Mar 2007 Catalog
While I don’t publish my latest catalog on the internet, this older catalog is available for you to look through to get an idea of the sort of thing I generally have. Please be aware that many of the games in this catalog will have already sold, and if they haven’t then the prices are not necessarily still valid – the prices are only valid in the month the catalog comes out! However, if you do see something of interest email me and I’ll let you know if I still have it. Also getting the monthly catalog by email is free and without obligation, so why not just ask to be added to my subscription list, or ask me to send you the latest catalog by email?
1500 Gold, published by Ragnar Brothers. 1995. Box. Good. £5.50
Designed by Steve Kendall. No. players: 2-6. Country: British,
Duration: 45 mins, Desc. by Andy.
Players start with a team of three runners
each hoping to compete in the prestigious Olympic 1500m finals. In the first stage these athletes are
trained by moving them around a special track with the objective of gaining
useful tactics cards. Then mini
qualifying races are run to see which of the athletes will get through the
quarter and semi final rounds. This
makes use of dice and cards and the underlying quality of the athletes. The final is run out in full on a race track
and running cards and tactic cards are used along with risk taking to squeeze
through gaps and positioning to gain from being in the pack.
221B Baker Street - The Time Machine, published by University Games. 1997.
Box. Excellent. £9
Designer Unknown. No. players: 2-6. Country: American, Duration: 1 hr,
Desc. by Andy.
Sherlock Holmes uses a time machine to
tackle the 20 most baffling real life cases of the 20th century. Game play is similar to the standard 221B
Baker St Game, and involves moving around the board getting clues from
locations, which will eventually allow you to answer the questions posed at the
start of the case. Each case is fairly
involved. The board design is completely different in this version to the
standard version, and the cases are completely different. A good family
detective game.
3 Up, published by Airfix. 1971. Box. Box shows wear,
contents still sealed. £2.50
Designer Unknown. No. players: 2-4. Country: British, Duration: 20
mins, Desc. by Andy.
Players take turns placing their pieces
onto the board with the objective of completing a stack of three pieces of
their colour. As well as placing a
piece, one of your pieces may be moved each turn as long as it is on the top of
a stack.
5 Star, published by Spears. 1984. Box. Box shows wear.
£8.50
Designed by Harbourdin International. No. players: 2-4. Country:
British, Desc. by Andy.
This game was a huge success in France in
the early 1980’s, and this is the only English language version. Players are
entrepreneurs with different objectives. They must achieve their individual
goals, as well as accumulate a set amount of wealth, and finally, they cannot
claim a victory until they have played out all of the Chance Cards in their
possession. Players move around a track which gives a variety of options which
allow players to help themselves or hinder other players. Wooden components.
6 Mal 6, published by ASS. ca.1970. Box. Good. £2
Designer Unknown. No. players: 2-6. Country: German, Duration: 20 mins,
Desc. by Andy.
Cards are played in your row on the board
and when the board is full columns are reckoned up - the lowest value in the
row having to pay penalty chits.
Ace Handicap Golf, published by EMS Home Products Ltd.
1975. Box. Good. £5.50
Designer Unknown. No. players: 1+.
Country: British, Desc. by Andy.
Special notes: Box colour is faded along
two sides, and the base is indented.
Golf game with two large boards, and
fairly simple rules which use a chart to indicate the distance and direction of
each shot. However, most unusually a 14
sided dice is used to determine the result of each shot, with the sides having
various letters on them which refer to the entries in the charts. The game is
recommended by Tony Jacklin, who is pictured on the box.
Ancient Board Games, published by Michael O'Mara Books Ltd.
1996. Book.
Excellent, but 1 throwstick missing. £10. Designed by Irving Finkel. No. players: 2.
Country: British, Desc. by Andy.
Hardback, 10 pages, 30x32cm. This book by
one of the curators of the British Museum is actually a fold out and play games
set - the pages are thick card, and there is also a reclosable packet
containing components with which to play the games. The games are: Senet, Mehen
(The Snake Game), Hounds & Jackals, and The Royal Game of Ur. There is also some historical background on
the games as well as some variants you might like to try.
Ark, published by Rio Grande Games. 2005. Box. Excellent.
£11
Designed by Frank Nestel. No. players: 3-5. Country: American,
Duration: 45 mins, Desc. by Andy.
Card game with the usual excellent Doris
Matthaeus graphics. The theme is Noah's
ark and players take it in turns to add in animals to the ark. This is done by playing cards which show the
animals with symbols to indicate characteristics such as size, carnivore /
herbivore, shyness, slowness or misc special abilities. The ark is divided into two halves and care
must be taken not to overbalance it.
Also no harm must come to any of the animals or provisions, so there are
quite a few restrictions on what can be played where eg. only one carnivore per
compartment, and it must be the smallest of the animals there. Shy animals won't even go into a compartment
next to one with a carnivore in!
Arkham Horror, published by Fantasy Flight Games. 2006. Box. In
shrink. £32
Designed by Richard Launius, Kevin Wilson. No. players: 1-8. Country:
American, Duration: 3 hrs, Desc. by Andy.
A rework of the classic Lovecraft based
board game. This edition is wonderfully produced with a big board showing sites
in and around Arkham, as well as over 350 cards with assorted events, monsters,
items etc which the investigators can encounter. The objective is to obtain equipment and knowledge in order to
close the gates to realms of terror which are popping up around Arkham. The game is cooperative in that the players
can all win or all lose, but each investigator can do their own thing.
Eventually if the gates are not stopped, one of several ultimate evils will
rise and unless the investigators can pull off a miracle Arkham is doomed!
Ars Mysteriorium, published by Hangman Games. 2005. Box.
New. £26
Designed by Alan D. Ernstein. No. players: 3-5. Country: American,
Duration: 90 mins, Desc. by Andy.
As apprentice alchemists the players see
who can earn the most money by gathering basic elements (eg. Brimstone,
Verdigris, Salt, etc) from various suppliers and then using them in alchemical
recipes. At the end of the game
monetary rewards are paid out for sets of recipes and the most successful
alchemist will be declared a Master.
Game play involves deciding how to deploy your 'favours' amongst the
shops and the masters each turn and making the best use of the elements you
manage to gather.
Automania, published by Livingstone. 1991. Box. Mint. £7.50
Designed by Ian Livingstone. No. players: 2-6. Country: British,
Duration: 1 hr, Desc. by Andy.
One of the two limited edition games
(1,000 of each) by this privately owned company. Players must sell cars and
maximise their profits in the markets of various countries. Card play and
competitive advertising provide interaction,
and players can play event cards to help
their own positions and hinder others. Box and components made by Ravensburger
so their quality is high.
Axis And Allies, published by Hasbro Avalon Hill. 2004.
Box. Excellent. £27
Designed by Lawrence Harris. No. players: 2-5. Country: American, Duration:
3 hrs, Desc. by Andy.
Fourth edition of this classic light
wargame. A great strategic multi-player
game of WWII which encompasses the entire globe. The game uses over 360 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. Updates from previous versions include two new unit types and
new victory conditions.
Ballon Cup, published by Kosmos. 2003. Box. Excellent. £11
Designed by Stephen Glenn. No. players: 2. Country: German, Duration:
30 mins, Desc. by Andy.
Part of Kosmos' excellent small square box
two player series. In this game the
players play cards of five different colours next to terrain cards either on
their own side of the table or on their opponent's side. Each piece of terrain represents a part of
the race and cubes are placed on it which are both the prize and also indicate
what colour cards must be played at that terrain. The cards are also numbered,
and low numbers do best over the plains while high numbers are needed to
traverse the mountains. As cubes are
won players get the chance to trade them in for victory cups, and the first to
claim three such cups wins the game.
Basic Acol, published by Unwin. 1981. Book. Good. £2.50
Designed by Ben Cohen, Rhona Lederer. Country: British, Desc. by Andy.
Softback, 19x13cm, 112 pages. 4th edition.
Bridge book describing the Acol bidding system using 44 tables. The idea is that this can be used as a quick
reference or reminder for the entire Acol system. While learning Acol from scratch from this book is entirely
possible, it is not really what it is intended for - better is to use another
book to learn from and then use this as a quick reference.
Battlegame Book 3: Galactic War, published by Usborne. 1983. Book.
Excellent - unpunched. £7
Designed by Andrew McNeil. No. players: 2-4. Country: British, Desc. by
Andy.
Laminated A4 paperback book with 40 pages.
About half the book is informational, giving information about the solar system
and the history of space exploration.
The other half of the book details 4 simple space wargames, each with a
double page board. Counters for each
game come with the book as well. The
games are: Space Pirates (Each player sends out a ship to collect ore and
return with it to earth); The Deadly Planet (Move around the board and try to
be the first to get to your 4 target spaces); Invasion Earth (The Ganoids try
to colonise the Pacific Oceanbed, while the Earth player must stop them);
Galactic War (The Krul and Stellar Federation send out fleets of spaceships to
conquer each other).
Battleplan No. 7, published by 3W. 1988. Magazine. Good.
£1
Designed by Alan Emrich. Country: American, Desc. by Andy.
Substantial wargamers magazine, with many
articles of interest and originally came with a complete game (now
missing). Articles include: Tank Leader
scenarios, Variants for Shogun, Ancients Scenarios, Battle for Moscow mini
campaign game, Great Patriotic War errata and variants, Fireteam scenarios,
World in Flames 4th Ed preview, World In Flames strategy, 1940 variants, Rommel
in the Desert new scenario, B-17, Okinawa variants, Team Yankee new ideas, Last
Victory errata, St Nazaire variants, The Last Victory variant, Winter Storm
variant.
Beginners' Guide To Strategy Gaming, published by Fire & Movement. 1986.
Magazine.
Cover good, game unpunched. £5. Designed by Rodger MacGowan, Jay C.
Selover. No. players: 2.
Country: Amercian, Desc. by Andy.
Softback, 28x22cm, 64 pages. A special
magazine produced by Fire & Movement intended to act as an introduction to
the board wargame hobby. Also included
is a pull out and play game: Battle For Moscow developed by GDW as an introductory
game covering the German attempt to capture Moscow in 1941. Other articles include: Welcome to Strategy
Gaming, The Basics, An Intro to Gamespeak, Notes on Solitaire Play,
Multi-player Grand Strategy Games, Computer Wargaming, Naval Supremacy, Principles
of War, A Beginner's Wargame Library, Where Do I Go From Here ?
Best Of Bridge On The Air, published by BBC Publications. 1965.
Book. Good. £4.50
Designed by Terence Reese & Harold Franklin. Country: British,
Desc. by Andy.
Softback, 20x13cm,176 pages. Bridge book
produced by two great British names in Bridge. This book covers the best of The
Listener articles which were in turn based on a series of radio programmes
about Bridge. The book presents 32
hands which each present interesting issues which are discussed and the reader
is given the chance to provide answers themselves (solutions at the end of the
book). There is also a common questions
and answers section at the end of the book.
Big Bucks, published by Gestion Group-Or. 1987. Box. Good.
£8.50
Designed by Andre Bilodeau. No. players: 2-6. Country: Canadian,
Duration: 90 mins, Desc. by Andy. Special notes: Box lid shows considerable
wear marks on one side and the edges, but is still sturdy. Contents fine.
Business game which uses some of the ideas
from Monopoly. Players can put their money in high, medium and low risk
investments, and there are benefits to collecting 'sets'. Insurance can be bought to help protect
against the misfortunes which can occur.
Play is by moving around a track according to a dice roll and actioning
the space (or deciding to wait for a better opportunity). The objective is to
buy out the other players, but there is a long and a short game available.
Blockbusters, published by Waddingtons. 1986. Box. 2 copies
available:
1) Box corners taped. £3 2) Good. £4
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.
Bolide, published by Gnenos Games. 2005. Box. In shrink. £26
Designed by Alfredo Genovese. No. players: 2-8. Country: Italian,
Duration: 90 mins, Desc. by Andy.
Motor racing game which uses a vector
movement system - each turn you can slightly adjust your vector from your
previous vector, which means you can build up great speed on the straights but
must slow down gradually in time for tight bends. The game also includes rules
for tyre wear and coming off the main track as well as pitting in multiple lap
races. Advanced rules permit slipstreaming, collisions and more. There are two race tracks provided for
variety.
British Square, published by Gabriel. 1978. Box. 2 Box corners
split. £2
Designer Unknown. No. players: 2. Country: American, Duration: 20 mins,
Desc. by Andy.
Players take it in turns to place pieces
on a 5x5 grid. However, no piece can be
placed so that it is orthogonally adjacent to an opposing piece, so this
quickly limits what moves are possible.
Several rounds are played and the score for a round is the difference in
the number of pieces the players managed to place. The game is named after the defensive infantry formation used by
the British against Napoleon, though this has precious little to do with the
game! Chunky tactile pieces and board.
British Towns, published by Pepys. ca.1960. Box. Good. £2.50
Designer Unknown. No. players: 3+. Country: British, Desc. by Andy.
Card game, with 44 cards featuring colour
drawings of famous settings in 29 British Towns. The various towns and cities
are divided up into 9 sets by region.
Rules to a couple of different set collecting games are included, one
being a rummy variant and the other a Go Fish style of game. The rules booklet also lists the populations
of the depicted towns and cities, and gives a little information about each
place.
Calamity, published by Games Workshop. 1983. Box. Several
copies available:
1) Good. £7 2) Box shows wear. Box shows indentation due to stacking . £5
3) Box edges show wear. Box indented due to
stacking. £5
Designed by Andrew Lloyd-Webber. No. players: 2-6. Country: British, Duration:
1 hr, Desc. by Andy.
A game in which players take risks by
selling insurance. The original idea was by the musical-meister himself, but
was re-shaped and amended by Derek Carver and Ian Livingstone. No dice, players
use cards to move the one playing piece, with the intention of making opponents
settle claims against their insurance policies, which come in various risk
categories. Money seems easy while the
going is good, but a couple of calamities in a row can be devastating! The game
is played over two game years, and the player with most money then wins.
Card & Table Games, published by George Routledge &
Sons. 1898. Book. Good. £25
Designed by Prof. Hoffmann. Country: British, Desc. by Andy.
Hardback, 21x15cm, 650 pages. Second
edition - enlarged. An excellent attempt to collect together rules for card
& table games of the time, and with contributions from many experts. The
book covers the following: All Fours, Baccarat, Bezique, Blind Hockey, Boston,
Brag, Cassino, Catch The Ten, Commerce, Cribbage, Ecarte, Euchre, Faro, Hearts
& Heartsette, Lansquenet, Loo, Napoleon, Newmarket, Ombre, Patience (x18),
Piquet, Poker, Pope Joan, Quinze, Ranter Go Round, Rouge Et Noire,
Slobberhannes. Solo, Speculation, Spinado, Spoil Five, Thirty One, Vingt-Un, Whist,
Bridge, Backgammon, Bagatelle,
Billiards, Chess (130 pgs), Dominoes, Draughts, Go-Bang, Halma, Morelles,
Reversi, Roulette.
Cards And Card Tricks, published by F. Phillips. ca.1920. Book.
Good but some damage inside the spine. £15
Designed by H.E. Heather. Country: British, Desc. by Andy.
Hardback, 21x13cm, 268 pages. The cover
shows a gold-embossed pattern of cards as well as the book's title. The book
gives a brief history of playing cards, instructions for playing quite a few
card games (see below), directions for performing a number of card tricks and a
brief guide to the art of Cartomancy.
The games covered are: Whist, Loo, Irish Loo, Vingt-Et-Un, Rouge Et
Noir, Faro, Tontine, Lansquenet, Forty Five, Blind Hookey, Albert Smith, Draw
Poker, Newmarket, Quadrille, Boston, Reversis, Calabrasella, Cribbage, Bezique,
Fildinsk, Zetema, Piquet, Ecarte, Euchre, Cassino, All Fours, Don Pedro,
Quinze, Veto, Napoleon, Catch The Ten, Brag, Bluff, Put, Sift Smoke, Pope Joan,
Matrimony and many more...
Cassa Grande, published by Mattel. 1987. Box. Good. £5
Designed by Roland Siegers. No. players: 2 or 4. Country: German,
Duration: 15 mins, Desc. by Andy.
Players sit on each side of a 6x6 grid
into which they play number tiles.
There will be 4 spaces and each player has a card which breaks up
rows. Once all the cards are down each
player reads the numbers (up to 6 digits) from their side of the table and adds
them up for their score. The exact
positioning of the grid is not known initially which adds to the tactical
possibilities. This is the small box version - there was a large box version
made too.
Celtic Quest, published by JKLM Games. 2005. Box. In shrink. £25
Designed by Nigel Buckle. No. players: 2-5. Country: British, Duration:
90 mins, Desc. by Andy.
Attractively produced game of collecting
goods and delivering them for profit.
The game is played on a board made up of 24 large hexagons, and during
the game these can be turned over altering the routes and the characteristics
of the tile. Players each have a character who gains bonus victory points in
different ways, thus giving each player a different focus. When goods are delivered the money earned
can later be banked for VPs or spent on improving that player's movement /
carrying / trading abilities. Also quests can be completed for the druids, and
these give both victory points and additional special abilities. Plenty of
variety in characters, quests, and board layout ensure each game will play
differently.
Combat, published by Palan. ca.1978. Box. Good. £4
Designer Unknown. No. players: 2 or 4. Country: British, Desc. by Andy.
Special notes: Box is made of flimsy
cardboard and so pretty much inevitably is somewhat indented due to stacking.
A very very basic wargame - each player
has 4 infantry, 2 tanks and 1 general playing piece (standup cardboard pieces),
and the board is actually built into the box base and folds out, with the lid
used as a support. Play involves
introducing the units onto the board onto a series of interconnected tracks, with
different pieces having different movement restrictions. The objective being to eliminate enemy units
by landing on them. Some special spaces
perform additional actions. Movement allowance is determined by dice.
Compatibility, published by Reiss Games Inc. 1974. Box. 2 copies
available:
1) 1 box corner split. £4 2) Good. £5
Designer Unknown. No. players: 2-4 couples. Country: American, Desc. by
Andy.
Couples play as teams, and both have to
indicate on a dial how much they agree / disagree or how tense a situation
would make them and also guess at the answer their partner would give. The better the partners predict each other
the more points they score. Questions
come in 6 categories: General Issues, Children, Work, Entertainment, Domestic
Issues and Sex.
Connect 4, published by MB Games. 1976. Box. Box edges show
wear. £4
Designer Unknown. No. players: 2. Country:
Denmark, Duration: 15 mins, Desc. by Andy.
Two player strategy game in which players
alternate dropping a coloured chip into one of seven columns. The chip drops to the lowest unoccupied
space, and the objective is to make a row of four chips horizontally,
vertically or diagonally.
Contract Bridge For Beginners, published by Methuen. 1981. Book. Good.
£1
Designed by Charles H. Goren. Country: British, Desc. by Andy.
Softback, 18x12cm, 152 pages. Bridge book
which introduces Charles Goren's Point Count system of bidding. The book covers: Mechanics of Bidding, How
to Score, What Shall I Bid, Responses to Opening Bids, Rebids by Opening
Bidder, Defensive Bidding, Penalty Doubles, Slam Bidding, Getting to Game, Play
of the Hand.
Corner, published by Ravensburger. 1980. Box. Good. £12
Designed by Sid Sackson. No. players: 2 or 4. Country: German,
Duration: 15 mins, Desc. by Andy.
One of Sid Sackson's less well known
games. The board is a grid of 6 x 6
holes into which marbles are placed at random.
Players each have an arrow which they can slide along the side of the
board, and the intersection of the two arrows after a move indicates the marble
the current player must take. The more
marbles you have of a colour the higher your score will be when the round
ends. There is also a partnership
version for 4 players which uses an arrow on each side of the board.
Culbertson's New And Complete Summary Of
Contract Bridge, published by
Faber & Faber. 1941.
Book. Good. £3. Designed by Ely Culbertson. Country:
British, Desc. by Andy.
Hardback, 15x11cm, 64 pages. A pocket Bridge book with quick reference
thumbnail tabs. Intended as a quick
reference book for players using the Culbertson bidding system. The book
summarises the different situations during the bidding and considers what to
lead as well. It is intended that the
reader should have a fuller book on the Culbertson system also available for
detailed explanations and analysis.
D&D: Poor Wizard's Almanac II, published by TSR. 1993. Book. Good. £4
Designed by Ann Dupuis. Country: American, Desc. by Andy.
Dungeons & Dragons supplement.
Softback, 23x16cm, 240 pages. The book is a guide to the D&D campaign world
Mystara, covering the Known world and the Hollow World. It follows on from the 1st Poor Wizard's
Almanac. Some material covered in the
first book is abbreviated here, allowing for considerable new material, but
also making this book useful without the first. A large full colour pull out map is also provided. Chapters
cover: Atlas of Mystara, Misc Info, Current Events (for the year 1011- useful
campaign hook ideas).
Darkover, published by Eon. 1979. Box. Several copies
available:
1) Box poor, contents good. £6.50 2) Good. £10
3) Good, but box shows wear. £8.50
Designed by Bill Eberle, Jack Kittredge, Bill Norton & Peter
Olotka. No. players: 2-4.
Country: American, Duration: 1 hr, Desc.
by Andy.
Very odd crossover game based on the books
by Marion Zimmer Bradley. Essentially a
game of strategic placement of your forces to control a world steeped in
psychic energies, but with other mechanics which are much more commonly found
in party games, which try to introduce an element of 'psychic warfare' into the
game rather than just comparing the sizes of attacking and defensive forces.
Das Kollier, published by Schmidt Spiele. 1998. Box. Excellent.
£6.50
Designed by Andre Frobel. No. players: 3-6. Country: German, Duration:
20 mins, Desc. by Andy.
Card game and winner of the 1999 Hippodice
competition. Players collect gems which they make into necklaces (one central
gem and varying numbers of matching gems on either side). Each turn either some
gems are auctioned from the deck in one of two ways depending on whether the
auctioneer thinks they will be popular or not.
The auctioneer gets some commission if he doesn't buy them himself. Once during the game each player may sell
some gems to get extra money, and the best sets of gems at the end of the game
win.
Das Phantom, published by Amigo. 1993. Box. In shrink. £14
Designed by Wolfgang Kramer. No. players: 3-6. Country: German,
Duration: 45 mins, Desc. by Andy.
The players move around a labyrinth of hex
spaces, which can be further blocked off or additional paths created by placing
tiles. Players can extend their turns
and gain action cards by moving onto special spaces on their way around the
maze. Once sufficient items have been
collected then it is possible to free the 'princess' and win the game. All the while you must keep away from the
Phantom, and use him against your opponents. Dice are used but as you would
expect with Herr Kramer, there are always several ways to make good use of what
you roll, and plenty of scope for cunning play.
Deutschlandreise, published by Ravensburger. 1977. Box. 2
copies available:
1) Good. £3 2) Box base edges damaged and taped up. £2
Designer Unknown. No. players: 2-6. Country: German, Duration: 45 mins,
Desc. by Andy.
Popular German family game. Players race
round Germany to visit 6 different places as dictated by the six cards dealt
out at the start. Cards and rules in multi-language style, including English.
Essentially a route planning game - movement along roads is by rolling the dice
and moving, but it is also possible to travel by plane between major cities.
Event cards can also be used to add variety to the game.
Devil’s Triangle, published by Peter Pan. 1986. Box. Good.
£3
Designer Unknown. No. players: 2. Country: British, Duration: 20 mins,
Desc. by Andy.
Special notes: Box lid slightly warped, and a small tear has been
taped.
Part of this publisher's Think series of
games. Nice, solid plastic triangular pieces and board. Each player has 9
triangles with numbers underneath which are placed on the board or moved around
in order to surround and thus capture opposing pieces. The first player to
capture 3 opposing pieces will be the winner unless one of those triangles was
nominated as the Devil's Triangle by his opponent before the game began, in
which case the player who captured the Devil's Triangle loses.
Diabolo, published by Klee. 1999. Box. Good. £4
Designed by Reiner Knizia. No. players: 2-6. Country: German, Desc. by
Eamon.
Card game. 66 letter cards and 6 victory
tiles. Players compete to form words with cards that are common to all players.
It is a race against time as the competition can get pretty fierce. The Victory
tiles allow for a longer, more strategic game.
Die Fugger, published by Adlung Spiele. 2003. Box. Excellent. £3
Designed by Klaus Jurgen Wrede. No. players: 2-4. Country: German,
Duration: 40 mins, Desc. by Andy.
Card game set in medieval Augsburg in
which players collect trade goods and try to influence the prices of these
goods. The player who earns the most money becomes Jakob Fugger's trading
partner and wins the game. Game play involves playing cards to the table, and
as soon as there are 5 of a type on the table the 3 commodities with the most
cards showing go up and the others go down.
However, going up too far causes a crash. In addition some cards count double if only a few of that type
are in play, and merchant cards allow more cards to be drawn prior to the next
round.
Die Fursten Von Florenz, published by Alea. 2000. Box. Good. £13
Designed by Richard Ulrich & Wolfgang
Kramer. No. players: 3-5.
Country: German, Duration: 100 mins, Desc.
by Andy.
Aka. The Princes of Florence. Each player
must develop their estates, erect buildings, lay out landscapes, and bring
artists and scholars to their location. All this brings prestige and / or
money. Money is needed during the game,
but prestige is what you need to win.
Each turn various improvements to your estates are auctioned and then
players get to choose the actions they wish to do. However, there is always far more you would like to do than you
have actions to do, so choosing wisely is vital. Excellent game - highly
recommended.
Dinosaur Puzzles (3 x 50 pieces), published by Early Learning Centre.
1993. Box.
Good but box lid indented. £0.75. Designed by Educa Sallent. No. players: 1.
Country: British, Desc. by Andy. Special
notes: The pieces are sorted by jigsaw, and 2 are complete, but the 3rd has one
piece missing. 3 Dinosaur jigsaw puzzles, each 50 pieces, and ideal for ages
4-7. The pictures show prehistoric
scenes each with a dinosaur and its young offspring. When completed each jigsaw is 20cm x 28cm.
Disney's Super Game Book, published by Tormont Publications. 1995.
Book. Good. £4
Designed by Diane Mineau. No. players: 2+. Country: Canadian, Desc. by
Andy.
Hardback, 33x24cm, 10 pages. This book folds flat to reveal five
different games: The Lion King, Beauty & The Beast, The Little Mermaid,
Aladdin and Snow White. The game book
also includes some playing pieces and an electronic dice - you press the button
and lights flicker and stop on a number 1-6.
The games themselves are roll and move type games, but with attractive
Disney graphics from the films.
Downfall, published by Milton Bradley. 1977. Box. Good. £5
Designer Unknown. No. players: 2 or 4. Country: British, Duration: 20
mins, Desc. by Andy.
The players have between them a vertical
playing board with slots for the playing pieces to slip down into gaps in
wheels which can be rotated by either player.
The players take it in turns to turn a wheel as much as they wish in
order to get their playing pieces to the bottom of the contraption so they fall
out. The first to do this with all of
their playing pieces wins. However, you
can only see your side of the board, so you don't know how much you will be
helping your opponent while helping yourself.
Drunter & Druber, published by Hans-Im-Gluck. 1991. Box.
Good. £10.50
Designed by Klaus Teuber. No. players: 2-4. Country: German, Duration:
40 mins, Desc. by Andy.
Germany's 1991 Spiel des Jahres. Baron
Munchausen style graphics. Players lay tiles to complete the rebuilding of the
town of Schilda using roads, walls and waterways. However, dotted around the town are different types of buildings,
and each player secretly wants to preserve one type of building, thus guiding
development away from such buildings, but without making it too obvious what
they are doing. Also, whenever a little
toilet building is to be demolished (and there are many of them) the players
must vote on whether that tile can be placed or not. Fun game, but cunning is also required. Recommended.
Eiszeit, published by Alea. 2003. Box. In shrink. £13
Designed by Alan Moon, Aaron Weissblum. No. players: 3-5. Country:
German, Duration: 90 mins, Desc. by Andy.
Also published as Mammoth Hunters in
America. The players place their hunters onto the board trying to dominate
regions, especially those in which mammoths are present, as mammoth meat is
much needed. In addition each turn an
additional region is covered by the advancing ice sheet and so as the game goes
on there is more competition for scarce resources. The game uses two sets of cards, one set which earns you stones,
but which forces you to assist other players, while the other set of cards
costs you stones to use, but lets you advance your own position.
Entenrallye, published by Walter Muller. 1991. Box. Excellent.
£14
Designed by Walter Muller. No. players: 2-5. Country: German, Desc. by
Andy.
Race game illustrated with the designer's
own distinctive graphics. Players race Citroen 2CV’s (called ‘Ducks’ in
Germany). The race game is quite unique. As you proceed, you enter
mini-rallies, must ‘buy’ spare body parts, and can decide to take shortcuts (or
not). All this against a game ‘clock’ that ticks by as you play. Wooden cars
and pieces, and uses 48 2CV car 'section' cards.
ESP, published by Paradigm. 1989. Box. Good. £1.50
Designed by Ray Braithwaite. No. players: 3-6. Country: British, Desc.
by Eamon.
Gambling game. Players use secret
wheel-devices to pick a coloured shape, and then bet on how many colours and
shapes were chosen amongst the group playing. The only help you get is knowing
your own choice, and watching where others place their bets.
Eurohit, published by Games Gazette. 1992. Box. Excellent. £1
Designed by Chris Baylis. No. players: 3-6. Country: British, Duration:
90 mins, Desc. by Andy.
Card game, designed and produced by the
inventor. The game was later sold as Assassin by Avalon Hill. Players travel
across Europe by playing cards in the correct sequences in order to score
points for visiting major cities, however one player is the Hit Man and tries
to assassinate his opponents by reaching the cities they are currently in, and
then scores bonus points. Includes rules to allow for shorter or longer games
and to change the style of the game a little.
Explore!, published by Living & Learning. 1995. Box. Good.
£7
Designed by Trisha Scott. No. players: 2-4. Country: British, Duration:
30 mins, Desc. by Andy.
Family game in which players try to be the
first to visit 8 different types of terrain and see an animal in each, before
climbing the mountain to see a rare eagle.
The game uses a roll and move mechanism but also uses cards which show a
variety of animals and which terrains they can be found in. Each time a new terrain is entered a
suitable animal card must be played or the move is not permitted.
Feudal, published by 3M. 1976. Box. Good. £16
Designer Unknown. No. players: 2-6. Country: American, Desc. by Eamon.
Excellent variation on chess, with its own
special board, its own special pieces (that ‘plug’ into the board), and very
clever rules. For instance, you set up secretly behind a screen, and your
pieces include a castle that you must site, and then defend. The board even has terrain features so that, for
instance, archers on a hill have increased range.
Feuerschlucker, published by Ravensburger. 2003. Box. Excellent.
£6.50
Designed by Reiner Knizia. No. players: 3-5. Country: German, Duration:
20 mins, Desc. by Andy.
Card game in which players play cards
showing various circus acts in order to get people tokens for their audience.
However, for many cards if you play a card already showing on the table you get
to steal some of the audience from that player rather than from the pool. However, each player only has one card showing at once. Other cards let you play several of a type
at once or get more audience the more of that type that are showing etc. The round ends when all the audience tokens
in the pool have been taken.
Figurix, published by FX Schmid. 1985. Box. Good. £8
Designed by H. Seitz. No. players: 2-6. Country: German, Duration: 15
mins, Desc. by Andy.
Three dice are rolled, one shows an animal
symbol, one a background colour, and one an outer edge colour. Players study the board and look for
precisely this combination amongst the 54 pictures on the board. The first to spot it correctly and place
their counter on that space gets to leave their counter there. The first player to get rid of all 6 of
their counters wins. The dice are very large and wooden.
Forum Romanum, published by Franckh Kosmos. 1994. Box. Good. £18
Designed by Wolfgang Kramer. No. players: 2-6. Country: German,
Duration: 45 mins, Desc. by Andy.
Clever placement game in which players
take turns to put their coloured pieces in different rooms on the board.
Whenever a row, column, diagonal or room is full, it is then scored, with the
player with the majority of pieces getting victory points, and other players
represented losing victory points. All lines and rooms are scored only once,
but when players run out of pieces they must remove a piece, so care is
required in ensuring you have pieces you can safely remove.
Game Of The Year, published by Spears. 1989. Box. Good. £3
Designed by Tom Kremer. No. players: 2-6. Country: British, Desc. by
Andy.
Cleverly titled family game. Each player
must get through a year of 366 days, earning as many Red Letter Days as they
can. The game is driven using a really neat spinner device consisting of flaps
suspended around an axle which can be spun. It works really well, and is great
fun to use and gives a choice of two moves each turn. The current player or the others may then spend money to add to
the number of spaces moved to result in a good / bad event day. Events come in various flavours - a mainly
good deck, a mainly bad deck and fixed events on special days of the year.
Games For Two, published by Proteus. 1981. Book. Good. £5
Designed by John Wasley. No. players: 2. Country: British, Desc. by
Andy.
Softback, 28x22, 221 pages. An excellent
collection of two player games with diagrams, score sheets, etc included where
helpful. The games covered fall into
the following categories: Card Games( 22), Classic Board Games (31), Historical Board Games (16), Modern Board
Games (10), Dice Games (20), Wargaming (8), Word Games (30), Dart Games (9),
Pencil & Paper Games (21), Others (10).
Games Man Issue 10 Apr 1992, published by Unknown. 1992. Magazine.
Good. £0.75
Designer Unknown. Country: British, Desc. by Andy.
Professionally produced games magazine
which focussed on role playing games, strategy games and adventure games. This
issue includes articles on: Gangland Slayers (1920's RPG scenario which uses a
simple game system included in the magazine), New games from major manufacturers,
Dark World review, Call of Cthulhu V review, Clan Troops review, Uncle Albert's
(Car Wars supplement) review, Atmosfear review, Magic in FRP, 20 mini scenario
ideas to get GMs thinking, RPG Problems solved, PBM, Gamer Stereotypes: The
Psychopath, South Atlantic Skirmish (complete solo wargame), Miniatures, 6
AD&D Worlds, 14 mini reviews.
Games We Play, published by Spear Charitable Trust. 1997. Book.
Excellent. £10
Designed by Helmut Schwarz, Marion Faber. Country: German, Desc. by
Andy.
Hardback with dustcover, 23x23cm, 223
pages. This book details the history of J.W. Spear & Sons the board games
manufacturers. The book covers both the
company's history and also the games produced by the company. There are many
colour pictures as well as a good index. An invaluable book for collectors of
Spear's games.
Gargon, published by Amigo. 2001. Box. In shrink. £6.50
Designed by Rudiger Dorn. No. players: 3-5. Country: German, Duration:
45 mins, Desc. by Andy.
Card game with 102 cards depicting various
fantasy creatures (fairies, dragons, pegasi etc). The cards are also numbered, and show amulet symbols - more on
those with lower numbers. The game is a sort of trick taking game, but with
several cards playable at once, and passing is also possible. Each suit of
cards played is won separately, and at the end of the game amulets on cards won
make points and there are bonuses for the most in each suit. The backs of the
cards also show the suits, so these can be seen by everyone.
German Toys 1924 / 1926, published by Hobby House Press Inc..
1985. Book. Excellent. £7
Designed by Mannfred Bachmann, Charles Dukes. Country: American, Desc.
by Andy.
Hardback, 32x24cm, 403 pages. Very
substantial book which has pictures (some colour, most black & white) of
German toys available in the period 1924-26.
Each item has a title in English, German and Spanish. There are thousands of items shown. There
are some board games as well as dolls, train sets, musical instruments,
woodworking sets, and just about anything else you can think of shown here.
Goa, published by Rio Grande Games. 2004. Box. In shrink.
£23
Designed by Rudiger Dorn. No. players: 2-4. Country: American,
Duration: 90 mins, Desc. by Andy.
Very clever auction based development
game. Players start out with a little
money, a small income, a small fleet, and small harvest. Players bid for tiles which give a variety
of benefits such as more plantations, ships, colonists and money. These
together with three development actions each turn allow you to improve your
position in a variety of ways, with the goal of gaining VPs through progress on
your development board, gaining money, exploration cards and other
bonuses. Plenty of strategies possible
and lots of interesting decisions to be made.
Highly recommended.
Grand Slam, published by SMT. ca.1985. Box. Good. £1
Designer Unknown. No. players: 2. Country: Swedish, Desc. by Andy.
Tennis themed game in which players try to
get four of their colour in a row on a 12x12 board. Players roll dice, which indicate the location on the board they
must place their piece. Very simple
game.
Haselwurz Und Baerenklau, published by Murmel. Box. New. £20
Designed by Stefan Kogl, Andreas Rudin. No. players: 2-4. Country:
German, Duration: 1 hr, Desc. by Andy.
Ecologically themed board game. As the
game progresses players build up the playing area using terrain hexes of 7
different types. A selection of cards
showing rare wildlife and the habitat required to find it are available to be
claimed. In order to claim them there
are requirements for the types of terrain which must be adjacent, and you must
move your pixie to such a location.
Movement is clever - there are four methods and all four must be used
before any may be reused - unless a turn is skipped. Making effective use of these movement methods requires careful
planning. Recommended.
Hedgehog, published by Spears. 1983. Box. 1 box corner taped.
£3
Designed by Seven Towns Ltd. No. players: 2-4. Country: British,
Duration: 15 mins, Desc. by Andy.
Special notes: Missing 1 spine.
The game is still playable though.
Children's memory game (age 4+). The board shows different coloured areas of
a garden in which a large 3D hedgehog lives.
He has holes for 20 spines which are inserted at the start of the
game. This hides coloured ends of the
spines. The hedgehog moves around the
board and players take a spine from the big hedgehog and if its colour matches
the hedgehog's current space the spine is kept, otherwise it is replaced. Each player also has a small hedgehog into
which spines which are won are placed.
Very attractive game.
Hi-De-Hi, published by Waddingtons. 1984. Box. 1 Box corner
split. £1.50
Designed by Jimmy Perry & David Croft. No. players: 2-4. Country:
British, Desc. by Andy.
TV tie in for the British comedy program
of the same name. The players take part
in each of the camp's contests and try to gain points. Most points at the end
is the Maplin's Champion. The game is basically roll the dice and move, though
one or two of the contests provide some choices in how you move.
Hollywood, published by Waddingtons. 1990. Box. Good. £7
Designed by Mary Danby. No. players: 2-6. Country: British, Desc. by
Andy.
Special notes: Box slightly indented due to stacking
Be a film mogul and win the Academy Award.
Beautifully presented, with three dimensional parts to put on the board,
forming places such as a cinema, a studio and the Awards Ceremony location.
Players must finance, cast and produce one of six films. A finished film
requires a writer, director, star actress, star actor, sufficient money from
backers, a location, studio, and good editing and production, and finally a
good review. All these are gathered on
various 'loops' on the board, which the players' pieces move around.
Hornochsen!, published by Amigo. 1998. Box. Mint. £5
Designed by Wolfgang Kramer. No. players: 2-6. Country: German,
Duration: 1 hr, Desc. by Andy.
An update of 6 Nimmt (Take 6) to make it
into a more strategic game. The deck is numbered from 1 to 98, with some of the
cards having green bullheads and others having red bullheads. In this game
greens are positive points and reds are negative points. Players play onto sets
of cards, with the fifth card in a set taking the whole thing, but unlike 6
Nimmt players take their turns sequentially and can play one to three cards
from their hands.
Horse Stakes, published by Milton Bradley. 1995. Box. Good. £4
Designed by Wolfgang Riedesser. No. players: 2-6. Country: British,
Duration: 15 mins, Desc. by Andy.
Horse racing game that borrows elements
from the playing card game Racing Aces, but adds a twist or two. It is nicely
presented with a ‘race case’ to store the bits, 40 cards and 6 mini-plastic
pairs of binoculars which act as
marker pieces. Comes in a small box and is
from the designer of Ave Caesar. Initial cards laid out set the odds and then
after betting is done further cards are laid out to resolve the race. However,
when a card is laid onto a fence
the card is checked to see if the horse
makes it - if not it is disqualified.
How To Play Calypso, published by Hodder & Stoughton.
1954. Book. Excellent. £2
Designed by Kenneth Konstam. No. players: 3-4. Country: British, Desc.
by Andy.
Softback, 18x12cm, 71 pages. A detailed
description of the card game Calypso along with tactical options and expert
advice. Calypso is a cross between
Canasta and Bridge, being played in tricks, generally as a four player
partnership game, but can also be played
as a non partnership game and with just three players. It is played with 4 regular decks of cards
and one game lasts about 20 mins. One neat idea in the game is that each player
has their own personal trump suit.
How To Play The Middle Game In Chess, published by Collins. 1974. Book.
Excellent. £4.50
Designed by John E. Littlewood. Country: British, Desc. by Andy.
Hardback with dustcover, 23x15cm, 191
pages. This book covers chess skills which start when known opening moves run
out and before endgame techniques take over.
The book is divided as follows: Intro, The Pieces, The Pawns, The King,
Tactical Ideas, Combinations, Elements of Strategy, Planning. There are a selection of problems posed
throughout the book, with solutions given at the end.
Imagine No. 16 July 1984, published by TSR UK Ltd. 1984. Magazine.
Good. £0.30
Designed by Don Turnbull. Country: British, Desc. by Andy.
Adventure games magazine which is mainly
targetted at players of Dungeons and Dragons and other fantasy RPGs. Articles this issue include: Unusual mounts,
Goroghhwen (short adventure), Introducing Pelinore (Imagine Magazine's Campaign
World), The Priests of Aphor (fiction), Ancient Egypt Special Feature inc. the
Magic and Mythos focussing on Sobek, Mitra (Persian goddess), Sethotep
(Egyptian adventure), RPG product reviews, Book, film and video reviews, RPG
rules questions answers.
Inspector Higgins, published by Ravensburger. 1988. Box.
Good, but mark where label removed. £7
Designed by Manfred Ludwig. No. players: 2-6. Country: British,
Duration: 20 mins, Desc. by Andy.
One player takes the role of Inspector
Higgins and attempts to catch the thief who carries the treasure and ideally as
many other thieves as possible. The
other players take turns moving the various thief figures looking in the
various houses for the treasure, and once found it has to be transported back
to their lair. Movement is by dice
roll, but the type of dice to roll depends on the number of players. Fun light game.
Iroquoia, published by Stratamax. 2006. Box. New. £28
Designed by Aaron Lauster. No. players: 3-5. Country: American,
Duration: 2 hrs, Desc. by Andy.
Set between 1630 and 1670 in what would
become the New York area, each player represents a clan within the American
Indian Iroquois Confederation and attempts to gain control of the beaver fur
trade. Each player controls several
braves, and exerts leadership over one or more Nations in the
Confederation. Leadership in the
Confederation earns players extra braves, and insight into the strength of the
hunters camped around the Nations who must be fought in order to maintain
control of the beaver trade.
Jambo, published by Rio Grand Games. 2004. Box. In shrink.
£14
Designed by Rudiger Dorn. No. players: 2. Country: American, Duration:
45 mins, Desc. by Andy.
Card game. Players take the role of Swahili traders and buy and sell goods
for profit. There are a variety of
objects, animals and people who can be used to help your business (and in some
cases hinder your opponent).
Each player has five actions each turn,
and these can be used to obtain cards, play cards and use ongoing cards in order
to further the goal of gaining more money.
There is a wide variety of cards, which give you many different options
and ensure games will play differently each time. Highly recommended.
Junior Labyrinth, published by Ravensburger. 1995. Box.
Good. £6
Designed by Max J Kobbert. No. players: 1-4. Country: British,
Duration: 15 mins, Desc. by Andy.
Junior version of the classic changing
maze game. The board is made up of tiles showing sections of a maze and players
push in a new tile changing the board quite dramatically each turn, and then
move their playing piece around the maze trying to get to their current target
item. This edition has only two movable
rows and two movable columns, thus simplifying the maze for younger players.
Just The Job, published by Spear's Games. 1993. Box. Good. £4
Designed by Chris Quinlan, Deborah Allan. No. players: 3-6. Country:
British, Desc. by Andy.
Players are given job cards (eg. dentist,
prime minister etc), adjective cards (eg. sadistic, trustworthy), and object
cards (eg. pitchfork, briefcase), and players match them up into sets by
drawing cards and swapping with other players.
It is also possible to challenge other players' sets and the first
player to make up three sets of cards wins the game.
King Me, published by Mayfair Games. 2003. Box. Excellent.
£16
Designed by Stefano Luperto. No. players: 3-6. Country: American,
Duration: 25 mins, Desc. by Andy.
Clever and fun game in which there are 13
possible contenders for the throne when the old king dies. Each player receives a card which indicates
6 of those candidates they would like to see do well. Players then take it in turn to promote one candidate up a level
in court. Should a candidate be pushed
up to the throne then all players vote on whether that candidate becomes
king. It only takes one person to say
no, and the candidate is executed rather than crowned! However, each player can vote Yes as many
times as they like, but No only twice! When a king is crowned players score for
all living candidates according to how high a rank they have achieved in
court. Great fun, fast and amusing.
Recommended.
Koala, published by Red Glove Edizioni. 2006. Box.
Excellent. £6.50
Designed by Serpentium Games. No. players: 3-10. Country: Italian,
Duration: 30 mins, Desc. by Andy.
Card game. Players represent Koalas, who
strangely want to eat as much pizza and spaghetti and as many hamburgers as
possible. During the game there are a certain number of seats at the table, and
other players must stand behind those who are seated. During play players will physically move around the table,
sometimes sitting down, and sometimes standing up. When sitting at the table you are able to collect more food
cards, but when standing behind someone you are allowed to see their cards! Also includes a team version of the game.
Kunst Stucke, published by Moskito. 1995. Box. Excellent. £10
Designed by Karl-Heinz Schmiel. No. players: 2-5. Country: German,
Duration: 1 hr, Desc. by Andy.
Strategy game involving fitting coloured
shapes on to a board. Players take turns placing down the chunky shaped tiles
attempting to achieve some secret goals by the end of the game (eg.. 4 contiguous red pieces). Before or
after placing a tile the current player can slide pieces around to adjust the
layout to their liking. The scoring system is particularly good as it disguises
what other people are actually trying to achieve, and makes the harder
objectives more valuable.
Kupferkessel Co., published by Gold Sieber. 2001. Box.
Excellent. £15
Designed by Gunter Burkhardt. No. players: 2. Country: German,
Duration: 20 mins, Desc. by Andy.
Players each have a large wooden witch
playing piece which moves around the outside of a 6x6 grid of square
cards. The cards are wonderfully
illustrated with magic spell components: toadstools, pots of frog juice,
pumpkins, magic eggs etc. Each card has a number 1-4 which is both its
potential value and also the amount you will move on your next turn if you take
it. Each turn you move and then take a
card in the row or column you end on.
Thus there is little luck and scope for planning. There are also cards
which give you an extra move and some which hinder your opponent. The game
plays very nicely with 3 players too (just grab a gray playing piece from
somewhere). Highly recommended and now
quite hard to find.
Longley Links, published by James Longley Group. 1991. Box. 2
copies available:
1) Good. £4.50 2) Excellent. £5.50
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.
Master Golf, published by Master Golf Ltd. 1982. Box. Good. £4
Designer Unknown. No. players: 1-4. Country: British, Desc. by Andy.
Golf game with a huge board, neat little
plastic 'clubs' and scoring sheets. Dice are used, but you get the choice of
which club, and you know how this will affect the 'shot' before you roll. There
are rules to cover bunkers, water, trees, and trying to get back into a central
lie after a poor initial shot.
Mykerinos, published by Ystari Games. 2006. Box. In shrink.
£16.50
Designed by Nicolas Oury. No. players: 2-4. Country: French, Duration:
45 mins, Desc. by Andy.
Board game with an archaeological theme.
Players send their workers out into sections of a major Egyptian dig site, and
hope to beat off their rivals in order to win the influence of various patrons,
gain victory points and get the best locations for their exhibits in the
museum. The patrons each offer
advantages which can be used in future turns, but once space has been taken in
the museum there is no more. Clever
game in which everything is always urgent, but only so much can be done at a
time! Recommended.
Napoleon, published by Avalon Hill. 1977. Box. Good. £9
Designed by T Dalgliesh, L Gutteridge & R Gibson. No. players: 2-3.
Country: American, Duration: 2 hrs, Desc.
by Eamon.
Game that uses the classic 'wooden block'
system. This is highly recommended if you have never seen the system. Each
player has a number of wooden blocks as playing pieces. The blocks have
'strength' levels on all four sides and the side 'on top' at any one time is
the current strength of that unit. This information is secret, i.e., the blocks
only face the player who controls them. When a fight ensues, players reveal
their strengths, and any hits lowering strength mean that the block is rotated
to a lower level (or eliminated if no lower level is possible). The battle sets
Napoleon against the British and Prussian armies as Napoleon tries to invade
Belgium in 1815.
Neck And Neck, published by Yaquinto. 1981. Double LP Case. Good.
£6.50
Designer Unknown. No. players: 2-6. Country: American, Desc. by Andy.
Yaquinto's only sports game.
Non-statistical horse racing game in an album case. Players place secret wagers
on one or more horses and then players roll two dice and decide whether or not
to move the indicated horse the amount rolled. Doubles allow a further roll. At
the end of the race bets are paid for horses finishing in the top 3 (of 6). The
game requires an element of bluff as refusing to move any horses which are not
your own will soon make it obvious what you have bet on, and thus you will find
noone else moving them for you at all.
Non-Stop, published by Condor. 1974. Box. Good. £7.50
Designed by Seven Towns Ltd. No. players: 2-4. Country: British,
Duration: 30 mins, Desc. by Andy.
Special notes: Box corners show some wear. 1 plastic train replaced
with one which is very similar. 1 tile
missing but replaced with a colour copy mounted on card. Does not affect play.
A neat little train game. A
grid of 81 track tiles is laid out and the players have a train piece each
which start in the corners. The players
move as many track spaces as the number printed on the tile their train started
their turn on and they take each piece of track driven over. The idea is to collect more pieces of track
than anyone else. What makes the game
work is that certain pieces can be relaid to enable you to get your train back
to where there are still tiles to claim.
Surprisingly tactical for what appears at first to be very light.
Oh Pharao!, published by Kosmos. 2004. Box. Excellent. £8.50
Designed by Thilo Hutzler. No. players: 3-4. Country: German, Duration:
45 mins, Desc. by Andy.
Card game in which players put together
sets of number cards to form pyramids.
Each layer of a pyramid must contain cards of the same number, and the
next level above must have cards one point higher. In addition thief cards can be played to raid other players'
pyramids, tax collectors raid their hands and pharaohs protect against either
of these. A clever rule for the wild
cards ensures they will circulate amongst the players. A pyramid can be scored while small or
extended further for more points, but this makes it more of a target, and so it
might not survive unscathed until your next turn when it can be scored.
Okolopoly, published by Ravensburger. 1984. Box. 1 Box corner
split. £13
Designed by Frederic Vester. No. players: 2-6. Country: German,
Duration: 45 mins, Desc. by Andy.
Ecological game with an incredible board
that would never be made today (it would be deemed too expensive). It is extra
thick so that dials could be placed 'inside' the board. Each player is a member
of the ruling party, and there are two scenarios to try - an industrial nation
or a developing nation. Players change the numbers on the various dials, but
this can have knock on effects, eg. upping Production increases Waste which in
turn decreases Standard Of Living, which then reduces the number of action
points available next round. The game can also be played with event cards if
you wish. Sometimes the game ends in an
environmental disaster.
Olympigs, published by Paul Lamond Games. 1991. Box. Good.
£1.50
Designed by Origin Prorducts Ltd. No. players: 2-4. Country: British,
Desc. by Andy.
There are two parts to this game - firstly
a simple set collecting very basic rummy style card game. However there are also 4 plastic pigs and
three action events to do with them using little action models: high jump, long
jump and the pig put! When a set is collected you must successfully perform the
related event for your set to stand.
Other players can play a joker on you to force you to attempt the hard
version of that event. Very silly.
Onslaught, published by TSR / SPI. 1987. Box. Good. £6
Designed by Douglas Niles. No. players: 2. Country: American, Duration:
4 hrs, Desc. by Andy.
Divisional scale campaign game of the last
months of WWII, from D-Day to the crossing of the Rhine. Some interesting and unusual mechanics
(unpredictable turn order and the use of limited supply points to activate
stacks of counters) mean you always have to focus on the area you consider the
highest priority. As well as movement
and attacks extra supply points can be spent to force a 'breakthrough' with
movement and attack. Supply locations
are critical and fought over hard as they give the owner more supply points to
use on their turn.
Ostfriesenlauf, published by Clicker Spiele. 2005. Box. 2 copies
available:
1) Excellent. £10 2) New. £11
Designed by Stephan Riedel. No. players: 1-4. Country: German,
Duration: 45 mins, Desc. by Andy.
Race game in which players move using
cards which affect the playing piece in a particular position rather than
always their own piece. The cards are
played into a pile, so that only the player in last place can be sure what
effect their card will have, whereas other players have to try to anticipate
what other players will do. As well as winning in the normal way, some cards
move a piece backwards, and if enough are played a playing piece could end up
going through the finish line backwards, which unusually also counts as a
victory.
Outdoor Survival, published by Avalon Hill. 1972. Box.
Good. £7
Designed by Jim Dunnigan & Tom Shaw. No. players: 1-4. Country:
American, Desc. by Eamon.
In the original Dungeons & Dragons
game, you were urged to buy this game for your wilderness map to set your
adventures in. This probably explains why it remains as one of Avalon Hill's
best selling games of all time. It may not be a classic but it has its moments.
We particularly like the first scenario where you are lost and you get very
little choice of where you move next - mostly luck but great fun (you get
around 20 counters per player, and as you get tired, thirsty and hungry, you
change the counter from a healthy hiker picture at the start down to a crawling
shadow of your former self). The other scenarios add more skill to the game,
giving you much more control over your character.
Ox Blocks, published by Invicta. 1970. Box. Good. £0.50
Designer Unknown. No. players: 2. Country: British, Duration: 10 mins,
Desc. by Andy.
Noughts and crosses with a novel twist.
Uses plastic blocks which are thrown like dice, and placed on the board. Each
piece has two X's, 2 O's and 2 open sides.
You have to place a piece if you roll either your or your opponent's
symbol, but the open side lets you remove one of your opponent's pieces.
Party Games For Children Of All Ages, published by W. Foulsham & Co..
ca.1975. Book. 2 copies available:
1) Good. £2.50 2) Good, cover taped inside. £1.50
Designed by Mary Vivian. Country: British, Desc. by Andy.
Softback, 18x12cm, 77 pages. Games for
children's parties. The book is divided into sections by age, and by new and original
games as follows: Games for ages 12-15 (New 12, Old 15), Games for ages 7-11
(New 13, Old 18),
Games for ages 4-6 (New 14, Old 17).
Pharo-Myd, published by Pirouette. 1992. Box. Good. £9
Designed by H Patrick Bridgeman. No. players: 2-4. Country: British,
Desc. by Andy.
Attractively presented game of movement
and capture. The game has an attractive solid wooden triangular board showing a
triangular grid and the playing pieces are 16 wooden pyramids with Egyptian
hieroglyphs on the sides - one symbol for each player. Players move pyramids by
tipping them over to an adjacent space, but if your symbol is face down, you
cannot move that piece. Pieces are
captured by getting 2 or 3 pyramids suitably aligned, and players are
eliminated when they have no legal move available to them. Unusual item,
beautifully presented.
Pick Up The Post, published by Boots. ca.1990. Box. Good.
£2
Designer Unknown. No. players: 2-4. Country: British, Desc. by Andy.
Children’s game (ages 3+). The board is
constructed out of jigsaw sections showing a street with houses to deliver to
and post boxes to pick up from.
Movement is by dice roll and playing the game is designed to teach young
children some basic number skills, playing together and taking turns.
Attractively produced.
Pirate's Plunder, published by Hilary's Toybox. 2000. Box.
2 copies available:
1) Excellent. £5.50 2) Good. £5
Designer Unknown. No. players: 2-6. Country: American, Duration: 30
mins, Desc. by Andy.
Card and dice game based on the 'Golden
Age of Piracy'. Players play cards and
attempt to secure treasure while avoiding the British and Spanish fleets. Everything is card driven, but dice rolls
need to be made to determine the success of actions such as attacking other
ships.
Pitwits, published by Gibsons Games. 1990. Box. Excellent. £7
Designer Unknown. No. players: 3-6. Country: British, Duration: 45
mins, Desc. by Andy.
Party game. Each turn one player reads out
a series of clues to the other players.
The clues get easier as they go on. You shout the answer as soon as you
have got it, and if correct all the other players move one space down the
track. Anyone who falls off the end of the track is out. Last player still in wins. The quicker someone gets the answer right
the more spaces the other players have to move.
Pompeii, published by Challenge. ca.1987. Box. Excellent. £19
Designed by S Simonini. No. players: 2-8. Country: Belgian, Desc. by
Andy.
Three part game based on the last Days of
Pompeii. First the players buy property
and are assigned citizens, the idea being to get locations and people who match
(eg. a priest and a temple). In the second part players move around town
visiting people or the baths, going shopping, etc - just what a regular roman
citizen would do until Mount Vesuvius erupts.
The board is then slowly but surely covered with assorted shaped lava
pieces. Now the players try to get
their people safely out of their properties and out of the town before they are
destroyed. Very nicely produced.
Queen's Necklace, published by Days Of Wonder. 2003. Box.
Excellent. £11
Designed by Bruno Cathala & Bruno
Faidutti. No. players: 2-4.
Country: American, Duration: 40 mins,
Desc. by Andy.
Card game in which players purchase cards
using a clever system which means that the more often a card is rejected the
cheaper it becomes to buy. These cards
depict various jewels as well as cards which allow various special actions to
be taken. Three times in the game there will be a grand jewel sale when the
players select which jewels they will put on sale this turn, with selling
rights going to the players with the best display of each type. Special cards
can also influence the sale phase.
After three sales the player who made most money wins.
Quixo, published by Gigamic. 1995. Box. Excellent. £7.50
Designed by Thierry Chapeau. No. players: 2 or 4. Country: French,
Duration: 20 mins, Desc. by Andy.
Very attractive game with 25 large wooden
cubes which are played onto a large round plastic base. The cubes have an X on
one side and an O on the opposite side, with the other sides blank. Players take turns taking a blank cube or
one showing one of their symbols from the edge of the board and reinsert it
with their symbol showing so as to recomplete a now incomplete row. The objective is to make a line of 5 of your
symbol. The game has a French award, "As D'Or 1995".
Rainbows, published by White Wind. 1995. Box. Mint. £6
Designed by Alan Moon. No. players: 3-5. Country: German, Duration: 30
mins, Desc. by Andy.
Card game. Players first draft cards and then either pay to place a counter
on the rainbow grid or put it in front of them to gain gold. Players earn
points by placing adjacent counters on the board and by having numerical
sequences in the cards placed in front of them. The longer the sequences the more points gained.
Raleigh Burner BMX Game, published by Waddingtons. 1985. Box.
Good. £7
Designer Unknown. No. players: 2-4. Country: British, Desc. by Andy.
Bicycle racing game over a course which
uses plastic jumps and hills over which the bikes must travel. The bike pieces are also very neat and slot
into the spaces on the obstacles. Cards
are used to move the bikes, and players can perform blocking moves as well as
crash into other bikes knocking them off the course and slowing them down.
Wheelie spaces allow fast movement if there is sufficient space to move into,
and the rules also cover jumps and falls. Fairly simple game, but very nicely
presented.
Ratrace, published by Waddingtons. 1973. Box. Good. £7
Designer Unknown. No. players: 2-6. Country: British, Duration: 90
mins, Desc. by Andy.
Fun, family game about gaining status. It
is a 'round-the-board' game, but has nice elements and works rather well. For
instance you can marry into money and advance quicker than you would normally,
but can you pay the new bills you will now face, and should you land on a
divorce space things get nasty.
Similarly you can choose to take lots of credit, but should the loan be
called in at the wrong moment things get worse. Players advance from working class to middle class and finally
high society, needing a selection of status symbols of the right type at each
stage to advance.
Restaurant, published by Flying Turtle. 1987. Box. Good. £6
Designed by Roland Siegers. No. players: 3-6. Country: Belgian,
Duration: 1 hr, Desc. by Andy.
Nicely made game in which 60 cards are
laid out face-down in the restaurant, and players take turns revealing
connected cards and using or keeping them, and placing their order markers -
this is the order taking section of the game. In the second section of the game
the food is played to the tables, hopefully so that the best, highest scoring
meals get placed on the spaces with your order markers.
Romer, published by Hexagames. 1990. Box. Good. £3.50
Designed by Rudolf Ross. No. players: 2-4. Country: German, Duration:
45 mins, Desc. by Andy.
A trick taking type game in which players
try to build up a high value team of horses to pull their chariots. Each player
has a personal trump colour, and up to six cards can be added to this to make
up the team of horses. All cards added
will add to the score but much more so if they are also of the trump
colour. Each turn a player will either
play to a trick or place a card down as one of his horses, but will be
penalised for not being able to follow suit if his trump colour is led.
Royal Game Of Ur, published by Merit. ca.1970. Box. Good -
box corners taped. £3
Designer Unknown. No. players: 2. Country: British, Desc. by Andy.
Very nicely made game, based on Senet, a
game of ancient times related to Backgammon. Wooden pieces and nice Egyptian
graphics throughout. Rules in seven languages.
S.O.S. Donald!, published by Schmidt. 2002. Box. Excellent. £5
Designed by Reiner Knizia. No. players: 2-4. Country: German, Duration:
10 mins, Desc. by Andy.
Children's Disney themed dice game for
ages 5+. The players each have two playing pieces showing members of Donald's
family, and the objective is to move them across the house from one piece of
furniture to the next. Players take it in turn to roll the dice and move one of
the pieces of the colour indicated forward.
The dice sometimes gives a choice of which colour to move and can also
force you to move one of your own pieces backwards. Apart from the sofa only
one playing piece may stand on one piece of furniture causing some quite long
jumps to occur from time to time.
Saint Petersburg, published by Rio Grande Games. 2004.
Box. In shrink. £20
Designed by Michael Tummelhofer. No. players: 2-4. Country: German,
Duration: 45 mins, Desc. by Andy.
On the nomination list for Spiel des
Jahres 2004, 1st place in the Deutsche Spiele Preis 2004, Austrian game of the
year 2004. An excellent business game in which players must invest in peasants
early in the game in order to build up their income, but as the game goes on
aristocrats need to be recruited to your cause for VPs and more income,
buildings built for VPs, and upgrades obtained to maximise both income and
VPs. The game is very tactical, and
deciding exactly when to switch your focus from income to VPs is key. Highly recommended.
Savannah Cafe, published by Euro Games. 2001. Box. In shrink. £8.50
Designed by Sylvie Barc, Frederic Bloch & Philippe Des Pallieres.
No. players: 2-4.
Country: French, Duration: 20 mins, Desc.
by Andy.
Race game, each player has a hippo (very
slow but steady), a lion (medium speed, but can be knocked back by opposing
hippos) and a gazelle (fast but very erratic, and can be eaten by opponents'
lions) which run to the watering hole to quench their thirst. It doesn't matter
which of your animals arrives first, as long as one of them arrives before your
opponents' animals. The game is driven
by cards, each of which moves a particular type of animal a certain distance. A
few special cards also allow for some sneaky tricks.
Scarab Lords, published by Fantasy Flight Games. 2002. Box.
Excellent - unplayed. £14
Designed by Reiner Knizia. No. players: 2. Country: American, Duration:
30 mins, Desc. by Andy.
Card game for two which in which the
players vie for dominance over upper and lower ancient Egypt. In each region
players can attempt to gain supremacy in economic, religious and military
spheres, with the objective being to gain two out of three supremacies in both
regions and then hold them for one turn. The cards are attractive and come in
various types: minions and leaders who are sent to battle for supremacy against
those of your opponent, one off cards, and gods which give an advantage each
turn. Players can 'curse' opponent's cards which make them inactive and the
game can also end if a player's deck runs out.
Additional cards are supplied which you can use to vary the standard
decks. Recommended.
Scattergories, published by Milton Bradley Games. 1993. Box. Good,
but box shows wear, 1 corner taped. £8.50
Designer Unknown. No. players: 2-6. Country: American, Duration: 30
mins, Desc. by Andy.
Special notes: 4 standard pencils missing - but you can use any pens or
pencils with the game
Family game in which a category is
selected from one of several hundred listed on cards. A special (very large 20
sided dice) is rolled to determine the start letter to be used for this round
and the players all write down answers which fit the category and the start
letter. However, answers only score if
noone else has thought of them. As well
as the unusual large d20 letter dice the game also has a rather neat clockwork
timer and a folder and notepad for each player.
Scottish Highland Whisky Race, published by JKLM Games. 2004. Box. In
shrink. £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.
See You Later, published by FX Schmidt. 1994. Box. Good. £8
Designed by Heinz Meister. No. players: 2-6. Country: German, Duration:
20 mins, Desc. by Andy.
Risk taking game in which players have to
decide how far to push their luck. A
circular track has 5 wooden alligator pieces on it, and on their turn a player
draws a card and moves the indicated alligator that many spaces clockwise. If
it lands on an empty space the turn may be banked or continued, with each card
played counting for another point.
However all points gained this turn are lost if landing on a space with
another alligator, in which case the next player can potentially score for the
unbanked cards too. Extra rules add
action cards, and a bonus for the player losing and a penalty for the current
leader.
Seenot Im Rettungsboot, published by Walter Müller. 2006. Box.
In shrink. £26
Designed by Ronald Wettering. No. players: 3-6. Country: German,
Duration: 90 mins, Desc. by Andy.
Reprint of Rette Sich Wer Kann - also known as The Lifeboat Game. Players
attempt to get their sailors back to land safely, and must continually vote for
different options - which boat will move, which boat will spring a leak, who
will be chucked overboard, who will change
ships etc. The game requires lots of negotiation and making deals, with plenty
of scope for reneging! Nice wooden playing pieces.
Shadows Over Camelot, published by Days Of Wonder. 2005. Box.
In shrink. £32
Designed by Serge Laget, Bruno Cathala. No. players: 3-7. Country:
American, Duration: 75 mins, Desc. by Andy.
King Arthur and the Knights of the Round
Table themed cooperative board game.
The players take the role of valiant knights and together must hold off
a variety of threats to peace and prosperity, such as Saxons raiders, Morgan le
Fey's evil schemes, finding Sir Lancelot, and ensuring the Holy Grail doesn't
fall into the wrong hands. Players must use their actions effectively to
complete the quests. Some failures are acceptable, but too many and the kingdom
will fall. In a neat twist, there may
be one knight who is actually a traitor, and who will subtly work to ensure the
kingdom falls. However, if the traitor
is too obvious he can be unhooded and his evil deeds stopped.
Shogi For Beginners, published by Shogi Association. 1986.
Book. Excellent. £8
Designed by John Fairburn. No. players: 2. Country: British, Desc. by
Andy.
Softback, 18x13cm, 168 pages. Clearly intended to introduce Japanese Chess
(Shogi) to westerners, this book describes the pieces and board, describes
their moves, and the rules. It then analyses a sample game and gives a guide to
opening patterns, middle game and then end game play. A selection of puzzles
for the reader are set and the answers given at the back of the book.
Siege, published by Standard Games. 1983. Box. Box shows
wear. £8
Designed by Alan Paull. No. players: 2. Country: British, Desc. by
Andy.
Special notes: The box is quite large and
not very sturdy and so shows some damage due to stacking
Wargame in the Cry Havoc series. This is, however, a standalone game as well
as being playable with Cry Havoc. Siege
is a man to man small scale combat game set in medieval times. It has 5 scenarios and 2 maps (one a castle
and the other a fortified encampment).
Rules cover all sorts of siege engines and tactics. Attractive counters
with individual pictures and combat stats.
Signs Up, published by Parker Bros. 1981. Box. Good but box a
bit grubby. £3
Designer Unknown. No. players: 2-4. Country: American, Desc. by Andy.
Children's game - 6-10 year olds
suggested. 7 shop signs have got
muddled up and the players try to correct this by moving around the board to
the shops, collecting part of the sign which is wrong and taking it to the
correct shop where a reward is received and a new sign-part collected. Movement is by card play, and the cards have
an incomplete rhyme / a sum which indicates the number of spaces to move. Player with most money when all the signs
have been corrected wins.
Situation 7, published by Parker. 1969. Box. Good, 1 corner
taped. £20
Designer Unknown. No. players: 2 or 4. Country: American, Duration: 20
mins, Desc. by Andy.
Excellent idea for a game. Each side has
enough jigsaw shapes showing outer space to complete the entire board. Players
lay pieces on to the board starting from their base simultaneously, and they
are considered to have captured the areas of space their pieces cover. Plastic
pieces such as rockets, astronauts and satellites can be used to defend or
secure your area against attack, or to start an invasion of enemy space. Various
areas award bonus points as does owning complete sectors. Fantastic frenetic
fun, and an amazing item for jigsaw fans who also like games (or vice versa).
Six Games Compendium, published by Fim. ca.1965. Box. Good.
£3.50
Designer Unknown. No. players: 1-4. Country: German, Desc. by Eamon.
Compendium of games made for the English
market (rules and box only use English for example), and marked as 'Made in the
G.D.R. Item No. 124'. The box includes six games: Ludo, Snakes & Ladders, 9
Men's Morris, Draughts, Steeplechase and Halma. However, the manufacturers have
named one game incorrectly. The Halma they mention is actually Chinese
Chequers.
Small Soldiers Karate Fighters, published by Kenner. 1998. Box. Box
good, contents unused. £6.50
Designer Unknown. No. players: 2. Country: Canadian., Desc. by Andy.
Film related, based on the characters in
the film Small Soldiers. Action game in
which the players control 15cm high moving
figures of Chip Hazard and Archer, which can kick and punch. They are controlled using buttons and a knob
to twist at the far end of a handle / base.
A well placed kick and punch combination and the opponent's action
figure will fly off its base, defeated.
Great fun.
Space: 1999, published by Omnia. 1974. Box. 1 box corner taped.
£7.50
Designed by R.C.P. Guignard. No. players: 3-5. Country: British, Desc.
by Andy.
This is not the same as the MB game of the
same name. One player gets to play the
Guardian of Meta who has to stop the other players getting at the Meta Energy supplies,
while the other players all compete to be the first to obtain a supply of Meta
Energy and return to their bases, surviving attacks from the Meta player. The board is circular with a circular 'grid'
and various special bands of space.
Players have a movement point allowance each turn to split between their
spaceships. The non Meta ships require special equipment to get through the
special bands of space, and have no weaponry which can touch the Meta
ships. On the other hand the Meta ships
have no such restrictions.
Spiel '95 Taschenbuch, published by Friedhelm Merz Verlag.
1996. Book. Good. £2
Designed by Rosemarie Geu. Country: German, Desc. by Andy.
Softback, 15x11cm, 782 pages. Pocket guide book to the Spiel 1995 fair in
Essen, with lots of useful information to collectors such as: Company addresses
for all the exhibitors, PBM magazine addresses, German games awards lists,
Journalists' and magazines contact details, Lists of the games being shown at
all the stands that year, Lists of games authors with their ludographies, Games
index, Games groups and so on. It is
all in German of course.
Spiel '96 Taschenbuch, published by Friedhelm Merz Verlag.
1996. Book. Good. £2
Designed by Rosemarie Geu. Country: German, Desc. by Andy.
Softback, 15x11cm, 812 pages. Much the same type of contents as the 1995
copy above but for Spiel ‘96.
Star Trek: The Card Game, published by Fleer/Skybox. 1996. CCG.
Good. £2.50
Designed by Jeff Grubb, Don Perrin, Margaret Weis. No. players: 2.
Country: American, Duration: 45 mins,
Desc. by Andy.
Special notes: This batch comprises two
starter boxes of 65 cards each.
CCG based on the original 1960s Star Trek
series starring Kirk, Spock, McCoy etc. Every starter has an Enterprise card as
well as the core crew just mentioned. The game revolves around completing
episodes, with each episode comprising three cards: Mission, Plot, and
Discovery. During each part of an episode your opponent can challenge you with
suitable cards which you must try to overcome.
You then move onto the next stage of the episode. Points are awarded for
how you deal with each challenge. The first player to accumulate 25 points
wins.
Station Master, published by Mayfair Games. 2004. Box. Good. £10
Designed by Chris Baylis. No. players: 2-6. Country: American,
Duration: 30 mins, Desc. by Andy.
Train themed card game in which several
locomotives are placed in the centre of the table and players can on their turn
either assign a passenger (secretly valued 1, 2 or 3) to a train or play a
carriage behind a locomotive. Some
carriages add to the value of a train while others decrease it. Each locomotive can take a limited number of
passengers and pull a limited number of carriages - when a train is complete it
runs and the passengers are scored.
There are various special cards which give additional options such as
moving passengers, running a train before it is complete etc.
Stephensons Rocket, published by Pegasus Spiele. 1999. Box.
Excellent. £17
Designed by Reiner Knizia. No. players: 2-4. Country: American,
Duration: 90 mins, Desc. by Andy.
Railway game set in England in the early
19th century. Unusually for this designer the theme is very much to the fore in
this game. Players lay tracks and
connect to towns in order to gain bonus chits for a variety of commodities, and
to connect up their stations. In
addition shares are gained in the various companies and profits awarded to
those with the majorities at the end of the game. However, players can forfeit a share to veto another player's lay
of track if they think it hurts them too much.
Recommended for railway games fans and those who enjoy Reiner's meatier
offerings.
Stimmt So!, published by Queen. 1998. Box. Excellent. £8.50
Designed by Dirk Henn. No. players: 3-6. Country: German, Duration: 1
hr, Desc. by Andy.
Business game, with players investing in
stock. Very neat game system in which there are 4 types of currency and 4
stocks available, one for each currency at any time. The aim is to get majorities in different companies when a
scoring round comes. Also no change is given when purchasing, and paying
exactly is rewarded highly. I have some
house rules which improve it further too (just ask). This is the previous incarnation of the 2003 Spiel des Jahres
winner Alhambra. Best with 3-5 players. Recommended.
Stimmvieh, published by Meyer. 1998. Box. Good. £4.50
Designed by Andrea Meyer. No. players: 3-5. Country: German, Desc. by
Andy. Special notes: No. 28 of 200.
Card game, printed in a limited edition of
200. Political election themed game. Players use influence cards to obtain votes
and donations. The players who get the
most votes get to double the value of their donations, and whoever has the most
donations after such doubling wins.
Stockmarket!, published by Jordans. 1987. Box. Good but 1 corner
taped. £18
Designer Unknown. No. players: 2-6. Country: British, Duration: 1 hr,
Desc. by Andy.
Quite rare stock trading game. Players are dealt cards which indicate price
rises and falls for the various stocks as well as for uninvested cash. This information is private, but at the end
of three chances to trade each, everyone shows their cards and they are ALL
actioned. Thus you need to not only
take into account what your own cards indicate will happen but also what other
people are doing as well. Becoming a
majority shareholder in one of the companies has benefits as well. After
several hands the player with the most valuable portfolio is the winner.
Stun, published by Waddingtons. 1988. Box. 2 copies
available:
1) Good. Tape removal mark on one side of the box and 4 original
plastic counters have been replaced - this does not affect play. £3.75
2) Good.
4 of the scoring markers replaced by nearly matching ones - this does not
affect play. £4
Designer Unknown. No. players: 2-6. Country: British, Duration: 15
mins, Desc. by Andy.
Card game in which players decide how far to push their luck each
turn. Cards are turned over one a time,
and most show coins. After each card
the player can decide to stop and bank their coins. However, if a Stun card is
turned up coins won that turn are lost.
Whenever a player has cards showing 15 coins they can be traded in for a
token. The first to get 5 tokens is the
winner.
Sufferin' Spirits, published by 3 Wishes. 1986. Box. Good.
£10
Designed by Nik Sewell. No. players: 2-4. Country: British, Desc. by
Eamon.
Great fun as you romp amongst the burial
plots laying to rest the Spirits of Grimstone Graveyard. No dice but a mixture
of cards and strategic movement wins the game. The Spirit moves independently
and activates Imps and Lesser Spirits to confront the players. Players try to earn the most Good Deed
points by finding the objects each of the Spirits has had stolen by the
mischievous Imp and returning them to their owner, thus letting them rest in
peace.
Sushi Express, published by Abacus Spiele. 2005. Box. 2 copies
available:
1) Excellent. £7 2) In shrink. £8
Designed by Michael Schacht. No. players:
3-6. Country: German, Duration: 30 mins, Desc. by Andy.
Dice game in which players try to move
around a ring of location tiles delivering sushi, and collecting customer
cards. At the end of the game the
customer cards collected score points depending on the number of different
ones. Also the player who has received
the least tip cards will be penalised.
Game play itself involves placing a dobber on a number from 2-12, and
effectively betting that either you, or someone who has placed on a number
higher than you, will roll at least that number. If you bet wrongly you don't
move that turn. Guess right and you
move as many spaces as the number you had chosen.
Take The Test, published by Peter Pan. 1967. Box. Good. £6.50
Designer Unknown. No. players: 2-6. Country: British, Desc. by Andy.
Special notes: 1 out of 42 road sign cards
is missing - this does not affect play. The box shows some wear and there is a
quite large label removal mark.
Very nice sixties-looking game, with 6
plastic vehicles and a large working set of traffic lights that sits in the
middle of the board (you press a button and the 'lights' change in each
direction - really neat). Players drive
around the board earning points by answering questions about the Highway Code
in three categories: road signs, picture puzzles and regular questions. Of
course it is out-of-date now but a nice item from that time.
Tall Stories, published by Living & Learning Games. 1992. Box.
Good, but box lid slightly indented.. £6
Designer Unknown. No. players: 2-4. Country: British, Duration: 30
mins, Desc. by Andy.
Children's story telling game, made
locally in Cambridge. The game is played on a board covered in different colour
hexagons. There are 48 different hex tiles in play, and each turn you get to
add one or more to the board, adjacent to tiles already there. The picture on
the tile played must be incorporated into the story in a sensible way, though
you may add as much or as little narrative as you wish before playing the tile.
Play continues until a story is brought to an end with one of 4 special tiles
indicating a happy, sad, surprise or humourous ending.
The Arab-Israeli Wars, published by Avalon Hill. 1977. Box.
Good. £7
Designed by Seth Carus & Russell Vane. No. players: 2. Country:
American, Desc. by Eamon.
Allows you to replay twenty four different
situations at a tactical level on a customizable map. The military forces of Egypt, Israel, Jordan, and Syria are
represented in the various scenarios. Rules include (but are not limited to)
roadblocks, minefields, electronic
warfare, bore-sighting, and firing while moving. Basic game rules cover 5 pages, standard game rules a further 6
pages, and advanced rules 5 more.
Contains about 500 counters.
The Battle Of The Alma, published by GDW. 1981. Box. Good. £7.50
Designed by Frank Chadwick. No. players: 2. Country: American,
Duration: 2 hrs, Desc. by Andy.
Half Bookcase sized box. This game covers
the Battle of the Alma River, Sep 20th 1854 in the Crimean War. Allied forces (British, French and Turkish)
met Russian forces in the first major battle of the Crimean. Part of the 120
series, which was intended to be playable in under 120 mins. The rules cover 10
pages.
The Celtic Knotwork Puzzle, published by Historical Collections Plc.
1992. Box. Good. £2
Designed by Oxford Games. No. players: 1. Country: British, Desc. by
Andy.
This puzzle consists of 9 large square
tiles each showing a portion of a large Celtic knotwork pattern. However, the knotwork is very symmetrical,
and so it is not matching the shapes that is hard, but matching the colours of
'thread' from one tile to the next which makes it difficult. There is also no indication as to which
sides of the pieces are the edges. The back of the box shows the solution.
The Complete Guide To Electronic Games, published by Sphere Books. 1982. Book.
Excellent. £7
Designed by Howard J. Blumenthal. Country: British, Desc. by Andy.
Softback, 18x11cm, 214 pages. Book on electronic games of the time -
obviously now very dated, but still interesting as a memento of those times,
and quite sought after as such. The
book is split over the following chapters: Sports Games, Games of Logic
Strategy & Memory, Action Games, Learning Aids, Multi-game Systems, Video
Games and more.
The Fury Of Dracula, published by Games Workshop. 1987. Box.
Good. £30
Designed by Stephen Hand. No. players: 2-4. Country: British, Duration:
2 hrs, Desc. by Andy.
Special notes: Excellent except for slight
indentation of the base.
One of Games Workshops' rarer board games,
which has recently been released in a modified form. One player runs Dracula
and attempts to create an army of lesser vampires. Meanwhile the other players are vampire hunters and seek out
Dracula and his undead offspring intending to destroy them all. Dracula uses a hidden movement system, but
leaving telltale destruction in his path.
When the vampire hunters meet Dracula's minions combat ensues. A very well thought of game with great
atmosphere. Certainly worthy of having been brought back from the dead ...
The Game Of Maze, published by Oxford Games. 1990. Box.
Good. £3
Designed by Finch & Scott. No. players: 2-4. Country: British,
Duration: 20 mins, Desc. by Andy.
The board shows a hedge-maze of the type
found in the gardens of some stately homes. Players start with a playing piece
in the centre and at the entrance.
Players roll dice and move their pieces accordingly, with the objective
of having their pieces meet up somewhere in the maze. A few spaces have special rules and landing on an opposing piece
banishes that piece to a corner. The
rules also include a list of British mazes open to the public and a short
history of mazes.
The Gamer's Guide To Diplomacy, published by Avalon Hill. ca.1978.
Booklet. Good. £6
Designed by Rod Walker. Country: American, Desc. by Andy.
36 page booklet which should prove a great
resource for all Diplomacy players. While it is only 36 pages long the pages
are 3 column and small print, so there is lots of information here. The booklet covers: An introduction to
Diplomacy, Communication, Alliance & Treachery, Aggression & Defence,
Cheating, Stalemates, The Small Time, The Convoyed Attack, Strategy and Tactics
(The board, Positions, Stages of the Game, Basic Style, The Great Powers,
Playing Each Country), A sample game, Postal Diplomacy, Diplomacy Variants
(1958, Napoleonic, Bid, The Great War,
Twin Earths), Clubs and Tournaments.
The Goonies: Cavern Of Horror, published by Corgi Books. 1985. Book.
Good. £8
Designed by William Rotsler. No. players: 1. Country: British, Desc. by
Andy.
Softback, 20x13cm, 120 pages. Adventure
gamebook based on Steven Spielberg's The Goonies movie. This is a paragraph based game book with 120
full page paragraphs. Pretty rare.
The Hieroglyphs Game, published by Ashmolean Museum. 1989.
Box. 2 copies available:
1) Good. £1.50 2) Good, but box base slightly indented. £1
Designed by Finch & Scott. No. players: 2+. Country: British,
Duration: 30 mins, Desc. by Eamon.
Very pretty game made for the famous
museum in Oxford. Board illustrated with genuine coloured hieroglyphics and
players move a nice scarab beetle piece around the board, collecting ‘letters’
to spell the words on their reference sheet.
The Muppet Show, published by Palitoy. 1977. Box. Good.
£2.50
Designer Unknown. No. players: 2-4. Country: British, Duration: 30
mins, Desc. by Andy.
Each player has control of two muppets and
a movable stage set in their colour.
The players use cards to move their muppets and sets across the board
into the correct position ready for The Muppet Show. The first to do this wins.
However, some cards can be used to hinder other players in various ways.
The Official Laws Of Bridgette, published by Xanadu Leisure. 1985. Book.
Good. £7.50
Designed by Prince Joli Kansil. No. players: 2. Country: American,
Desc. by Andy.
Softback, 18x11cm, 32 pages. 3rd edition. This book gives the (updated) rules to this excellent two player
Bridge style card game. You will need
to provide a suitable deck of cards (standard 52 + 3 extras with the same backs
are needed). The game itself is excellent, and has been highly commended by
many Bridge experts. The extra cards
add a unique element to the game, which adds a new element of interest when
compared to other two handed bridge systems.
I can recommend the game to non Bridge players who enjoy whist, as you
don't need to be proficient at Bridge in order to play Bridgette.
The Phoenix Dictionary Of Games, published by Phoenix House Ltd. Book. 2
copies available:
1) 1953. Good, but some pages show
speckling. Hardback, 21x13cm, 318 pages.
458 games. £3.50.
2) 1961. Excellent, but dustcover shows some wear. Hardback with dustcover,
21x13cm, 328 pages.
501 games. £5
Designed by J B Pick. Country: British,
Desc. by Andy.
Indoor and outdoor games reference book
with the rules to around 500 games. The sections are divided into Outdoor Games
(Full dress, Informal, Race & Romp, Tag & Tug, Tool & Toy), Covered
Court Games, Gymnasium Games, Indoor Games (Board & Table Games, Card
Games, Parlour Games, Pencil & Paper Games, Word Games).
The Week-end Problems Book, published by Cambridge University Press.
1932. Book. Good. £10
Designed by Hubert Phillips. Country: British, Desc. by Andy.
Special notes: Many crosswords completed in pencil (they can be
erased), but a previous owner has neatly written in many additional puzzles in
the blank end pages.
Hardback, 19x12cm, 334 pages. An excellent
collection of puzzles and conundrums of all sorts. They fall into the following
categories: Mathematical / Logical, Crosswords (American style), Word Puzzles,
Bridge Problems, Chess Problems.
Thirty One Patience Games, published by W. Foulsham. ca.1940. Book.
Good, but spine shows wear. £4
Designed by Tom King. No. players: 1. Country: British, Desc. by Andy.
Special notes: The book was produced to 'Wartime Economy' specification
and is now a little delicate.
Softback, 18x12cm, 62 pages. Printed
during the war to 'War Economy Standard' specification this book gives an
introduction to the history of playing cards and then describes 31 games of
patience to play with either one or two standard playing card decks - there are
diagrams of the card layouts.
Interesting wartime production.
Thunder In The Glens, published by Dragon. 1987. Book. Good.
£3.75
Designed by Simon Farrell, Jon Sutherland. No. players: 1. Country:
British, Desc. by Andy.
Part of the Real Life Gamebooks series of
solo paragraph based adventure books based on historical events. This book is about the Jacobite Rebellion
around 1746. You play Dougan MacAndrew the son of the chief of a small clan,
and have just returned from being educated in France when troubles start...
Tit-Bits Teaser No.2, published by George Newnes. ca.1930.
Box. Good. £3.50
Designer Unknown. No. players: 1. Country: British, Desc. by Eamon.
A wooden puzzle, made as a promotion for
Tit-Bits magazine. If you could not do the puzzle, you could buy the magazine
at some time in the future to get the answer. The puzzle consists of 14 wooden
pieces (one has been replaced with a look-a-like) and you must shuffle them
round in the tray to get the Plane from the top left corner to the bottom right
corner. The pieces are irregular in shape, which is one of the reasons why the
puzzle is devilishly difficult.
Toscana, published by Piatnik. 2001. Box. In shrink. £10
Designed by Niek Neuwahl. No. players: 2. Country: Austrian, Duration:
25 mins, Desc. by Andy.
Rather nice tile laying game in which the
players alternate playing a tile onto the board. The tiles show the view of a Tuscan village from above, with the
deep red rooves and gray of the ground.
Each tile has a mixture of rooves and ground on a 4x2 grid, and the
objective is for one player to make as large a connected area as possible of
rooves while the other player tries to make a large connected ground area. Each player can also veto his opponent's
play once in the game, forcing a different tile to be played at a crucial
moment.
Total War, published by Gamesmiths. 1992. Box. Box good,
contents unpunched. £12.50
Designed by Jeff Siadek. No. players: 2-6. Country: American, Duration:
2-4 hrs, Desc. by Andy.
Advanced Risk-like game, with each player
taking their nation from the 19th century into the 21st. You must decide each
turn what units to build (for attack and defence) and what to research for the
future. Technologies include Firepower,
Flight, Industry, Movement, Nuclear, Rate of Fire, Ships and Tanks. Victory is either by total domination or by
having the superior position after a fixed time.
Toy Story, published by Schmidt International. ca.1995. Box.
Good. £3.50
Designed by Tom Espen. No. players: 2-4. Country: German, Desc. by
Andy.
Childrens game (ages 4-12) based on the
very popular film Toy Story. Game play
involves moving your playing pieces along a track according to a dice roll, but
with some choices, and the possibility of challenging other players along the
way. These challenges are done using
chunky cards showing Woody, Bo Peep and Buzz, and resolution uses a
scissors-paper-rock mechanism. The
objective is to be the first to arrive at the removal van, which is also moved
along as the game goes on.
Translucent Playing Cards, published by Trevor Denning. 1976. Book.
Excellent. £24
Designed by Trevor Denning. Country: British, Desc. by Andy.
Special notes: No. 182. Signed
by the author.
Softback, 30x21cm, 51 pages. Limited
edition of 300. This book gathers together information about specialised decks
of playing cards generally from the early 19th century which initially appeared
as regular playing cards, but if put up against a bright light revealed a
hidden picture within. Some such decks were
designed to incorporate the pips on the cards into the pictures, while others
were used to hide erotic pictures. This
book shows the hidden pictures from both types of deck as well as detailing the
history of these playing cards.
T-Rex, published by Hans Im Gluck. 1999. Box. Excellent. £4
Designed by Hanno & Wilfried Kuhn. No. players: 3-5. Country:
German, Desc. by Eamon.
Card game. Each player is trying to
collect sets of dinosaur eggs. Each
player starts with an identical deck of cards which is shuffled and drawn from
and the game is then played in rounds in which each player may play several
times. There are special cards which
let you draw more (otherwise you don't!) and a card has to be played to
indicate the round will finish. When a
round does finish the last card each player played is used to evaluate the
round - highest and second highest receiving an egg that round.
Trimatics, published by Spear's Games. 1983. Box. Fair. £1.25
Designer Unknown. No. players: 2+. Country: British, Desc. by Andy.
Special notes: Box lid has three patches where the underlying cardboard
shows through, 1 tile replaced with a photocopy on card (this does not detract
from play)
A 7x7 grid of numbers (1-9) are laid out
at random, and a number disk is turned over.
Players then all look for any three adjacent numbers which can make this
target number by multiplying two of them together and adding or subtracting the
third. eg. 4x9 + 5 = 41. The player who
first spots a correct 'trimatic' wins the disc. Most discs at the end of the game wins.
Trump, published by Milton Bradley. 1989. Box. 2 copies
available:
1) Good. £9 2) Good. Box base very slightly indented, edges show some wear
and 1 corner taped. £7
Designed by Marvin Glass. No. players: 3-4. Country: American,
Duration: 90 mins, Desc. by Andy.
A highly regarded original business game,
sanctioned by the multi-millionaire Donald Trump. Very nice components. Players
invest in businesses with the money paid being placed inside special plastic
boxes. The game is played in two phases. In the first phase players move around
a track and the values of the businesses increase, businesses are auctioned and
action cards are gained. In the second
phase players play their action cards to make profits and negotiate deals which
will allow them to use their cards most effectively to make more profits. Eamon
has some house rules which I can supply if you remind me.
Tycoon, published by Publisher Unknown. 1987. Box. Good.
£1.50
Designer Unknown. No. players: 2-6. Country: British, Desc. by Andy.
Promotional game. Business game in a
similar vein to Monopoly. Squares on the board represent many different
companies in and around Reading!
Tycoon, published by RAM Innovations Inc. 1986. Box. Mint.
£2.50
Designer Unknown. No. players: 2-6. Country: American, Desc. by Andy.
Business game which from the outside only
appears to be in a similar vein to Monopoly. The box says: Try to become a
Tycoon using your connections with organised crime, political figures and
labour leaders. Pay off a judge or
subpoena an opponent to court. Own a
law firm or a construction company
etc. Nice guys finish last!
Ur 1830 BC, published by Splotter. 2001. Box. New. £16
Designed by Jeroen Doumen, Joris Wiersinga. No. players: 3-6. Country:
Dutch, Duration: 3.5 hrs, Desc. by Andy.
Although not an authorised 18XX game, this
is very much the same type of game, but it does not have a railroad theme, and
has enough differences to make it a worthwhile addition to the genre. The game is about diverting water from
rivers into irrigation channels and supplying it to sections of land. There are
various nations, and the players are land owners across the nations, with the
player with the most land in each nation being the King. Nations can improve
their lot by building infrastructure and technology progresses making the older
technology obsolete. Irrigated land
brings income to its owner and its nation.
Vegas Showdown, published by Hasbro Avalon Hill. 2005. Box. In
shrink. £19
Designer Unknown. No. players: 3-5. Country: American, Duration: 75
mins, Desc. by Andy.
Excellent business game which was Games
magazine's Game of the Year 2006. Each player is creating a Las Vegas Casino
and intends it to be the biggest, best and most profitable. Each round a selection of casino attractions
(such as slot machines, fancy restaurants, table games, sport betting rooms
etc) are available, and the players bid for the right to add one of them to
their casino. Each one provides extra
income and / or attracts more customers.
Players also have to ensure that there is a good way through from room
to room in their casino, and various bonus cards and end of game bonuses can be
played for. Clever bidding system, and lots of options and interesting
decisions to make. Highly recommended.
Victorian Board Games, published by St Martin's Press. 1996.
Book. In shrink. £15
Designed by Olivia Bristol. Country: American, Desc. by Andy.
Hardback, 31x32cm, 12 pages. Very nicely
produced book of Victorian games, that includes copies of the original boards
and pieces (in a resealable container). The six games included are The Prince's
Quest, A Day At The Zoo With Daddy, Cycling, The Wonders Of The Deep, A Trip To
Mars, and The Tailless Donkey. The boards are mounted on thick card rather than
just paper copies, and the book folds flat so the games can be played. The author is a Christie's auction house
expert.
Vive La Difference!, published by Ravensburger. 1992. Box. 2
copies available:
1) Mint. £7.50 2) Good. £6
Designer Unknown. No. players: 2-6.
Country: German, Desc. by Andy.
Promotional game for Remy Martin, the
champagne people. As you would expect, a really beautifully produced product.
Players race to make a tour around Europe using a special dice. On the city spaces a trivia question is
asked and a correct answer gives the chance to jump ahead. The cards show gourmet meals, the dice are
black and gold and the box is inlaid with black velvet. Also includes 20 metal
coins in a leather pouch. If you are going to use a game to advertise yourself,
this is certainly a classy way to do it.
Warlock Of Firetop Mountain, published by Games Workshop. 1986. Box.
Box shows wear. £16
Designed by Steve Jackson. No. players:
2-6. Country: British, Duration: 2 hrs, Desc. by Andy.
Special notes: The original plastic
miniatures are missing, but have been replaced with good substitutes.
Fantasy adventure game based on the well
known Fighting Fantasy book of the same name. The players run adventurers who
explore a labyrinth and fight creatures and gain treasure in order to increase
their power. Characters have three stats: skill, stamina and luck, which affect
combat and the character's chances in various other encounters. The objective is to reach the far end of the
dungeon having deduced which must be the right keys to open the Warlock's
treasure chest. This is done by asking
other players about the key cards they hold in a slightly Cluedoesque way.
Watchamacallit, published by Berwick. 1972. Box. Good. £3.50
Designer Unknown. No. players: 2-4. Country: British, Desc. by Andy.
This is a game of categories - a category
is chosen and players have to name things in that category. There is a spinner which selects the start
letter for an appropriate word, eg. category Birds, Spinner says E so Eagle
would be appropriate. There is also a ball for each player and a special bowl
with a hole. When you say a suitable
word you drop your ball in the bowl, so if two people call out simultaneously
this breaks the tie.
What Am I Bid, published by Tri-Ang. ca.1964. Box. 1 box corner
taped. £5
Designer Unknown. No. players: 3-11. Country: British, Desc. by Andy.
Auction game which includes a large wooden
gavel. Players buy antiques which are put up for auction. Each type of antique has 3 specimens which
will ultimately come up, one good, one poor, and one fake. Thus if you know that the ming vase that has
sold already is a fake then you know it is worth bidding higher on the next
one. In addition, when a player has a set,
they can choose to end the game and score a bonus, or let the game continue in
the hope of an even higher bonus, but with some risk.
Who's In The Igloo?, published by Artstraws Ltd. ca.1983.
Box. Good. £6
Designed by Virginia Charves. No. players: 2-5. Country: British,
Duration: 10 mins, Desc. by Andy.
Children's game (ages 5-10). The board
shows a grid of 14 x 14 squares each showing either a polar bear or an eskimo
(mostly eskimos), and 5 are coloured. A
large igloo tile covers a 5x5 area of the board except for one central space. A card is drawn indicating the current coloured
target space and players take it in turn to move the igloo tile one space at a
time towards this target. They can keep
moving it until they reach the target or the hole reveals a polar bear, in
which case the next player continues.
Reaching a target wins that card.
A harder variant gives each player a different target card.
Wild Life, published by Clementoni. 2002. Box. In shrink.
£13.50
Designed by Wolfgang Kramer. No. players: 2-6. Country: German,
Duration: 90 mins, Desc. by Andy.
Special notes: For £2 extra I can colour print and laminate a set of
English event and Ability cards to ease play.
Each player takes the role of a different
species, each of which is best suited to a different environment. During the game populations expand and the
creatures come into conflict. Each
species can develop, however, and become able to operate more effectively in
other terrains as the game goes on.
Special ability cards can also be obtained and used to good effect. Naturally each player wants their own species
to dominate.
Word Games, published by Merit. Box. 2 Box corners split. £4
Designer Unknown. No. players: 1-4. Country: British, Desc. by Andy.
A set of 8 word games played with tiles on
a table. The games are called:
Crossword, Anagrams, Word Rummy, Word Dominoes, Word Ghost, Snatch Words, Word
Solitaire & Passwords. A nice collection for word game fans.
Word Quest, published by Abracadabra Games Ltd. 1986. Box. Good,
but box lid slightly warped. £5.50
Designer Unknown. No. players: 2-4. Country: American, Duration: 1 hr,
Desc. by Andy.
Word game in which players move around the
tracks on a circular board landing on letter spaces, and get the chance to
cross off letters from the quest word they were each given at the start of the
game. Once all letters have been crossed off players race to the centre of the
board in order to get the chance to answer a winning question. In order to cross off a letter a word is
selected starting with the letter concerned from a dictionary included with the
game, and the definition of that word must be given. The game also includes a 30 second timer.
X From Outer Space, published by Discovery Toys. 1985. Box.
Good. £5.50
Designed by Gayle Feyrer & Richard Anderson. No. players: 2-4.
Country: American, Duration: 30 mins, Desc. by Eamon.
Roll-and-move children's game with a
twist: you roll one white and two red dice and move your ship using the value
of the white die. If you land on a space with a number, then multiply the large
blue number on the space by the sum of your red dice. If the result is equal to
the little red number in the space, you move forward 5 spaces. If greater than
the red number, you move forward 1 and if less you move back 1. Planet Zoomer
and Black Hole cards are drawn at different places on the board and move the
player's pawn forward or backward along the track. The first person to reach
the sun wins.
Ziplock Bags (100): 15.7cm (14.0cm) x
10.3cm, published by Unknown. Bag. New.
£6. Desc. by Andy.
Ziplocks bags are always useful for
bagging up counters / wooden cubes / piles of dice etc. These medium sized ones
are 15.7cm long, with the section below the closure 14.0cm long, and are 10.3cm
wide. This is a batch of 100.
Ziplock Bags (100): 34.4cm (32.3cm) x
23.1cm, published by Unknown. Bag. New. £13.
Desc. by Andy.
Ziplocks bags are always useful for
bagging up counters / wooden cubes / piles of dice etc. These very big ones are
34.4cm long, with the section below the closure 32.3cm long, and are 23.1cm
wide. The enclosure is a little larger than A4, making them ideal for
protecting valuable magazines or booklets (US Letter size fits nicely too).
This is a batch of 100.
Ziplock Bags (100): 9.4cm (7.6cm) x 5.9cm, published by Unknown. Bag. New. £3. Desc. by
Andy.
Ziplocks bags are always useful for
bagging up counters / wooden cubes / piles of dice etc. These small ones are
9.4cm long, with the section below the closure 7.6cm long, and are 5.9cm wide.
This is a batch of 100.
And now for some books:
Book Title
|
Publisher
|
Author
|
Year
|
Type
|
Size (cm)
|
Pages
|
Condition
|
Price
|
Car Wars: Fuel's Gold
|
TSR
|
S.Jackson, C & S Lambard
|
1986
|
Soft
|
18x10
|
400 paras
|
Excellent
|
£4
|
The Theory Of Whist, 17th
Edition
|
Longmans, Green & Co.
|
W. Pole
|
1890
|
Hard
|
17x11
|
108
|
Cover faded with wear, good
internally. Gold edged pages
|
£5
|
Mrs Pottleton's Bridge
Parties
|
Geoffrey Bles
|
Hugh Tuite
|
1926
|
Hard
|
19x13
|
156
|
Good, but dust cover worn, a
previous owner has stuck various bridge related newspaper clippings onto the
inside covers.
|
£7
|
Card Games Up-To-Date
|
Foulsham
|
Charles Roberts
|
~1940
|
Hard
|
19x13
|
160
|
Good, but cover edges faded
Good. |
£4
£5 |
The Beginner's Book Of
Contract Bridge
|
C. Arthur Pearson Ltd
|
Joy Weston
|
1939
|
Hard
|
19x13
|
167
|
Good, but dustcover shows
wear
|
£3
|
The Standard Book Of Bidding
|
Walter Edwards
|
Charles H. Goren
|
1946
|
Hard
|
19x13
|
282
|
Good, but some of dustcover
missing
|
£4
|
A New Book Of Patience Games
|
Routledge & Kegan Paul
|
Ernest Bergholt
|
1953
|
Hard
|
19X13
|
119
|
Good
|
£4
|
A Book Of Card Games
|
Klutz Press
|
John Cassidy
|
1990
|
Spiral
|
22x14
|
124
|
Good
|
£3
|
Canasta For All
|
Sunday Times
|
Colin Harding
|
~1952
|
Soft
|
18x12
|
74
|
Good, cover shows wear.
Good |
£2.50
|
The Game Of Draughts: Kelso
|
Phillips & Co
|
H. Jacob, J. H. Strudwick
|
1905
|
Booklet
|
18x12
|
32
|
Good
|
£4
|
Foulsham's New Fun Book
|
W. Foulsham & Co.
|
W. Foulsham & Co.
|
~1930
|
Soft
|
20x13
|
256
|
Good
|
£6
|
Fighting Fantasy 1: The
Warlock Of Firetop Mountain
|
Laurel Leaf
|
Steve Jackson,
|
1983
|
Soft
|
17x11
|
400 paras
|
Good, signed by
|
£5
|
Card Games For All The Family
|
Hodder & Stoughton
|
George Hervey
|
1977
|
Soft
|
18x11
|
100
|
Good
|
£2
|
Sixteen Gambling Games In Twenty
Minutes
|
Eyre & Spottiswoode
|
Double You
|
~1910
|
Soft
|
17x11
|
63
|
Good
|
£10
|
Auction Bridge For Beginners
And Others
|
Stanley Paul & Co.
|
A.C. Barker
|
1929
|
Hard
|
17x11
|
189
|
Good
|
£5
|
Improve Your Opening Leads
|
Victor Gollancz
|
Hugh Kelsey, John Matheson
|
1991
|
Soft
|
20x13
|
124
|
Excellent
|
£5
|
Contract Bridge In 20 Minutes
|
Eyre & Spottiswoode
|
Harold Thorne
|
1949
|
Soft
|
16x10
|
71
|
19th Edition, 303rd Thousand.
Good but cover has some staining.
|
£2
|
The English Defence
|
B.T. Batsford
|
Raymond Keene, James
Plaskett, Jon Tisdall
|
1987
|
Soft
|
21x14
|
100
|
Excellent
|
£10
|
New Rules For Classic Games
|
John Wiley & Sons
|
R Wayne Schmittberger
|
1992
|
Soft
|
23x19
|
245
|
Excellent
|
£9
|
Why You Lose At Bridge
|
Cornerstone Library
|
S.J. Simon
|
1974
|
Soft
|
20x13
|
160
|
Good
|
£3
|
Oswald Jacoby's Complete
Canasta
|
Windmill Press
|
Oswald Jacoby
|
1950
|
Hard
|
20x14
|
160
|
Good but dustcover shows wear
|
£7
|
Military Modelling Guide To
Wargaming
|
Argus Books
|
Stuart Asquith
|
1987
|
Soft
|
20x15
|
126
|
Excellent
|
£6
|
First Principles Of Card Play
|
Faber & Faber
|
Paul Marston
|
1990
|
Soft
|
20x13
|
153
|
Good
|
£6
|
From The Mana Born Issue 1
|
Mons's Goblin Writers
|
Julian Snape
|
1994
|
Booklet
|
21x15
|
23
|
Good
|
£0.50
|
Military Modelling Guide To
Solo Wargaming
|
Argus Books
|
Stuart Asquith
|
1988
|
Soft
|
20x15
|
127
|
Excellent
|
£8
|
Back to Old Catalogs Page Back to MNG-AJM Home Page