MNG-AJM Games and Collectibles


Jun 2009 Catalog


1829 Expansion Kit Msk 5. Published by Hartland Trefoil. Packet. Excellent. £1

Designer: Francis Tresham. Country: British.

Mini 1829 expansion. 6 yellow tiles and 2 green tiles, representing small towns and halts. Can be used with 1829 Northern or Southern.


1829 Expansion Kit Msk 6. Published by Hartland Trefoil. Packet. Excellent. £1

Designer: Francis Tresham. Country: British.

Mini 1829 expansion. 10 redesigned tiles to replace some in the 1829 Northern or Southern for a game variant.


1829 Northern Board Set. Published by Hartland Trefoil. 1981. Box. Good. £30                                                

Designer: Francis Tresham. No. players: 2-7. Country: British, Duration: 6-8 hrs.

Standalone extension or alternate map edition of 1829. Train game in which companies are managed, track built, trains operated and stock traded.  The game works by alternating stock dealing rounds and operating rounds. Stock dealing rounds allow players to buy shares. Operating rounds allow the company presidents to build track, run trains & generate revenue for shareholders.  Uses the 1829 South rules with only very minor tweaks. The map extends from London up as far as Inverness.


1960: The Making Of The President. Published by Z-Man Games. 2007. Box. In shrink. £25                          

Designer: Christian Leonhard, Jason Matthews. No. players: 2. Country: American, Duration: 100 mins.

Card driven strategy game where one player plays Nixon and the other Kennedy in the US presidential elections.  The game uses the same type of system as Twilight Struggle, and is highly regarded. Cards give the players opportunities to advance their cause in specific ways, or can be used in a less powerful way as you wish.  However, some cards are a liability, but may well have to be played in the end anyway.  A treat for election game fans.


Age of Steam - Disco Inferno + Soul Train. Published by Bezier Games. 2007. Packet. New. £10               

Designer: Ted Alspach. No. players: 3-6. Country: American, Duration: 2 hrs.

Age of Steam expansion map.  Double sided two part cardstock map with rules for two new scenarios: Disco Inferno (this features two new ideas: once a location no longer has cubes on it the location vanishes and can no longer be delivered to; and several cubes can be delivered using a single action as long as they are chained together and don't exceed the link length maximum); Soul Train (uses a two stage three part board where part way through half the board is no longer used but a new section becomes available).


Age Of Steam - Expansion Set 2. Published by Warfrog. 2004. Box. In shrink. £8                                             

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

Expansion set for Age of Steam.  This consists of a double sided board and some rules to change the game slightly for each board.  The maps are Western United States (best with 4 or 6) and Germany (4+).


Air Charter. Published by Waddingtons. 1970. Box. Good. £8                                                                                

Designer: Patrick Green. No. players: 2-4. Country: British.

Players operate air-freight businesses in the South China Seas. Players pick up goods and either deliver them on routine but not especially profitable routes or if they are suitably placed they can go for one of the urgent contracts which pay quite a bit better. Running your plane involves keeping your fuel level right but the more fuel you have on board the less freight you can carry.

Alaska. Published by Ravensburger. 1979. Box. Good. £14                                                                                    

Designer: Eric W Solomon. No. players: 2-4. Country: German, Duration: 75 mins.

The players each control a truck designed to travel across ice floes.  The game starts with a large pile of goods boxes on a central island surrounded by water.  During the first stage of the game players get to add ice floes of various shapes and sizes to the board and move their lorries across them with the objective of getting as many goods as possible back to their base.  In the second part of the game the ice starts melting and players remove ice floes as well as moving their trucks.  Lots of scope for messing with your opponents’ plans, and event cards add to the possibilities.  I have house rules to improve the game further.


Alexander Der Grosse: Geburt Eines Weltreichs. Published by Phalanx. 2005. Box. In shrink. £15             

Designer: Ronald Hofstatter & Dietmar Keusch. No. players: 2-5. Country: German, Duration: 90 mins.

Players follow the path of Alexander's army, occupying provinces, building temples, founding cities, and scoring VPs for doing so each round. In addition more VPs are available for having the majorities in regions at the end of the game. Each turn players decide their plans simultaneously and use a plotting board on which to place the pieces they will use this turn.  These are then revealed and players resolve them. The game requires a mix of good planning, clever tactics and a little bluff to play well. The pieces are wooden cubes and wooden houses, and the board is attractively produced.  This is the German edition of Alexander The Great: Founder Of An Empire, but the components are language free.


Alhambra 1st Expansion. Published by Queen Games. 2004. Box. In shrink. £8                                                

Designer: Dirk Henn. No. players: 2-6. Country: German, Duration: 1 hr.

A collection of four separate variants which can be mixed with the award winning base game of Alhambra in any combination. The first variant allows players to play when it is not their turn.  The second variant adds extra tiles which can be built for free, but must be built next to other tiles of the same colour to score.  The 3rd variant allows payments to be made in more than one colour of money, and the final variant adds bonus cards into the money mix.


An Den Ufern Des Nils. Published by Abacus. 1994. Box. 2 copies available:                                                    

1) In shrink. £17      2) Good. £15

Designer: Hanno and Wilfried Kuhn. No. players: 2-5. Country: German, Duration: 90 mins.

Players take the roles of farmers on the banks of the Nile, which regularly floods the Nile valley and then dries out to reveal very fertile land.  Players have a selection of types of seed which are sown, then grown and then harvested in the fields by the Nile.  Players can influence the flooding and drying out process, but cannot predict it precisely, but must decide when and where to grow their crops.  Once harvested the crops are taken to market, but even there timing is important as the freshest produce is more valuable and too many batches of one type of crop will not be permitted.  Highly recommended, and plays best with 2 or 3.


Auf & Ab. Published by Franjos. 2003. Box. New. £6.50                                                                                          

Designer: Ed Pegg. No. players: 3-4. Country: German, Duration: 10 mins/hand.

Card game which can (less easily) be played with a set of 9 pip dominoes. This is a 'climbing game' which means that cards are played in combinations, and other players can then play higher sets of cards of the same combination. The objective is to get rid of your cards - thus getting rid of your weak cards is key.  The twist in this game is that every card has two values, one red and one blue.  When one of several special cards is played everyone turns their cards the other way up, and must now lay lower combinations rather than higher ones.  A clever twist which means you have to keep your hand viable 'either way up'.  Recommended.


Austin Poker. Published by Hangman Games. 2004. Box. New. £15.50                                                               

Designer: Alan D. Ernstein. No. players: 3-6. Country: American, Duration: 75 mins.

Special notes: Numbered 610/1000.

Gambling game set in the Old West.  Each player gets their own deck of poker cards, but the cards also have special abilities on them which can be actioned. Players play four hands of 5 card stud simultaneously so there is plenty of choice in how to play out your cards to best effect.  Players also get to buy mines, ranches and businesses, which can make extra money, but success at poker is what will get you the big money. Limited edition game - 1000 were produced.


Backgammon With The Champions Vol 1 No. 2. Published by Kent Goulding. 1981. Book.                         

Good but cover worn and loose. £2. Author: Kent Goulding. Country: American.

Softback, 28x21cm, 76 pages. Highly regarded magazine format backgammon publication. This publication walks you through the entire 19 pt match between Mike Senkuewicz and Bill Robertie, two very accomplished backgammon players. Thus it is useful to keen backgammon players who want to learn more.  The author is a very accomplished teacher of backgammon, so you can be sure to pick up many hints and tips.


Batsford Chess Openings 2. Published by B.T. Batsford. 1989. Book. Excellent. £4.50                                   

Author: Gary Kasparov, Raymond Keene. Country: British.

Softback, 24x17cm, 413 pages.  A smaller (!) book intended for the average to county level player rather than the 5 volume Batsford Openings book which was rather more technical (!).  You'll still need to be a pretty keen chess player to be able to make the most of this though!  Claimed to be the essential book for openings whatever your standard of play.

Battlestar Galactica. Published by Parker. 1978. Box. Box edges show wear, 1 corner taped. £2                   

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

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


BBC Mind Games Dec 06. Published by Bristol Magazines Ltd. 2006. Magazine. In shrink. £2                        

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

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


Bedlam. Published by Drummond Park. ca.1998. Box. Excellent. £7                                                                      

Designer: A J G Duncan & C E M McCool. No. players: 3-8. Country: British, Duration: 45 mins.

Card game of the same general type as Pit, in which there are a series of rounds in which players all trade cards simultaneously, until the sand timer runs out.  However there is a board as well and your position indicates which type of card you are trying to collect during the next trading round.  In addition bonus cards can move you further forward, or if you fail to get enough of your main type, bonus cards can penalise you.  Won various family game awards.


Best Board Games From Around The World. Published by Highlights. 1992. Book.                                       

Excellent - unpunched. £12. Author: Robert Dugan. No. players: 2-3. Country: American.

Spiralbound hardback, 35x29cm, 40 pages. Large book which can be laid flat to show game boards for a variety of games from around the world. Playing pieces are provided.  The book is nicely produced in full colour and covers the following games: Achi, Seega, Cliffhangers, Horseshoe, Jumpers & Stumpers, Poindexter, Baffles, Fox & Geese, Mu-Torere, Bandits, Wari, Checkers, Nine Men's Morris, Reversals, The Jungle Game, Go.


Billabong. Published by Amigo. 1995. Box. Good. £14                                                                                            

Designer: Eric Solomon. No. players: 2-4. Country: German, Duration: 30 mins.

Race game with wooden pieces.  Clever game of pure skill with no dice, cards or other elements of luck. Each player controls 5 kangaroos, that must race round the Billabong (an Australian water-hole). This is done by jumping your kangaroos over other pieces - the further away the piece is the further away you will land from it on the other side.  Alternatively you can move a piece a single space in order to position your kangaroo for a better jump in the future.


Blackmail. Published by Kenning Games Ltd. 1975. Box. Good. £5.50                                                                 

Designer: Unknown. No. players: 2-8. Country: British.

Players take on the roles of various infamous characters, all of whom have a dark and colourful past, which they would rather keep hidden.  During the game players uncover their opponents' secrets and use them to extort money from them.  At the end of the game most money wins.  The game also includes rules for an optional version of the game in which the players' clothes can be traded in for play money when required!


Borneo Board Game. Published by Da Vinci Games. 2007. Box. In shrink. £25                                                 

Designer: Paolo Mori. No. players: 3-5. Country: Italian, Duration: 40 mins.

In this game the players are merchants trading spices with the East Indies in the 17th century. The merchants belong to several mercantile guilds, and achieving the best position within the guild hierarchies when profits from the expeditions come in is crucial.  The game is driven by cards which can be used in three different ways: gaining control of harbours for particular guilds, gaining status within the guilds, and afterwards as trade goods. The game won the Best Unpublished Game Award Lucca 2006.  This edition comes with a board and various other components to make play easier than the cards-only edition.


Brainiak. Published by Aaron Games. 1997. Box. Good. £4.50                                                                              

Designer: Alan Holmes. No. players: 2+. Country: British.

Family / party game. Players write down 5 words which fit into a category, as do their team mates.  Players score for writing the same things as their partners, so you have to try to get yourself thinking like they do. The board shows a series of tracks around which the teams move their playing pieces as they score points.


Buggo. Published by Ravensburger. 2000. Box. Good. £6                                                                                      

Designer: Dan Gilbert. No. players: 2-8. Country: German, Duration: 20 mins.

Light game in which players take it in turns to draw a card which specifies the maximum number of bugs they can take that turn.  The player then turns over tiles on the table to find bugs. One can stop before reaching the required number and play it safe and take the tiles turned so far, but if you exceed the required number, the tiles get turned back face down. As extra twists there are some spider tiles which always cause you to bust and some cards which require you to find spiders.


Burg Appenzell Mini Expansion. Published by Spielbox. 2007. Packet. New. £1                                             

Designer: Bernhard Weber, Jens-Peter Schliemann. No. players: 2-4. Country: German, Duration: 30 mins.

Mini expansion for Burg Appenzell (which you will need in order to make use of this).  This expansion consists of two double sided special tiles which replace two neutral tiles.  A player pushing these out gets to choose a special effect on one of the two sides which they want to activate.


Busy Bees. Published by Pavillion. 2000. Box. Good. £2.50                                                                                   

Designer: Geoffrey Inc. No. players: 2-4. Country: British, Duration: 10 mins.

Special notes: Original rules missing, but a summary of them is provided.

Children's memory game with a difference.  There are 16 chunky plastic bee pieces which all look the same from above, but underneath they have different colour bases.  The bees are placed onto the circular board and players take it in turn to turn up two of the bees and if they are the same colour underneath they claim them.  If they are different colours underneath then they are replaced and the next player has a go.  What makes this more interesting is that the board unit has a motor in it which makes the bees vibrate and move around a lot, thus keeping track of which one is where is not so easy!


Campaign Issue 84. Published by Don Lowry. 1978. Magazine. Good. £0.60                                                     

Author: Don Lowry. Country: American.

Wargame magazine, but with articles of more general interest too.  The magazine was previously known as Panzerfaust. This issue's articles include: Weserubung: The German Invasion of Norway 1940, Russian Campaign, Designer's Notes on Elric, Grand Army Additions, Dauntless Review, Cosmic Encounter Review, Book Reviews, Short Reviews, Letters.


Campanile. Published by Blatz. 1995. Box. Good. £10                                                                                             

Designer: Hanno & Wilfried Kuhn. No. players: 2-5. Country: German, Duration: 45 mins.

Card game with 70 very attractive cards showing towers and turrets. Players use their cards to build up towers to great heights, while striving for control of these towers.  At the end of the game the higher the tower the more points the controllers will get.  The mechanisms are very clever and interlock in such a way that you can rarely do exactly what you want to, but have to make the most of what you can do.  Recommended.


Canal Mania 1st Edition. Published by Ragnar Brothers. 2006. Box. New. £23                                                  

Designer: Steve & Phil Kendall. No. players: 3-5. Country: British, Duration: 2 hrs.

Well received canal network building board game.  The board shows England roughly from Basingstoke and Bristol in the west to Cambridge and Maidstone in the east.  Players take contracts to build canals, and then draw and play cards to play canal tiles which come in various types: flat sections, sections with locks, sections with aqueducts and sections with tunnels. The latter of these require more cards to build but are worth more when completed.  Players build up networks of canals and deliver goods from town to town using these networks in as efficient a way as possible.  There are various engineer cards which give different bonuses and each player has one of these, but can switch them around for best effect. 1st Edition.


Canasta In 20 Minutes. Published by Eyre & Spottiswoode. 1950. Book. Good. £2.50                                     

Author: Harold Thorne. Country: British.

Softback, 16x11cm, 40 pages. An easy to approach and quick to read description of how to play Canasta in a convenient small book.


Candidate. Published by Avalon Hill. 1991. Box. Good. £11                                                                                    

Designer: Richard Winter. No. players: 2-6. Country: American, Duration: 2.5 hrs.

American presidential election game in which the players are the various party candidates hoping for nomination. The play is card based, and players visit as many states as possible hoping to win as many primaries as possible, playing cards for each.  Money cards help your position, Problems can help you or hinder others and Rumours are sure to cause problems for someone!  Once through the primaries the climax of the game comes in as the candidates drop out one by one, until one of those remaining is left with a majority.


Cassell's Book Of Sports And Pastimes. Published by Cassell & Co.. 1903. Book. Fair. £3                         

Author: Unknown. Country: British.

Special notes: The front and back covers have been taped back on.  Internally Good.

Hardback, 21x16cm, 975 pages. A mammoth collection of sports and pastimes with the following sections: Manly Games & Exercises (30), Minor Outdoor Games (16), Field Games (16), Hoop Games (6), Kite Flying (8), Marble Games (22), Playground Games (77), Tops & Top Games (11), Toy Games (21), Lawn Games (8), Games of Skill (6), Minor Skilled Games (9), Recreative Science (24), The Workshop (8), Home Pets (15), Round or Parlour Games (100), Toy Games & Game Making (100), Mechanical Puzzles (25), Arithmetical Puzzles (19), Card Games (24), Parlour Magic (3), Fireside Fun (28).


Castle Of Magic - The Castle Cursed. Published by Cloud Kingdom Games Inc. 1992. Folder.                      

Folder good, Contents unused. £9. Country: American, Duration: 2 hrs.

Designer: Jason Glor, Robin Marks, Darryl See, Rick Smith. No. players: 4-6.

Expansion for Castle of Magic (which you will need in order to play this).  This expansion introduces a new background for the Castle of Magic, and with it a set of new Wizard cards with new objectives and allegiances . Each character is either a Beast or Human and is either a Lord or Serf. Wild Magic is also introduced, and a new set of Secrets cards is provided. An excellent way to freshen up an already excellent game.


Chess And How To Play It. Published by Universal Publications Ltd. 1939. Book. Good. £4.50                      

Author: B. Scriven. Country: British.

Softback with dustcover, 17x11cm, 90 pages.  A wartime book for complete beginners at chess. While the book has a dustcover it only has a thin under-cover presumably a wartime resource saving measure. The book introduces the pieces and how they move, and gives the rules of the game, as well as some simpler openings, and advice on how to mate with various pieces, and finally a few sample games.


Chess Thirteenth Volume. Published by Chess. 1947. Book. Good. £2                                                              

Author: Baruch H. Wood. Country: British.

Hardback, 24x18cm, 292 pages. Chess 'magazine' for the period Oct 1947 - Sep 1948. International, national and county level chess matches are covered with the matches listed and commented on. There are also quite a few columns such as the Analytical corner, Problem corner, and many more.


Colorado County. Published by Schmidt. 1998. Box. Good. £12.50                                                                     

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

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


Composition. Published by Megaprint. ca.1980. Box. Good. £2.50                                                                       

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

Special notes: There is some writing on the (blank) base, and 1 tile was missing, but a good replacement has been made.

An unusual geometric pattern puzzle.  It is not a jigsaw, but rather a set of 108 double sided tiles showing 12 different patterns: crosses, curves, lines etc, which can be put together to form an enormous number of different attractive patterns in a 6x6 grid.  A booklet shows 80 different 6x6 target patterns, which you can work out how to make up.  There are thousands more possibilities though, and no reason to limit yourself to just 6x6 either.  Unusual item.


Confucius. Published by Surprised Stare Games. 2008. Box. In shrink. £29                                                        

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

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


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

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.


Contract Bridge In 20 Minutes. Published by Eyre & Spottiswoode. Book. 2 copies available:                       

1) 1934. Good. £1. 14th Edition, 56 pages

2) 1949. Good. £1. 19th Edition, 42 pages

Author: Harold Thorne. Country: British.

Softback, 16x11cm. An easy to approach and quick to read description of how to play Contract Bridge in a convenient small book.


Cuckoo's Nest. Published by Ravensburger. 1982. Box. Good. £2.50                                                                  

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

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


Dare. Published by Crown & Andrews. 1986. Box. Good, but 1 corner taped. £1.50                                            

Designer: Brett Clements & Phillip Tanner. No. players: 2-12. Country: British.

Party game in which the players answer True or False questions, but have to carry out forfeits if they get an answer wrong.  The intention is that the players will often get the answers wrong, and have to choose when to veto a forfeit and when to accept a forfeit.


Deal Me In. Published by Noraut Ltd. 1988. Box. Good. £6.50                                                                                 

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

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


Der Fliegende Holländer. Published by Parker. 1992. Box. Good, 1 corner taped. £12.50                               

Designer: Klaus Teuber. No. players: 3-6. Country: German, Duration: 75 mins.

Interesting game, with wooden pieces, cards, and horseshoe tiles with racks to keep them on. Players set out to make money as merchant traders, but must avoid meeting the Flying Dutchman, who will curse their voyage if they should cross paths. The player who gains the highest value of shares (representing wealth) by the end will win. The Dutchman is controlled by the players throughout the game, but care is needed to use your influence wisely or you will be caught near the end with no influence left just when you need it most. Plenty of decisions to make. Plays especially well with 5-6 players. Recommended.


Der Wüstentruck. Published by Braintrust Games. 1995. Box. Good. £14                                                           

Designer: Christwart Conrad. No. players: 2-6. Country: German, Duration: 45 mins.

Players each have two or more trucks and the objective is to get them across the desert as quickly as possible as they score points according to the positions in which they finish.  Each plastic truck has a space on its 'back' for a d12, which is rotated as the game is played to show how much fuel that truck has left.  Cards are played to move trucks, but it is also essential to have enough fuel.  Some cards allow refuelling, but mostly require all of your lorries' dice to be flipped, so reducing the fuel in any which have lots as well as refilling those with hardly any.  This combined with clever limitations on overtaking and alternative routes makes the game rather interesting, with plenty of scope for sneaky moves. Recommended.


Destination Tresor. Published by Tactic. 2002. Box. In shrink, but very small hole in base. £22                        

Designer: Bo Jakob Malm, Carl Johan Nilsson. No. players: 2+. Country: French, Duration: 45 mins.

Very unusual deduction game.  Colourful maps show a hex gridded island with various types of terrain.  Your opponent decides where you start but does not tell you where you are.  Players explore and are told what type of terrain they cross, and so by careful comparison with the map will be able to work out where they are after a while.  Then players seek out special spots to get clues as to the location of the treasure, and ultimately the first to find the treasure is the winner. Recommended.


Deus Vult. Published by Rose & Poison. 2005. Box. In shrink. £13                                                                        

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

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


Die Drachenbändiger Von Zavandor. Published by Lookout Games. 2006. Box. In shrink. £8.50                  

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

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


Die Glucksritter. Published by Schmidt. 1998. Box. Good. £14                                                                              

Designer: Klaus Kreowski. No. players: 3-6. Country: German, Duration: 1 hr.

This game's name means 'Soldier of Fortune'.  Each player is trying to be the first to construct a complete castle, which will require walls and towers. Each turn the players simultaneously choose two actions out of six possibilities.  If a player is the only one to select a particular action, then the action is cheaper for them.  The actions include building a wall, building a tower, earning money, getting a special action card, and attacking another player's castle.  While there is luck in whether your actions clash with those of other players, the game offers interesting options and is fun to play. Recommended.


Die Schatzinsel. Published by Spiel Spass. 2002. Box. Good, but edges show some wear. £13                     

Designer: Peter Lewe. No. players: 2-4. Country: German, Duration: 20 mins.

A neat tactical game in which players build up a treasure island out of tiles.  The initial setup determines exactly where every tile must be played, but the order in which the tiles get played determines their scoring values.  In addition treasure chests and guards can be played on the board for points - the more that have already been placed the more valuable they will be.  There is also a bonus for ending the game, and at that point any valuable tiles, chests or guards still hoarded by other players become worthless.  Very interesting game in which getting your timing right is key - it fits a lot of game play into a short period. Recommended.


Die Siedler Von Catan - Das Würfelspiel. Published by Kosmos. 2007. Box. In shrink. £7                              

Designer: Klaus Teuber. No. players: 1-4. Country: German, Duration: 25 mins.

Dice game in which players each have a sheet showing a land section from a game of Die Siedler von Catan, with possible places to build roads, settlements, cities and knights shown.  Each turn a player rolls six special resource dice and can reroll any number of dice a couple of times before using the resources shown to build with.  Points are scored depending on what was built.  It is not always possible to build anything - you can only build what you have made accessible with roads, so some care is required to keep flexible for future turns.  Quick light dice game with a nice feel of the Settlers family. Recommended.


Digit. Published by Piatnik. 1987. Box. Good. £4                                                                                                       

Designer: Gerhard Kodys. No. players: 2-4. Country: Austrian, Duration: 20 mins.

55 cards show different arrangements for 5 sticks.  One card is drawn and the matchsticks laid out according to the diagram on it.  Players are dealt cards and try to find a way to move a single matchstick to make the patterns on their cards. There are four versions of the game to play, but all are based on this principle.

Dingbats. Published by Waddingtons. 1987. Box. Good but box corners taped. £2.50                                       

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

Special notes: Missing the winner's badge, playing pieces have been replaced.

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


Don't Panic. Published by Mattel. 1987. Box. Good. £3.50                                                                                      

Designer: David Mair. No. players: 1+. Country: British, Duration: 30 mins.

Special notes: There is some brown parcel tape on the box lid, and 1 of the 72 category cards is missing, but this does not affect play.

Family game in which players have to think of a number of things which fit into a category. There are 144 categories pictured on cards, but the best thing is the timer, which is clockwork, and clicks away annoyingly as your time goes down. When sufficient items have been named and accepted the Stop button is pressed and the number the timer's pointer is over is that player's score - the quicker you are the higher your score.  A neat timer which could be used in other games too.


Downtown. Published by Abacus. 1996. Box. Several copies available:                                                              

1) Good, slight staining. £5. Some components show slight staining on the rear, but game play is not affected.

2) Excellent. £9      3) Good. £8

Designer: Bernhard Weber. No. players: 3-6. Country: German, Duration: 1 hr.

City development game in which there are three different types of neighbourhood.  Each turn one or two blocks will be developed, based on the players' votes. Once all four properties in a block have been bought and the type of the block has been determined, its base score is the number of completed blocks adjoining it.  However, there are serious bonuses and penalties for locating certain types of development next to each other. The voting is key to the game, and it is not permitted to abstain.  Once a game it is possible to use a double vote, and the current player gets a casting vote in case of ties.


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

Book. Good. £6. Author: Karen Hewitt, Louise Roomet. Country: American.

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


Eiszeit. Published by Alea. 2003. Box. 2 copies available:                                                                                       

1) In shrink. £9      2) Excellent. £8

Designer: Alan Moon, Aaron Weissblum. No. players: 3-5. Country: German, Duration: 90 mins.

Also published as Mammoth Hunters in America. The players place their hunters onto the board trying to dominate regions, especially those in which mammoths are present, as mammoth meat is much needed.  In addition each turn an additional region is covered by the advancing ice sheet and so as the game goes on there is more competition for scarce resources.  The game uses two sets of cards, one set which earns you stones, but which forces you to assist other players, while the other set of cards costs you stones to use, but lets you advance your own position.


Elchfest. Published by Kosmos. 1999. Box. In shrink. £9                                                                                         

Designer: Hermann Huber. No. players: 2. Country: German, Duration: 10 mins.

Dexterity game with a cute wooden elk for each player, a wooden base platform on which the elks start and wooden stepping stones which the players flick carrom style.  Each player gets two flicks in a row and if a stepping stone is close enough for their elk to step onto it then it may.  The objective is to get your elk across to your opponent's base platform before they get their elk to yours.  Silly but fun. Part of Kosmos' successful 2 player square box range of games.


Encyclopedia Of Sports Games And Pastimes. Published by Amalgamated Press. ca.1936. Book.           

Good. £7. Author: Fleetway House. Country: British.

Special notes: Embossed cover, very good for its age throughout.

Hardback, 23x15cm, 772 pages. An amazing compilation of information ranging from Taxidermy for the Amateur through Table Tennis and Poker to detailed explanations of repairing your valve based radio receiver.  A fascinating insight into pre WW2 life.  The book is alphabetically organised and has over 250 illustrations.


Everybody's Book Of Indoor Games. Published by Saxon & Co. ca.1893. Book. Good. £12                        

Author: W.H. Howe. Country: British.

Hardback, 186 pages, 14x10cm.  This book covers the rules to Backgammon, Bagatelle, Billiards, Chess, Draughts, Dominoes (17 games), Halma, Reversi, Whist, Various Card Games (8 games). Also of great interest are the selection of adverts for other books at the back and the front of the book eg. 'Charms & Secrets of Good Conversation' by a Theodore E. Schmauk.

Fairy Tale Playing Cards. Published by Unknown. ca.1950. Box. Good. £3                                                        

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

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

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


Fantasy Warlord Mass Combat Rules. Published by Folio Works. 1990. Book. Excellent - unused. £9        

Author: Gary Chalk, Ian Bailey. Country: British.

Softback, 27x20cm, 192 pages + 20 removable sheets.  A detailed set of fantasy miniatures rules for mass combat.  The rules cover creating an army, organising your army, setting up for battle, giving orders, movement, terrain, missile fire, combat, morale, magic, tactical hints.


Fliegen Klatschen. Published by Abacus Spiele. 2004. Box. In shrink. £4.50                                                      

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

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


Flight Leader. Published by Avalon Hill. 1986. Box. Box good, counters unpunched. £6.50                                 0

Designer: Gary C Morgan. No. players: 2-8. Country: American.

Modern air combat. Over 200 aircraft types and many scenarios as a pilot in the USAF. Game has basic rules to help you get the idea of the game, and a pilot's manual for advanced rules and scenarios.  Includes 520 die cut counters, large mapboard, 6 aircraft status cards, aircraft player aid cards and a d10. Each player controls 2-8 high performance aircraft as individual units with aircraft types ranging from the 1950s up until 1986, allowing scenarios covering the Middle East, India-Pakistan, Vietnam, and the Falklands.


Flinke Pinke. Published by Amigo. 1994. Box. Good. £7                                                                                         

Designer: Reiner Knizia. No. players: 2-5. Country: German, Duration: 15 mins.

Very neat card game (later made in the States by Milton Bradley as Quandary). There are coins in 5 colours and number cards which match these coins.  Players take it in turn to play a card and take a coin.  The cards change the value of the coins of that colour to the number on the last card of that colour played.  Quite a tense little game with more to it than there initially appears as is typical with this designer.


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

1) Box shows wear. £4      2) Good, one edge taped. £4.50

Designer: Tom Shaw. No. players: 2. Country: American, Desc. by Eamon.

One of the best two-player games ever devised. Non-statistical. One player picks a play, the other a defence and the two results are cross-referenced to get a result. There is a high degree of skill in this because you know what you should call to get the best chance of a result in your favour, but the defence knows that as well. Will you call it? Will you double bluff? Even if you do not particularly like American Football, this is still a great game.


Four Sight. Published by Invicta. 1975. Box. Good. £2.50                                                                                       

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

The board is a 4x4 grid onto which black and white pieces are placed.  Each player is given one of 4 'keys', actually a plastic square which fits over the board and has holes for 4 of the grid locations.  The key can be rotated and flipped over giving 8 possible layouts.  Each player places a piece in turn and tries to get 3 of his colour and 1 of his opponent's colour to be visible beneath his key while trying to ensure his opponent can't do the same with his key.  Unusual.


Foxy. Published by Milton Bradley. 1977. Box. Good. £4                                                                                          

Designer: Alex Randolph. No. players: 2. Country: Irish, Duration: 10 mins.

Special notes: The box is grubby with a tear on the cover, but overall just about 'good' condition.

The board consists of a grid of holes into which a few neutral pieces are placed at the start of the game.  The players have a tube of disks which they take it in turns to move across the board, and a disk is deposited whenever they move over an empty hole.  The first player to empty their tube is the winner.


Freight Train. Published by White Wind. 1993. Box. Good. £21                                                                             

Designer: Alan Moon. No. players: 2-5. Country: German, Duration: 90 mins.

Unusual train game in which the players shunt around various types of freight between the public holding yards and their own trains which are being formed as well as their own private holding yards.  The game is divided into three sections and after each section points are awarded for the largest and second largest freight train of each type, as well as for the longest mixed freight train.  The scoring works slightly differently in each section to discourage players from having left over freight in their holding yards at the end of the game.  You will need a large table to play this with more than three players.

Friedrich. Published by Histogame. 2004. Box. In shrink. £24                                                                                 

Designer: Richard Sivel. No. players: 3-4. Country: German, Duration: 2.5 hours.

Second edition. Very highly regarded multiplayer wargame set on the eve of the Seven Year War.  Friedrich tries to maintain the Prussian empire while the rest of Europe fights him.  The rules are not complex, and a set of cards drives play and is also used to resolve battles.  Each nation has its own set of victory conditions, with less powerful nations having easier goals.  Wooden components.


Gaia's Garden. Published by Living Earth Games. 1999. Box. Good. £9                                                               

Designer: Lizet Frijters. No. players: 1-6. Country: Australian, Duration: 1 hr.

Cooperative game setting up a vegetable garden using the ideas of companion planting. Players roll dice to move gardeners, pests, and predators around a track off which lie various garden beds. The gardeners can plant vegetables in empty beds, but always in accordance with companion planting rules which restrict what may be planted with what. Pests eat vegetables, unless they are in turn eaten by predators (birds), or unless a companion plant group is complete in which case the pests are repelled. The players win jointly if the garden gets fully planted, or lose jointly if it is overrun by pests.


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

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

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


Gambling. Published by Aldus Books. 1964. Book. Excellent. £3.50                                                                      

Author: Alan Wykes. Country: British.

Hardback, 25x17cm, 352 pages. This book on gambling covers the motives behind gambling, a history of gambling through the ages, the games people currently play, games people watch, an analysis of odds, gambling with dice, gambling with cards, horse racing, roulette, lotteries, bingo & keno, professional gambling, famous gambling centres, and famous gamblers.


Game News Batch of 5. Published by Associates International Inc. 1986. Magazine. Good. £0.50                  

Author: Unknown. Country: American.

Magazine issued in America to the trade to be a shop window for role-playing, war games and miniatures companies, with a few mainstream items being covered as well. Every issue carries reviews, adverts, articles, scenarios, etc.  Worth a read even now. This batch consists of: Issues 4, 5, 6,11 and 12.


Games For Home Travel and Parties. Published by World Distributors. 1976. Book.                                       

Good but cover has some coffee stains. £0.50. Author: Helen Jensen. Country: British.

Softback, 28x20cm, 64 pages. This book details popular card games, paper & pencil games, and board games as well as games you can play in the car or train, and games you can play at a party or family gathering.  In all there are 64 games described. There are single colour illustrations and diagrams throughout the book.


Games In The Primary School. Published by Unibooks. 1970. Book. Good. £2.50                                           

Author: R.M.Lenel. Country: British.

Softback, 21x14cm, 160 pages.  This book is about games and sports and associated exercises which can be used in primary school physical education.  Of course there is no reason why youth clubs etc can't make use of the same ideas too. There is quite a bit of technical advice and information as well as the just the games themselves.


Gespenster. Published by Hexagames. 1990. Box. 2 copies available:                                                                 0

1) Good. £3.50      2) Excellent. £4.50

Designer: Alan Moon. No. players: 3-6. Country: German, Duration: 30 mins.

Card game, 60 cards in 5 unequal suits. A re-issue of Black Spy (by Avalon Hill), but here given a better theme. The game is essentially similar to Hearts, but with the twist that there are 5 suits and that you can follow either colour or number in a trick with some additional optional variants. Also the cards are printed with a luminous ink, so they will reveal themselves in the dark, which is highly appropriate since the cards all show pictures of ghosts.


Gipf. Published by Don & Co. 1998. Box. In shrink. £11                                                                                            

Designer: Kris Blum. No. players: 2. Country: Dutch, Duration: 30 mins.

Very well regarded strategy game which is based on the classic idea of the players alternately playing a piece onto the board trying to achieve 4 pieces in a row.  However, when this is achieved players remove their row of pieces for reuse and capture any opposing pieces which extended that row of pieces.  Captured pieces cannot be re-entered into play.  The game is also the first in a series of games, which can be combined together in a unique way.  The production quality of the game is also excellent.


Gipsy King. Published by Cwali. 2007. Box. In shrink. £15                                                                                      

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

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


Go To The Head Of The Class. Published by Milton Bradley. 1962. Box. Good. £2                                           

Designer: Chad Valley. No. players: 2-9. Country: British.

Quiz game in which players advance up the board advancing from grade to grade in a one classroom school as questions are answered correctly.  Special questions allow a grade to be skipped and luck cards can prove beneficial or not. One nice idea is that there are three sets of questions for different age ranges meaning the whole family can play the game together and all have a fair chance.


Gouda! Gouda!. Published by Descartes Editeur. 2002. Box. In shrink. £8.50                                                      

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

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


Grab!. Published by Winning Moves. 1998. Box. In shrink. £3.75                                                                             

Designer: Reiner Knizia. No. players: 2+. Country: British, Duration: 20 mins.

The deck consists of cards, some good, some bad.  The dealer lays them down one at a time and when a player decides he wants them he claims them.  However, someone else may also want them and claim them first.  Whoever claimed the batch becomes the new dealer and there is a limit to the number of stacks each player may claim.  The cards claimed are evaluated and the most valuable batch wins the hand.  Fast, fun and nerve wracking.


Great Western Railway Game. Published by Gibsons. 1985. Box. Good. £10                                                    

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

Game made to celebrate the 150th anniversary of this great rail network. Players collect items associated with the company, found on 80 attractive cards. The board represents the rail network as in 1935, exactly 100 years after the founding of the Great Western. Game play involves moving your playing piece around the network visiting places in order to collect cards, and swapping cards with other players in order to complete sets.


Gumball Rally. Published by Z-Man Games. 2007. Box. New. £8.50                                                                     

Designer: Ted Cheatham. No. players: 3-8. Country: American, Duration: 20 mins.

Go kart racing themed card game in which the players use cards to advance their car past those of their opponents. This is done by matching colours and by playing higher numbers. Hazard cards are revealed at the end of each round which can cause some cars to drop back. Very chunky car cards.


Habitat. Published by Valley Games. 2008. Box. In shrink. £9                                                                                  

Designer: Elliot Hogg. No. players: 2-6. Country: American, Duration: 25 mins.

Card game  in which the players try to attract a wide variety of wildlife to their part of the woods.   To win you need to have at least one type of creature at each level of the food chain.  However, when building a food chain it is possible that without the necessary elements lower down the chain, the food chain could collapse.  Very attractive artwork.


Haggle. Published by Galleon Games. 1993. Box. Good. £3                                                                                   

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

Negotiation and deal making game in which players buy, sell and barter cars, racehorses, houses, oil paintings, ming vases and shares amongst themselves hoping to get the best deals and end up with the most valuable portfolio at the end of the pre-agreed playing time.


Haliborange Family Car Games. Published by Haliborange. ca.1985. Cassette case. Mint. £0.30                 

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

A cassette tape and instructions for 20+ games to play in the car.  Could well be useful on your next family holiday!


Hang On Harvey. Published by Kingsley Paige PLC. 2001. Box. Good. £5                                                         

Designer: Broadway Toys Inc. No. players: 2. Country: American, Duration: 15 mins.

Played on a vertical playing area, which consists of two parallel sheets of clear plastic with many holes in them.  Players have several pegs each which they place through the holes to suspend their 'Harvey', a man with hooked feet and hands, between the two plastic sheets.  Players then take it in turn to remove one of their pegs (which will almost certainly change the way Harvey hangs) and put their peg in a different hole.  The objective is to get your Harvey down to the bottom safely, rather than having him fall (in which case he gets restarted at the top). Interference with your opponent's Harvey is quite possible too.


Hannibal: Rome Vs. Carthage. Published by Valley Games Inc. 2007. Box. In shrink. £35                               

Designer: Mark Simonitch. No. players: 2. Country: American, Duration: 2.5 hrs.

2nd edition of this ground breaking and award winning card driven wargame. Based on the 2nd Punic War.  Hannibal descends upon the Roman Empire for a second time, having approached from the Pyrenees.  There are a variety  of strategies open to Hannibal to defeat Rome, and Rome is certain to respond strongly.  Two sets of cards are used - one for strategic decision making, and one for battle resolution.  Very highly regarded game - recommended.


Hispaniola. Published by Pro Ludo. 2004. Box. Excellent. £7                                                                                  

Designer: Michael Schacht. No. players: 3-5. Country: German, Duration: 45 mins.

Trick taking game with a board and playing pieces. The winner of each trick can place one of their sailors onto the ship corresponding to the colour of cards played in the trick. Should a sailor already be aboard he is displaced, and potentially thrown overboard.  At the end of the hand the sailors still aboard the ships score points, and those thrown overboard lose points. In addition players get to pass tricks won to other players, and there are penalties for having most and second most at the end of the hand.


Hollywood Players. Published by Van der Veer. 2005. Box. In shrink. £6                                                            

Designer: Jacques Deul. No. players: 2-8. Country: Singapore, Duration: 30 mins.

Card game with 144 cards.  Players try to win Hollywood awards such as best actor, best director etc and this is done by collecting the best sets of cast cards.  Essentially a set collecting card game with some interesting twists.


Hoyle's Rules Of Games. Published by Signet. 1963. Book. Good. £2                                                                

Author: Albert H. Morehead, Geoffrey Mott-Smith. No. players: 1+. Country: American.

Softback, 246 pages, 18x11cm. An excellent reference book for traditional card games, board games, dominoes, parlour games etc. This is a version of the reference work which was started in 1742 by Edmund Hoyle, but it has been updated and enhanced over generations by successive editors.  It includes just about all the classic card games, as well as chess, draughts, backgammon, etc. A useful reference work.


Indoor Games. Published by Viking Kestrel. 1985. Book. Good. £3                                                                      

Author: Andrew Pennycock. Country: British.

Hardback with dustcover, 22x14cm, 215 pages. A collection of games for family and friends with games rated by complexity, and with both old favourites and some less well known games.  The book covers: card games (28), domino games (10), board games (12), dice games (8), pencil & paper games (8), match games (5), other games (3).


Iron Dragon. Published by Mayfair. 1994. Box. Good. £11                                                                                      

Designer: Darwin Bromley and Tom Wham. No. players: 2-6. Country: American, Duration: 3 hrs, Desc. by Eamon.

Railway building game set in a fantasy world. Based on the original system seen in Empire Builder. Players use special pens to build their track on the board (which wipes clean after each game), with the aim of reaching as many towns as possible so that the tracks can be used for freight deliveries.  In this version each player has the power of a different race, eg. the elves can build track through forest more easily etc.


ITV Seven Race Card Game. Published by Bison. ca.1975. Box. Box shows wear. £2                                      

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

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


Jochen Der Rochen. Published by Zoch. 2004. Box. In shrink. £16                                                                       

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

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


Key Harvest. Published by R&D / Rio Grande Games. 2007. Box. In shrink. £22                                                 

Designer: Richard Breese. No. players: 2-4. Country: British, Duration: 90 mins.

Board game in Richard's popular 'Key' series. In this game each player has a grid of hexagons which are labelled, and each player starts with two areas, some goods and several workers they can deploy.  Players purchase more land areas to place on their board, ideally extending their existing areas, add workers to their board to gain various benefits, and put land areas up for sale - either hoping to get them cheap for themselves in the future or to get a good price from other players.  As you would expect from Richard there are plenty of clever twists and interesting mechanics ensuring you will need your wits about you while playing this game.


Know The Game: Chess. Published by Educational Productions. 1954. Book. Good. £0.75                           

Author: Unknown. Country: British.

Softback, 13x20cm, 40 pages. A concise introductory book to Chess which explains the way the pieces move, special moves, checking, the rules of play, general strategy, opening moves, the middle game and the end game (with various specific scenarios), and some problems to get you thinking.


La Conquista Del Oeste. Published by Factor Games. 1990. Box. Good. £10                                                    

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

The players take the roles of New World colonists heading west.  First they must obtain suitable travelling equipment (oxen, weapons, food, wagon), and then they head out into the unknown.  The objective is to be the first to make it to one of various places on the Pacific coast. In Spanish, French and English.


Laborigines. Published by Czech Board Games. 2007. Box. New. £24                                                                

Designer: Tomas & Jakub Uhlirovi. No. players: 2-6. Country: Czech Republic, Duration: 45 mins.

Players sculpt their own creature out of play-dough and then watch it run around the lab filled full of dangers for such a being.  There is also the Moa, a huge clay fired being which just loves to stomp on the players' creatures.  Game play involves moving according to dice around a track as well as some tactical and some memory elements. Players try to make their creature the one which survives longest and escapes from the lab. Very novel.


Legend Of Zagor. Published by Parker. 1993. Box. Excellent. £20                                                                        

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

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


Line-Out Bumper Pack. Published by Lambourne Games. 1988. Packets. Excellent. £13                                

Designer: Terry Goodchild. Country: British, Duration: 25 mins.

International Rubgy Union replay game, which comes in a ziplock bag in the usual Lambourne home DTP’ed type format. The system reproduces the highlights of the clashes between various international teams, and in this way allows an entire match to be replayed in about 25 mins.  Team statistics are provided for the Five Nations for 1986/7 and 1987/8 + five more World Cup teams for the 1986/7 season.  This bumper pack also includes the following expansions: All Blacks vs British Lions 1993, Great XVs Files 1 and 2, Five Nations Championship 1992, Five Nations Championship 1993, Rugby World Cup 1991.


Logistico. Published by Cwali. 2003. Box. In shrink. £17                                                                                          

Designer: Corne van Moorsel. No. players: 2-5. Country: Dutch, Duration: 1 hr.

Board game in which players attempt to earn the most money by picking up and delivering goods.  The board shows five islands linked by road bridges and airports.  Each player controls a plane, boat and lorry.  Goods counters and demand counters are spread across the land areas.  Each turn the vehicles move, pick up, and deliver goods, but the more actions performed the greater the cost, and so the less the profit.  Vehicles can also be used together, transferring goods from lorry to ship or plane. As the game goes on, and only the harder deliveries are left, the payments also increase.  Lots of wooden bits, and an attractive board.


Lords Of The Sierra Madre. Published by Decision. 1995. Box. 2 copies available:                                          

1) Good. £12      2) Box good, contents unpunched. £14

Designer: Philip Eklund. No. players: 2-12. Country: American, Duration: 5 hrs.

Grand scale economic game set in northern Mexico in 1898 when the dictator welcomes foreign investment and creates a vast capitalist free-for-all. Each player is an entrepreneur vying to build the largest empire of railroads, mines, ranches and other businesses. Players can employ bandits, strikers and perform other sneaky manoeuvres to hinder their opponents, and also use police, federal troops, and even the US Army to their own ends.  The rules are 16 pages long, with a further 8 of notes and tips.  The game is driven by card play and counter movement.


Ludoviel. Published by Bewitched Spiele. 2003. Short Fat Tube. New. £9                                                            

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

Country: German, Duration: 45 mins.

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


MacRobber. Published by Queen Games. 2005. Box. In shrink. £12.50                                                                

Designer: Ralf Burkert. No. players: 3-5. Country: German, Duration: 1 hr.

Each player controls the estates of a Scottish highland clan, with warriors to defend the clan (and make raids on neighbours when the opportunity presents itself), pipers to aid in battles, and monks who maintain your clan's spirituality. Players start with two estates and acquire more as the game goes on.  Each estate can be used for farming cattle, or supporting a castle or monastery.  Game play involves drawing resource cubes from a bag and making the best use of them to improve your clan's fortunes.  Raids are resolved by card play - the more warriors you have the larger your hand of cards. Scoring occurs throughout the game and rewards the players with the best holdings of each type.


Magic: The Gathering - Pocket Players' Guide. Published by Wizards Of The Coast. 1994. Book.              

Good. £2.50. Author: WotC Magic Team. Country: American.

Softback, 18x12cm, 242 pages. An early book about the original CCG.  This book includes sections on the creation of MtG, The World of Dominaria, Playing The Game (based on Revised Edition rules), Developing Your Deck, Multiplayer Magic, Card Lists, Game Support and Extra Info, Glossary.


Man At Play - Nine Centuries Of Pleasure Making. Published by Frederick Warne & Co. 1977. Book.        

Good. £2. Author: John Armitage. Country: British.

Hardback with dustcover, 24x16cm, 192 pages.  Fascinating book which covers sports and pastimes from the 12th century onwards.  There are many fascinating pictures and diagrams.


Manhattan. Published by Hans-Im-Gluck. 1994. Box. Good, but edges show some wear. £15                           

Designer: Andreas Seyfarth. No. players: 2-4. Country: German, Duration: 1 hr.

Excellent game of high-rise city development, in the edition that won the 1994 German Game of the Year.  Players compete to build and control towers in 6 regions of Manhattan.  Placement is by card play, but there are always a number of choices which need to be weighed carefully.  At the end of each scoring round points are scored for control of each tower, most towers in a region and the highest tower on the board.  The bits stack wonderfully making the game really attractive during play.  Highly recommended.  I can also provide a copy of the 'Godzilla' variant - please remind me!


Mask. Published by Parker. 1985. Box. Good. £0.50                                                                                                

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

Based on the award winning cartoon series and subsequent range of toys. Mask are the good guys, against the evil Venom.  Players drive vehicles around the board and collect cards, hoping to collect pairs.  When a pair is obtained it can be displayed to gain a bonus, but then it can potentially be taken by opponents, unless you have a suitable defence card.  First player to accumulate a fixed number of pairs wins.


Medici. Published by Amigo. 1995. Box. Good. £16                                                                                                  

Designer: Reiner Knizia. No. players: 3-6. Country: German.

Excellent auction game set amongst the merchants of Florence. The game involves purchasing cards which represent goods you will put into your ship's holds to trade for profit.  Care must be taken as the cards have both a number (weight) and colour (type).  There are payouts at the end of each round for the boats with the heaviest load, and there are also payments for the merchant who has specialised best in each of the five types of goods.  An excellent game, which I can highly recommend


Mexica. Published by Rio Grande. 2002. Box. Good, but 1 corner taped. £16                                                       

Designer: Michael Kiesling & Wolfgang Kramer. No. players: 2-4. Country: American, Duration: 90 mins.

City zoning game set in 14th century central America. Players build canals and buildings into a city. Points are scored for founding districts, and at two censuses during the game. Lots of chunky plastic pyramid pieces.  The game uses an action point system familiar to players of other games in the series (Tikal and Java).


Middle Earth Quest: Mines Of Moria. Published by I.C.E.. 1988. Book. Good. £6                                             

Author: Susan Mathews, J.D. Ruemmler. No. players: 1. Country: American.

Softback, 17x11cm, 413 paragraphs. Fighting Fantasy style paragraph game book, but part of a series based in J.R.R. Tolkien's Middle Earth after the end of the War of the Ring.  This is a stand alone game book, but you can if you wish use the MERP RPG system instead of the simplified in-book system.  Very highly regarded game book. You have been asked to undertake a dangerous quest for the dwarves - retrieve a document from Moria which will prove a dwarven family's claims to land and wealth. Expect trouble from this family' rivals as well as the inhabitants of Moria.


Mimic. Published by Funmaker Games. 2006. Box. Excellent. £9.50                                                                      

Designer: Doug Cook. No. players: 2-3. Country: American, Duration: 30 mins.

Unusual set collecting game in which players try to place their scoring cubes onto cards laid out on a 7x7 grid. Play involves using the special powers on single use cards to bend the rules to best effect in order to achieve your goals. In order to place a scoring cube you need to create a set of two pairs of matching symbols all of the same colour. However, sets don't have to be in a straight line - they can turn 90 degrees at obstacle cards or at the edge of the layout. The graphic design is unusual with kaleidoscopic images of animals.


Moguli. Published by Abacus Spiele. 2004. Box. In shrink. £10.50                                                                         

Designer: Reinhold Wittig. No. players: 2. Country: German, Duration: 45 mins.

Two player strategy game by this master of intriguing ideas in which the board is made up of square tiles each with a right angle path segment on it.  The objective is to get 4 of your 5 tokens across the board, and it is permitted to rotate one tile each turn by 90 degrees - which is made easier by the tiles having wooden handles you use to pick them up from the table.


Move Over. Published by Wiggins Teape. ca.1975. Box. Good. £7.50                                                                  

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. Rare item.


Mus. Published by Premium/Fournier. 1999. Box. Mint. £5                                                                                       

Designer: Unknown. No. players: 4. Country: German.

Card game, 40 Spanish looking cards (the game is a classic that originated in the Basque region), and stones that are used for points scoring. The game is played as a partnership.  The game involves drawing cards and betting on who has the best hand, but in a very different way to poker which this may otherwise sound similar to.  The game is rarely played for money and the partnership element also adds interest.


New Games Of Patience. Published by L. Upcott Gill. 1911. Book. Shows wear. £4                                          

Author: M. Whitmore Jones. No. players: 1. Country: British.

Special notes: Outer binding on spine damaged, but present.  First few (preface) pages are splotchy. Page edges show some wear.

Hardback, 168 pages, 23x15cm. This book details a little more than 50 games of patience playable with one or two decks of standard playing cards. The book includes diagrams showing layouts for the various games.


Noah's Ark Race Game. Published by Falcon. ca.1990. Box. Box corners taped. £0.75                                   

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

Children's game (age 5+ I would guess). Players use dice, but get a choice of where to move on the board.  The objective is to track down animals for your ark, and the first to collect 6 gets a bonus.  Played over several rounds.  There is a simplified version for younger children and a scoring version for older children.


Obscura Tempora. Published by Rose & Poison. 2005. Box. Excellent. £8.50                                                    

Designer: Andrea Angiolino. No. players: 2-6. Country: Italian, Duration: 45 mins.

Card game with very nice artwork (and no text).  Players build up their castle, towns and abbeys using cards, and can enhance their towns with markets and ports.  This will help increase their income each turn.  The income must be distributed between the holdings.  Players can also send saracens, catapults and militia to destroy and steal from opposing holdings (though they can be rebuffed), and send bishops to take over control of abbeys.  Money can be spent to gain more cards which give you more you can do, but also needs to be held as victory points to win the game.


Office Politics. Published by Fiendish. 1995. Box. Good. £9                                                                                   

Designer: John Harrington. No. players: 2-6. Country: British, Duration: 2 hrs.

Very interactive game set in a large company. Players use their supply of 'kudos' to try to gain control of as many departments as possible. The control of a department will earn you more kudos to use elsewhere in the company.  However, there are only certain links from each department to others, so you need to plan your takeover route carefully and use action cards to your benefit.


Old Town Solo. Published by Clicker. 2008. Box. New. £2.50                                                                                

Designer: Stephan Riedel. No. players: 1. Country: German, Duration: 1 hr.

Mini game of logic for one player  A wild west town lies in ruins and the players try to restore it to its former glory by using clues to the original locations of the buildings on cards.  These clues relate a building's position to other buildings, the railroad, and various streets.  Each building has a large tile to place on the appropriate spot when its position is definitively determined, and markers to place when there are only a small number of possible locations. If you have the original game you can use its board, cards and counters to help play, but they are not required.


Olympia 2000. Published by Hans-Im-Gluck. 1994. Box. Good. £10                                                                       

Designer: Stefan Dorra. No. players: 2-5. Country: German, Duration: 30 mins.

Card game, with colourful cards featuring ancient Greek athletes and their potential for various athletic disciplines. The game involves choosing which athlete to enter into each event, with the hope that you will choose to enter a slightly better athlete than your opponents.  There are also crippled athletes who won't win but get you a consolation point for taking part.  The way in which you replenish your hand of athletes is also quite clever, as is the way the next event to come up is determined.


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

1) Good. £2     2) Excellent. £2.25

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.


Origo. Published by Parker. 2006. Box. Good. £12                                                                                                   

Designer: Wolfgang Kramer. No. players: 2-5. Country: German, Duration: 1 hr.

Area majority game in which players place tribe tokens onto the board using cards which permit placement into certain areas or rows, or columns etc.  As areas are filled they become countries, and points are gained by the player forming that country.  At three times during the game there is a scoring round where majorities are scored for areas as well as bonuses for sea presence and for large tribes. While there is conflict there is also a strong urge to fill empty space in order to claim the country founding bonuses, which ensures the game won't stagnate.

Palatinus. Published by DaVinci Games. 2005. Box. In shrink. £13.50                                                                  

Designer: Alessandro Zucchini. No. players: 2-5. Country: Italian, Duration: 25 mins.

The players represent factions who vie for power around Rome.  The board is made up of 7 hexagonal segments representing the hills of Rome.  Players take it in turn to play soldiers, merchants and farmers onto the land areas.  Farmers score for being placed on wheat fields or being adjacent to wheat fields.  Merchants score for being adjacent to farmers or merchants and soldiers score by capturing farmers and merchants.  Some tiles are placed face down.  When all have been played each hill is scored in turn, and the player with the most influence on that hill wins VPs.  Most VPs overall wins.


Parthenon. Published by Z-Man Games. 2005. Box. In shrink. £22                                                                        

Designer: Jason Hawkins, Andrew Parks. No. players: 3-6. Country: American, Duration: 2 hrs.

Subtitled: The Rise of the Aegean.  Each player represents one of the Aegean islands at around 600BC.  The players compete in trade to advance their nation - sending out trading ships to wherever they consider the best deals to be available, as well as trading commodities between the players. The game keeps everyone involved throughout, and everything is driven by cards, of which there are over 400 in the game. The first player to build all their buildings including two great wonders wins.


Pick A Dilly. Published by Abacus Spiele. 2005. Box. Excellent. £7.50                                                                  

Designer: Hartmutt Kommerell. No. players: 3-7. Country: German, Duration: 20 mins.

Light family game in which players try to get their hens fed as well as possible.  Each round every player chooses which player's hen to feed and they secretly select this on a special dial.  When all have selected these are shown.  Any hen who has been picked just once lays no eggs, but getting picked zero or two or more times will get you eggs.  Also the number of times the player who has the rooster token gets chosen determines how far the rooster will move around the table - having the rooster is a sure way to get bonus eggs.


Pivot. Published by Merit. 1960. Box. Box battered but taped up. £2.50                                                                 

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

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

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


Play These Hands With Me. Published by W. H. Allen. 1976. Book. Good. £4                                                    

Author: Terence Reese. Country: British.

Hardback with dustcover, 22x15cm, 195 pages.  Bridge book in which this world championship winning author takes you through 60 different hands each with a different challenge.  You get to see what goes through the mind of such a player, and so can learn from him easily. Intended for reasonably experienced Bridge players who will understand common conventions.


Plays And Games For Little Folks. Published by McLoughlin Bros. ca.1889. Book. Good for age. £13.50   

Author: Josephine Pollard. Country: American.

Special notes: Cover shows some wear, internal binding shows a little wear.

Hardback, 26x22cm, 128 pages. A collection of about 300 sports, games, songs and fireside fun, with quite a few attractive period illustrations. Quite a few activities come with music and words for the participants to sing along with. As you would expect there are many children's parlour games and playground type activites included as well as indoor games and activities.


Pro Action Football - Deutschland. Published by Parker. 1993. Box. Good. £2                                                

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

Special notes: 1 figure has an arm broken off, and one has a hand broken off.  Still entirely usable though.

Set of 11 footballers which the box says is Germany, but the team is in blue shirts, black shorts and blue socks.  Not the German strip I know – quite likely their away strip that year. This is for use in Parker's Pro Action Football game (which is somewhat like Subbuteo).


Push Over. Published by Parker. 1981. Box. Good. £5                                                                                            

Designer: Unknown. No. players: 2-4. Country: American, Duration: 25 mins.

An interesting dice game in which you may roll up to three special dice.  Rolling more dice without exceeding a limit is very valuable, but also potentially risky.  The board is also unusual as it has grooves for your pieces to go in, and you can be pushed along by other players, but also at certain spots you can be pushed off the board as well.  Each time your piece makes it around the board you will collect some chips.  There is some risk assessment involved as sometimes busting will be much more of a setback than at other times, and sometimes pushing your luck is worth the risk.


Puzzle Train. Published by Usborne. 1995. Book. Good. £1.50                                                                             

Author: Susannah Leigh. Country: British.

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


Quandary. Published by Spears. 1970. 2 copies available:                                                                                     

1) Box. Good but 1 corner taped. £0.75. The cards numbered 1-12 have been replaced with larger laminated ones (nicer than the originals!)

2) Good, but small label removal mark. £0.75

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

Simple but clever race game. Each player has 4 men but they can only move forward or diagonally forward on to a space which matches one of the colours in front of one of their opponent's men. Simple, but surprisingly interesting.


Quest For The Faysylwood. Published by Faysylwood Press. 1993. Box. Excellent. £6                                   

Designer: David Shaw. No. players: 2-8. Country: Canadian, Duration: 1 hr, Desc. by Eamon.

Card game, 112 cards featuring heroes, treasures, magic items, monsters, and events. Cards feature play information and an illustration. Each player represents a Hero and uses their cards to help themselves (magic items, companions, etc.) or hinder other Heroes (monsters, bad events, etc). The object is to lay down and successfully move through five terrain cards that will get your Hero a way through to the mystical Faysylwood.


Rail Race. Published by Spears. ca.1955. Box. Box poor, contents good. £13                                                     

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

Special notes: The box edges have been taped up fairly extensively - this game is normally much more expensive!

Unusual game for this company. Six metal trains race round Britain, visiting locations on cards. Attractive graphics on the lid, of a train hurtling out of a dice cup, as if it were a tunnel. Movement is by dice, with events occurring on a 6. However, the passing rules making blocking other players a sound tactic.


Red Storm Rising. Published by TSR. 1989. Box. Good. £10                                                                                

Designer: Douglas Niles. No. players: 2-4. Country: American.

World War Three is about to begin, the Soviets must have oil, so they decide to crush NATO on the way to getting it. The Tom Clancy novel comes to life in this excellent, introductory war game. Well over 100 stand-up counters make it look terrific during play. The map shows irregularly shaped areas from the Soviet Union to France.  The units have critical information hidden on the back so that the opponent can't see it.  Advanced rules cover air units, air combat, and even chemical weapons.


Robot Wars - The Game. Published by BBC / FEVA UK Ltd. 1998. Box. Good. £11.50                                    

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

Special notes: Photocopied rules

Board game based on the very popular TV series, Robot Wars, in which powerful remote controlled fighting machines battle it out in the arena.  The game includes an impressively large arena with side walls, pit and corner patrol zones, 6 solid metal robot miniatures, 6 large robot status displays, damage tokens, cards for weapons and special dice.  The game involves choosing how to customise your robot and then fighting in the arena, which is done by spending movement points each turn to move and attack other robots.  Wonderfully produced game.


Rodney Matthews Fantasy Jigsaw 3479. Published by Falcon. 1994. Box. Good. £5                                     

Designer: Rodney Matthews. No. players: 1. Country: British.

625 piece jigsaw puzzle.  The picture is titled Treebeard, and depicts Treebeard the Ent from J.R.R. Tolkien's Lord of The Rings.  Rodney Matthews is a well known and very skillful fantasy and S.F. artist. In the picture Treebeard is holding and examining Merry and Pippin.


Rubik's Illusion. Published by Unknown. 1989. Box. Excellent. £6                                                                         

Designer: Mark Setteducati. No. players: 2. Country: British.

Highly original abstract game. The mirror inside the plastic box lid is placed so that the board is reflected in it. This, in effect, doubles the playing area. A line of five pieces wins, but this can be an actual line of five, or a mixture of real and reflected pieces. Amazing concept!


Runebound. Published by Fantasy Flight Games. 2004. Box. Good. £18                                                             

Designer: Martin Wallace, Darrell Hardy. No. players: 2-6. Country: American, Duration: 2 hrs.

Very well produced fantasy adventure game.  Each player takes the role of an adventurer and moves around a large hex gridded map of a fantasy realm, having adventures at special locations.  The objective is to build up your character's skills, weaponry and armour and recruit allies who will fight with you in battle, with the eventual aim of defeating the evil Dragon-lord himself, or enough of his lieutenants.  The game uses some novel dice showing terrain types which are used to move around the board and can be traded in to recover from exhaustion.  Most of the game is driven by adventure cards and players can choose whether to try easy, medium or hard adventures throughout the game.


Scrabble Up. Published by Milton Bradley. 1996. Box. Good. £5                                                                            

Designer: Unknown. No. players: 2. Country: American, Duration: 30 mins.

Special notes: Originally came with some double sided sticky tape, but this is not required for play.

Head to head word game which uses a tilting board down which a marble is set running, to act as a roughly 10 second timer.  The game uses wooden tiles like those in Scrabble, and players have to try to make up words from selections of letters.  The first to make a word sets the marble falling down the zig-zag path and by the time the ball reaches the bottom the other player must have finished making their word.  Letters used are won, and the first player to collect 19 letter tiles wins the game.


Scrye's Magic The Gathering Player's Guide. Published by Scrye. 1996. Magazine. Excellent. £0.25         

Author: Timmons & White. Country: American.

This is an unofficial guide to the cards published for Magic: The Gathering up to the time of publishing.  The booklet lists all the cards published by type and gives their casting cost, expansion and the text on them.  Very useful reference for Magic players who want to have a handy way to see what the older cards could do. Produced in full colour, 48 pages.


Sea Sim. Published by Cwali. 2004. Box. In shrink. £8                                                                                              

Designer: Corne 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.


Shear Panic. Published by Fragor Games. 2005. Box. Good. £28                                                                         

Designer: The Lamont Brothers. No. players: 3-4. Country: Scottish, Duration: 45 mins.

Tactical game in which players use a variety of movement methods to manipulate the positions of the sheep within the herd in order to improve the scores their own sheep will get.  The sheep are wonderfully made resin models, nicely painted and very attractive - there are 11 of these miniatures. Highly regarded second release from the Lamont Brothers, which was produced in a limited print run, but has since been reprinted in America.


Sherlock Holmes Consulting Detective. Published by Sleuth. Several available:                                             

1) 1981. Box. Good, but lid slightly indented. £12

2) 1981. Folder. Excellent. £11. Comes in a folder rather than the original box.

3) The Queen's Park Affair. 1984. Box. Excellent. £14. Standalone ‘expansion’, with different cases.

Designer: Gary Grady, Suzanne Goldberg & Raymond Edwards. No. players: 1+. Country: British, Duration: 4 hrs.

Brilliant detective game. The game comes with a map of Victorian London, with lots of locations referenced throughout the game.  In addition you have access to a variety of experts you can consult with to get more information, as well as visiting the locations mentioned in the current case.  The game also provides a London Directory and a Newspaper Archive both of which can prove invaluable to solving the cases.  Players log the time they spend performing various actions and read the paragraphs relevant to those actions, and receive information hopefully relevant to the case.  Immensely detailed and really captures the Sherlock Holmes atmosphere.  Plays great solo too.  Recommended.


Small Soldiers Big Battle Game. Published by Milton Bradley. 1998. Box. Good. £11.50                                 

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

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


Snake Lake. Published by Tenkigames. 2006. Box. In shrink. £17.50                                                                    

Designer: Piero Cioni. No. players: 3-6. Country: Italian, Duration: 45 mins.

Light and amusing game in which each player controls a snake which slithers through the woods eating food and trying to avoid trees and mushrooms and other snakes.  Snakes enter the board from a side and as their head moves further in extra tail pieces are added thus the snakes slither taking up several spaces.  Movement is plotted two turns in advance, with cards being placed face down on an action board and when one is actioned a new one must be played.  Should a snake hit an obstacle it must start again from the side of the board.  Nicely produced.


Soccerboss. Published by Ariel. 1969. Box. Good but shows some wear, 1 corner taped. £10                         

Designer: John Ashby, Peter Kingsland & Alan Ramsey. No. players: 4-8. Country: British, Duration: 2 hrs.

Soccer game focusing on the management side of the game. Comes with 180 plastic footballers in graded colours which plug into your team's board, to show the playing strength of your team.  A whole season is played, with most of the action being negotiating player transfers between teams.  The stronger a team the better the type of dice it gets to use during a match. Matches are resolved by two dice rolls and a card draw for each team. Extra income can be obtained by investing in improved stands, and this income used to buy better players. Red box edition.


Solotaire. Published by Milton Bradley. 1973. Box. Good. £5.50                                                                             

Designer: Unknown. No. players: 1-2. Country: American, Duration: 15 mins, Desc. by Eamon.

Excellent game based on Poker Patience, with a nice plastic board on which to lay the cards. Lucille Ball pictured on cover warning "Caution! This game may be habit forming". Includes a variety of games for 1 or 2 players, Honeymoon, Quick-draw, Mayhem 1 & 2.


Spiel '92 Taschenbuch. Published by Friedhelm Merz Verlag. 1992. Book. Good. £2                                      

Author: Rosemarie Geu. Country: German.

Softback, 15x11cm, 770 pages.  Pocket guide book to the Spiel 1992 fair in Essen, with lots of information useful to collectors such as: Company addresses for all the exhibitors, PBM magazine addresses, German games awards lists, Journalists' and magazines’ contact details, Lists of the games being shown at all the stands that year, Lists of games authors with their ludographies, Games index, Games groups and so on.  It is all in German of course.


Spiel '93 Taschenbuch. Published by Friedhelm Merz Verlag. 1993. Book. Good. £2                                      

Author: Rosemarie Geu. Country: German.

Softback, 15x11cm, 790 pages.  Pocket guide book to the Spiel 1993 fair in Essen, with lots of information useful to collectors such as: Company addresses for all the exhibitors, PBM magazine addresses, German games awards lists, Journalists' and magazines’ contact details, Lists of the games being shown at all the stands that year, Lists of games authors with their ludographies, Games index, Games groups and so on.  It is all in German of course.


Spy Web. Published by Milton Bradley. 1998. Box. Excellent. £5                                                                            

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

This game also has the 'Action Man' logo on it.  Essentially a spy themed deduction game.  The idea is that one player takes the role of 'Action Man' and the other 'Dr X' (the bad guy).  Players both have a secret commander who the other must discover the identity of and also their whereabouts. The first to do this wins.  Information about the layout of your opponent's spies is gained by asking who a spy is looking at / listening to / pointing to, and gradually working out how this must mean the tiles have been laid out on your opponent's grid.  Very nice components.


Standoff. Published by Berwick. 1974. Box. Good. £7.50                                                                                        

Designer: Howard Wexler. No. players: 2-4. Country: British, Duration: 20 mins.

A little seen game in which players play cards simultaneously and then reveal, with the highest card taking the points on offer that round.  In the case of ties the next highest card wins.  Thus this is essentially an earlier version of Alex Randolph's very popular Hols der Geier, but with a few differences - mainly that not all the prize cards come out each game.  In addition each player has a board with pegs and they must mark off the cards they have played so everyone can clearly see which cards you have to pick from.


Starship Tycoons. Published by Griffin Games. 1986. Box. Good. £4.50                                                             1

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

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


Stellar Conquest. Published by Avalon Hill. 1985. Box. Good, 1 corner taped. £24                                            

Designer: Howard Thompson. No. players: 2-4. Country: American, Duration: 5 hrs.

Epic space exploration and conquest game.  The players start in their own corner of an unexplored galaxy and send out scouts to discover new planets and then ships to colonise them.  Resources are gained and can be spent to build more ships, or to improve drive technology, weapons technology etc.  Inevitably the different races will come into contact and at that point you definitely want your ships to be superior!


Stingray The Game. Published by ITC Entertainment Group Ltd. 1993. Box. Good. £8                                      

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

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


Suppenkaspar. Published by Mattel. 1987. Box. Good. £5                                                                                     

Designer: Karl-Heinz Schmiel. No. players: 3-6. Country: German, Duration: 45 mins.

A game in somewhat poor taste, but great fun to play. Players gorge, diet, and throw-up in their quest for the perfect body. Great card game, board merely serves to keep a record of your appearance.  The game is of the type where one player leads a particular type of card and this restricts what can follow it.  However there are special cards and there is the opportunity to discard cards before a hand starts, making for some interesting play, and thought is required in how to best play a hand.


Survival. Published by Galt. ca.1970. Box. Good. £0.50                                                                                          

Designer: Peter Newmark. No. players: 2+. Country: British.

Set collecting educational game with tile-like cards of animals. The animals fit into different food chains and the objective is to complete your food chain and place threat cards onto opponents’ chains so they aren't completed.


Take 12. Published by Phillips Publishers. 1959. Box. Box worn. £3                                                                       

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

Nice item, a variation of Shut The Box, with a felt board on which two dice are rolled. The number thrown can be used in a variety of ways to 'close off' numbers on the board (which go from 1 to 12). These numbers are represented by 12 unique dice, each with its own number on three sides, 2 blank sides and one with a single dot.


The Action Man Game. Published by Parker Palitoy. ca.1978. Box. Box battered but whole. £2                       

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

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


The Big Book Of Happy Games. Published by Oxford University Press. 1932. Book. Shows wear. £3          

Author: Mrs Herbert Strang. Country: British.

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

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


The Chess Player 5 - 1973b. Published by Chess Player Ltd. 1973. Book. Good. £0.70                                  

Author: Unknown. Country: British.

Softback, 23x17cm, 286 pages. A collection of the games played by the top level chess players at the time, at the various top level events that year.  Each game's moves are listed and annotated, with some key positions shown.


The Children's Book Of Games, Puzzles And Pastimes. Published by Odhams Press. ca.1960. Book.    

Good. £4. Author: Various. Country: British.

Hardback, 25x18cm, 192 pages.  A collection of activities and pastimes for children, including several board games which are played by laying out the book to use as a board. Sections include: Party Games, Life On The Seashore, Birds & Birdwatching, Intelligence Tests, Collecting Moths & Butterflies, Nut Folk, Party Card Games, How To Take Photographs, Conjuring Tricks, Quizzes, Wild Flowers To Collect, Stamp Collecting, Problems & Riddles, Recognizing Trees, Pond & River Life, Building A Simple Radio, Dressing Dolls.


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

Author: Not Listed. Country: British.

Hardback, 19x13cm, 249 pages. A collection of nearly 250 card games including old favourites and new games.  The book is divided as follows: Games For One (Simple, Difficult, Two pack, 3 & 4 pack games), Games for Two (Split by 3 levels of understanding needed to play), Games for 3, Games for 4, Gambling Games.  There is a comprehensive index too.


The Complete Patience Book. Published by Richards Press Ltd. 1948. Book. Good. £5                                 

Author: Basil Dalton. Country: British.

Hardback, 256 pages, 17x11cm.  Describes approx 50 single-deck games of Patience, and 50 two-deck games. It also includes 37 Patience problems for you to solve, as well as extra ones mentioned during the game descriptions. Also includes sample games, solutions, and a section on Trick and Puzzle Patiences.  A must for Patience players.


The Daily Telegraph Book Of Bridge. Published by Robert Hale. 1975. Book. Good. £2                                

Author: G.C.H. Fox. Country: British.

Special notes: Dustcover shows a little wear, Xmas message on first page.

Hardback with dustcover, 237 pages, 22x15cm. The author was the Daily Telegraph Bridge correspondent, from 1959 onwards, and here presents over 100 interesting hands which he came across and felt were especially instructional or peculiar in some way. Each hand is laid out in a diagram and the bidding and card play analysed.


The Dick Tracy Game. Published by University Games. ca.1990. Box. Good. £1.50                                          

Designer: Unknown. No. players: 2-6. Country: American, Duration: 1 hr.

Film related, linked to the film starring Warren Beatty. Each player competes to capture criminals in their hideouts within the City. This is done by moving around the board and collecting cards which will help confront criminals.  When a criminal is confronted either a card can be played to beat the weapon they were using or the player must spin a more powerful weapon using the special spinner. Captured criminals can be deposited in jail to gain victory points.


The Encyclopedia Of Toys. Published by New Burlington Books. 1985. Book. Good. £6                                 

Author: Constance Eileen King. Country: British.

Special notes: Hardback

Hardback book with dustcover, 272 pages, 30cm x 23cm. Includes many black and white plates.  The book covers the following areas: Miniature Living, Toys Purely For Pleasure, Wheeled Toys & Children's Transport, Metal Toys, Board & Table Games (inc. model soldiers and trains), Educational Toys and Pastimes. The book covers the history of antique toys from the 18th, 19th and early 20th centuries.


The Full Monty. Published by Susan Prescot Games. 1998. Box. Mint. £1                                                           

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

Film related, aimed at adults who won't mind stripping off during the game. Other penalties/actions in the game mean you need to be pretty broad-minded to play.


The Game Of Hong Kong. Published by The Atlantis Publishing House. 1977. Box. Good. £4.50                   

Designer: Unknown. No. players: 4-6. Country: Hong Kong.

Special notes: Box lid indented, base is plain but stained.

Hong Kong produced game based on Monopoly.  The board shows a track which winds around Hong Kong, and which the players move their playing pieces around.  Properties are bought and buildings and skyscrapers can be erected on them. Some spaces require either a 'Confucius Says' card or a 'Cable' card to be drawn and acted upon.  Landing on other players' properties means paying them for use of the property. You get the idea...  The box isn't very durable, but the components come in a very sturdy plastic tray which is put out on the table during play.  Nice item for those interested in Monopoly variants.


The Great Game Of Britain. Published by Bambola. 1981. Box. Good. £5                                                           

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

Excellent family game, companion game to The London Game. Again, you have to visit places of interest around the British Isles, travelling on the Inter City Rail Network. Close down stations to obstruct your opponents. Box illustrated with colour pictures of famous locomotives.


The Hunt For Red October. Published by TSR. 1988. Box. Good. £10                                                                

Designer: Douglas Niles. No. players: 2. Country: American, Duration: 1 hr.

War game based on the best selling novel by Tom Clancy. During the Cold War a Soviet submarine commander has decided to defect. He must be stopped. 144 double sided stand-up counters in plastic bases represent ships, subs, air squadrons etc. Eight different scenarios included.  Game play involves area movement and detection of enemy forces before combat can ensue.  Victory conditions depend on the scenario being played.


The Official BBC Cricket Quiz Game. Published by Horsman. 1988. Box. Good. £2                                        

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

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


The Problemist - Batch of 5. Published by The British Chess Problem Society. 1991. Booklets. Good. £0.70         

Designer: Unknown. Country: British.

Only likely to be of interest to serious chess players.  From a quick look I would guess you need to be pretty expert to be able to tackle the problems posed here.  I have Vol 13 Issues 13-17 in this batch.


The Rules And Principles Of Auction Bridge. Published by Longmans, Green & Co.. 1911. Book.              

Good. £12. Author: Bascule. Country: British.

Hardback, 178 pages, 16x12cm. Intended primarily for the player of 'Ordinary' Bridge who wanted to learn 'Auction' Bridge.  The chapters cover: Laws of Auction Bridge with Explanatory Notes, Description of the Game, Trump Declaration, Overbidding on the First Round, Bidding of 2nd Round Onwards, Doubling & Redoubling, Play of the Hand, Tactics, The Leads and Conventions, Example Bids.


Those Incredible Puzzles. Published by Lippincrot & Crowell. 1980. Book. Good - shows a little wear.         

£0.75. Author: Don Rubin. No. players: 1. Country: American.

Softback, 96 pages, 27x21cm. A visual puzzle book with 36 puzzles.  Here are some examples of the types of puzzle: identifying pictograms, matching Esperanto & English words, deciphering multiple exposure pictures, symbolic division, spotting filmstars from their negative images etc.


Thunde-Rin Guns. Published by Standard. ca.1984. Box. Good, but box lid taped. £12                                    

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

Players take a character and earn fame, money and gun-skill around the Wild West town of Dry Gulch. An outlaw needs to gather gold, a sheriff needs fame and a gunman needs great skill at shooting. Rules cover movement, challenges, arrests, robberies, and recruiting non player characters. Usual attractive board and counters you associate with this company (who also made the Cry Havoc series of games).


Torres. Published by Rio Grande. 1999. Box. Excellent. £16                                                                                   

Designer: Wolfgang Kramer and M Kiesling. No. players: 2-4. Country: American, Duration: 75 mins.

German Game of the Year Award winner for 2000. Players use chunky plastic pieces to build towers all over the board, and use action points to move their knights into commanding positions, and special action cards to break the normal rules to gain an advantage. Requires considerable thought to make the most effective use of your action points and cards.


Travel. Published by Games Guild. 1984. Box. Good. £6                                                                                         

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

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


Treasures And Trapdoors. Published by Waddingtons. 1990. Box. Good. £5                                                    

Designer: Unknown. No. players: 2-4. Country: British, Desc. by Eamon.

Special notes: The (very small) red ankh treasure is damaged - only the 'stem' remains.  Does not affect play.

Very attractive-looking fantasy game, set in the pyramid that guards the Golden Cobra. Three-dimensional setup as the board is held above a pit full of snakes into which unfortunate pieces may fall should they encounter an open trapdoor. A nice movement system, doing away with dice or cards, and using a special turntable built into the pyramid.

Tyrus. Published by Eurogames. 2004. Box. 2 copies available:                                                                            

1) In shrink. £8     2) Excellent. £7

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.


Unholy Tricks. Published by Victor Gollancz Ltd. 1988. Book. Good. £5                                                              

Author: Terence Reese & David Bird. Country: British.

The second Bridge book in the Monks of St Titus series. Very amusingly written and yet also has a great deal to teach to the Bridge player.  There is no need to own the previous book to appreciate this one. Very well written, and a must for any Bridge player with a sense of humour.


Upwords. Published by Milton Bradley. 1988. Box. Box shows wear, corners taped. £5                                     

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

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


USAC Autoracing. Published by Avalon Hill. 1979. Box. 2 copies available:                                                         3

1) Good. £6. Unclear which year's drivers are included. My guess is 1978.

2) Good. £7. Includes 1980 Indy 500 driver cards.

Designer: Jim Barnes. No. players: 1+. Country: American, Duration: 1-4 hrs.

Very nice statistical game of the Indianapolis 500 race in America. You can play with up to 30 cars to each race, and you get to decide if you are going to drive normally, ease off or put your foot down each turn for each car. Replaying the whole Indy 500 takes about 4 hours. Generally you will play shorter races, perhaps treating them as qualifiers for the main event.  It is quite possible to play with fewer cars and run fewer laps, as well as divide up ownership of the cars between several players.


Vertigo. Published by Euro Games. 1990. Box. Good. £21                                                                                      

Designer: Sylvie Rodriguez & Philippe Des Pallieres. No. players: 2-4. Country: French, Duration: 90 mins.

Ecological business game. Each player is in charge of the factories, etc. in their country, but they must pay attention to the amount of pollution they create. Pollution can 'blow' next door, to other countries, making you very unpopular. The game mechanics are very interesting. You must balance pollution against profits and against the greater good of the world environment. There is also a UN meeting at which the players vote for new laws such as penalties for the worst polluters or benefits to the poorer countries etc. The player with the greatest production capacity at the end of the game wins, but players can be eliminated due to their own excessive pollution.


Victorian Parlour Games For Today. Published by Peter Davies. 1974. Book. Good. £3                                

Author: Patrick Beaver. Country: British.

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


What's My Word. Published by Waddingtons. 1964. Box. Box shows wear, corners taped. £1.25                    

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

Rare Waddingtons game with rather cute box illustrations. Players guess hidden four letter words using a system similar to Mastermind (though you don't get told whether the positions are right or not). However, this was published about 8 years before Mastermind! The game uses cardboard racks and cardboard letter tiles, each letter being double sided, with the reverse printed in red so that you can keep track of letters you have eliminated from the word you are trying to guess.


Young Krypton. Published by Telitoy. ca.1980. Box. Box shows wear. £2                                                            

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

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

Zatre. Published by Peri Spiele. 1993. Box. Good. £10                                                                                            

Designer: Manfred Schuling. No. players: 2-6. Country: German, Duration: 1 hr.

Tile laying game.  The tiles show the numbers 1-6 using dice pips, and each turn a player plays 2 such tiles onto the board in order to score points.  Points are scored whenever consecutive tiles add up to 10, 11 or 12, but they may never add up to more than 12.  In addition each time a score is made the score is noted on a pad, and keeping the number of times 10, 11 and 12 have been scored level will give greater bonuses.  The final twist is that making a scoring move on a doubling square doubles the bonus you get for an extra line on your scorepad.  It makes an interesting game in which luck plays a role, but so does skill.


Zodiac. Published by Chad Valley. ca.1965. Box. Good. £7.50                                                                               

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

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

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


I seem to have a little space left over this month, but not much time to find extra items to fill it in an organised way, so here are a few extra items that just come to mind…


Polyhedral dice

I have lots and lots of 12 and 20 sided dice, and a fair number of d4s, d6s, d8s and d10s (units and tens). If you want particular colours of dice just let me know and I will see what I can do.  15p each per die, or 7 for £1.


Fighting Fantasy Game Books

I have a large stock of these – if there are particular ones you are looking for just let me know as I may well have the ones you want available, but at my ‘normal’ prices (ask).  I also have too many of particular ones, so if you like game books but don’t have many, then one of these bundles might well be of interest to you:

5 different Fighting Fantasy solo game books of my choosing (all Good or better) £12

10 different Fighting Fantasy solo game books of my choosing (all Good or better) £20

20 different Fighting Fantasy solo game books of my choosing (all Good or better) £36

These are only the FF solo game books, no Advanced Fighting Fantasy, and no other series of game books.  Definitely a bargain, and strictly limited availability!


Heavy Metal Magazine – Batch of 39.  Good £10.

Published by Metal Mammoth Inc. Country American.

These are from the 1980s and 1990s.  This batch includes a selection of specials as well as the regular magazine.  It is an Illustrated Adult Fantasy Magazine.  Essentially an adult science fiction / fantasy comic magazine – expect some nudity (drawn rather than photographed!)  Nothing to do with my flavour of music (unfortunately).



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