MNG-AJM Games and Collectibles

 

May 2010 Catalog

 

6 Billion. Published by Board Not Bored Games. 1999. Box.  2 copies available:

1) Good, 1 corner shows wear. £5        2) Good. £6

Designer: David A Coutts. No. players: 2-5. Country: Australian. Duration: 2 hrs.

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

 

A Book On Casino Blackjack. Published by Van Nostrand Reinhold. 1982. Book. Good. £9.50

Author: C. Ionescu Tulcea. Country: American.

Softback, 23x15cm, 130 pages.  This book describes the rules of Blackjack as played in casinos, and then describes the basic betting strategy for good play in order to minimise the casino's edge.  The Main-Count system is detailed to allow a card counter to gain an edge on the casino. The 99 Count and Adjusted Count systems are also described. Finally there is a chapter with useful information for anyone who intends to try to put all this into practice in a casino.

 

Adel Verpflichtet. Published by F X Schmid. 1991. Box. 2 copies available:

1) Good. £11         2) Excellent. £12

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

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

 

After Dinner Origins. Published by Jordans Games. 1988. Box. Good, but edges show wear. £1.25

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

Players take turns to read out three possible origins of well known phrases or customs (such as why we say "The Bee's Knees", or how saluting started), and the other players guess which is the correct one.  Points are scored for guessing the correct origin.  The game comes in a box which looks very much like a box of After Eight Mints, and the cards come in After Eight style wrappers!  There are 60 cards with 5 sets of origins on each card.

 

Air Force / Dauntless Expansion Kit. Published by Battleline. 1978. Box. Excellent - unpunched. £5

Designer: S. Craig Taylor Jr.. No. players: 1+. Country: American.

Expansion Kit for Air Force and / or Dauntless (you can use it with either of these games).  This expansion includes 400 counters for additional aircraft, a counter tray, and thirty new aircraft data cards.  The new rules give ship characteristics for roughly 50 ships, various new advanced and optional rules, play by mail rules and a solitaire dogfight scenario, air-to-ground combat, different bombing techniques etc.

 

All The King's Men. Published by Parker. 1979. Box. Good. £0.75

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

Good abstract game, with chess-like pieces, but a novel movement system - each space indicates a number of different directions the piece on it can move in. Large attractive playing pieces moulded in the shape of soldiers and the king. Made in Britain as Take The Brain.

 

Andromeda. Published by Rio Grande. 1999. Box. Excellent. £14

Designer: Alan R Moon. No. players: 3-5. Country: American. Duration: 1 hr.

Graphics by Doris Matthaus. Very interactive, as players attempt to trade with a new galaxy. The game is about trading for sets of cards and using them to upgrade spaceships and trying to gain control of the various planets. While skill and judgement will help there is a randomising mechanism which resolves success in taking over a space port, but which does make it more likely you will win the more effort you put in. The game also uses an interesting card trading mechanism between the players.

 

Arktia. Published by Murmel. 2008. Box. In shrink. £17.50

Designer: Stefan Koegl. No. players: 2-4. Country: Swiss. Duration: 30 mins.

Abstract game which has been set on a distant ice moon.  The players use wooden rings and disks to construct an outpost consisting of research and residential sections.  The action takes place on a board made from hex tiles, which can be removed during the game.  The idea is to control as many tiles as possible.

 

Asterix: Operation Britain. Published by Hodder & Stoughton. 1992. Book. Excellent. £4

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

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

 

Atlanteon. Published by Fantasy Flight. 2003. Box. In shrink. £10

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

Attractive tile laying game in which the undersea city of Atlanteon is being attacked. Players vie for control over three vital buildings in the city, as well as trying to ensure a safe location for their king. There are several ways to win, so you have to watch your opponent's plans carefully. The tiles placed represent underwater warriors, mages and beasts of varying strengths, which help control the spaces around them. This was originally published as Revolution, but with a different theme. Neat game.

 

Auf Achse. Published by F X Schmid. 1991. Box. Good, but corners taped. £11

Designer: Wolfgang Kramer. No. players: 2-6. Country: German. Duration: 90 mins.

Excellent route planning and delivery game. Players drive their delivery trucks up and down Germany and neighbouring countries, competing for contracts which come up at auction.  Very nice lorries and goods to put on them. I also have some house rules to reduce the luck of the dice used for movement, which adds to the skill level quite a bit, making it a game I can highly recommend.

 

Ave Caesar. Box. 2 editions available:

1) Published by Pro Ludo. 2006. In shrink. £17.50. Second edition.

2) Published by Ravensburger. 1989. Good. £33. Original edition.

Designer: Wolfgang Riedesser. No. players: 3-6. Country: German. Duration: 30 mins.

Great fun light race game in which the players have to manoeuvre their chariots around the course as efficiently as possible while also trying to get in the way of other chariots, ideally forcing them to go around the outsides of bends, and possibly run out of movement cards before they reach the finish.  After either the first or second lap a pit stop must be made in order to hail Caesar - failing to do this will get you speared come the end of the race.  Very popular game and good fun. Recommended.

 

Battleship. Published by Milton Bradley. 1995. Box. Good. £3.75

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

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

 

Bells Of War. Published by Silly Space. ca.1995. Box. Good. £7.25

Designer: Remi Duval, Marc Fournier, Philippe Lamontagne, Louis Nadeau.. No. players: 2. Country: Canadian.

Ambitious attempt to repeat the success of Axis and Allies. Stacks of counters and money, as you simulate WWII on a grand strategy scale. Major additions compared to Axis and Allies include more unit types, rail movement, petrol production, neutral armies and military leaders.  The rules come in 3 levels, the most basic being similar to Axis & Allies, and the most complex a great deal more complicated and will take a lot longer to play too when everything is added in.

 

Blast!. Published by Waddingtons. 1988. Box. Box shows wear. £2

Designer: Family Games. No. players: 2-7. Country: British.

Dice and card game.  Players roll two dice (one normal, one special) and whoever has a card that matches the roll plays the card to the table.  Should the card already be on the table an action card is drawn and played which gives the current player choices generally involving taking another player down a peg or two. Note this is nothing like 'Blast Off!' by the same company.

 

Bluff. Published by F X Schmid. 1993. Box. Good. £13

Designer: Richard Borg. No. players: 2-6. Country: German. Duration: 20 mins.

A nice version of Liar's Dice. An excellent dice game which requires considerable skill and judgement to play well.  The idea is that each player starts with 5 dice which are rolled secretly and kept hidden under a cup. Players then make increasing bids on what they think will be on the dice under all the cups (eg. eight 4's).  If a player does not want to up the bid then the previous bid can be called, and the dice are shown. Getting it wrong will lose you dice. Bluff won the German Spiel des Jahres in 1993. Highly recommended.

 

Perudo. Published by Parker. 1994. Box. Good. £8

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

A different version of Bluff (see above), with some slightly different rules, but you could play either set of rules with either game…

 

Bohnanza. Published by Amigo. 1997. Box. In shrink. £6.50

Designer: Uwe Rosenberg. No. players: 3-5. Country: German. Duration: 1 hr.

Special Notes: Jubilee edition in a metal box.

Card game, 110 attractive cards representing different types of bean. Players attempt to collect sets of beans to plant in their fields and then harvest them for money.  However, things are not that simple as the order of cards in your hand is fixed and you can only play from the front.  However, players can trade beans they don't want with other players, and getting good deals and making the best of what you have is the core of this game.  This was a revolutionary card game when published. Recommended. It was on the nominations list for the German Spiel des Jahres in 1997.

 

Bohnanza - Al Cabohne. Published by Amigo. 2000. Box. 2 copies available:

1) Excellent. £3.75     2) In shrink. £4.25

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

A 1 or 2 player card game derived from the highly popular card game Bohnanza, the bean trading game.  In this game the player or players compete in their bean trading with the Bean Mafia, who can potentially win the game instead of a player. You do not need a copy of Bohnanza to play. Game play is similar to Bohnanza - collecting sets of beans which are planted in beanfields - but with some additions and differences which mean that quite a few cards get given to the Bean Mafia.

 

Bohnanza: High Bohn. Published by Amigo. 2000. Box. Excellent. £5

Designer: Uwe Rosenberg, Hanno Girke. No. players: 1-2. Country: German. Duration: 1 hr.

Expansion for Bohnanza with a wild west theme.  Additional cards representing buildings are provided which can be purchased, and give special abilities - a different ability depending on which type of bean was cashed in to pay for it.  The buildings are worth points at the end of the game too.  There is also an expansion for the 1-2 player Al Cabohne game.

 

Bohnanza: La Isla Bohnita. Published by Amigo. 1998. Box. Excellent. £4.50

Designer: Uwe Rosenberg. No. players: 2-7. Country: German. Duration: 90 mins.

Expansion to the popular card game Bohnanza. This expansion takes bean trading to sea. Firstly there are a couple of new types of beans you can add to your games, as well as ships which you can harvest your beans onto in order to sell later, after collecting more beans from La Isla Bohnita.  Pirate ships can also be bought and used to raid opposing players.  This expansion also has rules for a 2 player version of Bohnanza.

 

Bridge Keno. Published by Chad Valley. ca.1955. Box. Good. £3.75

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

Note: The box is just a few small marks off being Excellent, which makes it exceptionally good condition for its age

Playing card Bingo, with some additional ways to score and variants included.  Each player has a 5x5 board with each space showing a playing card.  A deck of playing cards (not supplied) is shuffled and the cards called one at a time.  The first player to form the agreed upon pattern wins.  The game is undated, but states that Chad Valley are the sole licensees for the game for the British Empire, excluding Canada.

 

Capital Adventure. Published by Capital Games. 1986. Box. Good. £2.25

Designer: Michael K Lorrigan. No. players: 2-4. Country: British. Duration: 45 mins.

Very large box geographical trivia game.  Players race their way around the world answering questions to get money to pay for air fares.  Various obstacles and dangers (in the form of event cards) will be met along the way.  Can be played in teams as well.  The box is large and heavy (loads of question cards) and the board a nearly 4ft long map of the world.  This is the original (pre Mattel) version.

 

Capitol. Published by Schmidt. 2001. Box. Excellent. £17

Designer: Alan R Moon & Aaron Weissblum. No. players: 2-4. Country: German. Duration: 1 hr.

A game of city building with stacks of wooden components. Players build buildings of different sizes off the board and use cards to place them on the board where they are then considered complete. Players can improve the location of their buildings by winning auctions and placing temples, amphitheatres or fountains in their zone. During the game and at the end the various zones are scored according to who has the biggest buildings. However, clever placement rules make sure it is never easy to assure you will have control of a zone.

 

Caprice. Published by Gold Sieber. 1999. Box. In shrink. £9.50

Designer: Rotgers U Bolten. No. players: 2-4. Country: German. Duration: 20 mins.

Strategy game with wooden pieces and a wooden board. The large wooden pieces are used to form towers on the board, with players being able to introduce a new piece each turn, and then move a piece already on the board. Players start with secret cards showing target shape combinations which they will score points for if they manage to achieve them at the end of the game, thus you may be able to work out what your opponents are aiming for and hinder them.

 

Cartino. Published by Ravensburger. Box. Two editions available:

1) 1969. Good. £3.75.       2) 1974. Good. £5.75. Comes in a hard wearing linen covered box.

Designer: D.F.Oudolf. No. players: 2-6. Country: German. Duration: 45 mins.

Attractive game using wooden tiles to represent some of the cards from two decks of playing cards. Players play their cards on to a well designed board, which looks like a tableau of playing cards laid out for a game. Each space on the board can accommodate two identical tiles.  Players have a hand of 5 tiles and may play any number in their turn, but only from one suit.  Tiles played score for any adjacent occupied spaces, so holding back for tactical advantage would seem to be an important part of gameplay.  Nice item.

 

Challenge Bridge. Published by 3M. 1972. Box. Box shows wear. £10

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

Special Notes: Cards are very well used - still usable though

The best-ever simulation of Duplicate Bridge, letting you play Duplicate in your own home, yet score against 13 other pairs who have played the same hand. 100 deals, all analysed by Oswald Jacoby. Bookcase edition.

 

Championship Boxing - 31/8/85 Ratings. Published by Lambourne. 1986. Packet. Excellent. £2

Designer: Terry Goodchild. No. players: 1-2. Country: British.

Expansion for the statistical boxing game.  Over 500 boxers rated for use with Championship Boxing.  You need to have the base game to make use of this.

 

Cheers And Tears. Published by John Waddington Ltd. 1963. Box. Good. £2.25

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

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

 

Cleopatra And The Society Of Architects. Published by Days Of Wonder. 2006. Box. Excellent. £24

Designer: Bruno Cathala, Ludovic Maublanc. No. players: 3-5. Country: American. Duration: 75 mins.

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.

 

Cosmic Eidex. Published by Abacus Spiele. 1998. Box. In shrink. £2.25

Designer: Avory & Quaife. No. players: 3. Country: Gemany. Duration: 1 hr.

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

 

Countdown. Published by Britannia Games. 2005. Box. Excellent. £2.25

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

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

 

Cyberspace - Death Game 2090. Published by Iron Crown Enterprises. 1990. Booklet. Good. £0.75

Author: W.G.Armintrout. No. players: 2+. Country: American.

Adventure module for the Cyberspace roleplaying game. This module allows you to run a linked series of adventures based around the Uniqorn Qlub, a place  which features the latest in ActiStim technology - the Death Game of the title. This module is subtitled Cyberventure Mission File #2, but you only need the CyberSpace rules in order to play.

 

Das Amulett. Published by Gold Sieber. 2001. Box. Excellent. £16

Designer: Alan Moon & Weissblum. No. players: 3-6. Country: German. Duration: 1 hr.

Special Notes: Includes a set of colour printed and laminated English spell cards

Players try to collect jewels to complete their amulets.  This requires 8 jewels or only 7 if they are all different. Magic spell cards which give the owner major advantages are auctioned off using energy stones, and the more used to win the bid the longer the spell will last, but the less energy stones the player will have left to purchase other spells.  Players obtain metal cards which are used to purchase the jewels players need to win.  The board shows different regions around which the players move in order to obtain their jewels. To win players need to position themselves well on the board and buy cards whose powers combine effectively.

 

Der Dieb Von Baghdad. Published by Queen Games. 2006. Box. In shrink. £11

Designer: Thorsten Gimmler. No. players: 2-4. Country: German. Duration: 45 mins.

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

 

Der Herr Der Ringe - Die Entscheidung. Published by Fantasy Flight Games. 2001. Box. Excellent. £9

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

Special Notes: All cards and playing pieces have been pasted up in English to ease play.

Lord of the Rings themed, somewhat Stratego-like, game in which each player controls 9 characters in a battle for dominance in Middle Earth. The characters each have special powers and combat is resolved not only by comparing the characters involved (which have battle strengths and special power texts), but also by the play of action cards which give special abilities and boost battle strengths. The Fellowship player tries to sneak Frodo through to Mordor unstopped while the Sauron player tries to kill Frodo or obliterate The Shire.

 

Die Pyramiden Des Jaguar. Published by Kosmos. 2002. Box. In shrink. £9

Designer: Gunter Burkhardt. No. players: 2. Country: German. Duration: 30 mins.

Card game in which the players take it in turn to offer their opponent two cards (numbered 1-40), and their opponent takes one and adds it to their pyramid structure and the remaining card is added to the offerer's pyramid.  The pyramids are shown on a board and the numerical ordering of the cards in the pyramid is vital.  If a player has to place a card onto another card because the ordering provides no gap, then this is permitted but is undesirable.  The round ends when a player completes his pyramid and gets a bonus for doing so.  A very clever tactical game which is based on the earlier game Pacal.

 

Disorderly Conduct The Game. Published by Western Publishing. 1993. Box. Good. £2.25

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

Special Notes: Box slightly indented due to stacking, base has a tape removal mark, and 1 corner taped. 1 of 160 cards is missing, but this does not affect play.

Party game intended for young adults.  The players split into a team of girls and a team of boys and each team moves their playing piece around the board and acts on the spaces they land on.  These often require that a 'dare' card is drawn and so someone will have to perform an embarrassing dare, sometimes involving a player from their own team and sometimes with someone from the other team. Players can refuse a dare, but then they get a stamp - two stamps and that player becomes the other team's 'party slave'.  The box and board feature snapshots of a group of male and female actors playing the game, making it look rather like a scene from the series 'Friends'.

 

Distant Seas. Published by Distant Seas. 1992. Box. Good. £14

Designer: Vernon Paul Rood. No. players: 2-4. Country: American. Duration: 2 hrs.

Privately made trading ship game. Three versions of the game cover the periods of sailing ships, steam ships and modern merchant ships. Players own ships and sail them on a map of the world to pick up cargo and deliver it for points to its required destination.

 

Dominion. Published by Rio Grande Games. 2008. Box. In shrink. £29

Designer: Donald X. Vaccarino. No. players: 2-4. Country: American. Duration: 30 mins.

The hit game of Spiel 2008.  Essentially a card game in which players start with the same 10 cards, and each turn use 5 cards to perform actions and buy new cards which get added to their deck for future use.  The cards bought can either provide additional money to spend or allow a wide variety of actions, most to help yourself, but some to hinder your opponents or protect against such attacks.  Some cards give VPs but do nothing else and so clog up your deck, but without them you won't win. Cleverly the set includes 25 sets of different action cards only 10 of which are used each game, so that every game you will have a different mix available to keep the game fresh and challenging.  Highly recommended.

 

Drachen Delta. Published by Euro Games. 2000. Box. Good. £12

Designer: Roberto Fraga. No. players: 2-6. Country: French. Duration: 45 mins.

German version of Dragon Delta.  Players race to cross the delta to their home village by placing stones and planks and moving across them. Card play is simultaneous, with players choosing cards from a wide selection of actions such as: laying stones to place planks on, laying planks on stones, moving various amounts, removing a stone or plank from a critical location, or forfeiting your action to hinder an opponent.  While the game is somewhat chaotic, planning is possible, and keeping your options open is always good.  I have a couple of house rules and clarifications too.  Recommended, and works especially well with 5 or 6 players.

 

Drachenfels. Published by Schmidt Spiele. ca.1995. Box. Goodish!. £11

Designer: Alex Randolph, Leo Colovini. No. players: 2-4. Country: German. Duration: 60 mins.

Special Notes: Missing original German rules, although an English translation is supplied. The box is whole but one side is discoloured, and there is a 5cm slice

Fantasy board game with some astoundingly good bits, which include a large plastic castle and 4 sets of dragon cliffs, 4 wooden dragons, 4 wooden princesses, 4 wooden knights with attachable sword and shield and 4 large bendable rainbows!  The idea is that each player has a knight and must first get to the King's castle using a rainbow bridge, and once equipped seeks out his princess who has been abducted by a dragon. Game play involves playing cards to move around the board and also playing various magic spells to manipulate the bridges and rainbows or hinder other players.  Little known game by these two well known designers.

 

Dune. Published by Parker. 1984. Box. 2 copies available:

1) Good but some tape removal marks. £12.50       2) Good. £13

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

Based on the epic S.F. movie, this is different to the Avalon Hill game of the same name. The character cards feature photos of the stars from the film and show the starting strength and guile of the characters. Players move around the outer desert spaces to gain money or harvest spice or can move around the inner castle spaces to build up strength.  Spice can be used to buy equipment cards, spice harvesters, or enhance your guile.  Commodity markets can also be invested in and will pay out now and then. Uses eight and six sided dice.

 

Dungeons & Dragons: The Fantasy Adventure Board Game. Published by Parker. 2003. Box. Good. £17

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

Big box fantasy adventure boardgame with many similarities to Heroquest. One player is the Dungeon Master, and controls the monsters using one of several setups detailed in a booklet, and the other players are adventurers who must cooperate in order to defeat the monster and traps they encounter in the dungeon and complete their mission. The game uses many dice, chits, 40 plastic figures, cards etc - great components.

 

Durch Die Wüste. Published by Kosmos. 1998. Box. 2 copies available:

1) In shrink. £15        2) Excellent. £13.50

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

Superb game, and in my opinion one of Herr Knizia's very best!  Players play pastel coloured camels onto a hex gridded board showing a region of desert, but there is always far more to do than you are able to in one turn.  Players try to make chains of their camels connect to oases, collect points for smaller waterholes, isolate sections of desert for themselves and also try to have the largest caravan of each colour.  All of these score points, but deciding which methods to go for is hard, and deciding which is most urgent is harder still.  Highly recommended.

 

El Grande. Published by Hans Im Gluck. 1996. Box. Good. £20

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

Special Notes: Includes English action cards, and English expansions: Intrigue & The King, Grand Inquisitor & The Colonies, Grandissimo

Brilliant game, which was German Game of the Year 1996. The players vie for control of areas of medieval Spain, in order to score victory points for having the majority of caballeros at the three census points during the game.  The game is driven by action cards, of which five are available each round and each player will get to select one.  The more powerful actions allow fewer men to be added to the board, whereas the weaker actions allow more men to be placed.  Players also have to play cards to determine player order (and thus the chance to get needed action cards) each round.  Various other excellent mechanics combine to make this a classic.  Highly recommended.

 

Emira. Published by Phalanx. 2006. Box. New, but small mark on lid. £13

Designer: Liesbeth Vanzeir, Paul Van Hove. No. players: 3-5. Country: German. Duration: 2 hrs.

Special Notes: German edition, but English rules and extensive play aids provided.

Entirely politically incorrect game - and a breath of fresh air for that!  The players are Arabian princes who are seeking wives (yes several each).  However, in order to attract wives the princes need to spend time gaining wealth and camels, developing their handsome looks and courtly graces.  Different potential wives seek different attributes, and some will give their husband useful benefits while others may prove to be a burden on one's wealth or scare off other prospective wives...

 

Employee Of The Month. Published by Dancing Eggplant Games. 2004. Box. Excellent. £9

Designer: Alan Moon, Aaron Weissblum. No. players: 2-6. Country: American. Duration: 25 mins.

Card game in which players attempt to become Employee of the Month.  This involves doing favours for your boss while also keeping popular with your co-workers by doing them favours too.  This has to be kept in balance. The main mechanism is auctioning the cards, but the cards available also include Suspicion cards which are best avoided, but will be gained if you focus too much on doing favours for just one of either your boss or your colleagues.

 

Energie Poker. Published by ASS. ca.1979. Box. Good. £50

Designer: Jurgen Herz. No. players: 2-4. Country: German. Duration: 75 mins.

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

 

Flintstones. Published by Edu-Cards. 1961. Box. Good. £0.75

Designer: Unknown. No. players: 2+. Country: American. Desc. by Eamon.

Card game, TV related. Very nice example of early TV merchandising. 32 cards, plus two jokers and a rules card. Cards illustrated in colour, featuring most of the principal characters of the show. Box features Fred Flintstone. The game is a Rummy variant.

 

Flying Carpet. Published by Ravensburger. 1987. Box. Good. £14

Designer: Elke Flogaus & Kurt Feyerabend. No. players: 3-6. Country: British. Duration: 30 mins.

A very nice game with striking graphics. Players must race their flying carpets from one end of the city to the other (and optionally back again).  The board can be set up for an easy or difficult race and the card play and use of special movement tiles requires good planning.  I have a few house rules I will include if you remind me.  You almost never see this English language edition. The German version is called Der Fliegende Teppich. Recommended.

 

Focus. Published by Spears. 1980. Box. 2 copies available:

1) Box shows wear, 2 corners taped. £4      2) Good. £5

Designer: Sid Sackson. No. players: 2. Country: British. Duration: 45 mins.

Focus (aka Domination) is a strategy game in which players attempt to make moves and capture pieces in such a way that their opponent has no possible moves. Players may move a piece or stack of pieces based on the number of pieces that are in the stack. Only the player with the top piece of a stack may move that stack, and when a stack is sufficiently large the bottom-most pieces are removed, and friendly pieces made into 'reserves'. Won the German Spiel des Jahres in 1980.

 

Fore. Published by Scott & Webb. ca.1985. Box. Box shows wear, corners taped. £2.25

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

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

 

GameMaster Magazine. Published by GameMaster Publications.

Author: Paul Cockburn. No. players: 2+. Country: British.

A combination of a 32 page AD&D scenario and a role playing games magazine. Scenario and main articles listed by issue.

Issue 3: In Search Of New Gods. 1986. Excellent. £2.50. The scenario is for characters of level 4-7.  The party takes on a task which the kingdom's most famous adventurer has failed to complete - persuade a neighbouring kingdom to turn away from their New Gods.  Other articles: Defenders of the Faith (AD&D clerics), Pelinor - Armed Encampment (city section details), Moment of Truth (mini AD&D scenario for levels 4-7), News, Letters, Reviews (5 AD&D modules).

Issue 4: The Awakening. 1986. Excellent. £2.50. The scenario is for characters of level 7-8.  The party has been hired to protect a dwarven community while all the warriors go out on a major offensive against some nearby goblins.  However, the duergar take this opportunity to make an attack, and only cunning can defeat them.  Other articles: Race Relations (demi-human mythologies), Pelinor - The Old Wharf (city section details and plot hooks), Red Swords (Oriental Adventures mini scenario), News, Reviews (6 RPG scenarios).

Issue 5: Rod Of Seraillian. 1987. Excellent. £2.50. The scenario is for characters of level 6-8.  The party must travel to a foreign land and search a lost and supposedly long unused temple for a powerful artifact to save it from falling into evil hands.  Other articles: Pelinor - Q&A (a fantasy city series), News, Reviews (Wilderness Survival Guide, Dungeoneer's Survival Guide, D&D Immortal Rules).

 

Games (And How To Play Them). Published by Thomas Y Crowell. 1973. Book. Good. £2

Author: Anne F Rockwell. Country: American.

Hardback, 26x26cm, 44 pages. A colourfully illustrated book of children's party games - some traditional, and some less well known. There are 43 games detailed.  A very useful book for anyone intending to host a children's party or activity session.

 

Games International Batch of 12. Published by Foxray Ltd. ca.1989. Magazine. Good. £22

Author: Brian Walker. Country: British.

This is one of the great games magazines. Each issue is stacked with reviews and includes many game variants. The magazine covers board games, wargames, RPGs and some later issues cover computer games too.  This batch consists of issues: 2, 4, 5, 6, 7, 9, 10, 12, 13, 14, 15, 16. This is the first run of the magazine (they restarted briefly many years later).

 

Gang Of Four. Published by Days Of Wonder. 2002. Box. In shrink. £8.25

Designer: Lee Yih. No. players: 3-4. Country: American. Duration: 40 mins.

Card game, 64 cards in 3 suits with some special cards. This is a 'climbing' game, so in the same family as Tichu and Karriere Poker / The Great Dalmuti.  The idea is that players try to be the first to get rid of all their cards, which is done by playing a higher combination than has already been played into the current trick but of the same type (pair, flush etc).  The special cards add a level of uncertainty and make play more interesting.  While not as deep as Tichu, this would make an excellent introduction to this family of card games.

 

Gargon. Published by Amigo. 2001. Box. In shrink. £6

Designer: Rudiger Dorn. No. players: 3-5. Country: German. Duration: 45 mins.

Card game with 102 cards depicting various fantasy creatures (fairies, dragons, pegasi etc).  The cards are also numbered, and show amulet symbols - more on those with lower numbers. The game is a sort of trick taking game, but with several cards playable at once, and passing is also possible. Each suit of cards played is won separately, and at the end of the game amulets on cards won make points and there are bonuses for the most in each suit. The backs of the cards also show the suits, so these can be seen by everyone.

 

Ghost Stories. Published by Repos Production. 2008. Box. In shrink. £33

Designer: Antoine Bauza. No. players: 1-4. Country: Belgian. Duration: 90 mins.

Cooperative game in which the players are Taoist monks who are all that remains of an ancient order dedicated to stopping the return of the evil Wu-Feng after centuries of imprisonment.  However, now Wu-Feng's minions, a variety of ghosts, undead and other monstrosities are encircling the village and trying to destroy the hidden artifact which keeps Wu-Feng at bay.  The players must use their actions wisely to gain resources and prioritise what needs to be done in order to both keep the ghosts at bay and also be prepared when Wu-Feng's incarnation arrives.  Good game, and wonderful artwork evoking the martial arts horror story theme.  Highly recommended.

 

Gloria Mundi. Published by Rio Grande Games. 2006. Box. Excellent. £19.50

Designer: J. Ernest, M. Schenker. No. players: 2-6. Country: American. Duration: 1 hr.

Unusual board game set as the Roman Empire crumbles.  Goths advance from the north, and the players take the roles of influential families who try to stay as far from the Goths as possible.  This is done by managing a variety of farms, legions and cities and using them to your advantage.  Each of these resources can be improved, and each improvement provides a different advantage.  Much of the game is spent deciding when and where not to pay tribute to the Goths as their advance is certain, but ideally should be timed so it hurts you little but comes when your rivals are poorly prepared. Unusual feel.

 

Gold Am Yukon. Published by Amigo. 1990. Box. Good. £12

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

Players race to stake claims on gold-mines. Each player has 12 miners who move as a unit (oddly, rather like a snake) around the board until they can encircle a claim. They must leave one to guard the claim and move on to find more gold nuggets elsewhere. Wooden pieces.

 

Gold Und Rum. Published by Asmodee Editions. 2003. Box. In shrink. £9

Designer: Alan Moon & Bruno Faidutti. No. players: 4-7. Country: French. Duration: 45 mins.

Unusual card game with a fantasy army theme.  The cards depict dwarves, undead, goblins, barbarians etc, with some cards being very powerful but either needing a weak goblin to man them (goblin war machine) or not allowing two to be held by the same player (giants).  The first half of each hand involves one player dealing out the cards face up onto a number of piles and the other players then claim piles and play cards to damage piles other players have claimed.  The dealer chooses a player to side with that turn and then four battles are played in which players commit their cards to the battle in two phases, with the winner gaining victory points.


Gran. Published by Ravensburger. 1985. Box. 1 box corner split. £4.25

Designer: Tom Ring. No. players: 3-6. Country: German. Duration: 1 hr.

Fantasy game with nice components. Players are knights who move across the board trying to deliver a magic ring to three cities in order to gain favour in that city.  Players are trying to be the first to gain favour in all cities. During the knights' travels there are various obstacles to overcome and a dragon to be slain before a ring can be obtained. Dice are used to resolve conflicts. Special locations allow obstacles to be placed or moved to clear your route or hinder others. Also published as 'Quest'.

 

Greyhound Race Game. Published by Bob Edes Board Games. 1985. Box. Good. £3.25

Designer: Bob Edes. No. players: 2-8. Country: British.

Greyhound racing and betting game.  Includes 8 plastic greyhound tokens and an oval board.  When betting a variety of bets can be made, including combination bets.  Movement is by dice and cards being drawn on certain spaces.  2 d8s and a d20 are used by the game.

 

Greyhounds. Published by Hans-Im-Gluck. ca.1984. Box. Good. £12

Designer: Bernd Brunnhofer. No. players: 3-4. Country: German. Duration: 90 mins. Desc. by Eamon.

First edition. Wooden pieces, look more like foxes than greyhounds.  A clever race game in which one player acts as bookie and sets the odds for the race after seeing what cards people have chosen to use for the race. Movement of the dogs is controlled by card play in a very original way.

 

GURPS Supers - Deathwish. Published by Steve Jackson Games. Booklet. Excellent. £1.50

Author: Loyd Blankenship. No. players: 2+. Country: American.

Adventure module for GURPS Supers.  Intended for 500 point superheroes.  The characters must investigate odd goings on at and around Deathwish rock concerts from coast to coast of the U.S.

 

Halli Galli. Published by Amigo. 1992. Box. Good. £8

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

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

 

Happy Days. Published by Parker Bros. 1976. Box. Good. £2.25

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

TV tie in game, subtitled Fonzie's Real Cool Game. Players try to be the first to collect 16 Cool Points and then to play their song on Arnold's juke box.  The game is driven by dice, and card play, but also includes a subgame where players challenge each other to a race on the drag strip, with the winner gaining a Cool Point and the loser being deemed a Nerd.

 

Harry Potter Sculpture Puzzle. Published by Character Games Ltd. 1995. Box. Good. £2.25

Designer: Gil Druckman, Danny Herschkovitz. No. players: 1. Country: British.

Special Notes: 1 corner of the box is damaged, but repaired.  One puzzle layer is slightly torn, but is still entirely usable (it won't be seen when complete)

This is an unusual jigsaw.  Rather than regular pieces you get 360 layers of cardboard which you have to put one on top of the other (with a rod in the middle to hold it all together).  These form a 3-D bust of Harry Potter!  The makers say it is equivalent in difficulty to a 1000 piece jigsaw.  It comes with a substantial base which is used to build the puzzle on and also acts as as an attractive display stand.

 

Havok: Skirmish Battle Set. Published by Havok. ca.1998. Box. Good, but box sides creased. £10

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

Special Notes: 1 miniature has a replacement base.

Standalone miniatures wargame. 10 pre-coloured miniatures (2 very big) are provided.  Intended to compete with Games Workshop offerings. Also includes cardboard buildings, special dice and cards. The Karn Empire takes on the Nexus Rebellion - in a very Warhammer 40K type setting, though the rules here are much much simpler (12 small pages).

 

Heads Of State. Published by Eggertspiele. 2008. Box. In shrink. £27

Designer: Peter Hawes. No. players: 2-5. Country: German. Duration: 100 mins.

Special Notes: Z-Man (U.S.) edition

Set in the provinces and royal courts of 16th-18th century Europe, the players compete to get their nobles into the right positions to win control of the various countries.  Players collect sets of cards for gold, titles, castles, bishops etc and then deploy them in England, France, Spain, and the German states.  There are different goals which can be achieved to win the game.

 

Helden In Der Unterweld. Published by Pegasus Spiele. 2005. Box. Excellent. £16

Designer: Lutz Stepponat. No. players: 1-4. Country: German. Duration: 1 hr.

Return of the Heroes series game, which was only released in Germany. It can be played standalone or as an expansion to other games in the series. Fantasy adventure board game, this time set in the Underworld of the Greek mythos.  The board is made up differently each time using 16 large area tiles. Players have characters each with different abilities, and they explore the Underworld encountering monsters and various events.  Heroic quests need to be completed, and a selection of smaller tasks can be performed, which will often involve finding an item and / or taking it to a particular place.  The characters improve their abilities during play.  Very impressive components.

 

Hell Rail. Box. 2 editions available:

1) Second Perdition. Published by Galloglass Games 1999. Excellent. £9. The train pieces are small but made of pewter.

2) Third Perdition. Published by Mayfair Games. 2001. Good, but one box edge shows wear. £8. The train pieces are wooden in this edition.

Designer: James Kyle. No. players: 3-4. Country: American. Duration: 1 hr.

The theme is Dante's Inferno. The players create a railway to deliver the souls of the damned to the appropriate circles of Hell. The card play is clever, as every card can be a load to be delivered, or be used to build rails, move trains, or even draw more cards. Additionally, upon arriving at each circle, players have the choice to call forth that circle's powers, possibly putting a serious crimp in their opponents' efforts.

 

Heritage. Published by Industrial Art. ca.1970. Box. Box shows wear. £2.25

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

Set collection game using cards with very attractive full colour pictures of various stately homes, cathedrals etc around England.  In addition players must move their car around the board to get to these various places.  The game also has lots of information about the sites mentioned on the cards.

 

Hoyle's Games. Published by George Routledge. 1923. Book. Good, but spine is exposed. £5

Author: Revised and updated by Lawrence Dawson. No. players: 1+. Country: British.

Hardback, 477 pages, 19x13cm. An excellent reference book for traditional card games, board games, billiards, darts, shove ha'penny, snooker, dominoes etc. This is a version of the reference work which was started in 1742 by Edmund Hoyle, but it has been updated and enhanced over generations by successive editors.  It includes just about all the classic card games, as well as chess, draughts, backgammon, halma, go-bang, and even games played on a billiards table. A very useful reference work.

 

Ice Cream. Published by Face2Face Games. 2004. Box. Excellent. £6.50

Designer: Joe Huber. No. players: 3-5. Country: American. Duration: 30 mins.

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

 

Intrigues A Venise. Published by Milton Bradley. 1988. Box. Good, but 2 corners taped. £10.50

Designer: Alex Randolph & Leo Collovini. No. players: 3-4. Country: French. Duration: 75 mins.

French edition of Inkognito, which was German Game of the Year in 1988 and won a French award in 1989. This is a stylish production, set in Venice. Players are secret agents, with the twist that they must work together, but you don't know which player is your partner to start with, and much of the game involves gathering information and working out who your enemies are, who your partner is, and what your goal is.  Very usual partnership deduction game.

 

J.U.M.P. Into The Unknown. Published by Evil Polish Brothers. 1999. Box. Good, mostly unpunched. £14

Designer: David M Niecikowski & Edward F Niecikowski. No. players: 1-4. Country: American.

Science fiction combat game. Dominate the galaxy through conquest and diplomacy.  The J.U.M.P. in the title stands for Justified Use of Military Power.  Includes 200 black foil-stamped card game pieces which look very stylish.  The box also claims this is pretty good solitaire, and also captures the 'fog of war' well too.

 

Jet Set. Published by Wattsalpoag. 2008. Box. In shrink. £17

Designer: Kris Gould. No. players: 2-6. Country: American. Duration: 90 mins.

Clever game in which the players build flight networks, while managing their very limited supply of money.  Players buy the rights to route segments and pay for planes on them, and then use these planes to claim route cards which give VPs at the end of the game and allow income (very needed) to be obtained during the game.  Players are also given a couple of final flight cards, and aiming to complete one of these at the end of the game is vital.  A game with simple rules, but clever ideas, and fast and interesting game play. Recommended.

 

Jungle Jam. Published by Flitzebogen. ca.1990. Box. Excellent. £3.50

Designer: Unknown. No. players: 4-10. Country: British. Duration: 20 mins.

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

 

Jurassic Park: The Lost World. Published by MB Games. 1996. Box. Good, 1 corner taped. £14

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

Based on the second Jurassic Park movie, using lots of 3D cardboard buildings and plastic miniatures for the dinosaurs.  The humans must leave the safety of the starting building before T-Rex arrives there and then flee to safety, and get picked up by the helicopter.  The humans win if they get 3 of their number to safety.  However, the dinosaurs are lethal, eating anyone they come across and fast - expect casualties!

 

Justinian. Published by Phalanx Games. 2006. Box. Excellent. £17.50

Designer: Alessandro Saragosa, Leo Colovini. No. players: 2-4. Country: Dutch. Duration: 45 mins.

Very nicely produced game in which the players influence 12 Byzantine advisers to the Emperor. Each player has a pool of influence markers which can be used to enhance or reduce the power of the various advisers at court.  The influence tokens are also used to help determine just when Justinian will call upon the advisers and about what topic he will ask.  Each player holds the strings behind two different advisers for each of the four possible topics, and manipulating the situation and using clever timing is what it is all about.  The main mechanism ensures in an extremely clever way that all advisers have roughly the same potential.

 

Keyword. Published by Parker Brothers Inc.. 1953. Box. Good. £2.25

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

Special Notes: Board and plastic tiles look well used.

The first British competitor to the (then) newly released Scrabble. A good word game.  Very much in the same vein as Scrabble.  Wooden racks.  Keyword's main differentiating feature is that there are some short target words on cards and if a player manages to put down one of these then a good bonus is awarded.

 

Lara Croft Tomb Raider: The Angel Of Darkness. Published by Identity Games. 2003. Box. Good. £9

Designer: Arthur Tebbe. No. players: 2-4. Country: Dutch. Duration: 45 mins.

Based on the computer game of the same name. Lara Croft is a suspect in a murder and must obtain the 5 pieces of evidence which will prove she is innocent, while the evil Eckhardt is trying to steal a set of paintings with a hidden secret. All this happens in the museum at night.  The game uses tiles to form a sort of maze around which the players move trying to find what they need.  Players can shoot at each other and block off their opponents' corridors etc, as well as avoiding the guards.

 

Liardice. Published by Campus Martius. 1980. Box. Excellent. £2.25

Designer: Don Hughes. No. players: 2+. Country: British. Duration: 10 mins.

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

 

Loco!. Published by Fantasy Flight Games. 2003. Box. New. £3.50

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

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

 

Lord Of The Rings Trading Card Game Starter Decks. Published by Decipher. 2001. Boxes. Excellent. £3

Designer: Mike Reynolds, Chuck Kallenbach, Tom Lischke. No. players: 2. Country: American. Duration: 1 hr.

Special Notes: Price is for the two decks.

Two starter decks which together allow two players to play the game.  They are the Aragorn and the Gandalf starters.  Each containing 63 cards. Of course you can then buy more cards to expand your range of options, since this is a CCG. This is one of the best CCG's and the players play out members of the fellowship (along with other characters) and have to progress from location to location surviving the various unpleasant events and enemies their opponent plays on them as they move. The cards show stills from the award-winning Lord of the Rings: The Fellowship of the Ring movie.

 

Max Haines Mystery Challenge. Published by Family Games Inc. Book.

Author: Max Haines. No. players: 1. Country: Canadian.

Softback, 22x17cm, 40 pages. Picture puzzle book in which you are posed a mental challenge to unravel by studying the associated picture.  Includes 12 puzzles as well as solutions.  Nice item.

Vol. 1. 1990. Excellent. £1.50

Vol. 2. 1992. Excellent. £1.50

Vol. 3. 1992. Excellent. £1.50

Vol. 4. 1992. Excellent. £1.50

 

Media Mogul. Published by JKLM Games. 2004. Box. 2 copies available:

1) In shrink. £13       2) Excellent. £12

Designer: Richard Huzzey. No. players: 3-5. Country: British. Duration: 90 mins.

Special Notes: Both sets include the double deck of cards and revised rules.

Media Mogul thrusts players into the role of international tycoons seeking to spread their own operations over the globe.  Winning over audiences with your television, radio and newspaper media with quality content is important to gain audiences, but what makes money (and victory) is lucrative advertising contracts; but adverts bore and repel your audiences, requiring you to balance profit and sustainability at all times. Game play makes use of cards, and players have a limited number of actions which they can perform each turn.

 

Meine Schafe Deine Schafe. Published by Goldsieber Spiele. 2002. Box. Excellent. £7

Designer: Philippe des Pallieres. No. players: 2-4. Country: German. Duration: 30 mins.

Tile laying game with much of the feel of the Carcassonne family.  The tiles show fields and forest, with different coloured sheep in the fields.  Players are secretly given a colour of sheep and try to enclose fields with that colour sheep in.  During the game you can disclose the colour of your sheep and the earlier you do this the more points you get, but then other plays know how to play against you effectively.  There are also wolves in the forests which can pick off unprotected sheep. Also published as Wooly Bully.

 

Middle Earth. Published by Games Workshop. 1985. Box. Good. £6.25

Designer: S Coleman Charlton. No. players: 3+. Country: British.

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

 

Mikado. Published by Origineering. 1976. Box. Good. £4

Designer: Unknown. No. players: 2. Country: Singapore. Desc. by Eamon.

Abstract game, a Westernised version of Shogi (Japanese chess), with some twists (I think, but I am not a Shogi expert). Nicely presented.

 

Milk Race Game. Published by Jason Games. Box. Good but box corners taped. £2.25

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

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

 

Moderne Zeiten. Published by Jumbo. 2002. Box. Excellent. £16

Designer: Dan Glimne, Grzegorz Rejchtman. No. players: 3-5. Country: German. Duration: 45 mins.

Stock collecting game with some very nice twists.  The market will crash several times, with the most numerous type of shares being radically reduced in value when this happens.  New shares are purchased at auction, in a closed money system, and the shares need to be played in order to advance your piece along the progress track - doing so earns you a stake in the companies and locations which will score highly at the end of the game.  An unusual mix of ideas making a game which feels unique.  Plays best with three players.

 

Money Go Round. Published by Philmar. ca.1970. Box. Good. £1.25

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

Family business game which reuses many of the ideas from Monopoly. The theme is a trip to the fairground, and players travel around a figure of eight shaped track landing on various spaces, which include actions such as finding 10p on a park bench, or missing a bus, as well as the various attractions which can be bought and will then earn admission fees from other players landing on them.  If a set of related stalls are bought then the admission goes up, and advertising chips can be bought to further increase admission costs.  The Fair Manager's Office replaces Jail and so on.  All the money is in small numbers of £ and p with realistic card coins and paper notes, making it a useful game to teach children to deal with money too.

 

Monsters Menace America. Published by Hasbro Avalon Hill. 2005. Box. Excellent. £15

Designer: J C Connors & Ben Knight. No. players: 2-4. Country: American. Duration: 2 hrs.

Fun game with plastic pieces, played on a large scale hex-map of the United States. Players 'wear two hats', first they are a Giant Monster (there are lots to choose from), and secondly they are a branch of the civilian defence force. Obviously, they must wreak havoc with their monster and stop the other monsters with their civilian units.  One nice idea is that the monsters can sack nuclear facilities to gain interesting mutations!  If you like the theme then well worth playing - silly, but great fun, and this updated edition of the original AH version (Monsters Ravage America) has nicer components too.

 

Morisi. Published by Cwali. 2000. Tube. Good. £16

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

Resource management game played on a different layout each game.  The playing surface consists of hex tiles each producing one type of resource.  Players move a piece from hex to hex collecting a resource from the new hex. These resources are then spent to build a network of roads between city tiles, and at the end of the game the player with the best connected network of roads will win. Recommended.

 

Nefertiti. Published by Editions Du Matagot. 2008. Box. In shrink. £26. Duration: 45 mins.

Designer: Jacques Bariot, Thomas Cauet, Guillaume Montiage. No. players: 3-4. Country: American. Essentially a set collecting auction game, but with some very clever and innovative ideas.  There are 4 market towns each with two different markets, but only 3 of these 8 possible markets are open at any time.  Players take turns to place bidding tokens into the markets, and each market has a different condition which closes the market, and causes treasures on sale there to be sold.  Players collect sets of these treasures throughout the game, and the player who presents the best collection to Nefertiti at the end wins.

 

Nuclear War. Published by Flying Buffalo. ca.1990. Box. Good. £12.50

Designer: Douglas Malewicki. No. players: 2-6. Country: American. Duration: 1 hr.

Card game, described as a comical cataclysmic card game of global destruction. Players compete to wipe out their opponent's populations. Players plan two moves ahead, playing cards. These cards can try to gain political influence using propaganda or can set off nuclear weapons in a pre-emptive strike.  Sometimes it is possible to scare other countries with false alarms, and potentially start a nuclear war 'by accident'.

 

Nuts. Published by Piatnik. 1998. Box. Good. £9

Designer: Martin Schlegel. No. players: 2-6. Country: Austrian. Duration: 30 mins.

The players are squirrels and need to collect nuts. However, the other squirrels want them too. There are tiles showing nuts of different values which you try to get by playing movement cards to move onto the higher numbered spaces on a track through the woods.  The players all start with the same set of movement cards, and two or more players on the same space can't claim a nut,  so there is an element of outguessing the other players.

 

Oracle Mind Games & Puzzles. Published by Mensa Publications. 1990. Book. Excellent - unused. £3.50

Author: Harold Gale. Country: British.

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

 

Orcz. Published by Fantasy Flight. 2000. Box. Excellent. £8

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

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

 

Pack & Stack. Published by Kosmos. 2009. Box. Excellent. £24

Designer: Rernd Eisenstein. No. players: 3-6. Country: German. Duration: 40 mins.

Fun game in which the players are removal men, and are allocated a collection of wooden blocks of various sizes and lengths which they need to move by lorry.  Each round a selection of lorries is available, and each has differently shaped storage space with different stacking limits.  Players rapidly select the lorry they think will suit their load best and then stack the pieces.  Penalties are paid for blocks which could not be loaded or for excess space on the lorry, and a bonus awarded for the best packed lorry each round.

 

Paydirt. Published by Avalon Hill. ca.1981. Box. 2 copies available:

1) Good. £3.25. Includes team charts for 1984.      2) Good. £4.50. Includes teams for 1986 and 1987

Designer: Dr Thomas R Nicely. No. players: 2. Country: American. Desc. by Eamon.

A brilliant statistical American Football game, one of Eamon's favourite 2-player games.  Rules include basic and advanced versions and each set comes with charts for the teams for a particular year. These charts are statistically designed to reflect the strengths and weaknesses that characterised that team that year.

 

Pfusch. Published by Fun Connection. 1992. Box. Good. £18

Designer: Harald Bilz, Peter Gutbrod & Rainer Krohn. No. players: 2-5. Country: German. Duration: 30 mins.

Translates as 'Bodge' in English.  The players are builders and construct buildings, out of wood (expensive) and clay (cheap). However, in order to make a decent profit cutting a few corners is necessary.  Each turn players make a brick behind their screen, and it can be made from wood covered in clay or just solid clay.  Plasticene is used for the clay.  Players then place their bricks onto building sites and bribe the building inspector.  The highest briber gets to poke an opponent's brick, and that player is penalised if it proves to be clay only!  When buildings are completed points are scored for the blocks. Great fun.

 

Pictionary. Box. Various editions available:

1) Published by Milton Bradley. 2000. Excellent except for small label mark. £5

2) Published by Parker. 1985. Good. £5

3) Published by Pictionary Inc. 2000. Good. £5

4) Pictionary Junior. Published by Parker. 1988. Box shows wear. £4. Mark on cover where label was removed, corners taped. Includes 15 extra Pictionary cards from a breakfast cereal promotion.

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

One of the most popular party / after dinner games, where players have to draw the subject matter for their team-mates to recognise before the time runs out.

 

Piratenspiel. Published by Unser Lieblingsspiel. 1989. Box. Good. £4.75

Designer: Georg Appl. No. players: 2-5. Country: German. Duration: 30 mins.

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

 

Play The Game. Published by Bookclub Associates. 1984. Book. Good - partly unpunched. £24

Author: Brian Love. Country: British.

Hardback, 37x27cm, 96 pages. One of the great game related books of all time. After the introduction about the history of board games, the author has reprinted around 40 antique games from his collection. The reproductions are superb, in full colour. Better still, in the back of the book there is a sheet of special counters so that you can play the games. The games have titles like Trencho, Flip-O-Hoy, Aerial Attack, Footer, Golfo, even The New Game of Virtue Rewarded and Vice Punished. A fantastic book.

 

Popular Card Games. Published by W D & H O Wills. 1933. Book. Good. £4.50

Author: Lawrence H Dawson. Country: British.

Interesting book of games commissioned by the Imperial Tobacco Company and probably sold in pubs.  Includes 15 'families' of games with many variants. These families are: Auction Bridge, Contract Bridge, Whist, Solo Whist, Piquet, Bezique, Cribbage, Poker, Vingt-Et-Un, Baccarat, Napoleon, Loo, Slippery Sam, Newmarket and Rummy.

 

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

1) Good. £5.50. The dustcover is very worn but has been put in a special protective sheet.

2) Good, but speckling on some pages. £3.50. 3rd Edition, No dustcover.

Author: M. Whitmore Jones, Laurence Morton. Country: British.

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

 

Ra. Box. 2 editions available:

1) Published by Rio Grande. Good. £17

2) Published by Uberplay. 2005. In shrink. £19

Designer: Reiner Knizia. No. players: 3-5. Country: American. Duration: 45 mins.

The players seek to obtain the most valuable holdings during three epochs of ancient Egypt. The game is essentially an auction game, but a very clever one, and very nicely produced with attractive ancient Egyptian designs. Players buy batches of tiles which include influence over the pharaohs, civilization advancements, gold, plots of land on the Nile and great monuments. At the end of each epoch these are scored, and some will fade away while others remain for future epochs. Highly recommended.

 

Race For The Galaxy: The Gathering Storm. Published by Rio Grande Games. 2008. Box. Excellent. £13.50

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

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

 

Railroad Tycoon. Published by Eagle Games. 2005. Box. Excellent. £29

Designer: Martin Wallace, Glenn Drover. No. players: 2-6. Country: American. Duration: 2 hrs.

Railway game based on the excellent Age of Steam system.  The components are fantastic as you would expect from Eagle games: 174 plastic miniatures, a huge board and lots of cards.  The map shows the eastern United States, and the players take the roles of the owners of new railroad lines and develop their networks, improve their locomotives, invest in growing cities and manage their finances.  One major new feature compared to Age of Steam are the cards several of which are laid face up at a time, and these provide the players with additional options and incentives.  Highly recommended - as long as you have a big table!

 

Red November. Published by Fantasy Flight Games. 2008. Box. Excellent. £16.50

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

Cooperative game in which the players are the crew on an experimental gnomish submarine, in which everything is starting to go wrong.  Fires are starting, the hull is leaking, and critical systems failing.  Help is on the way, but the players must keep the sub in one piece until it arrives.

 

Revolution. Published by Abacus. 1992. Box. Good. £10

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

Tile laying game set in the French Revolution. Players vie for control over three vital buildings in the city, as well as trying to ensure a safe location for their leader. There are several ways to win, so you have to watch your opponent's plans carefully. The tiles placed represent your forces, of varying strengths, which help control the spaces around them. Later reprinted as Atlanteon and given a different theme.  Neat game.

 

Rummikub. Box. Various editions available:

1) Rummikub. Published by Pressman. 1990. Good. £4

2) Uno Rummy-Up. Published by Mattel. 1993. Good but there is some tape on the box. £6. In this version there are also some tiles which have Uno style effects - reversing direction of play, skipping a player, making another player draw tiles etc. In addition it was made at least partly for the Chinese (or maybe Hong Kong) market as the rules and text on the box are in both English and Chinese.

3) Rummy-Club. Published by Challenge Master. ca.1990. Good. £2.75. 1 rack support missing (not essential to play). Rummikub clone!

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

A classic game, based on the middle eastern game of Okey. Tiles effectively represent the cards from 2 decks of playing cards + 2 jokers.  Players try to be the first to get rid of all their tiles.  Tiles are placed on the table by forming runs or sets, but as well as just playing new sets to the table players can also add to those on the table already and even change them all around when adding tiles, as long as everything remains in a run or set at the end of the turn.  Turns are strictly limited to 2 minutes maximum.

 

Rummikub 500. Published by Pressman. 1992. Box. Good. £6

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

Card game, based on Rummy. The sets and sequences that you 'lay' are placed on a special board which is marked in such a way that you have a 'territory' which is yours, but you can add to sets and sequences of your opponents if they overlap from their territory into yours.  Oddly this isn't really a version of Rummikub at all!

 

Ruse And Bruise. Published by Rio Grande Games. 2006. Box. Good. £10

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

Card game played in rounds.  Each round there are several prizes with a value and a particular symbol.  Players place cards in rows against these prizes hoping to win them using their character cards.  The cards have varying values and many have interesting powers which can affect the other cards or change how you win the prize card.  In a neat twist cards are played face down, but then the previous card played against the same prize is revealed and if it has a special ability it is then actioned. After several rounds of play there is a bonus for anyone getting one prize with each symbol.

 

Savannah Cafe. Published by Euro Games. 2001. Box. In shrink. £6. Duration: 20 mins.

Designer: Sylvie Barc, Frederic Bloch & Philippe Des Pallieres. No. players: 2-4. Country: French. Race game, each player has a hippo (very slow but steady), a lion (medium speed, but can be knocked back by opposing hippos) and a gazelle (fast but very erratic, and can be eaten by opponents' lions) which run to the watering hole to quench their thirst. It doesn't matter which of your animals arrives first, as long as one of them arrives before your opponents' animals.  The game is driven by cards, each of which moves a particular type of animal a certain distance. A few special cards also allow for some sneaky tricks.

 

Save Your Planet. Published by Abel Games Ltd. 2000. Box. Good. £6

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

Each player is an important diplomat representing an entire continent, and must attempt to save the world from potential disasters (alien invasion, asteroid collision, nuclear war, giant volcanic eruption or global warming).  This is done by flying around the world and collecting solution cards, which each help against some of these, but not all.  Various lesser problems will need to be resolved along the way, and when you have sufficient solution cards for the most pressing disaster you can return to the United Nations with your solutions and win the game.  Includes plastic aeroplane pieces and a special dice.

 

Scandaroon. Published by Surprised Stare. 2007. Box. 2 copies available:

1) In shrink. £12.50       2) Excellent. £11

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

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

 

Scrabble. Box. Several editions available:

1) Published by Spears. ca.1970. Country: British. Box edges very worn and taped up. £4. The original tile holders have gone missing but I will provide replacements. Comes in a green box and is quite small being just large enough to hold the once folded board.

2) Published by Spears. ca.1955. Country: British. Good. £5. Plastic tile racks. Comes in a green box and is quite small being just large enough to hold the once folded board.

3) Published by T.R.Urban & Co. ca.1960. Country: Australian. Good, but corners taped. £5. Has wooden tile racks and comes in a dark red box with a linen feel finish and is quite small being just large enough to hold the once folded board. Australian edition licensed from  Production & Marketing Company, USA.

Designer: Alfred Butts. No. players: 2-4. Duration: 90 mins.

The classic word game.

 

Scrabble Dice. Published by Spears. 1990. Box. Good. £6

Designer: Unknown. No. players: 1+. Country: British. Duration: 15 mins.

Word game in which seven dice are rolled and all players work out what they can best do with them and enter their word on their score sheet.  This is repeated 12 times.  However, there are 12 different slots on the score sheet and choosing which word should go in the right slot is the key to high scoring (a la Yahtzee).  There are simple slots for words of length 2-7 which score fixed amounts, and also a mini Scrabble board with double / triple letter / word score spaces into which 6 words must also be placed. Nice combination game for word games players.

 

Shake Words. Published by Peter Pan. ca.1950. Box. Good. £2

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

Classic word game, where you roll the 14 wooden letter-dice to form crossword-style layouts of words.  Best played with a timer (not provided).

 

Silk Road. Published by Z-Man Games. 2006. Box. Excellent. £20

Designer: Bruno Faidutti. No. players: 3-6. Country: American. Duration: 1 hr.

Trading game based on the Silk Road  - the overland trading route from the Mediterranean to China in the time of the Han dynasty. Players start with some money and a few goods and trade them at cities along the way in order to gain as much money as possible by the time they reach their destination.  At each city the players all get to activate one trade action each, except for one player who instead gets first pick at the next location.  Clever ideas and the action chits are laid out differently each time to ensure replayability.

 

Snowstorm. Published by Family Pastimes. 1994. Box. Good. £10

Designer: J. Deacove. No. players: 1-12. Country: American. Duration: 30 mins.

Cooperative family game in which the players try to help 4 families get as much as possible done on their to do lists and then return home before the storm blocks the roads with ice and snow. Includes rules for a hard version and super hard version as well.

 

Society Today. Published by Dynamic. 1971. Box. 2 copies available:

1) Box shows wear. £1.25      2) Box worn 2 edges split. £0.75

Designer: Unknown. No. players: 2-8. Country: American.

Part of Dynamic's Psychology Today Series, Number V. The game is intended to be a reflection of modern times (in 1970). Box features such icons as a Black Power salute and a lady holding up her bra. Game play involves moving along a track and actioning the spaces, which may require one of various types of card to be drawn and played or a question to be answered, with a prestige bonus / penalty for a right / wrong answer.  These questions are all sociology based, and quite interesting. First to gain 60 prestige points wins. At the end of the track is a Nuclear War space, which means everyone loses - so hopefully someone will have won before anyone gets there.

 

Space Alert. Published by CGE. 2008. Box. In shrink. £38

Designer: Vlaada Chvatil. No. players: 1-5. Country: Czech Republic. Duration: 30 mins.

Cooperative board game which requires a CD player to be handy, or one person can sit out of the game and read out from a card at timed intervals. The players are the crew of a space ship, and during the mission various hostile ships and other hazards approach, and even attempt to board the ship. The players must lay out cards onto phase boards to indicate what their character will be doing. Actions include moving around the ship, activating shields, firing weapons, transferring energy from one part of the ship to another etc. Players have a very limited time to get everything planned so that they act effectively as a team. Once the time is up the cards and events are actioned one by one and the players see if they survived. Recommended.

 

Spiele Anders Als Andere. Published by Hugendubel. 1981. Book. Excellent. £11

Author: Sid Sackson. Country: German.

Hardback, 26x18cm, 216 pages. This is the German language version of A Gamut Of Games. Probably the greatest book of original games ever written. Many new games are by Sid himself, but others were contributed by his friends such as Jim Dunnigan, Claude Soucie, and Robert Abbott. This really is a wonderful collection of 38 games which every games player should have on their book shelf - though unless you read German fluently you would be better advised to buy the English version (ask me!)

 

Stack Market. Published by Z-Man Games. 2007. Box. In shrink. £13

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

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

 

Star Wars Candy Containers. Published by Topps. 1997. Box. Mint. £0.80

Designer: Unknown. Country: Ireland.

Unusual item - a display box (still shrink-wrapped), full of plastic figures (looks like Yoda, Chewbacca, C3PO and Darth Vader), in which you keep sweets.  Mint is the condition not the flavour (sorry couldn't resist that one).  I doubt the candy is still good, but it makes a nice addition to a Star Wars collection.

 

Sticheln 2nd Ed. Published by Amigo. ca.2003. Box. In shrink. £6.25

Designer: Klaus Palesch. No. players: 3-8. Country: German. Duration: 30 mins.

Card game. Trick taking game, but with twists to add to the interest. Players seek to gain points by collecting cards in tricks in certain suits, while avoiding other suits which they will be penalised for. Players can choose their 'pain' suit at the start of each hand.  During a trick players do not have to follow suit, with the first non-matching card indicating trumps for that trick. This 2nd edition has extra cards allowing the game to be played with up to 8 players.  It also has cards and rules which let you play the excellent trick taking game Hattrick, as well as several Sticheln variants.  All this makes for an excellent card game package. Recommended.

 

Stockbroker. Published by Intellect. 1971. Box. Good, but 1 corner taped. £25

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

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

 

Sum-It. Published by Waddingtons. 1968. Box. Good. £2.50

Designer: Norman D Vine. No. players: 2-4. Country: British.

Card game, 54 cards, each featuring a cash value (interestingly in New Pence although decimalization wasn't scheduled to take place until 1971). The Old Money value is also shown (e.g. 10p = 2 shillings). Players are dealt a target amount on a special card and then draw and discard cards until their hand of seven cards adds up to the target value. The game was originally made in the 1930's by W H Storey, and Waddingtons have sub-titled this edition as 'The Decimal Currency Game'.

 

Sum-It. Published by Waddingtons. ca.1960. Box. Good. £2.50

Designer: Norman D Vine. No. players: 2-4. Country: British.

Card game, 54 cards, each featuring a cash value in £, s, d. Players are dealt a target amount on a special card and then draw and discard cards until their hand of seven cards adds up to the target value. The game was originally made in the 1930's by W H Storey. This edition uses purely pre-decimal currency.

 

Sunda To Sahul. Published by Sagacity Games. 2002. Box. In shrink. £22

Designer: Done Bone. No. players: 1+. Country: Australian. Duration: 1 hr.

Most unusual item.  The main component is a 136 piece very precisely made wooden jigsaw.  However, this is likely to be of much more interest to gamers than puzzlers as the tiles come in various shapes, but can interlock in a huge number of different ways. The tiles all show parts of an archipelago, and so can be put together to form islands and sea.  The rules supplied give a large variety of options for how to play various games with them, as well as a solitaire puzzle to try as well. I can supply my own favourite set of rules as well if you wish.  Fantastic innovative physical design.

 

Targen's Tome: A Master's Guide To Magic. Published by Chessex. 1995. Book. Excellent. £2.50

Author: John M. Corradin. Country: American.

Softback, 27x21cm, 182 pages. This book introduces Magic The Gathering, explaining how to play and then moving on to the theory of deck design and giving some example pre-designed winning decks.   The book also has a good Magic The Gathering Glossary and lots of top ten lists to give you ideas for decks and cards to include in your decks.  Of course the card sets used in the book are now rather old, but most of the strategy and deck building skills described are still very useful.

 

Teenage Mutant Ninja Turtles & Other Strangeness. Published by Palladium. 1988. Book. Excellent. £3

Author: Erick Wujcik. No. players: 2+. Country: American.

Special Notes: Revised edition

Teenage Mutant Ninja Turtles role playing game.  The book includes all you need to know to play this RPG and also 5 adventures as well.  This RPG is compatible with Heroes Unlimited, Ninjas & Superspies and other Palladium RPGs.

 

Truckin' Turtles. Published by Palladium. 1989. Book. Excellent. £1.50

Author: Jape Trostle, Kevin Siembieda. No. players: 2+. Country: American.

6 linked adventures for the Teenage Mutant Ninja Turtles RPG which take the characters from coast to coast across the USA.  Also compatible with Ninjas & Superspies and Heroes Unlimited.

 

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

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

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

Country: American. Duration: 45 mins.

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

 

The All New Enigma. Published by Drummond Park Ltd. 1995. Box. Good. £6

Designer: A Duncan, C McCool. No. players: 2-6. Country: British.

Party game based on the idea of having to answer riddles.  There are 800 riddles, which should keep things fresh for quite a while.  The objective is to escape from a maze.  Each player has a maze board, and gets to move their playing piece by answering riddles.  However, there is no way out - the only way to get out is to switch onto a different board when the walls bar your way on your current board. Again this has to be done by answering riddles.

 

The Battle Of The Bulge. Published by Avalon Hill. 1991. Box. Good. £6

Designer: Lawrence Pinsky. No. players: 2. Country: American.

Third edition. The famous WWII encounter in the Ardennes in December 1944, when the American Commander responded “Nuts!” to the German order to surrender.  The basic game rules are only 2 (large) pages long, but a supplementary book adds to this for tournament games, extra optional rules and a selection of scenarios of different lengths requiring different optional rules. The Battle Book also contains lots of historical information and details about weapons available etc.

 

The Best Of Dragon Games. Published by TSR. 1990. Box. Good - partly unpunched. £15

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

A very nice collection of games that have featured in The Dragon magazine over the years. There is a mixture of abstract, fantasy, even sports games. Game titles and designers are: The Baton Races of Yaz by C C Stoll (race game); King's Table by Dale Oldfield & Mark Foster (a version of The Viking Game); Search for the Emperor's Treasure (fantasy adventure game) and File 13 (game about designing games!) both by Tom Wham; Ringside (boxing game) by Brian Blume; Food Fight (light hearted brawl / wargame) by Bryce Knorr.

 

The Card Player's Companion. Published by Treasure Press. 1990. Book. Excellent. £6.50

Author: Gyles Brandreth. Country: Britidh.

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

 

The Card Player's Omnibus. Published by Willow Books. 1986. Book. Good. £3

Author: Gyles Brandreth. Country: British.

Hardback, 24x19cm, 192 pages.  This book covers the various families of popular card games as well as giving a history of playing cards.  The chapters are: History Of Playing Cards, Early Games, Euchre Family, All-Fours Family, Whist Family, Bezique Family, Cribbage, Gambling, Banking Games, Poker Family, Cheating At Cards, Rummy Family, Hearts Family, Stops Family, Patience Family, Card Player's Jargon.

 

The Da Vinci Code Boardgame. Published by Winning Moves. 2006. Box. Excellent. £9

Designer: Terry Miller Associates. No. players: 2-6. Country: British.

Board game inspired by the film.  The game includes 15 mysteries for the players to solve (1 each time played).  Initially the players collect clues by moving around the board and get to use various decoders to make sense of the clues.  Once the clue phrase has been assembled players work out what it means and then head to the centre to announce this.  Points are awarded for doing this correctly, as well as for having collected clues, and also for answering questions about the mystery at the end of the game.

 

The Gamer Magazine. Published by AHC Publications.

Author: David Pritchard. Country: British.

This magazine was a direct continuation of Games & Puzzles. The style was exactly that of the last few issues of G & P.  Main articles listed by issue.

Issue 04 - Feb 1982. Good. £1.25. Computer Gaming, Mastermind, Othello, Lassoo, Computer Chess, New Arcade Games, Starlord, The Adventure Game, Board Games, Fantasy Games, Victory in the Pacific, Spies, Empires of the Middle Ages, 5 Sided Dice, 8 short reviews, Pengo.

Issue 05 - Apr 1982. Good. £1.25. Civilization, Shogi, Sorcerer's Cave Variants, Chess Variant: Deployment Chess, Marrakesh revisited by Prince Joli Kansil, Cartel, Mastermind Puzzles, News & Reviews, Fantasy Games, Task Force, Book Reviews, Games Reviews.

Issue 06 - Jun 1982. Excellent. £1.25. Antique Metal Gaming Chips, Chad (Abstract Game for you to play), Othello, Roman Games, Civilization, Mastermind Puzzles, News & Reviews,  Fantasy Games, Book Reviews, Battle of the Bulge Games.

Issue 07 - Aug 1982. Excellent. £2. Includes the game of the month. Quirks, Go, Dark Tower, News, Fantasy Games, 1982 Othello Championship, Game Widow, Skystrike (this issue's game), Gamma Two's Games, Down With the King, Board Game Reviews, Computer Gamer #1 supplement.

Issue 08 - Aug 1981. Good. £1. Game of the month is missing. Stratego, Continuo, Diplomacy, War in the Falklands, D&D, Board Games, Computer Gamer 2 (supplement), Hitler's War, Strike (this issue's game of industrial unrest), Kensington, Games Reviews, Monopoly: A Socialist Perspective.

 

The IQ Squared Game. Published by Mind Games. ca.1992. Box. Good. £4.25

Designer: Maurice Button, Philip Walker. No. players: 2-6. Country: British.

Board game designed by Mensa members, in which the players move their playing pieces around two tracks and get to answer various IQ-test type questions.  The questions fall into several categories: Alphabet Brainteasers, Vocabulary, Anagrams and Word Puzzles, Numerical Challenges, Mental Arithmetic with a Twist, Crafty Codes and Verbal Dexterity.  The objective is to score a pre-determined number of points first, and players get the option of hard, medium or easy questions with corresponding point awards.  The game comes with over 2000 questions.

 

The Jumbo Book Of Board Games. Published by Kestrel Books. 1979. Book. Good, but spine taped. £3.50

Author: John Astrop. Country: British.

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

 

The London Game. Box. 2 editions available:

1) Published by Regent Games. 1972. Good but 2 corners taped. £2.25. Photocopied rules, 1 playing figure has lost its head! First edition.

2) Published by Seven Towns. 1972. Box. Box Poor. £1.50

Designer: Brian Reeves. No. players: 2-6. Country: British. Duration: 30 mins. Desc. by Eamon.

Good race game, played on a genuine map of the London Underground. Players compete to reach the six sites of interest on the cards dealt to them. Interaction is provided by closing stations down. Good route planning, with a minimum of changing trains, is very important. Full of historical information about London as well.

 

The Monopoly Companion. Published by Bob Adams Inc.. 1988. Book. Excellent. £2

Author: Philip Orbanes. Country: American.

Softback, 19x14cm, 207 pages. Reference book about the classic game all written by the president of Parker Bros and well known games designer. Chapters cover: How it all Began, Rules Explained, A Trip Around the Board, The Winning Touch, Some New Ways to Play, Tournament Monopoly, Words of the Champions, New Games & Formats, Quiz, Return to the World's Playground.

 

The Pop-Up Games Book. Published by Delacorte Press. 1982. Book. Fair - dioramas somewhat damaged.. £2.50

Author: Ron van der Meer. Country: American.

Hardback, 22x26cm, 8 pages.  A pop up book, with 4 3D dioramas.  Each can be used for a game - tiddlywinks type games where you use built in 'flippers' to flip a coin or counter to try to score points.  The dioramas are: Use pigs to flip counters in through the windows of a 3D house - one pig missing; Enchanted forest - considerable damage; Golden Goose - uses goose flippers and a 3D target, Dunk the clown - roll coins into holes - slightly damaged.  Despite the damage this is a novel and interesting item.

 

The Princes Of Machu Picchu. Published by Rio Grande Games. 2008. Box. In shrink. £26

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

Resource management board game from the designer of the 'Rondel' games.  Players attempt to gather resources in the Incan city of Machu Picchu and use them to purchase offerings to the gods, and hire more representatives to aid them in the future. The Spanish are on their way, and depending on whether or not enough sacrifices are made, the way victory is determined can change.  Intriguingly there is no Rondel in this game, but instead the whole board acts as a sort of Rondel, thus you can only move to an adjacent location to perform your next action unless you are willing to pay, thus planning your routes through the city is key.

 

The Return Of The Heavyweight Champ: The Little Guys. Published by Lambourne. 1994. Packet. Good. £4.25

Designer: Terry Goodchild. No. players: 1-2. Country: British.

Statistical boxing game, which is an expansion set to The Return Of The Heavyweight Champ (which you will need). This set allows you to play lightweight boxers who can stay competitive for up to 4 years rather than 3, and have the option of transferring to Australia as well as the U.S.  You can run one boxer of each weight at the same time and try to make each of them a champion at the same time - a real challenge.

 

The Stock Exchange Game. Box. 2 editions available:

1) Published by More Games. ca.1986. Box. Good. £7. Includes information about the Stock Exchange Club.

2) Published by The Stock Exchange. ca.1987. Good. £6.50. Includes a 'Guide to Buying and Selling on the Stock Exchange'.

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

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

 

The Williams Renault Grand Prix Championship Game. Published by Domark. 1994. Box. Good. £27

Designer: Unknown. No. players: 1-6. Country: British.

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

 

Titan: The Arena. Published by Avalon Hill. 1997. Box. Good. £18

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

Card game with 110 very attractive cards featuring the various monsters from Avalon Hill's epic game Titan. However, that is just about the only connection to that game.  This is an enhanced version of Grand National Derby, and was later developed further into Galaxy: The Dark Ages.  The players are gamblers, betting on and also influencing which of the creatures will survive the longest as the day's battles progress.  Each round one of the creatures will fall, until only 3 remain standing, and bets on these creatures pay out.  Combat is decided by playing cards on the creatures, and also by using special abilities for each of the creatures if you are its main backer.  Recommended.

 

Tom Jolly's Cave Troll. Published by Fantasy Flight Games. 2002. Box. Excellent. £14

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

Fantasy themed board game which is a cross between a standard fantasy adventure game and a majorities in areas game, and makes a good addition to both genres.  Each player has their own set of character and monster chits which are mixed up and drawn throughout the game.  Some of the characters are basic fighters while others have special abilities.  The monsters range from orcs to the dreaded Cave Troll which entirely blocks off a chamber.  As well as introducing their characters and monsters on to the board the players move them around in order to claim the gold in various rooms when a scoring round comes up, defeat monsters and find powerful artifacts.  Recommended.

 

Top Trumps. Box. Two editions available:

1) Ships. Published by Dubreq. ca.1990. Good. £0.60. 32 cards featuring modern ships (passenger ships and freight ships).

2) Sports Cars. Published by Winning Moves. 2000. Good. £0.60. 30 cards featuring high-performance cars.

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

Card game, with pictures of the themed objects, with their statistics, plus a rules card. Players take it in turn to challenge the other players to beat one of the statistics on their top card in order to win more cards.

 

Traffic Lights. Published by Fiendish Board Games. 1992. Box. Excellent. £1.75

Designer: Alan Parr. No. players: 2. Country: British. Duration: 5 mins.

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

 

Trick ‘R Treat. Published by Rio Grande. 1998. Box. Excellent - cards in shrink. £3

Designer: Oliver Igelhaut. No. players: 3-6. Country: American. Duration: 20 mins.

Card game which also uses 8 special Jack-O-Lantern dice and a timer. A light but intense game for the quick of eye as you have to spot which pumpkin face symbols on the dice match those on cards in your hand and the symbols are all pretty similar.

 

Uno Madness. Published by Spears Games. 1996. Box. Good. £3.25

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

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

 

Visual Brainstorms. Published by Binary Arts. 1995. Box. Excellent. £3.25

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

A set of 100 full colour oversize cards each of which has a visual brainteaser on it.  The card is studied for a limited time and an answer given.  The answer is on the back of the card, and sometimes there is a bonus question on the back as well which must be answered without further reference to the card.  Fun game which can be played on your own as a challenge or with several players as a competitive game.  Attractive illustrations and clever puzzles.

 

Warlock Magazine. Published by Penguin Books.

Author: Ian Livingstone, Steve Jackson. No. players: 1. Country: British.

The Fighting Fantasy Magazine.  This magazine is dedicated to articles on the well known paragraph-based one-player adventure books known as Fighting Fantasy.  Each issue of the magazine also includes a fighting fantasy adventure.

Issue 4. 1985. Good. £2.25. Game: The Dervish Stone

Issue 5. 1985. Good. £2.25. Game: Dungeon of Justice.

 

Weltreise (Updated). Published by Ravensburger. 1981. Box. Good. £2

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

Update of a Ravensburger staple game. Very popular as a family game in Germany. Players race round the world and have to visit 3 cities in each continent before returning to their starting point.  Each player has a different set of cities. The map has air and road connections, but air routes use more movement points, and you cannot use an air route if another player is currently using it. Movement is by dice roll, but sometimes a plan may need to be changed on the fly depending on what is rolled and where other players are.

 

Weltreise (Original). Published by Ravensburger. Box. 2 copies available:

1) 1968. Good. £2.50      2) 1974. Good, but 1 corner taped. £2

Designer: Unknown. No. players: 2-6. Country: German. Duration: 45 mins. Desc. by Eamon.

One of Ravensburger's staple games, very popular as a family game in Germany. Players race round the world and have to visit a city in each continent before returning to their starting point.  Each player has a different set of cities.  The map has 3 types of connection between cities: train, air and sea, and only one type can be used per turn, making the route planning more interesting.  An optional rule can be used to penalise a player who rolls 6 too often!

 

Where On Earth. Published by Octogo Games. 1988. Box. Good. £1

Designer: H. Jones, R. Lipscombe. No. players: 2-4. Country: British.

Trivia game in which all the questions are geography questions.  Admittedly they come in various flavours of geography. There is also a little strategy involved as you sometimes get the chance to hinder another player instead of helping yourself.

 

Wild Life. Published by Ravensburger. 1970. Box. Box good, contents unused. £2.25

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

Special Notes: This version is probably only useful for German speakers.  I have rules from the English edition, but cannot easily provide card translations.

German version of this well known British game. Sponsored by the World Wildlife Fund as it educated about animals and their conservation, as well as providing entertainment. Contains money, counters, animal catcher figures, and lots of cards with colour photographs of the animals along with cost to capture and the value once captured.  Each player runs a zoo which requires a specific set of animals, which are caught by landing on their spaces on a track around the board. Alternatively landing on a trading space lets you buy animals you need from other players but this time you have to pay the full value.  More money is gained either by selling animals or from zoo income.

 

Wildlife Adventure. Published by Ravensburger. 1986. Box. Good. £15

Designer: Wolfgang and Ursula Kramer. No. players: 2-6. Country: British. Duration: 1 hr.

Excellent game and one of Kramer's best games.  It is played on a map of the world.  Players must direct 3 expeditions to reach animals they have cards for. This is done by laying coloured arrows onto the board and gaining special actions at various locations and using up valuable travel vouchers to get you extra moves or special actions when it is most important. This or one of its derivatives should be on every gamer's shelf in my opinion! Highly recommended.

 

Willi Wacker / Andy Capp. Box. Several copies available:

1) Andy Capp. Published by Spears. Country: British. 1990. Box battered. £0.75

2) Willi Wacker. Published by Hexagames. Country: German. 1989. Excellent. £2.50

3) Willi Wacker. Published by Hexagames. Country: German. 1989. Good, edges show wear. £1.50

Designer: Dan Glimne. No. players: 2-5. Duration: 30 mins.

Card game, based on the British cartoon character Andy Capp, created by Reg Smythe. Andy Capp, known as Willi Wacker in many Continental countries, likes to drink lots of beer. The card play also allows Willi to indulge in his other vices - fighting, borrowing money, and avoiding his wife.  The game is essentially a rummy variant with various sets of cards being played to the table, but they can be stolen until completed by a card showing Andy Capp getting his beer.

 

Winter Olympics. Published by Ocean. 1987. Box. Good - contents unpunched. £4

Designer: Kelly Jones, Garry Hare, Tom Volotta. No. players: 2-6. Country: British. Duration: 1 hr.

Winter sports themed board game which is driven by a video cassette. Players compete in nine events, and on their turn watch a 10-15 second video clip of one of these sports.  At the end there are fast changing numbers shown, and when paused the number showing is used as the number of points scored, and this also determines movement on the board.  Medals are won by accumulating points in the various events, with gold silver and bronze all available. Some spaces on the board result in a card draw - some of which are good, some bad. The VCR system makes the game very replayable. Includes board, cards, plastic medals, video cassette (for UK VCR), and playing pieces.

 

Wizzword. Published by Milton Bradley. 1977. Box. Good. £4.25

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

Word game which uses a very neat moving board.  Each player starts with 68 letter tiles which they can select from to set a word for their opponent to guess.  Both players do this and then muddle up the letters.  The board is then rotated and the players try to solve these anagrams.  The first to do so and spell out their solution using another set of tiles presses a button and the board spins around stopping their opponent in their tracks.  The losing player permanently loses the letters they had used that round meaning they have less letters to use to set a word in the next round.  The first player to be unable to set a word from their remaining tiles loses.

 

Wordsworth. Published by Spear's Games. 1989. Box. Good, but 1 box corner taped. £2.75

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

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

 

Worldbeater. Published by Intellect. 1975. Box. Good. £18

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

Excellent game, later published in Germany as Weltenbummler. Considerable skill required as you plan your route across the world, picking up job tokens along the way - either one or two such tokens from each continent - to score points. There are also bonuses for getting back to Frankfurt quickly, so one must balance these two ways to score.  Very clever movement mechanism.

 

X-Bugs Set 1: Flyborgs vs US Arthropods. Published by Steve Jackson Games. 2001. Box. Excellent. £6

Designer: Marco Maggi, Francesco Nepitello. No. players: 2-4. Country: American. Duration: 30 mins.

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

 

Yachty. Published by Dealer Series. ca.1980. Box. Good. £2

Designer: Unknown. No. players: 1+. Country: British. Duration: 20 mins.

Special Notes: Original rules missing, but I have supplied a replacement set.

Version of Yahtzee, but with a variant name, presumably for copyright reasons. This set comes with a dice rolling bowl built into the box as well as score sheets, dice and a dice cup.

 

 

And now for some books:


 

 

Book Title

Publisher

Author

Year

Type

Size (Cm)

Pages

Condition

Price

Attacking The King

B.T. Batsford

Yakov Neishtadt

1991

Soft

21x13

109

Excellent

£4.50

Card Games Up-To-Date

Foulsham

Charles Roberts

~1950

Hard

19x13

160

Good, but page edges yellowed

Good

 

£1.50

£2

The Greene Book On Contract

Joiner & Steele

Ernest Greene

1935

Hard

19x12

96

Good, bust dustcover discoloured

£6

Tank Battles In Miniature 5: Arab Israeli Wars Since 1948

Patrick Stephens

Bruce Quarrie

1978

Hard

22x14

136

Excellent

£7

Sacrifices In The Sicilian

B.T. Batsford

D.N.L. Levy

1980

Soft

21x14

186

Excellent except spine slightly faded

£6

Card Games & Tricks

MacDonald

Patrick Page

1982

Hard

20x13

63

Good, ex library

£1

Play As You Learn Bridge

Robert Hale

Charles H. Goren

1986

Soft

19x13

116

Good, ex library

£1

The Tarot

Penguin

Alfred Douglas

1988

Soft

20x13

254

Excellent

£8

Rook Endings

B.T. Batsford

Grigory Levenfish, Vasily Smyslov

1989

Soft

21x14

216

Excellent

£7

100 Games For One Player

Armada

J.B. Pick

1974

Soft

19x13

122

Good

£1.25

Why You Lose At Bridge

Nicholson & Watson

S.J. Simon

~1944

Hard

19x13

154

Good. Wartime economy standard production

£4.50

A New Book Of Patience Games

Routledge & Kegan Paul

Ernest Bergholt

1948

Hard

19x13

119

Good

£3.25

The Sicilian Defence: Taimanov System

B. T. Batsford

Mark Taimanov

1989

Soft

22x14

90

Excellent

£3.50

English Sports And Pastimes

B.T. Batsford

Christina Hole

1949

Hard

22x14

183

Good

£6

The Complete Book Of Card Games

H.F.& G. Witherby Ltd

Hubert Phillips, B.C. Westall

1945

Hard

22x15

258

Good

£6

Contract Bridge: How To Play It

Nicholas Kaye

Ewart Kempson

~1955

Hard

19x13

164

Good

£3

Play Poker, Quit Work And Sleep Till Noon!

Bacchus

John Fox

1981

Hard

22x14

343

Excellent

£20

Playing To Win

B.T. Batsford

James Plaskett

1988

Soft

21x14

90

Excellent

£1.25

Fantasy Wargaming

Stein And Day

Bruce Galloway

1982

Hard

21x15

300

Good

£7

Backgammon

W.H.Allen

Prince Alexis Obolensky,
Ted James

1974

Soft

20x12

171

Good

£5

100 Winning Bridge Tips

Victor Gollancz

Ron Klinger

1995

Soft

20x13

128

Excellent

£3.50

Saving Lost Positions

B.T.Batsford

Leonid Shamkovich,
Eric Schiller

1987

Soft

21x14

101

Excellent

£4

 


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