Jun 05 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?
101
Best Family Card Games, published by Parragon. 1998. Book.
Excellent. £2.50
Designed
by Alfred Sheinwold. Country: British, Desc. by Andy.
Card
game book with illustrations. The games
are categorised as follows: For The Family With Very Young Children; The War
Family; The Authors Family; The Stops Family; The Casino Family; The Rummy
Family; Trump Games; The Whist Family; The Hearts Family; Solitaire Games.
1825
Unit 1, published by Hartland Trefoil. 1995. Box. Good.
£24
Designed
by Francis Tresham. No. players: 2-5. Country: British, Duration: 2-4 hrs,
Desc. by Andy.
18XX
train game in which companies are managed, track built, trains operated and
stock traded. The game works by
alternating stock dealing rounds and operating rounds. Stock dealing rounds
allow players to buy shares. Operating
rounds allow the company presidents to build track, run trains & generate
revenue for shareholders. Many changes
have been made to the 1829 system, whilst retaining the basic game mechanics. A
complete game, but one which the designer expanded in (much) later releases.
1829,
published by Hartland Trefoil. 1974. Box. Two copies available:
1)
Excellent. £34 2) Good. £31
Designed
by Francis Tresham. No. players: 2-4. Country: British, Duration: 6-8 hrs,
Desc. by Andy.
The
first of the 18XX series, and way ahead of its time. Train game in which
companies are managed, track built, trains operated and stock traded. The game works by alternating stock dealing
rounds and operating rounds. Stock dealing rounds allow players to buy
shares. Operating rounds allow the
company presidents to build track, run trains & generate revenue for
shareholders. A real landmark
game. This is one of the longer 18XX
games.
AD&D
2nd Ed Player's Handbook, published by TSR. 1995. Book. Excellent.
£4.50
Designed
by David Cook. No. players: 2+. Country: American, Desc. by Andy.
This
edition of the AD&D 2nd Edition Player's Handbook has a fighter wielding an
axe breaking down a door on the cover.
It has a black background and red and orange writing. Inside the layout format has been modified
somewhat to that in earlier versions.
AD&D
Battle System, published by TSR. 1985. Box. Good. £6.50
Designed
by Douglas Niles. No. players: 2+. Country: American, Desc. by Andy. Special
notes: Only 1 metal miniature. I have
not counted all the die cut counters, but quite playable even if some are
missing.
AD&D
supplement which allows large scale battles to be played out in AD&D
campaigns, or it can be used as a standalone miniatures game. Includes rules
for the use of field artillery, flying, magic, invisibility and illusions. The set contains: 32 page rules book, 24
page scenario book, 16 page guide to miniatures, player aid cards, 2
miniatures, 3-D fold up buildings, army roster sheets and 801 die cut counters.
AD&D
Cardmaster Adventure Design Deck, published by TSR. 1993.
Box. Mint. £6.50
Designed
by Rich Borg. No. players: 1+. Country: American, Desc. by Andy.
Unusual
crossover game for AD&D 2nd Edition.
Rather than providing an adventure scenario a set of cards are provided
which can be used to create random adventures on the fly, with or without a GM. There are 108 location cards, 54 treasures
and 54 monster cards. The box states it is for character levels 3-6. Probably best used outside a campaign as a
one off standalone adventure.
AD&D
DragonLance: Dwarven Kingdoms Of Krynn, published by TSR. 1993.
Box. Mint. £7.50
Designed
by Douglas Niles. No. players: 2+. Country: American, Desc. by Andy.
AD&D
Roleplaying supplement for the DragonLance world. This set details the various dwarven realms in the land of
Krynn. The set includes: Songs of the
Loremaster booklet with information players may well know about the history of
the Dwarves on Krynn; A World In Stone booklet with GM only info; 4 mapsheets
in a modular style allowing endless variations of Dwarven Halls etc to be set
up.
AD&D
DragonLance: Player's Guide, published by TSR. 1993. Book. Mint. £2.50
Designed
by Douglas Niles. No. players: 2+. Country: American, Desc. by Andy.
AD&D
Roleplaying supplement for the DragonLance world. This book provides lots of information about the DragonLance
campaign setting, including: races of the world, major cities and regions,
deities, monsters, and a history of Krynn.
AD&D
Forgotten Realms: Elminster's Ecologies, published by TSR. 1994.
Box. Mint. £9
Designed
by Various. No. players: 2+. Country: American, Desc. by Andy.
Campaign
expansion set for the AD&D 2nd Edition campaign world. This set includes 9 booklets, 8 of which
describe various ecological niches in the world of Faerun - making each a
unique area to adventure in. The last
booklet is the Explorer's Manual with encounter tables etc. This set is in the deep box format as it
contains a lot of stuff!
AD&D
Ravenloft - Castles Forlorn, published by TSR. 1993. Box. Mint. £7.50
Designed
by Lisa Smedman. No. players: 2+. Country: American, Desc. by Andy.
Supplement
for the AD&D Ravenloft setting.
This set includes a 96 page book on The Weeping Land and Castle
Tritenoira which rules over it; Melancholy Meetings - a collection of
encounters for the GM to use; Eve of Sorrows - an assortment of mysteries and
nightmares within the castle itself. A
poster map is also provided of this new realm.
AD&D
Ravenloft - Dr Mordenheim's Laboratory, published by TSR / Ral
Partha. 1994. Box. Mint. £6.50
Designed
by Jeff Willheim, Dennis Mize. Country: American, Desc. by Andy.
A
boxed set of miniatures making up Dr Mordenheim's laboratory. This includes: A work table, a large rack
and machine for making Frankenstein like monsters!, one of said monsters, Dr
Mordenheim, a minion (think Igor) and a screaming woman.
AD&D
Ravenloft - The Nightmare Lands, published by TSR. 1995.
Box. Mint. £7.50
Designed
by Shane Lacy Hensley, Bill Skavicsek. No. players: 2+. Country: American,
Desc. by Andy.
Supplement
for the AD&D Roleplaying game, in the Ravenloft campaign setting. This is a campaign expansion boxed set which
contains everything necessary to adventure among dark dreamscapes and twisted
nightmares of the dream world. As well
as rules books it includes new creatures and 64 ready to play nightmares which
combine to form a full length adventure.
AD&D
Trivia Game, published by TSR. 1991. Box. Good. £7
Designed
by Richard Borg. No. players: 3-10. Country: American, Duration: 1 hr, Desc. by
Andy.
A
game for keen players of AD&D. The
players or teams are asked questions of varying difficulty, relating to events
which might occur within AD&D. If
you have a AD&D Rules Lawyer friend then this would make a great present
for them! Alternatively take it along to your roleplay club and be assured of a
fun hour or so.
AD&D:
Castles, published by TSR. 1990. Box. Excellent -
unpunched. £8
Designed
by Jeff Grubb, David Cook, Bruce Nesmith. No. players: 2+. Country: American,
Desc. by Andy.
Boxed
2nd Edition AD&D Set. This is an
unusual item as it includes loads of 'Adventure Fold-Up' pieces which can be
used to construct parts of castles: 40+ towers, buildings and walls, 60+
accessories (doors, rooftops etc), 40+ Tools of war (ballistae etc), 80+
floorplan aids. As well as all this it
also contains poster maps of 3 fortesses and booklets detailing them and giving
rules to use with the AD&D Battlesystem.
Air
Baron, published by Avalon Hill. 1996. Box. Good. £14
Designed
by Evan Davis. No. players: 2-6. Country: American, Duration: 2 hrs, Desc. by
Andy.
Players
own airlines and try to buy routes and landing privileges in a fiercely
competitive world of commercial aviation.
Players are trying to gain control of a certain proportion of the market
and accumulate money too. Strategic
decisions include whether to dominate a hub or spread out to other hubs,
whether to deploy jumbo jets for increased profits, take control of foreign
markets or even start fare wars. Includes lots of attractive plastic aeroplanes
too. I can supply Eamon's House Rules
if you remind me.
Air
Force, Box. 2
versions available:
1) Published by Avalon Hill. 1980.
Good. £8
2)
Published by Battleline. 1976. Excellent - only a few counters punched. £10
Designed
by S Craig Taylor Jr.. No. players: 2+. Country: American, Desc. by Andy.
Popular
plane to plane combat system covering the WWII European Theatre. Players take
control of single aircraft or a formation of aircraft. All the most interesting
aircraft available are represented.
Aircraft cards show all the relevant characteristics. Movement is
pre-plotted and then executed on the board simultaneously. Hits depend on
relative facing, range, and weapons used and use a CRT. Damage is scored
against aircraft parts. Rules are also included for air-to-ground combat,
different bombing techniques etc.
Air
Force / Dauntless Expansion Kit, published by Battleline.
1978. Box. Excellent - unpunched. £8
Designed
by S. Craig Taylor Jr.. No. players: 1+. Country: American, Desc. by Andy.
Expansion
Kit for Air Force and / or Dauntless (you can use it with either of these
games). This expansion includes 400
counters for additional aircraft, a counter tray, and thirty new aircraft data
cards. The new rules give ship
characteristics for roughly 50 ships, various new advanced and optional rules,
play by mail rules and a solitaire dogfight scenario, air-to-ground combat,
different bombing techniques etc.
Dauntless,
published by Battleline. 1977. Box. Excellent - unpunched. £10
Designed
by S Craig Taylor Jr.. No. players: 2+. Country: American, Desc. by Andy.
Dauntless
takes the Air Force plane to plane combat system into the WWII Pacific
Threatre. This set is standalone and
does not require Air Force. Players take control of single aircraft or a
formation of aircraft. All the most interesting aircraft available are
represented. Rules cover machine guns
and cannons, various different bombing methods, light and heavy flak,
kamikazes, radar, clouds, recon and industrial bombing missions, etc. The rules
booklet is 32 pages long but this includes various scenarios and historical
information. The game counters are especially thick.
Auf
Achse, published by F X Schmid. 1991. Box. 2 copies
available:
1)
Excellent - unused. £15 2) Good. £13
Designed
by Wolfgang Kramer. No. players: 2-6. Country: German, Duration: 90 mins, Desc.
by Andy.
Excellent
route planning and delivery game. Players drive their delivery trucks up and
down Germany and neighbouring countries, competing for contracts which come up
at auction. Very nice lorries and goods
to put on them. I also have some house rules to reduce the luck of the dice
used for movement, which adds to the skill level quite a bit, making it a game
I can highly recommend.
Backwords,
published by Random House. 1988. Box. Good. £3
Designed
by Robert B Fuhrer. No. players: 2+. Country: Canadian, Duration: 45 mins,
Desc. by Eamon.
Very
good game in the Trivial Pursuit, Pictionary, Guesstures type of line. Instead
of trivia, the game is designed around people's ability to understand words as
they are read out backwards by the question-master that round. Not nearly as
easy as it sounds. Components in very good condition, and includes 800 cards
with somewhere near 2000 words to play with.
Bali,
published by Kosmos. 2001. Box. Excellent. £13
Designed
by Uwe Rosenberg. No. players: 3-4. Country: German, Duration: 75 mins, Desc.
by Andy.
Most
unusual card game in which the players fight for dominance over four
islands. The Dalang visits the islands
and on arrival rewards the players who control the prince and the priest on
that island with victory points. Each player has four hands of cards, one
associated with each island, but only the hand for the island the Dalang is
currently at is in use. Cards are
played to challenge other players to become the priest or prince, move cards
between hands on different islands, and trade cards with the deck. There is plenty of scope for clever card
play, and the game doesn't feel like anything else.
Baseball
Tycoon, published by LaForest Productions. 1998. Box.
Good. £12. Designed by William D Barber.
No.
players: 2-5. Country: American, Duration: 75 mins, Desc. by Andy. Special
notes: 1st edition
Baseball
business game, where you get to run the club, sign players, do trades, deal
with agents, cope with injuries, and aim to field the best team to win the
Pennant. Players come in six categories from 'scrubs' to 'superstars'. During
the game money is earned according to your TV and licensing deals, the size of
your stadium and the quality of your players.
The game is driven by rolling the dice and moving around an outer track,
but choices are available on most spaces.
Best
Seller, published by Gamescene. ca.1985. Box. Good. £7
Designer
Unknown. No. players: 2-4. Country: British, Desc. by Eamon.
Promotional
game, made for the milk delivery firm, Unigate Dairies. Business game of buying
and selling groceries. A four stage
game. 1) purchasing products, 2)
marketing expenditure, 3) selling products, 4) marketing income. An unusual mechanism gives the players a
variety of choices of what to buy and sell and at what prices. The marketing
phases involve moving around various tracks on the board, with options on where
to move next, and choosing how to make the best of the opportunities
presented. Unusual item.
Block
Mania + Mega Mania, published by Games Workshop. 1987. Box.
Good, but see description!. £16
Designed
by Bryan Ansell. No. players: 2-4. Country: British, Duration: 2 hrs, Desc. by
Andy.
Sci-fi
game based on the world of Judge Dredd - Mega City One. Cities have become
dominated by individual city blocks, each fighting their neighbours for more space
in which to live. As you would expect from this company there are loads of
chunky cardboard counters depicting the combatants, special weapons, special
locations etc, as well as cards which give all sorts of advantages and extra
abilities. This set comes in one box only (the Mega Mania box), and is missing
the two block boards from the original game (so can be played by 2 players only
as is), but comes with 4 rather than 7 counter sheets (partially punched). For £3 extra I can make copies of and laminate
the 2 boards to allow up to 4 to play using the Mega Mania rules.
Blue
Line Hockey, published by 3M. 1969. Box. Excellent. £20
Designed
by Frederick A Herschler. No. players: 2. Country: American, Duration: 45 mins,
Desc. by Andy.
Two-player
ice hockey game, non-statistical. A good head-to-head game of strategy. In the
plastic wrap-around box much favoured by 3M sport games. The game simulates
most aspects of ice hockey including player movement, passing, stealing,
shots-on-goal, and penalties using a combination of dice, cards, and a lookup
table.
Booby-Trap,
published by Parker. 1965. Box. 2 copies available:
1)
Box Worn. £3 2) Good. £4
Designer
Unknown. No. players: 2+. Country: British, Duration: 10 mins, Desc. by Andy.
Dexterity
game. Unusually for a manufacturer like this, it comes with a wooden frame,
into which are wedged the plastic pieces. They are held in place by a bar on a
spring. The object is to remove pieces one by one, without setting off the
spring. Good fun and nicely made.
Bowl
Bound, published by Avalon Hill. 1978. Box. Good. £7
Designed
by Thomas R Nicely. No. players: 2. Country: American, Duration: 2 hrs, Desc.
by Andy.
Special
notes: Includes two sets of college teams sheets as well as additional
solitaire rules.
A
statistical College American Football game, using the Fast Action card system
pioneered in Paydirt. The teams are selected from great College sides of the
past.
Business,
published by Edition Spielbox. 1993. Pouch. Good. £4
Designed
by Reiner Knizia. No. players: 3-5. Country: German, Duration: 15 mins, Desc.
by Andy.
A
colour folded A3 sheet which acts as gameboard as well as having the rules on
the back. You will also need 20 chips
per player and two other game pieces.
The board shows seven different businesses in which the players take it
in turn to invest some of their 20 chips.
There are 7 rounds and each player can invest in each business only
once. At the end points are awarded for
the most, 2nd most etc chips in each business.
What makes the game interesting is that there is a 'bad' token and a
'good' token which get moved around the board in opposite directions whenever
anyone invests in a business they are standing on. These nullify and double the points for the businesses they stand
on at the end of the game.
Cambio,
published by Lagoon Games. 1996. Box. Good. £7
Designed
by Maureen Hiron. No. players: 2-3. Country: British, Duration: 15 mins, Desc.
by Eamon.
Special
notes: Also included is a summary of the rules to Quixo which can also be
played with this set.
Abstract
game with a substantial wooden board and large wooden cube pieces. Each player
has a symbol on the cubes, which can be
rotated to show different symbols, and be pushed along the rows so that the
patterns change all the time as the
game progresses. The object is to get
five of your symbols in a row. Includes a variant game called Cambio Cross and
rules for a 3 player version as well.
Camelot,
published by Asmodee Editions. 2004. Box. New. £8
Designed
by Reiner Knizia. No. players: 2-5. Country: French, Duration: 50 mins, Desc.
by Andy.
Card
game in which the players are Arthurian knights who are competing at a
tournament. The cards give strength in
five different events: various weapon events, unarmed combat and jousting, each
with their own different characteristics.
Play involves deciding when you have strong enough cards to try to win
an event, and when it is best to admit defeat.
The game uses a clever card drawing system which ensures you must manage
your hand of cards very carefully. The
card mix also includes various special cards which let you change the weapon in
the current event, deflect opposing cards etc.
Fun and interesting card game - recommended. Originally published as
Ivanhoe by GMT.
Campaign
Issue 84, published by Don Lowry. 1978. Magazine. Good.
£1.25
Designed
by Don Lowry. Country: American, Desc. by Andy.
Wargame
magazine, but with articles of more general interest too. The magazine was previously known as
Panzerfaust. This issue's articles include: Weserubung: The German Invasion of
Norway 1940, Russian Campaign, Designer's Notes on Elric, Grand Army Additions,
Dauntless Review, Cosmic Encounter Review, Book Reviews, Short Reviews,
Letters.
Carat,
published by Queen Games. 1998. Box. Excellent. £11
Designed
by Dirk Henn. No. players: 2-4. Country: German, Desc. by Eamon.
Skilful
abstract tile laying game, with unusually shaped tiles representing different
multi-coloured diamonds. Players must place their tiles around numbered discs,
and when a disc is completely surrounded it is taken out of play. Play
continues until all discs are surrounded. They are then returned to their start
position and players score according to how many tiles they surrounded or
helped to surround. Scoring is further amended by how many different players
were involved in a complete surround of a disc.
Caribbean
Cruise Game, published by Worldwide Cruise Line Inc. 2000.
Tube. Excellent. £18
Designed
by Clive Ramsden. No. players: 2-10. Country: American, Desc. by Andy.
Special
notes: Numbered and signed copy: 98/100
Limited
edition game which comes in a very sturdy polycarbonate tube, with a large
laminated board, and laminated ship playing pieces in clay bases. Players sail around the Caribbean and visit
various islands where they get to see all sorts of sights and events which come
up on the cards. The objective is to be
the first player to have visited a predetermined number of islands. The cards
all have evocative details of sights you might see in the Caribbean and the
game was clearly intended as a promotional item to encourage customers to go on
a Caribbean cruise.
Cathedral,
published by Lagoon Games. 1986. Box. Box shows wear. £20
Designed
by Robert P Moore. No. players: 2. Country: American, Duration: 15 mins, Desc.
by Andy.
Really
beautifully produced 2 player strategy game. In this edition the pieces are
solid wood, and very chunky, each looking like part of a medieval town - really
attractive. The game itself is also very good, players try to surround a
neutral cathedral with their own buildings, or failing that surround a single
opponent's piece, or failing that cut off areas for their own use. The winner is the player who ends up with
the smallest area of unplaced buildings.
Surprisingly interesting game, and appeals to those who generally
dislike abstracts too.
Chemplay,
published by Essochem Europe Inc. 1974. Box. Good. £14
Designer
Unknown. No. players: 4-7. Country: British, Desc. by Andy.
Business
game based on the petro-chemical industry developed by Esso, apparently for use
in internal seminars and staff training programmes. The game has some similarities to Monopoly, with a track around
which players move with the opportunity to buy properties, and develop them in
order to make more money. However,
there are also quite a few extra features, a major one being that there are two
types of players: merchant banker players and chemical company players, who
obtain money in different ways and can interact. Also, the chemical company players can buy various chemical
plants and get income that way as well as by buying property. The board is
printed on a clear plastic roll, and the game uses a neat double sided dial for
expenses etc.
Chess
Board Puzzle, published by Unknown. ca.1950. Box. 1 end of box
missing. £0.75
Designer
Unknown. No. players: 1. Country: British, Desc. by Andy.
Puzzle
comprising of 15 pieces in different shapes, but each piece featuring a number
of squares to a chess board. The object is to form them into a regular chess
board.
Chinese
Chequers, published by Chad Valley. ca.1930. Box. Box poor.
£8
Designer
Unknown. No. players: 2-6. Country: British, Duration: 30 mins, Desc. by Eamon.
Very
nice version of this classic - good enough to keep out on your coffee
table. The board is made of tin-plate
and is attractively coloured, with a Chinese theme. The pieces are plastic
pegs, 6 sets of 10. The board
has
holes for where the pieces move, and the peg into the board during play. The
box is complete, but the glue is failing and it is not in very good condition,
though it does have the rules printed
on it.
Choo
Choo, published by Piggy Toes Press. 1997. Box. Mint -
in shrink. £8
Designed
by Ted Smart. No. players: 1. Country: British, Desc. by Eamon.
A
very nice item, most attractive. Not a game, more a book that turns into a toy.
Essentially, it looks like a bookcase game, but when you open it out, it forms
a pop-up village, and a railway track that runs around it. Inside there is a
plastic train (in the style of the old Western trains), and this works by
clockwork, so you wind him up, and he will chug round the track. Also has a
button and batteries to make a 'Whoo Whoo' noise. This would make a wonderful
present if you didn’t want to add it to your train 'game' collection.
Clinch,
published by Edition Spielbox. 1993. Pouch. Good. £3
Designed
by Reiner Knizia. No. players: 2. Country: German, Desc. by Andy.
A
colour folded A3 sheet which acts as gameboard as well as having the rules on
the back. You will also need 6 white
and 6 black playing pieces, 12 white counters and 12 black counters. The game is played on a 6x6 grid. The playing pieces start on the board and
the objective is to get all your counters onto the board too. This is done by moving your playing pieces
like chess rooks, but every space moved over gets one of your counters placed
on it if there isn't one there already, and when you place a counter or playing
piece on an opponent's counter the counter is returned to your opponent to have
to play again.
Comings
And Goings / Paternoster, Box.
Several copies available:
1)
Comings & Goings, published by Gibsons. 1991. Box. Good. £6. Country:
British
2)
Comings & Goings, published by Gibsons. 1991. Box. Good, but gash on lid
has been taped up. £5. British.
3)
Paternoster, published by F X Schmid. 1990. Box. Excellent. £6. German.
Designed
by Uli Geissler. No. players: 2-6. Duration: 30 mins, Desc. by Andy.
Superior
(and tough) memory game as you try to recall who entered a 'rolling lift'
(known as a Paternoster). To make it
harder still the lift sections will all go up / down between turns moving the
hidden passengers and making this a real challenge. Nice illustrations on the
cards.
Competitive
Edge - Issue 11, published by One Small Step. ca.1995.
Magazine. Excellent. £5.50
Designer
Unknown. Country: Canadian, Desc. by Andy.
Formerly
known as Game Fix, this followed a similar style, with a complete game in each
issue and variations for many other games.
Game this issue is Cybernaut, about hackers in a fight for control of
the Net by Joe Miranda.
Other
articles include: Ancients, Magic The Gathering
Corruption,
published by Descartes Editeur. 1999. Box. In shrink. £7
Designed
by Bruno Faidutti. No. players: 3-7. Country: French, Duration: 30 mins, Desc.
by Andy.
Card
game. 112 cards in an entertaining, interactive game of bribery. Players use
their cards to obtain lucrative construction contracts by furnishing bribes,
but too much means no profit, or too little means no business. As well as
standard bribery cards there are special cards which can significantly affect
the outcome, but these are one use, whereas the bribery cards can be reused.
Cosmic
Encounter, published by Eon. 1978. Box. Box shows wear, 1
corner taped. £48
Designed
by Bill Eberle, Peter Olotka, Jack Kittredge & Bill Norton. No. players:
2-6.
Country:
American, Duration: 1-2 hrs, Desc. by Andy.
Special
notes: Base set+Exp 1+2+3+flares only from Exp 4. So 50 alien powers+flares+6 boards and counter sets. Photocopied
rules. 3 tokens substituted.
Original
edition of this wonderful game. Each player takes the role of an alien race
which starts off with 5 bases on its own planets, but each wants to be the
first with 5 bases on other races' planets.
This is done by making attack attempts and inviting attacking and defensive allies, and playing cards to
resolve the attack. However, what makes this game great is that each race has
one or more rule breaking alien power, and the way these interact is really
great. Every gamer should own a copy of
one of the editions of this game in my opinion - highly recommended.
Cosmic
Encounter, published by Games Workshop. 1986. Box. Good. £38
Designed
by Bill Eberle, Peter Olotka, Jack Kittredge & Bill Norton. No. players:
2-6.
Country:
British, Duration: 1-2 hrs, Desc. by Eamon.
The
only British edition of this wonderful game. 32 of the best aliens from the
original American edition and some of the American expansions. Does not include Flares. See also description for Eon version above.
D&D:
Champions Of Mystara, published by TSR. 1993. Box. Shrinkwrapped
but dented. £6.50
Designed
by Ann Dupuis. No. players: 2+. Country: American, Desc. by Andy.
Dungeons
& Dragons Roleplaying Supplement. The full title is Champions of Mystara -
Heroes Of The Princess Ark. This boxed
set is a compilation from the Dragon magazine series of the same name. The Princess Ark is a flying ship which
explores the world of Mystara. It
includes: 3 guidebooks (total 224 pages), 8 ship recognition cards, 2 25mm
scale deck plans for the Princess Ark, 2 mapsheets. As well as many adventure ideas the set covers rules for
constructing and operating flying ships and describes the lands to the west of
the Known World, and provides a guide to GMs making their own world.
Der
Fliegende Hollander, published by Parker. 1992. Box. Good. £15
Designed
by Klaus Teuber. No. players: 3-6. Country: German, Duration: 75 mins, Desc. by
Andy.
Interesting
game, with wooden pieces, cards, and horseshoe tiles with racks to keep them
on. Players set out to make money as merchant traders, but must avoid meeting
the Flying Dutchman, who will curse their voyage if they should cross paths.
The player who gains the highest value of shares (representing wealth) by the
end will win. The Dutchman is controlled by the players throughout the game,
but care is needed to use your influence wisely or you will be caught near the
end with no influence left just when you need it most. Plenty of decisions to
make. Plays especially well with 5-6 players. Recommended.
Desperanto
Playing Cards, published by Qui Vive. ca.1970. Box. Good. £3.50
Designer
Unknown. No. players: 2+. Country: British, Desc. by Eamon.
Very
unusual pack of cards, each card is a regular playing card, but also features
an illustration so that the cards will teach the player some of a foreign
language whilst playing. The cards feature English, Spanish, French and German.
Very nice, unusual item.
Die
Pyramiden Des Jaguar, published by Kosmos. 2002. Box. In shrink.
£11
Designed
by Gunter Burkhardt. No. players: 2. Country: German, Duration: 30 mins, Desc.
by Andy.
Card
game in which the players take it in turn to offer their opponent two cards
(numbered 1-40), and their opponent takes one and adds it to their pyramid
structure and the remaining card is added to the offerer's pyramid. The pyramids are shown on a board and the
numerical ordering of the cards in the pyramid is vital. If a player has to place a card onto another
card because the ordering provides no gap, then this is permitted but is
undesirable. The round ends when a
player completes his pyramid and gets a bonus for doing so. A very clever tactical game which is based
on the earlier game Pacal.
Die
Siedler Von Catan, published by Franckh Kosmos. 1995. Box.
Excellent. £19
Designed
by Klaus Teuber. No. players: 3-4. Country: German, Duration: 75 mins, Desc. by
Andy.
This
is the original game which started the now extremely prolific 'Settlers' family
of games. It won the German Game of the
Year award in 1985, and has been probably the best selling European style strategy
game of recent times. The game itself
is excellent, and involves building up from a couple of small settlements on a
newly colonised island into a much larger group of settlements and cities. This is done by gaining resources from
terrain according to dice rolls, trading these resources with the other players
and using them to build more roads, settlements, cities, and other
advancements. Very interactive and
great fun. Highly recommended.
Die
Siedler Von Catan: Das Turnier-Set Zum Kartenspiel,
published by Kosmos. 1996. Box. Mint. £8
Designed
by Klaus Teuber. No. players: 2. Country: German, Duration: 75 mins, Desc. by
Andy.
Settlers
Card Game expansion set. This set
includes 60 cards which it is intended should be used to enhance and customise
1 player's card selection in the Settlers Card Game, playing using the
'Tournament rules'. However, there is
nothing to stop you adding this to the standard (shared set) game for added
variety and interest. This is the
German version, so there is German on the cards. I am supplying a translation of the cards along with rules from
the various theme sets to give extra ideas on how to make use of this set.
Dots,
published by Adlung Spiele. 1998. Box. Excellent. £2.50
Designed
by Bernhard Naegele. No. players: 2-6. Country: German, Desc. by Andy.
The
cards have a variety of shapes, cubes, rods, cones and spheres floating in
space. Cards are dealt to the table and the players must quickly count the
number of spheres shown on all cards and then use their number cards to produce
this total. First to do this wins the
round.
Dungeonquest,
published by Games Workshop. 1987. Box. Good. £10
Designed
by Dan Glimne & Jakob Bonds. No. players: 1-4. Country: British, Duration:
1 hr, Desc. by Andy.
Special
notes: This set has photocopied rules, 2 replacement figures, and a few tiles
and cards missing, but is still entirely playable despite being incomplete -
hence the low price (normally twice as much).
Players
explore the ruins of Dragonfire Castle trying to reach the treasure chamber in
the center of the dungeon and escape alive with as much treasure as possible.
Time pressure forces the players to take risks because anyone left in the
dungeon when the game ends dies! The dungeon is created with tiles to produce a
maze-like dungeon and ensures no two games are ever the same. Recommended.
Elchfest,
published by Kosmos. 1999. Box. Good. £10
Designed
by Hermann Huber. No. players: 2. Country: German, Duration: 10 mins, Desc. by
Andy.
Dexterity
game with a cute wooden elk for each player, a wooden base platform on which
the elks start and wooden stepping stones which the players flick carrom
style. Each player gets two flicks in a
row and if a stepping stone is close enough for their elk to step onto it then
it may. The objective is to get your
elk across to your opponent's base platform before they get their elk to
yours. Silly but fun. Part of Kosmos'
successful 2 player square box range of games.
Eulen
Zauber, published by Haba. 1991. Box. Good. £24
Designed
by Erich Manz. No. players: 2-4. Country: German, Duration: 30 mins, Desc. by
Andy.
Beautifully
produced game in which the players each have four owls whose heads have got
muddled up with those of their opponents' owls! In addition there is a mischievous black owl as well. The players use movement points from special
dice to move around owls with bodies or heads of their own colour as well as
the mischievous black owl. When owls
land on the same space they swap heads!
Once one of your owls has a matching head and body you can then try to
get it back to the safety of its nest.
A light but amusing game with decisions to make and wonderful bits.
Quite hard to find.
Euro
Touring, published by Jumbo. ca.1968. Box. Good. £5
Designer
Unknown. No. players: 3-6. Country: Dutch, Desc. by Andy.
Family
board game in which the players move their playing piece around a large map of
Europe. Spaces landed on can either let
you try to identify a town from a picture, try to answer a question set by the
'Euro-Disk', which reveals the answer to only one question out of about 100
questions about the various countries, or have to pay money at other spaces.
Correct answers get you money and postcards, and enough postcards will get you
maps, which are what you need to win the game, along with money at the end.
Excalibur,
published by Wotan. 1989. Box. Excellent. £12
Designed
by Julian Musgrave. No. players: 2-6. Country: British, Duration: 2-4 hours,
Desc. by Andy.
Attractive
economic and military game set in Arthurian Britain. Players must balance raising troops against building churches
against reinforcing castles. Managing the estates and not leaving oneself too
thinly spread is important. Though not
a wargamer I have to admit to rather liking this game - I think the economic side
appeals greatly. It was distributed in
the U.S. by Iron Crown Enterprises.
Face-Off
Pro Hockey Game, published by Confro Inc. 1985. Box. Good.
£15
Designer
Unknown. No. players: 2. Country: American, Desc. by Andy.
Special
notes: Includes 1985-86 NHL team cards
Statistical
ice hockey game. Cards are provided to represent individual NHL players. This
is a detailed simulation of the game of professional ice hockey, and with
basic, advanced and further optional rules it can be tailored to suit your
preferences. The game play revolves around the use of four dice, the Game Chart
and the player cards. A roll of the dice on either the Game Chart or a player
card will lead to an instruction or code, with that action to be taken
immediately. Play involves strategic
decisions, so this isn't a pure replay game.
Very well regarded by sports game fans.
Famo,
published by Alf Cook Ltd. ca.1950. Box. Box poor, contents good. £2.50
Designer
Unknown. No. players: 2+. Country: British, Desc. by Andy.
Card
game. Subtitled the Historical Card
Game. The cards show a number of famous
characters eg. Sir Walter Raleigh, Sir Francis Drake, Admiral Nelson etc along
with cards showing things associated with each. The game itself is essentially a simple set collecting game.
Fette
Autos, published by Edition Erlkonig. 2002. Box. In
shrink. £12
Designed
by Heinrich Glumpler. No. players: 1-6. Country: German, Duration: 45 mins,
Desc. by Andy.
Motor
racing card game. There is no track,
instead it is just the relative positions of the cars that show how players are
doing. Cards are used to indicate
whether the current track section is a straight or corner (with speed limit),
and players have a display of three cards which they add to and take away from
throughout the game. How well these
cards match the current track determines how well the cars do. Some interesting
ideas and a game which takes a play or two to get used to as it is so unusual.
Finale,
published by Kosmos. 1998. Box. Good. £9
Designed
by Oliver Abendrath. No. players: 2. Country: German, Duration: 45 mins, Desc.
by Andy.
Soccer
card game. The footballers all have good and bad spells during the game which
is represented by having different strengths on each side of their square
cards. Once used a player must turn to
use the next side. Neat idea, and plays
well. Part of Kosmos' well regarded 2 player square box range.
Finstere
Flure, published by 2F Spiele. 2003. Box. In shrink. £17
Designed
by Friedmann Friese. No. players: 2-7. Country: German, Duration: 45 mins,
Desc. by Andy.
Fun
game in which each player has 3 or 4 people who need to escape from the
dungeons. However, also in the dungeons
is a monster, which will kill anyone it encounters. First the players take it in turns to move their people around the
dungeon floor, going around, over or behind various obstacles such as pools of
blood, stone blocks, teleporters; and then the monster moves. Each round he moves a different amount, and
he follows fixed rules which depend on what he can see to guide him, and woe
betide anyone in his way. It is
possible by clever play to manipulate the monster into finding another player's
man, which is especially satisfying if they were about to escape... Unusually it plays especially well with 5-7
players.
Fire
And Movement No. 74, published by Unknown. 1991. Magazine.
Good. £0.75
Designer
Unknown. Country: American, Desc. by Andy.
Includes
reviews, summaries, and debates on games.
Main articles this issue:
Air
Bridge to Victory, Gallant Few, Napoleon’s Battles, Battle of Britain, Computer
Wargames, Desert Victories, Carrier War, A Line In The Sand, Best Monster Game
from the 70s: Invasion America.
Fische
Fluppen Frikadellen, published by 2F Spiele. 2002. Box. In
shrink. £23
Designed
by Friedemann Friese. No. players: 2-5 (15). Country: German, Duration: 90
mins, Desc. by Andy. Special notes: Version C (this matters only if you want to
play the multi-table game).
Very
nicely produced trading game in which players move around the board using paths
and, when convenient, boats. There are various kiosks around the board at which
players can buy and sell various goods.
The buying and selling prices are determined by a clever supply and
demand system which makes it important not to sell something just after another
player has dumped lots of that item. During the game three special items have
to be bought and the player who first buys their third special item wins. The game can be played with multiple copies
on different tables, in which case a player can move off his board and join
play at another table and make use of the different prices on that table. The game takes up to 15 in this way.
Fliegen,
published by Lui Meme. 2003. Box. Excellent. £4
Designed
by Philippe Des Pallieres. No. players: 2-5. Country: German, Duration: 20
mins, Desc. by Andy.
Small
box game of bluffing and outguessing your opponents. Each player has a handful of flies (yes, little plastic flies)
which are used to bid for cards over 12 rounds. However, rather than the highest bid winning, players must guess
the total number of flies bid by all players, with a tiebreak being the number
of flies bid. The cards give victory
points to the winner, allow victory points to be deducted from another player,
or give special abilities for future rounds such as Fly Spray which lets you
eliminate flies from an opposing bid.
Also extra flies are earned by all players correctly guessing the total
number of flies everyone bid.
Football
Strategy, published by Avalon Hill. 1972. Box. Two copies
available:
1)
Box shows wear. £10 2) Good, one edge
taped. £11
Designed
by Tom Shaw. No. players: 2. Country: American, Desc. by Eamon.
One
of the best two-player games ever devised. Non-statistical. One player picks a
play, the other a defence and the two results are cross-referenced to get a
result. There is a high degree of skill in this because you know what you
should call to get the best chance of a result in your favour, the defence know
that as well. Will you call it? Will you double bluff? Even if you do not particularly
like American Football, this is still a great game.
For
Sale, published by Ravensburger. 1997. Box. Good. £8
Designed
by Stefan Dorra. No. players: 3-5. Country: German, Duration: 25 mins, Desc. by
Andy.
Card
game played in two stages. In the first
stage players bid for buildings using money chips in a clever bidding
system. In the second stage these
buildings are then sold and player who manages to realise the most money at the
end of the game wins. Very attractive
building cards and a fast playing fun little game.
Formula
One, published by Waddingtons. ca.1967. Box. Good, but
1 corner taped. £13
Designed
by John Howarth & Trevor Jones. No. players: 2-6. Country: British,
Duration: 45 mins, Desc. by Andy.
Old
but good motor racing game. Players
keep records of their speed, brake-wear and tyre-wear on their personal car
dashboards. Dice are only used for testing if corners have been successfully
negotiated should they decide to drive too fast around them, and thus take a
risk. Tactics cards can be used to
advantage, and the rules also cover pitting.
Fossil,
published by Rio Grande Games. 1998. Box. Good. £10
Designed
by Klaus Palesch. No. players: 2-6. Country: American, Duration: 40 mins, Desc.
by Eamon.
Set
collection game based on fossil collecting. Each fossil is made up of 9 cards,
and players move stones across the board claiming fossil cards each turn. Moves
cost points, but collecting cards earns points, and the more complete a fossil
is at the end of the game the more valuable it is.
Freight
Train, published by White Wind. 1993. Box. Excellent.
£26
Designed
by Alan Moon. No. players: 2-5. Country: German, Duration: 90 mins, Desc. by
Andy.
Unusual
train game in which the players shunt around various types of freight between
the public holding yards and their own trains which are being formed as well as
their own private holding yards. The
game is divided into three sections and after each section points are awarded
for the largest and second largest freight train of each type, as well as for
the longest mixed freight train. The
scoring works slightly differently in each section to discourage players from
having left over freight in their holding yards at the end of the game. You will need a large table to play this
with more than three players.
Friesematenten
Expansion, published by 2F-Spiele. ca.1998. Box. Excellent.
£3.50
Designed
by Friedemann Friese. No. players: 2-4. Country: German, Duration: 1 hr, Desc.
by Andy.
Card
game, 60 cards illustrated in colour, in the unique style one now associates
with this designer and his company.
While this is only an expansion pack the game can be played using it,
you just need to provide:
20
markers (to put on cards), some play money / chips and a player marker. The cards have German text on, but I can
point you to a translation on the web (it translates all the potential 200
cards, with pictures, which could be in this pack as the cards are a semi
random mix). I can print this for you
if you wish, but will have to charge extra.
I will provide English rules with the game anyway though.
Fuzzy
Felt Bees Game, published by Toy Brokers Ltd. 2002. Box.
Excellent. £4
Designed
by Mandolyn Ltd. No. players: 2-4. Country: British, Duration: 5 mins, Desc. by
Andy.
Young
children's action game. 20 large
colourful felt bees are placed on a felt mat and each player has a bee swatter
(with velcro strip) and a hive. When
the game starts the players try to pick up bees with their swatter by swatting
them, and any bees so collected are placed on that player's hive. Once all bees have been collected the player
with the most in their hive is the winner.
Games
Review - Batch of 3, published by Sladen Publications. 1990.
Magazine. Good. £1.75
Designed
by Rik Rose. Country: British, Desc. by Andy.
Vol
2, Issues 5,7,9. This magazine is half
role playing games and the other half split between general games and
wargames. Highlights in these issues
include articles on: Quite a few AD&D supplements, Star Wars roundup, Siege
of Jerusalem, Europe Aflame, Star Fleet Battles, Aliens, Kalahen, Railway
Rivals, Cyberpunk special, Several MERP supplements, 5th Fleet, Eidelweiss,
PanzerBlitz, Deathwing,
Libel
- The Game, TORG, Empire In Flames, Fire In The East, Shell Shock, Best of
Dragon Games, Space Hulk variants
Get
Out!, published by Brooke Bond. ca.1985. Box. Mint. £4
Designer
Unknown. No. players: 2+. Country: British, Desc. by Eamon.
Advertising
card game, featuring the PG Tips monkeys. Based on Speed (by Pepys), which was
also used as the inspiration for Uno. The cards feature photographs of the
chimps from the TV commercials (who have names like Kevin, Samantha and
Geoff!!).
Gipf,
published by Don & Co. 1998. Box. In shrink. £15
Designed
by Kris Blum. No. players: 2. Country: Dutch, Duration: 30 mins, Desc. by Andy.
Very
well regarded strategy game which is based on the classic idea of the players
alternately playing a piece onto the board trying to achieve 4 pieces in a
row. However, when this is achieved
players remove their row of pieces for reuse and capture any opposing pieces
which extended that row of pieces.
Captured pieces cannot be re-entered into play. The game is also the first in a series of
games, which can be combined together in a unique way. The production quality of the game is also
excellent.
Grosse
Geschafte, published by Bewitched Spiele. 2004. Box. In
shrink. £20
Designed
by Andrea Meyer. No. players: 3-5. Country: German, Duration: 90 mins, Desc. by
Andy.
German
version of Mall World. A giant mall is to be built and the players are supervising
the planning. Players obtain contracts
to get certain types of buildings placed in groups by the end of the game, and
will score for each such occurrence. In addition the players also auction up
cards which allow the play of the buildings to the board, and so players must
try to obtain contracts and building placement cards which go together
well. The game also gives incentives to
play contracts both early and late in the game, so making the choice of when to
do what quite tricky.
Haggle,
published by Galleon Games. 1993. Box. Excellent. £5
Designer
Unknown. No. players: 2-8. Country: British, Duration: 1 hr, Desc. by Andy.
Negotiation
and deal making game in which players buy, sell and barter cars, racehorses,
houses, oil paintings, ming vases and shares amongst themselves hoping to get
the best deals and end up with the most valuable portfolio at the end of the
pre-agreed playing time.
Hare
And Tortoise: various editions available:
1)
Hare And Tortoise published by Gibsons. 1987. Box. Good. £15. No. players: 2-6.
Country: British. 3rd Edition.
Special notes: One side of the box is a
little faded.
2)
Hase Und Igel, published by Ravensburger. 1978. Box. Good. £15. No. players:
2-6. Country: German.
3)
Britvic Strategy, published by Waddingtons. 1983. Box. 1 box corner taped up.
£14. No. players: 3-4.
Country: British. Promotional game, which uses the same system
as Hare & Tortoise but with a different
winning condition and a board layout
designed specifically for 3-4 players.
Designed
by David Parlett. Duration: 1 hr, Desc. by Andy.
Won
the German Game of the Year in 1979. Classic race game in which carrots are
spent to move forward using triangular numbers, so 1 space costs 1, 3 spaces 6
and 5 spaces 15 etc. Carrots can be
regained by moving backwards. This
results in a very clever game in which it is possible to win by moving ahead
quickly, lagging back collecting carrots for a long time or doing something in
between. Brilliant, and highly
recommended.
How
Ruck!, published by Kosmos. 2002. Box. In shrink. £11
Designed
by Richard Borg. No. players: 2. Country: German, Duration: 30 mins, Desc. by
Andy.
Tug
of war game set in the Scottish Highlands.
Players play cards showing assorted caricatures onto either end of the
rope - good ones on your side, bad on the other, and when a Heave Ho card is
played strengths are compared. Various
sneaky cards can be played including Nessie, who can either help pull or eat
someone! One of the simpler games in
the Kosmos 2 player series.
How
To Host A Murder: Grapes of Frath, published by Decipher
Inc. 1986. Box. Box good, contents unused. £7
Designed
by Anne & Robert Johnson. No. players: 8. Country: American, Duration: 2-3
hrs, Desc. by Andy.
Murder
mystery evening set designed for 8 people.
Archibald Frath, famous champagne producer invites some 'friends' to his
yacht in a secluded Mediterranean harbour. However, a murder is discovered and
the players must work out who is the culprit.
The game includes a cassette tape which is played at various stages
during the game, clue booklets, guest invites, and a blue-print of the luxury
motor yacht. Costume suggestions and
dinner menu (inc. recipes) also included, but both optional. Sadly a real luxury motor yacht is not
included.
International
Road Racing, published by Lambourne. ca.1985. Box. Good. £9
Designed
by Terry Goodchild. No. players: 1+. Country: British, Desc. by Andy.
Special
notes: Rider stats provided for 1984 (500cc, 250cc, Sidecar), 1985
Transatlantic Challenge, 1986 (80cc - 500cc).
International
Motor Cycle Racing replay game. The system simulates progress through the race
by grouping racers and having them gain or lose advantage through the replay
and so dropping back or advancing to different groups of riders. Only on the last lap does position within a
group really matter. There are various
different sets of statistical data available for this system.
Jupiter,
published by Edition Spielbox. 1993. Pouch. Good. £4
Designed
by Reiner Knizia. No. players: 2-4. Country: German, Duration: 10 mins, Desc.
by Andy.
A
colour folded A3 sheet which acts as gameboard as well as having the rules on
the back. You will also need six dice,
and six counters + a playing piece per player. This is clearly an early form of
Reiner's excellent Auf Heller & Pfennig. Players must either roll a dice
and place it onto a space on the grid or place one of their counters which
immediately scores the value of the dice in its row and and column. When the grid is full the player with the
highest score wins.
Kai
Piranja, published by Abacus Spiele. 2004. Box. In shrink.
£10
Designed
by Oliver Igelhaut. No. players: 3-6. Country: German, Duration: 15 mins, Desc.
by Andy.
Light
but fun filler. The cards show three
different types of fish which each come in large and small varieties as well as
showing hungry and normal ones. Players
take it in turn to form a row of fishes, and any which don't match either in
type or size must be passed on to another player. At any point a row can be kept, but if a hungry fish is drawn it
eats many of the other fish in the row, forming a pile in the centre, though
these piles can be won by getting three of that type of fish into your
row. The player with the most fish at
the end wins. Essentially a game of
pressing your luck, but with attractive cards and fast play.
Karten
Rallye, published by Fairplay Magazine. ca.1990. Packet.
Good. £5
Designer
Unknown. No. players: 2-4. Country: German, Duration: 45 mins, Desc. by Andy.
Standalone
version of Creature Castle. Card driven race game in which you move along the
twisting path by playing cards which match the various symbols from a standard
deck of cards on the space you wish to move onto. Some spaces require more specific cards than others, and so to
pass these spaces will require some good hand management and/or lucky
draws! There are also some short cuts
which can be taken, but these also require more specific cards, so you will
need to collect cards appropriately before taking these shortcuts. I will
provide a copy of the rules and some dobbers but you will need a standard deck
of playing cards. Distributed at Spiel one year as a promotional item.
Katzenjammer
Blues, published by Goldsieber Spiele. 1998. Box. Good.
£6
Designed
by Reiner Knizia. No. players: 2-6. Country: German, Duration: 30 mins, Desc.
by Andy.
Card
game in which players bid for selections of cards using more cards. Bids
consist of melds of 1-4 cards, with larger melds outbidding smaller melds. Jokers are also in the mix, but using them
is dangerous as the player who uses the most gets penalised. As well as getting more cards the winner of
the cards also claims some mice which are VPs.
Plays quickly with some interesting decisions to be made.
Knightmare,
published by Milton Bradley. 1991. Box. Good. £6.50
Designed
by Steve Baker. No. players: 2-4. Country: British, Desc. by Andy.
TV
related, based on the children's adventure game-show, where participants have
to get through a series of rooms by solving puzzles, riddles, etc.. The show
was inspired by the success of role-playing games. This board game follows the
theme of the show, with each player having to explore a network of rooms in a
race to find treasure. The main game mechanic is answering riddles, nearly 300
of which are included in a booklet. In
addition helm tokens are collected and used at various points to increase your
options or chances in combat. The game
is packaged and presented as a fantasy adventure board game.
Knightmare
Chess, published by Steve Jackson. 1996. Box. Excellent.
£9
Designer
Unknown. No. players: 2. Country: American, Duration: 1 hr, Desc. by Eamon.
Cards
used in conjunction with a chess set. Based on the original French idea, a hand
of cards is dealt to each player, and the cards can be played after making a
move. The sheer quantity of cards makes each game different. The card graphics
are very nice. The effects are too numerous to list but they might, for
instance, create a teleporting square, or a black hole square. Certainly livens
up chess!
Last
Frontier: The Vesuvius Incident, published by Fat
Messiah Games. 1993. Packet.
Excellent
- countersheet untouched. £11. Designed
by Neal Sofge, Michael Wasson. No. players: 1.
Country:
American, Duration: 2 hrs, Desc. by Andy.
Solitaire
wargame in which the player controls space marines on a rescue mission to
evacuate the USS Feynman, which has been overrun by hostile aliens and is in a
decaying orbit. The game has feel
rather like the film 'Aliens'. The
rules are fairly complex, but nothing a wargamer can't handle (about 15 small
pages).
Ludoviel,
published by Bewitched Spiele. 2003. Short Fat Tube. New. £13
Designed
by F. Friese, T. Gimmler, M. Hellmich, H. Kommerell, A. Meyer. No. players:
1-8.
Country:
German, Duration: 45 mins, Desc. by Andy.
A
collection of eight games designed specifically to appeal to games
collectors! This set includes wooden
cubes, dice, an egg timer and 119 cards (in English and German). The cards each have a property that a game
might have eg. 'At least one animal is involved' or 'Bridges, ships or rafts
are included'. Play revolves around
being able to think of games which have these properties. For example in one version of the game a
player states the name of a game and the others knock if they have a card which
fits that game. In another players must
deduce what game a player is thinking about when playing a series of cards.
Magdar,
published by Fantasy Flight Games. 2003. Box. Excellent. £10
Designed
by Kevin Wilson. No. players: 2-4. Country: American, Duration: 30 mins, Desc.
by Andy.
Fantasy
themed game which clearly takes its ideas from Tolkien's works. The dwarves have delved too deep in their
mines, and have woken Magdar, a terrible magma demon. The playing area is set
out using boulder tiles placed in four rows. The players move dwarves from
boulder to boulder and can mine gems and mithril. The longer spent in one place mining a gem the more valuable it
becomes, however each turn Magdar moves and destroys a bit more of the mine, so
any dwarves dawdling too long are likely to be destroyed along with their part
finished gems. At the end of the game only gems which have a matching piece of
mithril score.
Maginor,
published by Fantasy Flight. 2001. Box. Excellent. £10
Designed
by Reiner Knizia. No. players: 2-4. Country: American, Duration: 1 hr, Desc. by
Andy.
The
Wizard's Council needs a new High Wizard and the players vie for that
privilege. This is done by going to
various Oracles and securing votes.
Each oracle will choose its favoured candidate in turn, but noone knows
exactly when each oracle will make its choice, only the order they will choose
in. Thus players have to decide when
and where to spend their time gaining votes.
Smaller oracles will need less persuasion, but their choice carries less
weight. Also each oracle provides a one
off special power to its favoured candidate.
The game pieces look rather odd, sort of cogs into which vote tokens
slot.
Makhbusa
- Persian Backgammon, published by Orda Industries Ltd. 1969.
Box. Good. £6
Designed
by Schlomo Rokny. No. players: 2 or 4. Country: Israel, Duration: 40 mins,
Desc. by Andy.
This
game is played on an 8x8 grid with an extra 8 numbered spaces for the playing
pieces of each player to start on at the edges of the board. The two dice used are special, one being a
direction dice and the other showing the numbers 1-4 and two wild sides. Players alternate moving one of their pieces
using the roll of the dice trying to get to their opponent's side of the board,
scoring points (2-5) depending on the space they manage to get to. Landing on an opponent's piece blocks that
piece, and two or more pieces of the same colour on the same space cannot be
blocked.
Masquerade,
published by Cheatwell. ca.1995. Box. Good, 2 corners taped. £7
Designer
Unknown. No. players: 3+. Country: British, Duration: 1 hr, Desc. by Andy.
Deluxe
party game of mime and charades, but with the twist that you are miming
situations rather than book titles or whatever. So you tackle subjects like
"A cannibal inviting his friends round to dinner", or "A
squirrel hiding his nuts", or "Talk a lemming out of suicide".
The game comes in a large triangular box and has sturdy card dispensers and a
good chunky sand timer.
Maya,
published by Abacus Spiele. 2003. Box. In shrink. £15
Designed
by Bernd Eisenstein. No. players: 3-5. Country: German, Duration: 75 mins,
Desc. by Andy.
Card
and board game in which players vie to contribute most toward building 4 Mayan
pyramids in order to win the favour of the gods. Firstly cards are played at the quarries to claim building
blocks, and gain special actions and then the building blocks are built into
pyramids. There are a number of clever
rules to give additional tactical decisions and bonuses for majorities in
either quarries or pyramids as well as special rules you need to keep an eye on
in the pyramids lest your blocks collapse and become useless.
Business
Game / Mine A Million – several versions available:
1) Business Game,
published by Gibsons. 1972. Box. Good. £4
2)
Business Game, published by Waddingtons. 1972. Box. Good. £4
3)
Mine A Million, published by Waddingtons. 1965. Box. Good. £4
Designer
unknown. No. players: 2-6. Country: British, Duration: 90 mins, Desc. by Andy.
Players
mine for ore, then have to get it to the sea, and finally, get it abroad where
they can turn it into dollars.
Interaction
provided by the fact that there is always hot competition for the various modes
of transport available. One player will
hire a barge (say), but others can still make use of it, but must pay for the
privilege.
Miniature
Wargames Issue 15, published by A.E.Morgan Publications.
1984. Magazine. Good. £1.25
Designed
by Duncan Macfarlane. Country: British, Desc. by Andy.
Nicely
produced 48 page magazine with some colour pictures. Covers the miniature wargames hobby and related topics. Articles this issue: Storming The
Schellenberg, Warriors & weapons of the Chariot era, Kamikaze in miniature,
Fiasco 84 report, English tactics in the hundred year war, Battle of Worcester,
Two ladies of old Japan, Book reviews, The infantry platoon in Normandy.
Molly
& Lore!, published by Descartes Editeur. 2002. Box. In
shrink. £9
Designed
by Bruno Cathala. No. players: 2. Country: German, Duration: 20 mins, Desc. by
Andy.
Published
as War & Sheep for the English speaking market. Neat game in which each player has a small flock of sheep and must
use it to eat as much grass as possible.
However, not all patches of grass are the same. Some are normal, some are very potent (high
scoring) but the sheep must retire for a long rest, while others are of little
nutritional value but give their player a special ability card, while other
patches of grass hide a waiting wolf!
Once discovered a wolf can wreak havoc, but sheep can hide from a wolf. Should a player lose all his sheep then he
also loses the game, so playing too aggressively can be dangerous. The special abilities are suitably fun. Nice game - recommended.
Monopoly
- France 1998 World Cup Edition, published by
Waddingtons. 1998. Box. Excellent. £20
Designed
by Charles Darrow. No. players: 2-6. Country: British, Desc. by Andy.
The
classic game, released for the 1998 World Cup Football Finals. A beautiful
version of the game, with a unique FIFA World Cup metal playing token. Instead
of buying properties, you buy international football teams,
but
still in the familiar groupings by colour. It includes stadiums and hotels,
silver-coloured pewter playing pieces (all related to football of course), and
a special box insert to act as a Bank tray during play. All this housed in a
special collectable box.
Monopoly
- German Edition, published by Parker. . Box. Good. £2.50
Designed
by Charles Darrow. No. players: 2-6. Country: Germany, Desc. by Andy.
German
edition of Monopoly, with rules in German only, and the property names all
German. It is in a square box, so
smaller and easier to store than most monopoly sets.
Morisi,
published by Cwali. 2000. Tube. Excellent. £17
Designed
by Corne van Moorsel. No. players: 2-4. Country: Dutch, Duration: 45 mins,
Desc. by Andy.
Resource
management game played on a different layout each game. The playing surface consists of hex tiles
each producing one type of resource.
Players move a piece from hex to hex collecting a resource from the new
hex. These resources are then spent to build a network of roads between city
tiles, and at the end of the game the player with the best connected network of
roads will win. Recommended.
Move
Out! Batch of 21 Issues, published by Leeds University. ca..
Booklets. Good. £4.50
Designed
by Calvin Dytham & John Hickman. Country: British, Desc. by Andy.
A
batch of 21 issues of this board wargaming and postal games zine. Each issue is roughly 24 pages long and
contains some reviews, some game variants and some postal games stuff. While the latter is unlikely to be of any
interest the former articles are potentially well worth a read. These issues date from Sept 1987 - July
1989.
Murder
A La Carte - Un-Happy Hour, published by Bepuzzled. 1994. Box. Good.
£6.50
Designed
by Larry Zacher. No. players: 6-8. Country: British, Desc. by Andy.
Murder
mystery dinner party kit for 6-8 players.
Includes invitations, place cards, cassette tape, character booklets,
party planner booklet and secret clues.
This mystery is set in a Chicago bar, with Dexter Doyle being shot when the
lights go out.
Mutiny,
published by Fantasy Flight. 2003. Box. Excellent. £10
Designed
by Kevin Wilson. No. players: 2-5. Country: American, Duration: 45 mins, Desc.
by Andy.
Pirate
themed in which the players represent different factions of the crew on a
pirate ship, on which the captain is no longer capable. However, his officers are still loyal. Players vie for the favour of these officers
to gain various privileges in order to be the first faction to organise an
armed mutiny. This is done by bidding with money and rum. The various favours include: getting more
money or rum, getting weapons (needed for a mutiny), controlling the spyglass
(to break ties as you wish) and deciding where to sail next - different places
favour different officers.
Mythos
Miskatonic University Boosters, published by Chaosium
Inc.. 1996. CCG. Mint. £0.50 each.
Designer
Unknown. No. players: 2+. Country: American, Desc. by Andy.
Call
of Cthulhu based CCG, Mythos expansion, 'Expeditions of Miskatonic
University'. Limited edition boosters.
Napoleon
At War, published by SPI. 1975. Box. Good - partially
unpunched. £16
Designed
by Various. No. players: 2. Country: American, Desc. by Andy.
Special
notes: The plastic case is showing its age and cracking around the edges.
An
SPI Quad game, with four separate games using the same basic system, and with
exclusive rules for their exact situation. Games are Battle of Nations (by
Edward Curran), Marengo (by David C Isby), Jena-Auerstadt (by Thomas Walczyk),
and Wagram (by Irad B Hardy). Each hex represents about 600m, and each point of
strength about 750 men. Each game turn
represents 1-2 hours.
Napoleon's
Last Battles, published by SPI. 1976. Box. Box excellent,
contents mostly unpunched. £16
Designed
by Kevin Zucker. No. players: 2. Country: American, Desc. by Andy.
Wargame
quad which simulates four late Napoleonic battles: Ligny, Quatre Bras, Wavre,
and La Belle Alliance. All these
battles use a base set of rules with different maps, setups and counters for
each battle. Also included is a set of campaign rules. The system is an operational level game and
each hex represents 480m, each strength point around 500 men, and a game turn 1
hour.
North
Sea, published by Waddingtons. 1975. Box. Good, but
box taped. £6
Designer
Unknown. No. players: 2-4. Country: British, Desc. by Andy.
Promotional
game made by Waddingtons for Shell and the Robert Gordon Institute of
Technology in Aberdeen. Players move round the edge of the board preparing to
search for oil in the oil fields in the centre of the board. The objective is
to finance two productive oil fields and pay off all loans. Spaces landed on
give options of performing various actions, with some spaces giving many
options to choose from. Concessions need to be bought, then explored and then
developed. A shorter version of the game is also detailed. Includes chunky
plastic oil rigs and plastic ships. Note this is not the same as 'North Sea
Oil'.
Nuggets,
published by Winning Moves. 2003. Box. Excellent. £10
Designed
by Christwart Conrad. No. players: 2-4. Country: German, Duration: 30 mins,
Desc. by Andy.
Placement
game played on a 5x8 square grid. The
board starts with 8 gold mines valued from 4 to 8 each, and players take turns
either putting one of their claim markers face down onto an empty space (they
are valued 1-4), or placing two dividers between spaces. The dividers allow the board to be chopped
up into separate claims, none of which can be less than four spaces in size,
and it is this that makes the game interesting, as it is quite possible for
some claim markers to get separated from all the gold mines, and so have no
effect in the scoring at the end of the game.
Ohne
Furcht Und Adel, published by Hans Im Gluck. 2000. Box.
Excellent. £9
Designed
by Bruno Faidutti. No. players: 2-7. Country: German, Duration: 1 hr, Desc. by
Andy.
Special
notes: This set includes extensive player aids in English.
Card
game. Each turn, every player chooses a 'job', such as soldier, priest,
merchant, thief etc, each of which gives certain special abilities for that
round. The object is to collect gold in order to construct buildings in your
town. These buildings also have attributes which make selection of particular
jobs more profitable thereafter, and a few give special abilities. Lots of clever
ideas, and good interaction. Highly recommended.
Oi!
Dat's My Leg!, published by Games Workshop. 1989. Box. Good. £9
Designed
by Andy Jones. No. players: 2-4. Country: British, Duration: 30 mins, Desc. by
Andy.
One
of a line of four Games Workshop games aimed at kids. In this one the players move their goblins around the board
collecting troll parts left behind by hapless trolls, with the objective of
being the first to build two complete trolls. Players can add junk (eg. old
sofas) into opponent's half constructed trolls, and sometimes get the chance to
steal bits too. A troll also moves
around the track and penalises any goblins he lands on. Also includes a
cassette with daft songs sung by trolls!
Oraklos,
published by Splotter. 2002. Box. In shrink. £10
Designed
by Tamara Jannink, Joris Wiersinga. No. players: 2-5.
Country:
Dutch, Duration: 20 mins, Desc. by Andy.
Pattern
recognition game in which a large number of coloured cubes (with holes in two
sides) are thrown onto the table, and cards are turned over to indicate what
must be spotted. The patterns are of
the form of four cubes forming a rectangle and being of the right combination
of colours, none with holes upwards and the rectangle must include no other
cubes. Players each have their own target
patterns, and get to choose some of the cubes which will be used that round,
hopefully making their pattern more likely to occur and those of their
opponents' less likely.
Outwords,
published by Perfect Games. 1988. Box. Good. £5
Designed
by Gary Brightbart. No. players: 2-6. Country: British, Duration: 30 mins,
Desc. by Andy.
Word
game in which players take it in turn to be the caller. The caller determines the word to be used
that round from a card and gives the other players a letter from the middle of
the word and the length of the word. The other players take it in turn to
request an extra letter at the start or end of the word and may make make
guesses at the word, scoring for a correct guess and being penalised for an
incorrect guess.
Pass
The Bomb, published by Gibsons. 1994. Box. Good, 2 box
corners taped. £12
Designed
by Los Rodriguez. No. players: 2+. Country: British, Duration: 30 mins, Desc.
by Andy.
Fun
and exciting family / party game based on a simple premise, whoever is holding
the 'bomb' when it goes off, loses. The timer is a spherical black bomb shaped
device with a fuse attached (you don't light it - it is an electronic device).
It can go off at any time from 10 seconds to 2 minutes and you cannot tell when
it will be which makes play frantic.
Players must name words using letters on the current card but cannot
repeat a word in the same round, so if the person before you uses the word you
were thinking of you can find the ticking makes your mind go quite blank. The
bomb makes a disturbing ticking, and a satisfying Boom! Won the Daily Telegraph's Game of the Year
award. Recommended.
Penalty,
published by Edition Spielbox. 1993. Pouch. Good. £3
Designed
by Reiner Knizia. No. players: 2. Country: German, Duration: 15 mins, Desc. by
Andy.
A
colour folded A3 sheet which acts as gameboard as well as having the rules on
the back. You will also need twenty
money chips, and three counters. Ice
hockey themed game split into three periods.
In each period the players have some chips which are used in a series of
sealed bid auctions. The winner of each
auction advances the puck one area towards the goal. However if a player uses 3 or more chips more than his opponent
then he has committed a foul and his opponent gets to advance the puck. More chips are given out at the start of
each period. Most goals wins.
Phoenix,
published by Eurogames. 2003. Box. In shrink. £12
Designed
by Zach & Amanda Greenvoss. No. players: 2. Country: French, Duration: 30
mins, Desc. by Andy.
Strategy
game for two with a pleasant mix of luck and skill. At the start of the game
six rainbow coloured wooden blocks are laid out at random in a line in the
centre of the board. Each player has a
line of 10 pawns in the same colours which are also set up randomly. The players take turns playing cards which
rearrange the order of the pawns and in a few cases the coloured blocks so that
their pawn sequence matches the sequence of the blocks. Three rounds are played
in half an hour to even out the luck of the card drawn. Rather nice game.
Pictionary
- Mini Game, published by Hasbro. 2000. Box. Excellent. £0.50
Designer
Unknown. No. players: 2+. Country: British, Duration: 1hr, Desc. by Andy.
One
of the most popular party / after dinner games, where players have to draw the
subject matter for their team-mates to recognise. In this 'mini' edition, there is no timer, so one player must use
a watch to time 1 minute for each round. Comes in a very small box (10cm x 10cm
x 1cm), with a much smaller number of different cards than usual - very
portable though!
Piratenspiel,
published by Unser Lieblingsspiel. 1989. Box. Good. £9
Designed
by Georg Appl. No. players: 2-5. Country: German, Duration: 30 mins, Desc. by
Andy.
Trick
taking card game in which winning tricks allows you to move your ship on the
board, with the objective being to get to the treasure island and claim the
treasure. Various spaces have different
features meaning that there will be times when you particularly want to win a
trick and times when you are not so fussed, thus giving you extra things to
think about during the card play.
Attractively produced.
Playing
Cards, published by Octopus Books. 1973. Book.
Excellent. £8
Designed
by Roger Tilley. Country: British, Desc. by Andy.
Hardback
book covering the origins and development through the centuries of playing
cards. There are many colour and black
and white plates showing various of the fascinating card designs described in
the book. The book is divided into
chapters as follows: Origins; Italian and Spanish Packs; German Packs; French
& Belgian Packs; English Packs; American & Russian Packs; Special
Packs. Fascinating read for anyone
interested in the history of playing cards.
Pocket
Trivia, published by Hoyle. 1984. Box. Good. £0.75 each.
Designer
Unknown. No. players: 2+. Country: American, Duration: 20 mins, Desc. by Andy.
Card
game, 53 cards and a rules card. Each card has 16 questions. Players try to
answer a question on a card and will get a point for doing so correctly. Ideal for playing on the move, eg. in the
car or on a plane. Owning multiple sets will allow a wider variety of questions
to be asked.
1) Pocket Trivia Teens Game - This set covers
general knowledge which should be known by teenagers.
2) Pocket Trivia World Trivia Game - This set
covers general knowledge from around the world.
Politika,
published by Mox Srl. 1996. Box. Mint. £5.50
Designed
by Gabriele Ausiello & Michele Quondam. No. players: 3-7. Country: Italian,
Desc. by Eamon.
Card
game that could only have come from Italy! Based on their politics, players try
to form the government, and when they do, they try to pull in as much cash as
possible, through advantageous laws or just plain corruption and bribery. Other
players hamper this in any way they can, and, if they win a vote of
no-confidence, hope to take over the government. Not to improve it of course,
just to do the same as the previous one.
Popular
Card Games, published by W. Foulsham & Co Ltd. ca.1950.
Book. Good. £3
Designed
by B.H. Wood & F.R. Ings. Country: British, Desc. by Andy.
Paperback
book but with a dust cover. The book
covers 20 of the favourite card games of the time. which includes Nap, Whist,
Brag & Poker, Contract and Auction Bridge, Solo, Euchre, Pontoon, Baccarat,
Bezique, Piquet, Glewstone Donkey, Pelmanism, Pounce, Black Maria, Rummy &
Coon-Can, Fan-Tan, Cribbage and Canasta.
96 pages. Includes hints and tips on good play.
Pro
Tennis, published by Avalon Hill. 1983. Box. Excellent.
£12
Designed
by Jim & Tom Trunzo. No. players: 1-2. Country: American, Desc. by Andy.
Statistical
tennis game that allows for fast play so that entire tournaments like Wimbledon
can be replayed. You can pit the great
tennis players of the early eighties against one another in both singles and
doubles, men and/or women. Each player is evaluated in terms of the level of
skill he or she possesses in different areas of play.
Players
can employ strategy on the court in the battle to defeat their opponents. 100 top tennis players are rated.
Quest
/ Gran, published by Ravensburger. 1985. Box. 2 versions
available (same game, different name):
1) Quest. Good. £8 2) Gran. 1 Box corner split. £7
Designed
by Tom Ring. No. players: 3-6. Country: British, Duration: 1 hr, Desc. by Andy.
Fantasy
game with nice components. Players are knights who move across the board trying
to deliver a magic ring to three cities in order to gain favour in that
city. Players are trying to be the
first to gain favour in all cities. During the knights' travels there are
various obstacles to overcome and a dragon to be slain before a ring can be
obtained. Dice are used to resolve conflicts. Special locations allow obstacles
to be placed or moved to clear your route or hinder others.
Red
Star/White Star, published by SPI. 1972. Box. Good - mostly
unpunched. £8
Designed
by James F Dunnigan. No. players: 2. Country: American, Desc. by Andy.
Special
notes: The plastic case is showing its age, with the edges cracking, and one
side is flaking badly.
This
wargame covers hypothetical combat in the 1970's, between US + West German
forces against Soviet troops. The map depicts a generic part of Southern West
Germany. The one strength point represents one US Platoon / one Soviet company.
Each hex represents 300m and a game turn around 6 minutes of real time. The rules cover 10 pages.
Ricochet
Robots, published by Rio Grande Games. 1999. Box. In
shrink. £17
Designed
by Alex Randolph. No. players: 2+. Country: German, Duration: 30 mins, Desc. by
Andy.
This
is one of those games you will either love or hate. The board shows a factory floor with various walls dotted around
and some target spaces with symbols. 4
coloured robots are placed on the board and then a token turned face up. This token indicates which robot must be
moved to which space. The players then
all study the board simultaneously seeing how they can move the robots around
the board to achieve this goal. Once a
robot starts moving in a straight line it only stops when it hits something, so
sometimes it can take many moves in the right sequence to get a robot to a
particular location. Very intense game.
Ritter
Ohne Furcht Und Tadel, published by Euro Games. ca.1997. Box. In
shrink. £12
Designed
by Hartmutt Witt. No. players: 2-10. Country: German, Duration: 1 hr, Desc. by
Andy.
Game
of medieval knights participating in a jousting tournament, with wooden pieces,
masses of dice, and colourful counters. The title translates as Knights of
Honour without Fear. Knights have differing defence and attack ratings and
prefer different attributes in their ladies (hair colour, thin or well rounded
etc), and this will affect which lady each knight seeks the favour of. The game
plays as a series of challenges between pairs of knights, and between bouts the
knights need to recover. Resolving challenges involves the roll of many dice,
but a knight who fares badly can yield to save further injury.
Rooster
Booster, published by Piatnik. 2004. Box. Excellent. £8
Designed
by Reiner Knizia. No. players: 3-5. Country: Austrian, Duration: 15 mins, Desc.
by Andy.
Light
and quick card game in which players play 'tricks' using cards showing roosters
numbered from 1 to 100. The player of
the second highest card in each trick gets to enter a rooster using that card
onto the Pecking Order, with the possibility of knocking lesser roosters down a
rung or two. At the end of the game
points are scored for the roosters remaining in the Pecking Order.
Royal
Comette, published by Oxford Games. 1996. Box. Excellent.
£5.50
Designer
Unknown. No. players: 2+. Country: British, Desc. by Eamon.
Facsimile
of very old card game, with a deck of cards that looks like a copy of a 19th
century deck (or older). The board is sectioned into compartments into which
players place their stakes (plastic betting 'sticks' are included), and the game
mechanics are very similar to playing card games like Newmarket and Pope Joan
Royal
Flush, published by Edition Spielbox. 1993. Pouch. Good.
£3
Designed
by Reiner Knizia. No. players: 2-7. Country: German, Desc. by Andy.
A
colour folded A3 sheet which acts as gameboard as well as having the rules on
the back. You will also need a pack of
cards and a couple of playing pieces to play.
The game is essentially a cross between Liar's Dice and Poker. Players make Poker hands with the cards and
then bluff about them, stating a hand which theirs is at least as good as. The next player can either call their bluff
or say he has a better hand still.
Schwarz
Arbeit, published by Bewitched Spielverlag. 2003. Box.
New. £13. Desc. by Andy.
Designed
by Friedemann Friese, Andrea Meyer. No. players: 3-5. Country: German,
Duration: 30 mins.
Deduction
based card game in which some memory skill is useful. Players employ moonlighters, and have to work out which other
employees are also moonlighters, and then denounce them as illegal. The cards show various game designer combo
names such as Klaus Knizia and Maureen Moon, who work in the players' game
related shops and factories. As well as
deduction, quick thinking, memory and some intuition are required to win.
Schwerpunkt
Issue 1, published by 3W. 1993. Magazine. Good. £1.25
Designer
Unknown. Country: American, Desc. by Andy.
Magazine
dedicated to the support and expansion of 3W games. Articles this issue
include:
Operation
Barbarossa: The Southern Wing, Salvo!, Salvo II, Blitzkrieg in the South,
Deisgner Profile: Rob Markham, Starting a Games Company, Raid on Richmond, The
Campaigns of Frederick The Great, Clarifications & Errata.
Snit's
Revenge, published by TSR. 1978. Box. Good, but box edges
show wear. £16
Designed
by Tom Wham. No. players: 2. Country: American, Duration: 30 mins, Desc. by
Andy.
Boxed
version of this Tom Wham game. One player takes the role of a single Bolotomus,
fighting off an infestation of Snits. The other player commands the Snits. The
Snits attempt to ravage the Bolotomus's internal organs while the Bolotomus'
immune system tries to fight them off. Originally published in The Dragon
Magazine. Includes the Floating in Timeless Space comic strip in the rules.
Sour
Grapes, published by Spears. 1980. Box. Box corners
battered. £2
Designer
Unknown. No. players: 2-4. Country: British, Desc. by Eamon.
Memory
game. Each player has a unique card on which they place counters secretly at
the start. In your turn you take counters from other boards, and if you expose
a face (the Sour Grape) your turn ends, otherwise you add the counter to your
board, making it easier to 'hide' your Sour Grapes.
Space
Race, published by Lotts Toys. 1969. Box. Box shows
wear. £18
Designer
Unknown. No. players: 2-6. Country: British, Desc. by Eamon.
Made
by a small British company to cash in on the interest around the Moon Landings
that year. A huge three-piece board depicting a base around which you move,
collecting components of your rocket, and the rest of this high-quality board
features outer space, where your rocket is sent into orbit. The first player to
complete a flight plan wins. The playing pieces are plastic rockets, around 2
inches high, and so designed that they can jettison parts of them as they gain
speed through space.
Spellfire
Reference Guide Vol. 2, published by TSR. 1996. Book. Excellent.
£2.50
Designed
by Kevin Melka. Country: American, Desc. by Eamon.
The
ultimate reference book for Spellfire card game fans. This is Volume 2 because
the game had changed so much since Volume 1. It includes the complete 4th
Edition rules, nearly 1,000 full-colour reproductions of the cards, and a
complete index of all the Spellfire cards up to the publishing date.
Spy,
published by Kosmos. 2004. Box. Excellent. £10
Designed
by Reiner Knizia. No. players: 2-4. Country: German, Duration: 30 mins, Desc.
by Andy.
Card
game in which players start with a pile of spy tokens and try to be the first
to get them all into play. This is done
by collecting cards which each show a symbol (eg. hat, black sunglasses etc)
and a continent. Players draw cards and
play them to the table revealing some of the cards they have, until they wish
to place spies, which is done by discarding a number of cards showing the same
symbol / continent and placing spy tokens on the central card showing that
feature. However, the more spies
already there, the harder it is to deploy more. Essentially a game of deciding
how long you can afford to wait before playing a set - the longer you wait the
better the reward unless someone beats you to it.
Star
Wars Candy Containers, published by Topps. 1997. Box. Mint. £3
Designer
Unknown. Country: Ireland, Desc. by Andy.
Unusual
item - a display box (still shrink-wrapped), full of plastic figures (looks
like Yoda, Chewbacca, C3PO and Darth Vader), in which you keep sweets. Mint is the condition not the flavour (sorry
couldn't resist that one). I doubt the
candy is still good, but it makes a nice addition to a Star Wars collection.
Star
Wars: Rescue On Geonosis, published by Character Games Ltd. 2002.
Box. Good. £10
Designer
Unknown. No. players: 2-4. Country: British, Desc. by Andy.
Star
Wars Episode II themed game. The game
is set up to form a 3D, 3 level layout of the Droid Factories on Geonosis. The
Empire player secretly deploys his forces of droids and other baddies using a
wipeable deployment board. The other
player or players take on the Jedi Knights who are trying to rescue Obi-Wan
Kenobi. As they enter the various areas
the secretly deployed forces will activate and try to stop the Jedi. Count Dooku must also be found and stopped
before he can escape to plot another fiendish scheme. Combat is resolved with
dice, and Jedi can 'sense' nearby enemies who are out of line of sight, and the
Jedi player must discover the control centres and use the elevators to best
effect to win.
Strand
Cup, published by Krimsus Krimskrams Kiste. 2000. Box.
New. £6
Designed
by Mark Sienholz. No. players: 4,6 or 8. Country: Germany, Duration: 30 mins,
Desc. by Andy.
Beach
volleyball themed card game. Players
play in two teams, either side of the net, and each side can play up to three
cards to get the ball back over the net in as effective a way as possible. Card
play is clever and players must act swiftly and may make volleyball style calls
to their teammates eg. 'Yours!'. Various special action cards can also be used,
such as a dive, which can potentially get anything back into play (but which
leaves that player in the sand unable to help), or blocks at the net. A fun game which amazingly manages to
capture the feel of beach volleyball.
Stranded,
published by Spears. 1981. Box. Good. £2.50
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.
Street
Soccer, published by Cwali. 2002. Box. In shrink. £15
Designed
by Corne Van Moorsel. No. players: 2. Country: Dutch, Duration: 25 mins, Desc.
by Andy.
Five
a side soccer game played on a 10x6 gridded board with little wooden men. On
your turn you roll a dice to determine your movement points which you can then
use to move your players and kick the ball.
While getting good dice rolls helps, making good use of your movement
points to make the correct passes and position players appropriately is also
important. The game plays quickly and moves are quick, keeping the action level
high.
Struggle
Of Empires, published by Warfrog. 2004. Box. 2 copies
available:
1)
Excellent. £30 2) In shrink. £32
Designed
by Martin Wallace. No. players: 2-7. Country: British, Duration: 3-4 hrs, Desc.
by Andy.
Players
take the roles of the major 18th century European powers, and struggle for
dominance in both Europe and the colonies (North and South America, India, and
the East Indies). For each of three
wars the players bid to ally themselves with some other players while opposing
others - attacking allies is not permitted so getting the alliances right is
important. Players can then spend their actions bringing new forces into play,
moving them and attacking with them, as well as gaining special tiles which
give a variety of benefits. Money can be obtained by taxing your populace but
this causes unrest which has to be monitored carefully.
Subbuteo
Table Soccer, published by Subbuteo. ca.1970. Box. Good. £10
Designed
by Peter Adolph. No. players: 2. Country: British, Duration: 90 mins, Desc. by
Andy.
Special
notes: 1 flag replaced with a very similar one.
Club
edition set. Includes two full teams
(one in red and white, one in blue and white), with goalkeeprs on stalks, two
goals, six flags, two balls, felt pitch, and rules. This is the well known
table soccer game in which players flick the players on round based stands to
move the ball around and hopefully score goals. Detailed rules cover all the situations which can crop up in
soccer. The game rewards practice as it
is possible to become highly skilled.
Sum-It,
published by Sum-It. ca.1930. Box. Good. £3.50
Designer
Unknown. No. players: 2-4. Country: British, Desc. by Eamon.
Card
game. First edition. 60 cards, mostly with amounts of money on them. Players
try to collect cards totalling an amount shown on your Sum-It card.
Swords
& Wizardry, published by Gibsons. ca.1976. Box. Good. £18
Designed
by Lewis Pulsipher. No. players: 2. Country: British, Duration: 1 hr, Desc. by
Eamon.
Rare
game in the same series as L'Attaque, Aviation, Dover Patrol, Tri-Tactics and
Stratego. Each player has a fantasy army which interacts in the usual way of
these games, although this one has more complex options, as there are monsters
as well as various soldiers, siege engines and wizards, and sometimes resolving
the combat requires using a dice.
Table
Association Football 4-2-4, published by W.H. Boddington Ltd. 1970.
Box. Good. £9
Designed
by T. Waterman. No. players: 2+. Country: British, Desc. by Andy.
Special
notes: Several of the figures have come off their stands but have been repaired
- they are delicate but useable.
Soccer
game of the same general type as Subbuteo.
The game comes with a felt cloth playing surface, plastic goals, goalies
on sticks and 10 other player figures mounted on wedge shaped blocks. This set has two teams, one in Scotland
colours and the other in England colours.
The game includes basic and advanced rules as well as examples of play.
Taboo
Mini Game, published by Hasbro. 2000. Box. Excellent. £0.50
Designer
Unknown. No. players: 4+. Country: British, Duration: 30 mins, Desc. by Eamon.
Excellent
party game, where players must describe an object, but are not allowed to use
five key words on the card. So you might have to describe an Apple, without
using the words Red, Fruit, Pie, Cider or Core. Eamon Bloomfield wrote many of
the subject cards for the original UK version.
This edition comes in a very small box (10cm x 10cm x 1cm).
Tet
Offensive, published by GDW. 1991. Box. 1 Box edge damaged.
£12
Designed
by Frank Chadwick. No. players: 2. Country: American, Duration: 2 hrs, Desc. by
Andy.
Simulation
of the great offensive effort of the Vietcong in January 1968 directed at the
major cities and towns of Vietnam. This proved to be the decisive battle of
thre war. Morale plays a major role in
the game, and demoralising your enemy is a key strategy. Includes variants, such as a 4 player
version. Comes in a larger box than is usual for this company and has striking
art work.
The
American Civil War, published by SPI. 1974. Box. Good. £8
Designed
by . No. players: 2. Country: American, Desc. by Andy.
Special
notes: The plastic case is showing its age and is discoloured and cracked
around the edges.
Simulation
of the American Civil War from June 1861 to June 1865. Combat units are generic
ground forces with varying strengths. Also included are single strength
permanent garrisons, leaders with various ratings, a special Union naval leader
(Farragut), Forts, Railroad Junction and Railroad Repair, Unsupplied, Riverine
and Naval units. The game is on a strategic scale, and players alternate moves
using their movement allowance with sea support also possible.
The
American Revolution 1775-1783, published by SPI. 1972.
Packet. Good. £7
Designed
by James F. Dunnigan. No. players: 2. Country: American, Desc. by Andy.
Area
movement based simulation of the American Revolution. The rules cover 9 pages, and map is unmounted 17" x
22". One strength point represents around 500 men. The game uses immovable Colonial militia,
and Tory militia which can be recruited. The British player tries to control
regions worth sufficient VPs, whereas the Colonial player wins by winning three
major battles or various lesser victory conditions. The game includes various what-if scenarios, which can be used in
combination to add to the replayability.
The
Chronicles Of Narnia, published by Games Team. 1988. Box. Box
slightly indented due to stacking. £3.50
Designer
Unknown. No. players: 2-4. Country: British, Desc. by Andy.
Special
notes: Original rules missing - but printout provided
TV
related, based on the BBC television serial, which in itself was based on the
series of excellent children's books by C S Lewis. The game involves collecting sets of cards which make up scenes
from the TV series. The game is driven
by an unusual mechanism - two interlocking cogs, one 11cm diameter, the other
22cm, and players have pegs on the larger of them. These indicate which cards
the player has a choice of each turn.
Some memory is also required to aid efficient set collection.
The
Civil War 1861-1865, published by Victory Games. 1983. Box.
Good. £12
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
Guinness Book Of Word Games, published by Guinness. 1995. Book.
Excellent. £10
Designed by David
Parlett. Country: British, Desc. by Andy. Special notes: Paperback
Difficult
to find book with a vast number of word games and mental exercises, which is
sure to fascinate anyone who enjoys either word games or the study of
words. The book is divided into
sections as follows: Spoken Word Games (about 50), Written Word Games (about
50), Proprietary Word Games (Scrabble, Boggle, Lexicon, UpWords, Countdown,
Word For Word), Playing With Words (60 pages of interesting word related
articles, games and information).
The
Heiroglyphs Game, published by Ashmolean Museum. 1989. Box.
Various copies available:
1)
Excellent. £2.50 2) Good. £2 3) Good, but box base slightly indented.
£1.50
Designed
by Finch & Scott. No. players: 2+. Country: British, Desc. by Eamon.
Very
pretty game made for the famous museum in Oxford. Board illustrated with
genuine coloured heiroglyphics and players move a nice scarab beetle piece
around the board, collecting ‘letters’ to spell the words on their reference
sheet.
The
IQ Squared Game, published by Westminster Games Ltd.
ca.1992. Box. Good. £6
Designed
by Maurice Button, Philip Walker. No. players: 2-6. Country: British, Desc. by
Andy.
Board
game designed by Mensa members, in which the players move their playing pieces
around two tracks and get to answer various IQ-test type questions. The questions fall into several categories:
Alphabet Brainteasers, Vocabulary, Anagrams and Word Puzzles, Numerical
Challenges, Mental Arithmetic with a Twist, Crafty Codes and Verbal Dexterity. The objective is to score a pre-determined
number of points first, and players get the option of hard, medium or easy
questions with corresponding point awards.
The game comes with over 2000 questions.
The
Legend Of The Lone Ranger, published by Milton Bradley. 1980. Box.
Good. £10
Designer
Unknown. No. players: 2-4. Country: American, Desc. by Andy.
Special
notes: Box corners taped but contents unpunched
TV
related, with a very unusual insert that is part of the game because it is, in
effect, an adjustable 'Wanted Posters' display board and keeps track of the
current reward on offer. Players travel the board looking for Bad Bob, Mean
Gene and other notorious outlaws. Play
involves collecting wanted posters and confronting outlaws. Each time an outlaw escapes capture the
reward on his or her head is increased making it more profitable to go for
them.
The
Penguin Book Of Patience, published by Penguin. 1980. Book. Good. £5
Designed
by David Parlett. Country: British, Desc. by Andy.
Special
notes: Paperback edition. Front cover
has a crease.
Wonderful
reference book of hundreds of patience (solitaire) card games by probably the
best card games writer. The games are categorised as follows: Closed games,
Half Open Games, Open Games, Competitive Games (ie. for more than one player
but still essentially solitaire...)
The
Stock Exchange Game, published by The Stock Exchange. ca.1987.
Box. Good. £9
Designer
Unknown. No. players: 2-6. Country: British, Duration: 90 mins, Desc. by Andy.
Promotional
game, made, I suspect, to cash in on the publicity for the Big Bang in 1986,
the transference of share transactions to a computer based system. Very nicely
designed, the plastic part trays actually combine to form the board. Includes a
'Guide to Buying and Selling on the Stock Exchange'. Sold with the tag-line
"Who Shares Wins". The game mechanics reuse some of those from
Monopoly, such as a tracks around which the players move their tokens, and
gaining extra money on passing the start space. However, the game involves buying and selling shares rather than
developing property,
The
Very Clever Pipe Game, published by Cheapass. 1997. Packet. Good.
£4
Designed
by James Ernest. No. players: 2-4. Country: American, Duration: 30 mins, Desc.
by Andy.
Very
nice 'pathways' game, with 120 tiles featuring pipes (of course). Each player
tries to complete a layout of pipes without any 'open' ends from which the
contents of the pipe might escape. 6 progressively more difficult variations of
the game are provided. Not in the usual mould for this designer, and personally
I think this may well be his best.
Tichu,
published by Abacus Spiele. 1998. Box. In shrink. £7
Designer
Unknown. No. players: 3-10 (4). Country: German, Duration: 1 hr, Desc. by Andy.
Card
game set with rules to several games, including a game very similar to Kariere
Poker / The Great Dalmuti for up to 10 players. However, the main event is
Tichu itself which is an excellent four player partnership game played with a
standard deck of cards plus four special cards. It is a 'climbing' game, which means that players play a
particular type of combination (eg pair or run) to a trick, but subsequent
players can only play higher sets of the same type. The highest played wins the trick and leads to the next one with
the objective of getting rid of all your cards. Sounds simple, but there are quite a few extras which make this
great and a different challenge every hand.
My favourite card game so highly recommended.
Titicaca,
published by Cwali. 2001. Short fat tube. In shrink. £22
Designed
by Corne Van Moorsel. No. players: 2-5. Country: Dutch, Duration: 1hr, Desc. by
Andy.
Strategy
game in which players try to get their tribes positioned favourably in the
countryside around various lakes. Neighbouring tribes can combine into
countries as long as by combining both sides get access to additional types of
countryside. The game is played on a different countryside layout each game as
it is made up of large hex tiles which are laid out before each game. Game play involves bidding for the locations
around the lakes using scarce resources and then merging tribes cleverly. Some
neat and unusual ideas in a game with neither cards nor dice. Nicely made components for a small company
too.
Title
Bout, published by Avalon Hill. 1979. Box. 2 copies
available:
1)
Box shows wear. £3.50 2) Good. £5
Designed
by Jim Trunzo. No. players: 1-2. Country: American, Duration: 30 mins, Desc. by
Andy.
Statistical
boxing game, and very well suited to solitaire play. Uses a Fast-Action card system that enables you to replay fights
very quickly (20 mins using basic rules and 40 mins using advanced rules).
Hundreds of boxers are rated, so you can replay famous bouts or your own
favourite 'what if' bouts,
Touche,
published by Jumbo. 1996. Box. 2 copies available:
1)
Excellent. £10 2) Good. £9
Designed
by Wayne Bobette. No. players: 2-6. Country: Dutch, Desc. by Andy.
Players
have a hand of regular playing cards.
The board shows card images and some special spaces distributed in a
large cross shape. Players take it in turn to play a card and place a marker on
one of the corresponding spaces on the game board. The object is to claim
spaces which form certain patterns (boxes, lines, crosses, T's). When one of
these patterns is formed, the pieces are marked to show the pattern is
complete. Players can either play
individually or as partners.
Travel
Trivia, published by Waddingtons. 1985. Box. Good. £0.50
each
Designer
Unknown. No. players: 2+. Country: British., Duration: 20 mins, Desc. by Andy.
Card
game, 50 cards plus rules cards. Each card has 6 questions, and there are
various ways to play, but in them all players try to answer a question on a
card and will get points for doing so correctly. Ideal for playing on the move, eg. in the car or on a plane. Handicapping is also possible so the whole
family can play together. Owning
multiple sets will allow a wider variety of questions to be asked.
1)
Travel Trivia: Birds & Beasts
2)
Travel Trivia: People & Places
3)
Travel Trivia: TV & Cartoons
Victory
Insider, published by Victory Games. 1984. Magazine. Good.
£0.25
Designer
Unknown. Country: American, Desc. by Andy.
Magazine
devoted to printing articles about the products of Victory Games. Notes on each issue below:
Issue 1: NATO: The Next War In Europe, 1809
Designer's Notes. It is not certain this is issue 1 - that is my best guess as
it is not numbered.
Issue 2: Allied Strategy in Hell's Highway,
New Scenario for Gulf Strike.
Issue 5: Gulf Strike - Tactics &
Strategies and Scenarios. It is not
certain this is issue 5 - that is my best guess as it is not numbered.
Vinci,
published by Descartes Editeur. 1999. Box. Excellent. £16
Designed
by Philippe Keyaerts. No. players: 2-6. Country: French, Duration: 2 hrs, Desc.
by Andy.
Excellent
game in which the players build up civilisations, expand them and then decline
them - during the game each player will get to use several civilisations, and
try to maximise each of their potentials.
The board shows a map of Europe divided into various regions, having
different attributes. Each civilisation
while not a real-life civilisation has two special abilities which
differentiate it from others. eg. Mining will give extra VPs for holding
mountainous areas, Weaponry will make attacking neighbours easier etc. Combat
is deterministic, and very neat, and much of the game is about deciding which
civilisations to take, when to decline a civilisation and take on a new one,
and all this in 2 hours! Highly
recommended.
Wargamer
Magazine, published by World Wide Wargamers. Magazine.
Good. £1.50 each. Desc. by Andy.
Earlier
issues originally came with a game (no longer). Even without the game still a
good read, and a useful source of articles on other games. Main articles each
issue listed below:
Issue 12, 1980. The whole Aces High central
section has been removed. Had a game originally, but no longer. 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. The central section with the
Bloody Karen rules etc is missing. Had a game originally, but no longer. 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. This issue is after they
stopped including a game. 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.
Where's Bob's Hat,
published by Rio Grande Games. 2001. Box. In shrink. £6
Designed
by Alan R Moon. No. players: 2-5. Country: American, Duration: 40 mins, Desc.
by Andy.
Trick
taking game which is best with 3-4 players, and in my opinion really shines
with 3 players. The cards are divided
into 3 suits showing different hats.
Before play players secretly indicate which suits they think they will
take the most tricks in or if they wish indicate they will win fewest tricks of
all. Also winning a card showing Bob's
Hat gets you a card showing Bob's hat, and the player who has it at the end of
the hand gets either a bonus or penalty (depending on what was decided at the
start). Points are scored for making
your bids and lost for failing to make them.
Nice twist on an old favourite.
Wizard's
Quest, published by Avalon Hill. 1979. Box. Good. £8
Designed
by Garrett J Donner. No. players: 2-6. Country: American, Duration: 2 hrs,
Desc. by Eamon.
Special
notes: Edge of the lid and one side show damage where tape was removed
Excellent
Risk-type fantasy war game with each player searching for treasure on an island
over-inhabited by orcs, orcs who breed (!) and frenzy when they run out of
living space. The orcs are 'run' by the game, giving you an extra opponent no
matter how many people are playing. All of the designer's AH games (Amoeba Wars
and Dragonhunt are the other two) have this 'third party' opponent.
World
Cup Skiing, published by Lambourne. 1987. Box. Good. £4
Designed
by Terry Goodchild. No. players: 1+. Country: British, Desc. by Andy.
Maybe
the only statistical skiing game ever.
Revised edition with 1986/87 skiers. Replay game in which the Men's
downhill season can be replayed. In
addition cards for 18 of the all time greatest skiers have been included so you
can see how they would have fared against each other. Course cards are used to construct the course to be used. The competitors are rated on different aspects
of the sport eg. turning, jumping, gliding etc.
World
Formula Grand Prix, published by Racing Games. 1999. Box.
Excellent. £13
Designer
Unknown. No. players: 2-6. Country: British, Desc. by Andy.
Motor
racing game, with nice components including egg-timers to time delays when a
car comes off the track, and a large sealed spinner device which determines a
car's speed each turn. Pit strategy cards determine the number of pitstops each
player must make. A dice is used to
determine starting speeds and stalls, thereafter a special spinner is
used. The spaces on the board have different
effects and so players will want to land on the most favourable one possible
for their current circumstances. Additional rules cover tyre types, changing
lanes, overtaking, and marshall's flags.
X.Net,
published by Fanfor. ca.2001. Box. Good. £8
Designed
by Valentin Herman. No. players: 3-6. Country: German, Duration: 90 mins, Desc.
by Andy.
Card
game, in which players act as Internet entrepeneurs, supplying different needs
to their customers. You must keep your servers and network connections up to
date and provide the content currently most in demand. As the game goes on the
current demand for different content types will change and so you will need to
alter what you provide to keep up.
Zankapfel,
published by VSK. 1994. Box. Mint. £14
Designed
by Ralf zur Linde. No. players: 3-6. Country: German, Duration: 1 hr, Desc. by
Andy.
Players
buy and sell apples for profit. The board shows a price grid around which a
marker is moved and this lets players buy and sell four different types of
apple, as well as changing the prices of these apple types. Players bid
secretly when selling or buying apples and the game uses a card system to
resolve conflict in these 'Apple Wars'. Has a giant apple playing piece as the
turn marker.
Zero
Zap, published by Milton Bradley. 1987. Box. Good. £5
Designer
Unknown. No. players: 2-4. Country: American, Duration: 45 mins, Desc. by Andy.
Card
game, part of the Big Deal Series. Over 100 cards. A rummy variant, with plenty
of variety caused by the special cards that influence play, scoring and
discards, including the potent 'Zero Zap', which reduces your score to zero if
you hold it when someone else goes out, but if you go out with it as your last
card you get to reduce someone else's score to zero!
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