MNG-AJM Games and Collectibles


Nov 2011 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? 


Please can you help me find the rules to these games – I have looked on the internet without success – perhaps you have them tucked away somewhere? Please email me if you might be able to help!

Grand Prix Championship – CPag – I have no rules for this at all – English preferred.

Karmas – Adlung Spiele – I have German rules, but need English ones.


And now on to the games:


1500 Gold. Published by Ragnar Brothers. 1995. Box. Good. £5.50

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

Players start with a team of three runners each hoping to compete in the prestigious Olympic 1500m finals. In the first stage these athletes are trained by moving them around a special track with the objective of gaining useful tactics cards. Then mini qualifying races are run to see which of the athletes will get through the quarter and semi final rounds. This makes use of dice and cards and the underlying quality of the athletes. The final is run out in full on a race track and running cards and tactic cards are used along with risk taking to squeeze through gaps and positioning to gain from being in the pack.


A Castle For All Seasons. Published by Rio Grande Games / EggertSpiele. 2008. Box. Excellent. £25

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

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


AD&D Ravenloft – Castles Forlorn. Published by TSR. 1993. Box. New. £4.25

Designer: Lisa Smedman. No. players: 2+. Country: American.

Supplement for the AD&D Ravenloft setting. This set includes a 96 page book on The Weeping Land and Castle Tristenoira which rules over it; Melancholy Meetings – a collection of encounters for the GM to use; Eve of Sorrows – an assortment of mysteries and nightmares within the castle itself. A poster map is also provided of this new realm.


AD&D Ravenloft – Feast Of Goblyns. Published by TSR. 1990. Module. Good. £3.50

Designer: Blake Mobley. No. players: 2+. Country: American.

AD&D Ravenloft scenario which also includes a Ravenloft DM's screen. The 96 page module is for low to mid level characters and the level of difficulty of the encounters can be adjusted. The party are mysteriously transported to Ravenloft, a realm of terror, where they do their best to survive the machinations of an evil lord and return to their home plane.


AD&D Ravenloft – Masque of the Red Death. Published by TSR. 1994. Box. New. £1.25

Designer: William Connors, D.J. Heinrich, Shane Hensley, Colin McComb. No. players: 2+. Country: American.

Roleplaying supplement for the AD&D Ravenloft world. This set allows your characters to explore the macabre world of the 1890s in Gothic Earth. Based on the feel of the works of Edgar Allan Poe, Bram Stoker and Arthur Conan Doyle. This set includes:128 page Guide to Gothic Earth with rules and background; 3 adventure booklets; Map of Gothic Earth; GM Screen; Bonus poster.


AD&D Ravenloft – Realm Of Terror Boxed Set. Published by TSR. 1990. Box. Box taped and shows wear. £10

Designer: Bruce Nesmith, Andria Hayday. No. players: 2+. Country: American.

Special Notes: 5 of the full colour sheets and the measuring overlay are missing

Infamous boxed campaign setting for 2nd edition AD&D. The 144 page book details the Realm of Terror, a demi-plane of gothic horror adventure. The set also includes 4 very large full colour maps, 24 full colour sheets detailing people and places, and a transparent overlay for measuring distance on the maps.


AD&D Ravenloft – The Nightmare Lands. Published by TSR. 1995. Box. New. £3.75

Designer: Shane Lacy Hensley, Bill Skavicsek. No. players: 2+. Country: American.

Supplement for the AD&D Roleplaying game, in the Ravenloft campaign setting. This is a campaign expansion boxed set which contains everything necessary to adventure among dark dreamscapes and twisted nightmares of the dream world. As well as rules books it includes new creatures and 64 ready to play nightmares which combine to form a full length adventure.


Age Of Exploration. Published by TimJim. 1994. Box. Excellent. £21

Designer: Tom Lehmann. No. players: 2-6. Country: American. Duration: 2.5 hrs.

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


Age Of Industry. Published by Treefrog Games. 2010. Box. 2 copies available

1) In shrink. £29      2) Excellent. £26

Designer: Martin Wallace. No. players: 2-5. Country: British. Duration: 2 hrs.

Redeveloped and streamlined version of Brass, which takes about an hour less to play. Thus the game is still set in the industrial revolution, but this time in either New England or Germany (the board is double sided). The game is all about investing as effectively as possible to make profit. Cards are played to allow investments to be made on the board, and development tokens are used to allow access to more advanced technology. A major difference between this and Brass is that it is played over a single 'phase' rather than first having a canal phase and then a railway phase.


Age Of Renaissance. Published by Avalon Hill. 1996. Box. Good. £50

Designer: Jared Scarborough. No. players: 3-6. Country: American. Duration: 4 hrs.

A multi-player game on a mammoth scale and a sequel to Civilization. Set in Europe and starting in the 8th century, it carries the players on a voyage of development over the following 1000 years. Players seek to obtain advantages ranging from Caravans to Industry, each giving useful benefits. The calamities of the middle ages must be survived and the race to discover (and plunder) the New World is on, the game ending with the Age of Renaissance.


Anagram. Published by Oxford Games. 1991. Box. Excellent. £4

Designer: Finch & Scott. No. players: 2-8. Country: British. Duration: 20 mins.

Deliberately designed to look old-fashioned, this is a word game using 90 well-made letter tiles. The letter tiles are used to make words, but can be stolen by other players in order to make different and longer words with a different base meaning.


Avalon. Published by Fun Connection. 1994. Box. Good. £11

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

Card driven game in which the players first trade cards with each other, using money to offset unequal trades, and try to equip themselves with a full set of weaponry and armour. Players who are fully equipped can then compete for prize money on offer that round. After several rounds the player with most money is the winner.


Backgammon – an excellent classic game. Here are a selection of sets and a couple of books to get you up to speed. It really is worth giving a go if you have never really tried it – the mix of skill and luck combined with good judgement required when using the doubling cube is very hard to match.


Backgammon. Published by Merit. ca.1969. Box. Box good, contents still sealed. £0.50

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

Box contains a fold out backgammon board, stackable plastic pieces, dice, and doubling cube. The rules also give hints on strategy which would be very helpful to a novice player.


Backgammon. Published by Spears. 1980. Box. Good. £0.50

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

Box contains a fold out backgammon board with wooden pieces and wooden dice (inc. doubling cube) and rules.


Backgammon. Published by Unknown. Box. Excellent. £2

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

Rather nice Backgammon set. It is a large foldout leather-like case with attractive inner boards. Includes dice, doubling cube, dice shakers and rules. The pieces are plastic but stackable. Rules include recommended first moves.


Backgammon. Published by Waddingtons. 1973. Box. Box shows some wear, some tape marks. £0.50

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

Special Notes: This set does not include a doubling dice, but I will provide one.

A fairly basic backgammon set, with a fold-out board and wooden pieces.


Backgammon (The Action Game). Book. Several editions available:

1) Backgammon. Published by W.H. Allen. 1974. Softback, 20x12cm, 171 pages. Good. £4.50

2) Backgammon: The Action Game. Published by Collier Books. 1969. Softback, 23x15cm, 171 pages. Good. £4

3) Backgammon: The Action Game. Published by W.H. Allen. 1974. Hardback with dustcover, 24x17cm, 171 pages. Good. £6

Author: Prince Alexis Obolensky, Ted James. Country: British.

Intended as an introduction to backgammon which will take you far enough to play respectably against more experienced players, this book covers: The History, Basics, First Move, A Beginner's Sample Game, Running Game, Blocking Game, Back Game, The Rules, Doubling, Tournament Backgammon, Chouette, Psychology & Thinking, Playing for Money, Variations on Backgammon, Backgammon Glossary.


Know The Game: Backgammon. Published by A & C Black Ltd. 1985. Book. Good. £0.40

Author: W. H. Copeland. Country: British.

Softback, 13x20cm, 32 pages. A concise introductory book to Backgammon, which covers the rules of the game, good initial moves, some strategy hints, running and back games.


Barrier. Published by Aladdin. 1974. Box. Good. £3.50

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

Played on a draughts board, but with transparent pieces. The central two rows get set up with special spaces which allow different directions of movement to normal. Unlike draughts, pieces may move forward as well as diagonally, and this combined with the central 'barrier' rows ensures it does not play at all like draughts, and indeed the changeable barrier will ensure different options are available each time played.


Batsford Chess Openings. Published by B.T. Batsford. 1982. Book. Good. £1.50

Author: Gary Kasparov, Raymond Keene. Country: British.

Softback, 24x17cm, 346 pages. Intended for the tournament chess player. An encyclopaedia of chess openings by master chess players, which tries to provide a good combination of traditional chess theory with more modern innovations.


BBC Mind Games Dec 06. Published by Bristol Magazines Ltd. 2006. Magazine. In shrink. £1

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

Puzzles magazine, with a small board games content. There are loads of puzzles of many different types: logic (eg. sudoku, nurikabe, karuko etc), crosswords, brainteasers, quizzes and trivia, as well as articles of general interest – in this issue: Mapping the Mind, The Origin of Crosswords, Top Ten Board Games for Christmas.


Beyond Boardwalk And Park Place. Published by Bantam. 1986. Book. Good. £4.50

Author: Noel Gunther, Richard Hutton. Country: American.

Softback, 21x13cm, 109 pages. Subtitled: "The Unauthorized Guide to Making Monopoly Fun Again". This book covers: Getting Started (how to play the author's way), Playing to Win (general strategy, early, mid and end game issues), Training and Etiquette, Appendices.


Big Kini. Published by 2005. Box. 2 copies available:

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

Designer: Guido Eckhof. No. players: 2-4. Country: German. Duration: 1 hr.

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


Billiard Table Games. Published by W. Foulsham & Co. ca.1940. Book.

Good – War Economy Standard Production. £7. Author: W.C. Clifford. Country: British.

Softback with dustcover, 18x12cm, 64 pages. A collection of games to play on a billiard table. The games include snooker, pool and billiards, as well as a selection of variants and other games. The book also gives tips on the use of spin and other advanced techniques.


Black Box Game Book. Published by Eric Solomon. Book. Excellent. £5

Author: Eric Solomon. No. players: 1. Country: British.

80 solo challenges, full rules to the game, and some strategy hints. Fantastic book for those who enjoy this game of logic, but who can't find a willing opponent often enough. The puzzles are of the form of look-up tables which tell you what happens to a particular ray when you test that position – thus you really are playing a standard game of Black Box! If you don't have a copy of Black Box and want one let me know. Recommended.


Black Monday. Published by Salagames 1988. Box. Good. £8

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

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 allow purchases to be made cheaply, prices modified and sales made to produce substantial gain.


Blue Moon. Published by Fantasy Flight Games. 2004. Box. Excellent. £12

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

Card game in which each player uses a deck corresponding to a different alien race. In this set these are the Hoax and the Vulca. The objective is to win dragons over to your side in a series of duels. These duels are played out a card at a time, the cards having different strengths and different special abilities. Each race (and there were quite a few expansion decks produced) has a different character – some strong in brute strength, while others have many sneaky special abilities and others become most powerful when combinations are played. Very attractive artwork, and an interesting game.


Blue Moon Expansions. Published by Fantasy Flight Games. 2004. Box. Excellent. £6 each.

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

Expansion decks for Blue Moon – you need the base game in order to make use of these.

The Flit. The birdlike Flit have retrievable characters and paired booster cards.

The Khind. The lively Khind fight in gangs. Individually weak, but very dangerous when in groups, and with special powers which will frustrate their opponents.

The Mimix. The all female Mimix are attuned to nature, forming strong sisterhoods to gain elemental balance. Paired characters and shamen overcome their enemies.

The Terrah. The Terrah are attuned to the power of Earth, and are physically strong, while others of their number can summon earthquakes and storms.


Bridge My Way. Published by Faber & Faber. 1991. Book. Good. £6

Author: Zia Mahmood. Country: British. Special Notes: Signed copy

Softback, 23x15cm, 191 pages. Written by a flamboyant international Bridge champion, this book is both his story and a treatise to improve your Bridge. Thus you can expect interesting hands to make you think mixed in with fascinating anecdotes.


Bridge Without Error. Published by Victor Gollancz. 1990. Book. Good. £1.50

Author: Ron Klinger. Country: British.

Softback, 22x14cm, 128 pages. A book which aims to highlight the type of mistakes which occur in typical play, even amongst skilful players. The objective of the book is help you reduce the number of such mistakes in your play – eliminating them altogether being an impossible task. The book covers 57 hands and presents the situation including the mistake for you to study and then presents how it could have been played better.


Bridge Without Sighs. Published by Herbert Jenkins. ca.1934. Book. Good, but cover somewhat discoloured. £7

Author: Reginald Arkell. Country: British.

Hardback, 21x17cm, 79 pages. A collection of amusing poems about Bridge, including a rhyming glossary! Includes illustrations by George Whitelaw.


Britannia. Published by Gibsons. 1986. Box. 2 copies available:

1) Good but 4cm rip in lid. £15         2) Good. £17

Designer: Lewis Pulsipher. No. players: 3-5. Country: British. Duration: 3 hrs.

An excellent game (particularly for four) that covers 1000 years of British history. Map board of mainland Britain. Played over 16 turns, which is roughly divided into groups of 4 turns where each player has the most influence in that period, and the best chance to score victory points. Each player gets to play several of the groups which attack Britain over the years (eg, Saxons, Jutes, Danes etc). Very well regarded and an extremely clever system.


Cafe International Das Kartenspiel. Published by Amigo. 2001. Box. Excellent. £8

Designer: Rudi Hoffman, Roland Siegers. No. players: 2-4. Country: German. Duration: 45 mins.

Card game version of the 1989 Spiel des Jahres winner. Players seat customers of many different nationalities in a cafe so that they are at a table designated to their nationality, but they will also be next to other people at other tables. To win you must choose the right time to play your customers to score well, and also recognise when a customer is a liability and send them to the bar instead. Customer placement rules and a limited deck of table cards make customer placement interesting and add to the tactical possibilities.


Capitol. Published by Schmidt. 2001. Box. Excellent. £16

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

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


Capt'n W. Kidd. Published by Bambus Spieleverlag. 2004. Box. New. £20

Designer: Gόnter Cornett. No. players: 2-3. Country: German. Duration: 20 mins.

Special Notes: Limited edition of 333.

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


Careers. Several editions available:

1) Published by Parker. 1971. Box. Good. £1.25

2) Published by Parker. 1971. Box. Good. £1.25. This is the Canadian edition.

3) Published by Waddingtons. 1957. Box & Board. Good. £9. Early British version.

Designer: Dr. James C. Brown. No. players: 2-6. Country: British. Desc. by Eamon.

Excellent family game where you choose your winning conditions. You have 60 points to spend, and £1000 = 1 point, so you could go for 20 Fame points, £20000 and 20 Happiness points – that would be an even spread. But if you wanted to you could, say, go for no money, 50 fame and 10 Happiness. If you did, then you would go for jobs like Hollywood acting or sport, and big business would not interest you. First game to use experience cards so that you can alter dice rolls in your favour.


Cash. Published by Ravensburger. 1990. Box. Excellent. £2.75

Designer: Wolfgang Kramer & Jόrgen P.K. Grunau. No. players: 3-6. Country: German. Duration: 30 mins.

Card game, 120 cards representing loot, keys and bonus points. At any time there are a selection of safes which can be cracked, each needing a different set of keys to crack it. Players take it in turn to take an extra key or crack one or more safes. There is a very useful bonus for cracking several safes at once, but if you wait too long then someone else will no doubt crack it before you do. Also in certain circumstances extra bonus cards get played on particular safes making them even more attractive to crack.


Cassell's Book Of Sports And Pastimes. Published by Cassell & Co. 1903. Book. Fair. £2

Author: Unknown. Country: British.

Special Notes: The front and back covers have been taped back on. Internally Good.

Hardback, 21x16cm, 975 pages. A mammoth collection of sports and pastimes with the following sections: Manly Games & Exercises (30), Minor Outdoor Games (16), Field Games (16), Hoop Games (6), Kite Flying (8), Marble Games (22), Playground Games (77), Tops & Top Games (11), Toy Games (21), Lawn Games (8), Games of Skill (6), Minor Skilled Games (9), Recreative Science (24), The Workshop (8), Home Pets (15), Round or Parlour Games (100), Toy Games & Game Making (100), Mechanical Puzzles (25), Arithmetical Puzzles (19), Card Games (24), Parlour Magic (3), Fireside Fun (28).


Chariot Lords. Published by Clash of Arms. 1999. Box. Good. £20

Designer: Charles Vasey. No. players: 3-4. Country: American. Duration: 6 hrs.

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


Cheers And Tears. Published by John Waddington Ltd. 1963. Box. Good. £1.75

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

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


Chicago. Published by Flying Turtle. 1988. Box. Excellent. £13

Designer: J.H. Vanaise. No. players: 2-4. Country: Belgian. Duration: 90 mins.

Second edition. A gangster game with unique wooden pieces, sort of Halma men with changeable heads. Occupy key locations on the board and earn income. The strength of your men varies with the results of battles with other gangsters and you change the heads to indicate this.


Children's Games With Things. Published by Oxford University Press. 1997. Book. Excellent. £4

Author: Iona & Peter Opie. Country: British.

Hardback with dustcover, 24x16cm, 350 pages. A comprehensive collection of children's games which make use of assorted objects, which 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.


Civilization. Published by Gibsons. 1988. Box. 2 copies available:

1) Good. Box shows some wear and 2 corners taped. £5.50      2) Good. £7

Designer: Francis Tresham. No. players: 2-7. Country: British. Duration: 7 hrs.

Classic game, especially with more than 4 players. An all day game. Each player takes on the role of leader of an ancient civilization, such as the Illyrians or Babylonians. Your task is to guide your people through the ages by expanding your empire and using its proceeds to finance new technological advances, such as Literacy, Metalworking, or Law.


Commands & Colors: Ancients. Published by GMT Games. 2005. Box. Excellent. £32

Designer: Richard Borg. No. players: 2. Country: American. Duration: 1 hr.

Wargame which covers ancient times to the middle ages (3000BC-400AD) in 10 scenarios. The game focuses on important terrain features, and uses card driven actions. There are four types of card, and battle dice are also used to resolve attacks quickly and simply. This is a very highly regarded fast playing wargame, and many expansions have since been produced.


Complete Book Of Games And Stunts. Published by Prentice Hall. 1956. Book.

Good, but discolouring on part of cover. £7.25. 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).


Connect 4 Advanced. Published by MB Games. 2002. Box. Good, but tear in lid has been taped. £2.75

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

Three dimensional Connect Four with neat and attractive stacking playing pieces in two colours. The game is played on a 4x4 grid where pieces can be stacked up to 4 high. The playing pieces are mostly transparent so you can see into the depths of the playing area as the game goes on. The objective is to get 4 playing pieces of your colour in a row horizontally, vertically or diagonally.


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

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

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


Crescendo. Published by Filsfils International. 1997. Box. Good. £6

Designer: Claude Jonette. No. players: 2-4. Country: Belgian. Duration: 30 mins.

Unusually, the game board is constructed from 8 large cross shaped sections which each have 5 squares, one of each player colour and a neutral colour. Players attempt to build large towers of stacking playing pieces by clever moves and keeping to protected spaces. Unprotected towers can be 'scattered' by an opponent if given the chance.


Curse Of The Mummy’s Tomb. Published by Games Workshop. 1988. Box. Excellent. £24

Designer: Stephen Hand. No. players: 1-4. Country: British. Duration: 2 hrs.

Nice looking game with a three-dimensional playing board and metal miniatures. Egyptian graphics used throughout. The players explore the tomb and fight against the nasty creatures within, who are controlled by the game rules. To win players must find a Key of Osiris and find the Elixir and enter the Chamber of Osiris.


Darjeeling. Published by Abacus Spiele. 2007. Box. In shrink. £22

Designer: Gόnter Burkhardt. No. players: 2-5. Country: German. Duration: 1 hr.

Set in the time of the British East India Company. Players search for the best teas found in the Darjeeling region, crossing the region selecting cargoes to ship. The quantity, freshness, and popularity of the type of tea will determine the players' success. The game uses a display of tiles around which the players move their tea pickers to collect good tea for sale. Much of the skill is in getting the timing of your selling right. Recommended.


De Ontembare Stad. Published by The Game Master. 2003. Box. In shrink. £16

Designer: Hans van Tol. No. players: 2-5. Country: Dutch. Duration: 75 mins.

Special Notes: For £1.50 extra I can print and laminate English influence cards to ease play.

The title means 'The Untamable City', and players develop the city by paying for and then playing building cards onto the board. These will then give their owner income at the beginning of every player's turn if that building type is indicated. It is also important to expand areas and ensure that your territories don't get isolated by other players' expansion. Action cards can also be bought and these give a variety of benefits, allowing you to get out of a difficult situation or hinder a player who is doing a bit too well. The game has some of the feel of Settlers, but with different mechanics.


Die Kette Von Saba. Published by Queen. 1997. Box. Good. £12

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 Wόrfelspiel. Published by Kosmos. 2007. Box. 2 copies available:

1) Excellent. £6.50       2) In shrink. £7

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 Sternenfahrer Von Catan. Published by Kosmos. 1999. Box. 2 copies available:

1) Good. £20      2) Excellent. £22

Designer: Klaus Teuber. No. players: 3-4. Country: German. Duration: 2 hrs.

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

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


Digit. Published by Piatnik. 1987. Box. Good. £2.75

Designer: Gerhard Kodys. No. players: 2-4. Country: Austrian. Duration: 20 mins.

55 cards show different arrangements for 5 sticks. One card is drawn and the matchsticks laid out according to the diagram on it. Players are dealt cards and try to find a way to move a single matchstick to make the patterns on their cards. There are four versions of the game to play, but all are based on this principle.


Disorderly Conduct The Game. Published by Western Publishing. 1993. Box. Good. £1.50

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

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

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


Dragonriders Of Pern. Published by Mayfair Games. 1983. Box. Good. £10

Designer: Sam Lewis. No. players: 1-7. Country: American. Duration: 2 hrs.

Special Notes: Box slightly indented due to stacking

Fantasy game, based on the series of novels by Anne McCaffrey. Players compete to unite the world of Pern, and fight aerial battles to keep off the deadly Thread. The game is semi cooperative, as if the lands of Pern become too poisoned by Thread all players lose, but if that doesn't happen then the player who is allied with the most holdings is the winner. The game comes with basic and advanced rules


Duel In The Dark. Published by Z-Man Games. 2007. Box. In shrink. £28

Designer: Friedemann de Pedro. No. players: 1-2. Country: American. Duration: 45 mins.

Special Notes: Includes in shrink expansion: "The Complete Edition" and V1-Bunker extra card.

WW2 air combat game dealing with the night time air raids of British bombers on German cities. One player takes the role of the British Bomber Commander and the other a General in the Luftwaffe to defend the cities. The gameboard can be set up in many ways, and each night will take about 45 mins to resolve. There are basic rules for easy entry to the game, with advanced rules for additional realism and complexity. The game uses a neat element to represent the fog of war aspect – the Germans don't know the British target until they get there. If played solo the game controls the British, and the player the German defenders.


Dungeon Magazine. Published by TSR. Author: Unknown. Country: American.

Excellent magazine containing adventures for TSR role-playing games, mainly AD&D, but sometimes others too.  Fantastic resource for GMs looking for an adventure to run. Adventures listed by issue.

Vol 2 Issue 2 (#8). 1987. Good. £1.75: Mountain Sanctuary (Lvl 1-3), For a Lady's Honour (Lvl 4-7), In Defence of the Law (Lvl 7-10), The Wounded Worm (Lvl 4-8), The Flowers of Flame (Oriental Adventures Lvl 5-8)

Vol 2 Issue 3 (#9). 1988. Good. £1.75: The Lurkers in the Library (Lvl 1-3), The Crypt of Istaris (Lvl 3-5), The Djinn's Ring (Lvl 3 - Solo Adventure!), The Golden Bowl of Ashu H'San (Oriental Adventures Lvl 2-4), The Ghostship Gambit (Lvl 3-6), The Plight of Cirria (Lvl 8-12).

Vol 2 Issue 6 (#12). 1988. Good. £1.75: Light of Lost Souls (Lvl 2-4), Sceptre of the Underworld (Solo Adventure Lvl 12), At the Spottle Parlour (Lvl 1-3), Intrigue in the Depths (Lvl 4-7), Huddle Farm (Lvl 1-4), Dungeon 1-12 Index.

Vol 3 Issue 2 (#14).1988. Good. £1.50: Masqueraider (Lvl 2-5), A Question of Balance (Lvl 8-12), Stranded on the Baron's Island (Lvl 4-6), Master of Puppets (Lvl 6-8), Phantasm Chasm (Lvl 5-7), The Wererats of Relfren (Lvl 3-6).

Vol 3 Issue 3 (#15). 1989. Good. £1.50: The Wreck of the Shining Star (Lvl 4-8), In Pursuit of the Slayer (Lvl 6-9), The Dragon's Gift (Oriental Adventures Lvl 2-7), The Glass House (Lvl 4-6), Roarwater Caves (Lvl 1-4), The Elephants' Graveyard (Lvl 5-7).

Vol 3 Issue 4 (#16). 1989. Good. £1.50: Palace in the Sky (Lvl 7-10), The Dwarves of Warka (Lvl 3-6), Necropolis (Lvl 2-4), Vesicant (Lvl 4-6).

Vol 3 Issue 6 (#18). 1989. Good. £1.50: Irongard (Lvl 1-3), Whitelake Mine (Lvl 2-4), Tallow's Deep (Lvl 4-7), Crocodile Tears (Oriental Adventures Lvl 4-6), Chadranther's Bane (Lvl 4-6).

Vol 4 Issue 1 (#19). 1989. Good. £1.25: By the Wayside (Lvl 6-10), The Vanishing Village (Lvl 3-5), The Serpent's Tooth (Lvl 3-6), Encounter in the Wildwood (Lvl 2-4), House of Cards (Lvl 9-12).

Vol 4 Issue 2 (#20). 1989. Good. £1.25: The Ship of Night (Lvl 7-9), White Fang (Solo Adventure Lvl 10 Thief), Pride of the Sky (Lvl 8-12), Ancient Blood (Lvl 3-5).

Vol 4 Issue 3 (#21). 1990. Good. £1.25: The Cauldron of Plenty (Lvl 2-4), The Bane of Elfswood (Lvl 15-18), Jammin' (Spelljammer Any Levels), Incident at Strathern Point (Lvl 8-10), The Chest of the Aloeids (Lvl 6-8).

Vol 4 Issue 4 (#22). 1990. Good. £1.25: The Dark Forest (Lvl 2-3), The Leopard Men (Lvl 8-10), Tomb it May Concern (1 Lvl 4-6 Paladin), Unchained (Dragonlance Lvl 6-10), Rank Amateurs (GAZ10 Humanoids Lvl 1-3).


Dungeoneer. Published by Atlas Games. Box. Several sets available.

Designer: Thomas Denmark. No. players: 2-4. Country: American. Duration: 1 hr.

Fantasy adventure card game (not a CCG) in which cards are used to create a map of a dungeon / wilderness into which the players take their heroic adventurers. Quests must be completed to win the game, and completing these will involve exploring the dungeon / wilderness, defeating monsters and overcoming difficulties played on you by your opponents. The game uses a clever peril point system – the more dangerous the places your adventurer moves through the more unpleasantness your opponents can inflict upon you.

Call Of The Lich Lord. 2006. Excellent. £9. This is a standalone expansion, but can also be used as a higher level expansion for characters who have survived other adventures in the series.

Dragons Of The Forsaken Desert. 2005. Excellent. £9. This is the base set for wilderness adventures.

Tomb Of The Lich Lord. 2005. Excellent. £9. This is the base set for dungeon adventures.

Vault Of The Fiends. 2005. Excellent. £9. This is a standalone dungeon expansion – you can play on its own or add it to another dungeon based set for additional variety.


Dungeonquest. Published by Games Workshop. 1987. Box. Good. £16

Designer: Dan Glimne & Jakob Bonds. No. players: 1-4. Country: British. Duration: 1 hr.

Special Notes: Original figures missing - but good replacements provided

Players explore the ruins of Dragonfire Castle trying to reach the treasure chamber in the centre of the dungeon and escape alive with as much treasure as possible. Time pressure forces the players to take risks because anyone left in the dungeon when the game ends dies! The dungeon is created with tiles to produce a maze-like dungeon and ensure no two games are ever the same. Recommended.


Educational Toys In America: 1800 To The Present. Published by Robert Hull Fleming Museum. 1979.

Book. Good. £5. Author: Karen Hewitt, Louise Roomet. Country: American.

Softback, 24x21cm, 141 pages. Lavishly illustrated book which covers the genesis of the modern toy, play materials in the curriculum of early childhood, and toys for object and role mastery, as well as a great deal of information about the exhibition given at the publishing museum, with many pictures of prime exhibits.


Elasund: Die Erste Stadt. Published by Kosmos. 2005. Box. 2 copies available:

1) Excellent. £17.50. Includes extra tiles from the mini expansion from Spiel.         2) In shrink. £15.50

Designer: Klaus Teuber. No. players: 2-4. Country: German. Duration: 90 mins.

Settlers of Catan themed game in which the first city of Catan, Elasund, is built up. The game uses different mechanics to regular Settlers. Players play building tiles onto a gridded board representing a city. These buildings can get you money and building materials which you will need to purchase further buildings. VPs can be gained by playing prestigious buildings, building city walls and collecting most trade points. This game allows more conflict than Settlers as it is possible to build over other players' buildings when placing a larger tile. Recommended.


Emerald. Published by Abacus. 2002. Box. In shrink. £9

Designer: Rudiger Dorn. No. players: 2-5. Country: German. Duration: 45 mins.

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


Enemy Chocolatier. Published by Cheapass Games. 2006. Packet. Good. £4

Designer: James Ernest. No. players: 2-6. Country: American. Duration: 1 hr.

Themed around a sort of Willy Wonka scenario, this is really an area control and set collection game. The objective is to complete a secret recipe, which is done by controlling a specific set of colours of plots around the chocolate factory. As with all Cheapass games you will have to provide many of the components yourself.


Executive Decision. Published by 3M. 1971. Box. Good. £4.50

Designer: Sid Sackson. No. players: 2-6. Country: American. Duration: 90 mins.

Very clever business game based on the laws of supply and demand. Players secretly order three types of raw materials and the demand causes the prices to change. Players then decide what they will make with their raw materials and then choose what to sell, and once again supply and demand modifies the prices. The most successful player after a predetermined number of rounds wins the game. Some rules variants included as well.


Extra Blatt. Published by Moskito. 1991. Box. Good. £22

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

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


Exxtra. Published by Amigo Spiele. ca.1997. Box. Excellent. £10

Designer: Reiner Knizia. No. players: 3-6. Country: Germany. Duration: 30 mins.

Special Notes: Small box edition

Dice game with special dice in which players have to push their luck to try to get high rolls which can then be placed on a scoring ladder, and possibly kick other players' dice off the ladder. If your dice stay on the ladder until your next go then you score points. First to 21 points wins.


Fette Autos / Street Illegal. Box. 2 editions available:

1) Fette Autos. Published by Edition Erlkonig. 2002. No. players: 1-6. Country: German. Good. £5.50

2) Street Illegal. Published by Z-Man Games. 2002. No. players: 1-7. Country: American. Excellent. £9

Designer: Heinrich Glumpler.. Duration: 45 mins.

Motor racing card game. There is no track, instead it is just the relative positions of the cars that show how players are doing. Cards are used to indicate whether the current track section is a straight or corner (with speed limit), and players have a display of three cards which they add to and take away from throughout the game. How well these cards match the current track determines how well the cars do. Some interesting ideas and a game which takes a play or two to get used to as it is so unusual.


Four Sight. Published by Invicta. 1975. Box. Good. £1.50

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

The board is a 4x4 grid onto which black and white pieces are placed. Each player is given one of 4 'keys', actually a plastic square which fits over the board and has holes for 4 of the grid locations. The key can be rotated and flipped over giving 8 possible layouts. Each player places a piece in turn and tries to get 3 of his colour and 1 of his opponent's colour to be visible beneath his key while trying to ensure his opponent can't do the same with his key. Unusual.


Gaia's Garden. Published by Living Earth Games. 1999. Box. Good. £7.25

Designer: Lizet Frijters. No. players: 1-6. Country: Australian. Duration: 1 hr.

Cooperative game setting up a vegetable garden using the idea of companion planting. Players roll dice to move gardeners, pests, and predators around a track off which lie various garden beds. The gardeners can plant vegetables in empty beds, but always in accordance with companion planting rules which restrict what may be planted with what. Pests eat vegetables, unless they are in turn eaten by predators (birds), or unless a companion plant group is complete in which case the pests are repelled. The players win jointly if the garden gets fully planted, or lose jointly if it is overrun by pests.


Gamers Alliance – Batch of 31. Published by H.M. Levy. Booklet. Good. £40

Author: H.M. Levy. Country: American.

31 sixteen page 28x21cm booklets. Covers Fall 1986-Winter 1997 issues of this quarterly magazine. The magazine covers board games, as well as some war games and some role playing games, and provides reviews of many items each issue as well as the author's insights into the games industry at the time of writing. The magazine also ran a Sid Sackson Says column, in which Sid wrote about games he had recently encountered. The magazine was originally priced at $6.95 per issue (post paid). I will split the batch if you only want some issues.


Games Gazette Magazine. Published by Clive Barnden. 1983.

Author: Clive Barnden. Country: British.

A short lived magazine in 1983, aiming at the same market as Games & Puzzles. Covers board games pretty much exclusively, giving news and reviews. Many abstract and traditional board games covered as well as hobby games. Note this is not the same as Chris Baylis’ long running magazine of the same name. Each issue is generally about 20 pages long. Main reviews listed by issue.

No. 2. Good. £0.50: Taliesin, Inventus, Kogit-8, Othello, Securicor

No. 3. Good. £0.50: Lexicon, Kan-U-Go, Enchanted Forest


Games Monthly Issues 1-4. Published by Games Monthly. ca.1988. Magazine. Good. £3.50

Author: Steve Nichols. Country: British.

This was first released in 1988 and lasted for around 10 issues. In the subtitles it states that this magazine incorporates The Gamer magazine. This magazine covers traditional games such as Shogi, Chess, Go etc as well as a selection of board games and roleplaying games. Articles include news, reviews, and strategy articles, and a free game each issue. The free games in these issues are: Pachisi. Mu Torere. Santa's Run and Arena.


Ghost Stories. Published by Repos Production. 2008. Box. In shrink. £31

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

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


Gloria Mundi. Published by Rio Grande Games. 2006. Box. Excellent. £18

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

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


Goldene Δra. Published by Phalanx. 2008. Box. In shrink. £21

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

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


Halli Galli. Published by Amigo. 1992. Box. Good. £7.50

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

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


Harry Potter And The Philosopher's Stone Trivia Game. Published by Mattel. 2000. Box. Good. £10

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

Trivia game with the questions all on Harry Potter and The Philosopher's Stone. The game itself involves rolling a dice and moving around a track. Spaces require questions to be answered to earn charms. The first to earn 7 charms and get to the centre of the board wins. There are also curse and spell cards which can be used to hinder others and help yourself as well. The components include rather nice detailed plastic wizard hat playing pieces, and a special dice.


Heritage. Published by Industrial Art. ca.1970. Box. Box shows wear. £1.50

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

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


High Hand. Published by E S Lowe. 1984. Box. Good but corners taped, shows some wear. £5.50

Designer: Robert Abbott. No. players: 2 or 4. Country: American. Duration: 1 hr.

Interesting card game using cards laid out on a board, and moving your pawn around the board to collect the cards, forming them into as high as possible poker hands. The partnership game is definitely the better form of the game, as it has a clever scoring mechanism and also players start off playing for themselves but may choose a partner they think will win during the game, and they can then help ensure their partner does win. However, this is only worth doing if you are sure you yourself cannot win.


Horse Show. Published by Gamewright. 1997. Box. Good. £5.50

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

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


Iliad. Published by Asmodee Editions. 2006. Box. Excellent. £12

Designer: Dominique Ehrhard. No. players: 2-6. Country: French. Duration: 45 mins.

Card game with an ancient Greek theme in which the players must use their cards wisely in order to win victory in a series of battles. The cards represent warriors, archers, chariots, ballistae, elephants, and more. These can be deployed to increase your own forces and/or deplete those of your opponents.  There are two types of battle – one in which the winner takes all the VPs, and the more common one in which position matters – the game uses a neat system of card play which encourages players to drop out early to get the aid of powerful heroes. The first player to gain 12 VPs wins.


Inka. Published by Queen Games. 2005. Box. Excellent. £3.75

Designer: Harald Lieske. No. players: 2-4. Country: German. Duration: 45 mins.

The board shows a hexagonal treasure chamber with pits between stepping stones. In the centre of the board are treasures which the players try to collect and get out with as quickly as possible. Tiles are placed on the board providing movable stepping stones. The players then take it in turn to use action points to move the stepping stone tiles, move their explorer or sometimes move the treasure tiles or use secret tunnels in order to get to the treasures.


Jungle. Published by Spears. 1983. Box. Good, but box edges show wear. £12

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

Excellent tile laying and movement game with wooden playing pieces and a board made up of 36 3-hex tiles. Initially, the players lay the tiles out, placing a counter on each tile they lay. When the board is complete the playing pieces move along the paths to get out of the jungle.  However, other pieces block the way so there are clever tactical options available. Plays very well with 3 players.


Knatsch. Published by Abacus Spiele. 2000. Box. In shrink. £5.50

Designer: Michael Schacht. No. players: 2-6. Country: German. Duration: 30 mins.

Dice game in which players try to better particular dice combinations in order to take control of castles and win tournaments represented by cards. Fast and fun.


Konzern. Published by Fanfor-Verlag. ca.1998. Box. Excellent. £12

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.


Kremlin. Published by Fata Morgana. 1986. Box. Good. £13

Designer: Urs Hostettler. No. players: 3-6. Country: Swiss. Duration: 2 hrs.

Special Notes: The box is made of corrugated card, and one side is bowed having been crushed at some point

Original edition of this classic game which takes you back to the Soviet era Russian politbureau, each member trying to get the top job. On the way you get to assassinate opponents, send them to Siberia, even help them sometimes, and all the time your politicians are ageing in a race against the biological clock. At the start each player secretly spreads influence points amongst the various politicians, but this only gets revealed as the need to use or claim those politicians arises. Classic game.


Lara Croft Tomb Raider: The Angel Of Darkness. Published by Identity Games. 2003. Box. Good. £8.25

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

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


Legend Of Heroes. Published by TSR. 1987. Box. Good. £9

Designer: Graeme Morris. No. players: 1-5. Country: British.

Fantasy adventure board game in which the players' adventurers explore a dungeon, and come up against traps and monsters and try to find as much treasure as possible. The main mechanic is quite neat – when entering a room a room card is drawn, and this describes the room and says to draw a monster / trap / feature / treasure card, and that card may in turn tell you to draw another, and so on, depending on what the character does, thus ensuring the game is different each time. The other clever mechanic is the way spells, monsters and character cards have a row of numbers down the side and a red blob which lines up to the numbers on another card – this indicates neatly how effective a character is against a particular monster etc.


Ludoviel. Published by Bewitched Spiele. 2003. Short Fat Tube. Duration: 45 mins. 2 copies available:

1) New. £7.25.        2) Excellent. £6.50

Designer: F. Friese, T. Gimmler, M. Hellmich, H. Kommerell, A. Meyer. No. players: 1-8. Country: German.

A collection of eight games designed specifically to appeal to games collectors. This set includes wooden cubes, dice, an egg timer and 119 cards (in English and German). The cards each have a property that a game might have eg. 'At least one animal is involved' or 'Bridges, ships or rafts are included'. Play revolves around being able to think of games which have these properties. For example in one version of the game a player states the name of a game and the others knock if they have a card which fits that game. In another players must deduce what game a player is thinking about when playing a series of cards.


Man At Play – Nine Centuries Of Pleasure Making. Published by Frederick Warne & Co. 1977. Book. Good. £1.20

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.


Man Versus Machine – Kasparov Versus Deep Blue. Published by Buzan Centres. 1997. Book. Excellent. £2

Author: R. Keene, T. Buzan, D. Goodman. Country: British.

Softback, 21x14cm, 126 pages. An analysis of Kasparov's series of matches against the computer program Deep Blue. While much of the book is an analysis of the game play itself, a good section is about the human factors, and what it means for the Chess community and the psychological implications on Kasparov. Interestingly written.


Maritime Silk Road. Published by Tantrix. 2011. Box. Excellent. £11

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 then 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.


Master Builder. Published by Valley Games. 2008. Box. 2 copies available:

1) Excellent. £17      2) In shrink. £18.50

Designer: Wolfgang Kramer, Hartmut Witt. No. players: 2-4. Country: American. Duration: 1 hr.

Very attractively produced game in which the players employ craftsmen with different levels of skill but also different quirks. Each turn an event means that some craftsmen with particular foibles may not be able to work that turn. Players bid for contracts to construct buildings. When won, that player takes all the parts of the building concerned – chunky cardboard sections which slot together – and use their craftsmen to build what they can, with the restriction that it must stand up – so no building the roof before the walls. Ultimately the objective is to end up with the most money at the end of 6 turns of building.


Meuterer. Published by Adlung Spiele. 2000. Box. Excellent. £3.75

Designer: Marcel-Andre Casasola Merkle. No. players: 3-4. Country: German. Duration: 50 mins.

Card game. The title translates as Mutineer. A sequel (not an expansion) to Verrater. The players attempt to overthrow the captain of a ship and seize the cargo for their own profit. Game play involves selecting character cards and playing cards to support your action. Sometimes there will be an attempted mutiny, but not always. Supporting the winning side when a mutiny is attempted will gain points, although other roles are advantageous when trading in port etc.


Mexica. Published by Rio Grande. 2002. Box. Good, but 1 corner taped. £13.50

Designer: Michael Kiesling & Wolfgang Kramer. No. players: 2-4. Country: American. Duration: 90 mins.

City zoning game set in 14th century Central America. Players build canals and buildings into a city. Points are scored for founding districts, and at two censuses during the game. Lots of chunky plastic pyramid pieces. The game uses an action point system familiar to players of other games in the series (Tikal and Java).


Mike Stokey's Pantomime Quiz Gamebook Vol 2. Published by Unknown. 1959. Book. Good – unpunched. £4

Author: Mike Stokey. No. players: 3+. Country: American.

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


Millionenspiel. Published by Ravensburger. 1982. Box. Good. £13

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

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


Model Soldiers. Published by Arms And Armour Press. 1971. Book. Good, Ex Library. £1

Author: Peter Blum. Country: British.

Hardback, 23x16cm, 39 pages. Subtitled: A basic guide to painting, animating and converting. There are many illustrations throughout. The book covers: Choosing a Model, Figure Assembly, Horse Assembly, Cannon Assembly, Converting, Painting Uniforms, Painting Flesh, Shading, Painting Highlanders, Painting Horses, Diorama Building, Displaying.


Modern Art. Published by Hans Im Gluck. 1992. Box. Excellent. £14

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

Considered by many to be the best auction game. Each player tries to acquire works of art for their gallery, but must judge which artist will be worth money at the end of the season. There are several different types of auction each with subtle differences. At the end of each round paintings are worth more if lots were sold by that artist that round and at the end of the game cash is all important.


Murder A La Carte – Chinese Takeout. Published by Bepuzzled. 1994. Box. Excellent. £5.25

Designer: Larry Zacher. No. players: 6. Country: American.

Murder mystery party game for 6 players. The players roleplay the 6 characters detailed and have to talk to the other players to solve the mystery. This mystery is set in a San Francisco townhouse filled with Emily Bogg's mementos of China. Unexpectedly a long lost daughter Anita Mumm turns up for dinner. Is she an imposter? Things turn deadly when Mrs Bogg's fortune cookie predicts her death! The set includes invitations, hosting instructions, menu ideas (optional), clue sheets, character briefings, and a tape recording to play.


Murder Mystery – Murder At The Country Club. Published by University Games. ca.1986. Box. Excellent. £4.25

Designer: Sue Sigrist. No. players: Up to 8. Country: English. Duration: 2.5 hrs.

Murder mystery party game for up to 8 players. The players roleplay the 8 characters detailed and have to talk to the other players to find out who is the murderer! In this mystery millionaire John Dosh has been murdered at his country club, but one of his staff has killed him, and the players as these staff members must investigate and discover just what has happened. The set includes invitations, hosting instructions, costume and menu ideas (optional), clue sheets, character briefings, and a tape recording to play.


Murder Mystery – Revenge In Rome. Published by University Games. ca.1986. Box.

Good – box shows wear. £3.75. Designer: Sue Sigrist. No. players: Up to 6. Country: English. Duration: 2.5 Hrs.

Special Notes: The party invitations are missing, but these are not needed for play.

Murder mystery party game for up to 6 players. The players roleplay the 6 characters detailed and have to talk to the other players to find out who is the murderer! In this mystery an American tourist is discovered dead in Rome's catacombs while on a trip to visit his recently married son. Suspects include family and work colleagues. The set includes invitations, hosting instructions, clue sheets, character briefings, balloons, and a tape recording to play.


Mykerinos. Published by Rio Grande Games. 2006. Box. In shrink. £15.50

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

Board game with an archaeological theme. Players send their workers out into sections of a major Egyptian dig site, and hope to beat off their rivals in order to win the influence of various patrons, gain victory points and get the best locations for their exhibits in the museum. The patrons each offer advantages which can be used in future turns, but once space has been taken in the museum there is no more. Clever game in which everything is always urgent, but only so much can be done at a time! Recommended.


Namibia. Published by Mόcke Spiele. 2010. Box. Excellent. £23

Designer: Brian Robson. No. players: 3-4. Country: German. Duration: 90 mins.

Special Notes: Includes the Uranium mini expansion

Set in 1884 in Namibia. Gold, silver, copper and diamonds have been discovered, and the colonial government has issued concessions. However, the companies taking these concessions need to build the rail links to serve their operations in order to get their loads to the coast. The market for these goods is also variable and selecting the right time to sell is important. As the game goes on, VPs can be bought with money, but the later bought, the more expensive they are.


Nanuuk!. Published by Bambus. 1999. Box. New. £15

Designer: Gunter Cornett. No. players: 2-4. Country: German. Duration: 25 mins.

Attractive game, with wooden playing pieces. Each player is a hunter, hunting for fish, walruses and whales. The game is played on a gradually thawing ice-floe, so as the game goes on much of the board becomes inaccessible – and since the players get to add the cracks players try to block off their opponents while keeping their own routes free. Various animals can be traded in for more equipment during play, which will give you advantages. The most successful hunter when the thaw is complete wins.


Nefertiti. Published by Editions Du Matagot. 2008. Box. In shrink. £24

Designer: Jacques Bariot, Thomas Cauet, Guillaume Montiage. No. players: 3-4.

Country: American. Duration: 45 mins.

Essentially a set collecting auction game, but with some very clever and innovative ideas. There are 4 market towns each with two different markets, but only 3 of these 8 possible markets are open at any time. Players take turns to place bidding tokens into the markets, and each market has a different condition which closes the market, and causes treasures on sale there to be sold. Players collect sets of these treasures throughout the game, and the player who presents the best collection to Nefertiti at the end wins.


Number-Rings. Published by Orda Industries. 1976. Box. Good. £9

Designer: Philip Vennor. No. players: 1-4. Country: Israel. Duration: 20 mins.

Dice game in which each player has a section of the board with 18 raised number bases. Each turn 3 dice are rolled and combined by addition, multiplication and subtraction to form one or more numbers which are then covered with coloured rings. The objective is to be the first to cover all your bases. Offensive play (in other people's areas) is also possible.


Obscura Tempora. Published by Rose & Poison. 2005. Box. Excellent. £7

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.


Ostindien Company. Published by Piatnik. 1996. Box. Good. £9

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. Note – this is not the game with a similar name by Dan Glimne.


Outwords. Published by Perfect Games. 1988. Box. Good. £1.25

Designer: Gary Brightbart. No. players: 2-6. Country: British. Duration: 30 mins.

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


Perception. Published by Gemini Games. ca.1980. Box. Good. £4.50

Designer: Mordechai Meirowitz. No. players: 2-4. Country: British. Duration: 15 mins.

Players use skill and logic to break their opponents' hidden code. This is from the designer of Mastermind and has a bit of a feel of that game. The hidden code is one or more letters or numbers drawn out using pegs on a 5x5 grid. Players locate the pegs battleships style, but can deduce what letter or number must be present without finding anything like all the pegs. Now quite rare game.


Pin Point. Published by Oliver Games Ltd. 1993. Box. Good. £3.25

Designer: Oliver Cockell. No. players: 2-4. Country: British. Duration: 45 mins.

Strategy game played with large two-coloured capsules (rather like giant pills). The board consists of a 10 x 10 grid of holes into which the capsules can be placed with a grid marked on the board. Each turn a player plays four capsules and tries to form high scoring patterns with these placements ideally without giving away good scoring opportunities to the next player. When capsules have formed a suitably large and high scoring pattern they are flipped over so that the pattern cannot be extended further. There is also a clever rule for the placement of wild capsules. Nicely produced.


Play Poker, Quit Work And Sleep Till Noon!. Published by Bacchus. 1981. Book. Excellent. £18

Author: John Fox. Country: American.

Hardback, 22x14cm, 343 pages. A detailed coverage of playing serious money poker. The book is split into three main sections: Specialized Strategy and Tactics for use in Organized Poker Casinos, Advanced Technical Advice, Behavioral Deductions: The Card Reading Section. Thus the book covers the probabilities of the game, psychological factors and tricks to use and spot, and considering details like order of seating relative to the strongest players etc. Quite rare, and definitely useful if Poker is your thing!


Polarity. Published by Temple Games. ca.2009. Long Cloth Bag. Excellent. £17

Designer: Douglas Seaton. No. players: 2. Country: American. Duration: 30 mins.

Cloth bag and cloth board version of this amazing game of magnetic fields. Each player has a stack of playing disks, black on one side and white on the other, and all are strong magnets. Players take it in turn to place a piece onto the cloth playing surface within the marked circle. Initially this is easy, but soon the placing of a new magnet will start shifting the other magnets, and sometimes magnets will lift up on an edge due to the repulsion of other nearby magnets. Any magnets which touch due to a new placement are taken, and the objective is to get rid of all of your magnets. Fascinating and unique.


Popular Games Of Patience. Published by Bazaar, Exchange & Mart. ca.1922. Book.

Good, but speckling on some pages. £3. Author: M. Whitmore Jones, Laurence Morton. Country: British.

Special Notes: 3rd Edition, No dustcover.

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


Princeps Machiavelli. Published by Allesia Games. 2007. Box. Excellent. £11

Designer: Borja Lσpez Barinaga. No. players: 2-5. Country: Spanish.

Strategy card game based on diplomacy and intrigue, inspired by the life and writings of Niccolo Machiavelli. The players struggle to make their Renaissance family dominant. The cards give interesting abilities and also have flavour text from Machiavelli's writings on them. Both military and diplomatic strategies will be required in play and there are variable paths to victory. Limited edition.


Qb. Published by JC Games. 2008. Box. Excellent. £7

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.


Quests Of The Round Table. Published by Gamewright. 1996. Box. Good. £9

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

Card game, 165 cards printed in full colour and with a nice linen finish to the cards. They depict knights, evil knights, monsters, magicians, quests, weapons and so on, the very stuff of Arthurian legend. Players take turns either setting quests for the other players, trying to fulfil quests or engaging in tournaments. The game is light but hand management is very important so there is definitely skill. The game can be shortened if desired by making it easier to get to each stage of knighthood. One of Gamewright's better offerings.


Qwitch. Published by Out Of The Box. 2005. Box. Good. £5.50

Designer: Maureen Hiron. No. players: 3-5. Country: American. Duration: 5 mins.

Simultaneous play speed card game in which the cards have both a number and a letter on them. Cards can be played on other cards with either a letter or a number which is one higher or one lower than one showing. Players try to be the first to get rid of all their cards.


Rainbows. Published by White Wind. 1995. Box. Excellent. £1.75

Designer: Alan Moon. No. players: 3-5. Country: German. Duration: 30 mins.

Card game. Players first draft cards and then either pay to place a counter on the rainbow grid or put it in front of them to gain gold. Players earn points by placing adjacent counters on the board and by having numerical sequences in the cards placed in front of them. The longer the sequences the more points gained.


Ringgeister. Published by Queen. 1995. Box. Excellent. £17

Designer: Jo Hartwig. No. players: 2-4. Country: German. Duration: 90 mins.

Tolkien's Middle Earth themed game, beautifully produced, with a geomorphic board made up of 27 pieces, which can fit together in many ways, and which will be changed during play changing the paths available to the playing pieces. As the hobbits, players try to reach Mount Doom with the ring, but Sauron will use the Nazgul to try to capture the ring. The hobbits have Gandalf and assorted heroes on their side, while the orcs also do the bidding of Sauron. The game system controls the movement of the evil pieces as they hunt for the ring.


Rocketville. Published by Hasbro Avalon Hill. 2006. Box. Excellent. £7

Designer: Richard Garfield. No. players: 3-5. Country: American. Duration: 1 hr.

Futuristic election themed game in which the players vie for control of areas in Rocketville. Rocketville is split up into districts and having most and second most votes in a district at game end will earn VPs. In addition while contesting each space on the board it is possible to earn or lose VPs as well as gain extra cards to use in the voting or special cards which grant extra VPs at the end of the game if you achieve what they say on them. The central mechanism is simultaneous card play, but where the type of card which is more valuable at any point is known up front. In order to get more voting cards you have to decide not to participate in the election at one space.


Roller Coaster Hippo. Published by Ravensburger. 1990. Box. Good. £1.25

Designer: Heiner Wohning & Bertram Kaes. No. players: 3-6. Country: British. Duration: 1 hr.

Players each have a wooden hippo playing piece which they race around the board which shows a roller coaster track with various spaces. Movement is by use of a special dice. Various spaces are special and involve the player performing an activity in order to move extra spaces. These activities include describing an object so other players guess it, miming an object, modelling an object (clay provided), making the sounds of an object, or performing the action on a card eg. telling a joke.


Route 66 Das Kartenspiel. Published by ASS. 1993. Box. Good. £8

Designer: Wolfgang Riedesser. No. players: 2-6. Country: German. Duration: 30 mins.

A tie in to the Route 66 board game. The game is played in 8 rounds, each of which represents a state that Route 66 goes through from Chicago to L.A. Each round players play cards to adjust the speed of the communal car but if the speed is pushed over 55 mph then the play of a Highway Patrol card will end the round and penalise the player caught. A variety of special action cards force players to stop at a motel (and pay for it), or play an extra card, or reverse the direction of play. The player with the most money left at L.A. is the winner.


Royal Flush. Published by Edition Spielbox. 1993. Pouch. Good. £0.60

Designer: Reiner Knizia. No. players: 2-7. Country: German.

A colour folded A3 sheet which acts as gameboard as well as having the rules on the back. You will also need a pack of cards and a couple of playing pieces to play. The game is essentially a cross between Liar's Dice and Poker. Players make Poker hands with the cards and then bluff about them, stating a hand which theirs is at least as good as. The next player can either call their bluff or say he has a better hand still.


Rummikub. Published by Pressman. 1990. Box. Good. £3.25

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

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


Uno Rummy-Up. Published by Mattel. 1993. Box. Good but there is some tape on the box. £5

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

Unusual item. This is a variation on Rummikub (see above). In this version there are also some tiles which have Uno style effects – reversing direction of play, skipping a player, making another player draw tiles etc. In addition it was made at least partly for the Chinese (or maybe Hong Kong) market as the rules and text on the box are in both English and Chinese.


Rummikub 500. Published by Pressman. 1992. Box. Good. £5

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

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


Rummy-Club. Published by Challenge Master. ca.1990. Box. Good. £2.25

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

Special Notes: 1 rack support missing (not essential to play)

Rummikub clone! (See above).


Saga. Published by Yuhodo. 2000. Box. Excellent. £9

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

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


Scotland Yard. Published by Ravensburger. 1983. Box. 2 copies available:

1) Good. £4.25      2) Excellent. £5.50

Designer: The Design Team No. 3. No. players: 3-6. Country: British. Duration: 45 mins.

Clever tactical game of deduction set on a map of London. One player is Mr. X, who is hiding, and the others are detectives hunting him down. All players move around by either bus, taxi, underground or boat. The detectives get to see the type of transport Mr. X uses at all points, but his precise location is only revealed occasionally. The detectives need to work together to increase the chance that one of them will catch Mr. X before the game ends and he escapes. Either Mr. X wins or all the detectives win as a team.


Seaside Frolics. Published by Serif. 1987. Box. 2 copies available:

1) Excellent. There are just a couple of minor marks on the box lid edges. £23      2) Good. £20

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

Fabulous item, a game that recreates a day out at the seaside in Edwardian England. Players must complete their day out within a number of turns, and they get to collect postcards as souvenirs, each worth points at the end of the game. The postcards are what makes this so special. There are 250 of them, miniaturised, and featuring comic art in the traditional style on one side, and their point value or other information on the reverse. Rare – especially when complete.


Shadowfist Players' Guide Vol. 1. Published by Daedalus Entertainment. 1996. Book. Excellent. £2

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.


Slow Freight. Published by Alan Moon. 2004. Envelope. New. £3

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 though. 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.


Socks In The City. Published by Bambus Spieleverlag. 2005. Packet. In shrink. £9.25

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

This game comes shrinkwrapped without a box, but one of the components is a large velvety (Christmas) sock into which all the components can be placed when punched out! Triple hexagon tiles are put together to form a city, with some pre-printed communal rail tracks. Several sock tokens of various colours are placed around the city, and the players then take it in turn to lay track to form networks. The objective is to connect up socks of the same colour to score points – more the further apart they are. Once all socks have been paired up in this way the player with the most points wins. Limited edition of 1000. This plays well – it isn't just a gimmick game!


Spy Web. Published by Milton Bradley. 1998. Box. Excellent. £3.50

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

This game has the 'Action Man' logo on it. Essentially a spy themed deduction game. The idea is that one player takes the role of 'Action Man' and the other 'Dr X' (the bad guy). Players both have a secret commander who the other must discover the identity of and also their whereabouts. The first to do this wins. Information about the layout of your opponent's spies is gained by asking who a spy is looking at / listening to / pointing to, and gradually working out how this must mean the tiles have been laid out on your opponent's grid. Very nice components.


Starship Tycoons. Published by Griffin Games. 1986. Box. Good. £3

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.


Suppenkaspar. Published by Mattel. 1987. Box. Good. £3.75

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. Great card game, board merely serves to keep a record of your 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. £10

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.


Svea Rike. Published by Casper. 1996. Box. Good. £37

Designer: Dan Glimne, Henrik Strandberg. No. players: 2-5. Country: Swedish. Duration: 2 hrs.

Svea Rike recreates the history of Sweden from 1523 (Gustav Vasa) to 1818 (Karl XIII). Each player represents a Swedish noble family attempting to build their status. Status is achieved by accumulating fiefs, money, troops, and historically important achievements represented by cards. The game is driven by event cards to which the players react in a variety of ways. Often there will be wars with neighbouring powers which the noble families will need to assist in, as well as all sorts of domestic troubles to deal with.


Take. Published by Classic Games. 1984. Tube. Good. £2

Designer: Mike Woods. No. players: 2. Country: British.

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


Take-Off. Published by Metrotoy. 1988. Box. Good. £5

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

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

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


Tal Der Konige. Published by Franckh. 1991. Box. Good. £35

Designer: Christian Beierer. No. players: 2-4. Country: German. Duration: 90 mins.

The Valley of the Kings. A game of pyramid building, with the unusual mechanism that when the central pyramid is built (unused blocks from all players go into this), the game ends. Masses of chunky wooden blocks in several colours make the game exceptionally attractive during play. It comes in a triangular box. Players manoeuvre their workers and overseers around the board to claim building sites and bid with bidding tiles to obtain blocks. Recommended. I also have some house rules I can include which in my opinion make the game even better.


(Teach Yourself) Chess. Published by English Universities Press. 1965. Book. Good, but some pages wavy. £1

Author: Gerald Abrahams. Country: British.

Hardback with dustcover, 18x11cm, 256 pages. This book covers: the pieces and their value, tactics and strategy, some openings, end game issues, and illustrative games. Very much intended for the beginner.


Techno Witches. Published by Rio Grande Games. 2005. Box. In shrink. £17.50

Designer: Heinrich Glumpler. No. players: 2-4. Country: American. Duration: 40 mins.

Race game in which the players are broomstick-flying witches and wizards. The game uses an interesting system where players select curved path sections and play them in sequence next to their planning piece. This is done one piece at a time, and as an alternative to taking another curve section you can fly, which means you play out all your planned pieces in order. Hopefully these can be played without crashing into any obstacles or other witches and wizards. Very neat system, with a variety of race scenarios suggested.


The Boy's Own Book Of Indoor Games And Recreations. Published by Religious Tract Society. 1913. Book.

Good. £15. Author: Morley Adams. Country: British.

Special Notes: Includes a note from the vicar awarding the book as a prize in 1915

Hardback, 24x17cm, 439 pages. A very substantial collection with over 800 illustrations, and an attractively embossed and coloured printed cover. The chapters cover Conjuring & Juggling, Home Entertainments, Ventriloquism, Model Making, Toy Making, Games of Skill, Puzzles & Problems, Miscellaneous. Each section has many subsections too. Very nice period item.


The Concorde Game. Published by Ideal. 1976. Box. Box base indented and lid corners taped. £6.50

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

Business game in which the players attempt to make money by flying Concorde between major world airports. In order to fly a player needs to gather passengers and crew and get permission to take off. This is done by moving a playing piece around an outer track, and deciding when the plane is full enough to warrant flying. Once flying, fuel must be paid for, and fuel prices fluctuate. It is possible to fly either subsonic (slow but less fuel used) or supersonic (faster but needs more fuel). In addition players can claim flight paths and gain money from other players who use parts of their flight paths. While your plane is in the air you can start getting the next one ready to fly. Nice Concorde miniatures.


The Da Vinci Code Boardgame. Published by Winning Moves. 2006. Box. Excellent. £8

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

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


The Hunt For Red October. Published by TSR. 1988. Box. Good. £8

Designer: Douglas Niles. No. players: 2. Country: American. Duration: 1 hr.

War game based on the best selling novel by Tom Clancy. During the Cold War a Soviet submarine commander has decided to defect. He must be stopped. 144 double sided stand-up counters in plastic bases represent ships, subs, air squadrons etc. Eight different scenarios included. Game play involves area movement and detection of enemy forces before combat can ensue. Victory conditions depend on the scenario being played.


The War Room. Published by Northern Cross. 1990. Long Tube. Good. £10

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

Special Notes: The tube is a little grubby looking.

War game set in the Persian Gulf. Iraqi and Multinational forces face off in the desert sun. The objective is to capture the enemy troops and force a surrender. Units include infantry, artillery, helicopters, tanks, aircraft and warships. The rules are short and play is straightforward.


The Williams Renault Grand Prix Championship Game. Published by Domark. 1994. Box. Good. £24

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.


Thirty One Patience Games. Published by W. Foulsham. Book. 2 editions available:

1) ca.1940. Good, but spine shows wear. Now a little delicate due to the production standard. Softback, 18x12cm, 62 pages. Printed during the war to 'War Economy Standard' specification. £3

2) ca.1975. Good. Softback, 18x12cm, 63 pages. £1.20

Author: Tom King. No. players: 1. Country: British.

This book gives an introduction to the history of playing cards and then describes 31 games of patience to play with either one or two standard playing card decks – there are diagrams of the card layouts. Interesting wartime production.


Tikal. Published by Rio Grande Games. 1999. Box. Good. £18

Designer: Michael Kiesling & Wolfgang Kramer. No. players: 2-4. Country: American. Duration: 2 hrs.

German Spiel des Jahres 1999. Players lead expeditions across the board, which starts out blank but tiles are added, making every game different. The object is to discover the temples, unearth them and find treasure. Nice wooden components and well produced large hexagonal tiles make it very attractive during play. There are always lots of options on your turn, and it is rarely obvious what the best strategy is. As with other games in the series players have a number of action points to use each turn. Recommended.


Tinner's Trail 2nd Edition. Published by JKLM Games. 2007. Box. In shrink. £21

Designer: Martin Wallace. No. players: 3-4. Country: British. Duration: 75 mins.

Clever economic game based on the Cornish tin mining industry with straightforward mechanics and which plays very well, presenting a selection of tricky choices. Players buy areas of Cornwall which they then mine for tin and copper. However, the cost of getting out ore is increased as mines fill with water, which happens every time ore is removed. Various improvements can be bought to remove water, discover more seams of ore, and increase production efficiency. However, each round players have a limited number of time points to spend, so actions must be chosen wisely. Highly recommended.


To Court The King. Published by Rio Grande Games. 2006. Box. Excellent. £14

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

Published as Um Krone Und Kragen in Germany. Dice game in which players attempt to roll particular dice combinations in order to claim the aid of character cards which each show a Tudor style noble, and each of which gives the player an additional benefit on future turns. The objective is to recruit sufficient nobles to your cause and gain their privileges in order to be able to win the King card – the first to manage this gets a big advantage in the final round which determines the winner. Recommended


Tom Jolly's Cave Troll. Published by Fantasy Flight Games. 2002. Box. Excellent. £13.50

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

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


Trans America. 2 editions + an expansion available:

1) Published by Rio Grande Games. 2002. Box. Includes Vexation expansion. In shrink. £19.50

2) Published by Winning Moves. 2002. Box. Good. £15

3) Vexation (Mini Expansion). Published by Winning Moves. 2007. Packet. New. £1.50

Designer: Franz-Benno Delonge. No. players: 2-6. Country: American. Duration: 30 mins.

Railway game in which the players are given cards showing cities in different areas of the U.S. Track is then laid connecting the cities, all track is communal, and the first player to connect to all of their cities wins the round. Fast, light and fun. On the German Spiel des Jahres nomination list for 2002. Recommended. Vexation is a mini expansion for Trans America and/or Trans Europa. The idea is that as well as communal black track you can also play a very limited number of coloured tracks. These coloured tracks cannot be used by other players. Therefore it now becomes possible to develop track in ways which are much less likely to be of great benefit to other players.


Trick ’R Treat. Published by Rio Grande. 1998. Box. Excellent – cards in shrink. £2.50

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

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


Twister. Published by MB Games. 1999. Box. Good, but label removal marks on lid. £3.75

Designer: Unknown. No. players: 2-4. Country: British. Duration: 10 mins.

The classic dexterity game which consists of a large plastic floor mat with various coloured spots and a spinner. The spinner indicates which colour spot the players need to touch with either their left hand, right hand, left foot or right foot. Soon the players are all in knots and when someone can't achieve the next objective or falls over trying, then they are out. Last still in wins. Great fun to keep kids and more supple adults amused.


Uno Madness. Published by Spears Games. 1996. Box. Good. £2.75

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

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


UWO. Published by Elven Ear Games. 2004. Box. In shrink. £5.25

Designer: Thomas Jansen. No. players: 2. Country: Dutch. Duration: 50 mins.

The title stands for Unidentiifed Walking Objects. Each player leads either the Pnorfs or the Znorfs, who have an intense mutual dislike, and so fight for control of their planet. Each alien has a different power eg. bazooka, tank, laser, bunker etc, making each immune to one other type of alien, and having its own method of attack. Action points are used to move and attack with your UWOs, who can also 'morf' into other types of UWO by playing cards. A well received tactical two player card game with a warring aliens theme.


Viking Fury. Published by Ragnar Brothers. 2004. Box. Several copies available:

1) New. £18      2) Excellent. £17      3) Good. £16

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

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


Voltron. Published by Parker Bros. 1984. Box. Good. £0.80

Designer: Unknown. No. players: 2-5. Country: Canada. Duration: 20 mins.

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

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


Wargame Collector's Guide 2nd Edition. Published by Panzer Press. 1993. Book. Excellent. £8

Author: Tom Slizewski. Country: American.

Softback, 21x14cm, 172 pages. A huge listing of wargames with information about the scale, period, and packaging and an estimate of the value. Also covers wargames magazines.


Warlock Of Firetop Mountain. Published by Games Workshop. 1986. Box. Box shows wear. £9.50

Designer: Steve Jackson. No. players: 2-6. Country: British. Duration: 2 hrs.

Special Notes: The original plastic miniatures are missing, but have been replaced with good substitutes.

Fantasy adventure game based on the well known Fighting Fantasy book of the same name. The players run adventurers who explore a labyrinth and fight creatures and gain treasure in order to increase their power. Characters have three stats: skill, stamina and luck, which affect combat and the character's chances in various other encounters. The objective is to reach the far end of the dungeon having deduced which must be the right keys to open the Warlock's treasure chest. This is done by asking other players about the key cards they hold in a slightly Cluedoesque way.


Wie Waldi. Published by Abacus Spiele. 2005. Box. In shrink. £6.25

Designer: Oliver Igelhaut. No. players: 2-4. Country: German. Duration: 20 mins.

Simultaneous play card game in which the cards depict the head, tail and middle of a dachshund. The middles are all covered with a multicoloured blanket, and many sections can be added before the tail needs to be added, so long as the cards match (dominoes style). Each completed dog will either be claimed by the player who owns the head or the tail – depending on whether the tail is being bitten by a cat or not.


Wild Flower Sevens. Published by Pepys. ca.1960. Box. Good. £6

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

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

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


Wild Life. Published by Clementoni. 2002. Box. Good. £12

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

Special Notes: For £2 extra I can colour print and laminate a set of English event and ability cards to ease play.

Each player takes the role of a different species, each of which is best suited to a different environment. During the game populations expand and the creatures come into conflict. Each species can develop, however, and become able to operate more effectively in other terrains as the game goes on. Special ability cards can also be obtained and used to good effect. Naturally each player wants their own species to dominate.


Wordsworth. Published by Spear's Games. 1989. Box. Good, but 1 box corner taped. £2

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

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


Yahtzee!. Published by Hasbro. 2004. Dice Bowl. Excellent. £6

Designer: Unknown. No. players: 1+. Country: British. Duration: 10 mins.

Well known dice game in which players have to score as much as possible in various categories. This neat set is packaged in a sturdy dice bowl with a lid for the other components. These include the dice, score pad, dice rack and telescopic dice cup! Very nicely designed set.


Yachty. Published by Dealer Series. ca.1980. Box. Good. £1.50

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

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

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


Zauber Cocktail. Published by Kosmos. 2001. Box. In shrink. £5.75

Designer: Arnd Beenen. No. players: 4-7. Country: German. Duration: 30 mins.

Card trading and collecting game in the same family as Pit. Players collect sets of potion ingredient cards – the more ingredients of a type played together the more each card in that set is worth. The game is played over a number of rounds and each round the players are given some extra cards to add to their cards left over from the previous rounds and then everyone attempts to trade cards with each other by calling out what they want to trade. This is pretty frantic in the same way as Pit. Once a player is happy with their cards they place their token on the board. Once there are 3 tokens placed the trading stops. Players then simultaneously play one or two sets of ingredients and they are revealed – best sets gain VPs, worst lose VPs.


Zum Kuckuck! / Land Unter. Box. 2 editions available:

1) Land Unter. Published by Amigo. 2001. In shrink. £5.75

2) Zum Kuckuck!. Published by F X Schmid. 1997. Good. £6.50

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

Card game, with 108 cards depicting comic birds, mainly cockatoos and cuckoos. Every round each player chooses a number card to play, and the highest two get nest cards. At the end of the round having the highest valued nest is a bad thing as they attract cuckoos – however a new nest replaces an old one, so 'winning' a high value nest at the start of a hand isn't necessarily very bad. After a hand is played out the initial hands are reformed and passed to the left for replay! Whoever does best after everyone has played each hand is the winner. On the 2001 Spiel des Jahres recommendation list.




Book Title





Size (cm)




Defending Against Pre-Empts

Apsbridge Services

Brian Senior







50 Card Games For Children

Whitman Publishing

Vernon Quinn







The Key To Solitaire

Ottenheimer Publishers

Douglas Brown







Games People Play

Penguin Books

Eric Berne







Intermediate Declarer Play

Apsbridge Services

Brian Senior







Card Tricks


Owen Grant





Good. Page edges darkening, spine slightly delicate


Begin Chess

Elliot Right Way

D.B. Pritchard







A Gambling Box

Redstone Press

Kate Pullinger







Begin Bridge With Reese


Terence Reese








Ptarmigan Books

Beryl Cross, Hubert Phillips







The Penguin Book Of Chess Positions

Penguin Books

C.H.O'D. Alexander







Fighting Fantasy:
Clash Of The Princes
2 Book Set

Puffin Books

Andrew Chapman,

Martin Allen




500 paras each



The Complete Auction Player

G.P. Putnam's Sons

Florence Irwin





Good (especially for its age)


Teach Yourself Canasta

English Universities Press

Kenneth Konstam





Good, but dustcover worn


Beginning Chess

Penguin Books

Harry Golombek







Spiel '99 Taschenbuch

Friedhelm Merz Verlag

Rosemarie Geu









Terence Reese







How To Play Calypso

Hodder & Stoughton

Kenneth Konstam







The Zebra Book Of Games And Puzzles

Evans Bros Ltd

Carlton Wallace







24 Games Of Patience

Thorstons Publishers Ltd

Laurence Morton







Barton On Contract Bridge

Joiner & Steele Ltd

F.P. Barton







Knight Book Of Party Games

Knight Books

Gyles Brandreth







Gems Of The Chess Board

Pitman Press

P. Wenman





Good – War Economy Standard Production




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