MNG-AJM Games and Collectibles

 

Sep 2014 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? 

 

1829. Published by Hartland Trefoil. 1974. Box. Good. £25

Designer: Francis Tresham. No. players: 2-4. Country: British. Duration: 6-8 hrs.

The first of the 18XX series, and way ahead of its time. Train game in which companies are managed, track built, trains operated and stock traded. The game works by alternating stock dealing rounds and operating rounds. Stock dealing rounds allow players to buy shares. Operating rounds allow the company presidents to build track, run trains & generate revenue for shareholders. A real landmark game. This is one of the longer 18XX games. The map shows southern England (Hull being the northernmost city).

 

1960: The Making Of The President. Published by Z-Man Games. 2007. Box. Excellent. £18

Designer: Christian Leonhard, Jason Matthews. No. players: 2. Country: American. Duration: 100 mins.

Card driven strategy game where one player plays Nixon and the other Kennedy in the US presidential elections. The game uses the same type of system as Twilight Struggle, and is highly regarded. Cards give the players opportunities to advance their cause in specific ways, or can be used in a less powerful, but more general way as you wish. However, some cards are a liability, but may well have to be played in the end anyway. A treat for election game fans.

 

7. Published by Wolf Fang. 2009. Box. Excellent. £15

Designer: Marcin Podsiadlo. No. players: 2-7. Country: Polish. Duration: 2 hrs.

Fantasy board game in which the kingdom is endangered by an ancient evil. The focus, however, is on recruiting adventuring parties and managing your resources. The players will need to cooperate in order to complete challenges and seal the portal which the great evil intends to use. However, the game is not won by everyone if evil is defeated, but only by a single player, and if a player focuses too much on personal gain and too little on the common good then they can turn evil and win by making the others lose!

 

A Collector's Guide To Games And Puzzles. Book. 2 editions available:

1) Published by Grange Books. 1997. Excellent. £6.50
2) Published by The Apple Press. 1991. Excellent. £6.50

Author: Caroline Goodfellow. Country: British.

Hardback with dustcover, 29x22cm, 128 pages. The book covers the collectibility of games and puzzles and gives advice to collectors as well as detailing (in text and colour pictures) many of the items the author is especially fond of. These are categorised as follows: Race Games, Games of Morals, Strategy Games, Cards & Card Games, The Early Jigsaw, American Games. Some of the items illustrated are real rarities, going back to the 18th century at least.

 

A Few Acres Of Snow. Published by Treefrog Games. 2011. Box. In shrink. £28

Designer: Martin Wallace. No. players: 2. Country: British. Duration: 90 mins.

Two player game which takes the deck building concept from games like Dominion and uses it to drive a game about the struggle for control of North America between Britain and France. The game uses a map and wooden playing pieces as well as cards. A very well received genre-breaking game, with plenty of depth to explore as there are a range of approaches available to explore over many plays.

 

Age Of Steam: Secret Blueprints Of Steam Plans 1 & 2. Published by Bezier Games. 2008. Ziplock.

Excellent. £11. Designer: Ted Alspach. No. players: 2-6. Country: American. Duration: 45 mins.

Expansion for Age of Steam / Steam, one of which you will need in order to make use of this. This includes 4 double sided mini maps and replacement mats for the goods production and income track. Using this expansion the players all play on their own mini map, and much of the play is simultaneous, but there is still interaction with the turn order and action selection, as well as being able to take directly goods from other players' maps. All this results in a substantially shorter game than with the basic game.

 

Age Of Steam: Vermont, New Hampshire & Central New England. Published by Bezier Games. 2008.

Ziplock. Excellent. £13. Designer: Ted Alspach. No. players: 3-8. Country: American. Duration: 2 hrs.

Expansion for Age of Steam / Steam, one of which you will need in order to make use of this. This set adds two new maps and three new scenarios for you to play. Vermont: Turns alternate between winter and summer, with builds costing more in winter but bonuses being available for deliveries. New Hampshire: Track cannot be shared and only one direct link is permitted between each pair of cities. Central New England: Requires two copies of this set, and uses the rules from both of these expansions and can take up to 8 players - the biggest Age of Steam experience ever!

 

Agora. Published by Strate & J. 1996. Box. Excellent. £8

Designer: Nicolas Herla. No. players: 2. Country: French. Duration: 20 mins.

Abstract game played on a chunky 3 level wooden board with wooden tiles. The object of the game is to take the opponent's pieces. Pieces can stack to form piles from which only the top piece can move. Rules summary in English, French, and German, with full additional questions answered in French. Also includes a CD ROM with a PC version of the game.

 

Aladdins Erbe. Published by Fagus. ca.1988. Box. Good. £27.50

Designer: Franz Josef Schulte. No. players: 2-4. Country: German. Duration: 90 mins. Desc. by Eamon.

Beautifully presented game, with large wooden pieces, each with a dice style number on the top. On your turn you can roll 4 dice, two of which determine which pieces will move, leaving the other two to show how far they will move This system always provides a large range of choices. The object is to collect treasure cards, as you are all chasing the inheritance of Aladdin. The board is rolled up in the box, being made of the soft rubber much used by Perluhn.

 

Alienz Card Game. Published by U.S. Games Systems. 2004. Box. Good. £5.25

Designer: Mike Fitzgerald. No. players: 2-6. Country: American.

Card game in which the players try to transport as many Alienz as possible back to their home world. Essentially a set collecting game in which players use planet cards as destinations and send as many as possible alien cards to that planet, but symbols must match to make that possible. Also flights can be made private or public with different benefits in each case. The cards have information on both sides so each player has their own screen behind which they can examine their cards.

 

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

1) Excellent. £5.75       2) In shrink. £6.50

Designer: Corné van Moorsel. No. players: 2-5. Country: Dutch. Duration: 50 mins.

Nicely produced tile laying game. The 66 tiles show sections of a tropical island which join up to make a different archipelago each time. On their turn a player positions a man on a tile on the main island and then they draw a tile. If it can be fitted onto the tile their man is on then it is played, and they get to add a sun lounger onto a beach on that tile. They may then continue their turn by drawing another tile. However, if a tile is drawn which cannot be placed next to their man then their turn ends and they lose all sun loungers placed that turn. At the end of the game points are awarded to the player with the most sun loungers on each beach, with more points awarded for longer beaches.

 

Ambush. Published by Victory. 1983. Box. Good. £22

Designer: Eric Lee Smith & John H Butterfield. No. players: 1. Country: American. Duration: 4 hrs.

Ground-breaking solitaire wargame. Features 8 replayable missions set in WWII France. You ‘roll up’ the characters who will be in your platoon which adds variety to the missions. The game uses a programmed paragraph system. You control a U.S. squad, and have numerous tactical options and an unpredictable enemy and can equip your men as you see fit. Very well regarded game.

 

Andromeda. Published by Abacus Spiele. 1999. Box. 2 copies available:

1) Good. £9       2) Excellent. £10

Designer: Alan R Moon. No. players: 3-5. Country: German. Duration: 1 hr.

Graphics by Doris Matthaus. Very interactive, as players attempt to trade with a new galaxy. The game is about trading for sets of cards and using them to upgrade spaceships and trying to gain control of the various planets. While skill and judgement will help there is a randomising mechanism which resolves success in taking over a space port, but which does make it more likely you will win the more effort you put in. The game also uses an interesting card trading mechanism between the players.

 

Anno 1503. Published by Kosmos. 2003. Box. 2 copies available:

1) Good. £14       2) Excellent. £15

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

Spin off game from both the German PC game of the same name and also from the Settlers franchise. However, while the game does draw ideas from the Settlers family, it has new ideas too. Players are both exploring new lands by ship and gaining trading posts and colonies there, as well as improving their own town. To win a player must complete three out of five development targets, allowing for different strategies. Players gather goods of various types and trade them for profit and also use them to build new ships and develop their town. Highly recommended - especially for three players.

 

Arbora. Published by Edition Perluhn. 1984. Box. Good. £17

Designer: Rolf Asche, Reinhold Wittig. No. players: 2-6. Country: German. Duration: 30 mins.

Tile laying game in which the tiles show different leaves against each edge. Players play a tile each round (or pay to skip a turn) which must match adjacent tiles domino style. Points are scored for surrounding blocks which are at the tile corners or for completing rows and columns of tiles. Attractively produced as always with this company.

 

Atlantis. Published by Amigo. 2009. Box. Excellent. £13

Designer: Leo Colovini. No. players: 2-4. Country: German. Duration: 30 mins.

Set in the sinking city of Atlantis, a long path of tiles is set up, and cards are used to move each player's family of people from Atlantis along the sinking path to the mainland, and safety. A tile (of varying value) is collected after each play. These tiles are points at the end of the game, but may have to be spent to cross open sections of water or to obtain more cards during play. Each player has one bridge which should be employed carefully to cross a particularly troublesome expanse of water. The game is somewhat related to the same author's Cartagena series of games, but has quite a few new ideas.

 

Bean Trader / Bohn Hansa. 2003. Box. 2 editions available:

1) Bean Trader. Published by Rio Grande Games. Country: American. Good. £11

2) Bohn Hansa. Published by Amigo. Country: German. In shrink. £11

Designer: Uwe Rosenberg. No. players: 3-5. Board game with the theme taken from Bohnanza - so all about trading beans, with plenty of bean-puns thrown in. The players move their wagons from city to city buying and selling beans to fulfil orders. Players can also trade beans between each other when their wagons are in the same location. The objective is to make as much money as possible from your bean trading. The game uses quite different mechanisms to Bohnanza, so it isn't just a Bohnanza variant.

 

Belisha. Published by Pepys. ca.1935. Box. Box poor, cards good. £5

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

Special Notes: The box lid's picture has come off and the sides are damaged, contents good for their age.

Card game. Colourful cards illustrate beauty spots in 1930s Britain, plus some special cards with amusing period pictures. A variation of Rummy.

 

Big Deal. Published by Transworld Publishers. 1990. Book. Excellent. £1.20

Author: Anthony Holden. Country: British.

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

 

Bi-litaire. Published by Peri Spiele. 1994. Box. Good. £12

Designer: Kris Burm. No. players: 2. Country: Austrian. Duration: 25 mins.

An unusual concept from this master of abstract games. A novel take on solitaire (the peg moving puzzle) making it into a two player game. One player moves the balls much as in regular solitaire, but the board has movable regions, and the other player moves these around in order to try to stop the other player doing so well. After one round is finished the players swap roles and play again to see who can do best. Clever.

 

Bloom. Published by QWG. 2008. Box. 2 copies available:

1) Excellent. £13      2) In shrink. £14.50

Designer: Laurent Escoffier, David Franck. No. players: 2-5. Country: Dutch. Duration: 45 mins.

Each player is a gardener who specialises in a particular type (colour) of flower and gets a set of cards showing various amounts of grass and their type of flower on a 2x3 grid. Players then add these cards to a communal garden, but with various restrictions, and get to take tokens for any flowers covered up. The objective is to collect lots of flower tokens, but these score best if sold in multicoloured sets. Points are also gained by keeping as many of your flowers on the board as possible. Players can also use an animal and a gardener to help protect their flowers.

 

Blue Chip. Published by Deuxmark. 1987. Box. 2 copies available:

1) Good, but box shows some wear. £12       2) Good. £13.50

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

Novel business game with an unusual bidding system. Players start with 56 bidding cards, one of which is used each time an asset is put up for sale. The highest bidder pays for the asset and takes the card, but all players discard the card they used to bid with, thus limiting your choices as the game progresses. Players move their playing pieces on various tracks around the board which determine what assets are put up for auction, and sometimes players will sell their items to other players to recoup some money. A valuable 'blue chip' is earned when three related items have been obtained which gives a significant end game bonus.

 

Board And Table Games From Many Civilizations. Published by Oxford University Press. 1960. Book. Excellent, but dustcover shows some wear. £7. Author: R.C. Bell. Country: British.

Hardback with dustcover, 23x15cm, 208 pages. An authoritative work from one of the great board games experts. The games are divided into: Race Games, War Games, Positional Games, Mancala Games, Dice Games and Domino Games. 91 games are described with many diagrams and sources ranging from ancient civilisations up to games played by WW2 soldiers. An essential work for anyone interested in the worldwide history of game playing.

 

Bohnanza. Published by Amigo. 1997. Box. Excellent. £5.75

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

Card game, 110 attractive cards representing different types of bean. Players attempt to collect sets of beans to plant in their fields and then harvest them for money. However, things are not that simple as the order of cards in your hand is fixed and you can only play from the front. However, players can trade beans they don't want with other players, and getting good deals and making the best of what you have is the core of this game. This was a revolutionary card game when published. Recommended. It was on the nominations list for the German Spiel des Jahres in 1997.

 

Bolide. Published by Ghenos Games. 2005. Box. Good. £19

Designer: Alfredo Genovese. No. players: 2-8. Country: Italian. Duration: 90 mins.

Motor racing game which uses a vector movement system - each turn you can slightly adjust your vector from your previous vector, which means you can build up great speed on the straights but must slow down gradually in time for tight bends. The game also includes rules for tyre wear and coming off the main track as well as pitting in multiple lap races. Advanced rules permit slipstreaming, collisions and more. There are two race tracks provided for variety.

 

Brass 2nd Ed. Published by Eagle Games. 2009. Box. In shrink. £30

Designer: Martin Wallace. No. players: 3-4. Country: American. Duration: 2-3 hrs.

Set in the industrial revolution in Lancashire, this strategy game is played in two phases. In the first phase players develop canal networks, and in the second phase the canals are now outdated and rail networks must be built up. Throughout both phases players invest in cotton mills, ports, coal mines, iron mines and shipbuilding in order to improve their income and gain victory points. There are plenty of options with cards used in a clever way to limit what can be done, and also ensuring you need to plan ahead. A good mix of economic management and network building is required to do well. Recommended.

 

Bridg-It. Published by Hassenfeld Bros Inc. 1960. Box. Good, but box base slightly indented. £9

Designer: David Gale, Robert Goetz. No. players: 2. Country: American. Duration: 15 mins.

Orignal edition of Connections. Abstract game in which the players try to connect a line of their pieces from one side of the board to the other, or try to surround any of their opponent's pieces in a box. The game always ends with a winner, never a stalemate, and while the rules are very simple the play is actually rather good. The components are large and impressive making it very attractive during play.

 

Buggo. Published by Ravensburger. 2000. Box. Good. £2.75

Designer: Dan Gilbert. No. players: 2-8. Country: German. Duration: 20 mins.

Light game in which players take it in turns to draw a card which specifies the maximum number of bugs they can take that turn. The player then turns over tiles on the table to find bugs. One can stop before reaching the required number and play it safe and take the tiles turned so far, but if you exceed the required number, the tiles get turned back face down. As extra twists there are some spider tiles which always cause you to bust and some cards which require you to find spiders.

 

Burgen Land. Published by Schmidt Spiele. 2008. Box. In shrink. £10

Designer: Wolfgang Lehmann. No. players: 2. Country: German. Duration: 20 mins.

Tactical dice game in which players use dice to move an action marker around a rondel. The objective is to claim castle sections in each of three colours, and to try to build more impressive castles than your opponent. In one's turn it is possible to make several rolls and claim several castle pieces, but if one is too greedy and strays too far around the rondel one loses a valuable castle segment. Additional dice can be claimed instead of tiles and these will offer flexibility in future turns.

 

Byzantium. Published by Warfrog. 2004. Box. Excellent. £8.75

Designer: Martin Wallace. No. players: 2-4. Country: British. Duration: 2.5 hrs.

The Byzantine Empire has to battle foe after foe in a desperate struggle for survival. However, after holding back the Persians, the Arabs look to be too much. Interestingly each player gets to act on both sides of this war, and tries to do well for both sides, scoring points on two separate tracks. Players can build up armies, build churches / mosques, move their units, attack with them, and perform many special actions. As usual with Martin Wallace games, you can expect a substantial game with plenty of interesting ideas, and very approachable rules.

 

Cafe Race. Published by Homoludicus. 2006. Box. 2 copies available:

1) Excellent. £7        2) In shrink. £8.50

Designer: Fran F G. No. players: 3-6. Country: Spanish. Duration: 15 mins.

Light race game which uses dice as the driving mechanism, but in an unusual way. One die is rolled per player and these will be used for movement, but in order to claim these dice players bid with another die, which they turn to whatever side they choose. The higher the sum of the bid and movement dice the more likely a slip-up will be during the race. Too many slip-ups and the player must restart from the beginning, so a balance between speed and caution is required to win.

 

Card Games Up-To-Date. Published by Foulsham. ca.1940. Book. Good, but cover edges faded. £0.30

Author: Charles Roberts. Country: British.

Hardback, 19x13cm, 160 pages. Printed on War Economy Standard paper. This book presents the rules to games which the author considered the best popular games. They are: Nap, Solo, Whist, Scotch Whist, German Whist, Dummy Whist, Bridge, Auction, Cribbage, Bezique, Commerce, Brag, Poker, Euchre, Blind Hockey, Pontoon, Quinze, Thirty One, Baccarat, Chemin De Fer, Coon-Can, Colonel, Old Maid, Hearts, Pelmanism, Speculation, Contract Bridge. Also described are 16 patience games, and 3 games with dominoes.

 

Cartino. Published by Ravensburger. 1974. Box. Good. £4.50

Designer: D.F.Oudolf. No. players: 2-4. Country: German. Duration: 45 mins.

Attractive game using wooden tiles to represent some of the cards from two decks of playing cards. Players play their cards onto a well designed board, which looks like a tableau of playing cards laid out for a game. Each space on the board can accommodate two identical tiles. Players have a hand of 5 tiles and may play any number in their turn, but only from one suit. Tiles played score for any adjacent occupied spaces, so holding back for tactical advantage would seem to be an important part of game play. Nice item and comes in a hard wearing linen covered box.

 

Cash-A-Catch. Published by Queen Games. 2007. Box. In shrink. £6.50

Designer: Andreas Pelikan. No. players: 3-5. Country: German. Duration: 30 mins.

Dutch auction based game in which the players bid for batches of fish. The auction uses a neat idea - the price is fixed but the amount of fish in the batch goes up until someone accepts the batch using the efficient metal push-bell. Fish come in 6 types, but only 3 types can be stored in your catch trays. Players take turns being the auctioneer, which is when you get a chance to sell your fish (the more of a type you have the more profitable the batch), as well as getting a commission on the fish sold. Any fish you can't store go into your rubbish bin and will score negatively. A few special cards throw extra twists into the mix.

 

Catacombs: Cavern Of Soloth. Published by Sands Of Time. 2011. Box. In shrink. £24

Designer: Ryan Amos, Marc Kelsey, Aron West. No. players: 2-5. Country: Canadian. Duration: 45 mins.

Expansion for this mould breaking dungeon crawl game. You will require the base game in order to make use of this. This expansion includes new heroes, new monsters, new rooms, new catacomb lords, new items and more! The theme is that dwarves have discovered a new, as yet unexplored, area deep underground, which the players intend to explore!

 

Chart Moves. Published by Chart Moves Ltd. ca.1991. Box. Good. £8

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

Family game based on the music business. Includes a 12" vinyl picture disc and cassette as well, with the rules recorded for easy learning. The game is very colourfully produced, and the players are hustlers trying to earn enough money to launch their alter-egos as band members who then try to be the first to win various awards. Game play involves moving around a track, actioning cards and answering trivia questions.

 

Chill - Black Morn Manor. Published by Pacesetter. 1985. Box. Good. £27

Designer: Troy Denning. No. players: 2-6. Country: American. Duration: 90 mins.

Horror board game tied into the theme of the same company's Horror RPG system, Chill. However, you need know nothing about the RPG, this is an entirely standalone board game. Each game there is a different evil master and one player starts off as his minion who must try to remove the single item his master is vulnerable to from the board. Other players start as good guys trying to defeat the evil master, but should they lose all their willpower they become minions! Minions can also be freed and made good again. The board is made up from tiles and the card deck is customised each game depending on the evil master in play to ensure the monsters and events are appropriate. Nice item.

 

Chinese Chequers. Published by Chad Valley. ca.1930. Box. Box poor. £2

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

Very nice version of this classic - good enough to keep out on your coffee table. The board is made of tin-plate and is attractively coloured, with a Chinese theme. The pieces are plastic pegs, 6 sets of 10. The board has holes for where the pieces move, and they peg into the board during play. The box is complete, but the glue is failing and it is not in very good condition, though it does have the rules printed on it.

 

Chinese Chequers And Halma. Published by Philmar. ca.1975. Box. Good. £4

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

Special Notes: Original rules missing - rules printouts supplied.

Two game set which uses a double sided board to allow play of these two classic games.

 

Circus Maximus. Published by Avalon Hill. 1980. Box. Good. £20

Designer: Michael Matheny. No. players: 2-8. Country: American. Duration: 2 hrs.

Chariot racing game set in ancient Rome. Up to eight teams race around the track three times to determine victory. Players can select their chariot type, rider's skills and team of horses. The game is as much about battling the other chariots as it is about winning the race, with options including scythe blades on the wheels, whipping other teams' horses (or their rider!), ramming, and crashing your chariot into other teams' horses!

 

Cities. Published by Emma Games. 2008. Box. Good. £15

Designer: Martyn F. No. players: 1-4. Country: Dutch. Duration: 20 mins.

Intriguing tile laying game which manages to be a sort of cross between Take It Easy and Carcassonne. Each player uses an identical set of 24 tiles, which are divided into quarters which can show three different land zones or water. These are drawn at random by one player and other players use the same tiles in the same order, and place them into their own 4x4 grid. Men are placed onto tiles or moved from tile to tile, and at the end of the game men score for the sizes of area they are in or the amount of water they are next to. Simple, but plays well and quickly. Can be played with more players if you buy further sets! Highly recommended.

 

Cleopatra And The Society Of Architects / Kleopatra Und Die Baumeister. Published by Days Of Wonder.

2006. Box. 2 versions available:

1) Cleopatra And The Society Of Architects. Country: American. Excellent. £18

2) Kleopatra Und Die Baumeister. Country: German. Excellent. £17. I am including English rules and colour printed and laminated English crib sheets, and very few of the cards have German on them.

Designer: Bruno Cathala, Ludovic Maublanc. No. players: 3-5. Duration: 75 mins.

Board game with amazing pieces: 2 large obelisks, 6 sphinxes, a throne with plinth, many columns, and a 3D palace which uses the box lid as a component, as well as a pyramid of corruption for each player. Players draft cards in a unique way and use them to build the various parts of the palace in order to gain VPs. However, timing your building well can bring extra VPs and the more powerful building cards bring corruption points with them, which are then kept hidden. When the palace is complete the most corrupt builder is thrown to the Nile crocodiles and the remaining builder with the most VPs wins.

 

Colonia - Collector's Edition. Published by Queen Games. 2009. Box. In shrink. £17.50

Designer: Dirk Henn. No. players: 3-6. Country: German. Duration: 2 hrs.

Set in the greatest city in the medieval Holy Roman Empire, the players represent the leaders of the major families and control the city's fortunes. Trade, the church and political power are all important. The objective is to trade successfully in order to earn money which can then buy prestigious holy relics for the cathedral. The game uses worker placement and resource management mechanics. There is plenty to sink your teeth into here!

 

Connect 4. Published by MB Games. 1976. Box. Box edges show wear. £3

Designer: Unknown. No. players: 2. Country: Denmark. Duration: 15 mins.

Two player strategy game in which players alternate dropping a coloured chip into one of seven columns. The chip drops to the lowest unoccupied space, and the objective is to make a row of four chips horizontally, vertically or diagonally.

 

Crazy Race. Published by F X Schmid. 1994. Box. Good. £10

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

Card based race game, where the cards themselves become part of the board. Players are given cards telling them what position to aim for at 3 stages of a race. Movement is by dice, but this is far from the whole story as cards can be played to make each player's lane shorter or longer and special cards can force other players to move faster or slower etc. It adds up to a very amusing but chaotic race. A good starter or finisher. I also have house rules which reduce the level of chaos a little.

 

Crescendo. Published by Filsfils International. 1997. Box. Good. £4

Designer: Claude Jonette. No. players: 2-4. Country: Belgian. Duration: 30 mins.

Unusually, the game board is constructed from 8 large cross shaped sections which each have 5 squares, one of each player colour and a neutral colour. Players attempt to build large towers of stacking playing pieces by clever moves and keeping to protected spaces. Unprotected towers can be 'scattered' by an opponent if given the chance.

 

Culbertson's Own Summary. Published by Faber & Faber. 1941. Book. Good. £4.50

Author: Ely Culbertson. Country: British.

Hardback with dustcover, 14x10cm, 64 pages. A summary of Culbertson's own new improved system for bidding and leading in Contract Bridge. Very densely printed with a thumb index for quick access to exactly the entry you need for the current situation. This is intended not to teach Culbertson's system, but to act as a quick reference companion guide.

 

Da Vinci's Mancala. Published by Briarpatch Inc. 2005. Box. Good. £7

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

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

 

Destino. Published by Spear-Spiele. 1985. Box. Good. £13

Designer: Garrett J Donner. No. players: 2-4. Country: German. Duration: 20 mins.

Neat game that uses the card principles seen later in games like Hols Der Geier. Players play cards which are then revealed. Identical cards cancel out, but the others cause movement of your playing piece towards the black hole in the centre of the board. The highest (uncancelled) card played gets a victory point. Five victory points or being the last to fall into the hole wins the game.

 

Die Baumeister Des Krimsutep. Published by Krimsus Krimskrams Kiste. 2005. Box. 2 copies available:

1) Excellent. £3.75       2) Good. £3.25

Designer: Mark Sienholz. No. players: 3-4. Country: German. Duration: 1 hr.

Card game. The Pharaoh Krimsutep has commissioned his master builders (the players) to build him palaces, obelisks and other wonders. Each round starts with a trick taking session in order to determine who can use which building materials. These are then used, and a new round started. The most successful builder after several rounds wins the Pharaoh's favour.


Die Magier Von Pangea. Published by Queen Games. 2001. Box. 2 copies available:

1) Good. £9.50        2) Excellent. £11

Designer: Ralf Burkert. No. players: 2-4. Country: German. Duration: 1 hr.

Fantasy themed game in which each player is a wizard controlling minions who wander around a world which often shifts around changing its layout. These minions produce goods which are used to purchase amulets from the agents of foreign wizards. Collecting these amulets and returning them to your wizard's tower gives you the ability to cast more spells and obtaining enough of them combined with a suitable number of goods wins the game. Some unusual mechanics combine to form a game which feels unique.

 

Dino. Box. 2 editions available

1) Published by Fun Connection. ca.1995. Good. Original rules missing - photocopy supplied. £6.50
2) Published by Hexagames. 1989. Box. Good. £7

Designer: Reinhold Wittig. No. players: 2-6. Country: German.

A dinosaur game with very nice components, 5 large plastic dinosaurs, wooden counters, and a meteorite. Originally published as Iridium in 1987. The players attempt to collect dinosaur eggs, but the adult dinosaurs are used to block the paths to stop your opponents getting to the eggs. The most successful egg collector wins.

 

Dolce Vita. Published by Hans Im Glück. 1999. Box. Excellent. £9

Designer: Reiner Stockhausen. No. players: 3-5. Country: German. Duration: 30 mins.

Card game, everyone tries to acquire luxuries and money. Players take it in turn to place cards against a column and will get a luxury from it - highest takes the 1st available, next highest next available and so on. However, not everyone will want everything as you can only keep one item of each type, and you must keep the new one, so getting a useless race horse when you have a great one is very bad news. Lots of scope for devious play!

 

Double 12 Dominoes In Wood Finish Case. Published by Unknown. ca.1985. Box. Good. £9

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

A set of double 12 very chunky white plastic dominoes with black dots. This is a 91 domino set and comes in a wood finish clip-close case. There are many excellent domino games out there, and a double 12 set can be used as a double 6 or double 9 set as well. A very under-rated gaming resource. If you also want a good domino game book let me know.

 

Dragon Masters. Published by Games Workshop. 1991. Box. 2 copies available:

1) Good. £22       2) Excellent. £25

Designer: Ian Livingstone. No. players: 2-4. Country: British. Duration: 2 hrs.

Fantasy board game, including 96 plastic playing pieces, representing dragons, armies, cities, etc. Players hatch dragons to add to their armies, and gain income from the villages, cities and mines they control. Each side's Prince can lead forces either to explore unexplored lands or to attack enemy forces. Combat is simple and involves a little bluffing with the dragons. The richest player wins after war has raged in the Elven Kingdoms for 2 years.

 

Drakon. Published by Fantasy Flight. 2001. Box. Good. £14

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

Special Notes: 2nd edition. Includes Expansion 1 with 48 additional tiles.

Very nicely presented game that uses tiles for its board making every game different. Players add tiles to a dungeon labyrinth, and the tiles can move or disappear during play, making it difficult not to get lost. A sort of table-top Sorcerer’s Cave.

 

Draughts And Dominoes. Published by U.P.L.. ca.1940. Booklet. Good. £0.75

Author: B. Scriven. Country: British.

Softback, 16x10cm, 96 pages. The first part of this book explains how to play draughts and gives a selection of different openings, strategy hints and examples. The second part gives the rules to 15 domino games.

 

Dschunke. Published by Queen Games. 2002. Box. Excellent. £7

Designer: Michael Schacht. No. players: 3-4. Country: German. Duration: 1 hr.

Special Notes: For £1.50 extra I will colour print and laminate a set of special action cards in English.

Players try to become the most successful merchant on an Asian floating market. This is done by positioning your crates of goods on the various boats to best advantage and then obtaining goods cards and selling them. In addition goods cards are used to bid for special cards which give various advantages or bonuses, and to obtain further money.

 

Dungeonquest. Published by Games Workshop. 1987. Box. Excellent. £22

Designer: Dan Glimne & Jakob Bonds. No. players: 1-4. Country: British. Duration: 1 hr.

Players explore the ruins of Dragonfire Castle trying to reach the treasure chamber in the centre of the dungeon and escape alive with as much treasure as possible. Time pressure forces the players to take risks because anyone left in the dungeon when the game ends dies! The dungeon is created with tiles to produce a maze-like dungeon and ensure no two games are ever the same. Recommended.

 

Educational Toys In America: 1800 To The Present. Published by Robert Hull Fleming Museum. 1979.

Book. Good. £4. Author: Karen Hewitt, Louise Roomet. Country: American.

Softback, 24x21cm, 141 pages. Lavishly illustrated book which covers the genesis of the modern toy, play materials in the curriculum of early childhood, and toys for object and role mastery, as well as a great deal of information about the exhibition given at the publishing museum, with many pictures of prime exhibits.

 

Eketorp. Published by Queen Games. 2007. Box. 2 copies available:

1) In shrink. £15      2) Excellent. £13.50

Designer: Dirk Henn. No. players: 3-6. Country: German. Duration: 50 mins.

Second edition of this game originally by DB Spiele. Game of building Viking settlements. The game involves sending out your Vikings either to the countryside to collect foliage, wood, mud and rock to build your stronghold with, or they can be sent to other players' strongholds to try and steal some of these materials already there, or finally stay at home to guard your own stronghold. In each case fighting is most likely to ensue and this is resolved by card play.

 

Elixir. Published by TSR. 1990. Box. Good. £7

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

Special Notes: A separate side board has been made up for this set to hold the potions to enhance game play.

Each player tries to be the first to discover the formula for all three parts of the Elixir of Life. To do this each wizard needs to gather ingredients and gems from around the board and combine them to produce potions. Initially no-one knows which ingredients produce which potions, 3 of which are the parts of the Elixir of Life, and the others highly useful potions which speed you up, or get you more gold etc. There are strangers to encounter around the board and some deduction required to work out what combinations of ingredients must produce what. Good fun game.

 

Entenrallye. Published by Walter Muller. 1991. Box. Good. £15

Designer: Walter Muller. No. players: 2-5. Country: German.

Race game illustrated with the designer's own distinctive graphics. Players race Citroen 2CV’s (called ‘Ducks’ in Germany). The race game is quite unique. As you proceed, you enter mini-rallies, must ‘buy’ spare body parts, and can decide to take shortcuts (or not). All this against a game ‘clock’ that ticks by as you play. Wooden cars and pieces, and uses 48 2CV car 'section' cards.

 

Epaminondas. Published by Hexagames. 1983. Box. Good. £11

Designer: Robert Abbott. No. players: 2. Country: German. Duration: 40 mins.

Well regarded abstract strategy game based on moving phalanxes of pieces across a board. The objective is to get your pieces to the far side of the board. A development of Crossings from Sid Sackson's classic, A Gamut of Games.

 

Exchanging To Win In The Endgame. Published by B.T. Batsford. 1991. Book. Excellent. £2

Author: Gennady Nesis. Country: British.

Softback, 21x14cm, 168 pages. Chess book focusing on end-game play. The book explains how to make use of a material or positional advantage, move successfully from middle-game to end-game, choose the right end-game, and assess the relative merits of pieces.

 

Fabula. Published by Libellud. 2010. Box. In shrink. £22

Designer: Jean-Louis Roubira, Regis Bonnessee. No. players: 3-8. Country: French. Duration: 30 mins.

Previously printed as Grimm. Storytelling game in which one player is the main storyteller who starts telling a story. The other players each take the role of a hero (perhaps a dwarf, a princess or a king) and try to make their character foremost in the story. At various points in the story each player must give their continuation involving their character and an item depicted on a card. If their tale is convincing it is allowed to stand, if not then the item they selected must not be spoken about again


Fantasy Cricket. Published by The Daily Telegraph. 1995. Box. Good. £4

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

Cricket game, but with an odd set of mechanics. The players choose their own teams from the line-ups of various national squads, and turn over cards to see how runs are scored. Some cards will get the batsman out, and others will require an umpire's decision, which is also determined by cards. Sometimes this will result in a trivia question being asked (either cricket based or general knowledge), though this aspect of the game could easily be avoided. The rules cover playing entire tournaments too.

 

Fast 111's. Published by Parker Brothers. 1981. Box. 2 copies available:

1) Good. The box lid has been scribbled on somewhat, and the box edges taped. £7
2) Good, but 1 corner taped. £8

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

Light motor racing game. The box suggests it is for children from 5-12, but it is also amusing as a light race game for adults. Each turn a player will draw two cards and play one on their own car and one on an opponent's. However, you must draw and play one before seeing the second so deciding which car to play your first card on isn't always easy. The rules allow for blocking and even forcing cars off the track so there is also scope for tactical play. Recommended for play with kids.

 

Formula One. Published by Waddingtons. Box. 2 editions available:

1) 1962. Good, but edges show wear. £8

2) 1978. Good, but box base indented. 1 wheel of the black car is missing. The car still stands just fine though. This is the jigboard edition. £6.50

Designer: John Howarth & Trevor Jones. No. players: 2-6. Country: British. Duration: 45 mins.

Old but good motor racing game. Players keep records of their speed, brake-wear and tyre-wear on their personal car dashboards. Dice are only used for testing whether corners have been successfully negotiated should they decide to drive too fast around them, and thus take a risk. Tactics cards can be used to good advantage, and the rules also cover pitting.

 

Framed! Published by Gibsons. 1992. Box. Excellent. £0.80

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

Card game based on the movie business. The film sequence cards look like clips from reels of film, and must be placed in sequence to produce a complete film. However each of these cards has 3 clips on it which won't all be sequential, so these cards will have to overlap making the collection of sets more interesting. There are also action cards which can hinder other players or protect yourself from hindrance. Part of the Bepuzzled series.

 

Funkenschlag: Die Neuen Kraftwerkskarten. Published by 2F Spiele. 2007. Box. New. £3.50

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

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

 

Gheos. Published by Z-Man Games. 2006. Box. Excellent. £8.50

Designer: Rene Wiersma. No. players: 2-4. Country: American. Duration: 50 mins.

Interesting tile laying game in which the players form a land divided up by rivers. Each separate multi-tile area is competed for by the players, and each tile indicates the resources and / or bonus points available there. Thus these countries are controlled by the players, but unlike games in the Carcassonne family, it is possible to replace existing tiles with new ones (at a cost) which will better suit the player, and thus the makeup and control of these various nations can change substantially throughout the game. Full of interesting tactical options. Recommended.

 

Glass Chess Set. Published by Unknown. Box. Good. £1.50

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

An entirely glass chess set (board and pieces are all glass). The board measures 17.5cm square, so is quite small, but the set is entirely functional and very attractive.

 

Glory To Rome. Published by Cambridge Games Factory. 2005. Box. Good. £13.50

Designer: Carl Chudyk. No. players: 2-5. Country: British. Duration: 1 hr.

Special Notes: The plastic box clips are damaged, so it is held shut with an elastic band.

Rome has burnt and Nero has directed his commanders to rebuild what was lost in the fire, in order to restore the Glory of Rome. The game uses cards, and each card may act as a building, raw material, or patron, thus deciding how to use your cards to best effect requires thought. The game also makes use of the discard pile in a clever way. Scoring is achieved for constructing buildings, storing resources, and various bonuses. Very well received game.

 

Great Board Games. 1979. Book. 2 editions available:

1) Published by Bookclub Associates Ltd. Good. The counter sheets are still in their wrapper, and are mostly unpunched, but there are a few missing, though the book contains a checklist. £7.25

2) Published by Macmillan. 1979. Good - counter sheets unpunched. £11

Author: Brian Love. No. players: 2+. Country: British.

An amazing hardback book nearly A3 in size. After an introduction about board games published from 1890 onwards, over 40 board games from many publishers from around 1895 to 1955 have been reprinted in full colour in this book, along with rules and even several sheets of counters you can use to play these games yourself. The games have titles such as: Game of the Man in the Moon; Sky Raiders (an early Stratego type game); Radio Game for Little Folks; Pank-a-Squith and The Amusing Game of Innocence. Wonderful item.

 

Hamburgum. Published by Eggert Spiele. 2007. Box. Excellent. £17

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

In this game, players are merchants, trading their cloth, beer and sugar for cash, with which they can buy wood, bricks, and even a miniature metal bell! These can be used for erecting buildings, or for donating to the church. The buildings provide various benefits, such as increasing the supply of goods, providing ships (needed to sell goods for cash), or providing instant cash or VPs. Donating to the church gets the player a multiplier which increases the VP value of their ships, buildings and/or donations, and more VPs can be gained by making the final donation and thus building the church (including its little bell). Players plot their turns on a rondel, so must plan carefully to have the right stuff at the right time. Recommended.

 

Havok: Skirmish Battle Set. Published by Havok. ca.1998. Box. Good, but box sides creased. £7

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

Special Notes: 1 miniature has a replacement base.

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

 

High Ground. Published by Crown Tactics. 1986. Box. Good but box shows some wear. £9

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

Wargame played on a square gridded board showing rivers with ravines, bridges and other terrain. The players use their units (infantry, cavalry, artillery and supply) to capture their opponent's crown space. Each turn one type of unit can be moved and one unit can attack. The units have a plastic base in which pegs are placed to indicate hits needed to kill. Reinforcements can be obtained using the supply wagon.

 

Hype. Published by Virgin Games. 1985. Box. Good. £10

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

Special Notes: Originally came with a 12" single - no longer present.

Based on the music business. Players form bands, hire managers and gig around the country to gain popularity. Record contracts must be secured with the objective being to get to No. 1. The game uses a track around which the players move their pieces, but with plenty of decisions along the way.

 

Ice Cream. Published by Face2Face Games. 2004. Box. Excellent. £5

Designer: Joe Huber. No. players: 3-5. Country: American. Duration: 30 mins.

Card game in which the players try to sell the most ice cream scoops during 4 rounds. The players start with a big bucket of ice cream of one flavour visible and one hidden and take it in turns to play scoop cards to indicate what combos are in demand. Then players attempt to fulfil these demands as best they can, or obtain additional buckets of ice cream to help them in the following round. The game flows well and the pictures are sure to make you hungry - so stock up your freezer before playing!

 

Imperium Romanum II. Published by West End. 1985. Box. Good. £30

Designer: Albert A Nofi & Nicholas Quane. No. players: 1-6. Country: American. Duration: 4+ hrs.

Revamped version of Imperium Romanum, vastly improved by all accounts. Over 30 scenarios, charting the origins, rise and fall of the Roman Empire. Warning - some scenarios are given a guide-length of 100+ hours! This game covers the entire Roman empire and simulates political and economical issues as well as the military of course. Uses 800 counters. You can storm the walls of Rome, plunder provinces, conquer the empire, engage in sea battles and much more.


Indoor And Community Games. Published by Methuen & Co. 1932. Book.

Good, but dustcover shows wear. £3. Author: Sid G. Hedges. Country: British.

Hardback with dustcover, 20x14cm, 168 pages. A large selection of games and activities intended for both large and small groups. They are categorised as follows: Ice Breakers, Moving About, Boisterous, Spectator, Brain Test, Musical, Sitting Still, Team, Strength and Agility, Surprises, Races, Forfeits.

 

Ingenious. Published by Fantasy Flight. 2004. Box. Good. £12

Designer: Reiner Knizia. No. players: 1-4. Country: American. Duration: 45 mins.

Tile laying game played on a hex grid, with hex 'dominoes'. Players take it in turns to lay a piece and score for other identical symbols in lines connected to the piece just played. Each player has their own score board and points gained by matching each symbol are recorded separately. When a player completes a scoring row they get an extra turn, so concentrating on one symbol has its advantages, but at the end of the game you only score as much as you got on the least of the symbol scoring tracks so balance is also necessary. Very nicely made playing pieces, with colours and symbols to aid the colour-blind. Also published as Mensa Connections and Einfach Genial.

 

Intrige. Published by F X Schmid. 1994. Box. Excellent. £12

Designer: Stefan Dorra. No. players: 3-5. Country: German. Duration: 45 mins.

Game of pure negotiation and double dealing. The players are in charge of powerful families in Renaissance Italy. The players send their family members to the courts of the other families and seek positions there. The various positions come with monetary benefits - bribes and deals are encouraged, though there is no compulsion to keep your word should it become inconvenient. Vicious game, which some will love while others will hate. Original edition.

 

Isis & Osiris. Published by Gold Sieber. 2001. Box. Excellent. £7

Designer: Michael Schacht. No. players: 2-4. Country: German. Duration: 15 mins.

Egyptian themed game with wooden components. Players play game stones or Isis tiles onto the board, gradually filling it up. When full your score is based on the Isis tiles neighbouring your game stones, so clearly you try to avoid the bad ones and stay close to the good ones while trying to force your opponent to do the reverse.

 

Islas Canarias. Published by Clementoni. 2009. Box. Excellent. £12

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

Each player has a different village board with some coastal space, some next to a river, some beside the road, some next to the mountains etc. Players select a card from their hand each round which they wish to be actioned. These reward the player with the most empty spaces of a particular type, allowing them to build a house of a particular colour. Three houses of one colour can be traded for a palace which is worth more and frees up more space for further buildings. The player to first build a fixed number of VPs of buildings wins the game.

 

James Clavell's Tai-Pan. Published by FASA. 1987. Box. Good, but box lid slightly indented. £13

Designer: Ian Bailey & Albie Fiore. No. players: 2-4. Country: British. Duration: 2 hrs.

Trading game set on the High Seas between London and the Far East. Based on events in the novel by James Clavell. The designers were the right hand men to Ian Livingstone at Games Workshop. Game play involves sailing on the trade routes and buying and selling different commodities for profit, with the objective being to have most money at the end of the game.

 

John Silver. Published by Eggert Spiele. 2006. Box. Excellent. £6

Designer: Martin Schlegel. No. players: 2-4. Country: German. Duration: 25 mins.

Card game with a pirate theme. During the game players will collect cards - there are three types: treasure which players want for themselves, black spots which they want to avoid and apples which will score for the player to their left at the end of the game. Cards are also numbered and are placed into a 3x4 grid, with rows for the type of card and one column for each player. When a row is full the cards are distributed to the players with the highest and lowest cards. In addition when a card showing apples is played a troublesome card can be taken back from the table. There are plenty of tactical decisions to be made.

 

King Of Tokyo: Power Up! Published by iello. Box. In shrink. £10.50

Designer: Richard Garfield. No. players: 2-6. Country: French. Duration: 30 mins.

Expansion for this excellent monster fight fest. You will need the base game in order to play. This expansion gives each monster their own deck of evolution cards, players start with one of these and can potentially get more of them during the game. This gives each monster a distinct feel which adds significantly to the game's theme. An additional monster, Pandakai, is also added to the game for variety. Highly recommended - unlike most expansions, this really does improve the base game.

 

Kreta. Published by Goldsieber Spiele. 2005. Box. Excellent. £13

Designer: Stefan Dorra. No. players: 2-4. Country: German. Duration: 1 hr.

Majorities style game set in Crete. Players take it in turn to use the action associated with one character card, but will not be able to reuse that character until a scoring takes place. The characters allow villagers to be placed / moved, or villages / forts to be placed, farmers to harvest produce or the abbot who stops other players interfering in a region to be placed / moved. It is always possible to see the next two regions to be scored, and by choosing to cause a scoring round rather than using another character one can influence the next scoring region to be revealed. Interesting ideas.

 

Kriegbot Expansion. Published by Sierra Madre Games. 2009. Ziplock. New. £7.50

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

Expansion set - you will need the base game to make use of this. This set includes 6 extra vehicle figures; 6 power core cards; 32 design cards; 20 infantry, mine and UAV tents and new rules for all of these.

 

La Vallee Des Mammoths. Published by Ludodelire. 1991. Box. Good. £15

Designer: Bruno Faidutti. No. players: 2-6. Country: French. Duration: 3 hrs.

Special Notes: Cards have been pasted up with English translations to ease play.

Original edition of this prehistoric themed game. Each player manages a tribe, trying to survive in a barren wilderness. The tribes must hunt and fight for their survival as well as breeding so they can expand. The wilderness includes sabretooth tigers, woolly rhinos and of course mammoths. Helping your tribe survive is hard enough let alone thriving in this tough land. The game also uses fate and season cards which simulate the harshness of living in such times.

 

Lancelot. Published by Mattel. 1990. Box. Good (nearly Excellent). £14

Designer: Roland Siegers. No. players: 2-5. Country: Italian.

Special Notes: German edition.

Abstract game with masses of pieces played on a square gridded board. By careful placement of your knights, you try to have two more knights in a line or row than any other player. When this happens you capture opposing knights in that line, and this can have a knock-on effect in other rows.

 

Lee Vs Grant. Published by Victory. 1988. Box. Good. £16

Designer: Joseph M Balkoski. No. players: 2. Country: American. Duration: 2+ hrs.

One of the most popular American Civil War games of its decade. The Wilderness Campaign of 1864. Divisional and corps level and a scale of only 2 miles per hex. Includes both a basic and advanced game system as well as a selection of different scenarios.

 

Lord of the Rings Risk. Published by Hasbro. 2002. Box. Excellent - unplayed. £5

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

Special Notes: Cardboard One Ring version.

Lord of the Rings themed Risk variant. The board shows the northern part of Middle Earth - essentially the part used in the first book / film. The game comes with 15mm figures in 4 colours and different designs for each army - several hundred figures in all. The rules included allow standard Risk to be played as well as the LotR themed variant, which adds leaders, sea ports, and completing missions for rewards. The One Ring also moves in this variant and this determines when the game ends.

 

Lost Worlds Battletech Books: Published by Nova. ca.1982. Author: Alfred Leonardi.

No. players: 2. Country: American.

Battletech character books for the Lost Worlds system. You need any two Battletech books to play the game. These are not compatible with the normal fantasy Lost Worlds books, but use a similar, but slightly more complex system.

LCT-1S Locust. New. £3.25

WHM-6R Warhammer. New. £3.25

WSP-1A Wasp. New. £3.25


Lost Worlds Books. Author: Alfred Leonardi. No. players: 2. Country: American. Duration: 15 mins.

Author: Alfred Leonardi (unless stated otherwise).

Character books for the Lost Worlds system. You need any two to play. Each player has a character sheet listing attack moves that character can make, and how effective they are likely to be. Players choose moves simultaneously and a clever yet simple system determines the result, which is shown in picture form - you get to see what your move did to your opponent. Sometimes a player is highly restricted in what they can choose to do and that gives the other player an advantage. Highly recommended.

Amara Wintersword. Published by Flying Buffalo. ca.2005. New. Special convention edition. £4.25

Azlana Darque: Sorceress With Broadsword. Published by Flying Buffalo. Ca. 2005. New. £4.25

Bob Knuckles. Published by Flying Buffalo. ca.2000. In shrink. £3.75

Brian Teflon Billy. Published by Flying Buffalo. ca.2000. New. £3.25

Dave El Ravager. Published by Flying Buffalo. ca.2000. New. £3.25

Meresin: Dwarf With Warhammer. Published by Flying Buffalo. ca.2002. New. £4

Mischa Redblur. Published by Flying Buffalo. ca.2005. New. £4.25

Zocchi The Magician With Dice Bag. Published by Flying Buffalo. ca.2006. New. £4.25

Man In Chainmail with Sword and Shield. Published by Nova. ca.1982. Good. £3

Skeleton With Scimitar. Published by Nova. ca.1982. Good. £3

Hill Troll With Club. Published by Nova. ca.1982. Good. £3

Halfling With Sword & Shield. Published by Nova. ca.1982. Good. £3

Winged Gargoyle + Scimitar. Published by Nova. ca.1982. Excellent. £3

Man In Plate + Sword & Shield. Published by Nova. ca.1982. Good, but character sheet written on. £2

Samurai With Katana. Published by Nova. 1985. Good. £3.50

Samurai With Katana. Published by Flying Buffalo. 2009. In shrink. £3.75

Ninja With Ninjato. Published by Flying Buffalo. 2009. In shrink. £3.75

Driataur With Battleaxe. Published by 1% Inspiration Games. Author: Paul Weintraub. 2004. New. £4.
Gunslinger With Whip & Pistol. Published by 1% Inspiration. Author: Paul Weintraub. 2004. New. £3.75

Mutant Hill Giant With Two Clubs. Published by 1% Inspiration. Author: Paul Weintraub. 2004. New. £3.75

Bitra: Man Spider with Sword & Crossbow. Published by 1% Inspiration. Author: Paul Weintraub. 2004. New. £3.75

 

Lucky Five. Published by FX Schmid. 1998. Box. Good. £6

Designer: Heinz Meister. No. players: 2-6. Country: German. Duration: 30 mins.

Betting and rolling dice game in which the players take it in turn to bet on whether their roll of the dice will achieve a particular goal. As well as deciding yes or no, there is a choice of the amount to bet each time, so betting high on the less chancey rolls and lower on the riskier ones is wise. Players try to hang on to their chips for as long as possible.

 

Magna Grecia. Published by Clementoni. 2003. Box. 2 copies available:

1) Good. £13.50        2) Excellent. £15

Designer: Michael Schacht & Leo Colovini. No. players: 2-4. Country: German. Duration: 1hr 20mins.

Set in what is now southern Italy in 2500 BC, Greek merchants and explorers are colonising the area. Starting with a single settlement each, the players build road networks and form new cities, open markets and vie for control of the mystical Oracle. Plenty of thought required and lots of opportunities to outplay your rivals, and score VPs in different ways.

 

Magnastiks. Published by Bell. ca.1955. Box. Good. £11.50

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

This is not actually a game, but a magnetic construction set. Think Geomag and the like, but from the 1950s! The set consists of a construction base with 4 very strong magnetic plates on which to build. The building pieces are steel, and are not magnetic themselves, but the base magnets are strong enough to hold many pieces in place. The pieces are square rods, rectangular plates, diamonds, square plates, washers, balls, and various curved pieces. The enclosed booklet explains the basics of how magnets work as well as giving lots of ideas of things to construct. Very nice period item.

 

Mah-Jongg. Published by Unknown. ca.1977. Box. Good. £8

Designer: Merle Robbins. No. players: 3-4. Country: British. Duration: 40 mins.

Mah Jong set which comes in a stylish black padded wooden case with very chunky plastic tiles. Includes dice, set of rules (21 pages) and a wind indicator. This is a 144 tile Mah Jong set, but with 4 spare tiles.

 

Malawi. Published by Piatnik. 1986. Box. Excellent. £10

Designer: Gerhard E. Kodys. No. players: 2. Country: Austrian. Duration: 20 mins.

On the Spiel des Jahres nomination list for 1986. Played on a 6x6 grid, the players each have 6 wooden pieces with a wooden rod onto which 0-6 balls can be placed. The number of balls indicates the amount that piece can be moved. While the pieces cannot be captured, the balls can be. The objective is to get one of your pieces to the far side of the board such that your opponent can't capture its balls on their next turn.

 

Melee. Published by Sterling Games. 1985. Box. Good. £5.25

Designer: Dale Higgins. No. players: 2-4. Country: American. Duration: 15 mins.

Tile drafting word game. Each player has a board with a 5x5 grid onto which they will place letters. There is a common pool of 8 tiles players can draft from openly, and each player also has a personal pool of 4 tiles. Players take it in turns to add a letter to their board trying to create as many 3-5 letter words as possible. The tiles come in 4 colours, and there is a bonus for using a single colour of tile to make a word.

 

Military Whist Or Flag Whist. Published by H.P. Gibson & Sons. ca.1930. Booklet. Good. £1.25

Author: Jackpot. Country: British.

Softback, 15x10cm, 16 pages. Intended to be used with a set of flags which would then be used at a Whist or Bridge party where players formed teams with the same flag and the flags were then displayed on tables where that team has won a game. This booklet explains how to organise and arrange such an event and details which players should start on which table and how players move between hands. Note - the actual flags are not included.

 

Millionenspiel. Published by Ravensburger. 1982. Box. Good. £11

Designer: Rudiger Koltze. No. players: 3-5. Country: German. Duration: 45 mins.

Well regarded betting game. Elegantly simple, but always exciting and frustrating in equal quantities. Each turn is a wager on where the solitary playing piece will land. One player has control of the dice, which influences all decisions. You never get change from the bank, and must always change your cash up into the largest notes or coins possible. By the end of the game, huge wagers have to be made, but this is necessary because the winner is the first player to own the 1 million Deutschmark note. Considering that you start with just 5 Deutschmarks, this is no mean achievement.

 

Minister. Published by TM Spiele. 1998. Box. Good. £14

Designer: Rudi Hoffmann. No. players: 3-4. Country: German. Duration: 1 hr.

Revised re-issue of a game from the 70s. Each player strives to become the chancellor of Germany. Dice are used in order to promote your politicians on their way to the cabinet. There is always plenty of choice and you need to make many decisions throughout your political campaign. When a player has three cabinet ministers they become chancellor, but this does not win the game. Other players may be able to take over and the game ends only when the end of the time track is reached, and the current chancellor then wins.

 

Modern Art. Published by Hans Im Glück. 1992. Box. Excellent. £15

Designer: Reiner Knizia. No. players: 3-5. Country: German. Duration: 45 mins.

Considered by many to be the best auction game. Each player tries to acquire works of art for their gallery, but must judge which artist will be worth money at the end of the season. There are several different types of auction each with subtle differences. At the end of each round paintings are worth more if many paintings were sold by that artist that round and at the end of the game cash is all important.

 

Monster Dinner. Published by Carlit. 1992. Box. Good. £12

Designer: Wolfgang Riedesser. No. players: 3-6. Country: German. Duration: 30 mins.

Bluffing and bidding game in which the players are waiters serving a group of hungry monsters. The objective is to move around the board and serve the monsters their dinner and get back into the kitchen first. Movement is won by selecting a card which no-one else plays that round. Each card references a different table onto which new cards are placed each round showing a different number of food items. The number of food items is the distance a sole bidder will get to move.

 

Mr Jack. Published by Hurrican. 2006. Box. Excellent. £15

Designer: Bruno Cathala, Ludovic Maublanc. No. players: 2. Country: Swiss. Duration: 30 mins.

Deduction game in which one player is Mr Jack (ie. the Ripper), and the other player is trying to work out who Jack is and then catch him. The board shows a hex gridded version of Whitechapel in 1888, and eight character pieces are in the vicinity. Players take it in turn to move a piece, with the pieces having various special abilities. At various points another victim will die, and clever rules about who can see who etc. mean the investigating player should be able to deduce who Jack must be after several clues. Once the investigator is certain then Jack must be caught. Obviously the Jack player wants to give away as little as possible and to avoid being caught.

 

Muller & Sohn. Published by Edition Perluhn. 1986. Box. 2 copies available:

1) Good. £16       2) Good, but box shows some wear. £14

Designer: Reinhold Wittig. No. players: 4-6. Country: German.

Beautifully made game, with the theme of each player being a Miller, sending out his two sons to learn the trade. Wooden components and even a canvas miniature sack to store the millstones. When the sons have collected enough millstones they can purchase their own mill. The first player to have both their sons own mills wins. The cards are in German, but a translation sheet is supplied.

 

Mysteries Of Old Peking. Published by Milton Bradley. 1987. Box. Good. £3.50

Designer: Mary Danby. No. players: 2-6. Country: British. Duration: 30 mins.

Very nicely designed light detective game. 50 different cases to solve. Players move around the board visiting witnesses to gather information and may have to decode information using a mirror or a special red plastic sheet, or the Spy's decoder. Once a player has enough information they head to the appropriate Chinese dragon parading the streets and reveal the culprit. Very attractive and a fun light game too.

 

Netzwerk. Published by Jumbo. 2003. Box. Excellent. £14

Designer: Corné van Moorsel. No. players: 2-4. Country: Dutch. Duration: 45 mins.

Originally published as Morisi. Resource management game played on a different layout each game. The playing surface consists of hex tiles each producing one type of resource. Players move a piece from hex to hex collecting a resource from the new hex. These resources are then spent to build a network of roads between city tiles, and at the end of the game the player with the best connected network of roads will win. Recommended.

 

Neuland 2nd Edition. Published by Eggert Spiele. 2008. Box. 2 copies available:

1) In shrink. £16        2) Excellent. £14

Designer: Tobias Stapelfeldt, Peter Eggert. No. players: 2-4. Country: German. Duration: 2 hrs.

Reprint of this deep resource management game. Players start with buildings which they can use to produce basic resources. These resources can be used to build further buildings which produce more valuable resources and so on. Players must carefully plan their production and also keep control of buildings they consider important. VPs are won by building various top level developments, and the first to build sufficient of these wins. One to get you really thinking, planning ahead and optimising what you do.

 

Ocean. Published by Adlung Spiele. 1999. Box. Excellent. £2.75

Designer: Peter Schurzmann. No. players: 2-6. Country: German. Duration: 20 mins.

Card game in which the players play fish cards to the five oceans and then add fish-eating animals to claim points. Orcas can go in any ocean meaning that some other animals may not get any food at all.

 

Olympos. Published by Rio Grande Games. 2011. Box. Excellent. £18

Designer: Philippe Keyaerts. No. players: 3-5. Country: American. Duration: 75 mins.

Each player spreads out their people throughout the Peloponnese islands and to the mythical islands of Atlantis. The games uses a neat time track to record actions and to determine who will play next. Resources are available from the regions held and are used to obtain technological advances, which give a huge range of different benefits, and all cost different combinations of resources (this changes each game). Players can attack each other, and it is cheaper to do so the more weapon advances have been purchased. Special cards give benefits throughout the game and the gods penalise and give advantages to those that have or haven't made suitable offerings.

 

Ora & Labora. Published by Z-Man Games. 2011. Box. Excellent. £35

Designer: Uwe Rosenberg. No. players: 1-4. Country: American. Duration: 1-3 hrs.

A monastic game of economics in the Middle Ages, and in the same series as Agricola and Le Havre. Starting with a cloister office, farmyard and clay mound, the players obtain livestock, grain, coins and clay by using their monks - the amount they get depends on the position of a clever production wheel. Buildings, settlements and additional land can all be purchased using these resources. The players strive to create the most successful monastery by the end of the game. Options expand as the game goes on, and players can pay to use their opponents' facilities. Very clever mechanics and a deep resource management game.

 

Oracle Mind Games & Puzzles. Published by Mensa Publications. 1990. Book. Excellent - unused. £2

Author: Harold Gale. Country: British.

Softback, 24x17cm, 200 puzzles + solutions. This is a collection of IQ test style puzzles for you to solve. Sometimes mathematical, sometimes word based, sometimes pictorial. You can be assured of a good brain-workout with this book.

 

Ostfriesenlauf Solo. Published by Clicker Spiele. 2010. Box. New. £4.50

Designer: Stephan Riedel. No. players: 1. Country: German. Duration: 15 mins.

Themed to match one of Stephan's earlier games (which was an unusual race game), this is actually a set of 16 solo puzzles which make use of the cards previously used for the race game. The cards all move the playing pieces in different ways depending on their current positions, and the puzzles involve using a small number of cards in the right order to get the playing pieces into particular positions. You do not need to own or know the original game to make use of this.

 

Outburst. Published by Parker. 1992. Box. Good. £5

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

Really good ice-breaker game. A subject is read out, say "Beatles' song titles" or "Cars that rich people drive", then the other team get a time limit to shout out as many potential answers as they can. Their answers may well be correct in the literal sense, but if those same answers are not on the answer card, then they don't count. In other words, you have to get the 10 things listed on the card.

 

Pirat. Published by Amigo. 1992. Box. 2 copies available:

1) Excellent. £7        2) Good. £6.50

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

Card game, 66 cards illustrated in colour with ships and pirates. Players send trading ships out and hope they will stay unmolested until the start of their next turn, or send out pirates to try to capture opponents' ships. Plays quickly with quite a few choices to be made about when to withdraw gracefully and when to fight it out.

 

Plastic Poker Chips. Published by Kader Industrial Co. Ltd. ca.1975. Box. Box shows wear. £3.50

Designer: Unknown. Country: Hong Kong. Special Notes: 1 of 40 red chips is missing.

A set of 160 plastic poker chips in 4 colours. They do not have values printed on them. The box divides the chips into sections. Poker chips are a good way to speed up games which otherwise use paper money as they are easier and quicker to use.

 

Plext. Published by SimplyFun. 2005. Box. Excellent. £8

Designer: Chris Handy. No. players: 2-8. Country: American. Duration: 45 mins.

Word game in which 14 letter dice are rolled and arranged in a line. Players then try to spot as few words as possible so that all the letters on the dice appear in the words in the right order. Extra letters are allowed. Points are awarded to the player who can do it with the least words.

 

Pompeii. Published by Challenge. ca.1987. Box. Good. £15

Designer: S Simonini. No. players: 2-8. Country: Belgian.

Three part game based on the last days of Pompeii. First the players buy property and are assigned citizens, the idea being to get locations and people who match (eg. a priest and a temple). In the second part players move around town visiting people or the baths, going shopping, etc - just what a regular Roman citizen would do until Mount Vesuvius erupts. The board is then slowly but surely covered with assorted shaped lava pieces. Now the players try to get their people safely out of their properties and out of the town before they are destroyed. Very nicely produced.

 

Power Barons. Published by Milton Bradley. 1986. Box. 2 copies available:

1) 1 box corner + edge split. £4.75      2) Good. £7

Designer: Unknown. No. players: 3-4. Country: Canadian. Desc. by Eamon.

Three-dimensional business game in a large box, full of plastic components with 4 of the most impressive playing pieces you will ever use in any game. Each player is trying to become the most powerful person in the world, whether that be as a capitalist, a politician, or even someone on the other side of the law. Played on a map of the world, this game is essentially a card game, with the results of the card play being translated into actions on or around the board.

 

Project KGB: No. 2 The Double Agent. Published by Waddingtons. 1973. Box. 2 copies available:

1) Good, but box base slightly indented. £7.50. Designer: Unknown.
2) Good, but 1 corner taped up. £8

No. players: 3-4. Country: British. Duration: 1 hr.

Deduction game. Game No. 2 in a series of 2, both games being separate, but if you own both then you can play them together as a larger game. In this game, one player is the Double Agent, who must sabotage the undercover training camp and get out before another player exposes him. This involves a clever use of plastic monitoring devices which can be secretly turned on or off underneath by the Double Agent. The trick is to work out who is doing the turning. A clever Double Agent will look and not turn at every opportunity, thus giving the impression he is a hunter rather than the hunted, hopefully for long enough to get away.

 

Pyramidis. Published by Flying Turtle. 1988. Box. Good (nearly Excellent). £9

Designer: Roland Siegers. No. players: 2 or 4. Country: Belgian. Duration: 30 mins.

Abstract game, with large plastic pyramid shaped pieces. The pieces move across the board, with the distance moved being determined by the height of the stack they started from. The objective is to get 5 of your pyramids home first or to block all of your opponents' pyramids from moving.

 

Quatrogammon. Published by The Quatro Company. 1982. Box. Good. £4.50

Designer: Richardo Chavez-Munoz. No. players: 2-4. Country: British. Duration: 20 mins.

This is a backgammon variant played on a circular board for 2-4 players, each having their own set of pieces. Different initial setups are provided for each of 2, 3 and 4 players and longer and shorter games can be played by varying the setup too.

 

Rasant. Published by Amigo. 1993. Box. Good. £8

Designer: F J Lamminger. No. players: 3-5. Country: German. Duration: 30 mins.

Card game, 55 colourful cards which are used in a unique car race. As cards are played, the order of the cars changes and points are scored throughout the game. Timing the play of your better cards is vital, as sometimes it is possible to score a lot more than at other times. Uses 13 wooden cars. I can provide some house rules to help reduce the luck of the draw.

 

Reiner Knizia's Cthulhu Rising. Published by Twilight Creations. 2008. Box. In shrink. £6.50

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

Abstract tile laying game given a superficial theme of Lovecraftian horror. That said it is a good two player head to head game in which number tiles are placed onto two grids and the players vie for control of the rows and columns. Just don't expect it to be dripping with Necronomicon and Great Old Ones references...

 

Reminiscing 1960s - 1990s. Published by Paul Lamond Games. ca.2000. Box. Good. £1.50

Designer: T.D.C. Games. No. players: 2-4. Country: British. Duration: 1 hr.

Trivia based game which includes 4 question books each with questions on one of the four decades covered in the game. Players are initially given a tricky trivia question, but then get three clues. The more clues read before an answer is given the less points awarded. Sometimes a player will be asked to tell a short anecdote from their past which relates to a randomly selected subject instead of answering a question.

 

Rodney Matthews Fantasy Jigsaw 3477. Published by Falcon. 1994. Box. Good. £1.50

Designer: Rodney Matthews. No. players: 1. Country: British.

625 piece jigsaw puzzle. The picture is titled The Four Horsemen, and was originally record sleeve artwork for the British band Full Moon. Rodney Matthews is a well known and very skilful fantasy and S.F. artist. The picture shows the Four Horsemen of the Apocalypse riding over a desolated land with a huge blood red moon in the background.

 

Schwimmende Inseln. Published by Martin Kastenholz. ca.1982. Box. Good. £18

Designer: Martin Kastenholz. No. players: 2-4. Country: German.

Board game in which the players move floating islands around the board in order to allow their runners to collect energy. The islands are moved with 'motors', and there is plenty of scope for clever play both to assist your own runners, and to hinder those of your opponent. Very high production quality for a self produced game.

 

Scoop. Published by Waddingtons. Box. Several editions available:

1) 1955. No. players: 2-6. Good. Box shows wear and 2 corners taped. Cards show use, but are still entirely useable. The edges of the telephone have been taped, but it works fine. £5.25

2) ca.1988. No. players: 2-4. Good., but box base indented and corners taped. In this edition the telephone is a chunky plastic device, but works in the same way as the original cardboard version, and is very tactile. £4.25

3) 1988. No. players: 2-4. Good. In this edition the telephone is a chunky plastic device, but works in the same way as the original cardboard version, and is very tactile. £6.50

Designer: Unknown. Country: British. Duration: 75 mins.

A classic British game about completing your newspaper. Noted chiefly for two nice touches - the telephone device used for 'ringing' the Editor (it gives a 'random' response every time you use it) and the advert cards for your front page (all real adverts from that year). Game play involves collecting sets of cards but with some nice twists to add interest.


Scrabble Scramble. Published by Mattel. 2007. Case. Excellent. £3.75

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

Scrabble variant using dice and a 9x9 Scrabble type board. On their turn the current player rolls 7 dice and adds them to the words on the board left over from the previous player. When done and scored all letters not in the words scored this turn are removed, and the next player takes their turn. Thus the board changes rapidly, and doesn't get bogged down. First player to 200 points wins.

 

Sea Strike. Published by War Games Research Group. 1973. Folder. Good. £24

Designer: Robin Wyatt. No. players: 2+. Country: British.

Modern naval warfare game in which there are 18 different mission objectives - they come with mission notes each in a separate envelope. The game uses an assortment of island cutouts, ship, submarine and aircraft counters, and uses a special measuring ruler to determine ranges, as well as cards for determining the effectiveness of attacks. The game aims to give the players the tactical options of modern naval combat in situations involving a small number of craft.

 

Seega & Quadra. Published by Plasticart. ca.1975. Box. Good. £5

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

Two abstract games in one box. Seega is a very old game generally played on a 5x5 square grid with 12 pieces each, but here played with 24 pieces on a 7x7 grid. It is a game of piece capture by surrounding. Quadra is a game played on the vertices of five squares, each one inside another, with the objective being to get your four pieces onto the corners of a single square.

 

Showbiz. Published by Avalon Hill. 1990. Box. Several copies available:

1) Good. £9        2) Good - nearly Excellent. £10        3) Good, but box indented. £8

Designer: Derek Carver. No. players: 2-6. Country: American. Duration: 90 mins.

The players are entertainment agents and need to sign up a variety of acts from magicians, dancers, singers and animal acts. When signed up a player chooses how many seasons to keep that artiste for. Each season artistes whose contracts have expired (or who are kicked out early - though this costs VPs) are replaced by players bidding for a new selection of artistes. Each season the demand for different selections of artistes changes and players need to alter their line-ups accordingly to score well. Clever game with interesting choices on when to spend and when to save. I have some house rules for this which I will include.

 

Siena. Published by Zugames. 2005. Box. Excellent. £11.50

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

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

 

Soccerama. Published by ASL Pastimes. ca.1968. Box. Good. £7

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

Soccer board game in which players move their playing pieces around various different tracks (depending on which division their team has progressed to). The objective is to take your team through to the FA Cup Final and on into Europe. Star players can be bought and when the results of a match are determined the star player can be used to add an extra goal to your scoreline.

 

Soccerboss. Published by Ariel. 1969. Box. Good, but shows some wear. £10

Designer: John Ashby, Peter Kingsland & Alan Ramsey. No. players: 4-8. Country: British. Duration: 2 hrs.

Soccer game focusing on the management side of the game. Comes with 180 plastic footballers in graded colours which plug into your team's board, to show the playing strength of your team. A whole season is played, with most of the action being negotiating player transfers between teams. The stronger a team the better the type of dice it gets to use during a match. Matches are resolved by two dice rolls and a card draw for each team. Extra income can be obtained by investing in improved stands, and this income is then used to buy better players. Red box edition.

 

Solo-Wargaming. Published by Kaye & Ward. 1973. Book. Good. £11

Author: Donald Featherstone. Country: British.

Hardback with dustcover, 22x16cm, 192 pages. This book is intended for the wargamer who would like to be able to play more wargames with an opponent but all too often finds themselves alone. While trying to simply play both sides of a two player battle can work, knowing what the other side is thinking reduces the interest. This book looks at options for miniatures wargaming to overcome these issues and make solo-wargaming a pleasure. Many different approaches are suggested and discussed.

 

Sorry. Several editions available:

1) Published by BCM. ca.1935. Box & Board. Good. Comes with a double deck of cards, but both decks have a few cards missing, so I am including a complete deck from an earlier set! £2.50

2) Published by BCM. 1929. Box & Board. Good. £2

3) Magnetic Pocket Edition. Published by Waddingtons. 1991. Box. Comes in a 18x9cm plastic wallet, and has magnetic playing pieces. Excellent. £2

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

Classic game, with a board, a deck of cards, and playing pieces. A superior version of Ludo really, with more choice over the moves available as cards are played rather than dice rolled for movement.

 

Spitz Pass Auf! Published by Schmidt Spiele. ca.1980. Box. Good. £4

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

Special Notes: The central play mat is worn, but entirely fine for play.

Children's game also known as Pounce or Slam! The players each have a wooden 'mouse' on a string and the mice are placed on a small central board. One player has a cup with which to try to catch the mice. A die is rolled and if it shows a 1 or 6 the mouse players must pull away their mice before the player with the cup captures them by slamming it down on the mice. A mouse player loses a point for pulling their mouse away when a 1 or 6 was not rolled.

 

Stun. Published by Waddingtons. 1988. Box. Good. £1

Designer: Unknown. No. players: 2-6. Country: British. Duration: 15 mins.

Special Notes: 4 of the scoring markers replaced by nearly matching ones - this does not affect play.

Card game in which players decide how far to push their luck each turn. Cards are turned over one a time, and most show coins. After each card the player can decide to stop and bank their coins. However, if a Stun card is turned up coins won that turn are lost. Whenever a player has cards showing 15 coins they can be traded in for a token. The first to get 5 tokens is the winner.

 

Taj Mahal 2nd Edition. Published by Rio Grande. 2006. Box. 2 copies available:

1) In shrink. £18      2) Good. £16

Designer: Reiner Knizia. No. players: 3-5. Country: American. Duration: 90 mins.

Very clever game of imperial expansion across India. Players strive to build palaces, province by province. Victory points can be accumulated in various ways, such as collecting trade goods and achieving a good network of palaces across the board. The heart of the game is a very unusual card bidding mechanism in which up to 5 rewards are being bid for simultaneously - neat, but if you judge things wrongly the bidding can go horribly wrong. Recommended.

 

Tech Bubble. Published by Worthington Games. 2009. Box. Excellent. £13.50

Designer: Mike Nagel. No. players: 3-6. Country: American. Duration: 30 mins.

Set in the dot com boom of the late 1990s, the players ride the seemingly ever upwards trend of six sectors of high technology companies. Players vie for control of the sectors and can use hostile takeovers and other cunning schemes to push their interests forward while hindering others. Ultimately though, the bubble will burst and the value of these high tech companies will plummet. The trick is to get out at just the right time. Too early and your opponents will make bigger profits than you, too late and it could all be worth nothing! Push your luck and mess with your opponents to win.

 

The Da Vinci Game. Published by Fun & Games. 2005. Box. Good. £5.25

Designer: Martin Woods, Allison Carmichael. No. players: 3-6. Country: British. Duration: 45 mins.

Special Notes: 1 token missing, but this is not crucial.

Inspired by The Da Vinci Code, this game includes cards for different categories of brain teasers, riddles, logic problems and conundrums. The players (or teams of players) work to solve these simultaneously. The objective is to earn four pieces of treasure and then to return to the Ankh space to complete a final challenge.

 

The Duelist - Set of 13 Issues. Published by Wizards of the Coast. ca.1996. Magazine. Good. £6.25

Author: Unknown. Country: American.

Wizard's Official Magic: The Gathering magazine. Always very colourful and full of MtG articles, as well as some articles concerning other WotC games and Richard Garfield's interesting Lost in the Shuffle general gaming articles. Many issues include tricky MtG puzzles for you to solve as well. This collection includes the following issues: 3, 5-16. This covers the period Fall 1994 - April 1997. You can be sure any of the MtG sets released in that period will be covered thoroughly, and many strategy articles are useful even if you only play with more recent cards than those covered in this period. I can split this set if you only want certain issues.

 

The End. Published by Scapegoat Games. 1995. Book. Excellent. £2.25

Author: Joseph E. Donker. No. players: 2+. Country: American.

Roleplaying campaign and rules set in a world after Judgement Day in which 'The Meek' were rejected by both Heaven and Hell, and forced to live back on Earth. A fascinating introductory story introduces this world and makes you want to read on.

 

The Hammer Of Thor. Published by Nova Game Designs. 1980. Box. Good. £15.50

Designer: Joseph Angiolillo. No. players: 1-362. Country: American.

Special Notes: 1st Ed map & components, 2nd Ed rules book.

Unusual fantasy adventure game (see the number of players for a start). Players are Norse Gods and Heroes trying to gain reputation points around Valhalla, in order that they might win at Ragnarok, the final battle between Good and Evil. Over 600 cards make sure each game is completely different. The game is played on a map of constellations, and the objective is to recruit followers, and gain items and runes in order to bring a powerful force to Ragnarok, after which only those on the victorious side (be that Good or Evil) will win. Most unusual item.

 

The Principles Of Chess In Theory And Practice. Published by Horace Cox. 1902. Book.

Good, but covers discoloured. £4.50. Author: James Mason. Country: British.

Hardback, 18x13cm, 330 pages. This books starts from the very beginning, describing the moves of chess pieces and the relative values of pieces and then continues with an analysis of the strengths and weaknesses of the pieces in combination, end game issues and then general strategies before considering many different openings.

 

The Second Book Of Wargaming. Published by Cambridge University Press. 1978. Book. Good. £7.50

Author: F.E. Perry. Country: British.

Softback, 20x15cm, 64 pages. Subtitled: More wargaming with 54mm scale model soldiers, guns and equipment. Full of pictures of dioramas and discussion of wargaming issues. The chapters cover: Crossing a River, Gas Warfare, Night Fighting & Trench Warfare, Support Services, Island Defences.

 

The Speicherstadt. Published by Eggert Spiele. 2010. Box. In shrink. £19

Designer: Stefan Feld. No. players: 2-5. Country: German. Duration: 45 mins.

Special Notes: Fully English edition.

Mercantile game set in Hamburg around 1900. Tense game in which players acquire contracts to deliver goods which then need to be fulfilled by purchasing the goods as ships arrive bearing them. The game uses cards to drive the game, and players assign their workers to the various docks in order to try to get the best deals. However, competition can be fierce. Clever mechanisms and yet fast playing.

 

The Week-end Problems Book. Published by Cambridge University Press. 1932. Book. Good. £5.25

Author: Hubert Phillips. Country: British.

Special Notes: Many crosswords completed in pencil (they can be erased). A previous owner has neatly written in many additional puzzles in the blank end pages.

Hardback, 19x12cm, 334 pages. An excellent collection of puzzles and conundrums of all sorts. They fall into the following categories: Mathematical / Logical, Crosswords (American style), Word Puzzles, Bridge Problems, Chess Problems.

 

Tile Poker. Published by Peter Pan. 1983. Box. Good. £1.25

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

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

 

Timeline. Published by Esdevium Games. 2012. Box. In shrink. £12

Designer: Frederic Henry. No. players: 2-8. Country: British. Duration: 15 mins.

Card game in which players attempt to get rid of all their cards to the table. Each card details a historical event and on the back there is the date. Cards on the table are arranged in chronological order. When placing a card on the table you must place it between the right two cards so that it fits the timeline. If placed wrongly the card is discarded but a new one taken. This set comes with 220 cards and also a CD with a computer version of the game with many more events included.


Tom Jolly's Camelot. Published by Wingnut Games. 2005. Box. Good, but box lid very slightly indented. £10

Designer: Tom Jolly. No. players: 3-6. Country: American. Duration: 30 mins.

Arthurian legend themed simultaneous play battle game. Each player has their own group of characters from Arthurian legend, and each player has the objective of retrieving Excalibur for their own village. Each character has its own ability, and some return to the village for further use when defeated in combat rather than being eliminated. The game uses a novel system which encourages the players to play swiftly: two turn tokens are in play at any time, and when you are a passed a turn token it is your turn. However, if you already have one you are passed over! Very novel.

 

Top Club Soccer. Published by Nish & Davies. 1975. Box. Good. £10

Designer: David Nish & Roger Davies. No. players: 2-4. Country: British. Duration: 2 hrs.

Designed by professional footballers, Games & Puzzles thought this to be one of the best football business games. Nish played for Leicester City and Davies was a star striker for Derby County. The object is to rise from the third division to the first. The game uses a track around which the players move their playing pieces. and each time they pass the Saturday area they get their gate earnings. Each team is represented by a set of players of various standards, and as the game goes on players can afford to buy progressively better players and achieve better results and so work their way up the divisions.

 

Topple. Published by Kenner. 1979. Box. Good, but base shows a lot of wear. £10

Designer: Unknown. No. players: 2. Country: American. Duration: 15 mins.

The game is played on a hexagonal grid of 60 spaces. Each space allows a playing piece which is rather like an unmarked (but coloured) domino to be placed into a slot in one of three orientations. Players build lines of domino pieces and can set them off starting with a king piece in order to eliminate an opponent's king piece. It is possible to interfere with your opponent's lines as well as create your own lines. Novel idea.

 

Totally. Published by Aladdin. 1974. Box. Good. £10

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

A competitive puzzle type game, in which all the players use the same randomly selected set of number tiles each hand, and then a couple of alternative 'target' numbers are drawn. All players then have 3 minutes to form a crossword style grid with their numbers such that all rows and columns must add up to just one of the target numbers. The score is higher the more times numbers get reused, and a deduction is made for unused number tiles. Plays very well, and for greater intensity give the players less time! Recommended.

 

Transfer. Published by Ravensburger. 1983. Box. Good, but edges show wear. £12

Designer: Hila & Ivan Moscovich. No. players: 2. Country: German. Duration: 30 mins.

Unusual abstract game played on 9 rows of 5 spaces, with 7 differently coloured sets of 5 playing pieces. The pieces start randomly placed. Each player has a three space sliding platform, one player on the left of the grid, the other to the right. Players take turns loading, moving and unloading their platforms in order to try to form complete lines of the same colour. One point is awarded for the player to complete each such line. A bit like trying to complete a sliding block puzzle at the same time as someone else!

 

Tuchulcha. Published by da Vinci. Box. Excellent. £10

Designer: Marco Donadoni. No. players: 2-4. Country: Italian. Duration: 40 mins.

Set in the time of the Etruscan empire. The players move their priests (called haruspexes here) around the board to perform a ritual which will elect a new god for newly formed city of Rome. There are options to negate (and then reinstate) the ongoing ritual as well. Game play makes use of dice to move around the board. In many ways a sort of multi-player Backgammon or Ludo/Parcheesi variant.

 

Turbo. Published by Adlung Spiele. 2003. Box. Excellent. £2.75

Designer: Zoltan Aczel. No. players: 2-4. Country: German. Duration: 5 mins.

Motor racing game using cards. A course is laid out and chicanes added (speed restrictions). Players each have a deck of acceleration and braking cards which they then simultaneously order to represent the way they will drive the race, and as soon as a player thinks they have met the speed conditions they say so. Other players can continue arranging their cards. Once all are done the first player to finish who can demonstrate their deck works wins the race. Advanced rules add additional restrictions.

 

Turnier. Published by Parker. 1976. Box. Good, but box edges show wear. £14

Designer: Alex Randolph. No. players: 2-4. Country: German. Duration: 30 mins.

Played on eight mini boards which can be put together differently each time. The players use their pieces to capture opposing pieces in a similar way to draughts. However, the objective is to control three of these smaller boards rather than purely eliminate the opposition. Very chunky boards and playing pieces.

 

Twister. Published by MB Games. 1999. Box. Good, but label removal marks on lid. £2.75

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

The classic dexterity game which consists of a large plastic floor mat with various coloured spots and a spinner. The spinner indicates which colour spot the players need to touch with either their left hand, right hand, left foot or right foot. Soon the players are all in knots and when someone can't achieve the next objective or falls over trying, then they are out. Last still in wins. Great fun to keep kids and more supple adults amused.

 

Victory. Published by Columbia. 1998. Box. Fair. £7

Designer: Tom & Grant Dalgliesh. No. players: 2. Country: Canadian. Duration: 3 hrs. Desc. by Eamon.

Special Notes: Water damaged set. The maps and rules are slightly discoloured, but still playable. Hence price...

War game, played on geomorphic boards so you can vary each game. Uses the famous wooden block system pioneered by this company. Each player controls a number of units, such as heavy bombers, fighters, aircraft carriers and marines. The block system keeps which units are which hidden from the enemy while also making it simple to record step-reduction. Neat and well regarded war game system.

 

Victory The Blocks Of War: Various Blocksets. Published by Columbia Games. ca.1998. Box.

Blue Elite Blockset. Good. £8. Set of 50 new blue blocks with labels including 12 new unit types and a new 2 player scenario Angel Run.

Gray Blockset. Good. £8. Set of 50 gray blocks with labels - WWII Standard Set. Includes 4 player scenario Canal Zone and rules for multi player games.

Gray Elite Blockset. Good. £8. Set of 50 gray blocks with labels including 12 new unit types and a new 4 player scenario Island Dodge.

Green Blockset. Good. £8. Set of 50 green blocks with labels - WWII Standard Set. Includes 4 player scenario Centerpunch and rules for multi player games.

Green Elite Blockset. Good. £8. Set of 50 green blocks with labels including 12 new unit types and a new 4 player scenario The Big One.

Red Elite Blockset. Good. £8. Set of 50 new red blocks with labels including 12 new unit types and a new 2 player scenario Twice If By Sea.

Designer: Tom & Grant Dalgliesh. No. players: 2+. Country: American. Duration: 3 hrs.

You need the base game to make use of these.

 

Warrior Knights. Published by Games Workshop. 1985. Box. 2 sets available:

1) Good, but box has been taped up extensively, but otherwise shows relatively little wear. £10
2) Good but box edges show wear. £11

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

Classic multi-player war game. Set in a fictional European region, players vie for control of the area. Players must use diplomacy, negotiation, and bribery as well as warfare to achieve their goals. Players need to manage their economy well too.

 

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

Designer: Erwin & Reinhard Pichler. No. players: 2-4. Country: German. Duration: 20 mins.

Card game in which the players are squirrels who must collect a stash of nuts ready for winter. Game play involves using various action options to try to get rid of your bad nuts and get good ones into your stash.

 

Wyatt Earp. Published by Rio Grande Games. 2001. Box. Good. £9

Designer: R Borg & M Fitzgerald. No. players: 2-4. Country: American. Duration: 50 mins.

Card game, set in the Wild West. Earn rewards by capturing the likes of Jesse James and the Sundance Kid. Very nicely presented rummy style game which is a sort of cousin to the Murder Mystery Rummy games series, and thus comes with a number of twists to take it beyond regular Rummy.

 


 

 

Book Title

Publisher

Author

Year

Type

Size (cm)

Pages

Condition

Price

Money Bridge

Eyre & Spottiswoode

Edward Mayer

1954

Hard

22x15

258

Good

£7

The Chess Mind

English Universities Press

Gerald Abrahams

1951

Hard

20x14

291

Good, but dustcover shows wear

£1.50

40 Patience Games

Universal Publications Ltd

Bernard Stanley

1936

Soft

17x11

89

Good but delicate

£1.50

Wargame Tactics

Cassell

Charles Grant

1979

Hard

22x14

192

Excellent

£9

Aces Made Easy

Methuen & Co

W.D.H. McCullough, Fougasse

1934

Hard

19x13

234

Good, but edges are worn

£6

Le Livre Illustre Des Patiences

Ulrich Hoepli

Unknown

~1890

Hard

21x15

124

The cover is Good except for a little grubbiness. Internally there is some blotching throughout, but it is all entirely legible

£6

War Games

Stanley Paul & Co

Donald F. Featherstone

1976

Hard

21x14

160

Good

£9

Naval War Games

Stanley Paul & Co

Donald Featherstone

1968

Hard

20x14

222

Good

£11

Best American Card Games

Foulsham

David Duncan

1989

Soft

20x13

128

Excellent

£1.50

The Hand-Book Of Games

Henry G. Bohn

Henry G. Bohn

1850

Hard

19x13

617

Good

£14

The Game Of Go

Charles E. Tuttle Co

Arthur Smith

1965

Soft

19x13

224

Excellent

£2

Sea Battles In Miniature

Patrick Stephens Ltd

Paul Hague

1980

Hard

24x16

160

Ex Library. Good but shows wear

£7

The Walk of the Oysters: The Curious History of Contract Bridge

W.H. Allen

Rex Mackey

1964

Hard

22x15

190

Good, but dustcover shows wear

£3.50

Party Games

Constable

Alexander Van Rensselaer

1955

Hard

21x14

213

Good

£2

Wargaming Airborne Operations

Kaye & Ward

Donald Featherstone

1977

Hard

23x15

250

Excellent

£11

World's Best Card Games For One

Sterling Publishing Co.

Sheila Anne Barry

1993

Soft

21x13

128

Excellent

£1

Rules Of Hexagonal Chess

Hexagonal Chess Publications

W. Glinski

1973

Soft

21x15

30

Excellent

£4

Gin Rummy

Arandar Books

George Monkland

1946

Hard

19x13

136

Good

£5

Hoyle's Games Modernized

George Routledge & Sons

Professor Hoffmann

1913

Hard

19x13

475

Spine taped, but Good internally

£8

More Ways Of Entertaining Your Guests

Wells Gardner, Darton & Co

Dorothy Dickinson

~1914

Hard

20x13

110

Good, but dustcover shows wear

£6

Charge!

Morgan-Grampian

Brig. P. Young, Lt. Col. J.P. Lawford

1967

Hard

25x19

122

Good, but dustcover shows wear

£9

Black Box Game Book

Eric Solomon

Eric Solomon

1977

Soft

21x15

60

Good

£6

 

 

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