July 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?
A few months ago Alex
Randolph, a long established top games designer passed away aged 81. He has created many, many games over the
years, and I felt it fitting to mention him and some of his games that I
particularly enjoy (I don't have copies available of all of these currently,
but can look out for them for you if I haven't got one). In no particular order:
Die Oster Insel - with Leo Colovini. Published by Blatz. 3-4 players
Striking playing pieces,
4 large statues as seen on Easter Island (scaled down, of course, but still
pretty big). Unusual game mechanism. The statues move but are literally
weighted down with rocks. The heaviest finisher, out of the first two home,
wins! Great fun and clever light 30 minute game.
Raj / Hols Der Geier. Published by
Winning Moves / Ravensberger. 2-5 players.
Card game, absolutely
brilliant and great whenever you have a spare half-hour to fill. Elegantly
simple mechanics. Each player has the same set of 15 cards with which to ‘bid’
for other cards/tiles on offer to all players.
I have a copy of Hols
der Geier available for £8 (box shows wear)
Ricochet Robot. Published by Hans Im
Gluck / Rio Grande. 2+ players.
Sort of a puzzle as much
as a game, in that players simultaneously study the board and current situation
looking for a way to manouever a robot to a particular square. This is often quite hard as the robots
always move in a straight line until they hit something, which often will need
to be another robot in order to get to the target space. Most people either love or hate this, with
few in between. I very much enjoy it.
Top Secret. Published by Jumbo. 2 or 4 players.
A great fun game of
bluff as players pick up and transport suitcases to their headquarters. Who is
carrying what? Also opponents get to hide bombs along with the goodies. Cards
are used to resolve showdowns. Take a
bomb back to base and you'll lose several agents! Great fun game lasting 30 minutes at most.
I have a good condition
copy for £4 or one with a split box corner for £3.
Wurmeln / Blazing Camels. Published by Blatz /
Milton Bradley. 2-5 / 2-4 players.
Excellent, silly race
game as you bid for the right to move your worm (or camel train) made up of
separate pieces which are moved from the back to the front as it advances up
the table. You can twist and turn to 'vex' your opponents, and the goalposts
can also be moved. Fun 10 minute filler.
Inkognito - with Leo Colovini. Published by Milton Bradley. 4 players.
German Game of the Year
in 1988, this is a stylish production, set in Venice. Players are secret
agents, with the twist that they can work together, only you don’t know which
player is your partner to start with, and much of the game involves gathering
information and working out who your enemies are and who your partner is. Very nice partnership game. Plays in about 75 mins.
Buffalo / Trespass. Published by Piatnik /
Pelikan / Action GT / Lakeside. 2 players.
On an 11x7 grid the buffalo
can only move one space forward, but there are 11 of them. Opposing them are 4 dogs who move like chess
queens, and an Indian who moves like a chess king. The Indian is the only piece
that can eliminate another piece. The
Buffalo player wins if he can get any one piece to the opposite side of the
board while the Indian and dogs have to prevent this. Trespass is the same game but doesn't menton Indians, dogs or
buffalo, and just has red, blue and yellow pieces, but don't let this put you
off! I have a copy of the Action GT version of Trespass available for £7.
I personally find all
Alex’s games well worth a try even if some of them turn out not ultimately to
be my type of game, so here are other games I have in stock authored by Alex
Randolph.
Breakthru, published by 3M. 1965. Box. Good. £12
Designed by Alex
Randolph. No. players: 2. Country: American, Desc. by Eamon.
Very nice abstract game
with 33 chunky metal pieces. You do not see pieces as heavy as this any more!
One player tries to move his flagship into a set place whilst his opponent
tries to set up an impenetrable blockade.
Caramba!, published by Amigo. 1992. Box. Good. £15
Designed by Alex
Randolph. No. players: 2-6. Country: German, Desc. by Eamon.
Beautiful looking game
designed with some of the nicest plastic counters I’ve seen. A race game, where
going slow is an advantage, but quite different to other games with this twist.
Also a rich player can pay to reduce the number of dice he has to roll on his
turn, but if you aren't going to be last in the race, it is better to finish
early rather than late.
Die Wikinger Kommen!, published by ASS. ca.1995. Box. Excellent. £10
Designed by Alex
Randolph. No. players: 2-4. Country: German, Desc. by Andy.
Originally published as
Claim by Jumbo. Players vie for control
of a number of territories. They do
this with their vikings, and should there only be one player's vikings in a
territory then that player gets to build a castle there, which will help the
defence of that territory. The first to
put up a fixed number of castles wins the game. The board consists of interlocking sections which can be put
together in a number of different ways for added variety.
Foxy, published by Milton Bradley. 1977. Box. Good. £8
Designed by Alex
Randolph. No. players: 2. Country: Irish, Duration: 10 mins, Desc. by Andy.
Special notes: The box
is grubby with a tear on the cover, but overall just about 'good' condition.
The board consists of a
grid of holes into which a few neutral pieces are placed at the start of the
game. The players have a tube of disks
which they take it in turns to move across the board, and a disk is deposited
whenever they move over an empty hole.
The first player to empty their tube is the winner.
Halunken Und Spelunken, published by Kosmos. 1997. Box. Good. £11
Designed by Alex
Randolph. No. players: 3-4. Country: German, Desc. by Eamon.
Card game played on a
board, set in the world of press-gangs, searching for recruits for His
Majesty’s Royal Navy. The name translates as Scoundrels and Dives, because you
search the port-side dives for the scoundrels within. The game mechanism is
again used by this designer from his previous success, Hols der Geier, with
players moving by card play, but similar cards cancelling each other out. There
are special cards (Rum Cards) and other interactive rules. As an alternative
game, you can add Black Jack to the game who has his own movement cards. Black
Jack is bid for each round, and it is a very good idea to hire him when you can
because he is adept at stealing from the other players. There is also a 2
player variant.
Sisimizi, published by EG Spiele. 1996. Box. Excellent. £11
Designed by Alex
Randolph. No. players: 2-4. Country: Italian, Duration: 1 hr, Desc. by Eamon.
Interesting game with
240 ant pieces, and 28 ant-hills. Each turn, players add ants to the board,
with a view to forming a connecting line of ants from one ant-Hill of their
colour to another, until all 7 of their ant hills are connected. In order to ensure this is actually possible
players can either place or move one of their ant hills each turn and either
once or twice per game (depending on the number of players) may cross an
opponent's line of ants.
Steeple Chess, published by Ravensburger. 1976. Box. Good. £8
Designed by Alex Randolph.
No. players: 2-4. Country: German, Desc. by Eamon.
Race game with wooden
pieces. A special die with chess symbols on its faces is rolled and this
indicates how one of your pieces may move that turn. Pieces can capture others
on the way round.
Twixt, published by 3M. 1962. Box. Good. £13
Designed by Alex
Randolph. No. players: 2 or 4. Country: British, Desc. by Eamon.
Subtle abstract game,
beautifully produced with three dimensional pieces which link across the
board. The board is just a grid of
holes, but into these are plugged little sticks, and when two of your sticks
are a chess knight's move apart you can put a connector between them. The objective is for one player to try to
join the E-W sides with their connectors and the other player tries to connect
N-S.
And now onto the regular
alphabetical listing of games…
3-A-Side, published by Spears. 1984. Box. Good. £3
Designed by Jim Winslow.
No. players: 2. Country: British, Desc. by Eamon.
Elegant football themed
game with wooden pieces. The object is
to move your three pieces in such a way that they enable the neutral white
piece to be moved towards your goal area. If you get it in the goal it stays
there, and a new white piece is placed in the centre for 'kick-off'. First to score 3 goals wins.
A Nightmare On Elm
Street, published by Victory.
1987. Box. Good. £5
Designed by Robert J
Ryer. No. players: 2-6. Country: American, Desc. by Eamon.
Film related, based on
the series of horror movies. Each player must spend the game 'asleep', and try
to get out of the nightmare world inhabited by Freddie. It has a neat twist in
that each player has a secret partner in the game, so if you get to win, your
secret partner also wins.
Add-Em, published by Mansell's. ca.1935. Box. Good. £11
Designer Unknown. No.
players: 2+. Country: British, Desc. by Eamon.
Card game, rare to find
anything by this company who only seemed to exist for a short period. 52 cards,
featuring plus and minus numbers, which player use to form equations. If the
equation is correct, those cards can be discarded, with the object of being
first to get rid of all your cards. One or two cards are slightly creased,
hence the low price.
Advance To Marble Arch, published by Parker. 1985. Box. Good. £9
Designed by Charles
Phillips. No. players: 2-4. Country: British, Desc. by Andy.
Property development
game. There are 4 regions on the board
each with 6 property spaces and a title deed for each. On your turn you get some money to spend in
a particular region and this can be split amongst the properties as you
wish. Each time you buy a share in a
property you place a stackable piece there, and whoever has the most pieces
there gets the title deed. Thus you have
to decide who to compete with and where.
Special cards allow rule breaking moves which can swing things in your
favour, but it takes a turn to get a new one.
An interesting business game, and I can supply my house rules which
improve the game end condition and reduce the random element a bit.
Afrika Korps, published by Avalon Hill. 1964. Box. Good. £9, Desc. by Andy.
Designed by Charles
Roberts & Lindsley Schutz. No. players: 2. Country: American, Duration: 3
hrs, First edition. The War in North Africa, 1941. Relatively simple wargame (4
pages of rules only, though there is also an examples booklet). The map shows the region where the western
desert campaign was fought. The German
player has to either eliminate all Allied forces or control the two fortresses
and home bases for 2 turns. The Allied player can either do the reverse or wins
if the German player doesn't when the time is up.
Air Traffic Control, published by Airfix. ca.1975. Box. Good. £15
Designer Unknown. No.
players: 2-9. Country: British, Desc. by Andy.
Special notes: Box base is
somewhat indented due to stacking
Unusual, rare game with
a 4 foot long board, 8 plastic planes and bases so that the planes can fly at
different heights. The board represents an aerial view of two airports and
players are 'queuing' to land. At each stage of the takeoff and landing process
players use a dice driven script system to determine what happens next. There can either be a dedicated player who
takes the role of air traffic controller or the pilot players can take it in
turns to take this role on other players' turns.
Airlines, published by Abacus. 1990. Box. Good, but box base discoloured.
£14
Designed by Alan R Moon.
No. players: 2-6. Country: German, Duration: 90 mins, Desc. by Andy.
Players compete to
become majority stockholders in several airline companies. Each turn, a player
chooses from one of two actions: expand an airline and add a stock into his
hand, or play stock from his hand. The trick is that when a scoring card shows
up, only played stock counts for a players' holdings. I can supply some house rules which I find improve it
further. This was later reworked to
become Union Pacific.
Akiba, published by Fun Connection. ca.1995. Box. Good. £11
Designed by Serge Cahu.
No. players: 2. Country: German, Desc. by Andy.
Attractive game of
skill, using large glass marbles as the playing pieces. Players 'push' their
marbles across the plastic board, which could move whole lines of pieces if
they are in the way in the same way to Abalone. However, in this game the board is square and as well as some
marbles of each of the player's colours there are neutral marbles, and you can
win either by pushing off all your opponent's marbles or 7 of the neutral
marbles.
Aladdin, The Magic Lamp
Game, published by Falcon.
ca.1998. Box. Good. £2
Designer Unknown. No.
players: 1+. Country: British, Desc. by Eamon.
Abstract game, using
characterizations from the Disney cartoon film. A variation of Solitaire.
Aldabra, published by SMT. 1989. Box. Good. £3
Designer Unknown. No.
players: 2-8. Country: British, Desc. by Andy.
Aldabra is the name of a
conservation area in the Seychelles, and this game helped the conservation
which goes on there. Essentially a quiz
game, in which answering wildlife related questions scores points and the first
to 50 wins. A board is used to move around and to determine when you are asked
a question and when you encounter a hazard or bonus.
Alpha Blitz, published by WoTC. 1998. Box. Mint. £4
Designed by Michael
Selinker. No. players: 2-6. Country: American, Duration: 30 mins, Desc. by
Andy.
Card game, 108 cards,
enabling you to play two different games. Alpha is an interactive anagram game
with the set of letters you can use changing as the game progresses. Blitz is
similar except that play is simultaneous so you have to see words which can be
made from a set of letters quicker than the other players.
Alpha Omega, published by Avalon Hill. 1980. Box. Good but box corners taped.
£10
Designed by J Stephen
Peek. No. players: 2-3. Country: American, Duration: 2hrs +, Desc. by Andy.
Special notes: First
A.H. edition
Tactical space ship
combat game originally made by Battleline.
The game portrays the conflicts between Humans, Drove and Rhyish races,
and provides a selection of scenarios to play using this system. Ship counters represent a single ship and a
hex 186000 miles. Each game move
represents 6 seconds of real time.
An Den Ufern Des Nils, published by Abacus. 1994. Box. Good. £17
Designed by Hanno and Wilfried
Kuhn. No. players: 2-5. Country: German, Duration: 90 mins, Desc. by Andy.
Players take the roles
of farmers on the banks of the Nile, which regularly flood the Nile valley and
then dry out to reveal very fertile land.
Players have a selection of types of seed which are sown, then grown and
then harvested in the fields by the Nile.
Players can influence the flooding and drying out process, but cannot
predict it precisely, but must decide when and where to grow their crops. Once harvested the crops are taken to
market, but even there timing is important as the freshest produce is more
valuable and too many batches of one type of crop will not be permitted. Highly recommended, and plays expecially
well with 2 or 3.
Andy Capp, published by Spears. 1990. Box. Box battered. £2
Designed by Dan Glimne.
No. players: 2-5. Country: British, Duration: 30 mins, Desc. by Andy.
Card game, with 84 cards
featuring the famous cartoon strip character. An English version of the
Continental game Willi Wacker, which in itself is a cleaned up version of the
drug game Grass. Essentially this is a
set collection game, with cards which let you interfere with your opponents.
Anti-Monopoly, published by Anti-Monopoly Inc.. 1973. Box. 2 Box corners split.
£8
Designed by Ralph
Anspach. No. players: 2-6. Country: American, Desc. by Eamon.
Landmark game in that it
beat Parker Brothers, who sued it over the use of the word 'Monopoly' in the
title. After seven years of legal arguing they lost their case. As the name
suggests, the game is about breaking down conglomerates rather than building a
business empire.
Anzio, published by Avalon Hill. 1969. Box. Good. £12
Designed by Dave
Williams. No. players: 2. Country: American, Desc. by Andy.
Recreates the May 1944
action in which the Allied armies broke out of Cassino and Anzio
simultaneously, catching the Germans by surprise. There are 3 sets of rules for games of varying degrees of
complexity. Game 1 only has 4 pages of
rules, whereas Games 2 and 3 add more and more additional factors and
considerations and extend the scope of the game as well.
Arch Rival, published by Parker Brothers. 1992. Box. Good. £8
Designer Unknown. No.
players: 2+. Country: American, Duration: 10 mins, Desc. by Andy.
Special notes: 3 of 50
pieces which get put on the arch are missing - the game is still entirely
playable though.
Dexterity game. An arch is initially constructed out of 13
sections, each of which is also a container.
The supports are removed and players take it in turn to add plastic
pieces into the arch sections as dictated by the dice. Ultimately the arch will collapse and a
loser is found. The arch is pretty
impressive at 50cm wide and both the sections and all the pieces to be added
onto the arch are very attractive, making this a good addition to your
dexterity game collection.
Atlantic Storm, published by Avalon Hill. 1998. Box. Excellent. £14
Designed by Ben Knight,
Don Greenwood. No. players: 2-6. Country: American, Duration: 1 hr, Desc. by
Andy.
Not really a wargame but
a sort of trick taking variant! The
cards represent the units which attacked or defended Allied convoys in the
North Atlantic during WWII. A player
leads a convoy card which will have a year and either Atlantic or Arctic route,
and delcares either an air, surface or submarine battle, and also plays a
second card of that type on either the German or Allied side. Other players can then also play a card
which fits these criteria.
If necessary the two
sides battle it out (using dice) and whoever contributed most to the winning
side wins the trick, gaining cards and victory points. 20 convoys are played out in this manner.
Barbie Playing Cards, published by Mattel. 1992. Box. Good. £3
Designer Unknown.
Country: American., Desc. by Eamon.
Deck of playing cards,
with whimsical look (being part of the Barbie range). The court cards feature
Barbie, her sister and Ken, her boyfriend. Cards are in very good condition and
include 4 jokers. Plastic box has a cracked lid.
Barrier, published by Aladdin. 1974. Box. Good. £9
Designer Unknown. No.
players: 2. Country: American, Duration: 20 mins, Desc. by Andy.
Played on a draughts
board, but with transparent pieces, as the central two rows get set up with special
spaces which allow different directions of movement to normal. Unlike draughts pieces may move forward as
well as diagonally, and this combined with the central 'barrier' rows ensures
it does not play at all like draughts, and indeed the changeable barrier will
ensure different options are available each time played..
Battel, published by ASS. ca.1975. Box. Good. £7
Designer Unknown. No.
players: 2-4. Country: German, Desc. by Eamon.
Dice based game in which
the players have pieces numbered 1-5, and through skillful use of dice based
movement over the board get their pieces to the centre onto one of 9 spaces
numbered 1, 2 or 3. Pieces which get to
the centre score points - the value of the piece times the value of the square
and if a line of 3 pieces of the same colour is placed into the centre then
each of these counts double. The board
has choke points which are more difficult to get past and landing on another
player's piece exactly sends them back to the start.
Battle For Normandy, published by Attactix. 1982. Box. Box shows wear, 2 corners
taped. £7
Designer Unknown. No.
players: 2. Country: British, Duration: 3 hrs, Desc. by Andy.
Very playable simulation
of the D-Day landings and the first week of fighting. The rules are only 5 pages long, so quite approachable. Comes with 16" x 23.5" full-color,
mounted map board in two pieces and approximately 100 die-cut counters.
Battle For The Galaxy, published by Crown & Andrews. ca.1990. Box. Good. £13
Designed by Ian Digney.
No. players: 2-4. Country: British, Desc. by Andy.
The players become the
battle planners of the galaxy of Zylatron. There are 5 main planets in the
galaxy - Zull, Amazar, Zarb, Opton, and the central planet of Zylon. Each player tries to gain control of the
galaxy by landing a warrior on enemy control headquarters or by eliminating
other players' warriors. A tactical
game, with a colourful gameboard and interlocking playing pieces in the form of
battle stars, star fighters, warriors, and missiles.
Battlestar Galactica, published by Parker. 1978. Box. Box edges show wear, 1 corner
taped. £6
Designer Unknown. No.
players: 2-4. Country: American, Desc. by Andy.
TV and film related.
Simple space combat game between competing Colonial Viper Pilots, as they race
to rescue an abandoned Cylon Raider.
Black holes can be used for tactical movement and command cards allow
special attacks, extra movement, defensive actions etc.
Bismarck, published by Avalon Hill. 1979. Box. Good. £10
Designed by Jack Greene
Jr.. No. players: 2. Country: American, Desc. by Eamon.
2nd edition. Excellent naval war game, quite different to
most games on this subject. One player must search for the great ship, and
then, if found, must fight a tactical battle against it. Complete with
Historical Notes.
Cam, published by Parker Bros. 1949. Box. Box corners taped, but good
for its age. £13
Designed by George S.
Parker. No. players: 2. Country: American, Duration: 20 mins, Desc. by Andy.
This is a revised and
shortened version of George Parker's earlier game Camelot. Players attempt to get one of their pieces
onto their opponent's castle space.
There are two types of piece - men and knights and 4 types of move, one
of which (the Knight's charge) can only be made by knights.
Capital Adventure, published by Mattel. 1986. Box. Good - 1 box corner split. £3
Designer Unknown. No.
players: 2-4. Country: British, Desc. by Andy.
Very large box
geographical trivia game. Players race
their way around the world answering questions to get money to pay for air
fares. Various obstacles and dangers
(in the form of event cards) will be met along the way. Can be played in teams as well. The box is large and heavy (loads of
question cards) and the board a nearly 4ft long map of the world.
Centipede, published by Milton Bradley. 1983. Box. Good. £7
Designed by Atari Inc..
No. players: 2. Country: British, Desc. by Andy.
Special notes: One of
the centipede pieces has become unlinked from the others so has to be moved
along seperately
Board game version of
the popular 1980's video game. Each
player has a centipede which heads down a track and the first to reach the
opponent's home base wins. However,
blocking mushrooms can be placed to create shortcuts for your centipede and a
spider and scorpion place and remove mushrooms and also attack your opponent's
laser cannon. Your laser cannon can be
used to destroy blocking mushrooms, the spider and the scorpion and also stun
your opponent's centipede, slowing it down.
Chaos, published by Airfix. 1970. Box. Box corners taped. £8
Designer Unknown. No.
players: 2-4. Country: British, Duration: 20 mins, Desc. by Andy.
Players try to move
their six playing pieces from one side of the board to the other side. However,
all the pieces look the same, only having an identifying colour
underneath. Each turn a player moves a
piece forward, sideways or diagonally, perhaps also jumping over a single piece
one or more times. When a piece reaches the far side, it is turned over to reveal
its true owner. If the moving player's
then it stays there, having achieved its goal, if not it stays, but its owner
will have to move it next turn. Players
may also challenge if they think someone is moving a piece which isn't theirs.
Cheops, published by Hans Im Gluck. 1998. Box. Good. £15
Designed by Klaus Paal.
No. players: 2-5. Country: German, Duration: 45 mins, Desc. by Eamon.
Very interesting asset
collecting game, with many decisions to be taken, and the outcome in doubt till
the end. Each turn you can steal a treasure from the pyramid, but must then
decide whether to sell for a fixed price or keep it until the end of the game.
In effect you are gambling on whether the price will go up or down, and to
assist you, you have Law Tiles that, change the rules of the game (it might end
earlier, prices might fluctuate wildly, that sort of thing). Each game is
different due to the layout of the pyramid and using a different selection of
price tiles. Nice game. Very attractive
scarab treasure pieces.
Conquest, published by EG Spiele. 1994. Box. Good. £20
Designer Unknown. No.
players: 4-6. Country: German, Desc. by Andy.
Huge war game with
masses of plastic bits and designed on a board very similar to a Risk board.
Each army has 100 plastic units, plus there are 10 special dice and 60 special
cards. The objective is to be the first
player to occupy 20 territories. Forces consist of armies, planes, submarines
and garrisons. The playing cards
include cards for secret weapons, ballistic missiles, killer torpedoes, space
shields, additional production, and treachery.
During play gaining more territories gives more production points and
more cards. Movement and combat rules
are simple but effective. It appears
very much Risk based, but with lots of interesting extras.
Cover Up, published by Parker Bros. ca.1970. Box. Good. £6
Designer Unknown. No.
players: 2-4. Country: British, Desc. by Andy.
Special notes: Some
brown tape has been used at some point to seal the box, and some extends onto
the cover
The board shows a 16x16
grid of spaces, many blank, but some numbered and some blacked out. Players each have a selection of square and
rectangular transparent coloured plastic shapes which they take it in turns to
place on the board, connected to other pieces already there. However no piece may cover a blacked out
space and each space covered scores 1 point unless it is numbered in which case
that is its score. A few of each
player's pieces are marked with a D, and these score double, so need to be used
carefully.
Defender, published by Milton Bradley. 1983. Box. Good. £8
Designer Unknown. No.
players: 2. Country: British, Desc. by Andy.
Board game based on the
1980's arcade game of the same name.
Both players control Defender ships which have to protect Earth from
alien landers which seek to abduct humans and turn them into mutants which
return to attack the Defenders. A spinner is used each turn to decide what type
of move you must make, but in each case you can make use of the move to benefit
yourself or hinder your opponent.
Interestingly the game ends only when one player has lost all 6 of his
Defenders, and the player with most points wins, which may not be the player
who still has Defenders left.
Diabolo, published by F X Schmid. 1976. Box. Good. £6
Designed by Gilbert
Obermair. No. players: 2-4. Country: German, Desc. by Andy.
Players try to get their
men from the outside of a circular network of spaces into the centre. However, there will be bridges and obstacles
which need to be crossed in different ways on the way. Good play requires making use of your pieces
to assist your other men and hinder your opponents.
Dicey Dunces, published by Peter Pan. 1974. Box. Good. £3
Designer Unknown. No.
players: 2-4. Country: British, Desc. by Andy.
Children's game (ages 4-9
recommended), with a 'pop-o-matic' dice shaker built into the board. The dice indicates either red or yellow and
each turn a 'dunce' counter must be placed onto either a red or yellow space as
the dice indicates. The objective is to get all your dunces onto spaces of the
same colour.
Dominance, published by Invicta. ca.1978. Box. Box shows wear. £6
Designer Unknown. No.
players: 2. Country: British, Desc. by Andy.
A sort of chess variant,
but definitely quite a long way from the original! It also has similarities to Genius Attack by the same
manufacturers. The game is played on a
9x9 grid and the objective is to checkmate your opponent's king. However, all the pieces differ from their
chess counterparts, being dice with different symbols on each side. The symbol that is currently face up
indicates what it can capture and how.
These pieces can be moved either like rooks or queens in chess
(depending on face up symbol) or rolled over to show another side face up.
Downfall, published by Milton Bradley. 1977. Box. Good. £6
Designer Unknown. No.
players: 2 or 4. Country: British, Desc. by Andy.
The players have between
them a vertical playing board with slots for the playing pieces to slip down
into gaps in wheels which can be rotated by either player. The players take it in turns to turn a wheel
as much as they wish in order to get their playing pieces to the bottom of the
contraption so they fall out. The first
to do this with all of their playing pieces wins. However, you can only see your side of the board, so you don't
know how much you will be helping your opponent while helping yourself.
Elements, published by Adlung. 1997. Box. Excellent. £4
Designed by Marcel-Andre
Casasola Merkle. No. players: 3-5. Country: German, Desc. by Andy.
Card game, 60 colourful
cards. 5 representing the elements and the rest in suits related to these
colours. This is a game about making
several combinations of cards (flushes and 2-4 cards of a kind) out of a single
hand of cards and deciding when in several rounds it is best to play your
stronger sets. The rules allow for some
bluffing too. My favourite game by
Adlung - a good one!
English Civil War, published by Ariel. 1978. Box. Box edges show wear, 1 corner
taped. £18
Designed by Roger
Sandell & Hartley Patterson. No. players: 2. Country: British, Desc. by
Eamon.
Excellent simulation of
the English Civil War at a strategic level. One of the last Ariel games to be
published and aimed at their established market for games like Diplomacy and
Kingmaker. It is a fairly simple
strategic level game set in England, 1642-5, and uses area movement.
Escape From Atlantis, published by Waddingtons. 1996. Box. Good. £12
Designed by C & J
Courtland Smith. No. players: 2-4. Country: British, Duration: 1 hr, Desc. by
Andy.
Special notes: 1 shark
replaced with one from an earlier version of the game
Attractive game, and one
which plays very well for the family or gamers too. The board starts off with a
large island in the centre, but the volcano is erupting and the island sinking
into the sea. The players all have
people of their tribe who need to escape to the safety of the mainland. This is done by using 3 action points each
turn. In addition there are boats and
dolphins to aid you (but rarely just where needed) and sharks and sea monsters
to hinder. Each turn another bit of the
island tumbles into the sea, possibly with an associated event. Whoever saves the most of their tribe wins. I can also supply my house rules to Survive
/ Escape From Atlantis which combine the best bits of both of these
versions. Recommended.
ESP, published by Paradigm. 1989. Box. Good. £3
Designed by Ray
Braithwaite. No. players: 3-6. Country: British, Desc. by Eamon.
Gambling game. Players
use secret wheel-devices to pick a coloured shape, and then bet on how many
colours and shapes were chosen amongst the group playing. The only help you get
is knowing your own choice, and watching where others place their bets.
Even Elephants Forget, published by Parker Bros. 1981. Box. Good, but 1 box corner
taped. £4
Designer Unknown. No.
players: 2-4. Country: American, Duration: 30 mins, Desc. by Andy.
Roll and move memory
game. The animals in the zoo have
escaped, and must be found and rounded up.
If a player's piece lands on an empty cage, that player gets to turn
over one of the face-down animal cards that are around the board. If it is the right animal for that cage,
then it is recaptured and the player rewarded. Otherwise it is turned face down
again. The player with the most rewards
at the end wins.
Executive Decision, published by 3M. 1971. Box. Good. £14
Designed by Sid Sackson.
No. players: 2-6. Country: American, Duration: 90 mins, Desc. by Andy.
Very clever business
game based on the laws of supply and demand.
Players secretly order three qualities of raw materials and the demand
causes the prices to change. Players
then decide what they will make with their raw materials and then choose what
to sell, and once again supply and demand modifies the prices. Some rules variants included as well. Eamon always rated this extremely highly.
Fighter Command, published by Airfix. 1976. Box. Good but box corners taped. £25
Designer Unknown. No.
players: 2-6. Country: British, Desc. by Eamon.
When you look inside,
you just know you are going to want this game. It comes with 12 delightful
aircraft, all standing on their ground positions at their airfields. The board
is a three dimensional affair and the planes cross the sky (the board) by plugging
into holes in each ‘square’. Of course, it is a fun game, but considerably more
skill is needed in the two player game, when both players control 6 planes
each. Play involves moving planes by
die roll, and then choosing the next direction in advance ready for the next
turn, which is where the skill comes in.
Flash Gordon Game, published by Waddingtons. 1977. Box. Box shows wear. £8
Designer Unknown. No.
players: 2-4. Country: Canadian, Desc. by Andy.
TV and film related,
licensed by King Features, who made the Popeye cartoons and the old serials
that always ended at a crisis point. A game set on the Moons of Mongo. Each
player takes the part of Flash, Dale, Zarkov or Emperor Ming. The board shows orbits around each of 6
moons and the players try to be the first to land spaceships on any four of
these. Movement is by dice roll, but
you can choose which of your 4 ships to move.
Landing on an opponent's ship causes it to have to restart. Orbits intersect giving quite a bit of
choice of where to move.
Flip Football, published by Upstarts. 1997. Box. Excellent. £4
Designer Unknown. No.
players: 2. Country: British, Desc. by Eamon.
Card game, one of the
most unusual games in years, a football match where each player uses a pack of
cards (The Reds vs The Blues), double sided so you can 'flip' from attack to
defence. Very nice humorous graphics.
Fore, published by Oneliner. 1987. Box. Excellent. £5
Designer Unknown. No.
players: 1-4. Country: British, Desc. by Eamon.
Very nicely made golf game
with an 18 hole course laid out on three boards. The game system lets you
decide which club to use, but a dice roll and a card varies the result.
Four Sight, published by Invicta. 1975. Box. Good. £3
Designer Unknown. No.
players: 2. Country: British, Desc. by Eamon.
Deduction game, by the
makers of Mastermind. Information is gradually passed between the players,
until a design of colours is correctly guessed.
Gambler, published by Parker. 1975. Box. Good but 1 box corner split. £5
Designer Unknown. No.
players: 2-4. Country: British, Duration: 45 mins, Desc. by Eamon.
Players move around the
board participating in various games of chance (horse racing, lottery, lucky
number, sweepstakes etc.) in order to win money. The first person to get $1000 wins
the game. The centerpiece of the game is a unique dice shaker that randomizes
the dice and has them fall into the handle so that players can bet on the order
that the dice fall in (eg. where the highest die will be located).
Game Of The Year, published by Spears. 1989. Box. Good. £5
Designed by Tom Kremer.
No. players: 2-6. Country: British, Desc. by Andy.
Cleverly titled family
game. Each player must get through a year of 366 days, earning as many Red
Letter Days as they can. The game is driven using a really neat spinner device
consisting of flaps suspended around an axle which can be spun. The spinner
works really well, and is great fun to use and gives a choice of two moves each
turn. The current player or the others
may then spend money to add to the number of spaces moved to result in a good /
bad event day. Events come in various
flavours - a mainly good deck, a mainly bad deck and fixed events on special
days of the year.
Games & Puzzles
Magazine - Issues 1-81, published by
AHC. Magazine. Good. £220
Designer Unknown.
Country: British, Desc. by Andy.
The doyen of all games
magazines. Founded by Graeme Levin in 1972. Its quality is now mythical.
Virtually every issue covers the classic games, has game reviews, stacks of
puzzles and competitions. This collection is of issues 1-81, which I believe is
the complete set, and continues through to 1981. Certainly very collectable.
If I get no requests for the whole collection I will consider breaking
the set up if you need only certain issues - so let me know if that is the
case. Foreign customers should be aware this collection is quite heavy, so
postage won't be cheap.
Genius Attack, published by Invicta. Box. 2 box corners split. £7
Designer Unknown. No.
players: 2. Country: Norway, Desc. by Andy.
Players manoever dice
pieces around a 9x9 grid. The dice can
either 'tumble' from one side to another, thus changing the number they then
show, or move the number of space they show.
Each player also has a King piece which moves as a chess king. The objective is to either eliminate your
opponent's king or to capture their home base.
Gnomes, published by Parker. 1979. Box. Good. £6
Designed by Harry N
Abrams. No. players: 2-4. Country: American, Desc. by Andy.
Game based on a
successful book by the designer. Players search the countryside, looking for
Gnomes. Full of the cute illustrations that made the book such a
best-seller. Essentially a roll and
move and do what the space says type game for children. The box recommends it for ages 6-12. It also includes a miniature book about
Gnomes inside a cardboard Gnome!
Go For Gold, published by Billivan Games. ca.1980. Box. Good. £3
Designed by W.J. Hewitt,
I.C. Higgins. No. players: 2-8. Country: British, Desc. by Andy.
Sports game based on
winning more gold medals than any other player. During the game 3 things go on simultaneously - management,
marathon running, and a decathlon event.
Each event has its own rules, but they all involve dice rolling of
various kinds. However, it is possible
to obtain cards from the management and marathon parts of the game which can be
used to improve your chances in other events.
At the end of the game most gold medals wins.
Goldrush, published by Condor. 1973. Box. Box corners taped and base
discoloured. £6
Designed by Seven Towns.
No. players: 2-4. Country: British, Desc. by Andy.
It is a race in the Wild
West to stake your claim and get that gold down from the hills. Nice pieces for
carrying the gold. Spaces landed on may be suitable for mining, in which case a
claim must be made for ownership of that plot before anyone else gets to
it. Once claimed a plot can then
produce gold for its owner, but this has to be got to the bank before it is
safe as other players may get nasty to get their hands on your gold! First with 5 nuggets in the bank wins.
Golf Ace, published by Bear Bear & Bear Ltd. 1992. Box. Good. £9
Designed by Dr Kenneth
Miller. No. players: 1-4. Country: British, Desc. by Eamon.
Card game, using two
decks of playing cards and 4 boards, which combine information and rules for
the different suits so that a mixture of holes can be played. You can even play
a Golf Open, where your hand of cards is played face-up!
Gran Pairs, published by Woodland Animations / BBC. 1992. Box. Good. £0.50
Designer Unknown. No.
players: 2+. Country: British, Desc. by Andy.
Pelmanism but with cards
showing pictures of Gran doing various things, eg. serving jelly, cycling,
cooking, hang-gliding ...
Grand Prix Circus, published by Lambourne. 1995. Packet. Mint. £10
Designed by Terry
Goodchild. No. players: 1+. Country: British, Desc. by Eamon.
A season-long management
approach to a motor-racing game. Inspired by the same designer’s Sport of
Kings. Winning the game means winning the Constructor’s Championship. Races are
resolved by charts and tables and thus no board is required.
Guess Who ?, published by Milton Bradley. 1997. Box. Good. £9
Designer Unknown. No.
players: 2. Country: British, Duration: 15 mins, Desc. by Andy.
Deduction game. There are 24 suspects all pictured and with
various obvious attributes, eg. man / woman, hair colour, wears hat or not
etc. Each player is given a card for
one of the suspects and the players try to work out each others' cards first. This is done by asking questions to which
the answer can be yes or no, eg. Is your person a man? Each answer eliminates various
possibilities. The basic game is very
simple, but it can also be played with 2-4 people hidden on each side, and with
suitable restrictions on what can be asked this makes the game much more
challenging and interesting to the deduction game fan.
Hellas, published by Rio Grande Games. 2002. Box. Excellent. £10
Designed by Franz Benno
Delonge. No. players: 2. Country: American, Duration: 1 hr, Desc. by Andy.
Light war game in which
two factions fight over the Greek islands in ancient times. Players get to either increase their ships
and men and cards, or make a voyage of exploration or make an attack. The cards give rule breaking favours from
the gods and are very useful. Attack
can be overland or over sea, and the number of pieces (15mm plastic miniatures)
is very limited so continuously building up is not an option. I can also provide my own clarifications to
the rules.
Hillclimb, published by Lambourne. 1996. Packet. Excellent. £10
Designed by Terry
Goodchild. No. players: 1+. Country: British, Desc. by Eamon.
A non-statistical sports
game about driving cars up hills, in a series of 10 races, with a view to
obtaining the best time over-all. Primarily a solo game, but can be played
competitively. Choice of cars range from a 750 cc single-seater, through the
monster 4.5 litre sports cars, and on to the specialist hill-climbing type cars
and the converted Formula One and Formula 5000 racing cars. You must drive the
car, by judicial use of gears, brakes, acceleration and so on. And you get the
feel of a car, funnily enough, so that as the season progresses, you definitely
drive it with more skill.
IQ, published by Skirrid International. 1981. Box. 1 Box corner damaged.
£2
Designer Unknown. No.
players: 1. Country: British., Desc. by Eamon.
Solitaire game, based on
the classic Solitaire game but with a different shaped plastic board.
James Clavell's
Whirlwind, published by FASA.
1986. Box. Good. £13
Designed by Derek
Carver. No. players: 2-6. Country: American, Duration: 2 hrs, Desc. by Eamon.
Special notes:
Photocopied rules booklet.
Excellent game, part of
a series of four games based on the books of James Clavell. Invented as
Revolution by Derek, then matched to this theme of the last days of the Shah in
Iran. Each player is a mercenary helicopter pilot leading missions in the
revolution for a fat fee paid into his Swiss bank account. Unusual, in that you decide which side you
are on as the game progresses. The winner is the one with the most VPs on the
winning side. If you are on the losing side with more VPs - tough!
Jericho, published by House of Marbles. ca.1995. Box. Excellent. £6
Designer Unknown. No.
players: 2+. Country: British, Desc. by Eamon.
Yet another tower game,
riding in on the success of Jenga. Looks unused so would make a nice present.
The twist in this version is that some of the wooden blocks have a marble in
them, and if you take one of these out of the tower successfully, you can choose
to miss a turn later on in the game (when the going gets tough so-to-speak).
Kingmaker, published by Ariel. 1974. Box. Good. £20
Designed by Andrew
McNeil. No. players: 2-12. Country: British, Duration: 4 hrs, Desc. by Eamon.
Rare opportunity to purchase
a first edition. The classic game of Tudor/Lancastrian politics. Each player
starts as a noble, or nobles, of the time and gradually decides which side to
join in the Wars of the Roses. Truly innovative in its design and mechanics.
Kismet, published by Abacus. 1997. Box. Mint. £4
Designed by Wolfgang
Panning. No. players: 2-8. Country: German, Desc. by Eamon.
Card and dice game in
which you have to try to get rid of the cards in your hand by choosing which
one to discard after rolling 3 dice, in order to maximise your chance of being
able to discard in the future.
Kogge, published by JKLM Games. 2003. Box. Mint. £25
Designed by Andreas
Steding. No. players: 2-4. Country: British, Duration: 90 mins, Desc. by Andy.
Each player is the
merchant captain of a ship which sails the Baltic trading between the various
ports, each trying to be the most successful merchant. The basic idea is that you sail from port to
port and trade goods of one sort for more goods of other types. However, the trade routes regularly change,
though players can also influence them.
In addtion players set up offices in ports which gather goods when they
are produced and can then be collected by a visiting captain. Special privileges can also be obtained, and
count towards victory too. Once or
twice a game each captain can turn bandit and raid a port as well - very
profitable, but you can then never go there again. Recommended.
Leave One, published by Valco. 1967. Box. Excellent. £10
Designer Unknown. No.
players: 1. Country: American, Desc. by Eamon.
Very nice item from the
sixties "a relaxing game for the busy Executive" as it says on the
box. The board is a triangle shaped grid of 15 holes, into which you place 15
metal pegs, rather like large Cribbage pegs. The object is to jump pegs in such
a way that you end up with one peg left in hole number one. A variation of
Solitaire, but beautifully produced.
Libel, published by Mambi. 1994. Box. Good. £4
Designed by William
Roache. No. players: 2-6. Country: British, Desc. by Eamon.
Legal game with players
trying to make money out of libel cases. Designed by a member of the cast of
Coronation Street, who unsuccesfully sued a newspaper in real life. Includes a
newspaper cutting about the inventor and the development of the game.
Madcap Monkey Business, published by Random House. 1989. Box. Good. £5
Designer Unknown. No.
players: 2-4. Country: American, Desc. by Eamon.
The 'Zany Zoo' game.
Players race round the board, looking to take photos of the animals, but the
animals move as well as the players.
Magellan, published by Flying Turtle. 1987. Box. Good. £20
Designed by Fallon. No.
players: 2-4. Country: Belgian, Desc. by Andy.
Global game that mixes
economics, conflict and alliances. Players send out ships and planes carrying
jeeps to control countries to produce wealth, and develop these countries,
generating more income. The countries which are available to be taken over come
up on cards as the game goes on, and historical events also come up and give
additional opportunities and can cause the controllers of various countries to
be at war for several turns. The board
is a large and detailed map of the world, and there are lots of plastic pieces
for each player.
Mastergame, published by Invicta. 1982. Box. Good but some stacking
indentation. £5
Designer Unknown. No.
players: 2. Country: British, Desc. by Andy.
Each player has 8
pieces, showing either a heart, diamond, club or spade, and the board is an 8x8
grid also showing these symbols.
Players take it in turns to move a piece one space, but may not move a
piece onto a space showing that piece's symbol. The objective is to get four of your pieces into a row. Attractive plastic board and pieces.
Match Of The Week, published by Unknown. ca.1970. Box. 1 Box corner split. £5
Designer Unknown. No.
players: 2. Country: British, Desc. by Andy.
Soccer game with no
company or designer credited. Simple movement system for the players, using
dice on a large board covered by a grid of circles. However, there are quite a few options on how and where to kick
the ball, including rules for ground level passing and aerial passes / shots
and even dribbling. The defending
player can also choose to foul if the attack looks too dangerous.
Memo, published by Invicta. ca.1978. Box. Box shows some wear. £3
Designer Unknown. No.
players: 1-2. Country: British, Duration: 10 mins, Desc. by Andy.
Each player has their
pieces placed at random, face down on their side of the board. Players take turns to look at a piece. Initially, looking for the piece labelled 1,
and when that is found 2, and so on.
First player to find all their pieces wins. For one player there is a chart rating your performance.
Microdot, published by Parker. ca.1970. Box. Good, but 1 box corner split.
£10
Designer Unknown. No.
players: 2-4. Country: British, Desc. by Eamon.
Espionage game in which
the players try to steal the diplomatic bag of any one opponent and return it
to their own headquarters to win. The outer board is used to gather pieces of
equipment needed for the mission. These
pieces of equipment (ladder, revolver, dagger, earphones, passport,
wire-cutters) all have nicely made plastic pieces. The mission takes place on the inner board. Here the collected equipment is moved around
to get past obstacles and also eliminate other people's 'lesser' items of
equipment. Sometimes chance cards are
drawn and these have the word Microdot written on them, and a tiny number or
letter which decodes to give instructions on a chart.
Mini Golf, published by Chemoplast BRNO. ca.1970. Box. Fair. £13
Designer Unknown. No.
players: 2+. Country: Czechoslovakia, Desc. by Andy.
Special notes: Box is
slightly flimsy, but whole and a bit grubby with some indentation due to stacking.
Action game unlikely to
already be in your collection. The game
includes a variety of large plastic obstacles which can be fitted together to
form a large variety of crazy golf holes on your games table. Mini putters are used to direct ballbearings
into the target hole. You can play a
round of as many holes as you wish.
Obstacles include: single hill, double hill, ramp with hole, hole in
mini maze, and assorted blockers and diverters. Rules come in English, German, Czech (I assume) and Russian.
Monsters Ravage America, published by Avalon Hill. 1998. Box. Good. £25
Designed by J C Connors
& Ben Knight. No. players: 2-4. Country: American, Duration: 2 hrs, Desc.
by Andy.
Fun game with plastic
pieces, played on a large scale hex-map of the United States. Players 'wear two
hats', first they are a Giant Monster (there are lots to choose from), and
secondly they are a branch of the civilian defence force. Obviously, they must
wreak havoc with their monster and stop the other monsters with their civilian
units. One nice idea is that the
monsters can sack nuclear facilities to gain interesting mutations! I can provide my
house rules to allow you
to play with 5 if you wish. If you like
the theme then well worth playing - silly, but great fun.
Montgolfiere, published by Euro Games. 1992. Box. Good. £12
Designed by Dominique
Ehrhard. No. players: 2-6. Country: German, Desc. by Eamon.
Balloon racing card game
and one of my favourites of all time. Cards are played simultaneously, and some
can cancel each other out, while others if played by people with balloons at
the same height (and they may confer) can enhance each other. Each player has a
wooden balloon marker and the idea is to have the highest balloon after the
final round of cards has finished. Everyone starts with the same set of cards,
though they do come up in different orders.
Mystic Wood, published by Ariel. 1980. Box. Box shows wear. £20
Designed by Terence
Donnelly. No. players: 2-4. Country: British, Desc. by Andy.
Adventure board game made
up of 45 large cards that form the Mystic Wood of the title. Different every
time of course. Each player takes a knight on a quest into the wood, and the
first to complete their quest and escape the wood wins. On your way you must navigate the twists and
turns of the paths through the wood and deal with the various denizens, who
might fight you, join you, hinder or aid you.
Knights can also interact by helping each other or challenging each
other at jousting. Similar, but quite different, to Sorcerer's Cave by the same
company and designer.
Nationwide, published by Omnia. 1976. Box. Box corners battered. £2
Designer Unknown. No.
players: 2-4. Country: British, Desc. by Andy.
TV related, based on the
70's nightly news programme. Neat TV camera card counters. A collecting game,
with players roaming the board looking for news stories. A special spinner is used to determine
movement allowances. To win a player
must collect a full set of TV monitor counters and a set number of story
counters.
Noteability, published by Spear's Games. 1991. Box. Excellent. £12
Designer Unknown. No.
players: 2-4. Country: British, Desc. by Andy.
Essentially a game of
'Name That Tune'. In the classic parlour game a player either sings or plays on
the piano the first few notes / bars of a song and the others have to recognise
it. This is essentially the same, but
the game comes with a miniature working electronic grand piano (17 numbered
keys), and the cards showing the tunes to play list the keys to press to play
the tune with dots to indicate pauses.
One of the most amazing game components you will see. You don't need to be musical to play, but it
helps if you know the tune you are playing so you can get the rhythm at least
approximately right. Great fun watching
other people mangle the tunes nearly as badly as you do!
Odds-On, published by Airfix. ca.1980. Box. Good. £8
Designer Unknown. No.
players: 2. Country: British, Desc. by Andy.
Each player has 8 pieces
which start along one side of an 8x8 grid.
One of these pieces is the king, and the objective is to either capture
your opponent's piece or leave them with only their king and one other
piece. Each playing piece has a
strength number showing through a hole, however this is part of a magnetic disk
and the board also has magnets in it, so that as pieces are moved around the
strength numbers will change! The
strength number says how many spaces it can move in a turn, but with 0 or 1
right angle turns during that move.
Off To The Tower, published by Ravensburger. 1991. Box. Box shows wear. £4
Designed by H
Semmelroch. No. players: 2-4. Country: British, Desc. by Eamon.
Children's game, a
variation of games like Ludo. Players chase each other round the board, trying
to avoid being sent to the tower.
Oil, published by Merit. ca.1967. Box. Excellent. £13
Designed by Hans
Andreasson. No. players: 2-6. Country: British, Desc. by Eamon.
Rare oil industry game,
probably sponsored by BP who get a good mention in the foreword to the rules
and are pictured on the box. Originally made in Sweden. In the game players start with an oil
concession and drill wells hoping to find oil.
Once a good well is found oil is produced and when enough is collected
it is shipped and then sold. There are
quite a few extra elements such as oil news cards, shares which pay out
dividends and even insurance for your ships.
Game play is driven by moving your piece around the outside track of the
board and activating spaces sometimes when landed on and sometimes when passed
over, but many give you the choice of whether to activate or not, allowing
different strategies.
Ole, published by Abacus. Box.
Mint £6 or Good £5
Designed by Wolfgang
Panning. No. players: 3-8. Country: German, Duration: 45 mins, Desc. by Andy.
Card game with 56 cards
numbered and colour coded in a special way. The object is to get rid of your
cards first, and you do this by either laying a higher numbered card than the
previous card or a higher ranking suit (but could have a lower number). If you play higher in both then you get to
play again. If you are unable to play
you take a penalty chip. There is
actually more to this game than initially meets the eye and it does play well
with the higher numbers of players too. Recommended.
Outwit, published by Parker. 1978. Box. Good. £6
Designer Unknown. No.
players: 2. Country: Canadian, Desc. by Eamon.
Played on a 9x10 grid,
the chips are setup in the middle of the board. Each player moves one chip in
one direction as far as it can go until it hits the edge or another chip. Each
player also has a power chip which can move more flexibly. Players try to get
all their chips into their corner, and once in the corner they can't move out.
Paris Paris, published by Rio Grande Games. 2003. Box. Excellent. £15
Designed by Michael
Schacht. No. players: 2-4. Country: Germany, Duration: 45 mins, Desc. by Andy.
Placement game played on
a map of Paris with 5 intersecting bus routes shown. Businesses are built at various points on each of the lines
according to the tiles which are available.
Left over tiles indicate what is scored each turn and when a special
scoring occurs. You score best for having clusters of businesses around key
intersections, but there are other ways to score too. Clever game, plays pretty quickly too.
Park And Shop Game, published by Milton Bradley. 1960. Box. Fair. £7
Designed by Chad Valley.
No. players: 2-6. Country: British, Desc. by Andy.
Special notes: The box
corners and edges are damaged and some have been taped. A couple of the pedestrian pieces have been
home repaired.
Players are given a
shopping list of items to get while in town, and the players then drive their
car into the town centre depicted on the board, and park in a parking lot where
they will pick up an additional task to be done before they can head home.
Movement is then by foot and the shops on the shoppng cards have to be visited
before heading home and on the way one last stop has to be made. Movement is by dice, but there are choices,
and sometimes 1 die and sometimes 2 dice are thrown. The rules include a version of the game using money and one which
doesn't use money.
Pass-Out, published by Paul Lamond. 1986. Box. Good. £3
Designed by Frank
Bresee. No. players: 2-6. Country: British, Desc. by Eamon.
A game best played where
there is lots of alcohol available, because copious amounts will be needed to
finish it. As players get drunk (literally) they will struggle to read the
tongue-twisters, and thus get more drunk as a forfeit. Last one under the
table, wins.
Phlounder, published by 3M. 1962. Box. Good. £17
Designer Unknown. No.
players: 2-6. Country: American, Desc. by Eamon.
Bookcase boxed game, one
of the rarer 3M titles. A word game where speed of thought is important. The
metal bell push, used between rounds, is frighteningly efficient! Play involves making words using tiles, but
the words need to be of the length and type (eg. 4 letter verb) indicated by
special dice for that round. When
someone manages this then other players can assist with incomplete words other
people have in front of them.
Pilgrim's Progress, published by Clipper. ca.1985. Box. Good. £5
Designer Unknown. No.
players: 2-6. Country: British, Desc. by Eamon.
Quasi-religious game.
Each player takes the journey undertaken by Christian in John Bunyan's famous
book. On the journey you take in the various places he visited, such as the
Slough of Despond and Doubting Castle.
Pro Football, published by 3M. 1966. Box. Good. £11
Designer Unknown. No.
players: 2. Country: American, Desc. by Eamon.
Rarely seen 3M sports
game in one of their trademark wrap-around plastic boxes. A head-to-head,
non-statistical American Football game. The offence chooses a type of play and
the defence reveals if they guessed the general direction of the play. Dice are
then rolled on a chart that allows for most variations of the play that can
follow. Also later published as Thinking Man's Football.
Probe, published by Parker. 1964. Box.
Mint £7 or Good £6
Designer Unknown. No. players:
2. Country: American, Desc. by Eamon.
Vastly underrated word
game, a flop in the UK but a huge success in the States. Players hide words in
a display rack and gradually the word is revealed according to instructions on
cards played during the game.
Push Over, published by Parker. 1981. Box. Good. £9
Designer Unknown. No.
players: 2-4. Country: American, Duration: 25 mins, Desc. by Andy.
An interesting dice game
in which you may roll up to three special dice. Rolling more dice without exceeding a limit is very valuable, but
also potentially risky. The board is
also unusual as it has grooves for your pieces to go in, and you can be pushed
along by other players, but also at certain spots you can be pushed off the
board as well. Each time your piece
makes it around the board you will collect some chips. There is quite a bit of risk assessment
involved as sometimes busting will be much more of a setback than at other
times.
Quest For The Faysylwood, published by Faysylwood Press. 1993. Box. Excellent. £10
Designed by David Shaw.
No. players: 2-8. Country: Canadian, Desc. by Eamon.
Card game, 112 cards
featuring heroes, treasures, magic items, monsters, and events. Cards feature
play information and an illustration. Each player represents a Hero and uses
their cards to help themselves
(magic items,
companions, etc.) or hinder other Heroes (monsters, bad events, etc). The
object is to lay down and successfully move through five terrain cards that
will get your Hero a way through to the mystical Faysylwood.
Rally 6, published by Clipper. ca.1990. Box. Good. £14
Designer Unknown. No.
players: 2-6. Country: British, Desc. by Eamon.
Well-made race game,
featuring a special board system that allows six different courses to be
constructed. Movement is a mixture of dice and cards, and a special die for
generating choices at junctions. Wooden car pieces.
Ripley's Believe It Or
Not, published by Milton
Bradley. 1984. Box. Good but 1 box corner taped. £10
Designed by Ripley
International Inc. No. players: 3-6. Country: American, Desc. by Eamon.
An excellent trivia
game, based on the unusual facts published in Ripley's newspaper columns over
the years. It uses the sort of useless knowledge you can only guess at anyway,
so everyone can join in, and it is usually interesting to find out the real
answer (which is often so bizarre, it is hard to believe).
Robotanks, published by Gamesmiths. 1994. Box. Excellent. £15
Designed by Jeff Siadek.
No. players: 2-4. Country: American, Duration: 2 hrs, Desc. by Andy.
Each player operates a
team of four tanks, each controlled by a stack of command cards that form the
tank's repeating program. These cards
make tanks move, turn, fire weapons, or use special equipment, allowing all sorts
of programs to be set up. Each turn each
player gets the chance to reprogram at most one of the tanks, with a bonus if
none are reprogrammed. There are a wide
variety of weapons and specials to keep it interesting.
As well as the cards you
get a large and hefty game board, 16 plastic tank miniatures, a dice and the
rules.
Royal Game Of Ur, published by Merit. ca.1970. Box. Good - box corners taped. £5
Designer Unknown. No.
players: 2. Country: British, Desc. by Eamon.
Very nicely made game,
probably based on Senet, a game of ancient times related to Backgammon. Wooden
pieces and nice Egyptian graphics throughout. Rules in seven languages.
Rupert, published by Waddingtons. 1985. Box. Box Poor. £2
Designer Unknown. No.
players: 2. Country: British, Desc. by Eamon.
Card game, part of this company's
range of games with large size cards. A variation of Beat Your Neighbour.
Samurai, published by Wiggins Teape. ca.1970. Box. Box Poor. £8
Designer Unknown. No.
players: 2. Country: British, Desc. by Eamon.
Stylish abstract game
with 8 large (7.5cm tall) Samurai playing pieces. The pieces hold plastic
swords in different ways, to indicate
their changing strength throughout the game. Movement of one side's pieces
determine, to a certain extent, the limitations of movement on the other side.
Schnuff, published by Ravensburger. 1983. Box. Good. £6
Designed by Jim Seko.
No. players: 2-6. Country: German, Desc. by Andy.
Card game, with players
trying to get rid of the cards in their hand by playing to a discard pile. Wild
cards add to the fun. Cards add /
subtract to the current total, and the idea is to avoid being the one who
breaks through the 30, 60 or 90 barriers.
Thus hand management is important, and deciding when to play the various
wild cards important.
Sea Hunt, published by Merit. 1960. Box. Box Poor, Contents Good. £15
Designer Unknown. No.
players: 2-4. Country: British, Desc. by Eamon.
Very rare TV related
game, based on the underwater adventure series that made a star of Lloyd
Bridges. Each player is a skin diver attempting to recover treasure from a
sunken ship. Essentially a game of luck, but, as I said, very rare and the only
game I have ever seen based on this TV series.
Sequence, published by Parker Bros. 1997. Box. Good. £7
Designer Unknown. No.
players: 2-12. Country: British, Desc. by Andy.
Card and board game in
which cards are played to claim spaces on the board. The objective is to be the first to make a line of 5 claimed
spaces. Can be played either by 2-3 players
or 2-3 teams, but my guess is that 4 or 6 players in teams will work the best.
Includes two decks of playing cards and nearly 150 substantial chips in 3
colours.
Show Jumping, published by Berwick. ca.1960. Box. Box poor. £6
Designer Unknown. No.
players: 1-6. Country: British, Desc. by Eamon.
Rare game, with
delightful playing pieces and a dice shaker fashioned like a stirrup cup. No
rules, but I don't remember it having any, as it plays itself, and you just
follow the instructions on the board which relate to the colour of the space
you land on. Nice item.
Signs Up, published by Parker Bros. 1981. Box. Good but box a bit grubby.
£5
Designer Unknown. No.
players: 2-4. Country: American, Desc. by Andy.
Children's game - 6-10
year olds suggested. 7 shop signs have
got muddled up and the players try to correct this by moving around the board
to the shops, collecting part of the sign which is wrong and taking it to the
correct shop where a reward is received and a new sign-part collected. Movement is by card play, and the cards have
an incomplete rhyme / a sum which indicates the number of spaces to move. Player with most money when all the signs
have been corrected wins.
Smog, published by Urban Systems. 1970. Box. Good but box is grubby.
£28
Designer Unknown. No.
players: 2-4. Country: American, Desc. by Andy.
Special notes: Birthday
message written on front cover in biro
This company specialised
in games about real environmental concerns. The amount of plastic in this game
might have worried some of their supporters! Players are civil servants
responsible for 'Clean Air'. The board holds factory pegs which have smoke
trails which trail over the board polluting other spaces. Players make decisions on how to expand
their city, and how to provide transport and waste disposal services, and these
decisions affect each player's popularity (votes), finances and air quality,
and in turn these cause victory points to be gained and lost at various points
in the game. Some unusual mechanisms,
and definitely collectable.
Snow White, published by Russell. 1965. Box. Excellent. £8
Designer Unknown. No.
players: 2-4. Country: American, Desc. by Eamon.
Card game, film related,
licensed by Disney. 40 cards feature the main characters from the film in full
colour. Unusual in that the game mixes elements of Rummy and Hearts in one
game! Unusual item.
Solitaire, published by Chad Valley. ca.1953. Box. Box poor. £2
Designer Unknown. No.
players: 1. Country: British, Desc. by Eamon.
Old copy of this classic
game. Box poor, but contents fine. Nice solid wooden pieces. Unusually
produced, in that the rules (and the solution) are printed on the box lid. I
have dated it because it says that Chad Valley are "By Appointment
Toymakers to Her Majesty the Queen" but it looks to me to be older than
the fifties.
Solotaire, published by Milton Bradley. 1973. Box. Good. £11
Designer Unknown. No.
players: 1-2. Country: American, Desc. by Eamon.
Excellent game based on
Poker Patience, with a nice plastic board on which to lay the cards. Lucille
Ball pictured on cover warning "Caution! This game may be habit
forming". Includes a variety of games for 1 or 2 players, Honeymoon,
Quick-draw, Mayhem 1 & 2.
Sport Angle, published by Pardal. 1977. Box. Box corners taped. £5
Designer Unknown. No.
players: 2-12. Country: British, Desc. by Andy.
Fishing related game
based on match fishing where you score points for the size and quantity of your
catch. Played to a time limit, like a real match. The core of the game is driven by card play - essentially a set
of 3 fish cards which match to form a complete fish need to be collected and
then that player can choose the type of fishing line and bait and take a
plastic fish from a bag. This fish says
its type and weight and a chart indicates if this will be caught by the line
and bait in use. Any fish caught in
this manner will score points. Some
plastic fish turn out to be hazards and a hazard card must be drawn.
Square, published by Merit. ca.1965. Box. Good. £9
Designed by J & L
Randall Ltd. No. players: 2-3. Country: British, Desc. by Andy.
Tile laying game in
which players try to complete rectangles and squares of tiles to score
points. Each side of a tile shows a
shape which much be matched to any adjacent tiles when it is played. The tiles are all square and made so that
they stand up on their edge so players can see their own tiles while keeping
them hidden from their opponents. There
are 35 tiles in the game.
Star Trek The Next
Generation, published by BMI.
1992. Box. Box poor. £4
Designer Unknown. No.
players: 2-6. Country: British, Desc. by Eamon.
TV related, featuring
the main characters (plus Whoopi Goldberg) on the lid. Simple dice game but
with rather an unusual looking board.
Starship Tycoons, published by Griffin Games. 1986. Box. Good. £8
Designed by Alan E
Paull. No. players: 2-6. Country: British, Desc. by Eamon.
Space trading game in a
bookcase box. Essentially you travel the galaxy making deals, using exchange
rates to your advantage, with the bizarre objective of raising enough money to buy
the Moon (which the Earth Government has put up for sale!).
Submarine, published by Avalon Hill. 1978. Box. Good. £15
Designed by Steve Peek.
No. players: 2. Country: American, Desc. by Andy.
Special notes: Box is
somewhat discoloured, corners taped and rules cover somewhat grubby
First edition. One of the best 'Search-and-Destroy' type
games. Basic and advanced games, plus design your own scenarios
guidelines. This is a tactical
recreation of the WW2 submarine campaigns.
There are various scenarios including submarine vs shipping convoy,
submarine hunting using depths charges and even the U-boat wolf pack tactics
against Allied shipping in the N.Atlantic.
Successors, published by Avalon Hill. 1997. Box. Good. £22
Designed by Mark
Simonitch & Richard Berg. No. players: 3-4. Country: American, Desc. by
Eamon.
The competition for
control of the empire following the death of Alexander the Great. Each player
commands two or more of the eleven great generals of the Macedonian Empire. If
you cannot play the campaign game (3 to 5 hours), then there is a 'Blood &
Conquest' game to play in half that time.
The game uses a very large (two section) board, lots of counters and
stand up cardboard figures for the generals as well as cards for bonuses,
events and surprise actions etc.
Tabula, published by Historical Collections. 1990. Box. Good. £4
Designed by Finch and
Scott. No. players: 2. Country: British, Desc. by Eamon.
Very nice reproduction
of a Roman game, with Roman-numeral dice and glass stones. A sort of early
Backgammon.
Tamagotchi, published by Jumbo. 1996. Box. Good. £5
Designed by Banadi Co
Ltd. No. players: 2-4. Country: Dutch, Duration: 45 mins, Desc. by Andy.
When this game was
published, Tamagotchi toys were all the rage - little electronic devices which
pretended to be a pet, which you had to care for and 'feed' and 'groom' etc
when they requested attention in order to keep them 'alive'. This is the board game version, and to my
mind the idea fits a board game very well.
Each player starts with an egg and has to see it safely through
hatching, growing from a small blob, to a baby right up to a full grown
Tamagotchi. As the game goes on players
have to provide the right sort of 'attention' - medicine, food and discipline
cards to continue sound development.
Failing to fully meet these needs stunts the little creature's growth.
The Action Man Game, published by Parker Palitoy. ca.1978. Box. Box poor, 1 card
replaced by photocopy. £3
Designer Unknown. No.
players: 2-4. Country: British, Desc. by Andy.
Game based on the
exploits of the famous toy soldier.
Action Man items are now highly collectable. The game involves moving around the outside of the board and
landing on an opponent means the two players have a battle. Battles are fought on land, air or sea as
determined by a card draw, and battle dice are rolled. These are special dice showing a missile, an
infantryman, a submarine, a tank, a bomber and as ship. Players also get to exchange prisoners of
war as well.
The Administrative Waltz, published by Ariel. 1976. Box. Good. £6, Desc. by Andy.
Designed by George
Singer & Jeanette Armstrong. No. players: 2-8. Country: British, Duration:
90 mins.
Bizarre game based on a
book of the same name. The object is to gain promotion and achieve the top job
within your career (each player having a different career). Game play involves several different
mechanics, including collecting and trading letter tiles with which words must
be made up, collecting reference cards which let you get promotion, playing
manipulation cards on other people to hinder them and sacrificing future
victory points to get promotion now. In
addition there are several alternative ways to win and a simplified version of
the game as well as the standard game.
Unusual item.
The Alley Cats Game, published by Ideal. 1976. Box. Box shows wear - corners taped.
£7
Designer Unknown. No.
players: 2 or 4. Country: British, Desc. by Andy.
Each player has a cat
which tries to collect fish bones from very nicely made plastic dustbins. Movement is by dice, and spaces which hinder
you should be avoided whenever possible (there are route choices). A wall in the middle of the board provides a
fast way to get from place to place.
However, in some of the dustbins dogs lurk waiting to chase your cat all
the way back home, and may cause you to drop your fish bones, so do you try to
collect lots of fish bones in one go and risk losing them all or make several
trips ?
The Arab-Israeli Wars, published by Avalon Hill. 1977. Box. Good. £9
Designed by Seth Carus
& Russell Vane. No. players: 2. Country: American, Desc. by Eamon.
Allows you to replay
twenty four different situations at a tactical level on a customizable
map. The military forces of Egypt,
Israel, Jordan, and Syria are represented in the various scenarios. Rules
include (but are not limited to)
roadblocks, minefields,
electronic warfare, bore-sighting, and firing while moving. Basic game rules cover 5 pages, standard
game rules a further 6 pages, and advanced rules 5 more. Contains about 500 counters.
The Battle Of The Bulge, published by Avalon Hill. 1965. Box. Box a bit grubby and 2
corners taped. £9
Designed by Lawrence
Pinsky. No. players: 2. Country: American, Desc. by Eamon.
First edition, in the
thicker flat box preferred by the company at that time. The famous WWII
encounter in the Ardennes in December 1944, when the American Commander
responded “Nuts!” to the German order to surrender. The basic game rules are only 4 pages long, but a supplementary
book adds to this for tournament games and extra optional rules. The German player has to get 20 units the
Meuse River by Dec 23rd, or failing that eliminate all American forces. The U.S. player has to ensure neither of
these happen.
The Elfquest Boardgame, published by Mayfair. 1988. Box. Good. £9, Desc. by Eamon.
Designed by Mark Acres,
Troy Denning & Marty Stever. No. players: 2-5. Country: American, Duration:
90 mins.
Based on the comic book
characters created by Wendy and Richard Pini. The board is made up of tiles,
making it different every game, and in the full game, the tile placement is
crucial to your strategy. One player is Guttlekraw the Troll King, and the
others are leaders of various elf tribes looking for their Elf Home. Movement costs between tiles depends on the
numbers printed on them, so some routes will be prohibitively expensive. There are a number of potential sites for
Troll Home, which need to be investigated.
The Follyfoot Save A
Pony Game, published by Whitman.
1974. Box. Box edges split and taped. £2
Designer Unknown. No.
players: 2-6. Country: British, Desc. by Andy.
TV related, based on the
series about life on Follyfoot Farm. Players aim to use the farm and gymkhanas
to raise money to save a pony for their farm.
The game is driven by dice roll and movement around a track on the
outside of the board, where spaces cause money to be gained or lost. When a gymkhana takes place the showjumping
course involves more dice rolls to clear fences and deal with refusals etc,
with the players getting prize money according to their positions.
The Game Of Quotations, published by Milton Bradley. 1987. Box. Good - 1 corner taped.
£5
Designer Unknown. No.
players: 2+. Country: British, Desc. by Eamon.
A trivia game based on
famous quotations. The questions come in various types: True or False, Buzz
Words, Who Said That, Missing Words and Quote Vote. Players / teams are given cards indicating these categories and
have to get rid of them by answering correctly. Of course it is the quotes themselves which make the game worth
playing. eg. 'My one regret in life is
that I am not someone else' - Woody Allen.
The Gillette Cup, published by Ariel. 1970. Box. 1 corner split. £10
Designed by
J.P.Longbottom. No. players: 1. Country: British, Desc. by Andy.
Cricket game based on
the Gillette Cup knockout competition.
The game consists of a board showing a cricket ground, 13 cricketer
figures, 2 decks of cards (one for bowling and one for batting). The cards are used to determine the result
of each delivery, with each over being fast, medium or slow deliveries, and the
bowling cards indicating the delivery type.
The batsman cards then indicate what happens given this. Placement of fielders is an important
consideration for the fielding side and should be decided upon according to the
current type of bowler. Essentially a
solitaire game as the fielding side makes all the decisions and the batsman
just turns over cards.
The Grand Knockout
Tournament, published by Paradigm.
1987. Box. Good. £3
Designed by Danny Kishon.
No. players: 2 or 4. Country: British, Desc. by Andy.
Special notes: The sand
timer is broken in this copy.
TV related, based on the
television charity raiser, organised by Prince Edward. Each player represents a
member of the royal family and must try to score points in all manner of games.
Princess Anne, Prince Edward, Prince Andrew and Sarah Ferguson all pictured on
the lid. There are 9 sub-games and
several subsidiary boards and loads of bits including an egg timer, stand up
figures, blow football tubes, tiddlywinks etc.
The games are all old family standbys such as blow football,
tiddlywinks, knocking over knights by flicking a ball etc.
The Muppet Show, published by Palitoy. 1977. Box. Good. £4
Designer Unknown. No. players:
2-4. Country: British, Desc. by Andy.
Each player has control
of two muppets and a movable stage set in their colour. The players use cards to move their muppets
and sets across the board into the correct position ready for The Muppet Show. The first to do this wins. However, some cards can be used to hinder
other players in various ways.
The Name Of The Game, published by Beechams. ca.1980. Box. 1 Box corner split. £5
Designer Unknown. No.
players: 2-4. Country: British, Desc. by Eamon.
Promotional game, made
by a company that supplies soft drinks to cash and carry stores. Each player
must manage a range of outlets, buying and selling stock in order to become the
wealthiest owner. Includes 4 promotional posters, board in 4 sections, 4 large
3D cardboard buildings, cards of various types, play money, car pieces and a
die. Game play involves rolling the die
and moving around a track on the board and having to buy stock (at retail
price) from a shop landed on (paid to the shop's owner). New stock can be bought at the start of a
player's turn. Unusual item.
The Old Shell Game, published by Berwick. 1974. Box. Hole in box base. £3
Designer Unknown. No.
players: 2-4. Country: British, Desc. by Eamon.
Special notes: There is
a cardboard insert over the hole (so nothing can fall out)
Family board game based
on the old con trick where you place a pea under a cup and shuffle them around,
asking the gambler to guess which cup has the pea under it. You don't actually
have to do the trick, but you must guess which one playing piece (of three
possibilities) is hiding the pea at certain stages of the game.
The Second World War
Jigsaw Puzzle, published by PLA.
ca.1990. Box. Mint - in shrink. £2
Designer Unknown. No.
players: 1. Country: British, Desc. by Andy.
500 piece jigsaw puzzle
showing Churchill in the foreground and a scene showing tanks and planes at war
in the background. The back of the box
also has extracts from 5 of Churchill's famous wartime speeches.
The Transformers Game, published by Milton Bradley. 1986. Box. Fair. £3
Designer Unknown. No.
players: 2-4. Country: British, Desc. by Andy.
Special notes: 1 box
corner damaged, and 1 plastic robot no longer 'transforms'.
Not the same as the
similarly named game by Warren. Themed
on the childrens' TV series and range of toy robots. Each player controls 3 robots which can transform into aeroplanes
by 'folding' the plastic piece. The
objective is to be the first player to get all your Transformers to the Command
HQ in robot form. Play involves movement by dice and battles when opposing
pieces meet. Battles are resolved using
cards.
The Willow Game, published by Tor Books. 1988. Box. Good. £5
Designed by Greg
Costikyan. No. players: 2-6. Country: American, Desc. by Eamon.
Film related, based on
the splendid (in my opinion) film called Willow. Relive the adventure of Willow
and Madmartigan "The Greatest Swordsman in all the World". Quite a
nice fantasy game but because the film bombed at the box-office, the game was
all but forgotten. Bookcase box.
Therapy, published by Milton Bradley. 1988. Box.
Good £5 or Good but
photocopied inkblot book included £4.
Designer Unknown. No.
players: 3-6. Country: British, Desc. by Andy.
Partly trivia and partly
psychology based game. The questions fall
into several types, some multiple choice or yes / no, and some in which you
have to judge how an opponent will answer.
They all concern facets of human life, as seen through the eyes of a
psychologist, and are often quite interesting and revealing. There are also
inkblots which the players get to study from time to time throughout the game
to determine what most people see in them.
The objective is to answer correctly, or to predict your opponent's
answers correctly in each category of questions. A good game of this type.
Thinking Man's Golf, published by 3M. 1966. Box. Good. £8
Designed by Frederick A
Herschel. No. players: 1-4. Country: American, Desc. by Eamon.
Innovative golf game in
its day, perhaps the first to use chinagraph pencils and laminated boards. The
18 hole course is laid out on the wrap-around box, and it features 18 famous
holes from various American golf courses.
To play, you first
determine wind speed and direction, then pick your club and place the
range-finder on the board. Dice are rolled for your shot to determine distance
and direction, and the location marked on the board. This is repeated until the putting table can beused instead.
Tile Rummy, published by Peter Pan. 1983. Box. Good. £7
Designed by Michael
Kohner. No. players: 2-4. Country: British, Desc. by Eamon.
Attractive card-game
variation, played with tiles, on a nice felt board. Each player must use their
hand of tiles to form Gin Rummy melds on the board, which could be a group of 3
or 4 tiles of the same rank, or a sequence of 3 or more tile s of the same suit
in a run. The board has various squares covered in diamonds of one colour or
another and these act like Scrabble squares, affecting the value of tiles or
melds played on it.
Tito, published by SPI. 1980. Packet. Good. £2
Designed by Dick Rustin.
No. players: 2. Country: American, Desc. by Eamon.
Game from Strategy &
Tactics Issue 81, but the magazine not included - the rules section is here
though, having been extracted from the magazine! Simulation of the operations
by General Tito and his partisans in Yugoslavia, 1941-45.
Too Many Cooks, published by Andy Merritt. 2001. Box. Mint. £11
Designed by Andy
Merritt. No. players: 3-5. Country: British, Desc. by Andy.
My own self produced
game. Each player takes the role of a
restaurant owner and cook, and will buy ingredients at auction, and these can
then be put together to form a variety of different recipes, which when
completed get you money back (hopefully significantly more than you spent on
the ingredients!) Some 'generic'
ingredients (eg. tinned veg) allow extra flexibility. At the end of the game the restaurant which most successfully
specialised in each of 5 types of cuisine gets a bonus and any restaurant which
offers nothing for vegetarians is penalised.
These copies are some of the second batch of the 300 produced, and so
come in a pizza box - which is more practical than the lasagne tin the first
100 came in.
Top Trumps: Fighters And
Bombers, published by Ace.
ca.1990. Box. Box poor. £0.50
Designer Unknown. No.
players: 2+. Country: British., Desc. by Eamon.
Card game, 32 cards
featuring military aircraft and their statistics, plus a rules card. Also
includes the rules to a game called Quartet. Plastic box cracked on the lid.
Total War, published by Gamesmiths. 1992. Box. Excellent - counters
unpunched. £15
Designed by Jeff Siadek.
No. players: 2-6. Country: American, Duration: 2-4 hrs, Desc. by Andy.
Advanced Risk-like game,
with each player taking their nation from the 19th century into the 21st. You
must decide each turn what units to build (for attack and defence) and what to
research for the future. Technologies
include Firepower, Flight, Industry, Movement, Nuclear, Rate of Fire, Ships and
Tanks. Victory is either by total
domination or by having the superior position after a fixed time.
Touch Down, published by Invicta. 1974. Box. Box shows wear. £2
Designer Unknown. No.
players: 2. Country: British, Duration: 10 mins, Desc. by Andy.
Special notes: The rule
book mentioned on the back of the box is missing, but there are also rules on
the back of the box.
Also foam legs replaced
with cork sections. Played on a 7x7 grid, with 10 pegs of each player's colour
and the rest a neutral colour. These pegs
sit up from the board but can be pressed down again, and players do this one at
a time, having to press one down which is adjacent to the last one pressed
down. The objective is to be the first
to get all your pegs pressed down or to have the most pressed down when no more
can be pressed down.
Touring England, published by Geographia. ca.1930. Box & Board. Good. £16
Designed by P H Thorpe.
No. players: 2-4. Country: British, Desc. by Eamon.
Very nice antique game,
with metal car playing pieces. Each player is dealt a hand of 8 cards featuring
towns spread around England, and must plan a route to visit all their towns
first. Mostly luck, but still an attractive addition to any collection. Comes with components in a small box, and a
seperate board as was the way at that time.
Town Square Game, published by Milton Bradley. 1996. Box. Good. £6
Designer Unknown. No.
players: 2-4. Country: Canadian, Duration: 15 mins, Desc. by Andy.
Themed with Disney's The
Hunchback of Notre Dame. Rules in
English and French. Players try to get
across to the opposite side of the board from which they started. This is done by card play. Some cards allow you to hinder opponents
rather than help yourself. There are
also unseen tiles dotted around the board and landing on these causes them to
be actioned, again some good and some bad.
However, you don't want to land on too many Frollo tiles as if you get 3
you have to start again, thus taking a route which is likely to avoid this
possibility may well be safest - but will it be fastest ?
Trap Door, published by Milton Bradley. 1983. Box. Good but 1 box corner
split. £7
Designer Unknown. No.
players: 2-4. Country: Ireland, Duration: 20 mins, Desc. by Andy.
The object of the game
is to be the first to get three marbles to the center of the board. On your turn you roll a die and move one of
your marbles that many spaces along a track. If you land on an opposing marble
you press your marble down onto your opponent's. Some spaces are trapped and
others aren't. If your opponent's marble falls into a trap it falls through and
this marble must start over again. The
board is large and thick, containing the mechanism to set the traps. It can be rotated and the trapped positions
switched over between games.
Treasure Island, published by Spears. 1976. Box. Good. £3
Designer Unknown. No.
players: 2-6. Country: British, Desc. by Eamon.
Rare Spears game, a dice
based race to find the treasure in the centre of the map.
Tricks, published by White Wind. 1995. Box.
Good £5 or Mint £6.
Designed by Alan Moon.
No. players: 3-5. Country: German, Desc. by Andy.
Card game, 95 cards and
play money. Very nice trick taking game where players bid for cards to form
their hands before play starts. I can
provide my own house rules to this as well.
Trimula, published by Arlac. ca.1970. Box. Box OK but sellotaped. £5
Designer Unknown. No.
players: 2. Country: German, Desc. by Andy.
Attractive game on 3
levels forming a 3 x 3 x 3 grid into which large glass marbles are placed. The rules offer two games, the first is a 3D
tic tac toe variant, but with some nice additional rules to make it work
better, including moving marbles once all the marbles have been placed. The other game involves getting your marbles
from one corner of the board to the opposite corner and off the board before
your opponent manages the same.
Tri-Ominos, published by Ideal. 1968. Box. Good. £5
Designer Unknown. No.
players: 2-6. Country: British, Desc. by Andy.
Dominos variant, but
with triangular dominoes and numbers in the corners and thus two numbers to
match on each side. This gives
opportunities for high scoring when matching on two or more sides at once.
Chunky plastic dominoes which are nice to hold and stand up on their side well.
Triple Match, published by Spears. ca.1980. Box. Good. £3
Designer Unknown. No.
players: 2. Country: British., Duration: 10 mins, Desc. by Andy.
Players shake a novel
'pattern indicator' essentially a 3x3 grid into which 3 balls will fall at
random, and then place 3 marbles onto their 5x5 grid in the pattern shown. If they are unable to place all 3 because of
previous placements then the turn is missed.
This continues until one player has placed all 24 of their marbles or it
is clear that neither player will be able to play any more. Whoever managed to place the most wins. Nice game.
Trumpet, published by Amigo Spiele. 1990. Box. Excellent. £8
Designed by Philip
Orbanes. No. players: 2-6. Country: German, Duration: 40 mins, Desc. by Andy.
Trick-taking game, with six
suits and cards numbered 1-11. If you take a trick, you advance your scoring
token, but you jump over occupied spaces, so sometimes winning a trick is more
worthwhile than others, and different for each player. As the game progresses
trumps get changed, and cards are redealt after each hand of 7 until players
cross the finish line.
Trust Me, published by Parker. 1981. Box. Shrinkwrapped. £10
Designer Unknown. No.
players: 2-4. Country: American, Desc. by Andy.
Wheeler-dealer business
game. Players claim properties around the board and cajole other players to
invest in them. The value of the properties is random, and hidden away in
little briefcases. As the game goes on you find out which ones are really worth
having.
Warhammer - Forces of
Fantasy, published by Games
Workshop. 1984. Box. Good. £8
Designed by Rick
Priestley, Bryan Ansell. No. players: 2+. Country: British, Desc. by Andy.
Warhammer
Supplement. Includes the following 3
booklets: Arcane Magicks, Fighting Fantasy Battles and Forces of Fantasy. This set enables players to lead entire
armies into battle with heroic leaders, gallant officers, mighty wizards. The rules cover: Fighting battalions,
complete points system, heroes and wizards, Engines of war, chariots, mustering
the army, regiments of renown, new magic and creatures, power weapons, rune
weapons, and additional magic items.
Warhammer - Selection, published by Games Workshop. Boxes. Good. £15
Designer Unknown. No.
players: 2+. Country: British, Desc. by Andy.
This selection of Warhammer
rules books, cards and counters comes in two boxes; Warhammer Arcane Magic and
Warhammer Battle Magic, but includes all of the following, which I believe
should be easily enough to get you going! Books: Warhammer Rulebook, Warhammer
Battle Magic, Warhammer Arcane Magic,Warhammer Battle Bestiary, Warhammer
Armies. Cards: Vast numbers of spell cards of different types, a pack of Powers
cards. Counters: Quite a few which look like they are used by the spells.
However, no figures are included in this selection.
Warhammer : Realm Of
Chaos, published by Games
Workshop. 1997. Box. Mint. £8
Designer Unknown.
Country: British, Desc. by Eamon.
Expansion set for
Warhammer Fantasy, being the complete reference to the Armies of Chaos. It
includes a huge rule-book, counters, and stacks of varied cards.
Warhammer: Magic, published by Games Workshop. 1996. Box. Mint. £8
Designer Unknown.
Country: British, Desc. by Eamon.
Expansion set for
Warhammer Fantasy, being the complete reference for the use of spells and magic
items in your battles. Includes a huge rule-book, and stacks of cards and
counters.
Warhammer 40K CCG -
Battle For Pandora Prime, published by
Games Workshop. 2001. Box. Excellent. £1
Designed by Sabertooth Games.
No. players: 2+. Country: British, Desc. by Andy.
Warhammer 40K CCG basic
55 card deck with players handbook. I
expect you will need one per player.
The box sports the usual G.W. spikey Chaos creatures, skulls etc. I have 4 decks available, so if you are
interested you might as well buy all 4.
Zug Nach Westen, published by Mattel. 1987. Box. Good. £14
Designed by Michael
Blumohr. No. players: 2-4. Country: German, Duration: 45 mins, Desc. by Eamon.
Railway game, originally
published as Rock Island Line by Hans-Im-Gluck. The 'board' is built during
play using over 100 hex tiles. The object is to build a complete route from
Chicago to Kansas City and run your engine on this route. Play involves moving
a construction team around on the map and exposing or rotating the tile on
which it stands and moving your train forward as possibilities allow.
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