December 2004 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?
4000
A.D., published by Waddingtons. 1972. Box. Good. £3
Designer Unknown. No. players: 2-4. Country: British, Desc. by Andy.
Space
combat game using a clever hidden hyperspace movement system.. No dice used, so
very much a game of skill as players defeat opposing ships and fleets. It can be played either each man for himself
or with aliied partners.
6
Billion, published by Board Not Bored Games. 1999. Box.
Excellent. £11
Designed by David A Coutts. No. players: 2-5. Country: Australian, Desc. by Andy.
Strange
game, based on the premise that Earth will soon increase its population above a
satisfactory survival level. Each player represents a faction of the population
as at 1999, around 6 million divided evenly, with the excess being run by the
game as neutral factions. Throughout the game you have to control your
population expansion and find new places to colonise throughout the solar
system.
6
Mal 6, published by ASS. ca.1970. Box. Good. £4
Designer Unknown. No. players: 2-6. Country: German, Desc. by Andy.
Cards
are played in your row on the board and when the board is full columns are
reckoned up - the lowest value in the row having to pay penalty chits.
Air
Charter, published by Waddingtons. 1970. Box. Good. £8
Designed by Patrick Green. No. players: 2-4. Country: British, Desc. by Andy.
Players
operate air-freight businesses in the South China Seas. Players pick up goods
and either deliver them on routine but not especially profitable routes or if
they are suitably placed they can go for one of the urgent contracts which pay
quite a bit better. Running your plane involves keeping your fuel level right
but the more fuel you have on board the less freight you can carry.
Alhambra,
published by Uberplay / Queen. 2003. Box. In shrink. £19
Designed by Dirk Henn. No. players: 2-6. Country: American, Duration: 1hr, Desc. by Andy.
Special
notes: This is the English version
Revised
version of Stimmt So! The players are
all building their own Alhambra (which in real life is an impressive palace in
Spain), and to do so purchase buildings which are combined to form a palace.
However, the buildings have walls around some of the edges and these must be
kept on the outer edge of the palace, so care must be taken not to block off
too many building opportunities. Points
are awarded for having a long outer wall and for majorities of buildings. Buildings are purchased using 4 currencies
and there is bonus for paying exactly.
Instead of buying a building a player can use their turn to get more
money instead. Plays very well, and won
the German Spiel des Jahres for 2003. Highly recommended, with less than 6
players.
Amazing
Engine - For Faerie, Queen & Country, published by TSR. 1993.
Book. Good. £2.50
Designed by Cook, Sargent, Boomgarden. No. players: 2+. Country: American, Desc. by Andy.
Roleplaying
supplement for the Amazing Engine system.
This supplement enables you to play in a fantasy version of the world of
Victorian England using the Amazing Engine system. An interesting read for
roleplayers interested in playing in Victorian England even if not with the
Amazing Engine system too.
And They're Off, published by Really Useful Games. 1993. Box. Good. £9. Duration: 90 mins, Desc. by Andy.
Designed by Charlie Brooks, Anthony Pye-Jeary & Sir Andrew Lloyd Webber. No. players: 2+. Country: British,
Special
notes: There is a tear on the base of the box
Very
attractively produced horse racing game. A sophisticated version of the classic
playing card game Racing Aces. Some
movement cards are removed before the game starts and this sets the odds for
the horses. Players bet, and then the race is played out by drawing the cards
one by one. There are also 'Horse
Hampered' cards which add to the variety of races and advanced rules which
allow players to take the role of bookie and offer (and change) the odds on
horses as they desire. Game includes 4 large plastic painted racehorses, a
large board, loads of play-money, a bookmaker's wipe-off board and 58 movement
cards.
Andromeda,
published by Rio Grande. 1999. Box. Excellent. £13
Designed by Alan R Moon. No. players: 3-5. Country: American, Desc. by Andy.
Graphics
by Doris Matthaus. Very interactive, as players attempt to trade with a new
galaxy. The game is about trading for sets and using them to upgrade their
ships and try to gain control of the various planets. While skill and judgement helps there is a somewhat random
mechanism that resolves success in taking over a space port, but which does
make it more likely you will win the more effort you put in.
Anno
1452, published by Piatnik. 1999. Box. Mint. £16
Designed by Gerhard E Kodys. No. players: 2-4. Country: Austrian, Duration: 90 mins, Desc. by Andy.
Game
set in the Holy Roman Empire in 1452. Players earn victory points in various
ways. Players have a limited number of actions each turn to place pieces into
territories on the map. There are several types of resources to manage and
there are also several ways to challenge other players' positions. One element
which stands out is that the weakest player each turn is made king and is given
some powerful benefits, which gives them an excellent opportunity to get back
into the game once this is done another player will become king.
Babylon
5: 2258 Core Set, published by Component Game Systems. 1997. Box. Good.
£10
Designed by C Henry Schulte. No. players: 2-4. Country: American, Duration: 2 hrs, Desc. by Andy.
Special
notes: I believe there is one token missing (out of 96), but there is no
list. If this token proves vital I will
provide a refund / discount.
Babylon
5 game in which up to four factions (Earth Alliance, Narn, Centauri and
Minbari) vie for prominence. The
playing area is constructed out of large hexes showing large areas of space
which will be explored and conquered.
Victory can be won by military or economic means, and diplomatic efforts
on the Babylon 5 station are important too.
The game uses colourful counters, and cards with various effects. Each
faction also has a board detailing its special abilities etc. Starter packs
were also produced to allow extra players to play using additional factions.
Beachhead,
published by Yaquinto. 1980. Double LP Case. Good. £7
Designed by Michael S Matheny. No. players: 2. Country: American, Desc. by Andy.
Man-to-man
war game, with a scale as low as 25 yards per hex and turns 20 minutes. Small
squads of 5 to 10 American Marines attack South Pacific Islands during WWII,
which are defended by Japanese units. The Americans attempt to secure
themselves on the island while the Japanese attempt to keep the Americans on
the beaches. Basic rules cover 9 pages
and there are a further 4 pages of optional rules.
Big
Boggle, published by Parker Brothers. 1979. Box. Good. £8
Designer Unknown. No. players: 2-6. Country: American, Desc. by Andy.
Word
game. This is a larger (5x5 grid)
version of the very popular word game Boggle.
The letter dice are shaken and allowed to fall into the spaces of a 5x5
grid, producing a different grid of letters each time. Players then have 3 minutes to look for
words in the grid. The letters in words
found must be adjacent to each other, and at least 4 letters long. After the time is up players score for
uniquely found words, and get more for longer words. Includes rules for team play and handicapping unevenly matched
players.
Billionaire,
published by Spear's Games. 1984. Box. Excellent. £4
Designed by Crown & Andrews. No. players: 3-8. Country: Australian, Duration: 20 mins, Desc. by Andy.
Card
game, and a variant of the manic card trading game, Pit. Comes with a large plastic suitcase which
the player who first completes a set must grab to end the round. The suitcase also acts as a card holder. Money is provided too and each set has a
value which the completing player wins.
There are two special cards: the tax man - whoever holds him at the end
of the round loses money and a doubler which gets you twice the reward if you
manage to complete a set. A good version of this classic game.
Black
Box, published by Waddingtons. 1977. Box. Two copies
available:
1)
Good £7 2) Excellent £8
Designed
by Eric Solomon. No. players: 2. Country: British, Duration: 20 mins, Desc. by
Andy.
Special
notes: Minor crack in plastic case (it is rare to avoid any case damage with
this packaging)
Unusually
packaged (for Waddingtons) in a plastic case. This is an excellent deduction
game. One player secretly sets the
position of 4 light reflecting 'atoms' and the other player sends theoretical
rays of light into the black box, and is told where the ray of light comes out. Since the light may have been reflected by
multiple 'atoms' this can get quite complex and requires quite a bit of logical
thought. Recommended highly to anyone
who likes this type of game.
Blackbeard's
Treasure, published by Peter Pan. 1998. Box. Good. £20
Designed by Roger Ford. No. players: 2. Country: British, Duration: 30 mins, Desc. by Andy.
Action
game with over 80 game pieces. Inspired by the old favourite Crossbows &
Catapults. One player controls a pirate ship while the other has a fort to defend. The pieces are all big and very tactile,
with figures to hide behind palisades etc, and cannons and mortars which fire
miniature cannonballs. Should these
knock men over they are considered dead, and also parts of the ship and fort
are 'sprung', and 'explode' on impact potentially killing nearby figures. There
is also a board-game aspect to it, with a dice system devised by Steve Baker
(of Heroquest, Battle Masters and Space Crusade fame).
Breaking
Away, published by Fiendish Games. 1996. Box. New. £18
Designed by John Harrington. No. players: 2-6. Country: British, Duration: 1hr, Desc. by Andy.
Second
edition of this very good cycle racing game. Each player controls a team of
four cyclists, and allocates each turn's movement allowances as best as
possible as the cyclists jockey for position ready to sprint for the line in
each of three sections of the race. No
dice are used, instead a new movement allocation number is calculated each turn
(to give a choice of 3) based on how many cyclists are ahead of him in the pack
(with no gaps). There is also a special
rule for attempting to break away from the pack. The winner is the team which accrues the most points from sprints
and finishing positions. Good face to face or postally.
British
Towns, published by Pepys. ca.1960. Box. Good. £5
Designer Unknown. No. players: 3+. Country: British, Desc. by Andy.
Card
game, with 44 cards featuring colour drawings of famous settings in 29 British
Towns. The various towns and cities are divided up into 9 sets by region. Rules to a couple of different set
collecting games are included, one being a rummy variant and the other a Go
Fish style of game. The rules booklet
also lists the populations of the depicted towns and cities, and gives a little
information about each place.
Buffy
The Vampire Slayer - The Game, published by Hasbro.
2000. Box. Excellent. £13
Designer Unknown. No. players: 2-5. Country: American, Desc. by Andy.
This
is the American board game not the British one. There are a selection of scenarios to play, all based on the TV
series. One player takes the side of
evil and controls the big baddy for the scenario and his minions and gets to
use a selection of unfriendly magic and other special cards. Meanwhile the other players control the
heroes and get to use weapons, magic spells and brute force. The game is driven by card play and movement
points to get around the board. A
typical scenario would involve finding some evil artifact and either evil doing
something despicable with it or the heroes finding the right spell or items to
destroy it. Recommended as a very good
thematic tie in for Buffy fans, and a decent game too.
Buffy
The Vampire Slayer Board Game, published by Susan
Prescot Games. 2000. Box. Good. £7
Designer Unknown. No. players: 2-8. Country: British, Desc. by Andy.
This
is the British board game not the American one. There are 5 humans and 3 vampires no matter the number of
players. Initially you only know what
you are but as the game goes on you find out more about the other players and
uncontrolled characters. Ultimately the good guys and bad guys will fight it
out and whichever side is left with players on it wins.
Can't
Stop, published by MM. 1985. Box. Box edges are
battered and taped up. £17
Designed by Sid Sackson. No. players: 2-4. Country: French, Duration: 30 mins, Desc. by Andy.
Special
notes: Box shows slight indentation due to stacking. Contents are fine.
One
of the best dice games ever devised. Players roll 4 dice and use the numbers on
pairs of them to advance their markers.
They may then either stick with what they have got or roll again in
order to advance further. However, if a
roll is made and the numbers cannot be
used then all progress that turn is lost!
The game is also well named as it is far too easy to make 'just one more
roll' and bust! Highly
recommended. This edition has a large
red octagonal board with stackable plastic markers.
Captain
Can, published by Carnaud Metalbox. ca.1990. Box.
Good. £12
Designed by Games Talk. No. players: 3-6. Country: British, Desc. by Andy.
Promotional
game set in space. Players set off in
the ships and gather gadgets which can be used to help them in various missions
to undo the evil deed of Vandalan, while also avoiding the ship destroying
viroids. Movement is determined by spinner, and event cards are also used, and
ensuring you always keep a good selection of gadgets on hand is the key to
success. To win a player must confront
Vandalan on his home planet and defeat him, returning him to Earth to face
justice. Made by a tin can manufacturer, and includes information on the
history of tin cans.
Car
Capers, published by Spear's Games. ca.1980. Box. Box
shows wear. £3
Designer Unknown. No. players: 2+. Country: British, Desc. by Andy.
Twelve
cars have been divided up into 6 parts each and players must reassemble them
into complete cars. The player with the
most complete cars at the end of the game wins. Play is by rolling dice and selecting which car parts to take
using the dice rolls. Parts must be
obtained in the correct order, and it is also possible to steal parts from
other players.
Carolus
Magnus, published by Venice Connection. 2000. Box.
Excellent. £14
Designed by Leo Colovini. No. players: 2-4. Country: Italian, Duration: 1hr, Desc. by Andy.
Players
take the role of powerful nobles who are fighting for dominance over several
regions. The playing area reduces as the game progresses, when adjacent areas
combine. Knights of different factions
are played on the tiles from your own supply, as well as being used to
influence the various factions. Castles
can be built when you achieve a majority under your influence at the current
location which helps protect the region from hostile takeover. There is also quite a bit of luck as your
supply of knights is replenished partially at random, but it still plays
well. Recommended as a 3 player game.
Centrepoint,
published by Ennerdale. 1987. Box. Good. £10
Designer Unknown. No. players: 1-4. Country: British, Desc. by Andy.
Strategy
game using 76 pieces, all 25mm miniatures of soldiers such as lancers, archers,
generals, etc. Probably classed as a multi-player chess variant as the pieces
have different moves, although the objective is to get your standard bearer to
the central space. The game is played on a circular gridded board, and rules
are included for 2-3 players and also for postal play. First edition. Plain
black box.
Chez
Dork, published by Steve Jackson. 2001. Box. Excellent.
£8
Designed by Steve Jackson. No. players: 2-6. Country: American, Desc. by Andy.
Special
notes: 1st edition
Humorous
card game. Players compete to feed their fannish obsessions and collect games,
cards and other geeky treasures in the world of Dork Tower. (Doesn't sound too different to the real
world to me :-). Very light, but the
cards are amusing eg. 'Embroidered Unicorn Cape' and 'Lost Starving and Itchy'
for the LARPers, '1st Season Pointed Ears' and '4-Foot Model GalactoCraft' for
the S.F. fans etc.
City
And Guilds, published by JKLM Games. 2004. Box. In shrink.
£25
Designed by Steve Kingsbury. No. players: 3-5. Country: British, Duration: 90 mins, Desc. by Andy.
City
building game in which players place building tiles into various blocks on the
board. Players have a hand of building
tiles and get to draft new ones. Most
of the buildings are associated with one of 4 guilds, and placing these in such
a way that they are in line of sight of other buildings of that guild enhances
the power of that guild at the end of the game. Also some buildings allow men to be placed on them and others
give the player influence over the guilds.
When a block is fully built then players score for 1st-3rd most men in
the block and also for 1st-3rd most influence in the most important guild in
that block. At the end of the game
there are large bonuses to players who control the guilds. Recommended.
Code
Breaker, published by Winning Moves. 1998. Box. Mint. £8
Designed by Robert Abbott. No. players: 2-4. Country: American, Desc. by Andy.
Previously
printed as Genius Rules. This is a very
nice little inductive reasoning game.
Essentially one player is the code master and draws a rule card. The other players then have to work out what
that rule is. The rule involves a
repeating order in which cards may be laid.
The cards show various geniuses from history, split into two time
periods and leaders, thinkers and artists.
The rules as they stand omit a crucial sentence - ask me when you buy
it! Recommended.
Coloretto,
published by Abacus Spiele. 2003. Box. In shrink. £6
Designed by Michael Schacht. No. players: 3-5. Country: German, Duration: 20 mins, Desc. by Andy.
Neat
card game in which players collect cards.
The cards come in seven different colours and the value of a set of
cards goes up in a triangular sequence (ie. 1 card - 1VP, 2-3, 3-6, 4-10 etc),
however only the biggest three sets count positive, with other colours counting
against your score. The way cards are
collected is fast but interesting: a player can either claim a pile of cards or
draw a card unseen and add it to a pile.
This is repeated several times and then the players' collections are
scored. It sounds too simple to be good, but works surprisingly well. Highly
recommended.
Crossbows
And Cannon, published by 3W. 1992. Box. Good. £12
Designed by Rob Markham. No. players: 2. Country: American, Desc. by Andy.
Quad
game with four battles from the Renaissance: Pavia 1525, France vs The Holy
Roman Empire; Garigliano 1503, Spain vs France; Ravenna 1512, France vs Spain
and the Papacy; and Bicocca 1522, France vs Spain. The system uses a command
system intended to simulate the problems commanders faced during the
Renaissance, and leaders are rated for command, initiative and combat. Weapons
in the game include arquebuses, crossbows, cannons, pikes and more. Units
include stradiots, genitors, pikemen and more.
Cyberspace
- Death Game 2090, published by Iron Crown Enterprises. 1990.
Booklet. Good. £2.50
Designed by W.G.Armintrout. No. players: 2+. Country: American, Desc. by Andy.
Adventure
module for the Cyberspace roleplaying game.
Dallas,
published by Yaquinto. 1980. Double LP Case. Good. £16
Designer Unknown. No. players: 3-7. Country: American, Duration: 2 hrs, Desc. by Andy.
Game
using the theme of the popular TV series of the same name - don't let this put
you off! Players acquire stock in a
variety of companies and attempt to obtain a controlling interest to make their
stock more valuable. The board shows several routes to get to the different
companies, and cards are played to move.
However at the end of each year players must return home to be able to
vote at the stockholders' meeting - other players will do their best to stop
you getting there. At this meeting
players negotiate to become President of Ewing Oil (very valuable), but it is
possible to blackmail a candidate and force them to vote for you instead. Ultimately most money wins.
Das
Zepter Von Zavandor, published by Lookout Games. 2004. Box. In
shrink. £30
Designed by Jens Drogemuller. No. players: 2-6. Country: German, Duration: 2.5 hrs, Desc. by Andy.
Special
notes: English rules and crib sheets are included.
Fantasy
game which reuses the excellent auction and development system in the now very
sought after game Outpost. Players take the roles of mages who develop their
magic powers by gaining magical gems, which in turn produce more magical power.
Also different areas of knowledge need to be developed to gain VPs and make
further options possible. Various
artifacts can be bought which give a selection of different special powers and
victory points and ultimately players will need to buy sentinels which are the
key to victory. The central mechanism
is an auction of the artifacts currently available, and knowing when to spend
and when to save is crucial. Highly
recommended, although there is quite a lot of German involved.
Der
Herr Der Ringe - Die Gefahrten - Spiel Zum Film,
published by Kosmos. 2001. Box. Excellent. £13
Designed by J.R.R. Hering. No. players: 3-4. Country: German, Desc. by Andy.
Special
notes: The cards have all been pasted up with English translations.
The
players take the parts of the hobbits who make the journey from Hobbiton to
Amun Hen in 4 stages. In each stage
monsters have to be faced and events overcome, and there are bonuses for the
hobbits who finish the stage first. Play involves assigning dice between
movement and battle. Fast movement
means you are more likely to get the end of stage bonus, but also means more
battles. Losing a battle forces you
backwards on the movement track. The
cards show scenes from the excellent first film of the trilogy.
Der
Herr Der Ringe - Die Zwei Turme Kartenspiel, published by
Ravensberger. 2002. Box. In shrink. £10
Designed by Reiner Knizia. No. players: 2-5. Country: German, Duration: 30 mins, Desc. by Andy.
One
of the Lord of the Rings games which came out in Germany while the films were
being released. This one is a rather
neat card game based very loosely on the journey in the 2nd film. The cards
have different background colours and symbols on (as well as pictures of the
major characters from the film), and these must be drafted into suitable sets,
and when the fellowship marker gets to a scoring round players lay down sets of
cards according to the rules and the player with the most influence over the
current location scores most VPs down to none for the player with the least
influence. Drafting and scoring rounds
are interspersed, and VPs counted at the end.
Works rather well. Recommended.
Die
Handler Von Genoa, published by Alea. 2001. Box. Excellent.
£13
Designed by Rudiger Dorn. No. players: 2-5. Country: German, Desc. by Andy.
Each
player represents a trading house in the 16th century city of Genoa. Goods are
acquired when moving around the city and orders fulfilled. Messages need to be delivered and various
privileges can be obtained. In order to
achieve all this negotiation and deal making is required, and whoever is most
successful at this will generally win.
Die
Kaufleute Von Amsterdam, published by Jumbo. 1999. Box. Good. £16
Designed by Reiner Knizia. No. players: 3-5. Country: German, Duration: 1 hr, Desc. by Andy.
Players
are the heads of rich merchant families. Game play is driven by Dutch auctions,
and the game includes a large clockwork device which controls these auctions,
and this makes for some very tense moments.
Players bid for commodities to ship to the far reaches of the world, the
right to build in key places in Amsterdam and for prominence as a shipping
company. A clever time line system
ensures events occur in a similar way to the real world, and gives players an
idea what they need to concentrate on.
Essentially a majorities game, but a good one with plenty to think
about.
Die
Seidenstrasse, published by Schmidt. 1998. Box. Two copies
available:
1) Excellent £12 2) Excellent £14, with a set of home made cards with English cards to improve playability.
Designed
by Hartmut Kommerell. No. players: 2-7. Country: German, Duration: 1 hr, Desc.
by Andy.
Original
game set in the trading routes on the Silk Road between China and Venice. Players choose their move by play of cards,
with an objective of reaching towns on the route first. As each town is reached
money is won. One very neat idea is that cards played from the hand are played
on yourself, but then stay in front of you and will be played again on another
player before being discarded, and since only three cards can be in front of
you at once you will have to play them in this way even if it isn't entirely
desirable.
Diversion,
published by Spears. ca.1950. Box. Box shows wear - edges taped. £22
Designer Unknown. No. players: 2-6. Country: British, Desc. by Andy.
A
game of skill, with no dice or cards. Car race game in which players move their
cars across the board (they can choose their move within limits) to score
points, but everyone gets to turn roundabouts on the roads, leading to a vast
number of road combinations. Plenty of choice, and skilful planning required to
avoid the dead-ends and undesirable route changes. Wooden cars, and the
rotating roundabouts which alter the routes are quite neat.
Doctor
Who - Battle For The Universe, published by BBC / The
Game Team Ltd. 1989. Box. Good. £7
Designed by David Leonard. No. players: 2-4. Country: British, Duration: 45 mins, Desc. by Andy.
One
player takes the role of the Doctor and his assistants, while other take on the
roles of Davros, The Master and the Cyber Controller and their minions. Each side attempts to build up a powerful
team and then through a series of battles to defeat other teams they try to
become the ruler of the universe, or in the case of the Doctor to stop there
being one. The board shows three
interconnected movement circles and a Ring of Battles and Challenges. This last ring shows which device skill is
required in during the current battle to determine the winner.
Downtown,
published by Abacus. 1996. Box. Two copies available:
1)
Good £13 2) Excellent. £15
Designed
by Bernhard Weber. No. players: 3-6. Country: German, Duration: 1 hr, Desc. by
Andy.
City
development game in which there are three different types of neigbourhood. Each turn one or two blocks will be
developed, based on the players' votes. Once all four properties in a block
have been bought and the type of the block has been determined, its base score
is the number of completed blocks adjoining it. However, there are serious bonuses and penalties for locating
certain types of development next to each other. The voting is key to the game,
and it is not permitted to abstain.
Once a game it is possible to use a double vote, and the current player
gets a casting vote in case of ties.
Drachen
Delta, published by Euro Games. 2000. Box. In shrink.
£14
Designed by Roberto Fraga. No. players: 2-6. Country: French, Duration: 45 mins, Desc. by Andy.
German
version of Dragon Delta. Players race
to cross the delta to their home village by placing stones and planks and
moving across them. Card play is simultaneous, with players choosing cards from
a wide selection of actions such as: laying stones to place planks on, laying
planks on stones, moving various amounts, removing a stone or plank from a
critical location, or forfeiting your turn to hinder an opponent. While the game is somewhat chaotic, planning
is possible, and keeping your options open is always good. I have a couple of house rules and
clarifications too. Recommended, and
works especially well with 5 or 6 players.
D'raf,
published by Splotter Spellen. 2000. Box. Excellent. £12
Designed by Bram v Dam, Mirjam Gorter, Herman Haverkort, Evert-Jan v d Kaa, Joris Wiersinga.
No. players: 3-5. Country: Dutch, Desc. by Andy.
Car
racing game, but with a difference. The
race is from one side of the table to the other and the track isn't there at
the start of the game! Instead track
segments get placed as the game goes on, and you can be sure that your
opponents will put obstacles in your way whenever they can. While it is safer to drive behind the leader
it is also slower, and this IS a race ...
Dragon
Dice, published by TSR. Two sets available:
1) 1995. Box. Good. £10.
This is the contents of 3 starter sets
put into a single box, so contains 54 dice, with 3 attractive dice bags
2)
1996. Box. Good. £8. Battle Box set.
This set includes 36 dice, and a board to
play on, and is sufficient for 2 players to play.
Designed
by Lester Smith. No. players: 2(+). Country: American, Duration: 30 mins, Desc.
by Andy.
Collectable
dice game in which you use dice to represent armies of various fantasy races
and monsters which battle to control their home base and a frontier area. The
first player to capture two terrains wins the game - this will require several
victories at those locations. There are lots of different types of dice which
can enhance your armies, giving them special powers, and there are also special
Dragon dice, which are very powerful.
The dice are all very attractive and have special symbols on them.
Drahtseilakt,
published by ASS. 1998. Box. In shrink. £7
Designed by Reiner Knizia. No. players: 3-5. Country: German, Duration: 30 mins, Desc. by Andy.
Neat
card game in which players use cards numbered 1-50, and try to end each hand
with no penalty sticks. Players play a series of tricks in which the highest
card 'wins' penalty sticks of one colour and the lowest card 'wins' penalty
sticks of the other colour. However,
when a player has both red and blue sticks an equal number of each can be
handed in. Thus it is possible to do
well by either avoiding sticks altogether or getting quite a few, but
cancelling them out with more of the other colour. Very clever, and plays well - recommended.
Dungeon
Dice, published by Parker Bros. 1977. Box. Box battered
and taped up, but whole. £5
Designer Unknown. No. players: 2-4. Country: American, Duration: 20 mins, Desc. by Andy.
Dice
game in which the players try to be the first to tunnel out of their dungeon cell. To do this tunnel cards must be
collected. 6 special dice showing 5
tools useful for tunnel diggers and one guard (bad) are rolled and pairs /
triples etc are taken aside. The
remaining dice can then be re-rolled if desired, but with the risk that any
tunnel cards won so far this turn may be lost if the roll is unfavourable. In addition if 3 or more guards come up then
that is bad news, with the current turn and one additional tunnel card being
lost as well. There is also the option of trying to hinder a leader by
attempting to roll guards to inform on an opponent and steal tunnel cards from
them.
Filthy
Rich, published by Wizards of the Coast. 1998. Box.
Excellent. £14
Designed by Richard Garfield. No. players: 2-5. Country: American, Duration: 90 mins, Desc. by Andy.
Business
game, with a three dimensional board system, inspired by the busy streets and
back alleys of Hong Kong. Players buy businesses and 'hang' their signs in the
streets, hoping to attract customers. The first to buy three luxury goods, wins
the game. Players have to take care not
to overstretch themselves as sometimes the taxman calls and requires businesses
to pay up, but being too cautious is unlikely to make a big profit fast enough.
The 3-D board system makes use of transparent collectible card storage sheets
and a hardbound folder. I have some house rules you might want to try out -
please ask for them when ordering.
Firefighter,
published by Cast Games. ca.1985. Box. Fair. £4
Designer Unknown. No. players: 2-4. Country: British, Desc. by Andy.
Special
notes: The box cover's picture is damaged where a label was ripped off, and has
a stained area. The board is a little warped but rotates just fine.
Rescue
Nurse Nightingale from the blazing hospital building. The board shows a maze of
corridors along which the players will move their firemen, with quite a few
'holes'. The board rotates and
underneath there are various symbols, such as fires, smoke or ladders, and the
symbols showing change whenever the board turns. Movement is by dice roll, but get past various hazards suitable
equipment needs to be found. Some spaces require a card to be drawn and acted
upon. Rather nice hunky firemen figures.
Focus,
published by Spears. 1980. Box. Good. £11
Designed by Sid Sackson. No. players: 2. Country: British, Duration: 45 mins, Desc. by Andy.
Focus
(aka Domination) is a strategy game in which players attempt to make moves and
capture pieces in such a way that their opponent has no possible moves. Players
may move a piece or stack of pieces based on the number of pieces that re in
the stack. Only the player with the top piece of a stack may move that stack,
and when a stack is sufficiently large the bottom-most pieces are removed, and
friendly pieces made into 'reserves'. Won the German Spiel des Jahres in 1980.
Foresight,
published by Eng's I.Q. Co.. 1987. Box. Good. £3
Designer Unknown. No. players: 2-4. Country: Hong Kong, Desc. by Andy.
Game
based on the principles of Nim, in which you take away counters from a line and
the loser is the last one left to take a counter. Dice are used purely to set
the game up, ensuring it will be different every time you play. This is more
complex than Nim, as there are several lines in play simultaneously.
Formel
1 Nurburgring, published by ASS. ca.1980. Box. Good. £16
Designed by Wolfgang Kramer. No. players: 2-6. Country: German, Duration: 1 hr, Desc. by Andy.
Special
notes: The board has been improved to make the track more interesting (this can
be removed). Includes betting sheets from Top Race and a printout of Alan
Moon’s own track for this family of games too.
Version
of Wolfgang Kramer's card driven motor racing game in which players first bid
for cars knowing what cards they have to drive them with and then race
them. The cards generally have several
of the car colours listed and how far each one must be moved. There is plenty of scope for using cards
which waste another player's car's movement points if you play it right. This set has a single track - the
Nurburgring. This game was reissued (with differences) as Detroit / Cleveland
Grand Prix and Top ace (and others too).
Wooden cars. I will include my house rules and analysis of the tracks
from the various games in this family.
Owners of other games of this family may want to buy this for the
additional track.
Four
Battles Of The Ancient World, published by Decision
Ganes. 1992. Box. Good. £11
Designed by Larry Baggett & Wayland Grace. No. players: 2. Country: American, Duration: 2 hrs, Desc. by Andy.
Tactical
wargame quad which uses one base system, but with special rules for each
confrontation. The battles are Arbela 331 BC, Cannae 216 BC, Pharsalus 48 BC,
and Teutoburger Wald 9 AD. Basic and advanced rules provided. Hexes represent
00-200m, and a turn is 1-2 hours. Unit size is 100-500 men. Includes 400
counters. The box claims high solitaire suitability.
Go
For It, published by Parker. 1985. Box. Two copies
available:
1)
Good £4 2) Box poor £2
Designer
Unknown. No. players: 2-6. Country: British, Duration: 45 mins, Desc. by Andy.
Players
compete to collect status cards in the categories: Going Places, Wheels,
Feeling Good and House & Home.
Playing pieces are moved around the board which is a track in the form
of a calendar, and different spaces allow different actions. At the start of a
year you can declare that you are 'Going For It' and if you have sufficient
status cards at the end of the year then you win, but be assured that opponents
will do their best to stop you.
Gold
Cup, published by Racecarda. ca.1978. Box. Box poor.
£7
Designer Unknown. No. players: 2+. Country: Ireland, Desc. by Andy.
An
interesting horse racing game in which the basic idea is that each horse runs
in a particular way, with a fixed starting speed, but then changing speeds at
various points throughout the race as indicated on a pace card. The lanes they are in and the length of
course being run as well as who they are up against will affect how they
perform. There are simple rules as well
as additional advanced rules, each printed on a sheet of A4, so not too
complex!
Horse
Stakes, published by Milton Bradley. 1995. Box. Good. £5
Designed by Wolfgang Riedesser. No. players: 2-6. Country: British, Duration: 15 mins, Desc. by Andy.
Horse
racing game that borrows elements from the playing card game Racing Aces, but
adds a twist or two. It is nicely presented with a 'race case' to store the
bits, 40 cards and 6 mini-plastic pairs of binoculars which act as marker
pieces. Comes in a small box and is from the designer of Ave Caesar. Initial
cards laid out set the odds and then after betting is done further cards are
laid out to resolve the race. However, when a card is laid onto a fence he card
is checked to see if the horse makes it - if not it is disqualified.
I'm
The Boss, published by Face2Face Games. 2003. Box. In
shrink. £22
Designed by Sid Sackson. No. players: 3-6. Country: American, Duration: 1 hr, Desc. by Andy.
Reprint
of Sid Sackson's classic 'Kohle Kies & Knete'. Players start off controlling an investor each, and as the game
progresses various deals get offered up, with
the current player being the Boss, and arranging how to divide the
profits from the current deal amongst the investors required to complete
it. However, cards can be played by
anyone which can send investors on holiday, provide alternative family members
who can step in to close a deal, steal an investor from another player, or even
change who is the Boss! Clever game in
which being too greedy will result in lots of people opposing you, whereas if
you aren't greedy enough, you won't win! I have a few house rules which improve
it slightly. Recommended, especially
for 5 or 6.
Impertinent
Questions And Pertinent Answers, published by H P
Gibsons. ca.1930. Box. Good for age. £4
Designer Unknown. No. players: 2+. Country: British, Desc. by Eamon.
One
of the early Gibson games, and one that is one of their best selling items in
their history. For those who collect titles by this company, this is in an
orange/brown fronted oblong box, featuring a character with a globe as a head,
laughing at the cards inside. Essentially an ice-breaker at parties, as players
read out questions like "Have you any holes in your stockings?", and
someone else reads out an answer at random from another card which might say:
Yes, but only on Saturday nights". As the rules say, "The procedure
is repeated, thus keeping the company in a continual roar of laughter".
Jagd Der Vampire, published by Ravensberger. 1991. Box. Good. £15. Desc. by Andy.
Designed by Alex Randolph, Walter Obert, Dario De Toffoli. No. players: 2-6. Country: German, Duration: 45 mins,
Special
notes: Original German rules missing (translation supplied). This set also includes a promotional photo
and the negative for it!
Race
game with a daft theme - the vampires have given up drinking blood and now
prefer ketchup. They race through the evil forest to the castle where the Great
Tomato has been hidden in one of the towers.
First to get there and find it will rule the vampires! The bits are wonderful: large board, large
heavy vampire tokens, big towers for the castle, big plastic bridges etc. The game itself involves moving along a
track, landing on different coloured spaces to draw special cards. moves have
to be paid for with miniature ketchup bottles.
Also vampires can duel, and cast spells, and special rules cover dangers
within the castle. Nice item.
Just
The Job, published by Spear's Games. 1993. Box. Good. £5
Designed by Chris Quinlan, Deborah Allan. No. players: 3-6. Country: British, Desc. by Andy.
Players
are given job cards (eg. dentist, prime minister etc), adjective cards (eg.
sadistic, trustworthy), and object cards (eg. pitchfork, briefcase), and
players match them up into sets by drawing cards and swapping with other
players. It is also possible to
challenge other players' sets and the first player to make up three sets of
cards wins the game.
Keythedral,
published by Pro Ludo. 2004. Box. In shrink. £30
Designed by Richard Breese. No. players: 2-5. Country: German, Duration: 90 mins, Desc. by Andy.
Second
edition, with English cards and rules. The players lay out a land using
octagonal tiles which provide various resources, and place their cottages in
the square gaps between the tiles. Each
round every land tile produces one resource and he players compete for these,
taking it in turn to claim resources in a cunning and very tactical way. These resources can then be spent to build
parts of the Keythedral for victory points, or in various other ways to aid
your future production or hinder other players. Also some special action cards are available for purchase and
these can prove very useful. Ultimately
VPs are won for parts of the Keythedral constructed and for unused
resources. Nicely produced.
Recommended.
Ko-An,
published by Image Games. 1994. Box. Box shows wear. £9
Designed by Paul Whitehorn. No. players: 2. Country: British, Duration: 30 mins, Desc. by Andy.
Strategy
game, with nice wooden pieces, played on a grid of octagons and squares. Each player has playing pieces in these
shapes as well. The objective is to get
any one of your pieces onto your opponent's back row. Pieces move one space forward at
time, onto either type of space, but can only capture if landing on a
space the same shape as the piece. Received a very favourable review in Sumo
magazine some years ago.
Kunst
Stucke, published by Moskito. 1995. Box. Excellent. £12
Designed by Karl-Heinz Schmiel. No. players: 2-5. Country: German, Duration: 1 hr, Desc. by Andy.
Strategy
game involving fitting coloured shapes on to a board. Players take turns
placing down the chunky shaped tiles attempting to achieve some secret goals by
the end of the game (eg.. 4 contiguous
red pieces). Before or after placing a tile the current player can slide pieces
around to adjust the layout to their liking. The scoring system is particularly
good as it disguises what other people are actually trying to achieve, and
makes the harder objectives more valuable.
Lemming, published by Spielfreaks. 1990. Box. Good. £12. Desc. by Andy.
Designed by Eamon Bloomfield & Jamie Campbell. No. players: 2-4. Country: British, Duration: 45 mins.
Each
player controls several lemmings who are all rushing inexorably towards a
cliff. However, you want yours to be
the last to jump! The game uses a
random turn order mechanism to ensure unpredictability but allows cards to be
played to divert lemmings from the fastest route, and when a lemming bumps into
another the one bumped one moves on, and in such a way that this can cause
further lemmings to move too. In
addition there is the occasional Mad Lemming Dash, and this all ensures fun and unusual game which should not be
taken too seriously.
Let's
Buy Hollywood, published by Henmead Enterprises. 1991. Box. Box
good, contents unpunched. £15
Designer Unknown. No. players: 2-4. Country: British, Desc. by Andy.
Business
game in which the objective is to control 1 each of the 4 types of
entertainment businesses available.
Buying shares is done when landing on the appropriate space (using the
movement around a track mechanic), but you can either buy one cheap r two at a
higher per-share cost. In order to make
money players buy talent cards so they can put on a film. The film once released will hopefully provide
income - there is a separate track on which film tokens are moved - and this
money can be fed into producing more films and buying more shares to gain
control of companies.
Little
Green Men, published by Waddingtons. 1990. Box. Good. £14
Designed by Three Wishes. No. players: 2-4. Country: British, Desc. by Andy.
Wonderfully
silly science fiction game. Each player
sends two investigators into the forest to find the recently landed spaceship
and return with some little green men to prove it really happened. Movement is by dice roll, but the movement
points can e split between investigators.
Once at the spaceship a spinner built into the large plastic spaceship
is spun and can result in gaining cards, capturing a wonderful little green
man, or the investigator being captured by the little green men! Once captured
little green men can be illusive though as opponents can play cards to help
them hop away from your investigator!
Great bits, and completely daft.
Lost
Luggage, published by Ravensberger. 1988. Box. Good. £5
Designed by Alex Randolph. No. players: 2-4. Country: British, Duration: 20 mins, Desc. by Andy.
Memory
game in which each player tries to find a set of luggage numbered 1-10. First a 1 must be found, then a 2 and so on
up to 10. There are more of the lower
numbered suitcases and less of the higher numbers. The luggage tiles are shuffled up and put face down in 10 groups
of 4, each group representing an airport.
Players fly their rather nice large plastic planes to an airport of
their choice where no-one else is and may check for their next piece of luggage
there. A nice twist allows you to search at another player's airport, but they
get an extra mini-turn as compensation.
Lotus,
published by Ravensberger. 1988. Box. Excellent. £10
Designed by Dominique Tellier. No. players: 2-4. Country: German, Duration: 20 mins, Desc. by Andy.
Abstract
race game in which players have to try to get their playing pieces from the
start area to the finish area first. Pieces can stack and the higher a stack
the further the piece on top can move.
There is also a 'trampoline' space which doubles movement for a piece
landing on it. The board and pieces
have been given a Chinese look which is quite attractive
Lunatix
Loop, published by Locust Games. 2000. Box. Excellent.
£15
Designed by Matt Leacock. No. players: 4-6. Country: USA, Desc. by Andy.
Limited
edition game (200 made). Players race
Trabants around a dirt track, and dirty tricks are the order of the day eg.
dropping tacks, oil etc. The game uses
speedometers to record the current speed and cards are played secretly to determine
what ach player intends to do for the turn (ram, decelerate, drop a hazard,
accelerate or even do a 180 turn and go the other way!). Not your standard motor racing game.
Mah
Jong, published by Unknown. Box. Good. £6
Designer Unknown. No. players: 2-5. Country: British, Desc. by Andy.
Special
notes: One side of the box slightly discoloured, but contents unused.
An
attractive 144 wooden tile Mah Jong set, with a history of the game, a pair of
dice and rules compiled by R.C. Bell, including some variants and rules for 2,
3 and 5 players as well as the standard 4 player game.
Mah-Jong,
published by Home-made. Box. Box worn, contents good. £5
Designer Unknown. Desc. by Andy.
Very
unusual item. Someone has clearly gone
to a lot of trouble to make their own set of Mah-Jong. This doesn't include a set of rules, just a
scoring summary, but the rules are widely available (and I can photocopy a set
for you). he tiles are all made of card, and made very neatly. Tile racks are
provided and there are strips of paper of different lengths and colours to use
as scoring chips. The box is also divided into separate sections to store
everything.
Mah-Jongg,
published by Gibsons. ca.1977. Box. Excellent. £8
Designer Unknown. No. players: 3-4. Country: British, Desc. by Andy.
Mah
Jong set with very nice wooden tiles.
Includes dice, set of rules (30 pages), wind indicators and wooden
scoring sticks. This is a 144 tile Mah
Jong set.
Max-X,
published by Flying Turtle. 1989. Box. Good. £9
Designed by Peter Neugebauer. No. players: 2-8. Country: Belgian, Duration: 45 mins, Desc. by Andy.
Dice
game in which 15 dice are rolled in groups of 3. These must be placed onto a
board with overlapping zones so as to score the most points. This is done by getting dice showing the same
number (and ideally colour too) into the same area. here is also a special dice
which allows some special actions such as changing the number rolled on a
dice. It is all about maximising your
chances for a high score throughout your series of dice rolls.
Meutre
A L'Abbaye, published by MultiSim. 1996. Box. Excellent. £35
Designed by Bruno Faidutti, Serge Laget. No. players: 3-6. Country: French, Duration: 90 mins, Desc. by Andy.
Highly
sought after and collectable mystery game.
One of the monks has been killed, and the players must discover which
monk it was. The monks have different
attributes: dominican, franciscan, fat, thin, novice, father etc, and the
murderer's card is et aside. Players
move around the monastery trying to work out what is going on, which is mainly
done with the help of confessionals, searching other monk's quarters, asking
other players questions (unless they take a vow of silence) and the gossip
which happens at every mass! Great game
if you like deduction games. For an extra £5 I will print out and laminate a
set of home printed cards and summary sheets, which I use in my own copy.
Midnight
Party, published by Ravensburger. 1989. Box. Box edges
show wear. £10
Designed by Wolfgang Kramer. No. players: 2-8. Country: German, Duration: 30 mins, Desc. by Andy.
Good
end of evening game that always generates laughs and excitement. Players must
hide in rooms around a mansion before the ghost captures them. Trouble is,
space is very limited and the hiding place fill up fast, and the host can whizz
around quicker than you had hoped!
Munchhausen,
published by Abacus. 1996. Box. Excellent. £5
Designed by Thomas Schneider Armann. No. players: 3-8. Country: German, Desc. by Eamon.
Card
game, 64 colourful cards, drawing their inspiration from the stories told by
(and about) Baron Munchhausen. In effect, the game is a variation of Cheat,
with bluff playing a major part in the proceedings.
Murder
Mystery - Murder On Misty Island, published by University
Games. 1986. Box. 2 box edges split. £7
Designed by E.H. Maples & P.A. Stewart. No. players: Up to 8. Country: English, Desc. by Andy.
Murder
mystery party game for up to 8 players.
The players roleplay the 8 characters detailed and have to talk to the
other players to find out who is the murderer!
Neck
And Neck, published by Yaquinto. 1981. Double LP Case.
Good. £8
Designer Unknown. No. players: 2-6. Country: American, Desc. by Andy.
Yaquinto's
only sports game. Non-statistical horse racing game in an album case. Players
place secret wagers on one or more horses and then players rolls two dice and
decide whether or not to move the indicated horse the amount rolled. Doubles
allow a further roll. At the end of the race bets are paid for horses finishing
in the top 3 (of 6). The game requires an element of bluff as refusing to move
any horses which are not your own will soon make it obvious what you have bet
on, and thus you will find no-one else moving them for you at all.
Nessie
Hunt, published by Searchglen. 1986. Box. Good. £12
Designed by Bob Shine. No. players: 2-4. Country: British, Duration: 1hr, Desc. by Andy.
Nicely
made game, with overlays that you lay across the board depicting Loch Ness in
the search for the famous monster. Game play involves spending money carefully
on the most likely ways of seeing Nessie, and positioning their overlays to
best advantage given that there is some indication of where Nessie might be
seen. Such methods include eye
witnesses, underwater cameras, radar, and even a cage! Each time one of your overlays proves
successful you get an extra evidence card worth points in the race to prove
that Nessie exists. These cards all
have pictures with info from the real hunt for Nessie. Unusual and very nice item, and a fun game
too.
New
Faces Game, published by Parker Palitoy. 1975. Box. Box
corners taped. £3
Designer Unknown. No. players: 2-6. Country: British, Desc. by Andy.
TV
related, based on a television talent show. Players are acts looking for
stardom. Playing pieces are moved first around the outer 'audition' track, and
when a cards for a suitable act have been obtained then the player advances to
the New Faces rack where the reaction from the audience is gauged and then
hopefully the act will make it to stardom, possibly even making it big in Las Vegas. Derek Hobson, the show's host, pictured on
the cover.
Numeri,
published by Berliner Spiele. ca.1970. Box. Good. £7
Designed by Rudi Hoffman. No. players: 2-4. Country: German, Desc. by Eamon.
Race
game. Wooden pieces. Rules in many
languages, including English. Movement
is by dice roll indicating which of a player's numbered pieces can move, but it
is possible to split your roll eg. a 5 can move either piece No. 5 or pieces No
1 & 4! Also getting 3 or more of your pieces in a row gets you another turn.
Offshore
Oil Strike, published by Printabox. ca.1975. Box. Box shows
wear. £9
Designer Unknown. No. players: 2-4. Country: British, Desc. by Andy.
Promotional
game, sponsored by the BP petrol company. Players buy drilling rights to blocks
of the North Sea, get their drilling rig to those locations and drill for
oil. Once found pipelines back to the
player's oil terminal (or another of that layer's operating rigs) must be laid,
and a production rig installed. All
this costs money on a turn by turn basis, and only then will income start to be
generated, and then exploration of further areas started. The game has nice plastic oil rigs and uses
a double sided rotating disk in a jacket to determine success of exploratory
drilling attempts and also the production levels of rigs in different areas of
the North Sea.
Old
Town, published by Stephan Riedel. 2000. Packet. Good.
£10
Designed by Stephan Riedel. No. players: 1-5. Country: German, Duration: 1 hr, Desc. by Andy.
1st
edition hand produced by the author. A
wild west town lies in ruins and the players try to restore it to its former
glory by using clues to the original locations of the buildings on cards. These clues relate a building's position to
other buildings, the railroad, and various streets. Each building has a large tile to place on the appropriate spot
when its position is definitively determined, and markers to place when there
are only a small number of possible locations.
Players score points by eliminating these markers by playing clue cards
and making deductions. Unique idea, and
recommended for deduction game fans.
Old
Town, published by Clicker. 2004. Box. New. £16
Designed by Stephan Riedel. No. players: 1-5. Country: German, Duration: 1 hr, Desc. by Andy.
2nd
edition boxed version. Essentially the
same game as the 1st edition (see above), but this version does have
some significant rules changes compared to the original edition, so it is not
identical.
Organized
Crime, two versions available:
1)
Published by ICE. 1990. Box. Mint. £17 2)
Published by Koplow. 1974. Box. Good. £17
Designed
by Jim Koplow. No. players: 2-4. Country: American, Duration: 2 hrs, Desc. by
Andy.
Players
try to eliminate all the other players by Hitting their Boss. Hitmen are moved
around the board in order to build up influence through corrupt politicians,
legal and illegal businesses and investments.
Hitmen are sometime penalised for their mistakes (via cards) and
attempts can be made to eliminate crime Bosses, an thus their owning
player. Negotiation is also an
important aspect of the game, in order to gain other people's votes of support
in return for money or future favours.
Pirate's
Plunder, published by Hilary's Toybox. 2000. Box.
Excellent. £7
Designer Unknown. No. players: 2-6. Country: American, Duration: 30 mins, Desc. by Andy.
Card
and dice game based on the 'Golden Age of Piracy'. Players play cards and attempt to secure treasure while avoiding
the British and Spanish fleets.
Everything is card driven, but dice rolls need to be made to determine
the success of actions.
Pit,
several versions available:
1)
Published by Waddingtons. ca.1960. Box. Box good. Contents well used. Possibly 1st Waddingtons edition
£1
2)
Published by Waddingtons. ca.1960. Box. Used but quite playable. Possibly 1st Waddingtons edition
£1
3)
Published by Waddingtons. 1994. Box. Excellent. Red box. £2
4)
Published by Winning Moves. 1996. Box. Excellent. £3
5)
Published by Parker. 1919. Box. Good for age. £5. Very early edition. Mentions Bull & Bear as being new.
Designer
Unknown. No. players: 3-7. Country: British, Duration: 30 mins, Desc. by Eamon.
Players
try to acquire a complete set of one of the commodities, which is done by
everyone simultaneously offering a number of cards to swap. Loud, frantic and great fun.
Plunder,
published by Island Games. 1989. Box. Good, but box edges show wear. £12
Designer Unknown. No. players: 2-6. Country: Bermudan, Duration: 1hr, Desc. by Andy.
Players
are treasure seekers, diving down to wrecks off the Bermudan coast. The large board shows Bermuda with various
routes to travel around and then to head off to sea. These tracks then lead to dive sites. Once at a dive site the current player chooses one other player
who will also dive with them, and the other players take the role of
sharks. Play is then on one of the
special dive site sections of the board and the drivers attempt to get to the
treasures before their air runs out and before the sharks get them. Game play is driven by dice roll, but with
choices of how to move - especially on the dive displays. The first player to
recover 12 dubloons and get back to Bermuda airport wins.
Poker
Face, published by Piatnik. 1993. Box. Excellent. £6
Designed by Gerhard Kodys. No. players: 3-6. Country: Austrian, Desc. by Eamon.
Card
game, 25 colourful cards are used in this game of bluff (you must keep a
'Poker-Face' as hinted in the title). Players collect cards from each other,
hiding their true worth and action cards cause changes in the normal routine of
play. Autographed on the front by the author.
Pony
Express, published by Abacus. 1991. Box. Good. £17
Designed by Alan R Moon. No. players: 2-6. Country: German, Duration: 1 hr, Desc. by Andy.
Unusual
betting and racing game. Players try to gain control of 2 horses in the 7 horse
field and then lead them to victory. In the first stage of the game players
place bets on horses and give out cards to the horses. By the end of the round ownership and odds
will have been determined. In the race
itself the horse owners try to make the best use of the cards assigned to each
horse bearing in mind any special features of their track. Bets are paid off at the end of each
race. There are some unusual mechanics
which set it apart from other horse racing games. Wooden components.
Popular
Card Games, published by W D & H O Wills. 1933. Book.
Good. £9
Designed by Lawrence H Dawson. Country: British, Desc. by Andy.
Interesting
book of games published by the Imperial Tobacco Company and probably sold in
pubs. Includes 15 'families' of games
with many variants. These families are: Auction Bridge, Contract Bridge, Whist,
Solo Whist, Piquet, Bezique, Cribbage, Poker, Vingt-Et-Un, Baccaret, Napoleon,
Loo, Slippery Sam, Newmarket and Rummy.
Pro
Golf, published by Avalon Hill. 1984. Box. Good. £10
Designed by Rick Byrd. No. players: 1+. Country: American, Duration: 1 hr, Desc. by Eamon.
Second
edition. Pebble Beach course. Maybe the
best statistical golf game ever. So clever, you get to play every shot, yet
there is no board. Avalon Hill planned
to release more course books, but only did two (this is the second).
Putsch,
published by Queen Games. 1998. Box. Excellent. £13
Designed by Heiko Wiese. No. players: 3-6. Country: German, Desc. by Andy.
Game
of political manoueverings in a banana republic. Control of each of the political groups at the end of the game
scores points. Each group can perform
different actions, and money and cards must be used to best effect. As you would expect from this type of game
there is plenty of scope for wheeling and dealing amongst the players.
Razzia,
published by Ravensberger. 1992. Box. Good. £8
Designed by Steffan Dorra. No. players: 3-8. Country: German, Duration: 30 mins, Desc. by Andy.
Fun
game in which players compete for the money found in several gambling
dens. Simultaneously players send
either a cop or a gambler to one of the dens.
If a gambler is on his own he gets the money. If only cops turn up then noone gets the money. If a cop find one
or more gamblers then the cop takes the money, and if two or more cops /
gamblers are eligible for the money they negotiate and if that fails they dice
for it. A game which involves
outguessing your opponents and a being able to make deals too. Later
republished as Hick Hack Im Gackelwack.
Rebs
& Yanks, published by Stratamax. 1995. Box. Excellent -
cards in shrink. £9
Designed by Max Michael. No. players: 2. Country: American, Duration: 40 mins, Desc. by Andy.
Card
game, based on American Civil War encounters. Not a trading card game, but a
complete game in its own right. Cards feature leaders, troops and terrain.
Players hold cards representing famous generals, terrain, and various kinds of
army units. Players draw and discard until one feels strong enough to launch an
attack. The battle involves the use of dice and cards modify the results. The
game includes a standard game, advanced rules and also special rules for four
scenarios: Antietam, Stones River, The Wilderness and Kennesaw Mountain.
Rigatoni
Intriganti, published by Glucksritter Spiele. 1997. Box.
Excellent. £14
Designed by Oli Igelhaut. No. players: 3-4. Country: German, Duration: 1 hr, Desc. by Andy.
This
is a combination of a business game and a negotiation game. The players run pasta factories and try to
produce and then sell pasta for a profit.
However, each player secretly chooses from a selection of victory
conditions at the start so people don't know who is really trying to do
what. There are lots of opportunities
to be nasty to other people as well as negotiate your way into or out of
trouble! The bits are unusual - a very
nice wooden box containing 3 colours of real pasta as playing pieces as well as
the more usual wooden dobbers etc.
Rolemaster
Boxed Set, published by Iron Crown Enterprises. Two versions
available:
1) 1989. Box. Box has small tear. Second edition boxed set .£6.
2)
1984. Box. 2 Box edges split. Reprint of 1st edition. £7
Also includes The Cloudlords of Tanara
scenario and Character Record Sheets.
Designer
Unknown. No. players: 2+. Country: American, Desc. by Andy.
Fantasy
Roleplaying System in a box. The boxed set includes the following major books:
Spell Law, Arms/Claw Law, Character/Campaign Law.
Rolemaster
Companion 1, published by Iron Crown Enterprises. 1986. Book.
Good. £3
Designed by R. Mark Colborn. No. players: 2+. Country: American, Desc. by Andy.
Roleplaying
supplement for the Rolemaster system.
This book includes high level spells, New spell items, More monsters,
More magic items, Condensed combat system, New professions, New races and
optional system mechanics.
Rolemaster
Companion 3, published by Iron Crown Enterprises. 1988. Book.
Excellent. £3
Designer Unknown. No. players: 2+. Country: American, Desc. by Andy.
Roleplaying
supplement for the Rolemaster system. This book contains: More professions,
Spell Lists, Critical Tables, Spell Attack tables, Optional rules.
Rolemaster
- Spell User's Companion, published by Iron Crown Enterprises. 1991.
Book. Good. £3
Designed by Monte Cook. No. players: 2+. Country: American, Desc. by Andy.
Roleplaying
supplement for Rolemaster roleplaying system.
This book contains: New magical skills, herbs and spell options, magical
languages, rules for masters and apprentices, dozens of new spell lists.
Roots,
published by Heritage Products. 1978. Box. Good. £2.50
Designed by Louis F Petrossi. No. players: 2-5. Country: American, Desc. by Eamon.
Card
game, 54 cards in total and unusual tree-shaped score-sheets. Three game rules
provided, Roots, Roots Rummy and Roots Solitaire.
Saga,
published by Uberplay. 2004. Box. In shrink. £10. Desc. by Andy.
Designed by Wolfgang Kramer, Horst-Rainer Rosner. No. players: 2-4. Country: American, Duration: 45 mins. Card game in which players vie for control of 6 kingdoms. Each turn the ruler of a kingdom gains some victory points, and in some cases a special power. The rulers also gain VPs at the end of the game, but the balance for each kingdom is different. Kingdoms are won by openly laying down sequences of cards over several turns to form an army. Once strong enough the army takes over the kingdom it was first declared as attacking, although there are card placement limitations which mean care must be taken to ensure the army will be strong enough to attack. The game play is neat, and is all about timing your attacks correctly and managing your hand of cards well, as well as keep a close eye on your rivals. Recommended.
Sagaland, published by Ravensburger. 1994. Box. Excellent. £7. Desc. by Andy.
Designed
by Alex Randolph & Michel Matschoss. No. players: 2-6. Country: German,
Duration: 30 mins
Great
children's game, which is also good for adults, and one of Eamon's favourites.
Various fairlytale treasures have been lost in the woods and are hidden
randomly beneath tree pieces in the forest.
Players move around the board peeking at the treasures, and when the
king asks for a particular treasure the players try to get to him and also
remember where that treasure is. Winner
of the German Spiel des Jahres 1982.
Samarkand,
published by Rio Grande Games. 1999. Box. Two copies available:
1)
Excellent. £14 2) Mint - still in
shrink. £15
Designed
by Sid Sackson. No. players: 2-5. Country: German, Duration: 1 hr, Desc. by
Andy.
Very
good economic game in which players buy sell and trade different goods with
nomads and markets in the exotic East.
Very cleverly designed board and rules make this different to other
similar sounding games and well worth playing. The objective is to reach a
monetary target first. Highly
recommended.
Samarkand:
Isfahan, published by Grunspan. 1999. Packet. Excellent.
£1
Designed by Sid Sackson. No. players: 2-5. Country: German, Duration: 1 hr, Desc. by Andy.
Small
expansion for Samarkand which makes the commodity markets move between cities
as the game is played
Samurai,
1998. Box. Two versions available:
1)
Published by Hans Im Gluck. In shrink. German version with translation of
rules. £20
2)
Published by Rio Grande Games. In shrink. American version – fully in English.
£23
Designed
by Reiner Knizia. No. players: 2-4. Country: German, Duration: 45 mins, Desc.
by Andy.
Very
good tile laying game from this master designer. One of his best too in my opinion. The board shows the islands of Japan and onto these 3 types of
beautifully made black plastic pieces are placed. The object is to win lots of these by laying tiles around them
representing your various forces, such as samurai, priests, farmers, traders,
and even ships. It is one of those
games where you want to do lots of things but can't do them all, so you have to
pick most carefully where you will concentrate your effort. Highly recommended.
Savannah
Cafe, published by Euro Games. 2001. Box. Excellent.
£10. Desc. by Andy.
Designed by Sylvie Barc, Frederic Bloch & Philippe Des Pallieres. No. players: 2-4. Country: French, Duration: 20 mins.
Race
game, each player has a hippo (very slow but steady), a lion (medium speed, but
can be knocked back by opposing hippos) and a gazelle (fast but very erratic,
and can be eaten by opponents' lions) which run to the watering hole to quench
their thirst. It doesn't matter which of your animals arrive first, as long one
of them arrives before your opponents' animals. The game is driven by cards, each of which moves a particular
type of animal a certain distance. A few special cards also allow for some
sneaky tricks.
Save
The President, published by Games for Pleasure. 1984. Box. Box
good, contents unpunched. £10
Designed by Jack Jaffe. No. players: 2-6. Country: British, Desc. by Andy.
Unusual
game of bluff where each player has an objective, either to fulfil the title or
to kill the President. Who is doing what starts out as a secret known only to
the individual. The President moves in a motorcade across the board and players
attempt to keep him safe / kill him by getting into the best positions. The President's route is not known in
advance, but is determined randomly an each junction. Players move their agents and play cards which will hopefully
give them an advantage. Players are
penalised at the end of the game for hindering other players who turned out to
be on the same side.
Save
The World, published by Crown & Andrews. 1989. Box.
Good. £2
Designer Unknown. No. players: 2-6. Country: British, Desc. by Eamon.
Ecological
trivia game, recommended by TV expert David Bellamy (pictured on the lid).
Schatztaucher,
published by Salagames. 1992. Box. Good. £9
Designed by Nik Sewell. No. players: 3-6. Country: German, Duration: 45 mins, Desc. by Andy.
Deep
sea diving themed card game with a board onto which cards are played. Each
player takes it in turn to go on dives, in the hope of finding gold coins while
avoiding sharks, in order to buy harpoons.
When a player has enough harpoons then a dive to the ocean floor can be
attempted in order to retrieve a lost treasure chest and win the game. The harpoons are needed to fend off giant
squid and sharks. Game play is unusual
- the cards show what depth they refer to (1-8) on the front and back, so
everyone can see what depth cards you have, but only you know whether they are
treasure, fishes or sharks. During a
dive the diving player asks each player in turn for a card of either the next
level down or up as they wish.
Schnappchen
Jagd, published by Queen Games. 1998. Box. Excellent.
£7
Designed by Uwe Rosenberg. No. players: 3-4. Country: German, Duration: 1 hr, Desc. by Andy.
Clever
trick taking card game. Each hand each
player is aiming to collect tricks containing cards of a particular type. These score points, but other cards won are
potentially negative. However in
between rounds you get a chance to get rid of some junk cards you have
collected and also change what you are going for next hand. The rules for trumps are novel as well. Recommended to any fans of trick taking
games.
Secrets
Of The Deep, published by Ravensburger. 1991. Box. Good. £9
Designed by Wolfgang Reidesser. No. players: 2-5. Country: British, Duration: 30 mins, Desc. by Andy.
Clever
deep sea diving game where players are scuba divers looking for sunken
treasure. However their boat is moving along and some divers may not make it
back before the boat leaves if they dive too deep. Players have a set of diving
cards which are played one per turn and determine movement along with the
result of a spinner. Dolphins can also be used to help your diver and hinder
opponents, and players must taken care to return from a dive before their air
supply runs out. The best treasure is of course at the lowest depths, so
players need to balance the risks. British edition of this German game.
Sensationen,
published by Walter Muller. 1992. Box. Excellent. £12
Designed by Helmut Huber. No. players: 4. Country: German, Duration: 20 mins, Desc. by Eamon.
Elegantly
simple betting and racing game, but with lots of intriguing twists. You start
racing on one of three races, but the card play not only moves the pieces but
can also transfer the race itself to adjacent courses. The first game by this
company not invented by Walter himself. However it does use his unique graphic
style.
Shooting
Stars, published by Yaquinto. 1980. Box. Good. £13
Designed by J Stephen Peek. No. players: 1-4. Country: American, Desc. by Andy.
Ship
to ship space combat game. Scenarios range from a US-USSR Space war, to
Asteroid Pirates, and an Alien Invasion.
Movement uses a vector based system, which means planning movement
several turns ahead is pretty important. Energy management between a wide
variety of ship functions (eg. shields, cloak, scanners) is important and there
are many different weapons possible.
Eight ship designs included, but more can be designed. Movement is
plotted simultaneously.
Shop
Missus, published by Waddingtons. ca.1948. Box. Two
copies available:
1)
Good. £6 2) Box colours faded. £5
Designer
Unknown. No. players: 2-8. Country: British, Duration: 20 mins, Desc. by Andy.
Card
game. Very interactive as players try to win cards by racing to name items sold
by other players' shops when matching cards are turned up. Should several matching cards be turned up
the winner of thr round wins a Super-trick. Noisy and fast paced game in the
same sort of genre as Pit.
Siege,
published by Standard Games. 1983. Box. Box shows wear. £10
Designed by Alan Paull. No. players: 2. Country: British, Desc. by Andy.
Special
notes: The box is quite large and not very sturdy and so shows some damage due
to stacking Wargame in the Cry Havoc series.
This is, however, a standalone game as well as being playable with Cry
Havoc. Siege is a man to man small
scale combat game set in medieval times.
It has 5 scenarios and 2 maps (one a castle and the other a fortified
encampment). Rules cover all sorts of
siege engines and tactics. Attractive counters with individual pictures and
combat stats.
Skeleton
In The Cupboard, published by National Trust. 1990. Box.
Good. £9
Designer Unknown. No. players: 2-5. Country: British, Desc. by Andy.
Board
game played with a deck of 55 treasure cards, 9 room cards, and wooden pieces.
Players move themselves and a ghost piece by use of dice, using the ghost to
hinder their opponents. Everyone gets to control the ghost in their turn, so its
movement can be erratic. Players move around various rooms of a mansion
collecting cards which can be treasure, special action cards, or part of the
skeleton. Once all of the skeleton has
been drawn the game ends and the player with the most treasure wins.
Sleuth,
published by Face2Face Games. 2004. Box. In shrink. £10
Designed by Sid Sackson. No. players: 3-7. Country: American, Duration: 1 hr, Desc. by Andy.
A
classic game of deduction. A gem has been stolen, and the players have to work
out which it is. There is a card for
each possible gem, and one is removed from the game unseen, while the others
are dealt out. Special question cards
allow players on their turn to ask an opponent a question to try to work out
who has which cards, and thus by a process of elimination ultimately work out
which card is not in play. For a harder
challenge several gems can be removed at the start of the game. Highly
recommended if you like deduction games - this is definitely a classic, and I
am glad it is back in print.
Slik
Move, published by Design Games. ca.1995. Box. Good. £8
Designer Unknown. No. players: 2-8. Country: British, Desc. by Andy.
Motor
cycle racing game with plastic motorbikes. Uses a simple mechanism - movement
is by dice (though they only have the numbers 3-6 on them) and a card is drawn
when entering or exiting corners. There
is scope for blocking other players especially if each player runs 2 or more
bikes.
Soccerboss, published by Ariel. 1969. Box. Box shows wear, 1 side + corners taped. £10. Desc. by Andy.
Designed by John Ashby, Peter Kingsland & Alan Ramsey. No. players: 4-8. Country: British, Duration: 2 hrs.
Special
notes: A few of the team counters have been replaced by equivalent counters.
Soccer
game focusing on the management side of the game. Comes with 180 plastic
footballers in graded colours which plug into your team's board, to show the
playing strength of your team. A whole
season is played, with most of the action being negotiating player transfers
between teams. The stronger a team the
better the type of dice it gets to use during a match. Matches are resolved by
two dice rolls and a card draw for each team. Extra income can be obtained by
investing in improved stands, and this income used to buy better players. Red
box edition.
Space
Opera - Ground & Air Equipment, published by Fantasy
Games Unlimited. 1981.
Magazine.
Cover a bit worn. £3
Designed
by Edward E. Simbalist, A. Mark Ratner. No. players: 2+. Country: American,
Desc. by Andy.
Roleplaying
supplement for the Space Opera system.
This 38 page booklet details heavy military equipment for use with Space
Opera.
Spaghetti
Junction, published by Lazy Days. 1975. Box. Good. £5
Designer Unknown. No. players: 3-4. Country: British, Duration: 20 mins, Desc. by Andy.
Special
notes: One tile has been replaced by a photocopy on card, but this does not
affect game play at all.
Tile
laying game played on an 8x8 grid, with the central 4 spaces blanked out. Each
player tries to construct a road from their corner around the central spaces
and back to their own corner. Everyone
starts with the same set of tiles, so luck is not an issue. The various roads will inevitably join up,
but the trick is to be able to make use of another player's road while ensuring
yours is no use to them. Dead ends and
loops are not permitted.
Spin
To Win, published by Spear's Games. 1977. Box. Box shows
wear. £6
Designer Unknown. No. players: 2-4. Country: British, Duration: 10 mins, Desc. by Andy.
Top
spinning game. The board sits in the box and shows a grid of colourful scoring
spaces with higher numbers near the centre and and the corners. Over this there is a transparent layer with
holes. Players take it in turn to spin
a top, trying to get it into a valuable hole.
Tops not in holes are removed from the board. Once one player has all three of their tops in holes all tops are
scored and the highest scorer wins that round.
Square
Routes, published by Spear's Games. 1983. Box. Good. £7
Designed by Peter Burley. No. players: 2. Country: British, Duration: 15 mins, Desc. by Andy.
Strategy
game played on a colourful 8x8 grid.
Each row has one each of eight different colours, which are also the
colours of the top halves of the 8 very substantial playing pieces. The base of the playing pieces is either
white or black (the two player colours). Players take it in turns to move a
piece forward or diagonally forward as much as they wish, trying to get a piece
onto their opponent's back row.
However, what makes the game interesting is that the piece you must move
on your turn must be the colour of the square your opponent's last moved piece
just landed on. Neat idea and makes for
a fast and interesting tactical game.
From the same designer as the excellent Take It Easy.
Stack,
published by BB Games. ca.1985. Box. Good - 1 corner taped. £6
Designed by G S Ball. No. players: 2. Country: British, Duration: 30 mins, Desc. by Andy.
Strategy
game in which the players must get their pieces across the 5x8 space board to
the other side. The movement range of pieces increases as they stack up whether
on their own or their opponent's pieces, and a stack is controlled by the
player who owns the top piece. However,
jumping over other pieces or stacks is not permitted. A stack can split up, giving considerable flexibility. Quite a few similar mechanics to those in
Sid Sackson's Focus. 15 rather nice
stackable pieces per player.
Star
Trek, The Role Playing Game, published by FASA. 1985. Box. Excellent -
Unpunched. £7
Designed by Jordan K Weisman. No. players: 3+. Country: American, Desc. by Eamon.
Second
edition. Book case box. Includes lots of starship chits, large hex
space sheet, and several source / rules books.
Stockbroker,
published by Kitfix/Swallow. ca.1990. Box. Good, but one box corner taped. £8
Designer Unknown. No. players: 2-6. Country: British, Desc. by Andy.
Business
themed card game. Each player is secretly allocated an industry type at the
start of the game (eg. oil, leisure, newspaper etc). The object of the game is
to collect 18 shares relating to your industry, or to be the only player left
after your opponents are out of the game. Cards are drafted and placed face
down on your board or used to hinder other players. Challenge cards can also be used if you have worked out an
opponent's secret business type, which can knock them out of the game but
making this challenge is dangerous as getting it wrong knocks you out
instead! Clearly an element of bluff is
necessary.
Sum-Times,
published by Spear's Games. 1992. Box. Good. £7
Designed by Richard Dixon. No. players: 2-4. Country: British, Desc. by Andy.
Maths
based game. The board shows a grid of
the numbers 1-100, and number cards are used in a simple calculation (A*B +/-
C) to indicate a square on the board which a playing piece can be played on. Replacing opponents' pieces is also allowed
in some circumstances, and provides the tactics. The objective is to get all your playing pieces on the board.
Talisman,
published by Games Workshop. Two versions available:
1)
1983. Box. First edition. Green, bookcase box. Good - one box corner damaged.
£45
2)
1985. Box. Second edition. Full colour edition, in the black bookcase box.
Good. £48
Contents look unused, but one original
character stand has been replaced
Designed
by Robert Harris. No. players: 2-6. Country: British, Desc. by Eamon.
Popular
and now highly sought after fantasy game of quests and adventure. Masses of
cards ensuring that every game is different.
Talisman
City, published by Games Workshop. 1989. Box. Excellent
- unpunched. £35
Designed by Evan K Friedman, Paul D. Morrow. No. players: 2-6. Country: British, Desc. by Andy.
Expansion
set for Talisman, the fantasy adventure quest game. This set includes The City board, City Adventuire cards, Purchase
cards, spell cards, loan cards, warrant cards and new character cards and
playing pieces. Compatible with 1st or 2nd edition.
Talisman
Dungeon, published by Games Workshop. 1987. Box. Two
copies available:
1) Excellent £35 2) Box missing, all components in an envelope £16.
Designed
by Bob Harris. No. players: 2-6. Country: British, Desc. by Andy.
Expansion
set for Talisman, the fantasy adventure quest game. This set includes The Dungeon board, doorway cards, Adventure
cards, and new character cards and playing pieces.
Talisman
Expansion Set, published by Games Workshop. ca.1988. Box.
Excellent. £25
Designed by Robert Harris. No. players: 2-6. Country: British, Desc. by Andy.
New
characters, monsters, spells, followers, objects, and strangers. Compatible with 1st and 2nd Editions.
Talisman
The Adventure, published by Games Workshop. 1986. Box.
Excellent. £25
Designed by Robert Harris. No. players: 2-6. Country: British, Desc. by Eamon.
New
characters, monsters and spells, plus character sheets. Also some rule changes,
including five alternative endings. Compatible with 1st and 2nd Editions.
Tennis,
published by Parker Bros. 1975. Box. Good. £6
Designer Unknown. No. players: 2 or 4. Country: Canadian, Desc. by Andy.
Special
notes: Photocopied rules
Tennis
card game. Two decks of cards are
provided, one for serving and one for play in a rally. Each player is dealt 10 rally cards to see
them through a tennis 'game'. A player
needs to win 6 'games' to win a set, and victory. The cards show various types
of shot which can be played, including smashes and kills. The skill is in managing your hand of cards
to best effect to see you through a whole game (when you will get new cards)
and thus sometimes letting your opponent win a point you could have fought
over.
Tension,
published by Peter Pan. 1971. Box. Box shows wear, 1 corner taped up. £5
Designed by Kohner Bros. No. players: 2-4. Country: British, Duration: 20 mins, Desc. by Andy.
The centrepiece of the game is a large round plastic board with holes for pieces of various colours, but one less hole than the number of players. The 'spin-o-matic' colour indicator is spun, and when it stops players race to get a piece of the indicated colour into a slot of that colour. The slowest has to take all the other players' pieces for that round. The objective is to be the first to get rid of all your pieces.
Terminator
2 Judgement Day, published by Parker. 1992. Box. Good. £5
Designer Unknown. No. players: 2-4. Country: American, Desc. by Andy.
Film
tie-in, with lots of pictures from the film on the box and cards etc. The players must collect three special items
and then do battle with the T-1000 in the steel mill until it is finally
destroyed and the game won. Movement is
by card play and special cards can be retained to improve your chances in
battle or move the T-1000 around the board to your advantage and others' woe.
Tetris,
published by Tomy. 1991. Box. Good. £11
Designer Unknown. No. players: 2. Country: British, Duration: 30 mins, Desc. by Andy.
Board
game version of the famous and addictive computer game. The two players sit at either end of the
board, and take it in turn to use a shape spinner which is built into the game
to determine what shape they have to add to their Tetris layout. The two layouts join up at the top, and
initially a central bar sits in the middle of the board, but each time you
complete a row the bar is moved towards your opponent. Completing several lines at once moves it
extra spaces. The idea being to have
your opponent run out of space before you do, so keeping the divider bar on
their side of the board is a good way to do this.
The
African Campaign, published by Jedko. 1973. Box. Box corners
taped. £12
Designer Unknown. No. players: 1-2. Country: Australian, Desc. by Andy.
Special
notes: The base of the box shows some indentation due to stacking
First
edition, in a long, thin box. Various battles and campaigns by Rommel's Afrika
Korps in WWII. The map covers from Alexandria to just east of Tripoli. Units
are from brigade to divisional level. The game is rather like an advanced
version of Avalon Hill's Afrika Korps. Basic rules are 7 small pages long, with
1.5 pages of additional optional rules.
The
Barbarians, published by Yaquinto. 1981. Double LP Case.
Good. £11
Designed
by Neil Zimmerer. No. players: 2-3. Country: American, Duration: 1-2 hrs, Desc.
by Andy.
Two
games in one 'box'. Sack Rome recreates the fall of the Western Roman Empire
around 400 AD. Mongol covers the Mongol invasion of Europe some 800 years
later. Each game has its own board. The rules to each game are 4 pages long,
and this includes both basic and optional rules.
The
Big Idea, published by Cheapass. 1999. Packet. Mint. £2.50
Designed by James Ernest & Jon Wilkie. No. players: 3-6. Country: American, Desc. by Eamon.
Card
game, a business game, where you try to make money out of your 'Grand Idea'.
Part of the fun, but not necessary, is making up a product you think has passed
business entrepreneurs by, like 'Disposable Cats' or 'Zen Toys'. Players
announce new products and invest in their own or other people's ideas. The
pay-out is more likely the more people who invest, but of course, if you have
more shares than anyone else, you get paid more than them. This puts them off
investing in your company, helping you in effect, so beware of being too open
with your investments. As usual with this company, you will need to provide
counters, a die and play-money.
The
Fastest Gun, published by Denys Fisher. 1973. Box. Good, but
box edges show wear. £9
Designed by Geoff Hayes. No. players: 2-4. Country: British, Duration: 45 mins, Desc. by Andy.
Fun
wild west game with a raised board and hidden dials that move underneath.
Players move around a 3-D town in the Wild West, earning money by buying
property, and losing it at cards, but when landing on an opponent's property a
gunfight takes place. You can hire gunmen to fight on your behalf, but if you
can't afford one, you must use your own man for the showdown. The winner of a
fight gets the propery, and if the loser used his own man rather than a hired
gun he is out. Hired guns come at
various prices, the more expensive ones being more likey to win as a hole under
their space is less likely to come up first.
Last man standing wins. Unusual
item, and the gunfight mechanism using the rotating dial is good fun.
The
Fine Art Game, published by Piatnik. 1996. Box. Good. £5
Designed by Gerhard Kodys. No. players: 2-4. Country: Austrian, Duration: 30 mins, Desc. by Andy.
Game
set in an art gallery, where players move around the guide and when he lands on
a player's piece a picture is examined, and points awarded. Extra points are earned by answering
questions about the painting (and lost if you choose to give an answer but get
it wrong). 36 very attractive 2 inch square tiles feature the art from many of
the worlds best artists, and are laid out around the board to form the gallery.
The
Great Redoubt, published by Yaquinto. 1979. Box. Box edges show
wear. £10
Designed by S Craig Taylor Jr. No. players: 2. Country: American, Desc. by Andy.
Special
notes: Box lid slightly indented due to stacking
Highly
regarded Napoleonic game simulating the Battle of Borodino, 1812. In reality,
the French beat the Russians, but at such a cost, it may have ultimately led to
Napoleon's downfall 3 years later. This
is a tactical game with 400 yards per hex and units representing regiments or
brigades, and turns represent 30 minutes.
The basic game rules cover 14 pages and there are a further 5 pages of
optional rules.
The
Hobbit, published by Fantasy Flight. 2001. Box.
Excellent. £12
Designed by Michael Stern, Keith Meyers. No. players: 2-6. Country: German, Desc. by Andy.
Tolkien
themed game in which the players advance their hobbits along a track towards
Smaug the dragon's lair, steadily improving their weaponry and skills and
gaining treasures. Event, item and
monster cards all add to the theme.
The
Ultimate Trivia Game, published by Newsweek Magazine. 1984. Box.
1 Box corner split. £3
Designed by Quizviz Inc. No. players: 2-4. Country: American, Desc. by Eamon.
Promotion
game, sold through advertisements in the American magazine Newsweek. Quiz game as you would expect from the
title. Questions are divided into
several different categories.
The
Williams Renault Grand Prix Championship Game, published by Domark.
1994. Box. Good. £30
Designer Unknown. No. players: 1-6. Country: British, Desc. by Eamon.
Beautifully
produced race game, I would guess, made as a promotional item as much for the
Williams Team as for making money for the manufacturer. The game has two
boards. The first is a Monopoly-style board around which you travel four times
hopefully earning money to buy equipment for your racing team. The other board
can be made up into 16 different tracks, representing the 16 main Grand Prix
races. The races are not based on die rolls but more on the performance
abilities of your cars as built during the preliminary section or during
further development between each race. Very nice item.
Tikal,
1999. Box. Two versions available:
1)
Published by Ravensberger. 1999. Box. Excellent. This is the German version
with a translation. £16
2)
Published by Rio Grande Games. 1999. Box. Excellent. This is the American
version (fully in English). £18
Designed
by Michael Kiesling & Wolfgang Kramer. No. players: 2-4. Country: German,
Duration: 2 hrs, Desc. by Andy.
German
Game of the Year 1999. Players lead expeditions across the board, which starts
out blank but tiles are added, making every game different. The object is to
discover the temples, unearth them and find treasure. Nice wooden components
and well produced large hexagonal tiles make it very attractive during
play. There are always lots of options
on your turn, and it is rarely obvious what the best strategy is.
Titanic:
The Board Game, published by Universal Games. 1998. Box.
Excellent. £6
Designer Unknown. No. players: 2-6. Country: American, Duration: 90 mins, Desc. by Andy.
Players
try to collect 5 items of their belongings, make their way through first class,
and be the first to reach their lifeboat. To do this the players move their
pieces around the large board showing the various rooms in the Titanic, ranging
from the Infirmary to the Passport Office.
Money is required throughout the game and this can be obtained (and
lost) in a variety of ways. Also Bellhop
tokens are gathered and used to avoid unwanted event cards.
Tongiaki,
published by Uberplay. 2004. Box. In shrink. £14
Designed by Thomas Rauscher. No. players: 2-6. Country: American, Duration: 45 mins, Desc. by Andy.
Very
attractive game which uses interlocking near-hexagonal land and sea tiles, and
lots of little wooden ships. The
players explore Pacific islands, starting from Tonga. Each island has several beaches and each beach has several spaces
for ships. On their turn a player adds
ships to one island and if a beach is full of ships those ships sail. This may take them through dangerous seas
where they may all sink, but hopefully they make it to another island where the
ships are put on the beaches, quite possibly forcing more ships to sail
off. The objective is to have ships on
as many islands as possible at the end of the game, especially those that score
most VPs. Quite chaotic, but great fun.
Tot-Ten,
published by Spears. 1970. Box. 2 box corners taped. £2
Designer Unknown. No. players: 2-6. Country: British, Duration: 15 mins, Desc. by Eamon.
Simple,
but entertaining, abstract game. Each player has a hand of 3 tiles with numbers
on. The board has 16 squares and each turn you must add a tile to the board. If
you make a row, in any direction, add up to 10, then you win those tiles and
remove them from the board. The winner is the one with the most tiles at the
end of the game.
Treasure
Island, published by Burley Games Ltd. 2003. Box. Two
copies available:
1)
Excellent. £26 2) In shrink. £28
Designed
by Peter Burley, Alan Burley. No. players: 2-6. Country: British, Duration:
1hr, Desc. by Andy.
Pirate
themed game from the designer of Take It Easy.
The board shows an island with numbered spaces, some of which hold
treasures, and some around the edge are landing points. Players roll dice to give a choice of which
spaces may be played on, and can then play a token either on any landing space
or any space adjacent to one of their tokens showing one of the numbers
rolled. This gives tactical options as
you can cut opponents off from sections of the island. When treasure spaces are captured treasure
cards are obtained which will score at the end of the game. The board is reversible, one side being best
for 2-4 players in 45 mins and the reverse for 2-6 players in 90 mins.
T-Rex,
published by Hans Im Gluck. 1999. Box. Excellent. £6
Designed by Hanno & Wilfried Kuhn. No. players: 3-5. Country: German, Desc. by Eamon.
Card
game. Each player is trying to collect sets of dinosaur eggs. Each player starts with an identical deck of
cards which is shuffled and drawn from and the game is then played in rounds in
which each player may play several times.
There are special cards which let you draw more (otherwise you don't!)
and a card has to be played to indicate the round will finish. When a round does finish the last card each
player played is used to evaluate the round - highest and second highest
receiving an egg that round.
Tri-It!,
published by Spear's Games. 1985. Box. Good. £4
Designed by Jim Wimslow Inc. No. players: 2. Country: British, Duration: 15 mins, Desc. by Andy.
Players
try to be the first to score 10 points by surrounding triangles on a hexagonal
grid of triangles using their three pieces.
The lines joining verticies are green, yellow or blue and each turn a
die is rolled indicating one of these colours. One piece can then be moved
along as many adjacent lines of this colour as is desired. Once a triangle is surrounded points are scored
according to the number in the triangle and the pieces are reset and play
continues.
Trimatics,
published by Spear's Games. 1983. Box. Fair. £3
Designer Unknown. No. players: 2+. Country: British, Desc. by Andy.
Special
notes: Box lid has three patches where the underlying cardboard shows through,
1 tile replaced with a photocopy on card (this does not detract from play)
A
7x7 grid of numbers (1-9) are laid out at random, and a number disk is turned
over. Players then all look for any
three adjacent numbers which can make this target number by multiplying two of
them together and adding or subtracting the third. eg. 4x9 + 5 = 41. The player who first spots a correct
'trimatic' wins the disc. Most discs at
the end of the game wins.
Troia,
published by DaimlerChrysler AG. 2000. Box. Excellent. £20
Designed by Thomas Fackler. No. players: 2-4. Country: German, Duration: 1 hr, Desc. by Andy.
Promotional
game although the subject matter has nothing to do with cars. Players are
archaeologists, digging for pieces of artifacts amongst the ruins of Troy. The pieces fit together in a puzzle-like
way, and collecting pieces which fit together scores more points. Beautiful
components, and a very unusual item.
Tycoon,
published by Jumbo. 1998. Box. Two copies available:
1)
Good. £14 2) Excellent. £16
Designer
Unknown. No. players: 2-4. Country: Dutch, Desc. by Andy.
Excellent
business game in which players fly around the world from city to city and build
hotels and factories. However there are
lots of interesting systems, such as there being a peak score in a city when
there is a middling number of hotels, so late in the game values drop
again. Also tickets must be purchased
to get from city to city, and so you find it hard (or expensive) to get to
exactly the city you would like. Money
is tight and loans need to be taken out and judged just right so your options
stay open but you don't pay too much interest. Shortlisted for German Game of the Year 1998. Highly recommended.
Ultimatum,
published by Yaquinto. 1981. Box. Good. £13
Designed by J Michael Hemphill. No. players: 2. Country: American, Desc. by Andy.
Strategic
nuclear war game in which one player plays the Soviet Union and the other the
United States. The players invest in nuclear technology, getting resources into
crisis regions, and assorted defensive or offensive weapons. The board shows a
rather odd map of the USA and USSR combined (!). Crisis areas are fought over,
and the players may decide to launch a
direct nuclear attack on each other! Victory depends on destroying lots of your
enemy while keeping as many of your people alive as possible.
United
Nations, published by Yaquinto. ca.1980. Double LP Case.
Box shows some wear. £11
Designed by J Michael Hemphill. No. players: 2-4. Country: American, Desc. by Andy.
Special
notes: The front cover has some small stains where elastic bands which used to
hold it closed have perished.
Diplomatic
game, in one of this company's album boxes. Players gain prestige and voting
power by persuading the 40 countries on the board to join their faction. To
gain their favour you can use a mixture of Economic Aid and Arms Aid, but must
maintain your influence over two turns.
The basic mechanism is that aid tokens are placed (plus some decoys)
face down and once all players have played then they are revealed, and
conflicts resolved. Conflicts can be
political or military. Treaties can be
agreed which exclude players from areas but gain those players prestige, and
the Security Council can be called upon to deal with aggressors and General
Assembly meetings can set up boycotts.
Uno,
published by Waddingtons. 1985. Box. Box worn. £1
Designer Unknown. No. players: 2-10. Country: British, Desc. by Eamon.
Card
game, 108 colourful cards, used in a variation of Crazy Eights, the playing
card game. One of the most well known family card games in the world.
Vendetta,
published by Elfin Design. 1988. Box. Good. £9
Designer Unknown. No. players: 2-4. Country: British, Duration: 45 mins, Desc. by Eamon.
Original
version (later made by Parker) of this gangster game. Players' gangster pieces must negotiate the track on the board,
and get safely back to base. The gangsters are hit if a very large rotating
wheel is spun and ends up with one of two hit men pointing at one of your
gang. Really a parcheesi / ludo variant,
but the rotating hit men do make it great fun.
Vendetta,
published by Parker. 1990. Box. Two copies available:
1)
Good. £7 2) Box shows wear. £5
Designer
Unknown. No. players: 2-4. Country: British, Duration: 45 mins, Desc. by Andy.
Re-issue
of the Elfin Design version above. This
set has a very impressive rotating pair of gangster cars which is is spun and
points to men who are hit.
Vino,
published by Goldsieber Spiele. 1999. Box. Excellent. £17
Designed by Christwart Conrad. No. players: 3-5. Country: American, Duration: 2 hrs, Desc. by Andy.
Played
on a map board of Italy, players must acquire vineyards and start producing and
distributing wine. In the end, it is not the money that is important, but the
number of vineyards you control. A clever
game with some unusual twists on the mechanics of what appears at first sight
to be a fairly standard production and to a lesser extent 'majorities' game.
Volley
& Thunder, published by Dickens & Greenwood. 1981. Box.
Good. £15
Designed by Dickens & Greenwood. No. players: 2. Country: American, Desc. by Andy.
Special
notes: The board shows some discolouration as does the front cover of the rules
booklet. Both still entirely useable
though.
Abstract
war game, providing a detailed view of Napoleonic tactics. Tiny playing pieces
are used on very large squares, so that correct formations can be taken up
during the battle. Not a historical simulation, more Chess-like with no dice.
The objective is to either eliminate all opposing forces, or occupy the enemy
city for 2 turns or block supplies to your opponent's city for 5 turns. Combat
is resolved using a chart, and charging, terrain, and fortifications are all
taken into consideration. The three base units in use are infantry, cavalry and
artillery.
Wapi,
published by Tactic. 2003. Box. Excellent. £9
Designed by Reiner Knizia. No. players: 2-4. Country: Finland, Duration: 20 mins, Desc. by Andy.
Odd
looking game with an American Indian theme.
Players draw chits which show silver or rock which will be placed into
one of 6 mines or mine tokens which are used to claim a share in one of the 6
mines. Players can only claim up to 3
of the mines. An early mine claim allows you to play good silver chits into it
but also allows opponents to fill your mine with worthless rock. Won a French
Best Strategy Game award in 2003.
Weltreise,
published by Ravensburger. 1968. Box. Good. £7
Designer Unknown. No. players: 2-6. Country: German, Desc. by Eamon.
One
of Ravensburger's staple games, very popular as a family game in Germany.
Players race round the world and have to visit a city in each continent before
returning to their starting point. Each
player has a different set of cities.
The map has 3 types of connection between cities: train, air and sea,
and only one type can be used per turn, making the route planning more
interesting. An optional rule can be
used to penalise a player who rolls 6 too often!
Whiplash,
published by Peter Pan. 1988. Box. Box corners taped + mark where label was. £4
Designer Unknown. No. players: 2. Country: British, Duration: 5 mins, Desc. by Andy.
Special
notes: No rules included, though the box says all you need to know to be able
to play.
Fast
action game, a sort of two player bagatelle!
The board has a central scoring section into which players try to get
their marbles. Each player also has a
bagatelle style ball shooter and each ball lane curves around the board and
then up a ramp which hopefully will send the ball into the scoring area. First to get 100 points wins. Play is simultaneous, so pretty frantic!
Wordsworth,
published by Spear's Games. 1989. Box. Good, but 1 box corener taped. £7
Designed by Horswoggle Games Inc. No. players: 1-4. Country: British, Desc. by Andy.
Word
game. The board is a wipeable crossword grid with numbers 1-6 in the corners of
each white square, some blanked out squares and some bonus point squares. In their turn players roll the dice and add
that many letters to the board. There
are no letter tiles - you can add whatever letters you like, but exactly the
number rolled and you score the points on the spaces for all new words so
created.
Zauberberg,
published by Ravensburger. 2001. Box. Excellent. £13
Designed by Rudiger Dorn. No. players: 2-5. Country: German, Duration: 30 mins, Desc. by Andy.
Fantasy
game, translated Magic Mountain in English. Each player is a wizard and has a
team of goblins, which are raced up the mountain, with the first to the top
winning. The board is 3-D, with 4 levels and a chunky tower on the top. The goblins are moved around each level
using cards and to get to the next level they need to clamber on top of another
goblin (be that a friendly one or not).
There are also various special spaces with assorted event tiles on them,
which are revealed when landed on. Some of these are helpful, while others are
not. Very attractive game.
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