Oct 2007 Catalog
While I don’t
publish my latest catalog on the internet, this older catalog is available for
you to look through to get an idea of the sort of thing I generally have. Please be aware that many of the games in
this catalog will have already sold, and if they haven’t then the prices are
not necessarily still valid – the prices are only valid in the month the
catalog comes out! However, if you do
see something of interest email me and I’ll let you
know if I still have it. Also getting
the monthly catalog by email is free and without obligation, so why not just
ask to be added to my subscription list, or ask me to send you the latest
catalog by email?
5 In A Row, published by Spear's Games. 1075. Box. Box shows
wear. £1.50
Designer Unknown. No. players: 2-4.
Country: British, Duration: 15 mins, Desc. by Andy.
Players take turns placing pegs into a
board trying to make a row of 5 of their pegs on a 14x14 board.
A Book On Casino Blackjack, published by Van Nostrand Reinhold.
1982. Book. Good. £12
Designed by C. Ionescu Tulcea. Country:
American, Desc. by Andy.
Softback, 23x15cm, 130 pages. This book describes the rules of Blackjack
as played in casinos, and then describes the basic betting strategy for good
play in order to minimise the casino's edge.
The Main-Count system is detailed to allow a card counter to gain an
edge on the casino. The 99 Count and Adjusted Count systems are also described.
Finally there is a chapter with useful information for anyone who intends to
try to put all this into practice in a casino.
A Book On Casino Craps, published by Van Nostrand Reinhold.
1981. Book. Good. £4
Designed by C. Ionescu Tulcea. Country:
American, Desc. by Andy.
Softback, 23x15cm, 149 pages. As well as covering the dice game of Craps
as played in casinos in great detail (covering how to play, and detailing and
analysing all the possible bets), this book covers other gambling games played
with dice, and also gives a grounding in probability and presents various
commonly used gambling systems.
A Collector's Guide To Games And Puzzles, published by The Apple Press. 1991.
Book. Excellent. £9
Designed by Caroline Goodfellow. Country:
British, Desc. by Andy.
Hardback with dustcover, 29x22cm, 128
pages. The book covers the
collectibility of games and puzzles and gives advice to collectors as well as
detailing (in text and colour pictures) many of the items the author is
especially fond of. These are
categorised as follows: Race Games, Games of Morals, Strategy Games, Cards
& Card Games, The Early Jigsaw, American Games. Some of the items illustrated are real rarities, going back to
the 18th century at least.
Abalone, published by Abalone S.A.. 1999. Box. Good. £8
Designed by Laurent Levi, Michel Lalet.
No. players: 2. Country: French, Duration: 20 mins, Desc. by Andy.
Abstract game played on a hexagonal board
with large black and white marbles. The
novel idea is that you push lines of marbles in ways which will be to your
advantage, with the objective being to push your opponent's marbles off the
edge. You can only push a line of marbles if your marbles have greater pushing
power. Well regarded and very nicely
produced.
AD&D 1st Ed Dungeon Masters Guide, published by TSR. 1979. Book. Good. £4
Designed by Gary Gygax. No. players: 2+.
Country: American, Desc. by Andy.
This edition of the Advanced Dungeons
& Dragons 1st Edition D.M.G. has the cover showing a gatekeeper in a green
robe holding open two immense doors. To
play you will need this book + the Player's
Handbook + some polyhedral dice and either
an adventure module or one of the many monster manual type books available to
assist in designing your own adventure. (I can almost certainly provide all of
this - just ask!)
AD&D: Al-Qadim: Arabian Adventures, published by TSR. 1992. Book. Good. £6
Designed by Jeff Grubb. No. players: 2+.
Country: American, Desc. by Andy.
Softback, 27x21cm, 158 pages. AD&D 2nd
Edition roleplaying supplement which introduces Al-Qadim, a setting similar to
that of The Tales of 1001 Arabian Nights.
This book covers: The Land of Fate (Al-Qadim), Characters, Kits,
Proficiencies, Perils of Adventure, At The Bazaar, Sha'ir Abilities, Wizard
Spells.
AD&D: Dark Sun Rules Book, published by TSR. 1991. Book. Good. £4
Designed by Troy Denning, Timothy Brown.
No. players: 2+. Country: American, Desc. by Andy.
Softback, 27x21cm, 96 pages. This AD&D
2nd Ed supplement provides the rules for character creation, magic, combat, and
treasure for campaigns set in the Dark Sun world. There are also sections detailing the differences in time and
movement and listing new spells available in the Dark Sun world.
AD&D: DragonLance Adventures, published by TSR. 1987. Book. Good. £5
Designed by Tracy Hickman, Margaret Weis.
No. players: 2+. Country: American, Desc. by Andy.
Hardback, 28x22cm, 128 pages. AD&D 1st Edition supplement which
details the world of Krynn so that you can run your campaign in the DragonLance
setting. The book covers: The Universe,
Characters in Krynn, Wizards of High Society, Messengers of the Heavens, Races
of Krynn, Character Proficiencies, Creatures of Krynn, Tales and NPCs of Long
Ago, Magic Items, The War of the Lance.
AD&D: Dungeoneer's Survival Guide, published by TSR. 1986. Book. Good. £6
Designed by Douglas Niles. No. players:
2+. Country: American, Desc. by Andy.
Hardback, 28x22cm, 128 pages. AD&D 1st edition optional rules
book. This book gives all sorts of
ideas for making your underground adventures more interesting. The contents include: Underdark Overview,
Movement Underground (Swimming, Climbing, Jumping, Ropes, Bridges etc), Proficiencies,
Combat Rules, Battlesystem Options Underground, The Underground Environment
(Air Supply, Cave-ins, Waterways, Mining etc), New Equipment.
AD&D: High Level Campaigns, published by TSR. 1995. Book. Good. £6
Designed by Skip Williams. No. players: 2+.
Country: American, Desc. by Andy.
Hardback, 28x22cm, 192 pages. This
AD&D 2.5 Edition supplement is intended as a guide and facilitator to the
GM of high level AD&D campaigns. The book covers: Maxims (eg. Intelligent
adversaries, control the magic, demographics, epic scales), Adventures, Spells
& Magic Items, Creating Magic Items, Magical Duels, True Dweomers, Rules
for High Level Characters.
AD&D: Monster Manual II, published by TSR. 1983. Book. Good. £9
Designed by Gary Gygax. No. players: 2+.
Country: American, Desc. by Andy.
Hardback, 28x22cm, 160 pages. AD&D 1st
edition supplement. This book contains
a large collection of weird and wonderful creatures for use in your AD&D
campaign. A very useful resource for
all GMs and now relatively uncommon.
AD&D: Reverse Dungeon, published by Wizards Of The Coast. 2000.
Book. Good. £3.50
Designed by John Rateliff, Bruce Cordell.
No. players: 3+. Country: American, Desc. by Andy.
AD&D adventure with some major
differences. The players play the monsters
and the GM runs the adventurers! In the
first scenario the players are goblins and have to defend their lair against
adventurers sent from the local village.
The second adventure sets the players as an assortment of guardian
monsters in a high level dungeon, who must repel greedy exploring
adventurers. The third adventure places
the players as various undead and demons in a Lich's lair when an annoying
group of powerful adventurers led by a Paladin arrive and start doing more
damage than they had intended. Very
neat idea.
AD&D: Wilderness Survival Guide, published by TSR. 1986. Book. Excellent.
£6
Designed by Kim Mohan. No. players: 2+.
Country: American, Desc. by Andy.
Hardback, 28x22cm, 128 pages. AD&D 1st edition optional rules
book. This book gives all sorts of
ideas for making your wilderness adventures more interesting. The contents include: Wilderness
Proficiencies, Dressing For The Weather, Effects of the Environment,
Encumbrance & Movement, Food & Water, Camping & Campfires, Medicine
& First Aid, Vision & Visibility, Natural Hazards, Combat Rules,
Fatigue & Exhaustion, Mounts, Wilderness Magic.
Air Force, published by Avalon Hill. 1980. Box. Good. £6
Designed by S Craig Taylor Jr.. No.
players: 2+. Country: American, Desc. by Andy.
Popular plane to plane combat system
covering the WWII European Theatre. Players take control of single aircraft or
a formation of aircraft. All the most interesting aircraft available are
represented. Aircraft cards show all
the relevant characteristics. Movement is pre-plotted and then executed on the
board simultaneously. Hits depend on relative facing, range, and weapons used
and use a CRT. Damage is scored against aircraft parts. Rules are also included
for air-to-ground combat, different bombing techniques etc.
Air Force / Dauntless Expansion Kit, published by Battleline. 1978. Box.
Excellent - unpunched. £6
Designed by S. Craig Taylor Jr.. No.
players: 1+. Country: American, Desc. by Andy.
Expansion Kit for Air Force and / or
Dauntless (you can use it with either of these games). This expansion includes 400 counters for
additional aircraft, a counter tray, and thirty new aircraft data cards. The new rules give ship characteristics for
roughly 50 ships, various new advanced and optional rules, play by mail rules
and a solitaire dogfight scenario. air-to-ground combat, different bombing
techniques etc.
Arbos, published by M+A Spiele. Box. Excellent. £10. Desc.
by Andy.
Designed by Martin Arnold, Armin Müller.
No. players: 2+. Country: German, Duration: 15 mins.
Beautifully made dexterity game. Players are given a number of wooden green
leaves and wooden branches and then a tree trunk on an unstable base is set
up. Players take it in turn to insert
either a leaf or a branch into one of the available holes. As the structure
builds up it is very attractive and very much like a tree. If any pieces fall off on your go you must
take them. The first player to run out
of pieces wins. There is also a version
of the game which uses cards to determine what you must place each turn.
Arena, published by Spears. 1984. Box. Good. £3.50
Designer Unknown. No. players: 2. Country:
British, Desc. by Andy.
Strategy game in which the players have to
move their pieces from the edge of a circular board in towards the middle
without being captured. The first
player to get 4 pieces into the middle wins. Pieces can be moved to adjacent
spaces or make jumping captures as in draughts. The inner sections of the board are harder to get to as there are
some spaces which cannot be used and crucial bridge spaces which will need to
be used to advance.
Attacking The Queenside, published by B.T. Batsford. 1990. Book.
Excellent. £4
Designed by Boris Shashin. Country:
British, Desc. by Andy.
Softback, 21x13cm, 109 pages. Chess book
translated by Ian White. Everyone knows how to conduct a kingside attack, but
what happens on the other side of the board? This book shows you how to: attack
with a queenside majority, launch a minority attack, use weak squares in your
opponent's position, make the most of open and half open files especially in
the Sicilian Defence.
Baseball Strategy, published by Avalon Hill. 1984. Box.
Excellent. £6
Designed by Tom Shaw. No. players: 1-2.
Country: American, Desc. by Andy.
Third edition. Head-to-head strategy
baseball game. Players must choose their 9 man team and make decisions at every
play - to hit, to bunt, to sacrifice, if you are pitching rather than batting,
to throw a curve ball, a fast ball or perhaps make the batsman walk. These are
only a selection of the decisions to be made. Very clever, and easy to learn.
This edition of the game also includes a section on converting player
statistics into player cards for this game and so being able to play a
statistical version of the game (but where you still make strategic
decisions). The game also has solitaire
rules which still get you to make important decisions.
Battle Masters, published by Milton Bradley. 1992. Box. Good but box
corners taped. £33
Designed by Steve Baker. No. players: 2.
Country: British, Duration: 1 hr, Desc. by Andy.
Mammoth fantasy war game played on a huge
vinyl mat that you lay on the floor. Over 100 plastic figures are used in a
game that owes a lot to figure wargaming but never forgets it is a board game.
Uses neat movement rules (using special cards). Truly amazing bits.
Battle Of Britain, published by TSR. 1990. Box. Excellent.
£14. Desc. by Andy.
Designed by Ken Sommerfield & Tom
Hoffman. No. players: 2. Country: American, Duration: 2 hrs.
Only Britain stands against the German juggernaut. The fate of the war rests on air
superiority. Will the sheer strength of
the Luftwaffe be able to bring down the RAF with its radar towers and elaborate
communications systems? The game
includes 21 aircraft figures on stands as well as counters and lots of cards
and battle dice. Approachable rules, the
basic set being 6 pages long, with an advanced set of rules covering a further
5 pages.
Bells Of War, published by Silly Space. ca.1995. Box. Good. £9.50.
Desc. by Andy.
Designed by Remi Duval,Marc
Fournier,Philippe Lamontagne, Louis Nadeau. No. players: 2. Country: Canadian.
Ambitious attempt to repeat the success of Axis and Allies. Stacks of counters
and money, as you simulate WWII on a grand strategy scale. Major additions
compared to Axis and Allies include more unit types, rail movement, petrol
production, neutral armies and military leaders. The rules come in 3 levels, the most basic being similar to Axis
& Allies, and the most complex a great deal more complicated and will take
a lot longer to play too.
Beyond Tic Tac Toe, published by Pantheon. 1975. Book. Good
- unused. £8
Designed by Sid Sackson. No. players: 2-4.
Country: American, Desc. by Andy.
Softback, 20x25cm, 78 pages. A collection
of original games by Sid Sackson. They
are all inspired by modern art by various artists, and the games are named
after those artists. The book includes many black and white sheets on which the
games are played by colouring in sections with pencils (not supplied). The
games are abstract, and as you would expect from Sid, have novel ideas. The games are: Vasarely (2-4), Miro (2-4),
Mondrian (2-4), Arp (2-4), Delauney (2-4), Klee (2), Springer (2-4).
Big Shot, published by Ravensburger. 2001. Box. Good. £12
Designed by Alex Randolph. No. players:
2-4. Country: German, Duration: 45 mins, Desc. by Andy.
Clever game from this prolific
designer. The board shows various areas
which are worth varying amounts to the players with the most blocks in each at
the end of the game. Some areas instead
of having a regular value double the value of any adjacent areas owned by the
same player. The cleverest idea is that
each turn a mixed selection of building blocks are auctioned off and the
highest bidder can place them wherever he feels fit. Thus you will want to ensure a batch with several of your colour
is put somewhere useful to you, but you also want to place other players'
pieces where they will help them as little as possible. Recommended.
Blast-Off!, published by Waddingtons. 1969. Box. Good. £9
Designer Unknown. No. players: 1-4.
Country: British, Desc. by Eamon.
Space race game, quite complicated for a
game by this company. Using a mixture of dice and your spacecraft's
capabilities, you are trying to land on various planets culminating in a trip
to Pluto. Nice pieces and individual gauges for each craft.
Bridge For Two, published by Milton Bradley. 1964. Box. Good. £8.50
Designed by Charles H Goren. No. players:
2. Country: American, Desc. by Andy.
Special notes: There are some tape removal
marks on the box, and the poster sized table mat is somewhat discoloured but
not essential for play.
Two player bridge style card game. The game is played with each player having a
dummy partner whose cards are dealt into special racks. These mean that part of the dummy players'
hands are visible and the remainder hidden, though they will become visible as
they are uncovered. Bidding is as in
regular bridge, though with only the two real players taking part. Uses normal
playing cards. The game comes with a
poster sized table mat which reminds you of the Goren point count system.
Bridge Keno, published by Chad Valley. ca.1955. Box. Good. £5.50
Designer Unknown. No. players: 2-8.
Country: British, Duration: 15 mins, Desc. by Andy.
Special notes: The box is just a few small
marks off being Excellent, which makes it exceptionally good condition for its
age
Playing card Bingo, with some additional
ways to score and variants included.
Each player has a 5x5 board with each space showing a playing card. A deck of playing cards (not supplied) is
shuffled and the cards called one at a time.
The first player to form the agreed upon pattern wins. The game is undated, but states that Chad
Valley are the sole licensees for the game for the British Empire, excluding
Canada.
Business Strategy, published by Avalon Hill. 1973. Box.
Good. £15
Designed by Charles Roberts. No. players:
2-4. Country: American, Duration: 90 mins, Desc. by Andy.
Well regarded business game, about making
and selling your product. Four levels of play. A re-design of the same
company’s Management game. Players compete for resources from which their goods
are to be made and then must compete again to sell them. Each month a business
climate card is drawn to modify the availability of resources and the ease with
which goods can be sold. I can also provide Derek Carver's House Rules to
improve the game further.
Butterfly, published by Hungry Owl Games. 1987. Box. Box good,
contents still sealed. £3
Designed by Greg Houlgate. No. players:
2-4. Country: British, Desc. by Andy.
Children's game (age 6+) in which players
attempt to collect one each of 5 different colour flower tokens. The game is driven by dice roll, and in some
cases a flower token will have to be given back. What makes the game unusual is that it comes with a 'Super Big
Dice', which is constructed from sturdy cardboard and 'pops' up into a neat
octahedron, and can be popped back down again to put it back in the box at the
end of the game.
Capital Adventure, published by Capital Games. 1986. Box.
Good. £3
Designed by Michael K Lorrigan. No.
players: 2-4. Country: British, Duration: 45 mins, Desc. by Andy.
Very large box geographical trivia
game. Players race their way around the
world answering questions to get money to pay for air fares. Various obstacles and dangers (in the form
of event cards) will be met along the way.
Can be played in teams as well.
The box is large and heavy (loads of question cards) and the board a
nearly 4ft long map of the world. This
is the original (pre Mattel) version.
Caprice, published by Gold Sieber. 1999. Box. In shrink. £11
Designed by Rotgers U Bolten. No. players:
2-4. Country: German, Duration: 20 mins, Desc. by Andy.
Strategy game with wooden pieces and a
wooden board. The large wooden pieces are used to form towers on the board,
with players being able to introduce a new piece each turn, and then move a
piece already on the board. Players start with secret cards showing target
shape combinations which they will score points for if they manage to achieve
them at the end of the game, thus you may be able to work out what your
opponents are aiming for and hinder them.
Champions, published by Gibsons. 1995. Boxes. Good. £1.50
Designed by Seven Towns. No. players: 2.
Country: British, Desc. by Eamon.
Special notes: Unused - no spots have been
scratched off.
Two decks for a collectable card game with
a twist. There are 44 cards in each
box, and whilst they are proper cards, they also have a strip added which can
be scratched off to reveal new numbers and icons. The game involves taking it in turns to attack the other player
with character cards which can be enhanced with weapons or spells. The defender
tries to beat the attack values of these with cards from his own hand (attack
and defence values are distinct). The
loser of a battle has to scratch off a strength spot and the winner reveals a
victory icon. The winner is the player
who has captured the most enemy characters at the end. The price is for the two
decks together.
Championship Boxing, published by Lambourne. 1986. Packet.
Good. £8.50
Designed by Terry Goodchild. No. players:
1-2. Country: British, Desc. by Andy.
Special notes: This set also contains
extra boxer ratings as of 28/2/87, which were originally available separately.
Statistical boxing game, allowing the
simulation of actual or ‘Dream’ fights. Hundreds of boxers rated. The system
was designed to be a realistic simulation of top-class boxing, producing
accurate results, with all the major factors included, such as boxing skill,
punching power, stamina etc. Each round
of boxing only takes a couple of minutes to play once the system is understood.
Cheers And Tears, published by John Waddington Ltd. 1963.
Box. Good. £4
Designer Unknown. No. players: 2-4.
Country: British, Desc. by Andy.
Card game in which the cards come in 3
card sets and show a child either happy (cheers x2) or crying (tears x1) over
an incident. Play involves playing
cheers cards to the table in front of you, or stealing a card from an opponent
with a matching card, but in order to complete a set of your own or discard a
set of an opponents a matching tears card must be played. Cute period artwork.
Chess And Draughts - How To Play
Scientifically, published by
W. Foulsham & Co.. ca.1950. Book.
Good. £1. Designed by Albert Belasco. Country:
British, Desc. by Andy.
Softback with dustcover, 19x13cm, 64
pages. 38th edition of this popular book which gives the rules to both games as
well as a discussion of how to play well.
Includes puzzles with solutions for both games. The print is small, so
fits quite a lot into the limited space.
China, published by Abacus. 2000. Box. In shrink. £14.50
Designed by Michael Schacht. No. players:
3-5. Country: American, Duration: 45 mins, Desc. by Andy.
Re-released version of Web of Power /
Kardinal Und Konig. The theme has
changed, with players now being factions in the Chinese empire building palaces
and sending their emissaries to the regional courts. This edition also has a
two sided board one for 3-4 players and the other for 4-5 players. An excellent
strategy game which manages to fit a great deal of game play into 45
minutes. Highly recommended.
Chinese Chess Pieces, published by Unknown. Box. Good.
£1.50. Designer Unknown. No. players:
2.
Country: China, Desc. by Andy. Special notes: Very chunky pieces, a summary
of the rules is provided.
A box containing 32 wooden Chinese Chess
pieces. The pieces are the shape of
flattish barrels and have Chinese characters on them, although someone has
written the western equivalent on the back. No board, but if this is of interest
you will most likely have a suitable board already (or can make one up easily
enough).
Colour Quads, published by Parker. ca.1970. Box. Good. £4
Designer Unknown. No. players: 2-4.
Country: British, Desc. by Andy.
The board shows a grid of 5x5 large
coloured circles with slots to place cards vertically on the board. Players take it in turn to play a matching
card into a slot and score a point for each square they manage to
complete. Tactical decisions are available
since you can set yourself up to complete a square, hoping your opponent
doesn't also have the right card to complete it.
Compatibility, published by Spear's Games. 1996. Box. Good, but box
edges show wear. £7
Designer Unknown. No. players: 3-6.
Country: British, Duration: 30 mins, Desc. by Andy.
Social / party game which can either be
played in teams of two or individually.
Each player has a deck of identical picture cards, and there is also a
deck of word cards (eg. marriage). A word is chosen and everyone selects some
cards from their deck which they think represent the word well, and order them
face down from most to least important.
Teams score for choosing the same pictures and bonuses for having them
in the same order. The board keeps the
score and indicates the number of pictures a team can select.
Coppertwaddle, published by Surprised Stare Games. 2000. Box. In
shrink. £8.50
Designed by Tony Boydell. No. players: 2.
Country: British, Duration: 20 mins, Desc. by Andy.
Card game with a medieval English
theme. Players attempt to be the first
to get eight face up cards into play, but this is far from easy as the cards
allow you to interfere with your opponent's every plan. The game plays rather like a CCG, but all
the cards are contained in just this set.
There are a variety of strategies to explore and the game will take
several plays to fully get the feel of.
If you like the medieval theme and the feel of Magic: The Gathering,
then this is well worth trying out.
Cosmic Encounter, 2 editions available:
1) Published by
Eon. 1978. Box. Box shows wear, 1 corner taped. £40. No. players: 2-6. Country:
American. Base set+Exp 1+2+3+flares only from Exp 4. So 50 alien powers+flares+6 boards and counter sets. Photocopied
rules. 3 tokens substituted. Original edition.
2) Published by
Games Workshop. 1986. Box. Good. £32. No. players: 2-6. Country: British. 32 of
the best aliens from the original American edition and some of the American
expansions.
Designed by Bill Eberle, Peter Olotka,
Jack Kittredge & Bill Norton. Duration: 1-2 hrs. Desc. by Andy.
Each player takes the role of an alien
race which starts off with 5 bases on its own planets, but each wants to be the
first with 5 bases on other races' planets.
This is done by making attack attempts and inviting attacking and
defensive allies, and playing cards to resolve the attack. However, what makes
this game great is that each race has one or more rule breaking alien power,
and the way these interact is really great. Highly recommended.
Cranium, published by Cranium Inc. 2003. Box. Excellent. £7
Designer Unknown. No. players: 4+.
Country: American, Duration: 1 hr, Desc. by Andy.
Party game which is a sort of compilation
of other party games. Players complete
four different categories of activity in order to advance on the track. The activities are: 1) Getting your
teammates to guess the answer by drawing it or modelling it in clay, 2)
Answering trivia questions, 3) Unscrambling words, guessing definitions etc, 4)
Whistling a song, impersonating a celebrity, or performing a charade.
Creel, published by Graphic Games. ca.1972. Box. Good.
£1.50
Designer Unknown. No. players: 2-4.
Country: British, Desc. by Eamon.
Fishing game with an attractive board.
Players travel round the outer ring of the board, collecting equipment, bait
and licences. Cards decide the outcome of most actions.
Crossbows & Catapults Master Set, published by Tomy. ca.1983. Box.
Box shows wear, but contents are fine. £22
Designer Unknown. No. players: 2. Country:
British, Duration: 30 mins, Desc. by Andy.
A wonderful two player game in which each
player builds up their own 3D fortress with large plastic blocks and a central
fort, and positions their men behind cover.
Each player also gets a functional (elastic band powered) catapult and
crossbow, and a pile of ammunition disks.
Players take it in turns to fire at the opposing fortress and knock over
the men and flags. The winner is the
player who manages to destroy more of their opponent's setup. Various scenarios can be devised too.
Wonderful components and a large box.
Cypher, published by Intellect Games. 1975. Box. Good. £15
Designed by Prodex Ltd. No. players: 2-4.
Country: British, Duration: 10 mins, Desc. by Andy.
Very rare Intellect game. The board shows
a 6x6 grid of numbers 0, 1, 2, 4, 8, 16 arranged so there are no duplicates in
rows or columns. Around the outside are
the numbers 0-31. Players take it in
turn to place or move one of their 6 markers. The objective is to get five of
your markers on numbers in the inner section to add up to the number your final
marker is on in the outer area. There
are additional restrictions on where you are allowed to play markers as well.
D&D B1: In Search Of The Unknown, published by TSR. 1981. Booklet. Good.
£3
Designed by Mike Carr. No. players: 2+.
Country: American, Desc. by Andy.
Softback, 27x21cm, 30 pages + maps.
Classic D&D module for use with the D&D Basic Set, though it can be
used with AD&D 1st or 2nd Edition easily enough. This module is for use with
characters level 1-3. This is a dungeon based adventure and was intended as a
model for GMs to use when designing their own adventures.
D&D B2: The Keep On The Borderlands, published by TSR. 1980. Booklet. 2
copies available:
1) Good. £3 2) Good, but cover shows a little wear. £2
Designed by Gary Gygax. No. players: 3+.
Country: American, Desc. by Andy.
Softback, 27x21cm, 28 pages + maps.
Classic Dungeon Module for use with the D&D Basic Set, though it can be
used with AD&D 1st & 2nd
Edition easily enough. This module details The Keep on the Borderlands, a home
base for a level 1-3 adventuring party, and The Caves of Chaos, a dungeon
complex for said adventuring party to explore. This module is ideal as an
introductory module.
D&D X1: The Isle Of Dread, published by TSR. 1981. Booklet. Good,
but cover shows wear. £3
Designed by David Cook, Tom Moldvay. No.
players: 2+. Country: American, Desc. by Andy.
Softback, 27x21cm, 30 pages + maps.
Classic D&D scenario for use with the D&D Expert set - though it can be
used just fine with AD&D 1st / 2nd Ed as well. For characters of levels
3-7. This is a wilderness based adventure which features exotic wildlife and
several set piece encounters as well as a big finale.
D&D: Character Record Sheets, published by TSR. Booklet. 2 versions
available:
1) 1991. Good. £1. Includes 24 character
sheets
2) 1981. Good. £0.50. Some sheets used, 12 character sheets left
Designer Unknown. No. players: 2+.
Country: American, Desc. by Andy.
Softback, 27x21cm. This booklet contains
double sided character sheets for your D&D characters.
Der Plump Sack Geht Um, published by Berliner Spielkarten. 1999.
Box. Mint. £0.75
Designed by Reinhard Staupe. No. players:
2-5. Country: German, Duration: 20 mins, Desc. by Eamon.
Card game. Essentially a memory game in which cards are placed face down in
a circle and players guess what they are, and they are revealed after each
guess. If a player gets several guesses
right in a row then a card can be kept.
First to collect 6 cards wins.
Desert Island Discs, published by Strawberry Games. 1994.
Box. Excellent. £2.50
Designed by Roy Plomley. No. players: 2-8.
Country: British, Desc. by Andy.
Quiz game in which the questions are
generally related to the Desert Island Discs radio programme. eg. multiple choice questions in which you
have to guess which of 3 celebrities chose a particular book, piece of music or
luxury. There are also questions of
general knowledge on the topics of books, music and media as well.
Die Dolmengotte, published by Eggert Spiele. 2005. Box.
In shrink. £22
Designed by Thomas Odenhoven. No. players:
2-5. Country: German, Duration: 30 mins, Desc. by Andy.
Clever game with a celtic theme. Players move their druids around a board
full of linked stone circles, and the druids leave a stone behind them when
they move. Each time a druid manages to
create a majority (absolute or relative) of stones in their colour around any
stone circle they may place one of their scoring stones in that stone
circle. Druids can pass over other
druids but not through stones, and so druids can get cornered, in which case
they can spend a turn gathering herbs before teleporting wherever they
wish. The game fits a surprising amount
of tactically interesting decisions into a short time, and there is often too
much you want to do on your turn.
Recommended.
Die Siedler Von Catan, published by Franckh Kosmos. 1995. Box.
Excellent. £15
Designed by Klaus Teuber. No. players:
3-4. Country: German, Duration: 75 mins, Desc. by Andy.
This is the original game which started
the now extremely prolific 'Settlers' family of games. It won the German Game of the Year award in
1995, and has been probably the best selling European style strategy game of recent
times. The game itself is excellent,
and involves building up from a couple of small settlements on a newly
colonised island into a much larger group of settlements and cities. This is done by gaining resources from
terrain according to dice rolls, trading these resources with the other players
and using them to build more roads, settlements, cities, and other
advancements. Very interactive and
great fun. Highly recommended.
Die Siedler Von Catan Kartenspiel, published by Kosmos. 1996. Box.
Excellent. £7
Designed by Klaus Teuber. No. players: 2.
Country: German, Duration: 1hr 45 mins, Desc. by Andy.
Special notes: This is the German version,
so the cards all have German text. I
can supply card translations with pictures (from the English set).
An excellent 2 player card game based on the
ideas in the Settlers board game. Each player must develop their settlements by
adding a variety of different buildings which give various benefits and have
different costs. Also settlements can
be developed into cities, and the players vie for trading supremacy and
military supremacy as these are worth VPs and give benefits. A dice determines
which type of resource each player gets each turn, but unlike the board game
only one production die is rolled giving a more even distribution of resources. The building cards are drawn from various
stacks, and so remembering which pile certain cards are in can be useful. Highly recommended.
Die Siedler Von Catan: Das Turnier-Set Zum
Kartenspiel, published by
Kosmos. 1996. Box. Mint. £5
Designed by Klaus Teuber. No. players: 2.
Country: German, Duration: 1 hr 45 mins, Desc. by Andy.
Settlers Card Game expansion set. This set includes 60 cards which it is
intended should be used to enhance and customise 1 player's card selection in
the Settlers Card Game, playing using the 'Tournament rules'. However, there is nothing to stop you adding
this to the standard (shared set) game for added variety and interest. This is the German version, so there is
German on the cards. I am supplying a
translation of the cards along with rules from the various theme sets to give
extra ideas on how to make use of this set.
Die Siedler Von Catan: Historische
Szenarien I, published by
Kosmos. 1998. Box. Excellent. £10
Designed by Klaus Teuber. No. players:
3-4. Country: German, Duration: 90 mins, Desc. by Andy.
Expansion set for Settlers of Catan
featuring scenarios for playing in the time of Alexander the Great, retracing
his epic conquest, and the building the pyramids in the time of the Pharaoh
Cheops. The game uses fixed mapboards for these scenarios, and while the
artwork matches the German version of the game, it can be played adequately
with other versions too.
Doh-Nutters, published by Spear's Games. 1991. Box. Good, but box
edges show wear. £5
Designer Unknown. No. players: 2-4.
Country: British, Duration: 10 mins, Desc. by Andy.
Ridiculous game which will have all but
the most straight faced players (and spectators) laughing. Each player gets an elephant mask with a
prehensile trunk. Each player also has
3 donuts of their colour which are placed on the board and players have to try
to get all their donuts onto their trunk simultaneously. This is not easy, but nor is it impossible
with a little practice. The rules don't
specify how much you may interfere with other players' trunks! You could also use the components in a
variety of party games of your own devising, eg. passing a donut from trunk to
trunk.
Domino Rally, published by Action GT. ca.1980. Box. Good. £2.50
Designer Unknown. No. players: 1-2.
Country: British, Desc. by Andy.
Notes: Finish flag is missing. Not sure if all dominoes present (number is
not stated, but there are still 200+).
Box full of 'dominoes' intended for
setting up in rows and knocking over. As
well as about 200 dominoes in two colours there are two domino bridges and a
loop the loop device to start things going.
The dominoes are 1.8cm x 3.6cm in size and plastic with no markings (so
no use for traditional domino games).
Double Trouble, published by Faber & Faber. 1993. Book. Good.
£1.50
Designed by Sally Horton. Country:
British, Desc. by Andy.
Excellent book on doubling at Bridge, from
informative doubles to penalty doubles. The author has won World Bridge titles.
Dragon Warriors 1: Dragon Warriors, published by Corgi Books. 1985. Book.
Good. £3
Designed by Dave Morris. No. players: 2+.
Country: British, Desc. by Andy.
Softback, 18x11cm, 201 pages. This is a
set of base rules for a relatively simple fantasy role playing game. The book covers Creating a Character, The
Rules of Combat, Evasion & Magical Defence, Increasing in Rank,
Adventuring. Creatures, Travel & Encounters, Gamesmastering, Playing The
Game.
Dragon Warriors 2: The Way Of Wizardry, published by Corgi Books. 1985. Book.
Good, but cover shows some wear. £2.50. Designed by Dave Morris. No. players: 2+.
Country: British, Desc. by Andy.
Softback, 18x11cm, 163 pages. This is a
set of rules for magic in a relatively simple fantasy role playing game. The book covers: Magic, Sorcerers, Mystics,
Treasure, Items Weird & Wondrous, Two Adventure Scenarios (A Shadow On The
Mist, Hunter's Moon).
Dungeons & Dragons: Geomorphs, published by TSR. ca.1980. Packet. Good.
£1
Designed by Gary Gygax. No. players: 2+.
Country: American, Desc. by Andy.
This is an incomplete set of geomorphic
maps. The maps came from a set of
Dunegon Geomorphs and a set of Outdoor (city) Geomorphs. There are 15 roughly A4 size sheets remaining. The idea is that you can put these square
gridded map segments together to form your own unique city and dungeon segments
with little effort, and then fill them with whatever you wish ready for play.
En Route Travel Games, published by Cheatwell Games. ca.1990.
Box. Good. £4
Designer Unknown. No. players: 1-2.
Country: British, Desc. by Andy.
A set of games and puzzles designed to
keep both adults and children amused during journeys. The set includes 8 A5 double sided thick card game sheets, which
are laminated so that they can be written on and then wiped off ready for
reuse. The set also includes a magnetic travel chess set. The other games and puzzles are:
Battleships, Cats Dogs & Hogs, Crossword game (players try to use randomly
selected letters as best they can), Word Fun, Hex (link two sides of a hex grid),
A Jumbo Crossword, 14 lateral thinking puzzles, A logic puzzle, Pop Songs quiz,
Sprouts, Boxes, Trivia Quiz, Word Game selection. Rather a nice set which
should provide hours of amusement in a small box.
Escalado, published by Chad Valley. 1997. Box. Good. £8.50
Designer Unknown. No. players: 2+.
Country: British, Duration: 30 mins, Desc. by Andy.
Special notes: 1 of the table clamps has
been replaced with one from an earlier set.
Modern version of this classic race game,
where the horses move along the board by way of vibrating the track. Players
bet on the result. Good fun if played on the right occasion, with a few
drinks. The horses in this game are
large but made of plastic.
Eulen Zauber, published by Haba. 1991. Box. Good. £20
Designed by Erich Manz. No. players: 2-4.
Country: German, Duration: 30 mins, Desc. by Andy.
Beautifully produced game in which the
players each have four owls whose heads have got muddled up with those of their
opponents' owls! In addition there is a
mischievous black owl as well. The
players use movement points from special dice to move around owls with bodies
or heads of their own colour as well as the mischievous black owl. When owls land on the same space they swap
heads! Once one of your owls has a
matching head and body you can then try to get it back to the safety of its
nest. A light but amusing game with
decisions to make and wonderful bits. Quite rare too.
Evo, published by Euro Games. 2001. Box. In shrink. £15
Designed by Philippe Keyaerts. No.
players: 3-5. Country: French, Duration: 90 mins, Desc. by Andy.
Note: German version. For £2 extra I can
colour print and laminate a set of English event cards to ease play.
Each player looks after one species of
dinosaur and starts with a small herd of them.
The board shows an island on which the dinosaurs live with different
areas being best suited for different climactic conditions. As the game goes on the climate will change
and the dinosaurs need to migrate to the areas better suited to the new
climate. This inevitably causes
conflict. Players also buy advantages
for their species, such as horns for battle, fur to protect against the cold,
enhanced reproduction, and potentially powerful special cards which can be used
to change the rules in various ways.
Excellent game - recommended. I
can also supply my house rules for diceless combat which I feel enhance the
game further.
Fantasy Adventures Starter Pack, published by Mayfair. 1995. Box. Good.
£4.50
Designed by Bill Fawcett. No. players: 2.
Country: American, Duration: 40 mins, Desc. by Andy.
Notes: I am including a 15 card booster
pack I happened to have hanging around in with this starter pack.
Card game. Very attractive update of an
old Mayfair game called Encounters. The original game only had text on the
cards, but this has the text plus really excellent fantasy artwork. Players are both heroes (in their own turn)
and monsters (in their opponent's turns). The objective is to have the most
points after 4 turns of play. The game
is played with two decks per player - one containing heroes and mages, although
a standard variant allows these decks to be shared between the players, and
using this variant you can play using just one starter pack (100 cards). While
this is a CCG it can be played without having to buy lots of cards, as the
starter pack uses a fixed set of cards known to work well together.
Fantasy Master: The Abduction Of Good King
Despot, published by New Infinites. 1987.
Booklet. Good. £3
Designed by Will & Schar Niebling, Russ
Stambaugh. No. players: 2+. Country: American, Desc. by Andy.
Fantasy role playing adventure suitable
for use with any FRPG, inc. AD&D, Runequest etc. This module comes
recommended by Gary Gygax personally.
It is for mid to high level characters.
The players help the Queen recover Good King Despot, by infiltrating
evil sorceror Ignax's weird dungeons while he is distracted by the newly
appointed royal mage. Essentially a dungeon crawl, but full of weird and
wonderful stuff. A 32 page module and
16 page book of illustrations are included.
Filthy Rich, published by Wizards of the Coast. 1998. Box. Good.
£15
Designed by Richard Garfield. No. players:
2-5. Country: American, Duration: 90 mins, Desc. by Andy.
Business game, with a three dimensional
board system, inspired by the busy streets and back alleys of Hong Kong.
Players buy businesses and ‘hang’ their signs in the streets, hoping to attract
customers. The first to buy three luxury goods, wins the game. Players have to take care not to overstretch
themselves as sometimes the taxman calls and requires businesses to pay up, but
being too cautious is unlikely to make a big profit fast enough. The 3-D board
system makes use of transparent collectible card storage sheets and a hardbound
folder. I have some house rules you might want to try out - please ask for them
when ordering.
Football Widow's Handbook, published by Avalon Hill. 1972. Booklet.
Excellent. £1
Designer Unknown. Country: American, Desc.
by Andy.
A booklet detailing everything (and more)
an American Football illiterate person might wish to know about the game. It is written humorously and is quite an
amusing read as well as being informative.
For Sale, published by Uberplay. 1997. Box. In shrink. £9.50
Designed by Stefan Dorra. No. players:
3-5. Country: American, Duration: 25 mins, Desc. by Andy.
Card game played in two stages. In the first stage players bid for buildings
using money chips in a clever bidding system.
In the second stage these buildings are then sold and the player who
manages to realise the most money at the end of the game wins. Attractive building cards and a fast playing
fun little game.
Formel 1 Nurburgring, published by ASS. ca.1980. Box. Good.
£12
Designed by Wolfgang Kramer. No. players:
2-6. Country: German, Duration: 1 hr, Desc. by Andy.
Special notes: The board has been improved
to make the track more interesting (this can be removed). Includes betting
sheets from Top Race and a printout of Alan Moon's own track too.
Version of Wolfgang Kramer's card driven
motor racing game in which players first bid for cars knowing what cards they
have to drive them with and then race them.
The cards generally have several of the car colours listed and how far
each one must be moved. There is plenty
of scope for using cards which waste another player's car's movement points if
you play it right. This set has a
single track - the Nurburgring. This game was reissued (with differences) as
Detroit / Cleveland Grand Prix and Top Race (and others too). Wooden cars. I will include my house rules
and analysis of the tracks from the various games in this family. Owners of other games of this family may
want to buy this for the additional track.
Fortune Telling Cards, published by Muller & Cie. 1970.
Box. Good. £0.75
Designed by Mlle. Lenormand. No. players:
1. Country: Swiss, Desc. by Andy.
Card item - a deck of fortune telling
cards. Beautifully illustrated. A booklet describing their use is also
included. The cards are also numbered 1-36 in the top left hand corner, so you
could also use them for any game which requires such a set of cards.
Friesematenten Expansion, published by 2F-Spiele. ca.1998. Box.
Excellent. £2.50
Designed by Friedemann Friese. No.
players: 2-4. Country: German, Duration: 1 hr, Desc. by Andy.
Card game, 60 cards illustrated in colour,
in the unique style one now associates with this designer and his company. While this is only an expansion pack the
game can be played using it, you just need to provide:
20 markers (to put on cards), some play
money / chips and a player marker. The
cards have German text on, but I can point you to a translation on the web (it
translates all the potential 200 cards, with pictures, which could be in this
pack as the cards are a semi random mix).
I can print this for you if you wish, but will have to charge
extra. I will provide English rules
with the game anyway though.
Funny Bones, published by Parker. 1968. Box. 2 copies available:
1) Good. £6 2) Good, but corners taped. £5
Designer Unknown. No. players: 2+ couples.
Country: American, Desc. by Andy.
Card game. Very funny in the right
company. 23 attractive cards, each thicker than usual playing cards. Players
divide into couples and they must follow the instructions and place the card
drawn between the two ‘bones’ indicated, eg. 'Nose bone connected to back
bone' means one player holds the card
with their nose against their partner's back. By the time a couple is holding
several of these cards in place it can get very tricky to comply with the next
card! The game also has a tactical
element as once each game a couple can reject a card and force another couple
to perform it instead.
Games Funstation, published by Design Eye Ltd. 1995. Book.
Good. £0.75
Designed by Godfrey Hall. No. players: 1+.
Country: British, Desc. by Andy.
48 page hardback book which originally
came with some game components such as tiddlywinks, and possibly dice, cards,
paper and pencils etc. However, these are now missing, though some components
were provided on card and bound into the book - these are all still present.
The games can all be played by collecting suitable components from other
games. The games covered include many
obscure traditional games from around the world, some classics, and some
invented specifically for this book.
The games include: Jumpers, Tiddlywinks, Bulls Nose, Clown Game, Track
games, Race game, Circle games, Hyena, Wet & Dry, Card games, Mystery
Island, Funny Families, Dominoes, Pen & Paper games, Dice games, Word games
...
Geist, published by RoseKnows Inc. 2003. Box. Excellent.
£24
Designed by Rose Anderson. No. players:
2-5. Country: American, Duration: 1hr, Desc. by Andy.
Unusual game in which the players must
catch 5 ghosts and take them to the underworld where they can be safely
released. Play involves moving around a
chequered and numbered board collecting Zingiberi (Zb) chits - actually rather
nice poker chips in 9 denominations. When precisely the right amount of Zb have
been collected then landing on the space with that ghost catches it. Before a ghost is taken to the underworld
its catcher can use it to play a special ability on the opponents which will
hinder them somewhat - the harder to capture ghosts having the nastier effects. Managing your pool of Zb so as to get the
exact amount is quite a challenge, and requires quite a bit of planning. The game is very nicely produced too.
Gloria Mundi, published by Rio Grande Games. 2006. Box. Excellent.
£24
Designed by J. Ernest, M. Schenker. No.
players: 2-6. Country: American, Duration: 1 hr, Desc. by Andy.
Unusual board game set as the Roman Empire
crumbles. Goths advance from the north,
and the players take the roles of influential families who try to stay as far
from the Goths as possible. This is
done by managing a variety of farms, legions and cities and using them to your
advantage. Each of these resources can
be improved, and each improvement provides a different advantage. Much of the game is spent deciding when and
when not to pay tribute to the Goths as their advance is certain, but ideally
should be timed so it hurts you little but when your rivals are poorly
prepared. Unusual feel.
Golden Compendium, published by Merit. 1969. Box. Good. £5
Designer Unknown. No. players: 2+.
Country: British, Desc. by Andy.
Old fashioned compendium of games but
including some other games from the Merit range as well as the usual classic
games. Rules to 44 games provided, with games like Solitaire, Pick-Up Sticks,
Ludo, Spin Quiz, Dominoes, Draughts, Tiddlywinks, Tic Tac Toe, Word Games, Chinese
Chequers, Colour Bingo, Snakes & ladders, Mouse Game and Nine Men’s
Morris. There really is loads of stuff
in this set - which is absolutely packed full of games equipment, so it may
well be worth buying for the bits even if you aren't interested in the standard
games.
Grand Prix, published by Ravensburger. 1998. Box. Good. £5.50
Designer Unknown. No. players: 2-4.
Country: German, Desc. by Andy.
Children’s race game ages 6-12, with four
wonderful cars (large with moving wheels). The track is made up during the game
by laying out tiles. Play involves
choosing whether to extend the track or roll a die for movement. The race is to
the last tile and then back to the first.
There is also scope for blocking other players and special event tiles
affect any car landing on them.
Haunted House Game, published by Falcon. ca.1980. Box. Good.
£1
Designer Unknown. No. players: 2-4.
Country: British, Duration: 20 mins, Desc. by Andy.
Memory based board game in which spooky
picture tiles are placed face down onto the windows of a haunted house. Players take it in turns to reveal a picture
which matches the one shown in the current open window. After each failed move a tile is moved, so
you will need to concentrate to keep track of where everything you have seen
still is.
Heart Of Africa, published by Phalanx. 2004. Box. New.
£17
Designed by Andreas Steding. No. players:
2-5. Country: German, Duration: 90 mins, Desc. by Andy.
Beautifully produced game in which players
expand their mercantile control ever further across Africa. The board shows a very attractive and
interesting elongated period style map of Africa divided into regions. Players introduce their traders into these
regions, wresting control of valuable resources such as diamonds and gold from
those currently there. The game uses
several unusual mechanisms such as players having to bid for the privilege of
getting a turn at all, but each time you don't get a turn you get more
influence with which to bid for a future turn.
Also conflict with players and neutral traders uses two different and
interesting mechanisms giving the option to choose to retreat, and gain from
the encounter if you wish.
Horoscope, published by Ariel. ca.1960. Box. Box lid indented by
stacking. £4
Designer Unknown. No. players: 2-4.
Country: British, Desc. by Andy.
Players try to complete their board of
twelve spaces, one for each sign of the zodiac. The cards that go in these spaces both have to match the space
they are to go into, and the sum of values on all the cards on your board also
have to add up to one of several special numbers to achieve victory. The cards also have a prediction on each
one, allowing the players to read the winning horoscope and determine what
awaits each of them in the future!
How Ruck!, published by Kosmos. 2002. Box. In shrink. £9
Designed by Richard Borg. No. players: 2.
Country: German, Duration: 30 mins, Desc. by Andy.
Tug of war game set in the Scottish
Highlands. Players play cards showing assorted
caricatures onto either end of the rope - good ones on your side, bad on the
other, and when a Heave Ho card is played strengths are compared. Various sneaky cards can be played including
Nessie, who can either help pull or eat someone! One of the simpler games in the Kosmos 2 player series.
How To Be A Dot.Com Billionaire!, published by Paul Lammond Games. 2000.
Box.
Good, but box shows some wear. £8
Designed by Terry Miller, B.S. Randle. No.
players: 2-6. Country: British, Desc. by Andy.
Family business game based on the dot.com
boom of the late 1990s. Each player
starts as the owner of a dot.com company with a high share price. As the game goes on the share prices will
fall and eventually crash, but the players will get more subscribers to their
businesses. At some point a player can
choose to completely or partly sell off their business to make as much money as
possible. This needs to be done early
to get a good share price, but as waiting until you have more subscribers ups
the amount you get, you have to judge when to sell up just right.
Illustrated Games Of Patience (Pt 2), published by Sampson Low, Marston,
Searle & Rivington. 1887.
Book. Good. £10. Designed by Lady Adelaide Cadogan.
Country: British, Desc. by Andy.
Special notes: Corners show some wear, but
cover has miniature playing cards stuck to it as decoration.
Hardback with dust cover, 74 pages,
24x19cm. This is the second book of the same title, which details a completely
different set of patiences to the first book. The first book has been reprinted
many times, but this one hasn't as far as I am aware. The author was the
daughter of the first Marquess of Anglesey and wife of the youngest son of the
third Earl of Cadogan, and was considered the 'patron saint of patience'. The book describes 35 games of patience
(solitaire card games) with colour diagrams showing the card layouts. Most of the games names remain in German -
this reflecting their origin.
Interaction, published by Waddingtons. 1978. Box. Goodish!. £6.50
Designed by Eric Solomon. No. players:
1-2. Country: British, Duration: 20 mins, Desc. by Andy. Special notes: The
clear plastic lid is badly cracked, but taped up. The outer cardboard casing and contents are good.
A somewhat snooker / pool related game,
though a little more abstract. Players have to be first to 'pot' five out of 10
balls. Each player has 2 cue balls, and the game is played on a green baize
indented grid on which the balls are placed.
Balls are not hit, but instead moved and the consequences are determined
according to the rules, which produce results similar to what would happen in
snooker. As well as the two player game there are also some puzzles to solve on
your own. Comes in the rather fragile plastic case Waddingtons used for a few
games - the clear lid gets damaged easily, so it is rarely found in perfect
shape.
Jump The Queue, published by Spears. 1989. Box. Good. £5
Designed by Talks Ltd. No. players: 2-4.
Country: British, Duration: 30 mins, Desc. by Andy.
Race game in which each player has 5
different types of vehicle. A dice is
rolled and this says which type of vehicle to move, often giving a choice. The selected vehicle is moved forward to the
next free space ahead of it. Once past
the finish line the vehicles score points - more points for the first of each
vehicle type to arrive down to none for the fourth. However, the game ends when one of each vehicle type has
finished, so not every vehicle will get to score.
Jungle Bungle Beetle Game, published by DaMert. 1992. Packet. Good.
£0.75
Designed by Dan Gilbert. No. players: 1.
Country: American, Desc. by Eamon.
Although called a game, this is actually a
puzzle. There are 8 rectangular pieces, very colourful and attractive, and they
must be laid out in a square, but with all the sides matching. It claims
hundreds of possibilities but only one solution.
Kai Piranja, published by Abacus Spiele. 2004. Box. In shrink. £8
Designed by Oliver Igelhaut. No. players:
3-6. Country: German, Duration: 15 mins, Desc. by Andy.
Light but fun filler. The cards show three different types of fish
which each come in large and small varieties as well as showing hungry and
normal ones. Players take it in turn to
form a row of fishes, and any which don't match either in type or size must be
passed on to another player. At any
point a row can be kept, but if a hungry fish is drawn it eats many of the
other fish in the row, forming a pile in the centre, though these piles can be
won by getting three of that type of fish into your row. The player with the most fish at the end
wins. Essentially a game of pressing
your luck, but with attractive cards and fast play.
Killing Defence At Bridge, published by Faber & Faber. 1986.
Book. Good. £5
Designed by H.W.Kelsey. Country: British,
Desc. by Andy.
Softback, 20x12cm, 191 pages. This book is intended for average to
advanced players of Contract Bridge.
The book focuses on improving your skills when in defence. Many hands are presented, and the author
introduces each situation and then asks the reader what they would do before
presenting the solution.
Kojak, published by Arrow. 1975. Box. Good. £0.75
Designer Unknown. No. players: 2-4.
Country: British, Duration: 30 mins, Desc. by Eamon.
TV related, Telly Savalas as Kojak pictured
on the box. Players drive cars around a board in order to get assigned to a
case, then get a warrant, and stake out the criminals. The player to catch the most criminals or if
a tie the fastest to get to Police HQ wins.
Konig Der Elfen, published by Amigo. Box. Excellent.
£5.50
Designed by Alan R Moon. No. players: 2-6.
Country: German, Duration: 1 hr, Desc. by Andy.
Card game version of Spiel Des Jahres game
Elfenland, and shares the same graphics and ideas. However this time in order to travel around Elfenland the players
play cards to represent the paths between realms, and play cards to travel over
these paths, and there is no board.
Land Unter, published by Amigo. 2001. Box. In shrink. £6.50
Designed by Steffan Dorra. No. players:
3-5. Country: German, Duration: 45 mins, Desc. by Andy.
German version of Turn The Tide, and also
a reissue of Zum Kuckuck which was on the Spiel Des Jahres recommendation list
for 2001. Card game, with 108 cards. Every round each player chooses a number
card to play, and the highest two get scoring cards. At the end of the round having the highest valued scoring card
will lose points. However a new scoring card replaces an old one, so 'winning'
a high value scoring card at the start of a hand isn't necessarily very bad.
After a hand is played out the initial hands are reformed and passed to the
left for replay! Whoever does best after everyone has played each hand is the
winner.
Legend of the Five Rings - The Battle of
Beiden Pass, published by
Five Rings Publishing Group Inc. 1996.
Box. Good. £3.75. Designed by Alderac
Entertainment Group. No. players: 2.
Country: American, Desc. by Andy.
A box of goodies for the Legend of the
Five Rings CCG. It doesn't contain what
it is supposed to according to the box, but what it does contain is a selection
of posters and articles on this CCG, 2 rulebooks and about 375 cards, roughly
half green backed and half black backed.
Lose Your Shirt / First Past The Post, published by Waddingtons. Box. 2
versions available:
1) Lose Your
Shirt, 1976. Box poor. £1. One side of the box has come off, and has been
replaced by a piece of card. The rest
of the box is better, but shows wear. Contents fine. Cloth board, large plastic
horses.
2) First Past
The Post, 1989. Good. £5. Colourful board, large plastic horses.
Designer Unknown. No. players: 3-6.
Country: British, Duration: 90 mins, Desc. by Andy.
Horse racing and betting game. Cards are
used to move the horses, some specific horses and some any horse, but the twist
is that to bet on a horse at the start of the race you set aside a card which
affects that horse, and the horse you have bet on is then secret until you
reveal and play this hidden card during the race - ideally as late as
possible. Win and Place bets are
possible, as well as a Jackpot bet, which wins all the lost bets from previous
races.
M, published by Abacus Spiele. 2000. Box. In shrink.
£11
Designed by Martin Schlegel. No. players:
2-6. Country: German, Duration: 45 mins, Desc. by Andy.
Tile laying game in which the tiles show
numbers, colours and shapes, and as they are played onto a communal layout
players try to match up the symbols and colours and thus claim scoring
tokens. In addition when a row or
column is filled players get to claim tiles from the board, and two colours of
tile will score positively for each player at the end of the game while any
other tiles will score negatively.
Madeline And The Gypsies, published by Ravensburger. 1999. Box.
Good. £5. Desc. by Andy.
Designed by Alan Moon, Mark Hauser. No.
players: 2-6. Country: American, Duration: 15 mins
Children's game (age 4+). Includes 32 very
thick cards showing Madeline, Pepito, Gypsy Mama and Gypsy Clown. The first
game is for 3-6 players, and players try to guess who is holding a particular
type of card each round - since cards are only discarded if you guess correctly
and put to the bottom of your deck of 5 if you are wrong, after a while memory
will give you an advantage. The idea is
to get rid of your cards. The second
game is for 2-4 players and is a tile matching game. Players each start with three tiles which only they have seen,
and players take it in turns to try to match one of their opponent's tiles with
one of theirs, and are penalised by getting another tile if they are wrong -
least tiles at the end wins. Attractive illustrations.
Maginor, published by Fantasy Flight. 2001. Box. Excellent.
£8
Designed by Reiner Knizia. No. players:
2-4. Country: American, Duration: 1 hr, Desc. by Andy.
The Wizard's Council needs a new High
Wizard and the players vie for that privilege.
This is done by going to various Oracles and securing votes. Each oracle will choose its favoured
candidate in turn, but noone knows exactly when each oracle will make its
choice, only the order they will choose in.
Thus players have to decide when and where to spend their time gaining
votes. Smaller oracles will need less
persuasion, but their choice carries less weight. Also each oracle provides a one off special power to its favoured
candidate. The game pieces look rather
odd, sort of cogs into which vote tokens slot.
Magnetic Games, published by Multichess. ca.1980. Box. Good. £6.50
Designer Unknown. No. players: 2. Country:
Hong Kong, Desc. by Andy.
A novel magnetic travel games set. There are 6 boards on a reel, which can be
wound back and forth so that only one shows at once. These boards are for Solitaire, Chess/Draughts, Nine Mens Morris,
Halma, Ludo and Backgammon. 20 magnetic
playing pieces in two colours are also provided and stick to the magnetic
surface beneath the winding board surface.
There is also a storage compartment to keep the pieces safe. Very neat
design, and ideal to take with you when travelling.
Marvel Super Heroes 2: Captain America:
Rocket's Red Glare, published by
Puffin. 1986. Books. Good. £4
Designed by Various. No. players: 1.
Country: British, Desc. by Andy.
Softback, 18x11cm, 190 pages, 215
paragraphs. Paragraph based game book in which you get to be Captain America.
This gamebook uses a skill check based system for resolving success throughout
the book. Your vicious adversary Viper
threatens word peace and it is up to you to stop her.
Metro, published by Queen Games. 2000. Box. In shrink. £15
Designed by Dirk Henn. No. players: 2-6.
Country: German, Duration: 45 mins, Desc. by Andy.
Railway game in which players lay tiles
showing tracks. The objective is to
score points by having your railway lines score as highly as possible. A
railway line scores well if it is long, and its score is doubled if it reaches
one of the city centre stops at the centre of the board. Tracks can be laid to help your own lines or
hinder other people's. Previously published as Iron Horse by DB Spiele, but
this edition has nicer components and was on the nominations list for German
Spiel des Jahres 2000.
Middle Earth, published by Games Workshop. 1985. Box. Good. £8
Designed by S Coleman Charlton. No.
players: 3+. Country: British, Desc. by Andy.
Bookcase boxed fantasy role-playing game.
Set in J.R.R. Tolkien's Middle Earth, the rules book is 105 pages long, and
covers everything you will need to know to play this RPG (Character Creation,
Gamesmasters Tasks, Action in Middle Earth, Spell Lists, Combat System, and
much more). It also includes some brief
sample encounters and poster maps and a book of diagrams to go with them. Very
well regarded RPG, and many excellent supplements were produced detailing
Middle Earth and providing adventures.
Mike Stokey's Pantomime Quiz Gamebook Vol
2, published by Unknown. 1959. Book.
Good - unpunched. £7. Designed by Mike Stokey. No. players: 3+.
Country: American, Desc. by Andy.
Softback,17x28cm, ~30 pages. This book
provides all you need to play 'Jet Propelled Charades' as made popular by Mike
Stokey on American TV in the late 1940s and 1950s. The book includes the rules, a fold out chart showing 'standard'
signals, and 300 perforated challenges to perform.
Mouse Trap, published by Milton Bradley. 1989. Box. 1 box corner
split. £5
Designer Unknown. No. players: 2-4.
Country: British, Duration: 30 mins, Desc. by Andy.
Players move their mouse around the board
whilst an elaborate mouse-trap is built.
The game itself is nothing special, but the Heath Robinson mouse trap
contraption is wonderful and let's face it, is the entire reason for this
game's popularity.
Nomads Of Arabia, published by Wattsalpoag. 2006. Box.
Excellent. £17
Designed by Kris Gould. No. players: 3-6.
Country: American, Duration: 1 hr, Desc. by Andy.
Business game in which the players are
nomads moving across the Arabian deserts trading in horses, camels, donkeys and
goats. The board shows a section of wilderness with various terrains, and
cities, and players move around it, but at various times it 'scrolls' down and
a new strip of land is revealed - there is an incentive not to get left on the
land which falls off the edge of the board. A neat market mechanism ensures the
prices of the animals when sold at a city goes up and down according to supply
and demand. The objective is to be the
richest player when Mecca is reached.
Nuba, published by Amigo. 1995. Box. Excellent. £6
Designed by Reiner Knizia. No. players: 2.
Country: German, Duration: 10 mins, Desc. by Andy.
Skillful game by Reiner with an unusual
theme. Evidently based on practices in the Sudan, each player’s pieces count as
wrestlers, trying to clear a path for other pieces to become musicians! Game
play involves playing pieces which are either good wrestlers or good musicians
(or somewhere in between) on the board and then trying to get them to the far
side. The player who gets the best
musician to the far side wins.
Nuggets, published by Winning Moves. 2003. Box. In shrink. £8
Designed by Christwart Conrad. No.
players: 2-4. Country: German, Duration: 30 mins, Desc. by Andy.
Placement game played on a 5x8 square
grid. The board starts with 8 gold
mines valued from 4 to 8 each, and players take turns either putting one of
their claim markers face down onto an empty space (they are valued 1-4), or placing
two dividers between spaces. The
dividers allow the board to be chopped up into separate claims, none of which
can be less than four spaces in size, and it is this that makes the game
interesting, as it is quite possible for some claim markers to get separated
from all the gold mines, and so have no effect in the scoring at the end of the
game.
Octagram, published by Guardsman Games. ca.1975. Box. Good. £3
Designer Unknown. No. players: 1+.
Country: British, Desc. by Andy.
Word game which uses 40 octagonal
tiles. Players draw and play a tile at
a time, but as well as forming words by adding to the existing layout, one or
more lines of letters can be removed and replaced to form a word, although each
word may only be scored once throughout the game. Can also be played as a solo
challenge.
On The Buses, published by Denys Fisher. 1973. Box. Good. £7
Designer Unknown. No. players: 2-4.
Country: British, Duration: 45 mins, Desc. by Andy.
Special notes: Box lid and contents are
good, but there is a rip in the base (nothing can fall out though)
There are 4 buses in the game, 3 of which
go around the board in fixed routes which cross at lots of points, and one
which can go anywhere. Each player has
to get their 3 passengers back to the bus station, which is done by playing
movement cards for the buses, so that your passengers can get on and off in
ways which will help them get closer to the bus station. No need to stay on one bus all the time - as
switching over a lot will often be quicker due to the criss-cross nature of the
bus routes. There are also some event
cards which let you temporarily strand an opponent's passengers due to a
breakdown or an inspection.
Orcz, published by Fantasy Flight. Box. Excellent. £10.
Desc. by Andy.
Designed by Christian Petersen, Greg
Benage. No. players: 2-4. Country: American, Duration: 45 mins
Each player is the leader of a powerful
tribe of orcs vying for the favour of evil Lord Llovar. However, the orcs are at war, and must
together defeat Llovar's enemies. Players take turns to put forward two of
their orcs one face up and one face down in ranks to form communal armies which
will take on the various enemies. However,
once the armies are gathered, the orcs may struggle amongst themselves to be
the dominant tribe in each army, as Llovar rewards that tribe generously. However, should the orcs struggle amongst
themselves so much that they lose the battle then the dominant tribe will be
punished. Should the orcs repeatedly lose battles then it is possible for
Llovar to be overthrown in which case all tribes lose.
Pass The Pigs, published by Milton Bradley. 1992. Box. Good. £5
Designed by David Moffat. No. players: 2+.
Country: American, Duration: 20 mins, Desc. by Andy.
Special notes: Box has a mark where the
price label was removed
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. A nice variation on similar dice games, and
which is a great game to play down the pub.
Point Of Law, published by 3M. 1972. Box. Good. £6
Designed by Michael Lipman. No. players:
3+. Country: American, Duration: 1 hr, Desc. by Andy.
A courtroom case is read out to all the
players who then decide what the judge and jury's verdict should be. Careful
thought and picking up on clues in the case is important. Making the right
deduction and thus making the right verdict is rewarded with points. There are 100 cases included in the game.
Politrics, published by Chaos Games. 1995. Box. Good. £5
Designed by Steve Dunne, Guy Milan.
Country: British, Duration: 1 hr, Desc. by Andy.
Politically themed game of sleaze, greed
and political intrigue. The game board has two tracks around which the players
move their playing pieces and action the spaces landed on. Share certificates are bought, and dividends
paid out. Event cards add
interest. At some point players become
Ministers and use the inner track, which gives you a chance to become Prime
Minister and win the game, but also makes everything more expensive.
Pot Black Snooker Dice, published by Waddingtons. 1980. Box. Box
taped up, contents fine. £6
Designed by David Parlett. No. players: 2
or 4. Country: British, Duration: 20 mins, Desc. by Andy.
Snooker based dice game. The game includes a plastic, beize covered,
snooker table shaped dice rolling tray, a well made wood and metal snooker
scoreboard, 6 special dice and 1 regular die.
The rules explain the real game of snooker as well as how to play this
game. Essentially 3 special dice are
rolled when trying to pot a red, and the result indicates whether you potted
it, how well you positioned yourself for the next shot, or if you committed a
foul. Following up on a colour involves
deciding how much risk you wish to take. There are also special rules for
attempting to snooker your opponent and clearing the colours at the end of a
frame.
Project KGB: No. 2 The Double Agent, published by Waddingtons. 1973. Box.
Good, but box base slightly indented.
£9.50
Designer Unknown. No. players: 3-4.
Country: British, Duration: 1 hr, Desc. by Andy.
Deduction game. Game No. 2 in a series of
2, both games being separate but if you own both then you can play them
together as a larger game. In this game, one player is the Double Agent, who
must sabotage the undercover training camp and get out before another player
exposes him. This involves a clever use of plastic monitoring devices which can
be secretly turned on or off underneath by the Double Agent. The trick is to
work out who is doing the turning. A clever Double Agent will look and not turn
at every opportunity, thus giving the impression he is a hunter rather than the
hunted, hopefully for long enough to get away.
Nice item.
Quadromania, published by Red Dragon Games. 1988. Box. Good. £5
Designed by G.A. Ellsbury. No. players: 2.
Country: British, Duration: 10 mins, Desc. by Andy.
Strategy game played on a 4x4 grid. The playing pieces are large plastic shapes
in four colours and four shapes.
Players take it in turns to place pieces on the board and when the board
is full the board is scored. Points are
scored by one player for all rows, columns, diagonals and 2x2 blocks with all
the same shape or all different shapes, while the other player scores for all
the same colour or all different colours.
Quatre Bras, published by SPI. 1979. Box. Box shows wear. £5
Designed by Kevin Zucker. No. players: 2.
Country: American, Desc. by Andy.
Special notes: Box cover somewhat
discoloured, but contents fine
Bookcase box. Operational level simulation
of combat between Napoleon's forces under Ney and Dutch forces at Quatre
Bras. This was originally published as
part of the Napoleon's Last Battles Quad, and so the rules come in two parts –
firstly the Napoleon's Last Battles base rules and then the Quatre Bras
specific rules. Also included is a
booklet giving lots of background to the game and practical tips on playing it.
Quo Vadis, Box. 2 versions available:
1) Published by Amigo. ca.2005. In shrink.
£11. This is the second edition and comes in a small box.
2) Published by Hans Im Gluck. 1991. Box.
Excellent. £14. This is the first edition and comes in a large box.
Designed by Reiner Knizia. No. players:
3-5. Country: German, Duration: 40 mins, Desc. by Andy.
Rather nice negotiation game by this
master designer. If you don't generally
like negotiation games very much don't let this put you off as the scope of
negotiation is quite limited and there are specific rules about upholding
deals. The game is about getting your
family members advanced up through Roman committees to the Senate. On the way you will want to collect as many
laurels as possible, though many will have to be dispersed to opponents to
persuade them to allow you to do what you wish. When the game ends only those
players who have a family member in the senate are in with a chance to win.
Railroader, published by Waddingtons. 1963. Box. Good. £40
Designer Unknown. No. players: 2-4.
Country: British, Duration: 75 mins, Desc. by Andy.
A classic train game, mainly because it
just looks so wonderful. 100 pieces of train-set like track slot into the board
as you advance your railroad across the west. Plastic trains complete with
carriages and caboose travel along the tracks, and follow the railroad
builders. Players race each other across the board, but on the way, players are
ambushed, and get the chance to dynamite each others' lines, derail trains and
so on. The main decisions involve
choosing when to build track and when to move your train - you need enough
track ahead of you to ensure your train won't go off the end, but too much
makes you very vulnerable to dynamite attacks.
Razzia!, published by Amigo. 2004. Box. In shrink. £10
Designed by Reiner Knizia. No. players:
2-5. Country: German, Duration: 45 mins, Desc. by Andy.
A reissue of Reiner's very popular, and
excellent, game 'Ra', but in card game format. This time the theme is the
Mafia, and players use money tokens to bid for cards which represent
bodyguards, thieves, various businesses, valuable trinkets, cars and
chauffeurs. The game is played over
three phases and each phase ends after seven raids by the police. The game gets tense towards the end of each
phase as players try to second guess when the round will end so they can make
good purchases before
then. Recommended.
R-ECO, published by Japon Brand. 2006. Box. Excellent. £12
Designed by Susumu Kawasaki. No. players:
3-5. Country: Japan, Duration: 30 mins, Desc. by Andy.
Card game in which the players act as
recycling companies. Each turn one or more rubbish cards are placed onto a
factory pile. If this makes that pile
large enough then a reward is received and the cards at that factory are
discarded. In addition the cards you
replenish your hand with are determined by the factory you add cards to, and
sometimes you will have to draw just one, and sometimes several. However, if you ever have more than 5 cards
in hand you must discard, and these count against you at the end of the
game. Unusual and interesting play and
draw mechanics, and there are clever scoring systems too.
Red Letter, published by Games Gang. 1989. Box. Excellent. £4
Designer Unknown. No. players: 2-4. Country:
American, Duration: 1 hr, Desc. by Eamon.
Beautifully made word game. 128 double
sided tiles. Play is rather Scrabble-like, but bonuses are scored for using the
same coloured tiles, or flipping the tiles over, or using proper nouns, or for
taking advantage of special bonus category cards.
Rodney Matthews Fantasy Jigsaws published by Falcon. 1994. Box.
1) 3477 – The
Four Horsemen, Good. £4. The picture is titled The Four Horsemen, and was
originally record sleeve artwork for the
British band Full Moon. The picture
shows the Four Horsemen of the Apocalypse riding over a desolated land with a
huge blood red moon in the background.
2) 3478 – On A
Storyteller’s Night, Good. £4. The picture is titled On A Storytellers Night,
and was originally record sleeve artwork for the British band Magnum. The picture shows a storyteller relating a
tale to an odd group of fantasy characters in a tavern next to a roaring fire.
Designed by Rodney Matthews. No. players:
1. Country: British, Desc. by Andy.
625 piece jigsaw puzzles. Rodney Matthews is a well known and very
skillful fantasy and S.F. artist.
Rummoli, published by Copp Clark Publishing Co.. 1940. Box.
Good. £3.50
Designer Unknown. No. players: 2-8.
Country: Canadian, Duration: 1 hr, Desc. by Andy.
Card game which uses a standard deck of
cards (not provided), poker chips or play money (not provided), and a large
play mat (which is provided!). Each round is played in three stages - one extra
hand is dealt and the dealer gets to either swap it or auction it to the other
players. Players then use their cards
to make a poker hand, and wager on theirs being the best, before a rummy style
game is played with the full hand.
Save Your Planet, published by Abel Games Ltd. 2000. Box.
Good. £8
Designer Unknown. No. players: 2-5.
Country: British, Desc. by Andy.
Each player is an important diplomat
representing an entire continent, and must attempt to save the world from
potential disasters (alien invasion, asteroid collision, nuclear war, giant
volcanic eruption or global warming).
This is done by flying around the world and collecting solution cards,
which each help against some of these, but not all. Various lesser problems will need to be resolved along the way,
and when you have sufficient solution cards for the most pressing disaster you
can return to the United Nations with your solutions and win the game. Includes plastic aeroplane pieces and a
special dice.
Shake Words, published by Peter Pan. ca.1950. Box. Good. £3
Designer Unknown. No. players: 2+.
Country: British, Duration: 15 mins, Desc. by Eamon.
Classic word game, where you roll the 14
wooden letter-dice to form crossword-style layouts of words. Best played with a timer (not provided).
Sherlock Holmes Consulting Detective, published by Sleuth. 1981. 2 copies
available:
1) Box. Good. £11 2) Folder. Excellent. £11
Designed by Gary Grady, Suzanne Goldberg
& Raymond Edwards. No. players: 1+.
Country: British, Desc. by Andy.
Brilliant detective game. The game comes
with a map of Victorian London, with lots of locations referenced throughout
the game. In addition you have access
to a variety of experts you can consult with to get more information, as well
as visiting the locations mentioned in the current case (there are ten). The game also provides a London Directory
and a Newspaper Archive both of which can prove invaluable to solving the
cases. Players log the time they spend
performing various actions and read the paragraphs relevant to those actions,
and receive information hopefully relevant to the case. Immensely detailed and really captures the
Sherlock Holmes atmosphere. Plays great
solo too. Recommended.
Shopping, published by John Ladell. 1973. Box. Good. £1.50
Designer Unknown. No. players: 2-6. Country:
American, Desc. by Andy.
Special notes: Box base is indented due to
stacking
Wander around the streets of Anton, buying
items on your shopping list, getting people into your shops, and avoiding the
parking problems. A light game which includes a nice looking board with
old-time small American shops.
Snakes In The Grass, published by Peter Pan. 1969. Box. Good.
£5
Designer Unknown. No. players: 2-4.
Country: British, Duration: 10 mins, Desc. by Eamon.
Fun action game. Plastic balls are placed
in a shallow tray and players must try to pick them up by using their snake, a
plastic, segmented, wobbly thing which seems to have a mind of its own!
Soccer Manager, published by Capri. 1976. Box. 2 Box corners split.
£5
Designer Unknown. No. players: 2-4. Country:
British, Duration: 2 hrs, Desc. by Andy.
The players take the job of a football
team's manager trying to lead their team to victory over the season. The teams
start at the bottom and players put together a team and purchase star players.
The matches are resolved and teams build amenities for their club. All this
must be done without going bankrupt of course. The rulebook incorrectly states
the number of cards. Very colourful board.
Soccer Supremo, published by Supremo Games. 1991. Box. Good. £5
Designer Unknown. No. players: 2. Country:
British, Desc. by Andy. Special notes: Aston Villa F.C. Edition
Football game. Players use a die to move
their players, or the ball. It is a simple game, and scoring goals depends on
where the shot is taken from and the result of a card. The board shows the
football pitch and resembles the much more recent 'Street Soccer'.
Star Trek The Final Frontier, published by BMI. 1992. Box. Good. £2
Designer Unknown. No. players: 2-6.
Country: British, Desc. by Andy.
Players must make a trip around the galaxy
visiting 4 different locations and then return to base. Event cards aid or hinder and movement is by
dice roll.
Star Wars Candy Containers, published by Topps. 1997. Box. Mint. £2
Designer Unknown. Country: Ireland, Desc.
by Andy.
Unusual item - a display box (still
shrink-wrapped), full of plastic figures (looks like Yoda, Chewbacca, C3PO and
Darth Vader), in which you keep sweets.
Mint is the condition not the flavour (sorry couldn't resist that
one). I doubt the candy is still good,
but it makes a nice addition to a Star Wars collection.
Stock Ticker, published by Copp Clark Games. ca.1970. Box. Good.
£6
Designer Unknown. No. players: 2-6.
Country: Canadian, Duration: 45 mins, Desc. by Andy.
Stock trading game in which players buy
and sell stock and roll dice to change the prices. 3 special dice are used, one to determine which stock is
affected, one to determine whether the price rises or falls or if dividends are
paid, and one to determine the extent. Only stocks which have gone up from the
starting price pay out dividends, and when a stock rises sufficiently it can
split, and stocks falling to 0 become worthless. The game bears a copyright date of 1937, but this edition was
clearly much later than that. Rules are in English and French.
Stockbroker, published by Intellect. 1971. Box. Good. £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.
Supersell, published by Condor. ca.1970. Box. Good. £12
Designed by Seven Towns Ltd. No. players:
2-4. Country: British, Duration: 1 hr, Desc. by Andy.
Business game in which players buy cars
from the bank and sell them again at a profit in various countries. A single buyer marker movers around the
board according to throws of the dice, and all cars for sale in the country
landed on are sold. Between moves of the buyer all players get the chance to
place cars into markets, but if they want to place in a country where another
player is already selling cars then they must oust them by employing more
(expensive) salesmen! The first player to a set total of money wins.
Tac-Tickle, published by WFF 'N Proof. 1967. Packet. Good. £4
Designed by Prof. Harry Rudermann. No.
players: 2. Country: British, Duration: 10 mins, Desc. by Andy.
Abstract game with several
variations. The basic idea is that the
players each have 4 pieces which they move one at a time alternately to try to
make a line of three in a row of their colour.
The game can either be played using a 4 x 5 foam grid or on a hex
gridded board. The pieces are dice which have a letter embossed on them to help
the colour blind or even the partially sighted as the game is entirely tactile
when using the foam grid.
The Battle Of The Bulge, published by Avalon Hill. 1991. Box.
Good. £7.50
Designed by Lawrence Pinsky. No. players:
2. Country: American, Desc. by Andy.
Third edition. The famous WWII encounter
in the Ardennes in December 1944, when the American Commander responded “Nuts!”
to the German order to surrender. The
basic game rules are only 2 (large) pages long, but a supplementary book adds
to this for tournament games, extra optional rules and a selection of scenarios
of different lengths requiring different optional rules. The Battle Book also
contains lots of historical information and details about weapons available
etc.
The Card Player's Omnibus, published by Willow Books. 1986. Book.
Good. £4
Designed by Gyles Brandreth. Country:
British, Desc. by Andy.
Hardback, 24x19cm, 192 pages. This book covers the various families of
popular card games as well as giving a history of playing cards. The chapters are: History Of Playing Cards,
Early Games, Euchre Family, All-Fours Family, Whist Family, Bezique Family,
Cribbage, Gambling, Banking Games, Poker Family, Cheating At Cards, Rummy
Family, Hearts Family, Stops Family, Patience Family, Card Player's Jargon.
The Duelist - Set of 13 Issues, published by Wizards of the Coast.
ca.1996. Magazine. Good. £9.50
Designer Unknown. Country: American, Desc.
by Andy.
Wizard's Official Magic: The Gathering
magazine. Always very colourful and
full of interesting MtG articles, as well as some articles concerning other
WotC games and Richard Garfield's interesting Lost in the Shuffle general
gaming articles. Many issues include tricky MtG puzzles for you to solve as
well. This collection includes the following issues: 3, 5-16. Which covers the
period Fall 1994 - April 1997. You can
be sure any of the MtG sets released in that period will be covered thoroughly,
and many strategy articles are useful even if you only play with more recent
cards than those covered in this period.
The F.A. Book For Boys 1954/55, published by The Naldrett Press. 1954.
Book.
Cover fair, inside excellent. £4. Designer Unknown. Country: British, Desc.
by Andy.
Special notes: The hardback cover shows
stains and a little damage, and the blank flysheets some speckling, but the
pages themselves are excellent.
Hardback book with 192 pages. This is a
soccer book for boys published by the English Football Association. It contains all sorts of articles related to
football, including ways to improve your game and interviews with famous
players of the day (eg. Stanley Matthews). Very nice period item.
The Great Downhill Ski Game, published by Waddingtons. 1970. Box.
Good, but 2 corners taped. £7.50
Designed by Nancy Greene. No. players:
1-4. Country: British, Duration: 30 mins, Desc. by Andy.
Tile laying game in which the tiles show
the tracks left by a skiier heading down the mountain. Play is on a gridded board, but with trees
dotted about making it look a little like a snowy mountainside. Players score
points for each tile played as part of their trail, and also get a bonus for
being the first to reach the bottom of the slope.
The Guinness Book Of Traditional Pub Games, published by Guinness Publishing. 1992.
Book.
Excellent. £4. Designed by Arthur R. Taylor. Country:
British, Desc. by Andy.
Softback, 23x17cm, 192 pages. Fascinating
look at games played in pubs over the last couple of centuries. These include the old favourites still
commonly found as well as many games which are little if ever seen these
days. The chapters cover: Darts, Dominoes,
Cards, Skittles, Table & Cue Games, Green Field Games, Bowls Bullets &
Boules, Quitos Horseshoes Rings & Things, Sliding Shoving Pushing &
Tossing, Gambling Games, The Good Old Days, Board Games, Eccentricities.
The Losing Trick Count, published by Apsbridge Services Ltd.
1984. Book. Good. £3
Designed by D.C. Griffiths. Country:
British, Desc. by Andy.
Softback, 20x14cm, 32 pages. Bridge book.
The Losing Trick Count was popular in the 1930s, but these days it is little
known, but is still a useful tool. This
book gives a simple but thorough account of the Losing Trick Count, and
suggests how it can be used in modern competitive bidding.
The Peter Principle Game, published by Avalon Hill. 1981. Box.
Good. £7
Designed by Dr Laurence J Peter. No. players:
2-4. Country: American, Duration: 1 hr, Desc. by Andy.
Second edition of this game of office
politics, based on a best-selling book with the same name. Players try to rise
to the top, but without exceeding their level of competency. The players are employees
of a huge corporation, and compete to avoid promotion and remain competent in
their jobs by taking more "right" decisions than "wrong"
ones. At the same time, each tries to force the others into promotion or into a
position where they make more bad decisions than good ones. The last player
still competent is declared the winner. This edition is in the original
publisher's box but sold by Avalon Hill with their own rules etc. They later changed it to a bookcase box.
The Puffin Book Of Indoor Games, published by Puffin. 1985. Book.
Excellent. £2
Designed by Andrew Pennycook. Country:
British, Desc. by Andy.
Paperback book with 215 pages of games
rules. The sections are listed, with the number of games in each category. The selection includes both old standbys and
some less common games as well. Card games (28), Domino games (8), Board games
(12), Dice games (8), Pencil & paper games (8), Matchstick games (5),
Others (3). In each section the games are categorised by complexity and by
number of players. The games are mainly
suitable for family play, but with the more complex being likely of interest to
serious games players as well.
The Really Nasty Horse Racing Game, published by Upstarts. 2002. Box.
Excellent. £9
Designer Unknown. No. players: 2-6.
Country: British, Duration: 90 mins, Desc. by Andy.
Second edition. Horse racing game played
over several races. Each player has the
same selection of horses to use but can choose which race each should
enter. Game play involves dice and
special spaces on the
board give bonus movement to the horses of
the right type (more spaces available for better horses). Also start lane is very important, blocking
is possible and it is easy to move out into the slower lanes but hard to get
back into the faster ones. Money is gained by winning races or by betting on
the winning horses. There is a neat
system for setting the odds. What gives
the game its name though is very potent cards which can make horses fall at
specific spaces or start steward's inquiries etc.
The Settlers of Canaan, published by Cactus Game Design Co..
2002. Box. In shrink. £14
Designed by Klaus Teuber, Doug Grey. No.
players: 2-4. Country: American, Duration: 90 mins, Desc. by Andy. Special
notes: There is a 3cm gash in the edge of the lid through the shrinkwrap,
otherwise as new.
Another game in the Settlers of Catan
family. The game play is the same as
its parent game, but with some extra rules to set the scene in Biblical
times. The new element is that players can
contribute stones to the walls of Jerusalem, and whoever does so most
generously gets VPs and a 2-1 port of their choice. Essentially this is another 'Historical Scenario', but the set is
completely standalone. It also has some
slightly different development cards which make for added variety.
The Williams Renault Grand Prix
Championship Game, published by
Domark. 1994. Box. Good. £30
Designer Unknown. No. players: 1-6.
Country: British, Desc. by Eamon.
Beautifully produced race game, I would
guess, made as a promotional item as much for the Williams Team as for making
money for the manufacturer. The game has two boards. The first is a
Monopoly-style board around which you travel four times hopefully earning money
to buy equipment for your racing team. The other board can be made up into 16
different tracks, representing the 16 main Grand Prix races. The races are not
based on die rolls but more on the performance abilities of your cars as built
during the preliminary section or during further development between each race.
Very nice item.
The Wine Connoisseur, published by BDJ Enterprises. ca.1995.
Box. New. £2.50
Designer Unknown. No. players: 2-12.
Country: American, Desc. by Andy.
A quiz game about wine. The game includes
1000 questions for the wine connoisseur, and players advance around the
attractively produced large score board as they correctly answer questions.
Tournament Golf, published by Ariel. ca.1965. Box. Good.
£12
Designer Unknown. No. players: 1-4.
Country: British, Desc. by Eamon.
A rarely seen Ariel game. Large double
sided board and a huge spinner. Mainly played by choosing your club, drawing a
card that allows for a possible variation to what you would expect, and
possibly using the spinner if you have a tricky shot or are in a hazard. Allows
for a professional standard or an amateur shambles. The game will play as an
opponent for you, the ever-ready Angus McDummie!
Traveller, published by GDW. 1983. Packet. Covers show wear.
£3.75
Designed by Marc W. Miller. No. players:
2+. Country: American, Desc. by Andy.
Roleplaying system set in space in the far
future. This packet includes the
following: Starter Edition Rules Booklet, Charts and Tables booklet; Book 4 -
Mercenary; Adventure - Mission on Mithril.
Traveller - Missions Of State, published by Imperium Games Inc. 1998.
Book. Excellent. £2.25
Designer Unknown. No. players: 2+.
Country: American, Desc. by Andy.
Roleplaying supplement for Traveller 4th
Edition science fiction role playing game.
This thick booklet (112 pages) contains 9 adventures involving
intercultural intrigue, requiring intelligence gathering and subtlety as well
as knowing when a fight is necessary.
Traveller Boxed Set, published by GDW. 1977. Box. Box shows
wear. £5
Designed by Marc W. Miller. No. players:
2+. Country: American, Desc. by Andy.
Roleplaying system set in space in the far
future. This set includes the
following: Book 1 Characters and Combat, Book 2 Starships; Book 3 Worlds and
Adventures.
Traverse, published by Educational Insights. 1992. Box. Good.
£4. Desc. by Andy.
Designed by Michael Kuby, John Miller. No.
players: 2-4. Country: American, Duration: 30 mins.
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.
Trendy, published by Spiel Spass. 2000. Box. In shrink.
£5.50
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.
Trick ‘R Treat, published by Rio Grande. 1998. Box. Excellent -
cards in shrink. £4
Designed by Oliver Igelhaut. No. players:
3-6. Country: American, Duration: 20 mins, Desc. by Andy.
Card game, also played with 8 special
Jack-O-Lantern dice and a timer. A light but intense game for the quick of eye
as you have to spot which pumpkin face symbols on the dice match those on cards
in your hand and the symbols are all pretty similar.
Twilight Imperium 3rd Edition, published by Fantasy Flight. 2004. Box.
In shrink. £40
Designed by Christian T Petersen. No.
players: 3-6. Country: American, Duration: 3.5 hrs, Desc. by Andy. Special
notes: One side is very slightly dented, hence the much reduced price compared
to the RRP.
Gigantic science fiction themed epic
empire building game. The set includes
over 300 plastic miniatures for the various forces (ground forces, cruisers,
dreadnoughts, carriers, fighters and more). The players represent ancient
galactic civilizations and play involves trade and political struggle as well
as conflict. The board is made up from large geomorphic sections. The game also
uses cards, of which there are over 400, and the rules have been substantially
revised and enhanced over previous editions, so the game involves less
downtime.
U.F.O.'s, published by Salagames. 1992. Box. Excellent. £6.50
Designed by Alan R Moon. No. players: 3-6.
Country: German, Duration: 45 mins, Desc. by Eamon.
Card game, 60 playing cards and 42 bidding
cards. A trick-taking game, with trumps being determined by the person who bids
the most points to win that privilege. The name of the game seems to have no
explanation other than being an excuse
to draw sci-fi type cartoons on the cards.
UK Militaria Directory & Sourcebook, published by Windrow & Greene's.
1992. Book. Excellent. £2.50
Designed by Alan Greene, Windrow. Country:
British, Desc. by Andy.
Softback, 30x21cm, 94 pages. Reference book for Militaria collectors and
hobbyists. This book gives details of:
Model Shops & Suppliers, Model Societies, Toy Soldier Makers &
Suppliers, Museums, Antiques & Prints, Auction Houses, Uniforms Armour
& Insignia, Medals, Re-enactors, Wargames Groups & Suppliers,
Publishers, Magazines, Books & Videos, Libraries, Travel, Military
Vehicles, and more.
Uno, published by Waddingtons. 1989. Box. Good. £2
Designer Unknown. No. players: 2-10.
Country: British, Duration: 30 mins, Desc. by Andy.
Special notes: Original rules missing -
copy provided
One of the most well known family card
games. Players try to get rid of their
hand of cards by playing a card which matches the current card in either colour
or number. There are also special cards
which change the direction of play etc. If a player is unable to play they must
draw instead.
Vampire - The Masquerade: Mood Music CD, published by Orion Design. 1999. CD
Case. New. £6.50
Designed by Bart Dijkman. Country:
American, Desc. by Andy.
This isn't a game or RPG supplement, but a
music CD. However, it has been written
specifically as mood music for a Vampire - The Masquerade role playing session.
The music is instrumental only and uses synthesisers, guitars and drums to
produce a sinister background mood. It
should be suitable background for any gothic horror type of gaming.
Verover Je Markt, published by Flint Ink. 2001. Box. New.
£12
Designer Unknown. No. players: 2-4.
Country: Dutch, Desc. by Andy.
Promotional business game in which the
players all try to control the Dutch market for ink products. Each player has
access to raw materials, quality control, quality products and
distribution. Each of these is
represented by four square tiles. Players use dice and positional dobbers to
determine where they can place tiles onto the board. The objective is to get matching groups of four tiles of your
colour onto the board. They are then
secure and represent successful penetration of a market segment. When a player
manages to claim all five of their market segments they win.
Virtual Reality Adventure 1: Green Blood, published by Mammoth. 1993. Book. Good.
£4
Designed by Dave Morris, Mark Smith. No.
players: 1. Country: British, Desc. by Andy.
Softback, 18x11cm, 500 paragraphs. Solo
fantasy adventure game book which uses the paragraph system, but is diceless.
You can choose one of several characters to play each starts with different
equipment and skills. In this adventure you try to stop the westermen and their
Infernal Machine from annihilating the idyllic Forest of Arden.
Warhammer - Forces of Fantasy, published by Games Workshop. 1984. Box.
Good. £5
Designed by Rick Priestley, Bryan Ansell.
No. players: 2+. Country: British, Desc. by Andy.
Warhammer Supplement. Includes the following 3 booklets: Arcane
Magicks, Fighting Fantasy Battles and Forces of Fantasy. This set enables players to lead entire
armies into battle with heroic leaders, gallant officers, mighty wizards. The
rules cover: Fighting battalions, complete points system, heroes and wizards,
Engines of war, chariots, mustering the army, regiments of renown, new magic
and creatures, power weapons, rune weapons, and additional magic items.
Warhammer Arcane Magic + Battle Magic Sets, published by Games Workshop. Boxes.
Good. £12
Designer Unknown. No. players: 2+.
Country: British, Desc. by Andy.
These sets are supplements for Warhammer,
and contain everything you need to add wizards, spells and magic items to your
Warhammer game. The contents of these sets (and possibly a base set as well)
have been all mixed up and the contents lists aren't detailed enough to
separate everything out. It does look like the entire contents of both sets
(and more) are here, but I cannot guarentee this is the case. It includes:
Warhammer Battle Magic Rulebook (64 pages), Warhammer Arcane Magic Rulebook (48
pages). A selection of spell shape templates. Three bags of counters. Loads of
thick spell and magic item cards (about 170).
Warhammer Armies, published by Games Workshop. 1992. Book.
Good. £1
Designed by Nigel Stillman. No. players:
2+. Country: British, Desc. by Andy.
Coverless booklet, 27x20cm, 24 pages. This
booklet provides a selection of fantasy army lists: Army of the Empire, Grand
Goblin Army Of Bretonnia, High Elf Army, Dwarf Army, Dark Elf Army, Orc &
Goblin Army, Chaos Army, Skaven, Undead Army, Wood Elf Army.
Warhammer Armies: Lizardmen, published by Games Workshop. 1996. Book.
Excellent. £3
Designed by Nigel Stillman. No. players:
2+. Country: British, Desc. by Andy.
Warhammer supplement which covers the race
of Lizardmen. The book describes the
steaming jungles of Lustria where the Lizardmen live in a Mayan style
civilisation. Special rules cover
several types of lizardmen as well as a variety of reptilian beasts bred by the
lizardmen for use as mounts and beasts of burden. Army lists are also included detailing the various troop types,
and special characters available for use in a lizardman army. There are plenty
of colour pictures showing painted lizardman figures as well.
Warhammer Battle Bestiary, published by Games Workshop. 1992. Book.
Good. £3
Designed by Rick Priestley. No. players:
2+. Country: British, Desc. by Andy.
Softback, 27x20cm, 96 pages. Black &
white illustrations throughout. This book covers all sorts of creatures you
might want in your armies: Men, Dwarfs, Trolls, High Elves, Halflings, Orcs
& Goblins, Chaos, Dragons, Dark Elves, Giants, Skaven, Ogres, Undead,
Monsters, Wood Elves.
Warhammer Fantasy Battle, published by Games Workshop. 1993. Box.
Good. £22
Designer Unknown. No. players: 2. Country:
British, Desc. by Andy.
Tabletop wargame of fantasy battles. You
can play small-scale skirmish games involving 20-30 models a side up to massed
battles that pit armies of hundreds against each other. This set provides rules
for movement and combat, over 100 plastic miniatures to start you off as well
as rules summary sheets, magic item cards, a scenario book and some 3D
cardboard buildings.
Warhammer Rulebook, published by Games Workshop. 1992. Book.
Good. £2.50
Designed by Rick Priestley, Bill King,
Andy Chambers. No. players: 2+. Country: British, Desc. by Andy. Special notes:
Also included: How To Play Warhammer 4 page summary.
Softback, 27x20cm, 96 pages. Many black
& white and colour illustrations throughout. This book is what you need in
order to play basic Warhammer! It
covers: Introduction, Starting The Game, Characteristics, The Turn, Movement
Phase, Shooting, Hand To Hand Combat, Psychology, Weapons, Heroes & Wizards,
Monsters, Flying & Aerial Combat, Chariots, War Machines, Standards &
Musicians, The General, Buildings, Daemons, Magic, Skirmishers, Points Values.
Warhammer: Dwarfs, published by Games Workshop. 2000. Book.
Excellent. £3
Designed by Gav Thorpe, Alessio Cavatore.
No. players: 2+. Country: British, Desc. by Andy.
Warhammer supplement. 80 pages, with many
black & white and colour illustrations throughout. This book covers: Map of
the Dwarf Realms, The Dwarf Throng (Warriors, Slayers, Runesmiths, Thunderers,
Rangers, Miners, Hammerers, Iron Breakers, Long Beards, Engineers, Flame
Cannon, Dwarf Organ Gun, Gyrocopter), Dwarf Armoury, Dwarf Runes, Forces of The
Dwarfs (Lords, Heroes, Core Units, Special Units, Rare Units), Painting the
Dwarf Army, Dwarfs of Legend, The Dwarf Realms.
Warhammer: Ravening Hordes, published by Games Workshop. 2000. Book.
Excellent. £2
Designed by Jake Thornton, Alessio
Cavatore. No. players: 2+. Country: British, Desc. by Andy.
Warhammer supplement. 32 pages, with black
& white illustrations throughout. This book covers a collection of 15
"get you by" army lists for veteran Warhammer generals. They are: Orcs & Goblins, The Empire,
Daemon Host, Chaos Warriors, Beastmen, Skaven, Tomb Kings Of Khemri, Vampire
Counts, Dwarfs, Lizardmen, High Elves, Dark Elves. Wood Elves. Bretonnians,
Chaos Dwarfs.
Warhammer: Realm Of Chaos, published by Games Workshop. 1997. Box.
Mint. £5
Designer Unknown. Country: British, Desc.
by Eamon.
Expansion set for Warhammer Fantasy, being
the complete reference to the Armies of Chaos. It includes a 128 page
rule-book, counters, 30 Chaos spell cards, 20 Chaos Reward cards, 12 Chaos Gift
cards, and 5 Magic Standard cards.
Warman's Antique American Games 1840-1940, published by Warman Publishing. 1991.
Book. Good. £8
Designed by Lee Dennis. Country: American,
Desc. by Andy.
Softback, 23x15cm, 219 pages. A reference
work, lavishly illustrated, describing American games from 1840 to 1940.
Includes suggestions on how to look after your collection, how to repair boxes,
and some idea of value. An essential item for collectors of antique games. The
bulk of the book details (with pictures) the games, sorted by
manufacturer. The book has an excellent
index.
Way Out West, published by Warfrog. 2000. Box. In shrink. £10
Designed by Martin Wallace. No. players:
3-5. Country: British, Duration: 90 mins, Desc. by Andy.
Players attempt to outplay each other by
building up towns, herding cattle, and hiring cowboys. If somebody has
something you want then you can fight for it!
Banks can be robbed, cattle rustled and farmers shot. However, you must be careful not to make too
many enemies. The game uses a clever system ensuring only a certain number of
each action can be performed each round.
Web Of Power, published by Rio Grande. 2000. Box. Good. £12
Designed by Michael Schacht. No. players:
3-5. Country: American, Duration: 40 mins, Desc. by Andy.
Each player represents a clerical order,
building cloisters across Europe with a view to influencing the cardinals and
kings of their age. Played on an area map of Europe in the 12th century. Very
clever game which manages to squeeze a lot of game play into a very short time.
Highly recommended, and unusually is at its best with 3 players.
Wild Life, published by Ravensburger. 1970. Box. Box good,
contents unused. £3
Designer Unknown. No. players: 2-4.
Country: British, Desc. by Andy.
Special notes: This version is probably
only useful for German speakers. I have
rules from the English edition, but cannot easily provide card translations.
German version of this well known British
game. Sponsored by the World Wildlife Fund as it educated about animals and
their conservation, as well as providing entertainment. Contains money,
counters, animal catcher figures, and lots of cards with colour photographs of
the animals along with cost to capture and the value once captured. Each player runs a zoo which requires a
specific set of animals, which are caught by landing on their spaces on a track
around the board. Alternatively landing on a trading space lets you buy animals
you need from other players but this time you have to pay the full value. More money is gained either by selling
animals or from zoo income.
Wizzword, published by Milton Bradley. 1977. Box. Good. £6
Designer Unknown. No. players: 2. Country:
British, Duration: 15 mins, Desc. by Andy.
Word game which uses a very neat moving
board. Each player starts with 68
letter tiles which they can select from to set a word for their opponent to
guess. Both players do this and then
muddle up the letters. The board is
then rotated and the players try to solve these anagrams. The first to do so and spell out their
solution using another set of tiles presses a button and the board spins around
stopping their opponent in their tracks.
The losing player permanently loses the letters they had used that round
meaning they have less letters to use to set a word in the next round. The first player to be unable to set a word
from their remaining tiles loses.
Zillionaire, published by Milton Bradley. 1987. Box. Excellent.
£5
Designer Unknown. No. players: 3-6.
Country: American, Duration: 45 mins, Desc. by Andy.
Card game, part of the Big Deal Series.
Very closely related to Karriere Poker and WotC's The Great Dalmuti. This is
one of the better versions with players earning points each round and having to
sit in a new order of play depending on the status they have earned. Wild cards
add an interesting element. This family
of games are 'climbing' games - sort of related to trick taking games, but
cards are played in combinations as well as just singly, and the 'trick' can go around the table more than
once.
Book Title
|
Publisher
|
Author
|
Year
|
Type
|
Size (cm)
|
Pages
|
Condition
|
Price
|
The Complete Card Player
|
McGraw Hill
|
Albert A. Ostrow
|
1945
|
Hard
|
23x16
|
771
|
Good – this copy has an
impressive embossed leather cover
|
£11
|
The World's Pictorial Sports
And Pastimes
|
Charles Taylor
|
C. Lang Neil
|
~1908
|
Hard
|
24x18
|
320
|
Good. The flysheets show
speckling, but internally it is fine.
|
£10
|
The Complete Book Of Card
Games
|
Octopus Books
|
Peter Arnold
|
1989
|
Hard
|
24x17
|
256
|
Excellent
|
£3.50
|
Esquire's Book Of Gambling
|
Frederick Muller
|
David Newman
|
1964
|
Hard
|
24x16
|
333
|
Good - dust cover shows wear |
£15 |
The Book Of Games
|
Chancellor Press
|
Peter Arnold
|
1992
|
Hard
|
30x22
|
207
|
Excellent
|
£9
|
The World Of Games
|
Facts On File
|
J. Botermans,
|
1989
|
Hard
|
27x23
|
240
|
Good
|
£5
|
The Rixi Markus Book Of
Bridge
|
Willow Books
|
Rixi Markus
|
1985
|
Hard
|
26x18
|
208
|
Good
|
£3
|
Victorian Parlour Games For
Today
|
Peter Davies
|
Patrick Beaver
|
1974
|
Hard
|
25x17
|
140
|
Good
|
£4
|
Magic The Gathering Official
Strategy Guide (5th Edition)
|
Carlton Books
|
Beth Moursund
|
1997
|
Soft
|
24x18
|
126
|
Excellent |
£3.50
|
Scarne's Complete Guide To
Gambling
|
Simon And Schuster
|
John Scarne
|
1961
|
Hard
|
24x16
|
714
|
Good - dustcover shows wear
|
£7
|
Games (And How To Play Them)
|
Thomas Y Crowell
|
Anne F Rockwell
|
1973 |
Hard
|
26x26
|
44
|
Good
|
£3 |
The Amazing Book Of Bridge
|
Bramley Books
|
Brian Senior
|
1999
|
Hard
|
27x24
|
125
|
Excellent
|
£6
|
A Treasury Of Games
|
Grosset & Dunlap
|
Carl Withers
|
1971
|
Hard
|
26x20
|
189
|
Good but shows wear, 1 page
taped
|
£2
|
Never A Dull Moment
|
Walker Books
|
Sue Tarksy
|
1983
|
Hard
|
27x22
|
93
|
Good
|
£2
|
Gambling
|
Aldus Books
|
Alan Wykes
|
1964
|
Hard
|
25x17
|
352
|
Excellent
|
£4
|
Scarne's Encyclopedia Of
Games
|
Constable
|
John Scarne
|
1983
|
Hard
|
26x18
|
628
|
Good
|
£10
|
The Only Game In Town
|
Thomas Y Crowell
|
Hank Messick, Burt Goldblatt
|
1976
|
Hard
|
26x20
|
213
|
Good
|
£2.50
|
Fantasy Warlord Mass Combat
Rules
|
Folio Works
|
Gary Chalk, Ian Bailey
|
1990
|
Soft
|
27x20
|
192
|
Excellent - unused
|
£10
|
Chessmen
|
Octopus Books
|
A.E.J. Mackett-Beeson
|
1967
|
Hard
|
24x21
|
97
|
Excellent
|
£1
|
The Batsford Chess
Encyclopedia
|
B.T. Batsford
|
Nathan Divinsky
|
1990
|
Hard
|
28x24
|
247
|
Excellent
|
£8
|
Pentagames
|
Books UK
|
Pentagram Design
|
1990
|
Hard
|
23x23
|
164
|
Good
|
£2.50
|
How To Play Better Trax
|
David Smith
|
David Smith
|
1983
|
Soft
|
29x21
|
182
|
Good, but cover creased
|
£7
|
Let's Play Chess
|
Octopus Books
|
Anthony Hansford
|
1980
|
Hard
|
30x22
|
44
|
Good
|
£1.50
|
Heroes For Wargames
|
Dragon's World
|
Stewart Parkinson
|
1986
|
Soft
|
28x22
|
126
|
Excellent
|
£5
|
Jigsaw Puzzles: An
Illustrated History And Price Guide
|
Wallace-Homestead
|
Anne D. Williams
|
1990
|
Soft
|
25x18
|
362
|
Excellent
|
£12
|
Targen's Tome: A Master's
Guide To Magic
|
Chessex
|
John M. Corradin
|
1995
|
Soft
|
27x21
|
182
|
Excellent
|
£3.50
|
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