MNG-AJM Games and Collectibles


Oct 2012 Catalog


While I don’t publish my latest catalog on the internet, this older catalog is available for you to look through to get an idea of the sort of thing I generally have.  Please be aware that many of the games in this catalog will have already sold, and if they haven’t then the prices are not necessarily still valid – the prices are only valid in the month the catalog comes out!  However, if you do see something of interest email me and I’ll let you know if I still have it.  Also getting the monthly catalog by email is free and without obligation, so why not just ask to be added to my subscription list, or ask me to send you the latest catalog by email? 


221B Baker Street Travel Game. Published by Gibsons. 1992. Box. Excellent. £7

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

Complete miniature copy of board game, but with 20 new cases to solve (so you could treat this as an expansion to the base game). The game involves moving around the board visiting various sites and gathering clues which will eventually allow you to answer the questions posed to the players at the start of the case. Each case is fairly involved, and the clues picked up very much depend on the case. With some cases it is all useful information about characters and locations which will help you piece together what has happened, but most also have some clues which give 'sounds like' clues to segments of the culprit's name etc. A good family detective game.


After The Flood. Published by Treefrog. 2008. Box. In shrink. £22

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

Set in Sumeria. Players use resources produced in their areas to trade for resources they cannot produce themselves, and build empires. These empires, once scored, crumble. Different cities have different special abilities they can use. The game does also involve combat. The game was designed for precisely 3 players.


Airlines. Published by Abacus. 1990. Box. Good. £10

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

Players compete to become majority stockholders in several airline companies. Each turn, a player chooses from one of two actions: expand an airline and add a stock into his hand, or play stock from his hand. The trick is that when a scoring card shows up, only played stock counts for a players' holdings. I can supply some house rules which I find improve it further. This was later reworked to become Union Pacific.


Alhambra Das Wuerfelspiel. Published by Queen. 2006. Box. Excellent. £12

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

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


Anti-Monopoly. Published by Anti-Monopoly Inc.. 1973. Box. Good, but 2 corners taped. £4.25

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

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


Archaeology The Card Game. Published by Z-Man Games. 2009. Box. In shrink. £7.50

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

Originally published in Australia and there won Best Australian Game 2008. The cards show various Egyptian artifacts parts of which need to be collected to increase their value before being taken to the museum or sold. However, trouble also lurks, with thieves and sandstorms around. Trading at the local market gives additional chances to find what you need.


Armada. Published by Jeux Descartes. 1986. Box. In shrink. £9

Designer: Philippe des Pallieres & Patrice Pillet. No. players: 2-4. Country: French. Duration: 2 hrs.

3rd edition. Very nicely produced game with great components: 300 plastic markers, 150 tokens, 8 metal ships, 3 special dice and cards. The board shows an archipelago which is home to several pirate bands.  The large central island is unexplored but known to be home to ferocious natives. The players as pirate leaders attempt to become the pirate lord of the archipelago and use action points to move and load ships, explore, attack opponents etc. The cards allow players to enhance their actions or surprise opponents.


Asterix The Card Game. Published by Spears. 1990. Box. Good. £9

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

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


Banana Republic. Published by Spiel von Doris & Frank. 1992. Box. Good. £5

Designer: Doris Matthäus & Frank Nestel. No. players: 2-5. Country: German. Duration: 30 mins.

Tactical card game set in a fictional Banana Republic. Players try to bribe their way to victory in an election, and get to use money on bribing the voters, journalists to expose others' bribes, assassins to kill said journalists and bodyguards to protect them. During each round the players can look at a few of the face down cards they think are key so they can work out what is going on.


Bananagrams. Published by Bananagrams. 2006. Banana Pouch. Excellent. £7

Designer: Ree & Abe Nathanson. No. players: 1-8. Country: British. Duration: 15 mins.

Word game which uses 144 plastic tiles. All players form their own crossword style grid of words using their initial letters, and when one person uses them all, everyone draws more letters and continues. Once all the letters have been drawn the player who first uses all their tiles in a valid grid wins.


Battle Quest: Caves Of Fury. Published by Hodder & Stoughton. 1992. Book. Excellent. £3.50

Author: Stephen Thraves. No. players: 1. Country: British.

Solitaire adventure game book in the same style (using paragraphs) as Fighting Fantasy books. However, this book comes in a packet with two special dice used to resolve combat, and a selection of extra items: treasure and strength counters, book of wisdom card, password scroll, and transparent spell sheets. 342 paragraphs. You are a fearless warrior sent to the Caves of Fury by an old man who wants to know what happened to his sons who never returned.


Baumeister Im Dienste Des Kardinal. Published by Holzinsel. 2000. Box. Excellent. £14

Designer: Wolfgang Panning. No. players: 2-4. Country: German. Duration: 20 mins.

City building game which uses chunky wooden pieces. Each player has a selection of towers, courtyards and houses to add to the city, and these must be placed according to some quite restrictive rules. Points are scored for each placement according to what it has been placed next to, and bonus points are gained for stopping other players placing many buildings next to your own. On the shortlist for German Spiel des Jahres 2000.


Bells Of War. Published by Silly Space. ca.1995. Box. Good, box slightly indented. £5.75

Designer: R. Duval, M. Fournier, P. Lamontagne, L. Nadeau. No. players: 2. Country: Canadian.

Ambitious attempt to repeat the success of Axis and Allies. Stacks of counters and money, as you simulate WWII on a grand strategy scale. Major additions compared to Axis and Allies include more unit types, rail movement, petrol production, neutral armies and military leaders. The rules come in 3 levels, the most basic being similar to Axis & Allies, and the most complex a great deal more complicated which will take a lot longer to play too when everything is added in.


Beowulf: The Legend. Published by Fantasy Flight Games. 2005. Box. Excellent. £13

Designer: Reiner Knizia. No. players: 2-5. Country: American. Duration: 90 mins.

Board game based around the famous legend of Beowulf. The players are Beowulf's heroic companions who travel through a series of adventurous episodes. During these the players vie to show their heroism, collect treasure and avoid injury in combat. The game is card driven, and has a feeling of competitive cooperation. The game uses an unusual L shaped board.


Bezique. Published by Waddingtons. 1979. Box. Good. £1.40

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

Card game, part of the company's Card Game Classics Series. Includes two 32 card decks and 2 plastic Bezique (and Rubicon Bezique) scorers. The Learn-To-Win Guide Book contains the rules to Bezique, Polish Bezique (or Fildinski), Five Hundreds Bezique (or Binocle) and Pinochle.


Bill Oddie's Great Bird Race Game. Published by Bamar Games. 1988. Box. In shrink. £5.75

Designer: Alan Davies, Nigel Platt, Robert Smith. No. players: 2-6. Country: British.

Players drive to the various locations on the board and practice some ornithology by picking up a bird card for that location. These cards vary in value according to the bird's rarity. Sometimes very rare birds appear at certain locations and can be claimed by whoever gets there first.


Bridgette. Published by Mayfair. 1995. Box. Excellent. £11

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

Special Notes: Plastic Case Edition

Card game, a unique two-handed version of Bridge. A superb game system, using normal playing cards (with extras), but with a twist so that two people can play (instead of four). The references on the box and in the rules, from Bridge experts world-wide, are very impressive, including one of the all-time greats, Alfred Sheinwold, who considered that “The colons (the special cards that allow just two players to play) are the finest contribution to card play this century”. Recommended to anyone who enjoys whist based games.


Buyword. Published by Face2Face Games. 2004. Box. 2 copies available:

1) In shrink. £15        2) Excellent. £14

Designer: Sid Sackson. No. players: 2-4. Country: American. Duration: 30 mins.

Word game, but one which will appeal to those who aren't generally fans of the genre. The twist is that letters are bought in batches and have to be paid for with money (points), and then players use them to form words which will score points - hopefully more points than were spent to buy the letters in the first place! Thus as well as skill in forming words, it is also important to be able to work out when a set of letters which is available is worth buying and when it is better to pass them up. I have some house rules which I think improve it further. Highly recommended.


Camper Tour. Published by Ghenos Games. 2007. Box. In shrink. £13

Designer: Spartaco Alberarelli. No. players: 2-4. Country: Italian. Duration: 1 hr.

Race game in which players roll dice to move along a track created by laying out tiles. However, there are several clever twists which make this worth investigating. Firstly you say how much you want to move and then roll to see if you are allowed to - trying to move too fast is likely to result in no movement at all. Also, some of the tiles can give benefits, so you want to aim for the beneficial tiles, but the players in the lead can't see what lies ahead. Finally, when a player thinks they have gone far enough they turn around and head back home. The last player to get back has a major disadvantage, and your score depends on using up your fuel chips as precisely as possible. Neat.


Canasta. Published by Robert Hale Ltd. 1949. Book. Good. £3

Author: Ottilie H. Reilly. Country: British.

Softback, ringbound, 18x13cm, 61 pages. Subtitled: The Exciting New Card Game. The book covers: The History / Creation of the Game, How to Play the Standard Four Player Game, The Frozen Discard Pile, Treys - Black & Red, Concealed Hands, Pointers & Suggestions, Strategy of Play, Proprieties, The Game for Two and Three Players.


Captain Can. Published by Carnaud Metalbox. ca.1990. Box. Good. £2

Designer: Games Talk. No. players: 3-6. Country: British.

Promotional game set in space. Players set off in spaceships and gather gadgets which can be used to help them in various missions to undo the evil deeds of Vandalan, while also avoiding the ship-destroying viroids. Movement is determined by spinner, and event cards are also used, and ensuring you always keep a good selection of gadgets on hand is the key to success. To win a player must confront Vandalan on his home planet and defeat him, returning him to Earth to face justice. Made by a tin can manufacturer, and includes information on the history of tin cans.


Carcassonne: Mini Expansion. Published by Rio Grande Games. 2006. Box. Excellent. £2.50

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

Mini expansion for Carcassonne - 10 land tiles with different configurations of cities and roads to those in the base game, as well as 2 new river tiles which should only be used when other river tiles are also being used.,


Castle. Published by Descartes Editeur. 2000. Box. Good. £8.50

Designer: Serge Laget, Bruno Faidutti. No. players: 2-5. Country: French. Duration: 1 hr.

Special Notes: Fully English language edition

Card game in which the players play castle inhabitant cards into the castle (a square grid), or in a few cases onto the walls or even outside the castle (for enemies of the castle). Almost all the cards have special effects which generally affect other cards nearby, making cards return to the hand of whoever played them, or disallowing certain other cards to played in the vicinity, or giving an extra action etc. The objective is to draw all your starting deck and play all the cards out from your hand to the board. First to achieve this wins.


Change. Published by Piatnik. 1989. Box. Excellent. £9

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

Each starting with a row of mixed up black and white chips the players take it in turn to play cards which allow one pattern of chips to be exchanged for another pattern. The objective being to be the first to have a line of a single colour of chips in front of you.


Chinese Chequers. Published by Chad Valley. ca.1930. Box. Box poor. £3

Designer: Unknown. No. players: 2-6. Country: British. Duration: 30 mins. Desc. by Eamon.

Very nice version of this classic - good enough to keep out on your coffee table.  The board is made of tin-plate and is attractively coloured, with a Chinese theme. The pieces are plastic pegs, 6 sets of 10. The board has holes for where the pieces move, and they peg into the board during play. The box is complete, but the glue is failing and it is not in very good condition, though it does have the rules printed on it.


Churchman's Cigarette Cards: Contract Bridge  Set of 50. Published by Churchman's Cigarettes. 1935. Card sheets. Excellent. £20. Designer: Slam. Country: British.

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


Citadel. Published by Jumbo. ca.1970. Box. Excellent. £7

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

Abstract game, with uneven sides, but the balance in the game lies in the method of movement and capturing. One player has two officers who must take on the other player’s 24 soldiers. The game is played on a cross shaped board with a square grid, with some diagonals marked, and others missing. The central spaces are considered the citadel, and the player with the soldiers must either occupy all these spaces or stop the officers from being able to move. The officers have to try to capture 16 of the 24 soldiers.


Clash. Published by Peter Pan. 1986. Box. Good. £1.50

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

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


Collins Gem Guide: Card Games. Published by Harper Collins. 1991. Box. Good. £1.20

Designer: Diagram Group. Country: British.

Softback, 12x8cm, 256 pages. Mini guide to card games covering around 50 family card games and about 30 childrens' card games. Includes lots of diagrams in red and black print.


Combit. Published by Winning Moves. 2001. Box. 2 copies available:

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

Designer: Klaus Palesch, Horst-Rainer Rosner. No. players: 2. Country: German.

Card game in which the players try to collect pairs of cards of the same colour to sell. Cards are bought at the face value (2-6) and sold as a pair of the same colour to the bank for their values multiplied together. However getting hold of the valuable cards isn't so easy as your opponent will also want them and is unlikely to let you have them if at all possible.


Competitive Edge - Issue 11. Published by One Small Step. ca.1995. Magazine. Excellent. £3

Author: Unknown. Country: Canadian.

Formerly known as Game Fix, this followed a similar style, with a complete game in each issue and variations for many other games. Game this issue is Cybernaut, about hackers in a fight for control of the Net by Joe Miranda. Other articles include: Ancients, Magic The Gathering


Connections - Travel Version. Published by Connections International. 1991. Box. Good. £5

Designer: Tom McNamara. No. players: 2. Country: New Zealand. Duration: 10 mins.

Abstract game in which the players try to connect a line of their pieces from one side of the board to the other, or try to surround any of their opponent's pieces in a box. The game always ends with a winner, never a stalemate, and while the rules are very simple the play is actually rather good. The components are rather nice even though this is a travel version and the board folds up into a travel case. Rules in umpteen languages!


Crows. Published by Valley Games. 2010. Box. 2 copies available:

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

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

Tile placement game which is played in rounds. The tiles show trees with 0-3 crows and graveyards. Little wooden crow pieces are added to the tree tiles when played, and each round players get to place their own shiny object onto an empty space. When all players have played the crows flock towards the nearest shiny object they can see. Bonus points are awarded for placing your shiny object in a graveyard or on an empty tree tile. Large groups of crows disperse before the next round. The player who has attracted most crows and accumulated bonus points most effectively wins.


Dancing Dice. Published by Da Vinci Games. 2004. Box. Several copies available:

1) In shrink. £10.50       2) Good. £9        3) Excellent. £9.50

Designer: Silvano Sorrentino. No. players: 2-6. Country: Italian. Duration: 25 mins.

Dice game in which the players are taking part in a dancing marathon. The dice are rolled and arranged into two sequences of 3 dice, with one reroll allowed. The various 3-dice combinations are ranked and given dance names. When everyone has arranged their dice the dances are compared and players with less impressive dances move down the rating track. Some dance combinations give special advantages too.


Das Super-Blatt. Published by FX Schmidt. 1992. Box. Excellent. £12

Designer: Sid Sackson. No. players: 2-4. Country: German. Duration: 30 mins.

Card game in which the cards come in four categories, and players try to collect these in order to get the most or second  most of each type by the end of the game. Game play involves taking an open card from a display, which will then make other cards available for selection - thus making the choice tactical as you may not want the next card to be taken. Some cards also allow a second action, and some let you steal a card from another player. Reprinted later as Buried Treasure.


Die Bosse. Published by FX Schmid. 1991. Box. Good. £12

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

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


Die Macher. Published by Valley Games Inc. 2006. Box. Excellent. £25

Designer: Karl-Heinz Schmiel. No. players: 3-5. Country: American. Duration: 4 hrs.

Reprint of this very highly regarded and involved election game based on the German electoral process. Definitely a gamer's game with many interconnected systems and lots of important decisions to make. A must have for fans of political or election games not afraid of a bit of complexity.


Die Wiege Der Renaissance. Published by DDD Verlag. 2007. Box. In shrink. £12

Designer: Hanno & Wilfred Kuhn. No. players: 2-4. Country: German. Duration: 1 hr.

Card game set in Renaissance Florence. Each player is the head of a powerful aristocratic family. By promoting culture, architecture and religion, amassing wealth and sponsoring the sciences and voyages of discovery the players gain prestige. Historical events must be overcome, and only the cleverest and most cunning family will come out on top. Uses some intriguing mechanics.


Dino Hunt. Published by Steve Jackson. 1996. Box. Excellent. £12

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

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


Dog Eat Dog. Published by QED Games. 1999. Box. Excellent. £8

Designer: Evan Jones. No. players: 2-6. Country: American. Duration: 90 mins.

Corporate business game set in the 1980s. You are the president of a division of Rinky Dink Inc, and are out for profit without regard to the environment. You will plunder the earth's resources, turn them into products and sell them for $. Some of these $ then get funnelled into your Swiss Bank Account. The first person to embezzle $150 million before the environment is devastated wins! In your way stand corrupt congressmen, eco-terrorists, unions, the IRS and the other players - CEO's of other divisions of Rinky Dink Inc.


Dominating Dominia. Published by Wordware Publishing. 1996. Book. Excellent. £1

Author: George H. Baxter. Country: American.

Softback, 23x15, 211 pages. Subtitled: A Type II Tournament Player's Guide for Magic: The Gathering. The book aims to improve the deck construction and play skills of the reader, with particular consideration of type II deck construction and play. The book is divided as follows: Deep Magic Recap, New Strategies, Fast Mana, Tier Theory of Deck Ranking, Confronting the Metagame, Transition of Type II, Disk Decks, Tome Decks, Millstone Decks, Powersurge & Manabarbs Decks, Zur's Weirding Decks, Winter Orb Decks, Stasis Decks, Changes in the Five Basic Decks, Misc. Tournament Decks, Card List with Spoiler.


Drunter & Druber. Published by Hans-Im-Gluck. 1991. Box. 2 copies available:

1) Good. £5       2) Excellent. £6.50

Designer: Klaus Teuber. No. players: 2-4. Country: German. Duration: 40 mins.

Germany's 1991 Spiel des Jahres. Baron Munchausen style graphics. Players lay tiles to complete the rebuilding of the town of Schilda using roads, walls and waterways. However, dotted around the town are different types of buildings, and each player secretly wants to preserve one type of building, thus guiding development away from such buildings, but without making it too obvious what they are doing. Also, whenever a little toilet building is to be demolished (and there are many of them) the players must vote on whether that tile can be placed or not. Fun game, but cunning is also required. Recommended.


Dungeon Twister. Published by Asmodee Editions. 2005. Box. 2 copies availabke:

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

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. £14

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

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. £10

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.


Dwarves. Published by JKLM Games. 2000. Box. Good. £15

Designer: Markus Welbourne. No. players: 2-5. Country: British. Duration: 75 mins.

Dwarves is a game about mining different kinds of gems from the board, and collecting sets. The backs of the gems show parts of a larger picture and forming these pictures is the key to success. Card play is also important and there are a number of special actions which can be performed which can improve your position considerably. The game has a small publisher feel, and the main feature is a 3D mine into which the gem tiles are laid at the start of the game.


El Grande. Published by Hans Im Gluck. 1996. Box. Good. £18.50

Designer: Wolfgang Kramer and Richard Ulrich. No. players: 2-5. Country: German. Duration: 90 mins.

Special Notes: Box near Excellent but for big label removal mark. Inc. a set of laminated English action cards + unboxed German Grossinquisitor & Kolonien

Brilliant game, which was German Game of the Year 1996. The players vie for control of areas of medieval Spain, in order to score victory points for having the majority of caballeros at the three census points during the game. The game is driven by action cards, of which five are available each round and each player will get to select one. The more powerful actions allow fewer men to be added to the board, whereas the weaker actions allow more men to be placed. Players also have to play cards to determine player order (and thus the chance to get needed action cards) each round. Various other excellent mechanics combine to make this a classic. Highly recommended.

Endless Quest Books. Published by TSR. No. players: 1. Country: American.

Softback, 18x11cm, ~150 pages. 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. 1982. Good. £2.25. Author: Rose Estes. You are Landon, a brave elf on a mission into the land of frost giants and ogres.

3: Pillars Of Pentegarn. 1980. Good. £2. 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. 1982. Good. £2.25. Author: Rose Estes. You are Brion, an elven prince on a scouting mission for your father.

5: Revolt Of The Dwarves. 1983. Good but a few pages have a red ink stain - it doesn't stop the book being legible. £1.25. 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 ?

5: Revolt Of The Dwarves. 1983. Good. £2.25. 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 ?

6: Revenge Of The Rainbow Dwarves. 1983. Good. £2.25. 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. 1983. Good. £2.25. 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. 1983. Good. £2.25. 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. 1983. Good. £2.25. 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 Colditz. Published by Parker. ca.1975. Box. Good. £24

Designer: Pat Reid. No. players: 2-5. Country: British. Duration: 2 hrs.

TV related originally, a classic British game made to tie in with the BBC drama Colditz. The designer was a POW in Colditz himself. One player is the German authorities, whilst the others are different groups of prisoners (British, Americans etc) trying to escape. The potential escapees will need to gather suitable equipment before making their attempt, while the guards try to ensure there is no opportunity.


Europa Tour. Published by Schmidt. 2002. Box. In shrink. £13

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

Players must try to build a valid route through Europe using country, plane and ship cards. There are special card holders to ease play and a map board showing what routes are allowed for road, plane and ship journeys. It is a development of the system used in the old game Rack-O. I very much enjoy the puzzle-like challenges it poses - highly recommended.


Evo. Published by Euro Games. 2001. Box. Excellent. £18

Designer: Philippe Keyaerts. No. players: 3-5. Country: French. Duration: 90 mins.

Each player looks after one species of dinosaur and starts with a small herd of them. The board shows an island on which the dinosaurs live with different areas being best suited for different climatic conditions. As the game goes on the climate will change and the dinosaurs need to migrate to the areas better suited to the new climate. This inevitably causes conflict. Players also buy advantages for their species, such as horns for battle, fur to protect against the cold, enhanced reproduction, and potentially powerful special cards which can be used to change the rules in various ways. Excellent game - recommended. I can also supply my house rules for diceless combat which I feel enhance the game further.


Explore!. Published by Living & Learning. 1995. Box. Good. £3.25

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

Family game in which players try to be the first to visit 8 different types of terrain and see an animal in each, before climbing the mountain to see a rare eagle. The game uses a roll and move mechanism but also uses cards which show a variety of animals and which terrains they can be found in. Each time a new terrain is entered a suitable animal card must be played or the move is not permitted.


Feurio!. Published by Edition Erlkonig. 2003. Box. Excellent. £7

Designer: Heinrich Glumpler. No. players: 1-4. Country: German. Duration: 40 mins.

Rather neat tile laying game. There is a huge forest fire and the players act as fire fighters trying to stop the fire. The player who does this most successfully will win. The tiles show sections of woodland which are burning, and each turn a new tile must be placed where the fire is currently 'hottest'. Firefighters can then be placed onto spaces on the tiles but with a clever restriction which means that as tiles are surrounded they are less accessible. Players need to get their firemen into large groups and tackle the hottest fires, but also need to be well connected to a good water supply. Very clever, and even includes a solitaire version of the game. Recommended.


Filipino Fruit Market. Published by Bambus Spieleverlag. 2009. Box. New. £14

Designer: Peer Sylvester. No. players: 3-5. Country: German. Duration: 30 mins.

2 card games in one set. The first (Tindahan) is a trick taking game with a twist - each trick you may either play a card or play a meeple onto a fruit stall. At the end points are awarded for best fruit stalls, and for tricks, but cards left in hand are penalised. The second (Bastos!) is a trick taking game in which every player has a 'Bastos' suit - when they play a card of this suit they cannot win with it, but instead get to adjust the value of the cards won in tricks.


First Impressions. Published by Waddingtons. 1989. Box. Good. £4

Designer: Tom Kremer. No. players: 3-6. Country: British.

An game ideal for play after a civilised dinner with friends. Players assess each other’s traits and using over 400 cartoon illustrated cards, attribute these cards to the others. It uses unusual mask-like devices used for voting - a dial behind the eyes is rotated to indicate the player who you think the card most applies to. By the end of the game each player has a profile indicated by the cards they have collected, so perhaps you might be: Nero + Benedictine + Racing Driver? Good game of the 'get to know your friends better' type.


Fishy. Published by White Wind. 1991. Box. Excellent. £22

Designer: Alan Moon. No. players: 3-6. Country: German. Duration: 30 mins. Special Notes: No. 310

3 games in one box. The games all have in common that the players try to avoid the rotten fish whereas fresh fish are good. The 3 games are: Rotten Fish (players are fishmongers trying to sell their fish in the market), Fresh Fish (players are chefs trying to buy the best fish), and Fish in the Barrel (players are fishermen selling fish to fishmongers). Includes 120 wooden fish, cards and a colourful board. Part of the highly collectable limited edition '1200' range of games by White Wind.


Formula Motor Racing. Published by Gibsons. 1995. Box. Good. £12

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

Motor racing game. It is a card based game and uses no track, instead the positions of the cars is indicated by the order of the cars in a line. Cards are played to overtake, and force cars back, and a few other special actions. Light and fast playing.


Freight Train. Published by White Wind. 1993. Box. Excellent. £22

Designer: Alan Moon. No. players: 2-5. Country: German. Duration: 90 mins. Special Notes: No. 397

Unusual train game in which the players shunt around various types of freight between the public holding yards and their own trains which are being formed as well as their own private holding yards. The game is divided into three sections and after each section points are awarded for the largest and second largest freight train of each type, as well as for the longest mixed freight train. The scoring works slightly differently in each section to discourage players from having left over freight in their holding yards at the end of the game. You will need a large table to play this with more than three players. Limited edition of 1200.


Freya's Folly. Published by Sagacity Games. 2005. Box. In shrink. £18

Designer: Don Bone. No. players: 3-5. Country: Australian. Duration: 1 hr.

The players represent different tribes of dwarven miners and craftsmen. The dwarves are sent down the mines to collect gems - the best gems are in the deeper areas which will take longer to reach and haul out. Movement is quite tactical as you can move through occupied spaces in the mines but only through two other dwarves. Also special ability cards can be obtained which allow the dwarves extra movement, greater carrying capacity etc. Once the gems are out of the mine they can be mounted and made into various pieces of jewelry or turned into extra special pieces which the goddess Freya has commissioned. Plays well - recommended.

Furchterliche Feinde. Published by 2F Spiele. 2006. Box. 2 copies availabke:

1) In shrink. £16.50        2) Excellent. £14

Designer: Friedemann Friese. No. players: 2-6. Country: German. Duration: 90 mins.

Unusual dungeon exploring game. The board shows a complex of rooms and corridors and the players send in their adventurers to gain gold. There is an unusual system which ensures that only as areas are discovered are they populated with monsters, and all the time the monsters get tougher. Care must be taken over which monsters to fight as if they are too tough they can't be beaten until your adventurer gains experience, but too weak and they will run away (taking their treasure with them). It is also possible to tag along with other more powerful adventurers and gain experience as a hanger on. Players must manage their pool of power chips carefully, but ultimately it is gold gained that wins the game.


Ghost Stories: White Moon. Published by Repos Production. 2009. Box. In shrink. £22

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

Expansion for this excellent cooperative game. You will need the base game to make use of this (let me know if you want it – I have it in stock!). The players now have an additional task to perform - save the villagers themselves. One village tile has the Moon Portal, through which the monks must guide the villagers to safety. When an entire family has been saved the players get a benefit, but if villagers die then their family sends a curse upon the monks. Fortunately the mysterious Su-Ling is around to help the monks keep the ghosts at bay, as is the Mystic Barrier. Recommended.


GM Magazine - Batch Of 18 Issues. Published by Anthony Jacobson. ca.1989. Magazine. Good. £10

Author: Unknown. Country: British.

Independent fantasy roleplaying magazine printed professionally and in colour, which also covers some board games, and often includes a short story too. This batch includes Vol. 1 No. 2 - Vol. 2 No, 7. Typically about 80 pages per issue.


Golf Ace. Published by Bear Bear & Bear Ltd. 1992. Box. Good. £0.75

Designer: Dr Kenneth Miller. No. players: 1-4. Country: British. Duration: 30 mins.

Golf card game, using two decks of regular playing cards and 4 boards, which combine information and have rules for the different suits so that a mixture of holes can be played. You can even play a Golf Open, where your hand of cards is played face-up! The game can be played solitaire or multi-player, trying to get as low a number of strokes as possible over 9 or 18 holes. The game involves playing cards ideally of the suit specified for the current hole to try to get the correct distance so a 4+6+K would count as 460 yards. Playing cards of the wrong suit incurs a penalty stroke.


Granada: The Fall Of Moslem Spain. Published by Avalanche Press Ltd. 2003. Box. Good. £15

Designer: Rob Markham. No. players: 2. Country: American. Duration: 90 mins.

Set in 1481 with King Ferdinand taking on the last bastion of Moslem power in Spain: the city of Granada. The board shows a network of connected points with castles, forts and ports around which the players move their forces. The Spanish player must take Granada and other important sites while the Moorish player seeks to prevent this and force peace by taking Cordoba and Lorca. The Spanish player has siege units to help in the battle, while the Moors can get reinforcements if their ports are kept open.


Great Party Games For Grown Ups. Published by Sterling Publishing Co. 1988. Book. Excellent. £2.25

Author: Phil Wiswell. Country: American.

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


Guardians: The Traveler's Guide To The Mid Realms. Published by FPG. 1996. Book. Good. £4.50

Author: Dave Gentzler. Country: Canadian.

Softback, 21x14cm, 212 pages. Subtitled "A Player's Guide to Guardians (CCG)". Chapters cover: Basic Game Play, Guardians Artists, Card Strategies & Combos, Deck Construction, Variants, Tournament Rules, FAQ, Glossary, Card Lists.


Hau La. Published by Saien. 2010. Box. New. £28

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

Unusual building game. The game uses soft (but quite strong and flexible) black foam beams with holes in them and tags at the end to attach to other beams' holes. After the setup players take it in turn to add one of their various length beams to the structure, with some limitations including that beams cannot touch except at the joining tags, and the current player's flag is added as well. The objective is to get your flag as high as possible on the 'tower'. Very novel, and you end up with what looks like an attractive piece of modern sculpture.


HeroCard: Galaxy. Published by TableStar Games. 2006. Box. In shrink. £7.75

Designer: Nico Caroll. No. players: 2(-4). Country: American. Duration: 1 hr.

Science fiction themed card game which uses the HeroCard game system which makes the cards compatible with those of others produced by this company.  This set is for two players only, but by buying further decks up to 4 players can be accommodated. Players each try to expand their spacefaring civilisation to encompass more worlds, and various methods can be employed from sheer brute force to technological development. The card system uses many of the ideas from CCGs, though this is entirely standalone. A couple of expansion sets were produced.


Hey! That's My Fish!. Published by Fantasy Flight. 2011. Box. In shrink. £9.50

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

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


Hols Der Geier. Published by FX Schmidt. 1998. Box. Good. £6.50

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

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


How To Be A Dot.Com Billionaire!. Published by Paul Lammond Games. 2000. Box.

Good, but box shows some wear. £4.75. Designer: Terry Miller, B.S. Randle.

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

Family business game based on the "dot com" boom of the late 1990s. Each player starts as the owner of a "dot com" company with a high share price. As the game goes on the share prices will fall and eventually crash, but the players will get more subscribers to their businesses. At some point a player can choose to completely or partly sell off their business to make as much money as possible. This needs to be done early to get a good share price, but as waiting until you have more subscribers ups the amount you get, you have to judge when to sell up carefully.


Igloo Pop. Published by Rio Grande Games. 2003. Box. In shrink. £13

Designer: Heinz Meister, Klaus Zoch. No. players: 3-6. Country: American. Duration: 20 mins.

Family game which uses 12 beautifully made igloos each with a different number of beads inside (2-13 of them). Cards are laid out, each of which has a range of numbers 2-13 on it (the smaller the range the more points it is worth). Players then simultaneously pick up and shake the igloos trying to work out how many beads are in each, and then placing them on a card they think correctly estimates the number of beads within. Markers are used to indicate who placed each igloo where, and these are lost if placed incorrectly. Extremely unusual!


Illustrated Games Of Patience (Pt 2). Published by Sampson Low, Marston, Searle & Rivington. 1887. Book.

Good. £6.75. Author: Lady Adelaide Cadogan. Country: British.

Special Notes: Corners show some wear. Cover has miniature playing cards stuck to it as decoration.

Hardback with dust cover, 74 pages, 24x19cm. This is the second book of the same title, which details a completely different set of patiences to the first book. The first book has been reprinted many times, but this one hasn't as far as I am aware. The author was the daughter of the first Marquess of Anglesey and wife of the youngest son of the third Earl of Cadogan, and was considered the 'patron saint of patience'. The book describes 35 games of patience (solitaire card games) with colour diagrams showing the card layouts. Most of the games names remain in German - this reflecting their origin.


Imagine No. 16 July 1984. Published by TSR UK Ltd. 1984. Magazine. Good. £0.25

Author: Don Turnbull. Country: British.

Adventure games magazine which is mainly targeted at players of Dungeons and Dragons and other fantasy RPGs.  Articles this issue include: Unusual mounts, Goroghhwen (short adventure), Introducing Pelinore (Imagine Magazine's Campaign World), The Priests of Aphor (fiction), Ancient Egypt Special Feature inc. the Magic and Mythos focusing on Sobek; Mitra (Persian goddess), Sethotep (Egyptian adventure), RPG Product Reviews, Book, Film and Video Reviews, RPG Rules Questions Answered.


James Clavell's Whirlwind. Published by FASA. 1986. Box. Good. £11

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

Interesting game, part of a series of four games based on the books of James Clavell. Each player is a mercenary helicopter pilot leading missions in the Iranian revolution for a fat fee paid into his Swiss bank account. Players decide which revolutionary faction they are going to ally with as the game progresses. The winner is the one with the most VPs allied to the winning faction. If you are with the losing faction with more VPs - tough! Game play involves performing missions on cards drawn by hiring and then using your units to best effect. The game box says it is a family game, but it is really a gamer's game for those not adverse to a bit of warfare.


Jantaris. Published by Altar. 2007. Box. 2 copies available:

1) In shrink. £17        2) Excellent. £15

Designer: Zbynek Vrána. No. players: 3-4. Country: Czech Republic. Duration: 1 hr.

Jantaris is a city of trade, with two powerful guilds running the place. The players are the heads of lesser guilds and in order to make it big need to prove themselves to the major guilds. Play involves simultaneously choosing actions which everyone then performs. However, the actions change depending on how many other players choose the same actions. Thus in some cases you will be happy for other players to choose the same action as you, whereas in other cases it will be quite bad if they do.


Jekyll & Hyde. Published by Waddingtons. 1980. Box. Good. £2.50

Designer: Alex Randolph. No. players: 2. Country: British. Duration: 20 mins.

Game of skill, but nerve and bluff required. All the pieces look like they are the same, but are marked differently on the back so that only the owning player knows what is what. Four of each player's pieces are Dr Jekyll and four are Mr Hyde. Players take turns moving one of their pieces with the option of capturing opposing pieces by moving onto them. However, the game can be won by capturing all four of your opponent's Jekylls, but is lost if you capture all your opponent's Hydes! The game can also be won by getting one of your Jekylls to one of your opponent's corner spaces and then moving it off the board.


Kahuna. Published by Rio Grande Games. 1998. Box. Good. £11

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

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


Karten Misch Maschine. Published by Amigo. ca.2004. Box. In shrink. £9

Designer: Unknown. Country: German.

This is a card shuffling machine. It is hand driven (with a handle you turn), and is designed for standard size playing cards. There are adjusting screws designed to allow you to shuffle cards with different thicknesses. The machine essentially works by taking a deck of cards and splitting it semi-randomly into two halves, and you then put them together and repeat a few times. Sort of like a reversed riffle shuffle. Nice item for card players who have never mastered the art of a good shuffle.


Knock Knock. Published by Jolly Roger Games. 2004. Box. Excellent. £5

Designer: Bruno Faidutti, Gwenael Bousain. No. players: 3-6. Country: American. Duration: 20 mins.

Special Notes: Includes house rules for a more skilful version of the game

It is Halloween, and the players are each hosting a party, and want to attract the most interesting guests. Guests can be monsters, ghosts, vampires, nerds, grim reapers or headless horsemen. However, not all are desirable, and players offer each other guests unseen - but they can be accepted or refused. Some will cause the loss of other guests (either as the victim of a vampire, or leaving due to the nerdiness of a new guest).


Kod Batoru. Published by KOD Games. 2007. Box. In shrink. £8

Designer: Lemada. No. players: 1. Country: Israel. Duration: 15 mins.

Essentially a very clever logic puzzle for one player based on the classic game of battleships. A puzzle card gives a limited amount of information about the locations of the ships: a few hits and splashes but also a count of the number of ship sections in each column. Using the beautifully produced board with plastic ships, hit, splash and sea markers the player can work out where the ships must be. 48 challenge cards provided.

Laguna. Published by Queen. 2000. Box. Good. £13.50

Designer: Bernhard Weber. No. players: 2-4. Country: German. Duration: 30 mins.

Players compete to collect pearls from the sea bed and to take them to the volcanic island in the middle of the board. Beautifully presented with 3-D islands and pearlised marbles for pearls. Game play involves moving 'boats' with holes for pearls across the board showing islands and reefs. If reefs or arrows show through the holes in the boat then the boat is forced to stop or move in a particular direction.


Lang Lebe Der Konig!. Published by F X Schmid. 1997. Box. Box good, contents unused. £8.50

Designer: Gunter Burkhardt. No. players: 3-5. Country: German. Duration: 1 hr.

Nicely produced medieval themed game of power politics. The board shows a pseudo medieval map of England, and players occupy areas and use cards to gain influence and votes with the objective being to gain the 20 votes necessary to become king. Game play involves some diplomacy as well as card and dice play.


Legend Of Zagor. Published by Parker. 1993. Box. Excellent. £15

Designer: Ian Livingstone. No. players: 1-4. Country: British. Duration: 1 hr.

Huge adventure board game, with a 3D plastic board, 22 plastic miniatures, masses of counters and tiles, and a computer built in so that voiced instructions interact with the players. The theme is also tied into the Fighting Fantasy game books, Zagor being an evil sorcerer from the books. The players take different characters who explore the dungeon and defeat monsters to improve themselves ready for the big end of game fight with a dragon and then Zagor himself. On the way traps and treasure will be encountered, and the characters can return to a store to buy more equipment. The computer runs combats and also throws in random events now and then.


Let's Go To The Races. Published by Parker. 1987. Box. Good. £2

Designer: Unknown. No. players: 4-16. Country: American.

Horse racing game. Players buy horses and bet on them in a variety of races. The game is driven by a video (it is a US game, but the video plays just fine in my UK VCR). The horses have different odds for each race and there are special forms which allow the game to continue to be played once you have played through the races on the tape. The video shows real horse racing. The rulebook includes ideas on planning a race-night, with recipes and even a racehorse owner's manual.


Lord Of The Rings - The Confrontation. Published by Fantasy Flight Games. 2001. Box. 2 copiesL

1) Country: American. Excellent. £11

2) Country: German. Excellent. £8. This version is titled: Der Herr Der Ringe - Die Entscheidung.

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

Lord of the Rings themed, somewhat Stratego-like, game in which each player controls 9 characters in a battle for dominance in Middle Earth. The characters each have special powers and combat is resolved not only by comparing the characters involved (which have battle strengths and special power texts), but also by the play of action cards which give special abilities and boost battle strengths. The Fellowship player tries to sneak Frodo through to Mordor unstopped while the Sauron player tries to kill Frodo or obliterate the Shire.


Lowenherz. Published by Goldsieber Spiele. 1997. Box. Excellent. £18

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

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


Magdar. Published by Fantasy Flight Games. 2003. Box. In shrink. £6.25

Designer: Kevin Wilson. No. players: 2-4. Country: American. Duration: 30 mins.

Fantasy themed game which clearly takes its ideas from Tolkien's works. The dwarves have delved too deep in their mines, and have woken Magdar, a terrible magma demon. The playing area is set out using boulder tiles placed in four rows. The players move dwarves from boulder to boulder and can mine gems and mithril. The longer spent in one place mining a gem the more valuable it becomes, however each turn Magdar moves and destroys a bit more of the mine, so any dwarves dawdling too long are likely to be destroyed along with their part finished gems. At the end of the game only gems which have a matching piece of mithril score.

Manifest Destiny. Published by GMT Games. 2005. Box. Excellent, unpunched. £18

Designer: Bill Crenshaw. No. players: 3-5. Country: American. Duration: 3-4 hrs.

Card driven strategy game set in North America which takes the players through American history from colonial times to the present day. The players control mercantile empires which expand into more and more territories. Players can obtain new capability cards as well as just expanding into new markets.


Mark. Published by Franjos. 1997. Box. New. £10

Designer: Ronald Corn. No. players: 2-4. Country: German. Duration: 1 hr.

Business game in which players run a recycling company. The components include mini jam jars, bottle tops, etc. Play involves processing the various recyclables and selling them when the price is highest. The game uses dice to give players limited options each turn. Players must also manage their stock levels as there are penalties for keeping too much back rather than selling it. Works well as a light business game.


Members Only. Published by Blatz. 1996. Box. 2 copies available:

1) Good. £10       2) Excellent. £11

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

Each player is a member of a London gentleman's club, and competes to predict certain events in the game. You have a hand of cards that provides information on which to base your bets, and these cards are gradually revealed to other club members as the round progresses, so judging what other players have by their actions is also important.


Mermaid Rain. Published by Z-Man Games. 2011. Box. Excellent. £20

Designer: Hitoshi Yasuda, Keji Kariya. No. players: 3-6. Country: American. Duration: 1 hr.

American edition of this originally Japanese game. An unusual game in which the players are mermaids seeking to pay the witch to give them legs and then win the heart of their prince with treasure. To obtain treasure the players meld cards in order to obtain surf tiles which are then used to navigate the ocean and collect treasure.


Metromania. Published by Spiel-ou-Face. 2006. Box. 2 copies available:

1) Excellent. £6.25         2) Good. £5.50

Designer: Jean-Michel Maman. No. players: 2-4. Country: French. Duration: 45 mins.

Network building game in which players play tiles onto the board to extend their Metro lines, with two goals: to complete all their lines and also to optimise the routes between various sites (which the players place during the game) so that the optimal route uses at least some of their lines.  One very clever idea is that the tiles are all triangular and the tracks run along one edge of the triangle, giving a good choice of placement options, but also making it possible to block opponents. The game is played on a geomorphic hexagonal board with a triangular grid, and chunky tiles.


Militaria Directory & Sourcebook 1993. Published by Windrow & Greene. 1993. Book. Excellent. £2

Author: Jeff Carter. Country: British.

Softback, 29x21cm, 120 pages. A mine of information for anyone interested in militaria. The book includes sections on auction houses; book sellers & publishers; historical societies; libraries; magazines; medal dealers; military vehicles; modelling clubs, suppliers and manufacturers, museums, re-enactment goups & supplies, uniform, insignia & other militaria dealers; wargaming clubs & equipment; weapon societies & suppliers. There is also a comprehensive index.


Mitternachtsparty. Published by Ravensburger. 1989. Box. Good. £12

Designer: Wolfgang Kramer. No. players: 2-8. Country: German. Duration: 30 mins.

Excellent end-of-evening game that always generates laughs and excitement. Players must hide in rooms around a gallery before the ghost captures them. Trouble is, space is extremely limited and the ghost can whizz round the gallery quicker than you might expect. Published in the UK as Midnight Party.


Money. Published by Fred Distribution. 2008. Box. In shrink. £12

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

2nd edition. Card game. The cards show miniature versions of various banknotes from around the world, and the objective is to collect valuable sets of notes and score best at the end of the game. Each round two groups of four notes are made available and players secretly decide which of their existing notes they will offer. In order from highest to lowest bid players then choose a group of notes to take from those put out on the table or those offered by another player. It works well and plays quickly with a neat scoring system to keep you on your toes. Recommended as a good opener or closer.

Mor*on Trivia. Published by Paul Lamond Games. 1986. Box. Good. £0.50

Designer: Custom Business Systems Inc. No. players: 2+. Country: British.

A standalone set of trivia questions which you can slot into pretty much any other quiz game - as a joke! The questions are intentionally easy and generally the answer is in the question. eg. Where in Egypt was the Rosetta Stone found? Answer: Near Rosetta.


Mousquetaires Du Roy. Published by Ystari Games. 2010. Box. In shrink. £35

Designer: F. Combe, G. Lehmann. No. players: 1-5. Country: French. Duration: 90 mins.

Based on The Three Musketeers. The Musketeers are trying to find the Queen's pendants while also getting past several key story elements on their way. They are always opposed by Milady. Each turn the Musketeers use actions to move, draw cards, gain equipment, perform a challenge or fight one of Richelieu's guards. Playable solo (the game controls Milady), with two players (Musketeers vs Milady) or as a cooperative team of Musketeers against one player as Milady.


Mush. Published by White Wind. 1994. Box. Excellent. £32

Designer: Alan R Moon. No. players: 2-6. Country: German. Duration: 90 mins. Special Notes: No. 591

Race game in which you control a team of huskies pulling a sled across Alaska. Wooden pieces and geomorphic boards so that you can play the suggested races or create your own. Play involves the careful use of action chips and planning moves and routes to make the best of the weather, and deciding when to rest and when to push on. I have some house rules I can provide which I feel improve the game further. Limited edition of 1200 copies.


My Word. Published by Waddingtons. 1980. Box. Good. £3

Designer: Michael Kindred & Malcolm Goldsmith. No. players: 2-6. Country: British. Duration: 30 mins.

Card game, rather a neat little word game. Each card has four pairs of two letters, at the top, bottom and both sides of the card. You play cards alongside others but you must always make a valid four letter word wherever cards touch. Works very well and knowledge of really obscure words is unlikely to help much, so a good family game.


Mystic War. Published by TimJim / Prism Games. 1992. Box. Good. £17.50

Designer: James Hlavaty. No. players: 3-8. Country: American. Duration: 75 mins.

The Archmage has died and the players, as apprentices, must build their claims to fill his place. To do this each apprentice has a secret goal to work towards, emphasising Followers, Mystic Power or Gold or possibly a balance of the three. Game play is card driven, and cards are played onto special realm mats to enhance your realm, or sometimes to hinder other players. A player also has a realm status: rich, content or poor and cleverly this isn't just your gold, but how your gold relates to your number of followers. As well as resource cards there are events, spells and even deity cards. Having different levels of gold / followers / power allows various different options too.


Mystic Wood. Published by Ariel. 1980. Box. Good. £25

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

Adventure board game made up of 45 large cards that form the Mystic Wood of the title. Different every time of course. Each player takes a knight on a quest into the wood, and the first to complete their quest and escape the wood wins. On your way you must navigate the twists and turns of the paths through the wood and deal with the various denizens, who might fight you, join you, hinder or aid you. Knights can also interact by helping each other or challenging each other at jousting. Similar to, but with a different flavour to, Sorcerer's Cave by the same company and designer.


Nobunaga. Published by Grimpeur. 2010. Box. In shrink. £11

Designer: Mito Sazuki. No. players: 2-5. Country: Japanese. Duration: 20 mins.

Card game in which the players are rival generals who strive to do the best in various battles. However, the players must cooperate sufficiently to stop Lord Nobunaga winning too many battles or all players will lose.


Notre Dame. Published by Rio Grande Games. 2007. Box. 2 copies available:

1) In shrink. £27         2) Excellent. £23

Designer: Stefan Feld. No. players: 2-5. Country: American. Duration: 1 hr.

Board game which is driven by card play. The game uses a neat card drafting system, which works wonderfully - plenty of options, but not always the ones you would really like. Players deploy influence markers in various parts of their quarter of the city. When deployed various benefits are gained such as recruiting more influence markers, gaining gold, gaining VPs, and investing in hospitals. The latter is vital as each turn rats bring plague to the city, which hospitals help control - woe betide the player who leaves the plague unchecked. Excellent systems, with interesting play - highly recommended.


O' Kudos. Published by R&D Games. 2005. Sheet of card. New. £1.50

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

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


Olix. Published by Spiel Spass. 1998. Box. 2 copies available:

1) Good. £5        2) Excellent. £6

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

Abstract game from this first class designer. Players take turns playing pieces onto a grid and try to form patterns in the shapes of the letters 'O'. 'L', 'I', and 'X'. You have to watch what your opponent is doing and both counter them and build your own patterns at the same time.


Once Upon A Time - 1st Ed. Published by Atlas. 1993. Box. Excellent. £12

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

Country: American. Duration: 30 mins.

First edition of this excellent card game in a bookcase format box, but much thinner. Essentially, you play out cards involved in a story you are telling, but others get to interrupt so that they can continue the story and involve items / people / events on their own cards. All the while players try to direct the story towards an ending suitable for the play of their 'Happy Ever After' card. A neat idea, and the rules are well designed to make it work smoothly.


Oraklos. Published by Splotter. 2002. Box. Excellent. £2.25

Designer: Tamara Jannink, Joris Wiersinga. No. players: 2-5. Country: Dutch. Duration: 20 mins.

Pattern recognition game in which a large number of coloured cubes (with holes in two sides) are thrown onto the table, and cards are turned over to indicate what must be spotted. The patterns are of the form of four cubes forming a rectangle and being of the right combination of colours, none with holes upwards and the rectangle must include no other cubes. Players each have their own target patterns, and get to choose some of the cubes which will be used that round, hopefully making their pattern more likely to occur and those of their opponents less likely.


Ostia. Published by Pro Ludo. 2005. Box. 2 copies available:

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

Designer: Stefan Risthaus. No. players: 3-5. Country: German. Duration: 75 mins.

Each round the players buy and sell goods at auction, and then decide what to do with their goods. They can either send them to market to get money - the more matching goods other players send there the worse the return, gift them to the Senate in order to gain influence (victory points), or store them for next turn. There are restrictions on the number of types of cards which can be used each round and additional victory points at the end for full warehouses, and most money.


Othello. Published by Peter Pan. 1977. Box. Good, but 1 corner split. £2

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

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


Oxford Cambridge Boat Race. Published by Piatnik. 1998. Box. Excellent. £4

Designer: Hermann Huber. No. players: 3-5. Country: Austrian. Duration: 45 mins.

Trick taking card game which uses two decks, one for each of the Oxford and Cambridge boats. Each deck has three suits of eight cards and wild cards. Suit precedence is chosen and only five tricks are played each hand. Tricks won are logged to the player, and for the boat as well. When one boat has 26 points players score up, getting double points for tricks won using cards of the winning boat. Score is kept on a very attractive scorepad which shows a map of the real boat race.


Pandemic. Published by Z-Man Games. 2007. Box. 2 copies available:

1) In shrink. £20        2) Excellent. £17

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

Cooperative game in which the players must attempt to contain and find cures to 4 different deadly diseases. Cards control where outbreaks occur, and should outbreaks occur in already infected areas then a new outbreak can occur, making matters worse. The players each play a specialist with a different ability such as the medic, the researcher and the operations expert, and use very limited cards and actions as effectively as possible. The game can be lost in several ways, and only won by finding cures to all four diseases. Really feels true to the theme, but is easy to learn, and plays very well. Highly recommended.


Patience Card Games For All The Family. Published by Corgi. 1970. Book. Excellent. £0.50

Author: Wendy Riches, Roma Thewes. Country: British.

Softback, 14x10cm, 93 pages. A collection of patience games split into one deck (23 games) and two deck (16 games).


Perikles. Published by Warfrog. 2006. Box. Excellent. £11.50

Designer: Martin Wallace. No. players: 3-5. Country: British. Duration: 2.5 hrs.

Each player takes the role of a powerful Greek family in the Peloponnesian war. In the first stage of the game the families seek to control six ancient Greek city-states, which will require gaining votes in order to win the elections. Having gained control of a city state its army can then be used in various battles to win glory.


Phoenix. Published by Eurogames. 2003. Box. In shrink. £4.50

Designer: Zach & Amanda Greenvoss. No. players: 2. Country: French. Duration: 30 mins.

Strategy game for two with a pleasant mix of luck and skill. At the start of the game six rainbow coloured wooden blocks are laid out at random in a line in the centre of the board. Each player has a line of 10 pawns in the same colours which are also set up randomly. The players take turns playing cards which rearrange the order of the pawns and in a few cases the coloured blocks so that their pawn sequence matches the sequence of the blocks. Three rounds are played in half an hour to even out the luck of the card drawn. Rather nice game.


Pick & Pack. Published by Z-Man Games. 2007. Box. Excellent. £9.50

Designer: Simon Hunt. No. players: 2. Country: American. Duration: 20 mins.

Played on a 6x6 grid filled with apple tiles of various values, the players take it in turns to move the counter either N-S or E-W, claiming the apple tile on which they land, and packing it into one of four crates. Instead of claiming apples a player can move the counter onto an empty space and use a one off special action token at the end of the column, allowing a crate to be closed and marked as premium, or downgrading an opponent's crate or various other useful possibilities. When the game ends the players' crates are evaluated with the most valuable total winning.


Pilgrimage. Published by Whitehall. 1971. Box. Good. £2.25

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

Attractively designed family game, designed to educate about the route Crusaders took from England to Jerusalem. Essentially you roll the dice, move, and draw cards for events along the way. Developed by the New School of Utica for their Humanities Course.


Piquet & Rubicon Piquet. Published by George Bell & Sons. 1898. Book. Good for age. £7.50

Author: Berkeley. Country: British.

Hardback, 17x12cm, 64 pages. A guide to both games in the title, which includes the rules, as well as discussion on tactics and considering the odds of getting various cards during play. Also includes some problems for the reader to try to solve.


Pirates Des Caraibes: Le Jeu De Cartes. Published by Halloween Concept. 1997. Box. Excellent. £7

Designer: F Magnin, N. Malfin. No. players: 3-6. Country: French. Duration: 30 mins.

Pirate themed card game in which the players try to collect all four parts of a treasure first. The cards are very nicely illustrated, but most have a significant amount of French text on them. I can provide English rules, but you will need to be able to read French to use the cards.


Podium. Published by Invicta. 2006. Box. Excellent. £7

Designer: Ania Bhandari, Kasia Hugo. No. players: 2-6. Country: British. Duration: 1 hr.

Family game in which players move their playing pieces around an athletics track actioning spaces and attempting to gather lifestyle cards. When enough are collected that player can have a go on one of 4 dexterity games on a separate board, rolling their balls into medal winning positions. The player with the most points from medals wins.


Poker Kids. Published by Winning Moves. 2008. Box. Excellent. £7

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

Special Notes: English rules provided, but 30 cards are in French.

Poker style game which uses cards to play a sort of Three Card Brag in which several 3 card hands have to be made up using a single hand of cards and a series of open cards. The game is playable by children as well as adults. Chips are lost and won according to how each player's hand ranks compared to those of other players.


Politrics. Published by Chaos Games. 1995. Box. Good. £2

Designer: Steve Dunne, Guy Milan. Country: British. Duration: 1 hr.

Politically themed game of sleaze, greed and political intrigue. The game board has two tracks around which the players move their playing pieces and action the spaces landed on. Share certificates are bought, and dividends paid out. Event cards add interest. At some point players become Ministers and use the inner track, which gives you a chance to become Prime Minister and win the game, but also makes everything more expensive.


Quiddler. Published by Set Enterprises Inc. 1998. Box. Excellent. £5

Designer: Marsha Falco. No. players: 1-8. Country: American. Duration: 30 mins.

Subtitled "The Short Word Game". This is a card game using cards showing letters, but played in a Rummy style, where players can meld letters which form words to score points. When a player ends the round by going out, other players get one more chance to draw and discard before playing words themselves. Neat idea.


Ratrace. Published by Waddingtons. 1973. Box. Good, but corners taped. £6.50

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

Fun, family game about gaining status. It is a 'round-the-board' game, but has nice elements and works rather well. For instance you can marry into money and advance quicker than you would normally, but you must pay the new bills you will now face, and should you land on a divorce space things get nasty. Similarly you can choose to take lots of credit, but should the loan be called in at the wrong moment things get worse. Players advance from working class to middle class and finally high society, needing a selection of status symbols of the right type at each stage to advance.


Razzia. Published by Ravensburger. 1992. Box. Good. £4.50

Designer: Steffan Dorra. No. players: 3-8. Country: German. Duration: 30 mins.

Fun game in which players compete for the money found in several gambling dens. Simultaneously players send either a cop or a gambler to one of the dens. If a gambler is on his own he gets the money. If only cops turn up then no-one gets the money. If a cop finds one or more gamblers then the cop takes the money, and if two or more cops / gamblers are eligible for the money they negotiate and if that fails they dice for it. A game which involves outguessing your opponents and being able to make deals too. Later reworked as Hick Hack Im Gackelwack.


Realms Of Fantasy Vol 5 No. 6. Published by Mark Hintz. 1999. Magazine. Good, but cover shows wear. £1

Author: Various. Country: American.

Full colour fantasy magazine much of which is dedicated to well written short fiction, of which there are 6 pieces this issue. Other sections: Editorial, Letters, Book Reviews, Movie Reviews, Folkroots, Gallery: The Brothers Hildebrand, Games (D&D: Birthright, Guide to the Camarilla, Ars Magica Stuff, Heretic 2, Quest for Glory: Dragonfire, Legend of the 5 Rings, Fortune Teller Collectibles).


Reibach & Co. Published by FX Schmid. 1996. Box. 2 copies available:

1) Excellent. £5        2) Good. £4.50

Designer: Alan R Moon. No. players: 2-5. Country: German. Duration: 1 hr.

Card game which uses 90 commodity cards and 10 scoring cards and 10 special cards. Players try to collect most of 10 types of commodity, as at three points in the game payouts are made to the players with most and second most of each type. In their turn a player can do three things, which include drawing a new card from those on display, playing a card to the table in front of them (where it counts towards scoring), or placing a special card which can double the number of other cards played of that type, but means that no more may be played. In many ways a cut down to the basics version of Airlines by the same designer. Published as Get The Goods in America.


Ricochet Robots. Published by Rio Grande Games. 1999. Box. In shrink. £15.50

Designer: Alex Randolph. No. players: 2+. Country: American. Duration: 30 mins.

This is one of those games you will either love or hate. The board shows a factory floor with various walls dotted around and some target spaces with symbols. 4 coloured robots are placed on the board and then a token turned face up. This token indicates which robot must be moved to which space. The players then all study the board simultaneously seeing how they can move the robots around the board to achieve this goal. Once a robot starts moving in a straight line it only stops when it hits something, so sometimes it can take many moves in the right sequence to get a robot to a particular location. Very intense game, but recommended.


Rigatoni Intriganti. Published by Glucksritter Spiele. 1997. Box. Excellent. £9

Designer: Oli Igelhaut. No. players: 3-4. Country: German. Duration: 1 hr.

This is a combination of a business game and a negotiation game. The players run pasta factories and try to produce and then sell pasta for a profit.  However, each player secretly chooses from a selection of victory conditions at the start so people don't know who is really trying to do what. There are lots of opportunities to be nasty to other people as well as negotiate your way into or out of trouble!  The bits are unusual - a very nice wooden box containing 3 colours of real pasta as playing pieces as well as the more usual wooden dobbers etc.


Risky Business. Published by Laycee Games Inc. 1986. Box. Good. £2.50

Designer: Palmer Wenzel. No. players: 2-6. Country: Canadian.

Special Notes: There is a mark on the base where tape was removed, which makes some of the 'blurb' unreadable.

Farming themed business game. Players breed their cows and build their herd, buying new cattle as cheaply as possible and selling others for a good profit. Also prize cows and bulls can win awards at shows. However, as the game name implies farming is a risky business, and all sorts of unfortunate events can befall the players. Game play is driven by moving around a track on the board, but with choices of which way to go at junctions.


Rome. Published by GMT. 2001. Box. Excellent. £16

Designer: Reiner Knizia. No. players: 2-5. Country: American. Duration: 10-45 mins.

A collection of three games in one box. These are some of the best from an earlier collection: New Games in Old Rome. The games here are: Hannibal vs Rome (2 player, simple but interesting battle for dominance over the Mediterranean), Circus Maximus (2-5 players, clever card driven chariot racing game), Imperium (2-5 players, political majority type game set in the Roman world). Recommended.


Royal Palace. Published by Rio Grande Games. 2008. Box. 2 copies available:

1) Excellent. £16       2) In shrink. £19

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

Resource management based board game in which the players use their servants in the rooms of the royal palace to gain various resources, special action cards, recruit additional servants, and gain increased ability to move around the palace for greater flexibility in future turns. Many actions involve removing servants from the board, so ensuring that you can get them back on quickly is vital. When you have enough resources these can be spent to gain the favour of aristocrats located on a separate park board. These are worth VPs and in game benefits too. Bonuses are also awarded for having most aristocrats in various areas of the park.


Ruse And Bruise. Published by Rio Grande Games. 2006. Box. Good. £8.25

Designer: Lutz Stepponat. No. players: 2-6. Country: American. Duration: 30 mins.

Card game played in rounds. Each round there are several prizes with a value and a particular symbol. Players place cards in rows against these prizes hoping to win them using their character cards. The cards have varying values and many have interesting powers which can affect the other cards or change how you win the prize card. In a neat twist cards are played face down, but then the previous card played against the same prize is revealed and if it has a special ability it is then actioned. After several rounds of play there is a bonus for anyone getting one prize with each symbol.


San Juan. Published by Rio Grande Games. 2004. Box. 2 copies available:

1) In shrink. £17.50       2) Excellent. £15

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

Excellent card game based on the popular and award winning board game Puerto Rico. Players build a city which will consist of a selection of production buildings (which allow goods such as sugar and tobacco to be produced and later sold) and special buildings. There are lots of different special buildings which give their owner a variety of benefits, generally improving the way a certain phase of the game works for their owner. In turn each player chooses a particular action which they get the full benefit of while others get a more limited option - these actions include building, production, trading, and prospecting. Highly recommended.


Santa Fe. Published by White Wind. 1992. Box. Good. £40

Designer: Alan R Moon. No. players: 2-5. Country: American. Duration: 90 mins.

Superb train game, with mechanics possibly inspired by Ravensburger's Wildlife Adventure. Players use tracks to extend various railroads across America, with the purpose of feeding many different lines into towns in which you have a vested interest. Each turn players decide how to best progress their cause: claim more towns, extend railroads in various ways (trading off tactical bonus payments for linking new towns for the amount of track laid) etc. Limited edition of 1200. Highly recommended, and I can provide my house rules to enhance the game further.


Schnuff. Published by Ravensburger. 1983. Box. Good. £4.75

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

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


Schwarz Markt. Published by Amigo. 1997. Box. Good. £3.75

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

Card game, involving making deals on the Black Market. Players choose when to exchange basic commodities for luxury goods, and when to push the prices higher. There is only one set of goods needed at a time so if only one player has a crucial item and they know it, they can potentially make a killing, but getting yourself into that position is quite tricky. Unusual light economic game, with a certain amount of bluff: how high should I let the price go before cashing in?


Scrabble Dice. Published by Spears. 1990. Box. Excellent. £5.50

Designer: Unknown. No. players: 1+. Country: British. Duration: 15 mins.

Word game in which seven dice are rolled and all players work out what they can best do with them and enter their word on their score sheet. This is repeated 12 times. However, there are 12 different slots on the score sheet and choosing which word should go in the right slot is the key to high scoring (à la Yahtzee). There are simple slots for words of length 2-7 which score fixed amounts, and also a mini Scrabble board with double / triple letter / word score spaces into which 6 words must also be placed. Nice combination game for word games players.


Sea-Life. Published by Inauen. 1997. Box. Good. £5.50

Designer: Adrian Inauen. No. players: 2-6. Country: Swiss.

Card game, 96 creature and food cards. Each player plays their cards onto a common display in order to prey on other creatures and to avoid being preyed on themselves. The rules come with several variants ranging from lots of luck to plenty of tactical considerations. Attractively illustrated cards, which also have food-type coloured stripes which match (or not) adjacent cards indicating whether they can eat or be eaten by their neighbours.


Secrets Of The Tombs. Published by Sophisticated Games. 2003. Box. 2 copies available:

1) In shrink. £11       2) Excellent. £10

Designer: Martin Wallace. No. players: 2-5. Country: British. Duration: 1 hr.

Tomb exploration game commissioned by the British Museum. The objective is to explore the tombs and be the first to retrieve a treasure of each of the 5 types. To do this players draw passage tiles from a bag and add them to the network on the board, helping themselves and hindering opponents. Dice are rolled which can cause the evil Ammut to move around the board hunting down grave robbers (ie. the players) and also provide a movement allowance for the player. Very attractive bits and a lot of them.


Seidenstrasse. Published by DDD Verlag. 2009. Box. In shrink. £24

Designer: Hanno & Wilfred Kuhn. No. players: 2-5. Country: German. Duration: 1 hr.

The players move three caravans along the Silk Road - there are various routes possible and as well as needing to trade carefully to make a good profit the players must also survive dust storms, thieves and tax collectors. Fast playing, but with interesting decisions and opportunity to influence both your own and others' fates.


Sensationen. Published by Walter Muller. 1992. Box. Good. £4.50

Designer: Helmut Huber. No. players: 2-4. Country: German. Duration: 20 mins.

Unusual race game with reporters racing to get the top story. There are three tracks along which playing pieces will be moved, but at one time only one of these is active, and at the start of the game players secretly decide which pieces they want to win on each of the tracks. Cards are played to move the pieces along the current track, but special cards can be played to cancel other cards, double them or change the currently active track. When two of the tracks have been won points are awarded to players who correctly stated the winners. Uses Walter Muller's characteristic graphic style.


Shake Words. Published by Peter Pan. ca.1950. Box. Good. £1

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

Classic word game, where you roll the 14 wooden letter-dice to form crossword-style layouts of words. Best played with a timer (not provided).


Sid Meier's Civilization. Published by Eagle Games. 2002. Box. Box good, contents unpunched. £23

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

Board game version of Sid Meier's award winning PC strategy game of the same name. Players start with two villages in 4000 BC and develop right the way through to the modern day. Play involves exploring the world to discover resources and the natives; expanding by creating new cities; researching new technology to gain advantage over the other players; increasing production and developing military units for defence and / or attack. The game comes with 784 miniatures, and a huge 46" x 36" board.


Sindbad. Published by Flying Turtle. 1990. Box. Excellent. £15

Designer: E Duchatel, J B Postel & J H Vanaise. No. players: 2-5. Country: Belgian. Duration: 75 mins.

Wonderfully thematic game in which the players start with nothing but a ship to set out on an adventure with. Moving along the coast and to islands around the board, encounter cards are drawn which can reward the player with treasure or just give them stories to tell. In cities stories can be told to earn money and goods can be sold for a profit. Once back home money can be stashed so it can't be lost on further voyages - a wise precaution as bad things can happen at sea! Lots of randomness but great fun and evokes the feel of the Tales of the Arabian Nights very well.


Sneaks & Snitches. Published by CGE. 2010. Box. In shrink. £11

Designer: Vlaada Chvatil. No. players: 2-5. Country: Czech Republic. Duration: 20 mins.

The players are criminal masterminds who control the actions of a team of high class lady and gentlemen thieves. The objective is to acquire valuables in several different categories. To do this players secretly send their thieves and / or snitches out to various locations. Snitches stop anything being gained at that location, whereas a lone thief will get the big prize, and multiple thieves in a location will have to make do with a lesser prize.


Solar Trader. Published by Solar Games. 1990. Box. Good. £15

Designer: John Stephens. No. players: 2-6. Country: British. Duration: 1hr 45mins.

Space trading game with masses of components. The board shows a stylised representation of the solar system with various orbits and trade routes the players will travel in order to take goods from one place to another for profit. The objective is to build up enough cash and goods and then head out of the solar system to the planet Zastra where the aliens there will trade an energy crystal, which when brought safely back to Earth will win you the game. Various ship upgrades are available and players may trade between each other as well.


Solo. Published by ScaMaTra. ca.1985. Box. Good. £4.50

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

Puzzle type item. A plastic frame containing 41 half white half black rotatable balls. Initially all are turned to black except two. Play involves selecting a white ball with two blacks next to it and switching over all three balls' colours. The objective is to make every ball but one white. There are a several smaller (easier) puzzles to get you started.


Stingray The Game. Published by ITC Entertainment Group Ltd. 1993. Box. Good. £5

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

TV related - based on the Stingray TV show by Gerry Anderson (of Thunderbirds fame). The players control the various Stingray characters and try to rescue Marina from the clutches of Titan, and return to safety. Game play involves dice rolls as well as card play.


Strozzi. Published by Rio Grande Games. 2008. Box. In shrink. £17.50

Designer: Reiner Knizia. No. players: 3-6. Country: American. Duration: 1 hr.

A further development of Reiner's classic auction game Medici. This game uses many of the same ideas - trying to get ships bearing goods and other benefits which suit your plans into your harbours, with payouts for weights of ships and majorities in the various goods etc. There are assorted twists including a completely different way to 'bid' for the ships. Instead of a regular auction using money players use bidding tokens in a sort of simplified Ra type of mechanic. Ideal if you like Medici, but have friends who don't like direct auctions using money. Highly recommended.


Sypil. Published by Polyajeu Edition. ca.1990. Box. Good. £8

Designer: Jacques Le Floc'h. No. players: 2. Country: French. Duration: 20 mins.

Abstract game which makes use of triangular, circular and hexagonal pieces, which are played onto a 37 space hexagonal board. The objective is to eliminate your opponent's pieces. The pieces can each move in different ways, but pieces can also combine, to give more flexibility in movement. Rules are in French only, but they are short!


Tabula Rasa. Published by Spiel Spass. 1999. Box. Excellent. £13

Designer: Reiner Knizia. No. players: 2-4. Country: German. Duration: 20 mins.

One of Reiner Knizia's trio of card games, the others in the series being Lost Cities and Schotten Totten. Players play cards to via for control of different regions which are represented by cards and placed between the players. Players play cards to influence the various regions with the objective of getting more matching cards played against as many regions as possible. Not all regions score the same though so care needs to be taken in deciding how to play your cards in both strategic and tactical ways.


Tac-Tickle. Published by WFF 'N Proof. 1967. Packet. Good. £1

Designer: Prof. Harry Rudermann. No. players: 2. Country: British. Duration: 10 mins.

Abstract game with several variations. The basic idea is that the players each have 4 pieces which they move one at a time alternately to try to make a line of three in a row of their colour. The game can either be played using a 4 x 5 foam grid or on a hex gridded board. The pieces are dice which have a letter embossed on them to help the colour blind or even the partially sighted as the game is entirely tactile when using the foam grid.


Tally Ho!. Published by Rio Grande Games. 2000. Box. Excellent. £11

Designer: Rudi Hoffmann. No. players: 2. Country: American. Duration: 30 mins.

Light tile laying game in which one player plays the hunters and woodsmen and the other bears and foxes. Also in the woods are trees and game birds. The hunters try to shoot any animals, and can do so from a distance, but must be facing the right way. The woodsmen chop trees, but move slowly. The foxes move fast but only catch game birds, and the bears move slowly but eat woodsmen or hunters. Neat little game with quite a lot of luck but some tactical tile movement too. I also have some house rules which allow the game birds to be run by a third player! Published in America as Halali.


Targui. Published by Jumbo. 1998. Box. Good. £16

Designer: Dijkstra En Van Dijk. No. players: 2-4. Country: Dutch. Duration: 2.5 hrs.

Limited edition rerelease of this light wargame in the same genre as Risk. Each player represents a tribe of warring desert nomads. The game system makes for a unique game every time you play, with a different board layout (laid out using nicely produced large tiles) and different game altering events coming out as well. Turn order is unusual too, as it ensures that each player will get the same number of actions each turn, but the order these will come up in is highly variable making the players keep their options open for whatever happens next. Different terrains provide different combat and economic benefits, and new camels must be bought with precious money.


The Awful Green Things From Outer Space. Published by TSR. 1980. Box. Good. £14

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

Large boxed edition of this game that first appeared in The Dragon magazine. Crazy and humorous Alienesque game in which the crew of the exploration ship Znutar must fight the Awful Green Things that are threatening to take over. Tom Wham designed the game and did all the graphics in his usual crazy style. There is even a comic book introduction to explain how the Things got on board in the first place.


The Big Idea. Published by Cheapass. 1999. Packet. Excellent. £2

Designer: James Ernest & Jon Wilkie. No. players: 3-6. Country: American. Duration: 45 mins.

Special Notes: Small packet version

Card game, a business game, where you try to make money out of your ‘Grand Idea’. Part of the fun is making up a product you think has passed business entrepreneurs by, like ‘Disposable Cats’ or ‘Zen Toys’. Players announce new products and invest in their own or other people’s ideas. The pay-out is more likely the more people who invest, but of course, if you have more shares than anyone else, you get paid more than them. This puts them off investing in your company, helping you in effect, so beware of being too open with your investments. As usual with this company, you will need to provide counters, a die and play-money.


The Book Of British Blackjack. Published by Mendimage Books. 1992. Book. Excellent. £8

Author: Dr Mohsen Zadehkoochak. Country: British.

Softback, 23x15cm, 59 pages. This book takes Thorp's famous work on how to win at Casino Blackjack by using optimal play and card counting techniques and applies them to the rules of Blackjack used in British casinos. Very hard to find.


The Collector. Published by Avalon Hill. 1977. Box. Good, but base shows some scuffing. £10

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

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


The Family Book Of Games. Published by Michael Joseph. 1983. Book. Excellent. £2

Author: David Pritchard. Country: British.

Hardback with dustcover, 29x20cm, 208 pages. A well illustrated collection of games for the family. They are categorised: Table & Strategy (20), Word Paper & Pencil (13), Dice & Tile (6), Card (16), Children's (9), Gambling (7). Also includes sections on proprietary games, fantasy games and computer & electronic games.


The Fury Of Dracula. Published by Games Workshop. 1987. Box. Excellent. £28

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

One of Games Workshop's rarer board games, which has more recently been released in a modified form. One player runs Dracula and attempts to create an army of lesser vampires. Meanwhile the other players are vampire hunters and seek out Dracula and his undead offspring intending to destroy them all. Dracula uses a hidden movement system, but leaves telltale destruction in his path. When the vampire hunters meet Dracula's minions combat ensues. A very well thought of game with great atmosphere. Certainly worthy of having been brought back from the dead...


The Hamlyn Illustrated Book Of Card Games. Published by Hamlyn. 1973. Book. Excellent. £8

Author: George F Hervey. Country: British.

Hardback with dustcover, 26x19 cm, 240 pages. Lavishly illustrated book covering roughly 200 games and variations, each fully explained, and with illustrations to clarify tricky points or show layouts etc. The games are categorised as follows: Patience (Single Deck 19, Double Deck 22), Two Player (58), Three Players (12), Four Players (41), Five + Players (33), Party Games (23), Banking Games (17).


The Ins & Outs Of Peg Solitaire. Published by Oxford University Press. 1985. Book. Excellent. £3.75

Author: John D. Beasley. Country: British.

Hardback, 22x14cm, 275 pages. A very thorough examination of Peg Solitaire. The game is introduced and the history given, then a mathematical approach to the game is given, and this can then be used to solve many peg solitaire problems. Peg solitaire on different shaped boards and even infinite and 3D 'boards' are also considered.  Great if you really want to understand peg solitaire mathematically. The book contains over 200 problems for you to attempt (with solutions).


The Oxford Guide To Card Games. Published by OUP. 1990. Book. Excellent. £9.75

Author: David Parlett. Country: British.

Hardback with dustcover. 24x16cm, 361 pages. Rare, intellectual and historical look at card games, a companion to the same author's A History of Card Games. This concentrates on types of games: trick-taking, bluff, melding, etc, and analyses how games of that type developed across borders and through time. The rules to masses of card games are included amongst all the extra detail provided. A master work and an excellent addition to the keen card player's library.


The Pillars Of The Earth Expansion. Published by Mayfair Games. 2008. Box. In shrink. £18

Designer: Michael Rieneck, Stefan Stadler. No. players: 2-4. Country: American. Duration: 100 mins.

Expansion for Pillars of the Earth, and one which I find significantly improves an already very good game. You will need the base game to play (let me know if you need a copy – I have one in stock). This set includes: components for 5-6 players, an extra board presenting new options for your master builders and workers, additional craftsmen for more variety, new events and privilege cards. Highly recommended (even if you don't intend to play with 5 or 6 players).


The Puffin Book Of Indoor Games. Published by Puffin. 1985. Book. Excellent. £0.70

Author: Andrew Pennycook. Country: British.

Paperback book with 215 pages of games rules. The sections are listed, with the number of games in each category. The selection includes both old standbys and some less common games as well. Card games (28), Domino games (8), Board games (12), Dice games (8), Pencil & paper games (8), Matchstick games (5), Others (3). In each section the games are categorised by complexity and by number of players. The games are mainly suitable for family play, but with some more complex ones as well.


The Stock Exchange Game. Published by More Games. ca.1986. Box. Good. £6

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

Promotional game, made, I suspect, to cash in on the publicity for the Big Bang in 1986, the transference of share transactions to a computer based system. Very nicely designed, the plastic part trays actually combine to form the board. Includes information about the Stock Exchange Club. Sold with the tag-line "Who Shares Wins". The game mechanics reuse some of those from Monopoly, such as a track around which the players move their tokens, and gaining extra money on passing the start space. However, the game involves buying and selling shares rather than developing property.


The Struggle For Catan. Published by Mayfair Games. 2011. Box. Excellent. £9

Designer: Klaus Teuber. No. players: 2-4. Country: American. Duration: 30 mins.

Multi-player card game in which players try to be the first to 10 VPs by building roads, settlements, cities, knights and important city improvements. Unlike the original, dice are not used to determine resource production, but resource trading is still important.


The Willow Game. Published by Tor Books. 1988. Box. Good. £1

Designer: Greg Costikyan. No. players: 2-6. Country: American. Duration: 2 hrs.

Game based on the fantasy film Willow. The players play the characters from the film, both good and evil. The good players try to protect Elora Danan from evil Bavmorda's clutches, and get her to safety, while the evil players try to find and capture her and then get her to Nockmar Castle. Good characters start weak, but get stronger as the game goes on by searching places of power and gaining treasures. The good characters can win by either taking Elora Danan to safety or by defeating Bavmorda in combat. Bookcase Box.


Thebes. Published by Queen Games. Box. Excellent. £19

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

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


Thieves Guild. Published by Iron Sun Games. 2002. Box. Good. £11.50

Designer: Dominique Garay, Adam Tozser. No. players: 2-4. Country: American. Duration: 2 hrs.

Fantasy adventure game in which the players can act either as thieves whose objective is to acquire a set amount of gold, or as bounty hunters whose objective is to catch a set number of thieves. Play involves moving around the board and actioning the locations you visit to advance your cause, and attacking/mugging enemies/victims. English and Spanish rules provided.


Thurn And Taxis: Glanz Und Gloria. Published by Hans Im Glück. 2007. Box. In shrink. £10

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

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


Top Gear Motorsport. Published by Toy Brokers Ltd. 1993. Box. Good but 1 corner taped. £2.75

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

TV related - based on the BBC's popular series Top Gear. Players race around the track with the winner the first to complete a pre-agreed number of laps. Movement around the board depends on answering rather difficult motorsport related trivia questions. In addition it helps to keep to the racing line, and choose the right fuel and tyres for the conditions. The game also has a shorter version which doesn't use the trivia cards.


Trapped. Published by Peter Pan. 1989. Box. Good. £3.50

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

Strategy game with a plastic board and playing pieces. The board is hexagonal and divided into smaller hexagons each with slots along the edges. Each player has three playing pieces which start near the centre of the board. Players take turns to move a piece and / or play a wall into a slot. The objective is to entirely trap all of your opponent's playing pieces.


Travel Monopoly. Published by Waddingtons. 1994. Box. Excellent. £4

Designer: Charles Darrow. No. players: 2-6. Country: British. Duration: 3 hrs.

The classic family game, but in a rather nicely made miniature edition. The houses clip into each other and houses, hotels and playing pieces peg into the miniature board. Miniature money and property cards also included!

Treasure Quest. Published by Ravensburger. 1996. Box. Excellent. £3

Designer: Christine Welz. No. players: 2. Country: German. Duration: 20 mins.

One player seeks gold and the other rubies. Each player starts off with ten 5x5 cardboard grids showing their opponent's type of treasure, but they all have some spaces cut away. There are two areas in the box where these can be stacked on each other, and players take it in turns to do so, adding a ruby layer on top of a gold layer and vice versa, with the objective being to reveal as many of your type of treasure as possible after each of your plays. Each such treasure scores you a point, and most points at the end of the game wins. The scoring tracks have Egyptian hieroglyphs decorating them. Attractive game with well made in-box playing area.


Troyes. Published by Z-Man Games. 2011. Box. Excellent. £30. Duration: 90 mins.

Designer: Sebastien Dujardin, Xavier Georges, Alain Orban. No. players: 2-4. Country: American.

Worker placement type game starting in the year 1200 AD in France, and covering 400 years of history. The players take the roles of powerful families and develop the city while gaining as much fame and fortune as they can. Dice are used and give a variety of different options in a rather novel central mechanism. Cards give military, religious and civil influence. There are lots of strategic decisions to be made well in order to secure your family's dominance. Highly regarded.


Tycoon. Published by Jumbo. 1998. Box. 2 copies available:

1) Good. Chinese + English edition. £13        2) Excellent. £11

Designer: Wolfgang Kramer. No. players: 2-4. Country: Dutch. Duration: 90 mins.

Excellent business game in which players fly around the world from city to city and build hotels and factories. However there are lots of interesting systems, such as there being a peak score in a city when there is a middling number of hotels, so late in the game values drop again. Also tickets must be purchased to get from city to city, and so you find it hard (or expensive) to get to exactly the city you would like. Money is tight and loans need to be taken out and judged just right so your options stay open but you don't pay too much interest.  Shortlisted for German Game of the Year 1998. Highly recommended.


Um Kopf Und Kragen. Published by Berliner Spielkarten. 1996. Box. Good. £1

Designer: Stefan Dorra. No. players: 3-7. Country: German.

Card game, 33 cards, 6 dice and counters. Dice rolling game in which you get the option to reroll poor rolls but only if you are willing to pay for them - at increasing costs for each additional reroll. The highest roll each round wins all chips paid that round, and players who have no more money must sell a sack of gold to the highest bidder to get more chips. The objective being to be the first to get a certain number of bags of gold.


Unspeakable Words. Published by Playroom Entertainment. 2007. Box. In shrink. £7.50

Designer: James Ernest, Mike Selinker. No. players: 2-6. Country: American. Duration: 30 mins.

Cthulhu mythos themed word game, which includes 30 miniature Cthulhu figures! Players use cards with letters on them to spell out words and claim points, the objective being to be the first to get a set number of points. However, after claiming points for each word you have to make a sanity roll - which is harder to make the more points you scored. Fail and lose some sanity!  Totally insane players can't win (they just gibber in the corner). Rather silly but fun starter or finisher.


Vendetta. Published by Hexagames. 1991. Box. Excellent. £10

Designer: Doris Matthaus & Frank Nestel. No. players: 3-5. Country: German. Duration: 1hr.

Not the same as Vendetta made by Parker Bros. Gangster game, with players as members of feuding Sicilian families, trying to control as much of the town as possible and become the new Godfather. Players play their men onto the board with the eventual goal of being the only player there when that region is scored. However, before a region is scored, first the player with the least men loses those men, and then players who remain get more men to use. Also some regions are raided and all men in these regions are lost. Vicious game! Wooden pieces.


Vinci. Published by Descartes Editeur. 1999. Box. Excellent. £20

Designer: Philippe Keyaerts. No. players: 2-6. Country: French. Duration: 2 hrs.

Special Notes: Fully English edition

Excellent game in which the players build up civilisations, expand them and then decline them - during the game each player will get to use several civilisations, and try to maximise each of their potentials. The board shows a map of Europe divided into various regions, having different attributes. Each civilisation while not a real-life civilisation has two special abilities which differentiate it from others. eg. Mining will give extra VPs for holding mountainous areas, Weaponry will make attacking neighbours easier etc. Combat is deterministic, and very neat, and much of the game is about deciding which civilisations to take, when to decline a civilisation and take on a new one, and all this in 2 hours! Highly recommended.


Vita Memorita. Published by Zoch. 2007. Box. Excellent. £4.50

Designer: Reiner Knizia. No. players: 2-8. Country: Hungarian. Duration: 20 mins.

Hungarian edition of Alles Tomate (don't worry, English rules provided). Memory based game in which players have to remember what is hidden in 7 different locations, but the items change constantly, making it trickier. Speed is also required as play is simultaneous. The objective is to claim as many cards as possible.


Winter Olympics. Published by Ocean. 1987. Box. Good - contents unpunched. £2.50

Designer: Kelly Jones, Garry Hare, Tom Volotta. No. players: 2-6. Country: British. Duration: 1 hr.

Winter sports themed board game which is driven by a video cassette. Players compete in nine events, and on their turn watch a 10-15 second video clip of one of these sports. At the end there are fast changing numbers shown, and when paused the number showing is used as the number of points scored, and this also determines movement on the board. Medals are won by accumulating points in the various events, with gold, silver and bronze all available. Some spaces on the board result in a card draw - some of which are good, some bad. The VCR system makes the game very replayable. Includes board, cards, plastic medals, video cassette (for UK VCR), and playing pieces.


Wits & Wagers. Published by North Star Games. 2007. Box. 2 copies available:

1) In shrink. £17.50        2) Excellent. £16

Designer: Dominic Crapuchettes. No. players: 4-20. Country: American. Duration: 25 mins.

Very clever party type game, but which will appeal to many who don't normally like this type of game (such as me). A game consists of 7 rounds. Each round a question is asked which everyone answers with a number. The answers are ordered, and players then bet on which they think are correct. If the answer is in a gap the next lower answer is considered correct. The bank pays out for correct answers and correct bets. Betting can get quite tactical, and bluffing when you know the right answer is also possible. Recommended.


Word Spin. Published by Geospace Magnetics. 1995. Plastic Packet. New. £3

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

The game consists of 8 chunky magnetic rings each with 10 faces, a letter on each face. The rings stick together but can be turned individually. Game play involves rearranging and spinning the rings to form words which score points.


World Traveller. Published by Intelligames. 1980. Box. Good. £0.80

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

Players race their playing pieces across the board which shows a map of the world divided up into squares. Landing on some spaces results in being asked a question from one of the cards, and answering correctly will earn extra movement points. There are easy and difficult questions so the game can be played by adults and children together. There are also some adventure spaces which will send the player to a random location as determined by the adventure card drawn. The first player to get to the far side of the board wins the game.


Wyatt Earp. Published by Hexagames. 1985. Box. Good. £12

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

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


Your America. Published by Cadaco. 1970. Box. Good. £1.50

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

Special Notes: The box base is slightly indented and the corners have been taped.

Trivia game in which players move around the board answering questions about the USA. The categories are: People, Places & Things; Presidents of the USA; States of the Union; Inventors & Authors; Government; The U.S. at War; Famous Americans. Each player is given a U.S. flag board with numbered holes along the stripes and each time a question is answered the marker is advanced along the flag according to the difficulty of the question. A booklet lists 48 questions in each category.


Zirkus Flohkati. Published by Amigo Spiele. 1998. Box. Excellent. £7

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

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



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