Apr 2006 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?
25 Words Or Less, published by Winning Moves. 1997. Box.
Good - one corner slightly dented. £10
Designed by Bruce Sterten. No. players:
4+. Country: American, Duration: 30 mins, Desc. by Andy.
Winner of an American Game of the Year
Award, this is a team word guessing game where you have 25 words or less to get
your team to say five words on your card, and with a time limit of a minute as
well! To make it harder still, one
player from each team looks at the card first and they bid for the right to
play the card - the player bidding the lower number of permitted words getting
the chance to take the turn. Fast and furious party game.
90 Minutes, published by Sporting Connections. 1986. Box. Box
corners taped. £5
Designer Unknown. No. players: 1-5. Country: British, Desc. by Andy.
Soccer game, with a nicely designed box in
which the game is actually played. The pitch has been marked with small squares
which are used for movement. The game is driven by cards and dice are used to
resolve various actions. Four decks
provided for actions, special situations, referee's decisions and determining
exact direction of passes etc. Bryan
Robson is pictured on the lid recommending the game, and the pitch-in-a-box is
surrounded by adverts from real companies making it an attractive item.
A Game of Thrones, published by Fantasy Flight. 2003. Box.
In shrink. £30
Designed by Christian Petersen. No. players: 3-5. Country: American,
Duration: 2.5 hrs, Desc. by Andy.
A very well regarded game in which the
players take the roles of Great Houses from George R.R. Martin's 'A Game of
Thrones'. War and chaos rages, and the players vie for control of the Iron
Throne, and can use both intrigue and military might, and must make best uses of
their resources. Armies and key
characters must be used effectively, and a unique mechanism is used to resolve
battles. The game includes order and power tokens, cards for the various Houses
and the land of Westeros, wooden knights and ships, the large attractively
produced board and more.
AD&D 1st Ed Dungeon Masters Guide, published by TSR. 1979. Book. Good. £4
Designed by Gary Gygax. No. players: 2+. Country: American, Desc. by
Andy.
This edition of the Advanced Dungeons
& Dragons 1st Edition D.M.G. has the cover showing a giant red demon
holding a minimally clad female adventurer in one hand, while her companions
prepare to fight it. To play you will
need this book + the Player's Handbook + some polyhedral dice and either an
adventure module or one of the many monster manual type books available to
assist in designing your own adventure.
AD&D 1st Ed Player's Handbook, published by TSR. 1980. Book. Good. £4
Designed by Gary Gygax. No. players: 2+. Country: American, Desc. by
Andy.
This edition of the Advanced Dungeons
& Dragons 1st Edition Player's Handbook has the cover showing a large
orange demon shaped statue with a couple of thieves prying out the giant
jewelled eyes. To play you will need
this book + the Dungeon Master's Guide + some polyhedral dice and either an
adventure module or one of the many monster manual type books available to
assist in designing your own adventure.
AD&D Monstrous Compendium, published by TSR. ca.1988. Ringbinder
File. Good. £9
Designer Unknown. No. players: 2+. Country: American, Desc. by Andy.
A superb collection of creatures for use
in the Advanced Dungeons & Dragons roleplaying game. This comes in a large ringbinder folder, so
that individual monster descriptions can be removed while you are using them
and then returned later. It also allows
extra monsters to be added to the correct alphabetical section. This collection includes at least Volumes 1,
2, 3, Greyhawk Adventures, Kara Tur,
and Spelljammer monstrous compendium pages, making the binder very full. Also included are various sheets which came
with the add on sets and extra full colour dividers. Contains about 200 double
sided sheets of illustrated creature descriptions.
AD&D: Five Shall Be One, published by TSR. 1991. Module.
Excellent. £3.75
Designed by Carl Sargent. No. players: 2+. Country: American, Desc. by
Andy.
Adventure module set in the AD&D
Greyhawk World, designation WGS1. The
adventure is intended for 4-8 characters of level 7-10. The party searches for
the legendary Blades of Corusk, and journey from Rookroost to the Lair of the
Shadow Dragon, and later into the subterranean City of the Orc.
AD&D: Forgotten Realms: Storm Riders, published by TSR. 1990. Module. Good.
£3.50
Designed by Troy Denning. No. players: 2+. Country: American, Desc. by
Andy.
Advanced Dungeons & Dragons 2nd Ed
Forgotten Realms module set in the Tibet-like kingdom of Ra-Khati, between the
lands of Faerun and Kara-Tur. Designed
for 4-8 characters of level 5-7. The
characters have escaped into this mountain kingdom after sighting a vast army
on the move, and end up working for the monk king to help avoid war. First part of the Empires Adventures
Trilogy.
AD&D: Forgotten Realms: Black Courser, published by TSR. 1990. Module. Good.
£3.50
Designed by Troy Denning. No. players: 2+. Country: American, Desc. by
Andy.
Advanced Dungeons & Dragons 2nd Ed
Forgotten Realms module set in the Tibet-like kingdom of Ra-Khati, between the
lands of Faerun and Kara-Tur. Designed
for 4-8 characters of level 6-9. The
characters work to help the peaceful kingdom of Ra-Khati against the evil Raja
Devayam who insists upon being paid tribute. The party discover his real intent
and have to try to stop his dreadful plans.
Second part of the Empires Adventures Trilogy.
AD&D: Forgotten Realms: Old Empires, published by TSR. 1990. Module.
Excellent. £4
Designed by Scott Bennie. No. players: 2+. Country: American, Desc. by
Andy.
Advanced Dungeons & Dragons 2nd
edition supplement for the Forgotten Realms world. The 96 page booklet and maps cover the lands of Mulhorand, Unther
and Chessent to the south and east of the Alamber Sea. Neighbouring powers include Thay, Semphar
& Mughom, and Aleaxtis the Sahuagin kingdom. This supplement is intended to allow you to run adventures in
these powerful and relatively isolated lands, where ancient kingdoms and even
pharaohs hold sway, and different gods are worshipped.
Adlerauge, published by Berliner Spielkarten. 1999. Box. Mint.
£2.50
Designed by Reinhard Staupe. No. players: 2-8. Country: German, Duration:
10 mins, Desc. by Andy.
Card game, translated to Eagle Eye in
English. Players need concentration as they try to quickly check a row of
pictures on the cards for colour matches in order to determine if they can be
played or not. There are four variants of the game to try. The cards are laid
down in a row and the first player to lay all their cards into a row wins.
Arena, published by Spears. 1984. Box. Good. £4.50
Designer Unknown. No. players: 2. Country: British, Desc. by Andy.
Strategy game in which the players have to
move their pieces from the edge of a circular board in towards the middle
without being captured. The first
player to get 4 pieces into the middle wins. Pieces can be moved to adjacent
spaces or make jumping captures as in draughts. The inner sections of the board are harder to get to as there are
some spaces which cannot be used and crucial bridge spaces which will need to
be used to advance.
Back Spin, published by Binary Arts. 1994. Box. Excellent.
£4.50
Designer Unknown. No. players: 1. Country: American, Duration: 15 mins,
Desc. by Andy.
More a puzzle than a game - in the same
category as Rubik's cube and those metal puzzles you have to take apart and put
together with a cunning trick. This
consists of a large plastic disk, each side of which has 6 sections which hold
3 balls each. The two sides of the disk can be spun separately, and the
sections lined up with those on the other side and a ball transferred from one
side to the other. The objective is to
get all the coloured balls into sets as quickly as possible. Nice item for any puzzlers amongst you.
Battleboard, published by Ideal. 1972. Box. Good, but box shows a
little wear. £12
Designer Unknown. No. players: 2. Country: British, Duration: 20 mins,
Desc. by Andy.
Great fun game in which each player has a
5x5 set of spaces hidden from his opponent by a screen. Players take turns to
move one of their pieces and then get to try to destroy one of their opponent's
pieces. This is done by applying a set
of hand bellows to one of the empty holes on your own side and giving it a good
puff. If your opponent has a piece on
the equivalent space on their side of the board then it will shoot out of its
hole up into the air! It is then
considered dead. Players try to be the first to get two of their pieces up to
the barrier.
Big Shot, published by Ravensburger. 2001. Box. In shrink. £15
Designed by Alex Randolph. No. players: 2-4. Country: German, Duration:
45 mins, Desc. by Andy.
Clever game from this prolific
designer. The board shows various areas
which are worth varying amounts to the players with the most blocks in each at
the end of the game. Some areas instead
of having a regular value double the value of any adjacent areas owned by the
same player. The cleverest idea is that
each turn a mixed selection of building blocks are auctioned off and the
highest bidder can place them wherever he feels fit. Thus you will want to ensure a batch with several of your colour
is put somewhere useful to you, but you also want to place other players'
pieces where they will help them as little as possible. Recommended.
Blue And Gray II Quad, published by SPI. 1975. Box. Good. £17
Designed by Various. No. players: 2. Country: American, Desc. by Andy.
4 American Civil War battles in one set.
There is a set of standard rules (4 pages) and then each battle has its own
specific set of rules as well. The
battles are represented at the operational level. One hex represents 400 meters
and a strength point about 300 men. The
four battles are: Chattanooga (by Frederick Georgian), Battle of the Wilderness
(by Linda Mosca), Fredericksburg (by Joe Angiollilo), Hooker and Lee (by
Richard Berg).
Bluff, published by F X Schmid. 1993. Box. Excellent. £16
Designed by Richard Borg. No. players: 2-6. Country: German, Duration:
20 mins, Desc. by Andy.
A nice version of Liar's Dice. An
excellent dice game which requires considerable skill and judgement to play
well. The idea is that each player
starts with 5 dice which are rolled secretly and kept hidden under a cup. Players then make increasing bids on what
will be on the dice under all the cups (eg. eight 4's). If a player does not want to up the bid then
the previous bid can be called, and the dice are shown. Getting it wrong will lose you dice. Bluff
won the German Spiel des Jahres in 1993. Recommended.
Buck Rogers The 25th Century, published by TSR. 1990. Packet.
Excellent. £3.50
Designer Unknown. No. players: 2+.
Country: American, Desc. by Andy.
Science fiction role playing game. This set probably came in a box originally,
but is now provided in a packet. The
set includes: The Technology Book, The World Book, Characters & Combat
Book, GM reference screen, 2 maps,
14 colour spaceship pictures with
datasheets, 1 unpunched sheet of counters, 7 character sheets with colour
pictures, and 4 planet datasheets with colour pictures.
Buck Rogers The 25th Century, published by TSR. 1988. Box. Good. £5
Designer Unknown. No. players: 2+. Country: American, Desc. by Andy.
Boxed science fiction role playing game
based in the solar system, but with Mars now the main planet rather than Earth.
The set includes: The Technology Book, The World Book, Characters & Combat
Book, GM reference screen, 2 maps, 14 colour spaceship pictures with
datasheets, 1 unpunched sheet of counters, 7 character sheets with colour
pictures, and 4 planet datasheets with colour pictures, and an assortment of
polyhedral dice.
Business Strategy, published by Avalon Hill. 1973. Box.
Good. £18
Designed by Charles Roberts. No. players: 2-4. Country: American,
Duration: 90 mins, Desc. by Andy.
Well regarded business game, about making
and selling your product. Four levels of play. A re-design of the same
company’s Management game. Players compete for resources from which their goods
are to be made and then must compete again to sell them. Each month a business
climate card is drawn to modify the availability of resources and the ease with
which goods can be sold. I can also provide Derek Carver's House Rules to
improve the game further.
Candidate, published by Shaw Games. 1979. Box. Good. £16
Designed by Tom Shaw. No. players: 2+. Country: American, Duration: 90
mins, Desc. by Andy.
Election game, based on the American
electoral system. Played for a predetermined number of turns with a shorter 40
minute game being quite possible. Each turn the players can choose two of three
possible cards types to draw.
Campaign cards give you votes in the state
where you currently are. Fundraising
cards give you money which can be spent secretly. Dirty tricks cards allow you to hurt your opponents, but these
can sometimes backfire.
Caprice, published by Gold Sieber. 1999. Box. In shrink. £13
Designed by Rotgers U Bolten. No. players: 2-4. Country: German,
Duration: 20 mins, Desc. by Andy.
Strategy game with wooden pieces and a
wooden board. The large wooden pieces are used to form towers on the board,
with players being able to introduce a new piece each turn, and then move a
piece already on the board. Players start with secret cards showing target shape
combinations which they will score points for if they manage to achieve them at
the end of the game, thus you may be able to work out what your opponents are
aiming for and hinder them.
Capt'n Clever, published by Zoch zum Spiele. 2003. Box. In shrink.
£11
Designed by Liesbeth Bos. No. players: 3-4. Country: German, Duration:
30 mins, Desc. by Andy.
Children's game which has enough interest
for adults as well. Each player's
captain tries to retrieve a treasure from each of the nine islands. However, his right hand neighbour will show
him which island the next treasure he must next find it on, and that is likely
to be a tricky one to get to. The
captain pieces can move from island to island using any of the boats, but each
player can only move one of the boats - which actually act more like bridges
than boats, but several boats can be used in a single turn so it is often
possible to make good use of opponents' boats as well as your own.
Celebrity Trivia, published by Nostalgia Lane Inc.
ca.1985. Box. Good. £2.50
Designer Unknown. No. players: 2+. Country: American, Desc. by Andy.
A box of 400 cards each with 6 trivia quiz
questions and answers about well-known people.
Also includes a die and rules.
Challenge Anneka, published by Paul Lamond. 1990. Box.
Good. £7
Designer Unknown. No. players: 2-6. Country: British, Desc. by Andy.
TV related, based on the BBC TV programme
featuring Anneka Rice (where she is faced with a daunting challenge and she
always comes up smiling). Players draw cards round the board telling them what
they need (1,000 bricks, 2,000 yards of turf, etc.), and then they must get
these items by making ‘telephone calls’, using an intriguing system - a yellow
pages style telephone book with 4 digit dice combinations and the results. Players know what categories
the first two digits indicate, and arrange
the roll of 4 dice in order to try to get items which will help them complete
their mission. Anneka Rice pictured on the lid and the rules.
Check Lines, published by Tri-ang. ca.1968. Box. Good. £5
Designer Unknown. No. players: 2. Country:
British, Duration: 10 mins, Desc. by Andy.
A pocket sized strategy game which uses an
asymmetric board with 11 peg holes and many straight lines joining them up.
Each player has five pieces (horses for one player and lions for the other)
which fit into the holes in the board. To win a player must be the first to
position these so that they have two straight lines, both of three men.
China Moon, published by Eurogames. 2003. Box. In shrink. £10
Designed by Bruno Faidutti. No. players: 3-5. Country: French,
Duration: 30 mins, Desc. by Andy.
Players command a team of frogs on a lily
pond attempting to collect the most beautiful flowers, to give them as a
betrothal gift. The board shows a track
around the pond with various sidepaths, and with lotus flowers of various
colours dotted along paths. Each player
on their turn moves 3 frogs, either theirs or their opponents', 2 spaces each,
ignoring occupied spaces. As well as collecting flowers, some spaces cause
exchanges or even cause a flower to be dropped. Once all frogs are at the end
of the track flower collections are compared, with values higher the more
collected of the same colour.
Combit, published by Winning Moves. 2001. Box. In shrink. £8
Designed by Klaus Palesch, Horst-Rainer Rosner. No. players: 2.
Country: German, Desc. by Andy.
Card game in which the players try to
collect pairs of cards of the same colour to sell. Cards are bought at the face value (2-6) and sold as a pair of
the same colour to the bank for their values multiplied together. However getting hold of the valuable cards
isn't so easy as your opponent will also want them and is unlikely to let you
have them if at all possible.
Creel, published by Graphic Games. ca.1972. Box. Good.
£2.50
Designer Unknown. No. players: 2-4. Country: British, Desc. by Eamon.
Fishing game with an attractive board.
Players travel round the outer ring of the board, collecting equipment, bait
and licences. Cards decide the outcome of most actions.
Cube Farm, published by Cheapass Games. ca.2003. Packet. New.
£3
Designed by James Ernest. No. players: 2-5. Country: American,
Duration: 45 mins, Desc. by Andy.
Card game in which the players add cards
to a communal layout and place tokens on the cards to claim offices. The idea is that the cards show office units
which have been partitioned into 'cubes'.
The office also has vital facilities such as the coffee machine, water
cooler, printer etc, and players want their people to be as close as possible
to these facilities. Play is tactical -
you want to set up opportunities for yourself while not giving too much away to
your opponents. As usual with this company, you will need to supply your own
counters for each player.
Cube Fusion, published by Waddingtons. 1970. Box. Good. £9
Designer Unknown. No. players: 2. Country: British, Duration: 10 mins,
Desc. by Andy.
Special notes: Photocopied rules
A nicely produced addition to the 3 / 4 in
a row family of games. There are
several interesting ideas in this game - the first is that the pieces each
comprise two cubes made of clear plastic and each of these cubes has a bead in
the centre, one of each player's colour.
These cuboids are then placed onto a 3x3x3, 4x4x4 or 5x5x5 playing
arena, with the objective being to make 3 or 4 in a row in any direction -
there are several variants. Of course
when you place your bead where you want it you will also be placing one of your
opponent's beads as well. You can play
on top of already played pieces as well as on the board, and if all are played
without a winner, players get to move cuboids. Recommended in Sid Sackson's
Gamut of Games.
D&D: Immortal Rules, published by TSR. 1986. Box. Good. £5
Designed by Frank Mentzer. No. players: 2+. Country: American, Desc. by
Andy.
Dungeons & Dragons set 5, which
contains rules for playing immortal characters. The set includes a Player's Guide for Immortal characters and a
Dungeon Master's Guide for running a campaign using them. Covers the special abilities, powers and home
planes for these characters, rules for creating artifacts, other planar
creatures etc. It is suggested that you should already be familiar with Basic,
Expert, Companion and Master rules.
D&D: Wrath Of The Immortals, published by TSR. 1992. Box. Excellent.
£6
Designed by Aaron Allston. No. players: 2+. Country: TSR, Desc. by
Andy.
Dungeons & Dragons set which allows
players to play Immortal characters in the D&D world of Mystara. Contains a 128 page book detailing the rules
for playing immortals including spells, powers and forms, as well as how to run
a campaign for immortal characters, information about artifacts, and new
monsters as well as information about the planes immortals can explore. The
second part of this set is an adventure specifically for Immortal characters:
Wrath of the Immortals, which is 96 pages long and covers a bitter war between
two Immortal factions over an exceptionally powerful artifact, and includes a
timeline for events mentioned in the scenario covering 5000 years! Not just your average orc bash!
Dark Future, published by Games Workshop. 1988. Box. Good. £16
Designed by Richard Halliwell. No. players: 2+. Country: British, Desc.
by Andy. Special notes: Includes 16 additional metal cars (some Matchbox)
painted up to fit the theme. There may be a few detachable weapons missing
(does not affect play). British version of Car Wars really, again set in a Mad
Max style future world. The set includes about 15 large road sections (each
about 30 cm long), 4 plastic model cars and 4 motor bikes, to the same scale as
Matchbox cars. The cars have a variety
of weapons which can be attached. 6 page basic rules are included as well as a
100 page very comprehensive rules book which covers just about everything you
could think of eg. mines, critical hits,
rams and crashes, creating tracks, designing your own vehicles,
scenarios, reference sheets etc.
Dealer's Choice, published by Parker Palitoy. ca.1975.
Box. Good. £10
Designer Unknown. No. players: 3-5. Country: British, Duration: 45
mins, Desc. by Andy.
Family business game in which the players
are car dealers. Players buy and sell a selection of cars ranging from top of
the range sports cars to old wrecks.
Each player has a special 'Blue Book' which can be consulted to give the
value of any given car. Options include insurance and event cards keep the play
varied. Players try to make the most money by clever wheeling, dealing and
bluffing.
Deflect 5, published by Peter Pan. 1996. Box. Good. £3.50
Designer Unknown. No. players: 2. Country: British, Duration: 20 mins,
Desc. by Andy.
Tactical game played on a vertical 'board'
placed between the participants. Counters are slid into a grid, (in a similar
way to Connect 4), but the rows of the grid itself can be moved sideways as
well, and not all spaces allow pieces to drop straight through. The idea is to
engineer it so that your pieces come out before those of your opponent. Sort of a cross between Connect 4 and
Downfall.
Dennis The Menace, published by Paul Lamond. 1989. Box.
Good. £1.50
Designer Unknown. No. players: 2-6. Country: British, Desc. by Eamon.
Game based on the character in the comic
The Beano. Over 150 cards, illustrated with Dennis or his dad, are used as
players move round the board to get rid of their cards.
Der Fliegende Teppich, published by Ravensburger. 1987. Box. Good. £14.
Desc. by Andy.
Designed by Elke Flogaus & Kurt Feyerabend. No. players: 3-6.
Country: German, Duration: 30 mins.
A very nice game with striking graphics.
Players must race their flying carpets from one end of the city to the other
(and optionally back again). The board
can be set up for an easy or difficult race and the card play and use of
special movement tiles requires good planning.
I have a few house rules I will include if you remind me. The English version is called Flying Carpet.
Desert Island Discs, published by Strawberry Games. 1994.
Box. Excellent. £3.50
Designed by Roy Plomley. No. players: 2-8. Country: British, Desc. by
Andy.
Quiz game in which the questions are
generally related to the Desert Island Discs radio programme. eg. multiple choice questions in which you
have to guess which of 3 celebrities chose a particular book, piece of music or
luxury. There are also questions of
general knowledge on the topics of books, music and media as well.
Die Glucksritter, published by Schmidt. 1998. Box.
Excellent. £14
Designed by Klaus Kreowski. No. players: 3-6. Country: German,
Duration: 1 hr, Desc. by Andy.
This game's name means 'Soldier of
Fortune'. Each player is trying to be the
first to construct a complete castle, which will require walls and towers. Each
turn the players simultaneously choose two actions out of six
possibilities. If a player is the only
one to select a particular action, then the action is cheaper for them. The actions include building a wall,
building a tower, earning money, getting a special action card, and attacking
another player's castle. While there is
luck in whether your actions clash with those of other players, the game offers
interesting options and is fun to play. Recommended.
Disorderly Conduct The Game, published by Western Publishing. 1993.
Box. Good. £5
Designer Unknown. No. players: 2 teams. Country: American, Desc. by
Andy.
Special notes: Box slightly indented due to stacking, base has a tape
removal mark, and 1 corner taped. 1 of 160 cards is missing, but this does not
affect play.
Party game intended for young adults. The players split into a team of girls and a
team of boys and each team moves their playing piece around the board and acts
on the spaces they land on. These often
require that a 'dare' card is drawn and so someone will have to perform an
embarrassing dare, sometimes involving a player from their own team and
sometimes with someone from the other team. Players can refuse a dare, but then
they get a stamp - two stamps and that player becomes the other team's
'partyslave'. The box and board feature
snapshots of a group of male and female models playing the game, giving a bit
of the look of popular U.S. TV sitcoms (like 'Friends').
Doh-Nutters, published by Spear's Games. 1991. Box. Good, but box
edges show wear. £6
Designer Unknown. No. players: 2-4. Country: British, Duration: 10
mins, Desc. by Andy.
Ridiculous game which will have all but
the most straight faced players (and spectators) laughing. Each player gets an elephant mask with a
prehensile trunk. Each player also has
3 donuts of their colour which are placed on the board and players have to try
to get all their donuts onto their trunk simultaneously. This is not easy, but nor is it impossible
with a little practice. The rules don't
specify how much you may interfere with other players' trunks! You could also use the components in a
variety of party games of your own devising, eg. passing a donut from trunk to
trunk.
Domino Rally, published by Action GT. ca.1980. Box. Good. £3
Designer Unknown. No. players: 1-2. Country: British, Desc. by Andy.
Special notes: Finish flag is
missing. Not sure if all dominoes
present (number not stated, but there are still 200+).
Box full of 'dominoes' intended for
setting up in rows and knocking over.
As well as about 200 dominoes in two colours there are two domino
bridges and a loop the loop device to start things going. The dominoes are 1.8cm x 3.6cm in size and
plastic with no markings (so no use for traditional domino games).
Double Trouble, published by Faber & Faber. 1993. Book. Good.
£2.50
Designed by Sally Horton. Country: British, Desc. by Andy.
Excellent book on doubling at Bridge, from
informative doubles to penalty doubles. The author has won World Bridge titles.
Drachenland, published by Ravensburger. 2002. Box. In shrink. £16
Designed by Reiner Knizia. No. players: 2-4. Country: German, Duration:
50 mins, Desc. by Andy.
Clever board game in which the players each
have playing pieces (representing adventurers) which they move around paths in
Dragon Land. These paths are between
various dragon's lairs, and the adventurers raid the dragon's lairs for gems.
Each player has one adventurer who specialises in a particular colour gem, and
all adventurers may also collect dragon eggs, and special ability tokens
(potions) which can be used once only for a special move or similar
advantage. Also each adventurer must
claim a ring before the game ends otherwise his gems won't count in the
scoring. At the end of the game players
score for complete sets of 3 different gems + a dragon's egg, with extras
acting as a tie-break. Recommended.
Dragon's Gold, published by Descartes Editeur. 2000. Box.
Excellent. £8
Designed by Bruno Faidutti. No. players: 3-6. Country: French,
Duration: 45 mins, Desc. by Andy.
Defeating a dragon is no problem for a
well prepared adventuring party.
However, deciding how to divide the treasure is far from simple. Players must cooperate enough to defeat the
dragons, but then negotiate for the best share of the treasure making use of
magic items and special abilities to get one up on your co-adventurers!
Dream Team, published by Abacus. 1997. Box. Excellent. £4.50
Designed by Hartmut Witt. No. players: 2-6. Country: German, Duration:
30 mins, Desc. by Eamon.
Card game, featuring characters from a
world of fantasy. Players combine their creatures into a 'Dream Team' and take
it in turn to pit their teams against each other in a game somewhere between
ice hockey and a brawl (I have been told there is a difference :-) Special powers and special cards make the
matches more interesting and less predictable.
This is a reissue of the earlier game Power Play.
El Grande, published by Hans Im Gluck. 1996. Box. Good. £15. Desc. by
Andy.
Designed by Wolfgang Kramer and Richard Ulrich. No. players: 2-5.
Country: German, Duration: 90 mins,
Special notes: I can print out and laminate a set of English action
cards to considerably ease play for an extra £4
Brilliant game, which was German Game of
the Year 1996. The players vie for control of areas of medieval Spain, in order
to score victory points for having the majority of caballeros at the three
census points during the game. The game
is driven by action cards, of which five are available each round and each
player will get to select one. The more
powerful actions allow less men to be added to the board, whereas the weaker
actions allow more men to be placed.
Players also have to play cards to determine player order (and thus the
chance to get needed action cards) each round.
Various other excellent mechanics make this one of the best German games
of all time in my opinion. Highly
recommended.
Elevation, published by Appletree Toys. 1983. Box. Box base
& lid indented due to stacking. £6
Designed by Hila & Ivan Moscovich. No. players: 2. Country:
British, Duration: 30 mins, Desc. by Andy.
Unusual game in which each player controls
an elevator with space for 3 blocks.
The elevators are on either side of 9 'storeys' and on each storey upto
5 blocks can be held. There are 7
colours of blocks which start randomly on the 9 storeys. Players move their
elevators up and down loading and unloading blocks trying to make storeys hold
a single colour. Achieving this scores a point. There are various restrictions to ensure the game doesn't become
a stalemate too. Well constructed plastic board with chunky blocks.
Equality, published by Peter Pan. 1978. Box. Good. £4.50
Designed by Marie A Richardson. No. players: 2-4. Country: British,
Desc. by Andy.
A Scrabble-like game, but instead of
making words players have number, and arithmetic symbol tiles and make up
simple arithmetical sums (eg. 4 x 5 = 2 0 ) to place on the board and
score. There are double tile and 'double
equation' spaces on the board, and there is a bonus for using all 10 of your
tiles in one go. Includes racks for the
tiles.
Fair Means or Foul / Adel Verpflichtet, several copies available:
1) Adel Verpflictet, published by Avalon
Hill. 1991. Box. Excellent. £10. Country: American.
2) Fair Means Or Foul, published by Gibsons. 1991. Box. Good. £11. Country:
British.
3) Fair Means Or Foul, published by Gibsons. 1991. Box. Good, but edges show
wear. £10. Country: British.
Designed by Klaus Teuber. No. players: 2-5, Duration: 1 hr, Desc. by
Andy.
Clever game in which the players attempt
to obtain large collections of antiques.
The antiques are represented by cards and include items such as Marilyn
Monroe's lipstick and Sir Walter Raleigh's pipe. Each turn players simultaneously choose whether to attend the
auction house to buy more antiques or go to a stately home. In the auction house players can either bid
or try to steal money. In the stately
home players can either put on an exhibition to gain points, try to steal from
an exhibition or be a detective to catch any thieves. To do well you need to be able to work out what other players are
likely to do, and act accordingly. Won
the Spiel des Jahres 1990 in Germany. Recommended.
Fantasy Adventures Starter Pack, published by Mayfair. 1995. Box. Good.
£4.50
Designed by Bill Fawcett. No. players: 2. Country: American, Duration:
40 mins, Desc. by Andy.
Special notes: I am including a 15 card
booster pack I happened to have hanging around in with this starter pack.
Card game. Very attractive update of an
old Mayfair game called Encounters. The original game only had text on the
cards, but this has the text plus really excellent fantasy artwork. Players are both heroes (in their own turn)
and monsters (in their opponent's turns). The objective is to have the most
points after 4 turns of play. The game
is played with two decks per player - one containing heroes and mages, although
a standard variant allows these decks to be shared between the players, and using
this variant you can play using just one starter pack. While this is a CCG it
can be played without having to buy lots of cards, as the starter pack uses a
fixed set of cards known to work well together.
Fantasy Business, published by Descartes Editeur. 2002.
Box. Excellent. £8
Designed by Christophe Boelinger. No. players: 3-8. Country: French,
Duration: 45 mins, Desc. by Andy.
Economic game with a fantasy theme. Players must buy various bits of adventuring
gear (eg. weapons, armour, horses, etc) at auction and then after a set number
of auctions there is a selling round.
After discussions players secretly set their prices for the items they
have on offer. Lowest price sells with
a bonus, middle prices sell with no bonus and highest prices don't sell at
all. There are also some action cards
to make things interesting and keep people on their toes.
Fifth Avenue, published by Alea. 2004. Box. Excellent - unplayed.
£15
Designed by Wilko Manz. No. players: 2-4. Country: German, Duration: 90
mins, Desc. by Andy.
Auction based strategy game based on developing Manhattan in the
1930s. Players build up neighbourhoods
so as to be as valuable to themselves as possible. This is done by getting your skyscrapers adjacent to plots with
shops. Cards are collected of various
colours and these are used in auctions for the various plots, but the colour of
cards used determines the plot which that player is bidding for, and in
addition the lower the maximum value of any cards used to win the bidding the
more buildings can be placed. Finally, everyone wants to get in on the free for
all that is Central Park, where there are less restrictions.
Fortune, published by Ariel. 1979. Box. Good. £11
Designed by Richard Fenwick. No. players:
2-8. Country: British, Duration: 2 hrs, Desc. by Andy.
Semi-promotional business game, made to a
very high standard because several companies paid to be in it. A good game of
manufacturing, wholesale and retail. Companies in the game include Prudential,
Bovis, Woolworths, John Menzies, Brooke Bond, Shell and Guinness amongst
others. Received a very good review in
Games International. Game play involves buying machinery, fuel and computers,
and producing goods, which are then sold through various distribution
channels. Advertising, insurance and
consultancy can also be bought and shares in various companies can be
bought. Players move around a track,
but get quite a few choices as to what to do.
Garden Lotto, published by Ravensburger. ca.1965. Box. Good. £1.50
Designer Unknown. No. players: 2-6. Country: German, Desc. by Eamon.
Simple Lotto game, with players competing
to fill their cards with attractive plants and garden utilities. Pretty.
Garten-Zwerge e.B., published by Argentum Verlag. 2004.
Box. Excellent. £13
Designed by Roman Mathar. No. players: 2-6. Country: German, Duration:
1 hr, Desc. by Andy.
Amusingly themed game in which the players
are members of a Garden Gnome breeding society! Garden Gnomes come in different ranks, from the worthless and
lazy greys up to the highly coveted gold gnome! Each turn players choose what to do with their gnomes: send them
to work in the garden for a little money; look for a breeding partner for them,
with money being paid by the player who will get the resulting offspring to the
other parent's owner; or sending them into the club's competitions to win prize
money. The first player to either breed
a coveted golden gnome or accumulate 4000 money wins the game.
Giganten, published by Kosmos. 1999. Box. 2 copies available:
1) In shrink. £20 2) Good. £17
Designed by Wilko Manz. No. players: 3-4. Country: German, Duration: 90
mins, Desc. by Andy.
Oil discovery, production and selling
game. The board is big and there are
lots of substantial components. The
game has lots of clever mechanisms which combine very well. These include a map board on which to send
your oil truck out to find suitable sites to drill, a card choosing mechanism
to drive what you can do in your turn, bidding for the right to sell oil and an
interesting fluctuating oil price mechanism.
A very good business game which I can certainly recommend.
Go For Gold, published by Webster's Yorkshire Bitter. ca.1980.
Box. Box corners split, shows wear. £3.50
Designer Unknown. No. players: 2-6. Country: British, Desc. by Andy.
Promotional sports quiz game in which
players answer sports trivia questions to progress around the qualification
ring, then the bronze ring, and finally the silver ring to get the gold medal
and win.
Goal, published by Pepys. ca.1960. Box. Box Poor, Contents
Good. £5
Designer Unknown. No. players: 2-4. Country: British, Desc. by Eamon.
Card game, 44 cards featuring soccer
players. Each player is dressed in a club’s colours, and represents a position
on the field. The game is about collecting combinations of cards to ‘build
moves’ leading to a scoring shot, and then, possibly, a save. One of the best
games ever devised by this company. this is the Second edition Set.
Golferholics, published by A.L.E.M.. 1999. Box. Excellent. £6
Designer Unknown. No. players: 2-4. Country: British, Desc. by Andy.
Golf game with a large attractive board
showing an 18 hole golf course. Also
included are two special dice, one used to determine progress while on the
fairway and the other for short range shots.
The playing pieces are nicely made flags. Game play is driven by dice
and event cards and scores are recorded on very well made pads of score cards.
Grand National Derby, published by Piatnik. 1996. Box. 2
copies available:
1) Good. £11.50 2) Excellent. £12.50
Designed by Reiner Knizia. No. players:
2-5. Country: Austrian, Duration: 30 mins, Desc. by Andy.
This is the precursor to the very popular
Titan: The Arena, but this time the theme is horse racing. The idea is that initially there are 8
horses but one will fall at each fence leaving 3 only at the end. Players make bets on which will
make it to the end but the earlier bets
are worth more, and card play determines which horse will fall at each
stage. This is a simpler game than
Titan: The Arena, but has the same basic mechanics.
Groo: The Game Expansion Set, published by Archangel Entertainment.
1997. Box. Excellent. £4.50
Designed by Sergio Aragones & Ken Whitman. No. players: 2-6.
Country: American, Desc. by Eamon.
Another 55 cards for use with the base
game, extending the possibilities and allowing up to 2 more players to join in
the mayhem. No rules needed as the cards just fit into the basic system. Now
quite a collectable item. You do need the base game to be able to make use of
this.
GURPS Supers - Deathwish, published by Steve Jackson Games.
Booklet. Excellent. £2.50
Designed by Loyd Blankenship. No. players: 2+. Country: American, Desc.
by Andy.
Adventure module for GURPS Supers. Intended for 500 point superheroes. The characters must investigate odd goings
on at and around Deathwish rock concerts from coast to coast of the U.S.
Haithabu, published by Hexagames. 1990. Box. Good. £10
Designed by Rudolf Ross. No. players: 2-4. Country: German, Duration:
40 mins, Desc. by Andy.
An unusual race game in which the players
move their pieces along intersecting paths, and over bridges. Each time a piece goes across a bridge the
bridge is destroyed, and that player gets more movement points for future
turns. These extra movement points can
also be spent fixing bridges at the start of your turn. Unusual mechanism resulting in a unique
feeling to what is essentially a race from one side of the board to the other.
Halma, published by Glevum Games. Board & Box. Shows
wear, some discolouration on box. £7
Designer Unknown. No. players: 2 or 4. Country: British, Duration: 30
mins, Desc. by Andy.
Special notes: Original rules (if there were any) are missing, but I
have supplied a set with basic strategy info as well as extra pawns to play the
19 piece version.
Classic strategy game which was probably
invented in the 1880s, and for some years was very popular. The objective is to
get your men into the diagonally opposite home area faster than any of your
opponents. Pieces are moved either one space at a time or by jumping over other
pieces as many times as desired, which is clearly more optimal. This set has attractive period drawings on
the board and box.
Heart Of Africa, published by Phalanx. 2004. Box.
Excellent, but 1 corner slightly dented. £24
Designed by Andreas Steding. No. players: 2-5. Country: German,
Duration: 90 mins, Desc. by Andy.
Beautifully produced game in which players
expand their mercantile control ever further across Africa. The board shows a very attractive and
interesting elongated period style map of Africa divided into regions. Players introduce their traders into these
regions, wresting control of valuable resources such as diamonds and gold from
those currently there. The game uses
several unusual mechanisms such as players having to bid for the privilege of
getting a turn at all, but each time you don't get a turn you get more
influence with which to bid for a future turn.
Also conflict with players and neutral traders uses two different and
interesting mechanisms giving the option to choose to retreat, and gain from
the encounter if you wish.
Heimlich & Co, published by Ravensburger. 1994. Box.
Good. £12.50
Designed by Wolfgang Kramer. No. players: 2-7. Country: German,
Duration: 30 mins, Desc. by Andy.
Each player controls a secret agent, but
doesn't know who controls the others.
The board shows shadowy streets at night and the secret agents are moved
around the board by allocating the number of movement points rolled amongst any
of the secret agents. Landing a secret
agent on certain spaces awards points to or penalises that secret agent. Thus the game is as much about making your
secret agent do well as concealing the identity of your agent, and working out
the identity of your opponents.
Holiday AG, published by F X Schmid. 1990. Box. Excellent. £14
Designed by Wolfgang Kramer. No. players: 2-6. Country: German,
Duration: 60 mins, Desc. by Andy.
Clever game of the same general type as
Acquire and Big Boss. There are five
travel companies in which the players will gain shares, and each company has a
line of 20 spaces onto which luggage markers are placed. Cards allow placement of the luggage
markers, but the game is about trying to get strings of adjacent markers onto
the companies you have shares in, while trying to ensure that those you do not
have a stake in do not get long groups of markers, as the longest group of
markers for each company at the end of the game determines the values of the
shares. Recommended.
Horoscope, published by Ariel. ca.1960. Box. Box lid indented
by stacking. £5
Designer Unknown. No. players: 2-4. Country: British, Desc. by Andy.
Players try to complete their board of
twelve spaces, one for each sign of the zodiac. The cards that go in these spaces both have to match the space
they are to go into, and the sum of values on all the cards on your board also
have to add up to one of several special numbers to achieve victory. The cards also have a prediction on each
one, allowing the players to read the winning horoscope and determine what
awaits each of them in the future!
Hot Spots, published by Great Games Company. ca.1986. Box.
Good. £9
Designer Unknown. No. players: 2-4. Country: British, Desc. by Andy.
This game is actually two distinct items
in one. However, both use a deck of
cards and a sloping board onto which the cards are placed so that only the top
half will show. The first 'game' is an unusual and very difficult solo puzzle
in which the cards have to be arranged in such a way that dots and lines on the
cards match up neatly. There are
apparently two solutions and the start and ends of each have been given. Alternatively the other side of the cards
can be used to play a game in which players try to make lines of spots of the
same colours in order to score points - again only one half of each card is in
play at any time, and players can move an already played card if they think it
will help. Most unusual item.
I.Q. The Logic Puzzle Game, published by Lagoon Games. 1998. Box.
Good. £5
Designer Unknown. No. players: 1+. Country: British, Desc. by Andy.
A set of 100+ cards each with a logic or
lateral thinking puzzle on it, and the answer on the back. Also included is an egg timer to limit the
time you have to work on a puzzle. The
puzzles are worth different numbers of points and some have bonus questions
too. An example: An artist is painting
a large canvas 2m x 2m. He wants to
cover half the canvas in a deep rich purple, but he also wants to keep a square
section which is still 2m high and 2m wide unpainted. How does he do this?
Im Reich Des Weissen Baren, published by Schmidt. 1991. Box. Good.
£13
Designed by Charles Lerue. No. players: 2-4. Country: German, Duration:
1 hr, Desc. by Andy.
Attractive game with great bits and on the
1991 German Spiel des Jahres nomination list. The game uses a plastic board
with 16 ice-floes which are moved around during play, igloos, a polar bear,
Eskimos and fish. Each player has 4 Eskimos who must traverse the ice-floes to
catch fish, but must avoid the attentions of the bear. Movement options are
given by the roll of a special die, but there are plenty of options, and the
ice floes are physically pushed around the board, so judging whether an ice
floe will fit between others is often a consideration. The game can be played as a light game with
children or very tactically with adults. Recommended.
Impuzzable, published by The Missing Link Trading Co. Ltd. 1987.
Box. Good. £1.75
Designed by The Great American Puzzle Factory Inc. No. players: 1.
Country: British, Desc. by Andy.
A 9 piece puzzle. Should be easy then. Nope.
There is no picture but the interlocking lugs are in the shapes of
hearts, diamonds, spades and clubs, which means there are lots of ways they
could be put together, but hardly any that work to form a 3x3 square (with lugs
sticking out the sides).
Info Baseball, published by Information Games. ca.1980. Box. Good.
£2.50
Designer Unknown. No. players: 2+. Country: American, Desc. by Eamon.
Card game, 120 cards featuring Red Sox
baseball players and their statistics. The game system is a variation of Top
Trumps.
Interaction, published by Waddingtons. 1978. Box. Goodish!. £7.50
Designed by Eric Solomon. No. players: 1-2. Country: British, Duration:
20 mins, Desc. by Andy.
Special notes: clear plastic lid is badly cracked, but taped up. The outer cardboard casing and contents are
good.
A somewhat snooker / pool related game,
though a little more abstract. Players have to be first to 'pot' five out of 10
balls. Each player has 2 cue balls, and the game is played on a green beize
indented grid on which the balls are placed.
Balls are not hit, but instead moved and the consequences are determined
according to the rules, which produce results similar to what would happen in
snooker. As well as the two player game there are also some puzzles to solve on
your own. Comes in the rather fragile plastic case Waddingtons used for a few
games - the clear lid gets damaged easily, so it is rarely found in perfect
shape.
Jeopardy, published by Milton Bradley. 1964. Box. Box corners
split. £3.50
Designer Unknown. No. players: 3-5. Country: American, Desc. by Eamon.
TV related. Third edition. Based on a
popular American game-show (practically unknown outside the States), where
players are told an answer and must give the question it relates to, as the
answer, if you see what I mean! MB Game No. 4457.
Jungle Bungle Beetle Game, published by DaMert. 1992. Packet. Good.
£1.25
Designed by Dan Gilbert. No. players: 1. Country: American, Desc. by
Eamon.
Although called a game, this is actually a
puzzle. There are 8 rectangular pieces, very colourful and attractive, and they
must be laid out in a square, but with all the sides matching. It claims
hundreds of possibilities but only one solution.
Kameltreiber AG, published by Schmidt. ca.1989. Box. Good.
£10
Designed by Heinz Meister. No. players: 2-5. Country: German, Duration:
20 mins, Desc. by Andy.
Race game. Each player is a camel drover,
racing camels around a track made up of 16 tiles. The tiles landed on may allow
an extra move, or undo this turn's movement.
In addition if the rearmost camel is lapped then it is removed from
play. Movement involves turning up one of 30 number chits, and a good memory
will allow you to move the number of spaces you need to in order to land on the
space you want. Attractive graphics.
Kap Hoorn, published by Kosmos. 1999. Box. In shrink. £14
Designed by Thorsten Gimmler. No. players: 3-5. Country: German,
Duration: 1 hr, Desc. by Andy.
A race game about sailing clippers
‘rounding the Horn’ in a race from New York to San Francisco. This is a tile laying game in which you have
a limited number of action points each turn, which can be used to buy tiles, or
perform special moves. The basic idea is to play tiles with movement arrows
onto the board in such a way as to help the movement of your ship and hinder
other ships. There are some clever
placement restrictions and alternative ways to win as well. Very good game. Recommended. I also have a couple of rules tweaks to
reduce the luck of the tile draw.
Karibik, published by Winning Moves. 2004. Box. Excellent. £13. Desc. by Andy.
Designed by Michail Antonow, Jens Peter Schliemann. No. players: 2-4.
Country: German, Duration: 30 mins,
Pirate themed board game which uses 3D
cardboard ships (rather nicely made) to move around the board and collect
pirate treasures and take them to each player's home base. There are 6 ships, but they are not owned,
instead players secretly choose how to distribute their bid cards amongst the ships
each round and the player who played the highest for each ship gets to move
it. The bidding cards also include a -1
which will never win, but reduces the amount of movement the winner for that
ship can use. Some money is earned by
collecting treasures, but rather more is gained by getting a treasure safely to
one of your pirate hideouts. Very
attractive game.
Kojit-8, published by Noetic Pastimes Ltd. 1980. Tube. Good.
£7
Designer Unknown. No. players: 2+. Country: British, Desc. by Andy.
Strategy game played on a large roll-up
vinyl mat which shows a 6 pointed star made up of coloured circles with
coloured lines joining them. Players
take turn placing, moving or turning over pieces of various colours with
numbers on them. The objective is to score points by making certain
combinations, such as identical numbers, runs of numbers, etc on spaces of the
same colour or spaces in a row. There
are several variations to try out as well, such as one where additional types
of play or scoring patterns are available when your scoring marker is on certain
spaces on the scoring track.
Labyrinth, published by Yang Chen Enterprise Co. Ltd. Box.
Good. £4.50
Designer Unknown. No. players: 1+. Country: Taiwan, Duration: 5 mins,
Desc. by Andy.
A wooden ball maze in which you have two
controls to adjust the angle of playing surface which will determine where the
ball rolls. You try to navigate the
maze without the ball falling into a hole.
You score more the further you get. While this was made in Taiwan the
company looks to be British and it is
certainly made for the European (inc British) market.
Round The Bend Labyrinth, published by Vic-Toy. ca.1977. Box. Box
battered, contents good. £3.50
Designer Unknown. No. players: 1+. Country: British, Duration: 5 mins,
Desc. by Andy.
A nicely made ball maze in which you have
two controls to adjust the angle of playing surface which will determine where
the ball rolls. You try to navigate the
maze without the ball falling into a hole.
You score more the further you get. This version is plastic, but nicely
made and with more sensitive controls than many other versions.
Legend of the Five Rings - The Battle of
Beiden Pass, published by
Five Rings Publishing Group Inc.
1996. Box. Good. £4.50. Designed by Alderac Entertainment Group.
No. players: 2.
Country: American, Desc. by Andy.
A box of goodies for the Legend of the
Five Rings CCG. It doesn't contain what
it is supposed to according to the box, but what it does contain is a selection
of posters and articles on this CCG, 2 rulebooks and about 375 cards, roughly
half green backed and half black backed.
Lords Of The Sierra Madre, published by Decision. 1995. Box. Box
good, contents unpunched. £18
Designed by Philip Eklund. No. players: 2-12. Country: American,
Duration: 5 hrs, Desc. by Andy.
Grand scale economic game set in northern
Mexico in 1898 when the dictator welcomes foreign investment and creates a vast
capitalist free-for-all. Each player is an entrepreneur vying to build the
largest empire of railroads, mines, ranches and other businesses. Players can
employ bandits, strikers and perform other sneaky manoeuvers to hinder their
opponents, and also use police, federal troops, and even the US Army to their
own ends. The rules are 16 pages long,
with a further 8 more of notes and tips.
The game is driven by card play and counter movement.
Luxor, published by Ravensburger. 2001. Box. In shrink. £14
Designed by Gunter Baars. No. players: 2-4. Country: German, Duration:
30 mins, Desc. by Andy.
Very attractively produced Egyptian themed
game which is played in the box. A
vertical board into which cardboard 'dominoes' with a symbol on each half is
the main playing area. When players
play dominoes which cause matches with adjacent symbols then scarab tokens can
be placed besides the corresponding sarcophagi, and players try to be the ones
to claim the mummies from these sarcophagi, with the more valuable mummies
coming up later in the game.
M, published by Abacus Spiele. 2000. Box. In shrink.
£12
Designed by Martin Schlegel. No. players: 2-6. Country: German,
Duration: 45 mins, Desc. by Andy.
Tile laying game in which the tiles show
numbers, colours and shapes, and as they are played onto a communal layout
players try to match up the symbols and colours and thus claim scoring
tokens. In addition when a row or
column is filled players get to claim tiles from the board, and two colours of
tile will score positively for each player at the end of the game while any
other tiles will score negatively.
Magic The Gathering - Duelists' Scoresheet, published by Wizards Of The Coast.
ca.1998. Notepad.
Good. £0.20. Designer Unknown. No. players: 2. Country:
American, Desc. by Andy.
Scorepad designed for Magic The Gathering
tournaments. Each pad has about 50
sheets each with space for recording life points for three duels. If you want more than one pad just ask!
Magnetic Games, published by Multichess. ca.1980. Box. Good. £8
Designer Unknown. No. players: 2. Country: Hong Kong, Desc. by Andy.
A novel magnetic travel games set. There are 6 boards on a reel, which can be
wound back and forth so that only one shows at once. These boards are for Solitaire, Chess/Draughts, Nine Mens Morris,
Halma, Ludo and Backgammon. 20 magnetic
playing pieces in two colours are also provided and stick to the magnetic
surface beneath the winding board surface.
There is also a storage compartment to keep the pieces safe. Very neat
design, and ideal to take with you when travelling.
Mancala, published by Pressman. 1997. Box. Good. £4.50
Designer Unknown. No. players: 2-6. Country: American, Duration: 15
mins, Desc. by Andy.
Classic abstract game, very popular game
in many African countries. The board is made of wood, and folds up as
well, making this set quite portable as
well as attractive and sturdy. The playing pieces are 'flattened marbles', with
a swirl of colour within glass. Nice set.
Mancala, published by University Games. 1995. Box. Good.
£4.50
Designer Unknown. No. players: 2-6. Country: American, Duration: 15
mins, Desc. by Andy.
Classic abstract game, very popular game in
many African countries. The board is hand crafted wood, made in Asia. The pieces are small coloured stones. The rules include general rules as well as
the Egyptian, Nigerian and Ethiopian variants. Very nice set.
The Mancala Game, published by Spears. ca.1976. Box. Good.
£2.50
Designer Unknown. No. players: 2-6. Country: British, Duration: 15
mins, Desc. by Andy.
Classic abstract game, very popular game
in many African countries. Made with small wooden balls to act as the 'shells'
in the African original.
Manhattan, published by Hans-Im-Gluck. 1994. Box. Good. £16
Designed by Andreas Seyfarth. No. players: 2-4. Country: German,
Duration: 1 hr, Desc. by Andy.
Excellent game of high-rise city
development, in the edition that won the 1994 German Game of the Year. Players compete to build and control towers
in 6 regions of Manhattan. Placement is
by card play, but there are always a number of choices which need to be weighed
carefully. At the end of each scoring
round points are scored for control of each tower, most towers in a region and
the highest tower on the board. The
bits stack wonderfully making the game really attractive during play. Highly recommended. I can also provide a copy of the 'Godzilla'
variant - please remind me!
Manipulation, published by Berwick. ca.1965. Box. Fair. £2.50
Designer Unknown. No. players: 2-4. Country: British, Desc. by Andy.
Special notes: Box has been somewhat crushed, warping the box and the
board. Still quite playable though.
Dice game. A sort of Shut The Box variant, in which you take turns to have
one throw and use it before passing the dice.
The dice roll can be split eg, 10=6+4 to cover the numbers 6 and 4 on
your side, but also there are special spaces for doubles and other numbers
which can be claimed in a communal area.
The game ends when one player manages to cover all their spaces numbered
1-12.
Mare Nostrum, published by Euro Games / Descartes Editeur. 2003.
Box. Excellent. £18
Designed by Serge Laget. No. players: 3-5. Country: French, Duration:
2-3 hrs, Desc. by Andy.
Players lead their empires based around
the Mediterranean Sea from the dawn of civilisation through several
centuries. The burgeoning empires will
trade, build temples, caravans, legions and fleets, and battle it out for
supremacy. The objective is to build
monuments which can be considered Wonders of the World. Very much in the mould of the classic game
'Civilization' but the box claims a 2-3 hour playing time.
Metropolis, published by Ravensburger. 1984. Box. Good. £28
Designed by Sid Sackson. No. players: 2-5. Country: German, Duration:
90 mins, Desc. by Andy.
Excellent Sid Sackson game, beautifully
produced as you would expect from this company. Players, in effect, zone a new town, by first acquiring plots of
land and then building variously shaped buildings on the sites. Making deals
with other players is an essential part of the game. The game is driven by the choice of which plot the current player
wishes to claim, but there are clever rules (often mistranslated or misunderstood)
which limit the ability to claim plots.
The rules concerning the value of buildings when in the same area as
other buildings seem complex but add to the strategy and tactics possible.
Highly recommended.
Mille Bornes / Fast And Furious.
Several copies available:
1) Fast And Furious, published by Gibsons.
1991. Box. Good. £3. Country: British
2) Mille Bornes, published by Parker.
1971. Box. Good. £3.50. Country: American
3) Mille Bornes, published by Parker.
1962. Box. Good. £3.50. Country: American
Designer Edmond Dujardin. No. players:
2-6. Duration: 45 mins, Desc. by Andy.
Card game, illustrated with distances and
hazards on a car journey. Players must try to play distance cards totalling
1,000 miles, or play cards that cause others to be delayed. Works well as a
partnership game as well (4 or 6 players).
Mississippi, published by Mattel. 1987. Box. Good, but box edges
show wear. £12.50
Designed by Roland Siegers. No. players: 3-6. Country: German,
Duration: 1 hr, Desc. by Andy.
Unique race game. Players each have a boat which they race
down the Mississippi. However, the
mechanism is most unusual - the boat pieces (actually hexagons) have a number
on each side, and on your turn you can either 'burn' logs by moving forward, or
gain logs by moving backwards. However,
after the initial move adjacent boats (in front, behind or even those around
the bend but still adjacent on the board) will either be moved or cause your
boat to move depending on the position of the numbers on the adjacent boats.
Mixtur, published by Cutting Edge. 1997. Box. Excellent.
£2.50
Designed by Los Rodriguez, Frederic Leygonie. No. players: 3-8.
Country: German, Duration: 1 hr, Desc. by Andy.
Card game in which players must gather the
correct ingredients (angel's hair, troll's nose etc) in order to cast
spells. The first player to cast all
their spells wins the game. The spells
have various effects, some amusing and some which will help you win. The cards all have a lot of German on, and
so this is most likely to be of interest to players whose German is
fluent. Thus I am not providing a
translation of the rules since such folk will understand the German rules
anyway...
Money!, published by Goldsieber Spiele. 1999. Box. In
shrink. £6
Designed by Reiner Knizia. No. players: 3-5. Country: German, Duration:
30 mins, Desc. by Andy.
Card game. The cards show miniature
versions of various banknotes from around the world, and the objective is to
collect valuable sets of notes and score best at the end of the game. Each round two groups of four notes are made
available and players secretly decide which of their existing notes they will
offer. In order from highest to lowest
bid players then choose a group of notes to take from those put out on the
table or those offered by another player.
It works well and plays quickly with a neat scoring system to keep you
on your toes. Recommended as a good opener or closer.
More Chances To Win With Mecca, published by Mecca. Box. Excellent. £5
Designer Unknown. No. players: 1+. Country: Unknown, Desc. by Andy.
A rather nice travel games set with a good
set of 6 pip dominoes which are a pleasure to handle, a pack of regular playing
cards, folding wooden cribbage board and a set of 5 poker dice. Rules are provided only for one game with
the poker dice.
Murder A La Carte - Chinese Takeout, published by Bepuzzled. 1994. Box. Good.
£7.50
Designed by Larry Zacher. No. players: 6. Country: American, Desc. by
Andy.
Special notes: Unused, and would be 'Excellent' except for a label
removal mark and a little tape used to seal it.
Murder mystery party game for 6
players. The players roleplay the 6
characters detailed and have to talk to the other players to solve the mystery.
This mystery is set in a San Francisco townhouse filled with Emily Bogg's
mementos of China. Unexpectedly a long lost daughter Anita Mumm turns up for
dinner. Is she an imposter ? Things
turn deadly when Mrs Bogg's fortune cookie predicts her death! The set includes
invitations, hosting instructions, menu ideas (optional), clue sheets,
character briefings, and a tape recording to play.
Murphy, published by Flying Turtle. 1989. Box. Good. £15
Designed by Rik van Even. No. players: 2-6. Country: Belgian, Duration:
1 hr, Desc. by Andy.
Detective themed game in which the players
have to work out which possible relations to a dead millionaire are genuine and
which are pretenders. This is done by
moving around a track on a map of the world and meeting up with the various
candidates and finding out information about them. Using deduction it is possible to determine which must be real,
and the first player to do so wins the game.
Money is also needed to make moves and get the desired information, so
sometimes players will have to go for a cheap move rather than one which will get
the most information. Good game, but
very much better with only 2-3 players.
Nature Trail Game, published by Early Learning Centre.
ca.1990. Box. Good, but box corners taped. £4
Designer Unknown. No. players: 2-4. Country: British, Duration: 20
mins, Desc. by Andy.
Children's nature themed game for ages
4-7. Players try to collect a set of 8 friendly animal tiles, while avoiding
danger tiles. When a danger tile is drawn, a person tile must be discarded to
eliminate the danger. The tiles are attractively illustrated. The players do
not need to be able to read to play this game.
Naval Battle, published by Invicta. 1983. Box. Good. £0.75
Designer Unknown. No. players: 2. Country: British, Desc. by Eamon.
A travel version of Battleships, with all
the pieces made of plastic that adheres to the plastic board. This is in the
shape of a wallet so it can be tucked into a pocket. Part of the Travelleers
Series.
Neues Land, published by Fanfor Verlag. 1994. Box. Good. £20
Designed by Valentin Herman. No. players: 3-6. Country: German,
Duration: 3 hrs, Desc. by Andy.
A game about the colonisation of the New
World. Players recruit conquistadors,
traders and missionaries and send them by ship to the New World, hopefully
avoiding other players' pirates on the way.
Once landed they can then start to build chapels and trade stations and
gain influence over the natives, all for the benefit of their home
country. The box is crammed full of
stuff inc. a board for sea travel, a board for the New World, 42 large and thick
card ships with two masts and flags each, and loads of chunky cardboard
counters for the personnel, etc.
New England, published by Uberplay. 2003. Box. In shrink. £21
Designed by Alan Moon, Aaron Weissblum. No. players: 3-4. Country:
American, Duration: 75 mins, Desc. by Andy.
Clever tile placement game in which the
players expand out from three initial land holdings each - one each of three
types of plantation. Players bid to get
the choice of options each turn, but going first will mean that the actions
cost more to perform. The actions
include tiles to lay on the board to expand your areas, and claiming action
cards which can be used to score VPs by upgrading land tiles, placing people,
ships or barns onto the board for in game benefits as well as possible extra
VPs at the end of the game. The game
gives you a stream of interesting choices.
It was selected as Game of the Year for Games magazine in 2004. Highly
recommended.
New York New York, published by F X Schmid. 1989. Box.
Excellent. £10
Designed by Wolfgang Kramer. No. players: 2-4. Country: German,
Duration: 30 mins, Desc. by Andy.
Nice looking game, a card game really, but
the cards are oblong shaped pictures of the Manhattan skyline. Players use
their cards, trying to engineer their colours to form the finished skyline at
the end of the game. Clever design.
It is especially good and quite tactical
with 2 players. It gets increasingly
chaotic with 3 or 4 players.
Recommended for 2 players.
No Room At The Zoo, published by Artstraws Ltd. ca.1990.
Box. Good. £4.50
Designer Unknown. No. players: 2-4. Country: British, Duration: 20
mins, Desc. by Andy.
Players each have a selection of animals
which they attempt to place onto spaces in the zoo. The zoo is divided into 4 sections, each colour coded, and within
these sections there are several interlocking rings each of a colour of a
different board section. When an animal
is placed onto a space this will block off several other spaces, and the next
player must play in the section indicated by the colour the last ring was
played on. If there is no free space to
play on then all animals in that section must be taken back into your
hand. The winner is the first to place
all their animals in the zoo, or if you play according to a friend of mine's
house rule you can also win by collecting a certain number of animals.
Nuba, published by Amigo. 1995. Box. Excellent. £7
Designed by Reiner Knizia. No. players: 2. Country: German, Duration:
10 mins, Desc. by Andy.
Skillful game by Reiner with an unusual
theme. Evidently based on practices in the Sudan, each player’s pieces count as
wrestlers, trying to clear a path for other pieces to become musicians! Game
play involves playing pieces which are either good wrestlers or good musicians
(or somewhere in between) on the board and then trying to get them to the far
side. The player who gets the best
musician to the far side wins.
Odins Raben, published by Kosmos. 2002. Box. 2 copies available:
1) Excellent. £10 2) In shrink. £11
Designed by Thorsten Gimmler. No. players: 2. Country: German,
Duration: 40 mins, Desc. by Andy.
Another game in the Kosmos 2 player
series. The two players each control
one of Odin's ravens, and they race across various landscapes in order to be
the first to arrive back to Odin. The
landscape is made up of a series of two part cards. The game involves playing
cards from either your hand or a special reserve stack - a matching card for
the next terrain needs to be played to cross it. In addition, special cards can be played to hinder your opponent
and alter the terrain ahead of the ravens. Finally as well as getting victory
points for winning the race, cards can be set aside as magic points and the
player who has the most magic points gets victory points too. Hand management is the key to success in
this game. I have house rules too.
Off Road Fun, published by Clementoni. 1994. Box. Good. £6
Designer Unknown. No. players: 2-4. Country: Italian, Duration: 20
mins, Desc. by Andy.
Family race game in which the players lay
out a cross country rally course, some of which will be on road and other parts
will be off road. After the players
study the layout the track tiles are turned face down. A special dice is rolled to determine
movement, but the moving player must also state whether the tiles about to be
landed on are on road or off road, and only if this is stated correctly can the
player move forwards. First to the end of the track wins.
One Too Many, published by Waddingtons. 1970. Box. Fair. £2
Designer Unknown. No. players: 2-4.
Country: British, Desc. by Andy.
Special notes: Box corners damaged, and
base scribbled on extensively. Lid has
some writing on.
Stacking game in which each player has 10
large plastic 2-D clowns and players take it in turns to add one to the stack. They attach to each other in all sorts of
odd ways so it soon becomes a real tangle.
The idea is to be the first to get all your clowns into the tangle. If any fall out on your turn you add them to
your pile.
Operation Fitness, published by Ski. 1984. Box. Good. £1.50
Designer Unknown. No. players: 2+. Country: British, Desc. by Andy.
Promotional game made for Ski Yoghurts (by
Waddingtons). Players try to get fit, with various choices to make along the
way.
Orient Express, published by Jumbo. 1986. Box. Excellent. £12
Designed by R Wayne Schmittberger. No. players: 2-6. Country: Dutch,
Duration: 1 hr, Desc. by Andy.
Special notes: Case 1 has been used (but
is complete), but cases 2-10 are still unpunched.
Detective game that not only looks great,
but has very good rules and plays well. Players must interview up to 30
characters in each crime, but it is a race against time to unmask the murderer
before the train reaches Istanbul.
If you like crime solving games then this
is highly recommended, as the cases are clever and require thought, making this
one of the best of the genre. 10 different crimes included.
Ostindien Company, published by Piatnik. 1996. Box.
Excellent. £9
Designed by H J Vanaise. No. players: 3-5. Country: Austrian, Duration:
45 mins, Desc. by Andy.
Each player is a merchant hoping to
extract the most profit from five trips from the East Indies to Europe. Nice
playing pieces (particularly the ships), special dice and cards. Note - this is
not the game with a similar name by Dan Glimne.
Philately, published by Dixon. 1973. Box. Good. £7
Designer Unknown. No. players: 2-4. Country: British, Duration: 90
mins, Desc. by Andy.
Very attractive game about stamp
collecting. Masses of reproduction stamps add to the appeal of the game. Good interaction
as most purchasing is done in an auction. Game play involves dice roll and
movement around a complex track. Players will then buy, sell, swap, and inherit
stamps or gain cash. The objective is to be the first player with a collection
of 40 stamps.
Pigs Trotters / Schweins Galopp.
2 versions available:
1) Pigs
Trotters by Ravensburger. 1992. Box. Excellent. £6.
2) Schweins Galopp, published by
Ravensburger. 1992. Box. Good. £6
Designed by Heinz Meister. No. players: 2-4. Country: German, Duration:
30 mins, Desc. by Andy.
Card driven game in which players attempt
to collect the most food tokens. Five
chunky coloured plastic pigs move around a track as cards of their colour are
played. A pig always moves to the next
free space in front of it, and if this moves it into the lead then the player
who played the card gets a food token.
However, the card players choose to play last must be carefully
considered, as if this does not take that pig into the lead then that player
loses all the food tokens claimed this round! Most food after three rounds
wins. Also known as Pigs Trotters.
Awarded a special prize as best children’s game of the year in Germany
1992.
Pisa Gratto, published by SYU Creation Ltd. 1996. Box. Good. £5
Designed by Taylor Made Games Ltd. No. players: 2+. Country: British,
Duration: 20 mins, Desc. by Andy.
Dexterity game related to Jenga. However, rather than plain wooden blocks
being used to build the tower, the tower has a round cross section, and each
level consists of a near-rectangle and two side blocks which when put together
form a complete circular section. In
addition the base the tower stands on is not level, making it more
interesting. A dice is used to indicate
whether a side piece or a central piece should be removed on each player's
turn.
Planet Chance, published by Philograph Publications Ltd. 1989. Box.
Good. £6
Designed by Moira Kirkman, Tom Pearson. No. players: 1+. Country:
British, Duration: 5.5, Desc. by Andy.
Unusual educational game for children in
the Primary School age range. The game
is driven by a cassette which gives instructions. The children playing first follow the instructions and draw their
own map with the various areas needed for the game in the second part. The game part involves obtaining the right
equipment cards to be able to perform various tasks, and ultimately bring down
a forcefield and free Planet Chance. Designed for use by parents or teachers to
entertain and help develop logical thought.
Point Of Law, published by 3M. 1972. Box. Good. £7
Designed by Michael Lipman. No. players: 3+. Country: American,
Duration: 1 hr, Desc. by Andy.
A courtroom case is read out to all the
players who then decide what the judge and jury's verdict should be. Careful
thought and picking up on clues in the case is important. Making the right
deduction and thus making the right verdict is rewarded with points. There are 100 cases included in the game.
Quatre Bras, published by SPI. 1979. Box. Box shows wear. £6
Designed by Kevin Zucker. No. players: 2. Country: American, Desc. by
Andy.
Special notes: Box cover somewhat discoloured, but contents fine.
Bookcase box. Operational level simulation
of combat between Napoleon's forces under Ney and Dutch forces at Quatre
Bras. This was originally published as
part of the Napoleon's Last Battles Quad, and so the rules come in two parts –
firstly the Napoleon's Last Battles base rules and then the Quatre Bras
specific rules. Also included is a
booklet giving lots of background to the game and practical tips on playing it.
Quick Wit, published by The Games Gang Ltd. 1987. Box. Good. £6
Designed by Petermark Inc. No. players: 2-6 or teams. Country:
American, Desc. by Andy.
Quiz type game, but different to most of
these because of the nature of the questions.
Many of them are cards with odd pictures on and you have to try to
identify what the picture represents.
Some of the others are mathematical or logic puzzles, others based on
obscure vocabulary, and mixed in are a few of the more normal trivia
questions. Also included is an egg
timer, dice and dobbers.
Railway Rivals Maps
Designed by David Watts. No. players: 2-6.
Desc. by Andy.
Dampfross 2 -
Mapboard N. Italy + Austria, published by Schmidt. 1985. Board only. Good.
£3.50
Mounted re-usable boards for Railway Rival / Dampfross. Austria and Northern
Italy.
Dampfross 2 -
Mapboard S. Italy + Switzerland, published by Schmidt. 1985. Board only. Good.
£3.75
Mounted re-usable boards for Railway
Rival / Dampfross. Switzerland and Southern Italy.
Railway Rivals
- London & Western, published by Rostherne. 1985. Map. Good. £2
Map for use with Railway Rivals. A2
size, laminated paper, so reusable. Claims to be map SV, but that is a typo as
that map is South Sweden!
Railway Rivals
- Map B (London & Liverpool) A2, published by Rostherne. 1982. Map. Good.
£1.75
Map for use with Railway Rivals. A2
size, laminated paper, so reusable.
Railway Rivals
- Map B (London & Liverpool) A3, published by Rostherne. 1982. Map.
Excellent. £0.50
Map for use with Railway Rivals. A3
size, non laminated, so single use only.
Railway Rivals
- Map CH (China), published by Rostherne. 1985. Map. Good. £2
Map for use with Railway Rivals. A2
size, laminated paper, so reusable.
Railway Rivals
- Map E (Atlantic & Lake Erie - USA), published by Rostherne. 1985. Map.
Good. £1.75
Map for use with Railway Rivals. A2
size, laminated paper, so reusable.
Railway Rivals
- Map FR (France), published by Rostherne. 1987. Map. Good. £1.75
Map for use with Railway Rivals. A2
size, laminated paper, so reusable.
Railway Rivals
- Map I (Ireland), published by Rostherne. 1985. Map. Excellent. £1
Map for use with Railway Rivals. A2
size, colour, but not laminated paper, so may not be possible to reuse.
Railway Rivals
- Map IN (India), published by Rostherne. 1987. Map. Good. £2
Map for use with Railway Rivals. A2
size, laminated paper, so reusable.
Railway Rivals
- Map J (Lancaster-Lincoln), published by Rostherne. 1982. Map. Excellent.
£1.75
Map for use with Railway Rivals. Nearly
A2 size, non laminated, so single use only.
Does include slip detailing suggested starts and postal variants for use
with this map.
Railway Rivals
- Map M (London & Midlands), published by Rostherne. 1984. Map. Good. £1.75
Map for use with Railway Rivals. A2
size, laminated paper, so reusable.
Railway Rivals
- Map ND (North Germany), published by Rostherne. 1995. Map. Good. £1.75
Map for use with Railway Rivals. A2
size, laminated paper, so reusable.
Railway Rivals
- Map SV (South Sweden), published by Rostherne. 1985. Map. Good. £2
Map for use with Railway Rivals. A2
size, laminated paper, so reusable.
Railway Rivals
- Western USA / London & Liverpool, published by GDW. Map. Excellent. £3.75
Double sided large very nicely produced map for Railway Rivals. The map is mounted on thick card and is in
full colour - very nice indeed. The
maps are: Western USA and London to Liverpool.
Railway Rivals Packet 1, published by Rostherne - Sort Of.
ca.1984. Packet. Excellent. £6
Designed by David Watts. No. players: 2-6.
Country: British, Duration: 90 mins, Desc. by Andy.
A classic railway game, in which players
mark on the laminated board track they have built. Every so many rounds some races are run and whoever has the best
network for that route should be in for a payout. Recommended.
This is not an official set, but a mounted
laminated double sided board, train playing pieces, the dice needed to play and
a set of rules. It does not include
'wipeoffable' pens, but these can be bought at any stationery shop. I am
selling this because I have lots of the components originally from
Rostherne. You can choose which mounted
map is included.
Railway Rivals Packet 2, published by Rostherne - Sort Of.
ca.1984. Packet. Excellent. £4
Designed by David Watts. No. players: 2-6. Country: British, Duration:
90 mins, Desc. by Andy.
A classic railway game, in which players
mark on the laminated board track they have built. Every so many rounds some races are run and whoever has the best
network for that route should be in for a payout. Recommended.
This is not an official set, but a
laminated paper map, train playing pieces, the dice needed to play and a set of
rules. It does not include
'wipeoffable' pens / crayons, but these can be bought at any stationery shop. I
am selling this because I have lots of the components originally from
Rostherne. You can choose which map is
included.
Rasant, published by Amigo. 1993. Box. In shrink. £8
Designed by F J Lamminger. No. players: 3-5. Country: German, Duration:
30 mins, Desc. by Andy.
Card game, 55 colourful cards which are
used in a unique car race. As cards are played, the order of the cars changes
and points are scored throughout the game. Timing the play of your better cards
is vital, as sometimes it is possible to score a lot more than at other times.
Uses 13 wooden cars. I can provide some house rules to help reduce the luck of
the draw.
Razzia!, published by Amigo. 2004. Box. In shrink. £10
Designed by Reiner Knizia. No. players: 2-5. Country: German, Duration:
45 mins, Desc. by Andy.
A reissue of Reiner's very popular, and
excellent, game 'Ra', but in card game format. This time the theme is the
Mafia, and players use money tokens to bid for cards which represent
bodyguards, thieves, various businesses, valuable trinkets, cars and
chauffeurs. The game is played over
three phases and each phase ends after seven raids by the police. The game gets tense towards the end of each
phase as players try to second guess when the round will end so they can make
good purchases before then. Recommended.
Red Letter, published by Games Gang. 1989. Box. Excellent. £5
Designer Unknown. No. players: 2-4. Country: American, Duration: 1 hr,
Desc. by Eamon.
Beautifully made word game. 128 double
sided tiles. Play is rather Scrabble-like, but bonuses are scored for using the
same coloured tiles, or flipping the tiles over, or using proper nouns, or for
taking advantage of special bonus category cards.
Reibach & Co, published by FX Schmid. 1996. Box.
Excellent. £9
Designed by Alan R Moon. No. players: 2-5. Country: German, Duration: 1
hr, Desc. by Andy.
Card game which uses 90 commodity cards
and 10 scoring cards and 10 special cards. Players try to collect most of 10
types of commodity, as at three points in the game payouts are made to the
players with most and second most of each type. In their turn a player can do
three things, which include drawing a new card from those on display, playing a
card to the table in front of them (where it counts towards scoring), or
placing a special card which can double the number of other cards played of
that type, but means that no more may be played. In many ways a cut down to the basics version of Airlines by the
same designer. Published as Get The
Goods in America.
Rifts Index & Adventures Vol 2, published by Palladium. 1997. Book.
Excellent. £2.50
Designed by Craig Crawford. No. players: 2+. Country: American, Desc.
by Andy.
Supplement for the Rifts science fantasy
role playing game. The first half of
this book is an index of Rifts items printed by Palladium. The second half of the book contains a
selection of short adventure ideas as well as 4 longer scenarios.
Roulette, published by Berwick. ca.1978. Box. Good. £6
Designer Unknown. No. players: 2+. Country: British, Desc. by Andy.
Special notes: The croupier's rake has been repaired with tape, but is
entirely functional
A nicely made roulette set. The roulette wheel is plastic and 9 inches
across. The set also includes a betting mat, croupier's rake and 4 colours of
betting chips (20 each) as well as the rules.
Casino Roulette, published by Bell's. ca.1980. Box. Good.
£7.50
Designer Unknown. No. players: 2+. Country: British, Desc. by Andy.
An attractive and substantial roulette
set. The roulette wheel is plastic, but
12 inches across and nicely made with a metal spindle so spins very smoothly.
The set also includes a betting mat, croupier's rake and 4 colours of betting
chips.
Royalty, published by US Games Systems. 1996. Box. Excellent.
£6
Designed by S J Miller. No. players: 1+. Country: American, Duration:
15 mins, Desc. by Eamon.
Card game, 106 cards featuring a mixture
of colours and letters. You can play with one deck of 53 cards or both decks.
Lots of interaction as you can steal each other’s words, but interestingly you
must rearrange the letters you are stealing and add to them to make a brand new
word, completely unrelated to the one you stole. Variations include Coalitions
(for partnership play) and Monarchy (for solitaire play). Nominated in the
Games magazine Top 100 for 1995.
Saboteur, published by Amigo. 2004. Box. Excellent. £6
Designed by Frederic Moyersoen. No. players: 3-10. Country: German,
Duration: 30 mins, Desc. by Andy.
Card game in which some of the players are
dwarves who want to find a treasure in the mines, while others are saboteurs
who try to stop the treasure being found - the players identities are
secret. Passage cards are played onto
the table to extend the passage system, and there are three potential sites of
the treasure. Players can also play
cards which will stop another player extending the passages until they have
fixed their problem, and of course other cards let you fix these problems. The
card mix is well thought out making it possible but difficult to get to the
treasure, so the end result of each round is generally very close.
San Juan, published by Rio Grande Games. 2004. Box. In shrink.
£14
Designed by Andreas Seyfarth. No. players: 2-4. Country: American,
Duration: 45 mins, Desc. by Andy.
Excellent card game based on the
exceptionally popular and award winning board game Puerto Rico. Players build a city which will consist of a
selection of production buildings (which allow goods such as sugar and tobacco
to be produced and later sold) and special buildings. There are lots of different special buildings which give their
owner a variety of benefits, generally improving the way a certain phase of the
game works for their owner. In turn
each player chooses a particular action which they get the full benefit of
while others get a more limited option - these actions include building,
production, trading, and prospecting.
Highly recommended.
Sauerbaum, published by Herder Spiele. 1987. Box. Good. £14
Designed by Johannes Tranelis. No. players: 3-7. Country: German, Desc.
by Andy.
Intriguing game with the object of saving
a tree from dying from acid rain pollution. All players must work together to
achieve this, because if the acid raindrops reach the roots, all players lose.
Thus they have to act co-operatively, but at the same time, they also try to
win individually. There is no point though in getting into a winning position
if the roots wither, so sometimes you just have to help your fellow players
whether you like it or not. Can also be played with smarties in which case you
eat them as you eliminate them from the tree - yum yum! Recommended.
Save Your Planet, published by Abel Games Ltd. 2000. Box.
Good. £9
Designer Unknown. No. players: 2-5. Country: British, Desc. by Andy.
Each player is an important diplomat
representing an entire continent, and must attempt to save the world from
potential disasters (alien invasion, asteroid collision, nuclear war, giant
volcanic eruption or global warming).
This is done by flying around the world and collecting solution cards,
which each help against some of these, but not all. Various lesser problems will need to be resolved along the way,
and when you have sufficient solution cards for the most pressing disaster you
can return to the United Nations with your solutions and win the game. Includes plastic aeroplane pieces and a
special dice.
Scorpion, published by Spears. 1983. Box. 1 corner battered
and has been taped up. £6
Designed by Seven Towns. No. players: 2-4. Country: British, Desc. by
Andy.
Special notes: Photocopied rules, inside of box base and lid show
speckling.
An elegantly produced game of the
parcheesi family, but with sufficient twists to make it unique and to add
considerable strategy to the game. The
board is a large 3-D moulded plastic track in an S shape, with yellow spaces on
the way out and black spaces on the way back. Each player has 4 scorpion tokens
which are moved according to dice rolls, but each of the two dice must be
rolled either on the yellow felt mat or the black felt mat to indicate the
colour of space on which a scorpion must be for it to be moved by that
dice. Also landing on or adjacent to
(on the other track) another scorpion lets you sting that scorpion and gain an
advantage yourself or disadvantage the other scorpion. Well worth investigating for players of
Backgammon.
Shake Words, published by Peter Pan. ca.1950. Box. Good. £3.50
Designer Unknown. No. players: 2+. Country: British, Duration: 15 mins,
Desc. by Eamon.
Classic word game, where you roll the 14
wooden letter-dice to form crossword-style layouts of words. Best played with a timer (not provided).
Shanghai, published by Ravensburger. 1997. Box. Good. £14
Designed by Sid Sackson. No. players: 3-6. Country: German, Duration:
30 mins, Desc. by Andy.
Special notes: This set includes laminated event cards in English.
Players start with cards which can each be
redeemed in one of 13 locations around Shanghai, but will be worth different
amounts at different times during the game.
Each turn there are four possible destinations possible and players bid
to decide which will be chosen, and then cards can be redeemed by all players
at that destination. Players try to
gain points as fast as possible in order to exceed the current VP target, but
redeeming cards too cheaply too soon may leave you unable to get enough later
on. The game is played in the box with
a rotating dial indicating the next possible destinations. Many similarities to the same author's
excellent game Maloney's Inheritance.
Shit!, published by Adlung Spiele. 1996. Box. 2 copies
available:
1) Mint. £2.50 2) Excellent. £2
Designed by Reinhard Staupe. No. players: 2-6. Country: German,
Duration: 20 mins, Desc. by Andy.
Card game, 50 colourful cards in suits and
6 Shit! cards. Cards are played into a circle and the suit order is circular!
Each round players play a card simultaneously, and this can either be a card
which will get you more cards (the only way to get more cards in fact) or a
number card, which depending on the cards on the table and the cards other
players have played will score you points.
There is a slight similarity to '6 Nimmt'. Eamon asked why they called
it such a name, and was told that they thought they were using an English word
equivalent to "Damn" or "Bother".
Shopping, published by John Ladell. 1973. Box. Good. £2.50
Designer Unknown. No. players: 2-6. Country: American, Desc. by Eamon.
Special notes: Box base is indented due to
stacking
Wander around the streets of Anton, buying
items on your shopping list, getting people into your shops, and avoiding the
parking problems. A light game which includes a nice looking board with
old-time small American shops.
Shuttles, published by Shoptaugh. 1984. Box. Box shows wear.
£7
Designed by Philip Shoptaugh. No. players: 2. Country: American,
Duration: 20 mins, Desc. by Andy.
Special notes: Original rules missing, but I have written a summary of
them, which allows the game to be played.
Strategy maze game, in which the board consists of nine sliding plastic
sections each with nine holes, and also some maze walls on them. At either end
there are also the home bases, where the five player pegs of each colour
start. The objective is to get all of
your pieces to the far end of the board.
Players take turns either moving one of their pieces, sliding a section
of the board or jumping an opposing piece.
Snakes In The Grass, published by Peter Pan. 1969. Box. Good.
£6
Designer Unknown. No. players: 2-4. Country: British, Duration: 10
mins, Desc. by Eamon.
Fun action game. Plastic balls are placed
in a shallow tray and players must try to pick them up by using their snake, a
plastic, segmented, wobbly thing which seems to have a mind of its own!
Soccer Replay, published by Lambourne. 1992. Packet. Good. £12
Designed by Terry Goodchild. No. players: 1-2. Country: British,
Duration: 15 mins, Desc. by Andy.
Special notes: This set is boxed and
includes the 1986/87 teams + Champions supplement (18 top teams from 70s and
80s) + Best of Europe supplement + Short & Long Game variants.
Excellent statistical replay game. The
game system allows soccer matches to be replayed realistically and quickly (15
mins per match), with stats for each of the players for the teams provided, and
different home and away attack and defence ratings. A neat system is used to
determine the time interval between potential goal chances. Action cards are used to resolve these
decisive moves, and a referee's chart resolves possible fouls and sending off.
Sorcerer's Cave, published by Gibsons. 1982. Box. Good.
£23
Designed by Terence Donnelly. No. players: 1-4. Country: British,
Duration: 1 hr, Desc. by Andy.
Very nice concept in this fantasy game
that you need to play on the floor. This is because the board is made up of a
large number of dungeon cards, which can meander in any direction (and they
really do spread out). When you find stairs, you start a new dungeon 'under'
the other one, and so on as you go deeper. You will need a large playing area!
The solitaire game is very challenging to win.
Sovereign Of The Seas, published by Excalibre. ca.1978. Box.
Box shows wear. £9
Designer Unknown. No. players: 2-6. Country: American, Duration: 2 hrs,
Desc. by Andy.
Players sail merchant ships in the
17th/18th century picking up and delivering cargo for profit. Tariffs must be paid when stopping in each
port, and it is possible to purchase ports in order to get the tariffs when
others land on them. The board shows
the whole world, and 32 different ports, with 9 different cargoes available
from them. Play is determined by cards
to determine your next contract and dice used for movement, but you choose which
appropriate port to pick up from and which shipping lanes to use, and whether
to buy ports. Event cards can also be
used to add uncertainty too. First
player to amass 150000 gold pieces wins.
Space Crusade Jigsaw, published by Milton Bradley. 1991. Box.
Good. £4
Designer Unknown. No. players: 1. Country: British, Desc. by Andy.
300 piece jigsaw puzzle, with a Space
Crusade theme. The picture shows a
number of giant robotic fighting machines backed up by many smaller unpleasant
looking humanoid fighters all blasting away at their enemies which are blue and
white robots with giant black war machines assisting them.
Speed Circuit, 2 versions available:
1) Published by
3M. 1973. Box. Excellent. £30. The wrap around board shows 3 race-tracks.
2) Published by
Avalon Hill. 1977. Box. Good. £20. Original metal cars replaced with a slightly
nicer set. Also includes the Belgian
and South African circuits.
Designer Unknown. No. players: 2-6. Duration: 2 hrs. Country: American,
Desc. by Andy.
Well regarded motor racing game with
miniature metal racing cars and three courses to race on. Each player has a
customised car with different start speed, top speed, wear characteristics
etc. Cars accelerate or brake as
desired each turn, within the car's capabilities, and only when these or
cornering speeds are exceeded are wear points taken. The game includes many features in much more modern motor racing
games, with some nice ideas of its own.
Stock Ticker, published by Copp Clark Games. ca.1970. Box. Good.
£7
Designer Unknown. No. players: 2-6. Country: Canadian, Duration: 45
mins, Desc. by Andy.
Stock trading game in which players buy
and sell stock and roll dice to change the prices. 3 special dice are used, one to determine which stock is
affected, one to determine whether the price rises or falls or if dividends are
paid, and one to determine the extent. Only stocks which have gone up from the
starting price pay out dividends, and when a stock rises sufficiently it can
split, and stocks falling to 0 become worthless. The game bears a copyright date of 1937, but this edition was
clearly much later than that. Rules are in English and French.
Survival Of The Witless, published by Avalanche Press. 1996. Box.
Good. £9
Designer Unknown. No. players: 3-8. Country: American, Duration: 1 hr,
Desc. by Andy.
Special notes: 2 out of 60 identical markers missing (but a maximum of
40 needed, so this does not affect play).
Satirical game in which the players are
all academics and write articles and try to impress the senior members of their
university department, with the objective being to publish a book and have the
faculty board so impressed that they offer you a permanent position - a sure
way to a life of bourgeois living and never having to do any work! The players are given a gender, class, race
and sexual orientation, and these affect their standing with each faculty board
member. The game is then driven by card
play, with over 200 cards and plenty of humorous takes on academic life
therein.
Take It Easy, published by F X Schmid. 1994. Box. Good. £8
Designed by Peter Burley. No. players: 1-4. Country: German, Duration:
20 mins, Desc. by Andy.
Special notes: 1 tile is missing (green
set) but has been replaced by a colour copy mounted on card. Thus this set plays fine as long as the
green set is not used by the caller.
Ideal as an extra set so you can play with more people.
The 4 player, small box version of this
excellent tile laying game. Each player has their own board showing a hexagonal
grid with spaces for 19 hex tiles to be placed. Each player also has their own identical set of 27 tiles which
each have three coloured and numbered lines on them. The objective is to make lines all of one colour all the way
across your board in as many of the rows and columns as you can. Tiles are drawn from a face down set at
random and players choose where to place this piece on each of their boards -
plenty of hard decisions as the game goes on.
It works as a sort of thinking man's Bingo! One of my favourite games - highly recommended.
Take Two, published by FX Schmid. 1996. Box. In shrink. £8
Designed by Tah Dah Inc. No. players: 2+. Country: German, Duration: 20
mins, Desc. by Andy.
Very nice word game. Each player forms
their own crossword style layout, but the tiles they have to use increase every
time one player manages to use all their letters. Thus everyone plays simultaneously and frantically. An excellent
word game which goes down well even with non word game players. Recommended.
The Arduin Adventure, published by Grimoire Games. 1980. Box.
Box shows wear. £3.75
Designed by David A Hargrave. No. players: 2+. Country: American, Desc.
by Andy.
This boxed set provides an introduction to
fantasy role playing. It uses a system
which appears very similar to Dungeons and Dragons, and the main rules book
includes all you need to create characters and devise an adventure. It also includes a sample adventure near the
end of the book. Dice and cut out magic
item cards are also provided.
The Brotherhood, published by GDW. 1983. Box. Good. £12
Designed by John Hill. No. players: 3-5. Country: American, Duration: 2
hrs, Desc. by Andy.
Gangster game that requires considerable
planning. Players write down their moves each turn, deciding which rackets to
enter, which part of the town to infiltrate, where to spend bribes, and so on.
Players must decide whether to concentrate their efforts on a few places or
whether to spread them around, and whether or not to go for the most lucrative,
but no doubt most highly contested rackets. Once any politicking is done thugs fight it out, using a dice
based combat system. Unusual theme for this company and this designer to use.
The End, published by Scapegoat Games. 1995. Book. Excellent.
£5
Designed by Joseph E. Donker. No. players: 2+. Country: American, Desc.
by Andy.
Roleplaying world and rules set in a world
after Judgement Day in which 'The Meek' were rejected by both Heaven and Hell,
and forced to live back on Earth. A
fascinating introductory story introduces this world and makes you want to read
on.
The Games Quarterly Catalog, published by Matthews-Simmons Marketing.
Book.
Designer Unknown. Country: American, Desc. by Andy.
This is a catalog listing all the games
currently available to U.S. Retailers through U.S. Distributors at the time of
going to press. Potentially very useful
for games collectors.
Summer 1995. Good. £1
Summer 1996. Good. £1
Fall 1996. Good £1
Winter 1996. Good. £1
Summer 1997. Good. £1
Fall 1997. Good. £1
The Key To The Kingdom, published by Waddingtons. 1990. Box. 2
copies available:
1) Good. £5. Box slightly indented due to
stacking, but contents unused. 2)
Good. £5
Designer Unknown. No. players: 2-4.
Country: British, Duration: 45 mins, Desc. by Andy.
Fantasy game with a board that changes
shape (there are 6 different boards that change as the game progresses),
plastic miniatures as playing pieces and one of the few mainstream games to use
8-sided dice. Players must enter the
Kingdom and discover the Key, hidden in one of the special locations, each of
which involves a mini-adventure to get to it (such as the whirlpool, the
stepping stones, or the sleeping giant).
Food and equipment is needed to survive. Failed adventurers end up in the dungeon. Ultimately the other adventurers could prove
just as troublesome as the perils of the Kingdom itself.
The Lonely Mountain, published by ICE. 1984. Box. In shrink.
£27
Designed by Coleman Charlton. No. players: 1-6. Country: American,
Duration: 90 mins, Desc. by Andy.
Tolkien based fantasy board game. This game is set in Smaug the Dragon's lair,
some time earlier than events in The Hobbit.
Each player controls a group of adventurers who attempt to sneak in
through one of the minor entrances and steal as much loot as possible before
Smaug wakes up, discovers the intruders and kills them all! There are various ways out, but the longer
one takes to get out the more likely Smaug will be able to exact his revenge.
Game play involves exploration (possibly splitting up your group), searching
for valuables, combat (missile, melee and magic) and deciding when you have
enough treasure to head for the exit.
The Midas Touch, published by Spears. 1991. Box. Good.
£7.50
Designed by Peter Quigley. No. players: 2-6. Country: British,
Duration: 30 mins, Desc. by Andy.
Dice game, where players stake cards on
making the best dice rolls. Chances can be increased by keeping dice and
re-rolling others, but stakes are increased accordingly. However, what makes
this interesting is that all the cards start off on their 'plain' side and are
valueless. However, if at any time a
player has three dice the same in front of them they get The Midas Touch, and
any cards they stake or win get turned to the gold side, and these are what
score points at the end of the game.
One or two other twists add to the game as well giving additional
choices. 8 dice provided, 4 of which
are gold coloured.
The Nacho Incident, published by Eight Foot Llama. 2005.
Box. Excellent. £12.50
Designed by Jom Doherty. No. players: 2-4. Country: Candian, Duration:
40 mins, Desc. by Andy.
Card game in which players smuggle Mexican
food supplies over the border to Canada, and then try to set up the best
cantina, in four provinces. Players secretly choose which smuggler they will
use each round, with the better ones being fastest, and so likely to get better
prices, but also being more likely to be caught as well, which is bad news as
this will ensure the Mounties hassle your cantina, which can prove costly. The game is won by making the most money,
which requires a balance between supplying the most profitable demands and
setting up the most profitable cantinas while also avoiding the Mounties.
The Trading Floor, published by Dow Jones & Company
Inc. 1985. Box. Box shows wear. £7
Designed by Tom Loback, Richard Bowes. No. players: 2-4. Country:
American, Desc. by Andy.
Promotional game advertising Dow Jones'
financial news services. Unusually for
a stock market / commodities themed game this is not about buying and selling
stocks & shares, but rather about getting Client Order cards, and advancing
around the board trying to get to the centre when you think you are in a strong
position financially. It includes
nicely made metal bear and bull figures which also move about on the board and
block the way.
Through The Desert, published by Fantasy Flight. ca.2002.
Box. In shrink. £20
Designed by Reiner Knizia. No. players: 2-5. Country: American,
Duration: 45 mins, Desc. by Andy.
Superb game, and in my opinion one of Herr
Knizia's best! Players play pastel
coloured camels onto a hex gridded board showing a region of desert, but there
is always far more to do than you are able to in one turn. Players try to make chains of their camels
connect to oases, collect points for smaller waterholes, isolate sections of
desert for themselves and also try to have the largest caravan of each
colour. All of these score points, but
deciding which methods to go for is hard, and deciding which is most urgent is
harder still. Highly recommended.
Thunderroad, published by Milton Bradley. 1987. Box. Good. £10
Designed by Steve Baker. No. players: 2-4. Country: British, Desc. by
Eamon.
Special notes: 2 of the helicopters have
damaged blades. Does not affect play,
but they don't look quite as neat!
Originally going to be tied into the Mad
Max movies, but MB changed their mind when they realised the films were '18'
rated. Very neat road combat game, with delightful vehicles. One very clever
idea is the one that allows boards to be reused, i.e.. you lift up the last
board and lay it in front of the first board when a car is ready to move on to
it. Any cars on the last board at this time are destroyed. This leads to a very
nice panic race to get your car off the rear board.
Tile Bridge, published by Peter Pan. 1983. Box. Good. £4
Designer Unknown. No. players: 4. Country: British, Desc. by Andy.
Two sets of tiles representing standard
playing cards (inc two jokers per set), with the basic rules of Bridge
included. 4 tile racks and a thick felt
mat are also included. Of course you
could use the tiles for any card game, not just bridge.
Time Agent, published by Prism / TimJim Games. 1992. Box.
Excellent. £29
Designed by Tom Lehmann. No. players: 2-6. Country: American, Duration:
4 hrs, Desc. by Andy.
Each player plays a race of time travellers
who attempt to re-write history to ensure that their race is left on top when
the invention of time travel never occured (!)
Wonderful idea for a game. Each race is a bit different to the others,
but some make more natural friends / enemies than others. The game maps the
various time-lines onto a hex grid, and players try to connect / disconnect
various events to their own benefit and others' detriment.
Tower Of Babel, published by Rio Grande Games. 2005. Box. In shrink.
£22
Designed by Reiner Knizia. No. players: 3-5. Country: American,
Duration: 45 mins, Desc. by Andy.
Board game in which the players compete
for VPs while building the ancient wonders of the world. While there are eight wonders being built,
not all of them will be finished by the time the game ends. Each wonder is built in three parts, with
each part requiring a certain number of one of the four types of resource cards
which the players draw throughout the game. However players can make offers to
assist in the current project, and assistance can win either the token for that
project, or get that player's building blocks onto the board. If your
assistance is refused you are compensated with VPs. As wonders are completed VPs are given out to the players who
built it and at the end of the game the project tokens gain VPs too. Best with 5 players.
Treasure Quest, published by Ravensburger. 1996. Box. Excellent. £7
Designed by Christine Welz. No. players: 2. Country: German, Duration:
20 mins, Desc. by Andy.
One player seeks gold and the other
rubies. Each player starts off with ten
5x5 cardboard grids showing their opponent's type of treasure, but they all
have some spaces cut away. There are
two areas in the box where these can be stacked on each other, and players take
it in turns to do so, adding a ruby layer on top of a gold layer and vice
versa, with the objective being to reveal as many of your type of treasure as
possible after each of your plays. Each such treasure scores you a point, and
most points at the end of the game wins. The scoring tracks have Egyptian
heiroglyphs decorating them. Attractive
game with well made in-box playing area.
Trick ‘R Treat, published by Rio Grande. 1998. Box. Excellent -
cards in shrink. £5
Designed by Oliver Igelhaut. No. players: 3-6. Country: American,
Duration: 20 mins, Desc. by Andy.
Card game, also played with 8 special
Jack-O-Lantern dice and a timer. A light but intense game for the quick of eye
as you have to spot which pumpkin face symbols on the dice match those on cards
in your hand and the symbols are all pretty similar.
Twilight, published by Bambus. 1997. Box. New. £4.50
Designed by Wolfgang Werner. No. players: 4. Country: German, Desc. by
Andy.
Card game, 28 cards split between sun and
moon cults. A partnership trick-taking game with the unusual twists that the
backs of the cards show which suit the cards are in and when it is your turn to
play a card you can either play yourself or request another player plays for
you! The scoring mechanism is clever
too. It takes a few hands to get your
mind around it, but then you start to see just how clever it is. Recommended.
Twilight Imperium 3rd Edition, published by Fantasy Flight. 2004. Box.
2 copies available:
1) In shrink. £47.50. There is a slight knock on one corner, hence the
much reduced price compared to the RRP.
2) In shrink. £45. One side is very slightly dented, hence
the much reduced price compared to the RRP.
Designed by Christian T Petersen. No. players: 3-6. Country: American,
Duration: 3.5 hrs, Desc. by Andy.
Gigantic science fiction themed epic
empire building game. The set includes
over 300 plastic miniatures for the various forces (ground forces, cruisers,
dreadnoughts, carriers, fighters and more). The players represent ancient
galactic civilizations and play involves trade and political struggle as well
as conflict. The board is made up from large geomorphic sections. The game also
uses cards, of which there are over 400, and the rules have been substantially
revised and enhanced over previous editions, so the game involves less
downtime.
UFO, published by Avalon Hill. 1978. Box. 2 copies
available:
1) Box shows wear. £7 2) Good. £8
Designed by Tom Dalgliesh. No. players: 2.
Country: American, Duration: 30 mins, Desc. by Andy.
One player runs a fleet of aliens and must
land 5 of their 8 ships on Earth. The
other player tries to ensure this doesn't happen. Movement uses orbital paths on 7 concentric rings. Combat uses dice. In addition the Moon also orbits the Earth and obliterates
anything which doesn't move out of its way!
The advanced game gives the aliens dummy counters and the Earth player
defensive space stations.
Vampire - The Masquerade: Mood Music CD, published by Orion Design. 1999. CD
Case. New. £8
Designed by Bart Dijkman. Country: American, Desc. by Andy.
This isn't a game or RPG supplement, but a
music CD. However, it has been written
specifically as mood music for a Vampire - The Masquerade role playing session.
The music is instrumental only and uses synthesisers, guitars and drums to
produce a sinister background mood. It
should be suitable background for any gothic horror type of gaming.
Venezia, published by Queen. 2001. Box. In shrink. £16
Designed by Ronald Hofstatter. No. players: 2-4. Country: German,
Duration: 1 hr, Desc. by Andy.
An area majorities type of game but with
an unusual theme and some twists. The
players represent clans of pigeons in Venice, and most important of all is
their positioning in the Piazza San Marco.
Here tourists arrive and feed the pigeons, and the players try to make
sure it is their pigeons which get the food.
Actions are chosen simultaneously.
Virus, published by Blue Zebra. 1994. Box. Good. £9
Designed by Christophe Brothers. No. players: 2-4. Country: Belgium,
Desc. by Andy.
Strategy game in which each player starts
with 15 cartoon-like virus moulded plastic playing pieces and a selection of
coloured rings. The game is played on a board showing a large grid of squares,
again showing lots of the cartoon viruses for the starting areas and on some
special spaces. The objective is to get one of your pieces onto one of the
special spaces in your enemies' home areas.
The 4 different types of virus pieces move in the same way, but have
different special powers. This includes
the ability to 'infect' ie. take an opposing virus and turn it into one of your
own pieces. Great bits.
Vultures, published by Henry Games. 1987. Box. Good. £8
Designer Unknown. No. players: 2-4.
Country: British, Desc. by Andy.
The players are vultures, fighting over
carcasses in the desert. Interaction and movement is by card play (fly, waddle
or fight). The board shows the desert
with some watering holes and trees (safe spaces). The first to
scavenge 5 carcasses either from the
desert or from other vultures and get back to the safety of a tree is the
winner.
Why, published by Milton Bradley / Chad Valley. 1961.
Box. Good. £8
Designer Unknown. No. players: 2-4. Country: British, Desc. by Andy.
Subtitled: Alfred Hitchcock Presents The
Game of Why. Each player is a private
eye and must try to solve a murder case.
This is done by moving around a board and collecting cards, accusing
players of holding particular cards and claiming other cards stored face down
off the board by recalling what type of card was placed there. To win you need to collect either a set of
cards for a victim, motive and weapon, or the whole set of Alfred Hitchcock
cards.
Wild West, published by Fantasy Games Unlimited. 1981. Box.
Good. £5
Designed by Anthony P. LeBoutillier, Gerald D. Seypura. No. players:
2+. Country: American, Desc. by Andy.
Role Playing Game set in the Old
West. The set includes rules book,
assorted play aids inc a character sheet template, one side for your character
and one side for your horse!, and a map of the Old West and Dodge City.
Wizzword, published by Milton Bradley. 1977. Box. Good. £7
Designer Unknown. No. players: 2. Country: British, Duration: 15 mins,
Desc. by Andy.
Word game which uses a very neat moving
board. Each player starts with 68
letter tiles which they can select from to set a word for their opponent to
guess. Both players do this and then
muddle up the letters. The board is
then rotated and the players try to solve these anagrams. The first to do so and spell out their
solution using another set of tiles presses a button and the board spins around
stopping their opponent in their tracks.
The losing player permanently loses the letters they had used that round
meaning they have less letters to use to set a word in the next round. The first player to be unable to set a word
from their remaining tiles loses.
Xanth Boardgame, published by Mayfair Games. 1991. Box.
Good. £9
Designed by Mike Nystul. No. players: 1-6. Country: American, Duration:
2-3 hrs, Desc. by Andy.
Fantasy adventure game based on the world
of Xanth as depicted in the many books by Piers Anthony. This is a totally daft fantasy world and the
books include more puns than most people can bear! Many of the puns extend to places, characters or events in the
game. The game itself uses good
mechanics used in many games since - eg. players get the chance to play
monsters and unpleasant events on the current player to hinder their movement,
but the nastier events can only be keyed to specific places or situations, so
may never be playable, whereas weaker hazards are easier to play, but are less
hazardous! Players attempt to be the
first to complete three quests.
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