MNG-AJM Games and Collectibles

 

Jun 2012 Catalog

 

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

 

100 Indoor Games You Can Play. Published by Guild Publishing. 1988. Book. Excellent. £2.50

Author: Unknown. Country: British.

Hardback with dustcover, 20x13cm, 283 pages. A collection of indoor games with many diagrams throughout. The games covered are categorised as follows: Card Games for 1 (13), Card Games for 2 (15), Card Games for 3 (5), Card Games for 4 (12), Card Games for 5+ (7), Party Card Games (7), Banking Card Games (10), Board & Tile Games (10), Dice Games (15), Roulette, and more.

 

100 Other Games To Play On A Chessboard. Published by Peter Owen. 1983. Book. Good. £8

Author: Stephen Addison. Country: British.

Softback, 23x15cm, 96 pages. A collection of games (other than chess) which you can play on a chessboard. These games fall into the following categories: Chess Related Games (6), Pure Variants (34), Occupational Games (5), Positional Games (6), Draughts & Variations (17), Custodian Capture Games (4), Games Played on the Intersections (7), Misc (13). There is also a section with puzzles for you to solve.

 

50 Card Games For Children. Published by Whitman Publishing. Book. 2 copies available:

1) 1933. Good. £0.60         2) 1946. Good. £0.40

Author: Vernon Quinn. Country: American.

Softback, 17x12cm, 128 pages. Card game book covering 20 card games children can play, 12 solitaire games, 12 card tricks, 5 more grown up games and also an introduction to contract bridge.

 

Ad Acta. Published by Bewitched. 2002. Box. Good. £13

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

Special Notes: Limited 1st edition: 271/500

Unusual game about getting paperwork done in an office. Despite the dull sounding theme, there is a clever and interesting game here. Players each have a selection of jobs which need completing, but the value once completed depends entirely on getting them completed at the right time. Jobs pass from one person's out-tray to the next person's in-tray and so on, and on your turn you can use your action points to do your own work or hassle others into doing theirs - whatever helps your cause. Also special action cards let you get out of a real mess or cause one for someone else!

 

Air Baron. Published by Avalon Hill. 1996. Box. Good. £17

Designer: Evan Davis. No. players: 2-6. Country: American. Duration: 2 hrs.

Players own airlines and try to buy routes and landing privileges in a fiercely competitive world of commercial aviation. Players are trying to gain control of a certain proportion of the market and accumulate money too. Strategic decisions include whether to dominate a hub or spread out to other hubs, whether to deploy jumbo jets for increased profits, take control of foreign markets or even start fare wars. Includes lots of attractive plastic aeroplanes.

 

Ausgebremst. Published by ASS. 1994. Box. Good. £30

Designer: Wolfgang Riedesser. No. players: 3-6. Country: German. Duration: 40 mins.

Second version of this game system, originally seen in Ave Caesar, but most consider this motor racing version as the superior design as it includes additional options such as presorting cards into 'gears' to allow different strategies. Cards are used to ‘drive’ the cars, but there are card playing limitations on the lead car, while those behind run the risk of being blocked or having to go around the outside of bends, wasting precious movement points. 3 double-sided boards, making various combinations of different tracks. I will also include my own house rules too. Highly recommended.

 

Azteca. Published by Tilsit. 1998. Box. Excellent. £13

Designer: Pascal Bernard. No. players: 3-4. Country: French. Duration: 2.5 hrs.

Set in the times of the Aztecs, the players take the roles of empires trying to expand and conquer, and to do this they need to use commerce, diplomacy, espionage and military might. Ultimately, however, the goal is to ensure you have made large enough sacrifices to the gods to satisfy Tezcatlipoca on his return.

 

Baffles. Published by Cheiftain Products. 1986. Box. Good. £4.50

Designer: Marcam Int. Ltd. No. players: 2-6. Country: Canadian. Duration: 75 mins.

Party game for those who enjoy solving word puzzles.  The game includes hundreds of cards showing various word puzzles, such as anagrams to decrypt, famous people and phrases to fill in (with some letters given as clues), and pictures to identify in a similar way.  Movement on a board is the reward for solving the puzzles, and the objective is to reach the centre. The box says there are 2100 word puzzles included.

 

Ba-Kar-Ee. Published by Porterprint. ca.1935. Box. Box and cards show wear. £5

Designer: Unknown. No. players: 3-6. Country: British. Desc. by Eamon.

Special Notes: The cards show quite a bit of wear unevenly but aren't creased.

Card game, played with two packs of standard playing cards plus 8 jokers and 8 special cards called royal aces, making 120 cards in total. The game is an involved Rummy variant, with a large rule-book and a special reference card to ease scoring.

 

Balanx. Published by Fun Connection. 1993. Box. 2 copies available:

1) Good. £3.25. Original rules missing, but a printout is supplied. The two large steel ball bearings rusted at some point (but have been cleaned).

2) In shrink. £5

Designer: Kris Burm. No. players: 2. Country: German. Duration: 20 mins.

Two player strategy game from this master of the genre. The game uses a board which can tilt like a see saw, and each turn the current player tilts it towards them and the balls which are the playing pieces will move in their grooves changing the game position. The objective is to get your balls to the opposite corner of the board, but leaving a ball behind to block is not permitted. The balls are large glass marbles and two large steel ball bearings are also used.  Very stylish as you would expect from Kris.

 

Barricade. Published by Gemani Games. ca.1980. Box. Excellent. £6

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

All wooden (thick folding wooden board, wooden die and ball playing pieces). Players race to get their pieces to the far side of the board. However, while there are 4 pathways through the first section, there are only 3 to the next, then two, and then just one pathway, before a choice of directions again to the finish. Movement is by dice roll, but there are generally several choices, and the skill is in the use of the barricades which get placed on various choke spaces. The choke spaces can then only be moved past by an exact roll. Very popular family game in Germany.

 

Basari. Published by F X Schmid. 1998. Box. In shrink, but 1 corner shows wear. £13.50

Designer: Reinhard Staupe. No. players: 3-4. Country: German. Duration: 45 mins.

Clever game in which each turn each player chooses between claiming gems, advancing around a track or gaining VPs. This is done simultaneously. If two players make the same choice then a clever offer and counter-offer system is used to decide who gets to perform the action and how much they pay the other player for the privilege. Points are scored for advancing quickly around the track and also for having the most of the 4 types of gems. Recommended.

 

Battle Of The Sexes. Published by Imagination Entertainment. 2003. Box. Good, but corner taped. £4.25

Designer: Unknown. No. players: 2-8. Country: British. Duration: 45 mins.

Special Notes: Original rules missing, but a printout supplied

Party game in which the players divide into a team of men and a team of women. Questions are asked of each team which relate to the opposite sex, so questions about women's things have to be answered by the men, and vice versa. Getting answers right gets the team's playing piece to advance on the board.

 

Bier Borse. Published by Parker. 1979. Box. Good. £22

Designer: Sid Sackson. No. players: 2-6. Country: German. Duration: 45 mins.

German version of the 3M game Bazaar, but very nicely themed into the beer business. The counters are now facsimile beer bottle tops, and the matching boards are like coasters (beer-mats). You trade your beer bottle tops with other beer bottle tops until you get a combination required to ‘buy’ a beer-mat. A very clever game with a good selection of trading cards to ensure different combinations each game. Players try to collect combinations of 'bottle tops' shown on the currently available beer mats, by using one trading rule each turn, and more points are awarded the fewer bottle tops you have left over after a purchase. Highly recommended.

 

Black Box Plus. Published by Franjos. 2007. Box. In shrink. £10.50

Designer: Eric Solomon. No. players: 2. Country: German. Duration: 20 mins.

Excellent deduction game. You can play the original Black Box in which one player secretly sets the position of 4 light reflecting 'atoms' in an 8x8 square grid and the other player sends theoretical rays of light into the black box, and is told where the ray of light comes out. Since the light may have been reflected by multiple 'atoms' this can get quite complex and requires quite a good bit of logical thought. This edition also includes a trickier challenge - the same game played on an 8 across hexagonal grid, with a few extra rules for how rays interact with the atoms. Recommended to fans of logic and deduction games.

 

Blokus. Published by Mattel. 2009. Box. New. £16

Designer: Bernard Tavitian. No. players: 2. Country: British. Duration: 30 mins.

Special Notes: Slight indentation in one corner of the lid and one corner of the base slightly damaged.

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

 

Borneo Board Game. Published by Da Vinci Games. 2007. Box. In shrink. £21

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

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

 

Brainline. Published by Palitoy Bradgate. ca.1983. Box. Good. £1

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

Strategy game in which the players try to get their 4 pegs into a straight line with no opposing pieces in between. The game is played on a hexagonal grid. Pieces may be moved any distance in a straight line, but cannot jump another peg or land on another peg.

 

Bus Stop The Boardgame. Published by Pigphone. 2010. Box. 2 copies available:

1) New. £21       2) Excellent. £18

Designer: Kai Fujiwara. No. players: 2-5. Country: Japanese. Duration: 20 mins.

Each player has two buses, one large and one small. At the central bus stop there is always a queue of people of several different types, and the players bid using tiles to get the passengers they desire for their buses. Each bus can only take a single type of passenger, and passengers you cannot take go into your personal queue. These will count against you at the end of the game, but if you get enough of a queue you can use a third bus.

 

Canal Mania 2nd Edition. Published by Ragnar Brothers. 2006. Box. Good. £18.50

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

Well received canal network building board game. The board shows England roughly from Basingstoke and Bristol in the west to Cambridge and Maidstone in the east. Players take contracts to build canals, and then draw and play cards to play canal tiles which come in various types: flat sections, sections with locks, sections with aqueducts and sections with tunnels. The latter of these require more cards to build but are worth more when completed. Players build up networks of canals and deliver goods from town to town using these networks in as efficient a way as possible. There are various engineer cards which give different bonuses and each player has one of these, but can switch them around for best effect. 2nd edition.

 

Canaletto. Published by Hans Im Gluck. 1995. Box. Good. £6.50

Designer: Gunter Cornett. No. players: 3-4. Country: German. Duration: 45 mins.

Auction game, in which players bid for batches of antiques. They then try to ensure the whole set of the antique types they own gets bought so that they can be sold for a profit. However exactly when a set is sold will determine what it is worth, and if you wait too long it is possible that they may be worth nothing. Also money can get tight, and the amount bid indicates what will be sold next, making it all very tactical and involving some careful thought.

 

Candidate. Published by Avalon Hill. 1991. Box. Good. £8.50

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

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

 

Capt'n Clever. Published by Zoch zum Spiele. 2003. Box. In shrink. £6

Designer: Liesbeth Bos. No. players: 3-4. Country: German. Duration: 30 mins.

Children's game which has enough interest for adults as well. Each player's captain tries to retrieve a treasure from each of the nine islands. However, his right hand neighbour will show him which island his next treasure is on, and that is likely to be a tricky one to get to. The captain pieces can move from island to island using any of the boats, but each player can only move one of the boats. The boats actually act more like bridges, but several can be used in a single turn so it is often possible to make good use of opponents' boats as well as your own.

 

Cat Attack. Published by Boardroom Prroductions. 2001. Box. Good. £8

Designer: Jon Self. No. players: 2-6. Country: British.

Board game based on the life of a domestic cat. The board represents the local neighbourhood, with a selection of houses and shops. The cats move around the board trying to obtain 6 items of food to put into their larder. However, each cat only has nine lives and these can be lost through fighting, getting hit by a car, or by too much curiosity... Last cat alive or first to fill their larder wins.

 

Catan Histories: Settlers Of America. Published by Mayfair Games. 2010. Box. Excellent. £32

Designer: Klaus Teuber. No. players: 3-4. Country: American. Duration: 2.5 hrs.

Settlers of Catan series game. This is subtitled Trails to Rails. Set in early 19th century America, when everyone is heading west. The board shows the whole of the US laid out as Settlers style hexes. Starting with settlements on the east coast, players need to build west as resources in the east dry up as the game goes on. Building to various new towns is rewarded as is building tracks and getting them to these new towns. While it uses the standard Settlers system it adds a lot of new themes and ideas to the experience. The winner is the first to build all their cities and deliver all their goods.

 

Citadel Miniatures. Published by Citadel. ca.1989. Box. Good. £17

Designer: Unknown. Country: British.

A collection of 17 Citadel miniatures most of which were originally designed for Talisman. There are not enough original bases, but I will supply some extras. They include a wide variety of adventurers and two reptile mounts.

 

Civilization. Published by Microprose. 1991. Box. Good. £2.50

Designer: Sid Meier. No. players: 1. Country: American.

Vintage empire building computer game. This is the original release for IBM PCs, and is I believe a DOS program - not sure about compatibility with modern operating systems. It comes on 3.5" disks, so if you no longer have a suitable drive you definitely won't be able to make use of it!

 

Claim It!. Published by Wattsalpoag. 2006. Box. 2 copies available:

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

Designer: Kris Gould. No. players: 2-5. Country: American. Duration: 30 mins.

Push your luck type game, in which players roll dice and claim spaces on a grid. Three dice are thrown, one must be used to indicate one of six markers available each turn, and the other dice are used to specify a space on the grid. However, if you fail to place a marker after a throw you lose all progress that turn. If a space is claimed for a second time it becomes permanently yours. When the game ends the player with the largest connected area of owned spaces wins. Light, but provides some interesting choices and plays well. Especially good with 3.

 

Cohen's Complete Book Of Gin Rummy. Published by Ace. 1977. Book. Good. £6

Author: Leo E Cohen & Robert Scharff. Country: American.

Softback, 17x11cm, 346 pages. Probably the best book ever written on Gin Rummy, a very good game, but now somewhat out of fashion, but once a great craze throughout America. The book covers official rules (individual and partnership), various strategies, partnership strategies, mathematical odds and even a chapter on how to spot and stop Gin Cheats.

 

Condottiere. Published by Euro Games. 1994. Box. 2 copies available:

1) Good. £8. Large box edition.  Would be excellent, except there is a taped tear along top edge of the box lid.

2) Excellent. £10

Designer: Dominique Erhard. No. players: 2-6. Country: French. Duration: 1 hr.

Card game with a map showing provinces in Renaissance Italy. The object of the game is to control four connected provinces. Play involves using numbered cards to make the highest bid for a given territory. However, various special effect cards shake the contests up to add variety and keep the players guessing. This was voted French Game of the Year.

 

Contack. Published by Waddingtons. 1966. Box. Good. £4.25

Designer: Unknown. No. players: 2-7. Country: British. Duration: 20 mins.

Special Notes: Photocopied rules from a Parker Bros edition.  House rules sheet included too.

A precursor to Triominoes, this game uses 36 triangular tiles each with three coloured sections with a number from 1-9 on it. Players play tiles so that the colours match, and the numbers add up to multiples of 5 or match numbers exactly. Points are awarded for making multiples of 5, whereas just matching doesn't score but is a legal placement.

 

Cover Up. Published by Parker Bros. ca.1970. Box. Good. £0.75

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

Special Notes: Some brown tape has been used at some point to seal the box, and some extends onto the lid.

The board shows a 16x16 grid of spaces, many blank, but some numbered and some blacked out. Players each have a selection of square and rectangular transparent coloured plastic shapes which they take it in turns to place on the board, connected to other pieces already there. However no piece may cover a blacked out space and each space covered scores 1 point unless it is numbered in which case that is its score. A few of each player's pieces are marked with a D, and these score double, so need to be used carefully.

 

Cribbage. Published by Sherwood Gilbert & Piper. 1837. Book. Good. £12

Author: George Walker. Country: British.

Special Notes: A colour printed flyleaf is loose, otherwise Good

Hardback, 14x9cm, 136 pages. The pages are gold edged, and the cover embossed. This book covers 5 card Cribbage for two players in the main, but also covers 6-card and 3 or 4 handed variations. The book includes various chapters on strategy as well as a reprint of a treatise on Cribbage by Anthony Pasquin.

 

Crosstrack. Published by Shoptaugh. 1996. Box. Good. £9

Designer: Philip Shoptaugh. No. players: 2-4. Country: American. Duration: 25 mins.

Tile laying game with chunky plastic playing pieces and a plastic board. The tiles feature a variety of pathways which can be placed or rotated each turn - players play from their own stock of tiles or a common stock and cannot rotate opponents' tiles. Players attempt to create a path from one side of the board to the other.

 

Cuba. Published by Eggert Spiele. 2007. Box. Excellent. £20

Designer: Michael Rieneck, Stefan Stadler. No. players: 2-5. Country: German. Duration: 2 hrs.

Strategic resource management game. Players each have their own plantation from which they can extract building materials and also produce crops. However, buildings can also be built over parts of the plantation giving added benefits but reducing the production capacity of the plantation. Players choose actions using character cards and plenty of thought is needed to optimise your play. There are many different routes to victory. Great artwork throughout. Highly recommended. I have some house rules I can pass on too.

 

Cubiko. Published by Cubiko Games Ltd. 2009. Box. New. £18.50

Designer: Gavin Birmbaum. No. players: 2-4. Country: British. Duration: 10 mins.

Wooden box edition of this game in which players bounce a ball onto a 3x3 grid, and place / move a cube to where the ball ends up. The ball can be used to strategically (or accidentally if you haven't got the hang of it yet) move other cubes as part of the throw. The objective is to get three cubes into the same space, or have three in a row.  Achieving this scores a point and the cubes are removed. Fast and fun.

 

Days Of Steam. Published by StrataMax Games. 2008. Box. In shrink. £15

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

Tile laying railway game. Starting with a single town in play players add tiles to the layout to form a network including new towns. With the new towns come goods which must be delivered. Tiles also provide players the ability to move their trains in order to pick up and deliver the goods. Various other twists ensure the game is challenging but still quite light - a sort of Carcassonne meets Age of Steam!

 

Deep Magic. Published by Wordware Publishing Inc. 1995. Book. Excellent. £3

Author: Charles Wolfe & George H. Baxter. Country: American.

Softback, 23x15cm, 267 pages. Subtitled: Advanced Strategies for Experienced Players of Magic: The Gathering. This book covers the following topics: Mastering Magic Recap, Deck Construction, Deck Theory & Design Philosophies, Card Relationships, Card Economy, Action & Reaction, Characteristics of Card Types, Mana Calculations, Preparing a Sideboard, Playing Your Deck, Analysing and Overcoming Opponents, Type I & II Structure. Although the cards which are available have obviously changed since the book was written the underlying fundamentals are in many ways unchanged, making the book a valuable read for Magic players.

 

Delphi. Published by Nurnberger & Heidelberger Spieleverlag. 2002. Box. 2 copies available:

1) In shrink. £6.75        2) Excellent. £6

Designer: Gunter Burkhardt. No. players: 3-4. Country: German. Duration: 45 mins.

Card game with an ancient Greek theme. Players represent cities and play cards to lay out an impressive parade with which they hope to prove their city's worth. Thus heroes and warriors will be played, but also the powers of the gods and the Delphi Oracle can be called upon to alter the status quo. Each player has the same set of cards to work with (though not all in hand at once), and these must be used over three parades in order to gain as many Fame points as possible. Neat card game - I especially like it with 3 players.

 

Destiny At Bay. Published by Methuen Books. 1987. Book. Good. £12

Author: Victor Mollo. Country: British.

Hardback, 22x14cm, 207 pages. Subtitled: The Lastest From the Bridge Menagerie. Contract Bridge book written humorously with a variety of characters each with their own personality and playing style. The intent is for the book to amuse the Bridge playing reader while also imparting some tips and useful points which should help improve their game. Out of print and now quite hard to find.

 

Dicing With Dragons. Published by Routledge & Kegan Paul. 1982. Book. Good. £6

Author: Ian Liivingstone. Country: British.

Special Notes: Signed copy

Softback, 21x13cm, 216 pages. Subtitled "An Introduction to Role-Playing Games", this book covers Fighting Fantasy type games, and includes a 134 paragraph solo game for you to play; Roleplaying games available at the time; Roleplaying Accessories; Miniatures; Computer Games, and more.

 

Die Glucksritter. Published by Schmidt. 1998. Box. Good. £11.50

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

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

 

Dominion: Blank Card Set. Published by Rio Grande Games. 2010. Packet. New. £1.50

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

A pack of blank cards for Dominion. This includes 10 regular cards and 1 blue backed randomiser card. This will allow you to create your own kingdom cards by either drawing / writing directly onto the cards or by printing onto sticky labels and then attaching the labels to these cards. I have used some of these for creating my own cards and for making up promo / internet created card sets.

 

Donnerwetter. Published by Haba. ca.1995. Box. 2 copies available:

1) Good, but 1 corner split. £9.50       2) Good. £10.50

Designer: Peter Lewe. No. players: 2-4. Country: German. Duration: 30 mins.

Weather forecasting based game with great components as you would expect from Haba. The players have to try to predict what the weather will be and score points for accurate forecasts. Scoring points moves your frog up a ladder. Rated for ages 10+ which is unusually high for this company. The game is driven by a set of 36 weather tiles which show 1-3 white or black clouds, and these are placed onto a 4x4 grid to affect various houses.

 

Downtown. Published by Abacus. 1996. 2 copies available:

1) Box. Good, slight staining. Some components show slight staining on the rear, but game play is not affected. £3   

2) Good. £8

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

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

 

Dragons Of Kir. Published by Future Magic Games. ca.2005. Tube. Excellent. £13

Designer: Dove Byrne, Jason Conkey. No. players: 2. Country: American. Duration: 20 mins.

Strategy game with chunky wooden tiles and dragon playing pieces. Four dragons constantly move around the board and using clever tile play the players try to deflect the dragons from their own war tent, while trying to guide them into their opponent's war tent. Due to the tile mechanism the game will play quite differently each time.

 

Duplicate Bridge. Published by Dover Publications. 1971. Book. Good. £1.50

Author: Alfred Sheinwold. Country: American.

Softback, 21x13cm, 158 pages. Bridge book covering all aspects of Duplicate Bridge, including: The Mechanics, General Principles of Tournament Play, Standard Principles of Bidding, Offensive Bidding, Competitive Bidding, Special Bidding Conventions, The Play of Cards, Conducting a Small Duplicate Tournament.

 

Eden. Published by Kosmos. 2001. Box. Good. £12

Designer: Gal Zuckerman. No. players: 3-4. Country: German. Duration: 1 hr.

Players must irrigate areas of land in the desert and try to form contiguous regions by taking over adjacent plots using a clever semi-forced take-over mechanism, which rewards the player who loses land with money. These contiguous regions are then cultivated to provide income and more victory points. The first player with 20 victory points wins. A clever set of mechanics which results in a tight and interesting game. Recommended.

 

El Grande: Grandissimo. Published by Rio Grande. 1999. Box. Excellent. £1.50

Designer: Wolfgang Kramer & Richard Ulrich. No. players: 2-5. Country: American. Duration: 90 mins.

Small expansion set for El Grande. This is a promotional item, giving you new cards and new ways to play the game. It contains 30 cards, illustrated by Doris Matthaus.

 

Empire Builder. Published by Mayfair. 1988. Box. Good, but box shows some wear. £13

Designer: Bill Fawcett & Darwin P Bromley. No. players: 2-6. Country: American. Duration: 3 hrs.

Classic train game, and the first of Mayfair's crayon-rails games. Players draw their train routes on a wipeable map of the United States. Players start with enough money to build short lengths of track, and by running their trains and delivering goods to various cities acquire more cash which they can use to expand their networks, and thus run more goods etc.

 

Endless Plans - Forest. Published by Endless Plans. 1992. Packet. New. £1

Designer: Alan Hickling. Country: British.

16 sheets of A4 card showing sections of forest which can be cut up and positioned to form an endless variety of forest scenes. Ideal for RPGs involving miniatures and forest adventures. The forest sections include thick forest, forest paths, clearings of various sizes, buildings in the forest, rivers, fallen logs etc.

 

Europa 1945-2030. Published by Euro Games. 1998. Box. Excellent. £10

Designer: Duccio Vitale & Leo Colovini. No. players: 3-6. Country: French. Duration: 1hr 45mins.

Interesting election based board game which covers the creation of the European Union from 1945 through the present day and extrapolating forward to 2030. At the start of the game there is no E.U. just lots of countries, some of which are more likely to join the E.U. than others. Players place their politicians into these countries and at the end of each turn any countries with enough politicians in join the E.U. providing the players with politicians can agree on a suitable coalition, and the coalition members score points and a large cardboard piece in E.U. colours is placed over this country. In addition some countries are predisposed to war, and players need to work to prevent it spreading out of control. Unusual game which works well.

 

Ever Green. Published by Rio Grande. 1999. Box. Excellent. £3.25

Designer: Wolfgang Kramer & Michael Kiesling. No. players: 2-6. Country: American. Duration: 30 mins.

Players put on concerts and use cards to take control of the singers. The singers are represented by discs made to look like 45 rpm records, which can be rotated to indicate a number from 5-12. Each time another player claims a singer the score for the singer goes up a notch, but from 12 it goes back to 5. At the end of a player's turn they may choose to put on a concert and thus score points, and one gala show can be done per player as well with a double scoring. A sand-timer is used to put pressure on decision making.

 

Every Boy's Book. Published by R Clay & Son & Taylor. ca.1877. Book. Good. £8

Author: Unknown. Country: British.

Special Notes: Start and end pages are somewhat speckled

Hardback, 19x14cm, 816 pages. Very substantial period book with no title at all on the outside, and full of all sorts of pastimes and activities, with quite a few very nice period illustrations. The chapters cover: Easy Games Without Toys, Athletic Sports and Manly Exercises, Scientific Pursuits, Domestic Pets, Miscellaneous.

 

Expedition. Published by Queen Games. 1996. Box. Excellent. £25

Designer: Wolfgang Kramer. No. players: 2-6. Country: German. Duration: 90 mins.

Revised and enhanced version of the classic, Wildlife Adventure. On the nominations list for the German Spiel Des Jahres 1997 and one of Kramer's best games in my opinion. It is played on a map of the world and players must direct 3 expeditions to reach animals they have cards for. This is done by laying coloured arrows onto the board and gaining special actions at various locations and using up valuable travel vouchers to get you extra moves or more vouchers. This version also has optional advanced rules which add to the game considerably - forming loops gives an additional placement. Highly recommended.

 

Famiglia. Published by 2F Spiele. 2010. Box. In shrink. £5.75

Designer: Firdemann Friese. No. players: 2. Country: German. Duration: 30 mins.

Card game. As Mafia bosses the players try to recruit the most and best members for their gangs. The game uses a clever mechanism to allow gangsters from each of four families to be recruited. The system means that you have to work your way up though the lower ranked family members before you can recruit the more powerful mobsters. However, the families also have special abilities which can prove useful in your plans.

 

Farfalia. Published by Da Vinci. 2004. Box. Good. £6.25

Designer: Derek Carver. No. players: 2-5. Country: Italian. Duration: 40 mins.

Card game. A slightly reworked version of Derek's Funf / Chinkway, and thus is predominantly for 5 players. When played with 5 players enough hands are played so that everyone gets to partner everyone else and also gets to play on their own as well. Each hand goals are set for card types which have to be collected to score points. During the card play the winner of a trick can take one card from the trick just won and set it aside to fulfil the goal. A neat idea and one of the finest card games for five players. Recommended.

 

Figaro. Published by Da Vinci Games. 2006. Box. 2 copies available:

1) In shrink. £7.25      2) Excellent. £6.50

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

Card game. Figaro is the court idiot who can't seem to do anything right, and the cards represent the various mess-ups he makes. Players take turns playing a card on another player or playing a special event card, and when a player has cards of a certain value played on him then the king gets mad and penalises that player. Cards can be played which can get you out of a corner, as well as getting another player into trouble.

 

Fiji. Published by 2F Spiele. 2005. Box. 2 copies available:

1) Excellent. £3       2) In shrink. £4

Designer: Friedemann Friese. No. players: 2-5. Country: German. Duration: 30 mins.

Gem trading game. Each round all players start with the same set of gems, and target cards indicate which gems players should aim to get lots of and which they should try to get rid of. There are then several trading rounds before points are awarded. In the trading round several cards are shown which indicate the requirements for a player to make that trade, and what trade must be made if the requirements are met. Each player makes a single bid of gems which applies to all the trade cards, and the trades then take place - the results often being surprising and unpredictable. After several sets of shrunken head counters have been awarded they are counted up to determine the winner.

 

Flight. Published by Pepys. ca.1955. Box. Fair. £4

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

Special Notes: Box has been repaired and taped, cards show some wear.

Card game, 44 cards illustrating air routes. Players compete to collect complete routes, planes and landing sites. 1950’s aircraft pictured on many cards.

 

Frog Juice. Published by Gamewright. 1995. Box. New. £3

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

Card game. Players compete to collect concoction and power cards. The concoctions form magic spells, and consist of items like bats, newts, toads and unicorn horns. These ingredients need to be played to complete the recipes. Simple game, with a fun theme and nicely produced cards.

 

Fun House. Published by Pressman. 1988. Box. Excellent. £8

Designer: Lorimar Distribution. No. players: 2-3. Country: American. Duration: 1 hr.

Based on a kids TV programme, this game involves a variety of fun-looking physical activities as well as moving along  spaces on a board, with the winner being the player or team of players that gets to the end first. The components include a catapult for flicking paper balls or plastic rings, a couple of types of ramps for rolling balls or rings onto various types of targets, and a ball maze.

 

Galaxy Trucker: The Big Expansion. Published by Rio Grande Games. 2008. Box. In shrink. £34

Designer: Vlaada Chvatil. No. players: 2-5. Country: American. Duration: 1 hr.

Expansion for this excellent space themed puzzle and adventure game. You will need the base game in order to make use of this. This set includes: boards and pieces for a 5th player; new alternate ship boards; an assortment of new and innovative ship components; cards to give experienced players a handicap; new adventure cards; cards which allow players to mess with others' ships and lots more. Highly recommended if you like the base game.

 

Gambling. Published by Aldus Books. 1964. Book. Excellent. £2.50

Author: Alan Wykes. Country: British.

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

 

Game Of Trivia. Published by Avalon Hill. ca.1981. Box. Box shows wear - edges & corners taped. £2.50

Designer: Bruce Shelley. No. players: 2+. Country: American.

Trivia game which is quite uncommon in the UK as Avalon Hill refused to export it outside America. The game includes 1100 cards each with one question in each of 6 categories, making a whopping 6600 questions in all. If you want a great source of reasonably tricky trivia questions this is it!  The game itself sets the players as students trying to get a degree in Trivia!  As each player makes progress, more movement options around the board become available, making it easier to land on the spaces for subjects you have chosen to specialise in.

 

Games And Amusements. Published by Ward Lock & Co. ca.1910. Book. Good, but some pages discoloured.

£7.50. Author: H.W.R.. Country: British.

Hardback, 19x14cm, 140 pages. A collection of indoor games and activities categorised as follows: Round Games; Forfeits; Conundrums, Riddles and Enigmas; Table Games; Bagatelle, Billiards and Pool; Cards; Charades and Proverbs; Entertaining Tricks; Shadowgraphy and Second Sight.

 

Games For Playtime & Parties. Published by T.C. &  E.C. Jack. ca.1914. Book. Good for age. £6

Author: Stanley V. Wilman. Country: British.

Special Notes: Cover shows some wear. Cover and flysheets show discolouration.

Hardback, 31x23cm, 83 pages. Illustrated by Margaret W. Tarrant. This book has the rules to about 80 games suitable for groups of children to play at parties or outside. Many of the games also have music and words which would be sung while the game is played, and the music is printed here. There are many very attractive period illustrations of children playing the various games. The games include classic parlour and party games as well as many less known ones.

 

Games Of Patience With Illustrations 1st Series. Published by L. Upcott Gill. ca.1885. Book. 2 copies:

1) Considerable wear, OK inside. Much of the spine is missing, but the pages are sewn together so the book is whole. £1.75

2) Spine taped, part of back cover missing. £1.75

Author: M. Whitmore Jones. Country: British.

Softback, 18x12cm, 93 pages. A collection of 42 games of patience. Also includes a fascinating list of other books available at the time.

 

Games Of Patience With Illustrations 2nd Series. Published by L. Upcott Gill. 1890. Book.

Outer spine partial worn away - Good inside. £4. Author: M. Whitmore Jones. Country: British.

Softback, 18x12cm, 88 pages. A collection of 35 games of patience - a different selection to those in the 1st series.

 

Games Workshop Fantasy Jigsaw: Slave Trader. Published by Games Workshop. ca.1985. Jigsaw. Good. £2.50

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

Special Notes: Completeness not certain - if incomplete I will provide a refund.

750 pieces. The picture shows a man with a large beast in the jungle behind him, and in the foreground are three chained female slaves. It is clearly a hot country and neither slave master nor slaves are wearing very much...

 

Giro D'Italia Card Game. Published by Ghenos Games. 2009. Box. Box good, contents unused. £7.50

Designer: Alain Ollier. No. players: 2-6. Country: Italian. Duration: 30 mins.

Card game tied into the famous Italian cycle race. The game uses cards to simulate the energy management and placement issues involved in running a successful team of cycle racers. The cards cleverly incorporate aspects such as terrain, sprints, breakaways, falls, punctures etc.

 

Graeme Garden's Compendium Of Very Silly Games. Published by Methuen. 1987. Book. Good. £1

Author: Graeme Garden. Country: British.

Softback, 20x13cm, 96 pages. As the title says, a collection of very silly games, but some are still worth playing! They are categorised as follows: Card Games, Children's Games, Games of Skill, Party Games, Spooky Games, Games of Chance.

 

Hexentrio. Published by Club Bleib Gesund Plus. 1996. Box. Good. £5.50

Designer: Reinhold Wittig. No. players: 2-6. Country: German.

Domino-style variant, with a stack of tiles comprised of 3 hex tiles attached together. These tiles are distinguished by differing colour sides and graphics on those colours. Points are scored by completing triangles of the same colour. Includes a solitaire puzzle as well.

 

High Frontier. Published by Sierra Madre Games. 2010. Box. In shrink. £29

Designer: Phil Eklund. No. players: 2-5. Country: American. Duration: 2-3 hrs.

Players design rockets for interplanetary travel in our solar system. They are then sent out to explore and set up production facilities for products which could not be produced on Earth. It claims to be designed with realistic scientific possibilities taken into account. The key to success is obtaining a cheap source of water - initially it can only be obtained from Earth, but once found on other planets or technology is developed to extract the miniscule amounts in space itself the possibilities for profit increase.

 

Hols Der Geier. Published by Ravensburger. 1988. Box. Good. £6.25

Designer: Alex Randolph. No. players: 3-5. Country: German. Duration: 15 mins.

Card game. Elegantly simple mechanics. Each player has the same set of 15 cards with which to ‘bid’ for other cards on offer to all players. Everyone plays a card simultaneously and when they are revealed, the highest card played wins the prize card, which is worth from -5 to +10 points. If two cards of the same value are played, they cancel each other out, leaving a lower card to win. For negative prizes the lowest played card gets the 'prize'. Each card can only be used once.  There are 15 ‘auctions’, so careful planning is required, together with a steely nerve and good bluffing.

 

Ilium. Published by Playroom Entertainment. 2008. Box. Excellent. £21

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

Interesting majorities type game with an archaeological theme. The players each have a deck of cards and take it in turns to play one allowing 1-3 of their archaeologists to be added to the board on a single space. These spaces make up paths of 3-4 spaces between two dig sites. The dig sites contain assorted artifact tiles of differing types and values. When a path is full the least valuable tiles at adjacent sites are given out to the players on the completed path. Thus timing as well as getting majorities is important. Scoring at the end of the game is for both sets of artifacts and majorities of tile types.

 

In The Money. Published by Gardner Group. 1989. Box. Good. £13.50

Designer: Jack Jaffe. No. players: 2-6. Country: British. Duration: 2 hrs.

Interesting promotional business game, subtitled "The City Of London Send-Up Game".  Players choose a career from banker, lawyer, stockbroker, accountant or property dealer, and try to make it rich. Players must assemble a good team to help them advance. The game features blackmail, stress, death, nepotism and luck! Made by a City of London consultancy company at the height of Thatcher’s boom.

 

Inca Empire. Published by Z-Man Games. 2004. Box. In shrink. £31

Designer: Alan D. Ernstein. No. players: 3-4. Country: American. Duration: 2 hrs.

Special Notes: Includes mini expansion

New edition of Tahuantinsuyu. Empire building game set in the Andes. Players take the role of one of the king's chiefs and must use the labour force granted them to expand and improve the empire, and the player who does this most effectively will win. This edition has a proper board and wooden road markers to indicate each player's network.  As well as building roads players can also construct cities, temples, garrisons, and terraces as well as conquering neutral regions. Each of these options gives a different trade-off in terms of victory points and additional labour for future turns. The game also uses an unusual card mechanism in which cards played all affect two adjacent players, whether helpful or harmful.

 

Inns & Taverns. Published by Oxford Games. 1995. Box. Good, but mark where label removed. £0.80

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

The board shows a track of 25 British pub signs, and players advance along these, claiming a mini beer mat for each space they reach first. The game can be played by 2 players or four as a partnership. Two players at a time play a token numbered 1-6 simultaneously and the current player moves the difference between the numbers played. These numbered tokens are then out of play until all have been used. The first player to get to the end of the track claims all unclaimed beer mats. The player or team with the most beer mats then wins.

 

Jactus. Published by Past Times. 1994. Box. In shrink. £2.50

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

Dice game played with 5 dice marked with Roman numerals. The game is based on a Roman game, in which the objective is to win an image of Venus the goddess of love, an image of Jactus Canicula (a little dog) and a Roman coin. The set includes 4 replica Roman coins.

 

Jagd Der Vampire. Published by Ravensberger. 1991. Box. Good. £6.75

Designer: Alex Randolph, Walter Obert, Dario De Toffoli. No. players: 2-6. Country: German. Duration: 45 mins.

Special Notes: Original German rules missing (translation supplied).  This set also includes a promotional photo and the negative, so was probably a promo copy.

Race game with a daft theme - the vampires have given up drinking blood and now prefer ketchup. They race through the evil forest to the castle where the Great Tomato has been hidden in one of the towers. First to get there and find it will rule the vampires! The bits are wonderful: large board, large heavy vampire tokens, big towers for the castle, big plastic bridges etc.  The game itself involves moving along a track, landing on different coloured spaces to draw special cards. Moves have to be paid for with miniature ketchup bottles. Also vampires can duel, and cast spells, and special rules cover dangers within the castle. Nice item.

 

Jotto. Published by Selchow & Richter. 1973. Box. Good. £2

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

Neat word game which has a lot in common with Mastermind. Each player has a secret 5 letter word and players alternately guess a word and are told how many letters are correct. Only real words can be used to guess.

 

Juegos De Naipes Espanoles. Published by Vitoria. 1984. Book. Excellent. £1

Author: Heraclio Fournier. Country: Spanish.

Softback, 16x11cm, 124 pages. Spanish language book of card games. It covers Tute, Guinote, Manilla, Julepe, Tomate, Golfo, Giley, Mus, Escoba, Brisca, Burro, Remigio o Rabino, Chinchon, Rummy, Cirulo, Pumba, and a selection of 14 games for children. All in Spanish!

 

Keltis: Der Weg Der Steine. Published by Kosmos. 2009. Box. Excellent. £8.50

Designer: Reiner Knizia. No. players: 2-4. Country: German. Duration: 15 mins.

A reworking of the 2008 Spiel des Jahres winner, but this time in a small box and with no board or cards! In this game tiles are drafted and are added to a player's display if possible or set aside for others to draft if not. The tiles are numbered and come in five colours, and each player can start a row in each colour, which must be in either increasing or decreasing order, thus limiting what else may be placed in that row on future turns. Some tiles also have special symbols. Rows score more the longer they are - a very short one being worse than not having started that row at all.

 

Key West. Published by Spiele-Idee. 2010. Box. In shrink. £29

Designer: Martin Schlegel. No. players: 3-5. Country: German. Duration: 1 hr.

Set in the tropical Florida Keys in the 1930s, players can choose a variety of ways to gain wealth while developing the fast growing region. This can be done by setting up plantations, hotels, cigar factories or even searching for treasure on shipwrecks out at sea. The bridges between the Lower, Mid and Upper Keys need to be built as the game goes on to allow further development into new and more profitable areas.

 

King Of The Castle. Published by Falcon. 1989. Box. Good. £0.75

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

Tile placement game in which players add stones to the castle wall (from the bottom up). When three in a row are lined up beneath a crown space, a crown is won. When the wall is complete, the player with the most crowns wins.

 

Kismet. Published by Abacus. 1997. Box. Good. £0.75

Designer: Wolfgang Panning. No. players: 2-8. Country: German. Duration: 20 mins.

Card and dice game in which you have to try to get rid of the cards in your hand by choosing which one to discard after rolling 3 dice, in order to maximise your chance of being able to discard in the future.

 

Know The Game: Patience Games. Published by Educational Productions. ca.1978. Book. Good. £1

Author: David Parlett. Country: British.

Softback, 13x20cm, 48 pages. Produced in collaboration with Games & Puzzles Magazine. After an introduction and extensive glossary, the books covers 19 one pack patiences, and 19 two pack patiences.

 

Krone & Schwert. Published by Queen Games. 2002. Box. 2 copies available:

1) Excellent. £15      2) Good. £14

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

Board game based on the theme of a medieval struggle for power, by the designer of Carcassonne. The board is made up differently each time using geomorphic tiles. The land once made up is then fought over by the players who build towns and cities and then cathedrals and castles. One player is the king and may levy taxes, but the other players may start a revolt, and being on the winning side of a revolt will earn victory points. The game is driven by an action point and card system. Victory points are earned for towns, cities, cathedrals and castles as well as being king at the end of the game, along with VPs gained through taxes collected while king.

 

Last Train To Wensleydale. Published by Treefrog Games. 2009. Box. Excellent. £27

Designer: Martin Wallace. No. players: 3-4. Country: British. Duration: 2 hrs.

Train game set in the Yorkshire Dales. Players are directors of local railway companies who construct lines to transport stone and cheese around the Dales. However, local farmers can object to building, and so government favours are sometimes required to force the issue, and after a while these local lines tend to become unprofitable and so need to be sold off to a major train company. Limited edition of 1500. Similar in complexity to Tinner's Trail.

 

Lees' Guide To The Game Of Draughts. Published by E. Marlborough & Co. 1904. Book. Good. £5

Author: James Lees. Country: British.

Hardback, 16x11cm, 179 pages. After quickly covering how to play and the laws of the game, the bulk of the book covers: regular openings, irregular and weak openings. There are also various problems set in the book, with solutions at the back.

 

Livingstone. Published by Playroom Entertainment. 2009. Box. Excellent. £22

Designer: Benjamin Liersch. No. players: 2-5. Country: American. Duration: 40 mins.

African expedition themed game. Each round dice are rolled and players will take turns choosing a die and perform an action using it, with the restriction that future dice selected that round can only be higher, thus sometimes not all players will get the same number of actions. Actions are used to obtain gems which can be traded in for money at various points, and to place camps onto the board (which gain VPs immediately) and for majorities at the end of the game. Cards can also be obtained which allow additional options. Players also put aside money as gifts to the Queen throughout the game, and the player who gifts least cannot win.

 

Lords Of The Sierra Madre. Published by Decision. 1995. Box. Good. £10

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

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

 

Lucca Citta. Published by Da Vinci Games. 2005. Box. Excellent. £6

Designer: Alessandro Zucchini. No. players: 3-5. Country: Italian. Duration: 25 mins.

Card game. Players draft cards which they must use to build towers, walls and palaces. The palaces score points when completed according to the number of windows they have, and can then be used to host a party which will accrue points depending on other players' palace cards of the same colour. Walls and towers score at the end of the game, but only if there are sufficient shields on your incomplete towers. Won an Italian Game Award in 2004.

 

Magic: The Gathering: Portal Second Age Gift Box. Published by WotC. 1998. Box. Excellent. £3

Designer: Richard Garfield. No. players: 2. Country: American. Duration: 30 mins.

Starter set for "Portal" which is a simplified edition of Magic: The Gathering, ideal for first time players. The set includes two 30 card preconstructed decks along with 2 boosters to allow extra cards to be added to the decks for extra variety after the first few games.

 

Magic: The Gathering: Revised Ed Starter Set. Published by WotC. 1994. Box. Good. £3

Designer: Richard Garfield. No. players: 2. Country: American. Duration: 30 mins.

Starter set consisting of two 60 card decks from the Revised card set along with rules and glass beads for use as life counters. If you have never tried M:tG then why not give it a go with this set.

 

Maginor. Published by Fantasy Flight. 2001. Box. Excellent. £9

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

The Wizard's Council needs a new High Wizard and the players vie for that privilege. This is done by going to various Oracles and securing votes. Each oracle will choose its favoured candidate in turn, but noone knows exactly when each oracle will make its choice, only the order they will choose in. Thus players have to decide when and where to spend their time gaining votes. Smaller oracles will need less persuasion, but their choice carries less weight. Also each oracle provides a one off special power to its favoured candidate. The game pieces look rather odd, sort of cogs into which vote tokens slot.

 

Manager. Published by Hexagames. 1991. Box. Good. £27

Designer: Peter & Waltraud Pfeifer & Burkhard Munchhagen. No. players: 3-6. Country: German. Duration: 75 mins.

A great business game in which each player manages a company. The primary mechanic is setting the price of your goods each round. This is done secretly, and then everyone reveals their prices. The lowest always sells, as do any up to a certain amount above the lowest, and then any up to a certain amount above that, and so on, but if there is ever a sufficiently large price gap, then no players above that gap will sell anything. In addition there are upgrades which can be bought to make it cheaper to produce goods, and a stock market display tracks how well the companies have been doing - you can buy stock in your own or other companies and this can be just as profitable as the selling!

 

Marco Polo Expedition. Published by Ravensburger. 2004. Box. Excellent. £15

Designer: Reiner Knizia. No. players: 2-5. Country: German. Duration: 40 mins.

Players each have a camel caravan which they take across the desert using some initial gold and card play in order to get to various markets first to earn as much gold as possible. Cards need to be collected to allow movement along the path across the desert by playing them in sets of various types.

 

Mastering Portal. Published by Wordware Publishing. 1998. Book. Excellent. £4.50

Author: George Baxter, Trey Kerigan. Country: American.

Softback, 160 pages, 23x15cm. Book covering Magic: The Gathering's introductory set, Portal. This set was specifically designed for beginners as a book which introduces the way to use the cards available, and discusses each card's advantages and weaknesses will aid the novice considerably. A selection of decks using Portal cards are also listed and discussed.

 

Megastar. Published by Amigo. 2006. Box. Excellent. £5

Designer: Freidemann Friese. No. players: 2-5. Country: German. Duration: 45 mins.

Card drafting game in which players play cards to alter the popularity of various bands, while also trying to keep a set of cards which show the top bands when the hand ends.

 

Mesopotamia. Published by Mayfair Games. 2005. Box. In shrink. £21

Designer: Klaus-Jürgen Wrede. No. players: 2-4. Country: American. Duration: 50 mins.

Interesting resource management game set in the cradle of civilization. Starting in a small area which expands throughout the game using cleverly interlocking tiles, the players' tribes move to new areas, collecting and using resources and growing in numbers. However, the goal of the game is to make 4 sacrifices to the central temple. Doing this will cost resources and people (who leave the game as priests), and so deciding on the order to do things is vital. Cards which represent blessings from the gods also give players advantages which they can make use of to speed their development. Recommended.

 

Mhing. Published by Spears. 1984. Box. Good. £9

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

This is a conversion of Mah-Jong into cards. Essentially a rummy style game but with some special cards and special combinations of cards. Comes with clear rules and summary sheets.

 

Microdot. Published by Parker. ca.1970. Box. Good, but 1 box corner split. £1.50

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

Espionage game in which the players try to steal the diplomatic bag of any one opponent and return it to their own headquarters to win. The outer board is used to gather pieces of equipment needed for the mission. These pieces of equipment (ladder, revolver, dagger, earphones, passport, wire-cutters) all have nicely made plastic pieces. The mission takes place on the inner board. Here the collected equipment is moved around to get past obstacles and also eliminate other people's 'lesser' items of equipment. Sometimes chance cards are drawn and these have the word Microdot written on them, and a tiny number or letter which decodes to give instructions on a chart.

 

Middle Age Crazy. Published by The Game Works. 1985. Box. Good. £5.50

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

Party game targetted at those of us going 'middle age crazy'. A tricky situation related to love, health, work or money is read out and players write down what they would do in that situation and then score points for guessing who wrote each answer. Includes a 'Middle Age Crazy Stress Tester' on the back of the box.

 

Mine Out. Published by Japon Brand. 2008. Box. New. £23

Designer: Muneyuki Yokouchi. No. players: 2-4. Country: Japanese. Duration: 2 hrs.

Mining themed board game which uses cards to represent various workers who will work for you to operate your mines and give other benefits, but who also need to be paid, so reducing your profits. Minerals need to be dug up and some sold to pay wages and others kept for scoring at the end of the game. However, mines are not inexhaustible and the bank may not always have as much money as you would like. Careful use of actions and good timing is required.

 

Monastery. Published by Ragnar Brothers. 2008. Box. In shrink. £17

Designer: Gary Dicken, Steve Kendall, Phil Kendall. No. players: 2-4. Country: British. Duration: 1 hr.

During the game the players lay tiles representing new parts of a large monastery complex. The tiles are initially played undeveloped side up. Players also move their monks to tiles where they wish to work, pray or construct. Points are awarded for each of these activities, and are used to claim letter tiles which form phrases from the Lord's Prayer in Latin (no it isn't a Latin word game!), and ultimately it is these letter tiles which will win you the game. When constructed, tiles are flipped over and may then offer special abilities to monks on those tiles. There is the opportunity both to cooperate with other players and to hinder them.

 

Mummy Rummy. Published by Gamewright. 1994. Box. Excellent. £4

Designer: Monty Stambler. No. players: 2-5. Country: American. Duration: 30 mins.

Card game, with 45 cards representing Egyptian treasures. These cards have part images on them, and the aim is to collect whole images. Very attractive cards and an interesting Rummy variant. Received Parents Choice Award 1995. One neat idea is that some cards have parts of two different treasure pictures on them, so by using the card in one way, you are blocking the other treasure from being completed, although it is also possible to steal treasures from other players by using the other half of the card from their treasures.

 

Musketiere. Published by Hexagames. 1991. Box. Excellent. £5

Designer: Franz-Josef Lamminger. No. players: 2-4. Country: German. Duration: 1 hr.

Card game, 70 cards featuring the Musketeers and the Cardinal's Guard. A cardinal's guard card is displayed each round and players secretly play a musketeer card (values 0-10).  If the total of the players' cards is at least as great as that on the cardinal's guard then the musketeers win and the strongest musketeer card played earns a precious gem.  Should the musketeers lose then the weakest musketeer gets a jail token. Once all cards in hand have been played out in this manner points are scored up with bonuses for gems and penalties for jail tokens.

 

Nessie Hunt. Published by Searchglen. 1986. Box. 2 copies available:

1) Good. £11. Nearly excellent, but there is taped tear on the lid.  Contents mostly unpunched.

2) Good, but corners taped. £8.50. The original 'cage' cards are missing, but I have supplied colour printed, laminated replacements.

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

Nicely made game, with overlays that you lay across the board depicting Loch Ness in the search for the famous monster. Game play involves spending money carefully on the most likely ways of seeing Nessie, and positioning overlays to best advantage given that there is some indication of where Nessie might be seen. Such methods include eye witnesses, underwater cameras, radar, and even a cage!  Each time one of your overlays proves successful you get an extra evidence card worth points in the race to prove that Nessie exists. These cards all have pictures with info from the real hunt for Nessie. Unusual and very nice item, with a fantastic theme and a fun game too.

 

New Games Of Patience. Published by L. Upcott Gill. 1911. Book. 2 copies available:

1) Shows wear. Outer binding on spine damaged, but present.  First few (preface) pages are splotchy. Page edges show some wear. £2.75

2) Good. £8

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

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

 

Nix Fur Ungut!. Published by F X Schmid. 1996. Box. Excellent. £5

Designer: Jurgen Grunau. No. players: 2-5. Country: German. Duration: 45 mins.

Card game, with players trying to match poker style combinations to score points. However, only the three last declared sets of each category get any points. The trick is deciding when to declare your more powerful combinations and when to instead just use a weaker one as a delaying tactic.

 

One More Barrel. Published by Giochix.it. 2008. Box. In shrink. £27

Designer: Michele Quondam. No. players: 3-5. Country: Italian. Duration: 90 mins.

Cynical game in which the players attempt to ward off global terrorism by eliminating weapons of mass destruction hidden in a country which has a huge oil reserve. Players send in the troops and invade the hostile state, and grab and sell as much oil as possible while doing so, ideally to companies from your own country. While achieving objectives is good for your position in the media, it is money which wins the game. Now of course such a scenario is clearly far fetched!

 

Online: Internet Card Game. Published by Goliath. ca.2000. Box. Excellent. £7

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

Card game with some similarities to the classic Mille Bornes, but given an internet theme. Thus players lay cards to download email, listen to music, watch movies and play internet games to score points, but have to watch out for memory full errors, bad passwords and viruses which temporarily halt their progress.

 

Ostfriesenlauf. Published by Clicker Spiele. 2005. Box. Excellent. £8

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

Race game in which players move using cards which affect the playing piece in a particular position rather than always their own piece. The cards are played into a pile, so that only the player in last place can be sure what effect their card will have, whereas other players have to try to anticipate what other players will do. As well as winning in the normal way, some cards move a piece backwards, and if enough are played a playing piece could end up going through the finish line backwards, which unusually also counts as a victory.

 

Oswald Jacoby On Poker. Published by Doubleday & Co.. 1948. Book. Excellent. £7.50

Author: Oswald Jacoby. Country: American.

Hardback, 19x12cm, 173 pages. A detailed and expert study of Poker by Bridge master Oswald Jacoby. There are handy reference charts giving the odds of various hands etc on the inside covers. The book is split up as follows: About Poker, How to Play, How to Conduct Yourself, General Principles, Draw Poker, Stud Poker, High-Low Seven Card Stud, Low Poker, Other Variants, Poker Probabilities, Problems with Answers.

 

Pancho Villa Dead Or Alive. Published by Sierra Madre Games. ca.2009. Ziplock Bag. New. £6.50

Designer: Phil Eklund. No. players: 2. Country: American. Duration: 2 hrs.

A simple but very novel wargame covering the manhunt for Pancho Villa by the U.S. Punitive Expedition into Mexico in 1916. The Villa player gets 4 regiments of bandidos, while the American player gets some repeater-armed cavalry, three troops of volunteers in flimsy trucks, a couple of machine guns, mule drawn cannons, an unreliable aeroplane and George Patton in a Dodge...

 

Paparazzo. Published by Abacus. 1994. Box. Good. £2.50

Designer: Friedmann Friese & Wolfgang Panning. No. players: 3-5. Country: German. Duration: 45 mins.

Card game with a paparazzi theme. Players must collect valuable photographs of celebrities. The more compromising photos of one person in circulation the greater the value for that particular celebrity. A neat twist is that, to finance future investment, you have to sell some pictures as you go along (to Stunk magazine) but you must be careful not to sell future high earners lest you reduce the value of your final portfolio too much.

 

Parlour Games. Published by Charles Letts. 1992. Book. Excellent. £1.50

Author: Anness Publishing. Country: British.

Hardback with dustcover, 15x11cm, 96 pages. An amusingly written collection of parlour games and activities which would have been popular in the 1920s. All in colour with many period style illustrations.

 

Pazazz. Published by Spear's Games. 1992. Box. Good. £4.75

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

Party game in which each player gets a board with spaces for each letter of the alphabet. Category cards are drawn (which have 6 categories per card), and players have a short time to name as many things as possible which fit the current category, each time placing a token on one of their letter spaces for that word (so place over 'A' if you say 'Apple'). Sometimes a negative round is played where you get the chance to remove tokens from other players for words said. The game uses a neat timer which only starts when placed on the table and lets you know dramatically when you run out of time.

 

Pegity. Published by Parker. ca.1930. Box. Box poor, contents good. £1.50

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

Notes: The box base is warped and discoloured and one corner broken, and the lid badly damaged, but contents are fine. Rare British edition of this abstract game. Players put wooden pegs into the board, to complete lines of five. Rules are inside the lid.

 

Pirate Island. Published by Rostherne. 1984. Tube. Good. £4.25

Designer: David Watts. No. players: 2-4. Country: British.

A game of adventure with pirates and a treasure island. Made privately by David (designer of Railway Rivals). Each player captains a team of pirates who must search an island for buried treasure and get it back to their ship.

 

Polterdice. Published by Kidult Games. 2002. Box. In shrink. £14

Designer: Spartaco Albertarelli. No. players: 2-5. Country: Italian. Duration: 75 mins.

Tactical dice game in which the players take turns rolling 8 dice and splitting them into pairs and then using the resulting numbers to advance up the stairs to various secret rooms in which both a treasure and a ghost can be found. The player who gets their man to each room first will get some treasure, while the others who are on the stairs will get a chance to capture the ghost (or 'polterdice') and gain some treasure that way. Choosing how to split your dice can be interesting as 2s and 12s give special abilities, but 7s are always wasted. Most treasure when the game ends wins.

 

Pony Express. Published by Abacus. 1991. Box. 2 copies available:

1) Excellent. £10      2) Good. £9

Designer: Alan R Moon. No. players: 2-6. Country: German. Duration: 1 hr.

Unusual betting and racing game. Players try to gain control of 2 horses in the 7 horse field and then lead them to victory. In the first stage of the game players place bets on horses and give out cards to the horses. By the end of the round ownership and odds will have been determined. In the race itself the horse owners try to make the best use of the cards assigned to each horse bearing in mind any special features of their track. Bets are paid off at the end of each race. There are some unusual mechanics which set it apart from other horse racing games. Wooden components.

 

Quadrum. Published by RoJo Games. 1985. Box. 2 box corners taped. £2.50

Designer: J.F. Turner & R Taylor. No. players: 1-8. Country: British. Duration: 45 mins.

Special Notes: Box shows slight indentation due to stacking

Tile laying game which is related to dominoes. The tiles show different numbers / colours on each side, with some sides often blank. A board is provided onto which the tiles are played, and points are scored for matching sides with those tiles already played. In addition there are various bonus spaces which give bonus points and others with optional special abilities. Around the edge of the board there are also colours / numbers to match, and doing so will tend to be quite hard, but will give big bonuses. There are variants for children as well as a solitaire puzzle to solve using the game too.

 

Quarto. Published by Gigamic. 1991. Box. Good. £10

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

Beautifully made abstract game, with a polished wooden board and playing pieces. These pieces are so designed that they are each either light / dark, round / square, tall / short, solid / hollow. The objective is to get 4 pieces sharing a common attribute in a line. The twist is that your opponent decides what piece you should play - you just have to make the best of what you are given.

 

Rage. Published by Amigo. 2000. Box. In shrink. £4

Designer: Unknown. No. players: 3-8. Country: German. Duration: 45 mins.

Trick-taking card game. A variation of the playing card game Knockout Whist, but with lots of wild cards that change game play quite a bit. The game uses cards numbered 0-15 in six suits. The special cards do things such as select a suit for trumps, make a particular trick be played no trumps, count as any suit etc. Well regarded.

 

Royal Game Of Ur. Published by Merit. ca.1970. Box. Good. £3.50

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

Very nicely made game, based on Senet, a game of ancient times related to Backgammon. Wooden pieces and nice Egyptian graphics throughout. Rules in seven languages.

 

Rules Of The Game. Published by Collins Willow. 1991. Book. Good. £4.75

Author: Edited by Sylvia Worth. Country: British.

Hardback edition. Subtitled 'The Complete Illustrated Encyclopaedia of All the Sports of the World'. Thus this is not actually a game related book, but rather a sports related book. However, it is an excellent resource which you may well find useful. It covers 150 sports and has over 2500 colour illustrations, and is 320 pages long. Great for finding out the basics of a sport before playing a board game based on that sport!

 

Runebound (2nd edition). Published by Fantasy Flight Games. 2009. Box. In shrink. £33

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

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

 

Schlafmutze. Published by Salagames. 1992. Box. Good. £3.50

Designer: Detlef Wendt. No. players: 3-8. Country: German. Duration: 30 mins.

Special Notes: Photocopied (German) rules only

Card game in which the cards come in several different colours and each show a common object with what it is written in German.  The cards are used in a game of word play and set collection. Really only for German speakers, thus no English rules supplied.

 

Schoko & Co. Published by Schmidt. 1989. Box. Good. £18

Designer: Y Hirschfeld & G Monnet. No. players: 2-4. Country: German. Duration: 2 hrs.

Highly rated business game in which players manage their chocolate factory. They must hire staff, buy cocoa, make the chocolate, and then sell it. An unusual item for this company who usually make family games, and not gamers' games of this calibre. Game play involves bidding for cocoa beans, deciding how many staff to take on, deciding whether to pay for advance industry news, and bidding for chocolate contracts. The game can be played for different durations - the number of turns to be played is decided at the start. I also have a set of house rules I will supply which for me improve the game even further. Recommended. For £2 extra I can print and laminate a set of English event and action cards.

 

Scottish Highland Whisky Race. Published by JKLM Games. 2004. Box. In shrink. £12.50

Designer: Andreas Steding. No. players: 3-6. Country: British. Duration: 1 hr.

Whisky smuggling race game set in 1773. The players are taking part in a cross country race, but are using it to smuggle  whisky, which is heavily taxed by the English. While winning the race can score victory points, success can also be achieved by successfully buying and selling whisky along the way. Players move by secretly deciding how many movement points to use each round, and then spending them to move. Ending up on special spaces on your own will give a beneficial extra action, and moving past other players uses up movement points fast due to lots of jostling. Players also have to avoid the Englishman who will levy taxes on any whisky carried by players he inspects.

 

Scream Machine. Published by Jolly Roger Games. 2003. Box. 2 copies available:

1) In shrink. £4       2) Excellent. £3.50

Designer: Joe Huber. No. players: 3-6. Country: American. Duration: 45 mins.

Card game in which players use action points each turn to construct competing theme parks. Each theme park will have various attractions such as thrill rides, water rides, roller coasters and food stalls, each of which comes in 3 types. Players try to attract the most customers to their theme park - each customer is looking for a different type of ride, or may be a cheapskate and just goes to the cheapest theme park. Cleverly, some customers will travel anywhere (ie. will go to the best park amongst all players), while others will only go to one of the two parks nearest them, even if there is a better one further away. The artwork really brings the theme to life.

 

Scroll. Published by Kamkodi Ltd. 1987. Box. Good. £4.25

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

Abstract game played on a square gridded board in which there is a special 3x3 central area. Players start with 9 counters each and they can be moved 1 or 4 spaces at a time without jumping other pieces. Opposing pieces can be captured by surrounding them between two of your own pieces. There are also three levels of victory - the central zone needing to be fully captured for the more major victories.

 

Scrutineyes. Published by Mattel. 1992. Box. Good. £14

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

Picture based game in which the players study part of a picture looking for objects either in a category or starting with a particular letter. Each player or team notes down any suitable items they see before a timer runs out. Players then swap over their pictures and repeat. At the end any object listed by more than one team is crossed off, and remaining items listed score a point each. The pictures are large (about 25x35cm) and on one side there is a cartoon picture and on the other a very detailed and realistic painting crammed with unusual items. A dice is rolled to determine which section of each picture will be used each game (with cover sheets provided) and there are 12 double sided picture sheets in all.

 

Section X. Published by The Game Master. 2005. Box. In shrink. £12

Designer: Chislaine van den Bulk. No. players: 2-4. Country: Dutch. Duration: 1 hr.

Each player controls a group of prisoners in a high security prison on an island. The only way to escape is to tunnel under the sea to dry land. Players play tunnel tiles to try to escape their prisoners, and can play doorways to claim sections of tunnel for their prisoners only, which also stop others interfering. As soon as a player gets three or more prisoners free the tunnels are discovered and any prisoners not in safe passages or back in the prison are killed as the tunnels are destroyed. A new round then starts and the first player to escape five of their prisoners wins.

 

See You Later. Published by FX Schmidt. 1994. Box. Good. £5

Designer: Heinz Meister. No. players: 2-6. Country: German. Duration: 20 mins.

Risk taking game in which players have to decide how far to push their luck. A circular track has 5 wooden alligator pieces on it, and on their turn a player draws a card and moves the indicated alligator that many spaces clockwise. If it lands on an empty space the turn may be banked or continued, with each card played counting for another point. However all points gained this turn are lost if landing on a space with another alligator, in which case the next player can potentially score for the unbanked cards too. Extra rules add action cards which give additional bonuses and penalties.

 

SHOC. Published by Chad Valley. ca.1955. Box. Good for age (2 corners taped). £1.50

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

Note: Copyright is 1944, but also appointed to HM. the Queen, so must be 1953 or after.  Includes 2 (modern) packs of cards. Stocks and shares game. Playing cards decide the rise and fall of share prices. Rules assume you have two packs of cards in the house (ie. not supplied with the game). One pack represents shares in the 4 suits and the other is used to change the share prices, which are recorded on dials. Players take turns to act as the broker, buying and selling shares to the other players, until the dials indicate the market closes, and then the next player gets a chance as broker. Name comes from S (Spades), H (Hearts), <> (Diamonds, vaguely O shaped) and C (Clubs).

 

Shogi For Beginners. Published by Shogi Association. 1989. Book. Excellent. £6.50

Author: John Fairburn. No. players: 2. Country: British.

Softback, 18x13cm, 168 pages. Clearly intended to introduce Japanese Chess (Shogi) to westerners, this book describes the pieces and board, describes their moves, and the rules. It then analyses a sample game and gives a guide to opening patterns, middle game and then end game play. A selection of puzzles for the reader are set and the answers given at the back of the book.

 

Space Walk. Published by Ravensburger. 1999. Box. Excellent. £7.25

Designer: Rudiger Dorn. No. players: 2-5. Country: German. Duration: 45 mins.

Space themed game which takes some ideas from the classic Mancala, but adds some neat twists. The board shows a circular track of spaces with some spaces being holes. The board is placed over the box and any spaceships landing on one of these 'black holes' is out of the game. Players play their spaceships, which come in three sizes, onto the board, and then move them. This is done by taking all the spaceships on one space where you have at least one ship and then placing them, largest first, one per space, onto the next spaces - hopefully getting opposing ships into the black holes while keeping your own safe. Extra turn tokens can also be used or kept for additional victory points.

 

Spellfire Reference Guide. Published by TSR. 1995. Book. Excellent. £1.50

Author: Bruce Nesmith, Tim Beach. Country: American.

Softback, 21x14cm, 384 pages. Invaluable reference book for Spellfire fans. It includes the rules with strategy tips, nearly 800 full-colour reproductions of the cards, strategy and tactics articles and a complete index of all the Spellfire cards up to the publishing date.

 

Stamp. Published by Amigo. 1997. Box. Excellent. £2

Designer: Hanno & Wilfried Kuhn. No. players: 3-6. Country: German. Duration: 45 mins.

Set collecting game with a stamp collecting theme. Players buy and sell stamp cards at auction, and the game includes a very effective metal bell to be used in a Dutch auction, ie. one in which the price is reduced until someone bids. The stamps all have symbols, countries and colours and matching these up to form valuable sets is the key to making a good profit and so winning the game. Little known, but rather good set collecting game.

 

Standoff. Published by Berwick. 1974. Box. Good. £6

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

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

 

Star Fleet Missions. Published by Task Force. 1992. Box. Good. £6

Designer: Leanna M Cole. No. players: 2-6. Country: American. Duration: 90 mins.

Card game based on the Star Fleet Battles universe. Players build fleets for the various races (Federation, Klingon, etc.) and compete to fulfil various missions. The basic idea is that cards from the mission deck have various requirements in order to be fulfilled, and starship cards have various abilities which can be used to fulfil these requirements. Points are awarded by fulfilling missions.

 

Starbase Jeff. Published by Cheapass. 1999. Packet. Good. £3.50

Designer: Jim Geldmacher & James Ernest. No. players: 2-4. Country: American. Duration: 1 hr.

Card game, based on the premise of competitive building of a space station. In effect, this is a tile laying game like Waterworks, with players having to decide between extending or finishing off building projects. When a station is finished, players collect funds depending on their play during the round, and the winner is the richest player after a set number of rounds. As usual with this company, the components are basic, but functional, though you will need to provide your own game money.

 

Starflight Zero. Published by Puffin. ca.1984. Book. Good, but edges show wear. £2

Author: David Fickling, Perry Hinton. No. players: 1. Country: British.

Softback, 32 pages, 28x21cm. Picture puzzle book with a science fiction theme. Most of the book consists of full colour illustrations of a group of ships, Starflight Zero, investigating and engaging an unknown enemy who have been systematically destroying all in their path with a 'black light' weapon. You will need to examine the pictures and text carefully to work out what is going on and how to defeat the dark ships. Very attractive illustrations.

 

Steam. Published by Mayfair Games. 2009. Box. In shrink. £38

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

This is an update of Age of Steam, and is very similar in most respects, essentially just having a few rule changes here and there. The map is double sided: the lower Rhein & Ruhr area of Germany for 3-4 players and NE USA + Canada for 4-5 players. In addition extra pieces are provided for a 6th player since you can use Age of Steam expansion maps, some of which work well for 6 with this game as well. The game essentially involves building rail networks which are used to move goods to where they are in demand. There are always plenty of difficult choices, and money is tight, so you will need your thinking cap on. Recommended.

 

Steam Barons. Published by Treefrog Games. 2009. Box. In shrink. £25

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

Expansion to Steam, which you will need in order to make use of this. Using this expansion you can play Steam in an entirely new way: the players compete for ownership of the various companies rather than running one each. Two new maps are included in the set for use with either the original rules or the new rules. They are Northern England and Eastern USA. They are ideal for 5-6 players using the original rules. A new stock market mechanism is also introduced and works well with the full range of players. 144 wooden train pieces included.

 

Stockers. Published by Warfrog. 1995. Box. Excellent. £10

Designer: Martin Wallace. No. players: 3-6. Country: British. Duration: 75 mins.

Card based motor racing game, played without a board, but where the cars change their order in a line. 55 cards allow you to race, overtake, and even ram your competition. The game has a betting system in which players who commit their bets early will be rewarded better if their bets are correct.

 

Stop Thief!. Published by Spears. 1985. Box. Good. £2.50

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

Cops and robbers game in which each player has a policeman who moves around on the board which shows an irregular network of paths joining a grid of spaces. Each player's robber moves along behind that player's policeman, like a sort of shadow. The idea is to land on an opponent's robber. That player's policeman then has to move away to a distant corner of the board, and gets a new shadow-robber. Players win by catching 5 robbers first or lose by having all 5 of their robbers caught. The game is dressed up as a children's game, but has rather more to it than the box would suggest.

 

Stoplights. Published by Fred Distribution. 2007. Box. Excellent. £2.50

Designer: Mr B Games. No. players: 2-3. Country: American. Duration: 15 mins.

Card game in which the cards show traffic lights with different colour backgrounds. Players play and draw cards trying to match up the lights shown into rows of five of their colour. The card placement rules and existence of 'wild' lights make this different to other five in a row games.

 

Strategic Solitaire. Published by McFarland. 1987. Book. Excellent. £1.50

Author: David Berveiler. Country: American.

Hardback, 22x14cm, 142 pages. Reprint of a book originally published in 1947. The author is a self-admitted solitaire (patience) addict, who in this book goes into depth about the choices you get in the most common games, and offers some variations to make it easier or harder to win, as well as helping to improve your chance of winning.

 

Street Soccer. Published by Cwali. 2002. Box. 2 copies available:

1) Excellent. £10        2) In shrink. £11

Designer: Corné Van Moorsel. No. players: 2. Country: Dutch. Duration: 25 mins.

Five-a-side soccer game played on a 10x6 gridded board with little wooden men. On your turn you roll a dice to determine your movement points which you can then use to move your players and kick the ball.  While getting good dice rolls helps, making good use of your movement points to make the correct passes and position players appropriately is also important. The game plays quickly and moves are quick, keeping the action level high.

 

Sum-Times. Published by Spear's Games. 1992. Box. Good. £1.50

Designer: Richard Dixon. No. players: 2-4. Country: British.

Arithmetic based game. The board shows a grid of the numbers 1-100, and number cards are used in a simple calculation (A*B +/- C) to indicate a square on the board which a playing piece can be played on. Replacing opponents' pieces is also allowed in some circumstances, and provides the tactics. The objective is to get all your playing pieces on the board.

 

Sushi Express. Published by Abacus Spiele. 2005. Box. In shrink. £2.50

Designer: Michael Schacht. No. players: 3-6. Country: German. Duration: 30 mins.

Dice game in which players try to move around a ring of location tiles delivering sushi, and collecting customer cards. At the end of the game the customer cards collected score points depending on the number of different ones. Also the player who has received the least tip cards will be penalised. Game play itself involves placing a dobber on a number from 2-12, and effectively betting that either you, or someone who has placed on a number higher than you, will roll at least that number. If you bet wrongly you don't move that turn. Guess right and you move as many spaces as the number you had chosen.

 

Tactic Blue. Published by Bambus Spieleverlag. 2006. Box. New. £12

Designer: Dieter Stein, Jaroslaw Cichocki, Alvydas Jakeliunas. No. players: 2. Country: German.

A collection of six 2-player abstract board games from various authors. The game includes a double sided board: one side with a triangulated hexagon, the other showing a chess board. Also included are black and white wooden playing pieces. The games are: Accasta (tactical stacking game), Abande (positional scoring game), Attangle (stack creation game), Attraktion (pattern creation game), Alva (draughts variant), Dame 100 (draughts variant). A very nice collection for abstract game fans.

 

Talisman Selection – see individual items below

Published by Games Workshop. Designer: Robert Harris. No. players: 2-6. Country: British. Duration: 3 hrs.

Very popular fantasy game of quests and adventure. Masses of cards ensuring that every game is different. Players move their figures around tracks which show a wide variety of locations and deal with the encounters indicated by the space - often one or more cards will be drawn too to ensure a great variety, and as characters develop they are able to move onto harder sections of the board with the ultimate objective being to defeat the dragon king.

 

Talisman (1st Ed). 1983. Box. Good - one box corner damaged. £23

Green, bookcase box.

 

Talisman (2nd Ed - Full colour edition, in the black bookcase box). 1985. Box. Several sets available:

1)  Good, but corners taped. 2 of 104 adventure cards and 4 of 140 generic counters missing.  The game is still entirely playable despite this. £15

2) Good, but box slightly indented. £26

3) Good. Includes the Adventure and Dungeon expansions as well, but all in a single box. £50

4) Good, box edges worn. Includes The Adventure expansion (but no expansion box). £36

5) Excellent. £32

 

Talisman City (2nd Ed). 1989. Box. 2 sets available:

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

Designer: Evan K Friedman, Paul D. Morrow. No. players: 2-6. Country: British. Duration: 3 hrs.

Expansion set for Talisman, the fantasy adventure quest game. This set includes the city board, city adventure cards, purchase cards, spell cards, loan cards, warrant cards and new character cards and playing pieces. Compatible with 1st or 2nd edition.

 

Talisman Dragons (2nd Ed). 1987. Box. Excellent. £50

Designer: Bob Harris. No. players: 2-6. Country: British. Duration: 3 hrs.

Expansion set for Talisman, the fantasy adventure quest game (1st / 2nd edition only). This set includes three sheets of  dragon themed adventure cards, new characters, purchase cards and a replacement victory condition - you have to defeat the Dragon King. Rare.

 

Talisman Dungeon (2nd Ed). 1987. Envelope. Good. £5

Designer: Bob Harris. No. players: 2-6. Country: British. Duration: 3 hrs.

Special Notes: Box missing, all components in a large envelope.

Expansion set for Talisman, the fantasy adventure quest game (1st / 2nd edition only). This set includes the Dungeon board, doorway cards, adventure cards, and new character cards and playing pieces.

 

Talisman Expansion Set (2nd Ed). ca.1988. Box. Excellent. £16

Designer: Robert Harris. No. players: 2-6. Country: British. Duration: 3 hrs.

New characters, monsters, spells, followers, objects, and strangers. Compatible with 1st and 2nd Editions.

 

Talisman The Adventure (2nd Ed). 1986. Box. Excellent. £16

Designer: Robert Harris. No. players: 2-6. Country: British. Duration: 3 hrs.

Expansion for Talisman. New characters, monsters and spells, plus character sheets. Also some rule changes, including five alternative endings. Compatible with 1st and 2nd Editions.

 

Talisman (3rd Ed). 1994. Box. Excellent. £35

Designer: Robert Harris. No. players: 2-6. Country: British. Duration: 3 hrs.

 

Talisman (3rd Ed): City Of Adventure. 1994. Box. Box Good, contents unused. £32

Expansion for third edition Talisman. This set includes two new boards (the City Realm of the Emperor and the Forest Realm of the Wraith Lord); new adventure cards for the new realms, and 6 new character classes (plus figures).

 

Talisman (3rd Ed): Dragon's Tower. 1995. Box. Excellent, unused. £38

Expansion for third edition Talisman which introduces the Realm of the Dragon King. This set includes a three-dimensional Tower as the new board, five new figures including a large Dragon King and new adventure cards for the Tower.

 

Talisman (3rd Ed): Dungeon Of Doom. 1994. Box. Excellent, unused. £32

Expansion for 3rd edition Talisman. This set includes two new boards (the Dungeon Realm of the Lord of Darkness and the Mountain Realm of the Eagle King); new adventure cards for the new realms and six new character classes (plus figures).

 

Talisman 3rd Ed + Expansions. Box. Good, but box edges show wear. £50

Designer: Robert Harris. No. players: 2+. Country: British. Duration: 4 hrs.

Special Notes: Missing 15/27 miniatures and the huge Dragon miniature, but also includes extra cards and character sheets from an extra base set!

This set comes in the big red 3rd edition box, and inside the box (no longer with their own boxes) are the following 3rd edition expansions: City of Adventure, Dungeon of Doom, and Dragon's Tower. An excellent package.

 

 

Tashkent Dominoes 3x3. Published by Peri Spiele. ca.1997. Box. 2 copies available:

1) Good. £2.50. Plastic lid cracked, but corner taped to repair it.  2 scoring pegs replaced with good alternative pieces.

2) Excellent. £5

Designer: Kris Burm. No. players: 2. Country: German. Duration: 10 mins.

Strategy placement game which uses 9 special dice. The dice faces are split diagonally with a number of pips on each half (0-3), and each face different. One dice is rolled and placed in the middle of the 3x3 grid. Each player takes 4 dice which are rolled once at the start of the game. Players then alternate adding one of their dice to the grid - all sides must match with adjacent dice. Thus it is possible to set up places where your remaining dice can go, but your opponent's cannot. The objective is to play out as many of your dice as possible and in a tie to have as few pips remaining as possible.

 

The Boardgame Book. Published by Marshall Cavendish. 1983. Book. Good, dust cover taped. £13

Author: R C Bell. No. players: 1+. Country: British.

Special Notes: 2nd edition

One of the great books about board games. Every page is a joy as the book illustrates the item, shows the board and pieces, and features many other related illustrations. Over 60 games are fully described, many more if you include variations. And not all are classic games. Of course, Mancala, Chinese Chequers and other classics are covered, but so are commercially made games from the last hundred years. The book is in hardback with a separate paper sheet of playing pieces for the games. The boards are shown in the book and can be used to play on. Very nice item for games collectors and historians as well as players.

 

The Book Of Card Games. Published by Granada. 1982. Book. Good. £9

Author: Andrew Pennycock. Country: British.

Softback, 18x11cm, 656 pages. A comprehensive collection of card games divided up by family, with many variants described in each section. The card game families are: Bridge, Solo, Euchre, Hearts, Manille, All Fours, Skat, Jass, Piquet, Bezique, Pinochle, Rummy, Newmarket, Cassino, Cribbage, Gobs, Calypso.

 

The Buntu Circus. Published by The Buntu Circus Ltd. 1997. Box. Good. £18

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

Very nicely produced abstract game. Hoops come in a cloth bag per player, and counters in plastic tubs. In some senses this is a 'get five in a row' game, but with lots of other ideas to make it interesting including card play and rules for obtaining complete dominance in a particular colour. Unusual item.

 

The Prince. Published by Phalanx. 2003. Box. Excellent. £7

Designer: Alexander S. Berg. No. players: 3-5. Country: German. Duration: 90 mins.

Card game of intrigue, money and military power in the times of the Renaissance. Players vie to have a member of their clan become the next Pope, but getting this to happen is tricky and will require careful political manoeuvring. The cards represent various important characters, positions of office, assorted events, artists, condottieri etc, which you will need to employ to best effect to win. Game play involves auctioning cards, card play, voting and politicking.

 

The Whist Table. Published by John Hogg. ca.1895. Book. Good. £8.75

Author: Portland. Country: British.

Hardback, 19x13cm, 482 pages. Embossed gold writing and illustrated cover. This book contains a large number of essays and articles on whist from many different authors. There is also a 23 page section at the back detailing other books by the same publisher which were available at the time, including illustrations from some of them.

 

The World's Best Word Puzzles. Published by Daily News Publications. ca.1925. Book.

Good but spine and edges show some wear. £10. Author: H.E. Dudeney. Country: British.

Hardback, 19x12cm, 126 pages. A compilation of word puzzles of various forms: Enigmas, Riddles, Acrostics, Charades, Word Squares, Palindromes, Anagrams, Conundrums, Rebusses, Buried Words, Missing Words, Expanding Words, Squares and Stars, Crosswords and more. 1925 is the copyright date - I doubt this is the original printing though.

 

Tile Rummy. Published by Peter Pan. 1983. Box. Good. £0.75

Designer: Michael Kohner. No. players: 2-4. Country: British. Desc. by Eamon.

Attractive card-game variation, played with tiles, on a nice felt board. Each player must use their hand of tiles to form Gin Rummy melds on the board, which could be a group of 3 or 4 tiles of the same rank, or a sequence of 3 or more tiles of the same suit in a run. The board has various squares covered in diamonds of one colour or another and these act like Scrabble squares, affecting the value of tiles or melds played on them. The tiles could also be used for any other game which uses playing cards.

 

Tony & Tino. Published by Descartes Editeur. 2002. Box. Excellent. £3.50

Designer: Bruno Cathala. No. players: 2. Country: German. Duration: 30 mins.

Card playing and tile laying game in which the players take the roles of gang leaders in 1930's Chicago, and vie for supremacy on the streets. The board shows a 6x6 grid of spaces and money is put at the end of each row and column.  Players play their tiles and cards with the objective of having superior forces in each row or column when it is full in order to claim the money there.  Some of the tiles purely give influence, while others show a character with special rules.

 

Touche. Published by Jumbo. 1996. Box. Good. £4.25

Designer: Wayne Bobette. No. players: 2-6. Country: Dutch.

Players have a hand of regular playing cards. The board shows card images and some special spaces distributed in a large cross shape. Players take it in turn to play a card and place a marker on one of the corresponding spaces on the game board. The object is to claim spaces which form certain patterns (boxes, lines, crosses, T's). When one of these patterns is formed, the pieces are marked to show the pattern is complete. Players can either play individually or as partners.

 

Tough Luck!. Published by Peter Pan. 1988. Box. Good, but box edges show wear. £11

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

Special Notes: 1 ball replaced with a very similar replacement - does not affect play

Despite the name this is actually a game of auctions. The central component is a neat gadget which pops out a ball at random from those hidden within it. Most of these balls are numbered, and players choose to purchase them unseen for a fixed price or buy them at auction as they are revealed. These balls are placed into a special tray and the objective is to get 5 balls in a row. A few special balls (penalty and wild) add interest. Essentially a little known game of money management and risk taking.

 

Tover Je Toverweg. Published by Opstelten Speelgoed. 2004. Box. Excellent. £9.50

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

Each year the wizards' apprentices compete in a forest race to be the first to get to a magical destination. The apprentices themselves are not permitted to use magic, but the wizard backing each certainly can. The game is a tactical card game and there are several boards and different sets of rules, with one set for children age 3-4, one set for 5-7+ and one for ages 6-9+.

 

Treasure Island. Published by Burley Games Ltd. 2003. Box. 2 copies available:

1) In shrink. £13.50       2) Excellent. £12.50

Designer: Peter Burley, Alan Burley. No. players: 2-6. Country: British. Duration: 1hr.

Pirate themed game from the designer of Take It Easy. The board shows an island with numbered spaces, some of which hold treasures, and some around the edge are landing points. Players roll dice to give a choice of which spaces may be played on, and can then play a token either on any landing space or any space adjacent to one of their tokens showing one of the numbers rolled. This gives tactical options as you can cut opponents off from sections of the island. When treasure spaces are captured treasure cards are obtained which will score at the end of the game. The board is reversible, one side being best for 2-4 players in 45 mins and the reverse for 2-6 players in 90 mins.

 

Treasures And Trapdoors. Published by Waddingtons. 1990. Box. Good. £3.75

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

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

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

 

TrenchZone. Published by TrenchZone. 2010. Box. In shrink. £28

Designer: Glen Kehoe. No. players: 2. Country: British. Duration: 1 hr.

Set in the trenches of WW1, the players attempt to gain victory by either driving their opponent from one section of trenches or by eroding the morale of their opponent's forces using artillery, gas attacks and machine gun fire. While the game encourages strategic planning, adapting your plans to changing circumstances and opportunities is essential. Each player's trench zone will include artillery positions and pillboxes. Careful placement and use of one's squads is required.

 

Tricky Safari. Published by Cwali. 2010. Tube. New. £19

Designer: Corné Van Moorsel. No. players: 2-4. Country: Dutch. Duration: 30 mins.

A clever game with 10 very nice model animals. The animals roam around the wilderness, changing direction when they come across terrain they can't cross, other animals or the players. The players move around the board trying to get close enough to each of the animals to take good photographs. The first player to get pictures of all the animals is the winner. Plays well, and swiftly, with opportunities to spot clever moves and get in the way of other players too.

 

Turbo Taxi. Published by Queen Games. 2005. Box. In shrink. £6

Designer: Friedemann Friese. No. players: 2-4. Country: German. Duration: 30 mins.

A reworking (with nicer components) of the same author's Flickwerk. Each player has an identical set of 12 tiles showing roads with junctions and crossings. On a central board wooden tokens are placed to indicate where roads must exit the board and a tile is drawn from an extra set and placed in the centre of a 3x3 grid. Everyone then races to put together a set of 9 tiles which incorporates the one drawn and also fulfils the requirements for the roads while ensuring all the tile edges match properly. First to do so claims a point. The player with the most points after a number of rounds wins. Fast and furious puzzle style game.

 

Ubongo Extrem - Mini Edition. Published by Kosmos. 2009. Box. In shrink. £7.50

Designer: Grzegorz Rejchtman. No. players: 1-4. Country: German. Duration: 20 mins.

A captivating and surprisingly addictive game of making polyominoes into shapes shown on the challenge boards. Each player has a set of polyominoes formed from hexes, and is dealt a challenge card, and players race to complete their challenge as quickly as possible. This mini edition comes in a small box, doesn't use jewels for scoring and doesn't use a timer.

 

Uptown. Published by Funagain Games. 2007. Box. In shrink. £14

Designer: Kory Heath. No. players: 2-5. Country: American. Duration: 30 mins.

Very clever game which is best for 2-3 players in my opinion. The board shows a 9x9 grid which is labelled by row and column and 3x3 grid (so like an empty sudoku grid), and the players each have a set of tiles: one for each column, row and 3x3 grid and one wild tile. Each set is shuffled face down and players draw 5 tiles at a time, and take it in turn to place a tile on a corresponding space. The objective is to keep your tiles in as few groups as possible. There are plenty of options and a clever rule to allow taking over other players' spaces in certain circumstances. Simple rules, but many tricky decisions and very satisfying. Highly recommended.

 

Vox Populi. Published by Tilsit Editions. 1998. Box. Good. £10

Designer: Francis Pacherie. No. players: 3-6. Country: French. Duration: 90 mins.

Set in ancient Rome, the players are competing arena managers. The players organise gladiator fights, with the objective of entertaining the crowd to gain money and influence in order to gain support for their favoured candidate to become Emperor. Includes 6 chunky resin coliseum miniatures. French rules only, and the cards have a significant amount of French on them.

 

Warlords: China In Disarray 1916-1950. Published by Panther. 1986. Box. Good. £13

Designer: Dave O'Connor, Steve Barnes & Peter Wyche. No. players: 2-6. Country: Australian. Duration: 5 hrs.

Wargame in which players take the roles of various warlords vying for supremacy, and ultimately attempting to reunify China under their control. Game play involves negotiation, bribery, and coercion as well as needing military and economic might to win. The rules cover 11 pages and there are 5 scenarios including a campaign game.

 

Waterloo. Published by Treefrog. 2009. Box. Excellent. £24

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

Martin Wallace's take on the Battle of Waterloo. The game uses chunky and attractive wooden pieces (over 200 of them), and uses an action system where you can't be sure when the enemy will react to your manoeuvres, thus it is important to keep your units in good formation with reserves ready and able to exploit a weakness presented by the opponent. Limited edition of 1500 copies.

 

Waterworks. Published by Parker. 1972. Box. Good. £6

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

Card game, with 110 cards representing parts of a plumbing network, from the mains to the tap. Your path of pipes can wander all over the place and will develop leaks, which you 'repair' with one of ten metal miniature wrenches provided with the game. Players compete to be the first to have a working pipe system, and get the chance to interfere with each other when weak pipes have been used.

 

Where In The Wild?. Published by Living And Learning. 1992. Box. Good. £9

Designer: Noel & Trisha Scott. No. players: 1-4. Country: British. Duration: 20 mins.

The main feature of the game is four very colourfully illustrated and very attractive game boards showing many many different creatures of all shapes and sizes in various habitats - there are at least 150 animals on each board! In addition, each board is entirely different, with a different selection of animals. Cards ask the players to find creatures with different attributes (eg. a creature with more than 6 legs). The players have a board each and race to find such a creature. There are easier and harder questions, depending on whether it is being played by young children, and I have some house rules to make it a more interesting game for playing with adults too - essentially somewhat like the excellent Kaleidos.

 

Whickers World. Published by Paul Lamond Games. 1989. Box. Good. £1.75

Designer: Terry Miller Associates. No. players: 2-6. Country: British.

Geographical trivia game, but with attractive cards each with a picture of something unusual. The reverse of the card gets the current player to identify the picture and then has a selection of related questions. Players move along a track with some ludo-like mechanisms included as well.

 

Who Wants To Be A Millionaire?. Published by Upstarts. 2000. Box. Good. £4

Designer: Celador Productions Ltd. No. players: 2-5. Country: British. Duration: 1 hr.

Quiz game based on the popular TV programme. Includes 1000 question cards, and progress displays for each player as well as lifeline tokens. Sadly it doesn't come with a cool million for the winner...

 

Wicked Witches Way. Published by Asmodee Editions (US). 2006. Box. Excellent. £9

Designer: Bruno Cathala, Serge Laget. No. players: 2-6. Country: American. Duration: 30 mins.

The players are witches in a broomstick race. Each player has a set of 9 cards which show symbols which are also in two colours on a set of 9 magic formula dice. Each round these 9 dice are rolled into the box and when a player has seen enough they flap over a 'lid' so that the dice are no longer visible. Players then lay out face down symbol cards which were on the dice of just one colour, and which were not 'cancelled out' by symbols of the other colour. Players then check the dice and players advance according to how many correct symbols they put out. Getting any wrong means you don't advance, and bonus cards and movement can be gained by getting a complete formula. Requires quick thinking and concentration.

 

Wide World. Published by Parker. ca.1970. Box. Good. £3

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

Special Notes: Box base slightly indented, one corner taped. Plastic planes.

Different to the much earlier Parker game of the same name. Players travel around a map of the world collecting products from the countries visited. Uses a 'weather guide' plastic overlay which can affect the movement of planes.  The game is essentially a roll and move race game with a few extras such as event cards for certain spaces, being able to slow down other players' planes by landing on them, as well as the weather guide.

 

Word Games. Published by Merit. Box. 2 Box corners split. £1.25

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

A set of 8 word games played with tiles on a table. The games are called: Crossword, Anagrams, Word Rummy, Word Dominoes, Word Ghost, Snatch Words, Word Solitaire & Passwords. A nice collection for word game fans.

 

Yari. Published by Dallah Heyari. 1989. Box. Good. £1.25

Designer: Salem Heyari. No. players: 2. Country: American. Duration: 20 mins.

Special Notes: The box edges show wear, and one corner is badly damaged but has been repaired very neatly.

Very nicely produced Parcheesi (Ludo) variant in which players cast 6 special shells rather than using dice. The shells are moulded plastic, but still somehow feel like shells, and have definite 'up' and 'down' sides. Movement allowances depend on what is thrown with certain combinations considered special. The playing pieces are large gold and copper coloured Egyptian style figurines.

 

Zahltag. Published by Ravensburger. 2002. Box. Good. £8.50

Designer: Franz-Benno Delonge. No. players: 2-4. Country: German. Duration: 40 mins.

Card game. Each player tries to win building contracts. Different contracts require different employees in number and type, and players secretly bid to fulfil the current contract (lowest gets it). Players must make a null bid if they cannot fulfil it. Thus if a contract is hard to fulfil you can probably get away with a pretty high bid and make lots of money. Workers who aren't working however have to be paid to keep them on contract and this can be expensive, so it is tricky to decide whether to go for a huge workforce (and lots of contracts) or a small one. Some clever elements making a rather nice little game.

 

 

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