MNG-AJM Games and Collectibles

 

Mar 2014 Catalog

 

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

 

100 More Games For One Player. Published by Armada. 1976. Book. Good. £1

Author: J.B. Pick. Country: British.

Softback, 19x13cm, 121 pages. A second collection of solo games categorised as follows: Ball Games (6), Eye Games (7), Tool & Toy Games (9), Board Table & Floor Games (13), String Games (6), Tiddley Wink Games (4), Pencil & Paper Games (12), Patience Games - One Pack (20), Patience Games - Two Pack (23).

 

1860. Published by JKLM Games. 2004. Box. In shrink. £29

Designer: Mike Hutton. No. players: 2-4. Country: British. Duration: 4 hrs.

2nd edition. 18XX series games set on the Isle of Wight. Compared to other games in the series the board is small which changes game play somewhat. There is also an innovative game end rule - as railway companies get nationalised in the UK the weakest companies are eliminated from private operation earlier than those which are financially healthiest.

 

2001. Published by Peter Pan. 1978. Box. Good, but 2 corners taped. £1

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

Players try to get four pieces of their colour in a row on a 5x5 grid. Each player only has 5 pieces, but each large plastic piece has a magnetic disk inside, with the players' colours on either side. The board is also magnetic, and when placed on the board the magnetic disk will flip to one side or the other. In addition the pieces of each player have the opposite polarity. The board is made up of magnetic strips and these can be arranged before each game to ensure a unique experience every time.

 

4 Monkeys. Published by Homoludicus. 2010. Box. New. £16

Designer: Toni Serradesanferm. No. players: 2-4. Country: Spanish. Duration: 25 mins.

The players are monkeys in a lab. Scientists are trying to work out which monkey is most suitable for a flight to Mars. The monkeys are shown coloured figures and they have to try to reproduce these by using combination tiles suitably. The fastest monkeys get bananas, and the monkey with most bananas at the end will be heading for Mars.

 

6 Nimmt. Published by Amigo. Box. Excellent. £6.50

Designer: Wolfgang Kramer. No. players: 2-10. Country: German. Duration: 45 mins.

Card game with 104 playing cards numbered 1-104. As well as the number, each card shows 1-5 bulls' heads, which are penalty points. Each round players simultaneously choose cards to play, and then reveal. The cards are added to rows lowest first, but a 6th card in a row forces you take all those already in a row as penalty points. Fun light game, which has proved very popular, and won the well regarded Deutsche Spielepreis in 1994.

 

A Treasury Of Games. Published by Grosset & Dunlap. 1971. Book.

Good but shows wear, 1 page taped. £0.50. Author: Carl Withers. Country: American.

Hardback, 26x20cm, 189 pages. The full name of the book is: A Treasury of Games, Riddles, Mystery Stunts, Tricks, Tongue Twisters, Rhymes, Chanting, Singing. It is a reprint of a 1947 book entitled 'Ready Or Not Here I Come'. The contents are fun for children - some of them are things to do alone, while many give ideas for things to do in groups or with just one or two friends.

 

Advance Junior. Published by Denys Fisher. 1975. Box. Box edges a little battered and taped up. £1.75.

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

Special Notes: 1 tank turret has been repaired (successfully), battery compartment damaged but functional.

Board game in which each player has three tanks which attempt to get to the opponent's home base. Movement is by dice, but in order to be permitted to move or to make an attack a nifty resolution mechanism is used. Two batteries power a bulb and this is reflected by turning knobs controlled by the players. Essentially the two players each secretly pick one of red, green or yellow (colours which are also marked on the tanks), and then a fire button is pressed to illuminate the lights. Whether the action succeeds or not depends on whether the lights match or not.

 

Agricola: Farmers Of The Moor. Published by Z-Man Games. 2009. Box.

In shrink. £15. Designer: Uwe Rosenberg. No. players: 1-5. Country: American. Duration: 2.5 hrs.

Expansion for the Deutscher Spielpreis 2008 winning game. You will need the base game in order to play. Using this expansion the playing boards start with forest and moor spaces and additional actions are available to use / convert these. Fuel is now also required each harvest, and new major and minor improvements are available to this end. Horses are also added as a new animal type. Works very well, and adds quite a bit to the base game - recommended - especially for 2-3 players.

 

Agricola: Gamers' Deck. Published by Z-Man Games. 2010. Box. In shrink. £13

Designer: Uwe Rosenburg & Friends. No. players: 1-5. Country: American. Duration: 2 hrs.

A new set of cards for Agricola. 59 new minor improvement cards and 60 new occupation cards which can be used instead of the standard decks or mixed in with them.

 

Alcazar. Published by Kosmos. 2009. Box. 2 copies available:

1) Good, but 1 corner taped. £25      2) In shrink. £28

Designer: Wolfgang Kramer. No. players: 2-5. Country: German. Duration: 90 mins.

Reworking of the classic and sought after Big Boss. Using chunky plastic castle pieces players build castles using cards to indicate where they may be added. New cards must be purchased, and castles can be merged. This new version adds a number of new features to the game, but also provides rules for playing a version much closer to the original Big Boss.

 

Alhambra. Published by Queen. 2003. Box. Excellent. £15

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

The players are all building their own Alhambra (which in real life is an impressive palace in Spain), and to do so purchase buildings which are combined to form a palace. However, the buildings have walls around some of the edges and these must be kept on the outer edge of the palace, so care must be taken not to block off too many building opportunities. Points are awarded for having a long outer wall and for majorities of buildings. Buildings are purchased using 4 currencies and there is a bonus for paying exactly. Instead of buying a building a player can use their turn to get more money. Plays very well, and won the German Spiel des Jahres for 2003. Highly recommended.

 

Alhambra 2nd Expansion. Published by Queen Games. 2004. Box. In shrink. £8

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

A collection of four separate variants which can be mixed with the award winning base game of Alhambra in any combination. The 1st option allows point scoring Campsite tiles to be built outside the Alhambra. The 2nd option allows you to build regular tiles outside the walls by making gates in the walls. The 3rd option introduces diamonds into the money stack - these can be used instead of any other currency, but may not be mixed with other currencies. The 4th option introduces characters who offer the players very useful abilities.

 

Alhambra 3rd Expansion. Published by Queen Games. 2006. Box. In shrink. £6

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

A collection of four separate variants which can be mixed with the award winning base game of Alhambra in any combination. The 1st option gives players a limited amount of change when paying inexactly. The 2nd option introduces thieves to the game - you can take money using them when it is not your turn. The 3rd option lets you purchase extra walls to go around the outside of your Alhambra. The 4th option introduces street traders who will populate your Alhambra scoring extra points, but only if you plan ahead carefully.

 

Alhambra 4th Expansion. Published by Queen Games. 2006. Box. In shrink. £6

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

A collection of four separate variants which can be mixed with the award winning base game of Alhambra in any combination. The 1st option introduces bazaars which give extra VPs if you manage to build the correct tile adjacent to them. The 2nd option is architects who can be used to reorganise your Alhambra or as extra money. The 3rd option introduces attackers who must be defended against by setting lookouts and building walls. The 4th option brings in a treasure chamber with valuables which must be transported to the correct palace spaces to score points.

 

Alhambra Family Box. Published by Queen. 2011. Box. In shrink. £28

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

Big box set which contains the Spiel des Jahres winning base game of Alhambra, along with four expansion modules published in the 1st Alhambra expansion, and also the separate but related game Granada. In Alhambra players collect 4 different currencies of money and use them to purchase tiles which they add to their personal Alhambra layout. Care must be taken to match the walls up properly and not to block yourself in, as well as to specialise in certain types of building. Granada is similar but more advanced, with double sided tiles, and other extras. I can highly recommend Alhambra, and this is a great combination set.

 

And They're Off. Published by Really Useful Games. 1993. Box. Good, but edges show wear. £1.25

Designer: Charlie Brooks, Anthony Pye-Jeary & Sir Andrew Lloyd Webber.

No. players: 2+. Country: British. Duration: 90 mins.

Very attractively produced horse racing game. A sophisticated version of the classic playing card game Racing Aces. Some movement cards are removed before the game starts and this sets the odds for the horses. Players bet, and then the race is played out by drawing the cards one by one. There are also 'Horse Hampered' cards which add to the variety of races and advanced rules which allow players to take the role of bookie and offer (and change) the odds on horses as they desire. Game includes 4 large plastic painted racehorses, a large board, loads of play-money, a bookmaker's wipe-off board and 58 movement cards.

 

Antike. Published by Eggert Spiele. 2005. Box. Excellent. £19

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

As leaders of ancient civilizations the players build cities, construct temples, sail the seas and make technological advances in the lands around the Mediterranean. Very well received game and plays relatively quickly for this style of game. It uses an unusual and neat mechanism to limit your choice of actions each turn - the "rondel" - and gives players a good selection of ways to gain victory points. While military goals are important they are not the sole focus.

 

Archaeology The Card Game. Published by Z-Man Games. 2009. Box. 2 copies available:

1) Good. £6.50     2) In shrink. £7

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

Originally published in Australia and there won Best Australian Game 2008. The cards show various Egyptian artifacts parts of which need to be collected to increase their value before being taken to the museum or sold. However, trouble also lurks, with thieves and sandstorms around. Trading at the local market gives additional chances to find what you need.

 

Atta Ants. Published by The Realm of Fantasy. 2003. Box. Excellent. £8

Designer: Richard de Rijk. No. players: 2-4. Country: Dutch. Duration: 40 mins.

Each player controls a group of leaf-cutter ants which move around the constantly growing board looking for leaves which can be taken home for food to produce more ants. Spiders, however, eat ants and so must be avoided. The first player to get all of their ants into play is the winner.

 

Battleship. Published by Milton Bradley. 1975. Box. Several copies available:

1) Excellent. £3      2) Good. £2.25      3) Good, but 1 corner taped. £2

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

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

 

Bayon. Published by Adlung Spiele. 2002. Box. Excellent. £3.25

Designer: Wolfgang Werner. No. players: 2-4. Country: German. Duration: 40 mins.

Card game in which players hire explorers who are sent on expeditions. Each explorer has different abilities, and each expedition has different requirements. Often it is necessary to use more than one explorer to complete one expedition. The first player to gain a fixed amount of gold wins the game.

 

Bill Oddie's Great Bird Race Game. Published by Bamar Games. 1988. Box.

In shrink. £5. Designer: Alan Davies, Nigel Platt, Robert Smith.

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

Players drive to the various locations on the board and practice some ornithology by picking up a bird card for that location. These cards vary in value according to the bird's rarity. Sometimes very rare birds appear at certain locations and can be claimed by whoever gets there first.

 

Black Death. Published by BTRC. 1993. Packet. Good. £9

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

The players all take the role of an infectious disease which spread across Europe in the 14th century. Each disease has a virulency and a mortality rating, but they must balance, so an ultra-virulent disease won’t be very deadly, and vice versa. Points are scored for how many millions of people your disease wipes out. Fairly basic production but a wonderful concept for a game.

 

Blood Wars: Warlords Tactical Manual. Published by TSR. 1996. Book.

Excellent. £2. Author: Kevin Melka. Country: American.

Softback, 23x15cm, 128 pages. Reference manual, expanded rules book, and strategy guide for the Blood Wars CCG based in TSR's AD&D Planescape Setting. There are photographs of the card set for reference.

 

Blue Moon City. 2006. Box. Several editions available:

1) Published by Fantasy Flight. Country: American. Excellent. £16

2) Published by Kosmos. Country: Polish. Good. £14.50

3) Mesto Modrega Meseca. Published by Laser Plus. Country: Slovenian. Excellent. £15.

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

Set in the S.F. universe of the Blue Moon card game, filled with alien races all with unique powers, this game involves the rebuilding of the fabled city. To do this players collect cards and move around the layout of tiles and give in sets of cards to build sections of the buildings. When a building is completed benefits are awarded to the builders as extra cards, dragon scales and crystals. Crystals are collected and used to build sections of an obelisk - the first to build a certain number of sections of the obelisk wins. The cards can be used for either their building value or for a special power. (English rules provided for not English editions)

 

Bohnanza: Mutabohn. Published by Lookout Games. 2001. Box. Good. £3

Designer: Uwe Rosenberg. No. players: 2-7. Country: German. Duration: 1 hr.

Expansion for Bohnanza which you will need in order to make use of this. Limited edition of 2500 numbered copies. The idea is that it is now possible to mutate one type of bean into the next less valuable type of bean while it is in the field - thus you can plant a Blue Bean on top of Fire Beans, and then they are all considered Blue Beans. In addition bonus cards show combinations of beans which if planted will give a small bonus at the end of the game.

 

Bombay. Published by Ystari Games. 2009. Box. In shrink. £25

Designer: Cyril Demaegd. No. players: 2-5. Country: German. Duration: 45 mins.

Trading game set in India. Each player has an elephant playing piece with baskets on it for two goods (yes they actually go on the elephant's back). Action points are used to move, buy and sell goods, and also build palaces which act as toll stations for other players and give other bonuses. The game uses a fluctuating price system for the goods, so timing your sales is important. At the lighter end of the Ystari range of games.

 

Bonnie And Clyde. Published by Rio Grande Games. 2008. Box. In shrink. £11

Designer: Mike Fitzgerald. No. players: 2-4.

Country: American. Duration: 45 mins.

Rummy based card game. While not officially part of the Mystery Rummy series, this is by the same designer and has the same type of mechanics and feel, although this game does also use a board. You can expect a selection of twists on standard rummy, based on the pursuit and possible capture of the notorious outlaws Bonnie & Clyde.

 

Boomtown. Published by Face2Face Games. 2004. Box. Excellent. £12

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

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

 

Boss Kito. Published by QWG. 2008. Box. Excellent. £10

Designer: Michael Schacht. No. players: 3-5. Country: Dutch. Duration: 30 mins.

Card game in which the players are gorillas all part of a pack in a zoo. The players use their cards to try to win favours from Boss Kito, the alpha male of the group, as his word is law. The benefits won score differently at the end of the game and the player with the most valuable benefits wins.

 

Business. Published by Relaxx Spiele. 1998. Box. Good. £12.50

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

An interesting reworking of Bazaar. Players collect tokens (shares) in five colours, with an 'in the fist' auction each round to determine who gets first pick of several randomly drawn batches of tokens. After each auction shares can be sold according to a chart for that round, but only in specific combinations. You can see what the target combinations will be for the next three rounds, and every third round pays double. The objective is to accumulate the most money by the end of the game.

 

Buyword. Published by Face2Face Games. 2004. Box. 2 copies available:

1) In shrink. £14       2) Excellent. £12.50

Designer: Sid Sackson. No. players: 2-4. Country: American. Duration: 30 mins.

Word game, but one which will appeal to those who aren't generally fans of the genre. The twist is that letters are bought in batches and have to be paid for with money (points), and then players use them to form words which will score points - hopefully more points than were spent to buy the letters in the first place! Thus as well as skill in forming words, it is also important to be able to work out when a set of letters which is available is worth buying and when it is better to pass them up. I have some house rules which I think improve it further. Highly recommended.

 

Campaign. Published by Waddingtons. 1971. Box. 2 copies available:

1) Good, but corners taped. £2.25       2) Good. £3

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

1st edition, in the brown 'parchment-feel' box. Board game reproducing the Napoleonic wars at a strategic level, but in a rather abstract way - the sides are all equal. Victory is either by outright defeat of your opponents or by capturing towns which control large areas of territory. The board is large and attractive and represents Europe from Spain to Western Russia and includes various terrain features. Introductory and standard rules included. Movement allowance is determined by dice roll and different pieces move in different ways (cavalry, infantry and the general). Defeating enemy pieces is by overwhelming their forces on or next to a space. Reinforcements arrive in your capital city, and alliances are permitted (and have rules).

 

Captain Can. Published by Carnaud Metalbox. ca.1990. Box. Good. £1.25

Designer: Games Talk. No. players: 3-6. Country: British.

Promotional game set in space. Players set off in spaceships and gather gadgets which can be used to help them in various missions to undo the evil deeds of Vandalan, while also avoiding the ship-destroying viroids. Movement is determined by spinner, and event cards are also used, and ensuring you always keep a good selection of gadgets on hand is the key to success. To win a player must confront Vandalan on his home planet and defeat him, returning him to Earth to face justice. Made by a tin can manufacturer, and includes information on the history of tin cans.

 

Card Games For Two. Published by English Universities Press. 1967. Book.

Excellent. £0.75. Author: Kenneth Konstam. No. players: 2. Country: British.

Hardback, 18x11cm, 150 pages. A collection of card games selected especially for two players: Piquet, Klaberjass, Demon Patience, Ecarte, Six-Pack Bezique, Gin Rummy, Cribbage, Two Handed Bridge, Canasta. Also includes a card game quiz.

 

Castle Lords. Published by Tilsit Editions. 2002. Box. Excellent. £8

Designer: Francis Pacherie. No. players: 3-6.

Country: French. Duration: 45 mins.

The players are barons leading the revolt against Prince John, hoping to be the most favoured when King Richard returns. To do this the players use cards to attack and take control of castles.

 

Caylus Magna Carta. Published by Ystari Games. 2007. Box. In shrink. £13

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

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

 

CD Adventure: Search For The Lost City. Published by Spear's Games. 1994. Box.

Good. £8. Designer: Unknown. No. players: 2-4. Country: British. Duration: 1 hr.

Special Notes: One knife chit is missing but a colour copy mounted on card is included. The original steel ball was missing but an entirely serviceable replacement supplied.

Fantasy adventure game with a few neat twists. The first is that the adventure cards which are drawn during the game give an introduction and then one of about 70 tracks on a CD must be played to complete the encounter! Also at various points during the game The Oracle must be consulted. This is a device into which you drop a ball and it can either be used to indicate a Yes / No answer depending where the ball comes out, or to show one of six colours which then result in a card draw corresponding to that colour and then playing a CD track as well. The game comes with plastic adventurer figures and a large playing board.

 

Chez Goth. Published by Steve Jackson Games. 2009. Box. Excellent. £10

Designer: Jon Darbro, Steve Jackson. No. players: 2-5. Country: American. Duration: 1 hr.

Based on the award winning Chez Geek, this game parodies the Goth scene. While working at their dreary jobs the players spend their hard earned money and spare time gaining Slack points or Gloom points, by judicious use of Eyeliner, Dead Flowers, and if the stars are right maybe even Graveyard Nookie! The objective is to accumulate sufficient Slack and Gloom, though really you'll play it to appreciate the wit and for the theme, as that is where it scores highly.

 

Churchman's Cigarette Cards: Contract Bridge Set of 50.

Published by Churchman's Cigarettes. 1935. Card sheets. Excellent. £16. Designer: Slam. Country: British.

A complete set of 50 cigarette cards. They are colour printed, and each shows a different bridge hand and describes what happened in the bidding and play. Very collectable.

 

Colossal Arena. Published by Fantasy Flight. 2004. Box. Excellent. £12

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

Special Notes: English Language edition

Card game with 150 very attractive cards featuring various monsters. This is a reprint of Titan: The Arena, but with 4 extra creatures for added variety. The players are gamblers, betting on and also influencing which of the creatures will survive the longest as the day's battles progress. Each round one of the creatures will fall, until only 3 remain standing, and bets on these creatures pay out. Combat is decided by playing cards on the creatures, and also by using special abilities for each of the creatures if you are its main backer. Recommended.

 

Concordia. Published by Rio Grande Games. 2013. Box. In shrink. £36

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

Set in the times of a prospering Roman empire, the players lead their dynasties to great wealth and good fortune granted by the gods. Game play involves playing cards from an initial set, to build buildings, move workers and acquire extra cards. Every card has the symbol of one of the gods and at the end of the game each of these symbols will grant points for different achievements, so obtaining cards which match the way in which you focus your efforts is key to doing well. Well regarded game from the designer of the 'rondel' games.

 

Connections - Travel Version. Published by Connections International. 1991. Box.

Good. £4.50. Designer: Tom McNamara. No. players: 2.

Country: New Zealand. Duration: 10 mins.

Abstract game in which the players try to connect a line of their pieces from one side of the board to the other, or try to surround any of their opponent's pieces in a box. The game always ends with a winner, never a stalemate, and while the rules are very simple the play is actually rather good. The components are rather nice even though this is a travel version and the board folds up into a travel case. Rules in umpteen languages!

 

Countdown. Published by Britannia Games. 2005. Box. Excellent. £0.75

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

Based on the popular TV game show featuring Carol Vordermann. The game uses vowel and consonant cards which players have to put together in 30 seconds to find the longest word possible. Also includes the numbers game in which players have to combine several small numbers using arithmetical operations to form a target number - again within 30 seconds. There is an authentic sounding 30 second electronic countdown timer which plays the countdown music while players think.

 

Crazy Race. Published by Spiele Aus Timbuktu. 2001. Box. Excellent. £6.75

Designer: Michael Schacht. No. players: 3-4.

Country: German. Duration: 45 mins.

Light train-themed card-based race game in which the players bid to move their trains along a track, with points awarded at the half way stage and again at the end. This was part of a three game set - the other games being Mogul and Station Manager.

 

Daimyo. Published by Tenkigames. 2005. Box. 2 copies available:

1) In shrink. £12      2) Good. £10

Designer: Piero Cioni. No. players: 2-4. Country: Italian. Duration: 1 hr.

Tactical board game with a theme of competing ancient Japanese Daimyos vying for prominence. Game play involves the use of cards to perform actions such as recruiting more Bushi warriors, extending your territory, moving warriors or your Daimyo. Battles are decided by comparing the number of warriors on each side, with both sides taking losses. Intriguingly cards are passed to an opponent after use, so you may not always have access to the actions you really want to perform. The goal is to defeat an opponent's Daimyo.

 

Das Agenten-Comptoir. Published by Edition Perluhn. 1986. Tube. Good. £13

Designer: Gerald Noack. No. players: 2. Country: German. Duration: 30 mins.

Abstract game played on a rectangular grid of squares. Each player has 12 agents and the objective is to get one of them into your opponent's base. However, an agent must always have a line of sight connection with an agent in their own base otherwise they can potentially be bribed and be used in certain ways by the opponent. Clever ideas. Played on a vinyl matt.

 

Day & Night. Published by Mystics. 2007. Box. Good, signed copy. £18

Designer: Eerin Vink. No. players: 2. Country: Dutch. Duration: 45 mins.

Board game which uses tiles and cards in which one player plays Lady Night and the other Lady Day. The two have decided that after billions of years of routine they need to settle the score. Play involves using action cards to best effect to place and group tiles in order to build temples. Very attractive artwork. Won the International Gamers Award for Best 2 Player Game in 2009.

 

Demonspawn 1: Fire*Wolf. Published by Fontana. 1984. Book. Excellent. £3.25

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

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

 

Der Grosse Gallier. Published by Clementoni. 2001. Box. Excellent. £11.50

Designer: Wolfgang Kramer, Udo Nawratil. No. players: 2-6.

Country: German. Duration: 50 mins.

The players are Gauls who will take part in a number of tournaments in different towns. The tournaments can be in boar hunting, bull pulling, donkey racing, tree climbing or stone lifting. Players accumulate cards and when a tournament happens they play ones relevant to the current tournament but may bluff and play some cards face down. Wild cards are played face down in any case. The player who declares the lowest hand gets to accuse someone of cheating if they wish, and there are bonuses for catching a bluffer and for winning a tournament with an uncaught bluff, as well as the prizes for the tournament itself.

 

Der Schwarm. Published by Kosmos. 2008. Box. 2 copies available:

1) In shrink. £19        2) Good. £17

Designer: Wolfgang Kramer, Michael Kiesling. No. players: 2-4. Country: German. Duration: 75 mins.

Designed by two top designers for Kosmos' line of literature themed games. This is based on Frank Schätzing's novel. Faced by a potential disaster due to unknown marine creatures each player plays a nation which sends their scientists out to deal with the situation. The game uses action cards and tiles. Action cards are drafted and then used to form undersea research networks. Developing these networks is the key to victory. Fits a lot into a short time.

 

DHV Round 1. Published by Robot Martini. 2007. Packet. Excellent. £1.50

Designer: Gavin Schmitt. No. players: 2(-4). Country: American. Duration: 15 mins.

DHV stands for Drinking, History, Violence. Card game in which players play attack, struggle or booze cards alternately until one player passes. The cards are then actioned in reverse order, so that some cards end up blocked and some enhanced, with many doing damage to your opponent. Can be combined with DHV Round 2 for play with up to 4 players. The characters in this set are Mahatma Zombie and Sintaclaws.

 

DHV Round 2. Published by Robot Martini. 2007. Packet. Excellent. £1.50

Designer: Gavin Schmitt. No. players: 2(-4). Country: American. Duration: 15 mins.

The characters in this set are Atomic Emancipator and Helen Killer.

 

Dicke Dämonen. Published by Edition Erlkönig. 2004. Cloth bag. Excellent. £10

Designer: Heinrich Glumpler. No. players: 1-4.

Country: German. Duration: 20 mins.

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

 

Die Schlangen Von Delhi. Published by Blatz. 1995. Box. Excellent. £11

Designer: Manfred Franz. No. players: 2-4. Country: German. Duration: 30 mins.

Very attractive tile laying game in which players compete to become the best snake-charmer in Delhi. The board shows a number of differently coloured snake tails, and the tiles show coloured snake segments. Each player has a hand of tiles and may play as many as desired to extend one of the snakes. Points are scored according to the new length of that snake. Snakes can be completed by playing a head tile or by leading them into one of the snake charmers' baskets. There are also some 'underground' tunnels which snakes can go through for extra points.

 

Double. Published by F X Schmid. 1996. Box. Good. £6.50

Designer: W Johnson. No. players: 2-6. Country: German. Duration: 30 mins.

Card game, with a unique deck of 54 cards, each one representing two completely different cards in a regular deck. So, for instance, the King of Spades is also the 4 of Hearts. I dare say you could use this deck for games of your owndesign, or even try playing regular games with them, but the game rules given are for a variation of Knockout Whist. Certainly makes you think a little differently!

 

Dwarves. Published by JKLM Games. 2000. Box. 2 copies available:

1) Good. £13.50       2) Good, but edges show some wear.

Designer: Markus Welbourne. No. players: 2-5. Country: British. Duration: 75 mins.

Dwarves is a game about mining different kinds of gems from the board, and collecting sets. The backs of the gems show parts of a larger picture and forming these pictures is the key to success. Card play is also important and there are a number of special actions which can be performed which can improve your position considerably. The game has a small publisher feel, and the main feature is a 3D mine into which the gem tiles are laid at the start of the game.

 

Eminent Domain. Published by Tasty Minstrel Games. 2011. Box. In shrink. £26.50

Designer: Seth Jaffee. No. players: 2-5. Country: American. Duration: 50 mins.

Space empire deck building game with a different feel to most deck builders. The cards which are drafted into your deck represent different basic actions which are more powerful if you can play a number of identical ones together, but also with a chance to have a lesser action by following another player's action. The actions include recruiting starships, colonising a planet, invading a planet, researching technology for various benefits and trading goods. Recommended.

 

Excuses Excuses. Published by Waddingtons. 1989. Box. Excellent. £4.50

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

Card game, with 90 cards divided between situations and excuses. The players have a hand of excuses and a situation is turned up. The players then each choose an excuse from their hand. The most appropriate / funniest wins the round. A sort of precursor to Apples to Apples.

 

Fantasy Master: The Abduction Of Good King Despot. Published by New Infinities.

1987. Booklet. Good. £1.25. Author: Will & Schar Niebling, Russ Stambaugh.

No. players: 2+. Country: American.

Fantasy role playing adventure suitable for use with any FRPG, inc. AD&D, Runequest etc. This module comes recommended by Gary Gygax personally. It is for mid to high level characters. The players help the Queen recover Good King Despot, by infiltrating evil sorcerer Ignax's weird dungeons while he is distracted by the newly appointed royal mage. Essentially a dungeon crawl, but full of weird and wonderful stuff. A 32 page module and 16 page book of illustrations are included.

 

Farlander The Game. Published by Tactic. 2006. Box. Good. £12.50

Designer: Priit Isok, Asko Kunnap. No. players: 2-4. Country: Finnish. Duration: 30 mins.

Territory control game played on 7 interlocking 'wavy' hexes each depicting several areas. Players first deploy their knights to the regions and then make attacks on neighbouring areas, with the objective of being the player to control most areas when the game ends. Attacking is simple - you just need more knights than your opponent and all defenders die! Castles add to defence and the game is over when no-one can make any more attacks. Simple and fast but works nicely.

 

Feng Shui Game Pack. Published by Thorsons. 1997. Box. Excellent. £6.50

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

Very attractively made boxed set which comes with a hardback book which gives information about Feng Shui and how to use it to improve your home and working environment as well as giving the rules to a tile laying game which is all about channelling the flow of chi from one side of the board to the other. The tiles are path tiles, and players compete as the opposed forces of Yin and Yang.

 

Feudal. Published by 3M. 1969. Box. Good. £16

Designer: Fred Buestechler. No. players: 2-6. Country: American. Duration: 90 mins.

Excellent variation on chess, with its own special board, its own special pieces (that ‘plug’ into the board), and very clever rules. For instance, you set up secretly behind a screen, and your pieces include a castle that you must site, and  then defend. The board even has terrain features so that, for instance, archers on a hill have increased range.

 

Fishy. Published by White Wind. 1991. Box. Excellent. £20

Designer: Alan Moon. No. players: 3-6. Country: German. Duration: 30 mins.

Special Notes: No. 310

3 games in one box. The games all have in common that the players try to avoid the rotten fish whereas fresh fish are good. The 3 games are: Rotten Fish (players are fishmongers trying to sell their fish in the market), Fresh Fish (players are chefs trying to buy the best fish), and Fish in the Barrel (players are fishermen selling fish to fishmongers). Includes 120 wooden fish, cards and a colourful board. Part of the highly collectable limited edition '1200' range of games by White Wind.

 

Fliegen Klatschen. Published by Abacus Spiele. 2004. Box. In shrink. £2.50

Designer: Christian Heuser. No. players: 2-8. Country: German. Duration: 20 mins.

Fast reaction card game in which players turn one card over at a time until either five colours of fly are represented or a fly swatter card is revealed. Players then claim a fly by putting their hand over it - but only the flies in the most prevalent colours are permitted. Successfully claimed cards score points at the end of the game.

 

Foulsham's New Fun Book. Published by W. Foulsham & Co.. ca.1930. Book. Good.

£2.50. Author: W. Foulsham & Co.. Country: British.

Softback, 20x13cm, 256 pages. A book with a variety of entertainments, which advertises 256 pages and 2560 laughs! The book includes: Jokes & Funny Stories, Amusing Posers, Party Games for All, Conundrums Worth Asking, Puzzles, Amusing Card Games, Magic & Trickery, Community Singing, Fortune Telling & Character Reading, Theatricals, Junior Section.

 

Funkenschlag 2nd Ed (Power Grid) and Expansions

 

Funkenschlag 2nd Ed. Published by 2F Spiele. 2004. Box. In shrink. £21

Designer: Friedemann Friese. No. players: 3-5. Country: German. Duration: 2 hrs.

This is the second edition of Funkenschlag which was substantially revised from the first edition (and publishesh as Power Grid in the US). An economic game with several things going on at once. Firstly players need to manage their money well and use it to build a network of power lines across either Germany or America (the map is double sided). Secondly the players also have to purchase power plants of various types and thirdly buy enough fuel to run them. The variety of power plants and clever way they get auctioned really makes the game unique. The winner is the player who can supply the most cities with power when the game ends. Highly recommended.

 

Funkenschlag Italy/France Maps. Published by 2F Spiele. 2005. . In shrink. £7.50

Designer: Friedemann Friese. No. players: 2-5. Country: German. Duration: 90 mins.

New maps for the excellent game Power Grid. The maps are France and Italy, and there are slight variant rules to be used on each of these maps, to reflect the power production history of these countries. Recommended, though you need the base game to make use of this.

 

Funkenschlag: Brasilien + Spanien/Portugal Maps. Published by 2F Spiele. 2006. Box. In shrink. £10.50

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

Additional maps for the excellent game Power Grid. The maps are Brazil and Spain + Portugal, and there are slight variant rules to be used on each of these maps, to reflect the power production history of these countries.  Recommended, though you need the base game to make use of this. This map comes in a special full size 'Collector Box' intended to allow the keen Power Grid player to store all their expansion maps safely and tidily.

 

Funkenschlag: Nord Europa / UK & Irland Erweiterung. Published by 2F Spiele. 2005. . In shrink. £8.50

Designer: Friedemann Friese. No. players: 2-5. Country: German. Duration: 90 mins.

New maps for the excellent game Power Grid. This expansion also includes 12 new power plants for use with these maps along with special rules for them. You will require the base game to make use of this.

 

Funkenschlag: Quebec / Baden-Wuerttemberg Erweiterung. Published by 2F Spiele. 2005. . In shrink. £7.50

Designer: Friedemann Friese. No. players: 2-5. Country: German. Duration: 90 mins.

Two new maps for the excellent game Power Grid (Funkenschlag 2nd edition). There are new rules to use with the new maps to reflect the power production histories of these regions, and to add variety to the game.

 

Power Grid China/Korea Maps. Published by Rio Grande Games. 2008. . In shrink. £8

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

Additional maps for the excellent game Power Grid. The maps are China & Korea and there are slight variant rules to be used on each of these maps, to reflect the power production history of these countries. Recommended, though you need the base game to make use of this.

 

Power Grid: Benelux/Central Europe Maps. Published by Rio Grande Games. 2006. . In shrink. £8

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

Additional maps for the excellent game Power Grid. The maps are Benelux and Central Europe, and there are slight variant rules to be used on each of these maps, to reflect the power production history of these countries. Recommended, though you need the base game to make use of this.

 

Funkenschlag Russland / Japan. Published by 2F Spiele. 2010. None. In shrink.

£7.50. Designer: Friedemann Friese. No. players: 2-6.

Country: German. Duration: 90 mins.

Additional maps for the excellent game Power Grid. The maps are Russia and Japan and there are slight variant rules to be used on each of these maps, to reflect the power production history of these countries. Recommended, though you need the base game to make use of this.

 

 

Games Master International - Batch Of 14 Issues. Published by Newsfield Ltd.

ca.1991. Magazine. Good. £7. Author: Unknown. Country: British.

British roleplaying and miniatures magazine often with a general interest (often AD&D) RPG scenario, as well as reviews of S.F. and fantasy books, and games. Roughly 80 pages per issue. This batch consists of issues 1-14.

 

Games Quarterly 7: Fall 2005. Published by Mark Simmons. 2005. Magazine.

Excellent. £1. Author: Mark Simmons. Country: American.

Full colour 82 page magazine which covers everything from party games through word games, role playing games to wargaming and miniatures. Essentially a little bit of everything including interviews with notable names in the games industry.

 

Gilcraft's Book Of Games. Published by C. Arthur Pearson Ltd. 1935. Book.

Good, but end pages show speckling. £5. Author: Gilcraft. Country: British.

Softback, 18x12cm, 128 pages. A collection of games suitable for scout troops. The games are categorised: Sense Training Games, General Circle Games, Circle Team Games, General Team Games, Team Races & Relay Races, Miscellaneous Games, Games for Scout Tests.

 

Golden Compendium. Published by Merit. 1969. Box. Good. £1

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

Old fashioned compendium of games but including some other games from the Merit range as well as the usual classic games. Rules to 44 games provided, with games like Solitaire, Pick-Up Sticks, Ludo, Spin Quiz, Dominoes, Draughts, Tiddlywinks, Tic Tac Toe, Word Games, Chinese Chequers, Colour Bingo, Snakes & Ladders, Mouse Game and Nine Men’s Morris. There really is loads of stuff in this set - which is absolutely packed full of games equipment, so it is worth buying for the bits even if you aren't interested in the standard games!

 

Goldene Ära. Published by Phalanx. 2008. Box. In shrink. £18

Designer: Leo Colovini, Giuseppe Bau. No. players: 3-4. Country: Dutch. Duration: 1 hr.

Aka The Dutch Golden Age. Players expand their influence and power as major families in the growing Dutch empire. Starting with a base in one region, some money and a couple of merchants who can move from region to region, the players use actions to gain cards which can increase their money supply, give victory points, or provide other benefits. Money can be gained by playing income cards or when the king visits your regions. Fleets can also be built up and sent to the New World - a big undertaking, but extremely valuable once complete. Clever systems, and works very well - just don't run out of money! Recommended.

 

Golf Range. Published by W.H.Smith. 1995. Box. Good. £4.25

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

Also published as Club Golf by Gibsons. Golf game in which a card shows the layout of the hole, and there are different decks to pick from for each type of club you might choose to use at each stage. This combined with a dice roll show how far you hit the ball. Once per hole you may also play an event card on either yourself (to assist) or an opponent (to hinder).

 

Grail Quest 4: Voyage Of Terror. Published by Armada. 1985. Book. Good. £2.75

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

Softback, 18x11cm, 237 pages, 203+ paragraphs. Paragraph based solo fantasy game book. You are a knight, a favourite of Merlin (of King Arthur legend), but have ended up in ancient Greece by a quirk of magic. You must defeat the deadly monsters and navigate your ship back to Avalon in order to help against the invading Saxons. This book has some interesting ideas such as a special section to read when you choose to sleep, and options to make replaying after death quicker.

 

Great Party Games For Grown Ups. Published by Sterling Publishing Co. 1988. Book. Excellent. £2

Author: Phil Wiswell. Country: American.

Softback, 111 pages, 21x13cm. Book of party games for adults which excludes the classics you are bound to already know. There are quite a few original games as well as many collected from players around the world. The games are divided into Word Games (8), Action & Outdoor (24), Memory (7), Card / Number / Strategy (11).

 

Halunken Und Spelunken. Published by Kosmos. 1997. Box. Excellent. £4.25

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

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

 

Harry Potter And The Philosopher's Stone. Published by Mattel. 2000. Box. Good. £8

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

Subtitled: Mystery At Hogwarts Game. A light deduction game in which the players must try to discover which student cast which forbidden spell in which room, and then head to the 3rd floor and get past Fluffy to discover if you were correct. Many similarities to Cluedo, but some additional elements as well, and of course the Harry Potter theme.

 

Harry Potter Casting Stones Game. Published by Mattel. 2001. Pouch. Good. £4.50

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

Harry Potter themed game which uses two sided casting 'stones'. Players toss their stones and form combinations which create spells, charms or potions. The players then compare what they have managed to produce to see who wins that round and thus place a stone onto a turret on the edge of the board. First player to own 4 adjacent turrets wins. A more advanced version introduces the use of special cards and abilities for some of the spell combinations.

 

Hermagor. Published by Mind The Move. 2006. Box. Excellent. £11

Designer: Emanuele Ornella. No. players: 2-5. Country: Italian. Duration: 100 mins.

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

 

HeroCard: Rise Of The Shogun. Published by TableStar Games. 2006. Box. Excellent. £7.50

Designer: Alexei Othenin-Girard. No. players: 2(-4). Country: American. Duration: 1 hr.

Classical Japan 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 dominions while the Emperor is weak, and various methods can be employed from alliances and courtly manipulation to combat. The card system uses many of the ideas from CCGs, though this is entirely standalone. A couple of expansion sets were produced.

 

History Of War: Pacific Edition. Published by AlphaBIT. 2004. Box. Excellent. £9

Designer: Martin Redlin. No. players: 2. Country: German. Duration: 45 mins.

Special Notes: Fully English edition

Card based wargame covering the Pacific 1941 to 1945. The players contest a number of regions represented by cards placed on the board. This is done by card play and takes many ideas from CCGs such as Magic: The Gathering. However, while several sets covering different theatres of war were produced a particular set has a fixed set of cards, so it is not randomised so no further purchases are need to see all the cards.

 

How Ruck! Published by Kosmos. 2002. Box. Excellent. £7.50

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

Tug of war game set in the Scottish Highlands. Players play cards showing assorted caricatures onto either end of the rope - good ones on your side, bad on the other, and when a Heave Ho card is played strengths are compared. Various sneaky cards can be played including Nessie, who can either help pull or eat someone! One of the simpler games in the Kosmos 2 player series.

 

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

Good. £6.25. Author: Lady Adelaide Cadogan. Country: British.

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

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

 

Im Rampenlicht. Published by Piatnik. 1994. Box. 2 copies available:

1) Good. £8.75       2) Excellent. £10

Designer: Hermann Huber. No. players: 2-6. Country: Austrian. Duration: 30 mins.

Board and card game in which players try to get their actors onto the better positions on stage, but hogging the limelight too much is considered poor etiquette and will attract a penalty. Players get a choice of cards to draw. Play allows some bluff and other strategies.

 

Indiscretion. Published by Piatnik. 1986. Box. Good. £6.50

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

Card game. A set of ordinary playing cards but with different coloured backs that tell your opponents which suits you are holding. Piatnik organised a competition to find the best game using this deck. In addition you can try many of your favourite standard card games with these cards and will find new interest with the extra knowledge of how the suits are split. I will supply English rules to the following original games for this set: Faculty (2-3), High Low (3-6), Scan (2-6), Top Secret (3-6), Showdown (2), Jack The Ripper (2/4), Trickster (2-4), Bonus-Malus (2-4), Dump (2-4), Belle Epoque (4).

 

Inferno. Published by Venice Connection. 1996. Box. Good. £7.50

Designer: Renata De Rosa. No. players: 2-6. Country: Italian. Duration: 30 mins.

Card game in which the players trade cards representing the damned souls of the famous. Each player takes the role of a devil who has a secret list of souls he want to trade for - but everyone's list will be different. There are also some action cards which can add some chaos to proceedings during the trading!

 

Jäger Und Sammler. Published by Amigo. 2010. Box. Excellent. £16.50

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

Set in the stone age, the players start off in summer sending out their people to gather fruit, make weapons and kill the occasional mammoth, as well as preparing their winter camps. This is done by moving pieces around the board and collecting tiles. At the end of summer the people return to their camps and the board is refreshed for winter - there is now less fruit, but more mammoths, so hopefully enough weapons were made in the summer. Tactical play is needed to get the better tiles and collect sets as well as ensuring your camps are prepared for the following season.

 

Journey Through Europe  / Explore Europe. Published by Ravensburger. Box. 2 editions available:

1) Explore Europe. 1992. Good. £6        2) Journey Through Europe. 1980. Good. £1.25

Designer: Unknown. No. players: 2-6. Country: British. Duration: 40 mins.

A travel game of strategy and planning. Players all start at different points in Europe and must visit 8 different cities around the board before returning to their starting point. First to get home wins. Although a dice is rolled to determine movement points for the turn, these can either be used one point per road segment, or more points for air travel, the number of movement points depending on the length of the flight, and a whole turn for sea travel. Thus there are plenty of route planning decisions to be made, as well as making sure the cities are visited in the optimum order.

 

Kampf Der Gladiatoren. Published by Hans Im Glueck. 2002. Box. Good. £14

Designer: Reiner Knizia. No. players: 2-5. Country: American. Duration: 1 hr.

The players draft several gladiatorial teams, which can include swordsmen, net throwers, spearmen, shield bearers and trident wielders. Each of these gives their team a different advantage. The teams are then all thrown into the arena together, along with a variety of dangerous beasts. Players then take it in turns to attack another team or creature with one of their teams. Points are scored for killing opponents' team members, killing beasts and having surviving teams at the end. Lots of dice to roll to resolve combat. Published as Clash of the Gladiators in America.

 

Kanto. Published by Milton Bradley Games. 1975. Box. Good. £0.90

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.

 

Karten Misch Maschine. Published by Amigo. ca.2004. Box. In shrink. £8.50

Designer: Unknown. Country: German.

This is a card shuffling machine. It is hand driven (with a handle you turn), and is designed for standard size playing cards. There are adjusting screws designed to allow you to shuffle cards with different thicknesses. The machine essentially works by taking a deck of cards and splitting it semi-randomly into two halves, and you then put them together and repeat a few times. Sort of like a reversed riffle shuffle. Nice item for card players who have never mastered the art of a good shuffle.

 

King Of Tokyo: Halloween Collector Pack 1. Published by iello. 2013. Box. In shrink. £11

Designer: Richard Garfield. No. players: 2-6. Country: French. Duration: 30 mins.

Expansion for this excellent monster fight fest. This expansion adds 2 new monsters each with their own 8 card evolution deck: Pumpkin Jack and Boogie Woogie Monster. Also included are a set of Halloween dice and 12 new power cards representing Halloween costumes.

 

Know The Game: Scrabble. Published by Educational Productions. 1976. Book. Good. £0.30

Author: Unknown. Country: British.

Softback, 13x20cm, 40 pages. A concise introductory book to Scrabble which covers the rules as well as strategy and tactics, and a selection of variations.

 

Kommissar X. Published by Amigo. 1992. Box. Good. £5.25

Designer: Nik Sewell. No. players: 2-6. Country: German. Duration: 30 mins.

Card game, with 48 special cards that are printed on both sides, giving only a clue as to what is on the other side. The cards indicate possible routes some thieves employed in their getaway. In the first phase the players build the stack of cards representing the escape route, announcing what they are playing, so the next player can play a legal card. When all cards in use are played the deck is turned face down and players take turns recalling what happened next, using the clues on the backs of the cards to help them recall. Players can lose if they make too many mistakes or win by successfully recovering dropped loot when they recall cards correctly.

 

Lao Pengh. Published by Adlung Spiele. 1999. Box. Excellent. £3.25

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

Very nicely illustrated set of cards showing dragons and cranes. Players have to add cards to piles without duplicating any of the symbols already in those piles. Players can make an accusation if they think another player has infringed this. The first to get rid of all their cards wins.

 

Last Word. Published by Milton Bradley. ca.1986. Box. Good. £6.50

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

Word game in which a 10x10 grid is filled with letter tiles at random, including 8 special wild spaces. Players take it in turn to spot words starting from where their dobber lies, and moving to adjacent letters to make a word. All letter tiles used except blanks are then claimed and score at the end of the round. Points are also scored for isolating an opponent and being the last person to make a word in the round. Several rounds are normally played.

 

Let's Take A Hike. Published by StrataMax Games. 2011. Box. In shrink. £7.50

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

Card game in which the players take turns loading up their backpack with useful equipment cards, and then one player will choose to go on a hike. Others may choose to join them. Hazard cards are then drawn and players must play cards from their backpacks to counter them, or be forced to drop out. The last player left on the hike gets the biggest reward.

 

Look In! Published by Edition Perluhn. 1997. Tube. Good. £18

Designer: Reinhold Wittig. No. players: 2-5. Country: German. Duration: 45 mins.

Played on a vinyl board with various spaces for the chunky hexagonal playing pieces to be placed on. These each have a mirror in them which allows you to view other pieces by looking into a playing piece from above. There is one special playing piece which players attempt to view by moving the mirror pieces as little as possible in order to achieve a view, but which must use at least 2 mirrors. Points can then be claimed. Very unusual and amazing components.

 

Lord Of The Rings Trivia Game. Published by Fantasy Flight Games. 2003. Box. Good. £13

Designer: Christian T. Petersen. No. players: 2-4. Country: American. Duration: 75 mins.

Trivia game but all based on knowledge of Tolkien's Middle Earth. Can be played with individuals or teams. The main game involves answering questions to gain resources which must then be spent to move along a track towards Mount Doom, where the ring can be destroyed to win the game. A simpler and shorter version of the game is also provided. So that it can be played by both experts and the more casual Tolkien fan, the questions can be asked with no hints, or with 3 or 4 multiple choice answers.

 

Lost Luggage. Published by Ravensburger. 1988. Box. Good. £0.70

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

Memory game in which each player tries to find a set of luggage numbered 1-10. First a 1 must be found, then a 2 and so on up to 10. There are more of the lower numbered suitcases and less of the higher numbers. The luggage tiles are shuffled up and put face down in 10 groups of 4, each group representing an airport. Players fly their rather nice large plastic planes to an airport of their choice where no-one else is and may check for their next piece of luggage there. A nice twist allows you to search at another player's airport, but they get an extra mini-turn as compensation.

 

Manifest Destiny. Published by GMT Games. 2005. Box. Excellent. £17

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.

 

Maori. Published by Rio Grande Games. 1009. Box. In shrink. £23

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

Attractively produced tile laying game. Each player has their own board showing an unexplored area of Polynesia, and a communal area of tiles which the players use in a clever and novel way to draft tiles showing parts of islands which they will add to their board. Complete islands will score for palm trees, huts and lei rings, as well as for most money and most boats. Money and boats make it easier to draft the tiles you want. The rules also give a more advanced version of the game which adds to the challenge by limiting where you can explore next. Highly recommended.

 

Mark. Published by Franjos. 1997. Box. New. £9

Designer: Ronald Corn. No. players: 2-4. Country: German. Duration: 1 hr.

Business game in which players run a recycling company. The components include mini jam jars, bottle tops, etc. Play involves processing the various recyclables and selling them when the price is highest. The game uses dice to give players limited options each turn. Players must also manage their stock levels as there are penalties for keeping too much back rather than selling it. Works well as a light business game.

 

Martian Rails. Published by Mayfair Games. 2009. Box. Excellent. £19

Designer: Mark Zug. No. players: 2-6. Country: American. Duration: 2-3 hrs.

Part of the Empire Builder series of crayon rails games. This version takes place in a futuristic Martian setting. As well as a science fiction flavour to the components the game uses a wrap-around map in a refinement of the Lunar Rails concept.

 

Martinique. Published by Z-Man Games. 2010. Box. 2 copies available:

1) In shrink. £16        2) Excellent. £14.50

Designer: Emanuelle Ornella. No. players: 2. Country: American. Duration: 30 mins.

Pirate themed game in which the players take it in turns to introduce a pirate onto the edge of the island or move one of their existing pirates. The board starts covered with tiles depicting various pirate related items, and scrolls. These are collected when a pirate moves off them. Collecting the scrolls gives information about a secret major treasure hoard, and if at the end of the game a player manages to work out where this is, then they will win. However, if no-one manages to do this then the value of all the other tiles comes into play. Thus the game involves deduction as well as tactical play on the board.

 

Match Point Bridge. Published by Victor Gollancz. 1995. Book. Good. £8

Author: Hugh Kelsey. Country: British.

Softback, 20x13cm, 239 pages. Intended for club players of Bridge who want to rapidly advance their game. The book covers: Fundamentals, Contesting the Part Score, The Lead, Sacrifice, and Deception. Each of these topics is considered for the bidding, making the contract and defence against the contract.

 

Meltdown 2020. Published by Cwali. 2011. Box. In shrink. £21

Designer: Corne Van Moorsel. No. players: 1-5. Country: Dutch. Duration: 40 mins.

It is 2020 and a nuclear disaster has happened. The players must try to rescue as many of their people as possible, and have at their disposal cards, buses and helicopters. Radiation levels need to be monitored and not everyone will be able to be saved, but the player who saves the most of their people wins the game.

 

Mid-East Peace. Published by Columbia Games Inc. 1990. Box. Good. £10.50

Designer: David Kowan & Tom Dalgliesh. No. players: 2-6. Country: American. Duration: 2 hrs.

Diceless multi-player game that balances the need to keep the peace over disputed oil-wells and the ability to win a war over them. If the game ends in peace, wealth wins, if it ends in war, power wins. To ensure tension the game uses secret deployment of forces and there is the pull between spending resources to ensure your country is secure and saving them in order to win the game.

 

Modigliani. Published by Gazebo Games Ltd. 1992. Box. Excellent. £10

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

This is an art auction game with really beautiful cards showing miniature versions of valuable painting from famous artists. The game also includes a wooden gavel and wooden playing pieces, and a leaflet about the various artists featured in the game. The players try to collect valuable collections of paintings, and will need to attend auctions to do so, which involves either playing special cards (eg. telephone bid) or being on the right space of the board at the time. However as well as the real paintings there are also some forgeries out there which are worthless.

 

Mr Diamond. Published by Ravensburger. 1994. Box. Excellent. £13

Designer: Gunter Baars. No. players: 2-8. Country: German. Duration: 20 mins.

The core of this game is a very nicely produced octagonal board with 16 fixed black cylinders with diamonds atop them. There are also 26 removable diamonds on cylinders. They all look the same when set up. Cards are used to collect value cards and have a go at claiming a diamond. To claim a diamond one simply attempts to take one of the diamonds from the board - if it is removable then great - if not then the attempt failed. The player with the most valuable diamonds at the end of the game wins.

 

Mü & Mehr. Published by Amigo. 1996. Box. 2 copies available:

1) In shrink. Small box edition. £3.50        2) Excellent. Slightly larger box edition. £3

Designer: Doris Matthaüs & Frank Nestel. No. players: 2-6. Country: German. Duration: 1 hr.

Card game, really a set of games using unique cards. It was on the German 1996 Spiel des Jahres shortlist. The main game is a very clever trick taking game which is best with 5 players. It involves bidding for a contract for the hand in a rather neat way, and there can be up to two different trumps, either of which can be a number or colour. Finally, rather than the number of tricks taken being what scores, the cards have little triangles, which are the points you are trying to win. One of the very best 5 player card games. The other games are interesting variants of traditional card games, but work just a bit differently using the alternative set of cards. Recommended.

 

Niagara. Published by Rio Grande Games. 2004. Box. Excellent. £16.50

Designer: Thomas Liesching. No. players: 3-5. Country: American. Duration: 40 mins.

Winner of the Spiel des Jahres 2005. Set on the river above the famous falls, the players paddle their canoes down river towards the falls hunting for hidden caches of gems to collect, and then they must paddle hard back upstream to get the gems safely home. The speed of the river changes during the game. The river is represented by a series of large clear plastic disks onto which the wooden canoes are placed, and more disks are inserted into the wide slotted board at the head of the river pushing the canoes further down the river and potentially even over the falls! Beautifully presented.

 

Odyssee. Published by Hexagames. 1995. Box. In shrink. £10.50

Designer: Hartmutt Witt. No. players: 2-6. Country: German. Duration: 1 hr.

Set in the time of ancient Greece, the players each control a boat with 4 sailors and 3 gifts of the gods. Each turn a gift of the gods is used up or the crew start to starve. The board shows various islands on which the boats can land and take control after they deal with an adventure card. If a boat lands on an already controlled island then the controller chooses one of their adventure cards to give to the newly landed player. The objective is to collect these cards and also gain control of islands, and finally return to Ithaka. Players' boats can fight each other, a storm can be used to send opponents off course, and deals can be negotiated. Nice graphic design and wooden boats.

 

Old Town Deluxe Limited Edition. Published by Clicker. 2012. Wooden Box. New. £31

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

Limited edition wooden box edition. A Wild West town lies in ruins and the players try to restore it to its former glory by using clues to the original locations of the buildings on cards. These clues relate a building's position to other buildings, the railroad, and various streets. Each building has a large tile to place on the appropriate spot when its position is definitively determined, and markers to place when there are only a small number of possible locations. Players score points by eliminating these markers by playing clue cards and making deductions. Unique idea, and recommended for deduction game fans. This edition has much nicer components than previous editions I have seen.

 

Once Upon A Time - 1st Ed. Published by Atlas. 1993. Box. Excellent. £11

Designer: Richard Lambert, Andrew Rilstone & James Wallis. No. players: 2+.

Country: American. Duration: 30 mins.

First edition of this excellent card game in a bookcase format box, but much thinner. Essentially, you play out cards involved in a story you are telling, but others get to interrupt so that they can continue the story and involve items / people / events on their own cards. All the while players try to direct the story towards an ending suitable for the play of their 'Happy Ever After' card. A neat idea, and the rules are well designed to make it work smoothly.

 

Once Upon A Time: Dark Tales. Published by Atlas. 2004. Box. In shrink. £6. No. players: 2+.

Designer: Richard Lambert, Andrew Rilstone & James Wallis. Country: American. Duration: 30 mins.

Expansion for the storytelling card game Once Upon A Time, which you need to make use of this set. This set provides 56 more cards to add into the standard cards to add variety and give your stories a bit of a more sinister feel.

 

Origo. Published by Parker. 2006. Box. In shrink. £11

Designer: Wolfgang Kramer. No. players: 2-5. Country: German. Duration: 1 hr.

Area majority game in which players place tribe tokens onto the board using cards which permit placement into certain areas or rows, or columns etc. As areas are filled they become countries, and points are gained by the player forming that country. At three times during the game there is a scoring round where majorities are scored for areas as well as bonuses for sea presence and for large tribes. While there is conflict there is also a strong urge to fill empty space in order to claim the country founding bonuses, which ensures the game won't stagnate.

 

Osiris. Published by Hexagames. 1995. Box. Excellent. £12

Designer: Hartmut Witt & Andreas Steiner. No. players: 2-4. Country: German. Duration: 1 hr.

Very nicely produced ancient Egyptian themed game with wooden pieces. To win you must support the god whose priest is at the top of pyramid more than any other player. Players get the chance to alter which gods they support and also instigate conflicts between the priests, which sends the losing priest back to the base of the pyramid, but also reveals which priests were in conflict. Players must deduce which the pyramid priest is and then shift their support suitably.

 

Pandemic: In The Lab. Published by Z-Man Games. 2013. Box. In shrink. £25

Designer: Matt Leacock. No. players: 1-6. Country: American. Duration: 45 mins.

Expansion to the excellent cooperative game of saving the world from disease outbreaks. You will need both the base game and the On The Brink expansion to make use of this. This set allows pay for up to 6 players and also introduces a solo version of the game in which the player gets a little help from the CDC but otherwise is on their own. Alternatively a new challenge can be played in which the players must take samples and develop cures. The final new option is to play in teams with each team competing against the others to achieve their goals while also saving the world...

 

Panic Station. Published by Stronghold Games. 2011. Tin Box. In shrink. £15

Designer: David Ausloos. No. players: 4-6. Country: American. Duration: 35 mins.

The players enter a secret army base which is believed to have been infested by deadly alien parasites. Players move their troopers and androids through the base looking for useful equipment and hunting for the alien hive in order to destroy it. However, one of the players is already infected and must try to secretly infect the others so that the hive survives. Thus a suitable mixture of cooperation and paranoia is required for success against both the roaming parasites and the infected players.

 

Pentagames. Book. 1990. 2 editions available:

1) Published by Books UK. Hardback with dustcover. Good. £1.75

2) Published by Guild Publishing. Softback. Excellent. £1.75

Author: Pentagram Design. Country: British.

23x23cm, 164 pages. A collection of games and activities which is colourfully illustrated. The rules for each game / activity are always simple, and many can be played anywhere.  The book features word games, number games, domino games, card games, pencil & paper games, outdoor games, abstract games, mazes, origami and more.

 

Piraten Poker. Published by Piatnik. 1998. Box. Good. £1.75

Designer: Michael Schacht. No. players: 3-5. Country: Austrian. Duration: 25 mins.

Special Notes: There is a mark where an elastic band perished on the lid

Pirate themed card game in which players are dealt a hand of cards which they use over three rounds to bid for rights over various treasures / liability cards. The first round players bid to turn over one of the three treasures available this round to the 'liability' side and then give it to an opponent. In the second round players bid to dispose of one of the available treasures and to pass one liability card held to another player. The third round is bidding for the remaining treasure cards. In addition at the end of the game bonuses are awarded for getting matching treasures.

 

Play Gauss. Published by Edition Perluhn. 2005. Tube. Good. £13

Designer: Reinhold Wittig, Ingo Althoefer. No. players: 2+. Country: German.

Special Notes: No English rules available - German only!

A collection of games all using the same components: a set of chunky wooden cuboids of various lengths and a large vinyl board with two square gridded play areas onto which the wooden pieces are laid. There are rules to roughly 10 games provided, but they are only in German - sorry.

 

Play Grimm. Published by Edition Perluhn. 1990. Box. Good. £30

Designer: Reinhold Wittig. No. players: 4-6. Country: German. Duration: 1 hr.

Long tube game with amazing components. The board is a large roll-up piece of black vinyl with a fairy story scene drawn on it. The game comes with 19 large wooden playing pieces (and I mean large - 7cm high), as well as a bag of smaller wooden components. The game involves rolling a dice and moving one of your pieces with a free choice as to which. The objective is to reach one of the bridges of stars where you will help rescue one of the fairy tale figures. However the good fairy rewards those who arrive later rather than sooner, so players try to make their pieces hang back as long as possible, which can be done as there are various tactical options during movement.

 

Puzzle Cube. Published by Lanlan Toys. ca.2010. Box. New. £2.50

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

Also called a 'Void Cube' This is very much like a Rubik's cube, except that each face of the cube has no central piece - you can see right through the middle to the other side. Thus the normal mechanism inside a cube to let it all  rotate isn't there - it uses an entirely different and very clever design. As for the puzzle itself, it is slightly harder than a Rubik's cube as there are some configurations which don't look solvable to someone proficient with a normal cube (due to 'centre piece' parity issues).

 

Railroad Tycoon. Published by Microprose. 1990. Box. Good. £1.25

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

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

 

Realms Of Fantasy Vol 5 No. 6. Published by Mark Hintz. Good, but cover shows wear. £0.75

Author: Various. Country: American.

Full colour fantasy magazine much of which is dedicated to well written short fiction, of which there are 6 pieces this issue. Other sections: Editorial, Letters, Book Reviews, Movie Reviews, Folkroots, Gallery: The Brothers Hildebrand, Games (D&D: Birthright, Guide to the Camarilla, Ars Magica Stuff, Heretic 2, Quest for Glory: Dragonfire, Legend of the 5 Rings, Fortune Teller Collectibles).

 

Regency. Published by Pegasus. 1992. Box. Good. £6.75

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

Played on a board showing several concentric tracks. The players use dice to move their pieces to form lines, which allow their pieces to advance on to the next ring. The objective is to be the first to advance one of your pieces to the centre of the board and become Regent.

 

Restaurant. Published by Flying Turtle. 1987. Box. Good. £2

Designer: Roland Siegers. No. players: 3-6. Country: Belgian. Duration: 1 hr.

Nicely made game in which 60 cards are laid out face-down in the restaurant, and players take turns revealing connected cards and using or keeping them, and placing their order markers - this is the order taking section of the game. In the second section of the game the food is played to the tables, hopefully so that the best, highest scoring meals get placed on the spaces with your order markers.

 

Rufus + Iridium. Published by Edition Perluhn. 1987. Tube. Good. £18

Designer: Reinhold Wittig. No. players: 2-4/6. Country: German. Duration: 30 mins.

Special Notes: Rufus has an English translation. Iridium doesn't but the rules to Dino (which Iridium later became) are supplied

Two games in a single tube making use of a large vinyl play mat with a different playing area printed on each side. Components and rules for both games included. Rufus is a novel game in which the players try to keep their playing pieces close to the fox while being able to play cards to mess up other players' plans, awards are earned by moving onto the fox's space or having it move on to your piece. Iridium is a forerunner to Dino, and is about collecting dinosaur eggs and using the adult dinosaurs to block others. Very nice set.

 

Saga. Published by Yuhodo. 2000. Box. Excellent. £8

Designer: Satoshi Nakamura. No. players: 3-6. Country: Japanese.

Card game with attractively illustrated cards showing many fantasy style characters with a Japanese twist. Players play a character onto the table or draw a card each turn. When the hand ends either points for cards on the table or points for cards in hand are +ve and the other -ve or vice versa depending on how the hand ends. The cards also have an action which must be performed when played to the table.

 

San Quentin Kings. Published by Blast City. 2007. Box. Excellent. £12.50

Designer: Nate Hayden. No. players: 3-5. Country: American. Duration: 90 mins.

Each player runs a gang inside San Quentin prison. Each gang has muscle, workers and smart guys, and needs to get access to knives and illicit goods and recruit more gang members. Fights need to be won to gain respect and all gangs need to be ready for when the big brawl happens, as then the leader of the gang that comes out on top will be the San Quentin King.

 

Scandaroon. Published by Surprised Stare. 2007. Box. Excellent. £8

Designer: Tony Boydell. No. players: 3-4. Country: British. Duration: 1 hr.

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

 

Schnitzeljagd. Published by Simba Toys. 1998. Box. Good. £5.25

Designer: Roland Siegers. No. players: 2-4. Country: German. Duration: 20 mins.

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

 

Schnuff. Published by Ravensburger. 1983. Box. Good. £4.25

Designer: Jim Seko. No. players: 2-6. Country: German.

Card game, with players trying to get rid of the cards in their hand by playing to a discard pile. Wild cards add to the fun. Cards add / subtract to the current total, and the idea is to avoid being the one who breaks through the 30, 60 or 90 barriers. Thus hand management is important, as is deciding when to play the various wild cards.

 

Schwarz Markt. Published by Amigo. 1997. Box. Good. £3.25

Designer: Stefan Dorra. No. players: 3-5. Country: German. Duration: 45 mins.

Card game, involving making deals on the Black Market. Players choose when to exchange basic commodities for luxury goods, and when to push the prices higher. There is only one set of goods needed at a time so if only one player has a crucial item and they know it, they can potentially make a killing, but getting yourself into that position is quite tricky. Unusual light economic game, with a certain amount of bluff: how high should I let the price go before cashing in?

 

Sequence. Published by Parker Bros. 1997. Box. Good. £8

Designer: Unknown. No. players: 2-12. Country: British. Duration: 15 mins.

Card and board game in which cards are played to claim spaces on the board. The objective is to be the first to make a line of 5 claimed spaces. Can be played either by 2-3 players or 2-3 teams, but my guess is that 4 or 6 players in teams will work the best. Includes two decks of playing cards and nearly 150 substantial chips in 3 colours.

 

Sherwood Forest. Published by Rio Grande Games. 2009. Box. Excellent. £27

Designer: Nils Finkemeyer. No. players: 3-6. Country: American. Duration: 1 hr.

The players take the roles of rival bands of outlaws in Sherwood Forest. The players can assign their men to various tasks each round, such as buying equipment at the market, giving money to the church (to gain VPs), recruiting more men for future rounds, or setting up an ambush in the woods. When setting an ambush other players' men can also be invited which will increase the size of group that can be attacked, but will result in the loot having to be divided. Cards representing various groups coming through the woods can be scouted out, and there are various ambush sites to choose from. If a passing group is too powerful then the hidden outlaws will leave it alone. Sometimes the sheriff turns up too, which can be trouble.

 

Shrimpin'. Published by Alien Menace. 2003. Packet. Good. £4

Designer: Tyler Sigman. No. players: 2-6. Country: American. Duration: 90 mins.

Each player has decided to give up their day job and become a shrimp fisherman. However, there aren't enough shrimp to go around and only the most successful player will be able to continue - the others will need to return to their day job! The game is produced with basic components and comes in a paper wallet (rather like early Cheapass games), but includes dice. Play involves moving your boat to one of the shrimp holes, playing cards to enhance your catch, alter where the shrimp appear or add spanners to other people's works... Shrimp are then hauled in (which involves dice use) and then players prepare for the next catch.

 

Skudo. Published by Waddingtons. Box & Board. Good. £9

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

Very rare Waddingtons' game, with an expensive board to produce (which probably led to its short life in the marketplace), due to it having four turntables built into it so that the pathways change. Basically, a Ludo variant, made in the days when the bits came in a box and the board came separately.

 

Spiel '90 Taschenbuch. Published by Friedhelm Merz Verlag. 1990. Book. Good. £1.75

Author: Rosemarie Geu. Country: German.

Softback, 15x11cm, 710 pages. Pocket guide book to the Spiel 1990 fair in Essen, with lots of information useful to collectors such as: Company addresses for all the exhibitors, PBM magazine addresses, German games awards lists, Journalists' and magazines' contact details, Lists of the games being shown at all the stands that year, Lists of games authors with their ludographies, Games index, Games groups and so on. It is all in German of course.

 

Sports And Games. Published by John G. Eccles. 1977. Book. Excellent. £3

Author: Brian Jewell. Country: British.

Hardback, 25x19cm, 148 pages. A presentation of sports and pastimes prior to 1900. This includes medieval 'sports' as well as many no longer popular or even completely lost sports, including the light hearted, serious, brutal, deadly, and distasteful. Chapters cover: Combat Contests, Racing & Endeavour, Ball Games, Aiming Games, Using the Beasts, Games for Fun.

 

Squatter. Published by Jedko. ca.1975. Box. Good, but corners taped. £7.50

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.

 

Stack Market. Published by Z-Man Games. 2007. Box. In shrink. £11.50

Designer: Susumu Kawasaki. No. players: 3-4. Country: American. Duration: 45 mins.

Originally a Japanese game, this is a combination of dexterity game and betting game. The players invest in companies represented by stacked cubes which look like skyscrapers when stacked. Players roll these cubes and get to add them to existing companies, earning money for cubes added. However, should the building take a tumble then the investors have to pay out. What a fun idea - and amazingly it actually plays rather well too! Recommended as something different.

 

Star Trek The Undiscovered Country. Published by King International. 1993. Box. Excellent. £1

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

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

 

Stingray The Game. Published by ITC Entertainment Group Ltd. 1993. Box. Good. £4

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

TV related - based on the Stingray TV show by Gerry Anderson (of Thunderbirds fame). The players control the various Stingray characters and try to rescue Marina from the clutches of Titan, and return to safety. Game play involves dice rolls as well as card play.

 

Supermarket Psycho. Published by Gottick. 2008. Box. In shrink. £5

Designer: Anders Fagers & Konkarong. No. players: 4-5. Country: Swedish. Duration: 35 mins.

Light and fun card game in which the players try to make each other go crazy in the supermarket by playing cards to up their opponents' stress levels. When someone does crack then a food fight ensues (using cards). Remind me to avoid supermarkets when in Sweden...

 

Sylla. Published by Rio Grande Games. 2008. Box. In shrink. £18.50

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

Roman themed game in which players use various characters (merchants, senators, slaves, vestal virgins etc) to try to promote the interests of their faction. This is done by recruiting more characters, purchasing buildings, spending money to buy influence, using their characters to deal with catastrophes, and obtaining special chips the true value of which won't be known until the end of the game. All aspects of the game require the use of characters, but each can be used only once per round, so deciding how best to use them, and which way will most effectively earn influence, is what it is all about.

 

Sypil. Published by Polyajeu Edition. ca.1990. Box. Good. £7

Designer: Jacques Le Floc'h. No. players: 2. Country: French. Duration: 20 mins.

Abstract game which makes use of triangular, circular and hexagonal pieces, which are played onto a 37 space hexagonal board. The objective is to eliminate your opponent's pieces. The pieces can each move in different ways, but pieces can also combine, to give more flexibility in movement. Rules are in French only, but they are short!

 

Take-Off. Published by Metrotoy. 1988. Box. Good. £3.25

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

Special Notes: Originally had a Senior Captain's Badge for the winner - now missing

Family airline themed game in which players move their piece around a map of the world fulfilling flights from one city to another. Some cards also challenge the players to find certain places on the map. Movement is by dice roll, with special rules covering landing.

 

Tall Stories. Published by Living & Learning Games. 1992. Box. Good, but box lid slightly indented.. £1.50

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

Children's story telling game, made locally in Cambridge. The game is played on a board covered in different colour hexagons. There are 48 different hex tiles in play, and each turn you add one or more to the board, adjacent to tiles already there. The picture on the tile played must be incorporated into the story in a sensible way, though you may add as much or as little narrative as you wish before playing the tile. Play continues until a story is brought to an end with one of 4 special tiles indicating a happy, sad, surprise or humourous ending.

 

Tears Of The Dragon. Published by Avalanche Press. 2003. Box. Excellent. £9

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

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

 

The Apprentice. Published by Tilsit. 1998. Box. New. £10

Designer: Pascal Bernard. No. players: 3-6. Country: French. Duration: 45 mins.

The queen of the witches wants to retire to her private nook in hell, but first she must find a new queen. The players control the candidates and using spell cards powered by a limited supply of 'crapcrunches' (which look rather like mice) they try to be the only witch left in the competition and thus become the new queen.

 

The Card Player's Companion. Published by Treasure Press. 1990. Book. Excellent. £5

Author: Gyles Brandreth. Country: British.

Hardback, 24x19cm, 192 pages. This book covers the history of playing cards, and gives the rules to some of the earliest European games (Piquet, Ombre, Primero) before moving onto various families of games: Euchre, All-Fours, Whist, Bezique, Cribbage, Banking Games, Poker, Rummy, Hearts, Stops, Patience. The book also has chapters on gambling and cheating, as well as having a detailed glossary. An attractively presented and useful reference book.

 

The Complete Book Of Card Games. Published by H.F.& G. Witherby Ltd. Book. 2 editions available:

1) 1939. First printing. Good. £5.50        2) 1945. Good. £5

Author: Hubert Phillips, B.C. Westall. Country: British.

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

 

The Dragon Magazine. Published by TSR. 1998. Author: Unknown. Country: American.

Classic fantasy RPG magazine. Main articles listed by issue. I will give 5% off if you buy 10+ issues, 20% off if you buy 20+ issues.

Annual #3 1998. Good. £1.50: Dragons of the Sword Coast, Weaponmasters of the Flanaess, Denizens of Dread, Planar Pestilence, Adventures at Home, Star Frontiers Using Alternity, Marvel Super Science, Handle with Care (AD&D Adventure for 4-6 Lvl 1 characters), Steel Dragons: Soulbond, Dwarven Priests, Campaign Journals, New Items for Adventurers, Urban Pests, Faces of Deception, Comics.

Annual #4 1999. Good. £1.50: Campaign Holidays, Forgotten Realm Languages, Gods of Kyrnn, The Kindness of Strangers (Alternity adventure for 4-8 beginning characters), Marvel Super Heroes Magic, Dork Tower Dragonlance Special, Gary Gygax on the Last and the Next 25 Years, Dark Matter (fast play Alternity rules), Nodwick, Secrets of the Slime Wizard, Travel Essentials, The Ghazneths, Comic Book Campaigns, Ecology of the Gray Ooze, A Cormyrian Hero.

Annual #5 2000. Good. £1.50: Random Names for Shops, Inns etc, 20 Ways to Launch an Adventure, Ray Spells, Gorgoldand's Gauntlet (AD&D Adventure for 4 1st Lvl characters), TSR's Mapmakers, Cormyr Today, Mentors for Your PCs, 101 Evil Schemes, The Royal Heralds, Class Combinations, Forgotten Realms Survival Guide, Magic Items, New Monsters, Comic Strips.

Issue 114. 1986. Good. £0.60: Witches (new class revised and updated), Cemetery Encounters, Elven Cavaliers, Different Types of Money, Ecology of the Remorhaz, Character Generation, Level Training, Espionage in Top Secret RPG, Technology in an AD&D game.

Issue 129. 1988. Good. £0.60: Demi Humans Special (new Dwarven clerical spells, the Drow viewpoint, Elven Intelligence, Halflings, From Drow to Drider), Runequest Spells, Ice Elementals, The Old Ways are Best (story), Gnome Cities, Star Frontiers armour, Forgotten Realms setting reviewed.

Issue 146. 1989. Cover fair, inside good. £0.40: Dragons (Dragon familiars, new Dragons, Ecology of Dragons), 13 Years of The Dragon, The Ever After (story). Oriental Adventures: arrows, Wish Carefully.

Issue 148. 1989. Good. £0.50: Ways of the Warrior (Armour, Barbarians, Making Paladins Unique, A Corrected Cavalier Class), Wizardly Curing, The Deck of Many Things (story), Reviews, D&D Gazetteers, Top Secret: Mines.

Issue 151. Published by TSR. Excellent. £0.50: Oriental Adventures (Ecology of the Kappa, Soldiers of the Law, Earning Heirlooms, The Wang Liang, Ecology of the Yuan-ti), Reviews, Top Secret: Close Quarters, 1989 Gamers Choice Awards.

Issue 152. Published by TSR. Good, but spine taped. £0.75: The Underdark (Ecology of the Umber Hulk, Mines & Metallurgy, Underdark Wandering Monsters, Duergar: Servants of the Jewelled Dagger), The First Notch (Fiction), When Adventures Find You, Marvel Super Heroes Meets the Real World, Top Secret Missions.

Issue 153. Published by TSR. Excellent. £0.50: The Gods (What do Deities Want?, Above the Gods, Using the Greek Pantheon), Firebearer (story), Ecology of the Manticore, Spelljammer Proficiencies, Issues for Spies.

Issue 154. Published by TSR. Excellent. £0.60: Making War (Warrior Kings & Empire Builders, Making Paladins, Heraldry, In the Army, Knowing When Not to Fight), Reviews, Raistlin & The Knight of Solamnia (story), Secret iIdentities in Superhero Games.

Issue 155. Published by TSR. Good. £0.60: The Realm of Faerie, Wild Elves, Elven Deities, Snow Elves, All the Faerie Folk Listed, Ecology of the Satyr, The Crypt of Istaris (16 page pullout adventure module), Top Secret, Father Dear Father (Fiction), Marvel Superheroes, RPG Reviews, Book Reviews, Mac Games, Dragonlance Heroes.

Issue 156. Published by TSR. Good. £0.75: Weird Monsters, Razznarock (adventure), More Magic Items, Computer Games, D&D Skills, Confusing Sequel to a Story You Haven't Read (fiction), Marvel Villains, Ancient Greek Wrestling, Characterization Made Easy, Miniatures, Reviews of 6 City Supplements, Voyage of the Princess Ark, Ecology of the Behir, The Twilight Empire.

Issue 158. Published by TSR. Good. £0.80: Dragon Lore (Dragon Rulers, Conversation, The Gorynych, Gemstone Dragons), Banning Demons?, Renaming Monsters, Creating Gamers, Voyage of the Princess Ark, Computers as a DM's Assistant, Ivory in the Blood (fiction), Call of Cthulhu Supplement Reviews, Miniatures.

Issue 159. Published by TSR. Excellent. £1: Journeying into Space (Strange Things at the Shipyard, Wildspace Magic, Voidjammers, Space Monsters, Marvel Starships), The Waiting Woman (fiction), Running a Con, Marvel: Minotaur, Battle Dancers, Titanic Roleplaying, Miniatures.

Issue 160. Published by TSR. Good. £0.80: City Defence, The Last Call Inn, The Touch of the Black Hand Thieves' Guild, D&D Space Travel, Conquests of Camelot, Ecology of the Gibbering Mouther, Thief on a String (fiction), Top Secret Martial Arts, Superheroes and the United Nations, Ravenloft Review.

Issue 161. Published by TSR. Excellent. £1: Sources of Information, Romance & Adventure, Just Enough Information?, Classic Dungeons, Glorantha & Krynn, Voyage of the Princess Ark, Marvel: Dakota North & Stick, Shadow Play (fiction), AD&D: The Scout, Ecology of the Griffon, Battletech Campaigns.

Issue 162. Published by TSR. Good. £0.80: Halloween, The Book of Horrors, The Mind of the Vampire, Hammer & Stake, Three Shadowy Monsters, Voyage of the Princess Ark, Ultima VI, Undead with a Twist, A Prayer for the Dead, Marvel: Dracula's Daughter, Ravenloft Game Advice, Battletech Campaign Rules.

Issue 167. Published by TSR. Good. £0.80: The Wilderness Awaits (wild plants and animals), The Pomarj Wilderness, Giant Mammals, Ecology of the Su-Monster, Carnivorous Plants, Divine Curses, Voyage of the Princess Ark, Dragon's Blood (fiction), Alternative Currencies, Marvel: Spider Foes, 5 NPCs for Oriental Adventurers, Understanding Undermountain, Book Reviews, Star Wars Rebel Reinforcements.

Issue 172. Published by TSR. Good. £0.80: The Underdark (Skullport, The Dragon's Bestiary, Ecology of the Galeb Duhr), RPG Reviews: Superhero Games, The Lay of Droone (fiction), Voyage of the Princess Ark, Darkspyre, Runequest Spirit & Divine Magic, Top Secret: Shining Armor, The Complete Fighter, Mobs in AD&D, Forgotten Realms Lone Wolves, Operation Desert Storm Games.

Issue 173. Published by TSR. Good, but cover damaged. The cover has a corner ripped off and has been taped. £0.25: Dark Sun (Monstrous PCs, Variable Undead, Random Magic), Magic Staves, Neutralising Mages, A Little Knowledge (story), Sociology of the Flind.

Issue 174. Published by TSR. Good. £0.80: Things That Go Bump in the Night, Ravenloft Psionics, New Ravenloft Monsters and Wolves, Marvel: Equinox, AD&D Giant Insects, Voyage of the Princess Ark, The Blue-Eyed Thief (fiction), F29 Retaliator vs Sonic the Hedgehog, TORG, Defeating More with Less, Ioun Stones and Their Guardians, Operation Desert Storm Gaming.

Issue 175. Published by TSR. Excellent. £1: Improvising an Instant Adventure, Perils of Prehistory, A New Recipe for Creative Campaigns, Marvel 3-D Man, Voyage of the Princess Ark, Uktena's Crest (fiction), Origins 1990, RPG Reviews, Riddles in RPGs, Holiday Shopping List.

Issue 176. Published by TSR. Good. £0.80: Elven Priests, Good Drow, Voyage of the Princess Ark, Heart of China, Time for an Experiment (fiction), Board Game Reviews, Marvel: Heroic Castaways, Playing in the Paleozoic, Miniatures.

Issue 179. Published by TSR. Good. £0.80: New Magic Items, Magic Paintings, Magic Candles, Surprising Magic, Seven Enlightening Lanterns, Moonlight (fiction), Voyage of the Princess Ark, Joke Supervillains in Marvel, Eye of the Beholder II, AD&D Al-Qadim, RPGs from Small Companies, Spelljammer Campaigns, Orcish War Machines.

Issue 181. Published by TSR. Good. £0.80: Making the Most of Magecraft, Pages from the Mages, Familiars, The Role of Computers, Reviews (Runequest Vikings, Books, Miniatures), Oriental Treasures, Voyage of the Princess Ark, More Magic Items, Top Secrets Special Agents, Marvel News.

Issue 183. Published by TSR. Good. £0.80: Making Magic & Technology Meet, TORG GM Advice, Spelljammer Pirates, UFO Theories & Gaming Hooks, Gryphon's Nest (Fiction), Voyage of the Princess Ark, Viking Dragons, Marvel Super Heroes.

Issue 188. Published by TSR. Good. £0.80: Advice for Roleplayers, Something Familiar (fiction), Reviews, The Role of Computers, Holiday Shopping Guide, Board Games (Xanth, Minion Hunter, Greyhawk Wars, Battlemasters), The Wizards Three, Voyage of the Princess Ark, Ten New Swords, Super Agents in Marvel, The Psionicist.

Issue 191. Published by TSR. Good. £0.80: Detailing Your Horse, Psionicist Kits, The Elven Pantheon: Rillifane, Essential Adventuring Kit, West African Legends & Lore, Armies in the D&D Known World, Roleplaying Specialist Mages, Intelligent & Special Swords, World of Greyhawk Revitalised, New Monsters, Non-magical 'Special' Items, The Barber Thief & Smith (fiction).

Issue 196. Published by TSR. Excellent. £1: Politics in RPGs, Making Foreign Lands Foreign, The Art of Storytelling, Organization is Everything, The Only Good Orc (Fiction). The Role of Computers, RPGs Based on Novels, Gen Con 93, Forgotten Realms Timeline, Dragon Strike, Three Wizards Too Many, Wondrous Figurines.

Issue 197. Published by TSR. Good. £0.80: Ecology of the Giant Scorpion, Origins Awards, AD&D by Mail or Email, 4 New Forgotten Realms Monsters, Mystara Setting Changes, PC Games, Marvel Super Heroes, New Spells and Items for Dark Sun, Ars Magica: Dream Dragon, Ashes to Ashes (fiction).

Issue 198. Published by TSR. Good, but cover worn. £0.60: Lycanthrope Player Characters, The False Undead, Undead Lore, The Dark Warrens (fiction), Reviews, Nintendo Roleplay, Miniatures, Marvel Nightmares, Call of Cthulhu Dragons!, Variant Al-Qadim, Oriental Swords.

Issue 199. Published by TSR. Good. £0.80: Mediaeval Monsters and Bestiaries, Crude but Effective Monster Battle Tactics, Those Terrible Trolls, One-Eyed Death (fiction), The Day of the Tentacle, Star Wars 2nd ed, Roger Zelazny's Victorian London, Small Items for the Holidays, Fantasy Heraldry, The Black Pegasus Trading Co, Stoneskin, Dunklezahn, D&D Artillery.

Issue 202. Published by TSR. Good, but spine shows wear. £0.60: Rogues: Exotic Bardic Instruments, Rules for Rogues, Bardic Knowledge, Tricks of the Trade; Thieves' Justice (fiction), Reviews: Mage & Earthdawn, Using Miniatures, Wild Mage Variety, Dark Sun Preservers, Mythic Races of Africa, Talislanta: Iron Dragon, Al-Qadim Adventure Seeds.

Issue 203. Published by TSR. Good, but spine shows some wear. £0.80: Where Science & Fantasy Collide, Gamma World Goodies, Over The Edge: Weird Tech, Shadowrun Missions, Amazing Engine Guide, Spencer's Peace (fiction), Doom!, SF RPGs, Nooks, Lightning Spells, Codex of Infinite Planes.

Issue 208. Published by TSR. Cover poor, rest good. Rear cover half torn off, taped at spine. £0.50: First Quest Board Game, Starting a Campaign, Audio CD Game Product Preview, PC Motivations, Magic Items, Reasons the Party are Together, Planescape Behind the Scenes, GreyHawk: The Adri Forest, Spellfire Variants, Euro GenCon, Time in a Bottle (fiction).

Issue 209. Published by TSR. Good. £0.80: Priests of Africa, Long Lost Priestly Magic, What Power Holds (fiction), Computerised Gaming Aids, Twisted Takes on Classic Literature, Miniatures, Amazing Engine: Kromosone, Books as Treasure, Gamma World: Animal Mutants, Dark Sun: Undead, Sage Advice, Golems, Review of Origins Award Winners.

Issue 218. Published by TSR. Good, but cover shope wear. £0.60: Tarazin the Grey (an Ancient Dragon), Dragon Intrigues, Dragon Dweomers, The Time of Leaving (fiction), Reviews (Mac Games, CCGs, Miniatures), First Quest Board Game, Adventure Plots, Blood Wars, Magic Resistance, The Nature of Evil, The Bird Maiden, Sage Advice.

Issue 235. Published by TSR. Good. £0.25: The Lure of the Sea (Planescape Skills & Powers, The Shipmage, Monsters of the Deep, Sea Spells), The Troglodyte, Spells of the Scaled!, Physical DMing.

Issue 247. Published by TSR. Good. £0.50: Rakasta of Mystara, The Taltos (Spirit Hunting Rogues), Birthright: Skills & Powers, Body & Soul (fiction), Candlekeep's Wyrm Guardian, Magic That Works, Amphibian Monsters, Learning Languages.

Issue 251. Published by TSR. Good. £0.50: Lore of the Elven gods of Magic, Sylvan Elf spells, Dryad PCs, Elven Names, D&D Core Rules 2.0 Preview, The Lizard Shoppe (Fiction), The Minstrel Wyrm, Missing Link Creatures, Ecology of the Wererat, Thornhold Heroes, AD&D Aliens from Alternity.

Issue 253. Published by TSR. Good. £0.50: Spontaneous Enchantments, Random Magic Weapon Tables, Valuable Tomes for Your Campaign, Working Class Wizards, World Design Ideas, Alternity Magic, Guardian of the Barrow (fiction), New Psionic Race: The Fraal, Enchanted Curiosities, GM Tips.

Issue 254. Published by TSR. Good. £0.50: Giants for Hire, Giants' Battle Tactics, Really Playing the Monsters, Proficiencies, Pits Traps & More, Arthur's Final Morn (fiction), Grave Giants, Living City Heroes, Ecology of the Cyclopskin.

Issue 256. Published by TSR. Good. £0.25: Rogues (Rogue heroes, Hidden agendas), The Lost Giants of Krynn, The Span (fiction), The Weren.

Issue 258. Published by TSR. Good. £0.25: Mage vs Machine, Wizard Societies, Nodwick & Co, Alternity.

Issue 263. Published by TSR. Good. £0.50: Dark Ages Deities & Priests, Lesser Gods Pt 1, Celestial Messages & Divine Intervention, Council of Wyrms Options, Blessings in Disguise (Magic Items), Shakespeare's 'Giants', Resurrections, Dux Bellorum (fiction), Ares: the T'sa.

Issue 267. Published by TSR. 2000. Magazine. Good. £0.50: Alternate Underdarks, Drow names, a Duergar Stronghold, New Denizens of the Underdark, The Knight's Watch (fiction), Marvel Super Heroes: Omnipotent but Clueless, Alternity: Eye in the Sky, 3rd Ed Clerics, Elves in Faerun.

Issue 270. Published by TSR. 2000. Magazine. Good. £0.50: Mechanical Horrors for AD&D, The Hero-Follower Relationship, Combining Campaign Settings, Fiends on the Prime, 3rd Ed Fighters, Abyssal Armour, The Ardeep Forest, Alternity + Traveller.

Issue 274. Published by TSR. 2000. Magazine. Excellent. No Bonus CD Rom included. £0.50: The d20 Core Mechanic, The Mystic (New Class), D&DMmovie: Justin Whalin, Legends of Sherwood (Major Feature), 12 Secrets to Stay Alive, Plotbending, The Hero with 1d1000 Faces, Power & Glory (story).

Issue 279. Published by TSR. 2001. Magazine. Good. £0.50: Elven Society, Lloth's Assassins, The Elven Marketplace, Elven Lexicon, D&D Movie, Monks & Druids, The Sleeping Tide (Fiction), Lost Treasures of Cormyr Pt 2.

Issue 286. Published by TSR. 2001. Magazine. Good. £0.50: Shannara: The Four Lands, The Elder Druid, Shannara: Heroes & Villains, Shannara's Creatures, Relics & Artifacts, Antrax (fiction), Shattershree's Rest, Venice for Adventurers, Priests of Nightcloak, Shannara Poster Map, Fighting Vampires.

Issue 287. Published by TSR. 2001. Magazine. Good. £0.50: Variant Planes of Dreams, When Celestials Attack, Planar Prestige Classes, Psionics, Deeper Deeper Dark (fiction), Shadowdark House, Bestiary, Priests of Bane, Fiend Slayers, Giant Poster Size Forgotten Realms map.

Issue 296. Published by TSR. 2002. Magazine. Good. £0.50: Dragon Hunters, Dragon Abilities, Guilds & Cults, Cultist Classes, The Tomb (fiction), The Starfall Pool, Wilder Dragons.

 

The Games And Puzzles Journal Issues 1-7. Published by G.P. Jelliss. 1987. Booklets. Good. £5

Designer: G.P. Jelliss. Country: British.

Originating from a Chess journal, Chessics, this journal does cover Chess, but only as a small fraction of its content. Other topics covered include mathematical art, word play, mathematical patterns, number play, some board games, logic problems, geometrical oddities, cryptic crosswords etc. Very interesting for the mathematically minded puzzler. This set consist of 6 booklets, one being a double issue.

 

The Glade Of Dreams 2: Issel Warrior King. Published by Magnet. 1987. Book.

Cover creased & shows wear, good inside.. £1.75

Author: Jon Sutherland, Simon Farrell. No. players: 1-2. Country: British.

Softback, 18x11cm, 360 paragraphs. Fighting fantasy style adventure gamebook which uses paragraphs and a simple combat and magic system. This book can be played on its own in the normal way by one person, or if you also have the companion book: Darian Master Magician, then two players can play simultaneously and can work together or individually as they wish. You are Issel the warrior wanting to become king and you are seeking the Glade of Dreams, a powerful location, but your journey is certain to be difficult and dangerous.

 

The Mad Magazine Game. Published by Parker. 1979. Box. New. £1

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

Super silly game (as you would expect from the publishers of Mad magazine). Lose all your money to win. The board is illustrated by Mad artists like Don Martin. The magazine's character Alfred E Neuman features prominently throughout.

 

The Pillars Of The Earth: Builders' Duel. Published by Mayfair Games. 2009. Box. Excellent. £14

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

Card based resource management game based on the excellent 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 grid of cards is laid out. The first to complete their building wins.

 

The Stock Exchange Game. Published by More Games. ca.1986. Box. Good. £5

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

Promotional game, made, I suspect, to cash in on the publicity for the Big Bang in 1986, the transference of share transactions to a computer based system. Very nicely designed, the plastic part trays actually combine to form the board. Includes information about the Stock Exchange Club. Sold with the tag-line "Who Shares Wins". The game mechanics reuse some of those from Monopoly, such as a track around which the players move their tokens, and gaining extra money on passing the start space. However, the game involves buying and selling shares rather than developing property.

 

The Yeti Slalom. Published by Rio Grande Games. 2001. Box. Excellent. £9

Designer: Ralf Menzel. No. players: 3-5. Country: American. Duration: 30 mins.

The players each control a team of snowboarders who attempt to complete the 'Yeti Slalom', so called because of the yetis at the side of the piste who hurl snowballs at the contenders - a hit is enough to take a boarder out of the race. Each turn a player can use a card to enter a new snowboarder into the race or move one of their snowboarders down the course or instead have a yeti hurl a snowball at an opponent's boarder. Snowball accuracy is determined by dice roll and is influenced by how close the yeti is. Boarders who finish the race score points as do opponents' boarders you took out of the race.

 

Thunderbirds International Rescue Game. Published by Peter Pan. 1992. Box. Good. £2.25

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

Special Notes: Box base indented, and there are two pegs missing, but there are still more than are ever required in any of the missions.

TV related, with 4 sets of Thunderbird vehicles 1 to 4 and a plastic Tracy Island to assemble in the middle of the board. Released to coincide with a resurgence of interest in the TV show on British television at the time. In order not to upset die-hard fans, the rules apologise for altering some of the missions from the original TV story lines for the benefit of game play! In each mission the players use dice to move their Thunderbird vehicles in order to retrieve people / objects from around the board and take them to the places designated in the mission briefing. The first to do this wins. The game includes 16 different missions.

 

Thunderstone. Published by AEG. 2009. Box. In shrink. £25

Designer: Mike Elliot. No. players: 2-5. Country: American. Duration: 1 hr.

Fantasy dungeon card game with a difference. The dungeon is abstracted into three levels each with one monster at a time. The players start with minimal equipment and basic men-at-arms and improve their individual decks by purchasing better equipment or hiring heroes at the village. These can then be used to defeat the monsters in the dungeon to earn VPs. The game uses a Dominion-like deck building system, but one must focus both on gaining more money to spend at the village and on improved battle bonuses so that monsters can be beaten. Recommended - plays very well solitaire too.

 

Ticket To Ride: Nederland. Published by Days of Wonder. 2013. Box. In shrink. £23

Designer: Alan R Moon. No. players: 2-5. Country: American. Duration: 50 mins.

Expansion for Ticket to Ride - you will need a base set to play this. The map of the Netherlands introduces the concept of Bridge Tolls: The first player to build on each segment must pay some coins (from an initial allowance) to the bank, but if a second player lays track alongside they pay coins to the first player. At the end of the game bonus points are awarded according to the number of coins players have left.

 

Time War. Published by Yaquinto. 1979. Box. Good. £11

Designer: J Stephen Peek. No. players: 2-4. Country: American. Duration: 90 mins.

Highly unusual game, allowing players to cross time to alter past events to the advantage of a future government. The rules cover 11 pages (small print) with additional optional rules and scenarios. Each player must manage their role as a time magistrate, allocating funds to research, training, development of new equipment, and the sheer cost of using time travel. The large board shows a circular gridded time chart as well as each player's time laboratory.

 

Tournament Golf. Published by Ariel. ca.1965. Box. Good. £6

Designer: Unknown. No. players: 1-4. Country: British. Desc. by Eamon.

A rarely seen Ariel game. Large double sided board and a huge spinner. Mainly played by choosing your club, drawing a card that allows for a possible variation to what you would expect, and possibly using the spinner if you have a tricky shot or are in a hazard. Allows for a professional standard or an amateur shambles. The game will play as an opponent for you, the ever-ready Angus McDummie!

 

Troyes. Published by Z-Man Games. 2011. Box. Excellent. £28

Designer: Sebastien Dujardin, Xavier Georges, Alain Orban. No. players: 2-4.

Country: American. Duration: 90 mins.

Worker placement type game starting in the year 1200 AD in France, and covering 400 years of history. The players take the roles of powerful families and develop the city while gaining as much fame and fortune as they can. Dice are used and give a variety of different options in a rather novel central mechanism. Cards give military, religious and civil influence. There are lots of strategic decisions to be made well in order to secure your family's dominance. Highly regarded.

 

Tutankhamen's Revenge. Published by Jumbo. 1992. Box. Good. £10

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

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

 

Twilight Struggle. Published by GMT Games. 2006. Box. Excellent. £25

Designer: Ananda Gupta, Jason Matthews. No. players: 2. Country: American. Duration: 3 hrs.

An interesting mixture of American style wargame and a Eurogame. The game is set during the Cold War starting in 1945 and going all the way through to 1989. One player takes the role of the USA and the other the USSR. The game is card driven, with each card having an event (mostly favourable to one side or the other, but sometimes neutral), and a deployment power. Players take it in turn to play cards, and if a friendly card, choose either event or deployment points, but if it is an unfriendly card the event must be played in order to use the deployment points. Players vie for control (majority of influence) in countries and continents, with players controlling the timing of scoring rounds. Captures the theme wonderfully.

 

Tycoon. Published by Jumbo. 1998. Box. 2 copies available:

1) Chinese + English edition. Good. £12        2) Good, 1 base corner has slight damage. £10

Designer: Wolfgang Kramer. No. players: 2-4. Country: Dutch. Duration: 90 mins.

Excellent business game in which players fly around the world from city to city and build hotels and factories. However there are lots of interesting systems, such as there being a peak score in a city when there is a middling number of hotels, so late in the game values drop again. Also tickets must be purchased to get from city to city, and so you find it hard (or expensive) to get to exactly the city you would like. Money is tight and loans need to be taken out and judged just right so your options stay open but you don't pay too much interest. Shortlisted for German Game of the Year 1998. Highly recommended.

 

Tyrants Of Rome. Published by Lost Batallion Games. 2008. Box. Excellent. £8

Designer: James Day, Neil Zimmerer. No. players: 2-6. Country: American.

Card game in which the players control an assortment of Roman leaders from the 3rd century. The cards allow for court intrigue and use of legions to ensure your leaders survive while those of your opponents do not fare so well.

 

Um Kopf Und Kragen. Published by Berliner Spielkarten. 1996. Box. Good. £0.60

Designer: Stefan Dorra. No. players: 3-7. Country: German.

Card game, 33 cards, 6 dice and counters. Dice rolling game in which you get the option to reroll poor rolls but only if you are willing to pay for them - at increasing costs for each additional reroll. The highest roll each round wins all chips paid that round, and players who have no more money must sell a sack of gold to the highest bidder to get more chips. The objective being to be the first to get a certain number of bags of gold.

 

Uno Dice. Published by Gibsons. 1987. Box. Good. £2.25

Designer: International Games. No. players: 2-6. Country: American.

Rather nice dice game with 24 special dice. The dice have variations of coloured numbers and 'Wild' symbols. Rules for three different games included. The first game is essentially a Uno variant but with dice rather than cards. The second is more like Yahtzee, and the third involves forming chains of matching dice - a sort of dominoes dice game. Unusual item.

 

Vanished Planet. Published by Vanished Planet Games. 2003. Box. Excellent. £17

Designer: Craig Oliver, Samuel Blanchard. No. players: 1-6. Country: American. Duration: 2 hrs.

Special Notes: Includes the Racial Advantage expansion

Cooperative strategy game set in space. Earth has mysteriously vanished in a seething mass of darkness. The colonies are in chaos, and rebelling, but mysterious messages are coming from the vanished planet, which could banish the darkness. The players need to complete their missions and use their resources efficiently in order to restore Earth and save their own home worlds. There are several levels of resources - the most basic being used to create the next level which then make others, and then finally useful equipment can be created which will help win the game. Time is tight as the darkness is always expanding, reducing the area of the board which can be used as the game goes on.

 

Vinci. Published by Descartes Editeur. 1999. Box. Excellent. £18

Designer: Philippe Keyaerts. No. players: 2-6. Country: French. Duration: 2 hrs.

Special Notes: Fully English edition

Excellent game in which the players build up civilisations, expand them and then decline them - during the game each player will get to use several civilisations, and try to maximise each of their potentials. The board shows a map of Europe divided into various regions, having different attributes. Each civilisation while not a real-life civilisation has two special abilities which differentiate it from others. eg. Mining will give extra VPs for holding mountainous areas, Weaponry will make attacking neighbours easier etc. Combat is deterministic, and very neat, and much of the game is about deciding which civilisations to take, when to decline a civilisation and take on a new one, and all this in 2 hours! Highly recommended.

 

Walkabout. Published by Edition Perluhn. 1996. Tube. Good, but one tube lid damaged. £18

Designer: Reinhold Wittig. No. players: 3-6. Country: German. Duration: 45 mins.

Very unusual and amazingly produced game. A large and beautifully produced vinyl board which looks like an Australian aboriginal piece of bush art. Onto this are placed two kangaroo models, a selection of very chunky rocks and other items which should produce an Australian bush scene. There are then two games which are based around the idea of having to draw what one would see from a particular place if one were in this scene, and having other people work out where you were. Very original and beautiful.

 

Where There's A Will. Published by Ragnar Brothers. 2002. Box. Good. £7

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

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

 

Workshop Of The World. Published by Ragnar Brothers. 2010. Box. In shrink. £22.50

Designer: Gary Dicken, Phil Kendall, Steve Kendall. No. players: 3-5. Country: British. Duration: 90 mins.

Set in industrial revolution Britain the players invest in ports, heavy industry, textiles, and crafts and establish their position on the map, which shows a pre-established route network. The game uses auctions as the driving mechanism, and the objective is to gain as much wealth as possible by the end of the game. The game is played in two phases - first establishing the canal networks and then the railway networks.

 

World Formula Grand Prix. Published by Racing Games. 1999. Box. Good. £6

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

Motor racing game, with nice components including egg-timers to time delays when a car comes off the track, and a large sealed spinner device which determines a car's speed each turn. Pit strategy cards determine the number of pitstops each player must make. A dice is used to determine starting speeds and stalls, thereafter a special spinner is used. The spaces on the board have different effects and so players will want to land on the most favourable one possible for their current circumstances. Additional rules cover tyre types, changing lanes, overtaking, and marshal's flags.

 

Zatre. Published by Amigo. 2011. Box. In shrink. £13

Designer: Manfred Schuling. No. players: 2-6. Country: German. Duration: 1 hr.

Latest edition of this tile laying game. The tiles show the numbers 1-6 using dice pips, and each turn a player plays 2 tiles onto the board in order to score points, which happens whenever consecutive tiles add up to 10, 11 or 12, but they may never add up to more than 12. In addition each time a score is made the score is noted on a pad, and keeping the number of times 10, 11 and 12 have been scored level will give greater bonuses. The final twist is that making a scoring move on a doubling square doubles the bonus you get for an extra line on your scorepad. It makes an interesting game in which luck plays a role, but so does skill.

 

Zoff Im Zoo. Published by Doris & Frank. 1999. Box. New. £8.50

Designer: Doris Matthaus, Frank Nestel. No. players: 4-7. Country: German. Duration: 45 mins.

Card game which is a 'climbing game'. This means that players can play any card combination which beats the current card combination on the table. In this game the cards depict animals, starting from the lowly mouse, through hedgehogs and foxes up to lions and finally the mighty elephant. However, elephants can be beaten (scared off) by mice... The objective of the game is to get rid of your cards rather than winning 'tricks', although winning gets you the lead which is often vital. The game can be played individually or (better) in partnerships.

 

Zu Viele Köche. Published by Pegasus Spiele. 2009. Tin Box. In shrink. £5.50

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

Trick taking card game in which players have a different goal each round. The goals correspond loosely to recipes and chilli pepper cards count against you unless your goal is to get as many of them as possible. Several rounds are played so that everyone has had a chance to attempt all their goal cards.

 

Zum Kuckuck! / Land Unter. Box. Several. Editions available:

1) Land Unter. Published by Berliner Spielkarten. ca.2004. Excellent. £4.50

2) Zum Kuckuck! Published by F X Schmid. 1997. Good. £6

3) Land Unter. Published by Amigo. 2001. In shrink. £5.25

Designer: Steffan Dorra. No. players: 3-5. Country: German. Duration: 45 mins.

On the Spiel Des Jahres recommendation list for 2001. Card game, with 108 cards. Every round each player chooses a number card to play, and the highest two get scoring cards. At the end of the round having the highest valued scoring card will lose points. However a new scoring card replaces an old one, so 'winning' a high value scoring card at the start of a hand isn't necessarily very bad. After a hand is played out the initial hands are reformed and passed to the left for replay! Whoever does best after everyone has played each hand is the winner.

 

 

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