MNG-AJM Games and Collectibles

 

Nov 2010 catalog

 

As usual after going to Spiel, the first part of the November catalog consisted of a listing of all my purchases from Spiel. Since these were either then sold or put into later catalogs with full listings I have removed the listing from here,

 

165 Card Tricks & Stunts. Published by Trolbourne Ltd. Book. Excellent. £1.75

Author: Jean Hugard. Country: British.

A book detailing 165 card tricks and manipulations as performed by master magician Jean Hugard.  In order to learn these tricks you will need considerable dexterity and practice, but if you want to impress your friends and children with your sleight of hand or just want to know how the pro's do it then this is the book for you.

 

2001. Published by Peter Pan. 1978. Box. 2 copies available:

1) Good, but 2 corners taped. £3

2) Box quite battered & taped up but whole. £1. One of the magnetic strips for the board is slightly misaligned - this does not affect play. Photocopied rules

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

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

 

Advance To Marble Arch. Published by Parker. 1985. Box. Good. £3.25

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

Property development game.  There are 4 regions on the board each with 6 property spaces and a title deed for each.  On your turn you get some money to spend in a particular region and this can be split amongst the properties as you wish.  Each time you buy a share in a property you place a stackable piece there, and whoever has the most pieces there gets the title deed.  Thus you have to decide who to compete with and where.  Special cards allow rule breaking moves which can swing things in your favour, but it often takes a turn to get a new one.  A fun light business game.

 

Advanced Fighting Fantasy: Blacksand!. Published by Puffin. 1990. Book. Good. £0.50

Author: Marc Gascoigne, Pete Tamlyn. No. players: 2+. Country: British.

Softback, 20x13cm, 362 pages. Essentially a role playing adventure inspired by the Fighting Fantasy paragraph based game books. This is the sequel to Dungeoneer, which contains the basic rules of play, so you will need it to play this. This book presents new rules and spells as well as information on the thieves' city, Blacksand, and a new adventure: A Shadow Over Blacksand.  Note: this is not a Fighting Fantasy solo gamebook.

 

Age Of Empires III. Published by Tropical Games. 2007. Box. Excellent. £25

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

Very well regarded board game version of the hit PC game.  This game allows you to revisit the age of exploration and discovery.  Each player takes the role of a colonial power seeking glory and riches in the New World. The game proceeds through three 'ages' and players launch expeditions, colonise regions, expand their merchant fleets, and build unique buildings giving their civilization advantages.  The game includes both economical development and the scope for war to break out. The mechanics are very much those of a euro-game, but has hundreds of plastic figures inc. ships, colonists, merchants, soldiers and more.

 

Amyitis. Published by Ystari. 2007. Box. Excellent. £23

Designer: Cyril Demaegd. No. players: 2-4. Country: French. Duration: 90 mins.

Set in the time of Nebuchadnezzar, who has married the beautiful Amyitis, the players are nobles seeking to earn favour from the king by building beautiful gardens to remind the queen of her homeland.  Game play involves recuiting craftsmen for in game benefits, deploying workers to gain resources, sending priests to the temple for favours from the gods, employing merchants, and using engineers to build the hanging gardens themselves. As usual with this company the mechanics are clever and interlinked and will give you plenty of hard decisions to make.

 

An Den Ufern Des Nils. Published by Abacus. 1994. Box. Good. £14

Designer: Hanno and Wilfried Kuhn. No. players: 2-5. Country: German. Duration: 90 mins.

Players take the roles of farmers on the banks of the Nile, which regularly floods the Nile valley and then dries out to reveal very fertile land.  Players have a selection of types of seed which are sown, then grown and then harvested in the fields by the Nile.  Players can influence the flooding and drying out process, but cannot predict it precisely, but must decide when and where to grow their crops.  Once harvested the crops are taken to market, but even there timing is important as the freshest produce is more valuable and too many batches of one type of crop will not be permitted.  Highly recommended, and plays best with 2 or 3.

 

Antler Island. Published by Fragor Games. 2007. Box. In shrink. £29

Designer: The Lamont Brothers. No. players: 3-4. Country: Scottish. Duration: 45 mins.

Privately produced game, but to a very high standard.  There are cute painted resin stag models, wooden does and a three level playing board. Each turn the players (as stags) plan their actions and then execute them one at a time.  The idea is to claim and then mate with as many does as possible.  However, since the other stags are trying to do the same you will need to build up your fighting ability and fight for the does from time to time - especially in the prime position on the top of the hill.

 

Arkadia. Published by Ravensburger. 2007. Box. In shrink. £22

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 many workers will be able to work on several buildings. 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.

 

Arkham Horror Dunwich Horror. Published by Fantasy Flight. 2006. Box. In shrink. £29

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

Expansion for Fantasy Flight's edition of Arkham Horror, which you will need to make use of this set. Dunwich is now included on an additional map, and the Dunwich Horror must also be dealt with.  New concepts include gate bursts, madness and injury cards, tasks and missions.   Also included are new investigators, new Ancient Ones (if that isn't a contradiction), lots of new items, skills and encounter cards.  Over 300+ cards to add to keep the game fresh.


Arne. Published by Lauwers Games. 2002. Box. In shrink. £0.30

Designer: Arne Lauwers. No. players: 2-4. Country: Belgian. Duration: 15 mins.

Family card game in which players can play cards of their colour in front of them to score points, or other cards to perform special actions such as taking a card from another player's hand or cancelling a scoring card a player has laid down. Some cards can be played out of turn.

 

Australia. Published by Ravensburger. Box. Excellent. £16

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

Very interesting game in which the players deploy men around the edges of regions in Australia.  Each region can be scored twice - firstly when there a particular number of men around it, and secondly when all spaces around the region are occupied. Players use cards to get their aeroplane into the regions and to deploy men. Clever and efficient play can cause several scorings at once, and there is a bonus for causing scorings even if you don't win the main award. Additional rules allow men to be deployed in an additional way which adds an extra level to game play.  Recommended.

 

Balderdash. Published by Action GT. 1984. Box. Goodish - box edges show wear. £1

Designer: Gameworks Creations Inc. No. players: 2+. Country: British. Duration: 1 hour.

Special Notes: One side of the base has had its printing ripped off.  A previous owner has also used the inside of the box as a score sheet. Replacement definition she

This is a professionally produced version of the parlour game which can be played with just a dictionary, pencil and paper.  There are 2500 word definitions provided, and one player selects a (very obscure) word and everyone else writes a definition for it.  The player-made definitions are then read out along with the real one and players vote on which is the real one. Points are scored for having other people choose your definition and for guessing the real definition.  This set comes with a two player variant and of course 2500 pre-selected definitions.

 

Barricade. Published by Gemani Games. ca.1980. Box. Excellent. £7

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

All wooden (thick folding wooden board, wooden die and ball playing pieces). Players race to get their pieces to the far side of the board, however, while there are 4 pathways through the first section, there are only 3 to the next, then two, and then just one pathway, before a choice of directions again to the finish. Movement is by dice roll, but there are generally several choices, and the skill is in the use of the barricades which get placed on various choke spaces.  The choke spaces can then only be moved past by an exact roll.  Very popular family game in Germany.

 

Basari. Published by F X Schmid. 1998. Box. In shrink, but 1 corner shows wear. £14.50

Designer: Reinhard Staupe. No. players: 3-4. Country: German. Duration: 45 mins.

Clever game in which each turn each player chooses between claiming gems, advancing around a track or gaining VPs.  This is done simultaneously. If two players make the same choice then a clever offer and counter-offer system is used to decide who gets to perform the action and how much they pay the other player for the privilege. Points are scored for advancing quickly around the track and also for having the most of the 4 types of gems. Recommended.

 

Black Box Plus. Published by Franjos. 2007. Box. In shrink. £11.50

Designer: Eric Solomon. No. players: 2. Country: German. Duration: 20 mins.

This is an excellent deduction game.  You can play the original Black Box in which one player secretly sets the position of 4 light reflecting 'atoms' in an 8x8 square grid and the other player sends theoretical rays of light into the black box, and is told where the ray of light comes out.  Since the light may have been reflected by multiple 'atoms' this can get quite complex and requires quite a bit of logical thought.  This edition also includes a trickier challenge - the same game played on an 8 across hexagonal grid, with a few extra rules for how rays interact with the atoms. Recommended to fans of logic and deduction games.

 

Blood Bowl. Published by Games Workshop. 1986. Box. Good, but box edges show wear. £16.50

Designer: Jervis Johnson. No. players: 2. Country: British. Duration: 2 hrs.

First edition, in a bookcase box. A humorous fantasy game based on American Football, played between teams of Orcs, Goblins and Giants, etc.. The rule book is a real hoot, full of ‘facts’ about the history of the game. The game is a cross between American football, rugby and a bar brawl.


Bose Buben. Published by Schmidt Spiele. 2000. Box. Good. £2.75

Designer: Michael Schacht. No. players: 2-4. Country: German. Duration: 20 mins.

Tactical card game with the age range noted as 12+. The cards depict pig-riding kobolds who enter slightly odd races for money.  After four races the player whose kobolds earned the most money wins the game. The race consists of five lanes, and players take turns playing cards into these lanes.  Once there are four cards in a lane then the kobolds fight and one is removed.  When four kobolds have been evicted from the race the race ends, and the lanes are scored individually.

 

Calypso Complete. Published by Rockliff. 1954. Book. Good, but dustcover shows wear. £2

Author: Ewart Kempson. No. players: 3-4. Country: British. Duration: 20 mins.

Hardback with dustcover, 19x13cm, 80 pages. Rules and a walk through of the card game Calypso along with tactical options and expert advice.  Calypso is a cross between Canasta and Bridge, being played in tricks, generally as a four player partnership game, but can also be played as a non partnership game and with just three players.  It is played with 4 regular decks of cards and one game lasts about 20 mins. One neat idea in the game is that each player has their own personal trump suit.

 

Campaign. Published by Waddingtons. Box. 2 editions available:

1) 1971. Good, but corners taped. £3.50. 1st edition, in the brown 'parchment-feel' box.

2) 1974. Good. £2. There is a little damage to the base which has been taped up.

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

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

 

Campus. Published by Amigo. 1985. Box. Good. £7

Designer: Andre Francois. No. players: 1-2. Country: German. Duration: 20 mins.

Special Notes: Photocopied rules

On the nomination list for Spiel des Jahres 1985. Puzzle type game of the same genre as Take It Easy.  Players take it in turns to roll two dice and turn over tiles with numbers which can add up to the number rolled.  Players aim to turn over all but one tile in a line as then they can turn over the last one 'for free', which could cause a chain reaction.  The objective is to try to be the first to turn over all your tiles.

 

Canaletto. Published by Hans Im Gluck. 1995. Box. Good. £7

Designer: Gunter Cornett. No. players: 3-4. Country: German. Duration: 45 mins.

Auction game, in which players bid for batches of antiques. They then try to ensure the whole set of the antique types they own gets bought so that they can be sold for a profit.  However exactly when a set is sold will determine what it is worth, and if you wait too long it is possible that they may be worth nothing.  Also money can get tight, and the amount bid indicates what will be sold next, making it all very tactical and involving some careful thought.

 

Card Games For All The Family. Published by Hodder & Stoughton. 1977. Book. Good. £1.20

Author: George Hervey. Country: British.

Softback, 18x11cm, 100 pages. A collection of family card games split up as follows: Games For Two (5), Games For Three (2), Games For Four (5), Games For Five Or More (12), Lively Games.

 

Catan Geographies: Germany. Published by Mayfair Games. 2009. Box. Good. £23

Designer: Klaus Teuber. No. players: 3-4. Country: American. Duration: 1hr.

Settlers of Catan family game.  This edition is on a fixed map of Germany, with the locations of major cities marked on the map.  These are the locations where settlements (called town halls in this game) can be built.  Regular cities cannot be built, but instead there are 12 historic landmarks which can be built, each with its own miniature which is placed on the board when built.  These award the builder a VP and also give other instant benefits such as extra resource cards or a development card. The development cards also have a different mix of benefits.  Very nicely produced Settlers variant.

 

Collect. Published by Stanley Gibbons. 1972. Box. Good, but 1 corner taped. £1.25

Designer: Unknown. No. players: 3-6. Country: British.

Game published by Stanley Gibbons, a world famous dealer in postage stamp collections. The board shows a 6x6 grid of spaces showing various instructions, and the cards show various collectible stamps. Players start with 5 stamps each and can swap stamps with the bank. Dice are rolled and give a choice of actions which can be performed.  In addition some of the spaces on the board can be covered up and nullified by the players during the game. The objective is to obtain a winning collection of stamp cards through buying, selling, swapping and even forging your stamps!

 

Contraband. Published by Pepys. ca.1960. Box. Good. £6

Designer: Unknown. No. players: 3+. Country: British. Duration: 20 mins.

Special Notes: Back page of original rules with scoring chart is missing, but a printout of the chart is provided.

One of the best card games by Pepys. Players all start with lots of money, but each round all players but one pass through customs.  As they do they draw 4 cards which may contain normal items as well as items on which there is duty to pay, a diplomatic bag, or even the Ruritanian Crown Jewels!  The player then chooses what to claim they have in their luggage, and if the Customs Officer accepts this then duty is paid and the luggage passed to the next player who must discard one card and draw a new one and make a new claim.  At any point the player being passed cards can choose to refuse them and become an informer.  As you would expect there are severe penalties for being caught lying about your luggage's contents.

 

Smuggle. Published by Milton Bradley. 1981. Box. Good. £6.50

Designer: Unknown. No. players: 3-6. Country: British. Duration: 20 mins.

Card game in which players try to get their luxuries through Customs. Formerly made by Pepys as Contraband, and based on the playing card game Cheat. Colourful cards and play-money included. One player acts as the Customs Officer and can challenge other players who state what they have in the cards.  If allowed through they pay whatever duty the declared items incur.  If challenged falsely they are paid compensation, but if challenged correctly they must pay the full duty, with more serious fines in some cases.

 

Cornu. Published by Kallmeyer Verlag. 2007. Box. Excellent. £10.50

Designer: Reinhold Wittig. No. players: 3-6. Country: German. Duration: 30 mins.

Very unusual game from this master of weirdness. The game consists of a large plastic horn, and 6 objects: a cloth, ballbearing, bell, and three wooden shapes.  One player secretly draws a card showing some of these objects, which are then put into the horn, which is sealed.  The other players then shake the horn and try to work out what is in the horn just by listening.  Bizarre.

 

Cover Up. Published by Parker Bros. ca.1970. Box. Good. £1.25

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

Special Notes: Some brown tape has been used at some point to seal the box, and some extends onto the lid.

The board shows a 16x16 grid of spaces, many blank, but some numbered and some blacked out.  Players each have a selection of square and rectangular transparent coloured plastic shapes which they take it in turns to place on the board, connected to other pieces already there.  However no piece may cover a blacked out space and each space covered scores 1 point unless it is numbered in which case that is its score.  A few of each player's pieces are marked with a D, and these score double, so need to be used carefully.

 

Dark Emperor. Published by Avalon Hill. 1985. Box. Box good, contents unpunched. £18

Designer: Greg Costikyan. No. players: 2. Country: American. Duration: 2 hrs.

Fantasy wargame.  On a unique world where human kingdoms are powerful but fractured, an evil necromancer from another dimension appears with a relatively small force of undead.  Initially the undead aren't a huge threat and a relatively minor power, but as long as the necromancer keeps winning battles he can round up the dead and raise them to fight another day.  The human player needs to fight a delaying action until heroes can be recruited to put an end to the evil. The rulebook is just 16 pages long - so this isn't complex as Avalon Hill games go!

 

Dice Town. Published by Matagot. 2009. Box. Excellent. £18

Designer: Ludovic Maublanc, Bruno Cathala. No. players: 2-5. Country: French. Duration: 45 mins.

Wild West themed dice based game in which each round the players roll poker dice choosing one die to keep each time and then simultaneously reveal it.  This is repeated until everyone has a 5 dice poker hand in front of them. Money can be paid for extra rerolls or to keep more than one die each roll.  The dice-hand with most of each card (9-K) gets a benefit such as gold from the mine, money from the bank, becoming the new sheriff (who decides how to break ties), and gain action cards. Also, each round the best overall poker hand gains one or more land cards which along with gold and money are worth VPs at the end of the game.

 

Die Glucksritter. Published by Schmidt. 1998. Box. Good. £12.50

Designer: Klaus Kreowski. No. players: 3-6. Country: German. Duration: 1 hr.

This game's name means 'Soldier of Fortune'.  Each player is trying to be the first to construct a complete castle, which will require walls and towers. Each turn the players simultaneously choose two actions out of six possibilities.  If a player is the only one to select a particular action, then the action is cheaper for them.  The actions include building a wall, building a tower, earning money, getting a special action card, and attacking another player's castle.  While there is luck in whether your actions clash with those of other players, the game offers interesting options and is fun to play. Recommended.

 

Downtown. Published by Abacus. 1996. Box. Good, slight staining.. £4

Designer: Bernhard Weber. No. players: 3-6. Country: German. Duration: 1 hr.

Special Notes: Some components show slight staining on the rear, but game play is not affected.

City development game in which there are three different types of neighbourhood.  Each turn one or two blocks will be developed, based on the players' votes. Once all four properties in a block have been bought and the type of the block has been determined, its base score is the number of completed blocks adjoining it.  However, there are serious bonuses and penalties for locating certain types of development next to each other. The voting is key to the game, and it is not permitted to abstain.  Once a game it is possible to use a double vote, and the current player gets a casting vote in case of ties.

 

Dry Gulch. Published by Hangman Games. 1999. Box. Good. £9

Designer: Alan D. Ernstein. No. players: 3-6. Country: American. Duration: 2 hrs.

Special Notes: Limited edition: No. 531; 1 location card replaced by a colour scanned and laminated copy

Players attempt to be elected the mayor of the Wild West town, Dry Gulch.  The town is expanding rapidly, and to ensure they will become the mayor players need to control the most important buildings.  Players need to obtain a variety of different resources (represented by cards) in order to construct the buildings.  Event cards recreate the Wild West atmosphere with gunfights, stagecoaches arriving, bank robberies etc.

 

Eiszeit. Published by Alea. 2003. Box. Excellent. £7.25

Designer: Alan Moon, Aaron Weissblum. No. players: 3-5. Country: German. Duration: 90 mins.

Also published as Mammoth Hunters in America. The players place their hunters onto the board trying to dominate regions, especially those in which mammoths are present, as mammoth meat is much needed.  Also each turn an additional region is covered by the advancing ice sheet and so as the game goes on there is more competition for scarce resources.  The game uses two sets of cards, one set which earns you stones, but which forces you to assist other players, while the other set of cards costs you stones to use, but lets you advance your own position.

 

Elchfest. Published by Kosmos. 1999. Box. In shrink. £8.25

Designer: Hermann Huber. No. players: 2. Country: German. Duration: 10 mins.

Dexterity game with a cute wooden elk for each player, a wooden base platform on which the elk start and wooden stepping stones which the players flick carrom style.  Each player gets two flicks in a row and if a stepping stone is close enough for their elk to step onto it then it may.  The objective is to get your elk across to your opponent's base platform before they get their elk to yours.  Silly but fun. Part of Kosmos' successful 2 player square box range of games.

 

Enigma. Published by Drummond Park Ltd. 1988. Box. Good. £6

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

Party game based on the idea of having to answer riddles.  There are cards with 500 riddles, which should keep things fresh for quite a while.  The objective is to escape from a maze.  The maze board is made up of 3 giant hexes. Players get to move their playing piece by answering riddles.  Walls can be jumped over more quickly if riddles are answered without a clue.

 

Ergo. Published by Invicta. 1977. Box. Good, but 2 corners taped. £0.75

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

Strategy game in which the players try to get five pieces in a row.  However, there is more to it than normal in such games as the board has an inner area and an outer area, and pieces can be played into either area, but once played they can also be moved, but in different ways according to which area they were placed in.  Nicely made moulded board with storage compartments for the playing pieces.

 

Eternity. Published by Christopher Monckton Ltd. 1999. Box. Good. £4.25

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.

 

Everybody's Book Of Indoor Games. Published by Saxon & Co. ca.1893. Book. 2 copies available:

1) Good. £11     2) Good, but cover slightly loose. £8.50

Author: W.H. Howe. Country: British.

Hardback, 186 pages, 14x10cm.  This book covers the rules to Backgammon, Bagatelle, Billiards, Chess, Draughts, Dominoes (17 games), Halma, Reversi, Whist, Various Card Games (8 games). Also of great interest are the selection of adverts for other books at the back and the front of the book eg. 'Charms & Secrets of Good Conversation' by a Theodore E. Schmauk.

 

Fantasy Warlord Mass Combat Rules. Published by Folio Works. 1990. Book. Excellent - unused. £8.25

Author: Gary Chalk, Ian Bailey. Country: British.

Softback, 27x20cm, 192 pages + 20 removable sheets.  A detailed set of fantasy miniatures rules for mass combat.  The rules cover creating an army, organising your army, setting up for battle, giving orders, movement, terrain, missile fire, combat, morale, magic, tactical hints.

 

Feuerschlucker. Published by Ravensburger. 2003. Box. 2 copies available:

1) Excellent. £3.50     2) In shrink. £4

Designer: Reiner Knizia. No. players: 3-5. Country: German. Duration: 20 mins.

Card game in which players play cards showing various circus acts in order to get people tokens for their audience. For many cards if you play a card already showing on the table you get to steal some of the audience from that player rather than from the pool.  However, each player only has one card showing at once.  Other cards let you play several of a type at once or get more audience the more of that type that are showing etc.  The round ends when all the audience tokens in the pool have been taken.

 

Fiji. Published by 2F Spiele. 2005. Box. 2 copies available:

1) Excellent. £3.75      2) In shrink. £5.25

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

Gem trading game.  Each round all players start with the same set of gems, and target cards indicate which gems players should aim to get lots of and which they should try to get rid of.  There are then several trading rounds before points are awarded. In the trading round several cards are shown which indicate the requirements for a player to make that trade, and what trade must be made if the requirements are met.  Each player makes a single bid of gems which applies to all the trade cards, and the trades then take place - the results often being surprising and unpredictable.  After several sets of shrunken head counters have been awarded they are counted up to determine the winner.

 

Forma. Published by Ravensburger. 1973. Box. Good. £6

Designer: H J Geesink. No. players: 2-4. Country: German. Duration: 30 mins.

Special Notes: Comes in a linen covered box

Tile placement game.  Each player has a set of coloured plastic shaped tiles, and players alternate playing them on the board.  Some obstacle markers are put on the board during the setup along with a larger 'tower', one objective of the game is to surround these obstacles when playing a piece.  Points are also scored for cutting off single empty spaces and for building a bridge of your colour from one side of the board to the other.

 

Foxy. Published by Milton Bradley. 1977. Box. Good. £3.25

Designer: Alex Randolph. No. players: 2. Country: Irish. Duration: 10 mins.

Special Notes: The box is grubby with a tear on the cover, but overall just about 'good' condition.

The board consists of a grid of holes into which a few neutral pieces are placed at the start of the game.  The players have a tube of disks which they take it in turns to move across the board, and a disk is deposited whenever they move over an empty hole.  The first player to empty their tube is the winner.

 

Frog Juice. Published by Gamewright. 1995. Box. New. £3.75

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

Card game, with players competing to collect concoction and power cards. The concoctions form magic spells, and consist of items like bats, newts, toads and unicorn horns. These ingredients need to be played to complete the recipes. Simple game, with a fun theme and nicely produced cards.

 

G.I. Anvil of Victory. Published by Avalon Hill. 1982. Box. Good. £4.75

Designer: Don Greenwood. No. players: 2. Country: American.

Special Notes: The counters are bagged and boxed, and there are a few hand made replacements / extras.  I am selling this on the basis that the counters have not been checked, but if it is unplay

The third expansion for the Squad Leader system.  It adds American armour and ordnance to the system, as well as revising many other features.  The set contains 5 geomorphic map boards (each 8" x 22"), Scenario cards for situations 33-47,  36 page rulebook, terrain overlays for the mapboards, various chart sheets and over 1500 die cut counters.

 

Games For Parties. Published by Ward, Lock & Co. 1960. Book. Good, but spine delicate. £0.30

Author: Kate Stevens. Country: British.

Softback, 18x12cm, 128 pages. A collection of activities some competitive some not, categorised into: With Paper & Pencil, For Mixing the Party, Active Contest and Team Events, Games for Small Parties, Games for Large Parties, Tableaux / Charades, Ideas and Dances.

 

Games Workshop Fantasy Jigsaw: Slave Trader. Published by Games Workshop. ca.1985. Jigsaw.

Good. £3. Designer: Unknown. No. players: 1. Country: British.

Special Notes: Completeness not certain - if incomplete I will provide a refund.

750 pieces.  The picture shows a man with a large beast in the jungle behind him, and in the foreground are three chained female slaves.  It is clearly a hot country and neither slavemaster nor slaves are wearing very much...

 

Gipf. Published by Don & Co. 1998. Box. In shrink. £10

Designer: Kris Blum. No. players: 2. Country: Dutch. Duration: 30 mins.

Very well regarded strategy game which is based on the classic idea of the players alternately playing a piece onto the board trying to achieve 4 pieces in a row.  However, when this is achieved players remove their row of pieces for reuse and capture any opposing pieces which extended that row of pieces.  Captured pieces cannot be re-entered into play.  The game is also the first in a series of games, which can be combined together in a unique way.  The production quality of the game is also excellent.

 

Go To The Head Of The Class. Published by Milton Bradley. 1962. Box. Good. £1.25

Designer: Chad Valley. No. players: 2-9. Country: British.

Quiz game in which players advance up the board advancing from grade to grade in a one classroom school as questions are answered correctly.  Special questions allow a grade to be skipped and luck cards can prove beneficial or not. One nice idea is that there are three sets of questions for different age ranges meaning the whole family can play the game together and all have a fair chance.

 

Goa. Published by Hans Im Gluck. 2004. Box. Good. £40

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

Very clever auction based development game.  Players start out with a little money, a small income, a small fleet, and small harvest.  Players bid for tiles which give a variety of benefits such as more plantations, ships, colonists and money. These together with three development actions each turn allow you to improve your position in a variety of ways, with the goal of gaining VPs through progress on your development board, gaining money, exploration cards and other bonuses.  Plenty of strategies possible and lots of interesting decisions to be made.  Recommended.

 

Graenaland. Published by Altar. 2006. Box. 2 copies available:

1) In shrink. £22      2) Good. £18

Designer: Vlaada Chvatil. No. players: 3-5. Country: Czech Republic. Duration: 100 mins.

Resource management and land control game set in 982AD during the colonisation of Greenland by the Vikings.  The players start off with a couple of smallholdings near the coast.  Players simultaneously plot their actions on a special card and then action them, moving Vikings to where the resources will be most plentiful that turn.  The resources can then be spent to hire heroes, build new smallholdings, expand your army, build a church or build public improvements which will assist all players with an adjacent smallholding. The objective is to be the first to achieve a selection of secret targets. Ideal for players who like a resource management game with some conflict as well.

 

Grail Quest 4: Voyage Of Terror. Published by Armada. 1985. Book. Good. £3.25

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

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

 

Hang On Harvey. Published by Kingsley Paige PLC. 2001. Box. Good. £4.25

Designer: Broadway Toys Inc. No. players: 2. Country: American. Duration: 15 mins.

Played on a vertical playing area, which consists of two parallel sheets of clear plastic with many holes in them.  Players have several pegs each which they place through the holes to suspend their 'Harvey', a man with hooked feet and hands, between the two plastic sheets.  Players then take it in turn to remove one of their pegs (which will almost certainly change the way Harvey hangs) and put their peg in a different hole.  The objective is to get your Harvey down to the bottom safely, rather than having him fall (in which case he gets restarted at the top). Interference with your opponent's Harvey is quite possible too.

 

Hannibal: Rome Vs. Carthage. Published by Valley Games Inc. 2007. Box. In shrink. £32

Designer: Mark Simonitch. No. players: 2. Country: American. Duration: 2.5 hrs.

2nd edition of this ground breaking and award winning card driven wargame. Based on the 2nd Punic War.  Hannibal descends upon the Roman Empire for a second time, having approached from the Pyrenees.  There are a variety of strategies open to Hannibal to defeat Rome, and Rome is certain to respond strongly.  Two sets of cards are used - one for strategic decision making, and one for battle resolution.  Very highly regarded game - recommended.

 

Head To Head Poker. Published by Parker Brothers. 2005. Box. Excellent. £10.50

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

Two player card game of the same general type as Schotten Totten.  In this game the two players are trying to build several (3-5) poker hands simultaneously, with betting permitted on each of the hands being built.  Each hand consists of 1 card shared by both players, and 4 cards for each player which are played adjacent on each side as the hand goes on. Players can raise, call and fold each hand individually.  The game includes 90 poker chips.

 

Hekla. Published by Holzinsel Spiele. 2001. Box. Good. £15

Designer: Martin Schlegel. No. players: 2-4. Country: German. Duration: 45 mins.

Abstract game with a volcano theme.  The board shows a square grid of spaces each with two fields in, offset to each other.  Players introduce their vulcanist tokens and when there are sufficient in proximity there is an eruption, and points are scored by the owners of all pieces involved.  However, the central ones are removed from the board in the process and a lava piece (which makes the space dead) is placed instead.  There are clever movement and placement rules which ensure you have plenty to think about and give many tactical options to both cooperate with and hinder the other players.  Chunky wooden pieces.

 

Hobbits. Published by Queen. 1994. Box. In shrink. £18

Designer: Jean Vanaise. No. players: 2-4. Country: German. Duration: 90 mins.

Middle Earth themed game, beautifully made, with metal hobbit playing pieces, 142 cards (representing treasure, equipment, adventures, etc.) and a colourful and detailed board showing the lands of northern Middle Earth, including Carn Dum where Smaug the dragon lives. Game play involves going to adventure sites of increasing difficulty as the game goes on to defeat monsters and gain treasures and gold.  Better equipment and companions can be acquired and magic talismans discovered to aid in the final battle with Smaug.  Also uses an intriguing system in which Hobbits can challenge each other with riddles for treasure.  Lots of German on the cards, so best for German speakers or be prepared for lots of pasting up.

 

Hoyle's Games Modernized. Published by George Routledge & Sons. 1899. Book. Good. £9

Author: Professor Hoffmann. Country: British.

Hardback, 15x11cm, 434 pages. An excellent reference book for traditional card games, board games, billiards, snooker etc. This is a version of the reference work which was started in 1742 by Edmund Hoyle, but it has been updated and enhanced over generations by successive editors.  It includes just about all the classic card games, as well as chess, draughts, backgammon, roulette, and even games played on a billiards table. A very useful reference work.

 

Ideology 2nd Edition. Published by Z-Man Games. 2009. Box. In shrink. £33

Designer: Andrew Parks. No. players: 2-5. Country: American. Duration: 90 mins.

Subtitled "The War of Ideas".  Each player represents one of the major world ideologies (Capitalism, Communism, Fascism, Imperialism and Islamic Fundamentalism), and starts with a block of regions dedicated to their cause.  Players try to use military, economic and cultural influence to purchase advancement cards, develop their regions, and gain control of new regions.  Each ideology has its own set of unique special action cards to draw from during the game to ensure the ideologies feel different. Players must make sound decisions while also ensuring that diplomatic relations with the other ideologies (players) don't break down... Improved components and graphics with extra variants compared to the first edition.

 

Judge Dredd. Published by Games Workshop. 1982. Box. Good. £10.50

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

Board game now rarely seen. The players all play different Judges in Mega City One, and try to clean up the ever present crime problem. Players move around the board showing Mega City One and combine their action cards and their Judge's abilities to try to defeat the ‘perps’. Any perps dealt with will be worth victory points at the end of the game. Injuries can be fixed by a visit to the Robodoc.

 

Juegos De Naipes Espanoles. Published by Vitoria. 1984. Book. Excellent. £1.50

Author: Heraclio Fournier. Country: Spanish.

Softback, 16x11cm, 124 pages.  Spanish language book of card games.  It covers Tute, Guinote, Manilla, Julepe, Tomate, Golfo, Giley, Mus, Escoba, Brisca, Burro, Remigio o Rabino, Chinchon, Rummy, Cirulo, Pumba, and a selection of 14 games for children. All in Spanish!

 

Jurassic Park III Island Survival Game. Published by MB Games. 2001. Box. Good. £5.50

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

Based on the blockbuster film.  The board shows an island with various different regions and divided into spaces - there are cards to draw while in each region.  The game comes with an impressive selection of plastic dinosaurs which start out in their own regions. The players must cross the island to the safety of an awaiting rescue team.  One player runs the dinosaurs and tries to ensure no-one manages to escape.

 

Kanaloa. Published by Tilsit Editions. 2003. Box. In shrink. £15

Designer: Gunter Cornett. No. players: 2-4. Country: German. Duration: 1 hr.

Reprint of the limited edition Arabana Opodopo.  This is essentially an expanded version of Kosmos' Kahuna, allowing up to 4 players to play.  The board shows an archipelago and players play cards in order to place bridges between islands. When gaining a 'majority' of bridges on an island one can remove a bridge of another player connected to the same island, thus further improving one's position.  Points are scored for control of islands half way through and at the end of the game. Optional rules allow God tokens to be collected and used for special effects.  Recommended, especially if you like Kahuna.

 

Key Harvest. Published by R&D / Rio Grande Games. 2007. Box. In shrink. £20

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

Board game in Richard's popular 'Key' series. In this game each player has a grid of hexagons which are labelled, and each player starts with two areas, some goods and several workers they can deploy.  Players purchase more land areas to place on their board, ideally extending their existing areas, add workers to their board to gain various benefits, and put land areas up for sale - either hoping to get them cheap for themselves in the future or to get a good price from other players.  As you would expect from Richard there are plenty of clever twists and interesting mechanics ensuring you will need your wits about you while playing this game.

 

Kleine Fische. Published by Goldsieber. 1997. Box. In shrink. £7.25

Designer: Peter Neugebauer. No. players: 2-4. Country: German. Duration: 20 mins.

Card game, 66 colourful cards featuring fish and the playful octopus. Players attempt to catch fish by claiming cards which is done by laying out cards in a row on your turn and taking all of them, unless you turn over a duplicate in which case much of what you could have gained is lost - thus pressing your luck is a major factor.  However, when an octopus is drawn there is a chance to steal fish from another player.  Short, simple and fun - recommended.

 

Laborigines. Published by Czech Board Games. 2007. Box. 2 copies available:

1) New. £21      2) Excellent. £18

Designer: Tomas & Jakub Uhlirovi. No. players: 2-6. Country: Czech Republic. Duration: 45 mins.

Players sculpt their own creature out of play-dough and then watch it run around the lab filled full of dangers for such a being.  There is also the Moa, a huge clay fired being which just loves to stomp on the players' creatures.  Game play involves moving according to dice around a track as well as some tactical and some memory elements. Players try to make their creature the one which survives longest and escapes from the lab. Very novel.

 

Livingstone. Published by Playroom Entertainment. 2009. Box. Excellent. £24

Designer: Benjamin Liersch. No. players: 2-5. Country: American. Duration: 40 mins.

African expedition themed game. Each round dice are rolled and players will take turns choosing a die and perform an action using it, with the restriction that future dice selected that round can only be higher, thus sometimes not all players will get the same number of actions.  Actions are used to obtain gems which can be traded in for money at various points, and to place camps onto the board which gains VPs immediately and for majorities at the end of the game.  Cards can also be obtained which allow additional options.  Players also put aside money as gifts to the Queen throughout the game, and the player who gifts least cannot win.

 

Lone Wolf Adventure Books

No. players: 1. Country: British.

Fighting Fantasy style solo adventure book. You don't need to own the other books in the series to play, as this is a standalone adventure. This is a paragraph based fantasy adventure book in which after setting up some basic character stats you read a paragraph telling you what is going on and then you decide what to do next and turn to the appropriate page.

01: Flight From The Dark. Published by Beaver Books. 1984. Excellent. £3.25. Author: Joe Dever, Gary Chalk. You are Lone Wolf, the sole survivor of an attack on the monastery where you were an apprentice. You swear revenge but first must venture across the perilous land to warn the King of the coming evil.

01: Flight From The Dark. Published by Sparrow Books. 1984. Good. £3. Author: Joe Dever, Gary Chalk. You are Lone Wolf, the sole survivor of an attack on the monastery where you were an apprentice. You swear revenge but first must venture across the perilous land to warn the King of the coming evil.

02: Fire On The Water. Published by Sparrow Books. 1984. Good. £3.25. Author: Joe Dever, Gary Chalk. You are the last of the Kai Lords. War rages through your homeland and the King has sent you on a mission to find the Sword of the Sun which is the last hope against the Darklords.

03: The Caverns Of Kalte. Published by Sparrow Books. 1984. Good. £3.25. Author: Joe Dever, Gary Chalk. Vonotar the Traitor has escaped and now rules over the Ice Barbarians of Kalte.  The King sends you to capture and bring to justice the King's worst enemy.

04: The Chasm Of Doom. Published by Beaver Books. 1985. Excellent. £3.25. Author: Joe Dever, Gary Chalk. You are the last of the Kai Lords.  To the south lies Ruanon where a valuable shipment of the King's gold has gone missing.  You must investigate who would dare such a heist and retrieve the treasure.

05: Shadow On The Sand. Published by Beaver Books. 1985. Good. £3.50. Author: Joe Dever, Gary Chalk. On a voyage to Vassagonia to try to end the threat of war you find yourself the target of a sinister foe determined to kill you at all costs.

08: The Jungle Of Horrors. Published by Beaver Books. 1987. Excellent. £3.75. Author: Joe Dever, Gary Chalk. Last of the Kai Lords, you seek the Lorestone of Ohrido in the jungle swamps of Danarg.  However, your mission is discovered and the Darklords will do their best to stop you.

09: The Cauldron Of Fear. Published by Beaver Books. 1987. Good. £3.25. Author: Joe Dever. As the last Kai Master you must do your utmost to stop your sworn enemies, the Darklords.  The only way to do to this is to complete your quest to recover the Lorestone of Tahou.

 

World Of Lone Wolf 2: The Forbidden City. Published by Beaver Books. 1986. Book. Good. £3.50

Author: Ian Page, Joe Dever. No. players: 1. Country: British.

Solo fantasy adventure game book, which uses the paragraph system made popular by the Fighting Fantasy series of books.  This is book 2 of The World of Lone Wolf series in which you are Grey Star the Wizard.  You don't need the other books in the series to play, but you can take your character onto the next book in the series if you do have them. Your objective is to find the legendary Moonstone and throw down the evil Wytch-king.  This book takes you through the Forbidden City, where you can be sure the Wytch-king's minions will dog your every move.

 

Lords Of The Sierra Madre. Published by Decision. 1995. Box. Good. £11

Designer: Philip Eklund. No. players: 2-12. Country: American. Duration: 5 hrs.

Grand scale economic game set in northern Mexico in 1898 when the dictator welcomes foreign investment and creates a vast capitalist free-for-all. Each player is an entrepreneur vying to build the largest empire of railroads, mines, ranches and other businesses. Players can employ bandits, strikers and perform other sneaky manoeuvres to hinder their opponents, and also use police, federal troops, and even the US Army to their own ends.  The rules are 16 pages long, with a further 8 of notes and tips.  The game is driven by card play and counter movement.

 

Megastar. Published by Amigo. 2006. Box. Excellent. £5.50

Designer: Freidemann Friese. No. players: 2-5. Country: German. Duration: 45 mins.

Card drafting game in which players play cards to alter the popularity of various bands, while also trying to keep a set of cards which show the top bands when the hand ends.

 

Military Modelling Guide To Wargaming. Published by Argus Books. 1987. Book. Excellent. £3.25

Author: Stuart Asquith. Country: British.

Softback, 20x15cm, 126 pages. Military Modelling magazine sponsored guide to wargaming with miniatures. There are many black and white pictures of various miniatures battles in progress. The book gives an introduction to the hobby, and model soldiers, as well as how to paint them, and even cast your own, as well as scenery, and other equipment you will need to play.  The second half of the book gives simple rules for use in periods from Ancients, through the Dark Ages and Medieval Periods, WWI & WWII, and beyond. Loads of references to other books provided to get you going in the period of your choice.

 

Miniature Wargames Issue 15. Published by A.E.Morgan Publications. 1984. Magazine. Good. £0.30

Author: Duncan Macfarlane. Country: British.

Nicely produced 48 page magazine with some colour pictures.  Covers the miniature wargames hobby and related topics.  Articles this issue: Storming The Schellenberg, Warriors & Weapons of the Chariot Era, Kamikaze in Miniature, Fiasco 84 Report, English Tactics in the Hundred Years War, Battle of Worcester, Two Ladies of Old Japan, Book Reviews, The Infantry Platoon in Normandy.

 

Move Over. Published by Wiggins Teape. ca.1975. Box. Good. £6.50

Designer: Unknown. No. players: 1-4. Country: British.

This game set includes the rules for 10 different games. All are played on a hexagonal playing area with large indentations into which quite large coloured balls are placed. There are two solitaire games and the other eight are for 2-4 players. Many of the games involve a random setup which can be achieved by putting the balls into the playing area, putting the lid on and shaking the box gently. There are also generic rules for Moving and Jumping balls which the individual games make use of. Rare item.

 

Naval Wargames. Published by David & Charles. 1975. Book. Excellent. £7

Author: Barry J. Carter. Country: British.

Hardback with dustcover, 22x15cm, 140 pages. This book covers naval miniature wargaming for WW1 and WW2. The chapters cover: Choosing Model Ships, Building From Scratch, Rules for War Games, A Suggested Set of Rules, Reading About Naval Wargaming, Commercial Games.

 

New Book Of Parlor Games And Amusements. Published by L & M Ottenheimer. ca.1930. Booklet.

Good, but spine repaired at some point. £1. Author: Julian Daingerfield. Country: American.

Softback, 13x10cm, 64 pages.  A collection of parlor games and other activities for social entertainment. Includes various adverts for other books and marked playing cards available at the time.

 

New Games Of Patience. Published by L. Upcott Gill. 1911. Book. 2 copies available:

1) Shows wear. £3.25. Outer binding on spine damaged, but present.  First few (preface) pages are splotchy. Page edges show some wear.

2) Good. £8.50

Author: M. Whitmore Jones. No. players: 1. Country: British.

Hardback, 168 pages, 23x15cm. This book details a little more than 50 games of patience playable with one or two decks of standard playing cards. The book includes diagrams showing layouts for the various games.

 

Odyssee. Published by Hexagames. 1995. Box. In shrink. £14

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

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

 

Office Politics. Published by Fiendish. 1995. Box. Good. £8.25

Designer: John Harrington. No. players: 2-6. Country: British. Duration: 2 hrs.

Very interactive game set in a large company. Players use their supply of 'kudos' to try to gain control of as many departments as possible. The control of a department will earn you more kudos to use elsewhere in the company.  However, there are only certain links from each department to others, so you need to plan your takeover route carefully and use action cards to your benefit.

 

Paparazzo. Published by Abacus. 1994. Box. Good. £3

Designer: Friedmann Friese & Wolfgang Panning. No. players: 3-5. Country: German. Duration: 45 mins.

Card game with a paparazzi theme. Players must collect valuable photographs of celebrities. The more compromising photos of one person in circulation the greater the value for that particular celebrity. A neat twist is that, to finance future investment, you have to sell some pictures as you go along (to Stunk magazine) but you must be careful not to sell future high earners lest you reduce the value of your final portfolio too much.

 

Parlour Games. Published by Charles Letts. 1992. Book. Excellent. £2

Author: Anness Publishing. Country: British.

Hardback with dustcover, 15x11cm, 96 pages. An amusingly written collection of parlour games and activities which would have been popular in the 1920s.  All in colour with many period style illustrations.

 

Parthenon. Published by Z-Man Games. 2005. Box. In shrink. £20

Designer: Jason Hawkins, Andrew Parks. No. players: 3-6. Country: American. Duration: 2 hrs.

Subtitled: The Rise of the Aegean.  Each player represents one of the Aegean islands at around 600BC.  The players compete in trade to advance their nation - sending out trading ships to wherever they consider the best deals to be available, as well as trading commodities between the players. The game keeps everyone involved throughout, and everything is driven by cards, of which there are over 400 in the game. The first player to build all their buildings including two great wonders wins.

 

Party Games. Published by Juniper Books. 1992. Book. Good. £3.25

Author: Nicola Adamson. Country: British.

Hardback with dustcover, 26x22cm, 120 pages. Subtitled: Manageable Parties for Twos to Tens. The book is intended for parents intending to host a birthday party (or similar) for their children, and gives lots of advice about organising such an event as well as suggestions for planning food etc.  The games suggested for such parties are subdivided as follows: Music & Movement, Drawing & Collage, Word Games, Indoor Games & Races, Blindfold Games, Outdoor Games & Races, Acting Games, Treasure Hunts & Guessing Games, Games to Play on Journeys.

 

Pass The Pigs / Schweinerei. Box. 2 editions available.

1) Schweinerei. Published by MB Spiele. 1984. Country: German. Good. £3.50. German rules missing, but English rules supplied.

2) Pass The Pigs. Published by Milton Bradley. 1992. Country: American. Good. £4.50. Box has a mark where the price label was removed

Designer: David Moffat. No. players: 2+. Duration: 20 mins.

The game where you throw two plastic pigs, and the way they land determines your score. You can go on throwing building up your total, but risking throwing an Oinker and losing all your points. A nice variation on similar dice games, and one which is a great game to play down the pub.

 

Pazazz. Published by Spear's Games. 1992. Box. Good. £5.25

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

Party game in which each player gets a board with spaces for each letter of the alphabet.  Category cards are drawn (which have 6 categories per card), and players have a short time to name as many things as possible which fit the current category, each time placing a token on one of their letter spaces for that word (so place over 'A' if you say 'Apple'). Sometimes a negative round is played where you get the chance to remove tokens from other players for words said. The game uses a neat timer which only starts when placed on the table and lets you know dramatically when you run out of time.

 

Pegity. Published by Parker. ca.1930. Box. Box poor, contents good. £2.25

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

Special Notes: The box base is warped and discoloured and one corner broken, and the lid badly damaged, but contents are fine.

Rare British edition of this abstract game. Players put wooden pegs into the board, to complete lines of five. Rules are inside the lid. Parker Brothers British operation was then operating from an address in South London.

 

Peloton. Published by Templum. 1991. Box. Good. £14.50

Designer: Premsyl Chmelar. No. players: 2-12. Country: Czechoslovakian. Duration: 40 mins.

Clever cycling game with good English rules by the designer. Unique box, a sort of East European version of a 3M wrap-around box. No dice, so skill required as you ride your cycle tactically (or cycles if playing in a team).  This is done by expending energy to accelerate at the right time, choosing when to stay in the pack and when to break away.  No dice or cards are used.

 

Polyhedron Magazine. Published by Wizards Of The Coast. Author: RPGA. Country: American.

Official magazine of the RPGA Network.  This magazine covers issues relevant to members of the worldwide RPGA Network as well as having many articles of general interest to role players - especially AD&D players.  Produced in full colour. Main articles listed by issue:

Issue 147. 2001. Excellent. £0.40. Pillars of Ravens Bluff (important characters in the RPGA's campaign city), Dark Druidism (new AD&D character class and associated creatures), The Druidic Language of Ogham, Elminster's Everwinking Eye (A tour of the border kingdom of Owlhold), Monkeymen (a new race).

Issue 148. 2001. Excellent. £0.40. Pillars of Ravens Bluff (important characters in the RPGA's campaign city), Terrors of Gothic Earth ( A selection of monsters from folklore to add some horror to your campaign), Nocturno Muerte (adventure for All Flesh Must Be Eaten), Elminster's Everwinking Eye (a tour of the borderdown of Owlhold's less salubrious locales).

 

Quick Wits. Published by UPL. ca.1935. Box. Good. £0.80

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

Card game, featuring cards giving a range of categories, and a second deck of letters. There are several variations, but the basic idea is that players must name something which fits the current category and starts with the current letter.

 

Rifts Index & Adventures Vol 2. Published by Palladium. 1997. Book. Excellent. £1.75

Author: Craig Crawford. No. players: 2+. Country: American.

Supplement for the Rifts science fantasy role playing game.  The first half of this book is an index of Rifts items printed by Palladium.  The second half of the book contains a selection of short adventure ideas as well as 4 longer scenarios.

 

Robin Hood. Published by Amigo. 1999. Box. Excellent. £7.25

Designer: Klaus Palesch. No. players: 3-6. Country: German. Duration: 30 mins. Desc. by Eamon.

Card game, 120 cards featuring treasure, money and Maid Marian. Players steal to collect treasure, even from each other. The game mechanics are Rummy based.

 

Rules Of The Game. Published by Collins Willow. 1991. Book. Good. £5.25

Author: Edited by Sylvia Worth. Country: British.

Special Notes: Hardback edition

Subtitled 'The Complete Illustrated Encyclopedia Of All The Sports Of The World'.  Thus this is not actually a game related book, but rather a sports related book.  However, it is an excellent resource which you may well find useful. It covers 150 sports and has over 2500 colour illustrations, and is 320 pages long.  Great for finding out the basics of a sport before playing a board game based on that sport.

 

Runebound. Published by Fantasy Flight Games. 2004. Box. Good. £17

Designer: Martin Wallace, Darrell Hardy. No. players: 2-6. Country: American. Duration: 2 hrs.

Very well produced fantasy adventure game.  Each player takes the role of an adventurer and moves around a large hex gridded map of a fantasy realm, having adventures at special locations.  The objective is to build up your character's skills, weaponry and armour and recruit allies who will fight with you in battle, with the eventual aim of defeating the evil Dragon-lord himself, or enough of his lieutenants.  The game uses some novel dice showing terrain types which are used to move around the board and can be traded in to recover from exhaustion.  Most of the game is driven by adventure cards and players can choose whether to try easy, medium or hard adventures throughout the game.

 

San Francisco. Published by Amigo. 2000. Box. Good. £13

Designer: Andreas Wetter, Thorston Lopmann. No. players: 3-5. Country: German. Duration: 75 mins.

San Francisco needs to be rebuilt after the devastating earthquake of 1906.  The players represent various factions who want to be involved in the rebuilding.  As buildings are constructed players vie for the right to place them and ownership of the streets using auctions involving money and influence.  Ultimately the player who proves the most successful rebuilder will win.  The game involves a selection of mechanics from other games, but they blend well to form a good game not like any of the games it derives from.

 

Scottish Highland Whisky Race. Published by JKLM Games. 2004. Box. In shrink. £13.50

Designer: Andreas Steding. No. players: 3-6. Country: British. Duration: 1 hr.

Whisky smuggling race game set in 1773.  The players are taking part in a cross country race, but are using it to smuggle  whisky, which is heavily taxed by the English.  While winning the race can score victory points, success can also be achieved by successfully buying and selling whisky along the way.  Players move by secretly deciding how many movement points to use each round, and then spending them to move.  Ending up on special spaces on your own will give a beneficial extra action, and moving past other players uses up movement points fast due to lots of jostling.  Players also have to avoid the Englishman who will levy taxes on any whisky carried by players he inspects.

 

Scrabble Up. Published by Milton Bradley. 1996. Box. Good. £4.25

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

Special Notes: Originally came with some double sided sticky tape, but this is not required for play.

Head to head word game which uses a tilting board down which a marble is set running, to act as a roughly 10 second timer.  The game uses wooden tiles like those in Scrabble, and players have to try to make up words from selections of letters.  The first to make a word sets the marble falling down the zig-zag path and by the time the ball reaches the bottom the other player must have finished making their word.  Letters used are won, and the first player to collect 19 letter tiles wins the game.

 

Snake Lake. Published by Tenkigames. 2006. Box. In shrink. £16

Designer: Piero Cioni. No. players: 3-6. Country: Italian. Duration: 45 mins.

Light and amusing game in which each player controls a snake which slithers through the woods eating food and trying to avoid trees and mushrooms and other snakes.  Snakes enter the board from a side and as their head moves further in extra tail pieces are added thus the snakes slither taking up several spaces.  Movement is plotted two turns in advance, with cards being placed face down on an action board and when one is actioned a new one must be played.  Should a snake hit an obstacle it must start again from the side of the board.  Nicely produced.

 

Solotaire. Published by Milton Bradley. 1973. Box. Good. £4.75

Designer: Unknown. No. players: 1-2. Country: American. Duration: 15 mins. Desc. by Eamon.

Excellent game based on Poker Patience, with a nice plastic board on which to lay the cards. Lucille Ball pictured on cover warning "Caution! This game may be habit forming". Includes a variety of games for 1 or 2 players, Honeymoon, Quick-draw, Mayhem 1 & 2.

 

Stamp. Published by Amigo. 1997. Box. Excellent. £2.50

Designer: Hanno & Wilfried Kuhn. No. players: 3-6. Country: German. Duration: 45 mins.

Set collecting game with a stamp collecting theme.  Players buy and sell stamp cards at auction, and the game includes a very effective metal bell to be used in a Dutch auction, ie. one in which the price is reduced until someone bids. The stamps all have symbols, countries and colours and matching these up to form valuable sets is the key to making a good profit and so winning the game.  Little known, but rather good game.

 

Stand And Die. Published by GDW. 1991. Box. Good. £9

Designer: Frank Chadwick. No. players: 2. Country: American.

Huge war game, with 2 large mounted boards and about 650 counters. The Battle of Borodino, 1941, the vital stage in Germany's invasion of Moscow. The German forces are powerful, but small in number, whereas the Russians are weak but more numerous.   48 page rulebook includes Basic and Advanced rules, several scenarios and photocopied counter sheets should any go missing.  The game also includes a lidded counter storage tray.

 

Starflight Zero. Published by Puffin. ca.1984. Book. Good, but edges show wear. £2.50

Author: David Fickling, Perry Hinton. No. players: 1. Country: British.

Softback, 32 pages, 28x21cm. Picture puzzle book with a science fiction theme. Most of the book consists of full colour illustrations of a group of ships, Starflight Zero, investigating and engaging an unknown enemy who have been systematically destroying all in their path with a 'black light' weapon. You will need to examine the pictures and text carefully to work out what is going on and how to defeat the dark ships. Very attractive illustrations.

 

Stellar Tiles: Constellation. Published by JKLM Games. 2003. Box. Good. £8.25

Designer: Hans Van Halteren. No. players: 2-3. Country: British. Duration: 30 mins.

Limited 1st edition of 200 copies.  Players try to form patterns on a 7x7 grid of Stellar Tiles - colourful tiles showing different symbols of different colours with different backgrounds.  The patterns to be formed are shown on cards, and depict the relative positions of the tiles to form a pattern.  However while one player is trying to match symbols to make a pattern, another is trying to match foreground colours and another background colours.  The publisher also intends to publish further games using these sets of tiles, some of which are to be published for free download on their website.

 

Sushi Express. Published by Abacus Spiele. 2005. Box. In shrink. £3

Designer: Michael Schacht. No. players: 3-6. Country: German. Duration: 30 mins.

Dice game in which players try to move around a ring of location tiles delivering sushi, and collecting customer cards.  At the end of the game the customer cards collected score points depending on the number of different ones.  Also the player who has received the least tip cards will be penalised.  Game play itself involves placing a dobber on a number from 2-12, and effectively betting that either you, or someone who has placed on a number higher than you, will roll at least that number. If you bet wrongly you don't move that turn.  Guess right and you move as many spaces as the number you had chosen.

 

Swap. Published by Ideal. 1965. Box. Box corners split. £4

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

Very nice item, with a neat little gadget for reading 'secret' information on the cards. Players buy, sell and swap items, with an aim to accumulate a set total in cash and goods. Every exchange has some risk as only half the items are genuine, the rest being worthless fakes. A very nice example of a family game of the sixties, especially the rather good dollar-sign playing pieces.

 

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

Cover creased & shows wear, good inside.. £2.25

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

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

 

The Godfather Game. Published by Family Games. 1971. Box. Good, but box base indented. £9.50

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

Special Notes: 2nd edition

An unusual game given the theme of Mob bosses vying for control of various neighbourhoods. However, the game mechanics resemble Go, but with money which must be spent to buy men in the various areas of town, and cards which can assist or hinder. 1st edition came in a plastic violin case, 2nd edition in a regular box.

 

The Golden Age Of Contract Bridge. Published by Stein & Day. 1982. Book. Good. £6

Author: David Daniels. Country: American.

Softback, 23x15cm, 212 pages. A book on the history and development of Bridge - it makes no attempt to help your play! The chapters cover: Bridge Prehistory Era 1, Bridge Prehistory Era 2,  Bridge At Last, From Auction to Contract, World of Bridge 1910-29, Ely Culbertson, World of Bridge 1930-37.

 

The Scrabble Book. Published by Treasure Press. 1990. Book. Good. £2.50

Author: Gyles Brandreth. Country: British.

Hardback, 24x20cm, 221 pages. This book includes a huge number of word puzzles of different types with solutions. eg. 35 Regular Scrabble Puzzles and Anagrams to solve.  Also presented are the n-tile record plays, and more obscure records. the rules to Scrabble, the history of the game, information about allowed words, and listings of unusual words useful in Scrabble round off the book.

 

The Twelve Best Indoor Games For Two. Published by W. Foulsham. ca.1940. Book.

Good, but flyleaf slightly speckled. £3. Author: Albert Belasco. Country: British.

Softback, 18x12cm, 62 pages. Printed on Wartime Economy Standard paper. A collection of twelve indoor games for two with illustrative hands and games. The games covered are Cards (Cribbage, Euchre, Whist for Two), Dice (Sixty One), Dominoes (Runnings Out, Fives And Threes, Matador), Chess, Draughts (Ordinary, Losing Game, Fox & Geese), Table Tennis.

 

The Whist Table. Published by John Hogg. ca.1895. Book. Good. £9.50

Author: Portland. Country: British.

Hardback, 19x13cm, 482 pages.  Embossed gold writing and illustrated cover. This book contains of a large number of essays and articles on whist from many different authors. There is also a 23 page section at the back detailing other books by the same publisher which were available at the time, including illustrations from some of them.

 

Tile Rummy. Published by Peter Pan. 1983. Box. Good. £1.25

Designer: Michael Kohner. No. players: 2-4. Country: British. Desc. by Eamon.

Attractive card-game variation, played with tiles, on a nice felt board. Each player must use their hand of tiles to form Gin Rummy melds on the board, which could be a group of 3 or 4 tiles of the same rank, or a sequence of 3 or more tiles of the same suit in a run. The board has various squares covered in diamonds of one colour or another and these act like Scrabble squares, affecting the value of tiles or melds played on them. The tiles could also be used for any other game which uses playing cards.


Tony & Tino. Published by Descartes Editeur. 2002. Box. Excellent. £4

Designer: Bruno Cathala. No. players: 2. Country: German. Duration: 30 mins.

Card playing and tile laying game in which the players take the roles of gang leaders in 1930's Chicago, and vie for supremacy on the streets. The board shows a 6x6 grid of spaces and money is put at the end of each row and column.  Players play their tiles and cards with the objective of having superior forces in each row or column when it is full in order to claim the money there.  Some of the tiles purely give influence, while others show a character with special rules.

 

Trap Door. Published by Milton Bradley. 1983. Box. Good but 1 box corner split. £2.25

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

The object of the game is to be the first to get three marbles to the centre of the board.  On your turn you roll a die and move one of your marbles that many spaces along a track. If you land on an opposing marble you press your marble down onto your opponent's. Some spaces are trapped and others aren't. If your opponent's marble falls into a trap it falls through and this marble must start over again.  The board is large and thick, containing the mechanism to set the traps. It can be rotated and the trapped positions switched over between games.

 

Treasure Island. Published by Burley Games Ltd. 2003. Box. 2 copies available:

1) In shrink. £14.50      2) Excellent. £13.50

Designer: Peter Burley, Alan Burley. No. players: 2-6. Country: British. Duration: 1hr.

Pirate themed game from the designer of Take It Easy.  The board shows an island with numbered spaces, some of which hold treasures, and some around the edge are landing points.  Players roll dice to give a choice of which spaces may be played on, and can then play a token either on any landing space or any space adjacent to one of their tokens showing one of the numbers rolled.  This gives tactical options as you can cut opponents off from sections of the island.  When treasure spaces are captured treasure cards are obtained which will score at the end of the game.  The board is reversible, one side being best for 2-4 players in 45 mins and the reverse for 2-6 players in 90 mins.

 

Treasures And Trapdoors. Published by Waddingtons. 1990. Box. Good. £4.25

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

Special Notes: The (very small) red ankh treasure is damaged - only the 'stem' remains.  Does not affect play.

Very attractive-looking fantasy game, set in the pyramid that guards the Golden Cobra. Three-dimensional setup as the board is held above a pit full of snakes into which unfortunate pieces may fall should they encounter an open trapdoor. A nice movement system, doing away with dice or cards, and using a special turntable built into the pyramid.

 

Tugs. Published by Octogo. 1990. -. Good. £1

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

TV related, based on the animated children's show about the adventures of the Star Tugs in the Big City Port. Each player must collect a waiting ship from the harbour and then navigate a safe course through the water hazards. The board is in 4 parts but when assembled it is quite large (594mm x 840mm).  Movement is by dice throw, but careful positioning is required to start towing the target ship and to dock it.  It is also possible to block your opponents' movement as well.

 

Tulipmania 1637. Published by JKLM Games. 2009. Box. In shrink. £14.50

Designer: Scott Nicholson. No. players: 3-5. Country: British. Duration: 1 hr.

Based around the bubble market for tulips in The Netherlands in 1937, the players are speculators, and the objective is to become the most wealthy.  Tulips are bought and sold, and the market manipulated.  However, the market in each type of tulip will crash at some point, and timing is the key - getting out just before the crash is the objective, but is not always so easy to do.  Cards are used to perform various actions.

 

Tyrus. Published by Eurogames. 2004. Box. 2 copies available:

1) In shrink. £7       2) Excellent. £6

Designer: Laurent Escoffier, David Franck. No. players: 2. Country: French. Duration: 30 mins.

The players vie for political control of the city of Tyrus. Elections will soon take place in the markets, citadels and temples, to elect the nine city councillors.  Players carefully allocate their soldiers, merchants and priests in order to win the majority of the seats during each successive election. Dirty tricks are par for the course.  Game play involves a significant element of bluff - hoping to anticipate your opponent's hidden moves.


Ubongo Extrem - Mini Edition. Published by Kosmos. 2009. Box. In shrink. £8

Designer: Grzegorz Rejchtman. No. players: 1-4. Country: German. Duration: 20 mins.

A captivating and surprisingly addictive game of making polyominoes into shapes shown on the challenge boards. Each player has a set of polyominoes formed from hexes, and is dealt a challenge card, and players race to complete their challenge as quickly as possible. This mini edition comes in a small box, and doesn't use jewels for scoring and doesn't use a timer.

 

Warcraft The Board Game. Published by Fantasy Flight Games. 2004. Box. In shrink. £16.50

Designer: Kevin Wilson. No. players: 2-4. Country: American. Duration: 75 mins.

Board game version of the popular PC strategy war game of the same name.  Players take control of an army of either Night Elves, Humans, Orcs or Undead and seek to efficiently harvest wood and gold and build a strong base, and then set out to conquer and destroy all in their path!  The game uses a geomorphic hex board, wooden components, quests, and experience cards.

 

Wargamer Magazine. Published by World Wide Wargamers. Author: Unknown. Country: British.

Originally each issue came with a game. Even without the game still a good read, and a useful source of articles on other games. Main articles listed by issue.

Issue 12. 1980. Good. £0.75. The whole Aces High central section has been removed. Aces High (game for this issue), History Behind Aces High, Principles of War, Panzerblitz, Fortress Europa, Sense Style & Simulation, Comparison of Tactical Carrier Games, Ultimatum, Games Reviews.

Issue 59. 1986. Good. £0.75. The central section with the Bloody Karen rules etc is missing. Historical Background to Bloody Karen (which is the game for this issue), Malaya & Burma, A Hitchhiker's Guide to Computer Wargames, Korean War, Clarifications and Errata, Battle Hymn Review, Aegean Strike Review.

Issue 59. 1986. Good. £2.25. The central section with the Bloody Karen rules is present with a map, but there are no counters. Historical Background to Bloody Karen (which is the game for this issue), Malaya & Burma, A Hitchhiker's Guide to Computer Wargames, Korean War, Clarifications and Errata, Battle Hymn Review, Aegean Strike Review.

 

Weltenbummler. Published by Hexagames. 1989. Box. Good, but corners taped. £10.50

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

Excellent game, originally published in the U.K. by Intellect as Worldbeater. Considerable skill required as you plan your route across the world, picking up job tokens along the way, either one or two such tokens from each continent, eventually getting to New York.  On the way back each of these job tokens must be replaced and will score points, but there are also bonuses for getting back to Frankfurt quickly, so one must balance these two ways to score.  Very clever movement mechanism.

 

Whickers World. Published by Paul Lamond Games. 1989. Box. Good. £2.25

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

Geographical trivia game, but with attractive cards each with a picture of something unusual.  The reverse of the card gets the current player to identify the picture and then has a selection of related questions.  Players move along a track with some ludo-like mechanisms included as well.

 

World War 2 Wargaming. Published by Airfix. 1976. Book. Good. £6.25

Author: Bruce Quarrie. Country: British.

Hardback, 22x14cm, 64 pages. Airfix Magazine Guide Number 15, one of a series of books detailing miniatures rules, stratagems and tips. The book includes many illustrations and photographs.  The chapters cover: Wargaming Models; Ground, Time & Model Scales; Choosing & Organising an Army; Orders; Movement; Combat.

 

X-It. Published by Millenium 2. 1996. Box. Good. £0.75

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

Card game, with dice. Match your hand to die rolls to get rid of your cards.  The cards show the numbers 1-6 or an X, and each player starts with 6 cards.  3 dice are rolled and a card may be discarded for each of these dice if it matches or is a wild card.  You win if you discard your last card, otherwise draw 1 new card ready for your next turn.  The skill is deciding when to use the wild cards.


Zig Zag. Published by Milton Bradley. 1977. Box. Good. £2.50

Designer: Unknown. No. players: 2. Country: Irish. Duration: 10 mins.

Special Notes: The scoring pegs have been replaced with a functional set from another game.

Strategy game in which each player has a selection of pieces made up of 1-4 hexagons.  Players alternately place these into spaces on the board.  These spaces form areas of size 3-10, and the player who places the last piece into one of them scores for that area, but must then play again.  You must play carefully to try to make your opponent unable to play some of their larger pieces, but equally running your pieces out too soon can let your opponent walk away with the high scoring areas.  Surprisingly interesting little game with chunky plastic pieces and robust board.

 

 

Terms and Conditions

 

Old Catalogs Page                    Back to MNG-AJM Home Page