Sep 2013 Catalog
While I don’t publish my latest catalog on the internet, this older catalog is available for you to look through to get an idea of the sort of thing I generally have. Please be aware that many of the games in this catalog will have already sold, and if they haven’t then the prices are not necessarily still valid – the prices are only valid in the month the catalog comes out! However, if you do see something of interest email me and I’ll let you know if I still have it. Also getting the monthly catalog by email is free and without obligation, so why not just ask to be added to my subscription list, or ask me to send you the latest catalog by email?
100 Indoor Games You Can Play. Published by Guild Publishing. 1988. Book. Excellent. £2
Author: Unknown. Country: British.
Hardback with dustcover, 20x13cm, 283 pages. A collection of indoor games with many diagrams throughout. The games covered are categorised as follows: Card Games for 1 (13), Card Games for 2 (15), Card Games for 3 (5), Card Games for 4 (12), Card Games for 5+ (7), Party Card Games (7), Banking Card Games (10), Board & Tile Games (10), Dice Games (15), Roulette, and more.
100 Other Games To Play On A Chessboard. Published by Peter Owen. 1983. Book. Good. £7.25
Author: Stephen Addison. Country: British.
Softback, 23x15cm, 96 pages. A collection of games (other than chess) which you can play on a chessboard. These games fall into the following categories: Chess Related Games (6), Pure Variants (34), Occupational Games (5), Positional Games (6), Draughts & Variations (17), Custodian Capture Games (4), Games Played on the Intersections (7), Misc (13). There is also a section with puzzles for you to solve.
24/7 The Game. Published by Sunriver Games. 2006. Box. In shrink. £12
Designer: Carey Grayson. No. players: 2-4. Country: American. Duration: 20 mins.
Tile laying game played on a 7x7 grid. Players take it in turn to add a number tile and then score for any runs or sets formed as well as for lines that add up to 24 or 7. Some spaces on the board are treated specially.
Aapep. Published by Cambridge Games Factory. 2007. Plastic Box. New. £4.50
Designer: Paul A. DeStefano. No. players: 2-4. Country: American. Duration: 20 mins.
Abstract game based on Egyptian mythology in which the snake demon Aapep would swallow Ra, the sun god at the end of each day. In this game the players try to either help Ra keep out of Aapep's clutches or help Aapep swallow Ra. This is done by placing pyramid counters with dark or light sides onto a grid. The visible sides facing the edge of the board determine Ra's fate.
Age Of Mythology. Published by Eagle Games. 2003. Box. Good. £20
Designer: Glenn Drover. No. players: 2-4. Country: American. Duration: 3 hrs.
Board game version of the civilisation building computer game of the same name. The game includes vast numbers of components including all sorts of wonderful plastic figures of men and monsters from different empires, wooden blocks, cards, dice and three game boards. The game is about gathering resources, building an empire and an army to defend and expand it, moving into new levels of civilisation, and ultimately building a Wonder of the World. Requires a large table, but it looks fantastic when laid out.
Agricola. Published by Z-Man Games. 2008. Box. In shrink. £41
Designer: Uwe Rosenburg. No. players: 1-5. Country: American. Duration: 2 hrs.
Superb game of agricultural development. Players start with an empty farm and two people, who are used to perform actions which extend and improve their farm and provide food for the end of the year. Uses a clever action system, and a vast number of cards only a few of which are used each game, in order to ensure a different experience each game. Players can plough fields, plant grain or vegetables, create pastures, obtain animals, learn specialist occupations, and build improvements. Highly recommended.
Air Baron. Published by Avalon Hill. 1996. Box. Good. £16
Designer: Evan Davis. No. players: 2-6. Country: American. Duration: 2 hrs.
Players own airlines and try to buy routes and landing privileges in a fiercely competitive world of commercial aviation. Players are trying to gain control of a certain proportion of the market and accumulate money too. Strategic decisions include whether to dominate a hub or spread out to other hubs, whether to deploy jumbo jets for increased profits, take control of foreign markets or even start fare wars. Includes lots of attractive plastic aeroplanes.
Antler Island. Published by Fragor Games. 2007. Box. 2 copies available:
1) In shrink. £25 2) Excellent. £21
Designer: The Lamont Brothers. No. players: 3-4. Country: Scottish. Duration: 45 mins.
Privately produced game, but to a very high standard. There are cute painted resin stag models, wooden does and a three level playing board. Each turn the players (as stags) plan their actions and then execute them one at a time. The idea is to claim and then mate with as many does as possible. However, since the other stags are trying to do the same you will need to build up your fighting ability and fight for the does from time to time - especially in the prime position on the top of the hill.
Ark / Arch Opti Mix. 2005. Box. 2 editions available:
1) Arch Opti Mix. Published by Doris & Frank. Country: German. Good. £8
2) Ark. Published by Rio Grande Games. Country: American. Good. £9.
Designer: Frank Nestel. No. players: 3-5. Duration: 45 mins.
Card game with the usual excellent Doris Matthaeus graphics. The theme is Noah's ark and players take it in turns to add in animals to the ark. This is done by playing cards which show the animals with symbols to indicate characteristics such as size, carnivore / herbivore, shyness, slowness or misc special abilities. The ark is divided into two halves and care must be taken not to overbalance it. Also no harm must come to any of the animals or provisions, so there are quite a few restrictions on what can be played where eg. only one carnivore per compartment, and it must be the smallest of the animals there. Shy animals won't even go into a compartment next to one with a carnivore in!
Armory. Published by M.E.K. Games. 2003. Box. Good. £4
Designer: Mark Keller. No. players: 2(-4). Country: American. Duration: 20 mins.
Fantasy battle card game which comes with 2 (identical) decks for 2 players, but an extra set allows play with up to 4 players. Each player has fighters who need to be armed and prepared for battle, the objective being to get all three ready to make a winning strike on your opponent. To ready them. players play cards to equip their fighters and also to interfere with their opponent's fighters, disarming them and destroying their equipment or eliminating cards in their opponent's hand etc.
Army Of Zero. Published by Point Zero Games. 2008. Box. In shrink. £8
Designer: Steve Mainprize. No. players: 2. Country: British. Duration: 15 mins.
Card and dice based combat game in which the players' teams of warriors battle each other. Players choose when each warrior will fight and whether to attack or defend. Includes 84 character cards, 8 attack / defence cards and dice. The cards also include a hidden puzzle for which there was originally a £1000 prize for solving.
Ascension: Chronicle Of The Godslayer. Published by Gary Games. 2010. Box. In shrink. £25
Designer: Justin Gary. No. players: 2-4. Country: American. Duration: 30 mins.
Deck building card game inspired by Dominion. In this game the players recruit fantasy heroes and obtain weapons and equipment in order to increase their power and build up to be able to defeat all sorts of monsters to gain VPs. Each turn cards are played to gain power, and runes. Runes are used to obtain new cards, and power is used to defeat monsters. A less strategic game than Dominion, but just as simple to play and good fun. Recommended.
Autobridge. Published by Autobridge. 1985. Box. Good. £2.75
Designer: Alfred Sheinwold. No. players: 1. Country: American.
Special Notes: This set comes with 64 hands (groups 15 and 16). This set was made in France.
Solitaire Bridge system which teaches and improves your game. The game comes with a selection of hands, and the bidding and card play is all explained in the booklet which comes with the game. Essentially the player decides what he would do in the current situation, and then sees what the experts would have done and why, and then continues on with the game as the expert would have played it. The system uses no cards, just a device which uncovers the bids and cards played one at a time.
Barbarossa. Published by Rio Grande Games. 1998. Box. Excellent. £10.50
Designer: Klaus Teuber. No. players: 3-6. Country: American. Duration: 75 mins.
Latest edition of the 1988 Spiel des Jahres. Players must make models out of clay and each must work out what the opponents have designed. The clever game mechanism is built around the scoring system. If your model is guessed too early, you score very little and if it is never guessed, you score very little, so you must design something somewhere in between.
Battle Of The Sexes. Published by Imagination Entertainment. 2003. Box. Good, but corner taped. £3.75
Designer: Unknown. No. players: 2-8. Country: British. Duration: 45 mins.
Special Notes: Original rules missing, but a printout supplied
Party game in which the players divide into a team of men and a team of women. Questions are asked of each team which relate to the opposite sex, so questions about women's things have to be answered by the men, and vice versa. Getting answers right gets the team's playing piece to advance on the board.
Battlestar Galactica The Board Game. Published by Fantasy Flight. 2008. Box. In shrink. £32
Designer: Corey Konieczka. No. players: 3-6. Country: American. Duration: 3 hrs.
Cooperative game based on the popular SciFi channel series of the same name. Players take on the roles of major characters such as Captain Adama, Starbuck etc, and must work together to survive the relentless pursuit of the Cylons. However, one or more of the players may turn out to be a Cylon agent who could perform sabotage at any time... The game is driven by many sets of cards, but also includes 32 plastic ships. Well regarded with lots of pictures from the series, which enhances the atmosphere of mistrust and intrigue.
Baxter On Magic. Published by Wordware Publishing Inc. 1997. Book. Excellent. £3
Author: George H. Baxter. Country: American.
Softback, 23x15cm, 183 pages. Pro Tour Magic: The Gathering player George Baxter gives a guide to the proper playing techniques for MtG. The book covers: Habits to Form, Observing Opponents, Bluffing, Using the Rules, Losing Sight of Victory, Destroying Your Opponent's Will to Fight, 14 different decks and their sideboards - how they work.
Bazaar / Bier Borse. Box. 2 editions available:
1) Bazaar. Published by Gryphon Games. Country: American. 2011. In shrink. £23
2) Bier Borse. Published by Parker. Country: German. 1979. Good. £20. Very nicely rethemed into the beer business. The counters are now facsimile beer bottle tops, and the matching boards are like coasters (beer-mats)
Designer: Sid Sackson. No. players: 2-6. Duration: 45 mins.
One of Sid Sackson's most reprinted games, and worthy of it too. Players trade different gem types for other selections according to the rules of the market (different every game), aiming to be able to fulfil one of the order cards and score points. In a clever twist you score more the fewer gems you have left after each order is fulfilled, and as the game goes on values of orders increase. Highly recommended.
Bezique And Rubicon Bezique. Published by W.D. & H.O. Wills. 1933. Booklet. Good. £1.50
Author: Major A.P. Sinkinson. Country: British.
Softback, 10x7cm, 64 pages (gold leaf edged). Likely a promotional item as it has several references to the Imperial Tobacco Co. on it. Covers Bezique, Rubicon Bezique, Polish Bezique, Four Handed Bezique, Binocle and Cinq-Cents.
Big Bucks. Published by Gestion Group-Or. 1987. Box. Good. £3.25
Designer: Andre Bilodeau. No. players: 2-6. Country: Canadian. Duration: 90 mins.
Special Notes: Box lid shows considerable wear marks on one side and the edges, but is still sturdy. Contents fine.
Business game which uses some of the ideas from Monopoly. Players can put their money in high, medium and low risk investments, and there are benefits to collecting 'sets'. Insurance can be bought to help protect against the misfortunes which can occur. Play is by moving around a track according to a dice roll and actioning the space (or deciding to wait for a better opportunity). The objective is to buy out the other players. There is a long and a short game option.
Big Manitou. Published by What's Your Game. 1997. Box. In shrink. £8.50
Designer: Gunter Burkhardt. No. players: 2-5. Country: Italian. Duration: 40 mins.
Card game, The cards feature Red Indians in four tribes. Each player hopes to trap the most Buffalo on tiles in each of several rounds of play. In each round you play with a number of your tribe members, some chosen, some drawn randomly. These cards interact as you vie for control of the Happy Hunting Grounds. Essentially a majorities game with some twists.
Black Box Plus. Published by Franjos. 2007. Box. In shrink. £9.50
Designer: Eric Solomon. No. players: 2. Country: German. Duration: 20 mins.
Excellent deduction game. You can play the original Black Box in which one player secretly sets the position of 4 light reflecting 'atoms' in an 8x8 square grid and the other player sends theoretical rays of light into the black box, and is told where the ray of light comes out. Since the light may have been reflected by multiple 'atoms' this can get quite complex and requires quite a good bit of logical thought. This edition also includes a trickier challenge - the same game played on an 8 across hexagonal grid, with a few extra rules for how rays interact with the atoms. Recommended to fans of logic and deduction games.
Blockword. Published by Waddingtons. 1977. Box. Good. £4.25
Designer: Unknown. No. players: 2. Country: British. Duration: 15 mins.
Word game which uses large plastic interlocking cubes with different letters on the 4 vertical sides. The cubes are laid out on the table and the players take it in turn to select a piece and add it to a 5x5 vertical wall, the idea being to create as many words as possible on your side, while blocking your opponent from creating words on their side. Very chunky and comes in a plastic case reminiscent of Black Box.
Brainiak. Published by Aaron Games. 1997. Box. Good. £2.50
Designer: Alan Holmes. No. players: 2+. Country: British.
Family / party game. Players write down 5 words which fit into a category, as do their team mates. Players score for writing the same things as their partners, so you have to try to get yourself thinking like they do. The board shows a series of tracks around which the teams move their playing pieces as they score points.
Bridge. Published by Chancerel. 1975. Book. Good. £4
Author: Jeremy Flint. Country: British.
Softback, 23x16cm, 96 pages. An unusual take on teaching Bridge - this book from the Sunday Express uses comic strips to teach the reader, and to improve their game. The book is clearly intended for the already competent Bridge player, as it launches straight into Useful Conventions before covering Dummy Play, and then Defence. A surprising amount is covered here!
Buck Rogers Battle For The 25th Century Game. Published by TSR. 1988. Box. 2 copies available:
1) Good, edges show wear, corners taped.. £5.50
2) Good, but box very slightly indented and bubbling slightly too. £4.50
Designer: Jeff Grubb. No. players: 2-6. Country: American. Duration: 2 hrs.
Huge sci-fi multiplayer wargame with hundreds of plastic spaceships, influenced by the style of the MB Gamesmaster Series. Players are factions fighting for control of the Solar System. The large board shows the Solar System's 4 inner planets and 9 large asteroids and various satellites, as well as various territorial displays. Each player has a variety of forces to build using factories and in order to get to other planets efficiently you need to plan ahead to use their conjunctions effectively.
Bus Stop The Boardgame. Published by Pigphone. 2010. Box. 2 copies available:
1) New. £19 2) Excellent. £16
Designer: Kai Fujiwara. No. players: 2-5. Country: Japanese. Duration: 20 mins.
Each player has two buses, one large and one small. At the central bus stop there is always a queue of people of several different types, and the players bid using tiles to get the passengers they desire for their buses. Each bus can only take a single type of passenger, and passengers you cannot take go into your personal queue. These will count against you at the end of the game, but if you get enough of a queue you can use a third bus.
Buzzle. Published by Franjos. 1994. Box. Good. £10
Designer: Peter Olotka, Bill Eberle, Jack Kittridge. No. players: 2-4. Country: German. Duration: 30 mins.
First produced as Runes by Eon Games. This is a word game with a difference. The basic idea is that players each select a word, and the other players have to work out what it is, but rather than using the letter as the basic unit, all letters are broken down into shapes: short and long straights, and small and large curves. Each letter is made up from a fixed set of these pieces. Players try to deduce letters and then the whole word by finding out what letter segments are and are not in each letter. Extremely original, as you would expect from the Eon team.
Campaign Commander Vol 2: Coral Sea. Published by Bellica 3rd Generation. 2010. Box. In shrink. £28
Designer: Francisco Ronco. No. players: 2. Country: Spanish. Duration: 3 hrs.
Naval wargame set in 1942 with the Japanese fleet threatening Australia. The two sides replay this critical naval and aerial battle for control of the southern seas. The board shows a map of the South Pacific divided into regions for operational scale play. Game play is counter based, but also makes use of cards to influence events and provide reinforcements as the game goes on. Initially the Japanese player will have the initiative to spread out and claim victory point areas, but as the game goes on and the Japanese forces are spread more thinly, the Allied player will have their chance to make decisive strikes.
Canal Mania 2nd Edition. Published by Ragnar Brothers. 2007. Box. Good. £17
Designer: Steve & Phil Kendall. No. players: 3-5. Country: British. Duration: 2 hrs.
Well received canal network building board game. The board shows England roughly from Basingstoke and Bristol in the west to Cambridge and Maidstone in the east. Players take contracts to build canals, and then draw and play cards to play canal tiles which come in various types: flat sections, sections with locks, sections with aqueducts and sections with tunnels. The latter of these require more cards to build but are worth more when completed. Players build up networks of canals and deliver goods from town to town using these networks in as efficient a way as possible. There are various engineer cards which give different bonuses and each player has one of these, but can switch them around for best effect. 2nd edition.
Canaletto. Published by Hans Im Gluck. 1995. Box. Good. £5.75
Designer: Gunter Cornett. No. players: 3-4. Country: German. Duration: 45 mins.
Auction game, in which players bid for batches of antiques. They then try to ensure the whole set of the antique types they own gets bought so that they can be sold for a profit. However exactly when a set is sold will determine what it is worth, and if you wait too long it is possible that they may be worth nothing. Also money can get tight, and the amount bid indicates what will be sold next, making it all very tactical and involving careful thought.
Caravelas. Published by Mebo Games. 2010. Box. In shrink. £24
Designer: Gil D'Orey. No. players: 2-4. Country: Portuguese. Duration: 75 mins.
Set in the 15th and 16th century the players are Portuguese explorers who sail the world to make discoveries and bring back treasures to make their fortune. However, everything brought back is taxed, and some of the proceeds used to build the Jeronimos monastery. The game ends when the monastery is complete. The game is played on a map of the world showing 32 ports, and realistic sea currents are marked and a clever system allows them to be used to a player's advantage. At ports discoveries can be made and merchandise can be obtained. Back at Lisbon the merchandise is sold and an additional ship can be bought, and objective cards completed.
Card Caper. Published by University Games. 1997. Box. In shrink. £7
Designer: Twinson Corp.. No. players: 2-4. Country: American. Duration: 15 mins.
Light deduction game in which players have a secret card, and as the game goes on they must reveal more about those cards. The objective is to work out what cards your opponents have before they work out what you have. Enjoyable game which plays quickly enough (with two players) that you can play several rounds at a sitting very easily.
Cardograms. Published by W & G Foyle. 1960. Book. Good. £5
Author: Ben Cohen. Country: British.
Hardback, 19x12cm, 90 pages. Subtitled 'A Composite Exercise in Bridge, Solo and Whist'. An unusual study of 73 hands. Each hand is analysed for Bridge bidding, Solo calls and Whist play.
Catan Geographies: Germany. Published by Mayfair Games. 2009. Box. Good. £20
Designer: Klaus Teuber. No. players: 3-4. Country: American. Duration: 1hr.
Settlers of Catan family game. This edition is on a fixed map of Germany, with the locations of major cities marked on the map. These are the locations where settlements (called town halls in this game) can be built. Regular cities cannot be built, but instead there are 12 historic landmarks which can be built, each with its own miniature which is placed on the board when built. These award the builder a VP and also give other instant benefits such as extra resource cards or a development card. The development cards also have a different mix of benefits. Very nicely produced Settlers variant.
Chameleon Stones. Published by Tobar. 2004. Bpx. Good. £7
Designer: Guido Lap. No. players: 2-6. Country: British. Duration: 20 mins.
Most unusual abstract game in which players add large chunky tower sections to existing towers hopefully in a way so that the colours match. Each tower segment shows an initial colour but also has a secret colour which needs to be matched, and which only appears when another piece is placed on top of it. Very interesting physical design. The game requires some memory work to play well.
Chelsea. Published by Prime Games. 2009. Box. In shrink. £8
Designer: John Ede. No. players: 3-6. Country: British. Duration: 45 mins.
Set in Chelsea, a very affluent part of London, each player takes the role of a family whose children have reached adulthood, and who now want to find their own partners, and have their own homes and cars. However, the youngsters are fussy and insist on everything being colour co-ordinated. The first to get their kids all happy with their setup wins.
Claim It!. Published by Wattsalpoag. 2006. Box. 2 copies available:
1) In shrink. £12 2) Excellent. £10.50
Designer: Kris Gould. No. players: 2-5. Country: American. Duration: 30 mins.
Push your luck type game, in which players roll dice and claim spaces on a grid. Three dice are thrown, one must be used to indicate one of six markers available each turn, and the other dice are used to specify a space on the grid. However, if you fail to place a marker after a throw you lose all progress that turn. If a space is claimed for a second time it becomes permanently yours. When the game ends the player with the largest connected area of owned spaces wins. Light, but provides some interesting choices and plays well. Especially good with 3.
Climb!. Published by Le Scorpion Masque. 2008. Box. In shrink. £7
Designer: Benoit Michaud. No. players: 1-5. Country: Canadian. Duration: 25 mins.
A climbing route is laid out on the table with cards. Players then attempt to climb it using their fingers! Fingerholes shown are different colours, and each finger can only use one colour of hole. Without 'falling' or making the cards move the players try to get to the top of the climb using cunning finger moves. Most unusual.
Collins Gem 3 Book Boxed Set. Published by Harper Collins. 1992. Box. Excellent. £4
Designer: Diagram Group. Country: British.
Boxed set containing 3 books, all softback, 12x8cm. Games For One (256 pages) covering card games (31), magic tricks (5), string games, solitaire, tangrams, word games (9), number puzzles, paper games and action games. Card Games (256 pages) covering family games (49), children's games (23) + variations. Family & Party Games (256 pages) covering children's party games and races (10), word / picture / number games, dice, tiddlywinks, spellicans, dominoes, darts, and board games (7).
Contack. Published by Waddingtons. 1966. Box. Good. £3.75
Designer: Unknown. No. players: 2-7. Country: British. Duration: 20 mins.
Special Notes: Photocopied rules from a Parker Bros edition. House rules sheet included too.
A precursor to Triominoes, this game uses 36 triangular tiles each with three coloured sections with a number from 1-9 on it. Players play tiles so that the colours match, and the numbers add up to multiples of 5 or match numbers exactly. Points are awarded for making multiples of 5, whereas just matching doesn't score but is a legal placement.
Continuo. Published by Hiron. 1982. Box. Good, but edges show wear. £2
Designer: Maureen Hiron. No. players: 2-5. Country: British. Duration: 25 mins.
Tile-laying game, akin to Dominoes, but played with multi-coloured tiles that must be aligned alongside each other. The best-selling game of its year in Britain, partly because it was very playable, but helped because it was inexpensive and had unusual packaging - the whole game comes in a box that is a 2 inch cube.
Cops And Robbers. Published by A & C Black Ltd. 1979. Book. Good. £2
Author: Norman Sofier. No. players: 2. Country: British.
Spiral bound book with thick card pages, 31x21cm, 26 pages, and each page having the rules to a different game and a diagram on which to play it. Pop out playing pieces supplied. The book contains the rules and boards for 24 two player games. All are simple in terms of the rules, but not necessarily simple to master. The games are all abstract in nature, many to do with strategic positioning on a board or taking it in turn to remove / place pieces with assorted twists. Most of the games are playable in a very few minutes, with the remainder being perhaps 20 minutes to play. If you like this type of game then this book is worth investigating.
Crash By Crash. Published by Czech Board Games. 2008. Box. 2 copies available:
1) Excellent. £9.50 2) In shrink. £11.50
Designer: Ivan Dostal, Monika Dilli. No. players: 2 or 4. Country: Czech Republic. Duration: 30 mins.
Placement and movement game based on dodgems. The board is set up using geomorphic sections to ensure a different layout between games, and the players or teams of players place their dodgems on the board, and then use action points to move them, pushing other dodgems around, and even off the board entirely. Pushing an opposing dodgem off the board scores points, and if a dodgem moves onto or is pushed onto a bell space then scoring happens, with dodgems scoring better on certain spaces. After a set number of scoring rounds the game ends.
Crosstrack. Published by Shoptaugh. 1996. Box. Good. £8
Designer: Philip Shoptaugh. No. players: 2-4. Country: American. Duration: 25 mins.
Tile laying game with chunky plastic playing pieces and a plastic board. The tiles feature a variety of pathways which can be placed or rotated each turn - players play from their own stock of tiles or a common stock and cannot rotate opponents' tiles. Players attempt to create a path from one side of the board to the other.
Cuba. Published by Eggert Spiele. 2007. Box. Excellent. £18
Designer: Michael Rieneck, Stefan Stadler. No. players: 2-5. Country: German. Duration: 2 hrs.
Strategic resource management game. Players each have their own plantation from which they can extract building materials and also produce crops. However, buildings can also be built over parts of the plantation giving added benefits but reducing the production capacity of the plantation. Players choose actions using character cards and plenty of thought is needed to optimise your play. There are many different routes to victory. Great artwork throughout. Highly recommended. I have some house rules I can pass on too.
Cut And Run. Published by Cut And Run Productions. 2000. Box. Excellent. £6
Designer: Unknown. No. players: 3-6. Country: British. Duration: 1 hr.
Players use money to buy parts of a casino until they have a complete set, when they can try to win by making a successful circuit of the board. The game uses a very nice 7" roulette wheel as well as assorted chips and cards. The game involves moving your piece around a track but with many spaces giving interesting options.
Dash-in Dungeons. Published by Wednesday Night Games. 2007. Box. In shrink. £22
Designer: Mark McPherson. No. players: 2-5. Country: Australian. Duration: 1 hr.
Fantasy adventure dungeon exploration game which uses 491 cards to drive the game. Using these 7 different adventures can be played. The cards are used to build the dungeon map, as well as representing skills, equipment, traps, monsters, magic items and more. One player acts as the Dungeon Master, and the others run the adventurers. No dice, pens or paper required.
Delta V. Published by Fantasy Flight. 2001. Box. Good. £10
Designer: Christian Petersen, Darrell Hardy. No. players: 2-4. Country: American. Duration: 30 mins.
Science fiction themed board game in which players send their rockets to explore an asteroid field full of valuable minerals, and attempt to complete contracts for specific sets of minerals. Players also get the chance to eliminate their opponents' rockets and must avoid the hostile aliens. Game play includes some memory work as well as optimising your moves each turn.
Detour. Published by Parker. 1994. Box. Good. £0.80
Designer: Unknown. No. players: 2. Country: British.
Beautifully presented game in which players try to be the first to claim 6 coins. The game is a little like Downfall, but with a greater variety of options at any point. The playing area is a clear plastic vertical circular enclosure into which a number of pegs are initially placed. Players may then either add a coin into one of the slots at the top, or add / remove a peg, or rotate the circle one step or move deflectors below the playing area to ensure that falling coins fall their way. A player cannot undo the move just made by the opponent. Very stylish design.
Die Glucksritter. Published by Schmidt. 1998. Box. Good. £10.50
Designer: Klaus Kreowski. No. players: 3-6. Country: German. Duration: 1 hr.
This game's name means 'Soldier of Fortune'. Each player is trying to be the first to construct a complete castle, which will require walls and towers. Each turn the players simultaneously choose two actions out of six possibilities. If a player is the only one to select a particular action, then the action is cheaper for them. The actions include building a wall, building a tower, earning money, getting a special action card, and attacking another player's castle. While there is luck in whether your actions clash with those of other players, the game offers interesting options and is fun to play. Recommended.
Die Weinhandler. Published by Piatnik. 2000. Box. Good. £14
Designer: Dominique Ehrhard. No. players: 3-6. Country: Austrian. Duration: 1 hr.
In the 19th century the players run steam ships up and down the river Loire and transport passengers and wine for profit. Each turn a new selection of contracts comes up to be collected and also a selection of action cards is laid out. First the cards are drafted, then players get to play cards, and finally the contracts are fulfilled or claimed. The action cards include movement cards, boatswains who are used to fend off rival boats when trying to dock in order to claim / deliver a contract, gone fishing cards which let you procrastinate during the card play to see what others are doing before deciding yourself, and explosions which allow you to stop a ship moving further that turn.
Dogfight. Published by Milton Bradley. 1963. Box. Good, but box shows wear. £15
Designer: Unknown. No. players: 2-4. Country: American. Duration: 45 mins.
WWI air combat game, which is part of the American Heritage Command Decision series. The Germans and Americans each get 2 squadrons of 3 planes, and movement cards are played to move the planes. When an enemy plane is shot down the victorious squadron is allowed to hold more cards as it now considered to contain an Ace pilot, and has better options. Fast and light introductory game. Includes attractively made plastic biplane pieces.
Domaine. Published by Mayfair Games. 2003. Box. Good. £17
Designer: Klaus Teuber. No. players: 2-4. Country: American. Duration: 75 mins.
Updated and streamlined version of Lowenherz. The king is on his death bed and the players as princes compete for the throne by attempting to section off as much valuable land as possible for their own use. The game starts with players' castles dotted around the landscape. On their turn the current player can either play a card, paying money in order to use the effects or sell a card to obtain more money. Actions include building walls to section off the land, adding knights to defend castles, forming an alliance or taking over one or two spaces from a poorly defended neighbouring region. Clever game with great bits and a board which can be set up many ways for added variety. Recommended.
Don’t Miss The Boat. Published by Waddingtons. 1966. Box. Good, but corners taped. £6
Designer: Unknown. No. players: 2-4. Country: British. Duration: 20 mins.
Each player has 8 men and a boat. The board shows 4 docks, in a sort of cross shape with a no go area in the middle. Players move their pieces around the board trying to get to a dock where their own colour of boat is waiting. Movement is either one space at a time or jumping over another man or men in a similar way to draughts. However, each time a man makes it into a boat all the boats move around to the next dock, so you have to work out which dock your boat will be at by the time your men arrive. First to get 5 men on their boat wins.
Dr Ruth's Game Of Good Sex. Published by Victory. 1985. Box. Good. £4
Designer: Michael E Moore. No. players: 2 or 4. Country: American. Duration: 1 hr.
TV related, based on the American sex advice show hosted by Dr Ruth Westheimer. Players answer questions of various types all related to sex in one way or another. One type has a situation with four possible pieces of advice which could be given and you have to work out which is right, another type has different questions depending on whether the answerer is a man or a woman - intended to help men find out more about female sexuality and vice versa - and a third type has partners answer a multiple choice question about their relationship - points awarded for answering the same.
Dragonhunt. Published by Avalon Hill. 1982. Box. Fair. £15
Designer: Garrett J Donner. No. players: 2-6. Country: American. Duration: 2 hrs.
Special Notes: The box shows some wear and is slightly discoloured. The back of the board is also discoloured, but the playing surface is unaffected.
The third and last game by this designer for this company, and more involved than the other two (Wizard’s Quest & Amoeba Wars). As usual with Garrett, the players also temporarily control third parties in the game, in this case you might call them wandering monsters in this fantasy world dominated by an evil dragon. The end-game when you, literally, kill the dragon bit-by-bit, is genuinely exciting as the outcome is often in doubt.
Dungeon Magazine. Published by TSR. Author: Unknown. Country: American.
Excellent magazine containing adventures for TSR role-playing games, mainly AD&D, but sometimes others too. Fantastic resource for GMs looking for an adventure to run. Adventures listed by issue.
Vol 2 Issue 2 (#8). 1987. Good. £1.50: Mountain Sanctuary (Lvl 1-3), For a Lady's Honour (Lvl 4-7), In Defence of the Law (Lvl 7-10), The Wounded Worm (Lvl 4-8), The Flowers of Flame (Oriental Adventures Lvl 5-8)
Vol 2 Issue 3 (#9). 1988. Good. £1.50: The Lurkers in the Library (Lvl 1-3), The Crypt of Istaris (Lvl 3-5), The Djinn's Ring (Lvl 3 - Solo Adventure!), The Golden Bowl of Ashu H'San (Oriental Adventures Lvl 2-4), The Ghostship Gambit (Lvl 3-6), The Plight of Cirria (Lvl 8-12).
Vol 2 Issue 6 (#12). 1988. Good. £1.50: Light of Lost Souls (Lvl 2-4), Sceptre of the Underworld (Solo Adventure Lvl 12), At the Spottle Parlour (Lvl 1-3), Intrigue in the Depths (Lvl 4-7), Huddle Farm (Lvl 1-4), Dungeon 1-12 Index.
Vol 3 Issue 2 (#14). 1988. Good. £1.25: Masqueraider (Lvl 2-5), A Question of Balance (Lvl 8-12), Stranded on the Baron's Island (Lvl 4-6), Master of Puppets (Lvl 6-8), Phantasm Chasm (Lvl 5-7), The Wererats of Relfren (Lvl 3-6).
Vol 3 Issue 3 (#15). 1989. Good. £1.25: The Wreck of the Shining Star (Lvl 4-8), In Pursuit of the Slayer (Lvl 6-9), The Dragon's Gift (Oriental Adventures Lvl 2-7), The Glass House (Lvl 4-6), Roarwater Caves (Lvl 1-4), The Elephants' Graveyard (Lvl 5-7).
Vol 3 Issue 4 (#16). 1989. Good. £1.25: Palace in the Sky (Lvl 7-10), The Dwarves of Warka (Lvl 3-6), Necropolis (Lvl 2-4), Vesicant (Lvl 4-6).
Vol 3 Issue 6 (#18). 1989. Good. £1.25: Irongard (Lvl 1-3), Whitelake Mine (Lvl 2-4), Tallow's Deep (Lvl 4-7), Crocodile Tears (Oriental Adventures Lvl 4-6), Chadranther's Bane (Lvl 4-6).
Vol 4 Issue 1 (#19). 1989. Good. £1: By the Wayside (Lvl 6-10), The Vanishing Village (Lvl 3-5), The Serpent's Tooth (Lvl 3-6), Encounter in the Wildwood (Lvl 2-4), House of Cards (Lvl 9-12).
Vol 4 Issue 2 (#20). 1989. Good. £1: This issue: The Ship of Night (Lvl 7-9), White Fang (Solo Adventure Lvl 10 Thief), Pride of the Sky (Lvl 8-12), Ancient Blood (Lvl 3-5).
Vol 4 Issue 3 (#21). 1990. Good. £1: The Cauldron of Plenty (Lvl 2-4), The Bane of Elfswood (Lvl 15-18), Jammin' (Spelljammer Any Levels), Incident at Strathern Point (Lvl 8-10), The Chest of the Aloeids (Lvl 6-8).
Vol 4 Issue 4 (#22). 1990. Good. £1: The Dark Forest (Lvl 2-3), The Leopard Men (Lvl 8-10), Tomb it May Concern (For 1 Lvl 4-6 Paladin), Unchained (Dragonlance Lvl 6-10), Rank Amateurs (GAZ10 Humanoids Lvl 1-3).
Dungeons & Dragons Board Game. Published by TSR Inc. 1991. Box. 2 copies available:
1) Good. £1.75 2) Box good, contents unpunched. £2.50
Designer: Troy Denning, Timothy Brown. No. players: 2-8. Country: American.
Base set of the Dungeons & Dragons Board Game (which is also titled The New Easy To Master D&D). This set provides an adventure for you to play as well as a series of 'Dragon Cards' which teach you how to play in easy steps. Includes polyhedral dice, many stand up cardboard figures, GM's screen and the rule book. Essentially this is a classic fantasy dungeon bash board game / role playing game crossbreed.
Dungeons & Dragons Board Game - The Haunted Tower. Published by TSR Inc. 1992. Box. Good. £9
Designer: Troy Denning, Timothy Brown. No. players: 2-8. Country: American.
Third expansion to the Dungeons & Dragons Board Game (which was also called The New Easy To Master D&D). This set provides three more adventures which can be played individually or as a single long campaign, for which you will need the base game. There is also a standalone scenario which can be played with this set alone. The set focuses on adventures involving undead, and as well as the scenario books, colour poster map-board of the dungeons, and tiles there are over 70 stand up cardboard figures, plus cards and playing pieces for the standalone game.
Easy Come Easy Go. Published by Out Of The Box. 2005. Box. Good. £7.25
Designer: Reiner Knizia. No. players: 2-4. Country: American. Duration: 30 mins.
Dice rolling game in which players try to roll particular combinations in order to claim prize cards. These are kept until claimed by another player rolling the same combination. After rolling, some dice can be set aside and the rest rerolled. If a player manages to get three prize cards then if they hang onto them until their next turn, they win the game.
En Garde. Published by Abacus. 1994. Box. Good. £11
Designer: Reiner Knizia. No. players: 2. Country: German. Duration: 30 mins.
Special Notes: This version has the roll out mat and metal playing pieces
Card game, played on a 'board'. Based on the sport of fencing, and includes three versions, the basic, standard and advanced games. Position on the board determines which cards can be played to attack the opponent, but the opponent can then try to parry the attack. Though the rules are short and simple there is a feel of a fencing match going on.
Esperanca. Published by Da Vinci. 1999. Box. Good. £15
Designer: Gotz Vincentz. No. players: 3-4. Country: German. Duration: 75 mins.
Players buy ships of varying capabilities and sail them around the Cape Verne Islands exploring potential shipwreck sites. Permission to dive on these sites is won at auction. Movement is determined in a clever way - a dice is rolled, and the start player uses the roll, the next player uses it minus one, and so on around the table, and then start player changes. Also high movement is faster, but less flexible as turning is limited, and better ships can move faster and have more options. Once a site has been explored and treasures found, the ship must return to port avoiding pirates on the way, though pirate attacks can be halted by other players' ships helping, but this too will cost. Nice wooden components.
Europa 1945-2030. Published by Euro Games. 1998. Box. Excellent. £9
Designer: Duccio Vitale & Leo Colovini. No. players: 3-6. Country: French. Duration: 1hr 45mins.
Interesting election based board game which covers the creation of the European Union from 1945 through the present day and extrapolating forward to 2030. At the start of the game there is no E.U. just lots of countries, some of which are more likely to join the E.U. than others. Players place their politicians into these countries and at the end of each turn any countries with enough politicians in join the E.U. providing the players with politicians can agree on a suitable coalition, and the coalition members score points and a large cardboard piece in E.U. colours is placed over this country. In addition some countries are predisposed to war, and players need to work to prevent it spreading out of control. Unusual game which works well.
Europe Aflame. Published by TSR. 1989. Box. Good. £10
Designer: David ‘Zeb’ Cook. No. players: 2-4. Country: American. Duration: 2 hrs.
WWII wargame involving land, sea, and air combat fought in Europe and the Middle East. Each player commands one of the major alliances of the war, builds forces, and deploys their units. Rules included for various special units, maintaining supplies, and keeping industry going as well as combat. Units stand up in plastic stands. There are three short scenarios and a campaign game.
Field Command: Singapore 1942. Published by WorldsForge. 2009. Box. In shrink. £35
Designer: Khoo Yik Lin. No. players: 2-3. Country: Singapore. Duration: 3 hrs.
Wargame with 122 plastic units. The players assume command in what the author claims was the worst disaster in British military history. There are several scenarios ranging from historical to speculative. Game play is similar to Axis & Allies, though this is a much smaller arena. Very nice production, with different minatures for infantry, artillery, armour and aircraft.
Field Commander Alexander. Published by Dan Verssen Games. 2009. Box. Excellent. £29
Designer: Dan Verssen. No. players: 1. Country: American. Duration: 90 mins.
Solitaire wargame covering 4 historical campaigns of Alexander the Great, each of which is played on a separate mounted map. These scenarios are: Granicus, Issus, Tyre and Gaugamela. As Alexander you move armies, build temples, found cities and complete prophecies. The built in game system controls the opposing forces and the scenarios can be linked so that your results in one affect the next.
Finale. Published by Kosmos. 1998. Box. Excellent. £10
Designer: Oliver Abendrath. No. players: 2. Country: German. Duration: 45 mins.
Soccer card game. The footballers all have good and bad spells during the game which is represented by having different strengths on each side of their square cards. Once used a card must be turned to use the next side. Neat idea, and plays well. Part of Kosmos' well regarded 2 player square box range. In order to perform passing sequences or attacks on goal players must commit different combinations of players to the manoeuvre, and the player who commits the greater strength of players gets to move upfield or if attacking, score a goal.
First Past The Post. Published by Waddingtons. 1989. Box. Good. £7
Designer: Unknown. No. players: 2-6. Country: British. Duration: 90 mins.
Revised version of Lose Your Shirt. Horse racing and betting game, with a colourful board and large plastic horses. Cards are used to move the horses, some specific horses and some any horse, but the twist is that to bet on a horse at the start of the race you set aside a card which affects that horse, and the horse you have bet on is then secret until you reveal and play this hidden card during the race - ideally as late as possible. Win and Place bets are possible, as well as a Jackpot bet, which wins all the lost bets from previous races.
Fish Eat Fish. Published by Out Of The Box. 2003. Box. Good. £9
Designer: Reiner Knizia. No. players: 2-5. Country: American. Duration: 30 mins.
Very attractively produced game. Players each have 5 fish which they place onto a 5x5 grid of spaces. They then take turns moving their fishes and attacking other fishes. The defeated fish is eaten by the victor, and the victor is stacked on top of the loser. Thus stacks of fish build up. Initially there are also neutral fish, which do not resist, but when battling with another player's fish the two players simultaneously play a card from an initial identical selection. Some are number cards which are added to the size of the fish stack, some are sharks which beat any number card, and some are octopi which stop that battle happening. The player who gains the most fish as prizes by the end of the game wins.
Flandern 1302. Published by Queen Games. 2004. Box. Excellent. £15
Designer: Wolfgang Panning. No. players: 2-4. Country: German. Duration: 1 hr.
Various guilds struggle for power in Flanders in 1302. City tiles in the players’ colours are laid onto the cities, with various limitations. Church and neutral quarters can also be placed, and special sectors can expand or shrink the final size of the city. Players play cards to determine the action they will take each turn, but don't get played cards back until a turn is skipped. When a city is completed points are scored for having more quarters than the other players.
Forma. Published by Ravensburger. 1973. Box. Good. £4.25
Designer: H J Geesink. No. players: 2-4. Country: German. Duration: 30 mins.
Special Notes: Comes in a linen covered box
Tile placement game. Each player has a set of coloured plastic shaped tiles, and players alternate playing them on the board. Some obstacle markers are put on the board during the setup along with a larger 'tower', one objective of the game is to surround these obstacles when playing a piece. Points are also scored for cutting off single empty spaces and for building a bridge of your colour from one side of the board to the other.
Frogger. Published by Milton Bradley. 1982. Box. Good, but one box corner faded. £0.80
Designer: Unknown. No. players: 2. Country: British.
Board game version of the arcade game of the same name from the early 1980s. Each player tries to be the first player to get their 3 frogs safely across the road and river. Each turn a dice is rolled to give a number of movement points to use that turn. Movement points can be spent either moving obstacles (logs on the river or cars on the road) or your own frogs. Thus a balance between hindering your opponent and helping yourself needs to be achieved.
Galactic Empires - Two Basic Decks. Published by Companion Games. 1994. Boxes. Good. £3
Designer: C Henry Schulte. No. players: 2. Country: American. Duration: 45 mins.
2 starter decks each containing 50 cards for this science fiction CCG. Explore new empires in space, and take your fleets into battle. The box says 2 people can play with just one starter, so two should be plenty to have some decent games. The decks are the Series 1 Basic Deck and the New Empires Basic Deck C.
Games & Puzzles - Batch of 20. Published by AHC. Magazine. Good. £40
Author: Unknown. Country: British.
The doyen of all games magazines. Founded by Graeme Levin in 1972. Its quality is now mythical. Virtually every issue covers the classic games, has game reviews, stacks of puzzles and competitions. Very collectable and an excellent read. This is a batch of 20 issues (unmarked unless stated): 3, 6, 7, 11 (some writing on crosswords), 13, 14, 18, 20, 25-29, 33, 37, 39, 41, 45, 52, 70. I will split up this batch if you want particular issues, but will give preference to larger requests.
Games & Puzzles - Large Batch. Published by AHC. Magazine. Good - Excellent. £130
Author: Unknown. Country: British.
This is a batch of 63 issues in hardback files. 1-61, 68. Very collectable, and an excellent read. Flicking through, the puzzles have NOT been filled in - I will check this more thoroughly if you are interested. I will split up this batch if you want particular issues, but will give preference to larger requests.
Genius. Published by Games Team Ltd. 1988. Box. Excellent. £1.20
Designer: Unknown. No. players: 2 teams. Country: British.
Although this is a general knowledge game based on the Guinness Book Of Records, it has some interesting features, such as a quite thick book containing about 100 full colour pictures all of which are quite stunning in their own way. As well as normal questions from a card, sometimes questions are asked about these amazing pictures.
Hare And Tortoise. Box. Several editions available:
1) Published by Gibsons. 1987. No. players: 2-6. Third edition of this brilliant race game, restored back to 6 players. Good, but corners taped. £12
2) Published by Waddingtons. 1981. No. players: 2-4. Second edition of this brilliant race game. Good. £6
3) Published by Waddingtons. 1981. No. players: 2-4. Second edition of this brilliant race game. Good, but box shows some wear. £5
Designer: David Parlett. Country: British. Duration: 1 hr.
Classic race game. Carrots are spent to move forward using triangular numbers, so 1 space costs 1, 3 spaces 6 and 5 spaces 15 etc. Carrots can be regained by moving backwards, 3 lettuces must be chewed on special spaces and you may only finish with a handful of carrots remaining. Players can go as slow as they want, or as fast as they want, or somewhere in between - and it is possible to win by any of these methods, which is what makes the game so clever. Recommended.
Britvic Strategy. Published by Waddingtons. 1983. Box. 2 copies available:
1) Good. The box has had tape partially removed, and this has left marks. £3.50
2) Good, but corners and one edge taped. £2.50
Designer: David Parlett. No. players: 3-4. Country: British. Duration: 1 hr.
Promotional game, made by Waddingtons for the soft drinks firm, but rather than make an original game, they made a variation on Hare and Tortoise. The winning conditions are slightly different, you need to finish with one of each fruit card in your hand. The board layout is designed specifically for 3-4 players too. Being based on Hare and Tortoise, this is a clever race game in which the players must pay for their moves, with the cost going up in the triangular number sequence (1,3,6,10...), and the spaces you move to have different actions. It is possible to win by going forward quickly or by hanging back and leaping forward at the end. Excellent game, recommended.
Herewith The Clues - Dennis Wheatley. Published by Webb & Bower. 1982. Book. Good. £5.50
Author: J.G. Links. No. players: 1. Country: British.
Softback, approx 100 pages, 27x22cm. Very faithful reproduction of the 1936 murder mystery dossier. This is the 4th in a series (but is standalone). The package includes many reports of the incidents surrounding the murder in the Milky Way Club, and the background involving a den of terrorists and drug runners. Also included are a selection of police exhibits in individual packets: eg, photos, tickets, hair samples etc. When you think you have the case solved you can open a sealed packet with the answers.
Heroquest: Morcars Magier. Published by MG Spiele. 1993. Box. New. £10
Designer: Unknown. No. players: 2+. Country: German.
Expansion for Heroquest - German language edition. There is German throughout the quest book and on the spell cards making this really only useful for German speakers or if you are willing to do a lot of pasting up. The English version of this Expansion is called Wizards of Morcar. Contains 16 plastic miniatures, 4 new wizards, new dungeon tiles, a new quest book, 24 spell cards and lots more.
Hispaniola. Published by Cafe Games. 2004. Box. Excellent. £9
Designer: Michael Schacht. No. players: 3-5. Country: American. Duration: 45 mins.
Trick taking game with a board and playing pieces. The winner of each trick can place one of their sailors onto the ship corresponding to the colour of cards played in the trick. Should a sailor already be aboard he is displaced, and potentially thrown overboard. At the end of the hand the sailors still aboard the ships score points, and those thrown overboard lose points. In addition players get to pass tricks won to other players, and there are penalties for having most and second most at the end of the hand.
How To Play Shogi. Published by Glover & Hovell. 1979. Book. Good. £3
Author: John Fairbairn. Country: British.
Softback, 30x21cm, 24 pages. An introduction to Japanese Chess from a non-Japanese authority on the game. First the pieces, movement rules, and objectives are introduced and then openings are examined. A professional game is then examined and explained for beginners. Etiquette and obscure rules are then explained. Player grading and handicaps are covered as well as Shogi equipment and the history of Shogi. Finally a selection of informative games are briefly presented for the reader to study.
Excellent reference books for traditional card games, board games, billiards, darts, shove ha'penny, snooker, dominoes etc. These are versions of the reference work which was started in 1742 by Edmund Hoyle, but it has been updated and enhanced over generations by successive editors. They include just about all the classic card games, as well as Chess, Draughts, Backgammon, Halma, Go-bang, and even games played on a Billiards table and Darts board. A very useful reference work. Note that contents do differ a bit between versions.
The Complete Hoyle's Games. Published by Wordsworth. 1989. Book. Excellent. £5.50
Author: Revised and updated by Lawrence Dawson. No. players: 1+. Country: British.
Hardback with dustcover, 480 pages, 24x16cm.
The Complete Hoyle's Games. Published by Wordsworth. 1994. Book. Excellent. £5.50
Author: Revised and updated by Lawrence Dawson. No. players: 1+. Country: British.
Softback, 480 pages, 20x13cm.
Hoyle's Games. Published by George Routledge. 1923. Book. Good, but spine is exposed. £4
Author: Revised and updated by Lawrence Dawson. No. players: 1+. Country: British.
Hardback, 477 pages, 19x13cm.
Hoyle's Games. Published by Routledge & Kegan Paul Ltd. 1975. Book. Excellent. £7
Author: Revised and updated by Lawrence Dawson. No. players: 1+. Country: British.
Hardback with dustcover, 480 pages, 19x14cm.
Hoyle's Games Modernized. Published by George Routledge & Sons. 1899. Book. Good. £7.50
Author: Professor Hoffmann. Country: British.
Hardback, 15x11cm, 434 pages.
Hoyle's Rules Of Games. Published by Signet. 1963. Book. Good. £1.40
Author: Albert H. Morehead, Geoffrey Mott-Smith. No. players: 1+. Country: American.
Softback, 246 pages, 18x11cm.
Ice Flow. Published by Ludorum Games. 2008. Box. 2 copies available:
1) In shrink. £15 2) Excellent. £13
Designer: Dean Conrad, John Streets. No. players: 2-4. Country: British. Duration: 1 hr.
Tactical game in which the players try to get their three explorers to cross the Bering Strait between Alaska and Siberia. Wonderful clear plastic ice flow pieces are placed in the straits, and will move according to the currents marked on the board. The explorers can hop between ice flows, sometimes needing to use rope, and can also swim, though this uses up food resources. Polar bears get in the way, but can be distracted with food. Players choose when to move and rotate the ice flows to their advantage. Very nicely produced with plenty of scope for clever play.
Ideology. Published by Z-Man Games. 2003. Box. Good. £14
Designer: Andrew Parks. No. players: 2-5. Country: American. Duration: 90 mins.
Subtitled "The War of Ideas". Each player represents one of the major world ideologies (Capitalism, Communism, Fascism, Imperialism and Islamic Fundamentalism), and starts with a block of regions dedicated to their cause. Players try to use military, economic and cultural influence to purchase advancement cards, develop their regions, and gain control of new regions. Each ideology has its own set of unique special action cards to draw from during the game to ensure the ideologies feel different. Players must make sound decisions while also ensuring that diplomatic relations with the other ideologies (players) don't break down...
Ideology 2nd Edition. Published by Z-Man Games. 2009. Box. In shrink. £29
Designer: Andrew Parks. No. players: 2-5. Country: American. Duration: 90 mins.
Improved components and graphics with extra variants compared to the first edition.
Inka. Published by Queen Games. 2005. Box. Excellent. £2
Designer: Harald Lieske. No. players: 2-4. Country: German. Duration: 45 mins.
The board shows a hexagonal treasure chamber with pits between stepping stones. In the centre of the board are treasures which the players try to collect and get out with as quickly as possible. Tiles are placed on the board providing movable stepping stones. The players then take it in turn to use action points to move the stepping stone tiles, move their explorer or sometimes move the treasure tiles or use secret tunnels in order to get to the treasures.
Jactus. Published by Past Times. 1994. Box. In shrink. £2
Designer: Unknown. No. players: 2-6. Country: British.
Dice game played with 5 dice marked with Roman numerals. The game is based on a Roman game, in which the objective is to win an image of Venus the goddess of love, an image of Jactus Canicula (a little dog) and a Roman coin. The set includes 4 replica Roman coins.
Junk Yard. Published by Hangman Games. 2002. Cloth bag. New. £7.75
Designer: Alan D Ernstein. No. players: 2-6. Country: American. Duration: 1 hr.
Special Notes: Numbered 575/1000.
Tile laying trick taking game set. Limited edition of 1000. There are rules to two games. The main components are a set of numbered wooden tiles in various suits, as well as a linen bag which has a board printed on one side for the first game, and a scoring table and track for the second game printed on the other side. The first game is a trick taking game in which the winner of the trick gets to place a tile onto the board, with the objective of claiming areas of the board in order to score points. The second game is a set collecting game where the sets are poker style hands. Scoring sets can be turned in for points as the game goes on.
Kameltreiber AG. Published by Schmidt. ca.1989. Box. Good. £12
Designer: Heinz Meister. No. players: 2-5. Country: German. Duration: 20 mins.
Race game. Each player is a camel driver, racing camels around a track made up of 16 tiles. The tiles landed on may allow an extra move, or undo this turn's movement. In addition if the rearmost camel is lapped then it is removed from play. Movement involves turning up one of 30 number chits, and a good memory will allow you to move the number of spaces you need to in order to land on the space you want. Attractive graphics.
Kerplunk. Published by Ideal. 1967. Box. Excellent. £4.50
Designer: Unknown. No. players: 2-4. Country: British.
I defy serious gamers to play this and say it wasn't fun! Glass marbles are placed in a container on a network of sticks. During play the sticks are removed and the aim is to take out sticks that do not allow the marbles to fall through to the base. Great game to play with children.
King Tut. Published by Paul Lamond Games. 1994. Box. Good. £3.25
Designer: Brian Taylor. No. players: 2+. Country: British. Duration: 10 mins.
Special Notes: The box isn't really strong enough for the weight of components, and so is a little fragile.
Dexterity game of the same general type as Jenga. However, in this game you initially build a 5 layer pyramid from large well shaped pieces of wood. Players take it in turns to remove a piece at a time and try to ensure they don't knock down the rest of the pieces, and also try to build two alternative partial pyramids from the pieces they have taken. Very nice components, and pretty heavy.
King's Vineyard. Published by Mayday Games. 2010. Box. 2 copies available:
1) Excellent. £9 2) In shrink. £10
Designer: Sandeep Kharkar, Dave Haslam. No. players: 2-4. Country: American. Duration: 40 mins.
Card game in which the players plant different varieties of vines and grow them, deciding when they should ripen. Once ripened. the vines stop growing and start wilting. At three times during the game the King comes to visit and awards points for each vine currently ripe, as well as for having multiple vines of the same variety and of the same size. Cards can be used to increase growth, slow down wilting and plant an extra vine. Thus care needs to be taken in planting the right vines and getting the timing of their growth right.
Know The Game: Patience Games. Published by Educational Productions. ca.1978. Book. Good. £0.75
Author: David Parlett. Country: British.
Softback, 13x20cm, 48 pages. Produced in collaboration with Games & Puzzles Magazine. After an introduction and extensive glossary, the books covers 19 one pack patiences, and 19 two pack patiences.
Konig Laurin. Published by Piatnik. 2002. Box. Good. £11
Designer: Thilo Hutzler. No. players: 3-5. Country: German. Duration: 90 mins.
Unusual combination of tile laying, card placement and auctioning. The players try to gain most influence over King Laurin by presenting him with gifts as he wanders through the garden. Treasure cards are used to pay for always useful magic cards and also to bid for the right to direct the King around the garden (hopefully to where you have located your dwarves). Movement cards are played and have several different symbols indicating the number and distance dwarves can be moved as well as where the king would move if that player's card were chosen for the king's movement. Tactical game which requires careful thought.
La Conquista Del Oeste. Published by Factor Games. 1990. Box. Good. £7
Designer: Unknown. No. players: 2-6. Country: Spanish. Duration: 2 hrs.
The players take the roles of New World colonists heading west. First they must obtain suitable travelling equipment (oxen, weapons, food, wagon), and then they head out into the unknown. The objective is to be the first to make it to one of various places on the Pacific coast. In Spanish, French and English.
Labyrinth. Published by Yang Chen Enterprise Co. Ltd. Box. Good. £2
Designer: Unknown. No. players: 1+. Country: Taiwan. Duration: 5 mins.
A wooden ball maze in which you have two controls to adjust the angle of playing surface which will determine where the ball rolls. You try to navigate the maze without the ball falling into a hole. You score more the further you get. While this was made in Taiwan the company looks to be British and it is certainly made for the European (inc British) market.
Round The Bend Labyrinth. Published by Vic-Toy. ca.1977. Box. Box battered, contents good. £1.50
Designer: Unknown. No. players: 1+. Country: British. Duration: 5 mins.
A nicely made ball maze in which you have two controls to adjust the angle of playing surface which will determine where the ball rolls. You try to navigate the maze without the ball falling into a hole. You score more the further you get. This version is plastic, but nicely made and with more sensitive controls than many other versions.
Lemming Mafia / Nichtlustig Lemming Mafia. 2009. Box. 2 editions available:
1) Lemming Mafia. Published by Mayfair Games. Country: American. New. £22
2) Nichtlustig Lemming Mafia. Published by Kosmos. Country: German. Excellent. £15
Designer: Michael Rieneck. No. players: 2-6. Duration: 20 mins.
Race game in which the players are given an assignment which they must try to fulfil, as well as betting on which lemming will first make it off the cliff. Play involves using dice to determine which lemming may be moved and sometimes a lemming will be given 'concrete shoes', though they can be removed again with a jackhammer! Daft fast fun.
Linie 1. Published by Gold Seiber. 1995. Box. Good. £15
Designer: Stefan Dorra. No. players: 2-5. Country: German. Duration: 1 hr.
On the Spiel des Jahres 1995 nomination list. In the first part of the game the players lay tiles to construct track which will take them from their start point to several stops and then to a terminus. The route each player is attempting to create is kept secret. In the second part of the game the routes are used for a race, to see whose track was laid the best. Finishing your track early means you can start the race early, thus gaining an advantage.
Livingstone. Published by Playroom Entertainment. 2009. Box. Excellent. £20
Designer: Benjamin Liersch. No. players: 2-5. Country: American. Duration: 40 mins.
African expedition themed game. Each round dice are rolled and players will take turns choosing a die and perform an action using it, with the restriction that future dice selected that round can only be higher, thus sometimes not all players will get the same number of actions. Actions are used to obtain gems which can be traded in for money at various points, and to place camps onto the board (which gain VPs immediately) and for majorities at the end of the game. Cards can also be obtained which allow additional options. Players also put aside money as gifts to the Queen throughout the game, and the player who gifts least cannot win.
Lucky Loop. Published by Queen Games. 2003. Box. 2 copies available:
1) In shrink. £3 2) Excellent. £2.25
Designer: Karsten Hartwig, Wolfgang Panning. No. players: 2-6. Country: German. Duration: 1 hr.
Dice and card game in which players can choose how hard a series of aerobatic tricks they wish to undertake in their planes and then make a series of dice rolls to determine how well they achieve these goals. The problem is that the harder tricks score more points, so it is easy to get greedy and go for too ambitious a sequence and come away with nothing. While there is definitely luck, there is also skill in setting yourself the right challenges at the right times.
Maginor. Published by Fantasy Flight. 2001. Box. Excellent. £8
Designer: Reiner Knizia. No. players: 2-4. Country: American. Duration: 1 hr.
The Wizard's Council needs a new High Wizard and the players vie for that privilege. This is done by going to various oracles and securing votes. Each oracle will choose its favoured candidate in turn, but noone knows exactly when each oracle will make its choice, only the order they will choose in. Thus players have to decide when and where to spend their time gaining votes. Smaller oracles will need less persuasion, but their choice carries less weight. Also each oracle provides a one off special power to its favoured candidate. The game pieces look rather odd, sort of cogs into which vote tokens slot.
Master Criminals!. Published by Gibsons. 1992. Box. Excellent. £7
Designer: Unknown. No. players: 2-6. Country: British. Duration: 30 mins.
Deduction card game. Each player is secretly given an identity, reason, location, and method by which they performed a murder. Players attempt to discover the who, how, why and where for their opponents' before being found out themselves. This is done by drawing cards which will either eliminate some of the possibilities or will allow a question to be asked of an opponent, though with restrictions on just what can be asked. Part of Gibsons' Bepuzzled Series.
Masterpiece. Published by Parker. 1970. Box. Good. £7
Designer: Marvin Glass. No. players: 2-6. Country: British. Duration: 1hr.
Family game set in the antiques trade. Players buy works of art but need to avoid counterfeits. The game uses a set of postcards showing some of the world's most famous pieces of art. The player with the most valuable collection at the end of the game wins.
Metro. 2000. Box. Several available:
1) Published by Queen Games. Country: German. In shrink. £11
2) Published by Queen Games. Country: German. Excellent. £10
3) Published by Uberplay. Country: American. In shrink. £12
Designer: Dirk Henn. No. players: 2-6. Duration: 45 mins.
Railway game in which players lay tiles showing tracks. The objective is to score points by having your railway lines score as highly as possible. A railway line scores well if it is long, and its score is doubled if it reaches one of the city centre stops in the middle of the board. Tracks can be laid to help your own lines or hinder other people's. Previously published as Iron Horse by DB Spiele, but this edition has nicer components and was on the nominations list for German Spiel des Jahres 2000.
Middle Age Crazy. Published by The Game Works. 1985. Box. Good. £4.75
Designer: Unknown. No. players: 2-6. Country: British. Duration: 1 hr.
Party game targetted at those of you going 'middle age crazy'. A tricky situation related to love, health, work or money is read out and players write down what they would do in that situation and then score points for guessing who wrote each answer. Includes a 'Middle Age Crazy Stress Tester' on the back of the box.
Military Modelling Guide To Wargaming. Published by Argus Books. 1987. Book. Excellent. £2.25
Author: Stuart Asquith. Country: British.
Softback, 20x15cm, 126 pages. Military Modelling magazine sponsored guide to wargaming with miniatures. There are many black and white pictures of various miniatures battles in progress. The book gives an introduction to the hobby, and model soldiers, as well as how to paint them, and even cast your own, as well as scenery, and other equipment you will need to play. The second half of the book gives simple rules for use in periods from Ancients, through the Dark Ages and Medieval Periods, WWI & WWII, and beyond. Loads of references to other books provided to get you going in the period of your choice.
Mind Trap. Published by Spear's Games. 1993. Box. Good. £2
Designer: Mind Trap Games Inc. No. players: 1+. Country: British. Duration: 1 hr.
Mind Trap contains over 500 fascinating lateral thinking problems for you and your friends to consider. They are even good to have a go at on your own when you have a few minutes spare and want to get your brain working. Recommended to lateral thinking puzzle fans.
Mind Trap II. Published by Spear's Games. 1997. Box. Good. £2.50
Designer: Pressman. No. players: 1+. Country: British. Duration: 1 hr.
This second game in the series has all new problems for you to try, and includes puzzle pictures to be studied, tangram shapes for you to manipulate and plastic sticks to move around in 'matchstick' puzzles. Recommended to lateral thinking puzzle fans.
Mouse Trap. Published by Milton Bradley. 1989. Box. 1 box corner split. £2.50
Designer: Unknown. No. players: 2-4. Country: British. Duration: 30 mins.
Players move their mouse around the board whilst an elaborate mouse trap is built. The game itself is nothing special, but the Heath Robinson mouse trap contraption is wonderful and let's face it, is the entire reason for this game's popularity.
My Dwarves Fly. Published by Pegasus Spiele. 2004. Box. Excellent. £8
Designer: Sebastian Jakob, Michael Palm. No. players: 2-4. Country: German. Duration: 1 hr.
Special Notes: English language edition
Card and dice game illustrated by John Kovalic. Players need to enlist creatures to help secure their share of the gold found under Red Mountain. To do this you will need to defeat your rivals' creatures which get in your way. The creatures, which include dwarves, elves, goblins, trolls, and dragons, all have different battle strengths and special abilities.
My One Contribution To Chess. Published by Faber & Faber. 1947. Book. Good. £6
Author: F. V. Morley. Country: British.
Hardback, 19x13cm, 110 pages. Highly eccentric book, probably published with private money, but actually a credible Chess variant. The author suggests that there should be an extra column of 6 squares at the left and right of the board and then goes on to describe the changes necessary to both rules and strategy.
Naval War. Published by Avalon Hill. 1983. Box. Fair. £4
Designer: Neil Zimmerer & Craig Taylor. No. players: 3-9. Country: American. Duration: 45 mins.
Special Notes: Box and cards show considerable wear, but it is still playable, hence much reduced price
Card game recreating WWII naval combat. 54 cards represent major ships of the era, and 108 Action Cards allow you to fire salvos, attack carriers, launch torpedoes, and so on. The objective is to sink 100 points worth of enemy ships. Ammunition cards must be usable by the guns you have available to be able to be played, and other cards include smoke screens, repairs, extra damage, submarine attacks, mine fields etc. Very simple rules for an A.H. game.
New Games Of Patience. Published by L. Upcott Gill. 1911. Book. 2 copies available:
1) Shows wear. Outer binding on spine damaged, but present. First few (preface) pages are splotchy. Page
edges show some wear. £2.25
2) Good. £7.50
Author: M. Whitmore Jones. No. players: 1. Country: British.
Hardback, 168 pages, 23x15cm. This book details a little more than 50 games of patience playable with one or two decks of standard playing cards. The book includes diagrams showing layouts for the various games.
New York. Published by Piatnik. 1995. Box. Excellent. £14
Designer: Sid Sackson & Sven M Kubler. No. players: 2-5. Country: Austrian. Duration: 75 mins.
Lesser known Sid Sackson game, heavily based on a game called 'Property' in his book A Gamut of Games. The game is card driven, and the cards use an ingenious mechanism to provide the players choices of where they may build on a 7x7 grid. The objective is to build as large a clump of properties as possible. However, there are other considerations, as it is possible (but potentially expensive) to knock down opponents' buildings and replace them with your own, so defensive moves which make it more expensive for opponents to get at your more critical properties can be useful too. Recommended.
Palazzo. 2005. Box. 2 editions available:
1) Published by Alea. Country: German. Excellent. £12.50
2) Published by Rio Grande Games. Country: American. Excellent. £12.50
Designer: Reiner Knizia. No. players: 2-4. Duration: 50 mins.
Auction based game in which the players vie to build the most valuable palaces. Palace segments are numbered to indicate the level they must be placed in a palace, as well as having 1-3 windows (more is better) and three different building materials. Palaces score more the bigger they are as well as for being built of all the same type of stone. Barely started palaces receive penalties. Money comes in three different types, and only one type can be bid with by each player in each auction though in addition sets of cards can be played to add to the value of a bid. You cannot always get exactly the tiles you need, so choosing which opportunities to take and which to pass up is key.
Palmyra / The Motley Fool's Buy Low Sell High. Box. 2 editions available:
1) Palmyra. Published by EG Spiele. Country: Italian. 1996. Good. £14
2) Palmyra. Published by EG Spiele. Country: Italian. 1996. Box. In shrink. £15.50
3) Palmyra. Published by EG Spiele. Country: Italian. 1996. Excellent. £14.50
4) The Motley Fool's Buy Low Sell High. Published by Uberplay. Country:
American. ca.2005. In shrink. £5.25
5) The Motley Fool's Buy Low Sell High. Published by Uberplay. Country: American. ca.2005. Excellent. £4.50
Designer: Reiner Knizia. No. players: 2-4. Duration: 1 hr.
Clever trading game. Each player is a merchant in the market town of Palmyra, on the eastern fringes of the Roman Empire. The values of items traded is affected by the amount of trading in that item producing a clever supply and demand system, and in addition there is interesting card play as the end of a trading year approaches. Delightful wooden components. I will also include a copy of the errata for this game - as one important rule is wrong in the rulebook!
Partymime. Published by Pantomime Productions Inc. 1984. Box. Fair. £4
Designer: Unknown. No. players: 2+. Country: American.
Special Notes: Contents Excellent, but the colour is flaking off the box edges and sides.
A game which calls itself 'The Official Charades Game'. Essentially this is a rather nice set which can be used to play the parlour game Charades. The set includes: an electronic stopwatch for timing the current player, 972 mime cards with 6 things to mime on each, and two guides on how to mime basic concepts such as 'Sounds Like', 'Song', 'Movie', 'Opposite Of' etc.
Pass The Pigs. Published by Milton Bradley. 1992. Box. Good. £3.75
Designer: David Moffat. No. players: 2+. Country: American. Duration: 20 mins.
The game where you throw two plastic pigs, and the way they land determines your score. You can go on throwing building up your total, but risking throwing an Oinker and losing all your points. A nice variation on similar dice games, and one which is a great game to play down the pub.
Pegity. Published by Parker. ca.1930. Box. Box poor, contents good. £0.80
Designer: Unknown. No. players: 2-4. Country: British. Duration: 20 mins. Desc. by Eamon.
Special Notes: The box base is warped and discoloured and one corner broken, and the lid badly damaged, but contents are fine.
Rare British edition of this abstract game. Players put wooden pegs into the board, to complete lines of five. Rules are inside the lid.
Peloton. Published by Templum. 1991. Box. Good. £12
Designer: Premsyl Chmelar. No. players: 2-12. Country: Czechoslovakian. Duration: 40 mins.
Clever cycling game with good English rules by the designer. Unique box, a sort of East European version of a 3M wrap-around box. No dice, so skill required as you ride your cycle tactically (or cycles if playing in a team). This is done by expending energy to accelerate at the right time, choosing when to stay in the pack and when to break away. No dice or cards are used.
Perpetual Motion Machine. Published by Bezier Games. 2010. Box. In shrink. £11
Designer: Ted Alspach. No. players: 2-4. Country: American. Duration: 45 mins.
Card game in which the players are dodgy scientists trying to make a machine which appears to do the impossible and create perpetual motion. The idea is not to solve world energy demands, but to con investors into investing, and then run away with their money before they discover the fraud... Game play involves forming poker-style hands in order to complete parts of your machine.
Piratissimo. Published by Selecta Spiel. 2006. Box. Good. £18
Designer: Manfred Ludwig. No. players: 2-4. Country: German. Duration: 30 mins.
Winner of various awards for children's games in Europe. As usual for Selecta, the components are wonderful. This is a pirate themed game which is great for kids, but also enjoyable for the parents. The players move their ships around the board claiming treasures and trying to avoid the tornado and the pirate ship. There is a push your luck element to it.
PitchCar. Published by Ferti. 2003. Box. In shrink. £29
Designer: Jean du Poel. No. players: 2+. Country: French. Duration: 20 mins.
New edition of Carabande. A motor racing themed game with the mechanics of Carrom. You can design the course using the chunky wooden track segments, and your ‘cars’ are wooden discs, which you flick around the track. The track segments have a barrier on one side, off which the cars can bounce. There are penalties for knocking other cars off the track or ending up with your car flipped upside down. This set comes with 16 track pieces and the circuits can be up to 3.7m long. Highly recommended.
PitchCar Mini. Published by Ferti. 2004. Box. Excellent. £15
Designer: Jean du Poel. No. players: 2+. Country: French. Duration: 20 mins.
Miniature version of PitchCar / Carabande. This set comes with 16 track pieces and the circuit is 2.5m long (so it will fit on a normal size table, unlike the full size version). Highly recommended.
Plus & Minus. Published by BCM. ca.1930. Box. 2 copies available:
1) Good, but base edges slightly damaged. £7.25 2) Good. £9
Designer: Unknown. No. players: 2-4. Country: British. Duration: 30 mins.
Card game in which players each have a board showing the numbers 1-25, and each has 4 men which start on 0. The idea is to advance the men forward, until they reach 25, without busting. Play is card based with a pack including cards numbered 2-15 and several negative numbers. On your turn you play a card and add to this the value of the card played by the last player to play. This number is then used to advance one of your men (so if you played a 5 on a 2 then you move a man 7 spaces forward). If a man gets above 25 then it must start again at 0. First player to get all their men to 25 exactly wins. Chunky boards and wooded men supplied in a sturdy box.
Power Grid: The First Sparks. Published by Rio Grande Games. 2011. Box. In shrink. £28
Designer: Friedemann Friese. No. players: 2-6. Country: American. Duration: 1 hr.
Rethemed and streamlined version of the excellent Power Grid. In this game the players represent tribes of cavemen who need to scavenge and hunt for food. Hexagonal tiles are laid out in a different fashion each game to provide the landscape, and getting men onto the spaces which allow hunting or fishing different animals as well as to expand one's tribe is then the goal. Technology cards are bought with food in a similar way to Power Grid power stations, with the later ones bringing in more food than the basic earlier ones. Other cards give permanent benefits without using up a very limited card slot. Plays in about half the time of Power Grid, but good for satisfying your Power Grid 'itch'. Recommended.
Puzzle Fun. Published by Thomas Nelson & Sons. 1960. Book. Good. £4
Author: Unknown. Country: British.
Hardback, 21x15cm, 64 pages. A collection of 55 very nicely illustrated puzzles intended for children. The puzzles include word puzzles, picture puzzles, join the dots etc. Nice period item.
Quest For The Dragon. Published by Quest Boardgames. 1987. Box. Good. £13
Designer: Steve Knowles, Mike Stimson. No. players: 2-4. Country: British. Duration: 1 hr.
Fantasy adventure boardgame with chunky tiles showing rooms and passages which are added to the board as the players explore from the corners. Players find equipment, weapons and treasure and encounter monsters as they explore. Large cards describe the rooms as they are discovered, so lots of variety. The objective is to get to and defeat the dragon in the centre of the board.
Ra. Published by Uberplay. 2005. Box. In shrink. £18
Designer: Reiner Knizia. No. players: 3-5. Country: American. Duration: 45 mins.
The players seek to obtain the most valuable holdings during three epochs of ancient Egypt. The game is essentially an auction game, but a very clever one, and very nicely produced with attractive ancient Egyptian designs. Players buy batches of tiles which include influence over the pharaohs, civilization advancements, gold, plots of land on the Nile and great monuments. At the end of each epoch these are scored, and some will fade away while others remain for future epochs. Recommended. This is the second edition.
Priests Of Ra. Published by Rio Grande. 2009. Box. In shrink. £20
Designer: Reiner Knizia. No. players: 3-5. Country: American. Duration: 45 mins.
Reworking of Ra with new scoring mechanisms. Recommended.
Race Around Britain. Published by Ravensburger. 1992. Box. In shrink. £2.25
Designer: McLeod Warner. No. players: 2-6. Country: British. Duration: 30 mins.
Players move around their playing piece on a map of Britain and answer questions to collect cards and tokens with the aim of being the first to get home. Eamon Bloomfield set many of the questions.
Rage. Published by Amigo. 2000. Box. In shrink. £3.50
Designer: Unknown. No. players: 3-8. Country: German. Duration: 45 mins.
Trick-taking card game. A variation of the traditional card game Knockout Whist, but with lots of wild cards that change game play quite a bit. The game uses cards numbered 0-15 in six suits. The special cards do things such as select a suit for trumps, make a particular trick be played no trumps, count as any suit etc. Well regarded.
Ransom. Published by Phil O'Neill. 1995. Video Box. Excellent. £12
Designer: Phil O'Neill. No. players: 2-6. Country: British. Duration: 45 mins.
Card game, with over 150 cards. Players are property developers, collecting combinations of cards allowing them to erect a building on the board. Clever mechanics, and deals can be struck to combine holdings and erect the buildings with other investors. There is plenty of scope for clever deal making or even refusing to make a deal you know is crucial to an opponent. Recommended in Games & Puzzles Magazine.
Risk. Box. Several editions available:
1) Published by Palitoy. ca.1980. Good, but 1 corner taped. Medium sized white box which includes 'a new 2 player game' in the rulebook. This edition uses plastic 'star' playing pieces and does not include the mission cards which come in later editions. £2.50
2) Published by Parker. 1982. Box. Good. Medium sized white box edition. This version includes the mission cards and plastic army pieces in 3, 4 and 5 pointed 'star' shapes. £6
3) Published by Waddingtons. ca.1960. Good. British edition with wooden pieces. Comes in a large white box. The white box is somewhat grubby, and the base is slightly indented due to stacking. £8
Designer: Albert Lamorisse. No. players: 3-6. Country: British. Duration: 2-4 hrs.
The classic game of world domination.
Rubik's Race. Published by Ideal. 1982. Box. Good. £5
Designer: Unknown. No. players: 2. Country: British. Duration: 20 mins.
Competitive 5x5 sliding block puzzle game. A clever device generates a 3x3 random assortment of colour squares (like the side of a muddled up Rubik's cube) and players must match this pattern with the centre 3x3 area on their individual sliding block board. Players have to think and move fast to beat their opponent to it. Very intense but good fun. Recommended if you like speed games.
Rumis +. Published by Murmel. 2006. Box. In shrink. £16
Designer: Stefan Kogl. No. players: 2 / 5-6. Country: Swiss. Duration: 30 mins.
Each player has a selection of 3D pieces made from wooden cubes stuck together. Players take it in turn to place one of their pieces onto the board, but with the restriction that each space has a maximum level to which pieces may be played, and each piece must be played touching one of your previous pieces. Points are scored at the end of the game for parts of your playing pieces which are still exposed. Interesting tactical challenge, as you have to ensure you keep future options open while also playing into scoring positions. The base set was on the German Spiel des Jahres nominations list for 2003. Highly recommended. This is a standalone 2 player game or allows play with 5-6 players with the base set.
Saint Petersburg Expansion. Published by Rio Grande Games. 2008. Box. In shrink. £11
Designer: Michael Tummelhofer. No. players: 2-5. Country: American. Duration: 45 mins.
This set includes two separate expansions for St Petersburg. The New Society adds a selection of new cards, and provides some new cards to replace those in the existing game. This allows the game to be played by up to 5 players. The Banquet adds special ability cards which let the players perform new and different actions. You will need the base game to make use of this. Recommended for the 5 player option which works very nicely.
San Francisco. Published by Amigo. 2000. Box. Good. £11
Designer: Andreas Wetter, Thorston Lopmann. No. players: 3-5. Country: German. Duration: 75 mins.
San Francisco needs to be rebuilt after the devastating earthquake of 1906. The players represent various factions who want to be involved in the rebuilding. As buildings are constructed players vie for the right to place them and ownership of the streets using auctions involving money and influence. Ultimately the player who proves the most successful rebuilder will win. The game involves a selection of mechanics from other games, but they blend well to form a good game not like any of the games it derives from.
San Gimignano. Published by Piatnik. 2002. Box. Good. £12
Designer: Duilio Carpitella. No. players: 2-4. Country: Austrian. Duration: 45 mins.
Players vie to build towers in the town of San Gimignano. The board is laid out using large hexagonal tiles as the game goes on. These tiles each show differently coloured zones, onto which players may place their influence counters. When a player has four different zones connected they may build a tower, which is a step towards victory, but also blocks off that space from further use. The towers are substantial and very tactile being made from Anker building stones. Very nicely produced. On the German Spiel des Jahres nomination list for 2002.
Scorpion. Published by Spears. 1983. Box. 2 copies available:
1) Good. 1 scorpion token has been replaced with a similar sized wooden disc. The scorpion tokens show wear. £1.40
2) Good but box edges show wear. £3
Designer: Seven Towns. No. players: 2-4. Country: British.
An elegantly produced game of the Parcheesi family, but with sufficient twists to make it unique and to add considerable strategy to the game. The board is a large 3-D moulded plastic track in an S shape, with yellow spaces on the way out and black spaces on the way back. Each player has 4 scorpion tokens which are moved according to dice rolls, but each of the two dice must be rolled either on the yellow felt mat or the black felt mat to indicate the colour of space on which a scorpion must be for it to be moved by that dice. Also landing on or adjacent to (on the other track) another scorpion lets you sting that scorpion and gain an advantage yourself or disadvantage the other scorpion. Well worth investigating for players of Backgammon.
Scream Machine. Published by Jolly Roger Games. 2003. Box. Excellent. £3
Designer: Joe Huber. No. players: 3-6. Country: American. Duration: 45 mins.
Card game in which players use action points each turn to construct competing theme parks. Each theme park will have various attractions such as thrill rides, water rides, roller coasters and food stalls, each of which comes in 3 types. Players try to attract the most customers to their theme park - each customer is looking for a different type of ride, or may be a cheapskate and just goes to the cheapest theme park. Cleverly, some customers will travel anywhere (ie. will go to the best park amongst all players), while others will only go to one of the two parks nearest them, even if there is a better one further away. The artwork really brings the theme to life.
Scrutineyes. Published by Mattel. 1992. Box. Good. £13
Designer: Unknown. No. players: 2-4. Country: American. Duration: 20 mins.
Picture based game in which the players study part of a picture looking for objects either in a category or starting with a particular letter. Each player or team notes down any suitable items they see before a timer runs out. Players then swap over their pictures and repeat. At the end any object listed by more than one player is crossed off, and remaining items listed score a point each. The pictures are large (about 25x35cm) and on one side there is a cartoon picture and on the other a very detailed and realistic painting crammed with unusual items. A dice is rolled to determine which section of each picture will be used each game (with cover sheets provided) and there are 12 double sided picture sheets in all.
Sea Battle Games. Published by Model & Allied Publications. 1974. Book.
Good, but dustcover missing. £8.25. Author: P. Dunn. Country: British.
Hardback with dustjacket, 19x13cm, 176 pages. Naval miniatures wargaming book which covers the following topics: Background to Naval Wargaming; Scope; Models for Wargaming; Napoleonic Period Rules; Ironclad Period; Pre-Dreadnought Gunnery System; Map Campaigns; WWII Fighting Rules; Hypothetical World War Game; Battlegaming in Early Periods; A Method of Skill.
See You Later. Published by FX Schmidt. 1994. Box. Good. £4.50
Designer: Heinz Meister. No. players: 2-6. Country: German. Duration: 20 mins.
Risk taking game in which players have to decide how far to push their luck. A circular track has 5 wooden alligator pieces on it, and on their turn a player draws a card and moves the indicated alligator that many spaces clockwise. If it lands on an empty space the turn may be banked or continued, with each card played counting for another point. However all points gained this turn are lost if landing on a space with another alligator, in which case the next player can potentially score for the unbanked cards too. Extra rules add action cards which give additional bonuses and penalties.
Senator. Published by Fantasy Flight. 2004. Box. 2 copies available:
1) Excellent. £7.25 2) Good. £6.50
Designer: Eric Lang. No. players: 3-5. Country: American. Duration: 1 hr.
Players are Senators in ancient Rome. Each round various issues and disasters need to be dealt with, and the Senator who is seen to help most on each of these will get the credit. However, some issues are ones you don't want to be associated with, and these must be avoided. Each round there is also an event which alters the way the game is played. Only the most successful Senator can hope to become Caesar.
Shanghai. Published by Ravensburger. 1997. Box. Good. £14
Designer: Sid Sackson. No. players: 3-6. Country: German. Duration: 30 mins.
Special Notes: This set includes laminated event cards in English.
Players start with cards which can each be redeemed in one of 13 locations around Shanghai, but will be worth different amounts at different times during the game. Each turn there are four possible destinations and players bid to decide which will be chosen, and then cards can be redeemed by all players at that destination. Players try to gain points as fast as possible in order to exceed the current VP target, but redeeming cards too cheaply too soon may leave you unable to get enough later on. The game is played in the box with a rotating dial indicating the next possible destinations. Many similarities to the same author's excellent game Maloney's Inheritance.
Shogi For Beginners. Published by Shogi Association. 1989. Book. Excellent. £6
Author: John Fairburn. No. players: 2. Country: British.
Softback, 18x13cm, 168 pages. Intended to introduce Japanese Chess (Shogi) to westerners, this book describes the pieces and board, describes their moves, and the rules. It then analyses a sample game and gives a guide to opening patterns, middle game and then end game play. A selection of puzzles for the reader are set and the answers given at the back of the book.
Skybridge. Published by Gigamic. 2005. Box. Excellent. £17
Designer: Adam Ritchey. No. players: 2-4. Country: French. Duration: 15 mins.
Stunningly produced building game in which the players have an identical selection of wooden blocks in various colours. Players take it in turn to add a building block to the board - there are 9 building spaces, and can also cap towers to claim them for themselves. There are clever rules limiting where you can play, and each player also has a 'skybridge' piece which can be used to connect adjacent towers and ensure you will score for them as well. Plenty to think about even though your options are often quite limited.
Skyline Of The World. Published by The Game Master. 2005. Box. Several copies available:
1) Excellent. £8.75 2) In shrink. £10 3) Good. £7.50
Designer: Hans van Tol. No. players: 2-4. Country: Dutch. Duration: 75 mins.
City building game in which players play stacking building blocks onto the board in order to claim ownership of the various buildings. However, money must be paid for each storey built, and that money is paid to the previous owner of that building. Players need to manage their money as well as their supply of buildings as the building blocks need to be bought from a general supply before they can be placed. Income is generated by ownership of a contiguous sequence of buildings, and so players need to keep each other in check. The game is won by dominating three key spots, building penthouses, and completing your secret building mission (on a card).
Smugglers Of The Galaxy. Published by Playus Maximus. 2003. Box. Good, but base slightly indented. £15
Designer: Nathan Abrashoff, Daniel Strain. No. players: 2-6. Country: American. Duration: 2 hrs.
The players are the captains of space freighters who to make ends meet trade goods, work for interplanetary crime lords, or become pirates themselves. Dodging battlecruisers, escaping from space monsters and blasting bounty hunters are all part of a day's work. Ship upgrades are available and every planet has its own prices for commodities - with some of them illegal on some worlds - an opportunity to consider. The winner is the player who first manages to smuggle a ship full of special weapons to Koroth, thus allowing the rebels to free themselves from an evil tyrant.
Sopwith. Published by Gamer. 1987. Box. Good. £17
Designer: David Dyer. No. players: 2-6. Country: British. Duration: 1 hr.
A well regarded WWI flying game with the emphasis on game rather than simulation, made by the designer himself after the game was withdrawn from sale in America. Lots of interaction, no more complicated than Risk. Players each have an airbase where they can land to refuel and get more ammunition, but making a landing is not without its dangers. Players choose their moves simultaneously.
Spellfire Reference Guide Vol. 2. Published by TSR. 1996. Book. Excellent. £3.50
Author: Kevin Melka. Country: American.
Softback, 21x14cm, 480 pages. The ultimate reference book for Spellfire card game fans. This is Volume 2 because the game had changed so much since Volume 1. It includes the complete 4th Edition rules, nearly 1,000 full-colour reproductions of the cards, and a complete index of all the Spellfire cards up to the publishing date.
Stamp. Published by Amigo. 1997. Box. Excellent. £2
Designer: Hanno & Wilfried Kuhn. No. players: 3-6. Country: German. Duration: 45 mins.
Set collecting game with a stamp collecting theme. Players buy and sell stamp cards at auction, and the game includes a very effective metal bell to be used in a Dutch auction, ie. one in which the price is reduced until someone bids. The stamps all have symbols, countries and colours and matching these up to form valuable sets is the key to making a good profit and so winning the game. Little known, but rather good set collecting game.
Stephensons Rocket. 1999. Box. 2
1) Published by Pegasus Spiele. Country: German. Good. £22
2) Published by Rio Grande. Country: American. Excellent. £23
Designer: Reiner Knizia. No. players: 2-4. Duration: 90 mins.
Railway game set in England in the early 19th century. Unusually for this designer the theme is very much to the fore in this game. Players lay tracks and connect to towns in order to gain bonus chits for a variety of commodities, and to connect up their stations. In addition shares are gained in the various companies and profits awarded to those with the majorities at the end of the game. However, players can forfeit a share to veto another player's lay of track if they think it hurts them too much. Recommended for railway games fans and those who enjoy Reiner's meatier offerings.
Street Soccer. Published by Cwali. 2002. Box. In shrink. £13
Designer: Corné Van Moorsel. No. players: 2. Country: Dutch. Duration: 25 mins.
Five-a-side soccer game played on a 10x6 gridded board with little wooden men. On your turn you roll a dice to determine your movement points which you can then use to move your players and kick the ball. While getting good dice rolls helps, making good use of your movement points to make the correct passes and position players appropriately is also important. The game plays quickly and moves are quick, keeping the action level high.
Terra. Published by Days Of Wonder. 2003. Box. 2 copies available:
1) In shrink. £2.50 2) Excellent. £2
Designer: Bruno Faidutti. No. players: 3-6. Country: American. Duration: 30 mins.
Environmentally friendly card game, purchases of which contributed to a charity selected by UNESCO. The players have to deal with an ecological, sociological, economic and military crisis in which all sides need to collaborate to save the Earth, while also advancing their own interests. Players gain points for solving crises by playing cards, while trying to hang on to sets of cards which can be played to score points individually as well.
Test Your Match Play. Published by Faber & Faber. 1977. Book. Good, but some marks on the cover. £6
Author: H.W. Kelsey. Country: British.
Softback, 19x12cm, 190 pages. Bridge book which presents 64 situations and asks the reader how they would play, with the solutions giving instructive detail as to why the author thinks a certain play is best.
The Best Of Board Wargaming. Published by Arthur Barker Ltd. 1980. Book. Good. £10.50
Author: Nicholas Palmer. Country: British.
Hardback, 22x14cm, 194 pages. This book has two sections. The first section surveys the types of games available at the time: Operational Games, Science Fiction Games, Monster Games, Beer & Pretzels Games, Realistic Games, Computerized Games. The second section consists of about 130 pages of game reviews (over 100 games are reviewed).
The Book Of Card Games. Published by Granada. 1982. Book. Good. £8.25
Author: Andrew Pennycock. Country: British.
Softback, 18x11cm, 656 pages. A comprehensive collection of card games divided up by family, with many variants described in each section. The card game families are: Bridge, Solo, Euchre, Hearts, Manille, All Fours, Skat, Jass, Piquet, Bezique, Pinochle, Rummy, Newmarket, Cassino, Cribbage, Gobs, Calypso.
The Famous Robin Hood Card Game. Published by IPL. 1988. Box. Good. £6
Designer: Seven Towns. No. players: 2-6. Country: British. Duration: 30 mins.
Card game, with 52 nicely illustrated cards of characters from the Robin Hood legend. Players win coins (metal coinage is included) by capturing stacks of cards. Game play is somewhat similar to Uno.
The Game Of Nations. Published by Waddingtons. 1972. Box. Good. £4
Designer: Miles Copeland. No. players: 2-4. Country: British. Duration: 2 hrs.
A political game in which players' countries fight and manoeuvre diplomatically for control over an oil rich continent. Some countries have sea ports, others have to rely on pipelines through neighbouring countries or a vital canal. Players control leaders and oil tankers as well as a secret agent. Players can choose to trigger event cards which are both good and bad. Different types of leader have different strengths. It is continually necessary to take risks attempting to depose the leader of opponents' countries while also trying to maximise your own oil revenue.
The Great War At Sea Vol 1: The Mediterranean. Published by Avalanche Press. 1996. Box. Good. £14
Designer: Michael Benninghof. No. players: 2. Country: American.
Mediterranean based Naval wargame set during World War 1. The game contains two full colour strategic maps of the Med, and one tactical battle map. The rules cover 8 pages (but the writing is small), and there are over 50 scenarios allowing from short encounters which can be played in 45 mins to huge scenarios which will take many hours to play out. There are over 450 full colour and very finely printed counters. The game claims 'medium' solitaire suitability too. Expansions to this were also produced.
The IQ Squared Game. Published by Mind Games. ca.1992. Box. Good. £3.25
Designer: Maurice Button, Philip Walker. No. players: 2-6. Country: British.
Board game designed by Mensa members, in which the players move their playing pieces around two tracks and get to answer various IQ-test type questions. The questions fall into several categories: Alphabet Brainteasers, Vocabulary, Anagrams and Word Puzzles, Numerical Challenges, Mental Arithmetic with a Twist, Crafty Codes and Verbal Dexterity. The objective is to score a pre-determined number of points first, and players get the option of hard, medium or easy questions with corresponding point awards. The game comes with over 2000 questions.
The London Cabbie Game. Published by Intellect. 1971. Box. Good, but box shows some wear. £25
Designer: Drakes, Jarvis, Walsh & Gluck. No. players: 2-6. Country: British. Duration: 2 hrs.
A clever game from the very innovative Intellect. The board shows a stylised map of London, and passengers are carried from location to location. Includes 12 plastic cabs, plastic coins for money. The game has nice interaction as you get in the way of your opponents, cause traffic jams, and ‘steal’ a fare from under their noses.
The Lord Of The Rings: Return Of The King Jigsaw Puzzles. Published by Ravensburger. 2003. Box.
Good. £1.25. Designer: New Line Cinema. No. players: 1+. Country: British.
This box contains two 500 pieces jigsaw puzzles which both show pictures from the epic Peter Jackson film. One shows Legolas in various poses, and the other shows Aragorn in several poses. The jigsaws are 49x36cm when complete.
The Oxford History Of Board Games. Published by Oxford University Press. 1999. Book. Excellent. £29
Author: David Parlett. Country: British.
Hardback with dustcover, 22x14cm, 386 pages. Rare book by this expert on card games. An academically written book which considers various categories of games and details the traditional games of that type from around the world. As well as the history and development of these games, the rules are also given in enough detail to play them. The categories are: Race Games, Space Games, Chase Games, Displace Games, Today's Games.
The Prince. Published by Phalanx. 2003. Box. Excellent. £6
Designer: Alexander S. Berg. No. players: 3-5. Country: German. Duration: 90 mins.
Card game of intrigue, money and military power in the time of the Renaissance. Players vie to have a member of their clan become the next Pope, but getting this to happen is tricky and will require careful political manoeuvring. The cards represent various important characters, positions of office, assorted events, artists, condottieri etc, which you will need to employ to best effect to win. Game play involves auctioning cards, card play, voting and politicking.
The Secret Labyrinth. Published by Ravensburger. 1998. Box. Good. £8
Designer: Max J. Kobbert. No. players: 2-4. Country: British. Duration: 40 mins.
A different take on Ravensburger's classic: Labyrinth. This game uses a circular maze with sliding maze segments. The objective is to be the first to collect either 7 trolls or 7 treasures, with some items counting as both. As well as collecting items it is also possible to challenge an opponent and try to steal an item from them using a rock, paper, scissors mechanic.
The Zebra Book Of Games And Puzzles. Published by Evans Bros Ltd. 1972. Book. Good. £0.40
Author: Carlton Wallace. Country: British.
Softback, 18x13cm, 127 pages. This collection is categorised as follows: Puzzles with Coins, Puzzles with Numbers, Puzzles with Matches, Word Puzzles, Making Crosswords, Making Secret Codes, Brain Twisters, Pencil & Paper Games, Optical Illusions, Indoor & Outdoor Party Games, Party Magic, Acting Games.
Theophrastus. Published by Mayfair Games. 2001. Box. Excellent. £10.50
Designer: P.R. Chase. No. players: 2-5. Country: American. Duration: 1 hr.
Card based game in which the master alchemist Theophrastus takes on the players as apprentices, and concocts elixirs which the players must try to copy as accurately as possible. The players take it in turn to contribute to Theophrastus's recipe secretly and make their own elixir. Action points are used to draw extra cards, play cards openly or secretly transmute ingredients and occasionally mess with other players' elixirs. The game ends after three elixirs have been completed and scored.
Tiere Im Wald. Published by Hans-Im-Gluck. ca.1985. Box. Good. £20
Designer: A. Trieb, K.H. Schmiel, B. Brunnhofer. No. players: 2-4. Country: German.
One of the first two Hans-Im-Gluck games. Each player is a woodland creature, and each creature has a special move that is unique to it, which can be used at the player's discretion. The creatures are trying to collect food and water discs to win the game. The movement has a clever twist in that whenever a square is traversed by a creature, it is marked, and if another creature traverses it, it is marked again and becomes a no-go area for all creatures because with two 'tracks' on it, it would be too easy for a hunter to find you. In effect, this means the board 'shrinks' during play as more squares become out-of-bounds.
Time Pirates. 2000. Box. 2 editions available:
1) Published by Piatnik. Country: Austrian. Excellent - unpunched. £4
2) Published by Rio Grande Games. Country: American. Excellent. £4
Designer: Alan Moon & Aaron Weissblum. No. players: 3-6. Duration: 1 hr.
Players move through time stealing valuable artifacts as they go, attempting to form valuable sets to sell in the far distant future. However the time police and other time pirates all get in the way. At the end of the game the player with the most valuable collection wins. The board shows the different time periods the players can move between, and from each time zone there are only a few others which can be reached, so care is required in planning your route between them to ensure you get the artifacts you need.
Tinner's Trail 1st Edition. Published by Warfrog. 2008. Box. Good. £23
Designer: Martin Wallace. No. players: 3-4. Country: British. Duration: 75 mins.
Special Notes: No. 163
Clever economic game based on the Cornish tin mining industry with straightforward mechanics which plays very well, presenting a selection of tricky choices. Players buy rights to mine areas of Cornwall which they then mine for tin and copper. However, the cost of getting out ore is increased as mines fill with water, which happens every time ore is removed. Various improvements can be bought to remove water, discover more seams of ore, and increase production efficiency. However, each round players have a limited amount of time points to spend, so actions must be chosen wisely. Highly recommended.
Tony & Tino. Published by Descartes Editeur. 2002. Box. Excellent. £3.25
Designer: Bruno Cathala. No. players: 2. Country: German. Duration: 30 mins.
Card playing and tile laying game in which the players take the roles of gang leaders in 1930's Chicago, and vie for supremacy on the streets. The board shows a 6x6 grid of spaces and money is put at the end of each row and column. Players play their tiles and cards with the objective of having superior forces in each row or column when it is full in order to claim the money there. Some of the tiles purely give influence, while others show a character with special rules.
Top Secret. Published by TSR. 1980. Box. 2 copies available:
1) Good. £0.90 2) In shrink. £2.25
Designer: M Rasmussen. No. players: 3+. Country: American. Desc. by Eamon.
Role-playing espionage game. Original boxed set which includes rules booklet, introductory module and percentile dice.
Touche. Published by Jumbo. 1996. Box. Good. £3.75
Designer: Wayne Bobette. No. players: 2-6. Country: Dutch.
Players have a hand of regular playing cards. The board shows card images and some special spaces distributed in a large cross shape. Players take it in turn to play a card and place a marker on one of the corresponding spaces on the game board. The object is to claim spaces which form certain patterns (boxes, lines, crosses, T's). When one of these patterns is formed, the pieces are marked to show the pattern is complete. Players can either play individually or as partners.
Travel Agent. Published by De La Rue. 1960. Box. 2 copies available:
1) Good. £6 2) Good, but box edges show wear. £5
Designer: Unknown. No. players: 2-5. Country: British.
Card game, 56 illustrated cards linked to travelling, such as passports, tickets, itineraries, visas and currencies. A Rummy variant where complete journeys must be laid out thus depleting your hand. Your score depends on the opponent's unused cards after you 'go out'.
Treasure Island. Published by Burley Games Ltd. 2003. Box. 2 copies available:
1) In shrink. £12.50 2) Excellent. £11
Designer: Peter Burley, Alan Burley. No. players: 2-6. Country: British. Duration: 1hr.
Pirate themed game from the designer of Take It Easy. The board shows an island with numbered spaces, some of which hold treasures, and some around the edge are landing points. Players roll dice to give a choice of which spaces may be played on, and can then play a token either on any landing space or any space adjacent to one of their tokens showing one of the numbers rolled. This gives tactical options as you can cut opponents off from sections of the island. When treasure spaces are captured treasure cards are obtained which will score at the end of the game. The board is reversible, one side being best for 2-4 players in 45 mins and the reverse for 2-6 players in 90 mins.
Tricky Safari. Published by Cwali. 2010. Tube. New. £18
Designer: Corné Van Moorsel. No. players: 2-4. Country: Dutch. Duration: 30 mins.
A clever game with ten very nice model animals. The animals roam around the wilderness, changing direction when they come across terrain they can't cross, other animals or the players. The players move around the board trying to get close enough to each of the animals to take good photographs. The first player to get pictures of all the animals is the winner. Plays well, and swiftly, with opportunities to spot clever moves and get in the way of other players too.
Tri-ominos. Published by Ideal. 1968. Box. Good. £6
Designer: Allan Cowan. No. players: 2-6. Country: British. Duration: 30 mins.
Dominoes variant, but with triangular dominoes and numbers in the corners and thus two numbers to match on each side. This gives opportunities for high scoring when matching on two or more sides at once. Chunky plastic dominoes which are nice to hold and stand up on their side well.
Triple Match. Published by Spears. ca.1980. Box. Good. £0.90
Designer: Unknown. No. players: 2. Country: British.. Duration: 10 mins.
Players shake a novel 'pattern indicator' essentially a 3x3 grid into which 3 balls will fall at random, and then place 3 marbles onto their 5x5 grid in the pattern shown. If they are unable to place all 3 because of previous placements then the turn is missed. This continues until one player has placed all 24 of their marbles or it is clear that neither player will be able to play any more. Whoever managed to place the most wins. Neat little game.
Triplets. Published by Ptarmigan Books. 1947. Book. Good. £0.60
Author: Beryl Cross, Hubert Phillips. Country: British.
Softback, 18x11cm, 119 pages. A collection of 50 ten question quizzes, every question of which invites three different answers. The questions are all general knowledge (for the time it was written).
Trump. Published by Milton Bradley. 1989. Box. Good. £3
Designer: Marvin Glass. No. players: 3-4. Country: American. Duration: 90 mins.
A highly regarded original business game, sanctioned by the multi-millionaire Donald Trump. Very nice components. Players invest in businesses with the money paid being placed inside special plastic boxes. The game is played in two phases. In the first phase players move around a track and the values of the businesses increase, businesses are auctioned and action cards are gained. In the second phase players play their action cards to make profits and negotiate deals which will allow them to use their cards most effectively to make more profits. Eamon has some house rules which I can supply if you remind me.
Twisty Turtle. Published by Spears. 1982. Box. Good. £6
Designer: Unknown. No. players: 2-4. Country: British. Duration: 20 mins.
Well designed race game as players compete to get their turtle shell into the opposite corner. The plastic shell pieces are so designed that when they sit on a square and you can see the feet and head of a turtle underneath, then that tells you the direction you must move next turn, but if you cannot see feet and the head, then you get more choice. A spinner decides movement and it gives you two numbers most of the time, and you can then choose which one you want to use, or it indicates that a neutral shell should be moved as a blocker and obstacle.
UFO's Fritten Aus Dem All. Published by Argentum Verlag. 2004. Box. Good. £8.50
Designer: Petra Brandenburger. No. players: 2-5. Country: German. Duration: 75 mins.
Amusingly themed science fiction game. Aliens want to earn the love of humankind, and have decided to do this by setting up fast food businesses all over the world. These can be used to distribute mind affecting drugs to the unsuspecting population of the world - the player whose aliens do this best wins! Flying saucers are moved around a map of the world and can be used to set up new restaurants, take over other aliens' restaurants and 'bump' away opposing alien ships. This 'bump attack' causes a UFO to spin wildly out of control across the world's skies and causes panic amongst the humans - which is sure to make it harder for the owner of that craft to set up restaurants in affected cities.
Ulysses. Published by Winning Moves. 2001. Box. Excellent. £14
Designer: Andrea Angiolino, Piergiorgio Paglia. No. players: 3-5. Country: German. Duration: 75 mins.
Players each want Ulysses' ship to visit certain secret destinations around the Mediterranean in the time of ancient Greece. On his turn the current player suggests a direction to travel in and the other players can either accept this or propose an alternative. Players then contribute cards towards their preferred direction and the most popular route is chosen. In addition cards can be used to build temples (which will get you more cards as the game goes on), place obstacles in the path of the ship or remove such obstacles. First player to reach all of their secret destinations wins.
Vertigo. Published by Euro Games. 1990. Box. Good. £15.50
Designer: Sylvie Rodriguez & Philippe Des Pallieres. No. players: 2-4. Country: French. Duration: 90 mins.
Ecological business game. Each player is in charge of the factories, etc. in their country, but they must pay attention to the amount of pollution they create. Pollution can 'blow' next door, to other countries, making you very unpopular. The game mechanics are very interesting. You must balance pollution against profits and against the greater good of the world environment. There is also a UN meeting at which the players vote for new laws such as penalties for the worst polluters or benefits to the poorer countries etc. The player with the greatest production capacity at the end of the game wins, but players can be eliminated due to their own excessive pollution.
Vikings. Published by Rio Grande Games. 2007. Box. Excellent. £21
Designer: Michael Kiesling. No. players: 2-4. Country: American. Duration: 1 hr.
Each player is a Viking chief, and must scout and settle islands off the homeland. This is done using a clever drafting system in which you can get something cheap or pay more for something you really want. Each time one viking and one piece of land are purchased. The land tiles must be placed in a personal area which forms your settled lands, and the Vikings have different professions: warrior, fisherman, scout, noble or goldsmith, and each can be settled only on particular islands. Raiding ships also need to be seen off (with warriors). There are three scoring rounds throughout the game to determine who is the greatest Viking chief. Highly recommended, especially with 3 players.
Viva Topo!. Published by Rio Grande Games. 2002. Box. In shrink. £29
Designer: Manfred Ludwig. No. players: 2-4. Country: American. Duration: 30 mins.
Originally published by Selecta, a children's game company, this manages to cross the boundary and is a good light family game with adult appeal too. Each player controls a group of mice which have to evacuate their home and move around the board to get to various safe destinations. The easier the destination the less cheese gained as a reward. However, a cat also moves around the board and any mice it catches are removed from the game. Thus players must decide how many of their mice to concentrate on, and the speed at which the cat is moving will influence this. Recommended.
Wallenstein. Published by Queen Games. 2002. Box. Good. £26
Designer: Dirk Henn. No. players: 3-5. Country: German. Duration: 2.5 hrs.
Players take the roles of powerful Barons and Kings in 1618 who are in a struggle for domination of central Europe. Players start with a few regions under their control and each year plan which actions they will perform in each of their regions. These actions range from harvesting and making money through trade, to building palaces and churches to troop movement and war. Conflict is resolved in a very neat way - all the units involved in the fight are wooden blocks and are dropped into a large tower with various baffles inside. Only those which come out of the bottom count in the battle, and this may include some unexpected stragglers from previous battles! A cleverly designed substantial game which requires good planning.
Warlords: China In Disarray 1916-1950. Published by Panther. 1986. Box. Good. £11.50
Designer: Dave O'Connor, Steve Barnes & Peter Wyche.
No. players: 2-6. Country: Australian. Duration: 5 hrs.
Wargame in which players take the roles of various warlords vying for supremacy, and ultimately attempting to reunify China under their control. Game play involves negotiation, bribery, and coercion as well as needing military and economic might to win. The rules cover 11 pages and there are 5 scenarios included, one of which is a campaign game.
Who Did It...? Published by Cheatwell Games. 2004. Box. Good. £2.25
Designer: Unknown. No. players: 3-6. Country: British. Duration: 30 mins.
Special Notes: One cardboard playing piece's base has been replaced with a colour printed equivalent - does not affect play.
Deduction game in which there are cards for 7 suspects, victims, weapons, locations and motives. One of each is secretly removed at the start of play and players try to determine which these are. This is done by going to various carriages on a train and collecting unclaimed cards, and getting to see cards in other players hands. Thus by a process of elimination the correct combination can be deduced.
Who Wants To Be A Millionaire? Published by Upstarts. 2000. Box. 2 copies available:
1) Good. £3 2) Excellent. £4
Designer: Celador Productions Ltd. No. players: 2-5. Country: British. Duration: 1 hr.
Quiz game based on the popular TV programme. Includes 1000 question cards, and progress displays for each player as well as lifeline tokens. Sadly it doesn't come with a cool million for the winner...
World In War: Combined Arms: 1939-1945. Published by Spel Tjanst. 2004. Box. Good. £16
Designer: Jonas Jepson. No. players: 2-4. Country: Swedish. Duration: 2 hrs.
WWII wargame with lots of plastic miniatures. The map shows the East and West fronts, the Soviet Union and the Western powers. Players produce new troops, warships, and aircraft and move and engage with the objective of taking over enemy production centres. Uses 360 plastic miniatures of 8 types. The rules are not complex.
World's Best Card Games For One. Published by Sterling Publishing Co.. 1993. Book. Excellent. £0.75
Author: Sheila Anne Barry. Country: American.
Softback, 21x13cm, 128 pages. Collection of patience games split into 1 Deck (57) and 2 Deck (47). Each game is described with diagrams, and there is also a table of all the games showing how much space the game requires, how many decks, and how hard it is to finish.
Wucherer. Box. 2 editions available:
1) Published by Abacus. 1997. Excellent. £2.50
2) Published by Spiele-Bau-Stelle. 1994. Excellent. £1.50
Designer: Friedemann Friese. No. players: 1-6. Country: German. Duration: 30 mins.
Card game, later reprinted as Landlord. Players play apartment cards and rent them to tenants, collecting rent each turn. Wealthy tenants can be placed in your own properties, but squatters and deadbeats into your opponents' apartments. You can even play a bomb card on your opponents' building, but make sure you have an alibi card as the police may catch you otherwise.
Yachty. Published by Dealer Series. ca.1980. Box. Good. £1
Designer: Unknown. No. players: 1+. Country: British. Duration: 20 mins.
Special Notes: Original rules missing, but I have supplied a replacement set.
Version of Yahtzee, but with a variant name, presumably for copyright reasons. This set comes with a dice rolling bowl built into the box as well as score sheets, dice and a dice cup.
Yahtzee! Published by Hasbro. 2004. Dice Bowl. Excellent. £5
Designer: Unknown. No. players: 1+. Country: British. Duration: 10 mins.
Well known dice game in which players have to score as much as possible in various categories. This neat set is packaged in a sturdy dice bowl with a lid for the other components. These include the dice, score pad, dice rack and telescopic dice cup! Very nicely designed set.
Zahltag. Published by Ravensburger. 2002. Box. Good. £7.50
Designer: Franz-Benno Delonge. No. players: 2-4. Country: German. Duration: 40 mins.
Card game. Each player tries to win building contracts. Different contracts require different employees in number and type, and players secretly bid to fulfil the current contract (lowest gets it). Players must make a null bid if they cannot fulfil it. Thus if a contract is hard to fulfil you can probably get away with a pretty high bid and make lots of money. Workers who aren't working however have to be paid to keep them on contract and this can be expensive, so it is tricky to decide whether to go for a huge workforce (and lots of contracts) or a small one. Some clever elements making a rather nice little game.