MNG-AJM Games and Collectibles

 

Jun 2013 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? 

 

10 Days In Africa. Published by Out Of The Box. 2004. Box. Excellent. £13.50

Designer: Alan R Moon, Aaron Weissblum. No. players: 2-4. Country: American. Duration: 30 mins.

Reworking of the excellent Europa Tour. Players must try to build a valid route through Africa using country, plane and car cards. There are special card holders to ease play and a map board showing the countries in Africa so you can see which countries are adjacent and which permitted for plane travel. The game poses interesting puzzle-like challenges, and is one I very much enjoy - recommended.

 

150 Solitaire Games. Published by Harrow Books. 1966. Book. Good. £1.25

Author: Douglas Brown. Country: American.

Softback, 17x11cm, 142 pages. A collection of 150 games of card solitaire (patience) with diagrams.

 

7 Wonders: 8th Wonder. Published by Repos Productions. 2010. Box. New. £1.50

Designer: Antoine Bauza. No. players: 2-7. Country: Belgian. Duration: 40 mins.

Promotional extra wonder board and card for use with 7 Wonders (which you will need to make use of this item). This is the Manneken Pis. This was distributed as a bonus item with the first printing of the base game, and is also included in the Wonder Pack expansion.

 

7 Wonders: Cities. Published by Repos Productions. 2012. Box. In shrink. £17

Designer: Antoine Bauza. No. players: 2-8. Country: Belgian. Duration: 40 mins.

Expansion for the excellent card based civilization building game. You will need the base game in order to make use of this set. This expansion adds a new type of card to the game: city cards which provide thieves, spies, mercenaries and diplomats - which add a level of unpredictability to the game. Included in this set are two new wonders, new guild cards and new leaders. Rules for an 8-player team game are also introduced.

 

7 Wonders: Leaders. Published by Repos Productions. Box. In shrink. £16.50

Designer: Antoine Bauza. No. players: 2-7. Country: Belgian. Duration: 40 mins.

Expansion for the excellent card based civilization building game. You will need the base game in order to make use of this set. This expansion introduces a new Wonder card, additional money and guild cards, as well as 36 leader cards which are drafted at the start of the game and then played at the start of each round. These leaders can give the rest of your game play additional focus. Recommended.

 

7 Wonders: Wonder Pack. Published by Repos Productions. 2013. Box. In shrink. £8

Designer: Antoine Bauza. No. players: 2-7. Country: Belgian. Duration: 40 mins.

Small expansion for the excellent card based civilization building game. You will need the base game in order to make use of this set. This expansion has 4 new wonder boards to keep the game fresh: The Great Wall, Stonehenge, Abu Simbel + The Manneken Pis. The last of these was available in limited edition with the first printing of the base set, but the others are all entirely new releases.

 

Adel Verpflichtet / Fair Means Or Foul. Box. 2 editions available:

1) Adel Verpflichtet. Published by F X Schmid. Country: German. 1991. Good. £9

2) Adel Verpflichtet. Published by F X Schmid. Country: German. 1991.  Excellent. £10

3) Fair Means Or Foul. Published by Gibsons. Country: British. 1991. Good. £8

Designer: Klaus Teuber. No. players: 2-5. Duration: 1 hr. Desc. by Eamon.

Clever game in which the players attempt to obtain large collections of antiques. The antiques are represented by cards and include items such as Marilyn Monroe's lipstick and Sir Walter Raleigh's pipe. Each turn players simultaneously choose whether to attend the auction house to buy more antiques or to go to a stately home. In the auction house players can either bid or try to steal money. In the stately home players can put on an exhibition to gain points, try to steal from an exhibition or be a detective to catch any thieves. To do well you need to be able to work out what other players are likely to do, and act accordingly. Won the Spiel des Jahres 1990 in Germany. Recommended.

 

Agricola: All Creatures Big And Small. Published by Z-Man Games. 2012. Box. In shrink. £22.50

Designer: Uwe Rosenberg. No. players: 2. Country: American. Duration: 30 mins.

Standalone 2-player shorter and lighter reworking of Agricola. This farming based game focuses only on the animal side of Agricola, but introduces horses and adds some additional ways to keep your animals on the farm. Players still have the difficult choice of which action to take, as their opponent will be sure to take any good option left for them. Highly recommended.

 

Alexander The Great: Founder Of An Empire. Published by Phalanx. 2005. Box. Excellent. £18

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

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

 

Alienz Card Game. Published by U.S. Games Systems. 2004. Box. Good. £6

Designer: Mike Fitzgerald. No. players: 2-6. Country: American.

Card game in which the players try to transport as many Alienz as possible back to their home world. Essentially a set collecting game in which players use planet cards as destinations and send as many as possible alien cards to that planet, but symbols must match to make that possible. Also flights can be made private or public with different benefits in each case. The cards have information on both sides so each player has their own screen behind which they can examine their cards.

 

Aloha. Published by Cwali. 2005. Box. 2 copies available: 1) Excellent. £6.25      2) In shrink. £7

Designer: Corné van Moorsel. No. players: 2-5. Country: Dutch. Duration: 50 mins.

Nicely produced tile laying game. The 66 tiles show sections of a tropical island which join up to make a different archipelago each time. On their turn a player positions a man on a tile on the main island and then they draw a tile. If it can be fitted onto the tile their man is on then it is played, and they get to add a sun lounger onto a beach on that tile. They may then continue their turn by drawing another tile. However, if a tile is drawn which cannot be placed next to their man then their turn ends and they lose all sun loungers placed that turn. At the end of the game points are awarded to the player with the most sun loungers on each beach, with more points awarded for longer beaches.

 

Amyitis. Published by Ystari. 2007. Box. Excellent. £20.50

Designer: Cyril Demaegd. No. players: 2-4. Country: French. Duration: 90 mins.

Set in the time of Nebuchadnezzar, who has married the beautiful Amyitis, the players are nobles seeking to earn favour from the king by building beautiful gardens to remind the queen of her homeland. Game play involves recruiting craftsmen for in game benefits, deploying workers to gain resources, sending priests to the temple for favours from the gods, employing merchants, and using engineers to build the hanging gardens themselves. As usual with this company the mechanics are clever and interlinked and will give you plenty of hard decisions to make.

 

An Den Ufern Des Nils. Published by Abacus. 1994. Box. Good. £13

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

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

 

Anachronism. Published by TriKing. 2005. Box + Ziplock. Excellent. £10

Designer: Michael Brown. No. players: 2. Country: American. Duration: 20 mins.

Intriguing concept: Take great warriors from different periods and parts of the world and pit them against each other in a fight to the death to see just who really was the toughest of them all! Each warrior card comes with 4 support cards (weapons, armour, inspiration and specials) appropriate to that character (but you can mix and match across these sets as you wish!). Game play is positional on a 4x4 grid and also uses dice to resolve combat. This set includes several extras, and so has 2 Greek, 2 Roman, 1 Norse and 2 Japanese characters with their support cards.

 

Around The World In 80 Days. Published by Ravensburger. 1987. Box. Good. £9

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

Special Notes: Includes a World Information Map.

Race game based on the Jules Verne story. Wooden pieces. Game play involves using cards to move from space to space along a track. In order to make a move a numbered card must be played which matches the currently available transport type. Special cards allow the current transport method to be changed, or hinder other players, and landing on certain spaces gives additional benefits, often allowing a further card play, making quite long moves possible from time to time. Recommended as a light and fun game.

 

Atlas & Zeus. Published by Descartes Editeur. 2004. Box. Excellent. £8.50

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

A vicious two player game in which Atlas's descendants vie for dominance in a war in which Atlantis sinks under the waves. Players play cards to move their people around the islands and attack enemy warriors, and even entirely destroy other islands. Play is fast, furious and very bloody - you can be sure there will be no stalemates in this game, as an island sinks each round no matter what the players do. The game is card driven with some interesting mechanics. Good fun.

 

Attila. 2000. Box. 2 editions available:

1) Published by Hans Im Gluck. Country: German. Good. £16
2) Published by Rio Grande. Country: American. Excellent. £19

Designer: Karl-Heinz Schmiel. No. players: 2-5. Duration: 1 hr.

Six Germanic tribes migrate south from their homelands into the lands of the Roman Empire. The players drive this migration and the conflict which ensues, but without having a tribe each. Instead the players add influence over the tribes as the game goes on, and at several points during the game there is a scoring, and the players who have most influence over the most successful tribes will fare best. Plenty of scope for clever play. A very good game from this master designer.

 

Axis & Allies: Battle Of The Bulge. Published by Hasbro Avalon Hill. 2006. Box. Good. £22

Designer: Larry Harris Jr. No. players: 2. Country: American. Duration: 3 hrs.

A standalone game which uses the Axis & Allies system to simulate the Battle of the Bulge in the Ardennes Dec 1944. The game includes 157 plastic combat units (infantry, tanks, artillery, trucks, fighter aircraft and bombers). As you would expect from a game in this series the rules are relatively simple making it an easy game to start playing.

 

Belisha. Published by Pepys. ca.1935. Box. Box poor, cards good. £6

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

Special Notes: The box lid's picture has come off and the sides are damaged, contents good for their age.

Card game. Colourful cards illustrate beauty spots in 1930s Britain, plus some special cards with amusing period pictures. A variation of Rummy.

 

Billiard Table Games. Published by W. Foulsham & Co. ca.1940. Book.

Good - War Economy Standard Production. £6.50. Author: W.C.Clifford. Country: British.

Softback with dustcover, 18x12cm, 64 pages. A collection of games to play on a billiard table. The games include snooker, pool and billiards, as well as a selection of variants and other games. The book also gives tips on the use of spin and other advanced techniques.

 

Bosworth. Published by Out of the Box. 1998. Box. Good. £9

Designer: Mark A. Osterhaus. No. players: 2-4. Country: American. Duration: 40 mins.

Chess variant with a fantasy theme illustrated by John Kovalic. The game uses cards as chess pieces, but with a different board (in size and shape), and with card play involved. Also included are rules to allow 3 or 4 players to play, making the game a little more like a very simple multi-player wargame in this case.

 

Bronco Ranch. Published by Piatnik. 1997. Box. Good. £16

Designer: Games Talk. No. players: 2-6. Country: Austrian. Duration: 45 mins.

Wild west ranching game in which the players try to get as many horses and especially broncos into their paddocks as possible. This is done by drawing and laying tiles, where the edges of the tiles must match those they are laid adjacent to on the paddock boards. Action cards allow a leader to be kept in check, and the need to keep your herd together so it is harder for others to raid it adds to the decision making.

 

Buggo. Published by Ravensburger. 2000. Box. Good. £3.25

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

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

 

Bunt Herum. Published by Amigo Spiele. 1999. Box. Excellent. £6.50

Designer: Reinhard Staupe. No. players: 2-5. Country: German. Duration: 20 mins.

Fast action card game in which the players are simultaneously trying to get rid of their cards into 6 rows in the middle of the table. Each row can only have one item of each type and one item of each colour. In the haste to get rid of your cards it is easy to make mistakes which will then be penalised when the round is scored.

 

Bus. Published by Splotter. 1999. Box. Good. £18

Designer: Jeroen Doumen. No. players: 3-5. Country: Dutch. Duration: 2 hrs.

Clever network building game, which requires quite a bit of thought and careful planning. Players build up their networks on the board and use them to deliver as many people as possible to their destinations, with the destinations changing each turn to reflect the time of day (first to work then to a bar, and finally home). Deciding how to spend your actions each turn is tricky, and anticipating what others will do is important. Lots of wooden components. Recommended.

 

Calaboose. Published by Live Oak Games. 2005. Box. Good. £5.50

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

Set in the Old West, the players are sheriffs who compete to capture the most wanted outlaws. However, too many powerful outlaws in a single jail (caboose) and they will break out. Thus the sheriffs must choose carefully when to take in outlaws and when to pass them onto other jails.

 

Cassell's Book Of Sports And Pastimes. Published by Cassell & Co.. 1903. Book. Fair. £1.50

Author: Unknown. Country: British.

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

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

 

Catacombs: Cavern Of Soloth. Published by Sands Of Time. 2011. Box. In shrink. £25

Designer: Ryan Amos, Marc Kelsey, Aron West. No. players: 2-5. Country: Canadian. Duration: 45 mins.

Expansion for this mould breaking dungeon crawl game. You will require the base game in order to make use of this. This expansion includes new heroes, new monsters, new rooms, new catacomb lords, new items and more! The theme is that dwarves have discovered a new, as yet unexplored, area deep underground, and the players intend to explore it!

 

Cathedral. Published by Mattel. 1985. Box. Good. £18

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

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

 

Cornu. Published by Kallmeyer Verlag. 2007. Box. Excellent. £8.75

Designer: Reinhold Wittig. No. players: 3-6. Country: German. Duration: 30 mins.

Very unusual game from this master of weirdness. The game consists of a large plastic horn, and 6 objects: a cloth, a ball-bearing, bell, and three wooden shapes. One player secretly draws a card showing some of these objects, which are then put into the horn, which is sealed. The other players then shake the horn and try to work out what is in the horn just by listening. Bizarre.

 

Crazy Race. Published by F X Schmid. 1994. Box. Good. £11

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

Card based race game, where the cards themselves become part of the board. Players are given cards telling them what position to aim for at 3 stages of a race. Movement is by dice, but this is far from the whole story as cards can be played to make each player's lane shorter or longer and special cards can force other players to move faster or slower etc. It adds up to a very amusing but chaotic race. A good starter or finisher. I also have house rules which reduce the level of chaos a little.

 

Cul-De-Sac. Published by Lazy Days. 1975. Box. 2 copies available:

1) Good, but label removal mark on lid. £8.50   
2) Good, but box taped, edges show wear. Original rules missing - printout provided. £7

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

Clever abstract game, but highly approachable for those not generally fond of that genre (eg. me). Players must reach each other’s starting positions, but as well as moving their pieces players also place walls in places which will block their opponent more than they block themselves. However, a wall may never be placed so as to make a goal unreachable. This allows a quite cunning maze to be built up and clever play will certainly decide the winner. Recommended.

 

Here is a listing of all the D&D & AD&D items I currently have:

 

AD&D 1st Ed Dungeon Masters Guide. Published by TSR. 1979. Book. Good. £3.50

Author: Gary Gygax. No. players: 2+. Country: American.

This edition of the Advanced Dungeons & Dragons 1st Edition D.M.G. has the cover showing a giant red demon holding a minimally clad female adventurer in one hand, while her companions prepare to fight it. To play you will need this book + the Player's Handbook + some polyhedral dice and either an adventure module or one of the many monster manual type books available to assist in designing your own adventure. (I can almost certainly provide all of this - just ask!)

 

AD&D 1st Ed Dungeon Master's Screen. Published by TSR. 1981. Packet. Excellent. £1.50

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

This Dungeon Master's screen come in two parts, and each part has three fold out sections. The screen has pictures on the side the players will see and tons of charts on the DM's side. Extremely useful for quick reference and is hard wearing.

 

AD&D 1st Ed Player's Handbook. Published by TSR. 1980. Book. Good. £2.75

Author: Gary Gygax. No. players: 2+. Country: American.

This edition of the Advanced Dungeons & Dragons 1st Edition Player's Handbook has the cover showing a large orange demon-shaped statue with a couple of thieves prying out the giant jewelled eyes. To play you will need this book + the Dungeon Master's Guide + some polyhedral dice and either an adventure module or one of the many monster manual type books available to assist in designing your own adventure.

 

AD&D 1st Edition Fiend Folio. Published by TSR. 1981. Book. Good. £6

Author: Don Turnbull. No. players: 2+. Country: American.

Hardback, 29x22cm, 126 pages. Quite rare AD&D 1st edition book of weird and unusual monsters. An excellent resource for GMs who use this system.

 

AD&D 2nd Ed Player's Handbook. Published by TSR. 1995. Book. Excellent. £2

Author: David Cook. No. players: 2+. Country: American.

This edition of the AD&D 2nd Edition Player's Handbook has a fighter wielding an axe breaking down a door on the cover. It has a black background and red and orange writing. Inside the layout format has been modified somewhat to that in earlier versions.

 

AD&D Battle System. Published by TSR. 1985. Box. Good. £5

Designer: Douglas Niles. No. players: 2+. Country: American.

Special Notes: Only 1 metal miniature.  I have not counted all the die cut counters, but quite playable even if some are missing.

AD&D supplement which allows large scale battles to be played out in AD&D campaigns, or it can be used as a standalone miniatures game. Includes rules for the use of field artillery, flying, magic, invisibility and illusions. The set contains: 32 page rules book, 24 page scenario book, 16 page guide to miniatures, player aid cards, 2 miniatures, 3-D fold up buildings, army roster sheets and 801 die cut counters.

 

AD&D DragonLance: Dwarven Kingdoms Of Krynn. Published by TSR. 1993. Box. New. £5

Designer: Douglas Niles. No. players: 2+. Country: American.

AD&D Roleplaying supplement for the DragonLance world. This set details the various dwarven realms in the land of Krynn. The set includes: Songs of the Loremaster booklet with information players may well know about the history of the Dwarves on Krynn; A World In Stone booklet with GM only info; 4 mapsheets in a modular style allowing endless variations of Dwarven Halls etc to be set up.

 

AD&D DragonLance: Player's Guide. Published by TSR. 1993. Book. New. £1.75

Author: Douglas Niles. No. players: 2+. Country: American.

AD&D Roleplaying supplement for the DragonLance world. This book provides lots of information about the DragonLance campaign setting, including: races of the world, major cities and regions, deities, monsters, and a history of Krynn. 128 pages, softback.

 

AD&D Forgotten Realms: Elminster's Ecologies. Published by TSR. 1994. Box. New. £6.50

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

Campaign expansion set for the AD&D 2nd Edition campaign world. This set includes 9 booklets, 8 of which describe various ecological niches in the world of Faerun - making each a unique area to adventure in. The last booklet is the Explorer's Manual with encounter tables etc. This set is in the deep box format as it contains a lot of stuff!

 

AD&D Forgotten Realms: Empires Of The Sands. Published by TSR. 1988. Booklet. Excellent. £4

Author: Scott Haring. No. players: 2+. Country: American.

Roleplaying supplement for the AD&D Forgotten Realms. This accessory details the lands of Amn, Tethyr and Calimshan. This is intended as a GM resource to allow adventures to be run in these areas with a rich background for the towns, cities, political and military forces of the area. There is a large colour poster-sized map and plenty to inspire a GM to run adventures here. This is not itself a scenario though.

 

AD&D Ravenloft - Masque of the Red Death. Published by TSR. 1994. Box. New. £1

Designer: William Connors, D.J. Heinrich, Shane Hensley, Colin McComb. No. players: 2+.

Country: American.

Roleplaying supplement for the AD&D Ravenloft world. This set allows your characters to explore the macabre world of the 1890s in Gothic Earth. Based on the feel of the works of Edgar Allan Poe, Bram Stoker and Arthur Conan Doyle. This set includes: 128 page Guide to Gothic Earth with rules and background; 3 adventure booklets; Map of Gothic Earth; GM Screen; Bonus poster.

 

AD&D Trivia Game. Published by TSR. 1991. Box. Good. £3.50

Designer: Richard Borg. No. players: 3-10. Country: American. Duration: 1 hr.

A game for keen players of AD&D. The players or teams are asked questions of varying difficulty, relating to events which might occur within AD&D. If you have an AD&D Rules Lawyer friend then this would make a great present for them! Alternatively take it along to your roleplay club and be assured of a fun hour or so.

 

AD&D: Al-Qadim: Arabian Adventures. Published by TSR. 1992. Book. Good. £4.50

Author: Jeff Grubb. No. players: 2+. Country: American.

Softback, 27x21cm, 158 pages. AD&D 2nd Edition roleplaying supplement which introduces Al-Qadim, a setting similar to that of The Tales of 1001 Arabian Nights. This book covers: The Land of Fate (Al-Qadim), Characters, Kits, Proficiencies, Perils of Adventure, At the Bazaar, Sha'ir Abilities, Wizard Spells.

 

AD&D: Dark Sun Rules Book. Published by TSR. 1991. Book. Good. £3.25

Author: Troy Denning, Timothy Brown. No. players: 2+. Country: American.

Softback, 27x21cm, 96 pages. This AD&D 2nd Ed supplement provides the rules for character creation, magic, combat, and treasure for campaigns set in the Dark Sun world. There are also sections detailing the differences in time and movement and listing new spells available in the Dark Sun world.

 

AD&D: Deadly Power. Published by Mayfair. 1984. Booklet. Good. £3.25

Author: L. Nicholson, J. Keefe, D. Nicholson. No. players: 3+. Country: American.

AD&D adventure module for 4-8 characters of levels 6-9. This is a 40 page AD&D compatible adventure in which the characters discover the deadly secret of a rich mining town's recently deceased ruler. What they do will determine the future of the town and its citizens.

 

AD&D: DL1: Dungeons of Despair. Published by TSR. 1984. Booklet. Excellent. £2.25

Author: Tracy Hickman. No. players: 2+. Country: American.

The first in the epic series of DragonLance adventures. The adventure is for 6-8 characters of level 4-6. This introduces the players to the world of Krynn, and their characters get to explore Haven, and the ruined Xak Tsaroth, and encounter draconians. 32 pages.

 

AD&D: DragonLance Adventures. Published by TSR. 1987. Book. Good. £3.75

Author: Tracy Hickman, Margaret Weis. No. players: 2+. Country: American.

Hardback, 28x22cm, 128 pages. AD&D 1st Edition supplement which details the world of Krynn so that you can run your campaign in the DragonLance setting. The book covers: The Universe, Characters in Krynn, Wizards of High Society, Messengers of the Heavens, Races of Krynn, Character Proficiencies, Creatures of Krynn, Tales and NPCs of Long Ago, Magic Items, The War of the Lance.

 

AD&D: Dungeoneer's Survival Guide. Published by TSR. 1986. Book. Good. £4.50

Author: Douglas Niles. No. players: 2+. Country: American.

Hardback, 28x22cm, 128 pages. AD&D 1st edition optional rules book. This book gives all sorts of ideas for making your underground adventures more interesting. The contents include: Underdark Overview, Movement Underground (Swimming, Climbing, Jumping, Ropes, Bridges etc), Proficiencies, Combat Rules, Battlesystem Options Underground, The Underground Environment (Air Supply, Cave-ins, Waterways, Mining etc), New Equipment.

 

AD&D: First Quest. Published by TSR. 1994. Box. 2 copies available:

1) Good. Some of the figures have been replaced. £2
2) Good but corners taped. £2

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

Excellent basic role playing game, a simplified version of Dungeons & Dragons with main rule book, monster and treasure guide, spell books, GM screen, maps, a poster, dice, 6 plastic miniatures and even a CD with sound-effects to help the atmosphere. Contains an adventure book with 4 adventures which make use of the maps and CD in the set. Book case box.

 

AD&D: Five Shall Be One. Published by TSR. 1991. Module. Excellent. £3

Designer: Carl Sargent. No. players: 2+. Country: American.

Adventure module set in the AD&D Greyhawk World, designation WGS1. The adventure is intended for 4-8 characters of level 7-10. The party searches for the legendary Blades of Corusk, and journey from Rookroost to the Lair of the Shadow Dragon, and later into the subterranean City of the Orc.

 

AD&D: Forgotten Realms Interactive Atlas. Published by TSR. 1999. CD Case. Good. £37

Designer: Unknown. Country: American.

Special Notes: No manual included, though it is easy to use with good help built in.

This is an amazing item for players of AD&D who use the very popular Forgotten Realms campaign setting. The CD contains over 500 maps from a vast number of Forgotten Realms supplements. The maps range from overviews of the entire world down to individual building floorplans. They are presented in a very clever linked way, so you can click from one to another linked map. Highly detailed and a great resource - highly recommended. You will need a Windows PC to use this, and it should work with pretty much any Windows OS (Win 95 onwards). There is also a free update on the internet with 300 further maps. If you also have Campaign Cartographer you can edit the maps too!

 

AD&D: Forgotten Realms: Black Courser. Published by TSR. 1990. Module. Good. £2.25

Designer: Troy Denning. No. players: 2+. Country: American.

Advanced Dungeons & Dragons 2nd Ed Forgotten Realms module set in the Tibet-like kingdom of Ra-Khati, between the lands of Faerun and Kara-Tur. Designed for 4-8 characters of level 6-9. The characters work to help the peaceful kingdom of Ra-Khati against the evil Raja Devayam who insists upon being paid tribute. The party discover his real intent and have to try to stop his dreadful plans. Second part of the Empires Adventures Trilogy.

 

AD&D: Forgotten Realms: Exile. Published by TSR. 1990. Book. Book edges show wear. £0.15

Author: Written by R.A. Salvatore. Country: American.

This is a fantasy fiction book based in the AD&D Forgotten Realms setting. It is Book 2 of the Dark Elf trilogy and is about the adventures of the drow Drizzt Do'Urden and his magical cat.

 

AD&D: Forgotten Realms: Old Empires. Published by TSR. 1990. Module. Excellent. £2.75

Designer: Scott Bennie. No. players: 2+. Country: American.

Advanced Dungeons & Dragons 2nd edition supplement for the Forgotten Realms world. The 96 page booklet and maps cover the lands of Mulhorand, Unther and Chessent to the south and east of the Alamber Sea. Neighbouring powers include Thay, Semphar & Mughom, and Aleaxtis the Sahuagin kingdom. This supplement is intended to allow you to run adventures in these powerful and relatively isolated lands, where ancient kingdoms and even pharaohs hold sway, and different gods are worshipped.

 

AD&D: Forgotten Realms: Storm Riders. Published by TSR. 1990. Module. Good. £2

Designer: Troy Denning. No. players: 2+. Country: American.

Advanced Dungeons & Dragons 2nd Ed Forgotten Realms module set in the Tibet-like kingdom of Ra-Khati, between the lands of Faerun and Kara-Tur. Designed for 4-8 characters of level 5-7. The characters have escaped into this mountain kingdom after sighting a vast army on the move, and end up working for the monk king to help avoid war. First part of the Empires Adventures Trilogy.

 

AD&D: Lankhmar City Of Adventure. Published by TSR. 1988. Book. Good. £3.75

Author: Bruce Nesmith, Douglas Niles, Ken Rolston. No. players: 2+. Country: American.

Roleplaying supplement for AD&D which details the city of Lankhmar from Fritz Leiber's Grey Mouser & Fafhrd stories. The book is 96 pages long and there is also a map and booklet of city geomorphs included. The book is intended as a resource which can be used to set a campaign based in and around the city of Lankhmar. The various areas of the city are detailed, as are the factions and guilds, the gods, and typical monsters.

 

AD&D: Legends & Lore. Published by TSR. 1987. Book. Good but cover shows some wear. £3.75

Author: James Ward, Rob Kunts. No. players: 2+. Country: American.

Hardback, 28x22cm, 128 pages. AD&D 1st Edition supplement which describes a selection of pantheons of gods for use in AD&D campaigns, along with major heroes and other mythological beings. The pantheons covered are: American Indian, Arthurian, Babylonian, Celtic, Central American, Chinese, Egyptian, Finnish, Greek, Indian, Japanese, Nehwon, Norse, Sumerian and Nonhuman Deities.

 

AD&D: Monster Manual II. Published by TSR. 1983. Book. Good. £7

Author: Gary Gygax. No. players: 2+. Country: American.

Hardback, 28x22cm, 160 pages. AD&D 1st edition supplement. This book contains a large collection of weird and wonderful creatures for use in your AD&D campaign. A very useful resource for all GMs and now relatively uncommon.

 

AD&D: Players Option: Skills & Powers. Published by TSR. 1995. Book. Excellent. £3.75

Author: Douglas Niles, Dale Donovan. No. players: 2+. Country: American.

Roleplaying supplement for AD&D 2nd edition which introduces a selection of new and variant rules which you may wish to use in your campaign. Here are a selection of the ideas: character generation using points; subdividing the 6 basic attributes; special abilities and bonuses / penalties for new races and subraces; a new take on the character classes - bonus abilities can be gained by spending character generation points; character kits; nonweapon proficiencies; weapon proficiency and mastery; new schools for magic; psionics.

 

AD&D: T1 The Village Of Hommlet. Published by TSR. 1981. Booklet. Excellent. £2.50

Author: Gary Gygax. No. players: 2+. Country: American.

Adventure module for AD&D for low level characters. This is the precursor adventure to the famous Temple of Elemental Evil adventure. The adventurers will investigate strange goings on in Hommlet including bandit and monster attacks, and this leads to the discovery of an outpost of the Temple of Elemental Evil, which will need to be cleared out. This being written by Gygax, you can expect a well written old style hack and slash adventure.

 

AD&D: The Complete Book Of Elves. Published by TSR. 1992. Book. Excellent. £3.75

Author: Colin McComb. No. players: 2+. Country: American.

Roleplaying supplement for AD&D 2nd Edition. This book covers all things elvish: The various subraces; Elven differences in the different AD&D worlds; Physical attributes and advantages; Elven society; Elven myths; Elven dwellings; Optional rules; Character creation and kits; Elven equipment; Elven Magic; Elven campaigns. 120 pages.

 

AD&D: The Complete Book Of Humanoids. Published by TSR. 1993. Book. Excellent. £3.75

Author: Bill Slavicsek. No. players: 2+. Country: American.

AD&D 2nd Ed rules supplement detailing humanoid races and how to play them as NPCs and PCs, including character class information, kits and proficiencies, as well as a guide to tribal life, superstitions and the arms and armour available to each race.

 

AD&D: The Complete Fighter's Handbook. Published by TSR. 1989. Book. Excellent. £3.75

Author: Aaron Allston. No. players: 2+. Country: American.

Roleplaying supplement for AD&D 2nd Edition. 124 pages. Lots of new ideas to spice up fighters in your AD&D campaigns.  This book covers: Character creation; Warrior kits; Roleplaying ideas; New combat rules including called shots, parrying, unarmed combat, hit locations, mounted combat, tournaments; New equipment.

 

AD&D: The Complete Psionics Handbook. Published by TSR. 1991. Book. Excellent. £3.75

Author: Aaron Allston. No. players: 2+. Country: American.

Roleplaying supplement for AD&D 2nd Edition. 128 pages. AD&D 2nd edition removed psionics from the game, but this book reintroduces it. This time the Psionicist is a character class, with his own progression tables etc. This book gives all you need to know in order to create a psionicist character, including class details, psionic combat, the six disciplines, psionic monsters, how to incorporate a psionicist into your campaign and more.

 

AD&D: The Complete Thief's Handbook. Published by TSR. 1989. Book. Good. £3.75

Author: Aaron Allston. No. players: 2+. Country: American.

Roleplaying supplement for AD&D 2nd Edition. 128 pages. Lots of new ideas to make thieves more interesting in your AD&D campaign. The book covers: Roleplaying thieves, Thiefly proficiencies, Thief character kits, Thieves guilds, Tools of the Trade, Classic cons, New rules, Thief based campaigns.

 

AD&D: The Complete Wizard's Handbook. Published by TSR. 1990. Book. Excellent. £3.75

Author: Aaron Allston. No. players: 2+. Country: American.

Roleplaying supplement for AD&D 2nd Edition. 128 pages. A collection of new ideas to add variety and excitement to your AD&D campaigns. This book includes: Schools of magic and specialist mages; Creating new schools of magic; Wizard kits; Roleplaying wizards; Combat and the wizard; Casting spells in unusual circumstances; Very high level mages; Spell notes; Spell research; New spells; Interesting lists (!)

 

AD&D: Wilderness Survival Guide. Published by TSR. 1986. Book. Excellent. £4.50

Author: Kim Mohan. No. players: 2+. Country: American.

Hardback, 28x22cm, 128 pages. AD&D 1st edition optional rules book. This book gives all sorts of ideas for making your wilderness adventures more interesting. The contents include: Wilderness Proficiencies, Dressing for the Weather, Effects of the Environment, Encumbrance & Movement, Food & Water, Camping & Campfires, Medicine & First Aid, Vision & Visibility, Natural Hazards, Combat Rules, Fatigue & Exhaustion, Mounts, Wilderness Magic.

 

Dungeons & Dragons Basic Set. Published by TSR. 1983. Box. Good. £3

Designer: Gary Gygax, Dave Arneson. No. players: 2+. Country: American.

Special Notes: The polyhedral dice are missing. I can supply a set for an extra £1.

There are lots of blank character sheets and square gridded paper included in this set. This is the Basic D&D roleplaying set, in a red slimline bookcase box, with the front cover showing a red dragon fighting a warrior. The set includes a 48 page Dungeon Master's book, a 60 page Players book and module B1: In Search of the Unknown (32 pages), as well as a set of polyhedral dice.

 

D&D B1: In Search Of The Unknown. Published by TSR. 1981. Booklet. Good. £2.25

Author: Mike Carr. No. players: 2+. Country: American.

Softback, 27x21cm, 30 pages + maps. Classic D&D module for use with the D&D Basic Set, though it can be used with AD&D 1st or 2nd Edition easily enough. This module is for use with characters level 1-3. This is a dungeon based adventure and was intended as a model for GMs to use when designing their own adventures.

 

D&D B2: The Keep On The Borderlands. Published by TSR. 1980. Booklet. 2 copies available:

1) Good. £1       2) Good, but cover shows a little wear. £0.75

Author: Gary Gygax. No. players: 3+. Country: American.

Softback, 27x21cm, 28 pages + maps. Classic Dungeon Module for use with the D&D Basic Set, though it can be used with AD&D 1st & 2nd Edition easily enough. This module details The Keep on the Borderlands, a home base for a level 1-3 adventuring party, and The Caves of Chaos, a dungeon complex for said adventuring party to explore. This module is ideal as an introductory module.

 

D&D X1: The Isle Of Dread. Published by TSR. 1981. Booklet. Good, but cover shows wear. £2.25

Author: David Cook, Tom Moldvay. No. players: 2+. Country: American.

Softback, 27x21cm, 30 pages + maps. Classic D&D scenario for use with the D&D Expert set - though it can be used just fine with AD&D 1st / 2nd Ed as well. For characters of levels 3-7. This is a wilderness based adventure which features exotic wildlife and several set piece encounters as well as a big finale.

 

D&D: Character Record Sheets. Published by TSR. 1991. Booklet. 2 copies available:

1) Good. Includes 24 character sheets. £0.50.

2) Good. Some sheets used, 12 character sheets left. £0.25

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

Softback, 27x21cm. This booklet contains double sided character sheets for your D&D characters.

 

D&D: Hollow World Campaign Set. Published by TSR. 1990. Box. Good. £6.50

Designer: Aaron Allston. No. players: 2+. Country: American.

D&D Boxed campaign setting with a difference - the world is spherical, but hollow!  As well as this there is a huge variety of different cultures, often very close to each other, but kept apart by supernatural powers. Players can either play with 'local' characters or have characters from another setting arrive magically, and discover the Hollow World for themselves. This set includes: 128 page DM's Sourcebook detailing this world, 64 page Players Guide detailing the different cultures PC's could come from and rules for these characters, 32 page Adventure Book with some adventure ideas and new monsters to start you off, 4 poster maps of The Hollow World.

 

 

De Ontembare Stad. Published by The Game Master. 2003. Box. In shrink. £14.50

Designer: Hans van Tol. No. players: 2-5. Country: Dutch. Duration: 75 mins.

Special Notes: For £1.50 extra I can print and laminate English influence cards to ease play.

The title means 'The Untamable City', and players develop the city by paying for and then playing building cards onto the board. These will then give their owner income at the beginning of every player's turn if that building type is indicated. It is also important to expand areas and ensure that your territories don't get isolated by other players' expansion. Action cards can also be bought and these give a variety of benefits, allowing you to get out of a difficult situation or hinder a player who is doing a bit too well. The game has some of the feel of Settlers, but with different mechanics.

 

Devil, Devil! / Teufel, Teufel!. Published by Salagames. 1992. Box. Several available:

1) Devil, Devil!.  Good. £2               2) Devil, Devil!.  Box shows wear, lid somewhat faded. £1
3) Teufel, Teufel!. New. £2              4) Teufel, Teufel!. Good. £1

Designer: Andreas Steiner & Hartmut Witt. No. players: 2-6. Country: German. Duration: 45 mins.

Unusual game in which players have a wooden block with 7 holes, and they move around the board collecting letter pegs, but also getting devil pegs, which all give you a movement bonus. The devil pegs can be given away to an opponent by landing on the same space as them, but get two devil pegs and you lose some of your letter pegs. The objective is to collect one of each letter without having a devil peg.

 

Die Schatzinsel. Published by Spiel Spass. 2002. Box. Good. £15

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

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

 

Die Wikinger Kommen! Published by ASS. ca.1995. Box. Good. £11

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

Originally published as Claim by Jumbo. Players vie for control of a number of territories. They do this with their vikings, and should there only be one player's vikings in a territory then that player gets to build a castle there, which will help the defence of that territory. The first to put up a fixed number of castles wins the game. The board consists of interlocking sections which can be put together in a number of different ways for added variety.

 

Discovering Dice And Dominoes. Published by Shire Publications. 1980. Booklet. Good. £1.25

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

Softback, 18x11cm, 48 pages. A collection of games to play with dice and dominoes, as well as historical information about them both. The dice games are split into those using 2,3,4,5/6 and 10+ dice. The domino games are split into those which use a double 6, double 9 and double 12 set.

 

Discovering Playing Cards & Tarot. Published by Shire Publications. 1972. Book. Good. £2.50

Author: George Beal. Country: British.

Softback, 18x11cm, 57 pages. A book about the history of and the diversity throughout the world (historically) of different sets of playing cards. There are quite a few pictures. An excellent reference for anyone who enoys cards and wants to know more about how they developed, and there is also a section on collecting playing cards too.

 

Drake & Drake. Published by Descartes Editeur. 2002. Box. Excellent. £6.50

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

Set in the Caribbean, 1695, the players are rival pirate captains who have acquired a treasure map, and both intend to claim as much treasure as possible. Crew members are used to claim sections of the island and these will score points at game end. Points are also scored for eliminating enemy crew members. Game play involves card play, with players selecting several cards to play that round simultaneously, but then the cards are actioned according to the initiative numbers on them.

 

Druids. Published by Kidult Games. 2004. Box. Excellent. £7.50

Designer: Leo Colovini. No. players: 2-4. Country: Italian. Duration: 25 mins.

Card game with a Celtic theme - players play their druidic servants secretly against mystic locations, and when they are scored the servants claim amulets starting with the least of the servants (who also claims least), and finishing with the greater servants who can claim more amulets, but only if there are any left! After all the mystic locations have been scored the player who gained most amulets is the winner.

 

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

Book. Good. £4.50. Author: Karen Hewitt, Louise Roomet. Country: American.

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

 

Elfenwizards. Published by White Wind. 1995. Box. 2 copies available:

1) Good. No. 432. £29        2) Excellent. No. 571. £32

Designer: Alan R Moon. No. players: 3-6. Country: German. Duration: 90 mins.

One of a limited edition of 1200 games. Players are competing wizards, looking for honour and power. Each player controls a Wizard Guild, whose members are trying to climb to the top of the wizarding hierarchy. Every player has a pile of dice to use each turn. These can be allocated to their wizards in order to gain them promotion to the next level. Minor spell tokens can also be placed to enhance your wizards chances, and dice can also be used to reclaim some of these. The game can be played as a negotiation game, or if you prefer (as I do) without this aspect, more as a tactical game of advancement and resource management.

 

Enchanted Forest. Published by Ravensburger. Box. 2 copies available:

1) Good, but 1 corner taped. £4.50        2) Good. £5

Designer: Alex Randolph & Michel Matschoss. No. players: 2-6. Country: British. Duration: 30 mins.

Great children’s game, which is also good for adults. Various fairytale treasures have been lost in the woods and are hidden randomly beneath tree pieces in the forest. Players move around the board peeking at the treasures, and when the king asks for a particular treasure the players try to get to him and also remember where that treasure is. Winner of the German Spiel des Jahres 1982. Also known as Sagaland.

 

Everybody's Book Of Indoor Games. Published by Saxon & Co. ca.1893. Book. 2 copies available:

1) Good. £9      2) Good, but cover slightly loose. £6.50

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

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

 

Favoriten. Published by Walter Muller. 1989. Box. Good, but edges show wear. £15

Designer: Walter Muller. No. players: 2-5. Country: German. Duration: 40 mins.

Excellent light but fun horse racing game which uses the author's distinctive cute graphics. Players take it in turns to roll a die and move a horse. Each horse must be moved once before any can be moved again. Thus horses you like should be moved when you roll high, and low rolls used for others' horses. However, the horses aren't initially allocated to the players, instead players may place one of several betting tokens on a horse before they roll a die. Early bets are more valuable, but are more risky as there is more of the race still to go. Recommended.

Ferrocarriles Pampas. Published by Winsome Games. 1997. Packet. Good. £15

Designer: Martin Wallace. No. players: 3-5. Country: American. Duration: 2 hrs.

Martin Wallace train game set in Argentina 1870-90. Players invest in companies and use these companies to benefit themselves by clever track construction. Track construction is performed using an unusual mechanism which forces players to cooperate in growing their companies. Production quality is basic as is often the case with this company.

 

Festival. Published by Grimpeur Brand. 2007. Box. 2 copies available:

1) In shrink. £3.50        2) Excellent. £3

Designer: Shinsuke Yamagami & TCD. No. players: 4-5. Country: Japanese. Duration: 30 mins.

Card drafting and set collecting card game. Each round the players get to draft a single card and then place it face up or face down in front of them. Playing a card face up means you get a better chance for a good selection next turn, but you also are revealing what you are collecting. When all cards are drafted players score for the best and second best collection in each suit, as well as getting a bonus according to the number of suits they have collected. The graphics are very colourful and Japanese in style.

 

Flinke Pinke. Published by Amigo. 1994. Box. 2 copies available:

1) Good. £7      2) Excellent. £8

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

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

 

Flip Football. Published by Upstarts. 1997. Box. Good. £0.75

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

Card game, one of the most unusual games in years, a football match where each player uses a pack of cards (The Reds vs The Blues), double sided so you can 'flip' from attack to defence. Very nice humorous graphics.

 

For Sale. Published by Ravensburger. 1997. Box. Excellent. £10

Designer: Stefan Dorra. No. players: 3-5. Country: German. Duration: 25 mins.

Card game played in two stages. In the first stage players bid for buildings using money chips in a clever bidding system. In the second stage these buildings are then sold and the player who manages to realise the most money at the end of the game wins. Very attractive building cards and a fast playing fun little game.

 

Formel Fun. Published by Franjos. 1999. Box. Good. £11

Designer: Terry Goodchild. No. players: 3-6. Country: German. Duration: 1 hr.

Originally published as Devil Take the Hindmost, this has been rethemed as a motor racing game. The board shows the racetrack, and the spaces show which card type is the most efficient when played to move a car on that space. Players manage a team of cars, and so managing your hand of cards to ensure efficient movement of as many of your cars as possible is what the game is about. After each lap the backmost car drops out, and the others reform into a group ready for another lap. Highly recommended especially if you use individual half packs for each player.

 

Funkenschlag. Published by 2F Spiele. 2001. Box. Good. £10

Designer: Friedemann Friese. No. players: 3-5. Country: German. Duration: 3 hrs.

Special Notes: Unnumbered copy

This is the original printing of Funkenschlag which was substantially revised for the second edition (also known as Power Grid). Limited edition of 500. An economic game with several things going on at once. Firstly players need to manage their money well and use it to build a network of power lines across a fictional continent. The map is laminated and the networks are drawn on with crayons. Secondly the players also have to purchase power plants of various types and buy enough fuel to run them. The variety of power plants and clever way they get auctioned really makes the game work brilliantly. The winner is the player who can supply the most cities with power when the game ends.

 

Games For Journeys. Published by Hodder & Stoughton. 1973. Book.

Good, but cover shows some wear. £0.70. Author: Gyles Brandreth. No. players: 1+. Country: British.

Softback, 18x11cm, 124 pages. A large selection of activities and games which can be used to make travelling with kids less traumatic. Chapters cover: word games, alphabet games, number games, guessing games, observation games, writing & drawing games, codes, 14 card games, outside games for journey breaks, songs & poems, snacks to make for your picnic, 20 quick quizzes.

 

Games Workshop Fantasy Jigsaw: Standard Bearer. Published by Games Workshop. ca.1985. Jigsaw.

Good. £2. Designer: Unknown. No. players: 1. Country: British.

Special Notes: Completeness not checked - I will give a refund if it proves to be incomplete. 750 pieces. The picture shows a female warrior riding a large horned war buffalo. In one hand she carries a standard showing a black raven, and the other hand wields a blood-covered sword.

 

Ghost For $ale. Published by What's Your Game. 2007. Box. 2 copies available:

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

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

Auction game in which various castles and manors are sold off. However, before a property is sold it is not fully known just how haunted it is. A property with no ghosts resident will be unattractive to the tourist, just as one which is too haunted will be unpopular. Players can pay the expert Mrs Truelight to check the properties before purchase, but this will seriously reduce your profit margins.

 

Gipsy King. Published by Cwali. 2007. Box. In shrink. £12.50

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

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

 

Glen More. Published by Rio Grande Games. 2010. Box. In shrink. £19.50

Designer: Matthiuas Cramer. No. players: 2-5. Country: American. Duration: 90 mins.

Set in 17th century Scotland the players each grow their landholdings starting with a single village. Each turn a player selects a new piece of land to add to their estate. These can be further villages, resource producing pastures, fields or woodlands, or even special locations such as Loch Ness. Clever limitations mean that clan members need to be placed around your lands to allow expansion, and lands around a newly placed land activate giving various benefits. Victory points can be gained by selling goods, as well as for whisky, chieftains and special locations when a scoring round happens. A mix of interesting and unusual systems.

 

Glory To Rome. Published by Cambridge Games Factory. 2005. Box. Good. £14

Designer: Carl Chudyk. No. players: 2-5. Country: British. Duration: 1 hr.

Special Notes: The plastic box clips are damaged, so it is held shut with an elastic band

Rome has burnt and Nero has directed his commanders to rebuild what was lost in the fire, in order to restore the Glory of Rome. The game uses cards, and each card may act as a building, raw material, or patron, thus deciding how to use your cards to best effect requires thought. The game also makes use of the discard pile in a clever way. Scoring is achieved for constructing buildings, storing resources, and various bonuses. Very well received game.

 

Gold Connection. Published by Schmidt. 1992. Box. Excellent. £16

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

On the nomination list for German Game of the Year 1992. Wooden pieces. Players move across the board cracking open safes with gold bars in. Players try to collect sets of numbered gold bars - the more in a set the more valuable. The game also has a considerable push your luck element - if you get too greedy you are liable to lose everything gained so far in your turn. It is also possible to steal gold from other players. I have house rules I find improve the game further. Recommended.

 

Hab & Gut. Published by Winning Moves. 2008. Box. In shrink. £15

Designer: Carlo A. Rossi. No. players: 3-5. Country: German. Duration: 45 mins.

Share dealing game set in Victorian times. The players are wealthy businessmen, for whom making money is important, but just as important is gaining the respect of society and to do this one must be a philanthropist. Players have some knowledge of the cards in play which will affect share prices, and this information is shared with their neighbours. Each card will be played during game but to either full or half effect and when it is played matters a great deal. Each round shares can be bought or sold, and gifts made to charity. The player who gave the least valuable gifts to charity automatically loses, and the richest of those remaining wins.

 

Haithabu. Published by Hexagames. 1990. Box. Good, but box base slightly indented. £10

Designer: Rudolf Ross. No. players: 2-4. Country: German. Duration: 40 mins.

An unusual race game in which the players move their pieces along intersecting paths, and over bridges. Each time a piece goes across a bridge the bridge is destroyed, and that player gets more movement points for future turns. These extra movement points can also be spent fixing bridges at the start of your turn. Unusual mechanism resulting in a unique feeling to what is essentially a race from one side of the board to the other.

 

Halli Galli. Published by Amigo. 1992. Box. Good. £7

Designer: Unknown. No. players: 2-6. Country: German. Duration: 15 mins.

Card game, with 56 cards showing various quantities of fruit. Players take it in turn to turn over a card and put it on a face up pile in front of them. The number and type of fruit visible on all these piles will thus keep changing. If you see exactly 5 of one type then you have to ring the large metal bell provided. The first to do so claims the cards currently on the table. Fast and furious.

 

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

Designer: Mac Gerdts. No. players: 2-5. Country: German. Duration: 90 mins.

In this game, players are merchants, trading their cloth, beer and sugar for cash, with which they can buy wood, bricks, and even a miniature metal bell! These can be used for erecting buildings, or for donating to the church. The buildings provide various benefits, such as increasing the supply of goods, providing ships (needed to sell goods for cash), or providing instant cash or VPs. Donating to the church gets the player a multiplier which increases the VP value of their ships, buildings and/or donations, and more VPs can be gained by making the final donation and thus building the church (including its little bell). Players plot their turns on a rondel, so must plan carefully to have the right stuff at the right time. Recommended.

 

Hornochsen! Published by Amigo. 1998. Box. Excellent. £4.50

Designer: Wolfgang Kramer. No. players: 2-6. Country: German. Duration: 1 hr.

An update of 6 Nimmt (Take 6) to make it into a more strategic game. The deck is numbered from 1 to 98, with some of the cards having green bullheads and others having red bullheads. In this game greens are positive points and reds are negative points. Players play onto sets of cards, with the fifth card in a set taking the whole thing, but unlike 6 Nimmt players take their turns sequentially and can play one to three cards from their hands.

 

How To Go Collecting Model Soldiers. Published by Patrick Stephens Ltd. 1971. Book.

Good, but dustcover shows some wear. £2. Author: Henry Harris. Country: British.

Hardback with dustcover, 22x14cm, 200 pages. The main focus of this book is on collecting model soldiers, but there is also a chapter on wargames, including a simple set of rules for miniatures wargaming. The book has plenty of black and white pictures and covers: Planning a Model Army, The Sinews of Model War, Headquarters Staffs, Cavalry, Infantry, Artillery, Supporting Arms & Services, 'With Drums Beating', 'And Colours Flying', Transport, Armoured Fighting Vehicles, Sea Air & Civilians, Displays & Exhibitions, Wargames, Hints & Tips for Making up Models.

 

How To Make Model Soldiers. Published by Arco Publishing Co. Inc.. 1974. Book. Ex library. Good. £2.25

Author: Philip O. Stearns. Country: American.

Special Notes: The laminated dustcover is quite grubby from use

Hardback with dustcover, 25x19cm, 80 pages. A guide to the sculpting, casting, assembly and painting of model soldiers, as well as creating dioramas for them. The book has many diagrams, and some of the figures have been painted very beautifully indeed!

 

How To Play Calypso. Published by Hodder & Stoughton. 1954. Book. Good. £1.25

Author: Kenneth Konstam. No. players: 3-4. Country: British.

Softback, 18x12cm, 71 pages. A detailed description of the card game Calypso along with tactical options and expert advice. Calypso is a cross between Canasta and Bridge, being played in tricks, generally as a four player partnership game, but can also be played as a non partnership game and with just three players. It is played with 4 regular decks of cards and one game lasts about 20 mins. One neat idea in the game is that each player has their own personal trump suit.

 

Il Principe. Published by Mind The Move. 2005. Box. Excellent. £8.50

Designer: Emanuele Ornella. No. players: 2-5. Country: Italian. Duration: 75 mins.

Board game in which the players vie for control of political positions and important regions of land. This is done by purchasing cards in auctions, and then playing them either to build cities (which give control over the land as well as immediate victory points to the builder and some of the players currently in positions of power), or to vie for the positions of power, which each give different benefits, as well as victory points at the end of the game. However, power is temporary and the game ensures that the positions of power will keep changing throughout the game.

 

Imperial. Published by Eggert Spiele. 2006. Box. Excellent. £27

Designer: Mac Gerdts. No. players: 2-6. Country: German. Duration: 3 hrs.

Europe is in the age of Imperialism. The players act as theoretical internationally operating investors who try to gain influence in all the key countries. The six main nations build factories, troops, and fleets and expand their influence over initially neutral regions. Taxes are collected from such regions which are fed back to their 'investors'. Players will need to keep alliances, but also know when force is the best route to success. Very well received game.

 

Innovation. Published by Iello. 2011. Box. In shrink. £15.50

Designer: Carl Chudyk. No. players: 2-4. Country: French. Duration: 45 mins.

Card game. Players build a civilization starting in the Stone Age and going through to modern times. Each player innovates with different technologies, ideas and advancements all represented by cards. Each of these gives a unique ability which will permit further development, give VPs or even allow an attack on another civilization. Sometimes other civilizations will be able to copy your advancements too.

 

Isis & Osiris. Published by Gold Sieber. 2001. Box. Excellent. £8

Designer: Michael Schacht. No. players: 2-4. Country: German. Duration: 15 mins.

Egyptian themed game with wooden components. Players play game stones or Isis tiles on to the board, gradually filling it up. When full your score is based on the Isis tiles neighbouring your game stones, so clearly you try to avoid the bad ones and stay close to the good ones while trying to force your opponent to do the reverse.

 

King Of The Beasts. Published by Playroom Entertainment. 2005. Box. Excellent. £6.50

Designer: Reiner Knizia. No. players: 2-5. Country: American. Duration: 20 mins.

Card game in which the players draft cards showing one of six mythological animals. These are kept and as the game goes on melded to the table and to one's scoring pile. The round ends when one creature has six cards melded to the table. The three creatures with most cards on the table score, and others are worthless, but cards melded to the table to make creatures valuable are worthless - only those put into one's scoring pile give you points, which creates a dilemma - how greedy should you be with your cards?

 

La Vallee Des Mammoths. Published by Ludodelire. 1991. Box. Good. £16

Designer: Bruno Faidutti. No. players: 2-6. Country: French. Duration: 3 hrs.

Special Notes: Cards have been pasted up with English translations to ease play

Original edition of this prehistoric set game. Each player manages a tribe, trying to survive in a barren wilderness. The tribes must hunt and fight for their survival as well as breeding so they can expand. The wilderness includes sabretooth tigers, woolly rhinos and of course mammoths. Making your tribe survive is hard enough let alone thriving in this tough land. The game also uses fate and season cards which simulate the harshness of living in such times.

 

Last Will. Published by Rio Grande Games. 2011. Box. In shrink. £24

Designer: Vladimir Suchy. No. players: 2-5. Country: American. Duration: 1 hr.

In Victorian England a super-rich eccentric uncle has gifted a handsome sum to you and your cousins, and whoever can spend it all first will inherit all the rest of his vast estate. Thus the players do all they can to live extravagantly and get rid of their money as fast as possible. Options include buying mansions, and neglecting them so they can be sold for a healthy loss; expensive dining and theatre visits; hiring staff and funding your companions. A clever twist on regular economic games, with a good sense of humour but still plenty to think about.

 

Leave One. Published by Valco. 1967. Box. Excellent. £2

Designer: Unknown. No. players: 1. Country: American. Duration: 10 mins. Desc. by Eamon.

Very nice item from the sixties "a relaxing game for the busy Executive" as it says on the box. The board is a triangle shaped grid of 15 holes, into which you place 15 metal pegs, rather like large Cribbage pegs. The object is to jump pegs in such a way that you end up with one peg left in hole number one. A variation of Solitaire, but beautifully produced.

 

Let's Buy Hollywood. Published by Henmead Enterprises. 1991. Box. Good. £5.25

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

Business game in which the objective is to control 1 each of the 4 types of entertainment businesses available. Buying shares is done when landing on the appropriate space (using the movement around a track mechanic), but you can either buy one cheap share or two at a higher per-share cost. In order to make money players buy talent cards so they can put on a film. The film once released will hopefully provide income - there is a separate track on which film tokens are moved - and this money can be fed into producing more films and buying more shares to gain control of companies.

 

Louis XIV. Published by Rio Grande Games. Box. Excellent. £14

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

Board game set in the court of Louis XIV. Rather than using a regular board, 12 mini boards are laid out corner to corner in a rectangle. Each of these playing boards shows a character who had influence at Louis XIV's court, and shows what it takes to gain that character's aid, and what you will receive if you obtain that aid. Players take turns to play cards which allow markers to be placed onto these boards in a clever and very tactical way. Players must manage their money and supply of influence cubes while trying to gain special chits which are used to complete missions which both gain extra resources each turn and score victory points at the end of the game. The German version was published by Alea.

 

MacRobber. Published by Queen Games. 2005. Box. In shrink. £9.50

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

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

 

Magic Realm. Published by Avalon Hill. 1979. Box. Good - mostly unpunched. £70

Designer: Richard Hamblen. No. players: 2-16. Country: American.

Complex fantasy game with a board made up of large hex tiles, providing a different layout to play on each time. The rule book introduces rules with each scenario so that you learn them gradually (assuming you play them in order). The rules are complex, but cover all sorts of possibilities, making the full game a sort of board game version of Dungeons and Dragons, without the need for a GM. There are 16 different characters each with their own characteristics and character advancement possibilities. Rather collectable these days.

 

Magna Grecia. Published by Clementoni. 2003. Box. 2 copies available:

1) Good. £14.50      2) Excellent. £16

Designer: Michael Schacht & Leo Colovini. No. players: 2-4. Country: German. Duration: 1hr 20mins.

Set in what is now southern Italy in 2500 BC, Greek merchants and explorers are colonising the area. Starting with a single settlement each, the players build road networks and form new cities, open markets and vie for control of the mystical Oracle. Plenty of thought required and lots of opportunities to outplay your rivals, and score VPs in different ways.

 

Magnastiks. Published by Bell. ca.1955. Box. Good. £13

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

This is not actually a game, but a magnetic construction set. Think Geomag and the like, but from the 1950s! The set consists of a construction base with 4 very strong magnetic plates on which to build. The building pieces are steel, and are not magnetic themselves, but the base magnets are strong enough to hold many pieces in place. The pieces are square rods, rectangular plates, diamonds, square plates, washers, balls, and various curved pieces. The enclosed booklet explains the basics of how magnets work as well as giving lots of ideas of things to construct. Very nice period item.

 

Magnet. Published by Z-Man Games. 2008. Box. Good. £9

Designer: Matt Calkins. No. players: 2. Country: American. Duration: 30 mins.

Abstract game which was the runner-up in Games Magazine's 2010 Abstract Game of the Year. The game is played on a triangulated hexagonal grid, and the 'magnet' of the title is a black playing piece which affects all playing pieces on lines which radiate out from its location. The objective is to capture the opposing king or get your king to the centre of the board. Each piece has a hidden side which shows its capability and which piece is the king. After each move a piece can be promoted to allow better movement, but this also indicates it is not the king as the king can't ever be promoted.

 

Maindealer. Published by Mint Games Ltd. 1987. Box. Good. £10

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

Car trading game. Players start off with no cars, but buy and sell them to make money and when they have five available to sell they move up to running a garage. The business can be further developed by becoming a 'maindealer' - the benefits are good, but the costs higher. The game uses two tracks with action spaces which drive the play.

 

Media Mogul. Published by Media Mogul Ltd. 2005. Box. Excellent. £6.25

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

Players buy and sell media companies in order to build a media empire which can corner one of six markets. Each turn you can choose to buy, sell, perform a hostile takeover or generate income.

 

Melee. Published by Sterling Games. 2985. Box. Good. £6

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

Tile drafting word game. Each player has a board with a 5x5 grid onto which they will place letters. There is a common pool of 8 tiles players can draft from openly, and each player also has a personal pool of 4 tiles. Players take it in turns to add a letter to their board trying to create as many 3-5 letter words as possible. The tiles come in 4 colours, and there is a bonus for using a single colour of tile to make a word.

 

Memoir '44: Equipment Pack. Published by Days Of Wonder. 2012. Box. In shrink. £39

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

Large Memoir '44 expansion set - you will need the base game to make use of this. This set contains minor nations forces (France, Finland, Italy, Poland); 4 new artillery types; new beach landing equipment units; new vehicles, armour, weapons and snipers. Over 180 miniatures included. A new scenario booklet details 17 new battles for you to play out (11 standard, 4 Overlord and 2 breakthrough).

 

Memoir '44: Mediterranean Theatre. Published by Days Of Wonder. 2008. Box. In shrink. £23.50

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

Expansion for Memoir '44. This set includes: British Army set (with 42 infantry, 24 tanks, 6 big guns, and 3 anti-tank guns). New rules for use with this set inc. The Stiff Upper Lip, 44 terrain tiles (escarpments, ridges, coastlines, desert airstrips, supply tents, oasis, wadis and more), various tokens, 14 Special Forces badges, 8 historical scenarios for use with this set.

 

Memoir '44: Operation Overlord. Published by Days Of Wonder. 2008. Box. In shrink. £17

Designer: Richard Borg. No. players: 2-8. Country: American. Duration: 30 mins.

Expansion for Memoir '44. This set allows you to play Memoir '44 as a team game with up to 4 players on each side. In order to make use of this you will need a Memoir '44 base set, and a Memoir '44 Battle Map. This set includes the Overlord rules booklet (which includes rules for Eastern Front and Pacific Theatre play), 128 cards for Overlord play, 178 tokens to represent figures if you don't have them from other sets, 8 additional Memoir '44 dice.

 

Memoir '44: Terrain Pack. Published by Days Of Wonder. 2005. Box. In shrink. £19

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

Expansion for Memoir '44. This set includes 66 terrain tiles (inc. roads, railways, marshes, waterways, mountains and more), 22 landmark tiles (supply depots, power plants, prisoner camps etc), various tokens, special unit badges, 4 historical scenarios using the new features, and rules for using the new game elements.

 

Memoir '44: Winter / Desert Board Map. Published by Days Of Wonder. 2005. . In shrink. £13.50

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

Double sided expansion map board for Memoir '44. As well as the map this includes campaign rules to link scenarios together and blitz rules for early war battles. You will need the base game to make use of this.

 

Metropolys. Published by Rio Grande Games. 2008. Box. Excellent. £17

Designer: Sebastien Pauchon. No. players: 2-4. Country: American. Duration: 45 mins.

City building game in which the players attempt to be the first to play all 13 of their buildings into the city. The game is based on a clever bidding mechanic in which a bid is started in a particular region, and is made by offering a building to be built there, and is outbid by offering a taller building to be built in an adjacent region. Only the final building in the bidding sequence gets placed. Novel mechanism.

 

Military Whist Or Flag Whist. Published by H.P. Gibson & Sons. ca.1930. Booklet. Good. £1.50

Author: Jackpot. Country: British.

Softback, 15x10cm, 16 pages. Intended to be used with a set of flags which would then be used at a Whist or Bridge party where players formed teams with the same flag and the flags were then displayed on tables where that team has won a game. This booklet explains how to organise and arrange such an event and details which players should start on which table and how players move between hands. Note - the actual flags are not included.

 

Mr Jack. Published by Hurrican. 2006. Box. Excellent. £16

Designer: Bruno Cathala, Ludovic Maublanc. No. players: 2. Country: Swiss. Duration: 30 mins.

Deduction game in which one player is Mr Jack (ie. the Ripper), and the other player is trying to work out who Jack is and then catch him. The board shows a hex gridded version of Whitechapel in 1888, and eight character pieces are in the vicinity. Players take it in turn to move a piece, with the pieces having various special abilities. At various points another victim will die, and clever rules about who can see who etc. mean the investigator player should be able to deduce who Jack must be. Once the investigator is certain then Jack must be caught. Obviously the Jack player wants to give away as little as possible and to avoid being caught.

 

Nanuuk! Published by Bambus. 1999. Box. Excellent. £13.50

Designer: Gunter Cornett. No. players: 2-4. Country: German. Duration: 25 mins.

Attractive game, with wooden playing pieces. Each player is a hunter, hunting for fish, walruses and whales. The game is played on a gradually thawing ice-floe, so as the game goes on much of the board becomes inaccessible - and since the players get to add the cracks players try to block off their opponents while keeping their own routes free. Various animals can be traded in for more equipment during play, which will give you advantages. The most successful hunter when the thaw is complete wins.

 

Ostfriesenlauf Solo. Published by Clicker Spiele. 2010. Box. New. £5

Designer: Stephan Riedel. No. players: 1. Country: German. Duration: 15 mins.

Themed to match one of Stephan's earlier games (which was an unusual race game), this is actually a set of 16 solo puzzles which make use of the cards previously used for the race game. The cards all move the playing pieces in different ways depending on their current positions, and the puzzles involve using a small number of cards in the right order to get the playing pieces into particular positions. You do not need to own or know the original game to make use of this.

 

Oxford: The Great Oxford Game Of The English Language. Published by Jumbo. ca.1995. Box. Good.

£4.25. Designer: Dick de Rijk Productions. No. players: 2-6. Country: Dutch. Duration: 1 hr.

Quiz type game with lots of questions on the English language. One set of questions is all about the meaning of words and a second set is all about how words are spelled. The box sports the distinctive livery of the Oxford English Dictionary.

 

Palatinus. Published by DaVinci Games. 2005. Box. 2 copies available:

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

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

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

 

Palermo. Published by Piatnik. 1992. Box. Good. £12

Designer: Walter Ziser. No. players: 3-5. Country: Austria. Duration: 1 hr. Desc. by Eamon.

Very nice game, with wooden pieces, and tiles to make each game different. Each player runs a protection racket, and tries to extort money from the local pizzerias, restaurants, bars, etc. The game is played in two phases - Phase 1 where players use the tiles to 'build' the town to their advantage, and Phase 2, where players move their mobster from place to place, collecting their payments. Essentially a race game, in which players try to set the course so it will be quick for themselves and slow for their opponents. Lots of tactical decisions, great bits and an interesting theme.

 

Penalty. Published by Pepys. ca.1950. Box. 2 box corners taped. £8

Designer: Ernesto Scola. No. players: 2-6. Country: British. Duration: 20 mins.

Special Notes: The cards show use, but are still entirely useable.

Card based football game, but played with a wooden ball on a gridded football pitch. Cards are played by each team in turn to move the ball in a variety of ways, according to directional arrows on the cards. The rules cover throw ins, corners, spectacular saves, free kicks and penalties, all in an intuitive way. The game can be played with odd numbers of players as well as even numbers. A good football game which gives realistic results (so 0-0 is quite a common result).

 

Pirat. Published by Amigo. 1992. Box. 2 copies available: 1) Excellent. £7.50       2) Good. £7

Designer: Reiner Knizia. No. players: 2-5. Country: German. Duration: 25 mins.

Card game, 66 cards illustrated in colour with ships and pirates. Players send trading ships out and hope they will stay unmolested until the start of their next turn, or send out pirates to try to capture opponents' ships. Plays quickly with quite a few choices to be made about when to withdraw gracefully and when to fight it out.

 

Plastic Poker Chips. Published by Kader Industrial Co. Ltd. ca.1975. Box. Box shows wear. £4

Designer: Unknown. Country: Hong Kong.  Special Notes: 1 of 40 red chips is missing

A set of 160 plastic poker chips in 4 colours. They do not have values printed on them. The box divides the chips into sections. Poker chips are a good way to speed up games which otherwise use paper money as they are easier and quicker to use.

 

Polyhedron: Batch of 7 Issues. Published by TSR. 1994 onwards. Magazines. Good. £3

Designer: RPGA. Country: American.

Official magazine of the RPGA Network. This magazine covers issues relevant to members of the worldwide RPGA Network as well as having many articles of general interest to role players - especially AD&D players. Produced in full colour. The issues in this batch are: 92, 94, 95, 97, 101, 147, 148. Each issue has a special feature, which in these issues are: The Cult of Ao, Your Tax Dollars At Work (Living City adventure), Sweet Revenge (adventure), Turkey Feathers (adventure), River Rats (Greyhawk adventure), Dark Druidism, Terror of Gothic Earth (monsters from folklore).

 

Popular Games Of Patience. Published by Bazaar, Exchange & Mart. ca.1922. Book.

Good, but speckling on some pages. £2.50. Author: M. Whitmore Jones, Laurence Morton. Country: British.

Special Notes: 3rd Edition, No dustcover.

Hardback with dustcover, 22x15cm, 166 pages. A collection of 45 of the best games of card patience. Includes black and white card layouts of the various games. Games include: Double Fives, Microbe, Royal Family, Falling Star, Algerine, Interregnum, King Edward, Small Triangle, Captive Commanders, Kingsdown 8s, Derby, Chess-board, Weavers, Highlands, Batsford, Royal, Ostend, House of Commons, Variegated Demon, Carbouche, King Albert, Poker, Rainbow, Matrimony, Midshipman ...

 

Power. Box. 2 editions available:

1) Published by Power Games. Country: American. 1981. Good. £9
2) Published by Spears. Country: British. ca 1982. Good. £9

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

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

 

Powergrid: 3 Event Cards (Promo). Published by 2F Spiele. 2010. Ziplock. New. £2

Designer: Friedemann Friese. No. players: 2-6. Country: German. Duration: 90 mins.

A set of three new cards to add to your factory deck along with special rules. One card reduces the availability of fuel, one increases the availability of fuel and the last is a fuel storage depot which can be held in addition to the normal number of power stations. Promotional item from Spiel 2010.

 

Railroad Dice 2. Published by Wassertal Spieleverlag. 2005. Box. Excellent. £16.50

Designer: Jens Kappe. No. players: 2-4. Country: German. Duration: 75 mins.

Train game which like its predecessor uses dice as the tracks, however the game play is otherwise quite different. Six mini boards are laid out and depict the terrain on which the game will be played. Players then place their home stations and neutral stations and then take turns using the dice to lay tracks to connect their station to other stations. Tracks can be upgraded using orange upgrade dice / tracks, and passengers are moved for profit, but trains must be bought to permit this, and as the game goes on better trains become available and the initial ones become obsolete. A good addition to the genre.

 

Ramparts. Published by Pro Ludo. ca.2004. Box. Excellent. £12

Designer: Rudi Hoffmann. No. players: 2-4. Country: German. Duration: 45 mins.

Tower capturing and moving game. There are 80 wooden tiles each showing a symbol in one of 4 different colours (one colour per player). These are set out randomly on the board and players take it in turns to move one of their tiles. There are a number of restrictions, but players will capture opposing pieces making towers and try to get their pieces onto special symbol spaces. Certain moves reward the player with an extra move, and so it is possible for a player to win seemingly out of nowhere with a carefully planned sequence of moves, so players need to watch what other players are up to quite carefully. Originally published as Spiel der Turme.

 

Rebus. Published by Hudsons Rebus. ca.1995. Box. Good. £4.25

Designer: Antony Hudson. No. players: 2-24. Country: British.

Party game which uses over 500 cards each with a picture-coding of a word. Players / teams take it in turn to try to work out what the picture represents. Eg. A picture of a toilet-pot with a mouth taking a bite out of someone's foot = potatoes (pot-ate-toes)...

 

Red November. Published by Fantasy Flight Games. 2008. Box. Excellent. £14

Designer: Bruno Faidutti, Jef Gontier. No. players: 2-8. Country: American. Duration: 90 mins.

Cooperative game in which the players are the crew on an experimental gnomish submarine, in which everything is starting to go wrong. Fires are starting, the hull is leaking, and critical systems failing. Help is on the way, but the players must keep the sub in one piece until it arrives. This is done by having the players move to locations to fight fires, make repairs and obtain items needed from time to time, while always keeping an eye open for the next system about to go critical...

 

Reef Encounter. Box. 2 editions available:

1) Published by R&D Games. 2004. Country: British. Excellent. £24

2) Published by What's Your Game. 2006. Country: American. Excellent. £17. Note that the artwork is different to the original edition - this only matters if you are intending to use this with an expansion set.

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

Strategy game in which the players control parrotfish which patrol ever growing coral reefs. Players get to extend the reefs in the way most favourable to themselves and can also control which of the types of coral is dominant and thus can grow over the top of other corals. The parrotfish are used to claim reefs for a player when it is thought to be worth scoring. The game uses a series of clever interlocking mechanisms which take a while to master, but then allow for a great deal of cunning play. The box is nearly overflowing with colourfully produced components.

 

Reise Durch Die Schweiz. Published by Ravensburger. ca.1960. Box. Box shows wear, corners taped. £1

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

Early Ravensburger game (inventory number 23). Simple family game in which players move around a track either clockwise or counter-clockwise (each player can choose which direction), and when landing on a space that another player has a card for they may either pay that player for a tour or miss a turn. Additional points are awarded for getting back to Zurich as swiftly as possible. Attractive period item.

 

Rheingold. Published by Jumbo. 1992. Box. Good. £22

Designer: Rheinhard Herbert. No. players: 3-5. Country: German. Duration: 90 mins.

Set in the Rhein valley in medieval Germany, the players vie for control of 18 castles which have various roads between them. There are 6 neutral starting places where the players' knights enter and then player take it in turn to move their knights, with one sort of combat for when knights meet out in the open, and another for attacking a castle. The game ends when all but one castle is controlled. Points are then counted - some castles awarding more VPs than others.

 

Road To The White House. Published by Mayfair. 1992. Box. Good. £1.50

Designer: Jim Musser. No. players: 3-6. Country: American. Duration: 3-4 hrs.

U.S. Election campaign game. Players move pawns representing their candidate and key supporters around a map of the U.S. gaining votes in the various states. Alternatively a player can pay for a support organisation in a state which will multiply any votes gained in that state, or buy additional key supporters to have more pawns that can be moved, or buy flights to specific states, to allow a much needed visit. Various political issues become 'hot' during the game and each candidate has a different standing in the various issues. During the finale, the election itself, candidates drop out one at a time with the votes from states won by dropped out candidates going to the candidate with next most votes in that state.

 

Rubik's Eclipse. Published by OddzOn / Cap Toys. 1997. Case. Good. £3.50

Designer: Seven Towns. No. players: 2. Country: American. Duration: 5 mins.

Well regarded abstract game in which players take it in turn to shift one of their opponent's pieces one space and then enter one of their own pieces onto a 4x4 grid. Thus each player can have a maximum of 8 moves! Each player's pieces are a different colour, with a different symbol on each side. When moving an opponent's piece it is flipped over to an adjacent space, so changing the symbol shown. The objective is to get three of your pieces with the same symbol in a row such that your opponent can't break it up on their next turn. Nicely made in a foldout plastic case.

 

Rumis. Published by Educational Insights. 2006. Box. Good but box edges show wear. £16

Designer: Stefan Kogl. No. players: 2-4. Country: American. Duration: 30 mins.

Each player has a selection of 3D pieces made from cubes. Players take it in turn to place one of their pieces onto the board, but with the restriction that each space has a maximum level to which pieces may be played, and each piece must be played touching one of your previous pieces. Points are scored at the end of the game for parts of your playing pieces which are still exposed. Interesting tactical challenge, as you have to ensure you keep future options open while also playing into scoring positions. The German edition was on the Spiel des Jahres nominations list for 2003. Highly recommended.

 

Scattergories. Published by Milton Bradley Games. 1993. Box. 2 copies available:

1) Good, but box shows wear, 1 corner taped. 4 standard pencils missing - but you can use any pens or pencils with the game. £4

2) Good. £5

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

Special Notes: Family game in which a category is selected from one of several hundred listed on cards. A special (very large) 20 sided dice is rolled to determine the start letter to be used for this round and the players all write down answers which fit the category and the start letter. However, answers only score if no-one else has thought of them. As well as the unusual large d20 letter dice the game also has a rather neat clockwork timer and a folder and notepad for each player.

 

Scrabble Scramble. Published by Mattel. 2007. Case. Excellent. £4.25

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

Scrabble variant using dice and a 9x9 Scrabble type board. On their turn the current player rolls 7 dice and adds them to the word on the board left over from the previous player. When done and scored all letters not in the words scored this turn are removed, and the next player takes their turn. Thus the board changes rapidly, and doesn't get bogged down. First player to 200 points wins.

 

Serenissima. Published by Euro Games. 1997. Box. Excellent. £25

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

Special Notes: English language edition

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

 

Shark Park. Published by TenkiGames. 2005. Box. Excellent. £11

Designer: Piero Cioni. No. players: 2-4. Country: German. Duration: 35 mins.

Light game in which the players each control a group of sharks which try to eat as many fish as possible - some fish being more valuable than others. Each turn a player can use a 'scare' move to force fish to move around a bit and then move their sharks in order to catch fish. If a player's sharks fail to feed one turn then they get additional movement or an extra powerful 'scare' move the following turn.

 

Silver Mountain. Published by Stratamax. 2005. Box. Excellent. £6.25

Designer: Max Michael. No. players: 3-5. Country: American. Duration: 30 mins.

Special Notes: The cards have been laminated for ease of play and durability

Silver has been discovered in the mountain, but with the best seams the hardest to get to. In order to get out their silver players need to lay claim to the valuable nuggets, get their ore carts onto the trains and make sure the trains are moved in a way which will fill their carts with the most valuable silver. Cards indicate the nature of the actions which may be taken, but there are always choices as to how to use them. The game plays quickly and has a light feel to it. The components are basic but functional.

 

Snow Tails. Published by Asmodee. 2009. Box. In shrink. £24

Designer: The Lamont Brothers. No. players: 2-5. Country: French. Duration: 45 mins.

Wonderful race game in which the players race their husky driven sleds along a track which can be set up differently each game. The main mechanism uses movement cards in a very clever way restricting how you can change your movement between turns in an innovative way. The way the track spaces have been drawn also add to the feel of sliding on the snow, and combined with cornering restrictions ensure you will have plenty to think about while having fun. Highly recommended.

 

Space Junkyard. Published by MayDay Games. 2009. Box. 2 copies available:

1) Excellent. £11.50          2) In shrink. £12.50

Designer: Gild Yarnitzky. No. players: 2-4. Country: American. Duration: 45 mins.

Each player attempts to salvage ship sections in an enormous ever shifting space junkyard. To do this first resources must be gathered which are used to connect ship sections together, then the desired ship sections must be claimed before other salvagers get to them, and the correct resources used to connect them up. Between turns a new tile is added to the board from the side and other tiles are moved ahead of it. The objective is to build a ship worth as many VPs as possible. Some ship sections allow more resources to be produced, stored or converted, but give less VPs.

 

Spectrangle 36. Published by Greystone Games Ltd. ca.1992. Box. Good. £6.25

Designer: Alain Fraser-Dackers, Maxwell Gordon, Lester Jordan. No. players: 1-4.

Country: British. Duration: 30 mins.

Essentially a triominoes variant. The board is nicely made and solid with a raised edge and centre to help keep the triominoes in place on the board. The triominoes themselves come in a variety of colours, are made of nicely made thick plastic and show a value too. Scoring is by multiplying the tile's value with number of adjacent sides and the bonus number on the space (if there is one). Very well produced game. This is a cut-down version of the original played on a smaller board, and for 4 players max (rather than 8), and in a square box rather than a triangular one.

 

Starship Merchants. Published by Toy Vault. 2012. Box. In shrink. £17

Designer: Tom Lehmann & Joseph Huber. No. players: 2-4. Country: American. Duration: 90 mins.

Set in the year 4096, in a flourishing and peaceful galaxy, the players are merchants who seek out valuable resources on the fringes of civilization and then bring them back to sell them for a healthy profit. Initial profits can be spent on improved ships or other equipment with all sorts of benefits, or invested in refineries. The first player to amass 100+ credits can declare before making a final run. Game play revolves around a sort of action rondel.

 

Steeple Chess. Published by Ravensburger. 1976. Box. Good. £0.75

Designer: Alex Randolph. No. players: 2-4. Country: German. Duration: 45 mins. Desc. by Eamon.

Race game with wooden pieces. A special die with chess symbols on its faces is rolled and this indicates how one of your pieces may move that turn. Pieces can capture others on the way round.

 

Strategy: The Navy Game. Published by Ariel. 1973. Box. Good, but box base quite indented. £13

Designer: J.B. McCarthy. No. players: 2. Country: British. Duration: 1hr.

Light naval wargame in which each side has a troopship which they must land onto the enemy shore in order to win. However, in order to protect their troopship and attack the opposition each player also has 4 destroyers and 2 cruisers.

 

Strike It Rich. Published by Lamplight. 1986. Box. Good. £3.25

Designer: Sebastian Quigley. No. players: 2-12. Country: British. Duration: 2 hrs.

Stock market game that uses actual stock market results over the period 1985 to 1986 to alter share values during the game. Includes a Casio calculator which will be helpful in play. Players move their pieces around a track and action the space they are on. The central mechanism to the game is that a 'fact' card is read out which gives details of some financials facts (eg. FTSE index, gold price, mortgage rates etc and a financial press headline), and the players get to react to this before seeing what actually happened to their shares that week using a share price lookup book for 36 major companies. Venture cards (random events) and a capital fluctuation dice are also used.

 

Swap. Published by Ideal. 1965. Box. Box corners split. £2.25

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

Very nice item, with a neat little gadget for reading 'secret' information on the cards. Players buy, sell and swap items, with an aim to accumulate a set total in cash and goods. Every exchange has some risk as only half the items are genuine, the rest being worthless fakes. A very nice example of a family game of the sixties, especially the rather good dollar-sign playing pieces.

 

That's Life. Published by Ravensburger. 2005. Box. In shrink. £15.50

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

Dice based game in which players roll and move one of their playing pieces along a track. However, the track is made up of tiles which have various values - some positive, some negative, and some which can make a negative tile positive. When moving off a tile if there is no other playing piece on it then you must take the vacated tile for good or ill. There are some neutral blocking pieces which help stop players rushing ahead and taking the good tiles, and also give you a chance to get off bad tiles safely. Light but fast moving and fun. This is an international edition. The German version is called "Verflixxt".

 

The Antiques Challenge. Published by Antiques Challenge Ltd. 1998. Box. Good. £0.90

Designer: Furious Wolf Design. No. players: 2+. Country: British.

Trivia game in which players have to answer questions about antiques. Most of the cards depict valuable antiques on one side which the players may examine. On the other side are information and questions about the object, which players get to answer. The questions come in the categories: Furniture, Fine Art, Glass, Porcelain / Pottery, Silverware, Clocks / Watches and Miscellaneous. Very attractive cards and uses two special dice as well.

 

The Home Entertainer. Published by Odhams Press. ca.1938. Book. Good. £2

Author: Sid G Hedges. Country: British.

Hardback, 18x11cm, 320 pages. A booked aimed to give the reader the skills and ideas needed for successful home entertainment. Chapters cover: Planned Parties, Party Games, Puzzles & Paper Games, Indoor Pastimes, Fun for the Children, Simple Conjuring & Juggling, Amateur Theatrics, Community Songs, Simple Card Games, Auction & Contract Bridge, Billiards Snooker & Bagatelle, Chess, Music for All, Garden Games.

 

The Lord Of The Rings: The Fellowship Of The Ring: Deck-Building Game. Published by Cryptozoic.

2012. Box. In shrink. £25. Designer: B. Stoll, P. Sullivan, D. Clark.

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

Deck building game (think Dominion) in which the players each start with one of the heroes of the Fellowship, and try to recruit allies, find useful weapons and artifacts, visit influential locations and defeat the minions of Sauron. This is done by using the cards in hand to buy or defeat one of the currently displayed cards, which is then added to your deck for use later in the game. The more major enemies cause everyone problems when they turn up, though defensive cards can be used to protect against them. The player who has done the most towards the quest (as measured by VPs on the cards in their deck) wins. Fits nicely with the theme - the pictures are all from the Peter Jackson film. Recommended.

 

The Pan Book Of Card Games. Published by Pan. 1960. Book. Good. £0.90

Author: Hubert Phillips. Country: British.

Special Notes: Other printings also available at the same price

Softback, 335 pages, 18x11cm. An excellent card game book, first published in 1953. Hubert Phillips was an international Bridge player, game designer and puzzle fanatic. Amongst a feast of games, this includes Booby, probably the best 3-player Bridge variant. Includes the rules to 50 card games and 28 patiences. Chapters include: Contract Bridge; Booby; Solo; Piquet; Cribbage; Black Maria; Poker; Various Rummies; 2, 3 and 4 player games; Games for 3-7 players; Party Games; Patiences.

 

The Royal Game Of Goose. Published by Galt. ca.1980. Box. Good. £4

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

Modern version of a very traditional game, first made in England in the 18th century, in a linen board format. This has a replica of that board, and 6 wooden geese playing pieces, plus a stack of wooden chips to be used as forfeits and rewards. A simple race game with your moves (and forfeits) being decided sometimes by the squares you land on or the other player's pieces you land next to. Includes a chunky wooden dice cup.

 

The Scrabble Book. Published by Treasure Press. 1990. Book. Good. £1.75

Author: Gyles Brandreth. Country: British.

Hardback, 24x20cm, 221 pages. This book includes a huge number of word puzzles of different types with solutions. eg. 35 regular Scrabble puzzles and anagrams to solve. Also presented are the n-tile record plays, and more obscure records, the rules to Scrabble, the history of the game, information about allowed words, and listings of unusual words useful in Scrabble round off the book.

 

The Truckers. Published by Pigphone. 2008. Box. 2 copies available:

1) New. £17.50        2) Excellent. £16

Designer: Kai Fujiwara. No. players: 3-5. Country: Japanese. Duration: 40 mins.

The players are competing truckers and the objective is to earn as much money as possible. This is done by using cards to move your truck around the city and pick up goods. At the end of each phase it is possible to get an extra truck, which can give you more opportunities, but can also give penalties at the end of the game. Be assured that this is not a standard pick up and deliver game. Includes v1.5 rules and 'Tuning upgrade kit'.

 

The Week-end Problems Book. Published by Cambridge University Press. 1932. Book. Good. £5.75

Author: Hubert Phillips. Country: British.

Special Notes: Many crosswords completed in pencil (they can be erased). A previous owner has neatly written in many additional puzzles in the blank end pages.

Hardback, 19x12cm, 334 pages. An excellent collection of puzzles and conundrums of all sorts. They fall into the following categories: Mathematical / Logical, Crosswords (American style), Word Puzzles, Bridge Problems, Chess Problems.

 

The Wizard Of Oz. Published by Pressman. 1999. Box. Good. £0.90

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

Special Notes: The video is NOT included with this set.

This package included a video of the classic Wizard of Oz film, and also The Yellow Brick Road board game (for children aged 3-6). In the game the players are trying to be the first to collect Ruby Slippers, a Medallion of Courage, a Heart and then to get to the finish line. Game play involves playing cards to move and sometimes spinning a spinner. There are some special spaces which you action when you land on them.

 

Those Extra Chances In Bridge. Published by Victor Gallancz. 1986. Book. Good. £4

Author: Terence Reese, Roger Trezel. Country: British.

Softback, 20x13cm, 64 pages. The authors, both champions, show the reader (who should be an intermediate or better Bridge player) how to make the most of not only the obvious chances which come up in Bridge play, but also more subtle 'extra' chances which can easily be missed. This is done with the study of 40 instructive hands.

 

Ticket To Ride Asia. Published by Days Of Wonder. 2011. Box. In shrink. £23.50

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

Expansion set for Ticket To Ride - you will need a base game (USA or Europe) to play this. This set includes two new maps, both of Asia, along with ticket cards for each map, card holders and some additional trains. Team Asia includes rules for 4 or 6 players to play as two teams, with some locomotive and ticket cards shared between the team, and others held individually. Legendary Asia includes mountain passes which involve setting aside extra train pieces when played.

 

Ticket To Ride The Heart Of Africa. Published by Days Of Wonder. 2012. Box. In shrink. £17

Designer: Alan R. Moon. No. players: 2-5. Country: American. Duration: 1hr.

Expansion for Ticket to Ride - you will need one of the base sets in order to make use of this. This set provides a map of Africa, and a new concept: terrain cards, which can be used to increase the value of claimed routes.

 

Timbuktu. Published by Queen Games. 2006. Box. Excellent. £12.50

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

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

 

Timeline. Published by Esdevium Games. 2012. Box. In shrink. £13

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

Card game in which players attempt to get rid of all their cards to the table. Each card details a historical event and on the back there is the date. Cards on the table are arranged in chronological order. When placing a card on the table you must place it between the right two cards so that it fits the time line. If placed wrongly the card is discarded but a new one taken. This set comes with 220 cards and also a CD with a computer version of the game with many more events included.

 

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

1) In shrink. £7       2) Excellent. £6

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

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

 

Top Secret. Published by Jumbo. 1985. Box. Good. £1

Designer: Alex Randolph. No. players: 2-4. Country: Dutch. Duration: 40 mins.

A great fun game of bluff as players pick up and transport suitcases to their headquarters. But who is carrying what? Opponents get to hide bombs along with the goodies. Cards are used to resolve showdowns. Take a bomb back to base and you'll lose several agents, but hesitate too long and another player will most likely win. Recommended (especially at this price)!

 

Trap Door. Published by Milton Bradley. 1983. Box. Good but 1 box corner split. £0.90

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

The object of the game is to be the first to get three marbles to the centre of the board. On your turn you roll a die and move one of your marbles that many spaces along a track. If you land on an opposing marble you press your marble down onto your opponent's. Some spaces are trapped and others aren't. If your opponent's marble falls into a trap it falls through and this marble must start over again. The board is large and thick, containing the mechanism to set the traps. It can be rotated and the trapped positions switched over between games.

 

Tulipmania 1637. Published by JKLM Games. 2009. Box. In shrink. £12.50

Designer: Scott Nicholson. No. players: 3-5. Country: British. Duration: 1 hr.

Based around the bubble market for tulips in The Netherlands in 1937, the players are speculators, and the objective is to become the most wealthy. Tulips are bought and sold, and the market manipulated. However, the market in each type of tulip will crash at some point, and timing is the key - getting out just before the crash is the objective, but it is not always so easy to do. Cards are used to perform various actions.

 

USAC Autoracing. Published by Avalon Hill. 1979. Box. Good. £4.25

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

Special Notes: Unclear which year's drivers are included. My guess is 1978.

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

 

Vendetta. Box. Several editions available:

1) Published by Elfin Design. 1988. Good. £5.25
2) Published by Parker. 1990. Good, but black tape on sides and base. £0.60
3) Published by Parker. 1990. Box shows wear. £2

Designer: Unknown. No. players: 2-4. Country: British. Duration: 45 mins. Desc. by Eamon.

Players' gangster pieces must negotiate the track on the board, and get safely back to base. The gangsters are hit if a very large rotating wheel is spun and ends up with one of two hit men pointing at one of your gang. Really a parcheesi / ludo variant, but the rotating hit men do make it great fun and add a lot.

 

Victorian Parlour Games For Today. Published by Peter Davies. 1974. Book. Good. £1.50

Author: Patrick Beaver. Country: British.

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

 

Victory The Blocks Of War: Gray Blockset. Published by Columbia Games. ca.1998. Box. Good. £9

Designer: Tom & Grant Dalgliesh. No. players: 2+. Country: American. Duration: 3 hrs.

Set of 50 gray blocks with labels - WWII Standard Set. Includes 4 player scenario Canal Zone and rules for multi player games. You need the base game to make use of this.

 

Victory The Blocks Of War: Gray Elite Blockset. Published by Columbia Games. ca.1998. Box. Good. £9

Designer: Tom & Grant Dalgliesh. No. players: 2+. Country: American. Duration: 3 hrs.

Set of 50 gray blocks with labels including 12 new unit types and a new 4 player scenario Island Dodge. You need the base game to make use of this.

 

Victory The Blocks Of War: Green Elite Blockset. Published by Columbia Games. ca.1998. Box. Good. £9

Designer: Tom & Grant Dalgliesh. No. players: 2+. Country: American. Duration: 3 hrs.

Set of 50 green blocks with labels including 12 new unit types and a new 4 player scenario The Big One. You need the base game to make use of this.

 

Wapi. Published by Tactic. 2003. Box. Excellent. £10

Designer: Reiner Knizia. No. players: 2-4. Country: Finland. Duration: 20 mins.

Odd looking game with an American Indian theme. Players draw chits which show silver or rock which will be placed into one of 6 mines, or mine tokens which are used to claim a share in one of the 6 mines. Players can only claim up to 3 of the mines. An early mine claim allows you to play good silver chits into it but also allows opponents to fill your mine with worthless rock. Won a French Best Strategy Game award in 2003.

 

War Of Masters. Published by Invicta. ca.1975. Box. Good but box shows wear. £6

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

Abstract game, with wooden pieces. Each player has 18 pieces of three types which move using die rolls (but with plenty of choices). The objective is to capture your opponent's master piece. The small pieces move only forwards, and the larger can move in any direction. Landing on a piece captures it.

 

Warlock Of Firetop Mountain. Published by Games Workshop. 1986. Box. Box shows wear. £9.50

Designer: Steve Jackson. No. players: 2-6. Country: British. Duration: 2 hrs.

Special Notes: The original plastic miniatures are missing, but have been replaced with good substitutes.

Fantasy adventure game based on the well known Fighting Fantasy book of the same name. The players run adventurers who explore a labyrinth and fight creatures and gain treasure in order to increase their power. Characters have three stats: skill, stamina and luck, which affect combat and the character's chances in various other encounters. The objective is to reach the far end of the dungeon having deduced which must be the right keys to open the Warlock's treasure chest. This is done by asking other players about the key cards they hold in a slightly Cluedoesque way.

 

Weltenbummler. Published by Hexagames. 1989. Box. Good, but corners taped. £8.75

Designer: Drakes, Jarvis, Walsh & Gluck. No. players: 3-6. Country: German. Duration: 1 hr.

Excellent game, originally published in the UK by Intellect as Worldbeater. Considerable skill required as you plan your route across the world, picking up job tokens along the way, either one or two such tokens from each continent, eventually getting to New York. On the way back each of these job tokens must be replaced and will score points, but there are also bonuses for getting back to Frankfurt quickly, so one must balance these two ways to score. Very clever movement mechanism.

 

Word Power. Published by Avalon Hill. 1967. Box. Good. £2

Designer: Tom Shaw. No. players: 2+. Country: American. Duration: 1 hr.

2nd edition in a bookcase box. 3 levels of play, from elementary to intellectual. Based around word definitions, but with more game-play than usual in these types of game. Essentially the players have cards with various obscure words on them and these can be played only onto spaces with related or opposite words when on an appropriate space. Players can also challenge your play if they think you don't know what a word means and so have made an incorrect play.

 

Wordsworth. Published by Spear's Games. 1989. Box. Good, but 1 box corner taped. £1.40

Designer: Hornswoggle Games Inc. No. players: 1-4. Country: British.

Word game. The board is a wipeable crossword grid with numbers 1-6 in the corners of each white square, some blanked out squares and some bonus point squares. In their turn players roll the dice and add that many letters to the board. There are no letter tiles - you just write in whatever letters you like, but exactly the number rolled and you score the points on the spaces for all new words so created.

 

Xerxes. Published by FX Schmidt. 1973. Box. Good. £8

Designer: Kurt Heuser. No. players: 2. Country: German. Duration: 30 mins.

Each player deploys 24 soldier's helmet shaped figures on a 15x19 board, either in one of three suggested starting formations, or for advanced players in secret. The pieces are then moved one space at a time or can repeatedly jump over single units. Jumped enemy units are removed. Once the lines break open, a single move can create havoc with opposing pieces! The goal is to occupy the enemy's camp behind his lines. The rules also describe a related game played on the other side of the board, Frundesberg, which includes rules for crossing a river, and requires two spaces to be captured for the win.

 

Zooloretto. Published by Abacus Spiele. 2007. Box. Good. £16

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

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

 

 

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