Sep 2010 Catalog
90 Grad. Published by Holzinsel. 2000. Box. Good. £10
Designer: Gunnar Kuhlencord. No. players: 2. Country: German. Duration: 15 mins.
Abstract game played with large coloured wooden balls on a thick wooden board with a deep grooved square grid on it. Players use their coloured balls to either push their opponent's target ball off the board or to get their own target ball into the centre of the board.
A Dictionary Of Card Games. Published by Oxford University Press. 1992. Book. Excellent. £3
Author: David Parlett. Country: British.
Softback, 19x13cm, 360 pages. An invaluable reference work with hundreds of card games listed and described succinctly but well enough that you can play them. Also includes recommendations for games to try by number of players with various subcategories so you know what type of game each is. An appendix gives a glossary of technical terms used in card games too.
Age Of Exploration. Published by TimJim. 1994. Box. Excellent. £23
Designer: Tom Lehmann. No. players: 2-6. Country: American. Duration: 2.5 hrs.
Exploration game set between 1492 and 1543, with many clever and unique play mechanics. Players equip expeditions and then set sail for the New World from Europe. The expedition will be better able to survive if longer is spent equipping, but then other expeditions may well get there and back first, and as points are scored for discoveries only on return to Europe, this creates a dilemma. Once in the New World there is much to do and all sorts of discoveries to make. Expeditions can head into the interior or attempt the NW Passage or even head around into the Pacific for a circumnavigation. Events are determined using cards and give choices and resolve differently depending on the capabilities and equipment of the expedition.
Age Of Steam - Expansion Set 2. Published by Warfrog. 2004. Box. In shrink. £7.50
Designer: Martin Wallace. No. players: 3-6. Country: British. Duration: 2 hrs.
Expansion set for Age of Steam. This consists of a double sided board and some rules to change the game slightly for each board. The maps are Western United States (best with 4 or 6) and Germany (4+).
Agora. Published by Strate & J. 1996. Box. Excellent. £11
Designer: Nicolas Herla. No. players: 2. Country: French. Duration: 20 mins.
Abstract game played on a chunky 3 level wooden board with wooden tiles. The object of the game is to take the opponent's pieces. Pieces can stack to form piles from which only the top piece can move. Rules summary in English French, and German, with full additional questions answered in French. Also includes a CD ROM with a PC version of the game.
Air Charter. Published by Waddingtons. 1970. Box. Good. £6.50
Designer: Patrick Green. No. players: 2-4. Country: British.
Players operate air-freight businesses in the South China Seas. Players pick up goods and either deliver them on routine but not especially profitable routes or if they are suitably placed they can go for one of the urgent contracts which pay quite a bit better. Running your plane involves keeping your fuel level right but the more fuel you have on board the less freight you can carry.
Alienz Card Game. Published by U.S. Games Systems. 2004. Box. Good. £8
Designer: Mike Fitzgerald. No. players: 2-6. Country: American.
Card game in which the players try to transport as many Alienz as possible back to their home world. Essentially a set collecting game in which players use planet cards as destinations and send as many as possible alien cards to that planet, but symbols must match to make that possible. Also flights can be made private or public with different benefits in each case. The cards have information on both sides so each player has their own screen behind which they can examine their cards.
Alpha Blitz. Published by WoTC. 1998. Box. Mint. £1.50
Designer: Michael Selinker. No. players: 2-6. Country: American. Duration: 30 mins.
Card game, 108 cards, enabling you to play two different games. Alpha is an interactive anagram game with the set of letters you can use changing as the game progresses. Blitz is similar except that play is simultaneous so you have to see words which can be made from a set of letters quicker than the other players.
Arch Opti Mix. Published by Doris & Frank. 2005. Box. Good. £10
Designer: Frank Nestel. No. players: 3-5. Country: American. Duration: 45 mins.
Published as Ark by Rio Grande. 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!
Architekton. Published by Queen Games. 2005. Box. 2 copies available:
1) In shrink. £6 2) Excellent. £5.50
Designer: Michael Schacht. No. players: 2. Country: German. Duration: 40 mins.
Tile laying game in which players play building tiles and countryside tiles with various landscape features. Tiles need not match those adjacent to them, but whenever a building tile is placed a building of your colour must be added, and when a building is surrounded you are penalised for every non matching adjacent tile. Also players try to keep their buildings in a large single cluster as this scores highly at the end of the game. There are some interesting choices to be made and you can decide to be aggressive or defensive - there is a time for both.
Atlantic Star. Published by Queen Games. ca.2002. Box. Good. £24
Designer: Dirk Henn. No. players: 2-6. Country: German. Duration: 1 hr.
Excellent game previously published as Show Manager but this time rethemed as putting together ocean cruises. Players must create four cruises during the game, and to do this they need to hire suitable ships. However, these ships are almost all specialist and can only perform one, two or at most three sections out of the 18 cruise sections needed. A clever mechanism restricts the number and cost of ships available at any time and so it soon becomes difficult to find just the ship you need before your must put on a cruise. A very clever mechanism which combines skill and luck very nicely and money is always tight. This is one of my favourite games - highly recommended.
Backwords. Published by Random House. 1988. Box. Good. £1
Designer: Robert B Fuhrer. No. players: 2+. Country: Canadian. Duration: 45 mins. Desc. by Eamon.
Very good game in the Trivial Pursuit, Pictionary, Guesstures type of line. Instead of trivia, the game is designed around people's ability to understand words as they are read out backwards by the question-master that round. Not nearly as easy as it sounds. Components in very good condition, and includes 800 cards with somewhere near 2000 words to play with.
Big Kini. Published by PlayMe.de. 2005. Box. 2 copies available:
1) In shrink. £20 2) Excellent. £18
Designer: Guido Eckhof. No. players: 2-4. Country: German. Duration: 1 hr.
Majorities type game set in a tropical archipelago. The game 'board' is made up of 18 large hexagonal island tiles each showing three islands. These islands have various influential positions which can be occupied by the players' people tokens. These positions allow the players to perform the various actions that island permits, which include: recruiting more people, obtaining trade goods, exploring / colonising other islands, initiating an election for premiership on the island group, and getting money. Game play involves managing your money and expanding your sphere of influence using your limited number of actions to best effect. Recommended.
Blackbeard. Published by Avalon Hill. 1991. Box. Excellent. £16
Designer: Richard Berg. No. players: 1-4. Country: American. Duration: 1-3 hrs.
Each player controls a pirate and a king's commissioner hunting other pirates. Pirates attempt to gain notoriety and treasure while hampering the other pirates' attempts to do the same. Pirates start in a small ship but can take over larger ships they capture at sea. Ports can be sacked and pirate bases set up, as well as the traditional attack on merchant vessels at sea. Highly suitable for solitaire play too. Playing time varies according to the number of players, from 1-3 hrs (longer with more players).
Bloom. Published by QWG. 2008. Box. 2 copies available:
1) Excellent. £17.50 2) In shrink. £19
Designer: Laurent Escoffier, David Franck. No. players: 2-5. Country: Dutch. Duration: 45 mins.
Each player is a gardener who specialises in a particular type (colour) of flower and gets a set of cards showing various amounts of grass and their type of flower on a 2x3 grid. Players then add these cards to a communal garden, but with various restrictions, and get to take tokens for any flowers covered up. The objective is to collect lots of flower tokens, but they score best if sold in muliicoloured sets. Points are also gained by keeping as many of your flowers on the board as possible. Players can also use an animal and a gardener to help protect their flowers.
Blow Football. Published by Unknown. ca.1950. Box. Good. £1.25
Designer: Unknown. No. players: 2-6. Country: British.
There is no indication of publisher or date anywhere. It could well be older than indicated. Included are two goals with goalkeepers, a ball and 6 blowpipes. No rules are included as none are needed - you just blow the ball into the opposing team's goal, while the other player attempts to stop you and get the ball into your goal.
Boggle. Published by Parker. Box. 2 copies available:
1) 2000. Excellent. £3.50 2) 1996. Good. £2.75
Designer: Unknown. No. players: 1+. Country: British. Duration: 3 mins.
Word game in which 16 letter dice are rolled and set into a 4x4 grid. Players then have 3 minutes to spot words within the grid, starting anywhere and moving from letter to letter horizontally, vertically or diagonally. Words found are worth more the longer they are. Only words not found by other players will score though. Can be played solo trying to beat your previous top score.
Brainiak. Published by Aaron Games. 1997. Box. Good. £3.75
Designer: Alan Holmes. No. players: 2+. Country: British.
Family / party game. Players write down 5 words which fit into a category, as do their team mates. Players score for writing the same things as their partners, so you have to try to get yourself thinking like they do. The board shows a series of tracks around which the teams move their playing pieces as they score points.
Brass 2nd Ed. Published by Eagle Games. 2009. Box. In shrink. £37
Designer: Martin Wallace. No. players: 3-4. Country: British. Duration: 2-3 hrs.
Set in the industrial revolution in Lancashire, this strategy game is played in two phases. In the first phase players develop canal networks, and in the second phase the canals are now outdated and rail networks must be built up. Throughout both phases players invest in cotton mills, ports, coal mines, iron mines and shipbuilding in order to improve their income and gain victory points. There are plenty of options with cards used in a clever way to limit what can be done, and ensuring you need to plan ahead. A good mix of economic management and network building is required to do well. Recommended.
Bridge - Tricks Of The Trade. Published by Victor Gollancz. 1991. Book. Good. £4
Author: T. Reese, D. Bird. Country: British.
Softback, 20x13cm, 144 pages. Bridge book which shows how it is possible to squeeze an extra trick from a hand whether as declarer or a defender. The book does not go into bidding issues, only how to best play out the cards.
Bridge In The Menagerie. Published by B.T. Batsford. 1985. Book. Good. £12
Author: Victor Mollo. Country: British.
Softback, 20x13cm, 152 pages. Contract bridge book written humorously with a variety of characters each with their own personality and playing style. The intent is for the book to amuse the bridge playing reader while also imparting some tips and useful points which should help improve their game. The book is subtitled: The Winning Ways of the Hideous Hog. Well out of print, and actually quite rare and now sought after.
Britannia. Box. 2 editions available:
1) Published by Avalon Hill. 1987. Country: American. Good. £22. Bookcase box. This is a superior version to the original British edition, more user friendly when it comes to knowing what scores where.
2) Published by Gibsons. 1986. Country: British. Good but 4cm rip in lid. £18
Designer: Lewis Pulsipher. No. players: 3-5. Duration: 3 hrs.
An excellent game (particularly for four players) that encaptures 1,000 years of British history. Map board of mainland Britain. Game lasts for 16 turns, which is roughly divided into groups of 4 turns where one player out of the four has the most influence in that period, and the best chance to score victory points. Each player gets to play several of the groups which attack Britain over the years (eg, Saxons, Jutes, Danes etc).Classic game.
Buggo. Published by Ravensburger. 2000. Box. Good. £5
Designer: Dan Gilbert. No. players: 2-8. Country: German. Duration: 20 mins.
Light game in which players take it in turns to draw a card which specifies the maximum number of bugs they can take that turn. The player then turns over tiles on the table to find bugs. One can stop before reaching the required number and play it safe and take the tiles turned so far, but if you exceed the required number, the tiles get turned back face down. As extra twists there are some spider tiles which always cause you to bust and some cards which require you to find spiders.
Cafe Race. Published by Homoludicus. 2006. Box. 2 copies available:
1) Excellent. £9.50 2) In shrink. £10.50
Designer: Fran F G. No. players: 3-6. Country: Spanish. Duration: 15 mins.
Light race game which uses dice as the driving mechanism, but in an unusual way. One die is rolled per player and these will be used for movement, but in order to claim these dice players bid with another die, which they turn to whatever side they choose. The higher the sum of the bid and movement dice the more likely a slip-up will be during the race. Too many slip-ups and the player must restart from the beginning, so a balance between speed and caution is required to win.
Canal Mania 1st Edition. Published by Ragnar Brothers. 2006. Box. New. £21.50
Designer: Steve & Phil Kendall. No. players: 3-5. Country: British. Duration: 2 hrs.
Well received canal network building board game. The board shows England roughly from Basingstoke and Bristol in the west to Cambridge and Maidstone in the east. Players take contracts to build canals, and then draw and play cards to play canal tiles which come in various types: flat sections, sections with locks, sections with aqueducts and sections with tunnels. The latter of these require more cards to build but are worth more when completed. Players build up networks of canals and deliver goods from town to town using these networks in as efficient a way as possible. There are various engineer cards which give different bonuses and each player has one of these, but can switch them around for best effect. 1st Edition.
Canasta In 20 Minutes. Published by Eyre & Spottiswoode. 1950. Book. Good. £2
Author: Harold Thorne. Country: British.
Softback, 16x11cm, 40 pages. An easy to approach and quick to read description of how to play Canasta in a convenient small book.
Card Caper. Published by University Games. 1997. Box. In shrink. £9
Designer: Twinson Corp.. No. players: 2-4. Country: American. Duration: 15 mins.
Light deduction game in which players have a secret card, and as the game goes on they must reveal more about those cards. The objective is to work out what cards your opponents have before they work out what you have. Enjoyable game which plays quickly enough (with two players) that you can play several rounds at a sitting very easily.
Card Games. Published by H.F. & G. Witherby. 1953. Book. Good, but dustcover shows wear. £4
Author: Hubert Phillips. Country: British.
Hardback with dustcover, 20x14cm, 346 pages. A collection of card games described in detail with diagrams and examples. The book says that every card game with a significant following in Britain at the time is covered. This includes about 50 different games as well as 28 patiences. Game descriptions include notes on strategy and advice on good play as well as just the rules.
Cash-A-Catch. Published by Queen Games. 2007. Box. In shrink. £9
Designer: Andreas Pelikan. No. players: 3-5. Country: German. Duration: 30 mins.
Dutch auction based game in which the players bid for batches of fish. The auction uses a neat idea - the price is fixed but the amount of fish in the batch goes up until someone accepts the batch using the efficient metal push-bell. Fish come in 6 types, but only 3 types can be stored in your catch trays. Players take turn being the auctioneer, which is when you get a chance to sell your fish (the more of a type you have the more profitable the batch), as well as getting a commission on the fish sold. Any fish you can't store go into your rubbish bin and will score negatively. A few special cards throw extra twists into the mix.
Cassell's Book Of Sports And Pastimes. Published by Cassell & Co.. 1903. Book. Fair. £2.50
Author: Unknown. Country: British.
Special Notes: The front and back covers have been taped back on. Internally Good.
Hardback, 21x16cm, 975 pages. A mammoth collection of sports and pastimes with the following sections: Manly Games & Exercises (30), Minor Outdoor Games (16), Field Games (16), Hoop Games (6), Kite Flying (8), Marble Games (22), Playground Games (77), Tops & Top Games (11), Toy Games (21), Lawn Games (8), Games of Skill (6), Minor Skilled Games (9), Recreative Science (24), The Workshop (8), Home Pets (15), Round or Parlour Games (100), Toy Games & Game Making (100), Mechanical Puzzles (25), Arithmetical Puzzles (19), Card Games (24), Parlour Magic (3), Fireside Fun (28).
Castle Danger. Published by Matt Worden Games. 2003. Box. Good. £12
Designer: Matt Worden. No. players: 2. Country: American. Duration: 30 mins.
Each player controls a king along with supporting wizards, builders, cannons and walls, each of which has different abilities. The game is played on a square gridded board with a river down the middle. The objective is to hit the opponent's king with a cannonball. Players can each make several moves on their turn. Self produced game, but with wooden playing pieces.
Castle Of Magic - The Castle Cursed. Published by Cloud Kingdom Games Inc. 1992. Folder.
Folder good, Contents unused.. £8
Designer: Jason Glor, Robin Marks, Darryl See, Rick Smith. No. players: 4-6. Country: American. Duration: 2 hrs.
Expansion for Castle of Magic (which you will need in order to play this). This expansion introduces a new background for the Castle of Magic, and with it a set of new Wizard cards with new objectives and allegiances . Each character is either a Beast or Human and is either a Lord or Serf. Wild Magic is also introduced, and a new set of Secrets cards is provided. An excellent way to freshen up an already excellent game.
Cavum. Published by QWG Games. 2008. Box. Good, but box slightly indented. £24
Designer: Wolfgang Kramer, Michael Kiesling. No. players: 2-4. Country: Dutch. Duration: 2 hrs.
Clever game in which the players play tunnel tiles to delve into a mountain to lay claim to assorted gems, which are then sold either at market or in combinations to fulfil orders. The tile laying and tunnel claiming mechanisms are neat, and give many tactical options and opportunities to mess with the other players if they leave themselves unprotected. Points can also be scored by claiming spots in the cities around the edge of the mountain, and playing the markets well can give your points a major boost too. A game with plenty going on!
Cheops. Published by Hans Im Gluck. 1998. Box. In shrink. £16
Designer: Klaus Paal. No. players: 2-5. Country: German. Duration: 45 mins. Desc. by Eamon.
Very interesting asset collecting game, with many decisions to be taken, and the outcome in doubt till the end. Each turn you can steal a treasure from the pyramid, but must then decide whether to sell for a fixed price or keep it until the end of the game. In effect you are gambling on whether the price will go up or down, and to assist you, you have law tiles that change the rules of the game (it might end earlier, prices might fluctuate wildly, that sort of thing). Each game is different due to the layout of the pyramid and using a different selection of price tiles. Nice game. Very attractive scarab treasure pieces.
Complete Book Of Games And Stunts. Published by Prentice Hall. 1956. Book.
Good, but discolouring on part of cover. £8. Author: Darwin A. Hindman. Country: American.
Hardback, 21x14cm, 422 pages. A collection of both physical and parlour games, which is divided into sections as follows: Quiet Games & Stunts (10 subsections), Active Games Contests & Stunts (4 subsections), Puzzles & Problems (5 subsections). Active Games (12 subsections).
Connections. Published by Connections International. 1991. Box. Good. £8
Designer: Tom McNamara. No. players: 2. Country: New Zealand. Duration: 10 mins.
Abstract game in which the players try to connect a line of their pieces from one side of the board to the other, or try to surround any of their opponent's pieces in a box. The game always ends with a winner, never a stalemate, and while the rules are very simple the play is actually rather good. The components are large and impressive making it very attractive during play. Rules in umpteen languages too!
Cosmopolitan The Game. Published by Waddingtons. 1994. Box. Good. £3
Designer: Unknown. No. players: 2-6. Country: British. Duration: 45 mins.
Note: The felt tip pens have dried out - I will try to revive them, but if this fails you can use OHP marker pens.
Cosmopolitan is a British magazine for women, and the main focus is on men, looking good, and having fun. This game is intended for readers of Cosmopolitan, and the current player reads out a multiple choice question to her neighbour who then answers and is assigned a point for Love, Work, Play or Self. After everyone has answered quite a few rounds of questions each player can read a sort of horoscope based on her scores in each of these categories.
Cranium. Published by Cranium Inc. 2001. Box. Good. £7
Designer: Unknown. No. players: 4+. Country: American. Duration: 1 hr.
Party game which is a sort of compilation of other party games. Players complete four different categories of activity in order to advance on the track. The activities are: 1) Getting your teammates to guess the answer by drawing it or modelling it in clay, 2) Answering trivia questions, 3) Unscrambling words, guessing definitions etc, 4) Whistling a song, impersonating a celebrity, or performing a charade.
Crescendo. Published by Filsfils International. 1997. Box. Good. £7
Designer: Claude Jonette. No. players: 2-4. Country: Belgian. Duration: 30 mins.
Unusually, the game board is constructed from 8 large cross shaped sections which each have 5 squares, one of each player colour and a neutral colour. Players attempt to build large towers of stacking playing pieces by clever moves and keeping to protected spaces. Unprotected towers can be 'scattered' by an opponent if given the chance.
Crown The Queen. Published by Waddingtons. 1953. Box. Excellent. £8.50
Designer: Elaine Burton. No. players: 2-4. Country: British. Desc. by Eamon.
Card game, a rare Waddingtons game made to celebrate the Coronation of Queen Elizabeth II. Cards feature important parts of the Coronation procession, footmen, policemen, archbishops, the Queen herself, etc. and players must 'build' a procession. Invented by a Member of Parliament at the time. I like the last rule - "The game is more realistic if all players cheer as a card is played, louder and louder nearing the end of the procession".
Defender. Published by Milton Bradley. 1983. Box. Good. £3
Designer: Unknown. No. players: 2. Country: British.
Board game based on the 1980s arcade game of the same name. Both players control Defender ships which have to protect Earth from alien landers which seek to abduct humans and turn them into mutants which return to attack the Defenders. A spinner is used each turn to decide what type of move you must make, but in each case you can make use of the move to benefit yourself or hinder your opponent. Interestingly the game ends only when one player has lost all 6 of his Defenders, and the player with most points wins, which may not be the player who still has Defenders left.
Der Herr Der Ringe - Die Gefahrten Kartenspiel. Published by Ravensburger. 2001. Box. Excellent. £5
Designer: Reiner Knizia. No. players: 2-5. Country: German. Duration: 40 mins.
One of many the Lord of the Rings games from Germany linked with the films. This one is a neat card game which features the locations the Fellowship passed through in the 1st film. Pairs of location cards are placed together and show whether that place is friendly, and what the benefits are in terms of VPs and special abilities to players who have the most influence over that location when it has been surrounded by cards. Each player has their own deck of cards of varying strengths and some specials. Players place cards around the current location and then it is resolved and prizes awarded before moving on to the next location where some cards already played will have further influence. Recommended.
Der Markt Von Alturien. Published by Pro Ludo. 2007. Box. In shrink. £20
Designer: Wolfgang Kramer. No. players: 2-6. Country: German. Duration: 1 hr.
Update of Jumbo's 'City'. Neat game in which players purchase shops and then enhance them and buy more shops as the game goes on. The board shows an overhead view of a city centre around which customers wander - some normal, some big spenders and one thief. A special die is used to let you move a customer - the idea being to direct the spenders to your shops and away from those of opponents while making sure the thief stays away from your shops and goes to as many opponents' shops as possible. There are various new features in this edition such as having to buy Prestige cards (which are what win the game) and different types of business expansion. May well play best with 3 players (the original did).
Diabolo. Published by Klee. 1999. Box. Good. £3.75
Designer: Reiner Knizia. No. players: 2-6. Country: German. Desc. by Eamon.
Card game, 66 letter cards and 6 victory tiles. Players compete to form words with cards that are common to all players, i.e. it is a race against time as the competition can get pretty fierce. The victory tiles allow for a longer, more strategic game.
Die Siedler Von Catan - Das Würfelspiel. Published by Kosmos. 2007. Box. Excellent. £7
Designer: Klaus Teuber. No. players: 1-4. Country: German. Duration: 25 mins.
Dice game in which players each have a sheet showing a land section from a game of Die Siedler von Catan, with possible places to build roads, settlements, cities and knights shown. Each turn a player rolls six special resource dice and can reroll any number of dice a couple of times before using the resources shown to build with. Points are scored depending on what was built. It is not always possible to build anything - you can only build what you have made accessible with roads, so some care is required to keep flexible for future turns. Quick light dice game with a nice feel of the Settlers family. Recommended.
Die Siedler Von Catan: Club-Paket. Published by Kosmos. ca.1996. Packet. Good - unpunched. £3
Designer: Klaus Teuber. No. players: 3-6. Country: German. Duration: 90 mins.
This is an aid for the keen Settlers player, and consists of a set of edge pieces to hold the standard setup of hex tiles in position, as well as the standard 5-6 player setup. Also included is a card rack for holding the game cards neatly during play.
Digit. Published by Piatnik. 1987. Box. Good. £3.25
Designer: Gerhard Kodys. No. players: 2-4. Country: Austrian. Duration: 20 mins.
55 cards show different arrangements for 5 sticks. One card is drawn and the matchsticks laid out according to the diagram on it. Players are dealt cards and try to find a way to move a single matchstick to make the patterns on their cards. There are four versions of the game to play, but all are based on this principle.
Doctor Who - The Game Of Time & Space. Published by Games Workshop. 1980. Box. Good. £18
Designer: Derek Carver. No. players: 2-6. Country: British. Duration: 90 mins.
Special Notes: 1 blank Key Part counter missing, but it is not used in play.
TV related, with Tom Baker on the cover. Players attempt to find a secret combination whilst travelling in time and space, and fighting such nasties as Cybermen, Daleks, Davros etc. Players represent different incarnations of The Doctor, and each have a different assistant. During the adventures a wide variety of useful items will be found many of which have special powers, and many of the monsters encountered also have special powers. These special abilities and powers are detailed on special sheets which each player has.
Don't Panic. Published by Mattel. 1987. Box. Good. £2.75
Designer: David Mair. No. players: 1+. Country: British. Duration: 30 mins.
Special Notes: There is some brown parcel tape on the box lid, and 1 of the 72 category cards is missing, but this does not affect play.
Family game in which players have to think of a number of things which fit into a category. There are 144 categories pictured on cards, but the best thing is the timer, which is clockwork, and clicks away annoyingly as your time goes down. When sufficient items have been named and accepted the Stop button is pressed and the number the timer's pointer is over is that player's score - the quicker you are the higher your score. A neat timer which could be used in other games too.
Dorn. Published by CBG. ca.2008. Box. New. £24
Designer: Filip Kozak, Jan Drevikovsky, Krystof Kozak. No. players: 2-6.
Country: Czech Republic. Duration: 90 mins.
Fantasy game in which one player takes the side of the monsters, while the other players take the roles of one or more adventurers who most battle the monsters in order to collect three sacred artifacts and then finally defeat the big baddy. The game does not use dice for combat, and there are 9 heroes for the players to choose from, and the monster player gets to use a different selection of evil spells each game.
Drachengold. Published by Descartes Editeur. 2000. Box. In shrink. £9
Designer: Bruno Faidutti. No. players: 3-6. Country: French. Duration: 45 mins.
Defeating a dragon is no problem for a well prepared adventuring party. However, deciding how to divide the treasure is far from simple. Players must cooperate enough to defeat the dragons, but then negotiate for the best share of the treasure making use of magic items and special abilities to get one up on your co-adventurers! This is the German edition - I will provide a set of laminated English magic item cards to ease play.
Dragonriders Of Pern. Published by Mayfair Games. 1983. Box. Good. £11
Designer: Sam Lewis. No. players: 1-7. Country: American. Duration: 2 hrs.
Special Notes: Box slightly indented due to stacking
Fantasy game, based on the series of novels by Anne McCaffrey. Players compete to unite the world of Pern, and fight aerial battles to fight off the deadly Thread. The game is semi cooperative, as if the lands of Pern become too poisoned by Thread all players lose, but if that doesn't happen then the player who is allied with the most holdings is the winner. The game comes with basic and advanced rules
Drake & Drake. Published by Descartes Editeur. 2002. Box. Excellent. £8
Designer: Bruno Cathala. No. players: 2. Country: French. Duration: 30 mins.
Set in the Caribbean, 1695, the players are rival pirate captains who have acquired a treasure map, and both intend to claim as much treasure as possible. Crew members are used to claim sections of the island and these will score points at game end. Points are also scored for eliminating enemy crew members. Game play involves card play, with players selecting several cards to play that round simultaneously, but then the cards are actioned according to the initiative numbers on them.
Drakon. Published by Fantasy Flight. 2001. Box. Good. £12
Designer: Tom Jolly. No. players: 2-6. Country: American. Desc. by Eamon.
Special Notes: 2nd edition
Very nicely presented game that uses tiles for its board making every game different. Players add tiles to a dungeon labyrinth, and the tiles can move or disappear during play, making it difficult not to get lost. A sort of table-top Sorcerer’s Cave.
Duel In The Dark + Expansion. Published by Z-Man Games. 2007. Box. In shrink. £30
Designer: Friedemann de Pedro. No. players: 1-2. Country: American. Duration: 45 mins.
Special Notes: Includes in shrink expansion:"The Complete Edition" and V1-Bunker extra card.
WW2 air combat game dealing with the night time air raid of British bombers on German cities. One player takes the role of the British Bomber Commander and the other a General in the Luftwaffe to defend the cities. The gameboard can be set up in many ways, and each night will take about 45 mins to resolve. There are basic rules for easy entry to the game, with advanced rules for additional realism and complexity. The game uses a neat element to represent the fog of war aspect - the Germans don't know the British target until they get there. If played solo the game controls the British, and the player the German defenders.
Dungeonquest. Published by Games Workshop. 1987. Box. Good. £17
Designer: Dan Glimne & Jakob Bonds. No. players: 1-4. Country: British. Duration: 1 hr.
Special Notes: Original figures missing - but good replacements provided
Players explore the ruins of Dragonfire Castle trying to reach the treasure chamber in the center of the dungeon and escape alive with as much treasure as possible. Time pressure forces the players to take risks because anyone left in the dungeon when the game ends dies! The dungeon is created with tiles to produce a maze-like dungeon and ensures no two games are ever the same. Recommended.
Esquire's Book Of Gambling. Published by Frederick Muller. 1964. Book. Good - dust cover shows wear. £12.50
Author: David Newman. Country: British.
Hardback with dustcover, 24x16cm, 333 pages. A compilation of articles from Esquire Magazine all relating to gambling in one way or another, and covering the pitfalls of getting involved in gambling and the reasons why people gamble as well as covering the way casinos work and then moving onto gambling games and sports: Poker, Rummy, Misc Card Games, Horse Racing, Craps, Roulette, Baseball Betting, Dog Races, and even cock fighting and snake fighting are covered.
Extra Blatt. Published by Moskito. 1991. Box. Good. £24
Designer: Karl-Heinz Schmiel. No. players: 3-4. Country: German. Duration: 90 mins.
Each player is an editor of a newspaper and must fill their front page with the best stories. Story tiles come in different shapes and sizes and in different categories (politics, sports, entertainment, etc). As you would expect with this designer, there are various twists: the later in the game stories are added to your newspaper the more valuable they are, but only the most impressive story of each type will score at the end of the game. Finally, it is possible to play advertisements on your opponents' newspaper layouts which wastes space and can potentially reduce the value of their stories.
Famo. Published by Alf Cook Ltd. ca.1950. Box. Box poor, contents good. £0.60
Designer: Unknown. No. players: 2+. Country: British.
Card game. Subtitled the Historical Card Game. The cards show a number of famous characters eg. Sir Walter Raleigh, Sir Francis Drake, Admiral Nelson etc along with cards showing things associated with each. The game itself is essentially a simple set collecting game.
Festival. Published by Grimpeur Brand. 2007. Box. 2 copies available: 1) In shrink. £6 2) Excellent. £5.50
Designer: Shinsuke Yamagami & TCD. No. players: 4-5. Country: Japanese. Duration: 30 mins.
Card drafting and set collecting card game. Each round the players get to draft a single card and then place it face up or face down in front of them. Playing a card face up means you get a better chance for a good selection next turn, but you also are revealing what you are collecting. When all cards are drafted players score for the best and second best collection in each suit, as well as getting a bonus according to the number of suits they have collected. The graphics are very colourful and Japanese in style.
Finstere Flure. Published by 2F Spiele. 2003. Box. In shrink. £16
Designer: Friedmann Friese. No. players: 2-7. Country: German. Duration: 45 mins.
Fun game in which each player has 3 or 4 people who need to escape from the dungeons. However, also in the dungeons is a monster, which will kill anyone it encounters. First the players take it in turns to move their people around the dungeon floor, going around, over or behind various obstacles such as pools of blood, stone blocks, teleporters; and then the monster moves. Each round he moves a different amount, and he follows fixed rules which depend on what he can see to guide him, and woe betide anyone in his way. It is possible by clever play to manipulate the monster into finding another player's man, which is especially satisfying if they were about to escape... Unusually it plays especially well with 5-7 players.
Flight Leader. Published by Avalon Hill. 1986. Box. 2 copies available:
1) Box good, counters unpunched. £5.50 2) Good. £4.50
Designer: Gary C Morgan. No. players: 2-8. Country: American.
Modern air combat. Over 200 aircraft types and many scenarios as a pilot in the USAF. Game has basic rules to help you get the idea of the game, and a pilot's manual for advanced rules and scenarios. Includes 520 die cut counters, large mapboard, 6 aircraft status cards, aircraft player aid cards and a d10. Each player controls 2-8 high performance aircraft as individual units with aircraft types ranging from the 1950s up until 1986, allowing scenarios covering the Middle East, India-Pakistan, Vietnam, and the Falklands.
Flip Football. Published by Upstarts. 1997. Box. Excellent. £1.50
Designer: Unknown. No. players: 2. Country: British. Duration: 20 mins. Desc. by Eamon.
Card game, one of the most unusual games in years, a football match where each player uses a pack of cards (The Reds vs The Blues), double sided so you can 'flip' from attack to defence. Very nice humorous graphics.
Formula De Tracks: France. Published by Ludodelire. ca.1994. Box. Good, but shows some wear. £10
Designer: Eric Randall & Laurent Lavaur. No. players: 2+. Country: French.
Single sided board for Formula De. The track is numbered 2: France - Circuit de Nevers Magny Cours. Note that this is an original Ludodelire track, equivalent to Eurogames No. 7 I believe.
Formula De Tracks: Germany. Published by Ludodelire. ca.1994. Box. Good. £13
Designer: Eric Randall & Laurent Lavaur. No. players: 2+. Country: French.
Single sided board for Formula De. The track is numbered 4: Germany - Hockenheim Runde. Note that this is an original Ludodelire track, equivalent to Eurogames No. 15 I believe.
Formula De Tracks: Japan. Published by Ludodelire. ca.1994. Box. Good, but shows wear. £10
Designer: Eric Randall & Laurent Lavaur. No. players: 2+. Country: French.
Single sided board for Formula De. The track is numbered 11: Japan - Suzuka. Note that this is an original Ludodelire track, equivalent to Eurogames No. 19 I believe.
Formula De Tracks: Nederland + Belgique. Published by Eurogames. ca.1994. Box. Good. £14
Designer: Eric Randall & Laurent Lavaur. No. players: 2+. Country: French.
Special Notes: 1 board edge join has split and has been taped
Additional double sided board for Formula De. The tracks are numbered 3 & 4. The Nederland track is Zandvoort No.2, as opposed to No.1 which comes with the Eurogames base set.
Framed!. Published by Gibsons. 1992. Box. 2 copies available:
1) Excellent. £2.25 2) Good. £1.75
Designer: Unknown. No. players: 2-6. Country: British. Duration: 30 mins.
Card game based on the movie business. The film sequence cards look like clips from reels of film, and must be placed in sequence to produce a complete film. However each of these cards has 3 clips on it which won't all be sequential, so these cards will have to overlap making the game more interesting. There are also action cards which can hinder other players or protect yourself from hindrance. Part of the Bepuzzled series.
Funkenschlag. Published by 2F Spiele. 2001. Box. Excellent. £11
Designer: Friedemann Friese. No. players: 3-5. Country: German. Duration: 3 hrs.
This is the original printing of Funkenschlag which was substantially revised for the second edition (also known as Power Grid). Limited edition of 500. An economic game with several things going on at once. Firstly players need to manage their money well and use it to build a network of power lines across a fictional continent. The map is laminated and the networks are drawn on with crayons. Secondly the players also have to purchase power plants of various types and buy enough fuel to run them. The variety of power plants and clever way they get auctioned really makes the game work brilliantly. The winner is the player who can supply the most cities with power when the game ends.
Ghost Castle. Published by MB Games. 1985. Box. Good but 1 corner taped. £1.25
Designer: Unknown. No. players: 2-4. Country: British.
Special Notes: The coffin lid is missing - this does not affect play
3D children's board game in which you have to be the first to go through all the rooms of a haunted keep and climb the stairs to close the coffin and lay the ghost to rest. Great bits though the game is mostly luck.
Great Western Railway Game. Published by Gibsons. 1985. Box. Good. £9
Designer: Unknown. No. players: 2-6. Country: British. Duration: 90 mins.
Game made to celebrate the 150th anniversary of this great rail network. Players collect items associated with the company, found on 80 attractive cards. The board represents the rail network as in 1935, exactly 100 years after the founding of the Great Western. Game play involves moving your playing piece around the network visiting places in order to collect cards, and swapping cards with other players in order to complete sets.
Haggle. Published by Galleon Games. 1993. Box. Good. £2.25
Designer: Unknown. No. players: 2-8. Country: British. Duration: 1 hr.
Negotiation and deal making game in which players buy, sell and barter cars, racehorses, houses, oil paintings, ming vases and shares amongst themselves hoping to get the best deals and end up with the most valuable portfolio at the end of the pre-agreed playing time.
Hats Off. Published by Peter Pan. ca.1968. Box. Good. £5
Designer: Kohner Bros. No. players: 2-4. Country: British. Duration: 10 mins.
Players flip cone shaped pieces into a grid, and score points for getting their cones into their section of the grid. The cones are plastic, with metal weights to make them fly a bit like shuttlecocks. The flippers are lovely items, made with metal springs, and really sturdy, with a scoring dial on the base of each one (called Slide-O-Matic scorekeepers!). Silly but fun and an amazing item.
Himalaya 5&6 Player Expansion. Published by Tilsit Editions. 2006. Box. In shrink. £13
Designer: Regis Bonnessee. No. players: 3-6. Country: French. Duration: 90 mins.
Expansion for the excellent trading game Himalaya. This expansion lets you play Himalaya with 5-6 players, which is a very useful addition as the game involves simultaneous planning and so extends naturally to more players, as do the victory conditions. There are also some variants suggested for those who like less luck in the way new goods and demands come out (these can be used with 3-4 players too).
Hollywood Players. Published by Van der Veer. 2005. Box. In shrink. £5.50
Designer: Jacques Deul. No. players: 2-8. Country: Singapore. Duration: 30 mins.
Card game with 144 cards. Players try to win Hollywood awards such as best actor, best director etc and this is done by collecting the best sets of cast cards. Essentially a set collecting card game with some interesting twists.
Horse Show. Published by Gamewright. 1997. Box. Good. £6
Designer: Ann & Elisabeth Stambler. No. players: 2-4. Country: American. Duration: 20 mins.
Card game in which a series of equestrian events are played out. These can be jumping, dressage, hunter, or equitation specialities. Players have a selection of horses each, and one is put forward for each event, with the option of playing various assists to enhance the natural ability of the horse and rider in that event. The best combination wins the event and keeps the event card as a trophy. Hands are refilled and the next event is then played out. The player who wins the most events wins the game.
Illusions. Published by Y & B Associates. 1996. Box. Good. £2.25
Designer: M Levene. No. players: 2-6. Country: Dutch. Duration: 45 mins.
Special Notes: There is one missing 'prize' piece - I will make up a suitable replacement so the game is entirely playable.
Players move around a maze-like board which is constructed out of hexagonal and odd L-shaped sections so it is different each game. On the boards players get to look at optical illusions of several types: reflected images, impossible figures and mixed images. One nice feature is that all players get to look at the illusion and answer a multiple choice question about it. Players move on or move backwards according to their answers. The objective is to collect one each of the three types of prize.
In The Year Of The Dragon. Published by Rio Grande Games. 2007. Box. In shrink. £30
Designer: Stefan Feld. No. players: 2-5. Country: American. Duration: 90 mins.
Clever and very well regarded resource management game set in medieval China. The players are Chinese princes who each try to run their province most successfully. Players make use of their advisers' abilities to gain resources and plan for the sequence of disasters which befall the land. Thus sometimes players must store rice against famines, or prepare their warriors against Mongol attacks, or ensure their coffers can cope with harsh taxes imposed by the Emperor. Good planning and use of your opportunities and resources are needed to do well.
Indoor Games. Published by Viking Kestrel. 1985. Book. Good. £2.50
Author: Andrew Pennycock. Country: British.
Hardback with dustcover, 22x14cm, 215 pages. A collection of games for family and friends with games rated by complexity, and with both old favourites and some less well known games. The book covers: card games (28), domino games (10), board games (12), dice games (8), pencil & paper games (8), match games (5), other games (3).
Inka. Published by Queen Games. 2005. Box. Excellent. £4
Designer: Harald Lieske. No. players: 2-4. Country: German. Duration: 45 mins.
The board shows a hexagonal treasure chamber with pits between stepping stones. In the centre of the board are treasures which the players try to collect and get out with as quickly as possible. Tiles are placed on the board providing movable stepping stones. The players then take it in turn to use action points to move the stepping stone tiles, move their explorer or sometimes move the treasure tiles or use secret tunnels in order to get to the treasures.
Kahmate. Published by Id&al Editions. 2008. Box. In shrink. £16.50
Designer: Igor Davin. No. players: 2. Country: French. Duration: 20 mins.
Rugby game in which each player controls 6 men with different abilities, with who they attempt to score tries. The game is tactical, and cards are used to resolve tackles, but you will need to preserve the stamina of your team in order to do well. Finalist of the French 2008 Tric Trac Award.
King Arthur Kartenspiel. Published by Ravensburger. 2005. Box. In shrink. £10
Designer: Reiner Knizia. No. players: 2-5. Country: German. Duration: 30 mins.
Card game. Players collect and play knight cards in sets in order to defeat various foes for victory points. When a suitable set of foes have been defeated then a quest card can be claimed for even more victory points. The optional rules which make timing important make the game more interesting, so you have to watch what your opponents are up to more. An enjoyable light game.
King Of The Beasts. Published by Playroom Entertainment. 2005. Box. Excellent. £7.50
Designer: Reiner Knizia. No. players: 2-5. Country: American. Duration: 20 mins.
Card game in which the players draft cards showing one of six mythological animals. These are kept and as the game goes on melded to the table and to one's scoring pile. The round ends when one creature has six cards melded to the table. The three creatures with most cards on the table score, and others are worthless, but cards melded to the table to make creatures valuable are worthless - only those put into one's scoring pile give you points, which creates a dilemma - how greedy should you be with your cards?
Kraut & Rüben. Published by Kosmos. 1998. Box. 2 copies available:
1) Excellent. £11 2) In shrink. £12
Designer: Gerd Fenchel. No. players: 3-5. Country: German. Duration: 30 mins.
Gardening themed game in which the players place various plants and pests onto garden boards in the middle of the table. Each player also has a card giving them an objective for their garden, and players can take a garden from the table and claim it as their own. However, other players will then be sure to add extra pests, and plants they don't think you will want. However, if you wait too long to claim a garden there won't be one which matches your goals. Light but fun game, and attractively produced.
La Conquista Del Oeste. Published by Factor Games. 1990. Box. Good. £9
Designer: Unknown. No. players: 2-6. Country: Spanish. Duration: 2 hrs.
The players take the roles of New World colonists heading west. First they must obtain suitable travelling equipment (oxen, weapons, food, wagon), and then they head out into the unknown. The objective is to be the first to make it to one of various places on the Pacific coast. In Spanish, French and English.
La-Trel. Box. 2 editions available:
1) Published by ASS. Country: German. 1994. Good. £2.25
2) Published by Millenium 2 Games. Country: British. 1994. Box. Good. £2.25
Designer: Richard Morgan. No. players: 2. Duration: 45 mins.
High quality abstract game with 2 teams of 18 multi-shaped plastic pieces. A chess-like feel to it with special moves for each type of piece. Includes three levels of play. German edition. It was very well received by magazines such as Games & Puzzles when it came out. Unlike chess, capture is by jumping over a piece, rather than landing on it, so defence is by occupying the spaces behind other pieces.
Legend Of Heroes. Published by TSR. 1987. Box. Good. £10
Designer: Graeme Morris. No. players: 1-5. Country: British.
Fantasy adventure board game in which the players' adventurers explore a dungeon, and come up against traps and monsters and try to find as much treasure as possible. The main mechanic is quite neat - when entering a room a room card is drawn, and this describes the room and says to draw a monster / trap / feature / treasure card, and that card may in turn tell you to draw another, and so on, depending on what the character does, thus ensuring the game is different each time. The other clever mechanic is the way spells, monsters and character cards have a row of numbers down the side and a red blob which lines up to the numbers on another card - this indicates neatly how effective a character is against a particular monster etc.
Lords Of Creation. Published by Warfrog. 1993. Box. In shrink. £30
Designer: Martin Wallace. No. players: 2-4. Country: Dutch. Duration: 2 hrs.
2nd edition printed in the Netherlands, of this early Martin Wallace game. Much nicer components than the original edition (solid colourful box, proper board, nice cards etc). Players take the roles of gods who want their followers to dominate the world. The board is laid out differently each game with various types of terrain. Initially the nations are barbarians but as they expand they get the option to civilise which has both benefits and disadvantages. Cards drive player options during the game.
Lost Cities The Board Game. Published by Rio Grande Games. 2008. Box. Excellent. £22
Designer: Reiner Knizia. No. players: 2-4. Country: American. Duration: 45 mins.
Board game version of the very popular 2 player card game, for up to 4 players. The game uses many of the same systems as the original, but playing pieces are moved along tracks representing each of the expeditions as players play cards to advance that expedition. Playing 3 or less cards of an expedition will score negatively, and playing many will earn good points. Each player must play their cards for each expedition in increasing order. A simple but effective system.
Macao. Published by Rio Grande Games. 2009. Box. In shrink. £29
Designer: Stefan Feld. No. players: 2-4. Country: American. Duration: 90 mins.
Resource management game set in the Portuguese trading town on the south coast of China at the end of the 17th century. Players must manage their flow of goods to sell and trade for the right privileges, trading options and abilities to enable them to fulfil orders and buy villas in order to gain prestige. The main mechanism which determines the inflow of goods is unusual in that it is dice driven, but with plenty of choice and decision making. Making your abilities work well with the resources you have is the key to victory.
MacRobber. Published by Queen Games. 2005. Box. In shrink. £11.50
Designer: Ralf Burkert. No. players: 3-5. Country: German. Duration: 1 hr.
Each player controls the estates of a Scottish highland clan, with warriors to defend the clan (and make raids on neighbours when the opportunity presents itself), pipers to aid in battles, and monks who maintain your clan's spirituality. Players start with two estates and acquire more as the game goes on. Each estate can be used for farming cattle, or supporting a castle or monastery. Game play involves drawing resource cubes from a bag and making the best use of them to improve your clan's fortunes. Raids are resolved by card play - the more warriors you have the larger your hand of cards. Scoring occurs throughout the game and rewards the players with the best holdings of each type.
Madeline And The Gypsies. Published by Ravensburger. 1999. Box. Good. £3.25
Designer: Alan Moon, Mark Hauser. No. players: 2-6. Country: American. Duration: 15 mins.
Children's game (age 4+). Includes 32 very thick cards showing Madeline, Pepito, Gypsy Mama and Gypsy Clown. The 1st game is for 3-6 players, and players try to guess who is holding a particular type of card each round - since cards are only discarded if you guess correctly and put to the bottom of your deck of 5 if you are wrong, after a while memory will give you an advantage. The idea is to get rid of your cards. The 2nd game is for 2-4 players and is a tile matching game. Players each start with 3 tiles which only they have seen, and players take it in turns to try to match one of their opponent's tiles with one of theirs, and are penalised by getting another tile if they are wrong - least tiles at the end wins. Attractive illustrations.
Maestro Leonardo. Published by DaVinci Games. 2006. Box. 2 copies available:
1) In shrink. £21 2) Excellent. £22. Includes mini expansion
Designer: Acchittocca. No. players: 2-5. Country: Italian. Duration: 90 mins.
The players are inventors in renaissance Florence, and each tries to create amazing inventions in order to impress the rich patrons of the city. To do this the players will need to obtain the right raw materials, attract more apprentices to work in the laboratories, or perhaps build mechanical men to do these jobs. The favour of the town council is also useful from time to time. Once work on a project is completed the invention card is claimed and money obtained from a rich patron. By the end of the game more and more impressive (and valuable) creations will be made. Interesting development and resource management game. This is the German edition - components are language free.
Magellan / Pizarro & Co. Box. Several available:
Magellan. Published by Hans Im Gluck. Country: German. 2002. Excellent. £8
2) Magellan. Published by Hans Im Gluck. Country: German. 2002. Box. Good. £7.50
3) Pizarro & Co. Published by Rio Grande. Country: American .2002. Box. Excellent. £8
Designer: Tom Lehmann. No. players: 3-6. Duration: 1hr.
An auction game with a theme of backing famous explorers' expeditions. Players bid for the services of different explorers, some of whom reward with riches, some fame, some victory points and some a mixture. Some interesting ideas to make it harder to judge the value of the different explorers, and there are alternate rewards on the reverse of the game boards for a greater variety of games.
Man At Play - Nine Centuries Of Pleasure Making. Published by Frederick Warne & Co. 1977. Book. Good. £1.50
Author: John Armitage. Country: British.
Hardback with dustcover, 24x16cm, 192 pages. Fascinating book which covers sports and pastimes from the 12th century onwards. There are many fascinating pictures and diagrams.
Manhattan. Published by Hans-Im-Gluck. 1994. Box. 2 copies available:
1) Good, but edges show some wear. £14 2) Good. £15
Designer: Andreas Seyfarth. No. players: 2-4. Country: German. Duration: 1 hr.
Excellent game of high-rise city development, in the edition that won the 1994 German Game of the Year. Players compete to build and control towers in 6 regions of Manhattan. Placement is by card play, but there are always a number of choices which need to be weighed carefully. At the end of each scoring round points are scored for control of each tower, most towers in a region and the highest tower on the board. The bits stack wonderfully making the game really attractive during play. Highly recommended. I can also provide a copy of the 'Godzilla' variant - please remind me!
Manila. Published by Rio Grande Games. 2005. Box. In shrink. £18.50
Designer: Franz-Benno Delonge. No. players: 3-5. Country: American. Duration: 1 hr.
Attractively produced game in which three barges compete to get their goods to market first in order to get the best prices. Players can decide which barges to invest in and they will then try to help these boats arrive safely. However, there are also pirates (who may also be backed by the players). It is also possible to insure the boats if you feel it necessary and also invest in the repair yards if you feel they will get business. The game is about judging what you think is likely to happen, and then playing to try to ensure you were right, but of course everyone will have different aims.
Mare Nostrum: Mythology Expansion. Published by Euro Games / Descartes Editeur. ca.2005. Box.
Excellent. £17. Designer: Serge Laget. No. players: 3-5. Country: French. Duration: 2-3 hrs.
Special Notes: Not in a box - just a ziplock bag - unpunched though
Expansion for Mare Nostrum (which you will need in order to make use of this). Includes an extra board to extend the normal map, playing pieces for a 6th player (Atlantean), Mythological creatures, Lots of new cards, and new setup sheets.
Master Builder. Published by Valley Games. 2008. Box. 2 copies available:
1) Excellent. £18.50 2) In shrink. £20
Designer: Wolfgang Kramer, Hartmut Witt. No. players: 2-4. Country: American. Duration: 1 hr.
Very attractively produced game in which the players employ craftsmen with different levels of skill but also different quirks. Each turn an event means that some craftsmen with particular foibles may not be able to work that turn. Players bid for contracts to construct buildings. When won, that player takes all the parts of the building concerned - chunky cardboard sections which slot together and use their craftsmen to build what they can, with the restriction that it must stand up - so no building the roof before the walls. Ultimately the objective is to end up with the most money at the end of 6 turns of building.
Mastermind Family of Games
Designer: Mordechai Meirovitz. No. players: 2. Duration: 20 mins.
A classic deduction game of skill. Winner of a British Game of the Year. One player hides a set of 4 coloured pegs and the other player makes guesses at what they might be, and is told how many are right colour in right place and how many right colour, wrong place. This enables subsequent guesses to pin down the correct combination. Standard editions come with 6 colours of peg.
Mastermind. Published by Invicta. ca.1972. Box. Country: British. Good. £1.50.
Mastermind. Published by Vic-Toy. 1972. Box. Country: British. Good. £1.50
Mastermind. Published by Waddingtons. 1984. Box. Country: British. In shrink. £2.50. Includes 8 colours of peg
Mind Mover-3. Published by Mindmovers. 1974. Box. Country: British. Good. £0.80
Deduction word game very similar to Word Mastermind. One player thinks of a word and places hidden letter tiles for that word. The other player chooses a word and it is marked for letters which are correct but wrong place and correct and right place. The board is sturdy moulded plastic, and the tiles the same size as Scrabble tiles, so much less fiddly than Word Mastermind. Also the box design is very 1970s, making this a nice nostalgia item.
Super Master Mind. Published by Invicta. 1990. Box. Country: British. Excellent. £2.50
Expanded version. In this version one player hides a set of 5 coloured pegs, which can be any of 8 colours, or in a further variant an empty hole.
Word Master Mind. Published by Invicta. 1975. Box. Country: British . Good. £4
Similar to Mind –Mover 3 above.
Memo. Published by Invicta. ca.1978. Box. Box shows some wear. £0.60
Designer: Unknown. No. players: 1-2. Country: British. Duration: 10 mins.
Each player has their pieces placed at random, face down on their side of the board. Players take turns to look at a piece. Initially, looking for the piece labelled 1, and when that is found 2, and so on. First player to find all their pieces wins. For one player there is a chart rating your performance.
Mike Stokey's Pantomime Quiz Gamebook Vol 2. Published by Unknown. 1959. Book. Good - unpunched. £5
Author: Mike Stokey. No. players: 3+. Country: American.
Softback,17x28cm, ~30 pages. This book provides all you need to play 'Jet Propelled Charades' as made popular by Mike Stokey on American TV in the late 1940s and 1950s. The book includes the rules, a fold out chart showing 'standard' signals, and 300 perforated challenges to perform.
Mimic. Published by Funmaker Games. 2006. Box. Excellent. £8.50
Designer: Doug Cook. No. players: 2-3. Country: American. Duration: 30 mins.
Unusual set collecting game in which players try to place their scoring cubes onto cards laid out on a 7x7 grid. Play involves using the special powers on single use cards to bend the rules to best effect in order to achieve your goals. In order to place a scoring cube you need to create a set of two pairs of matching symbols all of the same colour. However, sets don't have to be in a straight line - they can turn 90 degrees at obstacle cards or at the edge of the layout. The graphic design is unusual with kaleidoscopic images of animals.
Mouse Trap. Published by Milton Bradley. 1989. Box. 1 box corner split. £4
Designer: Unknown. No. players: 2-4. Country: British. Duration: 30 mins.
Players move their mouse around the board whilst an elaborate mouse-trap is built. The game itself is nothing special, but the Heath Robinson mouse trap contraption is wonderful and let's face it, is the entire reason for this game's popularity.
Mus. Published by Premium/Fournier. 1999. Box. Good. £4
Designer: Unknown. No. players: 4. Country: German.
Card game, 40 Spanish looking cards (the game is a classic that originated in the Basque region), and stones that are used for points scoring. The game is played as a partnership. The game involves drawing cards and betting on who has the best hand, but in a very different way to poker which this may otherwise sound similar to. The game is rarely played for money and the partnership element also adds interest.
Mutiny. Published by Fantasy Flight. 2003. Box. Good. £9
Designer: Kevin Wilson. No. players: 2-5. Country: American. Duration: 45 mins.
Pirate themed game in which the players represent different factions of the crew on a pirate ship, on which the captain is no longer capable. However, his officers are still loyal. Players vie for the favour of these officers to gain various privileges in order to be the first faction to organise an armed mutiny. This is done by bidding with money and rum. The various favours include: getting more money or rum, getting weapons (needed for a mutiny), controlling the spyglass (to break ties as you wish) and deciding where to sail next - different places favour different officers.
Nanuuk!. Published by Bambus. 1999. Box. New. £16
Designer: Gunter Cornett. No. players: 2-4. Country: German. Duration: 25 mins.
Attractive game, with wooden playing pieces. Each player is a hunter, hunting for fish, walruses and whales. The game is played on a gradually thawing ice-floe, so as the game goes on much of the board becomes inaccessible - and since the players get to add the cracks players try to block off their opponents while keeping their own routes free. Various animals can be traded in for more equipment during play, which will give you advantages. The most successful hunter when the thaw is complete wins.
New Rules For Classic Games. Published by John Wiley & Sons. 1992. Book. Excellent. £4.50
Author: R Wayne Schmittberger. Country: American.
Softback, 23x19cm, 245 pages. This book takes all sorts of classic games and suggests variations, in some cases to allow different numbers of players, in some cases to fix perceived flaws, and in others just for the sake of variety! Topics covered: New Twists on Old Favourites (inc. Monopoly, Triv, Boggle, Master Mind, Hearts, etc). Fixing a Flaw, Doubling Up, Changing the No. of Players, More Variations, Handicapping, New Games to Use Game Equipment, Pencil & Paper (Only) Games, Party Games, Outdoor Games, Beyond Backgammon, Beyond Chess, Beyond Checkers, Playing By Mail, Creating Your Own Variations. It is certainly full of interesting ideas.
Olympia 2000. Published by Hans-Im-Gluck. 1994. Box. Good. £9
Designer: Stefan Dorra. No. players: 2-5. Country: German. Duration: 30 mins.
Card game, with colourful cards featuring ancient Greek athletes and their potential for various athletic disciplines. The game involves choosing which athlete to enter into each event, with the hope that you will choose to enter a slightly better athlete than your opponents. There are also crippled athletes who won't win but get you a consolation point for taking part. The way in which you replenish your hand of athletes is also quite clever, as is the way the next event to come up is determined.
Oshi. Published by WizKids. 2006. Box. Excellent. £10
Designer: Tyler Bielman. No. players: 2. Country: Amrican. Duration: 15 mins.
Abstract game with an oriental theme played on a wooden, square gridded, board with plastic temple pieces of different heights. The higher the building the further it can move. The objective is to be the first to push 7 points of your opponent's pieces off the board, but no piece can push buildings with total worth more than itself.
Outwords. Published by Perfect Games. 1988. Box. Good. £1.75
Designer: Gary Brightbart. No. players: 2-6. Country: British. Duration: 30 mins.
Word game in which players take it in turn to be the caller. The caller determines the word to be used that round from a card and gives the other players a letter from the middle of the word and the length of the word. The other players take it in turn to request an extra letter at the start or end of the word and may make guesses at the word, scoring for a correct guess and being penalised for an incorrect guess.
Overlord. Published by Condor. 1974. Box. Good. £1.75
Designer: Seven Towns Ltd. No. players: 2. Country: British. Desc. by Eamon.
Interesting abstract game, played on a board with a raised area in the centre (the wall). Pieces can jump each other, stand on the wall, and stack to control other pieces, with the object of capturing all the opponent's pieces. Columns of pieces are controlled by whoever has the top piece, and a column of pieces has more limited movement than a single piece which can make special 'hopping' moves, and getting a piece or column to your opponent's back row allows a special and powerful 'flying' move.
Palazzo. Published by Alea. 2005. Box. Excellent. £15
Designer: Reiner Knizia. No. players: 2-4. Country: German. Duration: 50 mins.
Auction based game in which the players vie to build the most valuable palaces. Palace segments are numbered to indicate the level they must be placed in a palace, as well as having 1-3 windows (more is better) and three different building materials. Palaces score more the bigger they are as well as for being built of all the same type of stone. Barely started palaces receive penalties. Money comes in three different types, and only one type can be bid with by each player in each auction though in addition sets of cards can be played to add to the value of a bid. You cannot always get exactly the tiles you need, so choosing which opportunities to take and which to pass up is key.
Paris Paris. Published by Abacus Spiele. 2003. Box. In shrink. £10
Designer: Michael Schacht. No. players: 2-4. Country: Germany. Duration: 45 mins.
Placement game played on a map of Paris with 5 intersecting bus routes shown. Businesses are built at various points on each of the lines according to the tiles which are available. Left over tiles indicate what is scored each turn and when a special scoring occurs. You score best for having clusters of businesses around key intersections, but there are other ways to score too. Clever game, plays pretty quickly too. On the nominations list for the German Spiel des Jahres 2003.
Party Games For Children Of All Ages. Published by W. Foulsham & Co.. ca.1975. Book. Good. £0.60
Author: Mary Vivian. Country: British.
Softback, 18x12cm, 77 pages. Games for children's parties. The book is divided into sections by age, and by new and original games as follows: Games for ages 12-15 (New 12, Old 15), Games for ages 7-11 (New 13, Old 18), Games for ages 4-6 (New 14, Old 17).
Password. Published by Milton Bradley. ca.1962. Box. Good. £3.25
Designer: Unknown. No. players: 3-4. Country: American. Duration: 30 mins.
This is a version of a game which was originally on TV. Players must guess a secret word by being given clues by their partner. The more clues needed before the word is guessed the less points are scored. There is a neat device which keeps the lists of secret words secret - revealing them only when the clue card is inserted into it.
Patrizier. Published by Amigo. 2007. Box. 2 copies available:
1) In shrink. £16.50 2) Excellent. £15
Designer: Michael Schacht. No. players: 2-5. Country: German. Duration: 45 mins.
This game is set in the middle ages when wealthy men built magnificent towers to show their prosperity - the taller the tower the more influential the family. The players are master builders who profit from these vain families, and build towers for them floor by floor, shrewdly accepting the patrician families' orders. The game uses cards in play and comes with 149 wooden stacking tower pieces and a double sided game board. The play is driven by cards which indicate which city can be played in, and offer a second action eg. additional build, manipulate towers, free choice of replacement card etc.
Personal Preference. Published by Parker Bros. 1988. Box. Good. £5
Designer: Unknown. No. players: 4+. Country: British. Duration: 45 mins.
Social game in which one player at a time draws 4 object cards, and secretly ranks these in preference order. The other players (or teams) try to work out what order that player will pick, and place counters face down accordingly, with the option of 'doubling' a bet if they want. Correctly guessing the position of an object scores you points. The team with the most points wins when the game ends. A gentle but enjoyable social game which goes down well with non-gamers.
Piratenbucht. Published by Amigo. 2002. Box. 2 copies available:
1) Good. £9.50 2) Excellent. £11
Designer: Paul Randles, Daniel Stahl. No. players: 3-5. Country: German. Duration: 90 mins.
Special Notes: For £3 extra I can colour print and laminate a set of English action cards and summary sheets to ease play
Pirate themed game in which each player captains a pirate ship, and each round gets the chance to improve their lot. The hull can be reinforced, more cannons can be fitted, more men recruited, or the sails and rigging improved. Each of these gives various advantages. The other objective is to catch and plunder treasure ships, and occasionally deal with the Royal Navy. Sometimes control of a port will be uncontested, but at other times it may be necessary to see off one or more other players' ships before the booty can be gathered. Attractively produced with nice ship improvement play sheets.
Plays And Games For Little Folks. Published by McLoughlin Bros. ca.1889. Book. Good for age. £12.50
Author: Josephine Pollard. Country: American.
Special Notes: Cover shows some wear, internal binding shows a little wear.
Hardback, 26x22cm, 128 pages. A collection of about 300 sports, games, songs and fireside fun, with quite a few attractive period illustrations. Quite a few activities come with music and words for the participants to sing along with. As you would expect there are many children's parlour games and playground type activites included as well as indoor games and activities.
Power Barons. Published by Milton Bradley. 1986. Box. 2 copies available:
1) 1 box corner + edge split. £7.50 2) Good. £9
Designer: Unknown. No. players: 3-4. Country: Canadian. Desc. by Eamon.
Three-dimensional business game in a large box, full of plastic components with 4 of the most impressive playing pieces you will ever use in any game. Each player is trying to become the most powerful person in the world, whether that be powerful as a capitalist, or a politician, or even someone on the other side of the law. Played on a map of the world, this game is essentially a card game, with the results of the card play being translated into actions on or around the board.
Priests Of Ra. Published by Rio Grande. 2009. Box. In shrink. £23
Designer: Reiner Knizia. No. players: 3-5. Country: American. Duration: 45 mins.
Reworking of Ra with new scoring mechanisms. The players seek to obtain the most valuable holdings during three epochs of ancient Egypt. The game is essentially an auction game, but a very clever one, and very nicely produced with attractive ancient Egyptian designs. Players buy batches of tiles which include influence over the farmers, warriors, merchants and scribes, while other tiles represent granaries, fortresses, libraries and markets. At the end of each epoch these are scored, and some will fade away while others remain for future epochs. Recommended.
Push Over. Published by Parker. 1981. Box. Good. £4.25
Designer: Unknown. No. players: 2-4. Country: American. Duration: 25 mins.
An interesting dice game in which you may roll up to three special dice. Rolling more dice without exceeding a limit is very valuable, but also potentially risky. The board is also unusual as it has grooves for your pieces to go in, and you can be pushed along by other players, but also at certain spots you can be pushed off the board as well. Each time your piece makes it around the board you will collect some chips. There is some risk assessment involved as sometimes busting will be much more of a setback than at other times, and sometimes pushing your luck is worth the risk.
Railways Of England And Wales. Published by Eagle Games. 2009. Box. In shrink. £24
Designer: Glenn Drover. No. players: 3-5. Country: American. Duration: 2 hrs.
Expansion for Eagle Games' Railways of the World, which you will need to play this. This set provides a 30" x 36" map of Europe, 97 new cards including new railroad barons, a railroad inspector, city charters, capital charters and a share system. The map covers England and Wales. Should also be playable with Railroad Tycoon too.
Railways Of Europe 2nd Ed. Published by Eagle Games. 2010. Box. In shrink. £24
Designer: Glenn Drover. No. players: 3-5. Country: American. Duration: 2 hrs.
2nd edition expansion for Eagle Games' Railways of the World, which you will need to play this. This set provides a 30" x 36" map of Europe, 39 new cards introducing new Railroad Barons, City Charters, Capital Charters, and Tunnel Engineers. The map covers Western Europe from Spain to Constantinople to Moscow. Should also be playable with Railroad Tycoon for which the first edition of this expansion was made.
Railways Of The World. Published by Eagle Games. 2009. Box. In shrink. £45
Designer: Martin Wallace, Glenn Drover. No. players: 2-6. Country: American. Duration: 2-3hrs.
New edition of Railroad Tycoon, which was itself a development of Age of Steam. The components are fantastic as you would expect from Eagle: 174 plastic miniatures, big board and lots of cards. There are two maps included: The Eastern United States, and Mexico. Players take the roles of the owners of new railroad lines and develop their networks, improve their locomotives, invest in growing cities and manage their finances. Also several special event and action cards are laid face up at a time, and these provide the players with additional options and incentives. Recommended for train gamers with a big table.
Rainbows. Published by White Wind. 1995. Box. 2 copies available:
1) Excellent. £2 2) Mint. £3
Designer: Alan Moon. No. players: 3-5. Country: German. Duration: 30 mins.
Card game. Players first draft cards and then either pay to place a counter on the rainbow grid or put it in front of them to gain gold. Players earn points by placing adjacent counters on the board and by having numerical sequences in the cards placed in front of them. The longer the sequences the more points gained.
Rebus. Published by Hudsons Rebus. ca.1995. Box. Good. £6
Designer: Antony Hudson. No. players: 2-24. Country: British.
Party game which uses over 500 cards each with a picture-coding of a word. Players / teams take it in turn to try to work out what the picture represents. Eg. A picture of a toilet-pot with a mouth taking a bite out of someone's foot = potatoes (pot-ate-toes)...
Reise Durch Die Schweiz. Published by Ravensburger. ca.1960. Box. Box shows wear, corners taped. £2.25
Designer: Unknown. No. players: 2-6. Country: German.
Early Ravensburger game (inventory number 23). Simple family game in which players move around a track either clockwise or counter-clockwise (each player can choose which direction), and when landing on a space that another player has a card for they may either pay that player for a tour or miss a turn. Additional points are awarded for getting back to Zurich as swiftly as possible. Attractive period item.
Reminiscing 1960s - 1990s. Published by Paul Lamond Games. ca.2000. Box. Good. £3.25
Designer: T.D.C. Games. No. players: 2-4. Country: British. Duration: 1 hr.
Trivia based game which includes 4 question books each with questions on one of the four decades covered in the game. Players are initially given a tricky trivia question, but then get three clues. The more clues read before an answer is given the less points awarded. Sometimes a player will be asked to tell a short anecdote from their past which relates to a randomly selected subject instead of answering a question.
Rocketville. Published by Hasbro Avalon Hill. 2006. Box. Excellent. £8
Designer: Richard Garfield. No. players: 3-5. Country: American. Duration: 1 hr.
Futuristic election themed game in which the players vie for control of areas in Rocketville. Rocketville is split up into districts and having most and second most votes in a district at game end will earn VPs. In addition while contesting each space on the board it is possible to earn or lose VPs as well as gain extra cards to use in the voting or special cards which grant extra VPs at the end of the game if you achieve what they say on them. The central mechanism is simultaneous card play, but where the type of cards which is more valuable at any point is known up front. In order to get more voting cards you have to decide not to participate in the election at one space.
Rodney Matthews Fantasy Jigsaw 3479. Published by Falcon. 1994. Box. Good. £4.50
Designer: Rodney Matthews. No. players: 1. Country: British.
625 piece jigsaw puzzle. The picture is titled Treebeard, and depicts Treebeard the Ent from J.R.R. Tolkien's Lord of The Rings. Rodney Matthews is a well known and very skilful fantasy and S.F. artist. In the picture Treebeard is holding and examining Merry and Pippin.
Run For Your Life Candyman. Published by Smirk & Dagger Games. 2005. Box. Good. £7.50
Designer: Curt Covert. No. players: 2-6. Country: American. Duration: 30 mins.
Game which parodies the classic children's game Candyland. In this game the king has betrayed his candy citizens by bagging them up and shipping them to children all over the world! The players play astute gingerbread men who have discovered this and are running for their lives to escape this fate. Each player gets a status sheet where damage to their limbs is marked off as the game progresses. Players travel along a track and get to play cards which can damage the other players or help themselves.
Sea Battle Games. Published by Model & Allied Publications. 1974. Book. Good, but dustcover missing. £9.25
Author: P. Dunn. Country: British.
Hardback with dustjacket, 19x13cm, 176 pages. Naval miniatures wargaming book which covers the following topics: Background to Naval Wargaming; Scope; Models for Wargaming; Napoleonic Period Rules; Ironclad Period; Pre-Dreadnought Gunnery System; Map Campaigns; WWII Fighting Rules; Hypothetical World War Game; Battlegaming in Early Periods; A Method of Skill.
Sealord. Published by Inter Game. ca.1980. Box. Good. £9
Designer: Unknown. No. players: 2. Country: Swedish. Duration: 40 mins.
Naval combat game in which the players each have 4 ships, one of which is their flagship. Players try to surround their opponent's flagship with 3 of their ships in order to win victory. Movement is by rolling a die to see how many spaces one of your ships can be moved - since you have four there is normally quite a bit of choice, and the board isn't that many spaces wide, so often high numbers are quite restrictive. In addition the ships drift with the wind, so you have to make sure your flagship doesn't get shipwrecked as that loses the game too.
Senator. Published by Fantasy Flight. 2004. Box. Excellent. £9
Designer: Eric Lang. No. players: 3-5. Country: American. Duration: 1 hr.
Players are Senators in ancient Rome and each round various issues and disasters need to be dealt with, and the Senator who is seen to help most on each of these will get the credit. However, some issues are ones you don't want to be associated with, and these must be avoided. Each round there is also an event which alters the way the game is played. Only the most successful Senator can hope to become Caesar.
Silver Mountain. Published by Stratamax. 2005. Box. Excellent. £8
Designer: Max Michael. No. players: 3-5. Country: American. Duration: 30 mins.
Special Notes: The cards have been laminated for ease of play and durability
Silver has been discovered in the mountain, but with the best seams the hardest to get to. In order to get out their silver players need to lay claim to the valuable nuggets, get their ore carts onto the trains and make sure the trains are moved in a way which will fill their carts with the most valuable silver. Cards indicate the nature of the actions which may be taken, but there are always choices as to how to use them. The game plays quickly and has a light feel to it. The components are basic but functional.
Sing Sing. Published by Moskito. 1996. Box. Good. £12
Designer: Karl-Heinz Schmiel. No. players: 2-5. Country: Germany. Duration: 20 mins.
Nicely produced game of skill and memory. Players must remember the various layouts of bars on the windows of the prison, and if they can spot which one is missing (they need to know the right window, the right length and the right colour), then they catch an escaping convict. The first player to capture all three convicts or the same one three times wins. Unusual concept.
Sound Bidding At Contract. Published by Edward Arnold Ltd. 1954. Book. Good, but dustcover shows wear. £2
Author: G.C.H. Fox. Country: British.
Hardback with dustcover, 19x14cm, 254 pages. This book considers the art of bidding from a foundational approach rather than favouring any particular system. The book includes quizzes to allow the reader to test their understanding of what they have read.
Stortebeker. Published by Hans Im Gluck. 2000. Box. 2 copies available:
1) Excellent. £6.50 2) In shrink. £7.50
Designer: Andreas Wetter & Thorsten Lopmann. No. players: 2-4. Country: German. Duration: 1 hr.
Each player is a pirate, out to loot galleys. To do this you need to have the right provisions cards and a bit of luck. You will also need a strong crew to make sure no other pirates come and take the booty from you. The cards you get determine what options are available to you, but the roll of the dice may yet foil your plans. Plenty of interaction as players can compete for valuable galleys. Also published as Corsairs in America.
Strike It Rich. Published by Lamplight. 1986. Box. Good. £5
Designer: Sebastian Quigley. No. players: 2-12. Country: British. Duration: 2 hrs.
Stock market game that uses actual stock market results over the period 1985 to 1986 to alter share values during the game. Includes a Casio calculator which will be helpful in play. Players move their pieces around a track and action the space they are on. The central mechanism to the game is that a 'fact' card is read out which gives details of some financials facts (eg. FTSE index, gold price, mortgage rates etc and a financial press headline, and the players get to react to this before seeing what actually happened to their shares that week using a share price lookup book for 36 major companies. Venture cards (random events) and a capital fluctuation dice are also used.
Subulata. Published by Cwali. 2003. Box. In shrink. £7
Designer: Corne van Moorsel. No. players: 2. Country: Dutch. Duration: 30 mins.
Each player controls a group of grasshoppers which are trying to get across a lily pond. These grasshoppers can swim as well as hop (though slowly) and prefer to jump from lily pads rather than from flowers. The board is made up of 9 3x3 tiles put together differently each game, and these tiles show spaces with water, lily pads and flowers. If a grasshopper lands on an opposing grasshopper it captures it, and the grasshoppers have different values. Nicely produced with wooden pieces.
Suppenkaspar. Published by Mattel. 1987. Box. Good. £4.25
Designer: Karl-Heinz Schmiel. No. players: 3-6. Country: German. Duration: 45 mins.
A game in somewhat poor taste, but great fun to play. Players gorge, diet, and throw-up in their quest for the perfect body. Great card game, board merely serves to keep a record of your appearance. The game is of the type where one player leads a particular type of card and this restricts what can follow it. However there are special cards and there is the opportunity to discard cards before a hand starts, making for some interesting play, and thought is required in how to best play a hand.
Tabula. Published by Historical Collections. 1990. Box. Good. £0.60
Designer: Finch and Scott. No. players: 2. Country: British. Desc. by Eamon.
Very nice reproduction of a Roman game, with Roman-numeral dice and glass stones. A sort of early Backgammon.
Tennis Masters. Published by Gold Sieber. 2000. Box. Good. £10
Designer: Rolf Rotgers and Oliver Bolten. No. players: 2. Country: German. Duration: 40 mins.
Very unusual action game. The large board shows a tennis court with a translucent top surface. Under this surface each player has a paddle which shows where his player can reach this turn. The playing pieces are plastic tennis player figures with a racquet you pull back and release in order to flick the ball. The ball is a soft fluffy thing, which will stop when it hits the slightly rough board. If your shot fails to land in the opponent's court you lose the point. If it gets there but out of the area shown by your opponent's movement paddle then you played a winner. Otherwise your opponent moves their figure and paddle and tries to return the ball. It is possible to build up quite a bit of skill with practice.
Terrible Swift Sword. Published by SPI. 1976. Boxes. Good. £32
Designer: Richard Berg. No. players: 2. Country: American.
Monster wargame covering the three days of the Battle of Gettysbury 1863. It is a complex grand tactical regimental-level simulation. There are scenarios covering each of the three days and the Battle for the Little Round Top, as well as the masterpiece: The full campaign, a 125 turn 60 hour monster. The rules cover 31 pages (though that includes optional rules and scenario information too). There are three large mapsheets which are placed together to form the board, and 2000 counters. This is being sold on the basis that the counters are unchecked, but if there is a problem I will sort out suitable recompense.
The Car Boot Game. Published by Lefran Games. 1997. Box. Excellent. £3
Designer: Unknown. No. players: 2-4. Country: British.
Players try to make the most money by buying and selling assorted items at car boot sales, jumble sales, auction houses, and in the local paper. The various items are depicted on cards and have a face value and a hidden real value which they can hopefully be resold for. The board shows a track with several branches around which the playing pieces are moved and the space landed on is actioned. The spaces allow the purchase / sale of items, and at a car boot sale items can be bought from other players too.
The Chess Companion. Published by Faber & Faber. ca.1970. Book. Good. £3.50
Author: Irving Chernev. Country: British.
Hardback with dustcover, 22x14cm, 288 pages. The flyleaf describes the book excellently: A merry collection of tales of chess and its players, together with a cornucopia of games, problems, epigrama and advice, topped off with the greatest game of chess ever played.
The Concorde Game. Published by Ideal. 1976. Box. Box base indented and lid corners taped. £7.50
Designer: Unknown. No. players: 2-4. Country: British. Duration: 1 hr.
Business game in which the players attempt to make money by flying Concorde between major world airports. In order to fly a player needs to gather passengers and crew and get permission to take off. This is done by moving a playing piece around an outer track, and deciding when the plane is full enough to warrant flying. Once flying, fuel must be paid for, and fuel prices fluctuate. It is possible to fly either subsonic (slow but less fuel used) or supersonic (faster but needs more fuel). In addition players can claim flight paths and gain money from other players who use parts of their flight paths. While your plane is in the air you can start getting the next one ready to fly. Nice concorde miniatures.
The Dick Tracy Game. Published by University Games. ca.1990. Box. Good. £0.80
Designer: Unknown. No. players: 2-6. Country: American. Duration: 1 hr.
Film related, linked to the film starring Warren Beatty. Each player competes to capture criminals in their hideouts within the City. This is done by moving around the board and collecting cards which will help confront criminals. When a criminal is confronted either a card can be played to beat the weapon they were using or the player must spin a more powerful weapon using the special spinner. Captured criminals can be deposited in jail to gain victory points.
The Encyclopedia Of Toys. Published by New Burlington Books. 1985. Book. Good. £5.25
Author: Constance Eileen King. Country: British.
Special Notes: Hardback
Hardback book with dustcover, 272 pages, 30cm x 23cm. Includes many black and white plates. The book covers the following areas: Miniature Living, Toys Purely For Pleasure, Wheeled Toys & Children's Transport, Metal Toys, Board & Table Games (inc. model soldiers and trains), Educational Toys and Pastimes. The book covers the history of antique toys from the 18th, 19th and early 20th centuries.
The Financial Times Book Of Bridge. Published by Robert Hale. 1995. Book. Good. £2
Author: E.P.C.Cotter. Country: British.
Softback, 21x13cm, 176 pages. The author was the Bridge correspondent for the Financial Times and here are collected a large number of articles from his column. The articles have been categorised as follows: Communication, Counting & Discovery, The Finese, Deception, Safety Plays, Trump Management, Endplays, Squeezes, The Lighter Side.
The Game Of Hong Kong. Published by The Atlantis Publishing House. 1977. Box. Good. £3.75
Designer: Unknown. No. players: 4-6. Country: Hong Kong.
Special Notes: Box lid indented, base is plain but stained.
Hong Kong produced game based on Monopoly. The board shows a track which winds around Hong Kong, and which the players move their playing pieces around. Properties are bought and buildings and skyscrapers can be erected on them. Some spaces require either a 'Confucius Says' card or a 'Cable' card to be drawn and acted upon. Landing on other players' properties means paying them for use of the property. You get the idea... The box isn't very durable, but the components come in a very sturdy plastic tray which is put out on the table during play. Nice item for those interested in Monopoly variants.
The Hunt For Red October. Published by TSR. 1988. Box. Good. £9
Designer: Douglas Niles. No. players: 2. Country: American. Duration: 1 hr.
War game based on the best selling novel by Tom Clancy. During the Cold War a Soviet submarine commander has decided to defect. He must be stopped. 144 double sided stand-up counters in plastic bases represent ships, subs, air squadrons etc. Eight different scenarios included. Game play involves area movement and detection of enemy forces before combat can ensue. Victory conditions depend on the scenario being played.
The Jigsaw Book. Published by Hutchinson & Co. 1981. Book. Excellent. £6.25
Author: Linda Hannas. Country: British.
Softback, 25x25cm, 95 pages. Book celebrating two centuries of jigsaw puzzling around the world. The book is full of colour pictures, and covers: The History of Jigsaw Puzzles, Schoolmasters Puzzle Their Brains, Puzzle the Devil, Nature Puzzles, Going Places, Tell Old Tales, Pieces of History, The Puzzle is the Message, Puzzle Key Pictures. A very nice book for jigsaw enthusiasts.
The Legend Of The Lone Ranger. Published by Milton Bradley. 1980. Box. Good. £5.75
Designer: Unknown. No. players: 2-4. Country: American.
Special Notes: Box corners taped but contents unpunched
TV related, with a very unusual insert that is part of the game because it is, in effect, an adjustable 'Wanted Posters' display board and keeps track of the current reward on offer. Players travel the board looking for Bad Bob, Mean Gene and other notorious outlaws. Play involves collecting wanted posters and confronting outlaws. Each time an outlaw escapes capture the reward on his or her head is increased making it more profitable to go for them.
The Legends Of Skyfall 2: The Black Pyramid. Published by Armada. 1985. Book. Excellent. £4
Author: David Tant. No. players: 1. Country: British.
Fighting Fantasy style solo adventure book. You don't need to own the other books in the series to play, as this is a standalone adventure. This is a paragraph based fantasy adventure book in which after setting up some basic character stats you read a paragraph telling you what is going on and then you decide what to do next and turn to the appropriate page. In this adventure you cross the Groaning Desert and explore the legendary black pyramid which is said to contain wealth beyond measure.
The Lord Of The Rings: Return Of The King Jigsaw Puzzles. Published by Ravensburger. 2003. Box.
Good. £2.25. Designer: New Line Cinema. No. players: 1+. Country: British.
This box contains two 500 pieces jigsaw puzzles which both show pictures from the Peter Jackson film of the same name. One shows Legolas in various poses, and the other shows Aragorn in several poses. The jigsaws are 49x36cm when complete.
The Mob. Published by Gibsons. 1994. Box. 2 copies available:
1) Good. Box very slightly indented due to stacking. £10.50 2) Good. £11.50
Designer: Mark Caines. No. players: 2-6. Country: British. Duration: 1 hr.
Mafia themed game. Players have a hand of cards (mobsters or locations) which are placed around the town to earn money. Confrontation occurs when two of you want to control the same area. The idea is to make as much money as possible with your illegitimate activities, and then reinvest this money into legitimate businesses. In this game a 'hostile takeover' involves machine guns rather than stockbrokers.
The Play Of The Cards. Published by Robert Hale. 1991. Book. Good. £3
Author: T. Reese, A. Dormer. Country: British.
Softback, 22x14cm, 224 pages. This book on Bridge doesn't try to tackle the bidding stage of the game, but instead focuses entirely on the play of the cards. The three main sections of the book (each with roughly half a dozen subsections) are: Playing the Dummy, The Defence, End Plays & Deceptive Plays. An excellent resource for improving your card play.
The Viking Game. Published by History Craft. 1987. Box. 2 copies available:
1) Good. £1.75 2) Excellent. £2.25
Designer: Unknown. No. players: 2. Country: British. Duration: 20 mins.
Nice historical reproduction of the ancient Norse strategy game called Hnefatafl (King's Table). The pieces are delightful little replica carvings which appear to be made of resin. The board is made of cloth, and the box is compact. There are several games in this family of games, and this one uses 12 + the king on one side and 24 on the other side. The objective for the white player is to get the king to a corner space, and for the dark player to capture the king.
The Wall. Published by Birmingham. 1986. Box. Good. £2.25
Designer: Unknown. No. players: 2. Country: British. Desc. by Eamon.
Special Notes: Box slightly indented due to stacking - almost inevitable with this game as the box is large and not very strong.
Well intentioned game but overtaken by real-life events. Suddenly there wasn't a Berlin Wall! An espionage game in which players try to get their secret agents out of their opponent's embassies with top secret papers and back to their own bases. However, some agents are actually double agents. The board is large and an attractive representation of the city, with the wall and a few ways under or over it - all dangerous - and other special places dotted around too.
Therapy. Published by Milton Bradley. 1988. Box. 2 copies available:
1) Good. £1.25 2) Good, but box shows some wear. £0.60
Designer: Unknown. No. players: 3-6. Country: British. Duration: 90 mins.
Partly trivia and partly psychology based game. The questions fall into several types, some multiple choice or yes / no, and some in which you have to judge how an opponent will answer. They all concern facets of human life, as seen through the eyes of a psychologist, and are often quite interesting and revealing. There are also inkblots which the players get to study from time to time throughout the game to determine what most people see in them. The objective is to answer correctly, or to predict your opponent's answers correctly in each category of questions. A good game of this type.
Time War. Published by Yaquinto. 1979. Box. Good. £14
Designer: J Stephen Peek. No. players: 2-4. Country: American. Duration: 90 mins.
Highly unusual game, allowing players to cross time to alter past events to the advantage of a future government. The rules cover 11 pages (small print) with additional optional rules and scenarios. Each player must manage their role as a time magistrate, allocating funds to research, training, development of new equipment, and the sheer cost of using time travel. The large board shows a circular gridded time chart as well as each player's time laboratory.
Tinner's Trail 2nd Edition. Published by JKLM Games. 2007. Box. In shrink. £23
Designer: Martin Wallace. No. players: 3-4. Country: British. Duration: 75 mins.
Clever economic game based on the Cornish tin mining industry with straight forward mechanics and which plays very well, presenting a selection of tricky choices. Players buy areas of Cornwall which they then mine for tin and copper. However, the cost of getting out ore is increased as mines fill with water, which happens every time ore is removed. Various improvements can be bought to remove water, discover more seams of ore, and increase production efficiency. However, each round players have a limited amount of time points to spend, so actions must be chosen wisely. Highly recommended.
Trivial Pursuit. Published by Horn Abbot. 1983. Box. Good. £4.25
Designer: Horn & Abbot. No. players: 2-6. Country: Canadian. Desc. by Eamon.
Early edition, made before the game went global. Amazingly, the box did not change once the big companies got hold of it.
Trivial Pursuit Subsidiary Card Set. Published by Horn Abbot International Ltd. 1986. Box. Good. £1.25
Designer: Unknown. No. players: 2-36. Country: British.
This is an extra 1000 question and answer cards (6 questions per card, so 6000 total) for those who have overused the standard Trivial Pursuit questions. It says it is the Genus II Edition for age 15 to Adult.
Trivial Pursuit: Baby Boomer Edition Extra Cards. Published by Parker Brothers. 1985. Box. Good. £2.25
Designer: Horn & Abbot. No. players: 2-6. Country: British.
This set includes 2 boxes of cards for use with Trivial Pursuit. There are 1000 Q&A cards, and in this Baby Boomer edition the categories are: Broadcasting, Stage & Screen, Nightly News, Publishing, Lives & Times, R.P.M. (Music).
Twenty Questions. Published by Milton Bradley. 1988. Box. Good. £1.25
Designer: Unknown. No. players: 2-6. Country: British.
Variation on the parlour game in which you have 20 questions to discover what the current player is thinking of. However, there are several differences here. The first is that it can be a person, place, thing or year which is to be identified, and rather than having to make up questions, there are 20 clues which are on each card. Each player in turn suggests the number of a clue and the 'reader' reads out that clue. The person who requested that clue may then make a guess. The reader and he player who guesses right share the points - the reader gets a point for each clue read out and the guesser gets one point for each clue which wasn't read out.
Twenty Questions Additional Q&A Cards. Published by Milton Bradley. 1989. Box. Excellent. £2.25
Designer: Unknown. No. players: 2-6. Country: British.
Expansion set providing over 250 additional 20 Questions cards for use with the base game.
Twister. Published by MB Games. 1999. Box. Good, but label removal marks on lid. £4.25
Designer: Unknown. No. players: 2-4. Country: British. Duration: 10 mins.
The classic dexterity game which consists of a large plastic floor mat with various coloured spots and a spinner. The spinner indicates which colour spot the players need to touch with either their left hand, right hand, left foot or right foot. Soon the players are all in knots and when someone can't achieve the next objective or falls over trying, then they are out. Last still in wins. Great fun to keep kids and more supple adults amused.
Tyranno Ex. Published by Moskito. 1992. Box. Good. £8
Designer: Karl-Heinz Schmiel. No. players: 2-4. Country: German. Duration: 2 hrs.
First edition of this game about the evolution of the dinosaur. Players attempt to ensure that their species will be dominant by placing climate change markers which will hopefully ensure the climate favours their dinosaurs rather than those of their rivals. However, as well as surviving the climate it is necessary to weather attacks from other species. Clever systems as you would expect from this designer.
USAC Autoracing. Published by Avalon Hill. 1979. Box. Good. £5
Designer: Jim Barnes. No. players: 1+. Country: American. Duration: 1-4 hrs.
Special Notes: Unclear which year's drivers are included. My guess is 1978.
Very nice statistical game of the Indianapolis 500 race in America. You can play with up to 30 cars to each race, and you get to decide if you are going to drive normally, ease off or put your foot down each turn for each car. Replaying the whole Indy 500 takes about 4 hours. Generally you will play shorter races, perhaps treating them as qualifiers for the main event. It is quite possible to play with fewer cars and run fewer laps, as well as divide up ownership of the cars between several players.
Venedig. Published by Amigo. 2007. Box. Excellent. £22
Designer: Klaus Jürgen Wrede. No. players: 2-5. Country: German. Duration: 1 hr.
Players are founding the city of Venice, and start with a swampland. Individual areas are dried out and then buildings can be built on this new land. The game uses cards to indicate the buildings which can be built, and the shape of dry land (and / or water spaces) needed to build it. Several cards need to be played out before a building can be built, and generally this will be done by several players, in which case only one of them will be the master builder and will get full VPs, while the others will get less. Attractive chunky wooden buildings.
Vexation. Published by Winning Moves. 2007. Packet. New. £1.75
Designer: Manfred Keller. No. players: 2-6. Country: American. Duration: 30 mins.
This is a mini expansion for TransAmerica and/or TransEuropa. The idea is that as well as communal black track you can also play a very limited number of coloured tracks. These coloured tracks cannot be used by other players. Therefore it now becomes possible to develop track in ways which are much less likely to be of great benefit to other players.
Wallenstein. Published by Queen Games. 2002. Box. Good. £30
Designer: Dirk Henn. No. players: 3-5. Country: German. Duration: 2.5 hrs.
Players take the parts of powerful Barons and Kings in 1618 who are in a struggle for domination of central Europe. Players start with a few regions under their control and each year plan which actions they will perform in each of their regions. These actions range from harvesting and making money through trade, to building palaces and churches to troop movement and war. Conflict is resolved in a very neat way - all the units involved in the fight are wooden blocks and are dropped into a large tower with various baffles inside. Only those which come out of the bottom count in the battle, and this may include some unexpected stragglers from previous battles! A cleverly designed substantial game which requires good planning.
Wie Waldi. Published by Abacus Spiele. 2005. Box. In shrink. £7
Designer: Oliver Igelhaut. No. players: 2-4. Country: German. Duration: 20 mins.
Simultaneous play card game in which the cards depict the head, tail and middle of a dachshund. The middles are all covered with a multicoloured blanket, and many sections can be added before the tail needs to be added, so long as the cards match (dominoes style). Each completed dog will either be claimed by the player who owns the head or the tail - depending on whether the tail is being bitten by a cat or not.
Wild Flower Sevens. Published by Pepys. ca.1960. Box. Good. £7
Designer: Unknown. No. players: 2-6. Country: British. Desc. by Eamon.
Special Notes: The box shows a little wear, but otherwise very nearly Excellent Card game, 44 cards featuring families of wild flowers in 4 suits of 11 (Marshland flowers, etc.). The game is based on the playing card game Sevens. The illustrations of the flowers are fabulous, in colour and quite detailed.
Wild Life. Published by Clementoni. 2002. Box. Good. £13
Designer: Wolfgang Kramer. No. players: 2-6. Country: German. Duration: 90 mins.
Note: German ed., but the ability and event cards which have text on have been pasted up with English translations.
Each player takes the role of a different species, each of which is best suited to a different environment. During the game populations expand and the creatures come into conflict. Each species can develop, however, and become able to operate more effectively in other terrains as the game goes on. Special ability cards can also be obtained and used to good effect. Naturally each player wants their own species to dominate.
Wings Of War: Burning Drachens. Published by Nexus Editrice. 2007. Box. In shrink. £18
Designer: Andrea Angliolino & Pier Giorgio Paglia. No. players: 1-2. Country: Italian. Duration: 30 mins.
Wings of War base set 3. World War I aerial attack game with neat and simple mechanics which make it fast and fun to play. One player controls 1 or more planes, represented by colour cards on the table, and the other controls ground defence forces. Planes are controlled by playing movement cards, and each turn three movement cards are played face down in sequence for each plane. These cards are then actioned one at a time, and movement is by placing the movement line on top of the plane to be moved and then moving the plane card to the other side of the movement card. Neat! After all movement check to see what is in firing range - hits are resolved with damage cards. This set is also well suited to solo play.
Wings Of War: Dawn Of War. Published by Nexus Editrice. 2007. Box. In shrink. £18
Designer: Andrea Angliolino & Pier Giorgio Paglia. No. players: 2-6. Country: Italian. Duration: 30 mins.
Wings of War base set 4. Early WW2 aerial attack game with neat and simple mechanics which make it fast and fun to play. Players control 1 or more planes, represented by colour cards on the table, and sometimes anti aircraft ground defences. Uses the same system and is compatible with other Wings of War products,
Witch Trial. Published by Cheapass. 2001. Box. Good. £4
Designer: James Ernest. No. players: 3-7. Country: American. Duration: 45 mins.
It is a dark time in American history, the search for witches is on. Each player must prosecute and/or defend witches in court, trying to earn the most money from successful cases. Game play involves playing relevant evidence cards to influence the jury to come to the 'right' decision, but juries can't always be relied on.
Word Power. Published by Avalon Hill. 1967. Box. 2 copies available:
1) Good. £3.25 2) Box worn. £1.25
Designer: Tom Shaw. No. players: 2+. Country: American. Duration: 1 hr.
2nd edition in a bookcase box. 3 levels of play, from elementary to intellectual. Based around word definitions, but with more game-play than usual in these types of game. Essentially the players have cards with various obscure words on them and these can be played only onto spaces with related or opposite words when on an appropriate space. Players can also challenge your play if they think you don't know what a word means and so have made an incorrect play.
Zauber Cocktail. Published by Kosmos. 2001. Box. In shrink. £6.25
Designer: Arnd Beenen. No. players: 4-7. Country: German. Duration: 30 mins.
Card trading and collecting game in the same family as Pit. Players collect sets of potion ingredient cards - the more ingredients of a type played together the more each card in that set is worth. The game is played over a number of rounds and each round the players are given some extra cards to add to their cards left over from the previous rounds and then everyone attempts to trade cards with each other by calling out what they want to trade. This is pretty frantic in the same way as Pit. Once a player is happy with their cards they place their token on the board. Once there are 3 tokens placed the trading stops. Players then simultaneously play one or two sets of ingredients and they are revealed - best sets gain VPs, worst lose VPs.