MNG-AJM Games and Collectibles

 

Sep 2011 Catalog

 

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

 

100 Games For One Player. Published by Armada. 1974. Book. Good. £1

Author: J.B. Pick. Country: British.

Softback, 19x13cm, 122 pages. A collection of solo games categorised as follows: Ball Games (7), Eye Games (5), Tool & Toy Games (8), Board Table & Floor Games (9), String Games (7), Tiddley Wink Games (4), Head Games (4), Patience Games - One Pack (21), Patience Games - Two Pack (28).

 

100 More Games For One Player. Published by Armada. 1976. Book. Good. £1.50

Author: J.B. Pick. Country: British.

Softback, 19x13cm, 121 pages. A second collection of solo games categorised as follows: Ball Games (6), Eye Games (7), Tool & Toy Games (9), Board Table & Floor Games (13), String Games (6), Tiddley Wink Games (4), Pencil & Paper Games (12), Patience Games - One Pack (20), Patience Games - Two Pack (23).

 

4-in-1. Published by Amigo. 2007. Box. In shrink. £7.50

Designer: Stefan Dorra, Frank Nestel, Karl-Heinz Schmiel, Günter Burkhardt.

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

An amazing collection of four of the very best trick taking card games. The games in this set are: Njet (3-4 players, quite simple but interesting bidding mechanism), Mü (5 players, very deep and thinky game - superb), Was Sticht (3-4 players, you get to choose cards for your hand and which task chip to play for the hand), Meinz (3-4 players, each hand every player will win exactly 2 tricks, but it is the cards in the tricks which matter).

 

7 Wonders: Leaders. Published by Repos Productions. 2011. Box. In shrink. £17

Designer: Antoine Bauza. No. players: 2-7. Country: Belgian. Duration: 40 mins.

Expansion for the excellent card based civilization building game. You will need the base game in order to make use of this set. This expansion introduces a new Wonder card, additional money and guild cards, as well as 36 leader cards which are drafted at the start of the game and then played at the start of each round. These leaders can give the rest of your game play additional focus. Recommended.

 

A Book On Casino Blackjack. Published by Van Nostrand Reinhold. 1982. Book. Good. £9

Author: C. Ionescu Tulcea. Country: American.

Softback, 23x15cm, 130 pages. This book describes the rules of Blackjack as played in casinos, and then describes the basic betting strategy for good play in order to minimise the casino's edge. The Main-Count system is detailed to allow a card counter to gain an edge on the casino. The 99 Count and Adjusted Count systems are also described. Finally there is a chapter with useful information for anyone who intends to try to put all this into practice in an actual casino.

 

A Book On Casino Craps. Published by Van Nostrand Reinhold. 1981. Book. Good. £2.75

Author: C. Ionescu Tulcea. Country: American.

Softback, 23x15cm, 149 pages. As well as covering the dice game of Craps as played in casinos in great detail (covering how to play, and analysing all the possible bets), this book covers other gambling games played with dice, and also gives a grounding in probability and presents various commonly used gambling systems.

 

Agricola: Metal Animal Set. Published by JKLM Games. 2008. Ziplock Bag. New. £15

Designer: Unknown. No. players: 1-5. Country: British. Duration: 2hrs.

This is a set of pre-painted metal animeeples for Agricola. Included are roughly 20 sheep, 18 wild boar and 15 cattle. All just the right size to look great on your Agricola boards. They are much nicer than the wooden animeeples which come with the Z-Man edition of the game.

 

Air Force / Dauntless Expansion Kit. Published by Battleline. 1978. Box. Excellent - unpunched. £4.25

Designer: S. Craig Taylor Jr.. No. players: 1+. Country: American.

Expansion Kit for Air Force and / or Dauntless (you can use it with either of these games). This expansion includes 400 counters for additional aircraft, a counter tray, and thirty new aircraft data cards. The new rules give ship characteristics for roughly 50 ships, various new advanced and optional rules, play by mail rules and a solitaire dogfight scenario, air-to-ground combat, different bombing techniques etc.

 

Alea Treasure Chest. Published by Rio Grande Games. 2009. Box. In shrink. £20

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

A collection of expansions for games published by Alea (and Rio Grande) to celebrate 10 years of Alea games. The expansions are: Puerto Rico (1: The New Buildings, 2: The Nobles), San Juan (1: The New Buildings, 2: The Events), Louis XIV (The Favourite), Notre Dame (The New Persons), In The Year Of The Dragon (1: The Great Wall Of China, 2: The Super Events), Witch's Brew (1: The 6th Player, 2: The Amulets, 3: The Magical Abilities), The Princes Of Florence (1: Muse & Princess, 2: Two Player Rules). Wow what a fantastic collection! Obviously you need the original games to make use of these.

 

Aqua Romana. Published by Queen Games. 2006. Box. 2 copies available:

1) In shrink. £12      2) Excellent. £11

Designer: Martin Schlegel. No. players: 2-4. Country: German. Duration: 50 mins.

Tile placement game in which the players build aqueducts from reservoirs across the board with the objective of making their aqueducts as long as possible. However, it is not possible to place tiles just anywhere, instead there are construction teams which move around the edge of the board and can only be used in the row or column they are currently in, before they move on. Thus there are plenty of tactical decisions to make as you need to manage the construction teams as well as the aqueducts themselves. On the 2006 Spiel des Jahres nomination list. I think it plays especially well with 3.

 

Arena Maximus. Published by Fantasy Flight. 2003. Box. 2 copies available:

1) Excellent. £7.50      2) In shrink. £9

Designer: Kevin Wilson. No. players: 2-5. Country: American. Duration: 1 hr.

Gladiatorial chariot race and combat game in which players start with slightly different chariots and drivers, and use cards to accelerate, and also to get past obstacles strewn around the course. Players get the chance to do damage to other chariots by ramming when entering another's space, to block attempts to pass and to simply fight – all using cards. Advanced rules allow for cards to be used to cast magic as well. One clever rule means that the faster you are going the less cards you will have available to attack and defend with.

 

Armory. Published by M.E.K. Games. 2003. Box. Good. £7

Designer: Mark Keller. No. players: 2(-4). Country: American. Duration: 20 mins.

Fantasy battle card game which comes with 2 (identical) decks for 2 players, but an extra set allows play with up to 4 players. Each player has fighters who need to be armed and prepared for battle, the objective being to get all three ready to make a winning strike on your opponent. To ready them, players play cards to equip their fighters and also to interfere with their opponent's fighters, disarming them and destroying their equipment or eliminating cards in your opponent's hand etc.

 

Asara. Published by Ravensburger. 2010. Box. In shrink. £38

Designer: Wolfgang Kramer & Michael Kiesling. No. players: 2-4. Country: German. Duration: 45 mins.

The players compete to build magnificent towers, embellished beautifully to gain prestige with the Caliph. Austrian game of the year, and German Spiel des Jahres nominee. Game play involves managing your money to buy tower pieces and build towers which will both earn you money during the game and prestige for the end. 4 board sections can be flipped to add optional 'expansions' to the game, allowing for a simpler family version or a more thoughtful gamers' version.

 

At The Gates Of Loyang. Published by Z-Man Games. 2010. Box. In shrink. £42

Designer: Uwe Rosenberg. No. players: 1-4. Country: American. Duration: 90 mins.

Follow up game to Agricola and Le Havre. Set 2000 years ago in China the players are farmers growing a selection of different crops which they bring to market and fulfil regular orders and one off orders to earn money. However, vegetables can also be bartered or sown for the next season. The game uses helper cards to give different benefits. VPs must be bought with coin, but the later they are bought the more they will cost, so a careful balance needs to be struck. Recommended – especially for 2 players.

 

Atlanteon. Published by Fantasy Flight. 2003. Box. In shrink. £9

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

Attractive tile laying game in which the undersea city of Atlanteon is being attacked. Players vie for control over three vital buildings in the city, as well as trying to ensure a safe location for their king. There are several ways to win, so you have to watch your opponent's plans carefully. The tiles placed represent underwater warriors, mages and beasts of varying strengths, which help control the spaces around them. This was originally published as Revolution, but with a different theme. Neat game.

 

Atta Ants. Published by The Realm of Fantasy. 2003. Box. Excellent. £10

Designer: Richard de Rijk. No. players: 2-4. Country: Dutch. Duration: 40 mins.

Each player controls a group of leaf-cutter ants which move around the constantly growing board looking for leaves which can be taken home for food to produce more ants. Spiders, however, eat ants and so must be avoided. The first player to get all of their ants into play is the winner.

 

Auf Achse. Published by F X Schmid. 1991. Box. Good, but corners taped. £10

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

Excellent route planning and delivery game. Players drive their delivery trucks up and down Germany and neighbouring countries, competing for contracts which come up at auction. Very nice lorries and goods to put on them. I also have some house rules to reduce the luck of the dice used for movement, which adds to the skill level quite a bit, making it a game I can highly recommend.

 

Beep Beep. Published by Valley Games. 2008. Box. In shrink. £11

Designer: Reinhard Staupe. No. players: 2-6. Country: American. Duration: 3 mins.

Speed game in which players all play simultaneously. The cards show several different animal types in different colours. These are in 5 face up piles in the centre of the table arranged around a cute squeaky plastic car. Players each have 2 / 3 cards in front of them and add cards to these piles which match in either animal type or colour. In addition if you spot that there are three cards of the same animal type or colour around the car you can beep it for bonus cards. When two piles have run out you score for your smallest pile + your bonus cards. Fast and furious, it works very well, and is great fun. Recommended.

 

Beim Zeus. Published by Kosmos. 1997. Box. Good, but base edges show some wear. £8.50

Designer: Klaus Palesch. No. players: 3-6. Country: German. Duration: 90 mins.

Intriguing game about building temples. The player who builds the most valuable temples wins, but it is very easy to over-stretch your finances and end up with egg on your face. The twist is that you need to buy land to build on, by auction, but the amount you pay has ramifications later, because this cost must be repeated when you raise the height of your temples. Thus the lower ‘ground’ cost you can pay, the more you save in the long run. As usual with this company, very nicely produced, with wooden pieces, tiles, bidding dials and cards.

 

Big Deal. Published by Transworld Publishers. 1990. Book. Excellent. £2

Author: Anthony Holden. Country: British.

Hardback with dustcover, 24x16cm, 272 pages. Subtitled "One Year as a Professional Poker Player", this book is the story of the author (also the biographer of Prince Charles and Laurence Olivier) when he found himself competing in the poker world championships and then decided to immerse himself in the world of professional poker.

 

Bison. Published by Phalanx. 2006. Box. Excellent. £12.50

Designer: W. Kramer, M. Kiesling. No. players: 2-4. Country: Dutch. Duration: 90 mins.

Board game which uses unusually shaped tiles (curved hexes!) to build up a NW American wilderness in which the players take the role of competing tribes of Indians. Each tribe claims territories which will provide food: bison, wild turkeys and fish. Players can choose how many actions they take each turn, but the more actions used the more food it will cost. As well as deploying hunters, permanent settlements can be built up to secure areas. At the end of each round more food is obtained and then the next round played out, with the best fed tribe being the winner at the end of the game. Clever design – I have some house rules which I feel improve it further.

 

Blue Moon City. Published by Kosmos. 2006. Box. 2 copies available:

1) Excellent. £17.      2) Good. £16. Polish edition

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

Set in the S.F. universe of the Blue Moon card game, filled with alien races all with unique powers, this game involves the rebuilding of the fabled city. To do this players collect cards and move around the layout of tiles and give in sets of cards to build sections of the buildings. When a building is completed benefits are awarded to the builders as extra cards, dragon scales and crystals. Crystals are collected and used to build sections of an obelisk – the first to build a certain number of sections of the obelisk wins. The cards can be used for either their building value or for a special power.

 

Braggart. Published by Spiral Galaxy Games. 2010. Box. In shink. £9

Designer: Kyle Daniel. No. players: 2-6. Country: British. Duration: 40 mins.

Storytelling themed game which uses cards. Elements of the story shown on the cards are used and the other players get the chance to call your bluff. Expect tales both awe-inspiring and hilarious! Note that in order to play this you don't actually have to narrate stories, just combine story elements interestingly. Of course there is nothing to stop players elaborating on what is mentioned on the cards!

 

Bridge For Two. Published by Milton Bradley. 1964. Box. Good. £5.75

Designer: Charles H Goren. No. players: 2. Country: American.

Special Notes: There are some tape removal marks on the box, and the poster sized table mat is somewhat discoloured but not essential for play.

Two player Bridge style card game. The game is played with each player having a dummy partner whose cards are dealt into special racks. These mean that part of the dummy players' hands are visible and the remainder hidden, though they will become visible as they are uncovered. Bidding is as in regular Bridge, though with only the two real players taking part. Uses normal playing cards. The game comes with a poster sized table mat which reminds you of the Goren point count system.

 

Bucket Brigade. Published by Face2Face. 2007. Box. Excellent. £12

Designer: Reiner Knizia. No. players: 2-4. Country: Austrian. Duration: 25 mins.

Rethemed edition of Honey Bears. Attractive and clever race game with wooden pieces. Players play cards to move firemen close to a fire in a burning building. The twist is that you score for the cards you keep unplayed, and these show the various firemen. In order to score you need the firemen shown on your cards to get close to the fire, which means playing those same cards. Dilemma! Light, quick and clever.

 

Butterfly. Published by Hungry Owl Games. 1987. Box. Box good, contents still sealed. £1.25

Designer: Greg Houlgate. No. players: 2-4. Country: British.

Children's game (age 6+) in which players attempt to collect one each of 5 different colour flower tokens. The game is driven by dice roll, and in some cases a flower token will have to be given back. What makes the game unusual is that it comes with a 'Super Big Dice', which is constructed from sturdy cardboard and 'pops' up into a neat octahedron, and can be popped back down again to put it back in the box at the end of the game.

 

Caesar & Cleopatra. Published by Kosmos. 1997. Box. 2 copies available:

1) Excellent. £8.50       2) In shrink. £9.50

Designer: Wolfgang Ludtke. No. players: 2. Country: German. Duration: 1 hr.

Card game. Caesar and Cleopatra compete for the favour of various influential factions. This is done by card play and cards can be placed either openly or secretly. What adds interest is that you need to try to keep as many factions on your side as possible all the time as you don't know when each group will cast its vote. The cards are longer than normal playing cards. Part of Kosmos's excellent 2 player game range and thus comes in the fairly small square box.

 

Cafe International. Published by Mattel. 1989. Box. Good. £10

Designer: Rudi Hoffman. No. players: 2-4. Country: British. Duration: 1 hr.

German Game of the Year in 1989. Players seat customers of many different nationalities in a cafe so that they are at a table designated to their nationality, but they will also be next to other people at other tables. To win you must choose the right time to play your customers to score well, and also recognise when a customer is a liability and send them to the bar instead. Customer placement rules ensuring that the number of men and women at each table don't get too unbalanced make customer placement interesting and add to the tactical possibilities.

 

Candidate. Published by Shaw Games. 1979. Box. Good. £9.50

Designer: Tom Shaw. No. players: 2+. Country: American. Duration: 90 mins.

Election game, based on the American electoral system. Played for a predetermined number of turns with a shorter 40 minute game being quite possible. Each turn the players can choose two of three possible card types to draw. Campaign cards give you votes in the state where you currently are. Fundraising cards give you money which can be spent secretly. Dirty tricks cards allow you to hurt your opponents, but these can sometimes backfire.

 

Card Games And How To Play Them. Published by C. Arthur Pearson Ltd. 1924. Book. Good. £3.75

Author: Peter Alston. Country: British.

Special Notes: Spine shows considerable wear

Hardback, 18x12cm, 126 pages. Period book with interesting adverts at back and front. The games covered are: Whist (3), Bridge, Royal Auction Bridge (2), Baccarat (3), Bezique (2), Cribbage, Ecarte, Euchre, Loo (3), Nap, Old Maid, Patience (4), Piquet, Poker, Pope Joan, Speculation, Trente-et-quarante, Vingt-et-un.

 

Carson City. Published by Eagle Games. 8009. Box. In shrink. £37

Designer: Xavier Georges. No. players: 2-5. Country: American. Duration: 90 mins.

Strategy game set in the Wild West. Players select a character each round, the different characters giving different advantages, and then send out their cowboys to perform various actions. However, should two cowboys both want to perform the same action they must duel. Actions include claiming plots, building houses or roads and obtaining extra money or victory points in various ways. There is also a dilemma as to when to buy VPs, as they get more and more expensive as the game goes on.

 

Challenge Bridge. Published by 3M. 1972. Box. Box shows wear. £9

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

Special Notes: Cards are very well used – still usable though

(Possibly) the best-ever simulation of Duplicate Bridge, letting you play Duplicate in your own home, yet score against 13 other pairs who have played the same hand. 100 deals, all analysed by Oswald Jacoby. Bookcase edition.

 

Chameleon. Published by Waddingtons. 1982. Box. Good. £5

Designer: Claude Duvernay. No. players: 2. Country: British. Duration: 10 mins.

Players take it in turns to play chunky Tetris type shapes onto a board. The pieces are nicely made with little handles / pegs which fit into the board to keep the pieces secure and are also double sided – yellow on one side and orange on the other. When a piece is placed, any pieces of the other colour touching it get flipped over. Players try to ensure that there will be more of their colour showing at the end of the game. Nicely made game board and pieces, though the box is sadly rather flimsy.

 

Chang Cheng. Published by Tenki Games. 2007. Box. In shrink. £23

Designer: Walter Obert. No. players: 2-4. Country: Italian. Duration: 1 hr.

The players are rival nobles who have been given the task of building the Great Wall of China to keep the Mongol hordes out. The players vie for prominence by trying to build more wall sections in each of the provinces. The player who achieves this will gain VPs for that province, but may well also bear the brunt of the blame (and thus lose VPs) when the Mongols attack that wall section. However, each player has a number of 'sneaky trick' tiles which can be used throughout the game to try to gain advantage or neutralise the Mongols about to attack them.

 

Confucius. Published by Surprised Stare Games. 2008. Box. 2 copies available:

1) In shrink. £25       2) Excellent. £23

Designer: Alan Paull. No. players: 3-5. Country: British. Duration: 2 hrs.

Set in China during the Ming Dynasty the players act as the leading families and vie for political power and influence over the government. However, this is not done by force of arms, but rather more subtly. Gifts are given and received, and thus favours are earned and redeemed for use when voting occurs. Players will need to focus on the three principal government ministries as well as the trading fleets and the invasion of foreign lands in order to gain the favour of the Emperor. Lots of scope for cunning and intrigue.

 

Contract Bridge For Beginners. Published by Collins. 1974. Book. Good. £1.50

Author: Ben Cohen, Rhoda Lederer. Country: British.

Hardback with dustcover, 20x14cm, 142 pages. Intended for the beginner this book teaches using the ACOL system. The chapters cover: The Game, How to Score, Card & Suit Management, Playing No Trumps, No Trump Bidding, Playing Trump Contracts, Opening Bid Suits, Responding Bids, Second Round Bids, Bidding Powerful Hands, Intervening Bids and Overcalls, Defenders' Play of the Cards.

 

Cordoba. Published by Jugamos Todes. 2007. Box. Excellent. £10

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

Two player card game from the Lost Cities / Schotten Totten family. Set in Cordoba, the players complete for control of seven landmarks by playing numbered cards against the landmarks. The main twist is that the first card next to a landmark is played face down, and is only revealed if the opponent plays one next to that landmark. There aren't enough cards to compete for all landmarks, so care needs to be taken to use every card wisely.

 

Crossword Challenge. Published by Crown & Andrews. 1991. Box. Good. £4.25

Designer: Great Games Pty Ltd. No. players: 3-6. Country: Australian. Duration: 1 hr.

Competitive crossword game. Each player has a copy of a crossword grid, and a clue for a word is read out and the players compete to get that word correct. Points are awarded for correct guesses and lost for incorrect guesses. If no-one gets a clue players come back to it later. There are over 40 crosswords to do in this set and they are categorised as Standard Crosswords levels 1-3, Double Clue Crosswords levels 2-3, Number Key level 2, Story Crosswords levels 1-2, Word Search level 1-3, Word Games level 2. One player needs to act as the games master. A great item for crossword lovers.

 

Cuba: El Presidente. Published by Rio Grande Games. 2009. Box. In shrink. £20

Designer: Michael Rieneck, Stefan Stadler. No. players: 2-5. Country: American. Duration: 2 hrs.

Expansion for Cuba, which you will need in order to be able to play this. This expansion includes an extra board for the new elements, new ship cards, new statute cards, new building tiles, and a set of new character cards. This will be sure to freshen up the game and give you new options to think about.

 

Cube Fusion. Published by Waddingtons. 1970. Box. Good but box indented slightly. £3.25

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

A nicely produced addition to the 3 / 4 in a row family of games. There are several interesting ideas in this game – the first is that the pieces each comprise two cubes made of clear plastic and each of these cubes has a bead in the centre, one of each player's colour. These cuboids are then placed onto a 3x3x3, 4x4x4 or 5x5x5 playing arena, with the objective being to make 3 or 4 in a row in any direction – there are several variants. Of course when you place your bead where you want it you will also be placing one of your opponent's beads as well. You can play on top of already played pieces as well as on the board, and if all are played without a winner, players get to move cuboids. Recommended in Sid Sackson's Gamut of Games.

 

Cuckoo's Nest. Published by Ravensburger. 1982. Box. Good. £1.25

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

Children's game (ages 4-8). Players try to be the first cuckoo to deposit an egg in each of 6 nests around the board. Movement is by dice roll, but this only indicates either an event card for the turn (with symbols, no words) or which colour line the player can follow that turn to a different nest (not every route has all the coloured lines).

 

Da Vinci's Mancala. Published by Briarpatch Inc. 2005. Box. Good. £9

Designer: Paul Micarelli, Vivienne Springer. No. players: 2. Country: American. Duration: 20 mins.

An interesting development of Mancala. The 'stones' are black and white shapes which when sown into special end spaces can form patterns which score bonus points. There is also the goal of emptying the spaces on your side of the board.

 

Darkover. Published by Eon. 1979. Box. 2 copies available:

1) Box poor, contents good. £1.25      2) Good, but box shows wear. £3

Designer: Bill Eberle, Jack Kittredge, Bill Norton & Peter Olotka. No. players: 2-4. Country: American. Duration: 1 hr.

Very odd crossover game based on the books by Marion Zimmer Bradley. Essentially a game of strategic placement of your forces to control a world steeped in psychic energies, but with other mechanics which are much more commonly found in party games, which try to introduce an element of 'psychic warfare' into the game rather than just comparing the sizes of attacking and defensive forces.

 

D-Day. Published by Avalon Hill. 1961. Box. Good. £7

Designer: Charles Roberts. No. players: 2. Country: American. Duration: 2-3 hrs.

Covers the Allied landings in France and the resulting drive to the Rhine. Play takes the form of 50 game turns, each representing one week of real time. The Allies must establish a beachhead, breakout, organize a Patton-like dash across France, and sustain 10 divisions across the Rhine in the face of heavy German opposition. First edition.

 

Deal Me In. Published by Noraut Ltd. 1988. Box. Good. £4.75

Designer: R. Evans. No. players: 2-4. Country: N. Ireland. Duration: 30 mins.

Board game which uses playing card tiles and a Scrabble-like board. The cards are laid on the board to form poker hands – the better the hand the higher the score for it. These poker hands can interlock as words do in Scrabble, and so several hands can be scored for at once after a clever play.

 

Der Dieb Von Baghdad. Published by Queen Games. 2006. Box. In shrink. £10

Designer: Thorsten Gimmler. No. players: 2-4. Country: German. Duration: 45 mins.

Each player is in charge of a group of thieves and some guards, and there are 6 palaces with treasures. Cards are played to move around guards and thieves in order to get sufficient of your thieves in position to be able to steal a treasure. To do this efficiently requires good tactical card play. The first player to liberate four treasures wins the game.

 

Die Drachenbändiger Von Zavandor. Published by Lookout Games. 2006. Box. In shrink. £7

Designer: Hanno Girke. No. players: 2-6. Country: German. Duration: 30 mins.

Card game in which the players fight dragons with swords and nets. Dragon cards show a number of swords and nets, and players simultaneously choose a card to play. Who (if anyone) manages to capture the dragon depends on how many swords and how many nets were played, and in what order. The cards are all numbered, so you will know roughly when in the round to expect your card to be actioned, and so can try to plan for it to be at the critical moment to ensure you are the one who subdues the dragon. The player who captures the best collection of dragons by the end of the game wins.

 

Die Dracheninsel. Published by Amigo Spiele. 2003. Box. Excellent. £14

Designer: Tom Schoeps. No. players: 3-5. Country: German. Duration: 1 hr.

Players try to collect more treasure than anyone else, however, they can only do so by cooperating with the other players. The board is laid out with terrain discs in a hexagonal shape, with the treasure at the centre. Players use cards to traverse the various terrains using a clever and flexible card playing mechanism. Once at the centre, however, one must wait for a second player to arrive as the treasure is too heavy for just one player. These two players will then return to one of their boats, where it can be distributed fairly or unfairly, with further card play resolving disputes. On the nominations list for the German Spiel Des Jahres 2003.

 

Die Pyramiden Des Jaguar. Published by Kosmos. 2002. Box. In shrink. £8.75

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

Card game in which the players take it in turn to offer their opponent two cards (numbered 1-40), and their opponent takes one and adds it to their pyramid structure and the remaining card is added to the offerer's pyramid. The pyramids are shown on a board and the numerical ordering of the cards in the pyramid is vital. If a player has to place a card onto another card because the ordering provides no gap, then this is permitted but is undesirable. The round ends when a player completes his pyramid and gets a bonus for doing so. A very clever tactical game which is based on the earlier game Pacal.

 

Digging. Published by Hexagames. 1990. Box. Good. £2

Designer: Reiner Knizia. No. players: 2-4. Country: German. Duration: 30 mins. Card game in which players open mines and try to extract valuable metal while attacking other players' mines with bandits and defending their own mines. The mined metal is only safe once the mine has been safely closed. Play can either be as individuals or better as a 4 player partnership game, in which case the choice on your turn is play a card, or draw a card or pass a card to your partner. At the end of the game the team with the most valuable metal wins.


Dingbats. Published by Waddingtons. 1987. Box. Good but box corners taped. £1

Designer: Paul Sellers. No. players: 2-4. Country: British. Duration: 1hr.

Special Notes: Missing the winner's badge, original playing pieces to move around the board have been replaced. Does not affect play.

This game competed with the likes of Pictionary and Taboo. It features clever pictures / words which cryptically depict a phrase, eg. a card might say: ‘THINGTHING’, and the phrase is 'One thing after another'. Very clever and good fun. There are also 'Diabolical Dingbats' which are even harder and more cryptic. An egg timer is used to make the players think quickly.

 

Doge. Published by Goldsieber Spiele. 2000. Box. Good. £15

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

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

 

Double. Published by F X Schmid. 1996. Box. 2 copies available: 1) Good. £8      2) Excellent. £8.50

Designer: W Johnson. No. players: 2-6. Country: German. Duration: 30 mins.

Card game, with a unique deck of 54 cards, each one representing two completely different cards in a regular deck. So, for instance, the King of Spades is also the 4 of Hearts. I dare say you could use this deck for games of your own design, or even try playing regular games with them, but the game rules given are for a variation of Knockout Whist. Certainly makes you think a little differently!

 

Duck! Duck! Go!. Published by Ape Games. 2008. Box. Good. £15

Designer: Kevin G. Nunn. No. players: 2-6. Country: American. Duration: 30 mins.

’Bathtub rubber ducky racing has long been a popular sport. Every year rubber duckies from all walks of life train in bathtubs, spas and small ponds around the world to prepare for the annual Kenducky Derby, the premier bathtub ducky race.’ So says the blurb. The game includes 6 randomly selected (from 100 different designs) rubber ducks. Players play cards to move their ducks around the bathtub tile board and attempt to be the first to touch all the buoys and return to the finish drain... Yes this is for real!

 

El Grande. Published by Hans Im Gluck. 1996. Box. Good. £20

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

Special Notes: Box near Excellent but for big label removal mark. Inc. a set of laminated English action cards, inc. English Grandissimo expansion, + unboxed German Grossinquisitor & Kolonien expansion. No German rules!

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

 

Express Chess. Published by Black Box LLC. 1996. Box. Good. £2.50

Designer: Bill Jemas. No. players: 2. Country: American. Duration: 30 mins.

Special Notes: Deck B: Fantasy and Greek Mythology themed pictures

A set of 50 cards which allows 2 players to play chess with a difference. Cards are played from the hand to enter pieces onto the 'board', and this can be done after the start of play as well as during the setup. Movement and capture is otherwise standard chess except that the 'board' is virtual, and is just 4 rows of at most 5 cards in each. Special rules cover ’en passant’ and castling etc.

 

Fast Flowing Forest Fellers. Published by Rio Grande Games. 2008. Box. 2 copies available:

1) Excellent. £17      2) In shrink. £19

Designer: Friedemann Friese. No. players: 2-5. Country: American. Duration: 30 mins.

Race game in which the players must get both of their log riders downstream as fast as possible. However in the way there are lots of logs as well as the other log riders, and unhelpful eddy currents which the log riders can get pushed into. Players play cards from a hand to determine their movement allowance and which log rider they can move each turn. There is plenty of scope for hindering your opponents as well as clever moves where one of your log riders can help the other one.

 

Fluxx. Published by Looney Laboratories. 1998. Box. Good. £7

Designer: Andrew Looney. No. players: 2-6. Country: American. Duration: 30 mins.

Special Notes: Version 2.1

Card game, 80 cards that change the rules and goals of the game as the cards are played. Very easy to play as the game starts with just the rule 'Draw one card and play one card'. As the name of the game suggests everything about the game is fluid and changes from moment to moment. A game can be over in 5 minutes, or might take 30 minutes – it all depends what cards get played!

 

Fore. Published by Scott & Webb. ca.1985. Box. Box shows wear, corners taped. £1.50

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

Not the same as the game of the same name by Oneliner. This large box game has a folding board which shows a 9 hole golf course, with each hole having various bunkers, and has lines demarking every 10 yard interval. A different set of cards is provided for four different irons, a driver, putter and one for getting out of the rough. Each card says how far the ball will travel, or in the case of the putter how many puts will be taken to get the ball in. Cards are played from your hand so you must decide how best to play them in order to finish each hole in as few strokes as possible.

 

Fortune. Published by Ariel. 1979. Box. Good. £8.75

Designer: Richard Fenwick. No. players: 2-8. Country: British. Duration: 2 hrs.

Semi-promotional business game, made to a very high standard because several companies paid to be in it. A good game of manufacturing, wholesale and retail. Companies in the game include Prudential, Bovis, Woolworths, John Menzies, Brooke Bond, Shell and Guinness amongst others. Received a very good review in Games International. Game play involves buying machinery, fuel and computers, and producing goods, which are then sold through various distribution channels. Advertising, insurance and consultancy can also be bought as can shares in various companies. Players move around a track, but get plenty of choices as to what to do.

 

Four Scores. Published by Spear's Games. 1971. Box. Good. £2.75

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

Tile placement game. The tiles are rectangular cards showing a diagonal line on each half, with each line being one of four colours. The board is a rectangular grid on which the tiles are placed, but with little pegs sticking out. Around these the tiles fit neatly and then stay in position. Players alternate tile play with the objective of forming either crosses or squares made up of all four colours. On completing one of these a scoring marker is placed at the centre of that cross or square to ease tallying up the scores at the end of the game.

 

Fredericus / Palatinus / Maestro Leonardo Expansion Sheet. Published by DaVinci Games. 2006.

Single Sheet. New. £1.25. Designer: Acchittocca. Country: Italian.

An expansion available at Spiel 06 for various DaVinci Games: Fredericus, Palatinus and Maestro Leonardo. The sheet can be cut out and shows new board elements with rules on the back for how to use them.

 

Galaxy Trucker. Published by Czech Games Editions. 2007. Box. In shrink. £37

Designer: Vlaada Chvatil. No. players: 2-4. Country: Czech Republic. Duration: 1 hr.

Space trading game in which each player first builds their own spaceship, and then all players' ships experience a series of adventure cards, and the most successful ship wins. The building phase involves simultaneously turning over ship component tiles and fitting them onto your board so the connectors match up, and obeying common sense placement rules – an interesting puzzle style challenge. During the adventure phase there can be trade planets, space pirates to fight off, meteor showers, abandoned ships to loot, and empty areas which test your engines. Amazingly good fun, quite light, space game. Highly recommended.

 

Game Of Life. Published by Milton Bradley. 1984. Box. Good. £1.25

Designer: Unknown. No. players: 2-8. Country: British. Duration: 1 hr.

The original British version of this classic game. The game involves moving random amounts along a track, but with some choices to be made on what strategy to go for, but a great deal of luck in the dice and cards. The board has 3-D elements adding to its attractiveness. Players start having just left school and get jobs or take further education, and will get married and have children, buy shares and advance their careers, trying to achieve most before retirement.

 

GameMaster 3: In Search Of New Gods. Published by GameMaster Publications. 1986. Magazine. Excellent. £2

Author: Paul Cockburn. No. players: 2+. Country: British.

A combination of a 32 page AD&D scenario and a role playing games magazine. The scenario is for characters of level 4-7. The party takes on a task which the kingdom's most famous adventurer has failed to complete – persuade a neighbouring kingdom to turn away from their New Gods. The magazine also includes: Defenders of the Faith (AD&D clerics), Pelinor – Armed Encampment (city section details), Moment of Truth (mini AD&D scenario for levels 4-7), News, Letters, Reviews (5 AD&D modules).

 

GameMaster 4: The Awakening. Published by GameMaster Publications. 1986. Magazine. Excellent. £2

Author: Simon Forrest. No. players: 2+. Country: British.

A combination of a 32 page AD&D scenario and a role playing games magazine. The scenario is for characters of level 7-8. The party has been hired to protect a dwarven community while all the warriors go out on a major offensive against some nearby goblins. However, the duergar take this opportunity to make an attack, and only cunning can defeat them. The magazine also includes: Race Relations (demi-human mythologies), Pelinor – The Old Wharf (city section details and plot hooks), Red Swords (Oriental Adventures mini scenario), News, Reviews (6 RPG scenarios).

 

GameMaster 5: Rod Of Seraillian. Published by GameMaster Publications. 1987. Magazine. Excellent. £2

Author: Simon Forrest. No. players: 2+. Country: British.

A combination of a 40 page AD&D scenario and a role playing games magazine. The scenario is for characters of level 6-8. The party must travel to a foreign land and search a lost and supposedly long unused temple for a powerful artifact to save it from falling into evil hands. The magazine also includes: Pelinor – Q&A (a fantasy city series), News, Reviews (Wilderness Survival Guide, Dungeoneer's Survival Guide, D&D Immortal Rules).

 

Games & Puzzles - Batch of 25. Published by AHC. Magazine. Good. £45. Author: Unknown. Country: British.

The doyen of all games magazines. Founded by Graeme Levin in 1972. Its quality is now mythical. Virtually every issue covers the classic games, has game reviews, stacks of puzzles and competitions. Very collectable and an excellent read. This is a batch of 26 issues (unmarked unless stated): 1-3, 6, 7, 11 (some writing on crosswords), 13, 14, 16, 18, 20, 25-29, 33, 37, 39-41, 45, 52, 70, 71 (coupon cut out). I will split up this batch if you want particular issues, but will give preference to larger requests.

 

Games & Puzzles – Batch of 64. Published by AHC. Magazine. Good - Excellent. £135

Author: Unknown. Country: British.

The doyen of all games magazines. Founded by Graeme Levin in 1972. Its quality is now mythical. Virtually every issue covers the classic games, has game reviews, stacks of puzzles and competitions. This is a batch of 64 issues in hardback files. 1-61, 68, 72-73. Very collectable, and an excellent read. Flicking through, the puzzles have NOT been filled in – I will check this more thoroughly if you are interested. I will split up this batch since it is incomplete, but prefer requests for 5+ issues.

 

Games For Socials. Published by Pilgrim Press. 1957. Book. Good. £2.50.

Author: Sid G. Hedges. Country: British.

Softback, 18x12cm, 74 pages. A collection of games and activities split into the following categories: Ice-breakers, Strenuous Games, Quiet Games, Pencil & Paper Games, Surprise Games, Onlooker Games, Brain-test Games, Team Games.

 

Ganxtaz!. Published by Rebel Team. 2007. Box. In shrink. £20

Designer: Miroslav Kohoutek. No. players: 4-8. Country: Czech Republic. Duration: 100 mins.

Described as an extraordinary party game of modern gangsters, the players try to become the big boss of the underworld. This is done by moving around the sections of the board, starting with the lowest ghetto and culminating in the casinos of the highlife. Players often get to decide whether to cooperate or betray other players in their vicinity, with payouts being ’prisoner's dilemma’ style. Eventually players will have acquired enough money to call an election to see who will become the big boss.

 

Giganten Der Lüfte. Published by Queen Games. 2007. Box. 2 copies available:

1) Excellent. £12.50       2) In shrink. £14

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

Dice based game but with lots of interesting decisions to make. Players are builders of giant airships, and start off with a basic facility. Each turn a player can choose one laboratory enhancement or one airship or later on in the game a section of the Hindenburg they wish to try to construct. Certain dice rolls will be needed in order to achieve this. There are three levels of special dice and many improvements give additional dice or access to better dice which will in turn allow you a chance to obtain better upgrades etc next turn.

 

Gilcraft's Book Of Games. Published by C. Arthur Pearson Ltd. 1935. Book.

Good, but end pages show speckling. £6. Author: Gilcraft. Country: British.

Softback, 18x12cm, 128 pages. A collection of games suitable for scout troops. The games are categorised: Sense Training Games, General Circle Games, Circle Team Games, General Team Games, Team Races & Relay Races, Miscellaneous Games, Games for Scout Tests.

 

Golden Compendium. Published by Merit. 1969. Box. Good. £2.25

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

Old fashioned compendium of games but including some other games from the Merit range as well as the usual classic games. Rules to 44 games provided, with games like Solitaire, Pick-Up Sticks, Ludo, Spin Quiz, Dominoes, Draughts, Tiddlywinks, Tic Tac Toe, Word Games, Chinese Chequers, Colour Bingo, Snakes & Ladders, Mouse Game and Nine Men’s Morris. There really is loads of stuff in this set – which is absolutely packed full of games equipment, so it is worth buying for the bits even if you aren't interested in the standard games!

 

Gouda! Gouda!. Published by Descartes Editeur. 2002. Box. In shrink. £7.50

Designer: Frederic Moyersoen. No. players: 2-6. Country: French. Duration: 40 mins.

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

 

Greyhound Race Game. Published by Bob Edes Board Games. 1985. Box. Good. £2.75

Designer: Bob Edes. No. players: 2-8. Country: British.

Greyhound racing and betting game. Includes 8 plastic greyhound tokens and an oval board. When betting a variety of bets can be made, including combination bets. Movement is by dice and cards being drawn on certain spaces. 2 d8s and a d20 are used by the game.

 

Guardians: The Traveler's Guide To The Mid Realms. Published by FPG. 1996. Book. Good. £5

Author: Dave Gentzler. Country: Canadian.

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

 

Hansa Teutonica. Published by Argentum Verlag. 2009. Box. In shrink. £28

Designer: Andreas Steding. No. players: 2-5. Country: German. Duration: 90 mins.

The players are merchants who are part of the Hanseatic League. Players try to set up a network of offices in the region, as well as improving their trading skill and other abilities in order to improve their income, gain more actions and receive other bonuses. The game has various new twists on old ideas and is much more interactive than many, as it is quite possible to kick out opposing pieces from places you need, but doing so costs you, and gives your opponent an extra placement opportunity. There are many ways to score points and thus achieve victory. Very well received game.

 

Happy Days. Published by Parker Bros. 1976. Box. Good. £1.50

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

TV tie in game, subtitled Fonzie's Real Cool Game. Players try to be the first to collect 16 Cool Points and then to play their song on Arnold's juke box. The game is driven by dice, and card play, but also includes a subgame where players challenge each other to a race on the drag strip, with the winner gaining a Cool Point and the loser being deemed a Nerd.

 

Havok: Skirmish Battle Set. Published by Havok. ca.1998. Box. Good, but box sides creased. £9

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

Special Notes: 1 miniature has a replacement base.

Standalone miniatures wargame. 10 pre-coloured miniatures (2 very big) are provided. Intended to compete with Games Workshop offerings. Also includes cardboard buildings, special dice and cards. The Karn Empire takes on the Nexus Rebellion – in a very Warhammer 40K type setting, though the rules here are much much simpler (12 small pages).

 

Hell Rail - Third Perdition. Published by Mayfair Games. 2001. Box. Good, but one box edge shows wear. £7

Designer: James Kyle. No. players: 3-4. Country: American. Duration: 1 hr.

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

 

How-Do-You-Do Party Games. Published by Nelson. ca.1970. Book. Good, but spine taped in 1 place. £1.50

Author: Audrey Fawley. Country: British.

Hardback, 24x17, 29 pages. A collection of games to play at children's parties, with additional information for planning such a party. Very much an item of its time, with lots of illustrations and far too much pink ink for its own good. The party games are pretty standard, but still good for such events.

 

Hoyle's Games. Book. Various editions.

1)   The Complete Hoyle's Games. Published by Wordsworth. 1989. Excellent. £6
Author: Revised and updated by Lawrence Dawson. No. players: 1+. Country: British.
Hardback with dustcover, 480 pages, 24x16cm.

2)   Hoyle's Games. Published by George Routledge. 1923. Good, but spine is exposed. £4.50
Author: Revised and updated by Lawrence Dawson. No. players: 1+. Country: British.
Hardback, 477 pages, 19x13cm.

3)   Hoyle's Games. Published by Routledge & Kegan Paul Ltd. 1975. Excellent. £7.50
Author: Revised and updated by Lawrence Dawson. No. players: 1+. Country: British.
Hardback with dustcover, 480 pages, 19x14cm.

4)   Hoyle's Rules Of Games. Published by Signet. 1963. Good. £1.75. Softback, 246 pages, 18x11cm.
Author: Albert H. Morehead, Geoffrey Mott-Smith. No. players: 1+. Country: American.

'An excellent reference book for traditional card games, board games, Billiards, Darts, Shove Ha'penny, Snooker, Dominoes etc.' This is a version of the reference work which was started in 1742 by Edmund Hoyle, but it has been updated and enhanced over generations by successive editors. It includes just about all the classic card games, as well as Chess, Draughts, Backgammon, Halma, Go-bang, and even games played on a Billiards table and Darts board. A very useful reference work.

 

Hubert Phillip's Heptameron. Published by Eyre & Spottiswoode. 1945. Book. Good. £4.50

Author: Hubert Phillips. Country: British.

Special Notes: War Economy Standard Production

Hardback with dustcover, 19x13cm, 314 pages. A collection of entertainments for an active mind split up into a variety for each of 7 days. Unless you work on this 10 hours a day it should keep you entertained for very much longer. On offer are: 100 fairly simple puzzles, 30 more difficult ones (inferential and mathematical), crosswords, Contract Bridge puzzles, quizzes, word games, detective stories and other assorted diversions. Illustrated by Pearl Falconer.

 

Interaction. Published by Waddingtons. 1978. Box. 2 copies available:

1) Goodish! £4. The clear plastic lid is badly cracked, but taped up. The outer cardboard casing and contents are good.

2) Good. £5. Standard box edition

Designer: Eric Solomon. No. players: 1-2. Country: British. Duration: 20 mins.

A somewhat Snooker / Pool related game, though a little more abstract. Players have to be first to 'pot' 5 out of 10 balls. Each player has 2 cue balls, and the game is played on a green baize indented grid on which the balls are placed. Balls are not hit, but instead moved and the consequences are determined according to the rules, which produce results similar to what would happen in Snooker. As well as the two player game there are also some puzzles to solve on your own.

 

Interplay. Published by Shoptaugh. 1984. Box. Excellent. £6

Designer: Philip Shoptaugh. No. players: 2. Country: American. Duration: 20 mins.

Abstract game in which the players place sticks and barrels (some solid, some hollow) onto a 7x7 grid. The objective is to be the first to create one of three 5 piece patterns. Since both a stick and a hollow barrel can share the same space, the thought process involved can be quite tricky. This was later reprinted as Sticks 'N' Barrels by Discovery Toys.

 

Investor. Published by ScaMaTra. 1984. Box. Box good - contents unpunched. £2.25

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

Promotional board game, a direct result of the growth of private ownership of shares in Thatcher’s Britain. Sponsored by various share dealing companies and the Daily Telegraph. You wheel and deal in 40 companies actually quoted on the UK Stock Exchange. The game play is driven by movement around a track and performing actions on spaces - Monopoly style.

 

J.U.M.P. Into The Unknown. Published by Evil Polish Brothers. 1999. Box. Good, mostly unpunched. £13

Designer: David M Niecikowski & Edward F Niecikowski. No. players: 1-4. Country: American.

Science fiction combat game. Dominate the galaxy through conquest and diplomacy. The J.U.M.P. in the title stands for Justified Use of Military Power. Includes 200 black foil-stamped card game pieces which look very stylish. The box also claims this is pretty good solitaire, and also captures the 'fog of war' well too.

 

Jäger Und Sammler. Published by Amigo. 2010. Box. Excellent. £19

Designer: Reiner Knizia. No. players: 2-4. Country: German. Duration: 45 mins.

Set in the stone age, the players start off in summer sending out their people to gather fruit, make weapons and kill the occasional mammoth, as well as preparing their winter camps. This is done by moving pieces around the board and collecting tiles. At the end of summer the people return to their camps and the board is refreshed for winter – there is now less fruit, but more mammoths, so hopefully enough weapons were made in the summer. Tactical play is needed to get the better tiles and collect sets as well as ensuing your camps are prepared for the following season.

 

Jenseits Von Theben. Published by Queen Games. 2007. Box. Excellent. £20

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

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

 

Jumbo Grand Prix. Published by Jumbo. 1998. Box. Good. Label removal mark on one side. £7

Designer: Reiner Knizia. No. players: 2-5. Country: Dutch. Duration: 30 mins.

Card game with a motor racing theme. Players draft cards in an interesting way trying to obtain the three parts of a car needed to make a working car, plus a driver. After several rounds of drafting players put forward a set of car cards and the better the car the more points it will win. Unplayed cards are then used as the basis for a car the following round. Fast and fun game.

 

Keep Cool (2nd Ed). Published by Spieltrieb. 2004. Box. Good. £18

Designer: Dr G Petschel-Held, Klaus Eisenack. No. players: 3-6. Country: German. Duration: 90 mins.

Semi co-operative game of gambling with the climate. The players take on the roles of leaders of powerful nations, who all want to push forward the goals for their own countries, but need to also make progress towards climate change reduction measures. The player who achieves their goals first will win, but only if climate change doesn't get out of hand. Includes lots of real-life information about climate change issues.

 

Knock Out. Published by TM Spiele. 1994. Box. 2 copies available:

1) New. £3.75      2) Good. £3

Designer: Wolfgang Panning. No. players: 3-5. Country: German. Duration: 1hr.

Boxing game. Each player manages two boxers, one light and one heavyweight. Fighters challenge opponents' fighters and the bout is resolved using cards where players choose when to play their best cards and when to concede a round. There is also betting on the outcome of each round and the current boxers' managers can also take part in this. The objective is to accumulate the most money through winning fights and also astute betting.

 

Legacy Of The Unconquered Sun. Published by White Wolf. 2008. Box. In shrink. £24

Designer: Ken Cliffe, Pétur Örn Þórarinsson. No. players: 2-5. Country: American. Duration: 2.5 hrs.

Set in White Wolf's Exalted world, the players are Solars who set forth on adventures to win the blessing of their celestial patron in order to become the Chosen of the Unconquered Sun. Essentially a fantasy adventure questing board game which is well produced (good heft!) with hundreds of cards, counters, miniatures and dice.

 

Legend Of Zagor. Published by Parker. 1993. Box. Excellent. £16

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

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

 

Let's Do Lunch. Published by Hasbro. 2000. Box. Good. £3.50

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

Special Notes: This set was originally from Hasbro Spain, but has had English stickers applied by Hasbro and English rules inserted, making it quite unusual.

The game looks from the box to be a trivial children's game, but actually it is a tactical game played with dice on a 7x7 grid, and rated age 12+! Players take it in turn to roll 3 dice with the numbers 1-3 on each, and place a man anywhere on a column with the correct total. If this encloses one or more opposing men between yours then they are captured. Rolling 1-2-3 loses your turn and three of a kind gets another go. The objective is to place all your pieces. The (pretty irrelevant) theme is about two competing tribes of cannibals, though the plastic cannibal figures are quite cute.

 

Liftoff!. Published by Task Force. 1990. Box. 2 copies available:

1) Excellent. £19       2) Good. £18

Designer: Fritz Bronner. No. players: 1-4. Country: American. Duration: 3 hrs.

Excellent simulation of the space race. You are in charge at your country's space agency. Do you skimp on safety to reach a target first? Do you lobby the government for more money? Do you go for a big and prestigious mission which could go horribly wrong or go for a less impressive but more certain mission? There are rewards for being the first country to achieve various goals, and the equipment for each mission has to be carefully selected and paid for, and enough safety testing done to give it a good chance to succeed. Great solitaire game as well.

 

Lord Of The Rings: The Search. Published by Rio Grande Games. 2001. Box. In shrink. £8.50

Designer: Peter Neugebauer. No. players: 2. Country: American. Duration: 40 mins.

You are one of two hobbits, Sam or Frodo, who set out on an adventure meeting up with various allies (Aragorn, Gandalf, Gimli, Legolas etc), and encountering various orcs, trolls and other monsters in the wilderness areas, as well as obtaining treasures along the way. Despite the name, game-play feels much more like a generic fantasy game than a Lord of the Rings related game, as the hobbits are competing rather than cooperating. That said it still plays well, and has some interesting mechanics including using square spaces which are oriented diagonally across the square land tiles.

 

Luftwaffe. Published by Avalon Hill. 1971. Box. 2 copies available:

1) Box lid and base taped. £1.25      2) Good. £2.50. Shows some lid creasing due to stacking

Designer: Lou Zocchi. No. players: 2. Country: American.

Game of aerial combat over Germany 1943-45. Turn based hex and counter wargame covering the strategic air war over Germany in WWII. Turns are roughly 1.5 months, units are wings. The board covers the Western Front from Belgium to Poland/Hungary.

 

Manifest Destiny. Published by GMT Games. 2005. Box. Excellent, unpunched. £20

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

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

 

Mare Nostrum. Published by Euro Games / Descartes Editeur. 2003. Box. 2 copies available

1) In shrink, Excellent. £13.50. German edition, but with colour printed English rules. Game is in shrink, but 1 corner has a slight knock. It is still Excellent. For £2 more I can colour print & laminate English special cards.

2) Excellent. £13. German edition, but with colour printed English rules. For £2 more I can colour print & laminate English special cards.

Designer: Serge Laget. No. players: 3-5. Country: French. Duration: 2-3 hrs.

Players lead their empires based around the Mediterranean Sea from the dawn of civilisation through several centuries. The burgeoning empires will trade, build temples, caravans, legions and fleets, and battle it out for supremacy. The objective is to build monuments which can be considered Wonders of the World. Very much in the mould of the classic game 'Civilization' but the box claims a 2-3 hour playing time.

 

Masquerade. Published by Z-Man Games. 2007. Box. In shrink. £7.50

Designer: Satoshi Nakamura. No. players: 3-5. Country: American. Duration: 1 hr.

Fantasy card game originating in Japan – this US edition is fully in English. Each player assumes a secret identity with a unique way of gaining bonus victory points. The players send their 'dancer' to six different adventure locations in order to achieve their goals. There are various ways in which you can score points such as fighting monsters for treasure, accumulating spell cards, or stealing from other players. Unusual game.

 

Mermaid Rain. Published by Z-Man Games. 2011. Box. In shrink. £23

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

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

 

Mikado. Published by Origineering. 1976. Box. Good. £3.25

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

Abstract game, a Westernised version of Shogi (Japanese chess), with some twists (I think, but I am not a Shogi expert). Nicely presented.

 

Mind Your Language. Published by Spear's Games. 1992. Box. Good. £5.25

Designer: Unknown. No. players: 3-6. Country: British. Duration: 1 hr.

Unusual game which gets the players to ask and answer questions in foreign languages! Don't worry though – no skill in linguistics is required, as everything is spelt out phonetically and translated into English as well! The objective is to get your passport stamped for a number of foreign countries. When visiting a country you read out a question in the relevant language and choose a player to answer. If they have the answer card for that question in the right language they answer and you get your passport stamped, but they can instead block using a tourist card who answers in another language altogether or maybe they don't have the right card at all. Various event cards make it a bit harder to keep track of which cards people have.

 

Moderne Zeiten. Published by Jumbo. 2002. Box. 2 copies available:

1) Excellent. £15      2) Good. £14

Designer: Dan Glimne, Grzegorz Rejchtman. No. players: 3-5. Country: German. Duration: 45 mins.

Stock collecting game with some very nice twists. The market will crash several times, with the most numerous type of shares being radically reduced in value when this happens. New shares are purchased at auction, in a closed money system, and the shares need to be played in order to advance your piece along the progress track – doing so earns you a stake in the companies and locations which will score highly at the end of the game. An unusual mix of ideas making a game which feels unique. Plays best with three players.

 

Multiplay. Published by Multiplay. Box. 2 copies available: 1) Box shows wear. £5.25       2) Good. £6.75

Designer: F.Rafidi. No. players: 2-5. Country: Philippines. Duration: 1 hr.

Unusual numerical game played on an 11x11 grid with dice of sorts on each space. The general idea is that each of these dice has a number from 1 to 144 on it in 6 colours. On your turn you roll a d12 and choose a dice to flip to your colour which shows a multiple of the number you rolled. You try to form lines to score points and take points away from opponents. The rules come with lots of variants and I have worked out a set of rules which I find works excellently for a cerebral but enjoyable, strategic and tense game. I will supply this set of rules. Recommended.

 

Nature Trail Game. Published by Early Learning Centre. ca.1990. Box. Good, but box corners taped. £0.80

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

Children's nature themed game for ages 4-7. Players try to collect a set of 8 friendly animal tiles, while avoiding danger tiles. When a danger tile is drawn, a person tile must be discarded to eliminate the danger. The tiles are attractively illustrated. The players do not need to be able to read to play this game.

 

Non-Stop. Published by Condor. 1974. Box. Good. £12

Designer: Seven Towns Ltd. No. players: 2-4. Country: British. Duration: 30 mins.

A neat little train game. A grid of 81 track tiles is laid out and the players have a train piece each which start in the corners. The players move as many track spaces as the number printed on the tile their train started their turn on and they take each piece of track driven over. The idea is to collect more pieces of track than anyone else. What makes the game work is that certain pieces can be relaid to enable you to get your train back to where there are still tiles to claim. Surprisingly tactical for what appears at first to be very light.

 

Novem. Published by Tactic. 2008. Box. Excellent. £10

Designer: A.G.D.. No. players: 2. Country: Finland. Duration: 30 mins.

Played on a wooden board showing a 3x3 grid with two layers of numbered tiles (1-9 twice) on top. Each round one player chooses a row secretly and the other selects a column and the player whose turn it is gains the tile at the intersection (if there is one). This is repeated until one row or column is entirely empty. The number tiles claimed are then scored.

 

Ole. Published by Abacus. ca.1996. Box. Good. £2.50

Designer: Wolfgang Panning. No. players: 3-8. Country: German. Duration: 45 mins.

Special Notes: Shrinkwrapped but small dent in box

Card game with 56 cards numbered and colour coded in a special way. The object is to get rid of your cards first, and you do this by either laying a higher numbered card than the previous card or a higher ranking suit (but could have a lower number). If you play higher in both then you get to play again. If you are unable to play you take a penalty chip. There is actually more to this game than initially meets the eye and it does play well with the higher numbers of players too. Recommended.

 

Orcz. Published by Fantasy Flight. 2000. Box. Excellent. £7.50

Designer: Christian Petersen, Greg Benage. No. players: 2-4. Country: American. Duration: 45 mins.

Each player is the leader of a powerful tribe of orcs vying for the favour of evil Lord Llovar. However, the orcs are at war, and must together defeat Llovar's enemies. Players take turns to put forward two of their orcs, one face up and one face down, in ranks to form communal armies which will take on the various enemies. However, once the armies are gathered, the orcs may struggle amongst themselves to be the dominant tribe in each army, as Llovar rewards that tribe generously. However, should the orcs struggle amongst themselves so much that they lose the battle then the dominant tribe will be punished. Should the orcs repeatedly lose battles then it is possible for Llovar to be overthrown in which case all tribes lose.

 

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

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

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

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

 

Pantheon. Published by Rio Grande Games. 2011. Box. In shrink. £27

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

Set in a fictional ancient Mediterranean, the players expand civilizations which compete by building monuments and offering sacrifices to the gods in the hope of gaining their potent favours. Game play involves using cards to expand, buy improvements to appease the gods, and claim the favour of a god. After each round (epoch) the flourishing civilizations collapse and restart in a next epoch.

 

Party Games Funbook. Published by Murrays. 1960. Book. Good. £0.75

Author: Unknown. Country: British.

Softback, 80 pages, 24x18cm. Book of roughly 80 party games and activities, each one on a separate page, and most have an illustration. The illustrations are very 1960's, but the games and activities are good parlour games, and so just as much fun for kids now as they were then.

 

Pass The Bomb. Published by Gibsons. 1994. Box. 2 copies available:

1) Excellent. £10        2) Good. £9

Designer: Los Rodriguez. No. players: 2+. Country: British. Duration: 30 mins.

Fun and exciting family / party game based on a simple premise: whoever is holding the 'bomb' when it goes off, loses. The timer is a spherical black bomb shaped device with a fuse attached (you don't light it – it is an electronic device). It can go off at any time from 10 seconds to 2 minutes and you cannot tell when it will be which makes play frantic. Players must name words using letters on the current card but cannot repeat a word in the same round, so if the person before you uses the word you were thinking of you can find the ticking makes your mind go quite blank. The bomb makes a disturbing ticking, and a satisfying Boom! Won the Daily Telegraph's Game of the Year award. Recommended.

 

Pente. Published by Parker. 1984. Box. Good. £1.25

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

Generally well regarded strategy game that looks very attractive in play, the pieces being little glass stones played onto the vertices of a large square grid (like Go). Players compete to form lines of five stones, or try to capture five enemy pieces, which is done by surrounding a pair of adjacent enemy pieces with your own.

 

Perikles. Published by Warfrog. 2006. Box. Excellent. £13

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

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

 

Phoenicia. Published by JKLM. 2007. Box. In shrink. £21

Designer: Tom Lehmann. No. players: 2-5. Country: British. Duration: 90 mins.

Special Notes: For £1.50 extra I can print and laminate a set of player aid sheets which help a lot.

Streamlined version of the excellent Outpost system. The players each build up a small Phoenician village from a basic hunting and farming based community eventually to a large city with a port, city walls, iron smelters and so on. Players use their money to improve their income by hiring workers and investing in buildings which will give prestige (VPs) and additional income each round. There are many different routes to building a thriving city, but each player tries to do so in a more efficient way than anyone else. Highly recommended.

 

Pivot. Published by Merit. 1960. Box. Box battered but taped up. £1

Designer: J & L Randall Ltd. No. players: 2 or 4. Country: British. Duration: 20 mins.

Special Notes: Original claim rings missing, but replaced with better claim 'frames'.

Tactical game in which players attempt to claim the more valuable spaces on a 7x6 grid. Each space is numbered 2-12 and these are the values if claimed – the easier to claim spaces being worth less. Players take turns rolling 2d6 and placing a special piece on a space of that number, but the piece will also cover one orthogonally adjacent space as well. If a single space is left with no empty neighbours then it can be claimed. The four player game is played as a partnership game.

 

Play Bridge. Published by Gallery Press. 1967. Book. Good. £1.50. Author: Philip Anderton. Country: British.

Hardback with dustcover, 20x13cm, 111 pages. A clear and comprehensive guide for the Bridge beginner. Chapters cover: Introduction, Scoring, The Mechanics, Bidding, Point Count, Choice of System, Opening Bid, Responding, Doubling, Opening Lead, Bidding for a Slam, Special Plays, A Rubber of Bridge, Some Instructive Hands, Glossary.

 

Poker Kids. Published by Winning Moves. 2008. Box. Excellent. £8

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

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

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

 

Politrics. Published by Chaos Games. 1995. Box. Good. £2.75

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

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

 

Pompeji. Published by Adlung Spiele. 2001. Box. Good. £3.50

Designer: Frank Brandt. No. players: 2-4. Country: German. Duration: 40 mins.

Card game in which the players build the city of Pompeii: a 7x7 grid of cards. The cards show different buildings which are colour coded and numbered. Same numbered or coloured cards cannot be placed together in the grid. However points are scored for matching other cards in rows, columns and diagonals, and bonus points are awarded for completing a row or column. The game ends when the second volcano card is drawn.

 

Quadwrangle. Published by Lagoon Games. 1995. Box. Good. £9

Designer: Maureen Hiron. No. players: 2. Country: British. Duration: 15 mins.

Part of the Inventor's Collection. Dice and board game in which the players simultaneously try to win 9 tug of war battles. 5 dice are used, with rerolls allowed. The dice are used to determine which of the pieces to pull in your direction each turn. Attack and defence need to be balanced skilfully. Solid wooden board.

 

Quicksand. Published by Fantasy Flight. 2003. Box. Excellent. £9

Designer: Stefano Cavane. No. players: 2-5. Country: American. Duration: 20 mins.

Light race game. Each player secretly controls one of 6 explorers who are making their way through the jungle. Cards are played to move the explorers – always forward, but some paths are quite a bit longer than others! There are also some quicksand patches which slow an explorer down. Players try to get their explorer through the jungle first without the other players realising whose explorer it is.

 

Race For The Galaxy: The Gathering Storm. Published by Rio Grande Games. 2008. Box. Excellent. £12.50

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

First expansion for this extremely popular space colonisation and trading themed card game. You will need the base game in order to play. New ideas and themes to freshen up the excellent base game including: JumpDrive technology, an ancient race stirring, the Imperium strengthening and the Resistance growing.

 

Ricochet Robots. Published by Rio Grande Games. 1999. Box. In shrink. £17

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

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

 

Royalty. Published by US Games Systems. 1996. Box. Excellent. £2.75

Designer: S J Miller. No. players: 1+. Country: American. Duration: 15 mins. Desc. by Eamon.

Card game, 106 cards featuring a mixture of colours and letters. You can play with one deck of 53 cards or both decks. Lots of interaction as you can steal each other’s words, but interestingly you must rearrange the letters you are stealing and add to them to make a brand new word, completely unrelated to the one you stole. Variations include Coalitions (for partnership play) and Monarchy (for solitaire play). Nominated in the Games magazine Top 100 for 1995.

 

San Juan. Published by Rio Grande Games. 2004. Box. In shrink. £19

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

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

 

Shake Words. Published by Peter Pan. ca.1950. Box. Good. £1.50

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

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

 

Siena. Published by Zugames. 2005. Box. Excellent. £14

Designer: Mario Papini. No. players: 2-5. Country: German. Duration: 2.5 hrs.

Business game which uses cards and is played on a board showing the famous painting of Siena by Ambrogio Lorenzetti. Players start off as peasants and play cards to produce crops which they can then take to market and sell. When rich enough players can become merchants which means they now sell more profitable goods and can pay for influence on the town's council (VPs). Eventually players will become bankers, and money veritably rolls in, but the expenses are also higher, and in order to gain valuable influence artists must be commissioned to add to your fame (more VPs). All this is cleverly driven by card play.

 

Snapshot. Published by Parker Bros. 1972. Box. Good. £5

Designer: Unknown. No. players: 2+. Country: Canadian. Duration: 10 mins.

The game consists of 30 interesting black and white photos from the 1930s (I guess) all mounted on card. A selection of them are displayed and players study them. They are all then turned over and mixed up and a few removed. The remainder are turned over and players try to recall what has been removed.

 

Snowstorm. Published by Family Pastimes. 1994. Box. Good. £9

Designer: J. Deacove. No. players: 1-12. Country: American. Duration: 30 mins.

Cooperative family game in which the players try to help 4 families get as much as possible done on their to do lists and then return home before the storm blocks the roads with ice and snow. Includes rules for a hard version and super hard version as well.

 

Society Today. Published by Dynamic. 1971. Box. Box shows wear. £0.75

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

Part of Dynamic's Psychology Today Series, Number V. The game is intended to be a reflection of modern times (in 1970). Box features such icons as a Black Power salute and a lady holding up her bra. Game play involves moving along a track and actioning the spaces, which may require one of various types of card to be drawn and played or a question to be answered, with a prestige bonus / penalty for a right / wrong answer. These questions are all sociology based, and quite interesting. First to gain 60 prestige points wins. At the end of the track is a Nuclear War space, which means everyone loses – so hopefully someone will have won before anyone gets there.

 

Solo. Published by ScaMaTra. ca.1985. Box. Good. £5.25

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

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

 

Space Puzzles. Published by G Bell & Sons. 1971. Book. Good. £10

Author: Martin Gardner. Country: British.

Hardback with dustcover, 24x16cm, 96 pages. Fascinating book about the physics of the solar system with 40 interesting questions for you to ponder (with answers and explanations at the back of the book). Fascinating reading from this excellent author. The chapters cover: The Earth, The Sun, The Moon, The Other Planets, Comets & Asteroids, Space Flight.

 

Spec. Published by Block Inland. 1987. Box. Good. £7

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

Property speculation business game in which the players extend and improve their homes and add luxuries, trying to increase the value of their properties. The game uses 24 amazing property value dials, each with 7 digits! Game play includes mortgages, crisis cards, bonus cards, pro & con cards, and a board around which the players move their playing pieces.

 

Spi-Trap. Published by SMT. ca.1988. Box. Good. £3.25

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

An interactive variant of Hangman. Players guess letters (then the target word if they can), and the result of their efforts move their opponents nearer the centre of a spider's web (and then out of the game).

 

Sports And Games. Published by John G. Eccles. 1977. Book. Excellent. £4

Author: Brian Jewell. Country: British.

Hardback, 25x19cm, 148 pages. A presentation of sports and pastimes prior to 1900. This includes medieval 'sports' as well as many no longer popular or even completely lost sports, including the light hearted, serious, brutal, deadly, and distasteful. Chapters cover: Combat Contests, Racing & Endeavour, Ball Games, Aiming Games, Using the Beasts, Games for Fun.

 

Squatter. Published by Jedko. ca.1975. Box. Good, but corners taped. £9.50

Designer: Robert C. Lloyd. No. players: 2-6. Country: Australian.

Business game in which the players are sheep farmers starting with 3000 sheep and 5 paddocks. Players improve and expand their ranches and try to be the first to double the size of their flock with top quality pasture. Movement is around a track with various options being given. Money is made by buying and selling sheep, and from selling wool at various points.

 

Star Trek TNG CCG Official Player's Guide. Published by Macmillan Computer Publishing. 1995. Book.

Excellent. £5.50. Author: Decipher Inc.. Country: American.

Softback, 21x13cm, 268 pages. Companion guide for players of the Star Trek TNG CCG. This book covers: Entering the Star Trek Universe, Game Strategy (Customizing Decks, Choosing Dilemmas, Well Coordinated Decks, Powerful Combos, Trading Tactics), The 50 Most Powerful Cards, Card Checklist, FAQ, Collector's Info, Advanced and Multi-player Variants.

 

Star Trek: The Next Generation Video Game. Published by Milton Bradley. 1994. Box. Good. £3.25

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

Very nice item for Star Trek fans. You interact with a video. During play a Klingon will appear at different times, and where you are on the board at that time affects what happens. Obviously inspired by the success of Atmosfear but a much better game. The story is that a Klingon steals the Enterprise while it is in space dock and with minimal crew. He intends to attack the Klingon Empire with it to start a war. The players as Federation crew members must try to stop this happening.

 

Stingray The Game. Published by ITC Entertainment Group Ltd. 1993. Box. Good. £6

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

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

 

Strasbourg. Published by Pegasus Spiele. 2011. Box. In shrink. £29

Designer: Stefan Feld. No. players: 3-5. Country: German. Duration: 90 mins.

Set in medieval Strasbourg the players try to get their family members into the church, the nobility and the various merchant guilds. However, players have a limited amount of influence to spend trying to get this to happen. The system of selecting cards for the round and then playing them out is different and requires careful planning and an eye on your opponents' plans.

 

Strozzi. Published by Rio Grande Games. 2008. Box. In shrink. £19

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

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

 

Surviving On The Edge. Published by Atlas Games. 1995. Book. Excellent. £2.50

Author: Various. Country: American.

Softback, 20x14cm, 288 pages. This the Player's Guide for the On The Edge CCG. The book gives an introduction to the game, a detailed rundown of the different factions and groups in the game, Errata and FAQ, various rules for group play, many appendices (rarity lists and trait lists).

 

The All New Enigma. Published by Drummond Park Ltd. 1995. Box. Good. £5

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

Party game based on the idea of having to answer riddles. There are cards with 800 riddles, which should keep things fresh for quite a while. The objective is to escape from a maze. Each player has a maze board, and gets to move their playing piece by answering riddles. However, there is no way out – the only way to get out is to switch onto a different board when the walls bar your way on your current board. Again this has to be done by answering riddles.

 

The Amazing Magic Robot. Published by Merit. ca.1960. Box. Good. £1.50

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

Special Notes: The robot originally had a pointer, but this has been lost. However it is still possible to see which question / answer the robot is facing.

A nostalgic item. The Magic Robot piece is rotated to point at a question and then when players have answered the robot is moved onto a 'magic mirror' and it then points 'magically' at the right answer. It's done with magnets of course, but is still quite novel. The game comes with 8 sheets of 16 questions. The questions are really intended for primary school children.

 

The Big Idea. Published by Cheapass Games. 1999. Packet. Excellent. £4.50

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

Special Notes: Semi deluxe edition

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

 

The Complete Book Of Indoor Games. Published by Hamlyn. 1983. Book. Excellent. £3

Author: Peter Arnold. Country: British.

Hardback with dustcover, 26x18cm, 320 pages. A large collection of rules to indoor games with many diagrams. The games are categorised as follows: Card Games: 1 Player (13), 2 Players (15), 3 Players (5), 4 Players (12), 5+ Players (7), Party (7), Banking (11); Board & Tile Games (11); Dice Games (15); Roulette (1).

 

The Gamer Magazine. Published by AHC Publications.

Author: David Pritchard. Country: British.

This magazine was a direct continuation of Games & Puzzles. The style was exactly that of the last few issues of G & P. Main articles listed by issue.

Issue 04 - Feb 1982. Good. £1: Computer Gaming, Mastermind, Othello, Lassoo, Computer Chess, New Arcade Games, Starlord, The Adventure Game, Board Games, Fantasy Games, Victory in the Pacific, Spies, Empires of the Middle Ages, 5 Sided Dice, 8 short reviews, Pengo.

Issue 05 - Apr 1982. Good. £1: Civilization, Shogi, Sorcerer's Cave Variants, Chess Variant: Deployment Chess, Marrakesh revisited by Prince Joli Kansil, Cartel, Mastermind Puzzles, News & Reviews, Fantasy Games, Task Force, Book Reviews, Games Reviews.

Issue 06 - Jun 1982. Excellent £1 or Good £0.75: Antique Metal Gaming Chips, Chad (Abstract Game for you to play), Othello, Roman Games, Civilization, Mastermind Puzzles, News & Reviews,  Fantasy Games, Book Reviews, Battle of the Bulge Games.

Issue 07 - Aug 1982. Excellent £1.25 or Good £1: Includes the game of the month. Quirks, Go, Dark Tower, News, Fantasy Games, 1982 Othello Championship, Game Widow, Skystrike (this issue's game), Gamma Two's Games, Down with the King, Board Game Reviews, Computer Gamer #1 supplement.

Issue 08 - Sep 1982. Good. £0.75: Game of the month is missing. Stratego, Continuo, Diplomacy, War in the Falklands, D&D, Board Games, Computer Gamer 2 (supplement), Hitler's War, Strike (this issue's game of industrial unrest), Kensington, Games Reviews, Monopoly: A Socialist Perspective.

 

The Glory. Published by Genesis. 1988. Box. Good. £7.50

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

Privately made game. Each player represents a great European power in the mid-nineteenth century vying for supremacy. Players have to look at things both from a military commander's point of view, positioning forces ready to attack, and planning with potential allies, but also from a king's viewpoint where keeping the people happy and keeping yourself popular are important too. Involves negotiation and knowing when to break allegiances. Bookcase box.

 

The Great Dalmuti. Published by Wizards Of The Coast. 1994. Box. In shrink. £9

Designer: Richard Garfield. No. players: 5-8. Country: American. Duration: 30 mins.

Players win tricks (but with the twist that cards can be played in combinations besides being played singly – called a 'Climbing' game). Each 'trick' can be only one type of combination (eg. a pair), but players can keep playing higher sets until everyone passes. The objective is to get rid of all your cards. At the end of each round, all players will receive a title, from Dalmuti down to Serf. Players change seats between each round in keeping with their 'status'. At the start of each hand players must swap some cards, such that the better positions get more favourable cards while the lower positions get the dross. Also published as Career Poker.

 

The Hamlyn Illustrated Book Of Card Games. Published by Hamlyn. 1973. Book. Excellent. £8.50

Author: George F Hervey. Country: British.

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

 

The High Kings Of Tara. Published by Real Original Games. 1999. Box. Good. £13.50

Designer: Murray Heasman. No. players: 2 or 4. Country: British. Duration: 40 mins.

Unusual strategy game based on the Celtic artwork from The Book of Kells. The game consists of moving your king playing piece around the board and placing segments of Celtic loops to form 'hill forts'. The objective is to then join your loop segments into more neatly formed loops so that by the end of the game you have less knots than your opponent. The four player game is played as a partnership game. Unusual, well regarded and attractive too.

 

The Honeymooners Game. Published by TSR. 1986. Box. New. £1

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

TV related. Box lavishly illustrated with pictures of Jackie Gleason as Ralph Kramden, the star of the show. Over 100 cards supplied. Players move their pieces around the board with the objective of collecting special cards from each of the corners. Then players return to Ralph's apartment and attempt to obtain other cards. Play is card driven and when moving onto a space a matching card can be played to move again.

 

The IQ Squared Game. Published by Mind Games. ca.1992. Box. Good. £3.75

Designer: Maurice Button, Philip Walker. No. players: 2-6. Country: British.

Board game designed by Mensa members, in which the players move their playing pieces around two tracks and get to answer various IQ-test type questions. The questions fall into several categories: Alphabet Brainteasers, Vocabulary, Anagrams and Word Puzzles, Numerical Challenges, Mental Arithmetic with a Twist, Crafty Codes and Verbal Dexterity. The objective is to score a pre-determined number of points first, and players get the option of hard, medium or easy questions with corresponding point awards. The game comes with over 2000 questions.

 

The Jumbo Book Of Board Games. Published by Kestrel Books. 1979. Book. 2 copies available:

1) Good, but spine taped. £3       2) Good. £4

Author: John Astrop. Country: British.

Hardback, 36x25cm, 30 pages. A collection of board game boards with rules, collected into a book so you can lay out the book flat, and play the games on it. You will need to provide counters, dice etc. Illustrated in full colour. The games are: Chess / Draughts, Palm Tree, Ludo, Fire! Fire!, Space Race, Steeplechase, Shunting, Warlord, Dragon, Nine Men's Morris, Five Field Kono, Spychase, Jackpot, Asalto, Backgammon.

 

The London Game. Published by Regent Games. 1972. Box. Good but 2 corners taped. £1.75

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

Special Notes: Photocopied rules, 1 playing figure has lost its head!

Good race game, played on a genuine map of the London Underground. Players compete to reach the six sites of interest on the cards dealt to them. Interaction is provided by closing stations down. Good route planning, with a minimum of changing trains, is very important. Full of historical information about London as well. First edition.

 

The Loving Game. Published by Penthouse. ca.1984. Box. Good. £4

Designer: Richard Edelman. No. players: 2. Country: Unknown.

Game intended to be played by romantic couples privately. Play involves rolling the dice and moving your playing piece around the track and actioning the space you land on. The spaces say things like: tell your partner 3 things that frighten you; hug your partner; kiss your partner passionately!

 

The Pillars Of The Earth: Builders' Duel. Published by Mayfair Games. 2009. Box. In shrink. £17

Designer: Stefan Feld. No. players: 2. Country: American. Duration: 45 mins.

Card based resource management game based on the excellent Pillars of the Earth board game. In this game one player is trying to build the fortress and the other the cathedral. To do this a 3x3 layout of cards offering assorted resources and actions is laid out and the players each pick a row or column which they wish to perform, with any overlapping card being competed for. Each round a different 3x3 grid of cards is laid out. The first to complete their building wins.

 

The Play-It Book. Published by Rand McNally & Co. 1928. Book. Good but covers detached (but present). £2.75

Author: Jean Hosford Fretwell. Country: American.

Softback, 25x20cm, 47 pages. Written by a former physical education teacher, the writer wants to ensure that the new generation of children aren't idle. The book includes many very attractive 1920's illustrations of the games and activities described. These fall into the following categories Play-Lot Days (7), One Day on the Sidewalk (8), A Rainy Day (10), A Day in the Woods (10), A Summer Day on the Lawn (7), One Day at the Beach (10), A Picnic Day (9), Days in Bed and Afterwards (9). Nice item.

 

The Puffin Book Of Indoor Games. Published by Puffin. 1985. Book. Excellent. £1

Author: Andrew Pennycook. Country: British.

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

 

The Romances Of The 3 Kingdoms. Published by Widetrend Marketing. 1990. Box. Good. £9

Designer: Unknown. No. players: 3. Country: Malaysia.

Unusual item in English and Chinese. The game describes itself as 'Brain Teasing Fun Chess', but really it has very little to do with Chess. It is more a 3 player Backgammon / Pachisi variant in which the pieces can capture only certain other pieces, and is played on a map of China, with rows of spaces between cities which the playing pieces move along according to throws of the dice. Cards are also used which give the Emperor's orders. Very unusual.

 

The Twits Card Game. Published by Winning Moves. 2004. Box. In shrink. £4

Designer: Quentin Blake. No. players: 2-5. Country: British. Duration: 30 mins.

Card game with a Roald Dahl tie in. It involves collecting sets of cards which are then played to the table. However, the game has some new ideas to add to a Rummy type game – cards left in your hand will score for or against you depending on whether they are +ve or -ve, but all melded cards will score +ve. Also some special cards change the values of cards left in your hand.

 

Thunderstone: Thornwood Siege. Published by AEG. 2011. Box. In shrink. £23.50

Designer: Mike Elliot. No. players: 2-5. Country: British. Duration: 45 mins.

Expansion for the deck building game Thunderstone. This expansion introduces monsters which bring the battle to the village! They can attack the village and destroy the cards there, taking them out of the game. Some of these monsters can even hurt you on turns you go to the village rather than the dungeon. You need the base set in order to make use of this.

 

Ticket To Ride: The Card Game. Published by Days Of Wonder. 2008. Box. Excellent – unused. £11

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

Card game using the theme from Ticket to Ride. Game play has a very different feel, however. Players still collect cards which are used to fulfil tickets between locations, but there is no map board and no lines of trains. A good memory for what cards you have played into your pile is helpful. During play it is also possible to force other players to discard some of their cards they have played before they get safely stored away.

 

Tile Poker. Published by Peter Pan. 1983. Box. Good. £2.25

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

Tile placement game played on a felt mat with plastic tiles which represent standard playing cards. Tiles are played Scrabble style onto the board to form Poker combinations in order to score points. There are bonus squares for extra points too. Of course you can play other standard card games using the tiles as well.

 

Times Square. Published by Rio Grande Games. 2006. Box. Excellent. £10

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

Card game in which the two players use their cards to move around several wooden figures representing various characters, including Saucy Sue and her bodyguards. The objective is to get the figures into your entertainment establishment. The two rival hostelries face each other across Times Square. It is possible to win the game by either a slow accumulation of points by having more characters consistently in your inn than your opponent's, or by clever play which your opponent is unable to stop, getting Saucy Sue into your establishment despite her bodyguards.

 

Traders Of Carthage. Published by Z-Man Games. 2008. Box. Excellent. £14

Designer: Susumu Kawasaki. No. players: 2-4. Country: American. Duration: 40 mins.

Players buy cards from the market using an unusual mechanism which means they must either reserve a card, discard a card from the market and gain its monetary value or buy everything in the market which isn't reserved. These cards are then goods, and the ships for goods just purchased move forward. When a ship reaches Carthage scoring occurs – all goods for ships which made it become VPs. Some ships will be attacked by pirates and players must protect corresponding goods or lose them. A card game which feels 'big', and which has some clever and interesting mechanisms. Plenty of scope for hurting your opponents! Original version was Japanese.

 

Trump. Published by Milton Bradley. 1989. Box. Good. £6

Designer: Marvin Glass. No. players: 3-4. Country: American. Duration: 90 mins.

A highly regarded original business game, sanctioned by the multi-millionaire Donald Trump. Very nice components. Players invest in businesses with the money paid being placed inside special plastic boxes. The game is played in two phases. In the first phase players move around a track and the values of the businesses increase, businesses are auctioned and action cards are gained. In the second phase players play their action cards to make profits and negotiate deals which will allow them to use their cards most effectively to make more profits. Eamon has some house rules which I can supply if you remind me.

 

Tulsa In A Box. Published by Late For The Sky. ca.1995. Box. Excellent. £7

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

This is a Tulsa, Oklahoma themed version of Monopoly. The same company produced tens (if not hundreds) of different themed versions of Monopoly, so I guess they must have been licensed. The game is standard Monopoly, but with different chance and community chest cards, different property titles etc.

 

UFO. Published by Avalon Hill. 1978. Box. 2 copies available:

1) Box shows wear. £2.75      2) Good. £3.75

Designer: Tom Dalgliesh. No. players: 2. Country: American. Duration: 30 mins.

One player runs a fleet of aliens and must land 5 of their 8 ships on Earth. The other player tries to ensure this doesn't happen. Movement uses orbital paths on 7 concentric rings. Combat uses dice. In addition the Moon also orbits the Earth and obliterates anything which doesn't move out of its way! The advanced game gives the aliens dummy counters and the Earth player defensive space stations.

 

Ur. Published by What's Your Game. 2006. Box. 2 copies available: 1) In shrink. £8.25      2) Excellent. £7.50

Designer: Paolo Morl. No. players: 3-4. Country: Italian. Duration: 1hr.

Tile based game in which players use the actions on tiles they control in order to gain additional people, redistribute people, attack their neighbours and ultimately build ziggurats. One clever mechanism is that the tiles are double sided and on your turn you perform both actions and then swap that tile with another open tile on the table, thus determining your options for your next turn.

 

Weltreise. Published by Ravensburger. 1981. Box. Good. £1

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

Update of a Ravensburger staple game. Very popular as a family game in Germany. Players race round the world and have to visit 3 cities in each continent before returning to their starting point. Each player has a different set of cities. The map has air and road connections, but air routes use more movement points, and you cannot use an air route if another player is currently using it. Movement is by dice roll, but sometimes a plan may need to be changed on the fly depending on what is rolled and where other players are. Note the game is significantly different in its various editions…

 

Weltreise (Earlier edition). Published by Ravensburger. Box. 2 copies available:

1) 1968. Good. £1.50.        2)  ca.1974. Good, but 1 corner taped. £1.25

Designer: Unknown. No. players: 2-6. Country: German. Duration: 45 mins. Desc. by Eamon.

One of Ravensburger's staple games, very popular as a family game in Germany. Players race round the world and have to visit a city in each continent before returning to their starting point. Each player has a different set of cities. The map has 3 types of connection between cities: train, air and sea, and only one type can be used per turn, making the route planning more interesting. An optional rule can be used to penalise a player who rolls 6 too often!

 

Wild Life. Published by Ravensburger. 1970. Box. Box good, contents unused. £1.50

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

Special Notes: This version is probably only useful for German speakers. I have rules from the English edition, but cannot easily provide card translations.

German version of this well known British game. Sponsored by the World Wildlife Fund as it educated about animals and their conservation, as well as providing entertainment. Contains money, counters, animal catcher figures, and lots of cards with colour photographs of the animals along with cost to capture and the value once captured. Each player runs a zoo which requires a specific set of animals, which are caught by landing on their spaces on a track around the board. Alternatively landing on a trading space lets you buy animals you need from other players but this time you have to pay the full value. More money is gained either by selling animals or from zoo income.

 

Winter Olympics. Published by Ocean. 1987. Box. Good – contents unpunched. £3.25

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

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

 

With Fang And Claw. Published by White Wolf. 1996. Book. Excellent. £6.50

Author: Justin Achilli. Country: American.

Softback, 21x14cm, 200 pages. Strategy guide for the Rage CCG. The chapters cover: The Game and How to Play It, General Play Tips, Strategies, Tournament Rules, Common Rulings, Unlimited Edition Spoilers, Card Lists, Lexicon.

 

Workshop Of The World. Published by Ragnar Brothers. 2010. Box. In shrink. £26

Designer: Gary Dicken, Phil Kendall, Steve Kendall. No. players: 3-5. Country: British. Duration: 90 mins.

Set in industrial revolution Britain the players invest in ports, heavy industry, textiles, and crafts and establish their position on the map, which shows a pre-established route network. The game uses auctions as the driving mechanism, and the objective is to gain as much wealth as possible by the end of the game. The game is played in two phases – first establishing the canal networks and then the railway networks.

 

World Without End. Published by Mayfair Games. Box. In shrink. £33

Designer: Unknown. No. players: 2-4. Country: American. Duration: 100 mins.

A follow-on game to Pillars of the Earth (though entirely standalone) and set in the same medieval world but now 200 years later. The town of Kingsbridge is expanding and being improved by the wealthy merchants. Part way through the game the black death strikes and villagers fall sick. Players earn victory points by building houses and major public buildings and by learning medicinal skills and healing the sick. Each year players must also show their piety, gather sufficient food and pay taxes. The game uses a new and novel set of systems for gathering resources, and uses a clever card system for performing actions. An excellent addition to the genre of resource gathering and usage games. Recommended.

 

Yellowstone Park. Published by Amigo. Box. Good. £11

Designer: Uwe Rosenberg. No. players: 2-5. Country: German. Duration: 45 mins.

Card game played on a board. The cards come in 4 colours with numbers 1-7 and all show slightly humorous animals from Yellowstone Park. The board has 7 columns, and each column may only have one colour of card in it at a time. Each row may only have one number of card played in it. Players play cards trying to keep within a 3x3 area. If a player is unable to do this then that player collects any cards not in the new 3x3 area as penalty points. However, there are also a couple of ways to get rid of penalty points – eg. getting rid of all your cards or filling the 8th or 9th space in the current 3x3 grid.

 

Zooloretto XXL. Published by Rio Grande Games. 2008. Box. In shrink. £18

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

Expansion for Zooloretto and Aquaretto. Includes a new variant for both Zooloretto and Aquaretto, which extends the game somewhat. For Zooloretto additional animals of all the standard types are provided, and players can clear out a full enclosure during play to make room for new animals. The earlier you manage to do this the more VPs you will earn. For Aquaretto there are some new animals as well, and players get a new expansion board, and also new tiles are introduced which don't take up space in the zoo.

 

 

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