Jun 2010 Catalog
4-in-1. Published by Amigo. 2007. Box. In shrink. £8
Designer: Stefan Dorra, Frank Nestel, Kerl Heinz Schmiel, Günter Burkhardt. No. players: 2-6.
Country: German. Duration: 45 mins.
An amazing collection of four of the very best trick taking card games. The games in this set are: Njet (3-4 players, quite simple but interesting bidding mechanism), Mü (5 players, very deep and thinky game - superb), Was Sticht (3-4 players, you get to choose cards for your hand and which task chip to play for the hand), Meinz (3-4 players, each hand every player will win exactly 2 tricks, but it is the cards in the tricks which matter).
Age Of Industry. Published by Treefrog Games. 2010. Box. In shrink. £33
Designer: Martin Wallace. No. players: 2-5. Country: British. Duration: 2 hrs.
Redeveloped and streamlined version of Brass, which takes about an hour less to play. Thus the game is still set in the industrial revolution, but this time in either New England or Germany (the board is double sided). The game is all about investing as effectively as possible to make profit. Cards are played to allow investments to be made on the board, and development tokens are used to allow access to more advanced technology. A major difference between this and Brass is that it is played over a single 'phase' rather than first having a canal phase and then a railway phase.
Albion. Published by Rio Grande Games. 2009. Box. In shrink. £33
Designer: Klaus-Jürgen Wrede. No. players: 2-4. Country: American. Duration: 75 mins.
Development board game set in Roman Britain. Starting small the players build settlements, and gain resources and legionnaires (to defend against the Picts) and build fortifications and expand to new regions. The objective is to build 3 settlements up to the top level of development. Players need to balance their expansion and resource production with defence against the ever present Picts. Attractively produced.
Arena Maximus. Published by Fantasy Flight. 2003. Box. 2 copies available:
1) Excellent. £8 2) In shrink. £10
Designer: Kevin Wilson. No. players: 2-5. Country: American. Duration: 1 hr.
Gladiatorial chariot race and combat game in which players start with slightly different chariots and drivers, and use cards to accelerate, and also to get past obstacles strewn around the course. Players also get the chance to do damage to other chariots by ramming when entering another's space, to block attempts to pass and to simply fight - all using cards. Advanced rules allow for cards to be used to cast magic as well. One clever rule means that the faster you are going the less cards you will have available to attack and defend with.
At The Gates Of Loyang. Published by Z-Man Games. 2010. Box. In shrink. £44
Designer: Uwe Rosenberg. No. players: 1-4. Country: American. Duration: 90 mins.
Follow up game to Agricola and Le Havre. Set 2000 years ago in China the players are farmers growing a selection of different crops which they bring to market and fulfil regular orders and one off orders to earn money. However, vegetables can also be bartered or sown for the next season. The game also uses helper cards to give different benefits. VPs must be bought with coin, but the later they are bought the more they will cost, so a careful balance needs to be struck.
Autobridge. Published by Autobridge. 2 copies available:
1) 1985. Good. £4. This set comes with 64 hands (groups 15 and 16). This set was made in France.
2) 1959. Good. £4. This set comes with 64 hands (groups 15 and 16). Group 16 is dated 1969.
Designer: Alfred Sheinwold. No. players: 1. Country: American.
Solitaire Bridge system which teaches and improves your game. The game comes with a selection of hands, and the bidding and card play is all explained in the booklet which comes with the game. Essentially the player decides what he would do in the current situation, and then sees what the experts would have done and why, and then continues on with the game as the expert would have played it. The system uses no cards, just a device which uncovers the bids and cards played one at a time.
Backgammon. Published by W.H.Allen. 1974. Book. Good. £5
Author: Prince Alexis Obolensky, Ted James. Country: British.
Softback, 20x12cm, 171 pages. Intended as an introduction to backgammon which will take you far enough to play respectably against more experienced players, this book covers: The History, Basics, First Move, A Beginner's Sample Game, Running Game, Blocking Game, Back Game, The Rules, Doubling, Tournament Backgammon, Chouette, Psychology & Thinking, Playing For Money, Variations on Backgammon, Backgammon Glossary.
Backpacks And Blisters. Published by Ragnar. 1993. Box. In shrink. £15
Designer: Steve Kendall. No. players: 3-6. Country: British. Duration: 1 hr.
Game about walking in the Lake District, with the trademark cloth board favoured by this company. Plan your route, take the bus, get the best views, buy cups of tea, eat chocolate, wait for the ferry but, whatever you do, do not get left with the Heavy Rucksack. Some neat ideas and you won't find many games on this theme!
Battle For Italy. Published by Avalon Hill. 1983. Box. Box good, contents unpunched. £4.75
Designer: Kevin Zucker & Thomas Walczyk. No. players: 2. Country: American.
The battle of Arcola, one of the first real tests of Napoleon's ability, took place during the Italian Campaign of 1796. This battle was the most hotly contested battle of the campaign. This is a division / brigade level wargame, and also acts as an introduction to the large game Struggle of Nations. Complexity level 4/10 on Avalon Hill's scale.
Battle Masters. Published by Milton Bradley. 1992. Box. Good but box corners taped. £26
Designer: Steve Baker. No. players: 2. Country: British. Duration: 1 hr.
Enormous fantasy war game played on a huge vinyl mat that you lay on the floor. Over 100 plastic figures are used in a game that owes a lot to figure wargaming but never forgets it is a board game. Uses neat movement rules (using special cards). Truly amazing bits.
Beim Zeus. Published by Kosmos. 1997. Box. Good, but base edges show some wear. £9
Designer: Klaus Palesch. No. players: 3-6. Country: German. Duration: 90 mins.
Intriguing game about building temples. The player who builds the most valuable temples wins, but it is very easy to over-stretch your finances and end up with egg on your face. The twist is that you need to buy land to build on, by auction, but the amount you pay has ramifications later, because this cost must be repeated when you raise the height of your temples. Thus the lower ‘ground’ cost you can pay, the more you save in the long run. As usual with this company, very nicely produced, with wooden pieces, tiles, bidding dials and cards.
Bloody Legacy. Published by Surprised Stare Games. 2004. Box. 2 copies available:
1) New. £5 2) Excellent. £4.50
Designer: Tony Boydell. No. players: 2-8. Country: British. Duration: 30 mins.
Fun but silly card game in which players try to kill off all their rivals in order to inherit late Great Uncle Hesketh's riches. To do this players play cards showing all means of foul traps and 'accidents' on their opponents, who do their best to dodge, reflect back, or just plain survive them. The artwork is gory but in a comic book type of way.
Bobs Yr Uncle. Published by Waddingtons. 1935. Box. 2 copies available:
1) Good. £4
2) Box falling apart, cards good. £0.75. The lid and half 1 side of the box are missing, but the cards are Good.
Designer: Unknown. No. players: 2-6. Country: British.
Card game. Illustrations by Frank H Simpson. Based on collecting cards to complete a nursery rhyme. Nice children’s game. Includes now very un-PC ‘nigger’ cards. There are alternative ways to win - empty your hand of cards, collect three Bob cards or collect three nigger cards.
Bud vs Bud Light Checkers. Published by Budweiser. ca.1995. Box. Good. £7
Designer: Unknown. No. players: 2. Country: American. Duration: 20 mins.
Promotional version of draughts (checkers), featuring 10cm tall plastic beer bottles as the playing pieces. When one becomes a ‘King’, you place a cap on it. One player uses a set of Bud bottles while the other uses Bud Light bottles.
Butterfly. Published by Hungry Owl Games. 1987. Box. Box good, contents still sealed. £1.75
Designer: Greg Houlgate. No. players: 2-4. Country: British.
Children's game (age 6+) in which players attempt to collect one each of 5 different colour flower tokens. The game is driven by dice roll, and in some cases a flower token will have to be given back. What makes the game unusual is that it comes with a 'Super Big Dice', which is constructed from sturdy cardboard and 'pops' up into a neat octahedron, and can be popped back down again to put it back in the box at the end of the game.
Caesar & Cleopatra. Box. 2 editions available:
1) Published by Kosmos. 1997. Country: German. Excellent. £9
2) Published by Rio Grande Games. 1997. Country: American. Excellent. £10
Designer: Wolfgang Ludtke. No. players: 2. Duration: 1 hr.
Card game. Caesar and Cleopatra compete for the favour of various influential factions. This is done by card play and cards can be placed either openly or secretly. What adds interest is that you need to try to keep as many factions on your side as possible all the time as you don't know when each group will cast its vote. The cards are longer than normal playing cards. Part of Kosmos' excellent 2 player game range and thus comes in the fairly small square box.
Captain Planet And The Planeteers. Published by Parker Brothers. 1992. Box. Good. £1
Designer: Unknown. No. players: 2-5. Country: British.
Family board game with an ecological theme. The board shows 4 areas all of which have pollution markers which the players try to remove from the board. Movement is by dice roll, and cards will be collected and later played. Players can move between the various regions, and are sometimes summoned from one to another by Captain Planet. Eco-villains can cause all players to have to give back pollution markers. When all are collected the player who has dealt with the most pollution wins.
Capt'n W. Kidd. Published by Bambus Spieleverlag. 2004. Box. New. £21.50
Designer: Günter Cornett. No. players: 2-3. Country: German. Duration: 20 mins.
Special Notes: Limited edition of 333.
Clever abstract game given a pirate theme. The roll-out vinyl board shows a ship with various locations joined by movement lines, and some entry locations. Each location has three exits. Players take it in turn to place or move a pirate. Cleverly, pirates cannot leave a space the way they entered it, thus after a while their movement options can be limited. Surrounding a pirate or group of pirates forces them to surrender (and they are removed from the game). The idea is to be the last player with pirates. Variant rules allow for capturing pirates when approaching them from behind, or for three players to play. Recommended if you enjoy games of a more abstract nature.
Card Games Up-To-Date. Published by Foulsham. ca.1950. Book. Good, but page edges yellowed. £1.50
Author: Charles Roberts. Country: British.
Hardback, 19x13cm, 160 pages. This book presents the rules to games which the author considered the best popular games. They are: Nap, Solo, Whist, Scotch Whist, German Whist, Dummy Whist, Bridge, Auction, Cribbage, Bezique, Commerce, Brag, Poker, Euchre, Blind Hockey, Pontoon, Quinze, Thirty One, Baccarat, Chemin De Fer, Coon-Can, Colonel, Old Maid, Hearts, Pelmanism, Speculation, Contract Bridge. Also described are 16 patience games, and 3 games with dominoes.
Castle Risk. Published by Parker Bros. 1986. Box. 2 copies available:
1) Box shows wear, 1 corner taped. £4.50. 1 castle piece missing, but supplied with an entirely useable home made replacement
2) Good. £10.50
Designer: Unknown. No. players: 2-6. Country: American. Duration: 2 hrs.
Risk type game played on a board of Europe. Each player represents a major Empire and starts with one castle. The objective is to capture other players' castles. Doing so knocks them out of the game even if they have forces elsewhere. Combat is dice based, with an advantage for the attacker, except when attacking a castle. Reinforcements are gained each turn according to the values of areas occupied and bonuses for entire empires, and a variety of cards add to the possibilities: additional reinforcements, an admiral for sea attacks, general for an attack bonus, marshal for defensive bonus etc.
Caylus. Box. 2 editions available:
1) Published by Rio Grande Games. 2005. Country: American.
2) Published by Ystari Games. 2005. Country: French . In shrink. £16
Designer: William Attia. No. players: 2-5. Duration: 2 hrs.
Very highly regarded gamers' game which won the 2006 International Gamers Award and Deutsche Spiele Preis. It is 1289 in France and King Philip wants a new castle built. The town of Caylus starts out small, but players build additional and progressively more prestigious buildings. The buildings are used to obtain goods, trade goods and obtain the king's favour, which is also achieved by helping with the castle building project. There are many different buildings with different abilities, allowing for a variety of different strategies.
Chameleon. Published by Waddingtons. 1982. Box. Good. £6
Designer: Unknown. No. players: 2. Country: British. Duration: 10 mins.
Players take it in turns to play chunky Tetris type shapes onto a board. The pieces are nicely made with little handles / pegs which fit into the board to keep the pieces secure and are also double sided - yellow on one side and orange on the other. When a piece is placed, any pieces of the other colour touching it get flipped over. Players try to ensure that there will be more of their colour showing at the end of the game. Nicely made game board and pieces, though the box is sadly rather flimsy.
Champions. Published by Gibsons. 1995. Boxes. Good. £0.60
Designer: Seven Towns. No. players: 2. Country: British. Desc. by Eamon.
Special Notes: Unused - no spots have been scratched off.
Two decks for a collectable card game with a twist. There are 44 cards in each box, and whilst they are proper cards, they also have a strip added which can be scratched off to reveal new numbers and icons. The game involves taking it in turns to attack the other player with character cards which can be enhanced with weapons or spells. The defender tries to beat the attack values of these with cards from his own hand (attack and defence values are distinct). The loser of a battle has to scratch off a strength spot and the winner reveals a victory icon. The winner is the player who has captured the most enemy characters at the end. The price is for the two decks together.
Chicago. Published by Flying Turtle. 1988. Box. Excellent. £14
Designer: J H Vanaise. No. players: 2-4. Country: Belgian. Duration: 90 mins.
Second edition. A gangster game with unique wooden pieces, sort of Halma men with changeable heads. Occupy key locations on the board and earn income. The strength of your men vary with the results of battles with other gangsters and you change the heads to indicated this.
Chinese Chequers. Published by Chad Valley. ca.1930. Box. Box poor. £4
Designer: Unknown. No. players: 2-6. Country: British. Duration: 30 mins. Desc. by Eamon.
Very nice version of this classic - good enough to keep out on your coffee table. The board is made of tin-plate and is attractively coloured, with a Chinese theme. The pieces are plastic pegs, 6 sets of 10. The board has holes for where the pieces move, and they peg into the board during play. The box is complete, but the glue is failing and it is not in very good condition, though it does have the rules printed on it.
City. Published by Jumbo. 1988. Box. Good. £8
Designer: Wolfgang Kramer & Andreas Spottog. No. players: 2-6. Country: Dutch. Duration: 1 hr.
Neat game in which players purchase shops and then enhance them and buy more shops as the game goes on. The board shows an overhead view of a city centre around which customers wander - some normal, some big spenders and one thief. A special die is used to let you move a customer - the idea being to direct the spenders to your shops and away from those of opponents while making sure the thief stays away from your shops and goes to as many opponents' shops as possible. I have found it works especially well with 3 players - recommended for that number.
Competitive Edge - Issue 11. Published by One Small Step. ca.1995. Magazine. Excellent. £3.50
Author: Unknown. Country: Canadian.
Formerly known as Game Fix, this followed a similar style, with a complete game in each issue and variations for many other games. Game this issue is Cybernaut, about hackers in a fight for control of the Net by Joe Miranda. Other articles include: Ancients, Magic The Gathering
Container. Published by Valley Games Inc. 2007. Box. 2 copies available:
1) Excellent. £25 2) In shrink. £27
Designer: Franz-Benno Delonge, Thomas Ewert. No. players: 3-5. Country: American. Duration: 90 mins.
Business game with extremely impressive large ship playing pieces, and wooden cargo pieces. Players each run a port with factories, warehouses and docks, as well as owning a ship. Each turn a player can perform two actions such as producing goods in their factories, buying goods from other players' factories for storage in their own warehouses, buying goods to make available in their docks or shipping goods. Players also decide when and how many factories and warehouses to build. There is a novel method of gaining victory points from the final sale of shipped goods.
Container: The Second Shipment. Published by Valley Games. 2008. Box. In shrink. £13
Designer: Kevin Nesbitt. No. players: 3-5. Country: American. Duration: 90 mins.
Expansion for Container, which you will need to make use of this. This set includes 4 new ideas to the game: Luxury Items, The Economy of Scale, Corporate Financing, and Monopolies. Each idea can be added individually or as many as you like can be added to a single game. The set also includes extra $1 and $2 cards.
Contract Bridge: How To Play It. Published by Nicholas Kaye. ca.1955. Book. Good. £3
Author: Ewart Kempson. Country: British.
Hardback, 19x13cm, 164 pages. This book approaches Contract Bridge using a point count system and 'common sense' bidding. The chapters cover all the Bridge essentials, both bidding and play.
Convoys. Published by Parsons Games. 1988. Long box. Box somewhat battered. £12
Designer: Unknown. No. players: 2-4. Country: British.
Special Notes: The box is long and not very sturdy, and has been taped up in places. Contents good.
Naval wargame played on a large plastic colourful square-gridded board using a selection of very nicely crafted metal miniature ships. Game play uses dice and cards (firing, damage control and air attack), and the game is won by getting your troop ships to their destination, safely past your opponents' attack forces.
Coppertwaddle. Published by Surprised Stare Games. 2000. Box. 21 copies available:
1) In shrink. £7.50 2) Excellent. £6.50
Designer: Tony Boydell. No. players: 2. Country: British. Duration: 20 mins.
Card game with a medieval English theme. Players attempt to be the first to get eight face up cards into play, but this is far from easy as the cards allow you to interfere with your opponent's every plan. The game plays rather like a CCG, but all the cards are contained in just this set. There are a variety of strategies to explore and the game will take several plays to get the feel of fully. If you like the medieval theme and the feel of Magic: The Gathering, then this is well worth trying out.
Corsari. Published by Piatnik. 2003. Box. Excellent. £8
Designer: Leo Colovini. No. players: 2-4. Country: German. Duration: 30 mins.
Card game which is really a rummy variant, but the twists are pretty clever. Players try to form a crew for their pirate ship, but can only use two colours of crew member card, and only one of each number. Players draw and discard in order to improve their crew, but there is an additional row of cards which shows which colour crew cards are currently out on the town and so don't count against you in your hand. These cards can also be drawn and doing this will change which cards no longer count.
Crash By Crash. Published by Czech Board Games. 2008. Box. 2 copies available:
1) In shrink. £17.50 2) Excellent. £16
Designer: Ivan Dostal, Monika Dilli. No. players: 2 or 4. Country: Czech Republic. Duration: 30 mins.
Placement and movement game based on dodgems. The board is set up using geomorphic sections to ensure a different layout between games, and the players or teams of players place their dodgems on the board, and then use action points to move them, pushing other dodgems around, and even off the board entirely. Pushing an opposing dodgem off the board scores points, and if a dodgem moves onto or is pushed onto a bell space then scoring happens, with dodgems scoring better on certain spaces. After a set number of scoring rounds the game ends.
Croque. Published by ASS. ca.1987. Box. Good. £5.50
Designer: Maureen Hiron. No. players: 2-4. Country: British.
Card game, 90 cards which show frogs performing various activities while others just show frogs as pips on a number card. The game is a rummy variant, in which you must play families of 4 or more cards to the table trying to play all the cards in your hand first, though there is a big bonus if you retain all your cards and play them out all in one go.
Crossword. Published by MB Games. 1990. Box. Good. £7
Designer: Unknown. No. players: 1+. Country: British. Duration: 15 mins.
Word game in which 13 letter dice are rolled by one player who arranges them crossword style into words while a sand timer runs. When the sand runs out the words are scored up (hard letters scoring more) and unused letters counting negative. Other players then get a turn at the dice. The scoring mechanism encourages the use of lots of short words rather than a few long ones. Good fun, and a useful filler for groups or families who like word games.
Dama. Published by Polymertex Plastics. ca.1970. Box. Good. £0.50
Designer: Unknown. No. players: 2. Country: Unknown.
This is a draughts set, but on a board of dots and lines instead of black and white squares (the two boards are equivalent).
Darjeeling. Published by Abacus Spiele. 2007. Box. In shrink. £24
Designer: Günter Burkhardt. No. players: 2-5. Country: German. Duration: 1 hr.
Set in the time of the British East India Company. Players search for the best teas found in the Darjeeling region, crossing the region selecting cargoes to ship. The quantity, freshness, and popularity of the type of tea will determine the players' success. The game uses a display of tiles around which the players move their tea pickers to collect good tea for sale. Much of the skill is in getting the timing of your selling right. Recommended.
Delta. Published by I.Q.Company Ltd. 1987. Box. Good. £5
Designer: Unknown. No. players: 2. Country: Hong Kong.
A novel abstract game in which the players have triangular shaped pieces which move around the board trying to eliminate the opponent's pieces and capture their home spaces. The movement and capture mechanism is novel - either flipping over on an edge or moving along the line of the longest side. Well worth a look for abstract games players.
Devil, Devil!. Published by Salagames. 1992. Box. 2 copies available:
1) Good. £3 2) Box shows wear, lid somewhat faded. £2
Designer: Andreas Steiner & Hartmut Witt. No. players: 2-6. Country: German. Duration: 45 mins.
Unusual game in which players have a wooden block with 7 holes, and they move around the board collecting letter pegs, but also getting devil pegs, which all give you a movement bonus. The devil pegs can be given away to an opponent by landing on the same space as them, but get two devil pegs and you lose some of your letter pegs. The objective is to collect one of each letter without having a devil peg.
Die Kaufleute Von Amsterdam. Published by Jumbo. 1999. Box. Good. £9
Designer: Reiner Knizia. No. players: 3-5. Country: German. Duration: 1 hr.
Notes: Some indentation of base in one corner. 2 control markers missing (but this won't affect play at all).
Players are the heads of rich merchant families. Game play is driven by Dutch auctions, and the game includes a large clockwork device which controls these auctions, and this makes for some very tense moments. Players bid for commodities to ship to the far reaches of the world, the right to build in key places in Amsterdam and for prominence as a shipping company. A clever time line system ensures events occur in a similar way to the real world, and gives players an idea of what they need to concentrate on. Essentially a good majorities game, with plenty to think about.
Die Kette Von Saba. Published by Queen. 1997. Box. Good. £13
Designer: Martin Ebel. No. players: 3-7. Country: German. Duration: 90 mins.
In English the title is The Sabine Necklace. Players buy parts of the necklace at auction, and can either keep them for the future or add them to the necklace which is being reconstructed. The rules limit how the necklace can be built, and a payment is received for adding a gem into the necklace, the amount depending on what is adjacent when the gem is placed. The objective is to make the greatest profit overall.
Die Sternenfahrer Von Catan. Published by Kosmos. 1999. Box. 2 copies available:
1) Good. £22 2) Excellent. £23.50
Designer: Klaus Teuber. No. players: 3-4. Country: German. Duration: 2 hrs.
Note: For £2 extra I will provide sheets of laminated event cards in English which eases play considerably.
Settlers of Catan goes into space. Each player gets a huge mothership (truly amazing) onto which extra rockets and weapons are attached as the game progresses. The motherships are also shaken and little balls show at the bottom, and this is used to determine movement allowances and events in space. The board shows start planets and various systems the players send colony ships and trade ships to. The resource system is essentially the same as that used in Settlers. As well as trading with other players, trade ships can gain concessions from various alien races which give that player an advantage. Truly amazing bits, which made this a very expensive game to buy new.
Digging. Box. 2 editions availabke:
1) Published by Avalanche Press. 1999. Country: American.Excellent. £3.50.
2) Published by Hexagames. 1990. Country: German. Good. £2.50
Designer: Reiner Knizia. No. players: 2-4. Duration: 30 mins.
Card game in which players open mines and try to extract valuable metal while attacking other players' mines with bandits and defending their own mines. The mined metal is only safe once the mine has been safely closed. Play can either be as individuals or better as a 4 player partnership game, in which case the choice on your turn is play a card, or draw a card or pass a card to your partner. At the end of the game the team with the most valuable metal wins.
Dominion: Alchemy. Published by Rio Grande Games. 2010. Box. In shrink. £21.50
Designer: Donald X. Vaccarino. No. players: 2-4. Country: American. Duration: 30 mins.
Expansion for the 2009 Spiel des Jahres. You need either the base set or the Intrigue set to make use of this. The set includes 12 new sets of cards, as well as a new base treasure type: the potion. The new cards need to be purchased with potions as well as gold, and allow some interesting effects. Great for freshening up your games of Dominion.
Domino Rally. Published by Action GT. ca.1980. Box. Good. £1
Designer: Unknown. No. players: 1-2. Country: British.
Notes: Finish flag is missing. Not sure if all dominoes present (number is not stated, but there are still 200+).
Box full of 'dominoes' intended for setting up in rows and knocking over. As well as about 200 dominoes in two colours there are two domino bridges and a loop the loop device to start things going. The dominoes are 1.8cm x 3.6cm in size and plastic with no markings (so no use for traditional domino games).
Double. Published by F X Schmid. 1996. Box. 2 copies available:
1) Good. £8.50 2) Excellent. £9
Designer: W Johnson. No. players: 2-6. Country: German. Duration: 30 mins.
Card game, with a unique deck of 54 cards, each one representing two completely different cards in a regular deck. So, for instance, the King of Spades is also the 4 of Hearts. I dare say you could use this deck for games of your own design, or even try playing regular games with them, but the game rules given are for a variation of Knockout Whist. Certainly makes you think a little differently!
Drahtseilakt. Published by ASS. 1998. Box. 2 copies available:
1) Good. £5.50 2) Excellent. £6
Designer: Reiner Knizia. No. players: 3-5. Country: German. Duration: 30 mins.
Neat card game in which players use cards numbered 1-50, and try to end each hand with no penalty sticks. Players play a series of tricks in which the highest card 'wins' penalty sticks of one colour and the lowest card 'wins' penalty sticks of the other colour. However, when a player has both red and blue sticks an equal number of each can be handed in. Thus it is possible to do well by either avoiding sticks altogether or getting quite a few, but cancelling them out with more of the other colour - very clever idea.
Duck Dealer. Published by Splotter Spellen. 2008. Box. New. £56
Designer: Doris Wiersinger, Jeroen Doumen. No. players: 2-5. Country: Dutch. Duration: 3-4 hrs.
Complex interstellar game of planning and trading, from the designers of Roads & Boats. Players equip their spaceships and gather energy of various forms and then set off on trading missions, with the ultimate objective being to make as much money as possible. Very involved and not for the faint-hearted, but well worth the effort for the deeper gamer.
Dutch Blitz. Published by Daystar Company. 1968. Box. Good. £2.50
Designer: Unknown. No. players: 2-4. Country: American. Duration: 10 mins.
Simultaneous play card game. Players each have a deck of cards with the same contents, but shuffled and players simultaneously play forming sequences of cards numbered 1-10 all at the same time using the top cards of open piles. Whoever manages to use all of their deck first wins. Fast and furious fun. The game has Dutch style graphics and an amusing poem on the box - in English but written with a Dutch accent. I believe this is very similar to Ligretto which was published more recently in Germany.
Election L-Game. Published by De Bono Games. 1979. Box. Excellent. £6
Designer: Edward de Bono. No. players: 2. Country: British. Desc. by Eamon.
A political game based on the mechanics in de Bono’s L-Game. As players move over a special board printed on the packaging, various squares are left uncovered. These squares give or take percentage points from the main political parties. After a set period of time, an election is called and seats won are added to find the winner.
En Route Travel Games. Published by Cheatwell Games. ca.1990. Box. Good. £2.75
Designer: Unknown. No. players: 1-2. Country: British.
A set of games and puzzles designed to keep both adults and children amused during journeys. The set includes 8 A5 double sided thick card game sheets, which are laminated so that they can be written on and then wiped off ready for reuse. The set also includes a magnetic travel chess set. The other games and puzzles are: Battleships, Cats Dogs & Hogs, Crossword game (players try to use randomly selected letters as best they can), Word Fun, Hex (link two sides of a hex grid), A Jumbo Crossword, 14 lateral thinking puzzles, A logic puzzle, Pop Songs quiz, Sprouts, Boxes, Trivia Quiz, Word Game selection. Rather a nice set which should provide hours of amusement in a small box.
Fette Autos. Published by Edition Erlkonig. 2002. Box. Good. £6
Designer: Heinrich Glumpler. No. players: 1-6. Country: German. Duration: 45 mins.
Motor racing card game. There is no track, instead it is just the relative positions of the cars that show how players are doing. Cards are used to indicate whether the current track section is a straight or corner (with speed limit), and players have a display of three cards which they add to and take away from throughout the game. How well these cards match the current track determines how well the cars do. Some interesting ideas and a game which takes a play or two to get used to as it is so unusual.
Filthy Rich. Published by Wizards of the Coast. 1998. Box. 2 copies available:
1) Good. £14 2) Excellent. £15
Designer: Richard Garfield. No. players: 2-5. Country: American. Duration: 90 mins.
Business game, with a three dimensional board system, inspired by the busy streets and back alleys of Hong Kong. Players buy businesses and ‘hang’ their signs in the streets, hoping to attract customers. The first to buy three luxury goods, wins the game. Players have to take care not to overstretch themselves as sometimes the taxman calls and requires businesses to pay up, but being too cautious is unlikely to make a big profit fast enough. The 3-D board system makes use of transparent collectible card storage sheets and a hardbound folder. I have some house rules you might want to try out - please ask for them when ordering.
For The People. Published by GMT. 1998. Box. In shrink. £36
Designer: Mark Herman. No. players: 2. Country: American.
Grand strategy game of the entire American Civil War. The game uses cards to drive the action and uses a point to point movement system. The action covers Texas to Pennsylvania, and there are scenarios for 1861, 1862, 1863 and 1864 as well as the campaign game of the whole war. Very well regarded game, with the variety and flavour of the action cards (which depict events and people from history) adding to the feel and replayability greatly.
Fortune / Business. Box. 2 editions available:
1) Business. Published by Hexagames. 1983. No. players: 3-6. Country: German. Good. £10.50
Published by Ariel. 1979. No. players: 2-8. Country: British. Good. £9.50.
Semi-promotional business game, made to a very high standard because several companies paid to be in it.
Designer: Richard Fenwick. Duration: 2 hrs.
A good game of manufacturing, wholesale and retail buying and selling. Received a very good review in Games International and a German Spiele-Oscar award. Game play involves buying machinery, fuel and computers, and producing goods, which are then sold through various distribution channels. Advertising, insurance and consultancy can also be bought and shares in various companies can be bought. Players move around a track, but get plenty of choices as to what to do.
Fox & Geese. Published by Galt Toys. ca.1974. Box. Good. £1
Designer: Unknown. No. players: 2. Country: British. Duration: 15 mins.
Simple classic abstract game in which the single fox tries to eliminate the geese and the geese try to corner the fox so he cannot move.
Fruit Bandits. Published by JKLM Games. 2005. Box. In shrink. £3.75
Designer: Ian Vincent. No. players: 3-5. Country: British. Duration: 30 mins.
Card game in which the players try to harvest (or steal) as much fruit as possible. This is done by simultaneously playing action cards to indicate whether you will harvest or steal from a particular player that turn. Harvesting unmolested is often great, but when the harvest is large this is hard to get away with. On the other hand trying to steal from someone else only works if they chose to harvest and if not too many other thieves also turned up. Thus to do well you will need to be able to work out what the other players are going to do. Having each player draw different 'potential harvest' cards each round ensures there is information on which to base your judgement - but can you decide what that information means?
Fuzzy Felt Bees Game. Published by Toy Brokers Ltd. 2002. Box. Excellent. £1.75
Designer: Mandolyn Ltd. No. players: 2-4. Country: British. Duration: 5 mins.
Young children's action game. 20 large colourful felt bees are placed on a felt mat and each player has a bee swatter (with velcro strip) and a hive. When the game starts the players try to pick up bees with their swatter by swatting them, and any bees so collected are placed on that player's hive. Once all bees have been collected the player with the most in their hive is the winner.
Gamers Alliance - Batch of 31. Published by H.M. Levy. Booklet. Good. £45
Author: H.M. Levy. Country: American.
31 sixteen page 28x21cm booklets. Covers Fall 1986 - Winter 1997 issues of this quarterly magazine. The magazine covers board games, as well as some war games and some role playing games, and provides reviews of many items each issue as well as the author's insights into the games industry at the time of writing. The magazine also ran a Sid Sackson Says column, in which Sid wrote about games he had recently encountered. The magazine was originally priced at $6.95 per issue (post paid).
Games & Puzzles - Batch of 26. Published by AHC. Magazine. Good. £50
Author: Unknown. Country: British.
The doyen of all games magazines. Founded by Graeme Levin in 1972. Its quality is now mythical. Virtually every issue covers the classic games, has game reviews, stacks of puzzles and competitions. Very collectable and an excellent read. This is a batch of 26 issues (unmarked unless stated): 1-3, 6,7, 11 (some writing on crosswords), 13, 14, 16, 18, 20, 25-29, 33, 37, 39-41, 52, 53, 70, 71 (coupon cut out), 73.I will split up this batch if you want particular issues, but will give preference to larger requests.
Games & Puzzles - Issues 1-81. Published by AHC. Magazine. Good. £200
Author: Unknown. Country: British.
Special Notes: The puzzle section / back page has been cut out / partly completed in some issues
The doyen of all games magazines. Founded by Graeme Levin in 1972. Its quality is now mythical. Virtually every issue covers the classic games, has game reviews, stacks of puzzles and competitions. This collection is of issues 1-81, which is the complete set, and continues through to 1981. Certainly very collectable. If I get no requests for the whole collection I will consider breaking the set up if you need only certain issues - so let me know if that is the case. Foreign customers should be aware this collection is quite heavy, so postage won't be cheap.
Games Gazette. Published by Clive Barnden. 1983. Magazine.
Author: Clive Barnden. Country: British.
A short lived magazine in 1983, aiming at the same market as Games & Puzzles. Covers board games pretty much exclusively, giving news and reviews. Many abstract and traditional board games covered as well as hobby games. Each issue is generally about 20 pages long.
No. 2. Good. £0.75. Reviews include: Taliesin, Inventus, Kogit-8, Othello, Securicor
No. 3. Good. £0.75. Reviews include: Lexicon, Kan-U-Go, Enchanted Forest
Games Monthly Issues 1-4. Published by Games Monthly. ca.1988. Magazine. Good. £4
Author: Steve Nichols. Country: British.
This was first released in 1988 and lasted for around 10 issues. In the subtitles it states that this magazine incorporates The Gamer magazine. This magazine covers traditional games such as Shogi, Chess, Go etc as well as a selection of board games and roleplaying games. Articles include news, reviews, and strategy articles, and a free game each issue. The free games in these issues are: Pachisi. Mu Torere. Santa's Run and Arena.
Gary Lineker's Footballer Of The Year. Published by Birmingham Games. ca.1985. Box. 2 copies:
1) Good. £1.25 2) Good but 2 corners taped. £0.75
Designer: Unknown. No. players: 2+. Country: British.
Players take the part of a 4th division soccer player with just £500 savings and no reputation. The objective is to play well to gain as many football awards and as much money as possible. Dice are used to resolve matches, and there are 11 special dice of different colours used in different circumstances (a little like Wembley). However, the players also score points for how well they played in each match. Wages are determined by each player's current status. Incident cards also play a part. Matches are played to resolve both the League and the F.A. Cup.
Geist. Published by RoseKnows Inc. 2003. Box. Excellent. £20
Designer: Rose Anderson. No. players: 2-5. Country: American. Duration: 1hr.
Unusual game in which the players must catch 5 ghosts and take them to the underworld where they can be safely released. Play involves moving around a chequered and numbered board collecting Zingiberi (Zb) chits - actually rather nice poker chips in 9 denominations. When precisely the right amount of Zb have been collected then landing on the space with that ghost catches it. Before a ghost is taken to the underworld its catcher can use it to play a special ability on the opponents which will hinder them somewhat - the harder to capture ghosts having the nastier effects. Managing your pool of Zb so as to get the exact amount is quite a challenge, and requires quite a bit of planning. The game is very nicely produced too.
Gettysburg. Published by Treefrog Games. 2010. Box. In shrink. £33
Designer: Martin Wallace. No. players: 2. Country: British. Duration: 3 hrs.
ACW wargame in which the armies are represented by wooden pieces which are moved across an area based map of the battlefield. Clever use of your commanders is needed to swing the battle your way. The game covers all three days of the battle.
Go: The International Travel Game. Box. Several available:
1) Published by Gibsons. 1961. Box shows wear, board a
little grubby. £5
2) Published by Waddingtons. 1961. Good but 2 box corners taped. £6
3) Published by Waddingtons. 1961. Good. £7
Designer: Waddingtons. No. players: 2-6. Country: British. Duration: 90 mins.
Family game, played on a nice map board. Players go round the edge of the board buying tickets so that they can travel across the map of the world in the centre of the board. The objective is to visit the major cities of the world and buy a souvenir in each before returning home. Play money comes in lots of different currencies (you can’t buy your souvenir in Spain, say, with dollars). Although not released until 1961, the game was originally patented in 1958. It took its name from a travel magazine of the time called Go!.
Goldene Ära. Published by Phalanx. 2008. Box. In shrink. £23
Designer: Leo Colovini, Giuseppe Bau. No. players: 3-4. Country: Dutch. Duration: 1 hr.
Aka The Dutch Golden Age. Players expand their influence and power as major families in the growing Dutch empire. Starting with a base in one region, some money and a couple of merchants who can move from region to region the players use actions to gain cards which can increase their money supply, give victory points, or other benefits. Money can be gained by playing income cards or when the king visits your regions. Fleets can also be built up and sent to the New World - a big undertaking, but extremely valuable once complete. Clever systems, and works very well - just don't run out of money! Recommended.
Grapevine. Published by Colmans/Games Workshop. 1985. Box. Good. £2.50
Designer: Paul Cockburn & Phil Gallaher. No. players: 2-6. Country: British. Duration: 90 mins.
Promotional game made by Colman’s, who are most well known for their range of mustards, but here trying to promote the wine importing side of their business. Players must travel across Europe collecting wines, and ship them back to Norwich. The game uses event cards and various charts to resolve actions. The game was designed by the Games Workshop team.
Grass. Published by Euro Games. ca.1986. Box. Good. £4
Designer: Jeff London. No. players: 2-6. Country: American. Duration: 1 hr.
Card game, over 100 cards uniquely packed in a canvas bag (this version in a box as well). Each player wears ‘two hats’. they try to sell as much marijuana as they can, and also try to bring the heat on other players so that their markets dry up.
Guerilla. Published by Ariel. 1976. Box. Excellent. £12
Designer: David Wells. No. players: 2. Country: British. Duration: 30 mins.
Abstract game, which Eamon thought one of the best games ever made by this company. Players place pieces on a triangular lattice to form groups, which can then move - larger groups being able to move farther than smaller ones. There is also a special capturing mechanism called "overkill" which results in a red "massacre" token being placed on the space, which becomes impassable for the rest of the game.
Hermagor. Published by Mind The Move. 2006. Box. 2 copies available:
1) In shrink. £15 2) Excellent. £14
Designer: Emanuele Ornella. No. players: 2-5. Country: Italian. Duration: 100 mins.
Board game in which players first place their buyers into the market at the city of Hermagor (using a very clever system for bidding on many items simultaneously) in order to obtain goods which can then be sold out in the surrounding towns and villages. In the second stage of each round the merchants head out from Hermagor to sell their wares. Both stages require planning and good tactical placement. Ultimately the winner will be the most successful merchant: the player with the most money. Highly recommended.
Hexentanz. Published by FX Schmid. 1989. Box. Excellent. £4.50
Designer: Bjorn Holle. No. players: 3-6. Country: German. Duration: 45 mins. Desc. by Eamon.
Clever memory game involving remembering pictures underneath identical witches’ hats. These hats ‘dance’ round the board, not helping the memory banks! Game of the Year Nominee, 1989.
Hoyle's Modern Encyclopedia Of Card Games. Published by Book Club Associates. 1977. Book.
Good. £4.50. Author: Walter B. Gibson. Country: British.
Hardback with dustcover, 22x14cm, 398 pages. Rather than being a regular book of card games in which the games are listed by category and then described, this book uses an alphabetical encyclopedia format. Thus all sorts of obscure phrases relating to card games are listed with the meanings given. The entries for games include the rules and many variants and so the book can also be used as card game rules book as well as a reference book.
Im Schatten Des Kaisers. Published by Hans Im Gluck. 2004. Box. Good. £11.50
Designer: Ralf Burkert. No. players: 2-4. Country: American. Duration: 90 mins.
Special Notes: There is very slight damage to one corner of the base - otherwise Excellent.
Players take the role of powerful dynasties in late medieval Germany. There are seven regions in which these dynasties vie for supremacy, which is gained using aristocrats, knights and cities. Once the regions are resolved their new leaders get to vote for who will be the new emperor, who gets several advantages. Game play involves spending limited money to use action cards to get your aristocrats, knights and cities into play. In addition at the end of each turn the aristocrats age and some retire. Players must carefully consider the best of many ways to gain VPs. Published in America as In The Shadow Of The Emperor.
Indus. Published by Queen Games. 2004. Box. 2 copies available:
1) Excellent. £14 2) In shrink. £15
Designer: Wolfgang Panning. No. players: 2-4. Country: German. Duration: 1 hr.
The board represents an archaeological dig with buildings, tombs, canals and paths to be excavated. Each of these elements covers several spaces and are worth different numbers of VPs. Many spaces on the square grid hold several of these elements too. Players take turns placing their archaeologists onto the edge of the board and moving them onto the board using dice rolls. However, the more experienced archaeologist pieces allow a reroll, and there are always several possibilities of what to do. Opponents' pieces can also be captured for points and the board can be constructed in many different ways for a different setup each time.
Intermedium. Published by Ariel. 1976. Box. Good. £9
Designer: Matt Crispis. No. players: 2. Country: British. Duration: 30 mins.
Cerebral abstract game, which is a sort of two dimensional Mancala. The board shows two separate overlaid grids. When a stack of pieces is moved, pieces are dropped off one at a time as they pass over spaces. The idea is to capture opposing pieces, which is essentially done by surrounding them, though in a clever way.
Interplay. Published by Shoptaugh. 1984. Box. Excellent. £6.50
Designer: Philip Shoptaugh. No. players: 2. Country: American. Duration: 20 mins.
Abstract game in which the players place sticks and barrels (some solid, some hollow) onto a 7x7 grid. The objective is to be the first to create one of three 5 piece patterns. Since both a stick and a hollow barrel can share the same space, the thought process involved can be quite tricky. This was later reprinted as Sticks 'N' Barrels by Discovery Toys.
Jericho. Published by House of Marbles. ca.1995. Box. Excellent. £1.75
Designer: Unknown. No. players: 2+. Country: British. Duration: 15 mins. Desc. by Eamon.
Another tower game, riding in on the success of Jenga. Looks unused so would make a nice present. The twist in this version is that some of the wooden blocks have a marble in them, and if you take one of these out of the tower successfully, you can choose to miss a turn later on in the game (when the going gets tough so-to-speak).
Jockey. Published by Ravensburger. 1977. Box. 2 copies available:
1) Good. £9. This edition has plastic horses. Box lid has a 2cm cut, and one edge of the base is taped.
2) Good, but corners show wear. £12. Metal horses
Designer: S. Spencer. No. players: 2-6. Country: German. Duration: 45 mins.
Classic horse racing game. 4 horses are moved by card play. Players predict the finishing order, but this is not easy to do. Your hand of cards helps you calculate which horses you can influence during the race. Some cards are colour coded, affecting a particular horse but others move the horse in a particular position a certain amount, possibly with a limitation, eg. move the horse in 3rd place up to 18 spaces, but not more than one space ahead of the leader. Thus many cards have to be played at just the right time to be properly effective. Betting is done before the race and both win and place bets may be made. Most money after 3 races wins.
Jungle. Published by Spears. 1983. Box. Good, but box edges show wear. £13
Designer: Unknown. No. players: 2-6. Country: British. Duration: 45 mins.
Excellent tile laying and movement game with wooden playing pieces and a board made up of 36 3-hex tiles. Initially, the players lay the tiles out, placing a counter on each tile they lay. When the board is complete the playing pieces move along the paths to get out of the jungle. However, other pieces block the way so there are clever tactical options available. Plays very well with 3 players.
Kap Hoorn. Published by Kosmos. 1999. Box. In shrink. £13
Designer: Thorsten Gimmler. No. players: 3-5. Country: German. Duration: 1 hr.
A race game about sailing clippers around Cape Horn in a race from New York to San Francisco. This is a tile laying game in which you have a limited number of action points each turn, which can be used to buy tiles, or perform special moves. The basic idea is to play tiles with movement arrows onto the board in such a way as to help the movement of your ship and hinder other ships. There are some clever placement restrictions and alternative ways to win as well. Very good game. Recommended. I also have a couple of rules tweaks to reduce the luck of the tile draw.
Knatsch. Published by Abacus Spiele. 2000. Box. In shrink. £6
Designer: Michael Schacht. No. players: 2-6. Country: German. Duration: 30 mins.
Dice game in which players try to better particular dice combinations in order to take control of castles and win tournaments represented by cards. Fast and fun.
Kontor. Published by Gold Sieber. 1999. Box. Good. £14
Designer: Michael Schacht. No. players: 2 or 4. Country: German. Duration: 1 hr.
Special Notes: Includes Das Exportlager expansion
Interesting tile laying majorities game set on the harbourside with players competing to manage warehouses. These warehouses are 'built' as the game progresses by laying tiles to form the board. What gets done is decided by card play, with cards having different actions and priorities. There are a great number of variant setups in the rules. Recommended as a 2 player game (or with more with the rare 3-4 player expansion).
Kontor: Das Exportlager. Published by Gold Sieber. 2000. Packet. Excellent. £0.50
Designer: Michael Schacht. Country: German. Desc. by Eamon.
Small expansion for Kontor. Well worth having if you own the main game.
Kremlin. Box. Several available:
1) Published by Avalon Hill. Country: American. 1988. Excellent. £28. Blue box edition. Includes the Revolution expansion too.
2) Published by Avalon Hill. Country: American. 1988. Excellent - unpunched. £20. Blue box edition
3) Published by Fata Morgana. Country: Swiss. 1986. Box. Good. £14. The box is made of corrugated card, and one side is bowed having been crushed at some point. Original edition
Designer: Urs Hostettler. No. players: 3-6. Duration: 2 hrs.
Classic game which takes you back to the Soviet era Russian politbureau, each member trying to get the top job. On the way you get to assassinate opponents, send them to Siberia, even help them sometimes, and all the time your politicians are ageing in a race against the biological clock. At the start each player secretly spreads influence points amongst the various politicians, but this only gets revealed as the need to use or claim those politicians arises
Law Courts. Published by Oliron Games. 1989. Box. 1 Box corner taped. £2.75
Designer: Unknown. No. players: 2-6. Country: British.
A look at the legal system in Britain. Players take court actions against each other, ultimately trying to win a case in the House of Lords, and to double their money. Game play involves moving around a track on the board and actioning the various spaces. However players also get the chance to challenge various actions in court, though it costs money to hamper the opponent in this way. Players will have to decide which actions to defend and which to let go. The game uses lots of different types of cards to resolve challenges etc. The box is styled to look like a black briefcase.
Legends Of Robin Hood. Published by Avalon Hill. 1991. Box. Good. £11
Designer: Courtney F Allen. No. players: 2-5. Country: American. Duration: 1 hr.
Avalon Hill's second stab at a Robin Hood game. First they bought the OSG game, and re-issued it, and then they released this game years later. A board game, but relying on card play, and a nice system that allows plenty of interaction. The game is driven by card play, and choices range from sticking to the relative safety of the woods and dining on the King's deer or donning a disguise to sneak into Nottingham Castle to cudgel the Sheriff himself.
Liftoff!. Published by Task Force. 1990. Box. Excellent. £21
Designer: Fritz Bronner. No. players: 1-4. Country: American. Duration: 3 hrs.
Excellent simulation of the space race. You are in charge at your country's space agency. Do you skimp on safety to reach a target first? Do you lobby the government for more money? Do you go for a big and prestigious mission which could go horribly wrong or go for a less impressive but more certain mission? There are rewards for being the first country to achieve various goals, and the equipment for each mission has to be carefully selected and paid for, and enough safety testing done to give it a good chance to succeed. Great solitaire game as well.
Lord Of The Rings: The Search. Published by Rio Grande Games. 2001. Box. In shrink. £9
Designer: Peter Neugebauer. No. players: 2. Country: American. Duration: 40 mins.
You are one of two hobbits, Sam or Frodo, who set out on an adventure meeting up with various allies (Aragorn, Gandalf, Gimli, Legolas etc), and encountering various orcs, trolls and other monsters in the wilderness areas, as well as obtaining treasures along the way. Despite the name, game-play feels much more like a generic fantasy game than a Lord of the Rings related game, as the hobbits are competing rather than cooperating. That said it still plays well, and has some interesting mechanics including using square spaces which are oriented diagonally across the square land tiles.
Luftwaffe. Published by Avalon Hill. 1971. Box. 2 copies available:
1) Box lid and base taped. £1.75 2) Good. £3. Shows some lid creasing due to stacking
Designer: Lou Zocchi. No. players: 2. Country: American.
Game of aerial combat over Germany 1943-45. Turn based hex and counter wargame covering the strategic air war over Germany in WWII. Turns are roughly 1.5 months, units are wings. The board covers the Western Front from Belgium to Poland/Hungary.
Mamma Mia!. Published by Abacus. 1998. Box. 2 copies available:
1) In shrink. £5 2) Good. £4.50
Designer: Uwe Rosenberg. No. players: 2-5. Country: American. Duration: 40 mins.
Card game, over 100 cards featuring pizza toppings and orders. Players aim to complete their eight pizza orders. Players take turns to place some ingredient cards on to a communal pile of ingredients and then may opt to place one of their order cards on top. This continues until the whole deck is in this pile. The pile is then turned over and each time an order card comes up the ingredients revealed are looked at to see if the order can be completed, and then the relevant ingredients are removed. Light game in which some memory skill helps, though players get the chance to make up missing ingredients from their hand as well.
Manic Mosaic. Published by Crown. ca.1985. Box. Good. £4
Designer: Unknown. No. players: 1. Country: British.
156 rounded 'bow tie' shaped pieces which interlock. The pieces are double sided and show red and silver geometric curves. The pieces can be put together to make all sorts of interesting patterns, a great many of which are pictured in the instruction book for you to work out how to create them. Attractive solitaire puzzle item.
Masquerade. Published by Z-Man Games. 2007. Box. In shrink. £8
Designer: Satoshi Nakamura. No. players: 3-5. Country: American. Duration: 1 hr.
Fantasy card game originating in Japan - this US edition is fully in English. Each player assumes a secret identity with a unique way of gaining bonus victory points. The players send their 'dancer' to six different adventure locations in order to achieve their goals. There are various ways in which you can score points such as fighting monsters for treasure, accumulating spell cards, or stealing from other players. Unusual game.
Memoir '44: Breakthrough. Published by Days Of Wonder. 2010. . In shrink. £27
Designer: Richard Borg. No. players: 2. Country: American. Duration: 30 mins.
Memoir '44 expansion kit which consists of two supersized (9 panel) hard mounted board maps, featuring countryside, beach, winter and desert battlefields. 15 Breakthrough scenarios are detailed such as Operation Crusader, Operation Amherst, and two Sword Beach scenarios. You will need the base game to make use of this, and some scenarios will require other expansions too.
Millionenspiel. Published by Ravensburger. 1982. Box. Good. £14.50
Designer: Rudiger Koltze. No. players: 3-5. Country: German. Duration: 45 mins.
Well regarded betting game. Elegantly simple, but always exciting and frustrating in equal quantities. Each turn is a wager on where the solitary playing piece will land. One player has control of the dice, which influences all decisions. You never get change from the bank, and must always change your cash up into the largest notes or coins possible. By the end of the game, huge wagers have to be made, but this is necessary because the winner is the first player to own the 1 million Deutschmark note. Seeing as you start with 5 Deutschmarks, this is no mean achievement.
Mind Trap. Published by Spear's Games. 1993. Box. Good. £3
Designer: Mind Trap Games Inc. No. players: 1+. Country: British. Duration: 1 hr.
Mind Trap contains over 500 fascinating lateral thinking problems for you and your friends to consider. They are even good to have a go at on your own when you have a few minutes spare and want to get your brain working. Recommended to lateral thinking puzzle fans.
Mind Trap II. Published by Spear's Games. 1997. Box. Good. £3.50
Designer: Pressman. No. players: 1+. Country: British. Duration: 1 hr.
Mind Trap II contains over 400 fascinating lateral thinking problems for you and your friends to consider. They are even good to have a go at on your own when you have a few minutes spare and want to get your brain working. This second game in the series has all new problems for you to try, and includes puzzle pictures to be studied, tangram shapes for you to manipulate and plastic sticks to move around in 'matchstick' puzzles. Recommended to lateral thinking puzzle fans.
Mind Your Language. Published by Spear's Games. 1992. Box. Good. £6
Designer: Unknown. No. players: 3-6. Country: British. Duration: 1 hr.
Unusual game which gets the players to ask and answer questions in foreign languages! Don't worry though - no skill in linguistics is required, as everything is spelt out phonetically and translated into English as well! The objective is to get your passport stamped for a number of foreign countries. When visiting a country you read out a question in the relevant language and choose a player to answer. If they have the answer card for that question in the right language they answer and you get your passport stamped, but they can instead block using a tourist card who answers in another language altogether or maybe they don't have the right card at all. Various event cards make it a bit harder to keep track of which cards people have.
Modern Art. Published by Hans Im Gluck. 1992. Box. Excellent. £15
Designer: Reiner Knizia. No. players: 3-5. Country: German.
Considered by many to be the best auction game. Each player tries to acquire works of art for their gallery, but must judge which artist will be worth money at the end of the season. There are several different types of auction each with subtle differences. At the end of each round paintings are worth more if lots were sold by that artist that round and at the end of the game cash is all important.
Montanara. Published by Abacus Spiele. 2005. Box. Excellent. £7
Designer: Jong Kong. No. players: 2. Country: German. Duration: 20 mins.
The players vie to be the first to unearth 4 valuable crystals. In this card game players play dwarves onto the table and then can use them to delve into the piles of cards looking for crystals - one card for each dwarf available to dig. In addition action cards can be played which can manipulate the order of the cards in the piles to be dug up and allow the cards to be examined. Cave-ins remove all dwarves on the table from play, and quakes can undo your opponent's cunning plans.
Multiplay. Published by Multiplay. ca.1992. Box. 2 copies available:
1) Box shows wear. £6 2) Good. £7.50
Designer: F.Rafidi. No. players: 2-5. Country: Philippines. Duration: 1 hr.
Unusual numerical game played on an 11x11 grid with dice of sorts on each space. The general idea is that each of these dice has a number from 1 to 144 on it in 6 colours. On your turn you roll a d12 and choose a dice to flip to your colour which shows a multiple of the number you rolled. You try to form lines to score points and take points away from opponents. The rules come with lots of variants and I have worked out a set of rules which I find works excellently for a cerebral but enjoyable, strategic and tense game. I will supply this set of rules. Recommended.
Murder A La Carte - Chinese Takeout. Published by Bepuzzled. 1994. Box. 2 copies available:
1) Good. £5.75. Unused. Would be 'Excellent' except for a label removal mark and a little tape used to seal it.
2) Excellent. £6
Designer: Larry Zacher. No. players: 6. Country: American.
Murder mystery party game for 6 players. The players roleplay the 6 characters detailed and have to talk to the other players to solve the mystery. This mystery is set in a San Francisco townhouse filled with Emily Bogg's mementos of China. Unexpectedly a long lost daughter Anita Mumm turns up for dinner. Is she an imposter ? Things turn deadly when Mrs Bogg's fortune cookie predicts her death! The set includes invitations, hosting instructions, menu ideas (optional), clue sheets, character briefings, and a tape recording to play.
Murder Mystery - Murder At The Country Club. Published by University Games. ca.1986. Box. Excellent. £5
Designer: Sue Sigrist. No. players: Up to 8. Country: English. Duration: 2.5 hrs.
Murder mystery party game for up to 8 players. The players roleplay the 8 characters detailed and have to talk to the other players to find out who is the murderer! In this mystery millionaire John Dosh has been murdered at his country club, but one of his staff has killed him, and the players as these staff members must investigate and discover just what has happened. The set includes invitations, hosting instructions, costume and menu ideas (optional), clue sheets, character briefings, and a tape recording to play.
Murder Mystery - Revenge In Rome. Published by University Games. ca.1986. Box. Good - box shows wear.
£4.25. Designer: Sue Sigrist. No. players: Up to 6. Country: English. Duration: 2.5 Hrs.
Special Notes: The party invitations are missing, but these are not needed for play.
Murder mystery party game for up to 6 players. The players roleplay the 6 characters detailed and have to talk to the other players to find out who is the murderer! In this mystery an American tourist is discovered dead in Rome's catacombs while on a trip to visit his recently married son. Suspects include family and work colleagues. The set includes hosting instructions, clue sheets, character briefings, balloons, and a tape recording to play.
Mykerinos. Published by Rio Grande Games. 2006. Box. In shrink. £16.50
Designer: Nicolas Oury. No. players: 2-4. Country: American. Duration: 45 mins.
Board game with an archaeological theme. Players send their workers out into sections of a major Egyptian dig site, and hope to beat off their rivals in order to win the influence of various patrons, gain victory points and get the best locations for their exhibits in the museum. The patrons each offer advantages which can be used in future turns, but once space has been taken in the museum there is no more. Clever game in which everything is always urgent, but only so much can be done at a time! Recommended.
Neuland 2nd Edition. Published by Eggert Spiele. 2008. Box. In shrink. £22
Designer: Tobias Stapelfeldt, Peter Eggert. No. players: 2-4. Country: German. Duration: 2 hrs.
Reprint of this previously very sought after resource management game. Players start with basic buildings which they can use to produce basic resources. These buildings produce more valuable resources which can be used to build more valuable production buildings and/or produce yet more valuable resources. Players must carefully plan their production and also keep control of buildings they consider important. VPs are won by building various top level developments, and the first to build sufficient of these wins. One to get you really thinking, planning ahead and optimising what you do. Recommended.
Non-Stop. Published by Condor. 1974. Box. Good. £13
Designer: Seven Towns Ltd. No. players: 2-4. Country: British. Duration: 30 mins.
A neat little train game. A grid of 81 track tiles is laid out and the players have a train piece each which start in the corners. The players move as many track spaces as the number printed on the tile their train started their turn on and they take each piece of track driven over. The idea is to collect more pieces of track than anyone else. What makes the game work is that certain pieces can be relaid to enable you to get your train back to where there are still tiles to claim. Surprisingly tactical for what appears at first to be very light.
Nuggets. Published by Winning Moves. 2003. Box. In shrink. £7
Designer: Christwart Conrad. No. players: 2-4. Country: German. Duration: 30 mins.
Placement game played on a 5x8 square grid. The board starts with 8 gold mines valued from 4 to 8 each, and players take turns either putting one of their claim markers face down onto an empty space (they are valued 1-4), or placing two dividers between spaces. The dividers allow the board to be chopped up into separate claims, none of which can be less than four spaces in size, and it is this that makes the game interesting, as it is quite possible for some claim markers to get separated from all the gold mines, and so have no effect in the scoring at the end of the game.
Number-Rings. Published by Orda Industries. 1976. Box. Good. £10
Designer: Philip Vennor. No. players: 1-4. Country: Israel. Duration: 20 mins.
Dice game in which each player has a section of the board with 18 raised number bases. Each turn 3 dice are rolled and combined by addition, multiplication and subtraction to form one or more numbers which are then covered with coloured rings. The objective is to be the first to cover all your bases. Offensive play (in other people's areas) is also possible.
Ohne Furcht Und Adel. Published by Hans Im Gluck. 2000. Box. 2 copies available:
1) Excellent. £5. This set includes extensive player aids in English.
2) Good. £4.50
Designer: Bruno Faidutti. No. players: 2-7. Country: German. Duration: 1 hr.
Card game. Each turn, every player chooses a 'job', such as soldier, priest, merchant, thief etc, each of which gives certain special abilities for that round. The object is to collect gold in order to construct buildings in your town. These buildings also have attributes which make selection of particular jobs more profitable thereafter, and a few give special abilities. Lots of clever ideas, and good interaction. Unusually it plays very well with 6-7 players. Highly recommended.
Olympics. Published by Starlight. 1981. Box. Good. £1.25
Designer: S Scorer. No. players: 2+. Country: British.
Family game covering various sporting events. The game is played so that all the events are played simultaneously, and your positional play in one event, might help you advance in another event.
Operation. Published by MB Games. 1996. Box. Excellent. £2.75
Designer: Unknown. No. players: 2-4. Country: British. Duration: 20 mins.
Fun family game in which the players take it in turns to extract various organs from an unfortunate patient. This is done using a pair of metal tweezers and should the tweezers touch the metal side of the hole being operated on an alarm sounds and that operation fails! Silly, but fun.
Ostia. Published by Pro Ludo. 2005. Box. 2 copies available:
1) Excellent. £9 2) In shrink. £10
Designer: Stefan Risthaus. No. players: 3-5. Country: German. Duration: 75 mins.
Each round the players buy and sell goods at auction, and then decide what to do with their goods. They can either send them to market to get money - the more matching goods other players send there the worse the return, gift them to the Senate in order to gain influence (victory points), or store them for next turn. There are restrictions on the number of types of cards which can be used each round and additional victory points at the end for full warehouses, and most money.
Othello. Published by Peter Pan. 1977. Box. Good, but 1 corner split. £2.75
Designer: Unknown. No. players: 2. Country: British. Duration: 30 mins.
Classic strategy game that is also known as Reversi. Very nicely produced with a green baize covered playing area, classic black and white reversible pieces, and useful storage compartments for the pieces.
Party Games Funbook. Published by Murrays. 1960. Book. Good. £1
Author: Unknown. Country: British.
Softback, 80 pages, 24x18cm. Book of roughly 80 party games and activities, each one on a separate page, and most have an illustration. The illustrations are very 1960's, but the games and activities are good parlour games, and so just as much fun for kids now as they were then.
Paternoster / Comings And Goings. Box. Several available:
1) Comings And Goings. Published by Gibsons. Country: British. 1991. Good, but gash on lid has been taped up. £0.75
2) Comings And Goings. Published by Gibsons. Country: British. 1991. Good. £1.75
3) Paternoster. Published by F X Schmid. Country: German. Duration: 1990. Excellent. £3.75
Designer: Uli Geissler. No. players: 2-6. Duration: 30 mins.
Superior (and tough) memory game as you try to recall who entered a 'rolling lift' (known as a Paternoster in Germany). To make it harder still the lift sections will all go up / down between turns moving the hidden passengers and making this a real challenge. Nice illustrations on the cards.
Pentagames. Published by Books UK. 1990. Book. Good. £2
Author: Pentagram Design. Country: British.
Hardback with dustcover, 23x23cm, 164 pages. A collection of games and activities which is colourfully illustrated. The rules for each game / activity are always simple, and many can be played anywhere. The book features word games, number games, domino games, card games, pencil & paper games, outdoor games, abstract games, mazes, origami and more.
Perikles. Published by Warfrog. 2006. Box. 2 copies available:
1) In shrink. £14.50 2) Excellent. £14
Designer: Martin Wallace. No. players: 3-5. Country: British. Duration: 2.5 hrs.
Each player takes the role of a powerful Greek family in the Peloponnesian war. In the first stage of the game the families seek to control six ancient Greek city-states, which will require gaining votes in order to win the elections. Having gained control of a city state its army can then be used in various battles to win glory.
Play As You Learn Bridge. Published by Robert Hale. 1986. Book. Good, ex library. £1
Author: Charles H. Goren. Country: British.
Softback, 19x13cm, 116 pages. An introduction to Bridge which really does start at the beginning ie. teaching basic Whist, introducing trumps, getting to grips with basic whist card play, learning to estimate how many tricks you will win, and only then getting onto bidding and basic conventions for Bridge itself.
Playing To Win. Published by B.T. Batsford. 1988. Book. Excellent. £1.25
Author: James Plaskett. Country: British.
Softback, 21x14cm, 90 pages. This Chess book consists of a long section in which the author gives a personal view on the game, and then a commentary on a selection of games in which the author played, which he considers illuminating.
Power & Weakness. Published by MoD Games. 2007. Box. 2 copies available:
1) In shrink. £15 2) Excellent. £14
Designer: Andreas Steding. No. players: 2. Country: German. Duration: 45 mins.
Set in 5th century Britain the Saxons and Celts are vying for control over the land. Each side uses both knights and magicians. Knights move overland from one province to the next in a predictable way, whereas magicians use places of power to appear just where their enemy thought was secure, and thus the struggle flows back and forth until one side gains the upper hand. Unusual in that two subgames are really being played at the same time, and deciding which to focus on can be difficult.
Puerto Rico. Published by Rio Grande. 2002. Box. In shrink. £21.50
Designer: Andreas Seyfarth. No. players: 3-5. Country: American. Duration: 2 hrs.
Extremely popular and very highly regarded gamers' game in which the players are plantation owners in Puerto Rico in colonial times. Various crops can be grown in the plantations and buildings which grant additional benefits can be built in the city. The central mechanism is that players take it in turn to select an action which in most cases all players will get to do, but with the chooser getting an additional benefit. The player who runs their plantations most effectively and makes best use of their buildings and options each turn will win the game.
Quadwrangle. Published by Lagoon Games. 1995. Box. Good. £10
Designer: Maureen Hiron. No. players: 2. Country: British. Duration: 15 mins.
Part of the Inventor's Collection. Dice and board game in which the players simultaneously try to win 9 tug of war battles. 5 dice are used, with rerolls allowed. The dice are used to determine which of the pieces to pull in your direction each turn. Attack and defence needs to be balanced skilfully. Solid wooden board.
Quantum. Published by Lazy Days. 1975. Box. Good, but box edges show wear. £9
Designer: Unknown. No. players: 2. Country: British. Duration: 30 mins.
Strategy game in which each player gets 16 interlocking pieces shaped as circles, squares and crosses. Players alternate moves, in which circles can move one space diagonally, squares one space horizontally and vertically and crosses can move to any of the 8 adjacent spaces. Landing on top of an opposing piece creates a tower which can move upto its height in the directions allowed by the piece on top. A tower of size 6 or more is safe and cannot be moved. The first player to create 3 such towers wins the game.
Quirks. Box. 2 editions available:
1) Published by Eon. 1980. Country: American. Good. £35. The Climate Marker is missing - replaced with a wooden cylinder (which is much easier to use too)
2) Published by Games Workshop. 1980. Country: British. Good. £50. Includes Eon's Expansion 1 and 2.
Designer: Bill Eberle, Jack Kittredge & Peter Olotka. No. players: 1-4. Duration: 30-90 mins.
The weird game of un-natural selection, of evolution gone awry. It uses cards very cleverly so that three cards form a creature or plant no matter how unlikely, and they even give you a name for the species. Includes children's rules, called Quirklings. Each animal or plant section is useful in some climates and hopeless in others. As the climate changes players mutate their animals/plants if they aren't ideal for the current climate or attack one of the current dominant species if they think their species is better suited. I also have some house rules I can supply to enhance the game. A truly wonderful idea for a game.
Race For The Galaxy. Published by Rio Grande Games. 2007. Box. In shrink. £18
Designer: Tom Lehmann. No. players: 2-4. Country: American. Duration: 45 mins.
Space themed card game in which the players start with a base on a single planet, and develop their own empire as the game progresses. Each turn there are several phases: Explore (get more cards), Develop (play and pay for a new technology), Settle (obtain a base on a new world), Trade (sell goods for VPs or more cards), and Produce (get goods on productive worlds). However, each turn only a few of these phases will occur, and the players decide which will happen by card play. Every card has special abilities ensuring that the game will be very replayable, allowing for different strategies and combinations of strategies. Very highly regarded despite it being a bit confusing the first time played - recommended.
Race For The Galaxy: The Brink Of War. Published by Rio Grande Games. 2010. Box. In shrink. £17
Designer: Tom Lehmann. No. players: 1-6. Country: American. Duration: 45 mins.
Third expansion for Race To The Galaxy which you will need to make use of this, as well as both the first and second expansions. This set includes 4 new start worlds, 44 game cards, 6 action cards, 5 goal tiles, a search sheet, and assorted chips and counters to use with this expansion. If you need the previous expansions too just ask - I probably have them!
Regency. Published by Pegasus. 1992. Box. Good. £10
Designer: Unknown. No. players: 2-4. Country: British.
Played on a board showing several concentric tracks the players use dice to move their pieces to form lines, which allow their pieces to advance on the next ring. The objective is to be the first to advance one of your pieces to the centre of the board and become Regent.
Rook Endings. Published by B.T. Batsford. 1989. Book. Excellent. £7
Author: Grigory Levenfish, Vasily Smyslov. Country: British.
Softback, 21x14cm, 216 pages. A very detailed examination using a vast number of example games which looks at the end game in Chess where rooks are the key pieces. The chapters are: Introduction, Rook and Pawn vs Rook, Rook and Two Pawns vs Rook, Rook and Pawn vs Rook and Pawn, More Pawns, Numerous Pawns, Conclusion.
Royal Palace. Published by Rio Grande Games. 2008. Box. Excellent. £19.50
Designer: Xavier Georges. No. players: 2-4. Country: American. Duration: 75 mins.
Resource management based board game in which the players use their servants in the rooms of the royal palace to gain various resources, special action cards, recruit additional servants, and gain increased ability to move around the palace for greater flexibility in future turns. Many actions involve removing servants from the board, so ensuring that you can get them back on quickly is vital. When you have enough resources these can be spent to gain the favour of aristocrats located on a separate park board. These are worth VPs and in game benefits too. Bonuses are also awarded for having most aristocrats in various areas of the park as well.
Sacrifices In The Sicilian. Published by B.T. Batsford. 1980. Book. Excellent except spine slightly faded. £6
Author: D.N.L. Levy. Country: British.
Softback, 21x14cm, 186 pages. Chess book for the more advanced player. After an introduction to the subject the book goes through 127 example games involving the sacrifices the book is named for. The games involved are categorised by type of sacrifice involved.
San Juan. Published by Rio Grande Games. 2004. Box. In shrink. £20
Designer: Andreas Seyfarth. No. players: 2-4. Country: American. Duration: 45 mins.
Excellent card game based on the exceptionally popular and award winning board game Puerto Rico. Players build a city which will consist of a selection of production buildings (which allow goods such as sugar and tobacco to be produced and later sold) and special buildings. There are lots of different special buildings which give their owner a variety of benefits, generally improving the way a certain phase of the game works for their owner. In turn each player chooses a particular action which they get the full benefit of while others get a more limited option - these actions include building, production, trading, and prospecting. Highly recommended.
Scarab Lords. Published by Fantasy Flight Games. 2002. Box. 2 copies available:
1) In shrink. £13. Country: American.
2) German language edition. Excellent - unused. £4. I can provide English rules, but the cards all have German text.
Designer: Reiner Knizia. No. players: 2. Duration: 30 mins.
Card game for two in which the players vie for dominance over upper and lower ancient Egypt. In each region players can attempt to gain supremacy in economic, religious and military spheres, with the objective being to gain two out of three supremacies in both regions and then hold them for one turn. The cards are attractive and come in various types: minions and leaders who are sent to battle for supremacy against those of your opponent, one off cards, and gods which give an advantage each turn. Players can 'curse' the opponent's cards which makes them inactive and the game can also end if a player's deck runs out. Additional cards are supplied which you can use to vary the standard decks. Recommended.
Scarne's Complete Guide To Gambling. Published by Simon And Schuster. 1961. Book. Good - dustcover shows wear. £5.50
Author: John Scarne. Country: American.
Hardback with dust cover, 714 pages, 24x16cm. Excellent book devoted to the rules and strategy of gambling games, written by a noted game designer and magician. The chapters cover: America's Biggest Industry, Mathematics & Science of Gambling, Horse Racing, Betting On Sports Events, Lotteries Sweepstakes Pools & Raffles, The Numbers Game, Bingo, Casinos, Craps, Odds in Dice Games, Black Jack, Roulette, Slot Machines, Chemin de Fer & Baccarat, Keno, Carnival Games, Private Card Games, Poker, Gin Rummy, Pyramid Clubs, General, Hustlers & Cheats. Throughout the book there are hints on spotting cheats and even on how to cheat should you be so inclined.
Screaming Eagles. Published by Milton Bradley. 1987. Box. Goodish. £11
Designer: Unknown. No. players: 2-4. Country: American. Duration: 25 mins.
Special Notes: Box shows some wear, and corners taped. Base indented. Contents very good though
An MB dogfight game with attractive plastic miniatures. Players are the pilots of modern aircraft and you will need to shoot your enemies down as quickly as possible as otherwise they are sure to shoot you. Players simultaneously choose cards to plan their moves. Each plane has a battle board, on which the location of damage can be recorded. The main board is a very unusual wraparound layout, so you are always close to the other aircraft. When played with 4 players it is a partnership game.
Shapeshifters. Published by Fat Messiah Games. 2003. Packet. New. £8
Designer: Michael Wasson, Neal Sofge. No. players: 2-4. Country: American.
A fantasy combat game in which the players take the roles of shapeshifting wizards. The heart of the game is an amazing chart showing all the possible things the wizards can transform into - ranging from Asian Dragon, Triceratops, to Jellyfish, or even an Oak Tree. Each has combat and movement statistics and a cost to maintain the form. Brilliant concept.
Solitaire & Fox And Geese. Published by Merit. ca.1960. Box. Good. £0.75
Designer: Unknown. No. players: 1-2. Country: British. Duration: 20 mins. Desc. by Eamon.
An edition of the classic solo game, solitaire, with a plastic board and plastic pegs as playing pieces. The rules also include a version of Fox and Geese, usually played on a chess-board or similar, but here played on the Solitaire board.
Solo. Published by ScaMaTra. ca.1985. Box. Good. £6
Designer: Unknown. No. players: 1. Country: Swedish.
Puzzle type item. A plastic frame containing 41 half white half black rotatable balls. Initially all are turned to black except two. Play involves selecting a white ball with two blacks next to it and switching over all three balls' colours. The objective is to make every ball but one white. There are a several smaller (easier) puzzles to get you started.
Sorcerer's Cave + Extension Kit. Published by Ariel. 1982. Box. Good. £33
Designer: Terence Donnelly. No. players: 1-4. Country: British. Duration: 1 hr.
Notes: Main set is actually the Gibsons edition. Expansion's sheet of numbers replaced with laminated version.
First edition. Very nice concept in this fantasy game that you need to play on the floor. This is because the board is made up of a large number of dungeon cards, which can meander in any direction (and they really do spread out). When you find stairs, you start a new dungeon 'under' the other one, and so on as you go deeper. You will need a large playing area! The solitaire game is very challenging to win. This set comes with the extension kit cards and tiles included, which adds extra variety to your games.
Spec. Published by Block Inland. 1987. Box. Good. £8
Designer: Unknown. No. players: 2-6. Country: British.
Property speculation business game in which the players extend and improve their homes and add luxuries, trying to increase the value of their properties. The game uses 24 amazing property value dials, each with 7 digits! Game play includes mortgages, crisis cards, bonus cards, pro & con cards, and a board around which the players move their playing pieces.
Star Wars CCG - Batch of Cards. Published by Decipher. ca.1995. Box. Good. £6.50
Designer: Chuck Kallenbach, Jerry Darcy, Rollie Tesh, Tom Braunlich. No. players: 2. Country: American.
A batch of roughly 500 cards for the Star Wars CCG and the Young Jedi CCG. Players lay out a selection of locations, ships and characters, one player playing the Empire and the other the Rebellion. The players then use their resources to battle their opponent in space and on various planets in order to deplete their life force. Quite complex game (fairly typical for a CCG). This batch should give you more than enough to explore the game system and build various decks.
Stone Age. Published by Rio Grande Games. 2008. Box. In shrink. £30
Designer: Michael Tummelhofer. No. players: 2-4. Country: American. Duration: 75 mins.
Set in the Stone Age players try to improve the lot of their tribe of people. This is implemented using an action drafting system, so you can for instance improve your agriculture, create tools, enlarge your tribe, hunt for food, and gather a variety of resources. These resources can be used to build new huts which earn VPs, and also to buy various bonus cards which give VPs at the end of the game in a number of different ways. Dice are used when gathering resources to determine the success of your tribe that season.
Strozzi. Published by Rio Grande Games. 2008. Box. In shrink. £20
Designer: Reiner Knizia. No. players: 3-6. Country: American. Duration: 1 hr.
A further development of Reiner's classic auction game Medici. This game uses many of the same ideas - trying to get ships bearing goods and other benefits which suit your plans into your harbours, with payouts for weights of ships and majorities in the various goods etc. There are assorted twists including a completely different way to 'bid' for the ships. Instead of a regular auction using money players use bidding tokens in a sort of simplified Ra type of mechanic. Ideal if you like Medici, but have friends who don't like direct auctions using money. Recommended.
Sufferin' Spirits. Published by 3 Wishes. 1986. Box. Good. £11
Designer: Nik Sewell. No. players: 2-4. Country: British. Duration: 90 mins.
Great fun as you romp amongst the burial plots laying to rest the Spirits of Grimstone Graveyard. No dice but a mixture of cards and strategic movement wins the game. The Spirit moves independently and activates Imps and Lesser Spirits to confront the players. Players try to earn the most Good Deed points by finding the objects each of the Spirits has had stolen by the mischievous Imp and returning them to their owner, thus letting them rest in peace.
The F.A. Book For Boys 1954/55. Published by The Naldrett Press. 1954. Book.
Cover fair, inside excellent. £2.25. Author: Unknown. Country: British.
Special Notes: The hardback cover shows stains and a little damage, and the blank flysheets some speckling, but the pages themselves are excellent.
Hardback book with 192 pages. This is a soccer book for boys published by the English Football Association. It contains all sorts of articles related to football, including ways to improve your game and interviews with famous players of the day (eg. Stanley Matthews). Very nice period item.
The Glory. Published by Genesis. 1988. Box. Good. £8.50
Designer: Unknown. No. players: 2-6. Country: British. Duration: 3 hrs.
Privately made game. Each player represents a great European power in the mid-nineteenth century vying for supremacy. Players have to look at things both from a military commander's point of view, positioning forces ready to attack, and planning with potential allies, but also from a king's viewpoint where keeping the people happy and keeping yourself popular are important too. Involves negotiation and knowing when to break allegiances. Bookcase box.
The Great Wall. Published by Quantum Games. 1985. Box. Good, but 2 corners taped. £15
Designer: Roger Berry. No. players: 2-4. Country: British. Duration: 45 mins.
Played on an 8 sided grid of triangles, the players each represent a different Chinese power which expands its territories using armies to take control of more village spaces with forts. Wall sections can be placed automatically between forts. The objective is to control more of the board than your opponents. Each turn 8 action points can be used to move armies, attack enemy armies and build forts. Uses wooden playing pieces.
The Greene Book On Contract. Published by Joiner & Steele. 1935. Book.
Good, but dustcover discoloured. £6. Author: Ernest Greene. Country: British.
Hardback with dustcover, 19x12cm, 96 pages. Includes a set of example hand cards in the rear insert. Written by a Canadian teacher and exponent of Bridge and subtitled: "If Greene Can't Teach You - None Can". The book is separated into 7 lessons, which take a player used to other whist games or a Bridge player unhappy with other conventions, and teaches them Greene's system, based on his "Greene Count".
The Guinness Book Of Traditional Pub Games. Published by Guinness Publishing. 1992. Book. Excellent.
£3. Author: Arthur R. Taylor. Country: British.
Softback, 23x17cm, 192 pages. Fascinating look at games played in pubs over the last couple of centuries. These include the old favourites still commonly found as well as many games which are little if ever seen these days. The chapters cover: Darts, Dominoes, Cards, Skittles, Table & Cue Games, Green Field Games, Bowls Bullets & Boules, Quoits Horseshoes Rings & Things, Sliding Shoving Pushing & Tossing, Gambling Games, The Good Old Days, Board Games, Eccentricities.
The Hamlyn Illustrated Book Of Card Games. Published by Hamlyn. 1973. Book. Excellent. £9
Author: George F Hervey. Country: British.
Hardback with dustcover, 26x19 cm, 240 pages. Lavishly illustrated book covering roughly 200 games and variations, each fully explained, and with illustrations to clarify tricky points or show layouts etc. The games are categorised as follows: Patience (Single Deck 19, Double Deck 22), Two Player (58), Three Players (12), Four Players (41), Five + Players (33), Party Games (23), Banking Games (17).
The Hobbit Jigsaw. Published by Express Gifts. 1999. Box. Good. £4.25
Designer: Peter Pracownik. No. players: 1+. Country: British.
1000 piece jigsaw puzzle. The picture is a complex and attractive piece of artwork incorporating portraits of the dwarves, small pictures of various scenes from the book, inc. Smaug, along with a central section showing Bilbo's encounter with Gollum.
The Private - Batch of 2. Published by Duncan Maclean & Alan McClenahan. 1992. Booklets. Good. £0.35
Designer: Duncan Maclean & Alan McClenahan. Country: British.
2 issues of The Private from 1992/93 (issues 4&5). This British board wargaming newsletter has a good selection of in depth reviews as well as a number of short reviews in each issue in addition to magazine reviews, a letters column and a news section.
The Really Nasty Motor Racing Game. Published by Upstarts Ltd. 2006. Box. In shrink. £10
Designer: Unknown. No. players: 2-6. Country: British. Duration: 90 mins.
Motor racing game from the makers of the Really Nasty Horse Racing Game. At the beginning of the game each player is given a pit stop strategy card, and several Really Nasty cards to hinder other players at critical moments. Game play uses a selection of dice, and players get to pick tyre types and affect the weather as well as getting to block other cars around the corners etc.
The War Room. Published by Northern Cross. 1990. Long tube. Good. £11
Designer: Greg Volpert. No. players: 2-4. Country: American. Duration: 90 mins.
Special Notes: The tube is a little grubby looking.
War game set in the Persian Gulf. Iraqi and Multinational forces face off in the desert sun. The objective is to capture the enemy troops and force a surrender. Units include infantry, artillery, helicopters, tanks, aircraft and warships. The rules are short and play is straightforward.
Think-Links. Published by De Bono Games. 1982. Box. Good, 1 corner taped. £4
Designer: Edward De Bono. No. players: 1+. Country: British.
A collection of 50 thought games. The games use a selection of cards with words and pictures on them. The games are all short and designed to help the player develop their ability to remember connections between items. Thus it is as much a personal development tool as a game set! Also included is an introduction to the author's memory methods and how they relate to the games included here.
Through The Ages. Published by Eagle Games. 2007. Box. In shrink. £37
Designer: Vlaada Chvátil. No. players: 2-4. Country: American. Duration: 3 hrs.
Special Notes: Includes 'fix packs' to correct mistakes in the production run.
Players take their civilisations from ancient times through to the modern day. The game is driven by cards which offer all sorts of abilities to enhance your empire, and could represent leaders (military, scientific etc), military units, wonders of the age, special actions, events and more. The game offers three versions of the rules: The Tutorial Game, The Advanced Game and the Full Game. Winner of an International Gamers Award.
Tichu. Published by Abacus Spiele. 1998. Box. In shrink. £4
Designer: Unknown. No. players: 3-10 (4). Country: German. Duration: 1 hr.
Card game set with rules to several games, including a game very similar to Kariere Poker / The Great Dalmuti for up to 10 players. However, the main event is Tichu itself which is an excellent four player partnership game played with a standard deck of cards plus four special cards. It is a 'climbing' game, which means that players play a particular type of combination (eg. pair or run) to a trick, but subsequent players can only play higher sets of the same type. The highest played wins the trick and leads to the next one with the objective of getting rid of all your cards. Sounds simple, but there are quite a few extras which make this great and a different challenge every hand. My favourite card game, so highly recommended.
Touch And Feel. Published by Lagoon. 1993. Box. Good but box shows some wear. £1.50
Designer: Unknown. No. players: 2+. Country: British. Duration: 15 mins.
Rather like Twister except that rather than playing on a large mat, coloured stickers are stuck to various parts of each player's body. The very large wooden dice is rolled and the current player must now make a part of their body touch someone else's sticker of that colour.
Tournament Golf. Published by Ariel. ca.1965. Box. Good. £8.50
Designer: Unknown. No. players: 1-4. Country: British. Desc. by Eamon.
A rarely seen Ariel game. Large double sided board and a huge spinner. Mainly played by choosing your club, drawing a card that allows for a possible variation to what you would expect, and possibly using the spinner if you have a tricky shot or are in a hazard. Allows for a professional standard or an amateur shambles. The game will play as an opponent for you, the ever-ready Angus McDummie!
Trespass. Published by Lakeside. 1979. Box. Good. £6
Designer: Alex Randolph. No. players: 2. Country: American. Duration: 10 mins.
Alex Randolph isn't credited, but this is the same game as his Buffalo, so I will describe that as it is easier to visualise. On an 11x7 grid the buffalo can only move one space forward, but there are 11 of them. Opposing them are 4 dogs who move like chess queens, and an Indian who moves like a chess king. The Indian is the only piece that can eliminate another piece. The Buffalo player wins if he can get any one piece to the opposite side of the board while the Indian and dogs have to prevent this. Trespass is the same game but doesn't mention Indians, dogs or buffalo, and just has red, blue/black and yellow pieces.
Turf Horse Racing. Published by Gibsons. 1995. Box. Excellent. £10
Designer: Reiner Knizia. No. players: 3-6. Country: British. Duration: 30 mins.
A great race game, and quite different to any other. 7 horses are in each race, and you bet on the result. However, the novelty is that each horse has ratings according to 4 different symbols, and in your turn you roll a dice to see which symbol you can use this turn. Sometimes you can move your own horse forward well, sometimes there is an obvious opponent to 'nobble', but other times it is hard to decide the best use of the symbol you rolled. One of the best 'end-of-evening' games you will find in my opinion. I also have some house rules which I find improve the game. It was reissued (and changed somewhat in the process) as Royal Turf. Recommended.
UFO. Published by Avalon Hill. 1978. Box. 2 copies available:
1) Box shows wear. £3.25 2) Good. £4.25
Designer: Tom Dalgliesh. No. players: 2. Country: American. Duration: 30 mins.
One player runs a fleet of aliens and must land 5 of their 8 ships on Earth. The other player tries to ensure this doesn't happen. Movement uses orbital paths on 7 concentric rings. Combat uses dice. In addition the Moon also orbits the Earth and obliterates anything which doesn't move out of its way! The advanced game gives the aliens dummy counters and the Earth player defensive space stations.
1) Demarrage! Good, but 1 side taped. £14. Country: French.
2) Um Reifenbreite. Excellent. £18. Country: German.
Designer: Rob Bontenbal. No. players: 2-4. Duration: 1 hr.
Note: For £1.50 extra I will print out and laminate a set of English event cards.
This is the reprint of the famously rare game Homas Tour. Won the German Spiel Des Jahres 1992. Bicycle racing game in which each player controls a team of 4 cyclists and the objective is to do as well as possible with all your riders. The basic mechanism emphasizes the importance of slipstreaming. Essentially the rider at the head of a line rolls 2d6 and moves, but those behind can either follow on using the same movement value, or decide the front man is too weak and roll for themselves. Neat idea. However, to make things more interesting there are also mountains, sprint sections, energy cards for surges when needed, event cards and even the option to grab onto a passing car - but don't get caught doing this! Recommended.
Uno Dominos. Published by Gibsons Games. 1986. Box. Good. £3.25
Designer: International Games Inc. No. players: 2-6. Country: British.
Essentially UNO, but with dominos rather than cards. ie. players take it in turns to play a domino onto the set of dominos already played, and win when they have no more. However, failure to play means you draw instead, and there are special dominos which reverse the direction of play, cause the next person to draw extra dominos etc.
Viking Fury. Published by Ragnar Brothers. 2004. Box. 2 copies availabke:
1) New. £20 2) Excellent. £19
Designer: Steve & Phil Kendall. No. players: 3-5. Country: British. Duration: 2 hrs.
Game that spans the time of the Viking Sagas. The Norsemen raid, trade and settle the known and unknown territories of the northern hemisphere, with the objective of accumulating the most gold. The game includes an A1 size cloth map, a deck of 4-colour cards and wooden and plastic playing pieces. There are lots of different ways to gain victory points but working out which will be more efficient in your situation, and when you should interfere with other players, makes it interesting.
Vikings. Published by Rio Grande Games. 2007. Box. 2 copies available:
1) In shrink. £25 2) Excellent. £22
Designer: Michael Kiesling. No. players: 2-4. Country: American. Duration: 1 hr.
Each player is a Viking chief, and must scout and settle islands off the homeland. This is done using a clever drafting system in which you can get something cheap or pay more for something you really want. Each time one Viking and one piece of land are purchased. The land tiles must be placed in a personal area which forms your settled lands, and the Vikings have different professions: warrior, fisherman, scout, noble or goldsmith, and each can be settled only on particular islands. Raiding ships also need to be seen off (with warriors). There are three scoring rounds throughout the game to determine who is the greatest Viking chief. Plays best with 2-3 players, and highly recommended with either of those numbers.
Viva Il Re. Published by Davinci Games. 2003. Box. 2 copies available:
1) In shrink. £16 2) Excellent. £14
Designer: Stefano Luperto. No. players: 3-6. Country: Italian. Duration: 25 mins.
Clever and fun game in which there are 13 possible contenders for the throne when the old king dies. Each player receives a card which indicates 6 of those candidates they would like to see do well. Players then take it in turn to promote one candidate up a level in court. Should a candidate be pushed up to the throne then all players vote on whether that candidate becomes king. It only takes one person to say no, and the candidate is executed rather than crowned! However, each player can vote Yes as many times as they like, but No only twice! When a king is crowned players score for all living candidates according to how high a rank they have achieved in court. Great fun, fast and amusing. Recommended.
Walhalla. Published by Amigo. 2006. Box. In shrink. £15
Designer: Alessandro Zucchini. No. players: 3-4. Country: German. Duration: 1 hr.
The players represent tribes of Vikings settling new lands by ship. There are several fjords into which ships can be sailed, and the players take it in turn to send a ship with one or two of their Vikings and one opposing Viking to sea. When landing empty spaces can be taken over easily, but if they have already been claimed one Viking will end up in Valhalla! However, this isn't an entirely bad thing as it brings the favour of the gods, which will help the following turn. When all ships have sailed the land areas are scored in various ways, and the number of each player's Vikings in Valhalla determines the strength of their reinforcement for the next turn. Special action cards add to the variety. Some unusual mechanics and neat ideas.
Why You Lose At Bridge. Published by Nicholson & Watson. ca.1944. Book. Good. £4.50
Author: S.J. Simon. Country: British.
Special Notes: Wartime economy standard production
Softback, 19x13cm, 154 pages. This book covers the following reasons for losing at Bridge: Ignoring the Odds, Playing Dummy, Bad Defence, Poor Bidding, Not Doubling, Don't Teach Your Partner, Half a Loaf, They Can't Fool Me, Fixed by Palookas, The Logic of Luck, A Rubber at the Club. The book is targeted at both beginning players and also at more experienced players - after all everyone's game can be improved by making fewer mistakes!
Workshop Of The World. Published by Ragnar Brothers. 2010. Box. In shrink. £28
Designer: Gary Dicken, Phil Kendall, Steve Kendall. No. players: 3-5. Country: British. Duration: 90 mins.
Set in industrial revolution Britain the players invest in ports, heavy industry, textiles, and crafts and establish their position on the map, which shows a pre-established route network. The game uses auctions as the driving mechanism, and the objective is to gain as much wealth as possible by the end of the game. The game is played in two phases - first establishing the canal networks and then the railway networks.
Zoff In Buffalo. Published by F X Schmid. 1998. Box. Excellent. £7
Designer: C Conrad. No. players: 2-5. Country: German. Duration: 1 hr.
Players vie for space for their cows in various fields of different sizes. This is done with simultaneous card play. The rules for cow placing priority favour those who already have a larger herd in the field and then those who wish to place fewer cows. Bonus cows are awarded periodically for large herds and at the end of the game whoever has the most cows on all pastures is the winner. The meadows are represented by different size mini-boards, with an attractive but disorganised side and a well regimented but less attractive side, so you can decide which way you prefer it!
Zoo Sim. Published by Cwali. ca.2002. Tube. New. £15
Designer: Corne Van Moorsel. No. players: 2-4. Country: Dutch. Duration: 45 mins.
Very attractive game in which the players each develop a zoo and all compete for customers. Customers go to the most impressive displays of different animals groups and also like circular paths around a zoo, and plenty of trees. It is essentially a bidding game for clever domino-like tiles with lovely illustrations of elements of a zoo. The way the tiles with the paths and exhibits fit together (or don't) really makes the game work wonderfully. Recommended.