MNG-AJM Games and Collectibles


Jun 2011 Catalog


While I don’t publish my latest catalog on the internet, this older catalog is available for you to look through to get an idea of the sort of thing I generally have.  Please be aware that many of the games in this catalog will have already sold, and if they haven’t then the prices are not necessarily still valid – the prices are only valid in the month the catalog comes out!  However, if you do see something of interest email me and I’ll let you know if I still have it.  Also getting the monthly catalog by email is free and without obligation, so why not just ask to be added to my subscription list, or ask me to send you the latest catalog by email? 


6 Billion. Published by Board Not Bored Games. 1999. Box. Good, 1 corner shows wear. £4.25

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

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


A Book Of Chess. Published by Hutchinson. 1975. Book. Good. £2.50

Author: C.H.O'D.Alexander. Country: British.

Hardback with dustcover, 23x22cm, 164 pages. A book about chess rather than one which mainly covers particular games or tries to teach the reader. The chapters cover: The Nature of Chess, The History and Development of Chess, Chess for Blood, Chess for Fun, The Iconography of Chess.


Adventurer Issue 1. Published by Mersey Leisure. 1996. Magazine. Good. £0.60

Author: Unknown. Country: British.

Independent fantasy and science fiction role playing games magazine.  This magazine includes reviews of new RPGs and supplements, news of the industry, adventure scenarios, rules and role playing articles and general interest articles.  In this issue: The Black Tower (AD&D / Rolemaster adventure Pt 1 Lvls 1-3),  A3 colour poster, White Fire (CoC adventure), Psychology, 'Method' Roleplaying, Blood Loss.


After The Flood. Published by Treefrog. 2008. Box. In shrink. £23

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

Set in Sumeria. Players use resources produced in their areas to trade for resources they cannot produce themselves, and build empires.  These empires, once scored crumble.  Different cities have different special abilities they can use. The game does also involve combat.  The game was designed for precisely 3 players.


Airlines. Published by Abacus. 1990. Box. Good, 1 corner slightly damaged. £8

Designer: Alan R Moon. No. players: 2-6. Country: German. Duration: 90 mins.

Players compete to become majority stockholders in several airline companies. Each turn, a player chooses from one of two actions: expand an airline and add a stock into his hand, or play stock from his hand. The trick is that when a scoring card shows up, only played stock counts for a players' holdings.  I can supply some house rules which I find improve it further.  This was later reworked to become Union Pacific.


Airways. Published by Parker Palitoy. ca.1970. Box. 2 copies available:

1) Box shows wear. Edges and corners taped. £1.75          2) Good but edges show wear. £2.50

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

Family game with a big box packed full of bits. Each player represents an airline (British Airways, Pan Am, Qantas or Swissair - these companies probably sponsored the game) and must transport the most passengers to their destinations. An extra player can also take on the role of Air Traffic Controller, which the rules book assures is a fun part of the game. When calculating the winner, both passengers transported and those left waiting in the airport are taken into account.


Alexander Der Grosse: Geburt Eines Weltreichs. Published by Phalanx. 2005. Box. In shrink. £14

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

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


Alhambra Dice Game. Published by Queen. 2006. Box. In shrink. £13

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

Special Notes: German edition

Dice game based on the award winning game Alhambra.  Players roll dice showing the various building types from Alhambra and get two rerolls and then can claim influence points for one type of symbol shown - more identical dice means greater influence.  There are 5 rounds, with three sets of scoring throughout the game, based on who has most influence for each building type.  If you also have Alhambra then another game can be played as well which makes use of the tiles from the original game for additional tactical considerations.


All About Acol. Published by Unwin. 1978. Book. Good. £1

Author: Bewn Cohen, Rhoda Lederer. Country: British.

Softback, 20x13cm, 266 pages.  Subtitled: All You Need to Know About the Acol System of Contract Bridge. Chapter titles: Hand Valuation & Definitions, Acol Light Opening Bids & The Sign Off, The Limit Bids, 1NT Opening Bids & Responses, 1NT & the Club Suit, Prepared Minor Suit Opening Bids, Change of Suit Responding Bids, Opener's Rebids, Responder's Rebids, Trial Bids & Cue Bids, Strong 2 Opening Bids & Responses, 2 Club Opening Bids & Responses, 2NT or Higher Opening Bids & Responses, Pre-emptive Bidding, The Double, The Competitive Auction, Quantitative Bids, Slam Bidding.


Aquaretto. Published by Abacus Spiele. 2008. Box. In shrink. £23

Designer: Michael Schacht. No. players: 2-5. Country: German. Duration: 45 mins.

Based on Zooloretto, which won Spiel des Jahres 2007.  Each player has a water park playing board and drafts water animals which must be placed into the water park - in a more freeform way that in Zooloretto. However, there are quite a few more types of animal than you have space for.  Any animals which aren't placed will count against you. It is possible to earn action tokens which can be traded in to move animals, or expand your water park or get rid of unwanted animals. Collecting a breeding pair gets you a baby animal too. Recommended.


Automania. Published by Livingstone. 1991. Box. In shrink. £5

Designer: Ian Livingstone. No. players: 2-6. Country: British. Duration: 1 hr.

One of the two limited edition games (1,000 of each) by this privately owned company. Players must sell cars and maximise their profits in the markets of various countries. Card play and competitive advertising provide interaction, and players can play event cards to help their own positions and hinder others. Box and components made by Ravensburger so their quality is high.


Ballon Cup / Balloon Cup. 2003. Box. 2 editions available:

1) Ballon Cup. Published by Kosmos. Country: German. Excellent. £10

2) Balloon Cup. Published by Rio Grande Games. Country: American. Good. £10

Designer: Stephen Glenn. No. players: 2. Duration: 30 mins.

Part of Kosmos' excellent small square box two player series.  In this game the players play cards of five different colours next to terrain cards either on their own side of the table or on their opponent's side.  Each piece of terrain represents a part of the race and cubes are placed on it which are both the prize and also indicate what colour cards must be played at that terrain. The cards are also numbered, and low numbers do best over the plains while high numbers are needed to traverse the mountains.  As cubes are won players get the chance to trade them in for victory cups, and the first to claim three such cups wins the game.


Banana Republic. Published by Spiel von Doris & Frank. 1992. Box. Good. £5.50

Designer: Doris Matthäus & Frank Nestel. No. players: 2-5. Country: German. Duration: 30 mins.

Tactical card game set in a fictional Banana Republic.  Players try to bribe their way to victory in an election, and get to use money on bribing the voters, journalists to expose others' bribes, assassins to kill said journalists and bodyguards to protect them.  During each round the players can look at a few of the face down cards they think are key so they can work out what is going on.


Battlegame Armada!. Published by Macdonald & Co.. 1988. Book. Good - unpunched. £9

Author: Jon Sutherland, SImon Farrell. No. players: 2. Country: British.

Paperback book which includes a history of war at sea as well as lots of information about the Spanish Armada, including pictures.  The book also includes a naval wargame of the Armada, with a foldout A3 card board, and lots of ship tokens. The rules for this game cover 2 sides of A4.


Billabong. Published by Franjos. 1995. Box. New. £18

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

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


Blackmail. Published by Van der Veer. 2000. Box. In shrink. £7

Designer: Jacques Deul. No. players: 2-4. Country: Singapore. Duration: 90 mins.

Special Notes: Numbered copy: 0561.

Blackmail for fun and profit!  Players attempt to bankrupt the other players or be the first to accumulate $250000. Players move their playing pieces around a track and get to set up cameras on the various spaces in the hope of capturing incriminating evidence.  Once such evidence is gathered the blackmail can start! Whenever a player then completes a trip around the board they have to pay any blackmail, or possibly set some thugs or even the FBI onto the blackmailer. Produced in a limited edition of 2000.


Blast!. Published by Waddingtons. 1988. Box. Box shows wear. £1.50

Designer: Family Games. No. players: 2-7. Country: British.

Dice and card game.  Players roll two dice (one normal, one special) and whoever has a card that matches the roll plays the card to the table.  Should the card already be on the table an action card is drawn and played which gives the current player choices generally involving taking another player down a peg or two. Note this is unrelated to 'Blast Off!' by the same company.


Blazing Aces. Published by Convivium Publications. 2007. Book. New. £9.75

Author: Reiner Knizia. Country: British.

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


Bridge Keno. Published by Chad Valley. ca.1955. Box. Good. £3.25

Designer: Unknown. No. players: 2-8. Country: British. Duration: 15 mins.

Special Notes: The box is just a few small marks off being Excellent, which makes it exceptionally good condition for its age

Playing card Bingo, with some additional ways to score and variants included.  Each player has a 5x5 board with each space showing a playing card.  A deck of playing cards (not supplied) is shuffled and the cards called one at a time.  The first player to form the agreed upon pattern wins.  The game is undated, but states that Chad Valley are the sole licensees for the game for the British Empire, excluding Canada.


Buck Rogers The 25th Century. Published by TSR. No. players: 2+. Country: American.  2 copies available:

1) 1990. Packet. Excellent. £1.75. This set probably came in a box originally, but is now provided in a packet., and it comes with no polyhedral dice.

2) 1988. Box. Good. £3.25. Comes with an assortment of polyhedral dice.

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

Science fiction role playing game.  The set includes: The Technology Book, The World Book, Characters & Combat Book, GM reference screen, 2 maps, 14 colour spaceship pictures with datasheets, 1 unpunched sheet of counters, 7 character sheets with colour pictures, and 4 planet datasheets with colour pictures.


Bugs. Published by Valley Games. 2010. Box. In shrink. £8.50

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

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


Buro Crazy. Published by F X Schmid. 1997. Box. 2 copies available:

1) Excellent. £0.75       2) Excellent - unpunched. £1

Designer: Gunter Burkhardt. No. players: 3-5. Country: German. Duration: 30 mins.

Card game, 150 cards used in competition for office promotions. Players use their influence cards to gain promotion, but must be careful to conserve rather than over-bid their hand.  The loser of a contest for promotion gets their influence cards back and also gets some compensation.  At the end of the game the top ranking employees all vie for the right to be Boss in a last special round.


Cannes. Published by Splotter Spellen. 2002. Box. In shrink. £10

Designer: Joris Wiersinga, Jeroen Doumen, Tamara Jannink, Herman Haverkort. No. players: 2-4.

Country: Dutch. Duration: 90 mins.

The theme is producing films and this is done with people, computer chips and beer, converting these to computers, actors, special effects and scripts and then into various types of film.  The way the resources and conversion are done however is unusual - a network of connections on a board of hex tiles is built up as the game goes on and this shows what each player has access to.


Card & Table Games. Published by George Routledge & Sons. 1898. Book. Good. £17.50

Author: Prof. Hoffmann. Country: British.

Hardback, 21x15cm, 650 pages. Second edition - enlarged. An excellent attempt to collect together rules for card & table games of the time, and with contributions from many experts. The book covers the following: All Fours, Baccarat, Bezique, Blind Hockey, Boston, Brag, Cassino, Catch the Ten, Commerce, Cribbage, Ecarte, Euchre, Faro, Hearts & Heartsette, Lansquenet, Loo, Napoleon, Newmarket, Ombre, Patience (x18), Piquet, Poker, Pope Joan, Quinze, Ranter Go Round, Rouge Et Noire, Slobberhannes. Solo, Speculation, Spinado, Spoil Five, Thirty One, Vingt-Un, Whist, Bridge,  Backgammon, Bagatelle, Billiards, Chess (130 pgs), Dominoes, Draughts, Go-Bang, Halma, Morelles, Reversi, Roulette.


Catan Histories: Struggle For Rome. Published by Mayfair Games. 2006. Box. Excellent. £22.50

Designer: Klaus Teuber. No. players: 3-4. Country: American. Duration: 90 mins.

Settlers of Catan based game, but with lots of new ideas making this very different, and well worth trying for fans of the series.  In this game the players each have two Germanic tribes which can roam Europe looking for prime locations to gain resources from and weak looking cities to plunder.  Eventually it will be worthwhile for these tribes to settle and build their own kingdoms, which will provide greater victory points though less flexibility.  Once settled, tribes can only expand outwards from their current cities in a somewhat limiting way. First to 10 VPs inherits the glory of Rome.  Nicely produced with lots of plastic miniatures.


Cathedral. Published by Mattel. 1985. Box. Good. £20

Designer: Robert P Moore. No. players: 2. Country: American. Duration: 15 mins.

Really beautifully produced 2 player strategy game. In this edition the pieces are made of plastic, but are large and very detailed, each looking like part of a medieval town - really attractive. The game itself is also very good, players try to surround a neutral cathedral with their own buildings, or failing that surround a single opponent's piece, or failing that cut off areas for their own use.  The winner is the player who ends up with the smallest area of unplaced buildings.  Surprisingly interesting game, and appeals to those who generally dislike abstracts too - recommended.


Coloretto. Published by Abacus Spiele. 2003. Box. Excellent. £6

Designer: Michael Schacht. No. players: 3-5. Country: German. Duration: 20 mins.

Neat card game in which players collect cards.  The cards come in seven different colours and the value of a set of cards goes up in a triangular sequence (ie. 1 card -> 1VP, 2->3, 3->6, 4->10 etc), however only the biggest three sets count positive, with other colours counting against your score.  The way cards are collected is simple but interesting: a player can either claim a pile of cards or draw a card unseen and add it to a pile.  This is repeated several times and then the players' collections are scored. It sounds too simple to be good, but works surprisingly well. Highly recommended.


Coloretto Amazonas. Published by Abacus Spiele. 2005. Box. Good. £2.75

Designer: Michael Schacht. No. players: 2-4. Country: German. Duration: 20 mins.

Card game which is different to the original game Coloretto. In this game players collect sets of animal cards which come in four different colours.  Cards are either played from your hand onto your own display to add to your sets of cards, or into an opponent's display to damage their display.  When the deck runs out points are scored using the scale familiar to Coloretto players for the number of animals in each set, with bonuses for completed sets as well.


Colosseum. Published by Days Of Wonder. 2007. Box. In shrink. £23

Designer: Wolfgang Kramer, Markus Lubke. No. players: 3-5. Country: German. Duration: 2 hrs.

Substantial board game set in Rome in which the players recruit artistes of various sorts (gladiators, chariot teams, musicians, animals etc), in order to put on progressively more impressive shows.  The game uses auctions but also senators move around a track and getting them to visit your stadium will help you considerably. Players have a limited number of actions to use to improve their stadia, and purchase the rights to new shows.  Unusually it is not the player who does the best series of shows who wins, but the player who puts on the single best show. Components are language free.


Conspiracy. Published by Milton Bradley. 1982. Box. Good. £11.50

Designer: Eric Solomon. No. players: 2-4. Country: American. Duration: 75 mins.

A brilliant game, especially for the sneakier amongst you. Players 'bid' secretly for control of spies, with the aim of controlling a spy long enough to get the secret briefcase home. Trouble is, you only have a fixed budget and once you have spent the money on an agent it is spent, and if someone has spent more, they will control that agent, not you. You can spend more to regain control but that leaves you very short of cash to control the other spies in the game.  As well as moving spies around you can also use them to eliminate other spies, which costs you influence.  Very clever.  Published as Sigma File in the U.K, but the board layout is much clearer in this edition.


Cornucopia. Published by Gryphon Games. 2010. Box. Excellent. £16

Designer: Carlo Rossi, Lorenzo Tarabini. No. players: 2-5. Country: American. Duration: 50 mins.

Card game in which players fill their basket with a collection of fruit and vegetable cards. Collecting a wide variety is valuable, as is specialising in a single type. You can also score by successfully predicting whether other players will succeed in their goals. Game play involves deciding how many cards you will pay for on your turn in order to try to fill a basket, and other players get the chance to bet if they think you will / won't succeed. Fast and fun.


Daemonibus. Published by Scribabs. 2005. Box. New. £17

Designer: Paolo Vallerga. No. players: 2-6. Country: Italian. Duration: 90 mins.

Fantasy adventure game in which the players each control a dwarf and enter an evil graveyard in order to kill the terrible Mortimor and destroy his army of monstrous terror.  If a dwarf defeats a monster he gains an ally to help in future battles, but if a dwarf loses a fight then he becomes a monster himself and must defeat another dwarf in order to win back his humanity (should that be dwarfanity?). Only by getting several allies will it be possible to take on Mortimor himself.


Daily Express Adventure Book. Published by Daily Express Publications. ca.1934. Book. Good. £8

Author: Unknown. Country: British.

Hardback, 27x20cm, 122 pages. A children's annual, although this one is undated. Included are a dozen or so short adventure stories along with half a dozen games and puzzles, with a spinner and counter included.  The print is on heavy card and is in blue, red, green and black ink - both text and illustrations. Nice period item.


Demonspawn 1: Fire*Wolf. Published by Fontana. 1984. Book. Excellent. £3.75

Author: J.H. Brennan. No. players: 1. Country: British.

Softback, 18x11cm, 252 pages.  Fighting Fantasy style solo adventure book. You don't need to own the other books in the series to play, as this is a standalone adventure. This is a paragraph based fantasy adventure book in which after setting up some basic character stats you read a paragraph telling you what is going on and then you decide what to do next and turn to the appropriate page.  In this adventure you are Fire*Wolf who has been exiled from his village and near death has been saved by a hermit, who insists that in return you attempt to rescue his daughter from the dreaded demonspawn.


Der Goldene Kompass. Published by Kosmos. Box. Excellent. £13

Designer: Francesco Nepitello, Marco Maggi. No. players: 2-4. Country: German. Duration: 45 mins.

Special Notes: Includes a set of colour printed and laminated English character cards

Based on the film The Golden Compass. Played in three stages - during the first two stages players collect cards and use them in order to score points at the end of that stage, and also to collect special items.  During the third stage these items are used to score victory points.  Game play is driven by a spinner which will give the option of drawing cards or performing an action and playing cards.  Each player has a different character card during each stage, giving players different special abilities. The cards and board show scenes from the film.


Dicke Dämonen. Published by Edition Erlkönig. 2004. Cloth bag. Excellent. £12

Designer: Heinrich Glumpler. No. players: 1-4. Country: German. Duration: 20 mins.

The players are magicians who take it in turn to summon ghosts and demons into a world delineated by several overlapping coloured strings which indicate the invisible fields of elemental power.  Ghosts can only be summoned to the centres of one of these fields, and will stop demons appearing in the same area. Demons appear on the edges of their elemental field. At some point during the game the players will each predict that a different elemental power will be strongest - but of course the earlier you make such a prediction the more time the other wizards have to mess with it.


Die Goldene Stadt. Published by Kosmos. 2009. Box. Excellent. £17

Designer: Micahel Schacht. No. players: 3-4. Country: German. Duration: 1 hr.

Starting from the coast players build settlements further towards to the centre of an island where the golden city lies. To do this players make bids for the cards they desire, paying money to oust other player's bids. Cards are then played in pairs to build settlements.  Building settlements can gain extra cards, extra money, trade goods, bonus cards for points at the end and a key to city which is required to build in the most lucrative spots. Each turn bonuses are paid out for various settlements and types of trade good which can help focus one's choice as to where to build next.


Die Handler Von Genoa. Published by Alea. 2001. Box. Excellent. £17

Designer: Rudiger Dorn. No. players: 2-5. Country: German. Duration: 90 mins.

Each player represents a trading house in the 16th century city of Genoa. Goods are acquired when moving around the city and orders fulfilled.  Messages need to be delivered and various priveleges can be obtained.  In order to achieve all this negotiation and deal making is required, and whoever is most successful at this will generally win.


Dog Eat Dog. Published by QED Games. 1999. Box. Excellent. £8.75

Designer: Evan Jones. No. players: 2-6. Country: American. Duration: 90 mins.

Corporate business game set in the 1980s. You are the president of a division of Rinky Dink Inc, and are out for profit without regard to the environment. You will plunder the earth's resources, turn them into products and sell them for $. Some of these $ then get funnelled into your Swiss Bank Account. The first person to embezzle $150 million before the environment is devastated wins! In your way stand corrupt congressmen, eco-terrorists, unions, the IRS and the other players - CEO's of other divisions of Rinky Dink Inc.


Dominion. Published by Rio Grande Games. 2008. Box. In shrink. £28

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

The hit game of Spiel 2008.  Essentially a card game in which players start with the same 10 cards, and each turn use 5 cards to perform actions and buy new cards which get added to their deck for future use.  The cards bought can either provide additional money to spend or allow a wide variety of actions, most to help yourself, but some to hinder your opponents or protect against such attacks.  Some cards give VPs but do nothing else and so clog up your deck, but without them you won't win. Cleverly the set includes 25 sets of different action cards only 10 of which are used each game, so that every game you will have a different mix available to keep the game fresh and challenging.  Highly recommended.


Downfall. Published by Milton Bradley. 1977. Box. Good. £3.50

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

The players have between them a vertical playing board with slots for the playing pieces to slip down into gaps in wheels which can be rotated by either player.  The players take it in turns to turn a wheel as much as they wish in order to get their playing pieces to the bottom of the contraption so they fall out.  The first to do this with all of their playing pieces wins.  However, you can only see your side of the board, so you don't know how much you will be helping your opponent while helping yourself.


Dragon Ball Z Adventure Game. Published by Drummond Park. 1989. Box. Good. £6.25

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

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


Dschamal. Published by Zoch Zum Spielen. 2005. Box. Excellent. £13

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

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


Einfach Spitze. Published by Cardchess International. 2005. Box. In shrink. £10

Designer: Jeff Widderich. No. players: 2 or 4. Country: German. Duration: 30 mins.

Board game in which each player has eight pyramids on a 6x6 board, with the objective of getting four of their pieces to the other side of the board. Moving onto another player's piece traps that piece until it is moved off. Very attractively produced.


El Caballero. Published by Rio Grande Games. 1998. Box. Excellent. £16

Designer: Wolfgang Kramer & Richard Ulrich. No. players: 2-4. Country: American. Duration: 90 mins.

A strategy game of discovery, exploration and struggle for control. Players search for islands to produce gold and food. They protect their conquests with caballeros. The artwork matches that of El Grande, but the gameplay is quite different, and more intense and cut-throat than that game.  Lots of scope for clever play and works well (possibly best) with 2 players too.


Election X. Published by Intellect. Box. Good, but corners taped. £50

Designer: Drakes, Jarvis, Walsh & Gluck. No. players: 2-6. Country: British. Desc. by Eamon.

Excellent political game, highly original. Each player represents a political party, with a core following, and you must persuade this following to support you, especially in areas where you are not strong. For instance, the Labour party has a mass of industrial workers to canvas, whilst the Conservatives can rely on white collar workers. Almost impossible to predict the outcome, and only unrealistic because it gives all 6 players the same chance to win for the sake of game play.


Energie Poker. Published by ASS. ca.1979. Box. Good. £46

Designer: Jurgen Herz. No. players: 2-4. Country: German. Duration: 75 mins.

Classic game, which is highly rated and quite rare. Players must predict and obtain their country’s energy needs each turn. There are only 10 turns to a complete game. An economic game, but with scope for bluff and guessing. Strategy and skill are definitely required.  There are different sources of energy and each round a different amount is available, and players make secret bids for energy and hope to get what they need at favourable prices, but that will depend on what the other players do.


Extra Trivia. Published by Paul Lamond Games. 1986. Box. In shrink. £2.50

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

Trivia game / expansion set.  This set of trivia question cards has six numbered questions per card, in the categories: Living World, People & Places, Words & Phrases, Titles & Portrayals, All Our Yesterdays, Misc.  On the back of the box are rules for a standalone Trivia game, or you can use it as an expansion set for other trivia games.


Exploration. Published by Waddingtons. 1970. Box. Good, but box shows wear. £10

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

Players mount an exploration to one of four places: a lost city, a mountain summit, a distant island and a sunken galleon. The objective is to make the most profit on your trip. In the first phase players move their pieces around a track on the outside of the board and collect personnel, equipment, and information from the Exploration Club.  Once a player has decided they are ready to set off they move onto the main area of the board, a map showing the target locations and various hazards etc.  A unique dice with strange symbols (called the Diradice) is used to move. The hazard spaces can only be crossed if you have the right equipment or personnel.  The sooner you complete your mission and get back the more prize money you get.


Firepower. Published by Avalon Hill. 1984. Box. Good. £4.50

Designer: S Craig Taylor, Jr.. No. players: 1-2. Country: American.

Highly detailed simulation of man-to-man combat over the 20 years 1965 - 1985. For those of you daunted by a detailed rulebook, it does include introductory, basic rules as well. Includes squad organisations from over 50 different nations, and details of hundreds of different vehicles and weapons.  The mapboards can be arranged in numerous ways for added variety and there are some solitaire scenarios included. Bookcase box.


Fireside Football. Published by Gibsons. 1996. Box. Good. £5.50

Designer: Alan Parr. No. players: 3-6. Country: British. Duration: 1 hr. Desc. by Eamon.

Special Notes: Original (flimsy) box has been dismantled and covers pasted onto a smaller sturdier box

Card game, simulation of a football season. Originally designed as a postal game, this version comprises 110 illustrated cards. Each player chooses which players to field in each match, and can buy overseas stars to bolster the team's performances. You can replay the whole season inside an hour.


Fredericus. Published by Da Vinci Games. 2005. Box. In shrink. £10

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

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


Fruit Fair. Published by Wattsalpoag. 2008. Box. 2 copies available:

1) Excellent. £14      2) In shrink. £16

Designer: Kris Gould. No. players: 3-5. Country: American. Duration: 45 mins.

Players compete to pick a limited supply of fruit from the fruit trees, and then either hoard it to gain benefits for the next turn or spend it to gain prizes and extra workers.  Ultimately the highest value of prizes will win the game. Players select their actions simultaneously each turn by ordering a set of cards.  Players take actions in turn according to the amount of one type of fruit they held the previous turn - going early in the turn order is a definite advantage.  However, other fruits give other benefits such as not having to order your cards in advance, being able to buy prizes and workers more cheaply and getting bonus fruit. What benefit each fruit gives changes as the game progresses.


Fun On Wheels. Published by Frederick Muller. 1967. Book. Good. £1.50

Author: Dave Garroway. Country: British.

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


Game News Batch of 5. Published by Associates International Inc. 1986. Magazine. Good. £0.35

Author: Unknown. Country: American.

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


Games From The 21st Century. Published by Blackie & Son. 1990. Book. Excellent. £4

Author: Shoo Rayner. No. players: 2+. Country: British.

Hardback, 31x25cm, 30 pages. Subtitled Twelve Thrilling Trans-Galactic Board Games. The book contains a children's story in which the kids have to rid the world of invading aliens by progressing through the book and eventually finding the tape of a pop song so horrible it drives all the aliens away!  However, rather than just reading the story, the players must play a game on each double foldout page and only when that game is completed can they advance to the next bit of the story. Fun item.


Games International Magazine. Published by Foxray Ltd. 1988-90.

Author: Brian Walker. Country: British. Desc. by Eamon.

This is one of the great games magazines, that, in its last two issues, shifted into computer games (and became Strategy Plus) but these 16 issues are a must-have for a board game collector or player. Each issue is stacked with reviews and  include many game variants.  Notable articles listed by issue.

#02. Good. £2: Buck Rogers, Baseball games, Indiscretion, Summit, Kremlin, Monopoly

#03. Good. £2: Poleconomy, Election games, Square Mile, Fanzines

#04. Good. £2: Sports games, Game variants, Games Workshop, Bantu, Space 1889, Alan Moon’s game collection

#05. Good. £2: Britannia, Niki Lauda’s Formel 1, Die Macher, Wicketz, Game variants

#06. Good. £2: Motor racing games, Speed Circuit, Dallas, 1830

#07. Good. £2: The Inheritance, Game variants, Trade, Nuclear War, Empire Builder, Air war games

#08. Good. £2: Four-player games, Game variants, Organized Crime

#09. Good. £2: Liar’s Dice, Game variants, Heroquest, Crude, Conquest of Space, Starships, 1830

#10. Good. £2: Trump, Energie Poker, Game variants, World in Flames

#11. Good. £2: Full Metal Planete, Christmas game choices from the guest writers, The Big Game Hunter, Warlords (Apocalypse), Game variants, Sid Sackson interview, Britannia

#12. Good. £2: Echelon, Sherlock Holmes’ games, The Big Game Hunter, Civilization, Mediterranean, Game variants, Index to Issues 1-10

#13. Good. £2: Blood Royale, The Big Game Hunter, Wolfgang Kramer interview, Spy (a new Sid Sackson complete game), Long Cours, 5th Fleet

#14. Good. £2: Playing Card Cricket, Word Games, The Big Game Hunter, Risk, Confrontation, Combination (a new Sid Sackson solitaire game), Victory in the Pacific

#15. Good. £2: Game origins, Win Place & Show, Great Races (a new Sid Sackson pencil & paper game), Montage, Their Finest Hour, Siege of Jerusalem

#16. Good. £2: Adel Verpflichtet, Stocks & Shares games, Bermuda Triangle, Britannia


Games Magazine Big Book Of Games II. Published by Workman Publishing. 1988. Book. Excellent. £4

Author: Games Magazine. Country: American.

Softback, 27x20xm, 191 pages. A large collection of verbal and visual puzzles of the type that appeared in Games magazine. Plenty in here to keep you occupied for many hours. The puzzles range from easy ones to warm you up, medium ones to make you think a bit and seriously tough ones.


Games Orbit #23 Oct/Nov 2010. Published by Unknown. 2010. Magazine. New. £0.50

Author: Unknown. Country: German.

Games magazine entirely in German. The magazine covers news, board games reviews, card game reviews, RPG reviews, miniatures, comics, books, films, and audio books.


Games To Play. Published by Michael Joseph. 1988. Book. Excellent. £8.

Author: R.C.Bell. Country: British.

Hardback, 27x30cm, 192 pages. A very attractively produced and lavishly illustrated collection of games, with rules summaries. The illustrations show the games themselves - often antique items. The games are categorised: Race Games (14), War Games (31), Games of Position (19), Mancala (7), Dice & Spinners (21), Playable Games - ie. with board provided in the book (22), Dominoes (13), Card Games Requiring Boards or Markers (7), Games Requiring Manual Dexterity (22), North American Indian Games (6), Fortune Telling (6). Also includes a section on making a games collection.


GM Magazine - Batch Of 18 Issues. Published by Anthony Jacobson. ca.1989. Magazine. Good. £11

Author: Unknown. Country: British.

Independent fantasy roleplaying magazine printed professionally and in colour, which also covers some board games, and often includes a short story too. This batch includes Vol. 1 No. 2 - Vol. 2 No, 7. Typically about 80 pages per issue.


Gold Und Rum. Published by Asmodee Editions. 2003. Box. In shrink. £8.50

Designer: Alan Moon & Bruno Faidutti. No. players: 4-7. Country: French. Duration: 45 mins.

Unusual card game with a fantasy army theme.  The cards depict dwarves, undead, goblins, barbarians etc, with some cards being very powerful but either needing a weak goblin to man them (goblin war machine) or not allowing two to be held by the same player (giants).  The first half of each hand involves one player dealing out the cards face up onto a number of piles and the other players then claim piles and play cards to damage piles other players have claimed.  The dealer chooses a player to side with that turn and then four battles are played in which players commit their cards to the battle in two phases, with the winner gaining victory points.


Gone Fishing. Published by Rio Grande Games. 2005. Box. Excellent. £9

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

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


Grand Imperialism. Published by Gametime. 1978. Box. Good, but box lid indented. £16.50

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

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


Grand Prix. Published by Ravensburger. 1998. Box. Good. £3.75

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

Children’s race game ages 6-12, with four wonderful cars (large with moving wheels). The track is made up during the game by laying out tiles.  Play involves choosing whether to extend the track or roll a die for movement. The race is to the last tile and then back to the first.  There is also scope for blocking other players and special event tiles affect any car landing on them.


H2Olland. Published by Cardchess International. 2005. Box. Excellent. £15

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

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


Halunken Und Spelunken. Published by Kosmos. 1997. Box. Good. £4.50

Designer: Alex Randolph. No. players: 3-4. Country: German. Duration: 40 mins. Desc. by Eamon.

Card game played on a board, set in the world of press-gangs, searching for recruits for His Majesty’s Royal Navy. The name translates as Scoundrels and Dives, because you search the port-side dives for the scoundrels within. The game mechanism is again used by this designer from his previous success, Hols der Geier, with players moving by card play, but similar cards cancelling each other out. There are special cards (rum cards) and other interactive rules. As a variant, you can add Black Jack to the game who has his own movement cards. Black Jack is bid for each round, and it is a very good idea to hire him when you can because he is adept at stealing from the other players. There is also a 2 player variant.


Hammer Of The Scots 2nd Edition. Published by Columbia. 2005. Box. Excellent. £30

Designer: Jerry Taylor. No. players: 2. Country: American. Duration: 2.5 hrs. 

Wooden block wargame covering the Scottish war of independence lead by William Wallace, against Edward I and his invading armies. The map shows the whole of Scotland and a little of England and the wooden block system gives a simple but effective fog of war effect.


Hansa Teutonica: East Expansion. Published by Z-Man Games. 2010. Unboxed. In shrink. £12

Designer: Andreas Steding. No. players: 3-5. Country: American. Duration: 90 mins.

Expansion for Hansa Teutonica (which you will need in order to make use of this). This expansion provides a set of bonus cards for use with the standard game, giving bonus points for getting to and majority in named cities. A new board is also provided with a different layout and a few rules tweaks thus keeping the game fresh.


Heads Of State. Published by Z-Man. 2008. Box. In shrink. £25

Designer: Peter Hawes. No. players: 2-5. Country: American. Duration: 100 mins.

Set in the provinces and royal courts of 16th-18th century Europe, the players compete to get their nobles into the right positions to win control of the various countries.  Players collect sets of cards for gold, titles, castles, bishops etc and then deploy them in England, France, Spain and the German states.  There are different goals which can be achieved to win the game.


HeroCard: Galaxy. Published by TableStar Games. 2006. Box. In shrink. £8.50

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

Science fiction themed card game which uses the HeroCard game system which makes the cards compatible with those of others produced by this company.  This set is for two players only, but by buying further decks up to 4 players can be accommodated. Players each try to expand their spacefaring civilisation to encompass more worlds, and various methods can be employed from sheer brute force to technological development. The card system uses many of the ideas from CCGs, though this is entirely standalone. A couple of expansion sets were produced.


Hey! That's My Fish!. Published by Phalanx. 2005. Box. Excellent. £13

Designer: Alvydas Jakeiunas & Gunter Cornett. No. players: 2-4. Country: Dutch. Duration: 20 mins.

Reissue of Pingvinas. Very clever tactical game in which each player moves their penguins around the board claiming fish tiles of value 1-3.  These are worth points at the end of the game.  However, these tiles also make up the board and so as they are removed the remaining tiles get less and less well connected, eventually splitting up into separate islands.  Eventually every penguin will be left stranded on a single tile and this ends the game. Every turn there are many things you need to do, but you may only choose one, and so must select well.  Fast to play, and highly recommended.


High Voltage. Published by ScriBabs Design. 2006. Box. Excellent. £14

Designer: Gianfranco Sartoretti. No. players: 2-4. Country: Italian. Duration: 45 mins.

Tile based game in which the players reveal tiles in a square grid showing various electricity lines.  Tiles can then be rotated and moved and swapped over, with the objective of connecting power stations on different edges of the layout. However, players want their own power lines to be used more, and bonuses are awarded for long links. Each tile can only be used twice to supply power after which it is at capacity and cannot be used further, effectively blocking the board.


Hot Streak! Published by A.R.C. 1980. Box. Good. £3.25

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

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


Inspector Higgins. Published by Ravensburger. 1988. Box. Good. £7.50

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

One player takes the role of Inspector Higgins and attempts to catch the thief who carries the treasure and also as many other thieves as possible.  The other players take turns moving the various thief figures looking in the various houses for the treasure, and once found it has to be transported back to their lair.  Movement is by dice roll, but the type of dice to roll depends on the number of players.  Fun light game - great with kids.


Italia. Published by Phalanx Games. 2006. Box. In shrink. £26

Designer: Andreas Steding. No. players: 3-4. Country: Dutch. Duration: 3 hrs.

A new take on the classic game Britannia. Set in ancient Italy the game assigns several different 'nations' to each player, and as turns go on each nation rises and falls, but the players try to ensure their position (considering all of their nations) is as strong as possible.  The player who best does this over the whole game will win.  There are two different scenarios.  The first for 3 players starts in ancient times finishing in 80BC.  The second is for 4 players and starts in around 390AD when the Western Roman Empire fell, up until medieval Italian times. The game is fully in English.


James Clavell's Noble House. Published by FASA. 1981. Box. Good. £13

Designer: L Ross Babcock III. No. players: 2-5. Country: American. Duration: 3 hrs.

Based on the world created in the book of the same name, written by James Clavell. Part of a series of four games, but unlike the others, this is not a combat game, but is a trading game set in the financial world of the Hong Kong stock market. Play involves purchase and sale of shares, as well as lots of wheeling and dealing with other players, and the purchase of assets such as railways, airlines, shipping companies etc.  Uses event cards for flavour.


Jurassic Park: The Lost World. Published by MB Games. 1996. Box. Good, 1 corner taped. £12.50

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

Based on the second Jurassic Park movie, using lots of 3D cardboard buildings and plastic miniatures for the dinosaurs.  The humans must leave the safety of the starting building before the T-Rex arrives there and then flee to safety, and get picked up by the helicopter.  The humans win if they get 3 of their number to safety.  However, the dinosaurs are lethal, eating anyone they come across and fast - expect casualties!


Kai Piranja. Published by Abacus Spiele. 2004. Box. Excellent. £5.75

Designer: Oliver Igelhaut. No. players: 3-6. Country: German. Duration: 15 mins.

Light but fun filler.  The cards show three different types of fish which each come in large and small varieties as well as showing hungry and normal ones.  Players take it in turn to form a row of fishes, and any which don't match either in type or size must be passed on to another player.  At any point a row can be kept, but if a hungry fish is drawn it eats many of the other fish in the row, forming a pile in the centre, though these piles can be won by getting three of that type of fish into your row.  The player with the most fish at the end wins.  Essentially a game of pressing your luck, with attractive cards and fast play.


Kanto. Published by Milton Bradley Games. 1975. Box. Good. £2.25

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

Tactical game played on a 5x8 board.  Each player has wooden tiles numbered 1-19 and a special tile called the Kanto. These are initially face down at random on the board.  Players turn over pieces and attempt to capture opposing pieces and ultimately their opponent's Kanto.  A number piece captures its own number and any lesser number, and the Kanto can capture any piece except the 1, which is the only piece which can capture the Kanto.


Kate Greenaway's Book Of Games. Author: Kate Greenaway. Several editions available:

1) Published by Chancellor Press. ca.1990. Country: British. Excellent. Hardback, 24x19cm. 64 pages.  £2.75

2) Published by Michael O'Mara Books. ca.1990. Country: British. Hardback, 23x16cm. 64 pages. Excellent. £2.75

3) Published by St Martins Press Inc. ca.1987. Country: American. Hardback, 23x16cm. 64 pages. Excellent. £2.75

Reprint of a book from Victorian times. The book details roughly 50 Victorian style parlour games and activities, and also has many colour illustrations from the Victorian era. A very attractive book, but also a useful one to bring out for children's parties or at Christmas with the family.


Kid's America. Published by Workman Publishing. 1978. Book. Good. £2.50

Author: Steven Caney. Country: American.

Softback, 28x21cm, 414 pages. A very patriotic kids fun and activity book. The sections cover: Heritage, Know-How, Homes, Backyards & Gardens, Fashion, Eating, School Days, Made In America, Toys Puzzles & Games.


Know The Game: Backgammon. Published by A & C Black Ltd. 1985. Book. Good. £0.60

Author: W H Copeland. Country: British.

Softback, 13x20cm, 32 pages. A concise introductory book to Backgammon, which covers the rules of the game, good initial moves, some strategy hints, running and back games.


Kupferkessel Co. Published by Gold Sieber. 2001. Box. Excellent. £15

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

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


League Of Six. Published by Czech Games Editions. 2007. Box. 2 copies available:

1) Excellent. £16      2) In shrink. £18

Designer: Vladimír Suchý. No. players: 3-5. Country: Czech Republic. Duration: 75 mins.

Set in 1430, the League of Six consists of 6 wealthy Lusatian towns who have joined together for trade and political stability. As young and ambitious aristocrats the players take the roles of tax collectors and try to bring in as much revenue as possible for the king whilst also gaining the support of the estates. Each turn you can visit one of the cities, and gain goods and/or influence.  The game uses a very interesting system of paying to displace other players from the city they have chosen, so that getting better hauls of resources generally costs more. Ultimately the player with the most influence wins.  Highly regarded game.


Let's Go To The Races. Published by Parker. 1987. Box. Good. £2.75

Designer: Unknown. No. players: 4-16. Country: American.

Horse racing game.  Players buy horses and bet on them in a variety of races.  The game is driven by a video (it is a US game, but the video plays just fine in my UK VCR).  The horses have different odds for each race and there are special forms which allow the game to continue to be played once you have played through the races on the tape.  The video shows real horse racing.  The rulebook includes ideas on planning a race-night, with recipes and even a racehorse owner's manual.


Lost Luggage. Published by Ravensburger. 1988. Box. Good. £1.50

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

Memory game in which each player tries to find a set of luggage numbered 1-10.  First a 1 must be found, then a 2 and so on up to 10.  There are more of the lower numbered suitcases and less of the higher numbers.  The luggage tiles are shuffled up and put face down in 10 groups of 4, each group representing an airport.  Players fly their rather nice large plastic planes to an airport of their choice where noone else is and may check for their next piece of luggage there. A nice twist allows you to search at another player's airport, but they get an extra mini-turn as compensation.


Mage Stones. Published by TSR. 1990. Box. Good. £3.25

Designer: Tom Kruszewski. No. players: 2-6. Country: American. Duration: 20 mins.

Players try to be the first to place all their glass bead playing pieces on the board.  The board shows columns labelled 3-9 each with 9 spaces.  On a player's turn they roll 3 dice each numbered 1-3, and place a stone where they wish in the indicated column.  However a roll of 1-2-3 loses a turn and a triple gets another turn.  Capturing is similar to Othello, but captured pieces are removed.  Thus there is skill in setting up for captures and defensive play, but the dice may not give you the number you want.  Good game, but sold poorly as TSR insisted on making it a DragonLance tie in, when the game would not appeal to most D&D players, and players of this type of game would generally be put off by the DragonLance logo.


Magic Hill. Published by Ravensburger. 2001. Box. Good. £13

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

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


Mai-Star. Published by Japon Brand. 2010. Box. In shrink. £12

Designer: Seiji Kanai. No. players: 3-6. Country: Japanese. Duration: 30 mins.

Card game about the Japanese geisha. The players take the role of various geisha and complete for the title Mai-Star. Players use the characters available to them to increase their popularity, and earn money with the guests. At the end of a hand unplayed cards will count against you. The most successful geisha after three festivals will become Mai-Star.


Mauer Bauer. Published by Hans Im Gluck. 2006. Box. Excellent. £17.50

Designer: Leo Colovini. No. players: 2-4. Country: German. Duration: 45 mins.

Also published as Masons.  Players play wooden wall pieces onto a triangular grid and then get to add towers to the ends of the wall and houses either side of the wall.  When an area is enclosed it forms a town and every player gets to play 1 or 2 scoring cards to gain VPs.  These cards give points in various ways such as for particular sizes of towns or particular tower colours in the surrounding wall, or for towers, walls or houses in various regions of the board.  Thus players can work towards making their scoring cards valuable ready for the next scoring.


Merkator. Published by Lookout Games. 2010. Box. In shrink. £33

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

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


Middle Earth. Published by Games Workshop. 1985. Box. Good. £6

Designer: S Coleman Charlton. No. players: 3+. Country: British.

Bookcase boxed fantasy role-playing game. Set in J.R.R. Tolkien's Middle Earth, the rules book is 105 pages long, and covers everything you will need to know to play this RPG (Character Creation, Gamesmasters Tasks, Action in Middle Earth, Spell Lists, Combat System, and much more).  It also includes some brief sample encounters and poster maps and a book of diagrams to go with them. Very well regarded RPG, and many excellent supplements were produced detailing Middle Earth and providing adventures.


Militaria Directory & Sourcebook 1993. Published by Windrow & Greene. 1993. Book. Excellent. £2.50

Author: Jeff Carter. Country: British.

Softback, 29x21cm, 120 pages. A mine of information for anyone interested in militaria. The book includes sections on auction houses; book sellers & publishers; historical societies; libraries; magazines; medal dealers; military vehicles; modelling clubs, suppliers and manufacturers, museums, re-enactment goups & supplies, uniform, insignia & other militaria dealers; wargaming clubs & equipment; weapon societies & supplliers.  There is also a comprehensive index.


Money Go Round. Published by Philmar. ca.1970. Box. Good. £0.75

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

Family business game which reuses many of the ideas from Monopoly. The theme is a trip to the fairground, and players travel around a figure of eight shaped track landing on various spaces, which include actions such as finding 10p on a park bench, or missing a bus, as well as the various attractions which can be bought and will then earn admission fees from other players landing on them.  If a set of related stalls are bought then the admission goes up, and advertising chips can be bought to further increase admission costs.  The Fair Manager's Office replaces Jail and so on.  All the money is in small numbers of £ and p with realistic card coins and paper notes, making it a useful game to teach children to deal with money too.


Money Lisa. Published by Kosmos. 2007. Box. Excellent. £11

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

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


Money!. Published by Goldsieber Spiele. 1999. Box. In shrink. £7

Designer: Reiner Knizia. No. players: 3-5. Country: German. Duration: 30 mins.

Card game. The cards show miniature versions of various banknotes from around the world, and the objective is to collect valuable sets of notes and score best at the end of the game.  Each round two groups of four notes are made available and players secretly decide which of their existing notes they will offer.  In order from highest to lowest bid players then choose a group of notes to take from those put out on the table or those offered by another player.  It works well and plays quickly with a neat scoring system to keep you on your toes. Recommended as a good opener or closer.


Nobunaga. Published by Grimpeur. 2010. Box. In shrink. £12

Designer: Mito Sazuki. No. players: 2-5. Country: Japanese. Duration: 20 mins.

Card game in which the players are rival generals who strive to do the best in various battles. However, the players must cooperate sufficiently to stop Lord Nobunaga winning too many battles or all players will lose.


Octagram. Published by Guardsman Games. ca.1975. Box. Good. £1

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

Word game which uses 40 octagonal tiles.  Players draw and play a tile at a time, but as well as forming words by adding to the existing layout, one or more lines of letters can be removed and replaced to form a word, although each word may only be scored once throughout the game. Can also be played as a solo challenge.


Old Town Solo. Published by Clicker. 2008. Box. New. £6

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

Special Notes: Metal box edition

Mini game of logic for one player  A wild west town lies in ruins and the player tries to restore it to its former glory by using clues to the original locations of the buildings on cards.  These clues relate a building's position to other buildings, the railroad, and various streets. If you have the original game you can use its board, cards and counters to help play, but they are not required, as paper sheets showing the town layout are provided in case you don't own the original.


Pandemic. Published by Z-Man Games. 2007. Box. In shrink. £20.50

Designer: Matt Leacock. No. players: 2-4. Country: American. Duration: 45 mins.

Cooperative game in which the players must attempt to contain and find cures to 4 different deadly diseases.  Cards control where outbreaks occur, and should outbreaks occur in already infected areas then a new outbreak can occur, making matters worse.  The players each play a specialist with a different ability such as the medic, the researcher and the operations expert, and use very limited cards and actions as effectively as possible.  The game can be lost in several ways, and only won by finding cures to all four diseases.  Really feels true to the theme, but is easy to learn, and plays very well. Highly recommended.


Parcheesi. Published by Milton Bradley. 1989. Box. Good. £0.75

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

Special Notes: Box lid shows slight indentation due to stacking

This is the American equivalent of Ludo.  This edition comes with wooden playing pieces and a wooden dice cup.


Party Lines. Published by Oldbourne. 1963. Book. Good, dustcover slightly discoloured. £5.75

Author: Robert Harbin. Country: British.

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


Party Puzzles And Games. Published by Little Dots. 1935. Book. Good, but fly leaves slightly speckled. £6.50

Author: Olive Chandler. Country: British.

Softback, 18x12cm, 119 pages. This period book contains all sorts of riddles and rhymes intended for use at children's parties and other gatherings. An excellent source of these, and entertaining just to read as well as for inspiration for parties.


Pico 2. Published by Doris & Frank. 1996. Packet. Excellent. £1

Designer: Dorris Matthaus, Frank Nestel. No. players: 2. Country: German. Duration: 10 mins.

Card game with just 13 cards.  The cards are dealt and the one remaining is set aside.  Players play cards simultaneously, with the higher card being set aside for points at the end of the hand.  However, if the higher card is more than double the value of the lower card then the lower card wins instead.  Also the loser takes their card back into their hand.  The round stops when one player has just one card left.  Points are tallied and the hands swapped and replayed.  Best score over both rounds wins. To play well you will need to out think your opponent - working out when they will play low and when high.


Play Winning Checkers. Published by Consolidated Litho Corp. 1940. Book. Good. £4

Author: Millard Hopper. Country: American.

Softback, 16x12cm, 32 pages. The author calls himself "The Checker King", the World's Unrestricted Checker Champion. The subtitle says it all really: A complete guide to the game of Checkers; giving its history, rules and rudiments of play, also exposing for the first time the leading trick plays and winning moves used by the checker expert.


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

1)  Excellent. £2.75      2) Good. £2.25

Author: Roger Tilley. Country: British.

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


(Reiner Knizia's) Poison.  2005. Box. 2 editions available:

1) Poison. Published by Amigo. Country: German. In shrink. £8.50

2) Reiner Knizia's Poison. Published by Playroom Entertainment. In shrink. £8.50

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

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


Power. Published by Power Games. 1981. Box. Good. £10

Designer: Monte B Young. No. players: 2-4. Country: American.

Wargame.  Like Diplomacy, Power uses secretly recorded movement, but unlike Diplomacy it is not all about backstabbing.  Players start with ships, planes and other weapons of modern warfare, including a 'nuke' of sorts, all large and plastic - the bits are really excellent.  Each turn, players move a set number of their pieces on a simple board, and the moves are resolved together. Combat occurs where forces end in the same space.


Practical Wargamer Magazine. Published by Argus. 1989.

Author: Stuart Asquith. Country: British.

Magazine which focuses on miniatures wargaming, typically around 70 pages long with many illustrations, some colour. Main articles listed by issue:

No.7. Good. £0.75: Table Top Casualties, Napoleonics Out East, Battle of Lepanto, Ideas for Battles, 19th Century Tribal Conflicts, Strongholds, Stingray, Battle of Kappel 1531, Prisoners of War, Wargaming American Style, Bright Barrosa, Battle of Wavre 1815, Designing a Campaign Game, The Bow in War and Wargaming.

No.9. Good. £0.75: New Approaches in Colonial Wargaing, Early British Colonial Wars in India, Creative Clay Modelling, Caratacus's Last Stand, Washington Fleets, Ashanti War 1873-74, Battlements (Ian Weekley's models), Bloody Albuera, Expedition to Hispaniola, Fighting in Woods, US Indian Wars, Musical Aspects of Soldiering, Artillery in the NW Europe Campaign (1944).


Premium. Published by Theydon Games. ca.1950. Box. Good. £5.25

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

Business game in which a single playing piece is moved around a Monopoly style track, and the current player deals with the space landed on. If it is an unpurchased property this gives that player the option to purchase it, and then either insure it, partly insure it or leave it uninsured.  When landed on it future all players have to make a payment to the owner, but there is also a chance that something bad will happen to the property, in which case the owner had better have some insurance! The objective is to stay solvent longer than anyone else.


Qumero. Published by Spears. 1985. Box. 2 copies available:

1) Good but 2 corners taped. £2.25

2) Good but box edges show wear. 4 out of 400 transparent tiles missing - this does not affect play. £1.25

Designer: Sheldon J Dubow. No. players: 2-4. Country: British. Duration: 45 mins.

Game using four dice, two with numbers on and two with letters. Each player has a personal board to play on which records their progress as they try to cover complete lines, columns and diagonals.  You can choose how to combine the dice you roll to form coordinates on your board, so as to maximise the chance of completing a line. Special cards are awarded when rolling doubles which allow flexibility when rolling poorly later in the game. Points are awarded only to the first player to complete each line. Uses substantial individual boards and well made transparent markers which slot into the boards.


Ra: The Dice Game. Published by Rio Grande Games. 2009. Box. Excellent. £16.50

Designer: Reiner Knizia. No. players: 2-4. Country: American. Duration: 45 mins.

A reworking of the tactical push your luck tile drawing and bidding game Ra.  This time dice are rolled and rerolled and the symbols which result are used to build monuments, influence pharaohs, farm the Nile delta and improve civilization.  Thus what you are collecting is very similar to the board game version, but the mechanics of doing so are quite different, and the scoring mechanisms work out somewhat differently balanced too.


Rainbow. Published by Grimpeur. 2010. Box. In shrink. £12

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

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


Rat Hot. Published by Queen Games. 2005. Box. In shrink. £9

Designer: Michael Schacht. No. players: 2. Country: German. Duration: 30 mins.

Tactical tile laying game in which the players are spice merchants.  Tiles are 3 squares long, with each square showing a spice, a rat or nothing.  Tiles are played on top of each other horizontally and vertically, but with no gaps formed, and not exactly on top of another tile.  Points are scored for forming groups of your spices and you also try to keep your opponent's rats exposed. It is possible to make your opponent lose by having too many of their rats exposed at the end of their turn.  Very tactical - neat game.


Ren Faire. Published by Atlas Games. 2009. Box. Excellent. £14

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

Card game in which the players turn up at a Renaissance Faire in shorts and T-shirt, and feel decidedly out of place, so by performing for the crowd various bits of costume can be earned to help them feel more at home.  The game uses transparent cards showing the pieces of costume which are then placed over the character card to 'clothe' them. A second deck of cards gives party game type actions which the players perform in order to earn money with which to buy more costume cards.


Ritter Ohne Furcht Und Tadel. Published by Euro Games. ca.1997. Box. In shrink. £8.50

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

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


Royal Comette. Published by Oxford Games. 1996. Box. Excellent. £1.75

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

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


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

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

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


Savannah Cafe. Published by Euro Games. 2001. Box. Excellent. £7. Duration: 20 mins.

Designer: Sylvie Barc, Frederic Bloch & Philippe Des Pallieres. No. players: 2-4. Country: French.

Race game, each player has a hippo (very slow but steady), a lion (medium speed, but can be knocked back by opposing hippos) and a gazelle (fast but very erratic, and can be eaten by opponents' lions) which run to the watering hole to quench their thirst. It doesn't matter which of your animals arrives first, as long as one of them arrives before your opponents' animals. The game is driven by cards, each of which moves a particular type of animal a certain distance. A few special cards also allow for some sneaky tricks.


Scarne's Guide To Modern Poker. Published by Simon & Schuster. 1980. Book. Good. £6.50

Author: John Scarne. Country: American.

Softback, 23x15cm, 307 pages. A comprehensive guide to Poker from this well known expert at cards, gambling and magic tricks. Initial chapters cover the vast size of the US Poker scene, the science and skill in Poker, general rules and strategy. A variety of popular types of Poker are then detailed (draw, low & high-low draw, 5 card stud, 7 card stud etc). The mathematics of Poker are also examined, as well as a chapter to help you spot cheats.


Schinderhannes. Published by Clicker Spiele. 2009. Box. In shrink. £21

Designer: Stefan Riedel. No. players: 1-4. Country: German. Duration: 45 mins.

Based on the mechanics of Old Town, this is a deduction game in which the players work out the details of the exploits of the famous robber Schinderhannes. Cards are played which narrow down the possibilities for the various crimes, and using logic the players eliminate possibilities gaining VP tokens as they remove possibility markers from the board. The player who collects the most of these is the most successful detective and wins the game.


Schinderhannes Solo. Published by Clicker Spiele. 2010. Box. New. £6

Designer: Stefan Riedel. No. players: 1. Country: German. Duration: 45 mins.

12 logic problems based on the game Schinderhannes by the same publisher.  You do not need the original to make use of this, but if you do have it, using the map and counters from that game will ease play.


Seidenstrasse. Published by DDD Verlag. 2009. Box. In shrink. £26

Designer: Hanno & Wilfred Kuhn. No. players: 2-5. Country: German. Duration: 1 hr.

The players move three caravans along the Silk Road - there are various routes possible and as well as needing to trade carefully to make a good profit the players must also survive dust storms, thieves and tax collectors. Fast playing, but with interesting decisions and opportunity to influence both your own and others' fates.


Selected Patience Games. Published by Goodall & Son + Thos. De La Rue. ca.1932. Booklet. Good. £4

Author: Professor Hoffmann. Country: British.

Softback, 10x7cm, 64 pages. A collection of 22 patiences selected by this prolific author. Many black and red diagrams throughout. The games are: Original, Star, Travellers, Carpet, Windmill, Heads & Tails, Demon, New York, St Helena, Reversible Sequences, Puss in the Corner, Four Marriages, Backbone, Bismarck, Quadrilateral, Roman, Ladies' Drawing-Room, Burleigh, Triplets, Stop, Golf, Poker.


Serenissima. Published by Euro Games. 1997. Box. Excellent. £27

Designer: Dominique Ehrhard & Duccio Vitale. No. players: 2-4. Country: French. Duration: 3 hrs.

Special Notes: English language edition

Excellent strategic game of trading and / or piracy in the Mediterranean. Reprinted as Mediterranee. Players represent a merchant family during the Renaissance. Players attempt to balance the need of trading and open commerce versus piracy. Players create and send out a fleet of ships to trade various commodities around the Mediterranean while also keeping well manned ships to attack and defend against other player's fleets. Very good game with wonderful pieces - it looks fantastic during the game. Recommended.


Situation 7. Published by Parker. 1969. Box. Good, 2 corners taped. £22

Designer: Unknown. No. players: 2 or 4. Country: American. Duration: 20 mins.

Excellent idea for a game. Each side has enough jigsaw shapes showing outer space to complete the entire board. Players lay pieces on to the board starting from their base simultaneously, and they are considered to have captured the areas of space their pieces cover. Plastic pieces such as rockets, astronauts and satellites can be used to defend or secure your area against attack, or to start an invasion of enemy space. Various areas award bonus points as does owning complete sectors. Fantastic frenetic fun, and an amazing item for jigsaw fans who also like games (or vice versa).


Skallywaggs. Published by Bent Castle Workshops. 2005. Box. Excellent. £6.75

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

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


Some Patiences. Published by John Waddington Ltd. 1924. Booklet. Good. £1.20

Author: H.A.H. Carson. Country: British.

Softback, 9x7cm, 40 pages.  A mini guide to 13 different games of patience: Blue Moon, Demon Cancelled, Empire, Hidden Four, Huff, Long, Porcupine, Precedence, Roulette, Royal, Shuffling Patience, Snake, Triangle.


Speculate. Published by Waddingtons. 1972. Box. 2 copies available:

1) Good. £3.25       2) Good, but tape removal mark on base. £2.75

Designer: Graeme Levin. No. players: 2-5. Country: British. Duration: 90 mins.

Invest in the stock market with some information from the cards in your hand. The interesting idea in this game is that you are given a series of targets to try to achieve (specifying a minimum number of shares in each of various companies), and once you achieve this mix of stock you get a bonus payout and a new target.  This gives the game some focus which some other share dealing games lack.  The inventor was the owner of Games Centre and Games & Puzzles magazine.


Square Routes. Published by Spear's Games. 1983. Box. Good, but edges show some wear. £10

Designer: Peter Burley. No. players: 2. Country: British. Duration: 15 mins.

Strategy game played on a colourful 8x8 grid.  Each row has one each of eight different colours, which are also the colours of the top halves of the 8 very substantial playing pieces.  The base of the playing pieces is either white or black (the two player colours). Players take it in turns to move a piece forward or diagonally forward as much as they wish, trying to get a piece onto their opponent's back row.  However, what makes the game interesting is that the piece you must move on your turn must be the colour of the square your opponent's last moved piece just landed on.  Neat idea and makes for a fast and interesting tactical game.  Later reworked into Kamisado.


Star Frontiers. Published by TSR. 1982. Box. Good. £1.50

Designer: Unknown. No. players: 3+. Country: American.

Roleplaying game set in space. This set includes basic rules (16 pages), expanded rules (60 pages), an adventure module: SF-0 Crash on Volturnus (30 pages), maps, counters and dice. The background for the game is that humans along with three other cooperative races are under threat from a new race, the Sathar, who attack using stealth and sabotage rather than direct assaults. The players will take the role of agents whose job it is to keep the threat of the Sathar at bay.


Star Frontiers - Dramune Run. Published by TSR. 1984. Booklet. Good. £1.25

Author: Unknown. No. players: 2+. Country: American.

This is an adventure module for the Star Frontiers role playing game.  You will need both Alpha Dawn and Knight Hawks to make full use of this module, although I expect it could be used one way or another without them.


Star Trek The Undiscovered Country. Published by King International. 1993. Box. Excellent. £2

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

1000 piece jigsaw puzzle showing the Star Trek: The Undiscovered Country film poster.  This is a limited edition item (10000 were produced). When complete the puzzle measures 67cm x 48.5cm.


Statis Pro Football. Published by Avalon Hill. 1981. Box. Good. £1.25

Designer: James Barnes. No. players: 1-2. Country: American.

Special Notes: Includes 1st & 2nd ed rules and 1980 and 1983 player cards.

Statistical American Football game. Uses the Fast Action Card system, a patented system used in several statistical sports games. Individual players are rated for their ability to throw/catch/run, block, rush the passer, and several other ratings. Several years’ worth of cards for use with the game were produced. The rules are 8 pages long.


Statis Pro Football 1991 Teams. Published by Avalon Hill. 1991. Packet. New. £1

Designer: James Barnes. No. players: 1-2. Country: American. Desc. by Eamon.

Supplemental teams for this American Football statistical simulation.


Strange New Worlds. Published by Gametime. 1978. Box. Good, but box slightly indented. £16

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

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


Strategy & Tactics Magazine. Published by SPI.

Author: Unknown. Country: American.

These magazines included a game originally, but no longer.  Even without the game still a good read, and a useful source of articles on other games. Main articles listed by issue.

Issue 69. 1978. Good. £0.75: Tannenberg - Opening Battles 1914, The Next War, The Neutron Bomb, 30 Year War Logistics, Current Military Affairs (as of 1978), Reviews, Kharkov Errata.

Issue 74. 1979. Good. FREE - I have several copies of this issue, so if I have one left you can have one free when you buy any other issue(s). Ney vs Wellington - Battle of the Quatre Bras, The Credibility of Deterrence (U.S. vs Soviet Union), Current Military Affairs (as of 1979), Panzer Battles Errata, Artillery Before Gunpowder.

Issue 75. 1979. Good. £0.75: Napolean's Art of War (Eylau & Dresden), Special Forces, Artillery at Gettysburg, Modern Tank Ammunition, Current Military Affairs (as of 1979!), Reviews.

Issue 89. 1981. Good. £0.75: Sicily - The Race for Messina 1943, Lee vs McClellan 1862, Historical Data & Analysis, Reviews.

Special Edition 2. 1983. Good. £0.75: The Soviet Navy, The Road to Antietam, Battle Over Britain Update, Air War, 3D Conflict in the Persian Gulf, Wellington's Victory - Variations, Expanded Rapid Deployment Force.

Issue 99. 1985. Excellent. £0.75: Thunder at Luetzen 1812, GenCon - Winning Miniatures, Historical Data & Analysis, Berg's Review of Games, Computer Boardgame Design - Algorithms, Computer Wargames, Book Reviews, Moves Section (inc. previews, Trail of the Fox, and classifieds).

Issue 121. 1988. Excellent. £0.75: The Indian Mutiny 1857, The Battle of Ypenburg, The South After Yorktown, Hotspots - Potential Wars, Historical Data & Analysis, Errata for Manchu & Unconditional Surrender, Book Reviews.

Issue 126. 1989. Excellent. £0.75: Beirut Under Fire, Warfare in the Modern World, Kia's On Grenada (US Special Operations), Cuba's Expeditionary Force  In Angola, Historical Data & Analysis, Errata, Letters.

Issue 132. 1990. Excellent. £0.75: Iron Cross (Man to Man conflict on the East Front 1941-42), The Gladiators (Roman Times), Variant for Beirut 82, Proliferation of Weapons of Mass Destruction in the 3rd World, Historical Data & Analysis.

Issue 133. 1990. Good. £0.75: Summer & Smoke (Baton Rouge, Mississippi River 1862), Iran / Iraq War, Britain and the Diffusion of Seapower 1895-1905, Historical Data & Analysis.


Such A Thing. Published by Valley Games. 2007. Box. In shrink. £11.50

Designer: Urs Hostettler. No. players: 2-10. Country: Canadian. Duration: 30 mins.

Fun after dinner game in which players try to get rid of their cards, each of which details an aspect of an object eg. "Could be used to catch mice", or "Made of wood". Everyone tries to think of an object which fits all the categories played so far, and when it is their turn either adds a card to the layout or challenges the previous player. Getting caught out without an object in mind or challenging wrongly gets you more cards as a penalty. Neat and simple idea which plays really well. Recommended.


Symbioz. Published by Unicorn. 1995. Box. Good. £12.50

Designer: Francois Bachelart & Christophe Pinard. No. players: 2-4. Country: French.

Various alien life-forms struggle for dominance on a distant planet. The carnivorous Kroguls, the herbivorous Grabits and the Zherbes, a prolific intelligent plant.  The players try to expand their own populations of each of these, while ensuring that their rivals' populations are kept in check.  The objective is to achieve a population of only plants in three of 24 areas.


Take It Higher. Published by Burley Games. 2009. Box. In shrink. £20

Designer: Peter Burley, Reiner Knizia. No. players: 1-6. Country: British. Duration: 25 mins.

A new take on Take It Easy, this time with input from Reiner Knizia as well.  The most obvious difference is that the game uses octagonal rather than hexagonal tiles, so there are 4 lines through each tile rather than 3.  In addition to the basic game two additional scoring options can be added.  The first gives bonuses for completing rows which have all the same coloured central tile section, and the other gives points for completing rows and placing spaceship miniatures on them in a cunning way. Recommended.


Tales Of The Arabian Nights. Published by Z-Man Games. 2009. Box. In shrink. £38

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

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


Tammany Hall. Published by StrataMax Games. 2009. Box. In shrink. £32

Designer: Doug Eckhart. No. players: 3-5. Country: American. Duration: 90 mins.

Election game set in New York City in the 1850s. The immigrant populations are key to the elections, and currying favour with them is essential.  City offices also have useful privileges which can help you win in the various wards. It was a time full of corruption, and so underhanded techniques and a little slander are essential tools for every budding politician.  This is the full colour boxed edition with mounted map and over 350 wooden pieces.

Targen's Tome: A Master's Guide To Magic. Published by Chessex. 1995. Book. Excellent. £2

Author: John M. Corradin. Country: American.

Softback, 27x21cm, 182 pages. This book introduces Magic: The Gathering, explaining how to play and then moving on to the theory of deck design and giving some example pre-designed winning decks.   The book also has a good Magic: The Gathering Glossary and lots of top ten lists to give you ideas for decks and cards to include in your decks.  Of course the card sets used in the book are now rather old, but most of the strategy and deck building skills described are still very useful.


Tears Of The Dragon. Published by Avalanche Press. 2003. Box. Excellent. £11

Designer: John R. Phythyon. No. players: 2. Country: American. Duration: 2 hrs.

Fantasy board war game in which the players quest to find lost secrets so that they can free the princess from her curse and win the throne. One player has more powerful armies, but the other has access to more powerful magics and can gain the aid of the fairy folk and even the dragon.


Tempus. Published by Pro Ludo. 2006. Box. 2 copies available:

1) In shrink. £13       2) Excellent. £11.50

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

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


The 3 Commandments. Published by Rio Grande Games. 2008. Box. 2 copies available:

1) Excellent. £14       2) In shrink. £16

Designer: Friedemann Friese, Fraser Lamont, Gordon Lamont. No. players: 3-7.

Country: American. Duration: 45 mins.

Unusual idea for a game. Players take it in turn to be the High Priestess of their own religion, and the other players are the novices who have to work out what is and what is not permitted in the religion.  The rules of a religion are determined by the High Priestess by selecting 3 cards, 2 of which represent good things to do to gain karma, and 1 which represents bad karma.  The cards give two types of rules - the first set involves the movement and positioning of playing pieces on a board, and the second set what the novice may or may not do besides moving a piece on the board.  The player with the most karma at the end wins.


The Art Of Playing Mythos. Published by Chaosium. 1996. Book. Excellent. £7.50

Author: Aniolowski, Krank, Rowe & Willis. Country: American.

Softback, 21x14cm, 160 pages. Book all about the Lovecraftian Mythos CCG. The book covers the rules, FAQ, Errata, Tournament Rules, Solo Rules, A Variation, Designer Notes, Creating Your Own Adventures, The Cards (pictured and listed).


The Celtic Knotwork Puzzle. Published by Historical Collections Plc. 1992. Box. Good. £0.60

Designer: Oxford Games. No. players: 1. Country: British.

This puzzle consists of 9 large square tiles each showing a portion of a large Celtic knotwork pattern.  However, the knotwork is very symmetrical, and so it is not matching the shapes that is hard, but matching the colours of 'thread' from one tile to the next which makes it difficult.  There is also no indication as to which sides of the pieces are the edges. The back of the box shows the solution.


The English Jigsaw Puzzle 1760-1890. Published by Wayland. 1972. Book. Excellent. £14.50

Author: Linda Hannas. Country: British.

Hardback with dustcover, 26x19cm, 164 pages. Book detailing the history of the English Jigsaw Puzzle, and an essential work on the subject. About half the book is historical information with many pictures (mostly black and white, but a few colour) and covers the inventor of the Jigsaw (John Spilsbury), 18th and 19th century dissections, principal publishers, the jigsaw trade, foreign puzzles, and more. The second half is a very comprehensive looking listing of jigsaws from the covered period in museums and private collections with quite a bit of detailed information on each (but no pictures).


The Games Quarterly Catalog. Published by Matthews-Simmons Marketing. Book.

Author: Unknown. Country: American.

This is a catalog listing all the games currently available to U.S. Retailers through U.S. Distributors at the time of going to press.  Potentially very useful for games collectors.

Summer 1995. Good. £0.50

Summer 1996. Good. £0.50

Fall 1996. Good. £0.50

Winter 1996. Good. £0.50

Summer 1997. Good. £0.50

Fall 1997. Good. £0.50


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

1988. Book. Good. £4. Author: Honor Head. Country: British.

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


The Official Scrabble Quiz Game Book. Published by Carlton. 1997. Book. Excellent - unused. £2

Author: Robert Allen. No. players: 2+. Country: British.

Softback, 26x19cm, 128 pages. A collection of 60 multi-player crossword style puzzles / games.  For each puzzle there is a Scrabble grid, and a list of 50 clues.  The clues are simple crossword style clues, with most having a single right answer but some having many possible answers.  Players study the clues and write down as many answers as they can.  Players then effectively play Scrabble using these words to score points on the Scrabble grid, writing in their words as they play them.


The Treasures Of Childhood. Published by Pavilion Books. 1989. Book. Good. £11

Author: Iona Opie, Robert Opie & Brian Alderson. Country: British.

Hardback, 31x26cm, 190 pages. The Opies have a collection of antique toys and games and this book is an illustrated history of their collection. The text is detailed and there are many colour pictures of the items mentioned. One of the best books ever on juvenilia and a 'must-have' for any collector of antique toys and games.  The book is divided into two parts covering their children's books collection and their toys and games collection.


The Willow Game. Published by Tor Books. 1988. Box. Good. £1.50

Designer: Greg Costikyan. No. players: 2-6. Country: American. Duration: 2 hrs.

Game based on the fantasy film Willow.  The players play the characters from the film, both good and evil. The good players try to protect Elora Danan from evil Bavmorda's clutches, and get her to safety, while the evil players try to find and capture her and then get her to Nockmar Castle. Good characters start weak, but get stronger as the game goes on by searching places of power and gaining treasures.  The good characters can win by either taking Elora Danan to safety or by defeating Bavmorda in combat. Bookcase Box.


Thieves Guild. Published by Iron Sun Games. 2002. Box. Good. £13

Designer: Dominique Garay, Adam Tozser. No. players: 2-4. Country: American. Duration: 2 hrs.  Fantasy adventure game in which the players can act either as thieves whose objective is to acquire a set amount of gold, or as bounty hunters whose objective is to catch a set number of thieves. Play involves moving around the board and actioning the locations you visit to advance your cause, and attacking/mugging enemies/victims. English and Spanish rules provided.


Timbuktu / Tombouctou. Published by Queen Games. 2006. Box. 2 copies available:

1) Excellent. £13.50      2) In shrink. £15

Designer: Dirk Henn. No. players: 3-5. Country: German. Duration: 60 mins.

An unusual game in which players start with a caravan of camels loaded with various goods, and these camels move across the board towards Timbuktu. However, along the way there are thieves. Each player has part of the information about what the thieves want and in which part of the board they will appear, and more information is gained as the game goes on. Thus through logical deduction and tactical movement of your camels you aim to have the most valuable goods when the caravans reach Timbuktu. Previously self published by the author.


Titicaca. Published by Cwali. 2001. Short fat tube. 2 copies available:

1) In shrink. £10      2) Excellent. £9

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

Strategy game in which players try to get their tribes positioned favourably in the countryside around various lakes. Neighbouring tribes can combine into countries as long as by combining, both sides get access to additional types of countryside. The game is played on a different countryside layout each game as it is made up of large hex tiles which are laid out before each game.  Game play involves bidding for the locations around the lakes using scarce resources and then merging tribes cleverly. Some neat and unusual ideas in a game with neither cards nor dice.  Nicely made components for a small company too.


Totem Land. Published by Challenge. 2007. Box. In shrink. £15

Designer: Frank Dyksterhuis, Mark Wood. No. players: 2-4. Country: Australian. Duration: 20 mins.

The players represent up to four tribes who have moved into a wilderness area, and seek to dominate by constructing the most powerful totem poles. Each player has eight differently shaped and valued totems, which must be moved around the board onto other totems in order to form powerful stacks - the player whose totem is on top gaining the power from that pole. Bonuses for single colour poles are available.


Touring Scotland. Published by Geographia Ltd. ca.1955. Box and Board. Fair. £3.25

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

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

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


Travel The World. Published by Early Learning Centre. ca.1995. Box. Country: British.

Good, but quite large label removal mark, and photocopied rules. £0.75. Designer: Unknown. No. players: 2-4. Children's game.  The set includes rules for four different games, the idea being to use the set as a way to introduce children of age 5-8 to the geography of the world and differences between countries. The main game involves movement around a map of the world, travelling overland, by sea and by air to a series of destinations before returning to your home country.  The other games make use of the destination cards and 'postcards' which correspond to the countries named on the destination cards, ie. matching them up in a variety of ways.


Treasure Quest. Published by Ravensburger. 1996. Box. Excellent. £3.50

Designer: Christine Welz. No. players: 2. Country: German. Duration: 20 mins.

One player seeks gold and the other rubies.  Each player starts off with ten 5x5 cardboard grids showing their opponent's type of treasure, but they all have some spaces cut away.  There are two areas in the box where these can be stacked on each other, and players take it in turns to do so, adding a ruby layer on top of a gold layer and vice versa, with the objective being to reveal as many of your type of treasure as possible after each of your plays. Each such treasure scores you a point, and most points at the end of the game wins. The scoring tracks have Egyptian hieroglyphs decorating them.  Attractive game with well made in-box playing area.


Treasures & Traps. Published by Studio 9 Inc. 2006. Box. 2 copies available:

1) In shrink. £6      2) Good. Includes a mini expansion with 12 extra cards and some variant rules £7

Designer: C. Aaron Kreader. No. players: 2-6. Country: American. Duration: 30-60 mins.

Fantasy adventure card game in which the players try to be the first to collect three types of treasure. The cards show items (treasures and useful objects), creatures which can be used to steal items, places which are often useful defensively, events which can change the current situation, and surprises which can be played out of turn. Nominated as an Origins award finalist for best non-collectible card game.


Tutankhamen's Revenge. Published by Jumbo. 1992. Box. Excellent. £8.50

Designer: Stefanie Rohner and Christian Wolf. No. players: 2-4. Country: Dutch. Duration: 30 mins.

Very attractive board game in which players dig for treasure.  The playing area is a 4 x 4 grid into which are placed several layers of treasures, each one with a different earthy background colour so you can keep track of the current level. Players use a special 'spade' to extract the treasure tiles hoping to find valuable items.  However, also lurking in the ruins are curses and finding these is bad news - especially Tutankhamen's royal curse, which is found along with some of the most valuable treasures on the bottom layer.  I have some house rules I use to increase the skill level and improve the game quite a bit.  Fun game.


Ulcers. Published by Waddingtons. 1973. Box. 2 copies available:

1) Good. £1.25       2) Good, but box base indented. £0.75

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

Players try to assemble a full set of personnel to run their company. However, there aren't enough available for everyone to do this, so players must compete for the right staff.  The first player to have a complete company and end a fiscal year wins. Players move their pieces around a circular track and get the chance to hire staff and headhunt other companies' staff.  Money management is also important as paying your staff too little will get them headhunted, but paying them too much will bankrupt your company. One of the better Waddingtons games, and particularly good for 4 players.


Vampire: The Masquerade: Players Guide To The Sabbat. Published by White Wolf. 1992. Book. 2 copies: 1) Good. £2.75      2) Good, but cover shows a little wear. £2.25

Author: Steve C. Brown. No. players: 3+. Country: American.

Softback, 28x22cm, 156 pages. Sourcebook for Vampire: The Masquerade dark role playing game.  The Sabbat is a secret political and militaristic society of vampires.  This book covers: Inside the Sabbat, Running with the Sabbat, Character Creation, Paths of Enlightenment, Sabbat Traits, Sabbat Templates, Unusual Weapons for Vampires, Sabbat Relics and Magical Devices.


Vampire: The Masquerade: Storytellers Guide To The Sabbat. Published by White Wolf. 1993. Book. Good. £3.50. Author: Steve C. Brown. No. players: 3+. Country: American.

Softback, 28x22cm, 133 pages. Sourcebook for Vampire: The Masquerade dark role playing game.  The Sabbat is a secret political and militaristic society of vampires.  The book includes 5 stories involving Sabbat characters. The chapters are: Sabbat Chronicles, Politics of the Sabbat, Forces of Darkness, Storytellers Aids, Quick Start Materials, The Stories.


Vampire: The Masquerade: The Storytellers Handbook. Published by White Wolf. 1993. Book.

Good but corners show a little wear. £4

Author: Steve C. Brown. No. players: 3+. Country: American.

Softback, 28x22cm, 152 pages. Sourcebook for Vampire: The Masquerade dark role playing game. This book introduces the style of roleplaying and the setting as well as the game mechanics.  The chapters cover: The Story, The Chronicle, The Setting, The Motive, The Enemy, The Ways, Enchanted Items, Useful Lists.


Verbositi. Published by San Serif. 1987. Box. Good. £6.50

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

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


Visual Brainstorms. Published by Binary Arts. 1995. Box. Excellent. £2.75

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

A set of 100 full colour oversize cards each of which has a visual brainteaser on it.  The card is studied for a limited time and an answer given.  The answer is on the back of the card, and sometimes there is a bonus question on the back as well which must be answered without further reference to the card.  Fun game which can be played on your own as a challenge or with several players as a competitive game.  Attractive illustrations and clever puzzles.


Where There's A Will. Published by Ragnar Brothers. 2002. Box. Good. £9

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

Card game in which the players all try to claim as much of value as possible of the now sadly departed rich Duke's estate.  This is done by putting forward various relatives and associates, from a son through mistresses to the chauffeur or maid. However, cards are also played to alter the comparative values of the various claimants and even change their allegiance or make them ineligible. Light but good fun.


Whiplash. Published by Peter Pan. 1988. Box. Box corners taped + mark where label was. £0.75

Designer: Unknown. No. players: 2. Country: British. Duration: 5 mins.

Special Notes: No rules included, though the box says all you need to know to be able to play.

Fast action game, a sort of two player bagatelle!  The board has a central scoring section into which players try to get their marbles.  Each player also has a bagatelle style ball shooter and each ball lane curves around the board and then up a ramp which hopefully will send the ball into the scoring area.  First to get 100 points wins.  Play is simultaneous, so pretty frantic!


Why. Published by Milton Bradley / Chad Valley. 1961. Box. Good. £4.50

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

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


Witchcraft. Published by Japon Brand. 2010. Box. New. £15

Designer: Muneyuki Yokouchi. No. players: 3-5. Country: Japanese. Duration: 1 hr.

There have been murders at the Academy of Magic and it looks like a long ignored legend may have come true. Thus five members of the Academy work to uncover the murderer and eliminate her. The players gather information about the murderer but the murderer may be amongst them, so they too need to be watched closely. The players use cards to gather the evidence.


World Traveller. Published by Intelligames. 1980. Box. Good. £1.25

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

Players race their playing pieces across the board which shows a map of the world divided up into squares.  Landing on some spaces results in being asked a question from one of the cards, and answering correctly will earn extra movement points.  There are easy and difficult questions so the game can be played by adults and children together. There are also some adventure spaces which will send the player to a random location as determined by the adventure card drawn.  The first player to get to the far side of the board wins the game.


Wreckage. Published by Fantasy Flight. 2003. Box. In shrink. £7.25

Designer: Darrell Hardy, Barry Stockinger. No. players: 2-4. Country: American. Duration: 45 mins.

In a twisted wasteland reminiscent of the Mad Max movies, road warriors rule in souped up vehicles equipped with guns, armour and whatever else is likely to help.  The best of these warriors fight it out in an arena of death, with gasoline and water the valuable prize for the winner. Players add weaponry and other equipment to their car, and then race by playing cards, also getting the chance to shoot their opponents into oblivion.


Zooloretto. Published by Abacus Spiele. 2007. Box. In shrink. £25

Designer: Michael Schacht. No. players: 2-5. Country: American. Duration: 45 mins.

Spiel des Jahres 2007.  This is based on the excellent card game Coloretto.  Each player has a zoo playing board and drafts animals which must be placed into pens - each pen can only hold one type of animal, and there are quite a few more types of animal than you have pens for.  Any animals who don't go in pens will count against you. It is possible to earn action tokens which can be traded in to move animals, or switch them around or get rid of unwanted animals. Recommended.


Zundstoff. Published by 1x1. 1995. Box. Excellent. £8.50

Designer: Michael Kiesling. No. players: 2-5. Country: German. Duration: 45 mins.

Card game in which players use their cards to manoeuvre planets and the sun in an attempt to increase the movement potential of their spaceships(!) The objective is to win two races to the sun, called the 'Al Capone Cup'. The game uses a layout of large circular tiles which indicate which adjacent tiles can be flown to next, and can be rotated to alter the possible course options.



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