Jul 2007 Catalog
While I don’t
publish my latest catalog on the internet, this older catalog is available for
you to look through to get an idea of the sort of thing I generally have. Please be aware that many of the games in
this catalog will have already sold, and if they haven’t then the prices are
not necessarily still valid – the prices are only valid in the month the
catalog comes out! However, if you do
see something of interest email me and I’ll let you
know if I still have it. Also getting
the monthly catalog by email is free and without obligation, so why not just
ask to be added to my subscription list, or ask me to send you the latest catalog
by email?
25 Words Or Less, published by Winning Moves. 1997. Box.
Good - one corner slightly dented. £8
Designed by Bruce Sterten. No. players:
4+. Country: American, Duration: 30 mins, Desc. by Andy.
Winner of an American Game of the Year
Award, this is a team word guessing game where you have 25 words or less to get
your team to say five words on your card, and with a time limit of a minute as
well! To make it harder still, one player
from each team looks at the card first and they bid for the right to play the
card - the player bidding the lower number of permitted words getting the
chance to take the turn. Fast and furious party game.
A History And Guide To Card Playing, published by Thomas De La Rue & Co
Ltd. ca.1960. Book. Good. £7
Designed by Kenneth Konstam. Country:
British, Desc. by Andy.
Softback, 22x16cm, 70 pages. An unusual book which puts together a
selection of interesting material: (Historical) Facts About Playing Cards, Card
Magic, The Culbertson Story, The Kingdom Of Cards, Patience, Games Of
Speculation (Vingt-et-un, Chemin De Fer, Baccarat, Poker), Games For Two (Gin
Rummy, Ecarte, Piquet, Cribbage, Bezique, Klaberjas), Games For 3-4 (Hearts,
Canasta, Calypso, Solo Whist, Contract Bridge), Card Games For Children,
Glossary, An Index of Books on Card Games.
Adlerauge, published by Berliner Spielkarten. 1999. Box. Mint.
£1.50
Designed by Reinhard Staupe. No. players:
2-8. Country: German, Duration: 10 mins, Desc. by Andy.
Card game, translated to Eagle Eye in
English. Players need concentration as they try to quickly check a row of
pictures on the cards for colour matches in order to determine if they can be
played or not. There are four variants of the game to try. The cards are laid
down in a row and the first player to lay all their cards into a row wins.
Advance Junior, published by Denys Fisher. 1975. Box. Box edges a
little battered and taped up. £6
Designer Unknown. No. players: 2. Country:
British, Duration: 30 mins, Desc. by Andy.
Special notes: 1 tank turret has been
repaired (successfully), battery compartment damaged but functional.
Board game in which each player has three
tanks which attempt to get to the opponent's home base. Movement is by dice, but in order to be
permitted to move or to make an attack a nifty resolution mechanism is
used. 2 batteries power a bulb and this
is reflected by turning knobs controlled by the players. Essentially the two
players each secretly pick one of red, green or yellow (colours which are also
marked on the tanks), and then a fire button is pressed to illuminate the
lights. Whether the action succeeds or
not depends on whether the lights match or not.
Advanced Fighting Fantasy: Blacksand!, published by Puffin. 1990. Book.
Excellent. £2
Designed by Marc Gascoigne, Pete Tamlyn.
No. players: 2+. Country: British, Desc. by Andy.
Softback, 20x13cm, 362 pages. Essentially
a role playing adventure which uses paragraphs to assist the GM in running the
adventure. This is the sequel to
Dungeoneer, which contains the basic rules of play, so you will need it to play
this. This book presents new rules and spells as well as information on the
thieves’ city, Blacksand, and a new adventure: A Shadow Over Blacksand. Note: this is not a Fighting Fantasy solo
gamebook. If you are interested, but
don’t have Dungeoneer let me know – I may be able to find a copy for you…
Ali Baba, published by Abacus. 1993. Box. Excellent. £10
Designed by Ian Livingstone. No. players:
2-6. Country: German, Duration: 1 hr, Desc. by Andy.
Attractive reworking of the game
originally made by Games Workshop called Calamity. In this game you are one of
the descendants of Ali Baba hoping to get your hands on the fortune he obtained
after defeating the 40 Thieves. Players move around the board making use of
special locations, in order to sell off treasure for cash. However, Ali Baba is on the lookout and
should he catch anyone the punishment will be severe. Game play involves an
interesting mix of luck and cunning.
Aliens + Expansion Set, published by Leading Edge. 1989. Box.
Good. £80
Designed by Barry Nakazono. No. players:
1+. Country: American, Duration: 90 mins, Desc. by Andy.
Very rare film related wargame, deleted
soon after release due to contractual problems. Includes the even rarer Expansion
Set. Players can recreate the main battles from the S.F. film of the same name:
The Reactor Room, Operations & Air Ducts, Ripley vs The Queen, DropShip,
Rescue of Newt, etc. The game is intended for play by one or more players
taking the roles of the Marines while the game system controls the Aliens. The
components all feature stills from the movie.
Angkor, published by Schmidt Spiele. 2005. Box. Excellent.
£12
Designed by Knut Happel. No. players: 2-4.
Country: German, Duration: 40 mins, Desc. by Andy.
Tile laying game in which each player has
their own board. Players play tiles
showing jungle, temples, and water onto their own and others' boards with the
objective of scoring well for connected areas.
Tokens can be played to block spaces and to enhance the score of an
area. The boards have a 3D plastic
underlay and screens are used to hide each player's tiles.
Assassin, published by Avalon Hill. 1993. Box. Good. £8
Designed by Chris Baylis. No. players:
3-6. Country: American, Duration: 90 mins, Desc. by Andy.
Card game, based on Eurohit by the same
designer. Players hunt each other across Europe. AH have added a board that
helps the atmosphere and eases play. The cards represent methods of travelling
around Europe, distances, and the various major cities. There are also special
cards, and the objective is to use the cards to get to the same location as
another player and attempt to assassinate them.
Attila, published by Rio Grande. 2000. Box. Excellent. £16
Designed by Karl-Heinz Schmiel. No. players:
2-5. Country: American, Duration: 1 hr, Desc. by Andy.
Six germanic tribes migrate south from
their homelands into the lands of the Roman Empire. The players drive this
migration and the conflict which ensues, but without having a tribe each. Instead the players add influence over the
tribes as the game goes on, and at several points during the game there is a
scoring, and the players who have most influence over the most successful
tribes will fare best. Plenty of scope
for clever play. A very good game from
this master designer.
Bandu, published by Milton Bradley. 1991. Box. Good. £23
Designed by Klaus Zoch. No. players: 2+.
Country: German, Duration: 20 mins, Desc. by Andy.
American version of Bausack. One of the
very best balancing games ever devised. The box contains 54 wooden pieces of
all sorts of shapes and sizes, ranging from small 'acorn' shapes, through
cylinders, rings, to an eggcup! The pieces are really gorgeous to look at and
play with. Included are rules for a
number of different building and balancing games you can play. Highly
recommended.
Battle Of The Halji, published by Fugitive Games. 1987. Box.
Good. £17
Designed by Chris Hunt. No. players: 2+.
Country: British, Duration: 3 hrs, Desc. by Andy.
Weird wargame with a wicked sense of
humour. The peculiar rule book takes you into a world where plants rule. As
Halji - monstrous plants - you try to uproot other Halji in your area. To do this you need to recruit Cretoids to
do your work. However, the world is very hazardous with all sorts of
unpleasantnesses lurking. Cretoids,
however, can use magic, but the price of doing so is high. Should a Cretoid
reach an enemy Halji it explodes destroying both.
Besiege, published by ASL Pastimes. 1973. Box. Good, but box
corners taped. £8
Designer Unknown. No. players: 2. Country:
British, Desc. by Andy.
Includes 2 games. In the 1st nicely
illustrated cards represent attacks, defences and events associated with castle
sieges. Play is in hands, with one player the attacker and the other the defender. If the attacker wins this siege (hand) then
he advances on the board and in the next hand attacks another castle as the
attacker, but if he fails then he is driven back and must defend in the next
hand. Play continues until one player
is driven off the board. The 2nd game is called Easy Siege and one player
attempts to get one of his pieces into the central keep while the defender
tries to keep the attacker out - movement is determined by drawing cards, and
choosing how to allocate it between pieces.
Blackmail, published by Van der Veer. 2000. Box. In shrink. £9
Designed by Jacques Deul. No. players:
2-4. Country: Singapore, Duration: 90 mins, Desc. by Andy.
Special notes: Numbered copy: 0561.
Blackmail for fun and profit! Players attempt to bankrupt the other
players or be the first to accumulate $250000. Players move their playing
pieces around a track and get to set up cameras on the various spaces in the
hope of capturing incriminating evidence.
Once such evidence is gathered the blackmail can start! Whenever a
player then completes a trip around the board they have to pay any blackmail,
or possibly send some thugs or even the FBI onto the blackmailer. Produced in a
limited edition of 2000.
Blue Peter Explorer, published by The Green Board Game
Company. 1999. Box. Excellent. £2
Designed by G. Wyatt. No. players: 2+.
Country: British, Desc. by Andy.
Childrens' TV tie-in game. Each player or
team tries to be the first to complete their 18 piece jigsaw-map of the
world. Pieces are earned by answering
trivia questions related to the Blue Peter TV series or performing actions such
as humming the Blue Peter theme tune. Very nice jigsaw-maps, and 100 trivia
cards.
Board & Table Games I, published by Oxford University Press.
1969. Book. Good. £6
Designed by R.C.Bell. Country: British,
Desc. by Andy.
Special notes: The spine is getting
brittle with age so the book needs to be read carefully.
Softback, 20x13cm, 210 pages. This book's
full title is Board & Table Games I From Many Civilizations. The book does indeed cover a great many
games from all over the world, and has pictures of antique examples of many of
them. However, unlike many of
R.C.Bell's books, the focus in this book is on clearly presenting the rules to
the games rather than discussing the antiques.
The games covered are categorised as follows: Race Games (20 games), War
Games (29 games), Games of Position (10 games), Mancala Games (4 games), Dice
Games (22 games), Domino Games (13 games). There is also a chapter on making
your own boards and playing pieces.
Britannia, published by Avalon Hill. 1987. Box. Good. £26
Designed by Lewis Pulsipher. No. players:
3-5. Country: American, Duration: 3 hrs, Desc. by Andy.
This is a superior version to the original
British edition, more user friendly when it comes to knowing what scores
where. An excellent game (particularly
for four players) that encaptures 1,000 years of British history. Map board of
mainland Britain. Game lasts for 16 turns, which is roughly divided into groups
of 4 turns where one player out of the four has the most influence in that
period, and the best chance to score victory points. Bookcase box. Classic game.
Buzzle, published by Franjos. 1994. Box. Good. £12. Desc. by
Andy.
Designed by Peter Olotka, Bill Eberle,
Jack Kittridge. No. players: 2-4. Country: German, Duration: 30 mins, First
produced as Runes by Eon Games. This is
a word game with a difference. The
basic idea is that players each select a word, and the other players have to
work out what it is, but rather than using the letter as the basic unit, all
letters are broken down into shapes: short and long straights, and small and
large curves. Each letter is made up
from a fixed set of these pieces.
Players try to deduce letters and the the whole word by finding out what
letter segments are and are not in each letter. Extremely original, as you would expect from the Eon team.
Canal
Mania 1st Ed + Conversion Kit Deal
Buy both
of these - see below - and get the
conversion kit for £7 rather than £10.
Canal Mania 1st Edition, published by Ragnar Brothers. 2006. Box.
2 copies available:
1) Excellent. £21 2) New. £23
Designed by Steve & Phil Kendall. No.
players: 3-5. Country: British, Duration: 2 hrs, Desc. by Andy.
Well received canal network building board
game. The board shows England roughly
from Basingstoke and Bristol in the west to Cambridge and Maidstone in the
east. Players take contracts to build
canals, and then draw and play cards to play canal tiles which come in various
types: flat sections, sections with locks, sections with aqueducts and sections
with tunnels. The latter of these require more cards to build but are worth
more when completed. Players build up
networks of canals and deliver goods from town to town using these networks in
as efficient a way as possible. There
are various engineer cards which give different bonuses and each player has one
of these, but can switch them around for best effect.
Canal Mania Conversion Kit, published by Ragnar Brothers. 2007. Box.
New. £10
Designed by Steve & Phil Kendall.
Country: British, Duration: 2 hrs, Desc. by Andy.
Expansion kit for owners of 1st Edition
Canal Mania which means you can play either the 1st or 2nd edition rules (or
your favourite combination of rules from the two if you wish). This kit includes a new high quality board,
a complete set of new cards, new boats (narrowboats rather than tugs), and a
new rules book. There are many changes
between 1st and 2nd edition such as making canal building more rewarding,
changing the colours of various towns, and changing the end of game bonus.
Candamir: The First Settlers, published by Mayfair. 2005. Box.
Excellent. £17
Designed by Klaus Teuber. No. players:
2-4. Country: American, Duration: 2 hrs, Desc. by Andy.
A Catan Adventures game - ie. set in the
world of the Settlers of Catan, but with different mechanics. Players move
their settler out into the wilderness on a series of trips to the plains, woods
or mountains. Returning to the village
from a successful trip, the items obtained can be used to further advance your
village and gain victory points. As
experience is gained and skills improved, more dangerous trips can be
made. The first player to get 10 VPs
wins.
Can't Stop, published by Palitoy. ca.1985. Box. Good, but edges
show wear, corners taped. £20
Designed by Sid Sackson. No. players: 2-4.
Country: British, Duration: 30 mins, Desc. by Andy.
One of the best dice games ever devised.
Players roll 4 dice and use the numbers on pairs of them to advance their
markers. They may then either stick
with what they have got or roll again in order to advance further. However, if a roll is made and the numbers
cannot be used then all progress that turn is lost! The game is also well named as it is far too easy to make 'just
one more roll' and bust! Highly
recommended. This edition has a large
red octagonal board with stackable plastic markers.
Chessword, published by Waddingtons. 1972. Box. Shows wear.
£3.50
Designer Unknown. No. players: 2. Country:
British, Desc. by Eamon.
Special notes: Box has two strips of
masking tape across it. Also edges + 1 corner taped (though less
conspicuously).
Very unusual chess variant. Players use
chess pieces and moves with two objectives in mind, either to eliminate their
opponent's pieces or to hold certain squares with letters on, and if you hold
enough squares at some time during the game to spell out a pre-chosen word, you
win.
City Of Chaos, published by Monocle Games. 1996. Box. Excellent.
£45
Designed by Martyn Oliver, Colin Thornton.
No. players: 1-6. Country: British, Duration: 4 hrs, Desc. by Andy.
An amazing text-paragraph based fantasy
board game. Players explore the city of
Byronitar, with large square tiles being drawn and placed to form the
board. Players can encounter just about
anything with choices being given using a special dice, loads of cards and the
700 paragraph Tome of Chaos. The city
hides a dozen or so sinister secrets and the objective is to uncover these and
defeat the evil behind each of them. Your character can join guilds and advance
in them to improve their skills. Wonderful sinister atmosphere. Some encounters
can be very deadly, so I recommend you play with 3 'lives' each so you have a
better chance of uncovering more of the fascinating city.
Cloud 9, published by FX Schmidt. 1999. Box. Good. £10
Designed by Aaron Weissblum. No. players:
2-6. Country: American, Duration: 40 mins, Desc. by Andy.
Push your luck style card and dice
game. At the start of each round all
players are aboard a balloon. Players
take it in turn to roll special dice which indicate what the current player
must play to keep the balloon going up. After each successful play of cards
anyone still on board gets the chance to bail out and score points. Should the current player be unable to play the
right cards then everyone still aboard scores nothing this round. A new balloon ride then takes place after
refreshing hands. First to 45 points wins.
Collectible Toys & Games Of The 20s
And 30s From Sears Roebuck & Co
Published by Dover Publications Inc..
1988. Book. Good. £7.50
Designed by James Spero. Country:
American, Desc. by Andy.
Softback, 30x23cm, 124 pages. A
compilation of catalogs from Sears Roebuck & Co. from 1921 to 1939 showing
a truly vast number of different toys and games from that period. A wonderful resource for collectors of toys
and games from this period. Every item is pictured with some text and the
original prices listed.
Contract Bridge Made Easy, published by Faber And Faber. 1961.
Book. Spine and cover worn. £0.75
Designed by Josephine Culbertson. Country:
British, Desc. by Andy.
Special notes: Some page corners creased
Softback, 18x12cm, 176 pages. Introduces the Culbertson system of bidding.
The book covers: How To Value Your Hand, The Opening Bid Of One of a Suit, Responding
To The Opening One Bid, Rebidding After the Opening One Bid, Opening Two of a
Suit, Opening Three And Higher of a Suit, Opening No Trump Bids, The Defender's
Bidding, Penalty Doubles, Slam Bidding, How To Play Your Cards, Leads Signals
Discards, How to Score.
Crime Fighter, published by Task Force. 1988. Box. Good. £4.50
Designed by Aaron Allston. No. players:
2+. Country: American, Desc. by Eamon.
Rare Task Force item, a role-playing game
based on TV police shows. This set
contains: rules, 104 playing pieces, 12 geomorphic map boards, player reference
cards and dice. The rules include some 'episodes' ready for you to run.
Cwali 5th Year, published by Cwali. ca.2001. Tube. Excellent. £4.50
Designed by Corne van Moorsel. No.
players: 2. Country: Dutch, Desc. by Andy.
A promotional game given away to customers
at Spiel by this small Dutch company.
The rules say it has been formerly known as Stapel, and Dutch
Mountains. It is an abstract game in
which each player tries to construct a tower of pieces on their home
space. This is done by moving stacks or
partial stacks of pieces according to restrictive rules. Very neat.
Das Zepter Von Zavandor, published by Lookout Games. 2004. Box.
In shrink. £23.50
Designed by Jens Drogemuller. No. players:
2-6. Country: German, Duration: 2.5 hrs, Desc. by Andy.
Special notes: English rules and crib
sheets included.
Fantasy game which reuses the excellent
auction and development system in the now very sought after game Outpost.
Players take the roles of mages who develop their magic powers by gaining
magical gems, which in turn produce more magical power. Also different areas of
knowledge need to be developed to gain VPs and make further options
possible. Various artifacts can be
bought which give a selection of different special powers and victory points
and ultimately players will need to buy sentinels which are the key to
victory. The central mechanism is an
auction of the artifacts currently available, and knowing when to spend and
when to save is crucial. Highly
recommended, although there is quite a lot of German on the components.
Dennis The Menace, published by Paul Lamond. 1989. Box.
Good. £0.75
Designer Unknown. No. players: 2-6.
Country: British, Desc. by Eamon.
Game based on the character in the comic
The Beano. Over 150 cards, illustrated with Dennis or his dad, are used as
players move round the board to get rid of their cards.
Der Blaumilch-Kanal, published by Kosmos. 1999. Box.
Excellent - unpunched. £4
Designed by Ephraim Kishon, Jurgen P Grunau.
No. players: 3-6.
Country: German, Duration: 90 mins, Desc.
by Andy.
Board game with wooden pieces, a large
board and lots of tiles and cards. Satirical party game with lots of German on
the cards, and really is only likely to be appreciated by fluent German
speakers. Therefore I am selling it
without an English translation since you won't need one if this is any use to
you. The game uses cards which require players to invent humorous captions to
pictures, make up limericks given rhyming German words, give humorous solutions
to problems and talk for a minute on a random theme.
Dominator, published by Capri. 1975. Box. Box shows wear. £2
Designer Unknown. No. players: 2. Country:
British, Desc. by Andy.
Special notes: Two of the smallest craft
missing, but replaced by alternative pieces which look different but still
stack adequately.
Somewhat abstract space wargame. The game is played on a square grid and the
two forces start at opposite corners.
The various warcraft have different movement capabilities, and the
ability to destroy other ships varies as well.
The two least powerful craft can also combine into one larger craft. and
this craft can also combine with another large craft to form an extra powerful
ship. Game play is much more like chess
than a wargame, with single craft on either side being moved alternately. The
objective is to eliminate your opponent's flagship.
Drachenland, published by Ravensburger. 2002. Box. In shrink.
£14.50
Designed by Reiner Knizia. No. players:
2-4. Country: German, Duration: 50 mins, Desc. by Andy.
Clever board game in which the players
each have playing pieces (representing adventurers) which they move around
paths in Dragon Land. These paths are
between various dragons’ lairs, and the adventurers raid the dragons’ lairs for
gems. Each player has one adventurer who specialises in a particular colour
gem, and all adventurers may also collect dragon eggs, and special ability
tokens (potions) which can be used once only for a special move or similar
advantage. Also each adventurer must
claim a ring before the game ends otherwise matching gems won't count in the
scoring. At the end of the game players
score for complete sets of 3 different gems + a dragon's egg, with extras
acting as a tie-break. Recommended.
Dragon Parade, published by Z-Man Games. 2007. Box. Excellent. £13
Designed by Reiner Knizia. No. players:
2-5. Country: American, Duration: 30 mins, Desc. by Andy.
The players have a hand of six cards, four
of which will be played, and two discarded.
The cards indicate which direction and how much the Dragon will move in
the parade. Players take it in turn to
play a card, move the dragon, and place a seller on one of the spaces on the
board - the idea is to predict where the Dragon will end up at the end of the
parade. Sellers who are next to or
close to the Dragon will score well, while those who are far away will score
little or nothing. The most successful player after several rounds is the
winner.
Dungeon Magazine, published by TSR. Country: American.
Excellent magazine containing
adventures for TSR role-playing games, mainly AD&D, but sometimes others
too. Fantastic resource for GMs looking
for an adventure to run. Main articles
listed by issue.
Vol 2 Issue 2
(#8), 1987. Good. £2.25: Mountain Sanctuary (Lvl 1-3), For A Lady's Honour (Lvl
4-7), In Defence Of The Law (Lvl 7-10), The Wounded Worm (Lvl 4-8), The Flowers
Of Flame (Oriental Adventures Lvl 5-8)
Vol 2 Issue 3
(#9), 1988. Good. £2.25: The Lurkers In The Library (Lvl 1-3), The Crypt Of
Istaris (Lvl 3-5), The Djinn's Ring (Lvl 3 - Solo Adventure!), The Golden Bowl
Of Ashu H'San (Oriental Adventures Lvl 2-4), The Ghostship Gambit (Lvl 3-6),
The Plight Of Cirria (Lvl 8-12).
Vol 2 Issue 6
(#12), 1988. Good. £2.25: Light Of Lost Souls (Lvl 2-4), Sceptre Of The
Underworld (Solo Adventure Lvl 12), At The Spottle Parlour (Lvl 1-3), Intrigue
In The Depths (Lvl 4-7), Huddle Farm (Lvl 1-4), Dungeon 1-12 Index.
Vol 3 Issue 1
(#13), 1988. Good. £2: The Ruins of Nol-Daer (Lvl 5-8), Going Once...Going
Twice (Any level), The Moor-Tomb Map (Lvl 2-4), The Treasure Vault Of Kasil
(Lvl 5-7), Of Nests And Nations (Lvl 8-12).
Vol 3 Issue 2
(#14), 1988. Good. £2: Masqueraider (Lvl 2-5), A Question of Balance (Lvl
8-12), Stranded On The Baron's Island (Lvl 4-6), Master Of Puppets (Lvl 6-8),
Phantasm Chasm (Lvl 5-7), The Wererats Of Relfren (Lvl 3-6).
Vol 3 Issue 3
(#15), 1989. Good. £2: The Wreck Of The Shining Star (Lvl 4-8), In Pursuit of
the Slayer (Lvl 6-9), The Dragon's Gift (Oriental Adventures Lvl 2-7), The Glass
House (Lvl 4-6), Roarwater Caves (Lvl 1-4), The Elephants' Graveyard (Lvl 5-7).
Vol 3 Issue 4
(#16), 1989. Good. £2: Palace In The Sky (Lvl 7-10), The Dwarves Of Warka (Lvl
3-6), Necropolis (Lvl 2-4), Vesicant (Lvl 4-6).
Vol 3 Issue 6
(#18), 1989. Good. £2: Irongard (Lvl 1-3), Whitelake Mine (Lvl 2-4), Tallow's
Deep (Lvl 4-7), Crocodile Tears (Oriental Adventures Lvl 4-6), Chadranther's
Bane (Lvl 4-6).
Vol 4 Issue 1
(#19), 1989. Good. £1.75: By The Wayside (Lvl 6-10), The Vanishing Village (Lvl
3-5), The Serpent's Tooth (Lvl 3-6), Encounter In The Wildwood (Lvl 2-4), House
Of Cards (Lvl 9-12).
Vol 4 Issue 2
(#20), 1989. Good. £1.75: The Ship Of Night (Lvl 7-9), White Fang (Solo
Adventure Lvl 10 Thief), Pride Of The Sky (Lvl 8-12), Ancient Blood (Lvl 3-5).
Vol 4 Issue 3
(#21), 1990. Good. £1.75: The Cauldron Of Plenty (Lvl 2-4), The Bane Of
Elfswood (Lvl 15-18), Jammin' (Spelljammer Any Levels), Incident At Strathern
Point (Lvl 8-10), The Chest Of The Aloeids (Lvl 6-8).
Vol 4 Issue 4
(#22), 1990. Good. £1.75: The Dark Forest (Lvl 2-3), The Leopard Men (Lvl
8-10), Tomb It May Concern (For 1 Lvl 4-6 Paladin), Unchained (Dragonlance Lvl
6-10), Rank Amateurs (GAZ10 Humanoids Lvl 1-3).
Edison & Co, published by Gold Sieber. 1998. Box.
Good. £12
Designed by Gunter Burkhardt. No. players:
2-4. Country: German, Duration: 45 mins, Desc. by Andy.
Race game. Players race their odd vehicles
around a track that is first laid out with discs which ensure the game will
play differently each time - they represent movement bonuses and hazards. Each player has an identical set of cards
and players are given a secret target card which indicates the order in which
they want the vehicles to finish. Players
play cards which indicate the amount to move, a choice of vehicle to move and
the direction in which to move. Once
all are played they are used to move one of the vehicles accordingly.
Empire Builder, published by Mayfair. 1988. Box. Excellent. £17
Designed by Bill Fawcett & Darwin P
Bromley. No. players: 2-6.
Country: American, Duration: 3 hrs, Desc.
by Andy.
Classic train game, and the first of
Mayfair's crayon-rails games. Players draw their train routes on a wipeable map
of the United States. Players start with enough money to build short lengths of
track, and by running their trains and delivering goods to various cities
acquire more cash which they can use to expand their networks, and thus run
more goods etc.
Express, published by Mayfair. 1990. Box. Excellent. £9
Designed by Darwin P Bromley. No. players:
2-6. Country: American, Desc. by Andy.
Card game, with 132 cards featuring very
nice illustrations of railway rolling stock. The game is a set collecting game,
kind of like Rummy, with sets being complete trains. However, there are also some cards which let you steal sections
of other players' trains, etc. When a
player plays all their cards to the table the hand ends and the trains played
are scored.
Far & Away Magazine, published by Pacific Rim Publishing.
Designed by Dale Kemper. Country:
American, Desc. by Andy.
Science fiction gaming magazine, which
calls itself the magazine of speculative gaming. Main articles listed below.
Issue 1, 1990.
Excellent. £0.50: Planetfall (Megatraveller), The Compleat Starport
(Megatraveller), Robotech - new rules and scenario, Renegade Legion - Non
Military Craft, Star Trek RPG - Starship Combat, The Voyager Telegram - A Poem,
Eyes That See - fiction, Albedo review, Lace & Steel review, Space Estate
review, Near Orbit review, The Wake of the Kraken review, Various starships
outlines, Special Delivery (Megatraveller adventure).
Issue 2, 1990.
Good. £0.25: Science fiction gaming magazine, which calls itself the magazine
of speculative gaming. Articles
include: Time & Tide on Beowulf (Traveller 2300 scenario), A Call To Arms
(Traveller 2300 scenario), Hi-Tech Battletech, Ally Spirits - Shadowrun,
Beachcomber - fiction, K-3 Class Klingon Gunboat, Battlefield Expedient Repair
System, The Martian Invasion (Aftermath adventure); Reviews of: Lone Wolf &
Cub, The Grimoire, White Eagle, Street Samurai Catalog, Star Wars Imperial
Sourcebook.
First Theories Of Hexagonal Chess, published by Hexagonal Chess
Publications. 1974. Book.
Good, but shows a little wear. £5. Designed by W. Glinski. No. players: 2.
Country: British, Desc. by Andy.
Softback, 21x15cm, 112 pages. This book covers the author's chess variant
played on a hexagonal board. The book
covers: Rules of Hexagonal Chess, Hexagonal Chess Compared to Square Chess,
Openings and Middle Games, Endgames and Problems, Tomorrow's Chess World.
Fore, published by Oneliner. 1987. Box. 2 copies
available: 1) Excellent. £3 2) Good. £2.50
Designer Unknown. No. players: 1-4.
Country: British, Duration: 90 mins, Desc. by Andy.
Very nicely made golf game with an
attractive 18 hole course laid out on three boards. The game system lets you
decide which club to use, and a dice roll and a card draw vary the result.
Fortune, published by Ariel. 1979. Box. Good. £10.50
Designed by Richard Fenwick. No. players:
2-8. Country: British, Duration: 2 hrs, Desc. by Andy.
Semi-promotional business game, made to a
very high standard because several companies paid to be in it. A good game of
manufacturing, wholesale and retail. Companies in the game include Prudential,
Bovis, Woolworths, John Menzies, Brooke Bond, Shell and Guinness amongst
others. Received a very good review in
Games International. Game play involves buying machinery, fuel and computers,
and producing goods, which are then sold through various distribution
channels. Advertising, insurance and
consultancy can also be bought and shares in various companies can be
bought. Players move around a track,
but get quite a few choices as to what to do.
French Chatter, published by Intellect. 1972. Box. Good. £6
Designed by Drakes, Jarvis, Walsh &
Gluck. No. players: 2-6. Country: British, Duration: 1 hr, Desc. by Andy.
Rare Intellect game, which was designed
first as a game and then advertised as a way of learning French in a relaxed
manner. Players compete to collect word tiles and complete a French phrase. The
game uses large illustrated phrase cards as well as word tiles.
Garden Lotto, published by Ravensburger. ca.1965. Box. Good. £0.80
Designer Unknown. No. players: 2-6.
Country: German, Desc. by Eamon.
Simple Lotto game, with players competing
to fill their cards with attractive plants and garden utilities. Pretty.
Garten-Zwerge e.B., published by Argentum Verlag. 2004.
Box. Excellent. £13
Designed by Roman Mathar. No. players:
2-6. Country: German, Duration: 1 hr, Desc. by Andy.
Amusingly themed game in which the players
are members of a Garden Gnome breeding society! Garden Gnomes come in different ranks, from the worthless and
lazy greys up to the highly coveted gold gnome! Each turn players choose what to do with their gnomes: send them
to work in the garden for a little money; look for a breeding partner for them,
with money being paid by the player who will get the resulting offspring to the
other parent's owner; or sending them into the club's competitions to win prize
money. The first player to either breed
a coveted golden gnome or accumulate 4000 money wins the game.
Give Me The Brain, published by Cheapass. 1998. Packet.
Excellent. £1.50
Designed by James Ernest. No. players:
3-8. Country: American, Duration: 30 mins, Desc. by Eamon.
Card game, linked but separate to Lord of
the Fries by the same author. Set in the same fast food restaurant, players
still work there as undead short-order cooks, but this time there is only one
brain between everyone, which makes it tricky sometimes to get the work
finished!
Great Wall Of China, published by Fantasy Flight Games. 2006.
Box. In shrink. £13
Designed by Reiner Knizia. No. players:
2-5. Country: American, Duration: 30 mins, Desc. by Andy.
Card game in which each player has their
own deck of cards (all identical sets) from which they draw cards. There are always several sections of the
Great Wall which the players are helping to build. Cards can be played singly or in sets against the various wall
segments, and if a player still controls that wall segment when it is next
their turn they claim VPs, but these reduce their influence at that wall,
making the play interesting and fluid.
Some cards also have special abilities which need to be watched out for.
An interesting game which reuses some ideas from other Reiner games, but feels
different. Recommended.
Hannibal, published by Aulic Council Publishing Co.. 1983.
Box. Box good - contents unpunched. £22
Designed by Glenn E. Kidd. No. players: 2.
Country: American, Desc. by Andy.
Subtitled: Rome and Carthage in The Second
Punic War 219-202 B.C. Not the same as the Avalon Hill game, Hannibal. The game
covers Hannibal's campaigns in Italy.
Each player takes the role of the military commander on one side, but
because of political issues at home, the commanders don't have a completely
free hand in what they do, but still strive to gain victory on the
battlefield. The game uses options
cards to implement the political side of things, with the cards having a choice
of options, only one of which can be actioned.
These could give reinforcements, cause enemy units to desert, provide
additional movement options etc.
Het Spel Magazine, published by Unknown.
Designed by Gejus van Diggele. Country:
Dutch, Desc. by Eamon.
With English summary provided by the
publisher. Published by a game collector, but doomed to failure because the
production values were so high. Lavishly illustrated. It looked at old and
current games, but really aimed at collectors I believe. Articles of note
listed by issue.
Issue 1, 1993.
Good. £0.30: Games & Puzzles from WW2, New games and books, Game of the
Year 1993, Roman dice and dice games, The Changeable dice, Fairs.
Issue 2, 1994.
Good. £0.30: Games & jigsaws with comics, The trickiest playing cards and
dice, 30+ new games jigsaws and books, 17th century card maker Jacob Gole,
Making a fortune with a new game, Fairs.
Issue 3, 1994.
Good. £0.30: Aviation history of cards, games and puzzles; Magic The Gathering
rares; 50 new games, jigsaws and books; 13 beautiful chess queens, The Deadly
Double mystery; 50 interesting Jokers; Fairs.
High Roller SuperSkins Casino, published by High Roller Games Ltd.
1992. Box.
Box good, contents unused. £7.50. Designed by J.P.McKeon. No. players: 2-8.
Country: Ireland, Desc. by Andy.
Gambling game in which two players at a
time take the role of dealer and player, who must bet for themselves to
win. Other people can also participate
and are able to make bets on who they think will win the hand or even bet on a
stand-off. The game itself is a card game with some similarities to Pontoon /
Blackjack, but with a special deck of cards and the player and dealer try to
make their cards add up to 25 rather than 21, but a few points over are allowed
(up to 28), but are lower rated hands.
There are also a couple of special high scoring hands: Super Five and
Super Skins. Finally there are a couple of extra options during play: Drive
(forcing your opponent to stick or take an extra card) and Exchange (rejecting
a card drawn).
How To Beat Your Chess Computer, published by B.T. Batsford. 1991. Book.
Excellent. £4
Designed by Raymond Keene, David Levy.
Country: British, Desc. by Andy.
Hardback, 22x14cm, 104 pages. This Chess
book describes weaknesses in the play of most computer programmes at the time,
and therefore methods by which you can defeat them. Thus you can learn to play a computer-hostile game of chess.
Whether these methods will still work against modern chess programmes I have no
idea. However, the book is also
instructive for normal play as it examines nuances of the game you might not
otherwise have considered.
Jekyll & Hyde, published by Waddingtons. 1980. Box.
Good. £6
Designed by Alex Randolph. No. players: 2.
Country: British, Duration: 20 mins, Desc. by Andy.
Game of skill, but nerve and bluff
required. All the pieces look like they are the same, but are marked
differently on the back so that only the owning player knows what is what. Four
of each player's pieces are Dr Jekyll and four are Mr Hyde. Players take turns
moving one of their pieces with the option of capturing opposing pieces by
moving onto them. However, the game can
be won by capturing all four of your opponent's Jekyll's, but is lost if you
capture all your opponent's Hydes! The game can also be won by getting one of
your Jekyll's to one of your opponent's corner spaces and then moving it off
the board.
Kap Hoorn, published by Kosmos. 1999. Box. In shrink. £13.50
Designed by Thorsten Gimmler. No. players:
3-5. Country: German, Duration: 1 hr, Desc. by Andy.
A race game about sailing clippers
‘rounding the Horn’ in a race from New York to San Francisco. This is a tile laying game in which you have
a limited number of action points each turn, which can be used to buy tiles, or
perform special moves. The basic idea is to play tiles with movement arrows
onto the board in such a way as to help the movement of your ship and hinder
other ships. There are some clever
placement restrictions and alternative ways to win as well. Very good game. Recommended. I also have a couple of rules tweaks to
reduce the luck of the tile draw.
Karten Misch Maschine, published by Amigo. ca.2004. Box. In
shrink. £14
Designer Unknown. Country: German, Desc.
by Andy.
This is a card shuffling machine. It is
hand driven (with a handle you turn), and is designed for standard size playing
cards. There are adjusting screws designed to allow you to shuffle cards with
different thicknesses. The machine
essentially works by taking a deck of cards and splitting it semi-randomly into
two halves, and you then put them together and repeat a few times. Sort of like a reversed riffle shuffle! Nice item for card players who have never
mastered the art of a good shuffle.
Keydom, published by R & D Games. 1998. Box. Good. £60
Designed by Richard Breese. No. players:
2-5. Country: British, Duration: 2 hrs, Desc. by Andy.
Special notes: Number 285/300.
Highly sought after game. This was later reworked and much stripped
down to produce Morgenland / Aladdin's Dragons. Players send their villagers to work at various trades and
produce resources. These resources can
then be spent in the village to gain various
advantages, and also villagers can be sent to the palace to obtain the various
items needed to become the new king, but these items are often expensive and
fought over by other villagers. Lots of interesting systems and even rule
breaking spells for villagers who attend the wizard's classes.
Keythedral, published by R&D Games. 2002. Box. Good. £40
Designed by Richard Breese. No. players:
2-5. Country: German, Duration: 90 mins, Desc. by Andy.
First (limited) edition. The players lay
out a land using octagonal tiles which provide various resources, and place
their cottages in the square gaps between the tiles. Each round every land tile produces one resource and the players
compete for these, taking it in turn to claim resources in a cunning and very
tactical way. These resources can then
be spent to build parts of the Keythedral for victory points, or in various
other ways to aid your future production or hinder other players. Also some special action cards are available
for purchase and these can prove very useful.
Ultimately VPs are won for parts of the Keythedral constructed and for
unused resources. Recommended, and
collectable too.
Keytown, published by R&D Games. 2000. Box. 2 copies
availabke:
1) Good, but box shows a little wear. £40.
No. 29/500 2) Good. £45. No.
472/500.
Designed by Richard Breese. No. players:
2-5. Country: British, Duration: 75 mins, Desc. by Andy. Each player controls a
group of townsfolk who they want to promote as the new leaders of Keytown. In
order to do so they will first need to gather resource cubes working in the
brewery, farm, forest, harbour or the mines. They can also reproduce, resulting
in a new townsperson, distract opposing townsfolk or gain prestige by working
in the church, market or chambers. At
the end of the game the player who has most successfully improved the lot of
their townsfolk is the winner. Limited
edition of 500, and very collectable.
King Of The Castle, published by Falcon. 1989. Box. Good. £4
Designer Unknown. No. players: 2. Country:
British, Duration: 20 mins, Desc. by Andy.
Tile placement game in which players add
stones to the castle wall (from the bottom up). When three in a row are lined
up beneath a crown space, a crown is won.
When the wall is complete, the player with the most crowns wins.
Koalition, published by Hexagames. 1995. Box. Excellent. £9
Designed by Hartmut Witt. No. players:
3-8. Country: German, Duration: 1 hr, Desc. by Andy.
Special notes: 2nd edition set
Card game in which a series of elections
across Europe take place. There are a
number of Europe-wide political parties and a selection of politicians in each
represented on the cards. To resolve an
election players play two politicians who will stand. If a party has a majority
it gets in and points are split between the players who played politicians of
that party, otherwise a coalition must be negotiated and all parties in the
coalition score points. There are some
other clever twists as well which make this an unusual and absorbing card game.
Kojit-8, published by Noetic Pastimes Ltd. 1980. Tube. Good.
£6
Designer Unknown. No. players: 2+.
Country: British, Desc. by Andy.
Strategy game played on a large roll-up
vinyl mat which shows a 6 pointed star made up of coloured circles with
coloured lines joining them. Players
take turn placing, moving or turning over pieces of various colours with
numbers on them. The objective is to score points by making certain combinations,
such as identical numbers, runs of numbers, etc on spaces of the same colour or
spaces in a row. There are several
variations to try out as well, such as one where additional types of play or
scoring patterns are available when your scoring marker is on certain spaces on
the scoring track.
Kryomek, published by Fantasy Forge Publications. 1991. Book.
Good. £6
Designed by John Grant, John Robertson,
Ricardo Pinto, Rod Grant. Country: British, Desc. by Andy.
Softback, 30x21cm, 136 pages. 25mm Science
Fiction skirmish combat system based on Jon Tuffley's "Stargrunt".
This game is set in a future in which mankind is a powerful force in the
galaxy, but powerful dark creatures have been encountered who threaten to
overrun mankind. Humans must now fight
these terrible aliens or die. The book
details the background story in great detail and also presents the skirmish
rules, and includes all sorts of technological devices and weaponry which can
be used.
La Strada, published by Kosmos. 2004. Box. Excellent. £12
Designed by Martin Wallace. No. players:
2-4. Country: German, Duration: 30 mins, Desc. by Andy.
Players take the part of a north Italian
trading company, and must dispatch wagons to find customers. However,
competition is fierce. Larger towns are
more lucrative, and profits are greatest when not shared with others. The board
is set up differently each time and roads are laid using tiles. A clever network creation game which plays
swiftly, but which provides an interesting tactical challenge. I have some
house rules to balance up the start player advantage which I can pass on.
Recommended.
Lord Of The Rings - Battlefields, published by Hasbro. 2006. Box. In
shrink. £13
Designed by Reiner Knizia. No. players:
2-5. Country: British, Duration: 75 mins, Desc. by Andy.
Expansion for the Lord of the Rings
cooperative game by Reiner. This expansion can be played with just the base
game or can be combined with any / all of the other expansions. New battle boards are introduced which have
to be dealt with alongside the normal scenario boards. As progress is made along the main track on
the main board enemies enter the battlefield board and advance - if unchecked
they will reach unpleasant spaces causing the players to lose cards and gain
corruption etc. However, as a new action members of the fellowship can be
deployed to assist against these enemies. A great way to freshen up the
original game.
Lotus, published by Ravensburger. 1988. Box. Excellent.
£6.50
Designed by Dominique Tellier. No.
players: 2-4. Country: German, Duration: 20 mins, Desc. by Andy.
Abstract race game in which players have
to try to get their playing pieces from the start area to the finish area
first. Pieces can stack and the higher a stack the further the piece on top can
move. There is also a 'trampoline'
space which doubles movement for a piece landing on it. The board and pieces have been given a
Chinese look which is quite attractive
Mage The Ascension: Horizon - Stronghold
Of Hope, published by White Wolf. 1996.
Book. Excellent. £3
Designed by Beth Fischi, Allen Varney,
Ethan Skemp. No. players: 3+. Country: American, Desc. by Andy.
Softback, 28x22cm, 120 pages. Sourcebook
for Mage: The Ascension. For 500 years sorcerers from across the world have met
in a secret sanctuary, Horizon. Here
the council of the Nine Traditions meets even now. However, all is not well, secret agents, assassins and worse now
lurk to try to sway the power politics. This book details Horizon itself and
the main characters therein, as well as giving plenty of ideas for scenarios.
Mage The Ascension: Technocracy N.W.O., published by White Wolf. 1995. Book.
Excellent. £3
Designed by Brian Campbell. No. players:
3+. Country: American, Desc. by Andy.
Softback, 28x22cm, 72 pages. Sourcebook
for Mage: The Ascension. The N.W.O. is a group who follow and kidnap Tradition
Mages, in order to remove any threat to the Greater Good. N.W.O. acts covertly,
and efficiently - no mess no witnesses. This book details the methods, agents
and history of this insidious group, giving lots of hooks to the Storyteller
for adventures as well as a plethora of gadgets, agents and ‘magickal
procedures' all ready to use.
Mage The Ascension: Technocracy:
Progenitors, published by
White Wolf. 1993. Book. Excellent. £3
Designed by Edward Winters, Judith
McLaughlin. No. players: 3+. Country: American, Desc. by Andy.
Softback, 28x22cm, 64 pages. Sourcebook
for Mage: The Ascension. The Progenitors aim is to shape life to fit their
goals and ideals. To this end they poison foods, create clones, spawn
monstrosities and warp both themselves and others, inside and out. This book follows an apprentice as he
progresses through Progenitor training, provides new spells, effects and
devices for the Progenitors, and gives a battle roster of Technomancers,
agents, and gene spliced monsters.
Mage The Ascension: Technocracy: Syndicate, published by White Wolf. 1997. Book.
Excellent. £3
Designed by Mark Cenczyk, Phil Brucato.
No. players: 3+. Country: American, Desc. by Andy.
Softback, 28x22cm, 72 pages. Sourcebook
for Mage: The Ascension. The Syndicate controls money, and money is power. This
book tells you about The Syndicate - How they operate, their history, and their
hierarchy. Perks and privileges of Syndicate members are detailed, along with
Diefenbakker's Casino, a location for use in your scenarios involving The
Syndicate.
Mage The Ascension: The Book Of Madness, published by White Wolf. 1994. Book.
Good. £3.50
Designed by B. Bridges, P. Brucato, S.
Brown, S. Inabinet, K. Ryan. No. players: 3+.
Country: American, Desc. by Andy.
Softback, 28x22cm, 144 pages. Bestiary for
Mage: The Ascension. This book details all sorts of creatures from the Darkness
which could prove to be a Mage's deadliest foes. The book covers: Nephandi -
the Corrupters, Marauders - Foot Soldiers of Chaos, Demons - Renders of Souls,
Paradox Spirits - The Mage's Bane, Umbrood - Living Mysteries.
Mancala, 2 copies available:
1) Published by
Pressman. 1997. Box. Good. £3.50. The board is made of wood, and folds up as well, making this set quite portable as well as
attractive and sturdy. The playing pieces are 'flattened marbles', with a swirl
of colour within glass. Nice set.
2) Published
by University Games. 1995. Box. Good. £3.50. The board is hand crafted wood,
made in Asia. The pieces are small
coloured stones. The rules include
general rules as well as the Egyptian, Nigerian and Ethiopian variants. Very nice set.
Designer Unknown. No. players: 2-6.
Country: American, Duration: 15 mins, Desc. by Andy.
Classic abstract game, very popular game
in many African countries.
Mercante In Fiera, published by Dal Negro. ca.1975. Box.
Excellent. £3
Designer Unknown. No. players: 4-8.
Country: Italian, Duration: 30 mins, Desc. by Andy.
Traditional Italian gambling card game. Cards are auctioned off in sets by the
auctioneer. A second identical deck is then used (this set includes both decks)
and three cards are winners, with the prizes for the corresponding card owners
set by the auctioneer. One by one
losing cards are revealed, and players may buy and sell their remaining cards,
which become increasingly likely to be winners as more losers are
revealed. The cards are numbered and
have very attractive pictures.
Minotaur Lords, published by Fantasy Flight Games. 2004. Box. 2
copies available: ) In shrink. £13.
2) German Edition. In shrink. £6. I can
provide English rules, but the cards all have German text.
Designed by Reiner Knizia. No. players: 2.
Country: American, Duration: 30 mins, Desc. by Andy.
Standalone expansion to Scarab Lords. Card
game for two in which the players vie for dominance over two areas of Minoa. In
each region players can attempt to gain supremacy in economic, religious and
military spheres, with the objective being to gain two out of three supremacies
in both regions and then hold them for one turn. The cards are attractive and
come in various types: minions and leaders who are sent to battle for supremacy
against those of your opponent, one off cards, and gods which give an advantage
each turn. Players can 'curse' the opponent's cards which makes them inactive
and the game can also end if a player's deck runs out. Additional cards are supplied which you can
use to vary the standard decks. Recommended.
Modern Bidding Systems In Bridge, published by Penguin Books. 1973. Book.
Good. £3.50
Designed by G.C.H. Fox. Country: British,
Desc. by Andy.
Hardback, 23x14cm, 424 pages. A collection
and analysis of a large number of Contract Bridge bidding systems and
conventions within those systems. The
book is divided as follows: English Systems, Modern Conventions In General Use
In England, American Systems, Italian Systems, A System From Nationalist China,
Illustrative Hands.
Moderne Zeiten, published by Jumbo. 2002. Box. Good. £13.50
Designed by Dan Glimne, Grzegorz
Rejchtman. No. players: 3-5.
Country: German, Duration: 45 mins, Desc.
by Andy.
Stock collecting game with some very nice
twists. Firstly the market repeatedly
crashes, with the commonest type of shares being removed from the game. New shares are purchased at auction, in a
closed money system, and the shares need to be played in order to advance your
piece along the progress track - doing so earns you a stake in the companies
and locations which will score highly at the end of the game. An unusual mix of ideas making a game which
feels unique. Plays best with three
players.
More Chances To Win With Mecca, published by Mecca. Box. Excellent. £4
Designer Unknown. No. players: 1+.
Country: Unknown, Desc. by Andy.
A rather nice travel games set with a good
set of 6 pip dominoes which are a pleasure to handle, a pack of regular playing
cards, folding wooden cribbage board and a set of 5 poker dice. Rules are provided only for one game with
the poker dice.
Murphy, published by Flying Turtle. 1989. Box. Good. £13
Designed by Rik van Even. No. players:
2-6. Country: Belgian, Duration: 1 hr, Desc. by Andy.
Detective themed game in which the players
have to work out which possible relations to a dead millionaire are genuine and
which are pretenders. This is done by
moving around a track on a map of the world and meeting up with the various
candidates and finding out information about them. Using deduction it is possible to determine which must be real,
and the first player to do so wins the game.
Money is also needed to make moves and get the desired information, so
sometimes players will have to go for a cheap move rather than one which will
get the most information. Good game,
but very much better with only 2-3 players.
Mystery Rummy Case No. 2: Murders In The
Rue Morgue, published by
US Game Systems. 1999.
Box. In shrink. £7.50. Designed by Mike Fitzgerald. No. players:
2-4.
Country: American, Duration: 30 mins,
Desc. by Andy.
Card game, 62 cards with which players
must prove the innocence of Edgar Allan Poe's detective, C Auguste Dupin, and
prove that the Orangutan did the crime! Subtitled Murders in the Rue Morgue.
Part of this very well regarded series of card games based on the ideas of
Rummy, but with various twists which fit in with the theme. This game
introduces a kitty - during the hand players can place additional cards into a
secret pile which is won by the first player to go out in addition to scoring
for their melds.
Napoleon At Bay, published by Avalon Hill. 1983. Box.
Good, but 1 corner taped. £12
Designed by Kevin Zucker. No. players: 2.
Country: American, Desc. by Andy.
The Campaign in France, 1814. Originally
published by OSG. Uses the original system that means that unit strengths are
only revealed when leaders confront each other on the battlefield. The game is
played at the division level. 3.2km / hex, 1000 men / SP, 2 days / turn. The
rules are 26 pages long, with another 2 pages of optional rules. A separate booklet details 7 scenarios and
gives a detailed narrative of historical events.
New Contract Bridge In A Nutshell, published by W.H. Allen. 1960. Book.
Good. £3.50
Designed by Charkes H. Goren. Country:
British, Desc. by Andy.
Hardback, 22x14cm, 135 pages. A
streamlined book which presents Goren's point count and bidding system in an
easy to follow and refer to manner. The book covers: Valuation Tables, Opening
Bids, Responses, Forcing Bids, Rebids by Opener, Rebids by Responder,
Overcalls, Takeout Doubles, Penalty Doubles, Slam Bidding, Opening Leads,
Tactics, Digest of Laws, Scoring Table.
New Faces Game, published by Parker Palitoy. 1975. Box. Box corners
taped. £1.50
Designer Unknown. No. players: 2-6.
Country: British, Desc. by Andy.
TV related, based on a television talent
show. Players are acts looking for stardom. Playing pieces are moved first
around the outer 'audition' track, and when the cards for a suitable act have
been obtained then the player advances to the New Faces track where the
reaction from the audience is gauged and then hopefully the act will make it to
stardom, possibly even making it big in Las Vegas. Derek Hobson, the show's host, pictured on the cover.
No Room At The Zoo, published by Artstraws Ltd. ca.1990.
Box. Good. £3.50
Designer Unknown. No. players: 2-4.
Country: British, Duration: 20 mins, Desc. by Andy.
Players each have a selection of animals
which they attempt to place onto spaces in the zoo. The zoo is divided into 4 sections, each colour coded, and within
these sections there are several interlocking rings each of a colour of a
different board section. When an animal
is placed onto a space this will block off several other spaces, and the next
player must play in the section indicated by the colour the last ring was
played on. If there is no free space to
play on then all animals in that section must be taken back into your
hand. The winner is the first to place
all their animals in the zoo, or if you play according to a friend of mine's
house rule you can also win by collecting a certain number of animals.
North Sea Oil, published by Omnia. 1974. Box. 2 copies available:
1) Good. £4.50 2) 3 Box corners damaged. £2
Designed by R C P Guignard. No. players:
2-6. Country: British, Duration: 2 hrs, Desc. by Andy.
Oil discovery, pumping and selling
game. The board shows 28 potential
drilling sites, which vary in depth and productivity. There are different
drilling rigs designed to reach different depths. Plots are initially explored
and then put up for auction. Once bought a plot can be made active by buying a
rig or moving one to it. Production is affected by weather though. The price of
oil fluctuates too and the political party in power changes and sets the
interest rate on your loans (which you will have), and tax rates. Some advance
warning of the next party coming to power is available to aid planning.
Noteability, published by Spear's Games. 1991. Box. Several
copies available:
1) Excellent. £8 2) Good but 1 corner taped. £6 3) Good. £6.50
4) Good but box edges show wear. £5.50.
Photocopied rules
Designer Unknown. No. players: 2-4.
Country: British, Duration: 30 mins, 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!
Notre Dame, published by Rio Grande Games. 2007. Box. In shrink.
£22
Designed by Stefan Feld. No. players: 2-5.
Country: American, Duration: 1 hr, Desc. by Andy.
Board game which is driven by card play.
The game uses a neat card drafting system, which works wonderfully - plenty of
options, but not always the ones you would really like. Players deploy influence markers in various
parts of their quarter of the city. When deployed various benefits are gained
such as recruiting more influence markers, gaining gold, gaining VPs, and
investing in hospitals. The latter is
vital as each turn rats bring plague to the city, which hospitals help control
– woe betide the player who leaves the plague unchecked. Excellent systems, with interesting play -
highly recommended.
Off Road Fun, published by Clementoni. 1994. Box. Good. £4.50
Designer Unknown. No. players: 2-4.
Country: Italian, Duration: 20 mins, Desc. by Andy.
Family race game in which the players lay
out a cross country rally course, some of which will be on road and other parts
will be off road. After the players
study the layout the track tiles are turned face down. A special dice is rolled to determine
movement, but the moving player must also state whether the tiles about to be
landed on are on road or off road, and only if this is stated correctly can the
player move forwards. First to the end of the track wins.
Old Town, published by Clicker. Box. Good, contents unpunched.
£13
Designed by Stephan Riedel. No. players:
1-4. Country: German, Duration: 1 hr, Desc. by Andy.
2nd edition boxed version. A wild west town lies in ruins and the
players try to restore it to its former glory by using clues to the original
locations of the buildings on cards.
These clues relate a building's position to other buildings, the
railroad, and various streets. Each
building has a large tile to place on the appropriate spot when its position is
definitively determined, and markers to place when there are only a small
number of possible locations. Players
score points by eliminating these markers by playing clue cards and making
deductions. Unique idea, and
recommended for deduction game fans.
This version has some significant rules changes compared to the original
edition.
Oregon Trail, published by Fantasy Games Unlimited. 1981. Box.
Good. £12
Designed by Leonard H. Kanterman. No.
players: 1-8. Country: American, Duration: 2 hrs, Desc. by Andy.
The players take the roles of Trail Bosses
who are responsible for shepherding their party of pioneers across the western
USA during the 1820s to 1860s. Success is measured by retaining as many of the
wagons, personnel and stock as possible on arrival at the final
destination. On the way Indians,
rockslides, disease, wild animals and even drought can afflict the groups.
Panzerzug, published by Winsome. 1998. Packet. Excellent. £8
Designed by Max Michael. No. players: 2-6.
Country: American, Desc. by Andy.
Card based game, with pretty basic
components as usual with Winsome. Each player flies either an American or
British plane, on missions to destroy the German railroads. Cards represent
fuel, guns, and bombs. Each turn a
target is drawn and the players attempts to destroy it, or refit their planes
ready for next turn. Players interact
trying to stop opponents while maximizing their own attacks.
Party Lines, published by Oldbourne. 1963. Book. Good, dustcover
slightly discoloured. £8
Designed by Robert Harbin. Country:
British, Desc. by Andy.
Hardback with dustcover, 25x20cm, 154
pages. Written by a TV Magician, this book covers all sorts of party tricks and
entertainments: Solitaire puzzles (4), Coin Tricks (13), General Games (14),
Brainteasers (11), Fun With Figures (9), Catches (Hustles) (11), Hand & Arm
Tricks (14), Handkerchief Tricks (7), Juggling (21), Match Tricks (31), Glass
Tricks (8), Card Tricks (12), String Tricks (7), Musical Tricks (6), Puzzles To
Make (10), Origami (8), Wire Puzzles (12), Napkin Folding (9), Misc (18).
Pool Position, published by FX Schmid. 1999. Box. Good. £10
Designed by Thorsten Gimmler. No. players:
2-5. Country: German, Duration: 30 mins, Desc. by Andy.
At a plush hotel in a hot country players
vie for the best placed sunbeds near the pool. Players have identical sets of
numbered cards which they play to determine placement points each round, but
using an unusual mechanism which involves some second guessing of what the
others will do. These points can then be spent to add towels to empty sunbeds
or throw off those of other players, but this attracts the attention of the
attendants, who after several towel tussles will come and stop any further
tussles in that row or column. Unusual and amusing theme for a pleasantly
cutthroat game.
Quirks, published by Eon. 1980. Box. Good. £37
Designed by Bill Eberle, Jack Kittredge
& Peter Olotka. No. players: 1-4.
Country: American, Duration: 30-90 mins,
Desc. by Andy.
The weird game of un-natural selection, of
evolution gone awry. It uses cards very cleverly so that three cards form a
creature or plant no matter how unlikely, and they even give you a name for the
species. Includes children's rules, called Quirklings. Each animal or plant section is useful in
some climates and hopeless in others.
As the climate changes players mutate their animals/plants if they
aren't ideal for the current climate or attack one of the current dominant
species if they think their species is better suited. I also have some house rules I can supply to enhance the game as
well. A truly wonderful idea for a
game.
Rapid Delivery, published by London Game Company. ca.1995. Box.
Good. £7.50
Designed by Kevin Rolph. No. players:
2-16. Country: British, Duration: 90 mins, Desc. by Andy.
A courier themed family game in which the
players or teams of players deploy their vans and motorbikes to make efficient
collections and deliveries of goods. Dice are used, but the map ensures that
clever use of the blockage pieces can delay your opponents letting you make the
collection first. The game uses cards
to determine pick-up and drop-off points and to see if any mishaps occur on the
way. Kevin also developed a diceless variant intended for gamers, and I can
supply a copy of the rules for this.
Reibach & Co, published by FX Schmid. 1996. Box.
Excellent. £8
Designed by Alan R Moon. No. players: 2-5.
Country: German, Duration: 1 hr, Desc. by Andy.
Card game which uses 90 commodity cards
and 10 scoring cards and 10 special cards. Players try to collect most of 10
types of commodity, as at three points in the game payouts are made to the
players with most and second most of each type. In their turn a player can do
three things, which include drawing a new card from those on display, playing a
card to the table in front of them (where it counts towards scoring), or
placing a special card which can double the number of other cards played of
that type, but means that no more may be played. In many ways a cut down to the basics version of Airlines by the
same designer. Published as Get The
Goods in America.
Roots, published by Heritage Products. 1978. Box. Good.
£1.50
Designed by Louis F Petrossi. No. players:
2-5. Country: American, Desc. by Eamon.
Card game, 54 cards in total and unusual
tree-shaped score-sheets. Three game rules provided, Roots, Roots Rummy and
Roots Solitaire.
Royalty, published by US Games Systems. 1996. Box. Excellent.
£5
Designed by S J Miller. No. players: 1+.
Country: American, Duration: 15 mins, Desc. by Eamon.
Card game, 106 cards featuring a mixture
of colours and letters. You can play with one deck of 53 cards or both decks.
Lots of interaction as you can steal each other’s words, but interestingly you
must rearrange the letters you are stealing and add to them to make a brand new
word, completely unrelated to the one you stole. Variations include Coalitions
(for partnership play) and Monarchy (for solitaire play). Nominated in the
Games magazine Top 100 for 1995.
S.P.I.V.S., published by 3 Wishes. 1986. Box. 2 copies
available:
1) Good. £8 2) 2 Box corners taped. £7
Designed by Nik Sewell. No. players: 2-6.
Country: British, Duration: 90 mins, Desc. by Andy.
Space game with each player taking the
role of a slightly dodgy trader in aliens in the deep space of Quadrant
13. However the quadrant is full of
hazards which must be avoided, such as a black hole, a giant space amoeba,
solar flares, asteroid belts etc.
Players must take care to manage their fuel well and also the aliens to
be traded resent captivity and all affect the capturing ship in one way or
another, perhaps affecting movement speed or eating other captured aliens etc.
Saboteur, published by Amigo. 2004.
Box. Excellent. £5
Designed by Frederic Moyersoen. No.
players: 3-10. Country: German, Duration: 30 mins, Desc. by Andy.
Card game in which some of the players are
dwarves who want to find a treasure in the mines, while others are saboteurs
who try to stop the treasure being found - the players' identities are
secret. Passage cards are played onto
the table to extend the passage system, and there are three potential sites of
the treasure. Players can also play
cards which will stop another player extending the passages until they have
fixed their problem, and of course other cards let you fix these problems. The
card mix is well thought out making it possible but difficult to get to the
treasure, so the end result of each round is generally very close.
Santa Fe Rails, published by GMT Games. 2001. Box. Excellent. £23
Designed by Alan Moon. No. players: 2-5.
Country: American, Duration: 60 mins, Desc. by Andy.
An update of the same author's Sante Fe
which was published as part of White Wind's limited edition series of games.
Train game in which the players develop railroads heading west from the East
coast of the U.S. eventually getting to the West Coast. While noone owns the
different railroads, each player has a different set of destination cards (and
can get more) and so tries to get as many railroads as possible to visit these
locations. In addition there are
bonuses for being the first to build a track into major cities. There are
plenty of options each turn and only clever play will make the most of your
opportunities and win the game.
Recommended. I can also provide
some house rules which improve the game further.
Seega, published by Wicor. ca.1975. Box. Good. £3
Designer Unknown. No. players: 2. Country:
German, Duration: 15 mins, Desc. by Andy.
Strategy game played on a 5x5 grid. Players take turns placing marbles onto the
indented board, and then take turns moving a marble. If a marble is moved so as to surround an enemy marble then the
enemy marble is captured and removed and the marble can be moved again if a
further capture is possible. The winner
is the player who eliminates all their opponent's marbles or if a stalemate
occurs then the player with the most marbles remaining.
Shit!, published by Adlung Spiele. 1996. Box. Mint. £1.75
Designed by Reinhard Staupe. No. players:
2-6. Country: German, Duration: 20 mins, Desc. by Andy.
Card game, 50 colourful cards in suits and
6 Shit! cards. Cards are played into a circle and the suit order is circular!
Each round players play a card simultaneously, and this can either be a card
which will get you more cards (the only way to get more cards in fact) or a
number card, which depending on the cards on the table and the cards other
players have played will score you points.
There is a slight similarity to '6 Nimmt'. Eamon asked why they called
it such a name, and was told that they thought they were using an English word
equivalent to "Damn" or "Bother".
Sky Trails, published by Russell. 1951. Box. Excellent. £6
Designer Unknown. No. players: 2+.
Country: American, Desc. by Eamon.
Card game, 48 very unusual cards. Half of
them relate to destinations, and the other 24 feature parts of a map of the
world. These map cards are collected to form routes to the destinations. The
box is very neat as well, and says ‘Vol. IV’ on it, suggesting there were other
games in similar packaging.
Sorry, published by BCM. 1 copies available:
1) ca.1935. Box
& Board. Good. £7.50. Comes with a double deck of cards, but both decks
have a few cards missing, so I am including a complete deck from an earlier
set!
2) 1929. Box & Board. Good. £7.50
Designer Unknown. No. players: 1-4.
Country: British, Duration: 30 mins, Desc. by Andy.
Early edition of this classic game, with a
board, a deck of cards, and wooden pieces. A superior version of Ludo really,
with more choice over the moves available as cards are played rather than dice
rolled for movement. Comes with small box and separate board.
Sovereign Of The Seas, published by Excalibre. ca.1978. Box.
Box shows wear. £7.50
Designer Unknown. No. players: 2-6.
Country: American, Duration: 2 hrs, Desc. by Andy.
Players sail merchant ships in the
17th/18th century picking up and delivering cargo for profit. Tariffs must be paid when stopping in each
port, and it is possible to purchase ports in order to get the tariffs when
others land on them. The board shows
the whole world, and 32 different ports, with 9 different cargoes available
from them. Play is determined by cards
to determine your next contract and dice used for movement, but you choose
which appropriate port to pick up from and which shipping lanes to use, and
whether to buy ports. Event cards can
also be used to add uncertainty too.
First player to amass 150000 gold pieces wins.
Spy Ring, published by Waddingtons. 1978. Box. 2 copies
available:
1) Good. £5. There is a large mark on the
base where tape has been ripped off.
2) Good. £6.50
Designer Unknown. No. players: 2-4.
Country: British, Duration: 45 mins, Desc. by Andy.
Revised edition of this game of intrigue
amongst the embassies. Players try to
collect all four parts of one of the secrets going around between the
embassies. The first player to achieve
this wins. Play is tactical and a small
amount of memory helps too since then you will know who is most likely to have
the part of the secret you are collecting.
Rather nice light game with fun (but unnecessary) mirrors with which to
discreetly look at your collected secrets.
Spy Ring, published by Waddingtons. 1965. Box. Excellent.
£7.50
Designer Unknown. No. players: 2-4.
Country: British, Duration: 45 mins, Desc. by Andy.
First edition of this game of intrigue
amongst the embassies. Even has little metal aerials you pop in your spy's hat
for when he is using his radio. Players try to collect all four parts of one of
the secrets going around between the embassies. The first player to achieve
this wins. Play is tactical and a small
amount of memory helps too since then you will know who is most likely to have
the part of the secret you are collecting.
Rather nice light game. There
are a surprisingly large number of differences between this early version and
the later (1978 onwards) version.
Star Fleet Missions, published by Task Force. 1992. Box.
Good. £10
Designed by Leanna M Cole. No. players:
2-6. Country: American, Duration: 90 mins, Desc. by Andy.
Card game based on the Star Fleet Battles
universe. Players build fleets from various races (Federation, Klingon, etc.)
and compete to fulfil various missions. The basic idea is that cards from the
mission deck have various requirements in order to be fulfilled, and starship
cards have various abilities which can be used to fulfil these
requirements. Points are awarded by
fulfilling missions.
Star Wars - Attack Of The Clones Card Game, published by Ravensburger. 2002. Box. In
shrink. £8
Designed by Reiner Knizia. No. players:
2-5. Country: German, Duration: 40 mins, Desc. by Andy.
Card game. Rethemed version of Zircus Flohcati. Players collect cards, and can either play sets of three of a
kind to the table to score points immediately or hold them for points at the
end of the round. At the end of the
round the highest card in your hand for each of the 10 suits scores, and there
is a bonus for the player who ends the round by having one card of each suit in
hand. The mechanism for getting a card allows you to decide how much choice of
cards you want, but the greater the choice, the greater the risk of disaster -
and the opportunity to get a card is then missed. Light, but enjoyable. Recommended.
Stirling Moss Rally, published by Whittlecraft. ca.1965. Box.
Good. £6
Designer Unknown. No. players: 2-6.
Country: British, Duration: 1 hr, Desc. by Andy.
Motor racing rally game played on a course
with snow and ice, rocky canyons, and deserts. Players buy equipment to help
them through certain terrains, and without these the cars will have to stop for
repairs. The game uses 3 dice: fast
(1-6), slow (1-3), and a traffic light control (red/green). Hazard spaces do
different things depending on your speed and equipment. Board graphics and box
art by the newspaper cartoonist Brockbank.
Stocks & Bonds, 2 editions available:
1) Published by Avalon Hill. 1978. Box.
Excellent. £5
2) Published by 3M. 1972. Box. Good. £7
Designer Unknown. No. players: 2-8.
Country: American, Duration: 1hr, Desc. by Andy.
Stock market business game. A year is
designated as Bull or Bear (strong or weak) and players trade accordingly.
Dividends are paid and, in the advanced game, you can buy 'on margin', leaving
you more capital to work with.
Stranded, published by Spears. 1981. Box. Good. £1.50
Designer Unknown. No. players: 2. Country:
British, Duration: 20 mins, Desc. by Andy.
Attractively produced strategy game. The
plastic board has slots, into which you fit plastic walls. Players move 'along'
these walls, but always removing from the game the first wall passed over.
There are also rules to keep you away from your opponent. The first player
unable to move (ie. no walls adjacent to him any more) loses. Note this is not the same game as Isolation,
which was also published as Stranded.
Survival Of The Witless, published by Avalanche Press. 1996. Box.
Good. £7.50
Designer Unknown. No. players: 3-8.
Country: American, Duration: 1 hr, Desc. by Andy. Special notes: 2 out of 60
identical markers missing (but a maximum of 40 would ever be needed, so this
does not affect play)
Satirical game in which the players are
all academics and write articles and try to impress the senior members of their
university department, with the objective being to publish a book and have the
faculty board so impressed that they offer you a permanent position - a sure
way to a life of bourgeois living and never having to do any work! The players are given a gender, class, race
and sexual orientation, and these affect their standing with each faculty board
member. The game is then driven by card
play, with over 200 cards and plenty of humorous takes on academic life
therein.
Tac Air, published by Avalon Hill. 1988. Box. Good. £8
Designed by Gary C Morgan. No. players: 2.
Country: American, Duration: 2 hrs, Desc. by Andy.
Hypothetical, detailed simulation of a
Third World War, fought over the killing grounds of Central Europe. The rules
start with a 4 page basic game, and then there are a further 26 pages of
advanced and optional rules. Each turn represents 3 hours and each hex 1
mile. Unit size is the battalion. The rules cover ground and air units,
supply, command, engineering, and in the optional rules weather, mines etc. The
game includes over a dozen different scenarios ranging in scope from minor
skirmishes to a massive combat covering the entire map.
Tarbart On Patience, published by Thos. De La Rue & Co..
1901. Book. Good (excellent for its age). £28
Designed by Tarbart. No. players: 1. Country:
British, Desc. by Andy.
Hardback, 17x11cm, 118 pages. Gold edged
pages and embossed cover. Very rare,
and collectible. Very nicely produced book of nearly 50 games of patience,
which are divided between one and two pack games. Printed very finely in black and red throughout with many
diagrams. This is a first edition produced for hospitals (it has Hospital Copy
embossed in gold on the front cover).
Very nice item.
Tarot Deck, published by Waddingtons. ca.1965. Box. Good. £4
Designer Unknown. No. players: 1+.
Country: British, Desc. by Andy.
Special notes: Comes in a black felt
covered box.
56 card tarot deck (14 cards in each of
the suits: batons, epees, denier and coupes).
There are 4 picture cards in each suit (valet, chevalier, reine, roi) as
well as the numbers 1-10. The cards are
a reproduction of an antique French tarot deck. On a couple of the cards are
the inscriptions: Fabrique de Cartes a Schaffhouse, and Fabrique de Cartes
I.Muller & Cie. This set comes with no rules, but you can find rules for
games with a tarot deck in many card game books.
Tennis, published by Parker Bros. 1975. Box. Good. £4
Designer Unknown. No. players: 2 or 4.
Country: Canadian, Desc. by Andy. Special notes: Photocopied rules
Tennis card game. Two decks of cards are provided, one for
serving and one for play in a rally.
Each player is dealt 10 rally cards to see them through a tennis
'game'. A player needs to win 6 'games'
to win a set, and victory. The cards show various types of shot which can be
played, including smashes and kills.
The skill is in managing your hand of cards to best effect to see you
through a whole game (when you will get new cards) and thus sometimes letting
your opponent win a point you could have fought over.
The Administrative Waltz, published by Ariel. 1976. Box. Good. £4
Designed by George Singer & Jeanette
Armstrong. No. players: 2-8.
Country: British, Duration: 90 mins, Desc.
by Andy.
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 African Campaign, published by Jedko. 1973. Box. Box
corners taped. £8
Designer Unknown. No. players: 1-2.
Country: Australian, Desc. by Andy.
Special notes: The base of the box shows
some indentation due to stacking
First edition, in a long, thin box. Various
battles and campaigns by Rommel’s Afrika Korps in WWII. The map covers from
Alexandria to just east of Tripoli. Units are from brigade to divisional level.
The game is rather like an advanced version of Avalon Hill's Afrika Korps.
Basic rules are 7 small pages long, with 1.5 pages of additional optional
rules.
The Arduin Adventure, published by Grimoire Games. 1980. Box.
Box shows wear. £3
Designed by David A Hargrave. No. players:
2+. Country: American, Desc. by Andy.
This boxed set provides an introduction to
fantasy role playing. It uses a system
which appears very similar to Dungeons and Dragons, and the main rules book
includes all you need to create characters and devise an adventure. It also includes a sample adventure near the
end of the book. Dice and cut out magic
item cards are also provided.
The Battles Of Bull Run, published by SPI. 1973. Box. Good -
mostly unpunched. £6
Designed by James F Dunnigan. No. players:
2. Country: American, Desc. by Andy.
Special notes: The plastic case lid is
brittle and has cracked around the edge.
The box has a built in counter storage tray.
The Battles of Manassas, June 1861 and
August 1862, in the American Civil War. Tactical wargame in which each turn
represents 90 minutes, and a simultaneous movement system is employed. There
are 5 scenarios covering the two battles.
The Best Of Board Wargaming, published by Arthur Barker Ltd. 1980.
Book. Good. £13
Designed by Nicholas Palmer. Country:
British, Desc. by Andy.
Hardback, 22x14cm, 194 pages. This book has two sections. The first section surveys the types of games
available at the time: Operational Games, Science Fiction Games, Monster Games,
Beer & Pretzels Games, Realistic Games, Computerized Games. The second
section consists of about 130 pages of game reviews (over 100 games are
reviewed).
The Bridges Of Shangri La, published by Uberplay. 2003. Box. In
shrink. £17
Designed by Leo Colovini. No. players:
3-4. Country: American, Duration: 1 hr, Desc. by Andy.
Unusual game in which players place tiles
representing disciples of seven monastic disciplines into villages which are
connected by bridges through the mountains. Initially a few masters are placed,
and then students are placed, and when a village is full enough its students
can be sent to a neighbouring village where if their knowledge is superior they
will take over from existing masters, but behind them the bridge
collapses. When the bridges are gone
the player with most masters and students on the board wins. Interestingly different mechanics with lots
of tactical options and plenty of scope for vicious play.
The Card Player's Companion, published by Treasure Press. 1990. Book.
Excellent. £8
Designed by Gyles Brandreth. Country:
Britidh, Desc. by Andy.
Hardback, 24x19cm, 192 pages. This book covers the history of playing
cards, and gives the rules to some of the earliest European games (Piquet,
Ombre, Primero) before moving onto various families of games: Euchre,
All-Fours, Whist, Bezique, Cribbage, Banking Games, Poker, Rummy, Hearts, Stops,
Patience. The book also has chapters on
Gambling and Cheating, as well as having a detailed glossary. An attractively
presented useful reference book.
The Chelsea Flower Show Game, published by Traditional Games Co. Ltd.
ca.2004. Box. Good. £7
Designer Unknown. No. players: 2-4.
Country: British, Duration: 1 hr, Desc. by Andy.
Horticulture themed board game in which
the players try to be the first to complete a show garden at Chelsea and gain
the coveted RHS Gold Medal. Players
move very chunky gardener playing pieces around the board - the outer area
gives inspiration and education, and then advance to the inner ring where they
design and develop their show garden.
The innermost section of the board lets the players actually build their
garden. Cards are drawn and used at
each stage of the game.
The Civil War 1861-1865, published by Victory Games. 1983. Box.
Box good, counters unpunched. £16
Designed by Eric Lee Smith. No. players:
2. Country: American, Duration: 2 hrs+, Desc. by Andy.
American Civil War game which won the
Charles Roberts Award: Best Pre-Twentieth Century Game for 1983, and is still
popular. This game lets you simulate the ACW in one year scenarios or play out
the whole campaign. The map shows the
entire theatre of war from east to west. The rules are complex covering around
50 pages, though not all the rules will be needed in all scenarios. They cover ground movement and combat, naval
movement and combat, leaders, supply, reinforcements, railroads, armies,
cavalry, forts, neutral states, state militias and more.
The Darling Buds Of May, published by Crown Andrews. 1991. Box.
Good. £2
Designed by Rodway Design. No. players:
2-6. Country: British, Desc. by Andy.
Special notes: A small tear in lid has
been repaired with tape.
Based on the novel by H.E. Bates and the
TV series of the same name. Pop Larkin
has inherited a fortune and has hidden the money around the farm and
surrounding countryside. The players move playing pieces showing characters
from the series around the board trying to collect the money before the tax
collector finds it. Game play also involves trivia based on the book and other
H.E. Bates books, general knowledge (adult and junior versions), and true /
false questions. Most money collected at the end of the game wins.
The End, published by Scapegoat Games. 1995. Book. Excellent.
£4
Designed by Joseph E. Donker. No. players:
2+. Country: American, Desc. by Andy.
Roleplaying world and rules set in a world
after Judgement Day in which 'The Meek' were rejected by both Heaven and Hell,
and forced to live back on Earth. A
fascinating introductory story introduces this world and makes you want to read
on.
The Games Annual 1998 Edition, published by MSM. 1997. Magazine.
Excellent. £4
Designed by Doug Sundseth, Bruce Whitehill,
Gerald Swick. Country: American, Desc. by Andy.
192 pages, 28x21cm. This annual digest of
what went on in the games industry is absolutely packed with information about
products newly released that year, with lots of colour pictures. This digest
covers: News, BattleTech update, Star Wars, Game Buyers Guide, Dice Games,
Puzzles, Card Games, Board & Parlor Games, Educational Games, Wargames,
Miniatures, RPGs, Accessories, Skill & Action Games, Computer Games, Live
Action Games, Books & Periodicals, Clubs & Events, Collectible Games,
PBM Games, Making & Marketing Games, Magazines. A mine of information.
The High Kings Of Tara, published by Real Original Games. 1999.
Box. Good. £18
Designed by Murray Heasman. No. players: 2
or 4. Country: British, Duration: 40 mins, Desc. by Andy.
Unusual strategy game based on the celtic
artwork from The Book of Kells. The
game consists of moving your king playing piece around the board and placing
segments of celtic loops to form 'hill forts'.
The objective is to then join your loop segments into more neatly formed
loops so that by the end of the game you have less knots than your
opponent. The four player game is
played as a partnership game. Unusual,
well regarded and attractive too.
The Lord Of The Rings Playing Cards, published by Trefl. 2001. Box. New.
£1.50
Designer Unknown. Country: Polish, Desc.
by Andy.
This is a regular deck of playing cards
(55 cards), with pictures from the Lord of the Rings: Fellowship of the Ring
movie on them.
The Madame Tussaud's Board Game, published by Spear's Games. 1990. Box.
Good. £3
Designed by Advertising Answers
International. No. players: 2-6. Country: British, Desc. by Andy.
Board game no doubt made as a souvenir for
visitors to London's famous Madame Tussaud's waxworks museum. The game itself has cards showing many of
the famous people who have their likenesses in the museum. Players are dealt mini cards showing these
people, and they must collect the larger cards with the same people on
them. This is done by moving around the
museum and collecting them. However, it
is also possible to get cards off other players by 'bumping into them'.
Finallly there are several 'Jack The Ripper' cards with no matching cards -
these need to be palmed off onto another player.
The Mob, published by Gibsons. 1994. Box. Good. £12
Designed by Caspar Games. No. players:
2-6. Country: British, Duration: 1 hr, Desc. by Andy.
Special notes: Box very slightly indented
due to stacking.
Mafia themed game. Players have a hand of
cards (mobsters or locations) which are placed around the town to earn money.
Confrontation occurs when two of you want to control the same area. The idea is
to make as much money as possible with your illegitimate activities, and then
reinvest this money into legitimate businesses. In this game a 'hostile takeover' involves machine guns rather
than stockbrokers.
The New Games Book, published by Sidgwick & Jackson Ltd.
1976. Book. Good. £5
Designed by New Games Foundation. No.
players: 2+. Country: British, Desc. by Andy.
Softback, 23x21cm, 192 pages. A book full
of unusual and interesting outdoor games and activities. There are many photographs which come
straight out of the hippy era, but many of the games themselves look great fun
- fantastic if you have a large group of children and adults and a park, or
even just for active families to enjoy on a summer's day. Activities range from boffing (dueling with
polyethylene swords), tug of war, and Hunker Hawser (two players balance on
poles holding a rope - last still on wins) to Stand-off (a sort of aikido
balancing wrestle). Some great ideas, and some just truly bizarre!
The Oxford Guide To Card Games, published by OUP. 1990. Book. Excellent.
£15
Designed by David Parlett. Country:
British, Desc. by Andy.
Hardback with dustcover. 24x16cm, 361
pages. Rare, intellectual and historical look at card games, a companion to the
same author's A History of Card Games. This concentrates on types of games:
trick-taking, bluff, melding, etc, and analyses how games of that type developed
across borders and through time. The rules to masses of card games are included
amongst all the extra detail provided. A master work and an excellent addition
to the keen card player's library.
The Palladium RPG - Book II: Old Ones, published by Palladium. 1990. Book.
Good. £2.25
Designed by Kevin Siembieda. No. players:
2+. Country: American, Desc. by Andy.
212 page Palladium role playing game
supplement which includes monk and illusionist character class rules,
descriptions of 21 forts, 34 towns and cities, half a dozen adventures and
details of the dreaded Old Ones.
The Princes Of Florence, published by Rio Grande Games. 2000.
Box. Excellent. £15
Designed by Richard Ulrich & Wolfgang
Kramer. No. players: 3-5. Country: German, Duration: 100 mins, Desc. by Andy.
Special notes: One box side has been in
the sun and has lost a little colour.
Each player must develop their estates,
erect buildings, lay out landscapes, and bring artists and scholars to their
location. All this brings prestige and / or money. Money is needed during the game, but prestige is what you need to
win. Each turn various improvements to
your estates are auctioned and then players get to choose the actions they wish
to do. However, there is always far
more you would like to do than you have actions to do, so choosing wisely is
vital. Excellent game - highly recommended.
The Sailor's Game, published by Blossom Design. 1986. Box.
Good. £4
Designed by Sparkman & Stephens. No.
players: 2-5. Country: American, Desc. by Andy.
Trivia game with the questions all very
firmly intended for those who are familiar with sailing terminology, sailor's
lore and experience. Comes with a
chunky and large board with a circular track around which the players' yachts
sail, with the chance to block other players, and the metal yacht playing
pieces are amazingly substantial.
Includes over 2000 questions.
The Theory Of Whist, published by Longmans, Green & Co..
1890. Book.
Cover faded with wear, good internally. £5
Designed by W. Pole. Country: British,
Desc. by Andy. Special notes: 17th Edition, gold edged pages
Hardback, 17x11cm, 108 pages. Widely
circulated treatise on partnership whist. The book covers: Technical Terms,
Theory of the Game, Development of the Theory, Rules & Directions for Play,
Conclusion, Appendicies. There are many snippets from the press dated 1865-1970
which praise the book.
The Trading Floor, published by Dow Jones & Company
Inc. 1985. Box. Box shows wear. £6
Designed by Tom Loback, Richard Bowes. No.
players: 2-4. Country: American, Desc. by Andy.
Promotional game advertising Dow Jones'
financial news services. Unusually for
a stock market / commodities themed game this is not about buying and selling
stocks & shares, but rather about getting Client Order cards, and advancing
around the board trying to get to the centre when you think you are in a strong
position financially. It includes
nicely made metal bear and bull figures which also move about on the board and
block the way.
Theophrastus, published by Mayfair Games. 2001. Box. Good. £14
Designed by P.R. Chase. No. players: 2-5.
Country: American, Duration: 1 hr, Desc. by Andy.
Card based game in which the master
alchemist Theophrastus takes on the players as apprentices, and concocts
elixirs which the players must try to copy as accurately as possible. The
players take it in turn to contribute to Theophrastus' recipe secretly and make
their own elixir. Action points are
used to draw extra cards, play cards openly or secretly transmute ingredients
and occasionally mess with other players' elixirs. The game ends after three elixirs have been completed and scored.
Thurn And Taxis, published by Rio Grande Games. 2006.
Box. In shrink. £21
Designed by Karen & Andreas Seyfarth.
No. players: 2-4. Country: American, Duration: 1 hr, Desc. by Andy.
German Spiel des Jahres winner for
2006. The board shows a map of southern
Germany with a little of Switzerland and Austria. There are 22 cities shown and a network of roads between them.
Players draft city cards into their hand and must play them out in a row
forming a legitimate route. At a point
of the player's choosing a route can be claimed and a clever choice of how to
place post offices on the board made.
The objective is to gain VPs through building post offices, playing ever
longer routes, and claiming bonuses for sets of post offices. The game plays
very smoothly and is good for only occasional games players too. Highly
recommended.
Thurn And Taxis: Power And Glory, published by Rio Grande Games. 2007.
Box. In shrink. £11
Designed by Karen & Andreas Seyfarth.
No. players: 2-4. Country: American, Duration: 1 hr, Desc. by Andy.
Expansion for Thurn and Taxis (you need
the base game to play). A new map is
provided which shows North Germany and the surrounding countries. Game play is similar to the original, but
the carriage cards are gone, and instead the city cards all show 1-3
horseshoes. In order to run a route one
must also set aside cards with sufficient horseshoes. This has the effect of allowing you to draw one or two extra
cards speculatively, and if things don't work out you can always use them for
the horseshoes rather than the city.
Recommended.
Time Agent, published by Prism / TimJim Games. 1992. Box.
Excellent. £26
Designed by Tom Lehmann. No. players: 2-6.
Country: American, Duration: 4 hrs, Desc. by Andy.
Each player plays a race of time
travellers who attempt to re-write history to ensure that their race is left on
top when the invention of time travel never occurred (!) Wonderful idea for a game. Each race is a
bit different to the others, but some make more natural friends / enemies than
others. The game maps the various time-lines onto a hex grid, and players try
to connect / disconnect various events to their own benefit and others'
detriment.
Toutankamon / Tutanchamun, published by Amigo. 1997. Box. In
shrink. £13
Designed by Reiner Knizia. No. players:
2-6. Country: German, Duration: 30 mins, Desc. by Andy.
Unusual set collecting game. The tiles show various Egyptian artifacts
with various numbers of each type. They are all initially laid out in a long
winding row leading to a Great Pyramid.
Players take it in turns to advance their marker along the track formed
by the artifacts as far as they like and take the one they end on. When all of a type have been collected
players score for having a majority. A
couple of special tiles add to the possibilities. Attractively produced and easy to play, but hard to win. ‘Toutankamon’ is the French edition, hence
the slight difference in the spelling of the name. I have a copy of both French
and German versions.
Toys Of The Sixties - A Pictorial Guide, published by Cap'n Penny Productions.
1992. Book. Excellent. £15
Designed by Bill Bruegman. Country:
American, Desc. by Andy.
Softback, 28x22cm, 206 pages. A guide to
toys and games from 1960s America, with a picture of most items, as well as a
description and a valuation. There is
also an article of survivors from the 60s such as Etch-A-Sketch, Barbie,
Frisbees, and Play Doh. A fascinating
book for collectors or for anyone who remembers these toys and games from their
youth. The book covers: Mattel, Survivors, Gold Nuggets, Cartoons, Games,
Military, Monsters, Music Movie & Personality, Secret Agents, Space,
Superheroes, TV.
Treasure Quest, published by Ravensburger. 1996. Box. Excellent. £6
Designed by Christine Welz. No. players:
2. Country: German, Duration: 20 mins, Desc. by Andy.
One player seeks gold and the other
rubies. Each player starts off with ten
5x5 cardboard grids showing their opponent's type of treasure, but they all
have some spaces cut away. There are
two areas in the box where these can be stacked on each other, and players take
it in turns to do so, adding a ruby layer on top of a gold layer and vice
versa, with the objective being to reveal as many of your type of treasure as
possible after each of your plays. Each such treasure scores you a point, and
most points at the end of the game wins. The scoring tracks have Egyptian
hieroglyphs decorating them. Attractive
game with well made in-box playing area.
Tribound, published by Paul Wells. 1998. Box. Good. £6
Designed by Paul Wells. No. players: 2.
Country: British, Duration: 20 mins, Desc. by Andy.
Strategy game played on a 12x15 square
grid. The pieces are most unusual, having
a player colour and 3 coloured triangles pointing in different directions..
Play is driven by dice - one a standard d6 which determines the extent of
movement, the other a special dice which will show two of the three colours
when rolled. The objective is to get 6
of your 30 pieces across the board to your opponent's home area while defending
against them doing the same. Players
alternate moving pieces, and the piece which can be moved must have the first
colour on the special dice facing forward, and after movement, which can
include deflection off other pieces, is turned to have the 2nd colour rolled
point forward.
Triple Match, published by Spears. ca.1980. Box. Good. £1
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.
Ubongo, published by Z-Man Games. 2005. Box. In shrink. £23
Designed by Grzegorz Rejchtman. No.
players: 2-4. Country: American, Duration: 30 mins, Desc. by Andy.
A captivating and surprisingly addictive
game of making polyominoes into shapes shown on the challenge boards. Each
player has a set of polyominoes, and is dealt a challenge card with 6
challenges on it. A dice is rolled to
indicate which challenge the players attempt, and a timer is turned. As players complete their challenge they
claim jewels as their prize - the objective being to collect as many jewels as
possible of the same colour. The
challenge cards are double sided with an easy side and a hard side making it
good to play with children and adults together. I have house rules I can
provide which allow the game to be played with up to 5 players. Recommended.
Undercover, published by Klee. 1999. Box. Good. £8
Designed by Geni Wyss. No. players: 2-4.
Country: German, Duration: 30 mins, Desc. by Andy.
Secret agent themed tile based game. 60 tiles are laid out face down in a 6x10
grid, and these tiles represent secret agents of varying strengths, and a few
with special abilities. At the end of
each row and column a top secret item is placed - 4 each of 4 types. Players take turns revealing a secret agent
and facing him or her towards themselves, and sometimes performing a special
action such as killing an opposing agent.
Choice of available agents is limited to the row or column of the one
previously chosen. When a row or column
is all revealed influence is tallied and the highest gets the top secret item
and retires one agent. At the end
points are scored for sets of top secret items and also for successfully
retired secret agents.
Vernissage, published by TM. 1993. Box. Good. £20
Designed by Klaus Teuber. No. players:
3-5. Country: German, Duration: 75 mins, Desc. by Andy.
A game of Art Speculation aimed at the
gamer rather than the family market.
Players buy pictures and influence the standing of the various artists
with the objective of increasing the value of their collection, and decreasing
the value of their rival's collections.
The game uses an unusual mix of mechanics which make an interesting and
well regarded game. Note: the rules state the number of cards incorrectly.
Eamon noted this was one of his favourite games.
War Of The Ring: Battles Of The Third Age, published by Fantasy Flight. 2006. Box.
In shrink. £32
Designed by R. Di Meglio, M. Maggi, F.
Nepitello. No. players: 2-4.
Country: American, Duration: 3 hrs, Desc.
by Andy.
Expansion for the excellent War of the
Ring, which you will need to play this. This expansion includes 77 more figures
and provides a selection of new options to add to your games of War of the
Ring, such as the Ents, Corsair Ships, the Dunlendings, Siege Engines,
Half-orcs, the Southron Cavalry, Galadriel, the Balrog, Smeagol and more. There is also a separate board and rules to
allow you to recreate the Battle of Helm's Deep and the Battle for Minas Tirith
at Pelennor Fields using components from the original game as well as new cards
etc included here.
Wargamer Magazine, published by World Wide Wargamers.
Designer Unknown. Country: British, Desc.
by Andy.
All of the earlier issues had a game
included – some of these copies still do, but many don’t – see below. Even without the game still a good read, and
a useful source of articles on other games. Main articles listed by issue.
Issue 3, 1977.
Game present. Excellent - counters unpunched. £7. Bulge games, Reviews (6 games, 2 books),
Afrika Korps, News, Vittoria - game with instructions on how to make a set of
counters for it, Africa - game with map and countersheet included, Battle of
Eylau puzzle, The Arcadian Campaign, Gettysburg games, ACW outline, Frederick
The Great and Normandy, Decline And Fall, Computer Games, Practical Hints, Club
News, Rules adjudication.
Issue 12, 1980.
Good. £1.25. The whole Aces High central section has been removed. Articles:
Aces High (game for this issue), History Behind Aces High, Principles of War,
Panzerblitz, Fortress Europa, Sense Style & Simulation, Comparison of
Tactical Carrier Games, Ultimatum, Games Reviews.
Issue 59, 1986.
Good. £1.25. The central section with the Bloody Karen rules etc is missing.
Articles: Historical Background to Bloody Karen (which is the game for this
issue), Malaya & Burma, A Hitchhiker's Guide to Computer Wargames, Korean
War, Clarifications and Errata, Battle Hymn Review, Aegean Strike Review.
Vol 2 No. 4,
1988. Magazine. Good. £1.25. This
issue is after they stopped including a game. Articles: The Civil War On Water,
Shot & Shell Scenarios, Design Forum - Shot & Shell, Patton's Best,
Computer Wargames, World Boardgame Team Championships, The South Mountain
System, War To End All Wars, Kanev, Pleasant Hill, Manchu, North German Plain,
Games For All, Central America, Russian Front Variant, Berg's Review of Games,
Shot & Shell Errata.
Willi Wacker, published by Hexagames. 1989. Box. 3 copies
availabke:
1) Good. £3 2) Excellent. £4
3) Good, edges show wear. £2.50
Designed by Dan Glimne. No. players: 3-6.
Country: German, Duration: 30 mins, Desc. by Andy.
Card game, based on the British cartoon
character Andy Capp, created by Reg Smythe. Andy Capp, known as Willi Wacker in
many Continental countries, likes to drink lots of beer. The card play also
allows Willi to indulge in his other vices -
fighting, borrowing money, and avoiding his wife. The game is essentially a rummy variant with various sets of
cards being played to the table, but they can be stolen until completed by a
card showing Andy Capp getting his beer,
Winchester, published by Rostherne Games. 1990. Tube. Excellent.
£6
Designed by David G. Watts. No. players:
2-5. Country: British, Duration: 1 hr, Desc. by Andy.
Race game in which the pieces move as the
pieces do in chess. The set includes a
special dice showing different chess pieces on the sides as well as wooden
dobbers and obstacles to place on the board.
Before each round of turns the dice is rolled to indicate what chess
piece players may make a move as, and once everyone has made one move the dice
is rerolled. However, 'capturing' an
opponent's piece merely exchanges the position of the two pieces.
Wings Of War: Famous Aces, published by Nexus Editrice. ca.2004.
Box. In shrink. £19
Designed by Andrea Angliolino & Pier
Giorgio Paglia. No. players: 2-4.
Country: Italian, Duration: 30 mins, Desc.
by Andy.
Wings of War base set. World War I aerial dogfight game with neat
and simple mechanics which make it fast and fun to play. Each player controls one or more planes,
each represented by a colour card on the table. Each plane has a deck of movement cards it can use (some planes can perform
different manoeuvers due to their engine capabilities), and each turn three
movement cards are played face down in sequence for each plane. These cards are then actioned one at a time,
and movement is by placing the movement line on top of the plane to be moved
and then moving the plane card to the other side of the movement card. Neat!
After all planes move all planes check to see if they can fire - hits
are resolved with damage cards. Recommended.
Word Battles, published by Jumbo. 1981. Box. Good. £5
Designed by Koninklijke en Hotte. No.
players: 2. Country: Dutch, Duration: 20 mins, Desc. by Andy.
Word game for 2 players. Each player has the same set of letters, and
a 5x5 grid. Each player in turn
announces a letter and both players add it to their grid. The players try to make as many words as
possible on their grid, with bonuses for 5 letter words. The letters can be
moved around during the game as additional possibilities become apparent.
X Pasch, published by Fanfor Verlag. 1996. Box. In shrink.
£10
Designed by Valentin Herman. No. players:
3-6. Country: German, Desc. by Andy.
Special notes: This is the 'Deluxe'
edition.
This game is about gaining control of businesses,
which are represented by cards. Players gain income from companies where they
have the most board members, and then roll three dice and use them for various
purposes such as bringing a new business into the game, adding board members to
existing businesses, or drawing new cards.
Book Title
|
Publisher
|
Author
|
Year
|
Type
|
Size (cm)
|
Pages
|
Condition
|
Price
|
The Catalogue Of Happy Family
Games
|
Mary Gardiner & John
Hayter
|
Mary Gardiner & John
Hayter
|
1997
|
Spiral
|
30x21
|
~220
|
Excellent. Includes updates
1-3.
|
£10
|
Games Of The World
|
UNICEF
|
Unknown
|
1982
|
Soft
|
26x23
|
280
|
Good
|
£10
|
The New Book Of Games
|
Syndicate Publishing Co.
|
Unknown
|
~1955
|
Hard
|
28x20
|
30
|
Good. Dice and playing pieces
are missing.
|
£8
|
The Complete Book Of Wargames
|
Fireside
|
Consumer Choice + Jon Freeman
|
1980
|
Soft
|
27x21
|
285
|
Good |
£9 |
Illustrated Games Of Patience
(Pt 2)
|
Sampson Low, Marston, Searle
& Rivington
|
Lady Adelaide Cadogan
|
1887
|
Hard
|
24x19
|
74
|
Good. Corners show wear.
Cover has mini playing cards stuck to it as decorations.
|
£10
|
The Scrabble Puzzle Book
|
Queen Anne Press
|
Gyles Brandreth
|
1981
|
Hard
|
25x17
|
128
|
Excellent
|
£5
|
Mike Stokey's Pantomime Quiz
Gamebook Vol 2
|
Unknown
|
Mike Stokey
|
1959
|
Soft
|
17x28
|
~30
|
Good – unpunched
|
£7
|
The Card Player's Omnibus
|
Willow Books
|
Gyles Brandreth
|
1986
|
Hard
|
24x19
|
192
|
Good
|
£4
|
A Gamut Of Games
|
Pantheon
|
Sid Sackson
|
1982
|
Soft
|
24x16
|
222
|
Good. Signed by |
£15
|
Popular Games Of Patience
|
Bazaar, Exchange & Mart
|
M. Whitmore Jones, Laurence
Morton
|
1922
|
Hard
|
22x15
|
166
|
Good. The dustcover is very
worn but has been put in a special protective sheet.
|
£7
|
A Book On Casino Craps
|
Van Nostrand Reinhold
|
C. Ionescu Tulcea
|
1981 |
Soft
|
23x15
|
149
|
Good
|
£4 |
A Book On Casino Blackjack
|
Van Nostrand Reinhold
|
C. Ionescu Tulcea
|
1982
|
Soft
|
23x15
|
130
|
Good
|
£12
|
The Ins & Outs Of Peg
Solitaire
|
Oxford Univerity Press
|
John D. Beasley
|
1985
|
Hard
|
22x14
|
275
|
Excellent
|
£7
|
Warman's Antique American
Games
|
Warman Publishing
|
Lee Dennis
|
1986
|
Soft
|
23x15
|
219
|
Good
|
£8
|
The Guinness Book Of
Traditional Pub Games
|
Guinness Publishing
|
Arthur R. Taylor
|
1992
|
Soft
|
23x17
|
192
|
Excellent
|
£4
|
Kate Greenaway's Book Of
Games
|
Chancellor Press
|
Kate Greenaway
|
~1990
|
Hard
|
24x19
|
64
|
Excellent
|
£3
|
Collector's Guide To Toys,
Games And Puzzles
|
Wallace-Homestead
|
Harry L Rinker
|
1991
|
Soft
|
23z19
|
165
|
Good
|
£7
|
The Official Encyclopedia Of
Bridge
|
Crown
|
Richard Frey, Alan F.
Truscott
|
1971
|
Hard
|
25x17
|
793
|
Good
|
£9
|
The Guinness Encyclopedia Of
Games Puzzles & Pastimes
|
Guinness Publishing
|
Honor Head
|
1988
|
Soft
|
25x19
|
256
|
Good
|
£4
|
Beyond Tic Tac Toe
|
Pantheon
|
Sid Sackson
|
1975
|
Soft
|
20x25
|
78
|
Good - unused
|
£8
|
Calculate
|
Pantheon
|
Sid Sackson
|
1979
|
Soft
|
20x25
|
72
|
Good, a few sheets have been
used. Signed by Sid.
|
£10
|
Chess Thirteenth Volume
|
Chess
|
Baruch H. Wood
|
1947
|
Hard
|
24x18
|
292
|
Good
|
£2.50
|
Design And Sell Toys, Games
& Crafts
|
Chilton Book Co.
|
Filis Frederick
|
1977
|
Hard
|
27x19
|
165
|
Good
|
£7
|
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