MNG-AJM Games and Collectibles


Sep 2012 Catalog


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


1853. Published by Mayfair. 2009. Box. In shrink. £44

Designer: Francis Tresham. No. players: 3-6. Country: American. Duration: 5 hrs.

Reprinted 18XX game based on the building of the railways in the Indian sub-continent which was under British Imperial control. The game says it is for engineers who've had enough of the financiers! The game makes use of 5'6" and 1 metre gauges, and there are hills, mountains and the Himalayas to contend with. Unlike many 18XX games the difficulties of building the network play a large part of the game, making the financial side less dominant. This edition has slightly revised rules.


A Line In The Sand. Published by TSR. 1991. Box. Good. £10

Designer: Paul A Lidberg, Douglas Niles. No. players: 2-6. Country: American.

Wargame set in the Persian Gulf in the early 1990s. There are two versions of the game, a basic game for less than 5 players in which military might wins the day and players take sides in the war depending on the number of players. The advanced game is for 6 players and is a diplomatic game in which politics and persuasion come to the fore as well as military might.  Various actions on the parts of the players can throw the region into war, and diplomatic messages can be sent secretly. The board is large and attractive, showing the various countries and important sites such as oil wells and air bases. Includes about 300 counters many of which stand up in bases.


Advance Junior. Published by Denys Fisher. 1975. Box. Box edges a little battered and taped up. £2.50

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

Special Notes: 1 tank turret has been repaired (successfully), battery compartment damaged but functional.

Board game in which each player has three tanks which attempt to get to the opponent's home base. Movement is by dice, but in order to be permitted to move or to make an attack a nifty resolution mechanism is used. Two batteries power a bulb and this is reflected by turning knobs controlled by the players. Essentially the two players each secretly pick one of red, green or yellow (colours which are also marked on the tanks), and then a fire button is pressed to illuminate the lights. Whether the action succeeds or not depends on whether the lights match or not.


Airships At War. Published by Sierra Madre Games. 2007. Packet. New. £14.50

Designer: Phil Eklund. No. players: 1-2. Country: American. Duration: 1 hr.

Solitaire or two player game of zeppelins in WW1 and the Pacific. This set combines two previous games: Luftschiff and ZRCV into a single set. The game has a 26 page rules booklet, but this includes 17 scenarios, designers notes and some optional rules.


Anasazi. Published by Phalanx. 2006. Box. In shrink. £11

Designer: Klaus-Juergen Wrede. No. players: 2-4. Country: German. Duration: 30 mins.

The players set out on expeditions to find and explore the long abandoned Anasazi canyon villages in south-west America and collect their treasures. Game play involves extending expeditions using tiles and setting up camps ready for future turns. Unusual game, with some interesting ideas, and very attractively produced.


Aquarius. Published by Looney Laboratories Inc. 1998. Box. Good. £7.50

Designer: Andrew Looney. No. players: 2-5. Country: American. Duration: 20 mins.

Card game in which players try to connect together 7 elements of a particular type as depicted on their goal card. Special cards allow the existing layout to be altered and other actions to be performed. From the makers of Fluxx, but less chaotic and with a definite spacial element.


Arkham Horror The Black Goat Of The Woods. Published by Fantasy Flight. 2008. Box. In shrink. £14

Designer: Rochard Launius. No. players: 1-8. Country: American. Duration: 3 hrs.

Expansion for Fantasy Flight's edition of Arkham Horror, which you will need to make use of this set. This is a smaller expansion set than Dunwich or Kingsport, but still contains nearly 200 new cards to add to the base game. This includes 88 more Ancient Ones, and 90 new cards for the investigators, including many items which present the dangerous lure of corruption. Also included are more monster markers and a Herald sheet.


Batavia. Published by Queen Games. 2008. Box. In shrink. £20

Designer: Dan Glimne, Grzegorz Rejchtman. No. players: 3-5. Country: German. Duration: 1 hr.

A reimplementation of Moderne Zeiten. Set in the height of the East India Companies of the various North European powers, the players buy the right to ship goods from a particular port - each port being allied to a particular country and dealing in one commodity. A tile is gained for the port / goods combination selected. The objective is to get majorities of tiles for particular companies and goods. The game uses some interesting mechanisms and plays quickly.


Bayon. Published by Adlung Spiele. 2002. Box. Excellent. £3.75

Designer: Wolfgang Werner. No. players: 2-4. Country: German. Duration: 40 mins.

Card game in which players hire explorers who are sent on expeditions. Each explorer has different abilities, and each expedition has different requirements. Often it is necessary to use more than one explorer to complete one expedition. The first player to gain a fixed amount of gold wins the game.


Berserker. Published by Flying Buffalo. 1981. Box. Good - counters unpunched. £5.50

Designer: Fred Saberhagen & Richard Loomis. No. players: 2. Country: American.

Science fiction combat game based within the Berserker World created in a series of novels by Fred Saberhagen. One player is the planet-levelling Berserker and the other is the humans trying to stop the relentless assault. The basic rules cover 5 pages of A4, and there are another 2 pages of optional rules. The Berserker has a crew of 18 robots and can split itself to form cruiser attack ships, while the humans also have cruisers as well as heavy artillery ships and ramming ships which allow the humans to board the Berserker and attack from within.


Big Brother The Game. Published by Hasbro. 2000. Box. Good. £2

Designer: Dick De Rijk. No. players: 4-6. Country: British. Duration: 45 mins.

TV related item, based on the immensely popular reality TV programme Big Brother. Players try to be the last one left in the Big Brother house which is depicted on the board.  Players roll and move around the board collecting cards. Frequently confrontations will occur as indicated by the cards, and players get to vote who goes out next using their collected votes and attributes the players have gained during the game. Visiting different rooms give the players different powers. Last player left in wins.


Big City. Published by Gold Sieber. 1999. Box. Excellent. £26

Designer: Franz-Benno Delonge. No. players: 2-5. Country: German. Duration: 1 hr.

Very nice business game, with players developing plots of land into the city of their dreams. You start off with residential areas and businesses, but build up to adding a town hall, banks and other larger buildings. Loads of really nicely made plastic buildings make this game look fantastic while being played.


Buccaneer. Published by Queen Games. 2006. Box. In shrink. £6

Designer: Stefan Dorra. No. players: 3-5. Country: German. Duration: 30 mins.

Pirate themed game in which each player starts with 5 pirates of different strengths, and there are three ships to be plundered. Each ship card specifies how large a group of pirates is needed to overcome its defences, what its booty is, and what the bonuses are for pirate captain and first mate. Each turn a player either sends a group of pirates they captain to board a ship and claim the booty, or they recruit a pirate from another player. Only when all three ships have been boarded do three more appear  At the end of the game there are bonuses for the most successful pirate captains before counting booty. The game offers interesting tactical choices and is good fun. A nice mix, and so recommended as a light game.


Build-Up. Published by Elliott. ca.1987. Box. Good but box edges show wear. £8

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

Rare promotional business game, made for a housing construction company. Eamon noted that it was designed and printed by Games Workshop, though nothing on the box or contents indicates this. Players race to be the first to build a 10 storey building in the centre of the board. Game play involves moving around a track, and when enough money and resources have been acquired the player moves onto a more central track to obtain what is needed in the next phase of the building process. A third (inner) ring is then moved to in order to complete the construction of the building itself. Players must manage their money well, and should calamities occur part constructed buildings can be mortgaged.


Bunker Poker. Published by Gigamic. 1999. Box. Good. £7

Designer: Philippe Aucagos. No. players: 2-4. Country: French. Duration: 20 mins.

Each player has 6 bunkers with a die covering it, and in one of the bunkers is their king. Players try to eliminate opponents' dice in order to see if the king was there to win the game. Game play involves using the pips on dice rolled to either increase the number showing on your own dice or reduce those on your opponents' dice.


Bunny Bunny Moose Moose. Published by Czech Games Edition. 2009. Box. In shrink. £10.50

Designer: Vlaada Chvatil. No. players: 3-6. Country: Czech Republic. Duration: 20 mins.

Unusual party style game in which one player reads a poem and at the end of each line flips a card showing a bunny or a mouse with ears / antlers in various positions. The other players make antler / ear shapes to match these with their hands on their heads, and at various points a hunter will be turned up and players then score according to the cards visible at that moment and the type of animal they are imitating. Daft but fun.


Bürger, Baumeister & Co. Published by Abacus Spiele. 2009. Box. Excellent. £16.50

Designer: Michael Schacht. No. players: 2-4. Country: German. Duration: 45 mins.

The players build villas, houses and parks in 19th century Frankfurt am Main, in order to gain prestige. This is done with tiles which are colour coded to match districts. More prestige is gained for playing matching tiles into a region, and money can be spent to build special features will give further prestige. New tiles are drafted, and so money can come in useful here too.


Caminos. Published by Murmel. 2010. Box. New. £20

Designer: Stefan Kögl. No. players: 2-4. Country: Swiss. Duration: 20 mins.

Strategy game using coloured wooden blocks. The idea is to place your wooden pieces of various shapes so as to connect entirely across the board as seen from above. However, placement restrictions and your opponents will ensure that it is not as simple as that sounds. From the creators of Rumis, a classic in this genre.


Canal Grande. Published by Adlung Spiele. 2002. Box. Excellent. £7

Designer: Alan Moon & Aaron Weissblum. No. players: 2. Country: German. Duration: 40 mins.

Two player card only version of San Marco - very well received. It uses the 'I pick you choose' mechanism with cards. As with San Marco the game is themed around the control of regions in Venice. As well as the cards which give influence in the various regions there are cards which cause a scoring to happen, and cards which are bad to have, thus making it harder still to work out how to divide or choose. Recommended.


Cannes. Published by Splotter Spellen. 2002. Box. In shrink. £9

Designer: Joris Wiersinga, Jeroen Doumen, Tamara Jannink, Herman Haverkort. No. players: 2-4. Country: Dutch. Duration: 90 mins.

The theme is producing films and this is done with people, computer chips and beer, converting these to computers, actors, special effects and scripts and then into various types of film. The way the resources and conversion are done however is unusual - a network of connections on a board of hex tiles is built up as the game goes on and this shows what each player has access to.


Card Tricks. Published by UPL. ca.1935. Book. Good. £3

Author: Owen Grant. Country: British.

Special Notes: Page edges darkening, spine slightly delicate

Softback, 16x10cm, 90 pages. A collection of card tricks you can learn in order to entertain and mystify your friends.


Catan Histories: Struggle For Rome. Published by Mayfair Games. 2006. Box. Excellent. £21

Designer: Klaus Teuber. No. players: 3-4. Country: American. Duration: 90 mins.

Settlers of Catan based game, but with lots of new ideas making this very different, and well worth trying for fans of the series. In this game the players each have two Germanic tribes which can roam Europe looking for prime locations to gain resources from and weak looking cities to plunder. Eventually it will be worthwhile for these tribes to settle and build their own kingdoms, which will provide greater victory points though less flexibility. Once settled, tribes can only expand outwards from their current cities in a somewhat limiting way. First to 10 VPs inherits the glory of Rome. Nicely produced with lots of plastic miniatures.


Charades & Party Games. Published by Ward Lock. 1988. Book. Excellent. £0.25

Author: Michael Johnstone. Country: British.

Softback, 19x12cm, 96 pages. A collection of party games and activities for players of all ages. The book is subdivided as follows: Acting & Activity Games, Fortune Telling & Character Reading, Card Games, It's Magic, Solo Turns, Match That, Pen & Pencil Games, Quizzically Speaking.


Chez Goth. Published by Steve Jackson Games. 2009. Box. Excellent. £11

Designer: Jon Darbro, Steve Jackson. No. players: 2-5. Country: American. Duration: 1 hr.

Based on the award winning Chez Geek, this game parodies the Goth scene. While working at their dreary jobs the players spend their hard earned money and spare time gaining Slack points or Gloom points, by judicious use of Eyeliner, Dead Flowers, and if the stars are right maybe even Graveyard Nookie! The objective is to accumulate sufficient Slack and Gloom, though really you'll play it to appreciate the wit and for the theme, as that is where it scores highly.


City And Guilds. Published by JKLM Games. 2004. Box. Excellent. £14.50

Designer: Steve Kingsbury. No. players: 3-5. Country: British. Duration: 90 mins.

City building game in which players place building tiles into various regions on the board. Players have a hand of building tiles and get to draft new ones. Most of the buildings are associated with one of 4 guilds, and placing these in such a way that they are in line of sight of other buildings of that guild enhances the power of that guild at the end of the game. Also some buildings allow men to be placed on them and others give the player influence over the guilds. When a block is fully built then players score for 1st-3rd most men in the block and also for 1st-3rd most influence in the most important guild in that block. At the end of the game there are large bonuses to players who control the guilds. Recommended.


Combat Heroes 1: White Warlord. Published by Beaver. 1986. Book. Good. £3.25

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

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


Combo King. Published by Gamewright. 2006. Box. Good. £7

Designer: Tony Richardson. No. players: 2-4. Country: American. Duration: 20 mins.

Special Notes: Would be Excellent except for some bubbling on the lid

Dice rolling game in which players are dealt cards showing combinations to be achieved using various numbers of dice (up to 8), and sometimes several players need to join in as well. Each card also specifies the number of rerolls allowed and the number of chips won if successful. Chips can be cashed in for additional rerolls. The player who first gets rid of all their cards wins.


Control Nut. Published by James Miller. 2003. Box. Excellent. £7

Designer: James Miller. No. players: 4. Country: American. Duration: 45 mins.

Whist based partnership game for 4 players. The main twist on normal whist is that there are a selection of special cards which let you control the game in unusual ways, and four of these are used each hand, but players bid for these by giving up 3 normal cards from their hand, which will be given to the other players. Thus while the control cards are potent to obtain them one has to give up other potentially useful cards. Example bonus cards: play this card to change trump suit, sit out tricks, increase the value of another card etc.


Cornucopia. Published by Gryphon Games. 2010. Box. Excellent. £15

Designer: Carlo Rossi, Lorenzo Tarabini. No. players: 2-5. Country: American. Duration: 50 mins.

Card game in which players try to fill their basket with a collection of fruit and vegetable cards. Collecting a wide variety is valuable, as is specialising in a single type. You can also score by successfully predicting whether other players will succeed in their goals. Game play involves deciding how many cards you will pay for on your turn in order to try to fill a basket, and other players get the chance to bet if they think you will / won't succeed. Fast and fun.


Count Down. Published by Mind Movers. 1974. Box. Good. £2.50

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

Essentially a numerical version of Mastermind given a space theme. Very nicely made single unit, with 7 rows of dials each with 5 number dials (0-9) and two scoring dials (showing the number of black and white pegs). In addition there is a master number dial, with a flap to keep this hidden during play. The dials are rotated in order to make guesses and score these guesses. The 'theme' is that the guessing player must find the Blast Off combination, and the box shows four rockets and four missiles intercepting each other.


Countdown. Published by Britannia Games. 2005. Box. Excellent. £1.25

Designer: Armand Jammot. No. players: 2-6. Country: British. Duration: 30 mins.

Based on the popular TV game show featuring Carol Vordermann. The game uses vowel and consonant cards which players have to put together in 30 seconds to find the longest word possible. Also includes the numbers game in which players have to combine several small numbers using arithmetical operations to form a target number - again within 30 seconds. There is an authentic sounding 30 second electronic countdown timer which plays the countdown music while players think.


Das Amulett. Published by Gold Sieber. 2001. Box. Good. £14

Designer: Alan Moon & Weissblum. No. players: 3-6. Country: German. Duration: 1 hr.

Special Notes: Includes a set of colour printed and laminated English spell cards (the German ones have been pasted up, but not very well).

Players try to collect jewels to complete their amulets. This requires 8 jewels or only 7 if they are all different. Magic spell cards which give the owner major advantages are auctioned off using energy stones, and the more used to win the bid the longer the spell will last, but the less energy stones the player will have left to purchase other spells. Players obtain metal cards which are used to purchase the jewels they need to win. The board shows different regions around which the players move in order to obtain their jewels. To win players need to position themselves well on the board and buy cards whose powers combine effectively.


Demonspawn 1: Fire*Wolf. Published by Fontana. 1984. Book. Excellent. £3.50

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

Softback, 18x11cm, 252 pages. Fighting Fantasy style solo adventure book. You don't need to own the other books in the series to play, as this is a standalone adventure. This is a paragraph based fantasy adventure book in which after setting up some basic character stats you read a paragraph telling you what is going on and then you decide what to do next and turn to the appropriate page. In this adventure you are Fire*Wolf who has been exiled from his village and near death has been saved by a hermit, who insists that in return you attempt to rescue his daughter from the dreaded Demonspawn.


Der Herr Der Ringe - Die Gefahrten - Spiel Zum Film. Published by Kosmos. 2001. Box. Excellent. £5.75

Designer: J.R.R. Hering. No. players: 3-4. Country: German. Duration: 1 hr.

Special Notes: The cards have all been pasted up with English translations.

The players take the parts of the hobbits who make the journey from Hobbiton to Amun Hen in 4 stages. In each stage monsters have to be faced and events overcome, and there are bonuses for the hobbits who finish the stage first. Play involves assigning dice between movement and battle. Fast movement means you are more likely to get the end of stage bonus, but also means more battles. Losing a battle forces you backwards on the movement track. The cards show scenes from the excellent first film of the trilogy.


Der Herr Der Ringe - Die Ruckkehr Des Konigs. Published by Kosmos. 2003. Box. New. £10.50

Designer: Martin Wallace. No. players: 3-4. Country: German. Duration: 1hr.

Lord of the Rings Film (Part 3) tie in game. The players together try to defeat Sauron. If Sauron is defeated the players count VPs to decide a winner. A round consists of first army build up and then movement and fighting. Army build up involves receiving new army, hero and action cards. Pieces are then moved to engage the enemy - winning a battle gains VPs and allows the battle to continue. The game ends if the player's armies can breach the Black Gate or if Frodo and Sam reach Mount Doom, but only if they beat Gollum to it!


Der Schwarm. Published by Kosmos. 2008. Box. In shrink. £21

Designer: Wolfgang Kramer, Michael Kiesling. No. players: 2-4. Country: German. Duration: 75 mins.

Designed by two top designers for Kosmos' line of literature themed games. This is based on Frank Schätzing's novel. Faced by a potential disaster due to unknown marine creatures each player plays a nation which sends their scientists out to deal with the situation. The game uses action cards and tiles. Action cards are drafted and then used to form undersea research networks. Developing these networks is the key to victory. Fits a lot into a short time.


DHV Round 1. Published by Robot Martini. 2007. Packet. Excellent. £1.50

Designer: Gavin Schmitt. No. players: 2(-4). Country: American. Duration: 15 mins.

DHV stands for Drinking, History, Violence. Card game in which players play attack, struggle or booze cards alternately until one player passes. The cards are then actioned in reverse order, so that some cards end up blocked and some enhanced, with many doing damage to your opponent. Can be combined with DHV Round 2 for play with up to 4 players. The characters in this set are Mahatma Zombie and Sintaclaws.


DHV Round 2. Published by Robot Martini. 2007. Packet. Excellent. £1.50

Designer: Gavin Schmitt. No. players: 2(-4). Country: American. Duration: 15 mins.

The characters in this set are Atomic Emancipator and Helen Killer.


Die Erbraffer. Published by Ravensburger. 1994. Box. 2 copies available:

1) Excellent. £7.50      2) Good. £6.50

Designer: Nik Sewell and Jeremy Shaw. No. players: 2-6. Country: German. Duration: 90 mins.

Unusual but great theme for a game - the board shows 6 generations of a family tree, with many intermarriages. Play progresses through the generations and players play cards to alter the fortunes of the various family members in the current generation in terms of money and valuable heirlooms. As time passes a generation dies and the wills are found and the goodies pass on to the next generation, though often new wills may be found redistributing the wealth. The objective is to end up with as many of the valuables as possible in the possession of various of your (secretly owned) family members dotted through the ages, or your secret heir in the year 2000. For £3 extra I can print and laminate a set of cards in English to ease game play.


Die Gnümies. Published by Amigo. 2001. Box. Excellent. £6

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

Wacky card game with a partying aliens theme. Using simultaneous card selection, the players try to attract or in some cases repel alien party goers from their party. Party goers score better when in groups of the same kind. This is a reimplemented and rethemed version of Asterix: The Card Game.


Die Schlangen Von Delhi. Published by Blatz. 1995. Box. Excellent. £12

Designer: Manfred Franz. No. players: 2-4. Country: German. Duration: 30 mins.

Very attractive tile laying game in which players compete to become the best snake-charmer in Delhi. The board shows a number of differently coloured snake tails, and the tiles show coloured snake segments. Each player has a hand of tiles and may play as many as desired to extend one of the snakes. Points are scored according to the new length of that snake. Snakes can be completed by playing a head tile or by leading them into one of the snake charmers' baskets. There are also some 'underground' tunnels which snakes can go through for extra points.


Double Or Nothing. Published by Uberplay. 2005. Box. In shrink. £7.50

Designer: Reiner Knizia. No. players: 3-6. Country: American. Duration: 20 mins.

Push your luck style card game which uses cards showing Hearts, Diamonds, Clubs and Spades (but not standard playing cards). Each card shows 1-4 of these symbols and points are awarded for matching up the suits shown on a series of cards. You can stop at any point, but draw a card which breaks your sequences and you bust, scoring nothing that turn.  The last player in each round gets to play a double or nothing mini-game, resulting in big scores or nothing at all.


Dracula. Published by Kosmos. 2003. Box. Good. £11

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

Count Dracula has left Transylvania for London. However Van Helsing is on his trail. Van Helsing must try to find and destroy all of Dracula's secret coffins while the Count tries to find five victims. Players can move around the board looking at the cards at the various locations and swap over their own cards (representing the victims / coffins and assorted henchmen / lesser vampires) and then fighting an enemy character if revealed. Card play resolves combat and limits the amount of movement each turn. Clever ideas. Part of Kosmos' two player game series.


Dragon Lairds. Published by Margaret Weis Productions. 2008. Box. 2 copies available:

1) In shrink. £24      2) Good. £20

Designer: James M. Ward, Tom Wham. No. players: 2-5. Country: American. Duration: 1 hr.

A sort of fantasy St Petersburg. Players invest their money in commoners, resources, lairds and havoc cards. These can earn more money or VPs. Havoc cards allow you to mess with other players, but must be paid for in VPs. Each player also starts as the king or queen of a particular dragon tribe, and gets different benefits, including it being cheaper and sometimes more effective to purchase cards of that tribe than those of rival tribes. Ultimately the player who earns more VPs is the winner. Uses Tom Wham's distinctive comic graphic style.


Dragonlance. Published by TSR. 1988. Box. Good, 1 corner taped. £14

Designer: Michael S Dobson. No. players: 2-6. Country: American. Duration: 1 hr.

Beautifully produced three-dimensional game of aerial combat by dragons. 30 dragons (nice models on stands) compete to gain the legendary Dragonlance. Special interlocking pieces are placed under the dragons to show their current altitude. There is a castle with walls and a large board on which the game is played. The objective is to capture the Dragonlance and bring it back to your base. The game comes with basic and advanced rules. Nice item.


Dream Team. Published by Abacus. 1997. Box. In shrink. £5

Designer: Hartmut Witt. No. players: 2-6. Country: German. Duration: 30 mins. Desc. by Eamon.

Card game, featuring characters from a world of fantasy. Players combine their creatures into a 'Dream Team' and take it in turn to pit their teams against each other in a game somewhere between ice hockey and a brawl - I have been told there is a difference... Special powers and special cards make the matches more interesting and less predictable. This is a reissue of the earlier game Power Play.


Druiden Walzer. Published by Kosmos. 1999. Box. Good. £9.50

Designer: Michael Rieneck. No. players: 2. Country: German. Duration: 40 mins.

Players try to protect their own trees and attack their opponent's trees. Each player has three trees to protect, each with three lives and a number of hidden strength cards. Playing a new card causes like-numbered cards to move to other trees, altering their strengths. Strengths of trees get compared and the weaker one loses a life. A player with no trees left loses. An odd theme and unusual mechanics make this one of the more offbeat of the Kosmos 2 player series, though  that is not a bad thing if you are looking for something slightly different.


Echelon. Published by Great Games. 1989. Box. Excellent. £8

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

Impressively well-produced literary trivia game. One player reads an extract from a famous book, then answers questions on the subject matter. Thus, unusually for a trivia game, no prior knowledge is required to be able to answer the questions. The game also uses a plastic board and scoring pieces that fit into the board as you score - an attractive design.


El Juego De La Vuelta Ciclista. Published by Publijuego S.A.. ca.1980. Box. Good. £9

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

Spanish bicycle race game which is based on the Spanish equivalent of the Tour de France. The game has a 16 section (geomorphic) race track, 6 stand-up cyclists, event cards and a die. The rules and event cards are in Spanish and I have been unable to find a translation, so be warned. (If you have this game and have a translation please let me know!)


Election X. Published by Intellect. Box. Good, but corners taped. £45

Designer: Drakes, Jarvis, Walsh & Gluck. No. players: 2-6. Country: British. Desc. by Eamon.

Excellent political game, highly original. Each player represents a political party, with a core following, and you must persuade this following to support you, especially in areas where you are not strong. For instance, the Labour party has a mass of industrial workers to canvas, whilst the Conservatives can rely on white collar workers. Almost impossible to predict the outcome, and only unrealistic because it gives all 6 players the same chance to win for the sake of game play.


English Sports And Pastimes. Published by B.T. Batsford. 1949. Box. Good. £5

Designer: Christina Hole. Country: British.

Hardback, 22x14cm, 183 pages. A fascinating look at sports and pastimes of the Englishman over the 200 or so years before the book was published. There are many pictures throughout. The book is split as follows: Games & Sports (Field Sports, Games of Skill and Strength, Ball Games, Football / Hurling / Cricket, Martial Exercises), Pastime and Diversion (Leisure Hours at Home, Country Delights, Fairs and Walks, Shows and Spectacles, The Theatre, Shrine and Spa, The Pleasures of London).


Express. Published by Mayfair. 1990. Box. 2 copies available:

1) Excellent. £5.75       2) Good. £5.75

Designer: Darwin P Bromley. No. players: 2-6. Country: American.

Card game, with 132 cards featuring very nice illustrations of railway rolling stock. The game is a set collecting game, similar to Rummy, with sets being complete trains. However, there are also some cards which let you steal sections of other players' trains, etc. When a player plays all their cards to the table the hand ends and the trains played are scored.


Farlander The Game. Published by Tactic. 2006. Box. Good. £14

Designer: Priit Isok, Asko Kunnap. No. players: 2-4. Country: Finnish. Duration: 30 mins.

Territory control game played on 7 interlocking 'wavy' hexes each depicting several areas. Players first deploy their knights to the regions and then make attacks on neighbouring areas, with the objective of being the player to control most areas when the game ends. Attacking is simple - you just need more knights than your opponent and all defenders die! Castles add to defence and the game is over when no-one can make any more attacks. Simple and fast but works nicely.


Feng Shui Game Pack. Published by Thorsons. 1997. Box. Excellent. £7

Designer: Richard Craze. No. players: 2-4. Country: British.

Very attractively made boxed set which comes with a hardback book which gives information about Feng Shui and how to use it to improve your home and working environment as well as giving the rules to a tile laying game which is all about channelling the flow of chi from one side of the board to the other. The tiles are path tiles, and players compete as the opposed forces of Yin and Yang.


Fighting Fantasy: Out Of The Pit. Published by Puffin Book. 1985. Book. 2 copies available:

1) Good. £1.25      2) Excellent. Large format edition: 29x21cm, 128 pages. £1.75

Author: Steve Jackson, Ian Livingstone, Marc Gascoigne. Country: British.

Softback, 20x13cm, 336 pages. A collection of 250 monsters from worlds of Fighting Fantasy books. This book can either be used as background information for the Fighting Fantasy books themselves, or for playing one of the simple role playing games based on the Fighting Fantasy system, in which case it would act as a Monster Manual to help the Games Master create new adventures.


Fighting Fantasy: The Riddling Reaver. Published by Puffin Book. 1986. Book. Good. £1.25

Author: Steve Jackson. No. players: 2-6. Country: British.

Softback, 18x11, 240 pages. A collection of four adventures to be played with a Games Master and players using the very simple Fighting Fantasy rules (which are also included in an appendix). It was intended to take fans of the Fighting Fantasy solo adventure books and introduce them to 'proper' roleplaying. The adventures can be linked into a mini campaign or used separately.


Fighting Fantasy: Titan. Published by Puffin Book. 1986. Book. Good. £1.25

Author: Steve Jackson, Ian Livingstone, Marc Gascoigne. Country: British.

Softback, 20x13cm, 299 pages. A guide to the fantasy world of the Fighting Fantasy solo game books. This can be used as background information for players of the solo game books, or as a very useful Games Masters resource for playing one of the simple role playing games based on the Fighting Fantasy game books.


Flaschenteufel. Published by Bambus. 1996. Box. Excellent. £6.50

Designer: Gunter Cornett. No. players: 3-4. Country: German. Duration: 40 mins.

Special Notes: Small box edition with no wooden bottle - a card is used instead. It has no story booklet either.

Card game, translates as Bottle Imp, and is based on the story of the same name by Robert Louis Stevenson. The basic idea is that the Bottle Imp grants power, but if you are caught with it at the end of the game you lose. The game is a trick taking game and one card is allocated to the Bottle (a very nice wooden miniature actually) and if anyone plays a lower card than this then one of them will get the bottle. However, as the round gets nearer to a close the harder it is to get rid of the bottle. Also comes with a booklet containing the very amusing story the game is based on (in German and English).


Formula D: Sebring + Chicago. Published by Asmodee. 2009. . In shrink. £13

Designer: Eric Randall, Laurent Lavaur. No. players: 3-6. Country: French. Duration: 75 mins.

Double sided track board for Formula D (the new edition of Formula De). The Sebring side is a standard track and should be entirely useable with the original edition. The other side, Chicago, is a 'street track'. with crossing points. I believe you can use this map with the original edition too, but that there are some additional rules which come into play if you use the new edition.


Fun For Your Family. Published by Hutchinson. 1955. Book. Good. £5.75

Author: Eileen Elias. Country: British.

Hardback, 22x16cm, 127 pages. A book full of ideas and advice on how to enjoy time with your family. The chapters cover: Family Holidays, Let's Give a Party, With Brush & Pencil, Outdoors With the Family, What About a Play?, Going Places, Come & See My Collection, Fun with Music, Crazy About Animals, What Can They Join?


Funny Bones. Published by Parker. 1968. Box. 2 copies available:

1) Good. £3.25      2) Good, but corners taped. £2.75

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

Card game. Very funny in the right company. 23 attractive cards, each thicker than usual playing cards. Players divide into couples and they must follow the instructions and place the card drawn between the two ‘bones’ indicated, eg. 'Nose bone connected to back bone' means one player holds the card with their nose against their partner's back. By the time a couple is holding several of these cards in place it can get very tricky to comply with the next card! The game also has a tactical element as once each game a couple can reject a card and force another couple to perform it instead.


Future. Published by Kaiser Aluminium & Chemical Corp. 1966. Box.

Box very taped up, contents Excellent. £50. Duration: 1 hr.

Designer: Dr Olaf Helmer, T J Gordon, Dr Hans Goldschmidt. No. players: 2-4. Country: American. You have to see this item to believe it. An interestingly designed game with several plastic boards, and a huge and oddly marked icosahedron die. Players must predict future (as of 1966) world events, and take into account their knock on effects. Event cards, news cards and the die resolve matters and provide information on which you can base future forecasts. The advanced game adds additional options. The events range from "Household robots and home printed newspapers" through "Manned military space base set up" to "Full colour 3D TV is in use globally". Each is given a % chance that the experts at the time felt was likely for the year 1986.


Gamer Tycoon. Published by Agents Of Gaming. 2002. Plastic card case. Excellent. £6

Designer: Pamela Moseby. No. players: 2-7. Country: American. Duration: 45 mins.

Card game in which the players pay to publish board games represented by cards which provide income while they are still on the market, but event cards and modifier cards will affect market conditions and alter income etc. Game names are suitably humorous parodies.


Games From The 21st Century. Published by Blackie & Son. 1990. Book. Excellent. £3.50

Author: Shoo Rayner. No. players: 2+. Country: British.

Hardback, 31x25cm, 30 pages. Subtitled "Twelve Thrilling Trans-Galactic Board Games". The book contains a children's story in which the kids have to rid the world of invading aliens by progressing through the book and eventually finding the tape of a pop song so horrible it drives all the aliens away!  However, rather than just reading the story, the players must play a game on each double foldout page and only when that game is completed can they advance to the next bit of the story. Fun item.


Games Magazine Big Book Of Games II. Published by Workman Publishing. 1988. Book. Excellent. £3.50

Author: Games Magazine. Country: American.

Softback, 27x20xm, 191 pages. A large collection of verbal and visual puzzles of the type that appeared in Games magazine. Plenty in here to keep you occupied for many hours. The puzzles range from easy ones to warm you up, medium ones to make you think a bit and seriously tough ones.


Games Master International - Batch Of 14 Issues. Published by Newsfield Ltd. ca.1991. Magazine.

Good. £8. Author: Unknown. Country: British.

British roleplaying and miniatures magazine often with a general interest (often AD&D) RPG scenario, as well as reviews of S.F. and fantasy books, and games. Roughly 80 pages per issue. This batch consists of issues 1-14.


Games Orbit #23 Oct/Nov 2010. Published by Unknown. 2010. Magazine. New. £0.35

Author: Unknown. Country: German.

Games magazine entirely in German. The magazine covers news, board games reviews, card game reviews, RPG reviews, miniatures, comics, books, films, and audio books.


Giant Book Of Games. Published by Arco. 1958. Book. Good. £8

Author: Frankel & Masters. Country: British.

Hardback, 20x13cm, ~630 pages. This is actually a compilation of 5 books in 1. The books it contains are: 101 Best Action Games for Boys, 101 Best Games for Girls, 101 Best Games for Teenagers, 101 Best Party Games for Adults, 101 Best Stunts and Novelty Games. The general focus is on party / parlour type games and activities, and there is a huge amount of material here!


Go West. Published by Phalanx. 2005. Box. Excellent. £8

Designer: Leo Colovini. No. players: 2-4. Country: German. Duration: 1 hr.

The players represent enterprising merchants who profit from the steady stream of movement west by immigrants to the US around 1800. Players must manoeuvre their merchants to control the markets of the various regions, while also ensuring the wagons move to where their merchants are. In order to score you have to forfeit your normal turn and pay for the privilege too, but double turn chits can be handed in to set up a good scoring position and then score it. As usual with this designer the mechanisms are unusual and clever.


Gold Rausch. Published by Hans Im Gluck. 1990. Box. Good. £9

Designer: Reiner Knizia. No. players: 2-5. Country: German. Duration: 20 mins.

The players are prospectors trying to find their fortune during the gold rush. Players draw cards which show silver or gold and these are added to a line of cards for one of 6 mines. Players also get to claim a share in 3 of the mines. An early claim lets you add good cards to the mine, but also lets opponents scupper it, whereas waiting too long you may miss your chance. Later reworked as Wapi.


Goldrush City. Published by Krimsus Krimskrams-Kiste. 2001. Box. Excellent. £6

Designer: Mark Sienholz. No. players: 3-5. Country: German. Duration: 1 hr.

Wild West themed card game which plays more like a board game. Players are service providers for those lucky enough to find gold in the gold rush. Event, resource and bandit cards are drawn and after dealing with the event players bid for the resources. Action points and resources are used to build buildings which will confer advantages. Bandits can be sent to raid opponents' settlements, but are not without risk. Money is obtained using a neat subsystem and the player with the best set of buildings at the end of the game wins.


Grail Quest 4: Voyage Of Terror. Published by Armada. 1985. Book. Good. £3

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

Softback, 18x11cm, 237 pages, 203+ paragraphs. Paragraph based solo fantasy game book. You are a knight, a favourite of Merlin (of King Arthur legend), but have ended up in ancient Greece by a quirk of magic. You must defeat the deadly monsters and navigate your ship back to Avalon in order to help against the invading Saxons. This book has some interesting ideas such as a special section to read when you choose to sleep, and options to make replaying after death quicker.


Grand Canyon. Published by Rio Grande Games. 1999. Ziplock. Excellent. £1.50

Designer: Mik Ado. No. players: 3-6. Country: American. Duration: 45 mins.

Mini expansion for Canyon, the trick taking board game. This consists of 8 special cards and some floating obstacles and rapids which change the normal flow of play.


Greed Incorporated. Published by Splotter Spellen. 2009. Box. New. £55

Designer: Joris Wiersinga, Jeroen Doumen. No. players: 3-5. Country: Dutch. Duration: 3.5 hrs.

Players take the roles of CEOs of huge companies, and attempt to extract as much money as possible for themselves. If this means running the company to the wall, so be it. Some care needs to be taken though to ensure that a company lasts long enough to pay a fat exit bonus before it goes belly up! Tired of hearing of top bankers getting stupid bonuses on the news - well now you can see what it's like to be in their shoes! As normal with games from this company expect an intricate and deep game system and plenty of thinking will be required.


Hamburgum: Antwerpia. Published by PD Games. 2010. . In shrink. £12

Designer: Mac Gerdts. No. players: 2-5. Country: German. Duration: 90 mins.

Expansion for Hamburgum (which you will need to make use of this). A new board representing Antwerp, with new donation tiles, some with extra costs, and even a new rondel space which causes taxes to have to be paid. Some new rules ensure the game will feel different with this expansion.


Happy Cube XL. Published by Happy bvba. 2011. Box. New. £10

Designer: D. Laureyssens. No. players: 1+. Country: Belgian.

This set includes 6 foam 6 piece puzzles which can each be put together as a cube. This would appear easy: how hard can a 6 piece puzzle be? But it is deceptive. In addition a book provides 101 challenges which allow you to combine pieces from different cubes into larger more complex 3D shapes. Some of the harder puzzles could well take many hours to solve. A very tactile puzzle which is very hard to put down once picked up! Recommended.


Hedgehog. Published by Spears. 1983. Box. 1 box corner taped. £1

Designer: Seven Towns Ltd. No. players: 2-4. Country: British. Duration: 15 mins.

Special Notes: Missing 1 spine.  The game is still playable though.

Children's memory game (age 4+). The board shows different coloured areas of a garden in which a large 3D hedgehog lives. He has holes for 20 spines which are inserted at the start of the game. This hides coloured ends of the spines.  The hedgehog moves around the board and players take a spine from the big hedgehog and if its colour matches the hedgehog's current space the spine is kept, otherwise it is replaced. Each player also has a small hedgehog into which spines which are won are placed. Very attractive game.


HeroCard: Rise Of The Shogun. Published by TableStar Games. 2006. Box. Excellent. £8

Designer: Alexei Othenin-Girard. No. players: 2(-4). Country: American. Duration: 1 hr.

Classical Japan themed card game which uses the HeroCard game system, which makes the cards compatible with those of others produced by this company. This set is for two players only, but by buying further decks up to 4 players can be accommodated. Players each try to expand their dominions while the Emperor is weak, and various methods can be employed from alliances and courtly manipulation to combat. The card system uses many of the ideas from CCGs, though this is entirely standalone. A couple of expansion sets were produced.


Herzlos. Published by Winning Moves. 2003. Box. In shrink. £3.50

Designer: Unknown. No. players: 2-5. Country: German. Duration: 25 mins.

Card game, and a variant on the traditional card game Hearts. The deck uses modified suits: Hearts, Cups, Flowers and Diamonds, and the penalties etc are different to standard Hearts. The game plays with 2-5 players rather than just the standard four for the traditional game.


Hexagony. Published by Avalon Hill. 1980. Box. 1 box corner taped. £0.75

Designer: Ken Hodkinson. No. players: 2-6. Country: American. Duration: 1 hr.

Essentially an unthemed wargame played on a hexagonal grid of triangles in an unusual way. Terrain markers are placed on the board before each game to ensure a different feel to each game. Players deploy their pieces on the battle board as well as using a separate supply track to obtain further supplies (needed to allow movement of pieces on the battle board). A turn can potentially consist of several linked moves providing the player's supplies are sufficient. Capture is by surrounding opposing pieces. Alliances can be negotiated too.


Im Maerchenwald. Published by Adlung Spiele. 2000. Box. Excellent. £3.75

Designer: Markus Nikisch. No. players: 1-8. Country: German. Duration: 25 mins.

Clever fairy tale themed game in which the players must find 7 magical objects before 7 dwarves are uncovered. The current player turns over a card from a 7x7 grid hoping to find the currently needed object. Other cards showing ravens or witches can give the players setbacks. Short and light, but works surprisingly well.


Im Rampenlicht. Published by Piatnik. 1994. Box. 2 copies available:

1) Good. £9.50      2) Excellent. £11

Designer: Hermann Huber. No. players: 2-6. Country: Austrian. Duration: 30 mins.

Board and card game in which players try to get their actors onto the better positions on stage, but hogging the limelight too much is considered poor etiquette and will attract a penalty. Players get a choice of cards to draw. Play allows some bluff and other strategies.


Incan Gold. Published by Sunriver Games. ca.2006. Box. 2 copies available:

1) New. £13.50      2) Excellent. £12

Designer: Alan R Moon, Bruno Faidutti. No. players: 3-8. Country: American. Duration: 20 mins.

American printing of Diamant. Neat game in which everyone ventures into dangerous Incan ruins together, and as they find treasure they split it between them. However, at each stage of the journey players get the chance to leave. If you choose to leave you keep all the treasure you have collected this trip and may get some extra depending on how many people leave at the same time as you. However, if you stay in too long a second hazard card of a particular type may come up in which case anyone left in the ruins loses everything collected that trip! The player with the most treasure after 5 trips wins. Fast and fun - highly recommended.


Incarceration. Published by Risk Takers Ltd. 2001. Box. Good. £3.50

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

Game about going to prison. The board shows a prison divided into spaces and players progress around the prison wings, with the objective of being the first to be released. The game makes use of several different types of cards as well as actions on spaces.


Inferno. Published by Venice Connection. 1996. Box. Good. £8

Designer: Renata De Rosa. No. players: 2-6. Country: Italian. Duration: 30 mins.

Card game in which the players trade cards representing the damned souls of the famous. Each player takes the role of a devil who has a secret list of souls he want to trade for - but everyone's list will be different. There are also some action cards which can add some chaos to proceedings during the trading!


Insider Dealing. Published by Fantasy Games. 1988. Box. Good. £6.50

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

Special Notes: The calculator needs a new battery.

Stocks and shares game. Players deal in the shares of six companies on the Stock Exchange. Stock prices are affected by event cards of two types - market news (which everyone gets to see) and insider information which only the current player gets to see. In addition players move around three sections of the board, one in which it is possible to buy shares, one in which it is possible to sell shares and a special area which must be passed through in between. Players can decide how long they wish to stay in an area before leaving it. Nicely produced and includes an electronic calculator as well.


Inspector Higgins. Published by Ravensburger. 1988. Box. Good. £7

Designer: Manfred Ludwig. No. players: 2-6. Country: British. Duration: 20 mins.

One player takes the role of Inspector Higgins and attempts to catch the thief who carries the treasure and also as many other thieves as possible. The other players take turns moving the various thief figures looking in the various houses for the treasure, and once found it has to be transported back to their lair. Movement is by dice roll, but the type of dice to roll depends on the number of players. Fun light game - great with kids.


Italia. Published by Phalanx Games. 2006. Box. In shrink. £24.50

Designer: Andreas Steding. No. players: 3-4. Country: Dutch. Duration: 3 hrs.

A new take on the classic game Britannia. Set in ancient Italy the game assigns several different 'nations' to each player, and as turns go on each nation rises and falls, but the players try to ensure their position (considering all of their nations) is as strong as possible. The player who best does this over the whole game will win. There are two different scenarios. The first for 3 players starts in ancient times finishing in 80BC. The second is for 4 players and starts in around 390AD when the Western Roman Empire fell, up until medieval Italian times. The game is fully in English.


Jericho. Published by Abacus Spiele. 2005. Box. Excellent. £5.50

Designer: Tom Lehmann. No. players: 3-5. Country: German. Duration: 30 mins.

Card game in which players build up walls in different colours. When scoring happens the longest walls in each colour win their owner extra cards. However, players can use trumpets to tear down sections of their opponents' walls, but there are restrictions on this so you have to wait for just the right moment. The player with the most cards at the end of the game wins. Some clever ideas - a good and fun light game.


Jigsaw Puzzles: An Illustrated History And Price Guide. Published by Wallace-Homestead. 1990. Book.

Excellent. £8. Author: Anne D. Williams. Country: American.

Softback, 25x18cm, 362 pages. An essential book for the jigsaw collector. The first half of the book covers: The history of the Jigsaw Puzzle, Major Jigsaw Manufacturers, Developing a Jigsaw collection, Jigsaw Values. The second half of the book gives a detailed description of jigsaw puzzles by type. There are many photographs in colour and black and white throughout.


Johnny Controletti. Published by F X Schmid. 1997. Box. Excellent. £6.50

Designer: Dominique Erhard. No. players: 3-6. Country: German. Duration: 30 mins. Desc. by Eamon.

Card game with a gangster theme, played with 60 money cards, hidden in wallets. Players collect debts from other players and must decide if the amount paid is a) correct, b) underpaid, or c) overpaid (which might give him the chance to ‘fiddle’ his opponent with the change offered. A lot of nerve and bluff required.


Kai Piranja. Published by Abacus Spiele. 2004. Box. Excellent. £5

Designer: Oliver Igelhaut. No. players: 3-6. Country: German. Duration: 15 mins.

Light but fun filler. The cards show three different types of fish which each come in large and small varieties as well as showing hungry and normal ones. Players take it in turn to form a row of fishes, and any which don't match either in type or size must be passed on to another player. At any point a row can be kept, but if a hungry fish is drawn it eats many of the other fish in the row, forming a pile in the centre, though these piles can be won by getting three of that type of fish into your row. The player with the most fish at the end wins. Essentially a game of pressing your luck, with attractive cards and fast play.


Kathai. Published by Adlung Spiele. 2000. Box. Excellent. £3.75

Designer: Michael Andersch. No. players: 3-5. Country: German. Duration: 45 mins.

A deck of cards providing an interesting trading game which plays in about 45 minutes. Players collect various goods which they will then sell in sets at the desert marketplace. However it is important to time things right as when you sell, that type of goods is no longer wanted for a while. The more you manage to sell the larger the bonus if you get the timing right. Players can attempt to swap cards with other players on their turn, sell goods or bribe the market holders (to change the prices).


Keythedral. Published by R&D Games. 2002. Box. Good. £30

Designer: Richard Breese. No. players: 2-5. Country: German. Duration: 90 mins.

First (limited) edition. The players lay out a land using octagonal tiles which provide various resources, and place their cottages in the square gaps between the tiles. Each round every land tile produces one resource and the players compete for these, taking it in turn to claim resources in a cunning and very tactical way. These resources can then be spent to build parts of the Keythedral for victory points, or in various other ways to aid your future production or hinder other players. Also some special action cards are available for purchase and these can prove very useful. Ultimately VPs are won for parts of the Keythedral constructed and for unused resources. Recommended, and collectable too.


Kings & Castles. Published by Ragnar Brothers. 2000. Box. Excellent. £13

Designer: Gary Dicken. No. players: 2-4. Country: British. Duration: 90 mins. Desc. by Eamon.

Another game from the company that prints its boards on cloth. Each player is a Baron, with the objective of becoming the richest player. Money is raised through taxes, as authorised by the King. The main mechanism is unusual in that players don't have enough of their own soldiers for every turn, so instead each turn they must use some of their own and some randomly drawn from a bag (either their own or other people's) and try to use opponent's soldiers to best obtain their own ends.


Kingsburg. Published by Stratelibri. 2007. Box. 2 copies available:

1) In shrink. £29       2) Excellent. £25

Designer: Andrea Chiarvesio, Luca Iennaco. No. players: 2-5. Country: Italian. Duration: 90 mins.

Resource management and development game set in a a fantasy kingdom. Unusually for this type of game, play is dice driven - players roll a set of three dice which they can split up as they feel fit to claim spaces. Each space gives benefits or resources, the higher the number of the space the more advantageous the space, though the harder it is to claim. Players can spend resources to construct buildings on their individual board and gain new benefits as well as VPs. After every three rounds an enemy attacks the kingdom and the players need to have built up strong enough defences to resist them, otherwise there can be unpleasant consequences. The player with most VPs at game end wins.


Kingsburg: To Forge A Realm. Published by Fantasy Flight. 2009. Box. In shrink. £17

Designer: Andrea Chiarvesio, Luca Iennaco. No. players: 2-5. Country: American. Duration: 90 mins.

Expansion for this well received dice based development game.  You will need the base game in order to make use of this. This set includes new province sheets with additional buildings, building row overlays for additional variety, governor cards which give each player a different special ability, a destiny deck to add the unexpected to the game and new reinforcement rules to give additional control over your armies.


Koala. Published by Red Glove Edizioni. 2006. Box. Excellent. £4

Designer: Serpentium Games. No. players: 3-10. Country: Italian. Duration: 30 mins.

Card game. Players represent Koalas, who strangely want to eat as much pizza and spaghetti and as many hamburgers as possible. During the game there are a certain number of seats at the table, and other players must stand behind those who are seated. During play players will physically move around the table, sometimes sitting down, and sometimes standing up. When sitting at the table you are able to collect more food cards, but when standing behind someone you are allowed to see their cards! Also includes a team version of the game.


Kommissar X. Published by Amigo. 1992. Box. Good. £6

Designer: Nik Sewell. No. players: 2-6. Country: German. Duration: 30 mins.

Card game, with 48 special cards that are printed on both sides, giving only a clue as to what is on the other side. The cards indicate possible routes the thieves employed in their getaway. In the first phase the players build the stack of cards representing the escape route, announcing what they are playing, so the next player can play a legal card. When all cards in use are played the deck is turned face down and players take turns recalling what happened next, using the clues on the backs of the cards to help them recall. Players can lose if they make too many mistakes or win by successfully recovering dropped loot when they recall cards correctly.


Krieg Und Frieden. Published by TM Games. 1999. Box. Good. £11

Designer: Gerard Mulder. No. players: 3-4. Country: German. Duration: 90 mins.

Players take the roles of land-owners in a feudal society, and run their lands and gain favour from the Bishop by building his Cathedral, or from the King to gain additional resources. Each turn, players use their resources to make a bid to solve that year's problem - with different resources having different values depending on the problem. Then players use their remaining resources to enhance their lands, raid others' lands, etc. Harvest brings new resources for the next turn. After all the pieces of the Cathedral have been built, the game ends, and VPs decide the winner. Originally released as Charlemagne. I have some house rules which I find improve the game. Chunky wooden bits.


Lao Pengh. Published by Adlung Spiele. 1999. Box. Excellent. £3.50

Designer: Patrick Inauen. No. players: 2-6. Country: German. Duration: 15 mins.

Very nicely illustrated set of cards showing dragons and cranes. Players have to add cards to piles without duplicating any of the symbols already in those piles. Players can make an accusation if they think another player has infringed this. The first to get rid of all their cards wins.


Last Word. Published by Milton Bradley. ca.1986. Box. Good. £7

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

Word game in which a 10x10 grid is filled with letter tiles at random, including 8 special wild spaces. Players take it in turn to spot words starting from where their dobber lies, and moving to adjacent letters to make a word. All letter tiles used except blanks are then claimed and score at the end of the round. Points are also scored for isolating an opponent and being the last person to make a word in the round. Several rounds are normally played.


Le Havre. Published by Lookout Games. 2008. Box. 2 copies availabke:

1) In shrink. £40       2) Good. £32

Designer: Uwe Rosenberg. No. players: 1-5. Country: German. Duration: 3 hrs.

The followup game to Agricola, this time set in a port town. Players obtain various resources and can then convert them into more valuable resources, but generally this will require building new buildings first. Once built anyone can use a building, and the owner will get a payment when others use it. Ships can be bought which will give lots of VPs. At the end of the game VPs from everything built and cash determine the winner. There are 110 building cards which will come out in a different order each game ensuring play stays fresh. Game play involves choosing actions, and deciding which one is most valuable is tricky.


League Of Pirates. Published by Front Porch Classics. 2006. Box. Good. £7

Designer: Steve Hart. No. players: 2. Country: American. Duration: 30 mins.

Dice rolling game with a pirate theme. Players roll dice to see who gets the better combination, with the winner getting the chance to recruit a new crew member. The first player to have a full crew sets sail first to win the game.


Liberté. Published by Valley Games. 2010. Box. In shrink. £37

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

2nd Edition. Liberté is an election game set at the time of the French Revolution. In it the three main factions (Girondins, Jacobins and Royalists) try to gain control of the Government. The players strive to be the most effective backer of the winning side. Play is card driven, and wooden blocks are placed on the board with clever stacking rules. The game can end in several ways so you have to watch out in case there is an unexpected ending which may well foil your plans. An interesting twist on the majorities in regions mechanic, and well regarded.


Lumberjack. Published by Schmidt. 2002. Box. Good. £14

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

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


Luna: In the Domain Of The Moon Priestess. Published by Z-Man Games. 2010. Box. Excellent. £32

Designer: Stefan Feld. No. players: 1-4. Country: American. Duration: 90 mins.

Luna is the title of the High Priestess of the Moon, and the current priestess is looking for a successor. The players represent different orders who each wish one of their own to be the new High Priestess. The action takes place on a board showing seven islands. On these islands the players use their novices to gain influence by building shrines, working at the temple, and taking part in rituals. It is also possible to recruit more novices and win the favour of local priests who give various advantages. A clever and well regarded game with plenty of options to consider throughout.


Maestro. Published by Hans Im Gluck. 1989. Box. 2 copies available:

1) Good. £9      2) Good, but 1 corner taped. £8.50

Designer: Rudi Hoffmann. No. players: 2-4. Country: German. Duration: 40 mins.

On the nomination list for the German Spiel des Jahres 1989. A family friendly tile placement game with a theme of collecting together musicians suitable for a variety of different bands. Players run a talent agency and keep up to ten musicians on their books. The more musicians kept the more options you will have, but it is important not to be left with them at the end of the game. The musicians are added to the bands on the board only when a maestro is available to start the band. A gentle game with decisions to make but not too stressful.


Magi Nation Duel. Published by Interactive Imagination Corp. 2001. Packets. In shrink. £1.75

Designer: J. Lytle, P. Tavel, D. Tibbles. No. players: 2. Country: American. Duration: 30 mins.

Two introductory packs of cards for this CCG, in which the players are mages who summon creatures and cast spells to defeat their opponent. It is simpler than Magic: The Gathering. These packs were made to let people try the game using quick start rules and a small deck.


Mai-Star. Published by Japon Brand. 2010. Box. In shrink. £11

Designer: Seiji Kanai. No. players: 3-6. Country: Japanese. Duration: 30 mins.

Card game about the Japanese geisha. The players take the role of various geisha and complete for the title Mai-Star. Players use the characters available to them to increase their popularity, and earn money with the guests. At the end of a hand unplayed cards will count against you. The most successful geisha after three festivals will become Mai-Star.


Mandarin. Published by Mattel. 1990. Box. 2 copies available:

1) Good. £10        2) Excellent. £12

Designer: Tom Kremer. No. players: 3-5. Country: British. Duration: 50 mins.

Family game designed around the theme of the Chinese Zodiac. The game uses a clever gadget: a plastic Chinese house that dispenses tiles when a lever is pressed. Players attempt to collect one tile of each symbol or 6 of a particular type. Players move around a track and activate spaces, often getting the chance to claim a single tile or push their luck to try to get more, but if this fails then all the tiles are auctioned instead. Everything has been attractively produced with a Chinese theme.


Martinique. Published by Z-Man Games. 2010. Box. In shrink. £17

Designer: Emanuelle Ornella. No. players: 2. Country: American. Duration: 30 mins.

Pirate themed game in which the players take it in turns to introduce a pirate onto the edge of the island or move one of their existing pirates. The board starts covered with tiles depicting various pirate related items, and scrolls. These are collected when a pirate moves off them. Collecting the scrolls gives information about a secret major treasure hoard, and if at the end of the game a player manages to work out where this is, then they will win. However, if no-one manages to do this then the value of all the other tiles comes into play. Thus the game involves deduction as well as tactical play on the board.


Masters Of Venice. Published by R&R Games. 2009. Box. In shrink. £24

Designer: Jared Blando. No. players: 2-5. Country: American. Duration: 2 hrs.

The players are young merchants in the 1400s in Venice trying to make their fortune. Goods are bought from the docks and sold on to tradesmen who need them. Stakes in these traders' businesses can also be bought for extra profit, and the craftsmen at the guildhall also need goods and supplying them is highly prestigious. Various powerful characters such as the harbourmaster, the guildmaster and the tax collector can also prove useful at various times. Gold and prestige are what will prove who is a master merchant.


Mathematical Curiosities. Published by Tobar. ca.2010. Packet. New. £3

Designer: Unknown. Country: British.

Not a game, but a set of 4 mathematical oddities: A set of 5 dice with 3 digit numbers with unusual properties, a 'magic' calculator which uses 'bar dice', a set of cards using which you can determine secretly chosen numbers and a device which allows the instant addition of two 4 digit numbers.


Mauer Bauer. Published by Hans Im Gluck. 2006. Box. Excellent. £16

Designer: Leo Colovini. No. players: 2-4. Country: German. Duration: 45 mins.

Also published as Masons in America. Players play wooden wall pieces onto a triangular grid and then get to add towers to the ends of the wall and houses either side of the wall. When an area is enclosed it forms a town and every player gets to play 1 or 2 scoring cards to gain VPs. These cards give points in various ways such as for particular sizes of towns or particular tower colours in the surrounding wall, or for towers, walls or houses in various regions of the board. Thus players can work towards making their scoring cards valuable ready for the next scoring.


McMulti. Published by Hexagames. 1988. Box. Excellent. £95

Designer: James St Laurent. No. players: 2-4. Country: German. Duration: 2.5 hrs.

Brilliant game based on the oil extraction, refining and retail industry with masses of chunky plastic components. The game uses dice to activate machinery which has been purchased and placed on your island, and also activates plant on adjoining players' islands in the same row and column. Prices fluctuate as the economy changes. The game is very highly regarded as a business game. I will also supply my house rules. Highly recommended. Original edition - highly collectable.


Medici vs Strozzi. Published by Rio Grande Games. 2006. Box. Excellent. £10.50

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

Two player version of Reiner Knizia's excellent auction game, Medici. Each player has three boats which they try to fill with a variety of goods, and then send to harbour - each harbour only deals in a selection of the goods, however, so not all goods may be of value. There is also a bonus for the more heavily laden ship in each harbour each turn as well as cumulative points for the player who has delivered the most of each type of goods traded in each harbour. Rather than using an auction, one player sets the price of a batch of goods, and the other accepts this or refuses it, in which case the player who set the price must take it for that amount.


Middle Earth. Published by Games Workshop. 1985. Box. Good. £5.50

Designer: S Coleman Charlton. No. players: 3+. Country: British.

Bookcase boxed fantasy role-playing game. Set in J.R.R. Tolkien's Middle Earth, the rules book is 105 pages long, and covers everything you will need to know to play this RPG (Character Creation, Gamesmasters Tasks, Action in Middle Earth, Spell Lists, Combat System, and much more). It also includes some brief sample encounters and poster maps and a book of diagrams to go with them. Very well regarded RPG, and many excellent supplements were produced detailing Middle Earth and providing adventures.


Mid-East Peace. Published by Columbia Games Inc. 1990. Box. Good. £11.50

Designer: David Kowan & Tom Dalgliesh. No. players: 2-6. Country: American. Duration: 2 hrs.

Diceless multi-player game that balances the need to keep the peace over disputed oil-wells and the ability to win a war over them. If the game ends in peace, wealth wins, if it ends in war, power wins. To ensure tension the game uses secret deployment of forces and there is the pull between spending resources to ensure your country is secure and saving them in order to win the game.


Modern Art: The Card Game. Published by Fred Distribution. 2008. Box. In shrink. £10

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

Card game which uses the artwork and theme from Modern Art. However, game play does not involve auctions at all! Instead players play cards out in front of themselves directly, and some give additional benefits. Points are awarded at the end of each round for paintings of the most popular artists. The game is more about timing your card play rather than judging the value of cards, as was the case in the original.


Modigliani. Published by Gazebo Games Ltd. 1992. Box. Excellent. £11

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

This is an art auction game with really beautiful cards showing miniature versions of valuable painting from famous artists. The game also includes a wooden gavel and wooden playing pieces, and a leaflet about the various artists featured in the game. The players try to collect valuable collections of paintings, and will need to attend auctions to do so, which involves either playing special cards (eg. telephone bid) or being on the right space of the board at the time. However as well as the real paintings there are also some forgeries out there which are worthless.


Mystery Rummy Case No. 3: Jekyll & Hyde. Published by US Games Systems Inc. 2000. Box. Excellent. £9

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

Rummy based ard game in this popular series in which the designer adds a selection of new twists to standard Rummy, as well as giving the game a dark theme - in this case Robert Louis Stevenson's Dr Jekyll & Mr Hyde. In this game there are a number of suits each affiliated with either Jekyll or Hyde, and a double sided card in the centre of the table shows whether J or H suits can be melded at the moment. When a potion is played the card flips and the other suit can then be melded.


Never A Dull Moment. Published by Walker Books. 1983. Book. Good. £0.90

Author: Sue Tarksy. Country: British.

Hardback, 27x22cm, 93 pages. An activity and games book for children. The activities include Juggling, Knots, Making Masks, Puzzles, Riddles, Magic Tricks etc. There are a few fairly basic board games included too (of the roll and move variety).


Niagara. Published by Rio Grande Games. 2004. Box. Excellent. £18

Designer: Thomas Liesching. No. players: 3-5. Country: American. Duration: 40 mins.

Winner of the Spiel des Jahres 2005. Set on the river above the famous falls, the players paddle their canoes down river towards the falls hunting for hidden caches of gems to collect, and then they must paddle hard back upstream to get the gems safely home. The speed of the river changes during the game. The river is represented by a series of large clear plastic disks onto which the wooden canoes are placed, and more disks are inserted into the wide slotted board at the head of the river pushing the canoes further down the river and potentially even over the falls! Beautifully presented.


Okolopoly. Published by Ravensburger. 1984. Box. 1 Box corner split. £7.50

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

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


Origo. Published by Parker. 2006. Box. In shrink. £12

Designer: Wolfgang Kramer. No. players: 2-5. Country: German. Duration: 1 hr.

Area majority game in which players place tribe tokens onto the board using cards which permit placement into certain areas or rows, or columns etc. As areas are filled they become countries, and points are gained by the player forming that country. At three times during the game there is a scoring round where majorities are scored for areas as well as bonuses for sea presence and for large tribes. While there is conflict there is also a strong urge to fill empty space in order to claim the country founding bonuses, which ensures the game won't stagnate.


Pastimes For Children. Published by Butterick Publishing Co.. 1890. Book. Fair. £4.50

Author: Unknown. Country: American.

Special Notes: The cover is worn and somewhat discoloured, and two pages have been taped.

Softback, 28x21cm, 96 pages. A book of games and activities for children such as: pictures to copy / enlarge, making shadow pictures, making a boomerang, ring catchers, windmills, hand signals, make your own menagerie, make your own doll's house, making dolls clothes, mental pastimes (charades, puzzles, anagrams, riddles etc).


Pears Word Games. Published by Pelham Books. 1990. Book. Excellent. £0.50

Author: Peter Newby. Country: British.

Hardback with dustcover, 22x14cm, 267 pages. A large collection of games categorised and subcategorised as follows: Spoken Games (Household Word, Charades, Q&A, Verbal Tennis, Back to Front), Pencil & Paper Games (Bingo, Fan-Tan, Hangman, Consequences, Cross Play, Polyominoes, Classroom, Solitaire, Postal Play).


Peter Powell's Pop Trivia Game Book. Published by ColourGold. 1986. Book. Good, but rip on rear cover.

£3.50. Author: Jaffa. No. players: 2-4. Country: British.

Softback, 30x21cm, 32 pages. This book contains 2500 pop trivia questions and the cover can be removed and used as a gameboard. The game using this involves answering the pop trivia questions, as well as acting out song names and having to sing snippets from songs. Of course you can use the pop trivia questions separately from the game.


Pieces of Eight: Maiden's Vengeance + Cursed Blade. Published by Atlas Games. 2006. Boxes.

Excellent. £14. Designer: Jeff Tidball. No. players: 2. Country: American. Duration: 20 mins.

Pirate combat game set on the high seas, which uses neither cards nor dice, but instead coins! Each player has a set of 16 custom made metal coins with different symbols. One of these represents the captain, and defeating the opponent's captain is the goal of the game. The coins all represent different abilities and aspects of the ship, and some of them work better in combination with others. Players take it in turn to activate coins to attack their opponent, and wear down their ship. Neat idea and very nicely made coins, making it a highly tactile.


Pirate's Plunder. Published by Hilary's Toybox. 2000. Box. Good. £1

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

Card and dice game based on the 'Golden Age of Piracy'. Players play cards and attempt to secure treasure while avoiding the British and Spanish fleets. Everything is card driven, but dice rolls need to be made to determine the success of actions such as attacking other ships.


Poker: How To Play & Win. Published by Faber & Faber. 1934. Book. Good. £5.50

Author: Maurice Ellinger. Country: British.

Hardback with dustcover, 19x14cm, 189 pages. The book covers a description of the basic game; Straight Poker; Jack-Pots; Ace-Pots; Freak-Pots; Stud Poker; Psychology, Choice-Pots, Illustrative Hands; Poker Odds & Mean Hands.


Popular Card Games. Published by W. Foulsham & Co Ltd. ca.1950. Book. Good. £1

Author: B.H. Wood & F.R. Ings. Country: British.

Softback, 18x13cm, 96 pages. The book covers 20 of the favourite card games of the time, which includes Nap, Whist, Brag & Poker, Contract and Auction Bridge, Solo, Euchre, Pontoon, Baccarat, Bezique, Piquet, Glewstone Donkey, Pelmanism, Pounce, Black Maria, Rummy & Coon-Can, Fan-Tan, Cribbage and Canasta.  Includes hints and tips on good play.


Powerboats. Published by Cwali. Box. In shrink. £24

Designer: Corné Van Moorsel. No. players: 2-6. Country: Dutch. Duration: 1 hr.

Race game which uses a geomorphic board showing a large lake with many little islands which make negotiating the course around the lake tricky, even without the opponents' boats which can also prove troublesome. The game uses a clever mechanism which makes use of many 3 sided dice. Each turn a player can accelerate or decelerate by taking more or putting back dice, and choosing which existing dice to keep as is and which to reroll. The resulting number is the number of spaces which must be moved in a straight line after an optional initial turn. Clever and fun.


Presidential Election. Published by JKLM Games. 2004. Box. 2 copies available:

1) In shrink. £5      2) Good. £4

Designer: Richard Huzzey. No. players: 2. Country: British. Duration: 30 mins.

In the race to the White House, the two players represent Democrat and Republican candidates aiming to sway the voters and win the American election. The game uses two sets of dominoes along with playing pieces and tiles. Players use the dominoes to both move their pieces along a track and also play them to form the track itself. The track can be several dominoes in height and is divided into different scoring zones. Each player has policy markers which must be advanced along the track, and these can score well either by being moved a long way along the track or by being on top of many dominoes.  Intriguing idea and a most unusual use of dominoes.


Puzzlegrams. Published by Guild Publishing. 1989. Book. Excellent. £4

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

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


Pylos Travel. Published by Gigamic. 1994. Box. Good. £10

Designer: David G. Royffe. No. players: 2. Country: French. Duration: 15 mins.

Travel version of this ball placement game - the balls and board are wooden and still pretty chunky despite this being a 'travel' version. The board has 16 hollows into which balls are placed to form the base of a pyramid. Players alternate adding a ball of their colour to the pyramid. If a square of 4 balls in your colour is created then 1 or 2 or your uncovered balls can be taken back, and a lesser bonus is available for creating a square of different colours. The objective is to be the last player with a ball left so you can be the one to complete the pyramid.


Race The Wind. Published by Ghenos Games. 2007. Box. In shrink. £23

Designer: Velagiochiamo, Giulio Gallana. No. players: 2-5. Country: Italian. Duration: 1 hr.

Yacht racing game with nice components. The game uses simple but ingenious rules without dice or cards to ensure an interesting but skillful race game which incorporates elements essential to yacht racing such as changing tactics with the shifting wind, using wind shadows and overlaps to your advantage, as well as cunning starting manoeuvres.


Railroad Tycoon. Published by Microprose. 1990. Box. Good. £2

Designer: Sid Meier. No. players: 1. Country: American.

Vintage railroad empire building computer game. This is the original release for IBM PCs, and is I believe a DOS program - not sure about compatibility with modern operating systems. It comes on 3.5" disks, so if you no longer have a suitable drive you definitely won't be able to make use of it!


Railroader. Published by Waddingtons. 1963. Box. 2 copies available:

1) Good. £26       2) Box shows wear. Box base indented, and lid corners taped. £21

Designer: Unknown. No. players: 2-4. Country: British. Duration: 75 mins.

A classic train game, mainly because it just looks so wonderful. 100 pieces of train-set like track slot into the board as you advance your railroad across the west. Plastic trains complete with carriages and caboose travel along the tracks, and follow the railroad builders. Players race each other across the board, but on the way, players are ambushed, and get the chance to dynamite each others' lines, derail trains and so on. The main decisions involve choosing when to build track and when to move your train - you need enough track ahead of you to ensure your train won't go off the end, but too much makes you very vulnerable to dynamite attacks.


R-ECO Recycle. Published by Kawasaki Factory. 2010. Box. New. £10

Designer: Susumi Kawasaki. No. players: 2-4. Country: Japanese. Duration: 15 mins.

Card game - a sequel to the original R-ECO (this is not the same game). Players are rubbish collection companies and there are four types of recyclable garbage and four different recycling centres for these types. Each round players can either deliver one card openly to the correct site, or deliver any number of cards face down to a single site in which case it need not be all the correct type of junk. Each site has an overseer position and there is also an environmental protector. These roles are obtained when placing cards at a site, and will score points or get a penalty depending on whether the sites have been delivered to correctly or not. Thus the game involves some bluff as well as working out which roles you want to take on.


Rockets. Published by Klee. 1998. Box. Good. £5.50

Designer: Chris Baylis. No. players: 3-4. Country: German. Duration: 45 mins.

Card game with a board to track the position of the players' rockets. The objective is to get your rocket to the moon first.  Cards are played onto a single pile - playing higher than the last card advances your rocket, and playing lower gets you more cards. Points are scored for having advanced your rocket well when the round ends, and are lost for cards still in hand.


Rolit. Published by Goliath. ca.1997. Box. Good. £2.50

Designer: Unknown. No. players: 1-4. Country: British. Duration: 30 mins.

Nicely produced multi-player strategy game based on Othello / Reversi, but for 2-4 players. Four sided balls (if that's not a contradiction) are placed into holes with the current player's colour upwards, and captured pieces are converted by 'rolling' them in their hole to the new colour.


Saloon. Published by Krimsus Krimskrams-Kiste. 2001. Box. Excellet. £2.50

Designer: Ralf Sandfuchs, Mark Sienholz. No. players: 3-6. Country: German. Duration: 30 mins.

Wild West themed game in which the participants are in the Saloon when a bar brawl breaks out. Cards are used to attack another player, who can then defend and potentially respond, with as yet un-involved players being able to weigh in on either side, but potentially becoming a target themselves. The cards have a lot of German on them, so players need to be fluent or you will need to do a lot of pasting up of the cards.


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

Good but cover lightly creased. £1.50

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

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


Save Doctor Lucky. Published by Cheapass. 2000. Box. Excellent. £4

Designer: James Ernest. No. players: 3-7. Country: American. Duration: 30 mins.

Special Notes: Boxed edition

Set on a sinking Titanic in 1912, Doctor Lucky wanders the corridors, and can't believe that the ship is sinking, and so rebuffs the player's attempts to save him. Players also wander the ship obtaining items which can be used to save the good doctor, but when used other players get the chance to play cards which will foil these attempts to save him. The winner is the player who manages to finally rescue Doctor Lucky. As usual with Cheapass you will need to provide various generic gaming components yourself.


Schatztaucher. Published by Salagames. 1992. Box. Good. £4

Designer: Nik Sewell. No. players: 3-6. Country: German. Duration: 45 mins.

Deep sea diving themed card game with a board onto which cards are played. Each player takes it in turn to go on dives, in the hope of finding gold coins while avoiding sharks, in order to buy harpoons.  When a player has enough harpoons then a dive to the ocean floor can be attempted in order to retrieve a lost treasure chest and win the game. The harpoons are needed to fend off giant squid and sharks. Game play is unusual - the cards show what depth they refer to (1-8) on the front and back, so everyone can see what depth cards you have, but only you know whether they are treasure, fishes or sharks. During a dive the diving player asks each player in turn for a card of either the next level down or up as they wish.


Schnitzeljagd. Published by Simba Toys. 1998. Box. Good. £6

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

The title translates as "Schnitzel Hunt". Race game in which players move their pieces along a track, trying to get all of their pieces to the end first. Movement is according to how far back your pieces are compared to others, and whether the piece is in a stack, though only exposed pieces can move. The further back and the taller a stack the more a piece can move forward, but can choose to stop short for tactical reasons. The game has been given a children's game look, but is for age 10+.


Sea Hunt. Published by Merit. 1960. Box. Box Poor, Contents Good. £5.50

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

Very rare TV related game, based on the underwater adventure series that made a star of Lloyd Bridges. Each player is a skin diver attempting to recover treasure from a sunken ship.


Selected Patience Games. Published by Goodall & Son + Thos. De La Rue. ca.1932. Booklet. Good. £3.50

Author: Professor Hoffmann. Country: British.

Softback, 10x7cm, 64 pages. A collection of 22 patiences selected by this prolific author. Many black and red diagrams throughout. The games are: Original, Star, Travellers, Carpet, Windmill, Heads & Tails, Demon, New York, St Helena, Reversible Sequences, Puss in the Corner, Four Marriages, Backbone, Bismarck, Quadrilateral, Roman, Ladies' Drawing-Room, Burleigh, Triplets, Stop, Golf, Poker.


Selected Patience Games. Published by Goodall & Sons. 1921. Booklet. Good. £6

Author: Professor Hoffmann. Country: British.

Softback, 10x7cm, 64 pages. A selection of 21 patiences selected by this prolific author. Very attractive cover and many black and red diagrams throughout. The games are: Original, Star, Travellers, Carpet, Windmill, Heads & Tails, Demon, New York, St Helena, Reversible Sequences, Puss in the Corner, Four Marriages, Backbone, Bismarck, Quadrilateral, Roman, Ladies Drawing-Room, Burleigh, Triplets, Stop, Golf.


Shadis #17. Published by Alderac Entertainment Group. 1995. Magazine. Good. £0.30

Author: Unknown. Country: American.

Independent gaming magazine which covers role playing games, collectable card games, as well as some board and card games. The main articles this issue: Real Spies, A Brief History of RPGs Part 1, The Necrology of the Vampire, Illuminating the Enemy (Using playing cards to add ideas to major NPCs), NPCs Get A Life (NPC traits and ideas), New Races, Artist Feature: Cline Siegenthaler, Hook Line & Sinker (mini scenario), The Good Bad & Ugly (NPCs), Card Games inc multi player Magic with a poster board, CCG card listings, Games reviews: RPGs + Board Games, Miniatures, PBM games, Other magazines, Knights of the Dinner Table.


Shadows Over Camelot. Published by Days Of Wonder. 2005. Box. Excellent. £26

Designer: Serge Laget, Bruno Cathala. No. players: 3-7. Country: American. Duration: 75 mins.

King Arthur and the Knights of the Round Table themed cooperative board game. The players take the role of valiant knights and together must hold off a variety of threats to peace and prosperity, such as Saxons raiders, Morgan le Fey's evil schemes, finding Sir Lancelot, and ensuring the Holy Grail doesn't fall into the wrong hands. Players must use their actions effectively to complete the quests. Some failures are acceptable, but too many and the kingdom will fall. In a neat twist, there may be one knight who is actually a traitor, and who will subtly work to ensure the kingdom falls. However, if the traitor is too obvious he can be unhooded and his evil deeds stopped.


Sharp Shooters. Published by Milton Bradley. 1994. Box. Good. £11

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

Push your luck dice game made to a standard no other company can match. Players start with a lot of dice each (32 dice are in the box!) and must play them on to the one of 24 different boards chosen for this game. There is skill in choosing when to continue your turn and when to say enough is enough, or when to pass a dangerous situation over to an the next player.


Sixteen Gambling Games In Twenty Minutes. Published by Eyre & Spottiswoode. ca.1910. Book.

Good. £6.50. Author: Double You. Country: British.

Softback, 17x11cm, 63 pages. This book gives the rules to the following card games which you can play for money: Baccarat, Chemin-de-fer, Banker, Dupe, Fan Tan, Hearts, Jolly Farmer, Nap, Poker (Draw, Whiskey & Stud), Rummy, Schnautz, Slippery Sam, Solo Whist, Vingt-et-un.


Sky High. Published by Jumbo. 1993. Box. Good. £9

Designer: Manfred Franz. No. players: 2-6. Country: Dutch. Duration: 30 mins.

Family game in which you compete to get your balloons from the ground to the clouds, avoiding the crows with their sharp beaks. A special coloured die is used, and players' identity (the colour of the balloons they have an interest in) is kept secret, so there is scope for bluff as well as tactical movement. Also each tile shows balloons of more than one colour so more than one person may have an interest in it.


Snail Race. Published by Tilsit. 2000. Box. Excellent. £12

Designer: Pascal Bernard. No. players: 2-6. Country: French. Duration: 45 mins.

Snail racing game which comes with 6 different tracks each with different challenges. Cards are used to move along the track using a simultaneous card play mechanism to keep things a little unpredictable. Expect lots of snail jostling and blocking! This uses the same system as Snail Pace Race, but comes with a different set of tracks.


Snow White. Published by Russell. 1965. Box. Excellent. £1.40

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

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


Sound Tracks. Published by Living And Learning. 1987. Box. Excellent. £6

Designer: Unknown. No. players: 2-4. Country: British. Duration: 10 mins.

Children's game (age 3-6) in which each player gets a different board showing 9 pictures. A cassette tape is started from a random point and played. Various sounds will be played and players cover the picture of something they hear the sound of.


Sovereign Of The Seas. Published by Excalibre. ca.1978. Box. Box shows wear. £4.50

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

Players sail merchant ships in the 17th/18th century picking up and delivering cargo for profit. Tariffs must be paid when stopping in each port, and it is possible to purchase ports in order to get the tariffs when others land on them. The board shows the whole world, and 32 different ports, with 9 different cargoes available from them. Play is determined by cards to determine your next contract and dice used for movement, but you choose which appropriate port to pick up from and which shipping lanes to use, and whether to buy ports. Event cards can also be used to add uncertainty. First player to amass 150000 gold pieces wins.


Space Beans. Published by Amigo. 1999. Box. Excellent. £5

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

Card game launched as part of the Bohnanza series, but this is a standalone game. Players collect beans, but each have a face down private pile and a face up public pile. Players all add a card from hand to one of these collections and then pass their hand to the left. When a pile has beans which can be traded in they are sold, and the first player to earn a set number of VPs wins.


Spielbox Batch of 4 Special Issues. Published by Spielbox. Box. Good. £1.50

Designer: Unknown. Country: German.

4 special issues of the German board games magazine, Spielbox. These issues were produced for Spiel 2006, 2007, 2008 and 2010. They have information about games released at the fair, some information about the fair itself and reviews of board games. Everything is in German of course.


Spin To Win. Published by Spear's Games. 1977. Box. Box shows wear. £1

Designer: Unknown. No. players: 2-4. Country: British. Duration: 10 mins.

Top spinning game. The board sits in the box and shows a grid of colourful scoring spaces with higher numbers near the centre and the corners. Over this there is a transparent layer with holes. Players take it in turn to spin a top, trying to get it into a valuable hole. Tops not in holes are removed from the board. Once one player has all three of their tops in holes all tops are scored and the highest scorer wins that round.


Square Routes. Published by Spear's Games. 1983. Box. Good, but edges show some wear. £9

Designer: Peter Burley. No. players: 2. Country: British. Duration: 15 mins.

Strategy game played on a colourful 8x8 grid. Each row has one each of eight different colours, which are also the colours of the top halves of the 8 very substantial playing pieces. The base of the playing pieces is either white or black (the two player colours). Players take it in turns to move a piece forward or diagonally forward as much as they wish, trying to get a piece onto their opponent's back row. However, what makes the game interesting is that the piece you must move on your turn must be the colour of the square your opponent's last moved piece just landed on. Neat idea and makes for a fast and interesting tactical game. Later reworked into Kamisado.


Star Wars Adventures Of R2-D2. Published by Parker. 1977. Box. Good, but 1 corner taped. £1

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

Children's game (ages 4-8) based on R2-D2 who in this game is portrayed as the true hero of the Rebellion in the original Star Wars films. Game play involves spinning a spinner and moving to the next space showing that colour, with somespaces providing short cuts and others delays. A nice item for the Star Wars collector.


Star Wars: Invasion Of Theed. Published by Wizards of the Coast. 2000.

Box. In shrink, but box indented. £4.50. Designer: Bill Slavicsek. No. players: 2+. Country: American.

Subtitled: An Introduction to the new Star Wars Roleplaying Game. This uses the d20 system and so is compatible with not only WotC's Star Wars RPG, but many others as well. The boxed set includes: rule book, adventure book, giant map, game tokens, eight hero folders, dice, and an exclusive action figure.


Tears Of The Dragon. Published by Avalanche Press. 2003. Box. Excellent. £10

Designer: John R. Phythyon. No. players: 2. Country: American. Duration: 2 hrs.

Fantasy board war game in which the players quest to find lost secrets so that they can free the princess from her curse and win the throne. One player has more powerful armies, but the other has access to more powerful magics and can gain the aid of the fairy folk and even the dragon.


Terminator 2: Judgement Day. Published by Parker. 1992. Box. Good. £0.90

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

Film tie-in, with lots of pictures from the film on the box and cards etc. The players must collect three special items and then do battle with the T-1000 in the steel mill until it is finally destroyed and the game won. Movement is by card play and special cards can be retained to improve your chances in battle or move the T-1000 around the board to your advantage and others' woe.


The Art Of Playing Mythos. Published by Chaosium. 1996. Book. Excellent. £7

Author: Aniolowski, Krank, Rowe & Willis. Country: American.

Softback, 21x14cm, 160 pages. Book all about the Lovecraftian Mythos CCG. The book covers the rules, FAQ, Errata, Tournament Rules, Solo Rules, A Variation, Designer Notes, Creating Your Own Adventures, The Cards (pictured and listed).


The Card Player's Companion. Published by Treasure Press. 1990. Book. Excellent. £5.50

Author: Gyles Brandreth. Country: British.

Hardback, 24x19cm, 192 pages. This book covers the history of playing cards, and gives the rules to some of the earliest European games (Piquet, Ombre, Primero) before moving onto various families of games: Euchre, All-Fours, Whist, Bezique, Cribbage, Banking Games, Poker, Rummy, Hearts, Stops, Patience. The book also has chapters on gambling and cheating, as well as having a detailed glossary. An attractively presented and useful reference book.


The Education Of A Poker Player. Published by Sphere Books. 1970. Book. Good. £5.50

Author: Herbert O.Yardley. Country: British.

Softback, 18x11cm, 138 pages. From the back page blurb: A gambling classic... brilliant instruction ... and a hatful of some of the finest gambling stories I have ever read. The book has zest, blood, sex and a tough, wry humour...


The Garden Game. Published by Garden Game Ltd. 1980. Box. Good. £15

Designer: Sarah Ponsonby. No. players: 2-4. Country: British.

Special Notes: Deluxe edition

Stunning artwork, and miniature metal gardening tools as playing pieces. Unique box design adds to its appeal. You collect cards that you ‘plant’ into the board, thus creating your garden. Game play involves collecting sets of cards in a slightly Rummy style to create plants for your garden. Bonuses are awarded for companion planting.


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

Cover creased & shows wear, good inside.. £2.

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

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


The Hole In One Das Golfspiel. Published by O'Line Promotion AB. ca.1987. Box. Excellent. £16

Designer: Nabil J Tabet. No. players: 1-4. Country: German. Duration: 90 mins.

Golf game with a large board depicting an 18 hole golf course. The game is driven by 13 special dice used according to which club has been chosen for a shot. Nicely made balls and even miniature metal putters complete the contents. Super quality production.


The Name Of The Rose. Published by Ravensburger. 2008. Box. Excellent. £14

Designer: Stefan Feld. No. players: 2-5. Country: German. Duration: 75 mins.

Based on Umberto Eco's famous novel. The players take the roles of suspect monks, and try to divert suspicion from themselves and onto others. Very attractively illustrated board and cards. Players must try to keep their identities secret as points are lost if other players know which monk they are, while still trying to ensure their monk doesn't accumulate too many clues pointing towards them.


The Official Scrabble Quiz Game Book. Published by Carlton. 1997. Book. Excellent - unused. £1.50

Author: Robert Allen. No. players: 2+. Country: British.

Softback, 26x19cm, 128 pages. A collection of 60 multi-player crossword style puzzles / games. For each puzzle there is a Scrabble grid, and a list of 50 clues. The clues are simple crossword style clues, with most having a single right answer but some having many possible answers. Players study the clues and write down as many answers as they can. Players then effectively play Scrabble using these words to score points on the Scrabble grid, writing in their words as they play them.


The Pillars Of The Earth. Published by Mayfair Games. 2007. Box. In shrink. £30

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

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


The Waddington Card Trick Collection. Published by Waddingtons. ca.1980. Booklet. Good. £2

Author: Graham Reed. Country: British.

Softback, 18x11cm, 29 pages. A collection of 12 very impressive card tricks which aren't hard to learn from an associate of the inner magic circle. Includes diagrams to go with the clear trick descriptions, with guides as to possible patter as well.


Thinking Man's Golf. Published by 3M. 1966. Box. Good. £4.50

Designer: Frederick A Herschel. No. players: 1-4. Country: American. Duration: 45 mins.

Very innovative golf game when it was published - one of the first games to use chinagraph pencils and laminated boards. The 18 hole course is laid out on the wrap-around box, and it features 18 famous holes from various American golf courses. To play, you first determine wind speed and direction, then pick your club and place the range-finder on the board. Dice are rolled for your shot to determine distance and direction, and the location marked on the board. This is repeated until the putting table can be used instead.


Tikal II. Published by Game Works. 2010. Box. In shrink. £34

Designer: Wolfgang Kramer, Michael Kiesling. No. players: 2-4. Country: Switzerland. Duration: 90 mins.

A sequel to the Spiel des Jahres winning game from the same authors. Another previously undiscovered complex has been found in the jungles of Tikal and the players send their teams to uncover it and discover as much as possible. The action point system in the original game has been replaced with just two actions per turn here: moving some of your expedition around the board onto an action tile and then exploring new rooms within a temple to find gold. The simpler system helps the game play faster than the original and gives it a different feel.


Titan. Published by Valley Games. 2008. Box. In shrink. £30

Designer: Jason B McAllister. No. players: 2-6. Country: American. Duration: 4 hrs.

Reprint of this classic monster game. The amount of stuff in the box is quite astonishing. Essentially a multi-player fantasy war game. Your fantasy forces breed into bigger and better units as you play. The board consists of many interconnected paths of spaces with many different types of terrain. When opposing stacks clash fights are carried out on a separate battle-board.


Tobago. Published by Rio Grande Games. Box. Excellent. £23

Designer: Bruce Allen. No. players: 2-4. Country: American. Duration: 1 hr.

Set on a tropical island (with geomorphic board to ensure it is different every game) with ancient statues, tropical huts and palm trees, and a variety of different terrains, there are a series of buried treasures to be found. On their turn players play a clue card which narrows down the possible locations for one of the treasures, and gives that player a stake in that treasure when found. Alternatively a player can move their Jeep around the island to retrieve mystical amulets and dig up buried treasure when the location is known. When unearthing a treasure a subgame of pushing your luck is played to distribute the loot amongst those who have a stake in it. Very attractively produced.


Tom Jolly's Cargo. Published by Wingnut Games. 2004. Box. Good. £8

Designer: Tom Jolly. No. players: 2-4. Country: American. Duration: 45 mins.

Each player controls a team of dockhands, which include regular workers, a burly worker, a mule and an elephant. Each player also has a selection of tea crates. The objective is to load your tea crates onto your ship while pushing other players' tea crates into the sea. It is also possible to squash other players' regular workers between two crates, and this is worth doing too. Each turn you have three movement points to split amongst your dockhands as you see fit, and each type has its own abilities. eg. An elephant can push up to 2 crates and move up to 2 spaces, while a regular worker can push only one crate and move only one space.


Top Secret. Published by Blatz. 1996. Box. Good. £1.50

Designer: Tom Schoeps. No. players: 2-6. Country: German. Duration: 20 mins.

Card game, nearly 100 cards in full colour. Players start with identical sets of cards and simultaneously play cards from their hand. The objective is to collect as many secret documents as possible. The cards are: secret documents, assassins, moles and secret agents. They interact in various ways, and to win you will need to outguess your opponents and play the right card at the right time to end up with lots of secret documents.


Topple. Published by Waddingtons. 1989. Box. Box has a taped split. £7.50

Designer: Unknown. No. players: 2-4. Country: British. Duration: 10 mins.

Balancing game, following the success of games like Jenga, but this is completely original. The plastic board is precariously balanced on a point, so that it wobbles easily, and then players take turns to add their colour discs to the board but avoiding tipping it. Splendid fun for all.


Toscana. Published by Piatnik. 2001. Box. In shrink. £6

Designer: Niek Neuwahl. No. players: 2. Country: Austrian. Duration: 25 mins.

Rather nice tile laying game in which the players alternate playing a tile onto the board. The tiles show the view of a Tuscan village from above, with the deep red roofs and gray of the ground. Each tile has a mixture of roofs and ground on a 4x2 grid, and the objective is for one player to make as large a connected area as possible of roofs while the other player tries to make a large connected ground area. Each player can also veto his opponent's play once in the game, forcing a different tile to be played at a crucial moment.


Tournament Golf. Published by Ariel. ca.1965. Box. Good. £7

Designer: Unknown. No. players: 1-4. Country: British. Desc. by Eamon.

A rarely seen Ariel game. Large double sided board and a huge spinner. Mainly played by choosing your club, drawing a card that allows for a possible variation to what you would expect, and possibly using the spinner if you have a tricky shot or are in a hazard. Allows for a professional standard or an amateur shambles. The game will play as an opponent for you, the ever-ready Angus McDummie!


Trading Routes. Published by Van der Veer. 2005. Box. 2 copies available:

1) Excellent. £4      2) Good. £3.50

Designer: Jacque Deul. No. players: 2-8. Country: Singapore. Duration: 30 mins.

Card game set in the jungle, each card showing part of a trading route between tribes. The cards must be played adjacent to other cards, domino style so that the trade route continues on. If a player manages to play so that the symbols at each end of the trade route are the same then they have completed the trade route and win those cards. There are also cards which increase the value of a trade route, but don't change the values at the ends, and war and peace cards which stop a trade route from being finished or remove a war. The player who claims the most cards wins.


Travel Cluedo. Published by Waddingtons. ca.1994. Box. Excellent. £4

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

Surprise the family and play classic Cluedo again - actually quite a decent game of deduction, in which you have to move your piece around the board according to dice rolls in order to gain clues and then work out the details of the murder by a process of elimination. This miniature travel set comes with all the normal playing pieces but in miniature form, with pawns which peg into the board.


Travel Scrabble. Published by Hasbro. 2001. Wallet. Excellent. £5.50

Designer: Alfred Butts. No. players: 2+. Country: American. Duration: 1 hr.

Very nicely made travel edition of this classic game - ideal for taking on the train or on holiday. Comes in a material pouch, with built in bag for the tiles and detachable tile racks. Very nice fold out board with ridges to ensure the tiles don't slip out of position. The board is 21x21cm when folded out.


Triagonal. Published by Acumen Board Games. 2005. Box. In shrink. £6.50

Designer: Acumen. No. players: 1-4. Country: British. Duration: 10 mins.

A collection of 8 games which can be played on a triangular gridded board. In the basic game players take turns adding a fence piece to the board (between triangular cells) and get to claim spaces they complete by placing their coloured triangle markers. Other options include dice usage, and playing more than one fence per turn etc. Further ways to play are available on the internet too.


Triumvirate. Published by Indie Boards & Cards. 2010. Box. In shrink. £13

Designer: Travis Worthington. No. players: 2. Country: American. Duration: 25 mins.

Card game with a Roman theme. It is essentially a clever imperfect information trick taking game for two. The two main twists are that players set aside cards to indicate which of the triumvirs they want to win most tricks, and also not all cards are played in each hand - those unplayed are kept for use in the next hand. Includes a low luck variant in which players draft their hands rather than just being dealt them.


Ur 1830 BC. Published by Splotter. 2001. Box. Excellent. £14

Designer: Jeroen Doumen, Joris Wiersinga. No. players: 3-6. Country: Dutch. Duration: 3.5 hrs.

Although not an authorised 18XX game, this is very much the same type of game, but it does not have a railroad theme, and has enough differences to make it a worthwhile addition to the genre. The game is about diverting water from rivers into irrigation channels and supplying it to sections of land. There are various nations, and the players are land owners across the nations, with the player with the most land in each nation being the King. Nations can improve their lot by building infrastructure and technology progresses making the older technology obsolete. Irrigated land brings income to its owner and its nation.


Vampire: The Masquerade: Mood Music CD. Published by Orion Design. 1999. CD Case. New. £3.50

Designer: Bart Dijkman. Country: American.

This isn't a game or RPG supplement, but a music CD. However, it has been written specifically as mood music for a Vampire - The Masquerade role playing session. The music is instrumental only and uses synthesisers, guitars and drums to produce a sinister background mood. It should be suitable background for any gothic horror type of gaming.


Villa Paletti. Published by Wiggles Three-D Inc. 2008. Box. In shrink. £13

Designer: Bill Payne. No. players: 2+. Country: Canadian. Duration: 20 mins.

Dexterity game in which players first build a nice stable one storey building and then reusing the pillars alredy in use they add a second storey, and so on potentially up to a five storey building. However, it is highly likely that the whole thing will collapse before then - just don't be the one who makes it happen! Won the German Spiel Des Jahres - the original edition was produced by Zoch.


Vinhos. Published by What's Your Game?. 2010. Box. In shrink. £32

Designer: Vital Lacerda. No. players: 2-4. Country: Italian. Duration: 2.5 hrs.

Business game concerned with the production of wine in Portugal. Over six years the players establish estates, cultivate their vines, select the best varieties and show their wines at fairs in order to gain awards, and make the most money by selling both locally and for the various export markets. Well regarded.


Visual Brainstorms. Published by Binary Arts. 1995. Box. Excellent. £2.25

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

A set of 100 full colour oversize cards each of which has a visual brainteaser on it. The card is studied for a limited time and an answer given. The answer is on the back of the card, and sometimes there is a bonus question on the back as well which must be answered without further reference to the card. Fun game which can be played on your own as a challenge or with several players as a competitive game. Attractive illustrations and clever puzzles.


Vom Kap Bis Kairo. Published by Adlung Spiele. 2001. Box. Excellent. £5

Designer: Gunter Burkhardt. No. players: 2-4. Country: German. Duration: 30 mins.

Card game with a railway theme. Players try to be the first to build a railway from the Cape to Cairo. Starting with a pot of money the players bid to be able to build on a selection of terrains each round - with some terrains much harder to get across than others, and some getting your further towards your goal than others. Once played tracks need to be placed too. A clever little game with some nice ideas, and it is unusual to see a train game use only cards.


Weatherlight Revealed. Published by Wordware Publishing. 1998. Book. Excellent. £4.50

Author: Eric Tam, Paul McCabe. Country: American.

Softback, 23x15cm, 175 pages. A review of Magic: The Gathering's Weatherlight expansion. This book goes through each and every card from the Weatherlight expansion and gives thoughts about the uses, advantages and drawbacks of that card. Also covers a selection of decks using key cards from Weatherlight. Thus the reader should not only learn about Weatherlight, but also be given a good grounding in the game as the authors are pro tour and world championship finalists.


World Of Lone Wolf 2: The Forbidden City. Published by Beaver Books. 1986. Book. Good. £3.25

Author: Ian Page, Joe Dever. No. players: 1. Country: British.

Solo fantasy adventure game book, which uses the paragraph system made popular by the Fighting Fantasy series of books. This is book 2 of The World of Lone Wolf series in which you are Grey Star the Wizard. You don't need the other books in the series to play, but you can take your character onto the next book in the series if you do have them. Your objective is to find the legendary Moonstone and throw down the evil Wytch-king. This book takes you through the Forbidden City, where you can be sure the Wytch-king's minions will dog your every move.


Wortersee. Published by Kosmos. 1998. Box. Excellent. £1.50

Designer: Manfred Ludwig. No. players: 2-4. Country: German.

This is a word game in which a sea of letters is randomly set up in what is effectively a hexagonal grid. The letters are revealed and players have until an egg timer's sand runs out to spot words made up with adjacent letters and claim lots of the starting letter pairs with little markers. At the end players score 1 point for each letter in each word they spotted. There are extra letters for use with the English language rather than German too.


You Robot. Published by Repos Production. 2009. Box. In shrink. £7

Designer: Alain Rivollet. No. players: 4-10. Country: Belgian. Duration: 20 mins.

The players team up into pairs in which one player is the Robot and the other the Programmer. An action card (several difficulty levels available) is seen only by the Programmers who must get their Robot to perform the action shown. However, this can only be done by pointing to parts of the body on a robot diagram and use of an arrow card. Daft, but fun, especially for teenagers and others young of mind (and not too inflexible of limb).


Zillionaire. Published by Milton Bradley. 1987. Box. Excellent. £3

Designer: Unknown. No. players: 3-6. Country: American. Duration: 45 mins.

Card game, part of the Big Deal Series. Very closely related to Karriere Poker and WotC's The Great Dalmuti. This is one of the better versions with players earning points each round and having to sit in a new order of play depending on the status they have earned. Wild cards add an interesting element. This family of games are 'climbing' games - sort of related to trick taking games, but cards are played in combinations as well as just singly, and the 'trick' can go around the table more than once.


Zundstoff. Published by 1x1. 1995. Box. Excellent. £7.50

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

Card game in which players use their cards to manoeuvre planets and the sun in an attempt to increase the movement potential of their spaceships(!) The objective is to win two races to the sun, called the 'Al Capone Cup'. The game uses a layout of large circular tiles which indicate which adjacent tiles can be flown to next, and can be rotated to alter the possible course options.



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