Mar 2005 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?
5
In A Row, published by Spear's Games. 1075. Box. Box shows
wear. £3
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.
90
Minutes, published by Sporting Connections. 1986. Box. Box
corners taped. £6
Designer
Unknown. No. players: 1-5. Country: British, Desc. by Andy.
Soccer
game, with a nicely designed box in which the game is actually played. The
pitch has been marked with small squares which are used for movement. The game
is driven by cards and dice are used to resolve various actions. Four decks provided for actions, special
situations, referee's decisions and determining exact direction of passes
etc. Bryan Robson is pictured on the
lid recommending the game, and the pitch-in-a-box is surrounded by adverts from
real companies making it an attractive item.
A
Shepherd And His Dog, published by Spear's Games. 1983. Box.
Excellent. £7
Designer
Unknown. No. players: 2. Country: British, Desc. by Andy.
Attractive
game played on a hex grid showing a field with a sheep pen at one side and two
gates on the far sides. One player
controls the 5 sheep each with a realistic painted plastic model, while the
other player controls a shepherd and his dog, again both represented by
realistic painted figures. The sheep
attempt to escape out of one of the gates, while the shepherd and dog try to
force them into the pen, where they must stay once there. Players alternate moves but if a sheep is
adjacent to the dog or shepherd it must move away from them.
Adel
Verpflichtet, published by Avalon Hill. 1991. Box. Excellent.
£11
Designed
by Klaus Teuber. No. players: 2-5. Country: American, Duration: 1 hr, Desc. by
Andy.
Clever
game in which the players attempt to obtain large collections of antiques. The antiques are represented by cards and
include items such as Marilyn Monroe's lipstick and Sir Walter Raleigh's pipe. Each turn players simultaneously choose
whether to attend the auction house to buy more antiques to go to a stately
home. In the auction house players can
either bid or try to steal money. In
the stately home players can either put on an exhibition to gain points, try to
steal from an exhibition or be a detective to catch any thieves. To do well you need to be able to work out
what other players are likely to do, and act accordingly. Won the Spiel des Jahres 1990 in Germany.
Recommended.
Alles
Im Eimer, published by Kosmos. 2002. Box. Excellent. £14
Designed
by Stefan Dorra. No. players: 2-6. Country: German, Duration: 30 mins, Desc. by
Andy.
Clever
but good fun card game in which players start with a pyramid of buckets each,
and they try to keep these intact. Card play involves leading a card in one of
five suits and the next player plays 1-3 cards in the same suit whose total
must exceed the previous player's total.
After playing only one card is drawn no matter how many were played, but
failing (or choosing not) to play means you lose a bucket of the current suit,
and if other buckets are supported by that bucket then they go as well!
Recommended.
Animal
Tracks, published by Spear's Games. 1983. Box. 1 box
corner taped. £7
Designer
Unknown. No. players: 2-6. Country: British, Duration: 20 mins, Desc. by Andy.
Childrens
game (age 7+). A rather attractive tile
laying game in which the players play path tiles (showing assorted curves,
straights, cross-overs, dead ends etc) onto a 4x4 grid. Around the sides of this grid are 16 animal
tiles (cows, hens, pigs and sheep). The
objective is to play a tile which creates a path between two animals of the
same type. Those two animals cards
(which are worth various amounts) are then kept and will score at the end of
the game. The animals which have been
won are then replaced with new animals ready for the next player.
Axis
And Allies, published by Milton Bradley. 1986. Box. Box shows
wear. £28
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.
Back
Spin, published by Binary Arts. 1994. Box. Excellent.
£5
Designer
Unknown. No. players: 1. Country: American, Duration: 15 mins, Desc. by Andy.
More
a puzzle than a game - in the same category as Rubik's cube and those metal
puzzles you have to take apart and put together with a cunning trick. This consists of a large plastic disk, each
side of which has 6 sections which hold 3 balls each. The two sides of the disk
can be spun separately, and the sections lined up with those on the other side
and a ball transferred from one side to the other. The objective is to get all the coloured balls into sets as
quickly as possible. Nice item for any
puzzlers amongst you.
Baffled,
published by Spear's Games. 1991. Box. Good. £5
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.
Basketball
Strategy, published by Avalon Hill. 1974. Box. Good. £6
Designed
by Don Greenwood. No. players: 2. Country: American, Desc. by Eamon.
Extremely
clever, cerebral game (quite unlike any other sport game) which places each
player as a manager of a Basketball team. The games are almost played like a
war game, with each player represented by a counter that has things like Zones
of Control.
Batman
The Game, published by Paul Lamond. 1989. Box. Good. £3
Designer
Unknown. No. players: 2-6. Country: British, Desc. by Eamon.
Special
notes: Box lid corners damaged
Film
related, with half the players representing Batman and the other half, the
Joker. Essentially a race game from your base, either the Bat Cave or the Axis
Chemical Factory, to a secret destination and back home again.
Bells
Of War, published by Silly Space. ca.1995. Box. Good.
£12. Desc. by Andy.
Designed by Remi
Duval,Marc Fournier,Philippe Lamontagne, Louis Nadeau.. No. players: 2.
Country: Canadian,
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.
Black
Cannon, published by Parker Brothers. 1987. Box. Good.
£10
Designer
Unknown. No. players: 2-4. Country: French, Duration: 30 mins, Desc. by Andy.
Action
game in which the players control ships which navigate around a board with two
3-D islands. The ships are large
cardboard standups and attempt to retrieve some pirate treasure and get it back
to their home port. However, other
ships will try to stop them and do so by firing a miniature cannon. Should the cannonball knock the ship over
then it is replaced with a raft on which the victim attempts to flee. The 3-D islands get in the way of
cannon-fire and also ships can be positioned so that they show very little sail
to the enemy making a successful shot much harder.
Blockbusters,
published by Waddingtons. 1986. Box. 2 copies available:
1)
Box corners taped. £4 2) Good. £5
Designer
Unknown. No. players: 3+. Country: British, Duration: 30 mins, Desc. by Andy.
Quiz
game based on a very popular British 1980s TV programme of the same name. What makes this a little different is that
it is designed for unequal teams - eg. 2 players on one team and 1 on the
other. If a team gets the answer to a
general knowledge question right (they are of the form: What 'A' is the highest
male voice?) then that team gets to place a piece on a hexagonal grid, and the
objective is to make a line of your pieces from one side of the board to the
other. However, this is a longer path
for the stronger team than the weaker team.
Attractive and chunky hexagonal standup grid.
Blue
And Gray Quad, published by SPI. 1975. Box. Good. £17
Designed
by Various. No. players: 2. Country: American, Desc. by Andy.
Special
notes: The plastic case lid is brittle and has cracked around the edge. The box has a built in counter storage tray.
4
American Civil War battles in one set. There is a set of standard rules (4
pages) and then each battle has its own specific set of rules as well. The battles are represented at the
operational level. One hex represents 400 meters and a strength point about 300
men. The four battles are: Shiloh (by
Christopher J Allen), Antietam (by Thomas Walczyk), Cemetary Hill (by Edward
Curran) and Chickamauga (by Irad B Hardy).
Blue
And Gray II Quad, published by SPI. 1975. Box. Good -
counters unpunched. £18
Designed
by Various. No. players: 2. Country: American, Desc. by Andy.
Special
notes: The plastic case lid is brittle and has cracked around the edge. The box has a built in counter storage tray.
4
American Civil War battles in one set. There is a set of standard rules (4
pages) and then each battle has its own specific set of rules as well. The battles are represented at the
operational level. One hex represents 400 meters and a strength point about 300
men. The four battles are: Chattanooga
(by Frederick Georgian), Battle of the Wilderness (by Linda Mosca),
Fredericksburg (by Joe Angiollilo), Hooker and Lee (by Richard Berg).
Brainline,
published by Palitoy Bradgate. ca.1974. Box. Good. £4
Designer
Unknown. No. players: 2. Country: British, Duration: 15 mins, Desc. by Andy.
Strategy
game in which the players try to get their 4 pegs into a straight line with no
opposing pieces in between. The game is
played on a hexagonal grid. Pieces may be moved any distance in a straight
line, but cannot jump another peg or land on another peg.
Buck
Rogers The 25th Century, published by TSR. 1990. 2 copies
available:
1)
Packet. No polyhedral dice. Excellent. £4.
2)
Box. With polyhedral dice. Good. £6.
Designer
Unknown. No. players: 2+. Country: American, Desc. by Andy.
Science
fiction role playing game. The set
includes: The Technology Book, The World Book, Characters & Combat Book, GM
reference screen, 2 maps, 14 colour spaceship pictures with datasheets, 1 sheet
of counters, 7 character sheets with colour pictures, and 4 planet datasheets
with colour pictures.
Bulge,
published by SPI. 1979. Box. Box good, counters unpunched. £10
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.
Busy
Bees, published by Pavillion. 2000. Box. Good. £4
Designed
by Geoffrey Inc. No. players: 2-4. Country: British, Duration: 10 mins, Desc.
by Andy.
Special
notes: Original rules missing, but a summary of them is provided.
Childrens
memory game with a difference! There
are 16 chunky plastic bee pieces which all look the same from above, but
underneath they have different colour bases.
The bees are places onto the circular board and players take it in turn
to turn up two of the bees and if they are the same colour underneath they
claim them. If they are different
colours underneath then they are replaced and the next player has a go. What makes this more interesting is that the
board unit has a motor in it which makes the bees vibrate and move around a
lot, thus keeping track of which one is where is not so easy!
Caesar
& Cleopatra, published by Kosmos. 1997. Box. Excellent.
£11
Designed
by Wolfgang Ludtke. No. players: 2. Country: German, Duration: 1 hr, Desc. by
Andy.
Card
game. Caesar and Cleopatra compete for the favour of various influential
factions. This is done by card play and cards can be placed either openly or
secretly. What adds interest is that
you need to try to keep as many factions on your side as possible all the time
as you don't know when each group will cast its vote. The cards are longer than normal playing cards. Part of Kosmos' excellent
2 player game range and thus comes in the fairly small square box.
Camel
- The Game, published by R.J.Reynolds Tobacco Co.. 1992. Box.
Good. £4
Designer
Unknown. No. players: 2-6. Country: American, Desc. by Andy.
Promotional
game made in the shape and design of an oversized packet of Camel
cigarettes. The game itself is a
variation upon Liar's Dice. Players are
each dealt 6 cards, which can be any of the letters C,A,M,E,L or wild. Also
provided are 6 dice showing the same symbols.
Players in turn make a bid for how many of a particular symbol they
reckon can be found in all players hands (but only their own wild cards) + two
rolls of the six dice. Once noone
decides to make a higher bid then the dice are rolled and a letter won. First to win all the letters (CAMEL) wins.
Candidate,
published by Shaw Games. 1979. Box. Good. £18
Designed
by Tom Shaw. No. players: 2+. Country: American, Duration: 90 mins, Desc. by
Andy.
Election
game, based on the American electoral system. Played for a predetermined number
of turns with a shorter 40 min game being quite possible. Each turn the players
can choose two of three possible cards types to draw. Campaign cards give you
votes in the state you currently are.
Fundraising cards give you money which can be spent secretly. Dirty tricks cards allow you to hurt your
opponents, but these can sometimes backfire.
Casino
Roulette, published by Bell's. ca.1980. Box. Good. £8
Designer
Unknown. No. players: 2+. Country: British, Desc. by Andy.
An
attractive and substantial roulette set.
The roulette wheel is plastic, but 12 inches across and nicely made with
a metal spindle so spins very nicely. The set also includes a betting mat,
croupier's rake and 4 colours of chips.
Castle
Risk, published by Parker Bros. 1986. Box. Box shows
wear, 1 corner taped. £9
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, marshall for defensive
bonus etc.
China
Moon, published by Eurogames. 2003. Box. 2 copies
available:
1)
In shrink. £11 2) Excellent. £10
Designed
by Bruno Faidutti. No. players: 3-5. Country: French, Duration: 30 mins, Desc.
by Andy.
Players
command a team of frogs on a lily pond attempting to collect the most beautiful
flowers, to give them as a bethrothal gift.
The board shows a track around the pond with various sidepaths, and with
lotus flowers of various colours dotted along paths. Each player on their turn moves 3 frogs, either theirs or their
opponents', 2 spaces each, ignoring occupied spaces. As well as collecting
flowers, some spaces cause exchanges or even cause a flower to be dropped. Once
all frogs are at the end of the track flower collections are compared, with
values higher the more collected of the same colour.
Citadel
Of Blood, published by SPI. 1980. Packet. Good. £10
Designed
by Eric Smith. No. players: 1+. Country: American, Duration: 45 mins, Desc. by
Andy.
Special
notes: This copy has been nicely boxed by a previous owner.
Game
from Ares Issue 5 (magazine not included). Exploration game, a direct follow-up
to the exceptionally popular Deathmaze. Each player is a character who must
explore the dangerous Citadel of X The Unknown. The board is made up of
counters that get laid in front of the characters as they progress, making the
game different every time. In the Citadel the characters will come across all
sorts of monsters and traps, and gain lots of treasures - valuable and magical.
The rules include both physical and magical combat.
Community
Challenge, published by Co-Op. 1990. Box. Good. £4
Designer
Unknown. No. players: 2-4. Country: British, Desc. by Eamon.
Promotional
item made by a supermarket chain, but extolling the virtues of care in the
community, so players learn to do good deeds, help charities, and so on. The game is a ludo / parcheesi variant but
with card play added on.
Crime
Fighter, published by Task Force. 1988. Box. Good. £7
Designed
by Aaron Allston. No. players: 2+. Country: American, Desc. by Eamon.
Rare
Task Force item, a role-playing game based on TV police shows. This set contains: rules, 104 playing
pieces, 12 geomorphic map boards, player reference cards and dice. The rules
include some 'episodes' ready for you to run.
Cutlass
of Fire, published by JMG Inc. 1993. Box. Good. £9
Designer
Unknown. No. players: 3-6. Country: American, Duration: 1 hr, Desc. by Andy.
Fantasy
adventure game set in a maze. Players
defeat monsters and return gems to magic skulls to score victory points. On the way useful items and spells will be
discovered. At the start of the game
points can be spent on various weapon and magic skills, which will allow the
use of various items of equipment and spells.
The maze is created at random, with large hexes showing what is in each
room and which way you can exit and enter the rooms, and these are discovered
as the game goes on. The game clearly doesn't take itself seriously with
monsters like 'Living Whipped Topping' and the 'Scarecrow Assassin'. Includes 6
50mm figures for the characters which all look rather like ninjas. Basic but functional level of production.
Dark
Future, published by Games Workshop. 1988. Box. Good. £18
Designed
by Richard Halliwell. No. players: 2+. Country: British, Desc. by Andy.
Special
notes: Includes 16 additional metal cars (some Matchbox) painted up to fit the
theme. There may be a few detachable weapons missing (does not affect play).
British
version of Car Wars really, again set in a Mad Max style future world. The set
includes about 15 large road sections (each about 30 cm long), 4 plastic model
cars and 4 motor bikes, to the same scale as Matchbox cars. The cars have a variety of weapons which can
be attached. 6 page basic rules are included as well as a 100 page very
comprehensive rules book which covers just about everything you could think of
eg. mines, critical hits, rams and
crashes, creating tracks, designing your own vehicles, scenarios, reference sheets
etc.
Das
Riff, published by Kosmos. 2000. Box. Excellent. £11
Designed
by Christine & Wolfgang Lehmann. No. players: 2. Country: German, Duration:
45 mins, Desc. by Andy.
Unusual
game of catching rare and colourful fish in order to breed specific new
combinations. Colourful square reef
cards showing fishes, sharks, coral, pearls and open sea are placed in rows,
some face up and some face down.
Players use their ships and worms (as bait ?) to explore the reefs, and
obtain more boats, always looking to obtain breeding pairs which will produce
young fish currently in demand. Play is
quite tactical, but with luck in whether previously unexplored sea regions hold
what is desired and in what worms become available. The game has a neat 'water-flow' mechanism which drives the
replenishment of the tiles. Definitely
an unusual one and well worth trying.
Decathlon,
published by Avalon Hill. 1984. Box. Good. £7.
Duration: 2 hrs, Desc. by Andy.
Designed
by Elliott Denman, Richard Cohen, Thomas N Shaw. No. players: 1-7. Country:
American.
Statistical
sports game, using the Paydirt dice system, and originally made as Trackmeet
(by Sports Illustrated). Great
Decathlon stars compete against each other over 10 events, some requiring
little more than a dice roll, and some require decisions, such as whether to
make a safe attempt, or going all out for a personal best. The rules also cover fatigue and injuries as
well.
Der
Rattenfanger, published by Herder Spiele. 1993. Box. Good. £16
Designed
by Alex Randolph. No. players: 1-6. Country: German, Duration: 25 mins, Desc.
by Andy.
Lesser
known game by this excellent designer.
This is a cooperative game (all the players win or lose together) in
which the Pied Piper has enchanted the town's children and lead them into his
secret labyrinth. 4 brave children
venture into the labyrinth and try to rescue all the children. Players take it in turn to roll a dice and
choose any of these 4 children to move between the caves under the
mountain. The network of caves is cunning
and slowly forces you from one end right the way through to the far end and and
then out. The players all lose if not
all the children have been rescued by the time the caverns have been left. In the same series as the excellent
cooperative game Sauerbaum.
Die
Magier Von Pangea, published by Queen Games. 2001. Box. In
shrink. £17
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.
Dinoquest,
published by McGowan / Magwood. ca.1980. Box. Excellent. £8
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.
Doh-Nutters,
published by Spear's Games. 1991. Box. Good, but box edges show wear. £7
Designer
Unknown. No. players: 2-4. Country: British, Duration: 10 mins, Desc. by Andy.
Ridiculous
game which will have all but the most straight faced players (and spectators)
laughing. Each player gets an elephant
mask with a prehensile trunk. Each
player also has 3 donuts of their colour which are placed on the board and
players have to try to get all their donuts onto their trunk simultaneously. This is not easy, but nor is it impossible
with a little practice. The rules don't
specify how much you may interfere with other players' trunks! You could also use the components in a
variety of party games of your own devising, eg. passing a donut from trunk to
trunk.
Domination,
published by Poor Boy Productions. 1987. Box. Box corners taped. £8
Designed
by D.J. Mitchell. No. players: 2. Country: Unknown, Desc. by Andy.
Limited
edition of 1000. Strategy game in which
the board shows 15 coloured regions in 3 colours, and the players try to
dominate these using the presence of their counters, which come in two types -
cubes and disks. Victory is either by
dominating 4 areas of one colour or by reducing one's opponent to 3 counters
left. The two types of counters move differently - the disks like chess kings
and the cubes like chess queens. Pieces
are captured by landing on them, and only the non scoring areas are safe.
Domino
Rally, published by Action GT. ca.1980. Box. Good. £3.50
Designer
Unknown. No. players: 1-2. Country: British, Desc. by Andy.
Special
notes: Finish flag is missing. Not sure
if all dominoes present (number not stated, but there are still 200+).
Box
full of 'dominoes' intended for setting up in rows and knocking over. As well as about 200 dominoes in two colours
there are two domino bridges and a loop the loop device to start things
going. The dominoes are 1.8cm x 3.6cm
in size and plastic with no markings (so no use for traditional domino games).
Dream
Team, published by Abacus. 1997. Box. Excellent. £5
Designed
by Hartmut Witt. No. players: 2-6. Country: German, Duration: 30 mins, Desc. by
Eamon.
Card
game, featuring characters from a world of fantasy. Players combine their
creatures into a 'Dream Team' and take it in turn to pit their teams against
each other in a game somewhere between ice hockey and a brawl (I have been told
there is a difference :-) Special
powers and special cards make the matches more interesting and less predictable. This is a reissue of the earlier game Power
Play.
Eden,
published by Kosmos. 2001. Box. In shrink. £13
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.
El
Caballero, published by Rio Grande Games. 1998. Box.
Excellent. £13. Desc. by Andy.
Designed
by Wolfgang Kramer & Richard Ulrich. No. players: 2-4. Country: American,
Duration: 90 mins.
A
strategy game of discovery, exploration and struggle for control. Players
search for islands to produce gold and food. They protect their conquests with
caballeros. The artwork matches that of El Grande, but the gameplay is quite
different, and more intense and cut-throat than that game. Lots of scope for clever play and works well
(possibly best) with 2 players too.
El
Grande, published by Hans Im Gluck. 1996. Box. Good. £17.
Desc. by Andy.
Designed
by Wolfgang Kramer and Richard Ulrich. No. players: 2-5. Country: German,
Duration: 90 mins. Special notes: I can print out and laminate a set of English
action cards to considerably ease play for an extra £4
Brilliant
game, which was German Game of the Year 1996. The players vie for control of
areas of medieval Spain, in order to score victory points for having the
majority of caballeros at the three census points during the game. The game is driven by action cards, of which
five are available each round and each player will get to select one. The more powerful actions allow less men to
be added to the board, whereas the weaker actions allow more men to be
placed. Players also have to play cards
to determine player order (and thus the chance to get needed action cards) each
round. Various other excellent
mechanics make this one of the best German games of all time in my
opinion. Highly recommended.
Elevation,
published by Appletree Toys. 1983. Box. Box base & lid indented due to
stacking. £7
Designed
by Hila & Ivan Moscovich. No. players: 2. Country: British, Duration: 30
mins, Desc. by Andy.
Unusual
game in which each player controls an elevator with space for 3 blocks. The elevators are on either side of 9
'storeys' and on each storey upto 5 blocks can be held. There are 7 colours of blocks which start
randomly on the 9 storeys. Players move their elevators up and down loading and
unloading blocks trying to make storeys hold a single colour. Achieving this
scores a point. There are various
restrictions to ensure the game doesn't become a stalemate too. Well
constructed plastic board with chunky blocks.
Europa
1945-2030, published by Euro Games. 1998. Box. In shrink.
£20. Desc. by Andy.
Designed
by Duccio Vitale & Leo Colovini. No. players: 3-6. Country: French,
Duration: 1hr 45mins.
Interesting
election based board game which covers the creation of the European Union from
1945 through the present day and extrapolating forward to 2030. At the start of the game there is no E.U.
just lots of countries, some of which are more likely to join the E.U. than
others. Players place their politicians
into these countries and at the end of each turn any countries with enough
politicians in join the E.U. providing the players with politicians can agree
on a suitable coalition, and the coalition members score points and a large
cardboard piece in E.U. colours is placed over this country. In addition some countries are predisposed
to war, and players need to work to prevent it spreading out of control. Unusual game which works well.
Everway,
published by Wizards of the Coast. 1995. Box. Excellent. £7
Designed
by Jonathan Tweet. No. players: 3-9. Country: American, Desc. by Andy.
Fantasy
roleplaying system based on images and symbols. The game is card driven - a fortune deck is explained in detail
and different characters have different elemental strengths, unique to each
character. Most unusual role playing
item - worth a look at this price even if only to get inspiration for your own
roleplaying sessions. The set contains:
90 vision cards, 26 fortune cards, source and quest cards, Guide to the Fortune
deck, Playing guide, GMing guide, 12 character sheets, 12 pregenerated
characters and 2 maps.
Fifth
Avenue, published by Alea. 2004. Box. Excellent -
unplayed. £17
Designed
by Wilko Manz. No. players: 2-4. Country: German, Duration: 90 mins, Desc. by
Andy.
Auction
based strategy game based on developing Manhattan in the 1930s. Players build up neighbourhoods so as to be
as valuable to themselves as possible.
This is done by getting your skyscrapers adjacent to plots with
shops. Cards are collected of various
colours and these are used in auctions for the various plots, but the colour of
cards used determines the plot which that player is bidding for, and in
addition the lower the maximum value of any cards used to win the bidding the
more building can be placed. Finally, everyone wants to get in on the free for
all that is Central Park, where there are less restrictions.
Final
Score, published by Lambourne. 1992. Packet. Good. £8
Designed
by Terry Goodchild. No. players: 1-2. Country: British, Duration: 15 mins,
Desc. by Andy.
Statistical
soccer game, with fairly speedy results, around 15 minutes per match. 16
all-time great teams included. Rules allow you to convert teams from Soccer
Replay into this format. The game was designed to give a feel that individual
players mattered, and give very descriptive and exciting highlights such as
goalmouth scrambles etc, but with plenty of variety too. It also gives the players of the game more
input into tactical decisions rather than being a pure replay system. This is
mainly done by having the players make decisions on the formation to use
throughout the game as well as making substitution decisions.
Flying
Hats, published by Spears. ca.1970. Box. Good. £3
Designer
Unknown. No. players: 2-3. Country: British, Desc. by Eamon.
Dexterity
game, with plastic bats upon which you balance the hats and then flip them onto
the board, scoring points for the area where they land.
Football
Widow's Handbook, published by Avalon Hill. 1972. Booklet.
Excellent. £2
Designer
Unknown. Country: American, Desc. by Andy.
A
booklet detailing everything (and more) an American Football illiterate person
might wish to know about the game. It
is written humorously and is quite an amusing read as well as being
informative.
Fortune,
published by Ariel. 1979. Box. Good. £12
Designed
by Richard Fenwick. No. players: 2-8. Country: British, Duration: 2 hrs, Desc.
by Andy.
Semi-promotional
business game, made to a very high standard because several companies paid to
be in it. A good game of manufacturing, wholesale and retail. Companies in the
game include Prudential, Bovis, Woolworths, John Menzies, Brooke Bond, Shell
and Guinness amongst others. Received a
very good review in Games International. Game play involves buying machinery,
fuel and computers, and procucing goods, which are then sold through various
distribution channels. Advertising,
insurance and consultancy can also be bought and shares in various companies
can be bought. Players move around a
track, but get quite a few choices as to what to do.
Four
Scores, published by Spear's Games. 1971. Box. Good. £7
Designer
Unknown. No. players: 2-4. Country: British, Duration: 15 mins, Desc. by Andy.
Tile
placement game. The tiles are
rectangular cards showing a diagonal line on each half, with each line being
one of four colours. The board is a
rectangular grid on which the tiles are placed, but with little pegs sticking
out around which the tiles fit neatly and then stay in position. Players alternate tile play with the
objective of forming either crosses or squares made up of all four
colours. On completing one of these a
scoring marker is placed at the centre of that cross or square to ease tallying
up the scores at the end of the game.
Framed!,
published by Gibsons. 1992. Box. Excellent. £7
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.
Gangland!,
published by Corglenburg. 1996. Box. Good. £13
Designed
by Bruce Quade. No. players: 3-8. Country: American, Duration: 1 hr, Desc. by Andy.
Card
game, 180 cards associated with the gangsters and mobs of the 1920’s. Each
player collects together a gang of thugs, sharing their expertise on skills
like Business Savvy, Muscle and Loyalty. Lots of interaction as the gangs try
to outwit, outgun and outlive their rivals.
Geist,
published by RoseKnows Inc. 2003. Box. Excellent. £30
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.
Geronimo,
published by Omnia. 1976. Box. Good. £7
Designer
Unknown. No. players: 2-4. Country: British, Desc. by Andy.
Special
notes: 1 treasure card and one ’Destroy’ card replaced by photocopies, but this
does not affect play significantly.
Players
race to be the first to find Geronimo's treasure, which is hidden in the cave
at the top of a cliff. As well as the board the box and a moulded plastic cliff
are used to play on. The board shows a
region of the Wild West, and the cliff has a number of slots into which climb
cards can be placed to form ledges for the figures to climb. Each player controls an indian and two
cowboys who are moved around the board, avoiding impassable areas and allowing
cards to be revealed and then placed on the appropriate space. A player whose figure reaches such a card
gets to claim it. Some will help one of
your men climb Geronimo's cliff while others can be used to hinder an
opponent's climber. Attractive 3D game.
Gespenster,
published by Hexagames. 1990. Box. 2 copies available:
1)
Good. £6 2) Excellent. £7
Designed
by Alan Moon. No. players: 3-6. Country: German, Duration: 30 mins, Desc. by
Andy.
Card
game, 60 cards in 5 unequal suits. A re-issue of Black Spy (by Avalon Hill),
but here given a better theme. The game is essentially similar to Hearts, but
with the twist that there are 5 suits and that you can follow both colour or
number in a trick with some additional optional variants. Also the cards are
printed with a luminous ink, so they will reveal themselves in the dark.
Giganten,
published by Kosmos. 1999. Box. In shrink. £22
Designed
by Wilko Manz. No. players: 3-4. Country: German, Duration: 90 mins, Desc. by
Andy.
Oil
discovery, production and selling game.
The board is big and there are lots of substantial components. The game has lots of clever mechanisms which
combine very well. These include a map
board on which to send your oil truck out to find suitable sites to drill, a
card choosing mechanism to drive what you can do in your turn, bidding for the
right to sell oil and an interesting fluctuating oil price mechanism. A good business game which I can certainly
recommend.
Golferholics,
published by A.L.E.M.. 1999. Box. Excellent. £7
Designer
Unknown. No. players: 2-4. Country: British, Desc. by Andy.
Golf
game with a large attractive board showing an 18 hole golf course. Also included are two special dice, one used
to detemine progress while on the fairway and the other for short range
shots. The playing pieces are nicely
made flags. Game play is driven by dice
and event cards and scores are recorded on very well made pads of score cards.
Grand
Prix Championship, published by CPag. 1989. Box. Excellent.
£7
Designer
Unknown. No. players: 2-12. Country: British, Desc. by Andy.
Motor
racing game. Huge racing track board
and 12 really excellent model cars, over 5cm long and with moving wheels and attractive
painted bodywork. The game is dice
driven with the main choices being when to block and when to risk overtaking on
coloured corner spaces as when this is done an event card specific to that
corner must be drawn and acted upon for that car, These events range from extra movement, through no effect, to
reduced movement, a missed turn for that car or a requirement for that car to
make a pit stop.
Grapevine,
published by Colmans/Games Workshop. 1985. Box. Good. £5
Designed
by Paul Cockburn & Phil Gallaher. No. players: 2-6. Country: British,
Duration: 90 mins, Desc. by Andy.
Promotional
game made by Colman’s, who are most well known for their range of mustards, but
here trying to promote the wine importing side of their business. Players must
travel across Europe collecting wines, and ship them back to Norwich. The game
uses event cards and various charts to resolve actions. The game was designed
by the Games Workshop team.
Greyhound
Race Game, published by Bob Edes Board Games. 1985. Box.
Good. £7
Designed
by Bob Edes. No. players: 2-8. Country: British, Desc. by Andy.
Greyhound
racing and betting game. Includes 8
plastic greyhound tokens and an oval board.
When betting a variety of bets can be made, including combination bets. Movement is by dice and cards being drawn on
certain spaces. 2 d8s and a d20 are
used by the game.
Guerilla,
published by Avalon Hill. 1994. Box. Good. £15
Designed
by Neal Schlaffer. No. players: 3-6. Country: American, Duration: 1-4 hrs,
Desc. by Andy.
War
based multi-player card game with some very good ideas. Players control the
forces in a Third World independence struggle.
Players secretly back either rebels or government but there are chances
to score VPs by winning a battle even if it won't help your side in the end as
it may give the player the use of a valuable resource such as an airfield. It is also possible for the U.N. to
intervene and stop open warfare in which case the Secret Police come into their
own... Bookcase box.
GURPS
Supers - Deathwish, published by Steve Jackson Games. .
Booklet. Excellent. £2.75
Designed
by Loyd Blankenship. No. players: 2+. Country: American, Desc. by Andy.
Adventure
module for GURPS Supers. Intended for
500 point superheroes. The characters
must investigate odd goings on at and around Deathwish rock concerts from coast
to coast of the U.S.
Haithabu,
published by Hexagames. 1990. Box. Good. £11
Designed
by Rudolf Ross. No. players: 2-4. Country: German, Desc. by Eamon.
A
unique variation of Chinese Chequers, but very well themed (Viking rivalry!),
and uses graphics very reminiscent of Asterix the Gaul comics. A skilful
abstract game, with wooden pieces. Players must control the bridges and avoid
the traps as they move their men from island to island.
Halma,
published by Glevum Games. ca.1920. Board & Box. Shows wear, some
discolouration on box. £8
Designer
Unknown. No. players: 2 or 4. Country: British, Duration: 30 mins, Desc. by
Andy.
Special
notes: Original rules (if there were any) are missing, but I have supplied a set
with basic strategy info as well as extra pawns to play the 19 piece version.
Classic
strategy game which was probably invented in the 1880s, and for some years was
very popular. The objective is to get your men into the diagonally opposite
home area faster than any of your opponents. Pieces are moved either one space
at a time or by jumping over other pieces as many times as desired, which is
clearly more optimal. This set has
attractive period drawings on the board and box.
Hang
On Harvey, published by Kingsley Paige PLC. 2001. Box. Good.
£8
Designed
by Broadway Toys Inc.. No. players: 2. Country: American, Duration: 15 mins,
Desc. by Andy.
Played
on a vertical playing area, which consists of two parallel sheets of clear
plastic with many holes in them.
Players have several pegs each which they place through the holes to
suspend their 'Harvey', a man with hooked feet and hands, between the two
plastic sheets. Players then take it in
turn to remove one of their pegs (which will almost certainly change the way
Harvey hangs) and put their peg in a different hole. The objective is to get your Harvey down to the bottom safely,
rather than having him fall (in which case he gets restarted at the top).
Interference with your opponent's Harvey is quite possible too.
Hard
Line, published by Amherst Lodge Games. 1999. Box.
Good. £4
Designed
by William Maclean. No. players: 2. Country: British, Duration: 10 mins, Desc.
by Andy.
Strategy
game in which players attempt to make a winning line of 4 dice on the board. 16
dice (8 black, 8 white) are rolled once and don't get rerolled or turned over
during the game. Players take a die and place it on the board in turn. There
are several different types of winning line (all white, all black, straights,
all odd, all even etc), so you have to be careful to watch for all the
possibilities. Since the distribution of numbers will be different between
games, the game plays differently each time.
Harry
Potter And The Sorcerer's Stone Trivia Game, published by
Mattel. 2000. Box. Good. £10
Designer
Unknown. No. players: 2-6. Country: American, Duration: 1 hr, Desc. by Andy.
Trivia
game with the questions all on Harry Potter and The Sorcerer's Stone. The game itself involves rolling a dice and
moving around a track. Spaces require
questions to be answered to earn charms.
The first to earn 7 charms and get to the centre of the board wins. There are also curse and spell cards which
can be used to hinder others and help yourself as well. The components include rather nice detailed
plastic wizard hat playing pieces, and a special dice.
Heritage,
published by Industrial Art. ca.1970. Box. Box shows wear. £5
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 the these various places as well.
The game also has lots of information about the sites mentioned on the
cards.
High
Hand, published by E S Lowe. 1984. Box. 3 Box corners
split. £10
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. £6
Designed
by P. Parks. No. players: 2-4. Country: British, Duration: 30 mins, Desc. by
Andy.
Childrens'
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.
Holiday
AG, published by F X Schmid. 1990. Box. Excellent.
£15
Designed
by Wolfgang Kramer. No. players: 2-6. Country: German, Duration: 60 mins, Desc.
by Andy.
Clever
game of the same general type as Acquire and Big Boss. There are five travel companies in which the
players will gain shares, and each company has a line of 20 spaces onto which
luggage markers are placed. Cards allow
placement of the luggage markers, but the game is about trying to get strings
of adjacent markers onto the companies you have shares in, while trying to
ensure that those you do not have a stake in do not get long groups of markers,
as the longest group of markers for each company at the end of the game
determines the values of the shares. Recommended.
Honor
Of The Samurai, published by Gamewright. 1996. Box. 2 copies
available:
1)
Excellent. £11 2) Good. £10
Designed
by Scott Kimball. No. players: 3-6. Country: American, Duration: 90 mins, Desc.
by Andy.
Card
game, with 110 top-quality cards, illustrated in colour with images of feudal
Japan. Players are Samurai, in the service of their lord, with the intention of
becoming the most honourable warrior in the land. This is done by building up armies, arranging honourable
marriages, sacking other lord's castles, and also the use of less pleasant
tactics such as employing ninjas to steal opponent's possessions or even
perform a necessary assassination! The game also includes six special 6-sided
dice, with symbols rather than pips.
Horoscope,
published by Ariel. ca.1960. Box. Box lid indented by stacking. £6
Designer
Unknown. No. players: 2-4. Country: British, Desc. by Andy.
Players
try to complete their board of twelve spaces, one for each sign of the
zodiac. The cards that go in these
spaces both have to match the space they are to go into, and the sum of values
on all the cards on your board also have to add up to one of several special
numbers to achieve victory. The cards
also have a prediction on each one, allowing the players to read the winning
horoscope and determine what awaits each of them in the future!
IAGO,
published by Spear's Games. 1984. Box. Good. £10
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 have let the sand run out than your opponent. If this reaches the end of the scale you lose.
Igel
Argern, published by Doris & Frank. 1996. Box.
Excellent. £19. Desc. by Andy.
Designed
by Frank Nestel & Doris Matthaus. No. players: 2-6. Country: German,
Duration: 30 mins.
The
title means 'Hedgehogs in a Hurry'. The
players have hedgehogs (wooden disks with a cute hedgehog picture), which will
race along a board showing six tracks.
In the basic game a die is rolled and a hedgehog moved to the right or
left before a hedgehog in the track rolled is moved. Special spaces cause hedgehogs to become trapped, and the first
player to get three hedgehogs to the end wins.
However, there are 40 variant games, some daft, some fairly serious, and
you can combine the ideas to make exactly the type of hedgehog race you desire.
Island War,
published by SPI. 1975. Plastic case. Good - 3/4 games unpunched. £17
Designed
by Various. No. players: 2. Country: American, Desc. by Eamon.
Special
notes: The plastic case lid is brittle and has cracked around the edge. The box has a built in counter storage tray.
Quad
set from SPI, one of the rarer ones to find. Includes 4 games from WWII, in the
Pacific theatre of war. Bloody Ridge (Kevin Zucker) - the Japanese attempt to
re-take Guadalcanal; Saipan (Kip Allen) - the American invasion of the island
in order to get their bombers within range of Japan for the first time: Leyte
(Jay Nelson) - the American invasion at the very centre of the Phillipines: and
Okinawa (Larry Pinsky) - the last great island battle of the war. The games use
a 4 page common set of rules and each has its own specific set of additional rules. The games are ground combat simulations
where one hex is roughly 1000 yards and a game turn 1-2 days.
Jeopardy,
published by Milton Bradley. 1964. Box. Box corners split. £4
Designer
Unknown. No. players: 3-5. Country: American, Desc. by Eamon.
TV
related. Third edition. Based on a popular American game-show (practically
unknown outside the States), where players are told an answer and must give the
question it relates to, as the answer, if you see what I mean! MB Game No.
4457.
Jump
The Queue, published by Spears. 1989. Box. Good. £7
Designed
by Talks Ltd. No. players: 2-4. Country: British, Duration: 30 mins, Desc. by
Andy.
Race
game in which each player has 5 different types of vehicle. A dice is rolled and this says which type of
vehicle to move, often giving a choice.
The selected vehicle is moved forward to the next free space ahead of
it. Once past the finish line the
vehicles score points - more points for the first of each vehicle type to
arrive down to none for the fourth.
However, the game ends when one of each vehicle type has finished, so
not every vehicle will get to score.
Jungle
Bungle Beetle Game, published by DaMert. 1992. Packet. Good.
£1.50
Designed
by Dan Gilbert. No. players: 1. Country: American, Desc. by Eamon.
Although
called a game, this is actually a puzzle. There are 8 rectangular pieces, very
colourful and attractive, and they must be laid out in a square, but with all
the sides matching. It claims hundreds of possibilities but only one solution.
Karibik,
published by Winning Moves. 2004. Box. Excellent. £15. Desc. by Andy.
Designed
by Michail Antonow, Jens Peter Schliemann. No. players: 2-4. Country: German,
Duration: 30 mins,
Pirate
themed board game which uses 3D cardboard ships (rather nicely made) to move
around the board and collect pirate treasures and take them to each player's
home base. There are 6 ships, but they
are not owned, instead players secretly choose how to distribute their bid
cards amongst the ships each round and the player who played the highest for
each ship get to move it. The bidding
cards also include a -1 which will never win, but reduces the amount of
movement the winner for that ship can use.
Some money is earned by collecting treasures, but rather more is gained
by getting a treasure safely to one of your pirate hideouts. Very attractive game.
Karriere
Poker, published by Hexagames. 1988. Box. Excellent. £6
Designer
Unknown. No. players: 4-8. Country: German, Duration: 30 mins, Desc. by Andy.
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 being 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.
Kojit-8,
published by Noetic Pastimes Ltd. 1980. Tube. Good. £8
Designer
Unknown. No. players: 2+. Country: British, Desc. by Andy.
Strategy
game played on a large roll-up vinyl mat which shows a 6 pointed star made up
of coloured circles with coloured lines joining them. Players take turn placing, moving or turning over pieces of
various colours with numbers on them. The objective is to score points by making
certain combinations, such as identical numbers, runs of numbers, etc on spaces
of the same colour or spaces in a row.
There are several variations to try out as well, such as one where
additional types of play or scoring patterns are available when your scoring
marker is on certain spaces on the scoring track.
Krimo,
published by T Storey. ca.1935. Box. Good. £9
Designed
by G.T.S. No. players: 3-6. Country: British, Desc. by Eamon.
Card
game, 60 cards representing four forces of policemen and eight crime cards. A
trick-taking game. The holder of the Detective Card must retain it longer than
the holder of the Guilty Card to win, and vice versa for the Guilty Card
holder. Nice item.
Krone
& Schwert, published by Queen Games. 2002. Box. In shrink.
£23
Designed
by Klaus Jurgen Wrede. No. players: 2-5. Country: German, Duration: 1 hr, Desc.
by Andy.
Board
game based on the theme of a medieval struggle for power by the designer of
Carcassonne. The board is made up
differently each time using geomorphic tiles.
The land once made up is then fought over by the players who build towns
and cities and then cathedrals and castles.
One player is the King and may levy taxes, but the other players may
start a revolt, and being on the winning side of a revolt will earn victory
points. The game is driven by an action
point and card system. Victory points are earned for towns, cities, cathedrals
and castles as well as being King at the end of the game, along with VPs gained
through taxes collected while King.
Labyrinth,
published by Yang Chen Enterprise Co. Ltd. . Box. Good. £5
Designer
Unknown. No. players: 1+. Country: Taiwan, Duration: 5 mins, Desc. by Andy.
A
wooden ball maze in which you have two controls to adjust the angle of playing
surface which will determine where the ball rolls. You try to navigate the maze without the ball falling into a
hole. You score more the further you
get. While this was made in Taiwan the company looks to be British and it is certainly made for the European
(inc British) market.
Legend
of the Five Rings - The Battle of Beiden Pass, published by
Five Rings Publishing Group Inc. 1996.
Box.
Good. £5. Designed by Alderac Entertainment Group. No. players: 2. Country:
American, Desc. by Andy.
A
box of goodies for the Legend of the Five Rings CCG. It doesn't contain what it is supposed to according to the box,
but what it does contain is a selection of posters and articles on this CCG, 2
rulebooks and about 375 cards, roughly half green backed and half black backed.
Liar's
Poker Scoring Game, published by Atlantic Games. 1998. Box.
Excellent. £6
Designed
by John W. Butner. No. players: 2-8. Country: American, Desc. by Andy.
Special
notes: Limited Edition. This is no.
00213 and is signed by the author.
This
is a variant of Liar's Dice. The main
differences are that instead of rolling dice, numbers are used from (pretend)
dollar bills, and the way a bid which is thought too high is called is slightly
different.
Longley
Links, published by James Longley Group. 1991. Box. 2 copies available:
1)
Good. £6 2) Excellent. £7
Designed
by Hyde & Partners. No. players: 1-4. Country: British, Duration: 45 mins,
Desc. by Andy.
Promotional
golf game, made by an English construction company who noticed that many of
their clients liked playing golf. As the company had just built a new golf
course at Slinfold Park, they thought it appropriate to make a board game for
their clients. It is a very basic concept, roll a die, move round the course,
that sort of thing.
Mad
Libs, published by Penguin Putnam Inc. 2002. Box. Good.
£3
Designer
Unknown. No. players: 2-6. Country: American, Duration: 30 mins, Desc. by Andy.
Card
game. The cards show words categorised
as nouns, verbs, adverbs and adjectives.
Players use their cards to form sentences which must be grammatically
correct even if they are nonsense. Card play is similar to rummy with players
drawing and discarding cards to get ones which will fit their requirements, and
'going out' when their sentences are complete. A variant allows players to request
cards of a particuler type with a certain number of letters from their
opponents.
Madeline
And The Gypsies, published by Ravensberger. 1999. Box.
Good. £7
Designed
by Alan Moon, Mark Hauser. No. players: 2-6. Country: American, Duration: 15
mins, Desc. by Andy.
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.
Manhattan,
published by Hans-Im-Gluck. 1994. Box. 2 copies available:
1)
Excellent. £18 2) Good. £16
Designed
by Andreas Seyfarth. No. players: 2-4. Country: German, Duration: 1 hr, Desc.
by Andy.
Excellent
game of high-rise city development, in the edition that won the 1994 German
Game of the Year. Players compete to
build and control towers in 6 regions of Manhattan. Placement is by card play, but there are always a number of
choices which need to be weighed carefully.
At the end of each scoring round points are scored for control of each
tower, most towers in a region and the highest tower on the board. The bits stack wonderfully making the game
really attractive during play. Highly
recommended. I can also provide a copy
of the 'Godzilla' variant - please remind me!
Mertwig's
Maze, published by TSR. 1988. Packet. Good. £14
Designed
by Tom Wham. No. players: 2-9. Country: American, Desc. by Andy.
Special
notes: This copy has been neatly boxed, making it easier to store
Fantasy
board game with each player striving to be the successor to Old King Mertwig.
Tom Wham's graphics and the amusingly silly encounters ensure this is not taken
seriously, but that it is an enjoyable experience. Players try to get a royal
birthmark and a royal treasure before Mertwig dies, and you earn these by
exploring the kingdom. Much of the game
is encounter card driven, but there are also eight special areas each of which
has its own A4 size card with instructions which must be followed to get
through these areas and gain treasure and encounter creatures. The game was labelled with the AD&D
logo, but has nothing at all to do with AD&D!
Metropolis,
published by Ravensburger. 1984. Box. Good. £33
Designed
by Sid Sackson. No. players: 2-5. Country: German, Duration: 90 mins, Desc. by
Andy.
Excellent
Sid Sackson game, beautifully produced as you would expect from this
company. Players, in effect, zone a new
town, by first acquiring plots of land and then building variously shaped
buildings on the sites. Making deals with other players is an essential part of
the game. The game is driven by the
choice of which plot the current player wishes to claim, but there are clever
rules (often mistranslated or misunderstood) which limit the ability to claim
plots. The rules concerning the value
of buildings when in the same area as other buildings seem complex but add to
the strategy and tactics possible. Highly recommended.
Micro
Machines Car Chase Board Game, published by Triotoys.
1989. Box.
Box base indented due to stacking. £8. Designer Unknown. No. players: 2-4. Country:
British, Desc. by Andy.
Car
chase game with a board showing an interesting circular network of roads. The objective is to drive fast and manage to
overtake your opponents' cars, as if a car is overtaken it is eliminated. Each player gets 3 cars to start with. Each turn a dice is rolled for movement,
which can be applied to any one of that player's cars. On coming to traffic lights one takes a
chance and spins a special spinner, which may show red, not allowing further
progress, or green and the directions you can choose to go. Alternatively a few times each game you can
surrender a special token and go straight through the traffic lights without
rolling. Novel idea. Sadly no Micro
Machines miniatures are included with the game - they come separately.
Mid-Life
Crisis, published by Game Works. 1982. Box. Good. £2
Designer
Unknown. No. players: 2-6. Country: American, Desc. by Eamon.
Adult
humorous game putting players through the stresses of middle age. Players win
by earning more money, less stress, and fewer divorce points, OR, by completely
cracking-up and then they must go broke, get divorced and go insane before
anyone else wins by the normal method.
Mikado,
published by Origineering. 1976. Box. Good. £9
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.
Millennium,
published by Simulation Games. ca.1982. Box. Good, but box corners taped. £12
Designed
by International Team. No. players: 2. Country: Italian, Duration: 5hrs, Desc.
by Andy.
Futuristic
space wargame in which one player plays the human empire and the other an
empire of hostile aliens who want to expand into human star systems. The game is played on two boards, one
strategic map for the overview of the war and a tactical one on which
individual battles are fought. The
rules cover 7 pages with an additional 5 pages of diagrams and examples.
Misfits,
published by Spear's Games. 1964. Box. 1 box corner taped. £4
Designer
Unknown. No. players: 2-6. Country: British, Duration: 20 mins, Desc. by Andy.
Childrens
game in which there are tiles which make up 12 characters, each having a hat,
face, body and two legs. These
characters must be made up starting with the head, and working down to the
legs. The only matching rule is that the legs must match, and whoever plays the
last leg claims that character. It is
always possible to start or continue a different character though, so there is
some tactical play. The character cards
are such that the misfits created will generally be pretty amusing.
Mississippi,
published by Mattel. 1987. Box. Good, but box edges show wear. £14
Designed
by Roland Siegers. No. players: 3-6. Country: German, Duration: 1 hr, Desc. by
Andy.
Unique
race game. Players each have a boat
which they race down the Mississippi.
However, the mechanism is most unusual - the boat pieces (actually
hexagons) have a number on each side, and on your turn you can either 'burn'
logs by moving forward, or gain logs by moving backwards. However, after the initial move adjacent
boats (in front, behind or even those around the bend but still adjacent on the
board) will either be moved or cause your boat to move depending on the
position of the numbers on the adjacent boats.
Mixtur,
published by Cutting Edge. 1997. Box. Excellent. £3. Desc. by Andy.
Designed
by Los Rodriguez, Frederic Leygonie. No. players: 3-8. Country: German, Duration:
1 hr.
Card
game in which players must gather the correct ingredients (angel's hair,
troll's nose etc) in order to cast spells.
The first player to cast all their spells wins the game. The spells have various effects, some
amusing and some which will help you win.
The cards all have a lot of German on, and so this is most likely to be
of interest to players whose German is fluent.
Thus I am not providing a translation of the rules since such folk will
understand the German rules anyway...
Napoleon's
First Battles, published by Decision Games. 1993. Box. Good -
but counters unpunched. £11
Designed
by Joeseph Miranda. No. players: 2. Country: American, Duration: 2 hrs, Desc.
by Andy.
Special
notes: Photocopied rulebook.
Wargame
quad which simulates four early Napoleonic battles: Montenotte, Arcola, The
Pyramids and Marengo. All these battles
use a base set of rules with some special rules for each scenario. Basic and advanced rules provided as well as
detailed designers notes. Rules are included to cover Fog of War, and units are
brigade and regiment size, and hexes represent 330m, and a turn is one hour.
Includes 400 counters. The box claims high solitaire suitability.
National
Pro Hockey, published by Sports Sction Game Co. Ltd. 1985.
Box. Good. £10
Designer
Unknown. No. players: 1-2. Country: Canadian, Desc. by Andy.
Statistical
ice hockey game based on the North American NHL Pro Season 1985/86. Each of the teams in that league has a set
of cards covering stats for each player (that's a lot of cards). The player (or players) take the role of the
coach, making the decisions that a coach would in a real match for the
teams. The game uses lots of ice hockey
terminology and stats for different types of play. The rules cover 8 pages, but that includes both a basic and an
advanced game.
Nightmare
House, published by TSR. 1983. Packet. Good. £12
Designed
by David Marshall. No. players: 1-5. Country: American, Duration: 90 mins,
Desc. by Andy.
Special
notes: Includes Ares Issue 15 which the game came with.
Gothic
horror boardgame which pits one player (as the haunted house itself) against
the investigators who must try to exorcise all evil from the place. Originally
published in Ares magazine. The battle takes place on both the Astral and the
Material planes.On the Astral plane the investigators advance along 12 axes of
power weakening the psychic web powering the house. On the Material plane the investigators search for artifacts
which will help them fight the house on the Astral plane while avoiding the
terrors sent against them by the house.
Can also be played solitaire.
Nippon
Rails, published by Mayfair. 1992. Tube. Excellent. £16
Designed
by Larry and Joe Roznai. No. players: 2-6. Country: American, Duration: 2 hrs,
Desc. by Andy.
Railway
game in the Empire Builder family. The
game comes with a laminated board featuring the islands that make up Japan.
Players start with some money and use it to build tracks which are drawn onto
the board using crayons. The tracks are
then used to run trains to deliver goods and gain more money so that the
network can be extended further. The game uses demand cards and event
cards. Using the islands of Japan
ensures a different feel to other games in the series.
No Room At The Zoo, published by Artstraws Ltd. ca.1990. Box.
Good. £5
Designer
Unknown. No. players: 2-4. Country: British, Duration: 20 mins, Desc. by Andy.
Players
each have a selection of animals which they attempt to place onto spaces in the
zoo. The zoo is divided into 4
sections, each colour coded, and within these sections there are several
interlocking rings each of a colour of a different board section. When an animal is placed onto a space this
will block off several other spaces, and the next player must play in the
section indicated by the colour the last ring was played on. If there is no free space to play on then
all animals in that section must be taken back into your hand. The winner is the first to place all their
animals in the zoo, or if you play according to a friend of mine's house rule
you can also win by collecting a certain number of animals.
Number
Quest, published by Family Learning. 1997. Box. Good. £8
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.
Oceania,
published by Mayfair Games. 2004. Box. New. £16
Designed
by Klaus Teuber. No. players: 1-2. Country: American, Duration: 20 mins, Desc.
by Andy.
Special
notes: This copy has been signed by the designer, Klaus Teuber.
Simplified
version of Entdecker. The board shows a
grid onto which sea tiles are placed.
These tiles show a mix of sea and land which will join up to form an
archipelago. The tiles also show ship
routes through the islands. Players
take turns to decide where to sail from and draw a tile, which may or may not
fit. If it fits then a scout token can
be placed to claim the island, and if it doesn't fit then the tile must be kept
for use on a future turn. Fast playing
and light, but with some interesting decisions and the way it manages to
condense the essentials of Entdecker into such a short game is a credit to the
designer.
Outrage!
Travel Set, published by Imperial Games. 1993. Box. Good. £4
Designer
Unknown. No. players: 2-4. Country: British, Desc. by Andy.
The players are challenged to steal the Crown Jewels from the Tower of London. However, this is a hard task as the security is such that you cannot take anything useful in with you, but must find suitable equipment as you wander the Tower looking like a tourist. Only then can you make an attempt at the theft, but you may end up in one of the jails, and have to escape using a disguise or perhaps get a Royal Pardon. Play is dice based with equipment cards needing to be collected and event cards adding variety. This set is a travel set with a miniature fold-out board and magnetic pieces.
Pennant
Race, published by Avalon Hill. 1983. Box. Excellent.
£14
Designed
by Joseph Balkoski. No. players: 1-2. Country: American, Desc. by Eamon.
Statistical
baseball game. A great statistical game, which brilliantly lets you play a
complete baseball season in a relatively short time. A single game takes about
3 minutes once you have mastered the formulas required.
Besides
the games, you have to run the Minor League side, cope with injuries and,
crucially, get the pitcher rotation right so that your star pitches at the most
important game.
Perudo,
published by Parker. 1994. Box. Good. £11
Designer
Unknown. No. players: 2-6. Country: British, Duration: 20 mins, Desc. by Andy.
A
nice version of Liar's Dice (also called Bluff in Germany), given a South
American theme. An excellent dice game which requires considerable skill and
judgement to play well. The idea is
that each player starts with 5 dice which are rolled secretly and kept hidden
under a cup. Players then make
increasing bids on what will be on the dice under all the cups (eg. eight 4's). If a player does not want to up the bid then
the previous bid can be called, and the dice are shown. Getting it wrong will lose you dice. This version has some slightly different
rules to Liar's Dice / Bluff, but is essentially the same game. Recommended.
Philately,
published by Dixon. 1973. Box. Good. £8
Designer
Unknown. No. players: 2-4. Country: British, Duration: 90 mins, Desc. by Andy.
Very
attractive game about stamp collecting. Masses of reproduction stamps add to
the appeal of the game. Good interaction as most purchasing is done in an
auction. Game play involves dice roll and movement around a complex track.
Players will then buy, sell, swap, and inherit stamps or gain cash.
Pigs
Trotters, published by Ravensberger. 1992. Box. Excellent.
£7
Designed
by Heinz Meister. No. players: 2-4. Country: German, Duration: 30 mins, Desc.
by Andy.
Card
driven game in which players attempt to collect the most food tokens. Five chunky coloured plastic pigs move
around a track as cards of their colour are played. A pig always moves to the next free space in front of it, and if
this moves it into the lead then the player who played the card gets a food
token. However, the card players choose
to play last must be carefully considered, as if this does not take that pig
into the lead then that player loses all the food tokens claimed this round!
Most food after three rounds wins. Rio Grande/Abacus released a card only
version of this called Galopping Pigs/Schweins Galopp in 2000.
Point
Of Law, published by 3M. 1972. Box. Good. £8
Designed
by Michael Lipman. No. players: 3+. Country: American, Duration: 1 hr, Desc. by
Andy.
A
courtroom case is read out to all the players who then decide what the judge
and jury's verdict should be. Careful thought and picking up on clues in the
case is important. Making the right deduction and thus making the right verdict
is rewarded with points. There are 100
cases included in the game.
Pot
Black Snooker Dice, published by Waddingtons. 1980. Box. Box
taped up, contents fine. £8
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.
Presidential
Election, published by JKLM Games. 2004. Box. In shrink.
£12
Designed
by Richard Huzzey. No. players: 2. Country: British, Duration: 30 mins, Desc.
by Andy.
In
the race to the White House, the two players represent Democrat and Republican
candidates aiming to sway the voters and win the American election. The game
uses two sets of dominoes along with playing pieces and tiles. Players use the dominoes to both move their
pieces along a track and also play them to form the track itself. The track can
be several dominoes in height and is divided into different scoring zones. Each player has policy markers which must be
advanced along the track, and these can score well either by being moved a long
way along the track or by being on top of many dominoes. Intriguing idea.
Pyramania,
published by M.W. Productions. 1989. Box. Good. £10
Designed
by D. McReynolds. No. players: 2. Country: British, Desc. by Andy.
Most
unusually packaged 2 player strategy game.
The box is rectangular, though deep, and inside the board is held in a
pyramid shape by a plastic pyramid cover.
The game bits are small, medium and large pyramids. The game itself involves moving small
pyramids around a square grid, and when four are together in a square a medium
sized pyramid is placed over them, and can be moved as a single piece. The winner is the player who first combines
four medium pyramids to form a single great pyramid. Unusual item.
Race
To The Roof, published by Ravensberger. 1988. Box. Good, but
one box side discoloured. £6
Designed
by Ingrid Kellner. No. players: 2-4. Country: German, Duration: 30 mins, Desc.
by Andy.
Childrens
game (age 5-10). Simple roll the dice
and move your piece game, but with two neat ideas. The first is that the board
shows only the attic of a house and its walls - before the game starts the
players arrange the large room tiles in the house however they want, thus
making the layout different each game.
Also each of these tiles has a very detailed picture of that room, and
if a player lands on a special space they draw a card and must search for the
item depicted somewhere on the board.
They then move their playing piece to that room and continue from
there! Very attractively presented.
Railroader,
published by Waddingtons. 1963. Box. Good. £40
Designer
Unknown. No. players: 2-4. Country: British, Duration: 75 mins, Desc. by Andy.
A
classic train game, mainly because it just looks so wonderful. 100 pieces of
train-set like track slot into the board as you advance your railroad across
the west. Plastic trains complete with carriages and caboose travel along the
tracks, and follow the railroad builders. Players race each other across the
board, but on the way, players are ambushed, and get the chance to dynamite
each others' lines, derail trains and so on.
The main decisions involve choosing when to build track and when to move
your train - you need enough track ahead of you to ensure your train won't go
off the end, but too much makes you very vulnerable to dynamite attacks.
Rare Species, published by Spear's Games. 1985. Box. Good. £4
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.
Retro,
published by Minden Games. 2000. Booklet. Excellent. £4
Designed
by Gary Graber. Country: American, Desc. by Andy.
Unofficial
set of variant rules for owners of Squad Leader or Advanced Squad Leader. The 48 page booklet significantly simplifies
the armour and morale rules as well as the sequence of play It also adds a new idea 'hesitation' which
replaces most of the defensive fire rules.
Designed for players wanting to play solitaire or to play (A)SL with
less rules overhead.
Rifts
Index & Adventures Vol 2, published by Palladium.
1997. Book. Excellent. £2.75
Designed
by Craig Crawford. No. players: 2+. Country: American, Desc. by Andy.
Supplement
for the Rifts science fantasy role playing game. The first half of this book is an index of Rifts items printed by
Palladium. The second half of the book
contains a selection of short adventure ideas as well as 4 longer scenarios.
Round
The Bend Labyrinth, published by Vic-Toy. ca.1977. Box. Box
battered, contents good. £4
Designer
Unknown. No. players: 1+. Country: British, Duration: 5 mins, Desc. by Andy.
A
nicely made ball maze in which you have two controls to adjust the angle of
playing surface which will determine where the ball rolls. You try to navigate the maze without the
ball falling into a hole. You score
more the further you get. This version is plastic, but nicely made and with
more sensitive controls than many other versions.
Rubik's
Illusion, published by Unknown. 1989. Box. Good. £6
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!
Save
Your Planet, published by Abel Games Ltd. 2000. Box. Good. £10
Designer
Unknown. No. players: 2-5. Country: British, Desc. by Andy.
Each
player is an important diplomat representing an entire continent, and must
attempt to save the world from potential disasters (alien invasion, asteroid
collision, nuclear war, giant volcanic eruption or global warming). This is done by flying around the world and
collecting solution cards, which each help against some of these, but not
all. Various lesser problems will need to
be resolved along the way, and when you have sufficient solution cards for the
most pressing disaster you can return to the United Nations with your solutions
and win the game. Includes plastic
aeroplane pieces and a special dice.
Scottish
Highland Whisky Race, published by JKLM Games. 2004. Box. 2
copies available:
1)
In shrink. £20 2) Excellent. £18
Designed
by Andreas Steding. No. players: 3-6. Country: British, Duration: 1 hr, Desc.
by Andy.
Whisky
smuggling race game set in 1773. The
players are taking part in a cross country race, but are using it to smuggle in
Whisky, which is heavily taxed by the English.
While winning the race can score victory points, success can also be
achieved by successfully buying and selling whisky along the way. Players move by secretly deciding how many
movement points to use each round, and then spending them to move. Ending up on special spaces on your own will
give a beneficial extra action, and moving past other players uses up movement
points fast due to lots of jostling.
Players also have to avoid the Englishman who will levy taxes on any
whisky carried by players he inspects.
Seaquest,
published by Origineering International. 1975. Box. Good, but box edges show
wear. £15
Designer
Unknown. No. players: 2 teams. Country: Singapore, Desc. by Andy.
Naval
battle game in which 2 players or teams of players control fleets of
ships. The ships are large and plastic
and add to the game considerably. The
ships stay on either side of a large smoke screen in the centre of the board,
but move around and can fire into the other side, as long as they are still
within range (thus giving information away about their location). Different ships need to be hit a different
number of times before they sink.
Submarines can cross over into enemy waters to attack, though remain
hidden from their enemy, but can be attacked with depth charges. Nice item.
Sherlock
Holmes The Card Game, published by Gibsons. 1991. Box.
Excellent. £7
Designed
by Roger Heyworth. No. players: 2-6. Country: British, Duration: 30 mins, Desc.
by Andy.
Card
game, 108 cards with pen and ink drawings reminiscent of the period and the
books. Published to celebrate the 100th Anniversary of the first Sherlock
Holmes story to appear in print. Rather a nice game that requires you to arrest
various suspects or to avoid arrest yourself with one of the Villain cards in
your possession. The game involves
playing cards - each card can be followed by various other types of card,
leading Holmes through his investigation of the case.
Shit!,
published by Adlung Spiele. 1996. Box. 2 copies available:
1)
Mint. £3 2) Excellent. £2.50
Designed
by Reinhard Staupe. No. players: 2-6. Country: German, Duration: 20 mins, Desc.
by Andy.
Card
game, 50 colourful cards in suits and 6 Shit! cards. Cards are played into a
circle and the suit order is circular! Each round players play a card
simultaneously, and this can either be a card which will get you more cards
(the only way to get more cards in fact) or a number card, which depending on
the cards on the table and the cards other players have played will score you
points. There is a slight similarity to
'6 Nimmt'. Eamon asked why they called it such a name, and was told that they
thought they were using an English word equivalent to "Damn" or
"Bother".
Shooting
Soccer, published by Chad Valley. ca.1980. Box. Good. £9
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.
Silverton,
published by Two Wolf. 1991. Box. Excellent. £25
Designed
by Phillip John Smith. No. players: 1-6. Country: American, Duration: 2-4 hrs,
Desc. by Andy.
Very
nice train game, with a number of original ideas. Set in the gold rush days of
Colorado in the 1880's. Players must build rail networks to connect to mines,
and get the ore to the markets.
Includes solitaire scenarios and lots of variants and optional rules.
Players can decide how long a game they want by deciding how many turns to play
for at the start of the game. I can
supply my house rules and the setups and optional rules I prefer to play with.
Recommended for train game fans.
Snakes
In The Grass, published by Peter Pan. 1969. Box. Good. £7
Designer
Unknown. No. players: 2-4. Country: British, Duration: 10 mins, Desc. by Eamon.
Fun
action game. Plastic balls are placed in a shallow tray and players must try to
pick them up by using their snake, a plastic, segmented, wobbly thing which
seems to have a mind of its own!
Soccer
Manager, published by Capri. 1976. Box. 2 Box corners
split. £7
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
Replay, published by Lambourne. 1992. Packet. Good. £13
Designed
by Terry Goodchild. No. players: 1-2. Country: British, Duration: 15 mins,
Desc. by Andy.
Special
notes: This set is boxed and includes the 1986/87 teams + Champions supplement
(18 top teams from 70s and 80s) + Best of Europe supplement + Short & Long
Game variants
Excellent
statistical replay game. The game system allows soccer matches to be replayed
realistically and quickly (15 mins per match), with stats for each of the
players for the teams provided, and different home and away attack and defence
ratings. A neat system is used to determine the time interval between potential
goal chances. Action cards are used to
resolve these decisive moves, and a referee's chart resolves possible fouls and
sending off.
Soccer
World Soccer Game, published by MY. ca.1995. Box. Good. £8
Designer
Unknown. No. players: 2. Country: British, Desc. by Eamon.
Soccer
game with 10 players, large scale footballers who can actually kick the ball by
a lever mechanism built into them. Played on a large felt-type pitch. Besides
the players and pitch, it includes goals, a scoreboard a spare ball, a
miniature F.A. Cup, and a mechanism that can be attached to the goalkeepers so
that they can move to and fro in front of goal. No rules, but probably never
had any as the reverse of the box pretty well illustrates assembly of the
contents and I think they assume you can play a game of football from there on
in.
Sorcerer's
Cave, published by Gibsons. 1980. Box. Good. £24
Designed
by Terence Donnelly. No. players: 1-4. Country: British, Duration: 1 hr, Desc.
by Eamon.
Very
nice concept in this fantasy game that you need to play on the floor. This is
because the board is made up of a large number of dungeon cards, which can
meander in any direction (and they really do spread out). When you find stairs,
you start a new dungeon 'under' the other one, and so on as you go deeper. You
will need a large playing area! The solitaire game is very challenging to win.
Space
Trader, published by Abbey Games Ltd. 1985. Box. Good.
£10
Designed
by S.E. Oliver. No. players: 2-6. Country: British, Duration: 2 hrs, Desc. by
Andy.
Space
based business game in which the players attempt to be the first to gain a
fortune in gold bullion and 'vertex'. A
vertex is 5 units of a single mineral commodity eg. Uranium or Diamonds. Players move along various paths through
space using dice rolls, and some spaces have their own instructions. The board depicts an odd mixture of the
galaxy and the solar system through which the players travel. Rules are included for hyperspace jumps, a
black hole, purchasing space stations, dealing with space pirates and the
dreaded tax collector.
Speed
Circuit, published by Avalon Hill. 1977. Box. Good. £17
Designer
Unknown. No. players: 2-6. Country: American, Duration: 2 hrs, Desc. by Andy.
Well
regarded motor racing game with miniature metal racing cars and three courses
to race on. Each player customises their car by spending points to improve
start speed, top speed, wear characteristics etc. Cars accelerate or brake as desired each turn, within the car's
capabilities, and only when these or cornering speeds are exceeded are wear
points taken and / or chance dice rolled.
The game includes many features in much more modern motor racing games,
with some nice ideas of its own (especially being able to customise the cars).
Star
Trek DS9: The Board Game, published by Component Game Systems. 1998.
Box.
Good
- contents unpunched. £12. Designed by Andrew Smith, George T. Henne Jr, C.
Henry Schulte.
No.
players: 2-4. Country: American, Duration: 2hrs, Desc. by Andy.
Star
Trek DS9 game in which up to four factions (The Federation, The Maquis, The
Cardassians and The Dominion) vie for control of the wormhole. The playing area is constructed out of large
hexes showing areas of space. Victory
can be won by military or economic means or even by completing a special
mission. The game uses colourful
counters, cards with various effects, special dice, and each faction also has a
board detailing its special abilities etc. This game is compatible with the
Star Trek TNG game by the same company, and also starter packs were made to allow
extra players to play using additional factions. The basic rules are not long - though there are lots of optional
and variant rules which can be used if desired.
Star
Wars - Escape From The Death Star, published by Kenner.
1977. Box. Box shows wear. £7
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 across some Tie Fighters to win the
game. This was released at the same
time as the first Star Wars film.
Stock
Ticker, published by Copp Clark Games. ca.1970. Box.
Good. £8
Designer
Unknown. No. players: 2-6. Country: Canadian, Duration: 45 mins, Desc. by Andy.
Stock
trading game in which players buy and sell stock and roll dice to change the
prices. 3 special dice are used, one to
determine which stock is affected, one to determine whether the price rises or
falls or if dividends are paid, and one to determine the extent. Only stocks
which have gone up from the starting price pay out dividends, and when a stock
rises sufficiently it can split, and stocks falling to 0 become worthless. The game bears a copyright date of 1937, but
this edition was clearly much later than that. Rules are in English and French.
Sunken
Treasure, published by Mattel. 1990. Box. Good. £14
Designed
by Nik Sewell. No. players: 2-4. Country: British, Duration: 30 mins, Desc. by
Andy.
Treasure
salvaging game with amazing bits. The
board is 3-D with reefs, islands, and a transparent gridded surface of the
sea. In the sea are magnetic openable
treasure chests concealing 1-4 gold pieces. Players move their chunky magnetic
ship around the sea and it will pick up a treasure chest it passes over. It must then be navigated back to its home
port avoiding reefs and the sea monster (a wonderful plastic model). Sailing over a reef is possible, but will
lose any treasure the ship has, as will being attacked by the sea monster. First player to get 10gp back to their port
wins.
Supremo,
published by Tower Pursuits Ltd. 1989. Box. Good. £7
Designer
Unknown. No. players: 2-6. Country: British, Desc. by Andy.
Monopoly
style game in which playing pieces move around a track and purchase business
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 interest
is that all the businesses are real business in the Birmingham (England) area,
and they have all clearly paid to have their adverts put on the board!
Suzerain,
published by TimJim. 1993. Box. Excellent. £14
Designed by Tom Lehmann. No. players: 2-6. Country: American, Duration: 2 hrs, Desc. by Andy.
Card
game with each player having a board on which to build up their empire. This board shows five levels, forming a
pyramid. Players start with just a ruler on their board and 5 cards in
hand. Each round players take it in turns to play cards or pass. These cards can build up your empire in
various ways, damage other players' empires or cause you to go to war with
another empire. One way of gaining
power is to marry an eligible prince or princess into another empire's royal
family – the spouse then comes and strengthens your empire. The objective is to build up your pyramid of
cards and be the first to have two royal couples and produce an heir wins.
Tabloid
Teasers, published by Pressman. 1991. Box. Excellent. £14
Designer Unknown. No. players: 3-6. Country: American, Duration: 1 hr, Desc. by Andy.
Updated
version of a traditional parlour game.
Players take it in turn to be the moderator, who reads out part of a
real newspaper headline, and the others fill in the blank and submit their
entries to the moderator who reads each in turn along with the real
headline. Eg.: '400000 year old mammoth
tooth found in ____.' Players then
guess which the real one is, and points are scored for guessing correctly and
also for having another player guess your invented answer. Good fun, and lots of laughs!
The
Battle Of The Bulge, published by Avalon Hill. 1991. Box. Good.
£10
Designed by Lawrence Pinsky. No. players: 2. Country: American, Desc. by Andy.
Third
edition. The famous WWII encounter in the Ardennes in December 1944, when the
American Commander responded “Nuts!” to the German order to surrender. The basic game rules are only 2 (large)
pages long, but a supplementary book adds to this for tournament games, extra
optional rules and a selection of scenarios of different lengths requiring
different optional rules. The Battle Book also contains lots of historical
information and details about weapons available etc.
The
Battles Of Bull Run, published by SPI. 1973. Box. Good - mostly
unpunched. £8
Designed by James F Dunnigan. No. players: 2. Country: American, Desc. by Andy.
Special
notes: The plastic case lid is brittle and has cracked around the edge. The box has a built in counter storage tray.
The
Battles of Manassas, June 1861 and August 1862, in the American Civil War.
Tactical wargame in which each turn represents 90 minutes, and a simultaneous
movement system is employed. There are 5 scenarios covering the two battles.
The
Challenge, published by Lion Rampart. ca.1990. Box. Good but
box shows some wear. £18
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
Compendium Of Games, published by Guild Publishing. 1989. Box.
Good - contents excellent. £9
Designer Unknown. No. players: 1+. Country: British, Desc. by Andy.
This
is a boxed set containing a selection of games bits eg. chess / backgammon
board, chess & draughts pieces, dice inc. poker dice and 2 packs of playing
cards. However, the most significant
item by far is a 283 page colour illustrated hardback book of games with the
same title. It has rules to over 100
games, not all of which can be played with the components supplied. So you get a feel for the scope of the book
here are the contents: Card games: For 1 (x13), For 2 (x15), For 3 (x5), For 4
(x12), For 5+ (x7); Party Games (x7); Banking Games (x11), Board & Tile
Games (x10), Dice Games (x15), Roulette.
The intro says it is the best of Hamlyn Illustrated Card Games and The
Illustrated Book of Table Games. Very good book.
The
Complete Hoyle's Games, published by Wordsworth. 1989. Book.
Excellent. £9
Designed by Revised and updated by Lawrence Dawson. No. players: 1+. Country: British, Desc. by Andy.
As
the cover says: 'An excellent reference book for traditional card games, board
games, billiards, darts, shove ha'penny, snooker, dominoes etc.' This is a hardback book with about 480
pages, This is a version of the reference work which was started in 1742 by
Edmund Hoyle, but it has been updated and enhanced over generations by
successive editors. It includes just
about all the classic card games, as well as chess, draughts, backgammon, halma,
go-bang, and even games played on a billiards table, and darts board. A very useful reference work.
The
End, published by Scapegoat Games. 1995. Book.
Excellent. £5.50
Designed by Joseph E. Donker. No. players: 2+. Country: American, Desc. by Andy.
Roleplaying
world and rules set in a world after Judgement Day in which 'The Meek' were
rejected by both Heaven and Hell, and forced to live back on Earth. A fascinating introductory story introduces
this world and makes you want to read on.
The
Farming Game, published by Weekend Farmer Company. 1979. Box.
Good. £7
Designed by George Rohrbacher. No. players: 2-6. Country: American, Duration: 2 hrs, Desc. by Andy.
Players
acquire plots of land and plant a variety of crops in the hope of getting a
good return come harvest. However, with each harvest comes the unavoidable
costs of farming (fertilizer, equipment breakdown, purchasing new seeds, etc.).
Players move their pieces around a track and the spaces drive the game. The first player who has a total net worth
of $250,000 wins the game. Assets tokens are actually peelable and can be stuck
onto a player's fields during the game.
The
Flight Of The Goeben + Chicago Chicago, published by SPI. 1970.
Plastic case. Good. £12
Designed by Dave Williams / James F Dunnigan. No. players: 2. Country: American, Desc. by Andy.
Special
notes: The box lid is made of a brittle plastic and is delicate with some
cracks around the edge.
Double
game, which also includes a copy of Strategy & Tactics magazine Issue 21.
The Flight of the Goeben simulates the actions of the German battlecruiser
Goeben and lightcruiser Breslau in the Mediterranean during World War I. Rules
are included for both a strategic and a tactical version of the game. Chicago Chicago simulates the riots of
August 1968 in Chicago, with one player controlling the police and the other
the rioters. The objective is to get
'good press' rather than eliminate the opposition. The other main articles in S&T 21 are: North Africa - The
British Army and Invasion (a war game from 1889). The plastic case includes a
built in counter tray.
The
Flintstones Game, published by Triotoys. 1990. Box. 2 box
corners taped. £4
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
Full Monty, published by Susan Prescot Games. 1998. Box.
Mint. £3.50
Designer Unknown. No. players: 2-6. Country: British, Desc. by Eamon.
Film
related, aimed at adults who won't mind stripping off during the game. Other
penalties/actions in the game mean you need to be pretty broad-minded to play.
The
Glory, published by Genesis. 1988. Box. Good. £12
Designer Unknown. No. players: 2-6. Country: British, Duration: 3 hrs, Desc. by Andy.
Privately
made game. Each player represents a great European power in the mid-nineteenth
century vying for supremacy. Players have to look at things both from a military
commander's point of view, positioning forces ready to attack, and planning
with potential allies, but also from a King's viewpoint where keeping the
people happy and keeping yourself popular are important too. Involves negotiation and knowing when to
break allegiances too. Bookcase box
The
Honeymooners Game, published by TSR. 1986. Box. 2 copies
available:
1)
Good. £3 2) Mint. £4
Designer
Unknown. No. players: 2-6. Country: American, Duration: 45 mins, Desc. by Andy.
TV
related. Box lavishly illustrated with pictures of Jackie Gleason as Ralph
Kramden, the star of the show. Over 100 cards supplied. Players move their pieces around the board
with the objective of collecting special cards from each of the corners. Then
players return to Ralph's appartment and attempt to obtain other cards. Play is
by playing cards and when moving onto a space a matching card can be played to
move again.
The
Key To The Kingdom, published by Waddingtons. 1990. Box. Good.
£6
Designer Unknown. No. players: 2-4. Country: British, Duration: 45 mins, Desc. by Andy.
Special
notes: Box slightly indented due to stacking, but contents unused.
Fantasy
game with a board that changes shape (there are 6 different boards that change
as the game progresses). Plastic miniatures as playing pieces and one of the
few mainstream games to use 8-sided dice.
Players must enter the Kingdom and discover the Key, hidden in one of
the special locations, each of which involves a mini-adventure to get to it
(such as the whirlpool, the stepping stones, or the sleeping giant). Food end equipment is needed to
survive. Failed adventurers end up in
the dungeon. Ultimately the other
adventurers could prove just as troublesome as the perils of the Kingdom
itself.
The
Lonely Mountain, published by ICE. 1984. Box. In shrink.
£30
Designed by Coleman Charlton. No. players: 1-6. Country: American, Duration: 90 mins, Desc. by Andy.
Tolkien
based fantasy board game. This game is
set in Smaug the Dragon's lair, some time earlier than events in The Hobbit. Each player controls a group of adventurers
who attempt to sneak in through one of the minor entrances and steal as much
loot as possible before Smaug wakes up, discovers the intruders and kills them
all! There are various ways out, but
the longer one takes to get out the more likely Smaug will be able to exact his
revenge. Game play involves exploration (possibly splitting up your group),
searching for valuables, combat (missile, melee and magic) and deciding when
you have enough treasure and head for exits.
The
Madame Tussaud's Board Game, published by Spear's Games. 1990. Box.
Good. £5
Designed by Advertising Answers International. No. players: 2-6. Country: British, Desc. by Andy.
Board
game no doubt made as a souvenir for visitors to London's famous Madame
Tussaud's waxworks museum. The game
itself has cards showing many of the famous people who have their likenesses in
the museum. Players are dealt mini
cards showing these people, and they must collect the larger cards with the
same people on them. This is done by
moving around the museum and collecting them.
However, it is also possible to get cards off other players by 'bumping
into them'. Finallly there are several 'Jack The Ripper' cards with no matching
cards - these need to be palmed off onto another player.
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