Jun 2006 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?
1829, published by Hartland Trefoil. 1974. Box.
Good. £28
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.
3 Or More, published by Spear's Games. 1981. Box. Box
shows wear. £4
Designer Unknown.
No. players: 2-4. Country: British, Duration: 20 mins, Desc. by Andy.
Tile laying game
using long thin tiles each with 3 coloured circles on it. These are placed adjacent to those already
on the table in rows of up to eleven.
The objective is to score points by making lines of circles of the same
colour - the longer the line the higher the score and diagonal lines count
double. When all the tiles have been played the highest scorer wins. Could be
considered a sort of colour dominoes, but with three colours per domino rather
than just two.
5 In A Row, published by Spear's Games. 1075. Box. Box
shows wear. £2.50
Designer Unknown.
No. players: 2-4. Country: British, Duration: 15 mins, Desc. by Andy.
Players take turns
placing pegs into a board trying to make a row of 5 of their pegs on a 14x14
board.
A Book Of
Sandhurst Wargames,
published by Hutchinson. 1982. Packet. Excellent - unpunched. £10
Designed by Paddy
Griffith. No. players: 2+. Country: British, Desc. by Eamon.
An excellent book,
the writer being one of the instructors at the Officer Training School in
Sandhurst, Surrey, England. It includes four original games, and the historical
details of the period they represent. The four games are Aquitaine, a battle
featuring the Black Prince in the Hundred Years’ War: Craonne, a more
sophisticated Napoleonic game in the 1814 campaign against the Russians: Fjord,
an air/naval game highlighting the problems encountered by the Arctic convoys
of WWII: and Men Against Fire, a WWII game showing teamwork where the players
must achieve personal as well as group aims. Includes maps, cards and counters
for these games.
AD&D 1st Ed
Dungeon Master's Screen,
published by TSR. 1981. Packet. Excellent. £2
Designer Unknown.
No. players: 2+. Country: American, Desc. by Andy.
This Dungeon
Master's screen come in two parts, and each part has three fold out
sections. The screen has pictures on
the side the players will see and tons of charts on the DM's side. Extremely useful for quick reference and
hard wearing.
AD&D
Adventure Record Folder,
published by TSR. 1991. Booklet. Excellent. £1
Designer Unknown.
No. players: 2+. Country: American, Desc. by Andy.
This booklet
contains a thick card character sheet for you to record everything you might
need to about your character, and then many adventure record sheets so you can
record the adventures you have been on - who the other characters were, who you
met, what you found, what you learnt etc.
AD&D
Fighting Wheel No. 1,
published by TSR. 1981. Sleeve. Excellent. £2 < This has sold – no more available - sorry >
Designed by Tom
Kirby. No. players: 2+. Country: American, Desc. by Andy.
Amazing item for
the AD&D completist. This is a
plastic wheel with two dials which can be turned. The wheel is for Fighters, Paladins, Rangers and Bards, and
allows you to work out what you need to roll for your character to hit taking
into account the character's level, the AC of your opponent, the type of armour
your opponent is wearing and the type of weapon you are using. Essentially it is a means to make using all
the optional combat modifiers viable.
Not sure if anyone would ever use it in an actual campaign, but an
amazing and collectable item nonetheless.
AD&D
Forgotten Realms: Empires Of The Sands, published by TSR. 1988. Booklet. Excellent. £5
Designed by Scott
Haring. No. players: 2+. Country: American, Desc. by Andy.
Roleplaying
supplement for the AD&D Forgotten Realms. This accessory details the lands
of Amn, Tethyr and Calimshan. This is intended as a GM resource to allow
adventures to be run in these areas with a rich background for the towns,
cities, political and military forces of the area. There is a colour large poster sized map and plenty to inspire a
GM to run adventures here. This is not
itself a scenario though.
AD&D Player
Character Record Sheets,
published by TSR. 1981. Booklet. Excellent. £1.50
Designer Unknown.
No. players: 2+. Country: American, Desc. by Andy.
A booklet of player
character record sheets. There are 5
different types of double sided character sheets provided, each type being for
a different group of character classes.
There are several supplied of each type. Of course you can photocopy
more copies as desired too.
AD&D:
Lankhmar City Of Adventure,
published by TSR. 1988. Book. Good. £4.50
Designed by Bruce
Nesmith, Douglas Niles, Ken Rolston. No. players: 2+. Country: American, Desc.
by Andy.
Roleplaying
supplement for AD&D which details the city of Lankhmar from Fritz Leiber's
Grey Mouser & Fafhrd stories. The book is 96 pages long and there is also a
map and booklet of city geomorphs included. The book is intended as a resource
which can be used to set a campaign based in and around the city of
Lankhmar. The various areas of the city
are detailed, as are the factions and guilds, the gods, and typical monsters.
AD&D:
Players Option: Skills & Powers, published by TSR. 1995. Book. Excellent. £5
Designed by Douglas
Niles, Dale Donovan. No. players: 2+. Country: American, Desc. by Andy.
Roleplaying
supplement for AD&D 2nd edition which introduces a selection of new and
variant rules which you may wish to use in your campaign. Here are a selection of the ideas: character
generation using points; subdividing the 6 basic attributes; special abilities
and bonuses / penalties for new races and subraces; a new take on the character
classes - bonus abilities can be gained by spending character generation
points; character kits; nonweapon proficiencies; weapon proficiency and
mastery; new schools for magic; psionics.
AD&D: T1 The
Village Of Hommlet,
published by TSR. 1981. Booklet. Excellent. £3
Designed by Gary
Gygax. No. players: 2+. Country: American, Desc. by Andy.
Adventure module
for AD&D for low level characters. This is the precursor adventure to the
famous Temple of Elemental Evil adventure.
The adventurers will investigate strange goings on in Hommlet including
bandit and monster attacks, and this leads to the discovery of an outpost of
the Temple of Elemental Evil, which will need to be cleared out. This being written by Gygax, you can expect
a well written old style hack and slash adventure.
AD&D:
Warriors Of Heaven,
published by TSR. 1999. Book. Excellent. £4
Designed by Chris
Perkins. No. players: 2+. Country: American, Desc. by Andy.
AD&D 2nd
edition supplement. This 96 page book details the celestials, and allows
players to run celestial PCs in a campaign set on the Upper Planes. Rules for
celestial PCs and NPCs including character creations, spells, granted
abilities, races, etc are given. There
are also details of important celestial locations and beings, and a section on
how to run an Upper Planes campaign.
Alles Futsch, published by F X Schmid. 1998. Box.
Excellent. £7.50
Designed by Hermann
Huth. No. players: 2-5. Country: German, Duration: 45 mins, Desc. by Andy.
Card game. Players
trade collectable goods like paintings and sculptures. The interaction is
intriguing as you do not simply bid and add items to your sets, but once items
have been bought, if you already have enough of that type of item you can
perform a forced sell to another player with that type of item and get a good
price, and potentially reduce the value of their collection as well, thus quite
a bit of tactical bidding can be involved.
Ave Caesar, published by Ravensburger. 1989. Box.
Good. £40
Designed by
Wolfgang Riedesser. No. players: 3-6. Country: German, Duration: 30 mins, Desc.
by Andy.
Great fun light
race game in which the players have to manoeuver their chariots around the
course as efficiently as possible while also trying to get in the way of other
chariots, ideally forcing them to go around the outsides of bends, and possibly
run out of movement cards before they reach the finish. After either the first or second lap a pit
stop must be made in order to hail Caesar - failing to do this will get you speared
come the end of the race. Very popular
game and good fun. Recommended.
Axis And Allies, published by Milton Bradley. 1986. Box.
Box shows wear. £25
Designed by
Lawrence Harris. No. players: 2-5. Country: American, Duration: 3 hrs, Desc. by
Andy.
Special notes: The
box is somewhat battered around the edges, but is still whole. One German dominance marker replaced by a
colour copy on card.
Second edition of
this game that went on to become the best selling game in Milton Bradley’s
Gamesmaster Series. A great strategic
multi-player game of WWII which encompasses the entire globe. The game uses
loads of plastic miniatures to represent the various forces (infantry, tanks,
ships, carriers, fighter planes, bombers, subs etc). The five world powers
involved in the conflict (U.S., U.K., Russia, Germany and Japan) have to work
with their allies to ensure best use of production facilities and the various
forces. Countries can even try to
develop a super-technology (eg. nuke) to turn the tide of the war. Low complexity and great components make
this a classic.
Baffled, published by Spear's Games. 1991. Box.
Good. £4.50
Designer Unknown.
No. players: 2-4. Country: British, Desc. by Andy.
Memory game. Twelve symbols are hidden underneath 12
pyramids. These are shown to everyone
at the start of the game and then covered.
Players all start with several lives - those with poor memories can be
given extra lives to give them more of a chance. Players move around the board and the spaces direct them to
either locate a symbol (or lose a life), find 3 of a set of 4 symbols (lose a
life if you fail, but gain one if you succeed), or challenge another player to
locate a symbol. Last player with lives left wins. Certainly a real memory testing game. Nice bits.
Battle For
Normandy, published by
Attactix. 1982. Box. Good. £9
Designer Unknown.
No. players: 2. Country: British, Duration: 3 hrs, Desc. by Andy.
Very playable
simulation of the D-Day landings and the first week of fighting. The rules are only 5 pages long, so quite
approachable. Comes with 16" x 23.5"
full-colour, mounted map board in two pieces and approximately 100 die-cut counters.
Battle Of
Britain, published by TSR.
1990. Box. Excellent. £16. Desc. by Andy.
Designed by Ken
Sommerfield & Tom Hoffman. No. players: 2. Country: American, Duration: 2
hrs.
Only Britain stands
against the German juggernaut. The fate
of the war rests on air superiority.
Will the sheer strength of the Luftwaffe be able to bring down the RAF
with its radar towers and elaborate communications systems? The game includes 21 aircraft figures on
stands as well as counters and lots of cards and battle dice. Approachable rules, the basic set being 6
pages long, with an advanced set of rules covering a further 5 pages.
Beest, published by Splotter Spellen. 2001. Box.
Excellent. £10
Designed by Jeroen
Doumen, Joris Wiersinga, Herman Haverkort. No. players: 3-6.
Country: Dutch,
Duration: 30 mins, Desc. by Andy.
An unusual idea - a
sort of cross between the 'folk' game Werewolf and a tile laying game. One player (or possibly the 'automated'
player if played with less than the full complement) is The Beest and must try
to infect all the other players with
his DNA. Meanwhile the other players try
to collect DNA samples from all the non Beest players. Whoever achieves their goal first wins. Game
play involves laying tunnel tiles which let you meet with a single other player
to exchange DNA samples. Unusual idea.
Bells Of War, published by Silly Space. ca.1995. Box.
Good. £11
Designed by Remi
Duval,Marc Fournier,Philippe Lamontagne, Louis Nadeau.
No. players: 2.
Country: Canadian, Desc. by Andy.
Ambitious attempt
to repeat the success of Axis and Allies. Stacks of counters and money, as you
simulate WWII on a grand strategy scale. Major additions compared to Axis and
Allies include more unit types, rail movement, petrol production, neutral
armies and military leaders. The rules
come in 3 levels, the most basic being similar to Axis & Allies, and the
most complex a great deal more complicated and will take a lot longer to play
too.
Bermuda Triangle, published by Milton Bradley. 1975. Box.
Good. £13
Designer Unknown.
No. players: 2-4. Country: American, Duration: 75 mins, Desc. by Andy.
Business game with
a twist! Players run a freight ship
operation in the seas north of Bermuda, and try to get their ships from one
port to another delivering needed goods for profit. Prices for the various goods change throughout the game, so
ideally a delivery should be made when the price is highest. There is scope for blocking opposing ships,
but in addition there is a large rotating cloud which moves around the board
and has magnets on its underside, and should these swing above a ship as the
cloud moves the ship will most likely be moved or even sucked up and away and
destroyed! Good fun and a wonderful
mechanism.
Boggle, published by Parker. 2000. Box. Excellent.
£7.50
Designer Unknown.
No. players: 1+. Country: British, Duration: 3 mins, Desc. by Andy.
Word game in which
16 letter dice are rolled and set into a 4x4 grid. Players then have 3 minutes to spot words within the grid,
starting anywhere and moving from letter to letter horizontally, vertically or
diagonally. Words found are worth more the longer they are. Only words not found by other players will
score though. Can be played solo trying to beat your previous top score.
Bridgette, published by Mayfair. 1995. Box. Good. £10
Designed by Joli
Kansil. No. players: 2. Country: American, Desc. by Andy.
Card game, a unique
two-handed version of Bridge. A superb game system, using normal playing cards
(with extras), but with a twist so that two people can play (instead of four).
The references on the box and in the rules, from Bridge experts world-wide, are
very impressive, including one of the all-time greats, Alfred Sheinwold, who
considered that “The colons (the special cards that allow just two players to
play) are the finest contribution to card play this century”. Recommended to
anyone who enjoys whist based games.
Bulge, published by SPI. 1979. Box. Box good,
counters unpunched. £9
Designed by James
F.Dunnigan. No. players: 1-2. Country: American, Desc. by Andy.
Battle of the Bulge
game at the divisional level. In this
version of the Battle for the Ardennes 16 Dec 1944 - 2 Jan 1945 the Germans try
to blast through the American lines and get as many units as possible off the W
and NW edges of the map. Supply rules are a critical part of the system, as is
the control of bridges. The rules are
short, being only 5 pages long.
Car Chase, published by Milton Bradley Games. 1985.
Box. Good, but box cover is sun-bleached. £4.50
Designer Unknown.
No. players: 2-4. Country: British, Duration: 30 mins, Desc. by Andy.
Small box motor
racing game. Each player has a rather
nice little car playing piece and the players create the track as they play,
and the last piece will be a roundabout, which the cars head around and then
race for the finish line (which was also the start line). Each turn a player can either draw a new
tile and add it to the end of the racing track or roll the dice and move, but a
move is wasted if there isn't enough track in front of you to use your full
move. There are several special tiles
with their own special rules to add some variety as well. Blocking is possible
too, as a maximum of two cars can be on the same space and nothing can then get
past.
Carat, published by Queen Games. 1998. Box. 2
copies available:
1) Excellent.
£10 2) Good. £9
Designed by Dirk
Henn. No. players: 2-4. Country: German, Duration: 45 mins, Desc. by Andy.
Skilful 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.
Castle Risk, published by Parker Bros. 1986. Box. Box
shows wear, 1 corner taped. £8
Designer Unknown.
No. players: 2-6. Country: American, Duration: 2 hrs, Desc. by Andy.
Special notes: 1
castle piece missing, but supplied with an entirely useable homemade
replacement
Risk type game played
on a board of Europe. Each player
represents a major Empire and starts with one castle. The objective is to capture other players' castles. Doing so knocks them out of the game even if
they have forces elsewhere. Combat is dice based, with an advantage for the
attacker, except when attacking a castle.
Reinforcements are gained each turn according to the values of areas
occupied and bonuses for entire empires, and a variety of cards add to the
possibilities: additional reinforcements, an admiral for sea attacks, general
for an attack bonus, marshal for defensive bonus etc.
Cats Mansion, published by Spears. 1984. Box. Good. £13
Designed by Martin
Davison, Judith Duffey & Michael Harding. No. players: 2-4.
Country: British,
Duration: 45 mins, Desc. by Eamon.
One of the nicest
looking games of the 80’s. The 5 cat pieces are quite delightful - all
different, moulded and painted. Each player is secretly designated a cat and an
object and must engineer the movement of all the pieces so that the two end up
together somewhere in the mansion. Clever movement system and quite interactive
with lots of bluffing. First made as Cats in Germany.
Celebrity
Monstars, published by Paul
Lamond Games. 1989. Box.
1 box corners
damaged and taped up. £1.50
Designer Unknown.
No. players: 2-6. Country: British, Duration: 30 mins, Desc. by Andy.
Special notes:
There are several patches on the cover where labels have been removed.
Players attempt to
construct their own Frankenstein from the body parts of a variety of (generally
British) celebrities. The body parts
are very much caricatures, and the celebrities include royalty, pop stars, TV
stars etc. The body parts are put
together on a slab each player has, and the winner is the first to get a
complete body and have Igor turn on the electricity. Play is by drawing and playing cards and also by dice roll.
Channel X, published by Pepys. 1964. Box. 2 copies
available:
1) Box shows wear.
£12 2) Good. £14
Designer Unknown.
No. players: 2-6. Country: British, Desc. by Eamon.
Card game, 52 cards
plus 12 smaller cards and a quantity of play-money. One of the rarest Pepys
Games, made in the infancy of commercial television, the new competition to the
BBC. Players attempt to fill their schedules with a mix of programmes and advertisements.
China, published by Abacus. 2000. Box. In shrink.
£16
Designed by Michael
Schacht. No. players: 3-5. Country: American, Duration: 45 mins, Desc. by Andy.
Re-released version
of Web of Power / Kardinal Und Konig.
The theme has changed, with players now being factions in the Chinese
empire building palaces and sending their emissaries to the regional courts.
This edition also has a two sided board one for 3-4 players and the other for
4-5 players. An excellent strategy game which manages to fit a great deal of
game play into 45 minutes. Highly
recommended.
Colour Quads, published by Parker. ca.1970. Box. Good.
£5
Designer Unknown.
No. players: 2-4. Country: British, Desc. by Andy.
The board shows a
grid of 5x5 large coloured circles with slots to place cards vertically on the
board. Players take it in turn to play
a matching card into a slot and score a point for each square they manage to
complete. Tactical decisions are
available since you can set yourself up to complete a square, hoping your
opponent doesn't also have the right card to complete it.
Composition, published by Megaprint. ca.1980. Box.
Good. £4
Designer Unknown.
No. players: 1. Country: Dutch, Desc. by Andy.
Special notes:
There is some writing on the (blank) base, and 1 tile was missing, but a good
replacement has been made.
An unusual
geometric pattern puzzle. It is not a
jigsaw, but rather a set of 108 double sided tiles showing 12 different
patterns: crosses, curves, lines etc, which can be put together to form an enormous
number of different attractive patterns in a 6x6 grid. A booklet shows 80 different 6x6 target
patterns, which you can work out how to make up. There are thousands more possibilities though, and no reason to
limit yourself to just 6x6 either. Unusual
item.
Cosmic Encounter, published by Eon. 1978. Box. Box shows
wear, 1 corner taped. £44
Designed by Bill
Eberle, Peter Olotka, Jack Kittredge & Bill Norton. No. players: 2-?.
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. Number of
players depends on which expansions included.
Cosmic Encounter, published by Games Workshop. 1986. Box.
Good. £36
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. See also the description of the Eon version above.
D&D:
Marvelous Magic, published
by TSR. 1985. Book. Good. £5
Designed by Frank
Mentzer, Gary Gygax. No. players: 2+. Country: TSR, Desc. by Andy.
An excellent book
of weird and wonderful magic items, ranging from the utterly trivial to the
extremely powerful. They can be used in
your D&D or AD&D campaign or transferred to other fantasy RPGs. Over 500 magic items are detailed. A great resource which I can recommend.
D&D: The
Immortal Storm, published
by TSR. 1986. Booklet. Excellent. £4
Designed by Frank
Mentzer. No. players: 2+. Country: American, Desc. by Andy.
Dungeons &
Dragons adventure module for use with the D&D Immortal Rules. A swirling mass of incalculable size
encroaches on the immortal realms, and threatens the entire realm of existence.
The players as immortals must investigate and try to stop this menace, but pure
power won't do the job - subtlety and cleverness will also be needed. 40 page
scenario.
Delta Force, published by Peter Pan. 1988. Box. Good.
£2.50
Designer Unknown.
No. players: 2. Country: British, Duration: 20 mins, Desc. by Andy.
Strategy game in
which each player has 14 numbered triangular pieces which are placed on a board
and each side advances their pieces so as to ensure they win as many of the
confrontations as possible. Capture is somewhat similar to that used by the
Stratego family.
Der Plump Sack
Geht Um, published by
Berliner Spielkarten. 1999. Box. Mint. £1.50
Designed by
Reinhard Staupe. No. players: 2-5. Country: German, Duration: 20 mins, Desc. by
Eamon.
Card game. Essentially a memory game in which cards are
placed face down in a circle and players guess what they are, and they are
revealed after each guess. If a player
gets several guesses right in a row then a card can be kept. First to collect 6 cards wins.
Devil Take The
Hindmost, published by
Lambourne. 1991. Packet. Excellent. £10
Designed by Terry
Goodchild. No. players: 2-6. Country: British, Duration: 1 hr, Desc. by Andy.
Cycle racing card
game which uses standard playing cards, but also uses a board representing a
velodrome (one of those steeply banked cycle racing tracks). The spaces on the
board show which card is the most efficient when played on a cycle on that
space, and players manage a team of cyclists, and so managing your hand of
cards to ensure efficient movement of as many of your bikes as possible is what
the game is about. After each lap the backmost
rider drops out, and the others reform into a pack ready for another sprint.
Best played with individual half-packs rather than one communal pack, as this
reduces the luck element. Highly
recommended.
Die Magier Von
Pangea, published by Queen
Games. 2001. Box. Excellent. £14.50
Designed by Ralf
Burkert. No. players: 2-4. Country: German, Duration: 1 hr, Desc. by Andy.
Fantasy themed game
in which each player is a wizard controlling minions who wander around a world
which often shifts around changing its layout. These minions produce goods
which are used to purchase amulets from the agents of foreign wizards. Collecting these amulets and returning them
to your wizard's tower gives you the ability to cast more spells and obtaining
enough of them combined with a suitable number of goods wins the game. Some unusual mechanics combine to form a
game which feels unique.
Die Siedler Von
Catan, published by Franckh
Kosmos. 1995. Box. Excellent. £17
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 1995, 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: Historische Szenarien I, published by Kosmos. 1998. Box. In shrink. £12
Designed by Klaus
Teuber. No. players: 3-4. Country: German, Duration: 90 mins, Desc. by Andy.
Expansion set for
Settlers of Catan featuring scenarios for playing in the time of Alexander the
Great, retracing his epic conquest, and the building the pyramids in the time
of the Pharaoh Cheops. The game uses fixed mapboards for these scenarios, and
while the artwork matches the German version of the game, it can be played
adequately with other versions too.
Die Siedler Von
Catan Kartenspiel,
published by Kosmos. 1996. Box. Excellent. £8
Designed by Klaus
Teuber. No. players: 2. Country: German, Duration: 1hr 45 mins, Desc. by Andy.
Special notes: This
is the German version, so the cards all have German text. I can supply card translations with pictures
(from the English set).
An excellent 2
player card game based on the ideas in the Settlers board game. Each player
must develop their settlements by adding a variety of different buildings which
give various benefits and have different costs. Also settlements can be developed into cities, and the players
vie for trading supremacy and military supremacy as these are worth VPs and
give benefits. A dice determines which type of resource each player gets each
turn, but unlike the board game only one production die is rolled giving a more
even distribution of resources. The
building cards are drawn from various stacks, and so remembering which pile
certain cards are in can be useful.
Highly recommended.
Die Siedler Von
Catan: Das Turnier-Set Zum Kartenspiel, published by Kosmos. 1996. Box. Mint. £6.50
Designed by Klaus
Teuber. No. players: 2. Country: German, Duration: 1 hr 45 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.
Dinoquest, published by McGowan / Magwood. ca.1980.
Box. Excellent. £7
Designed by Dr
Chris Magowan, Magwood. No. players: 2-6. Country: Canadian, Desc. by Andy.
The players take
the roles of archaeological teams and attempt to reconstruct dinosaurs from the
bits they dig up. Game play involves
moving around a track, dealing with various events as they come up and finding
dinosaur parts. Sometimes you can raid
another team's finds. Each player must
use their resources wisely as they have only a limited supply of time and team
members. Lots of bits, including 12
eight part puzzles formed from the dinosaur parts, 6 plastic dinosaurs, time
chits, team member playing pieces, and even cups to store your dinosaur parts
in. Some spaces require you to answer
questions about dinosaurs from quiz cards,
but you could easily drop this aspect of the game if so desired.
Drachenfels, published by Schmidt Spiele. ca.1995. Box.
Goodish!. £9.50
Designed by Alex
Randolph, Leo Colovini. No. players: 2-4.
Country: German,
Duration: 60 mins, Desc. by Andy.
Special notes:
Missing original German rules, although an English translation is supplied. The
box is whole but one side is discoloured, and there is a 5cm slice into the
lid.
Fantasy board game
with some astoundingly good bits, which include a large plastic castle and 4
sets of dragon cliffs, 4 wooden dragons, 4 wooden princesses, 4 wooden knights
with attachable sword and shield and 4 large bendable rainbows! The idea is that each player has a knight
and must first get to the King's castle using a rainbow bridge, and once
equipped seeks out his princess who has been abducted by a dragon. Game play
involves playing cards to move around the board and also playing various magic
spells to manipulate the bridges and rainbows or hinder other players. Little known game by these two well known designers.
Eden, published by Kosmos. 2001. Box. In shrink.
£12
Designed by Gal
Zuckerman. No. players: 3-4. Country: German, Duration: 1 hr, Desc. by Andy.
Players must
irrigate areas of land in the desert and try to form contiguous regions by
taking over adjacent plots using a clever semi-forced take-over mechanism,
which rewards the player who loses land with money. These contiguous regions are then cultivated to provide income
and more victory points. The first
player with 20 such victory points wins.
A clever set of mechanics which results in a tight and interesting
game. Recommended.
En Route Travel
Games, published by
Cheatwell Games. ca.1990. Box. Good. £5
Designer Unknown.
No. players: 1-2. Country: British, Desc. by Andy.
A set of games and puzzles
designed to keep both adults and children amused during journeys. The set includes 8 A5 double sided thick
card game sheets, which are laminated so that they can be written on and then
wiped off ready for reuse. The set also includes a magnetic travel chess
set. The other games and puzzles are:
Battleships, Cats Dogs & Hogs, Crossword game (players try to use randomly
selected letters as best they can), Word Fun, Hex (link two sides of a hex
grid), A Jumbo Crossword, 14 lateral thinking puzzles, A logic puzzle, Pop
Songs quiz, Sprouts, Boxes, Trivia Quiz, Word Game selection. Rather a nice set
which should provide hours of amusement in a small box.
Escalado, published by Chad Valley. 1997. Box. Good.
£10
Designer Unknown.
No. players: 2+. Country: British, Duration: 30 mins, Desc. by Andy.
Special notes: 1 of
the table clamps has been replaced with one from an earlier set.
Modern version of
this classic race game, where the horses move along the board by way of
vibrating the track. Players bet on the result. Good fun if played on the right
occasion, with a few drinks. The horses
in this game are large but made of plastic.
Fantasy Master:
The Convert, published by
New Infinites. 1987. Booklet. Excellent. £4
Designed by Frank
Mentzer. No. players: 2+. Country: American, Desc. by Andy.
Fantasy role
playing adventure suitable for use with any FRPG, inc. AD&D, Runequest etc.
48 page adventure for mid level adventurers.
The king's son has returned from an adventure strangely changed, and
with belief in a new god. He passes
repressive laws and sends the land into chaos.
The party must escape the repressive regime and then investigate what it
is that has changed the prince, and hopefully restore him to his usual
self. Eight different areas are
detailed including city, town and dungeon settings.
Flintstones, published by Edu-Cards. 1961. Box. Good.
£3
Designer Unknown.
No. players: 2+. Country: American, Desc. by Eamon.
Card game, TV
related. Very nice example of early TV merchandising. 32 cards, plus two jokers
and a rules card. Cards illustrated in colour, featuring most of the principal
characters of the show. Box features Fred Flintstone. The game is a Rummy
variant.
For Sale, published by Uberplay. ca.2003. Box. In
shrink. £9
Designed by Stefan
Dorra. No. players: 3-5. Country: American, 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 the player who manages to realise the most money at the end of the
game wins. Attractive building cards
and a fast playing fun little game.
Fossil, published by Rio Grande Games. 1998. Box.
Good. £9
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.
Framed!, published by Gibsons. 1992. Box. 2 copies
available:
1) Excellent. £6 2) Good. £5
Designer Unknown.
No. players: 2-6. Country: British, Duration: 30 mins, Desc. by Andy.
Card game based on
the movie business. The film sequence cards look like clips from reels of film,
and must be placed in sequence to produce a complete film. However each of these cards has 3 clips on
it which won't all be sequential, so these cards will have to overlap making
the game more interesting. There are
also action cards which can hinder other players or protect yourself from
hindrance. Part of the Bepuzzled series.
Game Of Life, published by Milton Bradley. 1984. Box.
Good. £3.50
Designer Unknown.
No. players: 2-8. Country: British, Duration: 1 hr, Desc. by Andy.
The original
British version of this classic game. The game involves moving random amounts
along a track, but with some choices to be made on what strategy to go for, but
a great deal of luck in the dice and cards.
The board has 3-D elements adding to its attractiveness. Players start
having just left school and get jobs or take further education, and will get
married and have children, buy shares and advance their careers, trying to
achieve most before retirement.
GameMaster
Magazine, published by
GameMaster Publications.
No. players: 2+.
Country: British, Desc. by Andy.
A combination of an
AD&D scenario and a role playing games magazine. Details listed by issue:
Issue 3: In Search Of New Gods, 1986.
Excellent. £4. Designed by Paul Cockburn. 32 page AD&D scenario for
characters of level 4-7. The party
takes on a task which the kingdom's most famous adventurer has failed to complete
- persuade a neighbouring kingdom to turn away from their New Gods. The magazine also includes: Defenders of the
Faith (AD&D clerics), Pelinor - Armed Encampment (city section details),
Moment of Truth (mini AD&D scenario for levels 4-7), News, Letters, Reviews
(5 AD&D modules).
Issue 4: The Awakening, 1986. Excellent. £4.
Designed by Simon Forrest. 32 page AD&D scenario for characters of level
7-8. The party has been hired to
protect a dwarven community while all the warriors go out on a major offensive
against some nearby goblins. However,
the duergar take this opportunity to make an attack, and only cunning can
defeat them. The magazine also
includes: Race Relations (demi human mythologies), Pelinor - The Old Wharf
(city section details and plot hooks), Red Swords (Oriental Adventures mini scenario),
News, Reviews (6 RPG scenarios).
Issue 5: Rod Of Seraillian, 1987. Excellent.
£4. Designed by Simon Forrest. 40 page AD&D scenario for characters of
level 6-8. The party must travel to a
foreign land and search a lost and supposedly long unused temple for a powerful
artifact to save it from falling into evil hands. The magazine also includes: Pelinor - Q&A (a fantasy city
series), News, Reviews (Wilderness Survival Guide, Dungeoneer's Survival Guide,
D&D Immortal Rules).
Games Review -
Batch of 3, published by
Sladen Publications. 1990. Magazine. Good. £1.50
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
Geist, published by RoseKnows Inc. 2003. Box.
Excellent. £27
Designed by Rose
Anderson. No. players: 2-5. Country: American, Duration: 1hr, Desc. by Andy.
Unusual game in
which the players must catch 5 ghosts and take them to the underworld where
they can be safely released. Play
involves moving around a chequered and numbered board collecting Zingiberi (Zb)
chits - actually rather nice poker chips in 9 denominations. When precisely the
right amount of Zb have been collected then landing on the space with that
ghost catches it. Before a ghost is
taken to the underworld its catcher can use it to play a special ability on the
opponents which will hinder them somewhat - the harder to capture ghosts having
the nastier effects. Managing your pool
of Zb so as to get the exact amount is quite a challenge, and requires quite a
bit of planning. The game is very
nicely produced too.
Get Out!, published by Brooke Bond. ca.1985. Box.
Mint. £3
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!).
Grand Prix, published by Ravensburger. 1998. Box.
Good. £7
Designer Unknown.
No. players: 2-4. Country: German, Desc. by Andy.
Children’s race
game ages 6-12, with four wonderful cars (large with moving wheels). The track
is made up during the game by laying out tiles. Play involves choosing whether to extend the track or roll a die
for movement. The race is to the last tile and then back to the first. There is also scope for blocking other
players and special event tiles affect any car landing on them.
Haggle, published by Galleon Games. 1993. Box.
Good. £4.50
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.
Heritage, published by Industrial Art. ca.1970. Box.
Box shows wear. £4.50
Designer Unknown.
No. players: 2-4. Country: British, Desc. by Andy.
Set collection game
using cards with very attractive full colour pictures of various stately homes,
cathedrals etc around England. In
addition players must move their car around the board to get to these various
places. The game also has lots of
information about the sites mentioned on the cards.
Hidden Pavilions, published by David Games. 1984. Plastic
folder. Excellent. £7
Designed by D.A.
Romanos. No. players: 2-4. Country: British, Desc. by Andy.
Race game set in a
hedge maze which is laid out with a 7x7 grid of tiles. The tiles show the start (the middle of the
maze), the gate out, lots of paths and various dead ends and solid hedge. In addition there are a number of all
important pavilions. Players explore the maze and try to find 4 pavilions and
then head out of the maze via the gate.
Tiles can be turned over and rearranged during the game, giving scope
for clever play, while other tiles can be collected and later used to hinder
opponents.
High Hand, published by E S Lowe. 1984. Box. Good but
corners taped, shows some wear. £9
Designed by Robert
Abbott. No. players: 2 or 4. Country: American, Duration: 1 hr, Desc. by Andy.
Interesting card
game using cards laid out on a board, and moving your pawn around the board to
collect the cards, forming them into as high as possible poker hands. The
partnership game is definitely the better form of the game, as it has a clever
scoring mechanism and also players start off playing for themselves but may
choose a partner they think will win during the game, and they can then help
ensure their partner does win. However,
this is only worth doing if you are sure you yourself cannot win.
Highway, published by BMI. ca.1990. Box. Good. £5
Designed by P.
Parks. No. players: 2-4. Country: British, Duration: 30 mins, Desc. by Andy.
Children’s board
game designed to teach about crossing the road safely. The board incorporates two lanes of traffic
on cardboard rings which are rotated during the game. They show various cars and changing traffic signals at the
various crossings. The graphics all show bears and are quite cute. The objective is to be the first player to
move their bear token from home to the playground, school and the ice cream van
and get back home again. When crossing
the road the traffic rings are rotated and the traffic moves on and the player
must decide if it is safe to cross or not.
Hi-Q Euclid, published by Peter Pan. ca.1980. Box.
Good. £4
Designer Unknown.
No. players: 1. Country: British, Desc. by Andy.
A thirteen piece
puzzle, but harder than that would suggest.
The thirteen chunky plastic pieces are supplied with a frame into which
you must try to put them. The pieces are cleverly designed based on a rounded 6
pointed star, but each having from 0 to 5 of the points removed and rounded
off. Nicely tactile just as such a
puzzle should be.
IAGO, published by Spear's Games. 1984. Box.
Good. £8.50
Designed by Alex
Randolph. No. players: 2. Country: British, Duration: 30 mins, Desc. by Andy.
Intense word game
for two players with time pressure a major factor. The board is a neat design which makes it especially easy to
remove tiles from it. The letter tiles
are double sided, and one player plays words blue side up and the other plays
red side up. The objective is to try to
keep more letters of your colour on the board than your opponent, but tiles can
be stolen and reused and thus flipped over.
Once you have more tiles than your opponent on the board then flip the
sand timer and relax for a moment!
Another display shows how many more times you can let the sand run out
than your opponent. If this reaches the
end of the scale you lose.
Intrigue, published by Wiggins Teape. ca.1980. Box.
Good. £8
Designer Unknown.
No. players: 2-4. Country: British, Duration: 30 mins, Desc. by Andy.
Special notes: Box
shows wear and is slightly indented due to stacking
The game consists
of a 'stadium' with 7 concentric rings which can be rotated independently. These rings have slots which accept marbles
and when they are lined up a marble can roll towards the centre. The objective is to get all your marbles
into the centre before anyone else. The
components are all very nicely made and it plays a bit like a sort of more
sophisticated Downfall.
James Clavell's
Shogun Card Game, published
by Shipps Ltd. 1983. Box. Excellent - unused. £7
Designed by Ziv
International Inc. No. players: 3-8. Country: American, Duration: 45 mins,
Desc. by Andy.
Unusual set
collecting game with an ancient Japanese theme. There is an unusual card distribution mechanism which allows
players to refuse cards by using up favours, and there are wild cards and
action cards to add to the flavour too.
Basic and advanced versions of the game are provided.
Junta, published by West End. 1985. Box.
Excellent. £22
Designed by Vincent
Tsao. No. players: 2-7. Country: American, Duration: 3 hrs, Desc. by Andy.
Excellent political
game. Players vie for jobs in a Third World government. One player is elected
President and he appoints other players jobs. This can involve offers of high
wages, bribes or threats, but at the end of the day he hopes to pocket as much
money as he can in his Swiss bank account. Coups regularly take place as
players distrust each other. The winner is not the one with the most power or
money, but the one who has stashed more money in Switzerland than any other
player.
Kai Piranja, published by Abacus Spiele. 2004. Box. In
shrink. £9
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.
Karriere Poker, published by Hexagames. 1988. Box.
Excellent. £5
Designer Unknown.
No. players: 4-8. Country: German, Duration: 30 mins, Desc. by Andy.
Popular card game.
Players win tricks (but with the twist that cards can be played in combinations
besides being played singly - called a 'Climbing' game). Each 'trick' can be
only one type of combination (eg. a pair), but players can keep playing higher
sets until everyone passes. The
objective is to get rid of all your cards. At the end of each round, all
players will receive a title, from boss down to the dishwasher. Players change
seats between each round in keeping with their 'status'. At the start of each
hand players must swap some cards, such that the better positions get more
favourable cards while the lower positions get the dross.
Konig Der Elfen, published by Amigo. Box. Excellent. £6.50
Designed by Alan R
Moon. No. players: 2-6. Country: German, Duration: 1 hr, Desc. by Andy.
Card game version
of Spiel Des Jahres game Elfenland, and shares the same graphics and
ideas. However this time in order to
travel around Elfenland the players play cards to represent the paths between
realms, and play cards to travel over these paths, and there is no board.
Konig Laurin, published by Piatnik. 2002. Box. In
shrink. £13.50
Designed by Thilo
Hutzler. No. players: 3-5. Country: German, Duration: 90 mins, Desc. by Andy.
Unusual combination
of tile laying, card placement and auctioning.
The players try to gain most influence over King Laurin by presenting
him with gifts as he wanders through the garden. Treasure cards are used to pay for always useful magic cards and
also to bid for the right to direct the King around the garden (hopefully to
where you have located your dwarves).
Movement cards are played and have several different symbols indicating
the number and distance dwarves can be moved as well as where the king would
move if that player's card were chosen for the king's movement. Tactical game which requires careful
thought.
Land Unter, published by Amigo. Box. In shrink. £6.50
Designed by Steffan
Dorra. No. players: 3-5. Country: German, Duration: 45 mins, Desc. by Andy.
German version of
Turn The Tide, and also a reissue of Zum Kuckuck which was on the Spiel Des
Jahres recommendation list for 2001. Card game, with 108 cards. Every round
each player chooses a number card to play, and the highest two get scoring
cards. At the end of the round having
the highest valued scoring card will lose points. However a new scoring card
replaces an old one, so 'winning' a high value scoring card at the start of a
hand isn't necessarily very bad. After a hand is played out the initial hands
are reformed and passed to the left for replay! Whoever does best after
everyone has played each hand is the winner.
La-Trel. 2 editions available:
1) Published by ASS. 1994. Box.
Good. £6.50. Country: German
2) Published by
Millenium 2 Games. 1994. Box. Good. £6.50. Country: British
Designed by Richard
Morgan. No. players: 2. Duration: 45 mins, Desc. by Andy.
High quality abstract
game with 2 teams of 18 multi-shaped plastic pieces. A chess-like feel to it
with special moves for each type of piece. Includes three levels of play.
German edition. It was very well received by magazines such as Games &
Puzzles when it came out. Unlike chess, capture is by jumping over a piece,
rather than landing on it, so defence is by occupying the spaces behind other
pieces.
Legend Of Zagor, published by Parker. 1993. Box. Excellent.
£25
Designed by Ian
Livingstone. No. players: 1-4. Country: British, Duration: 1 hr, Desc. by Andy.
Huge adventure
board game, with a 3D plastic board, 22 plastic miniatures, masses of counters
and tiles, and a computer built in so that voiced instructions interact with
the players. The theme is also tied into the Fighting Fantasy game books, Zagor
being an evil sorceror from them. The players take different characters who
explore the dungeon and defeat monsters to improve themselves ready for the big
end of game fight with a dragon and then Zagor himself. On the way traps and treasure will be
encountered, and the characters can return to a store to buy more equipment.
The computer runs combats and also throws in random events now and then.
Liberte, published by Warfrog. 2001. Box. Mint -
still in shrink. £20
Designed by Martin
Wallace. No. players: 3-6. Country: British, Duration: 2 hrs, Desc. by Andy.
Liberté is an
election game set at the time of the French Revolution. In it the three main
factions (Girondins, Jacobins and Royalists) try to gain control of the
Government. The players strive to be the most effective backer of the winning
side. Play is card driven, and wooden
blocks are placed on the board with clever stacking rules. The game can end in several ways so you have
to watch out in case there is an unexpected ending which may well foil your
plans. An interesting twist on the majorities in regions mechanic, and well
regarded.
London's Burning, published by Cast Games. ca.1995. Box.
Still shrinkwrapped. £3
Designer Unknown.
No. players: 2-4. Country: British, Desc. by Eamon.
TV related, based
on the London Weekend Television drama series set in Blackwall Fire Station.
Each player is a member of Blue Watch, the main characters in the series, and
race against time to rescue Nurse Nightingale from the inferno at St Mary's
General Hospital.
Madeline And The
Gypsies, published by
Ravensburger. 1999. Box. Good. £6. Desc. by Andy.
Designed by Alan
Moon, Mark Hauser. No. players: 2-6. Country: American, Duration: 15 mins.
Children's game
(age 4+). Includes 32 very thick cards showing Madeline, Pepito, Gypsy Mama and
Gypsy Clown. The first game is for 3-6 players, and players try to guess who is
holding a particular type of card each round - since cards are only discarded
if you guess correctly and put to bottom of your deck of 5 if you are wrong,
after a while memory will give you an advantage. The idea is to get rid of your cards. The second game is for 2-4 players and is a tile matching
game. Players each start with three
tiles which only they have seen, and players take it turns to try to match one
of their opponent's tiles with one of theirs, and are penalised by getting
another tile if they are wrong - least tiles at the end wins. Attractive
illustrations.
Magdar, published by Fantasy Flight Games. 2003.
Box. In shrink. £10.50
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. £9
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.
Mah Jong, published by Michael Stanfield. Box. Good.
£7
Designed by Merle
Robbins. No. players: 2-5. Country: British, Desc. by Andy.
Mah Jong set with
very nice wooden tiles. Includes dice
and set of rules + history of the game as compiled by R.C.Bell. This is a 144 tile Mah Jong set.
Maka Bana, published by Tilsit. 2003. Box. Good. £14
Designed by
Francois Haffner. No. players: 2-5. Country: French, Duration: 45 mins, Desc.
by Andy.
Board game with a
tropical island development theme.
Players try to build their beach huts (think Bermuda not Skegness) onto
various sites around a paradise island, and ideally building their huts
adjacent to each other if possible. Each potential site is uniquely identified
by the beach it is on, the type of terrain and a pattern. Each turn every
player secretly chooses three attribute cards which indicate the site they wish
to build on, but then must reveal one of these, thus giving a clue about
it. Each player can then make one site
off limit for that turn, which hopefully will hinder other players. It is also
possible to take over other people's huts by openly playing an additional
card. There are advanced cutthroat and
chaotic rules.
Maloney's
Inheritance, published by
Ravensburger. 1988. Box. 2 copies available:
1) Box good,
contents unpunched. £13 2) Good. £12
Designed by Sid
Sackson. No. players: 3-6. Country: British, Duration: 45 mins, Desc. by Andy.
Old Maloney the
gangster has died and the players as his underlings want to take over his
position. To do this Maloney set up a challenge. Players vie to collect as much as possible from various cities
where Maloney has interests, but there is only one car available. Players bid
to be able to tell the driver where to go, but may well decide to let others
get their way if it isn't too bad for you and the bidding is getting high. A
player's cards show how much can be collected in each place. There is an
interesting bidding system which forces you to think quickly, and I have a
house rule which I think improves it further too - please do ask me for
it. Good game and works especially well
with 6 which is always useful. Recommended.
Marrakesh, published by Xanadu. 1984. Box. Good but
corners taped. £16
Designed by Joli
Kansil. No. players: 2. Country: American, Duration: 45 mins, Desc. by Andy.
Special notes: This
is the regular version (not the wooden box edition).
Intriguing game
which marries trick-taking card games with elements of Backgammon. Includes a
Winning Strategy article by Oswald Jacoby. Each player sets up six pieces on
their board based on the roll of six dice. Each player is dealt a hand of six
cards from a special deck, and then try to win two-card tricks, and use the
card values to 'bear off' the pieces backgammon style. Points are awarded for bearing
off pieces in various combinations, such as 2 on each of three turns, or the
legendary Marrakesh itself, when all six pieces are borne off on the same turn.
Defensive points are earned for keeping the opponent from removing many pieces
from their board. Rare game and certainly collectable.
Maya, published by Abacus Spiele. 2003. Box. In
shrink. £14
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.
Metro, published by Queen Games. 2000. Box. In
shrink. £17
Designed by Dirk
Henn. No. players: 2-6. Country: German, Duration: 45 mins, Desc. by Andy.
Railway game in
which players lay tiles showing tracks.
The objective is to score points by having your railway lines score as
highly as possible. A railway line scores well if it is long, and its score is
doubled if it reaches one of the city centre stops at the centre of the
board. Tracks can be laid to help your
own lines or hinder other people's. Previously published as Iron Horse by DB
Spiele, but this edition has nicer components and was on the nominations list
for German Spiel des Jahres 2000.
Mikado, published by Origineering. 1976. Box.
Good. £8
Designer Unknown.
No. players: 2. Country: Singapore, Desc. by Eamon.
Abstract game, a
Westernised version of Shogi (Japanese chess), with some twists (I think, but I
am not a Shogi expert). Nicely presented.
Mind Mover-3, published by Mindmovers. 1974. Box. Good.
£4.50
Designer Unknown.
No. players: 2. Country: British, Duration: 15 mins, Desc. by Andy.
Deduction word game
very similar to Word Mastermind. One player thinks of a word and places hidden
letter tiles for that word. The other player chooses a word and it is marked
for letters which are correct but wrong place and correct and right place. Subsequent guesses allow the guessing player
to home in on the correct word. The board is sturdy moulded plastic, and the
tiles the same size as Scrabble tiles, so much less fiddly than Word
Mastermind. Also the box design is very 1970s, making this a nice nostalgia
item.
Mus, published by Premium/Fournier. 1999. Box.
Mint. £7
Designer Unknown.
No. players: 4. Country: German, Desc. by Andy.
Card game, 40
Spanish looking cards (the game is a classic that originated in the Basque
region), and stones that are used for points scoring. The game is played as a
partnership. The game involves drawing
cards and betting on who has the best hand, but in a very different way to
poker which this may otherwise sound similar to. The game is rarely played for money and the partnership element
also adds interest.
Napoleon At
Waterloo + Advanced Game Expansion, published by SPI. 1971. Packet. Good. £9
Designed by James F. Dunnigan. No. players: 2. Country:
American, Duration: 90 mins, Desc. by Andy. Special notes: Originally boxed,
but now in an A4 ziplock. The expansion's counters are unpunched.
Introductory game
made by SPI based on Napoleon's battle at Waterloo. The basic game only uses about 50 counters, and the rules cover
only 4 sides. The French army starts stronger, but the British have their own
advantages including the arrival of the Prussian reinforcements. Players are
given strategic goals to achieve, but the play is essentially tactical. The
French are encouraged to be aggressive, while the British / Prussian player can
afford to be a little more defensive. Well regarded as a relatively short and
light wargame. The expansion provides another 120 counters and additional rules
for a more complex and realistic version of the battle.
Napoleon's Art
Of War, published by SPI.
1979. Packet. Good. £9
Designed by Omar
DeWitt, Bob Jervis. No. players: 2. Country: American, Desc. by Andy.
Two wargames in one
package which use a common rules set and additional rules specific to the
battle. The battles are Eylau (French
vs Russo-Prussian forces Feb 1807), and Dresden (French vs Russia, Prussian and
Austria August 1813). The game was originally published in Strategy And Tactics
No. 75. The rules cover 8 pages
including all the battle specific rules.
Nuggets, published by Winning Moves. 2003. Box. In
shrink. £9
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.
Number Quest, published by Family Learning. 1997. Box.
Good. £7
Designed by The
Nubble Partnership Ltd. No. players: 2-4. Country: British, Duration: 1 hr,
Desc. by Andy.
The board shows a
diamond shaped grid of hexes showing the numbers 1-100. These are all colour coded in different sections
of the board, with higher numbers being more difficult to make and so scoring
more. Players take it in turn to roll 4
dice and use +, - and x operations on the numbers to produce a result which is
hopefully an unclaimed space (eg. 6x4 + 3x2 = 30). Bonuses are available for completing an adjacent triangle of
spaces and a larger bonus for doing so when a prime number is involved. Play continues until the numbers 1 and 100
are joined up by a continuous line of scored spaces.
Octagram, published by Guardsman Games. ca.1975.
Box. Good. £4
Designer Unknown.
No. players: 1+. Country: British, Desc. by Andy.
Word game which
uses 40 octagonal tiles. Players draw
and play a tile at a time, but as well as forming words by adding to the
existing layout, one or more lines of letters can be removed and replaced to
form a word, although each word may only be scored once throughout the game.
Can also be played as a solo challenge.
Odyssee, published by Hexagames. 1995. Box. Good.
£11.50
Designed by
Hartmutt Witt. No. players: 2-6. Country: German, Duration: 1 hr, Desc. by
Andy.
Set in the time of
ancient Greece, the players each control a boat with 4 sailors and 3 gifts of
the gods. Each turn a gift of the gods
is used up or the crew start to starve.
The board shows various islands on which the boats can land and take
control after they deal with an adventure card. If a boat lands on an already
controlled island then the controller chooses one of their adventure cards to
give to the newly landed player. The objective
is to collect these event cards and also gain control of islands, and finally
return to Ithaka. Players' boats can
fight each other, a storm can be used to send opponents off course, and deals
can be negotiated. Nice graphic design
and wooden boats.
Citadels / Ohne
Furcht Und Adel, 2 versions
available:
1) Citadels,
published by Fantasy Flight. ca.2003. Box. In shrink. £13. Country: American.
No. players: 3-8.
2) Ohne Furcht Und
Adel, published by Hans Im Gluck. 2000. Box. Excellent. £8.50. No. players:
2-7.
Country: German.
This set includes extensive player aids in English.
Designed by Bruno
Faidutti. Duration: 1 hr, Desc. by Andy.
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. Unusually it plays very well with 6+ players. Highly
recommended.
On Assignment
With National Geographic,
published by NGS. 1990. Box. 2 copies available:
1) Excellent.
£3.50 2) Good. £3
Designed by Margaret
McKelway. No. players: 2-4. Country: American, Duration: 1 hr, Desc. by Andy.
Trivia game with
loads of cards. Published by the National Geographic Society, and presumably
sold through their magazine, and the questions relate to anything which might
appear in this magazine. Some of the cards have very attractive photographs,
and the object is to collect sets of these.
Also the board shows a political atlas style map of the world, again
very nicely done.
One Page Bulge, published by Steve Jackson Games. 1980.
Box. Good. £6.75
Designed by Steve
Jackson. No. players: 2. Country: American, Duration: 2 hrs, Desc. by Andy.
A game that started
as a bet that you couldn't design a game about the Battle of the Bulge, and
limit the rules to one page of text. It is a big page, and printed on both
sides, but the game is historical and relatively easy to play. Housed in the
microgame box that was often used by this company. The map is roughly A3 in size, but only on paper, with design
notes on the reverse. There are
slightly more than 100 counters and the rules cover isolation of German forces,
general movement and combat, Allied air superiority, and there are optional
rules for bridges and supply depots.
Operation, published by MB Games. 1996. Box.
Excellent. £5
Designer Unknown.
No. players: 2-4. Country: British, Duration: 20 mins, Desc. by Andy.
Fun family game in
which the players take it in turns to extract various organs from an
unfortunate patient. This is done using
a pair of metal tweezers and should the tweezers touch the metal side of the
hole being operated on an alarm sounds and that operation fails! Silly, but fun.
Oraklos, published by Splotter. 2002. Box. 2 copies
available:
1) In shrink.
£9 2) Excellent. £8
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.
Orcz, published by Fantasy Flight. Box.
Excellent. £11. Desc. by Andy.
Designed by
Christian Petersen, Greg Benage. No. players: 2-4. Country: American, Duration:
45 mins.
Each player is the
leader of a powerful tribe of orcs vying for the favour of evil Lord
Llovar. However, the orcs are at war,
and must together defeat Llovar's enemies. Players take turns to put forward
two of their orcs one face up and one face down in ranks to form communal
armies which will take on the various enemies.
However, once the armies are gathered, the orcs may struggle amongst
themselves to be the dominant tribe in each army, as Llovar rewards that tribe
generously. However, should the orcs
struggle amongst themselves so much that they lose the battle then the dominant
tribe will be punished. Should the orcs repeatedly lose battles then it is
possible for Llovar to be overthrown in which case all tribes lose.
Outwords, published by Perfect Games. 1988. Box.
Good. £4
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 guesses at the word, scoring for a
correct guess and being penalised for an incorrect guess.
Panasonic
European Open, published by
Wheatley Golf. ca.1980. Box. Box Lid Poor. £3.50
Designer Unknown.
No. players: 1-4. Country: British, Desc. by Andy.
Special notes:
Quite large mark on lid where a label was removed
Golf game, played
on a scale map of the Old Course at Sunningdale. Players choose their own
clubs, and cards decide distance and direction. The ball is marked on the
boards with a chinagraph pencil.
Peninsular War, published by Rostherne. 1988. Tube. Good.
£8
Designed by David
Watts. No. players: 2. Country: British, Desc. by Andy.
Special notes: The
rules state it is a limited edition of 400. This copy came with just the rules
and the map, so I have provided suitable wooden counters and a box.
Wargame, with
wooden components, played on a hex gridded map of the Iberian Peninsula (and
which looks very much like a Railway Rivals map). Dice are used to resolve
combat, but movement is based on movement point allowances. Combat is modified
by terrain. One player plays the French
forces while the other controls Spanish, Portugese and British allied
forces. The objective is to hold more
key towns and cities at the end of a fixed number of turns, or to push forward
and take significantly more than this earlier in the game.
Pin Point, published by Oliver Games Ltd. 1993. Box.
Good. £8
Designed by Oliver
Cockell. No. players: 2-4. Country: British, Duration: 45 mins, Desc. by Andy.
Strategy game
played with large two-coloured capsules (rather like giant pills). The board consists of a 10 x 10 grid of
holes into which the capsules can be placed and with a grid marked on the
board. Each turn a player plays four
capsules and tries to form high scoring patterns with these placements ideally
without giving away good scoring opportunities to the next player. When capsules have formed a suitably large
and high scoring pattern they are flipped over so that the pattern cannot be
extended further. There is also a clever rule for the placement of wild
capsules. Nicely produced.
Pivot, published by Merit. 1960. Box. Box
battered but taped up. £4
Designed by J &
L Randall Ltd. No. players: 2 or 4. Country: British, Duration: 20 mins, Desc.
by Andy.
Special notes: Original
claim rings missing, but replaced with better claim 'frames'.
Tactical game in
which players attempt to claim the more valuable spaces on a 7x6 grid. Each space is numbered 2-12 and these are
the values if claimed - the easier to claim spaces being worth less. Players take turns rolling 2d6 and placing a
special piece on a space of that number, but the piece will also cover one
orthogonally adjacent space as well. If
a single space is left with no empty neighbours then it can be claimed. The 4 player game is played in partnerships.
Playboss, published by Ravensburger. 1977. Box.
Good. £13
Designer Unknown.
No. players: 3-9. Country: German, Duration: 2 hrs, Desc. by Andy.
Business game with
lots of plastic bits representing raw materials, finished goods, machinery and
computers. Game play involves buying
and improving your machinery, hiring workers, and buying raw materials,
converting them into finished products and then selling them for profit. Game play is driven by moving your piece
around the track, but most spaces let you do one of your choice of buy raw
material, buy a machine, produce, or sell.
Other spaces get you special tokens which can be spent to gain
advantages such as improved machines, advertising, computer automation etc, and
others can cause problems inc. event cards having to be drawn. The game is played for a fixed duration, and
then the best business wins.
Pocahontas Canoe
Race Game, published by
Milton Bradley Games. 1995. Box. Good. £7
Designer Unknown.
No. players: 2-4. Country: Canadian, Duration: 30 mins, Desc. by Andy.
Race game with a
tie in to the animated Disney film Pocahontas.
The games uses a 'switch and link' two part board similar to Thunderroad
- when a player's canoe moves off the front of the forward board the back board
is moved to the front. As new boards are added leaf tokens are placed and the
objective is to collect these and then land at one of the sandy beaches. Play uses cards - there are cards for
movement and cards which allow a rock and a log to be moved in the river, and
these obstacles can be used to slow down opponents.
Pot Black
Snooker Dice, published by
Waddingtons. 1980. Box. Box taped up, contents fine. £7
Designed by David
Parlett. No. players: 2 or 4. Country: British, Duration: 20 mins, Desc. by
Andy.
Snooker based dice
game. The game includes a plastic,
beize covered, snooker table shaped dice rolling tray, a well made wood and
metal snooker scoreboard, 6 special dice and 1 regular die. The rules explain the real game of snooker
as well as how to play this game.
Essentially 3 special dice are rolled when trying to pot a red, and the
result indicates whether you potted it, how well you positioned yourself for
the next shot, or if you committed a foul.
Following up on a colour involves deciding how much risk you wish to
take. There are also special rules for attempting to snooker your opponent and
clearing the colours at the end of a frame.
Project KGB: No.
1 The Secret Formula,
published by Waddingtons. 1973. Box.
Good, but box base
slightly indented. £9
Designer Unknown.
No. players: 2-4. Country: British, Duration: 1 hr, Desc. by Andy.
Spy game. Game No.
1 in a series of 2, both games being separate but if you own both then you can
play them together as a larger game. Players are secret agents who enter an
enemy camp with the objective of finding The Secret Formula which will be
hidden somewhere around the complex, and then escape with it before being
detected. Whenever a player's piece reaches
one of the secret tiles it can be looked at and kept. However, other players can make a challenge if they think you
have the Secret Formula and they can get to the space you are on. Also a guard
moves around the board in a fixed sequence and challenges anyone he comes
across.
Rare Species, published by Spear's Games. 1985. Box.
Good. £3.50
Designer Unknown.
No. players: 2-4. Country: British, Duration: 20 mins, Desc. by Andy.
Conservation game
featuring David Bellamy on the rules book. Memory game in which there are
twelve rare species each with a male and female card. Players move around a track landing on face up male cards and try
to pick the female from the face down cards.
If right it is kept face down in a bamboo cage on a smaller board each
player has, otherwise it is replaced face down. In a similar way it is also possible to claim the male when you
already have the female. The player
with the most breeding pairs at the end wins. The rules booklet also includes
information about the 12 rare species featured in the game.
Rhino Rush, published by Peter Pan Games. 1996. Box.
Good, but box shows some wear. £9
Designer Unknown.
No. players: 2-4. Country: British, Duration: 15 mins, Desc. by Andy.
Special notes:
There is some tape on the joins of the board.
Children's game
(age 5+) which is essentially just a roll and move game. However, what makes this fun is that there
is a large (6 inch long!) motorised plastic rhino which moves around the board
erratically and moves the playing pieces as well!
Ridiculous
Riddles, published by Waddingtons.
1987. Box. Good. £3
Designed by Gyles
Brandreth. No. players: 2+. Country: British, Desc. by Eamon.
Card game, 51 cards
+ 4 rules cards. The games (there are three different ones plus a variation)
are all based on puns and riddles. The
cards show several jokes / riddles each (the type that you might find in
Christmas crackers) and there are over 300 different ones in total.
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.
Royal Comette, published by Oxford Games. 1996. Box.
Excellent. £5
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.
Rubik's Illusion, published by Unknown. 1989. Box. Good. £5
Designed by Mark
Setteducati. No. players: 2. Country: British, Desc. by Eamon.
Highly original
abstract game. The mirror inside the plastic box lid is placed so that the
board is reflected in it. This, in effect, doubles the playing area. A line of
five pieces wins, but this can be an actual line of five, or a mixture of real and reflected pieces. Amazing
concept!
Rubik's Royal
Brain Teaser, published by
Hallmark Cards Inc. 1991. Box. Good. £5
Designed by Erno
Rubik. No. players: 1. Country: American, Desc. by Andy.
This is a jigsaw
puzzle with a difference. Instead of a
picture, the 440 pieces each show a section of a gold chain on a blue
background with a gem in the middle of each piece. The box says that by
determining the sequence of the gems and by working out the shape the chain
must go in, the puzzle can be completed. However, this should only be tried by
experienced puzzlers looking for a challenge!
Runequest, published by Games Workshop. 1980. Box.
Box corners taped, box shows wear. £5.50
Designed by Steve
Perrin, Ray Turney, Steve Henderson, Warren James.
No. players: 3+.
Country: British, Desc. by Andy.
Special notes: Also
includes Book 2: Book of Uz (for Troll Characters), Original polyhedral dice
have been replaced, basic roleplay intro missing.
Bookcase boxed
version of this excellent 'skill-based' fantasy roleplaying system. This set includes: 120 page Runequest rules
book, Apple Lane - starter adventure scenarios, Fangs (prerolled NPCs
characters and monsters), and polyhedral dice.
Runequest -
Monster Coliseum, published
by Avalon Hill. 1985. Box. Mint. £6.50
Designer Unknown.
No. players: 2+. Country: American, Desc. by Andy.
Runequest
roleplaying supplement. Boxed set no.
1. Arena combat and chariot racing for
Runequest. The set includes a Monster
book (soldiers & gladiators human and non human, natural animals, supernatural
monsters); a Coliseum book describing arena layouts and diagrams and chariot
info; Play aids - coliseum floorplan, rangestick, etc.
Rushin’ Russian, published by Pressman. 1991. Box. Mint. £6
Designer Unknown.
No. players: 2+. Country: American, Duration: 30 mins, Desc. by Andy.
Fun game in which
there are amusing and surprising short stories with 10 Russian words at key
points. The story is read out and the
players make guesses as to what they mean (or deliberately get them wrong for
more fun results). Rubles are won for guessing the words correctly.
Sherlock Holmes
Consulting Detective,
published by Sleuth. 1981. Folder. Excellent. £11
Designed by Gary
Grady, Suzanne Goldberg & Raymond Edwards. No. players: 1+. Country:
American, Duration: 4hrs, Desc. by Andy. Special notes: Comes in a folder
rather than the original (flimsy) box.
Brilliant detective
game. The game comes with a map of Victorian London, with lots of locations
referenced throughout the game. In
addition you have access to a variety of experts you can consult with to get
more information, as well as visiting the locations mentioned in the current
case (there are ten). The game also
provides a London Directory and a Newspaper Archive both of which can prove
invaluable to solving the cases.
Players log the time they spend performing various actions and read the
paragraphs relevant to those actions, and receive information hopefully
relevant to the case. Immensely
detailed and really captures the Sherlock Holmes atmosphere. Plays great solo too. Recommended.
Shifti, published by Orda Industries Ltd. 1977.
Box. Good, 1 corner & 1 edge taped. £5.50
Designed by Design
Associates. No. players: 2-4. Country: Israel, Duration: 30 mins, Desc. by
Andy.
A sort of maze game
in which the board shows a network of pathways which players use to get their
four playing pieces to the far corner of the board. However the centre of the board is made up of sliders, which can
be moved to change the network of paths.
Players roll special dice which indicate the number of spaces a piece
can be moved and / or if a slider can be moved. Playing pieces can move over
friendly pieces, but not those of other players, and a piece stranded off the
path cannot be moved until the path reappears under it. Attractively and solidly produced.
Shooting Soccer, published by Chad Valley. ca.1980. Box.
Good. £8
Designer Unknown.
No. players: 2. Country: British, Duration: 10 mins, Desc. by Andy.
Solidly made action
game in which each player uses a pair of sprung flippers to defend their goal
and send the ball towards their opponent's goal. The board, flippers and stand
are all made of plastic, but surprisingly sturdily, and this is a necessity as
during the game you will get quite frantic keeping the ball from your goal. A sort of cross between pinball and
air-hockey. Great fun for all ages.
Silver Mountain, published by Stratamax. 2005. Box.
Excellent. £12
Designed by Max
Michael. No. players: 3-5. Country: American, Duration: 30 mins, Desc. by Andy.
Special notes: The
cards have been laminated for ease of play and durability.
Silver has been
discovered in the mountain, but with the best seams the hardest to get to. In
order to get out their silver players need to lay claim to the valuable
nuggets, get their ore carts onto the trains and make sure the trains are moved
in a way which will fill their carts with the most valuable silver. Cards indicate the nature of the actions
which may be taken, but there are always choices as to how to use them. The
game plays quickly and has a light feel to it. The components are basic but
functional.
Soccer Manager, published by Capri. 1976. Box. 2 Box
corners split. £6
Designer Unknown.
No. players: 2-4. Country: British, Duration: 2 hrs, Desc. by Andy.
The players take
the job of a football team's manager trying to lead their team to victory over
the season. The teams start at the bottom and players put together a team and
purchase star players. The matches are resolved and teams build amenities for
their club. All this must be done without going bankrupt of course. The
rulebook incorrectly states the number of cards. Very colourful board.
Soccer Supremo, published by Supremo Games. 1991. Box.
Good. £6
Designer Unknown. No. players: 2.
Country: British, Desc. by Andy. Special notes: Aston Villa F.C. Edition
Football game.
Players use a die to move their players, or the ball. It is a simple game, and
scoring goals depends on where the shot is taken from and the result of a card.
The board shows the football pitch and resembles the much more recent 'Street
Soccer'.
Spillikins, published by W & S.B.. ca.1930. Box.
Box shows wear, good for age. £7.50
Designer Unknown.
No. players: 2+. Country: German, Desc. by Andy. Special notes: One of the
'flips' (handle with wire) is missing but a functional home made replacement
has been provided. Includes around 100 sticks/tools, but 2 have been broken.
Still entirely playable.
Probably the nicest
version of Pick-Up Sticks you will ever see, with a box full of wooden
long-handled tools, like hoes, rakes and axes.
Made in Germany but rules are all in English. Date is very approximate - could well be older.
Square Play, published by H. Thiessen. 1984. LP Case.
Good. £3.50
Designed by H.
Thiessen. No. players: 2. Country: British, Duration: 20 mins, Desc. by Andy.
Strategy game
played on a board showing 5 squares one inside the other, but each at 45
degrees to the next one inside it. This
produces an attractive and interesting pattern. The objective is to get your tokens on all four corners of any
one square, but an intermediate goal is to get three tokens in a line, as this
lets you remove an opponent's token from the board. Simple but effective.
Star Wars -
Escape From The Death Star,
published by Kenner. 1977. Box. 2 copies available:
1) Good but edges
show wear, 1 corner taped. £6. 3 of the stands for the playing pieces have been
replaced with different (but entirely functional) stands.
2) Good but box edges show wear. £6.50
Designed by General
Mills Fun Group. No. players: 2-4. Country: American, Desc. by Andy.
Each player races
his characters (Luke + Leia or Han + Chewbacca) through the Death Star, picking
up good or bad 'Force' cards on certain spaces. Once at the Millenium Falcon
they must fight their way through some
Tie Fighters to win
the game. This was released at the same
time as the first Star Wars film.
Sticheln 2nd Ed, published by Amigo. ca.2003. Box. In
shrink. £6.50
Designed by Klaus
Palesch. No. players: 3-8. Country: German, Duration: 30 mins, Desc. by Andy.
Card game. Trick
taking game, but with twists to add to the interest. Players seek to gain
points by collecting cards in tricks in certain suits, while avoiding other
suits which they will be penalised for. Players can choose their 'pain' suit at
the start of each hand. During a trick
players do not have to follow suit, with the first non-matching card indicating
trumps for that trick. The 2nd edition has extra cards allowing the game to be
played with up to 8 players. It also
has cards and rules which let you play the excellent trick taking game
Hattrick, as well as several Sticheln variants. All this makes for an excellent card game package. Recommended.
Stockbridge, published by Rostherne Games. 1988. Packet
+ Board. Good. £9
Designed by David
Watts. No. players: 2-4. Country: British, Desc. by Andy.
Race game in which
each player must race both a car and a boat, and will score for the finishing
positions of each. However the track
and the 'canal' cross at four points, where there are bridges which can either
be up or down, and at various points during the race the bridges will open and
close, sometimes with the players voting on the bridges’ new state. The cars
and boats can get damaged during the race which will reduce their movement
allowances. The production quality is
very basic - this appears to be not all that much more than a prototype.
Stormy Seas, published by Binary Arts. 1997. Box.
Excellent. £6
Designed by Hiroshi
Yamamoto, Harry Nelson. No. players: 1. Country: British, Desc. by Andy.
British version of
this game/puzzle by an American company.
This is related to sliding block puzzles, but is a very much nicer item
than a simple sliding block puzzle.
There are 8 removable double sided wave sliders which can each be put in
96 positions. Add to this a ship which you are trying to navigate through gaps
in the waves and other ships which get in the way and limit movement and you
have some mind bending puzzles to solve.
40 puzzles each with its own set up on a card are provided to challenge
you. Finally the components are all
solid plastic, but look and feel really good - a pleasure to handle.
Strand Cup, published by Krimsus Krimskrams Kiste.
2000. Box. New. £5.50
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.
Street Soccer, published by Cwali. 2002. Box. In shrink.
£13
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.
Streetsafe, published by BMI. 1991. Box. 2 copies
available:
1) Box shows wear.
£4. Originally contained a self defence booklet - now missing.
2) Good. £6. Self
defence manual is still present
Designed by Trevor
Roberts. No. players: 2-6. Country: British, Desc. by Andy.
Trevor Roberts is a
former British Ju-Jitsu champion and this game essentially promotes learning
martial arts (and ju-jitsu in particular) to defend yourself on city
streets. In the game each player has to
visit a selection of places shown on the board but some areas are quite
dangerous. The main choice is to decide
how many turns you will spend improving your ju-jitsu skills at the beginning
of the game - the more turns spent the safer and quicker your movement around
the board will be. A quote from the 'self defence manual': "Now complete
your defence with a knee strike to the assailant's nose". If that's defence, I really don't want to
see his offence!
Subbuteo Squads
- Premier League Pro Edition,
published by Subbuteo. 1996. Box. Good. £7.50
Designer Unknown.
No. players: 2. Country: British, Desc. by Andy.
Special notes: 50+
addtional cards included in this set
Card and board
soccer game. The base set comes with 165 cards representing players, managers,
grounds and match incidents. The rules
introduce the game in various stages to make it easier to learn as it is quite
complex as a whole. The board shows a football pitch with spaces for player
cards, and the cards give lots of (non game) information as well as the attack
and defence strengths and ball passing ability of the players for the game. The
rules cover all aspects of real football but play is fast paced. Additional cards were available in boosters,
but are definitely not needed to play.
Sum-It, published by Waddingtons. 1968. Box. Good.
£3.50
Designed by Norman
D Vine. No. players: 2-4. Country: British, Desc. by Andy.
Card game, 54
cards, each featuring a cash value (interestingly in New Pence although
decimalization wasn't scheduled to take place until 1971). The Old Money value
is also shown (e.g. 10p = 2 shillings). Players are dealt a target amount on a
special card and then draw and discard cards until their hand of seven cards
adds up to the target value. The game was originally made in the 1930's by W H
Storey, and Waddingtons have sub-titled this edition as 'The Decimal Currency
Game'.
Sum-It, published by Waddingtons. ca.1960. Box.
Good. £3.50
Designed by Norman
D Vine. No. players: 2-4. Country: British, Desc. by Andy.
Card game, 54
cards, each featuring a cash value in £, s, d. Players are dealt a target
amount on a special card and then draw and discard cards until their hand of
seven cards adds up to the target value. The game was originally made in the
1930's by W H Storey. This edition uses purely pre-decimal currency.
Supremo, published by Tower Pursuits Ltd. 1989.
Box. Good. £6
Designer Unknown.
No. players: 2-6. Country: British, Desc. by Andy.
Monopoly style game
in which playing pieces move around a track and purchase businesses and pay
when landing on a business owned by another player. Includes bonuses for getting several like coloured properties,
mortgages and event cards. What may make this of local interest for some of you
is that all the businesses are real businesses in the Birmingham (England)
area, and they have all clearly paid to have their adverts put on the board!
Tac-Tickle, published by WFF 'N Proof. 1967. Packet.
Good. £5
Designed by Prof.
Harry Rudermann. No. players: 2. Country: British, Duration: 10 mins, Desc. by
Andy.
Abstract game with
several variations. The basic idea is
that the players each have 4 pieces which they move one at a time alternately
to try to make a line of three in a row of their colour. The game can either be played using a 4 x 5
foam grid or on a hex gridded board. The pieces are dice which have a letter
embossed on them to help the colour blind or even the partially sighted as the
game is entirely tactile when using the foam grid.
Take, published by Classic Games. 1984. Tube.
Good. £4.50
Designed by Mike
Woods. No. players: 2. Country: British, Desc. by Andy.
Strategy game
played on a hexagonal grid of triangles, with pieces played on the
vertices. Players move their pieces in
straight lines capturing other pieces by surrounding on both sides, with
special rules for corner spaces. The
objective is to get your opponent down to one piece. The board is made from PVC and can be reverse-rolled to make it
lay flat.
The Challenge, published by Lion Rampart. ca.1990. Box.
Good but box shows some wear. £16
Designed by Mark
Rein-Hagen, Bruce Tarnopolski. No. players: 2-6.
Country: American,
Duration: 1 hr, Desc. by Andy.
Fantasy game in
which each player runs a rival party of adventurers. The players take it in turn to have one of their characters
attack one in another party. Initially
all the characters are face down, so you don't know who you will be attacking.
Weapon cards, magic cards and special effect cards are played to perform the
attacks, and various magic items etc provide benefits. Points are scored for eliminating opposing
characters. There are 30 different
characters and over 100 magic and weapon cards. The rules include a (very) basic game as well as the normal
(advanced) game.
The Duelist -
Set of 13 Issues, published
by Wizards of the Coast. ca.1996. Magazine. Good. £11
Designer Unknown.
Country: American, Desc. by Andy.
Wizard's Official
Magic: The Gathering magazine. Always
very colourful and full of interesting MtG articles, as well as some articles
concerning other WotC games and Richard Garfield's interesting Lost in the
Shuffle general gaming articles. Many issues include tricky MtG puzzles for you
to solve as well. This collection includes the following issues: 3, 5-16. Which
covers the period Fall 1994 - April 1997.
You can be sure any of the MtG sets released in that period will be
covered thoroughly, and many strategy articles are useful even if you only play
with more recent cards than those covered in this period.
The F.A. Book
For Boys 1954/55, published
by The Naldrett Press. 1954. Book.
Cover fair, inside
excellent. £5. Designer Unknown. Country: British, Desc. by Andy.
Special notes: The
hardback cover shows stains and a little damage, and the blank flysheets some
speckling, but the pages themselves are excellent.
Hardback book with
192 pages. This is a soccer book for boys published by the English Football Association. It contains all sorts of articles related to
football, including ways to improve your game and interviews with famous
players of the day (eg. Stanley Matthews). Very nice period item.
The Faraway Tree, published by Pepys. ca.1955. Box. Box poor,
contents show wear. £2
Designed by Enid
Blyton. No. players: 2-4. Country: British, Desc. by Andy.
Card game. Players try to play cards numbered 1-9 in
that order, but may also play penalty cards to hinder opponents. The cards are nicely illustrated as you
would expect from Pepys.
The Flintstones
Game, published by
Triotoys. 1990. Box. 2 box corners taped. £3.50
Designer Unknown.
No. players: 2-6. Country: British, Desc. by Andy.
Special notes: Box
somewhat indented due to stacking
TV related. Fred and Barney decide to take the day off
work to go fishing, but first they must get their families safely home. To do this you will have to visit a number
of locations such as the zoo, the bowling alley etc, and play out the cards you
were dealt, as well as collect appropriate family cards. A dinosaur wanders around and can mess
things up. Some cards are played on
opponents. Colourful board with standup counters.
The Game Of Home
And Away, published by
Milton Bradley. 1989. Box. Good. £2
Designer Unknown.
No. players: 2-5. Country: British, Desc. by Eamon.
TV related, based
on the popular Australian daily programme. Each player is a character from the
show and must resolve a 'problem' between two other characters. They have to
work out who these two are by deduction and eliminating possibilities. Movement
is by dice so luck is required to land on the right spot to ask the right
questions. Includes an MB catalogue of games from that year.
The Great Khan
Game, published by TSR.
1989. Box. 2 copies available:
1) Excellent -
unpunched. £12 2) Good, but box edge
shows wear. £10.50
Designed by Tom
Wham & Richard Hamblen. No. players: 2-6.
Country: American,
Duration: 2 hrs, Desc. by Andy.
Well regarded
fantasy board game set (completely irrelevently) in the world of TSR’s
Forgotten Realms. You can use your might to overcome your enemies, or stage
coups and put your man on the throne.
You will meet
leaders like Grand Wizir Nechamin, Badmuddin the Bald and Umgook the Tusk
Eater. Essentially a card driven whimsical
war game. Game play is driven by collecting and playing cards, and laying melds
is powerful, allowing political and military strength to be gathered. The
components feature the customary cartoony graphics associated with Tom Wham.
The Great War At
Sea Vol 1: The Mediterranean,
published by Avalanche Press. 1996. Box.
Excellent -
unpunched. £16. Designed by Michael Benninghof. No. players: 2.
Country: American,
Desc. by Andy.
Mediterranean based
Naval wargame during World War 1. The
game contains two full colour strategic maps of the Med, and one tactical
battle map. The rules cover 8 pages
(but the writing is small), and there are over 50 scenarios allowing from short
encounters which can be played in 45 mins to huge scenarios which will take
many hours to play out. There are over 450 full colour and very finely printed
counters. The game claims 'medium'
solitaire suitability too. Expansions to this were also produced.
The IQ Squared
Game, published by Mind
Games. 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 Private -
Batch of 2, published by
Duncan Maclean & Alan McClenahan. 1992. Booklets. Good. £0.75
Designed by Duncan
Maclean & Alan McClenahan. Country: British, Desc. by Andy.
2 issues of The
Private from 1992/93 (issues 4&5).
This British board wargaming newsletter has a good selection of in depth
reviews as well as a number of short reviews in each issue in addition to Magazine
reviews, a Letters column and a news section.
The Return Of
The Heavyweight Champ,
published by Lambourne. 1991. Packet. Good. £9
Designed by Terry
Goodchild. No. players: 1-2. Country: British, Desc. by Andy.
Statistical boxing
game, which was a follow up to Championship Boxing by the same designer. However, whereas that game focused on great
detail within a single fight, this game focuses on the entire career of a
particular boxer, with a streamlined and very fast playing fight resolution
mechanism. Your boxer must try to get
good experience and a good reputation in order to get good matches and decide
which titles to go for, and whether to go for expensive but top quality
training in the U.S. Also after about 3 years on the circuit, time takes its
toll and your boxer's abilities decline - can you win the World Title before
then? It is also possible to use the
longer fight system from Championship Boxing with this game if you wish.
The Return Of
The Heavyweight Champ: The Little Guys, published by Lambourne. 1994. Packet.
Good. £5. Designed
by Terry Goodchild. No. players: 1-2. Country: British, Desc. by Andy.
Statistical boxing
game, which is an expansion set to The Return Of The Heavyweight Champ (which
you will need). This set allows you to play lightweight boxers who can stay
competitive for up to 4 years rather than 3, and have the option of
transferring to Australia as well as the U.S.
You can run one boxer of each weight at the same time and try to make
each of them a champion at the same time - a real challenge.
The Stock
Exchange Game, published by
More Games. ca.1986. Box. Good. £8
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
information about the Stock Exchange Club. Sold with the tag-line "Who
Shares Wins". The game mechanics reuse some of those from Monopoly, such
as a track 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 Twits Card
Game, published by Winning
Moves. 2004. Box. In shrink. £6.50
Designed by Quentin
Blake. No. players: 2-5. Country: British, Duration: 30 mins, Desc. by Andy.
Card game with a
Roald Dahl tie in. It involves collecting sets of cards which are then played
to the table. However, the game has
some new ideas to add to a Rummy type game - cards left in you hand will score
for or against you depending on whether they are +ve or -ve, but all melded cards
will score +ve. Also some special cards change the values of cards left in your
hand.
The Very Clever
Pipe Game, published by
Cheapass. 1997. Packet. Good. £3.50
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.
The World Of
Motor Racing - Part 1,
published by Lambourne Games. ca.1991. Packets. Excellent - unpunched. £10
Designer Unknown.
No. players: 1+. Country: British, Duration: 75 mins, Desc. by Andy.
Motor racing replay
game, which covers the 1965, 1989 and 1990 Grand Prix seasons. Unusually for
this company the game comes with a plastic board. The game attempts to recreate
only the highlights of various motor racing championships. The idea being that there is no need to
replay every lap, but only the highlights, while tracking relative positions
and problems with the cars etc. In this way a full Grand Prix can be replayed
in about an hour and a quarter. There are numerous charts and tables, and
starting grids etc for the seasons covered.
The World Of
Motor Racing - Parts 1 & 3, published by Lambourne Games. ca.1991. Packets. Excellent. £12
Designer Unknown.
No. players: 1+. Country: British, Duration: 75 mins, Desc. by Andy.
Motor racing replay
game, which covers the 1965 and 1990 Grand Prix seasons and the British Touring
Car Championship. Unusually for this company the game comes with a plastic
board. See also description above of
Part 1.
Tichu, published by Abacus Spiele. 1998. Box. 2 copies
available:
1) In shrink.
£6.50 2) Excellent. £6
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.
Tonga Bonga, published by Ravensburger. 1998. Box.
Good. £12
Designed by Stefan
Dorra. No. players: 3-4. Country: German, Duration: 45 mins, Desc. by Andy.
Nautical race game
in which the players pilot ships around a group of islands with the objective
of visiting four of the islands and then returning to Tonga Bonga. However, as well as being rewarded for
getting back to Tonga Bonga early, money saved during the game also counts
towards victory. During the race
players offer different amounts of money in the hope of attracting good crew
who will speed them along. Players take
it in turn to distribute the crew points amongst the ships, using dice with
different numbers on them for each crew to be distributed. The higher the
number on the dice, the higher the strength of that crew member. There is also
plenty of opportunity to pull back a clear leader. Light but fun.
Top Race, published by ASS. 1997. Box. Excellent.
£15
Designed by
Wolfgang Kramer. No. players: 2-6. Country: German, Duration: 1hr, Desc. by
Andy.
Another version of
Wolfgang Kramer's card driven motor racing game in which players first bid for
cars knowing what cards they have to drive them with and then race them. The cards generally have several of the car
colours listed and how far each one must be moved. There is plenty of scope for using cards which could have helped
(but don't) another player's car if you play it right. This set introduces betting to the game as
the race goes on, so if your car is doing hopelessly you can transfer your
allegiance to another car, and bet on that to recoup some money.
Traffic Lights, published by Fiendish Board Games. 1992.
Box. 2 copies available:
1) New. £3.75 2) Excellent. £3.50
Designed by Alan
Parr. No. players: 2. Country: British, Duration: 5 mins, Desc. by Andy.
Strategy game
played on either a 3x3 or 3x4 board in which players alternate either playing a
token onto a space on the board or upgrading a token from red to yellow or
yellow to green. The objective is to
make a line of 3 tokens of the same colour or a line in the sequence red,
yellow, green. The game is cased in a
video box.
Trax, published by Mind Games. 1981. Box. Good.
£7
Designed by David L
Smith. No. players: 2. Country: French, Duration: 15 mins, Desc. by Andy.
Superb abstract
game of tile placement. The square tiles have loops and lines on them, the idea
being to close off a loop of your colour or to make a line from one side of the
layout to the other (of minimum length). The tiles are nicely made and are very
tactile. Game play is subtle and the
game is very well regarded amongst abstract game afficionados.
Trekkie Trivia, published by Paul Lamond Games. ca.2000.
Box. Excellent. £4
Designed by Terry
Miller & Associates. No. players: 2-6. Country: British, Desc. by Andy.
Trivia game with
2400 questions on 400 cards in 6 categories.
All the questions are on the Star Trek universe, and goes from the
original series through TNG, DS9 to Voyager and the various films made up till
then. The game has its own rules, but
this set can also be used as a Star Trek expansion for other games (such as
Trivial Pursuit).
Trendy, published by Spiel Spass. 2000. Box. In
shrink. £5.75
Designed by Reiner
Knizia. No. players: 2-5. Country: German, Duration: 20 mins, Desc. by Andy.
Card game in which
the cards represent different fashion trends.
In turn players play a card and draw a replacement, until a critical
number of cards has been played for one of the trends. All cards played for that suit then score,
but all other cards are discarded. A
new set of trends then starts. There
are also some special cards which either count as two cards or which discard
all cards of a particular trend. Neat
idea as you would expect from this designer.
Tunnels And
Trolls: Buffalo Castle,
published by Flying Buffalo Inc. ca.1980. Booklet. Excellent. £3
Designed by Rick
Loomis. No. players: 1. Country: American, Desc. by Andy.
Special notes: 10th
edition
This is a solo
fantasy RPG adventure which uses the Tunnels & Trolls system. It is an
adventure which uses the paragraph system made popular by the Fighting Fantasy
books. You will need a set of rules to Tunnels and Trolls to be able to play
this.
Turbo, published by Milton Bradley. 1983. Box. 2
copies available:
1) Good. £5 2) Good, box corners taped. £4.50
Designer Unknown.
No. players: 2-4. Country: British, Duration: 30 mins, Desc. by Andy.
Simple motor racing
game tied in with Sega's video game of the same name. The game comes with 20
well made mini plastic racing cars.
Players spin two spinners each turn and must use the resulting numbers
to move their own car and either an opponent's car or the neutral
ambulance. 16 other non player cars
block the track at various points. The chicane and the ice field add to the
game as well.
Verdict II, published by Avalon Hill. 1961. Box. 1 Box
corner split. £14.50
Designed by Tom
Shaw. No. players: 2. Country: American, Desc. by Andy.
Rare AH game in
their flat box of that period. Players are opponents in a courtroom, each with
his own view of events leading up to a crime. By introducing things like fresh
evidence and surprise witnesses, you hope to win the case. The game comes with 15
different cases to play through. The two sides start with different briefings
and take it in turns to call witnesses and hope to get their evidence admitted,
but the opposition can often find a reason to make it inadmissible. Requires
clear logical thought in choosing which evidence to try to get admitted.
Unusual item.
Visual
Brainstorms, published by
Binary Arts. 1995. Box. Excellent. £6
Designer Unknown.
No. players: 1+. Country: British, Desc. by Andy.
A set of 100 full
colour oversize cards each of which has a visual brainteaser on it. The card is studied for a limited time and
an answer given. The answer is on the
back of the card, and sometimes there is a bonus question on the back as well
which must be answered without further reference to the card. Fun game which can be played on your own as
a challenge or with several players as a competitive game. Attractive illustrations and clever puzzles.
VOC!, published by Splotter Spellen. 2002. Box.
Excellent. £13.50
Designed by Joris
Wiersinga, Jeroen Doumen. No. players: 3-5. Country: Dutch, Desc. by Andy.
In this game the
players take the roles of Dutch merchants founding the Dutch East India Company
at the end of the 16th century. They
send out ships to trade in the East.
However outfitting a ship was expensive and the journey dangerous so
merchants would generally cooperate in small groups, all trying to make the
most money. The game has simple and
advanced rule sets. The most unusual
mechanic is that sailing is done by the captain player attempting to draw his
route on the wipe-off map with his eyes closed, but other players with a stake
in that ship can call out a direction while he draws!
What Is Dungeons
And Dragons?, published by
Puffin. 1984. Book. Good. £2.50
Designed by John
Butterfield, Philip Parker, David Honigmann. Country: British, Desc. by Andy.
182 page paperback
book which describes the Dungeons And Dragons role playing game to interested
non players. This is done in
considerable detail and uses a sample adventure to illustrate the game, along
with what would be happening in the session between the actual players. It also describes the use of miniatures and
how adventures are designed and characters created. An excellent book to give to a non roleplaying friend who can't
seem to grasp what roleplaying is all about.
What's My Word, published by Waddingtons. 1964. Box. Box
shows wear, corners taped. £2.50
Designer Unknown.
No. players: 2-4. Country: British, Desc. by Andy.
Rare Waddingtons
game with rather cute box illustrations. Players guess hidden four letter words
using a system similar to Mastermind (though you don't get told whether the
positions are right or not). Of course this was published about 8 years before
Mastermind. The game uses cardboard racks and cardboard letter tiles, each
letter being double sided, with the reverse printed in red so that you can keep
track of letters you have eliminated from the word you are trying to guess.
Wizard, published by Amigo. 1995. Box. Excellent.
£5.75
Designed by Ken
Fisher. No. players: 3-6. Country: German, Duration: 45 mins, Desc. by Andy.
Trick taking card
game which uses a 60 card deck in four suits, every card having its own very
attractive colourful fantasy picture by renowned artist Franz Vohwinkel. The game play is essentially nomination
whist, but with four supertrumps (the wizards). Points are scored for each trick won, as well as getting the
number you said you would get, and penalties are greater the more wrong you
were.
World Soccer, published by Seven Towns. ca.1970. Box.
Box shows wear. £11
Designer Unknown.
No. players: 2. Country: British, Desc. by Andy.
Very rare soccer
game, highly praised in its day by Games & Puzzles magazine. Each player
controls 11 footballers on a gridded board showing a football pitch. The game uses a special dice which will
often allow a player to move two footballers, though sometimes only one. Each movement allowance can either be used
to move a footballer that number of spaces or the footballer with the ball can
kick it twice that number of spaces. It is possible to use opportunities to
move twice to combine moving and passing to good effect. The rules cover
tackling, free kicks, penalties and goalkeeping all in a very neat but
effective way.
Yachty, published by Dealer Series. ca.1980. Box.
Good. £3
Designer Unknown.
No. players: 1+. Country: British, Duration: 20 mins, Desc. by Andy.
Special notes:
Original rules missing, but a I have supplied a replacement set.
Version of Yahtzee,
but with a variant name, presumably for copyright reasons. This set comes with
a dice rolling bowl built into the box as well as score sheets, dice and a dice
cup.
Ys, published by Ystari. 2005. Box. Excellent.
£22
Designed by Cyril
Demaegd. No. players: 2-4. Country: French, Duration: 90 mins, Desc. by Andy.
Very well received
gamers’ game in which the players vie for supremacy in a variety of ways in the
city of Ys. Players play their playing pieces which represent merchants to
influence 12 regions of the city and the marketplace. Players try to win
victory points directly throughout the game as well as trying to claim more of
the four types of gems than other players for major VP awards at the end of the
game. It is also possible to win
special advantage giving cards and influence the relative values of the
gems. Piece placement is part open and
part hidden. The game works best with 4
players. The game was a 2005
International Gamers Awards finalist.
Zig Zag, published by Milton Bradley. 1977. Box.
Good. £4.50
Designer Unknown.
No. players: 2. Country: Irish, Duration: 10 mins, Desc. by Andy.
Special notes: A
few of the white scoring markers have been 'chewed'. Suitable (but non
identical) replacements supplied.
Strategy game in
which each player has a selection of pieces made up of 1-4 hexagons. Players alternately place these into spaces
on the board. These spaces form areas
of size 3-10, and the player who places the last piece into one of them scores
for that area, but must then play again.
You must play carefully to try to make your opponent unable to play some
of their larger pieces, but equally running your pieces out too soon can also
let your opponent walk away with the high scoring areas. Surprisingly interesting little game with
chunky plastic pieces and robust board.
Back to Old Catalogs Page Back to MNG-AJM Home Page