puzzle on and also acts as an attractive display stand.

 

Heads Of State. Published by Eggertspiele. 2008. Box. In shrink. £23

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

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

 

Heimlich & Co. Published by Ravensburger. 1986. Box. Good. £6

Designer: Wolfgang Kramer. No. players: 2-7. Country: German. Duration: 30 mins.

Each player controls a secret agent, but doesn't know who controls the others. The board shows shadowy streets at night and the secret agents are moved around the board by allocating the number of movement points rolled amongst any of the secret agents. Landing a secret agent on certain spaces awards points to or penalises that secret agent. Thus the game is as much about making your secret agent do well as concealing the identity of your agent, and working out the identity of your opponents.

 

Horse Show. Published by Gamewright. 1997. Box. Good. £4.75

Designer: Ann & Elisabeth Stambler. No. players: 2-4. Country: American. Duration: 20 mins.

Card game in which a series of equestrian events are played out. These can be jumping, dressage, hunter, or equitation specialities. Players have a selection of horses each, and one is put forward for each event, with the option of playing various assists to enhance the natural ability of the horse and rider in that event. The best combination wins the event and keeps the event card as a trophy. Hands are refilled and the next event is then played out. The player who wins the most events wins the game.

 

Hot Spots. Published by Great Games Company. ca.1986. Box. Good. £4.50

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

This game is actually two distinct items in one. However, both use a deck of cards and a sloping board onto which the cards are placed so that only the top half will show. The first 'game' is an unusual and very difficult solo puzzle in which the cards have to be arranged in such a way that dots and lines on the cards match up neatly. There are apparently two solutions and the start and ends of each have been given. Alternatively the other side of the cards can be used to play a game in which players try to make lines of spots of the same colours in order to score points - again only one half of each card is in play at any time, and players can move an already played card if they think it will help. Most unusual item.

 

It's Alive! Published by Reiver Games. 2008. Box. In shrink. £7

Designer: Yehuda Berlinger. No. players: 2-5. Country: British. Duration: 20 mins.

Card game. The players are mad scientists all determined to be the first to create life using pre-owned body parts, alchemical methods and lots of electricity. The hardest part is getting hold of good body parts, and the players will need to buy these and sometime resell them to make some money in order to finance other purchases. However, the wrath of the local villagers must be avoided. The first to complete their monster wins the game.

 

Jet Set. Published by Wattsalpoag. 2008. Box. In shrink. £16.50

Designer: Kris Gould. No. players: 2-6. Country: American. Duration: 90 mins.

Clever game in which the players build flight networks, while managing their very limited supply of money. Players buy the rights to route segments and pay for planes on them, and then use these planes to claim route cards which give VPs at the end of the game and allow income (very needed) to be obtained during the game. Players are also given a couple of final flight cards, and aiming to complete one of these at the end of the game is vital. A game with simple rules, but clever ideas, and fast and interesting game play. Recommended.

 

Jurassic Park: The Lost World. Published by MB Games. 1996. Box. Good, 1 corner taped. £11

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

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

 

Kahmat. Published by Id&al Editions. 2008. Box. In shrink. £14

Designer: Igor Davin. No. players: 2. Country: French. Duration: 20 mins.

Rugby game in which each player controls 6 men with different abilities, with whom they attempt to score tries. The game is tactical, and cards are used to resolve tackles, but you will need to preserve the stamina of your team in order to do well. Finalist of the French 2008 Tric Trac Award.

 

Kamisado. Published by Burley Games. 2008. Box. In shrink. £23.50

Designer: Peter Burley. No. players: 2. Country: British. Duration: 20 mins.

Abstract game of skill and strategy based on Square Routes by the same author. Each row has one each of eight different colours, which are also the colours of the top halves of the chunky dragon towers. The base of the playing piece indicates who owns the piece. Players take it in turns to move a piece forward or diagonally forward as much as they wish, trying to get a piece onto their opponent's back row. However, what makes the game interesting is that the piece you must move on your turn must be the colour of the square your opponent's last moved piece just landed on. Pieces can also be upgraded with new abilities, for multi-game play.

 

Keltis: Das Orakel. Published by Kosmos. 2010. Box. In shrink. £15

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

A further addition to the Keltis / Lost Cities series of games. The common feature is that you must play cards onto personal piles, one for each suit, in either ascending or descending order, and hand management is important. In this game each card play lets you move any one of your three pieces forward to a space matching the colour of the card played, or instead move the oracle figurine. There are more types of tiles to collect and at the end there is a penalty for having pieces in the middle of the track rather than at the start, and special spaces even allow you to move a piece backwards. Quite different game play to the original, but using the same system. It is entirely standalone - so no need to own Keltis.

 

Key Harvest. Published by R&D / Rio Grande Games. 2007. Box. 2 copies availablxe:

1) In shrink. £16.50      2) Excellent. £15

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

Board game in Richard's popular 'Key' series. In this game each player has a grid of hexagons which are labelled, and each player starts with two areas, some goods and several workers they can deploy. Players purchase more land areas to place on their board, ideally extending their existing areas, add workers to their board to gain various benefits, and put land areas up for sale - either hoping to get them cheap for themselves in the future or to get a good price from other players. As you would expect from Richard there are plenty of clever twists and interesting mechanics ensuring you will need your wits about you while playing this game.

 

Kings & Things. Published by Games Workshop. 1986. Box. Good. £14.50

Designer: Tom Wham & Doug Kaufman. No. players: 2-4. Country: British. Duration: 2.5 hrs.

Fantasy war game with a board assembled from tiles, making it different each game. Quirky Tom Wham graphics. The 'Things' in the title refer to 70+ creatures in the game which can be recruited and formed into very peculiar armies. Different creatures are best in different terrains, and the armies are kept hidden most of the time so you will find the armies' strengths vary considerably depending on where they are.

 

Laborigines. Published by Czech Board Games. 2007. Box. New. £17.50

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

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

 

Lara Croft Tomb Raider: The Angel Of Darkness. Published by Identity Games. 2003. Box. Good. £7.75

Designer: Arthur Tebbe. No. players: 2-4. Country: Dutch. Duration: 45 mins.

Based on the computer game of the same name. Lara Croft is a suspect in a murder and must obtain the 5 pieces of evidence which will prove she is innocent, while the evil Eckhardt is trying to steal a set of paintings with a hidden secret. All this happens in the museum at night. The game uses tiles to form a sort of maze around which the players move trying to find what they need. Players can shoot at each other and block off their opponents' corridors etc, as well as avoiding the guards.

 

Lascaux. Published by Mayfair Games. 2007. Box. Excellent. £13

Designer: Dominique Ehrhard, Michel Lalet. No. players: 3-5. Country: American. Duration: 25 mins.

Card based auction game which makes use of cave art from the Lascaux caves in France. Each round a selection of cards are put out, and players then bid for them one stone at a time. A player can pass, and then gains all the stones currently on the table but will likely get a lesser choice of cards at the end of the round than those who stay in the bidding longer. Simple, but with clever and interesting ideas.

 

Longley Links. Published by James Longley Group. 1991. Box. Excellent. £0.90

Designer: Hyde & Partners. No. players: 1-4. Country: British. Duration: 45 mins.

Promotional golf game, made by an English construction company who noticed that many of their clients liked playing golf. As the company had just built a new golf course at Slinfold Park, they thought it appropriate to make a board game for their clients. A simple but amusing game for golfers.

 

Lord Of The Rings - Battlefields. Published by Hasbro. 2006. Box. 2 copies available:

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

Designer: Reiner Knizia. No. players: 2-5. Country: British. Duration: 75 mins.

Expansion for the Lord of the Rings cooperative game by Reiner. This expansion can be played with just the base game or can be combined with any / all of the other expansions. New battle boards are introduced which have to be dealt with alongside the normal scenario boards. As progress is made along the main track on the main board enemies enter the battlefield board and advance - if unchecked they will reach unpleasant spaces causing the players to lose cards and gain corruption etc. However, as an action new members of the fellowship can be deployed to assist against these enemies. A great way to freshen up the original game.

 

Macao. Published by Rio Grande Games. 2009. Box. In shrink. £25

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

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

 

Mage Stones. Published by TSR. 1990. Box. Good. £2.75

Designer: Tom Kruszewski. No. players: 2-6. Country: American. Duration: 20 mins.

Players try to be the first to place all their glass bead playing pieces on the board. The board shows columns labelled 3-9 each with 9 spaces. On a player's turn they roll 3 dice each numbered 1-3, and place a stone where they wish in the indicated column.  However a roll of 1-2-3 loses a turn and a triple gets another turn.  Capturing is similar to Othello, but captured pieces are removed.  Thus there is skill in setting up for captures and defensive play, but the dice may not give you the number you want.  Good game, but sold poorly as TSR insisted on making it a DragonLance tie in, when the game would not appeal to most D&D players, and players of this type of game would generally be put off by the DragonLance logo.

 

Milestones. Published by Stronghold Games. 2012. Box. In shrink. £28

Designer: Stefan Dorra, Ralf Zur Linde. No. players: 2-4. Country: American. Duration: 75 mins.

Novel game in which players move a playing piece clockwise around their personal board as they wish, stopping twice per turn to action spaces, but each time around, half a tile must be covered. These tiles produce income, so this is not good, though new ones can be bought. Players gain resources to buy tiles and also build roads, town and markets on the main board, which will earn VPs. Plenty of scope for good management of your personal board as well as making the most of opportunities on the main board. Recommended.

 

Military Modelling: The Art Of The Model Soldier. Published by Argus Books. 1988. Book. Excellent. £3.50

Author: Graham Dixey. Country: British.

Softback, 21x15cm, 191 pages. Military Modelling magazine sponsored guide to preparing and painting model soldiers.  There are many illustrations throughout. The book covers tools and equipment you will want in order to make a professional job of painting your figures, preparing and assembling men and horses. It also covers various painting techniques, uniforms and equipment, painting horses, painting 'flat' figures, converting & scratchbuilding, displaying figures & vignettes, dioramas, and photographing the model soldier.

 

Mississippi Queen. Published by Gold Seiber. 1997. Box. 2 copies available:

1) Good. £8       2) Excellent. £9

Designer: Werner Hodel. No. players: 3-5. Country: German. Duration: 45 mins.

Race your paddle-steamer down the Mississippi. The river is made up of tiles, which can be added to the river in various ways making the river different every game. Players manage the speed, acceleration and movement of their paddle steamers carefully, and have to pick up passengers along the way. Ultimately it is a race though, so getting in other players' way and placing river tiles to help you and hinder others is all in order. Won the Spiel Des Jahres 1997.

 

Modern Naval Battles II. Published by 3W. 1990. Box. In shrink. £13

Designer: Dan Verssen & Alan Emrich. No. players: 2-6. Country: American. Duration: 90 mins.

Expansion for Modern Naval Battles which you will need to own to make use of this set. Subtitled: The Campaign Game, this expansion provides 60 more action cards and 110 more ships, and 7 national war zone displays, as well as counters and rules for the new features.

 

Move Over. Published by Wiggins Teape. ca.1975. Box. Good. £5.25

Designer: Unknown. No. players: 1-4. Country: British.

This game set includes the rules for 10 different games. All are played on a hexagonal playing area with large indentations into which quite large coloured balls are placed. There are two solitaire games and the other eight are for 2-4 players. Many of the games involve a random setup which can be achieved by putting the balls into the playing area, putting the lid on and shaking the box gently. There are also generic rules for moving and jumping balls which the individual games make use of. Rare item.

 

Murphy. Published by Flying Turtle. 1989. Box. Good. £7.50

Designer: Rik van Even. No. players: 2-6. Country: Belgian. Duration: 1 hr.

Detective themed game in which the players have to work out which possible relations to a dead millionaire are genuine and which are pretenders. This is done by moving around a track on a map of the world and meeting up with the various candidates and finding out information about them. Using deduction it is possible to determine which must be real, and the first player to do so wins the game. Money is also needed to make moves and get the desired information, so sometimes players will have to go for a cheap move rather than one which will get the most information. Good game, but very much better with only 2-3 players.

 

Name Train. Published by QFreeGames. 2000. Box. Good. £6

Designer: Darren Laughlin. No. players: 2-6. Country: British. Duration: 45 mins.

Party game in which you roll a dice and move on a board and depending on the space you must give a film, personality, TV programme or song which starts with the letter the previous name given ended with.

 

Nightfall. Published by AEG Inc. 2011. Box. Excellent. £15.50

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

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

 

Nottingham. Published by Abacus Spiele. 2006. Box. Excellent. £9

Designer: Uwe Rosenberg. No. players: 3-7. Country: German. Duration: 30 mins.

Card game with a Robin Hood setting. The players are the Sheriff of Nottingham's deputies and have been sent out to collect the taxes. This is essentially a set collecting card game, but as usual with Uwe Rosenberg there are a few twists. Each turn a card is turned over and it can either be collected as the depicted item or the action shown can be carried out.  Players get the chance to rob their opponents as well as collect taxes. Light and fast moving.

 

Obscura Tempora. Published by Rose & Poison. 2005. Box. Excellent. £6.50

Designer: Andrea Angiolino. No. players: 2-6. Country: Italian. Duration: 45 mins.

Card game with very nice artwork (and no text). Players build up their castle, towns and abbeys using cards, and can enhance their towns with markets and ports. This will help increase their income each turn. The income must be distributed between the holdings. Players can also send Saracens, catapults and militia to destroy and steal from opposing holdings (though they can be rebuffed), and send bishops to take over control of abbeys. Money can be spent to gain more cards which give you more you can do, but also needs to be held as victory points to win the game.

 

Oceania. Published by Mayfair Games. 2004. Box. Excellent. £11

Designer: Klaus Teuber. No. players: 1-2. Country: American. Duration: 20 mins.

Simplified version of Entdecker. The board shows a grid onto which sea tiles are placed. These tiles show a mix of sea and land which will join up to form an archipelago. The tiles also show ship routes through the islands. Players take turns to decide where to sail from and draw a tile, which may or may not fit. If it fits then a scout token can be placed to claim the island, and if it doesn't fit then the tile must be kept for use on a future turn. Fast playing and light, but with some interesting decisions and the way it manages to condense the essentials of Entdecker into such a short game is a credit to the designer.

 

On The Dot. Published by Gamewright. 2008. Box. In shrink. £8.50

Designer: Dominique Bodin. No. players: 1-4. Country: American. Duration: 15 mins.

Each player has a set of 4 transparent squares with a selection of dots of 4 colours. A pattern card is turned over and the players compete to create that pattern by laying their four squares on top of each other in the correct orientations and the correct order. Fast and fun.

 

Orcz. Published by Fantasy Flight. 2000. Box. Excellent. £7

Designer: Christian Petersen, Greg Benage. No. players: 2-4. Country: American. Duration: 45 mins.

Each player is the leader of a powerful tribe of orcs vying for the favour of evil Lord Llovar. However, the orcs are at war, and must together defeat Llovar's enemies. Players take turns to put forward two of their orcs, one face up, and one face down, in ranks to form communal armies which will take on the various enemies. However, once the armies are gathered, the orcs may struggle amongst themselves to be the dominant tribe in each army, as Llovar rewards that tribe generously. However, should the orcs struggle amongst themselves so much that they lose the battle then the dominant tribe will be punished. Should the orcs repeatedly lose battles then it is possible for Llovar to be overthrown in which case all tribes lose.

 

Outpost. Published by Stronghold Games. 2011. Box. In shrink. £35

Designer: James Hlavaty. No. players: 2-9. Country: American. Duration: 2.5 hrs.

20th anniversary deluxe edition of this classic economic development space game. As well as all new artwork and chunkier counters, this set includes Tom Lehmann's Kicker expansion (27 new colony upgrade cards). Starting with just a couple of mines players gain money which is used to invest in bigger and better mines, research facilities, warehouses etc all with their own benefits. The upgrades are sold by auction, and players don't get change from their resource cards, making the bidding often very tense. Lots of scope for different strategies. A classic business game which has stood the test of time amazingly. Highly recommended.

 

Penguin Colourgrams 1. Published by Penguin. 1975. Book. Good - A very few pages used. £9

Author: Sid Sackson. No. players: 2-4. Country: British.

Softback, 20x25cm, 78 pages. A collection of original games by Sid Sackson. They are all inspired by modern art by various artists, and the games are named after those artists. The book includes many black and white sheets on which the games are played by colouring in sections with pencils (not supplied). The games are abstract, and as you would expect from Sid, have novel ideas. The games are: Vasarely (2-4), Miro (2-4), Mondrian (2-4), Arp (2-4), Delauney (2-4), Klee (2), Springer (2-4). Also published as Beyond Tic Tac Toe.

 

Personal Preference. Published by Parker Bros. 1988. Box. Good. £3.75

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

Social game in which one player at a time draws 4 object cards, and secretly ranks these in preference order. The other players (or teams) try to work out what order that player will pick, and place counters face down accordingly, with the option of 'doubling' a bet if they want. Correctly guessing the position of an object scores you points. The team with the most points wins when the game ends. A gentle but enjoyable social game which goes down well with non-gamers.

 

Play Poker, Quit Work And Sleep Till Noon! Published by Bacchus. 1981. Book. Excellent. £16

Author: John Fox. Country: American.

Hardback, 22x14cm, 343 pages. A detailed coverage of playing serious money poker. The book is split into three main sections: Specialized Strategy and Tactics for use in Organized Poker Casinos, Advanced Technical Advice, Behavioral Deductions: The Card Reading Section. Thus the book covers the probabilities of the game, psychological factors and tricks to use and spot, and considering details like order of seating relative to the strongest players etc. Quite rare, and definitely useful if Poker is your thing!

 

Polyhedral Dice. Published by Unknown. Good. £0.15

I have lots and lots of 12 and 20 sided dice, and a lesser number of d4s, d6s, d8s and d10s (units and tens). Tell me the mix you'd like. If you want particular colours of dice just let me know and I will see what I can do. 15p each per die.

 

Popular Indoor Games. Published by W. Foulsham & Co. ca.1920. Book. Good. £0.40

Author: F.R. Ings. Country: British.

Softback, 18x12cm, 63 pages. A collection of games and amusements to entertain family and friends. These include conjuring tricks, ventriloquism, card tricks, sleight of hand card tricks, card games, round games, arithmetical puzzles and curiosities, mechanical puzzles, word games and word squares.

 

Power Grid (Funkenschlag 2nd Ed) items:

 

Funkenschlag 2nd Ed. Published by 2F Spiele. 2004. Box. In shrink. £22

Designer: Friedemann Friese. No. players: 3-5. Country: German. Duration: 2 hrs.

Aka Power Grid. This is the second printing of Funkenschlag which was substantially revised from the first edition. An economic game with several things going on at once. Firstly players need to manage their money well and use it to build a network of power lines across either Germany or America (the map is double sided). Secondly the players also have to purchase power plants of various types and thirdly buy enough fuel to run them. The variety of power plants and clever way they get auctioned really makes the game unique. The winner is the player who can supply the most cities with power when the game ends. Highly recommended.

 

Additional maps for the excellent game Power Grid. The maps generally have slight variant rules to be used on each one, to reflect the power production history of these countries. You need the base game to make use of these:

 

Funkenschlag China/Korea Maps. Published by 2F Spiele. 2008. In shrink. £8

Designer: Friedemann Friese. No. players: 2-6. Country: German. Duration: 90 mins.

 

Funkenschlag Italy/France Maps. Published by 2F Spiele. 2005. In shrink. £8

Designer: Friedemann Friese. No. players: 2-5. Country: German. Duration: 90 mins.

 

Funkenschlag Russland / Japan. Published by 2F Spiele. 2010. None. In shrink. £8

Designer: Friedemann Friese. No. players: 2-6. Country: German. Duration: 90 mins.

 

Funkenschlag: Brasilien + Spanien/Portugal Maps. Published by 2F Spiele. 2006. Box. In shrink. £11

Designer: Friedemann Friese. No. players: 2-6. Country: German. Duration: 90 mins.

These maps come in a special full size 'Collector Box' intended to allow the keen Power Grid player to store all their expansion maps safely and tidily.

 

Funkenschlag: Nord Europa / UK & Irland Erweiterung. Published by 2F Spiele. 2005. In shrink. £9

Designer: Friedemann Friese. No. players: 2-5. Country: German. Duration: 90 mins.

This expansion also includes 12 new power plants for use with these maps along with special rules for them.

 

Funkenschlag: Quebec / Baden-Wuerttemberg Erweiterung. Published by 2F Spiele. 2005. In shrink. £8

Designer: Friedemann Friese. No. players: 2-5. Country: German. Duration: 90 mins.

 

Power Grid: Benelux/Central Europe Maps. Published by Rio Grande Games. 2006. In shrink. £8.50

Designer: Friedemann Friese. No. players: 2-6. Country: American. Duration: 90 mins.

 

Funkenschlag: Die Roboter. Published by 2F Spiele. 2011. In shrink. £5

Designer: Friedemann Friese. No. players: 2-5. Country: German. Duration: 90 mins.

Expansion for Power Grid / Funkenschlag (2nd Ed) which you will require to make use of this. This expansion provides you with one or two additional "robot" opponents - great for 2/3 player games. These robots are different each game, and have a variety of different characteristics one drawn from each category using cleverly designed robot jigsaw pieces. Some of the ways the robots will play are determined by rule, others by a particular player. Either way, the robots will be a tough opposition as they are given advantages and special abilities the human players do not have. The text is in German, but I will supply English language printouts on sticky labels which you can apply yourself (or I will if you don't mind me opening the packet).

 

Puerto Rico. Published by Rio Grande. 2002. Box. 2 copies available:

1) In shrink. £19       2) Excellent. £17

Designer: Andreas Seyfarth. No. players: 3-5. Country: American. Duration: 2 hrs.

Extremely popular and very highly regarded gamers' game in which the players are plantation owners in Puerto Rico in colonial times. Various crops can be grown in the plantations and buildings which grant additional benefits can be built in the city. The central mechanism is that players take it in turn to select an action which in most cases all players will get to do, but with the chooser getting an additional benefit. The player who runs their plantations most effectively and makes best use of their buildings and options each turn will win the game.

 

Quadwrangle. Published by Lagoon Games. 1995. Box. Good. £8

Designer: Maureen Hiron. No. players: 2. Country: British. Duration: 15 mins.

Part of the Inventor's Collection. Dice and board game in which the players simultaneously try to win 9 tug of war battles. 5 dice are used, with rerolls allowed. The dice are used to determine which of the pieces to pull in your direction each turn. Attack and defence need to be balanced skilfully. Solid wooden board.

 

Quantum. Published by Lazy Days. 1975. Box. Good, but box edges show wear. £7

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

Strategy game in which each player gets 16 interlocking pieces shaped as circles, squares and crosses. Players alternate moves, in which circles can move one space diagonally, squares one space horizontally and vertically and crosses can move to any of the 8 adjacent spaces. Landing on top of an opposing piece creates a tower which can move upto its height in the directions allowed by the piece on top. A tower of size 6 or more is safe and cannot be moved. The first player to create 3 such towers wins the game.

 

Qwitch. Published by Out Of The Box. 2005. Box. Good. £4.75

Designer: Maureen Hiron. No. players: 3-5. Country: American. Duration: 5 mins.

Simultaneous play speed card game in which the cards have both a number and a letter on them. Cards can be played on other cards with either a letter or a number which is one higher or one lower than one showing. Players try to be the first to get rid of all their cards.

 

Ra: The Dice Game. Published by Rio Grande Games. 2009. Box. Excellent. £15.50

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

A reworking of the tactical push your luck tile drawing and bidding game Ra. This time dice are rolled and rerolled and the symbols which result are used to build monuments, influence pharaohs, farm the Nile delta and improve civilization. Thus what you are collecting is very similar to the board game version, but the mechanics of doing so are quite different, and the scoring mechanisms work out somewhat differently balanced too.

 

Race For The Galaxy. Published by Rio Grande Games. 2007. Box. Excellent. £16

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

Space themed card game in which the players start with a base on a single planet, and develop their own empire as the game progresses. Each turn there are several phases: Explore (get more cards), Develop (play and pay for a new technology), Settle (obtain a base on a new world), Trade (sell goods for VPs or more cards), and Produce (get goods on productive worlds). However, each turn only a few of these phases will occur, and the players decide which will happen by card play. Every card has special abilities ensuring that the game will be very replayable, allowing for different strategies and combinations of strategies. Very highly regarded despite it being a bit confusing the first time played - recommended.

 

Race For The Galaxy: The Brink Of War. Published by Rio Grande Games. 2010. Box. In shrink. £15

Designer: Tom Lehmann. No. players: 1-6. Country: American. Duration: 45 mins.

Third expansion for Race To The Galaxy which you will need to make use of this, as well as both the first and second expansions. This set includes 4 new start worlds, 44 game cards, 6 action cards, 5 goal tiles, a search sheet, and assorted chips and counters to use with this expansion. If you need the previous expansions too just ask - I probably have them!

 

Revolution. Published by Phalanx. 2004. Box. In shrink. £28

Designer: Francis Tresham. No. players: 2-5. Country: Dutch. Duration: 6 hrs.

Limited edition (No. 507). Long awaited game by this master designer. All components in English. Revolution simulates the 80 Years War between Spain and the Netherlands between 1568 and 1648, which eventually brought independence to Holland and the northern provinces. William of Orange and King Phillip II were the main protagonists. Each player represents one of the principal factions: The Catholics, Habsburgs, Nobility, Burghers, and Reformers. Each faction has its own goals, some of which may align well with those of other factions - at least for a while. Not a war game, but more a strategic game of political, religious and economic power.

 

Revolver Bonus Pack. Published by Stronghold Games. 2012. New. £1.50

Designer: Mark Chaplin. No. players: 2. Country: American. Duration: 45 mins.

A selection of new cards (about 20) for use with either Revolver or Revolver 2, includes rules for constructing your own deck for these games.

                                                                        

Ringgeister. Published by Queen. 1995. Box. Excellent. £16

Designer: Jo Hartwig. No. players: 2-4. Country: German. Duration: 90 mins.

Tolkien's Middle Earth themed game, beautifully produced, with a geomorphic board made up of 27 pieces, which can fit together in many ways, and which will be changed during play changing the paths available to the playing pieces. As the hobbits, players try to reach Mount Doom with the ring, but Sauron will use the Nazgul to try to capture the ring. The hobbits have Gandalf and assorted heroes on their side, while the orcs also do the bidding of Sauron. The game system controls the movement of the evil pieces as they hunt for the ring.

 

Rocketville. Published by Hasbro Avalon Hill. 2006. Box. Excellent. £6

Designer: Richard Garfield. No. players: 3-5. Country: American. Duration: 1 hr.

Futuristic election themed game in which the players vie for control of areas in Rocketville. Rocketville is split up into districts and having most and second most votes in a district at game end will earn VPs. In addition while contesting each space on the board it is possible to earn or lose VPs as well as gain extra cards to use in the voting or special cards which grant extra VPs at the end of the game, if you achieve what they say on them. The central mechanism is simultaneous card play, but where the type of card which is more valuable at any point is known up front. In order to get more voting cards you have to decide not to participate in the election at one space.

 

Rubik's Infinity Game. Published by Toybrokers Ltd. 1999. Box. Good. £3

Designer: Seven Towns. No. players: 2. Country: British. Duration: 10 mins.

Four in a row game played with coloured balls on 4 sloping lanes. Players take turns to add a ball of their colour to the bottom of a lane which pushes the balls above up, and possibly one ball off the top - it then rolls around to the front where it can be reused. Neat physical design.

 

Save Doctor Lucky. Published by Paizo Publishing. 2010. Box. In shrink. £20

Designer: James Ernest. No. players: 3-7. Country: American. Duration: 40 mins.

Set on a sinking ship, Doctor Lucky wanders the corridors, and can't believe that the ship is sinking, and so rebuffs the players' attempts to save him. Players wander the ship obtaining items which can be used to save the good doctor, but when used other players get the chance to play cards which will foil these attempts to save him. The winner is the player who manages to finally rescue Doctor Lucky. This is a properly boxed, full colour board and card edition, with all components supplied - definitely not a Cheapass production!

 

Schrille Stille. Published by Zoch Zum Spiele. 1999. Box. In shrink. £14

Designer: Peter Wichmann. No. players: 3-6. Country: German. Duration: 1-2hrs.

Players take on the roles of record companies and try to promote their bands into the Top 10. This is done by secretly playing influence counters on the various bands in the charts. These then get resolved and can result in somewhat different results to what was expected due to the intriguing mechanism used. Record companies are then awarded points for the best bands and the least popular bands drop out of the charts to be replaced by new ones. The amazing thing about this game is the wooden CD player and the special 'CD sets' into which players put their influence chits and the way they all get resolved using the CD player - unique. I also have some simple house rules which cut the length of the game without removing any of the flavour.

 

Sea Hawks. Published by Orca. ca.1985. Box. Good, but corners taped. £10

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

Treasure hunt game played on a copy of an 18th century map of the Caribbean. Players are trying to find the chest with treasure in it. This is done by sailing around the map and either visiting ports where information about the whereabouts of the treasure can be gathered, or sailing to the various islands and looking for it more directly. Rules also allow battling opponents' ships.

 

Shipyard. Published by Rio Grande Games. 2009. Box. In shrink. £25

Designer: Vladimir Suchy. No. players: 2-4. Country: American. Duration: 1-2 hrs.

The players each run a shipyard and will spend the game buying ship parts and equipping their ships and hiring specialist staff. When complete a ship is given a test run which can earn VPs for a variety of aspects of its performance. In addition each player has a secret objective which can earn bonus points. The game uses some interesting mechanisms and plays very smoothly.

 

Small Soldiers Big Battle Game. Published by Milton Bradley. 1998. Box. Good. £8

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

Simple action wargame based on the animated film of the same name. The game takes place outside the toy shop, and pits the Commando Elite led by Chip Hazard against the Gorgonites led by Archer. The game uses a standup toy shop front and hex marked area as well as 12 enormous (60mm) plastic figures of the combatants and a skateboard mounted catapult which is used to launch a chunky grenade-bomb. The game uses a spinner which gives a number of action points which can be used, or sometimes allows a power card to be drawn to gain an advantage.

 

Snapshot. Published by Parker Bros. 1972. Box. Good. £4.25

Designer: Unknown. No. players: 2+. Country: Canadian. Duration: 10 mins.

The game consists of 30 interesting black and white photos from the 1930s (I guess) all mounted on card. A selection of them are displayed and players study them. They are all then turned over and mixed up and a few removed. The remainder are turned over and players try to recall what has been removed.

 

Space Alert. Published by CGE. 2008. Box. In shrink. £30

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

Cooperative board game which requires a CD player to be handy, or one person can sit out of the game and read out from a card at timed intervals. The players are the crew of a space ship, and during the mission various hostile ships and other hazards approach, and even attempt to board the ship. The players must lay out cards onto phase boards to indicate what their character will be doing. Actions include moving around the ship, activating shields, firing weapons, transferring energy from one part of the ship to another etc. Players have a very limited time to get everything planned so that they act effectively as a team. Once the time is up the cards and events are actioned one by one and the players see if they survived. Recommended.

 

Spec. Published by Block Inland. 1987. Box. Good. £6

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

Property speculation business game in which the players extend and improve their homes and add luxuries, trying to increase the value of their properties. The game uses 24 amazing property value dials, each with 7 digits! Game play includes mortgages, crisis cards, bonus cards, pro & con cards, and a board around which the players move their playing pieces.

 

Spitting Image. Published by Parker. 1984. Box. Box shows wear, 2 corners taped. £1.25

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

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

 

Star Trek TNG CCG Official Player's Guide. Published by Macmillan Computer Publishing. 1995. Book.

Excellent. £5. Author: Decipher Inc. Country: American.

Softback, 21x13cm, 268 pages. Companion guide for players of the Star Trek TNG CCG. This book covers: Entering the Star Trek Universe, Game Strategy (Customizing Decks, Choosing Dilemmas, Well Coordinated Decks, Powerful Combos, Trading Tactics), The 50 Most Powerful Cards, Card Checklist, FAQ, Collector's Info, Advanced and Multi-player Variants.

 

Steel Driver. Published by Pegasus Spiele. 2009. Box. In shrink. £18

Designer: Martin Wallace. No. players: 3-6. Country: German. Duration: 1 hr.

Martin Wallace train game, at the simpler end of his spectrum. The map shows the USA with rail links marked on the board ready for construction. There are six companies, which the players use investment cubes to control. The companies can then build track using the revenue they have raised. The companies earn profits by connecting to new cities. A clever twist ensures the control of the companies is fluid. Profit distributed to the players is not reinvested, but is kept and determines victory.

 

Stockbroker. Published by Intellect. 1971. Box. Good, but 1 corner taped. £21

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

Rare stock market game. There are 9 companies and each has 11 blocks of shares. Share prices drop each time a block is sold and go up when a block is bought. Also political and commercial events cause share prices to change. A playing piece moves around the board and the space it lands on indicates what can be bought and sold that turn, or if an event comes up etc. Also if a player has a controlling share (6 blocks) of a company's stock then he receives or pays that company's profits and losses and gets to choose whether to pay dividends or not.

 

Stone Age: Style Is The Goal. Published by Rio Grande Games. 2011. Box. In shrink. £21

Designer: Michael Tummelhofer. No. players: 2-5. Country: American. Duration: 90 mins.

Expansion for the very popular Stone Age - you will need the base game to make use of this. This set includes components for a 5th player, as well as a new theme - decorations - these can be traded for, and are now a must for all stylish Stone Age folk. A new village space is introduced along with new cards and huts, as well as the decorations themselves.

 

Strasbourg. Published by Pegasus Spiele. 2011. Box. Excellent. £26

Designer: Stefan Feld. No. players: 3-5. Country: German. Duration: 90 mins.

Set in medieval Strasbourg the players try to get their family members into the church, the nobility and the various merchant guilds. However, players have a limited amount of influence to spend trying to get this to happen. The system of selecting cards for the round and then playing them out is different and requires careful planning and an eye on your opponents' plans.

 

String Railway. Published by Asmodee. 2012. Box. In shrink. £17

Designer: Hisashi Hayashi. No. players: 2-5. Country: French. Duration: 30 mins.

Reprint of this extremely novel Japanese railway game. The game components are coloured strings and tiles. String is set out to set the game boundary and also to indicate a mountainous region and a river. The tiles represent stations and the players join these in order to form networks using their own coloured pieces of string. Points are scored for connecting the stations. A fast playing, fun and novel idea which works surprisingly well. Recommended.

 

Subulata. Published by Cwali. 2003. Box. In shrink. £5

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

Each player controls a group of grasshoppers which are trying to get across a lily pond. These grasshoppers can swim as well as hop (though slowly) and prefer to jump from lily pads rather than from flowers. The board is made up of 9 3x3 tiles put together differently each game, and these tiles show spaces with water, lily pads and flowers. If a grasshopper lands on an opposing grasshopper it captures it, and the grasshoppers have different values. Nicely produced with wooden pieces.

 

Suppenkaspar. Published by Mattel. 1987. Box. Good. £3

Designer: Karl-Heinz Schmiel. No. players: 3-6. Country: German. Duration: 45 mins.

A game in somewhat poor taste, but great fun to play. Players gorge, diet, and throw-up in their quest for the perfect body. Great card game - the board merely serves to keep a record of your appearance. The game is of the type where one player leads a particular type of card and this restricts what can follow it. However there are special cards and there is the opportunity to discard cards before a hand starts, making for some interesting play, and thought is required in how to best play a hand.

 

Sushizock Im Gockelwok. Published by Zoch Zum Spiele. 2008. Box. Excellent. £9

Designer: Reiner Knizia. No. players: 2-5. Country: German. Duration: 20 mins.

Dice game in which the players claim nicely made domino shaped scoring tiles. The scoring tiles come as positive sushi tiles and negative fishbone tiles. Players can reroll the dice to try to get a combination which gets them a tile they want or the option to steal a tile from another player. The scoring makes the game interesting - one negative fishbone tile is required to score each positive sushi tile, adding to the tactical implications of gaining or stealing tiles.

 

Sutter's Mill. Published by Phalanx Games. 2008. Box. 2 copies available:

1) Excellent. £15      2) In shrink. £16.50

Designer: Marco Teubner. No. players: 2-4. Country: German. Duration: 1 hr.

The players control groups of workers in the Californian gold rush of 1849. Each turn workers can be sent to the gold mining locations, or to the village to use the buildings there. Alternatively they can mine gold and return to the village. Players must weigh how much to spend on actions (the more actions the higher the cost per action) and when the gold will run out in the various locations. In the town players play influence cards to gain abilities granted by the various buildings. Cleverly, before all the gold runs out players must get all their men and influence cards out of the village, or suffer potentially major VP penalties. Thus deciding when to start getting out is quite a tricky decision.

 

Suzerain. Published by TimJim. 1993. Box. Good, but box slightly indented. £11.50

Designer: Tom Lehmann. No. players: 2-6. Country: American. Duration: 2 hrs.

Card game with each player having a board on which to build up their empire. This board shows five levels, forming a pyramid. Players start with just a ruler on their board and 5 cards in hand. Each round players take it in turns to play cards or pass. These cards can build up your empire in various ways, damage other players' empires or cause you to go to war with another empire. One way of gaining power is to marry an eligible prince or princess into another empire's royal family - the spouse then comes and strengthens your empire. The objective is to build up your pyramid of cards in order to have two royal couples. The first player to then produce an heir wins.

 

Table Games: How To Make And How To Play Them. Published by A.S. Barnes & Co. 1976. Book.

Good - Ex Library. £3.50. Author: Ray J. Marran. Country: American.

Hardback, 26x17cm, 122 pages. Reprint of a book originally published in 1939. This book is aimed at the keen arts and crafts board gamer. Not only are the various games' rules described, but also instructions on how to make yourself a copy of the game. The games are categorised as follows: Spinning Arrow / Spinning Top / Numbered Cube Games (31), Spin-O (1), Checkerboard Games (9), Chinese Star Checker Game (1), Finger Snip Games (6), Fun with Tiddledy-Winks (12).

 

Take It Higher. Published by Burley Games. 2009. Box. In shrink. £18.50

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

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

 

Teenage Mutant Ninja Turtles Game. Published by MB Games. 2003. Box. Excellent. £4

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

Movie / TV tie in game, but with two sets of rules. One simple one intended for kids, and one much better set which makes for a more interesting game. The players are the Turtles, and have to fight their way through the streets and sewers in order to get to the skyscraper where their arch nemesis, Shredder, is plotting to take over the world.

 

The Baron System Of Contract Bridge. Published by Contract Bridge Equipment. 1948. Book. Good. £4

Author: Leo Baron, Adam Meredith. Country: British.

Hardback, 18x12cm, 180 pages. This book covers the Baron bidding system in all the detail you would expect, with chapters covering: Structure of the System, Four Trump Rule, Opening Bids of One, Responses to Suit Openings, Rebids & Reverses, Pre-emptive Bidding, Limited Bids, The Later Auction, Competitive Bidding, Protection, Slam Bidding.

 

The Best Of Dragon Games. Published by TSR. 1990. Box. Good - partly unpunched. £13

Designer: Various. No. players: 2+. Country: American.

A very nice collection of games that have featured in The Dragon magazine over the years. There is a mixture of abstract, fantasy, even sports games. Game titles and designers are: The Baton Races of Yaz by C C Stoll (race game); King's Table by Dale Oldfield & Mark Foster (a version of The Viking Game); Search for the Emperor's Treasure (fantasy adventure game) and File 13 (game about designing games!) both by Tom Wham; Ringside (boxing game) by Brian Blume; Food Fight (light hearted brawl / wargame) by Bryce Knorr.

 

The Circle. Published by Creative Cell. 2007. Box. Excellent. £15

Designer: Folker Jung. No. players: 2-6. Country: German. Duration: 90 mins.

Set in 1889, in a world of industrialisation and power seeking. The players each control a secret agency, all of whom have become aware of an even more secret and ultra powerful secret society: The Circle. By recruiting spies inside The Circle and making use of their powers the players try to amass power. This can be done either be being the first to amass a set amount of power or by throwing your lot in with The Circle and trying to ensure it becomes most powerful of all.

 

The F.A. Book For Boys 1954/55. Published by The Naldrett Press. 1954. Book. Cover fair, inside excellent. £1.20

Author: Unknown. Country: British.

Special Notes: The hardback cover shows stains and a little damage, and the blank flysheets some speckling, but the pages themselves are excellent.

Hardback book with 192 pages. This is a soccer book for boys published by the English Football Association. It contains all sorts of articles related to football, including ways to improve your game and interviews with famous players of the day (eg. Stanley Matthews). Very nice period item.

 

The Game Of Authors. Published by Somerville. ca.1950. Box. Good. £5.50

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

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

 

The Guinness Encyclopedia Of Games Puzzles & Pastimes. Published by Guinness Publishing. 1988.

Book. Good. £3.50. Author: Honor Head. Country: British.

Softback, 25x19cm, 256 pages. An excellent resource to keep your children amused in the holidays, with a vast array of puzzles, activities and games to keep them occupied. Everything is sorted alphabetically rather than by category, but with an index as well.

 

The Hollywood Card Game. Published by Fantasy Flight Games. 2005. Box. New. £2.75

Designer: Bruno Faidutti, Michael Schacht. No. players: 3-4. Country: American. Duration: 20 mins.

Card game in which players collect Star, Film and Blockbuster cards in order to create movies and score points. The mechanism for gaining cards is unusual - tokens are put onto the cards which are laid out in a grid, and players have to bump along other players' tokens to get to what they want. Thus the goal is to try and predict how this will go in order to get what you really want.

 

The Isle Of Doctor Necreaux. Published by AEG. 2009. Box. Excellent. £10

Designer: J. Pinto, S. Purdy, K. Wasden. No. players: 1-5. Country: American. Duration: 40 mins.

Co-operative card game in which the evil Doctor Necreaux has kidnapped the world's top scientists and forced them to build a device which will threaten all life on the planet, and now demands that the world surrender to his rule or everyone gets it! The players act as a team of heroes to try to defeat Necreaux before he sets off his device! Game play involves deciding how fast to push through the adventure deck, deciding when to rest and dealing with the traps and minions encountered on the way to rescuing the scientists and then getting out alive!

 

The Key To The Kingdom. Published by Waddingtons. 1990. Box. Good. £0.70

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

Fantasy game with a board that changes shape (there are 6 different boards that change as the game progresses), plastic miniatures as playing pieces and one of the few mainstream games to use 8-sided dice. Players must enter the kingdom and discover the key, hidden in one of the special locations, each of which involves a mini-adventure to get to it (such as the whirlpool, the stepping stones, or the sleeping giant). Food and equipment is needed to survive. Failed adventurers end up in the dungeon. Ultimately the other adventurers could prove just as troublesome as the perils of the kingdom itself.

 

The Legend Of The Lone Ranger. Published by Milton Bradley. 1980. Box. Good. £4

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

Special Notes: Box corners taped but contents unpunched

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

 

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

In shrink. £20. Designer: Nate French. No. players: 1-2. Country: American. Duration: 1 hr.

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

 

The New Book Of Games. Published by Syndicate Publishing Co. Ltd. ca.1955. Book.

Good, but corners show some wear. £4. Author: Unknown. Country: British.

Special Notes: Dice and playing pieces are missing.

Hardback, 28x20cm, 30 pages. An unusual antique item which has some very thick card pages which fold flat to form a board, and some regular pages. The book contains boards for: Football, Test Match, Air Race, Draughts, Ludo, Snakes & Ladders, Riding The Ranges. As well as rules to these games there are also a selection of party games and activities described and some magic tricks and puzzles too. Originally came with some dice and playing pieces.

 

The New Games Book. Published by Sidgwick & Jackson Ltd. 1976. Book. Good. £3.25

Author: New Games Foundation. No. players: 2+. Country: British.

Softback, 23x21cm, 192 pages. A book full of unusual and interesting outdoor games and activities. There are many photographs which come straight out of the hippy era, but many of the games themselves look great fun - fantastic if you have a large group of children and adults and a park, or even just for active families to enjoy on a summer's day. Activities range from boffing (duelling with polyethylene swords), tug of war, and Hunker Hawser (two players balance on poles holding a rope - last still on wins) to Stand-off (a sort of aikido balancing wrestle). Some great ideas, and some just truly bizarre!

 

The Phantom League. Published by Tuonela. 2010. Box. New. £34

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

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

 

The Play-It Book. Published by Rand McNally & Co. 1928. Book. Good but covers detached (but present). £2

Author: Jean Hosford Fretwell. Country: American.

Softback, 25x20cm, 47 pages. Written by a former physical education teacher, the writer wants to ensure that the new generation of children aren't idle. The book includes many very attractive 1920's illustrations of the games and activities described. These fall into the following categories Play-Lot Days (7), One Day on the Sidewalk (8), A Rainy Day (10), A Day in the Woods (10), A Summer Day on the Lawn (7), One Day at the Beach (10), A Picnic Day (9), Days in Bed and Afterwards (9). Nice item.

 

The Tarot. Published by Penguin. Book. 2 copies available:

1) 1988. Excellent. 254 pages. £7.       2) 1976. Good. 240 pages. £6.50

Author: Alfred Douglas. Country: British.

Softback, 20x13cm. A very informative book which tells of the origin of the Tarot deck, and the symbolism of the cards. It then goes on to describe the meaning of the major trumps and the major arcana. The Esoteric Tarot is discussed, and the divinatory meanings of the cards is outlined, as well as details on how to perform a Tarot reading using the Nine Card, Circular or Horseshoe spreads. Meditation using the Tarot as well as the game of Tarocco are also covered.

 

The Williams Renault Grand Prix Championship Game. Published by Domark. 1994. Box. Good. £22

Designer: Unknown. No. players: 1-6. Country: British.

Beautifully produced race game made, I believe, as a promotional item for the motor racing team. The game has two boards. The first is a Monopoly-style board around which you travel four times hopefully earning money to buy equipment for your racing team. The other board can be made up into 16 different tracks, representing the 16 main Grand Prix races. The races are not based on die rolls but more on the performance abilities of your cars as built during the preliminary section or during further development between each race. Very nice item.

 

Thunderstone. Published by AEG. 2009. Box. In shrink. £27

Designer: Mike Elliot. No. players: 2-5. Country: American. Duration: 1 hr.

Fantasy dungeon card game with a difference. The dungeon is abstracted into three levels each with one monster at a time. The players start with minimal equipment and basic men-at-arms and improve their individual decks by purchasing better equipment or hiring heroes at the village. These can then be used to defeat the monsters in the dungeon to earn VPs. The game uses a Dominion-like deck building system, but one must focus both on gaining more money to spend at the village and on improved battle bonuses so that monsters can be beaten. Recommended.

 

Thunderstone: Doomgate Legion. Published by AEG. 2010. Box. In shrink. £22.50

Designer: Mike Elliot. No. players: 2-5. Country: American. Duration: 1 hr.

Expansion for Thunderstone, which you will need to make use of this. The Order of the Doomgate Legion has been discovered - they guard and worship the Stone of Avarice. This expansion introduces over 300 new cards representing four new heroes, many new village cards, such as mercenaries, five new monster groups including the Doomgate Legion, and treasures which you gain when defeating monsters.

 

Thunderstone: Dragonspire. Published by AEG. 2011. Box. In shrink. £27.50

Designer: Mike Elliot. No. players: 2-5. Country: American. Duration: 1 hr.

Fantasy dungeon card game with a difference. The dungeon is abstracted into three levels each with one monster at a time. The players start with minimal equipment and basic men-at-arms and improve their individual decks by purchasing better equipment or hiring heroes at the village. These can then be used to defeat the monsters in the dungeon to earn VPs. The game uses a Dominion-like deck building system, but one must focus both on gaining more money to spend at the village and on improved battle bonuses so that monsters can be beaten. Recommended. This is an alternative base set - you can use the fresh selection of heroes, spells, villagers and weapons on their own or as an expansion for the standard base set.

 

Thunderstone: Heart Of Doom. Published by AEG. 2011. Box. New. £16

Designer: Mike Elliot. No. players: 2-5. Country: American. Duration: 1 hr.

Expansion for Thunderstone, which you will need to make use of this. This expansion includes over 250 new cards: 7 new hero classes, 39 new monster classes, and 13 new village cards. New cards introduce ways for players to obtain village cards even when they go to the dungeon, and dopplegangers can turn villagers against the party.

 

Thunderstone: Thornwood Siege. Published by AEG. 2011. Box. In shrink. £20

Designer: Mike Elliot. No. players: 2-5. Country: British. Duration: 45 mins.

Expansion for the deck building game Thunderstone. This expansion introduces monsters which bring the battle to the village! They can attack the village and destroy the cards there, taking them out of the game. Some of these monsters can even hurt you on turns you go to the village rather than the dungeon. You need the base set in order to make use of this.

 

Times Square. Published by Rio Grande Games. 2006. Box. Excellent. £9.25

Designer: Reiner Knizia. No. players: 2. Country: American. Duration: 25 mins.

Card game in which the two players use their cards to move around several wooden figures representing various characters, including Saucy Sue and her bodyguards. The objective is to get the figures into your entertainment establishment. The two rival hostelries face each other across Times Square. It is possible to win the game by either a slow accumulation of points by having more characters consistently in your inn than your opponent's, or by clever play which your opponent is unable to stop, getting Saucy Sue into your establishment despite her bodyguards.

 

Tom Jolly's Cave Troll. Published by Fantasy Flight Games. 2002. Box. Excellent. £12.50

Designer: Tom Jolly. No. players: 2-4. Country: American. Duration: 1 hr.

Fantasy themed board game which is a cross between a standard fantasy adventure game and a majorities in areas game, and makes a good addition to both genres. Each player has their own set of character and monster chits which are mixed up and drawn throughout the game. Some of the characters are basic fighters while others have special abilities. The monsters range from orcs to the dreaded Cave Troll which entirely blocks off a chamber. As well as introducing their characters and monsters on to the board the players move them around in order to claim the gold in various rooms when a scoring round comes up, defeat monsters and find powerful artifacts. Recommended.

 

Totem Land. Published by Challenge. 2007. Box. In shrink. £14

Designer: Frank Dyksterhuis, Mark Wood. No. players: 2-4. Country: Australian. Duration: 20 mins.

The players represent up to four tribes who have moved into a wilderness area, and seek to dominate by constructing the most powerful totem poles. Each player has eight differently shaped and valued totems, which must be moved around the board onto other totems in order to form powerful stacks - the player whose totem is on top gaining the power from that pole. Bonuses for single colour poles are available.

 

Uno Madness. Published by Spears Games. 1996. Box. Good. £2.25

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

Enhanced version of Uno, the card game in which players play cards either of the same colour or number as the player before, or draw a card, with the objective being to get rid of your cards. This version is tile based, and the tiles are placed on a board. In addition there is a noisy timer which ticks down, and if it goes off (jerking the board upwards in the process) then the current player is penalised with more tiles. The timer keeps things moving quickly and adds to the tension considerably. As with original Uno there are some special tiles with effects such as reversing the direction of play and forcing the next player to play a special tile or pick up two tiles etc.

 

Utopia. Published by Matagot. 2007. Box. 2 copies available:

1) In shrink. £15       2) Excellent. £12.50

Designer: Arnaud Urbon, Ludovic Vialla. No. players: 2-5. Country: France. Duration: 1 hr.

Set in a fictional land in which the king has invited princes from far off lands (the players) to build exotic temples, palaces and other buildings throughout the island kingdom. Players build these structures by placing workers throughout the islands and when there are sufficient of their own people a monument can be built, and the workers go home. However, each region can only have one monument so players must race to complete theirs first. In addition popular opinion holds the different cultures in high or low esteem, and this can be influenced by card play, though the cards can also be used to move and recruit more workers. To win you must successfully build monuments and keep those you have built in high regard. 40+ amazing monument pieces.

 

Vegas Showdown (2nd Edition).  Published by Hasbro Avalon Hill. 2005. Box. In shrink. £32

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

Excellent business game which was Games magazine's Game of the Year 2006. Each player is creating a Las Vegas Casino and intends it to be the biggest, best and most profitable. Each round a selection of casino attractions (such as slot machines, fancy restaurants, table games, sport betting rooms etc) are available, and the players bid for the right to add one of them to their casino. Each one provides extra income and / or attracts more customers. Players also have to ensure that there is a good way through from room to room in their casino, and various bonus cards and end of game bonuses can be played for. Clever bidding system, and lots of options and interesting decisions to make. Highly recommended.

 

Venedig. Published by Amigo. 2007. Box. Excellent. £18

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

Players are founding the city of Venice, and start with a swampland. Individual areas are dried out and then buildings can be built on this new land. The game uses cards to indicate the buildings which can be built, and the shape of dry land (and / or water spaces) needed to build it. Several cards need to be played out before a building can be built, and generally this will be done by several players, in which case only one of them will be the master builder and will get full VPs, while the others will get less. Attractive chunky wooden buildings.

 

Vineta. Published by Winning Moves. 2008. Box. In shrink. £14

Designer: F. Onca, M. Gibrin, M.Miyaji. No. players: 2-6. Country: American. Duration: 40 mins.

The players take the roles of Norse gods, and Vineta is an island much like Atlantis, which the gods are not well pleased with, and bit by bit gets sunk, until only one segment remains. However, the gods vie to determine which segment should be the next to sink beneath the waves, and to get the chance to save their favoured occupants as it sinks. The game involves playing cards to influence what will happen at the end of each round, or to perform special actions. When only one area remains the most successful god wins. Attractive and chunky cardboard island jigsaw like segments, and wooden pieces.

 

Wargame Collector's Guide 2nd Edition. Published by Panzer Press. 1993. Book. Excellent. £7.50

Author: Tom Slizewski. Country: American.

Softback, 21x14cm, 172 pages. A huge listing of wargames with information about the scale, period, and packaging and an estimate of the value. Also covers wargames magazines.

 

Was Sticht?. Published by Moskito. 1993. Box. In shrink. £8

Designer: Karl-Heinz Schmiel. No. players: 3-4. Country: German. Duration: 1 hr.

One of the cleverest trick taking card games. It has two novel features. First of all, you 'build' your hand from a common pool of cards, and, secondly, you choose a task chip which tells you what target you have to achieve, for example, no tricks that round, or more tricks than anyone else, and so on. Very well regarded, and was on the nominations list for the German Spiel des Jahres 1994.

 

Wettstreit Der Baumeister. Published by Kosmos. 1998. Box. Good. £13

Designer: Jean du Poel. No. players: 3-4. Country: German. Duration: 45 mins.

Auction based game in which the players buy a variety of building types which they build into their own city. The auction rules are novel, and there are restrictions on what may be built next to what which makes it quite tactical. In addition there are various bonuses at the end of the game, so there are a variety of strategies too. Players sometimes get the chance to attack opponents' buildings, but this can be protected against by building defensive buildings. I have house rules which improve the game further. I especially like this with 3 players. Highly recommended.

 

Who Stole Ed's Pants. Published by Eight Foot Lllama. 2001. Box. Good. £6.50

Designer: Jim Doherty. No. players: 3-4. Country: American. Duration: 1 hr.

Ed's pants have been stolen, but no-one wants to actually ask Ed about the unfortunate incident, so instead the players spread rumours and speculation about what happened, which will make it look increasingly likely that a particular player was the culprit. The game uses cards which give 'evidence' for the time of the theft, the location of the crime and partial descriptions of the thief. When the round ends the most likely culprit is blamed. With four players it is played as a partnership game.

 

World Of Toys. Published by Lambarde Press. 1963. Book. Good. £2

Author: Leslie Daiken. Country: British.

Hardback with dustcover, 20x13cm, 271 pages. A guide to the principal public and private collections in Great Britain of: Period Toys, Dolls & Dolls' Houses, Games, Puppets & Marionettes, Toy Soldiers, Musical Boxes and Automata.

 

World Of Warcraft The Adventure Game. Published by Fantasy Flight. 2008. Box. In shrink. £14

Designer: Corey Konieczka. No. players: 2-4. Country: American. Duration: 100 mins.

Fantasy adventure board game based on the immeasurably popular World of Warcraft computer game. The players travel the Eastern Kingdoms of Azeroth challenging dangerous monsters and even the other players. Each of the four characters have their own set of ability cards, and the game uses a straight forward robust combat system to keep the action moving. A large number of cards represent quests, challenges and trophies.

 

X.Net. Published by Fanfor. ca.2001. Box. Good but lid slightly indented. £0.80

Designer: Valentin Herman. No. players: 3-6. Country: German. Duration: 90 mins.

Card game, in which players act as internet entrepreneurs supplying different needs to their customers. You must keep your servers and network connections up to date and provide the content currently most in demand. As the game goes on the current demand for different content types will change and so you will need to alter what you provide to keep up.

 

Yali. Published by Jumbo. 1996. Box. Good. £6

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

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

 

Ziplock Bags (100). Various sizes available:

Very Small: 9.4cm (7.6cm) x 5.9cm. New. £2

Small: 12.9cm (11.3cm) x 8.8cm. New. £3

Medium: 15.4cm (13.9cm) x 13.9cm. New. £5

Large: 34.4cm (32.3cm) x 23.1cm. New. £11. Ideal for A4 / US Letter size magazines.

Always useful for bagging up counters / wooden cubes / piles of dice etc. I sell them in batches of 100.

 

Zodiac. Published by Chad Valley. ca.1965. Box. Good. £5

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

Special Notes: 1 corner taped and the box edges show wear

Economic game combining an odd mix of astrology and materialistic goals. The winner of the game is the player who first manages to purchase a house + a flat + £1000 in shares + a car and a boat. The game is played on a track of the days of the year with days assigned to the various signs of the zodiac. Each month there is a payday, and each time one is passed money is earned, which will be needed to pay for the various status symbols as well as paying when landing on spaces belonging to other players - the amount depending on how many houses / flats / boats etc that player owns. There are several types of event cards as well.

 

 

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