Sep 2007 Catalog
While I don’t publish my latest catalog on the internet, this older catalog is available for you to look through to get an idea of the sort of thing I generally have. Please be aware that many of the games in this catalog will have already sold, and if they haven’t then the prices are not necessarily still valid – the prices are only valid in the month the catalog comes out! However, if you do see something of interest email me and I’ll let you know if I still have it. Also getting the monthly catalog by email is free and without obligation, so why not just ask to be added to my subscription list, or ask me to send you the latest catalog by email?
101 Instant Games, published by Macdonald Ltd. 1977. Book.
Good. £4
Designed by Eve Harlow. Country: British, Desc. by Andy.
Softback, 25x23cm, 64 pages. A compilation
of 101 games you can play with pretty much no preparation and just items you
can find around the house. The games
range from party games for many players to classic abstract games such as
mancala. The games are divided as follows: Games of Chance (17), Outdoor Games
(24), Travelling & Waiting Games (15), Games For Two Or More (17), Party
Games (28).
3 Or More, published by Spear's Games. 1981. Box. Box shows
wear. £3
Designer Unknown. No. players: 2-4. Country: British, Duration: 20
mins, Desc. by Andy.
Tile laying game using long thin tiles
each with 3 coloured circles on it.
These are placed adjacent to those already on the table in rows of up to
eleven. The objective is to score
points by making lines of circles of the same colour - the longer the line the
higher the score and diagonal lines count double. When all the tiles have been
played the highest scorer wins. Could be considered a sort of colour dominoes,
but with three colours per domino rather than just two.
After Dinner Origins, published by Jordans Games. 1988. Box.
Good, but edges show wear. £2
Designer Unknown. No. players: 2+. Country: British, Duration: 30 mins,
Desc. by Andy.
Players take turns to read out three
possible origins of well known phrases or customs (such as why we say "The
Bee's Knees", or how saluting started), and the other players guess which
is the correct one. Points are scored
for guessing the correct origin. The
game comes in a box which looks very much like a box of After Eight Mints, and
the cards come in After Eight style wrappers!
There are 60 cards with 5 sets of origins on each card.
Age Of Mythology, published by Eagle Games. 2003. Box. In
shrink. £23
Designed by Glenn Drover. No. players: 2-4. Country: American,
Duration: 3 hrs, Desc. by Andy.
Board game version of the civilisation
building computer game of the same name.
The game includes vast numbers of components including all sorts of
wonderful plastic figures of men and monsters from different empires, wooden
blocks, cards, dice and three game boards.
The game is about gathering resources, building an empire and an army to
defend and expand it, moving into new levels of civilisation, and ultimately
building a Wonder of The World. Requires a large table, but it looks fantastic
when laid out.
Alles Futsch, published by F X Schmid. 1998. Box. Excellent. £6
Designed by Hermann Huth. No. players: 2-5. Country: German, Duration:
45 mins, Desc. by Andy.
Card game. Players trade collectable goods
like paintings and sculptures. The interaction is intriguing as you do not
simply bid and add items to your sets, but once items have been bought, if you
already have enough of that type of item you can perform a forced sell to
another player with that type of item and get a good price, and potentially
reduce the value of their collection as well, thus quite a bit of tactical
bidding can be involved.
Am Fuss Des Kilimandscharo, published by Hans Im Gluck. 1995. Box.
Box good, contents unused. £11
Designed by Reiner Knizia. No. players: 2-4. Country: German, Duration:
45 mins, Desc. by Andy.
Light game in which players use their
cards to form combinations of methods of transport, in their quest to reach
Base Camp first. Each player has 3 cards laid in front of them indicating their
current modes of transport. Players can
either play onto their own piles to improve their position or onto opponents'
piles to mess them up. In addition
various events occur as the players get further up the mountain when certain
spaces are landed on exactly, so aiming to hit or miss these is important.
Animal Tracks, published by Spear's Games. 1983. Box. 1 box corner
taped. £5
Designer Unknown. No. players: 2-6. Country: British, Duration: 20
mins, Desc. by Andy.
Children's game (age 7+). A rather attractive tile laying game in
which the players play path tiles (showing assorted curves, straights,
cross-overs, dead ends etc) onto a 4x4 grid.
Around the sides of this grid are 16 animal tiles (cows, hens, pigs and
sheep). The objective is to play a tile
which creates a path between two animals of the same type. Those two animals' cards (which are worth
various amounts) are then kept and will score at the end of the game. The animals which have been won are then
replaced with new animals ready for the next player.
Antiquity, published by Splotter Spellen. 2004. Box. New. £55
Designed by Jeroen Doumen, Joris Wiersinga. No. players: 2-4. Country:
Dutch, Duration: 3 hrs, Desc. by Andy.
Special notes: 2nd Edition (in dark green box)
Substantial strategy game from the company
that created Roads & Boats. Set loosely in Italy in the middle ages each
player starts with a small town which they must develop in a variety of ways by
making use of the countryside around
it, gathering resources, and making use of these. There are also a variety of patron saints, and during the game
one of these must be selected as the game goes on. Victory is achieved in
different ways depending on the saint selected. The game requires careful planning to do well as the land gets
slowly depleted making resources more difficult to come by later in the
game. Comes in a large box with a
veritable trove of components, which is what makes this expensive.
Asterix: Operation Britain, published by Hodder & Stoughton.
1992. Book. Excellent. £5
Designed by R. Goscinny, A.Uderzo. No. players: 1. Country: British,
Desc. by Andy.
Solitaire paragraph gamebook based on the
famous Asterix comic characters. The game uses paragraphs in the same type of
way as Fighting Fantasy books, but also uses a special dice and comes with a
selection of extras such as a map, potion cards, a password scroll, coinbag
card and Asterix and Obelix cards. 284
paragraphs. The mistletoe crop has
failed in Gaul, and Asterix needs more in order to make his magic potions. Thus
the heroes head to Roman occupied Britain to obtain some more mistletoe.
Attacking The King, published by B.T. Batsford. 1991. Book.
Excellent. £5
Designed by Yakov Neishtadt. Country: British, Desc. by Andy.
Softback, 21x13cm, 109 pages. Chess book
translated by Malcolm Gesthuysen. Every chess player aims for successful
attacks on the king. This book shows you how to: launch a piece attack against
an uncastled king, create checkmate possibilities against a castled position,
undertake pawn storms when there is castling on opposite sides, keep your
opponent guessing as to your own king's destination.
Auf Der Pirsch, published by Phalanx Games. 2005. Box. In shrink. £7
Designed by Gunter Burkhardt. No. players: 3-4. Country: Dutch, Duration:
30 mins, Desc. by Andy.
Trick taking card game with an unusual
twist. Four rounds are played and each
round there is a different trump suit (known from the very start). However, the tricks taken in one round are
the cards you will use in the next round.
Once you have won your share of tricks all your remaining cards count as
losers. The cards also have points on them, and winning cards with points
scores. In the final round everyone
tries to win as much as possible, with the suits having different values. An
intriguing take on trick taking.
Balanx, published by Fun Connection. 1993. Box. Good. £7
Designed by Kris Burm. No. players: 2. Country: German, Duration: 20
mins, Desc. by Andy.
Special notes: Original rules missing, but a printout is supplied. The
two large steel ballbearings rusted at some point (but have been cleaned).
Two player strategy game from this master of the genre. The game uses a
board which can tilt like a see saw, and each turn the current player tilts it
towards them and the balls which are the playing pieces will move in their
grooves changing the game position. The objective is to get your balls to the
opposite corner of the board, but leaving a ball behind to block is not
permitted. The balls are large glass
marbles and two large steel ball bearings are also used. Very stylish as you would expect from Kris.
Battle Quest: Caves Of Fury, published by Hodder & Stoughton.
1992. Book. Excellent. £5
Designed by Stephen Thraves. No. players: 1. Country: British, Desc. by
Andy.
Solitaire adventure game book in the same
style (using paragraphs) as Fighting Fantasy books. However, this book comes in a packet with two special dice used
to resolve combat, and a selection of extra items (treasure and strength
counters), Book of Wisdom card, Password Scroll, and transparent spell sheets.
342 paragraphs. You are a fearless
warrior sent to the Caves of Fury by an old man who wants to know what happened
to his sons who never returned.
Battleship, published by Milton Bradley. 1995. Box. Good. £5.50
Designer Unknown. No. players: 2. Country: American, Duration: 15 mins,
Desc. by Andy.
Very nice edition of this classic game,
with closable plastic console, nicely moulded plastic ships and lots of
markers. This is the classic game in which each player positions their fleet of
ships secretly and then the players take turns firing into particular spaces
and are told whether they hit or miss.
First to sink their opponent's fleet wins. While the game can be played with paper and pencil, this set is
so nicely produced it makes the game much more tactile and enjoyable.
Billionaire, published by Spear's Games. 1984. Box. Excellent. £3
Designed by Crown & Andrews. No. players: 3-8. Country: Australian,
Duration: 20 mins, Desc. by Andy.
Card game, and a variant of the manic card
trading game, Pit. Comes with a large
plastic suitcase which the player who first completes a set must grab to end
the round. The suitcase also acts as a
card holder. Money is provided too and
each set has a value which the completing player wins. There are two special cards: the tax man -
whoever holds him at the end of the round loses money and a doubler which gets
you twice the reward if you manage to complete a set. A good version of this
classic game.
Bison, published by Phalanx. 2006. Box. In shrink. £16.
Special notes: Fully English edition.
Designed by W. Kramer, M. Kiesling. No. players: 2-4. Country: Dutch,
Duration: 90 mins, Desc. by Andy.
Board game which uses unusually shaped
tiles (curved hexes!) to build up a NW American wilderness in which the players
take the role of competing tribes of Indians.
Each tribe claims territories which will provide food: bison, wild
turkeys and fish. Players can choose how many actions they take each turn, but
the more actions used the more food it will cost. As well as deploying hunters,
permanent settlements can be built up to secure areas. At the end of each round more food is
obtained and then the next round played out, with the best fed tribe being the
winner at the end of the game. Clever
design - I have some house rules which I feel improve it further.
Brainline, published by Palitoy Bradgate. ca.1983. Box. Good.
£3
Designer Unknown. No. players: 2. Country: British, Duration: 15 mins,
Desc. by Andy.
Strategy game in which the players try to
get their 4 pegs into a straight line with no opposing pieces in between. The game is played on a hexagonal grid.
Pieces may be moved any distance in a straight line, but cannot jump another
peg or land on another peg.
Bridge In The Menagerie, published by Faber & Faber. 1985.
Book. Good. £12
Designed by Victor Mollo. Country: British, Desc. by Andy.
Softback, 20x13cm, 152 pages. Contract
bridge book written humourously with a variety of characters each with their
own personality and playing style. The intent is for the book to amuse the
bridge playing reader while also imparting some tips and useful points which
should help improve their game. The
book is subtitled: The Winning Ways of the Hideous Hog. Well out of print, and
actually quite rare and now sought after.
Buro Crazy, published by F X Schmid. 1997. Box. 2 copies
available:
1) Excellent. £3.50 2) Excellent - unpunched. £4
Designed by Gunter Burkhardt. No. players: 3-5. Country: German,
Duration: 30 mins, Desc. by Andy.
Card game, 150 cards used in competition
for office promotions. Players use their influence cards to gain promotion, but
must be careful to conserve rather than over-bid their hand. The loser of a contest for promotion gets
their influence cards back and also gets some compensation. At the end of the game the top ranking
employees all vie for the right to be Boss in a last special round.
Byzantium, published by Warfrog. 2004. Box. In shrink. £22
Designed by Martin Wallace. No. players: 2-4. Country: British,
Duration: 2.5 hrs, Desc. by Andy.
The Byzantine Empire has to battle foe
after foe in a desperate struggle for survival. However, after holding back the
Persians, the Arabs look to be too much.
Interestingly each player gets to act on both sides of this war, and
tries to do well for both sides, scoring points on two separate tracks. Players
can build up armies, build churches / mosques, move their units, attack with
them, and perform many special actions.
As usual with Martin Wallace games, you can expect a substantial game
with plenty of interesting ideas, and very approachable rules.
Calculate, published by Pantheon Books. 1979. Book. Good, a
very few sheets have been used.. £10
Designed by Sid Sackson. No. players: 2+. Country: American, Desc. by
Andy.
Special notes: Signed by Sid Sackson.
Softback, 20x25cm, 72 pages. A collection
of games to play using your wits and a calculator. The games are all devised by
Sid Sackson, so you can be sure there will be novel ideas. The book includes many
black and white sheets on which the games are played - you will need pens /
pencils (not supplied) to play. The games are: Run For President (2-4), Target
Number (2-4), Invasion (2), Away Across (2), Travels (2-4), High Finance (2-4).
Candidate, published by Shaw Games. 1979. Box. Good. £14
Designed by Tom Shaw. No. players: 2+. Country: American, Duration: 90
mins, Desc. by Andy.
Election game, based on the American
electoral system. Played for a predetermined number of turns with a shorter 40
minute game being quite possible. Each turn the players can choose two of three
possible cards types to draw. Campaign cards give you votes in the state where
you currently are. Fundraising cards
give you money which can be spent secretly.
Dirty tricks cards allow you to hurt your opponents, but these can
sometimes backfire.
Cats 'N' Dogs, published by Spears. 1986. Box. Good. £4
Designer Unknown. No. players: 2. Country: British, Duration: 15 mins,
Desc. by Andy.
Each player has 8 large discs (those of
one player show cats while those of the other player show dogs). These discs
can stack on other discs during play. Players form new stacks with these discs
or move discs from stack to stack. No board required, you just play on any flat
surface. The objective is to have 5 of your discs showing. No pile may ever exceed 3 in height, and
being able to remember what the hidden discs are will help considerably.
Caylus Magna Carta, published by Ystari Games. 2007. Box. In
shrink. £17
Designed by William Attia. No. players: 2-4. Country: American,
Duration: 1 hr, Desc. by Andy.
Special notes: Fully English edition.
Card game based on the theme and many of
the ideas from its very well received big brother Caylus. This game does away
with the board and many of the details of the original, while still being a
resource cube management and generation game. In case you haven't played
Caylus, the idea is that it is 1289 and King Philip is building a new castle in
Caylus. The players do their best to
help and the player who is able to contribute the most to it will be the most
prestigious. Plays much quicker than its bigger brother.
Celebrity Trivia, published by Nostalgia Lane Inc.
ca.1985. Box. Good. £1.50
Designer Unknown. No. players: 2+. Country: American, Desc. by Andy.
A box of 400 cards each with 6 trivia quiz
questions and answers about well-known people.
Also includes a die and rules.
Check Lines, published by Tri-ang. ca.1968. Box. Good. £4
Designer Unknown. No. players: 2. Country: British, Duration: 10 mins,
Desc. by Andy.
A pocket sized strategy game which uses an
asymmetric board with 11 peg holes and many straight lines joining them up.
Each player has five pieces (horses for one player and lions for the other)
which fit into the holes in the board. To win a player must be the first to
position these so that they have two straight lines, both of three men.
Chrominos, published by Sourire Pour Saisir. 1992. Box. Good.
£6
Designer Unknown. No. players: 1-10. Country: French, Duration: 30
mins, Desc. by Andy.
Set of 75 dominoes with colours rather
than numbers and with three sections rather than two. When placing chrominos
onto the existing layout at least two matching contacts must be made. The objective is to get rid of your
chrominos first. Some additional rules
for more advanced games are also included.
Colosseum, published by Days Of Wonder. 2007. Box. In shrink.
£29
Designed by Wolfgang Kramer, Markus Lubke. No. players: 3-5. Country:
German, Duration: 2 hrs, Desc. by Andy. Special notes: English rules provided -
components are language free.
Substantial board game set in Rome in
which the players recruit artistes of various sorts (gladiators, chariot teams,
musicians, animals etc), in order to put on progressively more impressive
shows. The game uses auctions but also
senators move around a track and getting them to visit your stadium will help
you considerably. Players have a limited number of actions to use to improve
their stadia, and purchase the plan to new shows. Unusually it is not the player who does the best series of shows
who wins, but the player who puts on the single best show.
Commissario, published by Phalanx Games. 2004. Box. Excellent.
£7. Desc. by Andy.
Designed by Wolfgang Kramer, Horst-Rainer Rosner. No. players: 2-5.
Country: Dutch, Duration: 30 mins
Card game in which the players are federal agents who want to arrest
villains in a series of raids, and must avoid arresting innocents. The game uses some clever mechanics where
you have to first limit your options for the turn by choosing just two places
to raid, but then they are resolved one at a time. There is significant element of bluffing your opponents, but
depending on the turn order, there will sometimes be definite good moves if you
can spot them. At the end of the game
there are bonuses for the agent who arrests more of each of the various gangs.
Plays especially well with 3 players, and recommended for that number.
Cube Farm, published by Cheapass Games. ca.2003. Packet. New.
£2.50
Designed by James Ernest. No. players: 2-5. Country: American,
Duration: 45 mins, Desc. by Andy.
Card game in which the players add cards
to a communal layout and place tokens on the cards to claim offices. The idea is that the cards show office units
which have been partitioned into 'cubes'.
The office also has vital facilities such as the coffee machine, water
cooler, printer etc, and players want their people to be as close as possible
to these facilities. Play is tactical -
you want to set up opportunities for yourself while not giving too much away to
your opponents. As usual with this company, you will need to supply your own
counters for each player.
Cyberspace - Death Game 2090, published by Iron Crown Enterprises.
1990. Booklet. Good. £1.75
Designed by W.G.Armintrout. No. players: 2+. Country: American, Desc.
by Andy.
Adventure module for the Cyberspace
roleplaying game. This module allows you to run a linked series of adventures
based around the Uniqorn Qlub, a place
which features the latest in ActiStim technology - the Death Game of the
title. This module is subtitled Cyberventure Mission File #2, but you only need
the CyberSpace rules in order to play.
Das Riff, published by Kosmos. 2000. Box. 2 copies available:
1) Excellent. £10 2) Good. £9
Designed by Christine & Wolfgang
Lehmann. No. players: 2. Country: German, Duration: 45 mins, Desc. by Andy.
Unusual game of catching rare and
colourful fish in order to breed specific new combinations. Colourful square reef cards showing fishes,
sharks, coral, pearls and open sea are placed in rows, some face up and some
face down. Players use their ships and
worms (as bait ?) to explore the reefs, and obtain more boats, always looking
to obtain breeding pairs which will produce young fish currently in
demand. Play is quite tactical, but
with luck in whether previously unexplored sea regions hold what is desired and
in what worms become available. The
game has a neat 'water-flow' mechanism which drives the replenishment of the
tiles. Definitely an unusual one and
well worth trying.
Dealer's Choice, published by Parker Palitoy. ca.1975.
Box. Good. £8
Designer Unknown. No. players: 3-5. Country: British, Duration: 45
mins, Desc. by Andy.
Family business game in which the players
are car dealers. Players buy and sell a selection of cars ranging from top of
the range sports cars to old wrecks.
Each player has a special 'Blue Book' which can be consulted to give the
value of any given car. Options include insurance and event cards keep the play
varied. Players try to make the most money by clever wheeling, dealing and
bluffing.
Design And Sell Toys, Games & Crafts, published by Chilton Book Co.. 1977.
Book. Good. £7
Designed by Filis Frederick. Country: American, Desc. by Andy.
Hardback with dustcover, 27x19cm, 165
pages. A very useful book for anyone who has invented a new game and wants to
get it published. The author clearly
has her feet on the ground, and hopefully will be able to bring budding inventors
back down to earth too. Considering the games side, the author gives a good categorisation
of all games, and gives answers to what makes a good game, and what makes one a
best seller. Other chapters cover Getting New Ideas, Names, Writing Good
Instructions, Costing Your Design, Testing, Protecting Your Ideas, Selling Your
Idea, Sample Developments, Case studies.
Die Magier Von Pangea, published by Queen Games. 2001. Box. In
shirnk. £14
Designed by Ralf Burkert. No. players: 2-4. Country: German, Duration:
1 hr, Desc. by Andy.
Fantasy themed game in which each player
is a wizard controlling minions who wander around a world which often shifts
around changing its layout. These minions produce goods which are used to
purchase amulets from the agents of foreign wizards. Collecting these amulets and returning them to your wizard's
tower gives you the ability to cast more spells and obtaining enough of them
combined with a suitable number of goods wins the game. Some unusual mechanics combine to form a
game which feels unique.
Dilbert: Corporate Shuffle, published by WoTC. ca.1998. Box.
Excellent - unused. £4
Designed by Richard Garfield. No. players: 4-6. Country: American,
Duration: 30 mins, Desc. by Eamon.
Card game, 60 cards each featuring an
individual full colour Dilbert cartoon. Dilbert is a character in a newspaper
comic strip, a geeky computer programmer with an uncomprehending boss. The game
itself is a new version of the company’s game The Great Dalmuti. It is a 'climbing' game in which players
play increasingly strong combinations until no more can be played, and then a
new round starts. The objective is to
get rid of all your cards as quickly as possible.
Dinosaur Dice Book, published by Teeney Books. 1998. Book.
Excellent. £1.75
Designed by Moira Butterfield. No. players: 2-4. Country: British,
Desc. by Eamon.
A very nice book, made up of thick game
boards (no paper pages). Built into the book is a plastic spinner to be used as
a die. You need to provide your own counters. The book has the following games:
Snakes & Ladders Dinosaur Style, Dino Bones, Dangers of the Deep, Run!...Run!...Run!,
Don't Meet a Dinosaur, and Collector's Corner. Very nice item.
Disorderly Conduct The Game, published by Western Publishing. 1993.
Box. Good. £4
Designer Unknown. No. players: 2 teams. Country: American, Desc. by
Andy.
Special notes: Box slightly indented due
to stacking, base has a tape removal mark, and 1 corner taped. 1 of 160 cards
is missing, but this does not affect play.
Party game intended for young adults. The players split into a team of girls and a
team of boys and each team moves their playing piece around the board and acts
on the spaces they land on. These often
require that a 'dare' card is drawn and so someone will have to perform an
embarrassing dare, sometimes involving a player from their own team and
sometimes with someone from the other team. Players can refuse a dare, but then
they get a stamp - two stamps and that player becomes the other team's
'partyslave'. The box and board feature
snapshots of a group of male and female models playing the game, giving a bit of
the look of popular U.S. TV sitcoms (like 'Friends').
Dos Rios, published by Mayfair. Box. Excellent. £22
Designed by Franz Benno Delong. No. players: 2-4. Country: American,
Duration: 75 mins, Desc. by Andy.
Set in a valley of two rivers the board
can be reconfigured each game for variety. Players move their campesinos into
fertile areas which the rivers flow through in order to grow their crops. However, opposing campesinos can chase away
the existing ones by coming in greater force, and a clever mechanism allows the
rivers to be diverted using dams, changing which areas are irrigated. The types
of area which will produce can be seen a few turns in advance to allow for
planning. However, occasionally
desperadoes come out of the hills and chase away some of the campesinos to the
city. The first player to build their
five income producing buildings wins the game.
Dungeon Twister - 3-4 Player Espansion, published by Asmodee Editions. 2006.
Box. In shrink - Excellent. £15
Designed by Christophe Boelinger. No. players: 3-4. Country: French,
Duration: 45 mins, Desc. by Andy.
Special notes: While still in shrink there
is slight damage to one corner of the box.
It is still Excellent though.
Each player has a team of adventurers with
various powers, who are trapped in a dungeon. The board is made up of small
maze-like boards which can be rotated during the game, changing the layout.
Action points are spent to move adventurers, pick up and use items, fight
opponents or perform special actions. The objective is to gain victory points
by escaping from the dungeon and killing opposing adventurers. The game is card
driven - the cards being selected each turn from an open display. Very well
received fantasy game. Together with the base set this expansion lets you play
with 3 or 4 players.
El Grande, published by Hans Im Gluck. 1996. Box. Good. £15. Desc. by
Andy.
Designed by Wolfgang Kramer and Richard Ulrich. No. players: 2-5.
Country: German, Duration: 90 mins.
Special notes: I can print out and laminate a set of English action
cards to considerably ease play for an extra £4. This set also includes a German Kong & Intrigant expansion.
Brilliant game, which was German Game of
the Year 1996. The players vie for control of areas of medieval Spain, in order
to score victory points for having the majority of caballeros at the three
census points during the game. The game
is driven by action cards, of which five are available each round and each
player will get to select one. The more
powerful actions allow less men to be added to the board, whereas the weaker
actions allow more men to be placed.
Players also have to play cards to determine player order (and thus the
chance to get needed action cards) each round.
Various other excellent mechanics make this one of the best German games
of all time in my opinion. Highly
recommended.
Elevation, published by Appletree Toys. 1983. Box. Box base
& lid indented due to stacking. £5
Designed by Hila & Ivan Moscovich. No. players: 2. Country:
British, Duration: 30 mins, Desc. by Andy.
Unusual game in which each player controls
an elevator with space for 3 blocks.
The elevators are on either side of 9 'storeys' and on each storey upto
5 blocks can be held. There are 7
colours of blocks which start randomly on the 9 storeys. Players move their
elevators up and down loading and unloading blocks trying to make storeys hold
a single colour. Achieving this scores a point. There are various restrictions to ensure the game doesn't become
a stalemate too. Well constructed plastic board with chunky blocks.
Empire Campaign System, published by Empire Games. 1984. Box.
Good. £5
Designed by Kip Trexel. No. players: 2+. Country: American, Desc. by
Andy.
Unusual item, a board game designed with
the miniatures gamer in mind. This is a grand strategy game, played on a large
hex map of Saxony and the surrounding areas. When you force the enemy to
battle, the idea is to then use miniatures rules for the battle itself. The rules suggest that you will want to use
the Empire 3 operational-tactical miniatures rules to play out the miniatures
battles. The rules include sections on
resolving the combats but I am not at all sure if they will work without using
the Empire 3 rules as well.
Empires Of The Ancient World, published by Warfrog. 2000. Box.
Excellent. £16
Designed by Martin Wallace. No. players: 3-5. Country: British,
Duration: 3 hrs, Desc. by Eamon.
Multi-player war game, taking you back to
the age of Julius Caesar and Alexander the Great. Players build empires, by creating armies, annexing neutral
provinces, trading across the Mediterranean, and waging war. Uses a card combat
system, with units such as pikemen, swordsmen, war elephants, cavalry, siege
towers and galleys. Bookcase box.
Equality, published by Peter Pan. 1978. Box. Good. £3.50
Designed by Marie A Richardson. No. players: 2-4. Country: British,
Desc. by Andy.
A Scrabble-like game, but instead of
making words players have number, and arithmetic symbol tiles and make up
simple arithmetical sums (eg. 4 x 5 = 2 0 ) to place on the board and
score. There are double tile and
'double equation' spaces on the board, and there is a bonus for using all 10 of
your tiles in one go. Includes racks
for the tiles.
Europa Tour, published by Schmidt. 2002. Box. Good - the lid is
very slightly indented. £12.50. Desc. by Andy.
Designed by Alan R Moon, Aaron Weissblum. No. players: 2-4. Country:
German, Duration: 30 mins.
Players must try to build a valid route
through Europe using country cards, plane and ship cards. There are special card holders to ease play
and a map board showing what routes are allowed for road, plane and ship
journeys. It is a development of the
system used in the old game Rack-O. I very much enjoy the puzzle-like
challenges it poses - highly recommended.
Falling, published by Cheapass. 1998. Box. Excellent. £2.50
Designed by James Ernest. No. players: 4-8. Country: American,
Duration: 5 mins, Desc. by Andy.
Card game, 54 cards illustrating
characters in free-fall from a great height. Each player is falling to the ground,
and the one who hits the ground last is the winner (for a few moments,
anyway!). Cards by Magic the Gathering artist Brian Snoddy. Card play is fast
and furious - no hesitation permitted, and one player acts as a non-playing
dealer for the round. However, given
the short duration several rounds can be played.
Fantasy Business, published by Descartes Editeur. 2002.
Box. Excellent. £7
Designed by Christophe Boelinger. No. players: 3-8. Country: French,
Duration: 45 mins, Desc. by Andy.
Economic game with a fantasy theme. Players must buy various bits of adventuring
gear (eg. weapons, armour, horses, etc) at auction and then after a set number
of auctions there is a selling round.
After discussions players secretly set their prices for the items they
have on offer. Lowest price sells with
a bonus, middle prices sell with no bonus and highest prices don't sell at
all. There are also some action cards
to make things interesting and keep people on their toes.
Fibonacci, published by Naylor & Associates. 1994. Box.
Good. £7.50
Designed by T F E Naylor. No. players: 2. Country: British, Duration:
30 mins, Desc. by Andy.
Privately made well regarded strategy game
played on a large hexagonal grid of triangles. Players attempt to manoeuver
their 'strike' pieces around the sides of their opponent's main piece. There
are also support pieces which are used to help form groups of pieces. Keeping your pieces in groups is essential
as this allows improved movement options.
The game can be played with cards to make things slightly less
predictable, or without them for purists. Nicely produced.
Fore, published by Scott & Webb. ca.1985. Box. Box
shows wear, corners taped. £4
Designer Unknown. No. players: 1+. Country: British, Desc. by Andy.
Not the same as the game of the same name
by Oneliner. This large box game has a
folding board which shows a 9 hole golf course, with each hole having various
bunkers, and has lines demarking every 10 yard interval. A different set of cards is provided for
four different irons, a driver, putter and for getting out of the rough. Each
card says how far the ball will travel, or in the case of the putter how many
puts will be taken to get the ball in.
Cards are played from your hand so you must decide how best to play them
in order to finish each hole in as few strokes as possible.
Frank's Zoo, published by Rio Grande Games. 1999. Box. In shrink.
£7
Designed by Doris Matthaus, Frank Nestel. No. players: 4-7. Country:
American, Duration: 45 mins, Desc. by Andy.
Card game which is a 'climbing game'. This means that players can play any card
combination which beats the current card combination on the table. In this game the cards depict animals, starting
from the lowly mouse, through hedgehogs and foxes up to lions and finally the
mighty elephant. However, elephants can
be beaten (scared off) by mice... The
objective of the game is to get rid of your cards rather than winning 'tricks',
although winning gets you the lead which is often vital. The game can be played
individually or (better) in partnerships.
Funkenschlag Benelux/Central Europe Maps, published by 2F Spiele. 2006. . In
shrink. £8
Designed by Friedemann Friese. No. players: 2-5. Country: German,
Duration: 90 mins, Desc. by Andy.
New maps for the excellent game Powergrid.
The maps are Benelux and Central Europe, and there are slight variant rules to
be used on each of these maps, to reflect the power production history of these
countries. Recommended, though you need
the base game to make use of this.
Game Of Life, published by Milton Bradley. 1984. Box. Good. £3
Designer Unknown. No. players: 2-8. Country: British, Duration: 1 hr,
Desc. by Andy.
The original British version of this
classic game. The game involves moving random amounts along a track, but with
some choices to be made on what strategy to go for, but a great deal of luck in
the dice and cards. The board has 3-D
elements adding to its attractiveness. Players start having just left school
and get jobs or take further education, and will get married and have children,
buy shares and advance their careers, trying to achieve most before retirement.
Games Of
The World, published by UNICEF. 1982. Book. Good. £10. Country:
Swiss, Desc. by Andy.
Softback, 26x23cm, 280 pages. Produced by
the UNICEF committee, this book describes how to play, how to make and how the
games featured came into existence.
Very nicely produced with colour pictures throughout. The games covered not surprisingly, have
been gathered from all over the world.
They are categorised as follows: Board & Table Games (35), Street
& Playground Games (15), Field & Forest Games (8), Party & Festival
Games (12), Puzzles Tricks & Stunts (13).
Ghost Train, published by Hodder & Stoughton. 1992. Book.
Excellent. £5
Designed by Stephen Thraves. No. players: 1. Country: British, Desc. by
Andy.
Solitaire adventure gamebook which uses
paragraphs in the same type of way as Fighting Fantasy books. This book comes
in a packet along with a special dice, a map, rucksack, codesheet, transparent
key sheets and a ghost counter. Along with your companions, a professor of
'ghostology' and a medium investigate rumours of sightings of a ghost train in
the Scottish Highlands. 329 paragraphs.
Go For Gold, published by Webster's Yorkshire Bitter. ca.1980.
Box. Box corners split, shows wear. £2.50
Designer Unknown. No. players: 2-6. Country: British, Desc. by Andy.
Promotional sports quiz game in which
players answer sports trivia questions to progress around the qualification
ring, then the bronze ring, and finally the silver ring to get the gold medal
and win.
Gold Und Rum, published by Asmodee Editions. 2003. Box. In shrink.
£11
Designed by Alan Moon & Bruno Faidutti. No. players: 4-7. Country:
French, Duration: 45 mins, Desc. by Andy.
Unusual card game with a fantasy army
theme. The cards depict dwarves,
undead, goblins, barbarians etc, with some cards being very powerful but either
needing a weak goblin to man them (goblin war machine) or not allowing two to
be held by the same player (giants).
The first half of each hand involves one player dealing out the cards
face up onto a number of piles and the other players then claim piles and play
cards to damage piles other players have claimed. The dealer chooses a player to side with that turn and then four
battles are played in which players commit their cards to the battle in two
phases, with the winner gaining victory points.
Golferholics, published by A.L.E.M.. 1999. Box. Excellent. £5
Designer Unknown. No. players: 2-4. Country: British, Desc. by Andy.
Golf game with a large attractive board
showing an 18 hole golf course. Also
included are two special dice, one used to determine progress while on the
fairway and the other for short range shots.
The playing pieces are nicely made flags. Game play is driven by dice
and event cards and scores are recorded on very well made pads of score cards.
Hansa - Changed WInds Poster Map, published by Spiele Aus Timbuktu. 2006.
Poster. Good. £6
Designed by Michael Schacht. No. players: 2-4. Country: German,
Duration: 1 hr, Desc. by Andy.
A poster map with different wind arrows
for the board game Hansa. You will need
the original game in order to make use of this map.
Highway, published by BMI. ca.1990. Box. Good. £4
Designed by P. Parks. No. players: 2-4. Country: British, Duration: 30
mins, Desc. by Andy.
Children's board game designed to teach
about crossing the road safely. The
board incorporates two lanes of traffic on cardboard rings which are rotated
during the game. They show various cars
and changing traffic signals at the various crossings. The graphics all show
bears and are quite cute. The objective
is to be the first player to move their bear token from home to the playground,
school and the ice cream van and get back home again. When crossing the road the traffic rings are rotated and the
traffic moves on and the player must decide if it is safe to cross or not.
History Of The World, published by Gibsons. 1993. Box. Good
but box shows a little wear. £15
Designed by Steve Kendall. No. players: 3-6. Country: American,
Duration: 2-5 hrs, Desc. by Andy.
Classic game, as easy as Risk, but far
more subtle, and working through from the dawn of history to the 20th century.
In each of 7 rounds every player controls a different civilisation that
appeared in that time period. With the counters for your civilisation you build
cities, capture towns, construct monuments and occupy as much land as possible.
Very well regarded game. The duration
ranges from 2-5 hrs - the game is longer the more players are involved.
Holiday AG, published by F X Schmid. 1990. Box. Excellent.
£12.50
Designed by Wolfgang Kramer. No. players: 2-6. Country: German,
Duration: 60 mins, Desc. by Andy.
Clever game of the same general type as
Acquire and Big Boss. There are five
travel companies in which the players will gain shares, and each company has a
line of 20 spaces onto which luggage markers are placed. Cards allow placement of the luggage
markers, but the game is about trying to get strings of adjacent markers onto
the companies you have shares in, while trying to ensure that those you do not
have a stake in do not get long groups of markers, as the longest group of
markers for each company at the end of the game determines the values of the
shares. Recommended.
Hot Spots, published by Great Games Company. ca.1986. Box.
Good. £7.50
Designer Unknown. No. players: 2-4. Country: British, Desc. by Andy.
This game is actually two distinct items
in one. However, both use a deck of
cards and a sloping board onto which the cards are placed so that only the top
half will show. The first 'game' is an unusual and very difficult solo puzzle
in which the cards have to be arranged in such a way that dots and lines on the
cards match up neatly. There are apparently
two solutions and the start and ends of each have been given. Alternatively the other side of the cards
can be used to play a game in which players try to make lines of spots of the
same colours in order to score points - again only one half of each card is in
play at any time, and players can move an already played card if they think it
will help. Most unusual item
.
I.Q. The Logic Puzzle Game, published by Lagoon Games. 1998. Box.
Good. £4
Designer Unknown. No. players: 1+. Country: British, Desc. by Andy.
A set of 100+ cards each with a logic or
lateral thinking puzzle on it, and the answer on the back. Also included is an egg timer to limit the
time you have to work on a puzzle. The
puzzles are worth different numbers of points and some have bonus questions
too. An example: An artist is painting
a large canvas 2m x 2m. He wants to
cover half the canvas in a deep rich purple, but he also wants to keep a square
section which is still 2m high and 2m wide unpainted. How does he do this?
Ido, published by Goldsieber. 1998. Box. Good. £8
Designed by Bernhard Weber. No. players: 2-4. Country: German,
Duration: 40 mins, Desc. by Andy.
Strategy game played on a board which
looks like a piece of modern art, with coloured areas and striking black lines
on a white background. The playing pieces
are equally as impressive - plastic, but very chunky colourful cubes and
blocks. Onto the board is placed a black plastic griddle which can be moved
around and which effectively adds to the lines on the board. Players move their blocks into the spaces on
the board, and may also move the griddle as well, which will often move some of
the blocks. The objective is to get
your blocks to the other side of the board, and whoever manages their moves
most efficiently will win.
Igel Argern, published by Doris & Frank. 1996. Box.
Excellent. £15
Designed by Frank Nestel & Doris Matthaus. No. players: 2-6.
Country: German, Duration: 30 mins, Desc. by Andy.
The title means 'Hedgehogs in a
Hurry'. The players have hedgehogs
(wooden disks with a cute hedgehog picture), which will race along a board
showing six tracks. In the basic game a
die is rolled and a hedgehog moved to the right or left before a hedgehog in
the track rolled is moved. Special
spaces cause hedgehogs to become trapped, and the first player to get three
hedgehogs to the end wins. However,
there are 40 variant games, some daft, some fairly serious, and you can combine
the ideas to make exactly the type of hedgehog race you desire.
Iliad, published by Asmodee Editions. 2006. Box. In shrink.
£13.50
Designed by Dominique Ehrhard. No. players: 2-6. Country: French,
Duration: 45 mins, Desc. by Andy.
Special notes: Fully english language edition.
Card game with an Ancient Greek theme in
which the players must use their cards wisely in order to win victory in a
series of battles. The cards represent warriors, archers, chariots, ballistae,
elephants, and more. These can be deployed to increase your own forces and/or
deplete those of your opponents. There
are two types of battle - one in which the winner takes all the VPs, and the
more common one in which position matters - the game uses a neat system of card
play which encourages players to drop out early to get the aid of powerful
heroes. The first player to gain 12 VPs wins.
Info Baseball, published by Information Games. ca.1980. Box. Good.
£2
Designer Unknown. No. players: 2+. Country: American, Desc. by Eamon.
Card game, 120 cards featuring Red Sox
baseball players and their statistics. The game is a variation of Top Trumps.
Insider Dealing, published by Fantasy Games. 1988. Box.
Good. £11
Designer Unknown. No. players: 2-6.
Country: British, Desc. by Andy.
Special notes: The calculator needs a new
battery.
Stocks and shares game. Players deal in
the shares of six companies on the Stock Exchange. Stock prices are affected by
event cards of two types - market news (which everyone gets to see) and insider
information which only the current player gets to see. In addition players move
around three sections of the board, one in which it is possible to buy shares,
one in which it is possible to sell shares and a special area which must be
passed through in between. Players can
decide how long they wish to stay in an area before leaving it. Nicely produced
and includes an electronic calculator as well.
Intrigue, published by Wiggins Teape. ca.1980. Box. Good. £7
Designer Unknown. No. players: 2-4. Country: British, Duration: 30
mins, Desc. by Andy.
Special notes: Box shows wear and is slightly indented due to stacking
The game consists of a 'stadium' with 7
concentric rings which can be rotated independently. These rings have slots which accept marbles and when they are
lined up a marble can roll towards the centre.
The objective is to get all your marbles into the centre before anyone
else. The components are all very
nicely made and it plays a bit like a sort of more sophisticated Downfall.
Jeopardy, published by Milton Bradley. 1964. Box. Box corners
split. £2.50
Designer Unknown. No. players: 3-5. Country: American, Desc. by Eamon.
TV related. 3rd edition. Based on a
popular American game-show (practically unknown outside the States), where
players are told an answer and must give the question it relates to, as the
answer, if you see what I mean! MB Game No. 4457.
Jumbo Grand Prix, published by Jumbo. 1998. Box. Good.
Label removal mark on one side. £9
Designed by Reiner Knizia. No. players:
2-5. Country: Dutch, Duration: 30 mins, Desc. by Andy.
Card game with a motor racing theme. Players draft cards in an interesting way
trying to obtain the three parts of a car needed to make a working car, plus a
driver. After several rounds of
drafting players put forward a set of car cards and the better the car the more
points it will win. Unplayed cards are
then used as the basis for a car the following round. Fast and fun game.
Junkyard Races, published by JKLM Games. 2003. Box. Mint. £24
Designed by John Yianni. No. players: 2-4. Country: British, Duration:
2 hrs, Desc. by Andy.
Players control carts which race around a
junkyard. The junkyard is littered with
all sorts of useful bits of equipment and traps you can set for other
players. There is a dangerous shortcut
you can choose to take too. Movement is
by rolling 1-3 dice and moving over hex spaces, while keeping on the
track. An amusingly chaotic race over
multiple laps. Pitstops can be made to
change around your cart's goodies. The
box is packed full of stuff: the board, hex tiles, lots of cards, 4 resin cast
carts, and dice.
Junta, published by West End. 1985. Box. Excellent. £20
Designed by Vincent Tsao. No. players: 2-7. Country: American,
Duration: 3 hrs, Desc. by Andy.
Excellent political game. Players vie for
jobs in a Third World government. One player is elected President and he
appoints other players jobs. This can involve offers of high wages, bribes or
threats, but at the end of the day he hopes to pocket as much money as he can
in his Swiss bank account. Coups regularly take place as players distrust each
other. The winner is not the one with the most power or money, but the one who
has stashed more money in Switzerland than any other player.
Justinian, published by Phalanx Games. 2006. Box. Excellent.
£21. Desc. by Andy.
Designed by Alessandro Saragosa, Leo
Colovini. No. players: 2-4. Country: Dutch, Duration: 45 mins.
Very nicely produced game in which the
players influence 12 Byzantine advisers to the Emperor. Each player has a pool
of influence markers which can be used to enhance or reduce the power of the
various advisers at court. The
influence tokens are also used to help determine just when Justinian will call
upon the advisers and about what topic he will ask. Each player holds the strings behind two different advisers for
each of the four possible topics, and manipulating the situation and using
clever timing is what it is all about.
The main mechanism ensures in an extremely clever way that all advisers
have roughly the same potential.
Kardinal & Konig Das Kartenspiel, published by Spiele Aus Timbuktu. 2001.
Packet. Excellent. £13
Designed by Michael Schacht. No. players: 3-5. Country: German,
Duration: 45 mins, Desc. by Andy.
Special notes: The cards and tokens have
been laminated to make them easier to use and more durable. No 584.
Card game produced as several sheets of
card which you must cut up. The cards
show different regions (those in the K&K board game), but also have a
selection of family symbols and transportation symbols. The cards are laid out
in a grid and players take it in turn to draft cards from the ends. The objective is to get majorities in the various
regions, as well as in the families and also to collect enough transportation
tokens to score for them. The scoring
system is clever and is the same as that in the parent board game. Produced in
a limited edition of 1000.
Lizardmen, published by Mayfair. ca.1987. Booklet. In shrink.
£3.50
Designer Unknown. No. players: 2+. Country: American, Desc. by Andy.
AD&D compatible fantasy roleplaying
supplement and adventure. This 128 book
details the history, physiology, culture, religion, weapons, spells etc of
lizardmen. It also includes lizardman
character classes so you can play them as detailed NPCs or even PCs. The
adventure is titled 'Redemption and Rebirth' and is for 5-7 characters of
levels 6-8, and features detailed maps of an ancient Lizardman city and is
intended to be played using lizardman PCs.
Lords Of The Spanish Main, published by Sierra Madre Games. 2006.
Packet. New. £14
Designed by Phil Eklund. No. players: 2-8. Country: American, Duration:
3 hrs, Desc. by Andy.
A game full of the flavour of 17th century
colonization and piracy. The game uses cards to give a great deal of variety to
play and to give a real feel of the period. One player is the Spanish governor
who is quite happy to deal in contraband goods. The other players run the fleets
of other European powers. Each year the players bid on property and slaves,
establish colonies and manoeuver ships. Treasure fleets sail and the contents
end up either in the hands of pirates or divided amongst the players who
organised the sailing. Ultimately the
player with the most gold and treasure wins. Very highly regarded.
Lost Worlds Combat Books. Book. Published by various publishers.
Designed by Alfred Leonardi. No. players:
2+. Country: American, Duration: 15 mins, Desc. by Andy.
Character books for the Lost World system.
You need any two to play. Each player
has a character sheet listing attack moves that character can make, and how
effective they are likely to be.
Players choose moves simultaneously and a clever yet simple system determines
the result, which is shown in picture form - you get to see what your move did
to your opponent. Sometimes a player is
highly restricted in what they can choose to do and that gives the other player
an advantage. Highly Recommended. If
you really care which edition of a book you will get please check with me as it
isn’t always easy to tell which is which!
1001 - Man In Chainmail with Sword and
Shield, published by Nova. ca.1982. Excellent. £3.75
1002 - Skeleton With Scimitar, published
by Chessex. ca.1982. Excellent. £3.75
1006 - Hill Troll With Club, published by
Nova. ca.1982. Good, 1 corner slightly damaged. £3.50
1008 - Fighter Mage + Magic Sword,
published by Nova. ca.1982. Excellent. £3.50
1016 - Winged Gargoyle + Scimitar,
published by Nova. ca.1982. 2 copies:
1) In shrink. £4 2) In
shrink, but 1 corner slightly dirty. £3.75
1018 - Man In Plate + Sword & Shield,
published by Nova. ca.1982. Excellent. £3.50
1601 - Manticore, published by Nova.
ca.1982. Excellent. £4
4019 - Samurai With Katana, published by
Nova. 1985. Excellent. £3.75. 2nd printing.
60152 - Sir Percival, Mounted Knight,
published by Chessex. ca.1982. In shrink. £4
Magdar, published by Fantasy Flight Games. 2003. Box. In
shrink. £9
Designed by Kevin Wilson. No. players: 2-4. Country: American,
Duration: 30 mins, Desc. by Andy.
Fantasy themed game which clearly takes
its ideas from Tolkien's works. The
dwarves have delved too deep in their mines, and have woken Magdar, a terrible
magma demon. The playing area is set out using boulder tiles placed in four
rows. The players move dwarves from boulder to boulder and can mine gems and
mithril. The longer spent in one place
mining a gem the more valuable it becomes, however each turn Magdar moves and
destroys a bit more of the mine, so any dwarves dawdling too long are likely to
be destroyed along with their part finished gems. At the end of the game only
gems which have a matching piece of mithril score.
Maka Bana, published by Tilsit. 2003. Box. In shrink. £20
Designed by Francois Haffner. No. players: 2-5. Country: French,
Duration: 45 mins, Desc. by Andy.
Board game with a tropical island
development theme. Players try to build
their beach huts (think Bermuda not Skegness) onto various sites around a
paradise island, and ideally building their huts adjacent to each other if
possible. Each potential site is uniquely identified by the beach it is on, the
type of terrain and a pattern. Each turn every player secretly chooses three
attribute cards which indicate the site they wish to build on, but then must
reveal one of these, thus giving a clue about it. Each player can then make one site off limit for that turn, which
hopefully will hinder other players. It is also possible to take over other
people's huts by openly playing an additional card. There are advanced cutthroat and chaotic rules.
Mare Nostrum, published by Euro Games / Descartes Editeur. 2003.
Box. Excellent. £16
Designed by Serge Laget. No. players: 3-5. Country: French, Duration:
2-3 hrs, Desc. by Andy.
Players lead their empires based around
the Mediterranean Sea from the dawn of civilisation through several
centuries. The burgeoning empires will
trade, build temples, caravans, legions and fleets, and battle it out for
supremacy. The objective is to build
monuments which can be considered Wonders of the World. Very much in the mould of the classic game
'Civilization' but the box claims a 2-3 hour playing time.
Mind Your Language, published by Spear's Games. 1992. Box.
Good. £8
Designer Unknown. No. players: 3-6. Country: British, Duration: 1 hr,
Desc. by Andy.
Unusual game which gets the players to ask
and answer questions in foreign languages!
Don't worry though - no skill in linguistics is required, as everything
is spelt out phonetically and translated into English as well! The objective is
to get your passport stamped for a number of foreign countries. When visiting a country you read out a
question in the relevant language and choose a player to answer. If they have the answer card for that question
in the right language they answer and you get your passport stamped, but they
can instead block using a tourist card who answers in another language
altogether or maybe they don't have the right card at all. Various event cards make it a bit harder to
keep track of which cards people have too.
Mixtur, published by Cutting Edge. 1997. Box. Excellent.
£1.50
Designed by Los Rodriguez, Frederic Leygonie. No. players: 3-8.
Country: German, Duration: 1 hr, Desc. by Andy.
Card game in which players must gather the
correct ingredients (angel's hair, troll's nose etc) in order to cast
spells. The first player to cast all
their spells wins the game. The spells
have various effects, some amusing and some which will help you win. The cards all have a lot of German on, and
so this is most likely to be of interest to players whose German is
fluent. Thus I am not providing a
translation of the rules since such folk will understand the German rules
anyway...
Money Go Round, published by Philmar. ca.1970. Box. Good. £3
Designer Unknown. No. players: 2-6. Country: British, Desc. by Andy.
Family business game which reuses many of
the ideas from Monopoly. The theme is a trip to the fairground, and players
travel around a figure of eight shaped track landing on various spaces, which
include actions such as finding 10p on a park bench, or missing a bus, as well
as the various attractions which can be bought and will then earn admission
fees from other players landing on them.
If a set of related stalls are bought then the admission goes up, and
advertising chips can be bought to further increase admission costs. The Fair Manager's Office replaces Jail and
so on. All the money is in small
numbers of £ and p with realistic card coins and paper notes, making it a useful
game to teach children to deal with money too.
Mutiny, published by Fantasy Flight. 2003. Box. In shrink.
£8
Designed by Kevin Wilson. No. players: 2-5. Country: American,
Duration: 45 mins, Desc. by Andy.
Pirate themed game in which the players
represent different factions of the crew on a pirate ship, on which the captain
is no longer capable. However, his
officers are still loyal. Players vie
for the favour of these officers to gain various privileges in order to be the
first faction to organise an armed mutiny. This is done by bidding with money
and rum. The various favours include:
getting more money or rum, getting weapons (needed for a mutiny), controlling
the spyglass (to break ties as you wish) and deciding where to sail next -
different places favour different officers.
My Fun To Play Chess, published by Hamlyn. 1985. Book. Good.
£3
Designed by Paul Langfield. Country: British, Desc. by Andy.
Hardback, 32x23cm, 61 pages. This book
gives an introduction to chess, and is clearly aimed at children, the idea
being that the book will teach children to play chess from scratch, and will
prepare them for challenging their peers and have a good shot at winning. The
first part of the book is purely teaching the rules themselves while the second
part aims at improving the novice player's skills.
Nature Trail Game, published by Early Learning Centre.
ca.1990. Box. Good, but box corners taped. £3
Designer Unknown. No. players: 2-4. Country: British, Duration: 20
mins, Desc. by Andy.
Children's nature themed game for ages
4-7. Players try to collect a set of 8 friendly animal tiles, while avoiding
danger tiles. When a danger tile is drawn, a person tile must be discarded to
eliminate the danger. The tiles are attractively illustrated. The players do not
need to be able to read to play this game.
Naval Battle, published by Invicta. 1983. Box. Good. £0.50
Designer Unknown. No. players: 2. Country: British, Desc. by Eamon.
A travel version of Battleships, with all
the pieces made of plastic that adheres to the plastic board. This is in the
shape of a wallet so it can be tucked into a pocket. Part of the Travelleers
Series.
Nix Fur Ungut!, published by F X Schmid. 1996. Box. Excellent. £5
Designed by Jurgen Grunau. No. players: 2-5. Country: German, Duration:
45 mins, Desc. by Eamon.
Special notes: The board has been amended
to the English language.
Card game, with players trying to match
poker style combinations to score points.
However, only the three last declared sets of each category get any
points. The trick is deciding when to declare your more powerful combinations
and when to instead just use a weaker one as a delaying tactic.
Number Quest, published by Family Learning. 1997. Box. Good. £6
Designed by The Nubble Partnership Ltd. No. players: 2-4. Country:
British, Duration: 1 hr, Desc. by Andy.
The board shows a diamond shaped grid of
hexes showing the numbers 1-100. These
are all colour coded in different sections of the board, with higher numbers
being more difficult to make and so scoring more. Players take it in turn to roll 4 dice and use +, - and x
operations on the numbers to produce a result which is hopefully an unclaimed
space (eg. 6x4 + 3x2 = 30). Bonuses are
available for completing an adjacent triangle of spaces and a larger bonus for
doing so when a prime number is involved.
Play continues until the numbers 1 and 100 are joined up by a continuous
line of scored spaces.
Offshore Oil Strike, published by Printabox. ca.1975. Box.
Box shows wear. £7
Designer Unknown. No. players: 2-4. Country: British, Desc. by Andy.
Promotional game, sponsored by the BP
petrol company. Players buy drilling rights to blocks of the North Sea, get
their drilling rig to those locations and drill for oil. Once found pipelines back to the player's oil
terminal (or another of that player's operating rigs) must be laid, and a
production rig installed. All this
costs money on a turn by turn basis, and only then will income start to be
generated, and then exploration of further areas started. The game has nice plastic oil rigs and uses
a double sided rotating disk in a jacket to determine success of exploratory
drilling attempts and also the production levels of rigs in different areas of
the North Sea.
One Too Many, published by Waddingtons. 1970. Box. Fair. £1
Designer Unknown. No. players: 2-4. Country: British, Desc. by Andy.
Special notes: Box corners damaged, and base scribbled on
extensively. Lid has some writing on.
Stacking game in which each player has 10
large plastic 2-D clowns and players take it in turns to add one to the
stack. They attach to each other in all
sorts of odd ways so it soon becomes a real tangle. The idea is to be the first to get all your clowns into the
tangle. If any fall out on your turn
you add them to your pile.
Operation Fitness, published by Ski. 1984. Box. Good. £0.50
Designer Unknown. No. players: 2+. Country: British, Desc. by Andy.
Promotional game made for Ski Yoghurts (by
Waddingtons). Players try to get fit, with various choices to make along the
way.
Oxford Cambridge Boat Race, published by Piatnik. 1998. Box.
Excellent. £7
Designed by Hermann Huber. No. players: 3-5. Country: Austrian,
Duration: 45 mins, Desc. by Andy.
Trick taking card game which uses two
decks, one for each of the Oxford and Cambridge boats. Each deck has three
suits of eight cards and wild cards. Suit precedence is chosen and only five
tricks are played each hand. Tricks won are logged to the player for that boat,
and counted jointly for that boat as well.
When one boat has 26 points players score up, getting double points for
tricks won using cards of the winning boat.
Score is kept on a very attractive scorepad which shows a map of the
real boat race.
Packeis Am Pol, published by Phalanx. 2005. Box. In
shrink. £13. Desc. by Andy.
Designed by Alvydas Jakeiunas & Gunter
Cornett. No. players: 2-4. Country: German, Duration: 20 mins.
Reissue of the small run game Pingvinas
(and the US version is called Hey! That's My Fish!). Very clever tactical game
in which each player moves their penguins around the board claiming fish tiles
of value 1-3. These are worth points at
the end of the game. However, these
tiles also make up the board and so as they are removed the remaining tiles get
less and less well connected, eventually splitting up into separate
islands. Eventually every penguin will
be left stranded on a single tile and this ends the game. Every turn there are
many things you need to do, but you may only choose one, and so must select
well. Fast to play, and highly
recommended.
Parcheesi, published by Milton Bradley. 1989. Box. Good. £3
Designer Unknown. No. players: 2-4. Country: American, Duration: 20
mins, Desc. by Andy.
Special notes: Box lid shows slight
indentation due to stacking
This is the American equivalent of
Ludo. This edition comes with wooden
playing pieces and a wooden dice cup.
Phoenicia, published by JKLM. 2007. Box. In shrink. £26
Designed by Tom Lehman. No. players: 2-5. Country: British, Duration:
90 mins, Desc. by Andy.
Special Notes: For £1.50 extra I can print and laminate a set of player
aid sheets which help a lot.
Updated version of the excellent Outpost
system. The players each build up a
small Phoenician village from a basic hunting and farming based community
eventually to a large city with a port, city walls, iron smelters and so
on. Players use their money to improve
their income by hiring workers and investing in buildings which will give
prestige (VPs) and additional income each round. There are many different routes to building a thriving city, but
each player tries to do so in a more efficient way than anyone else. Highly recommended.
Pictionary, published by Pictionary Inc. 2000. Box. Good. £5
Designer Unknown. No. players: 2+. Country: British, Duration: 1hr,
Desc. by Andy.
One of the most popular party / after
dinner games, where players have to draw the subject matter for their
team-mates to recognise before the time runs out. This set includes 200 word
cards each with 10 words on, so you can be sure of lots of variety. First
Edition.
Pictionary Junior, published by Parker. 1988. Box. Box
shows wear. £4
Designer Unknown. No. players: 2+. Country: British, Duration: 45 mins,
Desc. by Andy.
Special notes: Mark on cover where label was removed, corners taped.
Includes 15 Pictionary cards from a breakfast cereal promotion.
One of the most popular party / after
dinner games, where players have to draw the subject matter for their
team-mates to recognise before the time runs out. This set comes with two sets
of cards, one graded for 6-8 year olds and one for 9-10 year olds.
Piremid, published by Egyptian Enterprises. 1986. Box. Good.
£7
Designed by H B Walklett. No. players: 2-4. Country: British, Desc. by
Andy.
Players traverse the board looking for
slaves, barges and talents to build a pyramid. Game play involves using a dice
roll to move around a series of tracks.
Only when the pyramid blocks have been collected can the second track be
entered etc. The game gives players the
option to use their turn to trade cards with other players. Nice components
including four 4-part pyramids, and miniature barges.
Playing Cards And Their Story, published by David & Charles. 1975.
Book. Good. £4
Designed by George Beal. Country: British, Desc. by Andy.
Hardback, 24x19cm, 120 pages. Attractively
produced book with many plates including some colour. This book presents the
history of playing cards, and covers antique designs from all around Europe,
the Middle East and Asia, as well as covering non standard playing cards and
modern decks.
Popular Card Games, published by W D & H O Wills. 1933.
Book. Good. £6
Designed by Lawrence H Dawson. Country: British, Desc. by Andy.
Interesting book of games published by the
Imperial Tobacco Company and probably sold in pubs. Includes 15 'families' of games with many variants. These
families are: Auction Bridge, Contract Bridge, Whist, Solo Whist, Piquet,
Bezique, Cribbage, Poker, Vingt-Et-Un, Baccaret, Napoleon, Loo, Slippery Sam,
Newmarket and Rummy.
Popular Games Of Patience, published by Bazaar, Exchange &
Mart. 1922. Book. Good. £7
Designed by M. Whitmore Jones, Laurence Morton. Country: British, Desc.
by Andy.
Special notes: The dustcover is very worn
but has been put in a special protective sheet.
Hardback with dustcover, 22x15cm, 166
pages. A collection of 45 of the best
games of card patience. Includes black and white card layouts of the various
games. Games include: Double Fives, Microbe, Royal Family, Falling Star,
Algerine, Interregnum, King Edward, Small Triangle, Captive Commanders,
Kingsdown 8s, Derby, Chess-board, Weavers, Highlands, Batsford, Royal, Ostend,
House Of Commons, Variegated Demon, Carbouche, King Albert, Poker, Rainbow,
Matrimony, Midshipman, ...
Putsch, published by Queen Games. 1998. Box. Excellent. £10
Designed by Heiko Wiese. No. players: 3-6. Country: German, Duration: 2
hrs, Desc. by Andy.
Game of political
manoeuvrings in a banana
republic. Control of each of the
political groups at the end of the game scores points. Each group can perform different actions,
and money and cards must be used to best effect. As you would expect from this type of game there is plenty of
scope for wheeling and dealing amongst the players.
Quadrum, published by RoJo Games. 1985. Box. 2 box corners
taped. £6
Designed by J.F. Turner & R Taylor. No. players: 1-8. Country:
British, Duration: 45 mins, Desc. by Andy.
Special notes: Box shows slight indentation due to stacking
Tile laying game which is related to
dominoes. The tiles show different
numbers / colours on each side, with some sides often blank. A board is provided onto which the tiles are
played, and points are scored for matching sides with those tiles already
played. In addition there are various bonus spaces which give bonus points and
others with optional special abilities.
Around the edge of the board there are also colours / numbers to match,
and doing so will tend to be quite hard, but will give big bonuses. There are variants for children as well as a
solitaire puzzle to solve using the game too.
Quiz Kids, published by Whitman. 1945. Box. Good. £2
Designed by Louis G Cowan. No. players: 2+. Country: American,
Duration: 20 mins, Desc. by Andy.
Special notes: Set No. 3
Card game, radio related, based on an
American radio game-show of the same name. 36 double sided cards featuring
questions, and the rules sheet also doubles as an answer check. One player
takes the role of quizmaster and reads the questions and the others put up their hands to give
answers. Played in 10 minute rounds after which the highest scorer takes over
as quizmaster.
Quoridor, published by Gigamic. 1997. Box. In shrink. £18
Designed by Mirko Marchesi. No. players: 2 or 4. Country: French,
Duration: 15 mins, Desc. by Andy.
Clever abstract game, but highly
approachable for those not generally fond of that genre (eg. me). Players must reach the opposite end of the
board, but as well as moving their pieces players also place walls in places
which will block their opponent more than they block themselves. However, a wall may never be placed so as to
make a goal unreachable. This allows a
quite cunning maze to be built up and clever play will certainly decide the
winner. Recommended. It is similar to (but not identical to)
Cul-De-Sac. The game is made with very
sturdy wooden components.
Rasant, published by Amigo. 1993. Box. In shrink. £7
Designed by F J Lamminger. No. players: 3-5. Country: German, Duration:
30 mins, Desc. by Andy.
Card game, 55 colourful cards which are
used in a unique car race. As cards are played, the order of the cars changes
and points are scored throughout the game. Timing the play of your better cards
is vital, as sometimes it is possible to score a lot more than at other times.
Uses 13 wooden cars. I can provide some house rules to help reduce the luck of
the draw.
Revolution, published by Phalanx. 2004. Box. In shrink. £35
Designed by Francis Tresham. No. players: 2-5. Country: Dutch,
Duration: 6 hrs, Desc. by Andy.
Special notes: No. 1797
Limited edition long awaited game by this
master designer. All components in English.
Revolution simulates the 80 Years war between Spain and the Netherlands
between 1568 and 1648, which eventually brought independence to Holland and the
northern provinces. William of Orange and King Phillip II were the main
protagonists. Each player represents
one of the principle factions: The Catholics, Habsburgs, Nobility, Burghers,
and Reformers. Each faction has its own goals, some of which may align well
with those of other factions - at least for a while. Not a war game, but more a
strategic game of political, religious and economic power.
Rhino Rush, published by Peter Pan Games. 1996. Box. Good, but
box shows some wear. £7
Designer Unknown. No. players: 2-4. Country: British, Duration: 15
mins, Desc. by Andy.
Special notes: There is some tape on the
joins of the board.
Children's game (age 5+) which is
essentially just a roll and move game.
However, what makes this fun is that there is a large (6 inch long!)
motorised plastic rhino which moves around the board erratically and moves the
playing pieces as well!
Ricochet Robots, published by Rio Grande Games. 1999.
Box. In shrink. £14
Designed by Alex Randolph. No. players: 2+. Country: German, Duration:
30 mins, Desc. by Andy.
This is one of those games you will either
love or hate. The board shows a factory
floor with various walls dotted around and some target spaces with
symbols. 4 coloured robots are placed
on the board and then a token turned face up.
This token indicates which robot must be moved to which space. The players then all study the board simultaneously
seeing how they can move the robots around the board to achieve this goal. Once a robot starts moving in a straight
line it only stops when it hits something, so sometimes it can take many moves
in the right sequence to get a robot to a particular location. Very intense game.
Ritter Ohne Furcht Und Tadel, published by Euro Games. ca.1997. Box.
In shrink. £10
Designed by Hartmutt Witt. No. players: 2-10. Country: German,
Duration: 1 hr, Desc. by Andy.
Game of medieval knights participating in
a jousting tournament, with wooden pieces, masses of dice, and colourful
counters. The title translates as Knights of Honour without Fear. Knights have
differing defence and attack ratings and prefer different attributes in their
ladies (hair colour, thin or well rounded etc), and this will affect which lady
each knight seeks the favour of. The game plays as a series of challenges
between pairs of knights, and between bouts the knights need to recover.
Resolving challenges involves the roll of many dice, but a knight who fares
badly can yield to save further injury.
Royal Comette, published by Oxford Games. 1996. Box. Excellent. £4
Designer Unknown. No. players: 2+. Country: British, Desc. by Eamon.
Facsimile of a very old card game, with a
deck of cards that looks like a copy of a 19th century deck (or older). The
board is sectioned into compartments into which players place their stakes
(plastic betting 'sticks' are included), and the game mechanics are very
similar to playing card games like Newmarket and Pope Joan.
Rubik's Royal Brain Teaser, published by Hallmark Cards Inc. 1991.
Box. Good. £4
Designed by Erno Rubik. No. players: 1. Country: American, Desc. by
Andy.
This is a jigsaw puzzle with a
difference. Instead of a picture, the
440 pieces each show a section of a gold chain on a blue background with a gem
in the middle of each piece. The box says that by determining the sequence of
the gems and by working out the shape the chain must go in, the puzzle can be
completed. However, this should only be tried by experienced puzzlers looking
for a challenge!
Ruffhouse!, published by Parker. 1979. Box. 1 Box corner split.
£1
Designer Unknown. No. players: 2-4. Country: Canadian, Desc. by Eamon.
Game of deceit and double-cross. A
'round-the-board' game but with good interaction as players lie and cheat their
way to a winning score of five points. This is essentially a crazy race game
with elements of gambling (playing the odds against certain die rolls turning
up).
Rum & Pirates, published by Rio Grande Games. 2006.
Box. In shrink. £23
Designed by Stefan Feld. No. players: 2-5. Country: American, Duration:
75 mins, Desc. by Andy.
Fun board game in which players must make
best use of their supply of pirates while in town. Each turn you can choose where to lead the Red Corsair, but must
assign your pirates to lead the way, so longer routes use up more of your
resources. At each location you gain some benefit - perhaps money, treasure
maps, rum, an invitation to a romantic rendezvous and more. Ultimately all these options result in VPs,
and the objective is to get as many as possible. At the end of each round there is a fun dice-off for VPs, with
the odds favouring the players who have left more of their pirates back on
their ships, rather than using them on the board.
Ruse And Bruise, published by Rio Grande Games. 2006.
Box. Excellent. £13
Designed by Lutz Stepponat. No. players: 2-6. Country: American,
Duration: 30 mins, Desc. by Andy.
Card game played in rounds. Each round there are several prizes with a
value and a particular symbol. Players
place cards in rows against these prizes hoping to win them using their
character cards. The cards have varying
values and many have interesting powers which can affect the other cards, or
how you win the prize card. In a neat
twist cards are played face down, but then the previous card played against the
same prize is revealed and if it has a special ability it is actioned then.
After several rounds of play there is a bonus for anyone getting one prize with
each symbol.
Rushin’ Russian, published by Pressman. 1991. Box. Mint.
£5
Designer Unknown. No. players: 2+. Country: American, Duration: 30
mins, Desc. by Andy.
Fun game in which there are amusing and
surprising short stories with 10 Russian words at key points. The story is read out and the players make
guesses as to what they mean (or deliberately get them wrong for more fun
results). Rubles are won for guessing the words correctly.
San Juan, published by Rio Grande Games. 2004. Box. In shrink.
£14
Designed by Andreas Seyfarth. No. players: 2-4. Country: American,
Duration: 45 mins, Desc. by Andy.
Excellent card game based on the
exceptionally popular and award winning board game Puerto Rico. Players build a city which will consist of a
selection of production buildings (which allow goods such as sugar and tobacco
to be produced and later sold) and special buildings. There are lots of different special buildings which give their
owner a variety of benefits, generally improving the way a certain phase of the
game works for their owner. In turn
each player chooses a particular action which they get the full benefit of
while others get a more limited option - these actions include building,
production, trading, and prospecting.
Highly recommended.
San Marco, published by Ravensburger. 2001. Box. Excellent.
£13.50. Desc. by Andy.
Designed by Alan R. Moon, Aaron Weissblum. No. players: 3-4. Country:
German, Duration: 90 mins.
Interesting twist on the 'majorities in
regions' genre of game. The main novelty
in this game is that the actions are all on cards, but that each turn a player
must choose how to divide a pile of cards into two (or 3 with 3 players) in
such a way that even with his opponent picking first he will have an
advantage. To make this even more
difficult there are bad cards as well as good ones which have to be
divided. The mechanism works very well indeed
and drives the game very effectively.
Scorpion, published by Spears. 1983. Box. 1 corner battered
and has been taped up. £5
Designed by Seven Towns. No. players: 2-4. Country: British, Desc. by
Andy.
Special notes: Photocopied rules, inside
of box base and lid show speckling.
An elegantly produced game of the
parcheesi family, but with sufficient twists to make it unique and to add considerable
strategy to the game. The board is a
large 3-D moulded plastic track in an S shape, with yellow spaces on the way
out and black spaces on the way back. Each player has 4 scorpion tokens which
are moved according to dice rolls, but each of the two dice must be rolled
either on the yellow felt mat or the black felt mat to indicate the colour of
space on which a scorpion must be for it to be moved by that dice. Also landing on or adjacent to (on the other
track) another scorpion lets you sting that scorpion and gain an advantage
yourself or disadvantage the other scorpion.
Well worth investigating for players of Backgammon.
Seasons, published by Dust Bunny Games. 2004. Box. In shrink.
£12.50
Designed by Rob Martin, Mark Sellmeyer. No. players: 2-4. Country:
American, Duration: 90 mins, Desc. by Andy.
Card game, which has its roots in Rummy.
However there are various modifications to make this its own game. Firstly the
cards are all brightly coloured and themed to fit the months and seasons of a
year. There are various wild cards of
different types, eg. Harvest Moon can represent September or October, and also
each player has their own customised deck of cards - each one based around a
particular season. The winner is the first to 365 points. Very attractively produced.
September, published by Paradign. ca.1988. Box. Good. £1.25
Designed by Danny Kishon. No. players: 2 or 4. Country: British,
Duration: 20 mins, Desc. by Eamon.
Special notes: Box lid and base show
indentation due to stacking
Players must build a connecting line of
pieces from one side of the board to the other, getting in each other's way as
they do so. The unofficial British Game of the Year that Christmas.
Shanghai, published by Ravensburger. 1997. Box. Good. £12
Designed by Sid Sackson. No. players: 3-6. Country: German, Duration:
30 mins, Desc. by Andy.
Special notes: This set includes laminated
event cards in English.
Players start with cards which can each be
redeemed in one of 13 locations around Shanghai, but will be worth different
amounts at different times during the game.
Each turn there are four possible destinations and players bid to decide
which will be chosen, and then cards can be redeemed by all players at that
destination. Players try to gain points
as fast as possible in order to exceed the current VP target, but redeeming
cards too cheaply too soon may leave you unable to get enough later on. The game is played in the box with a
rotating dial indicating the next possible destinations. Many similarities to the same author's
excellent game Maloney's Inheritance.
Shuttles, published by Shoptaugh. 1984. Box. Box shows wear.
£6
Designed by Philip Shoptaugh. No. players: 2. Country: American,
Duration: 20 mins, Desc. by Andy.
Special notes: Original rules missing, but I will print out a
transcription of them.
Strategy maze game, in which the board
consists of nine sliding plastic sections each with nine holes, and also some
maze walls on them. At either end there are also the home bases, where the five
player pegs of each colour start. The
objective is to get all of your pieces to the far end of the board. Players take turns either moving one of
their pieces, sliding a section of the board or jumping an opposing piece.
Sid Meier's Civilization, published by Eagle Games. 2002. Box. In
shrink. £30
Designed by Glenn Drover. No. players: 2-6. Country: American,
Duration: 3 hrs, Desc. by Andy.
Board game version of Sid Meier's award
winning PC strategy game of the same name. Players start with two villages in
4000BC and develop right the way through to the modern day. Play involves exploring the world to
discover resources and the natives; expanding by creating new cities;
researching new technology to gain advantage over the other players; increasing
production and developing military units for defence and / or attack. The game comes with 784 miniatures, and a
huge 46" x 36" board.
Sink The Bismarck!, published by 3W. 1992. Box. Good. £10
Designed by Michael Smith. No. players: 2. Country: American, Desc. by
Andy.
Wargame in which the Bismarck attempts to
disrupt the Allied shipping convoys supplying Britain, while the Royal Navy
hunts it down in order to eliminate this last major threat. This is an operational simulation but
retains tactical ship to ship elements of the encounter. The rules allow for fog of war using both
dummy task forces and pre-plotted German movement. Includes various what-if
scenarios. Each hex represents 75 nautical miles, and turns represent 8 hours of
real time. Rules including scenarios cover 7 pages.
Skance, published by Murfett Regency Pty Ltd. 1987. Box. Box
shows wear. £4
Designed by Peter Harris. No. players: 2-4. Country: Australian, Desc.
by Andy.
Two strategy games which also use dice and
can be played on the same board. The
board shows a 4x4 grid of circles, each of the circles is connected to its
neighbours by lines. Each of these
lines is numbered, and when moving a piece (in either game) a dice is rolled
and a piece must be moved along a line showing that number. In one game the objective is to get a piece
onto your opponent's home space, and in the other game the objective is to
eliminate your opponent's pieces using several different capturing mechanisms.
The name 'Skance' is a combination of 'Skill' and 'Chance', which is what the
game is designed to be.
Slik Move, published by Design Games. ca.1995. Box. Good. £5
Designer Unknown. No. players: 2-8. Country: British, Desc. by Andy.
Motor cycle racing game with plastic
motorbikes. Uses a simple mechanism - movement is by dice (though they only
have the numbers 3-6 on them) and a card is drawn when entering or exiting
corners. There is scope for blocking
other players especially if each player runs 2 or more bikes.
Slow Freight, published by Alan Moon. 2004. Envelope. 2 copies
available:
1) Excellent.
£6. The card sheets were all laminated
before they were cut up in this set, making it more durable and easier to use.
2) New. £5
Designed by Alan Moon. No. players: 2-4. Country: American, Desc. by
Andy.
This train game comes in a large envelope
and you will have to cut up the sheets of cards required to play. The card sheets are colour printed though.
In the game players put together engines with freight carriages, and then have
to deliver the goods. The longer a train the more it will score, but the slower
it is to move, and so delivery will take longer. Undelivered goods at the end of the game incur a penalty, and the
player scoring the most VPs wins.
Space Opera - Ground & Air Equipment, published by Fantasy Games Unlimited.
1981. Magazine.
Cover a bit worn. £2. Designed by Edward
E. Simbalist, A. Mark Ratner.
No. players: 2+. Country: American, Desc.
by Andy.
Roleplaying supplement for the Space Opera
system. This 38 page booklet details
heavy military equipment for use with Space Opera.
Square Play, published by H. Thiessen. 1984. LP Case. Good. £3
Designed by H. Thiessen. No. players: 2. Country: British, Duration: 20
mins, Desc. by Andy.
Strategy game played on a board showing 5
squares one inside the other, but each at 45 degrees to the next one inside
it. This produces an attractive and
interesting pattern. The objective is
to get your tokens on all four corners of any one square, but an intermediate
goal is to get three tokens in a line, as this lets you remove an opponent's
token from the board. Simple but effective.
Star Trek DS9: The Board Game, published by Component Game Systems.
1998. Box.
Good - contents unpunched. £8.50. Designed by Andrew Smith, George T. Henne
Jr, C. Henry Schulte.
No. players: 2-4. Country: American,
Duration: 2hrs, Desc. by Andy.
Star Trek DS9 game in which up to four
factions (The Federation, The Maquis, The Cardassians and The Dominion) vie for
control of the wormhole. The playing
area is constructed out of large hexes showing areas of space. Victory can be won by military or economic
means or even by completing a special mission.
The game uses colourful counters, cards with various effects, special
dice, and each faction also has a board detailing its special abilities etc. This
game is compatible with the Star Trek TNG game by the same company, and also
starter packs were made to allow extra players to play using additional
factions. The basic rules are not long
- though there are lots of optional and variant rules which can be used if
desired.
Stop The Train, published by Spears. 1986. Box. Good. £6.50
Designer Unknown. No. players: 2-4.
Country: British, Duration: 25 mins, Desc. by Andy.
Special notes: The dice is not the
original one, but an entirely suitable replacement.
Children's game (age 5+) in which the
players have to get 3 playing pieces around the board and back home again -
first to do so wins. A dice is used to dictate movement options, but it does
not have pips, but colours, and rather than indicating how the playing pieces
move it determines how two trains move about the board. The board has a clip-in clear plastic
railway track and two large train overlays which fit onto the railway track and
can be slid around the track. These
trains cover several spaces and at the end of each turn when the trains are
stationary and playing pieces next to them get on, or if at a detour space, get
off and move backwards a bit. Good
children's game.
Tactics!, published by Hodder & Stoughton. 1990. Book.
Good. £8
Designed by Stephen Thraves. No. players: 1. Country: British, Desc. by
Andy.
Special notes: The spare division card has
been marked up by a previous owner.
Very unusual item. Inspired by Fighting
fantasy style game-books, this allows you to indulge in Football Management.
Besides the book, it also includes a special die, cards, scoreboard and league
tables. These extra items are kept in a special plastic packet, together with
the book. You can play a whole season of games, but can break off after each
match and come back to it later. Your
team starts bottom of the division, with a good (but not great) team. Your decisions and the luck of the dice will
help your team to better fortune and hopefully glory. 456 paragraphs are used
to guide gameplay.
Take That You Fiend - Batch of 5, published by John Harrington. ca.1995.
Fanzine. Good. £0.50
Designed by John Harrington. Country: British, Desc. by Andy.
Special notes: Price is for the batch, not
per magazine!
A play by mail fanzine, with some articles
of more general interest and letters column which also cover more than just the
PBM games which take up much of each issue.
I have the following issues to sell as a batch: 98, 109, 135, 136, 137,
Thats Life, published by Palitoy. 1978. Box. Good. £3
Designer Unknown. No. players: 2-4. Country: British, Desc. by Andy.
Family board game based on Esther
Rantzen's TV programme of the same name. Players try to be the first to acquire
a TV set, cooker, car, bath and dog for their home. Play involves moving around
a circular track and actioning the spaces landed on. These allow players to trade goods, as well as forcing players to
get items repaired, which involves other players, and should a repair not be
possible Esther Rantzen can be called in to expose the dodgy dealer who provided
that good, which can result in that player being penalised. Includes nice
plastic playing pieces for the cookers, baths, cars, dogs, TVs etc.
The Amazing Magic Robot, published by Merit. ca.1960. Box. Good.
£4
Designer Unknown. No. players: 2+. Country: British, Desc. by Andy.
Special notes: The robot originally had a pointer, but this has been lost. However it is still possible to see which
question / answer the robot is facing.
A nostalgic item. The Magic Robot piece is
rotated to point at a question and then when players have answered the robot is
moved onto a 'magic mirror' and it then points 'magically' at the right
answer. Its done with magnets of
course, but is still quite novel. The
game comes with 8 sheets of 16 questions.
The questions are really intended for primary school children.
The Battle Of Waterloo, published by Palitoy. ca.1978. Box.
Good, but 1 box corner taped. £8
Designed by Malcolm Greensmith. No. players: 2. Country: British, Desc.
by Andy.
Very unusual item for a mainstream
company. The board shows the two sides forming up against each other, with
several lines of attack available for each side. The options available are represented by tracks leading into
enemy territory. A dice is rolled and any piece can be moved along an
appropriate track - this gives lots of options as several such attacks can be
underway at any time, and so it should be possible to land on advantageous
spaces, and when the end of a track is reached exactly an enemy unit is
destroyed, and the attacker is readied for another attack. Most unusual mechanism. Background
historical information is included on the battle too.
The Bigfoot Game, published by Waddingtons. 1989. Box. 1
Corner of box damaged. £1.50
Designed by Michael Kohner and Jim Winslow. No. players: 2-4. Country:
British, Desc. by Eamon.
Family game about searching for the
legendary Bigfoot. Large plastic components. Not based on a film, but the box
art bears an uncanny likeness to the Bigfoot in the film Harry and the
Hendersons.
The Brotherhood, published by GDW. 1983. Box. Good. £10
Designed by John Hill. No. players: 3-5. Country: American, Duration: 2
hrs, Desc. by Andy.
Gangster game that requires considerable
planning. Players write down their moves each turn, deciding which rackets to
enter, which part of the town to infiltrate, where to spend bribes, and so on.
Players must decide whether to concentrate their efforts on a few places or
whether to spread them around, and whether or not to go for the most lucrative,
but no doubt most highly contested rackets.
Once any politicking is done thugs fight it out, using a dice based
combat system. Unusual theme for this company and this designer to use.
The Complete Book Of Card Games, published by H.F.& G. Witherby Ltd.
1939. Book. Good. £10
Designed by Hubert Phillips, B.C. Westall.
Country: British, Desc. by Andy. Special notes: First printing
Hardback, 22x15cm, 258 pages. This
collection of card games give rules and also illustrative examples and
discusses the games in detail too. It covers:
Contract Bridge, Solo Whist, Piquet, Cribbage, Black Maria, Poker, German
Whist, Nullos, Bezique, Bezique Poker & Cribbage Two Player Patience,
Tablanette, Cassino, Five Hundred, Three Handed Bridge, Knaves, Hasenpfeffer,
Greek Hearts, Slobberhands, 12 games for 3-7 players, 11 party games, 28 games
of patience. A good collection.
The Flintstones Game, published by Triotoys. 1990. Box. 2 box
corners taped. £2.50
Designer Unknown. No. players: 2-6. Country: British, Desc. by Andy.
Special notes: Box somewhat indented due
to stacking
TV related. Fred and Barney decide to take the day off work to go fishing,
but first they must get their families safely home. To do this you will have to visit a number of locations such as
the zoo, the bowling alley etc, and play out the cards you were dealt, as well
as collect appropriate family cards. A
dinosaur wanders around and can mess things up. Some cards are played on opponents. Colourful board with standup
counters.
The Guinness Encyclopedia Of Games Puzzles
& Pastimes, published by
Guinness Publishing. 1988.
Book. Good. £4. Designed by Honor Head. Country: British,
Desc. by Andy.
Softback, 25x19cm, 256 pages. An excellent
resource to keep your children amused in the holidays, with a vast array of
puzzles, activities and games to keep them occupied. Everything is sorted alphabetically rather than by category, but
with an index as well.
The Ins & Outs Of Peg Solitaire, published by Oxford Univerity Press.
1985. Book. Excellent. £7
Designed by John D. Beasley. Country: British, Desc. by Andy.
Hardback, 22x14cm, 275 pages. A very thorough examination of Peg
Solitaire. The game is introduced and
the history given, then a mathematical approach to the game is given, and this
can then be used to solve many peg solitaire problems. Peg solitaire on
different shaped boards and even infinite and 3D 'boards' are also
considered. Great if you really want to
understand peg solitaire mathematically. The book contains over 200 problems
for you to attempt (with solutions).
The Loving Game, published by Penthouse. ca.1984. Box.
Good. £7.50
Designed by Richard Edelman. No. players: 2. Country: Unknown, Desc. by
Andy.
Game intended to be played by romantic
couples privately. Play involves
rolling the dice and moving your playing piece around the track and actioning
the space you land on. The spaces say things like: tell your partner 3 things
that frighten you; hug your partner; kiss your partner passionately!
The Midas Touch, published by Spears. 1991. Box. Good.
£6.50
Designed by Peter Quigley. No. players: 2-6. Country: British,
Duration: 30 mins, Desc. by Andy.
Dice game, where players stake cards on
making the best dice rolls. Chances can be increased by keeping dice and
re-rolling others, but stakes are increased accordingly. However, what makes
this interesting is that all the cards start off on their 'plain' side and are
valueless. However, if at any time a
player has three dice the same in front of them they get The Midas Touch, and
any cards they stake or win get turned to the gold side, and these are what
score points at the end of the game.
One or two other twists add to the game as well giving additional
choices. 8 dice provided, 4 of which
are gold coloured.
The Nacho Incident, published by Eight Foot Llama. 2005.
Box. Excellent. £11
Designed by Jim Doherty. No. players: 2-4. Country: Candian, Duration:
40 mins, Desc. by Andy.
Card game in which players smuggle Mexican
food supplies over the border to Canada, and then try to set up the best
cantina, in four provinces. Players secretly choose which smuggler they will
use each round, with the better ones being fastest, and so likely to get better
prices, but also being more likely to be caught as well, which is bad news as
this will ensure the Mounties hassle your cantina, which can prove costly. The game is won by making the most money,
which requires a balance between supplying the most profitable demands and
setting up the most profitable cantinas while also avoiding the Mounties.
The Official Encyclopedia Of Bridge, published by Crown. 1971. Book. Good. £9
Designed by Edited by Richard Frey. Country: American, Desc. by Andy.
Hardback with dustcover, 25x17cm, 793
pages. Stunning piece of work, a reference library of all matters relating to
Bridge, from personalities to bidding, from events to the history of the game.
The book is organised with keyword entries ordered alphabetically.
The Scrabble Puzzle Book, published by Queen Anne Press. 1981.
Book. Excellent. £5
Designed by Gyles Brandreth. Country: British, Desc. by Andy.
Hardback, 25x17cm, 128 pages. This book
includes 200 Scrabble puzzles with solutions (which give the best options along
with several less good options). Also
included are the rules to Scrabble, a
description of allowed words, and a listing of unusual words used in the
puzzles along with brief definitions (eg. filimic = pertaining to the cinema).
The Twits Card Game, published by Winning Moves. 2004. Box.
In shrink. £5.50
Designed by Quentin Blake. No. players: 2-5. Country: British, Duration:
30 mins, Desc. by Andy.
Card game with a Roald Dahl tie in. It
involves collecting sets of cards which are then played to the table. However, the game has some new ideas to add
to a Rummy type game - cards left in you hand will score for or against you
depending on whether they are +ve or -ve, but all melded cards will score +ve.
Also some special cards change the values of cards left in your hand.
The Werewolves Of Millers Hollow, published by Lui Meme / Cafe Games.
2003. Box. In shrink. £7
Designed by Philippe des Pallieres. No. players: 8-18. Country:
American, Duration: 1 hr, Desc. by Andy.
Large group game which is also played with
a moderator to run it. Werewolves have
infested Millers Hollow, and at the start players are secretly assigned the
roles of werewolves or normal villagers.
Each night the werewolves choose a victim while everyone else has their
eyes shut. In the morning everyone
discusses who should be killed as a suspected werewolf and a vote is
taken. This repeats until either only
werewolves or normal villagers are left.
This set also includes a number of other characters for variety and
extra interaction: The Seer, The Witch, The Little Girl, Cupid, The Lovers, The
Hunter, The Thief and The Captain.
Thinking Man's Golf, published by 3M. 1966. Box. Good. £4
Designed by Frederick A Herschel. No. players: 1-4. Country: American,
Duration: 45 mins, Desc. by Andy.
Very innovative golf game when it was
published - one of the first games to use chinagraph pencils and laminated boards.
The 18 hole course is laid out on the wrap-around box, and it features 18
famous holes from various American golf courses. To play, you first determine
wind speed and direction, then pick your club and place the range-finder on the
board. Dice are rolled for your shot to determine distance and direction, and
the location marked on the board. This
is repeated until the putting table can be used instead.
Tightline, published by Splash Games. 1982. Box. Good. £2
Designer Unknown. No. players: 2-4. Country: British, Desc. by Eamon.
"As Mayfair is to property, Tightline
is to fishing", so says the box. Also described as the 'World's premier
fishing game'. You travel round the board collecting pieces of equipment and
catching some fish. The first to the cafe, with a complete set of tackle and 4
fish, wins the game.
Times Square, published by Rio Grande Games. 2006. Box. In shrink.
£13
Designed by Reiner Knizia. No. players: 2. Country: American, Duration:
25 mins, Desc. by Andy.
Card game in which the two players use
their cards to move around several wooden figures representing various
characters, including Saucy Sue and her bodyguards. The objective is to get the figures into your entertainment
establishment. The two rival hostelries face each other across Times
Square. It is possible to win the game
by either a slow accumulation of points by having more characters consistently
in your inn than your opponent's, or by clever play which your opponent is
unable to stop, getting Saucy Sue into your establishment despite her
bodyguards.
Tom Jolly's Cargo, published by Wingnut Games. 2004. Box.
Good. £10.50
Designed by Tom Jolly. No. players: 2-4. Country: American, Duration:
45 mins, Desc. by Andy.
Each player controls a team of dockhands,
which include regular workers, a burly worker, a mule and an elephant. Each player also has a selection of tea
crates. The objective is to load your
tea crates onto your ship while pushing other players' tea crates into the
sea. It is also possible to squash
other players' regular workers between two crates, and this is worth doing
too. Each turn you have three movement
points to split amongst your dockhands as you see fit, and each type has its
own abilities. eg. An elephant can push up to 2 crates and move up to 2 spaces,
while a regular worker can push only one crate and move only one space.
Tough Luck!, published by Peter Pan. 1988. Box. Good. £11
Designed by Alex Randolph. No. players: 2-6. Country: British,
Duration: 45 mins, Desc. by Andy.
Despite the name this is actually a game
of auctions and there is a considerable amount of skill (not so surprising when
you note the designer). The central component is a neat gadget which pops out a
ball at random from those hidden within it. Most of these balls are numbered,
and players choose to purchase them unseen for a fixed price or buy them at
auction as they are revealed. These
balls are placed into a special tray and the objective is to get 5 balls in a
row. A few special balls (penalty and
wild) add interest. Essentially a
little known game of money management and risk taking.
Tour Of London, published by Waddingtons. 1984. Box. Good. £2
Designed by Pauline Frances. No. players: 2-4. Country: British, Desc.
by Andy.
Players try to collect a full set of
souvenir cards and then return to the hotel.
This is done by moving around the board according to dice rolls. There are chance cards and opportunities to
swap souvenirs with other players as well as using buses or taxis.
Touring Scotland, published by Geographia Ltd. ca.1955.
Box and Board. Fair. £6
Designed by P.H. Thorpe. No. players: 2-4. Country: British, Desc. by
Andy.
Special notes: The box appears a bit 'moth eaten', with some of the
cardboard showing through the paper covering.
Also the original dice shaker is missing.
Period game with an attractive map of
Scotland showing many towns and the roads between them. Players are dealt a set of 8 cards, 2 from
each of 4 areas and must then travel the board and visit the towns before returning
to the starting point as quickly as possible.
Some spaces cause delays or provide shortcuts. Metal car playing pieces
and separate board and box.
Trading Routes, published by Van der Veer. 2005. Box. Excellent. £7
Designed by Jacque Deul. No. players: 2-8. Country: Singapore,
Duration: 30 mins, Desc. by Andy.
Card game set in the jungle, each card
showing part of a trading route between tribes. The cards must be played adjacent to other cards, domino style so
that the trade route continues on. If a
player manages to play so that the symbols at each end of the trade route are
the same then they have completed the trade route and win those cards. There are also cards which increase the
value of a trade route, but don't change the values at the ends, and war and
peace cards which stop a trade route from being finished or remove a war. The
player who claims the most cards wins.
Trans Europa, published by Rio Grande Games. 2005. Box. In shrink.
£16
Designed by Franz-Benno Delonge. No. players: 2-6. Country: American,
Duration: 30 mins, Desc. by Andy.
Railway game in which the players are
given cards showing cities in different areas of Europe. Track is then laid connecting the cities,
all track is communal, and the first player to connect to all of their cities
wins the round. Fast, light and
fun. In its previous incarnation (Trans
America) it was on the German Spiel des
Jahres nomination list for 2002. Recommended.
Trekkie Trivia, published by Paul Lamond Games. ca.2000. Box.
Excellent. £3.50
Designed by Terry Miller & Associates. No. players: 2-6. Country:
British, Desc. by Andy.
Trivia game with 2400 questions on 400
cards in 6 categories. All the
questions are on the Star Trek universe, and goes from the original series
through TNG, DS9 to Voyager and the various films made up till then. The game has its own rules, but this set can
also be used as a Star Trek expansion for other games (such as Trivial
Pursuit).
Tricks, published by White Wind. 1995. Box. 2 copies
available:
1) Good. £3. Missing one money chip - this does not affect play
2) In shrink £4
Designed by Alan Moon. No. players: 3-5. Country: German, Duration: 30
mins, Desc. by Andy.
Card game, 95 cards and play money. Nice
trick taking game where players bid for cards to form their hands before play
starts, and then bid on the number of tricks they will obtain and score more
the more tricks bid for and the closer the number of tricks taken is to the
number bid. I can provide my own house
rules to this as well.
Tyros, published by Kosmos. 2002. Box. Good. £11
Designed by Martin Wallace. No. players: 3-4. Country: German,
Duration: 75 mins, Desc. by Andy.
Players expand and gain holdings in the
lands around the Mediterranean. This is
done by sending out ships from Tyros and landing around the coast. The game uses tiles showing the various
areas, and cards which are collected into sets to pay for the various
actions. The game also allows players
to exchange cards which aren't useful to them.
The players play tiles in order to expand the empires and at the end of
the game holdings in these empires are rewarded - the greater the holding and
the greater the empire, the greater the reward.
Ultimatum, published by Yaquinto. 1981. Box. Good. £9
Designed by J Michael Hemphill. No. players: 2. Country: American,
Desc. by Andy.
Strategic nuclear war game in which one
player plays the Soviet Union and the other the United States. The players
invest in nuclear technology, getting resources into crisis regions, and
assorted defensive or offensive weapons. The board shows a rather odd map of
the USA and USSR combined (!). Crisis areas are fought over, and the players may decide to launch a direct
nuclear attack on each other! Victory depends on destroying lots of your enemy while
keeping as many of your people alive as possible.
Uno Madness, published by Spears Games. 1996. Box. Good. £5
Designer Unknown. No. players: 2-4. Country: British, Duration: 20
mins, Desc. by Andy.
Enhanced version of Uno, the card game in
which players play cards either of the same colour or number as the player
before, or draw a card, with the objective being to get rid of your cards. This version is tile based, and the tiles
are placed on a board. In addition
there is a noisy timer which ticks down, and if it goes off (jerking the board
upwards in the process) then the current player is penalised with more
tiles. The timer keeps things moving
quickly and adds to the tension considerably.
As with original Uno there are some special tiles with effects such as
reversing the direction of play and forcing the next player to play a special
tile or pick up two tiles etc.
Up Periscope, published by Denys Fisher. ca.1972. Box. Box taped
and shows wear, base indented.. £13
Designer Unknown. No. players: 2. Country: British, Duration: 45 mins,
Desc. by Andy.
Wonderfully designed naval game. Each player tries to sail his 4 merchant
ships across the ocean to safety. They
are escorted by a destroyer but can be attacked by your opponent's
submarine. The board is double sided
and is held vertical with the pieces fitting snugly into holes on either side,
but with a thin rubber film ensuring they can't be seen from the other
side. Players take it in turns to move
and use a periscope device (with mirrors) to try to sight opponent's ships, and
then destroy them using torpedoes which are poked into the rubber film to make
a ship on the other side pop out!
Wonderful mechanism.
Vendetta, published by Hexagames. 1991. Box. Excellent. £14
Designed by Doris Matthaus & Frank Nestel. No. players: 3-5. Country:
German, Duration: 1hr, Desc. by Andy.
Not the same as Vendetta made by Parker
Bros. Gangster game, with players as
members of feuding Sicilian families, trying to control as much of the town as
possible and become the new Godfather.
Players play their men onto the board with the eventual goal of being
the only player there when that region is scored. However, before a region is scored, first the player with the
least men loses those men, and then players who remain get more men to
use. Also some regions are raided and
all men in these regions are lost. Vicious game! Wooden pieces.
Vexation, published by Winning Moves. 2007. Packet. New. £2.50
Designed by Manfred Keller. No. players: 2-6. Country: American,
Duration: 30 mins, Desc. by Andy.
This is a mini expansion for TransAmerica
and/or TransEuropa. The idea is that as well as communal black track you can
also play a very limited number of coloured tracks. These coloured tracks cannot be used by other players. Therefore it now becomes possible to develop
track in ways which is much less likely to be of great benefit to other
players.
VI Sup, published by Dolumont. ca.1979. Box. Good. £8
Designer Unknown. No. players: 1-6. Country: French, Duration: 2 hrs,
Desc. by Andy.
Mountaineering game featuring a map of the
Mont Blanc Massif and the main climbs possible there. The components include a miniature ice pick for each player. The game is driven by several types of
cards, and players start on easier climbs and as they get experience advance on
to the more difficult climbs, and finally attempt Mont Blanc via the Grand
Pilier d'Angle to win.
Westminster, published by Gibsons. 1983. Box. Good. £5
Designer Unknown. No. players: 2-6. Country: British, Duration: 2hrs,
Desc. by Andy.
Unusual political game, focusing on the
passing of bills though Parliament rather than the election itself. The game starts with a general election with
players controlling the various political parties. Then a series of by elections take place and the winner is the first
to get a bill through parliament, which takes 3 readings.
Westwarts, published by Spiel Teufel. 1995. Box. Excellent. £8
Designed by Marion & Andreas Dettelbach. No. players: 2-6. Country:
German, Duration: 75 mins, Desc. by Andy. Special notes: Numbered 99. The cards have had English translations
added to them.
Limited edition from a small
publisher. In this Wild West themed
game there are 20 wagons travelling through 4 regions. Players have cards which are used to
manipulate the order of the wagons, and set them on fire etc. The objective is to spot ways you can use
your cards to change the wagon order so it fits in with one of the current
scoring cards (eg. Priest and Teacher must be adjacent) in order to score
points. The cards for the wagons have
been attached to cork to make them thick enough to easily pick up and move
around the board.
Where On Earth, published by Octogo Games. 1988. Box. Good. £2
Designed by H. Jones, R. Lipscombe. No. players: 2-4. Country: British,
Desc. by Andy.
Trivia game in which all the questions are
geography questions. Admittedly they
come in various flavours of geography. There is also a little strategy involved
as you sometimes get the chance to hinder another player
instead of helping yourself.
Whiplash, published by Peter Pan. 1988. Box. Box corners taped
+ mark where label was. £2.50
Designer Unknown. No. players: 2. Country: British, Duration: 5 mins,
Desc. by Andy.
Special notes: No rules included, though
the box says all you need to know to be able to play.
Fast action game, a sort of two player
bagatelle! The board has a central
scoring section into which players try to get their marbles. Each player also has a bagatelle style ball
shooter and each ball lane curves around the board and then up a ramp which
hopefully will send the ball into the scoring area. First to get 100 points wins.
Play is simultaneous, so pretty frantic!
Why, published by Milton Bradley / Chad Valley. 1961.
Box. Good. £7
Designer Unknown. No. players: 2-4. Country: British, Desc. by Andy.
Subtitled: Alfred Hitchcock Presents The
Game of Why. Each player is a private
eye and must try to solve a murder case.
This is done by moving around a board and collecting cards, accusing
players of holding particular cards and claiming other cards stored face down
off the board by recalling what type of card was placed there. To win you need to collect either a set of
cards for a victim, motive and weapon, or the whole set of Alfred Hitchcock
cards.
Winter Olympics, published by Ocean. 1987. Box. Good -
contents unpunched. £6
Designed by Kelly Jones, Garry Hare, Tom Volotta. No. players: 2-6.
Country: British, Duration: 1 hr, Desc. by Andy.
Winter sports themed board game which is
driven by a video cassette. Players compete in nine events, and on their turn
watch a 10-15 second video clip of one of these sports. At the end there are fast changing numbers
shown, and when paused the number showing is used as the number of points
scored, and this also determines movement on the board. Medals are won by accumulating points in the
various events, with gold silver and bronze all available. Some spaces on the
board result in a card draw - some of which are good, some bad. The VCR system
makes the game very replayable. Includes board, cards, plastic medals, video
cassette (for UK VCR), and playing pieces.
Wordsworth, published by Spear's Games. 1989. Box. Good, but 1
box corner taped. £4.50
Designed by Horswoggle Games Inc. No. players: 1-4. Country: British,
Desc. by Andy.
Word game. The board is a wipeable
crossword grid with numbers 1-6 in the corners of each white square, some
blanked out squares and some bonus point squares. In their turn players roll the dice and add that many letters to
the board. There are no letter tiles -
you can add whatever letters you like, but exactly the number rolled and you
score the points on the spaces for all new words so created.
World Formula Grand Prix, published by Racing Games. 1999. Box.
Good. £10
Designer Unknown. No. players: 2-6. Country: British, Desc. by Andy.
Motor racing game, with nice components
including egg-timers to time delays when a car comes off the track, and a large
sealed spinner device which determines a car's speed each turn. Pit strategy
cards determine the number of pitstops each player must make. A dice is used to determine starting speeds
and stalls, thereafter a special spinner is used. The spaces on the board have different effects and so players will
want to land on the most favourable one possible for their current circumstances.
Additional rules cover tyre types, changing lanes, overtaking, and marshall's
flags.
World Of Sport Action Quiz, published by Chad Valley. ca.1965. Box.
Box shows wear. £3
Designer Unknown. No. players: 1+. Country: British, Desc. by Andy.
Special notes: The 'special pencil' is missing, but any similar object
(eg. sharp pencil) will do instead.
Quiz cards unpunched.
One of the weirdest 'games' I have ever
seen. In the box there is a set of
sports quiz cards one of which is placed onto a special 'machine'. The machine is set up with ball bearings at
the top and one is 'fired' into the machine.
It bounces around and goes down a path.
The path it goes down indicates which question you must answer. You then put a special pen into a hole under
the answer. If you were quick enough
and got the answer right you will divert the ball and score points. I'm not entirely convinced it works
consistently, but it is still an amazing item.
Xanth Boardgame, published by Mayfair Games. 1991. Box.
Good. £8
Designed by Mike Nystul. No. players: 1-6. Country: American, Duration:
2-3 hrs, Desc. by Andy.
Fantasy adventure game based on the world
of Xanth as depicted in the many books by Piers Anthony. This is a totally daft fantasy world and the
books include more puns than most people can bear! Many of the puns extend to places, characters or events in the
game. The game itself uses good
mechanics used in many games since - eg. players get the chance to play
monsters and unpleasant events on the current player to hinder their movement,
but the nastier events can only be keyed to specific places or situations, so
may never be playable, whereas weaker hazards are easier to play, but are less
hazardous! Players attempt to be the
first to complete three quests.
Yari, published by Dallah Heyari. 1989. Box. Good. £4
Designed by Salem Heyari. No.
players: 2. Country: American, Duration: 20 mins, Desc. by Andy.
Special notes: The box edges show wear,
and one corner is badly damaged but has been repaired very neatly.
Very nicely produced parcheesi (ludo)
variant in which players cast 6 special shells rather than using dice. The shells are moulded plastic, but still
somehow feel like shells, and have definite 'up' and 'down' sides. Movement allowances depend on what is thrown
with certain combinations considered special.
The playing pieces are large gold and copper coloured Egyptian style
figurines.
Zargos, published by Euro Games. ca.1990. Box. In shrink.
£16
Designed by Duccio Vitale. No. players: 2-6. Country: German, Duration:
2 hrs, Desc. by Andy.
Board game with loads of counters which is
of the same style as Risk, but with lots of extra ideas added in. These include: random distribution of
initial territories followed by a negotiation and swapping period; boats and
sea attacks; magic cards can be obtained as well as reinforcements; each
country has a capital which while held gives extra resources, and each player
has a special ability their forces can use. Finally, the objective of the game
is to sail to, and attack the Forbidden City and hold it along with the three
surrounding territories.
Zooloretto, published by Rio Grande Games. 2007. Box. In shrink.
£23.50
Designed by Michael Schacht. No. players: 2-5. Country: American,
Duration: 45 mins, Desc. by Andy.
Spiel des Jahres 2007. This is based on the excellent card game
Coloretto. Each player has a Zoo
playing board and drafts animals which must be placed into pens - each pen can
only hold one type of animal, and there are quite a few more types of animal than
you have pens for. Any animals who
don't go in pens will count against you. It is possible to earn action tokens
which can be traded in to move animals, or switch them around or get rid of
unwanted animals. Recommended.
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