MNG-AJM Games and Collectibles

 

Oct 2010 Catalog

 

10 Days In The USA. Published by Out Of The Box. 2007. Box. In shrink. £17.50

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

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

 

1500 Gold. Published by Ragnar Brothers. 1995. Box. Good. £6

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

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

 

1825 Unit 3. Published by Tresham Games Ltd. 2004. Box. Good. £24

Designer: Francis Tresham. No. players: 2. Country: British. Duration: 2-4 hrs.

18XX train game in which companies are managed, track built, trains operated and stock traded.  The game works by alternating stock dealing rounds and operating rounds. Stock dealing rounds allow players to buy shares.  Operating rounds allow the company presidents to build track, run trains & generate revenue for shareholders.  Many changes have been made to the 1829 system, whilst retaining the basic game mechanics. This can be played standalone as a two player game or can be combined with Unit 1 or 2 for an expanded game. The board in this unit covers northern England and Scotland.

 

1960: The Making Of The President. Published by Z-Man Games. 2007. Box. In shrink. £23.50

Designer: Christian Leonhard, Jason Matthews. No. players: 2. Country: American. Duration: 100 mins.

Card driven strategy game where one player plays Nixon and the other Kennedy in the US presidential elections.  The game uses the same type of system as Twilight Struggle, and is highly regarded. Cards give the players opportunities to advance their cause in specific ways, or can be used in a less powerful way as you wish.  However, some cards are a liability, but may well have to be played in the end anyway.  A treat for election game fans.

 

A Dog's Life. Published by Eurogames. 2001. Box. Excellent. £10

Designer: Christophe Boelinger. No. players: 2-6. Country: German. Duration: 75 mins.

English edition of 'So Ein Hundeleben".  The game includes 6 very nicely produced miniature dog playing pieces, all different, and realistically painted.  Players try to locate four bones and bring them back to their home.  Bones can be found in some rubbish bins or will sometimes be given as a reward for delivering a newspaper, or begging at a restaurant.  Dogs can also piddle on lampposts to slow down any other dogs passing that space. Players must ensure their dog doesn't get too hungry, so finding food is always important too, otherwise the dog-pound beckons. Rival dogs and the dog catcher can cause problems too. Nicely themed and well produced game.

 

Age Of Steam - Expansion Set 3. Published by Warfrog. 2004. Box. 2 copies available:

1) In shrink. £6      2) Excellent. £5.50

Designer: Martin Wallace. No. players: 3-6. Country: British. Duration: 2 hrs.

Expansion set for Age of Steam.  This consists of a double sided board and some rules to change the game slightly for each map.  The maps are Scandinavia and Korea (4-5 players).


Agricola. Published by Z-Man Games. 2008. Box. In shrink. £44

Designer: Uwe Rosenburg. No. players: 1-5. Country: American. Duration: 2 hrs.

Superb game of agricultural development.  Players start with an empty farm and two people, who are used to perform actions which extend and improve their farm and provide food for the end of the year.  Uses a clever action system, and a vast number of cards only a few of which are used each game, in order to ensure a different experience each game.  Players can plough fields, plant grain or vegetables, create pastures, obtain animals, learn specialist occupations, and build improvements. Highly recommended.

 

Alaska. Published by Ravensburger. 1979. Box. Good. £13

Designer: Eric W Solomon. No. players: 2-4. Country: German. Duration: 75 mins.

The players each control a truck designed to travel across ice floes.  The game starts with a large pile of goods boxes on a central island surrounded by water.  During the first stage of the game players get to add ice floes of various shapes and sizes to the board and move their lorries across them with the objective of getting as many goods as possible back to their base.  In the second part of the game the ice starts melting and players remove ice floes as well as moving their trucks.  Lots of scope for messing with your opponents' plans, and event cards add to the possibilities.  I have house rules to improve the game further.

 

Aloha. Published by Cwali. 2005. Box. 2 copies available:

1) In shrink. £9      2) Excellent. £8

Designer: Corne van Moorsel. No. players: 2-5. Country: Dutch. Duration: 50 mins.

Nicely produced tile laying game.  The 66 tiles show sections of a tropical island which join up to make a different archipelago each time.  On their turn a player positions a man on a tile on the main island and then they draw a tile.  If it can be fitted onto the tile their man is on then it is played, and they get to add a sun lounger onto a beach on that tile. They may then continue their turn by drawing another tile.  However, if a tile is drawn which cannot be placed next to their man then their turn ends and they lose all sun loungers placed that turn.  At the end of the game points are awarded to the player with the most sun loungers on each beach, with more points awarded for longer beaches.

 

Aristo. Published by Dragon Radieux. ca.1989. Box. Excellent. £14.50

Designer: Philippe Mouchebeuf. No. players: 3-8. Country: French.

High quality product from France. A game of love, rivalry and favouritism in the Court of Versailles. The game is driven by cards which players use to make money, and gain favour with royalty. Each player represents a family of courtiers. During the game, wars will be declared, marriages take place, kings and queens will be courted, bastard children will be born, and many other events will take place. Game play involves requesting favours and negotiation.  The objective is to obtain a monetary target, but generally riches only come with position and power. Nice item.

 

Ars Magica. Published by White Wolf. 1992. Book. Excellent. £6.75

Author: Ken Cliffe, Mark Rein-Hagen. No. players: 3+. Country: American.

Special Notes: Also included is a storyteller's screen.

3rd edition rules book.  Paperback, but very substantial at 392 pages long.  This is the core rule book for the Ars Magica role playing system, a fantasy RPG set in a dark medieval Europe in which mages are legendary in power, and definitely superior to their non-magic-using compatriots.  The system is very well regarded.  This book covers character creation, combat, the realms, the magic system, spells, laboratory research, mythic Europe, and more.

 

Aunt Millie's Millions. Published by Gamewright. 2007. Box. Excellent. £9

Designer: J. Johnson, C. McCarthy. No. players: 3-6. Country: American. Duration: 20 mins.

Light game of bagging Aunt Millie's valuables.  Players are given a character card for the game and have to introduce their character saying how they knew Aunt Millie.  A selection of goodies are put out each round and players claim them. If a claim is uncontested then no problem, but when contested the players succinctly explain why they would be the more worthy recipient, and another player judges between them.  Fast paced and and good icebreaker.

 

Babel. Published by Kosmos. 2000. Box. Excellent. £11

Designer: Uwe Rosenberg & Hagen Dorgathen. No. players: 2. Country: German. Duration: 50 mins.

An unusual and interesting 2 player card based game in which the players build up temples in the ancient world.  Cards are played on either side of a row of temple spaces and these are used to perform a variety of special actions when sufficient are together, as well as build up the temples themselves.  Has an unusual feel due to the novel mechanics - a common feature amongst Uwe Rosenberg's card games. Recommended.

 

Barrier. Published by Aladdin. 1974. Box. Good. £4.25

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

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

 

Battles With Model Tanks. Published by Macdonald And Jane's. 1979. Book. Excellent. £7

Author: D. Featherstone, K. Robinson. Country: British.

Softback, 21x14cm, 150 pages. After an introduction the book has a general section on how to use tanks in miniatures wargames including obtaining and painting models, as well as rules for tank warfare.  Nine scenarios are then described with diagrams, and finally a section on how tanks interact with other modern aspects of warfare such as minefields, aircraft etc.

 

Belisha. Published by Pepys. ca.1935. Box. Box poor, cards good. £8

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

Special Notes: The box lid's picture has come off and the sides are damaged, contents good for their age.

Card game. Colourful cards illustrate beauty spots in 1930s Britain, plus some special cards with amusing period pictures. A variation of Rummy.

 

Best Board Games From Around The World. Published by Highlights. 1992. Book. Excellent - unpunched.

£10.50. Author: Robert Dugan. No. players: 2-3. Country: American.

Spiralbound hardback, 35x29cm, 40 pages. Large book which can be laid flat to show game boards for a variety of games from around the world. Playing pieces are provided.  The book is nicely produced in full colour and covers the following games: Achi, Seega, Cliffhangers, Horseshoe, Jumpers & Stumpers, Poindexter, Baffles, Fox & Geese, Mu-Torere, Bandits, Wari, Checkers, Nine Men's Morris, Reversals, The Jungle Game, Go.

 

Big League. Published by Bertcord Ltd. 1982. Box. Good. £5.25

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

Card game, approved by the Football League, and includes 8 teams with 96 top players. The game is a Rummy variant with players trying to meld a complete team from the same club.

 

Birds Of Europe. Published by Piatnik. ca.1935. Box. Good. £6

Designer: Unknown. No. players: 3+. Country: British.

Card game, 36 delightful cards illustrating birds in full colour and giving facts about the species. A set collecting game played in the same manner as Go Fish.

 

Blackmail. Published by Kenning Games Ltd. 1975. Box. Good. £4.75

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

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

 

Blood Wars: Warlords Tactical Manual. Published by TSR. 1996. Book. Excellent. £3.50

Author: Kevin Melka. Country: American.

Softback, 23x15cm, 128 pages. Reference manual and expanded rules book, and strategy guide for the Blood Wars CCG based in TSR's AD&D Planescape Setting. There are photographs of the card set for reference.

 

Blue vs Gray Deluxe Edition. Published by GMT Games. 2003. Box. Good. £15

Designer: Rodger B. MacGowan. No. players: 2-4. Country: American. Duration: 3 hours.

American Civil War grand strategy card game which recreates the entire war from the the first battle to the bitter end.  Through the use of cards, a map of the entire South slowly is revealed as the war progresses. Players have to manage their forces through an elaborate command structure while watching the expenditure of their supplies.

 

Burg Appenzell Mini Expansion. Published by Spielbox. 2007. Packet. New. £0.75

Designer: Bernhard Weber, Jens-Peter Schliemann. No. players: 2-4. Country: German. Duration: 30 mins.

Mini expansion for Burg Appenzell (which you will need in order to make use of this).  This expansion consists of two double sided special tiles which replace two neutral tiles.  A player pushing these out gets to choose a special effect on one of the two sides which they want to activate.

 

Mine A Million / Business Game. Published by Waddingtons. Box.

1) Mine A Million. 1965. Good. £2.25. Original version

2) Business Game. 1972. Good. £1. Box shows slight indentation due to stacking

3) Business Game. 1972. Good but 1 corner taped. £1.50

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

Players mine for ore, then have to get it to the sea, and finally, get it abroad where they can turn it into dollars. Interaction provided by the fact that there is always hot competition for the various modes of transport available.  One player will hire a barge (say), but others can still make use of it, but must pay for the privilege.

 

Cards And Card Tricks. Published by F. Phillips. ca.1920. Book. Good but some damage inside the spine.

£9.50. Author: H.E. Heather. Country: British.

Hardback, 21x13cm, 268 pages. The cover shows a gold-embossed pattern of cards as well as the book's title. The book gives a brief history of playing cards, instructions for playing quite a few card games (see below), directions for performing a number of card tricks and a brief guide to the art of Cartomancy.  The games covered are: Whist, Loo, Irish Loo, Vingt-Et-Un, Rouge Et Noir, Faro, Tontine, Lansquenet, Forty Five, Blind Hookey, Albert Smith, Draw Poker, Newmarket, Quadrille, Boston, Reversis, Calabrasella, Cribbage, Bezique, Fildinsk, Zetema, Piquet, Ecarte, Euchre, Cassino, All Fours, Don Pedro, Quinze, Veto, Napoleon, Catch The Ten, Brag, Bluff, Put, Sift Smoke, Pope Joan, Matrimony and many more...

 

Cash. Published by Ravensburger. 1990. Box. 2 copies available:

1) Good. £3     2) Excellent. £3.50

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

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

 

Castle Merchants. Published by Z-Man Games. 2005. Box. Good. £15

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

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

 

Clash. Published by Peter Pan. 1986. Box. Good. £2.25

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

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

 

Collins Gem 3 Book Boxed Set. Published by Harper Collins. 1992. Box. Excellent. £5

Designer: Diagram Group. Country: British.

Boxed set containing 3 books, all softback, 12x8cm. Games For One (256 pages) covering card games (31), magic tricks (5), string games, solitaire, tangrams, word games (9), number puzzles, paper games and action games. Card Games (256 pages) covering family games (49), children's games (23) + variations. Family & Party Games (256 pages) covering children's party games and races (10), word / picture / number games, dice, tiddlywinks, spellicans, dominoes, darts, and board games (7).

 

Compatibility. Published by Reiss Games Inc. 1974. Box. 2 copies available:

1) 1 box corner split. £1.25      2) Good. £2

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

Couples play as teams, and both have to indicate on a dial how much they agree / disagree on how tense a situation would make them and also guess at the answer their partner would give.  The better the partners predict each other the more points they score.  Questions come in 6 categories: General Issues, Children, Work, Entertainment, Domestic Issues and Sex.

 

Composition. Published by Megaprint. ca.1980. Box. Good. £1.75

Designer: Unknown. No. players: 1. Country: Dutch.

Note: There is some writing on the (blank) base, and 1 tile was missing, but a good replacement has been made up.

An unusual geometric pattern puzzle.  It is not a jigsaw, but rather a set of 108 double sided tiles showing 12 different patterns: crosses, curves, lines etc, which can be put together to form an enormous number of different attractive patterns in a 6x6 grid.  A booklet shows 80 different 6x6 target patterns, which you can work out how to make up.  There are thousands more possibilities though, and no reason to limit yourself to just 6x6 either.  Unusual item.

 

Comuni. Published by Tenkigames. 2008. Box. In shrink. £24.50

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

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

 

Connect 4 Advanced. Published by MB Games. 2002. Box. Good, but tear in lid has been taped. £3.25

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

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

 

Crazy Rally The Card Game. Published by Red Omega Studio. 2003. Box. Excellent. £4

Designer: Piero Cioni, Giovanni Melega. No. players: 3-6. Country: Italian. Duration: 40 mins.

Car rally card game in which players first select cards to tune their cars, then test them out, and finally race them. In the race each section of the track (represented by cards) must be traversed as fast as possible without crashing. There is a memory element as you get to observe the track layout ahead of time, and then it is hidden.  This memory aspect can be reduced if you wish by revealing the next one or two track sections ahead of time.

 

Dare. Published by Crown &Andrews. 1986. Box. Good, but 1 corner taped. £0.75

Designer: Brett Clements & Phillip Tanner. No. players: 2-12. Country: British.

Party game in which the players answer True or False questions, but have to carry out forfeits if they get an answer wrong.  The intention is that the players will often get the answers wrong, and have to choose when to veto a forfeit and when to accept a forfeit.

 

Die Neuen Entdecker. Published by Kosmos. 2001. Box. Excellent. £17

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

An expanded version of the earlier game 'Entdecker'. Players send ships exploring an archipelago, and get the chance to leave scouts, settlements and bases on these islands.  As the game progresses more of the archipelago gets revealed and islands are fully discovered and scored.  Players get to send their scouts inland to find treasures in various natives' huts for sizeable bonuses at the end of the game as well.  The money management aspect of the game is significant and enhanced compared to the earlier version.  Essentially a longer and more meaty revamp of Entdecker.

 

Doge. Published by Rio Grande Games. 2000. Box. Good. £15

Designer: Leo Colovini. No. players: 3-4. Country: American. Duration: 1 hr.

As wealthy families the players build houses in the city of Venice along the waterways. Each turn players deploy their influence amongst the regions in a semi secret manner. The regions are then resolved in a particular order and the players with influence in each get to add and move building materials.  This allows the grand houses to be built, and it is always better to build early as the houses cost less.  The objective is to be the first to build a suitable spread of houses across the board. Clever game - recommended.

 

Dominion: Intrigue. Published by Rio Grande Games. 2009. Box. In shrink. £29

Designer: Donald X. Vaccarino. No. players: 2-4. Country: American. Duration: 30 mins.

Standalone expansion for the 2009 Spiel Des Jahres.  Card game in which players start with the same 10 cards, and each turn use 5 cards to perform actions and buy new cards which get added to their deck for future use.  The cards bought can either provide additional money to spend or allow a wide variety of actions, most to help yourself, but some to hinder your opponents or protect against such attacks.  Some cards give VPs but do nothing else and so clog up your deck, but without them you won't win. Cleverly the set includes 25 sets of action cards (all different to the base game) only 10 of which are used each game, so that every game you will have a different mix available to keep the game fresh and challenging.  Highly recommended.

 

Doom: The Boardgame. Published by Fantasy Flight Games. 2004. Box. In shrink. £20

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

The landmark computer game Doom, turned into a board game.  One player controls the evil hordes of invaders while the others control elite marines who must destroy the hordes in order to win and save humanity. The game uses room and corridor tiles which are laid out to form a map, and 66 plastic miniatures (from 30mm to 80mm) are used in play.  Cards provide additional weapons and equipment etc, and dice are used to resolve combat.  The game very much has the look of mid-80s Games Workshop games such as Space Hulk and the like.  Fantastic bits, several scenarios to play, and overall a well received game.

 

Double. Published by Hiron. 1986. Box. Good. £2.75

Designer: Maureen Hiron. No. players: 2-6. Country: British.

Card game, 72 numbered cards each with three coloured sections.  Game play is related to various domino games in that you play cards so they match up with those already on the table in order to get rid of them from your hand, and to try to be the first player to get rid of all their cards.


Double 6 Dominoes. Published by Halsall Traditional Games. ca.1990. Box. Good. £4

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

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

 

Dr. Jekyll & Mr. Hyde. Published by Bambus. ca.2000. Box. 2 copies available:

1) In shrink. £4.75      2) Good. £4.25

Designer: Wolfgang Werner. No. players: 4. Country: German. Duration: 60 mins.

Rethemed edition of Twilight. Card game in which the deck is split between Dr. Jekyll cards and Mr. Hyde cards. This is a partnership trick-taking game (two players for each character) with the unusual twist that the backs of the cards show which character the cards are aligned with and when it is your turn to play a card you can either play a card yourself or request another player to play for you!  The scoring mechanism is clever too.  It takes a few hands to get your mind around it, but then you start to see just how clever it is.  Recommended.

 

Drumlin. Published by F X Schmid. 1987. Box. Good, 1 box edge taped. £11

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

Very good abstract game. Players represent elephant herds some of which turn into dragons! What a theme for a game! The objective is to move the Drumlin across the other player's baseline. Although all pieces start out as elephants they can morph into dragonets and then dragons, which all have different abilities. A player can also lose the game if he only has dragons remaining on the board.

 

Dungeon Twister. Published by Asmodee Editions. 2005. Box. In shrink. £15.50

Designer: Christophe Boelinger. No. players: 2. Country: French. Duration: 45 mins.

Each player has a team of adventurers with various powers, who are trapped in a dungeon. The board is made up of 8 small maze-like boards which can be rotated during the game, changing the layout. Action points are spent to move adventurers, pick up and use items, fight opponents or perform special actions. The objective is to gain victory points by escaping from the dungeon and killing opposing adventurers. The game is card driven - the cards being selected each turn from an open display. Very well received fantasy game.

 

Dungeon Twister - 3-4 Player Expansion. Published by Asmodee Editions. 2006. Box. In shrink. £15.50

Designer: Christophe Boelinger. No. players: 3-4. Country: French. Duration: 45 mins.

Each player has a team of adventurers with various powers, who are trapped in a dungeon. The board is made up of small maze-like boards which can be rotated during the game, changing the layout. Action points are spent to move adventurers, pick up and use items, fight opponents or perform special actions. The objective is to gain victory points by escaping from the dungeon and killing opposing adventurers. The game is card driven - the cards being selected each turn from an open display. Very well received fantasy game. Together with the base set this expansion lets you play with 3 or 4 players.

 

Dungeon Twister - Paladins & Dragons. Published by Asmodee Editions. 2005. Box. In shrink. £11.50

Designer: Christophe Boelinger. No. players: 3-4. Country: French. Duration: 45 mins.

Expansion set for Dungeon Twister (which you will need in order to make use of this set). For each player this expansion adds in 8 new characters (inc. a red dragon, a paladin, elf scout etc), and 6 new objects.  Also provided are 8 new rooms.

 

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

1) Excellent. £19. Includes extra tiles from the mini expansion from Spiel.

2) In shrink. £17

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

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

 

Elfenwizards. Published by White Wind. 1995. Box. Good. £36

Designer: Alan R Moon. No. players: 3-6. Country: German. Duration: 90 mins.

Special Notes: No. 432

One of a limited edition of 1200 games. Players are competing wizards, looking for honour and power. Each player controls a Wizard Guild, whose members are trying to climb to the top of the wizarding hierarchy.  Every player has a pile of dice to use each turn.  These can be allocated to their wizards in order to gain them promotion to the next level.  Minor spell tokens can also be placed to enhance your wizards chances, and dice can also be used to reclaim some of these. The game can be played as a negotiation game, or if you prefer (as I do) without this aspect, more as a tactical game of advancement and resource management.

 

Endless Quest Game Books. Published by TSR. Book. 1982-3. No. players: 1. Country: American.

Softback, 18x11cm, ~150 pages. Part of the Endless Quest series of solo game books.  Unlike Fighting Fantasy no dice are used to resolve combats etc, instead you simply read the text and are presented with different options which involve turning to different paragraphs to see what happened.  Therefore you won't have to start again if you just rolled badly a few times!

2: Mountain Of Mirrors. Good. £2.50. Author: Rose Estes. You are Landon, a brave elf on a mission into the land of frost giants and ogres.

3: Pillars Of Pentegarn. Good. £2.25. Author: Rose Estes. You are Jaimie, a young villager who loves the enchanted forest others fear - expect adventure as you explore its depths.

4: Return To Brookmere. Good. £2.50. Author: Rose Estes. You are Brion, an elven prince on a scouting mission for your father.

5: Revolt Of The Dwarves. Author: Rose Estes. You are Galen, whose family was captured by dwarven warriors revolting against human rule.  Can you put a stop to the revolting dwarves ?
1) Good. £1.50. A few pages have a red ink stain - it doesn't stop the book being legible.
2) Good. £2.50

6: Revenge Of The Rainbow Dwarves. Good. £2.50. Author: Rose Estes. You are Jaimie, an apprentice wizard, magically separated from your master - you need to find him and then defeat three evil wizards.

7: Hero Of Washington Square. Good. £2.50. Author: Rose Estes. You are pursued by a gang of cutthroat spies who will stop at nothing to gain the secret of nuclear weaponry. The mysterious green diamonds you have been entrusted with seem to hold the missing key they are after.

11: Spell Of The Winter Wizard. Good. £2.50. Author: Morris Simon. Only you can save the kingdom. Warzen, the evil wizard, has cast a spell of ice and snow over the land.  You must rescue the captive wizard Alcazar and stop Warzen. However, he has an army of orcs and powerful magics to stop you!

12: Light On Quests Mountain. Good. £2.50. Author: Mary L. Kirchoff, James M. Ward. On an earth made hostile by nuclear war, you and your tribe live a primitive, danger-filled existence.  Now you must prove your readiness for adulthood by undertaking a perilous quest - discover the source of mysterious light atop Quests Mountain.

 

Escape From Atlantis. Published by Waddingtons. 1986. Box. Good but corners taped. £4.25

Designer: C & J Courtland Smith. No. players: 2-4. Country: British. Duration: 1 hr.

Special Notes: Photocopied rules

Attractive game, and one which plays very well with the family and gamers too. The board starts off with a large island in the centre, but the volcano is erupting and the island sinking into the sea.  The players all have people of their tribe who need to escape to the safety of the mainland.  This is done by using 3 action points each turn.  In addition there are boats and dolphins to aid you (but rarely just where needed) and sharks and sea monsters to hinder.  Each turn another bit of the island tumbles into the sea, possibly with an associated event.  Whoever saves the most of their tribe wins.  I can also supply my house rules to Survive / Escape From Atlantis which combine the best bits of both of these versions.  Recommended.

 

Executive Decision. Published by 3M. 1971. Box. Good. £5

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

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

 

Expedition. Published by Queen Games. 1996. Box. Excellent. £23

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

Revised and enhanced version of the classic, Wildlife Adventure. On the nominations list for the German Spiel Des Jahres 1997 and one of Kramer's best games in my opinion.  It is played on a map of the world and players must direct 3 expeditions to reach animals they have cards for.  This is done by laying coloured arrows onto the board and gaining special actions at various locations and using up valuable travel vouchers to get you extra moves or more vouchers.  This version also has optional advanced rules which add to the game considerably - forming loops gives an additional placement.  Highly recommended.

 

Fast And Furious. Published by Gibsons. 1991. Box. Good. £1

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

Card game, and a version of the old favourite Milles Bornes. 106 cards, illustrated with distances and hazards on a car journey. Players must try to play distance cards totalling 1,000 miles, or play cards that cause others to be delayed. Works well as a partnership game as well (4 or 6 players).


Flash Gordon Game. Published by Waddingtons. 1977. Box. Box shows wear. £3.25

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

TV and film related, licensed by King Features, who made the Popeye cartoons. A game set on the Moons of Mongo. Each player takes the part of Flash, Dale, Zarkov or Emperor Ming. The board shows orbits around each of 6 moons and the players try to be the first to land spaceships on any four of these.  Movement is by dice roll, but you can choose which of your 4 ships to move.  Landing on an opponent's ship causes it to have to restart.  Orbits intersect giving quite a bit of choice of where to move.

 

Fleet 1715. Published by Clicker Spiele. 2006. Box. New. £3.75

Designer: Stephan Riedel. No. players: 1-5. Country: German. Duration: 45 mins.

Game involving logical deduction. A hurricane sank a Spanish gold fleet in 1715, and the players are now hunting for that treasure.  Each player has a mission to complete (eg. working out where a particular ship was sunk etc), and then clue cards are obtained and played and players deduce what happened.  The game comes with 16 different scenarios (each one using a different subset of the clue cards).

 

Fleet 1715 Expansion. Published by Clicker Spiele. 2007. Packet. New. £1.75

Designer: Stephan Riedel. No. players: 1-5. Country: German. Duration: 45 mins.

Small expansion for Fleet 1715.  This set provides 6 new cards and 12 new solo scenarios for the base game, as well as some errata for the base game. I don't have a translation, but the cards have English on them and almost all of what is on the rules sheet with this expansion is the tables of setup info and solutions for the new scenarios.

 

Four Sight. Published by Invicta. 1975. Box. Good. £2

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

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

 

Gaia's Garden. Published by Living Earth Games. 1999. Box. Good. £8

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

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

 

Games Workshop Fantasy Jigsaw: Standard Bearer. Published by Games Workshop. ca.1985. Jigsaw.

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

Special Notes: Completeness not checked - I will give a refund if it proves to be incomplete.

750 pieces.  The picture shows a female warrior riding a large horned war buffalo. In one hand she carries a standard showing a black raven, and the other hand wields a blood covered sword.

 

Gespenster. Published by Hexagames. 1990. Box. Good. £3

Designer: Alan Moon. No. players: 3-6. Country: German. Duration: 30 mins.

Card game, 60 cards in 5 unequal suits. A re-issue of Black Spy (by Avalon Hill), but here given a better theme. The game is essentially similar to Hearts, but with the twist that there are 5 suits and that you can follow either colour or number in a trick with some additional optional variants. Also the cards are printed with a luminous ink, so they will reveal themselves in the dark, which is highly appropriate since the cards all show pictures of ghosts.

 

Ghost For $ale. Published by What's Your Game. 2007. Box. In shrink. £11

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

Auction game in which various castles and manors are sold off.  However, before a property is sold it is not fully known just how haunted it is.  A property with no ghosts resident will be unattractive to the tourist, just as one which is too haunted will be unpopular. Players can pay the expert Mrs Truelight to check the properties before purchase, but this will seriously reduce your profit margins.

 

Grab!. Published by Winning Moves. 1998. Box. In shrink. £3.25

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

The deck consists of cards, some good, some bad.  The dealer lays them down one at a time and when a player decides he wants them he claims them.  However, someone else may also want them and claim them first.  Whoever claimed the batch becomes the new dealer and there is a limit to the number of stacks each player may claim.  The cards claimed are evaluated and the most valuable batch wins the hand.  Fast, fun and nerve wracking.

 

Gumball Rally. Published by Z-Man Games. 2007. Box. New. £7.50

Designer: Ted Cheatham. No. players: 3-8. Country: American. Duration: 20 mins.

Go-kart racing themed card game in which the players use cards to advance their kart past those of their opponents. This is done by matching colours and by playing higher numbers. Hazard cards are revealed at the end of each round which can cause some karts to drop back. Very chunky kart cards.

 

Habitat. Published by Valley Games. 2008. Box. In shrink. £8

Designer: Elliot Hogg. No. players: 2-6. Country: American. Duration: 25 mins.

Card game in which the players try to attract a wide variety of wildlife to their part of the woods.   To win you need to have at least one type of creature at each level of the food chain.  However, when building a food chain it is possible that without the necessary elements lower down the chain, the food chain could collapse.  Very attractive artwork.

 

Herewith The Clues - Dennis Wheatley. Published by Webb & Bower. 1982. Book. Good. £6.50

Author: J.G. Links. No. players: 1. Country: British.

Softback, approx 100 pages, 27x22cm.  Very faithful reproduction of the 1936 murder mystery dossier.  This is the 4th in a series (but is standalone).  The package includes many reports of the incidents surrounding the murder in the Milky Way Club, and the background involving a den of terrorists and drug runners. Also included are a selection of police exhibits in individual packets: eg, photos, tickets, hair samples etc.  When you think you have the case solved you can open a sealed packet with the answers.

 

Heroquest: Morcars Magier. Published by MG Spiele. 1993. Box. New. £12

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

Expansion for Heroquest - German language edition.  There is German throughout the quest book and on the spell cards making this really only useful for German speakers or if you are willing to do a lot of pasting up.  The English version of this Expansion is called Wizards of Morcar. Contains 16 plastic miniatures, 4 new wizards, new dungeon tiles, a new quest book, 24 spell cards and lots more.

 

Honor Of The Samurai. Published by Gamewright. 1996. Box. Good. £8

Designer: Scott Kimball. No. players: 3-6. Country: American. Duration: 90 mins.

Card game, with 110 top-quality cards, illustrated in colour with images of feudal Japan. Players are Samurai, in the service of their lord, with the intention of becoming the most honourable warrior in the land.  This is done by building up armies, arranging honourable marriages, sacking other lords' castles, and also the use of less pleasant tactics such as employing ninjas to steal an opponent's possessions or even perform a necessary assassination! The game also includes six special 6-sided dice, with symbols rather than pips.

 

How To Play Shogi. Published by Glover & Hovell. 1979. Book. Good. £4

Author: John Fairbairn. Country: British.

Softback, 30x21cm, 24 pages. An introduction to Japanese Chess from a non-Japanese authority on the game. First the pieces, movement rules, and objectives are introduced and then openings are examined.  A professional game is then examined and explained for beginners.  Etiquette and obscure rules are then explained.  Player grading and handicaps are covered as well as Shogi equipment and the history of Shogi. Finally a selection of informative games are briefly presented for the reader to study.

 

Isis & Osiris. Published by Gold Sieber. 2001. Box. Excellent. £10

Designer: Michael Schacht. No. players: 2-4. Country: German. Duration: 15 mins.

Egyptian themed game with wooden components. Players play game stones or Isis tiles on to the board gradually filling it up. When full your score is based on the Isis tiles neighbouring your game stones, so clearly you try to avoid the bad ones and stay close to the good ones while trying to force your opponent to do the reverse.

 

Junk Yard. Published by Hangman Games. 2002. Cloth bag. New. £9.50

Designer: Alan D Ernstein. No. players: 2-6. Country: American. Duration: 1 hr.

Special Notes: Numbered 575/1000.

Tile laying trick taking game set. Limited edition of 1000. There are rules to two games.  The main components are a set of numbered wooden tiles in various suits, as well as a linen bag which has a board printed on one side for the first game, and a scoring table and track for the second game printed on the other side.  The first game is a trick taking game in which the winner of the trick gets to place a tile onto the board, with the objective of claiming areas of the board in order to score points. The second game is a set collecting game where the sets are poker style hands.  Scoring sets can be turned in for points as the game goes on.

 

King Tut. Published by Paul Lamond Games. 1994. Box. Good. £5

Designer: Brian Taylor. No. players: 2+. Country: British. Duration: 10 mins.

Special Notes: The box isn't really strong enough for the weight of components, and so is a little fragile.

Dexterity game of the same general type as Jenga.  However, in this game you initially build a 5 layer pyramid from large well shaped pieces of wood.  Players take it in turns to remove a piece at a time and try to ensure they don't knock down the rest of the pieces, and also try to build two alternative partial pyramids from the pieces they have taken.  Very nice components, and pretty heavy.

 

King's Court. Published by Western Publishing. 1989. Box. Good, but 1 corner taped. £1.75

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

Strategy game with attractive and chunky counters. An involved variation of Draughts, played on an unusual board with two distinct areas of play. The idea is that the main 'combat' between pieces takes place in the central area of 16 squares, and once the game is under way the objective is to eliminate all of your opponent's pieces from the central area, and this wins the game even if they have lots of pieces left in the outer area.  Supposedly based on a traditional tournament battle between medieval knights which was run on much the same basis (except with swords, shields and violence...)

 

Koordina. Published by Ottensten. ca.1980. Box. Good. £0.50

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

This is a travel version of Connect Four, the two player strategy game in which players alternate dropping a coloured chip into one of seven columns.  The chip drops to the lowest unoccupied space, and the objective is to make a row of four chips horizontally, vertically or diagonally. The box measures 16cm x 15cm x 2cm.

 

Let's Buy Hollywood. Published by Henmead Enterprises. 1991. Box. Good. £6.25

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

Business game in which the objective is to control 1 each of the 4 types of entertainment businesses available.  Buying shares is done when landing on the appropriate space (using the movement around a track mechanic), but you can either buy one cheap share or two at a higher per-share cost.  In order to make money players buy talent cards so they can put on a film.  The film once released will hopefully provide income - there is a separate track on which film tokens are moved - and this money can be fed into producing more films and buying more shares to gain control of companies.

 

Lexicon. Published by Waddingtons. Box. Several editions available:

1) 1933. Good. £3. First edition housed in a box that looks like a small hard-back book.

2) ca.1960. Box edges show wear, 1 edge taped. £1.75

3) ca.1960. Good, but box shows wear. £7. One of the best versions because it includes a lot of additional games one can play with the cards  - Lexicon Bridge, Lexicon Whist, Lexicon Scramble, Lexicon Dominoes, Lexicon Cribbage, Lexicon Poker, Lexicon Stud Poker, Lexicon Eights, Lexicon Clock Patience, Lexicon Patience, Lexicon Dictionary, Lexicon Riddance, Lexicon Donkey, Lexicon Criss Cross, Lexicon Twister, Lexicon One Better, Lexicon Jumble, Lexicon Tap And Grab, Lexicon Mine, Lexicon Don't Forget, Lexicon Demon, Lexicon Pay Up and Lexicon Teasers. Games edited by Alex T Hasler.

Designer: Atozed. No. players: 1+. Country: British. Duration: 30 mins.

Card game, a classic British word game. The game involves using letter cards to form words using your cards in hand and those words already formed on the table.

 

L-Game. Published by De Bono Games. 1972. Pouch. Good. £8

Designer: Edward De Bono. No. players: 2. Country: British.

First edition made by the designer himself. Abstract game of considerable skill. Only 4 playing pieces but great depth to the strategy required. Includes rules for two variations: Gold & Silver and Added Value. The essential idea is that each player has an L shaped piece and there are two small blocking pieces.  Players take it in turn to move their L piece and then a blocker, and the idea is to be make your opponent unable to move their L piece on their turn. Chunky board and pieces.

 

Line-Out Bumper Pack. Published by Lambourne Games. 1988. Packets. Excellent. £11.50

Designer: Terry Goodchild. Country: British. Duration: 25 mins.

International Rugby Union replay game which comes in a ziplock bag in the usual Lambourne home DTP'ed type format. The system reproduces the highlights of the clashes between various international teams, and in this way allows an entire match to be replayed in about 25 mins. Team statistics are provided for the Five Nations for 1986/7 and 1987/8 + five more World Cup teams for the 1986/7 season. This bumper pack also includes the following expansions: All Blacks vs British Lions 1993, Great XVs Files 1 and 2, Five Nations Championship 1992, Five Nations Championship 1993, Rugby World Cup 1991.

 

Lord Of The Rings Adventure Game. Published by Iron Crown Enterprises. 1991. Box. Good. £8

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

Role playing game set in Middle Earth.  This set includes a 32 page rules booklet, 64 page scenario "Dawn Comes Early" with various maps, a poster map of north-west Middle Earth, dice and stand up card figures with stands for use during the game.

 

Magic The Gathering - Duelists' Scoresheet. Published by Wizards Of The Coast. ca.1998. Notepad. Good. £0.10. Designer: Unknown. No. players: 2. Country: American.

Scorepad designed for Magic The Gathering tournaments.  Each pad has about 50 sheets each with space for recording life points for three duels.  If you want more than one pad just ask!

 

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

Excellent. £2.50. Author: Beth Moursund. Country: American.

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

 

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

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

CCG.  These boosters are from set 2 of the Kamigawa Block.  The set includes patron kami, ninjas, and a selection of brand new pitch spells and other new mechanics. There are 165 cards in the set, and each booster holds 15 randomised cards. The price above is per booster, but I will give 10% off if you buy 10 or more boosters, and 20% off if you buy a box of 36 boosters. So you know, the full RRP was £2.49.

 

Magic: The Gathering: Champions Of Kamigawa. Published by Wizards Of The Coast. 2004.

Box / Boosters. New. £1.30. Designer: Richard Garfield. No. players: 2. Country: American. Duration: 30 mins.

CCG.  These boosters are from set 1 of the Kamigawa Block, which is based on Japanese legend. The set includes several new mechanics: Arcane, Heroes, Soulshift and Spiritcraft. There are 306 cards in the set, and each booster holds 15 randomised cards. The price above is per booster, but I will give 10% off if you buy 10 or more boosters, and 20% off if you buy a box of 36 boosters. So you know, the full RRP was £2.49.

 

Magic: The Gathering: Saviors Of Kamigawa. Published by Wizards Of The Coast. 2005. Box / Boosters.

New. £1.20. Designer: Richard Garfield. No. players: 2. Country: American. Duration: 30 mins.

CCG.  These boosters are from set 3 of the Kamigawa Block.  The set includes the fabled Kirin and Ancestor Spirits, and the divide between the warring worlds starts to blur. There are 155 cards in the set, and each booster holds 15 randomised cards. The price above is per booster, but I will give 10% off if you buy 10 or more boosters, and 20% off if you buy a box of 36 boosters. So you know, the full RRP was £2.49.

 

Magic: The Gathering: Time Spiral Tournament Packs. Published by Wizards Of The Coast. 2006. Box.

In shrink. £2.75. Designer: Richard Garfield. No. players: 2. Country: American. Duration: 30 mins.

CCG.  These are 75 card randomised tournament packs ideal for sealed deck play. Time Spiral is the main set in the Time Spiral block.  The theme behind the set draws on much of the story in early Magic sets, so there will be many names and references and even mechanics which will be familiar to old-time players of Magic. There are 422 cards in the set (including special 'timeshifted cards'. The price above is per 75-card pack, but I will give 10% off if you buy 4 or more packs. So you know, the full RRP was £7.49 per pack.

 

Magic: The Gathering: Unhinged. Published by Wizards Of The Coast. 2004. Box / Boosters. New. £0.80

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

CCG.  These boosters are from the humorous expansion Unhinged.  The cards are not legal in tournament play, and introduce various new weird and wonderful ideas for casual play.  The expansion pokes fun at itself and MtG in general. There are 140 cards in the set, and each booster holds 15 randomised cards. The price above is per booster, but I will give 10% off if you buy 10 or more boosters, and 20% off if you buy a box of 36 boosters. So you know, the full RRP was £2.49 per pack.

 

Man Versus Machine - Kasparov Versus Deep Blue. Published by Buzan Centres. 1997. Book. Excellent.

£2.50. Author: R. Keene, T. Buzan, D. Goodman. Country: British.

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

 

Manchester. Published by Rostherne. 1991. Box. Good, but box base somewhat speckled. £4

Designer: David Watts. No. players: 2. Country: British.

Two player Chess-based game played on an everchanging board.  The box says it is for those who those who think chess is too long, too hard or even too easy!

 

Manchester/Thataway. Published by Rostherne. 1992. Box. Good. £8

Designer: David Watts. No. players: 2. Country: British. Desc. by Eamon.

A set of two games, both abstract. Manchester is a two player Chess-based game. Thataway involves 36 cards that are placed on the board one-by-one, and these limit future moves.

 

Master Golf. Published by Master Golf Ltd. 1982. Box. Good. £1.25

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

Golf game with a huge board, neat little plastic 'clubs' and scoring sheets. Dice are used, but you get the choice of which club, and you know how this will affect the 'shot' before you roll. There are rules to cover bunkers, water, trees, and trying to get back into a central lie after a poor initial shot.


Media Mogul. Published by Media Mogul Ltd. 2005. Box. Excellent. £8

Designer: Susannah Lees. No. players: 2-6. Country: British. Duration: 1 hr.

Players buy and sell media companies in order to build a media empire which can corner one of six markets. Each turn you can choose to buy, sell, perform a hostile takeover or generate income.

 

Men Are From Mars, Women Are From Venus. Published by Spear's Games. 1998. Box. Excellent. £2.25

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

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

 

Metro. Published by Queen Games. 2000. Box. 2 copies available:

1) In shrink. £13.50      2) Excellent. £12.50

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

Railway game in which players lay tiles showing tracks.  The objective is to score points by having your railway lines score as highly as possible. A railway line scores well if it is long, and its score is doubled if it reaches one of the city centre stops in the middle of the board.  Tracks can be laid to help your own lines or hinder other people's. Previously published as Iron Horse by DB Spiele, but this edition has nicer components and was on the nominations list for German Spiel des Jahres 2000.

 

Mexica. Published by Rio Grande. 2002. Box. Good, but 1 corner taped. £14.50

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

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

 

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

Author: Peter Blum. Country: British.

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

 

Montgolfiere. Published by Euro Games. 1992. Box. Good. £9

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

Balloon racing card game. Cards are played simultaneously, and some can cancel each other out, while others if played by people with balloons at the same height (and they may confer) can enhance each other. Each player has a wooden balloon marker and the idea is to have the highest balloon after the final round of cards has finished. Everyone starts with the same set of cards, though they do come up in different orders. A nice blend of simultaneous card play with tactical considerations.  Recommended.

 

Monuments. Published by Mayfair Games. 2008. Box. Excellent. £18

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

Card game in which players draft cards showing a variety of ancient monuments, these can be melded in order to claim a stake in that monument, however, only 2 people may lay claim to each monument.  These melds get 'eroded' as 'historians' (more like unscrupulous collectors stealing artifacts to my mind) are played by the players removing cards from melds for points.  Also unwanted cards can be played in pairs to gain extra actions or gain VPs from your melded cards. There are an interesting set of issues to balance - neat design.

 

More Card Games Up-To-Date. Published by W. Foulsham & Co. ca.1930. Book. Good. £4

Author: Tom King. Country: British.

Hardback, 18x13cm, 155 pages. A second collection of card games intended to accompany Card Games Up-To-Date. This book contains the rules to a further 47 card games not included in the first volume. Thus the games in the volume are slightly less well known than those in the first volume, and thus potentially of greater interest.  It still includes many popular games as well though. If you would like to buy a copy of the first volume to accompany this one please ask.

 

Obscura Tempora. Published by Rose & Poison. 2005. Box. Excellent. £7.75

Designer: Andrea Angiolino. No. players: 2-6. Country: Italian. Duration: 45 mins.

Card game with very nice artwork (and no text).  Players build up their castle, towns and abbeys using cards, and can enhance their towns with markets and ports.  This will help increase their income each turn.  The income must be distributed between the holdings.  Players can also send Saracens, catapults and militia to destroy and steal from opposing holdings (though they can be rebuffed), and send bishops to take over control of abbeys.  Money can be spent to gain more cards which give you more you can do, but also needs to be held as victory points to win the game.

 

Option. Published by Parker. 1982. Box. Good. £1.75

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

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

 

Palatinus. Published by DaVinci Games. 2005. Box. In shrink. £12

Designer: Alessandro Zucchini. No. players: 2-5. Country: Italian. Duration: 25 mins.

The players represent factions who vie for power around Rome.  The board is made up of 7 hexagonal segments representing the hills of Rome.  Players take it in turn to play soldiers, merchants and farmers onto the land areas.  Farmers score for being placed on wheat fields or being adjacent to wheat fields.  Merchants score for being adjacent to farmers or merchants and soldiers score by capturing farmers and merchants.  Some tiles are placed face down.  When all have been played each hill is scored in turn, and the player with the most influence on that hill wins VPs.  Most VPs overall wins.

 

Palmyra. Published by EG Spiele. 1996. Box. Good. £17

Designer: Reiner Knizia. No. players: 2-4. Country: Italian. Duration: 1 hr. Desc. by Eamon.

Excellent trading game. Each player is a merchant in the market town of Palmyra, on the eastern fringes of the Roman Empire. The values of items traded is affected by the amount of trading in that item producing a clever supply and demand system, and in addition there is interesting card play as the end of a trading year approaches. Delightful wooden components.  I will also include a copy of the errata for this game - as one important rule is wrong in the rulebook!

 

The Motley Fool's Buy Low Sell High. Published by Uberplay. ca.2005. Box. 2 copies available:

1) In shrink. £8      2) Excellent. £7

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

A reprint of Palmyra, but this time the players trade in various stocks and shares – see above.

 

Paths Of Glory. Published by GMT Games. 199. Box. Excellent. £18

Designer: Ted S. Racier. No. players: 2. Country: American. Duration: 8 hrs.

Award winning WW1 wargame.  Card driven wargame which uses point to point map movement for units.  It is strategic in scale and units are armies / corps, and a turn represents 3 months of real time. Includes three scenarios: Mobilization (introductory), Limited War (1914-16), and World War 1 (1914-19). Uses the same systems as We The People etc.

 

Penalty. Published by Edition Spielbox. 1993. Pouch. Good. £1

Designer: Reiner Knizia. No. players: 2. Country: German. Duration: 15 mins.

A colour folded A3 sheet which acts as gameboard as well as having the rules on the back.  You will also need twenty money chips, and three counters.  Ice hockey themed game split into three periods.  In each period the players have some chips which are used in a series of sealed bid auctions.  The winner of each auction advances the puck one area towards the goal.  However if a player uses 3 or more chips more than his opponent then he has committed a foul and his opponent gets to advance the puck.  More chips are given out at the start of each period.  Most goals wins.

 

Pick A Pair. Published by A & C Black Ltd. 1979. Book. Good. £2.75

Author: Frank Tapson, Alan Parr. No. players: 2. Country: British.

Spiral bound book with thick card pages, 31x21cm, 32 pages, and each page having the rules to a different game and a diagram on which to play it.  Pop out playing pieces supplied.  The book contains the rules and boards for 32 two player games. All are simple in terms of the rules, but not necessarily simple to master.  The games are all abstract in nature, many to do with strategic positioning on a board or taking it in turn to remove / place pieces with assorted twists, and some use dice in clever ways. Most of the games are playable in a very few minutes, with the remainder being perhaps 20 minutes to play.  If you like these types of games at all then this book is very worth investigating.

 

PitchCar. Published by Ferti. 2003. Box. In shrink. £32.50

Designer: Jean du Poel. No. players: 2+. Country: French. Duration: 20 mins.

New edition of Carabande. A motor racing themed game with the mechanics of Carrom. You can design the course using the chunky wooden track segments, and your ‘cars’ are wooden discs, which you flick around the track. The track segments have a barrier on one side, off which the cars can bounce. There are penalties for knocking other cars off the track or ending up with your car flipped upside down.  This set comes with 16 track pieces and the circuits can be up to 3.7m long. Highly recommended.


PitchCar Mini. Published by Ferti. 2004. Box. In shrink. £22

Designer: Jean du Poel. No. players: 2+. Country: French. Duration: 20 mins.

Miniature version of PitchCar / Carabande. A motor racing themed game with the mechanics of Carrom. You can design the course using the wooden track segments, and your ‘cars’ are wooden discs, which you flick around the track. The track segments have a barrier on one side, off which the cars can bounce. There are penalties for knocking other cars off the track or ending up with your car flipped upside down.  This set comes with 16 track pieces and the circuit is 2.5m long (so it will fit on a normal size table, unlike Carabande).  Highly recommended.

 

Playing Gods. Published by Balls Out Entertainment. 2008. Box. In shrink. £21

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

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

 

Qwitch. Published by Out Of The Box. 2005. Box. Good. £6.25

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

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

 

Rare Species. Published by Spear's Games. 1985. Box. Good. £1.75

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

Conservation game featuring David Bellamy on the rules book. Memory game in which there are twelve rare species each with a male and female card.  Players move around a track, land on face up male cards and try to pick up the female from the face down cards.  If right it is kept face down in a bamboo cage on a smaller board each player has, otherwise it is replaced face down.  In a similar way it is also possible to claim the male when you already have the female.  The player with the most breeding pairs at the end wins. The rules booklet also includes information about the 12 rare species featured in the game.

 

Rotterdam. Published by The Game Master. 2007. Box. Excellent. £15

Designer: Hans van Tol. No. players: 2-4. Country: Dutch. Duration: 1 hr.

The huge international container port of Rotterdam processes all sorts of goods from around the world, and in this game the players are entrepreneurs who transport the goods to the various Rotterdam wharfs and convert the raw materials into saleable goods, and then deliver the processed products to market to make money.  The harbour, however, can be busy and competition fierce so the players must use clever tactics and judge the market well to make most money. The game uses a novel system of movement where players take it in turn to call out colours corresponding to shipping lanes and all ships must move if they can.

 

Royal Flush. Published by Edition Spielbox. 1993. Pouch. Good. £1

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

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

 

Rubik's Illusion. Published by Unknown. 1989. Box. Excellent. £5

Designer: Mark Setteducati. No. players: 2. Country: British.

Highly original abstract game. The mirror inside the plastic box lid is placed so that the board is reflected in it. This, in effect, doubles the playing area. A line of five pieces wins, but this can be an actual line of five, or a mixture of real and reflected pieces. Amazing concept!

 

Rubik's Line Up. Published by Ideal. ca.1985. Box. Good. £2.25

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

Abstract game in which the players turn cubes over on the board trying to form a line of three cubes of the same colour (the cubes have different colours on each face).  The cubes are all about an inch on each side which makes the game quite striking in appearance.

 

Runes  / Buzzle. Box. 2 editions available:
1) Buzzle. Published by Franjos. 1994. Country: German. Good. £11

2) Runes. Published by Eon. 1981. Country: American. Good, but box very slightly indented. £11

Designer: Peter Olotka, Bill Eberle, Jack Kittridge. No. players: 2-4. Duration: 30 mins.

This is a word game with a difference.  The basic idea is that players each select a word, and the other players have to work out what it is, but rather than using the letter as the basic unit, all letters are broken down into shapes: short and long straights, and small and large curves.  Each letter is made up from a fixed set of these pieces.  Players try to deduce letters and then the whole word by finding out what letter segments are and are not in each letter.  Extremely original, as you would expect from the Eon team.

 

Saga. Published by Yuhodo. 2000. Box. Excellent. £10

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

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

 

Scarne On Card Tricks. Published by Constable. 1965. Book. Good but dustcover shows wear. £2.50

Author: John Scarne. Country: British.

Hardback with dustcover, 20x14cm, 138 pages. 75 professional card tricks are described with full instructions for performing them.  The tricks are not ones which require great sleight of hand - just preparation and some practice and good presentation.  Many of these tricks have been performed by famous magicians.

 

Scarne On Dice. Published by Wilshire Book Co. 1980. Book. Good. £8

Author: John Scarne. Country: American.

Softback, 23x15cm, 496 pages. Written by an expert on professional gambling, this book describes the history and then the mathematics of dice before going into much detail on the game of Craps, especially as played at casinos. The book also considers crooked dice in great detail - how professional cheats make them, etc.  The author also gives rules to a selection of other dice games, and then finishes with a few of his own card games inc. Skarney, which he considers his best creation.

 

Schoko & Co. Published by Schmidt. 1989. Box. Good. £17

Designer: Y Hirschfeld & G Monnet. No. players: 2-4. Country: German. Duration: 2 hrs.

Highly rated business game in which players manage their chocolate factory. They must hire staff, buy cocoa, make the chocolate, and then sell it. An unusual item for this company who usually make family games, and not gamers’ games of this calibre.  Game play involves bidding for cocoa beans, deciding how many staff to take on, deciding whether to pay for advance industry news, and bidding for chocolate contracts.  The game can be played for different durations - the number of turns to be played is decided at the start.  I also have a set of house rules I will supply which for me improve the game even further. Recommended. For £2 extra I can print and laminate a set of English event and action cards.

 

Scuttle: Britain & Eire. Published by Phoenix Games. 1990. Box. Good. £2.25

Designer: Unknown. No. players: 2-9. Country: British.

Players are each given a card showing 10 counties they must visit in order to win the game.  The map shows Britain and Eire.  Movement is by rolling 2 dice and moving to an adjacent county showing one of these numbers (though you can choose not to move if that is advantageous).  On arriving in a county for which another player holds the card (a hand of county cards is dealt out at the start) they may 'scuttle' you (move you somewhere unhelpful), but then the card becomes generally available. Useful travel cards can be collected too, which allow greater freedom of movement.  The county cards have interesting information about that county on them.  Nicely presented game.

 

Sea Sim. Published by Cwali. 2004. Box. In shrink. £7.25

Designer: Corne Van Moorsel. No. players: 2. Country: Dutch. Duration: 30 mins.

Players control a family of sharks which compete for food in a Pacific lagoon.  The sharks each have a favoured type of fish which they eat to stay healthy.  The sharks must manoeuvre cleverly to get the fish they desire and also ensure the fish populations grow where you will be able to hunt easily. Optional rules add sick fish, a current which moves the fish around and an orca which competes for fish.

 

Seaside Frolics. Published by Serif. 1987. Box. Excellent. £26

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

Special Notes: There are just a couple of minor marks on the box lid edges.

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

 

Shadowrun - Dreamchipper. Published by FASA. ca.1989. Book. Excellent. £1.50

Author: James D. Long. No. players: 2+. Country: American.

Adventure module for the Shadowrun RPG.  Substance abuse is now a thing of the past.  The new thing is the Better Than Life Chip implant, which makes all real-life pleasure pale in comparison.  However, some of these chips are missing and need to be found, and it seems they may have been given a side effect of making the user into a serial killer...

 

Shadowrun - One Stage Before. Published by FASA. 1992. Book. Excellent. £1.50

Author: Nigel D. Findley. No. players: 2+. Country: American.

Adventure module for the Shadowrun science fiction role playing game.  The characters are hired to investigate the brains behind repeated attempts to sabotage a major corporation's newest acquisition, but their first wrong move could well be their last. Compatible with 1st and 2nd edition rules.

 

Shadowrun - Total Eclipse. Published by FASA. 1991. Book. Good. £1.25

Author: William Tracy. No. players: 2+. Country: American.

Adventure module for the Shadowrun RPG.  The rock band 'The Elementals' has broken their recording contract and vanished.  The players have to find them and get them back alive.

 

Skip-Bo. Published by Waddingtons. 1989. Box. Good. £5

Designer: Unknown. No. players: 2-6. Country: British. Duration: 20 mins.

Card game, 162 cards made up of 12 sets, each numbered 1 to 12, and 18 wild cards.  Based on the traditional game Spite & Malice.  Players each have a pile of cards and the objective is to be the first to empty their pile.  Each turn a player draws 5 cards and then plays them onto the central building piles which must be built up from 1 through to 12, and can use cards from discard piles to help this.  Any unplayable cards are then placed onto their four discard piles as they desire. Rules include a partnership variation as well as a shortened version.

 

Skull & Crossbones. Published by Paul Lamond Games. ca.1990. Box. Good. £5

Designer: John White. No. players: 2-6. Country: British. Duration: 1 hr.

Pirate themed board game which can be played while a video is played (though it can also be used without the video).  The players are pirates who have left Captain Skull's ship and are trying to find his hidden treasure and then escape before their former boss turns up for revenge.  Movement is by card play, and keys need to be picked up to open the chests. On the video Captain Skull tries to hinder the players while his parrot helps the players.

 

Skyline Of The World. Published by The Game Master. 2005. Box. 2 copies available:

1) Excellent. £10.50      2) In shrink. £11.50

Designer: Hans van Tol. No. players: 2-4. Country: Dutch. Duration: 75 mins.

City building game in which players play stacking building blocks onto the board in order to claim ownership of the various buildings.  However, money must be paid for each storey built, and that money is paid to the previous owner of that building. Players need to manage their money as well as their supply of buildings as the building blocks need to be bought from a general supply before they can be placed.  Income is generated by ownership of a contiguous sequence of buildings, and so players need to keep each other in check.  The game is won by dominating three key spots, building penthouses, and completing your secret building mission (on a card).

 

Socks In The City. Published by Bambus Spieleverlag. 2005. Packet. In shrink. £10.50

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

This game comes shrinkwrapped without a box, but one of the components is a large velvety sock into which all the components can be placed when punched out!  Triple hexagon tiles are put together to form a city, with some pre-printed communal rail tracks.  Several sock tokens of various colours are placed around the city, and the players then take it in turn to lay track to form networks.  The objective is to connect up socks of the same colour to score points - more the further apart they are. Once all socks have been paired up in this way the player with the most points wins. Limited edition of 1000.

 

Spiel '94 Taschenbuch. Published by Friedhelm Merz Verlag. 1994. Book. Good. £2

Author: Rosemarie Geu. Country: German.

Softback, 15x11cm, 802 pages.  Pocket guide book to the Spiel 1994 fair in Essen, with lots of information useful to collectors such as: Company addresses for all the exhibitors, PBM magazine addresses, German games awards lists, Journalists' and magazines' contact details, Lists of the games being shown at all the stands that year, Lists of games authors with their ludographies, Games index, Games groups and so on.  It is all in German of course.

 

Spy Web. Published by Milton Bradley. 1998. Box. Excellent. £4.25

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

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

 

Suzerain. Published by TimJim. 1993. Box. Good, but box slightly indented. £13.50

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

Card game with each player having a board on which to build up their empire.  This board shows five levels, forming a pyramid.  Players start with just a ruler on their board and 5 cards in hand. Each round players take it in turns to play cards or pass.  These cards can build up your empire in various ways, damage other players' empires or cause you to go to war with another empire.  One way of gaining power is to marry an eligible prince or princess into another empire's royal family - the spouse then comes and strengthens your empire.  The objective is to build up your pyramid of cards in order to have two royal couples. The first player to then produce an heir wins.

 

Techno Witches. Published by Rio Grande Games. 2005. Box. In shrink. £18.50

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

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

 

The Alley Cats Game. Published by Ideal. 1976. Box. Box shows wear - corners taped. £2.25

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

Each player has a cat which tries to collect fish bones from very nicely made plastic dustbins.  Movement is by dice, and spaces which hinder you should be avoided whenever possible (there are route choices).  A wall in the middle of the board provides a fast way to get from place to place.  However, in some of the dustbins dogs lurk waiting to chase your cat all the way back home, and may cause you to drop your fish bones, so do you try to collect lots of fish bones in one go and risk losing them all or make several trips ?

 

The Farming Game. Published by Weekend Farmer Company. 1979. Box. Good. £3.25

Designer: George Rohrbacher. No. players: 2-6. Country: American. Duration: 2 hrs.

Players acquire plots of land and plant a variety of crops in the hope of getting a good return come harvest. However, with each harvest come the unavoidable costs of farming (fertilizer, equipment breakdown, purchasing new seeds, etc.). Players move their pieces around a track and the spaces drive the game.  The first player who has a total net worth of $250,000 wins the game. Assets tokens are actually peelable and can be stuck onto a player's fields during the game.

 

The Game Of Authors. Published by Somerville. ca.1950. Box. Good. £7

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

Essentially a version of the card game Go Fish, in which players take it in turn to call for a particular card from another player, with the objective being to collect sets of 4 of the same card to score points. This set has 20 colour printed cards each showing a famous author and one of the books / plays of that author. Nice period item.

 

The Gardens Of The Alhambra. Published by Queen Games. 2005. Box. In shrink. £9

Designer: Dirk Henn. No. players: 2-4. Country: German. Duration: 50 mins.

An attractively produced and rethemed version of Carat by the same author, to tie in with his award winning game, Alhambra.  This is a tactical tile laying game, initially tiles representing various buildings in the gardens of the Alhambra are laid out. Players place garden tiles which influence the buildings they are laid adjacent to, but that influence won't only be for the current player, but for the others too. When a building is completely surrounded it is scored and taken out of play. Play continues until all buildings are surrounded. The nice artwork makes the game much more appealing than its abstract predecessor.

 

The Great Downhill Ski Game. Published by Waddingtons. 1970. Box. 2 copies available:

1) Good, but 2 corners taped. £5.75      2) Good. £6.75

Designer: Nancy Greene. No. players: 1-4. Country: British. Duration: 30 mins.

Tile laying game in which the tiles show the tracks left by a skier heading down the mountain.  The game is played on a gridded board, but with trees dotted about making it look a little like a snowy mountainside. Players score points for each tile played as part of their trail, and also get a bonus for being the first to reach the bottom of the slope.

 

The New Book Of Games. Published by Syndicate Publishing Co. Ltd. ca.1955. Book.

Good, but corners show some wear. £5. Author: Unknown. Country: British.

Special Notes: Dice and playing pieces are missing.

Hardback, 28x20cm, 30 pages. An unusual antique item which has some very thick card pages which fold flat to form a board, and some regular pages.  The book contains boards for: Football, Test Match, Air Race, Draughts, Ludo, Snakes & Ladders, Riding The Ranges.  As well as rules to these games there are also a selection of party games and activities described and some magic tricks and puzzles too. Originally came with some dice and playing pieces.

 

The Pan Book Of Card Games. Published by Pan. 1960. Book. Good. £1.75

Author: Hubert Phillips. Country: British.

Softback, 335 pages, 18x11cm. An excellent card game book, first published in 1953. Hubert Phillips was an international Bridge player, game designer and puzzle fanatic. Amongst a feast of games, this includes Booby, probably the best 3-player Bridge variant. Includes the rules to 50 card games and 28 patiences. Chapters include: Contract Bridge; Booby; Solo; Piquet; Cribbage; Black Maria; Poker; Various Rummies; 2, 3 and 4 player games; Games for 3-7 players; Party Games; Patiences.

 

The Really Nasty Horse Racing Game. Published by Upstarts. 1984. Box. 2 copies available:

1) Good, but 1 corner taped. £5.75       2) Good. £6.25

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

Horse racing game with really nicely made horses and jockeys.  It is played over several races.  Each player has the same selection of horses to use but can choose which race each should enter.  Game play involves dice and special spaces on the board give bonus movement to the horses of the right type (more spaces available for better horses).  Also start lane is very important, blocking is possible and it is easy to move out into the slower lanes but hard to get back into the faster ones. Money is gained by winning races or by betting on the winning horses.  There is a neat system for setting the odds.  What gives the game its name though is very potent cards which can make horses fall at specific spaces or start steward's inquiries etc.

 

The Sparrow Book Of Video Games. Published by Sparrow Books. 1982. Book.

Good, but there is a label removal mark. £0.90

Author: Frank Webb. Country: British.

Softback, 18x11cm, 112 pages. Hints and tips for playing all the favourite early 1980s video arcade games such as Asteroids, Space Invaders, Galaxian, Donkey Kong, Pac Man etc. There are some illustrations.

 

The Werewolves Of Millers Hollow. Published by Lui Meme / Cafe Games. 2003. Box. In shrink. £4

Designer: Philippe des Pallieres. No. players: 8-18. Country: American. Duration: 1 hr.

Large group game which is also played with a moderator to run it.  Werewolves have infested Millers Hollow, and at the start players are secretly assigned the roles of werewolves or normal villagers.  Each night the werewolves choose a victim while everyone else has their eyes shut.  In the morning everyone discusses who should be killed as a suspected werewolf and a vote is taken.  This repeats until either only werewolves or normal villagers are left.  This set also includes a number of other characters for variety and extra interaction: The Seer, The Witch, The Little Girl, Cupid, The Lovers, The Hunter, The Thief and The Captain.

 

The Wizard Of Oz. Published by Pressman. 1999. Box. Good. £1.75

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

Special Notes: The video is NOT included with this set.

This package includes a video of the classic Wizard of Oz film, and also The Yellow Brick Road board game (for children aged 3-6).  In the game the players are trying to be the first to collect Ruby Slippers, a Medallion of Courage, a Heart and then to get to the finish line. Game play involves playing cards to move and sometimes spinning a spinner. There are some special spaces which you action when you land on them.

 

Theophrastus. Published by Mayfair Games. 2001. Box. Excellent. £13

Designer: P.R. Chase. No. players: 2-5. Country: American. Duration: 1 hr.

Card based game in which the master alchemist Theophrastus takes on the players as apprentices, and concocts elixirs which the players must try to copy as accurately as possible. The players take it in turn to contribute to Theophrastus's recipe secretly and make their own elixir.  Action points are used to draw extra cards, play cards openly or secretly transmute ingredients and occasionally mess with other players' elixirs.  The game ends after three elixirs have been completed and scored.

 

Those Incredible Puzzles. Published by Lippincrot & Crowell. 1980. Book. Good - shows a little wear. £0.50

Author: Don Rubin. No. players: 1. Country: American.

Softback, 96 pages, 27x21cm. A visual puzzle book with 36 puzzles.  Here are some examples of the types of puzzle: identifying pictograms, matching Esperanto & English words, deciphering multiple exposure pictures, symbolic division, spotting filmstars from their negative images etc.

 

Time Pirates. Published by Piatnik. 2000. Box. Excellent - unpunched. £6.25

Designer: Alan Moon & Aaron Weissblum. No. players: 3-6. Country: Austrian. Duration: 1 hr.

Players move through time stealing valuable artifacts as they go, attempting to form valuable sets to sell in the far distant future.  However the time police and other time pirates all get in the way. At the end of the game the player with the most valuable collection wins. The board shows the different time periods the players can move between, and from each time zone there are only a few others which can be reached, so care is required in planning your route between them to ensure you get the artifacts you need.

 

Top Trumps: Planets & Aliens. Published by Waddingtons. ca.1990. Box. Good. £1

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

Card game, featuring various (real) planets and imaginary aliens.  The stats are for the planets (length of day, length of year, size and density).

 

Trans America. Published by Rio Grande Games. 2002. Box. In shrink. £21

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

Special Notes: Includes Vexation expansion

Railway game in which the players are given cards showing cities in different areas of the U.S. Track is then laid connecting the cities, all track is communal, and the first player to connect to all of their cities wins the round. Fast, light and fun. On the German Spiel des Jahres nomination list for 2002. Recommended.

 

Trans Europa. Published by Rio Grande Games. 2005. Box. In shrink. £15

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

Railway game in which the players are given cards showing cities in different areas of Europe. Track is then laid connecting the cities, all track is communal, and the first player to connect to all of their cities wins the round. Fast, light and fun. In its previous incarnation (Trans America) it was on the German Spiel des Jahres nomination list for 2002. Recommended.

 

Travel Agent. Published by De La Rue. 1960. Box. Good. £8

Designer: Unknown. No. players: 2-5. Country: British.

Card game, 56 illustrated cards linked to travelling, such as passports, tickets, itineraries, visas and currencies. A Rummy variant where complete journeys must be laid out thus depleting your hand. Your score depends on the opponent's unused cards after you 'go out'.

 

Triple Match. Published by Spears. ca.1980. Box. Good. £2.25

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

Players shake a novel 'pattern indicator' essentially a 3x3 grid into which 3 balls will fall at random, and then place 3 marbles onto their 5x5 grid in the pattern shown.  If they are unable to place all 3 because of previous placements then the turn is missed.  This continues until one player has placed all 24 of their marbles or it is clear that neither player will be able to play any more.  Whoever managed to place the most wins.  Neat little game.

 

Trippples. Published by Aladdin. 1973. Box. Box shows wear. £2.25

Designer: William T Powers. No. players: 2 or 4. Country: American.

Strategy game in which the players must get their pieces to traverse the board to the far corner.  However, the board is different each game and is made up of tiles each showing three arrows pointing to one of the 8 compass points.  The neat idea is that you can only move in one of the directions under your opponent's piece, and vice versa.  The playing pieces are transparent so you can see the arrows underneath easily. First edition by this company.

 

Tutanchamun. Published by Amigo. 1997. Box. Several copies available:

1) In shrink. £12      2) Good. £10.50        3) Excellent. £11

Designer: Reiner Knizia. No. players: 2-6. Country: German. Duration: 30 mins.

Unusual set collecting game.  The tiles show various Egyptian artifacts with various numbers of each type. They are all initially laid out in a long winding row leading to a Great Pyramid.  Players take it in turns to advance their marker along the track formed by the artifacts as far as they like and take the one they end on.  When all of a type have been collected players score for having a majority.  A couple of special tiles add to the possibilities.  Attractively produced and easy to play, but hard to win.

 

UWO. Published by Elven Ear Games. 2004. Box. In shrink. £5.50

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

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

 

Vive La Difference!. Published by Ravensburger. 1992. Box. 2 copies available:

1) Mint. £3.25      2) Good. £2.75

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

Promotional game for Remy Martin, the champagne people. As you would expect, a really beautifully produced product. Players race to make a tour around Europe using a special dice.  On the city spaces a trivia question is asked and a correct answer gives the chance to jump ahead.  The cards show gourmet meals, the dice are black and gold and the box is inlaid with black velvet. Also includes 20 metal coins in a leather pouch. If you are going to use a game to advertise yourself, this is certainly a classy way to do it.

 

VOC!. Published by Splotter Spellen. 2002. Box. Good. £15

Designer: Joris Wiersinga, Jeroen Doumen. No. players: 3-5. Country: Dutch. Duration: 90 mins.

In this game the players take the roles of Dutch merchants founding the Dutch East India Company at the end of the 16th century.  They send out ships to trade in the East.  However outfitting a ship was expensive and the journey dangerous so merchants would generally cooperate in small groups, all trying to make the most money.  The game has simple and advanced rule sets.  The most unusual mechanic is that sailing is done by the captain player attempting to draw his route on the wipe-off map with his eyes closed, but other players with a stake in that ship can call out a direction while he draws!

 

Volle Lotte!. Published by Abacus. 1994. Box. Mint. £1.25

Designer: Unknown. No. players: 2-10. Country: German. Duration: 30 mins. Desc. by Eamon.

Dice game, with cards also used, and based on the old French game Dix Mille. Players throw dice to score combinations, and can carry on or bank their score. If they go on and then make a non-scoring throw, they risk losing their score so far. The cards add an extra dimension to Dix Mille, giving bonus scores for certain combinations.

 

Walt Disney Fun With Games. Published by W.H. Allen & Co.. 1989. Book. Excellent. £0.50

Author: Neil & Ting Morris. No. players: 1+. Country: British.

Hardback, 30 pages, 20x20cm. Book of fun and games, featuring many Walt Disney characters. There are 13 activities which are the sort of thing you might get kids to do at a party. Attractively illustrated.

 

Warhammer 40K: Armageddon Codex. Published by Games Workshop. 2000. Book. Excellent. £2.50

Author: Andy Chambers, Jervis Johnson, Gavin Thorpe. No. players: 2+. Country: British.

Warhammer 40K supplement: This 32 page book has many black and white and colour illustrations throughout.  This book gives a guide to Armageddon, a world torn apart by war and destruction on a massive scale. The book covers: History of Armageddon, The 3rd Armageddon War, Ork Kult of Speed, Forces of Armageddon, The Black Templars, Salamanders Chapter, Armageddon Steel Legions, Gaming Ideas, Force Dispositions.

 

Warhammer 40K: Chaos Space Marines Codex. Published by Games Workshop. 1999. Book. Excellent.

£2.50. Author: Jervis Johnson. No. players: 2+. Country: British.

Warhammer 40K supplement: This 48 page book has many black and white and colour illustrations throughout.  This book tells you all you need to know about collecting, painting and gaming with an army of Chaos Space Marines.  The book covers: Intro, Chaos Army List, Special Rules, Chaos Arrmoury, Headquarters, Elites, Troops, Fast Attack, Heavy Support, Chaos Wargear, Chaos Vehicles, Major Characters (Abaddon the Despoiler, Kharn The Betrayer, Fabius Bile, Ahriman of the Thousand Sons, Doomrider, Cypher), Chaos Powers, The Traitor Legions, Choosing an Army, Tactics, Forces of Chaos, Colours of Chaos, Painting, Warrior Dreadnaughts, Showcase.

 

Warhammer 40K: Dark Millennium. Published by Games Workshop. 1993. Box. Good. £12

Designer: Andy Chambers. No. players: 2+. Country: British.

Warhammer 40K supplement set which allows you to use devastating war machines, wargear and psykers. The set includes 60 psychic power cards, 36 warp cards, 18 strategy cards, 10 vehicles cards, 20 vehicle data cards, 8 area effect templates, 4 mission cards, 55 wargear cards, extra counters and a substantial (48 page) rulebook.

 

Warhammer 40K: Imperial Guard Codex. Published by Games Workshop. 1999. Book. Excellent. £2.50

Author: Jervis Johnson, Gavin Thorpe. No. players: 2+. Country: British.

Warhammer 40K supplement: This 48 page book has many black and white and colour illustrations throughout.  This book tells you all you need to know about collecting, painting and gaming with an army of the Imperial Guard. The book covers: Intro, Infantry Company Army Lists, Special Rules, Armoury, Wargear, Headquarters, Elites, Troops, Fast Attack, Heavy Support), Lord Solar Macharius, Commissar Yarrick, Nork Deddog, Col. Schaeffer's Last Chancers, Collecting & Modelling an Imperial Guard Army.

 

Warhammer 40K: Orks Codex. Published by Games Workshop. 1999. Book. Excellent. £2.50

Author: Andy Chambers. No. players: 2+. Country: British.

Warhammer 40K supplement: This 48 page book has many black and white and colour illustrations throughout.  This book tells you all you need to know about collecting, painting and gaming with an Ork army. The book covers: Intro, Ork Army List, Special Rules, Armoury, Headquarters, Elites, Troops, Fast Attack, Heavy Support, Starting a Waaagh!, Ork Armies, Tactics, Painting Orks, Ork Clanz, Freebooters, Big Toof River, Showcase, Ork Wargear (lots of weird stuff).

 

Warlock Of Firetop Mountain. Published by Games Workshop. 1986. Box. Box shows wear. £10.50

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

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

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

 

Waterloo. Published by Treefrog. 2009. Box. In shrink. £26

Designer: Martin Wallace. No. players: 2. Country: British. Duration: 3 hrs.

Martin Wallace's take on the Battle of Waterloo.  The game uses chunky and attractive wooden pieces (over 200 of them), and uses an action system where you can't be sure when the enemy will react to your manoeuvres, thus it is important to keep your units in good formation with reserves ready and able to exploit a weakness presented by the opponent. Limited edition of 1500 copies.

 

World Class Football. Published by Football International. 1983. Box. Good. £8.50

Designer: Unknown. No. players: 2. Country: Scottish. Duration: 90 mins.

Statistical soccer game which uses a board to represent the pitch and a movable transparent overlay which is moved up and down the pitch as the game progresses.  Cards were available for teams in the English 1st Division and Scottish Premier Division for 1983/84.  These cards rate each player's ability in shooting, dribbling and passing (and various subcategories) as well as providing a team sheet showing the standard starting team and likely subs. Game play involves choosing strategies and also deciding who to pass to at each point.  Action cards limit the options, and the statistical cards + die rolls resolve what happens.

 

Worm Up / Würmeln. Box. Country: German. 2 editions available:

1) Worm Up. Published by Abacus Spiele. 2008. In shrink. £12. This edition uses cards rather than dice for the ‘bidding’,

2) Würmeln. Published by Blatz. 1994. Good. £10

Designer: Alex Randolph. No. players: 3-5. Duration: 10 mins.

Race game with no board, but plastic worm sections. Dice are not rolled but used to secretly select your move each turn.  If two or more players choose the same move then they lose their turn.  The moves are the number of worm sections which your worm can move forward, and in addition there is an X, which if you manage to use it lets you move the goalposts as well as moving your worm.  This is a very similar game to Blazing Camels from MB.  Good fun game.

 

X.Net. Published by Fanfor. ca.2001. Box. 2 copies available:

1) Good. £3       2) Good but lid slightly indented. £1.75

Designer: Valentin Herman. No. players: 3-6. Country: German. Duration: 90 mins.

Card game, in which players act as internet entrepreneurs supplying different needs to their customers. You must keep your servers and network connections up to date and provide the content currently most in demand. As the game goes on the current demand for different content types will change and so you will need to alter what you provide to keep up.

 

 


 

 

Book Title

Publisher

Author

Year

Type

Size (Cm)

Pages

Condition

Price

The Bridge Book Vol 3 For Advanced Players

Devyn Press Inc

Frank Stewart, Randall Baron

1989

Soft

21x14

191

Good

£2

King, Queen And Knight

B.T. Batsford

Nornan Knight, Will Guy

1975

Hard

22x15

240

Good

£6

Games For Parties

Ward, Lock & Co

Kate Stevens

1960

Soft

18x12

128

Good, but spine delicate

£0.30

Yellow Submarine

Commonwealth Games

Gary & Neil Graber, Don & Dave Cornelison

~1977

Soft

22x14

20

Good

£7

Contract Bridge Made Easy

Faber And Faber

Josephine Culbertson

1955

Hard

21x14

176

Good

£1.50

Complete Book Of Dice Games

Robert Hale

Skip Frey

1977

Hard

18x11

192

Good

£7

Hoyle's Games Modernized

George Routledge & Sons

Professor Hoffmann

1899

Hard

15x11

434

Good

£9

Bezique And Rubicon Bezique

W.D. & H.O. Wills

Major A.P. Sinkinson

1933

Soft

10x7

64

Good

£2.50

Master Bridge

Macmillan

Nicola Gardener

1983

Hard

22x14

140

Good

£2.50

New Book Of Parlor Games And Amusements

L & M Ottenheimer

Julian Daingerfield

~1930

Soft

13x10

64

Good, but spine repaired at some point

£1

Handbook Of Whist

George Routledge & Sons

G.F. Pardon

1860

Hard

14x9

94

Good but cover and spine show some wear

£12

The Book Of Card Games

Granada

Andrew Pennycock

1982

Soft

18x11

656

Good

£10

The Golden Age Of Contract Bridge

Stein & Day

David Daniels

1982

Soft

23x15

212

Good

£6

A Handbook Of Card Games

Paul Hamlyn

George F. Hervey

1963

Hard

17x11

293

Good

£3.50

Card Games Up-To-Date

Foulsham

Charles Roberts

~1950

Hard

19x13

150

Good

£2.50

Parlour Games

Charles Letts

Anness Publishing

1992

Hard

15x11

96

Excellent

£2

A.B.C. Of Bridge

Henry J. Drane

Eleanor A. Tennant

~1908

Hard

14x11

128

Good, but speckling on flyleaves.
5th Edition

£6

Wyvern The Insider's Guide

US Games Systems

Anne Flounders

1995

Soft

23x15

151

Excellent

£4

Naval Wargames

David & Charles

Barry J. Carter

1975

Hard

22x15

140

Excellent

£7

Graeme Garden's Compendium Of Very Silly Games

Methuen

Graeme Garden

1987

Soft

20x13

96

Good

£1.50

Culbertson's Own Summary

Faber & Faber

Ely Culbertson

1941

Hard

14x10

64

Good, but flyleaf discoloured

£9

The Twelve Best Indoor Games For Two

W. Foulsham

Albert Belasco

~1940

Soft

18x12

62

Good, but flyleaf slightly speckled

£3

 

 

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