MNG-AJM Games and Collectibles


Jul 2014 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? 


About Time. Published by Circa Circa. 2007. Box. In shrink. £9

Designer: J.Gill, M.Gould, I.McGill, M.Rosaus. No. players: 2-20. Country: British. Duration: 1 hr.

Trivia game in which all the questions have a year as the answer. The basic mechanism is that each player or team writes down an answer and the closest to the correct answer gets to advance on the board. However, the spaces on the board alter the rules for each round, adding a variety of twists.


Advance To Boardwalk. Published by Parker. 1985. Box. Good. £2.50

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

American version of Advance To Marble Arch - but much rarer in the UK. Uses the Rich Uncle Moneybags character graphics as used on American Monopoly. Property development game. There are 4 regions on the board each with 6 property spaces and a title deed for each. On your turn you get some money to spend in a particular region and this can be split amongst the properties as you wish. Each time you buy a share in a property you place a stackable piece there, and whoever has the most pieces there gets the title deed. Thus you have to decide who to compete with and where. Special cards allow rule breaking moves which can swing things in your favour, but it often takes a turn to get a new one. A fun light business game.


Age Of Empires II Expandable Card Game: Two Starter Decks. Published by Journeyman Press. 2000.

Boxes. Excellent. £4. Designer: M.D'Amelio, D.May, T.Triebull. No. players: 2.

Country: American. Duration: 2 hrs.

Expandable card game based on the Age of Empires II computer game. Each starter deck has 100 cards, a booster pack and instructions. The two starters here are: The Celts and The Persians. Rome has fallen, and as the leader of your nation you set out to expand and conquer as much of the previously Roman world for yourself as possible. This will involve employing troops, developing technologies, and managing resources better than the other competing civilizations.


Alchemist. Published by Amigo. 2007. Box. Excellent. £16

Designer: Carlo A. Rossi. No. players: 2-5. Country: German. Duration: 50 mins.

Unusual game in which players use 5 different potion ingredients (wooden cubes) to create potions. Once out the potion recipes can be used to produce different ingredients and to score victory points. When using a recipe another player has set up the player who created the recipe will get one ingredient as payment each time that recipe is used. Thus sequences of recipes need to be planned in order to ensure you can keep brewing potions productively for as long as possible. At the end of the game there is also a bonus for getting your secret ingredient used more than those of the other players. A novel game with a unique feel.


Amun-Re. Published by Rio Grande Games. 2003. Box. 2 copies available:

1) Good. £13.50        2) Excellent. £14.50

Designer: Reiner Knizia. No. players: 3-5. Country: American. Duration: 90 mins.

Strategic game set in ancient Egypt. Players bid for areas of land in upper and lower Egypt using a clever mechanism whereby all the regions available for sale are bid for simultaneously - players who have been outbid must reconsider what they want. The various regions have differing numbers of spaces for farming, as well as having different fixed incomes, numbers of temples, camels and other benefits. Players also have to make a temple visit where they can choose how much money to give to the gods or even to steal from the temple. Sacrificing can get you bonus actions, and also helps determine how good the harvest is. Pyramids are built to gain victory points.


Android. Published by Fantasy Flight. 2008. Box. Excellent. £25

Designer: Kevin Wilson, Dan Clark. No. players: 3-5. Country: American. Duration: 3 hrs.

Set in a dystopian future, the players are detectives who each have two weeks to do what they can to solve a crime, as well as find out about the conspiracies behind the crime and finally discover what they can to give themselves inner peace. Each of the detectives plays differently. Leads on revealed cards or specific locations can be followed in order to advance investigations, and discovering some details of the conspiracy going on can alter how VPs get awarded, and thus the goals the players need to strive after. There is very much a storytelling element, rather than it being a simple mystery solving game.


Around The World In 80 Days. Published by Rio Grande Games. 2004. Box. Excellent. £17.50

Designer: Michael Rieneck. No. players: 3-6. Country: American. Duration: 1 hr.

Nominated for the 2005 German Spiel Des Jahres, this game is an excellent 'gateway' game, ie. good for gamers and families. Players collect cards which are used to move from location to location following the route in Jules Verne's famous story. When selecting cards players must also take into account the special ability which will come with that card, in order to make the best use of their turn. The detective can also be used to slow down a player or encourage them to make a move when it is felt they won't have ideal cards. The idea is to make it around the world in as few days as possible, but not to take many more turns doing this than the other players, so a balance is required. Recommended.


Arriba Espana. Published by Fiery Dragon. 2004. Tin box. Good. £9

Designer: Brian Train. No. players: 2. Country: Canadian. Duration: 2 hrs.

Simulation of the Spanish civil war 1936-39. The players take the sides of the government and the revolutionaries. The rules are easy to pick up (for a war game) and the game ensures there are plenty of decisions to make. The government wins if they survive 14 turns. Either side can win before then by reducing their opponent's political support level to 0.


Arrows. Published by Neil Duncan. 1986. Packet. Good. £2.50

Designer: Neil & Hugh Duncan. No. players: 2. Country: British. Duration: 20 mins.

Played on a chessboard (which you will need to provide) players play tiles with arrows on them in order to try to create a path from one side of the board to the other. One player playing East-West, the other North-South. Basic production quality (home DTP).


Basilica. Published by Rebel. 2010. Box. Excellent. £13

Designer: Lukasz M. Pogoda. No. players: 2. Country: Polish. Duration: 45 mins.

The players are masons vying to produce the most amazing ceiling in the new cathedral. The ceiling is represented by tiles, which get placed to form areas of various colours. Masons can be placed on a tile just played (somewhat Carcassonne style) in order to lay claim to a coloured area. Each turn three actions can be taken: lay a tile, add a mason to a just played tile or use a special power - every tile has a special action depicted on the back, and these can be very useful and quite varied adding plenty of tactical decisions.


Beer & Pretzels. Published by Bezier Games. 2009. Box. In shrink. £16.50

Designer: Ted Alspach. No. players: 2-5. Country: American. Duration: 15 mins.

Lighthearted game ideal for playing down the pub. Each player gets a set of coloured beer mats, some showing beer and some pretzels, as well as a few special ones. Players take it in turn to throw a beer mat onto a marked off area on a table, points are won for pretzels which are uncovered at the end of the round, and scores are increased if you also have uncovered mats showing beer. The game mats are used to cover other mats and stop them scoring. The rules are written very amusingly.


Before The Wind / Vor Dem Wind. 2007. Box. 2 editions available:

1) Before The Wind. Published by Mayfair. Country: American. Excellent. £12
2) Vor Dem Wind. Published by Phalanx. Country: German. In shrink. £14

Designer: Torsten Landsvogt. No. players: 2-4. Duration: 75 mins.

Merchant shipping themed card game in which players take it in turn to make available a selection of cards, and then bid for the right to use these cards in a clever way. If someone else wants to use the card you choose then you must either pay them or allow them to pay you to take the card instead of you. Cards can let you obtain goods to put in your hand, place cards from hand into your warehouse, or ship goods from your warehouse for victory points. Players need to take care that the end of the round doesn't creep up unexpectedly as some of their goods will likely rot if unshipped. Very well regarded game.

Boggle. Published by Parker. 1996. Box. Good. £2

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

Word game in which 16 letter dice are rolled and set into a 4x4 grid. Players then have 3 minutes to spot words within the grid, starting anywhere and moving from letter to letter horizontally, vertically or diagonally. Words found are worth more the longer they are. Only words not found by other players will score though. Can be played solo trying to beat your previous top score.


Braggart. Published by Spiral Galaxy Games. 2010. Box. In shink. £7.50

Designer: Kyle Daniel. No. players: 2-6. Country: British. Duration: 40 mins.

Storytelling themed game which uses cards. Elements of the story shown on the cards are used and the other players get the chance to call your bluff. Expect tales both awe-inspiring and hilarious! Note that in order to play this you don't actually have to narrate stories, just combine story elements interestingly. Of course there is nothing to stop players elaborating on what is mentioned on the cards!


Business Game. Published by Waddingtons. 1972. Box. Good but 1 corner taped. £0.90

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

The first edition by Waddingtons, being a reprint of Mine A Million. Players mine for ore, then have to get it to the sea, and finally, get it abroad where they can turn it into dollars. Interaction provided by the fact that there is always hot competition for the various modes of transport available. One player will hire a barge (say), but others can still make use of it, but must pay for the privilege.


C.23 TCG: Two Starter Decks. Published by WotC. 1998. Boxes. Good. £4

Designer: WoTC Team. No. players: 2. Country: American. Duration: 15 mins.

Two starter decks for the C.23 Trading Card Game. This is all you need for two players to play. The game is set in Jim Lee's comic's SF universe of the same name. The game system is based on Magic: The Gathering but simplified, and play is therefore somewhat similar. Other games were produced using the same system: Xena and Hercules.


Cafe International. Published by Mattel. 1989. Box. Good. £8

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

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


Candidate. Published by Shaw Games. 1979. Box. Good. £7

Designer: Tom Shaw. No. players: 2+. Country: American. Duration: 90 mins.

Election game, based on the American electoral system. Played for a predetermined number of turns with a shorter 40 minute game being quite possible. Each turn the players can choose two of three possible card types to draw. Campaign cards give you votes in the state where you currently are. Fundraising cards give you money which can be spent secretly. Dirty tricks cards allow you to hurt your opponents, but these can sometimes backfire.


Canyon. Published by Abacus. 1997. Box. Good. £7

Designer: Frederick A Herschler. No. players: 3-6. Country: German. Duration: 45 mins.

The board shows the course of a river running down a canyon, and is used by the players to mark their score in a trick taking game. The game involves predicting how many tricks you will take each hand, and a correct prediction will advance you further along the river. Towards the end of the game it is especially important to make correct predictions as if you fail the counter-current will take you back up stream.


Card Games & Tricks. Published by MacDonald. 1982. Book. Good, ex library. £0.30

Author: Patrick Page. Country: British.

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


Cash. Published by Ravensburger. 1990. Box. Excellent. £1.75

Designer: Wolfgang Kramer & Jürgen P.K. Grunau. No. players: 3-6. Country: German. Duration: 30 mins.

Card game, 120 cards representing loot, keys and bonus points. At any time there are a selection of safes which can be cracked, each needing a different set of keys to crack it. Players take it in turn to take an extra key or crack one or more safes. There is a very useful bonus for cracking several safes at once, but if you wait too long then someone else will no doubt crack it before you do. Also in certain circumstances extra bonus cards get played on particular safes making them even more attractive to crack.


Catacombs. Published by Sands Of Time. 2010. Box. In shrink. £35

Designer: R. Amos, M. Kelsey, A. West. No. players: 2-5. Country: Canadian. Duration: 30 mins.

Fantasy dungeon adventure game with an unexpected mechanic - the monsters and heroes are all represented by wooden discs on the playing board and they are flicked around to move and make attacks. It sounds silly, but it has been well thought out, and works really well. A variety of spells, missile weapons and magic items give the heroes lots of options and a variety of monsters with different attack capabilities, as well as different chambers and missions ensure plenty of variety between games. Highly recommended.


China Gold. Published by Bambus Spieleverlag. ca.2004. Box. Excellent. £16

Designer: Gunter Cornett. No. players: 2. Country: German. Duration: 30 mins. Special Notes: No. 296 of 333.

Abstract game played on a hexagonal board with 91 points. Each of these is on both a mountain range and a river. Players take it in turn to roll special dice resulting in a number from 1-5 and turning over that many pieces in a row to their gold side. If all the spaces in a mountain range or a river are then showing, that region is locked as points for that player. Well regarded game. Comes with a vinyl mat and wooden pieces.


Chuck-A-Chess. Published by Chexl Games Ltd. 1992. Packet. Good. £3.50

Designer: Peter Costa. No. players: 2. Country: British. Duration: 30 mins.

A collection of four chess variants which make use of 8 special dice showing chess pieces and a doubling cube. You will need to provide your own chess set. The games are Kamikaze, Pair-fect, Pair-less and Four-fun.


City. Published by Jumbo. 1988. Box. In shrink. £7

Designer: Wolfgang Kramer & Andreas Spottog. No. players: 2-6. Country: Dutch. Duration: 1 hr.

Neat game in which players purchase shops and then enhance them and buy more shops as the game goes on. The board shows an overhead view of a city centre around which customers wander - some normal, some big spenders and one thief. A special die is used to let you move a customer - the idea being to direct the spenders to your shops and away from those of opponents while making sure the thief stays away from your shops and goes to as many opponents' shops as possible. I have found it works especially well with 3 players - recommended for that number.


City Tycoon. Published by Rebel. 2011. Box. Excellent. £24.50

Designer: Hubert Bartos, Lukasz Kowal. No. players: 2-5. Country: Polish. Duration: 75 mins.

City building game which uses lots of colourful tiles which are laid to form the expanding city. Players invest their capital into constructing a variety of projects the city council wants completed in order to improve the lives of the city residents. Of course money needs to be made along the way in order to allow further construction to take place and for the more impressive structures at the end of the game to be built. The winner is the player who has best contributed to the city's improvement by game end.


Clue Jr. The Case Of The Missing Pet. Published by Parker Brothers. 1989. Box. Fair. £3

Designer: Unknown. No. players: 1-6. Country: American. Duration: 20 mins.

Special Notes: Photocopied rules, box slightly faded and indented due to stacking

Simple deduction game intended for children aged 6-10. The players must work out who has hidden which pet where.  Unlike Clue / Cluedo, cards are not used to eliminate the possibilities, instead the players roll a dice and move around a track, and landing on certain spaces allows a player to take a peek at a clue. The clue system is neat - there are 24 cases and a rotating wheel under the board is positioned at the start of the game and various holes in the board are kept covered, but when a peek is allowed the lid is lifted and a special red magnifying glass is used to read the hidden clue.


Connect 4 Advanced. Published by MB Games. 2002. Box. Good, but tear in lid has been taped. £1.25

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

Three dimensional Connect Four with neat and attractive stacking playing pieces in two colours. The game is played on a 4x4 grid where pieces can be stacked up to 4 high. The playing pieces are mostly transparent so you can see into the depths of the playing area as the game goes on. The objective is to get 4 playing pieces of your colour in a row horizontally, vertically or diagonally.


Core Worlds. Published by Stronghold Games. 2011. Box. In shrink. £23.50

Designer: Andrew Parks. No. players: 2-5. Country: American. Duration: 90 mins.

Deck building card game with a theme of intergalactic conquest. Each player has a display showing the number of actions and amount of energy they have to use, along with other data, and the players draft new unit and tactics cards and use these to conquer new worlds. The objective is ultimately to conquer the core worlds at the centre of the galaxy and thus achieve dominance, although VPs can also be gained throughout the game. Excellently illustrated too. Recommended.


Core Worlds: Promo Cards. Published by Stronghold Games. 2012. Box. New. £1.25

Designer: Andrew Parks. No. players: 2-5. Country: American. Duration: 90 mins.

Promotional set of Core Worlds cards which replace those from the base set. They are functionally the same as those in the base game, except they now have flavour text. The exception is Buono, a new Core World for use with the Galactic Orders expansion.


Corsari. Published by Piatnik. 2003. Box. Excellent. £6.50

Designer: Leo Colovini. No. players: 2-4. Country: German. Duration: 30 mins.

Card game which is really a rummy variant, but the twists are pretty clever. Players try to form a crew for their pirate ship, but can only use two colours of crew member card, and only one of each number. Players draw and discard in order to improve their crew, but there is an additional row of cards which shows which colour crew cards are currently out on the town and so don't count against you in your hand. These cards can also be drawn and doing this will change which cards no longer count.


Court Of The Medici. Published by Z-Man Games. 2008. Box. 2 copies available:

1) In shrink. £5.50        2) Excellent. £5

Designer: Richard James. No. players: 2. Country: American. Duration: 25 mins.

House Gonzaga and House Della Rovere compete for the favour of the Grand Duke, Cosimo de Medici. This is done in a no holds barred world of conspiracy and intrigue. Nobles are sent to court and can form groups which will be used either for their special abilities or to take out other groups of nobles. However, you can stack your own nobles with those of your opponent, which affords protection for them all. Intriguing ideas and plenty of interesting decisions and opportunities.


David & Goliath. Published by Berliner Spielkarten. 1997. Box. Excellent. £7

Designer: Reinhard Staupe. No. players: 3-6. Country: German. Duration: 45 mins.

Card game, with 90 cards featuring numbers and illustrated with a boy (low numbers) to a giant (high numbers) with suitable in between stages. Trick taking card game in which the low numbers are good for winning one card from the trick (the highest played) whilst the player of that high card receives all the remaining cards. At the end of the hand cards won are valued - face value if only 1 or 2 of that suit were won, but just 1 point each if more were won of that suit.


Days Of Decision. Published by Australian Design Group. 1990. Box. Excellent - unpunched. £15

Designer: Harry Rowland. No. players: 2-7. Country: Australian. Duration: 6 hrs.

Multi-player diplomacy game set in the pre-war years of 1936 to ‘39. Each player must manage the economy, and conduct the political and military operations of one or more of the major powers of the time. A complete game, but can be partly merged with World in Flames by the same company, to make a Grand Campaign game from 1936 to ‘46. There is also a mini-scenario of the Spanish Civil War that requires a few components from World in Flames.


De Vulgari Eloquentia. Published by Lookout Games. 2010. Box. In shrink. £28

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

Set in Italy in the late middle ages, the game follows the development of the 'Volgare', the language spoken by the common people, rather than the elite's traditional Latin. The players take part as bankers, priests and merchants. They gain knowledge of the different dialects and improve their social status and influence through political and financial means. The mechanisms involve worker placement. How many other games let you create a language?


Desert Bazaar. Published by Mattel. 2006. Box. Excellent, signed set. £10

Designer: Brian Yu. No. players: 3-5. Country: American. Duration: 45 mins.

Resource gathering and tile placement game set in the desert. Each turn dice can be rolled to gain resources or a tent can be built. This can either start a new settlement and score VPs immediately or can be built more cheaply adjacent to other tents but without immediate scoring. No settlement can exceed seven tents in size and at that point it is scored.


Deukalion. Published by Parker. 2008. Box. In shrink. £12

Designer: A. Steinwender, W. Lepuschitz. No. players: 2-4. Country: German. Duration: 1 hr.

The players take the roles of ancient Greek heroes who sail the seas to perform tasks willed by the gods. As these tasks are completed, settlements are established, and treasure brought back to Athens, VPs are gained and the first to a set total wins. The game makes use of a special dice holder, and each turn the dice are shaken and fall into recesses, and the device is then placed by the start player to indicate which die applies to each action that turn. The players then choose an action to perform - sailing / fighting / gaining reinforcements or establishing a settlement.


Die Gnome Von Zavandor. Published by Lookout Games. 2011. Box. In shrink. £13.50

Designer: Torsten Landsvogt. No. players: 2-4. Country: German. Duration: 75 mins.

Gem trading game set in the same world as Lookout's other Zavandor games. In this game players use their money to buy mines, artifacts and machines, and sell the gems they produce from mines at the best price possible in order to buy more mines or game winning artifacts. Uses a clever system to keep the market prices of the gems fluctuating depending on supply and demand.


Dirty Water. Published by Urban Systems. 1970. Box. Good but box corners taped. £14

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

Game with a message - stop pollution. Each player strives to stock his lake with various organisms, whilst, at the same time, keeping down pollution levels. The board and box are illustrated in an amazing 1960s psychedelic way - wonderful period item. Game play involves moving around a track, collecting organisms and deciding when you can afford to pay to enforce pollution abatement and when you will have to trust to luck.


Down Under. Published by Bambus Spieleverlag. 2007. Box. In shrink. £7.50

Designer: Günter Cornett. No. players: 2-4. Country: German. Duration: 30 mins.

Tile laying game in which each player has a set of tiles with their own coloured paths, as well as neutral paths which show various animals. Players lay their tiles so as to form paths, with a few, but cunning, restrictions, so that any path section will only ever belong to one player. When the tiles are played players score for the length of their path and also get bonus points for the animals they have managed to link to. Clever ideas as you would expect from Günter.


Dragon War. Published by RAK. 1999. Box. Excellent. £5

Designer: T.Bean, R.Brewer, E.Kemphfer, R.Kraus. No. players: 2-6. Country: American. Duration: 45 mins.

Billed as a Trading Card Board Game, but each set contains a compete game. Cards are laid out to form a board with spaces the players move their characters along. Landing on a space actions that space. The objective is to be the first to reach the end of the track and claim the Dragon Throne.


Dungeon Lords. Published by Z-Man Games. 2009. Box. 2 copies available:

1) In shrink. £34        2) Excellent - unpunched. £32

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

Dungeon adventure board game with an impressive array of components, including two double sided boards, three further boards, and heaps of cards, tiles and figures. The big twist is that the players are not the adventurers, but rather the assorted shady characters who set up dungeons! This they do competitively, and sometimes it will be necessary to indulge in a little evil to get the job done properly - but the more evil used the stronger the adventurers that dungeon attracts. Ahhh, the trials of being a dark lord... Very well received game.


Dungeon Lords: Festival Season. Published by Z-Man Games. 2012. Box. In shrink. £17.50

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

Expansion for Dungeon Lords which you will need to make use of this. This set adds more adventurers to the mix, as well as more rooms, monsters, events, items, and traps. An extension board allows extra rounds to be played and there are special monster upgrades and tunnel tiles.


Election L-Game. Published by De Bono Games. 1979. Box. Excellent. £3.50

Designer: Edward de Bono. No. players: 2. Country: British. Desc. by Eamon.

A political game based on the mechanics in de Bono’s L-Game. As the playing pieces are moved over a special board printed on the packaging, various squares are left uncovered. These squares give or take percentage points from the main political parties. After a set period of time, an election is called and seats won are added to find the winner.


Elementalis. Published by Tremorworks. 2006. Box. Good. £8

Designer: Robert C. Kalajian Jr. No. players: 2-4. Country: American. Duration: 30 mins.

Dice based game in which the players are competing mages from different schools, each being able to use different elemental dice combinations to gain all important mana. A second and even third roll is permitted each turn, but with potential painful consequences. Spells can be cast to perform special actions. After 6 rounds the player who has gathered the most mana is the winner.


Elfenland. Published by Amigo. 2003. Box. In shrink. £19

Designer: Alan R Moon. No. players: 2-6. Country: German. Duration: 75 mins.

Superb game that won the German Game of the Year 1998. Players take the role of elven princes who must travel the lands of the elves visiting as many of the 20 cities as possible during the game. Travel is by various unusual methods eg. elfencycle, giant pig, unicorn, or dragon. Each turn transport markers are drafted and then placed on the various roads to indicate what type of transport may be used on that road, and then cards are played to move from city to city along the roads. Simple but extremely effective mechanism. The game works best with more rather than fewer players (so 5-6 is best). Highly recommended.


Eulen Zauber. Published by Haba. 1991. Box. Good. £18.50

Designer: Erich Manz. No. players: 2-4. Country: German. Duration: 30 mins.

Beautifully produced game in which the players each have four owls whose heads have got muddled up with those of their opponents' owls!  In addition there is a mischievous black owl as well. The players use movement points from special dice to move around owls with bodies or heads of their own colour as well as the mischievous black owl. When owls land on the same space they swap heads!  Once one of your owls has a matching head and body you can then try to get it back to the safety of its nest. A light but amusing game with decisions to make and wonderful bits.


Fantasy Wargaming. Published by Stein And Day. 1982. Book. Good. £5.50

Author: Bruce Galloway. Country: British.

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


Football Champions TCG Two Player Starter Set. Published by WotC. 2001. Box. Good. £4.50

Designer: Dave Williams. No. players: 2. Country: American. Duration: 20 mins.

Although published in the US, this is based on the English F.A. Premier League 2001-2, with cards showing real players from that year. This set includes all you need for two players to play the game (expansions were available too). Each player is rated for a variety of skills and an action deck is used to drive the game and dice are used to resolves passes and shots on goal etc.


Four Dragons. Published by Jolly Roger Games. ca.2001. Box. In shrink. £2.50

Designer: Frank Branham, Sandi West. No. players: 3-4. Country: American. Duration: 30 mins.

Unusual card game which is primarily for 4 players, played as a partnership game, but which also has rules for 3 players. Three hands are played, and in each hand there are 7 scoring cards which players try to ensure are in the tricks they take. At the end of the game scoring cards are paired off and scored for each partnership. Unusually for a trick taking game many of the lower cards have special abilities such as allowing a card to be exchanged with your partner, asking a player a question about their hand etc. This is a reprint of the privately produced Dia De Los Muertos.


Frontline General: Italian Campaign Introduction. Published by Collins Epic Wargames. 2008. Box.

Excellent. £20. Designer: Byron Collins. No. players: 2-10. Country: American. Duration: 3 hrs.

Operational and tactical level WWII wargame. The game covers land, air and sea at an operational level but with a tactical feel, and an option for the campaign game in which the game can drive more detailed miniatures battles for the more crucial situations. The game uses a basic economic and supply system. Event and command cards are used to give and limit options. Team play is also possible, splitting the responsibilities between players on the same side.


Fun On Wheels. Published by Frederick Muller. 1967. Book. Good. £1

Author: Dave Garroway. Country: British.

Softback, 18x12cm, 117 pages. 150 games, puzzles and brain teasers ideal for keeping the kids entertained in the car. They are categorised as follows: Games of Travel, Fun for Just a Few, Word Games, Chestnuts Old & New, Test Your Brain Power, It's in the Cards, Numerals and Coins, Novelty Draughts and Puzzles, Drawing Games & Simple Crafts, Stunts & Tricks, Car Fun for Younger Children, Car Safety Hints.


Ghastly Games. Published by Patrick Hardy. 1983. Book. Good. £4

Author: John Astrop. No. players: 2+. Country: British.

Hardback, 35x25cm, 24 pages. Subtitled: 12 Sinister Board Games, Invented, Designed & Drawn for Your Pleasure. The games are all simple to play, but with some fun ideas and suitably sinister artwork (though this was intended for kids). The games are: Snake Snack, Ugly Mug, Dracula's Blood, Hell, Doom Castle, Clone, Bogey House, Tubes, Sharks, Germs, Swamp, Spider.


Ghost Stories. Published by Repos Production. 2008. Box. 2 copies available:

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

Designer: Antoine Bauza. No. players: 1-4. Country: Belgian. Duration: 90 mins.

Cooperative game in which the players are Taoist monks who are all that remains of an ancient order dedicated to stopping the return of the evil Wu-Feng after centuries of imprisonment. However, now Wu-Feng's minions, a variety of ghosts, undead and other monstrosities are encircling the village and trying to destroy the hidden artifact which keeps Wu-Feng at bay. The players must use their actions wisely to gain resources and prioritise what needs to be done in order to both keep the ghosts at bay and also be prepared when Wu-Feng's incarnation arrives. Good game, and wonderful artwork evoking the martial arts horror story theme. Highly recommended.


Giza. Published by Fun Factory. 2005. Box. Good. £8.50

Designer: Nikki Lim. No. players: 2-6. Country: Singapore. Duration: 20 mins.

Tile placement game in which each player has a board with spaces for three pyramids and one sphinx to be built. Each turn you can either add a tile to one of your own sites (there are limitations as to the ordering of tiles), or onto an opponent's site to hopefully hinder their plans. The game ends when one player has completed their construction and the sites are then scored.


Globe Trotting. Published by Gosling Games. 1992. Box. Good. £0.90

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

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


Gnadenlos. Published by Kosmos. 2001. Box. Excellent. £13

Designer: Klaus Teuber. No. players: 3-4. Country: German. Duration: 45 mins.

Game set in the Wild West. Players start with a posse of characters you might find in a Western, and all are rated for their skill in gold mining, gunslinging and poker playing. Each turn there is one of these events. Players each send one of their posse to do the job. In general the best of these characters gains from this but is then retired and the worst loses out - if it was a gunfight that means death! New characters can be recruited in a clever auction involving paying with IOU notes, and every now and then the bank calls in some IOUs which have been used. Woe betide anyone who hasn't got enough gold to keep the bank happy. Great game with a sense of humour and which fits its theme really well. Highly recommended.


Goal: The Realistic Soccer Game. Published by Gosling Games. 1990. Box. Good. £6.50

Designer: Unknown. No. players: 1-2. Country: Irish. Duration: 20 mins.

Soccer card game which makes use of player cards each with different abilities to pass, tackle, dribble and shoot. During an attack one of these options is selected and a d12 rolled and the card consulted to determine success. An attempt to score is only allowed after a dribble or pass, and the defender can attempt a tackle once during each attack, but failure requires drawing a referee card which can penalise the defender, so this shouldn't be tried too often.


Grand Tribunal. Published by Atlas Games. 2006. Box. Excellent. £10

Designer: P.R. Chase. No. players: 3-5. Country: American. Duration: 75 mins.

Inspired by the ARS Magica role playing game, the players are mages, a breed apart from normal folk. Every 33 years a Grand Tribunal is held where mages bring their most impressive inventions and are judged by the panel of archmages, and the winner is permitted to join their ranks. The game uses cards to represent assorted magic items and paraphernalia which can be used to create a magical invention. Resources must be gathered and influence wielded to affect the type of inventions the archmage panel will be looking for.


Great Wall Of China / Chinesische Mauer. 2006. Box. 2 editions available:

1) Chinesische Mauer. Published by Kosmos. Country: German. In shrink. £10
2) Great Wall Of China. Published by Fantasy Flight Games. Country: American. Excellent. £8.50

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

Card based game in which the players vie for control of various sections of the Great Wall of China. Players each have the same set of cards to use during the game, but they will come out in a different order. Each turn either a card can be drawn or one can be played - sometimes more than one can be played at once. Cards are played to influence a section of wall, and before each player's turn, if they have greatest influence over a wall section they gain some of the victory points available from that wall section but lose influence for the next round. Thus the game has much tactical interest, especially when combined with the hand management aspects. Recommended.


Guerilla. Published by Avalon Hill. 1994. Box. Good - Unpunched. £16

Designer: Neal Schlaffer. No. players: 3-6. Country: American. Duration: 1-4 hrs.

Special Notes: Would be Excellent but one corner has received a knock

War based multi-player card game with some very good ideas. Players control the forces in a Third World country's struggle for independence. Players secretly back either rebels or government but there are chances to score VPs by winning a battle even if it won't help your side in the end as it may give the player the use of a valuable resource such as an airfield. It is also possible for the U.N. to intervene and stop open warfare in which case the Secret Police come into their own... Bookcase box.


Hameln. Published by Fragor Games. 2006. Box. In shrink. £20

Designer: Fraser & Gordon Lamont. No. players: 3-5. Country: British. Duration: 1 hr.

Based on the Pied Piper fairytale. The players' meeples live, work and breed in Hameln, and all is good until the rats start increasing. The Pied Piper can deal with the rats, but his price is tough, as his charms extend not only to the rats... Game play involves using the male and female meeples' powers, marrying off your youngsters with those of your rivals for mutual benefit, buying new houses and dealing with the rats. The components are amazing, as usual with the Fragors, the resin moulded and painted rats and Pied Piper especially so.


Hekla. Published by Holzinsel Spiele. 2001. Box. Good. £12.50

Designer: Martin Schlegel. No. players: 2-4. Country: German. Duration: 45 mins.

Abstract game with a volcano theme. The board shows a square grid of spaces each with two fields in, offset to each other. Players introduce their vulcanism tokens and when there are sufficient in proximity there is an eruption, and points are scored by the owners of all pieces involved. However, the central ones are removed from the board in the process and a lava piece (which makes the space dead) is placed instead. There are clever movement and placement rules which ensure you have plenty to think about and give many tactical options to both cooperate with and hinder the other players. Chunky wooden pieces.


HeroCard: Orc Wars. Published by TableStar Games. 2007. Box. In shrink. £11

Designer: Nico Carroll. No. players: 2(-4). Country: American. Duration: 1 hr.

Fantasy battle card game which uses the HeroCard game system, which makes the cards compatible with those of others produced by this company. This set is for two players only, but by buying further decks up to 4 players can be accommodated. One player plays an extremely powerful Elven champion, and the other a horde of weak orcs. There are several scenarios to try, but essentially the orcs need to use their numbers to overwhelm the Elf, as numbers are just about their only advantage. The card system uses many of the ideas from CCGs, though this is entirely standalone. A couple of expansion sets were produced.


High Hand. Published by E S Lowe. 1984. Box. Good but corners taped, shows some wear. £4.25

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

Interesting card game using cards laid out on a board, and moving your pawn around the board to collect the cards, forming them into as high as possible poker hands. The partnership game is definitely the better form of the game, as it has a clever scoring mechanism and also players start off playing for themselves but may choose a partner they think will win during the game, and they can then help ensure their partner does win.


High Roller SuperSkins Casino. Published by High Roller Games Ltd. 1992. Box.

Box good, contents unused. £3.50. Designer: J.P.McKeon. No. players: 2-8. Country: Ireland.

Gambling game in which two players at a time take the role of dealer and player, who must bet for themselves to win. Other people can also participate and are able to make bets on who they think will win the hand or even bet on a stand-off. The game itself is a card game with some similarities to Pontoon / Blackjack, but with a special deck of cards. The player and dealer try to make their cards add up to 25 rather than 21. A few points over are allowed (up to 28), but are lower rated hands. There are also a couple of special high scoring hands: Super Five and Super Skins. Finally there are a couple of extra options during play: Drive (forcing your opponent to stick or take an extra card) and Exchange (rejecting a card drawn).


Hoax. Published by Eon. 1981. Box. Good. £6.50

Designer: Bill Eberle, Ned Horn, Jack Kittredege, Peter Olotka. No. players: 3-8.

Country: American. Duration: 1 hr.

Special Notes: This set is unboxed, and there is no 'castle mat' on which to place the components. It comes in a ziplock and is entirely play able.

In this game players each have a secret role, but in order to keep it a secret pretend to take on other roles in order to perform their actions. Thus there is plenty of bluff and double bluff going on. Players try to work out and identify actual roles, and make accusations. In many ways a forerunner to 'Werewolf' type games, and should appeal to the same type of groups.


Jaques’ Original Happy Families. Published by Pepys. ca.1960. Box. Good. £0.35

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

Card game, 44 cards featuring 11 families. This is a facsimile of a pack first published by Jaques in 1851, and it features their gallery of ‘grotesques’.


Jungle. Published by Spears. 1983. Box. Good, but box edges show wear. £10

Designer: Unknown. No. players: 2-6. Country: British. Duration: 45 mins.

Excellent tile laying and movement game with wooden playing pieces and a board made up of 36 3-hex tiles. Initially, the players lay the tiles out, placing a counter on each tile they lay. When the board is complete the playing pieces move along the paths to get out of the jungle. However, other pieces block the way so there are clever tactical options available. Plays very well with 3 players.


Kahmat. Published by Id&al Editions. 2008. Box. In shrink. £13

Designer: Igor Davin. No. players: 2. Country: French. Duration: 20 mins.

Rugby game in which each player controls 6 men with different abilities, with whom they attempt to score tries. The game is tactical, and cards are used to resolve tackles, but you will need to preserve the stamina of your team in order to do well. Finalist of the French 2008 Tric Trac Award.


Keltis: Der Weg Der Steine (Board Game). Published by Kosmos. 2008. Box. In shrink. £20

Designer: Reiner Knizia. No. players: 2-4. Country: German. Duration: 40 mins.

Winner of the German Spiel des Jahres 2008. This is a reworking of the excellent Lost Cities but for 2-4 players rather than just 2 players. It also makes use of a large board to track progress along various tracks which determines end game scoring and gives bonuses during play. Players draft cards in five suits which they then lay into their own columns, one per suit, and must either always increase or always decrease the values in a column. Points are gained by having a lot of cards played in a column, and starting a column is a bad idea if you can't play many cards into it. All about hand management, with a little tactical play due to the bonuses available on the board. Highly recommended.


Knucklebones Magazine Batch Of 7. Published by Joe Jones. Magazine. Good. £7

Author: Joe Jones. Country: American.

Full colour 84 page games magazine. Articles typically cover brainteasers, board games, wooden / metal puzzles, collections, and lots more. Contributions from many of the big names in the US games industry. The magazine was published bimonthly. This batch covers the period Jan 2006 - Jan 2007.


Kogworks. Published by Challenge. 2007. Box. Excellent. £14

Designer: Frank Dyksterhuis, Mark Wood. No. players: 2. Country: Australian. Duration: 20 mins.

A most unusual abstract game. The chunky triangular board has a grid of pegs onto which the players take it in turn to add a cog of their colour. Instead of adding a cog a player can move one of their own cogs. Players each start with a master cog in one corner and the objective is to make the golden cog in the other corner move when you turn your own master cog. However, after each move your own corner cog must be able to be turned otherwise you lose. Attractive and very sturdily made.


Krieg! World War II In Europe. Published by Decision Games. 1996. Box. In shrink. £17

Designer: Steve Kosakowski. No. players: 1-3. Country: American.

Designed for 2-3 players, but marked as high suitability for solitaire play. Hex and counter wargame which uses over 400 counters, and which also uses a deck of strategic option cards. World War II game in which the players play the Allies, Axis and Soviet powers. Diplomacy and economic issues are resolved through card play.


La Citta. Published by Rio Grande Games. 2000. Box. Good. £22

Designer: Gerd Fenchel. No. players: 2-5. Country: American. Duration: 2 hrs.

A very attractive and fascinating big board city development game in which players vie for resources and also attract city occupants from neighbouring cities. While having people is good they have to be fed and kept healthy, happy and educated or they will head to a better city. I also have some house rules from Derek Carver which I can include a copy of.


Le Havre. Published by Lookout Games. 2008. Box. In shrink. £40

Designer: Uwe Rosenberg. No. players: 1-5. Country: German. Duration: 3 hrs.

The followup game to Agricola, this time set in a port town. Players obtain various resources and can then convert them into more valuable resources, but generally this will require building new buildings first. Once built anyone can use a building, and the owner will get a payment when others use it. Ships can be bought which will give lots of VPs. At the end of the game VPs from everything built and cash determine the winner. There are 110 building cards which will come out in a different order each game ensuring play stays fresh. Game play involves choosing actions - deciding which one is most valuable and urgent is tricky. Very well regarded.,


Lexicon. Published by Waddingtons. 1933. Box. Good. £1.75

Designer: Atozed. No. players: 1+. Country: British. Duration: 30 mins.

Card game, a classic British word game in this first edition housed in a box that looks like a small hard-back book. The game involves using letter cards to form words using your cards in hand and those words already formed on the table.


Lexicon. Published by Waddingtons. ca.1960. Box. Good, but box shows wear. £5

Designer: Atozed. No. players: 1+. Country: British.

See above. One of the best versions because it includes a lot of additional games one can play with the cards  - Lexicon Bridge, Lexicon Whist, Lexicon Scramble, Lexicon Dominoes, Lexicon Cribbage, Lexicon Poker, Lexicon Stud Poker, Lexicon Eights, Lexicon Clock Patience, Lexicon Patience, Lexicon Dictionary, Lexicon Riddance, Lexicon Donkey, Lexicon Criss Cross, Lexicon Twister, Lexicon One Better, Lexicon Jumble, Lexicon Tap And Grab, Lexicon Mine, Lexicon Don't Forget, Lexicon Demon, Lexicon Pay Up and Lexicon Teasers. Games edited by Alex T. Hasler.


Little Devils. Published by Stronghold Games. 2012. Box Tin. In shrink. £7

Designer: Michael Feldkotter. No. players: 3-6. Country: American. Duration: 25 mins.

Trick taking card game with some neat ideas. There are no suits, just numbers on the cards as well as penalty points. The second card played indicates whether further players must play lower or higher than the first card, and the trick is won by the player who goes most under or over it depending on the situation. However, winning a trick is bad as you will receive the penalty points on the cards played to that trick. A little bit of the feel of 6 Nimmt.


Magnetic Games. Published by Multichess. ca.1980. Box. Good. £2.75

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

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


Magnetic Travel Games: Busy Bugs. Published by Smart Games. 2011. Book. Excellent. £3.75

Author: Raf Peeters. No. players: 1. Country: American.

A puzzle book with 4 chunky magnetic shapes which must be placed over 4 areas of a board to show a selection of different bugs, There are 48 puzzles to solve - in each case one must find a way to place the shapes so that only the right combination of bugs are visible. There are thousands of different ways to place the shapes, but with some logic and careful thought each puzzle can be solved quite quickly. A fun puzzle to keep kids or adults amused on a journey (or anytime really)!


Manhattan. Published by Fagus. 1986. Box. Good. £20

Designer: Karl-Heinz Koch. No. players: 2-6. Country: German. Duration: 1 hr.

Very attractively produced city building game. The game consists of lots of chunky wooden building blocks as well as wooden street tiles, towers and roofs. Each player has two pawns which are moved according to dice rolls around the edge of the board, permitting building where their row and column intersect. Such buildings are then claimed and can be expanded on future turns. Buildings must always be kept separate but a hostile takeover by merging buildings is possible too. The objective is to build the highest building before all the building blocks run out.


Miskatonic School For Girls. Published by Fun To 11. 2012. Box. Good. £16

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

Special Notes: Nearly Excellent, but there is stacking indentation on the base along one edge

Deckbuilding game with a whimsical Lovecraftian theme. The players each manage a class of girls at the Miskatonic School for Girls. Each turn one faculty member and one new schoolgirl can be recruited. The girl goes onto your own deck, but the faculty member goes onto your neighbour's! The faculty members all do their best to reduce the sanity of their classes, while the girls try their best to fend off the faculty members each turn. The last player to have a class which isn't entirely insane wins the game.


Mit List Und Tucke. Published by Berliner Spielkarten. 1998. Box. Excellent. £7

Designer: Klaus Palesch. No. players: 4-6. Country: German. Duration: 45 mins.

Trick-taking card game. There are several twists - players don't have to follow suit, and the loser of a trick leads to the next trick. Along with an unusual scoring system this makes for an interesting variation. Well thought of by many fans of trick taking games.


Moderne Zeiten. Published by Jumbo. 2002. Box. 2 copies available:

1) Good. £12         2) Excellent. £13

Designer: Dan Glimne, Grzegorz Rejchtman. No. players: 3-5. Country: German. Duration: 45 mins.

Stock collecting game with some very nice twists. The market will crash several times, with the most numerous type of shares being radically reduced in value when this happens. New shares are purchased at auction, in a closed money system, and the shares need to be played in order to advance your piece along the progress track - doing so earns you a stake in the companies and locations which will score highly at the end of the game. An unusual mix of ideas making a game which feels unique. Plays best with three players.


Monkey Dash. Published by Pecheur Productions Ltd. 2009. Box. Excellent. £11

Designer: Rob Fisher. No. players: 2. Country: British. Duration: 25 mins.

The players each have a pet monkey which really isn't permitted in the banana packing warehouse, but it doesn't matter while the boss is away - but now he's on his way back and the monkey is refusing to cooperate! The players use action points and special action cards to move their worker around the warehouse, shift crates and then get their monkey to jump from crate to crate. The first player to get their monkey out of the warehouse wins. There is scope for clever tactical play both with clever moves to advance your monkey and to hinder your opponent.


Move Over. Published by Wiggins Teape. ca.1975. Box. Good. £4.50

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

This game set includes the rules for 10 different games. All are played on a hexagonal playing area with large indentations into which quite large coloured balls are placed. There are two solitaire games and the other eight are for 2-4 players. Many of the games involve a random setup which can be achieved by putting the balls into the playing area, putting the lid on and shaking the box gently. There are also generic rules for moving and jumping balls which the individual games make use of.


Mythology. Published by Yaquinto. 1980. Box. Good. £32

Designer: J Stephen Peek. No. players: 2-8. Country: American. Duration: 3 hrs.

Each player takes the role of a major Greek god, and attempts to control the actions of the many Greek heroes and monsters. Events throw spanners into the works as will your opponents. The objective is to get the heroes under your control to complete quests for legendary items such as the golden fleece, in order to give glory to their patron god - ie. the player controlling them.


Naval Wargames. Published by David & Charles. 1975. Book. Excellent. £5.50

Author: Barry J. Carter. Country: British.

Hardback with dustcover, 22x15cm, 140 pages. This book covers naval miniature wargaming for WW1 and WW2. The chapters cover: Choosing Model Ships, Building from Scratch, Rules for War Games, A Suggested Set of Rules, Reading About Naval Wargaming, Commercial Games.


Nightfall: Blood Country. Published by AEG Inc. 2011. Box. In shrink. £8.25

Designer: David Gregg. No. players: 2-4. Country: Amercan. Duration: 45 mins.

Expansion for this deck building game - you will need the base game to make use of it. This set includes 84 new minion cards, 84 new action cards, and rules for the new cards.


Novem. Published by Tactic. 2008. Box. Excellent. £8

Designer: A.G.D.. No. players: 2. Country: Finland. Duration: 30 mins.

Played on a wooden board showing a 3x3 grid with two layers of numbered tiles (1-9 twice) on top. Each round one player chooses a row secretly and the other selects a column and the player whose turn it is gains the tile at the intersection (if there is one). This is repeated until one row or column is entirely empty. The number tiles claimed are then scored.


Oceania. Published by Mayfair Games. 2004. Box. Excellent. £10.50

Designer: Klaus Teuber. No. players: 1-2. Country: American. Duration: 20 mins.

Simplified version of Entdecker. The board shows a grid onto which sea tiles are placed. These tiles show a mix of sea and land which will join up to form an archipelago. The tiles also show ship routes through the islands. Players take turns to decide where to sail from and draw a tile, which may or may not fit. If it fits then a scout token can be placed to claim the island, and if it doesn't fit then the tile must be kept for use on a future turn. Fast playing and light, but with some interesting decisions and the way it manages to condense the essentials of Entdecker into such a short game is a credit to the designer.


On The Spot. Published by Penguin. 1986. Book. Good. £1

Author: Albie Fiore. Country: British.

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


Online. Published by Franjos. 2000. Box. Good. £12

Designer: Hartmutt Kommerell. No. players: 2-4. Country: German. Duration: 45 mins.

Tile laying game based on forming computer networks on a board. Each tile shows a country, a colour and a topic. Each player is secretly assigned one each of these categories, and wants to advance their categories to score well at the end of the game. This means having majorities for categories in each of the separate networks, with larger networks scoring more. Tiles are drafted, but can also be used to displace existing tiles if they have a higher strength. Displaced tiles then become available for reuse in a limited fashion.


Pacific '42 Admiral + Sunrise Expansion. Published by MWE. 2007. Box. Excellent. £22

Designer: Jan Divecky, Vavrinec Vesely. No. players: 2. Country: Czech Republic. Duration: 30 mins.

A very European approach to a WWII wargame. The board is created from 6-hex geomorphic segments allowing a different layout each game, and uses wooden cylinders and sticks for the units. The objective is to be the first to control 4 Pacific islands. The rules include an introductory and full version of the game. The Sunrise expansion introduces new goals, new tiles, and risk cards which permit added actions to be played, but with a potential downside.


Playing Cards. Published by Octopus Books. 1973. Book. 2 copies available:

1) Good. £1.20      2) Excellent. £1.80

Author: Roger Tilley. Country: British.

Hardback with dustcover, 24x21cm, 97 pages. Book covering the origins and development through the centuries of playing cards. There are many colour and black and white plates showing various fascinating card designs described in the book. The book is divided into chapters as follows: Origins; Italian & Spanish Packs; German Packs; French & Belgian Packs; English Packs; American & Russian Packs; Special Packs. Fascinating read for anyone interested in the history of playing cards.


Pokemon: Two Theme Decks. Published by Wizards Of The Coast. 1997. Boxes. Excellent. £4

Designer: Takumi Akabane, Tsunekaz Ishihara. No. players: 2. Country: American. Duration: 20 mins.

Two Pokemon Trading Card Game themed decks (enough for 2 players to play). Each of the two sets includes 60 cards, 1 Pokemon coin, 10 damage counters and the rules. The two decks are: Zap! (Psychic and Lightning) and Overgrowth (Grass and Water).


Popular Card Games. Published by W D & H O Wills. 1933. Book. Good. £3

Author: Lawrence H Dawson. Country: British.

Hardback, 18x12cm, 160 pages. Interesting book of games commissioned by the Imperial Tobacco Company and probably sold in pubs. Includes 15 'families' of games with many variants. These families are: Auction Bridge, Contract Bridge, Whist, Solo Whist, Piquet, Bezique, Cribbage, Poker, Vingt-Et-Un, Baccarat, Napoleon, Loo, Slippery Sam, Newmarket and Rummy.


Princes Of The Renaissance. Published by Warfrog. 2003. Box. Good. £36

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

Special Notes: The are slight signs of damage near one edge of the lid and the side next to it

Players take on the roles of Condottiere Princes and gain influence over 5 cities. However the fortunes of these cities will rise and fall according to battles they fight against each other. Players gain influence in the cities and manipulate battles to their advantage, and may also buy special action cards to give additional advantages. VPs are gained by having influence in the dominant cities at the end of the game and by winning battles. Considered one of the best new games at Spiel 2003.


Pro Jockey. Published by Pro Games (UK) Ltd. ca.1985. Box. Good. £9

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

Horse racing with a large board for the race track, and which uses cards to give variety in the race according to the jockey's skills, the trainer's instructions, weight handicapping and how the horse reacts to pressure, each such card changing the rules for that horse. Rules cover how you can change lanes, box in other horses and fall at fences. Special dice are also used.


Puerto Rico. Published by Rio Grande. 2002. Box. Excellent. £16

Designer: Andreas Seyfarth. No. players: 3-5. Country: American. Duration: 2 hrs.

Very highly regarded gamers' game in which the players are plantation owners in Puerto Rico in colonial times. Various crops can be grown in the plantations and buildings which grant additional benefits can be built in the city. The central mechanism is that players take it in turn to select an action which in most cases all players will get to do, but with the chooser getting an additional benefit. The player who runs their plantations most effectively and makes best use of their buildings and options each turn will win the game.


Race For The Galaxy: Rebel Vs Imperium. Published by Rio Grande Games. 2009. Box. In shrink. £13

Designer: Tom Lehmann. No. players: 1-6. Country: American. Duration: 45 mins.

Second expansion for this extremely popular space colonisation and trading themed card game. You will need the base game in order to play, and owning the first expansion is helpful. Includes cards to extend the game for an extra player. Also includes new starting worlds, 41 new game cards, 5 new goal tiles, more cubes and VP chips, and 4 tokens used in a solitaire version of the game.


Race For The Galaxy: The Gathering Storm. Published by Rio Grande Games. 2008. Box. Excellent. £10.50

Designer: Tom Lehmann. No. players: 2-5. Country: American. Duration: 45 mins.

First expansion for this extremely popular space colonisation and trading themed card game. You will need the base game in order to play. New ideas and themes to freshen up the excellent base game including: JumpDrive technology, an ancient race stirring, the Imperium strengthening and the Resistance growing.


Rail Gamer Magazine - Batch Of 12. Published by David Methany. Magazine. Excellent. £24

Author: David Methany. Country: American.

Issues 1-11 & 13 of this 30-40 page magazine dedicated to train games. The magazine includes interviews with key people in the industry, and lots of detailed articles on train games which were in vogue at the time. The magazine was produced roughly quarterly, and this batch covers the period Jan 1997 - March 2000. I will consider splitting the batch if you need only a few issues, but only if no-one wishes to buy the whole batch.


Railways Of England And Wales. Published by Eagle Games. 2009. Box. In shrink. £18.50

Designer: Glenn Drover. No. players: 3-5. Country: American. Duration: 2 hrs.

Expansion for Eagle Games' Railways of the World, which you will need to play this. This set provides a 30" x 36" map of Europe, 97 new cards including new Railroad Barons, a Railroad Inspector, City Charters, Capital Charters and a share system. The map covers England and Wales. Should also be playable with Railroad Tycoon.


Railways Of Europe 2nd Ed. Published by Eagle Games. 2010. Box. In shrink. £18.50

Designer: Glenn Drover. No. players: 3-5. Country: American. Duration: 2 hrs.

2nd edition expansion for Eagle Games' Railways of the World, which you will need to play this. This set provides a 30" x 36" map of Europe, 39 new cards introducing new Railroad Barons, City Charters, Capital Charters, and Tunnel Engineers. The map covers Western Europe from Spain to Constantinople to Moscow. Should also be playable with Railroad Tycoon for which the first edition of this expansion was made.


Railways Of The World. Published by Eagle Games. 2009. Box. In shrink. £38

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

New edition of Railroad Tycoon, which was itself a development of Age of Steam. The components are fantastic as you would expect from Eagle: 174 plastic miniatures, big board and lots of cards. There are two maps included: The Eastern United States, and Mexico. Players take the roles of the owners of new railroad lines and develop their networks, improve their locomotives, invest in growing cities and manage their finances. Also several special event and action cards are laid face up at a time, and these provide the players with additional options and incentives. Recommended for train gamers with a big table.


Recess! Published by Atlas Games. 2006. Box. Excellent. £10

Designer: Morgan Dontanville. No. players: 3-5. Country: American. Duration: 20 mins.

Set in a rough parochial school where scores are settled in the playground, the players try to extract lunch money from their opponents and hopefully sneak a kiss with their sweetheart out of sight of the teachers. Each player has two girls and two boys in play, and each turn one child is moved three spaces, then a second child two spaces and a third one space. The last child isn't moved, but a teacher is moved. This is all done with a timer running to keep the pace quick.


Reiner Knizia's Poison. Published by Playroom Entertainment. 2005. Box. Excellent. £8.50

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

Card game in which players have numbered cards in three colours as well as wild cards. Players take it in turn to add a card to one of three large cauldron boards, one for each colour. If the cards in a cauldron exceed 13 in value you must take the cards. At the end of the round any cards collected count against you, although whoever has the most in each colour gets to discard their cards in that colour. Thus players can either try to avoid cards in each colour or try to take more than anyone else in order to avoid the penalty points.


Richard Berg's Medieval. Published by GMT Games. 2003. Box. Excellent. £18

Designer: Richard Berg. No. players: 3-5. Country: American. Duration: 2 hrs.

Set in 13th century Europe, the Middle East and North Africa, the players act as powerful factions each trying to further their control over the Holy Roman Empire and neighbouring lands. The game is card based, and the cards represent the countries, as well as spies, assassins, the pope, and other religious powers. However, in the background are the Mongols, also represented by cards who slowly eat away at the available areas.


Route 66. Published by ASS. 1994. Box. Good. £6.25

Designer: Wolfgang Riedesser. No. players: 2-5. Country: German. Duration: 45 mins.

Interesting card driven race game across the United States on Route 66. Players have a speedometer, which governs their speed (amount of movement) each turn, and cards are used to alter your own speed or alter someone else's speedometer. The aim is to collect state cards along the way, as the player who sees the most of the country will win - not necessarily the player who finishes first.


Ruse And Bruise. Published by Rio Grande Games. 2006. Box. Exellent. £9

Designer: Lutz Stepponat. No. players: 2-6. Country: American. Duration: 30 mins.

Card game played in rounds. Each round there are several prizes with a value and a particular symbol. Players place cards in rows against these prizes hoping to win them using their character cards. The cards have varying values and many have interesting powers which can affect the other cards or change how you win the prize card. In a neat twist cards are played face down, but then the previous card played against the same prize is revealed and if it has a special ability it is then actioned. After several rounds of play there is a bonus for anyone getting one prize with each symbol.


Sailor Moon CCG: Two Player Introductory Starter Deck. Published by Dart Flipcards. 2000. Box. In shrink.

£3.50. Designer: Mark MacKinnon. No. players: 2. Country: Canadian. Duration: 20 mins.

Starter set for 2 players to try out the Sailor Moon CCG. Players must defeat a certain number of creatures their opponent has in play. Many of the cards use a rock-paper-scissors mechanic to determine the success of the attack.


Schrille Stille. Published by Zoch Zum Spiele. 1999. Box. In shrink. £13

Designer: Peter Wichmann. No. players: 3-6. Country: German. Duration: 1-2 hrs.

Players take on the roles of record companies and try to promote their bands into the Top 10. This is done by secretly playing influence counters on the various bands in the charts. These then get resolved and can result in somewhat different results to what was expected due to the intriguing mechanism used. Record companies are then awarded points for the best bands and the least popular bands drop out of the charts to be replaced by new ones. The amazing thing about this game is the wooden CD player and the special 'CD sets' into which players put their influence chits and the way they all get resolved using the CD player - unique. I also have some simple house rules which cut the length of the game without removing any of the flavour.


Sea Sim. Published by Cwali. 2004. Box. In shrink. £5.50

Designer: Corné Van Moorsel. No. players: 2. Country: Dutch. Duration: 30 mins.

Players control a family of sharks which compete for food in a Pacific lagoon. The sharks each have a favoured type of fish which they eat to stay healthy. The sharks must manoeuvre cleverly to get the fish they desire and also ensure the fish populations grow where you will be able to hunt easily. Optional rules add sick fish, a current which moves the fish around and an orca which competes for fish.


Set! Published by Set Enterprises. 1991. Box. Good. £9

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

Special Notes: Comes in a plastic case, which has a minor crack in the lid

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


Shuuro. Published by River Horse. 2008. Box. Excellent. £12

Designer: Alessio Cavatore. No. players: 2. Country: British. Duration: 30 mins.

Chess based game, but with a selection of new ideas: the game is played on a 12x12 board; there are 46 playing pieces of each colour, and each game players choose which subset they will use; stone blocks are placed on the board before play and these affect game play significantly; dice are also provided for some of the rules options. Well worth investigating for the chess variant aficionado. Very nice produced too.


Skallywaggs. Published by Bent Castle Workshops. 2005. Box. Good. £5.75

Designer: Chris Pallace, Ben Crenshaw. No. players: 2-4. Country: American. Duration: 1 hr.

Pirate themed card game with a difference. Players try to recruit a viable crew and the first to set sail wins. Most of the cards show the body parts (legs / body / head) of a pirate, and these can be put together any way you fancy - making some very odd characters. However, there are advantages to making pirates out of matching body parts - they are less easily affected by unpleasant event cards and often give their owner special abilities as well. The event cards let you swipe pirate parts from other players, as well as perform other assorted helpful and unhelpful actions.


Skull & Crossbones. Published by Paul Lamond Games. ca.1990. Box. Good. £2.50

Designer: John White. No. players: 2-6. Country: British. Duration: 1 hr.

Pirate themed board game which can be played while a video is played (though it can also be used without the video). The players are pirates who have left Captain Skull's ship and are trying to find his hidden treasure and then escape before their former boss turns up for revenge. Movement is by card play, and keys need to be picked up to open the chests. On the video Captain Skull tries to hinder the players while his parrot helps the players.


Small Soldiers Karate Fighters. Published by Kenner. 1998. Box. Box good, contents unused. £3

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

Film related, based on the characters in the film Small Soldiers. Action game in which the players control 15cm high moving figures of Chip Hazard and Archer, which can kick and punch. They are controlled using buttons and a knob to twist at the far end of a handle / base. A well placed kick and punch combination and the opponent's action figure will fly off its base, defeated. Great fun.


Smuggle / Contraband. Box. 2 editions available:

1) Contraband. Published by Pepys. ca.1960. No. players: 3+. Country: British. Good. Back page of original rules with scoring chart is missing, but a printout of the chart is provided. £4.50

2) Smuggle. Published by Milton Bradley. 1981. No. players: 3-6. Country: British. Good. £5

Designer: Unknown. Duration: 20 mins.

One of the best card games produced by Pepys. Players all start with lots of money, but each round all players but one pass through customs. As they do they draw 4 cards which may contain normal items as well as items on which there is duty to pay, a diplomatic bag, or even the Ruritanian Crown Jewels! The player then chooses what to claim they have in their luggage, and if the Customs Officer accepts this then duty is paid and the luggage passed to the next player who must discard one card and draw a new one and make a new claim. At any point the player being passed cards can choose to refuse them and become an informer. As you would expect there are severe penalties for being caught lying about your luggage's contents.


Soldier King. Published by GDW. 1982. Box. Good. £12

Designer: Frank Chadwick. No. players: 2-4. Country: American. Duration: 2-4 hrs.

Multi-player game, which reflects the intrigues of court and military in an 18th century European country, although the game is not set in an actual country (despite this company's usual range of historical simulations). To win you will need to use diplomacy as well as military conquest. Each turn represents a season of campaigning, and a unit 10-20000 troops. The rules are 4 pages long with 2 further pages of optional rules.


Space Quests. Published by WH Smith. 1985. Booklet. Good. £3.50

Author: Tim Wood. No. players: 2-4. Country: British.

Special Notes: Countersheet unpunched, except for 2 missing counters. Entirely playable despite this.

A set of 5 space themed board games. Unusually the boards are printed on thick card and folded into a booklet. The booklet can be folded open so that it shows one of the boards at a time. A separate sheet of cardboard counters to play the games is provided as well as a rule book for the games. The games are: Race for the Planets (2) - move counters to claim 4 planets first, challenges can take place; Graveyard In Space (2/4) - explore a space wreck encountering hazards to find valuable equipment; Asteroid Miners (2-4) - race to stake your claim while avoiding orbiting asteroids; Cyborg Pursuit (2) - will the Cyborgs overrun Earth before Earth forces are alerted to their presence?; Star City (2-4) - explore an abandoned alien city.


Strange New Worlds. Published by Gametime. 1978. Box. Good, but box slightly indented. £14

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

Interesting space exploration and colonisation game, with economic and combat elements as well. The board shows a segment of the galaxy with 24 inhabitable systems. Each player starts with a home system where they recruit a crew for their spaceship with various abilities before setting out. Movement is either sublight across the board a space at a time or using hyperjumps, which form an initially unknown network across the galaxy - exploring the network these form is a major part of the game. Many systems require specific crew members to colonise, and then that system will produce money each turn, but this has to be collected before it can be used. Some great ideas, and I have some house rules which further improve the game.


Sumera. Published by Witt Spiele. 1990. Cloth Bag. Excellent. £14

Designer: Hartmut Witt. No. players: 2-4. Country: German. Duration: 30 mins.

Tile laying game with all wooden components. The players add tiles to the existing country and place their huts and people onto this terrain. The objective is to try to dominate a large area while also having lots of both married and unmarried people. The mechanisms are novel and ensure plenty of strategic and tactical opportunities. There are over 160 wooden components.


Superman Rescue Mission Awesome Chase Game. Published by Funskool Games. 2001. Box. Good. £3

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

The players race around the board collecting VP tokens representing defeated villains, captured prisoners and also points for getting back home before other players. The game includes a 13cm high moving-limb action figure of Superman.


Supernova. Published by Valley Games. 2008. Box. In shrink. £28

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

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


Supremacy. Published by Supremacy Games. 1986. Box. Good. £17.50

Designer: Robert Simpson. No. players: 2-6. Country: Canadian. Duration: 5 hrs.

An advanced Risk-like game of global strategy. Much more detailed though, for instance players can be bankrupted or even nuked out of existence! The game uses a clever economic system, and warfare can be conventional, biological, chemical or even nuclear. If nuclear winter occurs all players lose. Loads of good quality plastic playing pieces.


Survival Of The Witless. Published by Avalanche Press. 1996. Box. Excellent. £9

Designer: Unknown. No. players: 3-8. Country: American. Duration: 1 hr.

Satirical game in which the players are all academics and write articles and try to impress the senior members of their university department, with the objective being to publish a book and have the faculty board so impressed that they offer you a permanent position - a sure way to a life of bourgeois living and never having to do any work! The players are given a gender, class, race and sexual orientation, and these affect their standing with each faculty board member. The game is then driven by card play, with over 200 cards and plenty of humorous takes on academic life therein.


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

1) In shrink. £15.50      2) Good (would be Excellent, but box base indented). £13

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

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


Suzerain. Published by TimJim. 1993. Box. Good, but box slightly indented. £10.50

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

Card game with each player having a board on which to build up their empire. This board shows five levels, forming a pyramid. Players start with just a ruler on their board and 5 cards in hand. Each round players take it in turns to play cards or pass. These cards can build up your empire in various ways, damage other players' empires or cause you to go to war with another empire. One way of gaining power is to marry an eligible prince or princess into another empire's royal family - the spouse then comes and strengthens your empire. The objective is to build up your pyramid of cards in order to have two royal couples. The first player to then produce an heir wins.


Swoop. Published by Nature Trail. 1996. Box. Excellent. £8

Designer: Glynn Kay. No. players: 2-6. Country: British. Duration: 1 hr.

Board game for ornithologists. The 140 bird cards have a detailed illustration and much information about the depicted species. The birds come from 55 sets and 36 families. Players move their pieces around a nature trail on the board and collect cards. Trading cards to form sets is important, as is the use of the birds of prey who can let you steal cards.


Teach Yourself Canasta. Published by English Universities Press. 1951. Book.

Good, but dustcover worn. £1.50. Author: Kenneth Konstam. Country: British.

Hardback with dustcover, 18x11cm, 153 pages. This book on the card game Canasta is split into three sections: the first about the history of the game, and definitions of terms used in Canasta; the second covers the rules for the game itself, as well as the differences when played with 2, 3 or 4 players; the third covers the tactics and strategy and some conventions.


Temple Run Danger Chase Board Game. Published by Spin Master. 2012. Box. New. £9

Designer: Nick Hayes, Brady Lang. No. players: 2-4. Country: British. Duration: 15 mins.

Special Notes: The boxes have slight creasing to edges / sides due to their flimsy manufacture

Rather good fast and furious dice based game based on the Temple Run mobile phone app. The board is different each game as it is made up from several double sided boards. The players are being chased by a demon monkey, and the objective is to keep ahead of it, and so be the last player still alive (albeit only briefly!) An electronic timer adds a frenetic element - dice are rolled and can be rerolled, and these determine the amount of movement for the player and the demon monkey each turn. Tokens can be played to avoid hazards and give extra movement and can be earned and stolen by landing on special spaces. Fast, furious and just good fun! Recommended. Unfortunately the box is very weak and will not stand up to heavy wear.


Tempus. 2006. Box. 2 editions available:

1) Published by Cafe Games. Country: American. Excellent. £9

2) Published by Pro Ludo. Country: German. Excellent. German language edition, but I will provide English rules and summary sheets. £7.50

Designer: Martin Wallace. No. players: 3-5. Duration: 90 mins.

Martin Wallace's 'civilization building' game which plays in under 2 hours. The game uses a modular board with assorted landscape types on the tiles to ensure a different layout each time. Players advance their technologies, which start from fire and continue up to the present day. Game play involves prioritising good board position against technological advancement. However, there is an automatic catch-up mechanism whereby 'old' technology becomes available to all players after a while. Also uses a neat diceless combat system.


Texas. Published by DB Spiele. 1998. Box. Good - box edges taped. £13

Designer: Dirk Henn. No. players: 2 or 4. Country: German. Duration: 30 mins.

A privately produced game in this designer's unique book style box with a little leather strap to hold it shut. This is a card based game in which the cards are used to move a cowboy around the board to place tiles. One player or team places green tiles and the other yellow. A few times in the game it is permitted to land on an opponent's area and convert it to your own. At the end of the game points are scored for contiguous areas - with large areas being worth a great deal more than smaller ones. This was later picked up and published with a different theme as Rosenkonig. Recommended for 2 players.


The Club. Published by Tuonela Productions. 2008. Box. Excellent. £14.50

Designer: Jussi Autio. No. players: 2-4. Country: Finnish.

Somewhat satirical tile based game in which the board shows a dance-floor onto which assorted nightclub goers are pushed from each player's side. The objective is to create couples in the centre of the dance-floor. These couples pair off and depending on how well matched they are (each character has four visible traits) points will be scored. Characters also have a secret trait which can affect the scoring and some special characters such as the bouncer can change how things work. Tactical game for those with a sense of humour.


The Expert At The Card Table. Published by Frederick J. Drake. 1902. Book.

Fair - delicate and no back cover. £2.50. Author: S.W. Erdnase. Country: American.

Softback, 17x11cm, 178 pages. A classic treatise on sleight of hand using cards, as well as techniques to shuffle decks while keeping certain cards in known places etc. This edition is on very thin paper and is now quite delicate.


The General Vol 30/6. Published by Avalon Hill. 1996. Magazine. Excellent. £2

Author: Unknown. Country: American.

Avalon Hill's in-house magazine. The first game mentioned is the special game covered in that issue (usually featured on the cover). This issue: Geronimo, Hannibal, Air Baron, Empires in Arms, Civilization.


The Guinness Book Of Traditional Pub Games. Published by Guinness Publishing. 1992. Book. Excellent.

£2. Author: Arthur R. Taylor. Country: British.

Softback, 23x17cm, 192 pages. Fascinating look at games played in pubs over the last couple of centuries. These include the old favourites still commonly found as well as many games which are little if ever seen these days. The chapters cover: Darts, Dominoes, Cards, Skittles, Table & Cue Games, Green Field Games; Bowls, Bullets & Boules; Quoits, Horseshoes, Rings & Things; Sliding, Shoving, Pushing & Tossing; Gambling Games, The Good Old Days, Board Games, Eccentricities.


The Guinness Encyclopedia Of Games Puzzles & Pastimes. Published by Guinness Publishing. 1988.

Book. Good. £3. Author: Honor Head. Country: British.

Softback, 25x19cm, 256 pages. An excellent resource to keep your children amused in the holidays, with a vast array of puzzles, activities and games to keep them occupied. Everything is sorted alphabetically rather than by category, but with an index as well.


The Hollywood Card Game. Published by Fantasy Flight Games. 2005. Box. New. £2.25

Designer: Bruno Faidutti, Michael Schacht. No. players: 3-4. Country: American. Duration: 20 mins.

Card game in which players collect Star, Film and Blockbuster cards in order to create movies and score points. The mechanism for gaining cards is unusual - tokens are put onto the cards which are laid out in a grid, and players have to bump along other players' tokens to get to what they want. Thus the goal is to try and predict how this will go in order to get what you really want.


The Midas Touch. Published by Spears. 1991. Box. Good. £3.25

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

Dice game, in which players stake cards on making the best dice rolls. Chances can be increased by keeping dice and re-rolling others, but stakes are increased accordingly. However, what makes this interesting is that all the cards start off on their 'plain' side and are valueless. However, if at any time a player has three dice the same in front of them they get The Midas Touch, and any cards they stake or win get turned to the gold side, and these are what score points at the end of the game. One or two other twists add to the game as well giving additional choices. 8 dice provided, 4 of which are gold coloured.


The Official Scrabble Manual. Published by Hodder And Stoughton. 1980. Book. Good. £1

Author: Jacob Orleans & Edmund Jacobson. Country: British.

Softback, 21x14cm, 60 pages. Subtitled 'How to Win at Scrabble', and containing colour diagrams. This book covers: how to get high scores - lots of different tactics; lists of high scoring words for harder letters (not complete lists - they are in a separate Scrabble book); words with lots of vowels; defensive play; complete Scrabble rules; partnership play; tournament play; solitaire Scrabble; Scrabble problems. A must for the serious or improving Scrabble player.


The Pop-Up Games Book. Published by Delacorte Press. 1982. Book. Fair - dioramas somewhat damaged..

£1. Author: Ron van der Meer. Country: American.

Hardback, 22x26cm, 8 pages. A pop up book, with 4 3D dioramas. Each can be used for a game - tiddlywinks type games where you use built in 'flippers' to flip a coin or counter to try to score points. The dioramas are: Use pigs to flip counters in through the windows of a 3D house - one pig missing; Enchanted forest - considerable damage; Golden Goose - uses goose flippers and a 3D target, Dunk the clown - roll coins into holes - slightly damaged. Despite the damage this is a novel and interesting item.


The Wheel Of Time CCG: 2 Starter Decks. Published by Precedence. 1999. Boxes. Excellent. £4

Designer: John Myler. No. players: 2. Country: American. Duration: 1 hr.

Two starter decks for The Wheel of Time CCG. One is for Rahvin, The Dark One, and the other for Rand, the Dragon Reborn. The theme is from Robert Jordan's novels of the same name. Each of the starter packs includes a 50 card deck, an 8 card booster, and customisable dice which the game also makes use of. The players attempt to complete challenges which will earn Pattern tokens, which are needed for victory. When one player has gathered 20 of these there is one final round to resolve the game. This set of two starters is all you need to get started with the game.


Thomas The Tank Engine & Friends Card Game. Published by Waddingtons. 1985. Box. Good. £4

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

Special Notes: Original rules missing, Transcript of the rules supplied.

Simple card game played with oversized cards showing pictures of the various engines from the books / childrens' TV shows. Players try to get rid of their cards in a simple Uno style way, but you must match at least one of the engines shown on the last played card, or draw another.


Three-Dragon Ante. Published by Wizards of the Coast. 2005. Box. Excellent. £6.50

Designer: Rob Heinsoo. No. players: 2-6. Country: American. Duration: 20 mins.

Card game with somewhat poker-like game play, thus bets are wagered, but the cards also have special actions which are used as they are revealed, so even if you don't have a winning hand you may be able to play cards to steal some of the ante during the round, or swipe other player's cards etc. It is given a Dungeons & Dragons theme, as it is envisaged as the game that your characters (in D&D) might be playing at the back of a tavern, but it is entirely standalone.


Time Vectors. Published by JDB Games. 1986. Box. Good. £12.50

Designer: J. David Barnhart. No. players: 2. Country: American. Duration: 30 mins.

Four in a row game, but played in *4* dimensions! The game is constructed using wooden supports and clear perspex playing boards into a four level playing area. Each level shows four 4x4 grids. Players take it in turn to add a playing piece to the board, with the objective of making a line in any of the 4 dimensions. Very sturdy production.


Trivial Pursuit - Best Of Genus - Electronic Quiz Machine. Published by Horn Abbot International. 1998.

Good. £1.50. Designer: Unknown. No. players: 1+. Country: British.

This is a hand held electronic gadget with an LCD screen. The gadget has been programmed with a vast number of questions from the Genus edition of Trivial Pursuit. There are 4 quiz games which can be played: Triv Knockout Multiple Choice / Traditional, Team Play, Just Questions & Answers. The questions are in the traditional Triv categories, but there is no need for a board or playing pieces - just the gadget!


Two By Two. Published by Valley Games Inc. 2010. Box. 2 copies available:

1) Excellent. £17.50        2) In shrink. £20

Designer: Rob Bartel. No. players: 2-4. Country: American. Duration: 45 mins.

Family game with a Noah's Ark theme. Each player has an ark and the land is sinking beneath the rising waters. Players attempt to save as many pairs of animals as they can. This is done by moving your ark next to an animal for which there is a partner elsewhere on the board. The two are then taken aboard the ark. The players also choose where the water rises next, and points are scored for adjacent water in this step, but often it is better to forego points here in order to give your ark more movement options.


Tyrus. Published by Eurogames. 2004. Box. In shrink. £3.75

Designer: Laurent Escoffier, David Franck. No. players: 2. Country: French. Duration: 30 mins.

The players vie for political control of the city of Tyrus. Elections will soon take place in the markets, citadels and temples, to elect the nine city councillors. Players carefully allocate their soldiers, merchants and priests in order to win the majority of the seats during each successive election. Dirty tricks are par for the course. Game play involves a significant element of bluff - hoping to anticipate your opponent's hidden moves.


Venedig. Published by Amigo. 2007. Box. Excellent. £16.50

Designer: Klaus Jürgen Wrede. No. players: 2-5. Country: German. Duration: 1 hr.

Players are founding the city of Venice, and start with a swampland. Individual areas are dried out and then buildings can be built on this new land. The game uses cards to indicate the buildings which can be built, and the shape of dry land (and / or water spaces) needed to build it. Several cards need to be played out before a building can be built, and generally this will be done by several players, in which case only one of them will be the master builder and will get full VPs, while the others will get less. Attractive chunky wooden buildings.


Voltage. Published by Mattel. 2006. Box. Excellent - unplayed. £10

Designer: Brian Yu. No. players: 2. Country: American. Duration: 20 mins.

Card game in which the players are rival engineers trying to direct power to different locations. There are four terminals contested at once, and when five cards have been placed at a terminal, it is resolved. Depending on the terminal either the player with the highest or lowest total of cards at that terminal gets the power, before the struggle for the other terminal resumes.


Wadi. Published by Emma Games. 2007. Box. Excellent. £8.50

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

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


Walhalla. Published by Amigo. 2006. Box. In shrink. £11.50

Designer: Alessandro Zucchini. No. players: 3-4. Country: German. Duration: 1 hr.

The players represent tribes of Vikings settling new lands by ship. There are several fjords into which ships can be sailed, and the players take it in turn to send a ship with one or two of their Vikings and one opposing Viking to sea. When landing empty spaces can be taken over easily, but if they have already been claimed one Viking will end up in Valhalla! However, this isn't an entirely bad thing as it brings the favour of the gods, which will help in the following turn. When all ships have sailed the land areas are scored in various ways, and the number of each player's Vikings in Valhalla determines the strength of their reinforcement for the next turn. Special action cards add to the variety. Some unusual mechanics and neat ideas.


Wayfinder. Published by Funagain Games. 2006. Tube. Excellent. £16

Designer: Benjamin Corliss. No. players: 1-4. Country: American. Duration: 45 mins.

Set in Polynesia, where scattered tribesmen must regroup to form villages, the game plays somewhat like a multiplayer two dimensional mancala, as the main mechanism is to pick up all the tribesmen from one location and 'sow' them in a line from that space. There are interesting rules to ensure that villages get formed and don't get dispersed once created. The game stops when no further moves are possible and the villages formed are then scored.


White Dwarf Magazines. 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 5% off these if you take 5+, and 10% off if you take 15+ issues.

No. 30. 1982. Good. £0.50: 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. 44. 1983. Good. £0.35: 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. 102. 1988. Good. £0.60: 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. £0.60: 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. £0.60: 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. £0.50: News, Miniatures, Epic War Machines, Ork Army List (Warhammer).

No. 126. 1990. Good. £0.80: News, Epic Space Marines, Space Hulk: Genestealer: Preview, Warhammer FRP, Warhammer 40K.

No. 136. 1991. Good. £0.80: News, Space Marine, The Magician's Son (story), Warhammer, Warhammer 40K.

No. 148. 1992. Good. £0.50: News, Modelling Workshop, Miniatures, Space Marine: Renegades, The Battle of Blood Keep (Warhammer Fantasy Battle).

No. 151. 1992. Good. £0.80: Warhammer Fantasy Battles, Space Marine, Battle for Armageddon

No. 152. 1992. Good. £0.60: 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. £0.50: News, Warhammer 40K, Squat War Machines, Dwarf Rune Weapons, High Elf Miniatures, Night Goblins, Battle of Grimdal's Tomb, Skaven's Claw (story).

No. 154. 1992. Good. £0.80: News, High Elf Miniatures, Modelling Workshop, Warhammer 40K Ultramarines, Warhammer Fantasy Battle, Space Marine, WD Issue Guide (100-153).

No. 156. 1992. Good. £0.80: News, Warhammer Battle Magic, Warhammer 40K, Battlemasters, Space Marine.

No. 170. 1994. Good. £0.80: News, Dark Millennium Preview, Space Marine, Warhammer (Skaven, Black Orcs and more), Warhammer 40K.

No. 171. 1994. Good. £0.80: News, Dark Millennium, Space Marine, Warhammer, Warhammer 40K.

No. 178. 1994. Good. £0.80: News, Titan Legions, Warhammer, Warhammer 40K.

No. 206. 1997. Good. £0.80: News, Warhammer 40K Preview, Warhammer (Lizardmen, Dragons and lots more).

No. 211. 1997. Good. £0.80: News, Epic 40k, Warhammer (Undead and more), Warhammer 40K.

No. 212. 1997. Good. £0.80: Pull out building still present. News, Gorkamorka Preview, Sisters of Battle (major feature inc. free pullout card building), Epic Orks.

No. 223. 1998. Good. £0.80: News, Warhammer (Jungle Fever and lots more). Warhammer 40K, Necromunda, Blood Bowl, Epic 40K.

No. 226. 1998. Good. £0.80: News, Chaos Gate, Forgeworld. Warhammer 40K (several articles), Warhammer (Skeletons and lots more).

No. 227. 1998. Good. £0.80: News, Dark Eldar (several articles), Space Marine, New Warhammer 40K, Warhammer (several articles), Gorkamorka.

No. 228. 1998. Good. £0.80: News, Warhammer 40K (several articles), Warhammer (several articles).

No. 229. 1999. Good. £0.80: News, Warhammer 40K (several articles), Warhammer (special theme: Goblins).

No. 231. 1999. Good. £0.80: News, The Wrath of Kharn (story), Warhammer (various articles), Warhammer 40K (various articles).

No. 232. 1999. Good. £0.80: News, Battlefleet Gothic (several articles), Warhammer (several articles), Warhammer 40K (several articles).

No. 233. 1999. Good. £0.80: News, Dwarf Lord Gunamar Grudgekeeper (comic special), Battlefleet Gothic (several articles), Warhammer (several articles), Warhammer 40K (several articles).

No. 272. 2002. Good. £0.80: News, Warhammer (several articles), Warhammer 40K (several articles), Space Marine, Lord of the Rings.

No. 274. 2002. Good. £0.80: News, Warhammer (several articles), Warhammer 40K (several articles), Inquisitor, Lord of the Rings.

No. 275. 2002. Good. £0.80: News, Warhammer (several articles), Warhammer 40K (several articles), Inquisitor, Lord of the Rings.

No. 277. 2003. Good. £0.80: News, Warhammer (several articles), Warhammer 40K (several articles), Lord of the Rings.


Whodunnit. Published by Cheatwell Games. ca.2000. Box. Good. £5.50

Designer: Unknown. No. players: 3-8. Country: British. Duration: 20 mins.

Deduction game in which there are 5 categories of cards: Victims, Suspects, Motives, Weapons, and Scenes. There are 11 of each type. The game can be made easier by only using a subset of the cards. One of the cards of each type which is in play is removed secretly from the game to indicate what the crime was. Players then take it in turns to ask another player if they have two specific cards, and if they have one gets shown secretly. There is a rule which ensures you give away information when you ask questions, so ensuring all players have something to do when it isn't their turn. First to work out the crime wins.


Who's In The Bag? Published by Ferris Hayward. 1992. Box. Excellent. £5.50

Designer: Ferris Hayward. No. players: 4+. Country: British. Duration: 30 mins.

Privately made party game, very nicely produced because it was exclusively sold in up-market stores like Harrods. Players must describe who they are (a name on a card drawn from a velvet bag) without revealing certain key facts, and within a time limit.


Wohnprojekt 88. Published by Parker. 1975. Box. Good. £10

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

Unusual item. Effectively a whist variant (with 4 suits of 15 values, and a trump suit of 15), but rather than cards being played thick wooden tiles are used. The suits are types of building, and each hand the players select the type of building they will try to build this hand, and only tiles of that type won in the trick taking game (+ the trump suit cards) can be built that turn. Building involves actually placing the tiles onto a full size board. Several hands are played until two areas have been completely filled. Can be played as a partnership game too.


World Of Toys. Published by Lambarde Press. 1963. Book. Good. £1.50

Author: Leslie Daiken. Country: British.

Hardback with dustcover, 20x13cm, 271 pages. A guide to the principal public and private collections in Great Britain of: Period Toys, Dolls & Dolls' Houses, Games, Puppets & Marionettes, Toy Soldiers, Musical Boxes and Automata.



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