MNG-AJM Games and Collectibles

 

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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