MNG-AJM Games and Collectibles


Mar 2010 Catalog


1853. Published by Mayfair. 2009. Box. In shrink. £50

Designer: Francis Tresham. No. players: 3-6. Country: American. Duration: 5 hrs.

Reprinted 18XX game based oin building of the railways in the Indian sub-continent which was under British Imperial control. The game says it is for engineers who've have enough of the financiers!  The game makes use of 5'6" and 1 meter gauges, and there are hills, mountains and the Himalayas to contend with. Unlike many 18XX games the difficulties of building the network play a large part of the game, making the financial side less dominant. This new edition has slightly revised rules.


3 Or More. Published by Spear's Games. 1981. Box. Box shows wear. £1.50

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

Tile laying game using long thin tiles each with 3 coloured circles on it.  These are placed adjacent to those already on the table in rows of up to eleven.  The objective is to score points by making lines of circles of the same colour - the longer the line the higher the score and diagonal lines count double. When all the tiles have been played the highest scorer wins. Could be considered a sort of colour dominoes, but with three colours per domino rather than just two.


A Book Of Card Games. Published by Klutz Press. 1990. Book. Good. £2

Author: John Cassidy. Country: American.

Spiralbound, 22x14cm, 124 pages. An easy to read, and humourously presented (including nice black & white film shots) card games book which covers 20 card games, 2 card tricks and plans for a 3 storey house of cards! The card games covered are: Goofenspiel, War, Egyptian War, Concentration, I Doubt It, Rummy (4 games), Crazy Eights, Old Maid, Oh Hell, Michigan, Hearts, Poker (3 versions), Klondike, Yukon, Bristol Fans, Grandfather's Clock.


After The Flood. Published by Treefrog. 2008. Box. In shrink. £24

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

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


Agricola: Metal Animal Set. Published by JKLM Games. 2008. Ziplock Bag. New. £16

Designer: Unknown. No. players: 1-5. Country: British. Duration: 2hrs.

This is a set of pre-painted metal animeeples for Agricola.  Included are roughly 20 sheep, 18 wild boar and 15 cattle.  All just the right size to look great on your Agricola boards.


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

1) Box shows wear. Edges and corners taped. £2.50.      2) Good but edges show wear. £3

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

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


Aladdin's Dragons. Published by Rio Grande Games. 2000. Box. Excellent. £12

Designer: Richard Breese. No. players: 3-5. Country: German. Duration: 90 mins.

Also published as Morgenland in Germany.  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.


Alea Treasure Chest. Published by Rio Grande Games. 2009. Box. In shrink. £21

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

A collection of expansions for games published by Alea (and Rio Grande) to celebrate 10 years of Alea games. The expansions are: Puerto Rico (1:The New Buildings, 2:The Nobles), San Juan (1:The New Buildings, 2:The Events), Louis XIV (The Favourite), Notre Dame (The New Persons), In The Year Of The Dragon (1:The Great Wall Of China, 2:The Super Events), Witch's Brew (1:The 6th Player, 2:The Amulets, 3:The Magical Abilities), The Princes Of Florence (1:Muse & Princess, 2:Two Player Rules).  Wow what a fantastic collection! Obviously you need the original games to make use of these.


All About Acol. Published by Unwin. 1978. Book. Good. £1.50

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

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


Alles Im Eimer. Published by Kosmos. 2002. Box. Excellent. £14

Designer: Stefan Dorra. No. players: 2-6. Country: German. Duration: 30 mins.

Clever but good fun card game in which players start with a pyramid of buckets each, and they try to keep these intact. Card play involves leading a card in one of five suits and the next player plays 1-3 cards in the same suit whose total must exceed the previous player's total.  After playing only one card is drawn no matter how many were played, but failing (or choosing not to play) means you lose a bucket of the current suit, and if other buckets are supported by that bucket then they go as well! Recommended.


Amusing Games For Three Players. Published by W. Foulsham & Co. Ltd. ca.1938. Book. Good. £4.50

Author: Tom King. Country: British.

Softback with dustcover, 18x12cm, 64 pages. A collection of 37 games which are ideal for play with 3 players.  Most of the games are card games, but there are also a few others, such as word games, domino games and dart games.


Arkham Horror. Published by Chaosium. 1987. Box. Good. £40

Designer: Richard Launius & Lynn Willis. No. players: 1-8. Country: American. Duration: 2-3 hrs.

Original edition of this highly rated and unusual game. Players are investigators and operate against the game system, unravelling occult mayhem and mystery in the New England town of Arkham. The characters encounter weird people, discover artifacts, encounter weird creatures, close gates to other worlds, and kill monsters. Based on the stories and characters from the fiction of H P Lovecraft.


Arkham Horror The Black Goat Of The Woods. Published by Fantasy Flight. 2008. Box. In shrink. £16

Designer: Rochard Launius. No. players: 1-8. Country: American. Duration: 3 hrs.

Expansion for Fantasy Flight's edition of Arkham Horror, which you will need to make use of this set. This is a smaller expansion set than Dunwich or Kingsport, but still contains nearly 200 new cards to add to the base game.  This includes 88 more Ancient Ones, and 90 new cards for the investigators, including many items which present the dangerous lure of corruption.  Also included are more monster markers and a Herald sheet.


Assyria. Published by Ystari Games. 2009. Box. In shrink. £29

Designer: Emanuele Omella. No. players: 2-4. Country: German. Duration: 75 mins.

Resource management game set in the early days of Assyria.  The players lead small but expanding tribes, and draft food cards in order to survive and place huts on the board in order to gain VPs and camels.  Camels can be used to build ziggurats, which also give VPs. Players must ensure they can feed their people and also plan for the floods which happen between turns.  Lots of options and different strategies to try.


Backgammon. Assorted sets available:

1) Published by Invicta. 1973. Good. £0.25. Country: British.
A travel version of the game, with all the pieces made of plastic that adheres to the plastic board. This is in the shape of a wallet so it can be tucked into a pocket. Part of the Passport Games Series - the game is about the same size as a passport. Includes two of the smallest dice I have seen, though no doubling cube.

2) Published by Merit. ca.1969. Box. Box good, contents still sealed. £0.70.  Country: British.
Box contains a fold out backgammon board, stackable plastic pieces, dice, and doubling cube.  The rules also give hints on strategy which would be very helpful to a novice player.

3) Published by Spears. 1980. Box. Good. £0.70. Country: British.
Box contains a fold out backgammon board with wooden pieces and wooden dice (inc. doubling cube) and rules.

4) Published by Unknown. Box. Excellent. £3.
Rather nice Backgammon set.  It is a large foldout leather-like case with attractive inner boards.  Includes dice, doubling cube, dice shakers and rules.  The pieces are plastic but stackable. Rules include recommended first moves.

5) Published by Waddingtons. 1973. Box. Box shows some wear, some tape marks. £0.70. Country: Canadian.
A fairly basic backgammon set, with a fold-out board and wooden pieces. This set does not include a doubling dice, but I will provide one.


Backgammon For Profit. Published by Weidenfeld And Nicolson. 1975. Book. Good - Ex Library. £10

Author: Joe Dwek. Country: British.

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 still instructive and will get you thinking.


Backgammon: The Action Game. Published by W.H.Allen. 1974. Book. Good. £6.50

Author: Prince Alexis Obolensky, Ted James. Country: British.

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, Backgammon Glossary.


Bang: Dodge City. Published by DaVinci Games. 2004. Box. Excellent. £9

Designer: Emiliano Sciarra. No. players: 3-8. Country: Italian. Duration: 30 mins.

Expansion for the Wild West card game Bang.  This expansion includes 64 new cards - both new character cards and also new action cards.  Unknown gunmen stalk the city - keep away from them and wear a metal plate for protection. This expansion also allows the game to be played with 3-8 players (rather than 4-7).


Battle Of Britain. Published by TSR. 1990. Box. Good. £13

Designer: Ken Sommerfield & Tom Hoffman. No. players: 2. Country: American. Duration: 2 hrs.

Only Britain stands against the German juggernaut.  The fate of the war rests on air superiority.  Will the sheer strength of the Luftwaffe be able to bring down the RAF with its radar towers and elaborate communications systems?  The game includes 21 aircraft figures on stands as well as counters and lots of cards and battle dice.  Approachable rules, the basic set being 6 pages long, with an advanced set of rules covering a further 5 pages.


Battlestar Galactica The Board Game. Published by Fantasy Flight. 2008. Box. In shrink. £30

Designer: Corey Konieczka. No. players: 3-6. Country: American. Duration: 3 hrs.

Cooperative game based on the popular Sci Fi channel series of the same name.  Players take on the roles of major characters such as Captain Adama, Starbuck etc, and must work together to survive the relentless pursuit of the Cylons.  However, one or more of the players may turn out to be a Cylon agent who could perform sabotage at any time...  The game is driven by many sets of cards, but also includes 32 plastic ships.  Well regarded with lots of pictures from the series, which enhances the atmosphere of mistrust and intrigue.

Beowulf: The Legend. Published by Fantasy Flight Games. 2005. Box. Excellent. £15

Designer: Reiner Knizia. No. players: 2-5. Country: American. Duration: 90 mins.

Board game based around the famous legend of Beowulf.  The players are Beowulf's heroic companions who travel through a series of adventurous episodes.  During these the players vie to show their heroism, collect treasure and avoid injury in combat.  The game is card driven, and has a feeling of competitive cooperation.  The game uses an unusual L shaped board.


Beowulf: The Movie Board Game. Published by Fantasy Flight Games. 2005. Box. Excellent. £14

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

Beowulf themed board game inspired by Reiner's excellent previous games Kingdoms & Auf Heller Und Pfennig. Players place their own figures or tiles onto the spaces on the board, and will score for tiles, whether good or bad, no matter who played them, in the same rows and columns as their figures. Very tactical and clever game which fits a lot of game into a short time. The new features are different special tiles and different board shapes. Recommended.


Big Deal. Published by Amigo. 2001. Box. 2 copies available:

1) Good. £3.50      2) Excellent. £4

Designer: Gal Zuckerman, Tzvika Harpaz, Roy Wagner & Yoel Rotem. No. players: 2-6.

Country: German. Duration: 2 hrs.

Business game in which players invest in resources (labour, space, fuel and machinery), and company shares.  A clever supply and demand mechanism regulates the price of resources, and while shares always cost the same amount to play to form a company, they can be sold back to the bank for a small profit, and each turn the company is held income is gained. Share cards can also be used to make a hostile takeover of an opponent's company, which results in a bidding war between the two players to gain / keep control of the company, but in a neat way which means that neither side need lose out significantly. I also have a house rule from Eamon which I will supply.


Camper Tour. Published by Ghenos Games. 2007. Box. In shrink. £15.50

Designer: Spartaco Alberarelli. No. players: 2-4. Country: Italian. Duration: 1 hr.

Race game in which players roll dice to move along a track created by laying out tiles. However, there are several clever twists which make this worth investigating.  Firstly you say how much you want to move and then roll to see if you are allowed to - trying to move too fast is likely to result in no movement at all.  Also, some of the tiles can give benefits, so you want to aim for the beneficial tiles, but the players in the lead can't see what lies ahead.  Finally, when a player thinks they have gone far enough they turn around and head back home.  The last player to get back has a major disadvantage, and your score depends on using up your fuel chips as precisely as possible.  Neat.


Canasta. Published by Robert Hale Ltd. 1949. Book. Good. £4

Author: Ottilie H. Reilly. Country: British.

Softback, ringbound, 18x13cm, 61 pages. Subtitled: The Exciting New Card Game. The book covers: The history / creation of the game, How to play the standard four player game, The Frozen Discard Pile, Treys - Black & Red, Concealed Hands. Pointers & Suggestions, Strategy of Play, Proprieties, The game for two and three players.


Candidate. Published by Shaw Games. 1979. Box. Good. £10.50

Designer: Tom Shaw. No. players: 2+. Country: American. Duration: 90 mins.

Election game, based on the American electoral system. Played for a predetermined number of turns with a shorter 40 minute game being quite possible. Each turn the players can choose two of three possible cards types to draw. Campaign cards give you votes in the state where you currently are.  Fundraising cards give you money which can be spent secretly.  Dirty tricks cards allow you to hurt your opponents, but these can sometimes backfire.


Card Games And How To Play Them. Published by C. Arthur Pearson Ltd. 1924. Book. Good. £4

Author: Peter Alston. Country: British.

Special Notes: Spine shows considerable wear

Hardback, 18x12cm, 126 pages. Period book with interesting adverts at back and front. The games covered are: Whist (3), Bridge, Royal Auction Bridge (2), Baccarat (3), Bezique (2), Cribbage, Ecarte, Euchre, Loo (3), Nap, Old Maid, Patience (4), Piquet, Poker, Pope Joan, Speculation, Trente-et-quarante, Vingt-et-un.

Carson City. Published by Eagle Games. 8009. Box. In shrink. £39

Designer: Xavier Georges. No. players: 2-5. Country: American. Duration: 90 mins.

Strategy game set in the Wild West.  Players select a character each round, the different characters giving different advantages, and then send out their cowboys to perform various actions.  However, should two cowboys both want to perform the same action they must duel.  Actions include claiming plots and building houses or roads.


Catan Board Game: Gallery Edition. Published by Mayfair. 1996. Box. In shrink. £12

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

Special edition of Settlers - perhaps THE classic eurogame. Each player starts with two settlements on an island of terrain hexes each of which allow production of one resource or another for settlements and cities around them.  Players collect goods, trade them with other players and build more roads, settlements, and cities and recruit knights and buy development cards to enhance their position. First to 10 VPs wins.  Every game plays differently due to a new layout of hexes and production disks every game. Highly recommended. This edition uses 6 multi-hex segments, and the ports and numbers are pre-printed on the tiles / frame for easy setup.


Caveman. Published by JKLM Games. 2007. Box. Excellent. £17

Designer: M.Vrijland, T.Shaw, M.Hall, S.Hall. No. players: 2-6. Country: British. Duration: 75 mins.

The players try to make their caveman tribe the dominant one on Volcano Island.  This is a harsh world with marauding dinosaurs, and where rival tribes may attack, and children are far from certain to make it to adulthood. The tribes grow and gather resources to help them survive. The winner is the player whose tribe reaches eight people first or who collects one of each of the resource types or has made most progress when the action deck is finished.


Celebrity Trivia. Published by Nostalgia Lane Inc. ca.1985. Box. Good. £0.70

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

A box of 400 cards each with 6 trivia quiz questions and answers about well-known people.  Also includes a die and rules.


Chill - Black Morn Manor. Published by Pacesetter. 1985. Box. Good. £25

Designer: Troy Denning. No. players: 2-6. Country: American. Duration: 90 mins.

Horror board game tied into the theme of the same company's Horror RPG system, Chill.  However, you need know nothing about the RPG, this is an entirely standalone board game.  Each game there is a different evil master and one player starts off as his minion who must try to remove the single item his master is vulnerable to from the board.  Other players start as good guys trying to defeat the evil master, but should they lose all their willpower they become minions!  Minions can also be freed and made good.  The board is made up from tiles and the card deck is customised each game depending on the evil master in play to ensure the monsters and events are appropriate.  Nice item.


Cornucopia. Published by Gryphon Games. 2010. Box. In shrink. £18

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

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


Darkover. Published by Eon. 1979. Box. 2 copies available:

1) Good. £5      2) Good, but box shows wear. £3.50

Designer: Bill Eberle, Jack Kittredge, Bill Norton & Peter Olotka. No. players: 2-4.

Country: American. Duration: 1 hr.

Very odd crossover game based on the books by Marion Zimmer Bradley.  Essentially a game of strategic placement of your forces to control a world steeped in psychic energies, but with other mechanics which are much more commonly found in party games, which try to introduce an element of 'psychic warfare' into the game rather than just comparing the sizes of attacking and defensive forces.


Demonstealer. Published by Puffin Books. 1991. Book. Excellent. £1.25

Author: Marc Gascoigne. Country: British.

Softback, 18x11cm, 227 pages.  Fantasy novel based on the Fighting Fantasy series of game books, and 'presented by' Steve Jackson & Ian Livingstone. The story starts with a thief borne on the wings of an immense bat stealing an arcane scroll. Chadda Drakmane and friends follow the trail and have a suitable set of adventures in trying to get the scroll back.


Diplomacy. Several editions available:

1) Published by Ariel. 1976. Box. Good. £5. Country: British. Early British version of this classic.

2) Published by Avalon Hill. 1999. Box. Excellent. £15. Country: American.
The most recent Avalon Hill edition of this classic game, with 140 beautifully made metal pieces. Probably the nicest production of this classic game.

3) Published by Games Research Inc. ca.1971. Box. Good. £5. Country: British.
Early version of this classic - publisher and date isn't very obvious (or certain).

4) Published by Games Research Inc.. ca.1971. Box. 2 box corners taped, and base indented. £3. Country: British. Early version of this classic - publisher and date isn't very obvious (or certain).

5) Published by Gibsons. ca.1989. Box. Good. £3.50. Country: British.
Comparatively recent British version of this classic game. Plastic pieces.

6) Diplomacy + Variants Booklet. Published by Games Research Inc.. ca.1971. Box. Good. £8. Country: British. Early version of this classic - publisher and date isn't very obvious (or certain).  Also includes Diplomacy Games And Variants booklet by Strategy Games Inc.

7) Diplomacy + Variants Booklet.+ Diplomacy Strategy & Postal Play booklet. Published by Games Research Inc.. ca.1971. Box. Good. £9. Country: British.
Early version of this classic - publisher and date isn't very obvious (or certain).  Also includes Diplomacy Games And Variants booklet by Strategy Games Inc and Diplomacy Strategy & Postal Play booklet.

Designer: Allan B Calhamer. No. players: 4-7. Duration: 4-6 hrs.

Classic negotiation game involving political manoeuvring, alliances and backstabbing. 


Dominator. Published by Capri. 1975. Box. Box shows wear. £1

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

Special Notes: Two of the smallest craft missing, but replaced by alternative pieces which look different but still stack adequately.

Somewhat abstract space wargame.  The game is played on a square grid and the two forces start at opposite corners.  The various warcraft have different movement capabilities, and their ability to destroy other ships varies as well.  The two least powerful craft can also combine into one larger craft. and this craft can also combine with another large craft to form an extra powerful ship.  Game play is much more like chess than a wargame, with single craft on either side being moved alternately. The objective is to eliminate your opponent's flagship.


Double 12 Color Dot Dominoes. Published by Fundex. ca.2008. Tin box. New. £12

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

A set of double 12 chunky white plastic dominoes with coloured dots.  This is a 91 domino set, and comes with the rules for 12 games. Very nicely made and comes in a sturdy tin box for safe storage. There are of course many other domino games out there, and a double 12 set can be used as a double 6 or double 9 set as well.


Down In Flames: The Rise Of The Luftwaffe. Published by GMT. 1993. Box. Good. £30

Designer: Dan Verssen. No. players: 2-8. Country: American.

Card based aerial wargame, the first in the company's Down In Flames Series. This set covers the Battle of Britain 1940. It also includes aeroplane details so you can recreate battles in Poland, France, Crete, North Africa and Russia. A single dogfight takes just 20 mins, and a campaign can be played in 2-3 hours.


Down In Flames: Eighth Air Force. Published by GMT Games. 1995. Box. Good. £22

Designer: Dan Verssen. No. players: 2+. Country: American. Duration: 20 mins.

Special Notes: Box base indented, counters unpunched

Part Two of the Down In Flames Series,  You will need The Rise of the Luftwaffe in order to make use of this set. Six new air campaigns are included from WW2 including the famous operations: British Dam Busters Raid, German Stalingrad Airlift, 8th Air Force Schweinfurt Raids, Operation Blue Monday.


Dungeon Magazine. Published by TSR. Country: American.

Excellent magazine containing adventures for TSR role-playing games, mainly AD&D, but sometimes others too.  Fantastic resource for GMs looking for an adventure to run.  Main articles listed by issue:

Vol 2 Issue 2 (#8). 1987. Good. £2. Mountain Sanctuary (Lvl 1-3), For A Lady's Honour (Lvl 4-7), In Defence Of The Law (Lvl 7-10), The Wounded Worm (Lvl 4-8), The Flowers Of Flame (Oriental Adventures Lvl 5-8)

Vol 2 Issue 3 (#9). 1988. Good. £2. The Lurkers In The Library (Lvl 1-3), The Crypt Of Istaris (Lvl 3-5), The Djinn's Ring (Lvl 3 - Solo Adventure!), The Golden Bowl Of Ashu H'San (Oriental Adventures Lvl 2-4), The Ghostship Gambit (Lvl 3-6), The Plight Of Cirria (Lvl 8-12).

Vol 2 Issue 6 (#12). 1988. Good. £2. Light Of Lost Souls (Lvl 2-4), Sceptre Of The Underworld (Solo Adventure Lvl 12), At The Spottle Parlour (Lvl 1-3), Intrigue In The Depths (Lvl 4-7), Huddle Farm (Lvl 1-4), Dungeon 1-12 Index.

Vol 3 Issue 2 (#14). 1988. Good. £1.75. Masqueraider (Lvl 2-5), A Question of Balance (Lvl 8-12), Stranded On The Baron's Island (Lvl 4-6), Master Of Puppets (Lvl 6-8), Phantasm Chasm (Lvl 5-7), The Wererats Of Relfren (Lvl 3-6).

Vol 3 Issue 3 (#15). 1989. Good. £1.75. The Wreck Of The Shining Star (Lvl 4-8), In Pursuit of the Slayer (Lvl 6-9), The Dragon's Gift (Oriental Adventures Lvl 2-7), The Glass House (Lvl 4-6), Roarwater Caves (Lvl 1-4), The Elephants' Graveyard (Lvl 5-7).

Vol 3 Issue 4 (#16). 1989. Good. £1.75. Palace In The Sky (Lvl 7-10), The Dwarves Of Warka (Lvl 3-6), Necropolis (Lvl 2-4), Vesicant (Lvl 4-6).

Vol 3 Issue 6 (#18). 1989. Good. £1.75. Irongard (Lvl 1-3), Whitelake Mine (Lvl 2-4), Tallow's Deep (Lvl 4-7), Crocodile Tears (Oriental Adventures Lvl 4-6), Chadranther's Bane (Lvl 4-6).

Vol 4 Issue 1 (#19). 1989. Good. £1.50. By The Wayside (Lvl 6-10), The Vanishing Village (Lvl 3-5), The Serpent's Tooth (Lvl 3-6), Encounter In The Wildwood (Lvl 2-4), House Of Cards (Lvl 9-12).

Vol 4 Issue 2 (#20). 1989. Good. £1.50. The Ship Of Night (Lvl 7-9), White Fang (Solo Adventure Lvl 10 Thief), Pride Of The Sky (Lvl 8-12), Ancient Blood (Lvl 3-5).

Vol 4 Issue 3 (#21). 1990. Good. £1.50. The Cauldron Of Plenty (Lvl 2-4), The Bane Of Elfswood (Lvl 15-18), Jammin' (Spelljammer Any Levels), Incident At Strathern Point (Lvl 8-10), The Chest Of The Aloeids (Lvl 6-8).

Vol 4 Issue 4 (#22). 1990. Good. £1.50. The Dark Forest (Lvl 2-3), The Leopard Men (Lvl 8-10), Tomb It May Concern (For 1 Lvl 4-6 Paladin), Unchained (Dragonlance Lvl 6-10), Rank Amateurs (GAZ10 Humanoids
Lvl 1-3).


Elric. Published by Avalon Hill. 1983. Box. Good. £16

Designer: Greg Stafford & Charlie Krank. No. players: 1-4. Country: American. Duration: 2+ hrs.

Fantasy game based on the world and characters in Michael Moorcock's Elric sagas. Each player controls several Kingdoms in the Elric's world and must hire and fire various personalities on the path to victory whilst carefully maintaining the balance between Chaos and Order. Each action moves the Balance marker one way or the other, threatening all players if it goes too far in one direction.  There are several different scenarios for different numbers of players and of different lengths, and I can supply some of my own.  All in all a very faithful rendition of the world of Elric which focuses on both characters and armies - which of these more depends on the scenario being played.


En Garde. Published by Abacus. 1994. Box. Good. £9

Designer: Reiner Knizia. No. players: 2. Country: German. Duration: 30 mins.

Special Notes: This edition uses laid out cards as the board, NOT a vinyl mat.

Card game, played on a 'board'. Based on the sport of fencing, and includes three versions, the basic, standard and advanced games. Position on the board determines which cards can be played to attack the opponent, but the opponent can then try to parry the attack.  Though the rules are short and simple there is a feel of a fencing match going on.


Endeavor. Published by Z-Man Games. 2009. Box. In shrink. £35

Designer: Carl de Visser, Jarrett Gray. No. players: 3-5. Country: American. Duration: 90 mins.

Very highly regarded game of empire building in which the players each represent a European nation intent on global expansion.  Glory can be gained through endeavours in industry and culture as well as colonising, and gaining resources from new lands as they are discovered. Game play involves taking actions and gaining tiles and cards which will give additional abilities and improve existing actions for the future.  Lots of scope for different strategies as well as tactical moves. Recommended.


Fagin's Gang. Published by Ludorum Games. 2006. Box. Excellent. £20

Designer: Dean Conrad. No. players: 2-6. Country: British. Duration: 2 hrs.

Strategic and economic game set in Charles' Dickens London of Oliver Twist fame.  Each player is a senior street urchin, and part of Fagin's gang, with control of 5 junior urchins who you must direct to scour the city for easy pickings. This is done by avoiding police constables, and liberating valuables such as books, jewellery, pocket watches and the like. These must then be converted to shillings at Smithfield Market. Unusual game, with some interesting mechanics and a novel theme.


Fast Flowing Forest Fellers. Published by Rio Grande Games. 2008. Box. 2 copies available:

1) Excellent. £20      2) In shrink. £22

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

Race game in which the players must get both of their log riders downstream as fast as possible.  However in the way there are lots of logs as well as the other log riders, and unhelpful eddy currents which the log riders can get pushed into. Players play cards from a hand to determine their movement allowance and which log rider they can move each turn.  There is plenty of scope for hindering your opponents as well as clever moves where one of your log riders can help the other one.


First Impressions. Published by Waddingtons. 1989. Box. Good. £5.50

Designer: Tom Kremer. No. players: 3-6. Country: British.

An game ideal for play after a civilised dinner with friends . Players assess each other’s traits and using over 400 cartoon illustrated cards, attribute these cards to the others. It uses unusual mask-like devices used for voting - a dial behind the eyes is rotated to indicate the player who you think the card most applies to.  By the end of the game each player has a profile indicated by the cards they have collected, so perhaps you might be: Nero + Benedictine + Racing Driver? Good game of the 'get to know your friends better' type.


Flaschenteufel. Published by Bambus. 1996. Box. In shrink. £6.50

Designer: Gunter Cornett. No. players: 3-4. Country: German. Duration: 40 mins.

Card game, translates as Bottle Imp, and is based on the story of the same name by Robert Louis Stevenson.  The basic idea is that the Bottle Imp grants power, but if you are caught with it at the end of the game you lose.  The game is a trick taking game and one card is allocated to the Bottle (a very nice wooden miniature actually) and if anyone plays a lower card than this then one of them will get the bottle.  However, as the round gets nearer to a close the harder it is to get rid of the bottle.  Also comes with a booklet containing the very amusing story the game is based on (in German and English).


Formula Motor Racing. Published by Gibsons. 1995. Box. Good. £12

Designer: Reiner Knizia. No. players: 2-6. Country: British. Duration: 20 mins.

Motor racing game.  It is a card based game and uses no track, instead the positions of the cars is indicated by the order of the cars in a line.  Cards are played to overtake, and force cars back, and a few other special actions. Light and fast playing.


Fredericus / Palatinus / Maestro Leonardo Expansion Sheet. Published by DaVinci Games. 2006.

Single Sheet. New. £1.50. Designer: Acchittocca. Country: Italian.

An expansion available at Spiel 06 for various DaVinci Games: Fredericus, Palatinus and Maestro Leonardo. The sheet can be cut out and shows new board elements with rules on the back for how to use them.


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

1) Excellent. £15      2) In shrink. £17

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

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


Game Of Life. Published by Milton Bradley. 1984. Box. Good. £2

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

The original British version of this classic game. The game involves moving random amounts along a track, but with some choices to be made on what strategy to go for, but a great deal of luck in the dice and cards.  The board has 3-D elements adding to its attractiveness. Players start having just left school and get jobs or take further education, and will get married and have children, buy shares and advance their careers, trying to achieve most before retirement.


Glory To Rome. Published by Cambridge Games Factory. 2005. Box. New. £15

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

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


Go For Gold. Published by Webster's Yorkshire Bitter. ca.1980. Box. Box corners split, shows wear. £0.75

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

Promotional sports quiz game in which players answer sports trivia questions to progress around the qualification ring, then the bronze ring, and finally the silver ring to get the gold medal and win.

Gone Fishing. Published by Rio Grande Games. 2005. Box. Excellent. £9.50

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

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


Granada: The Fall Of Moslem Spain. Published by Avalanche Press Ltd. 2003. Box. Good. £18

Designer: Rob Markham. No. players: 2. Country: American. Duration: 90 mins.

Set in 1481 with King Ferdinand taking on the last bastion of Moslem power in Spain: the city of Granada. The board shows a networks of connected points with castles, forts and ports around which the players move their forces. The Spanish player must take Granada and other important sites while the Moorish player seeks to prevent this and force peace by taking Cordoba and Lorca. The Spanish player has siege units to help in the battle, while the Moors can get reinforcements if their ports are kept open.


Grand Imperialism. Published by Gametime. 1978. Box. Good, but box lid intended. £18

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

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


Heimlich & Co. Published by Ravensburger. 1994. Box. Good. £7

Designer: Wolfgang Kramer. No. players: 2-7. Country: German. Duration: 30 mins.

Each player controls a secret agent, but doesn't know who controls the others.  The board shows shadowy streets at night and the secret agents are moved around the board by allocating the number of movement points rolled amongst any of the secret agents.  Landing a secret agent on certain spaces awards points to or penalises that secret agent.  Thus the game is as much about making your secret agent do well as concealing the identity of your agent, and working out the identity of your opponents.


Hero Immortal King: Den Of Dementia. Published by Asmodee Editions. 2007. Box. In shrink. £10

Designer: Emmanuel Beltrando. No. players: 1-2. Country: French. Duration: 30 mins.

Fantasy dungeon adventure card game which can be played solitaire as well as by two players (one running the dungeon the other the adventurers).  Heading down dungeon corridors the adventurers must battle any minions they come across and find the boss monster and defeat it to win.  The dungeon player wins if he can make the adventurers lose the last of their courage. Can be combined with others of the series or used standalone.


HeroCard: Galaxy. Published by TableStar Games. 2006. Box. In shrink. £9

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

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


How-Do-You-Do Party Games. Published by Nelson. ca.1970. Book. Good, but spine taped in 1 place. £1.75

Author: Audrey Fawley. Country: British.

Hardback, 24x17, 29 pages.  A collection of games to play at children's parties, with additional information for planning such a party.  Very much an item of its time, with lots of illustrations and far too much pink ink for its own good.  The party games are pretty standard, but still good for such events.


Improving Your Chess. Published by Faber & Faber. 1974. Book. Good. £2

Author: Fred Reinfeld. Country: British.

Softback, 18x12cm, 128 pages. Subtitled: The Nine Bad Moves and How to Avoid Them. The mistakes covered are categorised: Neglecting Development of Your Pieces, Exposing Your King to Attack, Making Too Many Queen Moves in the Opening, Grabbing Pawns Thoughtlessly,  Weakening Your Castled Position, Getting Pinned, Failing to Guard Against Captures, Underestimating Your Opponent's Threats, Losing a Won Game.


Jigsaw Puzzles: An Illustrated History And Price Guide. Published by Wallace-Homestead. 1990.

Book. Excellent. £9. Author: Anne D. Williams. Country: American.

Softback, 25x18cm, 362 pages. An essential book for the jigsaw collector. The first half of the book covers: The history of the Jigsaw Puzzle, Major Jigsaw Manufacturers, Developing a Jigsaw collection, Jigsaw Values.  The second half of the book gives a detailed description of jigsaw puzzles by type.  There are many photographs in colour and black and white throughout.


Junta. Published by West End. 1985. Box. Good. £14.50

Designer: Vincent Tsao. No. players: 2-7. Country: American. Duration: 3 hrs.

Well regarded political game. Players vie for jobs in a Third World government. One player is elected President and he appoints other players jobs. This can involve offers of high wages, bribes or threats, but at the end of the day he hopes to pocket as much money as he can in his Swiss bank account. Coups regularly take place as players distrust each other. The winner is not the one with the most power or money, but the one who has stashed more money in Switzerland than any other player.


Kanto. Published by Milton Bradley Games. 1975. Box. Good. £3

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

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


Kings & Castles. Published by Ragnar Brothers. 2000. Box. Excellent. £15

Designer: Gary Dicken. No. players: 2-4. Country: British. Duration: 90 mins. Desc. by Eamon.

Another game from the company that prints its boards on cloth. Each player is a Baron, with the objective of becoming the richest player. Money is raised through taxes, as authorised by the King.  The main mechanism is unusual in that players don't have enough of their own soldiers for every turn, so instead each turn they must use some of their own and some randomly drawn from a bag (either their own or other people's) and try to use opponent's soldiers to obtain their own ends.


Kogge. Published by JKLM Games. 2003. Box. 2 copies available:

1) Good. £13     2) Excellent. £14

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

Each player is the merchant captain of a ship which sails the Baltic trading between the various ports, each trying to be the most successful merchant.  The basic idea is that you sail from port to port and trade goods of one sort for more goods of other types.  However, the trade routes regularly change, though players can also influence them.  In addition players set up offices in ports which gather goods when they are produced and can then be collected by a visiting captain.  Special privileges can also be obtained, and count towards victory too.  Once or twice a game each captain can turn bandit and raid a port as well - very profitable, but you can then never go there again.


 ‘Labyrinth’ Family of Games. Published by Ravensburger. Box.

1) Das Veruckte Labyrinth. 1986. Good. £7. Country: German.

2) Junior Labyrinth. 1995. Good. £5. Country: British. Duration: 15 mins. This edition has only two movable rows and two movable columns, thus simplifying the maze for younger players.

3) Labyrinth. 1992. Good, but slight dent on one side. £4.50. Country: British.

4) Labyrinth. 1992. Good - photocopied rules. £5. Country: British.

5) The Amazing Labyrinth. 1988. Box quite worn but whole and untaped. £3.50. Country: British.

6) The Amazing Labyrinth. 1992. Excellent. £8.50. Country: British.

Designer: Max J Kobbert. No. players: 1-4. Duration: 45 mins.

Maze game in which the board is made up of tiles showing sections of a maze and players push in a new tile changing the board quite dramatically each turn, and then move their playing piece around the maze trying to get to the current target item for that player.  The first player to get to all of their targets and back to their base first is the winner.  One of Ravensburger's all time top sellers, and really rather good too.


Labyrinth. Published by Yang Chen Enterprise Co. Ltd. Box. Good. £2.75

Designer: Unknown. No. players: 1+. Country: Taiwan. Duration: 5 mins.

A wooden ball maze in which you have two controls to adjust the angle of playing surface which will determine where the ball rolls.  You try to navigate the maze without the ball falling into a hole.  You score more the further you get. While this was made in Taiwan the company looks to be British and it is certainly made for the European (inc British) market.


Le Havre: Le Grand Hameau. Published by Lookout Games. 2010. Box. New. £6.50

Designer: Uwe |Rosenberg, Grzegorz Kabiela. No. players: German. Country: German. Duration: 2-3 hrs.

Expansion for Le Havre. This set includes 3 cards which replace those in the original set due to errata and a new 30 card Special Buildings deck.  The new special buildings can either simply replace those normally used or be used in combination.


Learn Magic Cards. Published by Wordware Publishing. 1996. Book. Excellent. £2.25

Author: Larry W. Smith. Country: American.

Softback, 23x15cm, 141 pages. A book which teaches the reader to play Magic: The Gathering.  The book is divided into the following sections: Getting Started & Basic Game Terminology, The Playing Field, Playing the Colours, The Game Phases, Playing Magic, Trading Cards, Playing in Tournaments, Effective Card Combinations, + assorted appendicies.


Let's Do Lunch. Published by Hasbro. 2000. Box. Good. £4

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

Special Notes: This set was originally from Hasbro Spain, but has had English stickers applied by Hasbro and English rules inserted, making it quite unusual.

The game looks from the box to be a trivial children's game, but actually it is a tactical game played with dice on a 7x7 grid, and rated age 12+! Players take it in turn to roll 3 dice with the numbers 1-3 on each, and place a man anywhere on a column with the correct total. If this encloses one or more opposing men between yours then they are captured. Rolling 1-2-3 loses your turn and three of a kind gets another go. The objective is to place all your pieces. The (pretty irrelevant) theme is about two competing tribes of cannibals, though the plastic cannibal figures are quite cute.


Lotus. Published by Ravensburger. 1988. Box. Excellent. £4.75

Designer: Dominique Tellier. No. players: 2-4. Country: German. Duration: 20 mins.

Abstract race game in which players have to try to get their playing pieces from the start area to the finish area first. Pieces can stack and the higher a stack the further the piece on top can move.  There is also a 'trampoline' space which doubles movement for a piece landing on it.  The board and pieces have been given a Chinese look which is quite attractive


Louis XIV Expansion: The Favorite. Published by Rio Grande Games. 2009. Ziplock. New. £2

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

Expansion for Louis XIV, which you will need in order to make use of this.  Each player receives an action board with 4 actions on it, and each round gets to perform one of these additional actions.  The Favorite is also introduced. He moves around the boards and allows players to retrieve influence markers they no longer want on his space.


Mage Stones. Published by TSR. 1990. Box. Good. £4

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

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


Mall Of Horror. Published by Asmodee Editions. 2005. Box. In shrink. £23

Designer: Nicolas Normandon. No. players: 3-6. Country: American. Duration: 1 hr.

Each player controls 3 or 4 characters who find that the shopping centre has been taken over by mindless zombies.  The zombies are out to kill the living and turn them into more zombies.  The characters can get into various relatively safe locations and hold back the zombies, get control of Security H.Q. in order to see where the zombies are going, and find secret stashes of equipment in the car park which could help against the zombies.  The objective is to survive until a helicopter comes to rescue the survivors. During the game there are opportunities to vote on who gets various benefits and who will have to make a sacrifice for the greater good.


Manifest Destiny. Published by GMT Games. 2005. Box. Excellent, unpunched. £22

Designer: Bill Crenshaw. No. players: 3-5. Country: American. Duration: 3-4 hrs.

Card driven strategy game set in North America which takes the players through American history from colonial times to the present day.  The players control mercantile empires which expand into more and more territories.  Players can obtain new capability cards as well as just expanding into new markets.


Modern Naval Battles II. Published by 3W. 1990. Box. In shrink. £16

Designer: Dan Verssen & Alan Emrich. No. players: 2-6. Country: American. Duration: 90 mins.

Expansion for Modern Naval Battles which you will need to own to make use of this set. Subtitled: The Campaign Game, this expansion provides 60 more action cards and 110 more ships, and 7 national war zone displays, as well as counters and rules for the new features.


Modern Naval Battles III. Published by 3W. 1990. Box. In shrink. £14

Designer: Dan Verssen & Alan Emrich. No. players: 2-6. Country: American. Duration: 90 mins.

Expansion for Modern Naval Battles which you will need to own to make use of this set. Subtitled: The Expansion Kit, this expansion provides aircraft cards, more ship cards, bad luck cards, more action cards, and over 200 sister ship stickers.


Municipium. Published by Valley Games. 2008. Box. In shrink. £20

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

Set in ancient Rome, the players act as rival powerful families, each trying to gain influence in various important institutions.  Most or second most control in these at the right times earns citizen tokens which are collected and then given in to earn all-important Decurions (political leaders).  The first to obtain a set number of these wins.  Game play involves worker placement, judging the timing of the Prefect's moves and making use of cards and other opportunities as they come up.


N.F.W.I. Games. Published by N.F.W.I.. 1928. Booklet. Good, but edges a little worn. £2.75

Author: Unknown. Country: British.

Softback booklet, 22x14, 12 pages. Produced by the National Federation of Women's Institutes, this booklet describes games suitable for play at W.I. meetings, and is the revised edition.  The book is divided into the following sections: Games Which can be Played in Institutes Where There is Little Space for Moving About (15), Games Which can be Played in Large Institutes (15), Other Games (6). They are generally parlour or party games, and can be played by men as well as women!


Nature Trail Game. Published by Early Learning Centre. ca.1990. Box. Good, but box corners taped. £1.25

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

Children's nature themed game for ages 4-7. Players try to collect a set of 8 friendly animal tiles, while avoiding danger tiles. When a danger tile is drawn, a person tile must be discarded to eliminate the danger. The tiles are attractively illustrated. The players do not need to be able to read to play this game.


Odins Raben. Published by Kosmos. 2002. Box. In shrink. £8.50

Designer: Thorsten Gimmler. No. players: 2. Country: German. Duration: 40 mins.

Part of  the Kosmos 2 player series.  The two players each control one of Odin's ravens, and they race across various landscapes in order to be the first to arrive back to Odin.  The landscape is made up of a series of two part cards. The game involves playing cards from either your hand or a special reserve stack - a matching card for the next terrain needs to be played to cross it.  In addition, special cards can be played to hinder your opponent and alter the terrain ahead of the ravens. Finally as well as getting victory points for winning the race, cards can be set aside as magic points and the player who has the most magic points gets victory points too.  Hand management is the key to success in this game. I can include house rules.


Ole. Published by Abacus. ca.1996. Box. 2 copies available:

1) Good. £2.75. Shrinkwrapped but small dent in box.      2) In shrink. £3.25

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

Card game with 56 cards numbered and colour coded in a special way. The object is to get rid of your cards first, and you do this by either laying a higher numbered card than the previous card or a higher ranking suit (but could have a lower number).  If you play higher in both then you get to play again.  If you are unable to play you take a penalty chip.  There is actually more to this game than initially meets the eye and it does play well with the higher numbers of players too. Recommended.


One Hundred Chess Gems. Published by Whitehead & Miller. 1945. Book. Good. £4

Author: P. Wenman. Country: British.

Hardback, 19x13cm, 144 pages. A collection of 100 chess games with annotation, which the author feels are especially enlightening.


Oxford Cambridge Boat Race. Published by Piatnik. 1998. Box. Excellent. £5

Designer: Hermann Huber. No. players: 3-5. Country: Austrian. Duration: 45 mins.

Trick taking card game which uses two decks, one for each of the Oxford and Cambridge boats. Each deck has three suits of eight cards and wild cards. Suit precedence is chosen and only five tricks are played each hand. Tricks won are logged to the player, and for the boat as well.  When one boat has 26 points players score up, getting double points for tricks won using cards of the winning boat.  Score is kept on a very attractive scorepad which shows a map of the real boat race.


Parcheesi. Published by Milton Bradley. 1989. Box. Good. £1.25

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

Special Notes: Box lid shows slight indentation due to stacking

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


Party Lines. Published by Oldbourne. 1963. Book. Good, dustcover slightly discoloured. £6.25

Author: Robert Harbin. Country: British.

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


Party Puzzles And Games. Published by Little Dots. 1935. Book. Good, but fly leaves slightly speckled. £7

Author: Olive Chandler. Country: British.

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


Philately. Published by Dixon. 1973. Box. Good. £3

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

Very attractive game about stamp collecting. Masses of reproduction stamps add to the appeal of the game. Good interaction as most purchasing is done in an auction. Game play involves dice roll and movement around a complex track. Players will then buy, sell, swap, and inherit stamps or gain cash. The objective is to be the first player with a collection of 40 stamps.


Phoenicia. Published by JKLM. 2007. Box. In shrink. £22.50

Designer: Tom Lehman. No. players: 2-5. Country: British. Duration: 90 mins.

Special Notes: For £1.50 extra I can print and laminate a set of player aid sheets which help a lot.

Updated version of the excellent Outpost system.  The players each build up a small Phoenician village from a basic hunting and farming based community eventually to a large city with a port, city walls, iron smelters and so on.  Players use their money to improve their income by hiring workers and investing in buildings which will give prestige (VPs) and additional income each round.  There are many different routes to building a thriving city, but each player tries to do so in a more efficient way than anyone else.  Highly recommended.


Pirate's Plunder. Published by Hilary's Toybox. 2000. Box. 2 copies available:

1) Excellent. £2.50      2) Good. £2

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

Card and dice game based on the 'Golden Age of Piracy'.  Players play cards and attempt to secure treasure while avoiding the British and Spanish fleets.  Everything is card driven, but dice rolls need to be made to determine the success of actions such as attacking other ships.


Pocket Trivia. Published by Hoyle. 1984. Box.

1) Pocket Trivia Teens Game. Good. £0.25. This set covers general knowledge which should be known by teenagers.

2) Pocket Trivia World Trivia Game. Good. £0.25. Series 4. This set covers general knowledge from around the world.

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

Card game, 53 cards and a rules card. Each card has 16 questions. Players try to answer a question on a card and will get a point for doing so correctly.  Ideal for playing on the move, eg. in the car or on a plane. Owning multiple sets will allow a wider variety of questions to be asked. 


Poker Kids. Published by Winning Moves. 2008. Box. Excellent. £9

Designer: Reiner Knizia. No. players: 2-6. Country: Belgian. Duration: 30 mins.

Special Notes: English rules provided, but 30 cards are in French.

Poker style game which uses cards to play a sort of 'three card brag' in which several 3 card hands have to be made up using a single hand of cards and a series of open cards.  The game is playable by children as well as adults.  Chips are lost and won according to how each player's hand ranks compared to those of other players.

Politrics. Published by Chaos Games. 1995. Box. Good. £3.25

Designer: Steve Dunne, Guy Milan. Country: British. Duration: 1 hr.

Politically themed game of sleaze, greed and political intrigue. The game board has two tracks around which the players move their playing pieces and action the spaces landed on.  Share certificates are bought, and dividends paid out.  Event cards add interest.  At some point players become Ministers and use the inner track, which gives you a chance to become Prime Minister and win the game, but also makes everything more expensive.


Popular Indoor Games. Published by W. Foulsham & Co.. ca.1920. Book. Good. £1

Author: F.R. Ings. Country: British.

Softback, 18x12cm, 63 pages. A collection of games and amusements to entertain family and friends. These include conjuring tricks, ventriloquism, card tricks, sleight of hand card tricks, card games, round games, arithmetical puzzles and curiosities, mechanical puzzles, word games and word sqaures.


Puerto Rico Expansions 1+2. Published by Rio Grande Games. 2009. Ziplock. New. £4

Designer: Andreas Seyfarth. No. players: 3-5. Country: American. Duration: 75 mins.

Two English language Puerto Rico expansions.  The first expansion consists of 26 new buildings for Puerto Rico, which you can mix into the set of buildings available for the game in various ways to keep the game fresh.  The second expansion provides 15 further new buildings and also introduces nobles who are like colonists, but worth victory points and when placed in some of the buildings in this expansion will give different benefits to colonists.


Quicksand. Published by Fantasy Flight. 2003. Box. Excellent. £10

Designer: Stefano Cavane. No. players: 2-5. Country: American. Duration: 20 mins.

Light race game.  Each player secretly controls one of 6 explorers who are making their way through the jungle.  Cards are played to move the explorers - always forward, but some paths are quite a bit longer than others! There are also some quicksand patches which slow an explorer down.  Players try to get their explorer through the jungle first without the other players realising whose explorer it is.


Ritter Ohne Furcht Und Tadel. Published by Euro Games. ca.1997. Box. In shrink. £8.75

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

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


Rome. Published by GMT. 2001. Box. Excellent. £20

Designer: Reiner Knizia. No. players: 2-5. Country: American. Duration: 10-45 mins.

A collection of three games in one box.  These are some of the best from an earlier collection: New Games In Old Rome. The games here are: Hannibal vs Rome (2 player, simple but interesting battle for dominance over the Mediterranean), Circus Maximus (2-5 players, clever card driven chariot racing game), Imperium (2-5 players, political majority type game set in the Roman world). Recommended.


Royalty. Published by US Games Systems. 1996. Box. Excellent. £3.50

Designer: S J Miller. No. players: 1+. Country: American. Duration: 15 mins. Desc. by Eamon.

Card game, 106 cards featuring a mixture of colours and letters. You can play with one deck of 53 cards or both decks. Lots of interaction as you can steal each other’s words, but interestingly you must rearrange the letters you are stealing and add to them to make a brand new word, completely unrelated to the one you stole. Variations include Coalitions (for partnership play) and Monarchy (for solitaire play). Nominated in the Games magazine Top 100 for 1995.


Rum & Pirates. Published by Rio Grande Games. 2006. Box. In shrink. £19.50

Designer: Stefan Feld. No. players: 2-5. Country: American. Duration: 75 mins.

Fun board game in which players must make best use of their supply of pirates while in town.  Each turn you can choose where to lead the Red Corsair, but must assign your pirates to lead the way, so longer routes use up more of your men. At each location you gain some benefit - perhaps money, treasure maps, rum, an invitation to a romantic rendezvous and more.  Ultimately all these options result in VPs, and the objective is to get as many as possible.  At the end of each round there is a fun dice-off for VPs, with the odds favouring the players who have left more of their pirates back on their ships, rather than using them on the board.


Scarne's Guide To Modern Poker. Published by Simon & Schuster. 1980. Book. Good. £7

Author: John Scarne. Country: American.

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


Sensationen. Published by Walter Muller. 1992. Box. 2 copies available:

1) Excellent. £7        2) Good. £6

Designer: Helmut Huber. No. players: 2-4. Country: German. Duration: 20 mins.

Unusual race game with reporters racing to get the top story. There are three tracks along which playing pieces will be moved, but at one time only one of these is active, and at the start of the game players secretly decide which pieces they want to win on each of the tracks. Cards are played to move the pieces along the current track, but special cards can be played to cancel other cards, double them or change the currently active track.  When two of the tracks have been won points are awarded to players who correctly stated the winners.  Uses Walter Muller's characteristic graphic style.


Sixteen Thirty Something. Published by Warfrog. 1995. Box. Good. £14

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

Game set in Europe's Thirty Year War. Players represent aristocratic dynasties controlling factions within European countries. Players play cards to attempt to gain dominance over countries and thus gain control of the military forces in those countries.  The players each have a secret set of countries they need to control to win. Deals need to be struck (and broken at the right moment), in order to do well in the various rounds of voting which occur throughout the game to decide whether countries will attack, defend, or stay neutral.


Snapshot. Published by Parker Bros. 1972. Box. Good. £6

Designer: Unknown. No. players: 2+. Country: Canadian. Duration: 10 mins.

The game consists of 30 interesting black and white photos from the 1930s (I guess) all mounted on card.  A selection of them are displayed and players study them.  They are all then turned over and mixed up and a few removed. The remainder are turned over and players try to recall what has been removed.


Solarquest. Published by Golden Games. 1986. Box. 1 box corner taped. £3.50

Designer: Western Publishing Co.. No. players: 2-6. Country: American.

Space game which takes some of the ideas of Monopoly (ownership of spaces and paying a fee to the owner when landing on those spaces), but adds more ideas such as using fuel and refuelling at appropriate places, laser battles between ships etc. The board is attractive and shows various routes around the solar system, playing pieces are plastic spaceships and fuel is indicated by special metal threadless screws.


Sovereign Of The Seas. Published by Excalibre. ca.1978. Box. 2 copies available:

1) Box shows wear. £5.75      2) Good. £6.50

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

Players sail merchant ships in the 17th/18th century picking up and delivering cargo for profit.  Tariffs must be paid when stopping in each port, and it is possible to purchase ports in order to get the tariffs when others land on them.  The board shows the whole world, and 32 different ports, with 9 different cargoes available from them.  Play is determined by cards to determine your next contract and dice used for movement, but you choose which appropriate port to pick up from and which shipping lanes to use, and whether to buy ports.  Event cards can also be used to add uncertainty too.  First player to amass 150000 gold pieces wins.


Space Quests. Published by WH Smith. 1985. Booklet. Good. £5

Author: Tim Wood. No. players: 2-4. Country: British.

Special Notes: Countersheet unpunched, except for 2 missing counters.  Entirely playable despite this.

A set of 5 space themed board games.  Unusually the boards are printed on thick card and folded into a booklet.  The booklet can be folded open so that it shows one of the boards at a time. A separate sheet of cardboard counters to play the games is provided as well as a rule book for the games.  The games are: Race for the Planets (2) - move counters to claim 4 planets first, challenges can take place; Graveyard In Space (2/4) - explore a space wreck encountering hazards to find valuable equipment; Asteroid Miners (2-4) - race to stake your claim while avoiding orbiting asteroids; Cyborg Pursuit (2) - will the Cyborgs overrun Earth before Earth forces are alerted to their presence?; Star City (2-4) - explore an abandoned alien city.

Spanish Main. Published by Hartland Trefoil. 1990. Box. Good. £35

Designer: Francis Tresham. No. players: 1-4. Country: British. Duration: 90 mins.

A game of exploration, seamanship and combat on the high seas in the Elizabethan era. This is the second edition, in the blue box. Players are English or Spaniards, competing for gold in the New World, which is discovered bit-by-bit by turning over face down hex tiles, that will gradually form a random landscape along the coast. Besides exploring, you can fight other ships (in effect, becoming a pirate, a sort of Francis Drake figure who freely did both in real life). Quite involved, as you would expect from the designer of the 18xx games.


Squatter. Published by Jedko. ca.1975. Box. Good, but corners taped. £10.50

Designer: Robert C. Lloyd. No. players: 2-6. Country: Australian.

Business game in which the players are sheep farmers starting with 3000 sheep and 5 paddocks.  Players improve and expand their ranches and try to be the first to double the size of their flock with top quality pasture.  Movement is around a track with various options being given.  Money is made by buying and selling sheep, and from selling wool at various points.


Star Trek TNG CCG Official Player's Guide. Published by Macmillan Computer Publishing. 1995. Book.

Excellent. £6. Author: Decipher Inc.. Country: American.

Softback, 21x13cm, 268 pages. Companion guide for players of the Star Trek TNG CCG. This book covers: Entering the Star Trek Universe, Game Strategy (Customizing Decks, Choosing Dilemmas, Well Coordinated Decks, Powerful Combos, Trading Tactics), The 50 Most Powerful Cards, Card Checklist, FAQ, Collector's Info, Advanced and Multi-player Variants.


Stock Market Specialist. Published by Hansen. 1983. Box. Good. £7.50

Designer: Arthur Levitt Jr. No. players: 2-4. Country: British.

Stock Market Specialist (The Official Game of the American Stock Exchange) puts the players into the role of a specialist at a stock exchange. Each player specialises in one of four stocks represented in the game, and does his best to increase his personal wealth by trading these four stocks while performing all the jobs required by his position. These include maintaining an order book, executing orders, keeping track of accounts and prices as the stock is traded. The only way to get a better feel for this niche job is to go and do it in real life!


Stop The Train. Published by Spears. 1986. Box. Good. £4.75

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

Special Notes: The dice is not the original one, but an entirely suitable replacement.

Children's game (age 5+) in which the players have to get 3 playing pieces around the board and back home again - first to do so wins. A dice is used to dictate movement options, but it does not have pips, but colours, and rather than indicating how the playing pieces move it determines how two trains move around the board.  The board has a clip-in clear plastic railway track and two large train overlays which fit onto the railway track and can be slid around the track.  These trains cover several spaces and at the end of each turn when the trains are stationary, playing pieces next to them get on, or if at a detour space, get off and move backwards a bit.  Good children's game.


Strange New Worlds. Published by Gametime. 1978. Box. Good, but box slightly indented. £17

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

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


Streetsafe. Published by BMI. 1991. Box. 2 copies available:

1) Box shows wear. £0.50. Originally contained a self defence booklet - now missing.

2) Good. £1. Self defence manual is still present

Designer: Trevor Roberts. No. players: 2-6. Country: British.

Trevor Roberts is a former British Ju-Jitsu champion and this game essentially promotes learning martial arts (and ju-jitsu in particular) to defend yourself on city streets.  In the game each player has to visit a selection of places shown on the board but some areas are quite dangerous.  The main choice is to decide how many turns you will spend improving your ju-jitsu skills at the beginning of the game - the more turns spent the safer and quicker your movement around the board will be. A quote from the 'self defence manual': "Now complete your defence with a knee strike to the assailant's nose".  If that's defence, I really don't want to see his offence!


Sumo's Karaoke Club. Published by Mike Siggins. Booklet.

Author: Mike Siggins, Stuart Daggar. Country: British.

Excellent board game review booklet / magazine which covered mainly European and UK released games.  Mike Siggins and Co. wrote very informative reviews, and this became a must read for fans of these types of games.  Main articles listed by issue.

Issue 12 Jul 93. Good, but label removal mark. £1.50. Road Kill, Tyranno Ex, Dambusters, Ali Baba, Schatztaucher, Sindbad, Around the World in 80 Days, Timberland, Schmuggler an Bord, Waldesfrust, Kalahen, Cockpit, Bazaar, Rave, Axis & Allies, Mainstream Games, Tweaks & Variants, Britannia Stats, DIY Energie Poker, and Letters.

Issue 13 Sep 93. Good. £1.50. Gamer's Notebook, Lords of the Sierra Madre, Vernissage, En Garde, Time Agent, Peloton, Tal der Konige, Tutanchamun, Fibonacci, Revolution, Quick, Inside Pitch, and Letters.

Issue 14+15 Nov 93. Good. £2.75. Spiel 93, Gamer's Notebook, Freight Train, Zankapfel, Magic: The Gathering, Rette Sich Wer Kann, Was Sticht, Backpacks & Blisters, Suzerain, World Cup Tournament Football Game, Chamelequin, Men of Iron, Elevation, Inside Pitch, Reiner Knizia Interview, and Letters.

Issue 16+17+18 Apr 94. Good, but has label removal mark. £4.25. Gamer's Notebook, British Toy & Hobby Fair, New York Toy Fair, Credo, Mine!, La Trel, PinPoint, Lord Carter's Sack O' Bricks, Die Erbraffer, The Mob, Anagram, Attacke, Die Hanse, Ko-an, Quest For The Faysylwood, Montgolfiere, Acquire, WizWar, Chikara, Pro Action Football, Rheingold, Inside Pitch, Design Workshop, Grand Priz Games, Formula De Mods, Britannia Revised, Railway Rivals History, and Letters.

Issue 19 Autumn 94. 1994. Good. £1.50. Gamer's Notebook, Plague & Pestilence, Guerilla, 5 Alive, Manhattan, Auf Heller & Pfennig, Big Boss, Axiom, An Den Ufern Des Nils, The Rise of the Luftwaffe, Das Hornberger Schiessen, 800 Meters, Intrige, Olympia 2000BC, 6 Nimmt, Formula De Tracks, Return of the 5s and 10s, Thoughts from the Armchair, Letters, Notice Board.

Issue 20+21 Jan 95. Good. £2.75. Essen 1994, A Second View on Essen, New Games at Essen, Fugger Welser Medici, Wucherer, Das Regeln Wir Es Schon, New Rules for Classic Games, Falsche Fuffziger, Sack, Die Oster Insel, Ausgebremst, Mush, Phantoms of the Ice, Wurmeln, Bluff / Liar's Dice, Nizza, APBA Pro Basketball 2, Breaking Away, In Teufel's Kuche, Spritfresser, 1839 and 1850, Tracks to Telluride, Maharaja + Guide, Advanced 6 Tage Rennen, Further Thoughts from the Armchair, Dallas, Star Trek TNG CCG, Gamer's Notebook, Letters.

Issue 22 Apr 95. Good. £1.50. Gamer's Notebook, High Society, Caramba, Tor, Grand Prix Circus, Medici, Peg Poker, The 90s, 1995 British Toy Fair, D.I.Y. Corner, Mike Sigginss' Thoughts, Mike Clifford's Thoughts, Letters.

Issue 23+24 Jul 95. Good. £2.75. Mike Siggins' Thoughts, Gamer's Notebook, Die Siedler Von Catan, Sternenhimmel, Linie 1, Skedaddle, Paparazzo, Volle Lotte, 1830 PC, Chinese Walls, Canaletto, The Foot of Killimanjaro, Condottiere, Ligretto, Eagle Kingdoms, 1837, 1856, Gibsons Sports Games, German Games Designers, Nice Bits, Nessie Hunt, Greatest Boardgame Ever!, The 90's, Letters, Notice Board.

Issue 25+26+27 Nov 95. Good. £4.50. Gamer's Notebook, Essen 95, The Tyro's Tale, You Need Hans, 1500 Gold, DTM Hockenheimring, Dragon Dice, Die Leuchtturm Architekten, Die Schlangen Von Delhi, Elfenwizards, El Grande, Ironman Football, Geronimo, Keywood, Mu,  New Games in Old Rome, Omshanti, Ransom, 1630 Something, Stats Soccer Replay, Stockers, Timbuktu, Tricks, Wrott & Swindlers, Creeper, Colliding Circles, Billabong, Kunst Stucke, 18XX Report, Games of the 90s, Tweaks & Variants, Letters, The Sumos.

Issue 28+29 Mar 96. Good. £3.50. British Toy Fair, Nuremburg 96, Inside Pitch, Vegas, Speed, Members Only, Tracks to Telluride, New Games in Old Rome Part 2, New York, 1630 Something Revisited, Design Workshop: Fireside Football, Die Siedler, 6 Nimmt, Ian Allen's 18XX Guide, 1825 Unit One, 1825 article by Derek Carver, Mike Clifford's Thoughts, White Wind, CCGs, Letters, Settlers Setups by Alan Moon.

Issue 30 Apr 96. Good. £2. Gamer's Notebook, Middle Earth: The Wizards, Stock Car Championship Racing Card Game, Mad Monks & Relics, Sharpshooters, Long Short, Entdecker, Reibach & Co., Letters.

Issue 31+32 Jul 96. Good. £4. Gamer's Notebook (including lots of mini reviews), Ab Die Post, Campanile, Double, Fireside Football, Gangsters Gun Molls & G-Men, Looping, Netrunner,Ostindien Company, Saludos Amigos, Special Delivery, Tahiti, Take it Easy, Wembley, Yucata, Classic Games, Der Fliegende Teppich, Short Reviews, 18XX,  1630 Something, Mike Clifford's Thoughts, 11th Salon Des Jeux, Moskito Spiele, Letters.

Issue 33+34+35 Nov 96. Good. £5.50. Essen 96 (Mile Siggins, Mike Clifford), Gamer's Notebook (inc. mini reviews), Inside Pitch, Air Baron, City of Chaos, Detroit Cleveland Grand Prix, Global Survival, Honor of the Samurai, Quests of the Round Table, Marracash, Material World, Palmyra, Ponte Vecchio, Power: The Game, Premiere, Trainsport Austria, Safe Return Doubtful, Sing SIng, Subbuteo Squads, X Pasch, 3 3/4 Laps, Wizards, Short Reviews, Design Workshop, Train Games, Letters.

Issue 36+37+38 Mar 97. Good. £5.50. Olympia 97, Gamer's Notebook (inc mini reviews and The Sumos), Inside Pitch, 1876, Battletech TCG, Breaking Away 2, Dino Hunt, Dicemaster: Cities of Doom, Der Flaschenteufel, Hispania, Cheapass, MathMagic, Priceless, Pitagoras, Star Trek TNG Dice Game, SiZiMiZi, Sticheln, Settlers of Catan Card Game, Swoop, Transsib, Word Thief, X Files CCG, World of Boxing, Face Off, Hans Im Gluck, Suno Hall of Fame, Mike Clifford'd Thoughts, Design Workshop, Designers, Letters.

Issue 39+40 Jun 97. Good. £3.50. Gamer's Notebook, Inside Pitch, Nuremburg 97, Dealer's Choice, Ferrocarriles Pampas, Konig & Intrigant, Legend of the Five Rings, Magic: The Gathering Computer Game, Mississippi Queen, Mole Hill, Serenissima, Shanghai, Tracks to Titicaca, Rail Baron & S Rails, Hartmut Witt, Trouble With Translations, Conquest Games, Game Theory for Dummies, Mike Clifford's Thoughts, The 50s 60s 70s, Letters.

Issue 41+42+43 Nov 97. Good. £5.50. Spiel 97 (several viewpoints), Gamer's Notebook, Inside Pitch, 1831, Euphrat & Tigris, Frisch Fisch, Inkognito, Die Kette Von Saba, Lowenherz, Meutre A L'Abbaye, Lord of the Rings Tarot, Long WInding Road, Middle Earth: The Lidless Eye, Princess Ryan's Star Marines, Roborally, Svea Rike, Symbioz, Titan: The Arena, Vikingatid, Volle Hutte, Dampfross / Railway Rivals, Short Reviews, Design Workshop - Bruno Faidutti, Mindsports Olympiad, Ravensberger, Mike Clifford's Thoughts, Letters.

Issue 44 Feb 98. Good. £2. AvalonCon, Babylon 5 CCG, Caesar & Cleopatra, Chicago, Dream Team, Dune CCG, Grossinquisitor & Kolonien, Hockeyswap, Iron Horse, Konzern, Kismet, Die Macher vs Die Macher, Mah Jong Variants, Nomic + Ralatives, Ritter, Show Manager, Schoko & Co, Wucherer, Mike Clifford's Thoughts, Letters, Inside Pitch, The Sumos, Ten Years On.


Survival Of The Witless. Published by Avalanche Press. 1996. Box. Good. £5.75

Designer: Unknown. No. players: 3-8. Country: American. Duration: 1 hr.

Special Notes: 2 out of 60 identical markers missing (but a maximum of 40 would ever be needed, so this does not affect play)

Satirical game in which the players are all academics and write articles and try to impress the senior members of their university department, with the objective being to publish a book and have the faculty board so impressed that they offer you a permanent position - a sure way to a life of bourgeois living and never having to do any work!  The players are given a gender, class, race and sexual orientation, and these affect their standing with each faculty board member.  The game is then driven by card play, with over 200 cards and plenty of humorous takes on academic life therein.


Surviving On The Edge. Published by Atlas Games. 1995. Book. Excellent. £3

Author: Various. Country: American.

Softback, 20x14cm, 288 pages. This the Player's Guide for the On The Edge CCG. The book gives an introduction to the game, a detailed rundown of the different factions and groups in the game, Errata and FAQ, various rules for group play, many appendices (rarity lists and trait lists).


Tahiti: Clan Warfare Polynesia 759AD. Published by 3W. 1994. Box. Good. £12

Designer: Kevin McPartland. No. players: 1-4. Country: American. Duration: 2 hrs.

Players build war canoes and train warriors to create a tribal task force to strike at their adversaries and protect their village. Each player must protect their chieftain at all costs, as if he dies the day is lost. Essentially a beer & pretzels level wargame which also includes rules for solitaire play.


Tarbart On Patience. Published by Thos. De La Rue & Co.. 1901. Book. Good (excellent for its age). £22.50

Author: Tarbart. No. players: 1. Country: British.

Hardback, 17x11cm, 118 pages. Gold edged pages and embossed cover.  Very rare, and collectible. Very nicely produced book of nearly 50 games of patience, which are divided between one and two pack games.  Printed very finely in black and red throughout with many diagrams. This is a first edition produced for hospitals (it has Hospital Copy embossed in gold on the front cover).  Very nice item.


Tennis. Published by Parker Bros. 1975. Box. Good. £2.25

Designer: Unknown. No. players: 2 or 4. Country: Canadian. Special Notes: Photocopied rules

Tennis card game.  Two decks of cards are provided, one for serving and one for play in a rally.  Each player is dealt 10 rally cards to see them through a tennis 'game'.  A player needs to win 6 'games' to win a set, and victory. The cards show various types of shot which can be played, including smashes and kills.  The skill is in managing your hand of cards to best effect to see you through a whole game (when you will get new cards) and thus sometimes letting your opponent win a point you could have fought over.

Terra. Published by Days Of Wonder. 2003. Box. 2 copies available:

1) Excellent. £4      2) In shrink. £5

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

Environmentally friendly card game purchases of which contributed to a charity selected by UNESCO. The players have to deal with an ecological, sociological, economic and military crisis in which all sides need to collaborate to save the Earth, while also advancing their own interests. Players gain points for solving crises by playing cards, while trying to hang on to sets of cards which can be played to score points individually as well.


Terra Prime. Published by Tasty Minstrel Games. 2009. Box. In shrink. £27

Designer: Seth Jaffee. No. players: 2-5. Country: American. Duration: 75 mins.

Space exploration, trading and combat game which plays quickly. Players start on Terra Prime and explore outwards, blasting aliens who get in their way, collecting goods which they bring back home for profit, and to obtain ship upgrades. Things get nastier the further one gets from home.


Thats Life. Published by Palitoy. 1978. Box. Good. £1.25

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

Family board game based on Esther Rantzen's TV programme of the same name. Players try to be the first to acquire a TV set, cooker, car, bath and dog for their home. Play involves moving around a circular track and actioning the spaces landed on.  These allow players to trade goods, as well as forcing players to get items repaired, which involves other players, and should a repair not be possible Esther Rantzen can be called in to expose the dodgy dealer who provided that good, which can result in that player being penalised. Includes nice plastic playing pieces for the cookers, baths, cars, dogs, TVs etc.


The Amazing Magic Robot. Published by Merit. ca.1960. Box. Good. £2.25

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

Special Notes: The robot originally had a pointer, but this has been lost.  However it is still possible to see which question / answer the robot is facing.

A nostalgic item. The Magic Robot piece is rotated to point at a question and then when players have answered the robot is moved onto a 'magic mirror' and it then points 'magically' at the right answer.  Its done with magnets of course, but is still quite novel.  The game comes with 8 sheets of 16 questions.  The questions are really intended for primary school children.


The Complete Home Entertainer. Published by Odhams Press Ltd. ca.1920. Book. Good. £7.50

Author: Unknown. Country: British.

Hardback, 22x14cm, 512 pages. The cover and spine are embossed, and there are over 400 illustrations, but the date is a guess. The book covers: Getting Together (Icebreakers), Action Games, Word Games, Games With Pencil & Paper, Party Stunts and Jokes, Word Puzzles, 1 Minute Teasers, Fun With Intelligence Tests, Potted Personalities, Character Quizzes, Amateur Detective's Casebook, Brain Twisters, Family Craft, Songs For Home & Party, Simple Conjuring, Card Wizardry, Scientific Magic, Fun with Matches String & Coins, Card Games, Board & Table Games, Picnic & Garden Games, Children's Fun Book.


The End. Published by Scapegoat Games. 1995. Book. Excellent. £3

Author: Joseph E. Donker. No. players: 2+. Country: American.

Roleplaying world and rules set in a world after Judgement Day in which 'The Meek' were rejected by both Heaven and Hell, and forced to live back on Earth.  A fascinating introductory story introduces this world and makes you want to read on.


The End Of The Triumvirate / Das Ende Des Triumvirats. Box. Several copies available:

1) Das Ende Des Triumvirats. Published by Lookout Games. 2005. In shrink. £18. Country: German.
Includes colour printed and laminated summary sheets and special action cards.

2) Das Ende Des Triumvirats. Published by Lookout Games. 2005. Excellent. £16.50.
Includes colour printed and laminated summary sheets and special action cards.

3) The End Of The Triumvirate. Published by Z-Man Games. 2006. Excellent. £18. Country: American.

Designer: Johannes Ackva, Max Gabrian. No. players: 2-3. Duration: 75 mins.

The players take on the roles of the three leaders of Rome: Julius Caesar, Cassius & Pompeius, but after a disagreement they split up and try to wrest power for themselves alone.  Each starts controlling five provinces with access to legions and income.  Victory can be won by being elected Consul twice, by proving your 'compentences' or by force: controlling 9 regions.  Each turn some regions generate legions and income, but to make use of these the leader needs to be moved to that region.  Clever ideas, good mechanics and interesting game play.


The Fury Of Dracula. Published by Games Workshop. 1987. Box. Good, but box slightly indented. £26

Designer: Stephen Hand. No. players: 2-4. Country: British. Duration: 2 hrs.

One of Games Workshops' rarer board games, which has recently been released in a modified form. One player runs Dracula and attempts to create an army of lesser vampires.  Meanwhile the other players are vampire hunters and seek out Dracula and his undead offspring intending to destroy them all.  Dracula uses a hidden movement system, but leaving telltale destruction in his path.  When the vampire hunters meet Dracula's minions combat ensues.  A very well thought of game with great atmosphere. Certainly worthy of having been brought back from the dead ...


The Guinness Encyclopedia Of Games Puzzles & Pastimes. Published by Guinness Publishing. 1988.

Book. Good. £4.50. Author: Honor Head. Country: British.

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


The High Kings Of Tara. Published by Real Original Games. 1999. Box. Good. £14.50

Designer: Murray Heasman. No. players: 2 or 4. Country: British. Duration: 40 mins.

Unusual strategy game based on the Celtic artwork from The Book of Kells.  The game consists of moving your king playing piece around the board and placing segments of Celtic loops to form 'hill forts'.  The objective is to then join your loop segments into more neatly formed loops so that by the end of the game you have less knots than your opponent.  The four player game is played as a partnership game.  Unusual, well regarded and attractive too.


The Midas Touch. Published by Spears. 1991. Box. Good. £4.75

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

Dice game, where players stake cards on making the best dice rolls. Chances can be increased by keeping dice and re-rolling others, but stakes are increased accordingly. However, what makes this interesting is that all the cards start off on their 'plain' side and are valueless.  However, if at any time a player has three dice the same in front of them they get The Midas Touch, and any cards they stake or win get turned to the gold side, and these are what score points at the end of the game.  One or two other twists add to the game as well giving additional choices.  8 dice provided, 4 of which are gold coloured.


The Pillars Of The Earth: Builders' Duel. Published by Mayfair Games. 2009. Box. In shrink. £18

Designer: Stefan Feld. No. players: 2. Country: American. Duration: 45 mins.

Card based resource management game based on the excellent The Pillars of the Earth board game. In this game one player is trying to build the fortress and the other the cathedral.  To do this a 3x3 layout of cards offering assorted resources and actions is laid out and the players each pick a row or column which they wish to perform, with any overlapping card being competed for. Each round a different 3x3 gird of cards is laid out. The first to complete their building wins.


The Sport Of Kings: National Hunt. Published by Lambourne. 1993. Packet. Excellent. £10

Designer: Terry Goodchild. No. players: 1+. Country: British. Duration: 90 mins. Desc. by Eamon.

Expansion set for The Sport Of Kings, featuring masses of National Hunt race-horses and rules for steeplechase jump racing. If you own the original, this is well worth having as it will considerably increase the range of your campaign season and the type of horses you can manage in your stables.


Thinking Man's Golf. Published by 3M. 1966. Box. Good. £6

Designer: Frederick A Herschel. No. players: 1-4. Country: American. Duration: 45 mins.

Very innovative golf game when it was published - one of the first games to use chinagraph pencils and laminated boards. The 18 hole course is laid out on the wrap-around box, and it features 18 famous holes from various American golf courses. To play, you first determine wind speed and direction, then pick your club and place the range-finder on the board. Dice are rolled for your shot to determine distance and direction, and the location marked on the board.  This is repeated until the putting table can be used instead.


Thurn And Taxis: Power And Glory. Published by Rio Grande Games. 2007. Box. In shrink. £9.50

Designer: Karen & Andreas Seyfarth. No. players: 2-4. Country: American. Duration: 1 hr.

Expansion for Thurn and Taxis (you need the base game to play).  A new map is provided which shows North Germany and the surrounding countries.  Game play is similar to the original, but the carriage cards are gone, and instead the city cards all show 1-3 horseshoes.  In order to run a route one must also set aside cards with sufficient horseshoes.  This has the effect of allowing you to draw one or two extra cards speculatively, and if things don't work out you can always use them for the horseshoes rather than the cities.  Recommended.


Ticket To Ride. Published by Days Of Wonder. 2004. Box. In shrink. £31

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

Spiel des Jahres Winner 2004. Published in Germany as Zug Um Zug. 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 America. 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.  Very approachable and playable but with quite a bit to think about too.  A well deserved game of the year.  Highly recommended.


Titicaca. Published by Cwali. 2001. Short fat tube. In shrink. £11

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

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


Tom Jolly's Cargo. Published by Wingnut Games. 2004. Box. Good. £9.50

Designer: Tom Jolly. No. players: 2-4. Country: American. Duration: 45 mins.

Each player controls a team of dockhands, which include regular workers, a burly worker, a mule and an elephant.  Each player also has a selection of tea crates.  The objective is to load your tea crates onto your ship while pushing other players' tea crates into the sea.  It is also possible to squash other players' regular workers between two crates, and this is worth doing too.  Each turn you have three movement points to split amongst your dockhands as you see fit, and each type has its own abilities. eg. An elephant can push up to 2 crates and move up to 2 spaces, while a regular worker can push only one crate and move only one space.


Trading Routes. Published by Van der Veer. 2005. Box. Excellent. £5

Designer: Jacque Deul. No. players: 2-8. Country: Singapore. Duration: 30 mins.

Card game set in the jungle, each card showing part of a trading route between tribes.  The cards must be played adjacent to other cards, domino style so that the trade route continues on.  If a player manages to play so that the symbols at each end of the trade route are the same then they have completed the trade route and win those cards.  There are also cards which increase the value of a trade route, but don't change the values at the ends, and war and peace cards which stop a trade route from being finished or remove a war. The player who claims the most cards wins.


Treasure Quest. Published by Ravensburger. 1996. Box. Excellent. £4.25

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

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


Trireme. Published by Avalon Hill. 1980. Box. Good, box indented due to stacking. £23

Designer: Ed Smith. No. players: 2+. Country: American. Duration: 90 mins. Desc. by Eamon.

Tactical naval combat between ancient warships between 494 BC and 370 AD.


Trump. Published by Milton Bradley. 1989. Box. Several copies:

1) Good. £7

2) Good. £4. Box base very slightly indented, edges show some wear and 1 corner taped.

3) Good. £5. Special Notes: The copper finish box lid writing is discoloured

Designer: Marvin Glass. No. players: 3-4. Country: American. Duration: 90 mins.

A highly regarded original business game, sanctioned by the multi-millionaire Donald Trump. Very nice components. Players invest in businesses with the money paid being placed inside special plastic boxes. The game is played in two phases. In the first phase players move around a track and the values of the businesses increase, businesses are auctioned and action cards are gained.  In the second phase players play their action cards to make profits and negotiate deals which will allow them to use their cards most effectively to make more profits. Eamon has some house rules which I can supply if you remind me.


U.F.O.'s. Published by Salagames. 1992. Box. Excelent. £4.75

Designer: Alan R Moon. No. players: 3-6. Country: German. Duration: 45 mins. Desc. by Eamon.

Card game, 60 playing cards and 42 bidding cards. A trick-taking game, with trumps being determined by the person who bids the most points to win that privilege. The name of the game seems to have no explanation other than being an excuse to draw sci-fi type cartoons on the cards.


US Rails. Published by Winsome Games. 1996. Packet. New. £7

Designer: John Bohrer. No. players: 2-6. Country: American. Duration: 90 mins.

Unofficial expansion set for Avalon Hill's Rail Baron which you will need in order to play this. In the scenario presented by this expansion the American railroads strive to survive the developing US interstate highway system and the trucking industry from 1950 to 1990, and thus the formation of Amtrak.


Vendetta. Published by Hexagames. 1991. Box. Excellent. £12

Designer: Doris Matthaus & Frank Nestel. No. players: 3-5. Country: German. Duration: 1hr.

Not the same as Vendetta made by Parker Bros.  Gangster game, with players as members of feuding Sicilian families, trying to control as much of the town as possible and become the new Godfather.  Players play their men onto the board with the eventual goal of being the only player there when that region is scored.  However, before a region is scored, first the player with the least men loses those men, and then players who remain get more men to use.  Also some regions are raided and all men in these regions are lost. Vicious game!  Wooden pieces.


VI Sup. Published by Dolumont. ca.1979. Box. Good. £6

Designer: Unknown. No. players: 1-6. Country: French. Duration: 2 hrs.

Mountaineering game featuring a map of the Mont Blanc Massif and the main climbs possible there.  The components include a miniature ice pick for each player.  The game is driven by several types of cards, and players start on easier climbs and as they get experience advance on to the more difficult climbs, and finally attempt Mont Blanc via the Grand Pilier d'Angle to win.


With Fang And Claw. Published by White Wolf. 1996. Book. Excellent. £7

Author: Justin Achilli. Country: American.

Softback, 21x14cm, 200 pages. Strategy guide for the Rage CCG. The chapters cover: The Game and How to Play it, General Play Tips, Strategies, Tournament Rules, Common Rulings, Unlimited Edition Spoilers, Card Lists, Lexicon.


World Cup Tournament Football Game. Published by ADG. 1993. Box. Good, but box slightly indented. £15

Designer: Peter Grosse. No. players: 2-24. Country: Australian. Duration: 75 mins.

Card game depicting the World Cup Finals. Not a simulation, matches being decided by card play. 192 cards, 84 National Team Tokens and Flags. It is possible to play a full set of World Cup Finals in a little over an hour and an Olympic competition in under an hour. Players secretly own teams and play cards in a way which they hope will see their teams get as far as possible through the tournament.  However, this is best done subtly as it quite possible to severely hinder a team if you know others are backing it. Highly recommended, and I have house rules and extra board sheets for use in post 1994 tournaments.


World Of Sport Action Quiz. Published by Chad Valley. ca.1965. Box. Box shows wear. £1.75

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

Special Notes: The 'special pencil' is missing, but any similar object (eg. sharp pencil) will do instead.  Quiz cards unpunched.

One of the weirdest 'games' I have ever seen.  In the box there is a set of sports quiz cards one of which is placed onto a special 'machine'.  The machine is set up with ball bearings at the top and one is 'fired' into the machine.  It bounces around and goes down a path.  The path it goes down indicates which question you must answer.  You then put a special pen into a hole under the answer.  If you were quick enough and got the answer right you will divert the ball and score points.  I'm not entirely convinced it works consistently, but it is still an amazing item.


You Robot. Published by Repos Production. 2009. Box. In shrink. £8

Designer: Alain Rivollet. No. players: 4-10. Country: Belgian. Duration: 20 mins.

The players team up into pairs in which one player is the Robot and the other the Programmer.  An action card (several difficulty levels available) is seen only by the Programmers who must get their Robot to perform the action shown.  However, this can only be done by pointing to parts of the body on a robot diagram and use of an arrow card.  Daft, but fun, especially for teenagers and others young of mind.


Zug Um Zug Marklin. Published by Days Of Wonder. 2006. Box. 2 copies available:

1) In shrink. £19      2) Excellent. £17.50

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

Aka Ticket To Ride: Marklin. 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 Germany. 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.  The main new feature in this version (besides the map) is that the cities start with passenger points on the board and players get to play passengers onto the board and move them along tracks to collect these points.  Highly recommended.



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