Jul 2009 Catalog
3 Up. Published by Airfix. 1971. Box. Box shows wear, contents still sealed. £1
Designer: Unknown. No. players: 2-4. Country: British, Duration: 20 mins, Desc. by Andy.
Players take turns placing their pieces onto the board with the objective of completing a stack of three pieces of their colour. As well as placing a piece, one of your pieces may be moved each turn as long as it is on the top of a stack.
6 Mal 6. Published by ASS. ca.1970. Box. Good. £0.80
Designer: Unknown. No. players: 2-6. Country: German, Duration: 20 mins, Desc. by Andy.
Cards are played in your row on the board and when the board is full columns are reckoned up - the lowest value in the row having to pay penalty chits.
A Night At The Dogs. Published by Boxer Games. 2003. Box. In shrink. £12
Designer: Unknown. No. players: 2-8. Country: British, Duration: 30 mins, Desc. by Andy.
Dog racing gambling game, with chips provided. The game is driven by decks of odds and form cards, so you get to see the odds before each race starts, but the way the cards come up may or may not go with the odds. You can play as many races as you like, with each race taking less than 10 mins to play through.
Adams Ahn. Published by Giseh Verlag. ca.2006. Box. Excellent. £14
Designer: Reinhold Wittig. No. players: 2-6. Country: German, Duration: 1 hr, Desc. by Andy.
This game was made to honour the discovery of Homo Heidelbergensis in 1907 - the title translates as Adam's ancestor. The game uses a large number of plastic tiles which represent sand and assorted fossils. The tiles are constructed into a wall representing the layers of fossils in sedimentary rock. Players take it in turn to take exposed pieces, and at the end of the game points are awarded for each of the types of fossil in assorted ways, eg. only for the player with the most sand, but to all players with some types, and some are even negative. Players are also permitted to make offers of already collected pieces to the current player, in order to perhaps persuade them to take a less favourable piece.
Add-Em. Published by Mansell's. ca.1935. Box. Good. £10.50
Designer: Unknown. No. players: 2+. Country: British, Desc. by Eamon.
Special notes: 1 tab has been taped, but otherwise surprisingly good condition for its age.
Card game, rare to find anything by this company who only seemed to exist for a short period. 52 cards, featuring plus and minus numbers, which players use to form equations. If the equation is correct, those cards can be discarded, with the object being to get rid of all your cards first.
Age Of Empires III. Published by Tropical Games. 2007. Box. Excellent. £27
Designer: Glenn Drover. No. players: 2-6. Country: American, Duration: 2 hrs, Desc. by Andy.
Very well regarded board game version of the hit PC game. This game allows you to revisit the age of exploration and discovery. Each player takes the role of a colonial power seeking glory and riches in the New World. The game proceeds through three 'ages' and players launch expeditions, colonise regions, expand their merchant fleets, and build unique buildings giving their civilization advantages. The game includes both economical development and the scope for war to break out. The mechanics are very much those of a euro-game, but has hundreds of plastic figures inc. ships, colonists, merchants, soldiers and more.
Age of Steam - America + Europe. Published by Bezier Games. 2007. None. In shrink. £14.50
Designer: Ted Alspach. No. players: 3-6. Country: American, Duration: 2 hrs, Desc. by Andy.
Age of Steam expansion map. This double sided mounted mapboard provides the following new maps: America (there is a low availability and high demand for goods, and a limitation of one delivery per turn); Europe (express links can be built which cost double to build but provide double income when used).
Age Of Steam - Expansion Set 4. Published by Warfrog. 2005. Box. In shrink. £8
Designer: Martin Wallace. No. players: 3-6. Country: British, Duration: 2 hrs, Desc. by Andy.
Expansion set for Age of Steam. This consists of a double sided board and some rules to change the game significantly for each map. The maps are France and Italy.
American Civil War Wargaming. Published by Airfix. 1977. Book. Good. £4
Author: Terence Wise. Country: British, Desc. by Andy.
Hardback, 22x14cm, 64 pages. Airfix Magazine Guide 24. This book gives an introduction to ACW miniatures wargaming, gives details of ACW army organisation, describes ACW tactics, and gives an overview of The Peninsular Campaign of 1862. Finally the book also includes a set of rules you can use to play out ACW Miniatures battles.
Ancient Wargaming. Published by Airfix. 1975. Book. Good. £4.50
Author: Phil Barker. Country: British, Desc. by Andy.
Hardback, 22x14cm, 64 pages. Airfix Magazine Guide Number 9, one of a series of books detailing miniatures rules, stratagems and tips. The book includes many illustrations and photographs. The chapters cover: Troop types, Weapons & equipment; Formation and drill; Tactical Precepts; How Ancients Wargaming began; W.R.G rules; Choosing your army; Raising an army; Tactics on the table; Campaigns, Reconstructions and fantasy gaming.
Antler Island. Published by Fragor Games. 2007. Box. In shrink. £32
Designer: The Lamont Brothers. No. players: 3-4. Country: Scottish, Duration: 45 mins, Desc. by Andy.
Privately produced game, but to a very high standard. There are cute painted resin stag models, wooden does and a three level playing board. Each turn the players (as stags) plan their actions and then execute them one at a time. The idea is to claim and then mate with as many does as possible. However, since the other stags are trying to do the same you will need to build up your fighting ability and fight for the does from time to time - especially in the prime position on the top of the hill.
Aristo. Published by Dragon Radieux. ca.1989. Box. Excellent. £16
Designer: Philippe Mouchebeuf. No. players: 3-8. Country: French, Desc. by Andy.
High quality product from France. A game of love, rivalry and favouritism in the Court of Versailles. The game is driven by cards which players use to make money, and gain favour with royalty. Each player represents a family of courtiers. During the game, wars will be declared, marriages take place, kings and queens will be courted, bastard children will be born, and many other events will take place. Game play involves requesting favours and negotiation. The objective is to obtain a monetary target, but generally riches only come with position and power. Nice item.
Auction Piquet. Published by Methuen & Co. 1920. Book. Good. £4
Author: Rubicon. No. players: 2. Country: British, Desc. by Andy.
Hardback, 17x11cm, 119 pages. A detailed description and analysis of Auction Piquet, which the author regards as a very fine two player card game. The book is divided as follows: Laws of the Game, Intro, Calculating Chances, Bidding, The Discard, The Declaration, Playing the Cards.
Balancing Board Game. Published by Gazebo Games. ca.1995. Box. Good. £5.50
Designer: Unknown. No. players: 2-4. Country: British, Duration: 20 mins, Desc. by Andy.
The game consists of a wooden balancing disk which is suspended from a wooden 'gallows'. Players roll coloured dice and must add the indicated wooden weights to the disk without making it topple. Points are scored for successfully doing this, more points for larger weights. Upsetting the balance gets you a score of 0 that round.
Balderdash. Published by Action GT. 1984. Box. Goodish - box edges show wear. £2
Designer: Gameworks Creations Inc. No. players: 2+. Country: British, Duration: 1 hour, Desc. by Andy.
Special notes: One side of the base has had its printing ripped off. A previous owner has also used the inside of the box as a score sheet. Replacement definition sheets provided (original used up).
This is a professionally produced version of the parlour game which can be played with just a dictionary, pencil and paper. There are 2500 word definitions provided, and one player selects a (very obscure) word and everyone else writes a definition for it. The player-made definitions are then read out along with the real one and players vote on which is the real one. Points are scored for having other people choose your definition and for guessing the real definition. This set comes with a two player variant and of course 2500 preselected definitions.
Basari. Published by F X Schmid. 1998. Box. In shrink, but 1 corner shows wear. £16
Designer: Reinhard Staupe. No. players: 3-4. Country: German, Duration: 45 mins, Desc. by Andy.
Clever game in which each turn each player chooses between claiming gems, advancing around a track or gaining VPs. This is done simultaneously. If two players make the same choice then a clever offer and counter-offer system is used to decide who gets to perform the action and how much they pay the other player for the privilege. Points are scored for advancing quickly around the track and also for having the most of the 4 types of gems. Clever. Recommended.
Black Box. Published by Waddingtons. 1977. Box. 2 copies available:
1) Good. £3.50. Minor crack in plastic case. 2) Good. £4.50
Designer: Eric Solomon. No. players: 2. Country: British, Duration: 20 mins, Desc. by Andy.
Unusually packaged (for Waddingtons) in a plastic case. This is an excellent deduction game. One player secretly sets the position of 4 light reflecting 'atoms' and the other player sends theoretical rays of light into the black box, and is told where the ray of light comes out. Since the light may have been reflected by multiple 'atoms' this can get quite complex and requires quite a bit of logical thought. Recommended highly to anyone who likes games of logic and deduction.
Blackbeard. Published by Avalon Hill. 1991. Box. Excellent. £17
Designer: Richard Berg. No. players: 1-4. Country: American, Duration: 1-3 hrs, Desc. by Andy.
Each player controls a pirate and a King's Commissioner hunting other pirates. Pirates attempt to gain notoriety and treasure while hampering the other pirates' attempts to do the same. Pirates start in a small ship but can take over larger ships they capture at sea. Ports can be sacked and pirate bases set up, as well as the traditional attack on merchant vessels at sea. Highly suitable for solitaire play too. Playing time varies according to the number of players, from 1-3 hrs (longer with more players).
Breakthru. Published by 3M. 1965. Box. Good. £8
Designer: Alex Randolph. No. players: 2. Country: American, Desc. by Eamon.
Very nice abstract game with 33 chunky metal pieces. You do not see pieces as heavy as this any more! One player tries to move his flagship into a set place whilst his opponent tries to set up an impenetrable blockade.
Buffy The Vampire Slayer - The Game. Published by Hasbro. 2000. Box. Good. £30
Designer: Unknown. No. players: 2-5. Country: American, Desc. by Andy.
This is the American board game not the British one. There are a selection of scenarios to play, all based on the TV series. One player takes the side of evil and controls the big baddy for the scenario and his minions and gets to use a selection of unfriendly magic and other special cards. Meanwhile the other players control the heroes and get to use weapons, magic spells and brute force. The game is driven by card play and movement points to get around the board. A typical scenario would involve finding some evil artifact and either evil doing something despicable with it or the heroes finding the right spell or items to destroy it. Recommended as a very good thematic tie in for Buffy fans, and a decent game too.
Buyword. Published by Face2Face Games. 2004. Box. In shrink. £20
Designer: Sid Sackson. No. players: 2-4. Country: American, Duration: 30 mins, Desc. by Andy.
Word game, but one which will appeal to those who aren't generally fans of the genre. The twist is that letters are bought in batches and have to be paid for with money (points), and then players use them to form words which will score points - hopefully more points than were spent to buy the letters in the first place! Thus as well as skill in forming words, it is also important to be able to work out when a set of letters which is available is worth buying and when it is better to pass them up. I have some house rules which I think improve it further. Highly recommended.
Cafe Race. Published by Homoludicus. 2006. Box. 2 copies available:
1) Excellent. £10.50 2) In shrink. £11.50
Designer: Fran F G. No. players: 3-6. Country: Spanish, Duration: 15 mins, Desc. by Andy.
Light race game which uses dice as the driving mechanism, but in an unusual way. One die is rolled per player and these will be used for movement, but in order to claim these dice players bid with another die, which they turn to whatever side they choose. The higher the sum of the bid and movement dice the more likely a slip-up will be during the race. Too many slip-ups and the player must restart from the beginning, so a balance between speed and caution is required to win.
Capt'n Clever. Published by Zoch zum Spiele. 2003. Box. In shrink. £6
Designer: Liesbeth Bos. No. players: 3-4. Country: German, Duration: 30 mins, Desc. by Andy.
Children's game which has enough interest for adults as well. Each player's captain tries to retrieve a treasure from each of the nine islands. However, his right hand neighbour will show him which island his next treasure is on, and that is likely to be a tricky one to get to. The captain pieces can move from island to island using any of the boats, but each player can only move one of the boats - which actually act more like bridges than boats, but several boats can be used in a single turn so it is often possible to make good use of opponents' boats as well as your own.
Cash. Published by Ravensburger. 1990. Box. 2 copies available:
1) Good. £3.50 2) Excellent. £4
Designer: Wolfgang Kramer & Jürgen P K Grunau. No. players: 3-6. Country: German, Duration: 30 mins.
Card game, 120 cards representing loot, keys and bonus points. At any time there are a selection of safes which can be cracked, each needing a different set of keys to crack it. Players take it in turn to take an extra key or crack one or more safes. There is a very useful bonus for cracking several safes at once, but if you wait too long then someone else will no doubt crack it before you do. Also in certain circumstances extra bonus cards get played on particular safes making them even more attractive to crack. Recommended.
Chess Informant 31 1981. Published by Centar Za Unapredivanje. 1981. Book. Good. £2.50
Author: Aleksandar Matanovic. Country: Yugoslavian, Desc. by Andy.
Softback, 24x17cm, 336 pages. Chess journal which collected together all the top level games played at that time which were worthy of being recorded for posterity in order to advance the understanding of chess theory worldwide. Thus there are a huge number of matches recorded with important positions pictured.
Cinema. Published by Fun Connection. ca.1995. Box. Good. £2.25
Designer: Unknown. No. players: 4+. Country: German, Duration: 45 mins, Desc. by Andy.
Game in which players use their knowledge of films to win the game. Players have partners, and a card showing a scene from a film is turned up and the players all write down anything they can think of connected to that scene. Each association made by both players in a team scores a point. The reverse of the cards show the name of a film, along with the year and main star. Sometime these are used instead to make connections. A sand-timer is used to indicate when the time is up for each round.
Collect. Published by Stanley Gibbons. 1972. Box. 2 copies available:
1) Good. £1. 1 of the 'cancellation' squares was missing and has been replaced with a different but suitable piece - this does not affect play.
2) Good, but 1 corner taped. £2
Designer: Unknown. No. players: 3-6. Country: British, Desc. by Andy.
Game published by Stanley Gibbons, a world famous dealer in postage stamp collections. The board shows a 6x6 grid of spaces showing various instructions, and the cards show various collectible stamps. Players start with 5 stamps each and can swap stamps with the bank. Dice are rolled and give a choice of actions which can be performed. In addition some of the spaces on the board can be covered up and nullified by the players during the game. The objective is to obtain a winning collection of stamp cards through buying, selling, swapping and even forging your stamps!
Compatibility. Published by Reiss Games Inc. 1974. Box. 2 copies available:
1) 1 box corner split. £2 2) Good. £3
Designer: Unknown. No. players: 2-4 couples. Country: American, Desc. by Andy.
Couples play as teams, and both have to indicate on a dial how much they agree / disagree on how tense a situation would make them and also guess at the answer their partner would give. The better the partners predict each other the more points they score. Questions come in 6 categories: General Issues, Children, Work, Entertainment, Domestic Issues and Sex.
Cornu. Published by Kallmeyer Verlag. 2007. Box. Excellent. £12
Designer: Reinhold Wittig. No. players: 3-6. Country: German, Duration: 30 mins, Desc. by Andy.
Very unusual game from this master of weirdness. The game consists of a large plastic horn, and 6 objects: a cloth, ballbearing, bell, and three wooden shapes. One player secretly draws a card showing some of these objects, which are then put into the horn, which is sealed. The other players then shake the horn and try to work out what is in the horn just by listening. Bizarre.
Cosmopolitan The Game. Published by Waddingtons. 1994. Box. Good. £3.75
Designer: Unknown. No. players: 2-6. Country: British, Duration: 45 mins, Desc. by Andy.
Special notes: The felt tip pens have dried out - I will try to revive them, but if this fails you can use OHP marker pens.
Cosmopolitan is a British magazine for women, and the main focus is on men, looking good, and having fun. This game is intended for readers of Cosmopolitan, and the current player reads out a multiple choice question to her neighbour who then answers and is assigned a point for Love, Work, Play or Self. After everyone has answered quite a few rounds of questions each player can read a sort of horoscope based on her scores in each of these categories.
Crazy Eights. Published by Western Publishing. ca.1951. Box. 2 copies available:
1) Excellent. £1 2) Good. £0.75
Designer: Unknown. No. players: 2-6. Country: American, Duration: 10 mins, Desc. by Andy.
Card game, 44 cards featuring colourful circus acts, numbers and suits. Dated 1951, but this may just be the original copyright date. The game is similar to Uno - players play cards from their hands trying to be the first to get rid of all their cards by following number or suit or playing various special cards.
Crazy Rally The Card Game. Published by Red Omega Studio. 2003. Box. Excellent. £5
Designer: Piero Cioni, Giovanni Melega. No. players: 3-6. Country: Italian, Duration: 40 mins, Desc. by Andy.
Car rally card game in which players first select cards to tune their cars, then test them out, and finally race them. In the race each section of the track (represented by cards) must be traversed as fast as possible without crashing. There is a memory element as you get to observe the track layout ahead of time, and then it is hidden. This memory aspect can be reduced if you wish by revealing the next one or two track sections ahead of time.
Crown The Queen. Published by Waddingtons. 1953. Box. Excellent. £10
Designer: Elaine Burton. No. players: 2-4. Country: British, Desc. by Eamon.
Card game, a rare Waddingtons game made to celebrate the Coronation of Queen Elizabeth II. Cards feature important parts of the Coronation procession, footmen, policemen, archbishops, the Queen herself, etc. and players must 'build' a procession. Invented by a Member of Parliament at the time. I like the last rule - "The game is more realistic if all players cheer as a card is played, louder and louder nearing the end of the procession".
Defender. Published by Milton Bradley. 1983. Box. Good. £3.75
Designer: Unknown. No. players: 2. Country: British, Desc. by Andy.
Board game based on the 1980's arcade game of the same name. Both players control Defender ships which have to protect Earth from alien landers which seek to abduct humans and turn them into mutants which return to attack the Defenders. A spinner is used each turn to decide what type of move you must make, but in each case you can make use of the move to benefit yourself or hinder your opponent. Interestingly the game ends only when one player has lost all 6 of his Defenders, and the player with most points wins, which may not be the player who still has Defenders left.
Delfino. Published by Franckh. ca.1989. Box. Good. £10
Designer: Hajo Bücken. No. players: 2-4. Country: German, Duration: 40 mins, Desc. by Andy.
Tile based game which makes use of 25 very attractive tiles depicting leaping dolphins. These are placed in a 5x5 grid. Players move their playing pieces around the board and get to rotate the dolphin tiles trying to make dolphins point together in a group of four. The game also uses 5 special dice.
Delphi. Published by Nurnberger & Heidelberger Spieleverlag. 2002. Box. In shrink. £8
Designer: Gunter Burkhardt. No. players: 3-4. Country: German, Duration: 45 mins, Desc. by Andy.
Card game with an ancient Greek theme. Players represent cities and play cards to lay out an impressive parade with which they hope to prove their city's worth. Thus heroes and warriors will be played, but also the powers of the gods and the Delphi oracle can be called upon to alter the status quo. Each player has the same set of cards to work with (though not all in hand at once), and these must be used over three parades in order to gain as many Fame points as possible.
Der Herr Der Ringe - Die Zwei Turme Kartenspiel. Published by Ravensburger. 2002. Box. 2 copies:
1) In shrink. £5.50 2) Good. £4.50
Designer: Reiner Knizia. No. players: 2-5. Country: German, Duration: 30 mins, Desc. by Andy.
One of the Lord of the Rings games which came out in Germany while the films were being released. This one is a rather neat card game based very loosely on the journey in the 2nd film. The cards have different background colours and symbols on (as well as pictures of the major characters from the film), and these must be drafted into suitable sets, and when the Fellowship marker gets to a scoring round players lay down sets of cards according to the rules and the player with the most influence over the current location scores most VPs down to none for the player with the least influence. Drafting and scoring rounds are interspersed, and VPs counted at the end. Works rather well.
Diabolo. Published by Klee. 1999. Box. Good. £4.50
Designer: Reiner Knizia. No. players: 2-6. Country: German, Desc. by Eamon.
Card game, 66 letter cards and 6 victory tiles. Players compete to form words with cards that are common to all players, i.e. it is a race against time as the competition can get pretty fierce. The Victory tiles allow for a longer, more strategic game.
Die Erben Von Hoax. Published by Spielzeit Verlag. 1999. Box. Excellent. £9
Designer: J. Kitteredge, P. Olotka, W. Eberle, E. Horn, V. Hesselmann. No. players: 4-8. Country: German, Duration: 1 hr, Desc. by Andy.
A reworking of Hoax from Eon games. In this game players each have a secret role, but in order to keep it a secret pretend to take on other roles in order to perform their actions. Thus there is plenty of bluff and double bluff going on. Players try to work out and identify actual roles, and make accusations. In many ways a forerunner to 'Werewolf' type games, and should appeal to the same type of groups.
Die Sieben Siegel. Published by Amigo. ca.2004. Box. In shrink. £9
Designer: Stefan Dorra. No. players: 3-5. Country: German, Duration: 30 mins, Desc. by Andy.
Special notes: Small box edition
Excellent trick taking card game. As well as cards in five suits there are markers for each suit, which players take at the start of a hand. Each marker taken indicates that the owner believes they will win a trick in that colour. Whenever a trick is taken a suitable marker is discarded, or if a player doesn't have a suitable marker then a black penalty marker is taken instead. All markers still held at the end of the hand count against you. The final twist is that one player can take the role of the saboteur and try to ensure other players take too many or two few tricks. Works very well - highly recommended.
Donnerwetter. Published by Haba. ca.1995. Box. Good, but 1 corner split. £12
Designer: Peter Lewe. No. players: 2-4. Country: German, Duration: 30 mins, Desc. by Andy.
Weather forecasting based game with great components as you would expect from Haba. The players have to try to predict what the weather will be and score points for accurate forecasts. Scoring points moves your frog up a ladder. Rated for ages 10+ .which is unusually high for this company. The game is driven by a set of 36 weather tiles which show 1-3 white or black clouds, and these are placed onto a 4x4 grid to affect various houses.
Dragonriders Of Pern. Published by Mayfair Games. 1989. Box. Excellent. £12
Designer: Sam Lewis. No. players: 1-7. Country: American, Duration: 2 hrs, Desc. by Andy.
Fantasy game, based on the series of novels by Anne McCaffrey. Players compete to unite the world of Pern, and fight aerial battles to fight off the deadly Thread. The game is semi cooperative, as if the lands of Pern become too poisoned by Thread all players lose, but if that doesn't happen then the player who is allied with the most holdings is the winner. The game comes with basic and advanced rules
Dry Gulch. Published by Hangman Games. 1999. Box. 2 copies available:
1) Good. £10 2) Excellent. £11
Designer: Alan D. Ernstein. No. players: 3-6. Country: American, Duration: 2 hrs, Desc. by Andy.
Players attempt to be elected the mayor of the Wild West town, Dry Gulch. The town is expanding rapidly, and to ensure they will become the mayor players need to control the most important buildings. Players need to obtain a variety of different resources (represented by cards) in order to construct the buildings. Event cards recreate the Wild West atmosphere with gunfights, stagecoaches arriving, bank robberies etc.
Edel Stein & Reich. Published by Alea. 2003. Box. Excellent. £14
Designer: Reinhard Staupe. No. players: 3-5. Country: German, Duration: 60 mins, Desc. by Andy.
Update of Basari. Clever game in which each turn each player chooses between claiming gems, money or a special card. This is done simultaneously. If two players make the same choice then a clever offer and counter-offer system is used to decide who gets to perform the action and how much they pay the other player for the privilege. At various points money is gained for having the most of the 4 types of gems. Ultimately most money wins.
Eden. Published by Kosmos. 2001. Box. Excellent. £13
Designer: Gal Zuckerman. No. players: 3-4. Country: German, Duration: 1 hr, Desc. by Andy.
Players must irrigate areas of land in the desert and try to form contiguous regions by taking over adjacent plots using a clever semi-forced take-over mechanism, which rewards the player who loses land with money. These contiguous regions are then cultivated to provide income and more victory points. The first player with 20 such victory points wins. A clever set of mechanics which results in a tight and interesting game. Recommended.
Endless Plans - Forest. Published by Endless Plans. 1992. Packet. Mint. £1.25
Designer: Alan Hickling. Country: British, Desc. by Andy.
16 sheets of A4 card showing sections of forest which can be cut up and positioned to form an endless variety of forest scenes. Ideal for RPGs involving miniatures and forest adventures. The forest sections include thick forest, forest paths, clearings of various sizes, buildings in the forest, rivers, fallen logs etc.
Europa Tour. Published by Schmidt. 2002. Box. Good. £14
Designer: Alan R Moon, Aaron Weissblum. No. players: 2-4. Country: German, Duration: 30 mins, Desc. by Andy.
Players must try to build a valid route through Europe using country cards, plane and ship cards. There are special card holders to ease play and a map board showing what routes are allowed for road, plane and ship journeys. It is a development of the system used in the old game Rack-O. I very much enjoy the puzzle-like challenges it poses - highly recommended.
Ever Green. Published by Rio Grande. 1999. Box. Excellent. £5. Desc. by Andy.
Designer: Wolfgang Kramer & Michael Kiesling. No. players: 2-6. Country: American, Duration: 30 mins.
Players put on concerts and use cards to take control of the singers. The singers are represented by discs made to look like 45rpm records, which can be rotated to indicate a number from 5-12. Each time another player claims a singer the score for the singer goes up a notch, but from 12 it goes back to 5. At the end of a player's turn they may choose to put on a concert and thus score points, and one gala show can be done per player as well with a double scoring. A sand-timer is used to put pressure on decision making.
Expedition. Published by Queen Games. 1996. Box. Excellent. £24
Designer: Wolfgang Kramer. No. players: 2-6. Country: German, Duration: 90 mins, Desc. by Andy.
Revised and enhanced version of the classic, Wildlife Adventure. On the nominations list for the German Spiel Des Jahres 1997 and one of Kramer's best games in my opinion. It is played on a map of the world and players must direct 3 expeditions to reach animals they have cards for. This is done by laying coloured arrows onto the board and gaining special actions at various locations and using up valuable travel vouchers to get you extra moves or more vouchers. This version also has optional advanced rules which add to the game considerably - forming loops gives an additional placement. Highly recommended.
F.A.T.A.L. Published by Da Vinci Games. 2007. Box. In shrink. £9.50
Designer: Martina Mealli, Gabriele Rabbum. No. players: 3-5. Country: Italian, Duration: 40 mins, Desc. by Andy.
Winner of an Italian Game Design competition in 2006. In this card game each player takes the role of a techno-fairy who can cast magic spells to hinder the other players and help himself. The objective is to collect treasures which can be done either by playing cards in front of you which permit you to collect treasures or by casting spells which do the same. The game uses an intriguing spell system where three cards are combined to form a single spell - one to specify the action and two to specify the target(s) and strength. Thus the cards can all be used in several ways. Later in the game it is possible to win an instant victory by discovering who your secret enemy is and eliminating them. Otherwise most valuable treasures wins.
Famo. Published by Alf Cook Ltd. ca.1950. Box. Box poor, contents good. £1
Designer: Unknown. No. players: 2+. Country: British, Desc. by Andy.
Card game. Subtitled the Historical Card Game. The cards show a number of famous characters eg. Sir Walter Raleigh, Sir Francis Drake, Admiral Nelson etc along with cards showing things associated with each. The game itself is essentially a simple set collecting game.
Feuerschlucker. Published by Ravensburger. 2003. Box. 2 copies available:
1) Excellent. £4 2) In shrink. £4.50
Designer: Reiner Knizia. No. players: 3-5. Country: German, Duration: 20 mins, Desc. by Andy.
Card game in which players play cards showing various circus acts in order to get people tokens for their audience. For many cards if you play a card already showing on the table you get to steal some of the audience from that player rather than from the pool. However, each player only has one card showing at once. Other cards let you play several of a type at once or get more audience the more of that type that are showing etc. The round ends when all the audience tokens in the pool have been taken.
Feurio!. Published by Edition Erlkonig. 2003. Box. 2 copies available:
1) Good. £9.50. Would be Excellent except for a dent on one side of the lid. 2) In shrink. £10.50
Designer: Heinrich Glumpler. No. players: 1-4. Country: German, Duration: 40 mins, Desc. by Andy.
Rather neat tile laying game. There is a huge forest fire and the players act as fire fighters trying to stop the fire, and the player who does this most successfully will win. The tiles show sections of woodland which are burning, and each turn a new tile must be placed where the fire is currently 'hottest'. Firefighters can then be placed onto spaces on the tiles but with a clever restriction which means that as tiles are surrounded they are less accessible. Players need to get their firemen into large groups and tackle the hottest fires, but also need to be well connected to a good water supply. Very clever, and even includes a solitaire version of the game. Recommended.
Fiji. Published by 2F Spiele. 2005. Box. 2 copies available:
1) Excellent. £4 2) In shrink. £6
Designer: Friedemann Friese. No. players: 2-5. Country: German, Duration: 30 mins, Desc. by Andy.
Gem trading game. Each round all players start with the same set of gems, and target cards indicate which gems players should aim to get lots of and which they should try to get rid of. There are then several trading rounds before points are awarded. In the trading round several cards are shown which indicate the requirements for a player to make that trade, and what trade must be made if the requirements are met. Each player makes a single bid of gems which applies to all the trade cards, and the trades then take place - the results often being surprising and unpredictable. After several sets of shrunken head counters have been awarded they are counted up to determine the winner.
Flash Gordon Game. Published by Waddingtons. 1977. Box. Box shows wear. £4
Designer: Unknown. No. players: 2-4. Country: Canadian, Desc. by Andy.
TV and film related, licensed by King Features, who made the Popeye cartoons. A game set on the Moons of Mongo. Each player takes the part of Flash, Dale, Zarkov or Emperor Ming. The board shows orbits around each of 6 moons and the players try to be the first to land spaceships on any four of these. Movement is by dice roll, but you can choose which of your 4 ships to move. Landing on an opponent's ship causes it to have to restart. Orbits intersect giving quite a bit of choice of where to move.
Flip Football. Published by Upstarts. 1997. Box. Excellent. £2
Designer: Unknown. No. players: 2. Country: British, Duration: 20 mins, Desc. by Eamon.
Card game, one of the most unusual games in years, a football match where each player uses a pack of cards (The Reds vs The Blues), double sided so you can 'flip' from attack to defence. Very nice humorous graphics.
Foster On Auction. Published by Thomas De La Rue & Co Ltd. 1920. Book. Good. £10
Author: R. F. Foster. Country: British, Desc. by Andy.
Hardback, 19x13cm, 360 pages. The subtitle is 'A Complete Exposition Of The Latest Developments Of Modern Auction'. This book on Bridge starts off with an introduction describing the game, and then the first half of the book is devoted to presenting good bidding practices, and the second half is devoted to the play. The author systematically goes through different aspects of the game and many example hands are presented from actual play.
Frog Juice. Published by Gamewright. 1995. Box. New. £4.50
Designer: Unknown. No. players: 2-4. Country: American, Duration: 25 mins, Desc. by Andy.
Card game, with players competing to collect concoction and power cards. The concoctions form magic spells, and consist of items like bats, newts, toads and unicorn horns. These ingredients need to be played to complete the recipes. Simple game, with a fun theme and nicely produced cards.
Garry Kasparov - Child Of Change. Published by Hutchinson. 1987. Book. Good. £2.50
Author: Garry Kasparov + Donald Trelford. Country: British, Desc. by Andy.
Hardback with dustcover, 24x16cm, 243 pages. Autobiography of the Russian Chess Grandmaster. Also includes a few illustrative games, but is almost all concerned with Kasparov's life in the changing Soviet Union, rather than focusing on chess skills or being a book to help improve your game!
Gumshoe. Published by Sleuth. 1986. Box. Good. £14
Designer: Gary Grady. No. players: 1-6. Country: British, Desc. by Andy.
A very nice deduction game from the makers of Sherlock Holmes Consulting Detective. The setting is a Bogart-style world of Hollywood private detectives. Game play is similar in style to Sherlock Holmes Consulting Detective, in that the player (or players) plan their moves and then get to read what they find out. There is also lots of background information to browse to get extra information which will be very helpful to solving the mysteries. The set includes: lab reports booklet, main clue book, area and city maps, 9 newspapers, autopsy report booklet, telephone directories, mugshot booklet, and a fingerprint file. An amazing amount of detail!
Hamburgum. Published by Eggert Spiele. 2007. Box. In shrink. £27
Designer: Mac Gerdts. No. players: 2-5. Country: German, Duration: 90 mins, Desc. by Andy.
In this game, players are merchants, trading their cloth, beer and sugar for cash, with which they can buy wood, bricks, and even a miniature metal bell! These can be used for erecting buildings, or for donating to the church. The buildings provide various benefits, such as increasing the supply of goods, providing ships (needed to sell goods for cash), or providing instant cash or VPs. Donating to the church gets the player a multiplier which increases the VP value of their ships, buildings and/or donations, and more VPs can be gained by making the final donation and thus building the church (including its little bell). Players have to plot their turns on a rondel, so they have to plan carefully to have the right stuff at the right time.
Himalaya 5&6 Player Expansion. Published by Tilsit Editions. 2006. Box. In shrink. £14
Designer: Regis Bonnessee. No. players: 3-6. Country: French, Duration: 90 mins, Desc. by Andy.
Expansion for the excellent trading game Himalaya. This expansion lets you play Himalaya with 5-6 players, which is a very useful addition as the game involves simultaneous planning and so extends naturally to more players, as do the victory conditions. There are also some variants suggested for those who like less luck in the way new goods and demands come out (these can be used with 3-4 players too).
In The Year Of The Dragon. Published by Rio Grande Games. 2007. Box. In shrink. £22
Designer: Stefan Feld. No. players: 2-5. Country: American, Duration: 90 mins, Desc. by Andy.
Clever and very well regarded resource management game set in medieval China. The players are Chinese princes who each try to run their province most successfully. Players make use of their advisers' abilities to gain resources and plan for the sequence of disasters which befall the land. Thus sometimes players must store rice against famines, or prepare their warriors against Mongol attacks, or ensure their coffers can cope with harsh taxes imposed by the Emperor. Good planning and use of your opportunities and resources are needed to do well.
Jantaris. Published by Altar. 2007. Box. 2 copies available:
1) In shrink. £23.50 2) Excellent. £22
Designer: Zbynek Vrána. No. players: 3-4. Country: Czech Republic, Duration: 1 hr, Desc. by Andy.
Jantaris is a city of trade, with two powerful guilds running the place. The players are the heads of lesser guilds and in order to make it big need to prove themselves to the major guilds. Play involves simultaneously choosing actions which everyone then performs. However, the actions change depending on how many other players choose the same actions. Thus in some cases you will be happy for other players to choose the same action as you, whereas in other cases it will be quite bad if they do.
King Arthur. Published by Wotan. 1988. Box. Good. £15
Designer: Julian Musgrave. No. players: 1-6. Country: British, Duration: 4 hrs, Desc. by Andy.
Detailed game which will immerse you into the times of King Arthur and the Knights of the Round Table. The game is played in two sections. In the first players go on quests in order to improve their knights, build armies and obtain powerful items. In the second section Arthur has died and the players vie to become the new king. Plenty of atmosphere including tournaments, jousting rules etc. The game also works well solitaire.
King's Court. Published by Western Publishing. 1989. Box. 2 copies available:
1) Good. £3 2) Good, but 1 corner taped. £2.50
Designer: Unknown. No. players: 2. Country: American, Desc. by Andy.
Strategy game with attractive and chunky counters. An involved variation of Draughts, played on an unusual board with two distinct areas of play. The idea is that the main 'combat' between pieces takes place in the central area of 16 squares, and once the game is underway the objective is to eliminate all of your opponent's pieces from the central area, and this wins the game even if they have lots of pieces left in the outer area. Supposedly based on a traditional tournament battle between medieval knights which was run on much the same basis (except with swords, shields and violence!)
Kleine Fische. Published by Goldsieber. 1997. Box. In shrink. £8
Designer: Peter Neugebauer. No. players: 2-4. Country: German, Duration: 20 mins, Desc. by Andy.
Card game, 66 colourful cards featuring fish and the playful octopus. Players attempt to catch fish by claiming cards which is done by laying out cards in a row on your turn and taking all of them, unless you turn over a duplicate in which case much of what you could have gained is lost - thus pressing your luck is a major factor. However, when an octopus is drawn there is a chance to steal fish from another player. Short, simple and fun - recommended.
Kraut & Rüben. Published by Kosmos. 1998. Box. Excellent. £12
Designer: Gerd Fenchel. No. players: 3-5. Country: German, Duration: 30 mins, Desc. by Andy.
Gardening themed game in which the players place various plants and pests onto garden boards in the middle of the table. Each player also has a card giving them an objective for their garden, and players can take a garden from the table and claim it as their own. However, other players will then be sure to add extra pests, and plants they don't think you will want. However, if you wait too long to claim a garden there won't be one which matches your goals. Light but fun game, and attractively produced.
Kunst Stucke. Published by Moskito. 1995. Box. Excellent. £12
Designer: Karl-Heinz Schmiel. No. players: 2-5. Country: German, Duration: 1 hr, Desc. by Andy.
Strategy game involving fitting coloured shapes onto a board. Players take turns placing down the chunky shaped tiles attempting to achieve some secret goals by the end of the game (eg. 4 contiguous red pieces). Before or after placing a tile the current player can slide pieces around to adjust the layout to their liking. The scoring system is particularly good as it disguises what other people are actually trying to achieve, and makes the harder objectives more valuable.
Lord Of The Rings. Published by Parker. 2000. Box. 2 copies available:
1) Excellent. £12 2) Good. £10
Designer: Reiner Knizia. No. players: 2-5. Country: British, Duration: 1 hr, Desc. by Andy.
Great game based on the Tolkien novel. The players must cooperate with the others to get the ring to the Crack of Doom. Some may well fall by the wayside. If all fail, then the game is lost. If successful, the game is won by all players (even those who sacrificed themselves for the greater good). Game play involves card play and deciding how to focus the group's resources. Players can discuss options but not actually show each other their cards. It is possible to play with different difficulty levels to ensure that your group will have a tense time as Sauron tries to get his hand on the One Ring. Illustrations by celebrated Tolkien artist, John Howe. Recommended.
Lucky Loop. Published by Queen Games. 2003. Box. 2 copies available:
1) In shrink. £6.50 2) Excellent. £6
Designer: Karsten Hartwig, Wolfgang Panning. No. players: 2-6. Country: German, Duration: 1 hr, Desc. by Andy.
Dice and card game in which players can choose how hard a series of aerobatic tricks they wish to undertake and then make a series of dice rolls to determine how well they achieve these goals. The problem is that the harder tricks score more points, so it is easy to get greedy and go for too ambitious a sequence and come away with nothing. While there is definitely luck, there is also skill in setting yourself the right challenges at the right times.
Members Only. Published by Blatz. 1996. Box. Good. £14
Designer: Reiner Knizia. No. players: 3-5. Country: German, Duration: 1 hr, Desc. by Andy.
Each player is a member of a London gentleman's club, and competes to predict certain events in the game. You have a hand of cards that provides information on which to base your bets, and these cards are gradually revealed to other club members as the round progresses, so judging what other players have by their actions is also important.
Midnight Party. Published by Ravensburger. 1989. Box. Good. £11
Designer: Wolfgang Kramer. No. players: 2-8. Country: German, Duration: 30 mins, Desc. by Andy.
Very popular end of evening game that always generates laughs and excitement. Players move their pieces which must hide in rooms around a mansion before the ghost captures them. Trouble is, space is very limited and the hiding places fill up fast, and the ghost can whizz around quicker than you had hoped!
Miniature Wargames Issue 15. Published by A.E.Morgan Publications. 1984. Magazine. Good. £0.50
Author: Duncan Macfarlane. Country: British, Desc. by Andy.
Nicely produced 48 page magazine with some colour pictures. Covers the miniature wargames hobby and related topics. Articles this issue: Storming The Schellenberg, Warriors & Weapons of the Chariot era, Kamikaze in Miniature, Fiasco 84 Report, English Tactics in the Hundred Years War, Battle of Worcester, Two Ladies of Old Japan, Book Reviews, The Infantry Platoon in Normandy.
Mississippi. Published by Mattel. 1987. Box. Good, but box edges show wear. £7
Designer: Roland Siegers. No. players: 3-6. Country: German, Duration: 1 hr, Desc. by Andy.
Unique race game. Players each have a boat which they race down the Mississippi. However, the mechanism is most unusual - the boat pieces (actually hexagons) have a number on each side, and on your turn you can either 'burn' logs by moving forward, or gain logs by moving backwards. However, after the initial move adjacent boats (in front, behind or even those around the bend but still adjacent on the board) will either be moved or cause your boat to move depending on the position of the numbers on the adjacent boats - this can happen several times allowing some impressive moves to occur.
Model Soldiers. Published by Arms And Armour Press. 1971. Book. Good, Ex Library. £1.50
Author: Peter Blum. Country: British, Desc. by Andy.
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.
More Games Puzzles And Pastimes. Published by Odhams. 1959. Book. Good. £4
Author: Various Authors. Country: British, Desc. by Andy.
Hardback, 192 pages, 26x18cm. Very nice period item with some colour plates and many black and white illustrations. This is a wonderful collection of children's hobbies, activities, games, tricks and puzzles. Highlights include: How To Be A Detective, Sending Secret Messages, Optical Illusions, Puzzles With Numbers, Train Watching, and much more.
Nanuuk!. Published by Bambus. 1999. Box. New. £17
Designer: Gunter Cornett. No. players: 2-4. Country: German, Duration: 25 mins, Desc. by Andy.
Attractive game, with wooden playing pieces. Each player is a hunter, hunting for fish, walruses and whales. The game is played on a gradually thawing ice-floe, so as the game goes on much of the board becomes inaccessible - and since the players get to add the cracks players try to block off their opponents while keeping their own routes free. Various animals can be traded in for more equipment during play, which will give you advantages. The most successful hunter when the thaw is complete wins.
Neuroshima Hex. Published by Portal. 2006. Box. In shrink. £14
Designer: Michal Oracz. No. players: 2-4. Country: Poland, Duration: 30 mins, Desc. by Andy.
Simple but tactical wargame set in the post-apocalyptic world of Neuroshima (a Polish RPG). Each player leads one of four armies, each of which receives a deck of tiles depicting soldiers, support units and special actions. Victory is achieved by destroying all enemy H.Q.s or if your H.Q. is the least damaged at the end of the game. Very well regarded game.
Never A Dull Moment. Published by Walker Books. 1983. Book. Good. £1.50
Author: Sue Tarksy. Country: British, Desc. by Andy.
Hardback, 27x22cm, 93 pages. An activity and games book for children. The activities include Juggling, Knots, Making Masks, Puzzles, Riddles, Magic Tricks etc. There are a few fairly basic board games included too (of the roll and move variety).
Option. Published by Parker. 1982. Box. Good. £2.50
Designer: Unknown. No. players: 2-4. Country: British, Desc. by Andy.
Word game with triangular prisms for the tiles, each having two sides with different letters and colours on (and the third side blank). Players enter words into the grid Scrabble style, but there are more possibilities for longer words as either letter on each prism can be used. There is a bonus for making a word out of one colour of letter, and also when making a word you may change a prism already on the board to its other side as long as this still makes a word.
Patrizier. Published by Amigo. 2007. Box. 2 copies available:
1) In shrink. £18 2) Excellent. £16.50
Designer: Michael Schacht. No. players: 2-5. Country: German, Duration: 45 mins, Desc. by Andy.
This game is set in the middle ages when wealthy men built magnificent towers to show their prosperity - the taller the tower the more influential the family. Players are master builders who profit from these vain families, and build towers for them floor by floor, shrewdly accepting the patrician families' orders. The game uses cards in play and comes with 149 wooden stacking tower pieces and a double sided game board. The play is driven by cards which indicate which city can be played in, and offer a second action eg. additional build, manipulate towers, free choice of replacement card etc.
Pegity. Published by Parker. ca.1930. Box. Box poor, contents good. £3
Designer: Unknown. No. players: 2-4. Country: British, Duration: 20 mins, Desc. by Eamon.
Special notes: The box base is warped and discoloured and one corner broken, and the lid badly damaged, but contents are fine.
Rare British edition of this abstract game. Players put wooden pegs into the board, to complete lines of five. Rules are inside the lid. Parker Brothers British operation was then operating from an address in South London.
Penalty. Published by Edition Spielbox. 1993. Pouch. Good. £1.50
Designer: Reiner Knizia. No. players: 2. Country: German, Duration: 15 mins, Desc. by Andy.
A colour folded A3 sheet which acts as gameboard as well as having the rules on the back. You will also need twenty money chips, and three counters. Ice hockey themed game split into three periods. In each period the players have some chips which are used in a series of sealed bid auctions. The winner of each auction advances the puck one area towards the goal. However if a player uses 3 or more chips more than his opponent then he has committed a foul and his opponent gets to advance the puck. More chips are given out at the start of each period. Most goals wins.
Personal Preference. Published by Parker Bros. 1988. Box. Good. £6
Designer: Unknown. No. players: 4+. Country: British, Duration: 45 mins, Desc. by Andy.
Social game in which one player at a time draws 4 object cards, and secretly ranks these in preference order. The other players (or teams) try to work out what order that player will pick, and place counters face down accordingly, with the option of 'doubling' a bet if they want. Correctly guessing the position of an object scores you points. The team with the most points wins when the game ends. A gentle but enjoyable social game which goes down well with non-gamers.
Pirates Of The Spanish Main - Promo Pack. Published by WizKids. 2004. Packet. In shrink. £0.20
Designer: Unknown. No. players: 2+. Country: American, Desc. by Andy.
This is a promotional mini pack given out at Spiel 2004. It contains two die-cut plastic coated cards which can be made into a 3D ship, HMS Walpole, which can be used in Pirates of The Spanish Main, which you will need to own to make use of this.
Pole Position. Published by Piatnik. 1990. Box. Good. £6
Designer: Gerhard Kodys. No. players: 3-5. Country: Austrian, Duration: 1 hr, Desc. by Andy.
Motor racing game. The board is set up differently each game, with round disks being placed in holes on the board at random to ensure a different experience each time. Players each have a set of number cards and play one at a time face down. They are revealed and resolved highest first. Players each have three cars and may move any one of them on their turn. It costs 1 point per space + 1 point for each car overtaken. A car may only be moved if it will end on an empty space, and some of these spaces will have various effects, such as an extra move forward, a move back, not being able to move that car for a turn etc, but then movement can be planned for. The player whose team of cars scores highest wins.
Pompeii. Published by Challenge. ca.1987. Box. Excellent. £13
Designer: S Simonini. No. players: 2-8. Country: Belgian, Desc. by Andy.
Three part game based on the last Days of Pompeii. First the players buy property and are assigned citizens, the idea being to get locations and people who match (eg. a priest and a temple). In the second part players move around town visiting people or the baths, going shopping, etc - just what a regular Roman citizen would do until Mount Vesuvius erupts. The board is then slowly but surely covered with assorted shaped lava pieces. Now the players try to get their people safely out of their properties and out of the town before they are destroyed. Very nicely produced.
Powerhouse Hands. Published by Robert Hale. 1976. Book. Good. £2.50
Author: Albert Dormer. Country: British, Desc. by Andy.
Hardback with dustcover, 22x14cm, 223 pages. Bridge book which is devoted entirely to the bidding of strong hands, showing how to avoid the missed slam or game bonus, and also how to avoid overbidding and so losing the contract when you have a strong hand. Chapters cover: Winner or Loser?, Powerhouse Openings, Powerhouse Responses & Rebids, The Big Trump Fit, Scientific Sequences, Slam Tries Cue Bids & Controls, Coping With Intervention, Powerhouse Overcalls, The Precision 1 Club Opening.
Qwitch. Published by Out Of The Box. 2005. Box. Good. £7
Designer: Maureen Hiron. No. players: 3-5. Country: American, Duration: 5 mins, Desc. by Andy.
Simultaneous play speed card game in which the cards have both a number and a letter on them. Cards can be played on other cards with either a letter or a number which is one higher or one lower than one showing. Players try to be the first to get rid of all their cards.
Rainbows. Published by White Wind. 1995. Box. 2 copies available:
1) Mint. £3 2) Excellent. £2.50
Designer: Alan Moon. No. players: 3-5. Country: German, Duration: 30 mins, Desc. by Andy.
Card game. Players first draft cards and then either pay to place a counter on the rainbow grid or put it in front of them to gain gold. Players earn points by placing adjacent counters on the board and by having numerical sequences in the cards placed in front of them. The longer the sequences the more points gained.
Reise Durch Die Schweiz. Published by Ravensburger. ca.1960. Box. Box shows wear, corners taped. £3
Designer: Unknown. No. players: 2-6. Country: German, Desc. by Andy.
Early Ravensburger game (inventory number 23). Simple family game in which players move around a track either clockwise or counter-clockwise (each player can choose which direction), and when landing on a space that another player has a card for they may either pay that player for a tour or miss a turn. Additional points are awarded for getting back to Zurich as swiftly as possible. Attractive period item.
Reminiscing 1960s - 1990s. Published by Paul Lamond Games. ca.2000. Box. Good. £4
Designer: T.D.C. Games. No. players: 2-4. Country: British, Duration: 1 hr, Desc. by Andy.
Trivia based game which includes 4 question books each with questions on one of the four decades covered in the game. Players are initially given a tricky trivia question, but then get three clues. The more clues read before an answer is given the less points awarded. Sometimes a player will be asked to tell a short anecdote from their past which relates to a randomly selected subject instead of answering a question.
Rocketville. Published by Hasbro Avalon Hill. 2006. Box. Excellent. £9
Designer: Richard Garfield. No. players: 3-5. Country: American, Duration: 1 hr, Desc. by Andy.
Futuristic election themed game in which the players vie for control of areas in Rocketville. Rocketville is split up into districts and having most and second most votes in a district at game end will earn VPs. In addition while contesting each space on the board it is possible to earn or lose VPs as well as gain extra cards to use in the voting or special cards which grant extra VPs at the end of the game if you achieve what they say on them. The central mechanism is simultaneous card play, but where the type of cards which is more valuable at any point is known up front. In order to get more voting cards you have to decide not to participate in the election at one space.
Round Britain. Published by Pepys. ca.1960. Box. Good. £5
Designer: Unknown. No. players: 2-4. Country: British, Desc. by Andy.
Card game, 44 cards in suits relating to the proximity of the places on them to London. A rummy variant that also gets across the recognition of road safety signs. Attractive pictures from around Britain as you would expect from this company.
Rules Of The Game. Published by Collins Willow. 1991. Book. Good. £6
Author: Edited by Sylvia Worth. Country: British, Desc. by Andy.
Special notes: Hardback edition
Subtitled 'The Complete Illustrated Encyclopedia Of All The Sports Of The World'. Thus this is not actually a game related book, but rather a sports related book. However, it is an excellent resource which you may well find useful. It covers 150 sports and has over 2500 colour illustrations, and is 320 pages long. Great for finding out the basics of a sport before playing a board game based on that sport.
Scarne On Card Tricks. Published by Constable. 1965. Book. Good but dustcover shows wear. £3
Author: John Scarne. Country: British, Desc. by Andy.
Hardback with dustcover, 20x14cm, 138 pages. 75 professional card tricks are described with full instructions for performing them. The tricks are not ones which require great slight of hand - just preparation and some practice and good presentation. Many of these tricks have been performed by famous magicians.
Scuttle: Britain & Eire. Published by Phoenix Games. 1990. Box. Good. £3
Designer: Unknown. No. players: 2-9. Country: British, Desc. by Andy.
Players are each given a card showing 10 counties they must visit in order to win the game. The map shows Britain and Eire. Movement is by rolling 2 dice and moving to an adjacent county showing one of these numbers (though you can choose not to move if that is advantageous). On arriving in a county for which another player holds the card (a hand of county cards is dealt out at the start) they may 'scuttle' you (move you somewhere unhelpful), but then the card becomes generally available. Useful travel cards can be collected too, which allow greater freedom of movement. The county cards have interesting information about that county on them. Nicely presented game.
Sea Hunt. Published by Merit. 1960. Box. Box Poor, Contents Good. £8.50
Designer: Unknown. No. players: 2-4. Country: British, Desc. by Eamon.
Very rare TV related game, based on the underwater adventure series that made a star of Lloyd Bridges. Each player is a skin diver attempting to recover treasure from a sunken ship.
Shogi For Beginners. Published by Shogi Association. 1986. Book. Excellent. £6
Author: John Fairburn. No. players: 2. Country: British, Desc. by Andy.
Softback, 18x13cm, 168 pages. Clearly intended to introduce Japanese Chess (Shogi) to westerners, this book describes the pieces and board, describes their moves, and the rules. It then analyses a sample game and gives a guide to opening patterns, middle game and then end game play. A selection of puzzles for the reader are set and the answers given at the back of the book
The World. Published by The Game Master. 2005. Box.2 copies available
1) Excellent. £12 2) In shrink. £13
Designer: Hans van Tol. No. players: 2-4. Country: Dutch, Duration: 75 mins, Desc. by Andy.
City building game in which players play stacking building blocks onto the board in order to claim ownership of the various buildings. However, money must be paid for each storey built, and that money is paid to the previous owner of that building. Players need to manage their money as well as their supply of buildings as the building blocks need to be bought from a general supply before they can be placed. Income is generated by ownership of a contiguous sequence of buildings, and so players need to keep each other in check. The game is won by dominating three key spots, building penthouses, and completing your secret building mission (on a card).
Socks In The City. Published by Bambus Spieleverlag. 2005. Packet. In shrink. £12
Designer: Gunter Cornett. No. players: 2. Country: German, Duration: 30 mins, Desc. by Andy.
This game comes shrinkwrapped without a box, but one of the components is a large velvety sock into which all the components can be placed when punched out! Triple hexagon tiles are put together to form a city, with some pre-printed communal rail tracks. Several sock tokens of various colours are placed around the city, and the players then take it in turn to lay track to form networks. The objective is to connect up socks of the same colour to score points - more the further apart they are. Once all socks have been paired up in this way the player with the most points wins. Limited edition of 1000.
Spelling Bee. Published by Waddy Productions. ca.1920. Box. Box shows wear. £0.50
Designer: Unknown. No. players: 2+. Country: British, Desc. by Andy.
Special notes: Good condition for its age
Card game. Two decks of cards provided. Each card shows one, two or three letters, or a prefix, suffix or affix. Some cards are exposed and players try to spot words which can be made up from the part words shown, and these are then collected.
Stand And Die. Published by GDW. 1991. Box. Good. £10
Designer: Frank Chadwick. No. players: 2. Country: American, Desc. by Andy.
Huge war game, with 2 large mounted boards and about 650 counters. The Battle of Borodino, 1941, the vital stage in Germany's invasion of Moscow. The German forces are powerful, but small in number, whereas the Russians are weak but more numerous. 48 page rulebook includes Basic and Advanced rules, several scenarios and photocopied counter sheets should any go missing. The game also includes a lidded counter storage tray.
Starship Catan. Published by Mayfair Games. 2001. Box. In shrink. £19
Designer: Klaus Teuber. No. players: 2. Country: American, Duration: 90 mins, Desc. by Andy.
Card based space game which uses many of the ideas from the Settlers Card game, and the background from Sternenfahrer Catan. The game uses stacks of cards which represent quadrants of space, with the cards representing planets you can trade with, colonisable planets, missions to fulfil to gain VPs and fame, and space pirates. Each player also has a ship board onto which extra boosters, lasers, system upgrades and cargo can be added. The game plays very well indeed, and the feel fits the theme nicely. Highly recommended. I also have some house rules which reduce the memory element of the card stacks - let me know if you want these.
Stratego Family Games
Essentially each piece has a rank, and higher ranked pieces defeat lower ranked pieces, with some exceptions. Initially the identity of every piece is only known by their owner, but as the game progresses identities are revealed by combat. The objective is to capture your opponent's hidden flag, while protecting your own.
Admirals. Published by Parker. ca.1975. Box. 3 copies available:
1) Box corners split. £1 2) Box shows wear, corners & edges taped. Photocopied rules. £0.75
3) Good, but base slightly indented. £1.50
Designer: Unknown. No. players: 2 or 4. Country: British, Duration: 45 mins, Desc. by Andy.
This is based on naval warfare and all 64 of the pieces are wooden which is a nice touch.
Sharpe's Attack. Published by Gibsons. 1996. Box. Good. £6.50
Designer: Unknown. No. players: 2. Country: British, Duration: 30 mins, Desc. by Andy.
TV related. Sharpe's Attack was Central TV's Napoleonic drama series, starring Sean Bean (photographed on the cover), so the game has a Napoleonic theme, with card illustrations by top military-uniform artist, Edward Dovey. An attractively produced game in the Stratego family, developed from the L'Attaque, with large stands and attractive graphics.
Stratego. Published by Milton Bradley. 1977. Box. Good. £4
Designer: Unknown. No. players: 2. Country: American, Duration: 1 hr, Desc. by Andy.
Special notes: 1 corner taped, and the box is a little grubby and shows a little wear
Deluxe version of the classic game. 80 very nice plastic pieces representing two armies.
Stratego. Published by Parker. 1987. Box. 2 copies available:
1) Good. £7 2) 2 Box corners taped. £6
Designer: Unknown. No. players: 2. Country: British, Duration: 1 hr, Desc. by Andy.
Deluxe version of the classic game. 80 very nice plastic pieces representing two armies.
Stratego 4. Published by Jumbo. 1996. Box. 2 copies available:
1) Excellent. £5 2) Good. £4
Designer: Unknown. No. players: 3-4. Country: British, Duration: 1 hr, Desc. by Andy.
Very nicely produced Stratego variation. It has a double-sided board, one side for three players and one side for four players. The objective is to get your piece with a special flag marker to a central fortress. Attacking is encouraged as after capturing 6 opposing pieces or an enemy flag you get a piece back as a reinforcement.
Stratego Legends. Published by Avalon Hill. 1999. Box. 2 copies available:
1) Excellent. £10 2) Good. £9
Designer: Craig Van Ness. No. players: 2. Country: American, Duration: 1 hr, Desc. by Andy.
Game inspired by the classic, Stratego, with 60 plastic pieces, multi-terrain battle boards, and 6 reference charts. Each army is made up of fantasy characters, such as the Gorgons, the Valorians (Knights, Wizards and Clerics), the Ancients (Elves and Dwarves), the Celestian faeries, the undead Manes and the Qu'ans (the spawn of evil). Each player hand picks their army for each game, and expansion sets were also produced. Every piece as well as having a combat strength also has a special ability. Entirely playable without any expansions.
Swords & Wizardry. Published by Gibsons. ca.1976. Box. Good. £16
Designer: Lewis Pulsipher. No. players: 2. Country: British, Duration: 1 hr, Desc. by Eamon.
Rare game in the same series. Each player has a fantasy army which interacts in the usual way of these games, although this one has more complex options, as there are monsters as well as various soldiers, siege engines and wizards, and sometimes resolving the combat requires using a dice.
Suleika. Published by Zoch Zum Spielen. 2008. Box. In shrink. £22
Designer: Dominique Ehrhard. No. players: 2-4. Country: German, Duration: 30 mins, Desc. by Andy.
Beautifully produced game which was on the Spiel Des Jahres nomination list for 2008, and won an Austrian award. Each player has 15 carpets (made of material!) and takes it in turn to direct Omar, the sultan's adviser around the carpet market. If Omar lands on another player's carpet then the current player must pay them a fee depending on how large an area that carpet covers. Then a new piece of carpet of one's own colour can be added to the board close to Omar. Very clever idea, simple to explain and great fun to play. Recommended. Published as Marrakech in France.
Tennis Masters. Published by Gold Sieber. 2000. Box. Good. £11
Designer: Rolf Rotgers and Oliver Bolten. No. players: 2. Country: German, Duration: 40 mins, Desc. by Andy.
Very unusual action game. The large board shows a tennis court with a translucent top surface. Under this surface each player has a paddle which shows where his player can reach this turn. The playing pieces are plastic tennis player figures with a racquet you pull back and release in order to flick the ball. The ball is a soft fluffy thing, which will stop when it hits the slightly rough board. If your shot fails to land in the opponent's court you lose the point. If it gets there but out of the area shown by your opponent's movement paddle then you played a winner. Otherwise your opponent moves their figure and paddle and tries to return the ball. It is possible to build up quite a bit of skill with practice.
The Battle Of The Bulge. Published by Avalon Hill. 1965. Box. Box a bit grubby and 2 corners taped. £5
Designer: Lawrence Pinsky. No. players: 2. Country: American, Desc. by Eamon.
First edition, in the thicker flat box preferred by the company at that time. The famous WWII encounter in the Ardennes in December 1944, when the American Commander responded “Nuts!” to the German order to surrender. The basic game rules are only 4 pages long, but a supplementary book adds to this for tournament games and extra optional rules. The German player has to get 20 units to the Meuse River by Dec 23rd, or failing that eliminate all American forces. The U.S. player has to ensure neither of these happen.
The Book Of Card Games. Published by William Clowes & Sons. ca.1900. Book. Good. £11
Author: Prof. Hoffmann. Country: British, Desc. by Andy.
Special notes: Shows some wear and a little discolouration, but sound.
Hardback, 20x14cm, 311 pages. Collection of card games rules from this expert, who produced many other card game books as well. The book uses a small typeface, and includes some diagrams. The book covers: All fours, Baccarat, Bezique, Blind Hockey, Boston, Brag, Cassino, Catch The Ten, Commerce, Cribbage, Ecarte, Euchre, Faro, Hearts & Heartsette, Lansquenet, Loo, Napoleon, Newmarket, Ombre, Patiences (x18), Piquet, Poker, Pope Joan, Quinze, Ranter Go Round, Rouge Et Noir, Slobberhannes, Solo, Speculation, Spinado, Spoil Five, Thirty One, Vingt Un, Whist (50 pages).
The British Chess Magazine Vol XXX 1910. Published by Trubner & Co. 1910. Book. Good. £6.50
Author: Various. Country: British, Desc. by Andy.
Hardback, 552 pages, 22x15cm. Chess book with many games detailed and analysed, and many chess problems for the reader to tackle (with solutions).There are also many articles relating to chess, including reviews of books, and obituaries too!
The Car Boot Game. Published by Lefran Games. 1997. Box. Excellent. £4
Designer: Unknown. No. players: 2-4. Country: British, Desc. by Andy.
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 Dragon Magazine. Published by TSR. Country: American, Desc. by Andy.
Classic fantasy RPG magazine. Main articles listed by issue.
#60. 1982. Good. £1. Fight of the Boodles (no longer included), Feature on Elves (The Elven point of view, Elven Gods, D&D rulings, Half Elves), More Cantrips, Early Firearms, Wear Wolf (Fiction), Physics in D&D - Quiz, The Jester Character Class, Midgets, Artist Focus: Phil Foglio, Bestiary, Outfitting Your Top Secret Agent, Trojan War Scenarios, Creature Focus: Pooka, Alignment, Spawn of Fashan review.
#68. 1982. Good. £1. Featured creatures (fungoids), Two Handed Fighting style, Barbarian Prince variants, Adventuring in an Ice Age, New High Level Spells, The Cloistered Cleric, Water Monster Tables, A Weather System for Greyhawk (including a foldout GM screen), Greyhawk Deities & Demigods, Games reviews, Using Ability Scores, SF & Fantasy Books reviewed.
#75. 1983. Good. £1. Ecology of the Mimic, The Nine Hells Pt 1, Gamma World: New Creatures, Advice for GMs: Style & Procedure, Languages (Orkish Basics, Creating Names), Games Fair 83.
#76. 1983. Excellent. £1. Ecology of the Beholder, The Nine Hells Part II, Saved By The Cavalry (Boot Hill), The Death Master NPC, Game Reviews, and more.
#106. 1986. Good. £1.25. Seven New Alignment Oriented 'Paladins', AD&D Magic: How It Works, Spell Casting for Cash, Ecology of the Maedar (the Male Medusa), Money for Starting Characters, Enchanted Doors, More Skills for Rangers, Developing as a GM, 'Bad Idea' Games, Intruder (Fiction), Paranoia: Being a Better Traitor, Marvel Super Heroes: Alpha & Omega Flight, Gamma World: Pure Strain Humans.
#114. 1986. Good. £1. Witches (new class revised and updated), Cemetery encounters, Elven cavaliers, Different types of money, Ecology of the Remorhaz, Character generation, Level training, Espionage in Top Secret RPG, Technology in an AD&D game, and the regular columns.
#115. 1986. Good, but cover taped. £0.75. Thieves Special Issue (inc. Thieves Guilds, an adventure, new rules, Thieves Tools & more), Weapons for Clerics, Adding variety to snakes, Magical Harps, Deadly Things Underfoot, Ecology of the Harpy, Elven & Dwarven Armies, Creative Door Design, Top Secret RPG advice, + the regular columns.
#116. 1986. Good. £1.25. Maritime adventures (Ships, Aquatic elves, Marine Life and more), Ecology of the Minotaur, Rogue Stones, High Ones in Elfquest, Doctor Who: The Six Doctors (for FASA's Doctor Who RPG), and more.
#120. 1987. Good. £1. Spells For Everyone Pt II, Verbal Repartee for Jesters, Ecology of the Picklebug, Dining Out in the Hells, Nonstandard Magic Items, Urban Blight Made Easy, The Charlatan (Character Class), More Magic Rings, Ecology of the Gas Spore, New Druid Spells, Outer Planes, Dragon Meat (story), Spies In Space (Top Secret and Traveller), and more.
#125. 1987. Good. £1.50. Note: Clay-O-Rama missing, but I will print out a copy of this standalone game for you. Chivalry (The Code of Chivalry for AD&D, Feudal Lordships, A Baron's Guide To War, King Charlemagne's Knights, Cavaliers and the Pursuit of Honour), Clay-O-Rama (Off-beat Miniatures Game Rules), Ecology of the Greenhag, Magical Flora for the Forgotten Realms, Top Secret Espionage Agencies, The Passing of Kings (Fiction), Greyhawk Magical Maps, Quasi Elemental Plane Dwellers, Star Frontiers: Zebulon's Guide, Book Reviews, Marvel Super Heroes: The Hulk's Enemies.
#127. 1987. Excellent. £1. Fighters (4 Fighters from Mythology, Combat Manoeuvers, Arcane Bows & Bolts, Sword lengths by race, Shields, Battlesystem, 20 new martial arts styles for Oriental Adventures), Reviews, Ecology of the Yeti, and more.
#128. 1987. Good. £1. King's Table (=The Viking Game - rules and variations etc), Waterdeep environs, Illusions, Reviews, The Spirit Way (story), Wuasi Elementals, Helicopters in Top Secret, + regular columns.
#129. 1988. Good. £1. Demi humans special (New dwarven clerical spells, the drow viewpoint, elven intelligence, halflings, from drow to drider), Runequest spells, Ice elementals, The Old Ways Are Best (story), Gnome cities, Star Frontiers Armour, Forgotten Realms Setting reviewed, + regular columns.
#131. 1988. Excellent. £1. The Underdark (Cavern & Tunnel creation system, Svirfneblin's point of view, Ecology of the Aboleth, Mountain Dwarf Heroes, Ecology of the Hook Horror, The Chasm Bridge - adventure), Illusions, Mutations Unlimited, Reviews, + regular columns.
#132. 1988. Good. £0.75. Note: The Orcwars board and counter sheets are missing. Orcwars - standalone board game, The Chainsword, Reviews, Dreams Coming True, Runequest Sorcery, Traps, Probability Tables, Out of Hand (story), Ecology of the Aurumvorax, New Druid Spells, DC Heroes Limitations, Star Frontiers Ship building, + regular articles.
#140. 1989. Good. £0.75. Gods & Priests (The Savant - new class, Putting together a Pantheon, Clerical Healing, Turning Undead), Limiting Specialization, Character Generation, Flesh & Blood (story), Handheld weapons, New Forgotten Realms monsters, Reviews, + the regular columns.
#146. 1989. Good. £0.75. Dragons (Dragon Familiars, New Dragons, Ecology of Dragons), 13 Years of The Dragon, The Ever After (story). Oriental Adventures: Arrows, Wish Carefully, + regular columns.
#146. 1989. Cover fair, inside good. £0.50. Note: Rear cover and spine have been taped.
#148. 1989. Good. £0.75. Note: The deck of many things insert is missing. Ways Of The Warrior (Armour, Barbarians, Making Paladins Unique, A corrected Cavalier class), Wizardly Curing, The Deck Of Many Things (story), Reviews, D&D Gazetteers, Top Secret: Mines, + regular columns.
#148. 1989. Good. £0.75.
#151. 1989. Excellent. £0.75. Oriental Adventures (Ecology of the Kappa, Soldiers of the Law, Earning Heirlooms, The Wang Liang, Ecology of the Yuan-ti), Reviews, Top Secret Close Quarters, 1989 Gamers Choice Awards, + regular columns.
#152. 1989. Good, but spine taped. £0.90. The Underdark (Ecology of the Umber Hulk, Mines & Metallurgy, Underdark Wandering Monsters, Duergar: Servants of the Jewelled Dagger), The First Notch (Fiction), When Adventures Find You, Marvel Super Heroes Meets the Real World, Top Secret Missions.
#153. 1990. Excellent. £0.75. The Gods (What do Deities want?, Above The Gods, Using the Greek Pantheon), Firebearer (story), Ecology of the Manticore, Spelljammer Proficiencies, Issues for Spies, + regular columns.
#154. 1990. Good. £0.75. Making War (Warrior Kings & Empire Builders, Making Paladins, Heraldry, In The Army, Knowing When Not To Fight), Reviews, Raistlin & the Knight of Solamnia (story), Secret Identities in Superhero games, + the regular columns.
#154. 1990. Excellent. £1
#173. 1991. Good, but cover damaged. £0.50. Note: The cover has a corner ripped off and has been taped. Dark Sun (Monstrous PCs, Variable undead, Random Magic), Magic Staves, Neutralising Mages, A Little Knowledge (story), Sociology of the Flind, + regular columns.
#183. 1992. Good. £1.25. Making Magic & Technology Meet, TORG GM Advice, Spelljammer Pirates, UFO Theories & Gaming Hooks, Gryphon's Nest (Fiction), Voyage of the Princess Ark, Viking Dragons, Marvel Super Heroes,.
#191. 1993. Good. £1.25. Detailing Your Horse, Psionicist Kits, The Elven Pantheon: Rillifane, Essential Adventuring Kit, West African Legends & Lore, Armies in the D&D Known World, Roleplaying Specialist Mages, Intelligent & Special Swords, World of Greyhawk Revitalised, New Monsters, Non Magical 'Special' Items, The Barber Thief & Smith (Fiction).
#197. 1993. Good. £1.25. Ecology of the Giant Scorpion, Origins Awards, AD&D by mail or email, 4 New Forgotten Realms Monsters, Mystara Setting Changes, PC Games, Marvel Superheroes, New Spells and Items for Dark Sun, Ars Magica: Dream Dragon, Ashes To Ashes (Fiction).
#208. 1994. Cover poor, rest good.. £0.75. Note: Rear cover half torn off, taped at spine. First Quest Board Game, Starting a Campaign, Audio CD Game Product Preview, PC Motivations, Magic Items, Reasons the Party are Together, Planescape Behind The Scenes, GreyHawk: The Adri Forest, Spellfire Variants, Euro GenCon, Time In A Bottle (Fiction),.
#235. 1996. Good. £0.50. The Lure of the Sea - Planescape Skills & Powers, The Shipmage, Monsters of the Deep, Sea Spells, The Troglodyte, Spells of the Scaled!, Physical DMing.
#247. 1998. Good. £0.75. Rakasta of Mystara, The Taltos (Spirit Hunting Rogues), Birthright: Skills & Powers, Body & Soul (Fiction), Candlekeep's Wyrm Guardian, Magic That Works, Amphibian Monsters, Learning Languages, + all the regular columns.
#251. 1998. Good. £0.75. Lore of the Elven Gods of Magic, Sylvan Elf Spells, Dryad PCs, Elven Names, D&D Core Rules 2.0 Preview, The Lizard Shoppe (Fiction), The Minstrel Wyrm, Missing Link Creatures, Ecology of the Wererat, Thornhold Heroes, AD&D Aliens from Alternity, + all the regular columns.
#253. 1998. Good. £0.75. Spontaneous Enchantments, Random Magic Weapon Tables, Valuable Tomes for Your Campaign, Working Class Wizards, World Design Ideas, Alternity Magic, Guardian Of The Barrow (Fiction), New Psionic Race: The Fraal, Enchanted Curiosities, GM Tips, + all the regular columns.
#254. 1998. Good. £0.75. Giants For Hire, Giants' Battle Tactics, Really Playing the Monsters, Proficiencies, Pits Traps & More, Arthur's Final Morn (Fiction), Grave Giants, Living City Heroes, Ecology of the Cyclopskin, + all the regular columns.
#256. 1999. Good. £0.50. Rogues - Rogue heroes, Hidden agendas, The Lost Giants of Krynn, The Span (fiction), The Weren.
#258. 1999. Good. £0.50. Mage vs Machine, Wizard Societies, Nodwick & Co, Alternity.
#263. 1999. Good. £0.75. Dark Ages Deities & Priests, Lesser Gods Pt 1, Celestial Messages & Divine Intervention, Council of Wyrms Options, Blessings In Disguise (Magic Items), Shakespear's 'Giants', Resurrections, Dux Bellorum (Fiction), Ares: The T'sa, + all the regular columns.
#267. 2000. Good. £0.75. Alternate Underdarks, Drow Names, A Duergar Stronghold, New Denizens of the Underdark, The Knight's Watch (Fiction), Marvel Super Heroes: Omnipotent but Clueless, Alternity: Eye In The Sky, 3rd Ed Clerics, Elves in Faerun, + all the regular columns.
#270. 2000. Good. £0.75. Mechanical Horrors for AD&D, The Hero-Follower Relationship, Combining Campaign Settings, Fiends on the Prime, 3rd Ed Fighters, Abyssal Armour, The Ardeep Forest, Alternity + Traveller, + all the regular columns.
#274. 2000. Excellent. £0.75. Note: No Bonus CD Rom included. The d20 Core Mechanic, The Mystic (New Class), D&D Movie: Justin Whalin, Legends of Sherwood (Major feature), 12 Secrets To Stay Alive, Plotbending, The Hero With 1d1000 Faces, Power & Glory (story) + all the regular columns.
#278. 2000. Good. £0.75. A Short History of Dwarves, Dwarven Lexicon, Dwarven Battle Cries, Dwarven Society, The D&D Movie, Dwarven Proverbs, Class Combos for Dwarves, Keoland Blues (Fiction), Dwarven Gizmos, Mind Flayers, Duergar, Lost Treasures of Cormyr, + all the regular columns.
#279. 2001. Good. £0.75. Elven Society, Lloth's Assassins, The Elven Marketplace, Elven Lexicon, D&D Movie, Monks & Druids, The Sleeping Tide (Fiction), Lost Treasures of Cormyr Pt 2, + all the regular columns.
#286. 2001. Good. £0.75. Shannara: The Four Lands, The Elder Druid, Shannara: Heroes & Villains, Shannara's Creatures, Relics & Artifacts, Antrax (Fiction), Shattershree's Rest, Venice for Adventurers, Priests of Nightcloak, Shannara Poster Map, Fighting Vampires, + all the regular columns.
#287. 2001. Good. £0.75. Variant Planes of Dreams, When Celestials Attack, Planar Prestige Classes, Psionics, Deeper Deeper Dark (Fiction), Shadowdark House, Bestiary, Priests of Bane, Fiend Slayers, Giant Poster Size Forgotten Realms Map, + all the regular columns.
#296. 2002. Good. £0.75. Dragon Hunters, Dragon Abilities, Guilds & Cults, Cultist Classes, The Tomb (Fiction), The Starfall Pool, Wilder Dragons, + all the regular columns.
The Golden Treasury Of Chess. Published by Arco Publications. 1958. Book. Good. £5
Author: Chess Review. Country: British, Desc. by Andy.
Hardback, 326 pages, 22x14cm. Chess book from the editors of Chess Review. The book lists the moves in hundreds of games between masters. Mostly without analysis, but with diagrams showing key positions. The chapters are: Favourite Games; Pre-Morphy Period; Morphy Period; Age of Steinitz; Modern Chess; Moderns, Hypermoderns & Eclectics; Russian Hegemony Period. Also includes an index of openings.
The Jigsaw Book. Published by Hutchinson & Co. 1981. Book. Excellent. £7
Author: Linda Hannas. Country: British, Desc. by Andy.
Softback, 25x25cm, 95 pages. Book celebrating two centuries of jigsaw puzzling around the world. The book is full of colour pictures, and covers: The History of Jigsaw Puzzles, Schoolmasters Puzzle Their Brains, Puzzle The Devil, Nature Puzzles, Going Places, Tell Old Tales, Pieces Of History, The Puzzle Is The Message, Puzzle Key Pictures. A very nice book for jigsaw enthusiasts.
The Penguin Book Of Card Games. Published by Penguin. 1987. Book. Excellent. £10
Author: David Parlett. Country: British, Desc. by Andy.
Special notes: Hardback edition
One of the great general card game books, if not the very best, as David is a real expert. 474 pages. The book includes chapters on: Whist (including David's own excellent 3 player game 99), Solo, Five-Card games, Hearts, All Fours, Italian Games, Skat, Jass, Bezique / Pinochle, Piquet, Rummy, Cribbage, Cassino, Poker / Brag, Banking Games, Stops Family, Patience, Odds & Ends. There are so many variants and subgames, this book alone could keep you busy for a lifetime! Highly recommended.
The Precision System Of Bidding. Published by Robert Hale & Co. 1972. Book. Good. £4
Author: Charles H. Goren. Country: British, Desc. by Andy.
Special notes: Ex library book in a plastified dust cover.
Hardback with dustcover, 228 pages, 22x14cm. Edited by Robert B. Ewen. This Bridge book describes Goren's Precision system, and describes how to use it and why it works. The book goes through all sort of different situations and describes how to apply the Precision system.
The Sparrow Book Of Video Games. Published by Sparrow Books. 1982. Book.
Good, but there is a label removal mark. £1.20. Author: Frank Webb. Country: British, Desc. by Andy.
Softback, 18x11cm, 112 pages. Hints and tips for playing all the favourite early 1980s video arcade games such as Asteroids, Space Invaders, Galaxian, Donkey Kong, Pac Man etc. There are some illustrations.
The Standard Book Of Bidding. Published by Walter Edwards. 1946. Book.
Good, but some of dustcover missing. £2.50
Author: Charles H. Goren. Country: British, Desc. by Andy.
Hardback with dustcover, 19x13cm, 282 pages. Contract Bridge book intended to improve the bidding of reasonably experienced players. The book covers: Opening Bids, Responses, Rebids by Opener, Rebids by Responder, Slam Bidding, Overcalls, Take-Out Doubles, Penalty Doubles, Advanced Bidding Situations. Duplicate Bridge Scoring, Modern Expert Variations.
The Treasures Of Childhood. Published by Pavilion Books. 1989. Book. Good. £12
Author: Iona Opie, Robert Opie & Brian Alderson. Country: British, Desc. by Andy.
Special notes: Hardback edition, 31x26cm.
Softback, 30x25cm, 190 pages. The Opies have a collection of antique toys and games and this book is an illustrated history of their collection. The text is detailed and there are many colour pictures of the items mentioned. One of the best books ever on juvenilia and a 'must-have' for any collector of antique toys and games. The book is divided into two parts covering their children's books collection and their toys and games collection.
The Wall. Published by Birmingham. 1986. Box. Good. £3
Designer: Unknown. No. players: 2. Country: British, Desc. by Eamon.
Special notes: Box slightly indented due to stacking - almost inevitable with this game as the box is large and not very strong.
Well intentioned game but overtaken by real-life events. Suddenly there wasn't a Berlin Wall! An espionage game in which players try to get their secret agents out of their opponent's embassies with top secret papers and back to their own bases. However, some agents are actually double agents. The board is large and an attractive representation of the city, with the wall and a few ways under or over it - all dangerous - and other special places dotted around too.
The Whist Table. Published by John Hogg. ca.1895. Book. Good. £10.50
Author: Portland. Country: British, Desc. by Andy.
Hardback, 19x13cm, 482 pages. Embossed gold writing and illustrated cover. This book contains of a large number of essays and articles on Whist from many different authors. There is also a 23 page section at the back detailing other books by the same publisher which were available at the time, including illustrations from some of them.
Therapy. Published by Milton Bradley. 1988. Box. 2 copies available:
1) Good. £2 2) Good, but box shows some wear. £1
Designer: Unknown. No. players: 3-6. Country: British, Duration: 90 mins, Desc. by Andy.
Partly trivia and partly psychology based game. The questions fall into several types, some multiple choice or yes / no, and some in which you have to judge how an opponent will answer. They all concern facets of human life, as seen through the eyes of a psychologist, and are often quite interesting and revealing. There are also inkblots which the players get to study from time to time throughout the game to determine what most people see in them. The objective is to answer correctly, or to predict your opponent's answers correctly in each category of questions. A good game of this type.
Tile Rummy. Published by Peter Pan. 1983. Box. Good. £1.75
Designer: Michael Kohner. No. players: 2-4. Country: British, Desc. by Eamon.
Attractive card-game variation, played with tiles, on a nice felt board. Each player must use their hand of tiles to form Gin Rummy melds on the board, which could be a group of 3 or 4 tiles of the same rank, or a sequence of 3 or more tiles of the same suit in a run. The board has various squares covered in diamonds of one colour or another and these act like Scrabble squares, affecting the value of tiles or melds played on them.
Translucent Playing Cards. Published by Trevor Denning. 1976. Book. Excellent. £19
Author: Trevor Denning. Country: British, Desc. by Andy.
Special notes: No. 182. Signed by the author.
Softback, 30x21cm, 51 pages. Limited edition of 300. This book gathers together information about specialised decks of playing cards generally from the early 19th century which initially appeared as regular playing cards, but if put up against a bright light revealed a hidden picture within. Some such decks were designed to incorporate the pips on the cards into the pictures, while others were used to hide erotic pictures. This book shows the hidden pictures from both types of deck as well as detailing the history of these playing cards.
Trap Door. Published by Milton Bradley. 1983. Box. Good but 1 box corner split. £3
Designer: Unknown. No. players: 2-4. Country: Ireland, Duration: 20 mins, Desc. by Andy.
The object of the game is to be the first to get three marbles to the centre of the board. On your turn you roll a die and move one of your marbles that many spaces along a track. If you land on an opposing marble you press your marble down onto your opponent's. Some spaces are trapped and others aren't. If your opponent's marble falls into a trap it falls through and this marble must start over again. The board is large and thick, containing the mechanism to set the traps. It can be rotated and the trapped positions switched over between games.
Treasure Island. Published by Burley Games Ltd. 2003. Box. In shrink. £16
Designer: Peter Burley, Alan Burley. No. players: 2-6. Country: British, Duration: 1hr, Desc. by Andy.
Pirate themed game from the designer of Take It Easy. The board shows an island with numbered spaces, some of which hold treasures, and some around the edge are landing points. Players roll dice to give a choice of which spaces may be played on, and can then play a token either on any landing space or any space adjacent to one of their tokens showing one of the numbers rolled. This gives tactical options as you can cut opponents off from sections of the island. When treasure spaces are captured treasure cards are obtained which will score at the end of the game. The board is reversible, one side being best for 2-4 players in 45 mins and the reverse for 2-6 players in 90 mins.
Triumph. Published by Creative Crusade Ltd. 1986. Box. Good. £3
Designer: Keith Woodward. No. players: 2-4. Country: British, Duration: 30 mins, Desc. by Andy.
Strategy game, with a chequered board of black and white triangles and 4 sets of 10 conical plastic pieces. It is essentially a multi-player draughts variant. Because triangles are used rather than squares each piece has 4 legal directions in which to move, adding considerably to the possibilities. The winner is the player with men left standing but in cases of a stalemate the player who has taken the most enemy pieces wins. Includes rules for promotion of a piece to king. The board is double-sided as a different initial layout is required for the 4-player game.
Tunnels And Trolls: Buffalo Castle. Published by Flying Buffalo Inc. ca.1980. Booklet. Excellent. £2.50
Author: Rick Loomis. No. players: 1. Country: American, Desc. by Andy.
Special notes: 10th edition
This is a solo fantasy RPG adventure which uses the Tunnels & Trolls system. It is an adventure which uses the paragraph system made popular by the Fighting Fantasy books. You will need a set of rules to Tunnels and Trolls to be able to play this.
Tunnels And Trolls: Captif D'Yvoire + Beyond The Silvered Pane. Published by Flying Buffalo Inc.
ca.1980. Booklet. Good - cover lightly creased. £4. Author: Rick Loomis. No. players: 1. Country: American.
This is a solo fantasy RPG adventure book which uses the Tunnels & Trolls system. It is an adventure which uses the paragraph system made popular by the Fighting Fantasy books. You will need a set of rules to Tunnels and Trolls to be able to play this. This book contains two separate solo adventures: Captif D'Yvoire: You are a prisoner chained up in a filthy cell - you have only your wits with which to escape. Beyond The Silvered Pane: Step into an enchanted mirror to a world of magic and strife and complete your assigned quest.
Tunnels And Trolls: Catacombs Of The Bear Cult. Published by Flying Buffalo Inc. ca.1980. Booklet.
Good. £0.75. Author: Jim Peters. No. players: 2+. Country: American, Desc. by Andy.
This is a multi player fantasy RPG adventure which uses the Tunnels & Trolls system. You will need a set of rules to Tunnels and Trolls to be able to play this. The adventure text is 28 pages long + 2 map sheets.
Tunnels And Trolls: Dungeon Of The Bear. Published by Flying Buffalo Inc. ca.1980. Booklet. Good.
£0.30. Author: Jim Peters. No. players: 2+. Country: American, Desc. by Andy.
This is a multi player fantasy RPG mini adventure which uses the Tunnels & Trolls system. You will need a set of rules to Tunnels and Trolls to be able to play this. The adventure text is 7 pages long + 2 map sheets.
Tunnels And Trolls: Uncle Ugly's Underground Doom. Published by Flying Buffalo Inc. ca.1980. Booklet.
Good. £0.30. Author: Jim Peters. No. players: 2+. Country: American, Desc. by Andy.
This is a multi player fantasy RPG mini adventure which uses the Tunnels & Trolls system. You will need a set of rules to Tunnels and Trolls to be able to play this. The adventure text is 8 pages long + 6 pages of notes.
Twister. Published by MB Games. 1999. Box. Good, but label removal marks on lid. £5
Designer: Unknown. No. players: 2-4. Country: British, Duration: 10 mins, Desc. by Andy.
The classic dexterity game which consists of a large plastic floor mat with various coloured spots and a spinner. The spinner indicates which colour spot the players need to touch with either their left hand, right hand, left foot or right foot. Soon the players are all in knots and when someone can't achieve the next objective or falls over trying, then they are out. Last still in wins. Great fun to keep kids and more supple adults amused.
Two Busy Books. Published by Young World Publications. ca.1965. Books. Excellent - unused. £0.25
Designer: Unknown. Country: British, Desc. by Andy.
Softback, 21x15cm, 64 pages each. These two children’s activity books have pages to colour, dot to dot pictures, word puzzles, spot the differences etc. The illustrations are very much from their time period, but the activities can amuse children just as much now as they could when they were published.
Tycoon. Published by Jumbo. 1998. Box. Good. £14
Designer: Unknown. No. players: 2-4. Country: Dutch, Duration: 90 mins, Desc. by Andy.
Excellent business game in which players fly around the world from city to city and build hotels and factories. However there are lots of interesting systems, such as there being a peak score in a city when there is a middling number of hotels, so late in the game values drop again. Also tickets must be purchased to get from city to city, and so you find it hard (or expensive) to get to exactly the city you would like. Money is tight and loans need to be taken out and judged just right so your options stay open but you don't pay too much interest. Shortlisted for German Game of the Year 1998. Highly recommended.
Ubongo Extrem - Mini Edition. Published by Kosmos. 2009. Box. In shrink. £9
Designer: Grzegorz Rejchtman. No. players: 1-4. Country: German, Duration: 20 mins, Desc. by Andy.
A captivating and surprisingly addictive game of making polyominoes into shapes shown on the challenge boards. Each player has a set of polyominoes formed from hexes, and is dealt a challenge card, and players race to complete their challenge as quickly as possible. This mini edition comes in a small box, and doesn't use jewels for scoring and doesn't use a timer.
UWO. Published by Elven Ear Games. 2004. Box. In shrink. £6
Designer: Thomas Jansen. No. players: 2. Country: Dutch, Duration: 50 mins, Desc. by Andy.
The title stands for Unidentiifed Walking Objects. Each player leads either the Pnorfs or the Znorfs, who have an intense mutual dislike, and so fight for control of their planet. Each alien has a different power eg. bazooka, tank, laser, bunker etc, making each immune to one other type of alien, and having its own method of attack. Action points are used to move and attack with your UWOs, who can also 'morf' into other types of UWO by playing cards. A well received tactical two player card game with an aliens at war theme.
Volle Hutte!. Published by ASS. 1997. Box. Good. £14
Designer: Stefan Dorra. No. players: 3-5. Country: German, Duration: 30 mins, Desc. by Andy.
Attractive game, in which the players manage their own bistro, and get the chance to add facilities which will hopefully attract more customers - eg. table football, pool, dining areas, dance floors, etc. Options each turn are to improve your bistro, attract customers, take income from your current customers, or draw an action card which you can use to make customers move around between bistros - hopefully to your advantage.
Volle Lotte!. Published by Abacus. 1994. Box. Mint. £1.75
Designer: Unknown. No. players: 2-10. Country: German, Duration: 30 mins, Desc. by Eamon.
Dice game, with cards also used, and based on the old French game Dix Mille. Players throw dice to score combinations, and can carry on or bank their score. If they go on and then make a non-scoring throw, they risk losing their score so far. The cards add an extra dimension to Dix Mille, giving bonus scores for certain combinations.
Walt Disney Fun With Games. Published by W.H. Allen & Co.. 1989. Book. Excellent. £0.75
Author: Neil & Ting Morris. No. players: 1+. Country: British, Desc. by Andy.
Hardback, 30 pages, 20x20cm. Book of fun and games, featuring many Walt Disney characters. There are 13 activities which are the sort of thing you might get kids to do at a party. Attractively illustrated.
Warhammer - Forces of Fantasy. Published by Games Workshop. 1984. Box. Good. £4
Designer: Rick Priestley, Bryan Ansell. No. players: 2+. Country: British, Desc. by Andy.
Warhammer Supplement. Includes the following 3 booklets: Arcane Magicks, Fighting Fantasy Battles and Forces of Fantasy. This set enables players to lead entire armies into battle with heroic leaders, gallant officers and mighty wizards. The rules cover: fighting battalions, complete points system, heroes and wizards, engines of war, chariots, mustering the army, regiments of renown, new magic and creatures, power weapons, rune weapons, and additional magic items.
Warhammer Arcane Magic. Published by Games Workshop. 1992. Boxes. Good, contents unpunched. £5
Designer: Unknown. No. players: 2+. Country: British, Desc. by Andy.
This set is an expansion for Warhammer Battle Magic. The set includes Arcane Magic Rulebook, 84 Magic Item cards, 33 Spell cards.
Warhammer Arcane Magic + Battle Magic Sets. Published by Games Workshop. 1992. Boxes. Good. £10
Designer: Unknown. No. players: 2+. Country: British, Desc. by Andy.
These sets are supplements for Warhammer, and contain everything you need to add wizards, spells and magic items to your Warhammer game. The contents of these sets (and possibly a base set as well) have all been mixed up and the contents lists aren't detailed enough to separate everything out. It does look like the entire contents of both sets (and more) are here, but I cannot guarantee this is the case. It includes: Warhammer Battle Magic Rulebook (64 pages), Warhammer Arcane Magic Rulebook (48 pages). A selection of spell shape templates. Three bags of counters. Loads of thick spell and magic item cards (about 170).
Warhammer Armies. Published by Games Workshop. 1992. Book. Good. £0.75
Author: Nigel Stillman. No. players: 2+. Country: British, Desc. by Andy.
Coverless booklet, 27x20cm, 24 pages. This booklet provides a selection of fantasy army lists: Army of the Empire, Grand Goblin Army Of Bretonnia, High Elf Army, Dwarf Army, Dark Elf Army, Orc & Goblin Army, Chaos Army, Skaven, Undead Army, Wood Elf Army.
Warhammer Armies: Lizardmen. Published by Games Workshop. 1996. Book. Excellent. £2
Author: Nigel Stillman. No. players: 2+. Country: British, Desc. by Andy.
Warhammer supplement which covers the race of Lizardmen. The book describes the steaming jungles of Lustria where the Lizardmen live in a Mayan style civilisation. Special rules cover several types of lizardmen as well as a variety of reptilian beasts bred by the lizardmen for use as mounts and beasts of burden. Army lists are also included detailing the various troop types, and special characters available for use in a lizardman army. There are plenty of colour pictures showing painted lizardman figures as well.
Warhammer Battle Bestiary. Published by Games Workshop. 1992. Book. Good. £2.50
Author: Rick Priestley. No. players: 2+. Country: British, Desc. by Andy.
Softback, 27x20cm, 96 pages. Black & white illustrations throughout. This book covers all sorts of creatures you might want in your armies: Men, Dwarfs, Trolls, High Elves, Halflings, Orcs & Goblins, Chaos, Dragons, Dark Elves, Giants, Skaven, Ogres, Undead, Monsters, Wood Elves.
Warhammer Fantasy Battle. Published by Games Workshop. 1993. Box. Good. £18
Designer: Unknown. No. players: 2. Country: British, Desc. by Andy.
Tabletop wargame of fantasy battles. You can play small-scale skirmish games involving 20-30 models a side up to massed battles that pit armies of hundreds against each other. This set provides rules for movement and combat, over 100 plastic miniatures to start you off as well as rules summary sheets, magic item cards, a scenario book and some 3D cardboard buildings.
Warhammer: Dwarfs. Published by Games Workshop. 2000. Book. Excellent. £2
Author: Gav Thorpe, Alessio Cavatore. No. players: 2+. Country: British, Desc. by Andy.
Warhammer supplement. 80 pages, with many black & white and colour illustrations throughout. This book covers: Map of the Dwarf Realms, The Dwarf Throng (Warriors, Slayers, Runesmiths, Thunderers, Rangers, Miners, Hammerers, Iron Breakers, Long Beards, Engineers, Flame Cannon, Dwarf Organ Gun, Gyrocopter), Dwarf Armoury, Dwarf Runes, Forces of The Dwarfs (Lords, Heroes, Core Units, Special Units, Rare Units), Painting the Dwarf Army, Dwarfs of Legend, The Dwarf Realms.
Warhammer: Ravening Hordes. Published by Games Workshop. 2000. Book. Excellent. £1.50
Author: Jake Thornton, Alessio Cavatore. No. players: 2+. Country: British, Desc. by Andy.
Warhammer supplement. 32 pages, with black & white illustrations throughout. This book covers a collection of 15 "get you by" army lists for veteran Warhammer generals. They are: Orcs & Goblins, The Empire, Daemon Host, Chaos Warriors, Beastmen, Skaven, Tomb Kings Of Khemri, Vampire Counts, Dwarfs, Lizardmen, High Elves, Dark Elves, Wood Elves, Bretonnians and Chaos Dwarfs.
Warhammer: Realm Of Chaos. Published by Games Workshop. 1997. Box. Mint. £4
Designer: Unknown. Country: British, Desc. by Eamon.
Expansion set for Warhammer Fantasy, being the complete reference to the Armies of Chaos. It includes a 128 page rule-book, counters, 30 Chaos spell cards, 20 Chaos Reward cards, 12 Chaos Gift cards, and 5 Magic Standard cards.
Who Did It…?. Published by Cheatwell Games. 2004. Box. Good. £4.50
Designer: Unknown. No. players: 3-6. Country: British, Duration: 30 mins, Desc. by Andy.
Special notes: One cardboard playing piece's base has been replaced with a colour printed equivalent - does not affect play.
Deduction game in which there are cards for 7 suspects, victims, weapons, locations and motives. One of each is secretly removed at the start of play and players try to determine which these are. This is done by going to various carriages on a train and collecting unclaimed cards, and getting to see cards in other players hands. Thus by a process of elimination the correct combination can be deduced.
Wicked Witches Way. Published by Asmodee Editions (US). 2006. Box. Excellent. £11
Designer: Bruno Cathala, Serge Laget. No. players: 2-6. Country: American, Duration: 30 mins, Desc. by Andy.
The players are witches in a broomstick race. Each player has a set of 9 cards which show symbols which are also in two colours on a set of 9 magic formula dice. Each round these 9 dice are rolled into the box and when a player has seen enough they flap over a 'lid' so that the dice are no longer visible. Players then lay out face down symbol cards which were on the dice of just one colour, and which were not 'cancelled out' by symbols of the other colour. Players then check the dice and players advance according to how many correct symbols they put out. Getting any wrong means you don't advance, and bonus cards and movement can be gained by getting a complete formula. Requires quick thinking and concentration.
Wie Waldi. Published by Abacus Spiele. 2005. Box. In shrink. £8
Designer: Oliver Igelhaut. No. players: 2-4. Country: German, Duration: 20 mins, Desc. by Andy.
Simultaneous play card game in which the cards depict the head, tail and middle of a dachshund. The middles are all covered with a multicoloured blanket, and many sections can be added before the tail needs to be added, so long as the cards match (dominoes style). Each completed dog will either be claimed by the player who owns the head or the tail - depending on whether the tail is being bitten by a cat or not.
World Game Review. Published by Michael Keller. Magazine.
Author: Michael Keller. Desc. by Eamon.
Published on an irregular basis, and aimed at those with a sophisticated interest in mainly abstract games and puzzles. However it always included many reviews of games in each issue. Lots of info about the mathematics of games. Special articles listed by issue.
#4. 1985. Excellent. £1.25. Dice games, Advanced Cubology, Avalanche Chess, Collective Hangman, Yahtzee Technical Analysis.
#5. 1985. Excellent. £1.25. Advanced Cubology, Polyhexes, Hexominoes, Ultima, Realm, Risk, Soiltaire Lap, Traffic Lights, Tenpenny
#7. 1987. Excellent. £1.25. Domino puzzles, Hexominoes, Free Choice Chess, Ultima
#8. 1988. Excellent. £1.25. Ultima, Lachaino, New problems in Peg Solitaire
#9. 1989. Excellent. £1.25. Special Issue devoted to 82 years of Polyomino shape puzzles, Pentominoes.
#10. 1991. Excellent. £2.50. Specially large issue devoted to chess variations with rules and sample games, games reviews, bibliography and index.
#11. 1992. Excellent. £1.25. Best abstract games to play on boards 3 x 3, 4 x 4 or 5 x 5 squares, Peg Solitaire, Castawords
#13. 1998. Excellent. £1.25. Giza Solitaire, Black Spy, The Game of Y, many more reviews than usual of commercial board games, Chess variants updated
X From Outer Space. Published by Discovery Toys. 1985. Box. Good. £4
Designer: Gayle Feyrer & Richard Anderson. No. players: 2-4.
Country: American, Duration: 30 mins, Desc. by Eamon.
Roll-and-move children's game with a twist: you roll one white and two red dice and move your ship using the value of the white die. If you land on a space with a number, then multiply the large blue number on the space by the sum of your red dice. If the result is equal to the little red number in the space, you move forward 5 spaces. If greater than the red number, you move forward 1 and if less you move back 1. Planet Zoomer and Black Hole cards are drawn at different places on the board and move the player's pawn forward or backward along the track. The first person to reach the sun wins.
X.Net. Published by Fanfor. ca.2001. Box. 2 copies available:
1) Good. £3.50 2) Good but lid slightly indented. £2
Designer: Valentin Herman. No. players: 3-6. Country: German, Duration: 90 mins, Desc. by Andy.
Card game, in which players act as Internet entrepreneurs, supplying different needs to their customers. You must keep your servers and network connections up to date and provide the content currently most in demand. As the game goes on the current demand for different content types will change and so you will need to alter what you provide to keep up.
X-It. Published by Millenium 2. 1996. Box. Good. £1
Designer: Unknown. No. players: 2-4. Country: British, Desc. by Andy.
Card game, with dice. Match your hand to die rolls to get rid of your cards. The cards show the numbers 1-6 or an X, and each player starts with 6 cards. 3 dice are rolled and a card may be discarded for each of these dice if it matches or is a wild card. You win if you discard your last card, otherwise draw 1 new card ready for your next turn. The skill is deciding when to use the wild cards.
XXL. Published by Abacus. 1996. Box. Mint. £2
Designer: Hajo Bucken & Dirk Hanneforth. No. players: 2-6. Country: German, Desc. by Eamon.
Card game, with large cards each with two numbers from 0 to 10 and the sum of these numbers. The cards come in different colours (suits) and sometimes the colour of the numbers is reversed. 6 different games are described which make use of these unusual cards.
Yspahan. Published by Ystari Games. 2006. Box. In shrink. £15
Designer: Sebastien Pauchon. No. players: 3-4. Country: French, Duration: 1 hr, Desc. by Andy.
Special notes: German edition
Set in 1598 in the Persian Empire, players are merchants who take the opportunities which present themselves to increase their wealth (gain VPs). This can be done by setting up souks in the market, sending goods to far parts of the empire by caravan, or investing in buildings which will improve their future options. The game uses dice, but these merely present the variety of options available to the players each round. The mechanics result in a very enjoyable mix of luck, strategic and tactical options which makes it very replayable. Highly recommended.
Zauber Cocktail. Published by Kosmos. 2001. Box. In shrink. £7
Designer: Arnd Beenen. No. players: 4-7. Country: German, Duration: 30 mins, Desc. by Andy.
Card trading and collecting game in the same family as Pit. Players collect sets of potion ingredient cards - the more ingredients of a type played together the more each card in that set is worth. The game is played over a number of rounds and each round the players are given some extra cards to add to their cards left over from the previous round and then everyone attempts to trade cards with each other by calling out what they want to trade. This is pretty frantic in the same way as Pit. Once a player is happy with their cards they place their token on the board. Once there are 3 tokens placed the trading stops. Players then simultaneously play one or two sets of ingredients and they are revealed - best sets gain VPs, worst lose VPs.