October
2004 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?
2300 Star Cruiser, published by GDW. 1987. Box. Box good, counters
unpunched. £6
Designed by Frank Chadwick. No. players: 2+.
Country: American, Desc. by Andy.
Game of starship construction and combat in the
year 2300. It is thematically linked
with GDW's Traveller 2300, but is a standalone game played on a hex grid with
counters. Includes 18 page rules book, two maps, counters, starship
construction book, a book of ship data sheets, and combat charts. Half of the
rules book is actually full of a variety of different scenarios for you to try.
5 Star, published by Spears. 1984. Box. Box shows wear. £12
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.
Alice In Wonderland, published by Spears. 1973. Box. 1 Box corner split.
£3
Designed by Gyles Brandreth. No. players: 2-6.
Country: British, Desc. by Andy.
Childrens game (age 6+) using very traditional
‘Alice’ graphics. Includes a short synopsis of the Alice adventures to ‘set the
scene’. The game itself is a roll the dice and move the dobber affair but with
the twist that each character (player) can be big or small. While big the player moves forwards, and
when small moves backwards. A 1 makes
you small and a 6 makes you big again.
There are also some special spaces which have a variety of effects.
A Line In The Sand, published by TSR. 1991. Box. Two copies available:
1) 1 Box corner split. £11 2) Good. £12
Designed by Paul A Lidberg, Douglas Niles. No.
players: 2-6. Country: American, Desc. by Andy.
Wargame set in the Persian Gulf in the early
1990s. There are two versions of the
game, a basic game for less than 5 players in which military might wins the day
and players take sides in the war depending on the number of players. The advanced game is for 6 players and is a
diplomatic game in which politics and persuasion come to the fore as well as
military might. Various actions on the
parts of the players can throw the region into war, and diplomatic messages can
be sent secretly. The board is large and attractive, showing the various
countries and important sites such as oil wells and air bases. About 300 counters many of which stand up in
bases are included.
Adult Drinking Games Compendium, published by Lagoon Games. 1997. Box. Good. £6
Designer Unknown. No. players: 2+. Country:
British, Desc. by Andy.
Before you pass over this item, I will point out
that this does actually contain some good games for the pub or even after
dinner with non-gamers. Most of the games work fine if rather than having to
drink or do a forfeit you simply lose a point. The set includes a pack of
playing cards and 5 dice as well as larger cards with the games rules; some
additional cards used in some of the games, and score pads for one of the
games. The games are: Liar Dice, Drop Dead, Blind Ignorance, Wink Death, Pub
Golf, Spooks, Chain Reaction, Slap-Clap, The Name Game, Sgt Major General,
Zoo-Time, Timber!, Sticky Toffee Pudding, Spoof, Slam, Drink While You Think,
Captain Bluff, Bunnies, Adverb Game, Mouth & Bottle, Menagerie + more.
Airways, published by Parker Palitoy. ca.1970. Box. Good but
marks on lid from removed label. £9
Designer Unknown. No. players: 2-5. Country:
British, Desc. by Andy.
Family game with a big box packed full of bits.
Each player represents an airline (British Airways, Pan Am, Qantas or Swissair
- these companies probably sponsored the game) and must transport the most
passengers to their destinations. An extra player can also take on the role of
Air Traffic Controller, which the rules book assures is a fun part of the game.
When calculating the winner, both passengers transported and those left waiting
in the airport are taken into account.
All American Football Game, published by Standard Oil. ca.1970. Packet.
Mint. £3
Designer Unknown. No. players: 2. Country:
American, Desc. by Andy.
Promotional game, made by the oil firm, to tie
in with their sponsorship of the NFL TV coverage that season. Still sealed so I
cannot comment on the rules. The packet
is about 55cm long, and contains a board made of card which will fold out to be
pretty large. There two dice included
too, as is a black and white photograph of Tom Mason, Fran Tarkenton and Rip
Hawkins, complete with facsimile signatures. Unusual item.
Aristo, published by Dragon Radieux. ca.1989. Box.
Excellent. £30
Designed by Philippe Mouchebeuf. No. players:
3-8. Country: French, Desc. by Andy.
High quality product from France. A game of
love, rivalry and favouritism in the Court of Versailles. The game is driven by
cards which players use to make money, and gain favour with royalty. Each
player represents a family of courtiers. During the game, wars will be
declared, marriages take place, kings and queens will be courted, bastard
children will be born, and many other events will take place. Game play
involves requesting favours and negotiation.
The objective is to obtain a monetary target, but generally riches only
come with position and power. Nice item.
Arnhem, published by SPI. 1976. Box. Box shows wear. £7
Designed by Jay Nelson. No. players: 2. Country:
American, Desc. by Andy.
Bookcase box. Operational level simulation of
combat between the Allies and German forces during Operation Market Garden in
Sept 1944 in which 3 Allied airborne divisions were dropped up to 60 miles
behind enemy lines to try to establish a bridgehead at Arnhem. This was orginally published as part of the
Westwall Quad, and so the rules come in two parts - firstly the Westwall base
rules and then the Arnhem specific rules.
Asterix The Card Game, published by F X Schmid. 1991. Box. Good. £7
Designed by David Parlett. No. players: 2-5.
Country: German, Duration: 30 mins, Desc. by Andy.
Card game, using all the wonderful Asterix
graphics and characters. Players compete to fight off a variety of Roman
soldiers. Each player has a hand of ten cards representing Asterix, Obelix,
Cacofonix etc, with different values.
Players play cards simultaneously, but only the winner has to discard
their card. The Romans are worth
different amounts and there are bonuses for getting a set of the same type.
Atmosfear - The Video Board Game, published by Spears Games. 1991. Box. Good. £7
Designed by Roadshow Video Publishing. No.
players: 3-6. Country: British, Duration: 1 hr, Desc. by Andy.
Well known horror themed board game which uses a
video to interact with. The game is
essentially a race against the clock to collect all six of your special keys by
moving around the board and actioning spaces you land on, and then racing to
the centre of the board. However, from
time to time The Gatekeeper character on the video will interrupt proceedings,
insult a player or two (!) and give people instructions. If noone has won after 60 minutes then the
Gatekeeper wins instead.
Avalanche, published by Parker. 1991. Box. Two copies
available:
1) There is a rip on the box lid, but otherwise
good. £8 2) 2 box
corners split. £8
Designer Unknown. No. players: 1-6. Country:
Germany, Duration: 15 mins, Desc. by Andy.
An interesting mix of games types - this is both
an abstract game and also a falling marble action game! There are a series of slots down which
marbles can roll and either get halted or diverted by clever rotating diverters. The object depends on which game variant you
play, but essentially you are trying to get some colours of marble to fall out
of the mechanism while hoping others don't.
With some experience much of what happens when a marble is entered can
be calculated in advance, but it is easy to get it wrong!
Backgammon, Descriptions by Andy.
I have a variety of different sets of different
types at different prices as detailed below.
If you haven’t tried backgammon then I can recommend it as an excellent
two player game with a mixture of luck and skill, but over a number of games
the better player will generally win out when playing with the doubling cube.
1) Published by
Invicta. 1973. Box. Good. £1. A travel version of the game, with all the pieces
made of plastic that adheres to the plastic board. This is in the shape of a
wallet so it can be tucked into a pocket. Part of the Passport Games Series -
the game is about the same size as a passport. Includes two of the smallest
dice I have seen, though no doubling cube.
2) Published by Jacques
/ H.P.G.. Box. Excellent. £6. Rather nice set.
It is a foldout wooden case with cork-like inner boards. Includes dice, doubling cube, dice shakers
and rules. The pieces are plastic with
magnets inset - the board is very slightly magnetic too so the pieces grip a
little when put down. The box says 'Jacques', but the rules 'H.P.G.' The rules booklet also details the game
Chouette for 3 or more players.
3) Published by
Merit. ca.1969. Box. Box good, contents still sealed. £2. Box contains a fold
out board, stackable plastic pieces, dice, and doubling cube. The rules also give hints on strategy which
would be very helpful to a novice player.
4) Published by
Spears. 1980. Box. Good. £2. Box contains a fold out board with wooden pieces
and wooden dice (inc. doubling cube) and rules.
5) Published by
Unknown. Box. Excellent. £5. Rather nice set.
It is a large foldout leather-like case with attractive inner
boards. Includes dice, doubling cube,
dice shakers and rules. The pieces are
plastic but stackable. Rules include recommended first moves.
6) Published by
House Martin. Box. Good. £4. A set in a foldaway black leather finish box. It is about 24cm by 36cm when unfolded, and
half that when folded, so pretty portable - ideal for taking on holiday. The pieces have magnets in and the board is
slightly magnetic so the pieces won't slip by accident. Includes rules and
doubling cube and a foldup dice rolling cup!
Battle Of Britain, published by TSR. 1990. Box. Good. £15
Designed by Ken Sommerfield & Tom Hoffman.
No. players: 2. Country: American, Desc. by Andy.
Only Britain stands against the German
juggernaut. The fate of war rests on
air superiority. Will the sheer
strength of the Luftwaffe be able to bring down the RAF with its radar towers
and elaborate communications systems?
The game includes 21 aircraft figures on stands as well as counters and
lots of cards and battle dice. Basic
and advanced rules are included.
Beim Zeus, published by Kosmos. 1997. Box. Good. £12
Designed by Klaus Palesch. No. players: 3-6.
Country: German, Duration: 90 mins, Desc. by Eamon.
Intriguing game about building temples. The player who builds the most valuable temples wins, but it is very easy to over-stretch the finances and end up with egg on your face. The twist is that you need to buy land to build on, by auction, but the amount you pay has ramifications later, because this cost must be repeated when you raise the height of your temples. Thus the lower ‘ground’ cost you can pay, the more you save in the long run. As usual with this company, very nicely produced, with wooden pieces, tiles, bidding dials and cards.
Blood Royale, published by Games Workshop. 1987. Box. Good. £38
Designed by Derek Carver. No. players: 3-5.
Country: British, Desc. by Andy.
Complex classic, a game of treachery and
contracts. Each player represents one of the five major powers in Europe in the
13th century. Royal blood is limited so players arrange marriages between their
heirs, usually to protect their possessions or borders. Each turn represents 5
years of time, so all these royal people age and die, nullifying contracts and
leading to more deals. Who said romance is dead? The box is packed full of
stuff: coins, counters, cards, dice and even a pad of marriage certificates!
Britannia, published by Gibsons. 1986. Box. Box shows wear,
1 corner taped. £22
Designed by Lewis Pulsipher. No. players: 3-5.
Country: British, Duration: 3 hrs, Desc. by Eamon.
An excellent game (particularly for four
players) that encaptures 1,000 years of British history. Map board of mainland
Britain. Game lasts for 16 turns, which is roughly divided into groups of 4
turns where one player out of the four has the most influence in that period,
and the best chance to score victory points. Each player gets to play several
of the groups which attack Britain over the years (eg, Saxons, Jutes, Danes
etc).
British Square, published by Gabriel. 1978. Box. 2 Box corners
split. £4
Designer Unknown. No. players: 2. Country:
American, Duration: 20 mins, Desc. by Andy.
Players take it in turn 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.
Buccaneer, published by Waddingtons. 1975. Box. Good. £25
Designer Unknown. No. players: 2-4. Country:
British, Desc. by Andy.
Now quite rare classic game of piracy on the
High Seas. Actually has very clever mechanisms using cards, that have a dual purpose
for movement and/or combat. Very nice playing pieces including sequins for
pearls and rubies, plastic bars for gold, plastic barrels of rum and ships with
masts and sails. Generally considered
one of Waddingtons best games.
Bushido, published by Fantasy Games Unlimited. 1981. Box. Two
copies available:
1) Box poor, Contents good. £4 2) Good. £5
Designed by Paul Hume & Bob Charrette. No.
players: 2+. Country: American, Desc. by Andy.
Role playing adventure games set in medieval
Japan. Includes two main books, The
Heroes of Nippon for players and The Land of Nippon for the GM.
By Jove, published by Aristoplay. ca.1980. Box. Good. £6
Designed by Jan Barney Newman. No. players: 2-6.
Country: American, Desc. by Andy.
Family game very much influenced by Monopoly
(track on outside of board around which players travel, pay gold to a player
who owns a Hero space, various ways to Go To Hades, etc), but with a number of
different ideas thrown in as well, such as god spaces offering protection on
your next roll, but objecting to doubles.
Very attractive board. The game
also includes a book giving a brief account of various classic myths written by
Zibby Oneal.
Campaign, published by Waddingtons. Box. Two versions
available:
1) 1971. Good. £5. 1st Edition, in
the brown 'parchment-feel' box. 2)
1974. Good. £4
Designer Unknown. No. players: 2-4. Country:
British, Desc. by Andy.
Board game reproducing the Napoleonic wars at a
strategic level, but in a rather abstract way - the sides are all equal. Victory is either by outright defeat of your
opponents or by capturing towns which control large areas of territory. The board is large and attractive and
represents Europe from Spain to Western Russia and includes various terrain
features. Introductory and standard rules included. Movement allowance is determined by dice roll and different
pieces move in different ways (cavalry, infantry and the general). Defeating enemy pieces is by overwhelming
their forces on or next to a space.
Reinforcements arrive in your capital city, and alliances are permitted
(and have rules).
Cavendish, published by Hiron. 1986. Box. Excellent. £5
Designed by Maureen Hiron. No. players: 2.
Country: British, Desc. by Andy.
Game in which players try to make a line of 5 or
more pieces. Play is on a large
hexagonal board, with pieces placed on the verticies. Instead of placing a piece on the board it is also possible to
capture a pair of opposing pieces by jumping over them to a free space.
Includes a rule to offset the advantage of going first.
Carnage, published by Holistic Design. 1998. Box. Excellent -
miniatures still on sprews. £13
Designed by Thomas Zeims, Shaun Ziems, Matthew
Ziems, Daniel Ziems & Wuenten Dudeck.
No. players: 2. Country: American, Duration: 1
hr, Desc. by Andy.
Light wargame featuring 96 impressive 25mm
miniatures and ten 10-sided dice. The battle is between the Herptars (Alligator
Infantry, Chameleon Archers and Doom Geckos) and the Human Brigands (Infantry,
Archers and Bull-mounted Cavalry). Both sides have access to infantry, cavalry,
archers and mages. While the battle goes on, a strange and powerful orb of
power moves around the battlefield and causes odd things to happen, such as
teleporting troops close to it elsewhere, or increasing the level of carnage in
its area. Definitely intended to be
played for fun rather than as a serious wargame.
Cartino, published by Ravensburger. Box. Two versions
available:
1)
1969. Good. £9. 2-6
player version.
2)
1974. Good. £9. 2-4
player version but comes in a hard wearing linen covered box.
Designed by D.F.Oudolf. Country: German,
Duration: 45 mins, Desc. by Andy.
Delightful game using wooden tiles to
representing some of the cards from two decks of playing cards. Players play their
cards on to an attractive board, which looks like a tableau of playing cards
laid out for a game. Each space on the board can accomodate two identical
tiles. Players have a hand of 5 tiles
and may play any number in their turn, but only from one suit. Tiles played score for any adjacent occupied
spaces, so holding back for tactical advantage would seem to be an important
part of gameplay. Nice item.
Cash, published by Ravensburger. 1990. Box. Desc. by Andy.
Two copies available:
1) Good. £9 2)
Excellent. £10
Designed by Wolfgang Kramer & Jürgen P K
Grunau. No. players: 3-6. Country: German, Duration: 30 mins.
Card game, 120 cards representing loot, keys and
bonus points. At any time there are a selection of safes which can be cracked, each
needing a different set of keys to crack it.
Players take it in turn to take an extra key or crack one or more
safes. There is a very useful bonus for
cracking several safes at once, but if you wait too long then someone else will
no doubt crack it before you do. Also
in certain circumstances extra bonus cards get played on particular safes
making them even more attractive to crack.
Recommended.
Cats Mansion, published by Spears. 1984. Box. Good. £13. Duration:
45 mins, Desc. by Eamon.
Designed by Martin Davison, Judith Duffey &
Michael Harding. No. players: 2-4. Country: British.
One of the nicest looking games of the 80’s. The
5 cat pieces are quite delightful - all different, moulded and painted. Each
player is secretly designated a cat and an object and must engineer the
movement of all the pieces so that the two end up together somewhere in the
mansion. Clever movement system and quite interactive with lots of bluffing.
First made as Cats in Germany.
Challenge Bridge, published by 3M. 1972. Box. Two versions available:
1)
Box shows wear. £25.
Rarer flat box edition.
2)
Box shows wear. £32.
Bookcase edition, but includes Vol. 2, which provides a further 100 deals.
Designer Unknown. No. players: 4. Country:
American, Desc. by Eamon.
The best-ever simulation of Duplicate Bridge,
letting you play Duplicate in your own home, yet score against 13 other pairs
who have played the same hand. 100 deals, all analysed by Oswald Jacoby.
Chase Your Neighbour, published by Piatnik. 1990. Box. Good. £8
Designed by Nikolaus & Sean McGuire. No.
players: 2-4. Country: British, Desc. by Andy.
Move and capture game, best for 3 or 4 players.
Pieces are limited to movement based on the squares they start the turn on. The
board is an 8x8 grid with numbers 1-6 on each space and with four dead spaces
which cannot be moved through. Unusually, the game continues until one player
has lost all his pieces but the winner is the player on the left of the loser
regardless of who captured the last piece.
Chessington, published by Rostherne. 1990. Box. Good. £4
Designed by David Watts. No. players: 2-4.
Country: British, Duration: 45 mins, Desc. by Andy.
Chessington consists of two race games which use
chess pieces and their standard chess moves. Players attempt to be the first to
get their chess pieces around the race track.
Both games use the same board. Chessington North is a game of skill for
the more serious and thoughtful player, while Chessington South involves both
luck and skill, and is more suited to family play.
City, published by Jumbo. 1988. Box. Good. £10. Desc. by
Andy.
Designed by Wolfgang Kramer & Andreas
Spottog. No. players: 2-6. Country: Dutch, Duration: 1 hr.
Neat game in which players purchase shops and
then enhance them and buy more shops as the game goes on. The board shows an overhead view of a city
centre around which customers wander - some normal, some big spenders and one
thief. A special die is used to let you move a customer - the idea being to
direct the spenders to your shops and away from those of opponents while making
sure the thief stays away from your shops and goes to as many opponents' shops
as possible. I have found it works especially well with 3 players - recommended
for that number.
Cloak & Dagger, published by Ideal. 1984. Box. Box corners taped.
£10
Designer Unknown. No. players: 2-4. Country:
American, Desc. by Andy.
Special notes: Box lid slightly indented due to
stacking
Espionage board game which shares some
similarities with role-playing games.
Players act as master spies and try to be the first to create a network
of spies, all belonging to one secret organisation. Each spy works for two organisations at the same time and each
has a different strength. The board
shows a map of the world with various routes using different modes of transport
marked on it. Your main character has
three different attributes (strength, speed and agility), and you can choose
which will be your forte. In their job
the master spies will encounter traps and challenges, and may also get the help
of Jack Flack, another master spy. The
game uses a special Spymaster Wheel and a d12 to resolve such encounters.
Colonisator, published by Eurogames. 1989. Box. Good. £14
Designed by Duccio Vitale, François Nedelec. No.
players: 2. Country: French, Duration: 2 hrs, Desc. by Andy.
Science fiction game of colonisation and war.
Previously published as 'Kroll & Prumni'. Includes a large 6 part
hex-gridded board showing various planets, asteroid belts and existing
civilisations etc, as well as around 100 counters to represent spaceships etc.
Rules include both normal movement and hyperspace movement. The objective is to control 8 of 12 planets
or have more VPs when the game ends.
Compatibility, published by Reiss Games Inc. 1974. Box. Two copies
available:
1) 1 box corner split. £5 2) Good. £6
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 situtation 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.
Corner, published by Ravensberger. 1980. Box. 1 box corner
taped, box base discoloured. £7
Designed by Sid Sackson. No. players: 2 or 4.
Country: German, Duration: 15 mins, Desc. by Andy.
Special notes: One of the plastic arrows is
missing - previous owner created a paper version which allows the game to be
played, hence low price.
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.
Cortez, published by Piatnik. 2001. Box. Excellent. £13
Designed by Hermann Huber. No. players: 2-6.
Country: Austrian, Desc. by Andy.
Players take the roles of either Spanish or
Aztec generals allied with Hernan Cortez as they approach the city of
Tenochtitlan, the Aztec capital which sits on an island in a lake. There Mochtezuma rules. The players all attempt to get the largest
slice of treasure in the upcoming struggle.
Generals of the same race will need to cooperate to some degree, but not
too much! Play is driven by both event
cards and also by using a limited number of actions wisely. Troops need to be gathered, provisioned and
moved into the best positions.
Attractive board and components.
Counties Of England, published by Jaques. Box. Several versions
available:
1)
ca.1900. Box poor,
cards good. £5. Eastern Counties, very attractive cards. Photocopied rules
only.
2)
ca.1920. Box. Good.
£7. Date not certain, but this is the 4th series.
3)
ca.1920. Box. Good.
£7. Midland counties.
Designer Unknown. No. players: 3+. Country:
British, Desc. by Eamon.
Card game. A set collecting game based on the
counties and towns of England. 12 different counties are in each box. The cards
are colour illustrations of important features in the county towns.
Crack, published by Peter Pan. 1969. Box. Box shows wear.
£5
Designed by S Braude. No. players: 2-4. Country:
British, Desc. by Andy.
Word game which was clearly influenced by
Scrabble. The main differences between this and Scrabble is that there are
different coloured tiles, and the value of a letter depends on the colour. Also
the board has lots of squares of these colours and if you manage to play a tile
on a space of its colour you get a bonus (called an Ace), and once enough Aces
have been scored by a player all their other points get enhanced too, so going
for Aces would seem to be the key.
Finally the game ends when a player plays into the Finish Zone in the
opposite corner to the start space.
Croque, published by Hiron. 1987. Box. Box shows wear, and
corners taped. £2
Designed by Maureen Hiron. No. players: 2-4.
Country: British, Desc. by Andy.
Card game, 90 cards which show frogs performing
various activities while others just show frogs as pips on a number card. The game is a rummy variant, in which you
must play families of 4 or more cards to the table trying to play all the cards
in your hand first, though there is a big bonus if you retain all your cards
and play them out all in one go.
Crosse, published by TSR. 1988. Box. Good. £5
Designed by David M Rea. No. players: 2.
Country: American, Duration: 20 mins, Desc. by Andy.
Part of TSR’s Mind Movers Series. Crosse is
played on a modified draughts board in which the central 4x4 square is rather
special. Crosse is essentially a 'reverse
draughts' variant. ie. move and capture is as draughts except you want your
pieces to be taken. However movement in
the central 4x4 section is special and holding all 4 corners of this region
gives you a major advantage, and so is a major part of the game. The rulebook discusses quite a bit of the
game's strategy as well as just giving the rules.
Cults Across America, published by Atlas Games. 1998. Box. Good. £14
Designed by Jeff Tidball. No. players: 2-6.
Country: American, Duration: 1-3 hrs, Desc. by Andy.
An officially licensed Call of Cthulhu
boardgame. Each player controls a bunch
of religious fanatics who try to take over America by setting up a network of
cultists from coast to coast. Players
get to establish new cells and fights can break out between cultists, with
weapons ranging from sticks and stones right the way up to nuclear weapons, but
these all have to be bought. Plague can
spread and the authorities may start taking action against prolific cults. Mythos beasts also abound. There are 3 game variants: Standard (chaotic
beer & pretzel), Strategic (some of the chaos removed) and Bloodbath!
Darkover, published by Eon. 1979. Box. Desc. by Andy. Two
copies available:
1) Box poor, contents good. £8 2) Good. £12.
Designed by Bill Eberle, Jack Kittredge, Bill
Norton & Peter Olotka. No. players: 2-4. Country: American.
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 normally found
in party games.
Das Geheimnis Auf Dem Nil, published by Euro Games. ca.1995. Box. Excellent. £12
Designed by Michael Palm & Martin Drewes.
No. players: 2-6. Country: German, Desc. by Andy.
Light mystery game in which the players compete
to determine who stole Lokita Posperita's pearl necklace, and where it is now
hidden. This is done by looking at
pairs of evidence cards in different locations and making deductions. However, players can switch cards to throw
other players off the trail. Players
also control the length of the game by deciding how fast the steamship moves on
its way to Cairo, as once at Cairo the game ends. Also known as Mystery On The Nile.
Das Magische Hexagon, published by VSK. 1994. Box. Good. £10
Designed by Horst Kuhlwei. No. players: 2.
Country: German, Desc. by Andy.
Each player controls 10 magicians and has 7
scrolls, 6 holding pearls of wisdom and 1 undesirable one. The game is played on an attractive board
showing a parchment on which a hexagonal array of spaces is printed, many
spaces having mystical symbols, but a few showing a flame. Players' scrolls are placed on the board as
are the magicians and players take it in turns to make moves on the board -
several types of move are permitted, but the objective is to push your
opponent's scrolls into the fire spaces where they burn. The first player to burn sufficient of their
opponent's scrolls is the winner. Large wooden conical mage pieces and chunky
scroll tokens.
D-Day, published by Avalon Hill. Box. Two versions
available:
1)
1965. 1 Box corner
split. £5.
2)
1961. Box good,
contents unpunched. £7. First edition.
Designed by Charles Roberts. No. players: 2.
Country: American, Duration: 2-3 hrs, Desc. by Andy.
Covers the Allied landings in France and the
resulting drive to the Rhine. Play takes the form of 50 game turns, each
representing one week of real time. The Allies must establish a beachhead,
breakout, organize a Patton-like dash across France, and sustain 10 divisions
across the Rhine in the face of heavy German opposition.
Detour, published by Parker. 1994. Box. Box shows wear. £7
Designer Unknown. No. players: 2. Country:
British, Desc. by Andy.
Beautifully presented game in which players try
to be the first to claim 6 coins. The game is a little like Downfall, but with
a greater variety of options at any point.
The playing area is a clear plastic vertical circular enclosure into
which a number of pegs are initially placed.
Players may then either add a coin into one of the slots at the top, or
add / remove a peg, or rotate the circle one step or move deflectors below the
playing area to ensure that falling coins fall their way. A player cannot undo the move just made by
the opponent. Very stylish design.
Diamond Hunt, published by Waddingtons. 1983. Box. Good. £6
Designed by Kari Mannerla. No. players: 2-6.
Country: British, Desc. by Andy.
Players search Africa looking for the famous
diamond 'The African Star'. Movement is
by land, sea or plane, and in each location a tile is placed face down at the
start of the game. Fares have to paid
and tiles flipped. Once the Star of
Africa is found that player must try to return to Cairo or Tangiers with
it. Includes a Flip-A-Dice unit to
shake the dice in.
Draughtboard Puzzle, published by TSL. ca.1950. Box. Good. £2
Designer Unknown. No. players: 1. Country:
British, Desc. by Eamon.
1950s puzzle comprising of 12 pieces in
different shapes, but each piece featuring a number of squares to a draughts
board. The object is to form them into a regular draughts board.
Energizer, published by Spears. 1984. Box. Good. £4
Designed by Jim Winslow. No. players: 2.
Country: British, Desc. by Andy.
Intriguing simple abstract game. Each player has
3 large and 3 small counters. Each counter can move according to how many of
the other size of counter there are adjacent to it (of either colour). Big
counters move on squares, small counters move on intersections. The objective
is to get your small tokens into one line and your big pieces into another
line.
Entenralleye, published by Walter Muller. 1991. Box. Good. £17
Designed by Walter Muller. No. players: 2-5.
Country: German, Desc. by Eamon.
Another fine game from this designer/manufacturer.
A re-working of an earlier game, now presented with the famous Muller graphics.
Players race Citroen 2CV’s (called ‘Ducks’ in Germany), but 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.
Eschnapur, published by Schmidt. 2000. Box. Good. £13
Designed by Reinhard Staupe. No. players: 3-5.
Country: German, Desc. by Andy.
Players seek out treasure in the golden temple
of Eschnapur. These treasures can only
be found by obtaining magical keys showing the right symbol. The treasures show two different point values,
the lower one going to the finder, the other gets negotiated for with money,
cards or movement points. Money gets
you symbol cards, movement points allow movement within the temple. Resources are few but every player's turn
allows for negotiation so there is always something to do.
Ever Green, published by Rio Grande. 1999. Box. Excellent. £9.
Desc. by Andy.
Designed by Wolfgang Kramer & Michael
Kiesling. No. players: 2-6. Country: American, Duration: 30 mins.
Players put on concerts and use cards to take
control of the singers. The singers are
represented by discs made to look like 45rpm records, which can be rotated to
indicate a number from 5-12. Each time
another player claims a singer the score for the singer goes up a notch, but
from 12 it goes back to 5. At the end
of a player's turn they may choose to put on a concert and thus score points,
and one gala show can be done per player as well with a double scoring. A sand-timer is used to put pressure on
decision making.
Exploration, published by Waddingtons. 1970. Box. Good. £13
Designer Unknown. No. players: 2-4. Country:
British, Desc. by Andy.
Players mount an exploration to one of four
places: a lost city, a mountain summit, a distant island and a sunken galleon.
The objective is to make the most profit on your trip. In the first phase
players move their pieces around a track on the outside of the board and
collect personnel, equipment, and information from the Exploration Club. Once a player has decided they are ready to
set off they move onto the main area of the board, a map showing the target
locations and various hazards etc. A
unique dice with strange symbols is used to move (called the Diradice). The hazard spaces can only be crossed if you
have the right equipment or personnel.
The sooner you complete your mission and get back the more prize money
you get.
Express, published by Mayfair. 1990. Box. Good. £8
Designed by Darwin P Bromley. No. players: 2-6.
Country: American, Desc. by Andy.
Card game, with 132 cards featuring very nice
illustrations of railway rolling stock. The game is a set collecting game, kind
of like Rummy, with sets being complete trains. However, there are also some cards which let you steal sections
of other players' trains, etc. When a
player plays all their cards to the table the hand ends and the trains played
are scored.
Face The Music, published by Merit. 1977. Box. Good, but 2 box
corners taped. £4
Designer Unknown. No. players: 2-5. Country:
British, Desc. by Andy.
TV related, based on the musical quiz show
hosted by Joseph Cooper. Rather nicely presented. This is a quiz game with over 1000 music related questions. As well as answering questions and moving
along the track on the board, players must also collect musical instrument
cards, and to win they must have 7 out of the 10 categories represented. Should a player manage to collect all 10
categories they win instantly.
Fantasy Manager, published by Anco / Playtime Games. 1994. Box. Good.
£10
Designed by Geoff and Chuck. No. players: 4+.
Country: British, Desc. by Eamon.
TV related board game based on the show Fantasy
Football starring David Baddiel and Frank Skinner (both pictured on the
cover). Strange as it might seem for a
TV tie in game, this is actually a statistical soccer game. To start with a large selection of real
players from the 1993/4 English Premiership are purchsed by the managers,
providing each manager with a squad.
Players can later be sold if they prove not to be as useful as initially
thought. Matches are then played and
the statistical charts checked to determine the results. There are also some event cards which can be
used to spice things up if you wish.
Fief 2, published by Euro Games. 1989. Box. Box shows wear.
£18
Designed by Philippe Mouchebeuf. No. players:
3-6. Country: French, Duration: 2 hrs, Desc. by Andy.
Medieval political war game set in a mythical
French kingdom. Each player is a feudal lord in 12th century France, a time
when nobles chose weak kings so that their own privileges would not be
challenged. Players have to manage the finances of their realm, while also
gaining influence over the royal family and the church to gain power. Cards are used to inflict damage on rival
lords. The game includes a colourful 4
part map of the countryside, and a large lidded counter and card tray.
Flutter, published by Spears. 1971. Box. Good. £9
Designer Unknown. No. players: 3-8. Country:
British, Duration: 30 mins, Desc. by Andy.
Players start with £300 and the objective is to
double it. There are 6 companies to
invest in but only one share certificate per player in the game for each
company. The board shows the price of
shares and is also used to show how the companies are doing this quarter. On a player’s turn, first shares are bought
and sold and then the dice are thrown -
one to indicate the company and the other (1-6) indicates how well that company
is doing this quarter (ie. this is not a share price change). Share prices only
change when one of the progress markers hits the top of the board, and then the
further up the board a company's progress marker the better its shares will
do. An interesting mechanic and a game
with both luck and skill involved. 1st Edition
Forum Romanum, published by Franckh Kosmos. 1994. Box. Good. £25
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.
Frogger, published by Milton Bradley. 1982. Box. Good, but
one box corner faded. £7
Designer Unknown. No. players: 2. Country:
British, Desc. by Andy.
Board game version of the arcade game of the
same name from the early 1980's. Each
player tries to be the first player to get their 3 frogs safely across the
river. Each turn a dice is rolled to
give a number of movement points to use
that turn. Movement points can be spent either moving obstacles (logs on the
river or cars on the road) or your own frogs.
Thus a balance between hindering your opponent and helping yourself
needs to be achieved.
Games Workshop Fantasy Jigsaws, published by Games Workshop. Jigsaw. Mint. £4
Designer Unknown. No. players: 1. Country:
British, Desc. by Andy.
Special notes: Price is per jigsaw
750 pieces.
Short-lived range of jigsaws, featuring some of their best art-work.
Still shrink-wrapped. Three titles to choose from: ELRIC, STANDARD-BEARER, or,
SLAVE TRADER.
George V Mildred Dice Game, published by Denys Fisher. 1976. Box. Good but
box base slightly indented. £10
Designed by Geoff Hayes. No. players: 2.
Country: British, Duration: 20 mins, Desc. by Andy.
TV related, but has nothing to do with the TV
series. A great abstract game, previously called Conquest in this country and
Duell on the Continent. The playing pieces are extra large dice, placed on a
ridged square board, and as the dice are moved, they ‘tumble’ over the ridges.
The number showing on top after each move limits its move next time you want to
move it. The objective is to either
capture your opponent's Key dice (a special dice with 1's on all faces) or to
get your Key dice to your opponent's key dice space. Games & Puzzles magazine rated this 6 / 6.
Girl Talk, published by Milton Bradley. 1995. Box. Good. £2
Designer Unknown. No. players: 2+. Country:
British, Desc. by Andy.
Game designed for younger teenage girls. Players
get to dare each other, reveal secrets, that sort of thing. The winner is the
first player to collect a fortune card in each of these areas: career,
children, marriage, and special moments , but really the game is about sharing
secrets and dares with other girls of the same age!
Go: The International Travel Game, published by Gibsons. 1961. Box. Box shows
wear. £10
Designed by Waddington. No. players: 2-6.
Country: British, Duration: 90 mins, Desc. by Andy.
Family game, played on a nice map board. Players
go round the edge of the board buying tickets so that they can travel across
the map of the world in the centre of the board. The objective is to visit the
major cities of the world and buy a souvenir in each before returning
home. Play money comes in lots of
different currencies (you can’t buy your souvenir in Spain, say, with dollars).
Although not released until 1961, the game was originally patented in 1958. It
took its name from a travel magazine of the time called Go!.
Golfwinks, published by Waddingtons. 1973. Box. Good. £8
Designer Unknown. No. players: 2-4. Country:
British, Duration: Upto 45 mins, Desc. by Eamon.
Rather nice action golf game, with various
pieces of equipment that allow you to build 18 holes of golf. The 'ball' is
moved Tiddlywinks-fashion but that adds to the fun approach to the game.
Playing cards illustrate the layout of the holes for you to set up, though you
can of course make up your own as well.
Hats Off, published by Peter Pan. ca.1968. Box. Good. £10
Designed by Kohner Bros. No. players: 2-4.
Country: British, Duration: 10 mins, Desc. by Andy.
Players flip cone shaped pieces into a grid, and
score points for getting their cones into their section of the grid. The cones
are plastic, with metal weights to make them fly a bit like shuttlecocks. The
flippers are lovely items, made with metal springs, and really sturdy, with a
scoring dial on the base of each one (called Slide-O-Matic scorekeepers!). Silly but fun and an amazing item.
Hazard, published by Past Times. 1995. Box. Good. £7
Designed by Oxford Games. No. players: 2-6.
Country: British, Desc. by Andy.
Canterbury Tales themed game. It is based on a
14th century dice game called Hasard - a sort of craps variant. A card is turned and this has a winning and
a losing number on it. Players wager a
stake and then the dice are rolled. In addition 11 always wins and 2 always
loses. If none of the target numbers
are hit then players adjust their stakes up or down and then the next person
rolls. The prize for winners will be a
move on the board which may give the chance to give up a pilgrim card. The idea
being to get rid of all your pilgrim cards and arrive at Canterbury. Includes a
synopsis of each of the stories told in The Canterbury Tales.
Hollywood For Sale, published by Ravensburger. 1994. Box. Mint. £9
Designed by Vergil Siegl. No. players: 3-6.
Country: German, Duration: 20 mins, Desc. by Eamon.
Auction card game with neat mechanics. Each
player is both an auctioneer and a buyer, and there are nice rules to encourage
one to sell both good and terrible cards. The cards themselves reflect various
artefacts and icons from famous films.
Hornochsen!, published by Amigo. 1998. Box. Mint. £6
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.
Hotel, published by Milton Bradley. 1986. Box. Good. £6
Designed by Geoff Hayes. No. players: 2-4.
Country: British, Duration: 1 hr, Desc. by Andy.
Special notes: Box base damaged but whole -
contents fine
Players get to build hotels and collect rent if
someone lands on (‘stays’) at your hotel.
Game play involves moving according to dice rolls, and deciding what to
buy and when to extend your hotel and when you need to keep cash in hand.
Players compete for vital entrances to their hotels. The bits are amazing as all the hotels have large 3D
representations to place on the board once purchased. Good family game.
Indoor Games, published by Hodder & Stoughton. 1977. Book.
Good. £3
Written by Gyles Brandreth. Country: British.,
Desc. by Eamon.
Paperback reference book of indoor games,
published as part of a range called Teach Yourself which covered many sports
and hobbies. The book covers board games, domino games, dice games, Matchstick
games, paper & pencil games, word games and parlour games. 128 pages.
Inspector Higgins, published by Ravensburger. 1988. Box. Good, but mark
where label removed. £9
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 treause, 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.
ITN News At Ten, The Game, published by Paul Lamond. 1988. Box. Box
dented. £3
Designer Unknown. No. players: 2-6. Country:
British, Desc. by Andy.
TV related, and not a trivia game as you might
have thought. Players travel the board in search of combinations of cards, a
Headline, a Story, and a Picture, and then must convince the other players that
they fit together into a cohesive item for the News that night. Some persuasion
and imagination will be needed in some cases, but that is part of the fun of
the game. The first player to complete a set of items, wins.
Jumbo Jet, published by Jumbo. 1986. Box. 1 box corner split.
£10
Designed by Dick de Rijk. No. players: 2-6.
Country: Dutch, Desc. by Andy.
Special notes: 1 Air Italia marker replaced by a
photocopy on card.
Airline business game, with each player
representing one of the major airlines. Movement is dice based but you do get
to buy routes (and thus collect income) as the game progresses. Could be
considered to be a relative of Monopoly, or possibly Rail Baron in the skies.
Jungle Thrills, published by Pepys. ca.1955. Box. Box shows wear. £9
Designer Unknown. No. players: 2-6. Country:
British, Desc. by Andy.
Card game, with stunning illustrations of wild
life by Racey Helps. Unusually the illustrations take up the entire cards, and
there are no numbers or symbols - the number and type of animal in the pictures
are all that matters. The game is a
memory game in which players try to match a face up card with pairs of the same
animal which are face down on the table. There are basic and advanced rules
(which alter the amount of memory work required to play). Extremely attractive
item.
Junkyard Races, published by JKLM Games. 2003. Box. Mint. £30
Designed by John Yianni. No. players: 2-4.
Country: British, Duration: 2 hrs, Desc. by Andy.
Players control carts which race around a
junkyard. The junkyard is liittered
with all sorts of useful bits of equipment and traps you can set for other
players. There is a dangerous shortcut
you can choose to take too. Movement is
by rolling 1-3 dice and moving over hex spaces, while keeping on the
track. Definitely a pretty chaotic race
over multiple laps. Pitstops can be
made to change around your cart's goodies.
The box is packed full of stuff: the board, hex tiles, lots of cards, 4
resin cast carts, and dice.
Kage, published by TSR. 1988. Box. Good. £7
Designed by David M Rea. No. players: 2.
Country: American, Duration: 20 mins, Desc. by Andy.
Part of the Master Moves Series. Play is on a
board of 8x8 squares with thick lines in between the spaces onto which bars can
be placed. Each player has a bird
(actually a red or blue square block) and players take it in turn to either
move their bird or to add a fence, with the objective being to be the first to
trap your opponent's bird in an enclosed cage.
Kimbo, published by Waddingtons. 1961. Box. Box lid has
been taped. £14
Designer Unknown. No. players: 2-4. Country:
British, Duration: 45 mins, Desc. by Andy.
Rare. Unusual race game. Players each have a piece at each corner of
a 15 x 15 grid, and the objective is to get those pieces to the centre.
Movement is by dice roll, but what makes this game interesting and clever is
that each player has fences which slot into the sides of the spaces. These obstruct movement, but are also
essential as movement is in straight lines but when hitting a fence the
direction can be changed and movement continues. Thus a carefully placed fence can help you but hinder your
opponents. Sometimes known as The Game
of Fences. Amazingly substantial board,
at least twice as thick as modern boards.
Krieg Und Frieden, published by TM Games. 1999. Box. Excellent. £18
Designed by Gerard Mulder. No. players: 3-4.
Country: German, Desc. by Eamon.
Players take the roles of land-owners in a feudal
society, and run their lands and gain favor from the Bishop by building his
Cathedral, or from the King to gain additional resources. Each turn, players
use their resources to make a bid to solve that year's problem - with different
resources having different values depending on the problem. Then players use their remaining resources
to enhance their lands, raid others' lands, etc. Harvest brings new resources for the next turn. After all the pieces of the Cathedral have
been built, the game ends, and VPs decide the winner. Originally released as
Charlemagne. I have some house rules
which I find improve the game substantially, and make this a game I very much
enjoy. Chunky wooden bits.
Law Courts, published by Oliron Games. 1989. Box. 1 Box corner
taped. £7
Designer Unknown. No. players: 2-6. Country:
British, Desc. by Andy.
A look at the legal system in Britain. Players
take court actions against each other, ultimately trying to win a case in the
House of Lords, and to double their money.
Game play involves moving around a track on the board and actioning the
various spaces. However players also
get the chance to challenge various actions in court, though this costs money
it can hamper the opponent. Players
will have to decide which actions to defend and which to
let go.
The game uses lots of different types of cards to resolve challenges
etc. The box is styled to look like a black briefcase.
Legend Of Heroes, published by TSR. 1987. Box. Good. £7
Designed by Graeme Morris. No. players: 1-5. Country:
British, Desc. by Andy.
Fantasy adventure board game in which the
players' adventurers explore a dungeon, and come up against traps and monsters
and try to find as much treasure as possible.
The main mechanic is quite neat - when entering a room a room card is
drawn, and this describes the room and says to draw a monster / trap / feature
/ treasure card, and that card may in turn tell you to draw another, and so on,
depending on what the character does, thus ensuring the game is different each time. The other clever mechanic is the way spells,
monsters and character cards have a row of numbers down the side and a red blob
which lines up to the numbers on another card - this indicates neatly how
effective a character is against a particular monster etc.
Let's Go To The Races, published by Parker. 1987. Box. Good. £6
Designer Unknown. No. players: 4-16. Country:
American, Desc. by Andy.
Horse racing game. Players buy horses and bet on them in a variety of races. The game is driven by a video (note that
this is a US game, and so a US video - check this will work on your
system). The horses have different odds
for each race and there are special forms which allow the game to continue to
be played once you have played through the races on the tape. The video show real horse racing. The rulebook includes ideas on planning a
race-night, with recipes and even a racehorse owner's manual.
Mage Stones, published by TSR. 1990. Box. Good. £9
Designed by Tom Kruszewski. No. players: 2-6.
Country: American, Desc. by Andy.
Players try to be the first to place all their
glass bead playing pieces on the board.
The board shows columns labelled 3-9 each with 9 spaces. On a player's turn they roll 3 dice each
numbered 1-3, and place a stone where they wish in the indicated column. However a roll of 1-2-3 loses a turn and a
triple gets another turn. Capturing is
similar to Othello, but captured pieces are removed. Thus there is skill in setting up for captures and defensive
play, but the dice may not give you the number you want. Good game, but sold poorly as TSR insisted
on making it a DragonLance tie in, when the game would not appeal to most
D&D players, and players of this type of game would generally be put off by
the DragonLance logo.
Mako Destroyer, published by Peter Pan. 1974. Box. Box shows wear,
corners taped. £8
Designer Unknown. No. players: 2-4. Country:
British, Desc. by Andy.
Board game with a naval theme. Each player has to get their ship across the
board to the safety of their harbour - each player's harbour is on a different
side of the board. The board shows a
12x12 grid with holes for mines to be placed in. Movement is once space at a
time followed by placing a mine a dice roll of spaces away - ideally on or
close to an enemy ship so as to damage it or hinder its movement.
Marracash, published by Kosmos. 1996. Box. Good. £16
Designed by Stefan Dorra. No. players: 3-4.
Country: German, Duration: 1hr, Desc. by Andy.
Players purchase shops in the Old Town of
Marrakesh - this is done by auction.
Each shop attracts a particular colour of customer, and each customer
which comes into the shop spends progressively more, so a well positioned shop
can be very lucrative. Players also control the movement of customers and which
city gate they come in through. Making
a customer go into another player's shop gets you a cut too. Once the stream of customers is depleted the
player with the most money wins.
Attractive wooden customers. Eamon has some house rules which I can pass
on if you remind me.
Master Golf, published by Master Golf Ltd. 1982. Box. Good. £7
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.
MBT, published by Avalon Hill. 1989. Box. Good. £10
Designed by James M Day. No. players: 2.
Country: American, Desc. by Andy.
Modern tank based warfare, with major units from
all round the world. The title stands for 'Main Battle Tank'. Each turn is 1-5 minutes, each hex 100m.
Units are single vehicles or infantry squads. Includes rules for infantry,
personnel carriers, tanks, helicopter gunships, barbed wire, land mines etc, as
well as weapons suitable for dealing with all of these. The mapboards are geomorphic and a variety
of scenarios included, as well as basic, advanced and optional rules sets.
Mickey's Magic Quiz, published by Cowan de Groot. ca.1995. Box. Good. £2
Designer Unknown. No. players: 2. Country:
British, Desc. by Andy.
Special notes: Mickey's pointing wand has broken
off, but he still points with his hand.
Disney related item that is based on the famous
Magic Robot game. Point Mickey at a question then reposition him on the other
playing surface and he will point at the answer. Comes with 10 sheets each of
10 questions. Neat mechanism, which
works with magnets.
Modern Naval Battles, published by 3W. 1989. Box. Good. £11
Designed by Dan Verssen & Alan Emrich. No.
players: 2-6. Country: American, Duration: 90 mins, Desc. by Andy.
Card game. An interactive combat game with no
board, but cards depict different types of ships in your fleet, and other cards
represent threats to them. The game is
played in rounds and players manoeuver their ships, attack enemy ships, and
defend against enemy attacks all with cards.
Points are accrued for enemy vessels sunk, with a point total target to
achieve victory.
Mysteries Of Old Peking, published by Milton Bradley. 1987. Box. Good.
£9
Designer Unknown. No. players: 2-6. Country:
British, Desc. by Andy.
Special notes: 2 stand-up character cards used
as playing pieces missing, but replaced by photocopies on card.
Very nicely designed light detective game. 50
different cases to solve. Players move
around the board visiting witnesses to gather information and may have to
decode information using a mirror or a special red plastic sheet, or the Spy's
decoder. Once a player has enough information they head to the appropriate
Chinese dragon parading the streets and reveal the culprit. Very attracive and a fun light game too.
Nautilus, published by Mayfair. 2002. Box. Excellent. £22
Designed by Brigitte & Wolfgang Ditt. No.
players: 2-4. Country: American, Duration: 1 hr 45 mins, Desc. by Andy.
Big box Kosmos game, with a big board and loads
of chunky underwater research station tiles and plastic figures. Players spend
money to build parts of a sea-floor research station and bring in their
researchers. These researchers then
improve various technologies for game advantages and victory points and can also
man submarines which explore the sea floor looking for treasures and signs of
the lost city of Atlantis. At the end
of the game your score is your research points times your discovery points so
you have to maintain a balance.
New World, published by Avalon Hill. 1990. Box. Good. £13
Designed by Derek Carver. No. players: 2-6.
Country: American, Desc. by Andy.
Multi-player game based on SPI's Conquistador,
but far less like a war game. Players exploit the land, quell the natives and
survive the elements. Starts out as a gold rush more or less but subtly changes
so that political control of regions earns far more than the gold mines. Game play involves managing your soldiers
and colonists on the board, and fighting when necessary or advantageous. Lots of flavour to this game.
Okolopoly, published by Ravensburger. 1984. Box. 1 Box corner
split. £18
Designed by Frederic Vester. No. players: 2-6.
Country: German, 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.
Olympic Yachting, published by Pro Games (UK) Ltd. 1976. Box. Fair.
£10
Designer Unknown. No. players: 2-6. Country:
British, Desc. by Andy.
Special notes: Box base and lid corners taped,
box shows some indentation due to stacking.
Yacht racing game tied into the 1976 Olympics in
Canada. The box is large and the board
huge, showing the area of water near Kingston, Ontario where the yachting
events were held. There are 3 courses
shown. Movement is dice based, but each
number gives a different set of choices of what you may do as well as just
move, and right of way rules are also included. Hazard cards and advantage
cards are also drawn on certain dice rolls.
Option, published by Parker. 1982. Box. Good. £6
Designer Unknown. No. players: 2-4. Country:
British, Desc. by Andy.
Word game with triangular prisms for the tiles,
each having two sides with different letters and colours on (and the third side
blank). Players enter words into the
grid Scrabble style, but there are more possibilities for longer words as
either letter on each prism can be used.
There is a bonus for making a word out of one colour of letter, and also
when making a word you may change a prism already on the board to its other
side as long as this still makes a word.
Othello / Reversi. Decriptions by Andy. No. players: 2. Designer
Unknown. Duration 30 mins.
I have several different sets of this classic
strategy game as described below.
1) Published by
Peter Pan. British. 1977. Box. Box quite worn. £3. Very nicely produced with a
green beize covered playing area, classic black and white reversable pieces,
and useful storage compartments for the pieces.
2) Published by
Ravensburger. German. 1974. Box. Good, but box base taped. £3. Nicely produced
with a plastic board and pieces. Part of the company's Traveller Series, so
nice and compact but not so small as to be fiddly.
3) Published by
Spears. British. 1973. Box. Good. £2. Foldout board and colourful plastic men.
Ox Blocks, published by Invicta. 1970. Box. Good. £1
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.
Pass The Pigs, published by Milton Bradley. 1992. Box. Good. £4
Designed by David Moffat. No. players: 2+.
Country: American, Desc. by Eamon.
Fourth edition set, with a nice box
illustration. The game where you throw two plastic pigs, and the way they land
determines your score. You can go on throwing building up your total, but
risking throwing an Oinker and losing all your points.
Permission, published by Oscar Games. 1985. Box. Good. £10
Designed by P.O.Plummer. No. players: 2-4.
Country: British, Desc. by Andy.
Business game in which players take the roles of
property developers. The board shows a
town split up into various property sites, around and through which run various
roads. Players drive their attractive
car playing pieces around the board getting the chance to buy properties,
especially vital access properties.
Players also need to acquire adjacent properties and get planning
permission for their proposed development.
Players can trade properties amongst each other. Unusual item, produced
by a small English company.
Pharo-Myd, published by Pirouette. 1992. Box. Good. £14
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
heiroglyphs on the sides - one symbol for each player. Players move pyrmids 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.
Picture Bingo, published by Arrow. 1982. Box. Good. £2
Designer Unknown. No. players: 2-4. Country:
British, Desc. by Eamon.
Childrens card game, 36 cards featuring colour
pictures of assorted items. The deck is divided in two, with one deck used by
the 'caller' and the other deck by the players, who must match their hand of
cards with the other cards as they are displayed.
Pilgrimage, published by Whitehall. 1971. Box. Good. £9
Designer Unknown. No. players: 2-6. Country:
American, Desc. by Eamon.
Attractively designed family game, designed to
educate about the route Crusaders took from England to Jerusalem. Essentially
you roll the dice, move, and draw cards for events along the way. Developed by
the New School of Utica for their Humanities Course.
Pinhigh, published by Canmos. ca.1990. Box. Excellent. £8
Designer Unknown. No. players: 1-8. Country:
British, Desc. by Andy.
Attractive golf game with a large colourful
board showing an aerial view of a made up golf course. Players choose a club to use for each shot,
having a clear chart which indicates the possible outcomes. Each player then spins a specially marked up
roulette wheel which determines the outcome, which can be one of poor, fair,
good, excellent, miracle or air-shot with differing degrees of likelihood. Very nicely produced.
Pitagoras, published by EG Spiele. 1996. Box. Good. £10
Designed by Nicolaas Neuwahl. No. players: 2-5.
Country: Italian, Desc. by Andy.
Card and dice game in which the players vie to
be he first to make a circuit of the board.
Each round a special dice is rolled to indicate how many spaces the
winner will advance. Players then each
openly roll a special dice (values 0-4) and play a card face down from their
identical sets of cards. These cards
either add, subtract or multiply the dice roll by 2-4. The highest scorer advances around the
track, though there are a few special spaces which players will want to either
aim for or avoid due to penalties or bonuses granted when landing on them. Contains 7 special dice.
Ponte Vecchio, published by EG Spiele. 1996. Box. Good. £15
Designer Unknown. No. players: 2-5. Country:
Italian, Desc. by Andy.
Beautifully produced auction game. Players
puchase shops on the Ponte Vecchio in auctions, with the aim of tempting a rich
gentleman to spend his fortune in their shops. Control of the rich gentleman is
also auctioned, and players may negotiate with his controller for mutual
benefit. Includes attractive cards, and a plastic 'bridge' board with chunky
shop pieces.
Popeye Bingo, published by King Features. 1961. Box. Good. £3
Designer Unknown. No. players: 3+. Country:
British, Desc. by Eamon.
Bingo, Lotto, or Housey-Housey, whatever you
like to call it. Features Popeye, Olive Oyl, Bluto and Wimpy on the lid.
Quandary, published by Spears. 1970. Box. Good. £4
Designer Unknown. No. players: 2. Country:
British, Duration: 20 mins, Desc. by Andy.
Simple but clever race game. Each player has 4
men but they can only move forward or diagonally forward on to a space which
matches one of the colours in front of one of their opponent's men. Simple, but
surprisingly interesting.
Quartier Latin, published by Daggit. 1997. Box. Excellent. £9
Designed by Birgit Stolte & Dagmar Wolsing.
No. players: 4 or 6. Country: German, Desc. by Andy.
Card game, based on building bistros in the
Latin Quarter. Nice colourful cards, with graphics by Doris Matthaus. Players
build up their bistros with various features which attract customers, and thus
score points, but if there is for instance, a competing disco, one could use a
bomb card to remove the other player's disco so ensuring you will get the
custom (and points) for customers wanting a disco.
Quicksand, published by Peter Pan. 1981. Box. Good, but 1 box
corner taped. £9
Designed by Western Publishing Co. Inc.. No.
players: 2, 4 or 8. Country: British, Desc. by Andy.
The standard game is for 2 players. Each player has 4 sand timers which are used
as playing pieces. The game is also
played on a sand timer shaped board, and the objective is to get all four of
your sand timers to the far end of the board.
Each turn a dice is rolled and this indicates the number of spaces a
running sand timer can be moved, or an S, which means a sand timer can be
flipped. If a sand-timer runs out of
sand it is returned to the starting place.
Five variants are also described including games for 4 and 8 players.
Quickword, published by US Games Systems. 1993. Box. Excellent.
£4
Designed by S A & H E McDonald. No. players:
2+. Country: American, Desc. by Andy.
The winner of numerous awards, this is an adult
word game with cards of varying difficulties. Players must list words that fit
the criteria of the card (eg. a legal term; Olympic sportsperson etc), and in
some cases start with a particular letter. Once the time is up players score
for unique words. The game comes in a
small book sized travel case, and includes a sand timer, special letter
spinner, dice, score track and lots of miniature cards. Very nice package.
Ratrace, published by Waddingtons. 1973. Box. Good. £5
Designer Unknown. No. players: 2-6. Country:
British, Duration: 90 mins, Desc. by Andy.
Fun, family game about gaining status. Although
it is a 'round-the-board' game, it 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 nasty. 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. £8
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.
Scats, published by UPL. ca.1935. Box. Good. £4
Designer Unknown. No. players: 4-100. Country:
British, Desc. by Andy.
Described as "Beetle's Big Brother",
this is a game like Beetle Drive, where players roll dice to complete their
animals in the fastest time. The game is primarily designed for large groups,
where it will be played on multiple tables, and each table plays as fast as
possible to increase the chance that someone at that table will win. After someone completes a whole row of
'Scats' (actually cats!) players score for completed scats only and then
winners at each table swap tables. The rules-sheet shows the following wartime
message: 'Entertainment is Vital to the Spirit of the Nation'. Nice period
item.
Scream Machine, published by Jolly Roger Games. 2003. Box.
Excellent. £10
Designed by Joe Huber. No. players: 3-6.
Country: American, Duration: 45 mins, Desc. by Andy.
Card game in which players use action points
each turn to construct competing theme parks.
Each theme park will have various attractions such as thrill rides, water
rides, roller coasters and food stalls, each of which comes in 3 types. Players try to attract the most customers to
their theme park - each customer is looking for a different type of ride, or
may be a cheapskate and just go to the cheapest theme park. Cleverly, some customers will travel
anywhere (ie. will go to the best park amongst all players), while others will
only go to one of the two parks nearest them, even if there is a better one
further away. The artwork really brings
the theme to life.
Scuttle: Britain & Eire, published by Phoenix Games. 1990. Box. Good.
£7
Designer Unknown. No. players: 2-9. Country:
British, Desc. by Andy.
Players are each given a card showing 10
counties they must visit in order to win the game. The map shows Britain and Eire.
Movement is by rolling 2 dice and moving to an adjacent county showing
one of these numbers (though you can choose not to move if that is
advantageous). On arriving in a county
for which another player holds the card (a hand of county cards is dealt out at
the start) then they may 'scuttle' you (move you somewhere unhelpful), but then
the card becomes generally available. Useful travel cards can be collected to
which allow greater freedom of movement.
The county cards have interesting information about that county on
them. Nicely presented game.
Sea Hawks, published by Orca. ca.1985. Box. Box lid taped. £13
Designed by Jon Dunkelman. No. players: 2-4.
Country: British, Duration: 1 hr, Desc. by Andy.
Treasure hunt game played on a copy of an 18th
century map of the Caribbean. Players
are trying to find the chest with treasure in it. This is done by sailing around the map and either visiting ports
where information about the whereabouts of the treasure can be gathered, or
sailing to the various islands and looking for it more directly. Rules also allow battling opponents' ships.
Secrets Of The Tombs, published by Sophisticated Games. 2003. Box. Good.
£15
Designed by Martin Wallace. No. players: 2-5.
Country: British, Duration: 1 hr, Desc. by Andy.
Tomb exploration game commissioned by the
British Museum. The objective is to
explore the tombs and be the first to retrieve a treasure of each of the 5
types. To do this players draw passage
tiles from a bag and add them to the network on the board, helping themselves
and hindering opponents. Dice are
rolled which can cause the evil Ammut to move around the board hunting down
grave robbers (ie. the players) and also provide a movement allowance for the
player. Very attractive bits and a lot of
them.
SHOC, published by Chad Valley. ca.1955. Box. Good for age
(2 corners taped). £7
Designer Unknown. No. players: 2+. Country:
British, Desc. by Andy.
Special notes: Copyright is 1944, but also
appointed to HM. the Queen, so must be 1953 or after. Includes 2 (modern) packs of cards as well.
Stocks and shares game. Playing cards decide the
rise and fall of share prices. Rules assume you have two packs of cards in the
house (ie. not supplied with the game). One pack represents shares in the 4
suits and the other is used to change the share prices, which are recorded on
dials. Players take turns to act as the
broker, buying and selling shares to the other players, until the dials
indicate the market closes, and then the next player gets a chance as broker.
Name comes from S (Spades), H (Hearts), <> (Diamonds, vaguely O shaped)
and C (Clubs).
Skudo, published by Waddingtons. 1970. Box & Board. 1
Box corner damaged, another taped up. £4
Designed by Patrick Green. No. players: 2-4.
Country: British, Desc. by Andy.
Ludo variant, but an interesting twist as the
board contains 4 turntables each of which can change the path pieces must take
and also only allows one colour of piece to pass over it at a time. The board must have been expensive to make
with the 4 turntables built in.
Small Soldiers Karate Fighters, published by Kenner. 1998. Box. Box good,
contents unused. £9
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 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.
Solarquest, published by Golden Games. 1986. Box. Good. £9
Designed by Western Publishing Co.. No. players:
2-6. Country: American, Desc. by Andy.
Space game which takes some of the ideas of
monopoly (ownership of spaces and paying a fee to the owner when landing on
those spaces), but adds more ideas such as using fuel and refuelling at
appropriate places, laser battles between ships etc. The board is attractive
and shows various routes around the solar system, playing pieces are plastic
spaceships and fuel is indicated by special metal threadless screws.
Space Faces, published by Spears Games. 1983. Box. Box shows
wear. £9
Designer Unknown. No. players: 2-4. Country:
British, Duration: 20 mins, Desc. by Andy.
Unusual item.
The board shows the faces of 120 different species of alien. Each has a different combination of coloured
face, eyes, nose and mouth. A chunky
device containing 5 circular coloured blocks is shaken and then shows the face,
nose, mouth and eyes colour combination of the alien to be found. Players then peer at the board and the first
to find it wins! This is harder than it
might at first seem, and makes for an intense game. The board comes with 4 places to put your point chips, but other
than that it could be played with any number of players.
Space Fleet, published by Games Workshop. 1991. Box. Box shows
wear. £18
Designed by Jervis Johnson & Andy Jones. No.
players: 2-4. Country: British, Desc. by Andy.
Special notes: The sails for 2 of the spaceships
are present but need to be glued on.
Ship-to-ship space combat game, with plastic
spaceships and a 6-piece board. Last surviving spaceship is the winner. Unusual
use of the box lid as an integral part of the game. The game is set in the
Warhammer 40K universe, but this is an entirely standalone game. Players simultaneously programme their
movements from a selection of possibilities.
Shields are positioned around the ship at the start of the game, and
combat is decided by dice rolls. Simple
rules.
Space Invaders 30th Century, published by Mabuhay Educational Center Inc.
1981. Box. Box shows wear. £13
Designer Unknown. No. players: 2. Country:
Philippines, Desc. by Andy.
Space battle game played on a 17 x 17 grid
marked with stars, two starting areas and two asteroid belts. Players can either manoeuver or attack each
turn. There are two types of ships, one
moves a space at a time, the other type uses a special dice which indicates the
movement pattern which can be used that turn.
Attacking is card driven with cards indicating the effective range of
the attack. The objective is to take
out your opponent's mothership or to destroy all their other ships. Unusual
item, and the box also sports an old MB logo, but nothing anywhere says
anything about Milton Bradley!
Space: 1999, published by Omnia. 1974. Box. 1 box corner taped.
£11
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.
Spectrangle, published by Greystone Games Ltd. 1989. Triangular
Box. Box shows wear. £9
Designed by Alain Fraser-Dackers, Maxwell
Gordon, Lester Jordan. No. players: 1-8.
Country: British, Duration: 45 mins, Desc. by
Andy.
Essentially a triominoes variant. The board is nicely made and solid with a
raised edge and centre to help keep the triomines in place on the board. The triominoes themselves come in a variety
of colours, are made of nicely made thick plastic and show a value too. Scoring is by multiplying the tile's value
with number of adjacent sides and the bonus number on the space (if there is
one). Very well produced game.
Spiel Der Turme, published by Schmidt. 1993. Box. Two copies
available:
1) Good. £11. 2)
1 Corner of box split. £9
Designed by Rudi Hoffmann. No. players: 2-4.
Country: German, Duration: 45 mins, Desc. by Andy.
Tower capturing and moving game. There are 80 wooden tiles each showing a
symbol in one of 4 different colours (one colour per player). These are set out randomly on the board and
players take it in turns to move one of their tiles. There are a number of restrictions, but players will capture
opposing pieces making towers and try to get their pieces onto special symbol
spaces. Certain moves reward the player
with an extra move, and so it is possible for a player to win seemingly out of
nowhere with a carefully planned sequence of moves, so players need to watch
what other players are up to quite carefully.
Star Fighter, published by Gametime. 1978. Box. Good. £10
Designer Unknown. No. players: 2-4. Country:
American, Duration: 1 hr, Desc. by Andy.
Science fiction battle game in which each player
has a Star Transport which they must get to the other side of the galaxy, and
other lesser ships. Players must
navigate through space trying to be the first to get their Star Transport to
its destination while also hassling their opponents' Star Transports. There are also a number of other features in
space which can get in the way, and rules for Hyperdrive (fast but imprecise
movement), permitted movement patterns, combat and even a Tentacle Ray weapon.
Stockbroker, published by Intellect. 1971. Box. Good, but box
corners taped. £30
Designed by Drakes, Jarvis, Walsh, Gluck. No.
players: 2-6. Country: British, Desc. by Eamon.
Rare stockmarket game. There are 9 companies and
each has 11 blocks of shares. Share
prices drop each time a block is sold and go up when a block is bought. Also political and commercial events cause
share prices to change. A playing piece
moves around the board and the space it lands on indicates what can be bought
and sold that turn, or if an event comes up etc. Also if a player has a controlling share (6 blocks) of a
company's stock then he receives or pays that company's profits and losses and
gets to choose whether to pay dividends or not.
Stocks And Shares, published by Pepys. ca.1960. Box. Good, but 1 box
corner taped. £10
Designer Unknown. No. players: 2+. Country:
British, Desc. by Andy.
Card game, but with more than just cards - price
board, money and share certificates. Players are dealt cards, and can buy a
second, with a view to buying and selling using this 'private' knowledge. The
other guide is to take note of what other players are buying, selling, or
keeping. The cards indicate one of the four types of stocks and how much it
will rise or fall that turn. All cards will
be actioned. There is also a limited number of shares which can be bought which
adds to the tactics available.
Sufferin' Spirits, published by 3 Wishes. 1986. Box. Good. £14
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.
Super Cluedo Challenge, published by Waddingtons. 1986. Box. Two
copies available:
1) Good. £13 2)
Box shows wear, 2 corners taped. £11
Designed by Anthony Pratt. No. players: 2-9.
Country: British, Duration: 90 mins, Desc. by Andy.
Advanced Cluedo for detective game fans. Rarely
can a British game have been produced with such nice components. Unravel the
deeds at Tudor Close, with 9 suspects, 9 weapons, 9 rooms, and garden ornaments
thrown in for good measure! The game play is actually quite different to
Cluedo, as the location, person and weapon cards which indicate the crime are
placed in special holders and players move onto special spaces to get clues,
which may mean looking under flaps on the card holders to get information about
the card inside, which will help determine what that card is. Thus as more of these clues are seen more
can be deduced about the murder.
Superpower, published by Games Workshop. 1986. Box. Good. £15
Designed by E Bruce Hollands & Daniel R
McGregor. No. players: 2-6. Country: British, Desc. by Andy.
Players take on the roles of superpowers and
attempt to control as much of the Third World as possible. Gameplay involves
card play, a roll and move game track, and voting based on the number of Third
World countries controlled. Military actions
are very important too, as once a country is suitably fortified in cannot be
squabbled over further. Diplomacy and
propaganda is required to keep world opinion satisfied, and economic power is
vital too. Includes loads of little plastic pieces.
Switch It, published by Peter Pan. 1988. Box. Box poor. £4
Designed by Irwin Toys Inc. No. players: 2 or 4.
Country: British, Duration: 10 mins, Desc. by Andy.
Special notes: The box is whole, but shows
indentation due to stacking and has had gaffer tape put all around the sides
and some on the base
Players try to get 4, 5 or 6 pieces in a row on
a 6x6 grid (depending on the difficulty level chosen), placing pieces one at a
time in turns. The twist, however, is
that the board is also made up of 9 2x2 sections each of which can be
rotated. Thus instead of playing a
piece you can rotate a board segment.
Table Soccer, published by Waddingtons. 1974. Box. Good, but box
base discoloured. £4
Designer Unknown. No. players: 2. Country:
British, Desc. by Andy.
Second edition of this Tiddlywinks variant, i.e.
a soccer game where you flick the ball (a counter) from player to player across
a football pitch board. It is quite
sophisticated though, with 11 figures per side, dribbling, passing and even
offside rules.
Taxi!, published by
Gibsons. 1983. Box. Two copies available:
1) Box corners taped. £8 2) Good. £9
Designer Unknown. No. players: 2-6. Country: British,
Desc. by Andy.
Newer version of a game first made by Ariel in the 1950's. Uses a unique movement system, doing away with dice or cards. The map of London's roads is dotted with white lines. You can move as far as you like in one move as long as you don't cross more than one white line. By using back streets, considerable mileage can be chalked up in a single turn. The objective is to pick up and deliver passengers and collect their fares. There is scope for undercutting rivals and buying a second taxi for greater flexibility.
Tell Me, published by Spears. ca.1960. Box. Good. £3
Designer Unknown. No. players: 2+. Country:
British, Duration: 20 mins, Desc. by Andy.
Party game in which a card is drawn with a
subject on it, and then the spinner is spun to generate a letter. Answers must
begin with that letter. Player or team
with the most cards wins.
The Cheers Game, published by TSR. 1987. Box. Good. £4
Designer Unknown. No. players: 2-6. Country:
American, Desc. by Eamon.
TV related trivia game, based on one of the
great comedy shows. Play your favourite character (Sam, Diane, Woody, Carla,
Cliff, Frasier or Norm). Special feature is 'Norm's Olympics', where you get to
use your dexterity to stop Norm from dropping his beer. Cast pictured on the
lid.
The Famous Five Adventures, published by Pepys. ca.1970. Box. Box taped, a
few cards creased. £4
Designer Unknown. No. players: 2-4. Country:
British, Desc. by Andy.
Card game, 44 cards with colourful pictures of
the Famous Five in action. For those of you who have never heard of the Famous
Five, they were a group of older schoolchildren who found adventures to solve
on every holiday they took. They were created by Enid Blyton, Britain's premier
author of children’s fiction. The cards in this set are based on an animated
television series of the time. Cards are played in sequence onto 4 adventures,
and the player who first manages to complete an adventure wins the game.
The Game Of Maze, published by Finch & Scott. 1990. Box. Good. £5
Designed by Finch & Scott. No. players: 2-4.
Country: British, 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 Hunt For Red October, published by TSR. 1988. Box. Good. £9
Designed by Douglas Niles. No. players: 2.
Country: American, Desc. by Andy.
War game based on the best selling novel by Tom
Clancy. During the Cold War a soviet submarine commander has decided to defect.
He must be stopped. 144 double sided stand-up counters in plastic bases
represent ships, subs, air squadrons etc. Eight different scenarios
included. Game play involves area
movement and detection of enemy forces before combat can ensue. Victory conditions depend on the scenario
being played.
The James Hunt Grand Prix Racing Game, published by Denys Fisher. 1976. Box. Good.
£11
Designed by Geoff Hayes. No. players: 2-6.
Country: British, Desc. by Andy.
Special notes: 2 original plastic cars missing -
replaced by non matching cars
Rare race game, linked to the 1976 World
Champion. Card driven game in which players play 'tricks' using speed cards,
with the highest played speed moving further each trick. Tied speeds are broken according to the rev.
counter, and it is possible to drop out of trick if the cards are too high and
exchange a card instead. Also while in
the corners of the track there are restrictions as to what cards you may
play. Additional rules make planning
ahead for pit stops important too. Nice
Item.
The Manager, published by Glenhope. 1990. Box. Good. £9
Designed by Terry Venables & Paul Riviere.
No. players: 2-4. Country: British, Desc. by Eamon.
Mammoth soccer management game, genuinely
co-written by Terry Venables, the only English player to have played soccer at
every level possible for his country, starting with English schoolboys and
right the way up to a full international. Players budget to buy players, etc.
and enter competitions like the FA Cup. The winner is the richest player at the
end, not necessarily the most successful on the pitch. Terry Venables, Gary
Lineker and Paul Gascoigne are pictured on the lid.
The News From The BBC, published by Great Games. 1987. Box. Good. £3
Designer Unknown. No. players: 2-6. Country:
British, Desc. by Eamon.
TV related, a trivia game based on news stories.
Very attractive board and neat scoring mechanism.
The Tufty Club Road Safety Game, published by Spears. 1989. Box. Good. £2
Designer Unknown. No. players: 2-6. Country:
British, Desc. by Andy.
Children's game (age 4+) which teaches road
safety. Play is roll the dice and move, actioning the square landed on. The board is attrractively designed and the
good spaces have a picture of one of the characters doing something sensible
(eg. crossing the road when a green man shows) while bad spaces show foolish
things (eg. playing with a ball in the road).
There And Back, published by Clifford. ca.1930. Box. Good. £12
Designer Unknown. No. players: 2-6. Country:
British, Desc. by Eamon.
Card game, although the cards are really tiles, all
featuring British towns. The idea is to build up a route from your start town
and back again via as many other places as possible. This is a rarely seen
game.
Thunde-Rin Guns, published by Standard. ca.1984. Box. Good. £11
Designed by Alan E Paull. No. players: 2-6. Country: British, Desc. by Andy.
Special notes: Box lid has been taped where there was a tear
Players take a character and earn fame, money
and gun-skill around the Wild West town of Dry Gulch. An outlaw needs to gather
gold, a sheriff needs fame and a gunman needs great skill at shooting. Rules
cover movement, challenges, arrests, robberies, and recruiting non player
characters. Usual attractive board and counters you associate with this company
(who also made the Cry Havoc series of games).
Topple, published by Waddingtons. 1989. Box. Good. £8
Designer Unknown. No. players: 2-4. Country: British, Desc. by Eamon.
Balancing game, following the success of items
like Jenga, but this is completely original. The plastic board is precariously
balanced on a point, so that it wobbles easily, and then players take turns to
add their colour discs to the board, but avoiding tipping it. Splendid fun for
all.
Traverse, published by Educational Insights. 1992. Box. Good.
£6
Designed by Glacier Games. No. players: 2-4. Country: American, Desc. by Andy.
Played on a 10 x 10 square grid. Players have a selection of different wooden
shaped pieces of one colour and the objective is to get them all to the
opposite side of the board. Each shape
has its own method of movement, and jumps are also permitted, as are strings of
jumps. Games Magazine awarded it Best
Game of The Year.
Trek, published by Spears. ca.1960. Box. Box lid battered
and taped up but whole. £15
Designer Unknown. No. players: 3-6. Country: British, Desc. by Andy.
Very unusual item for this company. A game about
exploring. The board shows the various stages on your group's way, but in a
fairly abstract fashion. Nice plastic pieces include jeeps, mules, and boxes of
supplies. Not dated, but must be quite old as it says some parts are 'Empire
Made'. Players must get from their base to camp, and buy sufficient stores,
mules or jeeps to complete the journey. Card play determines most actions
during the game, but there is also a mechanism which makes goods get more
expensive the further you are through the game. A game of balancing resources needed with the money you have to
buy them.
Trendy, published by Spiel Spass. 2000. Box. Excellent. £6
Designed by Reiner Knizia. No. players: 2-5. Country: German, Duration: 20 mins, Desc. by Andy.
Card game in which the cards represent different
fashion trends. In turn players play a
card and draw a replacement, until a critical number of cards has been played
for one of the trends. All cards played
for that suit then score, but all other cards are discarded. A new set of trends then starts. There are also some special cards which
either count as two cards or which discard all cards of a particular
trend. Neat idea as you would expect
from this designer.
Trump, published by Milton Bradley. 1989. Box. Good. £12
Designed by Marvin Glass. No. players: 3-4. Country: American, Desc. by Andy.
An excellent, original business game, sanctioned
by the multi-millionaire Donald Trump. Very nice components. Players invest in
businesses, the money being placed inside a special plastic box. Game play also
involves negotiation and buying and selling businesses for profit - hopefully
gaining large bonuses for specific sets mentioned on some of the cards. Eamon
has some house rules which I can supply if you remind me.
Tutankhamen's Revenge, published by Jumbo. 1992. Box. Good. £10
Designed by Stefanie Rohner and Christian Wolf. No. players: 2-4. Country: Dutch, Duration: 30 mins, Desc. by Andy.
Very attractive board game in which players dig
for treasure. The playing area is a 4 x
4 grid into which are placed several layers of treasures, each one with a
different earthy background colour so you can keep track of the current level.
Players use a special 'spade' to extract the treasure tiles hoping to find
valuable items. However, also lurking
in the ruins are curses and finding these is bad news - especially
Tutankhamen's royal curse, which is found along with some of the most valuable
treasures on the bottom layer. I have
some house rules I use to increase the skill level and improve the game quite a
bit. Fun game.
Twitch, published by WoTC. 1998. Box. Good. £5
Designed by Bourbaki. No. players: 3-6. Country: American, Desc. by Andy.
Card game, 108 cards. Action game. Speed of hand
is as important as speed of thought. Players must get rid of all their cards,
but have to keep a close eye on cards played because turns are not sequential
and if you play out of turn or fail to play when you should you will be picking
cards up again.
Tyranno Ex, published by Moskito. 1992. Box. Excellent. £20
Designed by Karl-Heinz Schmiel. No. players: 2-4. Country: German, Duration: 2 hrs, Desc. by Andy.
First edition of this game about the evolution
of the dinosaur. Players attempt to ensure that their species will be dominant
by placing climate change markers which will hopefully ensure the climate
favours their dinosaurs rather than those of their rivals. However, as well as
surviving the climate it is necessary to weather attacks from other species.
Clever systems as you would expect from this designer.
Valley Of The Four Winds, published by Games Workshop. 1980. Box. Box
shows wear. £30
Designed by Lew Pulsipher. No. players: 2. Country: British, Desc. by Andy.
Games Workshop's first-ever board game, a
fantasy war game set in the World of Farrondil. Inspired by a range of fantasy
figures made at the time by Minifigs Ltd. Includes a background story setting
the scene. The game sets the good (humans, elves and dwarves) against a legion
of undead. The rules cover movement,
combat, magic, exploration, and different terrain.
Viaduct, published by Ravensberger. 1975. Box. Excellent. £12
Designed by Karin Kasch. No. players: 2-4.
Country: German, Duration: 20 mins, Desc. by Andy. Special notes: Original dice
missing, but a replacement has been marked up appropriately.
Very attractive game in which players play 3D
arches into a board attempting to create a linked viaduct right across the
board. Thus play involves both building
your own viaduct and also blocking opponents' opportunities. However, it is possible to build on several
levels, so the game is played in 3D, which adds to the possibilities enormously
as well as making it especially attractive in play. Very nice item.
Victory Circle, published by Western Publiishing. 1981. Box. Good.
£3
Designer Unknown. No. players: 2-4. Country: American, Desc. by Andy.
Fun game of race and chase. Players move their
pieces and capture opponent's pieces and have to 'drag' them back home along
circular pathways, avoiding being captured themselves. Points are scored for
pieces which are captured and a further bonus if they have been brought back to
your base when one player has lost all their pieces.
Victory In The Pacific, published by Avalon Hill. 1981. Box. Good but
1 corner taped. £18
Designed by Richard Hamblen. No. players: 2. Country: American, Desc. by Andy.
Special notes: Box dated 1977, but rules state
2nd edition on them
Introductory naval war game covering the Pacific
Theater of WWII. The Pacific is divided
into 13 areas. Players move their ships
and the battle may be either at daytime (air power is crucial) or nighttime
(naval gunnery is crucial). Combat then
takes place and the winner gains 'Points of Control'. Typically the Japanese take a large lead to start with, but as
the game goes on the US fights back more and more effectively. Winner of the Charles Robert Award in 1977
for Best Strategic Game of the Year. 2nd Edition.
Vive La Difference!, published by Ravensburger. 1992. Box. Mint. £16
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.
Web Of Gold, published by 3 Wishes. 1987. Box. Box edges show
wear. £9
Designed by Nik Sewell. No. players: 2-6. Country: British, Duration: 90 mins, Desc. by Andy.
Each player seeks gold in an abandoned, giant
spider inhabited mine. Players have a
lantern and must navigate through the mine avoiding webs and the giant spiders
in them looking for more equipment and also gold nuggets. As well as controlling the adventurers,
players also get to move the spiders to hinder and even attack other
players. The board is a large 3D affair
into which spider webs can be slotted.
I can provide some house rules to make the setup more interesting.
Enjoyable game.
Win, Place & Show, published by Avalon Hill. 1977. Box. Good. £17
Designed by J Reilly & T Divoll. No.
players: 2-6. Country: American, Desc. by Andy. Special notes: Bookcase box
Horse racing game. One of Eamon's favourite
games of all time, and definitely a classic. Players make money by owning
winning horses and by gambling on their own or other's runners. The race system is very clever, with a
combination of fixed form for the horses on an individual basis, small occasional
bonuses according to dice rolls and a random base speed for all horses each
round. This means that a horse which
starts fast but runs out of pace at the end really needs high 'base' rolls to
do well, whereas a fast finisher wants the reverse. There is also a lot of positional play and different quality
jockeys, as well as the possibility that a player may not actually want his
horse to do that well! Stats for 6 sets
of horses included.
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