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.