MNG-AJM Games and Collectibles

 

Oct 2009 Catalog

 

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

1) Good, but 2 corners taped. £4

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

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

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

 

A Game Of Draughts Vol 1 No. 1. Published by D.E. Oldbury. 1946. Booklet. Good. £1.25

Author: D.E. Oldbury. Country: British.

Softback, 21x14cm, 28 pages. First issue of a bi-monthly draughts magazine.  The contents of this issue are: The Flora Temple, Cross; Samuel Cohen - World Champion - and his best games, The Problem of 'The Move', Draughts Problem to solve.

 

Acquire. Published by Hasbro Avalon Hill. 2008. Box. In shrink. £19

Designer: Sid Sackson. No. players: 2-6. Country: American. Duration: 75 mins.

Players lay tiles to form chains of hotels - the more adjacent tiles in a hotel chain the more valuable its shares become.  Shares are bought, but only 3 a turn, and money is very limited at the start of the game.  When hotel chains are joined together on the board a merger occurs which provides payouts to shareholders.  An all time classic. Highly recommended. This is a small box reprint, which uses cardboard tiles and hotel markers.

 

Ad Acta. Published by Bewitched. 2002. Box. New. £14

Designer: Andrea Meyer. No. players: 2-4. Country: German. Duration: 1 hr.

Unusual game about getting paperwork done in an office.  Despite the dull theme, there is a clever and interesting game here.  Players each have a selection of jobs which need completing, but the value once completed depends entirely on getting them completed at the right time.  Jobs pass from one person's out-tray to the next person's in-tray and so on, and on your turn you can use your action points to do your own work or hassle others into doing theirs - whatever helps your cause.  Also special action cards let you get out of a real mess or cause one for someone else!

 

Africa 1880. Published by Tilsit. 1997. Box. Excellent. £15

Designer: Francis Pachiere. No. players: 3-6. Country: French. Duration: 2 hrs.

Relive the colonial adventure with Africa 1880. Between 1880 and 1914 European nations fiercely raced to gain control of the Dark Continent. Each player represents a nation exploring and colonising Africa. The success of their adventure, however, has more to do with intrigue in the luxurious parlours of the embassies than hacking a way through the jungle. Negotiating alliances and declaring war are what change the face of the world! There are 22 rather nice resin-cast embassy pieces and 180 die-cut counters.  Game play is somewhat Diplomacy like, with negotiation, order writing and resolution.


Amun-Re. Published by Rio Grande Games. 2003. Box. In shrink. £29

Designer: Reiner Knizia. No. players: 3-5. Country: American. Duration: 90 mins.

Strategic game set in ancient Egypt.  Players bid for areas of land in Upper and Lower Egypt using a clever mechanism whereby all the regions available for sale are bid for simultaneously, with outbid players having to reconsider what they want. The various regions have differing numbers of spaces for farming, as well as having different fixed incomes, numbers of temples, camels and other benefits.  Players also have to go to make a temple visit where they can choose how much money to give to the gods or even to steal from the temple. Doing this can get bonus actions, and also helps determine how good the harvest is.  Finally pyramids are built to gain victory points.  Recommended.

 

Anathema. Published by Advanced Primate Entertainment. 2003. Box. Excellent. £7

Designer: Kevin Brusky, Ray Mulford. No. players: 2-4. Country: American. Duration: 20 mins.

Card game with the theme of the Salem Witch Trials. The cards have suitably dark and somewhat grisly artwork.  Game play is an adaptation of the classic card game Casino.  Players capture cards played on the table by playing cards with matching values.  The objective is to be the first to capture 21 points of cards.

 

Arkham Horror. Published by Fantasy Flight Games. 2006. Box. In shrink. £30

Designer: Richard Launius, Kevin Wilson. No. players: 1-8. Country: American. Duration: 3 hrs.

A rework of the classic Lovecraft based board game. This edition is wonderfully produced with a big board showing sites in and around Arkham, as well as over 350 cards with assorted events, monsters, items etc which the investigators can encounter.  The objective is to obtain equipment and knowledge in order to close the gates to realms of terror which are popping up around Arkham.  The game is cooperative in that the players can all win or all lose, but each investigator can do their own thing. Eventually if the gates are not stopped, one of several ultimate evils will rise and unless the investigators can pull off a miracle Arkham is doomed!

 

Arkham Horror Dunwich Horror. Published by Fantasy Flight. 2006. Box. In shrink. £32

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

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

 

Arne. Published by Lauwers Games. 2002. Box. In shrink. £0.50

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

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

 

Asterix Das Kartenspiel. Published by F X Schmid. 1991. Box. Good. £8

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

Card game, using all 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 Sub. Published by Avalon Hill. 1991. Box. Excellent. £18

Designer: Courtney Allen. No. players: 2. Country: American. Duration: 30 mins.

Card based war game, with 13 scenarios depicting warfare in modern submarines. Inspired by Up Front, the system recreates the high-tech nature of modern warfare under the sea. 48 different warships listed for various scenarios. The rules cover just 8 pages, and the game is much more approachable than Up Front.

 

Attack!. Published by Eagle Games. 2003. Box. In shrink. £10

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!

 

Auction Bridge Made Clear. Published by Eveleigh Nash & Grayson. 1928. Book. Good. £7.50

Author: A.E. Manning Foster. Country: British.

Softback, 17x11cm, 213 pages. Primarily intended for beginners, but also with an index for reference, and the laws of the game as well.  Chapters cover: First Steps and Leads, About the Laws, Principles of Bidding, Suit Bids, Pre-emptive & Shut-out Bids, Supporting Partner's Bids, The Take-Out or Switch, Second/Third/Fourth Hand Bids, Flag-Flying, Double & Redouble, Play of The Hand, A B C of Auction.

 

Auf Achse Das Kartenspiel. Published by FX Schmid. 1994. Box. Good. £7

Designer: Wolfgang Kramer. No. players: 2-5. Country: German. Duration: 30 mins.

Card game with a theme taken from the Auf Acshe board game (delivering goods by truck around Europe).  However, the game play is entirely different, but actually rather good.  Players each play a speed card (10kmph - 120kmph) or a special card simultaneously face down, as well as discarding a card each to a common pile.  The cards are then turned up and added to that player's sequence.  The number of rounds before a hand ends depends on the cards discarded to the common pool. The idea is to have a high scoring sequence when the round ends, but if you were playing for a longer or shorter hand then you may well have problems.

 

Azteca. Published by Tilsit. 1998. Box. Excellent. £15

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 will 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. Published by Golden Hands. 1974. Book. Good, Ex Library, Laminated cover. £3

Author: Walter Gibson. Country: British.

Hardback (laminated), 24x16cm, 144 pages.  An excellent introduction to Backgammon which starts by explaining the very basics ie. the rules and some guidelines on what makes a good position and what makes a poor position, and probabilities. The book then takes you through a sample game explaining why moves were made.  It then discusses doubling, as well as good opening moves, and there is a study of different types of game (running, blocking, and back games). Ideal if you want to find out why Backgammon is more than just rolling dice!

 

Baffles. Published by Cheiftain Products. 1986. Box. Good. £6

Designer: Marcam Int. Ltd. No. players: 2-6. Country: Canadian. Duration: 75 mins.

Party game for those who enjoy solving word puzzles.  The game includes hundreds of cards showing various word puzzles, such as anagrams to decrypt, famous people and phrases to fill in (with some letters given as clues), and pictures to identify in a similar way.  Movement on a board is the reward for solving the puzzles, and the objective is to reach the centre.  The box says there are 2100 word puzzles included.

 

Bargain Hunt The Game. Published by Upstarts. 2003. Box. Excellent. £2.25

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

TV related antiques auction game featuring the tanned David Dickinson.  Players buy antiques from the Antiques Fair looking for bargains, and then sell them at auction, hopefully for a good profit. The game uses special Bargain Hunter and Auction dice as well as auction event cards and 225 Antique cards.  The items pictured on the cards are valued according to Miller's Collectables Price Guide 2003/4, so you get to know a bit about antiques as you play.

 

Barricade. Published by Gemani Games. ca.1980. Box. Excellent. £8

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

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

 

Basic Acol. Published by Unwin. 1981. Book. Good. £1.25

Author: Ben Cohen, Rhona Lederer. Country: British.

Softback, 19x13cm, 112 pages. 4th edition. Bridge book describing the Acol bidding system using 44 tables.  The idea is that this can be used as a quick reference or reminder for the entire Acol system.  While learning Acol from scratch from this book is entirely possible, it is not really what it is intended for - better is to use another book to learn from and then use this as a quick reference.

 

Battle Of The Sexes. Published by Imagination Entertainment. 2003. Box. Good, but  corner taped. £6

Designer: Unknown. No. players: 2-8. Country: British. Duration: 45 mins.

Special Notes: Original rules missing, but a printout supplied

Party game in which the players divide into a team of men and a team of women.  Questions are asked of each team which relate to the opposite sex, so questions about women's things have to be answered by the men, and vice versa.  Getting answers right gets the team's playing piece to advance on the board.

 

Beest. Published by Splotter Spellen. 2001. Box. Good. £10

Designer: Jeroen Doumen, Joris Wiersinga, Herman Haverkort. No. players: 3-6. Country: Dutch. Duration: 30 mins.

An unusual idea - a sort of cross between the 'folk' game Werewolf and a tile laying game.  One player (or possibly the 'automated' player if played with less than the full complement) is The Beest and must try to infect all the other players with his DNA.  Meanwhile the other players try to collect DNA samples from all the non Beest players.  Whoever achieves their goal first wins. Game play involves laying tunnel tiles which let you meet with a single other player to exchange DNA samples. Unusual idea.

 

Bermuda Triangle. Published by Milton Bradley. 1975. Box. Good, 2 corners taped. £6

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

Business game with a twist!  Players run a freight ship operation in the seas north of Bermuda, and try to get their ships from one port to another delivering needed goods for profit.  Prices for the various goods change throughout the game, so ideally a delivery should be made when the price is highest.  There is scope for blocking opposing ships, but in addition there is a large rotating cloud which moves around the board and has magnets on its underside, and should these swing above a ship as the cloud moves the ship will most likely be moved or even sucked up and away and destroyed!  Good fun and a wonderful mechanism.

 

Bewitched. Published by Waddingtons. 1989. Box. Good, 2 corners taped. £1.50

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

Fairy tale themed game with lovely bits including 12 magnetic frogs, magnetic snakes, 8 stand up plastic cats, and large witches' hats. The players have three frogs each and need to obtain a witch's spell book in order to be turned back into princes. There are four spell books, only one of which will do the job, and these are hidden under the witches' hats. There are also snakes and cats. The snakes must be hopped over, but some bite (making use of the magnets). Antidotes can be collected to cure snake bites. The players also get to move the cats and these bar the way to all frogs.

 

Bridge For Beginners. Published by Pan Books. 1958. Book. Good. £1.50

Author: Victor Mollo, Nico Gardener. Country: British.

Softback, 18x11cm, 189 pages. An excellent book for the complete beginner wanting to learn to play bridge. The book takes you easily from knowing nothing at all about the game to being able to play comfortably and capably in social games. Each section has a selection of questions so you can check you have taken in what you just read.

 

B-Ware Ultimate Gamedisc Vol 1. Published by B-Ware. 1997. CD Case. Excellent. £2

Designer: Unknown. Country: American.

This is a magazine presented on a PC readable CD.  It focuses mainly on roleplaying.  This CD includes: Artists Gallery (Larry Elmore, Kelly Freas, Daniel Frazer, Pam Shanteau), Fantasy Language Generator, Hypertext Prop Making Guide, Interactive Comic, Map Painting software, Play By Mail Treasury (9 PBM Game books), Encounter Generator, Audio SFX Toolkit (sound library + editor), Fifth Cycle RPG (a complete RPG with text and graphics!).

 

Campus. Published by Amigo. 1985. Box. Good. £8

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

Special Notes: Photocopied rules

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

 

Card Games For All The Family. Published by Hodder & Stoughton. 1977. Book. Good. £1.50

Author: George Hervey. Country: British.

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

 

Card Tricks. Published by UPL. ca.1935. Book. Good. £4. Author: Owen Grant. Country: British.

Softback, 16x10cm, 90 pages. A collection of card tricks you can learn in order to entertain and mystify your friends.

 

Cat Attack. Published by Boardroom Prroductions. 2001. Box. Good. £10

Designer: Jon Self. No. players: 2-6. Country: British.

Board game based on the life of a domestic cat. The board represents the local neighbourhood, with a selection of houses and shops.  The cats move around the board trying to obtain 6 items of food to put into their larder.  However, each cat only has nine lives and they can be lost through fighting, getting hit by a car, or by too much curiosity.  Last cat alive or first to fill their larder wins.

 

Cavendish. Published by Hiron. 1986. Box. Excellent. £1.50

Designer: Maureen Hiron. No. players: 2. Country: British.

Game in which players try to make a line of 5 or more pieces.  Play is on a large hexagonal board, with pieces placed on the vertices.  Instead of placing a piece on the board it is also possible to capture a pair of opposing pieces by jumping over them to a free space. Includes a rule to offset the advantage of going first.

 

Challenge Anneka. Published by Paul Lamond. 1990. Box. Good. £2.50

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

TV related, based on the BBC TV programme featuring Anneka Rice (where she is faced with a daunting challenge and she always comes up smiling). Players draw cards round the board telling them what they need (1,000 bricks, 2,000 yards of turf, etc.), and then they must get these items by making ‘telephone calls’, using an intriguing system - a yellow pages style telephone book with 4 digit dice combinations and the results.  Players know what categories the first two digits indicate, and arrange the roll of 4 dice in order to try to get items which will help them complete their mission. Anneka Rice pictured on the lid and the rules.

 

Charades & Party Games. Published by Ward Lock. 1988. Book. Excellent. £0.75

Author: Michael Johnstone. Country: British.

Softback, 19x12cm, 96 pages. A collection of party games and activities for players of all ages.  The book is subdivided as follows: Acting & Activity Games, Fortune Telling & Character Reading, Card Games, It's Magic, Solo Turns, Match That, Pen & Pencil Games, Quizzically Speaking.

 

Churchman's Cigarette Cards: Contract Bridge  Set of 50. Published by Churchman's Cigarettes. 1935.

Card sheets. Excellent. £27. Designer: Slam. Country: British.

A complete set of 50 cigarette cards. They are colour printed, and each shows a different bridge hand and describes what happened in the bidding and play.

 

Control Nut. Published by James Miller. 2003. Box. Excellent. £8.50

Designer: James Miller. No. players: 4. Country: American. Duration: 45 mins.

Whist based partnership game for 4 players.  The main twist on normal whist is that there are a selection of special cards which let you control the game in unusual ways, and four of these are used each hand, but players bid for these by giving up 3 normal cards from their hand, which will be given to the other players.  Thus while the control cards are potent to obtain them one has to give up other potentially useful cards.  Example bonus cards: Play this card to change trump suit, Sit out tricks, Increase value of another card etc.

 

Crash. Published by Franjos. 1992. Box. Good. £12

Designer: Don O’Brien. No. players: 2. Country: German. Duration: 20 mins.

Stock-car racing themed game. Each player starts his 6 cars at opposite ends of an arena and must get his cars on to the furthest pile of wrecks. Dice are used but there is plenty of choice in how to use them.  The board is a vinyl mat and the cars and dice wooden.

 

Culbertson's New And Complete Summary Of Contract Bridge. Published by Faber & Faber. Book.  2 copies:

1) 1941. Good. £2.     2) 1954. Good. £2. “New” Edition.

Author: Ely Culbertson. Country: British.

Hardback, 15x11cm, 64 pages.  A pocket Bridge book with quick reference thumbnail tabs.  Intended as a quick reference book for players using the Culbertson bidding system. The book summarises the different situations during the bidding and considers what to lead as well.  It is intended that the reader should have a fuller book on the Culbertson system also available for detailed explanations and analysis.

 

Daimyo. Published by Tenkigames. 2005. Box. In shrink. £15

Designer: Piero Cioni. No. players: 2-4. Country: Italian. Duration: 1 hr.

Tactical board game with a (somewhat thin) theme of competing ancient Japanese Daimyos vying for prominence.  Game play involves the use of cards to perform actions such as recruiting more Bushi warriors, extending your territory, moving warriors or your Daimyo.  Battles are decided by comparing the number of warriors on each side, with both sides taking losses. Intriguingly cards are passed to an opponent after use, so you may not always have access to the actions you really want to perform. The goal is to defeat an opponent's Daimyo.

 

Dark Emperor. Published by Avalon Hill. 1985. Box. Box good, contents unpunched. £20

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

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

 

Das Magische Hexagon. Published by VSK. 1994. Box. Excellent. £12

Designer: Horst Kuhlwei. No. players: 2. Country: German. Duration: 1 hr.

Each player controls 10 magicians and has 7 scrolls, 6 holding pearls of wisdom and 1 undesirable one.  The game is played on an attractive board showing a parchment on which a hexagonal array of spaces is printed, many spaces having mystical symbols, but a few showing a flame.  Players' scrolls are placed on the board as are the magicians and players take it in turns to make moves on the board - several types of move are permitted, but the objective is to push your opponent's scrolls into the fire spaces where they burn.  The first player to burn sufficient of their opponent's scrolls is the winner. Large wooden conical mage pieces and chunky scroll tokens.

 

Demonspawn 1: Fire*Wolf. Published by Fontana. 1984. Book. Excellent. £4

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

Softback, 18x11cm, 252 pages.  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 are Fire*Wolf who has been exiled from his village and near death has been saved by a hermit, who insists that in return you attempt to rescue his daughter from the dreaded demonspawn.

 

Deutschlandreise. Published by Ravensburger. 1977. Box. Box base edges damaged and taped up. £1

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

Popular German family game. Players race round Germany to visit 6 different places as dictated by the six cards dealt out at the start. Cards and rules in multi-language style, including English. Essentially a route planning game - movement along roads is by rolling the dice and moving, but it is also possible to travel by plane between major cities. Event cards can also be used to add variety to the game.

 

DHV Round 1. Published by Robot Martini. 2007. Packet. Excellent. £2.50

Designer: Gavin Schmitt. No. players: 2(-4). Country: American. Duration: 15 mins.

DHV stands for Drinking, History, Violence. Card game in which players play attack, struggle or booze cards alternately until one player passes.  The cards are then actioned in reverse order, so that some cards end up blocked and some enhanced, with many doing damage to your opponent.   Can be combined with DHV Round 2 for play with up to 4 players. The characters in this set are Mahatma Zombie and Sintaclaws.

 

DHV Round 2. Published by Robot Martini. 2007. Packet. Excellent. £2.50

Designer: Gavin Schmitt. No. players: 2(-4). Country: American. Duration: 15 mins.

DHV stands for Drinking, History, Violence. Card game in which players play attack, struggle or booze cards alternately until one player passes.  The cards are then actioned in reverse order, so that some cards end up blocked and some enhanced, with many doing damage to your opponent.   Can be combined with DHV Round 1 for play with up to 4 players. The characters in this set are Atomic Emancipator and Helen Killer.

 

Die Magier Von Pangea. Published by Queen Games. 2001. Box. Good. £14

Designer: Ralf Burkert. No. players: 2-4. Country: German. Duration: 1 hr.

Fantasy themed game in which each player is a wizard controlling minions who wander around a world which often shifts around changing its layout. These minions produce goods which are used to purchase amulets from the agents of foreign wizards.  Collecting these amulets and returning them to your wizard's tower gives you the ability to cast more spells and obtaining enough of them combined with a suitable number of goods wins the game.  Some unusual mechanics combine to form a game which feels unique.

 

Die Schlacht Der Dinosaurier. Published by Schmidt. 1994. Box. Good. £32

Designer: Steve Baker. No. players: 2-4. Country: German. Duration: 90 mins.

Special Notes: A few figures no longer sit on their bases properly and have been blue-tacked into position - you may want to glue them more permanently.

Wonderfully produced light multi-player wargame. Players each have a hoard of dinosaurs of various sizes (all with wonderful and large plastic figures), and cards which are used to move and attack enemy units. Combat uses dice, but more dice are used by bigger dinos. Special lava balls can be used to reroll dice when really needed.   So amazingly produced it just has to be seen to be believed.

 

Discovering Wargames. Published by Shire Publications. 1970. Book. Good. £1.50

Author: John Tunstill. Country: British.

Special Notes: A couple of pages have been taped in and stick out a little.

Softback, 18x11cm, 64 pages.  This book covers wargaming with miniatures ranging through Greek and Roman warfare, missile development, sieges, medieval warfare, firearms, Napoleonic wars, Crimea & ACW, Imperialist wars, and the World Wars.

 

Doctor Who - Battle For The Universe. Published by BBC / The Game Team Ltd. 1989. Box. Good. £4

Designer: David Leonard. No. players: 2-4. Country: British. Duration: 45 mins.

One player takes the role of the Doctor and his assistants, while others take on the roles of Davros, The Master and the Cyber Controller and their minions.  Each side attempts to build up a powerful team and then through a series of battles, defeat other teams and try to become the ruler of the universe, or in the case of the Doctor to stop there being one.  The board shows three interconnected movement circles and a Ring of Battles and Challenges.  This last ring shows which skill is required during the current battle to determine the winner.

 

Don. Published by Queen Games. 2001. Box. In shrink. £4.50

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

Auction based card game with a mafia theme. Later reprinted as Serengeti. Players bid for cards with numbers and colours, with points awarded at the end of the game for large sets of the same colour. The unusual twist is that if you have a '6' card out and someone bids 6, 16 or even 26, then you get the money rather than the bank!  Clearly once quite a few cards have been sold (and they are sold in batches) the bidding can get quite interesting.

 

Don Pepe. Published by Parker. 1999. Box. Good. £11

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, earn 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.

 

Dragonlance. Published by TSR. 1988. Box. Good, 1 corner taped. £16

Designer: Michael S Dobson. No. players: 2-6. Country: American. Duration: 1 hr.

Beautifully produced three-dimensional game of aerial combat by dragons. 30 dragons (nice models on stands) compete to gain the legendary Dragonlance. Special interlocking pieces are placed under the dragons to show their current altitude.  There is a castle with walls and a large board on which the game is played. The objective is to capture the Dragonlance and bring it back to your base.  The game comes with basic and advanced rules. Nice item.

 

Dragons Of Kir. Published by Future Magic Games. ca.2005. Tube. Excellent. £15

Designer: Dove Byrne, Jason Conkey. No. players: 2. Country: American. Duration: 20 mins.

Strategy game with chunky wooden tiles and dragon playing pieces.  Four dragons constantly move around the board and using clever tile play the players try to deflect the dragons from their own war tent, while trying to guide them into one's opponent's war tent.  Due to the tile mechanism the game will play quite differently each time.

 

Duplicate Bridge Rules Simplified. Published by Books On Bridge. ca.1991. Book. Excellent. £2.50

Author: J. Rumbelow, T. Humphries. Country: British.

Softback, 18x12cm, 34 pages.  A small book which as the title implies presents a simplified and concise set of rules for Duplicate Bridge, with rules for what to do when various types of misplays or infractions are made by the players.

 

Elwell On Bridge. Published by Charles Scribner's Sons. 1906. Book. Good for its age. £5

Author: J.B. Elwell. Country: American.

Special Notes: Some discolouration on front cover, inside excellent.

Hardback, 17x11cm, 136 pages.  Gold leaf edged pages. The author discussed many aspects of bridge play and bidding in a somewhat disordered manner, so listing chapters isn't helpful.  There is a detailed index however. The print is in red and black throughout.

 

Epaminondas. Published by Hexagames. 1983. Box. Good. £15

Designer: Robert Abbott. No. players: 2. Country: German. Duration: 40 mins.

Well regarded abstract strategy game based on moving phalanxes of pieces across a board.  The objective is to get your pieces to the far side of the board.  A development of Crossings from Sid Sackson's classic A Gamut Of Games.

 

Eternity. Published by Christopher Monckton Ltd. 1999. Box. Good. £5

Designer: Christopher Monckton. No. players: 1. Country: British.

An exceptionally difficult 209 piece puzzle.  This is essentially a sort of tangram set, but with 209 pieces. They are each made up of 12 half equilateral triangular units in a large variety of shapes. Originally 1 Million Pounds were on offer to the first person to complete the puzzle. Very nice item for puzzle fans.

 

Europa 1945-2030. Published by Euro Games. 1998. Box. In shrink. £10

Designer: Duccio Vitale & Leo Colovini. No. players: 3-6. Country: French. Duration: 1hr 45mins.

Interesting election based board game which covers the creation of the European Union from 1945 through the present day and extrapolating forward to 2030.  At the start of the game there is no E.U. just lots of countries, some of which are more likely to join the E.U. than others.  Players place their politicians into these countries and at the end of each turn any countries with enough politicians in join the E.U. providing the players with politicians can agree on a suitable coalition, and the coalition members score points and a large cardboard piece in E.U. colours is placed over this country.  In addition some countries are predisposed to war, and players need to work to prevent it spreading out of control.  Unusual game which works well.

 

Fantasy Role Playing Games. Published by Arms And Armour Press. 1981. Book. Good. £5.25

Author: J. Eric Holmes. Country: British.

Hardback with dustcover, 24x16cm, 224 pages.  This book introduces fantasy roleplaying, starting with an excerpt from a session for the uninitiated to see what goes on.  The book also describes the basic roles of player and referee, and gives a history of role playing games as well as describing D&D, and a selection of other games both fantasy and science fiction as well. It also details use of miniatures and the magazines which were available at the time. There is also a chapter entitled "Are They All Crazy?" meaning the players of RPGs - the author tries to defend RPGers sanity.  Surely we all went quite mad years ago?

 

Favoriten. Published by Walter Muller. 1989. Box. Good. £15

Designer: Walter Muller. No. players: 2-5. Country: German. Duration: 40 mins.

Excellent light but fun horse racing game which uses the author's distinctive cute graphics.  Players take it in turns to roll a die and move a horse. Each horse must be moved once before any can be moved again.  Thus horses you like should be moved when you roll high, and low rolls used for others' horses.  However, the horses aren't initially allocated to the players, instead players may place one of several betting tokens on a horse before they roll a die.  Early bets are more valuable, but are more risky as there is more of the race still to go.  Recommended.

 

Fifth Avenue. Published by Alea. 2004. Box. Excellent. £14

Designer: Wilko Manz. No. players: 2-4. Country: German. Duration: 90 mins.

Auction based strategy game based on developing Manhattan in the 1930s.  Players build up neighbourhoods so as to be as valuable to themselves as possible.  This is done by getting your skyscrapers adjacent to plots with shops.  Cards are collected of various colours and these are used in auctions for the various plots, but the colour of cards used determines the plot which that player is bidding for, and in addition the lower the maximum value of any cards used to win the bidding the more buildings can be placed. Finally, everyone wants to get in on the free for all that is Central Park, where there are less restrictions.

 

Finito. Published by Berliner Spielkarten. 1996. Box. Excellent. £7

Designer: Reinhard Staupe. No. players: 2-3. Country: German. Duration: 20 mins.

Card game. Players collect cards using a clever drafting mechanism in which a card is played to collect cards in the drafting pool with the same symbol. The symbols are split between the suits, and the cards also have either a heart or a value. At the end of the game only the greatest heart holder in each colour scores for that colour.

 

Forma. Published by Ravensburger. 1973. Box. Good. £7

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

Special Notes: Comes in a linen covered box

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

 

Four Dragons. Published by Jolly Roger Games. ca.2001. Box. In shrink. £5

Designer: Frank Branham, Sandi West. No. players: 3-4. Country: American. Duration: 30 mins.

Unusual card game which is primarily for 4 players, played as a partnership game, but which also has rules for 3 players.  Three hands are played, and in each hand there are 7 scoring cards which players try to ensure are in the tricks they take.  At the end of the game scoring cards are paired off and scored for each partnership.  Unusually for a trick taking game many of the lower cards have special abilities such as allowing a card to be exchanged with your partner, asking a player a question about their hand etc. This is a reprint of the privately produced Dia De Los Muertos.

 

G.I. Anvil of Victory. Published by Avalon Hill. 1982. Box. Good. £5.50

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

Special Notes: The counters are bagged and boxed, and there are a few hand made replacements / extras.  I am selling this on the basis that the counters have not been checked, but if it is unplayable for some reason please let me know so I can sort out a refund.

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

 

Games For Playtime & Parties. Published by T.C. &  E.C. Jack. ca.1914. Book. Good for age. £7

Author: Stanley V. Wilman. Country: British.

Special Notes: Cover shows some wear. Cover and flysheets show discolouration.

Hardback, 31x23cm, 83 pages. Illustrated by Margaret W. Tarrant. This book has the rules to about 80 games suitable for groups of children to play at parties or outside.  Many of the games also have music and words which would be sung while the game is played, and the music is printed here.  There are many very attractive period illustrations of children playing the various games. The games include classic parlour and party games as well as many less known ones.

 

Gangsters. Published by Avalon Hill. 1992. Box. Good. £18

Designer: Don Greenwood, Gérard Mathieu. No. players: 2-5. Country: American. Duration: 2 hrs.

The players take the roles of rival organised crime bosses in prohibition era Chicago.  The gangs fight over speakeasies, gambling joints, and running protection rackets.  The players try to guide punters into their locations while keeping the police out.  Players use thugs and racketeers to control the various locations.  Unusually, turns are timed, which puts the pressure on and keeps the game fast paced.  The game also includes a water pistol which gets used when a player makes a hit!  With 5 players one player runs the cops.

 

Gettysburg. Published by Avalon Hill. 1977. Box. Good but 2 corners taped. £7

Designer: Mick Uhl. No. players: 2. Country: American.

Different to the same named earlier ACW game by the same company. The introductory game is an excellent way to try out war gaming. The introductory rules cover just two sides, with intermediate, advanced, optional rules and charts taking up the rest of the 32 page booklet. A hex represents 700 feet and a unit represents a leader, brigade or division.

 

Goldbrau. Published by Zoch. 2004. Box. In shrink. £14

Designer: Franz Benno Delonge. No. players: 3-4. Country: German. Duration: 1 hr.

Set in a Bavarian village during a beer festival, the players invest in the various breweries and beer gardens in order to make as much money as possible. During the three weeks of the festival the players vie for influence and control of the various companies as well as doing their best to expand the trade of the companies they have invested in. At the end of each week profits are calculated and distributed.  Most money at the end of the festival wins.

 

Graenaland. Published by Altar. 2006. Box. In shrink. £24

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

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

 

Great Party Games For Grown Ups. Published by Sterling Publishing Co. 1988. Book. Excellent. £3.25

Author: Phil Wiswell. Country: American.

Softback, 111 pages, 21x13cm. Book of party games for adults but which excludes the classics you are bound to already know!  There are quite a few original games as well as many collected from players around the world.  The games are divided into Word Games (8), Action & Outdoor (24), Memory (7), Card / Number / Strategy (11).

 

Halma. Published by Glevum Games. ca.1920. Board & Box. Shows wear, some discolouration on box. £5

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

Special Notes: Original rules (if there were any) are missing, but I have supplied a set with basic strategy info as well as extra pawns to play the 19 piece version.

Classic strategy game which was probably invented in the 1880s, and for some years was very popular. The objective is to get your men into the diagonally opposite home area faster than any of your opponents. Pieces are moved either one space at a time or by jumping over other pieces as many times as desired, which is clearly more optimal.  This set has attractive period drawings on the board and box.

 

Hansa. Published by Abacus Spiele. 2004. Box. 2 copies available:

1) Excellent. £13      2) In shrink. £14

Designer: Michael Schacht. No. players: 2-4. Country: German. Duration: 1 hr.

Each player takes the role of a merchant trading between the cities on the Baltic sea in the 14th century. The objective is to be the most successful merchant.  A single ship is sailed on your turn from city to city, and one action can be done in each city visited - buying goods, selling goods or establishing a market (which is needed to be able to sell in a city and can also make it possible to get goods for free).  By managing to sell just before an opponent you can also make their trade less profitable.  A neat system which works well, and requires careful play to do well.  Recommended.

 

Hattrick. Published by Amigo Spiele. 1995. Box. Good. £7

Designer: Klaus Palesch. No. players: 4-6. Country: German. Duration: 30 mins.

Trick taking game which I can recommend highly for 5-6 players (less good with 4).  The cards come in three suits, and each trick can contain two colours of cards, which are each evaluated separately.  The winner of each of these sub-tricks takes the cards and keeps them face up.  At the end of the hand each player scores positively for the cards collected in one suit but negatively for cards in the other suits.  A neat twist which works very well indeed.

 

Head To Head Poker. Published by Parker Brothers. 2005. Box. Excellent. £12

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

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

 

Hedgehog. Published by Spears. 1983. Box. 1 box corner taped. £2

Designer: Seven Towns Ltd. No. players: 2-4. Country: British. Duration: 15 mins.

Special Notes: Missing 1 spine.  The game is still playable though.

Children's memory game (age 4+).  The board shows different coloured areas of a garden in which a large 3D hedgehog lives.  He has holes for 20 spines which are inserted at the start of the game.  This hides coloured ends of the spines.  The hedgehog moves around the board and players take a spine from the big hedgehog and if its colour matches the hedgehog's current space the spine is kept, otherwise it is replaced.  Each player also has a small hedgehog into which spines which are won are placed.  Very attractive game.

 

Hellas. Published by Kosmos. 2002. Box. In shrink. £7

Designer: Franz Benno Delonge. No. players: 2. Country: German. Duration: 1 hr.

Special Notes: Includes crib sheets to ease play

Light war game using German style mechanics in which two factions fight over the Greek islands in ancient times.  Players get to either increase their ships and men and cards, or make a voyage of exploration or make an attack. The cards give rule breaking favours from the gods and are very useful.  Attack can be overland or over sea, and the number of pieces (15mm plastic miniatures) is very limited so continuously building up is not an option.  I can also provide my own clarifications to the rules. Part of Kosmos' well regarded small square box two player game range.

 

High Society. Published by Uberplay. 2003. Box. In shrink. £7.50

Designer: Reiner Knizia. No. players: 3-5. Country: German. Duration: 30 mins.

A very clever bidding game by this master designer.  Players all have the same set of money cards to start with but bid with them in a way which means that no change is ever available and so it is often not possible to bid exactly what you would like to.  In addition sometimes a good card is bid for and sometimes a bad card (in different ways) and also the player at the end with least money automatically loses, and the player remaining who has bought the most valuable luxury cards wins.  Highly recommended.

 

Hols Der Geier. Published by Ravensburger. 1988. Box. Good. £7.50

Designer: Alex Randolph. No. players: 3-5. Country: German. Duration: 15 mins.

Card game. Elegantly simple mechanics. Each player has the same set of 15 cards with which to ‘bid’ for other cards on offer to all players. Everyone plays a card simultaneously and when they are revealed, the highest card played wins the prize card, which is worth from -5 to +10 points. If two cards of the same value are played, they cancel each other out, leaving a lower card to win. For negative prizes the lowest played card gets the 'prize'. Each card can only be used once.  There are 15 ‘auctions’, so careful planning is required, together with a steely nerve and good bluffing.

 

Hornochsen!. Published by Amigo. 1998. Box. Mint. £4

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

An update of 6 Nimmt (Take 6) to make it into a more strategic game. The deck is numbered from 1 to 98, with some of the cards having green bullheads and others having red bullheads. In this game greens are positive points and reds are negative points. Players play onto sets of cards, with the fifth card in a set taking the whole thing, but unlike 6 Nimmt players take their turns sequentially and can play one to three cards from their hands.

 

How To Play Chess. Published by Hamlyn. 1977. Book. Good - ex library. £0.75

Author: Kevin Wicker. Country: British.

Hardback, 60 pages, 25x17cm. Although only 60 pages long, the type is small and two columns per page, so a great deal has been fitted into the book.  The book includes a foreword by David Pritchard, and as well as the obligatory description of the how the game is played, the bulk of the book is about the strategy and tactics of the game, as well as a discussion of the opening and endgame phases, some illustrative games, and suggested further reading, making this an excellent book to get a player into chess quite deeply.

 

How To Play The Middle Game In Chess. Published by Collins. 1974. Book. Excellent. £3.50

Author: John E. Littlewood. Country: British.

Hardback with dustcover, 23x15cm, 191 pages. This book covers chess skills which start when known opening moves run out and before endgame techniques take over.  The book is divided as follows: Intro, The Pieces, The Pawns, The King, Tactical Ideas, Combinations, Elements of Strategy, Planning.  There are a selection of problems posed throughout the book, with solutions given at the end.

 

Hydra. Published by FX Schmid. 1991. Box. Good. £9

Designer: Gilbert Levy. No. players: 2-6. Country: German. Duration: 25 mins.

Tile laying game in which the tiles show the heads, snaking necks and splitting bodies of numerous hydra. Tiles are laid and points are scored whenever a hydra is completed - the more heads the hydra has the higher the score.

 

Ice Flow. Published by Ludorum Games. 2008. Box. In shrink. £21

Designer: Dean Conrad, John Streets. No. players: 2-4. Country: British. Duration: 1 hr.

Tactical game in which the players try to get their three explorers to cross the Bering Strait between Alaska and Siberia. Wonderful clear plastic ice flow pieces are placed in the straits, and will move according to the currents marked on the board. The explorers can hop between ice flows, sometimes needing to use rope, and can also swim, though this uses up food resources.  Polar bears get in the way, but can be distracted with food. Players choose when to move and rotate the ice flows to their advantage.  Very nicely produced with plenty of scope for clever play.

 

Ilium. Published by Playroom Entertainment. 2008. Box. Excellent. £24

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

Interesting majorities type game with an archaeological theme.  The players each have a deck of cards and take it in turns to play one allowing 1-3 of their archaeologists to be added to the board on a single space.  These spaces make up paths of 3-4 spaces between two dig sites.  The dig sites contain assorted artifact tiles of differing types and values.  When a path is full the least valuable tiles at adjacent sites are given out to the players on the completed path.  Thus timing as well as getting majorities is important.  Scoring at the end of the game is for both sets of artifacts and majorities of tile types.

 

Improve Your Opening Leads. Published by Victor Gollancz. 1991. Book. Excellent. £3.25

Author: Hugh Kelsey, John Matheson. Country: British.

Softback, 20x13cm, 124 pages. Bridge book for experienced players. The book covers: Active or Passive ?, Listening To The Bidding, Blind Leads against No Trumps, Help From Partner, Leading Against Part Scores, In The Slam Zone, Lessons From The Champions.

 

In The Money. Published by Gardner Group. 1989. Box. Good. £17

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.

 

Investor. Published by ScaMaTra. 1984. Box. Box good - contents unpunched. £3

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

Promotional board game, a direct result of the growth of private ownership of shares in Thatcher’s Britain. Sponsored by various share dealing companies and the Daily Telegraph, you wheel and deal in 40 companies actually quoted on the UK Stock Exchange. The game play is driven by movement around a track and performing actions on spaces - Monopoly style.

 

Jactus. Published by Past Times. 1994. Box. In shrink. £3.50

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

Dice game played with 5 dice marked with Roman numerals. The game is based on a Roman game, in which the objective is to win an image of Venus the goddess of love, an image of Jactus Canicula (a little dog) and a Roman coin. The set includes 4 replica Roman coins.

 

Johnny Controletti. Published by F X Schmid. 1997. Box. Excellent. £8

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

Card game with a gangster theme, played with 60 money cards, hidden in wallets. Players collect debts from other players and must decide if the amount paid is a) correct, b) underpaid, or c) overpaid (which might give him the chance to ‘fiddle’ his opponent with the change offered. A lot of nerve and bluff required.

 

Judge Dredd. Published by Games Workshop. 1982. Box. Good. £12

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

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

 

Juegos De Naipes Espanoles. Published by Vitoria. 1984. Book. Excellent. £2

Author: Heraclio Fournier. Country: Spanish.

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

 

Jurassic Park III Island Survival Game. Published by MB Games. 2001. Box. Good. £6.50

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

Based on the blockbuster film.  The board shows an island with various different regions and divided into spaces - there are cards to draw while in each region.  The game comes with an impressive selection of plastic dinosaurs which start out in their own regions. The players must cross the island to the safety of an awaiting rescue team.  One player runs the dinosaurs and tries to ensure noone manages to escape.

 

Just The Job. Published by Spear's Games. 1993. Box. Good. £3

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.

 

Kismet. Published by Abacus. 1997. Box. Excellent. £2

Designer: Wolfgang Panning. No. players: 2-8. Country: German. Duration: 20 mins. Desc. by Eamon.

Card and dice game in which you have to try to get rid of the cards in your hand by choosing which one to discard after rolling 3 dice, in order to maximise your chance of being able to discard in the future.

 

Koala. Published by Red Glove Edizioni. 2006. Box. Excellent. £5

Designer: Serpentium Games. No. players: 3-10. Country: Italian. Duration: 30 mins.

Card game. Players represent Koalas, who strangely want to eat as much pizza and spaghetti and as many hamburgers as possible. During the game there are a certain number of seats at the table, and other players must stand behind those who are seated.  During play players will physically move around the table, sometimes sitting down, and sometimes standing up.  When sitting at the table you are able to collect more food cards, but when standing behind someone you are allowed to see their cards!  Also includes a team version of the game.

 

Krumble!. Published by Tenkigames. 2006. Box. 2 copies available:

1) In shrink. £12.50      2) Excellent. £11.50

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

A group of explorers is exploring an ancient temple in the jungle and have discovered some magic idols. Unfortunately they have also triggered a trap and the temple starts to collapse around them. The players must try to escape with their treasure while they still can. Game play involves adding tiles to the table to add chambers to the temple, moving your character and actioning the tiles moved through, and also trying to improve your character's abilities.  Interestingly it is possible to die, but if you do you still take part in the game as a ghost, and can still win!

 

Linie 1. Published by Gold Seiber. 1995. Box. Good. £14

Designer: Stefan Dorra. No. players: 2-5. Country: German. Duration: 1 hr.

On the Spiel des Jahres 1995 nomination list. In the first part of the game the players lay tiles to construct track which will take them from their start point to several stops and then to a terminus.  What route each player is attempting to create is kept secret. In the second part of the game the routes are used to race along, to see whose track was laid the best.  Finishing your track early means you can start the race early, thus gaining an advantage.

 

Mah-Jongg. Published by Heath Cranton Ltd. 1924. Book. Good, but mild discolouration throughout. £3

Author: Olga Racster. Country: British.

Hardback, 16x11cm, 52 pages. This book gives the rules for Mah-Jongg, as well as some recommended "Don'ts", and various phrases used by Mah-Jongg players.

 

Megastar. Published by Amigo. 2006. Box. Excellent. £6

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

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

 

Military Modelling Guide To Wargaming. Published by Argus Books. 1987. Book. Excellent. £4

Author: Stuart Asquith. Country: British.

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

 

Mississippi Queen. Published by Gold Seiber. 1997. Box. Good. £12.50

Designer: Werner Hodel. No. players: 3-5. Country: German. Duration: 45 mins.

Race your paddle-steamer down the Mississippi. The river is made up of tiles, which can be added to the river in various ways making the river different every game. Players manage the speed, acceleration and movement of their paddle steamers carefully, and have to pick up passengers along the way. Ultimately it is a race though, so getting in other players' way and placing river tiles to help you and hinder others is all in order.  Won the Spiel Des Jahres 1997.

 

Monopoly Dice Game. Published by Waddingtons. 1993. Box. Excellent. £9

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

Push your luck type dice game given a Monopoly theme, but which uses no mechanics from that game.  10 special dice are rolled and dice can be set aside to try to form sets which will score points.  You may reroll as many times as you like, but any policemen rolled must be set aside, and if 3 are rolled you score nothing that turn.  First to accumulate a fixed number of points wins.

 

Mummy Rummy. Published by Gamewright. 1994. Box. Good. £3

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.

 

Mysteries Of Old Peking. Published by Milton Bradley. 1987. Box. 2 copies available:

1) Good. £3.50. Box corners taped and box base has a water stain.

2) Good, but corners taped. £5

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

Very nicely designed light detective game. 50 different cases to solve.  Players move around the board visiting witnesses to gather information and may have to decode information using a mirror or a special red plastic sheet, or the Spy's decoder. Once a player has enough information they head to the appropriate Chinese dragon parading the streets and reveal the culprit.  Very attractive and a fun light game too.

 

Never Call Retreat. Published by 3W. 1983. Box. Good. £3

Designer: George Schandel. No. players: 2. Country: British.

Boxed version of the game from The Wargamer Issue 25, but with mounted mapboard and a bookcase box.  Simulation of the 1st day of Gettysburg between the Army of the Potomac and the Southern forces of the Army of North Virginia. Hexes are 200 yards across, turns represent an hour and the game focuses on the operational aspects which distinguish the battle from other ACW battles.

 

New England. Published by Uberplay. 2003. Box. In shrink. £14

Designer: Alan Moon, Aaron Weissblum. No. players: 3-4. Country: American. Duration: 75 mins.

Clever tile placement game in which the players expand out from three initial land holdings each - one each of three types of plantation.  Players bid to get the choice of options each turn, but going first will mean that the actions cost more to perform.  The actions include taking tiles to lay on the board to expand your areas; claiming action cards which can be used to score VPs by upgrading land tiles; and placing people, ships or barns onto the board for various advantages as well as possible extra VPs at the end of the game.  The game gives you a stream of interesting choices.  It was selected as Game of the Year for Games magazine in 2004. Highly recommended.

 

O' Kudos. Published by R&D Games. 2005. Sheet of card. New. £2

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

Promotional game which was available at Spiel 2005. The board shows a completed sudoku puzzle, with each player being assigned one or more colours which cover the board. Players place counters on the board with the objective of covering their opponents' squares and not their own. Definitely not simply a parallel sudoku puzzle game.

 

Olympics. Published by Capri. 1976. Box. Good. £1

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

Special Notes: 1 corner and a taped up rip on the lid.

Each player represents a nation in pursuit of gold medals. Nine Olympic events are covered in this family game. Includes an attractive scoreboard where the medal positions are displayed with little medals to insert, and plastic moulded athlete figures. An outer track is used to control the order in which events takes place, and athletes can be injured and recover - injured athletes not being able to take part in their event should it be held before they recover.  Also energy cards can be obtained to give an advantage in the other events. The 9 events are split into running, jumping and throwing, and each has its own set of rules.

 

Once Upon A Time. Published by Atlas. 1995. Box. In shrink. £13.50. Duration: 30 mins.

Designer: Richard Lambert, Andrew Rilstone & James Wallis. No. players: 2+. Country: American.

Second edition of this excellent card game, much improved over the original by full colour art work by Florence Magnin and Sophie Mounier. Essentially, you play out cards involved in a story you are telling, but others get to interrupt so that they can continue the story and involve items / people / events on their own cards. All the while players try to direct the story towards an ending suitable for the play of their 'Happy Ever After' card. A neat idea, and the rules are well designed to make it work smoothly.

 

Oswald Jacoby On Poker. Published by Doubleday & Co.. 1948. Book. Excellent. £9

Author: Oswald Jacoby. Country: American.

Hardback, 19x12cm, 173 pages. A detailed and expert study of Poker by Bridge master Oswald Jacoby.  There are handy reference charts giving the odds of various hands etc on the inside covers.  The book is split up as follows: About Poker, How To Play, How To Conduct Yourself, General Principles, Draw Poker, Stud Poker, High-Low Seven Card Stud, Low Poker, Other Variants, Poker Probabilities, Problems with Answers.

 

Overthrone. Published by R&R Games. 1999. Box. Good. £9

Designer: Frank DiLorenzo & Stacey Merrill. No. players: 3-6. Country: American. Duration: 90 mins.

Card game, 2 decks of cards, featuring courtiers, musketeers, gold and other items associated with the Court of King Louis. Players use their cards to attack, bribe and capture provinces, using their Nobles to their advantage. Controlling the King is always useful! Very pretty cards.  The game plays as a sort of trick taking game, with players playing cards of various types onto the table, and at the end of the 'trick', the player who played highest in each 'suit' gains the cards of that 'suit' and adds them to his power structure.

 

Palermo. Published by Piatnik. 1992. Box. Good. £15

Designer: Walter Ziser. No. players: 3-5. Country: Austria. Duration: 1 hr. Desc. by Eamon.

Very nice game, with wooden pieces, and tiles to make each game different. Each player runs a protection racket, and tries to extort money from the local pizzerias, restaurants, bars, etc.. The game is played in two phases - Phase 1 where players use the tiles to 'build' the town to their advantage, and Phase 2, where players move their mobster from place to place, collecting their payments.  Essentially a race game, in which players try to set the course so it will be quick for themselves and slow for their opponents.  However, there are tactical decisions, great bits and an interesting theme.

 

Party Games. Published by Juniper Books. 1992. Book. Good. £4

Author: Nicola Adamson. Country: British.

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

 

Patience Games. Published by Thos. De La Rue & Co.. 1890. Book. Good. £18

Author: Cavendish. Country: British.

Hardback, 22x26cm, 216 pages. Antique book on patience games with heavy covers, gold edged pages, gold spine and cover printing. Text is in red and black with many diagrams throughout.  This book about patience games first covers issues pertaining to playing all such games in considerable detail and then details 14 different patience games, and also presents individual problems for you to solve in these games - you will need to order the deck(s) and layout the display exactly as described and then try to work out the solution. If you can't or need hints then these are provided.  Very nice item.

 

Peloton. Published by Templum. 1991. Box. Good. £16

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

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

 

Pinhigh. Published by Canmos. ca.1990. Box. Excellent. £3.50

Designer: Unknown. No. players: 1-8. Country: British.

Attractive golf game with a large colourful board showing an aerial view of a made up golf course.  Players choose a club to use for each shot, having a clear chart which indicates the possible outcomes.  Each player then spins a specially marked up roulette wheel which determines the outcome, which can be one of poor, fair, good, excellent, miracle or air-shot with differing degrees of likelihood.  Very nicely produced.

 

Piramides. Published by Juegos Geyper. ca.1980. Box. Good. £0.75

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

Strategy game in which players try to get five of their playing pieces in a row.  The playing pieces are impressively large (6cm square base) pyramids in gold and dark brown plastic.  The pieces are played on the table on an imaginary grid, and must touch at least one already played piece.  Once all 24 pieces have been played without a winner then play continues, with a piece having to be moved each turn.

 

Pitfalls On The Chess Board. Published by Frank Hollins. 1914. Book. Good. £5

Author: E.A. Greig. Country: British.

Hardback, 17x11cm, 72 pages. A collection of roughly 100 articles from Chess Amateur magazine, each of which presents a different pitfall the chess player would be well advised to know about so as not to stumble into them themselves.

 

Point Zero. Published by Juventus Toys & Games. 1978. Box. Good but corners taped. £9

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 landrover, 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. Excellent. £13

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.

 

Pro Football. Published by 3M. 1966. Box. Good. £7

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

Special Notes: One of the 3 defence type cards has been replaced, and the magnetic marker is also not the original one - still entirely playable though.

Rarely seen 3M sports game in one of their trademark wrap-around plastic boxes. A head-to-head, non-statistical American Football game. The offence chooses a type of play and the defence reveals if they guessed the general direction of the play. Dice are then rolled on a chart that allows for most variations of the play that can follow. Also later published as Thinking Man's Football.

 

Quarto. Published by Gigamic. 1991. Box. Good. £12

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

Beautifully made abstract game, with a polished wooden board and playing pieces. These pieces are so designed that they are each either light / dark, round / square, tall / short, solid / hollow. The objective is to get 4 pieces sharing a common attribute in a line.  The twist is that your opponent decides what piece you should play - you just have to make the best of what you are given.

 

Race The Wind. Published by Ghenos Games. 2007. Box. In shrink. £27

Designer: Velagiochiamo, Giulio Gallana. No. players: 2-5. Country: Italian. Duration: 1 hr.

Yacht racing game with nice components.  The game uses simple but ingenious rules without dice or cards to ensure an interesting but skillful race game which incorporates elements essential to yacht racing such as changing tactics with the shifting wind, using wind shadows and overlaps to your advantage, as well as cunning starting manoeuvers.

 

Rage. Published by Amigo. 2000. Box. In shrink. £5

Designer: Unknown. No. players: 3-8. Country: German. Duration: 45 mins.

Trick-taking card game. A variation of the playing card game Knockout Whist, but with lots of wild cards that change game play quite a bit. The game uses cards numbered 0-15 in six suits. The special cards do things such as select a suit for trumps, make a particular trick be played no trumps, count as any suit etc. Well regarded.

 

Rally Round. Published by Saracad Marketing Ltd. 1986. Box. Good. £14

Designer: Unknown. No. players: 1-6. Country: British. Duration: 90 mins.

Car rally game in which players select the characteristics of their cars at the start of the game and then take part in a timed rally.  For those unfamiliar with rallying, each section of the route has a target time, and the objective is to get as close to that time as possible - not more or less!  Routes and movement need to be chosen carefully, and players can accelerate, decelerate or leave their speed unchanged each turn, so it requires skill rather than luck.

 

Road To The White House. Published by Mayfair. 1992. Box. Good. £3.50

Designer: Jim Musser. No. players: 3-6. Country: American. Duration: 3-4 hrs.

U.S. Election campaign game. Players move pawns representing their candidate and key supporters around a map of the U.S. gaining votes in the various states. Alternatively a player can pay for a support organisation in a state which will multiply any votes gained in that state, or buy additional key supporters to have more pawns that can be moved, or buy flights to specific states, to allow a much needed visit.  Various political issues become 'hot' during the game and each candidate has a different standing in the various issues. During the finale, the election itself, candidates drop out one at a time with the votes from states won by dropped out candidates going to the candidate with next most votes in that state.

 

Robin Hood. Published by Amigo. 1999. Box. Excellent. £8

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

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

 

Roman Keycard Blackwood. Published by Robert Hale. 1995. Book. Excellent. £8

Author: Edwin B. Kantar. Country: British.

Softback, 21x14cm, 118 pages. Bridge book for advanced players wanting to master the Roman Keycard Blackwood convention which is designed to aid in the bidding of slams.  The book is thorough and the systems presented were refined over several years.

 

Round Card Games. Published by UPL. ca.1939. Book. Good, wartime production paper. £4

Author: Clifford Montrose. Country: British.

Softback, 16x10cm, 90 pages.  A wartime collection of 24 card games: Rummy, Blind Hookey, Chinese Fan Tan, Coon-Can, Farmer, Four Jacks, Foursomes, Gaigel, Lottery, Matrimony, Nap, Poker, Pontoon, Put & Take, Quartette, Ranter Go Round, Red Dog, Rouge et Noir, Round & Round, Sift Smoke, Snap, Snip Snap Snorum, Speculation, Stung.  The book also has interesting period adverts for other books.

 

Saludos Amigos. Published by Goldsieber. 1996. Box. Good. £14

Designer: Peter Lewe. No. players: 4-7. Country: German. Duration: 1 hr.

The players are building company directors who are intent on getting profitable kickbacks from assorted building projects which are on the drawing board at the planning office.  The players must gain influence with the town planners, avoid journalists who are out to expose corruption, and cut deals with the other players.  Fairly light negotiation game.  Most money wins.

 

San Francisco. Published by Amigo. 2000. Box. Good. £14

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

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

 

San Gimignano. Published by Piatnik. 2002. Box. In shrink. £12

Designer: Duilio Carpitella. No. players: 2-4. Country: Austrian. Duration: 45 mins.

Players vie to build towers in the town of San Gimignano. The board is laid out using large hexagonal tiles as the game goes on.  These tiles each show differently coloured zones, onto which players may place their influence counters.  When a player has four different zones connected they may build a tower, which is a step towards victory, but also blocks off that space from further use.  The towers are substantial and very tactile being made from Anker building stones. Very nicely produced. On the German Spiel des Jahres nomination list for 2002.

 

Schnuff. Published by Ravensburger. 1983. Box. Good. £6

Designer: Jim Seko. No. players: 2-6. Country: German.

Card game, with players trying to get rid of the cards in their hand by playing to a discard pile. Wild cards add to the fun.  Cards add / subtract to the current total, and the idea is to avoid being the one who breaks through the 30, 60 or 90 barriers.  Thus hand management is important, as is deciding when to play the various wild cards.

 

Score More. Published by Invicta. ca.1970. Box. Good. £1

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

Quite light abstract game, which, unusually for this company, is made with wooden pieces. Players try to score as many points as possible by the end of the game. Each turn a special die is rolled to determine which colour piece must be played this turn.  Placement rules limit the options available, as no piece can be played so that there is empty space between it and another piece of the same colour in the same line or column.  Sometimes you may even be forced to play in the negative scoring area.

 

Scroll. Published by Kamkodi Ltd. 1987. Box. Good. £6

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.

 

Scrutineyes. Published by Mattel. 1992. Box. Good. £16.50

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

Picture based game in which the players study part of a picture looking for objects either in a category or starting with a particular letter.  Each player or team notes down any suitable items they see before a timer runs out.  Players then swap over their pictures and repeat.  At the end any object listed by more than one team is crossed off, and remaining items listed score a point each.  The pictures are large (about 25x35cm) and on one side there is a cartoon picture and on the other a very detailed and realistic painting crammed with unusual items.  A dice is rolled to determine which section of each picture will be used each game (with cover sheets provided) and there are 12 double sided picture sheets in all.

 

Shark. Published by Ravensburger. 1991. Box. In shrink. £15. Designer: J Venaise. No. players: 2-6.

Country: German. Duration: 90 mins. Special Notes: The box shows a little wear through the shrink.

An excellent business game. It borrows some ideas from Acquire, but uses them in a different and original way. Players start the game without money or shares, but each turn they get paid to enhance one of the companies as well as being able to decide on the best strategic way to do this 'upgrade'.  Players may buy and sell shares at the start and end of their turn, but there is a limit to the total number which maybe purchased each turn.  Share prices can go down as well as up, but only due to dangerous takeover situations on the board and someone making just the roll needed to make them happen, which means you do get to decide how much risk you are willing to take.  Highly recommended.

 

SHOC. Published by Chad Valley. ca.1955. Box. Good for age (2 corners taped). £2.50

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).

 

Showbiz. Published by Avalon Hill. 1990. Box. Good. £12

Designer: Derek Carver. No. players: 2-6. Country: American. Duration: 90 mins.

The players are entertainment agents and need to sign up a variety of acts from magicians, through dancers and singers to animal acts. When signed up a player chooses how many seasons to keep that artiste for.  Each season artistes whose contracts have expired (or who are kicked out early - though this costs VPs) are replaced by players bidding for a new selection of artistes.  Each season the demand for different selections of artistes changes and players need to alter their lineups accordingly to score well.  Clever game with interesting choices on when to spend and when to save.  I have some house rules for this as well which I will include.

 

Silberzwerg. Published by Queen Games. ca.1998. Box. Good. £15

Designer: Gerd Deininger, Andreas Michaelis. No. players: 2-4. Country: German. Duration: 1 hr.

A nicely produced game in which your dwarves mine gems and then you fulfil gem orders to get money.  There are wooden pieces for the dwarves and glass beads for the gems.  Dwarves can either be sent out to do mining or sell gems or their evil twins can be sent out instead to obstruct other players or even steal gems from them, as well as manipulate the ever dropping prices of the orders.

 

Sixteen Gambling Games In Twenty Minutes. Published by Eyre & Spottiswoode. ca.1910. Book. Good. £7.50

Author: Double You. Country: British.

Softback, 17x11cm, 63 pages. This book gives the rules to the following card games which you can play for money: Baccarat, Chemin-de-fer, Banker, Dupe, Fan Tan, Hearts, Jolly Farmer, Nap, Poker (Draw, Whiskey & Stud), Rummy, Schnautz, Slippery Sam, Solo Whist, Vingt-et-un.

 

Sold!. Published by R&R Games. 1997. Box. Good. £3.75

Designer: Frank DiLorenzo. No. players: 2-6. Country: American. Duration: 45 mins.

Players run competing antique shops and vie for the most valuable antiques, but need to snap up the best deals while avoiding forgeries.  Items can be bought from other players' shops, a non-player shop, the flea market or the auction house.

 

Space Walk. Published by Ravensburger. 1999. Box. Excellent. £9

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.

 

Space: 1999. Published by Omnia. 1974. Box. 1 box corner taped. £5.50

Designer: R.C.P. Guignard. No. players: 3-5. Country: British.

This is not the same as the MB game of the same name.  One player gets to play the Guardian of Meta who has to stop the other players getting at the Meta Energy supplies, while the other players all compete to be the first to obtain a supply of Meta Energy and return to their bases, surviving attacks from the Meta player.  The board is circular with a circular 'grid' and various special bands of space.  Players have a movement point allowance each turn to split between their spaceships. The non Meta ships require special equipment to get through the special bands of space, and have no weaponry which can touch the Meta ships.  On the other hand the Meta ships have no such restrictions.

 

Spellfire Reference Guide. Published by TSR. 1995. Book. Excellent. £2.50

Author: Bruce Nesmith, Tim Beach. Country: American.

Softback, 21x14cm, 384 pages. Invaluable reference book for Spellfire card game fans. It includes the rules with strategy tips, nearly 800 full-colour reproductions of the cards, strategy and tactics articles and a complete index of all the Spellfire cards up to the publishing date.

 

Spreadbet. Published by Haggle Ltd. 1995. Box. Good. £3.50

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

Trivia game in which players take it in turn to give an answer as a spread or range.  For example: the year the last Dodo was seen with a spread of 10 might get a player to answer 1880-1890. Other players then say whether they think the range given is too high or too low, and they can wager as many points as they wish on this.  Players pay or gain points according to the bet multiplied by how far out the real answer and the spread range were.  Players can use a special card which limits their gains or losses for a particular question.

 

Stamp. Published by Amigo. 1997. Box. 2 copies available:

1) In shrink. £3.50      2) Excellent. £3

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

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

 

Star Fleet Battles. Published by Task Force. 1979. Box. Goodish. £10

Designer: Stephen V Cole & Allen D Eldridge. No. players: 2+. Country: American. Duration: 3 hrs.

Special Notes: Box lid has a repaired rip and is slightly indented due to stacking.

Classic complex space combat game, largely based on the original Star Trek world, but not credited due to copyright reasons. The rule book is 46 pages long including scenarios.  The concept is that players plot their space ships' movement at the start of the turn and then all ships move simultaneously.  Complex, but well regarded.

 

Stop Thief!. Published by Spears. 1985. Box. Good. £3.50

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

Cops and robbers game in which each player has a policeman who moves around on the board which shows an irregular network of paths joining a grid of spaces.  Each player's robber moves along behind that player's policeman, like a sort of shadow. The idea is to land on an opponent's robber.  That player's policeman then has to move away to a distant corner of the board, and gets a new shadow-robber.  Players win by catching 5 robbers first or lose by having all 5 of their robbers caught. The game is dressed up as a children's game, but has rather more to it than the box would suggest.

 

Strategic Solitaire. Published by McFarland. 1987. Book. Excellent. £2.50

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.

 

Submarine. Published by Avalon Hill. 1977. Box. Box edges taped. £13

Designer: Steve Peek. No. players: 2. Country: American.

First edition.  One of the best 'Search-and-Destroy' type games. Basic and advanced games, plus design your own scenarios guidelines.  This is a tactical recreation of the WW2 submarine campaigns.  There are various scenarios including submarine vs shipping convoy, submarine hunting using depth charges and even the U-boat wolf pack tactics against Allied shipping in the N. Atlantic.

 

Super Star T.V. Sports. Published by A.R.C.. 1980. Box. Box shows wear. £1.50

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

A set of 12 different sports games all popular on American TV: Soccer, Basketball, Track, Skiing, Baseball, Hockey, Football, Boxing, Golf, Auto Racing, Bowling, Tennis.  The set includes 3 game boards with areas for each of the games. The games are all fairly simple, with 1-3 pages of rules per game, but not entirely trivial, having some card play decisions or for the motor racing game acceleration decisions etc.  The bowling game is table skittles.

 

Supremo. Published by Tower Pursuits Ltd. 1989. Box. Good. £1.25

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

Monopoly style game in which playing pieces move around a track and purchase businesses and pay when landing on a business owned by another player.  Includes bonuses for getting several like coloured properties, mortgages and event cards. What may make this of local interest for some of you is that all the businesses are real businesses in the Birmingham (England) area, and they have all clearly paid to have their adverts put on the board!

 

Tackle Chess This Way. Published by Paul Stanley. 1972. Book. Excellent. £1

Author: W. Ritson-Morry, W. Melville Mitchell. Country: British.

Softback, 19x12cm, 200 pages.  This book is intended to take a new chess player and teach them the basics as well as the rudiments of sound strategy and tactics, covering starting a game, the middle game and the end game as well as how to avoid making blunders.

 

Tactical Chess Exchanges. Published by B.T. Batsford. 1991. Book. Excellent. £3.50

Author: Gennady Nesis. Country: British.

Softback, 21x14cm, 121 pages. The author demonstrates how to use pawn and piece exchange to your advantage in many ways. This is done by examining various games in which grandmasters have demonstrated the power of the tactical exchange.

 

Taluva. Published by Rio Grande Games. 2006. Box. In shrink. £15

Designer: Marcel Andre Casaola Merkle. No. players: 2-4. Country: American. Duration: 45 mins.

Intriguing tile laying and building placement game set on the South Sea island of Taluva, which is full of jungle and volcanoes.  Each player represents a tribe which is trying to establish itself on this island.  Tiles are placed in a 3-D fashion building up levels in a clever way.  Huts are placed and sometimes after careful placement temples and towers will also be permitted to be built.  The objective is either to have the strongest position when the island is fully built or to successfully build all of two of the three types of building in your colour before then. Very attractive.

 

Tarot Deck. Published by Waddingtons. ca.1965. Box. Good. £2.50

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

Special Notes: Comes in a black felt covered box.

56 card tarot deck (14 cards in each of the suits: batons, epees, denier and coupes).  There are 4 picture cards in each suit (valet, chevalier, reine, roi) as well as the numbers 1-10.  The cards are a reproduction of an antique French tarot deck. On a couple of the cards are the inscriptions: Fabrique de Cartes a Schaffhouse, and Fabrique de Cartes I.Muller & Cie. This set comes with no rules, but you can find rules for games with a tarot deck in many card game books.

 

The Best Games People Play. Published by Hyperion. 1976. Book. Good. £2

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 Complete Guide To Electronic Games. Published by Sphere Books. 1982. Book. Excellent. £5

Author: Howard J. Blumenthal. Country: British.

Softback, 18x11cm, 214 pages.  Book on electronic games of the time - obviously now very dated, but still interesting as a memento of those times, and quite sought after as such.  The book is split over the following chapters: Sports Games, Games of Logic Strategy & Memory, Action Games, Learning Aids, Multi-game Systems, Video Games and more.

 

The Famous Five Adventures. Published by Pepys. ca.1970. Box. Box taped, a few cards creased. £1

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

Card game, 44 cards with colourful pictures of the Famous Five in action. For those of you who have never heard of the Famous Five, they were a group of older schoolchildren who found adventures to solve on every holiday they took. They were created by Enid Blyton, Britain's premier author of children’s fiction. The cards in this set are based on an animated television series of the time. Cards are played in sequence onto 4 adventures, and the player who first manages to complete an adventure wins the game.

 

The Golden Wonder Book Of Party Games. Published by Chaucer Press. 1966. Book. Good. £3

Author: Joseph Edmundson. Country: British.

Softback, 18x11cm, 222 pages.  Special promotional reprint of The Pan Book Of Party Games for Golden Wonder Crisps. Chapters cover: Giving a party, Essential party equipment, Games for very young children, Musical games, Balloon games, Tagging and chasing games, Throwing and aiming games, Races, Talking games, Writing and quiet games, Hiding and finding games, Silly games, Time passers, Radio and TV games, Mind reading and fortune telling, Card / dice / darts, Car journey games, Beach and picnic games.

 

The Great Cat Game Book. Published by Michael Joseph. 1985. Book. Excellent - unpunched. £9

Author: Erika Bruce. No. players: 1+. Country: British.

Softback, 28x21cm, 56 pages.  A collection of parlour games, word games, street games, cat board games and constructable items (a Halloween cat, a finger puppet, a cat on a pole) and more.  Everything is cat related and illustrated in colour with period cat drawings.  There are many precut items which you can push out in order to play the games or make the models etc.  Very nicely produced item.

 

The Key To Solitaire. Published by Ottenheimer Publishers. 1966. Book. Good. £3

Author: Douglas Brown. Country: American.

Softback, 17x11cm, 142 pages. A collection of 150 different games of solitaire (patience) all briefly described, but with diagrams where appropriate.

 

The Key To The Kingdom. Published by Waddingtons. 1990. Box. Good. £1

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

Special Notes: Box slightly indented due to stacking, but contents unused.

Fantasy game with a board that changes shape (there are 6 different boards that change as the game progresses), plastic miniatures as playing pieces and one of the few mainstream games to use 8-sided dice.  Players must enter the Kingdom and discover the Key, hidden in one of the special locations, each of which involves a mini-adventure to get to it (such as the whirlpool, the stepping stones, or the sleeping giant).  Food and equipment is needed to survive.  Failed adventurers end up in the dungeon.  Ultimately the other adventurers could prove just as troublesome as the perils of the Kingdom itself.

 

The Mad Magazine Game. Published by Parker. 1979. Box. Mint. £3

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

Super silly game (as you would expect from the publishers of Mad magazine). Lose all your money to win. The board is illustrated by Mad artists like Don Martin. The magazine's character Alfred E Neuman features prominently throughout.

 

The New Book Of Patience Games. Published by W. Foulsham & Co. Ltd. 1982. Book. Good. £1.75

Author: Ruth D. Botterill. Country: British.

Softback, 19x12cm, 64 pages.  A collection of 31 original one-pack patience games. There is a table provided which indicates the table space required, skill level, frequency of going out and whether the game is playable one handed for all the games.

 

The Official Scrabble Manual. Published by Hodder And Stoughton. 1980. Book. Good. £3

Author: Jacob Orleans & Edmund Jacobson. Country: British.

Paperback book, 60 pages.  Subtitled 'How To Win At Scrabble', and contains colour diagrams. This book covers: How to get high scores - lots of different tactics; lists of high scoring words for harder letters (not complete lists - they are in a separate Scrabble book); words with lots of vowels; defensive play; complete Scrabble rules; partnership play; tournament play; solitaire Scrabble; Scrabble problems.  A must for the serious or improving Scrabble player.

 

The Right Way To Play Chess. Published by Elliot Right Way Books. 1977. Book. Good. £1.50

Author: D. Brine Pritchard. Country: British.

Softback, 18x11cm, 237 pages.  An excellent book for teaching the beginner chess.  The book covers: How The Game Is Played, Rudimentary Theory, Examples Of Play, Powers Of The Chessmen, The Openings, The Middle Game, The End Game, Illustrative Examples, General Information.

 

The Sport Of Kings. Published by Lambourne. 1992. Packet. Excellent. £13

Designer: Terry Goodchild. No. players: 1+. Country: British. Duration: 90 mins.

Classic horse racing game, allowing you to run a stable of horses. You must pick the races to enter, best suited to the class of your horses, with the aim of winning prize money and making winning bets. A very clever race system, with the opportunity for the top horses to underperform, and for outsiders to win, but with the horses generally following their form. Works well solitaire too.

 

Thoughtwave. Published by Intellect. 1974. Box. Several copies available:

1) Good but 2 corners taped. £8      2) Excellent. £11     3) Good. £10

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

Tile laying strategy game, one of the rarest Intellect games and one of their best (in what was an outstanding series of games). Each player has 24 tiles with which to build a line, either from North to South or East to West. Naturally, these must cross at some stage. A surprisingly small board (10x10) and the very limited number of tiles makes this as strategic a game of this type as you will find.

 

Thurn And Taxis: All Roads Lead To Rome. Published by Rio Grande Games. 2008. Box. 2 copies:

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

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 Italy and the alps to the north.  This expansion provides two new scenarios for you to play. In the first the players must get their priests to Rome, but at the right time.  In the second players use the office powers as evenly as possible in order to get access to new office powers.  The two scenarios can also be played together.

 

Ticket To Ride Switzerland. Published by Days Of Wonder. 2007. Box. In shrink. £15

Designer: Alan R Moon. No. players: 2-3. Country: American. Duration: 45 mins.

Expansion set for Ticket To Ride - you will need a base game to play this.  The map shows Switzerland and the surrounding countries, and there are plenty of tunnels!  There are some new more flexible types of tickets and a new rule for the wild cards.  This board was also specifically designed for 2-3 player games, and plays much better than the original with those numbers.  Highly recommended.

 

Tony & Tino. Published by Descartes Editeur. 2002. Box. Excellent. £4.50

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

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

 

Town Square Game. Published by Milton Bradley. 1996. Box. 2 copies:

1) Good. £1.50      2) Good but 1 edge shows wear. £0.75

Designer: Unknown. No. players: 2-4. Country: Canadian. Duration: 15 mins.

Themed with Disney's The Hunchback of Notre Dame.  Rules in English and French.  Players try to get across to the opposite side of the board from which they started.  This is done by card play.  Some cards allow you to hinder opponents rather than help yourself.  There are also unseen tiles dotted around the board and landing on these causes them to be actioned, again some good and some bad.  However, you don't want to land on too many Frollo tiles as if you get 3 you have to start again, thus taking a route which is likely to avoid this possibility may well be safest - but will it be fastest ?

 

Trampelpfad. Published by Hexagames. 1989. Box. In shrink. £14

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.

 

Tugs. Published by Octogo. 1990. -. Good. £1.75

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

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

 

Two Furlongs From Home. Published by Lambourne. 2000. Packet. Good. £9

Designer: Terry Goodchild. No. players: 1+. Country: British. Desc. by Eamon.

A statistical horse-racing management game based on the premise that most of the action in a horse race takes place in the last two furlongs of a race and so that is all that is replayed. Each player (the game controls all the other players if you are playing solitaire) is a racing stud owner or manager and must decide in which races his string of horses should be entered. Includes a large plastic board to represent the race-course.

 

UFO's Fritten Aus Dem All. Published by Argentum Verlag. 2004. Box. Good. £11.50

Designer: Petra Brandenburger. No. players: 2-5. Country: German. Duration: 75 mins.

Amusingly themed science fiction game.  Aliens want to earn the love of humankind, and have decided to do this by setting up fast food businesses all over the world.  These can be used to distribute mind affecting drugs to the unsuspecting population of the world - the player whose aliens do this best wins!  Flying saucers are moved around a map of the world and can be used to set up new restaurants, take over other aliens' restaurants and 'bump' away opposing alien ships. This 'bump attack' causes a UFO to spin wildly out of control across the world's skies and causes panic amongst the humans - which is sure to make it harder for the owner of that craft to set up restaurants in affected cities.

 

Up The Ladder. Published by Action GT. ca.1975. Box. Box Poor. £2

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

Race game with a difference. The 'board' is a three foot long plastic step ladder, with hinged rungs. The object is to get your men to the top of the ladder but the snag is that, if you put too many pieces on one rung it will rotate catapulting the pieces down the ladder, and probably taking those below them with them. Nice idea.

 

Uptown. Published by Funagain Games. 2007. Box. In shrink. £15

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

Very clever game which is best for 2-3 players in my opinion.  The board shows a 9x9 grid which is labelled by row and column and 3x3 grid (so like an empty sudoku grid), and the players each have a set of tiles one for each column, row and 3x3 grid and one wild tile. Each set is shuffled face down and players draw 5 tiles at a time, and take it in turn to place a tile on a corresponding space.  The objective is to keep your tiles in as few groups as possible.  There are plenty of options and a clever rule to allow taking over other players' spaces in certain circumstances. Simple rules, but many tricky decisions and very satisfying. Highly recommended.

 

Venture. Published by 3M. 1970. Box. Excellent. £11

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

Special Notes: Gamette edition

Card game.  Business game in which players collect money cards and form them into sets to increase their value and then spend them on company cards. Each company card shows some of the letters A-F, and by combining companies from different business sectors with compatible letters the values of the resulting conglomerates increases.  Scoring occurs regularly throughout the game, and the player with the most points at the end wins.  Clever game, and one that really should have been kept in print.  Recommended.

 

Weigh It Up. Published by Spear's Games. 1975. Box. Good. £1.50

Designer: Unknown. No. players: 2-6. Country: British. Duration: 10 mins.

The board shows a grid of triangles each with a number in - some positive, some negative.  Each vertex has a hole for a peg.  Players take it in turns to add a peg to the board, and if a peg is the last one around a triangle that players scores the number in the triangle, be that good or bad.  Highest scorer when all the pegs are in wins.

 

Weltenbummler. Published by Hexagames. 1989. Box. Good, but corners taped. £11.50

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

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

 

Whickers World. Published by Paul Lamond Games. 1989. Box. Good. £3

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

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

 

Word Quest. Published by Abracadabra Games Ltd. 1986. Box. Good, but box lid slightly warped. £3.75

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

Word game in which players move around the tracks on a circular board landing on letter spaces, and get the chance to cross off letters from the quest word they were each given at the start of the game. Once all letters have been crossed off players race to the centre of the board in order to get the chance to answer a winning question.  In order to cross off a letter a word is selected starting with the letter concerned from a dictionary included with the game, and the definition of that word must be given.  The game also includes a 30 second timer.

 

World War 2 Wargaming. Published by Airfix. 1976. Book. Good. £6.75

Author: Bruce Quarrie. Country: British.

Hardback, 22x14cm, 64 pages. Airfix Magazine Guide Number 15, one of a series of books detailing miniatures rules, stratagems and tips. The book includes many illustrations and photographs.  The chapters cover: Wargaming models; Ground, time & model scales; Choosing & organising an army; Orders; Movement; Combat.

 

Wyatt Earp. Published by Hexagames. 1985. Box. Good. £14

Designer: J.W. Hawthorn, H.H. Hensley. No. players: 2-6. Country: German.

Wild West themed game in which the players try to obtain a share in each of the 10 businesses in town.  This will require obtaining money, which can be come by in a variety of ways, some legal, some not.  Players also get to duel.  The game makes use of poker dice

 

Wykersham. Published by L'Arbre A Jouer. ca.1985. Box. Good. £15

Designer: Bruce Alsip. No. players: 2. Country: French. Duration: 20 mins.

Abstract strategy game which makes use of an impressively chunky wooden board divided into 7 strips.  The central strips have hollows into which the players place playing pieces.  However, the strips can slide back and forth, and play is driven by dice roll, but with options provided by sliding the board sections back and forth.  The objective is to get 5 of your playing pieces in a row.

 

Zig Zag. Published by Milton Bradley. 1977. Box. Good. £3

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

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

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

 

Ziplock Bags (Batches of 100):

Ziplocks bags are always useful for bagging up counters / wooden cubes / piles of dice etc. The dimensions given are total length (length below closure), width.

9.4cm (7.6cm) x 5.9cm. New. £2.75

14.2cm 11.5cm) x 8.9cm. New. £4

15.7cm (14.0cm) x 10.3cm. New. £5

15.4cm (13.9cm) x 13.9cm. New. £6

34.4cm (32.3cm) x 23.1cm. New. £12. This is a little larger than A4 / US Letter, so great for storing magazines etc.

 

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