January 2005 Catalog
While I don’t publish my latest catalog on the internet, this older catalog is available for you to look through to get an idea of the sort of thing I generally have. Please be aware that many of the games in this catalog will have already sold, and if they haven’t then the prices are not necessarily still valid – the prices are only valid in the month the catalog comes out! However, if you do see something of interest email me and I’ll let you know if I still have it. Also getting the monthly catalog by email is free and without obligation, so why not just ask to be added to my subscription list, or ask me to send you the latest catalog by email?
[About
half of this catalog was dedicated to a one off special sale. Since the sale prices were only valid for
Jan 2005 I have not included any of these items in this listing].
Advance Junior, published by
Denys Fisher. 1975. Box. Box edges a little battered and taped up. £9
Designer Unknown.
No. players: 2. Country: British, Duration: 30 mins, Desc. by Andy.
Special notes: 1
tank turret has been repaired (successfully), battery compartment damaged but
functional.
Board game in
which each player has three tanks which attempt to get to the opponent's home
base. Movement is by dice, but in order
to be permitted to move or to make an attack, a nifty resolution mechanism is
used. 2 batteries power a bulb and this
is reflected by turning knobs controlled by the players. Essentially the two
players each secretly pick one of red, green or yellow (colours which are also
marked on the tanks), and then a fire button is pressed to illuminate the
lights. Whether the action succeeds or
not depends on whether the lights match or not.
Advice, published by
Inquot. 1976. Box. 2 Box corners taped. £9
Designed by Alick
Elithorn. No. players: 2. Country: British, Desc. by Andy.
Strategy game with
26 wooden pieces played on a square 9x9 grid. Each side represents a citizen,
backed by lawyers, priests and psychiatrists.
The objective is to get your citizen to the opposite corner or to
capture your opponent's citizen. There are three types of move: a step forward,
a hop over an adjacent piece to an empty space or a chain of hops. Capture
occurs during hops, but only some types of piece can take others in a
scissor-paper-stone type of cycle. Also included are rules to 6 other related
games playable with the same set.
Age Of Exploration, published by
TimJim. 1994. Box. Box good, contents unpunched. £25
Designed by Tom
Lehmann. No. players: 2-6. Country: American, Desc. by Andy.
Exploration game
set between 1492 and 1543, with many clever and unique play mechanics. Players
equip expeditions and then set sail for the New World from Europe. The
expedition will be better able to survive if longer is spent equipping, but
then other expeditions may well get there and back first, and as points are
scored for discoveries only on return to Europe, this creates a dilemma. Once in the New World there is much to do
and all sorts of discoveries to make.
Expeditions can head into the interior or attempt the NW Passage or even
head around into the Pacific for a circumnavigation. Events are determined using cards and give choices and resolve
differently depending on the capabilities and equipment of the expedition.
Alaric The Goth +
Attila The Hun, published by SSG. 1980. Box. Good, countersheet unpunched. £25
Designed by Paul L
Van Patten Jr.. No. players: 1+. Country: American, Desc. by Andy. Special
notes: A couple of unneeded 'spacers' have gone from one countersheet, and one
sheet is slightly discoloured, but quite usable.
Wargame. Two games
normally packaged separately, but here in a single box. Grand strategic game of
the Barbarian invasions of the Roman Empire during the 4th and 5th centuries
A.D. Not a direct simulation - more like an advanced version of Risk, with
naval, transport and looting rules too. Can be played solitaire as the Romans
defending against the oncoming hordes. Attila the Hun (Eastern Roman Empire)
and Alaric The Goth (Western Roman Empire) can be played as independent games
or they can be combined into one huge game.
Atmosfear IV, published by
Spears. 1993. Box. Good. £9
Designed by A
Couple 'A Cowboys Pty Ltd. No. players: 2-6. Country: British, Duration: 1 hr,
Desc. by Andy.
Sequel to the
popular Video Board game Atmosfear, which you will need to be able to play
this. This expansion changes the base game substantially, having its own sets
of Time and Fate cards as well as a new deck of Black Rose cards. The players try to win in the same way as in
the standard game, but players can also become vampires in various ways, and
then noone is safe! Should all the
players become vampires before someone has won then everyone loses. Contains a VHS cassette which is played
while the game is played.
Auction, published by
Alden. 1987. Box. Excellent. £10
Designed by Kevin
& Elaine Phillips-Howard. No. players: 2-6. Country: British, Desc. by
Andy.
Card based auction
game. Privately made game of dealing in antique furniture. Nicely made to a
high standard, including a full size wooden gavel. Players all have a house
they need to move into, but need some basic furniture for the kitchen and one
bedroom before being able to move in, and until then players must pay rent each
turn. Once moved in rent is no longer
paid, and when a second bedroom is furnished a lodger can be used to add to
your income. The winner is the first
player with a fully furnished house.
Barking Mad, published by
Paul Lamond. 1998. Box. Good. £8
Designer Unknown.
No. players: 2-6. Country: British, Desc. by Andy.
Special notes: Box
slightly indented due to stacking, 2 cards creased but usable.
Dog racing game,
with a hare, six dogs, and a lamp-post (which sidetracks the dogs during the
race). Dogs move by a combination of cards and dice, with plenty of choice.
Points are scored for correctly, or nearly correctly predicting the finishing
order of dogs. The game is played in
two stages - firstly players get the chance to draw cards to play in the race,
make bets, and place the dogs in their traps and then the race is run. During the race it is quite possible to
seriously delay a dog, and the hare which the dogs initially follow can be
overtaken and eaten!
Battlegame Armada!, published by
Macdonald & Co.. 1988. Book. Good. £8
Designed by Jon
Sutherland, Simon Farrell. No. players: 2. Country: British, Desc. by Andy.
Paperback book
which includes a history of war at sea as well as lots of information about the
Spanish Armada, including pictures. The
book also includes a naval wargame of the Armada, with a foldout A3 card board,
and lots of ship tokens. The rules for this game cover 2 sides of A4.
Battlegame Book 1:
The Wild West, published by Usborne. 1975. Book. Excellent. £6
Designed by Andrew
McNeil. No. players: 2-4. Country: British, Desc. by Andy.
Hardback book
which includes four games by the inventor of Kingmaker. The book also details
the history of the wild west, including a timechart. The games are Buffalo
Hunters (Players represent Indian tribes and must capture wild horses and kill
buffalo); Red Clouds War (US Government vs Red Cloud's Indians. The US forces must get supplies through to
Fort Keogh before stocks run out); Iron Horse (Players survey and construct
railroads aiming to be the first to Central City); Lincoln County War (Billy the
Kid must break out of a trap set by Sheriff Peppin).
Battlegame Book 2:
Knights At War, published by Usborne. 1983. Book. Good. £6
Designed by Andrew
McNeil. No. players: 2-4. Country: British, Desc. by Andy.
Special notes:
Counter bagged, and 2 photocopies of each set of rules included.
Paperback book
which includes four games by the inventor of Kingmaker. The book also details
the violent days of mounted warriors in the Middle Ages, including information
about the Crusades. The games are Arsouf (Crusaders try to get to the city of
Arsouf, while the Moslems try to stop them); Siege! (Eustace D'Assault has 40
days to take his neighbour's castle by siege); Border Raiders (13th century
Germany and renegade Karl the Black launches an attack on his neighbour Duke
Conrad); Tournament (Knights fight for honour at a grand tournament held by the
Duke of Burgundy).
Battlegame Book 3:
Galactic War, published by Usborne. 1983. Book. Excellent. £6
Designed by Andrew
McNeil. No. players: 2-4. Country: British, Desc. by Andy.
Special notes:
Counters bagged and 2 photocopies of each set of rules included
Laminated A4
paperback book with 40 pages. About half the book is informational, giving
information about the solar system and the history of space exploration. The other half of the book details 4 simple
space wargames, each with a double page board.
Counters for each game come with the book as well. The games are: Space Pirates (Each player
sends out a ship to collect ore and return with it to earth); The Deadly Planet
(Move around the board and try to be the first to get to your 4 target spaces);
Invasion Earth (The Ganoids try to colonise the Pacific Oceanbed, while the
Earth player must stop them); Galactic War (The Krul and Stellar Federation
send out fleets of spaceships to conquer each other).
Battlegame Book 4:
World War II, published by Usborne. 1983. Book. Good. £6
Designed by Andrew
McNeil. No. players: 2. Country: British, Desc. by Andy.
Special notes:
Counters bagged, and 2 photocopies of each set of rules included.
Paperback book
which includes four games by the inventor of Kingmaker. The book also gives an
overview of events throughout WWII on the various fronts. Counters for each
game included, and the maps are in colour and cover 2 pages each. The games
are: Winter War (Dec 1943 Eastern Front.
Russian player has 12 turns to capture a critical railway junction,
German player must defend it); Carrier (Japanese and US carrier fleets vie for
supremacy in the Pacific); Air Assault (Spring 1943 Allied bombers make raids
over occupied France while the Luftwaffe defend); Beach Head (D-Day 1944. The
Allied player attempts to land and push forward their forces while the Germans
defend the beaches).
Battlegame Book 5:
Fighting Ships, published by Usborne. 1976. Book. Excellent. £6
Designed by Andrew
McNeil. No. players: 2-4. Country: British, Desc. by Andy.
Special notes:
Counters bagged up and 2 photocopies of each rules set included
Hardback book
which includes four games by the inventor of Kingmaker. The book also details
the history of warships, from Egyptian vessels through to nuclear powered
submarines. The games are Viking Raids (Send ships out to search for treasure
and return home with it); Silver Fleet (Spanish player tries to get to Havana
and then the Florida Strait while the Dutch player tries to capture the Spanish
ships); Frigate! (1793 and two British frigates and two French frigates go at
it to the death); Battle for the ‘Med’ (1942 and the players attempt convoy
runs while also trying to destroy those of their opponent).
Berserker, published by
Flying Buffalo. 1981. Box. Good. £10
Designed by Fred
Saberhagen & Richard Loomis. No. players: 2. Country: American, Desc. by
Andy.
Science fiction
combat game based within the Berserker World created in a series of novels by
Fred Saberhagen. One player is the planet-levelling Berserker and the other is
the human trying to stop the relentless assault. The basic rules cover 5 pages
of A4, and there are another 2 pages of optional rules. The Berserker has a crew of 18 robots and
can split itself to form cruiser attack ships, while the humans also have
cruisers as well as heavy artillery ships and ramming ships which allow the
humans to board the Berserker and attack from within.
Besiege, published by ASL
Pastimes. 1973. Box. Good, but box corners taped. £12
Designer Unknown.
No. players: 2. Country: British, Desc. by Andy.
Includes 2 games.
In the 1st nicely illustrated cards represent attacks, defences and events
associated with castle sieges. Play is in hands, with one player the attacker
and the other the defender. If the
attacker wins this siege (hand) then he advances on the board and in the next
hand attacks another castle as the attacker, but if he fails then he is driven
back and must defend in the next hand.
Play continues until one player is driven off the board. The 2nd game is
called Easy Siege and one player attempts to get one of his pieces into the
central keep while the defender tries to keep the attacker out - movement is
determined by drawing cards, and choosing how to allocate it between pieces.
Bible Challenge, published by
Bible Games Inc. 1984. Box. Excellent. £7
Designed by James
E. Barineau. No. players: 2-4 teams. Country: American, Desc. by Andy.
Bible quiz
game. The players / teams move around
the board landing on spaces which determine the category of question they will
be asked - one of: Old Testament, New Testament, Life of Christ, People,
Quotations, Places and General. The first team to get a question right in all
categories has to answer one final question to win. 2100 questions included in
the set.
Big Deal, published by
Amigo. 2001. Box. Duration: 2 hrs, Desc. by Andy. 2 copies available:
1) Good. £9 2) Excellent. £11
Designed by Gal
Zuckerman, Tzvika Harpaz, Roy Wagner & Yoel Rotem. No. players: 2-6.
Country: German, Business game in which players invest in resources (labour,
space, fuel and machinery), and company shares. A clever supply and demand mechanism regulates the price of
resources, and while shares always cost the same amount to play to form a
company, they can be sold back to the bank for a small profit, and each turn
the company is held income is gained. Share cards can also be used to make a
hostile takeover of an opponent's company, which results in a bidding war
between the two players to gain / keep control of the company, but in a neat
way which means that neither side need lose out significantly. I also have a
house rule from Eamon which I will supply.
Blow Football, published by
Unknown. ca.1950. Box. Good. £4
Designer Unknown.
No. players: 2-6. Country: British, Desc. by Andy.
There is no
indication of publisher or date anywhere.
It could well be older than indicated. Included are two goals with
goalkeepers, a ball and 6 blowpipes. No
rules are included as none are needed - you just blow the ball into the
opposing team's goal, while the other player attempts to stop you and get the
ball into your goal.
Cafe International, published by
Mattel. 1989. Box. Good. £13
Designed by Rudi
Hoffman. No. players: 2-4. Country: British, Duration: 1 hr, Desc. by Andy.
German Game of the
Year in 1989. Players seat customers of many different nationalities in a cafe
so that they are at a table designated to their nationality, but they will also
be next to other people at other tables.
To win you must choose the right time to play your customers to score
well, and also recognise when a customer is a liability and send them to the
bar instead.
Capitol, published by
Schmidt. 2001. Box. Excellent. £15
Designed by Alan R
Moon & Aaron Weissblum. No. players: 2-4. Country: German, Duration: 1 hr,
Desc. by Andy.
A game of city
building with stacks of wooden components. Players build buildings of different
sizes off the board and use cards to place them on the board where they are
then considered complete. Players can improve the location of their buildings
by winning auctions and placing temples, amphitheaters or fountains in their
zone. During the game and at the end the various zones are scored according to
who has the biggest buildings.
However, clever
placement rules make sure it is never easy to assure you will have control of a
zone.
Castle, published by
Descartes Editeur. 2000. Box. Excellent. £8
Designed by Serge
Laget, Bruno Faidutti. No. players: 2-5. Country: French, Duration: 1 hr, Desc.
by Andy.
Card game in which
the players play castle inhabitant cards into the castle (a square grid), or in
a few cases onto the walls or even outside the castle (for enemies of the
castle). Almost all the cards have
special effects which generally affect other cards nearby, either making cards
return to the hand of whoever played them, or disallowing certain other cards
to played in the vicinity, or giving an extra action etc. The objective is to draw all your starting
deck and play all the cards out from your hand to the board. First to achieve this wins.
Caverns Deep, published by Ral
Partha. 1980. Box. Good. £12
Designer Unknown.
No. players: 2. Country: American, Desc. by Andy.
Special notes:
There are 37 figures in this set (so 17 extras); a small number have bent or
damaged weapons.
Boxed fantasy war
game with a board and 20 metal miniatures of Dwarves and Goblins. The game is
played in a cavern of square spaces and the Dwarvern player sets up various
treasure chambers and distributes the treasure tokens. The Goblin player then
invades through tunnels, with the objective of killing all the dwarves or
escaping with a set amount of gold in a fixed number of turns. Combat is resolved by dice roll after
comparing strengths. Various traps and
magic weapons are also used.
City State of the
Invincible Overlord, published by Mayfair Games. 1987. Box. Good. £6
Designer Unknown.
No. players: 2+. Country: American, Desc. by Andy.
This is an
AD&D compatible roleplaying supplement.
It details the city of Briarwood and is based on the original City State
designs by the Judges Guild. It is the
basis for the Overlord Campaign series of sourcebooks and adventures. It
includes: Character race booklets for new character races (centaurs, lizardmen,
nagas, pixies); GMs' and players' maps; Book detailing 30 city neighbourhoods;
Background book; Player background for main character classes; Adventure book.
Cwali 5th Year, published by
Cwali. ca.2001. Tube. Excellent. £4
Designed by Corne van
Moorsel. No. players: 2. Country: Dutch, Desc. by Andy.
A promotional game
given away to customers at Spiel by this small Dutch company. The rules say it has been formerly known as
Stapel, and Dutch Mountains. It is an
abstract game in which each player tries to construct a tower of pieces on
their home space. This is done by
moving stacks or partial stacks of pieces according to restrictive rules. Very neat.
Demon's Run, published by
Yaquinto. 1981. Double LP Case. Good - counters unpunched. £12
Designed by
Michael S. Matheny. No. players: 2-4. Country: American, Desc. by Andy.
Race game set in
space. Players start by designing the ship they wish to race. The ships then race (and fight) based on the
abilities they were designed with. The area of space the race goes through
contains various pitfalls such as radiation zones, black holes, and 'null
zones'. Points are scored in the race
for: recovering marker buoys (the more dangerously located ones being worth
more points), fuel remaining, and finishing before other ships. Ship features
which can be altered in the design stage include: fuel level, structural
integrity, pilot integration, main engines, manoeuver engines, tractor beam,
lasers, scrambler and shields.
Dennis Wheatley's
Alibi, published by Geographia Ltd. 1953. Board and Box. Good. £30
Designed by Dennis
Wheatley. No. players: 2-5. Country: British, Desc. by Andy.
Special notes: Box
lid and one side a little faded but otherwise very good for its age
Highly collectable
detective game from this famous British author of detective and horror stories.
The rule book outlines a detailed scenario in which a murder has taken place
and one of six infamous criminals must be to blame. The players are detectives and move around a map of Britain and in
various towns get to look at one of the cards which may help provide an alibi
for one of the suspects, advance the investigation further or merely cause a
delay. When enough information has been
gathered a player can race back to the town the murderer is in and arrest him
to win. Nice system which ensures it
plays differently each time. Includes
metal detective figures.
Der
Blaumilch-Kanal, published by Kosmos. 1999. Box. Excellent - unpunched. £8. Desc. by
Andy.
Designed by
Ephraim Kishon, Jurgen P Grunau. No. players: 3-6. Country: German, Duration:
90 mins. Board game with wooden pieces, a large board and lots of tiles and
cards. Satirical party game with lots of german on the cards, and really is
only likely to be appreciated by fluent German speakers. Therefore I am selling it without an English
translation since you won't need one if this is any use to you. The game uses
cards which require players to invent humorous captions to pictures, make up
limericks given rhyming german words, give humorous solutions to problems and
talk for a minute on a random theme.
Die Magische 7, published by
Piatnik. 1990. Box. Excellent. £8
Designed by Leo
Colovini. No. players: 2 or 4. Country: Austrian, Desc. by Andy.
Trick taking game
for 2 or 4 players. The twist is that
the cards come in +ve and -ve values and a trick always consists of just two
cards. To win a trick the 2nd player
must make the sum of the cards add up to 7, otherwise the first player wins the
trick. There are also some special
cards and 4 player rules.
Dilbert: Corporate
Shuffle, published by WoTC. ca.1998. Box. Excellent. £5
Designed by
Richard Garfield. No. players: 4-6. Country: American, Duration: 30 mins, Desc.
by Eamon.
Card game, 60
cards each featuring an individual full colour Dilbert cartoon. Dilbert is a
character in a newspaper comic strip, a geeky computer programmer with an
uncomprehending boss. The game itself is a new
version of the
company’s game The Great Dalmuti.
Eagles, published by
Columbia. 1995. Boxes. Good. £6
Designed by Tom
Dalgliesh. No. players: 2. Country: American, Desc. by Andy.
Card game, 2
starter boxes worth of cards featuring Generals, troops and events of the
Waterloo campaign. Excellent game system, first seen in Dixie. Cards are very
nice indeed, mostly being detailed pictures of individuals in uniform. This was
a tradable card game, and so the 60 cards in each set are a random selection,
but the box assures that all four of the battles covered are playable with two
starters. The rules are moderately complex,
but nothing more than would be expected in most wargames. The four battles
covered are: Ligny, Quatre Bras, Wavre, and Waterloo.
Empire Campaign
System, published by Empire Games. 1984. Box. Good. £8
Designed by Kip
Trexel. No. players: 2+. Country: American, Desc. by Andy.
Unusual item, a
board game designed with the miniatures gamer in mind. This is a grand strategy
game, played on a large hex map of Saxony and the surrounding areas. When you
force the enemy to battle, the idea is to then use miniatures rules for the
battle itself. The rules suggest that
you will want to use the Empire 3 operational-tactical miniatures rules to play
out the miniatures battles. The rules
include sections on resolving the combats but I am not at all sure if they will
work without using the Empire 3 rules as well.
Family Business, published by
Spielfreaks. 1988. Box. Good. £10
Designed by D.
Bromley. No. players: 2-6. Country: British, Duration: 30 mins, Desc. by Andy.
Card game. Each
player controls a gang of Mobsters during the Prohibition. Times are tough and the gangs are at war -
there will only be peace when just one family survives. Cards are played to add
gangsters to the Hit List and various cards start the killing spree, while
others let you get your mobsters out of trouble - at least for a while. Fun game of chaotic mayhem. This version has helpful reminders of what
the cards do on them which helps a lot for the first few games.
First Past The
Post, published by Waddingtons. 1989. Box. Good. £8
Designer Unknown.
No. players: 2-6. Country: British, Duration: 90 mins, Desc. by Andy.
Revised version of
Lose Your Shirt. Horse racing and betting game, with a colourful board and
large plastic horses. Cards are used to move the horses, some specific horses
and some any horse, but the twist is that to bet on a horse at the start of the
race you set aside a card which affects that horse, and the horse you have bet
on is then secret until you reveal and play this hidden card during the race -
ideally as late as possible. Win and
Place bets are possible, as well as a Jackpot bet, which wins all the lost bets
from previous races.
Flucht Aus
Mangrovia, published by Mattel. 1989. Box. Good. £9
Designed by Roland
Siegers. No. players: 2-6. Country: German, Duration: 1 hr, Desc. by Andy.
Players race
through the jungles of Mangrovia which are filled with dangerous animals. Cards
are used to allow the playing pieces to get past these animals. The objective is to be the first to get both
of your explorers out of the jungle to safety before anyone else.
Formula De, published by
Eurogames. ca.1994. Box. Excellent. £19
Designed by Eric
Randall & Laurent Lavaur. No. players: 2+. Country: French, Duration: 90
mins, Desc. by Andy.
Elegant motor
racing game. Huge board details the Monaco Grand Prix Circuit + The Netherlands
Zandvoort No.1 circuit on the back.
Main mechanism is to choose a gear which determines which dice you must
roll for movement, making a range of speeds possible within that gear. Cornering is dealt with by having a section
marked as a corner with only certain routes allowed through the corner, and
each car must end its movement in a corner space or there are unpleasant
consequences. The dice are from d4 to d30 for the various gears, and various
advanced rules are included for additional realism eg. slipstreaming, pitting,
etc.
Formula De Mini, published by
Eurogames. 2002. Box. Excellent. £15
Designed by Eric
Randall & Laurent Lavaur. No. players: 2+. Country: French, Duration: 45
mins, Desc. by Andy.
Main differences
from the full version: smaller and shorter tracks (2 provided), various types
of damage points combined into a single pool of damage points, no 6th gear (not
needed on the smaller boards), most of the advanced rules included, but with a few
minor differences.
Game, Set &
Match, published by Waddingtons. 1982. Box. Good. £3
Designed by
Michael Kindred & Malcolm Goldsmith. No. players: 2-4. Country: British,
Desc. by Andy. Special notes: The scoreboard is missing - entirely playable
with paper and pencil to keep score though.
Tennis card game.
A promotional game made for Robinson’s Barley Water, who used to be the
sponsors for Wimbledon. A neat fold-up board with net shows four regions in
each court, and players have a hand of cards.
The serve is resolved using a dice, and then following shots are played
with cards: the cards have a receiving area which must match where the ball is,
and a destination which is where the ball is returned to, along with a
description of the shot. Thus it is really
a simple hand management game. Includes
rules for doubles as well.
Ghost Game, published by
National Trust. ca.1990. Box. Good. £6
Designed by
Orchard Toys. No. players: 2-4. Country: British, Duration: 15 mins, Desc. by
Andy.
Card based memory
game in which a selection of ghost and knight cards are spread around the table
face down, and players draw a stately home each. Players then take turns turning over a ghost / knight card and if it is the ghost which
haunts their stately home then they have formed a pair and draw a new stately
home and have another go. When a knight
is drawn the player can force another player to discard one of their pairs, and
the knight card is kept as a tiebreaker.
Attractive drawings of various ghosts, and photos of the stately homes
on oversized cards. The rules book also
details the various hauntings too.
Graphoscope, published by E
& S. ca.1960. Box. Good. £2
Designer Unknown.
Country: British, Desc. by Andy.
Not a game at all,
but in Eamon's stock for some reason, so presented here! This device allows you to draw pictures or
objects onto paper by reflecting a faint image into your eye while you look at
the paper you are drawing on, so you can effectively 'trace' the object.
Guillotine, published by
WotC. 1998. Box. Good. £6
Designed by Paul
Peterson. No. players: 2-6. Country: American, Duration: 30 mins, Desc. by
Andy.
Card game, 110
cards humorously illustrated by Magic: The Gathering artists Quentin Hoover and
Mike Raabe. 12 Nobles are lined up for execution in the French Revolution. By
cunning card play (the cards let you manipulate the line of Nobles, give
bonuses for some types of Nobles etc) you try to rescue some Nobles whilst
letting others go to visit Madame Guillotine. After three rounds have been played,
players score up for the heads they have collected, with the most successful
executioner winning the day.
Ido, published by
Goldsieber. 1998. Box. Good. £12
Designed by
Bernhard Weber. No. players: 2-4. Country: German, Duration: 40 mins, Desc. by
Andy.
Strategy game
played on a board which looks like a piece of modern art, with coloured areas
and striking black lines on a white background. The playing pieces are equally as impressive - plastic, but very
chunky colourful cubes and blocks. Onto the board is placed a black plastic
griddle which can be moved around and which effectively adds to the lines on
the board. Players move their blocks
into the spaces on the board, and may also move the griddle as well, which will
often move some of the blocks. The
objective is to get your blocks to the other side of the board, and whoever
manages their moves most efficiently will win.
Iron Horse, published by DB
Spiele. ca.1996. Box. Good. £21
Designed by Dirk
Henn. No. players: 2-6. Country: German, Duration: 45 mins, Desc. by Andy.
Special notes: The
leather strap to secure the box is missing, though the box still closes just
fine.
Railway game in
which players lay tiles showing tracks.
The objective is to score points by having your railway lines score as highly
as possible. A railway line scores well if it is long, and its score is doubled
if it reaches one of the city centre stops at the centre of the board. Tracks can be laid to help your own lines or
hinder other people's. The game is housed in their trade-mark book-like box,
with a little leather thong to close the case. Not produced in great numbers,
though it was later reprinted as Metro by Queen. Nice game and this edition is quite collectable.
Journey Through
Europe, published by Ravensberger. 1980. Box. Good. £7
Designer Unknown.
No. players: 2-6. Country: British, Duration: 30 mins, Desc. by Andy.
Special notes:
Includes a world information map. Dent on one edge of box
A travel game of
strategy and planning. Players all
start at different points in Europe and must visit 8 different cities around
the board before returning to their starting point. First to get home wins.
Although a dice is rolled to determine movement points for the turn,
these can either be used one point per road segment, or more points for air
travel, the number of movement points depending on the length of the flight,
and a whole turn for sea travel. Thus
there are plenty of route planning decisions to be made, as well as making sure
the cities are visited in the optimum order.
Kampf Um Rom, published by
Kuhlmann. 1995. Box. Good. £45
Designed by Gerard
H Kuhlmann & Harmut Witt. No. players: 3-4. Country: German, Duration: 3
hrs, Desc. by Andy. Special notes: This set comes with the rules booklet and
charts sheets for both games fully in English!
Wargame. Actually two games using the same map and
components, one game by each of the authors,
Germanica deals with the crumbling of the Roman Empire with the invasion
of the germanic barbarians, and has some similarities with Brittania in that
the players play a series of tribes which flow through the region, but with the
objective of developing your tribes' culture as much as possible, which will
require stability. Huns, Romans,
Germans is a similarly themed game, but split into a basic and advanced game.
Very nicely produced board with latin inscriptions, and wooden counters.
Kanto, published by
Milton Bradley Games. 1975. Box. Good. £7
Designer Unknown.
No. players: 2. Country: Dutch, Duration: 20 mins, Desc. by Andy.
Tactical game
played on a 5x8 board. Each player has
wooden tiles numbered 1-19 and a special tile called the Kanto. These are
initially face down at random on the board.
Players turn over pieces and attempt to capture opposing pieces and
ultimately their opponent's Kanto. A
number piece captures its own number and any lesser number, and the Kanto can
capture any piece except the 1, which is the only piece which can capture the
Kanto.
Konzern, published by
Fanfor-Verlag. ca.1998. Box. Good. £12
Designed by Valentin
Herman. No. players: 3-6. Country: German, Duration: 90 mins, Desc. by Andy.
Business
game. The game is driven by rolling
dice in your turn and using the numbers rolled in a variety of ways, for
instance a triplet (eg. 4,4,2+2) can be used to buy into a new market; odd
numbers can decrease an area's profit; even numbers can increase an area's
profit; high numbers allow a challenge for dominance within a market and left
over dice can be used to buy special cards which give various advantages. The objective is to make your corporation
profitable and be the first to get 200 Euros.
Logistico, published by
Cwali. 2003. Box. 2 copies available:
1) Excellent. £20
2) In shrink. £22
Designed by Corne
van Moorsel. No. players: 2-5. Country: Dutch, Duration: 1 hr, Desc. by Andy.
Board game in
which players attempt to earn the most money by picking up and delivering
goods. The board shows five islands
linked by road bridges and airports.
Each player controls a plane, boat and lorry. Goods counters and demand counters are spread across the land
areas. Each turn the vehicles move,
pick up, and deliver goods, but the more actions performed the greater the
cost, and so the less the profit.
Vehicles can also be used together, transferring goods from lorry to ship
or plane. As the game goes on, and only the harder deliveries are left, the
payments also increase. Lots of wooden
bits, and an attractive board.
Lord of the Rings
Risk, published by Hasbro. 2002. Box. Excellent. £14
Designer Unknown.
No. players: 2-4. Country: British, Duration: 2 hrs, Desc. by Andy.
Lord of the Rings
themed Risk variant. The board shows
the northern part of Middle Earth - essentially the part used in the first book
/ film. The game comes with 15mm figures
in 4 colours and different designs for each army - several hundred figures in
all. The rules included allow standard
Risk to be played as well as the LotR themed variant, which adds leaders, sea
ports, and completing missions for rewards. The one ring also moves in this
variant and this determines when the game ends.
Lose Your Shirt, published by
Waddingtons. 1976. Box. Box poor. £4
Designer Unknown.
No. players: 3-6. Country: British, Duration: 90 mins, Desc. by Andy.
Special notes: One
side of the box has come off, and has been replaced by a piece of card. The rest of the box is better, but shows
wear. Contents fine.
Horse racing and
betting game, with a cloth board, large plastic horses and a 'grandstand' in
which to keep the money. Cards are used to move the horses, some specific
horses and some any horse, but the twist is that to bet on a horse at the start
of the race you set aside a card which affects that horse, and the horse you
have bet on is then secret until you reveal and play this hidden card during
the race - ideally as late as possible.
Win and Place bets are possible, as well as a Jackpot bet, which wins
all the lost bets from previous races.
Money Go Round, published by
Philmar. ca.1974. Box. Good. £5
Designer Unknown.
No. players: 2-6. Country: British, Desc. by Andy.
Family business
game which reuses many of the ideas from Monopoly. The theme is a trip to the
fairground, and players travel around a figure of eight shaped track landing on
various spaces, which include actions such as finding 10p on a park bench, or
missing a bus, as well as the various attractions which can be bought and will
then earn admission fees from other players landing on them. If a set of related stalls are bought then
the admission goes up, and advertising chips can be bought to further increase
admission costs. The Fair Manager's
Office replaces Jail and so on. All the
money is in small numbers of £ and p with realistic card coins and paper notes,
making it a useful game to teach children to deal with money too.
Munchkin Fu, published by
Steve Jackson. 2003. Box. Excellent. £10
Designed by Steve
Jackson. No. players: 3-6. Country: American, Duration: 45 mins, Desc. by Andy.
Humorous card game
parody of Kung Fu movies . Very light
and silly - the players have to try to get their character as powerful as
possible, using the daft items available eg. 'Ebony Nunchuks Delivering Typhoon
of Blows' and 'Excellent Bamboo Nose-Spreader'. Beware though as monsters and
traps abound, such as 'Long Tong the Drool Demon' and the evil 'Generosity Potion'! It is also compatible with Munchkin should
you wish to combine the two sets.
One Page Bulge, published by
Steve Jackson Games. 1980. Box. Good. £7
Designed by Steve
Jackson. No. players: 2. Country: American, Duration: 2 hrs, Desc. by Andy.
A game that
started as a bet that you couldn't design a game about the Battle of the Bulge,
and limit the rules to one page of text. It is a big page, and printed on both
sides, but the game is historical and relatively easy to play. Housed in the
microgame box that was often used by this company. The map is roughly A3 in size, but only on paper, with design
notes on the reverse. There are
slightly more than 100 counters and the rules cover isolation of German forces,
general movement and combat, Allied air superiority, and has optional rules for
bridges and supply depots.
Pac-Man, published by
Milton Bradley. 1982. Box. 2 copies available:
1) Good. £5 2) Box corners split. £3
Designer Unknown.
No. players: 2-4. Country: British, Duration: 20 mins, Desc. by Andy.
Board game version
of the popular early 1980's video arcade game.
Players each have their own Pac-Man which gobbles marbles as it is moved
around the board. However, the ghosts
must be avoided as they will steal your marbles. Great bits. Great for kids (young and old alike!)
Perception, published by
Gemini Games. ca.1980. Box. Good. £10
Designed by
Mordechai Meirowitz. No. players: 2-4. Country: British, Duration: 15 mins,
Desc. by Andy.
Special notes: Box
lid good, contents still shrinkwrapped, but box base edges 'pulled in' by the
shrinkwrap.
Players use skill
and logic to break their opponent's hidden code. This is from the designer of Master Mind and has a bit of a feel
of that game. The hidden code is one or
more letters or numbers drawn out using pegs on a 5x5 grid. Players locate the pegs battleships style,
but can deduce what letter or number must be present without finding anything
like all the pegs. Now quite rare game.
Pig Pong, published by
Milton Bradley. 1986. Box. Good. £8
Designer Unknown.
No. players: 2 or 4. Country: Ireland, Duration: 15 mins, Desc. by Andy.
A truly daft game
(or perhaps a sport?), but great fun.
You set up a roughly 6 inch high net across a table and you have equal
numbers of players on either side and you play a sort of table volleyball. However the 'ball' is exceptionally light
(we are talking featherweight - literally) and the bats are hollow plastic
squeezeable pigs with holes in their noses!
By squeezing a pig hard you create a jet of air which you use to direct
the ball (without touching it) onto the other side of the net. Should the ball touch your side of the table
then you lose the point. As I said:
daft, but great fun!
Q-Bits, published by
Hasbro. 1976. Box. 1 box corner damaged and taped. £3
Designer Unknown.
No. players: 1-4. Country: American, Duration: 15 mins, Desc. by Andy.
Tile laying
strategy game using 16 square tiles each of which is divided into four
quarters. These quarters are coloured
dark and light blue in all the different combinations. Tiles are placed
adjacent to other tiles, so that the quarters match up with its
neighbours. Points are scored, and when
no further tiles can be placed the game is over. Licensed game originally
published by Orda Ind. in Israel, where this edition was also made.
Quick Wits, published by
UPL. ca.1935. Box. Good. £5
Designer Unknown.
No. players: 2+. Country: British, Duration: 20 mins, Desc. by Andy.
Card game,
featuring cards giving a range of categories, and a second deck of letters.
There are several variations, but the basic idea is that players must name
something which fits the current category and starts with the current letter.
Railway Rivals
Packets, published by Rostherne (Sort Of). ca.1984. Packet. 2 versions
available:
1) Excellent. £6.
Choose 1 mounted laminated board from those listed separately below.
2) Excellent. £4.
Choose 1 unmounted laminated board from those listed separately below.
Designed by David
Watts. No. players: 2-6. Country: British, Duration: 90 mins, Desc. by Andy.
A classic railway
game, in which players mark on the laminated board track they have built. Every so many rounds some races are run and
whoever has the best network for that route should be in for a payout. Recommended. This is not an official set, but
a map of your choice, train playing pieces, the dice needed to play and a set
of rules. It does not include
'wipeoffable' pens / crayons, but these can be bought at any stationery shop. I
am selling these because I have lots of the components originally from
Rostherne. You can choose which map is
included, and of course can add any extra maps you want at the prices listed
below.
Railways Rivals
Maps - published by Rostherne. Designed by David Watts. Country: British,
Desc. by Andy.
Railway Rivals - London
& Western, 1988. Good. £2. A2 size, laminated paper, so reusable. Claims to be
map SV, but that is a typo as that map is South Sweden!
Railway Rivals -
Map B (London & Liverpool) 1982. Good. £2. A2 size, laminated paper, so
reusable.
Railway Rivals -
Map B (London & Liverpool) 1982. Excellent. £0.75. A3 size, non laminated -
single use only.
Railway Rivals -
Map CH (China), 1987. Good. £2. A2 size, laminated paper, so reusable.
Railway Rivals -
Map E (Atlantic & Lake Erie - USA), 1985. Good. £2. A2 size, laminated paper,
so reusable.
Railway Rivals -
Map FR (France), 1987. Good. £2. A2 size, laminated paper, so reusable.
Railway Rivals -
Map I (Ireland), 1985. Excellent. £1. A2 size, colour, but not laminated paper, so single use.
Railway Rivals -
Map IN (India), 1987. Good. £2. A2 size, laminated paper, so reusable.
Railway Rivals -
Map J (Lancaster-Lincoln), 1981. Excellent. £1.50. Nearly A2 size, non laminated, so single use only. Does include slip detailing suggested starts
and postal variants for use with this map.
Railway Rivals -
Map M (London & Midlands), 1984. Good. £2. A2 size, laminated paper, so
reusable.
Railway Rivals -
Map ND (North Germany), 1995. Good. £2. A2 size, laminated paper, so
reusable.
Railway Rivals -
Map SV (South Sweden), 1985. Good. £2. A2 size, laminated paper, so
reusable.
Other Railway
Rivals Maps:
Railway Rivals -
Western USA / London & Liverpool, published by GDW. Excellent. £4
Designed by David
Watts. Country: British, Desc. by Andy.
Double sided large
very nicely produced map for Railway Rivals.
The map is mounted on thick card and is in full colour - very nice
indeed. The maps are: Western USA and
London to Liverpool.
Dampfross 2 -
Mapboard N. Italy + Austria, published by Schmidt. 1985. Board only. Good. £4
Designed by David
Watts. No. players: 2-6. Country: German, Desc. by Eamon.
Mounted re-usable
boards for Railway Rival / Dampfross. Austria and Northern Italy.
Dampfross 2 -
Mapboard S. Italy + Switzerland, published by Schmidt. 1985. Board only. Good. £4
Designed by David
Watts. No. players: 2-6. Country: German, Desc. by Andy.
Mounted re-usable
boards for Railway Rival / Dampfross. Switzerland and Southern Italy.
Sahara, published by
Hexagames. 1990. Box. Good. £12
Designed by Hajo
Bucken. No. players: 2-6. Country: German, Duration: 30 mins, Desc. by Andy.
Camel caravanning
game in which each player controls a team of camels and attempts to get them
across the desert to the best locations in the oasis. The game is driven by cards in a unique way - each player has
their own deck which is split into three piles, with the top one face up. Each turn one of these can be played, and if
this empties a stack the cards are all reshuffled. This along with the mix of movement cards and special cards
provides interesting tactical options.
The camels move along a track but it is very advantageous to be in a
pack, so you try to separate opponents' camels while keeping your own well
grouped. I have some house rules for
this too. Nice game with lots of wooden
camels.
Salamanca, published by
Maplay. 1976. Box. Good. £10
Designed by Bob
Stuart. No. players: 2. Country: British, Desc. by Andy.
Rare opportunity
to get this early British war game. The Battle of Salamanca in the Napoleonic
Peninsular War, 22nd July 1812. This was a vital encounter in this war and
amply demonstrated Wellington's tactical skills as he only had 15,000 men
against the enemy troops numbering some 40,000. Operation level game with 14
pages of very large print rules, so pretty simple (for a wargame).
Salta, published by
Spear-Spiel. ca.1975. Box. Good. £7
Designer Unknown.
No. players: 2. Country: German, Duration: 30 mins, Desc. by Andy.
Strategy game
played on a 10x10 square grid. A sort
of cross between Draughts and Halma. Players each have tokens showing 1-5
stars, moons and suns, which are arranged in a fixed pattern at the start of
the game. The objective is to get the
pieces to the far side of the board in exactly the same pattern before your opponent
does. Moves are similar to draughts, but with no pieces being taken, and hops
over opposing pieces only allowed forwards, but are forced moves. Also included are rules to a strange
alternative game - a cross between the standard game and hoop-la of all things!
Schrille Stille, published by
Zoch Zum Spiele. 1999. Box. Excellent. £17
Designed by Peter
Wichmann. No. players: 3-6. Country: German, Duration: 1hr, Desc. by Andy.
Players take on
the roles of record companies and try to promote their bands into the Top
10. This is done by secretly playing
influence counters on the various bands in the charts. These then get resolved and can result in
somewhat different results to what was expected due to the intriguing mechanism
used. Record companies are then awarded
points for the best bands and the least popular bands drop out of the charts to
be replaced by new ones. The amazing
thing about this game is the wooden CD player and the special 'CD sets' into
which players put their influence chits and the way they all get resolved using
the CD player - unique. I also have
some simple house rules which cut the length of the game without removing any
of the flavour.
Seega, published by
Wicor. ca.1975. Box. Good. £5
Designer Unknown.
No. players: 2. Country: German, Duration: 15 mins, Desc. by Andy.
Strategy game
played on a 5x5 grid. Players take
turns placing marbles onto the indented board, and then take turns moving a
marble. If a marble is moved so as to
surround an enemy marble then the enemy marble is captured and removed and the
marble can be moved again if a further capture is possible. The winner is the player who eliminates all
their opponent's marbles or if a stalemate occurs then the player with the most
marbles remaining.
Shogun, published by
Ravensberger. 1979. Box.
1) Good. £9. This
is the full size edition
2) Good. £7. This
is the smaller edition
Designer Unknown.
No. players: 2. Country: German, Duration: 10 mins, Desc. by Andy
An intriguing
strategy game. Each player has eight pieces, which have inside them a numbered
dial, only one number of which can you see at a time. Under the plastic board
are magnets, which when you move a piece
on to a square,
cause the dial to turn, revealing a new number. This number limits or enhances
the piece's move next time. The objective is to eliminate your opponent's
Shogun or to get him down to just two pieces remaining.
Each game is
different as the board can be shaken to rearrange the magnets between games.
Shut The Box, published by
Jersey Wood Enterprises Ltd. . Packet. Excellent. £8
Designer Unknown.
No. players: 2+. Country: British, Duration: 10 mins, Desc. by Andy.
Very nicely made
wooden version of the dice game Shut The Box.
The game is solid wood with a green baize dice rolling compartment. The game does not have a box so I have put
in a large ziplock bag for protection.
The rules included are a slight variation on the standard game (as I
remember it). If you wish I can also
supply details of my own (more skill) variant to Shut The Box (please ask for
it when ordering).
Skip-Bo, published by
Gibsons. 1988. Box. Box good, contents unopened. £5
Designer Unknown.
No. players: 2-6. Country: British, Duration: 20 mins, Desc. by Andy.
Card game, 162
cards made up of 12 sets, each numbered 1 to 12, and 18 wild cards. Based on the traditional game Spite &
Malice. Players each have a pile of
cards and the objective is to be the first to empty their pile. Each turn a player draws 5 cards and then
plays them onto the central building piles which must be built up from 1
through to 12, and can use cards from discard piles to help this. Any unplayable cards are then placed onto
their four discard piles as they desire. Rules include a partnership variation
as well as a shortened version.
Squander, published by
Avalon Hill. 1965. Box. Good, but 2 box corners taped. £35
Designed by Walter
Whitney. No. players: 2-6. Country: American, Duration: 2 hrs, Desc. by Andy.
Extremely rare
Avalon Hill game, a fore-runner of Go For Broke, being a game where you must
spend all your money to win the game. Most unusual to see Avalon Hill make a
family oriented game with mass appeal. The board shows a track around
which the playing pieces are moved,
with space showing all sorts of ways in which to spend money, such as duff
stocks, gifts to charity, roulette bets, jewellery, being blackmailed, paying
taxes etc. Definitely quite
collectable.
Tank Commander, published by
H.M.I. Reading. 1974. Box. Box battered and taped up but whole. £7
Designed by J.
Brian McCarthy. No. players: 2. Country: Ireland / USA, Desc. by Andy.
Special notes: One
bridge piece missing, but a cardboard replacement piece provided
Simple wargame
played on a large paper map with 10 plastic tanks, 2 transporters, 3 bridges,
and a supply centre. Tanks can destroy
the enemy supply base, bridges or transporters, but two tanks together are
needed to destroy an enemy tank. Transporters can carry either a tank or 2
bridges, and a destroyed tank can be repaired if taken back to base by a
transporter. Bridges can be placed and
then picked up again by transporters too. The objective is to destroy your
opponent's supply base. The board has been marked up so it is suitable for
postal play, including providing small copies of the board on gridded paper.
Targui, published by
Jumbo. 1988. Box. Good. £13
Designed by
Dijkstra En Van Dijk. No. players: 2-4. Country: Dutch, Duration: 2.5 hrs,
Desc. by Andy.
Special notes:
Limited edition: 2335/10000. Slight
damage to one edge of the box.
Light wargame in
the same genre as Risk. Each player represents a tribe of warring desert
nomads. The game system makes for a unique game every time you play, with a
different board layout (laid out using nicely produced large tiles) and
different game altering events coming out as well. Turn order is unusual too,
as it ensures that each player will get the same number of actions each turn,
but the order these will come up in is highly variable making the players keep
their options open for whatever happens next.
Different terrains provide different combat and economic benefits, and
new camels must be bought with precious money.
Teenage Mutant
Ninja Turtles & Other Strangeness, published by Palladium. 1988. Book.
Excellent. £4.50
Designed by Erick Wujcik. No.
players: 2+. Country: American, Desc. by Andy. Special notes: Revised edition
Teenage Mutant
Ninja Turtles role playing game. The
book includes all you need to know to play this RPG and also 5 adventures as
well. This RPG is compatible with
Heroes Unlimited, Ninjas & Superspies and other Palladium RPGs.
Truckin' Turtles, published by
Palladium. 1989. Book. Excellent. £3
Designed by Jape
Trostle, Kevin Siembieda. No. players: 2+. Country: American, Desc. by Andy.
6 linked
adventures for the Teenage Mutant Ninja Turtles RPG which take the characters
from coast to coast across the USA.
Also compatible with Ninjas & Superspies and Heroes Unlimited.
The Donkey And The
Carrot, published by Spears. 1976. Box. Box shows wear. £6
Designer Unknown.
No. players: 2-4. Country: British, Duration: 15 mins, Desc. by Andy.
Special notes:
Missing special dice replaced by a marked up blank dice, a few tiles replaced
by colour photocopies - this does not affect play.
Charming
children’s tile laying game (age 4+). Each player has a donkey which must get
to the stable. The board is blank at the start but there are around 40 pathway
tiles that are laid down, hopefully creating a path to the stable door.
Includes large plastic donkeys and a 3D stable. A dice is rolled to indicate whether a straight or curve is to be
placed, and if a path becomes unviable it is removed entirely and that player's
donkey must start again. Nice item.
Time Pirates, published by Rio
Grande Games. 2000. Box. Excellent. £13
Designed by Alan
Moon & Aaron Weissblum. No. players: 3-6. Country: Austrian, Duration: 1hr,
Desc. by Andy.
Players move
through time stealing valuable artifacts as they go, attempting to form
valuable sets to sell in the far distant future. However the time police and other time pirates all get in the
way. At the end of the game the player with the most valuable collection
wins. The board shows the different
time periods the players can move between, and from each time zone there are
only a few others which can be reached, so care is required in planning your
route between them to ensure you get the artifacts you need.
Tour Of London, published by
Waddingtons. 1984. Box. Good. £4
Designed by
Pauline Frances. No. players: 2-4. Country: British, Desc. by Andy.
Players try to
collect a full set of souvenir cards and then return to the hotel. This is done by moving around the board
according to dice rolls. There are
chance cards and opportunities to swap souvenirs with other players as well as
using buses or taxis.
Vendetta,
published by Hexagames. 1991. Box. Good. £17
Designed by Doris
Matthaus & Frank Nestel. No. players: 3-5. Country: German, Duration: 1hr,
Desc. by Andy.
Not the same as
Vendetta made by Parker Bros. Gangster
game, with players as members of feuding Sicilian families, trying to control
as much of the town as possible and become the new Godfather. Players play their men onto the board with
the eventual goal of being the only player there when that region is
scored. However, before a region is
scored, first the player with the least men loses those men, and then players who
remain get more men to use. Also some
regions are raided and all men in these regions are lost. Vicious game! Wooden pieces.
Viva Pamplona, published by F X
Schmidt. 1992. Box. Good. £13
Designed by
Wolfgang Kramer. No. players: 2-6. Country: German, Duration: 45 mins, Desc. by
Andy.
Fun race game
based on the Pamplona Wild Bull Run in July each year, when a wild bull charges
down the streets of Pamplona and it is seen as a sign of your bravery if you
stay on the streets longer than your friends. Players move their pieces
according to dice rolls, with plenty of choices, and try to keep positioned
just a little ahead of the bull in order to get the most bravery points. It is also possible for your men to team up
and push opponent's pieces to their detriment.
There are several sections of the track it is hard to get past, and the
movement of the bull and the times he attacks are somewhat unpredictable. Lots of points are earned by getting into
the arena just before the bull does.
Recommended.
Where In The Wild?, published by
Living And Learning. 1992. Box. Good. £8
Designed by Noel
& Trisha Scott. No. players: 1-4. Country: British, Duration: 20 mins,
Desc. by Andy.
The main feature
of the game is four very colourfully illustrated and very attractive game
boards showing many different creatures of all shapes and sizes in various
habitats - there are at least 150 animals on each board! In addition, each
board is entirely different, with a different selection of animals. Cards ask the players to find creatures with
different attributes (eg. a creature with more than 6 legs). The players have a board each and race to
find such a creature. There are easier
and harder questions, depending on whether it is being played by young
children, and I have some house rules to make it a more interesting game for
playing with adults too - essentially somewhat like the excellent Kaleidos.
Winchester, published by
Rostherne Games. 1990. Tube. Excellent. £9
Designed by David
G. Watts. No. players: 2-5. Country: British, Duration: 1 hr, Desc. by Andy.
Race game in which
the pieces move as the pieces do in chess.
The set includes a special dice showing different chess pieces on the
sides as well as wooden dobbers and obstacles to place on the board. Before each round of turns the dice is
rolled to indicate what chess piece players may make a move as, and once
everyone has made one move the dice is rerolled. However, 'capturing' an opponent's piece merely exchanges the
position of the two pieces.
World Of Sport
Action Quiz, published by Chad Valley. ca.1965. Box. Box shows wear. £5
Designer Unknown.
No. players: 1+. Country: British, Desc. by Andy.
Special notes: The
'special pencil' is missing, but any similar object (eg. sharp pencil) will do
instead. Quiz cards unpunched.
One of the
weirdest 'games' I have ever seen. In
the box there are a set of sports quiz cards one of which is placed onto a
special 'machine'. The machine is set
up with ball bearings at the top and one is 'fired' into the machine. It bounces around and goes down a path. The path it goes down indicates which
question you must answer. You then put
a special pen into a hole under the answer.
If you were quick enough and got the answer right you will divert the
ball and score points. I'm not entirely
convinced it works consistently, but it is still an amazing item.
Zargos, published by
Euro Games. ca.1990. Box. In shrink. £22
Designed by Duccio
Vitale. No. players: 2-6. Country: German, Duration: 2 hrs, Desc. by Andy.
Board game with
loads of counters which is of the same style as Risk, but with lots of extra
ideas added in. These include: random
distribution of initial territories followed by a negotiation and swapping
period; boats and sea attacks; magic cards can be obtained as well as reinforcements;
each country has a capital which while held gives extra resources, and each
player has a special ability their forces can use. Finally, the objective of
the game is to sail to, and attack the Forbidden City and hold it along with
the three surrounding territories.
Zauber Cocktail, published by
Kosmos. 2001. Box. Excellent. £8
Designed by Arnd
Beenen. No. players: 4-7. Country: German, Duration: 30 mins, Desc. by Andy.
Card trading and
collecting game in same family as Pit.
Players collect sets of potion ingredient cards - the more ingredients
of a type played together the more each card in that set is worth. The game is
played over a number of rounds and each round the players are given some extra
cards to add to their cards left over from the previous round and then everyone
attempts to trade cards with each other by calling out what they want to
trade. This is pretty frantic in the
same way as Pit. Once a player is happy with their cards they place their token
on the board. Once there are 3 tokens
placed the trading stops. Players then
simultaneously play one or two sets of ingredients and they are revealed - best
sets gain VPs, worst lose VPs.
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