MNG-AJM Games and Collectibles


Feb 2014 Catalog


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


1853. Published by Mayfair. 2009. Box. In shrink. £41

Designer: Francis Tresham. No. players: 3-6. Country: American. Duration: 5 hrs.

Reprinted 18XX game based on the building of the railways in the Indian sub-continent which was under British Imperial control. The game says it is for engineers who've had enough of the financiers! The game makes use of 5'6" and 1 metre gauges, and there are hills, mountains and the Himalayas to contend with. Unlike many 18XX games the difficulties of building the network play a large part of the game, making the financial side less dominant. This edition has slightly revised rules.


50 Card Games For Children. Published by Whitman Publishing. Book. 2 editions available:

1) ca.1970. Copyright dates 1933 and 1946. Good. £0.25      2) 1946. Good. £0.25

Author: Vernon Quinn. Country: American.

Softback, 17x12cm, 128 pages. Card game book covering 20 card games children can play, 12 solitaire games, 12 card tricks, 5 more grown up games and also an introduction to contract bridge.


Admiral. Published by Reality Games. ca.1992. Box. Good. £13

Designer: Andreas Franke. No. players: 2. Country: German. Duration: 90 mins.

Simple wargame with a jig-board and lots of very nicely made plastic pieces representing aircraft carriers, various ships, subs, planes and military bases. The board shows an imaginary archipelago which the players are fighting for control over. There are six classes of unit, and each turn a dice is rolled to determine which class of unit can be used that turn. Attack is either by moving a stronger unit onto a weaker unit or by surrounding a ship, or by aircraft / anti-aircraft fire. A variation which doesn't use dice is also provided.


Age Of Napoleon. Published by Phalanx. 2003. Box. Good. £18

Designer: Renaud Verlaque. No. players: 2. Country: Dutch. Duration: 2 hrs.

Special Notes: Fully English edition

War game in which one player commands the forces of France and its allies and tries to achieve domination of the European continent. The other player leads a coalition of nations aiming to defeat Napoléon once and for all. The game not only represents the military units but also elegantly integrates famous events, important personalities and random factors using cards. There are three different scenarios, starting in 1805, 1809, and 1813.


Airways. Published by Parker Palitoy. ca.1970. Box. Good. £0.80

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

Family game with a big box packed full of bits. Each player represents an airline (British Airways, Pan Am, Qantas or Swissair - these companies probably sponsored the game) and must transport the most passengers to their destinations. An extra player can also take on the role of Air Traffic Controller, which the rules book assures is a fun part of the game. When calculating the winner, both passengers transported and those left waiting in the airport are taken into account.


All About Football. Published by AllAboutFootball Ltd. 2005. Box. In shrink. £2.75

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

Subtitled: The Rangers Football Club Trivia Game. The set includes 1500 trivia questions in five different football related topics.


Arena Maximus. Published by Fantasy Flight. 2003. Box. Excellent. £5.75

Designer: Kevin Wilson. No. players: 2-5. Country: American. Duration: 1 hr.

Gladiatorial chariot race and combat game in which players start with slightly different chariots and drivers, and use cards to accelerate, and also to get past obstacles strewn around the course. Players get the chance to do damage to other chariots by ramming when entering another's space, to block attempts to pass and to simply fight - all using cards. Advanced rules allow for cards to be used to cast magic as well. One clever rule means that the faster you are going the fewer cards you will have available to attack and defend with.


Armchair Cricket. Published by Norfolk House Enterprise. 1989. Box. Good, but box shows wear. £8

Designer: Don Arnold. No. players: 2. Country: British. Duration: 1 hr.

Card game. 110 cards in five ‘suits’. An excellent game for two and, with the advanced rules, very tactical to play. The basic idea is that the bowler plays 6 cards, one at a time (for an over) and the batsman responds: a higher card of the same suit scores some runs, equal or higher card in a different suit is a defensive play, but lower card in another suit and a wicket is taken. When a batsman scores an odd number of runs the other batsman must be faced and will have a different set of cards in hand.


Armoured Wargaming. Published by Patrick Stephens. 1988. Book. Good. £6.50

Author: Bruce Quarrie. Country: British.

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


Augsburg 1520. Published by Alea. 2006. Box. 2 copies available:

1) Excellent but 2 cards damaged, replaced by manufacturer, but still needed correction by pen. Does not affect play. £6.75

2) Excellent. £8.25

Designer: Karsten Hartwig. No. players: 2-5. Country: German. Duration: 75 mins.

Jakob Fugger was so rich he loaned money to royalty, often receiving trade rights, and official positions of value to him instead of cash in payment. In this game the players take the roles of equally rich merchants who make loans to nobles in order to obtain further wealth and increase their social status. The game uses clever auctions for these benefits to drive the game. Often bidding can be very tactical, as the outcome may well affect you differently depending on which other player wins an auction. At the end of the game the player with most prestige wins.


Babylon. Published by Bütehorn Spiele. 1982. Box. Good. £4.25

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

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


Back Spin. Published by Binary Arts. 1994. Box. Good. £3

Designer: Unknown. No. players: 1. Country: American. Duration: 15 mins.

A puzzle rather than a game - in the same category as Rubik's cube and sliding puzzles. This consists of a large and very thick plastic disc, each side of which has 6 sections which hold 3 balls each. The two sides of the disc can be spun separately, and the sections lined up with those on the other side and a ball transferred from one side to the other. The objective is to get all the coloured balls into sets as quickly as possible. Nice item for any puzzlers amongst you.


Batavia. Published by Queen Games. 2008. Box. In shrink. £18

Designer: Dan Glimne, Grzegorz Rejchtman. No. players: 3-5. Country: German. Duration: 1 hr.

A reimplementation of Moderne Zeiten. Set in the height of the East India Companies of the various North European powers, the players buy the right to ship goods from a particular port - each port being allied to a particular country and dealing in one commodity. A tile is gained for the port / goods combination selected. The objective is to get majorities of tiles for particular companies and goods. The game uses some interesting mechanisms and plays quickly.


Battle Cry. Published by Hasbro AH. 2000. Box. Good. £26

Designer: Richard Borg. No. players: 2. Country: American. Duration: 45 mins.

Low complexity ACW game which allows you to recreate 15 different battles using over 100 plastic miniatures on a large hex gridded board. The game is driven by cards which are used to give orders to your troops in different areas of the board. The game is based on the Command & Colours system, and won the 2001 International Gamers Award.


BBC Antiques Roadshow. Published by San Serif. ca.1988. Box. Good. £6

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

Trivia game based on the BBC TV show. The questions are on different aspects of antique collection. When questions are answered correctly part of a medallion is earned and when assembled a final question must be answered to win the game. In order to make this accessible to the non-experts or even those with minimal knowledge, at the start of the game players can declare themselves as Experts, Enthusiasts or Amateurs. The questions then come in three forms: Straight question / multiple choice (3 choices) / multiple choice (2 choices).


Betrayal At House On The Hill. Published by Hasbro Avalon Hill. Box. 2 editions available:

1) 2010. 2nd edition. In shrink. £30       2) 2004. First edition. Excellent. £23

Designer: Bruce Glassco. No. players: 3-6. Country: American. Duration: 75 mins.

Horror adventure board game. Each player takes an explorer who explores a haunted house, which is built up using large tiles so it looks different each game. Useful items and events both dangerous and helpful can occur, but at some point one character will trigger one of 50 different scenarios. At this point one player becomes the bad guy and gets a brief on his evil goals, while the others have to try to stop him. The scenarios could involve defeating a werewolf, stopping the summoning of a terrible demon, stopping the house from coming alive and eating everyone, or 47 others! Great fun, and highly recommended if the theme appeals.


Big Brother The Game. Published by Hasbro. 2000. Box. Good. £1

Designer: Dick De Rijk. No. players: 4-6. Country: British. Duration: 45 mins.

TV related item, based on the immensely popular reality TV programme Big Brother. Players try to be the last one left in the Big Brother house which is depicted on the board. Players roll and move around the board collecting cards. Frequently confrontations will occur as indicated by the cards, and players get to vote who goes out next using their collected votes and attributes the players have gained during the game. Visiting different rooms gives the players different powers. Last player left in wins.


Blue. Published by Clicker Spiele. 2006. Box. Excellent. £9

Designer: Stefan Riedel. No. players: 1-5. Country: German. Duration: 20 mins.

This is actually a set of 5 almost identical jigsaw puzzles. The picture is the same in all of them, but the colours of various items in an underwater shipwreck scene differ. To play competitively the pieces from the jigsaws are mixed and the players race to correctly complete their jigsaws using the correct pieces from their set, the objective being to complete your jigsaw both quickly and correctly.


Bridgette. Published by Mayfair. 1995. Box. Excellent. £10

Designer: Joli Kansil. No. players: 2. Country: American.

Plastic Case Edition. Card game, a unique two-handed version of Bridge. A superb game system, using normal playing cards (with extras), but with a twist so that two people can play (instead of four). The references on the box and in the rules, from Bridge experts world-wide, are very impressive, including one of the all-time greats, Alfred Sheinwold, who considered that “The colons (the special cards that allow just two players to play) are the finest contribution to card play this century”. Recommended to anyone who enjoys whist based games.


Buccaneer. Published by Queen Games. 2006. Box. 2 copies available:

1) In shrink. £5.50         2) Excellent. £5

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

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


Buccaneer. Published by Waddingtons. Box. 2 copies available:

1) 1975. Excellent. £23      2) 1976. Good. £21

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

Now quite rare classic game of piracy on the High Seas. Actually has very clever mechanisms using cards that have a dual purpose for movement and/or combat. Very nice playing pieces including sequins for pearls and rubies, plastic bars for gold, plastic barrels of rum and ships with masts and sails. Generally considered one of Waddingtons' best games.


Bugs. Published by Valley Games. 2010. Box. In shrink. £7.50

Designer: Unknown. No. players: 3-6. Country: American. Duration: 30 mins.

The players' yards have been infested with a plague of bugs, and the objective is to be the first to get rid of them all. This is a 'climbing game' so players try to get rid of their cards by playing sets of cards to a trick. However, there are several twists in the form of some special cards, and on your turn you cannot pass, but must play a higher value set, a larger set, a special card, or take the current swarm into your hand. Recommended.

Build-Up. Published by Elliott. ca.1987. Box. Good but box edges show wear. £7

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

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


Bürger, Baumeister & Co. Published by Abacus Spiele. 2009. Box. Excellent. £15

Designer: Michael Schacht. No. players: 2-4. Country: German. Duration: 45 mins.

The players build villas, houses and parks in 19th century Frankfurt am Main, in order to gain prestige. This is done with tiles which are colour coded to match districts. More prestige is gained for playing matching tiles into a region, and money can be spent to build special features will give further prestige. New tiles are drafted, and so money can come in useful here too.


California. Published by Abacus Spiele. 2006. Box. Excellent. £13

Designer: Michael Schacht. No. players: 2-5. Country: German. Duration: 1 hr.

The players have each inherited a small amount of money and a house in California which needs complete renovation. Players try to build up an attractive new home, and attract their rich neighbours who will bring valuable gifts. Players must consider how to renovate their house and what furniture to purchase. There are valuable bonuses available for the first to achieve certain furniture layouts, so you have to keep an eye on what the other players are doing. Play moves swiftly, and the choices are often hard. Recommended.


Callisto: The Game. Published by Piatnik. 2009. Box. In shrink. £8

Designer: Reiner Knizia. No. players: 2-4. Country: Austrian. Duration: 10 mins.

Players try to get as many as possible of their pieces onto the board, in a similar but not identical way to Blokus. Pieces can be placed either next to one of two starting pillars of the player's colour or next to other pieces of their colour. A third pillar can be placed later in the game if it is felt useful, and this changes the strategies compared to other similar games.


Candidate. Published by Avalon Hill. 1991. Box. Good. £7.50

Designer: Richard Winter. No. players: 2-6. Country: American. Duration: 2.5 hrs.

American presidential election game in which the players are the various party candidates hoping for nomination. The play is card based, and players visit as many states as possible hoping to win as many primaries as possible, playing cards for each. 'Money' cards help your position, 'Problems' can help you or hinder others and 'Rumours' are sure to cause problems for someone else! Once through the primaries the climax of the game comes in as the candidates drop out one by one, until one of those remaining is left with a majority.


Catan Histories: Struggle For Rome. Published by Mayfair Games. 2006. Box. Excellent. £19

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

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


Cavendish On Piquet. Published by Thomas De La Rue. 1901. Book. Good. £8

Author: Cavendish. Country: British.

Hardback with embossed gold leaf on the cover, 17x11cm, 208 pages. This book starts with the official laws of Piquet for reference. A history of the game and a detailed description of how to play then follows, split into various chapters each with consideration of the strategy for that aspect of the game. A final chapter discusses probability in the game.


Cavendish On Whist. Published by Thos. De La Rue. Book.  2 editions available:

1) 1888. 17th Edition  Good (excellent for its age). £6

2) 1874. 10th edition  Good. £6

Author: Cavendish. Country: British.

Hardback, 17x11cm, 291 pages. Gold embossed cover and gold leaf edged. The contents cover: The Laws of Whist, Etiquette of Whist, Cases & Decisions, First Hand, Second Hand, Third Hand, Fourth Hand, Trumps. There are quite a few illustrations in red and black.


Celtic Quest. Published by JKLM Games. 2005. Box. Excellent. £14.50

Designer: Nigel Buckle. No. players: 2-5. Country: British. Duration: 90 mins.

Attractively produced game of collecting goods and delivering them for profit. The game is played on a board made up of 24 large hexagons, and during the game these can be turned over altering the routes and the characteristics of the tile. Players each have a character who gains bonus victory points in different ways, thus giving each player a different focus. When goods are delivered the money earned can later be banked for VPs or spent on improving that player's movement / carrying / trading abilities. Also quests can be completed for the druids, and these give both victory points and additional special abilities. Plenty of variety in characters, quests, and board layout ensure each game will play differently.


Channel X. Published by Pepys. 1964. Box. Box edges show wear. £4.75

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

Special Notes: Cards show light wear.

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


City And Guilds. Published by JKLM Games. 2004. Box. 2 copies available:

1) Excellent. £14.50      2) Good. £13

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

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


CO2. Published by Stronghold Games. 2012. Box. In shrink. £29

Designer: Vital Lacerda. No. players: 1-5. Country: American. Duration: 2 hrs.

The players run energy companies which must respond to government demands for new non-polluting power plants. However, this is still the capitalist world, so while reducing pollution is important, so is making a healthy profit. The game uses Carbon Emission Permits (CEPs) which are required to perform many actions. Players will also need to send scientists to conferences and to publish papers to gain knowledge in each of the energy types to increase their income. To win the game money, CEPs, UN Goals achieved and expertise are all needed. Intuitive but plenty to think about with the various mechanisms interacting nicely.


Combit. Published by Winning Moves. 2001. Box. 2 copies available:

1) In shrink. £3       2) Excellent. £2.50

Designer: Klaus Palesch, Horst-Rainer Rosner. No. players: 2. Country: German.

Card game in which the players try to collect pairs of cards of the same colour to sell. Cards are bought at the face value (2-6) and sold as a pair of the same colour to the bank for their values multiplied together. However getting hold of the valuable cards isn't so easy as your opponent will also want them and is unlikely to let you have them if at all possible.


Competitive Edge - Issue 11. Published by One Small Step. ca.1995. Magazine. Excellent. £2.50

Author: Unknown. Country: Canadian.

Formerly known as Game Fix, this followed a similar style, with a complete game in each issue and variations for many other games. Game this issue is Cybernaut, about hackers in a fight for control of the Net by Joe Miranda. Other articles include: Ancients, Magic The Gathering


Condottiere. Published by Euro Games. 1994. Box. 2 copies available:

1) Good. Large box edition.  Would be excellent, except there is a taped tear along top edge of the box lid. £7
2) Excellent. £9

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

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


Coppertwaddle. Published by Surprised Stare Games. 2000. Box. Excellent. £5

Designer: Tony Boydell. No. players: 2. Country: British. Duration: 20 mins.

Card game with a medieval English theme. Players attempt to be the first to get eight face up cards into play, but this is far from easy as the cards allow you to interfere with your opponent's every plan. The game plays rather like a CCG, but all the cards are contained in just this set. There are a variety of strategies to explore and the game will take several plays to get the feel of fully. If you like the medieval theme and the feel of Magic: The Gathering, then this is well worth trying out.


Count To Win At Bridge. Published by Ernest Benn Ltd. 1948. Book. Good. £6

Author: G.G.J. Walshe. Country: British.

Hardback, 19x13cm, 147 pages. The author wrote as Yarborough in the Sunday Times. The book is subtitled: A simple summary of valuation and bidding with illustrative hands from actual play. The first part of the book discusses the theory behind the Courtenay Count and the author's preferred bidding system, while the second part goes through over fifty illustrative hands.


Curse Of The Mummy’s Tomb. Published by Games Workshop. 1988. Box. Excellent. £20

Designer: Stephen Hand. No. players: 1-4. Country: British. Duration: 2 hrs.

Attractive game with a three-dimensional playing board and metal miniatures. Egyptian graphics used throughout. The players explore the tomb and fight against the nasty creatures within, which are controlled by the game rules. To win players must find a Key of Osiris and The Elixir and then enter the Chamber of Osiris.


Das Super-Blatt. Published by FX Schmidt. 1992. Box. Excellent. £11

Designer: Sid Sackson. No. players: 2-4. Country: German. Duration: 30 mins.

Card game in which the cards come in four categories, and players try to collect these in order to get the most or second  most of each type by the end of the game. Game play involves taking an open card from a display, which will then make other cards available for selection - thus making the choice tactical as you may not want the next card to be taken. Some cards also allow a second action, and some let you steal a card from another player. Reprinted later as Buried Treasure.


Deal Me In. Published by Noraut Ltd. 1988. Box. Good. £3.25

Designer: R. Evans. No. players: 2-4. Country: N. Ireland. Duration: 30 mins.

Board game which uses playing card tiles and a Scrabble-like board. The cards are laid on the board to form poker hands - the better the hand the higher the score for it. These poker hands can interlock as words do in Scrabble, and so several hands can be scored for at once after a clever play.


Destiny At Bay. Published by Methuen Books. 1987. Book. Good. £11

Author: Victor Mollo. Country: British.

Hardback, 22x14cm, 207 pages. Subtitled: The Latest From the Bridge Menagerie. Contract Bridge book written humorously with a variety of characters each with their own personality and playing style. The intent is for the book to amuse the Bridge playing reader while also imparting some tips and useful points which should help improve their game. Out of print and now quite hard to find.


Dicing With Dragons. Published by Routledge & Kegan Paul. 1982. Book. Good. £5.50

Author: Ian Livingstone. Country: British.

Special Notes: Signed copy

Softback, 21x13cm, 216 pages. Subtitled "An Introduction to Role-Playing Games", this book covers Fighting Fantasy type games, and includes a 134 paragraph solo game for you to play; Roleplaying games available at the time; Roleplaying Accessories; Miniatures; Computer Games, and more.


Dominating Dominia. Published by Wordware Publishing. 1996. Book. Excellent. £0.75

Author: George H. Baxter. Country: American.

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


Duel In The Dark. Published by Z-Man Games. 2007. Box. Good. £19

Designer: Friedemann de Pedro. No. players: 1-2. Country: American. Duration: 45 mins.

WW2 air combat game dealing with the night time air raids of British bombers on German cities. One player takes the role of the British Bomber Commander and the other a General in the Luftwaffe to defend the cities. The gameboard can be set up in many ways, and each night will take about 45 mins to resolve. There are basic rules for easy entry to the game, with advanced rules for additional realism and complexity. The game uses a neat element to represent the fog of war aspect - the Germans don't know the British target until they get there. If played solo the game controls the British, and the player the German defenders.


Duplicate Bridge Flipper. Published by Victor Gollancz. 1983. Booklet. Excellent. £0.50

Author: Ron Klinger, Hugh Kelsey. Country: British.

Softback, 17x10cm, 28 pages. This is a quick reference guide for the player of Duplicate Bridge. The pages have titles highlighted which are all visible when the cover is opened for quick access. The booklet covers assorted strategies and a selection of bidding convention reminders. This is only a reference guide and does not teach all the conventions covered.


Eden. Published by Kosmos. 2001. Box. 2 copies available:

1) Good. £11        2) Excellent. £12

Designer: Gal Zuckerman. No. players: 3-4. Country: German. Duration: 1 hr.

Players must irrigate areas of land in the desert and try to form contiguous regions by taking over adjacent plots using a clever semi-forced take-over mechanism, which rewards the player who loses land with money. These contiguous regions are then cultivated to provide income and more victory points. The first player with 20 victory points wins. A clever set of mechanics which results in a tight and interesting game. Recommended.


Endless Quest Books. Published by TSR. 1980-83. No. players: 1. Country: American.

Softback, 18x11cm, ~150 pages. TSR’s series of solo game books. Unlike Fighting Fantasy no dice are used to resolve combats etc, instead you simply read the text and are presented with different options which involve turning to different paragraphs to see what happened. Therefore you won't have to start again if you just rolled badly a few times!

2: Mountain Of Mirrors. Good. £2. Author: Rose Estes. You are Landon, a brave elf on a mission into the land of frost giants and ogres.

3: Pillars Of Pentegarn. Good. £1.75. Author: Rose Estes. You are Jaimie, a young villager who loves the enchanted forest others fear - expect adventure as you explore its depths.

4: Return To Brookmere. Good. £2. Author: Rose Estes. You are Brion, an elven prince on a scouting mission for your father.

5: Revolt Of The Dwarves. Good, but a few pages have a red ink stain - it doesn't stop the book being legible. £1. Author: Rose Estes. You are Galen, whose family was captured by dwarven warriors revolting against human rule. Can you put a stop to the revolting dwarves ?

5: Revolt Of The Dwarves. Good. £2. Author: Rose Estes. You are Galen, whose family was captured by dwarven warriors revolting against human rule. Can you put a stop to the revolting dwarves ?

6: Revenge Of The Rainbow Dwarves. Good. £2. Author: Rose Estes. You are Jaimie, an apprentice wizard, magically separated from your master - you need to find him and then defeat three evil wizards.

7: Hero Of Washington Square. Good. £2. Author: Rose Estes. You are pursued by a gang of cutthroat spies who will stop at nothing to gain the secret of nuclear weaponry. The mysterious green diamonds you have been entrusted with seem to hold the missing key they are after.

11: Spell Of The Winter Wizard. Good. £2. Author: Morris Simon. Only you can save the kingdom. Warzen, the evil wizard, has cast a spell of ice and snow over the land. You must rescue the captive wizard Alcazar and stop Warzen. However, he has an army of orcs and powerful magics to stop you!

12: Light On Quests Mountain. Good. £2. Author: Mary L. Kirchoff, James M. Ward. On an earth made hostile by nuclear war, you and your tribe live a primitive, danger-filled existence. Now you must prove your readiness for adulthood by undertaking a perilous quest - discover the source of mysterious light atop Quests Mountain.


Enix. Published by Murmel. 2004. Box. New. £9

Designer: Stefan Kögl, Andreas Rudin. No. players: 2-6. Country: Swiss. Duration: 30 mins.

Unusual game with an environmental theme. Enix is a huge temperamental being which lives in the sun, and can cause turmoil here on Earth. The board is formed using large hexagonal tiles which depict renewable energy sources. Action cards allow players to move their playing pieces around and to collect energy. However, Enix can also interfere and can seriously mess with your plans, so you will need to ensure you keep out of its way. When the game ends, having collected too much energy will lose you the game, and amongst the remaining players the one who collected most will win. Very unusual game.


Escape From Atlantis. Published by Waddingtons. 1986. Box. 2 copies available:

1) Good but 1 corner taped. £6.50        2) Good, but box edges show wear. £6

Designer: C & J Courtland Smith. No. players: 2-4. Country: British. Duration: 1 hr.

Attractive game, and one which plays very well with the family and gamers too. The board starts off with a large island in the centre, but the volcano is erupting and the island sinking into the sea. The players all have people of their tribe who need to escape to the safety of the mainland. This is done by using 3 action points each turn. In addition there are boats and dolphins to aid you (but rarely just where needed) and sharks and sea monsters to hinder. Each turn another bit of the island tumbles into the sea, possibly with an associated event. Whoever saves the most of their tribe wins. I can also supply my house rules to Survive / Escape From Atlantis which combine the best bits of both of these versions. Recommended.


Ever Green. Published by Rio Grande. 1999. Box. Excellent. £2.50

Designer: Wolfgang Kramer & Michael Kiesling. No. players: 2-6. Country: American. Duration: 30 mins.

Music Industry themed game. Players put on concerts and use cards to take control of singers. The singers are represented by discs made to look like 45 rpm records, which can be rotated to indicate a number from 5-12. Each time another player claims a singer the score for the singer goes up a notch, but from 12 it goes back to 5. At the end of a player's turn they may choose to put on a concert and thus score points, and one gala show can be done per player as well with a double scoring. A sand-timer is used to put pressure on decision making.


Factory Fun. Published by Z-Man Games. 2010. Box. In shrink. £25

Designer: Corné van Moorsel. No. players: 2-5. Country: American. Duration: 45 mins.

2nd edition, now for up to 5 players (was 4), and also includes new machines and boards. Unusual tile placement game in which players place machines onto their own factory board. Machines generally have one or two inputs and one or two outputs. There are different coloured materials which can be produced and consumed and pipes need to be placed (and paid for) to link up the machines to sources and repositories of these materials. Each round a new factory is added and pipe networks have to be changed to accommodate them - hopefully inexpensively. The objective is to spend as little as possible while building up a valuable factory.


Farfalia. Published by Da Vinci. 2004. Box. 2 copies available:

1) In shrink. £6.25      2) Good. £5.75

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

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


Feudo. Published by Zugames. 2004. Box. Good. £22

Designer: Mario Papini. No. players: 2-4. Country: German. Duration: 90 mins.

Very nicely produced board wargame with extremely substantial and large counters (4mm thick!). However, this being a German game the mechanics are much simpler and the rules easier to understand than traditional wargames. The players are all rival Barons in England in 1265 attempting to take over the manor of Evesham from Henry III. Players move and attack with their troops and can also use their noble lady to put opposing Barons off their battle plans. Also the plague moves from village to village, and is best avoided. When one Baron gets quite strong King Henry comes into play assisting the Baron who is currently weakest.


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

1) In shrink. £6.75        2) Excellent. £6.25

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

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


Filipino Fruit Market. Published by Bambus Spieleverlag. 2009. Box. New. £13

Designer: Peer Sylvester. No. players: 3-5. Country: German. Duration: 30 mins.

2 card games in one set. The first (Tindahan) is a trick taking game with a twist - each trick you may either play a card or play a meeple onto a fruit stall. At the end points are awarded for best fruit stalls, and for tricks, but cards left in hand are penalised. The second (Bastos!) is a trick taking game in which every player has a 'Bastos' suit - when they play a card of this suit they cannot win with it, but instead get to adjust the value of the cards won in tricks.


First Impressions. Published by Waddingtons. 1989. Box. Good. £3.25

Designer: Tom Kremer. No. players: 3-6. Country: British.

An game ideal for play after a civilised dinner with friends. Players assess each other’s traits and using over 400 cartoon illustrated cards, attribute these cards to the others. It uses unusual mask-like devices used for voting - a dial behind the eyes is rotated to indicate the player who you think the card most applies to. By the end of the game each player has a profile indicated by the cards they have collected, so perhaps you might be: Nero + Benedictine + Racing Driver? Good game of the 'get to know your friends better' type.


FITS. Published by Ravensburger. Box. In shrink. £18.50

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

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. Includes 4 different board layouts for variety. Highly recommended.


Freya's Folly. Published by Sagacity Games. 2005. Box. In shrink. £17

Designer: Don Bone. No. players: 3-5. Country: Australian. Duration: 1 hr.

The players represent different tribes of dwarven miners and craftsmen. The dwarves are sent down the mines to collect gems - the best gems are in the deeper areas so will take longer to reach and haul out. Movement is quite tactical as you can move through occupied spaces in the mines but only through two other dwarves. Also special ability cards can be obtained which allow the dwarves extra movement, greater carrying capacity etc. Once the gems are out of the mine they can be mounted and made into various pieces of jewellery or turned into extra special pieces which the goddess Freya has commissioned. Plays well - recommended.


Fun House. Published by Pressman. 1988. Box. Excellent. £7

Designer: Lorimar Distribution. No. players: 2-3. Country: American. Duration: 1 hr.

Based on a kids TV programme, this game involves a variety of fun-looking physical activities as well as moving along  spaces on a board, with the winner being the player or team of players that gets to the end first. The components include a catapult for flicking paper balls or plastic rings, a couple of types of ramps for rolling balls or rings onto various types of targets, and a ball maze.


Furchterliche Feinde. Published by 2F Spiele. 2006. Box. 2 copies available:

1) In shrink. £15.50       2) Excellent. £13

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

Unusual dungeon exploring game. The board shows a complex of rooms and corridors and the players send in their adventurers to gain gold. There is an unusual system which ensures that only as areas are discovered are they populated with monsters, and all the time the monsters get tougher. Care must be taken over which monsters to fight as if they are too tough they can't be beaten until your adventurer gains experience, but too weak and they will run away (taking their treasure with them). It is also possible to tag along with other more powerful adventurers and gain experience as a hanger on. Players must manage their pool of power chips carefully, but ultimately it is gold gained that wins the game.


Future. Published by Kaiser Aluminium & Chemical Corp. 1966. Box. Box very taped up, contents Excellent. £45

Designer: Dr Olaf Helmer, T J Gordon, Dr Hans Goldschmidt. No. players: 2-4. Country: American. Duration: 1 hr.

You have to see this item to believe it. An interestingly designed game with several plastic boards, and a huge and oddly marked icosahedron die. Players must predict future (as of 1966) world events, and take into account their knock on effects. Event cards, news cards and the die resolve matters and provide information on which you can base future forecasts. The advanced game adds additional options. The events range from "Household robots and home printed newspapers" through "Manned military space base set up" to "Full colour 3D TV is in use globally". Each is given a % chance that the experts at the time felt was likely for the year 1986.


Galaxy Trucker: The Big Expansion. Published by Rio Grande Games. 2008. Box. In shrink. £32

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

Expansion for this excellent space themed puzzle and adventure game. You will need the base game in order to make use of this. This set includes: boards and pieces for a 5th player; new alternate ship boards; an assortment of new and innovative ship components; cards to give experienced players a handicap; new adventure cards; cards which allow players to mess with others' ships and lots more. Highly recommended if you like the base game.


Gamer Tycoon. Published by Agents Of Gaming. 2002. Plastic card case. Excellent. £5.50

Designer: Pamela Moseby. No. players: 2-7. Country: American. Duration: 45 mins.

Card game in which the players pay to publish board games represented by cards which provide income while they are still on the market, but event cards and modifier cards will affect market conditions and alter income etc. Game names are suitably humorous parodies.


Genesis. Published by Face2Face Games. 2006. Box. Excellent. £13

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

Tile laying game in which the players each have tiles showing a particular animal, but in several different terrains. Each turn two dice are rolled which indicate the type of terrain tile which must be played (although they often give a free choice). The tiles form groups of animals of the same terrain type, and players try to have the largest connected herd in each group. The largest group on the entire board scores extra points too. While the game is easy to play, once some tiles are on the board there can be some surprisingly tactical decisions to make.


GM Magazine - Batch Of 18 Issues. Published by Anthony Jacobson. ca.1989. Magazine. Good. £9

Author: Unknown. Country: British.

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


Go West. Published by Phalanx. 2005. Box. Excellent. £7

Designer: Leo Colovini. No. players: 2-4. Country: German. Duration: 1 hr.

The players represent enterprising merchants who profit from the steady stream of movement west by immigrants to the US around 1800. Players must manoeuvre their merchants to control the markets of the various regions, while also ensuring the wagons move to where their merchants are. In order to score you have to forfeit your normal turn and pay for the privilege too, but double turn chits can be handed in to set up a good scoring position and then score it. As usual with this designer the mechanisms are unusual and clever.

Gods. Published by Spiele Aus Timbuktu. 2001. Packet. Excellent. £9

Designer: Michael Schacht. No. players: 2-4. Country: German. Duration: 45 mins.

A Michael Schacht cut out and play game - the components are nicely colour printed on card and you have to cut them out in order to play the game. Limited edition, available from Spiel one year. The game involves playing hexagonal tiles to form a land which the players are gods over. Each player tries to expand the tribes and ensure that they favour that player as their god. The game is won by ensuring as many tribes as possible favour you. The game uses an action point system to place tribes, place temples, play tiles etc.


Granada: The Fall Of Moslem Spain. Published by Avalanche Press Ltd. 2003. Box. Good. £14

Designer: Rob Markham. No. players: 2. Country: American. Duration: 90 mins.

Set in 1481 with King Ferdinand taking on the last bastion of Moslem power in Spain: the city of Granada. The board shows a network of connected points with castles, forts and ports around which the players move their forces. The Spanish player must take Granada and other important sites while the Moorish player seeks to prevent this and force peace by taking Cordoba and Lorca. The Spanish player has siege units to help in the battle, while the Moors can get reinforcements if their ports are kept open.


Guardians: The Traveler's Guide To The Mid Realms. Published by FPG. 1996. Book. Good. £4

Author: Dave Gentzler. Country: Canadian.

Softback, 21x14cm, 212 pages. Subtitled "A Player's Guide to Guardians (CCG)". Chapters cover: Basic Game Play, Guardians Artists, Card Strategies & Combos, Deck Construction, Variants, Tournament Rules, FAQ, Glossary, Card Lists.


Hamburgum: Antwerpia. Published by PD Games. 2010. In shrink. £11.50

Designer: Mac Gerdts. No. players: 2-5. Country: German. Duration: 90 mins.

Expansion for Hamburgum (which you will need to make use of this). A new board representing Antwerp, with new donation tiles, some with extra costs, and even a new rondel space which causes taxes to have to be paid. Some new rules ensure the game will feel different with this expansion.


Hansa. Published by Abacus Spiele. 2004. Box. Good. £14

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

Each player takes the role of a merchant trading between the cities on the Baltic sea in the 14th century. The objective is to be the most successful merchant. A single ship is sailed on your turn from city to city, and one action can be done in each city visited - buying goods, selling goods or establishing a market (which is needed to be able to sell in a city and can also make it possible to get goods for free). By managing to sell just before an opponent you can also make their trade less profitable. A neat system which works well, and requires careful play to do well. Recommended.


Hexentrio. Published by Club Bleib Gesund Plus. 1996. Box. Good. £5

Designer: Reinhold Wittig. No. players: 2-6. Country: German.

Domino-style variant, with a stack of tiles comprised of 3 hex tiles attached together. These tiles are distinguished by differing colour sides and graphics on those colours. Points are scored by completing triangles of the same colour. Includes a solitaire puzzle as well.


Hols Der Geier. Published by Ravensburger. 1988. Box. Good. £6

Designer: Alex Randolph. No. players: 3-5. Country: German. Duration: 15 mins.

Card game. Elegantly simple mechanics. Each player has the same set of 15 cards with which to ‘bid’ for other cards on offer to all players. Everyone plays a card simultaneously and when they are revealed, the highest card played wins the prize card, which is worth from -5 to +10 points. If two cards of the same value are played, they cancel each other out, leaving a lower card to win. For negative prizes the lowest played card gets the 'prize'. Each card can only be used once. There are 15 ‘auctions’, so careful planning is required, together with a steely nerve and good bluffing.


Ilium. Published by Playroom Entertainment. 2008. Box. Excellent. £19.50

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

Interesting majorities type game with an archaeological theme. The players each have a deck of cards and take it in turns to play one allowing 1-3 of their archaeologists to be added to the board on a single space. These spaces make up paths of 3-4 spaces between two dig sites. The dig sites contain assorted artifact tiles of differing types and values. When a path is full the least valuable tiles at adjacent sites are given out to the players on the completed path. Thus timing as well as getting majorities is important. Scoring at the end of the game is for both sets of artifacts and majorities of tile types.


Intermedium. Published by Ariel. 1976. Box. Good. £6

Designer: Matt Crispis. No. players: 2. Country: British. Duration: 30 mins.

Cerebral abstract game, which is a sort of two dimensional Mancala. The board shows two separate overlaid grids. When a stack of pieces is moved, pieces are dropped off one at a time as they pass over spaces. The idea is to capture opposing pieces, which is essentially done by surrounding them, though in a clever way.


Interpol. Published by Jumbo. 1978. Box. Good. £10

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

Each player controls an Interpol agent who has been tipped off that there will be an attempt to steal the Crown Jewels. The board shows the area around Tower Hill, and has a 3D model for the Tower itself. There are 4 suspicious tourists amongst the crowds and by gaining information about them and deducing which one is the thief the players can then win by either arresting the thief with their agent or stealing the Crown Jewels and managing to escape past the other Interpol agents.


Jekyll & Hyde. Published by Waddingtons. 1980. Box. Good. £2

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

Game of skill, but nerve and bluff required. All the pieces look like they are the same, but are marked differently on the back so that only the owning player knows what is what. Four of each player's pieces are Dr Jekyll and four are Mr Hyde. Players take turns moving one of their pieces with the option of capturing opposing pieces by moving onto them. However, the game can be won by capturing all four of your opponent's Jekylls, but is lost if you capture all your opponent's Hydes! The game can also be won by getting one of your Jekylls to one of your opponent's corner spaces and then moving it off the board.


Jigsaw Puzzles: An Illustrated History And Price Guide. Published by Wallace-Homestead. 1990. Book.

Excellent. £7.50. Author: Anne D. Williams. Country: American.

Softback, 25x18cm, 362 pages. An essential book for the jigsaw collector. The first half of the book covers: The history of the Jigsaw Puzzle, Major Jigsaw Manufacturers, Developing a Jigsaw collection, Jigsaw Values. The second half of the book gives a detailed description of jigsaw puzzles by type. There are many photographs in colour and black and white throughout.


Johnny Controletti. Published by F X Schmid. 1997. Box. Excellent. £6

Designer: Dominique Erhard. No. players: 3-6. Country: German. Duration: 30 mins. Desc. by Eamon.

Card game with a gangster theme, played with 60 money cards, hidden in wallets. Players collect debts from other players and must decide if the amount paid is a) correct, b) underpaid, or c) overpaid (which might give him the chance to ‘fiddle’ his opponent with the change offered). A lot of nerve and bluff required.


Jungle King. Published by Waddingtons. ca.1960. Box. Good. £7

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

Special Notes: Includes a letter from Waddingtons clarifying some of the rules

Little-seen abstract game with a very attractive board and a jungle theme. Each player has a set of 8 animals which have rules of capture and movement. The object is to occupy the enemy Den. Each animal has a strength and animals can only capture weaker animals, except that the rat (weakest) can capture the elephant (strongest). There are also special rules for water spaces and trap spaces. Nice period item.


Junkyard Races. Published by JKLM Games. 2003. Box. In shrink. £15

Designer: John Yianni. No. players: 2-4. Country: British. Duration: 2 hrs.

Players control carts which race around a junkyard. The junkyard is littered with all sorts of useful bits of equipment and traps you can set for other players. There is a dangerous shortcut you can choose to take too. Movement is by rolling 1-3 dice and moving over hex spaces, while keeping on the track. An amusingly chaotic race over multiple laps. Pit stops can be made to change around your cart's goodies. The box is packed full of stuff: the board, hex tiles, lots of cards, 4 resin cast carts, and dice.


Keltis: Der Weg Der Steine. Published by Kosmos. 2009. Box. Excellent. £8

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

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


Key West. Published by Spiele-Idee. 2010. Box. In shrink. £27

Designer: Martin Schlegel. No. players: 3-5. Country: German. Duration: 1 hr.

Set in the tropical Florida Keys in the 1930s, players can choose a variety of ways to gain wealth while developing the fast growing region. This can be done by setting up plantations, hotels, cigar factories or even searching for treasure on shipwrecks out at sea. The bridges between the Lower, Mid and Upper Keys need to be built as the game goes on to allow further development into new and more profitable areas.

Khronos. Published by Editions Du Matagot. 2006. Box. Excellent. £12.50

Designer: Arnauld Urbon. No. players: 2-5. Country: French. Duration: 100 mins.

The players build various buildings in a land enclosed by forest and mountains, with the objective of building powerful (and high scoring) regions. What makes this game different is that time travel is possible, and so the same area is fought over in three different time periods. Building in the earlier regions affects later regions, with less impressive 'copies' of the building popping up in the future regions. Sometimes this can seriously disrupt other players' regions in the later periods. A game which certainly requires your full attention!


Kings Progress. Published by JKLM Games. 2005. Box. Excellent. £16.50

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

Players collect courtier cards in various different colours and play them in order to gain influence over that courtier. In addition the King visits a stately home each round and the players try to get there before the king in order to gain prestige. Each courtier also grants the controlling player a special action. A well designed game with interesting interlocking mechanics, and plenty of decision making.


Kunst Stucke. Published by Moskito. 1995. Box. Excellent. £9

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

Strategy game involving fitting coloured shapes onto a board. Players take turns placing down the chunky shaped tiles, attempting to achieve some secret goals by the end of the game (eg. 4 contiguous red pieces). Before or after placing a tile the current player can slide pieces around to adjust the layout to their liking. The scoring system is particularly good as it disguises what other people are actually trying to achieve, and makes the harder objectives more valuable.


Liberté. Published by Valley Games. 2010. Box. In shrink. £34

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

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


Looting London. Published by Fred Distribution. 2008. Box. Excellent. £13.50

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

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


Lords Of The Sierra Madre. Published by Decision. 1995. Box. Good. £9

Designer: Philip Eklund. No. players: 2-12. Country: American. Duration: 5 hrs.

Grand scale economic game set in northern Mexico in 1898 when the dictator welcomes foreign investment and creates a vast capitalist free-for-all. Each player is an entrepreneur vying to build the largest empire of railroads, mines, ranches and other businesses. Players can employ bandits, strikers and perform other sneaky manoeuvres to hinder their opponents, and also use police, federal troops, and even the US Army to their own ends. The rules are 16 pages long, with a further 8 of notes and tips. The game is driven by card play and counter movement.


Los Banditos. Published by Schmidt Spiele. 2008. Box. Excellent. £12

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

More or less a dice based version of Schotten Totten. The players vie for four loot tokens of differing value simultaneously. This is done by drawing two dice from a bag unseen - there are 4 different colours of dice - rolling them and assigning them to one of the loot tokens. The players are trying to form higher dice combinations than their opponents in order to be able to claim the loot. When one token is claimed a new token is then put out so there are always four to compete for. The first player to claim ten points worth of loot wins.


Lungarno. Published by Truant Spiele. 2008. Box. 2 copies available:

1) In shrink, but slight dent in base. £13.50      2) In shrink. £14.50

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

Tile laying game in which the players lay palace tiles into 8 districts. Each palace shows one or two family crests, and men can be placed on these to gain points for all matching crests in a region. Men can also be played to score in various ways at the end of the game. Special tiles and privilege cards allow regions to be made more or less valuable, and players can spend their money (=VPs) for additional actions if they think it worthwhile. Nicely produced and quite neat - well worth checking out for fans of Carcassonne style games.


Luxor. Published by Ravensburger. 2001. Box. Excellent. £12

Designer: Gunter Baars. No. players: 2-4. Country: German. Duration: 30 mins.

Very attractively produced Egyptian themed game which is played in the box. The main playing area is a slotted vertical board into which cardboard 'dominoes' with a symbol on each half can be placed. When players play dominoes which cause  matches with adjacent symbols then scarab tokens can be placed besides the corresponding sarcophagi, and players try to be the ones to claim the mummies from these sarcophagi, with the more valuable mummies coming up later in the game.


Magi Nation Duel. Published by Interactive Imagination Corp. 2001. Packets. In shrink. £1.20

Designer: J. Lytle, P. Tavel, D. Tibbles. No. players: 2. Country: American. Duration: 30 mins.

Two introductory packs of cards for this CCG, in which the players are mages who summon creatures and cast spells to defeat their opponent. It is simpler than Magic: The Gathering. These packs were made to let people try the game using quick start rules and a small deck.


Marco Polo Expedition. Published by Ravensburger. 2004. Box. 2 Copies available:

1) Excellent. £14      2) Good, but 1 lid corner damaged. £11

Designer: Reiner Knizia. No. players: 2-5. Country: German. Duration: 40 mins.

Players each have a camel caravan which they take across the desert using some initial gold and card play in order to get to various markets first to earn as much gold as possible. Cards need to be collected to allow movement along the path across the desert by playing them in sets of various types.


Mastering Portal. Published by Wordware Publishing. 1998. Book. Excellent. £4

Author: George Baxter, Trey Kerigan. Country: American.

Softback, 160 pages, 23x15cm. Book covering Magic: The Gathering's introductory set, Portal. Portal was specifically designed for beginners and this book introduces the way to use the cards available, and discusses each card's advantages and weaknesses which should aid the novice considerably. A selection of decks using Portal cards are also listed and discussed.


Masters Of Venice. Published by R&R Games. 2009. Box. In shrink. £22

Designer: Jared Blando. No. players: 2-5. Country: American. Duration: 2 hrs.

The players are young merchants in the 1400s in Venice trying to make their fortune. Goods are bought from the docks and sold on to tradesmen who need them. Stakes in these traders' businesses can also be bought for extra profit, and the craftsmen at the guildhall also need goods and supplying them is highly prestigious. Various powerful characters such as the harbourmaster, the guildmaster and the tax collector can also prove useful at various times. Gold and prestige are what will prove who is a master merchant.


McMulti. Published by Hexagames. 1988. Box. Excellent. £87

Designer: James St Laurent. No. players: 2-4. Country: German. Duration: 2.5 hrs.

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 will also supply my house rules. Highly recommended. Nicer components than the reprinted edition, but event cards etc are in German.


Megastar. Published by Amigo. 2006. Box. Excellent. £4.50

Designer: Freidemann Friese. No. players: 2-5. Country: German. Duration: 45 mins.

Card drafting game in which players play cards to alter the popularity of various bands, while also trying to keep a set of cards which show the top bands when the hand ends.


Meteo / Meteo Business. Published by Jumbo. 1989. Box.

1) Meteo. Good. £9        2) Meteo Business. Good. £9

Designer: Dijkstra & Van Dijk. No. players: 2-4. Country: Dutch. Duration: 90 mins.

Very attractive weather themed game in which the players try to ensure their cruise ships and hotels get the best weather possible as they then get a better income. The weather is represented by transparent tiles showing a weather symbol. These are moved around the board by the players, in a clever but restricted way, with the wind only changing a little at a time. The game comes with loads of plastic components.


Microdot. Published by Parker. ca.1970. Box. Good, but 1 box corner split. £0.90

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

Espionage game in which the players try to steal the diplomatic bag of any one opponent and return it to their own headquarters to win. The outer board is used to gather pieces of equipment needed for the mission. These pieces of equipment (ladder, revolver, dagger, earphones, passport, wire-cutters) all have nicely made plastic pieces. The mission takes place on the inner board. Here the collected equipment is moved around to get past obstacles and also eliminate other people's 'lesser' items of equipment. Sometimes chance cards are drawn and these have the word Microdot written on them, and a tiny number or letter which decodes to give instructions on a chart.


Mission Space. Published by BioViva. 2007. Box. Good. £13

Designer: Roberto Fraga. No. players: 2-6. Country: French. Duration: 30 mins.

Clue gathering game set in space. The players are trying to determine what happened to a space voyage that went missing 20 years ago. Players answer multiple choice questions about real life space and the related sciences or perform physical challenges in order to earn the clues they will need to win the game.


Mississippi. Published by Mattel. 1987. Box. Good. £12

Designer: Roland Siegers. No. players: 3-6. Country: German. Duration: 1 hr.

Unique race game. Players each have a boat which they race down the Mississippi. However, the mechanism is most unusual - the boat pieces (actually hexagons) have a number on each side, and on your turn you can either 'burn' logs by moving forward, or gain logs by moving backwards. After the initial move adjacent boats (in front, behind or even those around the bend but still adjacent on the board) will either be moved or cause your boat to move depending on the position of the numbers on the adjacent boats - this can happen several times allowing some impressive moves to occur. On the 1988 Spiel des Jahres nomination list.


Monastery. Published by Ragnar Brothers. 2008. Box. In shrink. £15.50

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

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


Monopoly The Card Game. Published by Winning Moves. 2000. Box. 2 copies available:

1) Good. Original rules missing - printout supplied. £1.50       2) Excellent. £2

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

Monopoly themed card game. Players try to collect sets of cards showing the Monopoly properties plus hotels and houses which increase the value of sets. Other cards provide quick points. Players can choose to draw from either the draw deck or from other players' discard piles in a sort of forced trade. Money is provided, and is used to keep track of the score.


Municipium. Published by Valley Games. 2008. Box. In shrink. £14.50

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

Set in ancient Rome, the players act as rival powerful families, each trying to gain influence in various important institutions. Most or second most influence in these at the right times earns citizen tokens which are collected and then given in to earn all-important Decurions (political leaders). The first to obtain a set number of these wins. Game play involves worker placement, judging the timing of the Prefect's moves and making use of cards and other opportunities as they come up.


Mush. Published by White Wind. 1994. Box. Excellent. £29

Designer: Alan R Moon. No. players: 2-6. Country: German. Duration: 90 mins.

Special Notes: No. 591

Race game in which you control a team of huskies pulling a sled across Alaska. Wooden pieces and geomorphic boards so that you can play the suggested races or create your own. Play involves the careful use of action chips and planning moves and routes to make the best of the weather, and deciding when to rest and when to push on. I have some house rules I can provide which I feel improve the game further. Limited edition of 1200 copies.


Mystery Express. Published by Days Of Wonder. 2010. Box. Excellent. £25

Designer: Antoine Bauza, Serge Laget. No. players: 3-5. Country: American. Duration: 75 mins.

Murder mystery deduction game set aboard the Orient Express. From the inventors of the fun but slightly chaotic Mystery of the Abbey, this game appeals more to the analytical game player who wants to have to think hard and use logic. Cards represent the who, what, where, when and why of the case, but merely seeing a card once is not enough to eliminate that possibility, as there are duplicates of each card in play! Players take actions each turn which will allow them to see some of the cards in other players' hands, and gain new cards etc. However, since some cards may have changed hands each turn your deductions need to be well thought through.


Mystery Of The Abbey. Published by Days Of Wonder. 2003. Box. Excellent. £15

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

Revised edition of this medieval mystery game. One of the monks has been killed, and the players must discover which monk is to blame. The monks have different attributes: Dominican, Franciscan, fat, thin, novice, father etc, and the murderer's card is set aside. Players move around the monastery trying to work out what is going on, which is mainly done with the help of confessionals, searching other monks' quarters, asking other players questions (which they must answer unless they take a vow of silence - but then they don't get to ask a question back) and the gossip which happens at every mass! Great if you like deduction games, but with a twist.


Mystic War. Published by TimJim / Prism Games. 1992. Box. Good. £16

Designer: James Hlavaty. No. players: 3-8. Country: American. Duration: 75 mins.

The Archmage has died and the players, as apprentices, must build their claims to fill his place. To do this each apprentice has a secret goal to work towards, emphasising Followers, Mystic Power or Gold or possibly a balance of the three. Game play is card driven, and cards are played onto special realm mats to enhance your realm, or sometimes to hinder other players. A player also has a realm status: rich, content or poor and cleverly this isn't just your gold, but how your gold relates to your number of followers. As well as resource cards there are events, spells and even deity cards. Having different levels of gold / followers / power allows various different options too.


Nero: Legacy Of A Despot. Published by Phalanx. 2002. Box. Good. £13

Designer: Alexander Berg. No. players: 3-4. Country: Dutch. Duration: 90 mins.

The players are contenders to take over after Nero crashes and burns. Players gather legions and political influence and play event cards to their advantage. Movement and combat on the board is all card driven - lots of chances to make your own opportunities with timely card play.


Nobunaga. Published by Grimpeur. 2010. Box. In shrink. £10

Designer: Mito Sazuki. No. players: 2-5. Country: Japanese. Duration: 20 mins.

Card game in which the players are rival generals who strive to do the best in various battles. However, the players must cooperate sufficiently to stop Lord Nobunaga winning too many battles or all players will lose.


Nomads Of Arabia. Published by Wattsalpoag. 2006. Box. Excellent. £16

Designer: Kris Gould. No. players: 3-6. Country: American. Duration: 1 hr.

Business game in which the players are nomads moving across the Arabian deserts trading in horses, camels, donkeys and goats. The board shows a section of wilderness with various terrains, and cities, and players move around it, but at various times it 'scrolls' down and a new strip of land is revealed - there is an incentive not to get left on the land which falls off the edge of the board. A neat market mechanism ensures the prices of the animals when sold at a city goes up and down according to supply and demand. The objective is to be the richest player when Mecca is reached.


Organized Crime. Box. Several editions available:

1) Published by ICE. 1990. New. £7.75
2) Published by ICE. 1990. Good. £7

3) Published by Koplow. 1974. Good. Original edition, with wooden pieces in the dark blue box. £5

4) Published by Koplow. 1974. Good, but corners taped, edges show wear. Second edition, with plastic pieces in the red box. £8

Designer: Jim Koplow. No. players: 2-4. Country: American. Duration: 2 hrs.

Players try to eliminate all the other players by 'hitting' their Boss. Hitmen are moved around the board in order to build up influence through corrupt politicians, legal and illegal businesses and investments. Hitmen are sometimes penalised for their mistakes (via cards) and attempts can be made to eliminate crime Bosses, and thus their owning player. Negotiation is also an important aspect of the game, in order to gain other people's votes of support in return for money or future favours.


Ostfriesenlauf. Published by Clicker Spiele. 2005. Box. Excellent. £7.25

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

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


Paparazzo. Published by Abacus. 1994. Box. Good. £2

Designer: Friedmann Friese & Wolfgang Panning. No. players: 3-5. Country: German. Duration: 45 mins.

Card game with a paparazzi theme. Players must collect valuable photographs of celebrities. The more compromising photos of one person in circulation the greater the value for that particular celebrity. A neat twist is that, to finance future investment, you have to sell some pictures as you go along (to Stunk magazine) but you must be careful not to sell future high earners lest you reduce the value of your final portfolio too much.


Pentakribb. Published by DDH Inc. 1983. Box. Good. £9

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

Multi-player cribbage based game in which players have a special sheet and cards are turned up one by one, and the players assign each card to one of 5 cribbage hands. When enough cards have been revealed that all hands are complete, a cut card is also turned over and the hands scored. Whoever scored best over all hands wins the round.


Pieces of Eight: Maiden's Vengeance + Cursed Blade. Published by Atlas Games. 2006. Boxes. Excellent. £13

Designer: Jeff Tidball. No. players: 2. Country: American. Duration: 20 mins.

Pirate combat game set on the high seas, which uses neither cards nor dice, but instead coins! Each player has a set of 16 custom made metal coins with different symbols. One of these represents the captain, and defeating the opponent's captain is the goal of the game. The coins all represent different abilities and aspects of the ship, and some of them work better in combination with others. Players take it in turn to activate coins to attack their opponent, and wear down their ship. Neat idea and very nicely made coins, making for a very tactile experience.


Pinhigh. Published by Canmos. ca.1990. Box. Excellent. £2.25

Designer: Unknown. No. players: 1-8. Country: British.

Attractive golf game with a large colourful board showing an aerial view of a made up golf course. Players choose a club to use for each shot, having a clear chart which indicates the possible outcomes. Each player then spins a specially marked up roulette wheel which determines the outcome, which can be one of poor, fair, good, excellent, miracle or air-shot with differing degrees of likelihood. Very nicely produced.


Playboy. Published by Victory. 1986. Box. Good. £7

Designer: Robert Kern. No. players: 2-6. Country: American. Duration: 90 mins.

Promotional game for the men's magazine. Box lid has the famous rabbit motif. Players collect personal satisfaction points and collect personality traits as the game goes on. In order to gain points you will need to gain money as an executive in order to buy the coolest gadgets and lifestyle items from fine art to hot tubs, and then hook up with the prettiest girls. Uses a roll and move system as well as several types of cards.


Popular Card Games. Published by W. Foulsham & Co Ltd. ca.1950. Book. Good. £0.70

Author: B.H. Wood & F.R. Ings. Country: British.

Softback, 18x13cm, 96 pages. The book covers 20 of the favourite card games of the time, which includes Nap, Whist, Brag & Poker, Contract and Auction Bridge, Solo, Euchre, Pontoon, Baccarat, Bezique, Piquet, Glewstone Donkey, Pelmanism, Pounce, Black Maria, Rummy & Coon-Can, Fan-Tan, Cribbage and Canasta. Includes hints and tips on good play.


Powerboats. Published by Cwali. 2008. Box. In shrink. £22

Designer: Corné Van Moorsel. No. players: 2-6. Country: Dutch. Duration: 1 hr.

Race game which uses a geomorphic board showing a large lake with many little islands which make negotiating the course around the lake tricky, even without the opponents' boats which can also prove troublesome. The game uses a clever mechanism which makes use of many 3 sided dice. Each turn a player can accelerate or decelerate by taking more or putting back dice, and choosing which existing dice to keep as is and which to reroll. The resulting number is the number of spaces which must be moved in a straight line after an optional initial turn. Clever and fun.


Premium. Published by Theydon Games. ca.1950. Box. Good. £3.75

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

Business game in which a single playing piece is moved around a Monopoly style track, and the current player deals with the space landed on. If it is an unpurchased property this gives that player the option to purchase it, and then either insure it, partly insure it or leave it uninsured. When landed on in future all players have to make a payment to the owner, but there is also a chance that something bad will happen to the property, in which case the owner had better have some insurance! The objective is to stay solvent longer than anyone else.


Priceless. Published by Winning Moves. 1996. Box. Good, but edges show some wear. £15

Designer: Tom Kremer & Phil Orbanes. No. players: 2-4. Country: American. Duration: 1 hr.

Business game set in the world of collectibles, and based on the classic game Cartel from Gamut of Games. Players purchase collectibles and gain prize points for each item purchased, with large bonuses available for buying items adjacent to others of your own on the board or for getting more items in each set of four. The clever idea is that you start with 9 cheques and very little money. You can cash the cheques whenever you like, but the more prize points you have acquired the more your cheques are worth!  Most money + value of remaining cheques when someone buys their 10th item wins. The game has been considerably modified from Cartel, but uses some of the same basic ideas.


PS. Published by Hans Im Glück. 1988. Box. Good. £20

Designer: Rudolf Ross. No. players: 2-4. Country: German. Duration: 45 mins.

One of the earliest Hans Im Glück releases. Motor racing game, with wooden cars - each player runs three. The players use dice but in a very unusual way and it can take some thought to decide on the best move each turn. Advanced rules include tracking fuel consumption. Rarely seen these days.


Puzzlegrams. Published by Guild Publishing. 1989. Book. Excellent. £3.50

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

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


Quarto. Published by Gigamic. 1991. Box. Good. £9

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

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


Quiddler. Published by Set Enterprises Inc. 1998. Box. Excellent. £4.50

Designer: Marsha Falco. No. players: 1-8. Country: American. Duration: 30 mins.

Subtitled "The Short Word Game". This is a card game using cards showing letters, but played in a Rummy style, where players can meld letters which form words to score points. When a player ends the round by going out, other players get one more chance to draw and discard before playing words themselves. Neat idea.


Race The Wind. Published by Ghenos Games. 2007. Box. In shrink. £21

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

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


Rise Of Empires. Published by Mayfair Games. 2009. Box. In shrink. £22

Designer: Martin Wallace. No. players: 2-5. Country: Dutch. Duration: 2.5 hrs.

Civilisation building game starting from the 'Ancient Age' up to the 'Modern Age'. Players must use diplomacy, war and economics to best advance their empire. The game uses an unusual mechanism in that actions performed in one round will then be performed in reverse order in the following round, forcing players to plan in advance in order to ensure the following turn is useful as well as the current one.


Risk: Godstorm. Published by Hasbro Avalon Hill. 2004. Box. Good. £14

Designer: Mike Selinker. No. players: 2-5. Country: American. Duration: 2 hrs.

Based on the classic board wargame, Risk, but with many new ideas. Each player controls one of the ancient races (Greek, Celtic, Babylonian, Norse and Egyptian) who want to dominate the world. To do this they will gather their forces, acquire relics of power and call their gods down to assist them. Other ideas include: Atlantis - a powerful land, but which can vanish beneath the waves; battles for control of the underworld - the dead get to fight again and some may prove worthy enough to return to Earth. The game is played over 5 rounds and the player with the most VPs then wins.


Rolit. Published by Goliath. ca.1997. Box. Good. £2

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

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


Round The World Yacht Race. Published by Counter Products. 1980. Box. 2 copies available:

1) Good, but box slightly indented. Photocopied rules. £5         2) Good. £7

Designer: John Ridgway. No. players: 2-6. Country: British.

Yacht racing game. The designer made his name sailing single-handed around the globe. The game includes six plastic yachts, and a board showing a map of the world and the various winds which are present. Each player has a yacht with its own handicap and special advantages. During the race, which is driven by dice and cards, additional handicap points will be gained and lost according to events and the quicker each yacht finishes the less time penalty points it will pick up. Players must announce various ports of call before they set out. The rulebook also includes a short account of the designer's experiences in the real Round the World Yacht Race.


Royal Comette. Published by Oxford Games. 1996. Box. Excellent. £0.60

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

Facsimile of a very old card game, with a deck of cards that looks like a copy of a 19th century deck (or older). The board is sectioned into compartments into which players place their stakes (plastic betting 'sticks' are included), and the game mechanics are very similar to playing card games like Newmarket and Pope Joan.


Sauerbaum. Published by Herder Spiele. 1987. Box. Good. £8

Designer: Johannes Tranelis. No. players: 3-7. Country: German.

Intriguing game with the object of saving a tree from dying due to acid rain. All players must work together to achieve this, because if the acid raindrops reach the roots, all players lose. Thus they have to act co-operatively, but at the same time, they also try to win individually. However, there is no point in getting into a powerful position if the roots wither, so sometimes you just have to help your fellow players whether you like it or not. Can also be played with Smarties, in which case you eat them as you eliminate them from the board - yum yum! Recommended (especially with Smarties!)


Scarne's Guide To Modern Poker. Published by Simon & Schuster. 1980. Book. Good. £5.50

Author: John Scarne. Country: American.

Softback, 23x15cm, 307 pages. A comprehensive guide to Poker from this well known expert at cards, gambling and magic tricks. Initial chapters cover the vast size of the US Poker scene, the science and skill in Poker, general rules and strategy. A variety of popular types of Poker are then detailed (draw, low & high-low draw, 5 card stud, 7 card stud etc). The mathematics of Poker are also examined, as well as a chapter to help you spot cheats.


Schoko & Co. Published by Schmidt. 1989. Box. Good. £17

Designer: Y Hirschfeld & G Monnet. No. players: 2-4. Country: German. Duration: 2 hrs.

Highly rated business game in which players manage their chocolate factory. They must hire staff, buy cocoa, make the chocolate, and then sell it. An unusual item for this company who usually make family games, and not gamers' games of this calibre. Game play involves bidding for cocoa beans, deciding how many staff to take on, deciding whether to pay for advance industry news, and bidding for chocolate contracts. The game can be played for different durations - the number of turns to be played is decided at the start. I also have a set of house rules I will supply which for me improve the game even further. Recommended. For £2 extra I can print and laminate a set of English event and action cards.


Sensationen. Published by Walter Muller. 1992. Box. Good. £4

Designer: Helmut Huber. No. players: 2-4. Country: German. Duration: 20 mins.

Unusual race game with reporters racing to get the top story. There are three tracks along which playing pieces will be moved, but at any time only one of these is active, and at the start of the game players secretly decide which pieces they want to win on each of the tracks. Cards are played to move the pieces along the current track, but special cards can be played to cancel other cards, double them or change the currently active track. When two of the tracks have been completed, points are awarded to players who correctly stated the winners. Uses Walter Muller's characteristic graphic style.


Skirmish. Published by Milton Bradley. 1975. Box. Good, but box shows wear. £22

Designer: Unknown. No. players: 2. Country: American. Duration: 1 hr.

Perhaps the rarest of the American Heritage Series of games. Themed on the American Revolution. The Continental forces are weaker, but can move quickly, whereas the British are strong but slow. Thus the Continentals attempt a guerilla style campaign while the Britsh try to force big showdowns. Reinforcements can be called for and involve a naval sub-game. Well regarded, and the rules are simple and short and the units are (not too numerous) plastic miniatures, so a very approachable game.


Spy Ring. Published by Waddingtons. 1986. Box. Good. £4.25

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

Revised edition of this game of intrigue amongst the embassies. Players try to collect all four parts of one of the secrets going around between the embassies. The first player to achieve this wins. Play is tactical and a small amount of memory helps too since then you will know who is most likely to have the part of the secret you are collecting. Rather nice light game with fun (but unnecessary) mirrors with which to discreetly look at your collected secrets.


Star Fleet Missions. Published by Task Force. 1992. Box. Good. £5.50

Designer: Leanna M Cole. No. players: 2-6. Country: American. Duration: 90 mins.

Card game based on the Star Fleet Battles universe. Players build fleets for the various races (Federation, Klingon, etc.) and compete to fulfil various missions. The basic idea is that cards from the mission deck have various requirements in order to be fulfilled, and starship cards have various abilities which can be used to fulfil these requirements. Points are awarded by fulfilling missions.


Star Wars: Invasion Of Theed. Published by Wizards of the Coast. 2000. Box. In shrink, but box indented. £4

Designer: Bill Slavicsek. No. players: 2+. Country: American.

Subtitled: An Introduction to the New Star Wars Roleplaying Game. This uses the d20 system and so is compatible with not only WotC's Star Wars RPG, but many other RPGs as well. The boxed set includes: rule book, adventure book, giant map, game tokens, eight hero folders, dice, and an exclusive action figure.


Starwars. Published by Gamma Two. 1977. Box. Good but box shows wear, base taped. £12

Designer: Gamma Two Team. No. players: 2. Country: American. Duration: 30 mins.

Later reprinted as Starlord (no doubt due to the eponymous film which came out that same year). Strategy game given a science fiction theme. The players try to capture their opponent's home star by eliminating enemy ships from orbit. Dice are used to move ships and this can be within the same orbit or using a hyper-jump between systems. Some spaces provide cards which when a set is collected allow a new ship to be built.

Steam. Published by Mayfair Games. 2009. Box. In shrink. £36.50

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

This is an update of Age of Steam, and is very similar in most respects, essentially just having a few rule changes here and there. The map is double sided: the lower Rhein & Ruhr area of Germany for 3-4 players and NE USA + Canada for 4-5 players. In addition extra pieces are provided for a 6th player since you can use Age of Steam expansion maps, some of which work well for 6 with this game as well. The game essentially involves building rail networks which are used to move goods to where they are in demand. There are always plenty of difficult choices, and money is tight, so you will need your thinking cap on. Recommended.


Steam Barons. Published by Treefrog Games. 2009. Box. In shrink. £23.50

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

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


Stirling Moss Rally. Published by Whittlecraft. ca.1965. Box. Good. £2.25

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

Motor racing rally game played on a course with snow and ice, rocky canyons, and deserts. Players buy equipment to help them through certain terrains, and without these the cars will have to stop for repairs. The game uses 3 dice: fast (1-6), slow (1-3), and a traffic light control (red/green). Hazard spaces do different things depending on your speed and equipment. Board graphics and box art by the newspaper cartoonist Brockbank.


Such A Thing. Published by Valley Games. 2007. Box. In shrink. £9.75

Designer: Urs Hostettler. No. players: 2-10. Country: Canadian. Duration: 30 mins.

Fun after dinner game in which players try to get rid of their cards, each of which details an aspect of an object eg. "Could be used to catch mice", or "Made of wood". Everyone tries to think of an object which fits all the categories played so far, and when it is their turn either adds a card to the layout or challenges the previous player. Getting caught out without an object in mind or challenging wrongly gets you more cards as a penalty. Neat and simple idea which plays well. Recommended.


Sum-Times. Published by Spear's Games. 1992. Box. Good. £0.90

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

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


Tac-Tickle. Published by WFF 'N Proof. 1967. Packet. Good. £0.60

Designer: Prof. Harry Rudermann. No. players: 2. Country: British. Duration: 10 mins.

Abstract game with several variations. The basic idea is that the players each have 4 pieces which they move one at a time alternately to try to make a line of three in a row of their colour. The game can either be played using a 4 x 5 foam grid or on a hex gridded board. The pieces are dice which have a letter embossed on them to help the colour blind or even the partially sighted as the game is entirely tactile when using the foam grid.


Tactics! Published by Hodder & Stoughton. 1990. Book. 2 copies available:

1) Good. The spare division card has been marked up by a previous owner. £4.75

2) Excellent. £6

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

Very unusual item. Inspired by Fighting Fantasy style game-books, this allows you to indulge in Football Management. Besides the book, it also includes a special die, cards, scoreboard and league tables. These extra items are kept in a special plastic packet, together with the book. You can play a whole season of games, but can break off after each match and come back to it later. Your team starts bottom of the division, with a good (but not great) team. Your decisions and the luck of the dice will help your team to better fortune and hopefully glory. 456 paragraphs are used to guide game play.


Tashkent Dominoes 3x3. Published by Peri Spiele. ca.1997. Box. 2 copies available:

1) Good. Plastic lid cracked, but corner taped to repair it.  2 scoring pegs replaced with good alternative pieces. £2
2) Excellent. £4.25

Designer: Kris Burm. No. players: 2. Country: German. Duration: 10 mins.

Strategy placement game which uses 9 special dice. The dice faces are split diagonally with a number of pips on each half (0-3), and each face different. One dice is rolled and placed in the middle of the 3x3 grid. Each player takes 4 dice which are rolled once at the start of the game. Players then alternate adding one of their dice to the grid - all sides must match with adjacent dice. Thus it is possible to set up places where your remaining dice can go, but your opponent's cannot. The objective is to play out as many of your dice as possible and in a tie to have as few pips remaining as possible.


The BoardGameGeek Game. Published by R&D Games. 2009. Box. Excellent. £19

Designer: Richard Breese. No. players: 3-6. Country: British. Duration: 75 mins.

Special Notes: 1 tile replaced with one of the spares - does not affect play

The players are games publishers and games collectors. As a publisher, each round they put some games into the six shops, with some shops specialising in expensive games and some in cheap ones. The players then use dice as their games buyers who visit the shops and try to get what they want before their rivals snatch them off the shelves. Unsold games reduce in price and further rounds are played. At the end of the game both money made as a publisher and the quality of collections obtained score points. All the games are real games and the publishers real publishers.


The Book Of British Blackjack. Published by Mendimage Books. 1992. Book. Excellent. £7.50

Author: Dr Mohsen Zadehkoochak. Country: British.

Softback, 23x15cm, 59 pages. This book takes Thorp's famous work on how to win at Casino Blackjack by using optimal play and card counting techniques and applies them to the rules of Blackjack used in British casinos. Very hard to find.


The Gunpowder Treason Game. Published by Aztral Games. 1986. Packet. Good, but box insert discoloured. £8

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

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


The Modern Hoyle. Published by Frederick Warne And Co. ca.1887. Book. Fair. £1.50

Author: Professor Hoffmann. Country: British.

Special Notes: Some of the spine covering is missing. The contents have been annotated in many places.

Hardback, 16x11cm, 222 pages. This update of Hoyle's description of how to play various games covers: Whist, Euchre, Chess, Cribbage, Dominoes, Draughts, Backgammon, Nap, Poker, Bezique, Solo Whist, Ecarte and Cuckoo.


The Tables Of Magic. Published by Wordware Publishing. 1996. Book. Excellent. £0.60

Author: George H.Baxter. Country: American.

Softback, 23x15cm, 184 pages. Book on Magic: The Gathering intended to improve your deck building and act as a useful reference guide. The book covers: The Turn Sequence, The Attack Phase, Probability & Statistics (for good deck building), Deck Construction Procedure & Worksheet, The Sideboard, Banned & Restricted Lists, Top Eight Pro Tour Decks, Card List.


The Ten Best Card Games For Two. Published by Richards Press Ltd. 1941. Book. Fair. £4

Author: Basil Dalton. No. players: 2. Country: British.

Special Notes: The spine has deteriorated and the front cover has come loose

Softback, 16x11cm, 62 pages. This book covers the rules to: Bezique, Cribbage, Draw-Bridge, Draw-Whist, Ecarte, Euchre, German Whist, Piquet, Poker Patience, and Pontoon.


The Waddington Card Trick Collection. Published by Waddingtons. ca.1980. Booklet. Good. £1.70

Author: Graham Reed. Country: British.

Softback, 18x11cm, 29 pages. A collection of 12 very impressive card tricks which aren't hard to learn from an associate of the inner magic circle. Includes diagrams to go with the clear trick descriptions, with guides as to possible patter as well.


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

Good but spine and edges show some wear. £9. Author: H.E. Dudeney. Country: British.

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


Thieves Guild. Published by Iron Sun Games. 2002. Box. Good. £10

Designer: Dominique Garay, Adam Tozser. No. players: 2-4. Country: American. Duration: 2 hrs.

Fantasy adventure game in which the players can act either as thieves whose objective is to acquire a set amount of gold, or as bounty hunters whose objective is to catch a set number of thieves. Play involves moving around the board and actioning the locations you visit to advance your cause, and attacking/mugging enemies/victims. English and Spanish rules provided.


Tipsy Tower. Published by BHS. ca.2010. Box. New. £2

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

Adult version of Jenga which comes with 4 shot glasses. Many of the wooden blocks have instructions printed on one side. When a block is removed from the tower any instructions on it must be followed - these will generally involve one or more players using their shot glasses. Of course you can also just play regular Jenga too.


Tonga Bonga. Published by Ravensburger. 1998. Box. Good. £14

Designer: Stefan Dorra. No. players: 3-4. Country: German. Duration: 45 mins.

Nautical race game in which the players pilot ships around a group of islands with the objective of visiting four of the islands and then returning to Tonga Bonga. However, as well as being rewarded for getting back to Tonga Bonga early, money saved during the game also counts towards victory. During the race players offer different amounts of money in the hope of attracting good crew who will speed them along. Players take it in turn to distribute the crew points amongst the ships, using dice with different numbers on them for each crew member to be distributed. The higher the number on the dice, the higher the strength of that crew member. There is also plenty of opportunity to pull back a clear leader. Light but fun.


Top Gear Motorsport. Published by Toy Brokers Ltd. 1993. Box. 2 copies available:

1) Good but 1 corner taped. £2         2) Good. £2.50

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

TV related - based on the BBC's popular series Top Gear. Players race around the track with the winner the first to complete a pre-agreed number of laps. Movement around the board depends on answering rather difficult motorsport related trivia questions. In addition it helps to keep to the racing line, and choose the right fuel and tyres for the conditions. The game also has a shorter version which doesn't use the trivia cards.


Top Secret. Published by Blatz. 1996. Box. Good. £1

Designer: Tom Schoeps. No. players: 2-6. Country: German. Duration: 20 mins.

Card game, nearly 100 cards in full colour. Players start with identical sets of cards and simultaneously play cards from their hand. The objective is to collect as many secret documents as possible. The cards are: secret documents, assassins, moles and secret agents. They interact in various ways, and to win you will need to outguess your opponents and play the right card at the right time to end up with lots of secret documents.


Totem. Published by Queen Games. 1995. Box. Excellent. £10

Designer: Philippe Des Pallieres & Patrice Pillet. No. players: 2-4. Country: German. Duration: 90 mins.

Players manage a tribe of Indians each, and every turn must assign their people amongst 3 huts. Then players use their resources to play enhancing spells on their own huts and unpleasant spells on opponents' huts. The spells are resolved, food is gathered, babies are born and the population ages. The biggest tribe each turn gets an extra totem pole segment which allows more spells to be cast but also makes that tribe more of a target. It is quite possible for a tribe to become unviable and have  to start again from scratch. Clever game with good mechanics. Very nice bits too.


Tover Je Toverweg. Published by Opstelten Speelgoed. 2004. Box. Excellent. £8.75

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

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


Treasures And Trapdoors. Published by Waddingtons. 1990. Box. Good. £3.25

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

Special Notes: The (very small) red ankh treasure is damaged - only the 'stem' remains.  Does not affect play.

Very attractive-looking fantasy game, set in the pyramid that guards the Golden Cobra. Three-dimensional setup as the board is held above a pit full of snakes into which unfortunate pieces may fall should they encounter an open trapdoor. A nice movement system, doing away with dice or cards, and using a special turntable built into the pyramid.


Tripjat. Published by VSK. 1996. Box. Excellent. £7.25

Designer: Jeukuro. No. players: 2-3. Country: German. Duration: 30 mins.

Card game given an oriental theme. Cards are played onto a 6x6 grid with the objective being to score points by surrounding opposing cards with your own. There are restrictions on where you may play, and the values of the cards you use to capture must be greater than the value of those you capture.

Uptown. Published by Funagain Games. 2007. Box. 2 copies available:

1) In shrink. £13.50       2) Excellent. £13

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

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


Vendetta. Published by Hexagames. 1991. Box. Excellent. £9

Designer: Doris Matthaus & Frank Nestel. No. players: 3-5. Country: German. Duration: 1hr.

Not the same as Vendetta made by Parker Bros. Gangster game, with players as members of feuding Sicilian families, trying to control as much of the town as possible and become the new Godfather. Players play their men onto the board with the eventual goal of being the only player there when that region is scored. However, before a region is scored, first the player with the least men loses those men, and then players who remain get more men to use. Also some regions are raided and all men in these regions are lost. Vicious game! Wooden pieces.


Volldampf. Published by TM Spiele. 2001. Box. 2 copies available:

1) Excellent. Includes a set of home printed English event cards - 1 share token missing - a colour printed card mounted replacement provided - does not affect play. £9

2) Good. This set includes laminated colour English special action cards and crib sheets to ease play. £12

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

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


Wealth Of Nations. Published by Parker. 1987. Box. Good but 1 corner taped. £13

Designer: Christian Pachis. No. players: 2-6. Country: British. Duration: 2.5 hrs.

Economic game in which the players (representing the interests of different nations) move around the board obtaining rights to trade in a large variety of commodities in order to gain income when players land on matching spaces. However, the spaces are not bought outright (a la Monopoly) but payments must be made to the owners of the rights for that commodity - so several players may have to be paid lesser amounts. Various spaces give options and deciding which rights to spend your money on is important. Players are eliminated as they go bankrupt.


Whickers World. Published by Paul Lamond Games. 1989. Box. Good. £1.20

Designer: Terry Miller Associates. No. players: 2-6. Country: British.

Geographical trivia game, but with attractive cards each with a picture of something unusual. The reverse of the card gets the current player to identify the picture and then has a selection of related questions. Players move along a track with some Ludo-like mechanisms included as well.


Why. Published by Milton Bradley / Chad Valley. 1961. Box. Good. £3.50

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

Subtitled: Alfred Hitchcock Presents the Game of Why. Each player is a private eye and must try to solve a murder case. This is done by moving around a board and collecting cards, accusing players of holding particular cards and claiming other cards stored face down off the board by recalling what type of card was placed there. To win you need to collect either a set of cards for a victim, motive and weapon, or the whole set of Alfred Hitchcock cards.


Wicked Witches Way. Published by Asmodee Editions (US). 2006. Box. Excellent. £8

Designer: Bruno Cathala, Serge Laget. No. players: 2-6. Country: American. Duration: 30 mins.

The players are witches in a broomstick race. Each player has a set of 9 cards which show symbols which are also in two colours on a set of 9 magic formula dice. Each round these 9 dice are rolled into the box and when a player has seen enough they flap over a 'lid' so that the dice are no longer visible. Players then lay out face down symbol cards which were on the dice of just one colour, and which were not 'cancelled out' by symbols of the other colour. Players then check the dice and players advance according to how many correct symbols they put out. Getting any wrong means you don't advance, and bonus cards and movement can be gained by getting a complete formula. Requires quick thinking and concentration.


Wide World. Published by Parker. ca.1970. Box. Good. £2.25

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

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

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


Win, Place & Show. Box. Several editions available:

1) Published by 3M. 1966. Good. Comes in the wrap-around board-box. £20
2) Published by Avalon Hill. 1977. Good. Bookcase box. £9
3) Published by Avalon Hill. 1977. Excellent. Bookcase box. £10.50

Designer: J Reilly & T Divoll. No. players: 2-6. Country: American.

Classic horse racing game. Players make money by owning winning horses and by gambling on their own or other's runners. The race system is very clever, with a combination of fixed form for the horses on an individual basis, small occasional bonuses according to dice rolls and a random base speed for all horses each round. This means that a horse which starts fast but runs out of pace at the end really needs high 'base' rolls to do well, whereas a fast finisher wants the reverse. There is also a lot of positional play and different quality jockeys, as well as the possibility that a player may not actually want his horse to do that well!


Wyvern Starting Selection. Published by US Games Systems. 1994. Boxes. New. £4

Designer: Mike Fitzgerald. No. players: 2. Country: American. Duration: 30 mins.

CCG. I am providing two starter decks + 6 boosters (total of 210 cards) for this price, which is quite sufficient to make up two reasonable decks. No need to buy further cards. Players secretly lay out an array of dragon and terrain cards, and have a hand of special action cards. The objective is to eliminate your opponent's card layout. This is done by sending dragons into enemy territory to scout out the terrain or fight dragons. Some dragons are strong but can be defeated by terrain while others are weak but can deal with terrain they find. Each player has a very limited amount of gold needed to pay for dragons and action cards - running your opponent out of gold is just as powerful as defeating their dragons. Recommended.


And now for some books:





Book Title





Size (cm)




Culbertson's Own Summary

Faber & Faber

Ely Culbertson







Exchanging To Win In The Endgame

B.T. Batsford

Gennady Nesis







Games For Grown Ups And Others

Faber & Faber

Marguerite Kohl & Frederica Young







Board And Table Games From Many Civilizations

Oxford University Press

R.C. Bell





Excellent, but dustcover shows
some wear


Match Point Bridge

Victor Gollancz

Hugh Kelsey







Practical End-Game Play

Sir Isaac Pitman & Sons

Fred Reinfeld





Good, but spine faded


The Second Book Of Wargaming

Cambridge University Press

F.E. Perry








Alan Parr

Alan Parr







Winning Play In Tournament And
Duplicate Bridge


Fred L. Karpin







The Game Of Chess


H. Golombek







Military Modelling

Kaye & Ward

Donald Featherstone







101 Favourite Card Games For One

Magpie Books

Sheila Anne Barry







The Complete Patience Book

John Baker

Basil Dalton







Chess For Pleasure

Faber & Faber

Elaine Pritchard





Good - ex library


A Second New Book Of Patience Games

George Routledge & Sons

Ernest Bergholt





Poor - spine damaged, pages loosening


The Tarot

Paul Kegan, Trench, Trubner & Co

S.I. MacGregor Mathers








Kaye & Ward

Donald Featherstone







Children's Games Worth Collecting

BBC Homes & Antiques

Hilary Kay







Games Of Patience With Illustrations 3rd Series

L. Upcott Gill

M. Whitmore Jones





Fair - The spine is damaged and the book is delicate but still readable. Covers taped on, but inside Good.


How To Play Calypso

Hodder & Stoughton

Kenneth Konstam







An ABC Of Games

University Of London Press

A.M. Maynard







Collins Gem Guide: Card Games

Harper Collins

Diagram Group







The Principles Of Chess In Theory And Practice

Horace Cox

James Mason





Good, but covers discoloured




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