Jan 2013 Catalog
While I don’t publish my latest catalog on the internet, this older catalog is available for you to look through to get an idea of the sort of thing I generally have. Please be aware that many of the games in this catalog will have already sold, and if they haven’t then the prices are not necessarily still valid – the prices are only valid in the month the catalog comes out! However, if you do see something of interest email me and I’ll let you know if I still have it. Also getting the monthly catalog by email is free and without obligation, so why not just ask to be added to my subscription list, or ask me to send you the latest catalog by email?
2001. Published by Peter Pan. 1978. Box. Good, but 2 corners taped. £1.50
Designer: Unknown. No. players: 2. Country: British. Duration: 20 mins.
Players try to get four pieces of their colour in a row on a 5x5 grid. Each player only has 5 pieces, but each large plastic piece has a magnetic disk inside, with the players' colours on either side. The board is also magnetic, and when placed on the board the magnetic disk will flip to one side or the other. In addition the pieces of each player have the opposite polarity. The board is made up of magnetic strips and these can be arranged before each game to ensure a unique experience every time.
6 Nimmt. Published by Amigo. Box. Excellent. £6.50
Designer: Wolfgang Kramer. No. players: 2-10. Country: German. Duration: 45 mins.
Card game with 104 playing cards numbered 1-104. As well as the number, each card shows 1-5 bulls' heads, which are penalty points. Each round players simultaneously choose cards to play, and then reveal. The cards are added to rows lowest first, but a 6th card in a row forces you take all those already in a row as penalty points. Fun light game, which has proved very popular, and won the well regarded Deutsche Spielepreis in 1994.
A Book Of Card Games. Published by Klutz Press. 1990. Book. Good. £1
Author: John Cassidy. Country: American.
Spiral bound, 22x14cm, 124 pages. An easy to read, and humorously presented (including nice black & white film shots) card games book which covers 20 card games, 2 card tricks and plans for a 3 storey house of cards! The card games covered are: Goofenspiel, War, Egyptian War, Concentration, I Doubt It, Rummy (4 games), Crazy Eights, Old Maid, Oh Hell, Michigan, Hearts, Poker (3 versions), Klondike, Yukon, Bristol Fans, Grandfather's Clock.
A Book On Casino Craps. Published by Van Nostrand Reinhold. 1981. Book. Good. £2.40
Author: C. Ionescu Tulcea. Country: American.
Softback, 23x15cm, 149 pages. As well as covering the dice game of Craps as played in casinos in great detail (covering how to play, and analysing all the possible bets), this book covers other gambling games played with dice, and also gives a grounding in probability and presents various commonly used gambling systems.
A Treasury Of Games. Published by Grosset & Dunlap. 1971. Book. Good but shows wear, 1 page taped.
£0.75. Author: Carl Withers. Country: American.
Hardback, 26x20cm, 189 pages. The full name of the book is: A Treasury of Games, Riddles, Mystery Stunts, Tricks, Tongue Twisters, Rhymes, Chanting, Singing. It is a reprint of a 1947 book entitled 'Ready Or Not Here I Come'. The contents are fun for children - some of them are things to do alone, while many give ideas for things to do in groups or with just one or two friends.
Age Of Exploration. Published by TimJim. 1994. Box. Excellent. £19
Designer: Tom Lehmann. No. players: 2-6. Country: American. Duration: 2.5 hrs.
Exploration game set between 1492 and 1543, with many clever and unique play mechanics. Players equip expeditions and then set sail for the New World from Europe. The expedition will be better able to survive if longer is spent equipping, but then other expeditions may well get there and back first, and as points are scored for discoveries only on return to Europe, this creates a dilemma. Once in the New World there is much to do and all sorts of discoveries to make. Expeditions can head into the interior or attempt the North-West Passage or even head around into the Pacific for a circumnavigation. Events are determined using cards, and give choices and resolve differently depending on the capabilities and equipment of the expedition.
Alcazar. Published by Kosmos. 2009. Box. Good, but 1 corner taped. £27
Designer: Wolfgang Kramer. No. players: 2-5. Country: German. Duration: 90 mins.
Reworking of the classic and sought after Big Boss. Using chunky plastic castle pieces players build castles using cards to indicate where they may be added. New cards must be purchased, and castles can be merged. This new version adds a number of new features to the game, but also provides rules for playing a version much closer to the original Big Boss.
Alhambra Family Box. Published by Queen. 2011. Box. In shrink. £30
Designer: Dirk Henn. No. players: 2-6. Country: American. Duration: 1hr.
Big box set which contains the Spiel des Jahres winning base game of Alhambra, along with four expansion modules published in the 1st Alhambra expansion, and also the separate but related game Granada. In Alhambra players collect 4 different currencies of money and use them to purchase tiles which they add to their personal Alhambra layout. Care must be taken to match the walls up properly and not to block yourself in, as well as to specialise in certain types of building. Granada is similar but more advanced, with double sided tiles, and other extras. I can highly recommend Alhambra, and this is a great combination set.
Am Fuss Des Kilimandscharo. Published by Hans Im Gluck. 1995. Box. Excellent. £9.50
Designer: Reiner Knizia. No. players: 2-4. Country: German. Duration: 45 mins.
Light game in which players use their cards to form combinations of methods of transport, in their quest to reach Base Camp first. Each player has 3 cards laid in front of them indicating their current modes of transport. Players can either play onto their own piles to improve their position or onto opponents' piles to mess them up. In addition various events occur as the players get further up the mountain when certain spaces are landed on exactly, so aiming to hit or miss these is important.
Antike. Published by Eggert Spiele. 2005. Box. 2 copies available:
1) In shrink. £23 2) Excellent. £21
Designer: Mac Gerdts. No. players: 2-6. Country: German. Duration: 2 hrs.
As ancient civilizations the players build cities, construct temples, sail the seas and make technological advances in the lands around the Mediterranean. Very well received game and plays relatively quickly for this style of game. It uses an unusual and neat mechanism to limit your choice of actions each turn - the "rondel" - and gives players a good selection of ways to gain victory points. While military goals are important they are not the sole focus.
Auf & Ab. Published by Franjos. 2003. Box. New. £7
Designer: Ed Pegg. No. players: 3-4. Country: German. Duration: 10 mins/hand.
Card game which can (less easily) be played with a set of double-nine dominoes. This is a 'climbing game' which means that cards are played in combinations, and other players can then play higher sets of cards of the same combination. The objective is to get rid of your cards - thus getting rid of your weak cards is key. The twist in this game is that every card has two values, one red and one blue. When one of several special cards is played everyone turns their cards the other way up, and must now lay lower combinations rather than higher ones. A clever twist which means you have to keep your hand viable 'either way up'. Recommended.
Auf Achse. Published by F X Schmid. 1991. Box. Good, but corners taped. £9
Designer: Wolfgang Kramer. No. players: 2-6. Country: German. Duration: 90 mins.
Excellent route planning and delivery game. Players drive their delivery trucks up and down Germany and neighbouring countries, competing for contracts which come up at auction. Very nice lorries and goods to put on them. I also have some house rules to reduce the luck of the dice used for movement, which adds to the skill level quite a bit, making it a game I can recommend.
Basket Boss. Published by Cwali. 2009. Box. In shrink. £22
Designer: Corné Van Moorsel. No. players: 2-5. Country: Dutch. Duration: 50 mins.
The players are the managers of basketball teams, and will need to draft good players in order to win trophies over a series of seasons. Each player has a strength card showing how well they will play each season, and the assistance of trainers, player agents, the banker and even the referee (!) can help you in your quest for glory.
BBC Mind Games Dec 06. Published by Bristol Magazines Ltd. 2006. Magazine. In shrink. £0.65
Author: Unknown. No. players: 1. Country: British.
Puzzles magazine, with a small board games content. There are loads of puzzles of many different types: logic (eg. sudoku, nurikabe, karuko etc), crosswords, brainteasers, quizzes and trivia, as well as articles of general interest - in this issue: Mapping the Mind, The Origin of Crosswords, Top Ten Board Games for Christmas.
Beer & Pretzels. Published by Bezier Games. 2009. Box. In shrink. £18
Designer: Ted Alspach. No. players: 2-5. Country: American. Duration: 15 mins.
Lighthearted game ideal for playing down the pub. Each player gets a set of coloured beer mats, some showing beer and some pretzels, as well as a few special ones. Players take it in turn to throw a beer mat onto a marked off area on a table, points are won for pretzels which are uncovered at the end of the round, and scores are increased if you also have uncovered mats showing beer. The game mats are used to cover other mats and stop them scoring. The rules are written very amusingly.
Big Kini. Published by PlayMe.de. 2005. Box. 2 copies available:
1) In shrink. £16.50 2) Excellent. £14.50
Designer: Guido Eckhof. No. players: 2-4. Country: German. Duration: 1 hr.
Majorities type game set in a tropical archipelago. The game 'board' is made up of 18 large hexagonal island tiles each showing three islands. These islands have various influential positions which can be occupied by the players' people tokens. These positions allow the players to perform the various actions that island permits, which include: recruiting more people, obtaining trade goods, exploring / colonising other islands, initiating an election for premiership on the island group, and getting money. Game play involves managing your money and expanding your sphere of influence using your limited number of actions to best effect. Recommended.
Blood Wars: Warlords Tactical Manual. Published by TSR. 1996. Book. Excellent. £2.50
Author: Kevin Melka. Country: American.
Softback, 23x15cm, 128 pages. Reference manual, expanded rules book, and strategy guide for the Blood Wars CCG based in TSR's AD&D Planescape Setting. There are photographs of the card set for reference.
Bombay. Published by Ystari Games. 2009. Box. In shrink. £27
Designer: Cyril Demaegd. No. players: 2-5. Country: German. Duration: 45 mins.
Trading game set in India. Each player has an elephant playing piece with baskets on it for two goods (yes they actually go on the elephant's back). Action points are used to move, buy and sell goods, and also build palaces which act as toll stations for other players and give other bonuses. The game uses a fluctuating price system for the goods, so timing your sales is important. At the lighter end of the Ystari range of games.
Bridge With “The Times”. Published by Country Life. 1983. Book. Excellent. £1
Author: Jeremy Flint. Country: British.
Hardback, 22x15cm, 175 pages. A collection of 73 interesting hands with well written and entertaining commentary as you would expect from the Bridge correspondent for The Times.
Buro Crazy. Published by F X Schmid. 1997. Box. Excellent - unpunched. £0.50
Designer: Gunter Burkhardt. No. players: 3-5. Country: German. Duration: 30 mins.
Card game, 150 cards used in competition for office promotions. Players use their influence cards to gain promotion, but must be careful to conserve rather than over-bid their hand. The loser of a contest for promotion gets their influence cards back and also gets some compensation. At the end of the game the top ranking employees all vie for the right to be Boss in a last special round.
Business. Published by Relaxx Spiele. 1998. Box. Good. £13.50
Designer: Sid Sackson. No. players: 2-6. Country: German. Duration: 45 mins.
An interesting reworking of Bazaar. Players collect tokens (shares) in five colours, with an 'in the fist' auction each round to determine who gets first pick of several randomly drawn batches of tokens. After each auction shares can be sold according to a chart for that round, but only in specific combinations. You can see what the target combinations will be for the next three rounds, and every third round pays double. The objective is to accumulate the most money by the end of the game.
Card Games And How To Play Them. Published by C. Arthur Pearson Ltd. 1924. Book. Good. £3.50
Author: Peter Alston. Country: British.
Special Notes: Spine shows considerable wear
Hardback, 18x12cm, 126 pages. Period book with interesting adverts at back and front. The games covered are: Whist (3), Bridge, Royal Auction Bridge (2), Baccarat (3), Bezique (2), Cribbage, Ecarte, Euchre, Loo (3), Nap, Old Maid, Patience (4), Piquet, Poker, Pope Joan, Speculation, Trente-et-quarante, Vingt-et-un.
Card Games For Two. Published by English Universities Press. 1967. Book. Excellent. £1
Author: Kenneth Konstam. No. players: 2. Country: British.
Hardback, 18x11cm, 150 pages. A collection of card games selected especially for two players: Piquet, Klaberjass, Demon Patience, Ecarte, Six-Pack Bezique, Gin Rummy, Cribbage, Two Handed Bridge, Canasta. Also includes a card game quiz.
Carson City. Published by Eagle Games. 8009. Box. In shrink. £34
Designer: Xavier Georges. No. players: 2-5. Country: American. Duration: 90 mins.
Strategy game set in the Wild West. Players select a character each round, the different characters giving different advantages, and then send out their cowboys to perform various actions. However, should two cowboys both want to perform the same action they must duel. Actions include claiming plots, building houses or roads and obtaining extra money or victory points in various ways. There is also a dilemma as to when to buy VPs, as they get more and more expensive as the game goes on.
Caveman. Published by JKLM Games. 2007. Box. Excellent. £14
Designer: M.Vrijland, T.Shaw, M.Hall, S.Hall. No. players: 2-6. Country: British. Duration: 75 mins.
The players try to make their caveman tribe the dominant one on Volcano Island. This is a harsh world with marauding dinosaurs, where rival tribes may attack, and children are far from certain to make it to adulthood. The tribes grow and gather resources to help them survive. The winner is the player whose tribe reaches eight people first, or who collects one of each of the resource types, or has made most progress when the action deck is finished.
Chariot Lords. Published by Clash of Arms. 1999. Box. Good. £18
Designer: Charles Vasey. No. players: 3-4. Country: American. Duration: 6 hrs.
War game, very much in the style of History of the World. Players represent a selection of nations each. The game covers the period between 1500BC and 600 BC. Some nations are large, some small, but all try to score victory points and stay put as new nations rise to power. Beautifully presented.
Chez Cthulhu. Published by Steve Jackson. 2010. Box. Good. £9
Designer: Steve Jackson. No. players: 2-6. Country: American. Duration: 1 hr.
Humorous card game. Players compete in a less than serious world of Lovecraftian horror to get by in their mundane lives while keeping the horrors at bay. The cards show jobs such as Sanitarium Guard or Gravedigger, with differing incomes and time off (slack), as well as people, objects and events which can be played to push forward your cause. Uses the system from Chez Geek, but with an added madness mechanic. It can be played standalone or combined with the original, as long as, somewhat bizarrely, you treat cigarettes as tentacles...
Children's Games With Things. Published by Oxford University Press. 1997. Book. Excellent. £3.50
Author: Iona & Peter Opie. Country: British.
Hardback with dustcover, 24x16cm, 350 pages. A comprehensive collection of children's games which makes use of assorted objects and also includes historical information and associated rhymes and related information about the games. The chapters cover: Seasons & Social Issues, Marbles, Fivestones, Gambling, Hopscotch, Chucking & Pitching, Ball Bouncing, Skipping, Tops & Tipcat.
Cinco. Published by Franjos. 2010. Box. In shrink. £16
Designer: Unknown. No. players: 2-4. Country: German. Duration: 15 mins.
Ideally played as a partnership game for 4 players. This is a reworking of the excellent 5ive Straight, but this time played on a hex gridded board with a hole in the middle. Every space is numbered, with lower numbers in the centre. A deck of cards also shows these numbers (1-90) and players take in turn to either draw a card or play a card and lay a piece on any space showing that number or higher, the objective being to create a line of 5 of your markers. The original also plays well with 6 players in teams - this may well work for this game too.
Cir*Kis. Published by Hasbro. 2009. Box. Excellent. £8
Designer: Philip Orbanes. No. players: 2-4. Country: Canadian. Duration: 20 mins.
Very attractively produced game which uses a board showing a Penrose tile pattern into which the colourful playing pieces fit. These tiles come in many types, all combinations of the Penrose kite and dart shapes. Players take it in turn to play a piece of their colour touching the last piece played. Points are scored when one of 16 'circles' or stars are filled up, and the first to 40 points wins the round. Additional rules allow an extra turn in certain circumstances.
Connect 4 Advanced. Published by MB Games. 2002. Box. Good, but tear in lid has been taped. £2
Designer: Unknown. No. players: 2. Country: British. Duration: 15 mins.
Three dimensional Connect Four with neat and attractive stacking playing pieces in two colours. The game is played on a 4x4 grid where pieces can be stacked up to 4 high. The playing pieces are mostly transparent so you can see into the depths of the playing area as the game goes on. The objective is to get 4 playing pieces of your colour in a row horizontally, vertically or diagonally.
Container: The Second Shipment. Published by Valley Games. 2008. Box. In shrink. £11
Designer: Kevin Nesbitt. No. players: 3-5. Country: American. Duration: 90 mins.
Expansion for Container, which you will need to make use of this. This set adds 4 new ideas to the game: Luxury Items, The Economy of Scale, Corporate Financing, and Monopolies. Each idea can be added individually or as many as you like can be added to a single game. The set also includes extra $1 and $2 cards.
Core Worlds: Galactic Orders. Published by Stronghold Games. 2012. Box. New. £18
Designer: Andrew Parks. No. players: 2-5. Country: American. Duration: 90 mins.
Expansion to the well received deck building game of galactic domination. You will need the base game to make use of this set. This expansion adds a new starting deck for variety, lots more cards for each of the phase decks and galactic guilds. The new cards (and some of the old ones) have a guild symbol, and when playing them guild tokens are earned which can be used to gain different advantages which the guilds offer to their allies. A new guild oriented Core World is also included and also a variant which reduces the importance of the turn order when Core Worlds are conquered.
Core Worlds: Promo Cards. Published by Stronghold Games. 2012. Box. New. £1.50
Designer: Andrew Parks. No. players: 2-5. Country: American. Duration: 90 mins.
Promotional set of Core Worlds cards which replace those from the base set. They are functionally the same as those in the base game, except they now have flavour text. The exception is Buono, a new Core World for use with the Galactic Orders expansion.
Court Of The Medici. Published by Z-Man Games. 2008. Box. 2 copies available:
1) In shrink. £6 2) Excellent. £5.50
Designer: Richard James. No. players: 2. Country: American. Duration: 25 mins.
House Gonzaga and House Della Rovere compete for the favour of the Grand Duke, Cosimo de Medici. This is done in a no holds barred world of conspiracy and intrigue. Nobles are sent to court and can form groups which will be used either for their special abilities or to take out other groups of nobles. However, you can stack your own nobles with those of your opponent, which affords protection for them all. Intriguing ideas and plenty of interesting decisions and opportunities.
Crazy Creatures Of Dr. Gloom. Published by Stronghold Games. 2012. Tin Box. In shrink. £7.50
Designer: Michael Schacht. No. players: 2-4. Country: American. Duration: 20 mins.
Card game in which the players try to get rid of their cards in hand, and to avoid as many penalty points as possible when the hand ends. The theme is that Dr Gloom is experimenting and creating a variety of strange monsters, and the players are his apprentices. Players play cards onto communal growth tanks (stacks) which have clever rules about what can be played next. Hand management and manipulating the tanks is required to be successful.
Crystal Faire. Published by Hangman Games. 2006. Box. New. £15
Designer: Alan Ernstein. No. players: 3-5. Country: American. Duration: 2 hrs.
Special Notes: Number 564.
Limited edition gem trading game. The game uses lots of glass beads as the gems which players trade with each other, manipulating the prices of the gems in the market to their advantage. The trading mechanism is unusual - some gems are offered openly while others are offered unrevealed, with rules determining the possible mixes. At the end of each trading session the players with the most of each type of gem are rewarded, but some of those gems will be lost prior to the next session of trading.
Das Hornberger Schiessen. Published by Zoch. 1990. Box. Good. £3
Designer: Klaus Zoch & Albrecht Werstein. No. players: 2-5. Country: German. Duration: 45 mins.
Card game, with rules for two games using the same cards. The cards depict cannons, beer, the Duke and powder kegs. In the first game players play their cannons and beer into three rows. Two rows will be completed, and these will score positively, while the incomplete row will accrue negative points. In the second game cards are played into a grid and points are scored for completing rows.
Das Letzte Paradies. Published by Franckh. 1993. Box. Good. £14
Designer: Reiner Knizia. No. players: 3-5. Country: German. Duration: 40 mins.
Auction based game with very nice components including wooden coins and wooden trees. Players are developers on an island paradise, hoping to build hotels but also maintain some areas as wilderness. Bidding is in the fist, but the highest bidder pays only as much as the second highest bid. Players must take care not to get carried away and bid too much or they will end the game with less than they started with, which means they lose even if they had more money than the other players.
David & Goliath. Published by Pegasus Spiele. Tin Box. In shrink. £6
Designer: Reinhard Staupe. No. players: 3-6. Country: German. Duration: 30 mins.
Card game, with 90 cards featuring numbers and illustrated with warrior mice! Only the numbers and suits are important to the game. Low numbers are good for winning one card (the highest in play) whilst the player of that high card receives all the remaining cards. At the end, cards won score points: face value if only 1 or 2 cards were won of that suit, or 1 point per card if more were won in that suit.
Deadlands: The Battle For Slaughter Gulch. Published by Twilight Creations. 2009. Box. Excellent. £15
Designer: Todd & Kerry Breitenstein. No. players: 2-6. Country: American. Duration: 90 mins.
Set in the 'Weird West' of Deadlands - a version of the old American West with a large dose of the supernatural added. The players have arrived in Slaughter Gulch, where rich finds of the highly prized ghost rock have been found, and all are keen to get more than their fair share. Players use their gang members to buy items from the shop, gamble in the saloon, arrest outlaws, try to rob the train and of course go mining. Events occur throughout the game to keep things fresh, and there are plenty of different approaches to take.
Demonstealer. Published by Puffin Books. 1991. Book. Excellent. £0.75
Author: Marc Gascoigne. Country: British.
Softback, 18x11cm, 227 pages. Fantasy novel based on the Fighting Fantasy series of game books, and 'presented by' Steve Jackson & Ian Livingstone. The story starts with a thief borne on the wings of an immense bat stealing an arcane scroll. Chadda Drakmane and friends follow the trail and have a suitable set of adventures in trying to get the scroll back.
Der Dieb Von Baghdad. Published by Queen Games. 2006. Box. In shrink. £9
Designer: Thorsten Gimmler. No. players: 2-4. Country: German. Duration: 45 mins.
Each player is in charge of a group of thieves and some guards, and there are 6 palaces with treasures. Cards are played to move around guards and thieves in order to get sufficient of your thieves in position to be able to steal a treasure. To do this efficiently requires good tactical card play. The first player to liberate four treasures wins the game.
Der Goldene Kompass. Published by Kosmos. Box. Excellent. £12
Designer: Francesco Nepitello, Marco Maggi. No. players: 2-4. Country: German. Duration: 45 mins.
Special Notes: Includes a set of colour printed and laminated English character cards
Based on the film The Golden Compass. Played in three stages - during the first two stages players collect cards and use them in order to score points at the end of that stage, and also to collect special items. During the third stage these items are used to score victory points. Game play is driven by a spinner which will give the option of drawing cards or performing an action and playing cards. Each player has a different character card during each stage, giving players different special abilities. The cards and board show scenes from the film.
Deus Vult. Published by Rose & Poison. 2005. Box. In shrink. £10
Designer: Giacomo Sottocasa, Sergio Giovannini. No. players: 2. Country: Italian. Duration: 45 mins.
Board game in which one player takes the Moors and the other the Crusaders. The Crusaders try to take the gates of Jerusalem, while the Moors try to push the Crusaders back where they came from. Game play involves using cards to your best advantage, and can allow surprise moves.
Dicke Dämonen. Published by Edition Erlkönig. 2004. Cloth bag. Excellent. £11
Designer: Heinrich Glumpler. No. players: 1-4. Country: German. Duration: 20 mins.
The players are magicians who take it in turn to summon ghosts and demons into a world delineated by several overlapping coloured strings which indicate the invisible fields of elemental power. Ghosts can only be summoned to the centres of these fields, and will stop demons appearing in the same area. Demons appear on the edges of their elemental field. At some point during the game the players will each predict that a different elemental power will be strongest - but of course the earlier you make such a prediction the more time the other players have to mess with it.
Die Dracheninsel. Published by Amigo Spiele. 2003. Box. Excellent. £13
Designer: Tom Schoeps. No. players: 3-5. Country: German. Duration: 1 hr.
Players try to collect more treasure than anyone else, however, they can only do so by cooperating with the other players. The board is laid out with terrain discs in a hexagonal shape, with the treasure at the centre. Players use cards to traverse the various terrains using a clever and flexible card playing mechanism. Once at the centre, however, one must wait for a second player to arrive as the treasure is too heavy for just one player. These two players will then return to one of their boats, where it can be distributed fairly or unfairly, with further card play resolving disputes. On the nominations list for the German Spiel Des Jahres 2003.
Die Pyramiden Des Jaguar. Published by Kosmos. 2002. Box. 2 copies available:
1) In shrink. £8.25 2) Excellent. £7.75
Designer: Gunter Burkhardt. No. players: 2. Country: German. Duration: 30 mins.
Card game in which the players take it in turn to offer their opponent two cards (numbered 1-40), and their opponent takes one and adds it to their pyramid structure and the remaining card is added to the offerer's pyramid. The pyramids are shown on a board and the numerical ordering of the cards in the pyramid is vital. If a player has to place a card onto another card because the ordering provides no gap, then this is permitted but is undesirable. The round ends when a player completes his pyramid and gets a bonus for doing so. A very clever tactical game which is based on the earlier game Pacal.
Dominion: Dark Ages. Published by Rio Grande Games. 2012. Box. In shrink. £28
Designer: Donald X. Vaccarino. No. players: 2-4. Country: American. Duration: 30 mins.
Expansion for the 2009 Spiel des Jahres. You need either the base set or the Intrigue set to make use of this. This set includes 35 new sets of kingdom cards, as well as Ruins (a sort of milder Curse), and cards which can replace the starting Estates. Central themes are the trash pile, and upgrading cards.
Dungeon Lords. Published by Z-Man Games. 2009. Box. 2 copies available:
1) Excellent - unplayed. £35 2) In shrink. £37
Designer: Vlaada Chvatil. No. players: 2-4. Country: American. Duration: 90 mins.
Dungeon adventure board game with an impressive array of components, including two double sided boards, and three further boards, and heaps of cards, tiles and figures. The big twist is that the players are not the adventurers, but rather the assorted shady characters who set up dungeons! This they do competitively, and sometimes it will be necessary to indulge in a little evil to get the job done properly - unfortunately the more evil used the stronger the adventurers that dungeon will attract. Ahhh, the trials of being a dark lord... Very well received game.
Dust: Das Brettspiel. Published by Fantasy Flight. 2007. Box. In shrink. £18
Designer: Spartaco Albertarelli, Angelo Zucca. No. players: 2-6. Country: German. Duration: 2 hrs.
Strategic board wargame set in an alternate timeline but played on a map of the world. Players must seize power sources and capitals and develop high tech armies using factories. Many different units can be built with different characteristics. Until someone has achieved half the VPs needed to win no capitals can be attacked, but once that has been achieved this restriction is lifted for everyone. Comes with over 800 miniatures.
Einstein. Published by Fun Connection. ca.1989. Box. Good. £11
Designer: Sid Sackson. No. players: 1+. Country: German. Duration: 15 mins.
Also published as Choice. This is an excellent quick dice allocation game from Sid Sackson. 5 dice are rolled and all players allocate them on their game sheet: 2 pairs and 1 left over. The game lasts a different number of rounds for each player depending on how the left over dice have been allocated, while how the pairs have been selected will determine your score. The choices are often tricky, with a good balance of luck and skill. Highly recommended.
Election L-Game. Published by De Bono Games. 1979. Box. Excellent. £4
Designer: Edward de Bono. No. players: 2. Country: British. Desc. by Eamon.
A political game based on the mechanics in de Bono’s L-Game. As the playing pieces are moved over a special board printed on the packaging, various squares are left uncovered. These squares give or take percentage points from the main political parties. After a set period of time, an election is called and seats won are added to find the winner.
Electronic Taboo. Published by Hasbro. 2001. Box. Excellent. £9
Designer: Unknown. No. players: 3+. Country: American. Duration: 30 mins.
Electronic version of the excellent party game, where players must describe an object, but are not allowed to use five key words on the card. So you might have to describe an apple, without using the words "red", "fruit", "pie", "cider" or "core". This edition uses an electronic console which shows the active player and the opposing team the word being guessed, and banned words. It also does the timing. A remote buzzer button allows the opposing team to indicate that the current player has used an illegal word. Very swish!
Enemy Chocolatier. Published by Cheapass Games. 2006. Packet. Good. £3.75
Designer: James Ernest. No. players: 2-6. Country: American. Duration: 1 hr.
Themed around a sort of Willy Wonka scenario, this is really an area control and set collection game. The objective is to complete a secret recipe, which is done by controlling a specific set of colours of plots around the chocolate factory. As with all Cheapass games you will have to provide many of the components yourself.
Eurorails. Published by Mayfair Games. 1990. Box. Good. £12.50
Designer: Darwin Bromley. No. players: 2-6. Country: American. Duration: 3 hrs.
Crayon rails game. The board shows Europe, and players build railway track which they mark on the board with crayons. Cards are used to determine what money is on offer for picking up and delivering goods from place to place - the payout being better for longer journeys. The money so earned can then be reinvested in a bigger network, encompassing all the major cities. Ultimately the objective is to be the first to obtain a target amount of money.
Executive Decision. Published by 3M. 1971. Box. Good. £4
Designer: Sid Sackson. No. players: 2-6. Country: American. Duration: 90 mins.
Very clever business game based on the laws of supply and demand. Players secretly order three types of raw materials and the demand causes the prices to change. Players then decide what they will make with their raw materials and then choose what to sell, and once again supply and demand modifies the prices. The most successful player after a predetermined number of rounds wins the game. Some rules variants included as well.
Exxtra. Published by Amigo Spiele. ca.1997. Box. Excellent. £9
Designer: Reiner Knizia. No. players: 3-6. Country: Germany. Duration: 30 mins.
Special Notes: Small box edition
Dice game with special dice in which players have to push their luck to try to get high rolls which can then be placed on a scoring ladder, and possibly kick other players' dice off the ladder. If your dice stay on the ladder until your next go then you score points. First to 21 points wins.
Fagin's Gang. Published by Ludorum Games. 2006. Box. Excellent. £17
Designer: Dean Conrad. No. players: 2-6. Country: British. Duration: 2 hrs.
Strategic and economic game set in Oliver Twist's London. Each player is a senior street urchin, and part of Fagin's gang, with control of 5 junior urchins who you must direct to scour the city for easy pickings. This is done by avoiding police constables and liberating valuables such as books, jewellery, pocket watches and the like. These must then be converted to shillings at Smithfield Market. Unusual game, with some interesting mechanics and a novel theme.
Fantasy Master: The Abduction Of Good King Despot. Published by New Infinities. 1987. Booklet. Good.
£1.50. Author: Will & Schar Niebling, Russ Stambaugh. No. players: 2+. Country: American.
Fantasy role playing adventure suitable for use with any FRPG, inc. AD&D, Runequest etc. This module comes recommended by Gary Gygax personally. It is for mid to high level characters. The players help the Queen recover Good King Despot, by infiltrating evil sorcerer Ignax's weird dungeons while he is distracted by the newly appointed royal mage. Essentially a dungeon crawl, but full of weird and wonderful stuff. A 32 page module and 16 page book of illustrations are included.
Fireside Football. Published by Gibsons. 1996. Box. Good. £5
Designer: Alan Parr. No. players: 3-6. Country: British. Duration: 1 hr. Desc. by Eamon.
Special Notes: Original (flimsy) box has been dismantled and covers pasted onto a smaller sturdier box
Card game, simulation of a football season. Originally designed as a postal game, this version comprises 110 illustrated cards. Each player chooses which players to field in each match, and can buy overseas stars to bolster the team's performances. You can replay the whole season inside an hour.
Frank Miller's Sin City. Published by Neca. 2005. Box. Good, 1 corner taped. £9
Designer: Jonathan Moriarity. No. players: 2-6. Country: American. Duration: 45 mins.
Set in Basin City from the film Sin City, a dark, violent and corrupt place. The players have goal cards which they attempt to complete by moving cops and dames around the board as well as the powerful main characters: Hartigan, Gail and Mary. The board shows 12 locations from the film, and the game includes 4 pewter playing pieces.
Fredericus / Palatinus / Maestro Leonardo Expansion Sheet. Published by DaVinci Games. 2006.
Single Sheet. New. £1. Designer: Acchittocca. Country: Italian.
An expansion available at Spiel 06 for various DaVinci Games: Fredericus, Palatinus and Maestro Leonardo. The sheet can be cut out and shows new board elements with rules on the back for how to use them.
Fun On Wheels. Published by Frederick Muller. 1967. Book. Good. £1.25
Author: Dave Garroway. Country: British.
Softback, 18x12cm, 117 pages. 150 games, puzzles and brain teasers ideal for keeping the kids entertained in the car. They are categorised as follows: Games of Travel, Fun for Just a Few, Word Games, Chestnuts Old & New, Test Your Brain Power, It's in the Cards, Numerals and Coins, Novelty Draughts and Puzzles, Drawing Games & Simple Crafts, Stunts & Tricks, Car Fun for Younger Children, Car Safety Hints.
Funny Domino. Published by Drei Magier Spiele. 2007. Box. Excellent. £3
Designer: Liebeth Bos. No. players: 2-5. Country: German. Duration: 15 mins.
Kids game (4+ years) in which the players have domino-like cards each showing 2 out of 8 animals. Starting with a single card on the table, players add to this in domino fashion, but players take it in turn to make the noise of one of the animals which can currently be added to, and the other players simultaneously flip over their cards one at a time and the first player to find a matching animal adds it to the table. Players try to be the first to get all their cards onto the table.
Galaxy Trucker: Another Big Expansion. Published by Rio Grande Games. 2012. Box. In shrink. £24
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: new ship building tiles including special connecting pieces and internal ship defences; boards for new classes of ship including enormous class IV ships; new adventure cards; rules for intruders who manage to get aboard your ship; and support team members with special abilities.
Games For Children. Published by Faber & Faber. ca.1950. Book. Good. £3.75
Author: Marguerite Kohl, Frederica Young. Country: British.
Hardback, 20x14cm, 191 pages. A large collection of games and activities for children - ideal for parties, rainy days and just generally keeping them amused. Each game or activity is generally described in only a paragraph or two, and they are split up as follows: Quiet Games, Active Indoor Games, Games to Play Outdoors, Birthday Party Ideas. There are also a number of charts to help you find the right game for a particular occasion - eg. by number of children, duration, age range etc.
Gilcraft's Book Of Games. Published by C. Arthur Pearson Ltd. 1935. Book.
Good, but end pages show speckling. £5.50. Author: Gilcraft. Country: British.
Softback, 18x12cm, 128 pages. A collection of games suitable for scout troops. The games are categorised: Sense Training Games, General Circle Games, Circle Team Games, General Team Games, Team Races & Relay Races, Miscellaneous Games, Games for Scout Tests.
Giza. Published by Fun Factory. 2005. Box. Good. £9
Designer: Nikki Lim. No. players: 2-6. Country: Singapore. Duration: 20 mins.
Tile placement game in which each player has a board with spaces for three pyramids and one sphinx to be built. Each turn you can either add a tile to one of your own sites (there are limitations as to the ordering of tiles), or onto an opponent's site to hopefully hinder their plans. The game ends when one player has completed their construction and the sites are then scored.
Globe Trotting. Published by Gosling Games. 1992. Box. Good. £1.40
Designer: Unknown. No. players: 2-6. Country: Ireland.
A famous globetrotter has made a secret journey and the players try to find out which famous sites around the world were included. This is done by removing some cards from a deck at the start and hiding them. The rest are distributed, and as a player reaches one of their destination cards they reveal it, but also get to see one of an opponent's cards as well. The idea being that once you have seen all the cards except those hidden you will know the secret destinations and win. Attractive large board showing available routes.
Gold Und Rum. Published by Asmodee Editions. 2003. Box. In shrink. £7.50
Designer: Alan Moon & Bruno Faidutti. No. players: 4-7. Country: French. Duration: 45 mins.
Unusual card game with a fantasy army theme. The cards depict dwarves, undead, goblins, barbarians etc, with some cards being very powerful but either needing a weak goblin to man them (goblin war machine) or not allowing two to be held by the same player (giants). The first half of each hand involves one player dealing out the cards face up onto a number of piles and the other players then claim piles and play cards to damage piles other players have claimed. The dealer chooses a player to side with that turn and then four battles are played in which players commit their cards to the battle in two phases, with the winner gaining victory points.
Golden Compendium. Published by Merit. 1969. Box. Good. £1.50
Designer: Unknown. No. players: 2+. Country: British.
Old fashioned compendium of games but including some other games from the Merit range as well as the usual classic games. Rules to 44 games provided, with games like Solitaire, Pick-Up Sticks, Ludo, Spin Quiz, Dominoes, Draughts, Tiddlywinks, Tic Tac Toe, Word Games, Chinese Chequers, Colour Bingo, Snakes & Ladders, Mouse Game and Nine Men’s Morris. There really is loads of stuff in this set - which is absolutely packed full of games equipment, so it is worth buying for the bits even if you aren't interested in the standard games!
Grapevine. Published by Colmans/Games Workshop. 1985. Box. Good. £1.50
Designer: Paul Cockburn & Phil Gallaher. No. players: 2-6. Country: British. Duration: 90 mins.
Promotional game made by Colman’s, who are most well known for their range of mustards, but here trying to promote the wine importing side of their business. Players must travel across Europe collecting wines, and ship them back to Norwich. The game uses event cards and various charts to resolve actions. Designed by the Games Workshop team.
Greyhound Race Game. Published by Bob Edes Board Games. 1985. Box. Good. £2
Designer: Bob Edes. No. players: 2-8. Country: British.
Greyhound racing and betting game. Includes 8 plastic greyhound tokens and an oval board. When betting, a variety of bets can be made, including combination bets. Movement is by dice and cards being drawn on certain spaces. 2 d8s and a d20 are used by the game.
Gumball Rally. Published by Z-Man Games. 2007. Box. New. £6.50
Designer: Ted Cheatham. No. players: 3-8. Country: American. Duration: 20 mins.
Go-kart racing themed card game in which the players use cards to advance their kart past those of their opponents. This is done by matching colours and by playing higher numbers. Hazard cards are revealed at the end of each round which can cause some karts to drop back. Very chunky kart cards.
Hacker. Published by FanFor Verlag. 1990. Box. Good. £8
Designer: Valentin Herman. No. players: 3-6. Country: German. Desc. by Eamon.
Entertaining game set in a computer company where the players represent different departments within the company trying to discover the other departments' secrets. Each department is continually pushing to get terminal time and it becomes a battle just to get time at the computer. Wooden pieces.
Hang On Harvey. Published by Kingsley Paige PLC. 2001. Box. Good. £3
Designer: Broadway Toys Inc. No. players: 2. Country: American. Duration: 15 mins.
Played on a vertical playing area, which consists of two parallel sheets of clear plastic with many holes in them. Players have several pegs each which they place through the holes to suspend their 'Harvey', a man with hooked feet and hands, between the two plastic sheets. Players then take it in turn to remove one of their pegs (which will almost certainly change the way Harvey hangs) and put their peg in a different hole. The objective is to get your Harvey down to the bottom safely, rather than having him fall (in which case he gets restarted at the top). Interference with your opponent's Harvey is quite possible too.
Harry Potter And The Philosopher's Stone. Published by Mattel. 2000. Box. Good. £9
Designer: Unknown. No. players: 3-6. Country: British. Duration: 30 mins.
Subtitled: Mystery At Hogwarts Game. A light deduction game in which the players must try to discover which student cast which forbidden spell in which room, and then head to the 3rd floor and get past Fluffy to discover if you were correct. Many similarities to Cluedo, but some additional elements as well, and of course the Harry Potter theme.
Hekla. Published by Holzinsel Spiele. 2001. Box. Good. £13.50
Designer: Martin Schlegel. No. players: 2-4. Country: German. Duration: 45 mins.
Abstract game with a volcano theme. The board shows a square grid of spaces each with two fields in, offset to each other. Players introduce their vulcanist tokens and when there are sufficient in proximity there is an eruption, and points are scored by the owners of all pieces involved. However, the central ones are removed from the board in the process and a lava piece (which makes the space dead) is placed instead. There are clever movement and placement rules which ensure you have plenty to think about and give many tactical options to both cooperate with and hinder the other players. Chunky wooden pieces.
Hermagor. Published by Mind The Move. 2006. Box. 2 copies available:
1) In shrink. £13 2) Excellent. £12
Designer: Emanuele Ornella. No. players: 2-5. Country: Italian. Duration: 100 mins.
Board game in which players first place their buyers into the market at the city of Hermagor (using a very clever system for bidding on many items simultaneously) in order to obtain goods which can then be sold out in the surrounding towns and villages. In the second stage of each round the merchants head out from Hermagor to sell their wares. Both stages require planning and good tactical placement. Ultimately the winner will be the most successful merchant: the player with the most money. Highly recommended.
High Voltage. Published by ScriBabs Design. 2006. Box. Excellent. £13
Designer: Gianfranco Sartoretti. No. players: 2-4. Country: Italian. Duration: 45 mins.
Tile based game in which the players reveal tiles in a square grid showing various electricity lines. Tiles can then be rotated and moved and swapped over, with the objective of connecting power stations on different edges of the layout. However, players want their own power lines to be used more, and bonuses are awarded for long links. Each tile can only be used twice to supply power after which it is at capacity and cannot be used further, effectively blocking the board.
History Of The World. Published by Gibsons. 1993. Box. Good. £9
Designer: Steve Kendall. No. players: 3-6. Country: American. Duration: 2-5 hrs.
Classic game, as easy as Risk, but far more subtle, and working through from the dawn of history to the 20th century. In each of 7 rounds every player controls a different civilisation that appeared in that time period. With the counters for your civilisation you build cities, capture towns, construct monuments and occupy as much land as possible. Very well regarded game. The duration ranges from 2-5 hrs - the game is longer the more players are involved.
Horus. Published by Mayfair Games. 2008. Box. In shrink. £14
Designer: H. Jean Vanaise. No. players: 2-4. Country: American. Duration: 1 hr.
Tile laying game set in ancient Egypt. Starting with just a small section of the Nile, players play tiles showing different types of land or additional river tiles. These are added to the expanding play area, but need not be placed fully aligned with the other tiles, but can be offset by half a tile, which gives additional possibilities for splitting up areas or joining them. Cards are played to determine the type of tile which can be laid and also to determine what size area an influence marker can be added to. At the end of the game the players with most influence in each region score points. A little more abstract in feel than Carcassonne, but with a similar appeal.
Ice Pirates Of Harbour Grace. Published by Cambridge Games Factory. 2005. Box. Excellent. £7.50
Designer: Carl Chudyk. No. players: 2-6. Country: British. Duration: 40 mins.
Card based game in which the players are seeking hidden treasure. Players explore the seas, revealing cards showing sections of icy waters with icebergs blocking movement in some directions, and obtain vital ship upgrades from various ports on their way to finding the treasure. Once the treasure has been found other players may try to steal it before it is successfully taken back to Kelly's Island.
Illusio. Published by FunForge. 2009. Box. Excellent. £12
Designer: Julien Delval. No. players: 2-6. Country: French. Duration: 45 mins.
Each player is a master magician in the 1890s attempting to perform more amazing stunts than their rivals. The game uses cards and players try to gather the needed components for the stunts they wish to perform, and each player has a character card with a different special ability. The harder the stunt to be performed the more components required and the more fame gained when it is performed. What a great theme for a game!
Investor. Published by ScaMaTra. 1984. Box. Box good - contents unpunched. £1.50
Designer: Unknown. No. players: 2-6. Country: British.
Promotional board game, a direct result of the growth of private ownership of shares in Thatcher’s Britain. Sponsored by various share dealing companies and the Daily Telegraph. You wheel and deal in 40 companies actually quoted on the UK Stock Exchange. The game play is driven by movement around a track and performing actions on spaces - Monopoly style.
Jungle. Published by Spears. 1983. Box. Good, but box edges show wear. £11
Designer: Unknown. No. players: 2-6. Country: British. Duration: 45 mins.
Excellent tile laying and movement game with wooden playing pieces and a board made up of 36 3-hex tiles. Initially, the players lay the tiles out, placing a counter on each tile they lay. When the board is complete the playing pieces move along the paths to get out of the jungle. However, other pieces block the way so there are clever tactical options available. Plays very well with 3 players.
Kanto. Published by Milton Bradley Games. 1975. Box. Good. £1.50
Designer: Unknown. No. players: 2. Country: Dutch. Duration: 20 mins.
Tactical game played on a 5x8 board. Each player has wooden tiles numbered 1-19 and a special tile called the Kanto. These are initially face down at random on the board. Players turn over pieces and attempt to capture opposing pieces and ultimately their opponent's Kanto. A number piece captures its own number and any lesser number, and the Kanto can capture any piece except the 1, which is the only piece which can capture the Kanto.
Keyflower. Published by R&D Games. 2012. Box. In shrink. £33
Designer: Sebastian Bleasdale & Richard Breese. No. players: 2-6. Country: British. Duration: 2 hrs.
Worker placement game in which players bid in an interesting way using their workers to either use tiles which have been made available that round or to add them to your village layout. Each of the tiles has a different ability such as producing resources, allowing movement of resources around your village, recruiting more men, converting resources, and gaining VPs at the end of the game. Tiles can be upgraded to their reverse side to give better benefits, and players can use tiles in either their own or others' villages, but there is an advantage to having your tiles used by other people. Clever and meaty game as you would expect from R&D Games.
Kid's America. Published by Workman Publishing. 1978. Book. Good. £2
Author: Steven Caney. Country: American.
Softback, 28x21cm, 414 pages. A very patriotic kids fun and activity book. The sections cover: Heritage, Know-How, Homes, Backyards & Gardens, Fashion, Eating, School Days, Made In America, Toys Puzzles & Games.
Kingdom Builder. Published by Queen Games. 2011. Box. Excellent. £28
Designer: Donald X. Vaccarino. No. players: 2-5. Country: German. Duration: 45 mins.
Winner of the Spiel des Jahres 2012. The board shows a hex gridded kingdom made up of various terrains with an assortment of castles and settlements. The boards can be set up in many ways with a good selection of different village types to ensure variety. Players take it in turn to play a terrain card and add three houses to the board in that terrain adjacent to their existing houses where possible. Playing next to a village gains you a special ability chip for use each turn. Each game 3 scoring cards are laid out which determine how points will be earned that game ensuring further variety of play.
Kogge 1st Edition. Published by JKLM Games. 2003. Box. Good. £11
Designer: Andreas Steding. No. players: 2-4. Country: British. Duration: 90 mins.
Each player is the merchant captain of a ship which sails the Baltic trading between the various ports, each trying to be the most successful merchant. The basic idea is that you sail from port to port and trade goods of one sort for more goods of other types. However, the trade routes regularly change, though players can also influence them. In addition players set up offices in ports which gather goods when they are produced and can then be collected by a visiting captain. Special privileges can also be obtained, and count towards victory too. Once or twice a game each captain can turn bandit and raid a port as well - very lucrative, but you can then never go there again.
Land Unter. Published by Berliner Spielkarten. ca.2004. Box. Excellent. £5
Designer: Steffan Dorra. No. players: 3-5. Country: German. Duration: 45 mins.
Reissue of Zum Kuckuck which was on the Spiel Des Jahres recommendation list for 2001. Card game, with 108 cards. Every round each player chooses a number card to play, and the highest two get scoring cards. At the end of the round having the highest valued scoring card will lose points. However a new scoring card replaces an old one, so 'winning' a high value scoring card at the start of a hand isn't necessarily very bad. After a hand is played out the initial hands are reformed and passed to the left for replay! Whoever does best after everyone has played each hand is the winner.
Little Devils. Published by Stronghold Games. 2012. Box Tin. In shrink. £7.50
Designer: Michael Feldkotter. No. players: 3-6. Country: American. Duration: 25 mins.
Trick taking card game with some neat ideas. There are no suits, just numbers on the cards as well as penalty points. The second card played indicates whether further players must play lower or higher than the first card, and the trick is won by the player who goes most under or over it depending on the situation. However, winning a trick is bad as you will receive the penalty points on the cards played to that trick. A little bit of the feel of 6 Nimmt.
Lords Of Scotland. Published by Z-Man Games. 2010. Box. In shrink. £7.25
Designer: Richard James. No. players: 2-5. Country: American. Duration: 35 mins.
The Scottish throne is empty, and as lords with land, men and money available, the players intend to lay claim to the throne. The clans are ready to follow the strongest leader, but their loyalty must be earned. This is done by winning card based skirmishes against your rival lords. This involves a series of rounds of card play - judging when it is important to fight and when to withdraw to fight stronger another day is vital.
Lost Luggage. Published by Ravensburger. 1988. Box. Good. £1
Designer: Alex Randolph. No. players: 2-4. Country: British. Duration: 20 mins.
Memory game in which each player tries to find a set of luggage numbered 1-10. First a 1 must be found, then a 2 and so on up to 10. There are more of the lower numbered suitcases and less of the higher numbers. The luggage tiles are shuffled up and put face down in 10 groups of 4, each group representing an airport. Players fly their rather nice large plastic planes to an airport of their choice where no one else is and may check for their next piece of luggage there. A nice twist allows you to search at another player's airport, but they get an extra mini-turn as compensation.
Magalon. Published by Ravensburger. 1998. Box. Excellent. £14
Designer: Wolfgang Kramer. No. players: 2-4. Country: German. Duration: 45 mins.
Fantasy themed game in which the players must move their wizard around the board and collect three magical amulets before returning home. However, in their way are a number of mystical moving ruins, two evil imps and a giant. Play involves using movement / action cards to move your wizard and the imps, giant and even the ruins, and is very tactical. Very nicely produced with very substantial ruins pieces which enhance the game visually.
Magic The Gathering Official Strategy Guide (5th Edition). Published by Carlton Books. 1997. Book.
Excellent. £1.50. Author: Beth Moursund. Country: American.
Softback, 24x18cm, 126 pages. This book was designed as a guide for beginning players to explain the basics of deck construction, an insight into creature combat, general play strategy and tips, ideas for deck themes etc. The book was written when 5th Edition was the latest base set, and so the cards focused on are from that set, but many of the basic lessons apply just as well to more modern cards (and rules). There are vast numbers of full colour card illustrations throughout.
Magnetic Games. Published by Multichess. ca.1980. Box. Good. £3.25
Designer: Unknown. No. players: 2. Country: Hong Kong.
A novel magnetic travel games set. There are 6 boards on a reel, which can be wound back and forth so that only one shows at once. These boards are for Solitaire, Chess/Draughts, Nine Mens Morris, Halma, Ludo and Backgammon. 20 magnetic playing pieces in two colours are also provided and stick to the magnetic surface beneath the winding board surface. There is also a storage compartment to keep the pieces safe. Very neat design, and ideal to take with you when travelling.
Magnetic Travel Games: Busy Bugs. Published by Smart Games. 2011. Book. Excellent. £4
Author: Raf Peeters. No. players: 1. Country: American.
A puzzle book with 4 chunky magnetic shapes which must be placed over 4 areas of a board to show a selection of different bugs, There are 48 puzzles to solve - in each case one must find a way to place the shapes so that only the right combination of bugs are visible. There are thousands of different ways to place the shapes, but with some logic and careful thought each puzzle can be solved quite quickly. A fun puzzle to keep kids or adults amused on a journey (or anytime really)!
Make Five. Published by Jena Pharm. 1997. Box. Excellent. £11
Designer: Jacques Zeimet. No. players: 2. Country: German. Duration: 15 mins.
Unusual but intriguing and neat game for two players. The game consists of a solid wooden board which is tilted at an angle with five slots in it into which round wooden pieces in five colours can be placed. One player, Chaos, takes a wooden disk from a bag unseen and chooses which slot to put it in. The other player, Order, can then take one disk from the board and replace it at the top of any slot (the disks roll down to the bottom filling any gaps). Order is trying to ensure that each row is made up of just one colour of disk, while Chaos tries to ensure that this does not happen. Points are scored for Order, and then the roles are reversed to see who can do best. Requires some interesting decisions. Recommended.
Man At Play - Nine Centuries Of Pleasure Making. Published by Frederick Warne & Co. 1977. Book. Good.
£0.90. Author: John Armitage. Country: British.
Hardback with dustcover, 24x16cm, 192 pages. Fascinating book which covers sports and pastimes from the 12th century onwards. There are many fascinating pictures and diagrams.
Mare Nostrum. Published by Euro Games / Descartes Editeur. 2003. Box. 2 copies available:
1) In shrink - Excellent. German edition, but with colour printed English rules. Game is in shrink, but 1 corner has a slight knock. It is still Excellent. £12.50
2) Excellent. German edition, but with colour printed English rules. £12.
Designer: Serge Laget. No. players: 3-5. Country: French. Duration: 2-3 hrs.
Players lead their empires based around the Mediterranean Sea from the dawn of civilisation through several centuries. The burgeoning empires will trade, build temples, caravans, legions and fleets, and battle it out for supremacy. The objective is to build monuments which can be considered Wonders of the World. Very much in the mould of the classic game 'Civilization' but the box claims a 2-3 hour playing time. For £2 more I can colour print & laminate English special cards.
Masquerade. Published by Z-Man Games. 2007. Box. In shrink. £7
Designer: Satoshi Nakamura. No. players: 3-5. Country: American. Duration: 1 hr.
Fantasy card game originating in Japan - this US edition is fully in English. Each player assumes a secret identity with a unique way of gaining bonus victory points. The players send their 'dancer' to six different adventure locations in order to achieve their goals. There are various ways in which you can score points such as fighting monsters for treasure, accumulating spell cards, or stealing from other players. Unusual game.
Master Builder. Published by Valley Games. 2008. Box. 2 copies available:
1) Excellent. £15.50 2) In shrink. £17
Designer: Wolfgang Kramer, Hartmut Witt. No. players: 2-4. Country: American. Duration: 1 hr.
Very attractively produced game in which the players employ craftsmen with different levels of skill but also different quirks. Each turn an event means that some craftsmen with particular foibles may not be able to work that turn. Players bid for contracts to construct buildings. When won, that player takes all the parts of the building concerned - chunky cardboard sections which slot together - and use their craftsmen to build what they can, with the restriction that it must stand up - so no building the roof before the walls. Ultimately the objective is to end up with the most money at the end of 6 turns of building.
Mäuse Karussell. Published by Drei Magier Spiele. 2007. Box. Excellent. £14
Designer: Jacques Zeimet. No. players: 2-6. Country: German. Duration: 15 mins.
Kids game (age 4+) in which there are 6 colourful tubes on a carousel. There are 7 large wooden mice each with a different colour dot on its back. 6 are put into the tubes and then three wooden cubes of cheese are drawn and the current player must push the remaining mouse into a tube revealing another mouse. If the dot on the revealed mouse matches one of the pieces of cheese then the cheese is claimed. Includes a variant for older children. Beautifully produced.
Media Mogul. Published by JKLM Games. 2004. Box. 2 copies available:
1) Excellent. £9.50 2) Good. £8.50
Designer: Richard Huzzey. No. players: 3-5. Country: British. Duration: 90 mins.
Media Mogul thrusts players into the role of international tycoons seeking to spread their own operations over the globe. Winning over audiences with your television, radio and newspaper media with quality content is important to gain audiences, but what makes money (and victory) is lucrative advertising contracts. However, adverts bore and repel your audiences, requiring you to balance profit and sustainability at all times. Game play makes use of cards, and players have a limited number of actions which they can perform each turn.
Meltdown 2020. Published by Cwali. 2011. Box. In shrink. £23
Designer: Corne Van Moorsel. No. players: 1-5. Country: Dutch. Duration: 40 mins.
It is 2020 and a nuclear disaster has happened. The players must try to rescue as many of their people as possible, and have at their disposal cards, buses and helicopters. Radiation levels need to be monitored and not everyone will be able to be saved, but the player who saves the most of their people wins the game.
Meuterer. Published by Adlung Spiele. 2000. Box. Excellent. £3.50
Designer: Marcel-Andre Casasola Merkle. No. players: 3-4. Country: German. Duration: 50 mins.
Card game. The title translates as Mutineer. A sequel (not an expansion) to Verrater. The players attempt to overthrow the captain of a ship and seize the cargo for their own profit. Game play involves selecting character cards and playing cards to support your action. Sometimes there will be an attempted mutiny, but not always. Supporting the winning side when a mutiny is attempted will gain points, although other roles are advantageous when trading in port etc.
Mikado. Published by Origineering. 1976. Box. Good. £2.50
Designer: Unknown. No. players: 2. Country: Singapore. Desc. by Eamon.
Abstract game, a Westernised version of Shogi (Japanese chess), with some twists (I think, but I am not a Shogi expert). Nicely presented.
Mind Your Language. Published by Spear's Games. 1992. Box. Good. £4.50
Designer: Unknown. No. players: 3-6. Country: British. Duration: 1 hr.
Unusual game which gets the players to ask and answer questions in foreign languages! Don't worry though - no skill in linguistics is required, as everything is spelt out phonetically and translated into English as well! The objective is to get your passport stamped for a number of foreign countries. When visiting a country you read out a question in the relevant language and choose a player to answer. If they have the answer card for that question in the right language they answer and you get your passport stamped, but they can instead block using a tourist card who answers in another language altogether or maybe they don't have the right card at all. Various event cards make it a bit harder to keep track of which cards people have.
Mirage Revealed. Published by Wordware Publishing. 1997. Book. Excellent. £2
Author: Scott Johns. Country: American.
Softback, 23x15cm, 253 pages. A review of Magic: The Gathering's Mirage expansion. This book goes through each and every card from the Mirage expansion and gives thoughts about the uses, advantages and drawbacks of that card. Thus the reader should not only learn about Mirage, but also be given a good grounding in the game as the author is a pro tour champion.
Model Soldiers. Published by Arms And Armour Press. 1971. Book. Good, Ex Library. £0.75
Author: Peter Blum. Country: British.
Hardback, 23x16cm, 39 pages. Subtitled: A basic guide to painting, animating and converting. There are many illustrations throughout. The book covers: Choosing a Model, Figure Assembly, Horse Assembly, Cannon Assembly, Converting, Painting Uniforms, Painting Flesh, Shading, Painting Highlanders, Painting Horses, Diorama Building, Displaying.
Modern Naval Battles III. Published by 3W. 1990. Box. In shrink. £11
Designer: Dan Verssen & Alan Emrich. No. players: 2-6. Country: American. Duration: 90 mins.
Expansion for Modern Naval Battles which you will need to own to make use of this set. Subtitled: The Expansion Kit, this expansion provides aircraft cards, more ship cards, bad luck cards, more action cards, and over 200 sister ship stickers.
Novem. Published by Tactic. 2008. Box. Excellent. £9
Designer: A.G.D.. No. players: 2. Country: Finland. Duration: 30 mins.
Played on a wooden board showing a 3x3 grid with two layers of numbered tiles (1-9 twice) on top. Each round one player chooses a row secretly and the other selects a column and the player whose turn it is gains the tile at the intersection (if there is one). This is repeated until one row or column is entirely empty. The number tiles claimed are then scored.
Odyssee. Published by Hexagames. 1995. Box. In shrink. £11.50
Designer: Hartmutt Witt. No. players: 2-6. Country: German. Duration: 1 hr.
Set in the time of ancient Greece, the players each control a boat with 4 sailors and 3 gifts of the gods. Each turn a gift of the gods is used up or the crew start to starve. The board shows various islands on which the boats can land and take control after they deal with an adventure card. If a boat lands on an already controlled island then the controller chooses one of their adventure cards to give to the newly landed player. The objective is to collect these cards and also gain control of islands, and finally return to Ithaka. Players' boats can fight each other, a storm can be used to send opponents off course, and deals can be negotiated. Nice graphic design and wooden boats.
Old Town Deluxe Limited Edition. Published by Clicker. 2012. Wooden Box. New. £33
Designer: Stephan Riedel. No. players: 1-4. Country: German. Duration: 1 hr.
Limited edition wooden box edition. A Wild West town lies in ruins and the players try to restore it to its former glory by using clues to the original locations of the buildings on cards. These clues relate a building's position to other buildings, the railroad, and various streets. Each building has a large tile to place on the appropriate spot when its position is definitively determined, and markers to place when there are only a small number of possible locations. Players score points by eliminating these markers by playing clue cards and making deductions. Unique idea, and recommended for deduction game fans. This edition has much nicer components than previous editions I have seen.
Origin Of Failing Water. Published by Japon Brand. 2005. Box. Excellent. £10
Designer: Takuya Saeki. No. players: 4. Country: Japanese. Duration: 30 mins.
Trick taking game with a very unusual feature. Cards are played out, but then the tricks are resolved in reverse order. However, other twists make this matter more than it would in other trick based games. In addition points can be scored for winning tricks or for winning no tricks as long as you are the only person who wins no tricks.
Ostindien Company. Published by Piatnik. 1996. Box. Good. £8
Designer: H.J. Vanaise. No. players: 3-5. Country: Austrian. Duration: 45 mins.
Each player is a merchant hoping to extract the most profit from five trips from the East Indies to Europe. Nice playing pieces (particularly the ships), special dice and cards. Note - this is not the game with a similar name by Dan Glimne.
Panic Station. Published by Stronghold Games. 2011. Tin Box. In shrink. £16
Designer: David Ausloos. No. players: 4-6. Country: American. Duration: 35 mins.
The players enter a secret army base which is believed to have been infested by deadly alien parasites. Players move their troopers and androids through the base looking for useful equipment and hunting for the alien hive in order to destroy it. However, one of the players is already infected and must try to secretly infect the others so that the hive survives. Thus a suitable mixture of cooperation and paranoia is required for success against both the roaming parasites and the infected players.
Party Puzzles And Games. Published by Little Dots. 1935. Book. Good, but fly leaves slightly speckled. £6
Author: Olive Chandler. Country: British.
Softback, 18x12cm, 119 pages. This period book contains all sorts of riddles and rhymes intended for use at children's parties and other gatherings. An excellent source of these, and entertaining just to read as well as for inspiration for parties.
Pfusch. Published by Fun Connection. 1992. Box. Good. £15.50
Designer: Harald Bilz, Peter Gutbrod & Rainer Krohn. No. players: 2-5. Country: German. Duration: 30 mins.
Translates as 'Bodge' in English. The players are builders and construct buildings, out of wood (expensive) and clay (cheap). However, in order to make a decent profit cutting a few corners is necessary. Each turn players make a brick behind their screen, and it can be made from wood covered in clay or just solid clay. Plasticene is used for the clay. Players then place their bricks onto building sites and bribe the building inspector. The highest briber gets to poke an opponent's brick, and that player is penalised if it proves to be clay only! When buildings are completed points are scored for the blocks. Great fun.
Pick Of The Best Chess Problems. Published by Elliot Right Way. 1976. Book. Good, but inside cover taped.
£1. Author: B P Barnes. Country: British..
Softback, 18x11cm, 155 pages. 200 of the best Chess problems, known as Merediths, named after an American, William Meredith, who specialised in designing clever but lightweight Chess problems at the turn of the century.
Pin Point. Published by Oliver Games Ltd. 1993. Box. Good. £2.50
Designer: Oliver Cockell. No. players: 2-4. Country: British. Duration: 45 mins.
Strategy game played with large two-coloured capsules (rather like giant pills). The board consists of a 10 x 10 grid of holes into which the capsules can be placed with a grid marked on the board. Each turn a player plays four capsules and tries to form high scoring patterns with these placements ideally without giving away good scoring opportunities to the next player. When capsules have formed a suitably large and high scoring pattern they are flipped over so that the pattern cannot be extended further. There is also a clever rule for the placement of wild capsules. Nicely produced.
Piranha Pedro. Published by Goldsieber Spiele. 2004. Box. Excellent. £12
Designer: Jens Peter Schliemann. No. players: 2-4. Country: German. Duration: 30 mins.
Pedro is on an island in the middle of shallow but piranha infested waters. He does have a supply of boulders he can use as stepping stones though. The players decide secretly on a movement card to play each round and these are actioned, taking him across the water. Whenever a player plays a card which causes him to move Pedro over water that player must use up some of his limited number of boulders. Should a player run out then they lose a life, and the game restarts with a new supply of boulders given to each player depending on the cards they have left in hand.
Playing Cards. Published by Octopus Books. 1973. Book. 2 copies available:
1) Good. £1.50 2) Excellent. £2.25
Author: Roger Tilley. Country: British.
Hardback with dustcover, 24x21cm, 97 pages. Book covering the origins and development through the centuries of playing cards. There are many colour and black and white plates showing various fascinating card designs described in the book. The book is divided into chapters as follows: Origins; Italian & Spanish Packs; German Packs; French & Belgian Packs; English Packs; American & Russian Packs; Special Packs. Fascinating read for anyone interested in the history of playing cards.
Poker Face. Published by Piatnik. 1993. Box. Excellent. £2
Designer: Gerhard Kodys. No. players: 3-6. Country: Austrian. Desc. by Eamon.
Special Notes: Autographed on the front by the author.
Card game. 25 colourful cards are used in this game of bluff (you must keep a 'Poker-Face' as hinted in the title). Players collect cards from each other, hiding their true worth, and action cards cause changes in the normal routine of play.
Pompeji. Published by Adlung Spiele. 2001. Box. 2 copies available:
1) Good. £3 2) Excellent. £3.50
Designer: Frank Brandt. No. players: 2-4. Country: German. Duration: 40 mins.
Card game in which the players build the city of Pompeii: a 7x7 grid of cards. The cards show different buildings which are colour coded and numbered. Same numbered or coloured cards cannot be placed adjacent. However, points are scored for matching other cards in rows, columns and diagonals, and bonus points are awarded for completing a row or column. The game ends when the second volcano card is drawn.
Popular Card Games. Published by W D & H O Wills. 1933. Book. Good. £3.50
Author: Lawrence H Dawson. Country: British.
Interesting book of games commissioned by the Imperial Tobacco Company and probably sold in pubs. Includes 15 'families' of games with many variants. These families are: Auction Bridge, Contract Bridge, Whist, Solo Whist, Piquet, Bezique, Cribbage, Poker, Vingt-Et-Un, Baccarat, Napoleon, Loo, Slippery Sam, Newmarket and Rummy.
Quick Wit. Published by The Games Gang Ltd. 1987. Box. Good. £1
Designer: Petermark Inc. No. players: 2-6 or teams. Country: American.
Quiz type game, but different to most of these because of the nature of the questions. Many of them are cards with an odd picture and you have to try to identify what the picture represents. Some of the others are mathematical or logic puzzles, others based on obscure vocabulary, and mixed in are a few of the more normal trivia questions. Also included is an egg timer, dice and dobbers.
Railways Of The World. Published by Eagle Games. 2009. Box. In shrink. £40
Designer: Martin Wallace, Glenn Drover. No. players: 2-6. Country: American. Duration: 2-3hrs.
New edition of Railroad Tycoon, which was itself a development of Age of Steam. The components are fantastic as you would expect from Eagle: 174 plastic miniatures, big board and lots of cards. There are two maps included: The Eastern United States, and Mexico. Players take the roles of the owners of new railroad lines and develop their networks, improve their locomotives, invest in growing cities and manage their finances. Also several special event and action cards are laid face up at a time, and these provide the players with additional options and incentives. Recommended for train gamers with a big table.
Railways Of England And Wales. Published by Eagle Games. 2009. Box. In shrink. £20
Designer: Glenn Drover. No. players: 3-5. Country: American. Duration: 2 hrs.
Expansion for Eagle Games' Railways of the World, which you will need to play this. This set provides a 30" x 36" map of Europe, 97 new cards including new Railroad Barons, a Railroad Inspector, City Charters, Capital Charters and a share system. The map covers England and Wales. Should also be playable with Railroad Tycoon.
Railways Of Europe 2nd Ed. Published by Eagle Games. 2010. Box. In shrink. £20
Designer: Glenn Drover. No. players: 3-5. Country: American. Duration: 2 hrs.
2nd edition expansion for Eagle Games' Railways of the World, which you will need to play this. This set provides a 30" x 36" map of Europe, 39 new cards introducing new Railroad Barons, City Charters, Capital Charters, and Tunnel Engineers. The map covers Western Europe from Spain to Constantinople to Moscow. Should also be playable with Railroad Tycoon for which the first edition of this expansion was made.
Rat Hot. Published by Queen Games. 2005. Box. In shrink. £8
Designer: Michael Schacht. No. players: 2. Country: German. Duration: 30 mins.
Tactical tile laying game in which the players are spice merchants. Tiles are 3 squares long, with each square showing a spice, a rat or nothing. Tiles are played on top of each other horizontally and vertically, but with no gaps formed, and not exactly on top of another tile. Points are scored for forming groups of your spices and you also try to keep your opponent's rats exposed. It is possible to make your opponent lose by having too many of their rats exposed at the end of their turn. Recommended.
Right Through The Pack: A Bridge Fantasy. Published by Contract Bridge Equipment. 1947. Book. Good.
£6. Author: Robert Darvas, Norman de V. Hart. Country: British. Special Notes: First edition
Hardback, 21x14cm, 220 pages. A collection of 52 hands, each of which features a different card in the pack as key to that hand. The commentary is written with humour, each as a story, often with the cards themselves being characters.
Robinson Crusoe: Adventure On The Cursed Island. Published by Portal. 2012. Box. Excellent. £31
Designer: Ignacy Trzewiczek. No. players: 1-4. Country: Polish. Duration: 90 mins.
Co-operative adventure game set on a deserted island with six scenarios in which the players need to work together to gather food, explore the island, build a camp and create useful items with which they can achieve their objectives. However, life is harsh, with many hazards and dangers ranging from bad weather and the cold of winter to dangerous predators. It can also be played solo.
Rush Hour: Ultimate Collector's Edition. Published by Thinkfun Games. 2007. Box. In shrink. £15.50
Designer: Unknown. No. players: 1+. Country: American.
Beautifully produced puzzle that becomes a game if played competitively, trying to beat the best score. The plastic board is filled with plastic cars, lorries and vans. Where they are placed is decided by drawing one of 155 graded challenge cards and then the game becomes a sliding puzzle as you manoeuvre the pieces to make room for a red car to slide off the board. The fewer moves made the better you have done. There have been other versions, but this deluxe set comes with more vehicles and more puzzles.
Saga. Published by Yuhodo. 2000. Box. Excellent. £8.50
Designer: Satoshi Nakamura. No. players: 3-6. Country: Japanese.
Card game with attractively illustrated cards showing many fantasy style characters with a Japanese twist. Players play a character onto the table or draw a card each turn. When the hand ends either points for cards on the table or points for cards in hand are +ve and the other -ve or vice versa depending on how the hand ends. The cards also have an action which must be performed when played to the table.
San Quentin Kings. Published by Blast City. 2007. Box. Excellent. £14
Designer: Nate Hayden. No. players: 3-5. Country: American. Duration: 90 mins.
Each player runs a gang inside San Quentin prison. Each gang has muscle, workers and smart guys, and needs to get access to knives and illicit goods and recruit more gang members. Fights need to be won to gain respect and all gangs need to be ready for when the big brawl happens, as then the leader of the gang that comes out on top will be the San Quentin King.
Save Your Planet. Published by Abel Games Ltd. 2000. Box. Good. £4.50
Designer: Unknown. No. players: 2-5. Country: British.
Each player is an important diplomat representing an entire continent, and must attempt to save the world from potential disasters (alien invasion, asteroid collision, nuclear war, giant volcanic eruption or global warming). This is done by flying around the world and collecting solution cards, which each help against some of these, but not all. Various lesser problems will need to be resolved along the way, and when you have sufficient solution cards for the most pressing disaster you can return to the United Nations with your solutions and win the game. Includes plastic aeroplane pieces and a special dice.
Say Anything. Published by North Star Games. 2008. Box. In shrink. £15
Designer: Dominic Crapuchettes, Satish Pillalamarri. No. players: 3-8. Country: American. Duration: 30 mins.
Excellent party game of the same sort as Apples to Apples. Players take it in turn to read a question from a card eg. "What's the worst thing to say to a cop after getting pulled over?". All the other players write their answer on a card and the player whose turn it is decides which is the most appropriate answer for them. The others then place two betting chips on the answer cards. Points are awarded for getting your answer picked and picking the answer chosen. Great fun, and hilarious with the right group. Recommended.
Schinderhannes Solo. Published by Clicker Spiele. 2010. Box. New. £5.50
Designer: Stefan Riedel. No. players: 1. Country: German. Duration: 45 mins.
12 logic problems based on the game Schinderhannes by the same publisher. You do not need the original to make use of this, but if you do have it, using the map and counters from that game will ease play. Schinderhannes was an infamous German bandit, and the game involves using logic to work out the details of his crimes.
Seasons. Published by Libellud. 2012. Box. In shrink. £32
Designer: Regis Bonnessee-Naiade. No. players: 2-4. Country: French. Duration: 1 hr.
The players compete in the tournament of the 12 seasons, a 3 year contest to find the new Archmage. Players draft cards which they will use throughout the game. Dice are then rolled communally and used to perform actions such as drawing cards, increasing the number of active cards permitted, gaining resources and collecting crystals (VPs). Each season has a different character so players must take this into account when planning.
Shogun. Published by Queen Games. 2006. Box. Excellent. £23
Designer: Dirk Henn. No. players: 3-5. Country: German. Duration: 2.5 hrs.
Players take the parts of Japanese warlords struggling for domination. Players start with a few regions under their control and each year plan which actions they will perform in each of their regions. These actions range from harvesting and making money through trade, to building castles and temples, to troop movement and war. Conflict is resolved in a very neat way - all the units involved in the fight are wooden blocks and are dropped into a large tower with various baffles inside. Only those which come out of the bottom count in the battle, and this may include some unexpected stragglers from previous battles! A cleverly designed substantial game which requires good planning. Recommended. This is a reworking of Wallenstein.
Silverton. Published by Two Wolf. 1991. Box. Good. £13
Designer: Phillip John Smith. No. players: 1-6. Country: American. Duration: 2-4 hrs.
Very nice train game, with a number of original ideas. Set in the gold rush days of Colorado in the 1880s. Players must build rail networks to connect to mines, and get the ore to the markets. Includes solitaire scenarios and lots of variants and optional rules. Players can decide how long a game they want by deciding how many turns to play for at the start of the game. I can supply my house rules and the setups and optional rules I prefer to play with.
Situation 4. Published by Parker. 1968. Box. Good but corners taped. £19
Designer: Unknown. No. players: 2 or 4. Country: American. Duration: 20 mins.
Excellent idea for a game. Each side has enough pieces of land (cut into jigsaw shapes) to complete a map of the entire board, but each side's set is a slightly different colour. Play is simultaneous, adding to your side of the puzzle as you find the pieces. As pieces are added to the board, some have spaces for plastic pieces to be added such as flags, tanks and bridges. These are used to defend your land against attack, or to start a campaign to obtain opponent's adjacent land. Thus you really do have a jigsaw puzzle driven light wargame! Such a neat idea - recommended.
Skallywaggs. Published by Bent Castle Workshops. 2005. Box. Good. £6.25
Designer: Chris Pallace, Ben Crenshaw. No. players: 2-4. Country: American. Duration: 1 hr.
Pirate themed card game with a difference. Players try to recruit a viable crew and the first to set sail wins. Most of the cards show the body parts (legs / body / head) of a pirate, and these can be put together any way you fancy - making some very odd characters. However, there are advantages to making pirates out of matching body parts - they are less easily affected by unpleasant event cards and often give their owner special abilities as well. The event cards let you swipe pirate parts from other players, as well as perform other assorted helpful and unhelpful actions.
Skudo. Published by Waddingtons. Box & Board. Good. £10
Designer: Patrick Green. No. players: 2-4. Country: British. Desc. by Eamon.
Very rare Waddingtons' game, with an expensive board to produce (which probably led to its short life in the marketplace), due to it having four turntables built into it so that the pathways change. Basically, a Ludo variant, made in the days when the bits came in a box and the board was sold separately.
Slow Freight. Published by Alan Moon. 2004. Envelope. New. £2.75
Designer: Alan Moon. No. players: 2-4. Country: American.
This train game comes in a large envelope and you will have to cut up the sheets of cards required to play. The card sheets are colour printed. In the game players put together engines with freight carriages, and then have to deliver the goods. The longer a train the more it will score, but the slower it is to move, and so delivery will take longer. Undelivered goods at the end of the game incur a penalty, and the player scoring the most VPs wins.
Small Soldiers Karate Fighters. Published by Kenner. 1998. Box. Box good, contents unused. £3.50
Designer: Unknown. No. players: 2. Country: Canadian.
Film related, based on the characters in the film Small Soldiers. Action game in which the players control 15cm high moving figures of Chip Hazard and Archer, which can kick and punch. They are controlled using buttons and a knob to twist at the far end of a handle / base. A well placed kick and punch combination and the opponent's action figure will fly off its base, defeated. Great fun.
Snowstorm. Published by Family Pastimes. 1994. Box. Good. £8
Designer: J. Deacove. No. players: 1-12. Country: American. Duration: 30 mins.
Cooperative family game in which the players try to help 4 families get as much as possible done on their to do lists and then return home before the storm blocks the roads with ice and snow. Includes rules for a hard version and super hard version as well.
Sobek. Published by GameWorks. 2010. Box. In shrink. £12.50
Designer: Bruno Cathala. No. players: 2-4. Country: Swiss. Duration: 40 mins.
Set in an ancient Egyptian marketplace, the players must select the most profitable goods coming from the ships and resell them at the construction site to make a good profit. However, many of the more profitable lots aren't entirely legal, and so dealing with them accrues corruption points. At the end of the game the most corrupt player is penalised heavily.
Space Pigs. Published by Tilsit Editions. 2002. Box. Exellent. £12
Designer: Pascal Bernard. No. players: 3-6. Country: French. Duration: 90 mins.
Humourous science fiction game in which each player is the head of an interstellar pig clan, seeking to gain political and military dominance - crucial is control of the supply of 'slop' a mystical acorn beer which grants the regular drinker great longevity. Hex tiles are used to form the playing area showing various planets which the players vie for control over. Cards provide weaponry and useful technologies for getting one over on your fellow swine or other annoying galactic races.
Space Quests. Published by WH Smith. 1985. Booklet. Good. £4
Author: Tim Wood. No. players: 2-4. Country: British.
Special Notes: Countersheet unpunched, except for 2 missing counters. Entirely playable despite this.
A set of 5 space themed board games. Unusually the boards are printed on thick card and folded into a booklet. The booklet can be folded open so that it shows one of the boards at a time. A separate sheet of cardboard counters to play the games is provided as well as a rule book for the games. The games are: Race for the Planets (2) - move counters to claim 4 planets first, challenges can take place; Graveyard In Space (2/4) - explore a space wreck encountering hazards to find valuable equipment; Asteroid Miners (2-4) - race to stake your claim while avoiding orbiting asteroids; Cyborg Pursuit (2) - will the Cyborgs overrun Earth before Earth forces are alerted to their presence?; Star City (2-4) - explore an abandoned alien city.
Spiel '99 Taschenbuch. Published by Friedhelm Merz Verlag. 1999. Book. Good. £1.75
Author: Rosemarie Geu. Country: German.
Softback, 15x11cm, 848 pages. Pocket guide book to the Spiel 1999 fair in Essen, with lots of information useful to collectors such as: company addresses for all the exhibitors, PBM magazine addresses, German games awards lists, journalists' and magazines' contact details, lists of the games being shown at all the stands that year, lists of games authors with their ludographies, games index, games groups and so on. It is all in German of course.
Sports And Games. Published by John G. Eccles. 1977. Book. Excellent. £3.50
Author: Brian Jewell. Country: British.
Hardback, 25x19cm, 148 pages. A presentation of sports and pastimes prior to 1900. This includes medieval 'sports' as well as many no longer popular or even completely lost sports, including the light hearted, serious, brutal, deadly, and distasteful. Chapters cover: Combat Contests, Racing & Endeavour, Ball Games, Aiming Games, Using the Beasts, Games for Fun.
Squatter. Published by Jedko. ca.1975. Box. Good, but corners taped. £8.50
Designer: Robert C. Lloyd. No. players: 2-6. Country: Australian.
Business game in which the players are sheep farmers starting with 3000 sheep and 5 paddocks. Players improve and expand their ranches and try to be the first to double the size of their flock with top quality pasture. Movement is around a track with various options being given. Money is made by buying and selling sheep, and from selling wool at various points.
Stack Market. Published by Z-Man Games. 2007. Box. In shrink. £12
Designer: Susumu Kawasaki. No. players: 3-4. Country: American. Duration: 45 mins.
Originally a Japanese game, this is a combination of dexterity game and betting game. The players invest in companies represented by stacked cubes which look like skyscrapers when stacked. Players roll these cubes and get to add them to existing companies, earning money for cubes added. However, should the building take a tumble then the investors have to pay out. What a fun idea - and amazingly it actually plays rather well too! Recommended as something different.
Starship Tycoons. Published by Griffin Games. 1986. Box. 2 copies available:
1) Good. £2.50 2) Good, but box slightly indented. £2
Designer: Alan E Paull. No. players: 2-6. Country: British.
Space trading game in a bookcase box. Essentially you travel the galaxy making deals to gain wealth, with the bizarre objective of raising enough money to buy the Moon (which the Earth Government has put up for sale!). Players can choose to buy extra cargo holds for their ships to enhance their trading, but will need to trade more to recoup the cost. Events occur during the game to add adventure to the trading.
Stock Market Specialist. Published by Hansen. 1983. Box. Good. £6
Designer: Arthur Levitt Jr. No. players: 2-4. Country: British.
Stock Market Specialist (The Official Game of the American Stock Exchange) puts the players into the role of a specialist at a stock exchange. Each player specialises in one of four stocks represented in the game, and does his best to increase his personal wealth by trading these stocks while performing all the jobs required by his position. These include maintaining an order book, executing orders, keeping track of accounts and prices as the stock is traded. The only way to get a better feel for this niche job is to go and do it in real life!
Strange New Worlds. Published by Gametime. 1978. Box. Good, but box slightly indented. £15
Designer: Unknown. No. players: 2-6. Country: British. Duration: 90 mins.
Interesting space exploration and colonisation game, with economic and combat elements as well. The board shows a segment of the galaxy with 24 inhabitable systems. Each player starts with a home system where they recruit a crew for their spaceship with various abilities before setting out. Movement is either sublight across the board a space at a time or using hyperjumps, which form an initially unknown network across the galaxy - exploring the network these form is a major part of the game. Many systems require specific crew members to colonise, and then that system will produce money each turn, but this has to be collected before it can be used. Some great ideas, and I have some house rules which further improve the game.
Summy. Published by Cwali. 2010. Box. New. £23
Designer: Corne Van Moorsel. No. players: 2-10. Country: Dutch. Duration: 30 mins.
Comes in a wooden box with wooden tiles. Players play numbers and operators (+-*/=) onto the layout to create valid sums. Points are scored for the digits in the sums just made. This may sound simple, but the game took many years to get exactly right, and it has been very well received.
Take-Off. Published by Metrotoy. 1988. Box. Good. £4
Designer: Unknown. No. players: 2-6. Country: British.
Special Notes: Originally had a Senior Captain's Badge for the winner - now missing
Family airline themed game in which players move their piece around a map of the world fulfilling flights from one city to another. Some cards also challenge the players to find certain places on the map. Movement is by dice roll, with special rules covering landing.
Targen's Tome: A Master's Guide To Magic. Published by Chessex. 1995. Book. Excellent. £1.50
Author: John M. Corradin. Country: American.
Softback, 27x21cm, 182 pages. This book introduces Magic: The Gathering, explaining how to play and then moving on to the theory of deck design and giving some example pre-designed winning decks. The book also has a good Magic: The Gathering Glossary and lots of top ten lists to give you ideas for decks and cards to include in your decks. Of course the card sets used in the book are now rather old, but most of the strategy and deck building skills described are still very useful.
The All New Enigma. Published by Drummond Park Ltd. 1995. Box. Good. £4
Designer: A Duncan, C McCool. No. players: 2-6. Country: British.
Party game based on the idea of having to answer riddles. There are cards with 800 riddles, which should keep things fresh for quite a while. The objective is to escape from a maze. Each player has a maze board, and gets to move their playing piece by answering riddles. However, there is no way out - the only way to get out is to switch onto a different board when the walls bar your way on your current board. Again this has to be done by answering riddles.
The Car Boot Game. Published by Lefran Games. 1997. Box. Excellent. £1.50
Designer: Unknown. No. players: 2-4. Country: British.
Players try to make the most money by buying and selling assorted items at car boot sales, jumble sales, auction houses, and in the local paper. The various items are depicted on cards and have a face value and a hidden real value which they can hopefully be resold for. The board shows a track with several branches around which the playing pieces are moved and the space landed on is actioned. The spaces allow the purchase / sale of items, and at a car boot sale items can be bought from other players too.
The Club. Published by Tuonela Productions. 2008. Box. Excellent. £16
Designer: Jussi Autio. No. players: 2-4. Country: Finnish.
Somewhat satirical tile based game in which the board shows a dance-floor onto which assorted nightclub goers are pushed from each player's side. The objective is to create couples in the centre of the dance-floor. These couples pair off and depending on how well matched they are (each character has four visible traits) points will be scored. Characters also have a secret trait which can affect the scoring and some special characters such as the bouncer can change how things work. Tactical game for those with a sense of humour.
The Cokesbury Game Book. Published by Abingdon-Cokesbury Press. 1934. Book. Excellent. £5
Author: Arthur M. Depew. Country: American.
Hardback, 20x14cm, 411 pages. A collection of 600 games categorised as follows: Active Games, Quiet Games, Writing Games, Outdoor Games, Games to Make and Play, Mental Games / Problems / Brain Twisters, Cultural Games, Musical Games / Folk Songs / Parodies, Games for Special Occasions.
The Expert At The Card Table. Published by Frederick J. Drake. 1902. Book
Fair - delicate and no back cover. £3. Author: S.W. Erdnase. Country: American.
Softback, 17x11cm, 178 pages. A classic treatise on sleight of hand using cards, as well as techniques to shuffle decks while keeping certain cards in known places etc. This edition is on very thin paper and is now quite delicate.
The Fifty Best Party Games. Published by Foulsham. ca.1930. Book. Good. £0.60
Author: Arthur Annesley Ross. Country: British.
Softback, 18x12cm, 61 pages. A collection of activity style games for play at parties with children and adults alike. It includes lots of old favourites as well as a few devised by the author. Additional sections also cover games to play in the garden and number tricks.
The Great Wall. Published by Quantum Games. 1985. Box. 2 copies available:
1) Good, but 2 corners taped. £12 2) Good, but box corners show wear. £12
Designer: Roger Berry. No. players: 2-4. Country: British. Duration: 45 mins.
Played on an 8 sided grid of triangles, the players each represent a different Chinese power which expands its territories using armies to take control of more village spaces with forts. Wall sections can be placed automatically between forts. The objective is to control more of the board than your opponents. Each turn 8 action points can be used to move armies, attack enemy armies and build forts. Uses wooden playing pieces.
The Guinness Book Of Traditional Pub Games. Published by Guinness Publishing. 1992. Book. Excellent.
£2.50. Author: Arthur R. Taylor. Country: British.
Softback, 23x17cm, 192 pages. Fascinating look at games played in pubs over the last couple of centuries. These include the old favourites still commonly found as well as many games which are little if ever seen these days. The chapters cover: Darts, Dominoes, Cards, Skittles, Table & Cue Games, Green Field Games, Bowls Bullets & Boules, Quoits Horseshoes Rings & Things, Sliding Shoving Pushing & Tossing, Gambling Games, The Good Old Days, Board Games, Eccentricities.
The Hobbit. Published by Imagination. 2010. Box. Excellent. £23
Designer: Reiner Knizia. No. players: 2-5. Country: British. Duration: 1 hr.
Based on Tolkien's novel, the players aid Bilbo on his journey, helping him overcome the various obstacles on the way. The objective is for each player to gather as much wealth as possible by the time Smaug's lair has been raided. Play involves rolling dice to achieve goals set by adventure cards. Each player will have a different set of stats allowing them to help Bilbo in slightly different ways.
The Midas Touch. Published by Spears. 1991. Box. Good. £3.75
Designer: Peter Quigley. No. players: 2-6. Country: British. Duration: 30 mins.
Dice game, in which players stake cards on making the best dice rolls. Chances can be increased by keeping dice and re-rolling others, but stakes are increased accordingly. However, what makes this interesting is that all the cards start off on their 'plain' side and are valueless. However, if at any time a player has three dice the same in front of them they get The Midas Touch, and any cards they stake or win get turned to the gold side, and these are what score points at the end of the game. One or two other twists add to the game as well giving additional choices. 8 dice provided, 4 of which are gold coloured.
The Nacho Incident. Published by Eight Foot Llama. 2005. Box. In shrink. £9
Designer: Jom Doherty. No. players: 2-4. Country: Canadian. Duration: 40 mins.
Card game in which players smuggle Mexican food supplies over the border to Canada, and then try to set up the best cantina, in four provinces. Players secretly choose which smuggler they will use each round, with the better ones being fastest, and so likely to get better prices, but also being more likely to be caught as well, which is bad news as this will ensure the Mounties hassle your cantina, which can prove costly. The game is won by making the most money, which requires a balance between supplying the most profitable demands and setting up the most profitable cantinas while also avoiding the Mounties.
The Pan Book Of Chess. Published by Pan Books. 1976. Book. Good. £1
Author: Gerald Abrahams. Country: British.
Softback, 18x11cm, 288 pages. An introduction to Chess intended to give the reader a good overview of the game and answer general questions. The book covers: The Powers & Functions of the Pieces, Important Terms, Technical & Tactical Points, How Battles are Won or Lost, Survey of the Openings, Chess Compositions.
The Pop-Up Games Book. Published by Delacorte Press. 1982. Book. Fair - dioramas somewhat damaged..
£1.50. Author: Ron van der Meer. Country: American.
Hardback, 22x26cm, 8 pages. A pop up book, with 4 3D dioramas. Each can be used for a game - tiddlywinks type games where you use built in 'flippers' to flip a coin or counter to try to score points. The dioramas are: Use pigs to flip counters in through the windows of a 3D house - one pig missing; Enchanted forest - considerable damage; Golden Goose - uses goose flippers and a 3D target, Dunk the clown - roll coins into holes - slightly damaged. Despite the damage this is a novel and interesting item.
Thunderstone: Thornwood Siege. Published by AEG. 2011. Box. In shrink. £22
Designer: Mike Elliot. No. players: 2-5. Country: British. Duration: 45 mins.
Expansion for the deck building game Thunderstone. This expansion introduces monsters which bring the battle to the village! They can attack the village and destroy the cards there, taking them out of the game. Some of these monsters can even hurt you on turns you go to the village rather than the dungeon. You need the base set in order to make use of this.
Ticket To Ride India + Switzerland. Published by Days Of Wonder. 2011. Box. In shrink. £22.50
Designer: Alan R Moon, Ian Vincent. No. players: 2-6. Country: American. Duration: 1 hr.
Expansion set for Ticket To Ride - you will need a base game (USA or Europe) to play this. This set includes two maps along with tickets and rules you will need to play them. The maps: India which is intended for 2-4 players, and Switzerland (previously published on its own) which is ideal for 2-3 players.
Time Vectors. Published by JDB Games. 1986. Box. Good. £13.50
Designer: J. David Barnhart. No. players: 2. Country: American. Duration: 30 mins.
Four in a row game, but played in 4 dimensions! The game is constructed using wooden supports and clear perspex playing boards into a four level playing area. Each level shows four 4x4 grids. Players take it in turn to add a playing piece to the board, with the objective of making a line in any of the 4 dimensions. Very sturdy production.
Time War. Published by Yaquinto. 1979. Box. Good. £12
Designer: J Stephen Peek. No. players: 2-4. Country: American. Duration: 90 mins.
Highly unusual game, allowing players to cross time to alter past events to the advantage of a future government. The rules cover 11 pages (small print) with additional optional rules and scenarios. Each player must manage their role as a time magistrate, allocating funds to research, training, development of new equipment, and the sheer cost of using time travel. The large board shows a circular gridded time chart as well as each player's time laboratory.
Toledo. Published by Kosmos. 2008. Box. In shrink. £12
Designer: Martin Wallace. No. players: 2-5. Country: German. Duration: 50 mins.
An interesting 'worker movement' game in which the players gather gems and steel in order to create jewel encrusted swords which are then taken to the Lord of Toledo for prestige. Game play involves the clever use of movement cards and good timing to make the best progress towards your goals. Very much one of Martin's lighter games, but none the worse for that in my opinion. Recommended.
Torres. Published by Rio Grande Games. 1999. Box. Excellent. £17
Designer: Wolfgang Kramer and M Kiesling. No. players: 2-4. Country: American. Duration: 75 mins.
German Game of the Year Award winner for 2000. Players use chunky plastic pieces to build towers all over the board, and use action points to move their knights into commanding positions, and special action cards to break the normal rules to gain an advantage. Requires considerable thought to make the most effective use of your action points and cards.
Tricky Wildlife. Published by Cwali. 2012. Box. New. £24
Designer: Corne Van Moorsel. No. players: 2-4. Country: Dutch. Duration: 40 mins.
Players are managers of wildlife parks, and they need to maintain a good variety of species in their park in order to maintain a food chain. However, the game is played for the long term, and animals will grow old and die, so one needs to ensure that suitable replacements are ready when gaps are created. While having rare animals in your park is great for your prestige it can be harder to maintain a balanced park with them there.
Vampire: The Masquerade: Mood Music CD. Published by Orion Design. 1999. CD Case. New. £3
Designer: Bart Dijkman. Country: American.
This isn't a game or RPG supplement, but a music CD. However, it has been written specifically as mood music for a Vampire - The Masquerade role playing session. The music is instrumental only and uses synthesisers, guitars and drums to produce a sinister background mood. It should be suitable background for any gothic horror type of gaming.
Vampire: The Masquerade: Players Guide To The Sabbat. Published by White Wolf. 1992. Book. 2 copies:
1) Good. £2.50 2) Good, but cover shows a little wear. £2
Author: Steve C. Brown. No. players: 3+. Country: American.
Softback, 28x22cm, 156 pages. Sourcebook for Vampire: The Masquerade dark role playing game. The Sabbat is a secret political and militaristic society of vampires. This book covers: Inside the Sabbat, Running with the Sabbat, Character Creation, Paths of Enlightenment, Sabbat Traits, Sabbat Templates, Unusual Weapons for Vampires, Sabbat Relics and Magical Devices.
Vampire: The Masquerade: Storytellers Guide To The Sabbat. Published by White Wolf. 1993. Book.
Good. £3.25. Author: Steve C. Brown. No. players: 3+. Country: American.
Softback, 28x22cm, 133 pages. Sourcebook for Vampire: The Masquerade dark role playing game. The Sabbat is a secret political and militaristic society of vampires. The book includes 5 stories involving Sabbat characters. The chapters are: Sabbat Chronicles, Politics of the Sabbat, Forces of Darkness, Storytellers Aids, Quick Start Materials, The Stories.
Vampire: The Masquerade: The Storytellers Handbook. Published by White Wolf. 1993. Book.
Good but corners show a little wear. £4
Author: Steve C. Brown. No. players: 3+. Country: American.
Softback, 28x22cm, 152 pages. Sourcebook for Vampire: The Masquerade dark role playing game. This book introduces the style of roleplaying and the setting as well as the game mechanics. The chapters cover: The Story, The Chronicle, The Setting, The Motive, The Enemy, The Ways, Enchanted Items, Useful Lists.
Vanished Planet. Published by Vanished Planet Games. 2003. Box. Excellent. £19
Designer: Craig Oliver, Samuel Blanchard. No. players: 1-6. Country: American. Duration: 2 hrs.
Special Notes: Includes the Racial Advantage expansion
Cooperative strategy game set in space. Earth has mysteriously vanished in a seething mass of darkness. The colonies are in chaos, and rebelling, but mysterious messages are coming from the vanished planet, which could banish the darkness. The players need to complete their missions and use their resources efficiently in order to restore Earth and save their own home worlds. There are several levels of resources - the most basic being used to create the next level which then make others, and then finally useful equipment can be created which will help win the game. Time is tight as the darkness is always expanding, reducing the area of the board which can be used as the game goes on.
Walhalla. Published by Amigo. 2006. Box. In shrink. £12.50
Designer: Alessandro Zucchini. No. players: 3-4. Country: German. Duration: 1 hr.
The players represent tribes of Vikings settling new lands by ship. There are several fjords into which ships can be sailed, and the players take it in turn to send a ship with one or two of their Vikings and one opposing Viking to sea. When landing empty spaces can be taken over easily, but if they have already been claimed one Viking will end up in Valhalla! However, this isn't an entirely bad thing as it brings the favour of the gods, which will help the following turn. When all ships have sailed the land areas are scored in various ways, and the number of each player's Vikings in Valhalla determines the strength of their reinforcement for the next turn. Special action cards add to the variety. Some unusual mechanics and neat ideas.
Wild Flower Sevens. Published by Pepys. ca.1960. Box. Good. £5
Designer: Unknown. No. players: 2-6. Country: British. Desc. by Eamon.
Special Notes: The box shows a little wear, but otherwise very nearly Excellent
Card game, 44 cards featuring families of wild flowers in 4 suits of 11 (Marshland flowers, etc.). The game is based on the playing card game Sevens. The illustrations of the flowers are fabulous, in colour and detailed.
Winning At Trivial Pursuit. Published by Signet. 1984. Book. Good. £1
Author: Jeff Rovin. Country: American.
Softback, 18x10cm, 255 pages. Written by the editor of Trivia! magazine, this book covers questions you may have about the game, good strategies for movement on the board, winning card strategies, psyching out your opponents, new ways to play, tournaments, other trivia games, writing your own questions, new questions for adults, new questions for kids.
Witchcraft. Published by Japon Brand. 2010. Box. New. £14
Designer: Muneyuki Yokouchi. No. players: 3-5. Country: Japanese. Duration: 1 hr.
There have been murders at the Academy of Magic and it looks like a long ignored legend may have come true. Thus five members of the Academy work to uncover the murderer and eliminate her. The players gather information about the murderer but the murderer may be amongst them, so they too need to be watched closely. The players use cards to gather the evidence.
With Sword And Shield. Published by Three Crowns Game Productions. 2008. Box. In shrink. £13.50
Designer: Stefan Eksroem, Goeran Bjoerkman. No. players: 2-6. Country: Swedish. Duration: 40 mins.
Card game (all in English) in which the players melee against each other, with the objective being to be the first to score 5 hits. The cards depict a variety of sword and shield manoeuvres each with their own strengths and weaknesses. Very attractively produced.
Zatre. Published by Amigo. 2011. Box. In shrink. £14
Designer: Manfred Schuling. No. players: 2-6. Country: German. Duration: 1 hr.
Latest edition of this tile laying game. The tiles show the numbers 1-6 using dice pips, and each turn a player plays 2 tiles onto the board in order to score points, which happens whenever consecutive tiles add up to 10, 11 or 12, but they may never add up to more than 12. In addition each time a score is made the score is noted on a pad, and keeping the number of times 10, 11 and 12 have been scored level will give greater bonuses. The final twist is that making a scoring move on a doubling square doubles the bonus you get for an extra line on your scorepad. It makes an interesting game in which luck plays a role, but so does skill.
Zoff Im Zoo. Published by Doris & Frank. 1999. Box. New. £9
Designer: Doris Matthaus, Frank Nestel. No. players: 4-7. Country: German. Duration: 45 mins.
Card game which is a 'climbing game'. This means that players can play any card combination which beats the current card combination on the table. In this game the cards depict animals, starting from the lowly mouse, through hedgehogs and foxes up to lions and finally the mighty elephant. However, elephants can be beaten (scared off) by mice... The objective of the game is to get rid of your cards rather than winning 'tricks', although winning gets you the lead which is often vital. The game can be played individually or (better) in partnerships.
Zooloretto XXL. Published by Rio Grande Games. 2008. Box. In shrink. £17
Designer: Michael Schacht. No. players: 2-5. Country: American. Duration: 45 mins.
Expansion for Zooloretto and Aquaretto. Includes a new variant for both Zooloretto and Aquaretto, which extends the game somewhat. For Zooloretto additional animals of all the standard types are provided, and players can clear out a full enclosure during play to make room for new animals. The earlier you manage to do this the more VPs you will earn. For Aquaretto there are some new animals as well, and players get a new expansion board, and also new tiles are introduced which don't take up space in the zoo.