MNG-AJM Games and Collectibles

 

May 2009 Catalog

 

4000 A.D. Published by Waddingtons. 1972. Box. Good, but box base indented. £1

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

Space empire combat game using a clever hidden hyperspace movement system. No dice used, so very much a game of skill as players defeat opposing ships and fleets.  It can be played either each man for himself or with allied partners.

 

50 Of The Finest Adult Party Games. Published by Lagoon Books. 1999. Book. Excellent. £1.50

Author: Sylvia Goulding. Country: British, Desc. by Andy.

Special notes: Hardback edition

Full colour book containing 50 party games.  These include lots of great ideas for party icebreakers, as well as a few which require a bit of a broader mind.  The book generally suggests a 'normal' version of the game and then options to spice it up for the rowdier or raunchier groups!

 

A Castle For All Seasons. Published by Rio Grande Games / EggertSpiele. 2008. Box. 2 copies:

1) In shrink. £32      2) Excellent. £29

Designer: Inka & Markus Brand. No. players: 2-4. Country: American, Duration: 1 hr, Desc. by Andy.

Resource management game played on a beautifully illustrated board.  Players choose a character card to use each round and perform the actions that character permits: obtaining a variety of resources, getting money, or constructing buildings in various ways.  Money and VPs can be earned by constructing buildings, and by paying money to control various privileged positions in the castle. The abilities of the characters also interect in various ways so it is helpful to have an idea what your opponents are likely to do as well. Includes a variant using event cards and a winter version of the board on the reverse.

 

Aces High. Published by 3W. 1993. Box. Good. £6

Designer: Jim Hind. No. players: 2+. Country: American, Duration: 30 mins, Desc. by Andy.

First World War dogfight wargame.  The rules are quite complex, covering 23 pages, and there is a separate book of scenarios and another with the data charts for 72 different aircraft you can fly against each other.  The rules cover stalls, spins, unreliable engines, spotting, anti aircraft fire, etc.  There are a variety of scenarios from recon missions to balloon busting to bombing, and some are solitaire and others multi-player.

 

Age Of Exploration. Published by TimJim. 1994. Box. Excellent. £25

Designer: Tom Lehmann. No. players: 2-6. Country: American, Duration: 2.5 hrs, Desc. by Andy.

Exploration game set between 1492 and 1543, with many clever and unique play mechanics. Players equip expeditions and then set sail for the New World from Europe. The expedition will be better able to survive if longer is spent equipping, but then other expeditions may well get there and back first, and as points are scored for discoveries only on return to Europe, this creates a dilemma.  Once in the New World there is much to do and all sorts of discoveries to make.  Expeditions can head into the interior or attempt the NW Passage or even head around into the Pacific for a circumnavigation.  Events are determined using cards and give choices and resolve differently depending on the capabilities and equipment of the expedition.

 

Alpha Blitz. Published by WoTC. 1998. Box. Mint. £2

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

Card game, 108 cards, enabling you to play two different games. Alpha is an interactive anagram game with the set of letters you can use changing as the game progresses. Blitz is similar except that play is simultaneous so you have to see words which can be made from a set of letters quicker than the other players.

 

Anti-Monopoly. Published by Anti-Monopoly Inc.. 1973. Box. Good, but 2 corners taped. £5.50

Designer: Ralph Anspach. No. players: 2-6. Country: American, Duration: 2 hrs, Desc. by Andy.

Landmark game in that it beat Parker Brothers, who sued it over the use of the word 'Monopoly' in the title. After seven years of legal arguing they lost their case. As the name suggests, the game is about breaking down conglomerates rather than building a business empire. Players try to earn the most 'social credits' before one of the players runs out of money.  These social credits are earned by placing accusations against the various conglomerates depicted around the board.

 

Apache. Published by Abacus Spiele. 2007. Box. In shrink. £8

Designer: Stefan Dorra. No. players: 2-5. Country: German, Duration: 20 mins, Desc. by Andy.

American Indian themed card game. The deck consists of Indians, and various artifacts which these Indians desire (eg. warriors want tomahawks, maidens necklaces etc).  Each player also has a set of Indian cards.  Cards are turned over one at a time, and once there is an Indian of your colour and an item that Indian wants you can claim it - this is done by slapping the card onto a special board - if several players want to claim simultaneously then the underneath card gets it. Several extra types of card add variety and the scope for making mistakes.

 

Ares Magazine, published by SPI.

Author: Unknown. Country: American, Desc. by Andy.

Issue 3. 1980. Good. £0.30. The Barbarian Kings central section has been removed. Game which originally came with it is no longer included.  Articles include: Barbarian Kings (this issue's game), Fiction - The Whispering Mirror, Fiction - Final Notes, War In Space, Directory of SF & Fantasy Game Publishers & Manufacturers, Reviews of games, films, books and TV programmes, Games rating chart.

Issue 4. 1980. Good. £0.40. Includes the Arena of Death central rules section, but no counters or map for it. Game which originally came with it is no longer included.  Articles include: Arena of Death (this issue's game), Fiction - Hillsong, Fiction - Eye of the Goblin, Science for Science Fiction, Facts for Fantasy, Reviews of games, films, books and TV programmes, Games rating chart.

Issue 7. 1981. Good. £0.30. The Rescue From The Hive central section has been removed. Game which originally came with it is no longer included.  Articles include: Rescue From The Hive (this issue's game), Fiction - Rescue From The Hive, Dragonquest: The House of Kurin, Science for Science Fiction, Facts for Fantasy, Dragonquest Notes, Reviews of games, films, books and TV programmes, Games rating chart.

Issue 9. 1981. Excellent - Game Unpunched. £2.50. The game which came with this magazine IS included.  Fantasy and Science Fiction games magazine.  Articles in this issue include: DeltaVee (this issue's game, a tactical space combat system), Dragonslayer Interview, The Sword & The Stars Design Notes, Lasers In Space, Fiction - The Embracing, Facts for Fantasy, Science for Science Fiction, Reviews of Films, TV, Books and Games, Dragonquest notes.

 

Axis And Allies. Published by Hasbro Avalon Hill. 2004. Box. Excellent. £24

Designer: Lawrence Harris. No. players: 2-5. Country: American, Duration: 3 hrs, Desc. by Andy.

Fourth edition of this classic light wargame.  A great strategic multi-player game of WWII which encompasses the entire globe. The game uses over 360 plastic miniatures to represent the various forces (infantry, tanks, ships, carriers, fighter planes, bombers, subs etc). The five world powers involved in the conflict (U.S., U.K., Russia, Germany and Japan) have to work with their allies to ensure best use of production facilities and the various forces.  Countries can even try to develop a super-technology (eg. nuke) to turn the tide of the war.  Low complexity and great components make this a classic. Updates from previous versions include two new unit types and new victory conditions.

 

Axis And Allies. Published by Milton Bradley. 1986. Box. Several copies available:

1) Box shows wear. £12. The box is somewhat battered around the edges, but is still whole.  One German dominance marker replaced by a colour copy on card.

2) Good. £18      3) Good but lid slightly indented. £14

Designer: Lawrence Harris. No. players: 2-5. Country: American, Duration: 3 hrs, Desc. by Andy.

Second edition of this game that went on to become the best selling game in Milton Bradley’s Gamesmaster Series.  A great strategic multi-player game of WWII which encompasses the entire globe. The game uses loads of plastic miniatures to represent the various forces (infantry, tanks, ships, carriers, fighter planes, bombers, subs etc). The five world powers involved in the conflict (U.S., U.K., Russia, Germany and Japan) have to work with their allies to ensure best use of production facilities and the various forces.  Countries can even try to develop a super-technology (eg. nuke) to turn the tide of the war.  Low complexity and great components make this a classic.

 

Backwords. Published by Random House. 1988. Box. Good. £1.50

Designer: Robert B Fuhrer. No. players: 2+. Country: Canadian, Duration: 45 mins, Desc. by Eamon.

Very good game in the Trivial Pursuit, Pictionary, Guesstures type of line. Instead of trivia, the game is designed around people's ability to understand words as they are read out backwards by the question-master that round. Not nearly as easy as it sounds. Components in very good condition, and includes 800 cards with somewhere near 2000 words to play with.

 

Bandu. Published by Milton Bradley. 1991. Box. Good. £21

Designer: Klaus Zoch. No. players: 2+. Country: German, Duration: 20 mins, Desc. by Andy.

American version of Bausack. One of the very best balancing games ever devised. The box contains 54 wooden pieces of all sorts of shapes and sizes, ranging from small 'acorn' shapes, through cylinders, rings, to an eggcup! The pieces are really gorgeous to look at and play with.  Included are rules for a number of different building and balancing games you can play. Highly recommended.

 

Battle For Italy. Published by Avalon Hill. 1983. Box. Box good, contents unpunched. £5.50

Designer: Kevin Zucker & Thomas Walczyk. No. players: 2. Country: American, Desc. by Andy.

The battle of Arcola, one of the first real tests of Napoleon's ability, took place during the Italian Campaign of 1796. This battle was the most hotly contested battle of the campaign. This is a division / brigade level wargame, and also acts as an introduction to the large game Struggle of Nations. Complexity level 4/10 on Avalon Hill's scale.

 

Battle For The Galaxy. Published by Crown & Andrews. ca.1990. Box. Good. £8

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

Special notes: Box base indented due to stacking

The players become the battle planners of the galaxy of Zylatron. There are 5 main planets in the galaxy - Zull, Amazar, Zarb, Opton, and the central planet of Zylon.  Each player tries to gain control of the galaxy by landing a warrior on enemy control headquarters or by eliminating other players' warriors.  A tactical game, with a colourful gameboard and interlocking playing pieces in the form of battle stars, star fighters, warriors, and missiles.

 

Battlelords. Published by New Millennium. 1995. Box. Mint. £0.75

Designer: M Alexander Jurkat, Jin Lee, Eric Leslie, Bernard C Trombley & George Vasilakos.

No. players: 2. Country: American, Desc. by Eamon.  Special notes: 1 starter pack

Collectible card game, 120 cards making a complete game for two (although the mixture will be different every time). Each player is the Commander of a mercenary troop of futuristic warriors, in a world not too dissimilar to the universe created for the Battletech range of products. First edition. Cards are illustrated in full colour.

 

Big Kini. Published by PlayMe.de. 2005. Box. In shrink. £22

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

Majorities type game set in a tropical archipelago.  The game 'board' is made up of 18 large hexagonal island tiles each showing three islands.  These islands have various influential positions which can be occupied by the players' people tokens. These positions allow the players to perform the various actions that island permits, which include: recruiting more people, obtaining trade goods, exploring / colonising other islands, initiating an election for premiership on the island group, and getting money. Game play involves managing your money and expanding your sphere of influence using your limited number of actions to best effect.  Very well received at Spiel 2005.  Recommended.

 

Big League. Published by Bertcord Ltd. 1982. Box. Good. £6

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

Card game, approved by the Football League, and includes 8 teams with 96 top players. The game is a Rummy variant with players trying to meld a complete team from the same club.

 

Bloody Legacy. Published by Surprised Stare Games. 2004. Box. 2 copies available:

1) New. £5.50      2) Excellent. £5

Designer: Tony Boydell. No. players: 2-8. Country: British, Duration: 30 mins, Desc. by Andy.

Fun but silly card game in which players try to kill off all their rivals in order to inherit late Great Uncle Hesketh's riches. To do this players play cards showing all means of foul traps and 'accidents' on their opponents, who do their best to dodge, reflect back, or just plain survive them.  The artwork is gory but in a comic book type of way.

 

Bobs Yr Uncle. Published by Waddingtons. 1935. Box. 2 copies available:

1) Good. £5

2) Box falling apart, cards good. £1.50. The lid and half one side of the box are missing, but the cards are Good.

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

Card game. Illustrations by Frank H Simpson. Based on collecting cards to complete a nursery rhyme. Nice children’s game. Includes now very un-PC ‘nigger’ cards. There are alternative ways to win - empty your hand of cards, collect three Bob cards or collect three nigger cards.

 

Butterfly. Published by Hungry Owl Games. 1987. Box. Box good, contents still sealed. £2.50

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

Children's game (age 6+) in which players attempt to collect one each of 5 different colour flower tokens.  The game is driven by dice roll, and in some cases a flower token will have to be given back.  What makes the game unusual is that it comes with a 'Super Big Dice', which is constructed from sturdy cardboard and 'pops' up into a neat octahedron, and can be popped back down again to put it back in the box at the end of the game.

 

Canasta. Published by Gibsons. Box. Good. £1.50

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

2 Canasta decks with a set of rules for Canasta for 2, 3 or 4 players.  Canasta is a very popular and highly regarded rummy variant developed in Uruguay in the 1940's and popularised in America in the 1950s.

 

Canasta. Published by Waddingtons. ca.1960. Box. Good. £1.75

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

Set of 2 decks of playing cards with two sets of rules for Canasta for 2,4 or 6 players and suggestions for 3 or 5 players. Canasta is a rummy variant developed in Uruguay in the 1940's and was popularised in America in the 1950s.

 

Can't Stop. Published by MM. 1985. Box. Good, but 1 box edge taped. £20

Designer: Sid Sackson. No. players: 2-4. Country: French, Duration: 30 mins, Desc. by Andy.

One of the best dice games ever devised. Players roll 4 dice and use the numbers on pairs of them to advance their markers.  They may then either stick with what they have got or roll again in order to advance further.  However, if a roll is made and the numbers cannot be used then all progress that turn is lost!  The game is also well named as it is far too easy to make 'just one more roll' and bust!  Highly recommended.  This edition has a large red octagonal board with stackable plastic markers.

 

Canyon. Published by Abacus. 1997. Box. Good. £6

Designer: Frederick A Herschler. No. players: 3-6. Country: German, Duration: 45 mins, Desc. by Andy.

The board shows the course of a river running down a canyon, and is used by the players to mark their score in a trick taking game.  The trick taking game involves predicting how many tricks you will take each hand, and a correct prediction will advance you further along the river.  Towards the end of the game it is especially important to make correct predictions as if you fail the counter-current will take you back upstream.

 

Capt'n W. Kidd. Published by Bambus Spieleverlag. 2004. Box. New. £23

Designer: Günter Cornett. No. players: 2-3. Country: German, Duration: 20 mins, Desc. by Andy.

Special notes: Limited edition of 333.

Clever abstract game given a pirate theme.  The roll-out vinyl board shows a ship with various locations joined by movement lines, and some entry locations.  Each location has three exits. Players take it in turn to place or move a pirate. Cleverly, pirates cannot leave a space the way they entered it, thus after a while their movement options can be limited.  Surrounding a pirate or group of pirates forces them to surrender (and they are removed from the game).  The idea is to be the last player with pirates.  Variant rules allow for capturing pirates when approaching them from behind, or for three players to play.  Recommended if you enjoy games of a more abstract nature.

 

Card Caper. Published by University Games. 1997. Box. In shrink. £10

Designer: Twinson Corp.. No. players: 2-4. Country: American, Duration: 15 mins, Desc. by Andy.

Light deduction game in which players have a secret card, and as the game goes on they must reveal more about those cards.  The objective is to work out what cards your opponents have before they work out what you have.  Enjoyable game which plays quickly enough (with two players) that you can play several rounds at a sitting very easily.

 

Card Games Up-To-Date. Published by Foulsham. ca.1940. Book. 2 copies available:

1) Good, but cover edges faded. £1.50      2) Good. £2

Author: Charles Roberts. Country: British, Desc. by Andy.

Hardback, 19x13cm, 160 pages. Printed on War Economy Standard paper.  This book presents the rules to games which the author considered the best popular games.  They are: Nap, Solo, Whist, Scotch Whist, German Whist, Dummy Whist, Bridge, Auction, Cribbage, Bezique, Commerce, Brag, Poker, Euchre, Blind Hockey, Pontoon, Quinze, Thirty One, Baccarat, Chemin De Fer, Coon-Can, Colonel, Old Maid, Hearts, Pelmanism, Speculation, Contract Bridge. Also described are 16 patience games, and 3 games with dominoes.

 

Cartagena. Published by Venice Connection. 2000. Box. In shrink. £14

Designer: Leo Colovini. No. players: 2-5. Country: Italian, Duration: 30 mins, Desc. by Andy.

Each player tries to get his pirates through a secret escape passage. You use cards to move, but to get new cards you must move backwards. A fine balance must be struck between these options in order to make good progress. For a shorter game you can simply play with a reduced number of pirates.  Nice simple but tactical game which I highly recommend when played with the cards kept secret option. On the German Spiel des Jahres nomination list for 2001.

 

Chang Cheng. Published by Tenki Games. 2007. Box. In shrink. £27

Designer: Walter Obert. No. players: 2-4. Country: Italian, Duration: 1 hr, Desc. by Andy.

The players are rival nobles who have been given the task of building the Great Wall of China to keep the Mongol hordes out. The players vie for prominence by trying to build more wall sections in each of the provinces.  The player who achieves this will gain VPs for that province, but may well also bear the brunt of the blame (and thus lose VPs) when the Mongols attack that wall section.  However, each player has a number of 'sneaky trick' tiles which can be used throughout the game to try to gain advantage or neutralise the Mongols about to attack them.

 

Chariot Lords. Published by Clash of Arms. 1999. Box. Good. £25

Designer: Charles Vasey. No. players: 3-4. Country: American, Duration: 6 hrs, Desc. by Andy.

War game, very much in the style of History of the World. Players represent a selection nations each. The game covers the period between 1500BC and 600 BC. Some nations are large, some small, but all try to score victory points and stay put as new nations rise to power. Beautifully presented.

 

Charlie And The Chocolate Factory. Published by Alfred A Knopf. 1978. Book. Good and unpunched. £36

Author: Sid Sackson. No. players: 2-4. Country: American, Duration: 45 mins, Desc. by Andy.

Very rare game / book by Sid Sackson.  This is a game inspired by the Roald Dahl book.  The three section 'book' unfolds to form a board and with thick cardboard playing pieces and 'cards'.  Cards are drawn to determine who controls each of the five children, and players then move one of the children they control on their turn, scoring points by getting them into the major rooms.  Willy Wonka also has to be moved, and no child may get ahead of him.  Along the way the various children succumb to the various hazards in the book, with the finale of the game at the TV room.

 

Chessmen. Published by Octopus Books. 1967. Book. Excellent. £0.75

Author: A.E.J. Mackett-Beeson. Country: British, Desc. by Andy.

Hardback with dustcover, 24x21cm, 97 pages. This book gives a history of the game of chess and then shows pictures of and discusses chess pieces from Europe, Russia, The Middle East, North Africa, Eastern Countries, and then moves on to examine modern chess pieces.  There are 123 illustrations. An essential book for the collector of chess related items.

 

Circus Flohcati. Published by Rio Grande Games. 1998. Box. In shrink. £6.50

Designer: Reiner Knizia. No. players: 3-5. Country: American, Duration: 20 mins, Desc. by Andy.

Card game.  Players collect cards, and can either play sets of three of a kind to the table to score points immediately or hold them for points at the end of the round.  At the end of the round the highest card in your hand for each of the 10 suits scores, and there is a bonus for the player who ends the round by having one card of each suit in hand. The mechanism for getting a card allows you to decide how much choice of cards you want, but the greater the choice, the greater the risk of disaster - and the opportunity to get a card is then missed. Light, but enjoyable. Recommended.

 

Clash Of The Gladiators. Published by Rio Grande Games. 2002. Box. Good. £15

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

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.

 

Colour Quads. Published by Parker. ca.1970. Box. Good. £3.25

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

The board shows a grid of 5x5 large coloured circles with slots to place cards vertically on the board.  Players take it in turn to play a matching card into a slot and score a point for each square they manage to complete.  Tactical decisions are available since you can set yourself up to complete a square, hoping your opponent doesn't also have the right card to complete it.

 

Congo Line. Published by Statamax Games. 2006. Box. Excellent. £21

Designer: Max Michael, Doug Eckhart. No. players: 3-4. Country: American, Duration: 90 mins, Desc. by Andy.

Train game in which players buy stocks in various trains, and also invest in the goods the trains are delivering.  Whenever a train arrives at a destination the goods it delivers sell for profit and the stocks pay out.  Dice are used to determine what actions a player can perform on their turn, but there are always several options to choose from. At the end of the game the player with the most money wins.

 

Conquest. Published by EG Spiele. 1994. Box. Good. £12

Designer: Unknown. No. players: 4-6. Country: German, Desc. by Andy.

Huge war game with masses of plastic bits and designed on a board very similar to a Risk board. Each army has 100 plastic units, plus there are 10 special dice and 60 special cards.  The objective is to be the first player to occupy 20 territories. Forces consist of armies, planes, submarines and garrisons.  The playing cards include cards for secret weapons, ballistic missiles, killer torpedoes, space shields, additional production, and treachery.  During play gaining more territories gives more production points and more cards.  Movement and combat rules are simple but effective.  It appears very much Risk based, but with lots of interesting extras.

 

Conspiracy. Published by Milton Bradley. 1982. Box. Good. £12.50

Designer: Eric Solomon. No. players: 2-4. Country: American, Duration: 75 mins, Desc. by Andy.

A brilliant game, especially for the sneakier amongst you. Players 'bid' secretly for control of spies, with the aim of controlling a spy long enough to get the secret briefcase home. Trouble is, you only have a fixed budget and once you have spent the money on an agent it is spent, and if someone has spent more, they will control that agent, not you. You can spend more to regain control but that leaves you very short of cash to control the other spies in the game.  As well as moving spies around you can also use them to eliminate other spies as well, which costs you influence.  Very clever.  Published as Sigma File in the U.K, but the board layout is much clearer in this edition.

 

Cube Fusion. Published by Waddingtons. 1970. Box. 2 copies available:

1) Good. £5. Photocopied rules      2) Good but box indented slightly. £4.50

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

A nicely produced addition to the 3 / 4 in a row family of games.  There are several interesting ideas in this game - the first is that the pieces each comprise two cubes made of clear plastic and each of these cubes has a bead in the centre, one of each player's colour.  These cuboids are then placed onto a 3x3x3, 4x4x4 or 5x5x5 playing arena, with the objective being to make 3 or 4 in a row in any direction - there are several variants.  Of course when you place your bead where you want it you will also be placing one of your opponent's beads as well.  You can play on top of already played pieces as well as on the board, and if all are played without a winner, players get to move cuboids. Recommended in Sid Sackson's Gamut of Games.

 

Dark World. Published by Waddingtons. 1992. Box. 2 copies available:

1) Good, but box edges show wear some taped. £8. Complete, but no spare skulls or fixing plugs provided

2) Good. £10.

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

Massive introductory fantasy game, with loads of plastic miniatures, weapons and items. Players must get their character through a labyrinth of nasties and into the Castle where they must defeat Korak. Game play is similar to Heroquest - the adventurers move across the board battling enemies in order to get to defeat the boss monster and win.

 

Dark World - Hebrew Edition. Published by Lamada Light Industries. 1992. Box. In shrink. £10

Designer: Eamon Bloomfield. No. players: 2-4. Country: Israel, Duration: 90 mins, Desc. by Andy.

The components are language free, and I can provide a scanned English copy of the rulebook.

 

Dark World: Dragon's Gate. Published by Waddingtons. 1993. Box. Good. £15

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

1st expansion for the Dark World fantasy board game, but you don't need the base set to play this.  This set provides a new board with 3D terrain - a stairway to Korak's Gateway, where a huge red dragon (miniature included!) must be defeated, once the creature's minions have been slain. These minions consist of trolls and zombies. Stunning bits!  Game play is similar to Heroquest - the adventurers move across the board battling enemies in order to get to defeat the boss monster and win.

 

Dark World: Village Of Fear. Published by Waddingtons. 1993. Box. Good. £20

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

2nd expansion for the Dark World fantasy board game, but you don't need the base game to play this..  This set provides a large board with 3D terrain: several houses, a windmill and the Warlord's castle.  includes wererats, cobrans, hobgoblins, minotaurs, lurkers, karrion and battle wolves. Stunning bits! Game play is similar to Heroquest - the adventurers move across the board battling enemies in order to get to defeat the boss monster and win.

 

Das Hornberger Schiessen. Published by Zoch. 1990. Box. Good. £5

Designer: Klaus Zoch & Albrecht Werstein. No. players: 2-5. Country: German, Duration: 45 mins, Desc. by Andy.

Card game, with rules for two games using the same cards. The cards depict cannons, beer, the Duke and powder kegs.  In the first game players play their cannons and beer into three rows. Two rows will be completed, and these will score positively, while the incomplete row will accrue negative points.  In the second game cards are played into a grid and points are scored for completing rows.

 

Das Super-Blatt. Published by FX Schmidt. 1992. Box. Good. £12

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

Card game in which the cards come in four categories, and players try to collect these in order to get the most or second  most of each type by the end of the game.  Game play involves taking an open card from a display, which will then make other cards available for selection - thus making the choice tactical as you may not want the next card to be taken.  Some cards also allow a second action, and some let you steal a card from another player.  Reprinted later as Buried Treasure.

 

Der Ausreisser. Published by Pro Ludo. 2004. Box. In shrink. £7.50

Designer: Unknown. No. players: 2-6. Country: German, Duration: 25 mins, Desc. by Andy.

Card game, with 99 humorously illustrated cards (by Michael Ryba). The game is a race game although there is no board. Lots of interaction although ultimately you are limited by the cards you draw. The cards are played to indicate the speeds of the cyclists, and sometimes players will start a round slow in order to get rid of weak cards, other times they will start fast hoping to exhaust their opponents' hands quickly. Originally released in the 1950’s, under the name The Favourite.

 

Der Markt Von Alturien. Published by Pro Ludo. 2007. Box. In shrink. £22

Designer: Wolfgang Kramer. No. players: 2-6. Country: German, Duration: 1 hr, Desc. by Andy.

Update of Jumbo's 'City'.  Neat game in which players purchase shops and then enhance them and buy more shops as the game goes on.  The board shows an overhead view of a city centre around which customers wander - some normal, some big spenders and one thief.   A special die is used to let you move a customer - the idea being to direct the spenders to your shops and away from those of opponents while making sure the thief stays away from your shops and goes to as many opponents' shops as possible.  There are various new features in this edition such as having to buy Prestige cards (which are what win the game) and different types of business expansion. May well play best with 3 players (the original did).

 

Diabolo. Published by F X Schmid. 1976. Box. Good. £2.25

Designer: Gilbert Obermair. No. players: 2-4. Country: German, Desc. by Andy.

Players try to get their men from the outside of a circular network of spaces into the centre.  However, there will be bridges and obstacles which need to be crossed in different ways on the way.  Good play requires making use of your pieces to assist your other men and hinder your opponents.

 

Die Hanse. Published by Laurin. 1993. Box. Good. £9

Designer: Tom Schoeps & Henning Sachse. No. players: 3-6. Country: German, Duration: 90 mins, Desc. by Andy.

The players are merchant members of the Hanseatic League, and sail around the Baltic and North Sea trading goods.  However, in order to reduce risks each ship is owned by two players, and on your turn you get to move both ships you have a share in.  Thus it is essential to find common ground with your partners or your ships may sail to and fro without getting anywhere! Players try to get the most valuable goods of particular types back to their warehouse in Luback, and the player who does this most successfully will win.  Players use cards to change the winds, add more goods to the board and cause events such as pirates, storms etc.

 

Die Seidenstrasse. Published by Schmidt. 1998. Box. Excellent. £10

Designer: Hartmut Kommerell. No. players: 2-7. Country: German, Duration: 1 hr, Desc. by Andy.

Special notes: This set includes English Action cards pasted onto standard playing cards to ease play.

Original game set in the trading routes on the Silk Road between China and Venice.  Players choose their move by play of cards, with an objective of reaching towns on the route first. As each town is reached money is won. One very neat idea is that cards played from the hand are played on yourself, but then stay in front of you and will be played again on another player before being discarded, and since only three cards can be in front of you at once you will have to play them in this way even if it isn't entirely desirable.

 

Die Sternenfahrer Von Catan. Published by Kosmos. 1999. Box. Good. £24

Designer: Klaus Teuber. No. players: 3-4. Country: German, Duration: 2 hrs, Desc. by Andy.

Special notes: For £2 extra I will provide sheets of laminated event cards in English which eases play considerably.

Settlers of Catan goes into space!  Each player gets a huge mothership (truly amazing) onto which extra rockets and weapons are attached as the game progresses. The motherships are also shaken and little balls show at the bottom, and this is used to determine movement allowances and events in space.  The board shows start planets and various systems the players send colony ships and trade ships to.  The resource system is essentially the same as that used in Settlers. As well as trading with other players, trade ships can gain concessions from various alien races which give that player an advantage. Truly amazing bits, which made this a very expensive game to buy new.

 

Doctor Who - The Game Of Time & Space. Published by Games Workshop. 1980. Box. Good. £20

Designer: Derek Carver. No. players: 2-6. Country: British, Duration: 90 mins, Desc. by Andy.

Special notes: 1 blank Key Part counter missing, but it is not used in play.

TV related, with Tom Baker on the cover. Players attempt to find a secret combination whilst travelling in time and space, and fighting such nasties as Cybermen, Daleks, Davros etc. Players represent different incarnations of The Doctor, and each have a different assistant. During the adventures a wide variety of useful items will be found many of which have special powers, and many of the monsters encountered also have special powers.  These special abilities and powers are detailed on special sheets which each player has.

 

Doom: The Boardgame. Published by Fantasy Flight Games. 2004. Box. In shrink. £22.50

Designer: Kevin Wilson. No. players: 2-4. Country: American, Duration: 90 mins, Desc. by Andy.

The landmark computer game Doom, turned into a board game.  One player controls the evil hordes of invaders while the others control elite marines who must destroy the hordes in order to win and save humanity. The game uses room and corridor tiles which are laid out to form a map, and 66 plastic miniatures (from 30mm to 80mm) are used in play.  Cards provide additional weapons and equipment etc, and dice are used to resolve combat.  The game very much has the look of mid 80's Games Workshop games such as Space Hulk and the like.  Fantastic bits, several scenarios to play, and overall very well received game.

 

Double Trouble. Published by Faber & Faber. 1993. Book. Good. £1

Author: Sally Horton. Country: British, Desc. by Andy.

Excellent book on doubling at Bridge, from informative doubles to penalty doubles. The author has won World Bridge titles.

 

Duck Dealer. Published by Splotter Spellen. 2008. Box. New. £58

Designer: Doris Wiersinger,  Jeroen Doumen. No. players: 2-5. Country: Dutch, Duration: 3-4 hrs, Desc. by Andy.

Complex interstellar game of planning and trading, from the designers of Roads & Boats.  Players equip their spaceships and gather energy of various forms and then set off on trading missions, with the ultimate objective being to make as much money as possible. Very involved and not for the feint-hearted, but well worth the effort for the deeper gamer.

 

Duplicate Bridge: How To Play, How To Win. Published by Bantam Books. 1966. Book. Good. £2.50

Author: Edgar Kaplan. Country: American, Desc. by Andy.

Softback, 18x11cm, 148 pages.  Written by the coach of the North American Team for the World Championship.  This book is intended for competent Contract Bridge players who want to learn to do well in Duplicate Bridge tournaments. This book covers the following: Scoring, Rules & Contests; Minors / Majors or No Trump?; 3rd & 4th Seat Opening Bids; Sacrifice Bids; Trapping & Balancing; Penalty Doubles; Team Of Four Tactics; Systems, Conventions & Treatments.

 

Dutch Blitz. Published by Daystar Company. 1968. Box. Good. £3

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

Simultaneous play card game.  Players each have a deck of cards with the same contents, but shuffled and players simultaneously play forming sequences of cards numbered 1-10 all at the same time using the top cards of open piles. Whoever manages to use all of their deck first wins.  Fast and furious fun.  The game has Dutch style graphics and an amusing poem on the box - in English but written with a Dutch accent. I believe this is very similar to Ligretto which was published more recently in Germany.

 

Election L-Game. Published by De Bono Games. 1979. Box. Excellent. £7

Designer: Edward de Bono. No. players: 2. Country: British, Desc. by Eamon.

A political game based on the mechanics in de Bono’s L-Game. As players move over a special board printed on the packaging, various squares are left uncovered. These squares give or take percentage points from the main political parties. After a set period of time, an election is called and seats won are added to find the winner.

 

Elfenwizards. Published by White Wind. 1995. Box. Good. £40

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

Special notes: No. 432

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

 

Emerald. Published by Abacus. 2002. Box. In shrink. £11

Designer: Rudiger Dorn. No. players: 2-5. Country: German, Duration: 45 mins, Desc. by Andy.

Tactical movement and card collection fantasy game. The players send out their knights from the castle to the Dragon's Lair.  There they must tread carefully in order to collect gems and gold while the mother dragon is busy with its new baby. However, should the dragon become aware of them then they will become baby-dragon food, and thus unable to gather any more treasure. Knight movement depends on the number of knights on a space before the move, but two knights can be moved per turn.  Bonuses are awarded to the players who have collected the most of each type of gem at the end of the game.

 

En Route Travel Games. Published by Cheatwell Games. ca.1990. Box. Good. £3.50

Designer: Unknown. No. players: 1-2. Country: British, Desc. by Andy.

A set of games and puzzles designed to keep both adults and children amused during journeys.  The set includes 8 A5 double sided thick card game sheets, which are laminated so that they can be written on and then wiped off ready for reuse. The set also includes a magnetic travel chess set.  The other games and puzzles are: Battleships, Cats Dogs & Hogs, Crossword game (players try to use randomly selected letters as best they can), Word Fun, Hex (link two sides of a hex grid), A Jumbo Crossword, 14 lateral thinking puzzles, A logic puzzle, Pop Songs quiz, Sprouts, Boxes, Trivia Quiz, Word Game selection. Rather a nice set which should provide hours of amusement in a small box.

 

Enchanted Forest. Published by Ravensburger. Box. Good, but 1 corner taped. £5.50

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

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

 

Extra Blatt. Published by Moskito. 1991. Box. Good. £27

Designer: Karl-Heinz Schmiel. No. players: 3-4. Country: German, Duration: 90 mins, Desc. by Andy.

Each player is an editor of a newspaper and must fill their front page with the best stories.  Story tiles come in different shapes and sizes and in different categories (politics, sports, entertainment, etc).  As you would expect with this designer, there are various twists: the later in the game stories are added to your newspaper the more valuable they are, but only the most impressive story of each type will score at the end of the game.  Finally, it is possible to play advertisements on your opponents' newspaper layouts which wastes space and can potentially reduce the value of their stories.

 

Factory Fun. Published by Cwali. 2006. Box. In shrink. £20

Designer: Corne van Moorsel. No. players: 2-4. Country: Dutch, Duration: 45 mins, Desc. by Andy.

Unusual tile placement game in which players place machines onto their own factory board.  Machines generally have one or two inputs and one or two outputs.  There are different coloured materials which can be produced and consumed and pipes need to be placed (and paid for) to link up the machines to sources and repositories of these materials.  Each round a new factory is added and pipe networks have to be changed to accommodate them - hopefully inexpensively.  The objective is to spend as little as possible while building up a valuable factory.  The game uses a speed play element for drafting new machines, but I can provide house rules to remove this (and also extend play to 1 player) if you wish.

 

Falsche Fuffziger. Published by 2F-Spiele. ca.1995. Box. Good. £14

Designer: Friedemann Friese. No. players: 3-6. Country: German, Duration: 90 mins, Desc. by Andy.

Roughly translated as Funny Money, it involves winning by having the most cash, but counterfeit money does come into that equation. A clever and subtle game of bidding for money and having the ability to launder it, thus turning it into legitimate income. Players purchase and use printing presses to get their 'funny money' which is then used in a clever way to bid for rare coins, which are needed to win the game. Limited edition of 1600 games.

 

Fief 2. Published by Euro Games. 1989. Box. Box shows wear, board a bit grubby. £11

Designer: Philippe Mouchebeuf. No. players: 3-6. Country: French, Duration: 2 hrs, Desc. by Andy.

Medieval political war game set in a mythical French kingdom. Each player is a feudal lord in 12th century France, a time when nobles chose weak kings so that their own privileges would not be challenged. Players have to manage the finances of their realm, while also gaining influence over the royal family and the church to gain power.  Cards are used to inflict damage on rival lords.  The game includes a colourful 4 part map of the countryside, and a large lidded counter and card tray.

 

Finstere Flure. Published by 2F Spiele. 2003. Box. In shrink. £14

Designer: Friedmann Friese. No. players: 2-7. Country: German, Duration: 45 mins, Desc. by Andy.

Fun game in which each player has 3 or 4 people who need to escape from the dungeons.  However, also in the dungeons is a monster, which will kill anyone it encounters.  First the players take it in turns to move their people around the dungeon floor, going around, over or behind various obstacles such as pools of blood, stone blocks, teleporters; and then the monster moves.  Each round he moves a different amount, and he follows fixed rules which depend on what he can see to guide him, and woe betide anyone in his way.  It is possible by clever play to manipulate the monster into finding another player's man, which is especially satisfying if they were about to escape...  Unusually it plays especially well with 5-7 players.

 

Fruit Bandits. Published by JKLM Games. 2005. Box. In shrink. £4.25

Designer: Ian Vincent. No. players: 3-5. Country: British, Duration: 30 mins, Desc. by Andy.

Card game in which the players try to harvest (or steal) as much fruit as possible.  This is done by simultaneously playing action cards to indicate whether you will harvest or steal from a particular player that turn.  Harvesting unmolested is often great, but when the harvest is large this is hard to get away with. On the other hand trying to steal from someone else only works if they chose to harvest and if not too many other thieves also turned up. Thus to do well you will need to be able to work out what the other players are going to do.  Having each player draw different 'potential harvest' cards each round ensures there is information on which to base your judgement - but can you decide what that information means?

 

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

Good. £3.50. Designer: Unknown. No. players: 1. Country: British, Desc. by Andy.

Special notes: Completeness not checked - I will give a refund if it proves to be incomplete.

750 pieces.  The picture shows a female warrior riding a large horned war buffalo and in one hand carrying a standard showing a black raven, and in the other hand wielding a blood covered sword.

 

Gary Lineker's Footballer Of The Year. Published by Birmingham Games. ca.1985. Box. 2 copies:

1) Good. £2      2) Good but 2 corners taped. £1.50

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

Players take the part of a 4th division soccer player with just £500 savings and no reputation. The objective is to play well to gain as many football awards and as much money as possible.  Dice are used to resolve matches, and there are 11 special dice of different colours used in different circumstances (a little like Wembley). However, the players also score points for how well they played in each match. Wages are determined by each player's current status. Incident cards also play a part. Matches are played to resolve both the League and the F.A. Cup.

 

Ghost For $ale. Published by What's Your Game. 2007. Box. In shrink. £12.50

Designer: Acchittocca. No. players: 3-5. Country: Italian, Duration: 40 mins, Desc. by Andy.

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

 

Grapevine. Published by Colmans/Games Workshop. 1985. Box. Good. £3

Designer: Paul Cockburn & Phil Gallaher. No. players: 2-6. Country: British, Duration: 90 mins, Desc. by Andy.

Promotional game made by Colman’s, who are most well known for their range of mustards, but here trying to promote the wine importing side of their business. Players must travel across Europe collecting wines, and ship them back to Norwich. The game uses event cards and various charts to resolve actions. The game was designed by the Games Workshop team.

 

Guerilla. Published by Avalon Hill. 1994. Box. Excellent - unpunched. £14

Designer: Neal Schlaffer. No. players: 3-6. Country: American, Duration: 1-4 hrs, Desc. by Andy.

War based multi-player card game with some very good ideas. Players control the forces in a Third World independence struggle.  Players secretly back either rebels or government but there are chances to score VPs by winning a battle even if it won't help your side in the end as it may give the player the use of a valuable resource such as an airfield.  It is also possible for the U.N. to intervene and stop open warfare in which case the Secret Police come into their own...

 

Haunted House Game. Published by Falcon. ca.1980. Box. Good. £0.50

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

Memory based board game in which spooky picture tiles are placed face down onto the windows of a haunted house.  Players take it in turns to reveal a picture which matches the one shown in the current open window.  After each failed move a tile is moved, so you will need to concentrate to keep track of where everything you have seen still is.

 

Herewith The Clues - Dennis Wheatley. Published by Webb & Bower. 1982. Book. Good. £7

Author: J.G. Links. No. players: 1. Country: British, Desc. by Andy.

Softback, approx 100 pages, 27x22cm.  Very faithful reproduction of the 1936 murder mystery dossier.  This is the 4th in a series (but is standalone).  The package includes many reports of the incidents surrounding the murder in the Milky Way Club, and the background involving a den of terrorists and drug runners. Also included are a selection of police exhibits in individual packets: eg, photos, tickets, hair samples etc.  When you think you have the case solved you can open a sealed packet with the answers.

 

Hexentanz. Published by FX Schmid. 1989. Box. Excellent. £5.50

Designer: Bjorn Holle. No. players: 3-6. Country: German, Duration: 45 mins, Desc. by Eamon.

Clever memory game involving remembering pictures underneath identical witches’ hats. These hats ‘dance’ round the board, not helping the memory banks! Game of the Year Nominee, 1989.

 

Horse Show. Published by Gamewright. 1997. Box. Good. £7

Designer: Ann & Elisabeth Stambler. No. players: 2-4. Country: American, Duration: 20 mins, Desc. by Andy.

Card game in which a series of equestrian events are played out.  These can be jumping, dressage, hunter, or equitation specialities.  Players have a selection of horses each, and one is put forward for each event, with the option of playing various assists to enhance the natural ability of the horse and rider in that event.  The best combination wins the event and keeps the event card as a trophy.  Hands are refilled and the next event is then played out.  The player who wins the most events wins the game.

 

Illusions. Published by Y & B Associates. 1996. Box. Good. £3

Designer: M Levene. No. players: 2-6. Country: Dutch, Duration: 45 mins, Desc. by Andy.

Special notes: There is one missing 'prize' piece - I will make up a suitable replacement so the game is entirely playable.

Players move around a maze-like board which is constructed out of hexagonal and odd L-shaped sections so it is different each game. On the boards players get to look at optical illusions of several types: reflected images, impossible figures and mixed images. One nice feature is that all players get to look at the illusion and answer a multiple choice question about it.  Players move on or move backwards according to their answers.  The objective is to collect one each of the three types of prize.

 

Imperium Romanum II. Published by West End. 1985. Box. Good. £28

Designer: Albert A Nofi & Nicholas Quane. No. players: 1-6. Country: American, Duration: 4+ hrs, Desc. by Andy.

Revamped version of Imperium Romanum, vastly improved by all accounts. Over 30 scenarios, charting the origins, rise and fall of the Roman Empire. Warning - some scenarios are given a guide-length as 100+ hours!!  This game covers the entire Roman empire and simulates political and economical issues as well as the military of course. Uses 800 counters.  You can storm the walls of Rome, plunder provinces, conquer the empire, engage in sea battles and much more.

 

Isolation. Published by Lakeside. 1978. Box. 2 copies available:

1) Good. £2.25     2) Good but corners taped. £2.50

Designer: Unknown. No. players: 2. Country: American, Duration: 10 mins, Desc. by Andy.

Special notes: Box edges show some wear and corners taped.

Strategy game played on a 6x8 grid of spaces each with a flexible plastic tile.  Players alternate moving their pawn and pushing out a tile in an awkward position for their opponent.  The last player with a legal move wins. Simple but clever.

 

John Silver. Published by Eggert Spiele. 2006. Box. New. £5.50

Designer:  Martin Schlegel. No. players: 2-4. Country: German, Duration: 25 mins, Desc. by Andy.

Card game with a pirate theme.  During the game players will collect cards - there are three types: treasure which players want for themselves, black spots which they want to avoid and apples which will score for the player to the left at the end of the game.  Cards are also numbered and are placed into a 3x4 grid, with rows for the type of card and one column for each player.  When a row is full the cards are distributed to the players with the highest and lowest cards. In addition when a card showing apples is played a troublesome card can be taken back from the table.  There are plenty of tactical decisions to be made.

 

Junk Yard. Published by Hangman Games. 2002. Cloth bag. New. £11

Designer: Alan D Ernstein. No. players: 2-6. Country: American, Duration: 1 hr, Desc. by Andy.

Special notes: Numbered 575/1000.

Tile laying trick taking game set. Limited edition of 1000. There are rules to two games.  The main components are a set of numbered wooden tiles in various suits, as well as a linen bag which has a board printed on one side for the first game, and a scoring table and track for the second game printed on the other side.  The first game is a trick taking game in which the winner of the trick gets to place a tile onto the board, with the objective of claiming areas of the board in order to score points. The second game is a set collecting game where the sets are poker style hands.  Scoring sets can be turned in for points as the game goes on.

 

Kahmate. Published by Id&al Editions. 2008. Box. In shrink. £18

Designer: Igor Davin. No. players: 2. Country: French, Duration: 20 mins, Desc. by Andy.

Rugby game in which each player controls 6 men with different abilities, with who they attempt to score tries.  The game is tactical, and cards are used to resolve tackles, but you will need to preserve the stamina of your team in order to do well. Finalist of the French 2008 Tric Trac Award.

 

Kate Greenaway's Book Of Games. 2 editions available:

1) Published by Michael O'Mara Books. Country: British. ca.1990. Book. Excellent. £3

2) Published by St Martins Press Inc. Country: American . ca.1987. Book. Excellent. £3

Author: Kate Greenaway. Desc. by Andy.

Hardback, 23x16cm. 64 pages.  Reprint of a book from Victorian times. The book details roughly 50 Victorian style parlour games and activities, and also has many colour illustrations from the Victorian era. A very attractive book, but also a useful one to bring out for children's parties or at Christmas with the family.

 

Killing Defence At Bridge. Published by Faber & Faber. 1986. Book. Good. £4

Author: H.W.Kelsey. Country: British, Desc. by Andy.

Softback, 20x12cm, 191 pages.  This book is intended for average to advanced players of Contract Bridge.  The book focuses on improving your skills when in defence.  Many hands are presented, and the author introduces each situation and then asks the reader what they would do before presenting the solution.

 

King Tut. Published by Paul Lamond Games. 1994. Box. Good. £6

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

Special notes: The box isn't really strong enough for the weight of components, and so is a little fragile.

Dexterity game of the same general type as Jenga.  However, in this game you initially build a 5 layer pyramid from large well shaped pieces of wood.  Players take it in turns to remove a piece at a time and try to ensure they don't knock down the rest of the pieces, and also try to build two alternative partial pyramids from the pieces they have taken.  Very nice components, and pretty heavy.

 

Kings & Things. Published by Games Workshop. 1986. Box. 2 copies available:

1) Good, but edges show wear. £14. 10 original counters missing, but they have been replaced with good quality colour scans mounted on card.

2) Good. £19

Designer: Tom Wham & Doug Kaufman. No. players: 2-4. Country: British, Duration: 2.5 hrs, Desc. by Andy.

Fantasy war game with a board assembled from tiles, making it different each game. Usual quirky Tom Wham graphics. The 'Things' in the title refer to 70+ creatures in the game which can be recruited and formed into very peculiar armies. Different creatures are best in the different terrains, and the armies are kept hidden most of the time so you will find the armies' strengths vary considerably depending on where they are.

 

Kleopatra Und Die Baumeister. Published by Days Of Wonder. 2006. Box. Excellent. £24

Designer: Bruno Cathala, Ludovic Maublanc. No. players: 3-5. Country: German, Duration: 75 mins, Desc. by Andy.

Special notes: German version, but I am including English rules and colour printed and laminated English crib sheets, and very few of the cards

Board game with amazing pieces: 2 large obelisks, 6 sphinxes, a throne with plinth, many columns, and a 3D palace which uses the box lid as a component, as well as a pyramid of corruption for each player. Players draft cards in a unique way and use them to build the various parts of the palace in order to gain VPs. However, timing your building well can bring extra VPs and the more powerful building cards bring corruption points with them, which are then kept hidden.  When the palace is complete the most corrupt builder is thrown to the Nile crocodiles and the remaining builder with the most VPs wins.

 

Konig Laurin. Published by Piatnik. 2002. Box. In shrink. £11

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

Unusual combination of tile laying, card placement and auctioning.  The players try to gain most influence over King Laurin by presenting him with gifts as he wanders through the garden.  Treasure cards are used to pay for always useful magic cards and also to bid for the right to direct the King around the garden (hopefully to where you have located your dwarves).  Movement cards are played and have several different symbols indicating the number and distance dwarves can be moved as well as where the king would move if that player's card were chosen for the king's movement.  Tactical game which requires careful thought.

 

Kurier Des Zaren. Published by Winning Moves. 2003. Box. In shrink. £11

Designer: Christiane Knepel, Antje Graf. No. players: 2-5. Country: German, Duration: 30 mins, Desc. by Andy.

A much simplified and shortened version of Muscat published as Message To The Czar in America. Players compete to deliver a message to the Czar, which is done by moving through a series of levels on the board before getting to the Czar himself. Movement is unusual - tiles are placed in a series of houses and then a clever mechanism determines which will be promoted to the next level.  Much lighter than the original (which was very cerebral), but still scope for some clever tactical play.

 

Legends Of Robin Hood. Published by Avalon Hill. 1991. Box. Good. £12

Designer: Courtney F Allen. No. players: 2-5. Country: American, Duration: 1 hr, Desc. by Andy.

Avalon Hill's second stab at a Robin Hood game. First they bought the OSG game, and re-issued it, and then they released this game years later. A board game, but relying on card play, and a nice system that allows plenty of interaction. The game is driven by card play, and choices range from sticking to the relative safety of the woods and dining on the King's deer or donning a disguise to sneak into Nottingham Castle to cudgel the Sheriff himself.

 

Let's Buy Hollywood. Published by Henmead Enterprises. 1991. Box. Good. £7.50

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

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

 

Let's Play Chess. Published by Octopus Books. 1980. Book. Good. £1

Author: Anthony Hansford. Country: British, Desc. by Andy.

Hardback, 30x22cm, 44 pages. This introductory chess book is aimed at attracting the Games Workshop brigade into chess, as the inside and outside covers and most of the artwork throughout the book has a fantasy battle theme. The book itself teaches chess from the very beginning, describing the pieces and their movement, check & checkmate, the special moves, and why games can be drawn.  It then goes on to describe traps, double check and discovered check and then goes on to the end game and some opening plays.

 

Magic The Gathering Official Strategy Guide (5th Edition). Published by Carlton Books. 1997. Book.

Excellent. £3. Author: Beth Moursund. Country: American, Desc. by Andy.

Softback, 24x18cm, 126 pages. This book was designed as a guide for beginning players to explain the basics of deck construction, an insight into creature combat, general play strategy and tips, ideas for deck themes etc.  The book was written when 5th Edition was the latest base set, and so the cards focused on are from that set, but many of the basic lessons apply just as well to more modern cards.  There are vast numbers of full colour card illustrations throughout.

 

Marvel Super Heroes 2: Captain America: Rocket's Red Glare. Published by Puffin. 1986. Books. Good. £3.75

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

Softback, 18x11cm, 190 pages, 215 paragraphs. Paragraph based game book in which you get to be Captain America. This gamebook uses a skill check based system for resolving success throughout the book.  Your vicious adversary Viper threatens world peace and it is up to you to stop her.

 

Masquerade. Published by Z-Man Games. 2007. Box. In shrink. £8.50

Designer: Satoshi Nakamura. No. players: 3-5. Country: American, Duration: 1 hr, Desc. by Andy.

Fantasy card game originating in Japan - this US edition is fully in English. Each player assumes a secret identity with a unique way of gaining bonus victory points.  The players send their 'dancer' to six different adventure locations in order to achieve their goals.  There are various ways in which you can score points such as fighting monsters for treasure, accumulating spell cards, or stealing from other players.  Unusual game.

 

Mausen. Published by Abacus Spiele. 2004. Box. In shrink. £5

Designer: Detlef Wendt. No. players: 3-6. Country: German, Duration: 20 mins, Desc. by Andy.

Card game in which players simultaneously play animal cards to try to win those on the table.  The game uses a scissors-paper-rock style system in which dogs beat cats beat mice beat elephants beat dogs.  After all the animals have been chased into players' score piles the winner is determined - the more valuable animal collection wins. Bluffing and getting into the other players' minds is essential for success.

 

Memo. Published by Invicta. ca.1978. Box. Box shows some wear. £1

Designer: Unknown. No. players: 1-2. Country: British, Duration: 10 mins, Desc. by Andy.

Each player has their pieces placed at random, face down on their side of the board.  Players take turns to look at a piece.  Initially, looking for the piece labelled 1, and when that is found 2, and so on.  First player to find all their pieces wins.  For one player there is a chart rating your performance.

 

Men Are From Mars, Women Are From Venus. Published by Spear's Games. 1998. Box. Excellent. £3.50

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

Party game designed for two teams - men vs women.  Provocative questions are asked about men and women and the players try to guess how the current player will answer - guessing right advances your team, and guessing wrong causes embarrassment and probably gets you into trouble with your better half!  Includes 720 questions, and rather neat flying saucer shaped guessing dials.

 

Mike Stokey's Pantomime Quiz Gamebook Vol 2. Published by Unknown. 1959. Book. Good - unpunched. £6

Author: Mike Stokey. No. players: 3+. Country: American, Desc. by Andy.

Softback,17x28cm, ~30 pages. This book provides all you need to play 'Jet Propelled Charades' as made popular by Mike Stokey on American TV in the late 1940s and 1950s.  The book includes the rules, a fold out chart showing 'standard' signals, and 300 perforated challenges to perform.

 

Millionenspiel. Published by Ravensburger. 1982. Box. Good. £16

Designer: Rudiger Koltze. No. players: 3-5. Country: German, Duration: 45 mins, Desc. by Andy.

Well regarded betting game. Elegantly simple, but always exciting and frustrating in equal quantities. Each turn is a wager on where the solitary playing piece will land. One player has control of the dice, which influences all decisions. You never get change from the bank, and must always change your cash up into the largest notes or coins possible. By the end of the game, huge wagers have to be made, but this is necessary because the winner is the first player to own the 1 million Deutschmark note. Seeing as you start with 5 Deutschmarks, this is no mean achievement.

 

Monuments. Published by Mayfair Games. 2008. Box. Excellent. £20

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

Card game in which players draft cards showing a variety of ancient monuments, these can be melded in order to claim a stake in that monument, however, only 2 people may lay claim to each monument.  These melds get 'eroded' as 'historians' (more like unscrupulous collectors nicking bits IMO) are played by the players removing cards from melds for points.  Also unwanted cards can be played in pairs to gain extra actions or gain VPs from your melded cards.  There are an interesting set of issues to balance - neat design.

 

Normandy. Published by SPI. 1971. Box. Good. £7

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

The Invasion of Europe 1944, concentrating on the first 6 days.  Orange book-case box. Simulation of the Anglo-American attempt to establish a beachhead on the coast of Normandy June 1944. Each hex represents 1.25 miles, and unit counters represent brigades, regiments and battalions. The rules are only 4 pages long, with a further 4 pages of scenario details, historical notes etc.

 

Nuggets. Published by Winning Moves. 2003. Box. In shrink. £8

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

Placement game played on a 5x8 square grid.  The board starts with 8 gold mines valued from 4 to 8 each, and players take turns either putting one of their claim markers face down onto an empty space (they are valued 1-4), or placing two dividers between spaces.  The dividers allow the board to be chopped up into separate claims, none of which can be less than four spaces in size, and it is this that makes the game interesting, as it is quite possible for some claim markers to get separated from all the gold mines, and so have no effect in the scoring at the end of the game.

 

Olympics. Published by Starlight. 1981. Box. Good. £2

Designer: S Scorer. No. players: 2+. Country: British, Desc. by Andy.

Family game covering various sporting events. The game is played so that all the events are played simultaneously, and your positional play in one event, might help you advance in another event.

 

Ostia. Published by Pro Ludo. 2005. Box. 2 copies available:

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

Designer: Stefan Risthaus. No. players: 3-5. Country: German, Duration: 75 mins, Desc. by Andy.

Each round the players buy and sell goods at auction, and then decide what to do with their goods.  They can either send them to market to get money - the more matching goods other players send there the worse the return, gift them to the Senate in order to gain influence (victory points), or store them for next turn.  There are restrictions on the number of types of cards which can be used each round and additional victory points at the end for full warehouses, and most money.

 

Outwords. Published by Perfect Games. 1988. Box. Good. £2.25

Designer: Gary Brightbart. No. players: 2-6. Country: British, Duration: 30 mins, Desc. by Andy.

Word game in which players take it in turn to be the caller.  The caller determines the word to be used that round from a card and gives the other players a letter from the middle of the word and the length of the word. The other players take it in turn to request an extra letter at the start or end of the word and may make guesses at the word, scoring for a correct guess and being penalised for an incorrect guess.

 

Overlord. Published by Condor. 1974. Box. Good. £2.25

Designer: Seven Towns Ltd. No. players: 2. Country: British, Desc. by Eamon.

Interesting abstract game, played on a board with a raised area in the centre (the wall). Pieces can jump each other, stand on the wall, and stack to control other pieces, with the object of capturing all the opponent's pieces.  Columns of pieces are controlled by whoever has the top piece, and a column of pieces has more limited movement than a single piece which can make special 'hopping' moves, and getting a piece or column to your opponent's back row allows a special and powerful 'flying' move.

 

Party Games Funbook. Published by Murrays. 1960. Book. Good. £1.25

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

Softback, 80 pages, 24x18cm. Book of roughly 80 party games and activities, each one on a separate page, and most have an illustration.  The illustrations are very 1960's, but the games and activities are good parlour games, and so just as much fun for kids now as they were then.

 

Password. Published by Milton Bradley. ca.1962. Box. Good. £4

Designer: Unknown. No. players: 3-4. Country: American, Duration: 30 mins, Desc. by Andy.

This is a version of a game which was originally on TV.  Players must guess a secret word by being given clues by their partner.  The more clues needed before the word is guessed the less points are scored.  There is a neat device which keeps the lists of secret words secret - revealing them only when the clue card is inserted into it.

 

Pentagames. Published by Books UK. 1990. Book. Good. £2.25

Author: Pentagram Design. Country: British, Desc. by Andy.

Hardback with dustcover, 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.

 

Perikles. Published by Warfrog. 2006. Box. In shrink. £16

Designer: Martin Wallace. No. players: 3-5. Country: British, Duration: 2.5 hrs, Desc. by Andy.

Each player takes the role of a powerful Greek family in the Peloponnesian war.  In the first stage of the game the families seek to control six ancient Greek city-states, which will require gaining votes in order to win the elections. Having gained control of a city state its army can then be used in various battles to win glory.

 

Piratenbucht. Published by Amigo. 2002. Box. 2 copies available:

1) Good. £10.50      2) Excellent. £12

Designer: Paul Randles, Daniel Stahl. No. players: 3-5. Country: German, Duration: 90 mins, Desc. by Andy.

Special notes: For £3 extra I can colour print and laminate a set of English action cards and summary sheets to ease play

Pirate themed game in which each player captains a pirate ship, and each round gets the chance to improve their lot. The hull can be reinforced, more cannons can be fitted, more men recruited, or the sails and rigging improved. Each of these gives various advantages.  The other objective is to catch and plunder treasure ships, and occasionally deal with the Royal Navy.  Sometimes control of a port will be uncontested, but at other times it may be necessary to see off one or more other players' ships before the booty can be gathered. Attractively produced with nice ship improvement play sheets.

 

Point Of Law. Published by 3M. 1972. Box. Good. £5

Designer: Michael Lipman. No. players: 3+. Country: American, Duration: 1 hr, Desc. by Andy.

A courtroom case is read out to all the players who then decide what the judge and jury's verdict should be. Careful thought and picking up on clues in the case is important. Making the right deduction and thus making the right verdict is rewarded with points.  There are 100 cases included in the game.

 

Pot Black Snooker Dice. Published by Waddingtons. 1980. Box. Box taped up, contents fine. £5

Designer: David Parlett. No. players: 2 or 4. Country: British, Duration: 20 mins, Desc. by Andy.

Snooker based dice game.  The game includes a plastic, beize covered, snooker table shaped dice rolling tray, a well made wood and metal snooker scoreboard, 6 special dice and 1 regular die.  The rules explain the real game of snooker as well as how to play this game.  Essentially 3 special dice are rolled when trying to pot a red, and the result indicates whether you potted it, how well you positioned yourself for the next shot, or if you committed a foul.  Following up on a colour involves deciding how much risk you wish to take. There are also special rules for attempting to snooker your opponent and clearing the colours at the end of a frame.

 

Power. Published by Power Games. 1981. Box. Good. £11

Designer: Monte B Young. No. players: 2-4. Country: American, Desc. by Andy.

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

 

Power & Weakness. Published by MoD Games. 2007. Box. In shrink. £16

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

Set in 5th century Britain the Saxons and Celts are vying for control over the land.  Each side uses both knights and magicians. Knights move overland from one province to the next in a predictable way, whereas magicians use places of power to appear just where their enemy thought was secure, and thus the struggle flows back and forth until one side gains the upper hand. Unusual in that two subgames are really being played at the same time, and deciding which to focus on more can be difficult.

 

Pro Golf. Published by Avalon Hill. 1982. Box. 2 copies available:

1) Excellent. £9. This copy has course books for both Pebble Beach and Augusta National courses.
2) Good. £3.50. Second edition. Pebble Beach course.

Designer: Rick Byrd. No. players: 1+. Country: American, Duration: 1 hr, Desc. by Eamon.

Maybe the best statistical golf game ever. So clever, you get to play every shot, yet there is no board. The first edition has the Augusta National as the course.  The second edition of the game has the Pebble Beach course.

 

Puerto Rico. Published by Rio Grande. 2002. Box. In shrink. £22

Designer: Andreas Seyfarth. No. players: 3-5. Country: American, Duration: 2 hrs, Desc. by Andy.

Extremely popular and very highly regarded gamers' game in which the players are plantation owners in Puerto Rico in colonial times. Various crops can be grown in the plantations and buildings which grant additional benefits can be built in the city. The central mechanism is that players take it in turn to select an action which in most cases all players will get to do, but with the chooser getting an additional benefit. The player who runs their plantations effectively and makes best use of their buildings and options each turn wins the game.

 

Race For The Galaxy. Published by Rio Grande Games. 2007. Box. In shrink. £18

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

Space themed card game in which the players start with a base on a single planet, and develop their own empire as the game progresses.  Each turn there are several phases: Explore (get more cards), Develop (play and pay for a new technology), Settle (obtain a base on a new world), Trade (sell goods for VPs or more cards), and Produce (get goods on productive worlds). However, each turn only a few of these phases will occur, and the players decide which will happen by card play. Every card has special abilities ensuring that the game will be very replayable, allowing for different strategies and combinations of strategies.  Very highly regarded despite it being a bit confusing the first time played - recommended.

 

Railroad Dice 2. Published by Wassertal Spieleverlag. 2005. Box. In shrink. £20

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

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

 

Rare Species. Published by Spear's Games. 1985. Box. Good. £2.50

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

Conservation game featuring David Bellamy on the rules book. Memory game in which there are twelve rare species each with a male and female card.  Players move around a track, land on face up male cards and try to pick up the female from the face down cards.  If right it is kept face down in a bamboo cage on a smaller board each player has, otherwise it is replaced face down.  In a similar way it is also possible to claim the male when you already have the female.  The player with the most breeding pairs at the end wins. The rules booklet also includes information about the 12 rare species featured in the game.

 

Rebus. Published by Hudsons Rebus. ca.1995. Box. Good. £7

Designer: Antony Hudson. No. players: 2-24. Country: British, Desc. by Andy.

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

 

Red Star/White Star. Published by SPI. 1972. Box. Good - mostly unpunched. £4

Designer: James F Dunnigan. No. players: 2. Country: American, Desc. by Andy.

Special notes: The plastic case is showing its age, with the edges cracking, and one side is flaking badly.

This wargame covers hypothetical combat in the 1970's, between US + West German forces against Soviet troops. The map depicts a generic part of Southern West Germany. The one strength point represents one US Platoon / one Soviet company. Each hex represents 300m and a game turn around 6 minutes of real time.  The rules cover 10 pages.

 

Reminiscing 1950s - 1980s. Published by Paul Lamond Games. ca.1990. Box. Good. £4

Designer: T.D.C. Games. No. players: 2-4. Country: British, Duration: 1 hr, Desc. by Andy.

Trivia based game which includes 4 question books each with questions on one of the four decades covered in the game. Players are initially given a tricky trivia question, but then get three clues.  The more clues read before an answer is given the less points awarded.  Sometimes a player will be asked to tell a short anecdote from their past which relates to a randomly selected subject instead of answering a question.

 

Remy Martin Piquet Cards. Published by Remy Martin. ca.1990. Box. Excellent, contents unused. £2.50

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

Piquet card set with rules for this classic two player card game.  The set includes two decks (7 to Ace + Jokers) and the rules to Piquet. This is a trick taking game in which the players get a chance to exchange cards with the deck and also to declare sets for bonus points but potentially giving away information about their hand.  Attractively packaged promotional set.

 

Rotterdam. Published by The Game Master. 2007. Box. Excellent. £17

Designer: Hans van Tol. No. players: 2-4. Country: Dutch, Duration: 1 hr, Desc. by Andy.

The huge international container port of Rotterdam processes all sorts of goods from around the world, and in this game the players are entrepreneurs who transport the goods to the various Rotterdam wharfs and convert the raw materials into saleable goods, and then deliver the processed products to market to make money.  The harbour however, can be busy and competition fierce so the players must use clever tactics and judge the market well to make most money. The game uses a novel system of movement where players take it in turn to call out colours corresponding to shipping lanes and all ships must move if they can.

 

Rummoli. Published by Copp Clark Publishing Co.. 1940. Box. Good. £3

Designer: Unknown. No. players: 2-8. Country: Canadian, Duration: 1 hr, Desc. by Andy.

Card game which uses a standard deck of cards (not provided), poker chips or play money (not provided), and a large play mat (which is provided!). Each round is played in three stages - one extra hand is dealt and the dealer gets to either swap it or auction it to the other players.  Players then use their cards to make a poker hand, and wager on theirs being the best, before a rummy style game is played with the full hand.

 

Run For Your Life Candyman. Published by Smirk & Dagger Games. 2005. Box. Good. £8.50

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

Game which parodies the classic children's game Candyland.  In this game the king has betrayed his candy citizens by bagging them up and shipping them to children all over the world! The players play astute gingerbread men who have discovered this and are running for their lives to escape this fate. Each player gets a status sheet where damage to their limbs is marked off as the game progresses.  Players travel along a track and get to play cards which can damage the other players or help themselves.

 

Santa Fe. Published by White Wind. 1992. Box. Good. £40

Designer: Alan R Moon. No. players: 2-5. Country: American, Duration: 90 mins, Desc. by Andy.

Special notes: No. 350

Superb train game, with mechanics inspired by Ravensburger's Wildlife Adventure to a certain extent. Players use tracks to extend various railroads across America, with the purpose of feeding as many different lines into towns in which you have a vested interest. Each turn players decide how to best progress their cause: claim more towns, extend railroads in various way (trading off tactical bonus payments for linking new towns for the amount of track laid) etc. Limited edition of 1200. Highly recommended, and I can provide my house rules to enhance the game further.

 

Schotten Totten. Published by Pro Ludo. 2004. Box. In shrink. £8

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

An excellent card game for two from Reiner Knizia.  Part of an informal series of two player card games which includes the very popular Lost Cities.  In this game the players are fighting over nine border stones between their Scottish clans' territories.  This is done by playing cards next to the stones with the object of making powerful combinations, eg. three of a kind, a flush, run etc. What makes the game work so well is that both players have to commit to playing cards before they know just what combinations they will be able to make by the end of the game.  Considerable skill required, though the luck of the cards is important too.  Highly recommended.

 

Schuss Und Tor. Published by Franjos. 1988. Box. Good. £4

Designer: Rudi Hoffmann. No. players: 2-4. Country: German, Duration: 10 mins, Desc. by Andy.

Card game with a soccer theme.  Participants play cards to make passes from soccer player to soccer player using cards which specify the player with the ball and the receiving player eg. "Luigi to Max", and if they can't play a suitable card their opponent gets a shot on goal, and a card is drawn from the special deck to determine the result.  Unusually it can be played with 3 players, each scoring goals for themselves, giving a rather odd result such as 4-2-1.  With 2 or 4 participants you get more traditional results.

 

Sealord. Published by Inter Game. ca.1980. Box. Good. £10

Designer: Unknown. No. players: 2. Country: Swedish, Duration: 40 mins, Desc. by Andy.

Naval combat game in which the players each have 4 ships, one of which is their flagship.  Players try to surround their opponent's flagship with 3 of their ships in order to win victory.  Movement is by rolling a die to see how many spaces one of your ships can be moved - since you have four there is normally quite a bit of choice, and the board isn't that many spaces wide, so often high numbers are quite restrictive.  In addition the ships drift with the wind, so you have to make sure your flagship doesn't get shipwrecked as that loses the game too.

 

Shadowfist Players' Guide Vol. 1. Published by Daedalus Entertainment. 1996. Book. Excellent. £3

Author: Rob Heinsoo, Robin D. Laws. Country: American, Desc. by Andy.

Softback, 27x22cm, 94 pages. Book for players of the Shadowfist CCG.  This CCG is themed on Kung Fu movies and players try to control feng shui sites in order to control the world.  This book gives an excellent introduction to the world of Shadowfist, and also gives rules updates and strategy suggestions, as well as much of the book showing all the cards in the game at the time, and explaining how to use each one.

 

Shopping. Published by John Ladell. 1973. Box. Good. £1

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

Special notes: Box base is indented due to stacking

Wander around the streets of Anton, buying items on your shopping list, getting people into your shops, and avoiding the parking problems. A light game which includes a nice looking board with old-time small American shops.

 

Silver Mountain. Published by Stratamax. 2005. Box. Excellent. £9

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

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

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

 

Sky Galleons Of Mars. Published by GDW. 1988. Box. Good, box slightly indented. £30

Designer: Frank Chadwick. No. players: 2. Country: American, Desc. by Andy.

Science fiction combat game, with plastic miniatures as the playing pieces. Each player controls a number of ships in aerial dog-fights in the skies above Mars. The game sprang from a role-playing game called Space 1889, which was a Victorian based science fiction game, something that took its theme from the worlds of H G Wells. So space-ships closely resembled sailing ships, and it pits the wooden cloud-fleets of the Martian princes against the steel aerial gunboats of Queen Victoria's Royal Navy. Although taking its inspiration from the role-playing game, this is a stand-alone board game, and a very good one if you like aerial combat. The rules cover movement, altitude, gunnery, ramming, and boarding parties.

 

Soccer Supremo. Published by Supremo Games. 1991. Box. Good. £4

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

Special notes: Aston Villa F.C. Edition

Football game. Players use a die to move their players, or the ball. It is a simple game, and scoring goals depends on where the shot is taken from and the result of a card. The board shows the football pitch and resembles the much more recent 'Street Soccer'.

 

Star Frontiers. Published by TSR. 1982. Box. Good. £1.75

Designer: Unknown. No. players: 3+. Country: American, Desc. by Andy.

Roleplaying game set in space.  This set includes basic rules (16 pages), expanded rules (60 pages), an adventure module: SF-0 Crash on Volturnus (30 pages), maps, counters and dice.  The background for the game is that Humans along with three other cooperative races are under threat from a new race, The Sathar, who attack using stealth and sabotage rather than direct assaults.  The players will take the role of agents whose job it is to keep the threat of the Sathar at bay.

 

Star Frontiers - Dramune Run. Published by TSR. 1984. Booklet. Good. £1.50

Author: Unknown. No. players: 2+. Country: American, Desc. by Andy.

This is an adventure module for the Star Frontiers role playing game.  You will need both Alpha Dawn and Knight Hawks to make full use of this module, although I expect it could be used one way or another without them.

 

Star Wars - Attack Of The Clones Card Game. Published by Ravensburger. 2002. Box. In shrink. £7

Designer: Reiner Knizia. No. players: 2-5. Country: German, Duration: 40 mins, Desc. by Andy.

Card game.  Rethemed version of Zircus Flohcati.  Players collect cards, and can either play sets of three of a kind to the table to score points immediately or hold them for points at the end of the round.  At the end of the round the highest card in your hand for each of the 10 suits scores, and there is a bonus for the player who ends the round by having one card of each suit in hand. The mechanism for getting a card allows you to decide how much choice of cards you want, but the greater the choice, the greater the risk of disaster - and the opportunity to get a card is then missed. Light, but enjoyable. Recommended.

 

Star Wars CCG - Batch of Cards. Published by Decipher. ca.1995. Box. Good. £7.50. Desc. by Andy.

Designer: Chuck Kallenbach, Jerry Darcy, Rollie Tesh, Tom Braunlich. No. players: 2. Country: American.

A batch of roughly 500 cards for the Star Wars CCG and the Young Jedi CCG.  Players lay out a selection of locations, ships and characters, one player playing the Empire and the other the Rebellion.  The players then use their resources to battle their opponent in space and on various planets in order to deplete their life force.  Quite complex game (fairly typical for a CCG).  This batch should give you more than enough to explore the game system and build various decks.

 

Street Soccer. Published by Cwali. 2002. Box. In shrink. £10

Designer: Corne Van Moorsel. No. players: 2. Country: Dutch, Duration: 25 mins, Desc. by Andy.

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

 

Strike It Rich. Published by Lamplight. 1986. Box. Good. £6

Designer: Sebastian Quigley. No. players: 2-12. Country: British, Duration: 2 hrs, Desc. by Andy.

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

 

Subulata. Published by Cwali. 2003. Box. In shrink. £8

Designer: Corne van Moorsel. No. players: 2. Country: Dutch, Duration: 30 mins, Desc. by Andy.

Each player controls a group of grasshoppers which are trying to get across a lily pond. These grasshoppers can swim as well as hop (though slowly) and prefer to jump from lily pads rather than from flowers.  The board is made up of 9 3x3 tiles put together differently each game, and these tiles show spaces with water, lily pads and flowers.  If a grasshopper lands on an opposing grasshopper it captures it, and the grasshoppers have different values. Nicely produced with wooden pieces.

 

Suzerain. Published by TimJim. 1993. Box. Good, but box slightly indented. £15

Designer: Tom Lehmann. No. players: 2-6. Country: American, Duration: 2 hrs, Desc. by Andy.

Card game with each player having a board on which to build up their empire.  This board shows five levels, forming a pyramid.  Players start with  just a ruler on their board and 5 cards in hand. Each round players take it in turns to play cards or pass.  These cards can build up your empire in various ways, damage other players' empires or cause you to go to war with another empire.  One way of gaining power is to marry an eligible prince or princess into another empire's royal family - the spouse then comes and strengthens your empire.  The objective is to build up your pyramid of cards and be the first to have two royal couples and produce an heir wins.

 

Tabula. Published by Historical Collections. 1990. Box. Good. £1

Designer: Finch and Scott. No. players: 2. Country: British, Desc. by Eamon.

Very nice reproduction of a Roman game, with Roman-numeral dice and glass stones. A sort of early Backgammon.

 

Take. Published by Classic Games. 1984. Tube. Good. £3.50

Designer: Mike Woods. No. players: 2. Country: British, Desc. by Andy.

Strategy game played on a hexagonal grid of triangles, with pieces played on the vertices.  Players move their pieces in straight lines capturing other pieces by surrounding on both sides, with special rules for corner spaces.  The objective is to get your opponent down to one piece.  The board is made from PVC and can be reverse-rolled to make it lay flat.

 

Tarot Fortune Telling Game. Published by U.S. Games Systems. 1970. Box. Good. £1

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

Special notes: The book is complete, but some pages are coming loose.

78 card tarot deck (14 cards in each of the suits: batons, epees, denier and coupes) + an additional suit known as Triumphs or the Major Arcana, numbered 1-21, and one Fool. The cards are a reproduction of an antique French tarot deck from the 14th century. This set comes with a book giving an introduction to tarot cards, and also giving information about their use in fortune telling.  There are no game rules included, but there are many card games books available which describe games which use tarot cards (I may have one available - just ask!).

 

The Acol System Today. Published by Edward Arnold. 1961. Book. Good, but cover slightly discoloured. £2

Author: Terence Reese & Albert Dormer. Country: British, Desc. by Andy.

Hardback, 22x14cm, 163 pages. This Contract Bridge book takes a look at the varied forms of Acol which had developed in the 9 years since Acol's development and presents what was then considered the best practice amongst those variations. The book goes through the various main bidding situations describing how best to apply the Acol system. The main sections are: The Uncontested Auction, The Contested Auction, Acol In The Space Age.

 

The Alley Cats Game. Published by Ideal. 1976. Box. Box shows wear - corners taped. £3

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

Each player has a cat which tries to collect fish bones from very nicely made plastic dustbins.  Movement is by dice, and spaces which hinder you should be avoided whenever possible (there are route choices).  A wall in the middle of the board provides a fast way to get from place to place.  However, in some of the dustbins dogs lurk waiting to chase your cat all the way back home, and may cause you to drop your fish bones, so do you try to collect lots of fish bones in one go and risk losing them all or make several trips ?

 

The Amazing Book Of Bridge. Published by Bramley Books. 1999. Book. Excellent. £5

Author: Brian Senior. Country: British, Desc. by Andy.

Hardback, 27x24cm, 125 pages.  An introduction to Bridge with many full colour photographs throughout.  The book covers: Preliminaries, Declarer Play, Bidding, and Defence. The book has a systematic approach, introducing a little at a time in order to make the learning process more approachable.

 

The Antique Auction Game. Published by Past Times. 1993. Box. Good. £8

Designer: Unknown. No. players: 2-6. Country: British, Duration: 1 hr, Desc. by Andy.

Card game, with an auctioneer’s wooden gavel and illustrated cards of items for sale at an auction. Players predict which eight of the sixteen auction items they will manage to buy, and set how important each item is (for scoring purposes). Obviously, more than one player will want the same item, but they may have more or less points for owning that item at game end.

 

The Farming Game. Published by Weekend Farmer Company. 1979. Box. Good. £4

Designer: George Rohrbacher. No. players: 2-6. Country: American, Duration: 2 hrs, Desc. by Andy.

Players acquire plots of land and plant a variety of crops in the hope of getting a good return come harvest. However, with each harvest comes the unavoidable costs of farming (fertilizer, equipment breakdown, purchasing new seeds, etc.). Players move their pieces around a track and the spaces drive the game.  The first player who has a total net worth of $250,000 wins the game. Assets tokens are actually peelable and can be stuck onto a player's fields during the game.

 

The Games Quarterly Catalog. Published by Matthews-Simmons Marketing. Book.

Author: Unknown. Country: American, Desc. by Andy.

This is a catalog listing all the games currently available to U.S. Retailers through U.S. Distributors at the time of going to press.  Potentially very useful for games collectors.

Summer 1995. Good. £0.75

Fall 1996. Good. £0.75

Winter 1996. Good. £0.75

Summer 1997. Good. £0.75

Fall 1997. Good. £0.75

 

The Great Downhill Ski Game. Published by Waddingtons. 1970. Box. Good, but 2 corners taped. £6.50

Designer: Nancy Greene. No. players: 1-4. Country: British, Duration: 30 mins, Desc. by Andy.

Tile laying game in which the tiles show the tracks left by a skiier heading down the mountain.  The game is played on a gridded board, but with trees dotted about making it look a little like a snowy mountainside. Players score points for each tile played as part of their trail, and also get a bonus for being the first to reach the bottom of the slope.

 

The Hobbit Jigsaw. Published by Express Gifts. 1999. Box. Good. £5

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

1000 piece jigsaw puzzle. The picture is a complex and attractive piece of artwork incorporating portraits of the dwarves, small pictures of various scenes from the book, inc. Smaug, along with a central section showing Bilbo's encounter with Gollum.

 

The Legend Of The Lone Ranger. Published by Milton Bradley. 1980. Box. Good. £6.50

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

Special notes: Box corners taped but contents unpunched

TV related, with a very unusual insert that is part of the game because it is, in effect, an adjustable 'Wanted Posters' display board and keeps track of the current reward on offer. Players travel the board looking for Bad Bob, Mean Gene and other notorious outlaws.  Play involves collecting wanted posters and confronting outlaws.  Each time an outlaw escapes capture the reward on his or her head is increased making it more profitable to go for them.

 

The Manager. Published by Glenhope. 1990. Box. Good. £4

Designer: Terry Venables & Paul Riviere. No. players: 2-4. Country: British, Desc. by Eamon.

Mammoth soccer management game, genuinely co-written by Terry Venables, the only English player to have played soccer at every level possible for his country, starting with English schoolboys and right the way up to a full international. Players budget to buy players, etc. and enter competitions like the FA Cup. The winner is the richest player at the end, not necessarily the most successful on the pitch. Terry Venables, Gary Lineker and Paul Gascoigne are pictured on the lid.

 

The New Book Of Games. Published by Syndicate Publishing Co. Ltd. ca.1955. Book.

Good, but corners show some wear. £5.50. Author: Unknown. Country: British, Desc. by Andy.

Special notes: Dice and playing pieces are missing.

Hardback, 28x20cm, 30 pages. An unusual antique item which has some very thick card pages which fold flat to form a board, and some regular pages.  The book contains boards for: Football, Test Match, Air Race, Draughts, Ludo, Snakes & Ladders, Riding The Ranges.  As well as rules to these games there are also a selection of party games and activities described and some magic tricks and puzzles too. Originally came with some dice and playing pieces.

 

The Pan Book Of Card Games. Published by Pan. Book. 2 copies available:

1) 1960. Good. £2.25     2) 1973. Good. £2.25

Author: Hubert Phillips. Country: British, Desc. by Andy.

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

 

The Phoenix Dictionary Of Games. Published by Phoenix House Ltd. Book. Several editions available:

1) 1953. Good, but some pages show speckling. £3

2) 1954. Excellent. £5. This edition has 487 games, and is 328 pages long.

3) 1961. Excellent, but dustcover shows some wear. £4

Author: J B Pick. Country: British, Desc. by Andy.

Hardback, 21x13cm, 318 pages.  Indoor and outdoor games reference book with the rules to 458 games. The sections are divided into Outdoor Games (Full dress, Informal, Race & Romp, Tag & Tug, Tool & Toy), Covered Court Games, Gymnasium Games, Indoor Games (Board & Table Games, Card Games, Parlour Games, Pencil & Paper Games, Word Games).

 

The Play-It Book. Published by Rand McNally & Co. 1928. Book. Good but covers detached (but present). £4

Author: Jean Hosford Fretwell. Country: American, Desc. by Andy.

Softback, 25x20cm, 47 pages.  Written by a former physical education teacher, the writer wants to ensure that the new generation of children aren't idle.  The book includes many very attractive 1920's illustrations of the games and activities described. These fall into the following categories Play-Lot Days (7), One Day On The Sidewalk (8), A Rainy Day (10), A Day In The Woods (10), A Summer Day On The Lawn (7), One Day At The Beach (10), A Picnic Day (9), Days In Bed And Afterwards (9).  Nice item.

 

Throneworld. Published by TimJim. 1997. Box. Good. £29

Designer: Tom Lehmann. No. players: 2-6. Country: American, Duration: 4 hrs, Desc. by Andy.

Interactive space wargame. Players try to hold a set number of worlds for one complete turn to win, and is set in the same universe as Time Agent.  Players each control an alien race with intentions on building a galactic empire.  Players build their fleets, improve their technology and send out fleets to take control of new worlds. The game uses action chits which will give you added bonuses to anything you do when played, so they need to be used carefully. The Throne World is the key to victory as it counts as 6 worlds, which is a major step towards victory.  Combat is fast and furious and dice based.

 

Touch And Feel. Published by Lagoon. 1993. Box. Good but box shows some wear. £2

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

Rather like Twister except that rather than playing on a large mat, coloured stickers are stuck to various parts of each player's body. The very large wooden dice is rolled and the current player must now make a part of their body touch someone else's sticker of that colour.

 

Tribond. Published by Patch Products Inc. 1998. Box. Good, 1 corner taped. £5

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

Family game in which players or teams of players try to spot the common element between three things listed on cards.  The cards come in various categories: Entertainment, Sports & Recreation, Academics, Riddles & Wordplay.  Identifying the thing in common is rewarded by movement around the board and landing on an opponent's playing piece results in a challenge round.

 

Triple Match. Published by Spears. ca.1980. Box. Good. £3

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

Players shake a novel 'pattern indicator' essentially a 3x3 grid into which 3 balls will fall at random, and then place 3 marbles onto their 5x5 grid in the pattern shown.  If they are unable to place all 3 because of previous placements then the turn is missed.  This continues until one player has placed all 24 of their marbles or it is clear that neither player will be able to play any more.  Whoever managed to place the most wins.  Nice game.

 

TSR Master Catalog 1993 - Collector's Edition. Published by TSR. 1993. Book. Excellent. £3

Author: Unknown. No. players: -. Country: American, Desc. by Andy.

Hardback, 28x22cm, 96 pages.  Originally produced as a special promotional version of their product catalog, this is now  a valuable resource for collectors of D&D items. As well as having full colour pictures of all the TSR products of the time there are also detailed descriptions of each item, introductions to D&D and AD&D, lots of very attractive artwork (inc. some full page and even double page spreads), and introductions to the various game worlds (Al-Qadim, Dark-Sun, Ravenlloft, Greyhawk, Spelljammer, and Forgotten Realms), as well as other games such as Amazing Engine, Buck Rogers, and Gamma World.

 

Tune Din. Published by Marino Games. 1988. Box. Good. £1

Designer: Unknown. No. players: 2-6. Country: American, Desc. by Eamon.

Fun trivia type game, based on music. Has the unusual feature that you can 'play' tunes on a Kazoo for the others to guess the title.

 

Twixt. Published by 3M. 1962. Box. Good. £8

Designer: Alex Randolph. No. players: 2 or 4. Country: British, Duration: 30 mins, Desc. by Andy.

Subtle abstract game, beautifully produced with three dimensional pieces which link across the board.  The board is just a grid of holes, but into these are plugged little sticks, and when two of your sticks are a chess knight's move apart you can put a connector between them.  The objective is for one player to try to join the E-W sides with their connectors and the other player tries to connect N-S.

 

Uno. Published by Waddingtons. 1989. Box. Good. £1

Designer: Unknown. No. players: 2-10. Country: British, Duration: 30 mins, Desc. by Andy.

Special notes: Original rules missing - copy provided

One of the most well known family card games.  Players try to get rid of their hand of cards by playing a card which matches the current card in either colour or number.  There are also special cards which change the direction of play etc. If a player is unable to play they must draw instead.

 

Vampire - The Masquerade: Mood Music CD. Published by Orion Design. 1999. CD Case. New. £5

Designer: Bart Dijkman. Country: American, Desc. by Andy.

This isn't a game or RPG supplement, but a music CD.  However, it has been written specifically as mood music for a Vampire - The Masquerade role playing session. The music is instrumental only and uses synthesisers, guitars and drums to produce a sinister background mood.  It should be suitable background for any gothic horror type of gaming.

 

Venedig. Published by Amigo. 2007. Box. Excellent. £24

Designer: Klaus Jürgen Wrede. No. players: 2-5. Country: German, Duration: 1 hr, Desc. by Andy.

Players are founding the city of Venice, and start with a swampland.  Individual areas are dried out and then buildings can be built on this new land.  The game uses cards to indicate the buildings which can be built, and the shape of dry land (and / or water spaces) needed to build it.  Several cards need to be played out before a building can be built, and generally this will be done by several players, in which case only one of them will be the master builder and will get full VPs, while the others will get less. Attractive chunky wooden buildings.

 

Verover Je Markt. Published by Flint Ink. 2001. Box. New. £10

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

Promotional business game in which the players all try to control the Dutch market for ink products. Each player has access to raw materials, quality control, quality products and distribution.  Each of these is represented by four square tiles. Players use dice and positional dobbers to determine where they can place tiles onto the board.  The objective is to get matching groups of four tiles of your colour onto the board.  They are then secure and represent successful penetration of a market segment. When a player manages to claim all five of their market segments they win.

 

Viking Fury. Published by Ragnar Brothers. 2004. Box. New. £22

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

Game that spans the time of the Viking Sagas. The Norsemen raid, trade and settle the known and unknown territories of the northern hemisphere, with the objective of accumulating the most gold.  The game includes an A1 size cloth map, a deck of 4-colour cards and wooden and plastic playing pieces.  There are lots of different ways to gain victory points but working out which will be more efficient in your situation, and when you should interfere with other players makes it interesting. Limited print run of 500.

 

Voltron. Published by Parker Bros. 1984. Box. Good. £2

Designer: Unknown. No. players: 2-5. Country: Canada, Duration: 20 mins, Desc. by Andy.

Special notes: Box edges show some wear, and one corner taped.  Some of the standup cardboard pieces are creased, but still usable.

Based on a US Children's TV program in which the Voltron Force of good guys in space suits have to find the keys to form Voltron, who is powerful enough to best the Robeast!  There are two versions of the game, one for beginners and one more advanced. The game involves some memory work as a board of face down tokens gets explored, and nasty surprises get turned face down after discovery, but useful weapons and the all important keys can be found too.  Loads of standup cardboard pieces, including two huge ones which are used on the separate battlefield board.

 

Warlock. Published by Games Workshop. 1980. Box. Good. £15

Designer: Bob Connor. No. players: 2-6. Country: British, Duration: 90 mins, Desc. by Andy.

Each player is a wizard and players challenge each other in magical battle.  This is done with spell cards, which there are 128 of with lots of variety. Each wizard is good or evil and this will affect spell costs.  Magical energy is used up when casting spells and when defending against them, as well as recovering if a spell could not be defended against.  Players drop out one by one when their energy runs out until only one Wizard remains - the new Warlock.

 

Waterloo. Published by Avalon Hill. 1962. Box. Good. £8

Designer: Lindsley Schutz. No. players: 2. Country: American, Duration: 2.5 hrs, Desc. by Andy.

First edition of the classic introductory Napoleonic war game, a simulation of the Battle of Waterloo, 1815. In the white, flat box, with Napoleon on the cover. The rules are 5 pages long, with 3 more pages of notes and examples.

 

Waterloo. Published by Treefrog. 2009. Box. In shrink. £27

Designer: Martin Wallace. No. players: 2. Country: British, Duration: 3 hrs, Desc. by Andy.

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

 

Wild Flower Sevens. Published by Pepys. ca.1960. Box. Good. £8

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

Special notes: The box shows a little wear, but otherwise very nearly Excellent

Card game, 44 cards featuring families of wild flowers in 4 suits of 11 (Marshland flowers, etc.). The game is based on the playing card game Sevens. The illustrations of the flowers are fabulous, in colour and quite detailed.

 

With Sword And Shield. Published by Three Crowns Game Productions. 2008. Box. In shrink. £17

Designer: Stefan Eksroem, Goeran Bjoerkman. No. players: 2-6.

Country: Swedish, Duration: 40 mins, Desc. by Andy.

Card game (all in English) in which the players melee against each other, with the objective being to be the first to score 5 hits.  The cards depict a variety of sword and shield manoeuvers each with their own strengths and weaknesses.  Very attractively produced.

 

Wyatt Earp. Published by Rio Grande Games. 2001. Box. In shrink. £11.50

Designer: R Borg & M Fitzgerald. No. players: 2-4. Country: American, Duration: 50 mins, Desc. by Andy.

Card game, set in the Wild West. Earn rewards by capturing the likes of Jesse James and the Sundance Kid. Very nicely presented rummy style game which is a sort of cousin to the Murder Mystery Rummy games series, and thus comes with a number of twists to make it interesting.

 

And now for some books…


 

Book Title

Publisher

Author

Year

Type

Size (Cm)

Pages

 Condition

Price

The Pan Book Of Card Games

Pan Books

Hubert Phillips

1978

Soft

18x11

335

Good. 24th printing

£3

The Complete Book Of Card Games

Magna Family Library

Unknown

1994

Hard

19x13

249

Excellent

£3

Man At Play - Nine Centuries Of Pleasure Making

Frederick Warne & Co

John Armitage

1977

Hard

24x16

192

Good

£2

The Children's Book Of Games, Puzzles And Pastimes

Odhams Press

Various

~1960

Hard

25x18

192

Good

£4

Educational Toys In America: 1800 To The Present

Robert Hull Fleming Museum

Karen Hewitt, Louise Roomet

1979

Soft

24x21

141

Good

£6

Batsford Chess Openings 2

B.T. Batsford

Gary Kasparov, Raymond Keene

1989

Soft

24x17

413

Excellent

£4.50

Games In The Primary School

Unibooks

R.M.Lenel

1970

Soft

21x14

160

Good

£2.50

The Complete Card Player

Jarrold & Sons

Albert A. Ostrow

1949

Hard

22x15

771

Good

£7

The Rules And Principles Of Auction Bridge

Longmans, Green & Co.

Bascule

1911

Hard

16x12

178

Good

£12

Everybody's Book Of Indoor Games

Saxon & Co

W.H. Howe

~1893

Hard

14x10

186

Good

£12

Cassell's Book Of Sports And Pastimes

Cassell & Co.

Unknown

1896

Hard

21x16

975

Good, but a little discolouring of fly pages, spine is a little delicate

£8

Chess And How To Play It

Universal Publications Ltd

B. Scriven

1939

Soft

17x11

90

Good

£4.50

Culbertson's New And Complete Summary Of Contract Bridge

Faber & Faber

Ely Culbertson

1954

Hard

15X11

64

Good,
‘New’ edition

£2.50

Know The Game: Chess

Educational Productions

Unknown

1954

Soft

13x20

40

Good

£0.75

The Complete Patience Book

Richards Press

Basil Dalton

1948

Hard

17x11

256

Good

£5

Scarne On Cards

Signet

John Scarne

1965

Soft

18x11

433

Good

£8

Canasta In 20 Minutes

Eyre & Spottiswoode

Harold Thorne

1950

Soft

16x11

40

Good

£2.50

Contract Bridge In 20 Minutes

Eyre & Spottiswoode

Harold Thorne

1934

1949

Soft

16x11

56
42

14th Ed – Good.

19th Ed – Good

£1
£1

Spiel '92 Taschenbuch

Friedhelm Merz Verlag

Rosemarie Geu

1992

Soft

15x11

770

Good

£2

Spiel '93 Taschenbuch

Friedhelm Merz Verlag

Rosemarie Geu

1993

Soft

15x11

790

Good

£2

 

 

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