May 2014 Catalog
While I don’t publish my latest catalog on the internet, this older catalog is available for you to look through to get an idea of the sort of thing I generally have. Please be aware that many of the games in this catalog will have already sold, and if they haven’t then the prices are not necessarily still valid – the prices are only valid in the month the catalog comes out! However, if you do see something of interest email me and I’ll let you know if I still have it. Also getting the monthly catalog by email is free and without obligation, so why not just ask to be added to my subscription list, or ask me to send you the latest catalog by email?
1848. Published by Kuhlmann Geschichtsspiele. 1998. Box. Good. £3.50
Designer: Gerhard Kuhlmann. No. players: 2. Country: German. Duration: 30 mins.
Card game in which the players try to be on the winning side of the German revolution of 1848. This is done by making the best use of event cards, personality cards, and support cards. I can provide a rules translation, but be warned: there is a considerable amount of German text on the cards.
24: DVD Board Game. Published by Parker. 2006. Box. In shrink. £4.25
Designer: B1 Games. No. players: 2-4. Country: British.
Based on the hit TV series 24. The players are anti-terrorist agents and must sort through clues which will reveal the terrorists' plans. There is a countdown, and by the time it finishes the case must have been solved - the player doing so winning the game. Game play make use of an interactive DVD providing on screen games and challenges to test your knowledge and skills. The game also uses a board and cards.
Alliances Explained. Published by Wordware Publishing. 1997. Book. Excellent. £3
Author: George H. Baxter. Country: American.
Softback, 23x15cm, 129 pages. A review of Magic: The Gathering's Alliances expansion. This book goes through each and every card from the Alliances expansion and gives thoughts about the uses, advantages and drawbacks of that card. It also discusses several top decks which use key cards from Alliances. Thus the reader should not only learn about Alliances, but also be given a good grounding in the game as the author is a pro tour regular.
Am Fuss Des Kilimandscharo. Published by Hans Im Glück. 1995. Box. Excellent. £8.75
Designer: Reiner Knizia. No. players: 2-4. Country: German. Duration: 45 mins.
Light game in which players use their cards to form combinations of methods of transport, in their quest to reach Base Camp first. Each player has 3 cards laid in front of them indicating their current modes of transport. Players can either play onto their own piles to improve their position or onto opponents' piles to mess them up. In addition various events occur as the players get further up the mountain when certain spaces are landed on exactly, so aiming to hit or miss these is important.
Amerigo. Published by Da Vinci Games. 2008. Box. Excellent. £9
Designer: Din Li. No. players: 2-4. Country: Italian. Duration: 40 mins.
Age of Exploration themed card game. Players manage their cards in order to progress their ship to the New World, explore and then get back with valuable goods which can then be sold for a good profit, and used to finance the next expedition. The cards indicate the distance (1-3) they can be used to travel, and the type of goods which they represent on return to Europe. There is bonus money for making voyages of impressive lengths as well as an interesting market mechanism which makes both the rarest and most popular types of goods in the market more valuable.
Arkadia. Published by Ravensburger. 2007. Box. 2 copies available:
1) In shrink. £15.50 2) Good. £13.50
Designer: Rüdiger Dorn. No. players: 2-4. Country: German. Duration: 1 hr.
Special Notes: This is the International version which includes English rules.
Strategy game in which the players build up the city of Arkadia. Players introduce buildings and set their workers around the buildings in such a way that some workers will be able to work on more than one building. When a building is surrounded the workers around it get paid and the player who caused the scoring gets a bonus. Payment is with seals of different colours, and during the game the value of these seals fluctuates. They need to be sold to gain money which wins the game, but this can only be done a few times during the game. Clever placement and good timing are required to do well. Recommended.
Asia Engulfed. Published by GMT Games. 2007. Box. Excellent. £23
Designer: Jesse Evans, Rick Young. No. players: 2. Country: American. Duration: 3+ hrs.
Standalone wooden block wargame, but also combinable with Europe Engulfed. The game covers WWII from Pearl Harbour to the final collapse of the Japanese Empire. The game includes four scenarios from introductory to full campaign. The mapboard shows India to the US Pacific coast and from Japan down to Australia. There are 149 wooden blocks.
Atta Ants Expansion. Published by The Realm of Fantasy. 2003. Box. Excellent. £1.50
Designer: Richard de Rijk. No. players: 2-4. Country: Dutch. Duration: 40 mins.
Expansion for Atta Ants, which you will need to make use of this. It consists for 6 new game cards and 5 wooden playing pieces as well as some new rules. The expansion adds twigs (movable paths), stones (blockers) and tunnels.
Bananagrams. Published by Bananagrams. 2006. Banana Pouch. Excellent. £6.50
Designer: Ree & Abe Nathanson. No. players: 1-8. Country: British. Duration: 15 mins.
Word game which uses 144 plastic tiles. All players form their own crossword style grid of words using their initial letters, and when one person uses them all, everyone draws more letters and continues. Once all the letters have been drawn the player who first uses all their tiles in a valid grid wins.
Battle For The Galaxy. Published by Crown & Andrews. ca.1990. Box. Box slightly indented due to stacking. £4
Designer: Ian Digney. No. players: 2-4. Country: British.
Special Notes: 1 corner taped
The players become the battle planners of the galaxy of Zylatron. There are 5 main planets in the galaxy - Zull, Amazar, Zarb, Opton, and the central planet of Zylon. Each player tries to gain control of the galaxy by landing a warrior on enemy control headquarters or by eliminating other players' warriors. A tactical game, with a colourful gameboard and interlocking playing pieces in the form of battle stars, star fighters, warriors, and missiles.
Battle Quest: Caves Of Fury. Published by Hodder & Stoughton. 1992. Book. 2 copies available:
1) Excellent. £3.25 2) Good. £2.75
Author: Stephen Thraves. No. players: 1. Country: British.
Solitaire adventure game book in the same style (using paragraphs) as Fighting Fantasy books. However, this book comes in a packet with two special dice used to resolve combat, and a selection of extra items: treasure and strength counters, book of wisdom card, password scroll, and transparent spell sheets. 342 paragraphs. You are a fearless warrior sent to the Caves of Fury by an old man who wants to know what happened to his sons who never returned.
Biblios. Published by iello. 2010. Box. 2 copies available:
1) Excellent. £11 2) In shrink. £12
Designer: Steve Finn. No. players: 2-4. Country: French. Duration: 30 mins.
Card game in which the players are the heads of monasteries in the Middle Ages. The players compete to obtain the most impressive library. To do this players will need to acquire pigments for decorative lettering, hire skillful copyists and reproduce the most precious works. However, gold is limited and other monasteries are competing with you, and one must also keep in the bishop's good books. Very well received game.
Big Deal. Published by Amigo. 2001. Box. Good. £1.40
Designer: Gal Zuckerman, Tzvika Harpaz, Roy Wagner & Yoel Rotem. No. players: 2-6. Country: German. Duration: 2 hrs.
Business game in which players invest in resources (labour, space, fuel and machinery), and company shares. A clever supply and demand mechanism regulates the price of resources, and while shares always cost the same amount to play to form a company, they can be sold back to the bank for a small profit, and each turn the company is held income is gained. Share cards can also be used to make a hostile takeover of an opponent's company, which results in a bidding war between the two players to gain / keep control of the company, but in a neat way which means that neither side need lose out significantly.
Black Monday. Published by Hexagames. 1988. Box. Good. £6.50
Designer: Sid Sackson. No. players: 2-6. Country: German. Duration: 45 mins.
Special Notes: Actually the Salagames edition
Card game, originally published in a book by Sid Sackson called Card Games Around The World. Includes 104 cards and play-money. Share dealing game in which the cards have a dual use - both as groups of shares and also as stock price cards. Thus the cards in one's hand must be used wisely to make purchases cheaply, modify prices and make sales to produce substantial gain.
Blast-Off! Published by Waddingtons. 1969. Box. Good, but shows some wear. £2
Designer: Unknown. No. players: 1-4. Country: British. Desc. by Eamon.
Space race game, quite complicated for a game by this company. Using a mixture of dice and your spacecraft's capabilities, you are trying to land on various planets culminating in a trip to Pluto. Nice pieces and individual gauges for each craft.
Bridge Keno. Published by Chad Valley. ca.1955. Box. Good. £1.75
Designer: Unknown. No. players: 2-8. Country: British. Duration: 15 mins.
Special Notes: 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 every 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.
Cairo. Published by Schmidt Spiele. 2002. Box. Excellent. £17
Designer: Gunter Burkhardt. No. players: 2-5. Country: German. Duration: 45 mins.
Unusual game in which players vie for majorities in various building sites beside the river Nile. As the players' ships move up and down the river their owners get to flick building cubes from the ship hopefully into the building sites. Each player has a selection of cubes - most small, but one large and one dice, each which score differently. If a player gets sufficient small cubes into one area then a pyramid can be constructed which will add to the influence they have at that site. When the game ends first and second places are scored in each site to determine the winner. Rather neat and unusual combination of mechanics. Recommended.
Camelot Legends. Published by Z-Man Games. 2004. Box. Good. £11
Designer: Andrew Parks. No. players: 2-4. Country: American. Duration: 75 mins.
Card game based on the Legends of King Arthur. Over 100 nicely illustrated cards take the players to Camelot, the Perilous Forest and Cornwall. Players create companies of characters who they use to complete quests and overcome their enemies. When all has been done the player whose company has achieved most wins.
Canasta For All. Published by The Sunday Times. ca.1952. Book. Good. £0.90
Author: Colin Harding. Country: British.
Softback, 18x12cm, 74 pages. This book gives the rules to Canasta as well as giving an introduction to the game for beginners, a definitions of terms, and a large section on the Art of Canasta - intended to explain what makes Canasta such a good game, and to improve your play.
Carpe Astra: Seize The Stars. Published by Reiver Games. 2008. Box. In shrink. £13
Designer: Ted Cheatham, Jackson Pope. No. players: 2-4. Country: British. Duration: 75 mins.
Political science fiction game set ten thousand years in the future, in the remnants of a crumbling Terran Empire. The players vie for support amongst the six important guilds in order to become the new leader. The game uses hex tiles to create a political 'network' which the players will use to gain support, as well as cards and tokens. In order to use the cards characters need to be manoeuvred into position and the required influence obtained.
Cartagena: Die Meuterei. Published by Winning Moves. 2008. Box. Excellent. £13
Designer: Michael Rieneck. No. players: 2-4. Country: German. Duration: 45 mins.
An extension of the Cartagena series of games, but this time only the theme remains, none of the mechanics. The pirate ship sails on, but some of the crew are not happy, and during the current voyage the players obtain help from various pirates to obtain weapons, money and equipment ready for the final confrontation. This takes place over several rounds and the players are likely to have opted for different sides. The player with the most money on the winning side wins the game. The game makes use of cards and pirate miniatures.
Cash Oder Crash. Published by Heye. 1993. Box. Good. £3.50
Designer: Wolfgang Riedesser. No. players: 3-4. Country: German. Duration: 20 mins.
Card game with a board, where the cards played affect the movement of players' tokens around the board. Using a simultaneous play mechanism the players affect which token will move and how much. At the end of the round the positions of the tokens cause players to gain or lose money. The richest after several rounds wins.
Cast Puzzle: Laby. Published by Hanayama Toys. 2004. Box. New. £3.50
Designer: JapanAll Design. No. players: 1. Country: Belgian.
Metal puzzle which you must try to take apart and then put back together again without using force. Really nicely produced - very high quality and all metal. This puzzle consists of a circular metal labyrinth and interestingly shaped interlocking ring. Difficulty level 5/6.
Cast Puzzle: Ring II. Published by Hanayama Toys. 2004. Box. New. £3.50
Designer: JapanAll Design. No. players: 1. Country: Belgian.
Metal puzzle which you must try to take apart and then put back together again without using force. Really nicely produced - very high quality and all metal. Amazingly nicely made ornamental and oversized finger-ring consisting of 5 cunningly interlocked hoops. Difficulty level 5/6.
Chang Cheng. Published by Tenki Games. 2007. Box. In shrink. £19
Designer: Walter Obert. No. players: 2-4. Country: Italian. Duration: 1 hr.
The players are rival nobles who have been given the task of building the Great Wall of China to keep the Mongol hordes out. The players vie for prominence by trying to build more wall sections in each of the provinces. The player who achieves this will gain VPs for that province, but may well also bear the brunt of the blame (and thus lose VPs) when the Mongols attack that wall section. However, each player has a number of 'sneaky trick' tiles which can be used throughout the game to try to gain advantage or neutralise the Mongols about to attack them.
Children's Games With Things. Published by Oxford University Press. 1997. Book. Excellent. £3
Author: Iona & Peter Opie. Country: British.
Hardback with dustcover, 24x16cm, 350 pages. A comprehensive collection of children's games which makes use of assorted objects and also includes historical information and associated rhymes and related information about the games. The chapters cover: Seasons & Social Issues, Marbles, Fivestones, Gambling, Hopscotch, Chucking & Pitching, Ball Bouncing, Skipping, Tops & Tipcat.
Complete Book Of Games And Stunts. Published by Prentice Hall. 1956. Book.
Good, but discolouring on part of cover. £6.25. Author: Darwin A. Hindman. Country: American.
Hardback, 21x14cm, 422 pages. A collection of both physical and parlour games, which is divided into sections as follows: Quiet Games & Stunts (10 subsections), Active Games Contests & Stunts (4 subsections), Puzzles & Problems (5 subsections), Active Games (12 subsections).
Contigo. Published by 3M. 1974. Box. Good, but edges show wear. £1
Designer: Frank Thibault. No. players: 2 or 4. Country: American. Duration: 45 mins.
Unusual cross between Mancala and Draughts. The 6x6 space board is surrounded by Mancala-like pits around which glass beads are moved, and the number of beads in the row or column of a playing piece determines its movement capabilities. There are two different games described. In the first players attempt to align four of their pieces in a row on the central board, and in the second game players attempt to capture their opponents' key men. Bookcase box.
Convoys. Published by Parsons Games. 1988. Long box. Box somewhat battered. £8
Designer: Unknown. No. players: 2-4. Country: British.
Special Notes: The box is long and not very sturdy, and has been taped up in places. Contents good.
Naval wargame played on a large plastic and very colourful square-gridded board using a selection of very nicely crafted metal miniature ships. Game play uses dice and cards (for firing, damage control and air attack), and the game is won by getting your troop ships to their destination, safely past your opponents' attack forces.
Cosmic Eidex. Published by Abacus Spiele. 1998. Box. In shrink. £1.20
Designer: Avory & Quaife. No. players: 3. Country: Gemany. Duration: 1 hr.
A card game which is loosely based on the Swiss card game Jass, and 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.
Cross Bones. Published by One Small Step. ca.2005. Ziplock. Good. £5
Designer: Michael Anderson. No. players: 2-4. Country: American. Duration: 45 mins.
Pirate themed game from a small publisher, with fairly basic components (colour DTP standard). Set in the 17th century Caribbean, this can be played as a two player ship to ship combat in which you track your opponent's ship relative to your own, or as a campaign game for four players taking on the roles: pirate, British privateer, merchant, and Spanish galleoneer, each with different goals to win the game. Players choose locations they wish to sail to each round and any ships in the same places may decide to fight.
Crows. Published by Valley Games. 2010. Box. 2 copies available:
1) Excellent. £12.50 2) In shrink. £14.50
Designer: Tyler Sigman. No. players: 2-4. Country: American. Duration: 45 mins.
Tile placement game which is played in rounds. The tiles show trees with 0-3 crows and graveyards. Little wooden crow pieces are added to the tree tiles when played, and each round players get to place their own shiny object onto an empty space. When all players have played the crows flock towards the nearest shiny object they can see. Bonus points are awarded for placing your shiny object in a graveyard or on an empty tree tile. Large groups of crows disperse before the next round. The player who has attracted most crows and accumulated bonus points most effectively wins.
Cuba: El Presidente. Published by Rio Grande Games. 2009. Box. In shrink. £16.50
Designer: Michael Rieneck, Stefan Stadler. No. players: 2-5. Country: American. Duration: 2 hrs.
Expansion for Cuba, which you will need in order to be able to play this. This expansion includes an extra board for the new elements, new ship cards, new statute cards, new building tiles, and a set of new character cards. This will be sure to freshen up the game and give you new options to think about.
Das Letzte Paradies. Published by Franckh. 1993. Box. Good. £13
Designer: Reiner Knizia. No. players: 3-5. Country: German. Duration: 40 mins.
Auction based game with very nice components including wooden coins and wooden trees. Players are developers on an island paradise, hoping to build hotels but also maintain some areas as wilderness. Bidding is in the fist, but the highest bidder pays only as much as the second highest bid. Players must take care not to get carried away and bid too much or they will end the game with less than they started with, which means they lose even if they had more money than the other players.
Delta. Published by I.Q.Company Ltd. 1987. Box. Good. £3.25
Designer: Unknown. No. players: 2. Country: Hong Kong.
A novel abstract game in which the players have triangular shaped pieces which move around the board trying to eliminate the opponent's pieces and capture their home spaces. The movement and capture mechanism is novel - either flipping over on an edge or moving along the line of the longest side. Well worth a look for abstract games players.
Der Elefant Im Porzellanladen. Published by Amigo. 2006. Box. 2 copies available:
1) In shrink. £3 2) Excellent. £2.50
Designer: Michael Schacht. No. players: 3-5. Country: German. Duration: 30 mins.
Card game. Players draw cards from a display, paying money for various valuable pieces of porcelain, but in order to get money, elephant cards must be taken. In German the title is equivalent to 'A bull in a china shop', so naturally taking an elephant card gets you money but also eliminates some of your valuable china! During the game there are four scoring rounds, of different types, but each player can choose which of the remaining scoring types to use each round in order to best make use of their holdings. Neat mechanisms and plays well. Recommended as a light game for 3-4 players (not 5).
Der Goldene Kompass. Published by Kosmos. Box. Excellent. £11
Designer: Francesco Nepitello, Marco Maggi. No. players: 2-4. Country: German. Duration: 45 mins.
Special Notes: Includes a set of colour printed and laminated English character cards
Based on the film The Golden Compass. Played in three stages - during the first two stages players collect cards and use them in order to score points at the end of that stage, and also to collect special items. During the third stage these items are used to score victory points. Game play is driven by a spinner which will give the option of drawing cards or performing an action and playing cards. Each player has a different character card during each stage, giving players different special abilities. The cards and board show scenes from the film.
Der Pate. Published by Kosmos. 2010. Box. Excellent. £16
Designer: Michael Rieneck. No. players: 2-4. Country: German. Duration: 1 hr.
The players are New York mafia bosses trying to become the boss of bosses. Game play involves using dice to activate action spaces on your player board, which can include tipping off the FBI to rivals' activity, taking over opposing businesses, fixing a boxing match or even starting a vendetta. The objective is to come out with more money than the other players - no holds barred!
Die Dolmengotte. Published by Eggert Spiele. 2005. Box. 2 copies available:
1) In shrink. £15 2) Good, but one box side worn. £13
Designer: Thomas Odenhoven. No. players: 2-5. Country: German. Duration: 30 mins.
Clever game with a Celtic theme. Players move their druids around a board full of linked stone circles, and the druids leave a stone behind them when they move. Each time a druid manages to create a majority (absolute or relative) of stones in their colour around any stone circle they may place one of their scoring stones in that stone circle. Druids can pass over other druids but not through stones, and so druids can get cornered, in which case they can spend a turn gathering herbs before teleporting wherever they wish. The game fits a surprising number of tactically interesting decisions into a short time, and there is often too much you want to do on your turn. Recommended.
Die Dracheninsel. Published by Amigo Spiele. 2003. Box. Excellent. £12
Designer: Tom Schoeps. No. players: 3-5. Country: German. Duration: 1 hr.
Players try to collect more treasure than anyone else, however, they can only do so by cooperating with the other players. The board is laid out with terrain discs in a hexagonal shape, with the treasure at the centre. Players use cards to traverse the various terrains using a clever and flexible card playing mechanism. Once at the centre, however, one must wait for a second player to arrive as the treasure is too heavy for just one player. These two players will then return to one of their boats, where it can be distributed fairly or unfairly, with further card play resolving disputes. On the nominations list for the German Spiel Des Jahres 2003.
Die Kette Von Saba. Published by Queen. 1997. Box. 2 copies available:
1) Good. £9 2) Excellent. £10.50
Designer: Martin Ebel. No. players: 3-7. Country: German. Duration: 90 mins.
In English the title is The Sabine Necklace. Players buy parts of the necklace at auction, and can either keep them for the future or add them to the necklace which is being reconstructed. The rules limit how the necklace can be built, and a payment is received for adding a gem into the necklace, the amount depending on what is adjacent when the gem is placed. The objective is to make the greatest profit overall.
Die Siedler Von Catan - Das Würfelspiel. Published by Kosmos. 2007. Box. 2 copies available:
1) In shrink. £6 2) Excellent. £5.50
Designer: Klaus Teuber. No. players: 1-4. Country: German. Duration: 25 mins.
Dice game in which players each have a sheet showing a land section from a game of Die Siedler von Catan, with possible places to build roads, settlements, cities and knights shown. Each turn a player rolls six special resource dice and can reroll any number of dice a couple of times before using the resources shown to build with. Points are scored depending on what was built. It is not always possible to build anything - you can only build what you have made accessible with roads, so some care is required to keep flexible for future turns. Quick light dice game with a nice feel of the Settlers family. Recommended.
Die Wiege Der Renaissance. Published by DDD Verlag. 2007. Box. In shrink. £11
Designer: Hanno & Wilfred Kuhn. No. players: 2-4. Country: German. Duration: 1 hr.
Card game set in Renaissance Florence. Each player is the head of a powerful aristocratic family. By promoting culture, architecture and religion, amassing wealth and sponsoring the sciences and voyages of discovery the players gain prestige. Historical events must be overcome, and only the cleverest and most cunning family will come out on top. Uses some intriguing mechanics.
Dog Eat Dog. Published by QED Games. 1999. Box. Excellent. £7
Designer: Evan Jones. No. players: 2-6. Country: American. Duration: 90 mins.
Corporate business game set in the 1980s. You are the president of a division of Rinky Dink Inc, and are out for profit without regard to the environment. You will plunder the earth's resources, turn them into products and sell them for $. Some of these $ then get funnelled into your Swiss Bank Account. The first person to embezzle $150 million before the environment is devastated wins! In your way stand corrupt congressmen, eco-terrorists, unions, the IRS and the other players - CEO's of other divisions of Rinky Dink Inc.
Dorn. Published by CBG. ca.2008. Box. 2 copies available:
1) New. £19.50 2) Excellent. £18
Designer: Filip Kozak, Jan Drevikovsky, Krystof Kozak. No. players: 2-6.
Country: Czech Republic. Duration: 90 mins.
Fantasy game in which one player takes the side of the monsters, while the other players take the roles of one or more adventurers who must battle the monsters in order to collect three sacred artifacts and then finally defeat the big baddy. The game does not use dice for combat, and there are 9 heroes for the players to choose from, and the monster player gets to use a different selection of evil spells each game.
Druid. Published by Rombol. 2004. Box. Excellent. £13
Designer: Cameron Browne. No. players: 2. Country: German. Duration: 20 mins.
Played on a beautiful wooden board with attractive wooden pieces to represent sarcens (standing stone bases) and lintels (long stones placed atop sarcens). The players are rival druid sects working to erect a monument at the same site. One player tries to create a linked set of stones from east to west while the other tries to create a north south link. Lintel placement must obey certain rules.
E.T.I. Published by Eye-Level Entertainment. 2008. Box. 2 copies available:
1) Good. £15 2) Excellent. £16.50
Designer: Matt, Mark & Anthony Anticole. No. players: 3-6. Country: American. Duration: 90 mins.
E.T.I. stands for Estimated Time to Invasion. Aliens have been probing Earth's defences and a full scale invasion is on the cards. The players are the heads of various technology research companies and have been recruited to work on new weapons and defences which will be able to help fight off the aliens when they arrive. The players work on various projects and work to complete them, using research points. When completed, projects help towards further developments in the same area of research.
Einparken Bis Zum Abwinken. Published by 3-Hirn-Verlag. 2004. Wooden Box. Excellent. £10
Designer: Ingo Althöfer. No. players: 3-4. Country: German. Duration: 30 mins.
Based on the concept of puzzles such as Rush Hour, in which the playing pieces are tightly packed with only a limited number of spaces, but converted into a multi-player strategy game. The pieces are all wooden and come in a sturdy wooden box. However, it is assumed that you have access to a chessboard on which to play. I can supply a basic home made laminated card one if you wish. Each turn a player moves, deactivates or activates one of his vehicles. The objective is to be the last player able to make a move.
El Grande. Published by Hans Im Glück. 1996. Box. 2 copies available:
1) Good. £17.50. Box near Excellent but for big label removal mark. Inc. a set of laminated English action cards + unboxed German Grossinquisitor & Kolonien.
2) Good. £14. For £2 extra I can print off and laminate a set of English action cards.
Designer: Wolfgang Kramer and Richard Ulrich. No. players: 2-5. Country: German. Duration: 90 mins.
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. £9.75
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! 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...
Entrepreneur. Published by Pelipro. 1997. Box. Good. £13
Designer: Unknown. No. players: 2-6. Country: British. Duration: 2 hrs.
Obscure business game. Inside the box there is a black carry case, very similar to a laptop case, in which the game components are stored. The game is played on several boards and players also have an accounts form. The players start with limited funds as the CEO of a new company. Players choose options for their buildings, machines, employees, advertising, raw materials, packaging and quality. R&D, insurance and investments / loans can also be used. Production is done on a per month basis and sales are made and profits are determined before another month is actioned. Lots of realistic options, and plenty of plastic components.
Eternity. Published by Christopher Monckton Ltd. 1999. Box. Good. £2.50
Designer: Christopher Monckton. No. players: 1. Country: British.
An exceptionally difficult 209 piece puzzle. This is essentially a sort of tangram set, but with 209 pieces. They are each made up of 12 half equilateral triangular units in a large variety of shapes. Originally 1 million pounds was on offer to the first person to complete the puzzle. Very nice item for mathematical puzzle fans.
Explore! Published by Living & Learning. 1995. Box. Good. £2.50
Designer: Trisha Scott. No. players: 2-4. Country: British. Duration: 30 mins.
Family game in which players try to be the first to visit 8 different types of terrain and see an animal in each, before climbing the mountain to see a rare eagle. The game uses a roll and move mechanism but also uses cards which show a variety of animals and which terrains they can be found in. Each time a new terrain is entered a suitable animal card must be played or the move is not permitted.
Express Chess. Published by Black Box LLC. 1996. Box. 2 copies available:
1) Deck B. Good. £1.50 2) Deck A. Excellent. £2
Designer: Bill Jemas. No. players: 2. Country: American. Duration: 30 mins.
A set of 50 cards which allows 2 players to play chess with a difference. Cards are played from the hand to enter pieces onto the 'board', and this can be done after the start of play as well as during the setup. Movement and capture is otherwise standard chess except that the 'board' is virtual, and is just 4 rows of at most 5 cards in each. Special rules cover 'en passant' and castling etc.
Extra Trivia. Published by Paul Lamond Games. 1986. Box. In shrink. £1.50
Designer: Unknown. No. players: 2+. Country: British. Duration: 30 mins.
Trivia game / expansion set. This set of trivia question cards has six numbered questions per card, in the categories: Living World, People & Places, Words & Phrases, Titles & Portrayals, All Our Yesterdays, Misc. On the back of the box are rules for a standalone Trivia game, or you can use it as an expansion set for other trivia games.
Fagin's Gang. Published by Ludorum Games. 2006. Box. Excellent. £16
Designer: Dean Conrad. No. players: 2-6. Country: British. Duration: 2 hrs.
Strategic and economic game set in Oliver Twist's London. Each player is a senior street urchin, and part of Fagin's gang, with control of 5 junior urchins who you must direct to scour the city for easy pickings. This is done by avoiding police constables and liberating valuables such as books, jewellery, pocket watches and the like. These must then be converted to shillings at Smithfield Market. Unusual game, with some interesting mechanics and a novel theme.
Filthy Rich. Published by Wizards of the Coast. 1998. Box. 2 copies available:
1) Good. £8 2) Excellent. £9
Designer: Richard Garfield. No. players: 2-5. Country: American. Duration: 90 mins.
Business game, with a three dimensional board system, inspired by the busy streets and back alleys of Hong Kong. Players buy businesses and ‘hang’ their signs in the streets, hoping to attract customers. The first to buy three luxury goods wins the game. Players have to take care not to overstretch themselves as sometimes the taxman calls and requires businesses to pay up, but being too cautious is unlikely to make a big profit fast enough. The 3D board system makes use of transparent collectible card storage sheets and a hardbound folder. I have some house rules you might want to try out - please ask for them when ordering.
Finger Weg Von Mona Lisa! Published by Glucksritter Spiele. 1999. Wooden box. Excellent. £11
Designer: Oliver Igelhaut, Tobias Krebs, Dominik Krebs. No. players: 2-5. Country: German. Duration: 1 hr.
The players take the roles of thieves and detectives. The thieves move around the Louvre trying to steal the Mona Lisa, and the detectives try to discover and then arrest them. The cloth game board shows a map on which the detectives move. The thieves get a small matching laminated board which they plot their moves on secretly. The detectives can install cameras and thieves can disable the alarms. Comes in a sturdy wooden box.
Fische Fluppen Frikadellen. Published by 2F Spiele. 2002. Box. In shrink. £15.50
Designer: Friedemann Friese. No. players: 2-5 (15). Country: German. Duration: 90 mins.
Special Notes: Version B (This only matters if you are going to play with 2+ sets simultaneously)
Very nicely produced trading game in which players move around the board using paths and, when convenient, boats. There are various kiosks around the board at which players can buy and sell various goods. The buying and selling prices are determined by a clever supply and demand system which makes it important not to sell something just after another player has dumped lots of that item. During the game three special items have to be bought and the player who first buys their third special item wins. The game can be played with multiple copies on different tables, in which case a player can move off his board and join play at another table and make use of the different prices on that table. The game takes up to 15 in this way.
Fish! Fish!! Fish! Published by Quined Games. 2009. Box. Excellent. £16
Designer: Chislaine van den Bulk. No. players: 2-5. Country: Dutch. Duration: 45 mins.
Players control boats in a sea full of fish, but some fish are more valuable than others. Cards are used to move either the boats in order to catch the fish, or the fish so that they can be caught by the boats. The space your boats ends on determines how many cards you can replenish, and there are a few especially valuable fish as well.
Flash Point Fire Rescue. Published by Indie Boards & Cards. 2011. Box. In shrink. £24
Designer: Kevin Lanzing. No. players: 2-6. Country: American. Duration: 45 mins.
Co-operative board game in which a house is on fire and in danger of collapsing. There are still people inside and as a team the players need to rescue them before the building collapses and all is lost. The players can make use of various specialist roles each with their own special abilities. The fire will need to be fought in order to slow the spread of the fire and stop the collapse of building while others focus on finding the survivors. Clever systems randomise the way the fire spreads.
Fliegen Naschen. Published by Clicker Spiele. 2006. Box. Excellent. £10
Designer: Stefan Riedel, Gabi Weisser. No. players: 2-5. Country: German. Duration: 30 mins.
Special Notes: Comes in an unmarked box
Nicely produced memory based game in which the players try to be the first to collect 4 flies using the very attractively made wooden frog figures. The lily pads are chunky wooden disks with stickers applied, and frogs can only land on a lily pad if the reverse matches the base of the frog.
Flucht Aus Mangrovia. Published by Mattel. 1989. Box. Good. £1.75
Designer: Roland Siegers. No. players: 2-6. Country: German. Duration: 1 hr.
Players race through the jungles of Mangrovia which are filled with dangerous animals. Cards are used to allow the playing pieces to get past these animals. The objective is to be the first to get both of your explorers out of the jungle to safety before anyone else.
Flux. Published by Wotan. 1990. Box. Good. £7
Designer: Julian Musgrave. No. players: 2-6. Country: British. Duration: 90 mins.
Fantasy game pitting each player as a wizard against each other, for the title Master of Wizards. Played on a map board of the Great Plains of Grob. Wizards cast spells to animate creatures for combat, and to create terrain to their advantage (or negate opposition attempts to do the same). By making more territory yours, your wizard will have access to more magical flux for casting spells on future turns. The wizard controlling most land after 10 turns wins. The rules are just 4 pages long.
Frank Miller's Sin City. Published by Neca. 2005. Box. Good, 1 corner taped. £8
Designer: Jonathan Moriarity. No. players: 2-6. Country: American. Duration: 45 mins.
Set in Basin City from the film Sin City, a dark, violent and corrupt place. The players have goal cards which they attempt to complete by moving cops and dames around the board as well as the powerful main characters: Hartigan, Gail and Mary. The board shows 12 locations from the film, and the game includes 4 pewter playing pieces.
Fresko. Published by Queen Games. 2010. Box. In shrink. £26.50
Designer: Marco Ruskowski, Marcel Suesselback. No. players: 2-4. Country: German. Duration: 1 hr.
The players are chief artisans who are working on restoring a Renaissance church. This is done by assigning 5 workers to a variety of tasks to obtain a selection of resources which can then be used to complete parts of the restoration. There are some neat ideas and also three optional modules which can be added in for a slightly more complex game. Won the German Deutscher Spielpreis 2010.
Fresko Erweiterung Modules 4-6. Published by Queen Games. 2010. Box. In shrink. £17
Designer: Marco Ruskowski, Marcel Suesselback, Wolfgang Panning.
No. players: 2-4. Country: German. Duration: 1 hr.
Expansion for this award winning game which you will need in order to make use of this set. This expansion contains three new modules each of which can be added to the base game individually or together. 4: The Wishing Well (throw a coin in the well to get a card which will grant one of several different benefits); 5: Gold Leaf - a way to make your work more valuable; 6: The Glaziers - adding coloured glass to the cathedral windows will make a greater impression.
Games. Published by Associated Newspapers. 1925. Book. Good. £3.50. Author: B.C.Westall. Country: British.
Hardback, 17x11cm, 216 pages. A collection of games categorised as follows: Card Games (Whists, Contract Bridge, For Two, For Three, Round Games), Patiences, Party Games, Pencil & Paper Games, Puzzles & Problems, Codes & Ciphers.
Games For Socials. Published by Pilgrim Press. 1957. Book. Good. £1.50
Author: Sid G. Hedges. Country: British.
Softback, 18x12cm, 74 pages. A collection of games and activities split into the following categories: Ice-breakers, Strenuous Games, Quiet Games, Pencil & Paper Games, Surprise Games, Onlooker Games, Brain-test Games, Team Games.
Ganxtaz! Published by Rebel Team. 2007. Box. In shrink. £17
Designer: Miroslav Kohoutek. No. players: 4-8. Country: Czech Republic. Duration: 100 mins.
Described as an extraordinary party game of modern gangsters, the players try to become the big boss of the underworld. This is done by moving around the sections of the board, starting with the lowest ghetto and culminating in the casinos of the highlife. Players often get to decide whether to cooperate or betray other players in their vicinity, with payouts being 'prisoner's dilemma' style. Eventually players will have acquired enough money to call an election to see who will become the big boss.
Geist. Published by RoseKnows Inc. 2003. Box. Good. £14
Designer: Rose Anderson. No. players: 2-5. Country: American. Duration: 1hr.
Unusual game in which the players must catch 5 ghosts and take them to the underworld where they can be safely released. Play involves moving around a chequered and numbered board collecting Zingiberi (Zb) chits - actually rather nice poker chips in 9 denominations. When precisely the right amount of Zb have been collected landing on the space with that ghost catches it. Before a ghost is taken to the underworld its catcher can use it to play a special ability on the opponents which will hinder them somewhat - the hardest to capture ghosts having the nastiest effects. Managing your pool of Zb so as to get the exact amount is quite a challenge, and requires quite a bit of planning. The game is very nicely produced.
Gold Und Rum. Published by Asmodee Editions. 2003. Box. In shrink. £6.75
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.
Gouda! Gouda! Published by Descartes Editeur. 2002. Box. 2 copies available:
1) In shrink. £6.50 2) Excellent. £6
Designer: Frederic Moyersoen. No. players: 2-6. Country: French. Duration: 40 mins.
Fun dice game but with plenty of decisions to make. Each player has a team of 5 mice which are trying to be the first to get to the cheese at the far end of the board. However, to get there the mice need to cross various obstacles. Each turn the current player chooses one of the locations with at least one of their own mice, and rolls one die per mouse there (his own or others), and the dice will indicate forwards movement, no movement or even backwards movement. These dice can be assigned to the mice as desired. Surprisingly tactical, fun and exciting as the mice get close to the cheese. I have some house rules which speed the game up too.
Grand Prix. Published by Ravensburger. 1998. Box. Good. £2.25
Designer: Unknown. No. players: 2-4. Country: German.
Children’s race game (ages 6-12), with four wonderful cars (large with moving wheels). The track is made up during the game by laying out tiles. Play involves choosing whether to extend the track or roll a die for movement. The race is to the last tile and then back to the first. There is also scope for blocking other players and special event tiles affect any car landing on them.
Grapevine. Published by Colmans/Games Workshop. 1985. Box. Good. £0.90
Designer: Paul Cockburn & Phil Gallaher. No. players: 2-6. Country: British. Duration: 90 mins.
Promotional game made by Colman’s, who are most well known for their range of mustards, but here trying to promote the wine importing side of their business. Players must travel across Europe collecting wines, and ship them back to Norwich. The game uses event cards and various charts to resolve actions. Designed by the Games Workshop team.
Guatemala Cafe. Published by Eggert Spiele. 2007. Box. 2 copies available:
1) In shrink. £14.50 2) Excellent. £13.50
Designer: Inka & Markus Brand. No. players: 2-4. Country: German. Duration: 60 mins.
Coffee planting and selling game set in Guatemala. One board shows the overview of the country and gives players the option of which type of coffee, workers, huts or ships to buy, while a second board shows the plantations where the purchased items are then deployed. Coffee must be planted and workers used in the plantations and then ships sent to sell the coffee before money (which decides the winner) is made. This game won 2nd Place in the 2006 Hippodice competition.
HeroCard: Galaxy. Published by TableStar Games. 2006. Box. In shrink. £7
Designer: Nico Caroll. No. players: 2(-4). Country: American. Duration: 1 hr.
Science fiction themed card game which uses the HeroCard game system which makes the cards compatible with those of others produced by this company. This set is for two players only, but by buying further decks up to 4 players can be accommodated. Players each try to expand their spacefaring civilisation to encompass more worlds, and various methods can be employed from sheer brute force to technological development. The card system uses many of the ideas from CCGs, though this is entirely standalone. A couple of expansion sets were produced.
Hot Spots. Published by Great Games Company. ca.1986. Box. Good. £3.75
Designer: Unknown. No. players: 2-4. Country: British.
This game is actually two distinct items in one. However, both use a deck of cards and a sloping board onto which the cards are placed so that only the top half will show. The first 'game' is an unusual and very difficult solo puzzle in which the cards have to be arranged in such a way that dots and lines on the cards match up neatly. There are apparently two solutions and the start and ends of each have been given. Alternatively the other side of the cards can be used to play a game in which players try to make lines of spots of the same colours in order to score points - again only one half of each card is in play at any time, and players can move an already played card if they think it will help. Most unusual item.
Hotu Matua. Published by Franckh Kosmos. 1989. Box. Good. £22
Designer: Reinhold Wittig. No. players: 2. Country: German. Duration: 30 mins.
Played on a vinyl mat showing an unusual grid of kite shaped spaces. The playing pieces are beautiful polished stones and the game also uses dice-sticks. The idea of the game is to capture 3 of the 5 islands, which is done by landing a ship on the island while keeping the other ships of your fleet connected.
How To Be A Dot.Com Billionaire! Published by Paul Lammond Games. 2000. Box.
Good, but box shows some wear. £4. Designer: Terry Miller, B.S. Randle. No. players: 2-6. Country: British.
Family business game based on the 'dot com' boom of the late 1990s. Each player starts as the owner of a 'dot com' company with a high share price. As the game goes on the share prices will fall and eventually crash, but the players will get more subscribers to their businesses. At some point a player can choose to completely or partly sell off their business to make as much money as possible. This needs to be done early to get a good share price, but as waiting until you have more subscribers ups the amount you get, you have to judge when to sell up carefully.
How-Do-You-Do Party Games. Published by Nelson. ca.1970. Book. Good, but spine taped in 1 place. £1
Author: Audrey Fawley. Country: British.
Hardback, 24x17, 29 pages. A collection of games to play at children's parties, with additional information for planning such a party. Very much an item of its time, with lots of illustrations and far too much pink ink for its own good. The party games are pretty standard, but still good for such events.
Hoyle's Modern Encyclopedia Of Card Games. Published by Book Club Associates. 1977. Book. Good. £3.50
Author: Walter B. Gibson. Country: British.
Hardback with dustcover, 22x14cm, 398 pages. Rather than being a regular book of card games in which the games are listed by category and then described, this book uses an alphabetical encyclopaedia format. Thus all sorts of obscure phrases relating to card games are listed with the meanings given. The entries for games include the rules and many variants and so the book can also be used as card game rules book as well as a reference book.
i9n. Published by Strothmann Spiele. 2010. Box. Good. £16
Designer: Dirk Strothmann. No. players: 2-5. Country: German. Duration: 45 mins.
The players are global oil companies searching for new oil reserves. At the start of the game oil is easy to find, but by the end there is only one place left which still has oil. The game uses a very chunky punched card system which sets up a different scenario each game, and gives players limited information about where may or may not be good to drill. Each of the 64 locations has six attributes (North/South, East/West, Pacific/Atlantic, Sea/Land etc) and by watching where others drill and what succeeds and what fails one can improve one's chances for future drilling. Clever ideas and very nicely produced.
Ice Pirates Of Harbour Grace. Published by Cambridge Games Factory. 2005. Box. Excellent. £7
Designer: Carl Chudyk. No. players: 2-6. Country: British. Duration: 40 mins.
Card based game in which the players are seeking hidden treasure. Players explore the seas, revealing cards showing sections of icy waters with icebergs blocking movement in some directions, and obtain vital ship upgrades from various ports on their way to finding the treasure. Once the treasure has been found other players may try to steal it before it is successfully taken back to Kelly's Island.
Industria. Published by Queen Games. 2003. Box. Several copies available:
1) Excellent, partly unpunched. £4 2) In shrink. £4.50 3) Excellent. £4
Designer: Michael Schacht. No. players: 3-4. Country: German. Duration: 75 mins.
Excellent business game in which players use very limited money to bid for various technologies and factories. Each epoch new types of resource become available and there are definite benefits for having suitably connected factories. Making the best of your opportunities while you are the auctioneer is also vital. In addition the order in which factories, resources and technologies come up can be crucial and ensures that the game poses different challenges each time. Best with 3 players, and recommended for that number.
Jump The Queue. Published by Spears. 1989. Box. 2 copies available:
1) Excellent. £2.25 2) Good. £1.50
Designer: Talks Ltd. No. players: 2-4. Country: British. Duration: 30 mins.
Race game in which each player has 5 different types of vehicle. A dice is rolled and this says which type of vehicle to move, often giving a choice. The selected vehicle is moved forward to the next free space ahead of it. Once past the finish line the vehicles score points - more points for the first of each vehicle type to arrive down to none for the fourth. However, the game ends when one of each vehicle type has finished, so not every vehicle will get to score.
Keythedral. Published by R&D Games. 2002. Box. Good. £26
Designer: Richard Breese. No. players: 2-5. Country: German. Duration: 90 mins.
Special Notes: Box slightly indented due to stacking
First (limited) edition. The players lay out a land using octagonal tiles which provide various resources, and place their cottages in the square gaps between the tiles. Each round every land tile produces one resource and the players compete for these, taking it in turn to claim resources in a cunning and very tactical way. These resources can then be spent to build parts of the Keythedral for victory points, or in various other ways to aid your future production or hinder other players. Also some special action cards are available for purchase and these can prove very useful. Ultimately VPs are won for parts of the Keythedral constructed and for unused resources. Recommended, and collectable too.
Kid's America. Published by Workman Publishing. 1978. Book. Good. £1.50
Author: Steven Caney. Country: American.
Softback, 28x21cm, 414 pages. A very patriotic kids fun and activity book. The sections cover: Heritage, Know-How, Homes, Backyards & Gardens, Fashion, Eating, School Days, Made In America, Toys Puzzles & Games.
King Of Tokyo. Published by iello. 2011. Box. In shrink. £23.50
Designer: Richard Garfield. No. players: 2-6. Country: French. Duration: 30 mins.
Each player takes control of a giant B-Movie monster along the lines of King Kong or Godzilla, and tries to become the King of Tokyo, stomping and destroying more than any other monster. The game uses dice, which players roll and reroll in order to gain VPs, gain energy, heal wounds and attack the monster currently resident in Tokyo. Energy can be spent on cards which give temporary or permanent benefits. It is possible to win either by defeating all the other monsters or getting to 20 VPs first. Great fun and plays swiftly - highly recommended.
Kogge. Published by JKLM Games. 2003. Box. 2 copies available:
1) Good. 1st edition. £10 2) Good, but edges show some wear. 2nd edition. £9
Designer: Andreas Steding. No. players: 2-4. Country: British. Duration: 90 mins.
Each player is the merchant captain of a ship which sails the Baltic trading between the various ports, each trying to be the most successful merchant. The basic idea is that you sail from port to port and trade goods of one sort for more goods of other types. However, the trade routes regularly change, though players can also influence them. In addition players set up offices in ports which gather goods when they are produced and can then be collected by a visiting captain. Special privileges can also be obtained, and count towards victory too. Once or twice a game each captain can turn bandit and raid a port as well - very lucrative, but you can then never go there again.
Konzern. Published by Fanfor-Verlag. ca.1998. Box. 2 copies available:
1) Excellent. £10 2) Good. £9
Designer: Valentin Herman. No. players: 3-6. Country: German. Duration: 90 mins.
Business game which is driven by rolling dice on your turn and using the numbers rolled in a variety of ways, for instance a triplet (eg. 4,4,2+2) can be used to buy into a new market; odd numbers can decrease an area's profit; even numbers can increase an area's profit; high numbers allow a challenge for dominance within a market and left over dice can be used to buy special cards which give various advantages. The objective is to make your corporation profitable and be the first to get 200 Euros.
Kuh Sucht Bauer. Published by The Game Master. 2008. Box. Excellent. £5
Designer: Hans van Tol. No. players: 2-5. Country: Dutch. Duration: 15 mins.
Card game in which the players start with three cows and take it in turn to action a card, which will hopefully make one of their cows happier by: providing a suitable cowshed, good food, sunny weather, or even better a farmer or farmer's wife to tend the cows. However, other cards let you mess with other players' plans, and sometimes extra cows must be added to your herd.
Learn Magic Cards. Published by Wordware Publishing. 1996. Book. Excellent. £1.20
Author: Larry W. Smith. Country: American.
Softback, 23x15cm, 141 pages. A book which teaches the reader to play Magic: The Gathering. The book is divided into the following sections: Getting Started & Basic Game Terminology, The Playing Field, Playing the Colours, The Game Phases, Playing Magic, Trading Cards, Playing in Tournaments, Effective Card Combinations, + assorted appendices.
Legend Of Zagor. Published by Parker. 1993. Box. Excellent. £14
Designer: Ian Livingstone. No. players: 1-4. Country: British. Duration: 1 hr.
Huge adventure board game, with a 3D plastic board, 22 plastic miniatures, masses of counters and tiles, and a computer built in so that voiced instructions interact with the players. The theme is also tied into the Fighting Fantasy game books, Zagor being an evil sorcerer from the books. The players take different characters who explore the dungeon and defeat monsters to improve themselves ready for the big end of game fight with a dragon and then Zagor himself. On the way traps and treasure will be encountered, and the characters can return to a store to buy more equipment. The computer runs combats and also throws in random events now and then.
Let's Do Lunch. Published by Hasbro. 2000. Box. Good. £2.25
Designer: Unknown. No. players: 2. Country: Spanish. Duration: 20 mins.
Special Notes: This set was originally from Hasbro Spain, but has had English stickers applied by Hasbro and English rules inserted, making it quite unusual.
The game looks from the box to be a trivial children's game, but actually it is a tactical game played with dice on a 7x7 grid, and rated age 12+. Players take it in turn to roll 3 dice with the numbers 1-3 on each, and place a man anywhere on a column with the correct total. If this encloses one or more opposing men between yours then they are captured. Rolling 1-2-3 loses your turn and three of a kind gets another go. The objective is to place all your pieces. The (pretty irrelevant) theme is about two competing tribes of cannibals, though the plastic cannibal figures are quite cute.
Ma Ni Ki! Published by Jumbo. 2003. Box. Good, but one box edge dented. £13
Designer: Dominique Ehrhard. No. players: 1-10. Country: German. Duration: 20 mins.
The game involves a very chunky wooden elephant, polar bear and lion. These animals occupy two circus podia, and can stand atop each other. A card is turned showing a particular configuration of the animals and the players work out simultaneously how to move them using simple commands the circus animals have learnt (eg. Ni to exchange the top two animals, Lo for the topmost animal on the red podium to jump to the blue one etc). The fastest player to get the simple solution wins the card.
Magdar. Published by Fantasy Flight Games. 2003. Box. In shrink. £5.75
Designer: Kevin Wilson. No. players: 2-4. Country: American. Duration: 30 mins.
Fantasy themed game which clearly takes its ideas from Tolkien's works. The dwarves have delved too deep in their mines, and have woken Magdar, a terrible magma demon. The playing area is set out using boulder tiles placed in four rows. The players move dwarves from boulder to boulder and can mine gems and mithril. The longer spent in one place mining a gem the more valuable it becomes, however each turn Magdar moves and destroys a bit more of the mine, so any dwarves dawdling too long are likely to be destroyed along with their part finished gems. At the end of the game only gems which have a matching piece of mithril score.
Man At Play - Nine Centuries Of Pleasure Making. Published by Frederick Warne & Co. 1977. Book. Good. £0.50
Author: John Armitage. Country: British.
Hardback with dustcover, 24x16cm, 192 pages. Fascinating book which covers sports and pastimes from the 12th century onwards. There are many fascinating pictures and diagrams.
Manitou. Published by Gold Sieber. 1997. Box. 2 copies available:
1) Excellent. £6 2) Good. £5.50
Designer: Gunter Burkhardt. No. players: 2-4. Country: German. Duration: 45 mins.
Card game, 110 cards featuring Red Indians in four tribes. Each player hopes to trap the most Buffalo cards in each of three rounds of play. In each round you play with a number of your tribe members, some chosen, some drawn randomly. These cards interact as you vie for control of the hunting grounds. Essentially a majorities game with some twists.
Maritime Silk Road. Published by Tantrix. 2011. Box. Excellent. £9
Designer: Reiner Knizia. No. players: 2-4. Country: Chinese. Duration: 30 mins.
Card based trading game in which the players all have two ships loaded with goods of which there are 6 different types. Each turn one of the goods can be swapped, and cards laid onto a central display and then the type of goods laid is scored for everyone having that type of goods on a ship. Special cards allowing additional cargo swaps, gaining extra income and taking extra cards can be purchased. The player with most cash at game end wins.
Mäuse Karussell. Published by Drei Magier Spiele. 2007. Box. Excellent. £13
Designer: Jacques Zeimet. No. players: 2-6. Country: German. Duration: 15 mins.
Kids game (age 4+) in which there are 6 colourful tubes on a carousel. There are 7 large wooden mice each with a different colour dot on its back. 6 are put into the tubes and then three wooden cubes of cheese are drawn and the current player must push the remaining mouse into a tube revealing another mouse. If the dot on the revealed mouse matches one of the pieces of cheese then the cheese is claimed. Includes a variant for older children. Beautifully produced.
Merchants Of The Middle Ages. Published by Z-Man Games. 2010. Box. In shrink. £28
Designer: Wolfgang Kramer, Richard Ulrich. No. players: 2-4. Country: American. Duration: 90 mins.
Previously published as Die Händler. Attractively produced game in which the players are merchants in medieval Europe. Wagons is used to carry wares between cities. Players buy goods, load them onto a wagon and then sell them for profit when they arrive in other cities. However, the wagons are not owned by individual players but are communal. Thus skill is needed to ensure the wagons go where you want them to. The game gives lots of opportunities for players to cut deals with each other.
Mermaid Rain. Published by Z-Man Games. 2011. Box. Excellent. £19
Designer: Hitoshi Yasuda, Keji Kariya. No. players: 3-6. Country: American. Duration: 1 hr.
American edition of this originally Japanese game. An unusual game in which the players are mermaids seeking to pay the witch to give them legs and then win the heart of their prince with treasure. The players meld cards in order to obtain surf tiles which are then used to navigate the ocean and ultimately collect treasure.
Milestones. Published by Stronghold Games. 2012. Box. In shrink. £26
Designer: Stefan Dorra, Ralf Zur Linde. No. players: 2-4. Country: American. Duration: 75 mins.
Novel game in which players move a playing piece clockwise around their personal board as they choose, stopping twice per turn to action spaces, but each time around, half a tile must be covered. These tiles produce income, so this is not good, though new ones can be bought. Players gain resources to buy tiles and also build roads, town and markets on the main board, which will earn VPs. Plenty of scope for good management of your personal board as well as making the most of opportunities on the main board. Recommended.
Moguli. Published by Abacus Spiele. 2004. Box. Excellent. £12
Designer: Reinhold Wittig. No. players: 2. Country: German. Duration: 45 mins.
Two player strategy game by this master of intriguing ideas in which the board is made up of square tiles each with a right angle path segment on it. The objective is to get 4 of your 5 tokens across the board, and it is permitted to rotate one tile each turn by 90 degrees - which is made easier by the tiles having wooden handles you use to pick them up from the table.
Money. Published by Fred Distribution. 2008. Box. In shrink. £11
Designer: Reiner Knizia. No. players: 3-5. Country: American. Duration: 30 mins.
2nd edition. Card game. The cards show miniature versions of various banknotes from around the world, and the objective is to collect valuable sets of notes and score best at the end of the game. Each round two groups of four notes are made available and players secretly decide which of their existing notes they will offer. In order from highest to lowest bid players then choose a group of notes to take from those put out on the table or those offered by another player. It works well and plays quickly with a neat scoring system to keep you on your toes. Recommended as a good opener or closer.
Monuments. Published by Mayfair Games. 2008. Box. Excellent. £13.50
Designer: Stefan Risthaus. No. players: 2-4. Country: American. Duration: 1 hr.
Card game in which players draft cards showing a variety of ancient monuments, these can be melded in order to claim a stake in that monument, however, only 2 people may lay claim to each monument. These melds get 'eroded' as 'historians' (more like unscrupulous collectors) are played by the players to remove cards from melds for points. Also unwanted cards can be played in pairs to gain extra actions or gain VPs from your melded cards. There are an interesting set of issues to balance - neat design.
Murphy. Published by Flying Turtle. 1989. Box. Good. £7
Designer: Rik van Even. No. players: 2-6. Country: Belgian. Duration: 1 hr.
Detective themed game in which the players have to work out which possible relations to a dead millionaire are genuine and which are pretenders. This is done by moving around a track on a map of the world and meeting up with the various candidates and finding out information about them. Using deduction it is possible to determine which must be real, and the first player to do so wins the game. Money is also needed to make moves and get the desired information, so sometimes players will have to go for a cheap move rather than one which will get the most information. Good game, but very much better with only 2-3 players.
Mykerinos: The Nile Expansion. Published by Ystari Games. 2007. Box. In shrink. £2.50
Designer: Nicolas Oury. No. players: 2-4. Country: French. Duration: 45 mins.
Small expansion for Mykerinos (which you need in order to make use of this). A new region is added to the game which includes the river Nile, and on the reverse of these region cards is a new patron with a new ability. Boat tokens can be gained from the Nile region for various benefits,
Name Train. Published by QFreeGames. 2000. Box. Good. £5
Designer: Darren Laughlin. No. players: 2-6. Country: British. Duration: 45 mins.
Party game in which you roll a dice and move on a board and depending on the space you must give a film, personality, TV programme or song which starts with the letter the previous name given ended with.
O' Kudos. Published by R&D Games. 2005. Sheet of card. New. £1.25
Designer: Richard Breese. No. players: 2-4. Country: British. Duration: 20 mins.
Promotional game which was available at Spiel 2005. The board shows a completed sudoku puzzle, with each player being assigned one or more colours which cover the board. Players place counters on the board with the objective of covering their opponents' squares and not their own. Definitely not simply a parallel sudoku puzzle game.
Obscura Tempora. Published by Rose & Poison. 2005. Box. Excellent. £6
Designer: Andrea Angiolino. No. players: 2-6. Country: Italian. Duration: 45 mins.
Card game with very nice artwork (and no text). Players build up their castle, towns and abbeys using cards, and can enhance their towns with markets and ports. This will help increase their income each turn. The income must be distributed between the holdings. Players can also send Saracens, catapults and militia to destroy and steal from opposing holdings (though they can be rebuffed), and send bishops to take over control of abbeys. Money can be spent to gain more cards which give you more you can do, but also needs to be held as victory points to win the game.
Ombagi. Published by Franckh. 1986. Box. Good. £14
Designer: Reinhold Wittig. No. players: 2-3. Country: German. Duration: 15 mins.
Abstract game, originally made by Perluhn. The game is played on an attractively designed vinyl mat showing a hexagonal playing area, and uses chunky numbered wooden pieces. The idea is to get your pieces to the other side of the board first, with interesting rules allowing stacking and movement according to the numbers on the pieces. There are a few variants including a 3 player game.
Origin Of Failing Water. Published by Japon Brand. 2005. Box. Excellent. £9
Designer: Takuya Saeki. No. players: 4. Country: Japanese. Duration: 30 mins.
Trick taking game with a very unusual feature. Cards are played out, but then the tricks are resolved in reverse order. However, other twists make this matter more than it would in other trick based games. In addition points can be scored for winning tricks or for winning no tricks as long as you are the only person who wins no tricks.
Ostindien Company. Published by Piatnik. 1996. Box. Good. £7
Designer: H.J. Vanaise. No. players: 3-5. Country: Austrian. Duration: 45 mins.
Each player is a merchant hoping to extract the most profit from five trips from the East Indies to Europe. Nice playing pieces (particularly the ships), special dice and cards. Players load goods into the various ships and play cards to move them on their route. Note - this is not the game with a similar name by Dan Glimne.
Overthrone. Published by R&R Games. 1999. Box. 2 copies available:
1) Good. £5.50 2) Excellent. £6.25
Designer: Frank DiLorenzo & Stacey Merrill. No. players: 3-6. Country: American. Duration: 90 mins.
Card game, 2 decks of cards, featuring courtiers, musketeers, gold and other items associated with the court of King Louis. Players use their cards to attack, bribe and capture provinces, using their nobles to their advantage. Controlling the king is always useful! Very pretty cards. The game plays as a sort of trick taking game, with players playing cards of various types onto the table, and at the end of the 'trick', the player who played highest in each 'suit' gains the cards of that 'suit' and adds them to his power structure.
Owner's Choice. Published by Z-Man Games. 2007. Box. 2 copies available:
1) In shrink. £10 2) Excellent. £9
Designer: Yasutaka Ikeda. No. players: 2-5. Country: American. Duration: 40 mins.
Clever stocks and shares game which uses some interesting mechanics. Players move a marker around a track getting to choose which space to activate. The top share holder in each company is the director, and the director gets an extra choice when affecting a company, which can result in significantly boosting their company, but at the cost of personal cash in hand. Each company has its own dice which is rolled when that company is activated, and the effects on each dice are a little different giving the companies different characteristics. Fast light play and clever ideas - well worth trying if you like light business games.
Panico Zoo. Published by Interlude. 2005. Tin Box. Excellent. £8
Designer: Benoit Michaud. No. players: 2-6. Country: French. Duration: 15 mins.
Card game in which the players study cards showing many animals and try to be the first to find the only animal which is on all the cards present. The first player to do this wins the round. Attractively produced.
Party Games You Will Play Again. Published by Kaye & Ward. 1968. Book. Good. £2
Author: C.W. Rees. Country: British.
Hardback with dustcover, 22x15cm, 128 pages. A collection of activities, games and icebreakers for adult parties. The chapters cover: Warming Up Games, Pencil & Paper Games, Moving About Games, Stay Put Games, Magic & Mystery, Stunts, Team Games, Theatricals. Rather good collection of this type.
Party Puzzles And Games. Published by Little Dots. 1935. Book. Good, but fly leaves slightly speckled. £5.50
Author: Olive Chandler. Country: British.
Softback, 18x12cm, 119 pages. This period book contains all sorts of riddles and rhymes intended for use at children's parties and other gatherings. An excellent source of these, and entertaining just to read as well as for inspiration for parties.
Password. Published by Milton Bradley. ca.1962. Box. Good. £1.75
Designer: Unknown. No. players: 3-4. Country: American. Duration: 30 mins.
This is a version of a game which was originally on TV. Players must guess a secret word by being given clues by their partner. The more clues needed before the word is guessed the less points are scored. There is a neat device which keeps the lists of secret words secret - revealing them only when the clue card is inserted into it.
Patience Card Games For All The Family. Published by Corgi. 1970. Book. Excellent. £0.25
Author: Wendy Riches, Roma Thewes. Country: British.
Softback, 14x10cm, 93 pages. A collection of patience games split into one deck (23 games) and two deck (16 games).
Pick & Pack. Published by Z-Man Games. 2007. Box. Excellent. £9
Designer: Simon Hunt. No. players: 2. Country: American. Duration: 20 mins.
Played on a 6x6 grid filled with apple tiles of various values, the players take it in turns to move the counter either N-S or E-W, claiming the apple tile on which they land, and packing it into one of four crates. Instead of claiming apples a player can move the counter onto an empty space and use a one off special action token at the end of the column, allowing a crate to be closed and marked as premium, or downgrading an opponent's crate or various other useful possibilities. When the game ends the players' crates are evaluated with the most valuable total winning.
Planet Steam. Published by Ludo Art. 2008. Box. Good. £36
Designer: H.G. Thiemann. No. players: 2-5. Country: German. Duration: 2 hrs.
Special Notes: Would be Excellent, but there is a large repaired rip in one corner of the lid.
Set in 2415 AD on planet 'Steam' which has a molten core producing water, and other valuable resources. The players are resource gathering corporations which compete to tap these abundant resources. They must then be transported off planet and sold for profit. Players use their profit to invest in further hardware to improve their extraction facility, but at the end of the game only cash on hand counts. Amazingly produced - large box and very chunky components.
Putsch. Published by Queen Games. 1998. Box. Excellent. £9.50
Designer: Heiko Wiese. No. players: 3-6. Country: German. Duration: 2 hrs.
Game of political manoeuvrings in a banana republic. Control of each of the political groups at the end of the game scores points. Each group can perform different actions, and money and cards must be used to best effect. As you would expect from this type of game there is plenty of scope for wheeling and dealing amongst the players.
Qb. Published by JC Games. 2008. Box. Excellent. £5
Designer: John Chambers. No. players: 1+. Country: British. Duration: 30 mins.
Dice based word game in which 48 letter dice are used to form words somewhat Scrabble style. The dice are colour coded: white for vowels, blue for consonants and red for common letter combinations (such as "in" or "te"). The game includes 4 different ways to play including a solo challenge.
Quadwrangle. Published by Lagoon Games. 1995. Box. Good. £7
Designer: Maureen Hiron. No. players: 2. Country: British. Duration: 15 mins.
Part of the Inventor's Collection. Dice and board game in which the players simultaneously try to win 9 tug of war battles. 5 dice are used, with rerolls allowed. The dice are used to determine which of the pieces to pull in your direction each turn. Attack and defence need to be balanced skilfully. Solid wooden board.
Ratrace. Published by Waddingtons. 1973. Box. 2 copies available:
1) Good, but corners taped. £5.50 2) Good. £6
Designer: Unknown. No. players: 2-6. Country: British. Duration: 90 mins.
Fun, family game about gaining status. It is a 'round-the-board' game, but has nice elements and works rather well. For instance you can marry into money and advance quicker than you would normally, but you must pay the new bills you will now face, and should you land on a divorce space things get nasty. Similarly you can choose to take lots of credit, but should the loan be called in at the wrong moment things get worse. Players advance from working class to middle class and finally high society, needing a selection of status symbols of the right type at each stage to advance.
Revolver. Published by Stronghold Games. 2011. Tin Box. In shrink. £15
Designer: Mark Chaplin. No. players: 2. Country: American. Duration: 45 mins.
Card game set in the Old West. One player takes the deck for Col. Ned McReady and his lawmen, and is opposed by the deadly Colty gang. The Colonel needs to take down the bandits while the Colty gang want to escape over the Mexican border. The decks have different cards and abilities.
Revolver 2. Published by Stronghold Games. 2012. Tin Box. In shrink. £15
Designer: Mark Chaplin, Leigh Caple. No. players: 2. Country: American. Duration: 45 mins.
Card game set in the Old West. One player takes the deck for the bandit 'General' Mapache while the other takes the role of 'Padre' Esteban and his gunslingers hired by the villagers of Malpaso to defend them. The decks have different cards and abilities. This is a stand alone game and the original is not needed to play this.
Revolver Bonus Pack. Published by Stronghold Games. 2012. . New. £1
Designer: Mark Chaplin. No. players: 2. Country: American. Duration: 45 mins.
A selection of new cards (about 20) for use with either Revolver or Revolver 2, includes rules for constructing your own deck for these games.
Round Dice Tray. Published by PinToy. 2002. Box. Good. £6
Designer: Unknown. No. players: 1+. Country: Thailand.
34cm diameter wooden dice tray with a green felt rolling surface and wooden edges to stop the dice getting away. Very useful gaming accessory.
Royal Palace. Published by Rio Grande Games. 2008. Box. 2 copies available:
1) Excellent. £15 2) In shrink. £17.50
Designer: Xavier Georges. No. players: 2-4. Country: American. Duration: 75 mins.
Resource management based board game in which the players use their servants in the rooms of the royal palace to gain various resources, special action cards, recruit additional servants, and gain increased ability to move around the palace for greater flexibility in future turns. Many actions involve removing servants from the board, so ensuring that you can get them back on quickly is vital. When you have enough resources these can be spent to gain the favour of aristocrats located on a separate park board. These are worth VPs and in game benefits too. Bonuses are also awarded for having most aristocrats in various areas of the park.
Run For Your Life Candyman. Published by Smirk & Dagger Games. 2005. Box. Good. £4.75
Designer: Curt Covert. No. players: 2-6. Country: American. Duration: 30 mins.
Game which parodies the classic children's game Candyland. In this game the king has betrayed his candy citizens by bagging them up and shipping them to children all over the world! The players play astute gingerbread men who have discovered this and are running for their lives to escape this fate. Each player gets a status sheet where damage to their limbs is marked off as the game progresses. Players travel along a track and get to play cards which can damage the other players or help themselves.
Santa Timea. Published by Argentum Verlag. 2009. Box. Excellent. £7
Designer: Dirk Liekens. No. players: 2-5. Country: German. Duration: 30 mins.
Trick taking card game with a pirate theme. The suits represent the points of the compass. Each trick there is a penalty card for the player who plays the lowest card that round, where cards in that suit are best, the two adjacent suits are worth half their face value and the opposite suit is worth nothing. By collecting specific sets of penalty cards it is possible to nullify them and so do well after all.
Sea Hawks. Published by Orca. ca.1985. Box. Good, but corners taped. £9
Designer: Jon Dunkelman. No. players: 2-4. Country: British. Duration: 1 hr.
Treasure hunt game played on a copy of an 18th century map of the Caribbean. Players are trying to find the chest with treasure in it. This is done by sailing around the map and either visiting ports where information about the whereabouts of the treasure can be gathered, or sailing to the various islands and looking for it more directly. Rules also allow battling opponents' ships.
Seasons. Published by Libellud. 2012. Box. Excellent. £28.50
Designer: Regis Bonnessee-Naiade. No. players: 2-4. Country: French. Duration: 1 hr.
The players compete in the tournament of the 12 seasons, a 3 year contest to find the new Archmage. Players draft cards which they will use throughout the game. Dice are then rolled communally and used to perform actions such as drawing cards, increasing the number of active cards permitted, gaining resources and collecting crystals (VPs). Each season has a different character so players must take this into account when planning.
Selected Patience Games. Published by Goodall & Son + Thos. De La Rue. ca.1932. Booklet. Good. £3
Author: Professor Hoffmann. Country: British.
Softback, 10x7cm, 64 pages. A collection of 22 patiences selected by this prolific author. Many black and red diagrams throughout. The games are: Original, Star, Travellers, Carpet, Windmill, Heads & Tails, Demon, New York, St Helena, Reversible Sequences, Puss in the Corner, Four Marriages, Backbone, Bismarck, Quadrilateral, Roman, Ladies' Drawing-Room, Burleigh, Triplets, Stop, Golf, Poker.
Shadowfist Players' Guide Vol. 1. Published by Daedalus Entertainment. 1996. Book. Excellent. £1.20
Author: Rob Heinsoo, Robin D. Laws. Country: American.
Softback, 27x22cm, 94 pages. Book for players of the Shadowfist CCG. This CCG is themed on Kung Fu movies and players try to control feng shui sites in order to control the world. This book gives an excellent introduction to the world of Shadowfist, and also gives rules updates and strategy suggestions, also much of the book shows all the cards in the game at the time, and explains how to use each one.
Shazamm! Published by Lui Meme. 2003. Box. Good. £8
Designer: Francois Bruel, Philippe des Pallieres. No. players: 2. Country: French. Duration: 30 mins.
Special Notes: Would be Excellent except for slight crease on lid. Includes colour crib sheets for card translations.
Each player is a mage duelling on a bridge for the right to cross. The game is played in rounds, and after each round the wall of fire between them will be forced back one or more spaces on the bridge before the mages resume the duel. Should a mage run out of magical power he loses the whole battle. Each round consists of optionally choosing one-use spell cards and deciding how much magical power to use. Players then compare power and action spells - with the loser of each bout moving back on the bridge. The cards allow for some interesting combinations and tactical options.
Shipyard. Published by Rio Grande Games. 2009. Box. In shrink. £23.50
Designer: Vladimir Suchy. No. players: 2-4. Country: American. Duration: 1-2 hrs.
The players each run a shipyard and spend the game buying ship parts and equipping their ships and hiring specialist staff. When complete a ship is given a test run which can earn VPs for a variety of aspects of its performance. In addition each player has a secret objective which can earn bonus points. The game uses some interesting mechanisms and plays very smoothly.
Shit! Published by Adlung Spiele. 1996. Box. Excellent. £1.75
Designer: Reinhard Staupe. No. players: 2-6. Country: German. Duration: 20 mins.
Card game, 50 colourful cards in suits and 6 Shit! cards. Cards are played into a circle and the suit order is circular. Each round players play a card simultaneously, and this can either be a card which will get you more cards (the only way to get more cards in fact) or a number card. Depending on the cards on the table and the cards other players have played points are scored. There is a slight similarity to '6 Nimmt'. Eamon asked why they called it such a name, and was told that they thought they were using an English word equivalent to "Damn" or "Bother".
Sing Sing. Published by Moskito. 1996. Box. Good. £9
Designer: Karl-Heinz Schmiel. No. players: 2-5. Country: Germany. Duration: 20 mins.
Nicely produced game of skill and memory. Players must remember the various layouts of bars on the windows of the prison, and if they can spot which one is missing (they need to know the right window, the right length and the right colour), then they catch an escaping convict. The first player to capture all three convicts or the same one three times wins. Unusual concept.
Slow Freight. Published by Alan Moon. 2004. Envelope. New. £2.50
Designer: Alan Moon. No. players: 2-4. Country: American.
This train game comes in a large envelope and you will have to cut up the sheets of cards required to play. The card sheets are colour printed. In the game players put together engines with freight carriages, and then have to deliver the goods. The longer a train the more it will score, but the slower it is to move, and so delivery will take longer. Undelivered goods at the end of the game incur a penalty, and the player scoring the most VPs wins.
Spec. Published by Block Inland. 1987. Box. Good. £5.25
Designer: Unknown. No. players: 2-6. Country: British.
Property speculation business game in which the players extend and improve their homes and add luxuries, trying to increase the value of their properties. The game uses 24 amazing property value dials, each with 7 digits! Game play includes mortgages, crisis cards, bonus cards, pro & con cards, and a board around which the players move their playing pieces.
Spiel '99 Taschenbuch. Published by Friedhelm Merz Verlag. 1999. Book. Good. £1.50
Author: Rosemarie Geu. Country: German.
Softback, 15x11cm, 848 pages. Pocket guide book to the Spiel 1999 fair in Essen, with lots of information useful to collectors such as: company addresses for all the exhibitors, PBM magazine addresses, German games awards lists, journalists' and magazines' contact details, lists of the games being shown at all the stands that year, lists of games authors with their ludographies, games index, games groups and so on. It is all in German of course.
Spi-Trap. Published by SMT. ca.1988. Box. Good. £2.25
Designer: Unknown. No. players: 2-4. Country: Swedish.
An interactive variant of Hangman. Players guess letters (then the target word if they can), and the result of their efforts moves their opponents nearer the centre of a spider's web (and then out of the game).
Star Trek TNG CCG Official Player's Guide. Published by Macmillan Computer Publishing. 1995. Book.
Excellent. £4.50. Author: Decipher Inc.. Country: American.
Softback, 21x13cm, 268 pages. Companion guide for players of the Star Trek TNG CCG. This book covers: Entering the Star Trek Universe, Game Strategy (Customizing Decks, Choosing Dilemmas, Well Coordinated Decks, Powerful Combos, Trading Tactics), The 50 Most Powerful Cards, Card Checklist, FAQ, Collector's Info, Advanced and Multi-player Variants.
Starship Tycoons. Published by Griffin Games. 1986. Box. 2 copies available:
1) Good. £2 2) Good, but box slightly indented. £1.50
Designer: Alan E Paull. No. players: 2-6. Country: British.
Space trading game in a bookcase box. Essentially you travel the galaxy making deals to gain wealth, with the bizarre objective of raising enough money to buy the Moon (which the Earth Government has put up for sale!). Players can choose to buy extra cargo holds for their ships to enhance their trading, but will need to trade more to recoup the cost. Events occur during the game to add adventure to the trading.
String Railway. Published by Asmodee. 2012. Box. In shrink. £15.50
Designer: Hisashi Hayashi. No. players: 2-5. Country: French. Duration: 30 mins.
Reprint of this extremely novel Japanese railway game. The game components are coloured strings and tiles. String is set out to set the game boundary and also to indicate a mountainous region and a river. The tiles represent stations and the players join these in order to form networks using their own coloured pieces of string. Points are scored for connecting the stations. A fast playing, fun and novel idea which works surprisingly well. Recommended.
Suppenkaspar. Published by Mattel. 1987. Box. Good. £2.25
Designer: Karl-Heinz Schmiel. No. players: 3-6. Country: German. Duration: 45 mins.
A game in somewhat poor taste, but great fun to play. Players gorge, diet, and throw-up in their quest for the perfect body. Essentially a card game - the board merely serves to keep a record of your current appearance. The game is of the type where one player leads a particular type of card and this restricts what can follow it. However there are special cards and there is the opportunity to discard cards before a hand starts, making for some interesting play, and thought is required in how to best play a hand.
Sushizock Im Gockelwok. Published by Zoch Zum Spiele. 2008. Box. Excellent. £8.25
Designer: Reiner Knizia. No. players: 2-5. Country: German. Duration: 20 mins.
Dice game in which the players claim nicely made domino shaped scoring tiles. The scoring tiles come as positive sushi tiles and negative fishbone tiles. Players can reroll the dice to try to get a combination which gets them a tile they want or the option to steal a tile from another player. The scoring makes the game interesting - one negative fishbone tile is required to score each positive sushi tile, adding to the tactical implications of gaining or stealing tiles.
Swim. Published by Amigo Spiele. 1992. Box. Good. £6
Designer: Unknown. No. players: 2-6. Country: German. Duration: 30 mins.
Card game in which players draft a hand of three cards trying to ensure they have don't have the worst set when the round ends, and the player with the worst cards loses a log from their raft, and when all the logs are gone they must swim. The last player in the water is the winner.
Take It Higher. Published by Burley Games. 2009. Box. In shrink. £17.50
Designer: Peter Burley, Reiner Knizia. No. players: 1-6. Country: British. Duration: 25 mins.
A different take on Take It Easy, this time with input from Reiner Knizia as well. The most obvious difference is that the game uses octagonal rather than hexagonal tiles, so there are 4 lines through each tile rather than 3. In addition to the basic game two additional scoring options can be added. The first gives bonuses for completing rows which have all the same coloured central tile section, and the other gives points for completing rows and placing spaceship miniatures on them in a cunning way. Recommended.
Tetris. Published by Tomy. 1991. Box. Good. £4.25
Designer: Unknown. No. players: 2. Country: British. Duration: 30 mins.
Board game version of the famous and addictive computer game. The two players sit at either end of the board, and take it in turn to use a shape spinner which is built into the game to determine what shape they have to add to their Tetris layout. The two layouts join up at the top, and initially a central bar sits in the middle of the board, but each time you complete a row the bar is moved towards your opponent. Completing several lines at once moves it extra spaces. The idea being to have your opponent run out of space before you do, so keeping the divider bar on their side of the board is a good way to do this.
The Car Boot Game. Published by Lefran Games. 1997. Box. Excellent. £0.90
Designer: Unknown. No. players: 2-4. Country: British.
Players try to make the most money by buying and selling assorted items at car boot sales, jumble sales, auction houses, and in the local paper. The various items are depicted on cards and have a face value and a hidden real value which they can hopefully be resold for. The board shows a track with several branches around which the playing pieces are moved and the space landed on is actioned. The spaces allow the purchase / sale of items, and at a car boot sale items can be bought from other players too.
The Card Player's Omnibus. Published by Willow Books. 1986. Book. Good. £1.50
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 English Jigsaw Puzzle 1760-1890. Published by Wayland. 1972. Book. Excellent. £11.50
Author: Linda Hannas. Country: British.
Hardback with dustcover, 26x19cm, 164 pages. Book detailing the history of the English Jigsaw Puzzle, and an essential work on the subject. About half the book is historical information with many pictures (mostly black and white, but a few colour) and covers the inventor of the Jigsaw (John Spilsbury), 18th and 19th century dissections, principal publishers, the jigsaw trade, foreign puzzles, and more. The second half is a very comprehensive looking listing of jigsaws from the covered period in museums and private collections with quite a bit of detailed information on each (but no pictures).
The Family Book Of Games. Published by Michael Joseph. 1983. Book. Excellent. £1.50
Author: David Pritchard. Country: British.
Hardback with dustcover, 29x20cm, 208 pages. A well illustrated collection of games for the family. They are categorised: Table & Strategy (20), Word Paper & Pencil (13), Dice & Tile (6), Card (16), Children's (9), Gambling (7). Also includes sections on proprietary games, fantasy games and computer & electronic games.
The Great Wall. Published by Quantum Games. 1985. Box. 2 copies available:
1) Good, but 2 corners taped. £10.50 2) Good, but box corners show wear. £10.50
Designer: Roger Berry. No. players: 2-4. Country: British. Duration: 45 mins.
Played on an 8 sided grid of triangles, the players each represent a different Chinese power which expands its territories using armies to take control of more village spaces with forts. Wall sections can be placed automatically between forts. The objective is to control more of the board than your opponents. Each turn 8 action points can be used to move armies, attack enemy armies and build forts. Uses wooden playing pieces.
The Hamlyn Illustrated Book Of Card Games. Published by Hamlyn. 1973. Book. Excellent. £7.50
Author: George F Hervey. Country: British.
Hardback with dustcover, 26x19 cm, 240 pages. Lavishly illustrated book covering roughly 200 games and variations, each fully explained, and with illustrations to clarify tricky points or show layouts etc. The games are categorised as follows: Patience (Single Deck 19, Double Deck 22), Two Player (58), Three Players (12), Four Players (41), Five + Players (33), Party Games (23), Banking Games (17).
The Jigsaw Book. Published by Hutchinson & Co. 1981. Book. Excellent. £4.75
Author: Linda Hannas. Country: British.
Softback, 25x25cm, 95 pages. Book celebrating two centuries of jigsaw puzzling around the world. The book is full of colour pictures, and covers: The History of Jigsaw Puzzles, Schoolmasters Puzzle their Brains, Puzzle the Devil, Nature Puzzles, Going Places, Tell Old Tales, Pieces of History, The Puzzle is the Message, Puzzle Key Pictures. A very nice book for jigsaw enthusiasts.
The New Book Of Games. Published by Syndicate Publishing Co. Ltd. ca.1955. Book.
Good, but corners show some wear. £3.50. Author: Unknown. Country: British.
Special Notes: Dice and playing pieces are missing.
Hardback, 28x20cm, 30 pages. An unusual antique item which has some very thick card pages which fold flat to form a board, and some regular pages. The book contains boards for: Football, Test Match, Air Race, Draughts, Ludo, Snakes & Ladders, Riding The Ranges. As well as rules to these games there are also a selection of party games and activities described and some magic tricks and puzzles too. Originally came with some dice and playing pieces.
The New Games Book. Published by Sidgwick & Jackson Ltd. 1976. Book. Good. £2.75
Author: New Games Foundation. No. players: 2+. Country: British.
Softback, 23x21cm, 192 pages. A book full of unusual and interesting outdoor games and activities. There are many photographs which come straight out of the hippy era, but many of the games themselves look great fun - fantastic if you have a large group of children and adults and a park, or even just for active families to enjoy on a summer's day. Activities range from boffing (duelling with polyethylene swords), tug of war, and Hunker Hawser (two players balance on poles holding a rope - last still on wins) to Stand-off (a sort of aikido balancing wrestle). Some great ideas, and some just truly bizarre!
The Play-It Book. Published by Rand McNally & Co. 1928. Book. Good but covers detached (but present). £1.75
Author: Jean Hosford Fretwell. Country: American.
Softback, 25x20cm, 47 pages. Written by a former physical education teacher, the writer wants to ensure that the new generation of children aren't idle. The book includes many very attractive 1920's illustrations of the games and activities described. These fall into the following categories Play-Lot Days (7), One Day on the Sidewalk (8), A Rainy Day (10), A Day in the Woods (10), A Summer Day on the Lawn (7), One Day at the Beach (10), A Picnic Day (9), Days in Bed and Afterwards (9). Nice item.
The Williams Renault Grand Prix Championship Game. Published by Domark. 1994. Box. 2 copies:
1) Good. £20 2) Good, but edges show wear. £18
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.
Thud: The Discworld Boardgame. Published by Aurient Traders. 2001. Box. Good, but box base indented. £11.50
Designer: Trevor Truran, Terry Pratchett. No. players: 2. Country: British. Duration: 1 hr.
Based on the Discworld Battle of Koom Valley, this game pits 8 trolls against 32 dwarves. Each playing piece is chunky and hand-made. The game is played on an octagonal square gridded board. It is related to Hnefatafl (the Viking game), but the method of capture is different and there is no king piece. The trolls and the dwarves have different movement rules and different methods of capture. Thus the game would normally be played twice, switching sides after the first game.
Ticket To Ride India + Switzerland. Published by Days Of Wonder. 2011. Box. In shrink. £21
Designer: Alan R Moon, Ian Vincent. No. players: 2-6. Country: American. Duration: 1 hr.
Expansion set for Ticket To Ride - you will need a base game (USA or Europe) to play this. This set includes two maps along with tickets and rules you will need to play them. The maps: India which is intended for 2-4 players, and Switzerland (previously published on its own) which is ideal for 2-3 players.
Totem Land. Published by Challenge. 2007. Box. 2 copies available:
1) In shrink. £13 2) Excellent. £11.50
Designer: Frank Dyksterhuis, Mark Wood. No. players: 2-4. Country: Australian. Duration: 20 mins.
The players represent up to four tribes who have moved into a wilderness area, and seek to dominate by constructing the most powerful totem poles. Each player has eight differently shaped and valued totems, which must be moved around the board onto other totems in order to form powerful stacks - the player whose totem is on top gaining the power from that pole. Bonuses for single colour poles are available.
Trapped. Published by Peter Pan. 1989. Box. Good. £3
Designer: Unknown. No. players: 2. Country: British. Duration: 20 mins.
Strategy game with a plastic board and playing pieces. The board is hexagonal and divided into smaller hexagons each with slots along the edges. Each player has three playing pieces which start near the centre of the board. Players take turns to move a piece and / or play a wall into a slot. The objective is to entirely trap all of your opponent's playing pieces.
Treasure Quest. Published by Ravensburger. 1996. Box. Excellent. £2.50
Designer: Christine Welz. No. players: 2. Country: German. Duration: 20 mins.
One player seeks gold and the other rubies. Each player starts off with ten 5x5 cardboard grids showing their opponent's type of treasure, but they all have some spaces cut away. There are two areas in the box where these can be stacked on each other, and players take it in turns to do so, adding a ruby layer on top of a gold layer and vice versa, with the objective being to reveal as many of your type of treasure as possible after each of your plays. Each such treasure scores you a point, and most points at the end of the game wins. The scoring tracks have Egyptian hieroglyphs decorating them. Attractive game with well made in-box playing area.
Tribune Expansion. Published by Fantasy Flight Games. 2008. Box. In shrink. £14
Designer: Karl Heinz Schmiel. No. players: 2-6. Country: American. Duration: 90 mins.
Expansion for this excellent resource gathering game set in ancient Rome. You will need the base game to make use of this. This set includes: a new faction allowing up to 6 to play, and several new ways to work towards victory. You can now try to earn the favour of the Emperor, become well known as a patron who shows mercy towards slaves or gain high offices in Rome's administration. New victory conditions will change the way you need to play the game.
Trinity Battleground. Published by White Wolf. 1997. Box. Good. £8
Designer: Chris McDonough. No. players: 2. Country: American. Duration: 1 hr.
Miniatures wargame set in the 22nd century. Troops have been sent to Khantze Lu Ge to oppose the Aberrants - hideously deformed humans who are taking over and enslaving the colony. The game includes 3D terrain, miniatures and lots of counters. The rules are complex and cover all sorts of options, with lots of background information about the setting.
Tzolk'in. Published by CGE. 2012. Box. In shrink. £30
Designer: Daniele Tascini, Simone Luciani. No. players: 2-4. Country: Czech Republic. Duration: 100 mins.
Special Notes: German language edition - but all components are language neutral
A wonderfully produced worker placement, resource gathering game. Set in Mayan times and using a huge central cog and five connecting large cogs as the resource production, and action performing areas. Each turn players can pay to add workers to the cogs or remove existing workers to gain resources and perform actions. Then the central cog is moved one step, and all workers move around their cogs one space. Players obtain VPs by making sacrifices to the Mayan gods or by constructing fabled crystal skulls or even great monuments. Technological improvements and buildings can be invested in to reduce the cost of winter and gain other benefits. Plays very well - highly recommended as a meaty gamers' game.
Utopia. Published by Matagot. 2007. Box. Several copies available:
1) In shrink. £14 2) Excellent. £12 3) Excellent but a small mark on one edge. £11.50
Designer: Arnaud Urbon, Ludovic Vialla. No. players: 2-5. Country: France. Duration: 1 hr.
Set in a fictional land in which the king has invited princes from far off lands (the players) to build exotic temples, palaces and other buildings throughout the island kingdom. Players build these structures by placing workers throughout the islands and when there are sufficient of their own people a monument can be built, and the workers go home. However, each region can only have one monument so players must race to complete theirs first. In addition popular opinion holds the different cultures in high or low esteem, and this can be influenced by card play, though the cards can also be used to move and recruit more workers. To win you must successfully build monuments and keep those you have built in high regard. 40+ amazing monument pieces.
Vampire. Published by Rio Grande Games. 2000. Box. Good. £7.50
Designer: Reiner Knizia. No. players: 3-5. Country: American. Duration: 20 mins.
Card game with a vampire hunting theme. Players draft cards which they then play in sets to the table, but care must be taken as the player who hunts the least impressive set of vampires at each of the sites has that set of vampires ignored when it comes to scoring.
Vampire: The Masquerade: Players Guide To The Sabbat. Published by White Wolf. 1992. Book. 2 copies:
1) Good. £2.25 2) Good, but cover shows a little wear. £1.75
Author: Steve C. Brown. No. players: 3+. Country: American.
Softback, 28x22cm, 156 pages. Sourcebook for Vampire: The Masquerade dark role playing game. The Sabbat is a secret political and militaristic society of vampires. This book covers: Inside the Sabbat, Running with the Sabbat, Character Creation, Paths of Enlightenment, Sabbat Traits, Sabbat Templates, Unusual Weapons for Vampires, Sabbat Relics and Magical Devices.
Vampire: The Masquerade: Storytellers Guide To The Sabbat. Published by White Wolf. 1993. Book. Good. £3
Author: Steve C. Brown. No. players: 3+. Country: American.
Softback, 28x22cm, 133 pages. Sourcebook for Vampire: The Masquerade dark role playing game. The Sabbat is a secret political and militaristic society of vampires. The book includes 5 stories involving Sabbat characters. The chapters are: Sabbat Chronicles, Politics of the Sabbat, Forces of Darkness, Storytellers Aids, Quick Start Materials, The Stories.
Vampire: The Masquerade: The Storytellers Handbook. Published by White Wolf. 1993. Book.
Good but corners show a little wear. £3.75. Author: Steve C. Brown. No. players: 3+. Country: American.
Softback, 28x22cm, 152 pages. Sourcebook for Vampire: The Masquerade dark role playing game. This book introduces the style of roleplaying and the setting as well as the game mechanics. The chapters cover: The Story, The Chronicle, The Setting, The Motive, The Enemy, The Ways, Enchanted Items, Useful Lists.
Village: Promotional Poster. Published by Pegasus Spiele. 2012. Poster. New. £0.50
Designer: Unknown. Country: German.
Large promotional poster for the 2012 Spiel des Jahres (expert game category) winner: Village.
Vineta. Published by Winning Moves. 2008. Box. Excellent. £13
Designer: F. Onca, M. Gibrin, M.Miyaji. No. players: 2-6. Country: American. Duration: 40 mins.
The players take the roles of Norse gods, and Vineta is an island much like Atlantis, which the gods are not well pleased with, and bit by bit gets sunk, until only one segment remains. However, the gods vie to determine which segment should be the next to sink beneath the waves, and to get the chance to save their favoured occupants as it sinks. The game involves playing cards to influence what will happen at the end of each round, or to perform special actions. When only one area remains, the most successful god wins. Attractive chunky cardboard island jigsaw-like segments, and wooden playing pieces.
War Of The Ring: Battles Of The Third Age. Published by Fantasy Flight. 2006. Box. In shrink. £35
Designer: R. Di Meglio, M. Maggi, F. Nepitello. No. players: 2-4. Country: American. Duration: 3 hrs.
Expansion for the excellent War of the Ring, which you will need to play this. This expansion includes 77 more figures and provides a selection of new options to add to your games of War of the Ring, such as the Ents, Corsair Ships, the Dunlendings, Siege Engines, Half-orcs, the Southron Cavalry, Galadriel, the Balrog, Smeagol and more. There is also a separate board and rules to allow you to recreate the Battle of Helm's Deep and the Battle for Minas Tirith at Pelennor Fields using components from the original game as well as new cards etc included here.
Westminster. Published by Gibsons. 1983. Box. Good. £0.80
Designer: Unknown. No. players: 2-6. Country: British. Duration: 2hrs.
Unusual political game, focusing on the passing of bills though Parliament rather than the election itself. The game starts with a general election with players controlling the various political parties. Then a series of by-elections take place and the winner is the first to get a bill through parliament, which takes 3 readings.
Where's Bob's Hat? Published by Rio Grande Games. 2001. Box. 2 copies available:
1) In shrink. £2 2) Good. £1
Designer: Alan R Moon. No. players: 2-5. Country: American. Duration: 40 mins.
Trick taking game which is best with 3-4 players, and in my opinion really shines with 3 players. The cards are divided into 3 suits showing different hats. Before play players secretly indicate which suits they think they will take the most tricks in or if they wish indicate they will win fewest tricks of all. Also winning a card showing Bob's Hat gets you a bonus card showing Bob's hat, and the player who has it at the end of the hand gets either a bonus or penalty (depending on what was decided at the start). Points are scored for making your bids and lost for failing to make them. A nice twist on regular whist.
White Lady. Published by Franckh. 1987. Box. Good. £17
Designer: Reinhold Wittig. No. players: 4-6. Country: German. Duration: 45 mins.
Horror themed game played on a very attractively illustrated vinyl board showing a haunted house. The White Lady is a vampire who wanders over the board scaring the players as she approached their playing pieces! She can be warded off by using garlic, but the winner is the one with the most garlic so you must think before you use it.
Wild Flower Sevens. Published by Pepys. ca.1960. Box. Good. £4
Designer: Unknown. No. players: 2-6. Country: British. Desc. by Eamon.
Card game, 44 cards featuring families of wild flowers in 4 suits of 11 (Marshland flowers, etc.). The game is based on the playing card game Sevens. The illustrations of the flowers are fabulous, in colour and detailed.
Wind City. Published by Edition Perluhn. 1997. Tube. Good. £19
Designer: Reinhold Wittig. No. players: 2-5. Country: German. Duration: 45 mins.
Played on a vinyl mat showing a square grid, the players own a selection of properties on the board and a tornado passes through the city, with its movement controlled by cards the players play, and destroys properties it hits. Players can insure their properties at some cost, and when the tornado has passed by the player whose properties have fared best wins.
Winning At Trivial Pursuit. Published by Signet. 1984. Book. Good. £0.75
Author: Jeff Rovin. Country: American.
Softback, 18x10cm, 255 pages. Written by the editor of Trivia! magazine, this book covers questions you may have about the game, good strategies for movement on the board, winning card strategies, psyching out your opponents, new ways to play, tournaments, other trivia games, writing your own questions, new questions for adults, new questions for kids.
Winter Olympics. Published by Ocean. 1987. Box. Good - contents unpunched. £1.75
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.
Witchcraft. Published by Japon Brand. 2010. Box. New. £13
Designer: Muneyuki Yokouchi. No. players: 3-5. Country: Japanese. Duration: 1 hr.
There have been murders at the Academy of Magic and it looks like a long ignored legend may have come true. Thus five members of the Academy work to uncover the murderer and eliminate her. The players gather information about the murderer but the murderer may be amongst them, so they too need to be watched closely. The players use cards to gather the evidence.
With Fang And Claw. Published by White Wolf. 1996. Book. Excellent. £5.50
Author: Justin Achilli. Country: American.
Softback, 21x14cm, 200 pages. Strategy guide for the Rage CCG. The chapters cover: The Game and How to Play It, General Play Tips, Strategies, Tournament Rules, Common Rulings, Unlimited Edition Spoilers, Card Lists, Lexicon.
Wizzword. Published by Milton Bradley. 1977. Box. Good. £2.75
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.
World Of Warcraft The Adventure Game. Published by Fantasy Flight. 2008. Box. In shrink. £13
Designer: Corey Konieczka. No. players: 2-4. Country: American. Duration: 100 mins.
Fantasy adventure board game based on the immeasurably popular World of Warcraft computer game. The players travel the Eastern Kingdoms of Azeroth challenging dangerous monsters and even the other players. Each of the four characters have their own set of ability cards, and the game uses a straight forward robust combat system to keep the action moving. A large number of cards represent quests, challenges and trophies.
Xe Queo! Published by Drei Magier Spiele. 1998. Box. Excellent. £7
Designer: Alex Randolph. No. players: 2. Country: German. Duration: 20 mins.
Game of second guessing your opponent. There are 7 coloured disks which are moved towards an empty ring in the middle of the board. Players secretly select a coloured disk, and then that disk can be moved towards the centre. Moving the disk you selected into the centre wins the round unless your opponent guessed that was what you were going to do. The game is played over several rounds.
Zankobst. Published by Yun Games. 2004. Box. Good. £13
Designer: Kemal Yun. No. players: 2-4. Country: Japanese. Duration: 30 mins.
Played on a maze-like garden made up of tiles, each player controls a father and two sons and the objective is for the sons to collect fruit and take it back to the father. Each son can only carry one type of fruit and it is worth more if delivered in larger bathes. This is the wooden tile and playing piece edition. Game play involves moving your pieces around the maze as well as manipulating the maze itself.
Zooloretto XXL. Published by Rio Grande Games. 2008. Box. In shrink. £16
Designer: Michael Schacht. No. players: 2-5. Country: American. Duration: 45 mins.
Expansion for Zooloretto and Aquaretto. Includes a new variant for both Zooloretto and Aquaretto, which extends the game somewhat. For Zooloretto additional animals of all the standard types are provided, and players can clear out a full enclosure during play to make room for new animals. The earlier you manage to do this the more VPs you will earn. For Aquaretto there are some new animals as well, and players get a new expansion board, and also new tiles are introduced which don't take up space in the zoo.