Apr 2005 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?
1835, published by
Hans-Im-Gluck. 1990. Box. Box good, contents unpunched. £32. Desc. by Andy.
Designed by
Michael Meier-Bachl & Francis Tresham. No. players: 3-7.
Country: German,
Duration: 5 hrs, 18XX series train game.
The basic
mechanics of Francis Tresham's renowned business game 1829 are used and several
new elements added: minor rail companies which get bought out and layered stock
offerings. The game is played on a hex
gridded map of Germany, and hex track tiles are laid onto the board as the game
progresses. Shares are bought and sold
in the various train companies, using an excellent mechanism to control the
prices. The companies are controlled by
the majority shareholder. The objective is to have the most personal assets
come the end of the game.
221B Baker Street, published by
Gibsons. 1981. Several copies available:
1) Squarish Box.
Good. £5. Overall condition is good, but the box lid is indented due to
stacking.
2) Long box. Good, but box corners taped. £4.
Designer Unknown.
No. players: 2-6. Country: British version, Desc. by Eamon.
40 cases to solve.
The game involves moving around the board visiting various sites and gathering
clues which will eventually allow you to answer the questions posed to the
players at the start of the case. A
good family detective game.
3 Or More, published by
Spear's Games. 1981. Box. Box shows wear. £4
Designer Unknown.
No. players: 2-4. Country: British, Duration: 20 mins, Desc. by Andy.
Tile laying game
using long thin tiles each with 3 coloured circles on it. These are placed adjacent to those already
on the table in rows of up to eleven.
The objective is to score points by making lines of circles of the same
colour - the longer the line the higher the score and diagonal lines count
double. When all the tiles have been played the highest scorer wins. Could be
considered a sort of colour dominoes, but with three colours per domino rather
than just two.
800 Metres, published by
Lambourne. 1992. Packet. Good. £8
Designed by Terry
Goodchild. No. players: 1+. Country: British, Duration: 40 mins, Desc. by Andy.
Excellent race
game, based on real athletes, and using a variation of the system the designer
first developed for his classic Metric Mile. While the game is in some sense
statistical (the characteristics of the athletes have been well researched), it
is also designed as a multiplayer game rather than just a replay system. The idea is that athletes can push
themselves to keep up with the pacesetter or push the pace faster, but won't
know exactly what they have left for their final sprint until the time comes.
A Question Of
Sport - Rugby, published by Games Team. 1992. Box. Good. £3
Designer Unknown.
No. players: 2-6. Country: British, Desc. by Eamon.
TV related trivia
game, with all the questions based on rugby in one form or another. Some cards
even include photographs so that you can play the ‘Picture Round’ as on the TV
show.
Age Of Steam, published by
Warfrog. 2002. Box. In shrink. £27. Special notes: 2nd printing
Designed by Martin
Wallace. No. players: 3-6. Country: British, Duration: 2 hrs, Desc. by Andy.
Railway game. This is a further
development of Martin Wallace's Early Rails system. Players build track between cities and then ship goods for
profit. All the systems have been honed
wonderfully to ensure you always have difficult decisions to make. The board
and tiles have been very nicely produced too making this a very substantial and
attractive game. Track is laid by
placing hex tiles onto the board, and each round players bid for a role which
gives a special ability as well as taking the standard actions each turn. The
objective is to build up a profitable network without spending too much money
and shipping goods using your tracks. Highly recommended.
Age Of Steam -
Expansion Set 2, published by Warfrog. 2004. Box. In shrink. £9.50
Designed by Martin
Wallace. No. players: 3-6. Country: British, Duration: 2 hrs, Desc. by Andy.
Expansion set for
Age of Steam. This consists of a double
sided board and some rules to change the game slightly for each board. The maps are Western United States (best
with 4 or 6) and Germany (4+).
Age Of Steam -
Expansion Set 3, published by Warfrog. 2004. Box. In shrink. £9.50
Designed by Martin
Wallace. No. players: 3-6. Country: British, Duration: 2 hrs, Desc. by Andy.
Expansion set for
Age of Steam. This consists of a double
sided board and some rules to change the game slightly for each map. The maps are Scandinavia and Korea (4-5
players).
Amoeba, published by
Louis Marx & Co Ltd. ca.1974. Box. Good but 1 box corner taped. £9
Designed by W.
Barrington Pink. No. players: 2. Country: British, Desc. by Andy.
Unusual game
played on a 7x7 grid of tiles. Each
plastic tile shows two quarter circles which join onto adjacent tiles, and has
a handle to make it easy to lift it, rotate it and put it back down. These tiles form various amoeba-like
patterns on the board when rotated.
Each player has a hand of Amoeba pattern cards and the players take
turns rotating a tile trying to form one of the patterns on their cards. When successful the card is scored, a new
card drawn and another turn taken. Nice item.
Barbarian Prince, published by
Dwarfstar. 1981. Box. Good. £17
Designed by Arnold
Hendrick. No. players: 1. Country: American, Duration: 90 mins, Desc. by Andy.
Special notes:
Includes additional options for town adventures from a magazine.
Solo fantasy
adventure game which was inspired by the Fighting Fantasy style paragraph books.
However, the adventure in this game is much less rigid. The player must guide exiled Prince Cal
Arath through the wilderness and many adventures in towns, cities and the wilds
to obtain a small fortune in gold so he can hire an army and return to reclaim
his throne. Play involves deciding
where to move on the map and using dice combined with an event chart sectioned
by terrain to determine what happens that day.
There are many different events and the game uses a paragraph
system. Includes a metal miniature of
Prince Cal Arath. Now quite sought
after.
Baseball Strategy, published by
Avalon Hill. 1984. Box. Excellent. £8
Designed by Tom
Shaw. No. players: 1-2. Country: American, Desc. by Andy.
Third edition.
Head-to-head strategy baseball game. Players must choose their 9 man team and
make decisions at every play - to hit, to bunt, to sacrifice, if you are
pitching rather than batting, to throw a curve ball, a fast ball or perhaps
make the batsman walk. These are only a selection of the decisions to be made.
Very clever, and easy to learn. This edition of the game also includes a
section on converting player statistics into player cards for this game and so
being able to play a statistical version of the game (but where you still make
strategic decisions). The game also has
solitaire rules which still get you to make important decisions.
Bermuda Triangle, published by
Milton Bradley. 1975. Box. Good. £14
Designer Unknown.
No. players: 2-4. Country: American, Duration: 75 mins, Desc. by Andy.
Business game with
a twist! Players run a freight ship
operation in the seas north of Bermuda, and try to get their ships from one
port to another delivering needed goods for profit. Prices for the various goods change throughout the game, so
ideally a delivery should be made when the price is highest. There is scope for blocking opposing ships,
but in addition there is a large rotating cloud which moves around the board
and has magnets on its underside, and should these swing above a ship as the
cloud moves the ship will most likely be moved or even sucked up and away and
destroyed! Good fun and a wonderful
mechanism.
Blackbeard, published by
Avalon Hill. 1991. Box. Excellent. £20
Designed by
Richard Berg.. No. players: 1-4. Country: American, Duration: 1-3 hrs, Desc. by
Andy.
Each player
controls a pirate and a King's Commissioner hunting other pirates. Pirates attempt to gain notoriety and
treasure while hampering the other pirates' attempts to do the same. Pirates start in a small ship but can take
over larger ships they capture at sea.
Ports can be sacked and pirate bases set up, as well as the traditional
attack on merchant vessels at sea. Highly suitable for solitaire play too.
Playing time varies according to the number of players, from 1-3 hrs – longer
with more players.
Boarding Party, published by
Task Force Games. 1982. Packet. Good. £9
Designed by Thomas
Condon. No. players: 1-2. Country: American, Duration: 1 hr, Desc. by Andy.
Man-to-man war
game set in an assault on a robot held spaceship. One player is the marine
force assigned to destroy the ship, and the other player (or the game if played
solitaire) controls the enemy robots and computer-controlled defences. This is
one of Task Force's microgame series.
Bounty Hunter:
Shootout At The Saloon, published by Nova. 1982. Box. Good, but box edge
taped. £12
Designed by Mike
Vitale & Joe Angiolillo. No. players: 2. Country: American, Duration: 15
mins, Desc. by Andy.
Wild west game
which uses the picture book system created for Ace of Aces and later Lost
Worlds. One player takes the Lawman and
the other an Outlaw, and they seek each other out inside and outside the town's
saloon. Moves involve deciding which direction to walk, or whether to just turn
or even just track your opponent, and a clever matrix system then determines
whether you can see and shoot at your opponent. Shots are resolved using silhouettes which depend on distance and
stance of your opponent and hitting is easier the closer you are. The game also includes advanced rules for
robbing non player characters and character advancement over several
games. Nice item.
Butterfly, published by
Hungry Owl Games. 1987. Box. Box good, contents still sealed. £5
Designed by Greg
Houlgate. No. players: 2-4. Country: British, Desc. by Andy.
Children's game
(age 6+) in which players attempt to collect one each of 5 different colour
flower tokens. The game is driven by
dice roll, and in some cases a flower token will have to be given back. What makes the game unusual is that it comes
with a 'Super Big Dice', which is constructed from sturdy cardboard and 'pops'
up into a neat octahedron, and can be popped back down again to put it back in
the box at the end of the game.
Candidate, published by
Avalon Hill. 1991. Box. Good. £18
Designed by
Richard Winter. No. players: 2-6. Country: American, Duration: 2.5 hrs, Desc.
by Andy.
American
presidential election game in which the players are the various party
candidates hoping for nomination. The play is card based, and players visit as
many states as possible hoping to win as many primaries as possible, playing
cards for each. Money cards help your
position, Problems can help you or hinder others and Rumors are sure to cause
problems for someone! Once through the
primaries the climax of the game comes in as the candidates drop out one by
one, until one of those remaining is left with a majority.
Celebrity Monstars, published by
Paul Lamond Games. 1989. Box. 1 box corners damaged and taped up. £2
Designer Unknown.
No. players: 2-6. Country: British, Duration: 30 mins, Desc. by Andy.
Special notes:
There are several patches on the cover where labels have been removed.
Players attempt to
construct their own Frankenstein from the body parts of a variety of (generally
British) celebrities. The body parts
are very much caricatures, and the celebrities include royalty, pop stars, TV
stars etc. The body parts are put
together on a slab each player has, and the winner is the first to get a
complete body and have Igor turn on the electricity. Play is by drawing and playing cards and also by dice roll.
Conquest 4-Player, published by
Quest Game Co. Inc.. 1988. 2 copies available:
1) 3 Box corners
split. £18. Also includes Conquest Puzzle Book No. 1.
2) Good. £17 (Does
not include Conquest Puzzle Book No. 1.)
Designed by Donald
Benge. No. players: 4. Country: American, Duration: 2 hrs, Desc. by Eamon.
One of the best 4
player board wargames ever designed, with terrific pieces (Elephants, boats,
chariots, etc). The reason why it is so good is that the designer has realised
that in games of this type, if two of the players have a ‘war’ it can only help
the other two, with even the winner of the war being depleted in pieces. Donald
has addressed this by having 4 different ways to win, so any tactic has a valid
and logical reason to be employed.
Der Weisse Lotus, published by TM
Spiele. 2000. Box. Excellent. £12
Designed by Martin
Wallace. No. players: 3-6. Country: German, Duration: 90 mins, Desc. by Andy.
Very nicely
produced game set in feudal China. Each player is a provincial ruler, who wants
to claim valuable areas for his province. As players vie for control of the
fortresses, temples, villages, palaces and rice-fields, the rebel peasants (led
by the White Lotus), are ganging up against the Emperor and players must decide
whose side they are on - for or against the White Lotus. Game play involves
deciding which regions to commit your men to and voting on what should happen
in the various revolts.
Dominator, published by
Capri. 1975. Box. Box shows wear. £4
Designer Unknown.
No. players: 2. Country: British, Desc. by Andy.
Special notes: Two
of the smallest craft missing, but replaced by alternative pieces which look
different but still stack adequately.
Somewhat abstract
space wargame. The game is played on a
square grid and the two forces start at opposite corners. The various warcraft have different movement
capabilities, and the ability to destroy other ships varies as well. The two least powerful craft can also
combine into one larger craft. and this craft can also combine with another
large craft to form an extra powerful ship.
Game play is much more like chess than a wargame, with single craft on
either side being moved alternately. The objective is to eliminate your
opponent's flagship.
Drachenfels, published by
Schmidt Spiele. ca.1995. Box. Goodish!. £11
Designed by Alex
Randolph, Leo Colovini. No. players: 2-4. Country: German, Duration: 60 mins,
Desc. by Andy. Special notes: Missing original German rules, although an
English translation is supplied. The box is whole but one side is discoloured,
and there is a 5cm slice into the lid.
Fantasy board game
with some astoundingly good bits, which include a large plastic castle and 4
sets of dragon cliffs, 4 wooden dragons, 4 wooden princesses, 4 wooden knights
with attachable sword and shield and 4 large bendable rainbows! The idea is that each player has a knight
and must first get to the King's castle using a rainbow bridge, and once
equipped seeks out his princess who has been abducted by a dragon. Game play
involves playing cards to move around the board and also playing various magic
spells to manipulate the bridges and rainbows or hinder other players. Little known game by these two popular
authors.
Dungeons &
Dragons Adventure Game, published by TSR / WotC. 2000. Box. 2 copies
available:
1) Excellent -
unpunched. £6
2) Good, but box
indented due to stacking. £4. Missing the polyhedral dice, but for £1 extra I
can provide a set.
Designed by
Jonathan Tweet, Jason Carl, Andy Collins, David Noonan.
No. players: 2+.
Country: American. Desc. by Andy.
Introductory set
for the Dungeons & Dragons fantasy roleplaying game. This set includes: Set of 6 polyhedral dice;
48 page adventure; 32 page rule book (for players and GM); Free mini adventure,
Caves of Shadow; A set of character sheets for predefined characters all in
colour; cardboard chits and a foldout map for use with the adventure included.
Elefantenparade, published by
Ravensburger. 1988. Box. Good. £13
Designed by Henri
Sala. No. players: 2-4. Country: German, Duration: 20 mins, Desc. by Andy.
Players each own
two elephants which all move along a track.
On various spaces there are logs which the elephants collect for
points. However, there are also water
spaces where elephants' movement is substantially restricted. Each turn a player can either move any three
elephants 1, 2 and 3 spaces or move all of a connected group of elephants
forward one space. At the end of the
track there are spaces with more logs to reward the elephants who get to the
end first, Nicely produced game with
Indian graphics and nice wooden playing pieces.
Fortune Telling
Cards, published by Muller & Cie. 1970. Box. Good. £2
Designed by Mlle.
Lenormand. No. players: 1. Country: Swiss, Desc. by Andy.
Card item - a deck
of fortune telling cards. Beautifully illustrated. A guide in how to use them
is included. The cards are also numbered 1-36 in the top left hand corner, so
you could also use them for any game which requires such a set of numbered
cards.
Fun In The Jungle, published by
BMI. 1992. Box. Good. £2
Designed by Alice
Bennett. No. players: 2-6. Country: British, Duration: 20 mins, Desc. by Andy.
Children’s race
game, with an attractive jungle themed board. Missing a poster that was in it
(for children to colour) but the game is complete. Game play is roll the dice
and move along a track with some spaces having instructions which must be
carried out.
Game Of Life, published by
Milton Bradley. 1976. Box. Good. £4
Designer Unknown.
No. players: 2-8. Country: British, Duration: 1 hr, Desc. by Andy.
The original
British version of this classic game. The game involves moving random amounts
along a track, but with some choices to be made on what strategy to go for, but
a great deal of luck in the dice and cards.
The board has 3-D elements adding to its attractiveness. Players start
having just left school and get jobs or take further education, and will get
married and have children, buy shares and advance their careers, trying to
achieve most before retirement.
Games Gazette - Batch of 14,
published by Chris Baylis. ca.. Booklet. Good. £4.50
Designed by Chris
Baylis. Country: British, Desc. by Andy.
Issue numbers
97,99,101,103-104,107-108,111-112,114-116,118,120 of this privately produced
magazine which is still going strong even now.
Games Gazette covers board games, role playing games and some computer
games, giving news and reviews. Each issue is generally about 36 pages long.
These issues date from 1997-2001.
Games Gazette - Batch of 9,
published by Chris Baylis. ca.. Booklet. Good. £3.50
Designed by Chris
Baylis. Country: British, Desc. by Andy.
Issue numbers
6,8,9,10,15,16,21,22,39 of this privately produced magazine which is still
going strong even now. Games Gazette
covers board games, role playing games and some computer games, giving news and
reviews. The earlier issues also
included some RPG adventures as well.
These issues date from 1988-1994.
Go For Broke, two copies
available:
1) Published by
Invicta. 1965. Box. Good. £5. Original British version. No. players: 2-5.
2) Published by
Milton Bradley. 1985. Box. Good. £4. No. players: 2-4..
Designer Unknown.
Country: British, Duration: 1 hr, Desc. by Eamon.
Family game with
the twist that you must spend all your money to win. Of course, there is nothing
like the irony of winning at the races, in the casino, on the lottery, etc.,
all things you cannot do in real life but inevitably do in this game, and which
here are setbacks!
Go To The Head Of
The Class, published by Milton Bradley. 1962. Box. Two copies available:
1) Good. £4.50
2) Fair. £3. 3 box
corners split and one of the 8 player markers is missing.
Designed by Chad
Valley. No. players: 2-9. Country: British, Desc. by Andy.
Quiz game in which
players advance up the board advancing from grade to grade in a one classroom
school as questions are answered correctly.
Special questions allow a grade to be skipped and luck cards can prove
beneficial or not. One nice idea is that there are three sets of questions for
different age ranges meaning the whole family can play the game together and
all have a fair chance.
Golden Compendium, published by
Merit. 1969. Box. Good. £7
Designer Unknown.
No. players: 2+. Country: British, Desc. by Andy.
Old fashioned
compendium of games but including some other games from the Merit range as well
as the usual classic games. Rules to 44 games provided, with games like
Solitaire, Pick-Up Sticks, Ludo, Spin Quiz, Dominoes, Draughts, Tiddlywinks,
Tic Tac Toe, Word Games, Chinese Chequers, Colour Bingo, Snakes & ladders,
Mouse Game and Nine Men’s Morris. There
really is loads of stuff in this set - which is absolutely packed full of games
equipment, so it may well be worth buying for the bits even if you aren't
interested in the standard games.
Het Spel Magazine, publisher
unknown. Magazine. Good. £0.80
Edited by Gejus
van Diggele. Country: Dutch, Desc. by Eamon.
With English
summary provided by the publisher. Published by a game collector, but doomed to
failure because the production values were so high. Lavishly illustrated. It
looked at old and current games, but really aimed at collectors I believe.
Issue 1: 1993. Good. £0.80. Games
& Puzzles from WW2, New games and books, Game of the Year 1993, Roman dice
and dice games, The Changeable dice, Fairs.
Issue 2: 1994. Good. £0.80. Games
& jigsaws with comics, The trickiest playing cards and dice, 30+ new games
jigsaws and books, 17th century card maker Jacob Gole, Making a fortune with a
new game, Fairs.
Issue 3: 1994. Good £0.80.
Aviation history of cards, games and puzzles; Magic The Gathering rares; 50 new
games, jigsaws and books; 13 beautiful chess queens, The Deadly Double mystery;
50 interesting Jokers; Fairs.
Hitler’s War, published by
Metagaming. 1981. Box. Good. £10
Designed by Keith
Gross. No. players: 2-3. Country: American, Duration: 1.5-5 hrs, Desc. by Andy.
First edition of
this simulation of WWII on a very strategic scale of one turn per four months
of the war. The map shows Europe, the
Mediterranean, the Baltic and Russia.
Units are armies, army groups, fleets and airforces. Several scenarios
of different sizes are included ranging from 1.5-5 hours in length. Operation
Barabossa concentrates on the ground struggle waged between Stalingrad and
Berlin. The Fall of Germany begins as
the Nomandy beaches are attacked by allied forces. The War for Europe is a full campaign covering all six years of
war. Players can put resources into research as well as troops, airpower and
naval forces.
Illuminati Deluxe
Edition, published by Steve Jackson. 1987. Box. Excellent. £14
Designed by Steve
Jackson. No. players: 2-6. Country: American, Duration: 90 mins, Desc. by Andy.
Card game, with
players forming their own network of conspirators, in an attempt to found a new
world order. Very nice mechanics can lead to, for example, the Boy Scouts
controlling the Mafia! Won Best Science
Fiction Game in 1982, and on the Games 100 from 1983 to 1986. Great atmosphere. Game play involves
choosing which neutral groups to control in your secret network, gathering
money for future power struggles and making take-over attempts on parts of
opposing secret networks. Each player
has their own secret goals to aim for.
Image, Box. 2 copies
available:
1) Published by 3M. 1972. Good. £9
2) Published by
Avalon Hill. 1979. Box. Good. £7
Designed by Frank
Chadwick. No. players: 2-6. Country: American, Duration: 30 mins, Desc. by
Andy.
Card game. Players
think of a historical or fictional character, and by playing cards the other
players build up information about that person, with the cards providing clues
to the identity. Cards might include
the country the person lived in, the century, the activity they were famous
for, fictional / non fictional etc.
Points are scored for successfully playing cards and it is also possible
to challenge a player if you think they have noone in mind who fits the cards.
Inclination, published by
Wiggins Teape. ca.1978. Box. Good. £5
Designed by
Lakeside Games. No. players: 2-4. Country: British, Duration: 20 mins, Desc. by
Andy.
A sort of ludo /
parcheesi played on a board with indentations to hold balls which are used as
the pieces but also with slides which act as short cuts or long cuts depending
on how the board is tilting. You get to
tilt the board at various points too, which affects all the balls in slides. The winner is the first to get their pieces
home. Nicely produced.
Intrigue, published by
Wiggins Teape. ca.1980. Box. Good. £9
Designer Unknown.
No. players: 2-4. Country: British, Duration: 30 mins, Desc. by Andy.
The game consists
of a 'stadium' with 7 concentric rings which can be rotated independently. These rings have slots which accept marbles
and when they are lined up a marble can roll towards the centre. The objective is to get all your marbles
into the centre before anyone else. The
components are all very nicely made and it plays a bit like a sort of more
sophisticated Downfall.
ITV Seven Race
Card Game, published by Bison. ca.1975. Box. Box shows wear. £4
Designer Unknown.
No. players: 3+. Country: British, Desc. by Eamon.
TV related, named
after a special combination of televised horse-races which were linked in a
special wager for Saturday afternoon gamblers. A variation of the playing card
game Racing Aces, where you bet on a ‘suit’ likely to win a ‘race’, armed with
the information that some cards of each suit are missing from the playing deck.
Cloth board.
James Clavell's
Shogun Card Game, published by Shipps Ltd. 1983. Box. Excellent - unused. £8
Designed by Ziv
International Inc. No. players: 3-8. Country: American, Duration: 45 mins,
Desc. by Andy.
Unusual set
collecting game with an ancient Japanese theme. There is an unusual card distribution mechanism which allows
players to refuse cards by using up favours, and there are wild cards and
action cards to add to the flavour too.
Basic and advanced versions of the game are provided.
Journey Through
Britain, published by Ravensburger. 1988. Box. Good. £5
Designer Unknown.
No. players: 2-6. Country: British, Desc. by Andy.
Travel game which
includes 143 attractive cards for major towns and cities around Britain. Players race using dice rolls to a randomly
drawn target town, and the first to get there gets some points and the chance
to answer a question about the town to score a bonus point. Players then head for a different town. After the twelfth town players race back to
the starting point for another bonus.
Junta, published by
West End. 1985. Box. Excellent. £25
Designed by
Vincent Tsao. No. players: 2-7. Country: American, Duration: 3 hrs, Desc. by
Andy.
Excellent political
game. Players vie for jobs in a Third World government. One player is elected
President and he appoints other players jobs. This can involve offers of high
wages, bribes or threats, but at the end of the day he
hopes to pocket as
much money as he can in his Swiss bank account. Coups regularly take place as
players distrust each other. The winner is not the one with the most power or
money, but the one who has stashed more money in Switzerland than any other
player.
King of Kings, published by
Good Industries. 1990. Box. Good. £12
Designed by
William Banks. No. players: 1-5. Country: American, Duration: 3 hrs, Desc. by
Andy.
Players take the
role of kings of the ancient world. While many of the mechanics are those of a
wargame, there are several ways to win and the use of trade and economic
advancement is as likely to be as successful as military conquest. Includes 15
scenarios set from 1700 BC to 1200 AD. Each is quite different and all play
with from 1 to 5 players, with clever rules to deal with unowned countries.
Suitable for solitaire play too. The game is played in Seasons, and each season
has its own problems to overcome, and the game includes rules for royal
marriages and even divine intervention!
Lancashire
Railways, published by Winsome Games. 1998. Tube. Excellent. £11
Designed by Martin
Wallace. No. players: 3-6. Country: American, Duration: 90 mins, Desc. by Andy.
Excellent railway
game in which the players struggle with cash flow while building up networks of
railways across mainland Britain. These
networks are used to deliver goods using a very clever system. The general system was later developed into
Age of Steam, but Lancashire Rails has its own attractions and feel and is
worth playing even if you have its newer and more developed brother. A fine
game which I can highly recommend to train gamers and business game players
alike.
Little Big Horn, published by
International Team. ca.1980. Box. Good. £12
Designer Unknown.
No. players: 2. Country: Italian, Desc. by Andy.
Special notes: 1
box corner taped, the board shows slight discolouration.
Simulation of the
afternoon of the 25th June 1876, known to history as Custer's Last Stand. Three
different scenarios can be played reconstructing this most famous battle
between the U.S. Army and the redskins. The solid board has raised sections to
represent the high ground, making the game rather attractive in play. The rules
come in various languages and the English rules cover 7 pages.
London's Burning, published by
Cast Games. ca.1995. Box. Still shrinkwrapped. £4
Designer Unknown.
No. players: 2-4. Country: British, Desc. by Eamon.
TV related, based
on the London Weekend Television drama series set in Blackwall Fire Station.
Each player is a member of Blue Watch, the main characters in the series, and
race against time to rescue Nurse Nightingale from the inferno at St Mary's
General Hospital.
Lord Of The Rings, published by
Parker. 2000. Box. Excellent. £16
Designed by Reiner
Knizia. No. players: 2-5. Country: British, Duration: 1 hr, Desc. by Andy.
Great game based
on the Tolkien novel. The players must cooperate with the others to get the
ring to the Crack of Doom. Some may well fall by the wayside. If all fail, then
the game is lost. If successful, the game is won by all players (even those who
sacrificed themselves for the greater good). Game play involves card play and
deciding how to focus the group's resources.
Players can discuss options but not actually show each other their
cards. It is possible to play with
different difficulty levels to ensure that your group will have a tense time as
Sauron tries to get his hand on the One Ring. Illustrations by celebrated
Tolkien artist, John Howe. Recommended.
Maloney's
Inheritance, published by Ravensburger. 1988. Box. 2 copies available:
1) Box good,
contents unpunched. £15 2) Good.
£14
Designed by Sid
Sackson. No. players: 3-6. Country: British, Duration: 45 mins, Desc. by Andy.
Old Maloney the
gangster has died and the players as his underlings want to take over his
position. To do this Maloney set up a challenge. Players vie to collect as much as possible from various cities
where Maloney has interests, but there is only one car available. Players bid
to be able to tell the driver where to go, but may well decide to let others
get their way if it isn't too bad for you and the bidding is getting high. A
player's cards show how much can be collected in each place. There is an
interesting bidding system which forces you to think quickly, and I have a
house rule which I think improves it further too - please do ask me for
it. Good game and works especially well
with 6 which is always useful. Recommended.
Manhattan 3-D
Dominoes, published by Bear, Bear & Bear Ltd. 1992. Box. Good. £6
Designed by
Stephen Leslie Designs. No. players: 2+. Country: British, Duration: 20 mins,
Desc. by Andy.
Unusual dominoes
variant. The set consists of 42 'cube
dominoes'. These are black plastic
cubes with 0-6 yellow pips on the sides.
The top and bottom are designed to interlink with other cubes so they stack
up, and opposite sides are the same. Play involves either playing any domino on
top of any other or placing one side by side such that the adjacent sides
match. If you manage to place a domino
so that two of its sides are adjacent to others and both match, then you gain
an extra turn, which is very powerful, as you are trying to empty your hand of
dominoes. As the game builds up it
looks like a series of skyscrapers at night, with lights in some of the windows
- very attractive, and hence its name.
Mask, published by
Parker. 1985. Box. Good. £2
Designer Unknown.
No. players: 2-4. Country: American, Duration: 30 mins, Desc. by Eamon.
Based on the award
winning cartoon series and subsequent range of toys. Mask are the good guys,
against the evil Venom. Players drive
vehicles around the board and collect cards, hoping to collect pairs. When a pair is obtained it can be displayed
to gain a bonus, but then it can potentially be taken by opponents, unless you
have a suitable defence card. First
player to accumulate a fixed number of pairs wins.
Middle Earth The
Wizards - The Dragons Boosters, published by ICE. 1996. Box. Unopened. £1.50
Designer Unknown.
No. players: 1-5. Country: American, Desc. by Andy.
Booster packs for
ICE's excellent Middle Earth - The Wizards CCG. This was in my opinion one of the very best CCGs. I have a small
stack of these boosters available, but you will need to already own starter
decks / a starter set to play. I.C.E. lost their Tolkien license in 1999, so
the game has been out of print since then so getting more cards for this game
is getting ever harder. This expansion
introduced the powerful Dragons and their special hoards of treasure, as well
as a host of related equipment, characters and hazards. Possibly the best METW expansion.
Middle Earth The
Wizards - Unlimited Boosters, published by ICE. 1996. Box. Unopened. £1.50
Designer Unknown.
No. players: 1-5. Country: American, Desc. by Andy.
See description
above – but these boosters are for the core set rather than for an expansion.
Mouse Trap, published by
Milton Bradley. 1989. Box. 1 box corner split. £7
Designer Unknown.
No. players: 2-4. Country: British, Duration: 30 mins, Desc. by Andy.
Players move their
mouse around the board whilst an elaborate mouse-trap is built. The game itself is nothing special, but the
Heath Robinson mouse trap contraption is wonderful and let’s face it, is the
entire reason for this game's popularity.
Mus, published by
Premium/Fournier. 1999. Box. Mint. £8
Designer Unknown.
No. players: 4. Country: German, Desc. by Andy.
Card game, 40
Spanish looking cards (the game is a classic that originated in the Basque
region), and stones that are used for points scoring. The game is played as a
partnership. The game involves drawing
cards and betting on who has the best hand, but in a very different way to
poker which this may otherwise sound similar to. The game is rarely played for money and the partnership element
also adds interest.
Nix Fur Ungut!, published by F X
Schmid. 1996. Box. Excellent. £7
Designed by Jurgen
Grunau. No. players: 2-5. Country: German, Duration: 45 mins, Desc. by Eamon.
Special notes: The
board has been amended to the English language.
Card game, with
players trying to match poker style combinations to score points. However, only the three last declared sets
of each category get any points. The trick is deciding when to declare your
more powerful combinations and when to instead just use a weaker one as a
delaying tactic.
Odyssee, published by
Hexagames. 1995. Box. Good. £13
Designed by
Hartmutt Witt. No. players: 2-6. Country: German, Duration: 1 hr, Desc. by
Andy.
Set in the time of
ancient Greece, the players each control a boat with 4 sailors and 3 gifts of
the gods. Each turn a gift of the gods
is used up or the crew start to starve.
The board shows various islands on which the boats can land and take
control after they deal with an adventure card. If a boat lands on an already
controlled island then the controller chooses one of their adventure cards to
give to the newly landed player. The
objective is to collect these event cards and also gain control of islands, and
finally return to Ithaka. Players'
boats can fight each other, a storm can be used to send opponents off course,
and deals can be negotiated. Nice
graphic design and wooden boats.
Ogre/G.E.V., published by
Steve Jackson Games. 1986. Box. Good. £7
Designed by Steve
Jackson. No. players: 2. Country: American, Duration: 45 mins, Desc. by Eamon.
Special edition,
with both games parcelled together in a dual set. Ogre is a nice game pitching lots of little units against one
huge unit. Can you take the losses before you overrun it? G.E.V. was a sequel to Ogre, and can be
played separately or combined to form a single game.
Olympics, published by
Capri. 1976. Box. Good. £3.50
Designer Unknown.
No. players: 2-4. Country: British, Desc. by Andy.
Each player
represents a nation in pursuit of gold medals. Nine Olympic events covered in
this family game. Includes an attractive scoreboard where the medal positions
are displayed with little medals to insert, and plastic moulded athlete
figures. An outer track is used to control the order in which events takes
place, and athletes can be injured and recover - injured athletes not being
able to take part in their event should it be held before they recover. Also energy cards can be obtained to give an
advantage in the other events. The 9 events are split into running, jumping and
throwing, and each has its own set of rules.
On The Buses, published by
Denys Fisher. 1973. Box. Good. £9
Designer Unknown.
No. players: 2-4. Country: British, Duration: 45 mins, Desc. by Andy.
Special notes: Box
lid and contents are good, but there is a rip in the base (nothing can fall out
though)
There are 4 buses
in the game, 3 of which go around the board in fixed routes which cross at lots
of points, and one which can go anywhere.
Each player has to get their 3 passengers back to the bus station, which
is done by playing movement cards for the buses, so that your passengers can
get on and off in ways which will help them get closer to the bus station. No need to stay on one bus all the time - as
switching over a lot will often be quicker due to the criss-cross nature of the
bus routes. There are also some event
cards which let you temporarily strand an opponent's passengers due to a
breakdown or an inspection.
Ostindiska
Kompaniet, published by G & RRR. 1991. Box. Good. £45
Designed by Dan
Glimne. No. players: 2-5. Country: Swedish, Desc. by Andy.
Very rare merchant
trading game set on the high seas. The
Swedish East India Company set off from Gothenberg with Swedish export goods
and would carry these to Cadiz for Spanish silver piastres which could then be
used to purchase goods from India and China. These could then be sailed back to
Sweden for a good healthy profit.
Profits can be invested in shares in the Swedish East India Company as
well as buying more cargo for another trip. Many clever mechanics present
interesting choices, for example on how long to wait for just the right cargo
to turn up before setting sail, and similarly when trying to sell.
Panasonic European
Open, published by Wheatley Golf. ca.1980. Box. Box Lid Poor. £4
Designer Unknown.
No. players: 1-4. Country: British, Desc. by Eamon.
Special notes: Quite
large mark on lid where a label was removed
Golf game, played
on a scale map of the Old Course at Sunningdale. Players choose their own
clubs, and cards decide distance and direction. Ball is marked on the boards
with a chinagraph pencil.
Piramides, published by
Juegos Geyper. ca.1980. Box. Good. £5
Designer Unknown.
No. players: 2. Country: Spanish, Duration: 10 mins, Desc. by Andy.
Strategy game in
which players try to get five of their playing pieces in a row. The playing pieces are impressively large
(6cm square base) pyramids in gold and dark brown plastic. The pieces are played on the table on an
imaginary grid, and must touch at least one already played piece. Once all 24 pieces have been played without
a winner then play continues, with a piece having to be moved each turn.
Playboss, published by
Ravensburger. 1977. Box. Good. £15
Designer Unknown.
No. players: 3-9. Country: German, Duration: 2 hrs, Desc. by Andy.
Business game with
lots of plastic bits representing raw materials, finished goods, machinery and
computers. Game play involves buying
and improving your machinery, hiring workers, and buying raw materials,
converting them into finished products and then selling them for profit. Game play is driven by moving your piece
around the track, but most spaces let you do one of your choice of buy raw
material, buy a machine, produce, or sell.
Other spaces get you special tokens which can be spent to gain
advantages such as improved machines, advertising, computer automation etc, and
others can cause problems inc. event cards having to be drawn. The game is played for a fixed duration, and
then the best business wins.
Power. Box. Several
copies available:
1) Published by Power Games. 1981.
Box. Good. £18
2) Published by
Power Games. 1981. Box. Excellent. £20
3) Published by
Spears. 1994. Box. Excellent. £16
Designed by Monte
B Young. No. players: 2-4. Country: American, Desc. by Eamon.
Wargame. Like Diplomacy, Power uses secretly recorded
movement, but unlike Diplomacy it is not all about backstabbing. Players start with ships, planes and other
weapons of modern warfare, including a 'nuke' of sorts, all large and plastic -
the bits are really excellent. Each
turn, players move a set number of their pieces on a simple board, and the moves
are resolved together. Combat occurs where forces end in the same space.
Pursue The Pennant, published by
PTP. 1986. Box. Good. £10
Designed by
Michael Cieslinski. No. players: 1-2. Country: American, Duration: 30 mins,
Desc. by Andy.
Statistical baseball
game. Deluxe set with stadium inserts
and around 45 famous player cards as well as sets of player cards for 26 teams
for the 1986 season. Considered the 'Rolls-Royce' of statistical baseball
games. A 9 inning game can be played in
around 30 mins.
Quiz Kids, published by
Whitman. 1945. Box. Good. £3. Special notes: Set No. 3
Designed by Louis
G Cowan. No. players: 2+. Country: American, Duration: 20 mins, Desc. by Andy.
Card game, radio
related, based on an American radio game-show of the same name. 36 double sided
cards featuring questions, and the rules sheet also doubles as an answer check.
One player takes the role of quizmaster and reads the questions and the others
put up their hands to give answers. Played in 10 minute rounds after which the
highest scorer takes over as quizmaster.
Raider!, published by
Yaquinto. 1981. Double LP Case. Good. £10
Designed by
Michael C. McDaniel. No. players: 2-6. Country: American, Duration: 1-2 hrs,
Desc. by Andy.
An operational
level simulation which covers raiding the Indian Ocean shipping lanes during
WWII. Each ship counter is one ship, and aeroplane counters 1 to 3 planes.
Hexes are 150 miles and a turn is 'several days'. The Axis player searches for
and tries to sink shipping while the Allied player tries to find and destroy
the raider. Rules included for aerial search, air-ship combat, submarines,
capturing ships, weather, mines, and more.
The standard rules cover 25 pages, and there are a further 10 pages of optional rules and
scenarios to try out.
Rennschwein Rudi
Russel, published by Spiele Agentur. 1995. Box. Excellent. £6
Designer Unknown.
No. players: 2-4. Country: German, Desc. by Eamon.
Tie in to movie of
the same name. This is a simple racing game. Each player has cards numbered 1
to 10. Players simultaneously reveal a card. Whoever plays the highest number
moves their pig, but only as much as they beat the second highest card by. If
two players play equal highest card they swap positions on the race track!
There are special spaces on the board as well.
Risk, published by
Parker. 1985. Box. Good. £8. Special notes: Photocopied rules
Designed by Albert
Lamorisse. No. players: 2-6. Country: British, Duration: 2-4 hrs, Desc. by
Andy. The classic game of world domination. Large white box edition. This
version includes the mission cards and plastic army pieces in 3, 4 and 5
pointed 'star' shapes.
Round Four, published by
Milton Bradley. 1986. Box. Box shows wear. £5
Designer Unknown.
No. players: 2-4. Country: American, Duration: 20 mins, Desc. by Andy.
Strategy game
based on the idea of getting four counters in a row, but with the twist
(literally!) that the large plastic board is made up of several rings, which
can be individually rotated clockwise. Thus players take it in turns to either
play a piece or rotate a ring while trying to line up four of their pieces in a
row.
Rummy 10, published by
Winning Moves. 1998. Box. Excellent. £3.50
Designer Unknown.
No. players: 2-6. Country: British, Desc. by Andy.
Card game, a Rummy
variant, played over 10 hands. Initial melds must match the meld on the Meld
Wheel, and then you can try to go out.
Each hand a more difficult meld needs to be made to get things
going. Uses 2 custom decks of cards.
Runequest, published by
Games Workshop. 1980. Box. Box corners taped, box shows wear. £6
Designed by Steve
Perrin, Ray Turney, Steve Henderson, Warren James.
No. players: 3+.
Country: British, Desc. by Andy.
Special notes:
Also includes Book 2: Book of Uz (for Troll Characters), Original dice have
been replaced.
Bookcase boxed
version of this excellent 'skill-based' fantasy roleplaying system. This set includes: 120 page Runequest rules
book, Apple Lane - starter adventure scenarios, Fangs (prerolled NPCs
characters and monsters), and polyhedral dice.
Runequest - Monster
Coliseum, published by Avalon Hill. 1985. Box. Mint. £7
Designer Unknown.
No. players: 2+. Country: American, Desc. by Andy.
Runequest
roleplaying supplement. Boxed set no.
1. Arena combat and chariot racing for
Runequest. The set includes a Monster
book (soldiers & gladiators human and non human, natural animals,
supernatural monsters); a Coliseum book describing arena layouts and diagrams
and chariot info; Play aids - coliseum floorplan, rangestick, etc.
Rushin’ Russian, published by
Pressman. 1991. Box. Mint. £7
Designer Unknown.
No. players: 2+. Country: American, Duration: 30 mins, Desc. by Andy.
Fun game in which
there are amusing and surprising short stories with 10 Russian words at key
points. The story is read out and the
players make guesses as to what they mean (or deliberately get them wrong for
more fun results). Rubles are won for guessing the words correctly.
Saga, published by
Epic. 1968. Box. Box corners taped. £7
Designed by Norman
Sofier. No. players: 2-6. Country: British, Desc. by Andy.
Family board game
taking in a sweep of British history. Players compete to collect cards of
famous events in five different centuries of British life, and then race to a
central location avoiding hazards to win. Selected as a finalist for a Design
Centre Award, and the box and board are artistically very much a product of the
1960's. Game play is movement by dice roll but when landing on the space for a
historical event one can choose not to accept it, and go for a higher value one
later, but that will delay you in the race to the centre at the end, but head
in without enough points and you may not be able to pay for all the hazards you
land on, and so go bankrupt.
Score Four, published by
Action GT. 1978. Box. Good. £4
Designer Unknown.
No. players: 2. Country: British, Desc. by Andy.
Special notes:
This set has wooden poles rather than the metal ones pictured.
Classic game of
three dimensional Connect 4. The board
has 16 poles sticking up from it, onto
which each player in turn places a ball, with the object of getting four balls
in a row, either vertically, horizontally, or diagonally. Originally made by
Lakeside in America.
Score More, published by
Invicta. ca.1970. Box. Good. £4
Designer Unknown.
No. players: 1-6. Country: British, Desc. by Andy.
Quite light
abstract game, which, unusually for this company, is made with wooden pieces.
It uses a special die to determine which colour piece you must play this
turn. Placement rules limit the options
available, but you are always looking to place in the most valuable square
possible.
Senat, published by
Fundex Games. 1998. Box. Excellent. £6
Designer Unknown.
No. players: 2. Country: American, Duration: 20 mins, Desc. by Andy.
This is a version
of the ancient Egyptian precursor to Backgammon. The game itself is somewhat different to backgammon, using 4 dice
sticks rather than a dice (though a dice is also provided), and the way the
numbers are used is a little different.
Also, both players move their pieces in the same direction, but bearing
off still happens at the far end. It is
possible to have safe pieces, but again this works a little differently, and
sometimes a throw must be used to move backwards. This is a nicely made wooden
set, with wooden playing pieces which are stored in a drawer within the wooden
board.
Shifti, published by
Orda Industries Ltd. 1977. Box. Box shows wear, 1 corner taped. £6
Designed by Design
Associates. No. players: 2-4. Country: Israel, Duration: 30 mins, Desc. by
Andy.
A sort of maze
game in which the board shows a network of pathways which players use to get
their four playing pieces to the far corner of the board. However the centre of the board is made up
of sliders, which can be moved to change the network of paths. Players roll special dice which indicate the
number of spaces a piece can be moved and / or if a slider can be moved.
Playing pieces can move over friendly pieces, but not those of other players,
and a piece stranded off the path cannot be moved until the path reappears
under it. Attractively and solidly
produced.
Showbiz, published by
Hexagames. 1988. Box. Good. £10
Designed by Derek
Carver. No. players: 2-6. Country: German, Duration: 90 mins, Desc. by Andy.
The players are
entertainment agents and need to sign up a variety of acts from magicians,
through dancers and singers to 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 lineups accordingly to score well.
Clever game with interesting choices on when to spend and when to
save. I have some house rules for this
as well which I will include.
Sigma File, published by
Gibsons. 1985. Box. 2 copies available:
1) Good. £8 2) Box corners taped. £7
Designed by Eric
Solomon. No. players: 2-4. Country: British, Duration: 1 hr, Desc. by Andy.
A good game,
especially for the sneakier amongst you. Players 'bid' secretly for control of
spies, with the aim of controlling a spy long enough to get the Sigma File
home. Trouble is, you only have a fixed budget and once you
have spent the
money on an agent it is spent, and if someone has spent more, they will control
that agent, not you. You can spend more to regain control but that leaves you
very short of cash to control the other spies in the game. As well as moving spies around you can also
use them to eliminate other spies, which costs you influence. Very clever.
Signal Newsletters
- Batch of 44, published by John Mansfield. ca.1980. Newsletter. Good. £5
Country: Canada,
Desc. by Andy.
A collection of
newsletters from no. 131 to 180 - not quite all present (44 newsletters from
that range). These are 8 page typed
newsletters aimed at the 'Military Hobby Field', and include news, reviews of
games, magazines and conventions and regular listings of best games according
to the author.
Sixteen Thirty
Something, published by Warfrog. 1995. Box. Good. £24
Designed by Martin
Wallace. No. players: 3-6. Country: British, Duration: 3 hrs, Desc. by Andy.
Game set in
Europe's Thirty Year War. Players represent aristocratic dynasties controlling
factions within European countries. Players play cards to attempt to gain
dominance over countries and thus gain control of the military forces in those
countries. The players each have a
secret set of countries they need to control to win. Deals need to be struck
(and broken at the right moment), in order to do well in the various rounds of
voting which occur throughout the game to decide whether countries will attack,
defend, or stay neutral.
Skull, published by K
& S Enterprise. ca.1970. Box. Good. £2
Designer Unknown.
No. players: 2. Country: American, Desc. by Eamon.
A variation on the
deduction game Mastermind, but with letters instead of colours
Soccer Supremo, published by
Supremo Games. 1991. Box. Good. £7
Designer Unknown. No. players: 2.
Country: British, Desc. by Eamon. Special notes: Aston Villa F.C. Edition
Promotional
game. You travel round the edge of the
board, and the squares you land on allow you to move players on the pitch in
the centre.
Sogo, published by
Ravensburger. 1983. Box. Good. £2
Designed by
Manfred Burggraf. No. players: 2 or 4. Country: German, Duration: 20 mins,
Desc. by Andy.
Special notes: 1
end of the box is slightly discoloured, and one bead is missing but has been
replaced with a non-identical one.
Tactical game
played in three dimensions. The goal is to get four beads of your colour in a
row. The board holds 16 vertical rods arranged in a square onto which beads of
two colours can be dropped. Players
alternate placing a bead onto a rod. Includes rules for an advanced version and
a team game for four players.
Sold!, published by
R&R Games. 1997. Box. Good. £8
Designed by Frank
DiLorenzo. No. players: 2-6. Country: American, Duration: 45 mins, Desc. by
Andy.
Players run
competing antique shops and vie for the most valuable antiques, but need to
snap up the best deals while avoiding forgeries. Items can be bought from other players' shops, a non-player shop,
the flea market or the auction house.
Spy Ring, published by
Waddingtons. Several copies available:
1) 1965. Box. Good.
£8.
2) 1965. Box.
Good. £7. There is a large mark on the base where tape has been ripped off.
Designer Unknown.
No. players: 2-4. Country: British, Duration: 45 mins, Desc. by Andy.
First edition of
this game of intrigue amongst the embassies. Even has little metal aerials you
pop in your spy's hat for when he is using his radio. Players try to collect
all four parts of one of the secrets going around between the embassies. The
first player to achieve this wins. Play
is tactical and a small amount of memory helps too since then you will know who
is most likely to have the part of the secret you are collecting. Rather nice light game. There are a surprisingly large number of
differences between this early version and the later (1978 onwards) version.
Spy Ring, published by
Waddingtons. 1978. Box. Excellent. £7
Designer Unknown.
No. players: 2-4. Country: British, Duration: 45 mins, Desc. by Andy.
Revised edition of
this game of intrigue amongst the embassies.
Players try to collect all four parts of one of the secrets going around
between the embassies. The first player
to achieve this wins. Play is tactical
and a small amount of memory helps too since then you will know who is most
likely to have the part of the secret you are collecting. Rather nice light game with fun (but
unnecessary) mirrors with which to discreetly look at your collected secrets.
Spy Web, published by
Milton Bradley. 1998. Box. Excellent. £8
Designer Unknown.
No. players: 2. Country: British, Duration: 20 mins, Desc. by Andy.
This game also has
the 'Action Man' logo on it.
Essentially a spy themed deduction game. The idea is that one player takes the role of 'Action Man' and
the other 'Dr X' (the bad guy). Players
both have a secret commander who the other must discover the identity of and
also their whereabouts. The first to do this wins. Information about the layout of your opponent's spies is gained
by asking who a spy is looking at / listening to / pointing to, and gradually working
out how this must mean the tiles have been laid out on your opponent's
grid. Very nice components.
Statis Pro
Basketball, published by Avalon Hill. 1978. Box. Good. £10
Designed by Jim
Barnes & Bruce Milligan. No. players: 1-2. Country: American, Duration: 90
mins, Desc. by Andy. Special notes: This set comes with player cards for the
1978 and 1987-88 seasons.
Statistical NBA
Basketball game, using the patented Fast Action card system. Individual players are rated for their
ability to shoot, pass, block, defend, steal, and several other attributes. The
players pick the starting line ups, send in substitutes, and make other key
decisions. The game was also designed
for solitaire play. First edition.
Streetsafe, published by
BMI. 1991. Box. 2 copies available:
1) Box shows wear.
£4.50. Originally contained a self defence booklet - now missing.
2) Good. £6.50.
Self defence manual is still present
Designed by Trevor
Roberts. No. players: 2-6. Country: British, Desc. by Andy.
Trevor Roberts is
a former British Ju-Jitsu champion and this game essentially promotes learning
martial arts (and ju-jitsu in particular) to defend yourself on city
streets. In the game each player has to
visit a selection of places shown on the board but some areas are quite dangerous. The main choice is to decide how many turns
you will spend improving your ju-jitsu skills at the beginning of the game -
the more turns spent the safer and quicker your movement around the board will
be. A quote from the 'self defence manual': "Now complete your defence
with a knee strike to the assailant's nose". If that's defence, I really don't want to see his offence!
Superstar Baseball, published by
Avalon Hill. 1978. Box. 2 copies available:
1) Box poor.
£3.50 2) Excellent. £8
Designed by Jim
Barnes. No. players: 1-2. Country: American, Duration: 45 mins, Desc. by Andy.
Very good
statistical baseball game featuring loads of star players and you make up your
own teams from a pick of all stars from down the years. Uses the dice system
first seen in games like Paydirt and Go For The Green. It includes around 100
all time top players.
Tabula Rasa, published by
Spiel Spass. 1999. Box. In shrink. £13
Designed by Reiner
Knizia. No. players: 2-4. Country: German, Duration: 20 mins, Desc. by Andy.
One of Reiner
Knizia’s trio of card games, the others in the series being Lost Cities and
Schotten Totten. Players play cards to
via for control of different regions which are represented by cards and placed
between the players.
Players play cards
to influence the various regions with the objective of getting more matching
cards played against as many regions as possible. Not all regions score the same though so care needs to be taken
in deciding how to play your cards in both strategic and tactical ways.
Tac Air, published by
Avalon Hill. 1988. Box. Good. £12
Designed by Gary C
Morgan. No. players: 2. Country: American, Duration: 2 hrs, Desc. by Andy.
Hypothetical,
detailed simulation of a Third World War, fought over the killing grounds of
Central Europe. The rules start with a 4 page basic game, and then there are a
further 26 pages of advanced and optional rules. Each turn represents 3 hours
and each hex 1 mile. Unit size is the
battalion. The rules cover ground and
air units, supply, command, engineering, and in the optional rules weather,
mines etc. The game includes over a dozen different scenarios ranging in scope
from minor skirmishes to a massive combat covering the entire map.
The Bigfoot Game, published by
Waddingtons. 1989. Box. 1 Corner of box damaged. £3
Designed by
Michael Kohner and Jim Winslow. No. players: 2-4. Country: British, Desc. by
Eamon.
Family game about
searching for the legendary Bigfoot. Large plastic components. Not based on a
film, but the box art bears an uncanny likeness to the Bigfoot in the film
Harry and the Hendersons.
The Book Of
Medieval Wargames, published by Harper & Row. 1984. Book. Good. £9
Designed by
Nicholas Slope. No. players: 2-4. Country: British, Desc. by Andy.
Special notes: One
of the 3D tents is missing from the board - this does not affect play.
Very unusual item.
A 64 page history book about knights, castles and the life surrounding them,
including many illustrations, but with the delightful addition of a 3-D board,
being the setting for four games - The Joust, The Tourney, The Melee and The
Battle, which each add to the previous game making a quite detailed battle
possible using the full rules.
The Concorde Game, published by
Ideal. 1976. Box. Box base indented and lid corners taped. £13
Designer Unknown.
No. players: 2-4. Country: British, Desc. by Andy.
Business game in
which the players attempt to make money by flying Concorde between major world
airports. In order to fly a player
needs to gather passengers and crew and get permission to take off. This is done by moving a playing piece
around an outer track, and deciding when the plane is full enough to warrant
flying. Once flying fuel must be paid
for, and fuel prices fluctuate. It is
possible to fly either subsonic (slow but less fuel used) or supersonic (faster
but needs more fuel). In addition
players can claim flight paths and gain money from other players who use parts
of their flight paths. While your plane
is in the air you can start getting the next one ready to fly. Nice concorde miniatures.
The Dragon
Magazine, published by TSR. Country: American, Desc. by Andy.
Classic fantasy
gaming magazine. I will give a 20% discount if you buy all 8 issues. Major
articles listed by issue:
Issue 20, 1978. Good. £3. Imperium (Outstanding game of 1977 inc.
Addenda), Polynesian Mythos for D&D, Witches & Witchcraft in D&D,
Demons in D&D, Source of the Nile review, Traveller Variant, Lord of the
Rings Film (Animation) preview!, Death Stats in D&D, War of the Ring
Variant.
Issue 60, 1982. Good. £1.50. Fight of the Boodles (no longer included),
Feature on Elves (The Elven point of view, Elven Gods, D&D rulings, Half
Elves), More Cantrips, Early Firearms, Wear Wolf (Fiction), Physics in D&D
- Quiz, The Jester Character Class, Midgets, Artist Focus: Phil Foglio,
Bestiary, Outfitting Your Top Secret Agent, Trojan War Scenarios, Creature
Focus: Pooka, Alignment, Spawn of Fashan review.
Issue 68, 1982. Good. £1.50. Featured creatures (fungoids), Two Handed
Fighting style, Barbarian Prince variants, Adventuring in an Ice Age, New High
Level Spells, The Cloistered Cleric, Water Monster Tables, A Weather System for
Greyhawk (including a foldout GM screen), Greyhawk Deities & Demigods,
Games reviews, Using Ability Scores, SF & Fantasy Books reviewed.
Issue 155, 1990. Good. £1. The Realm of Faerie, Wild Elves, Elven
Deities, Snow Elves, All the Faerie Folk Listed, Ecology of the Satyr, The
Crypt of Istaris (16 page adventure pullout adventure module), Top Secret,
Father Dear Father (Fiction), Marvel Superheroes, RPG Reviews, Book Reviews,
Macintosh Games, Dragonlance Heroes.
Issue 157, 1990. Good. £1. Buck Rogers in the 25th Century (Introducing
the game, The RPG, Playing the Boardgame Solo), Star Wars - New Jedi Powers,
Oriental Advetures - Sumo, Ecology of the Wemic, One GM & One Player,
Forgotten Realms: Eveningstar, Marvel Superheroes: Teamwork, Miniatures, Book
Reviews, Computer games.
Issue 235, 1996. Good. £0.80. The lure of the sea - Planescape skills
& powers, The shipmage, monsters of the deep, sea spells, The troglodyte,
spells of the scaled!, Physical DMing.
Issue 256, 1999. Good. £0.80. Rogues - Rogue heroes, Hidden agendas, The
Lost Giants of Krynn, The Span (fiction), The Weren.
Issue 258, 1999. Good. £0.80. Mage vs Machine, Wizard Societies, Nodwick
& Co, Alternity article.
The Game Of Home
And Away, published by Milton Bradley. 1989. Box. Good. £2.50
Designer Unknown.
No. players: 2-5. Country: British, Desc. by Eamon.
TV related, based
on the popular Australian daily programme. Each player is a character from the
show and must resolve a 'problem' between two other characters. They have to
work out who these two are by deduction and eliminating possibilities. Movement
is by dice so luck is required to land on the right spot to ask the right
questions. Includes an MB catalogue of games from that year.
The Game of
Pilgrim's Progress, published by Family Time Inc.. ca.1994. Box. Good. £8
Designed by Marla
Hershberger. No. players: 2-4. Country: American, Desc. by Andy.
Special notes:
Small mark where a label was removed on the front cover
Board game based
on John Bunyan's book of Christian Pilgrimage, "Pilgrim's
Progress". The playing pieces are
nice plastic moulded pilgrims with removable backpacks. Play involves movement using dice along a
track with various branches, and drawing and playing cards, which represent
various attributes a pilgrim needs to acquire eg. Faith, Forgiveness, Prayer,
Encouragement etc. The board is attractively done with representations of the
various obstacles and places encountered in the book, and two special dice are
used in the game. Comes in a bookcase
box with an inner section, a bit like those used for early 3M games.
The Party Game, published by
Crown & Andrews. 1989. Box. Good. £2.50. Desc. by Andy.
Designed by A
Preston, D Glynn & S Needham. No. players: 4-6. Country: British, Duration:
30 mins.
TV related as it
has Paul Eddington on the cover (Jim Hacker in Yes Minister). Very
light-hearted political game. Eamon Bloomfield wrote the Event Cards for it.
Players compete to earn votes in a roll, move and draw a card game. Answer quiz
questions, make 60 second speeches, climb the ladder of success or slide down
the greasy pole. Cash your votes into rosettes in your party colour which you
place on a map of Britain, most rosettes wins.
The President, published by
Merad Design Games. 1983. Box. Good. £5
Designed by M
Merad. No. players: 2-6. Country: British, Desc. by Andy.
Unusual for a
British company (from Sheffield) to make an American political game. Nice large
board, a special percentage die, lots of wooden playing pieces, cards, money
and Presidential Candidate play mats.
In the first phase of the game players roll dice and move and decide
which party they wish to represent and attempt to become the nominated
candidate. In the second stage of the game
the candidates get TV, Radio and Newspaper promotions but these cost money. In
the final stage players move around the U.S. trying to win states for their
party, which is resolved by dice roll.
The Quizmaster, published by
Spear's Games. 1983. Box. 2 copies available:
1) Good but some
surface scratches on lid. £6
2) Box shows wear
+ 1 corner taped. £6
Designed by BBC
Enterprises Ltd / Seven Towns. No. players: 2+. Country: British, Desc. by
Andy.
Quite clearly this
is a card game version of Mastermind, the British TV quiz (not the logical
deduction game), as the box shows the famous black chair and pictures Magnus
Magnusson. Inside there are 10 types of
questions in different categories and three different difficulties as well,
worth 2, 4 and 7 points respectively. There are 1000 cards, so in all 10000
questions - that should keep you occupied for a while!
The Rescuers Game, published by
Omnia. 1976. Box. Good. £4
Designer Unknown.
No. players: 2-4. Country: British, Desc. by Andy.
Special notes: One
of the event cards has been replaced by a photocopy.
Children’s game
(age 6-11) and a Disney tie-in. The
game is a roll the dice and move type game, but with a rather chaotic looking
set of routes through a maze-like board.
At various points you are given a choice of which way to go, but often a
card is required to go the way you really need to go to rescue Penny and win
the game. Other spaces turn you around
or get you to draw a card. Some of the
cards help you, others let you hinder opponents.
The Tour, published by
Lionel. 1991. Packet. Good. £5
Designed by Mike
Clifford. No. players: 1+. Country: British, Desc. by Andy.
Simulation of the
Tour De France cycle race. The game concentrates on the leaders in any given
stage so that all the lesser riders don't need to be handled in detail although
at any stage there will be a few less well known team members who feature in
the leading pack. This is a replay
game, and is intended mainly for solitaire use.
The Transformers
Adventure Game, published by Warren. 1984. Box. Good. £2
Designer Unknown.
No. players: 2-4. Country: American, Desc. by Eamon.
TV related, based
on the cartoon series (and toy range). Warren seem to be a Hasbro company, and
the game looks like a Milton Bradley production. Movement on the hex board is
interesting, and you get choices despite throwing dice. You are Transformer
leader Optimus Prime and must rescue the Autobot Minicars from the maze-like
hideout of the Decepticons.
The Wine
Connoisseur, published by BDJ Enterprises. ca.1995. Box. Mint. £4
Designer Unknown.
No. players: 2-12. Country: American, Desc. by Andy.
A quiz game about
wine. I have never seen inside the game, so cannot tell you more.
Theatrix, published by
Backstage Press. 1993. Book. Mint. £3.50
Designer Unknown.
No. players: 2+. Country: American, Desc. by Andy.
Universal
roleplaying game. It is Universal, so
allows any type of character from any genre at any power level. It is a storytelling game and dice need not
be used, but can be if desired.
Flexible and modular rules designed to develop along with your style of
storytelling without being restrictive or cumbersome.
Tightline, published by
Splash Games. 1982. Box. Good. £4
Designer Unknown.
No. players: 2-4. Country: British, Desc. by Eamon.
"As Mayfair is
to property, Tightline is to fishing", so says the box. Also described as
the 'World's premier fishing game'. You travel round the board collecting
pieces of equipment and catching some fish. The first to the cafe, with a
complete set of tackle and 4 fish, wins the game.
Timmy Mallett's
Magic Spell Game, published by Freeman Hawkins. 1989. Box. Box shows wear. £3
Designer Unknown.
No. players: 2-6. Country: British, Desc. by Andy.
A game designed to
teach children to spell. Players roll a
dice and move around a board and if they can think of a word starting with the
letter rolled on a special dice and spell it they get a free extra roll. There are also hazard spaces where other
players choose the word you have to spell.
Tonga Bonga, published by
Ravensburger. 1998. Box. 2 copies available:
1) Excellent.
£14 2) Good. £13
Designed by Stefan
Dorra. No. players: 3-4. Country: German, Duration: 45 mins, Desc. by Andy.
Nautical race game
in which the players pilot ships around a group of islands with the objective
of visiting four of the islands and then returning to Tonga Bonga. However, as well as being rewarded for
getting back to Tonga Bonga early, money saved during the game also counts
towards victory. During the race
players offer different amounts of money in the hope of attracting good crew
who will speed them along. Players take
it in turn to distribute the crew points amongst the ships, using dice with
different numbers on them for each crew to be distributed. The higher the
number on the dice, the higher the strength of that crew member. There is also
plenty of opportunity to pull back a clear leader. Light but fun.
Top Gear
Motorsport, published by Toy Brokers Ltd. 1993. Box. Good - contents unused. £5
Designer Unknown.
No. players: 2-6. Country: British, Desc. by Andy.
TV related - based
on the BBC's popular series Top Gear.
Players race around the track with the winner the first to complete a
preagreed number of laps. Movement
around the board depends on answering rather difficult motorsport related
trivia questions. In addition it helps
to keep to the racing line, and choose the right fuel and tyres for the
conditions. The game also has a shorter
version which doesn't use the trivia cards.
Touchitt, published by
Kane Signs. 1986. Box. Good. £8
Designed by Kane
Signs. No. players: 2-6. Country: British, Desc. by Andy.
Board game version
of bowls. The game includes 6 sets of
miniature bowling balls, but these are not actually 'bowled' along the board
towards the jack, but dice and cards are used to determine where the bowl ends
up. Some cards are played immediately
while others can be saved and played when the best opportunity presents
itself. Different packs of cards are
used depending on which area of the board the bowl reached using dice,
presumably for added realism.
Tough Luck!, published by
Peter Pan. 1988. Box. Good. £15
Designed by Alex
Randolph. No. players: 2-6. Country: British, Duration: 45 mins, Desc. by Andy.
Despite the name
this is actually a game of auctions and there is a considerable amount of skill
(not so surprising when you note the designer). The central component is a neat
gadget which pops out a ball at random from those hidden within it. Most of
these balls are numbered, and players choose to purchase them unseen for a
fixed price or buy them at auction as they are revealed. These balls are placed into a special tray
and the objective is to get 5 balls in a row.
A few special balls (penalty and wild) add interest. Essentially a little known game of money
management and risk taking.
Touring Scotland, published by
Geographia Ltd. ca.1955. Box and Board. Fair. £9
Designed by P.H.
Thorpe. No. players: 2-4. Country: British, Desc. by Andy.
Special notes: The
box appears a bit 'moth eaten', with some of the cardboard showing through the
paper covering. Also the original dice
shaker is missing.
Period game with
an attractive map of Scotland showing many towns and the roads between
them. Players are dealt a set of 8
cards, 2 from each of 4 areas and must then travel the board and visit the
towns before returning to the starting point as quickly as possible. Some spaces cause delays or provide
shortcuts. Metal car playing pieces and separate board and box.
Traffic Lights, published by
Fiendish Board Games. 1992. Box. 2 copies available:
1) New. £4 2) Excellent. £4
Designed by Alan
Parr. No. players: 2. Country: British, Duration: 5 mins, Desc. by Andy.
Strategy game
played on either a 3x3 or 3x4 board in which players alternate either playing a
token onto a space on the board or upgrading a token from red to yellow or
yellow to green. The objective is to
make a line of 3 tokens of the same colour or a line in the sequence red,
yellow, green. The game is cased in a
video box.
Travel, published by Games
Guild. 1984. Box. Good. £10
Designed by Garry
A Hislip. No. players: 2-6. Country: American, Duration: 45 mins, Desc. by
Andy.
Family business
game about inter-continental travel. Players race to visit countries on their
personal passport, plus additional countries which may need to be visited in
addition. There are four types of travel ticket: plane, boat, train and car,
and each country allows travel to certain other countries using particular
modes of transport, so you can map out your moves to make the best of your
tickets. Stamps for your passport are
acquired as you visit each country.
Trespass, published by
Palitoy Bradgate. ca.1974. Box. 1 box corner taped. £6
Designer Unknown.
No. players: 2. Country: British, Duration: 20 mins, Desc. by Andy.
This is not the
Alex Randolph game of the same name. Each player has pegs numbered 0-9, one of
which is secretly chosen at the start of the game as the victory peg. The objective is then to manoeuver this
victory peg into your opponent's home area.
Movement of pegs is like a chess rook, except with up to one change of
direction and jumping as in draughts.
It is also allowed to move one of your opponent's pieces as well, though
never backwards. The idea is to mislead
your opponent about which your victory peg is, and then sneak an unexpected
victory.
Trias, published by Rio
Grande Games. 2002. Box. Excellent. £11
Designed by Ralf
Lehmkuhl. No. players: 2-5. Country: American, Duration: 1hr, Desc. by Andy.
Players each
control a species of dinosaur all of which initially start on a large single
continent. However, as the game goes on
bits of the continent break off, and drift apart. The various species attempt to dominate the various new land
masses. On a player's turn action points can be spent to cause a hex tile to
drift away from the main land mass, migrate dinosaurs to safer or better land
areas, rescue swimming dinosaurs and/or reproduce. Some very clever mechanics, and really nice little wooden
dinosaur pieces too.
Tribound, published by
Paul Wells. 1998. Box. Good. £9
Designed by Paul
Wells. No. players: 2. Country: British, Duration: 20 mins, Desc. by Andy.
Strategy game
played on a 12x15 square grid. The
pieces are most unusual, having a player colour and 3 coloured triangles
pointing in different directions.. Play is driven by dice - one a standard d6
determines the extent of movement, the other a special dice which will show two
of the three colours when rolled. The
objective is to get 6 of your 30 pieces across the board to your opponent's
home area while defending against them doing the same. Players alternate moving pieces, and the
piece which can be moved must have the first colour on the special dice facing
forward, and after movement, which can include deflection off other pieces, is
turned to have the 2nd colour rolled point forward.
Triology, published by Set
Enterprises. 1994. Box. Excellent. £10
Designed by Robert
E & Marsha J Falco. No. players: 2+. Country: American, Duration: 1 hr,
Desc. by Andy.
Card game which
uses the cards from this company's excellent game Set! in a new way. As well as the symbol cards which can be
formed into sets of three using the rule 'if two are and one isn't then it’s
not a set', there are also a special type of wild cards. In Triology the cards are used to play a
rummy style game in which you are trying to meld your cards into valid sets and
empty your hand. Players can also meld
with sets already laid on the table and egg timers are used to limit slow players'
turns. This game can also be used to
play the excellent pattern matching and perception game Set! from which this
game is derived - I will include a set of rules to Set! if you remind me.
Trolls, published by
BMI. 1992. Box. Good. £3
Designer Unknown.
No. players: 2-6. Country: British, Desc. by Andy.
Fantasy children's
game subtitled 'The Treasure Hunt Game in the Land of the Giants'. Simple mechanics - roll the dice and move
the dobber and see what the space you land on says. Comes with a free Trolls Wall Plaque. My guess is that the 'Trolls' must have been a children's
programme on TV and that this was a tie in.
Tumblin' Monkeys, published by
Tomy. 2001. Box. Mint. £4.50
Designed by Roger
Ford. No. players: 2+. Country: British, Duration: 10 mins, Desc. by Eamon.
Family game, based
on the principles in Kerplunk. Players must remove poles from the tree, and
beware of dropping the monkeys out of the tree. Would make a perfect gift for a
young relative or friend.
Tumblo!, published by
A.J.Hunt. 1976. Box. Good. £12
Designed by A.J.Hunt.
No. players: 2-4. Country: British, Duration: 30 mins, Desc. by Andy.
Strategy game in
which the players each have 5 solid wooden pieces of various lengths. These pieces can be moved by tumbling them
end over end. The gridded board shows a
number of special spaces some of which will give a bonus move if you manage to
land one of your pieces there. The
objective is to get your pieces to cover a square at the centre of the board
after which they are removed from play.
However, some squares cannot be landed on, and it is also possible to
capture other players' pieces, forcing them to restart their journey. This is a
hand made set, so I would expect very few to have been made.
Turbo, published by
Milton Bradley. 1983. Box. Good. £6
Designer Unknown. No.
players: 2-4. Country: British, Duration: 30 mins, Desc. by Andy.
Simple motor
racing game tied in with Sega's video game of the same name. The game comes
with 20 well made mini plastic racing cars.
Players spin two spinners each turn and must use the resulting numbers
to move their own car and either an opponent's car or the neutral
ambulance. 16 other non player cars
block the track at various points. The chicane and the ice field add to the
game as well.
Tutanchamun, published by
Amigo. 1997. Box. Good. £16
Designed by Reiner
Knizia. No. players: 2-6. Country: German, Duration: 30 mins, Desc. by Andy.
Unusual set
collecting game. The tiles show various
Egyptian artifacts with various numbers of each type. They are all initially
laid out in a long winding row leading to a Great Pyramid. Players take it in turns to advance their
marker along the track formed by the artifacts as far as they like and take the
one they end on. When all of a type
have been collected players score for having a majority. A couple of special tiles add to the
possibilities. Attractively produced
and easy to play, but hard to win.
U.F.O.'s, published by
Salagames. 1992. Box. Excellent. £9
Designed by Alan R
Moon. No. players: 3-6. Country: German, Duration: 45 mins, Desc. by Eamon.
Card game, 60
playing cards and 42 bidding cards. A trick-taking game, with trumps being
determined by the person who bids the most points to win that privilege. The
name of the game seems to have no other explanation other than an excuse to draw
sci-fi type cartoons on the cards.
Ulcers, published by
Waddingtons. 1973. Box. 2 copies available:
1) Good. £7 2) Good, but box base indented. £6
Designer Unknown.
No. players: 2-4. Country: British, Duration: 90 mins, Desc. by Andy.
Players try to
assemble a full set of personnel to run their company. However, there aren't
enough available for everyone to do this, so players must compete for the right
staff. The first player to have a
complete company and end a fiscal year wins. Players move their pieces around a
circular track and get the chance to hire staff and headhunt other companies'
staff. Money management is also
important as paying your staff too little will get them headhunted, but paying
them too much will bankrupt your company. One of the best Waddingtons games,
and particularly good for 4 players.
Undead, published by
Steve Jackson Games. 1981. Box. Good. £7
Designed by Steve
Jackson. No. players: 2+. Country: American, Desc. by Andy.
Vampire-hunting in
19th century London. One player is Dracula (as in The Chronicles of Count
Dracula's Visit to London, 1890 by Bram Stoker), and the other players are
Professor Van Helsing and his associates. It includes a strategic map of London
and tactical combat map.. All housed in the special (small) plastic box that
Steve Jackson patented for his games. The game comes with 112 counters and a 24
page rulebook. Unusually the game can be played with a referee to supervise
what the two sides are doing, although a simplified version is provided for play
without a referee.
Uno Madness, published by Spears Games. 1996. Box. Good. £7
Designer Unknown.
No. players: 2-4. Country: British, Duration: 20 mins, Desc. by Andy.
Enhanced version
of Uno, the card game in which players play cards either of the same colour or
number as the player before, or draw a card, with the objective being to get
rid of your cards. This version is tile
based, and the tiles are placed on a board.
In addition there is a noisy timer which ticks down, and if it goes up
(jerking the board upwards in the process) then the current player is penalised
with more tiles. The timer keeps things
moving quickly and adds to the tension considerably. As with original Uno there are some special tiles with effects
such as reversing the direction of play and forcing the next player to play a
special tile or pick up two tiles etc.
Upwords, published by
Milton Bradley. 1988. Box. Good. £6
Designer Unknown.
No. players: 2-4. Country: American, Duration: 90 mins, Desc. by Andy.
Special notes: Mark
on box lid where a label was removed.
Very good word
game of the same general type as Scrabble.
However, there are various differences which make this a good
alternative to Scrabble. As well as
playing onto the board it is also possible to play letter tiles on top of other
letter tiles, and make new words this way.
Bonus points will be scored for each letter tile underneath each of
those played. Bonuses are also available
for playing completely on the board level (so opening up new areas), and for playing
all one's tiles in a turn.
Ur 1830 BC, published by
Splotter. 2001. Box. New. £20. Desc. by Andy.
Designed by Jeroen
Doumen, Joris Wiersinga. No. players: 3-6. Country: Dutch, Duration: 3.5 hrs.
Although not an
authorised 18XX game, this is very much the same type of game, but it does not
have a railroad theme, and has enough differences to make it a worthwhile
addition to the genre. The game is
about diverting water from rivers into irrigation channels and supplying it to
sections of land. There are various nations, and the players are land owners
across the nations, with the player with the most land in each nation being the
King. Nations can improve their lot by building infrastructure and technology
progresses making the older technology obsolete. Irrigated land brings income to its owner and its nation.
Uri Geller's
Strike, published by Matchbox. 1986. Box. Good. £10
Designer Unknown.
No. players: 2-4. Country: British, Duration: 1 hr, Desc. by Andy.
Very unusual game
in which players' pieces move around a map of Europe looking for mineral
deposits or hidden wrecks. However
these are no ordinary player markers but essentially simple compasses which are
affected by magnets which are built into the game board, but can be moved
around with a gentle shake of the board to ensure the game is different each
time. In order to have extra moves you
get the chance to answer a question about the place your compass is over.
Finally there are 2 dice, one normal and one with odd humps on either side making
it actually a d4. As I said, very
unusual.
Verdict II, published by
Avalon Hill. 1961. Box. 1 Box corner split. £16
Designed by Tom
Shaw. No. players: 2. Country: American, Desc. by Andy.
Rare AH game in
their flat box of that period. Players are opponents in a courtroom, each with
his own view of events leading up to a crime. By introducing things like fresh
evidence and surprise witnesses, you hope to win the case. The game comes with
15 different cases to play through. The two sides start with different
briefings and take it in turns to call witnesses and hope to get their evidence
admitted, but the opposition can often find a reason to make it inadmissible.
Requires clear logical thought in choosing which evidence to try to get
admitted.
Verrat!, published by
Winning Moves. 1999. Box. Excellent. £8
Designed by Tom
Kremer. No. players: 4. Country: German, Duration: 1 hr, Desc. by Andy.
The players'
viziers vie for positions in the Sultan's Court, all the while trying to get
into a position where they can seize power for themselves and become the new
Sultan. The viziers have to travel to
remote corners of the empire in order to gather power, but while out of court
they are easier targets for intrigue.
Whoever most cunningly manoeuvers his viziers will doubtless become the
new Sultan.
Viceroys, published by
Task Force Games. 1986. Box. Good. £22. Includes the Columbus Expansion set.
Designed by Mark
D. McLaughlin. No. players: 1-7. Country: American, Duration: 4 hrs, Desc. by
Andy.
War game in which
the players explore the world, colonise and conquer in the 15th and 16th
centuries. To be successful economic
strategy must be taken into account as well as military strength. Relatively few units are involved, but they
have options from building to being pirates.
A special exploration system produces a different world each game, and
historical scenarios are included. Also
included are optional rules for roleplaying explorers, adding non player
empires and pirate nations.
Visions 01 May
1999, published by Tau Press. 1999. Magazine. Excellent. £0.40
Designer Unknown.
Country: British, Desc. by Andy.
British
roleplaying magazine. This issue has
articles on: Fistful of Dwarfs - GURPS Discworld; Star Trek TNG review;
Deadlands review; Chivalry & Sorcery Light review; Dork Tower cartoon; and
lots more.
War In Europe:
First World War, published by SPI. 1977. 2 boxes. Excellent - unpunched. £25
Designed by Frank
Davis. No. players: 2. Country: American, Desc. by Andy.
Monster World War
I game for 2 players or two teams of players.
It is a division level simulation of the European Theatre of WWI. The
armed forced (land and sea) of all the countries involved or potentially
involved are provided. The game
includes 9 large sections of map, and 2000 counters, and comes in two boxes.
The rules are 20 pages long, but this includes 6 pages of scenarios, optional
rules and design notes.
Waterloo, published by
Phalanx. 2001. Box. Excellent. £16
Designed by
Alexander S. Berg. No. players: 2-3. Country: German, Duration: 2 hrs, Desc. by
Andy.
Wargame covering
the Battle of Waterloo. One player
controls the French forces and the other the Anglo-Dutch-Prussian forces
(though these can be split up for a 3 player game). Cards are used to drive the game (move
units, give combat
bonuses, artillery fire etc), and no dice are used. It is a low complexity game which has been very nicely produced,
and is a good crossover wargame / German style game.
We The People, published by
Avalon Hill. 1993. Box. Good. £28
Designed by Mark
Herman. No. players: 2. Country: American, Duration: 2 hrs, Desc. by Andy.
Special notes: Box
shows slight indentation due to stacking
Wargame based on
the American War of Independence. Extremely innovative simplified wargame which
uses a system of connected spaces on the board for the relatively small number
of armies to move around on. Leaders
are important to the game and the system uses cards for tactical movement,
surprise actions, resolving battle and strategic changes in the war. Very well regarded and an excellent wargame
/ general games crossover game. Now
quite sought after too.
Westwall Quad, published by
SPI. 1976. Plastic case. Good - 3/4 game counters unpunched. £16
Designed by
Various. No. players: 2. Country: American, Duration: 2 hrs, Desc. by Andy.
Special notes: The
plastic case lid is brittle and has cracked around the edge. Has built in counter storage tray.
Four operational
level wargames set on the frontiers of the Reich in 1944-45, the battles being
between German and British / American forces, the Germans having withdrawn to
the Westwall fortifications. The games
have roughly 1000 yard hexes, and game turns representing 12-24 hours. The games have a standardised set of base
rules (4 pages) and a specific set of rules for each battle. The games are: Arnhem (Operation Market
Garden Sep 1944: 3 Allied airbourne divisions try to establish a bridgehead);
Remagen (Mar 1945 US forces cross the Rhine); Bastogne (The siege and then
relief of Allied forces at Bastogne Dec
1944 - 3 scenarios); Hurtgen Forest (Nov 1944 The Approach to the Roer on the
German-Belgian border).
Where On Earth, published by
Octogo Games. 1988. Box. Good. £3.50
Designed by H.
Jones, R. Lipscombe. No. players: 2-4. Country: British, Desc. by Andy.
Trivia game in
which all the questions are geography questions. Admittedly they come in various flavours of geography. There is
also a little strategy involved as you sometimes get the chance to hinder
another player
instead of helping
yourself.
Where's My Bone?, published by
Spear's Games. 1977. Box. Box shows wear and corners taped. £4
Designer Unknown.
No. players: 2-4. Country: British, Duration: 15 mins, Desc. by Andy.
Memory and
movement game. The board shows a
network of paths around a garden which link up 24 bone hiding sites. Each
player has a dog playing piece which is moved around the board by dice roll,
but the paths are such that there will always be several places you can get to
whatever you roll. Once at a space you
take a look at the bone hidden there and if it is your colour you claim it,
otherwise after everyone else has seen it, it is turned face down again. The first player to find all 6 of their
dog's bones is the winner.
Winter Olympics, published by
Ocean. 1987. Box. Good - contents unpunched. £8. Desc. by Andy.
Designed by Kelly
Jones, Garry Hare, Tom Volotta. No. players: 2-6. Country: British, Duration: 1
hr. Winter sports themed board game which is driven by a video cassette.
Players compete in nine events, and on their turn watch a 10-15 second video
clip of one of these sports. At the end
there are fast changing numbers shown, and when paused the number showing is
used as the number of points scored, and this also determines movement on the
board. Medals are won by accumulating
points in the various events, with gold silver and bronze all available. Some
spaces on the board result in a card draw - some of which are good, some bad.
The VCR system makes the game very replayable. Includes board, cards, plastic
medals, video cassette (for UK VCR), and playing pieces.
Wizard, published by
Amigo. 1995. Box. Excellent. £6
Designed by Ken
Fisher. No. players: 3-6. Country: German, Duration: 45 mins, Desc. by Andy.
Trick taking card
game which uses a 60 card deck in four suits, every card having its own very
attractive colourful fantasy picture by renowned artist Franz Vohwinkel. The game play is essentially nomination
whist, but with four supertrumps (the wizards). Points are scored for each trick won, as well as getting the
number you said you would get, and penalties are greater the more wrong you
were.
Word Wheel, published by
Ravensberger. 1984. Box. Good. £5
Designed by Tom
Werneck. No. players: 2-10. Country: British, Duration: 20 mins, Desc. by Andy.
Word game in which
11 letter dice are rolled and placed around the edge of a circle on the board,
and one in the centre. The board shows
a variety of lines connecting the dice spaces together, and players are given a
fixed time (sand timer provided) to look for words which can be formed by going
from letter dice to letter dice along the lines. When the time is up players score for any words they wrote down
which noone else spotted, with more points awarded the longer the word.
World Of Golf, published by
Lambourne. 1999. Packet. Excellent. £6
Designed by Terry
Goodchild. No. players: 1+. Country: British, Desc. by Andy.
Statistical replay
golf game which allows you to stage 18, 38, 54 or even 72 hole tournaments with
a field of 50-60 golfers in a reasonable time.
Player form cards for over 100 all time great golfers, and details for
over 70 venues are provided. Clearly the
system does not simulate every shot, but works on the probability of various
over and under par scores for a full round for each golfer.
World Soccer, published by
Seven Towns. ca.1970. Box. Good. £12
Designer Unknown.
No. players: 2. Country: British, Desc. by Andy.
Very rare soccer
game, highly praised in its day by Games & Puzzle magazine. Each player
controls 11 footballers on a gridded board showing a football pitch. The game uses a special dice which will
often allow a player to move two footballers, though sometimes only one. Each movement allowance can either be used
to move a footballer that number of spaces or the footballer with the ball can
kick it twice that number of spaces. It is possible to use opportunities to
move twice to combine moving and passing to good effect. The rules cover
tackling, free kicks, penalties and goalkeeping all in a very neat but
effective way.
Wucherer, published by
Spiele-Bau-Stelle. 1994. Box. 2 copies available:
1) Good.
£4.50 2) Excellent. £5.50
Designed by
Friedemann Friese. No. players: 2-6. Country: German, Duration: 30 mins, Desc.
by Andy.
Card game, later
reprinted as Landlord. Players play
apartment cards and rent them to tenants, collecting rent each turn. Wealthy
tenants can be placed in your own properties, but squatters and deadbeats into
your opponents' apartments. You can even play a bomb card on your opponents'
building, but make sure you have an alibi card as the police may catch you
otherwise.
Yellowstone, published by
Avalon Hill. 1985. Box. Excellent. £8. Desc. by Andy.
Designed by Rick
Shipley, Ellsworth Boyd, Cathy Boyd. No. players: 2-4. Country: American,
Duration: 90 mins. Promotional game, but one with nice mechanics, made for the
Yellowstone Library and museum Association, to promote interest in their
national park. Players represent herds of animals that must migrate across the
park and survive the four different seasons. If you are lucky, your animals
might even get to breed during the game!
It is vital to obtain food and avoid predators using your movement point
allowance to move from the winter pastures to the summer pastures and back again,
while ensuring your babies stay alive as they score most points.
Zig Zag, published by
Milton Bradley. 1977. Box. Good. £5
Designer Unknown.
No. players: 2. Country: Irish, Duration: 10 mins, Desc. by Andy.
Special notes: A
few of the white scoring markers have been 'chewed' - I will supply suitable
(but non identical) replacements.
Strategy game in
which each player has a selection of pieces made up of 1-4 hexagons. Players alternately place these in to spaces
on the board. These spaces form area of
size 3-10, and the player who places the last piece into one of them scores for
that area, but must then play again.
One must play carefully to try to make your opponent unable to play some
of their larger pieces, but equally running your pieces out too soon can also
let your opponent walk away with the high scoring areas. Surprisingly interesting little game with
chunky plastic pieces and robust board.
Zillionaire, published by
Milton Bradley. 1987. Box. Excellent. £7
Designer Unknown.
No. players: 3-6. Country: American, Duration: 45 mins, Desc. by Andy.
Card game, part of
the Big Deal Series. Very closely related to Karriere Poker and WotC's The
Great Dalmuti. This is one of the better versions with players earning points
each round and having to sit in a new order of play depending on the status
they have earned. Wild cards add an interesting element. This family of games are 'climbing' games -
sort of related to trick taking games, but cards are played in combinations as
well as just singly, and the 'trick' can go around the table more than once.
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