MNG-AJM Games and Collectibles


Jul 2010 Catalog


10 Minute Card Games. Published by Parragon. 1993. Book. Excellent. £2

Author: William A Moss. Country: British.

Softback, 19x13cm, 96 pages. A collection of card games intended by the author to encourage occasional players and families to get out their decks of cards more often.  Scoring methods are provided for many games so that several hands can be linked together for when you have more than 10 mins. The games are covered by family: Rummy, All Fours, Whist, Poker, Showdown Games, Euchre, Cassino, Hearts, Solitaire, Stops, Children's Games.


100 Games For One Player. Published by Armada. 1974. Book. Good. £1.25

Author: J.B. Pick. Country: British.

Softback, 19x13cm, 122 pages. A collection of solo games categorised as follows: Ball Games (7), Eye Games (5), Tool & Toy Games (8), Board Table & Floor Games (9), String Games (7), Tiddley Wink Games (4), Head Games (4), Patience Games - One Pack (21), Patience Games - Two Pack (28).


100 Winning Bridge Tips. Published by Victor Gollancz. 1995. Book. Excellent. £3.50

Author: Ron Klinger. Country: British.

Softback, 20x13cm, 128 pages. An unusual Bridge book, which provides 100 independent tips for all players which can be taken in one at a time, and which don't depend on a particular set of conventions.  Essential tactical insight of the type only normally gained by years of play.


1870. Published by Mayfair. 1995. Box. Good. £29

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

A re-working of the ideas first seen in the classic 1829. There are many changes besides the geographical setting of the Mississippi Valley. Special features include the ability for every player to defend the stock price, special destination bonuses (based on ideas in 1853), and the ability for companies to invest in Treasury Stock.


A Castle For All Seasons. Published by Rio Grande Games / EggertSpiele. 2008. Box. Excellent. £27

Designer: Inka & Markus Brand. No. players: 2-4. Country: American. Duration: 1 hr.

Resource management game played on a beautifully illustrated board.  Players choose a character card to use each round and perform the actions that character permits: obtaining a variety of resources, getting money, or constructing buildings in various ways.  Money and VPs can be earned by constructing buildings, and by paying money to control various privileged positions in the castle. The abilities of the characters also interact in various ways so it is helpful to have an idea what your opponents are likely to do as well. Includes a variant using event cards and a winter version of the board on the reverse.


A Treasury Of Games. Published by Grosset & Dunlap. 1971. Book. Good but shows wear, 1 page taped.

£1.25. Author: Carl Withers. Country: American.

Hardback, 26x20cm, 189 pages. The full name of the book is: A Treasury of Games, Riddles, Mystery Stunts, Tricks, Tongue Twisters, Rhymes, Chanting, Singing.  It is a reprint of a 1947 book entitled 'Ready Or Not Here I Come'.  The contents are fun for children - some of them are things to do alone, while many give ideas for things to do in groups or with just one or two friends.

Abenteuer Menschheit. Published by Kosmos. 2002. Box. Good. £17

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

Published as Settlers Of The Stone Age in America. Another game which uses the basic Settlers of Catan mechanics.  This one is set in the stone age, and follows the migration of man from Africa into Europe and then Asia, America and Australia. There are quite a few new ideas in this game, such as paying for technological inventions and the advantages they bring.  Also as the game goes on Africa stops producing so forcing the players to move their settlements to new areas.  VPs are awarded for being the first to settle new continents, major technological developments etc. A good variant with enough differences to make it worthwhile.


Alpha Animals. Published by The Green Board Game Co.. 1991. Box. Good. £1.25

Designer: G.J. Wyatt. No. players: 2-6. Country: British.

Animal trivia game with the nice feature that the cards have an easy and a hard question on each card, making it easier to play with children and adults at the same time.  The playing pieces are hand carved wooden animals, and the box proudly proclaims that everything is recycled or recyclable.


And They're Off. Published by Really Useful Games. 1993. Box. 2 copies available:

1) Good, but edges show wear. £3      2) Good. £4

Designer: Charlie Brooks, Anthony Pye-Jeary & Sir Andrew Lloyd Webber. No. players: 2+.

Country: British. Duration: 90 mins.

Very attractively produced horse racing game. A sophisticated version of the classic playing card game Racing Aces.  Some movement cards are removed before the game starts and this sets the odds for the horses. Players bet, and then the race is played out by drawing the cards one by one.  There are also 'Horse Hampered' cards which add to the variety of races and advanced rules which allow players to take the role of bookie and offer (and change) the odds on horses as they desire. Game includes 4 large plastic painted racehorses, a large board, loads of play-money, a bookmaker's wipe-off board and 58 movement cards.


Atcha. Published by Miss Mouse. 1979. Box. Good. £5

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

Atcha is a traditional game in the British Royal Navy (sometimes called Ukkers). It is, in effect, a Ludo variant, but much more interesting. You can block opponents (called ‘blobbing’) and you can find yourself at a disadvantage by forming part of a ‘Mixie’.


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

1) In shrink. £7       2) Excellent. £6

Designer: Thorston Gimmler. No. players: 2. Country: German. Duration: 30 mins.

Akhnaton the new pharaoh wants the new god Aton to be worshipped, and the old god Amon to be forgotten.  One player takes the role of the priests of Aton and the other the priests of Amon, and the players vie for control of the four major temples. Each player has an identical deck of cards which are drawn from and used to gain influence in the temples.  At various points scoring occurs.  A well received two player game.


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

1) Excellent. £10. 2 cards damaged, but replaced by manufacturer, but still needed correction by pen.  Does not affect play.

2) Excellent. £11

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

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


Babuschka. Published by Ravensberger. 1982. Box. Good, edges show wear. £12

Designer: Alan Newman. No. players: 2-4. Country: German. Duration: 30 mins.

Somewhat Halma-like game in which players try to get their playing pieces to the other side of the board first, with single  moves and draughts like jumps possible.  The clever idea in this game is that the playing pieces are 3 sizes of Russian dolls, which fit over each other.  When you move you may land your piece on an empty space or a smaller doll. Dolls hidden under other dolls cannot be moved until the covering doll moves off.

Battle For The Galaxy. Published by Crown & Andrews. ca.1990. Box. 2 copies available:

1) Good. £7. Box base indented due to stacking

2) Box slightly indented due to stacking. £6. 1 corner taped

Designer: Ian Digney. No. players: 2-4. Country: British.

The players become the battle planners of the galaxy of Zylatron. There are 5 main planets in the galaxy - Zull, Amazar, Zarb, Opton, and the central planet of Zylon.  Each player tries to gain control of the galaxy by landing a warrior on enemy control headquarters or by eliminating other players' warriors.  A tactical game, with a colourful gameboard and interlocking playing pieces in the form of battle stars, star fighters, warriors, and missiles.


Battle Masters: Chaos Warband + Imperial Lords. Published by Milton Bradley. 1992. Box. Good. £26

Designer: Steve Baker. No. players: 2. Country: British. Duration: 1 hr.

Special Notes: The figures have been used, with some spears a little bent etc, but generally pretty good.

Two expansions for Battle Masters in a single box.  The box is the Chaos Warlord box, but it contains the contents of a Chaos Warlord set and an Imperial Lords set as well as rules for both. Thus it contains about 50 miniatures and group bases for use with the Battle Masters game (which you will need to make use of this).  These expansions are quite rare.


Battlestar Galactica. Published by Parker. 1978. Box. Box edges show wear, 1 corner taped. £1.25

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

TV and film related. Simple space combat game between competing Colonial Viper Pilots, as they race to rescue an abandoned Cylon Raider.  Black holes can be used for tactical movement and command cards allow special attacks, extra movement, defensive actions etc.


Bazaar. Published by Schmidt Spiele. ca.1980. Box. Good. £20

Designer: Sid Sackson. No. players: 2-5. Country: German. Duration: 1 hr.

Original edition of Samarkand (not the 3M game Bazaar also by Sid). Very good economic game in which players buy, sell and trade different gems with nomads and markets in the exotic East. Very cleverly designed board and rules make this different to other similar sounding games and well worth playing. The objective is to reach a monetary target first.  Highly recommended. This edition uses gems rather than goods cards.


BBC Mind Games Dec 06. Published by Bristol Magazines Ltd. 2006. Magazine. In shrink. £1.50

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

Puzzles magazine, with a small board games content.  There are loads of puzzles of many different types: logic (eg. sudoku, nurikabe, karuko etc), crosswords, brainteasers, quizzes and trivia, as well as articles of general interest - this issue: Mapping the Mind, The Origin of Crosswords, Top Ten Board Games for Xmas.


Bison. Published by Phalanx. 2006. Box. Excellent. £13

Designer: W. Kramer, M. Kiesling. No. players: 2-4. Country: Dutch. Duration: 90 mins.

Board game which uses unusually shaped tiles (curved hexes!) to build up a NW American wilderness in which the players take the role of competing tribes of Indians.  Each tribe claims territories which will provide food: bison, wild turkeys and fish. Players can choose how many actions they take each turn, but the more actions used the more food it will cost. As well as deploying hunters, permanent settlements can be built up to secure areas.  At the end of each round more food is obtained and then the next round played out, with the best fed tribe being the winner at the end of the game.  Clever design - I have some house rules which I feel improve it further.


Blitz Und Donner. Published by Kosmos. 2000. Box. Excellent. £11

Designer: Richard Borg. No. players: 2. Country: German. Duration: 30 mins.

Card game, with 86 attractive cards. It features the feud between Hera & Zeus (under which name it was published in the U.S.), each one trying to gain favour with the other gods. Each player has a face down array of cards on the table representing various characters from Greek mythology and players use actions to draw cards, play cards and make attacks on their opponent's hand and grid.  The game can be won in various ways such as eliminating a player's grid of cards or capturing your opponent's hostage from their hand.


Boomtown. Published by Face2Face Games. 2004. Box. In shrink. £10

Designer: Bruno Cathala & Bruno Faidutti. No. players: 3-5. Country: American. Duration: 45 mins.

Card game in which the players purchase mines in the Wild West heyday, in order to make a good profit and become mayor of one or more towns, which in turn will generate more money.  The central mechanism is an auction for first choice of cards for the round, but with the twist that the money is paid to other players, with most going to the player who gets the worst card.  Between rounds dice are rolled to see which mines produce and income is collected, though some of it may get spent in another player's saloon.  The deck also includes cards for hold-ups, dynamite and dangerous mines etc. The game includes mini poker chips and large wooden mayor markers for the 5 towns.  Good fun game which I can recommend.

Business. Published by Edition Spielbox. 1993. Pouch. Good. £2

Designer: Reiner Knizia. No. players: 3-5. Country: German. Duration: 15 mins.

A colour folded A3 sheet which acts as gameboard as well as having the rules on the back. You will also need 20 chips per player and two other game pieces. The board shows seven different businesses in which the players take it in turn to invest some of their 20 chips. There are 7 rounds and each player can invest in each business only once. At the end points are awarded for the most, 2nd most etc chips in each business. What makes the game interesting is that there is a 'bad' token and a 'good' token which get moved around the board in opposite directions whenever anyone invests in a business they are standing on. These nullify and double the points for the businesses they stand on at the end of the game.


Cafe International. Published by Mattel. 1989. Box. Good. £10.50

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

German Game of the Year in 1989. Players seat customers of many different nationalities in a cafe so that they are at a table designated to their nationality, but they will also be next to other people at other tables.  To win you must choose the right time to play your customers to score well, and also recognise when a customer is a liability and send them to the bar instead. Customer placement rules ensuring that the number of men and women at each table don't get too unbalanced make customer placement interesting and add to the tactical possibilities.


Card Games & Tricks. Published by MacDonald. 1982. Book. Good, ex library. £1

Author: Patrick Page. Country: British.

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


Chang Cheng. Published by Tenki Games. 2007. Box. In shrink. £25

Designer: Walter Obert. No. players: 2-4. Country: Italian. Duration: 1 hr.

The players are rival nobles who have been given the task of building the Great Wall of China to keep the Mongol hordes out. The players vie for prominence by trying to build more wall sections in each of the provinces.  The player who achieves this will gain VPs for that province, but may well also bear the brunt of the blame (and thus lose VPs) when the Mongols attack that wall section.  However, each player has a number of 'sneaky trick' tiles which can be used throughout the game to try to gain advantage or neutralise the Mongols about to attack them.


Chariot Lords. Published by Clash of Arms. 1999. Box. Good. £23

Designer: Charles Vasey. No. players: 3-4. Country: American. Duration: 6 hrs.

War game, very much in the style of History of the World. Players represent a selection of nations each. The game covers the period between 1500BC and 600 BC. Some nations are large, some small, but all try to score victory points and stay put as new nations rise to power. Beautifully presented.


Charlie And The Chocolate Factory. Published by Alfred A Knopf. 1978. Book. Good and unpunched. £33

Author: Sid Sackson. No. players: 2-4. Country: American. Duration: 45 mins.

Very rare game / book by Sid Sackson.  This is a game inspired by the Roald Dahl book.  The three section 'book' unfolds to form a board and with thick cardboard playing pieces and 'cards'.  Cards are drawn to determine who controls each of the five children, and players then move one of the children they control on their turn, scoring points by getting them into the major rooms.  Willy Wonka also has to be moved, and no child may get ahead of him.  Along the way the various children succumb to the various hazards in the book, with the finale of the game at the TV room.


Chinese Chess Pieces. Published by Unknown. Box. Good. £0.75

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

Special Notes: Very chunky pieces, a summary of the rules is provided.

A box containing 32 wooden Chinese Chess pieces.  The pieces are the shape of flattish barrels and have Chinese characters on them, although someone has written the western equivalent on the back. No board, but if this is of interest you will most likely have a suitable board already (or can make one up easily enough).


Civilization. Published by Gibsons. 1988. Box. 2 copies available:

1) Good. £7. Box shows some wear and 2 corners taped

2) Box good, contents unpunched. £10

Designer: Francis Tresham. No. players: 2-7. Country: British. Duration: 7 hrs.

Classic game, especially with more than 4 players. An all day game. Each player takes on the role of leader of an ancient civilization, such as the Illyrians or Babylonians. Your task is to guide your people through the ages by expanding your empire and using its proceeds to finance new technological advances, such as Literacy, Metalworking, or Law.


Colorado County. Published by Schmidt. 1998. Box. Good. £11.50

Designer: Reinhard Staupe. No. players: 2-4. Country: German. Duration: 50 mins.

Attractively produced game, in which players bid for plots of land, using their cowboy chits. Land parcels come in a variety of shapes, and working out which ones are useful to you is important - once purchased you can choose where to make your claim, but the shape is fixed.  At the end of each round players score for control of the borders, control of lakes, adjacent pairs of plots and their biggest single area.


Colour Quads. Published by Parker. ca.1970. Box. Good. £2.50

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

The board shows a grid of 5x5 large coloured circles with slots to place cards vertically on the board.  Players take it in turn to play a matching card into a slot and score a point for each square they manage to complete.  Tactical decisions are available since you can set yourself up to complete a square, hoping your opponent doesn't also have the right card to complete it.


Commuter. Published by SMT. ca.1985. Box. Excellent. £4

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

Family game about commuting and road safety. Players must get safely to and back from work five times to win. Includes some spaces where road safety trivia questions must be answered.


Confucius. Published by Surprised Stare Games. 2008. Box. 2 copies available:

1) In shrink. £27      2) Excellent. £25

Designer: Alan Paull. No. players: 3-5. Country: British. Duration: 2 hrs.

Set in China during the Ming Dynasty the players act as the leading families and vie for political power and influence over the government.  However, this is not done by force of arms, but rather more subtly.  Gifts are given and received, and thus favours are earned and redeemed for use when voting occurs. Players will need to focus on the three principal government ministries as well as the trading fleets and the invasion of foreign lands in order to gain the favour of the Emperor. Lots of scope for cunning and intrigue.


Crossword Challenge. Published by Crown & Andrews. 1991. Box. Good. £5

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

Competitive crossword game.  Each player has a copy of a crossword grid, and a clue for a word is read out and the players compete to get that word correct.  Points are awarded for correct guesses and lost for incorrect guesses. If noone gets a clue players come back to it later. There are over 40 crosswords to do in this set and they are categorised as Standard Crosswords levels 1-3, Double Clue Crosswords levels 2-3, Number Key level 2, Story Crosswords levels 1-2, Word Search level 1-3, Word Games level 2.  One player needs to act as the games master. A great item for crossword lovers.


Cube Fusion. Published by Waddingtons. 1970. Box. Good but box indented slightly. £3.75

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

A nicely produced addition to the 3 / 4 in a row family of games.  There are several interesting ideas in this game - the first is that the pieces each comprise two cubes made of clear plastic and each of these cubes has a bead in the centre, one of each player's colour.  These cuboids are then placed onto a 3x3x3, 4x4x4 or 5x5x5 playing arena, with the objective being to make 3 or 4 in a row in any direction - there are several variants.  Of course when you place your bead where you want it you will also be placing one of your opponent's beads as well.  You can play on top of already played pieces as well as on the board, and if all are played without a winner, players get to move cuboids. Recommended in Sid Sackson's Gamut of Games.


Cuckoo's Nest. Published by Ravensburger. 1982. Box. Good. £2

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

Children's game (ages 4-8).  Players try to be the first cuckoo to deposit an egg in each of 6 nests around the board.  Movement is by dice roll, but this only indicates either an event card for the turn (with symbols, no words) or which colour line the player can follow that turn to a different nest (not every route has all the coloured lines).


Das Hornberger Schiessen. Published by Zoch. 1990. Box. Good. £4

Designer: Klaus Zoch & Albrecht Werstein. No. players: 2-5. Country: German. Duration: 45 mins.

Card game, with rules for two games using the same cards. The cards depict cannons, beer, the Duke and powder kegs.  In the first game players play their cannons and beer into three rows. Two rows will be completed, and these will score positively, while the incomplete row will accrue negative points.  In the second game cards are played into a grid and points are scored for completing rows.


De Ontembare Stad. Published by The Game Master. 2003. Box. In shrink. £18

Designer: Hans van Tol. No. players: 2-5. Country: Dutch. Duration: 75 mins.

Special Notes: For £1.50 extra I can print and laminate English influence cards to ease play.

The title means 'The Untamable City', and players develop the city by paying for and then playing building cards onto the board.  These will then give their owner income at the beginning of every player's turn if that building type is indicated.  It is also important to expand areas and ensure that your territories don't get isolated by other players' expansion.  Action cards can also be bought and these give a variety of benefits, allowing you to get out of a difficult situation or hinder a player who is doing a bit too well.  The game has some of the feel of Settlers, but with different mechanics.


Deal Me In. Published by Noraut Ltd. 1988. Box. Good. £5.50

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

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


Deus Vult. Published by Rose & Poison. 2005. Box. In shrink. £12

Designer: Giacomo Sottocasa, Sergio Giovannini. No. players: 2. Country: Italian. Duration: 45 mins.

Board game in which one player takes the Moors and the other the Crusaders.  The Crusaders try to take the gates of Jerusalem, while the Moors try to push the Crusaders back where they came from.  Game play involves using cards to your best advantage, and can allow surprise moves.


Die Baumeister Des Krimsutep. Published by Krimsus Krimskrams Kiste. 2005. Box. Excellent. £5

Designer: Mark Sienholz. No. players: 3-4. Country: German. Duration: 1 hr.

Card game. The Pharaoh Krimsutep has commissioned his master builders (the players) to build him palaces, obelisks and other wonders. Each round starts with a trick taking session in order to determine who can use which building materials.  These are then used, and a new round started.  The most successful builder after several rounds wins the Pharaoh's favour.


Die Drachenbändiger Von Zavandor. Published by Lookout Games. 2006. Box. In shrink. £7.50

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

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


Die Macher. Published by Valley Games Inc. 2006. Box. In shrink. £24

Designer: Karl-Heinz Schmiel. No. players: 3-5. Country: American. Duration: 4 hrs.

Reprint of this very highly regarded and involved election game based on the German electoral process.  Definitely a gamer's game with many interconnected systems, and lots of important decisions to make.  A must have for fans of political or election games.


Dingbats. Published by Waddingtons. 1987. Box. Good but box corners taped. £1.75

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

Special Notes: Missing the winner's badge, original playing pieces to move around the board have been replaced. Does not affect play.

This game competed with the likes of Pictionary and Taboo. It features incredibly clever pictures / words which cryptically depict a phrase, eg. a card might say: ‘THINGTHING’, and the phrase is 'One thing after another'.  Very clever and good fun.  There are also 'Diabolical Dingbats' which are even harder and more cryptic.  An egg timer is used to make the players think quickly.


Drive. Published by Pepys. ca.1960. Box. Good, but small tape removal marks. £8

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

Tile laying game in which each player uses road tiles to build a route from their start to their finish space. The tiles can in most cases be played different ways round and when a player could choose several directions to drive the direction must be chosen at the end of the turn ready for the next turn.  The tiles show a variety of road signs which have to be followed (eg. no right turn, stop etc), and players get two roundabouts which can be played on top of other tiles if a route dead-ends. The objective is to be the first to get to your finish space. Approved by the Royal Society for the Prevention of Accidents.  Nice item.


Druiden Walzer. Published by Kosmos. 1999. Box. Good. £10.50

Designer: Michael Rieneck. No. players: 2. Country: German. Duration: 40 mins.

Players try to protect their own trees and attack their opponent's trees. Each player has three trees to protect, each with three lives and a number of hidden strength cards. Playing a new card causes like-numbered cards to move to other trees, altering their strengths. Strengths of trees get compared and the weaker one loses a life.  A player with no trees left loses. An odd theme and unusual mechanics make this one of the more offbeat of the Kosmos 2 player series, though  that is not a bad thing if you are looking for something slightly different.


Educational Toys In America: 1800 To The Present. Published by Robert Hull Fleming Museum. 1979.

Book. Good. £5.50. Author: Karen Hewitt, Louise Roomet. Country: American.

Softback, 24x21cm, 141 pages. Lavishly illustrated book which covers the genesis of the modern toy, play materials in the curriculum of early childhood, and toys for object and role mastery, as well as a great deal of information about the exhibition given at the publishing museum, with many pictures of prime exhibits.


Emerald. Published by Abacus. 2002. Box. In shrink. £10

Designer: Rudiger Dorn. No. players: 2-5. Country: German. Duration: 45 mins.

Tactical movement and card collection fantasy game. The players send out their knights from the castle to the Dragon's Lair.  There they must tread carefully in order to collect gems and gold while the mother dragon is busy with its new baby. However, should the dragon become aware of them then they will become baby-dragon food, and thus unable to gather any more treasure. Knight movement depends on the number of knights on a space before the move, but two knights can be moved per turn.  Bonuses are awarded to the players who have collected the most of each type of gem at the end of the game.


English Sports And Pastimes. Published by B.T. Batsford. 1949. Box. Good. £6

Designer: Christina Hole. Country: British.

Hardback, 22x14cm, 183 pages. A fascinating look at sports and pastimes of the Englishman over in the 200 or so years before the book was published. There are many pictures throughout.  The book is split as follows: Games & Sports (Field Sports, Games of Skill and Strength, Ball Games, Football / Hurling / Cricket, Martial Exercises), Pastime And Diversion (Leisure Hours at Home, Country Delights, Fairs and Walks, Shows and Spectacles, The Theatre, Shrine and Spa, The Pleasures of London).


Erdgas. Published by Ravensburger. 1982. Box. Good. £18

Designer: Wolfgang Kramer. No. players: 2-5. Country: German. Duration: 90 mins.

Although made by Ravensburger, it was made as a promotional game on behalf of the German gas industry (we are talking natural gas, not petrol here). Players take the part of gas companies and compete to build pipe networks across Germany in order to supply various towns they have been dealt cards for at the start of the game. There is quite a lot involved in playing well, such as making sure you don't get shut out of important sections of the board and connecting to further gas supplies to enable you to deliver your gas more quickly once you are connected to your towns.  It is also possible to use other players' pipes, but at a cost. To ease play I will make you a set of laminated 'delivery' cards in English (included in the price).


Euro Touring. Published by Jumbo. ca.1968. Box. Good. £1.25

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

Family board game in which the players move their playing pieces around a large map of Europe.  Spaces landed on can either let you try to identify a town from a picture, try to answer a question set by the 'Euro-Disk', which reveals the answer to only one question out of about 100 questions about the various countries, or have to pay money at other spaces. Correct answers get you money and postcards, and enough postcards will get you maps, which are what you need to win the game, along with money at the end.


Express Chess. Published by Black Box LLC. 1996. Box. Good. £3

Designer: Bill Jemas. No. players: 2. Country: American. Duration: 30 mins.

Special Notes: Deck B: Fantasy and Greek Mythology themed pictures

A set of 50 cards which allows 2 players to play chess with a difference.  Cards are played from the hand to enter pieces onto the 'board', and this can be done after the start of play as well as during the setup.  Movement and capture is otherwise standard chess except that the 'board' is virtual, and is just 4 rows of at most 5 cards in each. Special rules cover "en passant" and castling etc.


Fantasy Adventures Starter Pack. Published by Mayfair. 1995. Box. Good. £3.50

Designer: Bill Fawcett. No. players: 2. Country: American. Duration: 40 mins.

Note: I am including a 15 card booster pack I happened to have hanging around in with this starter pack.

Card game. Very attractive update of an old Mayfair game called Encounters. The original game only had text on the cards, but this has the text plus really excellent fantasy artwork.  Players are both heroes (in their own turn) and monsters (in their opponent's turns). The objective is to have the most points after 4 turns of play.  The game is played with two decks each - one with heroes and mages, the other encounters, although a standard variant allows these decks to be shared between the players, and using this variant you can play using just one starter pack (100 cards). While this is a CCG it can be played without having to buy lots of cards, as the starter pack uses a fixed set of cards known to work well together.


Fantasy Wargaming. Published by Stein And Day. 1982. Book. Good. £7

Author: Bruce Galloway. Country: British.

Hardback with dustcover, 300 pages, 21x15cm. Fascinating book for the fantasy roleplayer or wargamer. Half the book describes the author's own game systems, which include magic, religion and combat etc, with plenty of interesting (though complex) ideas and a great deal of fascinating detail.  Incorporates lots of research on the medieval period so it has a very realistic medieval feel to the subject matter.  The first half of the book is a series of long articles on various aspects of the real medieval world and how they can be taken account of in games, so is great background even if you never intend to use the author's systems.


Fliegen Klatschen. Published by Abacus Spiele. 2004. Box. In shrink. £4

Designer: Christian Heuser. No. players: 2-8. Country: German. Duration: 20 mins.

Fast reaction card game in which players turn one card over at a time until either five colours of fly are represented or a fly swatter card is revealed.  Players then claim a fly by putting their hand over it - but only the flies in the most prevalent colours are permitted.  Successfully claimed cards score points at the end of the game.


Flux. Published by Wotan. 1990. Box. Good. £10

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

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


Football Strategy. Published by Avalon Hill. 1972. Box. 2 copies available:

1) Box shows wear. £3.25      2) Good, one edge taped. £3.75

Designer: Tom Shaw. No. players: 2. Country: American.

Eamon considered this one of the best two-player games ever devised. Non-statistical. One player picks a play, the other a defence and the two results are cross-referenced to get a result. There is a high degree of skill in this because you know what you should call to get the best chance of a result in your favour, but the defence knows that as well. Will you call it? Will you double bluff?


Galaxy Trucker. Published by Czech Games Editions. 2007. Box. In shrink. £38

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

Space trading game in which each player first builds their own spaceship, and then all players' ships experience a series of adventure cards, and the most successful ship wins. The building phase involves simultaneously turning over ship component tiles and fitting them onto your board so the connectors match up, and obeying common sense placement rules - an interesting puzzle style challenge.  During the adventure phase there can be trade planets, space pirates to fight off, meteor showers, abandoned ships to loot, and empty areas which test your engines.  Amazingly good fun, quite light, space game. Highly recommended.


Games Review Magazine. Published by Sladen Publications. 1990.

Author: Rik Rose. Country: British.

This magazine is half role playing games and the other half split between general games and wargames.  Main articles listed by issue:

Issue 19 (Vol 2 Issue 7). Good. £1.25: RPG Reviews (11 supplements for assorted RPGs), 5th Fleet, Eidelweiss, PanzerBlitz, Deathwing, Libel: The Game, Codex Titanicus, PC Games, Cyperpunk Special, Historical Miniatures Pt 2, Siege of Jerusalem Strategy, Letters.

Issue 21 (Vol 2 Issue 9). Good. £1.25: RPG Reviews (13 supplements for assorted RPGs), Fire in the East, Shell Shock, Best of Dragon Games, Flux, V.I.P.E.R., PC Games, Fantasy Wargames, Space Hulk Variants, Springtime for Hitler, Letters.


Gipsy King. Published by Cwali. 2007. Box. In shrink. £14.50

Designer: Corné van Moorsel. No. players: 2-5. Country: Dutch. Duration: 30 mins.

An area of land tiles with several lakes of different sizes is created afresh at the start of each game.  Players then take it in turns to place their gipsy caravans around the lakes on the land tiles.  A clever mechanism gives the players a limited choice, but if they don't like the choice they can pass in order to get a better option around the next lake tile. The objective is to get your caravans into large connected groups as these score highly. Once the round is complete and caravans are scored a second round is played on the same layout but with placement around the lakes in reverse order.  Neat idea, and nice components.


Globe Trotting. Published by Gosling Games. 1992. Box. Good. £2.75

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

A famous globetrotter has made a secret journey and the players try to find out which famous sites around the world it included.  This is done by removing some cards from a deck at the start and hiding them.  The rest are distributed, and as a player reaches one of their destination cards they reveal it, but also get to see one of an opponent's cards as well.  The idea being that once you have seen all the cards except those hidden you will know the secret destinations and win. Attractive large board showing available routes.


Gouda! Gouda!. Published by Descartes Editeur. 2002. Box. In shrink. £8

Designer: Frederic Moyersoen. No. players: 2-6. Country: French. Duration: 40 mins.

Fun dice game but with plenty of decisions to make.  Each player has a team of 5 mice which are trying to be the first to get to the cheese at the far end of the board.  However, to get there the mice need to cross various obstacles.  Each turn the current player chooses one of the locations with at least one of their own mice on, and rolls one dice per mouse there (his own or others), and the dice will indicate forwards movement, no movement or even backwards movement.  These dice can be assigned to the mice as desired.  Surprisingly tactical, fun and exciting as the mice get close to the cheese. I have some house rules which speed the game up too.


Grosse Geschafte. Published by Bewitched Spiele. 2004. Box. 2 copies available:

1) In shrink. £10.50      2) Excellent. £9.50

Designer: Andrea Meyer. No. players: 3-5. Country: German. Duration: 90 mins.

German version of Mall World. A giant mall is to be built and the players are supervising the planning.  Players obtain contracts to get certain types of buildings placed in groups by the end of the game, and will score for each such occurrence. In addition the players auction up cards which allow the play of the buildings to the board, and so players must try to obtain contracts and building placement cards which go together well.  The game also gives incentives to play contracts both early and late in the game, so making the choice of when to do what is quite tricky.


Hector And Achilles. Published by Phalanx Games. 2003. Box. Excellent. £13

Designer: Leo Colovivi, Marco Maggi, Francesco Nepitello. No. players: 2. Country: Dutch. Duration: 30 mins.

Tactical card game in which the two players play a series of battles using 4 different stacks each to represent 4 different locations.  The cards come in several different colours each of which has a hero leader on each side. Each hand only two colours will count towards winning the battle, but other colours can help give control of which colours will count!  Plenty of scope for clever play and good decision making is required on when to give up a battle early and when to go all in. The game is won by running the opponent out of cards in certain locations.


High Hand. Published by E S Lowe. 1984. Box. Good but corners taped, shows some wear. £6

Designer: Robert Abbott. No. players: 2 or 4. Country: American. Duration: 1 hr.

Interesting card game using cards laid out on a board, and moving your pawn around the board to collect the cards, forming them into as high as possible poker hands. The partnership game is definitely the better form of the game, as it has a clever scoring mechanism and also players start off playing for themselves but may choose a partner they think will win during the game, and they can then help ensure their partner does win.  However, this is only worth doing if you are sure you yourself cannot win.


Hot Spots. Published by Great Games Company. ca.1986. Box. Good. £6

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

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


Hotel. Published by Milton Bradley. 1986. Box. 2 copies available:

1) Good. £7       2) Good, but box corners taped. £6

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

Players get to build hotels and collect rent if someone lands on (‘stays’) at your hotel.  Game play involves moving according to dice rolls, and deciding what to buy and when to extend your hotel and when you need to keep cash in hand. Players compete for vital entrances to their hotels.  The bits are amazing as all the hotels have large 3D representations to place on the board once purchased.  Good family game (and much shorter and less traumatic than Monopoly).


How To Make Model Soldiers. Published by Arco Publishing Co. Inc.. 1974. Book. Ex library. Good. £3

Author: Philip O. Stearns. Country: American.

Special Notes: The laminated dustcover is quite grubby from use

Hardback with dustcover, 25x19cm, 80 pages.  A guide to the sculpting, casting, assembly and painting of model soldiers, as well as creating dioramas for them.  The book has many diagrams, and some of the figures have been painted very beautifully indeed!


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

1) 1978. Goodish!. £5. The clear plastic lid is badly cracked, but taped up.  The outer cardboard casing and contents are good.

2) 1979. Good. £6. Standard box edition

Designer: Eric Solomon. No. players: 1-2. Country: British. Duration: 20 mins.

A somewhat snooker / pool related game, though a little more abstract. Players have to be first to 'pot' five out of 10 balls. Each player has 2 cue balls, and the game is played on a green baize indented grid on which the balls are placed.  Balls are not hit, but instead moved and the consequences are determined according to the rules, which produce results similar to what would happen in snooker. As well as the two player game there are also some puzzles to solve on your own.


Jochen Der Rochen. Published by Zoch. 2004. Box. In shrink. £15

Designer: Manfred Ludwig. No. players: 2-6. Country: German. Duration: 15 mins.

Dexterity game which makes use of a cardboard table which can be tipped with one finger.  On the table there are 5 pairs of fish and a manta ray.  Players take it in turns to tip the table and wiggle it a bit in order to get some of the fishes to come to the edge of the table and fall off.  Points are scored for fish which fall off unless a pair of the same type come off in which case you score nothing, or the manta ray comes off in which case you score nothing, and the other players get a bonus too.  Quick and fun and quite tricky.


Jumbo Grand Prix. Published by Jumbo. 1998. Box. Good. Label removal mark on one side. £7.50

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

Card game with a motor racing theme.  Players draft cards in an interesting way trying to obtain the three parts of a car needed to make a working car, plus a driver.  After several rounds of drafting players put forward a set of car cards and the better the car the more points it will win.  Unplayed cards are then used as the basis for a car the following round.  Fast and fun game.


Katzenjammer Blues. Published by Rio Grande Games. 1998. Box. Excellent. £4

Designer: Reiner Knizia. No. players: 2-6. Country: American. Duration: 30 mins.

Card game in which players bid for selections of cards using more cards. Bids consist of melds of 1-4 cards, with larger melds outbidding smaller melds.  Jokers are also in the mix, but using them is dangerous as the player who uses the most gets penalised.  As well as getting more cards the winner of the cards also claims some mice which are VPs.  Plays quickly with some interesting decisions to be made.


Key Largo. Published by Titanic Games. 2007. Box. Excellent. £12

Designer: Paul Randles, Mike Selinker, Bruno Faidutti. No. players: 3-5. Country: American. Duration: 1 hr.

Played over 10 days, the players recruit divers, gain information about wrecks, buy equipment and dive to salvage treasure. Each round players secretly choose 2 actions to perform.  Some actions are better done with others, but mostly it is best to be the only person performing an action. Essentially a light business game in which you need to try to be efficient as possible, but with quite a bit of chaos, and several routes to victory possible.

Kingdoms. Published by Fantasy Flight. 2002. Box. Good. £9

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

Special Notes: There is a crease across one corner of the lid, and a slightly crumpled area near one corner of the base.  Overall still 'Good' though.

Excellent game in which players fill the board with tiles representing monsters and resources in a land of fantasy. The players also set up their castles in the land, and the idea is to get your castles in position to score for the valuable resources while avoiding the monsters. Each castle scores for everything in its row and column. Thus placement is difficult as you would like to set up a great position for your castle, but if you do you can be very sure that another player will get there first. There are some other clever aspects to the game too, making it one I can highly recommend.  Previously released as Auf Heller & Pfennig in Germany.


Kings & Things. Published by Games Workshop. 1986. Box. Several available:

1) Good, but edges show wear. £12. 10 original counters missing, but they have been replaced with good quality colour scans mounted on card.

2) Good. £17       3) Excellent. £18

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

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


Koalition 2nd Edition. Published by Hexagames. 1995. Box. 2 copies available:

1) Excellent. £8       2) Good. £7

Designer: Hartmut Witt. No. players: 3-10. Country: German. Duration: 1 hr.

Card game in which a series of elections across Europe take place.  There are a number of Europe-wide political parties and a selection of politicians in each represented on the cards.  To resolve an election players play two politicians who will stand. If a party has a majority it gets in and points are split between the players who played politicians of that party, otherwise a coalition must be negotiated and all parties in the coalition score points.  There are some other clever twists as well which make this an unusual and absorbing card game.


Le Paresseux. Published by Eurogames. 1990. Box. Excellent. £11

Designer: Dominique Tellier. No. players: 3-6. Country: French. Duration: 20 mins.

Crazy idea, but a game that works well. A 'paresseux' is a sloth, and the idea is to move your playing pieces slowly, but get the other sloths to run, or whatever sloths do, to the finish before you. It is a very good tactic to have your sloths fall asleep for as long as possible! The game is driven by dice, but with choices to be made on how best to keep your sloths slow!


Legend Of The Five Rings - Clan War. Published by AEG. 2000. Book. Excellent. £5.25

Author: Ken Carpenter. No. players: 3+. Country: American.

Hardback book, 318 pages.  Fantasy miniatures wargame set in the world of the Legend of the Five Rings CCG and RPG. This is the updated Daimyo edition and includes information on the forces of all 11 clans and the Emperor's own forces, spells and items available, storyline information, complete rules with index and glossary. Also included is a CD ROM utility for your PC to help you build your armies. For the uninitiated the world of the Legend of the Five Rings bears some resemblance to medieval Japan.


Legend Of Zagor. Published by Parker. 1993. Box. Excellent. £18

Designer: Ian Livingstone. No. players: 1-4. Country: British. Duration: 1 hr.

Huge adventure board game, with a 3D plastic board, 22 plastic miniatures, masses of counters and tiles, and a computer built in so that voiced instructions interact with the players. The theme is also tied into the Fighting Fantasy game books, Zagor being an evil sorcerer from them. The players take different characters who explore the dungeon and defeat monsters to improve themselves ready for the big end of game fight with a dragon and then Zagor himself.  On the way traps and treasure will be encountered, and the characters can return to a store to buy more equipment. The computer runs combats and also throws in random events now and then.


Lord Of The Rings - Battlefields. Published by Hasbro. 2006. Box. In shrink. £12

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

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


Ludoviel. Published by Bewitched Spiele. 2003. Short Fat Tube. New. £8

Designer: F. Friese, T. Gimmler, M. Hellmich, H. Kommerell, A. Meyer. No. players: 1-8.

Country: German. Duration: 45 mins.

A collection of eight games designed specifically to appeal to games collectors!  This set includes wooden cubes, dice, an egg timer and 119 cards (in English and German).  The cards each have a property that a game might have eg. 'At least one animal is involved' or 'Bridges, ships or rafts are included'.  Play revolves around being able to think of games which have these properties.  For example in one version of the game a player states the name of a game and the others knock if they have a card which fits that game.  In another players must deduce what game a player is thinking about when playing a series of cards.


Magnetic Games. Published by Multichess. ca.1980. Box. Good. £4.75

Designer: Unknown. No. players: 2. Country: Hong Kong.

A novel magnetic travel games set.  There are 6 boards on a reel, which can be wound back and forth so that only one shows at once.  These boards are for Solitaire, Chess/Draughts, Nine Mens Morris, Halma, Ludo and Backgammon.  20 magnetic playing pieces in two colours are also provided and stick to the magnetic surface beneath the winding board surface.  There is also a storage compartment to keep the pieces safe. Very neat design, and ideal to take with you when travelling.


Maloney's Inheritance. Published by Ravensburger. 1988. Box. Good. £15

Designer: Sid Sackson. No. players: 3-6. Country: British. Duration: 45 mins.

Old Maloney the gangster has died and the players as his underlings want to take over his position. To settle this Maloney set up a challenge.  Players vie to collect as much as possible from various cities where Maloney has interests, but there is only one car available. Players bid to be able to tell the driver where to go, but may well decide to let others get their way if it isn't too bad for them and the bidding is getting high. A player's cards show how much can be collected in each place that day. There is an interesting bidding system which forces you to think quickly, and I have a house rule which I think improves it further too - please do ask me for it.  Good game and works especially well with 6 which is always useful. Recommended.


Masquerade. Published by Cheatwell. ca.1995. Box. Good. £6

Designer: Unknown. No. players: 3+. Country: British. Duration: 1 hr.

Special Notes: This edition is in a regular rectangular box (not a triangular one).

Deluxe party game of mime and charades, but with the twist that you are miming situations rather than book titles or whatever. So you tackle subjects like "A cannibal inviting his friends round to dinner", or "A squirrel hiding his nuts", or "Talk a lemming out of suicide". The game comes in a large triangular box and has sturdy card dispensers and a good chunky sand timer.


Meuterer. Published by Adlung Spiele. 2000. Box. Excellent. £4

Designer: Marcel-Andre Casasola Merkle. No. players: 3-4. Country: German. Duration: 50 mins.

Card game. The title translates as Mutineer. A sequel (not an expansion) to Verrater. The players attempt to overthrow the captain of a ship and seize the cargo for their own profit. Game play involves selecting character cards and playing cards to support your action.  Sometimes there will be an attempted mutiny, but not always.  Supporting the winning side when a mutiny is attempted will gain points, although other roles are advantageous when trading in port etc.


Nautilus. Published by Kosmos. 2002. Box. Good. £15.50

Designer: Brigitte & Wolfgang Ditt. No. players: 2-4. Country: German. Duration: 1 hr 45 mins.

Big box Kosmos game, with a big board and loads of chunky underwater research station tiles and plastic figures. Players spend money to build parts of a sea-floor research station and bring in their researchers.  These researchers then improve various technologies for game advantages and victory points and can also man submarines which explore the sea floor looking for treasures and signs of the lost city of Atlantis.  At the end of the game your score is your research points times your discovery points so you have to maintain a balance.


Oasis. Published by Uberplay. 2004. Box. In shrink. £13

Designer: Alan Moon, Aaron Weissblum. No. players: 3-5. Country: American. Duration: 1 hr.

Players bid for the right to use a variety of cards to place tiles and camels onto a board showing an area of desert, stony land, oases and sand dunes. The bidding mechanism is unusual, and involves players putting out selections of cards for the other players to choose from. The earlier your cards are picked the better choice you will have next round, though the cards you have to put out are a limited resource.  Also players try to claim large areas of land and build large camel trains but also need the corresponding scoring tiles for these to do well, thus the game pulls you in many directions at once.  Recommended.


Obalistig. Published by Rosengarten Verlag. 1997. Box. Good. £2.50

Designer: Bernd Ada Mer. No. players: 2-5. Country: German. Duration: 10 mins.

Card game in which cards are laid onto the table and players look for sets. A set of cards will have the same basic picture, but with slight differences on each - all are ancient Egyptian objects or symbols, the easier side having cartoony graphics. The cards can be used coloured side up for an easy game or beige side up for a harder game.


Octi. Published by Great American Trading Co. 1999. Box. In shrink. £9

Designer: Don Green. No. players: 2 or 4. Country: American. Duration: 30 mins.

Abstract game which uses octagonal wooden playing pieces which can have pegs added to each side. Each turn a player can move a piece (including multiple jumps, draughts style), bring in a new piece or upgrade an existing piece. When played with 4 players it is a partnership game. The objective is to get your pieces across the board to your opponent's starting spaces.


Off Road Fun. Published by Clementoni. 1994. Box. Good. £3.25

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

Family race game in which the players lay out a cross country rally course, some of which will be on road and other parts will be off road.  After the players study the layout the track tiles are turned face down.  A special dice is rolled to determine movement, but the moving player must also state whether the tiles about to be landed on are on road or off road, and only if this is stated correctly can the player move forwards. First to the end of the track wins.


Oltre Mare. Published by Rio Grande Games. 2005. Box. In shrink. £18

Designer: Emanuele Ornella. No. players: 2-5. Country: American. Duration: 1 hr.

Card driven board game in which the players sail their merchant ships around the Mediterranean. The cards are used for many purposes: each shows a type of goods which are collected and when placed in a sold goods pile will score according to the number of adjacent cards of the same type (bigger collections being more valuable).  In addition the cards indicate the actions which a player will perform in their turn: the number of cards drawn, money earned, pirates encountered, distance sailed and hold capacity.  Game play involves card management and trading goods cards between players.  Various bonuses are acquired by sailing to previously unvisited ports.  An interesting and unusual game. Large boxed American edition.


On The Spot. Published by Penguin. 1986. Book. 2 copies available:

1) Good. £1.75      2) Excellent. £2

Author: Albie Fiore. Country: British.

Softback, 21x15cm, 265 pages.  An intriguing game book of 'moral diversions'.  The book consists of over 200 situations in which you are in a difficult situation and have to decide what you do.  A series of questions make you and your friends analyse the situation and see who has a heart of gold and who is as ruthless as they come.


Orient Express. Published by Jumbo. 1986. Box. Good, mostly unpunched. £10

Designer: R Wayne Schmittberger. No. players: 2-6. Country: Dutch. Duration: 1 hr.

Detective game that not only looks great, but has very good rules and plays well. Players must interview up to 30 characters in each crime, but it is a race against time to unmask the murderer before the train reaches Istanbul. If you like crime solving games then this is highly recommended, as the cases are clever and require thought, making this one of the best of the genre. 10 different crimes included.


Origins - How We Became Human. Published by Sierra Madre Games. 2007. Box. 2 copies available:

1) In shrink. £23       2) Excellent. £20

Designer: Phil Eklund. No. players: 2-5. Country: American. Duration: 4 hrs.

Game which follows the development of the human species from the end of the ice age to the near modern era. Players take the roles of various sub-species of human (cro-magnon man, neanderthals etc) and try to develop into the dominant species.  Through time various intellectual advances are made and populations expand and collide.  Eventually society and culture come into being. The winning species is the one which has developed most as measured by VPs for population, culture, intellectual advances etc.


Ostindien Company. Published by Piatnik. 1996. Box. Good. £10

Designer: H J Vanaise. No. players: 3-5. Country: Austrian. Duration: 45 mins.

Each player is a merchant hoping to extract the most profit from five trips from the East Indies to Europe. Nice playing pieces (particularly the ships), special dice and cards. Note - this is not the game with a similar name by Dan Glimne.


Outburst. Published by Parker. 1992. Box. Good. £7

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

Really good ice-breaker game, with a unique idea. A subject is read out, say "Beatles' song titles". or "Cars that rich people drive", then the other team get a time limit to shout out as many potential answers as they can. Their answers may well be correct in the literal sense, but if those same answers are not on the answer card, then they don't count. In other words, you have to get the 10 Beatles' songs on the card in our first example.


Panasonic European Open. Published by Wheatley Golf. ca.1980. Box. Box Lid Poor. £1

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

Special Notes: Quite large mark on lid where a label was removed

Golf game, played on a scale map of the Old Course at Sunningdale. Players choose their own clubs, and cards decide distance and direction. The ball is marked on the boards with a chinagraph pencil.


Pass The Bomb. Published by Gibsons. 1994. Box. Excellent. £11

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

Fun and exciting family / party game based on a simple premise: whoever is holding the 'bomb' when it goes off, loses. The timer is a spherical black bomb shaped device with a fuse attached (you don't light it - it is an electronic device). It can go off at any time from 10 seconds to 2 minutes and you cannot tell when it will be which makes play frantic.  Players must name words using letters on the current card but cannot repeat a word in the same round, so if the person before you uses the word you were thinking of you can find the ticking makes your mind go quite blank. The bomb makes a disturbing ticking, and a satisfying Boom!  Won the Daily Telegraph's Game of the Year award. Recommended.


Perception. Published by Gemini Games. ca.1980. Box. Good. £5

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

Players use skill and logic to break their opponents' hidden code.  This is from the designer of Master Mind and has a bit of a feel of that game.  The hidden code is one or more letters or numbers drawn out using pegs on a 5x5 grid.  Players locate the pegs battleships style, but can deduce what letter or number must be present without finding anything like all the pegs.  Now quite rare game.


Pickett's Charge. Published by Yaquinto Publications Inc. 1980. Box. Good. £12

Designer: S. Craig Taylor. No. players: 2+. Country: American.

Subtitled: A Game of the Battle of Gettysburg July 1-3 1863. Detailed tactical American Civil War game which includes many aspects of the war such as leaders, formational and positional issues, mobility, firepower, morale, ammunition and much more. The basic rules are 14 pages long, with a further 14 pages of optional rules and scenarios.


Pin Point. Published by Oliver Games Ltd. 1993. Box. Good. £4

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

Strategy game played with large two-coloured capsules (rather like giant pills).  The board consists of a 10 x 10 grid of holes into which the capsules can be placed with a grid marked on the board.  Each turn a player plays four capsules and tries to form high scoring patterns with these placements ideally without giving away good scoring opportunities to the next player.  When capsules have formed a suitably large and high scoring pattern they are flipped over so that the pattern cannot be extended further. There is also a clever rule for the placement of wild capsules. Nicely produced.


Pirate Inc. Published by Franckh. 1986. Box. Good. £15

Designer: Reinhold Wittig. No. players: 2. Country: German. Duration: 30 mins.

Abstract game with very nice wooden components and board graphics by the inventor's son. Each player knows exactly half of the information needed to locate the treasure spot. By deduction and watching opponent's moves it is possible to find out the missing information. Includes variant rules for playing another game, Wolf In Sheep's Clothing, with these components.


Pivot. Published by Merit. 1960. Box. Box battered but taped up. £1.75

Designer: J & L Randall Ltd. No. players: 2 or 4. Country: British. Duration: 20 mins.

Special Notes: Original claim rings missing, but replaced with better claim 'frames'.

Tactical game in which players attempt to claim the more valuable spaces on a 7x6 grid.  Each space is numbered 2-12 and these are the values if claimed - the easier to claim spaces being worth less.  Players take turns rolling 2d6 and placing a special piece on a space of that number, but the piece will also cover one orthogonally adjacent space as well.  If a single space is left with no empty neighbours then it can be claimed.  The four player game is played as a partnership game.


Play Poker, Quit Work And Sleep Till Noon!. Published by Bacchus. 1981. Book. Excellent. £20

Author: John Fox. Country: American.

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


Pompeji. Published by Adlung Spiele. 2001. Box. In shrink. £4

Designer: Frank Brandt. No. players: 2-4. Country: German. Duration: 40 mins.

Card game in which the players build the city of Pompeii: a 7x7 grid of cards. The cards show different buildings which are colour coded and numbered. Same numbered or coloured cards cannot be placed together in the grid. However points are scored for matching other cards in rows, columns and diagonals, and bonus points are awarded for completing a row or column. The game ends when the second volcano card is drawn.


Puerto Rico PC Game. Published by Eagle Games. 2004. Box. New. £16

Designer: Andreas Seyfarth. No. players: 1-5. Country: American. Duration: 1 hr.

Computer game version of the best selling gamer's game Puerto Rico.  This allows you to play Puerto Rico on your own or with others on your PC. You can choose the number of computer players, and you can adjust their intelligence level.  Multiplayer option available using a LAN or over the internet.  Optional advanced rules allow the use of new buildings, and the graphics can be 2D or 3D.


Puzzle Train. Published by Usborne. 1995. Book. Good. £1

Author: Susannah Leigh. Country: British.

Softback, 28x22cm, 32 pages. Children's book featuring a red steam train called the Puzzle Train.  Each page has an attractive full colour picture puzzle featuring the Puzzle Train.  Ideal for the younger reader with an active mind and a  fascination for trains.


Reminiscing 1950s - 1980s. Published by Paul Lamond Games. ca.1990. Box. Good. £3

Designer: T.D.C. Games. No. players: 2-4. Country: British. Duration: 1 hr.

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.


Revolution. Published by Phalanx. 2004. Box. In shrink. £33

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

Special Notes: Ltd edition. No. 507

Limited edition long awaited game by this master designer. All components in English.  Revolution simulates the 80 Years war between Spain and the Netherlands between 1568 and 1648, which eventually brought independence to Holland and the northern provinces. William of Orange and King Phillip II were the main protagonists.  Each player represents one of the principle factions: The Catholics, Habsburgs, Nobility, Burghers, and Reformers. Each faction has its own goals, some of which may align well with those of other factions - at least for a while. Not a war game, but more a strategic game of political, religious and economic power.


Ringgeister. Published by Queen. 1995. Box. Escellent. £17

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

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


Rivets. Published by Metagaming. 1977. Packet. Box taped and shows wear. £1

Designer: Robert Taylor. No. players: 2. Country: American. Desc. by Eamon.

Special Notes: The original (paper) board is missing, but a copy on card is supplied.

MicroGame No. 5, and one of the best in the series. Each player has an army of robots, called Boppers, but the twist is that each type of robot is only programmed to attack one other type. In effect, if unauthorised types meet on the battle field, they ignore each other. This leads to lots of reprogramming during the battle as you realise your, or your opponent's, weaknesses.


Raub Ritter / Robber Knights. Published by Queen Games. 2006. Box. 2 editions available:

1) Raub Ritter (German edition). Good. £8       2) Robber Knights (International edition). In shrink. £9

Designer: Rudiger Dorn. No. players: 2-4. Country: German. Duration: 30 mins.

Aka Robber Knights. Tile laying game in which the players represent bands of ruthless knights who intend to take control of valuable villages and towns, and will exploit any weak points left by other warlords. Each turn you play 1-3 tiles, and when playing a castle tile you also get to add knights and then move them into orthogonally adjacent spaces, potentially taking control of some tiles from other players. Clever game.


Roll Through The Ages: The Bronze Age. Published by Gryphon Games. 2008. Box. In shrink. £21

Designer: Matt Leacock. No. players: 1-4. Country: American. Duration: 40 mins.

Dice game in which each player gets a wooden board for tracking resources using pegs and a sheet of paper to make note of their cities, developments and monuments built.  Each turn the current player rolls the dice with rerolls permitted.  The dice show resources, food, money, people, disaster or a mixture, and the results are used to populate new cities, invest in developments to give benefits on future turns, or start building monuments.  The objective is to score VPs in various ways. Fast playing, fun, and with strategic decisions - a game I highly recommend.


Roller Coaster Hippo. Published by Ravensburger. 1990. Box. Good. £2

Designer: Heiner Wohning & Bertram Kaes. No. players: 3-6. Country: British. Duration: 1 hr.

Players each have a wooden hippo playing piece which they race around the board which shows a roller coaster track with various spaces.  Movement is by use of a special dice. Various spaces are special and involve the player performing an activity in order to move extra spaces.  These activities include describing an object so other players guess it, miming an object, modelling an object (clay provided), making the sounds of an object, or performing the action on a card eg. telling a joke.


Rubik's Infinity Game. Published by Toybrokers Ltd. 1999. Box. Good. £4

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

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


Rummoli. Published by Copp Clark Publishing Co.. 1940. Box. Good. £2.50

Designer: Unknown. No. players: 2-8. Country: Canadian. Duration: 1 hr.

Card game which uses a standard deck of cards (not provided), poker chips or play money (not provided), and a large play mat (which is provided!). Each round is played in three stages - one extra hand is dealt and the dealer gets to either swap it or auction it to the other players.  Players then use their cards to make a poker hand, and wager on theirs being the best, before a rummy style game is played with the full hand.


Saga. Published by Uberplay. 2004. Box. Excellent. £4

Designer: Wolfgang Kramer, Horst-Rainer Rosner. No. players: 2-4. Country: American. Duration: 45 mins.

Card game in which players vie for control of 6 kingdoms.  Each turn the ruler of a kingdom gains some victory points, and in some cases a special power.  The rulers also gain VPs at the end of the game, but the balance for each kingdom is different. Kingdoms are won by openly laying down sequences of cards over several turns to form an army.  Once strong enough the army takes over the kingdom it was first declared as attacking, although there are card placement limitations which mean care must be taken to ensure the army will be strong enough to attack.  The game play is neat, and is all about timing your attacks correctly and managing your hand of cards well, as well as keeping a close eye on your rivals.  Recommended.


San Quentin Kings. Published by Blast City. 2007. Box. Excellent. £17

Designer: Nate Hayden. No. players: 3-5. Country: American. Duration: 90 mins.

Each player runs a gang inside San Quentin prison. Each gang has muscle, workers and smart guys, and needs to get access to knives and illicit goods and recruit more gang members. Fights need to be won to gain respect and all gangs need to be ready for when the big brawl happens, as then the leader of the gang that comes out on top will be the San Quentin King.


Santa Fe. Published by White Wind. 1992. Box. Good. £38. Limited edition: No. 350

Designer: Alan R Moon. No. players: 2-5. Country: American. Duration: 90 mins.

Superb train game, with mechanics inspired by Ravensburger's Wildlife Adventure to a certain extent. Players use tracks to extend various railroads across America, with the purpose of feeding many different lines into towns in which you have a vested interest. Each turn players decide how to best progress their cause: claim more towns, extend railroads in various ways (trading off tactical bonus payments for linking new towns for the amount of track laid) etc. Limited edition of 1200. Highly recommended, and I can provide my house rules to enhance the game further.


Scotland Yard. Published by Ravensburger. 1983. Box. 2 copies available:

1) Good. £5      2) Excellent. £6

Designer: The Design Team No. 3. No. players: 3-6. Country: British. Duration: 45 mins.

Clever tactical game of deduction set on a map of London. One player is Mr. X, who is hiding, and the others are detectives hunting him down. All players move around by either bus, taxi, underground or boat.  The detectives get to see the type of transport Mr. X uses at all points, but his precise location is only revealed occasionally.  The detectives need to work together to increase the chance that one of them will catch Mr. X before the game ends and he escapes.  Either Mr. X wins or all the detectives win as a team.


Set!. Published by Ravensburger. 2001. Box. In shrink. £8.50

Designer: Marsha & Robert Falco. No. players: 2-8. Country: German. Duration: 20 mins.

Card game.  The cards feature symbols that are used in an original way.  12 of the cards are laid face up on the table and everyone simultaneously looks for a 'set' of three cards, and when they spot one call "SET!"  However, this is not as simple as it seems as sets are not always obvious because the symbols on each card have 4 characteristics (shape, colour, number and shading), and 3 cards form a set only if: for all four features, the cards either have all the same feature or none have the same feature. As you can imagine it takes a while to get your mind around it, but it can become addictive.  The game has won various awards from all sorts of organisations. Highly recommended.


Shadowfist Players' Guide Vol. 1. Published by Daedalus Entertainment. 1996. Book. Excellent. £2.50

Author: Rob Heinsoo, Robin D. Laws. Country: American.

Softback, 27x22cm, 94 pages. Book for players of the Shadowfist CCG.  This CCG is themed on Kung Fu movies and players try to control feng shui sites in order to control the world.  This book gives an excellent introduction to the world of Shadowfist, and also gives rules updates and strategy suggestions, as well as much of the book showing all the cards in the game at the time, and explaining how to use each one.


Siena. Published by Zugames. 2005. Box. Excellent. £15

Designer: Mario Papini. No. players: 2-5. Country: German. Duration: 2.5 hrs.

Business game which uses cards and is played on a board showing the famous painting of Siena by Ambrogio Lorenzetti. Players start off as peasants and play cards to produce crops which they can then take to market and sell. When rich enough players can become merchants which means they now sell more profitable goods and can pay for influence on the town's council (VPs).  Eventually players will become bankers, and money veritably rolls in, but the expenses are also higher, and in order to gain valuable influence artists must be commissioned to add to your fame (more VPs).  All this is cleverly driven by card play.


Sky Galleons Of Mars. Published by GDW. 1988. Box. Good, box slightly indented. £27

Designer: Frank Chadwick. No. players: 2. Country: American.

Science fiction combat game, with plastic miniatures as the playing pieces. Each player controls a number of ships in aerial dog-fights in the skies above Mars. The game sprang from a role-playing game called Space 1889, which was a Victorian based science fiction game, something that took its theme from the worlds of H G Wells. So space-ships closely resembled sailing ships, and it pits the wooden cloud-fleets of the Martian princes against the steel aerial gunboats of Queen Victoria's Royal Navy. Although taking its inspiration from the role-playing game, this is a stand-alone board game, and a very good one if you like aerial combat. The rules cover movement, altitude, gunnery, ramming, and boarding parties.


Slow Freight. Published by Alan Moon. 2004. Envelope. New. £3.75

Designer: Alan Moon. No. players: 2-4. Country: American.

This train game comes in a large envelope and you will have to cut up the sheets of cards required to play.  The card sheets are colour printed though. In the game players put together engines with freight carriages, and then have to deliver the goods. The longer a train the more it will score, but the slower it is to move, and so delivery will take longer.  Undelivered goods at the end of the game incur a penalty, and the player scoring the most VPs wins.


Small Soldiers Big Battle Game. Published by Milton Bradley. 1998. Box. Good. £10

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

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


Soccer Supremo. Published by Supremo Games. 1991. Box. Good. £3.25

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

Special Notes: Aston Villa F.C. Edition

Football game. Players use a die to move their players, or the ball. It is a simple game, and scoring goals depends on where the shot is taken from and the result of a card. The board shows the football pitch and resembles the much more recent 'Street Soccer'.


Space Dealer. Published by Eggert Spiele. 2006. Box. In shrink. £13.50

Designer: Tobias Stapelfeldt. No. players: 3-4. Country: German. Duration: 30 mins.

An unusual and intriguing take on the theme of merchants trading in space.  Players start with a power generator and a few cards on their home planet and race to deliver goods to either neutral planets or their opponents' planets.  In addition research can be done to improve their abilities. Every action, however, has the cost of flipping over an empty sand timer, and each player only has two sand timers, so when both are running you can only plan what you want to do next, and must wait until one finishes before taking your next action. The game is timed and lasts precisely 30 minutes.  A second set can be used to make the game playable by up to 8 players. Recommended.


Speed Circuit. Box. Several editions available:

1) Published by 3M. 1973. Good. £27. The wrap around board shows 3 race-tracks. Some rules differences to the later Avalon Hill version.

2) Published by Avalon Hill. 1977. Good. £10.50. Original metal cars replaced with a slightly nicer set.  Also includes the Belgian and South African circuits.

3) Published by Avalon Hill. 1977. Box shows wear, corners taped. £5. 1 of the original metal cars is missing, one is slightly damaged, but 3 extra non matching car pieces provided.

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

Well regarded motor racing game with miniature metal racing cars and three courses to race on. Each player has a customised car with different start speed, top speed, wear characteristics etc.  Cars accelerate or brake as desired each turn, within the car's capabilities, and only when these or cornering speeds are exceeded are wear points taken.  The game includes many features in much more modern motor racing games, with some nice ideas of its own. 


Spi-Trap. Published by SMT. ca.1988. Box. Good. £4

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

An interactive variant of Hangman. Players guess letters (then the target word if they can), and the result of their efforts move their opponents nearer the centre of a spider's web (and then out of the game).


Spitting Image. Published by Parker. 1984. Box. Box shows wear, 2 corners taped. £3

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

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


Star Trek: The Next Generation Video Game. Published by Milton Bradley. 1994. Box. Good. £4

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

Very nice item for Star Trek fans. You interact with a video. During play a Klingon will appear at different times, and where you are on the board at that time affects what happens. Obviously inspired by the success of Atmosfear but a much better game. The story is that a Klingon steals the Enterprise while it is in space dock and with minimal crew.  He intends to attack the Klingon Empire with it to start a war.  The players as Federation crew members must try to stop this happening.


Stardate Magazine - Batch of 3. Published by FASA. Magazine. Good. £0.25

Author: Unknown. Country: American.

FASA house magazine. Most issues carry reviews, fiction and smaller items on FASA games. This batch includes issues 2, 3/4, 5/6. Major articles on games: Combots, Star Trek RPG, Battledroids, Star Trek III Starship Combat.

Starship Troopers. Published by Avalon Hill. 1976. Box. Good. £12

Designer: Randall C Reed. No. players: 2. Country: American.

Science fiction wargame based on the novel by Robert Heinlein, in which the Humanoids and the combined forces of the Skinnies and Arachnids do battle. Uses hidden movement to allow creatures to burrow underneath your troops. Includes 7 scenarios. The rules introduce the game one scenario at a time, so only 5 pages need to be read before the playing the first scenario.


Starship Tycoons. Published by Griffin Games. 1986. Box. Good. £3.75

Designer: Alan E Paull. No. players: 2-6. Country: British.

Space trading game in a bookcase box. Essentially you travel the galaxy making deals to gain wealth, with the bizarre objective of raising enough money to buy the Moon (which the Earth Government has put up for sale!). Players can choose to buy extra cargo holds for their ships to enhance their trading, but will need to trade more to recoup the cost. Events occur during the game to add adventure to the trading.


Stingray The Game. Published by ITC Entertainment Group Ltd. 1993. Box. Good. £7

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

TV related - based on the Stingray TV show by Gerry Anderson (of Thunderbirds fame).  The players control the various Stingray characters and try to rescue Marina from the clutches of Titan, and return to safety.  Game play involves dice rolls as well as card play.


Supernova. Published by Valley Games. 2008. Box. In shrink. £33

Designer: Oliver Harrison, Mike Roy. No. players: 3-5. Country: American. Duration: 2 hrs.

Space exploration and empire expansion game.  The game uses a modular game board so it will be different each time, and a card based battle system.  There are technologies to be developed to improve the effectiveness of your fleet, and of course ships to be built and battles to be fought.  There is both a short and long version of the game.


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

1) Excellent. £18      2) In shrink. £19

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

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


Take. Published by Classic Games. 1984. Tube. Good. £2.75

Designer: Mike Woods. No. players: 2. Country: British.

Strategy game played on a hexagonal grid of triangles, with pieces played on the vertices.  Players move their pieces in straight lines capturing other pieces by surrounding on both sides, with special rules for corner spaces.  The objective is to get your opponent down to one piece.  The board is made from PVC.


Tank Battles In Miniature 5: Arab Israeli Wars Since 1948. Published by Patrick Stephens. 1978.

Book. Excellent. £7. Author: Bruce Quarrie. Country: British.

Hardback with dustcover, 22x14cm, 136 pages. More fully, the subtitile is "A Wargamer's Guide to the Arab-Israeli Wars Since 1948". The book includes maps and chronologies of the battles detailed, and many aspects are considered ranging from minefields through the various fighting vehicles used to the aerial warfare involved.


Tarot Fortune Telling Game. Published by U.S. Games Systems. 1970. Box. Good. £0.60

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

Special Notes: The book is complete, but some pages are coming loose.

78 card tarot deck (14 cards in each of the suits: batons, epees, denier and coupes) + an additional suit known as Triumphs or the Major Arcana, numbered 1-21, and one Fool. The cards are a reproduction of an antique French tarot deck from the 14th century. This set comes with a book giving an introduction to tarot cards, and also giving information about their use in fortune telling.  There are no game rules included, but there are many card games books available which describe games which use tarot cards (I may have one available - just ask!).

The Action Man Game. Published by Parker Palitoy. ca.1978. Box. Box battered but whole. £1.25

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

Game based on the exploits of the famous toy soldier.  The game involves moving around the outside of the board and landing on an opponent means the two players have a battle.  Battles are fought on land, air or sea as determined by a card draw, and battle dice are rolled.  These are special dice showing a missile, an infantryman, a submarine, a tank, a bomber and a ship.  Players also get to exchange prisoners of war as well.


The Big Book Of Happy Games. Published by Oxford University Press. 1932. Book. Shows wear. £2

Author: Mrs Herbert Strang. Country: British.

Special Notes: The covers and spine show some wear.  The train works, but is a little delicate. There are signs of use throughout.

Hardback, 23x18cm, ~40 pages.  Unusual book which has a very thick front cover with a rotating disc, showing a train, set into it - the train can be moved around a track by rotating the disc which protrudes a little from the edge.  The pages are very thick, and the print large with numerous illustrations, some full page, and some large.  The book is written as a series of children's stories which describe various activities, some of which children could then do at home. Unusual item.


The Complete Book Of Indoor Games. Published by Hamlyn. 1983. Book. Excellent. £3.50

Author: Peter Arnold. Country: British.

Hardback with dustcover, 26x18cm, 320 pages. A large collection of rules to indoor games with many diagrams.  The games are categorised as follows: Card Games: 1 Player (13), 2 Players (15), 3 Players (5), 4 Players (12), 5+ Players (7), Party (7), Banking (11); Board & Tile Games (11); Dice Games (15); Roulette (1).


The Great Games Book. Published by Macmillan. 1985. Book. Good. £4.50

Author: Various. Country: British.

Softback, 31x24cm, 28 pages. A collection of 14 games, each of which can be played by laying the book out flat, and using it as a board. You will need to provide your own counters, dice etc.  The games are all by different authors, and the boards drawn by various illustrators.  The games are: Root The Loot, Ludo Park, Utter Brilliance Game, Pigs In The Pantry, Lost In The Wood, Heavens Above, Teddybear's Draughts, Cheese!, The Phone Game, Bumbledon, Don't Do That, Alice In Wonderland, The Game Of Goose, What A Mess In The Bone Race.


The Manager. Published by Glenhope. 1990. Box. Good. £3

Designer: Terry Venables & Paul Riviere. No. players: 2-4. Country: British. Desc. by Eamon.

Mammoth soccer management game, genuinely co-written by Terry Venables, the only English player to have played soccer at every level possible for his country, starting with English schoolboys and right the way up to a full international. Players budget to buy players, etc. and enter competitions like the FA Cup. The winner is the richest player at the end, not necessarily the most successful on the pitch. Terry Venables, Gary Lineker and Paul Gascoigne are pictured on the lid.


The Official BBC Cricket Quiz Game. Published by Horsman. 1988. Box. Good. £1.25

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

Cricket quiz game with a very nice cricket style scoreboard to keep track of runs scored and wickets taken for home and visiting teams (which could be used in other cricket games too), and a scoring system which reflects cricket scoring.  The batsman decides each time whether to go for 1, 2, 4 or 6 runs and is then given the appropriate question. Special rules deal with being bowled or run out.


The Play-It Book. Published by Rand McNally & Co. 1928. Book. Good but covers detached (but present). £3.25. Author: Jean Hosford Fretwell. Country: American.

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

The Romances Of The 3 Kingdoms. Published by Widetrend Marketing. 1990. Box. Good. £10

Designer: Unknown. No. players: 3. Country: Malaysia.

Unusual item in English and Chinese.  The game describes itself as 'Brain Teasing Fun Chess', but really it has very little to do with Chess.  It is more a 3 player Backgammon / Parchisi variant in which the pieces can capture only certain other pieces, and is played on a map of China, with rows of spaces between cities which the playing pieces move along acording to throws of the dice. Cards are also used which give the Emperor's orders. Very unusual.


The Stock Market Game. Published by Avalon Hill. 1970. Box. Box corners taped. £5.50

Designer: Thomas Shaw. No. players: 2-6. Country: American. Duration: 1 hr.

Interesting business game with 4 scenarios, including one that takes you through the 1929 Wall Street Crash. It also shows how you could make money when everyone else is losing theirs. Players buy and sell 5 stocks to make the most money. Players simultaneously place counters to indicate buying or selling while a timer ticks away.  A card decides whether the market is bull, bear or mixed, and the stock price changes depending on how many people are buying and selling that stock. There are also rules for stock splits, stock conversion, margin buying and short selling.


The Tarot. Published by Penguin. 1988. Book. Excellent. £8

Author: Alfred Douglas. Country: British.

Softback, 20x13cm, 254 pages. A very informative book which tells of the origin of the Tarot deck, and the symbolism of the cards.  It then goes on to describe the meaning of the major trumps and the major arcana.  The Esoteric Tarot is discussed, and the divinatory meanings of the cards is outlined, as well as details on how to perform a Tarot reading using the Nine Card, Circular or Horseshoe spreads.  Meditation using the Tarot as well as the game of Tarocco are also covered.


The Traditional Japanese Game Of Go. Published by Unknown. ca.1980. Box. Good, but edges show wear.

£5. Designer: Rules by R C Bell. No. players: 2. Country: British.

Special Notes: 2 corners taped

Go set with a folding board and varnished wooden disks as the playing pieces. This set includes an 8 page rules booklet compiled by R.C. Bell, which includes some information about the history of the game as well as the rules and an elementary discussion of strategy for beginners.


Thirty One Patience Games. Published by W. Foulsham. ca.1940. Book. Good, but spine shows wear. £3.50

Author: Tom King. No. players: 1. Country: British.

Special Notes: Now a little delicate due to the production standard.

Softback, 18x12cm, 62 pages. Printed during the war to 'War Economy Standard' specification this book gives an introduction to the history of playing cards and then describes 31 games of patience to play with either one or two standard playing card decks - there are diagrams of the card layouts.  Interesting wartime production.


Thirty One Patience Games. Published by W. Foulsham. ca.1975. Book. Good. £1.50

Author: Tom King. No. players: 1. Country: British.

Softback, 18x12cm, 63 pages. This book gives an introduction to the history of playing cards and then describes 31 games of patience to play with either one or two standard playing card decks - there are diagrams of the card layouts.


Thwart. Published by Ludibundus. 1986. Box. Good. £8

Designer: Adrian Gardiner, Debi Glion. No. players: 2. Country: British.

Race game played on a wooden board.  The objective is to move your three pieces across the board and off the other side while stopping your opponent from doing the same. Blocking pieces can be used to stop an opposing piece advancing, and capture is possible to make a piece restart. One player plays N-S and the other E-W across the board.


Times Square. Published by Rio Grande Games. 2006. Box. Excellent. £10.50

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

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


Titan. Published by Valley Games. 2008. Box. In shrink. £34

Designer: Jason B McAllister. No. players: 2-6. Country: American. Duration: 4 hrs.

Reprint of this classic monster game.  The amount of stuff in the box is quite astonishing.  Essentially a multi-player fantasy war game. Your fantasy forces breed into bigger and better units as you play. The board consists of many interconnected paths of spaces with many different types of terrain.  When opposing stacks clash fights are carried out on a separate battle-board.


Title Bout. Published by Avalon Hill. 1979. Box. 2 copies available:

1) Box shows wear. £1       2) Good. £1.75

Designer: Jim Trunzo. No. players: 1-2. Country: American. Duration: 30 mins.

Statistical boxing game, and very well suited to solitaire play.  Uses a Fast-Action card system that enables you to replay fights very quickly (20 mins using basic rules and 40 mins using advanced rules). Hundreds of boxers are rated, so you can replay famous bouts or your own favourite 'what if' bouts.


Top Secret. Published by TSR. 1980. Box. 2 copies available:

1) Good. £2      2) In shrink £2.50

Designer: M Rasmussen. No. players: 3+. Country: American. Desc. by Eamon.

Role-playing espionage game. Original boxed set which includes rules booklet, introductory module and percentile dice.


Traveller. Published by GDW. 1983. Packet. Covers show wear. £3

Designer: Marc W. Miller. No. players: 2+. Country: American.

Roleplaying system set in space in the far future.  This packet includes the following: Starter Edition Rules Booklet, Charts and Tables booklet; Book 4 - Mercenary; Adventure - Mission on Mithril.


Traveller - Missions Of State. Published by Imperium Games Inc. 1998. Book. Excellent. £1.75

Author: Unknown. No. players: 2+. Country: American.

Roleplaying supplement for Traveller 4th Edition science fiction role playing game.  This thick booklet (112 pages) contains 9 adventures involving intercultural intrigue, requiring intelligence gathering and subtlety as well as knowing when a fight is necessary.


Tribond. Published by Patch Products Inc. 1998. Box. Good, 1 corner taped. £4

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

Family game in which players or teams of players try to spot the common element between three things listed on cards.  The cards come in various categories: Entertainment, Sports & Recreation, Academics, Riddles & Wordplay.  Identifying the thing in common is rewarded by movement around the board and landing on an opponent's playing piece results in a challenge round.


Troke. Published by Vic-Toy. ca.1975. Box. Good, but box lid shows wear. £7

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

Abstract game, given the alternative title of Castle Checkers. Nicely designed pieces allow players to combine towers, walls and moats into castles. Played on a board showing points linked by lines. Points are gained by capturing opposing pieces and forming castles in designated areas.


Upwords. Published by Milton Bradley. 1988. Box. 2 copies available:

1) Box shows wear, corners taped. £4      2) Good. £5

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

Very good word game of the same general type as Scrabble.  However, there are various differences which make this a good alternative to Scrabble.  As well as playing onto the board it is also possible to play letter tiles on top of other letter tiles, and make new words this way.  Bonus points will be scored for each letter tile underneath each of those played.  Bonuses are also available for playing completely on the board level (so opening up new areas), and for playing all one's tiles in a turn.


Ur. Published by What's Your Game. 2006. Box. In shrink. £9

Designer: Paolo Morl. No. players: 3-4. Country: Italian. Duration: 1hr.

Tile based game in which players use the actions on tiles they control in order to gain additional people, redistribute people, attack their neighbours and ultimately build ziggurats.  One clever mechanism is that the tiles are double sided and on your turn you perform both actions and then swap that tile with another open tile on the table, thus determining your options for your next time.


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

1) In shrink. £21       2) Excellent. £19

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

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


Vernissage. Published by TM. 1993. Box. Good. £20

Designer: Klaus Teuber. No. players: 3-5. Country: German. Duration: 75 mins.

A game of art speculation aimed at the gamer rather than the family market.  Players buy pictures and influence the standing of the various artists with the objective of increasing the value of their collection, and decreasing the value of their rivals’ collections.  The game uses an unusual mix of mechanics which make an interesting and well regarded game. Note: the rules state the number of cards incorrectly. Eamon considered this to be one of his favourites games.


Victorian Parlour Games For Today. Published by Peter Davies. 1974. Book. Good. £2.50

Author: Patrick Beaver. Country: British.

Hardback with dustcover, 25x17cm, 140 pages. A collection of the best Victorian parlour games which are still worth playing today. There are a huge number of games described here and most take only a paragraph or two to do so. The book has many Victorian illustrations, and the games are categorised (and subcategorised) as follows: General Party Games (Blind, Chairs, Hunting, Guessing, Chase & Catch, Be Serious, Talking, Movement, Acting, Kissing, Romp), Word Games, Table Games (Pencil & Paper, Board, Domino, Solitaire), Card Games (Fun, Money), Marbles, Forfeits.


Voltron. Published by Parker Bros. 1984. Box. Good, but box edges show some wear, 1 corner taped.  . £1.25

Designer: Unknown. No. players: 2-5. Country: Canada. Duration: 20 mins.

Special Notes: Some of the standup cardboard pieces are creased, but still usable.

Based on a US Children's TV program in which the Voltron Force of good guys in space suits have to find the keys to form Voltron, who is powerful enough to best the Robeast!  There are two versions of the game, one for beginners and one more advanced. The game involves some memory work as a board of face down tokens gets explored, and nasty surprises get turned face down after discovery, but useful weapons and the all important keys can be found too.  Loads of standup cardboard pieces, including two huge ones which are used on the separate battlefield board.


W.W.F. Wrestling Challenge Game. Published by Milton Bradley. 1991. Box. Good. £1.25

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

TV related, based on the exploits of well-known wrestlers like Hulk Hogan, Earthquake, Mach Man, Ultimate Warrior, Million Dollar Man, The Model, Mr Perfect, Jake the Snake and Big Boss Man. A fun game, and some tactics required with the use of your Power Cards - when and where to use them can be crucial.


Wadi. Published by Emma Games. 2007. Box. 2 copies available:

1) In shrink. £11       2) Excellent. £10

Designer: Martyn F. No. players: 2-4. Country: Dutch. Duration: 35 mins.

Players place shadoufs (water pumps) in an arid landscape through which seasonal rivers (wadis) occasionally flow. When the water briefly comes the shadoufs are used to irrigate the landscape. Each turn the water which hasn't yet been pumped out of the wadi moves on, and when it leaves the board or has all been pumped, players score for the irrigated land around their shadoufs.  Placement restrictions and pumping rules mean that many areas will score for several shadoufs and using this to your advantage is the key to winning.


Wapi. Published by Tactic. 2003. Box. Excellent. £12

Designer: Reiner Knizia. No. players: 2-4. Country: Finland. Duration: 20 mins.

Odd looking game with an American Indian theme.  Players draw chits which show silver or rock which will be placed into one of 6 mines or mine tokens which are used to claim a share in one of the 6 mines.  Players can only claim up to 3 of the mines. An early mine claim allows you to play good silver chits into it but also allows opponents to fill your mine with worthless rock. Won a French Best Strategy Game award in 2003.

Was Sticht?. Published by Moskito. 1993. Box. Excellent. £8.50

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

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


Wettstreit Der Baumeister. Published by Kosmos. 1998. Box. Good. £15

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

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


With Sword And Shield. Published by Three Crowns Game Productions. 2008. Box. In shrink. £17

Designer: Stefan Eksroem, Goeran Bjoerkman. No. players: 2-6. Country: Swedish. Duration: 40 mins.

Card game (all in English) in which the players melee against each other, with the objective being to be the first to score 5 hits.  The cards depict a variety of sword and shield manoeuvres each with their own strengths and weaknesses.  Very attractively produced.


Wizard's Quest. Published by Avalon Hill. 1979. Box. 2 copies available:

1) Good. £2.25. Edge of the lid and one side show damage where tape was removed

2) Box shows wear. £1.75

Designer: Garrett J Donner. No. players: 2-6. Country: American. Duration: 2 hrs. Desc. by Eamon.

Excellent Risk-type fantasy war game with each player searching for treasure on an island over-inhabited by orcs - orcs who breed and frenzy when they run out of living space. The orcs are 'run' by the game, giving you an extra opponent no matter how many people are playing. All of the designer's AH games (Amoeba Wars and Dragonhunt are the other two) have this non-player opponent.


Wucherer. Box. Several copies available:

1) Published by Abacus. 1997. Excellent. £3.25

2) Published by Spiele-Bau-Stelle. 1994. Good. £1.25

3) Published by Spiele-Bau-Stelle. 1994. Excellent. £3.25. 3rd printing - blue box + includes extension set of 36 extra cards.

Designer: Friedemann Friese. No. players: 1-6. Country: German. Duration: 30 mins.

Card game, later reprinted as Landlord.  Players play apartment cards and rent them to tenants, collecting rent each turn. Wealthy tenants can be placed in your own properties, but squatters and deadbeats into your opponents' apartments. You can even play a bomb card on your opponents' building, but make sure you have an alibi card as the police may catch you otherwise. The rules were revised for this edition.


Yali. Published by Jumbo. 1996. Box. Good. £8

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

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


Yellowstone. Published by Avalon Hill. 1985. Box. Good. £10

Designer: Rick Shipley, Ellsworth Boyd, Cathy Boyd. No. players: 2-4. Country: American. Duration: 90 mins.

Promotional game, but one with nice mechanics, made for the Yellowstone Library and Museum Association, to promote interest in their national park. Players represent herds of animals that must migrate across the park and survive the four different seasons. If you are lucky, your animals might even get to breed during the game!  It is vital to obtain food and avoid predators using your movement point allowance to move from the winter pastures to the summer pastures and back again, while ensuring your babies stay alive as they score most points.


Young Krypton. Published by Telitoy. ca.1980. Box. Box shows wear. £1.25

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

TV related, based on a junior version of the Krypton Factor. The players go through several rounds trying to score as well as possible.  The rounds are: Mental Agility (spotting the next number in a number sequence), Response (making a shape on a card using a tangram set), Observation (players study a picture for 20 seconds and then have to answer questions about it), General Knowledge (answer questions from cards), Physical Ability (a fairly simple card based race game, which allows players to block each other).


Zodiac. Published by Chad Valley. ca.1965. Box. Good. £6.50

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

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

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


Zooloretto XXL. Published by Rio Grande Games. 2008. Box. In shrink. £19

Designer: Michael Schacht. No. players: 2-5. Country: American. Duration: 45 mins.

Expansion for Zooloretto and Aquaretto.  Includes a new variant for both Zooloretto and Aquaretto, which extends the game somewhat.  For Zooloretto additional animals of all the standard types are provided, and players can clear out a full enclosure during play to make room for new animals.  The earlier you manage to do this the more VPs you will earn.  For Aquaretto there are some new animals as well, and players get a new expansion board, and also new tiles are introduced which don't take up space in the zoo.


Zum Kuckuck! / Land Unter. Box. 2 editions available:

1) Land Unter. Published by Amigo. 2001. In shrink. £6
2) Zum Kuckuck!.
Published by F X Schmid. 1997. Good. £7

Designer: Steffan Dorra. No. players: 3-5. Country: German. Duration: 45 mins.

Zum Kuckuck was on the Spiel Des Jahres recommendation list for 2001. Card game. Every round each player chooses a number card to play, and the highest two get scoring cards.  At the end of the round having the highest valued scoring card will lose points. However a new scoring card replaces an old one, so 'winning' a high value scoring card at the start of a hand isn't necessarily very bad. After a hand is played out the initial hands are reformed and passed to the left for replay! Whoever does best after everyone has played each hand is the winner.


And now for some books:




Book Title





Size (Cm)




A Dictionary Of Card Games

Oxford University Press

David Parlett







All About Acol


Bewn Cohen, Rhoda Lederer







Man Versus Machine - Kasparov Versus Deep Blue

Buzan Centres

R. Keene,
T. Buzan,
D. Goodman







New Rules For Classic Games

John Wiley & Sons

R Wayne, Schmittberger







Card Games

H.F. & G. Witherby

Hubert Phillips





Good, but dustcover shows wear


The Play Of The Cards

Robert Hale

T. Reese,
A. Dormer







Sicilian Dragon Yugoslav 9 Bc4

B.T. Batsford

Laslo Sapi,
Attila Schneider







Backgammon: The Action Game

Collier Books

Prince Alexis Obolensky,
Ted James







Scarne On Dice

Wilshire Book Company

John Scarne







Sound Bidding At Contract

Edward Arnold Ltd

G.C.H. Fox





Good, but dustcover shows wear


Battles With Model Tanks

Macdonald And Jane's

D. Featherstone, K. Robinson







The Chess Companion

Faber & Faber

Irving Chernev









Alexander Scott







Bridge In The Menagerie

B.T. Batsford

Victor Mollo







Sea Battle Games

Model & Allied Publications

P. Dunn





Good, but dustcover missing


Game Collector's Guide Volume 1: Wargames

Panzer Press

Tom Slizewski







New Games Of Patience

L. Upcott Gill

M. Whitmore Jones







Bridge - Tricks Of The Trade

Victor Gollancz

T. Reese, D. Bird







More Card Games Up-To-Date

W. Foulsham & Co

Tom King







Complete Book Of Games And Stunts

Prentice Hall

Darwin A. Hindman





Good, but discolouring on part of cover


Spiel '94 Taschenbuch

Friedhelm Merz Verlag

Rosemarie Geu







The Financial Times Book Of Bridge

Robert Hale










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