MNG-AJM Games and Collectibles

 

Sep 2005 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? 

 

165 Card Tricks & Stunts, published by Trolbourne Ltd. . Book. Excellent. £5

Designed by Jean Hugard. Country: British, Desc. by Andy.

A book detailing 165 card tricks and manipulations as performed by master magician Jean Hugard.  In order to learn these tricks you will need considerable dexterity and practice, but if you want to impress your friends and children with your sleight of hand or just want to know how the pro's do it then this is the book for you.

 

1860, published by JKLM Games. 2004. Box. In shrink. £28

Designed by Mike Hutton. No. players: 2-4. Country: British, Duration: 4 hrs, Desc. by Andy.

18XX series games set on the Isle of Wight. Compared to other games in the series the board is small which changes game play somewhat. There is also an innovative game end rule - as railway companies get nationalised in the UK the weakest companies are eliminated from private operation earlier than those which are financially healthiest.

 

Abilene, published by Hexagames. 1983. Box. Good but box slightly discoloured. £12

Designed by Roy Winners (Roland Siegers). No. players: 2-3. Country: German, Duration: 1 hr, Desc. by Andy.

Cattle ranching game, invented by Roland Siegers but using a pseudonym on this occasion. Players move their cattle towards market, where they can be sold, but also send out their cowboys to rustle cattle from their opponents' herds. Selling rustled cattle is more profitable, but getting caught by opposing cowboys while on their land is not something you want to do very often. There is also a bluffing mechanism which enhances the prices of some cattle when sold.  On the 1985 German Spiel des Jahres nomination list. Best with 3 players.

 

Akiba, published by Fun Connection. ca.1995. Box. Good. £10

Designed by Serge Cahu. No. players: 2. Country: German, Desc. by Andy.

Attractive game of skill, using large glass marbles as the playing pieces. Players 'push' their marbles across the plastic board, which could move whole lines of pieces if they are in the way in the same way as Abalone.  However, in this game the board is square and as well as some marbles of each of the player's colours there are neutral marbles, and you can win either by pushing off all your opponent's marbles or 7 of the neutral marbles.

 

Alhambra 1st Expansion, published by Queen Games. 2004. Box. In shrink. £11

Designed by Dirk Henn. No. players: 2-6. Country: German, Duration: 1 hr, Desc. by Andy.

A collection of four separate variants which can be mixed with the award winning base game of Alhambra in any combination. The first variant allows players to play when it is not their turn.  The second variant adds extra tiles which can be built for free, but must be built next to other tiles of the same colour to score.  the 3rd variant allows payments to be made in more than one colour of money, and the final variant adds bonus cards into the money mix.


Alpha Blitz, published by WoTC. 1998. Box. Mint. £3.50

Designed by Michael Selinker. No. players: 2-6. Country: American, Duration: 30 mins, Desc. by Andy.

Card game, 108 cards, enabling you to play two different games. Alpha is an interactive anagram game with the set of letters you can use changing as the game progresses. Blitz is similar except that play is simultaneous so you have to see words which can be made from a set of letters quicker than the other players.

 

Ambush, published by Victory. 1983. Box. Good. £20. Desc. by Andy.

Designed by Eric Lee Smith & John H Butterfield. No. players: 1. Country: American, Duration: 4 hrs.

Ground-breaking solitaire wargame. Features 8 replayable missions set in WWII France. You ‘roll up’ the characters who will be in your platoon which adds variety to the missions. The game uses a programmed paragraph system.  You control a U.S. squad, and have numerous tactical options and an unpredictable enemy and can equip your men as you see fit.  Very well regarded game.

 

Ambush: Move Out Expansion, published by Victory. 1984. Box. Excellent - contents unpunched. £15

Designer Unknown. No. players: 1. Country: American, Desc. by Andy.

Four additional missions for use with Ambush! the solitaire paragraph driven wargame set in WW2 France.

 

Anzio, published by Avalon Hill. 1969. Box. Good. £11

Designed by Dave Williams. No. players: 2. Country: American, Desc. by Andy.

Recreates the May 1944 action in which the Allied armies broke out of Cassino and Anzio simultaneously, catching the Germans by surprise.  There are 3 sets of rules for games of varying degrees of complexity.  Game 1 only has 4 pages of rules, whereas Games 2 and 3 add more and more additional factors and considerations and extend the scope of the game as well.

 

Arch Rival, published by Parker Brothers. 1992. Box. Good. £7

Designer Unknown. No. players: 2+. Country: American, Duration: 10 mins, Desc. by Andy.

Special notes: 3 of 50 pieces which get put on the arch are missing - the game is still entirely playable though.

Dexterity game.  An arch is initially constructed out of 13 sections, each of which is also a container.   The supports are removed and players take it in turn to add plastic pieces into the arch sections as dictated by the dice.  Ultimately the arch will collapse and a loser is found.  The arch is pretty impressive at 50cm wide and both the sections and all the pieces to be added onto the arch are very attractive, making this a good addition to your dexterity game collection.

 

Arne, published by Lauwers Games. 2002. Box. In shrink. £3

Designed by Arne Lauwers. No. players: 2-4. Country: Belgian, Duration: 15 mins, Desc. by Andy.

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

 

Ars Magica, published by White Wolf. 1992. Book. Excellent. £9

Designed by Ken Cliffe, Mark Rein-Hagen. No. players: 3+. Country: American, Desc. by Andy.

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

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

 

Ars Magica - Saga Pack, published by Lion Rampart. ca.1990. Folder. Excellent. £2

Designed by Mark Rein-Hagen, Lisa Stevens. No. players: 3+. Country: American, Desc. by Andy.

Supplement for the Ars Magic fantasy roleplaying game.  This includes a 3 panel storyteller's screen, 16 complete grogs with personalities, briefing sheets on all sorts of matters of interest to the Ars Magica storyteller, eg. The Code of Hermes, Limits of Magic, etc.

 

Attack!, published by Eagle Games. 2003. Box. In shrink. £22

Designed by Glenn Drover. No. players: 2-6. Country: American, Duration: 3 hrs, Desc. by Andy.

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


Attack! Expansion, published by Eagle Games. 2003. Box. In shrink. £18

Designed by Glenn Drover. No. players: 2-6. Country: American, Duration: 4 hrs, Desc. by Andy.

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

 

Austin Poker, published by Hangman Games. 2004. Box. New. £21.50

Designed by Alan D. Ernstein. No. players: 3-6. Country: American, Duration: 75 mins, Desc. by Andy.

Special notes: Numbered 610/1000.

Gambling game set in the Old West.  Each player gets their own deck of poker cards, but the cards also have special abilities on them which can be actioned. Players play four hands of 5 card stud simultaneously so there is plenty of choice in how to play out your cards to best effect.  Players also get to buy mines, ranches and businesses, which can make extra money, but success at poker is what will get you the big money. Limited edition game - 1000 were produced.

 

Axis And Allies D-Day, published by Avalon Hill. 2004. Box. Excellent. £24

Designed by Larry Harris, Mike Selinker. No. players: 2-3. Country: American, Duration: 2 hrs, Desc. by Andy.

Continuation of the Axis & Allies line of games.  This one covers Operation Overlord, the invasion of the German occupied beaches of Normandy, and is designed specifically for 2 or 3 players. The game includes 240 plastic miniatures of the combat units (infantry, artillery, tanks, blockhouses, fighters and bombers). As you would expect from a game in this series the rules are relatively simple and also use cards to drive events, making it an easy game to start playing.

 

Babel, published by Rio Grande Games. 2000. Box. Excellent - contents unused. £11. Desc. by Andy.

Designed by Uwe Rosenberg & Hagen Dorgathen. No. players: 2. Country: German, Duration: 50 mins. An unusual and interesting 2 player card based game in which the players build up temples in the ancient world.  Cards are played on either side of a row of temple spaces and these are used to perform a variety of special actions when sufficient are together, as well as building up the temples themselves.  Has an unusual feel due to the novel mechanics - which is not uncommon amongst Uwe Rosenberg's card games. Recommended.

 

Backgammon To Win, published by Award Books. 1974. Book. Good. £3.50

Designed by Lelia Hattersley. Country: American, Desc. by Andy.

Backgammon strategy book. Paperback, 136 pages. The book covers the history of Backgammon, the rules, general strategy, Forward games, Back games, Counter-back games, Psychology and doubling.  A good book to improve your play of this classic and deep game.

 

Barbie Playing Cards, published by Mattel. 1992. Box. Good. £2

Designer Unknown. Country: American., Desc. by Eamon.

Deck of playing cards, with whimsical look (being part of the Barbie range). The court cards feature Barbie, her sister and Ken, her boyfriend. Cards are in very good condition and include 4 jokers. Plastic box has a cracked lid.

 

Barrier, published by Aladdin. 1974. Box. Good. £8

Designer Unknown. No. players: 2. Country: American, Duration: 20 mins, Desc. by Andy.

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

 

Battle For The Galaxy, published by Crown & Andrews. ca.1990. Box. Good. £12

Designed by Ian Digney. No. players: 2-4. Country: British, Desc. by Andy.

Special notes: Box base indented due to stacking

The players become the battle planners of the galaxy of Zylatron. There are 5 main planets in the galaxy - Zull, Amazar, Zarb, Opton, and the central planet of Zylon.  Each player tries to gain control of the galaxy by landing a warrior on enemy control headquarters or by eliminating other players' warriors.  A tactical game, with a colourful game board and interlocking playing pieces in the form of battle stars, star fighters, warriors, and missiles.

 

Battlestar Galactica, published by Parker. 1978. Box. Box edges show wear, 1 corner taped. £5

Designer Unknown. No. players: 2-4. Country: American, Desc. by Andy.

TV and film related. Simple space combat game between competing Colonial Viper Pilots, as they race to rescue an abandoned Cylon Raider.  Black holes can be used for tactical movement and command cards allow special attacks, extra movement, defensive actions etc.

 

Bloody Legacy, published by Surprised Stare Games. 2004. Box. New. £6.50

Designed by Tony Boydell. No. players: 2-8. Country: British, Duration: 30 mins, Desc. by Andy.

Fun but silly card game in which players try to kill off all their rivals in order to inherit late Great Uncle Hesketh's riches. To do this players play cards showing all means of foul traps and 'accidents' on their opponents, who do their best to dodge, reflect back, or just plain survive them.  The artwork is gory but in a comic book type of way.

 

Blue vs Gray: North & South Decks, published by Q.E.D. Games. 1999. Box. Excellent - South deck in shrink.

£12. Designed by Evan Jones. No. players: 2-4. Country: American, Duration: 2 hrs, Desc. by Andy.

Card game which covers the whole of the American Civil War at the strategic level. Each side uses its own deck of cards which includes leaders, units, special actions and events. By playing map cards the entire south is slowly revealed as the war progresses. Players have to manage their forces using a distributed command structure while watching the expenditure of their supply. This is not a collectible card game, but both North and South decks are required to play.

 

Bootleggers, published by Eagle Games. 2004. Box. In shrink, but one side a bit scraped. £22

Designed by Ray Eifler, Don Beyer, Steve Gross. No. players: 3-6.

Country: American, Duration: 90 mins. Desc. by Andy.

Business game set in 1920's prohibition America.  With alcohol banned, the underground world of stills and speakeasies is highly lucrative.  However, to ensure your organisation can operate smoothly you need to keep the    police looking the other way and avoid the less corruptable 'G-Men'.  In addition organised crime takes an interest.  The game involves managing your business from still to speakeasy, trading with other players and knowing when to employ your hired 'muscle' to get the job done.

 

Buffalo, published by Piatnik. 1999. Box. Excellent. £12

Designed by Alex Randolph. No. players: 2. Country: Austrian, Duration: 10 mins, Desc. by Andy.

Themed version of Trespass. On an 11x7 grid there are buffalo along one edge which can only move one space forward at a time, but there are 11 of them.  Opposing them are 4 dogs who move like chess queens, and an Indian who moves like a chess king. The Indian is the only piece that can eliminate another piece.  The Buffalo player wins if he can get any one piece to the opposite side of the board while the Indian and dogs have to prevent this.  Attractive board and wooden pieces.

 

Bull Run, published by Avalon Hill. 1983. Box. Good. £9

Designed by Richard Hamblen. No. players: 2. Country: American, Desc. by Andy.

The first battle of Bull Run, 21st July 1861. The first major battle of the American Civil War. Bull Run, a river running between the opposing troops, could be crossed by both sides at different points, meaning that both sides defended and attacked on different flanks. This is a low complexity tactical game. Units are infantry, cavalry and artillery. Each turn represents 30 minutes, and each hex represents 1000 ft.  The Union side starts strong, but the Confederates get reinforcements as the battle develops.

 

Caramba!, published by Amigo. 1992. Box. Good. £14

Designed by Alex Randolph. No. players: 2-6. Country: German, Desc. by Eamon.

Beautiful looking game designed with some of the nicest plastic counters I’ve seen. A race game, where going slow is an advantage, but quite different to other games with this twist. Also a rich player can pay to reduce the number of dice he has to roll on his turn, but if you aren't going to be last in the race, it is better to finish early rather than late.

 

Chaos, published by Airfix. 1970. Box. Box corners taped. £7

Designer Unknown. No. players: 2-4. Country: British, Duration: 20 mins, Desc. by Andy.

Players try to move their six playing pieces from one side of the board to the other side. However, all the pieces look the same, only having an identifying colour underneath.  Each turn a player moves a piece forward, sideways or diagonally, perhaps also jumping over a single piece one or more times. When a piece reaches the far side, it is turned over to reveal its true owner.  If the moving player's then it stays there, having achieved its goal, if not it stays, but its owner will have to move it next turn.  Players may also challenge if they think someone is moving a piece which isn't theirs.

 

Chill - Black Morn Manor, published by Pacesetter. 1985. Box. Good, but 1 corner taped. £25

Designed by Troy Denning. No. players: 2-6. Country: American, Duration: 90 mins, Desc. by Andy.

Horror board game tied into the theme of the same company's Horror RPG system, Chill.  However, you need know nothing about the RPG, this is an entirely standalone board game.  Each game there is a different evil master and one player starts off as his minion who must try to remove the single item his master is vulnerable to from the board.  Other players start as good guys trying to defeat the evil master, but should they lose all their willpower they become minions!  Minions can also be freed and made good.  The board is made up from tiles and the card deck is customised each game depending on the evil master in play to ensure the monsters and events are appropriate.  Nice item.


China, published by Uberplay. 2000. Box. In shrink, but 1 corner slightly damaged. £15

Designed by Michael Schacht. No. players: 3-5. Country: American, Duration: 45 mins, Desc. by Andy.

Re-released version of Web of Power / Kardinal Und Konig.  The theme has changed, with players now being factions in the Chinese empire building palaces and sending their emissaries to the regional courts. This edition also has a two sided board one for 3-4 players and the other for 4-5 players. An excellent strategy game which manages to fit a great deal of game play into 45 minutes.  Highly recommended.

 

Claim, published by Jumbo. 1983. Box. Good. £12

Designed by Alex Randolph. No. players: 2-4. Country: Dutch, Duration: 1 hr, Desc. by Andy.

Later reprinted as Die Wikinger Kommen.  Players vie for control of a number of territories.  They do this with their men, and should there only be one player's men in a territory then that player gets to build a castle there, which will help the defence of that territory.  The first to put up a fixed number of castles wins the game.  The board consists of interlocking sections which can be put together in a number of different ways for added variety.

 

Conquest, published by EG Spiele. 1994. Box. Good. £18

Designer Unknown. No. players: 4-6. Country: German, Desc. by Andy.

Huge war game with masses of plastic bits and designed on a board very similar to a Risk board. Each army has 100 plastic units, plus there are 10 special dice and 60 special cards.  The objective is to be the first player to occupy 20 territories. Forces consist of armies, planes, submarines and garrisons.  The playing cards include cards for secret weapons, ballistic missiles, killer torpedoes, space shields, additional production, and treachery.  During play gaining more territories gives more production points and more cards.  Movement and combat rules are simple but effective.  It appears very much Risk based, but with lots of interesting extras.

 

Cover Up, published by Parker Bros. ca.1970. Box. Good. £6

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

Special notes: Some brown tape has been used at some point to seal the box, and some extends onto the cover.

The board shows a 16x16 grid of spaces, many blank, but some numbered and some blacked out.  Players each have a selection of square and rectangular transparent coloured plastic shapes which they take it in turns to place on the board, connected to other pieces already there.  However no piece may cover a blacked out space and each space covered scores 1 point unless it is numbered in which case that is its score.  A few of each player's pieces are marked with a D, and these score double, so need to be used carefully.

 

Cubus, published by Edition Perluhn. 1987. Box. Good. £8

Designed by Reinhold Wittig. No. players: 2-6. Country: German, Duration: 45 mins, Desc. by Andy.

Special notes: One box lid tile is missing but a replacement has been made, though it doesn't obviously look like a lid.  To ease play I have put little stickers on the tiles which solves this issue.

Very unusual game in which players construct 3-D looking boxes using 2D tiles.  Points are scored for creating new boxes in clever ways using as few new tiles as possible. The tiles represent the sides and the lids of the boxes and the shading makes it clear which each piece is.  During play tiles can be rearranged, so you will need to try to visualise how you could move the tiles and add some to make a viable layout which if it were in 3-D would be larger in volume than before!

 

Das Gold Der Maya, published by Kosmos. 1997. Box. Box slightly dented. £9

Designed by Los Rodriguez. No. players: 2-4. Country: German, Duration: 45 mins, Desc. by Andy.

Beautifully produced game of collecting artifacts from the Mayan Temple. The components are housed in a cloth bag, except for the glass stones.  Works best by far with 4 players.  The idea is that the players try to collect a complete circular artifact by buying pieces - however you only get to see one side of a two sided piece - if this side isn't what you want the other side may be or may not be.  Because of the way the artifact pieces are made you do have some information about the reverse side . Good auction game.

 

Das Phantom, published by Amigo. 1993. Box. 2 copies available:
1) In shrink. £16     2) Good. £14

Designed by Wolfgang Kramer. No. players: 3-6. Country: German, Duration: 45 mins, Desc. by Andy.

The players move around a labyrinth of hex spaces, which can be further blocked off or additional paths created by placing tiles.  Players can extend their turns and gain action cards by moving onto special spaces on their way around the maze.  Once sufficient items have been collected then it is possible to free the 'princess' and win the game.  All the while you must keep away from the Phantom, and use him against your opponents. Dice are used but as you would expect with Herr Kramer, there are always several ways to make good use of what you roll, and plenty of scope for cunning play.


Der Ausreisser, published by Pro Ludo. 2004. Box. In shrink. £8.50

Designer Unknown. No. players: 2-6. Country: German, Duration: 25 mins, Desc. by Andy.

Card game, with 99 humorously illustrated cards (by Michael Ryba). The game is a race game although there is no board. Lots of interaction although ultimately you are limited by the cards you draw. The cards are played to indicate the speeds of the cyclists, and sometimes players will start a round slow in order to get rid of weak cards, other times they will start fast hoping to exhaust their opponents' hands quickly.  Originally released in the 1950’s, under the name The Favourite.

 

Diabolo, published by F X Schmid. 1976. Box. Good. £5

Designed by Gilbert Obermair. No. players: 2-4. Country: German, Desc. by Andy.

Players try to get their men from the outside of a circular network of spaces into the centre.  However, there will be bridges and obstacles which need to be crossed in different ways on the way.  Good play requires making use of your pieces to assist your other men and hinder your opponents.

 

Die Fursten Von Florenz, published by Alea. 2000. Box. Good. £14. Desc. by Andy.

Designed by Richard Ulrich & Wolfgang Kramer. No. players: 3-5. Country: German, Duration: 100 mins.

Aka. The Princes of Florence. Each player must develop their estates, erect buildings, lay out landscapes, and bring artists and scholars to their location. All this brings prestige and / or money.  Money is needed during the game, but prestige is what you need to win.  Each turn various improvements to your estates are auctioned and then players get to choose the actions they wish to do.  However, there is always far more you would like to do than you have actions to do, so choosing wisely is vital. Excellent game - highly recommended.

 

Die Neuen Entdecker, published by Kosmos. 2001. Box. Excellent. £15

Designed by Klaus Teuber. No. players: 2-4. Country: German, Duration: 100 mins, Desc. by Andy.

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

 

Die Werwolfe Von Dusterwald, published by Lui Meme. 2003. Box. 2 copies available:

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

Designed by Philippe des Pallieres. No. players: 8-18. Country: German, Duration: 1 hr, Desc. by Andy.

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

 

Dino, published by Hexagames. 1989. Box. Good. £11

Designed by Reinhold Wittig. No. players: 2-6. Country: German, Duration: 30 mins, Desc. by Andy.

A dinosaur game with very nice components, 5 large plastic dinosaurs, wooden counters, and a meteorite. Originally published as Iridium in 1987. The players attempt to collect dinosaur eggs, but the adult dinosaurs are used to block the paths to stop your opponents getting to the eggs.  The most successful egg collector wins.

 

Domain, published by Hobby Products. 1991. Box. Excellent. £15

Designed by Edward Beck. No. players: 1-4. Country: German, Duration: 2 hrs, Desc. by Andy.

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

 

Dominance, published by Invicta. ca.1978. Box. Box shows wear. £5

Designer Unknown. No. players: 2. Country: British, Duration: 30 mins, Desc. by Andy.

A sort of chess variant, but definitely quite a long way from the original!  It also has similarities to Genius Attack by the same manufacturers.  The game is played on a 9x9 grid and the objective is to checkmate your opponent's king.  However, all the pieces differ from their chess counterparts, being dice with different symbols on each side.  The symbol that is currently face up indicates what it can capture and how.  These pieces can be moved either like rooks or queens in chess (depending on face up symbol) or rolled over to show another side face up.


Drachenlachen, published by Hexagames. 1990. Box. Good. £10

Designed by Reinhold Wittig. No. players: 2-6. Country: German, Duration: 30 mins, Desc. by Andy.

The great dragon has caught a band of dwarves stealing his treasure, but decided to give them a chance to get out.  Each player, as a dwarf, must climb the stairs out of the cave with a ring and then come back in for a second.  A dwarf managing to get out with two rings wins.  However, the dragon can cause dwarves to lose their rings, and the dwarves then have to head back to get another ring either from the Dragon or another dwarf.

 

Drunter & Druber, published by Hans-Im-Gluck. 1991. Box. Good. £11

Designed by Klaus Teuber. No. players: 2-4. Country: German, Duration: 40 mins, Desc. by Andy.

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.

 

Empires In Arms, published by Avalon Hill. 1986. Box. Good. £27

Designed by Harry Rowland, Greg Pinder. No. players: 2-7. Country: American, Desc. by Andy.

Monster Napoleonic game with over 1000 counters. Each player is a monarch of one of the major powers in the 1805-1815 wars. There are a variety of scenarios ranging from a roughly two hour introductory scenario right up to the Grand Campaign which can last over 200 hours! Game play is split into months which include diplomatic negotiation, adding reinforcements, naval manoeuvers, and land movement, with an economic phase once a year as well.  Victory points are gained by achieving various goals.  Very well regarded set of mechanics.

 

Enemy In Sight, published by Avalon Hill. 1988. Box. Excellent. £15

Designed by Neal Schlaffer. No. players: 2-6. Country: American, Duration: 2 hrs, Desc. by Andy.

Card game, a sort of Napoleonic 'Naval War' (an earlier card game by the same company). Much more detail though, and a surprisingly nice Napoleonic feel to the tactics one can adopt. 120 Action Cards provide the order options available to you, and 56 different ship cards lets you play many famous naval encounters, or you can design your own battle. The rules are only 6 pages long, so quite approachable.

 

Escape From Atlantis, published by Waddingtons. 1986. Box. Good, but box taped. £11

Designed by C & J Courtland Smith. No. players: 2-4. Country: British, Duration: 1 hr, Desc. by Andy.

Special notes: 1 shark replaced with one from an earlier version of the game, photocopied rules.

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

 

Fantasy Chronicles Issue 6, published by Fantasy Publications Ltd. 1986. Magazine. Good. £0.60

Designer Unknown. Country: Ireland, Desc. by Andy.   Fantasy roleplaying magazine with a regular wargames column as well.  This issue includes: Farstar (2 Traveller mini adventures), Play by Mail games, A Yuletide Quarrel (AD&D/Dragon Warriors adventure), Battlefield (Wargames column), Tall Tails (CoC fiction), A Hole In God's Wall (RQ adventure), American Express (Horror Movie mini RPG and scenario).

 

Feudo, published by Zugames. 2004. Box. Excellent. £25

Designed by Mario Papini. No. players: 2-4. Country: German, Duration: 90 mins, Desc. by Andy.

Very nicely produced board wargame with extremely substantial and large counters (4mm thick!).  However, this being a German game the mechanics are much simpler and the rules easier to understand than traditional wargames.  The players are all rival Barons in England in 1265 attempting to take over the manor of Evesham from Henry III. Players move and attack with their troops and can also use their noble lady to put opposing Barons off their battle plans.  In addition the plague moves from village to village, and is best avoided. Also, when one Baron gets quite strong King Henry comes into play assisting the Baron who is currently weakest.

 

Feurio!, published by Edition Erlkonig. 2003. Box. In shrink. £15

Designed by Heinrich Glumpler. No. players: 1-4. Country: German, Duration: 40 mins, Desc. by Andy.

Rather neat tile laying game.  There is a huge forest fire and the players act as fire fighters trying to stop the fire, and 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.


Fighting Fantasy Books, published by Puffin Books. 1985. Book.

Designed by Steve Jackson. No. players: 1. Country: British, Desc. by Andy.

Fighting Fantasy solo adventure books.  Part of the Sorcery! series. You don't need to own the other books in the series to play, but can carry your character forward if you do. This is a paragraph based fantasy adventure book in which after setting up some basic character stats you read a paragraph telling you what is going on and then you decide what to do next and turn to the appropriate page.  Includes a spell system.

Book 2: Khare - Cityport Of Traps.  Good, but cover shows use. £4.

Book 4: The Crown Of Kings. Good but cover shows use. £4

 

Flinke Pinke, published by Amigo. 1994. Box. Excellent. £5

Designed by Reiner Knizia. No. players: 2-5. Country: German, Duration: 15 mins, Desc. by Andy.

Very nice card game (later made in the States by Milton Bradley, as Quandary). There are coins in 5 colours and number cards which match these coins.  Players take it in turn to play a card and take a coin.  The cards change the value of the coins of that colour to the number on the last card of that colour played.  Quite a tense little game with more to it than there initially appears as is typical with this designer.

 

Forge Issue 2, published by Heartbreaker. 1995. Magazine. Good. £0.20

Designer Unknown. Country: American, Desc. by Andy.

Magazine for science fiction and fantasy miniatures gaming.  Includes articles on painting miniatures, creating centaurs from horses + men, Game feature: Starguard!, Chat with Jim Johnson (Ral Partha).  There is also an A1 full colour poster included.

 

Formula De Tracks, published by Eurogames. ca.1994.

Designed by Eric Randall & Laurent Lavaur. No. players: 2+. Country: French, Desc. by Andy.

10 Year Anniversary Track, In shrink. £9 - Single additional track for Formula De.  Numbered 33.  This set shows an imaginary track which takes place on a games designer's desk.  It looks like quite an interesting track even though it is not a depiction of a real Formula One track.

Austria + Germany, In shrink. £10.50 - Additional double sided board for Formula De.  The tracks are numbered 15 & 16.  The Austrian track is A1-Ring, and the German track is Hockenheim.

Brazil + Portugal, In shrink. £10.50 - Additional double sided board for Formula De.  The tracks are numbered 9 & 10.  The Portuguese track is Estoril, and the Brazilian track is Interlagos.

Japan + Australia, In shrink. £10.50 - Additional double sided board for Formula De.  The tracks are numbered 19 & 20.  The Japanese track is Suzuka, and the Australian track is Melbourne.

Spain + Argentina, In shrink. £10.50 - Additional double sided board for Formula De.  The tracks are numbered 17 & 18.  The Spanish track is Barcelona, and the Argentinian track is Buenos-Aires.

 

Funkenschlag, published by 2F Spiele. 2001. Box. Excellent. £19

Designed by Friedemann Friese. No. players: 3-5. Country: German, Duration: 3 hrs, Desc. by Andy.

This is the original printing of Funkenschlag which was substantially revised for the second edition (also known as Power Grid).  Limited edition of 500.  An economic game with several things going on at once.  Firstly players need to manage their money well and use it to build a network of power lines across a fictional continent.  The map is laminated and the networks are drawn on with crayons.  Secondly the players also have to purchase power plants of various types and buy enough fuel to run them.  The variety of power plants and clever way they get auctioned really makes the game unique.  The winner is the player who can supply the most cities with power when the game ends.  Nice item.

 

Gambler, published by Parker. 1977. Box. Good but 1 box corner split. £4.50

Designer Unknown. No. players: 2-4. Country: British, Duration: 45 mins, Desc. by Eamon.

Players move around the board participating in various games of chance (horse racing, lottery, lucky number, sweepstakes etc.) in order to win money. The first person to get $1000 wins the game. The centerpiece of the game is a unique dice shaker that randomizes the dice and has them fall into the handle so that players can bet on the order that the dice fall in (eg. where the highest die will be located).

 

Genius Attack, published by Invicta. ca.. Box. 2 box corners split. £6

Designer Unknown. No. players: 2. Country: Norway, Desc. by Andy.

Players maneuver dice pieces around a 9x9 grid.  The dice can either 'tumble' from one side to another, thus changing the number they then show, or move the number of spaces they show.  Each player also has a King piece which moves as a chess king.  The objective is to eliminate your opponent's king or to capture their home base.

 

Gnomes, published by Parker. 1979. Box. Good. £5

Designed by Harry N Abrams. No. players: 2-4. Country: American, Desc. by Andy.

Game based on a successful book by the designer. Players search the countryside, looking for Gnomes. Full of the cute illustrations that made the book such a best-seller.  Essentially a roll and move and do what the space says type game for children. The box recommends it for ages 6-12.  It also includes a miniature book about Gnomes inside a cardboard Gnome!


Go For Gold, published by Billivan Games. 1986. Box. Good. £2.50

Designed by W.J. Hewitt, I.C. Higgins. No. players: 2-8. Country: British, Desc. by Andy.

Sports game based on winning more gold medals than any other player.  During the game 3 things go on simultaneously - management, marathon running, and a decathlon event.  Each event has its own rules, but they all involve dice rolling of various kinds.  However, it is possible to obtain cards from the management and marathon parts of the game which can be used to improve your chances in other events.  At the end of the game most gold medals wins.

 

Go: The International Travel Game, published by Waddingtons. 1961. Box. Good but 2 box corners taped. £10

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

Family game, played on a nice map board. Players go round the edge of the board buying tickets so that they can travel across the map of the world in the centre of the board. The objective is to visit the major cities of the world and buy a souvenir in each before returning home.  Play money comes in lots of different currencies (you can’t buy your souvenir in Spain, say, with dollars). Although not released until 1961, the game was originally patented in 1958. It took its name from a travel magazine of the time called Go!.

 

Goldrush, published by Condor. 1973. Box. Box corners taped and base discoloured. £5

Designed by Seven Towns. No. players: 2-4. Country: British, Desc. by Andy.

It is a race in the Wild West to stake your claim and get that gold down from the hills. Nice pieces for carrying the gold. Spaces landed on may be suitable for mining, in which case a claim must be made for ownership of that plot before anyone else gets to it.  Once claimed a plot can then produce gold for its owner, but this has to be got to the bank before it is safe as other players may get nasty to get their hands on your gold!  First with 5 nuggets in the bank wins.

 

Gouda! Gouda!, published by Descartes Editeur. 2002. Box. In shrink. £9

Designed by Frederic Moyersoen. No. players: 2-6. Country: French, Duration: 40 mins, Desc. by Andy.

Fun dice game but with plenty of decisions to make.  Each player has a team of 5 mice which are trying to be the first to get to the cheese at the far end of the board.  However, to get there the mice need to cross various obstacles.  Each turn the current player chooses one of the locations with at least one of their own mice on, and rolls one dice per mouse there (his own or others), and the dice will indicate forwards movement, no movement or even backwards movement.  These dice can be assigned to the mice as desired.  Surprisingly tactical, fun and exciting as the mice get close to the cheese.  Recommended.

 

Great Board Games, published by Bookclub Associates Ltd. 1979. Book. Good. £18

Designed by Brian Love. Country: British, Desc. by Andy. Special notes: The counter sheets are still in their wrapper, and are mostly unpunched, but there a few missing, though the book contains a checklist.

An amazing hardback book nearly A3 in size. After an introduction about board games published from 1890 onwards, over 40 board games from many publishers from around 1895 to 1955 have been reprinted in full colour in this book, along with rules and even several sheets of counters you can separate in order to play these games yourself. The games have titles such as: Game of the Man in the Moon; Sky Raiders (an early Stratego family game); Radio Game for Little Folks; Pank-a-Squith and The Amusing Game of Innocence. Wonderful item.

 

Greyhounds, published by Hans-Im-Gluck. ca.1984. Box. Good. £13

Designed by Bernd Brunnhofer. No. players: 3-4. Country: German, Duration: 90 mins, Desc. by Eamon.

First edition. Wooden pieces, look more like foxes than greyhounds.  A clever race game in which one player acts as bookie and sets the odds for the race after seeing what cards people have chosen to use for the race.

Movement of the dogs is controlled by card play in a very original way. Highly recommended.

 

Greyhounds, published by Mattel. 1987. Box. Good. £13

Designed by Bernd Brunnhofer. No. players: 3-4. Country: German, Duration: 90 mins, Desc. by Eamon.

Race game, first made by the designer with his own company, Hans-Im-Gluck, so you know the ‘pedigree’ is good. Wooden pieces and the movement of the dogs is controlled by card play in a very original way.

A clever race game in which one player acts as bookie and sets the odds for the race after seeing what cards people have chosen to use for the race.  Highly recommended.

 

Halali!, published by Kosmos. 2000. Box. Excellent. £11

Designed by Rudi Hoffmann. No. players: 2. Country: American, Duration: 30 mins, Desc. by Andy.

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 Tally Ho!


Halunken Und Spelunken, published by Kosmos. 1997. Box. Good. £10

Designed by Alex Randolph. No. players: 3-4. Country: German, Duration: 40 mins, Desc. by Eamon.

Card game played on a board, set in the world of press-gangs, searching for recruits for His Majesty’s Royal Navy. The name translates as Scoundrels and Dives, because you search the port-side dives for the scoundrels within. The game mechanism is again used by this designer from his previous success, Hols der Geier, with players moving by card play, but similar cards cancelling each other out. There are special cards (Rum Cards) and other interactive rules. As an alternative game,  you can add Black Jack to the game who has his own movement cards. Black Jack is bid for each round, and it is a very good idea to hire him when you can because he is adept at stealing from the other players. There is also a 2 player variant.

 

Hansa, published by Uberplay. 2004. Box. In shrink. £17

Designed by Michael Schacht. No. players: 2-4. Country: German, Duration: 1 hr, Desc. by Andy.

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

 

Havic: The Bothering, published by PGI Ltd. 1998. Boxes. Good, but boxes taped. £5

Designed by Peter Grey, Frank Martell. No. players: 2+. Country: American, Duration: 30 mins, Desc. by Andy. Special notes: This consists of two starter boxes - enough for two players to have a good laugh!

Card game.  A direct parody of Magic: The Gathering.  The rules are very short as essentially you just play Magic with the cards, but with a few words changed to protect the guilty!  Very silly item and sure to bring a few smiles to players of Magic. Everything from the rules, the backs of the cards to some of the cards and effects themselves all poke fun at Magic.  There are only two 'colours' of manna: Cigarettes and Booze, and players summon Peons and send them to attack their opponent's sanity. One off effects can also be cast.

 

Hell Rail - Third Perdition, published by Mayfair Games. 2001. Box. Good, but one box edge shows wear. £10

Designed by James Kyle. No. players: 3-4. Country: American, Duration: 1 hr, Desc. by Andy.

The theme is Dante's Inferno. The players create a railway to deliver the souls of the damned to the appropriate circles of Hell. The card play is clever, as every card can be a load to be delivered, or be used to build rail, move trains, or even draw more cards. Additionally, upon arriving at each circle, players have the choice to call forth that circle's powers, possibly putting a serious crimp in their opponents' efforts. The train pieces are wooden in this edition.

 

Hillclimb, published by Lambourne. 1996. Packet. Excellent. £9

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

A non-statistical sports game about driving cars up hills, in a series of 10 races, with a view to obtaining the best time over-all. Mainly a solo game, but can be played competitively. Cars range from a 750 cc single-seater, through the monster 4.5 litre sports cars, and on to the specialist hill-climbing type cars and the converted Formula One and Formula 5000 racing cars. You must drive the car, by judicial use of gears, brakes, acceleration and so on. And you get the feel of a car, funnily enough, so that as the season progresses, you definitely drive it with more skill.

 

Hispaniola, published by Pro Ludo. 2004. Box. In shrink. £12.50

Designed by Michael Schacht. No. players: 3-5. Country: German, Duration: 45 mins, Desc. by Andy.

Trick taking game with a board and playing pieces. The winner of each trick can place one of their sailors onto the ship corresponding to the colour of cards played in the trick. Should a sailor already be aboard he is displaced, and potentially thrown overboard.  At the end of the hand the sailors still aboard the ships score points, and those thrown overboard lose points. In addition players get to pass tricks won to other players, and there are penalties for having most and second most at the end of the hand.

 

Hispaniola, published by Pro Ludo. 2004. Box. Excellent. £11.50

Designed by Michael Schacht. No. players: 3-5. Country: German, Duration: 45 mins, Desc. by Andy.

Trick taking game with a board and playing pieces. The winner of each trick can place one of their sailors onto the ship corresponding to the colour of cards played in the trick. Should a sailor already be aboard he is displaced, and potentially thrown overboard.  At the end of the hand the sailors still aboard the ships score points, and those thrown overboard lose points. In addition players get to pass tricks won to other players, and there are penalties for having most and second most at the end of the hand.

 

Hundred Days Battles, published by Avalon Hill. 1983. Box. Excellent. £8

Designed by Kevin Zucker & Thomas Walczyk. No. players: 2-3. Country: American, Desc. by Andy.

Small box game but which was extremely influential in its rules of step reduction of troops and command related to the quality of leaders on the field of battle. Simulation of Napoleon's Waterloo campaign in 1815, at the divisional level. It can also be used as an introduction to the game system also used in Struggle of Nations. The rules cover 16 half-pages.


Illya Kuryakin Card Game, published by Milton Bradley Games. 1966. Box. Box has faint brown stains. £3.50

Designer Unknown. No. players: 2-4. Country: American, Desc. by Andy.

TV Tie in game from the series 'The Man From U.N.C.L.E.'. The game is an odd sort of set collection game, in which players try to get one each of the letters in U.N.C.L.E. in front of them, and ideally ones with high numeric values too.

 

Imagine No. 16 July 1984, published by TSR UK Ltd. 1984. Magazine. Good. £0.40

Designed by Don Turnbull. Country: British, Desc. by Andy.

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 answers.

 

Industria, published by Queen Games. 2003. Box. In shrink. £17

Designed by Michael Schacht. No. players: 3-4. Country: German, Duration: 75 mins, Desc. by Andy.

Excellent business game in which players use very limited money to bid for various technologies and factories.  Each epoch new types of resource become available and there are definite benefits for having suitably connected factories, while making the best of your opportunities while the auctioneer is also vital.  In addition the order in which factories, resources and technologies come up can be crucial and ensure that the game poses different challenges each time.  Best with 3 players, and highly recommended.

 

IQ, published by Skirrid International. 1981. Box. 1 Box corner damaged. £1.50

Designer Unknown. No. players: 1. Country: British., Desc. by Eamon.

Solitaire game / puzzle, based on the classic game / puzzle Solitaire but with a different shaped plastic board.

 

James Clavell's Whirlwind, published by FASA. 1986. Box. Good, but box slightly indented. £12

Designed by Derek Carver. No. players: 2-6. Country: American, Duration: 2 hrs, Desc. by Andy.

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.

 

Jericho, published by House of Marbles. ca.1995. Box. Excellent. £5

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

Yet another tower game, riding in on the success of Jenga. Looks unused so would make a nice present. The twist in this version is that some of the wooden blocks have a marble in them, and if you take one of these out of the

tower successfully, you can choose to miss a turn later on in the game (when the going gets tough so-to-speak).

 

Jolly Roger, published by Salagames. 1992. Box. Good. £5.50

Designed by Franz-Josef Lamminger. No. players: 3-5. Country: German, Duration: 45 mins, Desc. by Eamon.

Card game, 67 cards featuring pirates, treasure, gold, junk, and playing cards in special ‘suits’.  A simple trick-taking game, with twists of course, but I particularly like the scoring system, where players delve into the treasure deck as

many times as tricks they won, but should they draw a Junk card they score zero. They can stop drawing at any time and bank their points so far. A nice idea.

 

Keydom, published by R & D Games. 1998. Box. Good. £42

Designed by Richard Breese. No. players: 2-5. Country: British, Duration: 2 hrs, Desc. by Andy.

Special notes: Box slightly indented due to stacking.  Number 287.

Limited edition of 300.  Highly sought after game.  This was later reworked and much stripped down to produce Morgenland / Aladdin's Dragons.  Players send their villagers to work at various trades and produce resources.  These resources can then be spent in the village to gain various advantages, and also villagers can be sent to the palace to obtain the various items needed to become the new king, but these items are often expensive and fought over by other villagers. Lots of interesting systems and even rule breaking spells for villagers who attend the wizard's classes.

 

Kismet, published by Abacus. 1997. Box. Mint. £3.50

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

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

 

Kogge, published by JKLM Games. 2003. Box. In shrink. £25

Designed by Andreas Steding. No. players: 2-4. Country: British, Duration: 90 mins, Desc. by Andy.

Special notes: 2nd edition - better quality components

Each player is the merchant captain of a ship which sails the Baltic trading between the various ports, each trying to be the most successful merchant.  The basic idea is that you sail from port to port and trade goods of one sort for more goods of other types.  However, the trade routes regularly change, though players can also influence them.  In addition players set up offices in ports which gather goods when they are produced and can then be collected by a visiting captain.  Special privileges can also be obtained, and count towards victory too.  Once or twice a game each captain can turn bandit and raid a port as well - very profitable, but you can then never go there again.

 

Kontor, published by Gold Sieber. 1999. Box. Excellent. £14

Designed by Michael Schacht. No. players: 2 or 4. Country: German, Desc. by Andy.

Special notes: Includes Das Exportlager Expansion

Very nice game set on the harbourside with players competing to manage warehouses. These warehouses are 'built' as the game progresses by laying tiles to form the board.  What gets done is decided by card play, with cards having different actions and priorities.  There are a great number of variant setups in the rules.  Recommended as a 2 player game.

 

Kontor: Das Exportlager, published by Gold Sieber. 2000. Packet. Excellent. £0.50

Designed by Michael Schacht. Country: German, Desc. by Eamon.

Small expansion for Kontor. Well worth having if you own the main game.

 

Kremlin, published by Avalon Hill. 1988. Box. Good. £16

Designed by Urs Hostettler & Stefan Hosli. No. players: 2-6. Country: American, Duration: 2 hrs, Desc. by Andy. Special notes: Red Box edition

A great game. Takes you back to the Soviet era Russian politbureau, each member trying to get the top job. On the way you get to assassinate opponents, send them to Siberia, even help them sometimes, and all the time you

are literally ageing in a race against the biological clock.  At the start each player secretly spreads influence points amongst the various politicians, but this only gets revealed as the need to use or claim those politicians arises.

 

Leave One, published by Valco. 1967. Box. Excellent. £8

Designer Unknown. No. players: 1. Country: American, Duration: 10 mins, Desc. by Eamon.

Very nice item from the sixties "a relaxing game for the busy Executive" as it says on the box. The board is a triangle shaped grid of 15 holes, into which you place 15 metal pegs, rather like large Cribbage pegs. The object is to jump pegs in such a way that you end up with one peg left in hole number one. A variation of Solitaire, but beautifully produced.

 

Lord Of The Rings Trading Card Game Starter Decks, published by Decipher. 2001. Boxes. Excellent. £6

Designed by Mike Reynolds, Chuck Kallenbach, Tom Lischke. No. players: 2. Country: American, Duration: 1 hr, Desc. by Andy. Special notes: Price is for the two decks.

Two starter decks which together allow two players to play the game.  They are the Aragorn and the Gandalf starters.  Each containing 63 cards. Of course you can then buy more cards to expand your range of options, since this is a CCG. This is one of the best CCG's and the players play out members of the fellowship (along with other characters) and have to progress from location to location surviving the various unpleasant events and enemies their opponent plays on them as they move. The cards show stills from the award winning Lord of the Rings: The Fellowship movie, and so are generally excellent.

 

Lords Of Creation, published by Warfrog. 1993. Box. In shrink. £19

Designed by Martin Wallace. No. players: 2-4. Country: Dutch, Duration: 2 hrs, Desc. by Andy.

2nd edition printed in the Netherlands, of this early Martin Wallace game.  Much nicer components than the original edition (solid colourful box, proper board, nice cards etc). Players take the roles of gods who want their followers to

dominate the world.  The board is laid out differently each game with various types of terrain. Initially the nations are barbarians but as they expand they get the option to civilise which has both benefits and disadvantages.  Cards drive player options during the game.

 

Magellan, published by Flying Turtle. 1987. Box. Good. £18

Designed by Fallon. No. players: 2-4. Country: Belgian, Desc. by Andy.

Global game that mixes economics, conflict and alliances. Players send out ships and planes carrying jeeps to control countries to produce wealth, and develop these countries, generating more income. The countries which are available to be taken over come up on cards as the game goes on, and historical events also come up and give additional opportunities and can cause the controllers of various countries to be at war for several turns.  The board is a large and detailed map of the world, and there are lots of plastic pieces for each player.

 

Mastergame, published by Invicta. 1982. Box. Good but some stacking indentation. £4.50

Designer Unknown. No. players: 2. Country: British, Desc. by Andy.

Each player has 8 pieces, showing either a heart, diamond, club or spade, and the board is an 8x8 grid also showing these symbols.  Players take it in turns to move a piece one space, but may not move a piece onto a space showing that piece's symbol.  The objective is to get four of your pieces into a row.  Attractive plastic board and pieces.

 

Medina, published by 999 Games. 2001. Box. Good. £16

Designed by Stefan Dorra. No. players: 3-4. Country: German, Duration: 45 mins, Desc. by Andy.

Very attractive game with stacks of wooden pieces. Medina, the ancient Islamic city needs to be rebuilt.  The players construct 4 palaces each which they want to become as large as possible as well as maximising the convenience to the market and having good access to the city walls and stables.  Very clever placement game, and I have some house rules which improve it further, in my opinion, which I can pass on.  One of my favourites. This is the Dutch edition.

 

Memo, published by Invicta. ca.1978. Box. Box shows some wear. £2.50

Designer Unknown. No. players: 1-2. Country: British, Duration: 10 mins, Desc. by Andy.

Each player has their pieces placed at random, face down on their side of the board.  Players take turns to look at a piece.  Initially, looking for the piece labelled 1, and when that is found 2, and so on.  First player to find all their pieces wins.  For one player there is a chart rating your performance.

 

Microdot, published by Parker. ca.1970. Box. 2 copies available:

1) Good, but 1 box corner split. £9     2) Good. £10

Designer Unknown. No. players: 2-4. Country: British, Duration: 1 hr, Desc. by Andy.

Espionage game in which the players try to steal the diplomatic bag of any one opponent and return it to their own headquarters to win. The outer board is used to gather pieces of equipment needed for the mission.  These pieces of equipment (ladder, revolver, dagger, earphones, passport, wire-cutters) all have nicely made plastic pieces.  The mission takes place on the inner board.  Here the collected equipment is moved around to get past obstacles and also eliminate other people's 'lesser' items of equipment.  Sometimes chance cards are drawn and these have the word Microdot written on them, and a tiny number or letter which decodes to give instructions on a chart.

 

Mini Poker Chips, published by Unknown. ca.. Box. Good. £3.50

Designer Unknown. Country: Unknown, Desc. by Andy.

A pocketable set of mini poker chips.  They come in a plastic case which is 8cm x 5.5cm x 2.75cm.  There are 10 chips in each of the denominations 1, 2, 5, 10, 20, 50.  The chips are 2.5cm diameter and made of plastic.  Each denomination is a different colour.  A very useful item to have around as poker chips are generally much easier to use than the play money provided in most games.

 

Montgolfiere, published by Euro Games. 1992. Box. Good. £10

Designed by Dominique Ehrhard. No. players: 2-6. Country: German, Duration: 45 mins, Desc. by Andy.

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

 

Mü & Mehr, published by Amigo. 1996. Box. In shrink. £8

Designed by Doris Matthaüs & Frank Nestel. No. players: 2-6. Country: German, Duration: 1 hr, Desc. by Andy. Special notes: Small box edition

Card game, really a set of games using unique cards. It was on the German 1996 Spiel des Jahres shortlist.  The main game is a very clever trick taking game which is best with 5 players.  It involves bidding for a contract for the hand in a rather neat way, and there can be up to two different trumps, either of which can be a number or colour.  Finally, rather than the number of tricks taken being what scores, the cards have little triangles, which are the points you are trying to win.  One of the very best 5 player card games.  The other games are interesting variants of traditional card games, but work just a bit differently using the alternative set of cards. Recommended.

 

Nanuuk!, published by Bambus. 1999. Box. Box good, contents unused. £13

Designed by Gunter Cornett. No. players: 2-4. Country: German, Duration: 25 mins, Desc. by Andy.

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

 

Nationwide, published by Omnia. 1976. Box. 2 copies available:

1) Box corners battered. £1.50    2) Box corners taped. £1.50

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

TV related, based on the 70's nightly news programme. Neat TV camera card counters. A collecting game, with players roaming the board looking for news stories.  A special spinner is used to determine movement allowances.  To win a player must collect a full set of TV monitor counters and a set number of story counters.

 

Naval War, published by Avalon Hill. 1983. Box. Good. £10

Designed by Neil Zimmerer & Craig Taylor. No. players: 3-9. Country: American, Duration: 45 mins, Desc. by Andy.

Card game recreating WWII naval combat. 54 cards represent major ships of the era, and 108 Action Cards allow you to fire salvos, attack carriers, launch torpedoes, and so on. The objective is to sink 100 points worth of enemy ships. Ammunition cards must be usable by the guns you have available to be able to be played, and other cards include smoke screens, repairs, extra damage, submarine attacks, mine fields etc. Very simple rules for an A.H. game.

 

Never Call Retreat, published by 3W. 1983. Box. Good. £4.50

Designed by George Schandel. No. players: 2. Country: British, Desc. by Andy.

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

 

Noteability, published by Spear's Games. 1991. Box. 2 copies available:

1) Excellent. £10     2) Good but 1 corner taped. £9

Designer Unknown. No. players: 2-4. Country: British, Duration: 30 mins, Desc. by Andy.

Essentially a game of 'Name That Tune'. In the classic parlour game a player either sings or plays on the piano the first few notes / bars of a song and the others have to recognise it.  This is essentially the same, but the game comes with a miniature working electronic grand piano (17 numbered keys), and the cards showing the tunes to play list the keys to press to play the tune with dots to indicate pauses.  One of the most amazing game components you will see.  You don't need to be musical to play, but it helps if you know the tune you are playing so you can get the rhythm at least approximately right.  Great fun watching other people mangle the tunes nearly as badly as you do!

 

Oasis, published by Uberplay. 2004. Box. In shrink. £22

Designed by Alan Moon, Aaron Weissblum. No. players: 3-5. Country: American, Duration: 1 hr, Desc. by Andy. Special notes: This edition is fully in English

Players bid for the right to use a variety of cards to place tiles and camels onto a board showing an area of desert, stony land, oases and sand dunes. The bidding mechanism is unusual, and involves players putting out selections of cards for the other players to choose from, and the earlier your cards are picked the better choice you will have next round, though the cards you have to put out are a limited resource.  Also players try to claim large areas of land and build large camel trains but also need the corresponding scoring tiles for these to do well, thus the game pulls you in many directions at once.  Recommended.

 

Odysseus, published by Jumbo. 2001. Box. Good. £11

Designed by Dominique Ehrhard. No. players: 3-6. Country: Dutch, Duration: 50 mins, Desc. by Andy.

Players take the role of Greek gods and try to influence where the ship The Odysseus sails, trying to send it to particular adventures.  These adventures are colour coded, and the players have a secret card which says which colours are worth points to them. Players influence the route of the ship by playing cards on spaces corresponding to the different options from the various spaces at each point, and when all cards desired are played the ship moves.  Players also have special abilities according to the god whose powers they have, though these can switch between players during the game. Wooden markers + ship and overall a very nicely produced game.

 

Off To The Tower, published by Ravensburger. 1991. Box. Box shows wear. £3.50

Designed by H Semmelroch. No. players: 2-4. Country: British, Duration: 20 mins, Desc. by Eamon.

Children's game, a variation of games like Ludo. Players chase each other round the board, trying to avoid being sent to the tower.

 

Palermo, published by Piatnik. 1992. Box. In shrink. £18

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

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


Park And Shop Game, published by Milton Bradley. 1960. Box. Poor. £3

Designed by Chad Valley. No. players: 2-6. Country: British, Duration: 30 mins, Desc. by Andy.

Special notes: The box corners and edges have been taped.  A couple of the pedestrian pieces are broken (non identical replacements provided) and the board slightly damaged where it folds.

Players are given a shopping list of items to get while in town, and the players then drive their car into the town centre depicted on the board, and park in a parking lot where they will pick up an additional task to be done before they can head home. Movement is then by foot and the shops on the shopping cards have to be visited before heading home and on the way one last stop has to be made.  Movement is by dice, but there are choices, and sometimes 1 die and sometimes 2 dice are thrown.  The rules include a version of the game using money and one which doesn't use money.

 

Pass-Out, published by Paul Lamond. 1986. Box. Good. £2

Designed by Frank Bresee. No. players: 2-6. Country: British, Desc. by Andy.

Similar to various drinking games you may have played as a student.  Players roll and move around a board taking a drink when the board square instructs. Each time a player passes the 'start' square he must take a card which contains a tongue twister. If he manages to read the card correctly three times the card is won. The first player to get 10 such cards wins. The rules. Interestingly the original 1960 version stated it was not intended for use with alcoholic beverages. This version states the opposite (!) but states it is not for minors.

 

Pirates Of The Spanish Main - Promo Pack, published by WizKids. 2004. Packet. In shrink. £0.30

Designer Unknown. No. players: 2+. Country: American, Desc. by Andy.

This is a promotional mini pack given out at Spiel 2004. It contains two die-cut plastic coated cards which can be made into a 3D ship, HMS Walpole, which can be used in Pirates of The Spanish Main, which you will need own to make use of this.

 

Poleconomy, published by Woodrush. 1983. Box. Good. £6.50

Designed by Morton Blitz. No. players: 2-6. Country: British, Duration: 2hrs +, Desc. by Andy.

First edition, made by the inventor's own company. Players try to become both tycoons and politicians, gaining political power and money.  The players buy and sell UK businesses (real companies are represented), invest in insurance, buy bonds and make takeovers. High inflation and commercial failure can cause problems though, and taxes have to be paid. As politicians the players try to get elected to government and ultimately become Prime Minister, who can affect the financial position of all players.

 

Pro Football, published by 3M. 1966. Box. Good. £10

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

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

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

 

Probe, published by Parker. 1964. Box. 2 copies available:

1) Mint. £6     2) Good. £5

Designer Unknown. No. players: 2. Country: American, Duration: 1 hr, Desc. by Andy.

Vastly underrated word game which didn't sell well in the UK but which was a huge success in the U.S. Players try to guess each other's hidden words. A deck of cards adds variety  eg. by revealing additional letters. All players continue to score by working out their opponents' words even after their word has been revealed.

 

Queen's Necklace, published by Days Of Wonder. 2003. Box. Excellent. £13. Desc. by Andy.

Designed by Bruno Cathala & Bruno Faidutti. No. players: 2-4. Country: American, Duration: 40 mins.

Card game in which players purchase cards using a clever system which means that the more often a card is rejected the cheaper it becomes to buy.  These cards depict various jewels as well as cards which allow various special actions to be taken. Three times in the game there will be a grand jewel sale when the players select which jewels they will put on sale this turn, with selling rights going to the players with the best display of each type. Special cards can also influence the sale phase.  After three sales the player who made most money wins.

 

Quest For The Faysylwood, published by Faysylwood Press. 1993. Box. Excellent. £9

Designed by David Shaw. No. players: 2-8. Country: Canadian, Duration: 1 hr, Desc. by Eamon.

Card game, 112 cards featuring heroes, treasures, magic items, monsters, and events. Cards feature play information and an illustration. Each player represents a Hero and uses their cards to help themselves (magic items, companions, etc.) or hinder other Heroes (monsters, bad events, etc). The object is to lay down and successfully move through five terrain cards that will get your Hero a way through to the mystical Faysylwood.


Ra, published by Rio Grande. 1999. Box. Excellent. £35

Designed by Reiner Knizia. No. players: 3-5. Country: American, Duration: 45 mins, Desc. by Andy.

The players seek to obtain the most valuable holdings during three epochs of ancient Egypt. The game is essentially an auction game, but a very clever one, and very nicely produced with attractive ancient Egyptian designs. Players buy batches of tiles which include influence over the pharaohs, civilization advancements, gold, plots of land on the Nile and great monuments. At the end of each epoch these are scored, and some will fade away while others remain for future epochs.  Very well regarded game and now quite sought after. Recommended.

 

Ripley's Believe It Or Not, published by Milton Bradley. 1984. Box. Good but 1 box corner taped. £9

Designed by Ripley International Inc. No. players: 3-6. Country: American, Duration: 45 mins, Desc. by Andy.

An excellent trivia game, based on the bizarre facts published in Ripley's newspaper columns over the years. A good family game as everyone has a shot at working out whether the offbeat and outrageous is true or just a load of old baloney.  Cards come in various types: multiple choice, true or false statements, and bluff cards where players must make up their own false answers to try and dupe their opponents. Fun game, and it is usually interesting and hard to believe the real answers.

 

Rivets, published by Metagaming. 1977. Packet. 2 copies available:

1) Box good, contents unpunched. £8

2) Box taped and shows wear. £5. The original (paper) board is missing, but a copy on card is supplied.

Designed by Robert Taylor. No. players: 2. Country: American, Desc. by Eamon.

MicroGame No. 5, and one of the best in the series. Each player has an army of robots, called Boppers, but the twist is that each type of robot is only programmed to attack one other type. In effect, if unauthorised types meet on the battle field, they ignore each other. This leads to lots of reprogramming during the battle as you realise your, or your opponent's, weaknesses.

 

Runebound, published by Fantasy Flight Games. 2004. Box. Excellent. £32

Designed by Martin Wallace, Darrell Hardy. No. players: 2-6. Country: American, Duration: 2 hrs, Desc. by Andy.

Very well produced fantasy adventure game.  Each player takes the role of an adventurer and moves around a large hex gridded map of a fantasy realm, having adventures at special locations.  The objective is to build up your character's skills, weaponry and armour and recruit allies who will fight with you in battle, with the eventual aim of defeating the evil Dragon-lord himself, or enough of his lieutenants.  The game uses some novel dice showing terrain types which are used to move around the board and can be traded in to recover from exhaustion.  Most of the game is driven by adventure cards and players can choose whether to try easy, medium or hard adventures throughout the game.

 

S.O.S. Donald!, published by Schmidt. 2002. Box. Excellent. £6

Designed by Reiner Knizia. No. players: 2-4. Country: German, Duration: 10 mins, Desc. by Andy.

Children's Disney dice game for ages 5+. The players each have two playing pieces showing members of Donald's family, and the objective is to move them across the house from one piece of furniture to the next. Players take it in turn to roll the dice and move one of the pieces of the colour indicated forward.  The dice sometimes gives a choice of which colour to move and can also force you to move one of your own pieces backwards. Apart from the sofa only one piece may stand on one piece of furniture causing some quite long jumps to occur from time to time.

 

Samurai, published by Wiggins Teape. ca.1970. Box. 2 copies available:

1) Box Poor. £7     2) Box indented due to stacking. £8

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

Stylish abstract game with 8 large (7.5cm tall) Samurai playing pieces. The pieces hold plastic swords in different ways,  to indicate their changing strength throughout the game. Movement of one side's pieces determine, to a certain extent, the limitations of movement on the other side.

 

San Gimignano, published by Piatnik. 2002. Box. Excellent. £14

Designed by Duilio Carpitella. No. players: 2-4. Country: Austrian, Duration: 45 mins, Desc. by Andy.

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

 

Scattergories, published by Milton Bradley Games. 1988. Box. Box shows wear. £10

Designer Unknown. No. players: 2-6. Country: American, Duration: 30 mins, Desc. by Andy.

Family game in which a category is selected from one of several hundred listed on cards. A special (very large 20 sided dice) is rolled to determine the start letter to be used for this round and the players all write down answers which fit the category and the start letter.  However, answers only score if noone else has thought of them.  As well as the unusual large d20 letter dice the game also has a rather neat clockwork timer and a folder and notepad for each player.


Schotten Totten, published by Pro Ludo. 2004. Box. In shrink. £8.50

Designed by Reiner Knizia. No. players: 2. Country: German, Duration: 30 mins, Desc. by Andy.

An excellent card game for two from Reiner Knizia.  Part of an informal series of two player card games which includes the very popular Lost Cities.  In this game the players are fighting over nine border stones between their Scottish clans' territories.  This is done by playing cards next to the stones with the object of making powerful combinations, eg. three of a kind, a flush, run etc. What makes the game work so well is that both players have to commit to playing cards before they know just what combinations they will be able to make by the end of the game.  Considerable skill required, though the luck of the cards is important too.  Highly recommended.

 

Schwarz Markt, published by Amigo. 1997. Box. 2 copies available:

1) Excellent. £10      2) Good. £9

Designed by Stefan Dorra. No. players: 3-5. Country: German, Duration: 45 mins, Desc. by Andy.

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?

 

Scoop, published by Unknown. ca.1950. Box. Box taped. £3.50

Designer Unknown. No. players: 4-6. Country: British, Desc. by Andy.

Card game.  Not related to the famous newspaper completion game of the same name.  This is a card game very much of the same type as Pit where players vocally trade cards simultaneously trying to achieve a set first.  Date is my best guess, so only a guide.

 

Sea Hunt, published by Merit. 1960. Box. Box Poor, Contents Good. £13

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

Very rare TV related game, based on the underwater adventure series that made a star of Lloyd Bridges. Each player is a skin diver attempting to recover treasure from a sunken ship. Essentially a game of luck, but, as I said, very rare and the only game I have ever seen based on this TV series.

 

Serenissima, published by Euro Games. 1997. Box. In shrink. £24

Designed by Dominique Ehrhard & Duccio Vitale. No. players: 2-4. Country: French, Duration: 3 hrs, Desc. by Andy.

Excellent strategic game of trading and / or piracy in the Mediterranean. Reprinted as Mediterranee. Players represent a merchant family during the Renaissance. Players attempt to balance the need of trading and open commerce versus piracy. Players create and send out a fleet of ships to trade various commodities around the Mediterranean while also keeping well manned ships to attack and defend against other player's fleets. Very good game with wonderful pieces - it looks fantastic during the game. Recommended.

 

Shell Shock, published by Victory. 1990. Box. Excellent - unpunched. £15

Designed by Joseph Reiser. No. players: 2-4. Country: American, Desc. by Andy.

Two player man to man wargame adapted from the same company's solitaire game system Ambush!  Both players equip and then command a squad of American, German, British or Russian troops and play one of six missions. Very high replayability as each playing works out differently due to weather conditions, differences in the squads, a variety of mission objectives and the intensity of the battle.

 

Smog, published by Urban Systems. 1970. Box. Good but box is grubby. £25

Designer Unknown. No. players: 2-4. Country: American, Duration: 2 hrs, Desc. by Andy.

Special notes: Birthday message written on front cover in biro

This company specialised in games about real environmental concerns. The amount of plastic in this game might have worried some of their supporters! Players are civil servants responsible for 'Clean Air'. The board holds factory pegs which have smoke trails which trail over the board polluting other spaces.  Players make decisions on how to expand their city, and how to provide transport and waste disposal services, and these decisions affect each player's popularity (votes), finances and air quality, and in turn these cause victory points to be gained and lost at various points in the game.  Some unusual mechanisms, and definitely collectable.

 

Snow White, published by Russell. 1965. Box. Excellent. £6

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

Card game, film related, licensed by Disney. 40 cards feature the main characters from the film in full colour. Unusual in that the game mixes elements of Rummy and Hearts in one game!  Unusual item.


So Ein Hundeleben, published by Eurogames. 2001. Box. Excellent. £11

Designed by Christophe Boelinger. No. players: 2-6. Country: French, Duration: 75 mins, Desc. by Andy.

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

 

Spinnaker, published by Overlay Games. 1985. Tube. Good. £10

Designed by Lynn Lewis. No. players: 2-6. Country: British, Desc. by Andy. Special notes: The stopper at one end of the tube is missing, and that end has been secured with card and tape.

Yacht racing game played on a large nautical map with a clear plastic overlay showing the spaces the yachts will move on during the game, and you can play on a real nautical map using the overlay if you wish. The game takes some of the ideas from 3M's classic Regatta, allowing for unexpected change of wind direction, variable number of movement legs per turn, attitude of yachts, right of way etc.  It also adds some extra ideas such as avoiding water which is too shallow for your boat and bonuses and penalties for different depth keels, spinnaker usage etc.  Nice item especially for the sailing enthusiast.

 

Stadens Nyckel, published by Casper. 1998. Box. Excellent. £18

Designed by Dan Glimne. No. players: 3-6. Country: Swedish, Duration: 2 hrs, Desc. by Andy.

Players represent noble families trying to build up their neighborhoods and get their family members into the important official positions at the right times. The game play is driven by cards, and events also take place giving advantages to the various positions, but the order these will come up in is partly revealed so you have an idea what is coming up.  One very nice aspect of the game is that as sections of the city get developed card overlays are placed over the board.

 

Stamp, published by Amigo. 1997. Box. In shrink. £8

Designed by Hanno & Wilfried Kuhn. No. players: 3-6. Country: German, Duration: 45 mins, Desc. by Andy.

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

 

Star Trek The Next Generation, published by BMI. 1992. Box. Box poor. £3.50

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

TV related, featuring the main characters (plus Whoopi Goldberg) on the lid. Simple dice game but with rather an unusual looking board.

 

Star Trek: The Next Generation Limited Edition Starter, published by Decipher Inc. 1994. Box. Mint. £3

Designed by Technical Game Services. No. players: 2+. Country: American, Desc. by Andy.

CCG. Starter deck for this licensed card game. The deck contains 60 randomly selected cards, enough for 1 player to start playing.

 

Star Wars The Queen's Gambit, published by Avalon Hill. 2000. Box. Excellent. £30

Designed by Craig Van Ness, Alan Roach. No. players: 2 or 4. Country: American, Duration: 2 hrs, Desc. by Andy.

Produced by the Hasbro backed Avalon Hill, this game has over 150 plastic figures, and the game involves juggling four different battles simultaneously - concentrating on one or two may get you victory there, but may lose you the other battles and the game.  The 4 arenas are the Gungans and droids on the plains, The Jedi, Anakin in his spaceship, and the battle in the palace.  The game is driven by card play, with the cards having  multiple uses, so plenty of choice and decisions to make. The over the top production of this game has to be seen to be believed.

 

Starship Tycoons, published by Griffin Games. 1986. Box. Good. £7

Designed by Alan E Paull. No. players: 2-6. Country: British, Desc. by Andy.

Space trading game in a bookcase box. Essentially you travel the galaxy making deals to gain wealth, with the bizarre objective of raising enough money to buy the Moon (which the Earth Government has put up for sale!). Players can choose to buy extra cargo holds for their ships to enhance their trading, but will need to trade more to recoup the cost. Events occur during the game to add adventure to the trading.


Sunda To Sahul, published by Sagacity Games. 2002. Box. In shrink. £35

Designed by Done Bone. No. players: 1+. Country: Australian, Duration: 1 hr, Desc. by Andy.

Most unusual item.  The main component is a 136 piece very precisely made wooden jigsaw.  However, this is likely to be of much more interest to gamers than puzzlers as the tiles come in various shapes, but can interlock in a huge number of different ways. The tiles all show parts of an archipeligo, and so can be put together to form islands and sea.  The rules supplied give a large variety of options for how to play various games with them, as well as a solitaire puzzle to try as well. I can supply my own favourite set of rules as well if you wish.  Expensive, but when you see how well made it is you will understand why. Fantastic innovative design.

 

Suppenkaspar, published by Mattel. 1987. Box. Good. £10

Designed by Karl-Heinz Schmiel. No. players: 3-6. Country: German, Duration: 45 mins, Desc. by Andy.

Could be described as a 'sick' game, but great fun to play. Players gorge, diet, and throw-up in their quest for the perfect body. Great card game, board merely serves to keep a record of your appearance.  The game is of the type where one player leads a particular type of card and this restricts what can follow it.  However there are special cards and there is the opportunity to discard cards before a hand starts, making for some interesting play, and thought required in how to best play a hand.

 

Tabula, published by Historical Collections. 1990. Box. Good. £3.50

Designed by Finch and Scott. No. players: 2. Country: British, Desc. by Eamon.

Very nice reproduction of a Roman game, with Roman-numeral dice and glass stones. A sort of early Backgammon.

 

Tank Commander: The Eastern Front, published by Moments in History. 1996. Boxes. Excellent. £2

Designed by John Desch & Ulrich Blennemann. No. players: 2. Country: American, Desc. by Andy.

Price is per starter deck. Collectible Card Wargame which covers the Eastern Front of WWII.  Each starter deck contains 60 cards.  The game can be played with just a starter deck for each player, though more cards will give you more options when putting decks together.  The game is a tactical combat game and cards represent individual tanks, squads, gun teams, as well as specials like minefields, snipers, air strikes etc. Interestingly card rarity is based on the availability of items in WWII, and more powerful items have a higher deck building cost.

 

The Action Man Game, published by Parker Palitoy. ca.1978. Box. 2 copies available:

1)  Box poor, 1 card replaced by photocopy. £2     2) Box battered but whole. £4

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

Game based on the exploits of the famous toy soldier.  Action Man items are now highly collectable.  The game involves moving around the outside of the board and landing on an opponent means the two players have a battle.  Battles are fought on land, air or sea as determined by a card draw, and battle dice are rolled.  These are special dice showing a missile, an infantryman, a submarine, a tank, a bomber and a ship.  Players also get to exchange prisoners of war as well.

 

The Arab-Israeli Wars, published by Avalon Hill. 1977. Box. Good. £8

Designed by Seth Carus & Russell Vane. No. players: 2. Country: American, Desc. by Eamon.

Allows you to replay twenty four different situations at a tactical level on a customizable map.  The military forces of Egypt, Israel, Jordan, and Syria are represented in the various scenarios. Rules include (but are not limited to)

roadblocks, minefields, electronic warfare, bore-sighting, and firing while moving.  Basic game rules cover 5 pages, standard game rules a further 6 pages, and advanced rules 5 more.  Contains about 500 counters.

 

The Battle Of The Bulge, published by Avalon Hill. 1965. Box. Box a bit grubby and 2 corners taped. £8

Designed by Lawrence Pinsky. No. players: 2. Country: American, Desc. by Eamon.

First edition, in the thicker flat box preferred by the company at that time. The famous WWII encounter in the Ardennes in December 1944, when the American Commander responded “Nuts!” to the German order to surrender.  The basic game rules are only 4 pages long, but a supplementary book adds to this for tournament games and extra optional rules.  The German player has to get 20 units to the Meuse River by Dec 23rd, or failing that eliminate all American forces.  The U.S. player has to ensure neither of these happen.

 

The Elfquest Boardgame, published by Mayfair. 1988. Box. Good. £8. Desc. by Eamon.

Designed by Mark Acres, Troy Denning & Marty Stever. No. players: 2-5. Country: American, Duration: 90 mins.

Based on the comic book characters created by Wendy and Richard Pini. The board is made up of tiles, making it different every game, and in the full game, the tile placement is crucial to your strategy. One player is Guttlekraw the Troll King, and the others are leaders of various elf tribes looking for their Elf Home.  Movement costs between tiles depends on the numbers printed on them, so some routes will be prohibitively expensive.  There are a number of potential sites for Troll Home, which need to be investigated.

 

The Game Of Quotations, published by Milton Bradley. 1987. Box. Good - 1 corner taped. £4

Designer Unknown. No. players: 2+. Country: British, Duration: 45 mins, Desc. by Andy.

A trivia game based on famous quotations. The questions come in various types: True or False, Buzz Words, Who Said That, Missing Words and Quote Vote.  Players / teams are given cards indicating these categories and have to get rid of them by answering correctly.  Of course it is the quotes themselves which make the game worth playing.  eg. 'My one regret in life is that I am not someone else' - Woody Allen.

 

The Magnificent Race, published by Parker Palitoy. 1975. Box. Good. £11

Designer Unknown. No. players: 2-4. Country: British, Duration: 1 hr, Desc. by Andy.

A great fun race game. Players collect tickets on various forms of transport, and enter races for that transport throughout the game. Coloured balls are placed in a large spinner and the winning ball will settle in a little indentation. The more balls you have in a race, the greater your chance of winning., but Dick Dastardly (everyone's adversary) always has a black ball in every race so he could win and pinch the points. He could even win the game!

Not to be taken seriously, but just good fun.

 

The Muppet Show, published by Palitoy. 1977. Box. Good. £3.50

Designer Unknown. No. players: 2-4. Country: British, Duration: 30 mins, Desc. by Andy.

Each player has control of two muppets and a movable stage set in their colour.  The players use cards to move their muppets and sets across the board into the correct position ready for The Muppet Show.  The first to do this wins.  However, some cards can be used to hinder other players in various ways.

 

The Really Nasty Horse Racing Game, published by Upstarts. 1984. Box. Good, but 1 corner taped. £13

Designer Unknown. No. players: 2-6. Country: British, Duration: 90 mins, Desc. by Andy.

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

 

The Simpsons Slam Dunk Card Game, published by Winning Moves. 2001. Box. Excellent. £2.50

Designed by Reiner Knizia. No. players: 2+. Country: British, Duration: 30 mins, Desc. by Andy.

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

 

Therapy, published by Milton Bradley. 1988. Box. 2 copies available:

1)  Good. £4.50     2) Good. £3.50. Original inkblot book missing, but a copied version is included.

Designer Unknown. No. players: 3-6. Country: British, Duration: 90 mins, Desc. by Andy.

Partly trivia and partly psychology based game.  The questions fall into several types, some multiple choice or yes / no, and some in which you have to judge how an opponent will answer.  They all concern facets of human life, as seen through the eyes of a psychologist, and are often quite interesting and revealing. There are also inkblots which the players get to study from time to time throughout the game to determine what most people see in them.  The objective is to answer correctly, or to predict your opponent's answers correctly in each category of questions.  A good game of this type.

 

Tile Rummy, published by Peter Pan. 1983. Box. Good. £6

Designed by Michael Kohner. No. players: 2-4. Country: British, Desc. by Eamon.

Attractive card-game variation, played with tiles, on a nice felt board. Each player must use their hand of tiles to form Gin Rummy melds on the board, which could be a group of 3 or 4 tiles of the same rank, or a sequence of 3 or more tiles of the same suit in a run. The board has various squares covered in diamonds of one colour or another and these act like Scrabble squares, affecting the value of tiles or melds played on it.

 

Torres, published by Rio Grande. 1999. Box. Excellent. £19. Desc. by Andy.

Designed by Wolfgang Kramer and M Kiesling. No. players: 2-4. Country: American, Duration: 75 mins.

German Game of the Year Award winner for 2000. Players use chunky plastic pieces to build towers all over the board, and use action points to move their knights into commanding positions, and special action cards to break the normal rules to gain an advantage. Requires considerable thought to make the most effective use of your action points and cards.


Total War, published by Gamesmiths. 1992. Box. Box good, contents unpunched. £14

Designed by Jeff Siadek. No. players: 2-6. Country: American, Duration: 2-4 hrs, Desc. by Andy.

Advanced Risk-like game, with each player taking their nation from the 19th century into the 21st. You must decide each turn what units to build (for attack and defence) and what to research for the future.  Technologies include Firepower, Flight, Industry, Movement, Nuclear, Rate of Fire, Ships and Tanks.  Victory is either by total domination or by having the superior position after a fixed time.

 

Totem, published by Queen Games. 1995. Box. Good. £9. Desc. by Andy.

Designed by Philippe Des Pallieres & Patrice Pillet. No. players: 2-4. Country: German, Duration: 90 mins.

Players manage a tribe of Indians each, and every turn must assign their people amongst 3 huts.  Then players use their resources to play enhancing spells on their own huts and unpleasant spells on opponents huts.  The spells are resolved, food is gathered, babies are born and the population ages.  The biggest tribe each turn gets an extra totem pole segment which allows more spells to be cast but also makes that tribe more of a target.  It is quite possible for a tribe to become unviable and have  to start again from scratch.  Clever game with good mechanics.  Very nice bits too.

 

Trampelpfad, published by Hexagames. 1989. Box. In shrink. £19

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

Very nicely made race game, with 6 fabulous wooden elephants and other wooden components. The elephants must load tree trunks and get them home, but the more they try to carry, the slower they may move. Do you make short, lightweight trips, or risk a heavy burden with less trips? A very nice item, not often seen.  Game play is driven by dice, but with lots of choice in how to use your movement points, and chances to hinder opponents.

 

Treasure Island, published by Spears. 1976. Box. Good. £2.50

Designed by Gyles Brandreth. No. players: 2-6. Country: British, Desc. by Eamon.

Rare Spears game, a dice based race to find the treasure in the centre of the map.  The map shows a variety of routes along which the pirate playing pieces move.  It is only possible to change paths at certain points, and players cannot jump over other players' pieces.  Various special spaces have special effects.

 

Tri-Ominos, published by Ideal. 1968. Box. Good. £4.50

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

Dominos variant, but with triangular dominoes and numbers in the corners and thus two numbers to match on each side.  This gives opportunities for high scoring when matching on two or more sides at once. Chunky plastic dominoes which are nice to hold and stand up on their side well.

 

UFO's Fritten Aus Dem All, published by Argentum Verlag. 2004. Box. Good. £16

Designed by Petra Brandenburger. No. players: 2-5. Country: German, Duration: 75 mins, Desc. by Andy.

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

 

Um Reifenbreite, published by Jumbo. 1991. Box. Good. £23

Designed by Rob Bontenbal. No. players: 2-4. Country: German, Duration: 1 hr, Desc. by Andy.

This is the reprint of the famously rare game Homas Tour. Won the German Spiel Des Jahres 1992.  Bicycle racing game in which each player controls a team of 4 cyclists and the objective is to do as well as possible with all your riders. The basic mechanism emphasises the importance of slipstreaming.  Essentially the rider at the head of a line rolls 2d6 and moves, but those behind can either follow on using the same movement value, or decide the front man is too weak and roll for themselves. Neat idea.  However, to make things more interesting there are also mountains, sprint sections, energy cards for surges when needed, event cards and even the option to grab onto a passing car - but don't get caught doing this! Recommended.

 

Unholy Tricks, published by Victor Gollancz Ltd. 1988. Book. Good. £8

Designed by Terence Reese & David Bird. Country: British, Desc. by Andy.

The second Bridge book in the Monks of St Titus series. Very amusingly written and yet also has a great deal to teach to the Bridge player.  There is no need to own the previous book to appreciate this one. Very well written, and a must for any Bridge player with a sense of humour.


Volldampf, published by TM Spiele. 2001. Box. Excellent. £21

Designed by Martin Wallace. No. players: 2-6. Country: German, Duration: 90 mins, Desc. by Andy.

Special notes: This set includes laminated colour English special action cards and crib sheets to ease play.

Part of Martin Wallace's rail game series which started with Lancashire Rails and peaked in the truly excellent Age of Steam.  This game plays rather more like Lancashire Rails than Age of Steam, but has very nice components.  However, it has a few ideas of its own which make it different to the others in the series, and worth exploring for the train game fan.  All the games in this series are very good, and this is no exception.

 

Volle Lotte!, published by Abacus. 1994. Box. 2 copies available:

1) Mint. £4      2) Excellent. £3.50

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

Dice game, with cards also used, and based on the old French game Dix Mille. Players throw dice to score combinations, and can carry on or bank their score. If they go on and then make a non-scoring throw, they risk losing their score

so far. The cards add an extra dimension to Dix Mille, giving bonus scores for certain combinations.

 

Wallenstein, published by Queen Games. 2002. Box. In shrink. £29

Designed by Dirk Henn. No. players: 3-5. Country: German, Duration: 2.5 hrs, Desc. by Andy.

Players take the parts of powerful Barons and Kings in 1618 who are in a struggle for domination of central Europe. Players start with a few regions under their control and each year plan which actions they will perform in each of their regions. These actions range from harvesting and making money through trade, to building palaces and churches to troop movement and war.  Conflict is resolved in a very neat way - all the units involved in the fight are wooden blocks and are dropped into a large tower with various baffles inside.  Only those which come out of the bottom count in the battle, and this may include some unexpected stragglers from previous battles!  A cleverly designed substantial game which requires good planning.  Highly recommended.

 

Wheedle, published by Out Of The Box. 2002. Box. In shrink. £7

Designed by Reiner Knizia. No. players: 4-6. Country: American, Duration: 30 mins, Desc. by Andy.

Reiner's revamp of the classic free for all trading game Pit.  In this game the cards represent stocks in various companies. Players trade openly with each other all at the same time, and can give away cards, trade one for one or one for many. There is also one card open on the table which players can swap with too.  The objective is to make your entire hand score points, which means they must either be in a complete set or they must be in a partial set for which you hold the majority of the shares.  There is a bonus for the player who ends the round by having all cards in their hand score and at that point the company which has a card on the table is considered bankrupt and scores nothing. Loud, frantic and fun.

 

Zatre, published by Peri Spiele. 1989. Box. Excellent. £11

Designed by Manfred Schuling. No. players: 2-6. Country: German, Duration: 1 hr, Desc. by Andy.

Special notes: This set also includes the PC version of the game, Zatre Light - for solo play against the computer.  Win 95/3.1x (works on my Win98 PC too)

Tile laying game.  The tiles show the numbers 1-6 using dice pips, and each turn a player plays 2 such tiles onto the board in order to score points.  Points are scored whenever consecutive tiles add up to 10, 11 or 12, but they may never add up to more than 12.  In addition each time a score is made the score is noted on a pad, and keeping the number of times 10, 11 and 12 have been scored level will give greater bonuses.  The final twist is that making a scoring move on a doubling square doubles the bonus you get for an extra line on your scorepad.  It makes an interesting game in which luck plays a role, but so does skill.

 

Zoff In Buffalo, published by F X Schmid. 1998. Box. Excellent. £11

Designed by C Conrad. No. players: 2-5. Country: German, Duration: 1 hr, Desc. by Andy.

Players vie for space for their cows in various fields of different sizes.  This is done with simultaneous card play.  The rules for cow placing priority favour those who already have a larger herd in the field and then those who wish to place fewer cows.  Bonus cows are awarded periodically for large herds and at the end of the game whoever has the most cows on all pastures is the winner. The meadows are represented by different size mini-boards, with an attractive but disorganised side and a well regimented but less attractive side, so you can decide which way you prefer it!

 

Zug Um Zug, published by Days Of Wonder. 2004. Box. In shrink. £24

Designed by Alan R Moon. No. players: 2-5. Country: German, Duration: 75 mins, Desc. by Andy.

Spiel des Jahres Winner 2004. Published in America as Ticket To Ride. Players collect cards using a drafting system, and play them in order to lay out train pieces onto pre-positioned track spaces between cities on a map of America. The tracks between cities require varying numbers of cards / train pieces, and more points are scored for the longer sections.  In addition the players have cards which will be worth extra points if certain cities are connected up with that player's trains.  Very approachable and playable but with quite a bit to think about too.  A well deserved game of the year.  Highly recommended.

 

Zug Um Zug Europa, published by Days Of Wonder. 2005. Box. In shrink. £24

Designed by Alan R Moon. No. players: 2-5. Country: German, Duration: 75 mins, Desc. by Andy.

Aka Ticket To Ride: Europe. Update of the Spiel des Jahres Winner 2004. Players collect cards using a drafting system, and play them in order to lay out train pieces onto pre-positioned track spaces between cities on a map of Europe. The tracks between cities require varying numbers of cards / train pieces, and more points are scored for the longer sections.  In addition the players have cards which will be worth extra points if certain cities are connected up with that player's trains.  As well as the different map this update introduces a number of new elements to add to the options the players have, making it a worthwhile purchase for owners of the original game, as well as those without it.  Highly recommended.

 

 

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