MNG-AJM Games and Collectibles

 

Mar 2009 Catalog

 

10 Minute Card Games. Published by Parragon. 1993. Book. Excellent. £2.50

Author: William A Moss. Country: British, Desc. by Andy.

Softback, 19x13cm, 96 pages. A collection of card games intended by the author to encourage occasional players and families to get out their decks of cards more often.  Scoring methods are provided for many games so that several hands can be linked together for when you have more than 10 mins. The games are covered by family: Rummy, All Fours, Whist, Poker, Showdown Games, Euchre, Cassino, Hearts, Solitaire, Stops, Children's Games.

 

3-A-Side. Published by Spears. 1984. Box. Good. £1.50

Designer: Jim Winslow. No. players: 2. Country: British, Duration: 30 mins, Desc. by Eamon.

Elegant football themed game with wooden pieces.  The object is to move your three pieces in such a way that they enable the neutral white piece to be moved towards your opponent's goal area. If you get it in their goal it stays there, and a new white piece is placed in the centre for 'kick-off'.  First to score 3 goals wins.

 

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

Designer: David A Coutts. No. players: 2-5. Country: Australian, Duration: 2 hrs, Desc. by Andy.

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

 

Airlines. Published by Abacus. 1990. Box. Several copies available:

1) Excellent. £13      2) Good, 1 corner slightly damaged. £10       3) Good, but 2 corners taped. £10

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

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

 

Alchemist. Published by Amigo. 2007. Box. Excellent. £16

Designer: Carlo A. Rossi. No. players: 2-5. Country: German, Duration: 50 mins, Desc. by Andy.

Unusual game in which players use 5 different potion ingredients (wooden cubes) to create potions, whose recipes once set out can be used to produce different ingredients and to score victory points.  When using a recipe another player has set up the player who created the recipe will get one ingredient as payment each time that recipe is used. Thus sequences of recipes need to be planned in order to ensure you can keep brewing potions productively for as long as possible.  At the end of the game there is also a bonus for getting your secret ingredient used more than those of the other players.  A novel game with a unique feel.

 

Alphabet Race. Published by Ravensburger. 1986. Box. Good. £0.75

Designer: Gerlinde Mader. No. players: 2-5. Country: British, Desc. by Andy.

Childrens' game (age 7+) in which a card is revealed showing various things which fit a theme, eg. a selection of toys, and the current player must say a word which fits the theme and which starts with their current letter.  If they manage to do this quickly then they advance their letter marker to the next letter.  First player to get past W wins.  20 very thick theme cards are provided and are attractively illustrated. 4 variants are also included.

 

Amerigo. Published by Da Vinci Games. 2008. Box. 2 copies available:

1) Excellent. £8.50     2) In shrink. £9.50

Designer: Din Li. No. players: 2-4. Country: Italian, Duration: 40 mins, Desc. by Andy.

Age of Exploration themed card game. Players manage their cards in order to progress their ship to the New World, explore and then get back with valuable goods which can then be sold for a good profit, and used to finance the next expedition. The cards indicate the distance (1-3) they can be used to travel, and the type of goods which they represent on return to Europe.  There is bonus money for making voyages of impressive lengths as well as an interesting market mechanism which makes both the rarest and most popular types of goods in the market more valuable.

 

Asterix: Operation Britain. Published by Hodder & Stoughton. 1992. Book. Excellent. £4.50

Author: R. Goscinny, A.Uderzo. No. players: 1. Country: British, Desc. by Andy.

Solitaire paragraph gamebook based on the famous Asterix comic characters. The game uses paragraphs in the same type of way as Fighting Fantasy books, but also uses a special dice and comes with a selection of extras such as a map, potion cards, a password scroll, coinbag card and Asterix and Obelix cards.  284 paragraphs.  The mistletoe crop has failed in Gaul, and Asterix needs more in order to make his magic potions. Thus the heroes head to Roman occupied Britain to obtain some more mistletoe.

 

Backgammon For Blood. Published by William Luscombe. 1974. Book. Good, Ex Library. £8

Author: Bruce Becker. Country: British, Desc. by Andy.

Hardback, 22x15cm, 124 pages.  Backgammon instruction book aimed to improve the casual player.  The chapters cover: Science & Chance, Basics for Beginners, Probabilities & Odds, Battle Strategy, Insidious Openings, Retaliations, Tactics During The Game, The Odds of Bearing Off, The Diabolical Doubler, Backgammon Rules and Variations, History of Backgammon, Chouette, Tournament Survival.

 

Backgammon For Profit. Published by Weidenfeld And Nicolson. 1975. Book. Good - Ex Library. £11

Author: Joe Dwek. Country: British, Desc. by Andy.

Hardback with dustcover, 25x18cm, 191 pages. Backgammon book which teaches by showing a position and asking what you would do, and then giving a detailed explanation of the author's answer.  The next problem is generally similar, but with a few changes and with a significantly different solution, which will make you think further.  While backgammon skills in general have improved since 1975, the problems posed are instructive and will get you thinking.

 

Backgammon: The Action Game. Published by W.H.Allen. 1974. Book. Good. £7

Author: Prince Alexis Obolensky, Ted James. Country: British, Desc. by Andy.

Hardback with dustcover, 24x17cm, 171 pages. Intended as an introduction to backgammon which will take you far enough to play respectably against more experienced players, this book covers: The History, Basics, First Move, A Beginner's Sample Game, Running Game, Blocking Game, Back Game, The Rules, Doubling, Tournament Backgammon, Chouette, Psychology & Thinking, Playing For Money, Variations on Backgammon, Glossary.

 

Baffled. Published by Spear's Games. 1991. Box. Good. £2.50

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

Memory game.  Twelve symbols are hidden underneath 12 pyramids.  These are shown to everyone at the start of the game and then covered.  Players all start with several lives - those with poor memories can be given extra lives to give them more of a chance.  Players move around the board and the spaces direct them to either locate a symbol (or lose a life), find 3 of a set of 4 symbols (lose a life if you fail, but gain one if you succeed), or challenge another player to locate a symbol. Last player with lives left wins.  Certainly a real memory testing game.  Nice bits.

 

Banque Fatale. Published by Blatz. 1997. Box. 2 copies available:

1) Good. £7.50      2) Good, but box very slightly indented. £6.50

Designer: Stefan H Dorra. No. players: 3-4. Country: German, Duration: 40 mins, Desc. by Andy.

A sort of stockmarket game dressed up as a casino game.  The game involves bidding for cards which will have value at the end of the game, and the tokens bid with affect the prices of the various colour cards. Whenever the value of a colour hits a maximum there is a payout.  Richest player at the end of the game wins.

 

Battle Masters. Published by Milton Bradley. 1992. Box. Good but box corners taped. £28

Designer: Steve Baker. No. players: 2. Country: British, Duration: 1 hr, Desc. by Andy.

Mammoth fantasy war game played on a huge vinyl mat that you lay on the floor. Over 100 plastic figures are used in a game that owes a lot to figure wargaming but never forgets it is a board game. Uses neat movement rules (using special cards). Truly amazing bits.


Battle Masters: Chaos Warband + Imperial Lords. Published by Milton Bradley. 1992. Box. Good. £28

Designer: Steve Baker. No. players: 2. Country: British, Duration: 1 hr, Desc. by Andy.

Special notes: The figures have been used, with some spears a little bent etc, but generally pretty good.

Two expansions for Battle Masters in a single box.  The box is the Chaos Warlord box, but it contains the contents of a Chaos Warlord set and an Imperial Lords set as well as rules for both. Thus it contains about 50 miniatures and group bases for use with the Battle Masters game (which you will need to make use of this).  These expansions are quite rare.

 

Battleship. Published by Milton Bradley. 1995. Box. Good. £4.50

Designer: Unknown. No. players: 2. Country: American, Duration: 15 mins, Desc. by Andy.

Very nice edition of this classic game, with closable plastic console, nicely moulded plastic ships and lots of markers. This is the classic game in which each player positions their fleet of ships secretly and then the players take turns firing into particular spaces and are told whether they hit or miss.  First to sink their opponent's fleet wins.  While the game can be played with paper and pencil, this set is so nicely produced it makes the game much more tactile and enjoyable.

 

Bison. Published by Phalanx. 2006. Box. 2 copies available:

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

Designer: W. Kramer, M. Kiesling. No. players: 2-4. Country: Dutch, Duration: 90 mins, Desc. by Andy.

Board game which uses unusually shaped tiles (curved hexes!) to build up a NW American wilderness in which the players take the role of competing tribes of Indians.  Each tribe claims territories which will provide food: bison, wild turkeys and fish. Players can choose how many actions they take each turn, but the more actions used the more food it will cost. As well as deploying hunters, permanent settlements can be built up to secure areas.  At the end of each round more food is obtained and then the next round played out, with the best fed tribe being the winner at the end of the game.  Clever design - I have some house rules which I feel improve it further.

 

Blue Line Hockey. Published by 3M. 1969. Box. Excellent. £13

Designer: Frederick A Herschler. No. players: 2. Country: American, Duration: 45 mins, Desc. by Andy.

Two-player ice hockey game, non-statistical. A good head-to-head game of strategy. In the plastic wrap-around box much favoured by 3M sport games. The game simulates most aspects of ice hockey including player movement, passing, stealing, shots-on-goal, and penalties using a combination of dice, cards, and a lookup table.

 

Blue Peter Explorer. Published by The Green Board Game Company. 1999. Box. Excellent. £1

Designer: G. Wyatt. No. players: 2+. Country: British, Desc. by Andy.

Childrens' TV tie-in game. Each player or team tries to be the first to complete their 18 piece jigsaw-map of the world.  Pieces are earned by answering trivia questions related to the Blue Peter TV series or performing actions such as humming the Blue Peter theme tune. Very nice jigsaw-maps, and 100 trivia cards.

 

Boomtown. Published by Face2Face Games. 2004. Box. In shrink. £11

Designer: Bruno Cathala & Bruno Faidutti. No. players: 3-5. Country: American, Duration: 45 mins, Desc. by Andy.

Card game in which the players purchase mines in the Wild West heyday, in order to make a good profit and become mayor of one or more towns, which in turn will generate more money.  The central mechanism is an auction for first choice of cards for the round, but with the twist that the money is paid to other players, with most going to the player who gets the worst card.  Between rounds dice are rolled to see which mines produce and income is collected, though some of it may get spent in another player's saloon.  The deck also includes cards for holdups, dynamite and dangerous mines etc. The game includes mini poker chips and large wooden mayor markers for the 5 towns.  Good fun game which I can recommend.

 

Bridge Card By Card. Published by Hamlyn. 1969. Book. Good, Ex Library. £5

Author: Terence Reese, Boris Schapiro. Country: British, Desc. by Andy.

Hardback, 26x19cm, 88 pages.  Bridge book intended for the beginner.  The book covers: Making a Start (The Pack, Tricks & Trumps, The Bidding, Outline Scoring), How to Bid (Hand Worth, Opening Bids, Response to Opening 1 of a Suit, Bidding to Game & Slam, The Defence), How to Play (Ways to Win Tricks, No Trumps, Suit Contracts), Scoring, Glossary of Bridge Terms.

 

Business. Published by Edition Spielbox. 1993. Pouch. Good. £2.50

Designer: Reiner Knizia. No. players: 3-5. Country: German, Duration: 15 mins, Desc. by Andy.

A colour folded A3 sheet which acts as gameboard as well as having the rules on the back.  You will also need 20 chips per player and two other game pieces.  The board shows seven different businesses in which the players take it in turn to invest some of their 20 chips.  There are 7 rounds and each player can invest in each business only once.  At the end points are awarded for the most, 2nd most etc chips in each business.  What makes the game interesting is that there is a 'bad' token and a 'good' token which get moved around the board in opposite directions whenever anyone invests in a business they are standing on.  These nullify and double the points for the businesses they stand on at the end of the game.

 

Cafe International. Published by Mattel. 1989. Box. Good. £11.50

Designer: Rudi Hoffman. No. players: 2-4. Country: British, Duration: 1 hr, Desc. by Andy.

German Game of the Year in 1989. Players seat customers of many different nationalities in a cafe so that they are at a table designated to their nationality, but they will also be next to other people at other tables.  To win you must choose the right time to play your customers to score well, and also recognise when a customer is a liability and send them to the bar instead. Customer placement rules ensuring that the number of men and women at each table don't get too unbalanced make customer placement interesting and add to the tactical possibilities.

 

Card Games Properly Explained. Published by Elliot Right Way Books. 1986. Book. Good. £4

Author: Arnold Marks. Country: British, Desc. by Andy.

Softback, 18x11cm, 220 pages. The author has selected games in which skill is important and describes how to play them well step by step, and very clearly.  The book covers: Definitions, Skills, Whist Family, Solo + Napoleon, Competitions, Black Maria, Piquet,  Five Hundred, Poker, Brag, Cassino, Rummy Family, Kaluki, Gin Rummy, Canasta, Cribbage, Pontoon.

 

Caylus Magna Carta. Published by Ystari Games. 2007. Box. In shrink. £16

Designer: William Attia. No. players: 2-4. Country: American, Duration: 1 hr, Desc. by Andy.

Special notes: Fully English edition.

Card game based on the theme and many of the ideas from its very well received big brother Caylus. This game does away with the board and many of the details of the original, while still being a resource cube management and generation game. In case you haven't played Caylus, the idea is that it is 1289 and King Philip is building a new castle in Caylus.  The players do their best to help and the player who is able to contribute the most to it will be the most prestigious. Plays much quicker than its bigger brother.

 

Cheers And Tears. Published by John Waddington Ltd. 1963. Box. Good. £3

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

Card game in which the cards come in 3 card sets and show a child either happy (cheers x2) or crying (tears x1) over an incident.  Play involves playing cheers cards to the table in front of you, or stealing a card from an opponent with a matching card, but in order to complete a set of your own or discard a set of an opponents a matching tears card must be played. Cute period artwork.

 

Chinese Chess Pieces. Published by Unknown. Box. Good. £1

Designer: Unknown. No. players: 2. Country: China, Desc. by Andy.

Special notes: Very chunky pieces, a summary of the rules is provided.

A box containing 32 wooden Chinese Chess pieces.  The pieces are the shape of flattish barrels and have Chinese characters on them, although someone has written the western equivalent on the back. No board, but if this is of interest you will most likely have a suitable board already (or can make one up easily enough).

 

City. Published by Jumbo. 1988. Box. Good. £6

Designer: Wolfgang Kramer & Andreas Spottog. No. players: 2-6. Country: Dutch, Duration: 1 hr, Desc. by Andy.

Neat game in which players purchase shops and then enhance them and buy more shops as the game goes on.  The board shows an overhead view of a city centre around which customers wander - some normal, some big spenders and one thief. A special die is used to let you move a customer - the idea being to direct the spenders to your shops and away from those of opponents while making sure the thief stays away from your shops and goes to as many opponents' shops as possible. I have found it works especially well with 3 players - recommended for that number.

 

Clans. Published by Winning Moves. 2002. Box. Excellent. £12

Designer: Leo Colovini. No. players: 2-4. Country: German, Duration: 30 mins, Desc. by Andy.

Clever game played on a board showing a land consisting of various types of terrain with some (impassable) lakes. There are five clans whose villages are set up randomly over the board.  Players are assigned one of these clans secretly, and then they must try to help their clan survive through the following years during which the clans migrate, slowly moving into fewer and fewer regions, and forming larger villages. Clever play can ensure your clan will do well, but it is best to be discreet so nobody else knows which clan you represent lest you make yourself a target.  Recommended.

 

Container. Published by Valley Games Inc. 2007. Box. Desc. by Andy.  2 copies available:

1) Excellent. £27      2) In shrink. £29

Designer: Franz-Benno Delonge, Thomas Ewert. No. players: 3-5. Country: American, Duration: 90 mins.

Business game with extremely impressive large ship playing pieces, and wooden cargo pieces.  Players each run a port with factories, warehouses and docks, as well as owning a ship.  Each turn a player can perform two actions such as producing goods in their factories, buying goods from other players' factories for storage in their own warehouses, buying goods to make available in their docks or shipping goods. Players also decide when and how many factories and warehouses to build.  There is also a novel method of gaining victory points from the final sale of shipped goods.

 

Contract Bridge Made Easy. Published by Faber And Faber. 1961. Book. Spine and cover worn. £0.50

Author: Josephine Culbertson. Country: British, Desc. by Andy.

Special notes: Some page corners creased

Softback, 18x12cm, 176 pages.  Introduces the Culbertson system of bidding. The book covers: How to Value Your Hand, The Opening Bid of One of a Suit, Responding to the Opening One Bid, Rebidding After the Opening One Bid, Opening Two of a Suit, Opening Three and Higher of a Suit, Opening No Trump Bids, The Defender's Bidding, Penalty Doubles, Slam Bidding, How to Play Your Cards, Leads Signals Discards, How to Score.

 

Coppertwaddle. Published by Surprised Stare Games. 2000. Box. In shrink. £8

Designer: Tony Boydell. No. players: 2. Country: British, Duration: 20 mins, Desc. by Andy.

Card game with a medieval English theme.  Players attempt to be the first to get eight face up cards into play, but this is far from easy as the cards allow you to interfere with your opponent's every plan.  The game plays rather like a CCG, but all the cards are contained in just this set.  There are a variety of strategies to explore and the game will take several plays to fully get the feel of.  If you like the medieval theme and the feel of Magic: The Gathering, then this is well worth trying out.

 

Cosmic Eidex. Published by Abacus Spiele. 1998. Box. In shrink. £2.50

Designer: Avory & Quaife. No. players: 3. Country: Gemany, Duration: 1 hr, Desc. by Andy.

A card game which is loosely based on the Swiss card game Jass, with some similarities to the German game Skat.  Essentially it is a trick taking game, but with the twist that each player will have a special power they can use once per hand.

 

Coup D’Etat. Published by Parker. 1966. Box. Good. £8

Designer: Unknown. No. players: 3-4. Country: American, Duration: 45 mins, Desc. by Eamon.

Special notes: One of the 6 daggers has been replaced by a smaller one from another game.

Card game, an exceptionally good game using ordinary playing cards. Basically there are 6 different games within one, with a player deciding which of the six will be played (after looking at his cards). In addition, a player can choose to try for a ‘Coup’, and thus unseat the current Director. Players win money based on their play, and the winner is the one with the most money at the end of the game.

 

Cranium. Published by Cranium Inc. 2003. Box. Excellent. £6

Designer: Unknown. No. players: 4+. Country: American, Duration: 1 hr, Desc. by Andy.

Party game which is a sort of compilation of other party games.  Players complete four different categories of activity in order to advance on the track.  The activities are: 1) Getting your teammates to guess the answer by drawing it or modelling it in clay, 2) Answering trivia questions, 3) Unscrambling words, guessing definitions etc, 4) Whistling a song, impersonating a celebrity, or performing a charade.

 

Crash By Crash. Published by Czech Board Games. 2008. Box. In shrink. £19

Designer: Ivan Dostal, Monika Dilli. No. players: 2 or 4. Country: Czech Republic, Duration: 30 mins, Desc. by Andy.

Placement and movement game based on dodgems.  The board is set up using geomorphic sections to ensure a different layout between games, and the players or teams of players place their dodgems on the board, and then use action points to move them, pushing other dodgems around, and even off the board entirely.  Pushing an opposing dodgem off the board scores points, and if a dodgem moves or is pushed onto a bell space then scoring happens, with dodgems scoring better on certain spaces.  After a set number of scoring rounds the game ends.

 

Creel. Published by Graphic Games. ca.1972. Box. Good. £0.75

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

Fishing game with an attractive board. Players travel round the outer ring of the board, collecting equipment, bait and licences. Cards decide the outcome of most actions.

 

Crossword Challenge. Published by Crown & Andrews. 1991. Box. Good. £6

Designer: Great Games Pty Ltd. No. players: 3-6. Country: Australian, Duration: 1 hr, Desc. by Andy.

Competitive crossword game.  Each player has a copy of a crossword grid, and a clue for a word is read out and the players compete to get that word correct.  Points are awarded for correct guesses and lost for incorrect guesses. If noone gets a clue players come back to it later. There are over 40 crosswords to do in this set and they are categorised as Standard Crosswords levels 1-3, Double Clue Crosswords levels 2-3, Number Key level 2, Story Crosswords levels 1-2, Word Search level 1-3, Word Games level 2.  One player needs to act as the games master. A great item for crossword lovers.

 

Das Grosse Rennen. Published by Parker Palitoy. 1975. Box. Good. £10

Designer: Unknown. No. players: 2-4. Country: German, Duration: 1 hr, Desc. by Andy.

German edition of The Magnificent Race. A great fun race game. Players collect tickets on various forms of transport, and enter races for that transport throughout the game. Coloured balls are placed in a large spinner and the winning ball will settle in a little indentation. The more balls you have in a race, the greater your chance of winning, but Dick Dastardly (everyone's adversary) always has a black ball in every race so he could win and pinch the points. He could even win the game! Not to be taken seriously, but just good fun.

 

Das Riff. Published by Kosmos. 2000. Box. Good. £10

Designer: Christine & Wolfgang Lehmann. No. players: 2. Country: German, Duration: 45 mins, Desc. by Andy.

Unusual game of catching rare and colourful fish in order to breed specific new combinations.  Colourful square reef cards showing fishes, sharks, coral, pearls and open sea are placed in rows, some face up and some face down.  Players use their ships and worms (as bait ?) to explore the reefs, and obtain more boats, always looking to obtain breeding pairs which will produce young fish currently in demand.  Play is quite tactical, but with luck in whether previously unexplored sea regions hold what is desired and in what worms become available.  The game has a neat 'water-flow' mechanism which drives the replenishment of the tiles.  Definitely an unusual one and well worth trying.

 

De Ontembare Stad. Published by The Game Master. 2003. Box. In shrink. £20

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

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.

 

Der Dieb Von Baghdad. Published by Queen Games. 2006. Box. In shrink. £12

Designer: Thorsten Gimmler. No. players: 2-4. Country: German, Duration: 45 mins, Desc. by Andy.

Each player is in charge of a group of thieves and some guards, and there are 6 palaces with treasures.  Cards are played to move around guards and thieves in order to get sufficient of your thieves in position to be able to steal a treasure. To do this efficiently requires good tactical card play.  The first player to liberate four treasures wins the game.

 

Design And Sell Toys, Games & Crafts. Published by Chilton Book Co.. 1977. Book. Good. £6

Author: Filis Frederick. Country: American, Desc. by Andy.

Hardback with dustcover, 27x19cm, 165 pages. A very useful book for anyone who has invented a new game and wants to get it published.  The author clearly has her feet on the ground, and hopefully will be able to bring budding inventors back down to earth too. Considering the games side, the author gives a good categorisation of all games, and gives answers to what makes a good game, and what makes one a best seller. Other chapters cover Getting New Ideas, Names, Writing Good Instructions, Costing Your Design, Testing, Protecting Your Ideas, Selling Your Idea, Sample Developments, Case studies.

 

Die Dolmengotte. Published by Eggert Spiele. 2005. Box. In shrink. £20

Designer: Thomas Odenhoven. No. players: 2-5. Country: German, Duration: 30 mins, Desc. by Andy.

Clever game with a celtic theme.  Players move their druids around a board full of linked stone circles, and the druids leave a stone behind them when they move.  Each time a druid manages to create a majority (absolute or relative) of stones in their colour around any stone circle they may place one of their scoring stones in that stone circle.  Druids can pass over other druids but not through stones, and so druids can get cornered, in which case they can spend a turn gathering herbs before teleporting wherever they wish.  The game fits a surprising amount of tactically interesting decisions into a short time, and there is often too much you want to do on your turn.  Recommended.

 

Dodge City. Published by Hans Im Glück. 1984. Box. Good. £21. Desc. by Andy.

Designer: Bernd Brunnhofer & Karl Heinz Schmiel. No. players: 2-5. Country: German, Duration: 1 hr.

One of the first Hans Im Glück titles with a Wild West theme. Players must gain control of buildings in Dodge City, which is done by laying wooden blocks in certain formations within the buildings. These counters are obtained by the use of cards, but the card play is original and an interesting part of the game.

 

Doh-Nutters. Published by Spear's Games. 1991. Box. Good, but box edges show wear. £4

Designer: Unknown. No. players: 2-4. Country: British, Duration: 10 mins, Desc. by Andy.

Ridiculous game which will have all but the most straight faced players (and spectators) laughing.  Each player gets an elephant mask with a prehensile trunk.  Each player also has 3 donuts of their colour which are placed on the board and players have to try to get all their donuts onto their trunk simultaneously.  This is not easy, but nor is it impossible with a little practice.  The rules don't specify how much you may interfere with other players' trunks!  You could also use the components in a variety of party games of your own devising, eg. passing a donut from trunk to trunk.

 

Down Under. Published by Bambus Spieleverlag. 2007. Box. In shrink. £12

Designer: Günter Cornett. No. players: 2-4. Country: German, Duration: 30 mins, Desc. by Andy.

Tile laying game in which each player has a set of tiles with their own coloured paths, as well as neutral paths which show various animals.  Players lay their tiles so as to form paths, with a few, but cunning, restrictions, so that any path section will only ever belong to one player.  When the tiles are played players score for the length of their path and also get bonus points for the animals they have managed to link to.  Clever ideas as you would expect from Günter.

 

Druiden Walzer. Published by Kosmos. 1999. Box. Good. £11

Designer: Michael Rieneck. No. players: 2. Country: German, Duration: 40 mins, Desc. by Andy.

Players try to protect their own trees and attack their opponent's trees. Each player has three trees to protect, each with three lives and a number of hidden strength cards. Playing a new card causes like-numbered cards to move to other trees, altering their strengths. Strengths of trees get compared and the weaker one loses a life.  A player with no trees left loses. An odd theme, and unusual mechanics make this one of the more offbeat of the Kosmos 2 player series, though that is not a bad thing if you are looking for something slightly different.

 

Energie Poker. Published by ASS. ca.1979. Box. Good. £55

Designer: Jurgen Herz. No. players: 2-4. Country: German, Duration: 75 mins, Desc. by Andy.

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

 

Erdgas. Published by Ravensburger. 1982. Box. Good. £20

Designer: Wolfgang Kramer. No. players: 2-5. Country: German, Duration: 90 mins, Desc. by Andy.

Although made by Ravensburger, it was made as a promotional game on behalf of the German gas industry (we are talking natural gas, not petrol here). Players take the part of gas companies and compete to build pipe networks across Germany in order to supply various towns they have been dealt cards for at the start of the game. There is quite a lot involved in playing well, such as making sure you don't get shut out of important sections of the board and connecting to further gas supplies to enable you to deliver your gas more quickly once you are connected to your towns.  It is also possible to use other players' pipes, but at a cost. To ease play I will make you a set of laminated 'delivery' cards in English included in the price.

 

Euro Touring. Published by Jumbo. ca.1968. Box. Good. £2

Designer: Unknown. No. players: 3-6. Country: Dutch, Desc. by Andy.

Family board game in which the players move their playing pieces around a large map of Europe.  Spaces landed on can either let you try to identify a town from a picture, try to answer a question set by the 'Euro-Disk', which reveals the answer to only one question out of about 100 questions about the various countries, or have to pay money at other spaces. Correct answers get you money and postcards, and enough postcards will get you maps, which are what you need to win the game, along with money at the end.

 

Evo. Published by Euro Games. 2001. Box. Excellent. £14

Designer: Philippe Keyaerts. No. players: 3-5. Country: French, Duration: 90 mins, Desc. by Andy.

Special notes: This is the German version.  For £2 extra I can colour print and laminate a set of English event cards to ease play.

Each player looks after one species of dinosaur and starts with a small herd of them.  The board shows an island on which the dinosaurs live with different areas being best suited for different climactic conditions.  As the game goes on the climate will change and the dinosaurs need to migrate to the areas better suited to the new climate.  This inevitably causes conflict.  Players also buy advantages for their species, such as horns for battle, fur to protect against the cold, enhanced reproduction, and potentially powerful special cards which can be used to change the rules in various ways.  Excellent game - recommended.  I can also supply my house rules for diceless combat which I feel enhance the game further.

 

Family Telly Addicts. Published by Waddingtons. 1992. Box. Mint. £0.75

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

Board game version of the UK TV Trivia programme starring Noel Edmunds.  Players answer questions on the following TV related subjects: Soaps & Sagas, Top of the Pops, Guess Who, Comedy, Children's TV, Comedy, News and Sci-Fi. Once a player has their 'star tokens' they race back and answer a Star Challenge question to win the game.

 

Fantasy Adventures Starter Pack. Published by Mayfair. 1995. Box. Good. £4

Designer: Bill Fawcett. No. players: 2. Country: American, Duration: 40 mins, Desc. by Andy.

Special notes: I am including a 15 card booster pack I happened to have hanging around in with this starter pack.

Card game. Very attractive update of an old Mayfair game called Encounters. The original game only had text on the cards, but this has the text plus really excellent fantasy artwork.  Players are both heroes (in their own turn) and monsters (in their opponent's turns). The objective is to have the most points after 4 turns of play.  The game is played with two decks per player - one containing heroes and mages, and the other Encounters (monsters, traps etc) although a standard variant allows these decks to be shared between the players, and using this variant you can play using just one starter pack (100 cards). While this is a CCG it can be played without having to buy lots of cards, as the starter pack uses a fixed set of cards known to work well together.

 

Fische Fluppen Frikadellen. Published by 2F Spiele. 2002. Box. In shrink. £17

Designer: Friedemann Friese. No. players: 2-5 (15). Country: German, Duration: 90 mins, Desc. by Andy.

Special notes: I have B and C versions - only important if you want a second set to play on two tables simultaneously!

Very nicely produced trading game in which players move around the board using paths and, when convenient, boats. There are various kiosks around the board at which players can buy and sell various goods.  The buying and selling prices are determined by a clever supply and demand system which makes it important not to sell something just after another player has dumped lots of that item. During the game three special items have to be bought and the player who first buys their third special item wins.  The game can be played with multiple copies on different tables, in which case a player can move off his board and join play at another table and make use of the different prices on that table.  The game takes up to 15 in this way.

 

Fore. Published by Scott & Webb. ca.1985. Box. Box shows wear, corners taped. £3

Designer: Unknown. No. players: 1+. Country: British, Desc. by Andy.

Not the same as the game of the same name by Oneliner.  This large box game has a folding board which shows a 9 hole golf course, with each hole having various bunkers, and has lines demarking every 10 yard interval.  A different set of cards is provided for four different irons, a driver, putter and for getting out of the rough. Each card says how far the ball will travel, or in the case of the putter how many puts will be taken to get the ball in.  Cards are played from your hand so you must decide how best to play them in order to finish each hole in as few strokes as possible.

 

Four Scores. Published by Spear's Games. 1971. Box. Good. £4

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

Tile placement game.  The tiles are rectangular cards showing a diagonal line on each half, with each line being one of four colours.  The board is a rectangular grid on which the tiles are placed, but with little pegs sticking out around which the tiles fit neatly and then stay in position.  Players alternate tile play with the objective of forming either crosses or squares made up of all four colours.  On completing one of these a scoring marker is placed at the centre of that cross or square to ease tallying up the scores at the end of the game.

 

Freya's Folly. Published by Sagacity Games. 2005. Box. In shrink. £22

Designer: Don Bone. No. players: 3-5. Country: Australian, Duration: 1 hr, Desc. by Andy.

The players represent different tribes of dwarven miners and craftsmen.  The dwarves are sent down the mines to collect gems - the best gems are in the deeper areas which will take longer to reach and haul out.  Movement is quite tactical as you can move through occupied spaces in the mines but only through two other dwarves.  Also special ability cards can be obtained which allow the dwarves extra movement, greater carrying capacity etc. Once the gems are out of the mine they can be mounted and made into various pieces of jewelry or turned into extra special pieces which the goddess Freya has commissioned.  Plays well - recommended.

 

Fuzzy Felt Bees Game. Published by Toy Brokers Ltd. 2002. Box. Excellent. £2.50

Designer: Mandolyn Ltd. No. players: 2-4. Country: British, Duration: 5 mins, Desc. by Andy.

Young children's action game.  20 large colourful felt bees are placed on a felt mat and each player has a bee swatter (with velcro strip) and a hive.  When the game starts the players try to pick up bees with their swatter by swatting them, and any bees so collected are placed on that player's hive.  Once all bees have been collected the player with the most in their hive is the winner.

 

Games For Two. Published by Proteus. 1981. Book. Good. £4

Author: John Wasley. No. players: 2. Country: British, Desc. by Andy.

Softback, 28x22, 221 pages. An excellent collection of two player games with diagrams, score sheets, etc included where helpful.  The games covered fall into the following categories: Card Games (22), Classic Board Games (31),  Historical Board Games (16), Modern Board Games (10), Dice Games (20), Wargaming (8), Word Games (30), Dart Games (9), Pencil & Paper Games (21), Others (10).

 

Ganxtaz!. Published by Rebel Team. 2007. Box. In shrink. £23

Designer: Miroslav Kohoutek. No. players: 4-8. Country: Czech Republic, Duration: 100 mins, Desc. by Andy.

Described as an extraordinary party game of modern gangsters, the players try to become the big boss of the underworld. This is done by moving around the sections of the board, starting with the lowest ghetto and culminating in the casinos of the highlife.  Players often get to decide whether to cooperate or betray other players in their vacinity, with payouts being "prisoner's dilemma" style.  Eventually players will have acquired enough money to call an election to see who will become the big boss.

 

Geist. Published by RoseKnows Inc. 2003. Box. Excellent. £22

Designer: Rose Anderson. No. players: 2-5. Country: American, Duration: 1hr, Desc. by Andy.

Unusual game in which the players must catch 5 ghosts and take them to the underworld where they can be safely released.  Play involves moving around a chequered and numbered board collecting Zingiberi (Zb) chits - actually rather nice poker chips in 9 denominations. When precisely the right amount of Zb have been collected then landing on the space with that ghost catches it.  Before a ghost is taken to the underworld its catcher can use it to play a special ability on the opponents which will hinder them somewhat - the harder to capture ghosts having the nastier effects.  Managing your pool of Zb so as to get the exact amount is quite a challenge, and requires quite a bit of planning.  The game is very nicely produced too.

 

Giganten Der Lüfte. Published by Queen Games. 2007. Box. 2 copies available:

1) In shrink. £15.50      2) Excellent. £14.50

Designer: Andreas Seyfarth. No. players: 2-4. Country: German, Duration: 45 mins, Desc. by Andy.

Dice based game but with lots of interesting decisions to make.  Players are builders of giant airships, and start off with a basic facility. Each turn a player can choose one laboratory enhancement or one airship or later on in the game a section of the Hindenburg they wish to try to construct.  Certain dice rolls will be needed in order to achieve this.  There are three levels of special dice and many improvements give additional dice or access to better dice which will in turn allow you a chance to obtain better upgrades etc next turn.  When the game ends VPs are counted.

 

Gnadenlos. Published by Kosmos. 2001. Box. Excellent. £13

Designer: Klaus Teuber. No. players: 3-4. Country: German, Duration: 45 mins, Desc. by Andy.

Game set in the Wild West.  Players start with a posse of characters you might find in a western, and all are rated for their skill in gold mining, gunslinging and poker playing.  Each turn there is one of these events. Players each send one of their posse to do the job.  In general the best of these characters gains from this but is then retired and the worst loses out - if it was a gunfight that means death!  New characters can be recruited in a clever auction involving paying with IOU notes, and every now and then the bank calls in on some IOUs which have been used.  Woe betide anyone who hasn't got enough gold to keep the bank happy.  Great game which fits its theme really well.  Highly recommended.

 

Gold Connection. Published by Schmidt. 1992. Box. Good. £15

Designer: Sid Sackson. No. players: 2-4. Country: German, Duration: 1 hr, Desc. by Andy.

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 as well.  Nice game.

 

Guatemala Cafe. Published by Eggert Spiele. 2007. Box. 2 copies available:

1) In shrink. £20.      2) Excellent. £18

Designer: Inka & Markus Brand. No. players: 2-4. Country: German, Duration: 60 mins, Desc. by Andy.

Coffee planting and selling game set in Guatemala. One board shows the overview of the country and gives players the option of which type of coffee, workers, huts or ships can be bought, while a second board shows the plantations where the purchased items are then deployed.  Coffee must be planted and workers used in the plantations and then ships sent to sell the coffee before money (which decides the winner) is made. This game won 2nd Place in the 2006 Hippodice competition.

 

Halli Galli. Published by Amigo. 1992. Box. Good. £9

Designer: Unknown. No. players: 2-6. Country: German, Duration: 15 mins, Desc. by Andy.

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.

 

Hermagor. Published by Mind The Move. 2006. Box. In shrink. £16

Designer: Emanuele Ornella. No. players: 2-5. Country: Italian, Duration: 100 mins, Desc. by Andy.

Board game in which players first place their buyers into the market at the city of Hermagor (a very clever system for bidding on many items simultaneously) in order to obtain goods which can then be sold out in the surrounding towns and villages.  In the second stage of each round the merchants leave Hermagor and head out to sell their wares.  Both stages require planning and good tactical placement.  Ultimately the winner will be the most successful merchant - the player with the most money. Highly recommended.

 

Heroes For Wargames. Published by Dragon's World. 1986. Book. Excellent. £4

Author: Stewart Parkinson. Country: British, Desc. by Andy.

Softback, 28x22cm, 126 pages. Book about painting and collecting miniatures for use in role playing games and fantasy battle games.  The author was the European Sales Manager for Games Workshop, so had access to Citadel Miniatures and Games Workshop staff and workshops. The book gives an introduction to fantasy roleplaying games and to fantasy battle games and describes how miniatures are made. There is then a guide to painting figures and creating dioramas.

 

High Hand. Published by E S Lowe. 1984. Box. Good but corners taped, shows some wear. £7

Designer: Robert Abbott. No. players: 2 or 4. Country: American, Duration: 1 hr, Desc. by Andy.

Interesting card game using cards laid out on a board, and moving your pawn around the board to collect the cards, forming them into as high as possible poker hands. The partnership game is definitely the better form of the game, as it has a clever scoring mechanism and also players start off playing for themselves but may choose a partner they think will win during the game, and they can then help ensure their partner does win.  However, this is only worth doing if you are sure you yourself cannot win.

 

Himmelsstürmer. Published by Parker. 1991. Box. Good. £13

Designer: Nik Sewell. No. players: 2-8. Country: German, Duration: 30 mins, Desc. by Andy.

German edition of The Great Balloon Race.  Very nice race game with 8 very attractive balloon playing pieces. Which three balloons you want to win is kept secret from the others and when you get your turn to move you can move any pieces, not necessarily just your own.  The board has many different squares that affect future movement so there is a lot of scope for cunning play and stitching up opposing balloons.  Good light fun.

 

Hi-Q Euclid. Published by Peter Pan. ca.1980. Box. Good. £2.50

Designer: Unknown. No. players: 1. Country: British, Desc. by Andy.

A thirteen piece puzzle, but harder than that would suggest.  The thirteen chunky plastic pieces are supplied with a frame into which you must try to put them. The pieces are cleverly designed based on a rounded 6 pointed star, but each having from 0 to 5 of the points removed and rounded off.  Nicely tactile just as such a puzzle should be.

 

Hot Spots. Published by Great Games Company. ca.1986. Box. Good. £7

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

This game is actually two distinct items in one.  However, both use a deck of cards and a sloping board onto which the cards are placed so that only the top half will show. The first 'game' is an unusual and very difficult solo puzzle in which the cards have to be arranged in such a way that dots and lines on the cards match up neatly.  There are apparently two solutions and the start and ends of each have been given.  Alternatively the other side of the cards can be used to play a game in which players try to make lines of spots of the same colours in order to score points - again only one half of each card is in play at any time, and players can move an already played card if they think it will help.  Most unusual item.

 

How To Make Model Soldiers. Published by Arco Publishing Co. Inc.. 1974. Book. Ex library. Good. £3.50

Author: Philip O. Stearns. Country: American, Desc. by Andy.

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!

 

Hoyle's Modern Encyclopedia Of Card Games. Published by Book Club Associates. 1977. Book. Good. £5

Author: Walter B. Gibson. Country: British, Desc. by Andy.

Hardback with dustcover, 22x14cm, 398 pages. Rather than being a regular book of card games in which the games are listed by category and then described, this book uses an alphabetical encyclopedia format.  Thus all sorts of obscure phrases relating to card games are listed with the meanings given.  The entries for games include the rules and many variants and so the book can also be used as card game rules book as well as a reference book.

 

Ice Cream. Published by Face2Face Games. 2004. Box. Excellent. £7

Designer: Joe Huber. No. players: 3-5. Country: American, Duration: 30 mins, Desc. by Andy.

Card game in which the players try to sell the most ice cream scoops during 4 rounds.  The players start with a big bucket of ice cream of one flavour visible and one hidden and take it in turns to play scoop cards to indicate what combos are in demand.  Then players attempt to fulfil these demands as best they can, or obtain additional buckets of ice cream to help them in the following round.  The game flows well and the pictures are sure to make you hungry - so stock up your freezer before playing!

 

Iglu Iglu. Published by Goldsieber. 2004. Box. In shrink. £14

Designer: Bruno Cathala, Bruno Faidutti. No. players: 2-4. Country: German, Duration: 1 hr, Desc. by Andy.

Clever game in which the players send their eskimos out onto the melting ice to catch fish.  Players use action points to move and fish, and can also collect pieces of equipment which give various special abilities. The game uses tiles which are initially laid out face down, showing only ice, and these get turned over to reveal permanent ice, polar bears, or fish etc as the game goes on. Iglus can be built to secure territory.  Simple to play, but the options presented are interesting and skillful play is rewarded.  Recommended.

 

Il Principe. Published by Mind The Move. 2005. Box. 2 copies available:

1) In shrink. £13.50      2) Excellent. £13

Designer: Emanuele Ornella. No. players: 2-5. Country: Italian, Duration: 75 mins, Desc. by Andy.

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.

 

Illustrated Games Of Patience (Pt 2). Published by Sampson Low, Marston, Searle & Rivington. 1887. Book.

Good. £9. Author: Lady Adelaide Cadogan. Country: British, Desc. by Andy.

Special notes: Corners show some wear. Cover has miniature playing cards stuck to it as decoration.

Hardback with dust cover, 74 pages, 24x19cm. This is the second book of the same title, which details a completely different set of patiences to the first book. The first book has been reprinted many times, but this one hasn't as far as I am aware. The author was the daughter of the first Marquess of Anglesey and wife of the youngest son of the third Earl of Cadogan, and was considered the 'patron saint of patience'.  The book describes 35 games of patience (solitaire card games) with colour diagrams showing the card layouts.  Most of the games names remain in German - this reflecting their origin.

 

Im Reich Des Weissen Baren. Published by Schmidt. 1991. Box. Good. £13

Designer: Charles Lerue. No. players: 2-4. Country: German, Duration: 1 hr, Desc. by Andy.

Attractive game with great bits and on the 1991 German Spiel des Jahres nomination list. The game uses a plastic board with 16 ice-floes which are moved around during play, igloos, a polar bear, Eskimos and fish. Each player has 4 Eskimos who must traverse the ice-floes to catch fish, but must avoid the attentions of the bear. Movement options are given by the roll of a special die, but there are plenty of options, and the ice floes are physically pushed around the board, so judging whether an ice floe will fit between others is often a consideration.  The game can be played as a light game with children or very tactically with adults. Recommended.

 

Image. Box. 2 copies available:

1) Published by 3M. 1972. Good. £4      2) Published by Avalon Hill. 1979. Good. £4

Designer: Frank Chadwick. No. players: 2-6. Country: American, Duration: 30 mins, Desc. by Andy.

Card game. Players think of a historical or fictional character, and by playing cards the other players build up information about that person, with the cards providing clues to the identity.  Cards might include the country the person lived in, the century, the activity they were famous for, fictional / non fictional etc.  Points are scored for successfully playing cards and it is also possible to challenge a player if you think they have noone in mind who fits the cards.

 

Jericho. Published by House of Marbles. ca.1995. Box. Excellent. £2.50

Designer: Unknown. No. players: 2+. Country: British, Duration: 15 mins, Desc. by Eamon.

Yet another tower game, riding in on the success of Jenga. Looks unused so would make a nice present. The twist in this version is that some of the wooden blocks have a marble in them, and if you take one of these out of the tower successfully, you can choose to miss a turn later on in the game (when the going gets tough so-to-speak).

 

Jumbo Grand Prix. Published by Jumbo. 1998. Box. Good. Label removal mark on one side. £8.50

Designer: Reiner Knizia. No. players: 2-5. Country: Dutch, Duration: 30 mins, Desc. by Andy.

Card game with a motor racing theme.  Players draft cards in an interesting way trying to obtain the three parts of a car needed to make a working car, plus a driver.  After several rounds of drafting players put forward a set of car cards and the better the car the more points it will win.  Unplayed cards are then used as the basis for a car the following round.  Fast and fun game.

 

Jungle Jam. Published by Flitzebogen. ca.1990. Box. Excellent. £4

Designer: Unknown. No. players: 4-10. Country: British, Duration: 20 mins, Desc. by Andy.

Speed game in which the centrepiece is a large wooden totem which during the game players will want to be the first to grab at various points.  Players flip up cards from their own piles, and the idea is to get rid of your cards.  If you flip over a card and the symbol matches someone else's, then those two players must go for the totem, and the player who is slowest gets extra cards instead.  Some special cards vary the game a little, but with the same basic principle.

 

Kimbo. Published by Waddingtons. 1961. Box. 2 copies available:

1) Box lid has been taped. £7      2) Good. £9

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

Rare. Unusual race game.  Players each have a piece at each corner of a 15 x 15 grid, and the objective is to get those pieces to the centre. Movement is by dice roll, but what makes this game interesting and clever is that each player has fences which slot into the sides of the spaces.  These obstruct movement, but are also essential as movement is in straight lines but when hitting a fence the direction can be changed and movement continues.  Thus a carefully placed fence can help you but hinder your opponents.  Sometimes known as The Game of Fences.  Amazingly substantial board, at least twice as thick as modern boards.

 

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

1) Excellent. £22      2) In shrink. £24

Designer: Vladimír Suchı. No. players: 3-5. Country: Czech Republic, Duration: 75 mins, Desc. by Andy.

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

 

League Of Six: Loyal Retinue. Published by Czech Games Editions. 2008. Box. In shrink. £16

Designer: Vladimír Suchı. No. players: 3-6. Country: Czech Republic, Duration: 75 mins, Desc. by Andy.

Expansion for League of Six, which is required to make use of this.  The set provides playing pieces for a 6th player, a selection of new hexagonal tax tiles, and followers.  As well as letting you play with a sixth player, this expansion also introduces followers of different social classes who attach themselves to your retinue when you visit the towns, and give in game advantages as well as VPs at the end of the game.

 

Liardice. Published by Campus Martius. 1980. Box. Excellent. £2.75

Designer: Don Hughes. No. players: 2+. Country: British, Duration: 10 mins, Desc. by Andy.

Pocketable set which is just a little larger than a deck of cards.  Players secretly roll the dice in the box and close the lid, and then say what they have got (eg. a pair of sixes), and then pass the box to the next player, who either accepts the box, gets one reroll and then says a higher combination he has now achieved, or refuses the box and calls the previous player a liar!  A neat mini set with very small dice and its own dice rolling compartment and life tokens.

 

Lord Of The Rings - Battlefields. Published by Hasbro. 2006. Box. In shrink. £13

Designer: Reiner Knizia. No. players: 2-5. Country: British, Duration: 75 mins, Desc. by Andy.

Expansion for the Lord of the Rings cooperative game by Reiner. This expansion can be played with just the base game or can be combined with any / all of the other expansions.  New battle boards are introduced which have to be dealt with alongside the normal scenario boards.  As progress is made along the main track on the main board enemies enter the battlefield board and advance - if unchecked they will reach unpleasant spaces causing the players to lose cards and gain corruption etc. However, as an action new members of the fellowship can be deployed to assist against these enemies. A great way to freshen up the original game.

 

Lost Valley. Published by Kronberger Spiele. 2004. Box. In shrink. £12

Designer: Roland & Tobias Goslar. No. players: 2-4. Country: German, Duration: 1 hr, Desc. by Andy.

Exploration game set in the days of the Gold Rush. Players start off with some timber, food and tools and head out to explore the wilderness and make their fortune in gold nuggets.  Gold can be gained by panning the streams or by building mines and then mining.  In order to do each activity various resources (mostly food, timber and tools) are needed.  Once some nuggets have been found they can be hoarded or spent on neat equipment which will make future actions more efficient, such as dynamite and special sieves.  When a player has 10 nuggets (which will be of  varying values) they may return to civilization and end the game - hopefully with more gold than anyone else.

 

Maka Bana. Published by Tilsit. 2003. Box. In shrink. £18

Designer: Francois Haffner. No. players: 2-5. Country: French, Duration: 45 mins, Desc. by Andy.

Board game with a tropical island development theme.  Players try to build their beach huts (think Bermuda not Skegness) onto various sites around a paradise island, and ideally building their huts adjacent to each other if possible. Each potential site is uniquely identified by the beach it is on, the type of terrain and a pattern. Each turn every player secretly chooses three attribute cards which indicate the site they wish to build on, but then must reveal one of these, thus giving a clue about it.  Each player can then make one site off limit for that turn, which hopefully will hinder other players. It is also possible to take over other people's huts by openly playing an additional card.  There are advanced cutthroat and chaotic rules.

 

Matchday / Kevin Keegan’s Matchday.

1) Matchday, published by Supergames. 1976. Box. Box corners split. £1

2) Kevin Keegan's Matchday. Published by Dubreq. ca.1978. Box. Good. £2

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

Game uses some ideas from Monopoly, but also features the matches, injuries, transfers, gate attendance, and other aspects of being a football manager.

 

Middle Earth. Published by Games Workshop. 1985. Box. Good. £7

Designer: S Coleman Charlton. No. players: 3+. Country: British, Desc. by Andy.

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

 

Milk Race Game. Published by Jason Games. Box. Good but box corners taped. £3

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

Cycle racing game which uses a spinner for movement, and tactics cards which can be played on yourself or other cyclists, as well as a special 'shake up' at the sprint and mountain sections.  This 'shake up' is effectively a mini dice game which decides how well the cyclists do in this stage - but only cyclists who were still in the pack will take part.  Finally there are also rules for time trials as well.

 

Mind Your Language. Published by Spear's Games. 1992. Box. Good. £7

Designer: Unknown. No. players: 3-6. Country: British, Duration: 1 hr, Desc. by Andy.

Unusual game which gets the players to ask and answer questions in foreign languages!  Don't worry though - no skill in linguistics is required, as everything is spelt out phonetically and translated into English as well! The objective is to get your passport stamped for a number of foreign countries.  When visiting a country you read out a question in the relevant language and choose a player to answer.  If they have the answer card for that question in the right language they answer and you get your passport stamped, but they can instead block using a tourist card who answers in another language altogether or maybe they don't have the right card at all.  Various event cards make it a bit harder to keep track of which cards people have too.

 

Montanara. Published by Abacus Spiele. 2005. Box. Excellent. £7.50

Designer: Jong Kong. No. players: 2. Country: German, Duration: 20 mins, Desc. by Andy.

The players vie to be the first to unearth 4 valuable crystals.  In this card game players play dwarves onto the table and then can use them to delve into the piles of cards looking for crystals - one card for each dwarf available to dig.  In addition action cards can be played which can manipulate the order of the cards in the piles to be dug up and allow the cards to be examined. Cave-ins remove all dwarves on the table from play, and quakes can undo your opponent's cunning plans.

 

Morgenland. Published by Hans Im Gluck. 2000. Box. In shrink. £10

Designer: Richard Breese. No. players: 3-5. Country: German, Duration: 90 mins, Desc. by Andy.

Special notes: I will include a set of laminated English spell cards with this set.

Also published as Aladdin's Dragons in America.  This is a revised and improved version of Richard Breese's rare Keydom.  Players vie for resources by placing some of their workers into the caves to gather gems using a clever mechanism which allows a little bluffing. Other workers can also be placed in various locations in the city, which permit the player with the most senior worker to trade resources, gain magic spells for later use, improve their position in the turn order sequence, and most importantly enter the palace, where they can buy artifacts using their hard won resources.  These artifacts give additional abilities and also count towards victory.  Very good game - recommended.

 

Musketiere. Published by Hexagames. 1991. Box. 2 copies available:

1) Excellent. £3.50      2) Good. £3

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

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

 

New Contract Bridge In A Nutshell. Published by W.H. Allen. 1960. Book. Good. £3

Author: Charles H. Goren. Country: British, Desc. by Andy.

Hardback, 22x14cm, 135 pages. A streamlined book which presents Goren's point count and bidding system in an easy to follow and refer to manner. The book covers: Valuation Tables, Opening Bids, Responses, Forcing Bids, Rebids by Opener, Rebids by Responder, Overcalls, Takeout Doubles, Penalty Doubles, Slam Bidding, Opening Leads, Tactics, Digest of Laws, Scoring Table.

 

New Rules For Classic Games. Published by John Wiley & Sons. 1992. Book. Excellent. £5

Author: R Wayne Schmittberger. Country: American, Desc. by Andy.

Softback, 23x19cm, 245 pages. This book takes all sorts of classic games and suggests variations, in some cases to allow different numbers of players, in some cases to fix perceived flaws, and in others just for the sake of variety!  Topics covered: New Twists on Old Favourites (inc. Monopoly, Triv, Boggle, Master Mind, Hearts, etc). Fixing a Flaw, Doubling Up, Changing the No. of Players,  More Variations, Handicapping, New Games to Use Game Equipment, Pencil & Paper (Only) Games, Party Games, Outdoor Games, Beyond Backgammon, Beyond Chess, Beyond Checkers, Playing By Mail, Creating Your Own Variations. It is certainly full of interesting ideas.

 

North Sea Oil. Published by Omnia. 1974. Box. Good. £4

Designer: R C P Guignard. No. players: 2-6. Country: British, Duration: 2 hrs, Desc. by Andy.

Oil discovery, pumping and selling game.  The board shows 28 potential drilling sites, which vary in depth and productivity. There are different drilling rigs designed to reach different depths. Plots are initially explored and then put up for auction. Once bought a plot can be made active by buying a rig or moving one to it. Production is affected by weather though.  The price of oil fluctuates too and the political party in power changes and sets the interest rate on your loans (which you will have), and tax rates. Some advance warning of the next party coming to power is available to aid planning.

 

Off Road Fun. Published by Clementoni. 1994. Box. Good. £4

Designer: Unknown. No. players: 2-4. Country: Italian, Duration: 20 mins, Desc. by Andy.

Family race game in which the players lay out a cross country rally course, some of which will be on road and other parts will be off road.  After the players study the layout the track tiles are turned face down.  A special dice is rolled to determine movement, but the moving player must also state whether the tiles about to be landed on are on road or off road, and only if this is stated correctly can the player move forwards. First to the end of the track wins.

 

Oh-Wah-Ree. Published by 3M. 1962. Box. Excellent. £7.50

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

Extremely attractive Mancala variant in a bookcase box. Contoured plastic board, pebbles and cloth bags to store them in.

 

On Assignment With National Geographic. Published by NGS. 1990. Box. 2 copies available:

1) Excellent. £1      2) Good. £0.75

Designer: Margaret McKelway. No. players: 2-4. Country: American, Duration: 1 hr, Desc. by Andy.

Trivia game with loads of cards. Published by the National Geographic Society, and presumably sold through their magazine, and the questions relate to anything which might appear in this magazine. Some of the cards have very attractive photographs, and the object is to collect sets of these.  Also the board shows a political atlas style map of the world, again very nicely done.

 

Operation. Published by MB Games. 1996. Box. Excellent. £3.50

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

Fun family game in which the players take it in turns to extract various organs from an unfortunate patient.  This is done using a pair of metal tweezers and should the tweezers touch the metal side of the hole being operated on an alarm sounds and that operation fails!  Silly, but fun.

 

Oracle Mind Games & Puzzles. Published by Mensa Publications. 1990. Book. Excellent - unused. £4

Author: Harold Gale. Country: British, Desc. by Andy.

Softback, 24x17cm, 200 puzzles + solutions. This is a collection of IQ test style puzzles for you to solve.  Sometimes mathematical, sometimes word based, sometimes pictorial.  You can be assured of a good brain-workout with this book.

 

Orcz. Published by Fantasy Flight. 2000. Box. Excellent. £9. Desc. by Andy.

Designer: Christian Petersen, Greg Benage. No. players: 2-4. Country: American, Duration: 45 mins.

Each player is the leader of a powerful tribe of orcs vying for the favour of evil Lord Llovar.  However, the orcs are at war, and must together defeat Llovar's enemies. Players take turns to put forward two of their orcs one face up and one face down in ranks to form communal armies which will take on the various enemies.  However, once the armies are gathered, the orcs may struggle amongst themselves to be the dominant tribe in each army, as Llovar rewards that tribe generously.  However, should the orcs struggle amongst themselves so much that they lose the battle then the dominant tribe will be punished. Should the orcs repeatedly lose battles then it is possible for Llovar to be overthrown in which case all tribes lose.

 

Origins - How We Became Human. Published by Sierra Madre Games. 2007. Box. In shrink. £24

Designer: Phil Eklund. No. players: 2-5. Country: American, Duration: 4 hrs, Desc. by Andy.

Game which follows the development of the human species from the end of the ice age to the near modern era. Players take the roles of various sub-species of human (cro-magnon man, neanderthals etc) and try to develop into the dominant species.  Through time various intellectual advances are made and populations expand and collide.  Eventually society and culture come into being. The winning species is the one which has developed most as measured by VPs for population, culture, intellectual advances etc.

 

Payday. Published by Parker. 1975. Box. Good. £1.50

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

Pay Day is played on a calendar showing the days of a month.  Players have to deal with various bills and expenses, but also have the opportunity to make deals on property and earn money. At the end of each month, players are paid their salary and must pay off all outstanding bills, taking out a loan if necessary. Most money (or least debt) wins after six months.

 

Penalty. Published by Pepys. ca.1950. Box. 2 copies available:

1) 2 box corners taped. £8. The cards show use, but are still entirely useable.      2) Good. £11

Designer: Ernesto Scola. No. players: 2-6. Country: British, Duration: 20 mins, Desc. by Andy.

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).

 

Perception. Published by Gemini Games. ca.1980. Box. Good. £4

Designer: Mordechai Meirowitz. No. players: 2-4. Country: British, Duration: 15 mins, Desc. by Andy.

Special notes: Box lid good, contents still shrinkwrapped, but box base edges 'pulled in' by the shrinkwrap.

Players use skill and logic to break their opponents' hidden code.  This is from the designer of Master Mind and has a bit of a feel of that game.  The hidden code is one or more letters or numbers drawn out using pegs on a 5x5 grid.  Players locate the pegs battleships style, but can deduce what letter or number must be present without finding anything like all the pegs.  Now quite rare game.

 

Pin Point. Published by Oliver Games Ltd. 1993. Box. Good. £5

Designer: Oliver Cockell. No. players: 2-4. Country: British, Duration: 45 mins, Desc. by Andy.

Strategy game played with large two-coloured capsules (rather like giant pills).  The board consists of a 10 x 10 grid of holes into which the capsules can be placed with a grid marked on the board.  Each turn a player plays four capsules and tries to form high scoring patterns with these placements ideally without giving away good scoring opportunities to the next player.  When capsules have formed a suitably large and high scoring pattern they are flipped over so that the pattern cannot be extended further. There is also a clever rule for the placement of wild capsules. Nicely produced.

 

Piratenspiel. Published by Unser Lieblingsspiel. 1989. Box. Good. £5.50

Designer: Georg Appl. No. players: 2-5. Country: German, Duration: 30 mins, Desc. by Andy.

Trick taking card game in which winning tricks allows you to move your ship on the board, with the objective being to get to the treasure island and claim the treasure.  Various spaces have different features meaning that there will be times when you particularly want to win a trick and times when you are not so fussed, thus giving you extra things to think about during the card play.  Attractively produced.

 

Popular Games Of Patience. Published by Bazaar, Exchange & Mart. 1922. Book. 2 copies available:

1) Good. £6. The dustcover is very worn but has been put in a special protective sheet.

2) Good, but speckling on some pages. £4. 3rd Edition, No dustcover.

Author: M. Whitmore Jones, Laurence Morton. Country: British, Desc. by Andy.

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, ...

 

Premium. Published by Theydon Games. ca.1950. Box. Good. £7

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

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

 

Professional Poker Set. Published by Rösner Importtrend. ca.2006. Tin Box. New. £15

Designer: Unknown. No. players: 3-6. Country: German, Desc. by Andy.

This Poker set comes in a sturdy foldout metal briefcase style case, and includes: 300 11.5g professional suited but unnumbered poker chips in 5 colours, two decks of playing cards, 5 casino dice, a dealer chip and rules for Texas Hold'em. A very useful item for players of all business games even if Poker is of no interest, as using good quality poker chips speeds up any game which involves lots of monetary transactions - they are very much nicer to hold than paper money too.

 

Quick Wit. Published by The Games Gang Ltd. 1987. Box. Good. £2.50

Designer: Petermark Inc. No. players: 2-6 or teams. Country: American, Desc. by Andy.

Quiz type game, but different to most of these because of the nature of the questions.  Many of them are cards with odd pictures on and you have to try to identify what the picture represents.  Some of the others are mathematical or logic puzzles, others based on obscure vocabulary, and mixed in are a few of the more normal trivia questions.  Also included is an egg timer, dice and dobbers.

 

Race For The Galaxy: The Gathering Storm. Published by Rio Grande Games. 2008. Box. In shrink. £15

Designer: Tom Lehmann. No. players: 2-5. Country: American, Duration: 45 mins, Desc. by Andy.

First expansion for this extremely popular space colonisation and trading themed card game.  You will need the base game in order to play.  New ideas and themes to freshen up the excellent base game including: JumpDrive technology, an ancient race stirring, the Imperium strengthening and resistance growing.

 

Roller Coaster Hippo. Published by Ravensburger. 1990. Box. Good. £3

Designer: Heiner Wohning & Bertram Kaes. No. players: 3-6. Country: British, Duration: 1 hr, Desc. by Andy.

Players each have a wooden hippo playing piece which they race around the board which shows a roller coaster track with various spaces.  Movement is by use of a special dice. Various spaces are special and involve the player performing an activity in order to move extra spaces.  These activities include describing an object so other players guess it, miming an object, modelling an object (clay provided), making the sounds of an object, or performing the action on a card eg. telling a joke.

 

San Juan. Published by Rio Grande Games. 2004. Box. In shrink. £14

Designer: Andreas Seyfarth. No. players: 2-4. Country: American, Duration: 45 mins, Desc. by Andy.

Excellent card game based on the exceptionally popular and award winning board game Puerto Rico.  Players build a city which will consist of a selection of production buildings (which allow goods such as sugar and tobacco to be produced and later sold) and special buildings.  There are lots of different special buildings which give their owner a variety of benefits, generally improving the way a certain phase of the game works for their owner.  In turn each player chooses a particular action which they get the full benefit of while others get a more limited option - these actions include building, production, trading, and prospecting.  Highly recommended.

 

Sauerbaum. Published by Herder Spiele. 1987. Box. Good. £10

Designer: Johannes Tranelis. No. players: 3-7. Country: German, Desc. by Andy.

Intriguing game with the object of saving a tree from dying from acid rain pollution. All players must work together to achieve this, because if the acid raindrops reach the roots, all players lose. Thus they have to act co-operatively, but at the same time, they also try to win individually. There is no point though in getting into a winning position if the roots wither, so sometimes you just have to help your fellow players whether you like it or not. Can also be played with smarties in which case you eat them as you eliminate them from the tree - yumm yumm! Recommended.

 

Scandaroon. Published by Surprised Stare. 2007. Box. In shrink. £14

Designer: Tony Boydell. No. players: 3-4. Country: British, Duration: 1 hr, Desc. by Andy.

Interactive card game with some elements from trick taking games and some from set collecting games.  Players play cards from hand one at a time, and these will have a suit and value, but also many have a special power which can either be used (and the card generally discarded) or ignored.  Players try to achieve the best card collection each round, with various bonuses awarded for other achievements as well.

 

Scarne On Cards. Published by Crown Publishers. 1955. Book. Excellent. £9

Author: John Scarne. Country: American, Desc. by Andy.

Hardback, 22x15cm, 402 pages. Essential reading for anyone hoping to be a card sharp, or anyone who thinks they may play cards with a card sharp!  After a fascinating introduction describing all sorts of cheats and tricks, the book goes on to give the rules and how to play well the following games: Gin Rummy (and other Rummy games), Blackjack, Faro, Card Craps, Chemin De Fer, Poker and Pinochle.  However, what makes this book different is it also explains ways to cheat at each of these games, and how to spot others who are cheating.

 

Scarne's Complete Guide To Gambling. Published by Simon And Schuster. 1961. Book.

Good - dustcover shows wear. £6. Author: John Scarne. Country: American, Desc. by Andy.

Hardback with dust cover, 714 pages, 24x16cm. Excellent book devoted to the rules and strategy of gambling games, written by a noted game designer and magician. The chapters cover: America's Biggest Industry, Mathematics & Science of Gambling, Horse Racing, Betting On Sports Events, Lotteries Sweepstakes Pools & Raffles, The Numbers Game, Bingo, Casinos, Craps, Odds in Dice Games, Black Jack, Roulette, Slot Machines, Chemin de Fer & Baccarat, Keno, Carnival Games, Private Card Games, Poker, Gin Rummy, Pyramid Clubs, General, Hustlers & Cheats. Throughout the book there are hints on spotting cheats and even on how to cheat should you be so inclined.

 

Schnitzeljagd. Published by Simba Toys. 1998. Box. Good. £9

Designer: Roland Siegers. No. players: 2-4. Country: German, Duration: 20 mins, Desc. by Andy.

Race game in which players move their pieces along a track, trying to get all of theiir pieces to the end first.  Movement is according to how far back your pieces are compared to others, and if the piece is in a stack, though only exposed pieces can move.  The further back and the taller a stack the more a piece can move forward, but can choose to stop short for tactical reasons. The game has been given a children's game look, but is for age 10+.

 

Schoko & Co. Published by Schmidt. 1989. Box. Good, but box shows wear, 1 corner taped. £16

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

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

 

Schrille Stille. Published by Zoch Zum Spiele. 1999. Box. In shrink. £16

Designer: Peter Wichmann. No. players: 3-6. Country: German, Duration: 1-2hrs, Desc. by Andy.

Players take on the roles of record companies and try to promote their bands into the Top 10.  This is done by secretly playing influence counters on the various bands in the charts.  These then get resolved and can result in somewhat different results to what was expected due to the intriguing mechanism used.  Record companies are then awarded points for the best bands and the least popular bands drop out of the charts to be replaced by new ones.  The amazing thing about this game is the wooden CD player and the special 'CD sets' into which players put their influence chits and the way they all get resolved using the CD player - unique.  I also have some simple house rules which cut the length of the game without removing any of the flavour.

 

Siena. Published by Zugames. 2005. Box. Excellent. £16

Designer: Mario Papini. No. players: 2-5. Country: German, Duration: 2.5 hrs, Desc. by Andy.

Business game which uses cards and is played on a board showing the famous painting of Siena by Ambrogio Lorenzetti. Players start off as peasants and play cards to produce crops which they can then take to market and sell. When rich enough players can become merchants which means they now sell more profitable goods and can pay for influence on the town's council (VPs).  Eventually players will become bankers, and money veritably rolls in, but the expenses are also higher, and in order to gain valuable influence artists must be commissioned to add to your fame (more VPs).  All this is cleverly driven by card play.

 

Slow Freight. Published by Alan Moon. 2004. Envelope. New. £4.50

Designer: Alan Moon. No. players: 2-4. Country: American, Desc. by Andy.

This train game comes in a large envelope and you will have to cut up the sheets of cards required to play.  The card sheets are colour printed though. In the game players put together engines with freight carriages, and then have to deliver the goods. The longer a train the more it will score, but the slower it is to move, and so delivery will take longer.  Undelivered goods at the end of the game incur a penalty, and the player scoring the most VPs wins.

 

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

1) Good. £5       2) Good, but tape removal mark on base. £4.50

Designer: Graeme Levin. No. players: 2-5. Country: British, Duration: 90 mins, Desc. by Andy.

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

 

Spitting Image. Published by Parker. 1984. Box. Box shows wear, 2 corners taped. £4

Designer: Unknown. No. players: 2-4. Country: British, Duration: 90 mins, Desc. by Andy.

TV related, based on the satirical show of the same name from that time. The game uses 6 large spitting image models of world leaders (eg. Reagan, Thatcher, Gorbachev), which the players control during the game.  Players each have 3 secrets they don't want exposed, and if all 3 are exposed they are out of the game. Play involves choosing how far to move around a track, and actioning the space landed on.  However, a journalist piece is also moved the same amount and if this lands on an opponent's playing piece one of their secrets has been discovered.  However, it may not be exposed, as dirty tricks campaigns and blackmail may result in it staying secret. Money needs to be saved up for protecting yourself and attacking opponents.

 

Spy. Published by Uberplay. 2004. Box. In shrink. £8

Designer: Reiner Knizia. No. players: 2-4. Country: American, Duration: 30 mins, Desc. by Andy.

Card game in which players start with a pile of spy tokens and try to be the first to get them all into play.  This is done by collecting cards which each show a symbol (eg. hat, black sunglasses etc) and a continent.  Players draw cards and play them to the table revealing some of the cards they have, until they wish to place spies, which is done by discarding a number of cards showing the same symbol / continent and placing spy tokens on the central card showing that feature.  However, the more spies already there, the harder it is to deploy more. Essentially a game of deciding how long you can afford to wait before playing a set - the longer you wait the better the reward unless someone beats you to it.

 

Spy Ring. Published by Waddingtons. 1965. Box. Excellent. £7

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

First edition of this game of intrigue amongst the embassies. Even has little metal aerials you pop in your spy's hat for when he is using his radio. Players try to collect all four parts of one of the secrets going around between the embassies. The first player to achieve this wins.  Play is tactical and a small amount of memory helps too since then you will know who is most likely to have the part of the secret you are collecting.  Rather nice light game.  There are a surprisingly large number of differences between this early version and the later (1978 onwards) version.

 

Spy Ring. Published by Waddingtons. Box. 2 copies available:

1) 1978. Good. £4.50. There is a large mark on the base where tape has been ripped off.

2) 1986. Good. £6

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

Revised edition of this game of intrigue amongst the embassies.   Players try to collect all four parts of one of the secrets going around between the embassies.  The first player to achieve this wins.  Play is tactical and a small amount of memory helps too since then you will know who is most likely to have the part of the secret you are collecting.  Rather nice light game with fun (but unnecessary) mirrors with which to discreetly look at your collected secrets.

 

Star Trek The Final Frontier. Published by BMI. 1992. Box. Good. £1

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

Players must make a trip around the galaxy visiting 4 different locations and then return to base.  Event cards aid or hinder and movement is by dice roll.

 

Star Trek: The Next Generation Video Game. Published by Milton Bradley. 1994. Box. Good. £5

Designer: Unknown. No. players: 2+. Country: British, Duration: 1 hr, Desc. by Andy.

Very nice item for Star Trek fans. You interact with a video. During play a Klingon will appear at different times, and where you are on the board at that time affects what happens. Obviously inspired by the success of Atmosfear but a much better game. The story is that a Klingon steals the Enterprise while it is in space dock and with minimal crew.  He intends to attack the Klingon Empire with it to start a war.  The players as Federation crew members must try to stop this happening.

 

Station Manager. Published by Spiele Aus Timbuktu. 2002. Box. 2 copies available:

1) Excellent. £7      2) In shrink. £7.50

Designer: Michael Schacht. No. players: 2-4. Country: German, Duration: 45 mins, Desc. by Andy.

Train themed card game.  Players collect sets of cargo cards and trade in sets to claim scoring cards.  However, these can be stolen away by other players playing the same set later in the game.  The game can end in several ways, and when it does players score for the sets played and the scoring cards still in front of them.

 

Stockbroker. Published by Intellect. 1971. Box. Good. £27

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

Rare stockmarket game. There are 9 companies and each has 11 blocks of shares.  Share prices drop each time a block is sold and go up when a block is bought.  Also political and commercial events cause share prices to change.  A playing piece moves around the board and the space it lands on indicates what can be bought and sold that turn, or if an event comes up etc.  Also if a player has a controlling share (6 blocks) of a company's stock then he receives or pays that company's profits and losses and gets to choose whether to pay dividends or not.

 

Strozzi. Published by Rio Grande Games. 2008. Box. In shrink. £20

Designer: Reiner Knizia. No. players: 3-6. Country: American, Duration: 1 hr, Desc. by Andy.

A further development of Reiner's classic auction game Medici.  This game uses many of the same ideas - trying to get ships bearing goods and other benefits which suit your plans into your harbours, with payouts for weights of ships and majorities in the various goods etc.  There are assorted twists including a completely different way to 'bid' for the ships.  Instead of a regular auction using money players use bidding tokens in a sort of simplified Ra type of mechanic.  Ideal if you like Medici, but have friends who don't like direct auctions using money.

 

Table Games: How To Make And How To Play Them. Published by A.S. Barnes & Co.. 1976. Book.

Good - Ex Library. £5. Author: Ray J. Marran. Country: American, Desc. by Andy.

Hardback, 26x17cm, 122 pages.  Reprint of a book originally published in 1939.  This book is aimed at the keen arts and crafts board gamer.  Not only are the various games' rules described, but also instructions on how to make yourself a copy of the game.  The games are categorised as follows: Spinning Arrow / Spinning Top / Numbered Cube Games (31), Spin-O (1), Checkerboard Games (9), Chinese Star Checker Game (1), Finger Snip Games (6), Fun With Tiddledy-Winks (12).

 

Targui. Published by Jumbo. 1988. Box. Good. £14

Designer: Dijkstra En Van Dijk. No. players: 2-4. Country: Dutch, Duration: 2.5 hrs, Desc. by Andy.

Special notes: Original rules missing - printout supplied

Light wargame in the same genre as Risk. Each player represents a tribe of warring desert nomads. The game system makes for a unique game every time you play, with a different board layout (laid out using nicely produced large tiles) and different game altering events coming out as well. Turn order is unusual too, as it ensures that each player will get the same number of actions each turn, but the order these will come up in is highly variable making the players keep their options open for whatever happens next.  Different terrains provide different combat and economic benefits, and new camels must be bought with precious money.

 

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

1) Excellent. £18      2) In shrink. £20

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

Country: American, Duration: 45 mins, Desc. by Andy.

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

 

The Complete Book Of Card Games. Published by H.F.& G. Witherby Ltd. 1939. Book. Good. £8.50

Author: Hubert Phillips, B.C. Westall. Country: British, Desc. by Andy.

Special notes: First printing

Hardback, 22x15cm, 258 pages. This collection of card games give rules and also illustrative examples and discusses the games in detail too.  It covers: Contract Bridge, Solo Whist, Piquet, Cribbage, Black Maria, Poker, German Whist, Nullos, Bezique, Bezique Poker, Cribbage Two Player Patience, Tablanette, Cassino, Five Hundred, Three Handed Bridge, Knaves, Hasenpfeffer, Greek Hearts, Slobberhands, 12 games for 3-7 players, 11 party games, 28 games of patience.  A good collection.

 

The Complete Book Of Indoor Games. Published by Hamlyn. 1983. Book. Excellent. £4

Author: Peter Arnold. Country: British, Desc. by Andy.

Hardbook with dustcover, 26x18cm, 320 pages. A large collection of rules to indoor games with many diagrams.  The games are categorised as follows: Card Games: 1 Player (13), 2 Players (15), 3 Players (5), 4 Players (12), 5+ Players (7), Party (7), Banking (11); Board & Tile Games (11), Dice Games (15), Roulette (1).

 

The Elfquest Boardgame. Published by Mayfair. 1988. Box. Good. £5. Desc. by Eamon.

Designer: Mark Acres, Troy Denning & Marty Stever. No. players: 2-5. Country: American, Duration: 90 mins.

Based on the comic book characters created by Wendy and Richard Pini. The board is made up of tiles, making it different every game, and in the full game, the tile placement is crucial to your strategy. One player is Guttlekraw the Troll King, and the others are leaders of various elf tribes looking for their Elf Home.  Movement costs between tiles depends on the numbers printed on them, so some routes will be prohibitively expensive.  There are a number of potential sites for Elf Home, which need to be investigated.

 

The Game Of Quotations. Published by Milton Bradley. 1987. Box. 2 copies available:

1) Good - 1 corner taped. £0.75      2) Good. £1

Designer: Unknown. No. players: 2+. Country: British, Duration: 45 mins, Desc. by Andy.

A trivia game based on famous quotations. The questions come in various types: True or False, Buzz Words, Who Said That, Missing Words and Quote Vote.  Players / teams are given cards indicating these categories and have to get rid of them by answering correctly.  Of course it is the quotes themselves which make the game worth playing.  eg. 'My one regret in life is that I am not someone else' - Woody Allen.

 

The Great Games Book. Published by Macmillan. 1985. Book. Good. £5

Author: Various. Country: British, Desc. by Andy.

Softback, 31x24cm, 28 pages. A collection of 14 games, each of which can be played by laying the book out flat, and using it as a board. You will need to provide your own counters, dice etc.  The games are all by different authors, and the boards drawn by various illustrators.  The games are: Root The Loot, Ludo Park, Utter Brilliance Game, Pigs In The Pantry, Lost In The Wood, Heavens Above, Teddybear's Draughts, Cheese!, The Phone Game, Bumbledon, Don't Do That, Alice In Wonderland, The Game Of Goose, What A Mess In The Bone Race.

 

The Guinness Book Of Traditional Pub Games. Published by Guinness Publishing. 1992. Book. Excellent. £3.50

Author: Arthur R. Taylor. Country: British, Desc. by Andy.

Softback, 23x17cm, 192 pages. Fascinating look at games played in pubs over the last couple of centuries.  These include the old favourites still commonly found as well as many games which are little if ever seen these days.  The chapters cover: Darts, Dominoes, Cards, Skittles, Table & Cue Games, Green Field Games, Bowls Bullets & Boules, Quoits Horseshoes Rings & Things, Sliding Shoving Pushing & Tossing, Gambling Games, The Good Old Days, Board Games, Eccentricities.

 

The Hamlyn Illustrated Book Of Card Games. Published by Hamlyn. 1973. Book. Excellent. £10

Author: George F Hervey. Country: British, Desc. by Andy.

Hardback with dustcover, 26x19 cm, 240 pages. Lavishly illustrated book covering roughly 200 games and variations, each fully explained, and with illustrations to clarify tricky points or show layouts etc. The games are categorised as follows: Patience (Single Deck 19, Double Deck 22), Two Player (58), Three Players (12), Four Players (41), Five + Players (33), Party Games (23), Banking Games (17).

 

The Jumbo Book Of Board Games. Published by Kestrel Books. 1979. Book. Good, but spine taped. £4

Author: John Astrop. Country: British, Desc. by Andy.

Hardback, 36x25cm, 30 pages. A collection of board game boards with rules, collected into a book so you can lay out the book flat, and play the games on it.  You will need to provide counters, dice etc.  Illustrated in full colour.  The games are: Chess / Draughts, Palm Tree, Ludo, Fire! Fire!, Space Race, Steeplechase, Shunting, Warlord, Dragon, Nine Men's Morris, Five Field Kono, Spychase, Jackpot, Asalto, Backgammon.

 

The Loving Game. Published by Penthouse. ca.1984. Box. Good. £6

Designer: Richard Edelman. No. players: 2. Country: Unknown, Desc. by Andy.

Game intended to be played by romantic couples privately.  Play involves rolling the dice and moving your playing piece around the track and actioning the space you land on. The spaces say things like: tell your partner 3 things that frighten you; hug your partner; kiss your partner passionately!

 

The Official Scrabble Quiz Game Book. Published by Carlton. 1997. Book. Excellent - unused. £3

Author: Robert Allen. No. players: 2+. Country: British, Desc. by Andy.

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

 

The Twits Card Game. Published by Winning Moves. 2004. Box. In shrink. £5

Designer: Quentin Blake. No. players: 2-5. Country: British, Duration: 30 mins, Desc. by Andy.

Card game with a Roald Dahl tie in. It involves collecting sets of cards which are then played to the table.  However, the game has some new ideas to add to a Rummy type game - cards left in your hand will score for or against you depending on whether they are +ve or -ve, but all melded cards will score +ve. Also some special cards change the values of cards left in your hand.

 

The Williams Renault Grand Prix Championship Game. Published by Domark. 1994. Box. Good. £29

Designer: Unknown. No. players: 1-6. Country: British, Desc. by Eamon.

Beautifully produced race game, I would guess, made as a promotional item as much for the Williams Team as for making money for the manufacturer. The game has two boards. The first is a Monopoly-style board around which you travel four times hopefully earning money to buy equipment for your racing team. The other board can be made up into 16 different tracks, representing the 16 main Grand Prix races. The races are not based on die rolls but more on the performance abilities of your cars as built during the preliminary section or during further development between each race. Very nice item.

 

The Wonderful World Of Toys Games & Dolls 1860-1930. Published by DBI Books Inc. 1971. Book. Good. £6

Author: Joseph J. Schroeder. Country: American, Desc. by Andy.

Softback, 28x21cm, 256 pages. This book reproduces advertisements and catalogs of advertisements for American toys, games and dolls etc throughout the period covered.  The data and source of all reproductions are noted.

 

Tile Poker. Published by Peter Pan. 1983. Box. Good. £3.50

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

Tile placement game played on a felt mat with plastic tiles which represent standard playing cards. Tiles are played Scrabble style onto the board to form Poker combinations in order to score points.  There are bonus squares for extra points too.


Time Pirates. Box. 2 editions available:

1) Published by Piatnik. 2000. Box. Country: Austrian. Excellent - unpunched. £7

2) Published by Rio Grande Games. 2000. Country: American. Excellent. £8

Designer: Alan Moon & Aaron Weissblum. No. players: 3-6. Duration: 1 hr, Desc. by Andy.

Players move through time stealing valuable artifacts as they go, attempting to form valuable sets to sell in the far distant future.  However the time police and other time pirates all get in the way. At the end of the game the player with the most valuable collection wins. The board shows the different time periods the players can move between, and from each time zone there are only a few others which can be reached, so care is required in planning your route between them to ensure you get the artifacts you need.

 

Times Square. Published by Rio Grande Games. 2006. Box. 2 copies available:

1) Excellent. £11       2) In shrink. £13

Designer: Reiner Knizia. No. players: 2. Country: American, Duration: 25 mins, Desc. by Andy.

Card game in which the two players use their cards to move around several wooden figures representing various characters, including Saucy Sue and her bodyguards.  The objective is to get the figures into your entertainment establishment. The two rival hostelries face each other across Times Square.  It is possible to win the game by either a slow accumulation of points by having more characters consistently in your inn than your opponent's, or by clever play which your opponent is unable to stop, getting Saucy Sue into your establishment despite her bodyguards.

 

Toutankamon / Tutanchamun.  2 editions available:

1) Toutankamon. Published by Amigo. 1997. Box. Country: French edition. In shrink. £12

2) Tutanchamun. Published by Amigo. 1997. Box. Country: German .In shrink. £13

Designer: Reiner Knizia. No. players: 2-6., Duration: 30 mins, Desc. by Andy.

Unusual set collecting game.  The tiles show various Egyptian artifacts with various numbers of each type. They are all initially laid out in a long winding row leading to a Great Pyramid.  Players take it in turns to advance their marker along the track formed by the artifacts as far as they like and take the one they end on.  When all of a type have been collected players score for having a majority.  A couple of special tiles add to the possibilities.  Attractively produced and easy to play, but hard to win.

 

Traffic Lights. Published by Fiendish Board Games. 1992. Box. Excellent. £2

Designer: Alan Parr. No. players: 2. Country: British, Duration: 5 mins, Desc. by Andy.

Strategy game played on either a 3x3 or 3x4 board in which players alternate either playing a token onto a space on the board or upgrading a token from red to yellow or yellow to green.  The objective is to make a line of 3 tokens of the same colour or a line in the sequence red, yellow, green.  The game is cased in a video box.

 

Trust Me. Published by Parker. 1981. Box. Shrinkwrapped. £6

Designer: Unknown. No. players: 2-4. Country: American, Duration: 45 mins, Desc. by Andy.

Wheeler-dealer business game. Players claim properties around the board and cajole other players to invest in them. The value of the properties is random, and hidden away in little briefcases. As the game goes on you find out which ones are really worth having.

 

UFO. Published by Avalon Hill. 1978. Box. 2 copies available:

1) Box shows wear. £4       2) Good. £5

Designer: Tom Dalgliesh. No. players: 2. Country: American, Duration: 30 mins, Desc. by Andy.

One player runs a fleet of aliens and must land 5 of their 8 ships on Earth.  The other player tries to ensure this doesn't happen.  Movement uses orbital paths on 7 concentric rings.  Combat uses dice.  In addition the Moon also orbits the Earth and obliterates anything which doesn't move out of its way!  The advanced game gives the aliens dummy counters and the Earth player defensive space stations.

 

Uno Madness. Published by Spears Games. 1996. Box. Good. £4

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

Enhanced version of Uno, the card game in which players play cards either of the same colour or number as the player before, or draw a card, with the objective being to get rid of your cards.  This version is tile based, and the tiles are placed on a board.  In addition there is a noisy timer which ticks down, and if it goes off (jerking the board upwards in the process) then the current player is penalised with more tiles.  The timer keeps things moving quickly and adds to the tension considerably.  As with original Uno there are some special tiles with effects such as reversing the direction of play and forcing the next player to play a special tile or pick up two tiles etc.


Vendetta. Several editions available:

1) Published by Elfin Design. 1988. Box. Good. £7. Original version

2) Published by Parker. 1990. Box. Good, but black tape on sides and base. £2

3) Published by Parker. 1990. Box. Box shows wear. £3

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.

 

Vultures. Published by Henry Games. 1987. Box. Good. £6

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

The players are vultures, fighting over carcasses in the desert. Interaction and movement is by card play (fly, waddle or fight).  The board shows the desert with some watering holes and trees (safe spaces).  The first to scavenge 5 carcasses either from the desert or from other vultures and get back to the safety of a tree is the winner.

 

Was Sticht?. Published by Moskito. 1993. Box. Excellent. £10

Designer: Karl-Heinz Schmiel. No. players: 3-4. Country: German, Duration: 1 hr, Desc. by Andy.

One of the cleverest trick taking card games. It has two novel features. First of all, you 'build' your hand from a common pool, and, secondly, you choose a Task Chip which tells you what target you have to achieve, for example, no tricks that round, or more tricks than anyone else, and so on. Very well regarded, and was on the nominations list for the German Spiel des Jahres 1994.

 

X-Bugs Set 1: Flyborgs vs US Arthropods. Published by Steve Jackson Games. 2001. Box. Excellent. £7

Designer: Marco Maggi, Francesco Nepitello. No. players: 2-4.

Country: American, Duration: 30 mins, Desc. by Andy.

Two armies of enemy bugs face each other and fight for dominance.  The bugs are represented by tiddlywinks with picture stickers, and are flipped to attack or defend!  The players try to capture each other's bases to win.  Each bug also has a special ability to add extra fun to the proceedings.  Further sets are required for 3/4 player games.  Dice are used to determine which type of bug may be moved each turn.

 

Yali. Published by Jumbo. 1996. Box. Good. £9

Designer: Claus A. Harttung. No. players: 2. Country: Dutch, Duration: 20 mins, Desc. by Andy.

Intriguing game of balance and tactical movement played on a board with a built in see-saw.  After each move you may play again unless the board tips towards your opponent in which case they get to move.  The objective is to get all your metal balls to the other side of the board. Attractively produced with a large see-saw playing area and large steel ballbearings.

 

Ys. Published by Ystari. 2005. Box. 2 copies available:

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

Designer: Cyril Demaegd. No. players: 2-4. Country: French, Duration: 90 mins, Desc. by Andy.

Very well received gamers' game in which the players vie for supremacy in a variety of ways in the city of Ys. Players play their playing pieces which represent merchants to influence 12 regions of the city and the marketplace. Players try to win victory points directly throughout the game as well as trying to claim more of the four types of gems than other players for major VP awards at the end of the game.  It is also possible to win special advantage giving cards and influence the relative values of the gems.  Piece placement is part open and part hidden.  The game works best with 4 players.  The game was a 2005 International Gamers Awards finalist.

 

Zoff In Buffalo. Published by F X Schmid. 1998. Box. Excellent. £7

Designer: C Conrad. No. players: 2-5. Country: German, Duration: 1 hr, Desc. by Andy.

Players vie for space for their cows in various fields of different sizes.  This is done with simultaneous card play.  The rules for cow placing priority favour those who already have a larger herd in the field and then those who wish to place fewer cows.  Bonus cows are awarded periodically for large herds and at the end of the game whoever has the most cows on all pastures is the winner. The meadows are represented by different size mini-boards, with an attractive but disorganised side and a well regimented but less attractive side, so you can decide which way you prefer it!

 

Zooloretto XXL. Published by Rio Grande Games. 2008. Box. In shrink. £20

Designer: Michael Schacht. No. players: 2-5. Country: American, Duration: 45 mins, Desc. by Andy.

Expansion for Zooloretto and Aquaretto.  Includes a new variant for both Zooloretto and Aquaretto, which extends the game somewhat.  For Zooloretto additional animals of all the standard types are provided, and players can clear out a full enclosure during play to make room for new animals.  The earlier you manage to do this the more VPs you will earn.  For Aquaretto there are some new animals as well, and players get a new expansion board, and also new tiles are introduced which don't take up space in the zoo.

 

Zug Um Zug Europa. Published by Days Of Wonder. 2005. Box. In shrink. £20

Designer: Alan R Moon. No. players: 2-5. Country: German, Duration: 75 mins, Desc. by Andy.

Aka Ticket To Ride: Europe. Update of the Spiel des Jahres Winner 2004. Players collect cards using a drafting system, and play them in order to lay out train pieces onto pre-positioned track spaces between cities on a map of Europe. The tracks between cities require varying numbers of cards / train pieces, and more points are scored for the longer sections.  In addition the players have cards which will be worth extra points if certain cities are connected up with that player's trains.  As well as the different map this update introduces a number of new elements to add to the options the players have, making it a worthwhile purchase for owners of the original game, as well as those without it.  Highly recommended.

 

 

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