MNG-AJM Games and Collectibles


Jul 2012 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? 


3 Or More. Published by Spear's Games. 1981. Box. Box shows wear. £0.70

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

Tile laying game using long thin tiles each with three coloured circles on it. These are placed adjacent to those already on the table in rows of up to eleven. The objective is to score points by making lines of circles of the same colour - the longer the line the higher the score and diagonal lines count double. When all the tiles have been played the highest scorer wins. Could be considered a sort of colour dominoes, but with three colours per domino rather than just two.


4 Monkeys. Published by Homoludicus. 2010. Box. New. £17.50

Designer: Toni Serradesanferm. No. players: 2-4. Country: Spanish. Duration: 25 mins.

The players are monkeys in a lab. Scientists are trying to work out which monkey is most suitable for a flight to Mars. The monkeys are shown coloured figures and they have to try to reproduce these by using combination tiles suitably. The fastest monkeys get bananas, and the monkey with most bananas at the end will be heading for Mars.


6 Billion. Published by Board Not Bored Games. 1999. Box. 2 copies available:

1) Good, 1 corner shows wear. £3.50       2) Good. £5

Designer: David A Coutts. No. players: 2-5. Country: Australian. Duration: 2 hrs.

Unusual game, based on the premise that Earth will soon increase its population above a satisfactory survival level. Each player represents a faction of the population as at 1999, around 6 billion divided evenly, with the excess being run by the game as neutral factions. Throughout the game you have to control your population expansion and find new places to colonise throughout the solar system.


Age Of Steam. Published by Eagle Games. 2002. Box. In shrink. £36

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

New edition of this extremely well regarded railway game. Players build track between cities and then ship goods for profit. All the systems have been honed wonderfully to ensure you always have difficult decisions to make. The board and tiles have been very nicely produced making this a very substantial and attractive game. Track is laid by placing hex tiles onto the board, and each round players bid for a role which gives a special ability as well as taking the standard actions each turn. The objective is to build up a profitable network without spending too much money and ship goods using your tracks. Highly recommended.


Agricola: Gamers' Deck. Published by Z-Man Games. 2010. Box. In shrink. £14

Designer: Uwe Rosenburg & Friends. No. players: 1-5. Country: American. Duration: 2 hrs.

A new set of cards for Agricola. 59 new minor improvement cards and 60 new occupation cards which can be used instead of the standard decks or mixed in with them.


Agricola: Vegiemeeples. Published by Lookout Games. ca.2009. Bag. New. £4.50

Designer: Unknown. Country: German.

A bag of wooden grain (yellow) and pumpkin (orange) pieces intended for use with Agricola. They are shaped suitably for the items they represent, and thus are much more tactile than the standard counters.


Ariel & Waddy. Published by Rex Pitts. 1999. Book. Excellent. £25

Author: Rex Pitts. Country: British.

Spiral bound reference book concerning card games from Ariel and Waddy. Invaluable to collectors of games by these and related companies. Full of reproductions of cards from games from these manufacturers.


Armoured Wargaming. Published by Patrick Stephens. 1988. Book. Good. £7

Author: Bruce Quarrie. Country: British.

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


Assyria. Published by Ystari Games. 2009. Box. In shrink. £25

Designer: Emanuele Omella. No. players: 2-4. Country: German. Duration: 75 mins.

Resource management game set in the early days of Assyria. The players lead small but expanding tribes, and draft food cards in order to survive and place huts on the board in order to gain VPs and camels. Camels can be used to build ziggurats, which also give VPs. Players must ensure they can feed their people and also plan for the floods which happen between turns. Lots of options and different strategies to try. Recommended.


Auction Bridge. Published by Thomas De La Rue. 1924. Book. Good. £6

Author: W. Dalton. Country: British.

Hardback, 17x11cm, 230 pages. The chapters cover the Laws of the Game, Declaration, Opening Bids, Second Player, Third Player, Fourth Player, General Declaration, Doubling, The Eleven Rule, Opening Leads, Play of the Third Hand, Play of Declarer, Play of Defenders, Cases & Decisions of the Portland Club.


Babylon. Published by Bütehorn Spiele. 1982. Box. Good. £5

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

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


Back Spin. Published by Binary Arts. 1994. Box. Good. £3.50

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

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


Bamboozle. Published by San Serif. 1989. Box. Good. £2.50

Designer: Webster & Danby. No. players: 4-8. Country: British. Duration: 30 mins.

Variation on a classic parlour game. One player reads a question from a card, and the other players make up their own answers which are read out along with the real answer. Players then vote on which the real answer was. Points are awarded for guessing the correct answer and for getting other people to vote for your made up answer. There are 88 cards each with 6 questions.


Bambuti. Published by Adlung Spiele. 1999. Box. Good. £3

Designer: Hartmut Kommerell. No. players: 2. Country: German. Duration: 20 mins.

Unusual card game with an African theme. The players show masks in five suits numbered 1-10. Each player has a line of 5 cards the centre one of which must always have the highest value, and the end one the lowest value. Players can play onto their own piles or their opponent's piles with some restrictions. At several points in the game points are awarded for having the higher card in each pair of opposing piles.


Bananas. Published by Goldsieber Spiele. 1996. Box. Excellent. £9

Designer: Johannes Tranelis. No. players: 2-4. Country: German. Duration: 20 mins.

Light game in which one player takes the role of George the Gorilla while the other players are all chimps acting together. Both sides attempt to be the first to collect 9 bananas. The chimps harvest bananas but then also need to collect them, and George may be able to get them after they have been harvested but before they are collected. Also George can chase the chimps up trees where they will need to be rescued by other chimps.


Bargain Hunt The Game. Published by Upstarts. 2003. Box. Excellent. £1

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

TV related antiques auction game featuring the tanned David Dickinson. Players buy antiques from the antiques fair looking for bargains, and then sell them at auction, hopefully for a good profit. The game uses special bargain hunter and auction dice as well as auction event cards and 225 Antique cards. The items pictured on the cards are valued according to Miller's Collectables Price Guide 2003/4, so you get to know a bit about antiques as you play. At this price it's cheap as chips...


Battle Cry. Published by Hasbro AH. 2000. Box. Good. £28

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

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


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

1) 2010. 2nd edition. In shrink. £32      2) 2004. 1st edition. Excellent. £25.

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

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


Blazing Aces. Published by Convivium Publications. 2007. Book. New. £9.50

Author: Reiner Knizia. Country: British.

Softback, 23x15cm, 173 pages. Translation of a German book titled Kartenspiele Im Wilden Westen. This book presents a collection of card games (almost all previously unpublished in English) with a Wild West theme. The games make use of the card combinations in Poker, but are intended for family play rather than for gambling. As you would expect from Herr Knizia there are plenty of new and good ideas here - enough to keep you going for a very long time. More specifically there are 15 games presented here, many with variations for you to try as well. Recommended.


Blokus Duo. Published by The Green Board Game Company. ca.2005. Box. Good. £9.50

Designer: Bernard Tavitian. No. players: 2. Country: British. Duration: 15 mins.

Clever and very approachable tile placement game. The tiles are all square gridded polyominoes (think tetris pieces, but some smaller), and players alternate laying a piece onto the board. The clever limitation is that a new piece must touch one of your old pieces, but at a corner only. Thus you try to cut off areas of the board from your opponent, but often they can 'sneak' through your corner to corner only barricade. Recommended. This is the 2 player only version.


Blue. Published by Clicker Spiele. 2006. Box. Excellent. £10

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

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


Bridge Troll. Published by Z-Man Games. 2009. Box. Excellent. £15

Designer: Alf Seegert. No. players: 3-6. Country: American. Duration: 1 hr.

Lighthearted game in which the players are trolls guarding bridges, and attempting to get the more desirable travellers to cross their bridges. The players bid to attract the visitors, and get their pick in descending order of amount bid. Not bidding at all gets you more bidding power for next time, but a low bid may get you even more. However, not all travellers are desirable: billy goats, dragons, and knights can cause a troll problems. Food and money won from travellers can be traded in for VPs and it is these which win you the game.


Broadway. Published by TSR. 1981. Box. Good. £9.50

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

Players take the roll of a stageshow producer and investor and as the game goes on obtain shares in eight shows. Once a show has been fully invested in it starts up, and after out of town trials, hopefully makes it to Broadway where it can earn money and votes in the final award ceremony for its investors. Once all shows have made an appearance on Broadway the final awards ceremony takes place and shows slowly drop out of the running, and the last show standing reaps major rewards for its investors. The game uses various mechanics including a Monopoly style track which drives various actions players can perform.


Buffy The Vampire Slayer - The Game. Published by Hasbro. 2000. Box. Good. £25

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

This is the American board game not the British one. There are a selection of scenarios to play, all based on the TV series. One player takes the side of evil and controls the big baddy for the scenario and his minions and gets to use a selection of unfriendly magic and other special cards. Meanwhile the other players control the heroes and get to use weapons, magic spells and brute force. The game is driven by card play and movement points to get around the board. A typical scenario would involve finding some evil artifact and either evil doing something despicable with it or the heroes finding the right spell or items to destroy it. Recommended as a very good thematic tie in for Buffy fans, and a surprisingly decent game too.


Bugs. Published by Valley Games. 2010. Box. In shrink. £8

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

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


Carolus Magnus. Published by Venice Connection. 2000. Box. 2 copies available:

1) Excellent. £13.50      2) Good. £12

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

Players take the role of powerful nobles who are fighting for dominance over several regions. The playing area reduces as the game progresses, when adjacent areas combine. Knights of different factions are played on the tiles from your own supply, as well as being used to influence the various factions. Castles can be built when you achieve a majority under your influence at the current location which helps protect the region from hostile takeover. There is also quite a bit of luck as your supply of knights is replenished partially at random. On the Spiel des Jahres list for 2000. Recommended as a 3 player game.


CD Adventure: Search For The Lost City. Published by Spear's Games. 1994. Box. Good. £9

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

Special Notes: One knife chit is missing but a colour copy mounted on card is included. The original steel ball was missing but an entirely serviceable replacement supplied.

Fantasy adventure game with a few neat twists. The first is that the adventure cards which are drawn during the game give an introduction and then one of about 70 tracks on a CD must be played to complete the encounter! Also at various points during the game The Oracle must be consulted. This is a device into which you drop a ball and it can either be used to indicate a Yes / No answer depending where the ball comes out, or to show one of six colours which then result in a card draw corresponding to that colour and then playing a CD track as well. The game comes with plastic adventurer figures and a large playing board.


Celtic Quest. Published by JKLM Games. 2005. Box. Excellent. £16

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

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


Channel X. Published by Pepys. 1964. Box. 2 copies available:

1) Box edges show wear. Cards show light wear. £5.25      2) Box edges show wear. £7.25

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

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


Chip-Chip Hurra. Published by Klee. 2001. Box. Good. £13

Designer: Klaus Teuber. No. players: 2-4. Country: German. Duration: 25 mins.

Dexterity game in which each round a miniature computer disk is flipped onto the board using a scientist shaped see-saw device! Each player has two robots on the board and each player can then move one of their robots in a straight line in order to get as close as possible to this round's disk. The closest robots are lifted to reveal dice and the highest wins the disk. The dice flip over (unseen) as the robots are moved around the board, due to ridges between the spaces. When a robot has a full quota of disks it leaves the board. The winner is the first player to have both of their robots fully loaded. Utterly daft!


Cinema. Published by Fun Connection. ca.1995. Box. Good. £0.90

Designer: Unknown. No. players: 4+. Country: German. Duration: 45 mins.

Game in which players use their knowledge of films to win the game. Players have partners, and a card showing a scene from a film is turned up and the players all write down anything they can think of connected to that scene. Each association made by both players in a team scores a point. The reverse of the cards show the name of a film, along with the year and main star. Sometimes these are used instead to make connections. A sand-timer is used to indicate when the time is up for each round.


Clocktowers. Published by Jolly Roger Games. 2004. Box. Excellent. £7

Designer: Alan Moon & Aaron Weissblum. No. players: 2-4. Country: American. Duration: 20 mins.

Card game in which players build clocktowers using the cards. The cards show the various components of a clocktower, which are: normal levels either one or two storeys high, the clock and the roof. The various sections can come with or without cats and mice. A clocktower must be built up from the ground correctly, and when complete is worth points depending on the cats and mice in it. Also there are restrictions on the height of the buildings which can be built which means you have to keep an eye on what your opponents are doing too.


Comrade Koba. Published by Gottick. 2007. Box. In shrink. £6.75

Designer: Anders Fager. No. players: 2-4. Country: Swedish. Duration: 35 mins.

Subtitled 'The Game of Stalinist Survival'. Card game in which the players back a number of soviet politicians and try to ensure that the ones they have backed survive the purges, while also managing to stay in Stalin's inner circle. Game play involves changing the position of one politician in a line, and then performing the special actions of the three politicians closest to Stalin. Finally the purges happen and how extensive they are is determined by dice roll.


Daimyo. Published by Tenkigames. 2005. Box. In shrink. £13

Designer: Piero Cioni. No. players: 2-4. Country: Italian. Duration: 1 hr.

Tactical board game with a theme of competing ancient Japanese Daimyos vying for prominence. Game play involves the use of cards to perform actions such as recruiting more Bushi warriors, extending your territory, moving warriors or your Daimyo. Battles are decided by comparing the number of warriors on each side, with both sides taking losses. Intriguingly cards are passed to an opponent after use, so you may not always have access to the actions you really want to perform. The goal is to defeat an opponent's Daimyo.


Day & Night. Published by Mystics. 2007. Box. Good, signed copy. £20

Designer: Eerin Vink. No. players: 2. Country: Dutch. Duration: 45 mins.

Board game which uses tiles and cards in which one player plays Lady Night and the other Lady Day. The two have decided that after billions of years of routine they need to settle the score. Play involves using action cards to best effect to place and group tiles in order to build temples. Very attractive artwork. Won the International Gamers Award for Best 2 Player Game in 2009.


Die Mauer. Published by Zoch Zum Spielen. 1999. Box. Excellent. £11

Designer: Thomas Fackler. No. players: 3-6. Country: German. Duration: 20 mins.

Fun light game in which the players try to be the first to build a complete castle with walls, towers and a gate. Each round one player is the master builder and secretly chooses what they want to try to build. Other players also choose a piece. The master builder will be able to build if noone guesses what he wanted to build, but if just one other player guessed right then that player builds instead. In addition players can choose no piece which changes the rules somewhat. A fun and fast game of trying to bluff your opponents. Nice wooden pieces. Ideal for playing down the pub!


Dixit: The Dictionary Game. Published by Waddingtons. 1983. Box. Good. £7

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

Somewhat Scrabble-like word game which uses letter tiles which are played onto a board. The game also includes a Collins Minigem dictionary. Some of the twists are: letter tiles are used from several common pools, and there are three types of turn depending on where a marker sits which moves around a track. Special frames can be earned and used to increase one's score when playing future words.


Dominion: Prosperity. Published by Rio Grande Games. 2010. Box. In shrink. £27

Designer: Donald X. Vaccarino. No. players: 2-4. Country: American. Duration: 30 mins.

Expansion for the 2009 Spiel des Jahres. This set introduces Colonies (10 VPs for 11 money), and Platinum (5 value treasure), as well as 25 new kingdom cards. Some of these new cards are very powerful, but also very expensive, allowing you to build your deck's buying capability up to make Colonies affordable. An excellent expansion which changes the game substantially. You will need a set with the base cards in order to make use of this. Highly recommended.


Dragon Ball Z Adventure Game. Published by Drummond Park. 1989. Box. Good. £5.75

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

TV related. Players travel through the world of Dragon Ball Z encountering the many fantastic characters on the show. The objective is to search for and collect Dragon Balls. The game uses a couple of unusual mechanisms: a marble run used as a timer at various points in the game, and a set of heat sensitive disks which reveal an action when held in warm fingers.


Dragonquest. Published by Armada. 1987. Book. Excellent. £3.50

Author: David Hill. No. players: 1. Country: British.

Softback, 18x11cm, 233 paragraphs. Fighting Fantasy style solo adventure book. You don't need to own the other books in the series to play, as this is a standalone adventure. This is a paragraph based fantasy adventure book in which after setting up some basic character stats you read a paragraph telling you what is going on and then you decide what to do next and turn to the appropriate page. In this adventure you must solve puzzles to get through the magical land of Rosslanda and win a great treasure.


Dschamal. Published by Zoch Zum Spielen. 2005. Box. Excellent. £12

Designer: Thomas Liesching. No. players: 3-8. Country: German. Duration: 30 mins.

Fun game in which two players at a time thrust a hand into a large bag and feel amongst many wooden shapes for particular pieces they need to score points. The two players involved change each time, so everyone gets a fair number of goes. Frantic and fun, and actually quite hard to be both quick and accurate as many of the wooden shapes are quite similar.


Entdecker. Published by Gold Sieber. 1996. Box. 2 copies available:

1) Good. £19       2) Excellent. £22

Designer: Klaus Teuber. No. players: 2-4. Country: German. Duration: 45 mins.

Game of discovery and exploration by ship. Each turn you pay for a number of tiles you want to explore, and position your ship either at the edge of the board or on a previously explored tile. You then turn over tiles showing parts of islands and add them to the board as your ship sails. You can then pay to add a scout, outpost or settlement on a tile. When islands are completed players score according to their presence on the island. As well as keeping an eye on the way the islands are turning out you also need to manage your money well. I also have some house rules which I find improve the game further. Highly recommended.


Excuses Excuses. Published by Waddingtons. 1989. Box. Excellent. £5

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

Card game, with 90 cards divided between situations and excuses. The players have a hand of excuses and a situation is turned up. The players then each choose an excuse from their hand. The most appropriate / funniest wins the round. A sort of precursor to Apples to Apples.


Fairy Tale Playing Cards. Published by Unknown. ca.1950. Box. Good. £2

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

Special Notes: Box edges show wear, 1 card lightly creased, 1 has a mark where a little text is missing.

Quartet game, with rules for two games, but many others can be played too. The deck consists of 40 cards, with each set of 4 cards depicting colour printed scenes from one fairy tale, with a paragraph of text underneath. Very attractive period item.


Flower Power. Published by Kosmos. 2001. Box. Excellent. £12

Designer: Angelika Fassauer, Peter Halluska. No. players: 2. Country: German. Duration: 30 mins.

Part of the Kosmos 2-player small square box series. An attractive tile-laying game in which players try to build large plots of single variety flowers. The larger the plot, the higher the score. Players plant their own gardens but also compete in a central connecting strip. Players get the chance to plant a few weeds into their opponent's garden, spoiling their best laid plans. I can also supply some house rules which I think improve the game. Highly recommended.


Foulsham's New Fun Book. Published by W. Foulsham & Co.. ca.1930. Book. Good. £3

Author: W. Foulsham & Co.. Country: British.

Softback, 20x13cm, 256 pages. A book with a variety of entertainments, which advertises 256 pages and 2560 laughs! The book includes: Jokes & Funny Stories, Amusing Posers, Party Games for All, Conundrums Worth Asking, Puzzles, Amusing Card Games, Magic & Trickery, Community Singing, Fortune Telling & Character Reading, Theatricals, Junior Section.


Fredericus. Published by Da Vinci Games. 2005. Box. In shrink. £9

Designer: Eligio Cazzato. No. players: 2-4. Country: Italian. Duration: 40 mins.

The players represent falconers at the court of Emperor Frederick II, and must try to catch as many weird and wonderful creatures as possible, and preferably those for which the Emperor has made a request. Players get to move around cards in order to set up the right conditions for their falcons to hunt, and then claim the quarry. Correctly guessing where the other players will next make a catch is also rewarded. It is also possible to interfere with your opponents' falcons, hooding them at the right moment so they will be unable to strike. Unusual game.


Galaxy: The Dark Ages. Published by GMT. 2000. Box. 2 copies available:

1) Good. £6       2) Excellent. £7.50

Designer: Reiner Knizia. No. players: 2-5. Country: American. Duration: 90 mins.

Science fiction themed card game. There are eight races, each inhabitants of a different world. They are engaged in a conflict for supremacy, from which only three will survive. There are 5 rounds and at the end of each round one race surrenders. This is an update of Reiner's very popular Titan: The Arena, with some additional special abilities and combat. Essentially the players play space station cards on each world in order to eliminate worlds on which they have no bases, and protect those they do have an interest in. Neat system.


Games And Simulations In History. Published by Longman. 1975. Book. Good. £1.50

Author: David Birt, Jon Nichol. Country: British.

Softback, 20x13cm, 158 pages. Written for school teachers of History, the book provides a selection of study 'games' which could be used in the classroom to immerse the students in issues involved at that time. The simulations are: The Development of the Medieval Town, Frontier (North American colonists), Ironmaster (industrial revolution), Village Enclosure (farm development around 1800), Trade & Discovery (16th century), The Russian Revolution.


Garten-Zwerge e.B. Published by Argentum Verlag. 2004. Box. 2 copies available:

1) Excellent. £8        2) In shrink. £9.50

Designer: Roman Mathar. No. players: 2-6. Country: German. Duration: 1 hr.

Amusingly themed game in which the players are members of a garden gnome breeding society! Garden gnomes come in different ranks, from the worthless and lazy greys up to the highly coveted gold gnome! Each turn players choose what to do with their gnomes: send them to work in the garden for a little money; look for a breeding partner for them, with money being paid by the player who will get the resulting offspring to the other parent's owner; or sending them into the club's competitions to win prize money. The first player to either breed a coveted golden gnome or accumulate 4000 money wins the game.


Gathering Of Friends 2008: A Game Of Games. Published by Dave Chalker. 2008. Ziplock. Excellent. £2

Designer: Ted Cheatham, Mike Petty. No. players: 4+. Country: American. Duration: 30 mins.

Party game of the same general type as Taboo, but designed for those with a good knowledge of board games. The cards each give details of 2 games, and players take it in turns to give clues to their team mates to try to get them to guess the listed game, without using the game title, designer, etc.


Gemstone Treasures. Published by Jameskat Inc. 2004. Box. In shrink. £1.25

Designer: Gemstone Treasures. Country: Canadian.

Collectable gemstone set. Each set appears to contain an information card about a particular type of gemstone, as well as a genuine faceted gemstone, opal or pearl. On the back it also tells you the odds of the set containing something more valuable, from a matched pair (1 in 14.5 packs) up to a diamond ring (1 in 4800 packs). There are 18 different types of basic gemstones.


Genesis. Published by Face2Face Games. 2006. Box. Excellent. £14

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

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


Ginny-O. Published by Peter Pan. 1981. Box. Good. £1

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

Special Notes: Photocopied rules

Tile variation of Gin Rummy, with 108 thick plastic tiles representing two packs of cards plus their jokers. Players place their tiles, forming runs and sequences, and join them crossword fashion to existing sequences on the board. Of course you can use the tile decks for any other playing card games as well - useful for players with either very small or very old hands which find cards hard to hold.


Gone Fishing. Published by Rio Grande Games. 2005. Box. Excellent. £8.50

Designer: Michael Rieneck. No. players: 2. Country: American. Duration: 30 mins.

Tactical game which also involves bluff and memory elements. One player controls two anglers who move around the edge of a pond trying to catch fish, while the other player controls the fish and miscellaneous items of junk in the pond. Only the fish player can see what is what in the pond, and gets to move them around a bit between the angler's attempts to hook a fish. The angler player is restricted as to how he can move his anglers and how far across the pond his rod can reach, but in a clever and interesting way. When the hand is finished players swap roles and play again to see who wins.


Grand Imperialism. Published by Gametime. 1978. Box. Good, but box lid indented. £15

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

Game of colonisation in the Victorian era but set in a mythical world rather than a historical one. The players start with a fleet in their home country on one continent and explore and expand their empires. During this they will encounter pirates, revolts, and other events as well as opposition from the other players,


Guillotine. Published by WotC. 1998. Box. 2 copies available:

1) Good. £8       2) Excellent. £9

Designer: Paul Peterson. No. players: 2-6. Country: American. Duration: 30 mins.

Card game, 110 cards humorously illustrated by Magic: The Gathering artists Quentin Hoover and Mike Raabe. 12 Nobles are lined up for execution in the French Revolution. By cunning card play (the cards let you manipulate the line of Nobles, give bonuses for some types of Nobles etc) you try to rescue some Nobles whilst letting others go to visit Madame Guillotine. After three rounds have been played, players score up for the heads they have collected, with the most successful executioner winning the day.


H2Olland. Published by Cardchess International. 2005. Box. Excellent. £13.50

Designer: Jeff Widderich, Richard van Vugt. No. players: 2-4. Country: American. Duration: 90 mins+.

Tile placement game with seriously impressive bits: 24 large plastic windmills (which turn!), 24 large plastic farmhouses, and a vast number of tulip and crop tiles. The board is also made up of tiles which start off as water, and get drained by the windmills as the game goes on. Players plant crops and then harvest them in order to buy tulips and more farms and windmills. Placement rules for all pieces ensure you have to take care to make sure you can do what you want. When the board is full, players then take part in a tulip race, trying to claim tulip fields for themselves - very tactical and this section definitely gives the feel of far too much to do, and too little time to do it.


Harry Potter Casting Stones Game. Published by Mattel. 2001. Pouch. Good. £5

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

Harry Potter themed game which uses two sided casting 'stones'. Players toss their stones and form combinations which create spells, charms or potions. The players then compare what they have managed to produce to see who wins that round and thus place a stone onto a turret on the edge of the board. First player to own 4 adjacent turrets wins. A more advanced version introduces the use of special cards and abilities for some of the spell combinations.


Highway. Published by BMI. ca.1990. Box. Good. £1

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

Children's board game designed to teach about crossing the road safely. The board incorporates two lanes of traffic on cardboard rings which are rotated during the game. They show various cars and changing traffic signals at the various crossings. The graphics all show bears and are quite cute. The objective is to be the first player to move their bear token from home to the playground, school and the ice cream van and get back home again. When crossing the road the traffic rings are rotated and the traffic moves on and the player must decide if it is safe to cross or not.


Horoscope. Published by Ariel. ca.1960. Box. Box lid indented by stacking. £1

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

Players try to complete their board of twelve spaces, one for each sign of the zodiac. The cards that go in these spaces have to match the space they are to go into, and the sum of values on all the cards on your board also have to add up to one of several special numbers to achieve victory. The cards also have a prediction on each one, allowing the players to read the winning horoscope and determine what awaits each of them in the future!


Hot Streak!. Published by A.R.C.. 1980. Box. Good. £2.50

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

Gambling game for the whole family. Players move around a track along the edge of the board and the space landed on determines which gambling game is played next. These spaces include betting and rolling dice to get certain numbers to win as well as the classic casino games: Roulette (with a spinner based roulette 'wheel'), Keno, Blackjack, Fruit Machines (spinner based), Horse Racing (a mini race), 7 Card Stud Poker, Baccarat and more. The game ends when all the lottery tickets have been sold and then a ticket is drawn and the player with the most money wins.


Hotel Samoa. Published by Z-Man Games. 2010. Box. Excellent. £25

Designer: Kristian Ostby. No. players: 3-6. Country: American. Duration: 50 mins.

The players are hotel owners on the paradise island of Samoa. Tourists flock to the resorts and the players try to give them exactly what they want - while also taking as much of their money as possible. Play involves making bids for hotel upgrades and setting the price for hotel rooms. Different tourists want different things and sometimes you can get away with a high room rate - other times you can't. At the end of the season it is money in hand that counts!


I'm The Boss. Published by Face2Face Games. 2003. Box. In shrink. £13.50

Designer: Sid Sackson. No. players: 3-6. Country: American. Duration: 1 hr.

Reprint of Sid Sackson's classic 'Kohle Kies & Knete'. Players start off controlling an investor each, and as the game progresses various deals get offered up, with the current player being the Boss, and arranging how to divide the profits from the current deal amongst the investors required to complete it. However, cards can be played by anyone which can send investors on holiday, provide alternative family members who can step in to close a deal, steal an investor from another player, or even change who is the Boss! Clever game in which being too greedy will result in lots of people opposing you, whereas if you aren't greedy enough, you won't win! I have a few house rules which improve it slightly. Recommended, especially for 5 or 6.


Imperial 2030. Published by PD Verlag. 2009. Box. In shrink. £36

Designer: Mac Gerdts. No. players: 2-6. Country: German. Duration: 2.5 hrs.

A standalone development of the very well received Imperial. This time the game covers the major world powers and has been shifted forward in time. The players act as theoretical internationally operating investors who try to gain influence in all the key countries. The main nations build factories, troops, and fleets and expand their influence over initially neutral regions. Taxes are collected from such regions which are fed back to their investors. Players will need to keep alliances, but also know when force is the best route to success.


Impertinent Questions And Pertinent Answers. Published by H P Gibsons. ca.1935. Box.

Good, box shows some wear. £3. Designer: Unknown. No. players: 2+. Country: British. Desc. by Eamon.

Special Notes: No original rules sheet, but a transcription of the rules supplied

An early Gibson game, and one of their best ever selling items. Essentially an ice-breaker at parties, as players read out questions like “Have you any holes in your stockings?”, and someone else reads out an answer at random from another card which might say: “Yes, but only on Saturday nights”. As the rules say, “The procedure is repeated, thus keeping the company in a continual roar of laughter”.


Indiscretion. Published by Piatnik. 1986. Box. Good. £7

Designer: Various. No. players: 2+. Country: Austrian.

Card game. A set of ordinary playing cards but with different coloured backs that tell your opponents which suits you are holding. Piatnik organised a competition to find the best game using this deck. In addition you can try many of your favourite standard card games with these cards and will find new interest with the extra knowledge of how the suits are split. I will supply English rules to the following original games for this set: Faculty (2-3), High Low (3-6), Scan (2-6), Top Secret (3-6), Showdown (2), Jack The Ripper (2/4), Trickster (2-4), Bonus-Malus (2-4), Dump (2-4), Belle Epoque (4).


Isla Dorada. Published by Fantasy Flight Games. 2010. Box. In shrink. £32

Designer: Bruno Faidutti, Alan Moon, Andrea Angiolino, Piergiorgio Paglia. No. players: 3-6. Country: American. Duration: 75 mins.

Having landed by zeppelin on a remote and previously unexplored island the players are members of a group of explorers. Due to the dangers on the island everyone must stick together, but the players have different goals and all want to find more valuable treasures than the others. Game play involves using money and adventure cards to influence where the group travels - hopefully getting to your goals, avoiding locations which are cursed for you, and also avoiding the places your opponents want to go!


ITC. Published by Fanfor Verlag. ca.1996. Box. Excellent. £15

Designer: Valentin Herman. No. players: 3-5. Country: German. Duration: 2 hrs.

Business game in which players make a profit by transporting goods to market in six continents, and also by selling the goods once they reach said continents. It is also possible to sell on a black market. As with other games from Fanfor dice are rolled and the actions which can be performed are many, but limited by what the dice will allow. The objective is to be the first to accumulate a monetary target.


ITV Seven Race Card Game. Published by Bison. ca.1975. Box. Box shows wear. £0.75

Designer: Unknown. No. players: 3+. Country: British. Desc. by Eamon.

TV related, named after a special combination of televised horse-races which were linked in a special wager for Saturday afternoon gamblers. A variation of the playing card game Racing Aces, where you bet on a ‘suit’ likely to win a ‘race’, armed with the information that some cards of each suit are missing from the playing deck. Cloth board.


Junkyard Races. Published by JKLM Games. 2003. Box. In shrink. £16

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

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


Kimbo. Published by Waddingtons. 1961. Box. Box lid has been taped. £3.75

Designer: Robert S. Maggee. No. players: 2-4. Country: British. Duration: 45 mins.

Rare. Unusual race game. Players each have a piece at each corner of a 15 x 15 grid, and the objective is to get those pieces to the centre. Movement is by dice roll, but what makes this game interesting and clever is that each player has fences which slot into the sides of the spaces. These obstruct movement, but are also essential as movement is in straight lines but when hitting a fence the direction can be changed and movement continues. Thus a carefully placed fence can help you but hinder your opponents. Sometimes known as The Game of Fences. Amazingly substantial board, at least twice as thick as modern boards.


Know The Game: Scrabble. Published by Educational Productions. 1976. Book. Good. £0.35

Author: Unknown. Country: British.

Softback, 13x20cm, 40 pages. A concise introductory book to Scrabble which covers the rules as well as strategy and tactics, and a selection of variations.


König Der Maulwürfel. Published by Zoch Zum Spiele. 2002. Box. Excellent. £13

Designer: Guenter Buerkhardt. No. players: 2-4. Country: German. Duration: 20 mins.

A most unusual and bizarre concept, with a rather psychedelic backstory of dice-spitting aliens. This is a race game, in which dice are used to race, but not by rolling them to obtain a movement allowance. Instead wooden dice towers are used and the dice are rolled from the tower and the player's marker is then moved to where the dice ends up! Each round the players get to select the type of dice and the dice tower they wish to use this turn. Obstacles need to be avoided and markers must be passed around so sometimes a short roll is needed, and sometimes a long one. Unique idea.


Kryomek. Published by Fantasy Forge Publications. 1991. Book. Good. £3

Author: John Grant, John Robertson, Ricardo Pinto, Rod Grant. Country: British.

Softback, 30x21cm, 136 pages. 25mm Science Fiction skirmish combat system based on Jon Tuffley's "Stargrunt". This game is set in a future in which mankind is a powerful force in the galaxy, but sinister dark creatures have been encountered who threaten to overrun mankind. Humans must now fight these terrible aliens or die. The book describes the background story in great detail and also presents the skirmish rules, and includes all sorts of technological devices and weaponry which can be used.


Kunst Stucke. Published by Moskito. 1995. Box. Excellent. £10

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

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


Kupferkessel Co. Published by Gold Sieber. 2001. Box. Excellent. £14

Designer: Gunter Burkhardt. No. players: 2. Country: German. Duration: 20 mins.

Players each have a large wooden witch playing piece that moves around the outside of a 6x6 grid of square cards. The cards are wonderfully illustrated with magic spell components: toadstools, pots of frog juice, pumpkins, magic eggs etc. Each card has a number 1-4 which is both its potential value and also the amount you will move on your next turn if you take it. Each turn you move and then take a card in the row or column you end on. Thus there is little luck and scope for planning. There are also cards which give you an extra move and some which hinder your opponent. The game plays very nicely with 3 players too (just grab a gray playing piece from somewhere). Highly recommended and now quite hard to find.


Lawless / Das War Der Wilde Westen. Published by Descartes Editeur. 2003. Box.

1) Das War Der Wilde Westen. Cards have quite a bit of German on them. Original German rules missing, but an English set supplied - this does provide a full description of the cards. Excellent. £4

2) Lawless. Published by Descartes Editeur. 2003. Box. Excellent. £8

Published by Descartes Editeur. 2003. Box.

Designer: Bruno Cathala. No. players: 2-6. Country: French. Duration: 45 mins.

Card game with a Wild West theme. Players use action points to purchase cards which can be ranges, cattle, cowboys or an assortment of action cards which let you defend your ranch or cause trouble for other players. Cattle get more valuable the longer you keep them, and they are then sold for gold. At the end of the game points are awarded for most gold, ranges, cattle and cowboys. Fast and fun with plenty of interaction.


LeCardo. Published by Leo Marshall Designs. 2007. Box. New. £5

Designer: Hugh Marshall, Priscilla McIntosh. No. players: 2-4. Country: British. Duration: 30 mins.

Card game in which the cards all have a simple word on each edge of the card. Players take turns adding a card from their hand to the table so that words which lay next to each other form a valid compound word / phrase, eg. paper+cut. Harder words are worth more points. Several words can be made at the same time as long as all are valid.


Looting London. Published by Fred Distribution. Box. Excellent. £14.50

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

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


Lord Of The Rings. Published by Parker. 2000. Box. Several copies available:

1) Good. £8.50       2) Excellent. £10
3) Includes Friends & Foes Expansion. Good. £19

Designer: Reiner Knizia. No. players: 2-5. Country: British. Duration: 1 hr.

Great game based on the Tolkien novel. The players must cooperate with the others to get the ring to the Crack of Doom. Some may well fall by the wayside. If all fail, then the game is lost. If successful, the game is won by all players (even those who sacrificed themselves for the greater good). Game play involves card play and deciding how to focus the group's resources. Players can discuss options but not actually show each other their cards. It is possible to play with different difficulty levels to ensure that your group will have a tense time as Sauron tries to get his hand on the One Ring. Illustrations by celebrated Tolkien artist, John Howe. Recommended.


Lord Of The Rings - Friends & Foes. Published by Hasbro. 2001. Box. Excellent. £13

Designer: Reiner Knizia. No. players: 3-6. Country: British. Duration: 75 mins.

Expansion for the Lord of the Rings cooperative game by Reiner. This expansion adds a new board featuring adventures in Bree and Isengard. There are also foe cards which need to be defeated before they overwhelm Middle-Earth. Thus there are both new ways to win and lose the game, and each hobbit also gets an extra special ability.


Maelstrom. Published by Puffin. 1984. Book. Excellent. £2.50

Author: Alexander Scott. No. players: 1+. Country: British.

Softback, 20x13cm, 298 pages. An adventure game-book which includes a full multi-player role playing system. It is also suitable for solo play, and included is a 160 paragraph solo game for the reader to play.


Magic Hill. Published by Ravensburger. 2001. Box. Good. £11.50

Designer: Rudiger Dorn. No. players: 2-5. Country: German. Duration: 30 mins.

Fantasy game, also published as Zauberberg. Each player is a wizard and has a team of goblins, which are raced up the mountain, with the first to the top winning. The board is 3-D, with 4 levels and a chunky tower on the top. The goblins are moved around each level using cards and to get to the next level they need to clamber on top of another goblin (be that a friendly one or not). There are also various special spaces with assorted event tiles on them, which are revealed when landed on. Some of these are helpful, while others are not. Very attractive game.


Maori. Published by Rio Grande Games. 1009. Box. In shrink. £24

Designer: Gunter Burkhardt. No. players: 2-5. Country: American. Duration: 45 mins.

Attractively produced tile laying game. Each player has their own board showing an unexplored area of Polynesia, and a communal area of tiles which the players use in a clever and novel way to draft tiles showing parts of islands which they will add to their board. Complete islands will score for palm trees, huts and lei rings, as well as for most money and most boats. Money and boats make it easier to draft the tiles you want. The rules also give a more advanced version of the game which adds to the challenge by limiting where you can explore next. Highly recommended.


Master Cue Bidding To Slams. Published by Victor Gollancz. 1989. Booklet. Excellent. £3.50

Author: Ron Klinger. Country: British.

Softback, 17x9cm, 16 pages. Bridge book which covers cue bidding, a technique used during slam bidding to expose precisely which Aces and Kings are held, when use of the Blackwood convention is inappropriate.


Maxi Bourse. Published by TSR. 1989. Box. Good but cover shows some wear. £2.50

Designer: Marc Eric Gervais, Pascale Loiseau & Georges Daniel Volphilac. No. players: 2-6. Country: American. Duration: 90 mins.

Stock market game with 40 different companies to invest in. Not only do you have this array of investments open to you, but you have to take note of several rumours at a time, and look out for events which might affect share values. Stock prices go up and down according to supply and demand, as well as the events and rumours. Players can win either by gaining control of the majority of shares in one industry or building a conglomerate holding the majority of shares in 5 companies in different industries. Unusual game for TSR to make, but it had been a huge success in France and TSR were anxious to extend their range beyond fantasy games.


Medieval Merchant. Published by Rio Grande. 1998. Box. Good. £15.50

Designer: Christwart Conrad. No. players: 2-6. Country: American. Duration: 90 mins.

Players build trade routes across medieval Germany trying to build the most powerful trade network. The cities have spaces into which the players can place markers, with points being awarded for control. However, dominance in the cities will often need to be sacrificed in order to improve your network further to reap greater profits. Rumour has it that it was originally a train game, and it does feel a little like one. Plenty to think about with opportunities for clever play.


Merkator. Published by Lookout Games. 2010. Box. In shrink. £31

Designer: Uwe Rosenberg. No. players: 1-4. Country: German. Duration: 90 mins.

Set in the time of the Thirty Years War, the players are rich merchants from independent Hamburg who can sell to all sides, making a good profit. Each turn the current player chooses a location to activate, either paying travel costs to get there or receiving a payment for going there, and buying up the goods available on arrival. Contracts they have obtained for that location can also be satisfied. When fulfilled a new more lucrative contract is obtained and the old one can be reused or traded in for cash. Bonus cards can be purchased and victory points are gained. Very clever business game with novel mechanics and actions to perform during other players' turns.


Money Lisa. Published by Kosmos. 2007. Box. Excellent. £10

Designer: Peter Neugebauer. No. players: 3-4. Country: German. Duration: 50 mins.

Auction based game in which the players bid for famous works of art (which are reproduced very beautifully on the cards). A variety of auction methods are used, and collections are more valuable if they have synergy - which means either being from the same era or having similar subjects.


Monopoly The Card Game. Published by Winning Moves. 2000. Box. Good. £2

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

Special Notes: Original rules missing - printout supplied.

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


More Balderdash. Published by Action GT. 1984. Box. Good. £5

Designer: Gameworks Creations Inc. No. players: 2+. Country: British. Duration: 1 hour.

This is a professionally produced version of the parlour game which can be played with just a dictionary, pencil and paper. There are 2500 word definitions provided, and one player selects a (very obscure) word and everyone else writes a definition for it. The player-made definitions are then read out along with the real one and players vote on which is the real one. Points are scored for having other people choose your definition and for guessing the real definition. This set comes with a two player variant and of course 2500 pre-selected definitions.


Municipium. Published by Valley Games. 2008. Box. In shrink. £16

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

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


Meutre A L'Abbaye / Mystery Of The Abbey. Box. 2 editions available:

1) Meutre A L'Abbaye. Published by MultiSim. Country: French. 1996. Original edition. Good. £23. For an extra £3 I will print out and laminate a set of home printed cards and summary sheets, which I use in my own copy.

2) Mystery Of The Abbey. Published by Days Of Wonder. 2003. Country: American. Excellent. £16.50

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

Medieval mystery game. One of the monks has been killed, and the players must discover which monk is to blame. The monks have different attributes: Dominican, Franciscan, fat, thin, novice, father etc, and the murderer's card is set aside. Players move around the monastery trying to work out what is going on, which is mainly done with the help of confessionals, searching other monk's quarters, asking other players questions (unless they take a vow of silence) and the gossip which happens at every mass! Great game if you like deduction games.


Murder A La Carte - A Taste Of His Own Medicine. Published by Paul Lamond Games. 1994. Box. Good. £4

Designer: Unknown. No. players: 6. Country: British. Duration: 90 mins.

Murder mystery dinner party kit for 6 players. Includes invitations, place cards, cassette tape, character booklets, rules and secret clues. This mystery is set in Headline Hall in 1947 as Michael Montague announces his plans for his company. However, Monty ends up poisoned. The players have to determine who was the poisoner and whether the poison was meant for Monty or someone else, and why.


Odins Raben. Published by Kosmos. 2002. Box. Excellent. £10

Designer: Thorsten Gimmler. No. players: 2. Country: German. Duration: 40 mins.

Part of the Kosmos 2 player series. The players each control one of Odin's ravens, and they race across various landscapes in order to be the first to arrive back to Odin. The landscape is made up of a series of two part cards. The game involves playing cards from either your hand or a special reserve stack - a matching card for the next terrain needs to be played to cross it. In addition, special cards can be played to hinder your opponent and alter the terrain ahead of the ravens. Finally as well as getting victory points for winning the race, cards can be set aside as magic points and the player who has the most magic points gets victory points too. Hand management is the key to success in this game. I can include my house rules.


On The Underground. Published by JKLM Games. 2006. Box. 2 copies available:

1) In shrink. £23       2) Excellent. £21

Designer: Sebastian Bleasdale. No. players: 2-5. Country: British. Duration: 1 hr.

Players build their own Underground lines on a map of the London Underground. The objective is to ensure your part of the network will be used as much as possible in order to link up various supply and demand tokens. In addition there are benefits to building to terminal stations and creating a loop (aka the Circle Line).


Palm Beach Island Resort. Published by Mücke Spiele. 2006. Box. Excellent. £13

Designer: Harald Mücke. No. players: 2-4. Country: German. Duration: 50 mins.

Special Notes: Engish rules annotated considerably as there were many typos and oddities

Set on a tropical island depicted on a gridded board. the players lay tiles in order to develop holiday resorts and play action cards which indicate where on the board chalets can be placed, and how tourists can be moved. Tourists are scored at the end of each round or when an action card indicates. Players attempt to create the most prestigious resorts.


Party Lines. Published by Oldbourne. 1963. Book. Good, dustcover slightly discoloured. £5.25

Author: Robert Harbin. Country: British.

Hardback with dustcover, 25x20cm, 154 pages. Written by a TV Magician, this book covers all sorts of party tricks and entertainments: Solitaire Puzzles (4), Coin Tricks (13), General Games (14), Brainteasers (11), Fun with Figures (9), Catches (Hustles) (11), Hand & Arm Tricks (14), Handkerchief Tricks (7), Juggling (21), Match Tricks (31), Glass Tricks (8), Card Tricks (12), String Tricks (7), Musical Tricks (6), Puzzles to Make (10), Origami (8), Wire Puzzles (12), Napkin Folding (9), Misc (18).


Patience. Published by Geoffrey Bles. 1947. Book. Excellent. £2

Author: P.Francis Grant. Country: British.

Hardback, 17x11cm, 63 pages. A collection of twenty new and different patience games, mostly one deck games, but a few two deck games as well.


Pentakribb. Published by DDH Inc. 1983. Box. Good. £10

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

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


Pepys - The Story Of The Company & Its Games. Published by Rex Pitts. 1997. Book. Excellent. £25

Author: Rex Pitts. Country: British.

Spiral bound reference book concerning card games from Pepys. Invaluable to collectors of games by this company. The book is full of reproductions of cards from many Pepys games.


Pergamemnon. Published by Iron Games. 2011. Box. Excellent - unused. £8

Designer: Bernd Eisenstein. No. players: 2-5. Country: American. Duration: 45 mins.

Card game in which five of the most powerful ancient civilisations are brought together for an epic showdown: Rome, Carthage, Persia, Egypt and Greece. Each side uses a selection of characters and mythical creatures to turn the battle their way. Each civilisation has its own special abilities.


Phantoms Of The Ice. Published by White Wind. 1994. Box. Good. £13

Designer: Tom Dalgliesh. No. players: 2-10. Country: German.

Special Notes: Includes additional promo cards

Ice hockey card game in which the players manage a team of unusual players, human and monster. On your turn you may either try to improve your team or challenge another team to a match which is resolved with your cards. The cards show defenders, forwards, goalies and some special players with rule-breaking abilities. I also have some promotional extra player cards which I can sell for 50p a set if you want them.


Phunology. Published by Abingdon Cokesbury. 1923. Book. Good, but cover shows some wear. £6.75

Author: E.O. Harbin. Country: American.

Special Notes: 1st and last pages taped to spine.

Hardback, 20x14, 454 pages. Subtitled: "The Book of Good Times, A Collection of Tried and Proved Plans for Play, Fellowship and Profit". The entertainments and games are divided up as follows: Games and activities appropriate for each month of the year; Entertainments by category (Socials; Prize Socials; Games A-Z; Assembly Stunts; Misc. Stunts; Relays; Icebreakers; City Union Socials; Banquets; Plays, Cantatas, Pageants & Operettas; Songs).


Piraten Poker. Published by Piatnik. 1998. Box. Good. £2.25

Designer: Michael Schacht. No. players: 3-5. Country: Austrian. Duration: 25 mins.

Special Notes: There is a mark where an elastic band perished on the lid

Pirate themed card game in which players are dealt a hand of cards which they use over three rounds to bid for rights over various treasures / liability cards. The first round players bid to turn over one of the three treasures available this round to the 'liability' side and then give it to an opponent. In the second round players bid to dispose of one of the available treasures and to pass one liability card held to another player. The third round is bidding for the remaining treasure cards. In addition at the end of the game bonuses are awarded for getting matching treasures.


Play And Defend Bridge. Published by MB Games. 1965. Box. Good. £6

Designer: Chas H. Goren. No. players: 4. Country: American.

Bridge tutorial system. This game provides two decks of cards with special backs which indicate how to deal them out to form 48 different hands. The players then go through the bidding for that hand, if desired with the aid of special rotating guides which explain why Goren would make the bid suggested. Contract can then be played as per the suggested contract and the booklet can be read to give advice on how Goren would have played the hand.


Playboy. Published by Victory. 1986. Box. Good. £8

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

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



Poker Strategy. Published by Perigee. 1982. Book. Excellent. £7.50

Author: Nesmith C. Ankeny. Country: American.

Softback, 20x14cm, 189 pages. Poker strategy book aimed at players who are already familiar with the rules, and want to improve their play. The book covers the following topics: Introduction (optimal strategy, luck, psychology, 7 playing rules), Draw Poker: Basic First Round Play (rules, ante, probability, opening & calling), Bluffing, Basic Second Round Strategy: Two Players, First Round Raise, Second Round Strategy For 3+ Players, Poker Variations, Advanced Problems.


Polarity. Published by EKOS. 2008. Box. In shrink. £19

Designer: Douglas Seaton. No. players: 2. Country: German. Duration: 30 mins.

Second edition of this amazing game of magnetic fields. Each player has a stack of playing disks, black on one side and white on the other, and all are strong magnets. Players take it in turn to place a piece onto the cloth playing surface within the marked circle. Initially this is easy, but soon the placing of a new magnet will start shifting the other magnets, and sometimes magnets will lift up on an edge due to the repulsion of other nearby magnets. Any magnets which touch due to a new placement are taken, and the objective is to get rid of all of your magnets. Fascinating and unique.


Pow Wow. Published by Franjos. 1996. Box. Good. £8

Designer: Ronald Corn. No. players: 3-6. Country: German. Duration: 45 mins.

Very nicely produced game, with a cloth board, and a bag of chunky stones. The players get the Indians to complete their 'dance' around the tepee. Dice are used, but with plenty of choice; dice can be rerolled when needed, and movement allowances are determined by moving the stones on the board. The winner is the holder of the card corresponding to the Indian who first completes his dance, but these cards can change hands during the game. Includes a 2 player variant.


Pro Football. Published by 3M. 1966. Box. Good. £5

Designer: Unknown. No. players: 2. Country: American. Duration: 90 mins. Desc. by Eamon.

Special Notes: One of the 3 defence type cards has been replaced, and the magnetic marker is also not the original one - still entirely playable though.

Rarely seen 3M sports game in one of their trademark wrap-around plastic boxes. A head-to-head, non-statistical American Football game. The offence chooses a type of play and the defence reveals if they guessed the general direction of the play. Dice are then rolled on a chart that allows for most variations of the play that can follow. Also later published as Thinking Man's Football.


Puzzle Cube. Published by Lanlan Toys. ca.2010. Box. New. £3

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

Also called a 'Void Cube' This is very much like a Rubik's cube, except that each face of the cube has no central piece - you can see right through the middle to the other side. Thus the normal mechanism inside a cube to let it all rotate isn't there - it uses an entirely different and very clever design. As for the puzzle itself, it is slightly harder than a Rubik's cube as there are some configurations which don't look solvable to someone proficient with a normal cube (due to 'centre piece' parity issues).


Queen's Necklace. Published by Days Of Wonder. 2003. Box. Excellent. £8

Designer: Bruno Cathala & Bruno Faidutti. No. players: 2-4. Country: American. Duration: 40 mins.

Card game in which players purchase cards using a clever system which means that the more often a card is rejected the cheaper it becomes to buy. These cards depict various jewels as well as cards which allow various special actions to be taken. Three times in the game there will be a grand jewel sale when the players select which jewels they will put on sale this turn, with selling rights going to the players with the best display of each type. Special cards can also influence the sale phase. After three sales the player who made most money wins.


Rainbow. Published by Grimpeur. 2010. Box. In shrink. £11

Designer: Mito Sazuki. No. players: 2-6. Country: Japanese. Duration: 10 mins.

Card game in which the players repeatedly bid for the cards on the table, using cards in hand. The highest bidder gets first choice of the batches of cards on the table, and the cards used for bidding become the prizes for the next round. Play continues until two players run out of cards.


Rally Round. Published by Saracad Marketing Ltd. 1986. Box. Good. £12

Designer: Unknown. No. players: 1-6. Country: British. Duration: 90 mins.

Car rally game in which players select the characteristics of their cars at the start of the game and then take part in a timed rally. For those unfamiliar with rallying, each section of the route has a target time, and the objective is to get as close to that time as possible - not more or less! Routes and movement need to be chosen carefully, and players can accelerate, decelerate or leave their speed unchanged each turn, so it requires skill rather than luck.


Reboot Mainframe Game. Published by Crown Games. 1995. Box. Good. £1

Designer: Unknown. No. players: 2-6. Country: British. Duration: 30 mins.

Based on a popular computer animated cartoon series from the 1990s. Players are either sprites (good) or viruses (bad), who try to protect or infect the CPU in which they all live. The board is circular and shows lots of paths around which the stand-up playing pieces move. Players need to collect chips to win. Everything in the game fits in with the computer theme, down to a rules flow chart on the back page. The game itself is a roll and move type game, but you can collect items to help yourself or hinder others.


Rediscovered Lewis Carroll Puzzles. Published by Dover Publications. 1995. Book. Excellent. £2.50

Author: Edward Wakeling. Country: American.

Softback, 21x14cm, 79 pages. A collection of puzzles, conundrums and mathematical oddities all created by Lewis Carroll the creator of Alice in Wonderland. A very interesting read for the more mathematically inclined.


Renfield. Published by Cheapass. 1999. Packet. Good. £3.50

Designer: James Ernest & E Jordan. No. players: 4-7. Country: American. Duration: 1hr.

Card game, reputed to be the game that the gravediggers in Parts Unknown play for money when they aren't scavenging body parts for science, or eating bugs! Described as a trick-taking, Poker style game, it also comes with many variants, including their favourite, Frankenstein. You can play this variant with ordinary cards as a great gambling game.


Restaurant. Published by Flying Turtle. 1987. Box. Good. £2.50

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

Nicely made game in which 60 cards are laid out face-down in the restaurant, and players take turns revealing connected cards and using or keeping them, and placing their order markers - this is the order taking section of the game. In the second section of the game the food is played to the tables, hopefully so that the best, highest scoring meals get placed on the spaces with your order markers.


Ring Board. Published by Spears. 1972. Box. Good, but box edges show wear. £0.75

Designer: Unknown. No. players: 1+. Country: British. Duration: 10 mins.

Special Notes: Originally came with 6 rings, but there are now only 5. It is still entirely playable.

This game consists of a solid wooden board which can be hung on a wall. The board shows 4 concentric circles and there are metal hooks sticking out from it, each with a large number below it. Players take it in turns to throw a set of rubber rings from a suitable distance and score for any rings which land on hooks. Highest score after a predetermined number of rounds wins.


Ritter Ohne Furcht Und Tadel. Published by Euro Games. ca.1997. Box. 2 copies available:

1) In shrink. £7.50       2) Excellent. £6.75

Designer: Hartmutt Witt. No. players: 2-10. Country: German. Duration: 1 hr.

Game of medieval knights participating in a jousting tournament, with wooden pieces, masses of dice, and colourful counters. The title translates as Knights of Honour without Fear. Knights have differing defence and attack ratings and prefer different attributes in their ladies (hair colour, thin or well rounded etc), and this will affect which lady each knight seeks the favour of. The game plays as a series of challenges between pairs of knights, and between bouts the knights need to recover. Resolving challenges involves the roll of many dice, but a knight who fares badly can yield to save further injury.


Rosenkonig. Published by Kosmos. 1999. Box. Excellent. £11

Designer: Dirk Henn. No. players: 2. Country: German. Duration: 30 mins.

Part of the Kosmos 2 player game series, and comes in the small square box typical of the series. This was originally produced as Texas by DB Spiele. The game theme is the War of the Roses, and the players vie for dominance on a map of Yorkshire and Lancashire. Game play involves moving the crown piece around the board using movement cards each of which show a compass direction and distance and placing one of your tokens on that space. Four times during the game a hero card can be played to change an enemy token landed on for your own. Scoring is for each connected region of your tokens, and the larger the better. Recommended. I have house rules for it too.


Round Britain. Published by Pepys. ca.1960. Box. Good. £3.25

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

Card game, 44 cards in suits relating to the proximity of the places on them to London. A rummy variant that also gets across the recognition of road safety signs. Attractive pictures from around Britain as you would expect from this company.


Royal Comette. Published by Oxford Games. 1996. Box. Excellent. £1

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

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


Saludos Amigos. Published by Goldsieber. 1996. Box. 2 copies available:

1) Good. £10.50        2) Excellent. £12

Designer: Peter Lewe. No. players: 4-7. Country: German. Duration: 1 hr.

The players are directors of building companies who are intent on getting profitable kickbacks from assorted building projects which are on the drawing board at the planning office. The players must gain influence with the town planners, avoid journalists who are out to expose corruption, and cut deals with the other players. Fairly light negotiation game. Most money wins.


Shanghai Trader. Published by Panther. 1986. Box. Excellent. £25

Designer: Steve Utick. No. players: 3-6. Country: Australian. Duration: 4 hrs.

A sort of economic business game with some violence as well as corruption and vice. Players hustle their way to a fortune in pre-war Shanghai, trying to divert as much money as possible into their Swiss bank accounts and then head for the airport before civil disorder ends the game.


Sherwood Forest. Published by Rio Grande Games. 2009. Box. Excellent. £29

Designer: Nils Finkemeyer. No. players: 3-6. Country: American. Duration: 1 hr.

The players take the roles of rival bands of outlaws in Sherwood Forest. The players can assign their men to various tasks each round, such as buying equipment at the market, giving money to the church (to gain VPs), recruiting more men for future rounds, or setting up an ambush in the woods. When setting an ambush other players' men can also be invited which will increase the size of group that can be attacked, but will result in the loot having to be divided. Cards representing various groups coming through the woods can be scouted out, and there are various ambush sites to choose from. If a passing group is too powerful then the hidden outlaws will leave it alone. Sometimes the sheriff turns up too, which can be trouble.


Single Card Strategies For Magic: The Gathering. Published by Wordware Publishing. 1996. Book.

Excellent. £3.50. Author: Jess Franzmann, Philip Kramer, Beth Moursund. Country: American.

Softback, 23x15cm, 192 pages. A collection of nearly 100 articles for Magic: The Gathering. Each article focuses on a single card from the early sets, and has an imagined story followed by an analysis of the card's strengths and weaknesses and what other cards go especially well with it.


Space Alert Expansion. Published by CGE. 2010. Box. In shrink. £20

Designer: Vlaada Chvatil. No. players: 1-5. Country: Czech Republic. Duration: 30 mins.

Expansion for the frantic cooperative space game Space Alert, which you will need to make use of this. The expansion includes new threats with new abilities, red threats (enormous ships which can do huge amounts of damage or have incredibly strong shields etc), double action cards which allow two actions in a single turn, specialisations which give crew members new and individual abilities, and an experience system for the campaign player.


Space: 1999. Published by Omnia. 1974. Box. 1 box corner taped. £4

Designer: R.C.P. Guignard. No. players: 3-5. Country: British.

This is not the same as the MB game of the same name. One player gets to play the Guardian of Meta who has to stop the other players getting at the Meta Energy supplies, while the other players all compete to be the first to obtain a supply of Meta Energy and return to their bases, surviving attacks from the Meta player. The board is circular with a circular 'grid' and various special bands of space. Players have a movement point allowance each turn to split between their spaceships. The non Meta ships require special equipment to get through the special bands of space, and have no weaponry which can touch the Meta ships. On the other hand the Meta ships have no such restrictions.


Square. Published by Merit. ca.1965. Box. Good. £2.25

Designer: J & L Randall Ltd. No. players: 2-3. Country: British.

Tile laying game in which players try to complete rectangles and squares of tiles to score points. Each side of a tile shows a shape which much be matched to any adjacent tiles when it is played. The tiles are all square and made so that they stand up on their edge so players can see their own tiles while keeping them hidden from their opponents. There are 35 tiles in the game.


Suleika. Published by Zoch Zum Spielen. 2008. Box. 2 copies available:

1) In shrink. £19       2) Excellent. £17

Designer: Dominique Ehrhard. No. players: 2-4. Country: German. Duration: 30 mins.

Beautifully produced game which was on the Spiel Des Jahres nomination list for 2008, and won an Austrian award. Each player has 15 carpets (made of material!) and takes it in turn to direct Omar, the sultan's adviser, around the carpet market. If Omar lands on another player's carpet then the current player must pay them a fee depending on how large an area that carpet covers. Then a new piece of carpet of one's own colour can be added to the board close to Omar. Very clever idea, simple to explain and great fun to play. Recommended. Published as Marrakech in France.


Sumeria. Published by Reiver Games. 2009. Box. In shrink. £11.50

Designer: Dirk Liekens. No. players: 3-4. Country: German. Duration: 50 mins.

Players vie for control of the trading states in ancient Sumeria. The importance of the various states changes as the game progresses, making it important for players to move their traders to where they are currently needed. However, movement uses a clever system, limiting options in a neat way and also altering the order of importance of the city states. Neat system, which fits a lot into a short time.


Sumo!. Published by Hasbro. 2001. Box. Good. £11

Designer: Jim Winslow. No. players: 2. Country: British. Duration: 20 mins.

2 player game played on a hexagonal grid showing Japanese characters. Each player controls a suitably grotesque sumo wrestler figure and uses cards to make attacking and defensive moves. The objective, as in the real sport, is to push your opponent out of the ring. The cards are played simultaneously and have differing priorities as well as different effects. Clever use of your cards is needed to win.


Supermarket Psycho. Published by Gottick. 2008. Box. In shrink. £6

Designer: Anders Fagers & Konkarong. No. players: 4-5. Country: Swedish. Duration: 35 mins.

Light and fun card game in which the players try to make each other go crazy in the supermarket by playing cards to up their opponents' stress levels. When someone does crack then a food fight ensues (using cards). Remind me to avoid supermarkets when in Sweden...


Tactics! Published by Hodder & Stoughton. 1990. Book. Good. £5.25

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

Special Notes: The spare division card has been marked up by a previous owner.

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


Tales Of The Arabian Nights. Published by Z-Man Games. 2009. Box. In shrink. £36

Designer: Eric Goldberg. No. players: 1-6. Country: American. Duration: 2 hrs.

Reworked version of this classic story telling board game. The game uses a large book of paragraphs, and players wander the world trying to complete quests and experience the world of the Arabian Nights, and all it can throw at them. To really enjoy the game players should be willing to elaborate on the text in the paragraphs to fit in with what else has happened, and played this way the game is unsurpassed. This edition has many new story threads, and much nicer and easier to use components than the very rare original. Recommended.


Teach Yourself Contract Bridge. Published by English Universities Press. 1969. Book. Good. £1.50

Author: E.P.C. Cotter. Country: British.

Hardback with dustcover, 18x11cm, 128 pages. This book aims to teach a Bridge player who knows the rules of the game but wants to improve their play and to become a better partnership player. The chapters cover elements of play and bidding, and there are a number of quizzes with answers given at the back of the book, along with a Bridge glossary.


The Artless Gambler. Published by Pelham Books. 1964. Book. Good. £4

Author: Roger Longrigg. Country: British.

Hardback with dustcover, 20x14cm, 114 pages. An amusingly written book about gambling - read it for a laugh not to get any serious information! In its amusing way it covers: picking a horse, getting a tip, going racing, racing off the course, going to the dogs, winning on the pools, playing bingo, gambling in a club, playing cards, playing dice, gambling when you can't, gambling abroad, premium bonds.


The Best Games People Play. Published by Hyperion. 1976. Book. Good. £1

Author: Richard Sharp. Country: British.

Hardback with dust cover, 96 pages, 24x16cm. This book describes 26 games some of which are popular, and some of which are less common. They cover word games, card games, pencil and paper games, and more - an interesting collection.


The Book Of Card Games. Published by William Clowes & Sons. ca.1900. Book. Good. £9

Author: Prof. Hoffmann. Country: British.

Special Notes: Shows some wear and a little discolouration, but sound.

Hardback, 20x14cm, 311 pages. Collection of card games rules from this expert, who produced many card game books. The book uses a small typeface, and includes some diagrams. The book covers: All Fours, Baccarat, Bezique, Blind Hockey, Boston, Brag, Cassino, Catch the Ten, Commerce, Cribbage, Ecarte, Euchre, Faro, Hearts & Heartsette, Lansquenet, Loo, Napoleon, Newmarket, Ombre, Patiences (x18), Piquet, Poker, Pope Joan, Quinze, Ranter Go Round, Rouge et Noir, Slobberhannes, Solo, Speculation, Spinado, Spoil Five, Thirty One, Vingt Un, Whist (50 pages).


The Complete Book Of Card Games. Published by Magna Books. 1994. Book. Excellent. £3

Author: Not listed. Country: British.

Hardback, 19x13cm, 249 pages. A comprehensive and varied collection of over 330 card games. They are categorised into: Games for One (Simple One Pack, Difficult One Pack, Two Pack, Three / Four Pack), Games for Two (split into three complexity levels), Games for Three, Games for Four, Gambling Games. Includes a detailed index.


The Complete Book Of Patience. Published by Faber & Faber. 1973. Book. Good. £2

Author: Albert Morehead, Geoffrey Mott-Smith. Country: British.

Softback, 18x12cm, 192 pages. Around 200 different games of patience described with diagrams. The book divides them into 1 pack, 2 pack, 4 pack and stripped pack games, and also has a section giving advice on which games to choose for different moods.


The Great Fire Of London 1666. Published by Prime Games. 2010. Box. 2 copies available:

1) In shrink. £31      2) Excellent. £28

Designer: Richard Denning. No. players: 3-6. Country: British. Duration: 100 mins.

Set in London, 1666. The fire starts in Pudding Lane, and spreads outwards. The players all own various properties around the city and each turn must spread the fire further - but hopefully in such a way as to keep the flames away from their own properties. Players also deploy fire crews to hold back the fire where they feel it is most needed. Some areas can be knocked down ahead of the flames to cause firebreaks - not quite such an attractive proposition if it is your properties being knocked down though! Players also have hidden objectives to keep certain important areas and historical buildings from the flames.


The Gunpowder Treason Game. Published by Aztral Games. 1986. Packet. Good, but box insert discoloured. £9

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

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


The Hobbit Adventure Boardgame. Published by I.C.E.. 1995. Box. Good. £19

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

Middle Earth themed game which uses 142 cards (representing treasure, equipment, adventures, etc.) and a colourful and detailed board showing the lands of northern Middle Earth, including Carn Dum where Smaug the dragon lives. Game play involves going to adventure sites of increasing difficulty as the game goes on to defeat monsters and gain treasures and gold. Better equipment and companions can be acquired and magic talismans discovered to aid in the final battle with Smaug. Also uses an intriguing system in which Hobbits can challenge each other with riddles for treasure.


The Junior Police Five Game. Published by Lazy Days. 1976. Box. Good. £8

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

TV related, based on an ITV program about stopping crime. Shaw Taylor is pictured on the lid. Players move their pieces across the map, getting to look at cards and then match up items and locations of stolen goods. The player who has recovered the highest value at the end of the game wins. The movement system gives a variety of options between underground, bus and foot to get around London.


The Mad Magazine Game. Published by Parker. 1979. Box. New. £1.50

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

Super silly game (as you would expect from the publishers of Mad magazine). Lose all your money to win. The board is illustrated by Mad artists like Don Martin. The magazine's character Alfred E Neuman features prominently throughout.


The Mines Of Zavandor. Published by Z-Man Games. 2010. Box. Excellent. £29

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

Set in the same fantasy setting as previous games originating from Lookout Games, this involves mining four different types of gem. Different mines produce different gems, and each has a deck with different distributions. The mines can be developed for better yield, and more dwarves can be employed, but none of this comes cheap, and the gems you reinvest had better bring a worthwhile return. Any fully developed mines, clan cards and assorted artifacts bring VPs at the end of the game, and it is these which are needed to win.


The New Book Of Patience Games. Published by W. Foulsham & Co. Ltd. 1982. Book. Good. £0.90

Author: Ruth D. Botterill. Country: British.

Softback, 19x12cm, 64 pages. A collection of 31 original one-pack patience games. There is a table provided which indicates the table space required, skill level, frequency of going out and whether the game is playable one handed for all the games.


The Pan Book Of Party Games. Published by Pan Books. 1963. Book. Good. £1

Author: Joseph Edmundson. Country: British.

Softback, 18x11cm, 222 pages. Chapters cover: Giving a Party, Essential Party Equipment, Games for Very Young Children, Musical Games, Balloon Games, Tagging and Chasing Games, Throwing and Aiming Games, Races, Talking Games, Writing and Quiet Games, Hiding and Finding Games, Silly Games, Time Passers, Radio and TV games, Mind Reading and Fortune Telling, Card / Dice / Darts, Car Journey Games, Beach and Picnic Games.


Thunderbirds International Rescue Game. Published by Peter Pan. 1992. Box. Good. £3

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

Special Notes: Box base indented, and there are two pegs missing, but there are still more than are ever required in any of the missions.

TV related, with 4 sets of Thunderbird vehicles 1 to 4 and a plastic Tracy Island to assemble in the middle of the board. Released to coincide with a resurgence of interest in the TV show on British television at the time. In order not to upset die-hard fans, the rules apologise for altering some of the missions from the original TV story lines for the benefit of game play! In each mission the players use dice to move their Thunderbird vehicles in order to retrieve people / objects from around the board and take them to the places designated in the mission briefing. The first to do this wins. The game includes 16 different missions.


Thurn And Taxis. Published by Rio Grande Games. 2006. Box. In shrink. £23

Designer: Karen & Andreas Seyfarth. No. players: 2-4. Country: American. Duration: 1 hr.

German Spiel des Jahres winner for 2006. The board shows a map of southern Germany with a little of Switzerland and Austria. There are 22 cities shown and a network of roads between them. Players draft city cards into their hand and must play them out in a row forming a legitimate route. At a point of the player's choosing a route can be claimed and a clever choice of how to place post offices on the board made. The objective is to gain VPs through building post offices, playing ever longer routes, and claiming bonuses for sets of post offices. The game plays very smoothly and is good for only occasional games players too. Highly recommended.


Tipsy Tower. Published by BHS. ca.2010. Box. New. £2.50

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

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


Tongiaki. Published by Uberplay. 2004. Box. In shrink. £8.50

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

Very attractive game which uses interlocking near-hexagonal land and sea tiles, and lots of little wooden ships. The players explore Pacific islands, starting from Tonga. Each island has several beaches and each beach has several spaces for ships. On their turn a player adds ships to one island and if a beach is full of ships those ships sail. This may take them through dangerous seas where they may sink, but hopefully they will make it to another island where the ships are put on the beaches, quite possibly forcing more ships to sail off. The objective is to have ships on as many islands as possible at the end of the game, especially those that score most VPs. Quite chaotic, but great fun.


Too Many Cooks. Published by Andy Merritt. 2001. Box. New. £9

Designer: Andy Merritt. No. players: 3-5. Country: British. Duration: 75 mins.

Special Notes: Original edition - packaged in a foil casserole dish with lid

My own self produced game. Each player takes the role of a restaurant owner and cook, and will buy ingredients at auction, and these can then be put together to form a variety of different recipes, which when completed get you money back (hopefully significantly more than you spent on the ingredients!) Some 'generic' ingredients (eg. tinned veg) allow extra flexibility. At the end of the game the restaurant which most successfully specialises in each of 5 types of cuisine gets a bonus and any restaurant which offers nothing for vegetarians is penalised. (I had thought I had sold them all, but a few turned up in my recent move, so this could be your last chance to get a copy).


Touring Scotland. Published by Geographia Ltd. ca.1955. Box and Board. Fair. £2.50

Designer: P.H. Thorpe. No. players: 2-4. Country: British.

Special Notes: The box appears a bit 'moth eaten', with some of the cardboard showing through the paper covering. Also the original dice shaker is missing.

Period game with an attractive map of Scotland showing many towns and the roads between them. Players are dealt a set of 8 cards, 2 from each of 4 areas and must then travel the board and visit the towns before returning to the starting point as quickly as possible. Some spaces cause delays or provide shortcuts. Metal car playing pieces and separate board and box.


Tower Of Babel. Published by Rio Grande Games. 2005. Box. 2 copies available:

1) Good. £14        2) Excellent. £16

Designer: Reiner Knizia. No. players: 3-5. Country: American. Duration: 45 mins.

Board game in which the players compete for VPs while building the ancient wonders of the world. While there are eight wonders being built, not all of them will be finished by the time the game ends. Each wonder is built in three parts, with each part requiring a certain number of one of the four types of resource cards which the players draw throughout the game. However players can make offers to assist in the current project, and assistance can win either the token for that project, or get that player's building blocks onto the board. If your assistance is refused you are compensated with VPs. As wonders are completed VPs are given out to the players who built them and at the end of the game the project tokens gain VPs too. Best with 5 players.


Trampelpfad. Published by Hexagames. 1989. Box. Good. £12.50

Designer: Joe Nikisch. No. players: 2-6. Country: German. Duration: 30 mins. Desc. by Eamon.

Very nicely made race game, with 6 fabulous wooden elephants and other wooden components. The elephants must load tree trunks and get them home, but the more they try to carry, the slower they may move. Do you make short, lightweight trips, or risk a heavy burden with less trips? A very nice item. Game play is driven by dice, but with lots of choice in how to use your movement points, with chances to hinder opponents too.


Travel. Published by Games Guild. 1984. Box. Good. £4.50

Designer: Garry A Hislip. No. players: 2-6. Country: American. Duration: 45 mins.

Family business game about inter-continental travel. Players race to visit countries on their personal passport, plus other countries which may also need to be visited. There are four types of travel ticket: plane, boat, train and car, and each country allows travel to certain other countries using particular modes of transport, so you can map out your moves to make the best of your tickets. Stamps for your passport are acquired as you visit each country.


T-Rex. Published by Hans Im Gluck. 1999. Box. Excellent. £2

Designer: Hanno & Wilfried Kuhn. No. players: 3-5. Country: German. Desc. by Eamon.

Card game. Each player is trying to collect sets of dinosaur eggs. Each player starts with an identical deck of cards which is shuffled and drawn from and the game is then played in rounds in which each player may play several times. There are special cards which let you draw more (otherwise you don't!) and a card has to be played to indicate the round will finish. When a round does finish the last card each player played is used to evaluate the round - highest and second highest receiving an egg that round.


Tripjat. Published by VSK. 1996. Box. Excellent. £8

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

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


Twilight Struggle. Published by GMT Games. 2006. Box. Excellent. £27

Designer: Ananda Gupta, Jason Matthews. No. players: 2. Country: American. Duration: 3 hrs.

An interesting mixture of American style wargame and a Eurogame. The game is set during the Cold War starting in 1945 and going all the way through to 1989. One player takes the role of the USA and the other the USSR. The game is card driven, with each card having an event (mostly favourable to one side or the other, but sometimes neutral), and a deployment power. Players take it in turn to play cards, and if a friendly card, choose either event or deployment points, but if it is an unfriendly card the event must be played in order to use the deployment points. Players vie for control (majority of influence) in countries and continents, with players controlling the timing of scoring rounds. Captures the theme wonderfully.


Two Furlongs From Home. Published by Lambourne. 2000. Packet. Good. £7

Designer: Terry Goodchild. No. players: 1+. Country: British. Desc. by Eamon.

A statistical horse-racing management game based on the premise that most of the action in a horse race takes place in the last two furlongs of a race and so that is all that is replayed. Each player (the game controls all the other players if you are playing solitaire) is a racing stud owner or manager and must decide in which races his string of horses should be entered. Includes a large plastic board to represent the race-course.


Tyros. Published by Kosmos. 2002. Box. Good. £13

Designer: Martin Wallace. No. players: 3-4. Country: German. Duration: 75 mins.

Players expand and gain holdings in the lands around the Mediterranean. This is done by sending out ships from Tyros and landing around the coast. The game uses tiles showing the various areas, and cards which are collected into sets to pay for the various actions. The game also allows players to exchange cards which aren't useful to them. The players play tiles in order to expand the empires and at the end of the game holdings in these empires are rewarded - the greater the holding and the greater the empire, the greater the reward.


Ubongo. Published by Z-Man Games. 2005. Box. In shrink. £17

Designer: Grzegorz Rejchtman. No. players: 2-4. Country: American. Duration: 30 mins.

A captivating and surprisingly addictive game of making polyominoes into shapes shown on the challenge boards. Each player has a set of polyominoes, and is dealt a challenge card with 6 challenges on it. A dice is rolled to indicate which challenge the players attempt, and a timer is turned. As players complete their challenge they claim jewels as their prize - the objective being to collect as many jewels as possible of the same colour. The challenge cards are double sided with an easy side and a hard side making it good to play with children and adults together. I have house rules I can provide which allow the game to be played with up to 5 players. Recommended.


Valley Of The Four Winds. Published by Games Workshop. 1980. Box. Good. £16

Designer: Lew Pulsipher. No. players: 2. Country: British. Duration: 90 mins.

Games Workshop's first-ever board game, a fantasy war game set in the World of Farrondil. Inspired by a range of fantasy figures made at the time by Minifigs Ltd. Includes a background story setting the scene. The game sets the good (humans, elves and dwarves) against a legion of undead. The rules cover movement, combat, magic, exploration, and different terrain.


Vampire. Published by Rio Grande Games. 2000. Box. Good. £8

Designer: Reiner Knizia. No. players: 3-5. Country: American. Duration: 20 mins.

Card game with a vampire hunting theme. Players draft cards which they then play in sets to the table, but care must be taken as the player who hunts the least impressive set of vampires at each of the sites has that set of vampires ignored when it comes to scoring.


Verbositi. Published by San Serif. 1987. Box. Good. £5.75

Designer: The Games Gang. No. players: 1+. Country: British. Duration: 30 mins.

Word based party game which uses two sets of cards, one with letters and one with categories which are assigned points. The basic idea is that a random set of letters eg. A R S T H E W is used to create sentences eg. After Rain Some Trees Hoard Extra Water. Points are awarded for such a sentence which falls into the prescribed categories. The rules give 4 different ways to play the game, including a solitaire option.


Visions Revealed. Published by Wordware Publishing. 1997. Book. Excellent. £2

Author: Sol Malka. Country: American.

Softback, 23x15cm, 150 pages. A review of Magic: The Gathering's Visions expansion. This book goes through each and every card from the Visions expansion and gives thoughts about the uses, advantages and drawbacks of that card. Also details decks including key cards from Visions. Thus the reader should not only learn about Visions, but also be given a good grounding in the game.


White Dwarf Magzaine. Published by Games Workshop. Country: British.

The definitive British fantasy gaming magazine, that started out to be of general interest to hobbyists, but eventually became a Games Workshop house magazine, concentrating on their own products. Main articles listed by issue. I can offer a 5% discount if you buy 5 or more issues, and 10% discount on 10+ issues.

No. 18. 1980. Good. £0.80: Star Trek Miniature Rules and Scenario, The Halls of Tizun Thane (D&D adventure) Figure Painting, Reviews, News, Treasure Chest, Fiend Factory.

No. 23. 1981. Good. £0.80: Intro to D&D, Marc Miller (Traveller) Interview, The Hive of the Hrrr'l (D&D mini module), D&D Power Point Magic, New Creature: Flymen, Reviews, D&D Elementalists, Seeker Starships, News, Useful but Non-Magical Items.

No. 30. 1982. Good. £0.60: Androids in Traveller, Designing a Quasi Medieval Society for D&D, Griselda Gets Her Man (fiction), The Curse of the Wildland (AD&D adventure), The Genesis of Tunnels & Trolls, Runequest Unarmed Combat, Reviews (Thieves World, Champions, Adventurer, Invasion Earth), Letters, Traveller Adventure Ideas, Fiend Factory (new monsters), New AD&D Spells, News.

No. 32. 1982. Good. £0.80: Tolkien's Rings in D&D, Traveller Slower Than Light Ships, Designing Towns and Cities, Tunnels & Trolls, Chaos From Mount Dorren (AD&D scenario), News, Runequest Mythic Creatures, Minor Monsters, Drug Abuse in AD&D.

No. 34. Published by Unknown. 1982. Good. £0.80: Robots for Traveller, Guide to DMing, Troubles at Embertrees (AD&D scenario), News, New Runequest Monsters, Traveller Morality, D&D Undead, D&D Magic Weapons, News.

No. 38. 1983. Good. £0.60: Traveller Introduction - Scenarios, G.W.'s Questworld Scenario Pack, Khazad Dum - Mines of Moria for D&D, Uruk Hai Battle Manual, Reviews (Traveller, Dicing With Dragons, Thieves World Scenarios, Faerie Creatures for AD&D, Computers & RPGs, Runequest - Lords of the Spirit World, D&D Spells, News.

No. 41. 1983. Good. £0.80: D&D tactics for Dwarves, Elves, Kobolds and Orcs; A Tasty Morsel (Runequest fiction), AD&D Sigils, The Snowbird Mystery (Traveller adventure), Freeway Deathride (Car Wars scenario), Critical Mass (SF Awards), Reviews (Traveller Supplement 10, Man Myth & Magic, Star Explorer), Runequest Unarmed Combat, D&D Inhuman Gods, Traveller: The CSB, Tron + AD&D(!), News.

No. 42. 1983. Good. £0.60: Call of Cthulhu in the 1980s, Crime in Traveller, Shamus Gets a Case (Runequest fiction), Why Dungeons Exist, Irilian (city and scenario for D&D), Reviews (Soloquest 3, Fighting Fantasy style books, Grav Ball, The Morrow Project), Book Reviews, Traveller Character Generator, Letters, Inhuman Gods, Runequest Horses, D&D Spells, News.

No. 44. 1983. Good. £0.45: Reviews (Shadows of Yog Sothoth, Illuminati expansions 1 & 2, D&D Endless Quest books, 4 AD&D modules), Book Reviews, FRP Realism Issues, SF & Fantasy Board Games, Computer Combat Resolution, Letters, New Runequest Monsters, AD&D Tribal Creatures, D&D - Clerical Conversions, News.

No. 45. 1983. Good. £0.45: Runequest Demons, Irilian (AD&D city and scenario), AD&D Thieves Toolkits, Thistlewood (Warhammer Battle scenario), Reviews (Wizards - AH, 4 D&D modules, Pavis: Threshold to Danger), Book Reviews, Traveller Adventure, Thrud + The Travellers, Runequest Q&A, D&D Para Elementals, D&D Elemental Items, News.

No. 46. 1983. Good. £0.45: Wandering Monsters in D&D, Runequest Demons, Planetary Governments in Traveller, Irilian (AD&D city and scenario), Reviews (Runequest Companion, Chivalry & Sorcery, Sanctuary), Book Reviews, Fantasy & SF Board Games, FRP's for Beginners, Letters, Play by Mail Games, Thrud, The Travellers, Death in Green (mini AD&D scenario), Runequest Combat, D&D Spells, News.

No. 47. 1983. Good. £0.45: AD&D: Demonist Class, Runequest Goblins, Irilian (AD&D city & scenario), Kwaidan (Bushido adventure), Reviews (Privateers & Gentlemen, The Asylum & Other Tales, Star Fleet Battles Supplement 1, The Big Rubble: The Deadly City), Book Reviews, Fanzines, Alien Races for Traveller, Character Morale in Runequest, The Portrait (mini D&D scenario), AD&D Small Monsters, News, Thrud, The Travellers.

No. 51. 1984. Front cover has been attached with tape. £0.45: Customising AD&D Clerics, Warhammer Thieves, All in the Family (Runequest fiction), The Black Broo of Dyskund (Runequest scenario), A Ballad of Times Past (AD&D scenario for level 4-5), Reviews (Cthulhu Companion, Superworld, Daredevils, Knight Hawks), SF & Fantasy Book Reviews, Thrud, Traveller NPCs, Letters, The Travellers, AD&D: The Many Coloured Land Conversions, Runequest Economics, News.

No. 52. 1984. Good, but cover shows wear. £0.45: Introducing Roleplaying, AD&D Deity Specific Spells, Traveller Immortality, Castle of Lost Souls (Fighting Fantasy solo adventure), The Serpent's Venom (AD&D adventure for levels 1-3), Reviews (Talisman, Battlecars, Dragonriders of Pern, Lost Worlds), SF & Fantasy Book Reviews, Thrud, AD&D Creatures, Runequest Magic Rings, The Travellers, AD&D Magic Items, News, Miniatures.

No. 53. 1984. Good. £0.45: Introducing Roleplaying, The Siege of Minas Tirith for Warhammer, The Moonbane (gothic fiction), Orcs in D&D, The Castle of Lost Souls (Fighting Fantasy solo adventure), Reviews (Caverns of the Dead, 2 Fighting Fantasy books, Traveller Book 6 Scouts), Fantasy & SF Book Reviews, Thrud, Wardpacts in D&D, Car Wars, Traveller NPCs, Celtic Mythos Spells for Runequest, The Travellers, Miniatures: Build Your Own Tower, The Slave Hunt (mini AD&D scenario), AD&D Magic Items, News.

No. 54. 1984. Good. £0.45: Realistic Fantasy Campaigns, Runequest Barbarians, Introducing Roleplaying Games, The Castle of Lost Souls (Fighting fantasy solo adventure), The Temple of the Doomed Prince (AD&D / Runequest adventure), Computer Games, Miniatures, Reviews (Traveller, Sorcery Fighting Fantasy books, Espionage scenarios, CoC: Pursuit to Kadath), Runequest Undead, Thrud, AD&D Invisible Monsters, The Travellers, Roleplaying Goals, News.

No. 55. 1984. Good. £0.45: Introducing Roleplaying, Spiderbite (low level AD&D / Runequest adventure), Revenants in Runequest, Animal Cults in AD&D, The Castle of Lost Souls (Fighting Fantasy adventure), Reviews (Forces of Fantasy - Warhammer, 4 AD&D adventure modules, Sherlock Holmes Consulting Detective, 3 Star Fleet Battles supplements), Book Reviews, Punk Gangs for Car Wars, Thrud, Miniatures, Runequest Extras, Monsters' Gods, Arch Enemies, The Travellers, Traveller Variant Universes, News.

No. 58. 1984. Good. £0.80: Traps in RPGs, Ninjas, Beyond Death, Strikeback (Champions time travel scenario), Traveller Money, Reviews, Book Reviews, Planetary System Generation, Thrud, Chun the Unavoidable (AD&D Encounter), The Travellers, Painting Tips, RuneQuest Scenario Outlines, Spell Tips, News.

No. 61. 1985. Good but spine taped. £0.45: Runequest Alchemy; Creating Magic Rings, Armour and Shields in AD&D; Beyond the Shadow of a Dream (Fighting Fantasy / D&D adventure), The Dark Usurper (Fighting Fantasy solo adventure), Introducing Superhero Gaming, Reviews (D&D Companion set, Timemaster, Chill), Book Reviews, The Travellers, Traveller Character Traits, Thrud, New Bugs for AD&D, Runequest Magic Items, Miniatures, News.

No. 76. 1986. Good. £0.80: How to Make Crime Pay (Advice for AD&D Thieves), Accountancy in Judge Dredd RPG, Glen Woe (Shakespeare for Warhammer), AD&D Thieves Guilds, Golden Heroes, Castle In the Wind (AD&D scenario), News, Book Reviews, The Travellers, Thrud, Treasure Chest, Gobbledigook.

No. 77. 1986. Good. £0.80: Crazes in Mega City One, Magic in Superhero Games, Star Trek RPG, A Secret Wish (MERP / AD&D scenario), Fleshing Out NPCs, Cars in CoC, News, Book Reviews, Movie Reviews, The Travellers, Thrud, Treasure Chest, Photographing Miniatures, Gobbledigook.

No. 78. 1986. Good. £0.80: News, Cosmic Encounter (inc. 4 new alien powers), Thrud, Book Reviews, Solar Power (story), Life After Death, Gobbledigook, The Pilcomayo Project (Golden Heroes scenario), The Spunng Ones (Judge Dredd adventure), Miniatures, The Travellers.

No. 79. 1986. Good. £0.80: News, Where & Back Again (MERP), Book Reviews, Movie Reviews, Thrud, AD&D Psionics, Ghost Jackal Kill (CoC scenario), Intelligence in RPGs, Miniatures, Psi Judges, Gobbledigook.

No. 81. 1986. Good. £0.80: News, Thrud, Play by Mail, Gobbledigook, Solo Jousting Rules for Pendragon, Jousting in D&D, Book Reviews, Movie Reviews, Things Ancient and Modern (CoC adventure part 2), The Sorcerer's Book (story), Paranoia Adventure, Miniatures, Time Travel in RPGs.

No. 82. 1986. Good. £0.80: News, Book Reviews, Warhammer Battle Fleets, The Light Fantastic (Terry Pratchett story), Gobbledigook, Discword for AD&D, Mercy Mission (Traveller adventure). Thrud, Miniatures, Maps in RPGs, Narks in Judge Dredd.

No. 83. 1986. Good. £0.80: News, Book Reviews, Judge Dredd Adventure, Movie Reviews, Paranoia Transport, AD&D Training; The Crude, the Mad & the Rusty (Warhammer Themed Boardgame); CoC Hand to Hand Combat, The Black Night (Pendragon / AD&D adventure), Psionic Combat in FRPGs, Thrud, Miniatures.

No. 84. 1986. Good. £0.80: New Releases, Book Reviews, Thrud, Sending Messages in RPGs, Gobbledigook, Art of Wil Rees, Shadowmagic (AD&D Adventure), RPG Exam, Miniatures Dioramas, Paranoia, Rivers of Blood (Story).

No. 85. 1987. Good. £0.80: New Releases, SF & Fantasy Movies, Book Reviews, AD&D Race Issues, Thrud, A Ghost on the Road (encounter), To Boldly Go (Star Trek), Entertainers (Bushido), A Tale to Tell (Runequest adventure), Painting Dragons, Pendragon Magic Swords, Art of Tony Ackland.

No. 86. 1987. Good. £0.80: News, Book Reviews, Curse of the Bone (CoC adventure), AD&D Dragonlance, Thrud, Art of Ian Miller, Warhammer FRP Gnomes, BloodBowl New Team & New Rules, Hi Tech Fantasy, Miniatures, Mercenaries in RPGs, Time Travel in Judge Dredd, Gobbledigook.

No. 87. 1987. Good. £0.80: News, Book Reviews, Warhammer FRP, Derek The Troll, Thrud, CoC Necromancy, Taurefanto (MERP adventure), Miniatures, Happiness is Laser Shaped (Paranoia adventure).

No. 88. 1987. Good. £0.80: New Releases, Book Reviews, Thrud, The Paddington Horror (CoC adventure), Judge Dredd, Warhammer Fantasy Roleplay, Chainsaw Warrior, Miniatures, AD&D Assassins, Gobbledigook, Mega City 1 & Bloodbowl, Art of Martin McKenna.

No. 89. 1987. Good. £0.80: News, Book Reviews, Thrud, Phobias for CoC, Paranoia (an adventure), Derek the Troll, On Ealden Bergen (Robin Hood Adventure), Deception & Intrigue in RPGs, Miniatures, Warhammer FRP Careers, Art of Brett Ewins, AD&D: Unearthed Arcana.

No. 91. 1987. Good. £0.80: News, Book Reviews, Myths in CoC, Warhammer FRP Fumbles, Thrud, Derek the Troll, A Matter of Pride (AD&D adventure), Little Lost Warbot (Paranoia adventure), Warhammer FRP Nobility, Rioting in CoC, Pendragon, Miniatures, Blood on the Snow (Warhammer Fantasy Battle scenario).

No. 93. 1987. Good. £0.80: News, Book Reviews, Gobbledigook, Thrud, Getting Away From Most of it (AD&D adventure), Vacian Magic for AD&D, Warhammer 40K: Hail the Emperor, Eureka (Warhammer FRP Adventure), Blood Royale Religion, Miniatures, Rogue Troopers, Judge Dredd Campaign Characters, Art of Steve Tappin, Familiars.

No. 94. 1987. Good. £0.80: News, Book Reviews, Thrud, A Rough Night at the Three Feathers (Warhammer FRP adventure), Gobbledigook, To Live & Die in Mega City One (Judge Dredd adventure), CoC Unusual Professions, Block Mania New Counters, Warhammer 40K Skirmish, Miniatures, RuneQuest Gladiators, Blood Bowl.

No. 95. 1987. Good. £0.80: News, WorldCon, Thrud, To Live & Die in Mega City One (Judge Dredd adventure), Warhammer Fantasy Battle 3rd Ed, Miniatures, Warhammer Ideas, The Madcap Laughs Pt 1 (Stormbringer adventure), Sabbat: Warhammer Rock, Art of John Blanche.

No. 96. 1987. Good. £0.80: News, Games Day Report, Book Reviews, Thrud, Gobbledigook, Warhammer FRP Barroom Brawl, Warhammer Wardancers, To Live & Die in Mega City One (Judge Dredd adventure), The Beast of Kozamura (Runequest adventure), Warhammer 40K, Warhammer FRP Ideas, Miniatures, The Madcap Laughs Pt 2 (Stormbringer adventure).

No. 97. 1988. Good. £0.80: News, Plastic vs Lead Miniatures, Book Reviews, Thrud, Warhammer (a scenario), Fantasy Artifacts, Warhammer 40K, Trilogy of Terror (3 CoC mini scenarios), World Wargame Championships, Art of Ian Miller, Miniatures, The Madcap Laughs Pt 3 (Stormbringer adventure).

No. 98. 1988. Good. £0.80: News, Chaos Thugs & Centaurs (Warhammer FB), Warhammer 40K, Book Reviews, Thrud, Gobbledigook, Art of Tony Hough, Courtly Characters in FRP, Iron Warriors (Warhammer FRP heroes), Miniatures, The Madcap Laughs Pt 4 (Stormbringer adventure).

No. 99. 1988. Good. £0.80: News, Ork War Buggy, Book Reviews, Thrud, Warhammer FRP New Beginnings, RuneQuest Martial Arts, Warhammer 40K, Spirit of the Mountain (CoC adventure), Miniatures, Chaos Mutations Tables.

No. 100. 1988. Good. £0.80: News, Highway Warriors, Warhammer 40K, The Floating Gardens of Bahb-Elonn (Warhammer FRP adventure), Thrud, Miniatures, Book Reviews, Sieges & Defending, Giant Miniatures.

No. 101. 1988. Good. £0.80: News, Art of Russ Nicholson, Warhammer, Book Reviews, Thrud, Trouble at the No. 1 Inn (Runequest adventure), Blood Bowl, Affair of the Hidden Jewel (Warhammer FRP adventure), Cloneday Surprise (Paranoia adventure), Warhammer 40K, Miniatures, Warhammer Siege.

No. 102. 1988. Good. £0.80: Art of Pete Knifton, Book Reviews, News, Thrud, Fimir (Warhammer FRP mini scenario), Dark Future, Miniatures, Warhammer 40K, Blood Bowl, Curse of the Mummy's Tomb New Adventurers, Chaos Daemons.

No. 110. 1989. Good. £0.80: News, Art of Wayne England, Warhammer 40K Imperial Guard, Dark Future Tournament Rules, Epic Scale Infantry and Eldar in Adeptus Titanicus, Morglum's Marauders (Warhammer FRP encounter), Miniatures.

No. 119. 1989. Good. £0.80: News, Gaming Leagues, Warhammer 40K Orks, Miniatures, Zaragoz Characters (Warhammer 40K), Art of Les Edwards, Nurgle: Lord of Decay, Marienburg (Warhammer FRP port), Skaven Society.

No. 123. 1990. Good. £0.60: News, Miniatures, Epic War Machines, Ork Army List (Warhammer).

No. 148. 1992. Good. £0.60: News, Modelling Workshop, Miniatures, Space Marine: Renegades, The Battle of Blood Keep (Warhammer Fantasy Battle).

No. 152. 1992. Good. £0.80: Includes miniatures transfers which came with the magazine. Miniatures, News, Using Citadel Transfers, Space Hulk Computer Game, Yarrick & Ghazghkull for Warhammer 40K / Space Marine, Skaven's Claw (story), Modelling Workshop, Imperial Outriders (Warhammer Fantasy Battle), Dwarven Runes.

No. 153. 1992. Good. £0.60: News, Warhammer 40K, Squat War Machines, Dwarf Rune Weapons, High Elf Miniatures, Night Goblins, Battle of Grimdal's Tomb, Skaven's Claw (story).


White Dwarf Poster. Published by Games Workshop. Poster. Excellent. £0.25

Designer: Art by Sibbick. Country: British.

Promotional poster - full size and colour. It shows a dwarven fighter with axe and long white beard - the dwarf the famous GW Magazine was named after.


Why. Published by Milton Bradley / Chad Valley. 1961. Box. Good. £4

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

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


World Formula Grand Prix. Published by Racing Games. 1999. Box. Good. £7

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

Motor racing game, with nice components including egg-timers to time delays when a car comes off the track, and a large sealed spinner device which determines a car's speed each turn. Pit strategy cards determine the number of pitstops each player must make. A dice is used to determine starting speeds and stalls, thereafter a special spinner is used. The spaces on the board have different effects and so players will want to land on the most favourable one possible for their current circumstances. Additional rules cover tyre types, changing lanes, overtaking, and marshal's flags.


Wortelboer. Published by Th!nk-Games. 1999. Box. Good. £2.75

Designer: Gerard Mulder, Johan Schuyl. No. players: 2-4. Country: German. Duration: 30 mins.

Special Notes: No. 103/179

Unusual game in which players play cards to try to form food pyramids consisting of 3 carrots, 2 rabbits and a fox. If at any point there are too many rabbits or foxes in a player's display then some cards are removed, with some being given to the owner of the display and others going to the 'attacking' player. There are also a few special cards to add in some extra twists.



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