Jul 2011 Catalog
While I don’t publish my latest catalog on the internet, this older catalog is available for you to look through to get an idea of the sort of thing I generally have. Please be aware that many of the games in this catalog will have already sold, and if they haven’t then the prices are not necessarily still valid – the prices are only valid in the month the catalog comes out! However, if you do see something of interest email me and I’ll let you know if I still have it. Also getting the monthly catalog by email is free and without obligation, so why not just ask to be added to my subscription list, or ask me to send you the latest catalog by email?
1655 - Habemus Papam. Published by DDD Verlag. 2010. Box. In shrink. £14
Designer: Christoph Bauer. No. players: 3-4. Country: German. Duration: 40 mins.
Set inside the Vatican, the players are the Preferiti, the most likely candidates to become the next pope. The players must gather support from other cardinals, as well as gaining political influence with Louis XIV and accruing money in order to make vital 'donations'. Even assassination can't be ruled out! Eventually the white smoke will be seen and the new pope will emerge! The game is card driven and plays quickly.
A Collector's Guide To Games And Puzzles. Book . 2 editions available:
1) Published by Grange Books. 1997. Excellent. £7.50
2) Published by The Apple Press. 1991. Excellent. £7.50
Author: Caroline Goodfellow. Country: British.
Hardback with dustcover, 29x22cm, 128 pages. The book covers the collectability of games and puzzles and gives advice to collectors as well as detailing (in text and colour pictures) many of the items the author is especially fond of. These are categorised as follows: Race Games, Games of Morals, Strategy Games, Cards & Card Games, The Early Jigsaw, American Games. Some of the items illustrated are real rarities, going back to the 18th century at least.
Adel Verpflichtet. Published by F X Schmid. 1991. Box. 2 copies available:
1) Good. £10 2) Excellent. £11
Designer: Klaus Teuber. No. players: 2-5. Country: German. Duration: 1 hr. Desc. by Eamon.
Clever game in which the players attempt to obtain large collections of antiques. The antiques are represented by cards and include items such as Marilyn Monroe's lipstick and Sir Walter Raleigh's pipe. Each turn players simultaneously choose whether to attend the auction house to buy more antiques or to go to a stately home. In the auction house players can either bid or try to steal money. In the stately home players can put on an exhibition to gain points, try to steal from an exhibition or be a detective to catch any thieves. To do well you need to be able to work out what other players are likely to do, and act accordingly. Won the Spiel des Jahres 1990 in Germany. Recommended.
Morgenland / Aladdin's Dragons. 2000. Box. 2 editions available:
1) Morgenland. Published by Hans Im Gluck. Country: German. In shrink. £12. I will include a set of laminated English spell cards with this set.
2) Aladdin's Dragons. Published by Rio Grande Games. Country: American. Excellent. £11
Designer: Richard Breese. No. players: 3-5.. Duration: 90 mins.
This is a revised and improved version of Richard Breese's rare Keydom. Players vie for resources by placing some of their workers into the caves to gather gems using a clever mechanism which allows a little bluffing. Other workers can also be placed in various locations in the city, which permit the player with the most senior worker to trade resources, gain magic spells for later use, improve their position in the turn order sequence, and most importantly enter the palace, where they can buy artifacts using their hard won resources. These artifacts give additional abilities and also count towards victory. Very good game - recommended.
American Football Magazine No. 1. Published by The Daily Telegraph. 1987. Magazine. Good. £0.50
Author: Various. Country: British.
Softback, 27x20cm, 32 pages. Covers: Football basics, John Elway profile, Class of '87 - new Hall of Fame players, Inside the NFL, Position by Position Guide to Players, and more...
Anasazi. Published by Phalanx. 2006. Box. In shrink. £12
Designer: Klaus-Juergen Wrede. No. players: 2-4. Country: German. Duration: 30 mins.
The players set out on expeditions to find and explore the long abandoned Anasazi canyon villages in south-west America and collect their treasures. Game play involves extending expeditions using tiles and setting up camps ready for future turns. Unusual game, with some interesting ideas, and very attractively produced.
Anno 1503. Published by Mayfair Games. 2003. Box. Good. £14
Designer: Klaus Teuber. No. players: 2-4. Country: American. Duration: 90 mins.
Spin off game from both the German PC game of the same name and also from the Settlers franchise. However, while the game does draw ideas from the Settlers family, it has new ideas too. Players are both exploring new lands by ship, and gaining trading posts and colonies there, as well as improving their own town. To win a player must complete three out of five development targets, allowing for different strategies. Players gather goods of various types and trade them for profit and also use them to build new ships and develop their town. Highly recommended - especially for three players.
Arabana-Ikibiti. Published by Bambus. 1999. Box. Good. £9.50
Designer: Gunter Cornett. No. players: 2. Country: German. Duration: 45 mins.
Excellent 2 player game later reprinted as Kahuna. Players use cards to lay their own bridges between islands, and combinations of cards to remove their opponent's bridges and replace them with their own. However, the clever part of the game is that when a player obtains a definite majority of bridges to an island, all their opponent's bridges on that island get removed, which can create new opportunities on adjacent islands too. Highly recommended if you like 2 player games.
Armchair Cricket. Published by Norfolk House Enterprise. 1989. Box. Good. £8.50
Designer: Don Arnold. No. players: 2. Country: British.
Card game. 110 cards in five ‘suits’. An excellent game for two and, with the advanced rules, very tactical to play. The basic idea is that the bowler plays 6 cards, one at a time (for an over) and the batsman responds: a higher card of the same suit scores some runs, equal or higher card in a different suit is a defensive play, but lower card in another suit and a wicket is taken. When a batsman scores an odd number of runs the other batsman must be faced and will have a different set of cards in hand.
Around The World In 80 Days / In 80 Tagen Um Die Erde. Published by Ravensburger. Box. 2 available:
1) In 80 Tagen Um Die Erde. 1986. Good. £10. Country: German. Comes with a set of laminated English versions of the event cards.
2) Around The World In 80 Days. 1987. Good. £10. Country: British. Includes a World Information Map.
Designer: Wolfgang Kramer. No. players: 2-6.
Race game based on the Jules Verne story. Wooden pieces. Game play involves using cards to move from space to space along a track. In order to make a move a numbered card must be played which matches the currently available transport type. Special cards allow the current transport method to be changed, or hinder other players, and landing on certain spaces gives additional benefits, often allowing a further card play, making quite long moves possible from time to time. Recommended as a light but enjoyable game
Ascension: Chronicle Of The Godslayer. Published by Gary Games. 2010. Box. In shrink. £26
Designer: Justin Gary. No. players: 2-4. Country: American. Duration: 30 mins.
Deck building card game inspired by Dominion. In this game the players recruit fantasy heroes and obtain weapons and equipment in order to increase their power and build up to be able to defeat the Fallen One in order to win. Each turn one can gain power, honour or runes. Runes are used to obtain new cards, and power is used to defeat monsters. Honour counts towards victory at the end of the game.
Batavia. Published by Queen Games. 2008. Box. In shrink. £22
Designer: Dan Glimne, Grzegorz Rejchtman. No. players: 3-5. Country: German. Duration: 1 hr.
A reimplementation of Moderne Zeiten. Set in the height of the East India Companies of the various North European powers, the players buy the right to ship goods from a particular port - each port being allied to a particular country and dealing in one commodity. A tile is gained for the port / goods combination selected. The objective is to get majorities of tiles for particular companies and goods. The game uses some interesting mechanisms and plays quickly.
Battle Quest: Caves Of Fury. Published by Hodder & Stoughton. 1992. Book. Excellent. £3.75
Author: Stephen Thraves. No. players: 1. Country: British.
Solitaire adventure game book in the same style (using paragraphs) as Fighting Fantasy books. However, this book comes in a packet with two special dice used to resolve combat, and a selection of extra items: treasure and strength counters, book of wisdom card, password scroll, and transparent spell sheets. 342 paragraphs. You are a fearless warrior sent to the Caves of Fury by an old man who wants to know what happened to his sons who never returned.
Bean Trader / Bohn Hansa. 2003. Box. 2 editions available:
1) Bohn Hansa. Published by Amigo. Country: German. In shrink. £13
2) Bean Trader. Published by Rio Grande Games. Good. £13
Designer: Uwe Rosenberg. No. players: 3-5. Duration: 90 mins.
Board game with the theme taken from Bohnanza - so all about trading beans, with plenty of bean-puns thrown in. The players move their wagons from city to city buying and selling beans to fulfil orders. Players can also trade beans between each other when their wagons are in the same location. The objective is to make as much money as possible from your bean trading. The game uses quite different mechanisms to Bohnanza, so it isn't just a Bohnanza variant.
Beginner's Bridge. Published by Milton Bradley. 1967. Box. Good. £6.50
Designer: Charles H Goren. No. players: 1. Country: American.
Interesting Bridge tutorial system, obviously made to compete with Autobridge. This teaches the Goren Point Count System. After reading through a section of the book the Bridge Tutor is used to put into practice what has just been learnt. The Bridge Tutor plays the other 3 players for you allowing you to practice on your own. The central device conceals the hands and bids and these are revealed one at a time as the hand is played out. There are 49 deals to be worked through.
Bluff. Published by F X Schmid. 1993. Box. Good. £12.50
Designer: Richard Borg. No. players: 2-6. Country: German. Duration: 20 mins.
A good version of Liar's Dice. An excellent dice game which requires considerable skill and judgement to play well. The idea is that each player starts with 5 dice which are rolled secretly and kept hidden under a cup. Players then make increasing bids on what they think will be on the dice under all the cups (eg. eight 4's). If a player does not want to up the bid then the previous bid can be called, and the dice are shown. Getting it wrong will lose you dice. Bluff won the German Spiel des Jahres in 1993. Highly recommended.
Business. Published by Relaxx Spiele. 1998. Box. 2 copies available:
1) Good. £15 2) In shrink. £16
Designer: Sid Sackson. No. players: 2-6. Country: German. Duration: 45 mins.
An interesting reworking of Bazaar. Players collect tokens (shares) in five colours, with an 'in the fist' auction each round to determine who gets first pick of several randomly drawn batches of tokens. After each auction shares can be sold according to a chart for that round, but only in specific combinations. You can see what the target combinations will be for the next three rounds, and every third round pays double. The objective is to accumulate the most money by the end of the game.
Camelot Legends. Published by Z-Man Games. 2004. Box. Good. £13.50
Designer: Andrew Parks. No. players: 2-4. Country: American. Duration: 75 mins.
Card game based on the Legends of King Arthur. Over 100 nicely illustrated cards take the players to Camelot, the Perilous Forest and Cornwall. Players create companies of characters who they use to complete quests and overcome their enemies. When all has been done the player whose company has achieved most wins.
Canasta. Published by Gibsons. Box. Good. £1
Designer: Unknown. No. players: 2-4. Country: British.
2 Canasta decks with a set of rules for Canasta for 2, 3 or 4 players. Canasta is a very popular and highly regarded rummy variant developed in Uruguay in the 1940's and popularised in America in the 1950s.
Canasta. Published by Waddingtons. ca.1960. Box. Good. £1.25
Designer: Unknown. No. players: 2-6. Country: British.
Set of 2 decks of playing cards with two sets of rules for Canasta for 2,4 or 6 players and suggestions for 3 or 5 players. Canasta is a rummy variant developed in Uruguay in the 1940's and was popularised in America in the 1950s.
Carcassonne. Published by Hans Im Gluck. 2000. Box. Excellent. £12.50
Designer: Klaus-Jurgen Wrede. No. players: 2-5. Country: German. Duration: 45 mins.
Excellent game of tile-laying. The playing area is eventually made up of lots of tiles, featuring roads, fields, walled cities and monasteries. As the land is created, players can place their men on areas they wish to ‘command’, with a view to earning points: robbers on the roads, knights in the city, monks in the monasteries and farmers in the fields. Each of these scores in a different way and players need to take what opportunities they get without running out of playing pieces. Highly recommended.
Carcassonne Die Burg. Published by Hans Im Glück. 2003. Box. Excellent. £13
Designer: Reiner Knizia. No. players: 2. Country: American. Duration: 40 mins.
Carcassonne related game for two players only. There are some interesting twists introduced in this version by Herr Knizia. Firstly the restrictions on placing tiles so they match is much reduced - only roads must match - this gives much more scope for tactical play. An odd shaped frame showing the castle walls is laid out and tiles are placed within it. Players claim tower buildings and residential buildings they think will grow large but which they can complete, and there is a good bonus for the largest residential building. Market areas score at the end of the game only, and if a player's scoring marker reaches certain spaces on the score track bonus tokens are gained which give various benefits. Recommended. US edition is called The Castle.
Carcassonne: Neues Land. Published by Hans Im Gluck. 2005. Box. In shrink. £13.50
Designer: Leo Colovini. No. players: 2-5. Country: German. Duration: 45 mins.
Standalone game of the Carcassonne family, and my personal favourite of this line of games. The tile laying mechanism is similar to the standard game, but as well as an interesting and slightly different way of scoring areas, the main change is that each player has even fewer men than in other versions, but after each tile play you can either play a man on the tile just played or you can remove a man from the board and score it - thus scoring isn't automatic when an area is completed, but you can also get back men which aren't being very productive in an incomplete area while still getting some score, and then redeploy them elsewhere. Highly recommended. US version is called The Discovery.
Career Poker / Karriere Poker. Box. Country: German. 2 editions available:
1) Karriere Poker. Published by Hexagames. 1988. Excellent. £2.75
2) Career Poker. Published by Fun Connection. 1992. Good. £4.50
Designer: Unknown. No. players: 4-8. Duration: 30 mins.
Card game. Players win tricks (but with the twist that cards can be played in combinations besides being played singly - called a 'Climbing' game). Each 'trick' can be only one type of combination (eg. a pair), but players can keep playing higher sets until everyone passes. The objective is to get rid of all your cards. At the end of each round, all players will receive a title, from boss down to the dishwasher. Players change seats between each round in keeping with their 'status'. At the start of each hand players must swap some cards, such that the better positions get more favourable cards while the lower positions get the dross.
Cartino. Published by Ravensburger. 1969. Box. Good. £3
Designer: D.F.Oudolf. No. players: 2-6. Country: German. Duration: 45 mins.
Attractive game using wooden tiles to represent some of the cards from two decks of playing cards. Players play their cards on to a well designed board, which looks like a tableau of playing cards laid out for a game. Each space on the board can accommodate two identical tiles. Players have a hand of 5 tiles and may play any number in their turn, but only from one suit. Tiles played score for any adjacent occupied spaces, so holding back for tactical advantage can be an important part of game play.
Castle Panic. Published by Fireside Games. 2010. Box. Excellent. £15
Designer: Justin De Witt. No. players: 1-6. Country: American. Duration: 1 hr.
Semi cooperative game in which the players are defending a castle from a hoard of orcs, goblins and trolls. Each turn a player plays cards to wound or ideally kill some of the attackers, and then the attackers move towards the castle and a new attacker tile is drawn and added to the board. Attackers destroy walls (though take damage doing so) when they reach them, and similarly for the inner fort if they reach that. Some attackers are leaders and will bring followers or cause other attackers to move an extra time. The players win if all attackers can be killed, and lose if the last section of the inner fort falls. The players also compete to kill the most attackers.
Cleopatra And The Society Of Architects / Kleopatra Und Die Baumeister.
Published by Days Of Wonder. 2006. Box. 2 copies available:
1) Kleopatra Und Die Baumeister. Country: German. Excellent. £22. German version, but I am including English rules and colour printed and laminated English crib sheets, and very few of the cards have German on
2) Cleopatra And The Society Of Architects. Country: American. Excellent. £22
Designer: Bruno Cathala, Ludovic Maublanc. No. players: 3-5. Duration: 75 mins.
Board game with amazing pieces: 2 large obelisks, 6 sphinxes, a throne with plinth, many columns, and a 3D palace which uses the box lid as a component, as well as a pyramid of corruption for each player. Players draft cards in a unique way and use them to build the various parts of the palace in order to gain VPs. However, timing your building well can bring extra VPs and the more powerful building cards bring corruption points with them, which are then kept hidden. When the palace is complete the most corrupt builder is thrown to the Nile crocodiles and the remaining builder with the most VPs wins.
Collins Gem Guide: Card Games. Published by Harper Collins. 1991. Box. Good. £1.60
Designer: Diagram Group. Country: British.
Softback, 12x8cm, 256 pages. Mini guide to card games covering around 50 family card games and about 30 childrens' card games. Includes lots of diagrams in red and black print.
CoverUp. Published by Out Of The Box. 2005. Box. Good. £9
Designer: Ruddell Designs. No. players: 2. Country: American. Duration: 15 mins.
3-D four in a row game. Players take it in turn to place a disk onto the board trying to make a line of four of their pieces. The clever twist here is that each space has three layers. A small piece can only go on the bottom level, a medium piece only on the middle level and a large piece only on the top. A larger piece covers smaller pieces which no longer count while covered. A large piece can be moved instead of adding a new piece, but beware what gets uncovered by such a move!
Crystal Faire. Published by Hangman Games. 2006. Box. New. £16
Designer: Alan Ernstein. No. players: 3-5. Country: American. Duration: 2 hrs.
Special Notes: Number 564.
Limited edition gem trading game. The game uses lots of glass beads as the gems which players trade with each other, manipulating the prices of the gems in the market to their advantage. The trading mechanism is unusual - some gems are offered openly while others are offered unrevealed, with rules determining the possible mixes. At the end of each trading session the players with the most of each type of gem are rewarded, but some of those gems will be lost prior to the next session of trading.
Cul-De-Sac. Published by Lazy Days. 1975. Box. Good, but label removal mark on lid. £9
Designer: Unknown. No. players: 2. Country: British. Duration: 30 mins.
Clever abstract game, but highly approachable for those not generally fond of that genre (eg. me). Players must reach each other’s starting positions, but as well as moving their pieces players also place walls in places which will block their opponent more than they block themselves. However, a wall may never be placed so as to make a goal unreachable. This allows a quite cunning maze to be built up and clever play will certainly decide the winner. Recommended.
Das Ende Des Triumvirats. Published by Lookout Games. 2005. Box. 2 copies available:
1) In shrink. £17 2) Excellent. £15
Designer: Johannes Ackva, Max Gabrian. No. players: 2-3. Country: German. Duration: 75 mins.
Special Notes: Includes colour printed and laminated summary sheets and special action cards.
The players take on the roles of the three leaders of Rome: Julius Caesar, Cassius & Pompeius, but after a disagreement they split up and try to wrest power for themselves alone. Each starts controlling five provinces with access to legions and income. Victory can be won by being elected Consul twice, by proving your 'competences' or by force: controlling 9 regions. Each turn some regions generate legions and income, but to make use of these the leader needs to be moved to that region. Clever ideas, good mechanics and interesting game play.
De Vulgari Eloquentia. Published by Lookout Games. 2010. Box. In shrink. £33
Designer: Mario Papini. No. players: 2-5. Country: German. Duration: 2 hrs.
Set in Italy in the late middle ages, the game follows the development of the 'Volgare', the language spoken by the common people, rather than the elite's traditional Latin. The players take part as bankers, priests and merchants. They gain knowledge of the different dialects and improve their social status and influence through political and financial means. The mechanisms involve worker placement. How many other games let you create a language?
Die Wiege Der Renaissance. Published by DDD Verlag. 2007. Box. In shrink. £14
Designer: Hanno & Wilfred Kuhn. No. players: 2-4. Country: German. Duration: 1 hr.
Card game set in Renaissance Florence. Each player is the head of a powerful aristocratic family. By promoting culture, architecture and religion, amassing wealth and sponsoring the sciences and voyages of discovery the players gain prestige. Historical events must be overcome, and only the cleverest and most cunning family will come out on top. Uses some intriguing mechanics.
Dino. Published by Hexagames. 1989. Box. Good. £8.50
Designer: Reinhold Wittig. No. players: 2-6. Country: German. Duration: 30 mins.
A dinosaur game with very nice components, 5 large plastic dinosaurs, wooden counters, and a meteorite. Originally published as Iridium in 1987. The players attempt to collect dinosaur eggs, but the adult dinosaurs are used to block the paths to stop your opponents getting to the eggs. The most successful egg collector wins.
Dominion: Cornucopia. Published by Rio Grande Games. 2011. Box. In shrink. £18.50
Designer: Unknown. No. players: 2-4. Country: American. Duration: 30 mins.
Expansion set for Dominion (which you will need to make use of this). 13 new sets of Kingdom cards are included, along with 5 special 'prize' cards. The cards in this set encourage players to diversify their decks in order to gain the full capability of these cards.
Drachen Delta. Published by Euro Games. 2000. Box. Good. £11
Designer: Roberto Fraga. No. players: 2-6. Country: French. Duration: 45 mins.
German version of Dragon Delta. Players race to cross the delta to their home village by placing stones and planks and moving across them. Card play is simultaneous, with players choosing cards from a wide selection of actions such as: laying stones to place planks on, laying planks on stones, moving various amounts, removing a stone or plank from a critical location, or forfeiting your action to hinder an opponent. While the game is somewhat chaotic, planning is possible, and keeping your options open is always good. I have a couple of house rules and clarifications too. Recommended, and works especially well with 5 or 6 players.
Draco & Co. Published by Descartes Editeur. 2001. Box. Good, but edges show a little wear. £7.50
Designer: Michael Schacht, Bruno Faidutti. No. players: 3-6. Country: French. Duration: 40 mins.
Draco is the chief of a big gang of bandits. After a raid the gang meet up at an inn and have plenty to eat and drink, and the gang members (two per player) jostle for position (using cards) to get onto the right side of Draco, as whenever a toast is called for he rewards those on his good side with treasure, but takes some from those on his bad side.
Dune. Published by Parker. 1984. Box. 2 copies available:
1) Good but some tape removal marks. £11 2) Good. £12
Designer: Unknown. No. players: 2-4. Country: British. Duration: 90 mins.
Based on the epic S.F. movie, this is different to the Avalon Hill game of the same name. The character cards feature photos of the stars from the film and show the starting strength and guile of the characters. Players move around the outer desert spaces to gain money or harvest spice or can move around the inner castle spaces to build up strength. Spice can be used to buy equipment cards, spice harvesters, or enhance your guile. Commodity markets can also be invested in and will pay out now and then. Uses eight and six sided dice.
Dungeons & Dragons Board Game. Published by TSR Inc. 1991. Box. 2 copies available:
1) Box good, contents unpunched. £4.50
2) Good. £2.50. Box shows slight indentation due to stacking
Designer: Troy Denning, Timothy Brown. No. players: 2-8. Country: American.
Base set of the Dungeons & Dragons Board Game (which is also titled The New Easy To Master D&D). This set provides an adventure for you to play as well as a series of 'Dragon Cards' which teach you how to play in easy steps. The set includes polyhedral dice, many stand up cardboard figures, GM's screen and the rule book. Essentially this is a classic fantasy dungeon bash board game / role playing game crossbreed.
Dungeons & Dragons Board Game - The Dragon's Den. Published by TSR Inc. 1992. Box. Good. £10
Designer: Ken Rolson. No. players: 2-8. Country: American.
First expansion to the Dungeons & Dragons Board Game (which was also called The New Easy To Master D&D). This set provides three more adventures which can be played individually or as a single long campaign, for which you will need the base game. There is also a standalone scenario which can be played with this set alone. The set focuses on adventures involving dragons, and as well as the scenario books, colour poster map-board of the dungeons, and tiles there are over 60 stand up cardboard figures, plus cards and playing pieces for the standalone game. Essentially this is a classic fantasy dungeon bash board game / role playing game crossbreed.
Dungeons & Dragons Board Game - The Haunted Tower. Published by TSR Inc. 1992. Box. Good. £10
Designer: Troy Denning, Timothy Brown. No. players: 2-8. Country: American.
Third expansion to the Dungeons & Dragons Board Game (which was also called The New Easy To Master D&D). This set provides three more adventures which can be played individually or as a single long campaign, for which you will need the base game. There is also a standalone scenario which can be played with this set alone. The set focuses on adventures involving undead, and as well as the scenario books, colour poster map-board of the dungeons, and tiles there are over 70 stand up cardboard figures, plus cards and playing pieces for the standalone game. Essentially this is a classic fantasy dungeon bash board game / role playing game crossbreed.
Durch Die Wüste. Published by Kosmos. 1998. Box. In shrink. £14
Designer: Reiner Knizia. No. players: 2-5. Country: German. Duration: 45 mins.
Superb game, and in my opinion one of Herr Knizia's very best! Players play pastel coloured camels onto a hex gridded board showing a region of desert, but there is always far more to do than you are able to in one turn. Players try to make chains of their camels connect to oases, collect points for smaller waterholes, isolate sections of desert for themselves and also try to have the largest caravan of each colour. All of these score points, but deciding which methods to go for is hard, and deciding which is most urgent is harder still. Highly recommended.
Eketorp. Published by Queen Games. 2007. Box. In shrink. £17
Designer: Dirk Henn. No. players: 3-6. Country: German. Duration: 50 mins.
Second edition of this game originally by DB Spiele. Game of building Viking settlements. The game involves sending out your Vikings either to the countryside to collect foliage, wood, mud and rock to build your stronghold with, or they can be sent to other players' strongholds to try and steal some of these materials already there, or finally stay at home to guard your own stronghold. In each case fighting is most likely to ensue and this is resolved by card play.
Elixir. Box. 2 editions available:
1) Published by 3 Wishes. Country: British. 1987. Good but 1 box corner taped. £6.75
2) Published by TSR. Country: American.1990. Good. £9. A separate side board has been made up for this set to hold the potions to enhance game play.
Designer: Nik Sewell. No. players: 2-4. Duration: 90 mins.
Each player tries to be the first to discover the formula for all three parts of the Elixir of Life. To do this each wizard needs to gather ingredients and gems from around the board and combine them to produce potions. Initially no-one knows which ingredients produce which potions, 3 of which are the parts of the Elixir of Life, and the others highly useful potions which speed you up, or get you more gold etc. There are strangers to encounter around the board and some deduction required to work out what combinations of ingredients must produce what. Good fun game.
Epaminondas. Published by Hexagames. 1983. Box. Good. £13.50
Designer: Robert Abbott. No. players: 2. Country: German. Duration: 40 mins.
Well regarded abstract strategy game based on moving phalanxes of pieces across a board. The objective is to get your pieces to the far side of the board. A development of Crossings from Sid Sackson's classic A Gamut Of Games.
Escalado. Published by Chad Valley. 1997. Box. Good. £6.75
Designer: Unknown. No. players: 2+. Country: British. Duration: 30 mins.
Special Notes: 1 of the table clamps has been replaced with one from an earlier set.
Modern version of this classic race game, where the horses move along the board by way of vibrating the track. Players bet on the result. Good fun if played on the right occasion, with a few drinks. The horses in this game are large but made of plastic.
Europa Tour. Published by Schmidt. 2002. Box. In shrink. £14
Designer: Alan R Moon, Aaron Weissblum. No. players: 2-4. Country: German. Duration: 30 mins.
Players must try to build a valid route through Europe using country, plane and ship cards. There are special card holders to ease play and a map board showing what routes are allowed for road, plane and ship journeys. It is a development of the system used in the old game Rack-O. I very much enjoy the puzzle-like challenges it poses - highly recommended.
Far & Away Magazine. Published by Pacific Rim Publishing.
Author: Dale Kemper. Country: American.
Science fiction gaming magazine, which calls itself the magazine of speculative gaming. Articles listed by issue:
Issue 1. 1990. Excellent. £0.25: Planetfall (Megatraveller), The Compleat Starport (Megatraveller), Robotech - new rules and scenario, Renegade Legion - Non Military Craft, Star Trek RPG - Starship Combat, The Voyager Telegram - A Poem, Eyes That See - fiction, Albedo review, Lace & Steel review, Space Estate review, Near Orbit review, The Wake of the Kraken review, Various starships outlines, Special Delivery (Megatraveller adventure).
Issue 2. 1990. Good. £0.25: Beachcomber - fiction, K-3 Class Klingon Gunboat, Battlefield Expedient Repair System, The Martian Invasion (Aftermath adventure); Reviews of: Lone Wolf & Cub, The Grimoire, White Eagle, Street Samurai Catalog, Star Wars Imperial Sourcebook.
Foil. Published by 3M. 1969. Box. Good. £3.25
Designer: Frederick A Herschler. No. players: 2-4. Country: American. Duration: 1hr.
Book case edition of this word game. Players collect cards with which they then try to form words, and then shuffle the letters around forming anagrams, and players try to guess each others' words. Points are scored for constructing words, guessing other people's words and for having your own words unguessed.
Foresight. Published by Eng’s I.Q. Co.. 1987. Box. Good. £0.60
Designer: Unknown. No. players: 2-4. Country: Hong Kong.
Game based on the principles of Nim, in which you take away counters from a line and the loser is the last one left to take a counter. Dice are used purely to set the game up, ensuring it will be different every time you play. This is more complex than Nim, as there are several lines in play simultaneously.
Formel 1 Nurburgring. Published by ASS. ca.1980. Box. Good. £10
Designer: Wolfgang Kramer. No. players: 2-6. Country: German. Duration: 1 hr.
Special Notes: The board has been improved to make the track more interesting (this can be removed). Includes betting sheets from Top Race and a printout of Alan Moon's own track too.
Version of Wolfgang Kramer's card driven motor racing game in which players first bid for cars knowing what cards they have to drive them with and then race them. The cards generally have several of the car colours listed and how far each one must be moved. There is plenty of scope for using cards which waste another player's car's movement points if you play it right. This set has a single track - the Nurburgring. This game was reissued (with differences) as Detroit / Cleveland Grand Prix and Top Race (and others too). Wooden cars. I will include my house rules and analysis of the tracks from the various games in this family. Owners of other games of this family may want to buy this for the additional track.
Formula One. Published by Waddingtons. Box. 2 editions available:
1) 1962. Good, but edges show wear. £10
2) 1978. Good, but box base indented. £9. This is the jigboard edition. 1 wheel of the black car is missing. The car still stands just fine though.
Designer: John Howarth & Trevor Jones. No. players: 2-6. Country: British. Duration: 45 mins.
Old but good motor racing game. Players keep records of their speed, brake-wear and tyre-wear on their personal car dashboards. Dice are only used for testing whether corners have been successfully negotiated should they decide to drive too fast around them, and thus take a risk. Tactics cards can be used to good advantage, and the rules also cover pitting.
Funkenschlag: Fabrikmanager. Published by 2F Spiele. 2009. Box. In shrink. £24
Designer: Friedemann Friese. No. players: 2-5. Country: German. Duration: 1 hr.
Business game from the designer of Power Grid, and while this is given the 'Funkenschlag' (Power Grid) branding, it is an entirely independent and different game. The players start with small factories and during the game purchase upgades to increase the amount of raw material they have access to, the productivity of their machinery, the number of employees and ways to reduce their environmental pollution. All this while racking up a good profit. Nicely produced, and interesting to play. Recommended.
Gang Of Four. Published by Days Of Wonder. 2002. Box. In shrink. £7.75
Designer: Lee Yih. No. players: 3-4. Country: American. Duration: 40 mins.
Card game, 64 cards in 3 suits with some special cards. This is a 'climbing' game, so in the same family as Tichu and Karriere Poker / The Great Dalmuti. The idea is that players try to be the first to get rid of all their cards, which is done by playing a higher combination than has already been played into the current trick but of the same type (pair, flush etc). The special cards add a level of uncertainty and make play more interesting. While not as deep as Tichu, this would make an excellent introduction to this family of card games.
Ghastly Games. Published by Patrick Hardy. 1983. Book. Good. £5
Author: John Astrop. No. players: 2+. Country: British.
Hardback, 35x25cm, 24 pages. Subtitled: 12 Sinister Board Games, Invented, Designed & Drawn for Your Pleasure. The games are all simple to play, but with some fun ideas and suitably sinister artwork (though this was intended for kids). The games are: Snake Snack, Ugly Mug, Dracula's Blood, Hell, Doom Castle, Clone, Bogey House, Tubes, Sharks, Germs, Swamp, Spider.
Go For Broke. Box. 2 editions available:
1) Published by Invicta. 1965. Good. £2. No. players: 2-5. Original British version.
2) Published by Milton Bradley. 1985. Good. £1. No. players: 2-4. Very well produced version: includes wine bottle playing pieces and a plastic device with 4 different sorts of randomisers built into it such as a mini fruit machine, mini roulette wheel, stock price spinner, and horse race spinner.
Designer: Unknown. Country: British. Duration: 1 hr. Desc. by Eamon.
Family game with the twist that you must spend all your money to win. Of course, there is nothing like the irony of winning at the races, in the casino, on the lottery, etc. All things you cannot do in real life but inevitably do in this game, and which here are setbacks!
Great Board Games. 1979. Book. 2 editions available:
1) Published by Bookclub Associates Ltd. Good. £9. The counter sheets are still in their wrapper, and are mostly unpunched, but there a few missing, though the book contains a checklist.
2) Published by Macmillan. Good - countersheets unpunched. £13
Author: Brian Love. No. players: 2+. Country: British.
Hardback, 37x27cm, 80 pages. After an introduction about board games published from 1890 onwards, over 40 board games from many publishers from around 1895 to 1955 have been reprinted in full colour in this book, along with rules and even several sheets of counters you can separate in order to play these games yourself. The games have titles such as: Game of the Man in the Moon; Sky Raiders (an early Stratego family game); Radio Game for Little Folks; Pank-a-Squith and The Amusing Game of Innocence. Wonderful item.
Greyhounds. Published by Hans-Im-Gluck. ca.1984. Box. Good. £11
Designer: Bernd Brunnhofer. No. players: 3-4. Country: German. Duration: 90 mins.
First edition. Uses wooden pieces, which look more like foxes than greyhounds! A clever race game in which one player acts as bookie and sets the odds for the race after seeing what cards people have chosen to use for the race. Movement of the dogs is controlled by card play in a very original way.
Hansa. Published by Abacus Spiele. 2004. Box. Excellent. £14
Designer: Michael Schacht. No. players: 2-4. Country: German. Duration: 1 hr.
Each player takes the role of a merchant trading between the cities on the Baltic sea in the 14th century. The objective is to be the most successful merchant. A single ship is sailed on your turn from city to city, and one action can be done in each city visited - buying goods, selling goods or establishing a market (which is needed to be able to sell in a city and can also make it possible to get goods for free). By managing to sell just before an opponent you can also make their trade less profitable. A neat system which works well, and requires careful play to do well. Recommended.
Herzlos. Published by Winning Moves. 2003. Box. In shrink. £3.75
Designer: Unknown. No. players: 2-5. Country: German. Duration: 25 mins.
Card game, and a variant on the traditional card game Hearts. The decks uses modified suits: Hearts, Cups, Flowers and Diamonds, and the penalties etc are different to standard Hearts. The game plays with 2-5 players rather than just the standard four for the traditional game.
Illustrated Games Of Patience. Published by Leslie Frewin. 1968. Book. Good. £1.50
Author: Lady Adelaide Cadogan. Country: British.
Hardback, 48 pages, 24x19cm. This is a reproduction of a book originally published in 1875. The author was the daughter of the first Marquess of Anglesey and wife of the youngest son of the third Earl of Cadogan, and was considered the 'patron saint of patience'. The book describes 24 games of patience (solitaire card games) with colour diagrams showing the card layouts. Most of the games names remain in French - this reflecting their origin.
Inkognito / Intrigues A Venise. Published by Milton Bradley. 1988. Box. 2 editions available:
1) Inkognito. Country: German. Good. £13.50. The passport screens have been pasted up with an English version of the crib sheets
2) Intrigues A Venise. Country: French. Good, but 2 corners taped. £9.50.
Designer: Alex Randolph & Leo Collovini. No. players: 3-4. Duration: 75 mins.
Won a special award in the 1988 German Spiel Des Jahres. This is a stylish production, set in Venice. Players are secret agents, with the twist that they must work together, but you don't know which player is your partner to start with. Much of the game involves gathering information and working out who your enemies are and who your partner is. Once this is done you will know what has to be done to complete your mission eg. Move Lord Fiddlebottom to Checkpoint 5. Game play involves moving playing pieces around the board in order to obtain information (peek at identity cards etc), and deducing what is going on quicker than your opponents while discreetly giving information to your partner.
Jambo. Published by Rio Grande Games. 2004. Box. In shrink. £14
Designer: Rudiger Dorn. No. players: 2. Country: American. Duration: 45 mins.
Card game. Players take the role of Swahili traders and buy and sell goods for profit. There are a variety of objects, animals and people who can be used to help your business (and in some cases hinder your opponent). Each player has five actions each turn, and these can be used to obtain cards, play cards and use ongoing cards in order to further the goal of gaining more money. There is a wide variety of cards, which give you many different options and ensure games will play differently each time. Highly recommended.
Jambo Expansion. Published by Rio Grande Games. 2007. Box. New. £8.50
Designer: Rudiger Dorn. No. players: 2. Country: American. Duration: 45 mins.
Expansion for the excellent two player game, Jambo. This set of 55 new cards provides three new ways to play the game, each introducing new cards. Alternatively you can work out your own ways to combine these new cards into the base game to add variety. You will need the base game to make use of this.
Jambo Expansion 2. Published by Rio Grande Games. 2009. Box. In shrink. £8.50
Designer: Rudiger Dorn. No. players: 2. Country: American. Duration: 45 mins.
2nd expansion for the excellent two player game, Jambo. This set of 60 new cards provides three mini expansions: New Wares & Encounters, The Fourth Hut, and The Carpets. You will need the base game to make use of this.
Labyrinth / Das Veruckte Labyrinth / The Amazing Labyrinth. Published by Ravensburger. Box.
Several editions available:
1) Das Veruckte Labyrinth. 1986. Country: German. Good. £6.25
2) Labyrinth. 1992. Country: British. Good, but slight dent on one side. £3.75
3) Labyrinth. 1992. Country: British. Good - photocopied rules. £4.25
4) The Amazing Labyrinth. Country: British. 1988. Box quite worn but whole and untaped. £2.75
5) The Amazing Labyrinth. Country: British. 1988. Excellent. £7.75
Designer: Max J Kobbert. No. players: 1-4. Duration: 45 mins.
Maze game in which the board is made up of tiles showing sections of a maze and players push in a new tile changing the board quite dramatically each turn, and then move their playing piece around the maze trying to get to the current target item for that player. The first player to get to all of their targets and back to their base first is the winner. One of Ravensburger's all time top sellers, and really rather good too.
Junior Labyrinth. Published by Ravensburger. 1995. Box. Good. £4.50
Designer: Max J Kobbert. No. players: 1-4. Country: British. Duration: 15 mins.
Junior version of the classic changing maze game. The board is made up of tiles showing sections of a maze and players push in a new tile changing the board quite dramatically each turn, and then move their playing piece around the maze trying to get to their current target item. This edition has only two movable rows and two movable columns, thus simplifying the maze for younger players.
Laguna. Published by Queen. 2000. Box. Good. £15
Designer: Bernhard Weber. No. players: 2-4. Country: German. Duration: 30 mins.
Players compete to collect pearls from the sea bed and to take them to the volcanic island in the middle of the board. Beautifully presented with 3-D islands and pearlised marbles for pearls. Game play involves moving 'boats' with holes for pearls across the board showing islands and reefs. If reefs or arrows show through the holes in the boat then the boat is forced to stop or move in a particular direction.
Loco!. Published by Fantasy Flight Games. 2003. Box. New. £3
Designer: Reiner Knizia. No. players: 2-5. Country: American. Duration: 15 mins.
Very neat card game (reprint of Flinke Pinke). There are coins in 5 colours and number cards which match these coins. Players take it in turn to play a card and take a coin. The cards change the value of the coins of that colour to the number on the last card of that colour played. Quite a tense little game with more to it than there initially appears as is typical with this designer.
Lost Cities. Published by Rio Grande. 1999. Box. Good. £10.50
Designer: Reiner Knizia. No. players: 2. Country: American. Duration: 45 mins.
Card game, 60 colourful cards, representing the preparation and exploration parts of an expedition to find 5 Lost Cities. Players take turns in adding to existing expeditions, starting new ones, or discarding and replacing unwanted cards. Cards have to be played in a specific order for each expedition: preparation cards then the numbered cards from lowest to highest. The game poses many tricky decisions as you rarely get the cards you need at the right time, and have to decide how best to manage your hand bearing in mind the clever scoring system which rewards playing many cards on one expedition and penalises expeditions which get nowhere. Highly recommended, and one of the best of Kosmos' fascinating 2 player range.
Lowenherz. Published by Rio Grande. 1999. Box. Excellent. £16.50
Designer: Klaus Teuber. No. players: 2-4. Country: American. Duration: 2 hrs.
The king is on his death bed and the players as princes compete for the throne by attempting to section off as much valuable land as possible for their own use. The game starts with players' castles dotted around the landscape, and each turn a card is turned up showing one of several different actions and the players secretly choose which to do. If several pick the same action one will do the action and pay the other a suitable fee. Actions include building walls to section off the land, adding knights to defend castles, getting more money or obtaining a special action card. Clever game with great bits and a board which can be set up many ways for added variety.
Mage The Ascension: Horizon - Stronghold Of Hope. Published by White Wolf. 1996. Book. Excellent. £2.25
Author: Beth Fischi, Allen Varney, Ethan Skemp. No. players: 3+. Country: American.
Softback, 28x22cm, 120 pages. Sourcebook for Mage: The Ascension. For 500 years sorcerers from across the world have met in a secret sanctuary, Horizon. Here the council of the Nine Traditions meets even now. However, all is not well, secret agents, assassins and worse now lurk to try to sway the power politics. This book details Horizon itself and the main characters therein, as well as giving plenty of ideas for scenarios.
Mage The Ascension: Loom Of Fate. Published by White Wolf. 1996. Book. Excellent. £2.25
Author: Chris Hind. No. players: 3+. Country: American.
Softback, 28x22cm, 72 pages. Adventure for Mage: The Ascension set in San Francisco. The future of S.F. hangs by a thread - the thread of Cob - weaver of the pattern web. One scared, gifted girl holds the key to the city. The Technocracy wants her alive, and the Marauders want her dead. The mages who befriend her will determine her destiny. As well as the adventure itself, there are also details of San Francisco for use in further adventures.
Mage The Ascension: Technocracy Iteration X. Published by White Wolf. 1996. Book. Excellent. £2.25
Author: Chris Hand. No. players: 3+. Country: American.
Softback, 28x22cm, 72 pages. Sourcebook for Mage: The Ascension. The central concept is that warriors are enhanced by computerisation, making them controllable, and pretty much entirely machine, though some reawaken and realise they are men. This book includes: The history, world view, goals and tactics of the Convention; details of the Stormtroopers of the Pogrom; details of an Iteration X Production facility for use in adventures.
Mage The Ascension: Technocracy N.W.O. Published by White Wolf. 1995. Book. Excellent. £2.25
Author: Brian Campbell. No. players: 3+. Country: American.
Softback, 28x22cm, 72 pages. Sourcebook for Mage: The Ascension. The N.W.O. is a group who follow and kidnap Tradition Mages, in order to remove any threat to the Greater Good. N.W.O. acts covertly, and efficiently - no mess no witnesses. This book details the methods, agents and history of this insidious group, giving lots of hooks to the Storyteller for adventures as well as a plethora of gadgets, agents and 'magickal procedures' all ready to use.
Mage The Ascension: Technocracy Void Engineers. Published by White Wolf. 1996. Book. Excellent. £2.25
Author: Judith McLaughlin, Edward Winters. No. players: 3+. Country: American.
Softback, 28x22cm, 69 pages. This sourcebook details the most extreme section of the Necromancer Conventions, who explore deep seas, deep space, and alternate dimensions. The book details their ships, devices, weapons, and some important mages, as well as the organisation itself.
Mage The Ascension: Technocracy: Progenitors. Published by White Wolf. 1993. Book. Excellent. £2.25
Author: Edward Winters, Judith McLaughlin. No. players: 3+. Country: American.
Softback, 28x22cm, 64 pages. Sourcebook for Mage: The Ascension. The Progenitors' aim is to shape life to fit their goals and ideals. To this end they poison foods, create clones, spawn monstrosities and warp both themselves and others, inside and out. This book follows an apprentice as he progresses through Progenitor training, provides new spells, effects and devices for the Progenitors, and gives a battle roster of Technomancers, agents, and gene spliced monsters.
Mage The Ascension: Technocracy: Syndicate. Published by White Wolf. 1997. Book. Excellent. £2.25
Author: Mark Cenczyk, Phil Brucato. No. players: 3+. Country: American.
Softback, 28x22cm, 72 pages. Sourcebook for Mage: The Ascension. The Syndicate controls money, and money is power. This book tells you about The Syndicate - how they operate, their history, and their hierarchy. Perks and privileges of Syndicate members are detailed, along with Diefenbakker's Casino, a location for use in your scenarios involving The Syndicate.
Mage The Ascension: The Book Of Madness. Published by White Wolf. 1994. Book. Good. £2.75
Author: B. Bridges, P. Brucato, S. Brown, S. Inabinet, K. Ryan. No. players: 3+. Country: American.
Softback, 28x22cm, 144 pages. Bestiary for Mage: The Ascension. This book details all sorts of creatures from the Darkness which could prove to be a Mage's deadliest foes. The book covers: Nephandi - the Corrupters, Marauders - Foot Soldiers of Chaos, Demons - Renders of Souls, Paradox Spirits - The Mage's Bane, Umbrood - Living Mysteries.
Management. Published by Avalon Hill. 1960. Box. Good. £9
Designer: Charles S Roberts. No. players: 2-4. Country: American. Duration: 90 mins.
Later reprinted as Business Strategy. Well regarded business game, about making and selling your product. Basic and tournament rules. Players compete for resources from which their goods are to be made and then must compete again to sell them. Each month a business climate card is drawn to modify the availability of resources and the ease with which goods can be sold. I can also provide Derek Carver's house rules which improve the game further.
Max Haines Mystery Challenge Books. Published by Family Games Inc.
Author: Max Haines. No. players: 1. Country: Canadian.
Softback, 22x17cm, 40 pages. Picture puzzle book in which you are posed a mental challenge to unravel by studying the associated picture. Includes 12 puzzles as well as solutions. Nice items.
Vol. 1. 1990. Excellent. £1.25
Vol. 2. 1992. Excellent. £1.25
Vol. 3. 1992. Excellent. £1.25
Vol. 4. 1992. Excellent. £1.25
Meteo. Published by Jumbo. 1989. Box. Good. £11
Designer: Dijkstra & Van Dijk. No. players: 2-4. Country: Dutch. Duration: 90 mins.
Very attractive weather themed game in which the players try to ensure their cruise ships and hotels get the best weather possible as they then get a better income. The weather is represented by transparent tiles showing a weather symbol. These are moved around the board by the players, in a clever but restricted way, with the wind only changing a little at a time. The game comes with loads of plastic components.
No Thanks. Published by Z-Man Games. 2004. Box. In shrink. £8
Designer: Thorsten Gimmler. No. players: 3-5. Country: American. Duration: 20 mins.
Reprint of Geschenkt / No Merci. Very neat card game in which players have to repeatedly try to avoid taking cards. However, all the money spent so far to avoid taking the current card is taken by the player who actually takes the card. Thus eventually it will be worth taking the card. Also, since no-one has enough money to avoid taking cards for ever, you have to make sure you manage your money well so you don't end up being forced to take something you really don't want just because you have no money left. Cards with adjacent numbers also incur only one penalty. Very simple, but fascinating and fun. Highly recommended.
Origo. Published by Parker. 2006. Box. In shrink. £13
Designer: Wolfgang Kramer. No. players: 2-5. Country: German. Duration: 1 hr.
Area majority game in which players place tribe tokens onto the board using cards which permit placement into certain areas or rows, or columns etc. As areas are filled they become countries, and points are gained by the player forming that country. At three times during the game there is a scoring round where majorities are scored for areas as well as bonuses for sea presence and for large tribes. While there is conflict there is also a strong urge to fill empty space in order to claim the country founding bonuses, which ensures the game won't stagnate.
Penguin Colourgrams 1. Published by Penguin. 1975. Book. Good - A very few pages used. £10
Author: Sid Sackson. No. players: 2-4. Country: British.
Softback, 20x25cm, 78 pages. A collection of original games by Sid Sackson. They are all inspired by modern art by various artists, and the games are named after those artists. The book includes many black and white sheets on which the games are played by colouring in sections with pencils (not supplied). The games are abstract, and as you would expect from Sid, have novel ideas. The games are: Vasarely (2-4), Miro (2-4), Mondrian (2-4), Arp (2-4), Delauney (2-4), Klee (2), Springer (2-4). Also published as Beyond Tic Tac Toe.
Penguin Colourgrams 2. Published by Penguin. 1977. Book. Good - A very few sheets used. £10
Author: Sid Sackson. No. players: 1. Country: British.
Softback, 20x25cm, 76 pages. A collection of 1 player games. The games are all devised by Sid Sackson, so you can be sure there will be novel ideas. The book includes many black and white sheets on which the games are played - you will need pens / pencils (not supplied) to play. The games are: Four Colour (map colouring puzzle), Pinball (use dice to score high on a multiball pinball layout!), Profit & Loss (stock price game), Mountains & Valleys (number adjacency puzzle), No Way (travelling salesman puzzle), Buried Treasure (rectangle fitting puzzle). Also published as Beyond Solitaire.
Penguin Colourgrams 3. Published by Penguin. 1978. Book. Excellent. £10
Author: Sid Sackson. No. players: 2-4. Country: British.
Softback, 20x25cm, 76 pages. A collection of word based games also published as Beyond Words. The games are all devised by Sid Sackson, so you can be sure there will be novel ideas. The book includes many black and white sheets on which the games are played - you will need pens / pencils (not supplied) to play. The games are: Tolstoy (2), Joyce (2-4), Dickens (2-6), Poe (2), Carroll (2-4), O.Henry (2 or 4).
Peter Powell's Pop Trivia Game Book. Published by ColourGold. 1986. Book. Good, but rip on rear cover. £4
Author: Jaffa. No. players: 2-4. Country: British.
Softback, 30x21cm, 32 pages. This book contains 2500 pop trivia questions and the cover can be removed and used as a gameboard. The game using this involves answering the pop trivia questions, as well as acting out song names and having to sing snippets from songs. Of course you can use the pop trivia questions separately from the game.
Ploy. Published by 3M. 1970. Box. Good. £3.25
Designer: Frank Thibault. No. players: 2 or 4. Country: American. Duration: 1 hr.
Abstract game with an appearance of something Spock might play against Captain Kirk. The pieces are in a futuristic style and of a nice, chunky, plastic finish. Each piece has 'fins' which indicate in which direction it can move next. Game-play is somewhat chess like, being a move and capture game, but the fins which indicate the direction of movement for each piece make it play differently. Also includes rules for 4 individual players or partnership games.
Popular Card Games. Published by W. Foulsham & Co Ltd. ca.1950. Book. Good. £1.50
Author: B.H. Wood & F.R. Ings. Country: British.
Softback, 18x13cm, 96 pages. The book covers 20 of the favourite card games of the time. which includes Nap, Whist, Brag & Poker, Contract and Auction Bridge, Solo, Euchre, Pontoon, Baccarat, Bezique, Piquet, Glewstone Donkey, Pelmanism, Pounce, Black Maria, Rummy & Coon-Can, Fan-Tan, Cribbage and Canasta. Includes hints and tips on good play.
Project KGB: No. 2 The Double Agent. Published by Waddingtons. 1973. Box. 2 copies available:
1) Good, but box base slightly indented. £9
2) Good, but 1 corner taped up. £9
Designer: Unknown. No. players: 3-4. Country: British. Duration: 1 hr.
Deduction game. Game No. 2 in a series of 2, both games being separate, but if you own both then you can play them together as a larger game. In this game, one player is the Double Agent, who must sabotage the undercover training camp and get out before another player exposes him. This involves a clever use of plastic monitoring devices which can be secretly turned on or off underneath by the Double Agent. The trick is to work out who is doing the turning. A clever Double Agent will look and not turn at every opportunity, thus giving the impression he is a hunter rather than the hunted, hopefully for long enough to get away.
Pyramid Puzzles. Published by Troubadour Press. 1979. Book. Good. £2
Author: Larry Evans. Country: American.
Softback, 21x22cm, 40 pages. A collection of 37 puzzles all with an ancient Egyptian theme. They range from visual puzzles - finding hidden objects in a picture - to mathematical problems and word puzzles.
Quiz Kids. Published by Whitman. 1945. Box. Good. £0.70
Designer: Louis G Cowan. No. players: 2+. Country: American. Duration: 20 mins.
Special Notes: Set No. 3
Card game, radio related, based on an American radio game-show of the same name. 36 double sided cards featuring questions, and the rules sheet also doubles as an answer check. One player takes the role of quizmaster and reads the questions and the others put up their hands to give answers. Played in 10 minute rounds after which the highest scorer takes over as quizmaster.
Rette Sich Wer Kann / Seenot Im Rettungsboot. Box. 2 editions available:
1) Seenot Im Rettungsboot. Published by Argentum Verlag. 2006. In shrink. £20
2) Seenot Im Rettungsboot. Published by Argentum Verlag. 2006. Excellent. £17
3) Rette Sich Wer Kann. Published by Walter Müller. 1993. Good. £18
Designer: Ronald Wettering. No. players: 3-6. Country: German. Duration: 90 mins.
Also known as The Lifeboat Game. Players attempt to get their sailors back to land safely, and must continually vote for different options - which boat will move, which boat will spring a leak, who will be chucked overboard, who will change ships etc. The game requires lots of negotiation and making deals, with plenty of scope for reneging! Nice wooden playing pieces.
Rise Of Empires. Published by Mayfair Games. 2009. Box. In shrink. £26
Designer: Martin Wallace. No. players: 2-5. Country: Dutch. Duration: 2.5 hrs.
Civilisation building game starting from the 'Ancient Age' up to the 'Modern Age'. Players must use diplomacy, war and economics to best advance their empire. The game uses an unusual mechanism in that actions performed in one round will then be performed in reverse order in the following round, forcing players to plan in advance in order to ensure the following turn is useful as well as the current one.
Scarne On Cards. Published by Crown Publishers. 1955. Book. Excellent. £8.50
Author: John Scarne. Country: American.
Hardback, 22x15cm, 402 pages. Essential reading for anyone hoping to be a card sharp, or anyone who thinks they may play cards with a card sharp! After a fascinating introduction describing all sorts of cheats and tricks, the book goes on to give the rules and how to play well the following games: Gin Rummy (and other Rummy games), Blackjack, Faro, Card Craps, Chemin De Fer, Poker and Pinochle. However, what makes this book different is it also explains ways to cheat at each of these games, and how to spot others who are cheating.
Schrille Stille. Published by Zoch Zum Spiele. 1999. Box. In shrink. £16
Designer: Peter Wichmann. No. players: 3-6. Country: German. Duration: 1-2hrs.
Players take on the roles of record companies and try to promote their bands into the Top 10. This is done by secretly playing influence counters on the various bands in the charts. These then get resolved and can result in somewhat different results to what was expected due to the intriguing mechanism used. Record companies are then awarded points for the best bands and the least popular bands drop out of the charts to be replaced by new ones. The amazing thing about this game is the wooden CD player and the special 'CD sets' into which players put their influence chits and the way they all get resolved using the CD player - unique. I also have some simple house rules which cut the length of the game without removing any of the flavour.
Scoop. Published by Waddingtons. 1955. Box. Good. £7
Designer: Unknown. No. players: 2-6. Country: British. Duration: 75 mins.
Special Notes: Box shows wear and 2 corners taped. Cards show use, but are still entirely useable. The edges of the telephone have been taped, but it works fine.
Early edition, a classic British game about completing your newspaper. Noted chiefly for two nice touches - the telephone device used for 'ringing' the Editor (it gives a random response every time you use it) and the advert cards for your front page (all real adverts from that year). This is the more sought after 2-6 player edition. Game play involves collecting sets of cards but with some nice twists to add interest.
Scoop. Published by Waddingtons. ca.1988. Box. Good. £6
Designer: Unknown. No. players: 2-4. Country: British. Duration: 75 mins.
Special Notes: Box base indented and corners taped
Reprint of a classic British game about completing your newspaper. Noted chiefly for the telephone device used for 'ringing' the editor (it gives a 'random' response every time you use it). In this edition the telephone is a chunky plastic device, but works in the same way as the original cardboard version, and is very tactile. The game itself is a set collection type card game.
Scorpion. Published by Spears. 1983. Box. 2 copies available:
1) Good. 1 scorpion token has been replaced with a similar sized wooden disc. The scorpion tokens show wear. £2.
2) Good, but box edges show wear. £3.50
Designer: Seven Towns. No. players: 2-4. Country: British.
An elegantly produced game of the Parcheesi family, but with sufficient twists to make it unique and to add considerable strategy to the game. The board is a large 3-D moulded plastic track in an S shape, with yellow spaces on the way out and black spaces on the way back. Each player has 4 scorpion tokens which are moved according to dice rolls, but each of the two dice must be rolled either on the yellow felt mat or the black felt mat to indicate the colour of space on which a scorpion must be for it to be moved by that dice. Also landing on or adjacent to (on the other track) another scorpion lets you sting that scorpion and gain an advantage yourself or disadvantage the other scorpion. Well worth investigating for players of Backgammon.
Sea Hawks. Published by Orca. ca.1985. Box. Good, but corners taped. £11
Designer: Jon Dunkelman. No. players: 2-4. Country: British. Duration: 1 hr.
Treasure hunt game played on a copy of an 18th century map of the Caribbean. Players are trying to find the chest with treasure in it. This is done by sailing around the map and either visiting ports where information about the whereabouts of the treasure can be gathered, or sailing to the various islands and looking for it more directly. Rules also allow battling opponents' ships.
Shark. Box. 2 editions available:
1) Published by Flying Turtle. Country: Belgian. 1987. Good. £13
2) Published by Ravensburger. Country: German. 1991. Box. In shrink. The box shows a little wear through the shrink. £14
Designer: J Venaise. No. players: 2-6. Duration: 90 mins.
An excellent business game. It borrows some ideas from Acquire, but uses them in a different and original way. Players start the game without money or shares, but each turn they get paid to enhance one of the companies as well as being able to decide on the best strategic way to do this 'upgrade'. Players may buy and sell shares at the start and end of their turn, but there is a limit to the total number which may be purchased each turn. Share prices can go down as well as up, but only due to dangerous takeover situations on the board and someone making just the roll needed to make them happen, which means you do get to decide how much risk you are willing to take. Highly recommended.
Showbiz. Published by Avalon Hill. 1990. Box. Good. £11
Designer: Derek Carver. No. players: 2-6. Country: American. Duration: 90 mins.
The players are entertainment agents and need to sign up a variety of acts from magicians, through dancers and singers to animal acts. When signed up a player chooses how many seasons to keep that artiste for. Each season artistes whose contracts have expired (or who are kicked out early - though this costs VPs) are replaced by players bidding for a new selection of artistes. Each season the demand for different selections of artistes changes and players need to alter their lineups accordingly to score well. Clever game with interesting choices on when to spend and when to save. I have some house rules for this which I will include.
Shut The Box style games. Box. Several editions:
1) Casablanca. Published by Invicta. ca.1980. Good. £2.75. 3 additional dice provided. The main component is a walled dice rolling area with the numbers 1-9 shown, but with slideable covers so that the numbers can be hidden individually. Unlike Shut The Box, when only a few numbers are visible, just one dice is rolled. This set also has rules to several other staple dice games: Craps, Hi-Dice, Sam and Yacht.
2) Snake Eyes. Published by Invicta. 1969. Good. £3. Unlike Shut The Box, when only a few numbers are visible, just one dice is rolled. This set also has rules to three other dice games: Hog, Hi-Dice and Yacht.
3) Shut The Box - Travel Edition. Published by Milton Bradley. ca.1990. Good. £0.70. The original cardboard packet and rules are missing. The plastic box itself is fine, and I will supply a set of rules. The game comes in a plastic closable case, ideal for holidays or the car.
Designer: Unknown. No. players: 2+. Country: British. Duration: 10 mins.
The game involves throwing two dice and using the numbers to close numbered compartments, with some choice as for example, a 6+3=9 could be used to shut the 9, the 8+1 or 7+2 etc. If all compartments are closed the game is won, otherwise penalty points are received for compartments which could not be closed. I can also supply details of my own (more skill) variant to Shut The Box (please ask for it when ordering).
Sid Meier's Civilization. Published by Eagle Games. 2002. Box. Box good, contents unpunched. £25
Designer: Glenn Drover. No. players: 2-6. Country: American. Duration: 3 hrs.
Board game version of Sid Meier's award winning PC strategy game of the same name. Players start with two villages in 4000 BC and develop right the way through to the modern day. Play involves exploring the world to discover resources and the natives; expanding by creating new cities; researching new technology to gain advantage over the other players; increasing production and developing military units for defence and / or attack. The game comes with 784 miniatures, and a huge 46" x 36" board.
Sleuth. Box. 2 editions available:
1) Published by Avalon Hill. 1981. Good. £12 2) Published by Face2Face Games. 2004. In shrink. £8
Designer: Sid Sackson. No. players: 3-7. Country: American. Duration: 1 hr.
A classic game of deduction. A gem has been stolen, and the players have to work out which it is. There is a card for each possible gem, and one is removed from the game unseen, while the others are dealt out. Special question cards allow players on their turn to ask an opponent a question to try to work out who has which cards, and thus by a process of elimination ultimately work out which card is not in play. For a harder challenge several gems can be removed at the start of the game. Highly recommended if you like deduction games.
Spiele Anders Als Andere. Published by Hugendubel. 1981. Book. Excellent. £10
Author: Sid Sackson. Country: German.
Hardback, 26x18cm, 216 pages. This is the German language version of A Gamut Of Games. Probably the greatest book of original games ever written. Many new games are by Sid himself, but others were contributed by his friends such as Jim Dunnigan, Claude Soucie, and Robert Abbott. This really is a wonderful collection of 38 games which every games player should have on their book shelf - though unless you read German fluently you would be better advised to buy the English version (ask me!)
Sternen Himmel. Published by Gold Sieber. Box. Good. £20
Designer: Tom Schoeps. No. players: 3-5. Country: German. Duration: 1 hr.
Players vie for control of constellations. The game consists of 12 boards each showing one of the constellations converted into a series of spaces onto which star tokens can be placed. In some places star tokens must be placed face up and on others they can be placed face down. Only a few constellations are in play at a time and once placed star tokens cannot be retrieved until that constellation has no free spaces, and is scored. The star tokens come in various values as well as black holes to eliminate nearby tokens and doublers. The game is very tactical, with plenty to think about, and works especially well with 3 players. Recommended.
Stocks & Bonds. Box. Several editions available:
1) Published by
Avalon Hill. 1978. Excellent. £3.75
2) Published by Avalon Hill. 1978. Good, edges show some wear. £2
3) Published by 3M. 1972. Good. £2.75
Designer: Unknown. No. players: 2-8. Country: American. Duration: 1hr.
Stock market business game. A year is designated as Bull or Bear (strong or weak) and players trade accordingly. Dividends are paid and, in the advanced game, you can buy 'on margin', leaving you more capital to work with.
Stun. Published by Waddingtons. 1988. Box. Good. £0.70
Designer: Unknown. No. players: 2-6. Country: British. Duration: 15 mins.
Special Notes: Tape removal mark on one side of the box and 4 original plastic counters have been replaced - this does not affect play
Card game in which players decide how far to push their luck each turn. Cards are turned over one a time, and most show coins. After each card the player can decide to stop and bank their coins. However, if a Stun card is turned up coins won that turn are lost. Whenever a player has cards showing 15 coins they can be traded in for a token. The first to get 5 tokens is the winner.
Sumo's Karaoke Club. Published by Mike Siggins. Booklet.
Author: Mike Siggins. Country: British.
Excellent board game review booklet / magazine which covered mainly European and UK released games. Mike Siggins and Co. wrote very informative reviews, and this became a must read for fans of these types of games. Main articles listed by issue:
Issue 12 Jul 93. Good, but label removal mark. £1.25: Road Kill, Tyranno Ex, Dambusters, Ali Baba, Schatztaucher, Sindbad, Around the World in 80 Days, Timberland, Schmuggler an Bord, Waldesfrust, Kalahen, Cockpit, Bazaar, Rave, Axis & Allies, Mainstream Games, Tweaks & Variants, Britannia Stats, DIY Energie Poker, and Letters.
Issue 13 Sep 93. Good. £1.25: Gamer's Notebook, Lords of the Sierra Madre, Vernissage, En Garde, Time Agent, Peloton, Tal der Konige, Tutanchamun, Fibonacci, Revolution, Quick, Inside Pitch, and Letters.
Issue 14+15 Nov 93. Good. £2.50: Spiel 93, Gamer's Notebook, Freight Train, Zankapfel, Magic: The Gathering, Rette Sich Wer Kann, Was Sticht, Backpacks & Blisters, Suzerain, World Cup Tournament Football Game, Chamelequin, Men of Iron, Elevation, Inside Pitch, Reiner Knizia Interview, and Letters.
Issue 16+17+18 Apr 94. Good, but has label removal mark. £3.75: Gamer's Notebook, British Toy & Hobby Fair, New York Toy Fair, Credo, Mine!, La Trel, PinPoint, Lord Carter's Sack O' Bricks, Die Erbraffer, The Mob, Anagram, Attacke, Die Hanse, Ko-an, Quest for the Faysylwood, Montgolfiere, Acquire, WizWar, Chikara, Pro Action Football, Rheingold, Inside Pitch, Design Workshop, Grand Priz Games, Formula De Mods, Britannia Revised, Railway Rivals History, and Letters.
Issue 19 Autumn 94. Good. £1.25: Gamer's Notebook, Plague & Pestilence, Guerilla, 5 Alive, Manhattan, Auf Heller & Pfennig, Big Boss, Axiom, An Den Ufern Des Nils, The Rise of the Luftwaffe, Das Hornberger Schiessen, 800 Meters, Intrige, Olympia 2000BC, 6 Nimmt, Formula De Tracks, Return of the 5s and 10s, Thoughts from the Armchair, Letters, Notice Board.
Issue 20+21 Jan 95. Good. £2.50: Essen 1994, A Second View on Essen, New Games at Essen, Fugger Welser Medici, Wucherer, Das Regeln Wir Es Schon, New Rules for Classic Games, Falsche Fuffziger, Sack, Die Oster Insel, Ausgebremst, Mush, Phantoms of the Ice, Wurmeln, Bluff / Liar's Dice, Nizza, APBA Pro Basketball 2, Breaking Away, In Teufel's Kuche, Spritfresser, 1839 and 1850, Tracks to Telluride, Maharaja + Guide, Advanced 6 Tage Rennen, Further Thoughts from the Armchair, Dallas, Star Trek TNG CCG, Gamer's Notebook, Letters.
Issue 22 Apr 95. Good. £1.25: Gamer's Notebook, High Society, Caramba, Tor, Grand Prix Circus, Medici, Peg Poker, The 90s, 1995 British Toy Fair, D.I.Y. Corner, Mike Sigginss' Thoughts, Mike Clifford's Thoughts, Letters.
Issue 23+24 Jul 95. Good. £2.50: Mike Siggins' Thoughts, Gamer's Notebook, Die Siedler Von Catan, Sternenhimmel, Linie 1, Skedaddle, Paparazzo, Volle Lotte, 1830 PC, Chinese Walls, Canaletto, The Foot of Killimanjaro, Condottiere, Ligretto, Eagle Kingdoms, 1837, 1856, Gibsons Sports Games, German Games Designers, Nice Bits, Nessie Hunt, Greatest Boardgame Ever!, The 90's, Letters, Notice Board.
Issue 25+26+27 Nov 95. Good. £4: Gamer's Notebook, Essen 95, The Tyro's Tale, You Need Hans, 1500 Gold, DTM Hockenheimring, Dragon Dice, Die Leuchtturm Architekten, Die Schlangen Von Delhi, Elfenwizards, El Grande, Ironman Football, Geronimo, Keywood, Mu, New Games in Old Rome, Omshanti, Ransom, 1630 Something, Stats Soccer Replay, Stockers, Timbuktu, Tricks, Wrott & Swindlers, Creeper, Colliding Circles, Billabong, Kunst Stucke, 18XX Report, Games of the 90s, Tweaks & Variants, Letters, The Sumos.
Issue 28+29 Mar 96. Good. £3: British Toy Fair, Nuremburg 96, Inside Pitch, Vegas, Speed, Members Only, Tracks to Telluride, New Games in Old Rome Part 2, New York, 1630 Something Revisited, Design Workshop: Fireside Football, Die Siedler, 6 Nimmt, Ian Allen's 18XX Guide, 1825 Unit One, 1825 article by Derek Carver, Mike Clifford's Thoughts, White Wind, CCGs, Letters, Settlers Setups by Alan Moon.
Issue 30 Apr 96. Good. £1.50: Gamer's Notebook, Middle Earth: The Wizards, Stock Car Championship Racing Card Game, Mad Monks & Relics, Sharpshooters, Long Short, Entdecker, Reibach & Co., Letters.
Issue 31+32 Jul 96. Good. £3: Gamer's Notebook (including lots of mini reviews), Ab Die Post, Campanile, Double, Fireside Football, Gangsters Gun Molls & G-Men, Looping, Netrunner, Ostindien Company, Saludos Amigos, Special Delivery, Tahiti, Take it Easy, Wembley, Yucata, Classic Games, Der Fliegende Teppich, Short Reviews, 18XX, 1630 Something, Mike Clifford's Thoughts, 11th Salon Des Jeux, Moskito Spiele, Letters.
Issue 33+34+35 Nov 96. Good. £4.50: Essen 96 (Mile Siggins, Mike Clifford), Gamer's Notebook (inc. mini reviews), Inside Pitch, Air Baron, City of Chaos, Detroit Cleveland Grand Prix, Global Survival, Honor of the Samurai, Quests of the Round Table, Marracash, Material World, Palmyra, Ponte Vecchio, Power: The Game, Premiere, Trainsport Austria, Safe Return Doubtful, Sing SIng, Subbuteo Squads, X Pasch, 3 3/4 Laps, Wizards, Short Reviews, Design Workshop, Train Games, Letters.
Issue 36+37+38 Mar 97. Good. £4.50: Olympia 97, Gamer's Notebook (inc mini reviews and The Sumos), Inside Pitch, 1876, Battletech TCG, Breaking Away 2, Dino Hunt, Dicemaster: Cities of Doom, Der Flaschenteufel, Hispania, Cheapass, MathMagic, Priceless, Pitagoras, Star Trek TNG Dice Game, SiZiMiZi, Sticheln, Settlers of Catan Card Game, Swoop, Transsib, Word Thief, X Files CCG, World of Boxing, Face Off, Hans Im Gluck, Sumo Hall of Fame, Mike Clifford's Thoughts, Design Workshop, Designers, Letters.
Issue 39+40 Jun 97. Good. £3: Gamer's Notebook, Inside Pitch, Nuremburg 97, Dealer's Choice, Ferrocarriles Pampas, Konig & Intrigant, Legend of the Five Rings, Magic: The Gathering Computer Game, Mississippi Queen, Mole Hill, Serenissima, Shanghai, Tracks to Titicaca, Rail Baron & US Rails, Hartmut Witt, Trouble With Translations, Conquest Games, Game Theory for Dummies, Mike Clifford's Thoughts, The 50s 60s 70s, Letters.
Issue 41+42+43 Nov 97. Good. £4.50: Spiel 97 (several viewpoints), Gamer's Notebook, Inside Pitch, 1831, Euphrat & Tigris, Frisch Fisch, Inkognito, Die Kette Von Saba, Lowenherz, Meutre A L'Abbaye, Lord of the Rings Tarot, Long WInding Road, Middle Earth: The Lidless Eye, Princess Ryan's Star Marines, Roborally, Svea Rike, Symbioz, Titan: The Arena, Vikingatid, Volle Hutte, Dampfross / Railway Rivals, Short Reviews, Design Workshop - Bruno Faidutti, Mindsports Olympiad, Ravensberger, Mike Clifford's Thoughts, Letters.
Issue 44 Feb 98. Good. £1.50: AvalonCon, Babylon 5 CCG, Caesar & Cleopatra, Chicago, Dream Team, Dune CCG, Grossinquisitor & Kolonien, Hockeyswap, Iron Horse, Konzern, Kismet, Die Macher vs Die Macher, Mah Jong Variants, Nomic + Ralatives, Ritter, Show Manager, Schoko & Co, Wucherer, Mike Clifford's Thoughts, Letters, Inside Pitch, The Sumos, Ten Years On.
Sypil. Published by Polyajeu Edition. ca.1990. Box. Good. £9
Designer: Jacques Le Floc'h. No. players: 2. Country: French. Duration: 20 mins.
Abstract game which makes use of triangular, circular and hexagonal pieces, which are played onto a 37 space hexagonal board. The objective is to eliminate your opponent's pieces. The pieces can each move in different ways, but pieces can also combine, to give more flexibility in movement. Rules are in French only, but they are short!
Taj Mahal. Published by Rio Grande. 2006. Box. In shrink. £21
Designer: Reiner Knizia. No. players: 3-5. Country: American. Duration: 90 mins.
Special Notes: 2nd edition
Very clever game of imperial expansion across India. Players strive to build palaces, province by province. Victory points can be accumulated in various ways, such as collecting trade goods and achieving a good network of palaces across the board. The heart of the game is a very unusual card bidding mechanism in which up to 5 rewards are being bid for simultaneously - neat, but if you judge things wrongly the bidding can go horribly wrong. Recommended.
Talisman and Expansions. Published by Games Workshop. Box. Several available:
1) Talisman First Edition. 1983. Good - one box corner damaged. £25. Green, bookcase box.
2) Talisman Second Edition. 1985. Good, but corners taped. £17. 2 of 104 adventure cards and 4 of 140 generic counters missing. The game is still entirely playable despite this. Full colour edition, in the black bookcase box.
3) Talisman Second Edition.. 1985. Good, but box slightly indented. £28. Full colour edition, in the black bookcase box.
4) Talisman Second Edition. 1985. Good. £55. Includes the Adventure and Dungeon expansions as well, but all in a single box. Full colour edition, in the black bookcase box.
5) Talisman Second Edition. 1985. Good, box edges worn. £39. Includes The Adventure expansion (but no expansion box). Full colour edition, in the black bookcase box.
6) Talisman 3rd Ed + Expansions. 1994. Good, but box edges show wear. £54. Missing 15/27 miniatures and the huge Dragon miniature, but also includes extra cards and character sheets from an extra base set! The game play is similar to previous editions, but there have been significant rules changes which make this not really compatible with expansions from previous editions. The game uses loads of event cards and a variety of characters to ensure the play is different each time. This set comes in the big red 3rd edition box, and inside the box (no longer with their own boxes) are the following 3rd edition expansions: City of Adventure, Dungeon of Doom, and Dragon's Tower. An excellent package.
7) Talisman City. 1989. Excellent - unpunched. £30. Designer: Evan K Friedman, Paul D. Morrow. Expansion set for 1st or 2nd edition Talisman. This set includes The City board, City Adventure cards, purchase cards, spell cards, loan cards, warrant cards and new character cards and playing pieces.
8) Talisman Dungeon. 1987. Good. £5. Box missing, all components in a large envelope. Expansion set for Talisman 1st or 2nd edition. This set includes The Dungeon board, doorway cards, adventure cards, and new character cards and playing pieces.
Designer: Robert Harris. No. players: 2-6. Country: British. Desc. by Eamon.
Popular fantasy game of quests and adventure. Masses of cards ensuring that every game is different.
Teenage Mutant Ninja Turtles & Other Strangeness. Published by Palladium. 1988. Book. Excellent. £2.75
Author: Erick Wujcik. No. players: 2+. Country: American.
Special Notes: Revised edition
Teenage Mutant Ninja Turtles role playing game. The book includes all you need to know to play this RPG and also 5 adventures as well. This RPG is compatible with Heroes Unlimited, Ninjas & Superspies and other Palladium RPGs.
Truckin' Turtles. Published by Palladium. 1989. Book. Excellent. £1.25
Author: Jape Trostle, Kevin Siembieda. No. players: 2+. Country: American.
6 linked adventures for the Teenage Mutant Ninja Turtles RPG which take the characters from coast to coast across the USA. Also compatible with Ninjas & Superspies and Heroes Unlimited.
Teenage Mutant Ninja Turtles Game. Published by MB Games. 2003. Box. Excellent. £5
Designer: Unknown. No. players: 2-4. Country: British.
Movie / TV tie in game, but with two sets of rules. One simple one intended for kids, and one much better set which makes for a more interesting game. The players are the Turtles, and have to fight their way through the streets and sewers in order to get to the skyscraper where their arch nemesis, Shredder, is plotting to take over the world.
Terminator 2: Judgement Day. Published by Parker. 1992. Box. Good. £1.35
Designer: Unknown. No. players: 2-4. Country: American.
Film tie-in, with lots of pictures from the film on the box and cards etc. The players must collect three special items and then do battle with the T-1000 in the steel mill until it is finally destroyed and the game won. Movement is by card play and special cards can be retained to improve your chances in battle or move the T-1000 around the board to your advantage and others' woe.
The Bridges Of Shangri La. Published by Uberplay. 2003. Box. In shrink. £13
Designer: Leo Colovini. No. players: 3-4. Country: American. Duration: 1 hr.
Unusual game in which players place tiles representing disciples of seven monastic disciplines into villages which are connected by bridges through the mountains. Initially a few masters are placed, and then students are placed, and when a village is full enough its students can be sent to a neighbouring village where if their knowledge is superior they will take over from existing masters, but behind them the bridge collapses. When the bridges are gone the player with most masters and students on the board wins. Interestingly different mechanics with lots of tactical options and plenty of scope for vicious play.
The Complete Book Of Card Games. Published by Magna Family Library. 1994. Book. Excellent. £2.50
Author: Not Listed. Country: British.
Hardback, 19x13cm, 249 pages. A collection of nearly 250 card games including old favourites and new games. The book is divided as follows: Games for One (Simple, Difficult, Two pack, 3 & 4 pack games), Games for Two (Split by 3 levels of understanding needed to play), Games for 3, Games for 4, Gambling Games. There is a comprehensive index too.
The Duelist Magazine. Published by Wizards of the Coast.
1) Set of 13 Issues. Good. £7.50. This collection includes the following issues: 3, 5-16. This covers the period Fall 1994 - April 1997.
2) Set of 7 Issues. Good. £4. This collection includes the following issues: 6-11, 15, and The Complete Magic Card List (up to and inc. Homelands). This covers the period Summer 1995 - Feb 1997.
Note: Please get in touch if you only want some of these magazines.
Author: Unknown. Country: American.
Wizard's Official Magic: The Gathering magazine. Always very colourful and full of MtG articles, as well as some articles concerning other WotC games and Richard Garfield's interesting Lost in the Shuffle general gaming articles. Many issues include tricky MtG puzzles for you to solve as well. You can be sure any of the MtG sets released when these magazines were current will be covered thoroughly, and many strategy articles are useful even if you only play with more recent cards than those covered in this period.
The Family Book Of Games. Published by Michael Joseph. 1983. Book. Excellent. £2.50
Author: David Pritchard. Country: British.
Hardback with dustcover, 29x20cm, 208 pages. A well illustrated collection of games for the family. They are categorised: Table & Strategy (20), Word Paper & Pencil (13), Dice & Tile (6), Card (16), Children's (9), Gambling (7). Also includes sections on proprietary games, fantasy games and computer & electronic games.
The Fantastic Book Of Board Games. Published by St Martin's Press. 1985. Book. Good. £4
Author: Various. Country: American.
Hardback, 32x25cm, 28 pages. A collection of 14 playable games (the book can be laid out flat to reveal the boards for the games). The games are simple, but all beautifully drawn. The games are: Root the Loot, Ludo Park, Utter Brilliance, Pigs in the Pantry, Lost in the Wood, Heavens Above!, Teddybear's Draughts, Cheese!, The Phone Game, Bumbledon, Don't Do That, Alice in Wondergame, The Game of Goose, What-A-Mess in the Bone Race.
The Hammer Of Thor. Published by Nova Game Designs. 1980. Box. Good. £17.50
Designer: Joseph Angiolillo. No. players: 1-362. Country: American.
Unusual fantasy adventure game (see the number of players for a start). Players are Norse Gods and Heroes trying to gain Reputation Points around Valhalla, in order that they might win at Ragnarok, the final battle between Good and Evil. Over 600 cards make sure each game is completely different. The game is played on a map of constellations, and the objective is to recruit followers, and gain items and runes in order to bring a powerful force to Ragnarok, after which only those on the victorious side (be that Good or Evil) will win. Most unusual item.
The Hobbit. Published by Imagination. 2010. Box. In shrink. £26
Designer: Reiner Knizia. No. players: 2-5. Country: British. Duration: 1 hr.
Based on Tolkien's novel, the players aid Bilbo on his journey, helping him overcome the various obstacles on the way. The objective is for each player to gather as much wealth as possible by the time Smaug's lair has been raided. Play involves rolling dice to achieve goals sets by adventure cards. Each player will have a different set of stats allowing them to help Bilbo in slightly different ways.
The Peter Principle Game. Published by Avalon Hill. 1981. Box. Good. £5
Designer: Dr Laurence J Peter. No. players: 2-4. Country: American. Duration: 1 hr.
Second edition of this game of office politics, based on a best-selling book with the same name. Players try to rise to the top, but without exceeding their level of competency. The players are employees of a huge corporation, and compete to avoid promotion and remain competent in their jobs by making more "right" decisions than "wrong" ones. At the same time, each tries to force the others into promotion or into a position where they make more bad decisions than good ones. The last player still competent is declared the winner. This edition is in the original publisher's box but sold by Avalon Hill with their own rules etc. They later changed it to a bookcase box.
The Phantom League. Published by Tuonela. 2010. Box. In shrink. £36
Designer: Timo Multamaki, Henri Sareskivi. No. players: 2-6. Country: Finland. Duration: 2 hrs.
Inspired by David Braben's classic computer game, Elite, the players are captains of merchant spaceships, starting with no reputation and minimal money and equipment. As the game proceeds, the players make their name and fortune by trading, piracy, exploring new systems and even attacking your rivals. The game makes use of a modular board (to ensure it is different every time), card based game play, a wide variety of options and both cooperative and competitive aspects.
The Settlers Of Catan Board Games. Box. Several editions / versions:
1) Catan Board Game: Gallery Edition. Published by Mayfair. 1996. In shrink. £11. Special edition of Settlers. This edition uses 6 multi-hex segments, and the ports and numbers are pre-printed on the tiles / frame for easy setup.
2) The Settlers Of Catan. Published by Mayfair. 2007. In shrink. £20
3) The Settlers Of Catan. Published by Mayfair. 1997. Good. £15. Mayfair's 2nd edition (playing colours are white, blue, red and orange)
Designer: Klaus Teuber. No. players: 2-4. Country: American. Duration: 90 mins.
Perhaps THE classic Eurogame. Each player starts with two settlements on an island of terrain hexes each of which allow production of one resource or another for settlements and cities around them. Players collect goods, trade them with other players and build more roads, settlements, and cities and recruit knights and buy development cards to enhance their position. First to 10 VPs wins. Every game plays differently due to a new layout of hexes and production disks every game. Highly recommended.
The Settlers Of Catan Card Game. Published by Mayfair. ca.1999. Box. 2 copies available:
1) In shrink. £13 2) Excellent. £11
Designer: Klaus Teuber. No. players: 2. Country: German. Duration: 90 mins.
An excellent 2 player card game based on the ideas in the Settlers board game. Each player must develop their settlements by adding a variety of different buildings which give various benefits and have different costs. Also settlements can be developed into cities, and the players vie for trading supremacy and military supremacy as these are worth VPs and give benefits. A dice determines which type of resource each player gets each turn, but unlike the board game you won't get multiple resources in a single turn. The building cards are drawn from various stacks, and so remembering which pile certain cards are in can be useful. Highly recommended.
The Struggle For Catan. Published by Mayfair Games. 2011. Box. In shrink. £10
Designer: Klaus Teuber. No. players: 2-4. Country: American. Duration: 30 mins.
Multi-player card game in which players try to be the first to 10 VPs by building roads, settlements, cities, knights and important city improvements. Unlike the original, dice are not used to determine resource production, but resource trading is still important.
Ticket To Ride. Published by Days Of Wonder. 2004. Box. Good. £19
Designer: Alan R Moon. No. players: 2-5. Country: German. Duration: 75 mins.
Special Notes: Comes in a Ticket To Ride: Nordic Countries box!
Spiel des Jahres Winner 2004. Published in Germany as Zug Um Zug. Players collect cards using a drafting system, and play them in order to lay out train pieces onto pre-positioned track spaces between cities on a map of America. The tracks between cities require varying numbers of cards / train pieces, and more points are scored for the longer sections. In addition the players have cards which will be worth extra points if certain cities are connected up with that player's trains. Very approachable and playable but with quite a bit to think about too. A well deserved game of the year. Highly recommended.
Ticket To Ride: Europa 1912. Published by Days Of Wonder. 2009. Box. In shrink. £13
Designer: Alan Moon. No. players: 2-5. Country: American. Duration: 75 mins.
Expansion for the Ticket To Ride games family. The main expansion in this set is for the Europe map, and provides an expanded set of ticket cards which allow the Europe map to be used in several new ways. A separate expansion can be used on other maps as well: Warehouses & Depots. At the start of the game players place wooden warehouse pieces on various cities. These will accumulate train cards as the game goes on, and when a player builds a route to that city then the train cards are taken as a bonus.
Tikal II. Published by Game Works. 2010. Box. In shrink. £36
Designer: Wolfgang Kramer, Michael Kiesling. No. players: 2-4. Country: Switzerland. Duration: 90 mins.
A sequel to the Spiel des Jahres winning game from the same authors. Another previously undiscovered complex has been found in the jungles of Tikal and the players send their teams to uncover it and discover as much as possible. The action point system in the original game has been replaced with just two actions per turn here: moving some of your expedition around the board onto an action tile and then exploring new rooms within a temple to find gold. The simpler system helps the game play faster than the original and gives it a different feel.
Time Vectors. Published by JDB Games. 1986. Box. Good. £15
Designer: J. David Barnhart. No. players: 2. Country: American. Duration: 30 mins.
Four in a row game, but played in 4 dimensions! The game is constructed using wooden supports and clear perspex playing boards into a four level playing area. Each level shows four 4x4 grids. Players take it in turn to add a playing piece to the board, with the objective of making a line in any of the 4 dimensions. Very sturdy production.
Trax. Published by Excalibre Games. 1981. Box. Good. £7
Designer: David L Smith. No. players: 2. Country: American. Duration: 15 mins.
Superb abstract game of tile placement. The square tiles have loops and lines on them, the idea being to close off a loop of your colour or to make a line from one side of the layout to the other (of minimum length). Game play is subtle and the game is very well regarded amongst abstract game afficionados.
Trendy. Published by Spiel Spass. 2000. Box. In shrink. £4.75
Designer: Reiner Knizia. No. players: 2-5. Country: German. Duration: 20 mins.
Card game in which the cards represent different fashion trends. In turn players play a card and draw a replacement, until a critical number of cards has been played for one of the trends. All cards played for that suit then score, but all other cards are discarded. A new set of trends then starts. There are also some special cards which either count as two cards or which discard all cards of a particular trend. Neat idea as you would expect from this designer.
Trespass. Published by Palitoy Bradgate. ca.1974. Box. 2 copies available:
1) 1 box corner taped. £0.75 2) Good. £1.25
Designer: Unknown. No. players: 2. Country: British. Duration: 20 mins.
This is not the Alex Randolph game of the same name. Each player has pegs numbered 0-9, one of which is secretly chosen at the start of the game as the victory peg. The objective is then to manoeuvre this victory peg into your opponent's home area. Movement of pegs is like a chess rook, except with up to one change of direction and jumping as in draughts. It is also allowed to move one of your opponent's pieces as well, though never backwards. The idea is to mislead your opponent about which your victory peg is, and then sneak an unexpected victory.
Tweedledum. Published by Gibsons. 1990. Box. Good. £9.50
Designer: Alex Randolph & Johann Ruttinger. No. players: 2-5. Country: British. Duration: 1 hr.
Alice In Wonderland themed game. Very attractive game using, where possible, original drawings from the classic edition (drawn by Tenniel). Players compete to collect 'photographs' (scenes) from the book. Each of the 7 scenes has an excellent photograph, a good photograph and a bad one. The players move around a track and take opportunities to take photographs and gain photo cards. When a player has photos of all the locations they can end the game, but the player with the best collection wins, not necessarily the player who ended the game.
Up Front. Published by Avalon Hill. 1983. Box. Excellent - unpunched. £45
Designer: Courtney F Allen. No. players: 2+. Country: American. Duration: 1 hr.
Card game version of Squad Leader. Highly original, quite complicated (4/10 on the Avalon Hill complexity scale). Man to Man Infantry wargame set in WW2 Europe. Generally considered a major breakthrough in wargame design as it does not use a hex map, but the game is driven by cards and is highly playable and in less than an hour once you are fully familiar with the game. Very well regarded. First edition.
Warhammer 40K: Armageddon Codex. Published by Games Workshop. 2000. Book. Excellent. £2
Author: Andy Chambers, Jervis Johnson, Gavin Thorpe. No. players: 2+. Country: British.
Warhammer 40K supplement: This 32 page book has many black and white and colour illustrations throughout. This book gives a guide to Armageddon, a world torn apart by war and destruction on a massive scale. The book covers: History of Armageddon, The 3rd Armageddon War, Ork Kult of Speed, Forces of Armageddon, The Black Templars, Salamanders Chapter, Armageddon Steel Legions, Gaming Ideas, Force Dispositions.
Warhammer 40K: Chaos Space Marines Codex. Published by Games Workshop. 1999. Book. Excellent. £2
Author: Jervis Johnson. No. players: 2+. Country: British.
Warhammer 40K supplement: This 48 page book has many black and white and colour illustrations throughout. This book tells you all you need to know about collecting, painting and gaming with an army of Chaos Space Marines. The book covers: Intro, Chaos Army List, Special Rules, Chaos Armoury, Headquarters, Elites, Troops, Fast Attack, Heavy Support, Chaos Wargear, Chaos Vehicles, Major Characters (Abaddon the Despoiler, Kharn The Betrayer, Fabius Bile, Ahriman of the Thousand Sons, Doomrider, Cypher), Chaos Powers, The Traitor Legions, Choosing an Army, Tactics, Forces of Chaos, Colours of Chaos, Painting, Warrior Dreadnaughts, Showcase.
Warhammer 40K: Dark Millennium. Published by Games Workshop. 1993. Box. Good. £10
Designer: Andy Chambers. No. players: 2+. Country: British.
Special Notes: 11993
Warhammer 40K supplement set which allows you to use devastating war machines, wargear and psykers. The set includes 60 psychic power cards, 36 warp cards, 18 strategy cards, 10 vehicles cards, 20 vehicle data cards, 8 area effect templates, 4 mission cards, 55 wargear cards, extra counters and a substantial (48 page) rulebook.
Warhammer 40K: Imperial Guard Codex. Published by Games Workshop. 1999. Book. Excellent. £2
Author: Jervis Johnson, Gavin Thorpe. No. players: 2+. Country: British.
Warhammer 40K supplement: This 48 page book has many black and white and colour illustrations throughout. This book tells you all you need to know about collecting, painting and gaming with an army of the Imperial Guard. The book covers: Intro, Infantry Company Army Lists, Special Rules, Armoury, Wargear, Headquarters, Elites, Troops, Fast Attack, Heavy Support), Lord Solar Macharius, Commissar Yarrick, Nork Deddog, Col. Schaeffer's Last Chancers, Collecting & Modelling an Imperial Guard Army.
Warhammer 40K: Orks Codex. Published by Games Workshop. 1999. Book. Excellent. £2
Author: Andy Chambers. No. players: 2+. Country: British.
Warhammer 40K supplement: This 48 page book has many black and white and colour illustrations throughout. This book tells you all you need to know about collecting, painting and gaming with an Ork army. The book covers: Intro, Ork Army List, Special Rules, Armoury, Headquarters, Elites, Troops, Fast Attack, Heavy Support, Starting a Waaagh!, Ork Armies, Tactics, Painting Orks, Ork Clanz, Freebooters, Big Toof River, Showcase, Ork Wargear (lots of weird stuff).
Warhammer - Forces of Fantasy. Published by Games Workshop. 1984. Box. Good. £3.25
Designer: Rick Priestley, Bryan Ansell. No. players: 2+. Country: British.
Warhammer Supplement. Includes the following 3 booklets: Arcane Magicks, Fighting Fantasy Battles and Forces of Fantasy. This set enables players to lead entire armies into battle with heroic leaders, gallant officers and mighty wizards. The rules cover: fighting battalions, complete points system, heroes and wizards, engines of war, chariots, mustering the army, regiments of renown, new magic and creatures, power weapons, rune weapons, and additional magic items.
Warhammer Arcane Magic. Published by Games Workshop. 1992. Boxes. Good, contents unpunched. £4
Designer: Unknown. No. players: 2+. Country: British.
This set is an expansion for Warhammer Battle Magic. The set includes Arcane Magic Rulebook, 84 Magic Item cards and 33 Spell cards.
Warhammer Arcane Magic + Battle Magic Sets. Published by Games Workshop. 1992. Boxes. Good. £8
Designer: Unknown. No. players: 2+. Country: British.
These sets are supplements for Warhammer, and contain everything you need to add wizards, spells and magic items to your Warhammer game. The contents of these sets (and possibly a base set as well) have all been mixed up and the contents lists aren't detailed enough to separate everything out. It does look like the entire contents of both sets (and more) are here, but I cannot guarantee this is the case. It includes: Warhammer Battle Magic Rulebook (64 pages), Warhammer Arcane Magic Rulebook (48 pages). A selection of spell shape templates. Three bags of counters. Loads of thick spell and magic item cards (about 170).
Warhammer Armies. Published by Games Workshop. 1992. Book. Good. £0.40
Author: Nigel Stillman. No. players: 2+. Country: British.
Coverless booklet, 27x20cm, 24 pages. This booklet provides a selection of fantasy army lists: Army of the Empire, Grand Goblin Army Of Bretonnia, High Elf Army, Dwarf Army, Dark Elf Army, Orc & Goblin Army, Chaos Army, Skaven, Undead Army, Wood Elf Army.
Warhammer Armies: Lizardmen. Published by Games Workshop. 1996. Book. Excellent. £1.50
Author: Nigel Stillman. No. players: 2+. Country: British.
Warhammer supplement which covers the race of lizardmen. The book describes the steaming jungles of Lustria where the lizardmen live in a Mayan style civilisation. Special rules cover several types of lizardmen as well as a variety of reptilian beasts bred by the lizardmen for use as mounts and beasts of burden. Army lists are also included detailing the various troop types, and special characters available for use in a lizardman army. There are plenty of colour pictures showing painted lizardman figures as well.
Warhammer Battle Bestiary. Published by Games Workshop. 1992. Book. Good. £2
Author: Rick Priestley. No. players: 2+. Country: British.
Softback, 27x20cm, 96 pages. Black & white illustrations throughout. This book covers all sorts of creatures you might want in your armies: Men, Dwarfs, Trolls, High Elves, Halflings, Orcs & Goblins, Chaos, Dragons, Dark Elves, Giants, Skaven, Ogres, Undead, Monsters, Wood Elves.
Warhammer Fantasy Battle. Published by Games Workshop. 1993. Box. Good. £16
Designer: Unknown. No. players: 2. Country: British.
Tabletop wargame of fantasy battles. You can play small-scale skirmish games involving 20-30 models a side up to massed battles that pit armies of hundreds against each other. This set provides rules for movement and combat, over 100 plastic miniatures to start you off as well as rules summary sheets, magic item cards, a scenario book and some 3D cardboard buildings.
Warhammer: Dwarfs. Published by Games Workshop. 2000. Book. Excellent. £1.50
Author: Gav Thorpe, Alessio Cavatore. No. players: 2+. Country: British.
Warhammer supplement. 80 pages, with many black & white and colour illustrations throughout. This book covers: Map of the Dwarf Realms, The Dwarf Throng (Warriors, Slayers, Runesmiths, Thunderers, Rangers, Miners, Hammerers, Iron Breakers, Long Beards, Engineers, Flame Cannon, Dwarf Organ Gun, Gyrocopter), Dwarf Armoury, Dwarf Runes, Forces of The Dwarfs (Lords, Heroes, Core Units, Special Units, Rare Units), Painting the Dwarf Army, Dwarfs of Legend, The Dwarf Realms.
Warhammer: Ravening Hordes. Published by Games Workshop. 2000. Book. Excellent. £1
Author: Jake Thornton, Alessio Cavatore. No. players: 2+. Country: British.
Warhammer supplement. 32 pages, with black & white illustrations throughout. This book covers a collection of 15 "get you by" army lists for veteran Warhammer generals. They are: Orcs & Goblins, The Empire, Daemon Host, Chaos Warriors, Beastmen, Skaven, Tomb Kings of Khemri, Vampire Counts, Dwarfs, Lizardmen, High Elves, Dark Elves, Wood Elves, Bretonnians and Chaos Dwarfs.
Warhammer: Realm Of Chaos. Published by Games Workshop. 1997. Box. New. £3.25
Designer: Unknown. Country: British. Desc. by Eamon.
Expansion set for Warhammer Fantasy, being the complete reference to the Armies of Chaos. It includes a 128 page rule-book, counters, 30 Chaos spell cards, 20 Chaos Reward cards, 12 Chaos Gift cards, and 5 Magic Standard cards.
Warumono 2. Published by Grapac. 2005. Box. Excellent. £22
Designer: Unknown. No. players: 3-4. Country: Japanese. Duration: 30 mins.
The players are all members of a Japanese criminal gang. A heist has been made and the gang splits up with a briefcase each, but the loot is all in one case and the others are all have fake money! The players must try to get the real loot from their double crossing colleagues, obtain a plane ticket and head out of the country before either their betraying colleagues or the authorities can stop them. An interesting and amusing mix of fast paced bluff and luck.
Wild Life Card Game. Published by Pepys. ca.1960. Box. Excellent. £2.50
Designer: Philip Wayre. No. players: 2-4. Country: British. Duration: 15 mins.
Card game with attractive cards showing photos of 11 different animals, but 4 different pictures of each. Rules are included for 2 different games. The first is a version of Pelmanism, and the second a version of Snap. Both are made more interesting by not having identical pictures on the cards of that quartet.
Wildlife Adventure. Published by Ravensburger. 1986. Box. Good. £14
Designer: Wolfgang and Ursula Kramer. No. players: 2-6. Country: British. Duration: 1 hr.
Excellent game and one of Kramer's best games. It is played on a map of the world. Players must direct 3 expeditions to reach animals they have cards for. This is done by laying coloured arrows onto the board and gaining special actions at various locations and using up valuable travel vouchers to get you extra moves or special actions when it is most important. This or one of its derivatives should be on every gamer's shelf in my opinion! Highly recommended.
Witch's Brew. Published by Rio Grande Games. 2008. Box. Excellent. £15
Designer: Andreas Pelikan. No. players: 3-5. Country: American. Duration: 45 mins.
Neat game in which players attempt to collect ingredients, and gold and use them to brew potions and buy equipment worth victory points. Players can also use spells which will give them an advantage. All this is driven by a clever character card choosing mechanism. At the start of each round players secretly choose which 5 of 12 character cards they wish to use that round, and then take it in turns to try to claim the use of character. It is possible to claim only a secondary (lesser) power which can't be challenged, or the main power, but if another player holds the same card they can take over that role. An interesting and new mechanism which makes for a fun and enjoyable game. Recommended.
Wolf In Disguise. Published by Ta-Te Wu Workshop. 2006. Box. Excellent. £11
Designer: Ta-Te Wu. No. players: 2-4. Country: Chinese. Duration: 40 mins.
Set on a farm the players are shepherds who try to manage their flocks the best. This is done by using a sheepdog to protect your sheep, but it is also permitted to set a wolf in amongst your opponents' sheep. However, the wolves all start disguised as sheep. This game is inspired by Sun Tzu's The Art of War - Stratagem 20.
World Cup Tournament Football Game. Published by Lookout Games. 2006. Box. New. £16
Designer: Peter Grosse. No. players: 2-24. Country: German. Duration: 90 mins.
Card game depicting the World Cup Finals. Not a simulation, matches being decided by card play. 240 cards, 102 National Team Tokens and Flags. It is possible to play a full set of World Cup Finals in about 90 mins. Players secretly own teams and play cards in a way which they hope will see their teams get as far as possible through the tournament. However, this is best done subtly as it quite possible to severely hinder a team if you know others are backing it. Highly recommended. This edition has felt boards and is designed for post 1994 tournaments (ie. with 8 groups of 4 teams). Reworking (in a more convenient bookcase box) of the Australian Design Team game.
World Game Review Magazine. Published by Michael Keller.
Author: Michael Keller. Desc. by Eamon.
Published on an irregular basis, and aimed at those with a sophisticated interest in mainly abstract games and puzzles. However it always included many reviews of games in each issue. Lots of info about the mathematics of games. Main articles listed by issue.
Issue 5. 1985. Excellent. £1: Advanced Cubology, Polyhexes, Hexominoes, Ultima, Realm, Risk, Soiltaire Lap, Traffic Lights, Tenpenny
Issue 7. 1987. Excellent. £1: Domino puzzles, Hexominoes, Free Choice Chess, Ultima
Issue 8. 1988. Excellent. £1: Ultima, Lachaino, New problems in Peg Solitaire
Issue 10. 1991. Excellent. £2: Best abstract games to play on boards 3 x 3, 4 x 4 or 5 x 5 squares, Peg Solitaire, Castawords
Issue 11. 1992. Excellent. £1: Best abstract games to play on boards 3 x 3, 4 x 4 or 5 x 5 squares, Peg Solitaire, Castawords
Issue 13. 1998. Excellent. £1: Giza Solitaire, Black Spy, The Game of Y, many more reviews than usual of commercial board games, Chess variants updated