MNG-AJM Games and Collectibles

 

Sep 2009 Catalog

 

10 Days In Asia. Published by Out Of The Box. 2008. Box. In shrink. £19. Desc. by Andy

Designer: Alan R Moon, Aaron Weissblum. No. players: 2-4. Country: American. Duration: 30 mins. Reworking of the excellent Europa Tour. Players must try to build a valid route through Asia using country cards, plane, ship and railway cards.  There are special card holders to ease play and a map board showing Asia from Turkey to Papua New Guinea. Thus you can see which countries are adjacent and which permitted for each type of travel. The game poses interesting puzzle-like challenges, and is one I very much enjoy - highly recommended.  It also has enough twists compared to Europa Tour to make it worth having this as well if you like the type of game.  Great for teaching the kids geography without them realising too.

 

10 Days In The USA. Published by Out Of The Box. 2007. Box. In shrink. £19
Designer: Alan R Moon, Aaron Weissblum. No. players: 2-4. Country: American. Duration: 30 mins.
Reworking of the excellent Europa Tour. Players must try to build a valid route through the USA using country cards, plane and car cards.  There are special card holders to ease play and a map board showing the states of the USA so you can see which states are adjacent and which permitted for plane travel. The game poses interesting puzzle-like challenges, and is one I very much enjoy - highly recommended.

 

1500 Gold. Published by Ragnar Brothers. 1995. Box. Good. £7

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

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

 

165 Card Tricks & Stunts. Published by Trolbourne Ltd. Book. Excellent. £2.25

Author: Jean Hugard. Country: British, 

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.

 

3000 Metres Steeplechase. Published by Lambourne. 1994. Packet. Good. £4

Designer: Terry Goodchild. No. players: 1+. Country: British, 

Expansion to 'The Long Distance Double' from the same company, but playable standalone.  The basic game system is the same as the parent game, but changes have been made to reflect the different nature of steeplechase events - having to accelerate into the hurdles and water jumps every 80m or so. Statistic cards for 48 athletes are included in the game. If you have Long Distance Double you can use the track and playing pieces from it to show race positions.  Without it you can play by using a track record sheet to do the same job in a less visual way.

 

50 Card Games For Children. Published by Whitman Publishing. 1933. Book. Good. £1.50

Author: Vernon Quinn. Country: American, 

Card game book covering 20 card games children can play, 12 solitaire games, 12 card tricks, 5 more grown up games and also an introduction to contract bridge.  1933 is the copyright date, but this edition is more recent - perhaps 1950s.


A Nightmare On Elm Street. Published by Victory. 1987. Box. Box shows wear, 2 corners taped. £1

Designer: Robert J Ryer. No. players: 2-6. Country: American. Duration: 1 hr, 

Film related, based on the series of horror movies. Each player must spend the game 'asleep', and try to get out of the nightmare world inhabited by Freddie. It has a neat twist in that each player has a secret partner in the game, so if you get to win, your secret partner also wins. The large board shows the nightmare maze out of which the players are trying to escape.  Game play involves playing cards, of various types, some of which will let you move either yourself or Freddie depending on whether it matches the current card type in play, and others which ward off Freddie for a while.

 

A Toy Is Born. Published by Stein & Day. 1973. Book. Good. £1.50

Author: Marvin Kaye. Country: American, 

Hardback with dustcover, 190 pages, 22x15cm.  The author details the history of many classic toys and games including: Monopoly, Silly Putty, Bingo, Yahtzee, Twister, Model Trains & Cars, Barbie, Teddy Bears, and much more.  There are also chapters which discuss the toy and game industry at the time.

 

Adam & Eva. Published by Ravensberger. 2004. Box. In shrink. £12.50

Designer: Aaron Weissblum. No. players: 2. Country: German. Duration: 30 mins. 

Neat two player game in which the players take turns to offer two cards from their hand to their opponent, who must pick one and let their opponent take the other.  The cards correspond to the colours of apples, and at the end of the hand the player with the highest score gets the better apple but the other player gets a consolation apple.  Over several hands apples are collected and at the end of the game are worth face value, but with bonuses for complete sets of apples.  A few special cards and wild cards add to the possibilities.  Very neat little game with plently of subtleties.  Recommended.

 

Advance To Marble Arch. Published by Parker. 1985. Box. Good. £4

Designer: Charles Phillips. No. players: 2-4. Country: British. Duration: 1 hr, 

Property development game.  There are 4 regions on the board each with 6 property spaces and a title deed for each.  On your turn you get some money to spend in a particular region and this can be split amongst the properties as you wish.  Each time you buy a share in a property you place a stackable piece there, and whoever has the most pieces there gets the title deed.  Thus you have to decide who to compete with and where.  Special cards allow rule breaking moves which can swing things in your favour, but it often takes a turn to get a new one.  A fun light business game.

 

Age Of Discovery. Published by Mayfair Games. 2007. Box. In shrink. £17

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

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

 

Age Of Steam. Published by Eagle Games. 2002. Box. In shrink. £40

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

New edition of this extremely well regarded railway game.  Players build track between cities and then ship goods for profit.  All the systems have been honed wonderfully to ensure you always have difficult decisions to make. The board and tiles have been very nicely produced too making this a very substantial and attractive game.  Track is laid by placing hex tiles onto the board, and each round players bid for a role which gives a special ability as well as taking the standard actions each turn. The objective is to build up a profitable network without spending too much money and shipping goods using your tracks. Highly recommended.

 

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

1) In shrink. £10      2) Excellent. £9

Designer: Corne Van Moorsel. No. players: 2-5. Country: Dutch. Duration: 30 mins. 

Ocean bound race game in which the players receive help from dolphins, sharks, turtles and orca. In order to win you will need to play tactically and also use your memory in order to get the sea creatures' aid.

 

Alhambra Dice Game. Published by Queen. 2006. Box. In shrink. £14

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

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

 

Aquaretto. Published by Abacus Spiele. 2008. Box. In shrink. £24

Designer: Michael Schacht. No. players: 2-5. Country: German. Duration: 45 mins. 

Based on Zooloretto, which won Spiel des Jahres 2007.  Each player has a water park playing board and drafts water animals which must be placed into the water park - in a more freeform way that in Zooloretto. However, there are quite a few more types of animal than you have space for.  Any animals which aren't placed will count against you. It is possible to earn action tokens which can be traded in to move animals, or expand your water park or get rid of unwanted animals. Collecting a breeding pair gets you a baby animal too. Recommended.

 

Ark. Published by Rio Grande Games. 2005. Box. Excellent. £9

Designer: Frank Nestel. No. players: 3-5. Country: American. Duration: 45 mins. 

Card game with the usual excellent Doris Matthaeus graphics.  The theme is Noah's ark and players take it in turns to add in animals to the ark.  This is done by playing cards which show the animals with symbols to indicate characteristics such as size, carnivore / herbivore, shyness, slowness or misc special abilities.  The ark is divided into two halves and care must be taken not to overbalance it.  Also no harm must come to any of the animals or provisions, so there are quite a few restrictions on what can be played where eg. only one carnivore per compartment, and it must be the smallest of the animals there.  Shy animals won't even go into a compartment next to one with a carnivore in!

 

Arkadia. Published by Ravensburger. 2007. Box. In shrink. £24

Designer: Rüdiger Dorn. No. players: 2-4. Country: German. Duration: 1 hr, 

Strategy game in which the players build up the city of Arkadia.  Players introduce buildings and set their workers around the buildings in such a way that many workers will be able to work on several buildings. When a building is surrounded the workers around it get paid and the player who caused the scoring gets a bonus.  Payment is with seals of different colours, and during the game the values of these seals fluctuates.  They need to be sold to gain money which wins the game, but this can only be done a few times during the game.  Clever placement and good timing are required to do well.  Recommended.

 

Armada. Published by Jeux Descartes. 1986. Box. In shrink. £12.50

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

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

 

Automobile Fur Die Welt. Published by Ravensburger. 1977. Box. Good. £15

Designer: Urs Waldvogel. No. players: 3-6. Country: German. Duration: 1 hr, 

Business game set in the car industry. Players vie for sales in markets around the world, producing cars, lorries, coaches and special vehicles. To do this players must build factories, and also improve their service and quality so that their products are attractive.  Also importing and exporting reduces margins, so trying to produce in the right countries is also helpful.  Mostly though players need to manage their cash flow so that they can afford to produce when lucrative contracts come up.

 

Avalon. Published by Kosmos. 2003. Box. Excellent. £10

Designer: Leo Colovini. No. players: 2. Country: German. Duration: 45 mins. 

Special Notes: I will include colour printed and laminated crib sheets and English supply cards.

Card game in the excellent small square box Kosmos 2-player range.  The players vie for supremacy over a row of 11 regions, some of which grant their controller advantages.  The cards depict knights and sorceresses in various colours, and these can be placed next to the various terrains to reinforce or to attack the opposing forces there, and thus if successful gain control of the region.  As usual with this designer, the mechanisms are clever and a little unusual - the sorceresses are potentially powerful, but if countered can give your opponent an advantage, whereas knights are needed in order attack a region.  Finally, winning a battle is not all good news as there is a potentially a large cost in hand cards to be paid by the victor.

 

Babylon 5: 2258 Core Set. Published by Component Game Systems. 1997. Box.

Excellent - mostly unpunched. £8. Designer: C Henry Schulte. No. players: 2-4.

Country: American. Duration: 2 hrs, 

Babylon 5 game in which up to four factions (Earth Alliance, Narn, Centauri and Minbari) vie for prominence.  The playing area is constructed out of large hexes showing large areas of space which will be explored and conquered.  Victory can be won by military or economic means, and diplomatic efforts on the Babylon 5 station are important too.  The game uses colourful counters, and cards with various effects. Each faction also has a board detailing its special abilities etc. Starter packs were also produced to allow extra players to play using additional factions.

 

Backgammon. Published by Victoria. ca.1974. Book. Good. £7

Author: Prince Djoli Kansil. Country: American, 

Softback, 23x15cm, 80 pages. Guide book on how to play and win at Backgammon.  The book covers the history of the game, basic rules, basic strategy, the running game, the back game, opening moves, the doubling cube, backgammon variations. The author is also a games designer and an accomplished player.

 

Ba-Kar-Ee. Published by Porterprint. ca.1935. Box. Box and cards show wear. £7

Designer: Unknown. No. players: 3-6. Country: British, Desc. by Eamon.

Special Notes: The cards show quite a bit of wear unevenly but aren't creased.

Card game, played with two packs of standard playing cards plus 8 jokers and 8 special cards called royal aces, making 120 cards in total. The game is an involved Rummy variant, with a large rule-book and a special reference card to ease scoring.

 

Bali. Box. Several editions available:

1)  Published by Milton Bradley. 1978. Good. £1

2)  Published by Milton Bradley. 1978. Good, but edges show a little wear. £0.75

3)  Published by Spears. 1956. Box shows wear. £1.75. A previous owner has used the inside of the box lid as a score-pad.

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

Word game played with cards.  Seven letters are laid out at the top of seven columns.  Players take turns moving cards from one column to another to form new words or the start of words, and the gaps so created have new cards inserted. You score for the consonants only in the words you form and multiply by the word length.  Completed words can be removed to form new openings. A fine word game.

 

Balloon Cup. Published by Rio Grande Games. 2003. Box. Excellent. £11

Designer: Stephen Glenn. No. players: 2. Country: American. Duration: 30 mins. 

Part of Kosmos' excellent small square box two player series.  In this game the players play cards of five different colours next to terrain cards either on their own side of the table or on their opponent's side.  Each piece of terrain represents a part of the race and cubes are placed on it which are both the prize and also indicate what colour cards must be played at that terrain. The cards are also numbered, and low numbers do best over the plains while high numbers are needed to traverse the mountains.  As cubes are won players get the chance to trade them in for victory cups, and the first to claim three such cups wins the game.

 

Bamboozle. Published by San Serif. 1989. Box. Good. £4

Designer: Webster & Danby. No. players: 4-8. Country: British. Duration: 30 mins. 

Variation on a classic parlour game.  One player reads a question from a card, and the other players make up their own answers which are read out along with the real answer.  Players then vote on which the real answer was.  Points are awarded for guessing the correct answer and for getting other people to vote for your made up answer. There are 88 cards each with 6 questions.

 

Barrier. Published by Aladdin. 1974. Box. Good. £5

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

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.

 

Batman The Game. Published by Paul Lamond. 1989. Box. Good. £0.75

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

Special Notes: Box lid corners damaged

Film related, with half the players representing Batman and the other half, the Joker. Essentially a race game from your base, either the Bat Cave or the Axis Chemical Factory, to a secret destination and back home again.

 

Blood Wars: Warlords Tactical Manual. Published by TSR. 1996. Book. Excellent. £4

Author: Kevin Melka. Country: American, 

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

 

Blooming Gardens. Published by Ragnar. 2002. Box. In shrink. £6.50

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

Card game. Six months of beautiful flowers guaranteed, provided you can collect the right cards. Lay fertiliser to score more points and watch out for those dreaded pests. Players collect cards trying to make sure they have a display of flowers each month to score as much as possible, while using special cards and pests to their advantage as much as possible.  Light game, with an unusual theme.

 

Bonnie And Clyde. Published by Rio Grande Games. 2008. Box. In shrink. £17

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

Rummy based card game. While not officially part of the Mystery Rummy series, this is by the same designer and has the same type of mechanics and feel, although this game does also use a board.  You can expect a selection of twists on standard rummy, based on the pursuit and possible capture of the notorious outlaws Bonnie & Clyde.

 

Bootleggers. Published by Eagle Games. 2004. Box. In shrink. £16

Designer: Ray Eifler, Don Beyer, Steve Gross. No. players: 3-6. Country: American. Duration: 90 mins. 

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.

 

Bose Buben. Published by Schmidt Spiele. 2000. Box. Good. £3.50

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

Tactical card game with the age range noted as 12+. The cards depict pig-riding kobolds who enter slightly odd races for money.  After four races the player whose kobolds earned the most money wins the game. The race consists of five lanes, and players take turns playing cards into these lanes.  Once there are four cards in a lane then the kobolds fight and one is removed.  When four kobolds have been evicted from the race the race ends, and the lanes are scored individually.

 

Bridge For 3. Published by Faber & Faber. 1955. Book. Good. £2.50

Author: George S. Coffin. No. players: 3. Country: British, 

Hardback with dustcover, 19x13cm, 64 pages.  This book presents a solution to what to do when there are only three of you but you want to play bridge.  The author calls his three handed bridge 'Trio Bridge', and it is supposedly as close to the real thing as you are likely to get with three players. The book includes a section on the ways in which you might want to bid differently in Trio Bridge compared to regular Bridge, as well as a section on defence and attack.

 

Bridge Is An Easy Game. Published by Frederick Muller Ltd. 1952. Book.

Good, but dustcover somewhat damaged. £3.50

Author: Iain Macleod. Country: British, 

Hardback with dustcover, 22x14cm, 244 pages.  A detailed exposition of the ACOL system by one of the members of the team that developed it. The book covers: Bidding (Conventions; Opening Bid of 1; No trumps; Forcing Bids; Slam Bids; Responding to the bid of 1; Trial Bids; Competitive Bidding; Technique in Rubber & Duplicate; Luck & Odds; Becoming an Expert), Play (Theory & Practice of Opening Leads; Planning the Play; Defensive Play; Safety & Deception; End Game), ACOL In Action (Summary, The Odds, Bidding Sequences).

 

Bridge Troll. Published by Z-Man Games. 2009. Box. Excellent. £18

Designer: Alf Seegert. No. players: 3-6. Country: American. Duration: 1 hr.

Lighthearted game in which the players are trolls guarding bridges, and attempting to get the more desirable travellers to cross their bridges.  The players bid to attract the visitors, and get their pick in descending order of amount bid.  Not bidding at all gets you more bidding power for next time, but a low bid may get you even more.  However, not all travellers are desirable: billy goats, dragons, and knights can cause a troll problems.  Food and money won from travellers can be traded in for VPs and it is these which win you the game.

 

British Towns. Published by Pepys. ca.1960. Box. Good. £1.50

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

Card game, with 44 cards featuring colour drawings of famous settings in 29 British Towns. The various towns and cities are divided up into 9 sets by region.  Rules to a couple of different set collecting games are included, one being a rummy variant and the other a Go Fish style of game.  The rules booklet also lists the populations of the depicted towns and cities, and gives a little information about each place.

 

Buck Rogers The 25th Century. Published by TSR. 1990. Packet. 2 copies available:

1) Excellent. £2     2) Good. £3.50

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

Science fiction role playing game.  This set probably came in a box originally, but is now provided in a packet.  The set includes: The Technology Book, The World Book, Characters & Combat Book, GM reference screen, 2 maps, 14 colour spaceship pictures with datasheets, 1 unpunched sheet of counters, 7 character sheets with colour pictures, and 4 planet datasheets with colour pictures.

 

Bump In The Night. Published by Twilight Creations Inc. 2008. Box. In shrink. £22

Designer: Colin Dimock. No. players: 2-6. Country: American. Duration: 75 mins. 

Haunted house themed game in which the players control groups of monsters.  Into the monsters' house a group of school children have wandered, and the monsters compete to scare as many of these innocents as possible!  Players get to introduce a selection of monsters onto the board, each with different abilities, and then move them and perform scares, which will make the children run from room to room, hopefully either increasing their level of fright to a critical level or scaring them out of the house completely.  In either case the current player collects a point.  Fun, but actually quite tactical.

 

Calypso Complete. Published by Rockliff. 1954. Book. Good, but dustcover shows wear. £2.50

Author: Ewart Kempson. No. players: 3-4. Country: British. Duration: 20 mins. 

Hardback with dustcover, 19x13cm, 80 pages. Rules and a walk through of the card game Calypso along with tactical options and expert advice.  Calypso is a cross between Canasta and Bridge, being played in tricks, generally as a four player partnership game, but can also be played as a non partnership game and with just three players.  It is played with 4 regular decks of cards and one game lasts about 20 mins. One neat idea in the game is that each player has their own personal trump suit.

 

Canaletto. Published by Hans Im Gluck. 1995. Box. Good. £7.50

Designer: Gunter Cornett. No. players: 3-4. Country: German. Duration: 45 mins. 

Auction game, in which players bid for batches of antiques. They then try to ensure the whole set of the antique types they own gets bought so that they can be sold for a profit.  However exactly when a set is sold will determine what it is worth, and if you wait too long it is possible that they may be worth nothing.  Also money can get tight, and the amount bid indicates what will be sold next, making it all very tactical and involving some careful thought.

 

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

£11. Author: H.E. Heather. Country: British, 

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

 

Cassell's Book Of Indoor Amusements Card Games & Fireside Fun. Published by Cassell & Co. ca.1900.

Book. Good. £9. Author: Unknown. Country: British, 

Hardback, 21x16cm, 234 pages. Attractive cover, and with gold-edged pages. The book covers: Round or Parlour Games (~100), Toy Games & Toy Making (~90), Mechanical Puzzles (~20), Arithmetical Puzzles (~20), Card Games (~25), Parlour Magic (3), Fireside Fun (~20).

 

Centipede. Published by Milton Bradley. 1983. Box. Good. £2.75

Designer: Atari Inc.. No. players: 2. Country: British. Duration: 30 mins. 

Notes: One centipede piece has become unlinked from the others so has to be moved along separately

Board game version of the popular 1980's video game.  Each player has a centipede which heads down a track and the first to reach the opponent's home base wins.  However, blocking mushrooms can be placed to create shortcuts for your centipede and a spider and scorpion place and remove mushrooms and also attack your opponent's laser cannon.  Your laser cannon can be used to destroy blocking mushrooms, the spider and the scorpion and also stun your opponent's centipede, slowing it down.

 

China Moon. Published by Eurogames. 2003. Box. In shrink. £5.50

Designer: Bruno Faidutti. No. players: 3-5. Country: French. Duration: 30 mins. 

Players command a team of frogs on a lily pond attempting to collect the most beautiful flowers, to give them as a betrothal gift.  The board shows a track around the pond with various sidepaths, and with lotus flowers of various colours dotted along paths.  Each player on their turn moves 3 frogs, either theirs or their opponents', 2 spaces each, ignoring occupied spaces. As well as collecting flowers, some spaces cause exchanges or even cause a flower to be dropped. Once all frogs are at the end of the track flower collections are compared, with values higher the more collected of the same colour.


Cloak & Dagger. Published by Ideal. 1984. Box. Box corners taped. £5.50.

Box lid slightly indented due to stacking.

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

Espionage board game which shares some similarities with role-playing games.  Players act as master spies and try to be the first to create a network of spies, all belonging to one secret organisation.  Each spy works for two organisations at the same time and each has a different strength.  The board shows a map of the world with various routes using different modes of transport marked on it.  Your main character has three different attributes (strength, speed and agility), and you can choose which will be your forte.  In their job the master spies will encounter traps and challenges, and may also get the help of Jack Flack, another master spy.  The game uses a special Spymaster Wheel and a d12 to resolve such encounters.

 

Collins Gem 3 Book Boxed Set. Published by Harper Collins. 1992. Box. Excellent. £6

Designer: Diagram Group. Country: British, 

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

 

Combat Heroes 1: White Warlord. Published by Beaver. 1986. Book. Good. £3.75

Author: Joe Dever. No. players: 1-2. Country: British, 

Softback, 18x11, 351 pages. Combat adventure book for 1 or 2 players.  You are in a maze and have to hunt down your enemy or be hunted down yourself.  The bulk of the book uses pictures of what you can see along with a grid of options you can perform next.  When playing with another player (who must have the companion book: Black Baron) you sometimes have to call out your move number which can affect which page they turn to (and vice versa).  As well as seeking out your enemy you also need to track down various treasures which you will need in order to get out of the maze.

 

Comeback. Published by Staupe Spiele. ca.1990. Box. Good. £3

Designer: Reinhard Staupe. No. players: 2-4. Country: German. Duration: 20 mins. Desc. by Eamon.

Card game which was nominated for the German 1997 Spiel des Jahres award.  A card auction game in which cards have a value and a number of stars.  The cards are auctioned off one at a time and then the suits scored for each player by multiplying the sum of values in the suit by the number of stars.  A clever little auction game.

 

Complete Breakfast Game. Published by Kellogg’s. 1997. Box. Excellent. £0.50

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

Card game, 52 cards + 3 advertising cards. The cards represent 13 sets of Complete Breakfasts, each made up of a Kellogg’s cereal, bread, fruit and milk. The Cereal cards all feature a photograph of an actual box of cereal from the Kellogg’s range, each one different. The one who collects the most breakfasts, wins.

 

Comuni. Published by Tenkigames. 2008. Box. In shrink. £27

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

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

 

Cops And Robbers. Published by A & C Black Ltd. 1979. Book. Good. £3.50

Author: Norman Sofier. No. players: 2. Country: British, 

Spiralbound book with thick card pages, 31x21cm, 26 pages, and each page having the rules to a different game and a diagram on which to play it.  Pop out playing pieces supplied.  The book contains the rules and boards for 24 two player games. All are simple in terms of the rules, but not necessarily simple to master.  The games are all abstract in nature, many to do with strategic positioning on a board or taking it in turn to remove / place pieces with assorted twists. Most of the games are playable in a very few minutes, with the remainder being perhaps 20 minutes to play.  If you like this type of games at all then this book is worth investigating.


Cosmic Encounter. Published by Hasbro Avalon Hill. 2000. Box. Good, 1 corner + edge taped. £20

Designer: Bill Eberle, Peter Olotka, Jack Kittredge & Bill Norton. No. players: 2-4.

Country: American. Duration: 90 mins. 

This edition includes 20 aliens, and some amazing plastic playing pieces for the bases and tokens, as well as special ships onto which tokens are loaded to show they are involved in the current conflict.  Each player takes the role of an alien race which starts off with 5 bases on its own planets, but each wants to be the first with 5 bases on other races' planets.  This is done by making attack attempts and inviting attacking and defensive allies, and playing cards to resolve the attack. However, what makes this game great is that each race has one or more rule breaking alien power, and the way these interact is fascinating and different each game. Highly recommended.

 

Cover Up. Published by Parker Bros. ca.1970. Box. Good. £1.75

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

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

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.

 

Days Of Steam. Published by StrataMax Games. 2008. Box. In shrink. £17

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

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

 

Die Weinhandler. Published by Amigo. 2004. Box. In shrink. £8

Designer: Claudia Hely, Oman Pelek. No. players: 3-5. Country: German. Duration: 45 mins. 

Card game in which players bid for cards showing bottles of wine, and then place them into a pyramid structure representing their wine cellar. The bidding rounds involve using your wine bottles to obtain better ones, and the highest bidder gets the 4 bottles in the display, the next highest bidder gets those the top bidder bid with, and so on.  When placing bottles into the wine cellar bottles get more points the higher their value, and also gain bonuses for sets of the same type of wine. There is plenty of scope for tactical bidding, and care needs to be taken when laying down your wine cellar.

 

Dominion: Intrigue. Published by Rio Grande Games. 2009. Box. In shrink. £30

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

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

 

Double. Published by Hiron. 1986. Box. Good. £3.25

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

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

 

El Capitan. Published by Pro Ludo. 2007. Box. In shrink. £22

Designer: Wolfgang Kramer, Horst-Rainer Rösner. No. players: 2-5. Country: German. Duration: 75 mins. 

Special Notes: German edition, but full colour English rules provided.

Update and retheme of Jumbo's Tycoon.  The players are 15th century merchant captains sent out to sail around the known world and set up trading business in the major cities.  Doing this will cost money, and money is tight. Loans can be taken out, though the cost is high.  Players vie for supremacy in the various cities with payouts at the end of each game year. Essentially a business game, but a clever one, and with a large number of updates and new ideas compared to Tycoon.  This includes the ability to play with 2 and 5 players as well as various expansions / variants which are all included.

 

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

1) Excellent. £21. Includes extra tiles from the mini expansion from Spiel.

2) In shrink. £19

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

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

 

Enigma. Published by Drummond Park Ltd. 1988. Box. Good. £7

Designer: A Duncan. No. players: 2-6. Country: British, 

Party game based on the idea of having to answer riddles.  There are cards with 500 riddles, which should keep things fresh for quite a while.  The objective is to escape from a maze.  The maze board is made up of 3 giant hexes. Players get to move their playing piece by answering riddles.  Walls can be jumped over more quickly if riddles are answered without a clue.

 

Enix. Published by Murmel. 2004. Box. New. £14.50

Designer: Stefan Kögl, Andreas Rudin. No. players: 2-6. Country: Swiss. Duration: 30 mins. 

Unusual game with an environmental theme.  Enix is a huge temperamental being which lives in the sun, and can cause turmoil here on Earth.  The board is formed using large hexagonal tiles which depict renewable energy sources.  Action cards allow players to move their playing pieces around and to collect energy.  However, Enix can also interfere and can seriously mess with your plans, so you will need to ensure you keep out of its way. When the game ends, having collected too much energy will lose you the game, and amongst the remaining players the one who collected most will win.  Very unusual game.

 

Ergo. Published by Invicta. 1977. Box. 2 copies available:

1) Good, but 2 corners taped. £1.25

2) Good but 2 corners and edge taped. £0.75

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

Strategy game in which the players try to get five pieces in a row.  However, there is more to it than normal in such games as the board has an inner area and an outer area, and pieces can be played into either area, but once played they can also be moved, but in different ways according to which area they were placed in.  Nicely made moulded board with storage compartments for the playing pieces.

 

Eschnapur. Published by Schmidt. 2000. Box. Good. £6

Designer: Reinhard Staupe. No. players: 3-5. Country: German. Duration: 1 hr, 

Players seek out treasure in the golden temple of Eschnapur.  These treasures can only be found by obtaining magical keys showing the right symbol.  The treasures show two different point values, the lower one going to the finder, the other gets negotiated for with money, cards or movement points.  Money gets you symbol cards, movement points allow movement within the temple.  Resources are few but every player's turn allows for negotiation so there is always something to do.

 

Fantasy Forest 3: Shadowcastle. Published by TSR. 1983. Book. Good. £1.75

Author: Michael Gray. No. players: 1. Country: American, 

Softback, 19x13cm, 76 paragraphs. Fighting Fantasy style solo game book for the younger reader.  No dice are used, the reader just makes decisions at the end of each page, which determines which page should be read next.  In this book you are Molly, a brave girl who together with Thistle the halfling want to rescue your friends from Shadowcastle.

 

Flight. Published by Pepys. ca.1955. Box. Fair. £5

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

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

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

 

Funkenschlag: Die Neuen Kraftwerkskarten. Published by 2F Spiele. 2007. Box. New. £4.25

Designer: Friedemann Friese. No. players: 3-6. Country: German. Duration: 2 hrs, 

Expansion for Power Grid / Funkenschlag 2nd Edition.  This consists of a new set of power plants which you can use in several ways: instead of the standard set for a different balance between the types of power plant, with the other deck for greater variation, or to create your own custom power plant deck.

 

Galaxy The Dark Ages. Published by GMT. 2000. Box. Good. £7.50

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

Science fiction themed card game.  There are eight races, each inhabitants of a different world. They are engaged in a conflict for supremacy, from which only three will survive. There are 5 rounds and at the end of each round one race surrenders. This is the update of Reiner's very popular Titan: The Arena, with some additional special abilities and combat.  Essentially the players play space station cards on each world in order to eliminate worlds on which they have no bases, and protect those they do have an interest in.  Neat system.

 

Galaxy Trucker: The Big Expansion. Published by Rio Grande Games. 2008. Box. In shrink. £38

Designer: Vlaada Chvatil. No. players: 2-5. Country: American. Duration: 1 hr, 

Expansion for this excellent space themed puzzle and adventure game.  You will need the base game in order to make use of this.  This set includes: boards and pieces for a 5th player; new alternate ship boards; an assortment of new and innovative ship components; cards to give experienced players a handicap; new adventure cards; cards which allow players to mess with others' ships and lots more. Highly recommended if you like the base game.

 

Games Magazine. Published by Games Publictaions Inc. Country: American.

This was a more sophisticated version of the UK's Games & Puzzles, with some of the most original picture puzzles you will find anywhere. There are also lots of crosswords, logic puzzles etc in every issue too. The main games related articles are listed by issue.

85 Apr 1987. Good. £1: Score-Up (a new solitaire game by Sid Sackson), Sale of the Century, Arena, Clutch Football, Checkit.

91 May 1988. Cover shows wear. £0.75: Bushka (rules to a new game for you to make), The Wall Street Game, Maze

136 Dec 1996. Good, a few puzzles have been part done. £0.25: Mah-Jongg, 1997 Buyer's Guide to Games (a 32 page supplement), Power Play (2 player ice hockey game by Jim Winslow).

 

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

Good. £3.50. Designer: Unknown. No. players: 1. Country: British, 

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

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

 

Gem Dealer. Published by Gryphon Games. 2008. Box. In shrink. £17

Designer: Reiner Knizia. No. players: 3-5. Country: American. Duration: 40 mins. 

Card game - a reworked version of Reiner's earlier game Attacke.  Players use cards to bid for gems in an interesting and clever way. Comes with very attractive plastic gems which are the prizes players want to win.

 

Genesis. Published by Face2Face Games. 2006. Box. Good. £14

Designer: Reiner Knizia. No. players: 2-4. Country: American. Duration: 30 mins. 

Tile laying game in which the players each have tiles showing a particular animal, but in several different terrains.  Each turn two dice are rolled which indicate the type of terrain tile which must be played (although they often give a free choice). The tiles form groups of animals of the same terrain type, and players try to have the largest connected herd in each group.  The largest group on the entire board scores extra points too.  While the game is easy to play, once some tiles are on the board there can be some surprisingly tactical decisions to make.

 

Genius. Published by Games Team Ltd. 1988. Box. Excellent. £3

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

Although this is a general knowledge game based on the Guinness Book Of Records, it has some interesting features, such as a quite thick book containing about 100 full colour pictures all of which are quite stunning in their own way. As well as normal questions from a card sometimes questions are asked about these amazing pictures.

 

Gladiator. Published by Avalon Hill. 1981. Box. Good, contents unpunched. £20

Designer: Michael Matheny. No. players: 2+. Country: American, 

Rare AH game. Best played by two, as a man-to-man combat game, but can be enjoyed by more especially in the Campaign Game version. Originally produced by Battleline Games as part of a boxed set that paired this game with Circus Maximus, but AH decided to release them separately. Unlike most AH games, the main playing pieces are printed on two sides, with a front and back view of a Gladiator, and are stood up in plastic bases.  The rules include a Basic and an Advanced game as well as a Campaign game.

 

Goldrush. Published by Condor. 1973. Box. Box corners taped and base discoloured. £2.50

Designer: Seven Towns. No. players: 2-4. Country: British. Duration: 1 hr, 

This game is a race set the Wild West to stake your claim and get 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.

 

Grail Quest 4: Voyage Of Terror. Published by Armada. 1985. Book. Good. £3.50

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

Softback, 18x11cm, 237 pages, 203+ paragraphs.

Paragraph based solo fantasy game book.  You are a knight, a favourite of Merlin (of King Arthur fame), but have ended up in ancient Greece by a quirk of magic. You must defeat the deadly monsters and navigate your ship back to Avalon in order to help against the invading Saxons. This book has some interesting ideas such as a special section to read when you choose to sleep, and options to make replaying after death quicker.

 

Hekla. Published by Holzinsel Spiele. 2001. Box. Good. £16

Designer: Martin Schlegel. No. players: 2-4. Country: German. Duration: 45 mins. 

Abstract game with a volcano theme.  The board shows a square grid of spaces each with two fields in, offset to each other.  Players introduce their vulcanist tokens and when there are sufficient in proximity there is an eruption, and points are scored by the owners of all pieces involved.  However, the central ones are removed from the board in the process and a lava piece (which makes the space dead) is placed instead.  There are clever movement and placement rules which ensure you have plenty to think about and give many tactical options to both cooperate with and hinder the other players.  Chunky wooden pieces.

 

Honor Of The Samurai. Published by Gamewright. 1996. Box. Good. £9

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

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

 

How To Play Shogi. Published by Glover & Hovell. 1979. Book. Good. £4.50

Author: John Fairbairn. Country: British, 

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

 

Hullabaloo. Published by Paul Lamond Games. 1993. Box. Good. £2

Designer: Unknown. No. players: 4+. Country: British, 

Party game.  A variant on charades in which by default only noises may be made to communicate to team members what must be guessed.  However, sometimes both teams get to perform simultaneously, and it is also possible to hand in a token to force a hard turn to be performed by the opposing team.  Tokens can also be played to allow you to interfere with your opponents by making counterproductive noises or to make it easier by allowing gestures to be made. In addition sometimes the volume at which the noises must be made is specified too!

 

Ideology 2nd Edition. Published by Z-Man Games. 2009. Box. In shrink. £36

Designer: Andrew Parks. No. players: 2-5. Country: American. Duration: 90 mins. 

Subtitled "The War of Ideas".  Each player represents one of the major world ideologies (Capitalism, Communism, Fascism, Imperialism and Islamic Fundamentalism), and starts with a block of regions dedicated to their cause.  Players try to use military, economic and cultural influence to purchase advancement cards, develop their regions, and gain control of new regions.  Each ideology has its own set of unique special action cards to draw from during the game to ensure the ideologies feel different. Players must make sound decisions while also ensuring that diplomatic relations with the other ideologies (players) don't break down... Improved components and graphics with extra variants compared to the first edition.


Illya Kuryakin Card Game. Published by Milton Bradley Games. 1966. Box. Box has faint brown stains. £1.50

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

TV Tie in game from the series 'The Man From U.N.C.L.E.'. The game is an unusual 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.

 

Imperial. Published by Eggert Spiele. 2006. Box. In shrink. £30

Designer: Mac Gerdts. No. players: 2-6. Country: German. Duration: 3 hrs, 

Europe is in the age of Imperialism.  The players act as theoretical internationally operating investors who try to gain influence in all the key countries. The six main nations build factories, troops, and fleets and expand their influence over initially neutral regions.  Taxes are collected from such regions which is fed back to their 'investors'. Players will need to keep alliances, but also know when force is the best route to success. Very well received game from Spiel 2006.

 

Indoor & Party Games. Published by Evans Brothers Ltd. ca.1930. Book. Good. £3

Author: Sid G. Hedges. No. players: 2+. Country: British, 

Softback, 24x15cm, 40 pages.  A collection of games intended for use at parties and social occasions divided into the following categories: Warming Up Games (10), Strenuous Games (19), Quiet Games (18), Stunt Games (19), Quick Thought Games (18), Musical Games (14).

 

Itinerary. Published by Xanadu Leisure. 1980. Box. Good. £16

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

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

 

Kanaloa. Published by Tilsit Editions. 2003. Box. In shrink. £16

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

Reprint of the limited edition Arabana Opodopo.  This is essentially an expanded version of Kosmos' Kahuna, allowing up to 4 players to play.  The board shows an archipelago and players play cards in order to place bridges between islands. When gaining a 'majority' of bridges on an island one can remove a bridge of another player connected to the same island, thus further improving one's position.  Points are scored for control of islands half way through and at the end of the game. Optional rules allow God tokens to be collected and used for special effects.  Recommended, especially if you like Kahuna.

 

Klunker. Published by Rio Grande Games. 1999. Box. 2 copies available:

1) Excellent. £6      2) Good. £5

Designer: Uwe Rosenberg. No. players: 3-5. Country: American. Duration: 30 mins. 

Unusual card game in which players put out jewelry cards from their hands into their shops in the hope that they will be attractive to other players - but not too attractive.  These cards are then traded for and used to make up sets.  There are some clever ideas, such as the scoring mechanism which means that collecting loads of cards without watching what you are getting won't actually score all that well, whereas being very picky may well do better. Original edition which comes in a larger (but sturdier) box.

 

Leave One. Published by Valco. 1967. Box. Excellent. £3.50

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.

 

Limits. Published by Amigo. 2001. Box. 2 copies available:

1) In shrink. £4      2) Excellent. £4.50

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

Card game involving cunning and bluff in a similar sort of way to Liar's Dice. A limits card indicates the maximum number of cards of each colour which may be legally played this round.  Players each initially play a card face down and then take it in turn to play a card face up.  At some point a player will feel that someone has exceeded one of the limits and rather than play a card will call for a limit to be checked instead. Several hands are played to find an overall winner.

 

Livingstone. Published by Playroom Entertainment. 2009. Box. Excellent. £26

Designer: Benjamin Liersch. No. players: 2-5. Country: American. Duration: 40 mins. 

African expedition themed game. Each round dice are rolled and players will take turns choosing a die and perform an action using it, with the restriction that future dice selected that round can only be higher, thus sometimes not all players will get the same number of actions.  Actions are used to obtain gems which can be traded in for money at various points, and to place camps onto the board which gains VPs immediately and for majorities at the end of the game.  Cards can also be obtained which allow additional options.  Players also put aside money as gifts to the Queen throughout the game, and the player who gifts least cannot win.

 

Lucca Citta. Published by Da Vinci Games. 2005. Box. Excellent. £7

Designer: Alessandro Zucchini. No. players: 3-5. Country: Italian. Duration: 25 mins. 

Card game. Players draft cards which they must use to build towers, walls and palaces.  The palaces score points when completed according to the number of windows they have, and can then be used to host a party which will accrue points depending on other players' palace cards of the same colour.  Walls and towers score at the end of the game, but only if there are sufficient shields on your incomplete towers.  Won an Italian Game Award in 2004.

 

Lumberjack. Published by Schmidt. 2002. Box. Good. £17

Designer: Alan Moon, Aaron Weissblum. No. players: 2-5. Country: German. Duration: 30 mins. 

A collection of 4 games which can be played with the same components: 100 chunky stackable wooden logs in five colours, and 10 tower caps.  In the main game a circular pile of logs is built up and then players take turns building towers one log at a time, but only using currently accessible logs.  Players can also choose when to score.  Surprisingly tactical.  Other games include a dexterity element, or building pyramids or log cabins with the logs, which alters the scoring rules and the tactics involved.

 

Magic The Gathering - Duelists' Scoresheet. Published by Wizards Of The Coast. ca.1998. Notepad.

Good. £0.15. Designer: Unknown. No. players: 2. Country: American, 

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

 

Maharaja. Published by Phalanx. 2004. Box. In shrink. £22

Designer: Wolfgang Kramer & Michael Kiesling. No. players: 2-5. Country: Dutch. Duration: 90 mins. 

Special Notes: Fully English version

A gamers game I can recommend. Set in colonial India, the players take the part of Indian princes loyal to the Maharaja, and they have been told to build magnificent palaces and other buildings in his honour. The winner is the first to build 9 palaces. The Maharaja visits one of eight cities each turn and the players who most impress him are rewarded with great wealth. Each turn players secretly plot two major actions such as building a palace or other building, collecting taxes, recruiting a special character, or influencing where the Maharaja will go. Players can only build where their prince is, and movement can also be expensive if the way is not prepared first.  Finally, a variety of special characters give powers which can assist their princes.

 

Make Five. Published by Zoch zum Spielen. 1997. Box. In shrink. £10

Designer: Jacques Zeimet. No. players: 2. Country: German. Duration: 15 mins. 

Unusual but intriguing and neat game for two players.  The game consists of a solid wooden board which is tilted at an angle with five slots in it into which round wooden pieces in five colours can be placed.  One player, Chaos, takes a wooden disk from a bag unseen and chooses which slot to put it in.  The other player, Order, can then take one disk from the board and replace it at the top of any slot (the disks roll down to the bottom filling any gaps). Order is trying to ensure that each row is made up of just one colour of disk, while Chaos tries to ensure that this does not happen.  Points are scored for Order, and then the roles are reversed to see who can do best.  Requires some interesting decisions. Recommended.

 

Master Golf. Published by Master Golf Ltd. 1982. Box. Good. £2

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

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


Mesopotamia. Published by Mayfair Games. 2005. Box. In shrink. £23

Designer: Klaus-Jürgen Wrede. No. players: 2-4. Country: American. Duration: 50 mins. 

Interesting resource management game set in the cradle of civilization.  Starting in a small area which expands throughout the game using cleverly interlocking tiles the players' tribes move to new areas, collecting and using resources and growing in numbers.  However, the goal of the game is to make 4 sacrifices to the central temple.  Doing this will cost resources and people (who leave the game as priests), and so deciding on the order to do things is vital.  Cards which represent blessings from the gods also give players advantages which they can make use of to speed their development. Recommended.

 

Metromania. Published by Spiel-ou-Face. 2006. Box. Excellent. £10

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

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

 

Meutre A L'Abbaye. Published by MultiSim. 1996. Box. Good. £28

Designer: Bruno Faidutti, Serge Laget. No. players: 3-6. Country: French. Duration: 90 mins. 

Original edition of this medieval mystery game.  One of the monks has been killed, and the players must discover which monk is to blame.  The monks have different attributes: Dominican, Franciscan, fat, thin, novice, father etc, and the murderer's card is set aside.  Players move around the monastery trying to work out what is going on, which is mainly done with the help of confessionals, searching other monk's quarters, asking other players questions (unless they take a vow of silence) and the gossip which happens at every mass!  Great game if you like deduction games. For an extra £4 I will print out and laminate a set of home printed cards and summary sheets, which I use in my own copy.

 

Middle Earth Promotional Jigsaw. Published by ICE. 1997. Pouch. Excellent. £1.75

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

Unusual promotional item for the company's Middle Earth licence. A 60 piece jigsaw called Gandalf's Mark, and in a card envelope so that the whole thing can be used as a postcard.

 

Mission Red Planet. Published by Asmodee Editions. 2006. Box. In shrink. £21

Designer: Bruno Cathala & Bruno Faidutti. No. players: 3-5. Country: French. Duration: 1 hr, 

Very attractively produced board game with a science fiction theme in which Victorian technology is used to power space rockets (presumably steam powered) to Mars.  Players represent mining corporations which compete to get their astronauts onto Mars in order to claim the mining rights of the various sectors.  Each turn players choose a character card whose abilities they will use that turn in order to get astronauts into spaceships, explore Mars, make scientific discoveries, attack other astronauts and even sabotage spaceships!  At several points in the game scoring is performed according to who has the most astronauts in each of 10 areas of Mars.

 

Monster In My Pocket Battle Cards. Published by MEG. ca.1990. Box. Good. £0.75

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

Top trumps style game in which the cards all show monsters of all sorts with ratings for Intelligence, Strength, Speed and Limitations, as well as card point values.  Players take it in turn to challenge each other using the various attributes in order to win their cards.

 

Motor Champ. Published by AZA-Spiele. 2000. Box. In shrink. £38

Designer: Albrecht Nolte. No. players: 2-8. Country: German. Duration: 90 mins. 

Truly deluxe motor racing game with some of the nicest car pieces you will ever see. The three piece board can be formed into 12 different combinations, ensuring variety or allowing a whole racing season to be played. Movement is dice based but with important choices to make regarding the level of risk you are willing to take, and positioning on the track is also very important. The game includes good rules for pit stops, and each player runs a team of cars so it isn't devastating if one of your cars crashes out of the race.

 

Murder A La Carte - A Taste Of His Own Medicine. Published by Paul Lamond Games. 1994. Box.

Good. £6. Designer: Unknown. No. players: 6. Country: British. Duration: 90 mins. 

Murder mystery dinner party kit for 6 players.  Includes invitations, place cards, cassette tape, character booklets, rules and secret clues.  This mystery is set in Headline Hall in 1947 as Michael Montague announces his plans for his company. However, Monty ends up poisoned.  The players have to determine who was the poisoner and whether the poison was meant for Monty or someone else, and why.

 

Nicht Die Bohne. Published by Amigo. 1999. Box. In shrink. £3.75

Designer: H. R. Rosner. No. players: 3-6. Country: German. Duration: 30 mins. 

Card game in which players try to collect valuable sets of cards in each of four colours.  As well as numbered cards, there are also cards which make the value of the cards in a suit 0 and others that make them negative!  Each 'trick' the players play a card in front of themselves, and then take it in turn to select a card played by another player.  This results in the last player having no choice, and so careful group-think can ensure that a perceived leader gets pulled back suitably - much to their chagrin. At first read-through it seems too simple to be worth playing, but in practice it works well.

 

Nizza. Published by Schmidt. 1994. Box. Good. £10

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

The crown jewels have been stolen and are being held in the city of Nice (aka Nizza). The players are secret agents who land by helicopter, and then seek out the missing jewels.  Movement is unusual, using ladders to climb to the rooftops (a cardboard ladder is provided) and swinging on the end of ropes once there (this is done using metal rings attached by chains to connect playing pieces). Also it is possible to obstruct enemy agents, throwing them off the rooves into the river. First to get the jewels back to the awaiting helicopter wins.

 

Off To The Tower. Published by Ravensburger. 1991. Box. 2 copies available:

1) Box shows wear. £0.75

2) Good, but box shows some wear. £0.75. Original rules missing, but a printout supplied.

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

Children's game (ages 5-10), and a variation of games like Ludo. Players race each others' pieces around the board, trying to be the first to get all their pieces across the finishing line.  However, landing on another piece sends that piece to the tower, which is a neat plastic castle which holds one playing piece at a time.  If a second piece enters the tower then the first piece goes free and can restart the race.  Although movement is by dice, two dice are thrown and either roll can be used on any of your pieces, giving some choices.  Also landing on a space of your colour earns you another turn.

 

Okolopoly. Published by Ravensburger. 1984. Box. 1 Box corner split. £9.50

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

Ecological game with an incredible board that would never be made today (it would be deemed too expensive). It is extra thick so that dials could be placed 'inside' the board. Each player is a member of the ruling party, and there are two scenarios to try - an industrial nation or a developing nation. Players change the numbers on the various dials, but this can have knock on effects, eg. upping Production increases Waste which in turn decreases Standard Of Living, which then reduces the number of action points available next round. The game can also be played with event cards if you wish.  Sometimes the game ends in an environmental disaster.

 

On The Underground. Published by JKLM Games. 2006. Box. In shrink. £21

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

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

 

Outdoor Survival. Published by Avalon Hill. 1972. Box. Good. £5

Designer: Jim Dunnigan & Tom Shaw. No. players: 1-4. Country: American, Desc. by Eamon.

In the original Dungeons & Dragons game, you were urged to buy this game for your wilderness map to set your adventures in. This probably explains why it remains as one of Avalon Hill's best selling games of all time. It may not be a classic but it has its moments. We particularly like the first scenario where you are lost and you get very little choice of where you move next - mostly luck but great fun (you get around 20 counters per player, and as you get tired, thirsty and hungry, you change the counter from a healthy hiker picture at the start down to a crawling shadow of your former self). The other scenarios add more skill to the game, giving you much more control over your character.

 

Packeis Am Pol. Published by Phalanx. 2005. Box. In shrink. £13

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

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

 

Paparazzo. Published by Abacus. 1994. Box. Good. £3.75

Designer: Friedmann Friese & Wolfgang Panning. No. players: 3-5. Country: German. Duration: 45 mins. 

Card game with a paparazzi theme. Players must collect valuable photographs of celebrities. The more compromising photos of one person in circulation the greater the value for that particular celebrity. A neat twist is that, to finance future investment, you have to sell some pictures as you go along (to Stunk magazine) but you must be careful not to sell future high earners lest you reduce the value of your final portfolio too much.

 

Pazazz. Published by Spear's Games. 1992. Box. Good. £6

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

Party game in which each player gets a board with spaces for each letter of the alphabet.  Category cards are drawn (which have 6 categories per card), and players have a short time to name as many things as possible which fit the current category, each time placing a token on one of their letter spaces for that word (so place over 'A' if you say 'Apple'). Sometimes a negative round is played where you get the chance to remove tokens from other players for words said. The game uses a neat timer which only starts when placed on the table and lets you know dramatically when you run out of time.

 

Phlounder. Published by 3M. 1962. Box. Good. £7

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

Bookcase boxed game, one of the obscurer 3M titles. A word game where speed of thought is important. The metal bell push, used between rounds, is frighteningly efficient!  Play involves making words using tiles, but the words need to be of the length and type (eg. 4 letter verb) indicated by special dice for that round.  When someone manages this then other players can assist with incomplete words other people have in front of them.

 

Pick A Pair. Published by A & C Black Ltd. 1979. Book. Good. £3.25

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

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

 

Pickomino. Published by Rio Grande Games. 2005. Box. 2 copies available:

1) Excellent. £15     2) In shrink. £16.50

Designer: Reiner Knizia. No. players: 2-7. Country: American. Duration: 25 mins. 

Dice game in which each player gets to roll 8 dice, put aside as many of one number as they wish and then reroll, repeatedly setting aside dice showing a number that hasn't yet been set aside until they are happy with their total or they cannot set aside any dice in which case they have bust.  The objective is to score as highly as possible on the dice set aside and doing this allows you to claim a very nicely made 'prize domino', but a failure means giving back one of these dominoes. It is sometimes possible to steal these prizes from other players, and each failure brings the end of the game closer.  The player with most points on their prizes at the end of the game wins.  Fast and fun - recommended.

 

Play Better Bridge. Published by Octopus. 1979. Book. Good. £4

Author: Rixi Markus. Country: Spain, 

Hardback with dust cover, 157 pages, 29x22cm. Includes a foreword by Omar Sharif.  Includes black and white plates and diagrams. Using over 200 hands the author teaches by explaining how experts bid and played various interesting hands. Chapters include: Bridge Today, Bidding in contested / uncontested hands, The Play, Opening Leads, Defensive Play, Bols Bridge Tips, The Champions, Old Masters. The book is all in English despite being printed in Spain.

 

Playing Gods. Published by Balls Out Entertainment. 2008. Box. In shrink. £23

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

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


Poison. Published by Amigo. 2005. Box. In shrink. £9

Designer: Reiner Knizia. No. players: 3-6. Country: American. Duration: 30 mins. 

Card game in which players have numbered cards in three colours as well as wild poison cards.  Players take it in turn to add a card to one of three cauldrons, one for each colour.  If the cards in a cauldron exceed 13 in value you must take the cards.  At the end of the round any cards collected count against you, although whoever has the most in each colour gets to discard their cards in that colour.  Thus players can either try to avoid cards in each colour or try to take more than anyone else in order to avoid the penalty points.

 

Polterdice. Published by Kidult Games. 2002. Box. In shrink. £16

Designer: Spartaco Albertarelli. No. players: 2-5. Country: Italian. Duration: 75 mins. 

Tactical dice game in which the players take turns rolling 8 dice and splitting them into pairs and then using the resulting numbers to advance up the stairs up to various secret rooms in which both a treasure and a ghost can be found.  The player who gets their man to each room first will get some treasure, while the others who are on the stairs will get a chance to capture the ghost (or 'polterdice') and gain some treasure that way. Choosing how to split your dice can be interesting as 2s and 12s give special abilities, but 7s are always wasted. Most treasure when the game ends wins.

 

Professional Texas Hold'em Poker Set. Published by Sabine Trend. ca.2005. Tin Box. New. £6

Designer: Unknown. No. players: 3-6. Country: German, 

This Texas Hold'em Poker Set comes in a metal tin, and includes: 200 12.25g professional suited poker chips (in 5 colours), a well made chip rack, a large felt mat, two decks of playing cards, a dealer chip and rules for Texas Hold'em. A very useful item for players of all business games even if Poker is of no interest, as using good quality poker chips speeds up any game which involves lots of monetary transactions - they are all also very much nicer to hold than paper money too.

 

Puzzlegrams. Published by Guild Publishing. 1989. Book. Excellent. £5

Author: Pentagram Design Ltd. No. players: 1. Country: British, 

Hardback, 24x24cm, 184 pages. A different puzzle is presented on each page (solutions at the back).  These puzzles include mathematical, logical, word and lateral thinking problems, all presented very strikingly, and with few words needed to explain them. Great book for puzzlers.

 

Quick Wits. Published by UPL. ca.1935. Box. Good. £1.25

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

Card game, featuring cards giving a range of categories, and a second deck of letters. There are several variations, but the basic idea is that players must name something which fits the current category and starts with the current letter.

 

Quo Vadis. Published by Hans Im Gluck. 1991. Box. 2 copies available:

1) Excellent. £14      2) Good. £13

Designer: Reiner Knizia. No. players: 3-5. Country: German. Duration: 40 mins. 

Rather nice negotiation game by this master designer.  If you don't generally like negotiation games very much don't let this put you off as the scope of negotiation is quite limited and there are specific rules about upholding deals.  The game is about getting your family members advanced up through Roman committees to the Senate.  On the way you will want to collect as many laurels as possible, though many will have to be dispersed to opponents to persuade them to allow you to do what you wish. When the game ends only those players who have a family member in the senate are in with a chance to win. This is the first edition and comes in a large box.

 

Race Around Britain. Published by Ravensburger. 1992. Box. In shrink. £5

Designer: McLeod Warner. No. players: 2-6. Country: British. Duration: 30 mins. 

Players move around their playing piece on a map of Britain and answer questions to collect cards and tokens with the aim of being the first to get home.  Eamon Bloomfield set many of the questions.

 

Race For The Galaxy: Rebel Vs Imperium. Published by Rio Grande Games. 2009. Box. In shrink. £18

Designer: Tom Lehmann. No. players: 1-6. Country: American. Duration: 45 mins. 

Second expansion for this extremely popular space colonisation and trading themed card game.  You will need the base game in order to play, and owning the first expansion is helpful. Includes cards to extend the game for an extra player. Also includes new starting worlds, 41 new game cards, 5 new goal tiles, more cubes and VP chips, and 4 tokens used in a solitaire version of the game.

 

Richelieu. Published by Ravensburger. 2003. Box. Excellent. £11

Designer: Michael Schacht. No. players: 2. Country: German. Duration: 30 mins. 

Tactical two player tile taking game in which the players vie for control of various regions of France and for military and religious influence.  The game is played by laying out the tiles face up in rows with some hidden special tokens on some cards. Players can take 1 or 2 cards on their turn (depending on the symbols) and add them to their own power display.  However, cards can only be taken from the ends of rows.  Players can also play protection tokens which make taking particular cards more expensive for their opponent.  Once the cards are taken players score for cards of each colour as well as cards with the special symbols.

 

Casino Roulette. Published by Bell's. ca.1980. Box. Good. £5.50

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

An attractive and substantial roulette set.  The roulette wheel is plastic, 12 inches across and nicely made with a metal spindle so spins very smoothly. The set also includes a betting mat, croupier's rake and 4 colours of betting chips.

 

Roulette. Published by Berwick. ca.1978. Box. Good. £3.50

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

Special Notes: The croupier's rake has been repaired with tape, but is entirely functional

A nicely made roulette set.  The roulette wheel is plastic and 9 inches across. The set also includes a betting mat, croupier's rake and 4 colours of betting chips (20 each) as well as the rules.

 

Royal Flush. Published by Edition Spielbox. 1993. Pouch. Good. £1.50

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

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

 

Rubik's Line Up. Published by Ideal. ca.1985. Box. Good. £3

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

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

 

Rubik's Race. Published by Ideal. 1982. Box. Good. £7

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

Competitive 5x5 sliding block puzzle game.  A clever device generates a 3x3 random assortment of colour squares (like the side of a muddled up Rubik's cube) and players must match this pattern with the centre 3x3 area on their individual sliding block board. Players have to think and move fast to beat their opponent to it.  Very intense but good fun. Recommended.

 

Saint Petersburg Expansion. Published by Rio Grande Games. 2008. Box. In shrink. £15

Designer: Michael Tummelhofer. No. players: 2-5. Country: German. Duration: 45 mins. 

This set includes two separate expansions for St Petersburg.  The New Society adds a selection of new cards, and provides some new cards to replace those in the existing game.  This allows the game to be played by up to 5 players. The Banquet adds special ability cards which let the players perform new and different actions.  You will need the base game to make use of this.

 

Savage Attack: A Players Guide To Rage. Published by White Wolf. 1995. Book.

Good but cover lightly creased. £2

Author: Campbell, Greenberg, Inabinet, Teeuwynn, Tinny & Wieck. Country: American, 

Softback, 21x14cm, 208 pages. Players guide to the Rage CCG, which is set in White Wolf's World of Darkness where werewolves and vampires prevail.  The book includes an intro (with illustrated story) and designers notes, as well as play strategies, background information on the World of Darkness, and the concept of adding Storytelling to your Rage games.  Complete card lists, expanded rules and a short story complete the package.

 

Save The President. Published by Games for Pleasure. 1984. Box. Good. £6

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

Unusual game of bluff where each player has an objective, either to fulfil the title or to kill the President. Who is doing what starts out as a secret known only to the individual. The President moves in a motorcade across the board and players attempt to keep him safe / kill him by getting into the best positions.  The President's route is not known in advance, but is determined randomly at each junction.  Players move their agents and play cards which will hopefully give them an advantage.  Players are penalised at the end of the game for hindering other players who turned out to be on the same side.

 

Scats. Published by UPL. ca.1935. Box. Good. £0.75

Designer: Unknown. No. players: 4-100. Country: British, 

Described as "Beetle's Big Brother", this is a game like Beetle Drive, where players roll dice to complete their animals in the fastest time. The game is primarily designed for large groups, where it will be played on multiple tables, and each table plays as fast as possible to increase the chance that someone at that table will win.  After someone completes a whole row of 'Scats' (actually cats!) players score for completed scats only and then winners at each table swap tables. The rules-sheet shows the following wartime message: 'Entertainment is Vital to the Spirit of the Nation'. Nice period item.

 

Scottish Highland Whisky Race. Published by JKLM Games. 2004. Box. In shrink. £14.50

Designer: Andreas Steding. No. players: 3-6. Country: British. Duration: 1 hr, 

Whisky smuggling race game set in 1773.  The players are taking part in a cross country race, but are using it to smuggle in Whisky, which is heavily taxed by the English.  While winning the race can score victory points, success can also be achieved by successfully buying and selling whisky along the way.  Players move by secretly deciding how many movement points to use each round, and then spending them to move.  Ending up on special spaces on your own will give a beneficial extra action, and moving past other players uses up movement points fast due to lots of jostling.  Players also have to avoid the Englishman who will levy taxes on any whisky carried by players he inspects.

 

Seaside Frolics. Published by Serif. 1987. Box. Excellent. £29

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

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

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

 

Shogun. Published by Queen Games. 2006. Box. In shrink. £25

Designer: Dirk Henn. No. players: 3-5. Country: German. Duration: 2.5 hrs, 

Players take the parts of Japanese warlords struggling for domination. 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 castles and temples, 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. This is a reworking of Wallenstein.

 

Sicilian Dragon Yugoslav 9 Bc4. Published by B.T. Batsford. 1989. Book. Excellent. £7

Author: Laslo Sapi, Attila Schneider. Country: British, 

Softback, 21x14cm, 220 pages.  Chess book which goes into detail on the Yugoslav Attack in the Sicilian Dragon - chess at its most bloodthirsty. This book covers a multitude of variations which can occur.  Intended for the advanced chess player.

 

Sisimizi. Published by EG Spiele. 1996. Box. Good. £13

Designer: Alex Randolph. No. players: 2-4. Country: Italian. Duration: 1 hr, 

Interesting game with 240 ant pieces, and 28 ant-hills. Each turn, players add ants to the board, with a view to forming a connecting line of ants from one ant-hill of their colour to another, until all 7 of their ant hills are connected. In order to ensure this is actually possible players can either place or move one of their ant hills each turn, move a few existing ants and either once or twice per game (depending on the number of players) they may cross an opponent's line of ants.

 

Skull & Crossbones. Published by Paul Lamond Games. ca.1990. Box. Good. £6

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

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

 

Smallworld. Published by Days Of Wonder. 2009. Box. In shrink. £32

Designer: Philippe Keyaerts. No. players: 2-6. Country: French. Duration: 90 mins. 

Updated fantasy version of Vinci.  Players build up civilisations, expand them and then decline them. During the game each player will get to use several civilisations, and try to maximise each of their potentials.  Each civilisation has two special abilities (type and race) which differentiate it from others. Combat is deterministic, and very neat, and much of the game is about deciding which civilisations to take, when to decline a civilisation and take on a new one, and all this in about 90 mins!  Recommended.

 

Snow Tails. Published by Asmodee. 2009. Box. In shrink. £27

Designer: The Lamont Brothers. No. players: 2-5. Country: French. Duration: 45 mins. 

Wonderful race game in which the players race their husky driven sleds along a track which can be set up differently each game.  The main mechanism uses movement cards in a very clever way restricting how you can change your movement between turns in an innovative way.  The way the track spaces have been drawn also add to the feel of sliding on the snow, and combined with cornering restrictions ensure you will have plenty to think about while having fun.  Highly recommended.

 

Space Faces. Published by Spears Games. 1983. Box. 2 copies available:

1) Box shows wear. £3      2) Good. £2.50. Box shows wear and corners and some edges taped

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

Unusual item.  The board shows the faces of 120 different species of alien.  Each has a different combination of coloured face, eye colour, nose and mouth.  A chunky device containing 5 circular coloured blocks is shaken and then shows the face, nose, mouth and eye colour combination of the alien to be found.  Players then peer at the board and the first to find it wins!  This is harder than it might at first seem, and makes for an intense game.  The board comes with 4 places to put your point chips, but other than that it could be played with any number of players.

 

Squander. Published by Avalon Hill. 1965. Box. Good, but 2 box corners taped. £19

Designer: Walter Whitney. No. players: 2-6. Country: American. Duration: 2 hrs, 

Rare Avalon Hill game, a fore-runner of Go For Broke, being a game where you must spend all your money to win the game. Most unusual to see Avalon Hill make a family oriented game with mass appeal. The board shows a track around which  the playing pieces are moved, with spaces showing all sorts of ways in which to spend money, such as duff stocks, gifts to charity, roulette bets, jewellery, being blackmailed, paying taxes etc.

 

Starflight Zero. Published by Puffin. ca.1984. Book. Good, but edges show wear. £3

Author: David Fickling, Perry Hinton. No. players: 1. Country: British, 

Softback, 32 pages, 28x21cm. Picture puzzle book with a science fiction theme. Most of the book consists of full colour illustrations of a group of ships, Starflight Zero, investigating and engaging an unknown enemy who have been systematically destroying all in their path with a 'black light' weapon. You will need to examine the pictures and text carefully to work out what is going on and how to defeat the dark ships. Very attractive illustrations.

 

Steam. Published by Mayfair Games. 2009. Box. In shrink. £41

Designer: Martin Wallace. No. players: 3-5. Country: American. Duration: 90 mins. 

This is an update of Age of Steam, and is very similar in most respects, essentially just having a few rules changes here and there.  The map is double sided: The lower Rhein & Ruhr area of Germany for 3-4 players and NE USA + Canada for 4-5 players.  In addition extra pieces are provided for a 6th player since you can use Age of Steam expansion maps, some of which work well for 6 with this game as well.  The game essentially involves building rail networks which are used to move goods to where they are in demand. There are always plenty of difficult choices, and money is tight, so you will need your thinking cap on.  Recommended.

 

Stellar Tiles: Constellation. Published by JKLM Games. 2003. Box. 2 copies available:

1) In shrink. £10      2) Good. £9

Designer: Hans Van Halteren. No. players: 2-3. Country: British. Duration: 30 mins. 

Limited 1st edition of 200 copies.  Players try to form patterns on a 7x7 grid of Stellar Tiles - colourful tiles showing different symbols of different colours with different backgrounds.  The patterns to be formed are shown on cards, and depict the relative positions of the tiles to form a pattern.  However while one player is trying to match symbols to make a pattern, another is trying to match foreground colours and another background colours.  The publisher also intends to publish further games using these sets of tiles, some of which are to be published for free download on their website.

 

Submarine. Published by Winning Moves. 2004. Box. In shrink. £7

Designer: Leo Colovini. No. players: 2-5. Country: German. Duration: 45 mins. 

Each player controls a surface ship as well as several submersibles. Players compete to salvage various treasures from the bottom of the ocean, at various depths. Cards are used to move the submersibles, raise treasures and interfere with opposing ships. Play is tactical, with some interesting mechanisms limiting when and where you can retrieve treasure and affecting the cost of the retrieval.

 

Supermarket Psycho. Published by Gottick. 2008. Box. In shrink. £8

Designer: Anders Fagers & Konkarong. No. players: 4-5. Country: Swedish. Duration: 35 mins. 

Light and fun card game in which the players try to make each other go crazy in the supermarket by playing cards to up their opponents' stress levels.  When someone does crack then a food fight ensues (using cards).  Remind me not to go shopping when in Sweden ...

 

Swap. Published by Ideal. 1965. Box. Box corners split. £5

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

Very nice item, with a neat little gadget for reading 'secret' information on the cards. Players buy, sell and swap items, with an aim to accumulate a set total in cash and goods. Every exchange has some risk as only half the items are genuine, the rest being worthless fakes. A very nice example of a family game of the sixties, especially the rather good dollar-sign playing pieces.

 

Sword & Sorcery: Chaositech. Published by Malhavoc Press. 2004. Book. Excellent. £3.25

Author: Monte Cook. No. players: 3+. Country: American, 

Roleplaying supplement which uses WotC's generic d20 rules system (v 3.5), making it usable in many campaigns.  Chaositech is a combination of magic and technology but always with a high level of chaos.  The book covers introducing Chaositech into your campaign; Cults, Priests and Spells of Chaos;  Chaositech Weapons and Armour; Chaositech Bio-enhancements; Chaositech Mutations; Masters of Chaositech and more.

 

Take My Word. Published by Condor. 1974. Box. Good. £2.25

Designer: Seven Towns. No. players: 3-4. Country: British, 

Original word game featuring lettered tiles. Words are made, some letters face up, some face down, but you have an option of bluffing by putting down a made up word. As well as extending your word by taking a new tile, you can attempt to guess opponents' words, steal opponents' words to make longer words yourself, or call someone's bluff.  The number of tiles in the game is very limited (31), so you can tell what tiles other players can't have hidden, which should help you work out what their word is (or if they are bluffing).

 

Take The Test. Published by Peter Pan. 1967. Box. Good. £4

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

Special Notes: 1 out of 42 road sign cards is missing - this does not affect play. The box shows some wear and there is a quite large label removal mark.

Very nice sixties-looking game, with 6 plastic vehicles and a large working set of traffic lights that sits in the middle of the board (you press a button and the 'lights' change in each direction - really neat).  Players drive around the board earning points by answering questions about the Highway Code in three categories: road signs, picture puzzles and regular questions. Of course it is out-of-date now but a nice item from that time.

 

Techno Witches. Published by Rio Grande Games. 2005. Box. In shrink. £20

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

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

 

The Batsford Chess Encyclopedia. Published by B.T. Batsford. 1990. Book. Excellent. £7

Author: Nathan Divinsky. Country: British, 

Hardback with dustcover, 28x24cm, 247 pages. An alphabetically arranged encyclopedia of chess, which is an excellent reference book for anyone with a keen interest in chess. The book covers: biographies of every grand master and all major international figures with photographs, explanations of technical terms, over 100 of the greatest games ever played, and much more.


The Complete Card Player. Published by Jarrold & Sons. 1949. Book. Good. £7

Author: Albert A. Ostrow. Country: British, 

Hardback, 771 pages, 22x15cm. As well as rules to a very large number of games (over 350) this book also has interesting articles such as The Romance of Playing Cards, Card Playing in the U.S., A general guide to Card Procedure, and How to Run a Tournament.  The games themselves are categorised into: Banking Games (22), Beginners' Games (19), Bezique Family (7), Contract Bridge, Other forms of Bridge, Casino (6), Cribbage variants, Euchre, Fan-Tan Family (15), Five Hundred (7), Hearts (13), Kalabriasz, Pinochle (19), Piquet (6), Poker (51), Rummy (36), Solitaire (38), Solo (8), Whist (24), Skat, Sheepshead and more...  Nice item.

 

The English Civil War. Published by Airfix. 1978. Book. Good. £2.50

Author: George Gush, Martin Windrow. Country: British, 

Hardback, 22x14cm, 64 pages. Airfix Magazine Guide Number 28, one of a series of books detailing miniatures rules, stratagems and tips. The book includes many illustrations and photographs.  The chapters cover: Background; The Course Of The War; Weapons & Equipment; Organisation & Tactics; Wargaming & The Civil War; Modelling Civil War figures.

 

The Extraordinary Adventures Of Baron Munchausen. Published by Magnum Opus Press. 2008.

Book. New. £9. Author: James Wallis. No. players: 3+. Country: British. Duration: 30 mins. 

Wonderfully innovative crossover game.  Players take the roles of noblemen and women of note in the world of Baron Munchausen (late 17 hundreds), and challenge each other to tell tales of their adventures, which would no doubt seem fantastic and unlikely to the layman...  Other players get to make challenges and add to the current player's story.  Each player takes a turn to tell a tale, and then votes are taken on whose was the most entertaining.  A simple idea, but superbly and innovatively executed.  Highly recommended if storytelling appeals at all.

 

The Gardens Of The Alhambra. Published by Queen Games. 2005. Box. In shrink. £10

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

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

 

The Glade Of Dreams 2: Issel Warrior King. Published by Magnet. 1987. Book.

Cover creased & shows wear, good inside.. £2.75

Author: Jon Sutherland, Simon Farrell. No. players: 1-2. Country: British, 

Softback, 18x11cm, 360 paragraphs. Fighting fantasy style adventure gamebook which uses paragraphs and a simple combat and magic system.  This book can be played on its own in the normal way by one person, or if you also have the companion book: Darian Master Magician, then two players can play simultaneously and can work together or individually as they wish. You are Issel the warrior wanting to become king and you are seeking the Glade of Dreams, a powerful location, but your journey is certain to be difficult and dangerous.

 

The Godfather Game. Published by Family Games. 1971. Box. Good, but box base indented. £10.50

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

Special Notes: 2nd edition

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

 

The Hanging Gardens. Published by Rio Grande Games. 2008. Box. In shrink. £25

Designer: Din Li. No. players: 2-4. Country: American. Duration: 40 mins. 

Clever placement game in which players use cards which show assorted garden sections which they must place onto their own garden layout.  However, occupied areas on the new card must be aligned so they cover other sections of cards already played rather than new areas.  Forming a new group of one type of garden section is rewarded by gaining a scoring tile. The scoring tiles are worth more when collected in sets.  Novel idea with a puzzle-like aspect which I enjoy a lot.  Recommended. I can provide a couple of house rules which I think improve the game further.


The Hobbit. Published by Fantasy Flight. 2001. Box. Excellent. £7

Designer: Michael Stern, Keith Meyers. No. players: 2-6. Country: German, 

Tolkien themed game in which the players advance their hobbits along a track towards Smaug the dragon's lair, steadily improving their weaponry and skills and gaining treasures.  Event, item and monster cards all add to the theme.

 

The INWO Book. Published by Steve Jackson Games. 1995. Book. Excellent. £5

Author: Steve Jackson. Country: American, 

Softback, 21x14cm, 152 pages.  Book all about INWO (Illuminati The New World Order) the CCG.  The book covers: Intro & Game Support, Designer's Schemes, World Domination Handbook (full rules, strategy etc), Variants, Optional Rules, Tournaments, Strategy Articles, The Cards - Text and Pictures.

 

The Pillars Of The Earth. Published by Mayfair Games. 2007. Box. In shrink. £34

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

Excellent resource and action management game. The game is set in the medieval world of Ken Follett's novel of the same name, but you don't need to have heard of it to appreciate this game. The players all want to help build a new Cathedral, and to do so send out workers to the quarries, and decide which actions to perform each round.  Resources gained from the quarries can be sold, or used by craftsmen to gain VPs.  The game uses an interesting and well thought out action system which means you can't always get what you want, and have to carefully consider the cost of having the best choice of action.  Highly recommended.

 

The Prince. Published by Phalanx. 2003. Box. Excellent. £9

Designer: Alexander S. Berg. No. players: 3-5. Country: German. Duration: 90 mins. 

Card game of intrigue, money and military power in the times of the Renaissance.  Players vie to have a member of their clan become the next Pope, but getting this to happen is tricky and will require careful political manoeuvring. The cards represent various important characters, positions of office, assorted events, artists, condottieri etc, which you will need to employ to best effect to win. Game play involves auctioning cards, card play, voting and politicking.

 

The Republic Of Rome. Published by Avalon Hill. 1990. Box. Good. £36. Desc. by Eamon.

Designer: Richard Berthold & Robert Haines. No. players: 1-6. Country: American. Duration: 4-6 hrs.

Special Notes: Only a few marks near the corners away from Excellent

Very ambitious attempt to create a Roman political game. The Campaign game is long but brilliant when played with players who know the rule book inside-out (no easy task, I have to say). One inventor is an academic historian and the other is a gamer, both being involved ensured an accurate simulation as well as a game. Unusual in that as well as each player trying to become the most powerful family in Rome, the players must also cooperate enough to keep Rome stable against internal and external forces, as if Rome falls all the players lose.

 

The Scepter Of Zavandor. Published by Z-Man Games. 2004. Box. In shrink. £26

Designer: Jens Drogemuller. No. players: 2-6. Country: American. Duration: 2.5 hrs, 

Fantasy game which reuses the excellent auction and development system in the now very sought after game Outpost. Players take the roles of mages who develop their magic powers by gaining magical gems, which in turn produce more magical power. Also different areas of knowledge need to be developed to gain VPs and make further options possible.  Various artifacts can be bought which give a selection of different special powers and victory points and ultimately players will need to buy sentinels which are the key to victory.  The central mechanism is an auction of the artifacts currently available, and knowing when to spend and when to save is crucial.  Highly recommended.

 

The Scrabble Book. Published by Treasure Press. 1990. Book. Good. £3

Author: Gyles Brandreth. Country: British, 

Hardback, 24x20cm, 221 pages. This book includes a huge number of word puzzles of different types with solutions. eg. 35 Regular Scrabble Puzzles and Anagrams to solve.  Also presented are the n-tile record plays, and more obscure records. the rules to Scrabble, the history of the game, information about allowed words, and listings of unusual words useful in Scrabble round off the book.

 

The Simpsons Slam Dunk Card Game. Published by Winning Moves. 2001. Box. Excellent. £1

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

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.

 

The Traders Of Genoa. Published by Rio Grande. 2001. Box. Excellent. £18

Designer: Rudiger Dorn. No. players: 2-5. Country: American. Duration: 90 mins. 

Each player represents a trading house in the 16th century city of Genoa. Goods are acquired when moving around the city and orders fulfilled.  Messages need to be delivered and various privileges can be obtained.  In order to achieve all this negotiation and deal making is required, and whoever is most successful at this will generally win.

 

The Wizard Of Oz. Published by Pressman. 1999. Box. Good. £2.25

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

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

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

 

Timbuktu. Published by Queen Games. 2006. Box. Excellent. £15

Designer: Dirk Henn. No. players: 3-5. Country: German. Duration: 60 mins. 

An unusual game in which players start with a caravan of camels loaded with various goods, and these camels move across the board towards Timbuktu.  However, along the way there are thieves.  Each player has part of the information about what the thieves want and in which part of the board they will appear, and more information is gained as the game goes on.  Thus through logical deduction and tactical movement of your camels you aim to have the most valuable goods when the caravans reach Timbuktu.  Previously self published by the author.

 

Tongiaki. Published by Uberplay. 2004. Box. In shrink. £9.50

Designer: Thomas Rauscher. No. players: 2-6. Country: American. Duration: 45 mins. 

Very attractive game which uses interlocking near-hexagonal land and sea tiles, and lots of little wooden ships.  The players explore Pacific islands, starting from Tonga.  Each island has several beaches and each beach has several spaces for ships.  On their turn a player adds ships to one island and if a beach is full of ships those ships sail.  This may take them through dangerous seas where they may all sink, but hopefully they make it to another island where the ships are put on the beaches, quite possibly forcing more ships to sail off.  The objective is to have ships on as many islands as possible at the end of the game, especially those that score most VPs.  Quite chaotic, but great fun.

 

Top Quartets: Flowers. Published by Dubreq. ca.1985. Box. Excellent. £0.50

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

Quartet game made by the same people as make Top Trumps. This set of 32 cards all depicting flowers from around the world is divided into sets of 4.  A rules card explains how to play a version of 'Go Fish' with the cards, but you can play any quartet game with them.

 

Toppo. Published by Rio Grande Games. 2005. Box. Excellent. £9

Designer: Reiner Knizia. No. players: 2-4. Country: American. Duration: 15 mins. 

Card game.  The cards show five different shapes in five different colours.  Three are dealt into the centre of the table and each player has their own stack of cards.  Players all simultaneously deal out three cards for themselves and compare them with those in the centre.  Any identical cards can be discarded to the centre, and if all three cards 'top' those in the centre then they are discarded onto the cards in the centre thus changing the cards to be matched.  'Topping' means matching in either colour or shape.  Players repeatedly deal themselves 3 cards, compare with the centre and redeal three cards trying to get rid of their cards as fast as possible.  As soon as you have less than 10 cards in your stack you call 'Toppo' and win the hand.

 

Tor. Published by Amigo. 1995. Box. Mint. £1.50

Designer: Reiner Knizia. No. players: 2. Country: German. Duration: 10 mins.  

Card game. A soccer match is played with two identical decks of 13 cards, a ball and a board. The cards are played simultaneously and the player playing the winning card gets the ball closer to (or into) the opposing goal. Essentially a game of bluff and outguessing each other. If a player wins three 'tricks' in a row he is sure to score a goal.

 

Touche. Published by Jumbo. 1996. Box. Good. £6

Designer: Wayne Bobette. No. players: 2-6. Country: Dutch, 

Players have a hand of regular playing cards.  The board shows card images and some special spaces distributed in a large cross shape. Players take it in turn to play a card and place a marker on one of the corresponding spaces on the game board. The object is to claim spaces which form certain patterns (boxes, lines, crosses, T's). When one of these patterns is formed, the pieces are marked to show the pattern is complete.  Players can either play individually or as partners.

 

Tover Je Toverweg. Published by Opstelten Speelgoed. 2004. Box. Excellent. £12

Designer: Unknown. No. players: 2-4. Country: Dutch, 

Each year the wizards apprentices compete in a forest race to be the first to get to a magical destination.  The apprentices themselves are not permitted to use magic, but the wizard backing each certainly can.  The game is a tactical card game and there are several boards and different sets of rules, with one set for children age 3-4, one set for 5-7+ and one for ages 6-9+.

 

T-Rex. Published by Hans Im Gluck. 1999. Box. Excellent. £3

Designer: Hanno & Wilfried Kuhn. No. players: 3-5. Country: German, Desc. by Eamon.

Card game. Each player is trying to collect sets of dinosaur eggs.  Each player starts with an identical deck of cards which is shuffled and drawn from and the game is then played in rounds in which each player may play several times.  There are special cards which let you draw more (otherwise you don't!) and a card has to be played to indicate the round will finish.  When a round does finish the last card each player played is used to evaluate the round - highest and second highest receiving an egg that round.

 

Tulipmania 1637. Published by JKLM Games. 2009. Box. In shrink. £15

Designer: Scott Nicholson. No. players: 3-5. Country: British. Duration: 1 hr, 

Based around the bubble market for tulips in The Netherlands in 1937, the players are speculators, and the objective is to become the most wealthy.  Tulips are bought and sold, and the market manipulated.  However, the market in each type of tulip will crash at some point, and timing is the key - getting out just before the crash is the objective, but is not always so easy to do.  Cards are used to perform various actions.

 

Um Krone Und Kragen. Published by Amigo. 2006. Box. In shrink. £12

Designer: Tom Lehmann. No. players: 2-5. Country: German. Duration: 45 mins. 

Special Notes: I will provide colour printed and laminated English game aids as well as English rules.

Published as To Court The King in America.  Dice game in which players attempt to roll particular dice combinations in order to claim the aid of character cards which each show a Tudor style noble, and each of which gives the player an additional benefit on future turns.  The objective is to recruit sufficient nobles to your cause and gain their privileges in order to be able to win the King card - the first to manage this gets a big advantage in the final round which determines the winner. Recommended

 

War And Peace. Published by Avalon Hill. 1980. Box. Good - partly unpunched. £11.50

Designer: Mark G McLaughlin. No. players: 2-6. Country: American, Desc. by Eamon.

Special Notes: There is 1 missing Russian counter (possibly a blank), but there are spare blank counters, so you can mark one up if you find you need one more...

Perhaps Avalon Hill's best Napoleonic game, covering Napoleon's battles from Austerlitz 1805 to Waterloo 1815. There are 9 individual scenarios based on yearly campaigns and a magnificent Grand Campaign 1805-1815 that requires diplomatic skills as well as battlefield expertise. The rules are 10 pages long, with a further 3 pages of optional rules and then about 16 pages of scenario descriptions.

 

War For Edadh. Published by WarriorElite. 2008. Box. In shrink. £17

Designer: A & N Pyne. No. players: 1+. Country: British, 

Card based battle game in which the troops, champions, leaders, standards, and even the terrain and stratagems are represented by cards.  Designed to be tactically challenging, with minimal luck. The game includes 120 cards, and looks to play a bit like some CCGs but this is a standalone game, and can also be played solo.  If you have 2 sets you can play with more than 2 players.

 

Warcraft The Board Game. Published by Fantasy Flight Games. 2004. Box. In shrink. £18

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

Board game version of the popular PC strategy war game of the same name.  Players take control of an army of either Night Elves, Humans, Orcs or Undead and seek to efficiently harvest wood and gold and build a strong base, and then set out to conquer and destroy all in their path!  The game uses a geomorphic hex board, wooden components, quests, and experience cards.

 

Warlock Of Firetop Mountain. Published by Games Workshop. 1986. Box. Box shows wear. £12

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

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

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

 

Where's Bob's Hat. Published by Rio Grande Games. 2001. Box. In shrink. £4

Designer: Alan R Moon. No. players: 2-5. Country: American. Duration: 40 mins. 

Trick taking game which is best with 3-4 players, and in my opinion really shines with 3 players.  The cards are divided into 3 suits showing different hats.  Before play players secretly indicate which suits they think they will take the most tricks in or if they wish indicate they will win fewest tricks of all.  Also winning a card showing Bob's Hat gets you a bonus card showing Bob's hat, and the player who has it at the end of the hand gets either a bonus or penalty (depending on what was decided at the start).  Points are scored for making your bids and lost for failing to make them.  Nice twist on an old favourite.

 

World Class Football. Published by Football International. 1983. Box. Good. £10

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

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

 

World's Best Card Games For One. Published by Sterling Publishing Co.. 1993. Book. Excellent. £1.50

Author: Sheila Anne Barry. Country: American, 

Softback, 21x13cm, 128 pages. Collection of patience games split into 1 Deck (57) and 2 Deck (47).  Each game is described with diagrams, and there is also a table of all the games showing how much space the game requires, how many decks, and how hard it is to finish.

 

Wortelboer. Published by Th!nk-Games. 1999. Box. Good. £4. No. 103/179

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

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

 

 

 

 

Book Title

Publisher

Author

Year

Type

Size (Cm)

Pages

Condition

Price

Demonspawn 1: Fire*Wolf

Fontana

J.H. Brennan

1984

Soft

18x11

252

Excellent

£4

The Legends Of Skyfall 2: The Black Pyramid

Armada

David Tant

1985

Soft

18x11

401 paras

Excellent

£4

Dragonquest

Armada

David Hill

1987

Soft

18x11

233 paras

Excellent

£4

Juegos De Naipes Espanoles

Vitoria

Heraclio Fournier

1984

Soft

16x11

124

Excellent

£2

The Complete Patience Book

Pan Books

Basil Dalton

1967

Soft

18x11

234

Good

£4

Elwell On Bridge

Charles Scribner's Sons

J.B. Elwell

1906

Hard

17x11

136

Good for its age.  Some discolouration on front cover, inside excellent.

£5

Indoor Games

Hodder & Stoughton

Gyles Brandreth

1977

Soft

18x11

128

Excellent

£1

The Right Way To Play Chess

Elliot Right Way Books

D. Brine Pritchard

1977

Soft

18x11

237

Good

£1.50

Discovering Wargames

Shire Publications

John Tunstill

1970

Soft

18x11

64

Good, but a couple of pages have been taped in a stick out a little.

£1.50

Auction Bridge Made Clear

Eveleigh Nash & Grayson

A.E. Manning Foster

1928

Soft

17x11

213

Good

£7.50

Games For Journeys

Hodder & Stoughton

Gyles Brandreth

1973

Soft

18x11

124

Good, but cover shops some wear

£2

Pitfalls On The Chess Board

Frank Hollins

E.A. Greig

1914

Hard

17x11

72

Good

£5

The Key To Solitaire

Ottenheimer Publishers

Douglas Brown

1966

Soft

17x11

142

Good

£3

Card Tricks

UPL

Owen Grant

~1935

Soft

16x10

90

Good, spine taped

£4

Round Card Games

UPL

Clifford Montrose

~1939

Soft

16x10

90

Good, wartime production paper

£4

Mah-Jongg

Heath Cranton Ltd

Olga Racster

1924

Hard

16x11

52

Good, but mild discoluration throughout

£3

Bridge With Mr. Playbetter

Batchworth Press

Hubert Phillips, Terence Reese

1952

Hard

17x11

221

Good

£6

The Modern Hoyle

Frederick Warne And Co.

Professor Hoffmann

~1887

Hard

16x11

222

Some if the spine covering is missing.  The contents have been annotated in many places.

£3

The Chess Openings

G. Bell & Sons

I. Gunsberg

1921

Soft

17x12

104

Good

£7

Patience Card Games For All The Family

Corgi

Wendy Riches, Roma Thewes

1970

Soft

14x10

93

Excellent

£1.50

The Golden Wonder Book Of Party Games

Chaucer Press

Joseph Edmundson

1966

Soft

18x11

222

Good

£3

Know The Game: Scrabble

Educational Productions

Unknown

1976

Soft

13x20

40

Good

£0.75

 

 

 

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