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 b