Oct 2008 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?
15-Up. Published by Berwick. ca.1965. Box. Box whole but worn. £0.75
Designer: Unknown. No. players: 2
or 4. Country: Unknown, Duration: 10 mins, Desc. by Andy.
The game is subtitled 'The Exciting Table
Badminton Game'. There are no rules supplied,
but it may well never have had any.
Players use miniature badminton rackets to flip miniature shuttlecocks
onto the other side of the board. There are coloured holes all over the board
and which one the shuttlecock lands in I guess indicates who must play next.
2038: Tycoons Of
The Asteroid Belt. Published by TimJim. 1995. Box.
Box damaged, but contents unpunched. £25
Designer: Jim Hlavaty & Tom
Lehmann. No. players: 3-6. Country: American, Duration: 3-6 hrs, Desc. by Andy.
Special notes: One side of the box has been
crushed, making the side panel buckle and part of one edge split - contents
pristine though.
18XX in a space setting. Each player is the
president of a mining company and must decide when to buy equipment or claims,
and when to pay dividends to the stock holders. Stock trading and manipulation is important, but so is deciding
how to use your company's money to best direct the search for, mining and
delivery of valuable ores. As the game
progresses spaceships can go further and carry more ore, and independent ships
can join the Asteroid League.
A Book Of Card
Games. Published by Klutz Press. 1990. Book. Good.
£2.50
Author: John Cassidy. Country:
American, Desc. by Andy.
Spiralbound, 22x14cm, 124 pages. An easy to
read, and humourously presented (including nice black & white film shots)
card games book which covers 20 card games, 2 card tricks and plans for a 3
storey house of cards! The card games covered are: Goofenspiel, War, Egyptian
War, Concentration, I Doubt It, Rummy (4 games), Crazy Eights, Old Maid, Oh
Hell, Michigan, Hearts, Poker (3 versions), Klondike, Yukon, Bristol Fans,
Grandfather's Clock.
A New Book Of
Patience Games. Published by Routledge & Kegan Paul.
1953. Book. Good. £3.50
Author: Ernest Bergholt. Country:
Britsh, Desc. by Andy.
Hardback with dustcover, 19x13cm, 119 pages.
29 games of patience are described with diagrams to illustrate. Of these 29 games 11 were designed by the
author and were published here for the first time. The games are: Tower of
Hanoi, Fours, Travellers, Squares, Doubles & Quits, Patch, Puss In The
Corner (x2), Belgian Patience, Wedge, Gate, Cribbage Patience, Poker Patience,
Golf, Demon, Gaps, Double-Dot, Pendulum, Chinaman, Agnes, Usk, Flower Garden,
Three Suit, Cartwheel. Harp, Four Marriages, Intrigue, Corona, Giant.
Advance Junior. Published by Denys Fisher. 1975. Box. Box edges a little battered and
taped up. £5
Designer: Unknown. No. players: 2.
Country: British, Duration: 30 mins, Desc. by Andy.
Special notes: 1 tank turret has been repaired
(successfully), battery compartment damaged but functional.
Board game in which each player has three
tanks which attempt to get to the opponent's home base. Movement is by dice, but in order to be
permitted to move or to make an attack a nifty resolution mechanism is
used. 2 batteries power a bulb and this
is reflected by turning knobs controlled by the players. Essentially the two
players each secretly pick one of red, green or yellow (colours which are also
marked on the tanks), and then a fire button is pressed to illuminate the
lights. Whether the action succeeds or
not depends on whether the lights match or not.
Agricola. Published by Z-Man Games. 2008. Box. In shrink. £38
Designer: Uwe Rosenburg. No.
players: 1-5. Country: American, Duration: 2 hrs, Desc. by Andy.
Superb game of agricultural development. Players start with an empty farm and two
people, who are used to perform actions which extend and improve their farm and
provide food for the end of the year.
Uses a clever action system, and a vast number of cards only a few of
which are used each game, in order to ensure a different experience each
game. Players can plough fields, plant
grain or vegetables, create pastures, obtain animals, learn specialist occupations,
and build improvements. Highly recommended.
Agricola: Metal
Animal Set. Published by JKLM Games. 2008. Ziplock Bag.
New. £16
Designer: Unknown. No. players:
1-5. Country: British, Duration: 2hrs, Desc. by Andy.
This is a set of prepainted metal animeeples
for Agricola. Included are roughly 20
sheep, 18 wild boar and 15 cattle. All
just the right size to look great on your Agricola boards.
Amazonas. Published by Kosmos. 2005. Box. Excellent. £19
Designer: Stefan Dorra. No. players:
3-4. Country: German, Duration: 1 hr, Desc. by Andy.
Colourful board game in which the players
collect a variety of flora and fauna specimens for their collection. In order to do this each explorer must
travel by jungle train or canoe from one village to another extending their
network of known villages. Arriving at a village after other players makes it
more expensive to set up there. Money
is gained by card play, and by taking into account each round's event
card. The player with the best collection
at the end of the game wins.
An Introduction To
The Endgame At Chess. Published by Chatto
& Windus. 1939. Book. Good. £6
Author: Philip W. Sergeant.
Country: British, Desc. by Andy.
Hardback, 19x13cm, 219 pages. A book that aims to improve the amateur but
reasonably serious player's game by taking a detailed look at the Endgame. The contents are divided as follows: The
Pawn Ending, Endings With More Pawns, Companion Squares, A Two To One Pawn
Endgame, Queens, Rooks, The Minor Pieces, Bishop Against Knight, Queen Against
Rook.
Battle Of The
Halji. Published by Fugitive Games. 1987. Box.
Good. £16
Designer: Chris Hunt. No. players:
2+. Country: British, Duration: 3 hrs, Desc. by Andy.
Weird wargame with a wicked sense of humour.
The peculiar rule book takes you into a world where plants rule. As Halji -
monstrous plants - you try to uproot other Halji in your area. To do this you need to recruit Cretoids to
do your work. However, the world is very hazardous with all sorts of
unpleasantnesses lurking. Cretoids,
however, can use magic, but the price of doing so is high. Should a Cretoid
reach an enemy Halji it explodes destroying both.
Bill Oddie's Great
Bird Race Game. Published by Bamar Games. 1988. Box. In
shrink. £9
Designer: Alan Davies, Nigel
Platt, Robert Smith. No. players: 2-6. Country: British, Desc. by Andy.
Players drive to the various locations on the
board and practice some ornithology by picking up a bird card for that
location. These cards vary in value
according to the bird's rarity.
Sometimes very rare birds appear at certain locations and can be claimed
by whoever gets there first.
Blackmail. Published by Van der Veer. 2000. Box. In shrink. £8
Designer: Jacques Deul. No.
players: 2-4. Country: Singapore, Duration: 90 mins, Desc. by Andy.
Numbered copy: 0561. Blackmail for fun and
profit! Players attempt to bankrupt the
other players or be the first to accumulate $250000. Players move their playing
pieces around a track and get to set up cameras on the various spaces in the
hope of capturing incriminating evidence.
Once such evidence is gathered the blackmail can start! Whenever a
player then completes a trip around the board they have to pay any blackmail,
or possibly send some thugs or even the FBI onto the blackmailer. Produced in a
limited edition of 2000.
BMX Challenge. Published by PIC Toys Ltd. ca.1970. Box. Good, but box edges and
corners taped. £1.50
Designer: Unknown. No. players:
2-4. Country: British, Desc. by Andy.
Simple children's race game (age 5+) in which
players roll the dice and move their playing piece, which is a plastic BMX with
rider doing a wheelie. Landing on a space of your colour gets another roll, and
on some spaces you must draw a card which come in two decks, one helpful and
one unhelpful.
Buccaneer. Published by Queen Games. 2006. Box. In shrink. £9
Designer: Stefan Dorra. No.
players: 3-5. Country: German, Duration: 30 mins, Desc. by Andy.
Pirate themed game in which each player starts
with 5 pirates of different strengths, and there are three ships to be
plundered. Each ship card specifies how
large a group of pirates is needed to overcome its defences, what its booty is,
and what the bonuses are for pirate captain and first mate. Each turn a player either sends a group of
pirates they captain to board a ship and claim the booty, or they recruit a
pirate from another player. Only when
all three ships have been boarded do three more appear At the end of the game there are bonuses for
the most successful pirate captains before counting booty. The game offers interesting tactical choices
and is good fun too. A nice mix, and so
recommended as a light game.
Build-Up. Published by Elliott. ca.1987. Box. Good but box edges show wear. £13
Designer: Unknown. No. players:
2-6. Country: British, Desc. by Andy.
Rare promotional business game, made for a
housing construction company. Eamon noted that it was designed and printed by
Games Workshop, though nothing on the box or contents indicates this. Players race
to be the first to build a 10 storey building in the centre of the board. Game play involves moving around a track,
and when enough money and resources have been acquired the player moves onto a
more central track to obtain what is needed in the next phase of the building
process. A third (inner) ring is then
moved to in order to complete the construction of the building itself. Players must manage their money well, and should
calamities occur part constructed buildings can be mortgaged.
Captain Can. Published by Carnaud Metalbox. ca.1990. Box. Good. £5
Designer: Games Talk. No. players:
3-6. Country: British, Desc. by Andy.
Promotional game set in space. Players set off in spaceships and gather
gadgets which can be used to help them in various missions to undo the evil
deed of Vandalan, while also avoiding the ship destroying viroids. Movement is
determined by spinner, and event cards are also used, and ensuring you always
keep a good selection of gadgets on hand is the key to success. To win a player must confront Vandalan on
his home planet and defeat him, returning him to Earth to face justice. Made by
a tin can manufacturer, and includes information on the history of tin cans.
Card Games Around
The World. Published by Dover. 1994. Book. Excellent.
£10
Author: Sid Sackson. Country:
American, Desc. by Andy.
Softback, 146 pages, 21x14cm. A collection of
card games from around the world including many classics you will know as well
as some excellent games you probably won't know. There are 7 Asian games, 29 from Europe, 10 from Britain, 5 from
Latin America, 8 from the U.S. In
addition there are 4 original games: Buried Treasure (Ronald Corn), Divide And
Conquer (Claude Soucie), Card Football (Sid Sackson) and Card Stock Market (Sid
Sackson). A good addition to any
bookshelf.
Chase Your
Neighbour. Published by Piatnik. 1990. Box. Good. £4.50
Designer: Nikolaus & Sean
McGuire. No. players: 2-4. Country: British, Desc. by Andy.
Move and capture game, best for 3 or 4
players. Pieces are limited to movement based on the squares they start the
turn on. The board is an 8x8 grid with numbers 1-6 on each space and with four
dead spaces which cannot be moved through. Unusually, the game continues until
one player has lost all his pieces but the winner is the player on the left of
the loser regardless of who captured the last piece.
Chess Computer -
Systema Comet. Published by Systema. ca.1995. Box. Good.
£13
Designer: Unknown. No. players:
1-2. Country: China, Desc. by Andy.
This chess computer has 100 levels of
difficulty ranging from instantaneous moves to 3 minutes per move for the
computer, or a mode in which it uses the same amount of time as you do, or
fixed time limits per player for the whole game. In addition there is a chess
problem solving facility and also a two player mode (in which the computer can
give hints if desired). The ELO rating
is 1950. Uses 4 AAA batteries. The unit is small and very portable and so
the playing pieces are also small. Nice
item.
Chess Masterpieces. Published by Daily News Ltd. 1924. Book. Good, but spine has been
taped. £6
Author: W.H. Watts. Country:
American, Desc. by Andy.
Softback, 21x14cm, 58 pages. A selection of 50
games by the world's masters, fully annotated with illustrations. This book
includes biographies of well known masters and details top matches they have
played.
City And Guilds. Published by JKLM Games. 2004. Box. In shrink. £19
Designer: Steve Kingsbury. No.
players: 3-5. Country: British, Duration: 90 mins, Desc. by Andy.
City building game in which players place
building tiles into various blocks on the board. Players have a hand of building tiles and get to draft new
ones. Most of the buildings are
associated with one of 4 guilds, and placing these in such a way that they are
in line of sight of other buildings of that guild enhances the power of that
guild at the end of the game. Also some
buildings allow men to be placed on them and others give the player influence
over the guilds. When a block is fully
built then players score for 1st-3rd most men in the block and also for 1st-3rd
most influence in the most important guild in that block. At the end of the game there are large
bonuses to players who control the guilds.
Recommended.
Contract Bridge In
20 Minutes. Published by Eyre & Spottiswoode. 1949.
Book.
Good but cover has some staining. £1.50.
Author: Harold Thorne. Country: British, Desc. by Andy.
Special notes: 19th Edition, 303rd Thousand.
Softback, 16x10cm, 71 pages. A book for people
who wanted to learn how to play Contract Bridge for social purposes without
having to wade through big and complex books.
The book clearly serves this purpose well as hundreds of thousands of
copies were sold, and a great many editions printed.
Countdown. Published by Milton Bradley. 1987. Box. Good. £8
Designer: Armand Jammot. No.
players: 2+. Country: British, Desc. by Andy.
TV related, based on the popular Channel 4
word and numbers game. This game
includes both the word game, the number game and 200 conundrums. In the word game players call out whether
they want vowels or consonants, and then have to find the longest word form the
9 letters drawn in a time limit. In the
number game a selection of numbers are drawn which can be used together (by addition,
subtraction, multiplication etc) to form a target number. Again players do this against the
clock. The conundrums are anagrams, and
the first player to solve the anagram scores points.
Crime Fighter. Published by Task Force. 1988. Box. Good. £3.50
Designer: Aaron Allston. No.
players: 2+. Country: American, Desc. by Eamon.
Rare Task Force item, a role-playing game
based on TV police shows. This set
contains: rules, 104 playing pieces, 12 geomorphic map boards, player reference
cards and dice. The rules include some 'episodes' ready for you to run.
Der Herr Der Ringe
- Die Gefahrten - Spiel Zum Film. Published by
Kosmos. 2001. Box. Excellent. £8.50
Designer: J.R.R. Hering. No.
players: 3-4. Country: German, Duration: 1 hr, Desc. by Andy.
Special notes: The cards have all been pasted
up with English translations.
The players take the parts of the hobbits who
make the journey from Hobbiton to Amun Hen in 4 stages. In each stage monsters have to be faced and
events overcome, and there are bonuses for the hobbits who finish the stage
first. Play involves assigning dice between movement and battle. Fast movement means you are more likely to
get the end of stage bonus, but also means more battles. Losing a battle forces you backwards on the
movement track. The cards show scenes
from the excellent first film of the trilogy.
Drachen Wurf. Published by Schmidt Spiele. 2008. Box. Excellent. £11
Designer: Wolfgang Panning. No.
players: 2-6. Country: German, Duration: 30 mins, Desc. by Andy.
Dice game in which players take turns to roll
dice showing different coloured dragons.
Dice can be rerolled, but each time a valid die must be set aside. The
dice are then used to claim the dragon tiles.
These dragon tiles are not yet yours though as other players get a
chance to claim them by assigning more dice to them than you did on their
turns. The objective is to collect sets
of dragon tiles which show either the same dragon or the same landscapes -
larger sets are very valuable. The game
moves quickly and works well.
Drachenland. Published by Ravensburger. 2002. Box. Good. £13.50
Designer: Reiner Knizia. No.
players: 2-4. Country: German, Duration: 50 mins, Desc. by Andy.
Clever board game in which the players each
have playing pieces (representing adventurers) which they move around paths in
Dragon Land. These paths are between
various dragons' lairs, and the adventurers raid the dragons' lairs for gems.
Each player has one adventurer who specialises in a particular colour gem, and
all adventurers may also collect dragon eggs, and special ability tokens
(potions) which can be used once only for a special move or similar
advantage. Also each adventurer must
claim a ring before the game ends otherwise matching gems won't count in the
scoring. At the end of the game players
score for complete sets of 3 different gems + a dragon's egg, with extras
acting as a tie-break. Recommended.
Duel Master 2:
Blood Valley. Published by Armada. 1987. 2 Books. New. £7
Designer: Mark Smith, Jamie
Thomson. No. players: 2. Country: British, Desc. by Andy.
2 Books, Softback, 17x11cm, ~850 paragraphs
per book. A two player paragraph based
fantasy game book system. One player takes the role of The Hunter and the other
The Prey, each getting their own book.
Each player works through their own book as with regular paragraph game
books, but at various points references are made to the state and location of
the other character, so they can interact.
Elfenland. Published by Amigo. 1998. Box. 2 copies available:
1) In shrink. £20 2) Good. £17
Designer: Alan R Moon. No. players: 2-6.
Country: German, Duration: 75 mins, Desc. by Andy.
Superb game that won the German Game of the
Year 1998. Players take the role of Elven Princes who must travel the lands of the
elves visiting as many of the 20 cities as possible during the game. Travel is by various unusual methods eg.
elfencycle, giant pig, unicorn, or dragon.
Each turn transport markers are drafted and then placed on the various
roads to indicate what type of transport may be used on that road, and then
cards are played to move from city to city along the roads. Simple but extremely effective
mechanism. The game works best with
more rather than less players (so 5-6 is best). Highly recommended.
Empire Builder. Published by Mayfair. 1988. Box. Excellent. £16
Designer: Bill Fawcett &
Darwin P Bromley. No. players: 2-6. Country: American, Duration: 3 hrs, Desc.
by Andy.
Classic train game, and the first of Mayfair's
crayon-rails games. Players draw their train routes on a wipeable map of the
United States. Players start with enough money to build short lengths of track,
and by running their trains and delivering goods to various cities acquire more
cash which they can use to expand their networks, and thus run more goods etc.
Endless Quest
Books. Published by TSR. No. players: 1. Country:
American, Desc. by Andy.
Softback, 18x11cm, ~150 pages.
Unlike Fighting Fantasy no dice are used to resolve combats etc, instead you
simply read the text and are presented with different options which involve
turning to different paragraphs to see what happened. Therefore you won't have to start again if you just rolled badly
a few times!
2: Mountain Of Mirrors. 1982. Good. £2.75. Author: Rose Estes. You are
Landon a brave elf on a mission into the land of frost giants and ogres.
3: Pillars Of Pentegarn. 1980. Good. £2.50. Author: Rose Estes. You are
Jaimie, a young villager who loves the enchanted forest others fear - expect
adventure as you explore its depths.
4: Return To Brookmere. 1982. Good. £2.75. Author: Rose Estes. You are
Brion, an elven prince on a scouting mission for your father.
5: Revolt Of The Dwarves. 1983. Author: Rose Estes. You are Galen, whose
family is captured by dwarven warriors revolting against human rule. Can you put a stop to the Revolt of the
Dwarves ? 2 copies available:
1) Good. £1.75. A few pages
have a red ink stain - it doesn't stop the book being legible.
2) Good. £2.75
6: Revenge Of The Rainbow Dwarves. 1983. Good. £2.75. Author: Rose Estes.
You are Jaimie, an apprentice wizard, magically separated from your master -
you need to find him and then defeat three evil wizards.
7: Hero Of Washington Square. 1983. Good. £2.75. Author: Rose Estes. You
are pursued by a gang of cutthroat spies who will stop at nothing to gain the
secret of nuclear weaponry. The mysterious green diamonds you have been
entrusted with seem to hold the missing key they are after - what will you do?
8: Villains Of Volturnus. 1983. Good. £2.75. Author: Jean Blashfield.
With only your electronic Compu-Pal, you are alone on the mysterious planet
Volturnus - what will you do ?
11: Spell Of The Winter Wizard. 1983. Good. £2.75. Author: Morris Simon.
Only you can save the kingdom. Warzen, the evil wizard has cast a spell of ice
and snow over the land. You must rescue
the captive wizard Alcazar and stop Warzen. However, he has an army of orcs and
powerful magics to stop you!
12: Light On Quests Mountain. 1983. Good. £2.75. Author: Mary L.
Kirchoff, James M. Ward. On an earth made hostile by nuclear war, you and your
tribe live a primitive, danger-filled existence. Now you must prove your readiness for adulthood by undertaking a
perilous quest - discover the source of mysterious light atop Quests Mountain.
17: Captive Planet. 1983. Good. £2.75. Author: Morris Simon. Star
Frontiers Adventure book. You have been
chosen because of your computer wizardry to accompany Unit Five on their
mission to the planet of New Pale. However the evil Sathar are the force behind
the problems there, making your mission much harder.
Eurorails. Published by Mayfair Games. 1990. Box. Excellent. £16
Designer: Darwin Bromley. No.
players: 2-6. Country: American, Duration: 3 hrs, Desc. by Andy.
Crayon rails game. The board shows Europe, and players build railway track which
they mark on the board with crayons.
Cards are used to determine what money is on offer for picking up and
delivering goods from place to place - the payout being better for longer journeys. The money so earned can then be reinvested
in a bigger network, encompassing all the major cities. Ultimately the objective is to be the first
to obtain a target amount of money.
Fantasy Manager. Published by Anco / Playtime Games. 1994. Box. Good. £10
Designer: Geoff and Chuck. No. players:
4+. Country: British, Desc. by Eamon.
Special notes: OHP Pen missing
TV related board game based on the show
Fantasy Football starring David Baddiel and Frank Skinner (both pictured on the
cover). Strange as it might seem for a TV
tie in game, this is actually a statistical soccer game. To start with a large selection of real
players from the 1993/4 English Premiership are purchased by the managers,
providing each manager with a squad.
Players can later be sold if they prove not to be as useful as initially
thought. Matches are then played and
the statistical charts checked to determine the results. There are also some event cards which can be
used to spice things up if you wish.
First Theories Of
Hexagonal Chess. Published by Hexagonal Chess Publications.
1974. Book.
Good, but shows a little wear. £4. Author: W.
Glinski. No. players: 2. Country: British, Desc. by Andy.
Softback, 21x15cm, 112 pages. This book covers the author's chess variant
played on a hexagonal board. The book
covers: Rules of Hexagonal Chess, Hexagonal Chess Compared to Square Chess,
Openings and Middle Games, Endgames and Problems, Tomorrow's Chess World.
Fliegen. Published by Lui Meme. 2003. Box. Excellent. £2
Designer: Philippe Des Pallieres.
No. players: 2-5. Country: German, Duration: 20 mins, Desc. by Andy.
Small box game of bluffing and outguessing
your opponents. Each player has a
handful of flies (yes, little plastic flies) which are used to bid for cards
over 12 rounds. However, rather than the
highest bid winning, players must guess the total number of flies bid by all
players, with a tiebreak being the number of flies bid. The cards give victory points to the winner,
allow victory points to be deducted from another player, or give special abilities
for future rounds such as Fly Spray which lets you eliminate flies from an
opposing bid. Also extra flies are
earned by all players correctly guessing the total number of flies everyone
bid.
Flucht Aus
Mangrovia. Published by Mattel. 1989. Box. Good. £5
Designer: Roland Siegers. No.
players: 2-6. Country: German, Duration: 1 hr, Desc. by Andy.
Players race through the jungles of Mangrovia
which are filled with dangerous animals. Cards are used to allow the playing
pieces to get past these animals. The
objective is to be the first to get both of your explorers out of the jungle to
safety before anyone else.
Foulsham's New Fun
Book. Published by W. Foulsham & Co.. ca.1930.
Book. Good. £4.50
Author: W. Foulsham & Co..
Country: British, Desc. by Andy.
Softback, 20x13cm, 256 pages. A book with a
variety of entertainments, which advertises 256 pages and 2560 laughs! The book
includes: Jokes & Funny Stories, Amusing Posers, Party Games For All,
Conundrums Worth Asking, Puzzles, Amusing Card Games, Magic & Trickery,
Community Singing, Fortune Telling & Character Reading, Theatricals, Junior
Section.
Four-Up. Published by Waddingtons. 1979. Box. Good. £2
Designer: Unknown. No. players: 2.
Country: British, Duration: 15 mins, Desc. by Andy.
Special notes: 2 original marbles have been
replaced with similar marbles
Four in a row game. The game uses black and white marbles and they are placed onto a
slightly strange shaped grid, with the players trying to get four of their
pieces in a row while stopping their opponent from doing the same. The game
also has rules for a speed version and a solitaire variant in which you try to
jump the marbles over each other in order achieve certain patterns. The game
board also has compartments in which to store the marbles when you are not
playing.
Fredericus. Published by Da Vinci Games. 2005. Box. Excellent. £12
Designer: Eligio Cazzato. No.
players: 2-4. Country: Italian, Duration: 40 mins, Desc. by Andy.
Special notes: This set includes the mini
expansion which was available at Spiel 06.
The players represent falconers at the court
of Emperor Frederick II, and must try to catch as many weird and wonderful
creatures as possible, and preferably those for which the Emperor has made a
request. Players get to move around cards
in order set up the right conditions for their falcons to hunt, and then claim
the quarry. Correctly guessing where
the other players will next make a catch is also rewarded. It is also possible to interfere with your
opponents' falcons, hooding them at the right moment so they will be unable to
strike. Unusual game.
Fredericus /
Palatinus / Maestro Leonardo Expansion Sheet. Published by
DaVinci Games. 2006. Single Sheet.
New. £1.50. Designer: Acchittocca. Country:
Italian, Desc. by Andy.
An expansion available at Spiel 06 for various
DaVinci Games: Fredericus, Palatinus and Maestro Leonardo. The sheet can be cut
out and shows new board elements with rules on the back for how to use them.
French Chatter. Published by Intellect. 1972. Box. 2 copies available:
1) Good. £5. 2) Good. £4. Box has 1 corner taped, and
some label removal marks - otherwise Good.
Designer: Drakes, Jarvis, Walsh & Gluck.
No. players: 2-6. Country: British, Duration: 1 hr, Desc. by Andy.
Rare Intellect game, which was designed first
as a game and then advertised as a way of learning French in a relaxed manner.
Players compete to collect word tiles and complete a French phrase. The game
uses large illustrated phrase cards as well as word tiles.
Fruit Fair. Published by Wattsalpoag. 2008. Box. 2 copies available:
1) Excellent. £16 2) In shrink. £18
Designer: Kris Gould. No. players: 3-5.
Country: American, Duration: 45 mins, Desc. by Andy.
Players compete to pick a limited supply of
fruit from the fruit trees, and then either hoard it to gain benefits for the
next turn or spend it to gain prizes and extra workers. Ultimately the highest value of prizes will
win the game. Players select their actions simultaneously each turn by ordering
a set of cards. Players take actions in
turn according to the amount of one type of fruit they held the previous turn -
going early in the turn order is a definite advantage. However, other fruits give other benefits
such as not having to order your cards in advance, being able to buy prizes and
workers more cheaply and getting bonus fruit. What benefit each fruit gives
changes as the game progresses.
Furchterliche
Feinde. Published by 2F Spiele. 2006. Box. 2 copies
available:
1) In shrink. £20 2) Excellent. £18
Designer: Friedemann Friese. No. players: 2-6.
Country: German, Duration: 90 mins, Desc. by Andy.
Special notes: German version, but I have a
translation, and the components are language free,
Unusual dungeon exploring game. The board shows a complex of rooms and corridors
and the players send in their adventurers to gain gold. There is an unusual system which ensures
that only as areas are discovered are they populated with monsters, and all the
time the monsters get tougher. Care
must be taken over which monsters to fight as if they are too tough they can't
be beaten until your adventurer gains experience, but too weak and they will
run away (taking their treasure with them). It is also possible to tag along
with other more powerful adventurers and gain experience as a hanger on. Players must manage their pool of power
chips carefully, but ultimately it is gold gained that wins the game.
Galactic Emperor. Published by Crosscut Games. 2008. Box. In shrink. £30
Designer: A.B. West. No. players:
3-6. Country: American, Duration: 90 mins, Desc. by Andy.
Space themed wargame in which the players are
all planetary leaders hoping to fill the new vacuum left by the dead Galactic
Emperor. To become Emperor the players need to explore and expand their realms,
collect resources and build up their forces and when necessary keep their
rivals in check with military force.
Players can develop technological advantages. The main mechanism used is role selection, with the roles being
Explorer, Merchant, Steward, Engineer, Warlord and Scientist.
Gheos. Published by Z-Man Games. 2006. Box. In shrink. £15
Designer: Rene Wiersma. No.
players: 2-4. Country: American, Duration: 50 mins, Desc. by Andy.
Interesting tile laying game in which the
players form a land divided up by rivers.
Each separate multi-tile area is competed for by the players, and each
tile indicates the resources and / or bonus points available there. Thus these
countries are controlled by the players, but unlike games in the Carcassonne
family, it is possible to replace existing tiles with new ones (at a cost)
which will better suit the player, and thus the makeup and control of these
various nations can change substantially throughout the game. Full of interesting tactical options.
Recommended.
Grand Prix Championship. Published by CPag. 1989. Box. Good. £8
Designer: Unknown. No. players:
2-12. Country: British, Desc. by Andy.
Motor racing game. Huge racing track board and 12 really excellent model cars, over 5cm
long and with moving wheels and attractive painted bodywork. The game is dice driven with the main
choices being when to block and when to risk overtaking on coloured corner
spaces as when this is done an event card specific to that corner must be drawn
and acted upon for that car, These
events range from extra movement, through no effect, to reduced movement, a
missed turn for that car or a requirement for that car to make a pit stop.
Hot Streak!. Published by A.R.C.. 1980. Box. Good. £4.50
Designer: Unknown. No. players:
2-6. Country: American, Desc. by Andy.
Gambling game for the whole family. Players
move around a track along the edge of the board and the space landed on
determines which gambling game is played next.
These spaces include betting and rolling dice to get certain numbers to
win as well as the classic casino games: roulette (with a spinner based
roulette 'wheel'), keno, blackjack, fruit machines (spinner based), horse
racing (a mini race), 7 Card Stud Poker, Baccarat and more. The game ends when
all the lottery tickets have been sold and then a ticket is drawn and the
player with the most money wins.
Ice Lake 2nd
Edition. Published by Live Oak Games. 2007. Box. In
shrink. £11.50
Designer: Patrick Matthews. No.
players: 2-4. Country: American, Duration: 20 mins, Desc. by Andy.
Each player controls a skater on an ice
lake. However, the ice is quite thin,
and players mark where they have skated.
Noone may skate over a path which has already been used or they will
fall through into the water. Also, when
areas of ice are completely surrounded by cracks they are no longer safe to
skate on. Players plot their moves
simultaneously and can choose how far to skate each turn. Simple but effective and clever.
Incan Gold. Published by Sunriver Games. ca.2006. Box. In shrink. £13.50
Designer: Alan R Moon, Bruno
Faidutti. No. players: 3-8. Country: American, Duration: 20 mins, Desc. by
Andy.
American printing of Diamant. Neat game in which everyone ventures into
dangerous Incan ruins together, and as they find treasure they split it between
them. However, at each stage of the
journey players get the chance to leave.
If you choose to leave you keep all the treasure you have collected this
trip and may get some extra depending on how many people leave at the same time
as you. However, if you stay in too
long a second hazard card of a particular type may come up in which case anyone
left in the ruins loses everything collected that trip! The player with the most treasure after 5
trips wins. Fast and fun - highly
recommended.
Jitters. Published by Milton Bradley Games. 1987. Box. Good. £5
Designer: Unknown. No. players:
1+. Country: British, Duration: 20 mins, Desc. by Andy.
Word game played with letter dice. On your turn a noisy timer (which adds to
the tension) counts down while you roll the dice and make words on a score
card. Once this is done you can either
bank the points and end your turn or attempt another score card and reroll the
dice. If you end up with the timer
going off rather than banking your score then you score nothing at all. The tension level certainly increases as the
timer ticks down! Recommended.
Jotto. Published by Selchow & Richter. 1973. Box. Good. £4
Designer: Unknown. No. players: 2.
Country: American, Duration: 15 mins, Desc. by Andy.
Neat word game which has a lot in common with
Mastermind. Each player has a secret 5
letter word and players alternately guess a word and are told how many letters
are correct. Only real words can be
used to guess.
Keythedral. Published by R&D Games. 2002. Box. Good. £37
Designer: Richard Breese. No.
players: 2-5. Country: German, Duration: 90 mins, Desc. by Andy.
First (limited) edition. The players lay out a
land using octagonal tiles which provide various resources, and place their
cottages in the square gaps between the tiles.
Each round every land tile produces one resource and the players compete
for these, taking it in turn to claim resources in a cunning and very tactical
way. These resources can then be spent
to build parts of the Keythedral for victory points, or in various other ways
to aid your future production or hinder other players. Also some special action cards are available
for purchase and these can prove very useful.
Ultimately VPs are won for parts of the Keythedral constructed and for
unused resources. Recommended, and
collectable too.
King Of The Castle. Published by Falcon. 1989. Box. Good. £3
Designer: Unknown. No. players: 2.
Country: British, Duration: 20 mins, Desc. by Andy.
Tile placement game in which players add
stones to the castle wall (from the bottom up). When three in a row are lined
up beneath a crown space, a crown is won.
When the wall is complete, the player with the most crowns wins.
Krieg Und Frieden. Published by TM Games. 1999. Box. Good. £14
Designer: Gerard Mulder. No.
players: 3-4. Country: German, Duration: 90 mins, Desc. by Andy.
Players take the roles of land-owners in a
feudal society, and run their lands and gain favour from the Bishop by building
his Cathedral, or from the King to gain additional resources. Each turn,
players use their resources to make a bid to solve that year's problem - with
different resources having different values depending on the problem. Then players use their remaining resources
to enhance their lands, raid others' lands, etc. Harvest brings new resources for the next turn. After all the pieces of the Cathedral have been
built, the game ends, and VPs decide the winner. Originally released as Charlemagne. I have some house rules which I find improve
the game substantially, and make this a game I can recommend. Chunky wooden
bits.
Kryomek. Published by Fantasy Forge Publications. 1991. Book. Good. £5
Author: John Grant, John
Robertson, Ricardo Pinto, Rod Grant. Country: British, Desc. by Andy.
Softback, 30x21cm, 136 pages. 25mm Science
Fiction skirmish combat system based on Jon Tuffley's "Stargrunt".
This game is set in a future in which mankind is a powerful force in the
galaxy, but powerful dark creatures have been encountered who threaten to
overrun mankind. Humans must now fight
these terrible aliens or die. The book
details the background story in great detail and also presents the skirmish
rules, and includes all sorts of technological devices and weaponry which can
be used.
La Strada. Published by Kosmos. 2004. Box. Excellent. £11
Designer: Martin Wallace. No.
players: 2-4. Country: German, Duration: 30 mins, Desc. by Andy.
Players take the part of a north Italian
trading company, and must dispatch wagons to find customers. However,
competition is fierce. Larger towns are
more lucrative, and profits are greatest when not shared with others. The board
is set up differently each time and roads are laid using tiles. A clever network creation game which plays
swiftly, but which provides an interesting tactical challenge. I have some
house rules to balance up the start player advantage which I can pass on.
Recommended.
Lang Lebe Der
Konig!. Published by F X Schmid. 1997. Box. Good.
£11
Designer: Gunter Burkhardt. No.
players: 3-5. Country: German, Duration: 1 hr, Desc. by Andy.
Nicely produced medieval themed game of power
politics. The board shows a pseudo medieval map of England, and players occupy
areas and use cards to gain influence and votes with the objective being to
gain the 20 votes necessary to become king. Game play involves some diplomacy
as well as card and dice play.
Learn Magic Cards. Published by Wordware Publishing. 1996. Book. Excellent. £2.50
Author: Larry W. Smith. Country:
American, Desc. by Andy.
Softback, 23x15cm, 141 pages. A book which
teaches the reader to play Magic: The Gathering. The book is divided into the following sections: Getting Started
& Basic Game Terminology, The Playing Field, Playing The Colours, The Game
Phases, Playing Magic, Trading Cards, Playing In Tournaments, Effective Card
Combinations, Assorted Appendicies.
Lords Of Creation
- The Yeti Sanction. Published by Avalon
Hill. 1984. Box. Mint. £1.75
Designer: Unknown. No. players:
2+. Country: American, Desc. by Andy.
A Lords Of Creation Roleplaying
Supplement. This is the 2nd Lords of
Creation adventure module. The
adventure involves political intrigue, international terrorism and an expedition
to climb Mount Everest.
Lost Luggage. Published by Ravensburger. 1988. Box. Good. £2.50
Designer: Alex Randolph. No.
players: 2-4. Country: British, Duration: 20 mins, Desc. by Andy.
Memory game in which each player tries to find
a set of luggage numbered 1-10. First a
1 must be found, then a 2 and so on up to 10.
There are more of the lower numbered suitcases and less of the higher
numbers. The luggage tiles are shuffled
up and put face down in 10 groups of 4, each group representing an
airport. Players fly their rather nice
large plastic planes to an airport of their choice where noone else is and may
check for their next piece of luggage there. A nice twist allows you to search
at another player's airport, but they get an extra mini-turn as compensation.
Lowendynastie. Published by Adlung Spiele. 1998. Box. 2 copies available:
1) Mint. £2.50 2) Excellent. £2
Designer: Hartmut Witt. No. players: 3-6.
Country: German, Duration: 30 mins, Desc. by Andy.
Card game, with the unusual theme of players
trying to rise from being a lion cub, to becoming King of the Beasts. Based on
an Aesop's Fable. A trick-taking game in which the main twists are that players
can play more than once to a trick and also more than one trick can be active
at a time. Includes English, French and German rules.
Luxor. Published by Ravensburger. 2001. Box. In shrink. £10
Designer: Gunter Baars. No.
players: 2-4. Country: German, Duration: 30 mins, Desc. by Andy.
Very attractively produced Egyptian themed
game which is played in the box. A
vertical board into which cardboard 'dominoes' with a symbol on each half is
the main playing area. When players
play dominoes which cause matches with
adjacent symbols then scarab tokens can be placed besides the corresponding
sarcophagi, and players try to be the ones to claim the mummies from these
sarcophagi, with the more valuable mummies coming up later in the game.
Mage Stones. Published by TSR. 1990. Box. Good. £5
Designer: Tom Kruszewski. No.
players: 2-6. Country: American, Duration: 20 mins, Desc. by Andy.
Players try to be the first to place all their
glass bead playing pieces on the board.
The board shows columns labelled 3-9 each with 9 spaces. On a player's turn they roll 3 dice each
numbered 1-3, and place a stone where they wish in the indicated column. However a roll of 1-2-3 loses a turn and a
triple gets another turn. Capturing is
similar to Othello, but captured pieces are removed. Thus there is skill in setting up for captures and defensive
play, but the dice may not give you the number you want. Good game, but sold poorly as TSR insisted
on making it a DragonLance tie in, when the game would not appeal to most
D&D players, and players of this type of game would generally be put off by
the DragonLance logo.
Mage The
Ascension: Hidden Lore. Published by White
Wolf. 1996. Book. Excellent. £2.75
Author: A. Varney, B. Campbell, P.
Brucato, J. Robey. No. players: 3+. Country: American, Desc. by Andy.
Softback, 28x22cm, 72 pages. Sourcebook for
Mage: The Ascension. This book includes: various helpful charts, secrets and
reference sheets to make the Storyteller's life easier; A short adventure set
in Seattle - Shadows In The Rain; A selection of spells for all sorts of
mystics; Famous mages; New rules options.
Mage The
Ascension: Horizon - Stronghold Of Hope. Published by
White Wolf. 1996. Book. Excellent. £2.75
Author: Beth Fischi, Allen Varney,
Ethan Skemp. No. players: 3+. Country: American, Desc. by Andy.
Softback, 28x22cm, 120 pages. Sourcebook for
Mage: The Ascension. For 500 years sorcerers from across the world have met in
a secret sanctuary, Horizon. Here the
council of the Nine Traditions meets even now.
However, all is not well, secret agents, assassins and worse now lurk to
try to sway the power politics. This book details Horizon itself and the main
characters therein, as well as giving plenty of ideas for scenarios.
Mage The
Ascension: Loom Of Fate. Published by White
Wolf. 1996. Book. Excellent. £2.75
Author: Chris Hind. No. players:
3+. Country: American, Desc. by Andy.
Softback, 28x22cm, 72 pages. Adventure for
Mage: The Ascension set in San Francisco. The future of S.F. hangs by a thread
- the thread of Cob - weaver of the pattern web. One scared, gifted girl holds
the key to the city. The Technocracy
wants her alive, and the Maurauders want her dead. The mages who befriend her
will determine her destiny. As well as
the adventure itself, there are also details of San Francisco of use in further
adventures.
Mage The
Ascension: Technocracy Iteration X. Published by
White Wolf. 1996. Book. Excellent. £2.75
Author: Chris Hand. No. players:
3+. Country: American, Desc. by Andy.
Softback, 28x22cm, 72 pages. Sourcebook for
Mage: The Ascension. The central concept is that warriors are enhanced by
computerisation, making them controllable, and pretty much entirely machine,
though some reawaken and realise they are men. This book includes: The history,
world view, goals and tactics of the Convention; details of the Stormtroopers
of the Pogrom; details of an Iteration X Production facility for use in
adventures.
Mage The
Ascension: Technocracy N.W.O. Published by White Wolf.
1995. Book. Excellent. £2.75
Author: Brian Campbell. No.
players: 3+. Country: American, Desc. by Andy.
Softback, 28x22cm, 72 pages. Sourcebook for Mage:
The Ascension. The N.W.O. is a group who follow and kidnap Tradition Mages, in
order to remove any threat to the Greater Good. N.W.O. acts covertly, and
efficiently - no mess no witnesses. This book details the methods, agents and
history of this insidious group, giving lots of hooks to the Storyteller for
adventures as well as a plethora of gadgets, agents and 'magickal procedures'
all ready to use.
Mage The
Ascension: Technocracy Void Engineers. Published by
White Wolf. 1996. Book. Excellent. £2.75
Author: Judith McLaughlin, Edward
Winters. No. players: 3+. Country: American, Desc. by Andy.
Softback, 28x22cm, 69 pages. This sourcebook
details the most extreme section of the Necromancer Conventions, who explore
deep seas, deep space, and alternate dimensions. The book details their ships, devices, weapons, and some
important mages, as well as the organisation itself.
Mage The
Ascension: Technocracy: Progenitors. Published by
White Wolf. 1993. Book. Excellent. £2.75
Author: Edward Winters, Judith McLaughlin.
No. players: 3+. Country: American, Desc. by Andy.
Softback, 28x22cm, 64 pages. Sourcebook for
Mage: The Ascension. The Progenitors aim is to shape life to fit their goals
and ideals. To this end they poison foods, create clones, spawn monstrosities
and warp both themselves and others, inside and out. This book follows an apprentice as he progresses through
Progenitor training, provides new spells, effects and devices for the
Progenitors, and gives a battle roster of Technomancers, agents, and gene
spliced monsters.
Mage The
Ascension: Technocracy: Syndicate. Published by
White Wolf. 1997. Book. Excellent. £2.75
Author: Mark Cenczyk, Phil
Brucato. No. players: 3+. Country: American, Desc. by Andy.
Softback, 28x22cm, 72 pages. Sourcebook for
Mage: The Ascension. The Syndicate controls money, and money is power. This
book tells you about The Syndicate - How they operate, their history, and their
hierarchy. Perks and privileges of Syndicate members are detailed, along with
Diefenbakker's Casino, a location for use in your scenarios involving The
Syndicate.
Mage The
Ascension: The Book Of Madness. Published by White
Wolf. 1994. Book. Good. £3.25
Author: B. Bridges, P. Brucato, S.
Brown, S. Inabinet, K. Ryan. No. players: 3+. Country: American, Desc. by Andy.
Softback, 28x22cm, 144 pages. Bestiary for
Mage: The Ascension. This book details all sorts of creatures from the Darkness
which could prove to be a Mage's deadliest foes. The book covers: Nephandi -
the Corrupters, Marauders - Foot Soldiers of Chaos, Demons - Renders of Souls,
Paradox Spirits - The Mage's Bane, Umbrood - Living Mysteries.
Mall Of Horror. Published by Asmodee Editions. 2005. Box. In shrink. £25
Designer: Nicolas Normandon. No.
players: 3-6. Country: American, Duration: 1 hr, Desc. by Andy.
Each player controls 3 or 4 characters who
find that the shopping centre has been taken over by mindless zombies. The zombies are out to kill the living and
turn them into more zombies. The
characters can get into various relatively safe locations and hold back the
zombies, get control of Security H.Q. in order to see where the zombies are
going, and find secret stashes of equipment in the car park which could help
against the zombies. The objective is
to survive until a helicopter comes to rescue the survivors. During the game
there are opportunities to vote on who gets various benefits and who will have
to make a sacrifice for the greater good.
Marrakesh. Published by Xanadu. 1984. Box. 2 copies available:
1) Good but corners taped. £10 2) Good but box shows some wear. £9
Designer: Joli Kansil. No. players: 2.
Country: American, Duration: 45 mins, Desc. by Andy.
Special notes: These are the regular version
(not the wooden box edition).
Intriguing game which marries trick-taking card
games with elements of Backgammon. Includes a Winning Strategy article by
Oswald Jacoby. Each player sets up six pieces on their board based on the roll
of six dice. Each player is dealt a hand of six cards from a special deck, and
then try to win two-card tricks, and use the card values to 'bear off' the
pieces backgammon style. Points are awarded for bearing off pieces in various
combinations, such as 2 on each of three turns, or the legendary Marrakesh
itself, when all six pieces are borne off on the same turn. Defensive points
are earned for keeping the opponent from removing many pieces from their board.
Rare game and certainly collectable.
Memoir '44. Published by Days Of Wonder. 2004. Box. In shrink. £26
Designer: Richard Borg. No.
players: 2. Country: American, Duration: 45 mins, Desc. by Andy.
Two player board wargame which can also be
played in teams by more players (up to 8 for some scenarios). The game includes
144 plastic figures. The game covers the D-Day landing and was produced as the
official game of the 60th Anniversary. Game play uses cards to give the players
their options, and is not complex, making it a good introductory wargame, or
one for those who don't appreciate 1/2" cardboard counters. However, the
selection of scenarios ensures the game won't grow old quickly. Very well regarded and won several wargame
awards inc. The International Gamers Awards Best Wargame.
Memoir '44 Eastern
Front. Published by Days Of Wonder. 2005. Box. In
shrink. £16
Designer: Richard Borg. No.
players: 2. Country: American, Duration: 30 mins, Desc. by Andy.
Expansion for Memoir '44. This set includes:
Russian Army set (with 42 infantry, 24 tanks, 6 anti aircraft guns). New rules for use with this set, 44 terrain
tiles (ruins, ravines, frozen rivers, marshes, snowy forests etc), various
tokens, 14 Special Forces badges, 8 historical scenarios for use with this set.
Memoir '44 Pacific
Theatre. Published by Days Of Wonder. 2006. Box. In
shrink. £15
Designer: Richard Borg. No.
players: 2. Country: American, Duration: 30 mins, Desc. by Andy.
Expansion for Memoir '44. This set includes:
Japanese Army set (with 48 infantry, 12 light tanks, 6 anti aircraft
guns). New rules for Japanese special
abilities, New Night Attack and War Ships sheets, 44 terrain tiles (jungles,
cave networks, rice paddies etc), various tokens, 14 Special Forces badges, 8
historical scenarios for use with this set.
Military Modelling
Guide To Solo Wargaming. Published by Argus
Books. 1988. Book. Excellent. £7
Author: Stuart Asquith. Country:
British, Desc. by Andy.
Softback, 20x15cm, 127 pages. Military
Modelling magazine sponsored guide to solo wargaming with miniatures. There are
many black and white pictures of various miniatures battles in progress. The
book covers: Why Solo?, Solo Wargaming Systems, Small Scale Actions, Historical
Play, Solitaire Scenarios, Programmed Scenarios, Solo Campaigns. Siege Warfare,
Postal Wargaming.
Modern Naval
Battles. Published by 3W. 1989. Box. Good. £6.50
Designer: Dan Verssen & Alan
Emrich. No. players: 2-6. Country: American, Duration: 90 mins, Desc. by Andy.
Card game. An interactive combat game with no
board, but cards depict different types of ships in your fleet, and other cards
represent threats to them. The game is
played in rounds and players manoeuver their ships, attack enemy ships, and
defend against enemy attacks all with cards.
Points are accrued for enemy vessels sunk, with a point total target to
achieve victory.
Napoleon At Bay. Published by Avalon Hill. 1983. Box. Good, but 1 corner taped. £10.50
Designer: Kevin Zucker. No.
players: 2. Country: American, Desc. by Andy.
The Campaign in France, 1814. Originally
published by OSG. Uses the original system that means that unit strengths are
only revealed when leaders confront each other on the battlefield. The game is
played at the division level. 3.2km / hex, 1000 men / SP, 2 days / turn. The
rules are 26 pages long, with another 2 pages of optional rules. A separate booklet details 7 scenarios and
gives a detailed narrative of historical events.
Nessie Hunt. Published by Searchglen. 1986. Box. Good. £15
Designer: Bob Shine. No. players:
2-4. Country: British, Duration: 1hr, Desc. by Andy.
Special notes: Nearly excellent, but there is
taped tear on the lid. Contents mostly unpunched.
Nicely made game, with overlays that you lay
across the board depicting Loch Ness in the search for the famous monster. Game
play involves spending money carefully on the most likely ways of seeing
Nessie, and positioning their overlays to best advantage given that there is
some indication of where Nessie might be seen.
Such methods include eye witnesses, underwater camers, radar, and even a
cage! Each time one of your overlays
proves successful you get an extra evidence card worth points in the race to
prove that Nessie exists. These cards
all have pictures with info from the real hunt for Nessie. Unusual and very nice item, with a fantastic
theme and a fun game too.
Never Ending
Stories. Published by Living & Learning. 1994.
Box. Good. £6
Designer: Unknown. No. players:
2-4. Country: British, Desc. by Andy.
Story telling game which uses hex tiles with
various story elements shown on them.
Players tell a story, laying tiles showing the story elements they
mention on the board, and when they feel unable to continue, hesitate unduly,
or stop making sense the next player takes a turn at continuing the story. Not any tile can be played at any point
though - tiles have to match the background colour of the space on the board
they are to be played on, and a tile must be played adjacent to the last one
played.
New World. Published by Avalon Hill. 1990. Box. Good - partly unpunched. £11
Designer: Derek Carver. No.
players: 2-6. Country: American, Desc. by Andy.
Multi-player game based on SPI's Conquistador,
but far less like a war game. Players exploit the land, quell the natives and
survive the elements. Starts out as a gold rush more or less but subtly changes
so that political control of regions earns far more than the gold mines. Game play involves managing your soldiers
and colonists on the board, and fighting when necessary or advantageous. Lots of flavour to this game.
New World. Published by Rio Grande Games. 2008. Box. In shrink. £16
Designer: Klaus-Jürgen Wrede. No.
players: 2-5. Country: American, Duration: 40 mins, Desc. by Andy.
Carcassonne family game. In this one all the settlers start on the
east coast of the U.S. and will head west creating trails and founding towns
and farms. Many of the mechanics will
be familiar to Carcassonne fans, but one new one is the surveyors which affect
scoring and encourage players not to get left behind as the play heads
west. Enough new ideas to make it well
worth trying.
Notre Dame. Published by Rio Grande Games. 2007. Box. In shrink. £22
Designer: Stefan Feld. No.
players: 2-5. Country: American, Duration: 1 hr, Desc. by Andy.
Board game which is driven by card play. The
game uses a neat card drafting system, which works wonderfully - plenty of
options, but not always the ones you would really like. Players deploy influence markers in various
parts of their quarter of the city. When deployed various benefits are gained
such as recruiting more influence markers, gaining gold, gaining VPs, and
investing in hospitals. The latter is
vital as each turn rats bring plague to the city, which hospitals help control
- woe betide the player who leaves the plague unchecked. Excellent systems, with interesting play -
highly recommended.
Odins Raben. Published by Kosmos. 2002. Box. 2 copies available:
1) Excellent. £8.50 2) In shrink. £9
Designer: Thorsten Gimmler. No. players: 2.
Country: German, Duration: 40 mins, Desc. by Andy.
Another game in the Kosmos 2 player
series. The two players each control
one of Odin's ravens, and they race across various landscapes in order to be
the first to arrive back to Odin. The
landscape is made up of a series of two part cards. The game involves playing
cards from either your hand or a special reserve stack - a matching card for
the next terrain needs to be played to cross it. In addition, special cards can be played to hinder your opponent
and alter the terrain ahead of the ravens. Finally as well as getting victory
points for winning the race, cards can be set aside as magic points and the
player who has the most magic points gets victory points too. Hand management is the key to success in
this game. I have house rules too.
Ostfriesenlauf. Published by Clicker Spiele. 2005. Box. Excellent. £11
Designer: Stephan Riedel. No.
players: 1-4. Country: German, Duration: 45 mins, Desc. by Andy.
Race game in which players move using cards
which affect the playing piece in a particular position rather than always
their own piece. The cards are played
into a pile, so that only the player in last place can be sure what effect
their card will have, whereas other players have to try to anticipate what
other players will do. As well as winning in the normal way, some cards move a
piece backwards, and if enough are played a playing piece could end up going
through the finish line backwards, which unusually also counts as a victory.
Owner's Choice. Published by Z-Man Games. 2007. Box. In shrink. £16
Designer: Yasutaka Ikeda. No.
players: 2-5. Country: American, Duration: 40 mins, Desc. by Andy.
Clever stocks and shares game which uses some
interesting mechanics. Players move a
marker around a track getting to choose which space to activate. The top share holder in each company is the
director, and the director gets an extra choice when affecting a company, which
can result in significantly boosting their company, but at the cost of personal
cash in hand. Each company has its own
dice which is rolled when that company is activated, and the effects on each
dice are a little different giving the companies different
characteristics. Fast light play and
clever ideas - well worth trying if you like light business games.
Palmyra. Published by EG Spiele. 1996. Box. Good. £20
Designer: Reiner Knizia. No.
players: 2-4. Country: Italian, Duration: 1 hr, Desc. by Eamon.
Excellent trading game. Each player is a
merchant in the market town of Palmyra, on the eastern fringes of the Roman
Empire. The values of items traded is affected by the amount of trading in that
item producing a clever supply and demand system, and in addition there is
interesting card play as the end of a trading year approaches. Delightful
wooden components. I will also include
a copy of the errata for this game - as one important rule is wrong in the
rulebook!
The Motley Fool's
Buy Low Sell High. Published by Uberplay. ca.2005. Box. 2
copies available:
1) In shrink. £14 2) Good. £12
Designer: Reiner Knizia. No. players: 2-4.
Country: Italian, Duration: 1 hr, Desc. by Andy.
Very well regarded trading game - a reprint of
Palmyra. The players trade in various stocks and shares. The values of shares
traded is affected by the amount of trading in that stock producing a clever
supply and demand system, and in addition there is interesting card play as the
end of a trading year approaches. After three sessions of trading the player
with the greatest wealth wins.
Party Lines. Published by Oldbourne. 1963. Book. Good, dustcover slightly
discoloured. £7
Author: Robert Harbin. Country:
British, Desc. by Andy.
Hardback with dustcover, 25x20cm, 154 pages.
Written by a TV Magician, this book covers all sorts of party tricks and
entertainments: Solitaire puzzles (4), Coin Tricks (13), General Games (14),
Brainteasers (11), Fun With Figures (9), Catches (Hustles) (11), Hand & Arm
Tricks (14), Handkerchief Tricks (7), Juggling (21), Match Tricks (31), Glass
Tricks (8), Card Tricks (12), String Tricks (7), Musical Tricks (6), Puzzles To
Make (10), Origami (8), Wire Puzzles (12), Napkin Folding (9), Misc (18).
Pass The Bomb. Published by Gibsons. 1994. Box. Good. £11
Designer: Los Rodriguez. No.
players: 2+. Country: British, Duration: 30 mins, Desc. by Andy.
Special notes: The bomb seems to 'fizzle'
rather than 'boom' when it goes off - it probably needs new batteries!
Fun and exciting family / party game based on
a simple premise, whoever is holding the 'bomb' when it goes off, loses. The
timer is a spherical black bomb shaped device with a fuse attached (you don't
light it - it is an electronic device). It can go off at any time from 10
seconds to 2 minutes and you cannot tell when it will be which makes play
frantic. Players must name words using
letters on the current card but cannot repeat a word in the same round, so if
the person before you uses the word you were thinking of you can find the ticking
makes your mind go quite blank. The bomb makes a disturbing ticking, and a
satisfying Boom! Won the Daily
Telegraph's Game of the Year award. Recommended.
Philately. Published by Dixon. 1973. Box. Good. £3.50
Designer: Unknown. No. players:
2-4. Country: British, Duration: 90 mins, Desc. by Andy.
Very attractive game about stamp collecting.
Masses of reproduction stamps add to the appeal of the game. Good interaction
as most purchasing is done in an auction. Game play involves dice roll and
movement around a complex track. Players will then buy, sell, swap, and inherit
stamps or gain cash. The objective is to be the first player with a collection
of 40 stamps.
Poker Strategy. Published by Perigee. 1982. Book. Excellent. £9
Author: Nesmith C. Ankeny.
Country: American, Desc. by Andy.
Softback, 20x14cm, 189 pages. Poker strategy
book aimed at players who are already familiar with the rules, and want to
improve their play The book covers the following topics: Introduction (optimal
strategy, luck, psychology, 7 playing rules), Draw Poker: Basic First Round
Play (rules, ante, probability, opening & calling), Bluffing, Basic Second
Round Strategy: Two Players, First Round Raise, Second Round Strategy For 3+
Players, Poker Variations, Advanced Problems.
Popeln. Published by Sphinx Spielverlag. 2004. Box. Excellent. £4
Designer: Henning Poehl. No.
players: 2-5. Country: German, Duration: 45 mins, Desc. by Andy.
Card and dice game on the rather unusual and
less than savoury theme of picking your nose!
The cards depict especially long and thin fingers, as well as the bogeys
which result from successful nosepicking!
Players try to accumulate the best bogey collection. Yukk!
Practical End-Game
Play. Published by Sir Isaac Pitman & Sons.
1946. Book. Good, spine slightly faded. £3
Author: Fred Reinfeld. Country:
British, Desc. by Andy.
Hardback, 19x13cm, 176 pages. Chess book first
published in 1940. The author covers end game issues in chess as follows:
Transition to a Favourable Ending, Transition to an Unfavourable Ending, Missed
Opportunities, Defending Difficult Positions, Types of Ending, Important End
Game Motifs.
Roads & Boats. Published by Splotter Spellen. ca.2004. Box. Excellent. £45
Designer: Joris Wiersinga, Jeroen Doumen. No.
players: 1-4. Country: Dutch, Duration: 4 hrs, Desc. by Andy.
Very well regarded substantial game of
building up your resources and building ever more valuable types of goods. The game is all about getting your logistics
well organised. The game is played on a board made up of hexagons Settlers
style. Unusually factories you build and even goods you create aren't yours
unless you are actually carrying them, so take care or others will usurp your
hard work. Ultimately the objective is
to accumulate wealth and contribute monument blocks to the scoring track. Comes in a big box with loads of bits.
Roots. Published by Heritage Products. 1978. Box. Good. £1
Designer: Louis F Petrossi. No.
players: 2-5. Country: American, Desc. by Andy.
Special notes: Photocopied rules
Card game, 54 cards in total and unusual
tree-shaped score-sheets. Three game rules provided, Roots, Roots Rummy and
Roots Solitaire. The game uses letter cards with values and some special cards.
Route 66. Published by ASS. 1994. Box. Good. £11
Designer: Wolfgang Riedesser. No.
players: 2-5. Country: German, Duration: 45 mins, Desc. by Andy.
Interesting card driven race game across the
United States on Route 66. Players have a speedometer, which governs their
speed (amount of movement) each turn, and cards are used to alter your own
speed or alter someone else's speedometer. The aim is to collect State cards
along the way, as the player who sees the most of the country will win - not
necessarily the player who finished first.
S.P.I.V.S. Published by 3 Wishes. 1986. Box. 2 copies available:
1) Good. £8 2) 2 Box corners taped. £6
Designer: Nik Sewell. No. players: 2-6.
Country: British, Duration: 90 mins, Desc. by Andy.
Space game with each player taking
the role of a slightly dodgy trader in aliens in the deep space of Quadrant
13. However the quadrant is full of
hazards which must be avoided, such as a black hole, a giant space amoeba,
solar flares, asteroid belts etc.
Players must take care to manage their fuel well and also the aliens to be
traded resent captivity and all affect the capturing ship in one way or
another, perhaps affecting movement speed or eating other captured aliens etc.
Scarne's New
Complete Guide To Gambling. Published by Constable.
1975. Book. Good. £12
Author: John Scarne. Country:
British, Desc. by Andy.
Hardback with dust cover, 871 pages, 24x16cm.
Revised and updated of this excellent book devoted to the rules and strategy of
gambling games, written by a noted game designer and magician. The chapters
cover: America's Biggest Industry, Mathematics & Science of Gambling, Horse
Racing, Betting On Sports Events, Lotteries Sweepstakes Pools & Raffles,
The Numbers Game, Bingo, Casinos, Craps, Odds In Dice Games, Black Jack,
Roulette, Slot Machines, Chemin de Fer & Baccarat, Keno, Carnival Games,
Private Card Games, Poker, Gin Rummy, Pyramid Clubs, General, Hustlers &
Cheats. Throughout the book there are hints on spotting cheats and even on how
to cheat should you be so inclined.
Schwarz Markt. Published by Amigo. 1997. Box. 2 copies available:
1) Good. £6. 2) Excellent. £7
Designer: Stefan Dorra. No. players: 3-5.
Country: German, Duration: 45 mins, Desc. by Andy.
Card game, involving making deals on the Black
Market. Players choose when to exchange basic commodities for luxury goods, and
when to push the prices higher. There is only one set of goods needed at a time
so if only one player has a crucial item and they know it, they can potentially
make a killing, but getting yourself into that position is quite tricky. Unusual light economic game, with a certain
amount of bluff - how high should I let the price go before cashing in?
Shadis #17. Published by Alderac Entertainment Group. 1995. Magazine. Good. £1
Author: Unknown. Country: American,
Desc. by Andy.
Independent gaming magazine which covers role
playing games, collectable card games, as well as some board and card games.
The main articles this issue: Real Spies, A Brief History of RPGs Part 1, The
Necrology of the Vampire, Illuminating the Enemy (Using playing cards to add
ideas to major NPCs), NPCs Get A Life (NPC traits and ideas), New Races, Artist
Feature: Cline Siegenthaler, Hook Line & Sinker (mini scenario), The Good
Bad & Ugly (NPCs), Card Games inc multi player Magic with a poster board,
CCG Card listings, Games reviews: RPGs + Board Games, Miniatures, PBM games,
Other magazines, Knights of the Dinner Table.
Shadows Over
Camelot: Merlin's Company. Published by Days Of
Wonder. 2008. Box. In shrink. £17.50
Designer: Serge Laget, Bruno
Cathala. No. players: 3-8. Country: American, Duration: 75 mins, Desc. by Andy.
Expansion for Shadows Over Camelot, which you
will need to make use of this. Using
this set you can play with up to 8 players, and have up to 2 traitors. There are 7 new knights to try out, and a
selection of new white and black cards which include Morgan's coven of
witches. A new type of card which make
movement dangerous is introduced, along with a figure and rules for Merlin.
Shop Missus. Published by Waddingtons. ca.1948. Box. 2 copies available:
1) Good. £1.75 2) Box colours faded. £1
Designer: Unknown. No. players: 2-8. Country:
British, Duration: 20 mins, Desc. by Andy.
Card game. Very interactive as players try to
win cards by racing to name items sold by other players' shops when matching
cards are turned up. Should several
matching cards be turned up the winner of the round wins a Super-trick. Noisy
and fast paced game in the same sort of genre as Pit.
Simply Cosmic. Published by Mayfair. 1995. Box. Good. £12
Designer: Bill Eberle, Peter
Olotka, Jack Kittredge & Bill Norton. No. players: 2-4.
Country: American, Duration: 75
mins, Desc. by Andy.
Introductory version of Cosmic Encounter which
could also be used as an expansion for the Mayfair edition since the counter
colours are different. 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. This set
includes just 8 Alien powers, but does include Flares and Reinforcements.
Recommended.
Single Card
Strategies For Magic: The Gathering. Published by
Wordware Publishing. 1996. Book. Excellent. £5
Author: Jess Franzmann, Philip
Kramer, Beth Moursund. Country: American, Desc. by Andy.
Softback, 23x15cm, 192 pages. A collection of nearly 100 articles for
Magic: The Gathering. Each article
focuses on a single card from the early sets, and has an imagined story
followed by an analysis of the card's strengths and weaknesses and what other
cards go especially well with it.
Space Hulk. Published by Games Workshop. 1989. Box. Box lid has a repaired tear..
£38
Designer: Richard Halliwell. No.
players: 2. Country: British, Duration: 1 hr, Desc. by Andy.
Special notes: The box is 1st Ed English
version, but the unpunched contents are from a German set, in which the Space
Marine figures are all the same. German rules & scenarios, with English
translations supplied.
Sought-after game from GW. Set in the Warhammer
40K universe. One player controls a
team of Space Marines who undertake a particular mission in an abandoned
starship (the Space Hulk of the title). These missions all involve opposition
from the Genestealers who are Alien-esque monsters which are numerous and
deadly. The game uses plastic
miniatures and 15mm scale room and corridor layouts for the Space Marines to
explore. The game looks great and the
rules are pretty simple and certainly playable.
Space Quests. Published by WH Smith. 1985. Booklet. Good. £6
Author: Tim Wood. No. players:
2-4. Country: British, Desc. by Andy.
Special notes: Countersheet unpunched, except
for 2 missing counters. Entirely
playable despite this.
A set of 5 space themed board games. Unusually the boards are printed on thick
card and folded into a booklet. The
booklet can be folded open so that it shows one of the boards at a time. A
separate sheet of cardboard counters to play the games is provided as well as a
rule book for the games. The games are:
Race For The Planets (2) Players move their counters to claim 4 planets first,
challenges can take place; Graveyard In Space (2/4) Explore a space wreck
encountering hazards to find valuable equipment; Asteroid Miners (2-4) Race to
stake your claim while avoiding orbiting asteroids; Cyborg Pursuit (2) - Will
the Cyborgs overrun Earth before Earth forces are alerted to their presence?;
Star City (2-4) Explore an abandoned alien city.
Squatter. Published by Jedko. ca.1975. Box. Good, but corners taped. £12
Designer: Robert C. Lloyd. No.
players: 2-6. Country: Australian, Desc. by Andy.
Business game in which the players are sheep
farmers starting with 3000 sheep and 5 paddocks. Players improve and expand their ranches and try to be the first
to double the size of their flock with top quality pasture. Movement is around a track with various
options being given. Money is made by
buying and selling sheep, and from selling wool at various points.
Star Fighter. Published by Lusio Games. 2003. Box. Good. £4
Designer: Damian Melia. No.
players: 2-8. Country: British, Duration: 30 mins, Desc. by Andy.
Card game with a Space Combat theme. Players play cards representing various
attack systems (mines, missiles, laser cannons etc) to take down the shields of
their enemy ships. Defending ships can
respond with appropriate countermeasure cards in order to avoid shield
damage. The objective is to keep your
ship functional for as long as possible.
Stock Market
Specialist. Published by Hansen. 1983. Box. Good. £8.50
Designer: Arthur Levitt Jr. No.
players: 2-4. Country: British, Desc. by Andy.
Stock Market Specialist (The Official Game of
the American Stock Exchange) puts the players into the role of a specialist at
a stock exchange. Each player specialises in one of four stocks represented in
the game, and does his best to increase his personal wealth by trading these
four stocks while performing all the jobs required by his position. These
include maintaining an order book, executing orders, keeping track of accounts
and prices as the stock is traded. The only way to get a better feel for this
niche job is to go and do it in real life!
Streetsafe. Published by BMI. 1991. Box. 2 copies available:
1) Box shows wear. £1. Originally
contained a self defence booklet - now missing.
2) Good. £2. Self defence manual is still
present
Designer: Trevor Roberts. No. players: 2-6.
Country: British, Desc. by Andy.
Trevor Roberts is a former British Ju-Jitsu
champion and this game essentially promotes learning martial arts (and ju-jitsu
in particular) to defend yourself on city streets. In the game each player has to visit a selection of places shown
on the board but some areas are quite dangerous. The main choice is to decide how many turns you will spend
improving your ju-jitsu skills at the beginning of the game - the more turns
spent the safer and quicker your movement around the board will be. A quote
from the 'self defence manual': "Now complete your defence with a knee
strike to the assailant's nose".
If that's defence, I really don't want to see his offence!
Tac Air. Published by Avalon Hill. 1988. Box. Good. £7
Designer: Gary C Morgan. No.
players: 2. Country: American, Duration: 2 hrs, Desc. by Andy.
Hypothetical, detailed simulation of a Third World
War, fought over the killing grounds of Central Europe. The rules start with a
4 page basic game, and then there are a further 26 pages of advanced and
optional rules. Each turn represents 3 hours and each hex 1 mile. Unit size is the battalion. The rules cover ground and air units,
supply, command, engineering, and in the optional rules weather, mines etc. The
game includes over a dozen different scenarios ranging in scope from minor
skirmishes to a massive combat covering the entire map.
Tactic Blue. Published by Bambus Spieleverlag. 2006. Box. New. £16
Designer: Dieter Stein, Jaroslaw
Cichocki, Alvydas Jakeliunas. No. players: 2. Country: German, Desc. by Andy.
A collection of six 2-player abstract board
games from various authors. The game
includes a double sided board: one side with a triangulated hexagon the other
showing a chess board. Also included are black and white wooden playing pieces.
The games are: Accasta (tactical stacking game), Abande (positional scoring
game), Attangle (stack creation game), Attraktion (pattern creation game), Alva
(draughts variant), Dame 100 (draughts variant). A very nice collection for abstract game fans.
Take 4. Published by Spears. 1979. Box. Good. £2
Designer: Unknown. No. players: 2.
Country: British, Duration: 10 mins, Desc. by Andy.
The board is a hexagon of 19 indentations into
which balls are placed. There are 6
balls in 3 colours - one colour for each player and a neutral colour. Players take it in turn to move one of their
balls to an adjacent space or take an opposing or neutral ball. The first player to take 4 of the neutral
balls is the winner.
Teenage Mutant
Ninja Turtles Game. Published by MB Games. 2003. Box. Excellent.
£7
Designer: Unknown. No. players:
2-4. Country: British, Desc. by Andy.
Movie / TV tie in game, but with two sets of
rules. One simple one intended for kids, and one much better set which makes
for a more interesting game. The
players are the Turtles, and have to fight their way through the streets and
sewers in order to get to the skyscraper where their arch nemesis, Shredder, is
plotting to take over the world.
Tempus. Published by Pro Ludo. 2006. Box. 2 copies available:
1) In shrink. £20 2) Excellent. £18
Designer: Martin Wallace. No. players: 3-5.
Country: German, Duration: 90 mins, Desc. by Andy.
Martin Wallace's long heralded civilization
building game which plays in under 2 hours. The game uses a modular board with
assorted landscape types on the tiles to ensure a different layout each time.
Players advance their technologies, which start from fire and continue up to
the present day. Game play involves
prioritising good board position against technological advancement. However, there is an automatic catchup
mechanism whereby 'old' technology becomes available to all players after a
while. Also uses a neat diceless combat system.
Terra. Published by Days Of Wonder. 2003. Box. 2 copies available:
1) Excellent. £5 2) In shrink. £6
Designer: Bruno Faidutti. No. players: 3-6.
Country: American, Duration: 30 mins, Desc. by Andy.
Environmentally friendly card game purchases
of which contributed to a charity selected by UNESCO. The players have to deal
with an ecological, sociological, economic and military crisis in which all
sides need to collaborate to save the Earth, while also advancing their own
interests. Players gain points for solving crises by playing cards, while
trying to hang on to sets of cards which can be played to score points
individually as well.
Tetris. Published by Tomy. 1991. Box. Good. £7.50
Designer: Unknown. No. players: 2.
Country: British, Duration: 30 mins, Desc. by Andy.
Board game version of the famous and addictive
computer game. The two players sit at
either end of the board, and take it in turn to use a shape spinner which is built
into the game to determine what shape they have to add to their Tetris layout. The two layouts join up at the top, and initially a central bar
sits in the middle of the board, but each time you complete a row the bar is
moved towards your opponent. Completing
several lines at once moves it extra spaces.
The idea being to have your opponent run out of space before you do, so
keeping the divider bar on their side of the board is a good way to do this.
The African
Campaign. Published by Jedko. 1973. Box. Box corners
taped. £7
Designer: Unknown. No. players:
1-2. Country: Australian, Desc. by Andy.
Special notes: The base of the box shows some
indentation due to stacking
First edition, in a long, thin box. Various
battles and campaigns by Rommel’s Afrika Korps in WWII. The map covers from
Alexandria to just east of Tripoli. Units are from brigade to divisional level.
The game is rather like an advanced version of Avalon Hill's Afrika Korps.
Basic rules are 7 small pages long, with 1.5 pages of additional optional
rules.
The Antiques
Challenge. Published by Antiques Challenge Ltd. 1998.
Box. Good. £4
Designer: Furious Wolf Design. No.
players: 2+. Country: British, Desc. by Andy.
Trivia game in which players have to answer questions
about antiques. Most of the cards
depict valuable antiques on one side which the players may examine. On the other side is information and
questions about the object, which players get to answer. The questions come in
the categories: Furniture, Fine Art, Glass, Porcelain / Pottery, Silverware,
Clocks / Watches and Miscellaneous.
Very attractive cards and uses two special dice as well.
The Arduin
Adventure. Published by Grimoire Games. 1980. Box. Box
shows wear. £2.75
Designer: David A Hargrave. No.
players: 2+. Country: American, Desc. by Andy.
This boxed set provides an introduction to
fantasy role playing. It uses a system
which appears very similar to Dungeons and Dragons, and the main rules book
includes all you need to create characters and devise an adventure. It also includes a sample adventure near the
end of the book. Dice and cut out magic
item cards are also provided.
The Best Of Board
Wargaming. Published by Arthur Barker Ltd. 1980. Book.
Good. £11.50
Author: Nicholas Palmer. Country:
British, Desc. by Andy.
Hardback, 22x14cm, 194 pages. This book has two sections. The first section surveys the types of games
available at the time: Operational Games, Science Fiction Games, Monster Games,
Beer & Pretzels Games, Realistic Games, Computerized Games. The second
section consists of about 130 pages of game reviews (over 100 games are
reviewed).
The Bridges Of
Shangri La. Published by Uberplay. 2003. Box. In shrink.
£15
Designer: Leo Colovini. No.
players: 3-4. Country: American, Duration: 1 hr, Desc. by Andy.
Unusual game in which players place tiles
representing disciples of seven monastic disciplines into villages which are
connected by bridges through the mountains. Initially a few masters are placed,
and then students are placed, and when a village is full enough its students
can be sent to a neighbouring village where if their knowledge is superior they
will take over from existing masters, but behind them the bridge collapses. When the bridges are gone the player with
most masters and students on the board wins.
Interestingly different mechanics with lots of tactical options and
plenty of scope for vicious play.
The Chelsea Flower
Show Game. Published by Traditional Games Co. Ltd.
ca.2004. Box. Good. £6
Designer: Unknown. No. players:
2-4. Country: British, Duration: 1 hr, Desc. by Andy.
Horticulture themed board game in which the
players try to be the first to complete a show garden at Chelsea and gain the
coveted RHS Gold Medal. Players move
very chunky gardener playing pieces around the board - the outer area gives
inspiration and education, and then advance to the inner ring where they design
and develop their show garden. The
innermost section of the board lets the players actually build their
garden. Cards are drawn and used at
each stage of the game.
The Darling Buds
Of May. Published by Crown Andrews. 1991. Box. Good.
£1
Designer: Rodway Design. No. players: 2-6.
Country: British, Desc. by Andy.
Special notes: A small tear in lid has been repaired
with tape.
Based on the novel by H.E. Bates and the TV
series of the same name. Pop Larkin has
inherited a fortune and has hidden the money around the farm and surrounding
countryside. The players move playing pieces showing characters from the series
around the board trying to collect the money before the tax collector finds it.
Game play also involves trivia based on the book and other H.E. Bates books,
general knowledge (adult and junior versions), and true / false questions. Most
money collected at the end of the game wins.
The Game Of
Dracula. Published by Waddingtons. 1977. Box. 2
copies available:
1) Good. £7. A hole in the base of
the box has been repaired with tape. The mask is present however.
2) Box corners taped, edges show wear. £5.
Photocopied rules, the green vampire mask is missing from this set.
Designer: Unknown. No. players: 2-4. Country:
British, Duration: 1 hr, Desc. by Andy.
Simple but fun chase game in which the players
try to escape from Dracula's castle. The first player to get bitten by Dracula
also becomes a vampire, and wears a special mask. This player then tries to catch another player who will take over
the position of Dracula's under-vampire.
The Dracula and Green Vampire playing pieces fit over the players'
normal playing pieces. The Green
Vampire mask is often missing from this rarely seen game.
The High Kings Of
Tara. Published by Real Original Games. 1999. Box.
Good. £16
Designer: Murray Heasman. No.
players: 2 or 4. Country: British, Duration: 40 mins, Desc. by Andy.
Unusual strategy game based on the
celtic artwork from The Book of Kells.
The game consists of moving your king playing piece around the board and
placing segments of celtic loops to form 'hill forts'. The objective is to then join your loop
segments into more neatly formed loops so that by the end of the game you have
less knots than your opponent. The four
player game is played as a partnership game.
Unusual, well regarded and attractive too.
The Losing Trick
Count. Published by Methuen & Co. Ltd. 1937.
Book. Covers very discoloured, but inside fine.
£6. Author: F. D.
Courtenay, Col.G.G.J. Walshe. Country: British, Desc. by Andy.
Hardback, 19x12cm, 176 pages. A detailed description of this technique
which was popular in the 1930s. The
book covers both bidding and play, and also has a number of example hands to
illustrate the techniques. The book is aimed at the experienced Bridge player
wanting to learn how the real experts (at the time) bid and played.
The Madame
Tussaud's Board Game. Published by Spear's
Games. 1990. Box. Good. £2
Designer: Advertising Answers
International. No. players: 2-6. Country: British, Desc. by Andy.
Board game no doubt made as a souvenir for
visitors to London's famous Madame Tussaud's waxworks museum. The game itself has cards showing many of
the famous people who have their likenesses in the museum. Players are dealt mini cards showing these
people, and they must collect the larger cards with the same people on them. This is done by moving around the museum and
collecting them. However, it is also
possible to get cards off other players by 'bumping into them'. Finally there
are several 'Jack The Ripper' cards with no matching cards - these need to be
palmed off onto another player.
The Official
Rummikub Book. Published by Sterling Publishing Co.. 1978.
Book.
Good, but some marks on front cover. £10.
Author: Ephraim Hertzano. Country: American, Desc. by Andy.
Softback, 18x18cm, 72 pages. Quite hard to find book on Rummikub by the
originator of the game. The book goes into considerable detail on the 3
separate versions of Rummikub: American, Sabra and International. In each case the rules are presented with
plenty of colour diagrams, and strategy issues are discussed. An excellent book for a Rummikub fan.
The Oxford Guide
To Card Games. Published by OUP. 1990. Book. Excellent. £13
Author: David Parlett. Country:
British, Desc. by Andy.
Hardback with dustcover. 24x16cm, 361 pages.
Rare, intellectual and historical look at card games, a companion to the same
author's A History of Card Games. This concentrates on types of games:
trick-taking, bluff, melding, etc, and analyses how games of that type
developed across borders and through time. The rules to masses of card games
are included amongst all the extra detail provided. A master work and an
excellent addition to the keen card player's library.
The Pocket Book Of
Board Games. Published by Kestrel. 1980. Book. Good. £1
Author: John Astrop. No. players:
2. Country: British, Desc. by Andy.
Hardback, 20x12cm, 27 pages. A collection of 14 newly devised and old
classic games for 2 players. The games
all have short rules, and the book can be opened out so the pages can be used as
boards to play on. The games are: Leapfrog, Robots, Tourne Case, Greedy Boys,
The Law Of The Jungle, Vicious Circles, Tiger, Fifteen, Rat Race, Hnefatafl,
Dogs & Rabbit, Scrumping, Mu Torere.
The Study Of Games. Published by John Wiley & Sons. 1971. Book. Good - Ex Library.
£7.50
Author: E.M. Avedon, B.
Sutton-Smith. Country: American, Desc. by Andy.
Hardback, 23x16cm, 530 pages. An academic
resource useful for the study of games as a serious subject, rather than a book
giving rules to games or strategies etc, with lots of references and
bibliographies. The contents cover: The History & Origins Of Games
(Historical Sources, Anthropological Sources, Folklore Sources, General
Sources), The Usage Of Games (Recreation, Military, Business & Industry,
Education, Diagnostic & Treatment), Structure & Function (Social
Science, Games As Structure, Function of Games).
The Theory Of
Whist. Published by Longmans, Green & Co..
1890. Book. Cover faded with wear, good internally.
£4. Author: W. Pole.
Country: British, Desc. by Andy.
Special notes: 17th Edition, gold edged pages
Hardback, 17x11cm, 108 pages. Widely
circulated treatise on partnership whist. The book covers: Technical Terms,
Theory of the Game, Development of the Theory, Rules & Directions for Play,
Conclusion, Appendicies. There are many snippets from the press dated 1865
onwards which praise the book.
The TinTin Games
Book. Published by Methuen Children's Books. 1986.
Book. Excellent. £3
Author: Herge. No. players: 1+.
Country: British, Desc. by Andy.
Hardback, 30x23cm, 30 pages. Nicely produced book of games and activities
all based around well drawn TinTin comic strips. It includes: It's No Use
Running (Two player chase board game), Find The Mistakes (in a detailed
picture), Spot The Same (only two drawings have Calculus in the same clothes),
Conversations (Fit the words to the pictures), and much more...
Ticket To Ride
Nordic Countries. Published by Days Of Wonder. 2008. Box. In
shrink. £26
Designer: Alan R Moon. No.
players: 2-3. Country: American, Duration: 45 mins, Desc. by Andy.
Standalone Ticket To Ride series game. The map shows Scandinavia, and is designed
specifically for 2-3 players. The
tickets are all 'standard', but the routes use both ferries and tunnels. Also there are a few special rules which
make it possible to use 3 or 4 non matching cards as a wildcard in certain
circumstances. The game plays very
well, and is very attractively produced.
Highly recommended.
Tikal. Box. 2 editions available:
1) Published by Ravensberger. 1999. Good. £16.
Country: German
2) Published by Rio Grande Games. 1999. Good.
£17. Country: American.
Designer: Michael Kiesling & Wolfgang
Kramer. No. players: 2-4. Duration: 2 hrs, Desc. by Andy.
German Game of the Year 1999. Players lead
expeditions across the board, which starts out blank but tiles are added,
making every game different. The object is to discover the temples, unearth
them and find treasure. Nice wooden components and well produced large
hexagonal tiles make it very attractive during play. There are always lots of options on your turn, and it is rarely
obvious what the best strategy is. As with other games in the series players
have a number of action points to use each turn. Recommended.
Top Dividend. Published by Jarvis Porter. ca.1935. Box. Good. £2
Designer: Unknown. No. players:
2-6. Country: British, Duration: 30 mins, Desc. by Eamon.
Card game, 54 cards representing results of
football matches. The game is played in rounds with players trying to collect
results that allow them to win the weekly football pools. Football pools must
have been a relatively new idea then bec ause there is a guide on how to enter
the real thing, and a way of using the cards as a medium to help predict real
results! Also includes a good quantity of plastic counters.
Top Gear
Motorsport. Published by Toy Brokers Ltd. 1993. Box.
Good but 1 corner taped. £5
Designer: Unknown. No. players:
2-6. Country: British, Desc. by Andy.
TV related - based on the BBC's popular series
Top Gear. Players race around the track
with the winner the first to complete a preagreed number of laps. Movement around the board depends on
answering rather difficult motorsport related trivia questions. In addition it helps to keep to the racing
line, and choose the right fuel and tyres for the conditions. The game also has a shorter version which
doesn't use the trivia cards.
Travel The World. Published by Early Learning Centre. ca.1995. Box. Good, but quite large
label removal mark. £2
Designer: Unknown. No. players:
2-4. Country: British, Desc. by Andy.
Special notes: Photocopied rules.
Children's game. The set includes rules for four different games, the idea being
to use the set as a way to introduce children of age 5-8 to the geography of
the world and differences between countries. The main game involves movement
around a map of the world, travelling overland, by sea and by air to a series
of destinations before returning to your home country. The other games make use of the destination
cards and 'postcards' which correspond to the countries named on the
destination cards, ie. matching them up in a variety of ways.
Twilight Struggle. Published by GMT Games. 2006. Box. In shrink. £36
Designer: Ananda Gupta, Jason
Matthews. No. players: 2. Country: American, Duration: 3 hrs, Desc. by Andy.
An interesting mixture of American style
wargame and a Eurogame. The game is set
during the Cold War starting in 1945 and going all the way through to
1989. One player takes the role of the
USA and the other the USSR. The game is card driven, with each card having an
event (mostly favourable to one side or the other, but sometimes neutral), and
a deployment power. Players take it in
turn to play cards, and if a friendly card choose either event or deployment
points, but if it is an unfriendly card the event must be played in order to
use the deployment points. Players vie
for control (majority of influence) in countries and continents, with players
controlling the timing of scoring rounds.
Captures the theme wonderfully.
United Nations. Published by Yaquinto. ca.1980. Double LP Case. Box shows some wear. £7
Designer: J Michael Hemphill. No.
players: 2-4. Country: American, Desc. by Andy.
Notes: The front cover has some small stains
where elastic bands which used to hold it closed have perished.
Diplomatic game, in one of this company's
album boxes. Players gain prestige and voting power by persuading the 40
countries on the board to join their faction. To gain their favour you can use
a mixture of Economic Aid and Arms Aid, but must maintain your influence over
two turns. The basic mechanism is that
aid tokens are placed (plus some decoys) face down and once all players have
played then they are revealed, and conflicts resolved. Conflicts can be political or military. Treaties can be agreed which exclude players
from areas but gain those players prestige, and the Security Council can be
called upon to deal with aggressors and General Assembly meetings can set up
boycotts.
Warrior Knights. Published by Games Workshop. 1985. Box. 2 copies available:
1) Good. £18. Box has been taped
up extensively, but otherwise shows relatively little wear.
2) Good but box edges show wear. £17
Designer: Derek Carver. No. players: 2-6.
Country: British, Duration: 2-3 hrs, Desc. by Andy.
Classic multi-player war game. Set in a
fictional European region, players vie for control of the area. Players must
use diplomacy, negotiation, and bribery as well as warfare to achieve their
goals. Players need to manage their economy well too.
Web Of Gold. Published by 3 Wishes. 1987. Box. Good. £8
Designer: Nik Sewell. No. players:
2-6. Country: British, Duration: 90 mins, Desc. by Andy.
Each player seeks gold in an abandoned, giant
spider inhabited mine. Players have a
lantern and must navigate through the mine avoiding webs and the giant spiders
in them looking for more equipment and also gold nuggets. As well as controlling the adventurers,
players also get to move the spiders to hinder and even attack other
players. The board is a large 3D affair
into which spider webs can be slotted.
I can provide some house rules to make the setup more interesting.
Enjoyable game.
White Dwarf
Magazine. Published by Games Workshop. Country:
British, Desc. by Andy.
The definitive British fantasy gaming
magazine which started out to be of general interest to hobbyists, but
eventually became a G.W. house magazine. Articles listed by issue.
No. 30. 1982. Good. £0.80.
Androids in Traveller, Designing a Quasi Medieval Society for D&D,
Griselda Gets Her Man (fiction), The Curse Of The Wildland (AD&D
adventure), The genesis of Tunnels & Trolls, Runequest Unarmed Combat, Reviews (Thieves World, Champions,
Adventurer, Invasion Earth), Letters, Traveller Adventure Ideas, Fiend Factory
(new monsters), New AD&D Spells,
News.
No. 38. 1983. Good. £0.80.
Traveller Introduction - Scenarios, G.W.'s Questworld scenario pack,
Khazad Dum - Mines of Moria for D&D, Uruk Hai Battle Manual, Reviews
(Traveller, Dicing With Dragons, Thieves World Scenarios, Faerie Creatures for
AD&D, Computers & RPGs, Letters, Runequest - Lords of the Spirit World,
D&D Spells, News.
No. 41. 1983. Good. £0.80.
D&D tactics for Dwarves, Elves, Kobolds and Orcs; A Tasty Morsel
(Runequest Fiction), AD&D Sigils, The Snowbird Mystery (Traveller
adventure), Freeway Deathride (Car Wars scenario), Critical Mass (SF Awards),
Reviews (Traveller Supplement 10, Man Myth & Magic, Star Explorer),
Runequest Unarmed Combat, D&D Inhuman Gods, Traveller: The CSB, Tron +
AD&D(!), News.
No. 42. 1983. Good. £0.80. Call
of Cthulhu in the 1980s, Crime in Traveller, Shamus Gets A Case (Runequest
fiction), Why Dungeons Exist, Irilian (city and scenario for D&D), Reviews
(Soloquest 3, Fighting Fantasy style books, Grav Ball, The Morrow Project),
Book reviews, Traveller Character Generator, Letters, Inhuman Gods, Runequest
Horses, D&D Spells, News.
No. 44. 1983. Good. £0.60.
Reviews (Shadows of Yog Sothoth, Illuminati Expansions 1+2, D&D
Endless Quest books, 4 AD&D modules), Book reviews, FRP Realism, SF &
Fantasy board games, Computer combat resolution, Letters, New Runequest
monsters, AD&D tribal creatures, D&D - clerical conversions, News.
No. 45. 1983. Good. £0.60.
Thistlewood (Warhammer battle scenario), Reviews (Wizards - AH, 4
D&D modules, Pavis: Threshold To Danger), Book reviews, Traveller
adventure, Thrud The Barbarian + The Travellers (cartoons), Letters, Runequest
Q&A, D&D Para elementals, D&D elemental items, News.
No. 46. 1983. Good. £0.60.
Wandering Monsters in D&D, Runequest Demons, Planetary Governments
in Traveller, Irilian (AD&D City and scenario), Reviews (Runequest
Companion, Chivalry & Sorcery, Sanctuary), Book reviews, Fantasy & SF
Board Games, FRP's for beginners, Letters,
Play by mail games, Thrud & The Travellers comic strips, Death In
Green (mini AD&D scenario), Runequest combat, D&D spells, News.
No. 47. 1983. Good. £0.60.
AD&D: Demonist Class, Runequest Goblins, Irilian (AD&D City
& scenario), Kwaidan (Bushido adventure), Reviews (Privateers &
Gentlemen, The Asylum & Other Tales, Star Fleet Battles Supplement 1, The
Big Rubble: The Deadly City), Book reviews, Fanzines, Letters, Alien races for Traveller, Character Morale in
Runequest, The Portrait (mini D&D scenario), AD&D small monsters, News,
Thrud and The Travellers comic strips.
No. 51. 1984. Front cover has been attached with tape. £0.60. Customising AD&D Clerics, Warhammer
thieves, All In The Family (Runequest fiction), The Black Broo of Dyskund
(Runequest scenario), A Ballad of Times Past (AD&D scenario for level 4-5),
Reviews (Cthulhu Companion, Superworld, Daredevils, Knight Hawks), SF &
Fantasy book reviews, Thrud, Traveller NPCs, Letters, The Travellers, AD&D
The Many Coloured Land conversions, Runequest economics, News.
No. 52. 1984. Good, but cover shows wear. £0.60. Introducing Roleplaying, AD&D Deity
specific spells, Traveller immortality, Castle of Lost Souls (Fighting Fantasy
solo adventure), The Serpent's Venom (AD&D adventure for levels 1-3),
Reviews (Talisman, Battlecars, Dragonriders of Pern, Lost Worlds), SF &
Fantasy book reviews, Thrud, AD&D creatures, Letters, Runequest magic
rings, The Travellers, AD&D Magic Items, News, Miniatures reviews.
No. 53. 1984. Good. £0.60.
Introducing Roleplaying, The Siege of Minas Tirith for Warhammer, The Moonbane (gothic fiction), Orcs in
D&D, The Castle of Lost Souls (Fighting fantasy solo adventure), Reviews
(Caverns of the Dead, 2 F.F.books, Traveller Book 6 Scouts), Fantasy & SF
book reviews, Thrud, Wardpacts in D&D, Car Wars column, Letters, Traveller
NPCs, Celtic mythos spells for Runequest, The Travellers, Miniatures: build
your own tower, The Slave Hunt (mini AD&D scenario), AD&D Magic Items,
News.
No. 54. 1984. Good. £0.60.
Realistic Fantasy campaigns, Runequest Barbarians, Introducing
Roleplaying games, The Castle of Lost Souls (Fighting fantasy solo adventure),
The Temple of the Doomed Prince (AD&D / Runequest adventure), Computer
games reviews, Miniatures review, Reviews (Traveller Adventure 11, Sorcery
Fighting Fantasy Books, Espionage scenarios, CoC scenario: Pursuit To
Kadath), Runequest Undead, Thrud,
Letters, AD&D Invisible monsters, The Travellers, Roleplaying goals, News.
No. 55. 1984. Good. £0.60.
Introducing roleplaying, Spiderbite (low level AD&D / Runequest
adventure), Revanents in Runequest, Animal Cults in AD&D, The Castle of
Lost Souls (Fighting Fantasy adventure), Reviews (Forces of Fantasy -
Warhammer, 4 AD&D adventure modules, Sherlock Holmes Consulting Detective,
3 Star Fleet Battles supplements), Book reviews, Punk gangs for Car Wars,
Letters, Thrud, New miniatures, Runequest extras, Monsters' gods, Arch
Enemies, The Travellers, Traveller
Variant Universes, News.
No. 61. 1985. Good but spine taped. £0.60. Runequest Alchemy; Creating magic rings, armour and shields in
AD&D; Beyond The Shadow Of A Dream (Fighting Fantasy / D&D adventure),
The Dark Usurper (Fighting Fantasy solo adventure), Introducing Superheo
gaming, Reviews (D&D Companion Set, Timemaster + scenario, Chill +
scenario), SF & Fantasy book reviews, The Travellers, Traveller character
traits, Thrud, Letters, New Bugs for AD&D, Runequest Magic Items,
Miniatures, News.
Poster. Excellent. £0.40. Art by Sibbick. Promotional poster - full size
and colour. It shows a dwarven fighter
with axe and long white beard - the dwarf the famous GW Magazine was named
after.
I will give a 10% discount on White Dwarf items if you buy 5 or more, and
20% discount if you buy the lot!
Why You Lose At
Bridge. Published by Cornerstone Library. 1974.
Book. Good. £2.50
Author: S.J. Simon. Country:
American, Desc. by Andy.
Softback, 20x13cm, 160 pages. Includes a
foreword by Charles Goren. This book covers the following reasons for losing at
Bridge: Ignoring the Odds, Playing Dummy, Bad Defence, Poor Bidding, Not
Doubling, Don't Teach Your Partner, Half A Loaf, They Can't Fool Me, Fixed by
Palookas, The Logic of Luck, A Rubber at the Club. The book is targeted at both
beginning players and also at more experienced players - after all everyone's
game can be improved by making less mistakes!
Wings Of War: Burning Drachens. Published by Nexus Editrice. 2007. Box. In
shrink. £18. Desc. by Andy.
Designer: Andrea Angliolino &
Pier Giorgio Paglia. No. players: 1-2. Country: Italian, Duration: 30 mins.
Wings of War base set 3. World War I aerial attack game with neat and
simple mechanics which make it fast and fun to play. One player controls 1 or more planes, represented by a colour
cards on the table, and the other controls ground defence forces. Planes are
controlled by playing movement cards, and each turn three movement cards are
played face down in sequence for each plane.
These cards are then actioned one at a time, and movement is by placing
the movement line on top of the plane
to be moved and then moving the plane card to the other side of the movement
card. Neat! After all movement check to see what is in firing range - hits
are resolved with damage cards. This set is also well suited to solo play.
Wings Of War: Dawn Of War. Published by Nexus Editrice. 2007. Box. In
shrink. £18. Desc. by Andy.
Designer: Andrea Angliolino &
Pier Giorgio Paglia. No. players: 2-6. Country: Italian, Duration: 30 mins.
Wings of War base set 4. Early WW2 aerial attack game with neat and
simple mechanics which make it fast and fun to play. Players control 1 or more planes, represented by colour cards on
the table, and sometimes anti aircraft ground defences. Planes are controlled
by playing movement cards, and each turn three movement cards are played face
down in sequence for each plane. These
cards are then actioned one at a time, and movement is by placing the movement
line on top of the plane to be moved and then moving the plane card to the
other side of the movement card.
Neat! After all movement check
to see if what is in firing range - hits are resolved with damage cards.
Wits & Wagers. Published by North Star Games. 2007. Box. In shrink. £17
Designer: Dominic Crapuchettes.
No. players: 4-20. Country: American, Duration: 25 mins, Desc. by Andy.
Very clever party type game, but which will
appeal to many who don't normally like this type of game (such as me). A game consists of 7 rounds. Each round a question is asked which
everyone answers with a number. The
answers are ordered, and players then bet on which they think are correct. If the answer is in a gap the next lower
answer is considered correct. The bank
pays out for correct answers and correct bets.
Betting can get quite tactical, and bluffing when you know the right answer
is also possible. Recommended.
Word Battles. Published by Jumbo. 1981. Box. Good. £4
Designer: Koninklijke en Hotte.
No. players: 2. Country: Dutch, Duration: 20 mins, Desc. by Andy.
Word game for 2 players. Each player has the same set of letters, and
a 5x5 grid. Each player in turn
announces a letter and both players add it to their grid. The players try to make as many words as
possible on their grid, with bonuses for 5 letter words. The letters can be
moved around during the game as additional possibilities become apparent.
Yorkshire Tea
& Heartbeat Jigsaw. Published by Taylors.
2000. Box. In shrink. £1.50
Designer: Unknown. No. players: 1.
Country: British, Desc. by Andy.
1 or 2 x 500 piece promotional
jigsaw puzzles from Yorkshire TV's Heartbeat and Taylor's Yorkshire Tea. The back of the box shows two pictures, one
of a steam train arriving at Aidensfield railway station, and the other of a
country farmhouse kitchen with a cream tea spread waiting to be eaten. The description doesn't make it clear
whether the box contains both, or just one of these two jigsaws. The cover shows the steam train picture, so
if there is just one, it will be that one.
I seem to have a
little bit of space spare, so will stick in a selection of AD&D stuff at
the end…
AD&D
Ravenloft - Feast Of Goblyns.
Published by TSR. 1990. Module. Good. £5
Designer: Blake Mobley. No. players: 2+.
Country: American, Desc. by Andy.
AD&D Ravenloft
scenario which also includes a Ravenloft DM's screen. The 96 page module is for low to mid level characters and the
level of difficulty of the encounters can be adjusted. The party are
mysteriously transported to Ravenloft, a realm of terror, where they do their
best to survive the machinations of an evil lord and return to their home
plane.
AD&D
Ravenloft - Masque of the Red Death. Published by TSR. 1994. Box. Mint. £3. Desc. by Andy.
Designer: William Connors, D.J. Heinrich,
Shane Hensley, Colin McComb. No. players: 2+. Country: American.
Roleplaying
supplement for the AD&D Ravenloft world.
This set allows your characters to explore the macabre world of the
1890s in Gothic Earth. Based on the
feel of the works of Edgar Allan Poe, Bram Stoker and Arthur Conan Doyle. This
set includes: 128 page Guide to Gothic Earth with rules and background; 3
adventure booklets; Map of Gothic Earth; GM Screen; Bonus poster.
AD&D
Ravenloft - The Nightmare Lands. Published by TSR. 1995. Box. Mint. £5.50
Designer: Shane Lacy Hensley, Bill Skavicsek.
No. players: 2+. Country: American, Desc. by Andy.
Supplement for the
AD&D Roleplaying game, in the Ravenloft campaign setting. This is a campaign expansion boxed set which
contains everything necessary to adventure among dark dreamscapes and twisted
nightmares of the dream world. As well
as rules books it includes new creatures and 64 ready to play nightmares which
combine to form a full length adventure.
AD&D Trivia
Game. Published by TSR.
1991. Box. Good. £5
Designer: Richard Borg. No. players: 3-10.
Country: American, Duration: 1 hr, Desc. by Andy.
A game for keen
players of AD&D. The players or teams
are asked questions of varying difficulty, relating to events which might occur
within AD&D. If you have a AD&D
Rules Lawyer friend then this would make a great present for them!
Alternatively take it along to your roleplay club and be assured of a fun hour
or so.
AD&D:
Forgotten Realms Interactive Atlas. Published by TSR. 1999. CD Case. Good. £45
Designer: Unknown. Country: American, Desc.
by Andy.
Special notes: No
manual included, though it is easy to use with good help built in.
This is an amazing
item for players of AD&D who use the very popular Forgotten Realms campaign
setting. The CD contains over 500 maps from a vast number of Forgotten Realms
supplements. The maps range from
overviews of the entire world down to individual building floorplans. They are presented in a very clever linked
way, so you can click from one to another linked map. Highly detailed and a great resource - highly recommended. You will need a Windows PC to use this, and
it should work with pretty much any Windows OS (Win 95 onwards). There is also
a free update on the internet with 300 further maps. If you also have Campaign Cartographer you can edit the maps.
AD&D:
Forgotten Realms: Black Courser. Published by TSR. 1990. Module. Good. £3
Designer: Troy Denning. No. players: 2+.
Country: American, Desc. by Andy.
Advanced Dungeons
& Dragons 2nd Ed Forgotten Realms module set in the Tibet-like kingdom of
Ra-Khati, between the lands of Faerun and Kara-Tur. Designed for 4-8 characters of level 6-9. The characters work to help the peaceful
kingdom of Ra-Khati against the evil Raja Devayam who insists upon being paid
tribute. The party discover his real intent and have to try to stop his
dreadful plans. Second part of the
Empires Adventures Trilogy.
AD&D:
Forgotten Realms: Old Empires.
Published by TSR. 1990. Module. Excellent. £3.50
Designer: Scott Bennie. No. players: 2+.
Country: American, Desc. by Andy.
Advanced Dungeons
& Dragons 2nd edition supplement for the Forgotten Realms world. The 96 page booklet and maps cover the lands
of Mulhorand, Unther and Chessent to the south and east of the Alamber
Sea. Neighbouring powers include Thay,
Semphar & Mughom, and Aleaxtis the Sahuagin kingdom. This supplement is intended to allow you to
run adventures in these powerful and relatively isolated lands, where ancient
kingdoms and even pharaohs hold sway, and different gods are worshipped.
AD&D:
Forgotten Realms: Storm Riders. Published by TSR. 1990. Module. Good. £3
Designer: Troy Denning. No. players: 2+.
Country: American, Desc. by Andy.
Advanced Dungeons
& Dragons 2nd Ed Forgotten Realms module set in the Tibet-like kingdom of
Ra-Khati, between the lands of Faerun and Kara-Tur. Designed for 4-8 characters of level 5-7. The characters have escaped into this
mountain kingdom after sighting a vast army on the move, and end up working for
the monk king to help avoid war. First
part of the Empires Adventures Trilogy.
AD&D: The
Complete Book Of Elves.
Published by TSR. 1992. Book. Excellent. £4.50
Author: Colin McComb. No. players: 2+.
Country: American, Desc. by Andy.
Roleplaying supplement for AD&D 2nd
Edition. This book covers all things elvish: The various subraces; Elven
differences in the different AD&D worlds; Physical attributes and
advantages; Elven society; Elven myths; Elven dwellings; Optional rules;
Character creation and kits; Elven equipment; Elven Magic; Elven campaigns. 120
pages.
AD&D: The
Complete Book Of Humanoids.
Published by TSR. 1993. Book. Excellent. £4.50
Author: Bill Slavicsek. No. players: 2+. Country:
American, Desc. by Andy.
AD&D 2nd Ed
rules supplement detailing humanoid races and how to play them as NPCs and PCs,
including character class information, kits and proficiencies, as well as a guide
to tribal life, superstitions and the arms and armour available to each race.
AD&D: The
Complete Fighter's Handbook.
Published by TSR. 1989. Book. Excellent. £4.50
Author: Aaron Allston. No. players: 2+.
Country: American, Desc. by Andy.
Roleplaying
supplement for AD&D 2nd Edition. 124 pages. Lots of new ideas to spice up
fighters in your AD&D campaigns.
This book covers: Character creation; Warrior kits; Roleplaying ideas;
New combat rules including called shots, parrying, unarmed combat, hit locations,
mounted combat, tournaments; New equipment.
AD&D: The
Complete Psionics Handbook.
Published by TSR. 1991. Book. Excellent. £4.50
Author: Aaron Allston. No. players: 2+.
Country: American, Desc. by Andy.
Roleplaying
supplement for AD&D 2nd Edition. 128 pages. AD&D 2nd edition removed
psionics from the game, but this book reintroduces it. This time the Psionicist is a character
class, with his own progression tables etc.
This book gives all you need to know in order to create a psionicist
character, including class details, psionic combat, the six disciplines,
psionic monsters, how to incorporate a psionicist into your campaign and more.
AD&D: The
Complete Thief's Handbook.
Published by TSR. 1989. Book. Good. £4.50
Author: Aaron Allston. No. players: 2+.
Country: American, Desc. by Andy.
Roleplaying
supplement for AD&D 2nd Edition. 128 pages. Lots of new ideas to make
thieves more interesting in your AD&D campaign. The book covers: Roleplaying thieves, Thiefly proficiencies,
Thief character kits, Thieves guilds, Tools of the Trade, Classic cons, New
rules, Thief based campaigns.
AD&D: The
Complete Wizard's Handbook.
Published by TSR. 1990. Book. Excellent. £4.50
Author: Aaron Allston. No. players: 2+.
Country: American, Desc. by Andy.
Roleplaying
supplement for AD&D 2nd Edition. 128 pages. A collection of new ideas to
add variety and excitement to your AD&D campaigns. This book includes: Schools of magic, and
specialist mages; Creating new schools of magic; Wizard kits; Roleplaying
wizards; Combat and the wizard; Casting spells in unusual circumstances; Very
high level mages; Spell notes; Spell research; New spells; Interesting lists
(!)
And now for some
newly entered books:
Book Title
|
Publisher
|
Author
|
Year
|
Type
|
Size (cm)
|
Pages
|
Condition
|
Price
|
All About Acol
|
Unwin
|
Bewn Cohen,
|
1978
|
Soft
|
20x13
|
266
|
Good
|
£2
|
A Player's Guide To Table
Games
|
Stackpole Books
|
John Jackson
|
1975
|
Hard
|
22x15
|
185
|
Good, but dustcover shows
wear
|
£8
|
The Monopoly Book
|
McKay
|
Maxine Brady
|
1974
|
Hard
|
18x18
|
144
|
Good
|
£6
|
Duplicate Contract Complete
|
The Bridge World / Mack
Printing
|
Alfred M. Gruenther
|
1933
|
Hard
|
23x16
|
328
|
Good |
£6 |
Streamlined Bridge Or Bidding
Without Tears
|
David Marlowe
|
Victor Mollo
|
1947
|
Hard
|
25x16
|
264
|
Good
|
£2.50
|
Culbertson: The Man Who Made
Contract Bridge
|
Weidenfeld & Nicolson
|
John Clay
|
1985
|
Hard
|
24x17
|
242
|
Good
|
£5
|
Fun On Wheels
|
Frederick Muller
|
Dave Garroway
|
1967
|
Soft
|
18x12
|
117
|
Good
|
£2
|
Imperial Canasta
|
Eyre & Spottiswoode
|
Ralph Michaels, Charles Goren
|
1950
|
Soft
|
18x12
|
107
|
Good
|
£6
|
Popular Card Games
|
W. Foulsham & Co Ltd
|
B.H. Wood & F.R. Ings
|
~1950
|
Soft
|
18x13
|
96
|
Good |
£3
|
Games And Sports In The Army
1933-34
|
War Office
|
The Army Sport Control Board
|
1933
|
Hard
|
18x13
|
691
|
Good
|
£12
|
How To Play Solo Whist
|
Chatto & Windus
|
Abraham Wilks, Charles Pardon
|
1888 |
Hard
|
18x13
|
166
|
Good (very good
|
£11 |
The Penguin Book Of Word
Games
|
Penguin
|
David Parlett
|
1982
|
Soft
|
18x11
|
235
|
Excellent
|
£3
|
Amusing Games For Three
Players
|
W. Foulsham & Co. Ltd
|
Tom King
|
~1938
|
Soft
|
18x12
|
64
|
Good
|
£5 |
Play Winning Checkers
|
Consolidated Litho Corp
|
Millard Hopper
|
1940
|
Soft
|
16x12
|
32
|
Good
|
£5 |
Spiel '97 Taschenbuch
|
Friedhelm Merz Verlag
|
Rosemarie Geu
|
1997
|
Soft
|
15x11
|
829
|
Good
|
£2
|
Fighting Fantasy:
The Introductory Role-playing
Game
|
Puffin Books
|
Steve Jackson
|
1984
|
Soft
|
18x11
|
240
|
Excellent.
|
£3.50
|
The Vienna System Of Contract
Bridge
|
Contract Bridge Equipment Ltd
|
Dr. P. Stern, N. de V.Hart,
A.J. Smith
|
1947
|
Hard
|
18x13
|
243
|
Good
|
£5
|
The Education Of A Poker
Player
|
Sphere Books
|
Herbert O.Yardley
|
1970
|
Soft
|
18x11
|
138
|
Good
|
£7
|
Bridge
|
Penguin
|
Terence Reese
|
1963
|
Soft
|
18x11
|
208
|
Good
|
£2
|
Demonstealer
|
Puffin Books
|
Marc Gascoigne
|
1991
|
Soft
|
18x11
|
227
|
Excellent
|
£1.50
|
Hoyle's Rules Of Games
|
Signet
|
Albert H. Morehead, Geoffrey
Mott-Smith
|
1983
|
Soft
|
18x11
|
264
|
Excellent
|
£2
|
Indoor Pastimes For All Ages
|
A.W. Gamage Ltd
|
Will Goldston
|
~1910
|
Hard
|
18x13
|
104
|
Cover fair, inside good.The
cover has a small section torn, revealing the card undeneath, and the spine
has been repaired with masking tape
|
£5
|
How To Become A Professional
Money Bridge Player
|
Educator Books
|
Kim Carpenter
|
1969
|
Soft
|
21x17
|
160
|
Good
|
£10
|
Reese On Canasta
|
Edward Arnold & Co.
|
Terence Reese
|
1951
|
Hard
|
19x13
|
96
|
Good
|
£9
|
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