MNG-AJM Games and Collectibles

 

Nov 2013 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? 

 

10 Days In The Americas. Published by Out Of The Box. 2010. Box. In shrink. £17

Designer: Alan R Moon, Aaron Weissblum. No. players: 2-4. Country: American. Duration: 30 mins.

Reworking of the excellent Europa Tour. Players must try to build a valid route through north and south America using country cards, planes and ships. There are special card holders to ease play and a map board showing the Americas with a detailed inset for the Caribbean. Thus you can see which countries are adjacent and which permitted for each type of travel. Unlike many in this series the ships are not generic, but each can only be used in one of five ocean regions. The game poses interesting puzzle-like challenges, and I very much enjoy this series - highly recommended. Great for teaching the kids geography without them realising too!

 

10 Days In The USA. Published by Out Of The Box. 2007. Box. 2 copies available:

1) In shrink. £16        2) Excellent. £14

Designer: Alan R Moon, Aaron Weissblum. No. players: 2-4. Country: American. Duration: 30 mins.

Reworking of the excellent Europa Tour. Players must try to build a valid route through the USA using country cards, plane and car cards. There are special card holders to ease play and a map board showing the states of the USA so you can see which states are adjacent and which permitted for plane travel. The game poses interesting puzzle-like challenges, and is one I very much enjoy - highly recommended.

 

221B Baker Street. Published by Gibsons. 1981. 2 editions available:

1)  Rarer, more convenient squarish box. Overall condition is good, but the box lid is indented due to stacking. £2.25

2) Standard long box. Good. £1

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

40 cases to solve. The game involves moving around the board visiting various sites and gathering clues which will eventually allow you to answer the questions posed to the players at the start of the case. Each case is fairly involved, and the clues picked up very much depend on the case. With some cases it is all useful information about characters and locations which will help you piece together what has happened, but most also have some clues which give 'sounds like' clues to segments of the culprit's name etc. A good family detective game.

 

24 Games Of Patience. Published by Thorstons Publishers Ltd. 1956. Book. Good. £0.75

Author: Laurence Morton. Country: British.

Softback, 18x12cm, 80 pages. A collection of patience games. Previously published as The Bazaar Book of Patience.

 

6-Tage Rennen. Published by Holtmann V.I.P.. 1986. Box. Good, but edges of lid show wear. £32

Designer: Unknown. No. players: 3-8. Country: German. Duration: 1 hr.

Very well regarded cycle racing game. Allegedly produced by a cycling accessory firm, and pieced together by the staff. Play is conducted through a number of races, scoring points and, hopefully, not dropping too many laps behind the front runners. Cards determine movement, and everybody has the same mix of cards at the start of each race. If after movement you land on a space with other cyclists your movement is increased according to the number of cyclists there - thus encouraging riders to stay in the pack.

 

A Night At The Dogs. Published by Boxer Games. 2003. Box. Good. £10

Designer: Unknown. No. players: 2-8. Country: British. Duration: 30 mins.

Dog racing gambling game, with chips provided. The game is driven by decks of odds and form cards, so you get to see the odds before each race starts, but the way the cards come up may or may not go with the odds. You can play as many races as you like, with each race taking less than 10 mins to play through.

 

Age Of Discovery. Published by Mayfair Games. 2007. Box. 2 copies available:

1) In shrink. £16.50        2) Excellent. £14.50

Designer: Alfred Viktor Schulz. No. players: 2-4. Country: American. Duration: 1 hr.

Interesting card based game with a theme of exploring and colonising the New World. Players use their limited funds to finance trade missions to earn more money which can then be spent to buy ships which can then be used on more trade missions or can be sent out to colonise the New World. Only colonisation brings the players victory points, but correctly getting the balance between earning money and earning victory points requires care. Recommended.

 

Alhambra Das Wuerfelspiel. Published by Queen. 2006. Box. 2 copies available:

1) Excellent. £9.50       2) In shrink. £11.50

Designer: Dirk Henn. No. players: 2-6. Country: German. Duration: 1hr.

Dice game based on the award winning game Alhambra. Players roll dice showing the various building types from Alhambra and get two rerolls and then can claim influence points for one type of symbol shown - more identical dice means greater influence. There are 5 rounds, with three sets of scoring throughout the game, based on who has most influence for each building type. If you also have Alhambra then another game can be played as well which makes use of the tiles from the original game for additional tactical considerations.

 

Anti-Monopoly. Published by Anti-Monopoly Inc.. 1973. Box. Good, but 2 corners taped. £3.50

Designer: Ralph Anspach. No. players: 2-6. Country: American. Duration: 2 hrs.

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

 

Asterix The Card Game. Published by Spears. 1990. Box. Good. £8

Designer: David Parlett. No. players: 2-5. Country: German. Duration: 30 mins.

Card game, using the wonderful Asterix graphics and characters. Players compete to fight off a variety of Roman soldiers. Each player has a hand of ten cards representing Asterix, Obelix, Cacofonix etc, with different values. Players play cards simultaneously, but only the winner has to discard their card. The Romans are worth different amounts and there are bonuses for getting a set of the same type.

 

Attack! Published by Eagle Games. 2003. Box. Good. £11

Designer: Glenn Drover. No. players: 2-6. Country: American. Duration: 3 hrs.

A fairly simple wargame set in the WW2 era. Players start with a few regions and a few units, and each expands their power base by adding regions to their 'sphere of influence', either by diplomatic or military means. The game covers land combat, sea combat, and also has an economic production system which is card based. As well as a very large full colour board the game includes 600+ plastic miniatures for the units!

 

Attack! Expansion. Published by Eagle Games. 2003. Box. Good. £10

Designer: Glenn Drover. No. players: 2-6. Country: American. Duration: 4 hrs.

Add on to the relatively simple multi-player WW2 wargame Attack! This set includes rules for different political systems, various technologies which can be developed, strategic bombing, trade routes, espionage, propaganda, economic development cards, and 360 additional plastic miniatures.

 

Azteca. Published by Tilsit. 1998. Box. Excellent. £12

Designer: Pascal Bernard. No. players: 3-4. Country: French. Duration: 2.5 hrs.

Set in the times of the Aztecs, the players take the roles of empires trying to expand and conquer, and to do this they need to use commerce, diplomacy, espionage and military might. Ultimately, however, the goal is to ensure you have made large enough sacrifices to the gods to satisfy Tezcatlipoca on his return.

 

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

1) Published by W.H.Allen. 1974. Good. Softback, 20x12cm, 171 pages. £4
2) Published by Collier Books. 1969. Good. Softback, 23x15cm, 171 pages. £3.50
3) Published by W.H.Allen. 1974. Good. Hardback with dustcover, 24x17cm, 171 pages. £5.50.

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.


Bananas. Published by Goldsieber Spiele. 1996. Box. Excellent. £8

Designer: Johannes Tranelis. No. players: 2-4. Country: German. Duration: 20 mins.

Light game in which one player takes the role of George the Gorilla while the other players are all chimps acting together. Both sides attempt to be the first to collect 9 bananas. The chimps harvest bananas but then also need to collect them, and George may be able to get them after they have been harvested but before they are collected. Also George can chase the chimps up trees where they will need to be rescued by other chimps.

 

Battle Of Britain. Published by TSR. 1990. Box. Good. £13

Designer: Ken Sommerfield & Tom Hoffman. No. players: 2. Country: American. Duration: 2 hrs.

Only Britain stands against the German juggernaut. The fate of the war rests on air superiority. Will the sheer strength of the Luftwaffe be able to bring down the RAF with its radar towers and elaborate communications systems? The game includes 21 aircraft figures on stands as well as counters and lots of cards and battle dice. Approachable rules, the basic set being 6 pages long, with an advanced set of rules covering a further 5 pages.

 

Battlelore. Published by Days Of Wonder. 2006. Box. Good. £35

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

Based on the author's Command and Colors system but shifted into fantasy realms. Very well regarded card driven fantasy miniatures board war game with a big double sided board and over 200 miniatures. The rule book is big (78 pages) but is copiously illustrated with large type. The first half explains the basic game and the rest introduces more advanced rules and then information about the game's setting. A separate booklet gives a good variety of scenarios from simple to complex.

 

Battue: Storm Of The Horse Lords. Published by Red Juggernaut. 2007. Box. Excellent. £17

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

Set in a dark fantasy setting this strategy board game puts the players in control of hordes of horsemen intent on looting the city of brass pillars. The objective is to take and hold the most valuable sections of the city and find the best loot in order to come away the most powerful horse lord. The game is very nicely produced with a big board, chunky miniatures and large city sections to place on the board as they are captured.

 

Blackmail. Published by Kenning Games Ltd. 1975. Box. Good. £3.25

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

Players take on the roles of various infamous characters, all of whom have a dark but colourful past, which they would rather keep hidden. During the game players uncover their opponents' secrets and use them to extort money from them. At the end of the game most money wins. The game also includes rules for an optional version of the game in which the players' clothes can be traded in for play money when required!

 

Blokus. Published by Mattel. 2009. Box. Good. £14

Designer: Bernard Tavitian. No. players: 2. Country: British. Duration: 30 mins.

Clever and very approachable tile placement game. The tiles are all square gridded polyominoes (think tetris pieces, but some smaller), and players alternate laying a piece onto the board. The clever limitation is that a new piece must touch one of your old pieces, but at a corner only. Thus you try to cut off areas of the board from your opponent, but often they can 'sneak' through your corner to corner only barricade. Highly recommended.

 

Blokus Duo. Published by The Green Board Game Company. ca.2005. Box. Good. £8.75

Designer: Bernard Tavitian. No. players: 2. Country: British. Duration: 15 mins.

This is the 2 player only version of Blokus – it is played on a smaller board but is otherwise the same game.

 

Bonaparte at Marengo. Published by Simmons Games. 2003. Box. Good. £36

Designer: Bowen Simmons. No. players: 2. Country: American. Duration: 2 hrs.

Recreating one of Napoleon's proudest moments. In 1800 the French were taken by surprise when the Austrians attacked with a greater force and more firepower, forcing the French to retreat. However, French reinforcements arrived that same day and were able to inflict a major defeat upon the only just victorious Austrians. This game is simple (for a wargame) and fast playing with a novel set of mechanics used to achieve the look and feel of nineteenth century linear warfare.

 

Borneo Board Game. Published by Da Vinci Games. 2007. Box. In shrink. £19.50

Designer: Paolo Mori. No. players: 3-5. Country: Italian. Duration: 40 mins.

In this game the players are merchants trading spices with the East Indies in the 17th century. The merchants belong to several mercantile guilds, and achieving the best position within the guild hierarchies when profits from the expeditions come in is crucial. The game is driven by cards which can be used in three different ways: gaining control of harbours for particular guilds, gaining status within the guilds, and afterwards as trade goods. The game won the Best Unpublished Game Award Lucca 2006. This edition comes with a board and various other components to make play easier than the small box cards-only edition.

 

Brainline. Published by Palitoy Bradgate. ca.1983. Box. Good. £0.80

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

Strategy game in which the players try to get their 4 pegs into a straight line with no opposing pieces in between. The game is played on a hexagonal grid. Pieces may be moved any distance in a straight line, but cannot jump another peg or land on another peg.

 

Broadway. Published by TSR. 1981. Box. Good. £8.75

Designer: Mike Farrell. No. players: 2-6. Country: American. Duration: 2 hrs.

Players take the roll of a stageshow producer and investor and as the game goes on obtain shares in eight shows. Once a show has been fully invested in it starts up, and after out of town trials, hopefully makes it to Broadway where it can earn money and votes in the final award ceremony for its investors. Once all shows have made an appearance on Broadway the final awards ceremony takes place and shows slowly drop out of the running, and the last show standing reaps major rewards for its investors. The game uses various mechanics including a Monopoly style track which drives various actions players can perform.

 

Canal Mania 1st Edition. Published by Ragnar Brothers. 2006. Box. 2 copies available:

1) New. £18.50        2) Good. £16.50

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

Well received canal network building board game. The board shows England roughly from Basingstoke and Bristol in the west to Cambridge and Maidstone in the east. Players take contracts to build canals, and then draw and play cards to play canal tiles which come in various types: flat sections, sections with locks, sections with aqueducts and sections with tunnels. The latter of these require more cards to build but are worth more when completed. Players build up networks of canals and deliver goods from town to town using these networks in as efficient a way as possible. There are various engineer cards which give different bonuses and each player has one of these, but can switch them around for best effect. 1st Edition.

 

Canasta. Published by De La Rue. ca.1965. Box. Good, but mark where label was removed. £1.50

Designer: Unknown. No. players: 2-6. Country: British. Duration: 40 mins.

2 Canasta decks with a set of rules for Canasta for 2, 3, 4 or 6 players. Canasta is a very popular and highly regarded rummy variant developed in Uruguay in the 1940's and popularised in America in the 1950s.

 

Carcassonne. Published by Hans Im Gluck. 2000. Box. Excellent. £12.50

Designer: Klaus-Jurgen Wrede. No. players: 2-5. Country: German. Duration: 45 mins.

Excellent game of tile-laying. The playing area is eventually made up of lots of tiles, featuring roads, fields, walled cities and monasteries. As the land is created, players can place their men on areas they wish to ‘command’, with a view to earning points: robbers on the roads, knights in the city, monks in the monasteries and farmers in the fields. Each of these scores in a different way and players need to take what opportunities they get without running out of playing pieces. Highly recommended.

 

Carcassonne Hunters And Gatherers. Published by Rio Grande Games. 2002. Box. Good. £12

Designer: Klaus-Jurgen Wrede. No. players: 2-5. Country: American. Duration: 45 mins.

This is a standalone Carcassonne related game. As in the original game players take it in turns to lay tiles onto a communal connected layout, and then get the option of placing one of their limited number of men onto the tile just placed. In this version points are scored for completing forests (which can be rewarded with the chance for an extra turn using a special tile), placing men on rivers, and areas of land for hunting rights, and also placing a hut on a river system. Plays very well, and makes a pleasant change from the original version.

 

Castle Merchants. Published by Z-Man Games. 2005. Box. Good. £13

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

Board game in which players use cards to lay matching tiles onto the board. These form areas which the players move their merchants across. The merchants travel to various castles to sell their wares, with the early merchants getting better rewards than later ones. In addition rock falls can be used to hinder other merchants and by manipulating the tiles to one's advantage it is possible to move far with each card played.

 

Chip-Chip Hurra. Published by Klee. 2001. Box. Good. £12

Designer: Klaus Teuber. No. players: 2-4. Country: German. Duration: 25 mins.

Dexterity game in which each round a miniature computer disk is flipped onto the board using a scientist shaped see-saw device! Each player has two robots on the board and each player can then move one of their robots in a straight line in order to get as close as possible to this round's disk. The closest robots are lifted to reveal dice and the highest wins the disk. The dice flip over (unseen) as the robots are moved around the board, due to ridges between the spaces. When a robot has a full quota of disks it leaves the board. The winner is the first player to have both of their robots fully loaded. Utterly daft!

 

Clash. Published by Peter Pan. 1986. Box. Good. £0.90

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

Strategy game in which each player has playing pieces numbered 1-7 (the pieces are actually in the shapes of the numbers) which are moved around the board. The board is gridded but with some walls to limit movement. Whenever four pieces come together the clash is resolved by adding the numbers on each side and one of the losing numbers is moved away and a winning number advanced. The objective is to either win a clash involving your opponent's '7' or to get all your numbers to the far side of the board. Part of the 'Think' series of games.

 

Clocktowers. Published by Jolly Roger Games. 2004. Box. Excellent. £6.50

Designer: Alan Moon & Aaron Weissblum. No. players: 2-4. Country: American. Duration: 20 mins.

Card game in which players build clocktowers using the cards. The cards show the various components of a clocktower, which are: normal levels either one or two storeys high, the clock and the roof. The various sections can come with or without cats and mice. A clocktower must be built up from the ground correctly, and when complete is worth points depending on the cats and mice in it. Also there are restrictions on the height of the buildings which can be built which means you have to keep an eye on what your opponents are doing too.

 

Cohen's Complete Book Of Gin Rummy. Published by Ace. 1977. Book. Good. £5.50

Author: Leo E Cohen & Robert Scharff. Country: American.

Softback, 17x11cm, 346 pages. Probably the best book ever written on Gin Rummy, a very good game, but now somewhat out of fashion, but once a great craze throughout America. The book covers official rules (individual and partnership), various strategies, partnership strategies, mathematical odds and even a chapter on how to spot and stop Gin Cheats.

 

Colosseum. Published by Days Of Wonder. 2007. Box. Excellent. £26

Designer: Wolfgang Kramer, Markus Lubke. No. players: 3-5. Country: German. Duration: 2 hrs.

Substantial board game set in Ancient Rome in which the players recruit artistes of various sorts (gladiators, chariot teams, musicians, animals etc), in order to put on progressively more impressive shows. The game uses auctions but also senators move around a track and getting them to visit your stadium will help you considerably. Players have a limited number of actions to use to improve their stadia, and purchase the rights to new shows. Unusually it is not the player who does the best series of shows who wins, but the player who puts on the single best show. Components are language free.

 

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. Includes 345 unit blocks.

 

Commands & Colors: Ancients: Expansion 1. Published by GMT Games. 2006. Box. Excellent. £28

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

Expansion for the very highly regarded wargame which covers ancient times to the middle ages (3000BC-400AD). You will need the base game to make use of this set. Subtitled: Greece vs the Eastern Kingdoms this set allows you to play 21 epic battles. This big expansion includes 364 more unit blocks and more battle dice, as well as new rules and the new scenarios.

 

Comuni. Published by Tenkigames. 2008. Box. In shrink. £21.50

Designer: Acchittocca. No. players: 2-5. Country: Italian. Duration: 90 mins.

Interesting middleweight game in which the players bid for various sets of resource cards simultaneously in a clever way. The resource cards are then used to build defensive walls and improve your city's religious life, economy, culture and military power. This will gain resource cubes of various types which will be needed for various activities. At the end of each round there are communal enemies which attack, but they attack the city which appears to be doing best (most VPs) the hardest, so going all out for VPs from the start may not be the best policy. Clever ideas and plays well. Recommended.

 

Cribbage. Published by Sherwood Gilbert & Piper. 1837. Book. Good. £11

Author: George Walker. Country: British.

Special Notes: A colour printed flyleaf is loose, otherwise Good

Hardback, 14x9cm, 136 pages. The pages are gold edged, and the cover embossed. This book covers 5 card Cribbage for two players in the main, but also covers 6-card and 3 or 4 handed variations. The book includes various chapters on strategy as well as a reprint of a treatise on Cribbage by Anthony Pasquin.


Cyclades. Published by Matagot. 2009. Box. 2 copies available:

1) In shrink. £33       2) Excellent. £29

Designer: Bruno Cathala, Ludovik Maublanc. No. players: 2-5. Country: French. Duration: 80 mins.

Players attempt to gain the favour of the gods in the ancient Greek islands, and also build two cities. Each of the five gods must grant their favour to a player before they can win, but each turn one can only receive one god's favour and each god bestows their favour on a single player per turn. Each god's favour also grants a different special ability. Plenty of player interaction.

 

Days Of Steam. Published by StrataMax Games. 2008. Box. 2 copies available:

1) Excellent. £12        2) In shrink. £14

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

Tile laying railway game. Starting with a single town in play players add tiles to the layout to form a network including new towns. With the new towns come goods which must be delivered. Tiles also provide players the ability to move their trains in order to pick up and deliver the goods. Various other twists ensure the game is challenging but still quite light - a sort of Carcassonne meets Age of Steam!

 

Der Markt Von Alturien. Published by Pro Ludo. 2007. Box. In shrink. £16.50

Designer: Wolfgang Kramer. No. players: 2-6. Country: German. Duration: 1 hr.

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

 

Der Wahre Walter. Published by Fata Morgana. 1987. Box. Good. £1.75

Designer: Urs Hostettler. No. players: 4+. Country: Swiss.

Obscure game by the designer of Kremlin. Game play involves reading out three sentences in German, with 'Walter' in each. All players write down what they think would be appropriate words for the reader, as does the reader himself. These all then get read out, and players guess which were the reader's words, getting points for guessing right, or having their words guessed. Note that the rules and cards are all in German only, so this is one only for German speakers or collectors!

 

Dino Hunt. Published by Steve Jackson. 1996. Box. Good. £11

Designer: Steve Jackson. No. players: 2-4. Country: American.

The players are hunters with time machines and they head into the past to catch dinosaurs and bring them to the future, in much the same way as the film Jurassic Park. Different dinosaurs are available in the various time periods and some are harder to catch than others and of course some are more valuable than others. The set contains 4 nice plastic dinosaur figures as well as lots of cards, a dice and board.

 

Domain. Published by Hobby Products. 1991. Box. Excellent. £14

Designer: Edward Beck. No. players: 1-4. Country: German. Duration: 2 hrs.

Fantasy adventure game with loads of bits, with everything in both English and German. Players venture into the Warlock's dungeons and gather equipment and weapons, and encounter traps and monsters, which must be overcome. The objective is to get to the Warlock's treasure chamber and steal one of his prize treasures and then get out alive. While a common enough premise this game has some interesting features such as: playable solo (it cannot always be won); a clever system of overlapping normal passages and more dangerous dark tunnels; sectioned tiles and graded encounters ensure a different layout and experience each game and also ensure the nastier stuff is encountered later in the game.

 

Don Pepe. Published by Parker. 1999. Box. Good. £8

Designer: Dominique Ehrhard. No. players: 3-6. Country: German. Duration: 30 mins.

Each player is the boss of a gangster family, and attends a meeting of the families. Here you must use your cards to gain protection, collect money from various rackets, deliver exploding birthday cakes or poisoned drinks, knife treacherous rivals and shoot it out with competitors! The game is about positioning your men well around the table and then making the best use of the cards you get as well as trying not to make too many enemies who are in a position to hurt you back. Fun light game.

 

Double 6 Dominoes. Published by Halsall Traditional Games. ca.1990. Box. Good. £3

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

A set of double six dominoes - an essential item which every gamer should have on their shelves, as there are many worthwhile domino games out there, not just the dull ones you played as a child! This set comes in a wooden box and the dominoes are made from ivory-look plastic with central metal pins (for easy shuffling) and have black dots.

 

Downtown. Published by Abacus. 1996. Box. 2 copies available:

1) Good, slight staining. Some components show slight staining on the rear, but game play is not affected. £2

2) Good. £7.25

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

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

 

Drachenland. Published by Ravensburger. 2002. Box. Good. £10

Designer: Reiner Knizia. No. players: 2-4. Country: German. Duration: 50 mins.

Clever board game in which the players each have playing pieces (representing adventurers) which they move around paths in Dragon Land. These paths are between various dragons' lairs, and the adventurers raid the dragons' lairs for gems. Each player has one adventurer who specialises in a particular colour gem, and all adventurers may also collect dragon eggs, and special ability tokens (potions) which can be used once only for a special move or similar advantage. Also each adventurer must claim a ring before the game ends otherwise matching gems won't count in the scoring. At the end of the game players score for complete sets of 3 different gems + a dragon's egg, with extras acting as a tie-break. Recommended.

 

Dragonquest. Published by Armada. 1987. Book. Excellent. £3.25

Author: David Hill. No. players: 1. Country: British.

Softback, 18x11cm, 233 paragraphs. Fighting Fantasy style solo adventure book. You don't need to own the other books in the series to play, as this is a standalone adventure. This is a paragraph based fantasy adventure book in which after setting up some basic character stats you read a paragraph telling you what is going on and then you decide what to do next and turn to the appropriate page. In this adventure you must solve puzzles to get through the magical land of Rosslanda and win a great treasure.

 

Dschamal. Published by Zoch Zum Spielen. 2005. Box. Excellent. £11

Designer: Thomas Liesching. No. players: 3-8. Country: German. Duration: 30 mins.

Fun game in which two players at a time thrust a hand into a large bag and feel amongst many wooden shapes for particular pieces they need to score points. The two players involved change each time, so everyone gets a fair number of goes. Frantic and fun, and actually quite hard to be both quick and accurate as many of the wooden shapes are quite similar.

 

Entdecker. Published by Gold Sieber. 1996. Box. 2 copies available:

1) Good. £18         2) Excellent. £21

Designer: Klaus Teuber. No. players: 2-4. Country: German. Duration: 45 mins.

Game of discovery and exploration by ship. Each turn you pay for a number of tiles you want to explore, and position your ship either at the edge of the board or on a previously explored tile. You then turn over tiles showing parts of islands and add them to the board as your ship sails. You can then pay to add a scout, outpost or settlement on a tile. When islands are completed players score according to their presence on the island. As well as keeping an eye on the way the islands are turning out you also need to manage your money well. I also have some house rules which I find improve the game further. Highly recommended.

 

Euroversal. Published by Euroversal Entertainment. ca.1999. Box. Excellent. £2.50

Designer: Unknown. No. players: 2-6. Country: European. Duration: 75 mins.

Quiz game all about Europe. Players move around a map of Europe and attempt to answer questions related to the various countries, collecting coloured tokens when they answer correctly. There are separate sets of cards for each country and special token holders to show which countries you have collected so far.

 

Every Boy's Book. Published by R Clay & Son & Taylor. ca.1877. Book. Good. £7

Author: Unknown. Country: British.

Special Notes: Start and end pages are somewhat speckled

Hardback, 19x14cm, 816 pages. Very substantial period book with no title at all on the outside, and full of all sorts of pastimes and activities, with quite a few very nice period illustrations. The chapters cover: Easy Games Without Toys, Athletic Sports and Manly Exercises, Scientific Pursuits, Domestic Pets, Miscellaneous.

 

Express Monopoly Card Game. Published by Waddingtons. 1995. Box. Good. £3

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

Card game with a Monopoly theme and the properties from the board game. The objective is to create sets of properties. This is done by the play of cards onto a mini Monopoly board - when playing the last card in a set you put the cards for that set into your score pile. Special cards act as jokers and others permit you to take a card from another player's hand.

 

Famiglia. Published by 2F Spiele. 2010. Box. In shrink. £5.50

Designer: Firdemann Friese. No. players: 2. Country: German. Duration: 30 mins.

Card game. As Mafia bosses the players try to recruit the most and best members for their gangs. The game uses a clever mechanism to allow gangsters from each of four families to be recruited. The system means that you have to work your way up though the lower ranked family members before you can recruit the more powerful mobsters. However, the families also have special abilities which can prove useful in your plans.

 

Flagships. Published by Exmoor Games. 1985. Box. Good. £13

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

Abstract, chess-like game with a naval theme. Played on a roughly square hexagonal grid, each player controls 9 ships of different types. The ship pieces are amazing - very chunky plastic - and the tallest are nearly 8cm high. Each of the four types of ships moves differently, and ships must combine in order to defeat enemy ships. Lots of clever ideas. More similar to chess than a wargame.

 

Flight. Published by Pepys. ca.1955. Box. Fair. £3.50

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

Special Notes: Box has been repaired and taped, cards show some wear.

Card game, 44 cards illustrating air routes. Players compete to collect complete routes, planes and landing sites. 1950’s aircraft pictured on many cards.

 

Flutter. Published by Spears. ca.1955. Box. Good. £9

Designer: Unknown. No. players: 3-8. Country: British. Duration: 30 mins.

Special Notes: A previous owner has written game scores on the inside of the lid, and the box shows wear and tape removal marks on the lid

Players start with £300 and the objective is to double it. There are 6 companies to invest in but only one share certificate per player in the game for each company. The board shows the price of shares and is also used to show how the companies are doing this quarter. On a player's turn, first shares are bought and sold and then the dice are thrown  - one to indicate the company and the other (1-6) indicates how well that company is doing this quarter (ie. this is not a share price change). Share prices only change when one of the progress markers hits the top of the board, and then the further up the board a company's progress marker the better its shares will do. An interesting mechanic and a game with both luck and skill involved. 1st Edition

 

Fredericus. Published by Da Vinci Games. 2005. Box. 2 copies available:

1) In shrink. £8         2) Excellent. Includes mini expansion. £8

Designer: Eligio Cazzato. No. players: 2-4. Country: Italian. Duration: 40 mins.

The players represent falconers at the court of Emperor Frederick II, and must try to catch as many weird and wonderful creatures as possible, and preferably those for which the Emperor has made a request. Players get to move around cards in order to set up the right conditions for their falcons to hunt, and then claim the quarry. Correctly guessing where the other players will next make a catch is also rewarded. It is also possible to interfere with your opponents' falcons, hooding them at the right moment so they will be unable to strike. Unusual game.

 

Free Parking. Published by Waddingtons. 1990. Box. Good. £7

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

Card game with Monopoly style graphics, with the Free Parking space tie in from the classic game. This is a card game in which the players aim to be the first to 200 points. Each player has a parking meter dial and plays cards to feed their meter to give them the opportunity to play errand cards which require specific amounts of time and left on their meter to score points. Special cards allow players to mess with their opponents' meters and players can choose to take 'second chance' cards which can be either beneficial or harmful.

 

Gambling. Published by Aldus Books. 1964. Book. Excellent. £2

Author: Alan Wykes. Country: British.

Hardback, 25x17cm, 352 pages. This book on gambling covers the motives behind gambling, a history of gambling through the ages, the games people currently play, games people watch, an analysis of odds, gambling with dice, gambling with cards, horse racing, roulette, lotteries, bingo & keno, professional gambling, famous gambling centres, and famous gamblers.

 

Games And Amusements. Published by Ward Lock & Co. ca.1910. Book.

Good, but some pages discoloured. £7. Author: H.W.R.. Country: British.

Hardback, 19x14cm, 140 pages. A collection of indoor games and activities categorised as follows: Round Games; Forfeits; Conundrums, Riddles and Enigmas; Table Games; Bagatelle, Billiards and Pool; Cards; Charades and Proverbs; Entertaining Tricks; Shadowgraphy and Second Sight.

 

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. (Not the same as Chris Baylis' long running magazine of the same name). Covers board games pretty much exclusively, giving news and reviews. Many abstract and traditional board games covered as well as hobby games. Each issue is generally about 20 pages long. Reviews listed by issue:

No. 2. Good. £0.35: Taliesin, Inventus, Kogit-8, Othello, Securicor
No. 3. Good. £0.35: Lexicon, Kan-U-Go, Enchanted Forest

 

Games Of Patience With Illustrations 1st Series. Published by L. Upcott Gill. ca.1885. Book. 2 copies:

1) Considerable wear, OK inside. Much of the spine is missing, but the pages are sewn together so the book is whole. £1.40

2) Spine taped, part of back cover missing. £1.40

Author: M. Whitmore Jones. Country: British.

Softback, 18x12cm, 93 pages. A collection of 42 games of patience. Also includes a fascinating list of other books available at the time.

 

Games Of Patience With Illustrations 2nd Series. Published by L. Upcott Gill. 1890. Book.

Outer spine partial worn away. Good inside. £3.50. Author: M. Whitmore Jones. Country: British.

Softback, 18x12cm, 88 pages. A collection of 35 games of patience - a different selection to those in the 1st series.

 

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

£2. Designer: Unknown. No. players: 1. Country: British.

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

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

 

Golf Masters. Published by Goldsieber Spiele. 2000. Box. Excellent. £12

Designer: Rolf Rötgers, Oliver Bolten. No. players: 1+. Country: German. Duration: 45 mins.

Golf game in which 6 geomorphic boards can be used to create many different fairways for you to test your skill on. There are no dice or cards, instead there are two miniature metal golfers with a real swing action controlled by a metal handle sticking out of his back. Miniature fluffy balls are hit using the golfer figure towards the hole! The figures are really quite amazing. The rules cover landing in bunkers, ponds and out of bounds shots.

 

Gone Fishing. Published by Rio Grande Games. 2005. Box. Excellent. £8

Designer: Michael Rieneck. No. players: 2. Country: American. Duration: 30 mins.

Tactical game which also involves bluff and memory elements. One player controls two anglers who move around the edge of a pond trying to catch fish, while the other player controls the fish and miscellaneous items of junk in the pond. Only the fish player can see what is what in the pond, and gets to move them around a bit between the angler's attempts to hook a fish. The angler player is restricted as to how he can move his anglers and how far across the pond his rod can reach, but in a clever and interesting way. When the hand is finished players swap roles and play again to see who wins.

 

Granada. Published by Queen Games. 2010. Box. In shrink. £17.50

Designer: Dirk Henn. No. players: 2-6. Country: German. Duration: 1 hr.

An update of the excellent (and Spiel Des Jahres winning) Alhambra. This time the players are building up the area around their Alhambra. Very similar mechanics to Alhambra, with the main differences being that the tiles are double sided, one side costing 1 coin more than the other, and a rule allows the tile to be flipped when bought for an additional cost. Also the scoring is slightly different, with points awarded according to the number of that type of tile in play. Highly recommended to anyone who failed to pick up Alhambra, or who wants to play a variation of that excellent game.

 

Greentown. Published by Bambus Spieleverlag. 2006. Box. Excellent. £17

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

Board game involving building attractions in a city with a limited road network laid out on hex tiles. New hexes are added to expand the city and buildings are added. Playing pieces are moved around the road network to the attractions, and the winner is the player who does all this most profitably. Plenty to think about. Limited edition of 350.

 

Guillotine. Published by WotC. 1998. Box. Good. £7.50

Designer: Paul Peterson. No. players: 2-6. Country: American. Duration: 30 mins.

Card game, 110 cards humorously illustrated by Magic: The Gathering artists Quentin Hoover and Mike Raabe. 12 Nobles are lined up for execution in the French Revolution. By cunning card play (the cards let you manipulate the line of Nobles, give bonuses for some types of Nobles etc) you try to rescue some Nobles whilst letting others go to visit Madame Guillotine. After three rounds have been played, players score up for the heads they have collected, with the most successful executioner winning the day.

 

Hammer Of The Scots 1st Edition. Published by Columbia. 2005. Box. Goodish. £20

Designer: Jerry Taylor. No. players: 2. Country: American. Duration: 2.5 hrs.

Special Notes: One end of the box has some water damage, and one edge of the board has a couple of stains

Wooden block wargame covering the Scottish war of independence lead by William Wallace, against Edward I and his invading armies. The map shows the whole of Scotland and a little of England and the wooden block system gives a simple but effective fog of war effect and makes it easy to track unit damage.

 

Hannibal: Rome Vs. Carthage. Published by Valley Games Inc. 2007. Box. In shrink. £28

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

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

 

Hey! That's My Fish! Box. 2 editions available:

1) Published by Fantasy Flight. 2011. Country: American. In shrink. Larger box FF edition £10.

2) Published by Phalanx. 2005. Country: Dutch. Excellent. £12

Designer: Alvydas Jakeiunas & Gunter Cornett. No. players: 2-4. Duration: 20 mins.

Very clever tactical game in which each player moves their penguins around the board claiming fish tiles of value 1-3. These are worth points at the end of the game. However, these tiles also make up the board and so as they are removed the remaining tiles get less and less well connected, eventually splitting up into separate islands. Eventually every penguin will be left stranded on a single tile and this ends the game. Every turn there are many things you need to do, but you may only choose one, and so must select well. Fast to play, and highly recommended.

 

Hotel Samoa. Published by Z-Man Games. 2010. Box. Excellent. £23.50

Designer: Kristian Ostby. No. players: 3-6. Country: American. Duration: 50 mins.

The players are hotel owners on the paradise island of Samoa. Tourists flock to the resorts and the players try to give them exactly what they want - while also taking as much of their money as possible. Play involves making bids for hotel upgrades and setting the price for hotel rooms. Different tourists want different things and sometimes you can get away with a high room rate - other times you can't. At the end of the season it is money in hand that counts!

 

In The Money. Published by Gardner Group. 1989. Box. Good. £12

Designer: Jack Jaffe. No. players: 2-6. Country: British. Duration: 2 hrs.

Interesting promotional business game, subtitled "The City Of London Send-Up Game".  Players choose a career from banker, lawyer, stockbroker, accountant or property dealer, and try to make it rich. Players must assemble a good team to help them advance. The game features blackmail, stress, death, nepotism and luck! Made by a City of London consultancy company at the height of Thatcher’s boom.

 

Indoor Games. Published by Hodder & Stoughton. 1977. Book. Excellent. £0.50

Author: Gyles Brandreth. Country: British.. Desc. by Eamon.

Softback, 18x11cm, 128 pages. Paperback reference book of indoor games, published as part of a range called Teach Yourself which covered many sports and hobbies. The book covers board games, domino games, dice games, matchstick games, paper & pencil games, word games and parlour games. Over 110 games covered in all.

 

Itinerary. Published by Xanadu Leisure. 1980. Box. Good. £12.50

Designer: Joli Kansil. No. players: 2-6. Country: American.

Unusual air travel themed game with an abstracted map of the world. Players each have a control token which can take control of one of the aeroplanes on the board at a time. There are open destination cards which indicate locations the players try to reach. Movement is by dice, but with much flexibility in how you use your rolls, as well as the possibility of blocking others so you can get to a location first. However, in order to land on a continent you must have requisitioned a suitable aeroplane so sometimes you will need to change planes. The objective is to collect a fixed number of points worth of destination cards (some are more valuable than others).

 

Jenseits Von Theben / Thebes. Published by Queen Games. 2007. Box. 2 editions available:

1) Jenseits Von Theben. Excellent. £19
2) Thebes. Excellent. International edition. £18

Designer: Peter Prinz. No. players: 2-4. Country: German. Duration: 1 hr.

The players are archaeologists who prepare to go on digs in various Middle Eastern locations by collecting research cards, helpers, research assistants and writing papers. This requires movement around the major academic cities of Europe. All this movement and preparation uses valuable time, and the more time spent preparing the less time available to dig when you arrive on location. Digging involves drawing tiles from a bag to see what is found, but the longer spent digging and the more relevant knowledge you have the more draws you get from the bag. Digging before your rivals get there is advisable too. Very clever time tracking system and fits the theme wonderfully. Recommended.

 

Joan Of Arc. Published by Tilsit. 1998. Box. Good, but box shows some wear. £16

Designer: Pascal Bernard. No. players: 3-6. Country: French. Duration: 2 hrs.

A grand strategy game in the tradition of games like Kingmaker. The 100 Years War in the 14th and 15th centuries. France is in turmoil, a theatre of ambitions, and players compete politically and militarily to become King before the war ends. The game uses a card based combat system, and the players must also cope with plague and famine as well as their opponents.

 

Just The Job. Published by Spear's Games. 1993. Box. Good. £1.75

Designer: Chris Quinlan, Deborah Allan. No. players: 3-6. Country: British.

Players are given job cards (eg. dentist, prime minister etc), adjective cards (eg. sadistic, trustworthy), and object cards (eg. pitchfork, briefcase), and players match them up into sets by drawing cards and swapping with other players. It is also possible to challenge other players' sets and the first player to make up three sets of cards wins the game.

 

Kahuna / Arabana-Ikibiti. Box. 2 editions available:

1) Arabana-Ikibiti. Published by Bambus. Country: German. 1997. Good. This first edition has a slightly home made feel. £9

2) Kahuna. Published by Rio Grande Games. Country: American. 1998. Good. £11

Designer: Gunter Cornett. No. players: 2. Duration: 45 mins.

Excellent 2 player game. Players use cards to lay their own bridges between islands, and combinations of cards to remove their opponent's bridges and replace them with their own. However, the clever part of the game is that when a player obtains a definite majority of bridges to an island, all their opponent's bridges on that island get removed, which can create new opportunities on adjacent islands too. Highly recommended.

 

Killer Bunnies Blue Starter Deck. Published by Playroom Entertainment. 2002. Box. Excellent. £16.50

Designer: Jeffrey Neil Bellinger. No. players: 2-8. Country: American. Duration: 90 mins.

Special Notes: Includes the yellow, red and violet booster packs in one box

Subtitled "... and the Quest for the Magic Carrot". This is a card game in which the players try to keep as many of their own bunnies alive as possible while eliminating those of their opponents. Plenty of humour as bunnies are attacked by magic spatulas, killer cockroaches etc. Play is fast and fun rather than deep and strategic - get one up on your opponents but be prepared for their attempted vengeance upon your bunnies. Dice are used by your bunnies to see if they can survive whatever is thrown at them.

 

König Der Maulwürfel. Published by Zoch Zum Spiele. 2002. Box. Excellent. £12

Designer: Guenter Buerkhardt. No. players: 2-4. Country: German. Duration: 20 mins.

A most unusual and bizarre concept, with a rather psychedelic backstory of dice-spitting aliens. This is a race game, in which dice are used to race, but not by rolling them to obtain a movement allowance. Instead wooden dice towers are used and the dice are rolled from the tower and the player's marker is then moved to where a die ends up! Each round the players get to select the type of die and the dice tower they wish to use this turn. Obstacles need to be avoided and markers must be passed around so sometimes a short roll is needed, and sometimes a long one. Unique idea.

 

Kryomek. Published by Fantasy Forge Publications. 1991. Book. Good. £2.50

Author: John Grant, John Robertson, Ricardo Pinto, Rod Grant. Country: British.

Softback, 30x21cm, 136 pages. 25mm Science Fiction skirmish combat system based on Jon Tuffley's "Stargrunt". This game is set in a future in which mankind is a powerful force in the galaxy, but sinister dark creatures have been encountered who threaten to overrun mankind. Humans must now fight these terrible aliens or die. The book describes the background story in great detail and also presents the skirmish rules, and includes all sorts of technological devices and weaponry which can be used.

 

Kung Fu Fighting. Published by Slugfest Games. 2004. Box. Excellent. £10

Designer: Geogg Bottone, Colleene Skadi, Clifford Bohm. No. players: 2-6.

Country: American. Duration: 30 mins.

Card game all about Hong Kong movie style Kung Fu combat in an all against all brawl. Players take it in turn to play combinations of cards to form an attack sequence against an opponent. eg. Dragon Stance + Flying + Sword might be countered by a "Your Kung Fu is Weak" card. Players drop out as their health falls to 0, and the survivor is the true Kung Fu master!

 

Kupferkessel Co. Published by Gold Sieber. 2001. Box. Excellent. £13

Designer: Gunter Burkhardt. No. players: 2. Country: German. Duration: 20 mins.

Players each have a large wooden witch playing piece that moves around the outside of a 6x6 grid of square cards. The cards are wonderfully illustrated with magic spell components: toadstools, pots of frog juice, pumpkins, magic eggs etc. Each card has a number 1-4 which is both its potential value and also the amount you will move on your next turn if you take it. Each turn you move and then take a card in the row or column you end on. Thus there is little luck and scope for planning. There are also cards which give you an extra move and some which hinder your opponent. The game plays very nicely with 3 players too (just grab a gray playing piece from somewhere). Highly recommended.

 

Lees' Guide To The Game Of Draughts. Published by E. Marlborough & Co. 1904. Book. Good. £4.50

Author: James Lees. Country: British.

Hardback, 16x11cm, 179 pages. After quickly covering how to play and the laws of the game, the bulk of the book covers: regular openings, irregular and weak openings. There are also various problems set in the book, with solutions at the back.

 

Lowenherz. Published by Goldsieber Spiele. 1997. Box. Excellent. £17

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

The king is on his death bed and the players, as princes, compete for the throne by attempting to section off as much valuable land as possible for their own use. The game starts with players' castles dotted around the landscape, and each turn a card is turned up showing one of several different actions and the players secretly choose which to do. If several pick the same action one will do the action and pay the other a suitable sum. Actions include building walls to section off the land, adding knights to defend castles, getting more money or obtaining a special action card. Clever game with great bits and a board which can be set up many ways for added variety.

 

Magic: The Gathering Selection

 

Deep Magic. Published by Wordware Publishing Inc. 1995. Book. Excellent. £2.50

Author: Charles Wolfe & George H. Baxter. Country: American.

Softback, 23x15cm, 267 pages. Subtitled: Advanced Strategies for Experienced Players of Magic: The Gathering. This book covers the following topics: Mastering Magic Recap, Deck Construction, Deck Theory & Design Philosophies, Card Relationships, Card Economy, Action & Reaction, Characteristics of Card Types, Mana Calculations, Preparing a Sideboard, Playing Your Deck, Analysing and Overcoming Opponents, Type I & II Structure. Although the cards which are available have obviously changed since the book was written the underlying fundamentals are in many ways unchanged, making the book a valuable read for Magic players.

 

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

Excellent. £1. Author: Beth Moursund. Country: American.

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

 

Magic: The Gathering - Pocket Players' Guide. Published by Wizards Of The Coast. 1994. Book. Good. £1

Author: WotC Magic Team. Country: American.

Softback, 18x12cm, 242 pages. An early book about the original CCG. This book includes sections on the creation of MtG, The World of Dominaria, Playing the Game (based on Revised Edition rules), Developing Your Deck, Multiplayer Magic, Card Lists, Game Support and Extra Info, Glossary.

 

Magic: The Gathering: Betrayers Of Kamigawa. Published by Wizards Of The Coast. 2005. Boosters.

New. £1.10. Designer: Richard Garfield. No. players: 2. Country: American. Duration: 30 mins.

CCG. These boosters are from set 2 of the Kamigawa Block. The set includes patron kami, ninjas, and a selection of brand new pitch spells and other new mechanics. There are 165 cards in the set, and each booster holds 15 randomised cards. The price above is per booster.

 

Magic: The Gathering: Champions Of Kamigawa. Published by Wizards Of The Coast. 2004. Boosters. New. £1.10. Designer: Richard Garfield. No. players: 2. Country: American. Duration: 30 mins.

CCG. These boosters are from set 1 of the Kamigawa Block, which is based on Japanese legend. The set includes several new mechanics: Arcane, Heroes, Soulshift and Spiritcraft. There are 306 cards in the set, and each booster holds 15 randomised cards. The price above is per booster.

 

Magic: The Gathering: Cold Snap. Published by Wizards Of The Coast. 2006.  Boosters. New and sealed.

£1.30. Designer: Richard Garfield. No. players: 2. Country: American. Duration: 30 mins.

CCG. This was an unusual expansion for Wizards to produce - it was a new expansion for old timers! Essentially while it was released in 2006 it is actually an expansion for Ice Age, which was published in 1996! Thus the expansion can be played with cards from the original Ice Age set. There are 155 cards in the set, and each booster holds 15 randomised cards. The price above is per booster.

 

Magic: The Gathering: Saviors Of Kamigawa. Published by Wizards Of The Coast. 2005. Boosters. New. £1

Designer: Richard Garfield. No. players: 2. Country: American. Duration: 30 mins.

CCG. These boosters are from set 3 of the Kamigawa Block. The set includes the fabled Kirin and Ancestor Spirits, and the divide between the warring worlds starts to blur. There are 155 cards in the set, and each booster holds 15 randomised cards. The price above is per booster.

 

Magic: The Gathering: Unhinged. Published by Wizards Of The Coast. 2004. Box / Boosters. New. £0.60

Designer: Richard Garfield. No. players: 2. Country: American. Duration: 30 mins.

CCG. These boosters are from the humorous expansion Unhinged. The cards are not legal in tournament play, and introduce various new weird and wonderful ideas for casual play. The expansion pokes fun at itself and MtG in general. There are 140 cards in the set, and each booster holds 15 randomised cards. The price above is per booster.

 

Single Card Strategies For Magic: The Gathering. Published by Wordware Publishing. 1996. Book.

Excellent. £3. Author: Jess Franzmann, Philip Kramer, Beth Moursund. Country: American.

Softback, 23x15cm, 192 pages. A collection of nearly 100 articles for Magic: The Gathering. Each article focuses on a single card from the early sets, and has an imagined story followed by an analysis of the card's strengths and weaknesses and what other cards go especially well with it.

 

Visions Revealed. Published by Wordware Publishing. 1997. Book. Excellent. £1.50

Author: Sol Malka. Country: American.

Softback, 23x15cm, 150 pages. A review of Magic: The Gathering's Visions expansion. This book goes through each and every card from the Visions expansion and gives thoughts about the uses, advantages and drawbacks of that card. Also details decks including key cards from Visions. Thus the reader should not only learn about Visions, but also be given a good grounding in the game.

 

 

Magic Hill. Published by Ravensburger. 2001. Box. Good. £10.50

Designer: Rudiger Dorn. No. players: 2-5. Country: German. Duration: 30 mins.

Fantasy game, also published as Zauberberg. Each player is a wizard and has a team of goblins, which are raced up the mountain, with the first to the top winning. The board is 3-D, with 4 levels and a chunky tower on the top. The goblins are moved around each level using cards and to get to the next level they need to clamber on top of another goblin (be that a friendly one or not). There are also various special spaces with assorted event tiles on them, which are revealed when landed on. Some of these are helpful, while others are not. Very attractive game.

 

Maharadscha. Published by Schmidt. 1987. Box. Good, but mark where label was removed. £10

Designer: Christiane Adams. No. players: 2-4. Country: German. Duration: 1 hr.

Really pretty game of collecting gems. Each player takes the role of a Maharaja who sends his followers to hunt down the most valuable gems for his collection. The board shows a network of tracks between the treasure locations.  Players move by die roll but get to choose between one with numbers 1-3 and one showing 4-6. There are some limitations on movement, and players can play cobras to block opponents and also attempt to steal gems from other players. Cards are used to determine what each player needs to collect. The board and pieces have been especially nicely made.

 

Manager. Published by Hexagames. 1991. Box. Good. £26

Designer: Peter & Waltraud Pfeifer & Burkhard Munchhagen. No. players: 3-6.

Country: German. Duration: 75 mins.

A great business game in which each player manages a company. The primary mechanic is setting the price of your goods each round. This is done secretly, and then everyone reveals their prices. The lowest always sells, as do any up to a certain amount above the lowest, and then any up to a certain amount above that, and so on, but if there is ever a sufficiently large price gap, then no players above that gap will sell anything. In addition there are upgrades which can be bought to make it cheaper to produce goods, and a stock market display tracks how well the companies have been doing - you can buy stock in your own or other companies and this can be just as profitable as the selling!

 

Medieval Merchant. Published by Rio Grande. 1998. Box. Good. £14.50

Designer: Christwart Conrad. No. players: 2-6. Country: American. Duration: 90 mins.

Players build trade routes across medieval Germany trying to build the most powerful trade network. The cities have spaces into which the players can place markers, with points being awarded for control. However, dominance in the cities will often need to be sacrificed in order to improve your network further to reap greater profits. Rumour has it that it was originally a train game, and it does feel a little like one. Plenty to think about with opportunities for clever play.

 

Men Are From Mars, Women Are From Venus. Published by Spear's Games. 1998. Box. Excellent. £1

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

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

 

Metropolis. Published by Ravensburger. 1984. Box. 2 copies available:

1) Good. £17.50          2) Good, but edges show wear. £15

Designer: Sid Sackson. No. players: 2-5. Country: German. Duration: 90 mins.

Excellent Sid Sackson game, beautifully produced as you would expect from this company. Players, in effect, zone a new town, by first acquiring plots of land and then building variously shaped buildings on the sites. Making deals with other players is an essential part of the game. The game is driven by the choice of which plot the current player wishes to claim, but there are clever rules (often mistranslated or misunderstood) which limit the ability to claim plots. The rules concerning the value of buildings when in the same area as other buildings seem complex but add to the strategy and tactics possible. Recommended.

 

Ming Dynasty. Published by Rio Grande Games. 2007. Box. Excellent. £12

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

Set in 14th century China and the rise of the Ming Dynasty, the players vie for supremacy as the heads of powerful families. The players' move their princelings around the 6 provinces (each subdivided into three regions) leaving behind family members to represent their interests there. Cards are drafted and then used to move across matching borders in order to place further family members. Several times in the game the provinces are scored and VPs awarded.

 

Money Lisa. Published by Kosmos. 2007. Box. Excellent. £9.25

Designer: Peter Neugebauer. No. players: 3-4. Country: German. Duration: 50 mins.

Auction based game in which the players bid for famous works of art (which are reproduced very beautifully on the cards). A variety of auction methods are used, and collections are more valuable if they have synergy - which means either being from the same era or having similar subjects.

 

More Balderdash. Published by Action GT. 1984. Box. Good. £4.25

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

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

 

Mummy Rummy. Published by Gamewright. 1994. Box. Excellent. £3.50

Designer: Monty Stambler. No. players: 2-5. Country: American. Duration: 30 mins.

Card game, with 45 cards representing Egyptian treasures. These cards have part images on them, and the aim is to collect whole images. Very attractive cards and an interesting Rummy variant. Received Parents Choice Award 1995. One neat idea is that some cards have parts of two different treasure pictures on them, so by using the card in one way, you are blocking the other treasure from being completed, although it is also possible to steal treasures from other players by using the other half of the card from their treasures.

 

On The Underground. Published by JKLM Games. 2006. Box. In shrink. £22

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

Players build their own Underground lines on a map of the London Underground. The objective is to ensure your part of the network will be used as much as possible in order to link up various supply and demand tokens. In addition there are benefits to building to terminal stations and creating a loop (aka the Circle Line).

 

Option. Published by Parker. 1982. Box. Good. £0.80

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

Word game with triangular prisms for the tiles, each having two sides with different letters and colours (and the third side blank). Players enter words into the grid Scrabble style, but there are more possibilities for longer words as either letter on each prism can be used. There is a bonus for making a word out of one colour of letter, and also when making a word you may change a prism already on the board to its other side as long as this still makes a word.

 

Othello. Published by Peter Pan. 1977. Box. Good, but 1 corner split. £1.40

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

Classic strategy game that is also known as Reversi. Very nicely produced with a green baize covered playing area, classic black and white reversible pieces, and useful storage compartments for the pieces.

 

Play The Game. Published by Bookclub Associates. 1984. Book. Good - partly unpunched. £20

Author: Brian Love. Country: British.

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

 

Playing Gods. Published by Balls Out Entertainment. 2008. Box. In shrink. £18

Designer: Benjamin Radford. No. players: 2-5. Country: America. Duration: 90 mins.

Satirical board game in which the players each take the role of a god, with the objective of dominating the world by having the most believers. This can be done by peacefully spreading word of your divinity, converting others to your faith or by divine acts to kill those of opposing faiths. Game play uses cards and dice.

 

Point Zero. Published by Juventus Toys & Games. 1978. Box. Good but corners taped. £6

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

Strategy game produced to promote the work of UNICEF. Each player tries to be the first to bring development to their village. This is represented by each player adding jigsaw style pieces to their section of the board. When all 11 have been added that player wins. These pieces represent various bits of equipment and facilities eg. a health care post, a Land Rover, safe water supply etc. In order to obtain these players move around a track on the edge of the board and recruit and train workers and obtain points for work done, which can be traded in for the jigsaw pieces. Very attractively produced.

 

Pony Express. Published by Abacus. 1991. Box. 2 copies available:

1) Excellent. £9         2) Good. £8

Designer: Alan R Moon. No. players: 2-6. Country: German. Duration: 1 hr.

Unusual betting and racing game. Players try to gain control of 2 horses in the 7 horse field and then lead them to victory. In the first stage of the game players place bets on horses and give out cards to the horses. By the end of the round ownership and odds will have been determined. In the race itself the horse owners try to make the best use of the cards assigned to each horse bearing in mind any special features of their track. Bets are paid off at the end of each race. There are some unusual mechanics which set it apart from other horse racing games. Wooden components.

 

Power $truggle. Published by Z-Man Games. 2009. Box. In shrink. £27

Designer: Bauldric & Friends. No. players: 3-5. Country: American. Duration: 2 hrs.

Set in a huge corporation the players vie for control of the various departments, each of which give various benefits, as well as trying to achieve a variety of different goals on different development tracks. Players assign their key managers to various offices and get to move staff members to where they are most needed to make the best of the upcoming events.

 

Push Over. Published by Parker. 1981. Box. Good. £3

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

An interesting dice game in which you may roll up to three special dice. Rolling more dice without exceeding a limit is very valuable, but also potentially risky. The board is also unusual as it has grooves for your pieces to go in, and you can be pushed along by other players, but also at certain spots you can be pushed off the board as well. Each time your piece makes it around the board you will collect some chips. There is some risk assessment involved as sometimes busting will be much more of a setback than at other times, and sometimes pushing your luck is worth the risk.

 

Quebec 1759. Published by Gamma Two. 1972. Box. Goodish. £13

Designer: S Brewster, T Dalgliesh & L Gutteridge. No. players: 2. Country: Canadian. Duration: 1 hr.

Special Notes: The box and cover have some water damage stains, but the contents are Good - just a little discolouration to the back of the board

First edition of the first 'wooden-block' game - a system later made popular by Columbia Games. This covers the battle between the generals Montcalm and Wolfe along the Canadian St Laurence River in the battle for Quebec. The wooden block system is a simple and effective mechanism to provide both fog of war and a way to keep track of injured units.

 

Rainbow. Published by Grimpeur. 2010. Box. In shrink. £10

Designer: Mito Sazuki. No. players: 2-6. Country: Japanese. Duration: 10 mins.

Card game in which the players repeatedly bid for the cards on the table, using cards in hand. The highest bidder gets first choice of the batches of cards on the table, and the cards used for bidding become the prizes for the next round. Play continues until two players run out of cards.

 

Rheinlander. Published by Parker. 1999. Box. Good. £16

Designer: Reiner Knizia. No. players: 3-5. Country: German. Duration: 1 hr.

Game about development on the banks of the Rhein in medieval times. As various duchies grow up sponsored by the various players they develop cathedrals and gain the power of their bishops as well as coming into conflict with each other. The game is driven by cards which allow development of particular plots of land, and as you would expect from Reiner there are some clever mechanics, and Parker have provided nice components too. Recommended.

 

Ritter Ohne Furcht Und Tadel. Published by Euro Games. ca.1997. Box. 2 copies available:

1) In shrink. £6.75        2) Excellent. £5.75

Designer: Hartmutt Witt. No. players: 2-10. Country: German. Duration: 1 hr.

Game of medieval knights participating in a jousting tournament, with wooden pieces, masses of dice, and colourful counters. The title translates as Knights of Honour without Fear. Knights have differing defence and attack ratings and prefer different attributes in their ladies (hair colour, thin or well rounded etc), and this will affect which lady each knight seeks the favour of. The game plays as a series of challenges between pairs of knights, and between bouts the knights need to recover. Resolving challenges involves the roll of many dice, but a knight who fares badly can yield to save further injury.

 

Roma. Published by Queen Games. 2005. Box. Excellent. £13

Designer: Stefan Feld. No. players: 2. Country: German. Duration: 40 mins.

Card and dice game in which the players build Roman buildings and attract influential Roman characters in order to try to seize power. Each card shows a building or character who has a special ability once in play, as well as a combat value and a cost to get it into play. Dice are rolled and can be assigned to activate a character or building to use its power, or used to claim more gold or cards. The game can be won by gaining more VPs than your opponent when the game ends or by attacking your opponent and making them lose all their VPs before the game would normally end. Plenty of choices of what to do and plays well. Recommended.

 

Rome At War: Queen Of The Celts. Published by Avalanche Press. 2007. Box. Excellent. £14

Designer: William Sariego. No. players: 2. Country: Amrican. Duration: 2 hrs.

Third installment of the Rome at War series, but entirely standalone. Set in AD 43, the Romans begin a conquest of Albion, which ultimately crushed the last great Celtic kingdom, but the toll on the Romans was heavy. This is a straight forward wargame, with 9 scenarios with unequal forces. Rome has powerful heavy infantry, light cavalry and an elephant. The Celts depend on the fury of their famous charge, chariots and slingers and druids who will inspire them.

 

Rules Of The Game. Published by Collins Willow. 1991. Book. Good. £4

Author: Edited by Sylvia Worth. Country: British.

Special Notes: Hardback edition

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

 

Rumis 2nd Ed. Published by Murmel. 2003. Box. Good. £18

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

Each player has a selection of 3D pieces made from wooden cubes stuck together. Players take it in turn to place one of their pieces onto the board, but with the restriction that each space has a maximum level to which pieces may be played, and each piece must be played touching one of your previous pieces. Points are scored at the end of the game for parts of your playing pieces which are still exposed. Interesting tactical challenge, as you have to ensure you keep future options open while also playing into scoring positions. On the German Spiel des Jahres nominations list for 2003. Highly recommended.

 

Schlafmutze. Published by Salagames. 1992. Box. Good. £2.75

Designer: Detlef Wendt. No. players: 3-8. Country: German. Duration: 30 mins.

Special Notes: Photocopied (German) rules only

Card game in which the cards come in several different colours and each show a common object with what it is written in German. The cards are used in a game of word play and set collection. Really only for German speakers, thus no English rules supplied.

 

Scroll. Published by Kamkodi Ltd. 1987. Box. Good. £3.50

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

Abstract game played on a square gridded board in which there is a special 3x3 central area. Players start with 9 counters each and they can be moved 1 or 4 spaces at a time without jumping other pieces. Opposing pieces can be captured by surrounding them between two of your own pieces. There are also three levels of victory - the central zone needing to be fully captured for the more major victories.

 

Section X. Published by The Game Master. 2005. Box. Good. £11

Designer: Chislaine van den Bulk. No. players: 2-4. Country: Dutch. Duration: 1 hr.

Each player controls a group of prisoners in a high security prison on an island. The only way to escape is to tunnel under the sea to dry land. Players play tunnel tiles to try to escape their prisoners, and can play doorways to claim sections of tunnel for their prisoners only, which also stop others interfering. As soon as a player gets three or more prisoners free the tunnels are discovered and any prisoners not in safe passages or back in the prison are killed as the tunnels are destroyed. A new round then starts and the first player to escape five of their prisoners wins.

 

Settlers: The Fishermen Of Catan. Published by Mayfair Games. 2007. Packet. In shrink. £3

Designer: Klaus Teuber. No. players: 3-6. Country: American. Duration: 90 mins.

Small expansion for Settlers of Catan. You can enhance your regular games of Settlers by adding fish production sites around the coast. Settlements and cities at these sites then earn fish tokens of varying values. These tokens can be traded in for various bonuses such as extra cards, road building, moving the robber / pirate etc. There is also an old boot, which when it comes out can be used to hinder the player in the lead. Recommended.

 

Shanghai Trader. Published by Panther. 1986. Box. Excellent. £23

Designer: Steve Utick. No. players: 3-6. Country: Australian. Duration: 4 hrs.

A sort of economic business game with some violence as well as corruption and vice. Players hustle their way to a fortune in pre-war Shanghai, trying to divert as much money as possible into their Swiss bank accounts and then head for the airport before civil disorder ends the game.

 

SHOC. Published by Chad Valley. ca.1955. Box. Good for age (2 corners taped). £1

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

Special Notes: Copyright is 1944, but also appointed to HM. the Queen, so must be 1953 or after.  Includes 2 (modern) packs of cards.

Stocks and shares game. Playing cards decide the rise and fall of share prices. Rules assume you have two packs of cards in the house (ie. not supplied with the game). One pack represents shares in the 4 suits and the other is used to change the share prices, which are recorded on dials. Players take turns to act as the broker, buying and selling shares to the other players, until the dials indicate the market closes, and then the next player gets a chance as broker. Name comes from S (Spades), H (Hearts), <> (Diamonds, vaguely O shaped) and C (Clubs).

 

Space Alert Expansion. Published by CGE. 2010. Box. In shrink. £19

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

Expansion for the frantic cooperative space game Space Alert, which you will need to make use of this. The expansion includes new threats with new abilities, red threats (enormous ships which can do huge amounts of damage or have incredibly strong shields etc), double action cards which allow two actions in a single turn, specialisations which give crew members new and individual abilities, and an experience system for the campaign player.

 

Space Blast. Published by Neko Corp. 2004. Box. Good. £12

Designer: Philippe Keyaerts. No. players: 3-6. Country: French. Duration: 20 mins.

Space combat game played on a hexagonal grid. The players all choose an action simultaneously: this can be turning their ship, firing a missile, laying a mine or not moving this turn. These are then resolved, and all ships and already fired missiles move. Points are scored for damaging other ships and the game ends when only one ship remains on the board. The action tokens are very limited and once used are gone, so options reduce as the game goes on.

 

Space Walk. Published by Ravensburger. 1999. Box. 2 copies available:

1) Excellent. £6.50         2) Good. £5.75

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

Space themed game which takes some ideas from the classic Mancala, but adds some neat twists. The board shows a circular track of spaces with some spaces being holes. The board is placed over the box and any spaceships landing on one of these 'black holes' is out of the game. Players play their spaceships, which come in three sizes, onto the board, and then move them. This is done by taking all the spaceships on one space where you have at least one ship and then placing them, largest first, one per space, onto the next spaces - hopefully getting opposing ships into the black holes while keeping your own safe. Extra turn tokens can also be used or kept for additional victory points.

 

Star Wars - Attack Of The Clones Card Game. Published by Ravensburger. 2002. Box. In shrink. £6.50

Designer: Reiner Knizia. No. players: 2-5. Country: German. Duration: 40 mins.

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

 

Star Wars Episode 1 Monopoly. Published by Waddingtons. 1999. Box. Good. £10

Designer: Charles Darrow (sort of). No. players: 2-6. Country: British.

Collector's edition of Monopoly with the place names changed to locations from Star Wars Episode 1. Eight pewter figures of the main characters are provided as playing pieces, and there are five collectable metal coins included.

 

Stone Age. Published by Rio Grande Games. 2008. Box. In shrink. £32

Designer: Michael Tummelhofer. No. players: 2-4. Country: American. Duration: 75 mins.

Set in the Stone Age players try to improve the lot of their tribe of people. This is implemented using an action drafting system, so you can for instance improve your agriculture, create tools, enlarge your tribe, hunt for food, and gather a variety of resources. These resources can be used to build new huts which earn VPs, and also to buy various bonus cards which give VPs at the end of the game in a number of different ways. Dice are used when gathering resources to determine the success of your tribe that season.

 

Stoplights. Published by Fred Distribution. 2007. Box. Excellent. £2

Designer: Mr B Games. No. players: 2-3. Country: American. Duration: 15 mins.

Card game in which the cards show traffic lights with different colour backgrounds. Players play and draw cards trying to match up the lights shown into rows of five of their colour. The card placement rules and existence of 'wild' lights make this different to other five in a row games.

 

Stratagem: A Revolutionary Game Of Chess. Published by Logicsource Ltd. 1990. Box. Good. £6

Designer: Unknown. No. players: 2. Country: British. Duration: 40 mins.

This is a chess variant - the usual pieces are used, but the game is played on a 4 space wide, 16 space around circular board, with no connection across the centre. The box states it has been approved by the British Chess Federation.

 

Strategic Solitaire. Published by McFarland. 1987. Book. Excellent. £1

Author: David Berveiler. Country: American.

Hardback, 22x14cm, 142 pages. Reprint of a book originally published in 1947. The author is a self-admitted solitaire (patience) addict, who in this book goes into depth about the choices you get in the most common games, and offers some variations to make it easier or harder to win, as well as explaining how to improve your chances of winning.

 

Sumeria. Published by Reiver Games. 2009. Box. In shrink. £10

Designer: Dirk Liekens. No. players: 3-4. Country: German. Duration: 50 mins.

Players vie for control of the trading states in ancient Sumeria. The importance of the various states changes as the game progresses, making it important for players to move their traders to where they are currently needed. However, movement uses a clever system, limiting options in a neat way and also altering the order of importance of the city states. Neat system, which fits a lot into a short time.

 

Tal Der Abenteuer. Published by Parker Bros. 2006. Box. Excllent. £15

Designer: Reiner Knizia. No. players: 2-4. Country: German. Duration: 45 mins.

Board game set in a hidden Himalayan valley. The players use cards to move four communal adventurers along various tracks (some longer, some shorter) which eventually lead to a temple. Moving an adventurer onto various spaces rewards the moving player with extra cards, diamonds or gold. When an adventurer reaches the temple various awards or penalties are given out according to the cards left in hand and where the adventurers have got to (the card colours matching those of the adventurers). The board is then turned over and another round played on a slightly more advanced board which adds bridges.

 

Tales Of The Arabian Nights. Published by Z-Man Games. 2009. Box. In shrink. £34

Designer: Eric Goldberg. No. players: 1-6. Country: American. Duration: 2 hrs.

Reworked version of this classic story telling board game. The game uses a large book of paragraphs, and players wander the world trying to complete quests and experience the world of the Arabian Nights, and all it can throw at them. To really enjoy the game players should be willing to elaborate on the text in the paragraphs to fit in with what else has happened, and played this way the game is unsurpassed. This edition has many new story threads, and much nicer and easier to use components than the very rare original. Recommended.

 

Talisman – Various Editions and Expansions

Popular fantasy game of quests and adventure. Masses of cards ensuring that every game is different. Players move their figures around tracks which show a wide variety of locations and deal with the encounters indicated by the space - often one or more cards will be drawn too to ensure a great variety, and as characters develop they are able to move onto harder sections of the board with the ultimate objective being to claim the Crown of Command to win.

Published by Games Workshop. Designer: Robert Harris. No. players: 2-6. Country: British.

 

Talisman 1st Edition. 1983. Box. Good - one box corner damaged. Green, bookcase box. £21

 

Talisman 2nd Edition. 1985. Box. Good, but corners taped. Full colour edition, in the black bookcase box. 2 of 104 adventure cards and 4 of 140 generic counters missing. The game is still entirely playable despite this. £13.50

 

Talisman 2nd Edition. 1985. Box. Good, but box slightly indented.

Full colour edition, in the black bookcase box. £24

 

Talisman 2nd Edition + Adventure Expansion. 1985. Box. Good, box edges worn. £33

Full colour edition, in the black bookcase box. Includes The Adventure expansion (but no expansion box)

 

Talisman 2nd Edition + Adventure and Dungeon Expansions. 1985. Box. Good. £45

Full colour edition, in the black bookcase box. Includes the Adventure and Dungeon expansions as well, but all in a single box

 

Talisman 2nd Edition City Expansion. 1989. Box. 2 available:

1) Excellent - unpunched. £25         2) Excellent. £23

Designer: Evan K Friedman, Paul D. Morrow.

This set includes the city board, city adventure cards, purchase cards, spell cards, loan cards, warrant cards and new character cards and playing pieces. Compatible with 1st or 2nd edition.

 

Talisman 2nd Edition Dragons Expansion. 1987. Box. Excellent. £45

This set includes three sheets of  dragon themed adventure cards, new characters, purchase cards and a replacement victory condition - you have to defeat the Dragon King. Rare. Compatible with 1st or 2nd edition.

 

Talisman 2nd Edition Dungeon Expansion. 1987. Envelope. Good. £4

Box missing, all components in a large envelope. This set includes the Dungeon board, doorway cards, adventure cards, and new character cards and playing pieces. Compatible with 1st or 2nd edition.

 

Talisman 2nd Edition Expansion Set. ca.1988. Box. Excellent. £14.50

New characters, monsters, spells, followers, objects, and strangers. Compatible with 1st and 2nd Editions.

 

Talisman 2nd Edition The Adventure Expansion. 1986. Box. Excellent. £14.50

New characters, monsters and spells, plus character sheets. Also some rule changes, including five alternative endings. Compatible with 1st and 2nd Editions.

 

Talisman 3rd Edition. Published by Games Workshop. 1994. Box. Excellent. £32

 

Talisman 3rd Ed + Expansions. 1994. Box. Good, but box edges show wear. £45

Special Notes: Missing 15/27 miniatures and the huge Dragon miniature, but also includes extra cards and character sheets from an extra base set!

This set comes in the big red 3rd edition box, and inside the box (no longer with their own boxes) are the following 3rd edition expansions: City of Adventure, Dungeon of Doom, and Dragon's Tower. An excellent package.

 

Talisman 3rd Edition City Of Adventure. 1994. Box. Box Good, contents unused. £29

Expansion for third edition Talisman (only). This set includes two new boards (the City Realm of the Emperor and the Forest Realm of the Wraith Lord); new adventure cards for the new realms, and 6 new character classes (plus figures).

 

Talisman 3rd Edition Dragon's Tower. 1995. Box. Excellent, unused. £35

Expansion for third edition Talisman (only) which introduces the Realm of the Dragon King. This set includes a three-dimensional Tower as the new board, five new figures including a large Dragon King and new adventure cards for the Tower.

 

Talisman 3rd Edition: Dungeon Of Doom. 1994. Box. Excellent, unused. £29

Expansion for third edition Talisman (only). This set includes two new boards (the Dungeon Realm of the Lord of Darkness and the Mountain Realm of the Eagle King); new adventure cards for the new realms and six new character classes (plus figures).

 

 

Terrible Swift Sword. Published by SPI. 1976. Boxes. Excellent. £27

Designer: Richard Berg. No. players: 2. Country: American.

Monster wargame covering the three days of the Battle of Gettysbury 1863. It is a complex grand tactical regimental-level simulation. There are scenarios covering each of the three days and the Battle for the Little Round Top, as well as the masterpiece: The full campaign, a 125 turn 60 hour monster. The rules cover 31 pages (though that includes optional rules and scenario information too). There are three large map sheets which are placed together to form the board, and 2000 counters. This is being sold on the basis that the counters are unchecked, but if there is a problem I will sort out suitable recompense.

 

The Awful Green Things From Outer Space. Published by TSR. 1980. Box. Good. £13

Designer: Tom Wham. No. players: 2. Country: American. Duration: 90 mins. Desc. by Eamon.

Large boxed edition of this game that first appeared in The Dragon magazine. Crazy and humorous Alienesque game in which the crew of the exploration ship Znutar must fight the Awful Green Things that are threatening to take over. Plenty of variety between games as the different items which can be used as weapons have different (and initially unknown) effects each game. Tom Wham designed the game and did all the graphics in his usual crazy style. There is even a comic book introduction to explain how the Things got on board in the first place.

 

The Best Games People Play. Published by Hyperion. 1976. Book. Good. £0.60

Author: Richard Sharp. Country: British.

Hardback with dust cover, 96 pages, 24x16cm. This book describes 26 games some of which are popular, and some of which are less common. They cover word games, card games, pencil and paper games, and more - an interesting collection.

 

The Collector. Published by Avalon Hill. 1977. Box. Good, but base shows some scuffing. £9

Designer: Pearl Winters. No. players: 2-4. Country: American.

Card game in the bookcase edition. Players wheel and deal in antiques. Also published as Auction and High Bid. Includes cards, money and special dice, used to determine percentages paid or received. Players buy antiques at auction in the hope of collecting sets. However, cash flow will be a problem, and so antiques which are no longer wanted can be sold, though not necessarily for as much as might be hoped. At the end of the game only complete sets count for anything.

 

The Complete Book Of Patience. Published by Faber & Faber. 1973. Book. Good. £1.50

Author: Albert Morehead, Geoffrey Mott-Smith. Country: British.

Softback, 18x12cm, 192 pages. Around 200 different games of patience described with diagrams. The book divides them into 1 pack, 2 pack, 4 pack and stripped pack games, and also has a section giving advice on which games to choose for different moods.

 

The Godfather Game. Published by Family Games. 1971. Box. Good, but box base indented. £7.75

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

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

 

The Legends Of Skyfall 2: The Black Pyramid. Published by Armada. 1985. Book. Excellent. £3.25

Author: David Tant. No. players: 1. Country: British.

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

 

The War Of 1812. Published by Columbia Games. 1985. Box. Goodish. £15

Designer: T Dalgliesh & L Gutteridge. No. players: 2. Country: Canadian. Duration: 90 mins.

Special Notes: Box cover shows wear and box base stained and also a little discolouration on the back of the board.

Second edition of this early 'wooden block' game. This game simulates a little known confrontation between Anglo-Canadian forces and the new Americans. An excellent game that allows for naval movement (on the Great Lakes), recruitment of Native Indians, problems of getting through winter, and of course, that very nice combat system built around the wooden blocks.

 

Thurn And Taxis: Power And Glory. Published by Rio Grande Games. 2007. Box. In shrink. £8

Designer: Karen & Andreas Seyfarth. No. players: 2-4. Country: American. Duration: 1 hr.

Expansion for Thurn and Taxis (you need the base game to play). A new map is provided which shows North Germany and the surrounding countries. Game play is similar to the original, but the carriage cards are gone, and instead the city cards all show 1-3 horseshoes. In order to run a route one must also set aside cards with sufficient horseshoes. This has the effect of allowing you to draw one or two extra cards speculatively, and if things don't work out you can always use them for the horseshoes rather than the cities. Recommended.

 

Too Many Cooks. Published by Andy Merritt. 2001. Box. New. £8.50

Designer: Andy Merritt. No. players: 3-5. Country: British. Duration: 75 mins.

Special Notes: Original edition - packaged in a foil casserole dish with lid

My own self produced game. Each player takes the role of a restaurant owner and cook, and will buy ingredients at auction, and these can then be put together to form a variety of different recipes, which when completed get you money back (hopefully significantly more than you spent on the ingredients!) Some 'generic' ingredients (eg. tinned veg) allow extra flexibility but for reduced benefits. At the end of the game the restaurant which most successfully specialises in each of 5 types of cuisine gets a bonus and any restaurant which offers nothing for vegetarians is penalised.

 

Tough Luck! Published by Peter Pan. 1988. Box. Good, but box edges show wear. £10

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

Special Notes: 1 ball replaced with a very similar replacement - does not affect play

Despite the name this is actually a game of auctions. The central component is a neat gadget which pops out a ball at random from those hidden within it. Most of these balls are numbered, and players choose to purchase them unseen for a fixed price or buy them at auction as they are revealed. These balls are placed into a special tray and the objective is to get 5 balls in a row. A few special balls (penalty and wild) add interest. Essentially a little known game of money management and risk taking.

 

Trampelpfad. Published by Hexagames. 1989. Box. Good. £12

Designer: Joe Nikisch. No. players: 2-6. Country: German. Duration: 30 mins. Desc. by Eamon.

Very nicely made race game, with 6 fabulous wooden elephants and other wooden components. The elephants must load tree trunks and get them home, but the more they try to carry, the slower they may move. Do you make short, lightweight trips, or risk a heavy burden with less trips? A very nice item. Game play is driven by dice, but with lots of choice in how to use your movement points, with chances to hinder opponents too.

 

Travel. Published by Games Guild. 1984. Box. Good. £3.75

Designer: Garry A Hislip. No. players: 2-6. Country: American. Duration: 45 mins.

Family business game about inter-continental travel. Players race to visit countries on their personal passport, plus other countries which may also need to be visited. There are four types of travel ticket: plane, boat, train and car, and each country allows travel to certain other countries using particular modes of transport, so you can map out your moves to make the best of your tickets. Stamps for your passport are acquired as you visit each country.

 

Tribune. Published by Fantasy Flight Games. 2007. Box. Excellent. £25

Designer: Karl Heinz Schmiel. No. players: 2-5. Country: American. Duration: 90 mins.

Players represent major families in Rome, each trying to rise to prominence amongst the Roman elite. In order to do this the players use their playing pieces each round in order to purchase cards, earn money, attend auctions or the temple, and vie for control of various important Roman factions. In order to control a faction a suitable set of cards needs to be collected to oust the current controller, but the benefits of doing so are great. The objective is to accumulate VPs in a variety of ways. The game ends when a player achieves a set number of objectives, but the player with most VPs is the winner. Clever systems - highly recommended.

 

Tsuro. Published by WizKids. 2006. Box. Excellent. £13

Designer: Tom McMurchie. No. players: 2-8. Country: American. Duration: 15 mins.

Simple but fun tile laying game in which the tiles extend various paths across the board. Each player has a marker which starts at the edge of the board and whenever a tile extends the path in front of a marker it moves along it. The objective is to be the player whose marker stays on the board longest. The game has been given an oriental feel by the artwork used.

 

Union Pacific. Published by Rio Grande. 1999. Box. Fair-Good. £15

Designer: Alan R Moon. No. players: 2-6. Country: American. Duration: 90 mins.

Special Notes: The box has been water damaged - the base and sides are discoloured. The contents are Excellent though

Players compete to become majority stockholders in several US railroad companies, including the Union Pacific. Each turn, a player chooses from one of two actions: expand a network and add gain a stock into his hand, or play stock from his hand. The trick is that when a scoring card shows up, only played stock counts for a players' holdings. This is a reworking of Airlines.

 

Vox Populi - English Language Edition. Published by Tilsit Editions. 1998. Box. Excellent. £13

Designer: Francis Pacherie. No. players: 3-6. Country: French. Duration: 90 mins.

Set in ancient Rome, the players are competing arena managers. The players organise gladiator fights, with the objective of entertaining the crowd to gain money and influence in order to gain support for their favoured candidate to become Emperor. Includes 6 chunky resin coliseum miniatures.

 

Warlock Magazine. Published by Penguin Books. 1985.

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

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

Issue 4. Good. £2: The Dervish Stone

Issue 5. Good. £2: Dungeon of Justice.

 

Watch Your Garden Grow. Published by Intellect. 1971. Box. Good, but 1 corner taped. £18

Designer: Drakes, Jarvis, Walsh & Gluck. No. players: 2-4. Country: British.

Rare children's game, very nicely produced. The large square box houses a board for each player (the gardens), masses of plant cards, and a board around which you move to collect the plants, getting a choice of which to plant on the various spaces. Bad weather and pests can however damage your plants, some of which are bought fully grown and others have to be grown from seed or corms. The box recommends the game for 5-10 year olds.

 

Waterworks. Published by Parker. 1972. Box. Good. £5.50

Designer: Unknown. No. players: 2-5. Country: American. Duration: 30 mins.

Card game, with 110 cards representing parts of a plumbing network, from the mains to the tap. Your path of pipes can wander all over the place and will develop leaks, which you 'repair' with one of ten metal miniature wrenches provided with the game. Players compete to be the first to have a working pipe system, and get the chance to interfere with each other when weak pipes have been used.

 

Wortelboer. Published by Th!nk-Games. 1999. Box. Good. £2.25

Designer: Gerard Mulder, Johan Schuyl. No. players: 2-4. Country: German. Duration: 30 mins.

Special Notes: No. 103/179

Unusual game in which players play cards to try to form food pyramids consisting of 3 carrots, 2 rabbits and a fox. If at any point there are too many rabbits or foxes in a player's display then some cards are removed, with some being given to the owner of the display and others going to the 'attacking' player. There are also a few special cards to add in some extra twists.

 

X From Outer Space. Published by Discovery Toys. 1985. Box. Good. £2

Designer: Gayle Feyrer & Richard Anderson. No. players: 2-4.
Country: American. Duration: 30 mins. Desc. by Eamon.

Roll-and-move children's game with a twist: you roll one white and two red dice and move your ship using the value of the white die. If you land on a space with a number, then multiply the large blue number on the space by the sum of your red dice. If the result is equal to the little red number in the space, you move forward 5 spaces. If greater than the red number, you move forward 1 and if less you move back 1. Planet Zoomer and Black Hole cards are drawn at different places on the board and move the player's pawn forward or backward along the track. The first person to reach the sun wins.

 

Yari. Published by Dallah Heyari. 1989. Box. Good. £0.75

Designer: Salem Heyari. No. players: 2. Country: American. Duration: 20 mins.

Special Notes: The box edges show wear, and one corner is badly damaged but has been repaired very neatly.

Very nicely produced Parcheesi (Ludo) variant in which players cast 6 special shells rather than using dice. The shells are moulded plastic, but still somehow feel like shells, and have definite 'up' and 'down' sides. Movement allowances depend on what is thrown with certain combinations considered special. The playing pieces are large gold and copper coloured Egyptian style figurines.

 


 

 

Book Title

Publisher

Author

Year

Type

Size (cm)

Pages

Condition

Price

Rules Of Hexagonal Chess

Hexagonal Chess Publications

W. Glinski

1973

Soft

21x15

30

Good but some very slight discolouring

£4

Duplicate Bridge Flipper

Victor Gollancz

Ron Klinger,
Hugh Kelsey

1983

Soft

17x10

28

Excellent

£0.50

Popular Card Games: How To Play & Win

W. Foulsham & Co Ltd

F.R. Ings

1923

Soft

18x13

63

Fair - The spine has deteriorated and the front and back covers have come loose

£2

The Pan Book Of Party Games

Pan Books

Joseph Edmundson

1958

Soft

18x11

222

Good

£0.75

Know The Game: Chess

A & C Black

Unknown

1985

Soft

13x20

36

Good

£0.50

Master Doubles

Victor Gollancz

Ron Klinger,
Hugh Kelsey

1988

Soft

17x10

10

Good, but top edge of pages water marked

£0.50

How To Play Cards

Gannet

Unknown

~1965

Soft

18x12

68

Good

£1.50

The One, The Only,
The Original Jigsaw Puzzle Book

Henry Regnery Co

Francene & Louis Sabin

1977

Soft

21x21

110

Good

£3

The Right Way To Play Chess

Elliot Right Way Books

D. Brine Pritchard

1985

Soft

18x11

237

Good

£1

Contract Bridge For Everyone

Faber & Faber

Ely Culbertson

1960

Hard

19x13

118

Good, but no dustcover

£1

Tangram

Penguin

Joost Elffers

1976

Soft

18x11

220

Good

£1.50

The Ten Best Card Games For Two

Richards
Press Ltd

Basil Dalton

1941

Soft

16x11

62

Fair- the spine has deteriorated and the front cover has come loose

£4

Chess Openings For Beginners

George Routledge & Sons

Rev. E. E. Cunnington

1951

Hard

16x11

112

Good

£1.75

Cavendish On Whist

Thos. De La Rue

Cavendish

1874

Hard

17x11

291

Good, 10th edition

£6

40 Patience Games

Universal Publications Ltd

Bernard Stanley

1936

Soft

17x11

89

Good, but delicate

£1.50

Games Ancient And Oriental And How To
Play Them

Longmans

Edward Falkener

1892

Hard

23x16

366

Good

£7

The English Defence

B.T. Batsford

Raymond Keene, James Plaskett,
Jon Tisdall

1987

Soft

21x14

100

Good

£7

Up-To-Date Auction Bridge

George Routledge & Sons

Dr J.W.F. Gillies

1924

Hard

17x11

155

Good

£5

A Gamut Of Games

Dover Publications

Sid Sackson

1992

Soft

21x14

221

Excellent

£8

Piquet & Rubicon Piquet

George Bell & Sons

Berkeley

1898

Hard

17x12

64

Good, ex library

£6.50

Tactical Chess Exchanges

B.T. Batsford

Gennady Nesis

1991

Soft

21x14

121

Excellent

£3

Count To Win At Bridge

Ernest Benn Ltd

G.G.J. Walshe

1948

Hard

19x13

147

Good

£6

Double-Pack Patience

Richards

Basil Dalton

1925

Soft

16x11

120

Good

£1

Cavendish On Piquet

Thomas De La Rue

Cavendish

1901

Hard

17x11

208

Good

£8

 

 

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