Descriptions and reviews of Waddington's Board games, list of equipment found in Waddington's Board Games and board game query and help sections. This also includes Waddington’s House of Games and John Waddington.

Advertising material

inserted into game boxes

in the



WADDINGTON'S Advertising material inserted into game boxes c1960

If you wish to contact us use the links below

email to boardgamesworld@btinternet.com

Or Royal mail


Site last updated May 2021, Acrobats, 1949 Canadian Clue, Pegaty and also other new images added.

12th October, 2020, rules of Catch 19 received. Memory Game, and images added.

3rd July, 2019 5 Alive and Blast, added, more details on Odds On, My Word and Sum-it.

25th April, 2019 Pony Express and Superted added and more images etc included.

9th August, 2017 Duel added.

14th April, 2017. Gunge Game and Wheel of Fortune added.

13th January, 2017 Teachers Pet added.

November/ December, 2015 link list to games all checked and working, also new images added

October 2015 Request for solution to Perfect Square, Card game Bobs Yr Uncle, more images added. More details on Frankenstein's Fingers.

Since April, 1999, we detailed and added another WADDINGTON'S game to this archive each month. This process was competed in December 2001 and since then we have continued to improve the site. Early in 2005 we decided to alter the format of the site so that the games listed are in date of production order. You can use the links to find out what is available for a particular game but if you are generally looking at the site it seems more logical to place the games in the order that they were produced. You then get a better feel as to how games have developed over the years.

The descriptions of each game will enable you to check if you have the correct contents for each game or enable you to search for new games and be able to check the contents prior to purchase. Waddington's games are no longer in production the company was bought out by toy Giant Hasbro about 1997. Some of Waddington's Games continued to be produced by Gibsons Games. Waddington’s also had a French partner called Miro Company who published most of Waddington's games in France. In 1961 Waddington’s took a 20% share in Miro's capital (together with another of Waddington's partners, Parker). They withdrew in 1969.We cannot advise you where to purchase particular games (but see links at end), most of those listed below have been out of production for many years. On line auctions do have games for sale or will accept games for sale, other than that we can only suggest charity shops or car boot sales. We will though add a request to our query corner if it will help.

We can assist you with the rules for most of the games mentioned. We have also received a number of queries/requests for help with games/parts for games and rules, PLEASE have a look at QUERY/HELP CORNER. MANY CONTACTS WOULD LIKE COPIES OF RULES FOR GAMES WE DO NOT POSSESS. If you have rules for a particular game please check the link for the individual game.

Conserving your game? Need spare parts? Perhaps our TIPS might help

WADDINGTON'S games so far described or referred to are


5 Alive, 4000 A.D., Acrobats, Addiction, African Star, After School, Air Charter, All Fall Down, Astron,

Battle of the Little Big Horn, Battleships, Bewitched, Bigfoot , Big Train Game, Black Box, Blackfeet, Blast, Blast Off, Blockbusters, Blockword, Bobs Yr Uncle,Bombshell, Bonanza Rummy, Boobytrap, Buccaneer,

Caesar's Game, Camelot, Campaign, Captain Scarlet, Careers, Carlette, Car race game with Micky Mouse, Cat and Mouse,

Catch 19, Chessword, Click, Cluedo, Clue Master Detective, Cluedo Travel Pack, Cluedo Super Sleuth, Compendium, Contack, Cops 'N' Robbers, Coronation Street,Countdown, Crazy Crocodiles, Crib-Box, Cube Fusion, Cubex,

Dark Tower, Darkworld/Dragons Gate, Dash-N-Dine, Dialaway, Diamond Hunt, Dinosaurs, Dingbats, Disguise, Disney's Gummi Bears, Dixit, Dual,

Equals, Escalado, Escape From Atlantis, Escape From Frankenstein, Excuses, Exploration,

Face Off, Fibber, First Impressions, First Past The Post, Formula1, Frankenstein's Fingers Free Parking, Funfair,

Gambo , Game of Dracula, Game of Nations, Ghostly Galleon, GHQ, Give the Dog a Bone, Go, Goldrush, Golfwinks, Goosebumps, Grade up to Elite Cow, Grand Prix, Greed, Gunge Game,

Hare & Tortoise, Heroes of the Maze, Hollywood, Hoppit,

Incy Wincy Spider, Initial Subject, Interaction, Isaac Asimov,

Jekyll and Hyde, Jimmy, Junior Cluedo, Junior Monopoly, Jungle King, Junk,

KAN-U-GO, Keypers. The Key to the Kingdom, Keyword, Kimbo, Knock Your Block Off,

Land Grab, Lassoo, Little Green Men, Lexicon, Lingo, Lost Valley of the Dinosaurs, Lose Your Shirt,

Make-Shift, Masters of the Universe, Matching Game, Memory Game, Mike Read Pop Quiz, Mlle Le Normands, Milestones, Mr. Game, Mr. Turnips Audition Game, Mille Bornes, Mine a Million, Monopoly, Mouse House, My Word,

New York Times Crossword Puzzle Game, NFL American Football, Noel's House Party, Noel Tele Addicts Game,

Odds On, One Two Many.

Password, Payday, Pegity, Perfect Square, Picasso, Playing Cards, PIT, Pitstop, Poetic Justice, Pony Express, Pop Music, Pow, Project KGB, Quiz Card Games,

Rage, Railroader, Rally, Raleigh Burner BMX board game, Rat Race, Rich Uncle From United States, Ray Reardon's Pot Black, Risk, Rosette Riding School,

Safari Round Up, Scoop, Sexis, Shop, Skudo, Slam, Sonic UFO, Sorry, Speculate, Spot The Difference, Spy Ring, Squares, Sqiggles, Starluk, Starships, Sting, Stirling Moss's Monte Carlo Rally Game, Stun, Steeplechase, Subbuteo, Sum-It, Summit MK1, Super Cluedo Challenge, Super Mario Bros, Superted, Swindle,

Table Soccer, Teachers Pet Teachers Quiz, Teenage Mutant Ninja Turtles Card Game, Tennis and Badmington, The Business Game, The Great Canadian Pie, The Great Downhill Ski Game, The Great Pyramid Game, The Manager , Thomas The Tank Engine Board and Action Games, Thunderbirds,

Treasures and Trapdoors, Totally Dingbats, Tour De Force, Tour Of London (game), Tour of London (Quiz), Treasury of Word Games, Tyrannosaurus Rex

Ulcers, Vampire Game, Village of Fear, Darkworld, Wheel of Fortune, Whoops, Whoops2, Whot, Wizard, Word of Mouth, The Yuppie Game, and Z Cars

So what is next? Well as you will see there are still games with little or no description/contents. We will also try to add photographs of each game over time. We do though now have a copy of the Canadian version of Kimbo so we will see if there are any differences. We also want to do more on Escape From Atlantis, some more info on Top Trumps and possibly Land of the Dinosaurs, so keep on coming back to us! The number of queries we are receiving for various games is also increasing and we will continue to post details as received. Often what we do to the site is prompted by your queries suggestions etc.




Playing cards are almost certainly the first games product Waddington’s produced.

A contact has sets of Waddington's Playing Cards with backs showing Black Grouse and also Snipe. She asks when they were produced and are there any other packs with different birds?

Also "I have a pack of possibly 1930's Waddington's Patience miniature playing cards. They are unused and the pack of cards inside the box are still in their plastic wrapper. Their original price is marked on the box at 3 shillings and 4 pence. Can you give us any indication of their value or a link to a website that will tell us this information? "

Card sets being advertised in 1978 were XVII Century French, French Revolution and Napoleonic reproduction, a Shakespearian pack originally designed in 1930’s, English, Irish, Scottish and Welsh Emblem packs, twin pack of Victorian photographer Frank Sutcliffe.

For more information on Playing Cards try http://www.wopc.co.uk/waddingtons/index.html


"The Wonder Game". "The new card game of skill, laughter and interest"

The game was launched in 1933, packaged in a tuck box, at 1/9d per pack. Initial sales were nil, and so the game was repackaged at 2/6d and sales boomed, up to 1000 packs per week. Our set is in an orange box with maroon lettering REGD. NO. 52991 and is 1950’s/1960’s. The box contains a pack of 51 cards of different alphabet letters with a score no and a Lexicon Master card, a red covered rule book and a thicker light blue covered book of "New Games to be played with Lexicon Cards". Any number of players can play but two packs are needed for five players or more.

The dealer is selected by dealing one card to each player with the player holding the highest numbered card being the first dealer and then the deal rotates. Ten cards are dealt to each player and the remained placed face down with the top card exposed and placed alongside. The player on the left of the dealer commences he can a) form one complete word and place it face up on the table, b) discard one card and take either the exposed card or a blind card, the disposed card is place on top of the exposed pile c) insert a card or cards to any one word previously laid down, d) exchange a card or cards with letters from his own hand with any word on the table provided the word left is complete. The aim is to get rid of your cards as quickly as possible and the first player to do so ends the round. The remaining players count up the number scores of the cards they still hold. Players reaching 100 are eliminated until one player wins. The master represents any letter but scores 15 against you if you are left holding it. Very like the cards game "rummy" played with word cards instead of standard playing cards. Not our favourite game by any means but give it a go if you like word games, would rate Scrabble more highly.


Another contact describes the game as "ATOZED, WADDINGTONS. It is red and gold and is about 1930s."

Another contact asks “I have some lexicon cards which come in a small blue case shaped as a book the reg number is 52991. The rule book is red and the cards are dark blue. I wondered if you could date them for me please.” Can anyone assist. Also another contact with the reg number 529991 can anyone date that set please.

WADDINGTON'S PIT © 1904 Patented in Great Britain and U.S. Patent, March 22. 1904

For two to seven players, from 5 years to 100, card game with seven sets of nine cards plus one bull and one bear card. Some sets may only have six sets of cards

So much fun from just a pack of cards! A great game to be played with three to seven people, the larger the group the better. In some ways an adult game, best enjoyed when you have all had a glass of alcohol. The original set was manufactured by PARKER BROTHERS, Incorporated SALEM, MASS., U.S.A.. Andrew's Grandfather took a set with him when he fought in the First World War. Waddington’s produced later editions. The fronts of the cards are almost identical in both sets but at least three different back designs are known. The game is based on the American Corn Exchange. Each set consists of nine cards of wheat, corn, barley etc, which vary from wheat at 100 points downwards. The idea is that you trade cards to obtain a set on nine of a particular commodity known as a corner and score the point value of that set. The cards are dealt and then trading begins players can trade groups of cards of two, three or four etc. of the same. You shout this out and someone else will swap with you. The frenzy continues until one person has a corner of nine cards. Quick wits are required and often changing your mind about which set to collect can be the key to success. There is also an optional Bull card which counts as a bonus if you hold it with a corner or a penalty if you are holding it without a corner. The Bear card is always a penalty to who ever is left with it and is traded with a group of matching commodity cards as soon as possible. Pit is very easy to play but never loses it's appeal,

A more modern set is "Pit" - Complete with all cards and the rules. The back of the cards are orange with pictures of 'wheat?' on them. The fronts are light blue/green with black and white traders. 1964 cat no.31101 " from Darren Mclean

WADDINGTON'S MONOPOLY © 1935 by Parker Bros Inc.

For two to six players, from 7 to 8 years upwards. We have played this game on many occasions since childhood. If you have never played it, it consists of landing on property which you buy and then when others land on it charge rent to that person depending on how much money you have improved the site with houses and later hotels. There are chance cards, railway stations and utilities that pay fixed rents and you can mortgage your properties to pay rent, go to jail or if really unlucky go bankrupt. Monopoly brings out the best and worst aspects of people characters. The game can last an unpredictable amount of time. Monopoly is probably the best known board game ever though each household probably plays to it's own slightly different rules!

It is likely to be the most common proprietary board game to be found in the average household. It has been calculated that over 250 million people have played the game and that Waddington’s have sold 15 million sets in Britain and since 1935 Parker Brothers have sold over 90 million sets. An American, Charles Darrow, created monopoly in the early 1930’s. The original game had street names taken from Atlantic City where Charles spent his summer holidays. His game pleased his friends and he was being asked to make one or two sets a day or six sets at $2.50 each per day once the boards had been contracted out to a local printer. Parker Brothers were initially luke warm towards the game worried by the unpredictable length of time each game can take and felt that the mortgages and rent rules too complicated. However, by Christmas 1934 Charles had produced 20,000 sets that year and Parker Brothers began paying Darrow royalties for the game and were soon producing 20,000 sets a week. One description of the game we had from the U.S.A. mentions "Board Walk and Park Place in a blue colour. Set includes all game pieces, Community Chest and Chance cards, money (printed one side), houses and hotels, and dice. The label on the board reads "NUMBER 8" [no idea what this means] and has Parker Brothers, Inc. signature printed on it. Two patent numbers are shown, along with the copyright date of 1935 [not necessarily date of production]. There wasn't a box with the game when I purchased it at a sale."

Waddington’s had only produced playing cards and Lexicon prior to 1935 but had sent one to Parkers. John Waddington Ltd. were licensed to manufacture the game. The rules were not altered but the street names and currency were anglicised and stations replaced railroads. The first edition with a board separate from the box, metal hat, thimble, ship, car, iron and boot tokens and cost 7/6d (37.5p). A contact Valerie Lilley reports that her “First Edition” set has a board with more than one fold, which fits, into the box. The wartime edition had card tokens with a wooden base with a rocking horse replacing the thimble. The £100 note is black and made of really rough cheap paper, the property cards are perforated and has a spinner instead of dice. (E. Burrell).

Our set has card tokens including the rocking horse with the wooden base. The money though is all coloured. Not exactly sure how much money of each denomination a set should contain. The rules state you receive 1x£500, 6x£100, 4x£50, 3x£20, 10x£10, 7x£5 and 5x£1, total £1,500. Our set contains 10x£500, 40x£100, 26x£50, 20x£20, 63x£10, 48x£5 and 35x£1. This totals £11,335. Six players require £9,000 and the rules state if a seventh player is playing he has to wait until the first six receive their money and he has to receive what ever denominations are left which implies that the quantity of money provided is less than that required to give the seventh player the same denominations. The minimum quantity of money for a set to be workably complete would therefore be 6x£500, 36x£100, 24x£50, 18x£20, 60x£10, 42x£5 and 30x£1 plus £1,500 of any denomination for the seventh player total £10,500. Our set has £2,335 left after the six players have received their money - 4x£500, 4X£100, 2x£50, 2x£20, 3x£10, 6x£5 and 5x£1 so well enough for the seventh player to have £1,500. Our set may though not have the original amount of money supplied or maybe it varied anyway so long as it was above the workable minimum possibly our set may have had 4x£50, 2x£10, 2x£5 missing giving a total of £11,565. I would be interested to hear what your set contains. Later I think the quantity of money supplied was altered and the 1985 Anniversary set has a different make up of denominations.

We have seen a 1936 Deluxe set. This was a quality set, and weighs 2.2kg.

It has a gold box. The Board and money have the PAT.APP.FOR.No.3796-36 number, which probably dates the set to 1936. The station cards are LNER. Cards are the 16 Community chest, and 16 Chance cards. The 2 dice and 6 metal playing pieces are Car, Ship, Hat, Shoe, Iron,and Thimble. There are 32 Houses and 12 Hotels. They are made of a solid Plastic type material and the hotels are marked GRAND HOTEL. The set comes with 2 sets of instructions

A Gold wartime edition was also produced with perforated cards costing 21/- (£1.05). Later a deluxe set was produced costing 42/- (£2.10) with superior tokens, flock lined trays and gold edged game cards and the board in an integrated box. Later ordinary editions also appeared in an integrated box at 7/6d, 10/6 and 21/-. Little changed until 1972 when the money was printed on both sides, the tokens were enlarged by 50%, title deeds cards and dice enlarged and the Community Chest and Chance cards given rounded corners.

Andrea Green has a set "The set consists of 2 x boards which are not in the box, they have bright yellow backgrounds but the rest is as normal. The pieces are made of metal but are thin coloured pieces including: a grey motorcycle with rider, a red car (which looks like a rolls Royce), a dark green tank, a yellow bull dozer type thing, a gold sailing ship and a blue train. The houses and hotels are made of wood and are green and red. It is all in a small box approximately 10 inches by 6 inches. It is made by John Waddington Ltd (London & Leeds). The whole set is in immaculate condition still containing the checkers ticket. I would be very grateful if you could give me some information on the set, how old it is and it's present day value." See below.

Sounds like this set?” I remember being very surprised when I played monopoly at a friend's house and the background to the board was green - ours was yellow! Since I have often told others about the different playing pieces we had but no-one I have ever spoken to has ever seen them. My brother owned the set and it was given to him in the 1950s but he doesn't remember if it was new then or one that was passed on. The motorcyclist looked 1940s and the blue train was a Mallard. The money was, we think, printed on one side only. Our guess would be that the set was 40s or 50s. Hope this helps." Mandi Garrie.

Steve Pollard writes “I have a old Monopoly 1950-60's Waddington’s green box.. The hotels and houses are made of onyx type with small windows in the hotels with the word HOTEL written above windows.. I think this was a Deluxe set ???? The box is very heavy and has the Waddington’s Monopoly title in small letters in the top left hand corner.. Can you shed any light..??

Similarly Alex Rarity comments “The box is like a pinkish snakeskin pattern and the back of the board is the same. The players pieces are unusual as well they are a globe, a horses head, a typewriter, a basket of flowers with gems encrusted in it, a boot also encrusted with gems and a telephone with gems.” Any idea when this set was produced. This sounds like the 30th Anniversary Edition with a spangled foil box and jewel encrusted tokens – thanks Fitch

Karin Mcguire comments that in the 1960s, her family had a version with conventional London streets and colours but the counters were very different from those used today. The counter were; blue (Mallard) locomotive, red car, yellow tractor, grey motorcycle, bronze sailing ship and green tank all in painted metal. The hotels and houses were coloured red and green made from wood. Does anyone know anything about this edition or have a copy? These were trademark sets produced between 1950 and 1959 – thanks Fitch

Image of a luxury version from publicity material from the mid 1970's supplied by Colin White

A luxury 50th Anniversary set was also produced in 1985. The rules state you receive 2x£500, 4x£100, 1x£50, 1x£20, 2x£10, 1x£5 and 5x£1. The set contain 15x£500, 40X£100, 15x£50, 15x£20, 20x£10, 15x£5 and 30x£1. Many sets with varying street names from all over the world exist as do junior and travel versions.

Another contact also give details of a game which He "believes is a unique one off, it is one of the local additions Newcastle & Gateshead which was produced c1995. His particular set has a spelling mistake on it the board itself and the other 49 produced for Newcastle Council were returned and destroyed," Another contact comments” I smiled when I read about your correspondent who thought he had a "unique" set of Newcastle and Gateshead Monopoly. I would be amazed if the 50 sets that he says went to the Council were the only 50 sets printed. Surely Hasbro do longer print runs that that?! Second reason for smiling is that there is also a Glasgow set with a street name spelt wrong. These appear with tedious regularity on Ebay, marked as "RARE". Personally I cannot see that a spelling mistake on what is already a game with pretty limited appeal is really that interesting, but that is of course just my humble opinion :)

By the way, there was a fascinating Monopoly site at


For those who are really interested in the various official and unofficial editions.” but sadly I think the owner has passed way as the site it not searchable.


Bobs Yr Uncle

This game was specially designed by Frank H. Simpson for John Waddington Ltd. in 1935.

There are 54 cards in the pack: 48 Nursery Rhymes (8 sets, 6 cards to a set, each with a line of the rhyme), the Rhymes are:

Humpty Dumpty, Little Miss Muffet, Jack & Jill, Little Bo-Peep, Old King Cole, Little Jack Horner, Hey-Diddle-Diddle, Old Mother Hubbard.

3 Uncle cards: Uncle Bob, Uncle Joe & Uncle George and 3 “Nigger Boy" cards.



The laws of Bobs y'r Uncle are divided into six sections:-

1. Description of the pack.

2. The Deal

3. The Object of the Game.

4. The Play-with stack.

5. The Play-without stack.

6. The Scoring.


There are 54 cards in the pack, of which 48 are Nursery Rhymes, 3 Uncle cards and 3 Nigger Boy cards.


Deal the cards singly in a clockwise manner until each player has 6 cards. Place the remainder of the pack face downwards in the centre of the table, to form the stack. Each player examines the cards which have been dealt to him.


The object of the game is to `declare'. A player may declare (a) when he has played every card out of his hand; or (b) collected all three Uncle cards in his hand; or (c) collected all 3 Nigger Boy cards in his hand.


The player on the dealer's left must play out of his hand a card representing the first line of a nursery rhyme. This card is placed face up on the table in good view of all the players. If the player has not a card representing the first line of a nursery rhyme he cannot play and must take a card from the top of the stack. This concludes the player's turn.

The second player may either play a card representing the first line of a nursery rhyme or continue with the next line of the rhyme played by the first player. If he is unable to do either of these actions, he must take the top card from the stack. A player must play a card to the table if he has a card that will go. So the play proceeds, each player playing in turn, building up any of the nursery rhymes or taking a card from the stack if he cannot play in proper sequence. If a player declares before the stack in the centre is used the deal is ended; if not, play continues with the players drawing from the stack until it has been used up. Then the play continues with the following alterations.

THE PLAY-When all cards on stack have been taken. When a player has played a card to the table or is unable to play a card to the table, he must display the backs of the cards in his hand to the player on his left and say, Bobs Y'r Uncle. The addressed player must take one of the cards offered. If the addressed player has already taken his turn because the proceding player forgot to offer his cards and did not say Bobs Y'r Uncled, the addressed player must refuse to take one of the cards offered.


The play has proceeded until the stack in the centre has been used and it is not Molly's turn to play. Her hand consists of two cards - All the King's Horses, Eating his Christmas Pie. Molly plays the card All the King's Horses to the table and immediately turns to Bill on her left and says Bobs y'r Uncle offering the card left in her hand. Bill has to take the card and Molly says, I Declare. If Molly had forgotten to say Bobs Y'r Uncle before Bill had played his card, Bill must refuse to accept the card offered.


A game consists of four deals. A deal is concluded when any one of the players says I Declare, as explained. At the conclusion of each deal the numerical value of the cards left in each player's hand is totalled up and placed on a score sheet against the name of each particular player. The score of the player who declared is Nil irrespective of the number of cards he may hold.



1. A player playing a wrong card must take the card back into his hand and forfeit his turn.

2. Only one card may be played in one turn.

3 A player with all three Uncle cards or all three Nigger Boy cards may say I declare immediately after his turn. If, however, the player on his left has played before he discovers the three cards in his hand he must wait until his turn to play before saying I Declare.

4. A player must play a card if he has a card that will go. If it is proved that a player passed when he had a card in his hand that could have been played, that player is fined 20 points.

The game was reissued in 1963 with a different box design.


A game for two players broadly based upon the Contract Bridge Par Contests organised by Terence Reese. Estimated to originate from the 1930s. Possibly from the stock of a former Waddington's sales representative. Other items from the same source sold dated from the late 1930s. It does not explicitly identify Waddington's as the maker. Possible a prototype, or limited issue used to test the market? If anyone has any information or a copy of this game please let us know. From Dave Walker.



“Monte Carlo in the home”. A casino type gambling game. Produced from the 1930’s. Contents include a board, playing cards, croupier’s rake and dice with cup. Thanks Gordon Peel.


Produced in or around 1938. Andrew Hartland says he has never come across it or been able to find anything else out about it. It is a game with cards relating to the Signs of the Zodiac. Can you assist?

A copy of the rules received thanks James Lloyd-Williams.


A contact comments “invented before the war by my Grandfather, Ernest H Taylor who sold the rights to Waddingtons. “ Tanis Whitfield, grand-daughter of Ernest H Taylor.


GHQ is a game based on the First World War and the board represents the battlefield of Europe. Probably produced in 1920's a contact would like any further details? Another contact states” I have a first world war game by Waddington’s called GHQ. I can't find any references to it anywhere and wonder if you have heard of it or know where I might get it valued.” Another contact comments “ My copy is certainly from the Second World war as all the German pieces have swastikas on them. It seems to me that this edition must date from before the fall of France so places it in early 1940. Do you think that this is an updated version of an earlier game, or is the information that it was a First World War game incorrect?” As you can see the set we have seen is based on the Second World War. Another contact has a Second World War Version and would like a copy of the rules if you can assist.


For two to six players, from c8 years, movement by dice and by a combination of dice and cards in the race part of the game. One of Waddington's earliest games, with a name designed to cash in on the popularity of Monopoly.

Bob Elton has a set dated 1939. "These Earlier sets can be found where the board does come separately, all the other bits in a smaller box. One feature is that the horses stand up in cardboard slots, and can be seen in a line through a cut-out in the box lid (when shut)". {From Ralph Allin}. "An earlier copy of the game (pre 1961) exists with the board and small separate box that you described. However, the individual horses are wooden not metal or plastic (to be more precise they are card in a wooden base) but still arranged in the box in a line standing up." {From Dave Paylor}Jason May tells us he has a 1939 Deluxe Edition of the game (see image)

and that it cost 21/- rather than the 7/- standard edition. He wonders if anyone else has a similar copy and what percentage of the games produced were Deluxe. In the 1960’s together with "Risk" Totopoly was the top price game of the range at 27/6. Game was still on sale in 1977 cost £5.50 and according to Games and Puzzles was given a fresh look at that time. Our 1961 set is contained all in one box with the board in thinish card made up of three double-side leaves. Quite a lot of equipment was provided for the money. There are 12 cast metal horses (later sets have plastic ones), a pack of businesses/horses cards, two packs of horse training cards, veterinary report (chance) cards, a large wad of money, betting card slips and a betting totalisor pad, owners club cards and five different race advantage cards. Two people can play quite happily but can't really bet on the horses so the game works best with three or more players.

The idea of the game is that one of the two boards is the training ring. The cards for the horses and the businesses that help to train them are dealt. This is a crucial part of the game as you have to decide which cards to keep and which to offer for auction. No player can own both the training stables, run more than three horses in the race and it has to be borne in mind that the black have the best, and the red, yellow and blue horses have a better chance of winning in that order. Two dice are used and during a circuit horses aim to gain colour cards that can be used to advantage in the race and avoid white disadvantage cards. Other cards can be kept that enable you to avoid perils that can befall you during training and in the race. Money plays no part in the training provided you have some income from a business sufficient to pay your bills and pay to have the horse entered in the race.

Before the race you have the chance to bet on any horse or horses you wish and you have an idea how well a horse has been trained. One fault we have always felt with the game is that money is irrelevant and the winner of the race is the winner of the game irrespective of how much money any player may have. The prize money for the race comes from the money paid for businesses and entrance fees. One half goes to the winner and one quarter to the second and third. We tend to feel a more interesting game is the player who has the most money as it improves the strategic opportunities to bet and or get a place in the race.

The race track is on the other leaves of the board. The race takes a bit of getting used to, one dice is used. Each player nominates one of his horses which can utilise the best of a players throws. Players have to move their horses and then abide by what the length they have moved to specifies. If the length is a colour then the horse gains an advantage if it is the same colour or can throw in a white disadvantage card. If the colour differs a player can gain an advantage by playing the colour card of the horse. After abiding by the first length landed upon the move ENDS. Strategy is which horse to move when and gaining position. Horses can only move lanes if they are three clear lengths in front of the following horse. Certain lengths can eliminate the horse due to a broken rein etc unless you have the appropriate exemption card. An exact throw is required to finish.

Totopoly is a good family entertainment game with a good combination of luck and judgement.

A contact would like a copy of this game. Another contact is also looking for an old Totopoly board for 1950's? metal horses, set small Waddington's set.

WADDINGTON'S SORRY ©:COPYRIGHT 1951, 1963 and 1969, For two to four players, from c6 years, movement by cards. Contents: A Board, four sets of four "Kimbo" type movement tokens and a pack of 44 cards, four of each denomination 1, 2, 3, 4, 5, 7, 8, 10, 11 and 12 and four master "Sorry" cards. Game still on sale in 1977 cost £2.99.

A pre Waddington’s version

This popular and much reprinted game is basically a children's game. An excellent game if played at the right age. It is basically ludo adapted into a board and card game. Each player has to try to move his tokens from his start to his home by moving them round the board. The various cards are played one at a time at each persons turn. Some cards start a man on the circuit, others allow moves of so many squares and the Sorry Card enables you to take one of your pieces from the start and replace one of your opponents pieces to the start. Like ludo there is a safety zone near the home and home must be reached by an exact move. If a token lands where another is placed it returns that token to the start. There are also slider areas on the circuit where if you land at the start of the slide you push back to the start any tokens on the slide. The game can also be played as a partnership so two older players can play with their siblings. Not a game for the adult player but a wonderful first game for a child to start on the path to gaming. Different sets of this game will exist, ours is the 1969 version with the board and pieces contained in the one box with a plastic tray and the rules printed on the packing cardboard. Andy Hartland tells us that the game predates Waddington’s and exists in a version with a separate board and pieces box dating from the 1920’s or even the 1900’s. Image from Alan and Henri.


"An original Table Card Game played with an original Series of Cards, An Original Type and lay-out of Board and Original Rules and Methods." U.K. patent applied for May 16th 1938. No.15879/38.

For 4 to 12 players movement by dice. Contents. The game is contained in a large 22X15 inches (540X360 CM) box. It contains a board with 2 folding leaves on thick card. Pack of 72 cards, one dice, five pairs of small coloured wooden discs which each have a corresponding plug in wooden token piece. There are also five larger discs with two plug holes in each of the colours. There is also a further small disc with a plug which represents "Aunt Lucy." Two sets of rules are provided.

Players have to traverse 64 squares with represent the Milestones of Life from birth to retirement. The life is subdivided into eight stages. Players play as partners and sit at alternate seats round the board. If an odd player is playing he or she is "Aunt Lucy". All the card are dealt out -16 each to 4 players, 12 to six players, 9 to eight players, to 8 players 7 cards each to six players and 8 to the two other players, and 6 cards to 12 players. If Aunt Lucy is playing some players will have one more card than others. Partners then assist each other with advice and exchange of cards through the game but throw the dice and move separately until one partner has reached milestone 42 and the other has passed milestone 31 when then join forces on the larger disc and move forward as one. The cards represent the 64 milestones on the board (less the 6 plus and minus milestones) and 14 wishing bone cards which can be used in lieu of the 7 essential points in the journey but cannot be used for The stork (1) birth, Bank Manager (58) or home (64). Whoever holds Milestone No. 1 card The Stork throws the dice first. If a six is thrown this takes that player to the first "Essential Point" the Doctor. If that player or his partner has the Doctor (6) card he can then take a second throw. If neither has this card he is allowed to ask any one other player once for this. To assist the deduction the Essential point cards are coloured differently and players have to show the backs of their cards. If he asks the correct player he takes the card and has his second throw but if he fails the turn passes to the next player. If a player throws a lesser number an ordinary milestone is landed on. Again if he or his partner holds the card or if he can ask correctly (more difficult as there are more of this type of card) he can throw again but he cannot move beyond the next essential point. If he has or can obtain the essential point card he can then use the balance of his throw. Players cannot move from essential point squares without the appropriate card they can use a wishbone card instead (but not if they have asked for the card in that turn) but they can only be used once and then surrendered. If a players turn ends on a plus point the player moves forward and throws again or a on a minus point where you move back and the turn ends. Once on player reaches Milestone 42- Marriage provided his partner has reached milestone 31 Degree they are married and both players occupy Milestone 42 on the combined disc. Partners then move forward as one unit. On approaching Home Milestone 64 the final finishing and winning move cannot take place until a) an exact throw can be made to home, b) the partners have Essential Milestone card 58 The Banker and c) have the Essential Point card 64 "Home Sweet Home".

We have not played this game ourselves so are not sure how good it is. Personally we think it may only be an average but not a great game. If you have played it please let us know what you think. The principle skill lies is players remembering which player holds the cards they need to make the next move; a bit like Cluedo. The more people that can play probably the better the game is. It is probably best suited to an even number as if not one player has to be Aunt Lucy. The game is well made and presented. We are not sure how long it remained in production is may have been a pre-war release that didn’t make it after the Second World War. The game is supposed to last about 90 minutes but the rules offer an extended version where you make two circuits.

Contact comments

“I have played this game many times, and can confirm with 8+ players who all had a bit to drink that it is a great game although 90 minutes playing time would be very short (more like 3-4 hours) put basically it is a social game, that shouldn't be taken seriously.” Another contact however, puts the game into it’s true context. “I used to play during the war when I was around 8 years old, and it was a real winner with my family (I still have all the cards!) The reason for its popularity at the time was the hope for better things that the war was depriving us of. The Milestones are nearly all occasions where something you long for occurs. I hope that gives another feeling about the game. All the best.” Trevor Hunt.

“Invented before the war by my Grandfather, Ernest H Taylor who sold the rights to Waddingtons. I used to play the game with my family, a limited edition in a faux crocodile skin box. I believe there were 3 of this edition produced. According to my Grandfather he created the game for his two daughters Joan and Vivienne, as he was fed up with board games ending in arguments and tears.“ Tanis Whitfield, grand-daughter of Ernest H Taylor.


I think Parkers produced an earlier version of this game in the US. The idea of the game is to place pegs to gat an uninterrupted row of 5 pieces of the same colour.


One of Wadding ton’s most well known games and must be in the top ten of their best selling games, "Clued is "The Great Detective Game". It starts with a crime and works up to a climax. You have to find out who dun nit; where it was done; how it was done, eliminate suspects and pin-point the weapon. As in real life it takes both luck and skill to find the answer."

For two to six players from 8 years, movement by dice. Contents, Playing board of "Tudor Close" a nine room manor house with connecting passageways, six tokens representing persons in the house, six metal/rope murder weapons,("the older sets have more substantial pieces, a lead pipe made of real lead, the dagger is painted black with red paint on the blade, the candle stick is chunky, the spanner is a steel colour and the rope is a white string instead of a gold colour"-Paul Johnson), pack of 21 Cards - six of the house persons, six of the weapons and nine room cards, pad of detective note cards, Envelope for murder cards and one dice. Our edition is a relative late 1975 one and the contents are all in one box which has a plastic tray.

Many editions will have been produced of this game and early ones have the board separate from the contents box. The 1st edition had purely black and white print on the reverse of the cards and on the box and game board labels. The Second edition differs by the red fingerprint included under the magnifier on the playing cards, game board and box labels. It has wooden type “Kimbo” style pieces and metal weapons. The game Cluedo was invented by Anthony Ernest Pratt, a retired solicitor’s clerk from Birmingham, UK. He came up with the idea in 1944 and approached Waddington’s with view to manufacture.

Patent GB586817 UK was issued 1947. Details of the patent are as follows.

586,817. Board games. PRATT, A. E. Dec. 1, 1944, No. 24000. [Class 132 (ii)] A board game comprises a board 1 divided into areas representing rooms of a house connected by small squares, each room having at least one doorway 14 arranged so that no two doorways directly face each other along any single column or row of squares, ten differently coloured movable pieces representing persons, nine tokens each representing a weapon, and a pack of cards having three suits, one suit containing nine cards which correspond with nine of the rooms, another containing ten cards corresponding with the ten persons and the third suit having nine cards corresponding with the nine weapons. Counters may also be provided. The object of the game is to identify a hidden combination of three cards, one from each suit, as a result of information accumulated during play.

After some delays caused by post-war shortages, Waddington’s launched the game in 1949. Parker Brothers brought it out in the USA the same year under the name ‘Clue’. The USA edition featured a suspect name change- Mr. Green rather than Rev. Green. It was thought inconceivable that a man of the cloth could be involved in murder.

As far as we are aware this game has always been made in an edition based on an English country house with it's very English house guests.

To play the murder envelope is filled with one weapon card, one room card and one person card. These cards are chosen in secret as they form the solution to the crime. The weapons are distributed amongst the rooms and the player tokens are placed on their set starting positions. The remaining cards are then shuffled and dealt one each in turn to the players. Players then take turns to move, by dice in straight lines, their chosen house guest to a room of their choice. Once in a room the player can then make an accusation to the player on his left by naming the room they are located in and any other person or weapon. The player on the left must show one of the cards named to that player only. If he cannot show any of the three cards the next player on the left must then show a card if he has one or not and so on. In this way each player will be able to eliminate rooms, persons and weapons from his detective notes from the cards he was dealt and those he is shown by other players. When a player is satisfied that he has deduced who, where and how he can make his one chance at making an accusation. The player then looks at the murder cards and either shows them and wins the game or replaces them having made a false accusation and withdraws and takes no further part in the game except for answering suggestions.

There is a good mixture of luck and skill in this game but we don't perhaps regard the game as an outstanding one as much as other people might. It is though a good family fun game and it is not difficult to learn how to play it. The key to the game is carefully recording the information you uncover and finding the correct room as soon as possible. To assist you there are secret passages linking corner rooms diagonal from each other. Although you cannot enter and leave a room in the same turn you can sometimes reach a certain room quicker by entering a room at the end of one turn and leaving it at the other side at the start of the next. You can only make a suggestion from the room you are actually in, any weapons or persons can be called to that room. You can of course bluff and name a card you actually hold in your hand. You may for example not want to call the piece of another player to the room that you are in, particularly if it is possible that that could be the murder room.

An edition was also produced in 1949 as "Clue" about the same time as the U.S.A. version by Coff Clark Co. Limited Toronto Canada

Spare parts and a board are needed by a contact if you can help go to PARTS . Also a copy of the rules for Junior Cluedo are needed by a contact. See also Cluedo Super Sleuth, and Super Cluedo Challenge,


This was originally produced in 1949 and then again for a few years in the 1950's. There is another photo of the game on http://freespace.virgin.net/hidden.valley/richuncle-open.jpg It is described in the sales literature as “A thrilling and entertaining family game. Rich Uncle Pennybags owns the “Daily Bugle” and most of the town. In the course of the game some cleaver player will make his ten thousand grow to fifty thousand. “ The game is better than the sales description suggests it might be. –from Andrew Hartland.


"A Game by the makers of Monopoly." U.K. patent No. 27029/53. Scoop! Trade Mark Regd No. 731718.

Scoop box
Scoop contemts

The patent indicates this game was first invented in 1953. Our copy of the game is in a 10.5" x 8.25" box (27cmX21cm) with a yellow lid and green edges, probably the same sort of box as used for jigsaws. The game is for 4 players, played using cards and a decision making telephone. Contents. Four newspaper layouts consisting of the newspaper page (The Times, Daily Mail, News Chronicle and Daily Sketch) divided up into areas where the newspaper copy is placed. Attached to each page is a green paper area to the left where items in progress are stored and a green area to the right where the money is stored. Pack of 54 cards of 10 "photographer, 7 "general reporter", 7 "star reporter", 4 each of "space salesman", "artist", and "advertiser's approval, 5 "crime reporter" 10 "telephone" and 3 "Scoop!". one cardboard telephone mechanism, newspaper copy cards consisting of 18 Advertiser's announcements from real life advertisers, 8 general stories, 8 crime stories, 8 star stories and 8 triple star stories. Wad of about 100 "Fleet Street Cheque Bank £100 credit bank notes. A set of rules

Game still on sale in 1977 cost £3.45. This image is from a 1960's set.

At the start you are given a newspaper pro forma and 25 credit notes. The idea of the game is to be the first to fill your newspaper proforma with two general stories, two crime stories, two adverts, and one triple star story plus two single star stories or a second triple star stories. This is achieved by drawing a card each turn. The adverts need cards for artist, space salesman and advertisers approval. The stories all need a photographer card, a telephone card and the appropriate reporter card. Cards can also be put into your type matter flap which enables you to buy one or two cards for £100 each so that you can have up to seven cards in your possession. To get the story on the page you then play the cards and dial the telephone number on the card using the telephone card mechanism. This has a ratchet system, which generates a different answer to your call on each occasion. The answers are :- Triple star status given, excellent - other players pay you £200, press - at your discretion you can instruct every paper to go to press and count up, syndicated - each player gives you £500., OK - passed, not passed - scrap it, libellous - cannot use it and no good - editor wants to see you. The Scoop Cards are used to make up sets by taking cards from your own hand or the abeyance flap of yourself or another player. To obtain an advertisement you need a Space Salesman, Artist and Advertiser’s Approval cards..

The game ends when a player fills his proforma. The value of each item on the page and cash in hand is then added up and the person with the most money wins. This game has a great fun value and a pleasant game to play. In today’s terms the stories and adverts are interesting and give a great sense of nostalgia. The game is largely luck but not entirely.

5 player and 6 player versions are also known to exist, (for 6 players mail, telegraph, times, express, chronicle, sketch) these command a premium of about 50% and 100% respectively over the value of the 4 player game but it may depend on the edition. Confirmation of the nature of different editions, the game play details would be appreciated. Thanks to the Allbones we now have and a copy of the rules for the five player game and thanks to David Rayner a copy of the four player game. The only difference in the rules is that it can “be played by two-four players” and there are four newspaper blanks not five. Is the six player game rules just the same variation? – probably.


Until c2000 we had not heard of this game, Adam Armstrong contacted us looking for the game or information about the game board and number of cards in the game. He had one as a teenager and enjoyed many hours of space flight long before the sophisticated computer fantasy world came into being. Peter Simmonds has since sent him a copy of the rules and also enabled Adam to obtain a copy via E-Bay. Peter has since kindly sent us some images and comments

"As you can see, it isn't a 'board' game in the conventional sense, but more of a hollow box with a couple of wooden dowlings at either end, a film of plastic with a grid on which sits a top of the 'board' which is a scroll (also with a grid) which is moved on by the dowlings. The game is played with 6 metal space ships, controlled not by a dice, but by cards. Players are dealt 5 cards each. The goal is to land on numbered space stations. First person to land on one gets 5 points, second 4, third 3 and all others 2 points. You don't have to land on them all, but obviously, the more you land on, the more points at the end. After every player has taken a turn, the 'board' is moved on one position. There are many obstacles in the way to avoid, and since some cards can move the board on rather than move the ships, it is possible to send an opponent into a comet or some such other space hazard. It really is a peach of a game to play."

Astron is a unique game in many ways. The board had a plastic grid, and the "Space scape" moves one square every turn. This gave a relative forward motion, which had to be taken into account by the players piloting space ships from Earth to hopefully land on Saturn after landing on the Moon and Mars on the way. Several space stations are placed strategically on the way, in addition to a fatal comet. Two to six players can take part in the mission. Manoeuvring is accomplished through manoeuvre cards giving forward, backward and sideway motion. These cards are dealt randomly five to each player. A "Cosmic upheaval" card can cause the map to move out of turn sequence, sending an opponent into a comet or the rings of Saturn. It can also cause the player using this "wild card" to land himself on a space station. I had one as a teenager and enjoyed many hours of space flight long before the sophisticated computer fantasy world came into being.

from Alison Ball There are 55 in the pack that I have. They tell you how to move – there are: Sideways 1 2 3 4 or 5 (only one) spaces Forwards 1 2 3 spaces Backwards 1 2 spaces Homing device 2 cards where you can move one space diagonally in any direction. Finally the family favourite – Cosmic upheaval of either one (2 cards) or 2 (1 card) spaces. This allows you to move the board one or two spaces on which can obliterate anyone who is close to a comet or Saturn’s rings!!

from Peter Simmons " originally made by Waddington’s circa 1955. This is the first time I have come across anybody else being aware of its existence, although an American was trying to sell one on embay made by Parker Brothers. In his description, he claims a magazine in the 1980's valued it at $500. Needless to say the reserve wasn't met. " He has now kindly supplied a copy of the rules via the person who made the original request for information. A contact would aso like to know how many playing cards there are in the set for this game and what they depict if you can assist.


The rules for this Crossword card game have been kindly provided by T. Albertsson.


This game must be earlier than this as the 1958 set is all in one box. The game dates from the 1940's and was invented by Cecil Whitehouse and Mr. Bull. For two to six players, from c8 years, movement by own decision with cards. Another popular well played game from Andrew's childhood where you sail a ship seeking treasure and try to return to your home port with it before someone waylays you.. The game also stands up fairly well in adulthood if your in the mood for a fun game with people who don't play many games or are not looking for something too intellectual.

The earliest edition had a separate box and a *cloth* playing board. Anthony Gilbert also states "When I was a child, I played with a game at my grandfather's house. The board was rolled up (maybe cloth backed) in a tube, like a real map case. The rest of the pieces were in a small, rectangular box. The ships had sails - we had lost the masts, and had to use matchsticks. The gold was metal (but not gold, unfortunately)." Dick Bell who has a copy of this version has kindly sent some images.

Later the cloth board was replaced by a card one. Peter Clinch has confirmed this. "The board on that one was thick card, as is the board in the edition I have now (large box, 6 player version)".

A slightly later edition appears to be with the box predominantly black in colour with pirates being depicted on the front.

This box has the copyright date of 1958 and is thought to be earlier than the turquoise and red box..

from John Sweeting who would like some confirmation of the date of this version.

Our edition from the 1960's has the board and pieces in the one turquoise and mainly red box with a white stripe and a single pirate surrounded in yellow.(as per picture publicity above) It cost 25/6. It has a thinnish card playing board, pack of chance 28 chance cards, pack of crew cards with crew are 10 each of black and red 1, 11 each of black and red 2 (also report of sets with 12 of each) and four each of black and red 3., 1 plastic tray representing treasure island, six plastic ships and pieces of treasure in 5 different varieties. (A contact wants spare treasure or ideas to replicate if you can help go to PARTS ),

The idea of the game is to sail from your home port and collect pieces of treasure and take it back to your home port to a total value of 20 points. Ships move by crew cards with 1, 2 or 3 crew on them. Treasure is obtained by sailing to the treasure island and taking a chance card. It can also be obtained by trading crew for treasure at any port, including your opponents. If you have three pieces of treasure of the same type it can be put into a safety zone and can't be traded. The third way of obtaining treasure is to attack another ship. The crew cards are black or red and the difference is the fighting value. The ship with the higher fighting value can demand all treasure on board or 2 crew cards of the losers choice. Luck comes from the chance cards and the skill from getting a good fighting value, getting treasure you can secure at your home port and thinking about where to move. The game is perfectly OK with 2 players but is better with more.

A four player edition was published in 1971.

Mike Taylor also kindly send us a copy of the rules for a 1976 version of this version of the game. It differs from the original in a number of respects. 1. The board is made up from four sections which interlock around treasure island. 2. The game is for four players with the ports of Bombay and Bristol removed and the one of the two trading ports relocated from adjacent to Flat Island to adjacent to Pirate Island. 3. The ships are more sophisticated having separate mast and sails but there is one less of each type of treasure. 4. Instead of safety zones adjacent to the home ports plastic treasure chests are provided which have card covers and sit outside the board edge. 5. The rules are very similar except that each player only receives five crew cards at the start rather than six and you can no longer attack a ship on the coast of treasure island. Also Clive Wills states "there seem to be two different types of cards in the 1975 game. One of the sets that I have (the spare ones) are a "matt" older fashioned finish, and the other set is glossier and more modern. Also, the pearls changed slightly between the two sets. "

Image of 4 player game from mid 1970's publicity literature from Colin White.

With up to four players we think the playability of the game will be similar to the original. It is fairer having a trading port on each side of the board. The best possible games though are those, which involve five or six players.

A 1983 version for 2-4 players also exists. It has 6 ports, London, Venice, Genoa, Amsterdam, Marseilles, and Cadiz. It seems to be the same as the 1976 version with 5 different sorts of treasure each with 5 pieces. There are 16 “1” buccaneer cards, 8 red and 8 black, 14 “2” buccaneer cards, 7 red and 7 black and 6 “3” buccaneer cards 3 red and 3 black. We have 28 chance cards with 4 plastic treasure chests with covers. Information and images, thanks Andy Murdoch.

Australian version of "BUCCANEER" from Wendy and Harry Taylor

On The Cover:

Made In Australia

Copyright 1970 John Waddington Ltd Leeds England.

Another Murfett Game

"An Exciting Game of Piracy on The High Seas For 2 - 4 Players 8 Years And

Upward". It has A Pirate on the left hand side and two pictures and a map in the background

Inside The Lid:

Contents: Playing Board,4 Ships, 4 Sails and masts, 5 diamonds, 5 rubies,

5 pearls, 5 gold bars, 5 rum barrels, pack of crew and chance cards.

Also inside the Lid: Copyright 1971 (Which is a Contradiction to the Cover

date of 1970) John Waddington Ltd., Patrick Green, Woodlesford, Leeds LS26 8HG, England.

28 Chance Cards Nos. 1 to 28 - crew Cards

The covers of the Chance Cards are Black and White

The covers of the Crew Cards and Green and White


Escalado is the classic horse racing game. This action packed family game offers two game play options. For a quick game, choose a horse for a single race, for the full Escalado experience, try to accumulate the most money during a 6 race meeting.

Escalado is just like the thrills and excitement of a real horse race. Simply set up the game, turn the handle and cheer the horses down the track!

We are not sure when Waddington’s produced their version but the game is much older. We think it was originally produced by Chad Valley 1940’s? or even earlier with cast metal horses and wooden pegs to delay/tumble them. A simple but exciting game. A contact would like a copy of the rules.


"Careers is Waddington’s game of 'How to make money and influence people'. It's a race to succeed. Each player goes after his secret ambitions for money fame or happiness. With eight different careers to choose from, the prizes are high. Be a famous film star, the first man on the moon, or the head of government. You'll find the way to the top is far from smooth, there are risks to be taken, scandals arise, and taxes must be paid. But at the end there's room at the top for the lucky winner."

For two to six players from 8 years, movement by dice and cards. Contents, Two leaf thick card folding Playing board, six Kimbo type tokens, pack of 25 experience Cards, pack of 27 opportunity cards, 1 pad of score sheets, two dice, and a pack of play money in six denominations. Still on sale in 1977 cost £4.50.

Each player is given a score sheet, token, £1,000 note and a starting salary of £1,000. On the score sheet each player secretly writes down his own personal success formula, which is made up of 60 points. £1,000 equals 1 point and there are also fame and happiness points. The first player to equal or exceed his success formula wins. You can win concentrating on just money or happiness etc alone but your best chance is to include some of each type of point. I personally prefer more happiness that fame or money but then you can suddenly strike it rich as well. Choosing what you think is the best formula is the key to the game. You can also give yourself a tough formula is you find you are winning too easily! Two dice are used on the outside of the board. If you land on a white square you may enter that career on your next turn. Each career has entry requirements, the more desirable the career the higher the requirements and some require experience of other careers or university. If you land on a yellow square you draw an opportunity knocks card. These allow you to move to the career mentioned immediately or on a subsequent turn. Some cards are special "free entry" cards. Landing on pink squares or a corner square means you have to follow the instructions. You can land yourself in hospital, the park bench or square where you can buy fame or happiness for hard cash or pay taxes. If you land on a square occupied by another player that player is bumped straight to the park bench unless he bargains a card or a fee. If you enter a career you use one dice. Each career square offers bonuses or penalties. You complete a career when you land back on the outside track. You then gain experience of that career which gives you free entry if you want to enter that career again. You also gain an experience card (2 or three on subsequent visits). These experience cards allow you to plan your moves as you can use one to move instead of throwing the dice which can be VERY useful if you want to land on a particular square. Each time you pass payday on the outer board you collect your annual salary which increases or decreases as you pass through careers, even better is to receive double salary for landing on the square. If you have been through one career three times you can "retire" to the Bermuda Vacation square. There you gain happiness on throws of 7 or less. If you are in hospital or on the park bench you can only leave if you pay half your salary or throw 5 or less (hospital) or spend half your cash or throw 7, 11 or a double (park bench), you can't escape by using cards etc..

Our set is early 1960's and the board is contained in a big box. The cost was 25/6. Earlier sets exist with the board separate from the box. We have played this game many times and Andrew played it numerous times as a child. Some may dismiss it as a game with little strategy and too much "throw the dice and react to the square you land on". Careers is we feel more than that, it's a real fun game and there is strategy in what you choose for your success formula and how quickly you can then achieve it. Some careers are better than others for success. Go to sea or farm for happiness, politics and Hollywood are good for fame. Big business and prospecting are good for increasing your bank balance. The moon expedition is the greatest risk but the greatest rewards. Money can seem easy to acquire and can buy fame or happiness but there are plenty of square to spend large amounts of it as well. What you try and when is key and also how you use your experience cards. The games are of reasonable length but always reach a conclusion. For a fairly pleasant games evening it is highly recommended.

Box from the 1969 version.


The Game Contains: 36 Triangular Numbered Pieces, The Instructions Booklet, Cardboard Insert. A contact would like a copy of the rules for this game please.

Later reissued as a budget Target Series game in 1966.


"The Exciting Chase Game For All the Family." For 2-4 players probably dating from the 1960’s. Have not played it but is a ludo or Downfall variant. This Great Family Game is Similar to Ludo,But Has Additional Features.

The Object is to Move Your 4 Playing Pieces Completely Around the Board Before Entering Home.

The Game Board Has 4 Revolving Discs on the Board,Which Alter the Routes Available Around the Board - This Can Help or Hinder Players as They Attempt to Get Home.

Throw a Six and Revolve a Disc. Fun Family Game.


1 Game Board.

16 Men ( Four Each in Four Colours).

1 Dice. Copy of rules received, thanks Marge Wilson.

A further edition was produced in 1970 with Kimbo style counters.


Gerald has kindly sent us some details of this game which we reproduce below.


The control (?) on the right is the bowler. The dial can be moved into 7 positions. Position 1 for the first ball of the over, 2 for the second etc. This controls a circular dial and in the window a picture appears identifying the type of ball bowled; such as "leg break, bouncer, etc or even No Ball". the seventh position was used for the seventh or greater no of balls in the over.


the left hand dial worked in the same way but this time each position represents the type of ball received and in the window appeared the result, and could be the number of runs scored (0-6), or if a wicket is taken.

the dials top centre maintain the score.

It’s a game of cricket with the bowler bowling a ball (6 or more per over, as in the real game), and the batsman trying to score runs off each ball.

I had hours of fun with this in the sixties, and even found out how to cheat.... A very simple game to play and manufacture. The controls turned a circular "toothed" card.


2-4 PLAYERS aged7+


Move your piece from the corner starting square to the Police HQ. in the centre of the board. Players move by throw of the dice and must follow the instructions printed on the square landed on. At a road junction, you may choose which road to take but not return along the road driven. The game is won when a car reaches Police Headquarters by an exact throw of the dice.


1 x playing board, 4 x police car playing pieces, 1 x dice, set of rules printed on inside box

The game re-lives the nostalgia of the series. The rules are printed on the inner box packaging with information about the TV program …

"Most of the credit for the success of the Z Cars series on BBC television, must go to its two scriptwriters, Troy Kennedy-Martin and Allan Prior. They are both individual and different personalities but they work together to produce a programme which combines exciting drama with a down-to-earth reality.

It is hard to see where Troy Kennedy-Martin has learned the factual background to the Z Cars series, for he spent most of his life outside England, and has never lived in Liverpool. He was born in Scotland, educated in Dublin, where he specialised in American studies. He was sent to Cyprus with the Gordon Highlanders in 1956 and at present lives in France. He flies from France every week to deal with the Z Cars production. In addition to Z Cars, he has contributed to the Somerset Maughan series and has written a very successful TV play Incident at echo six. Also his book Beat on a damask drum won him a coveted Times book club award.

Allan Prior was born in Newcastle where he assimilated the background which gives authenticity to the Z Cars script. He now lives in St. Albans with his wife and two children. He is a good swimmer, plays badminton, and is a valued member of his local cricket club. Like his partner, Allan Prior is also a novelist and his Man at the door sold in gratifyingly large numbers. Among his previous TV successes he counts, Young affair, Starr and company and a series starring Wilfred Pickles called Yorky. He has also written a documentary on Sir John Barbirolli and has contributed to Coronation Street, Top secret and Inner circle.”

WADDINGTON'S GO ©:COPYRIGHT 1961, The International Travel Game

(not to be confused with Go the Japanese strategy game with points and black and white stones)

Go original
go contents

For two to six players, from c8 years, movement by dice. Contents: A Board, six pairs of "Kimbo type" movement tokens. wads of currency for eleven different currency areas, wad of £200 Traveller's cheques, sets of 36 luck and risk cards, set of 32 Souvenir cards, two pads of travel ticket forms, a chart showing international fares, two rule books and one dice. The object of the game is to plan a journey to visit a number of principal cities of the world, starting from London and purchase souvenirs in these cities and be the first player to return to London with the agreed number of souvenirs. The number of souvenirs required determines the length of the game. Travel can be made by Air, sea rail or road. Each player uses one token on the outside of the board to exchange money into local currency to purchase tickets for the appropriate ticket office or from Thomas Cook. the other token is then used on the inner board to make the journey. You need an exact throw or an appropriate Luck Card to complete a journey. Luck cards can be picked up on the outer board and risk cards on the inner board. Andrew liked this game as a teenager as he was interested in transport and Geography and the playing equipment is very pretty. As a game it is not one of Waddington's best efforts. There is little interaction between the players and most of the play depends on luck. Provided you ensure you change enough of the right currency to buy the tickets and souvenirs; much depends on your throw of the dice and how lucky you are with the luck and risk cards. There are though only two souvenir cards for each city so you have to make sure you travel to cities that still have souvenirs available. The travellers cheques are superfluous and are not mentioned in the rules and we soon tired of completing travel tickets so they are really of little use either. Other touches are a casino to game your money and customs squares to relieve you of one of your souvenirs or some of that local currency you were hoping to buy your next travel ticket!

Sharon & Richard comment “We have a cardboard board which folds up and sits in the lid box (it is printed on the back with a design very similar to that on the front of the box)” We are not 100% sure but we think that this was included in the Gibson’s version of the game and they have a Gibson’s version which takes a rigid board which folds in two as usual. They also mention that Gibson’s later issued a later Travel Go with a board, which has four pieces which slot together like a jigsaw.

Go later version
Travel Go Board

They can also offer a set of parts for this game except the tokens and the board.


"Kimbo (Waddington's game of fences) is a dynamic and original fast paced game for two to four players. Kimbo involves not only the movement of playing pieces but also "fences". Because of these "fences" and their effect, no two games are alike. Here is a game that is completely different, the outcome is always excitingly uncertain to the very end."

For two to four players from 8 years, movement by dice. Our copy cost 21/- and is illustrated in the advert above. The game was priced at the bottom of the range. Contents, Playing board of extra thick card to allow for slots to be punched into the sides of the playing squares, four sets of four Kimbo plastic tokens as shown in the illustration, four sets of six plastic fences and two dice. The game was also produced by Parker Brothers Inc ©:COPYRIGHT 1960 and was invented by Robert S. Maggee a ball bearing manufacturer. Parkers quickly sold 60,000 sets and was their best seller for Christmas 1960 but it didn’t last long after that.

The game has some similarities to Ludo. There are four starting area with two exits in each of the corners and a central home area with four entrances. Each player puts one of his playing pieces in each of the corners and places his fences in a set pyramid formation on the part of the board in front of him. Players can then move a fence of his own colour and place it in any vacant slot and then roll the dice. The player can move one piece the full throw or use the throw of one die for one piece and the other for a second piece. Pieces must not move diagonally and must move in one horizontal or vertical direction. If a fence is reached the piece has to make a 90 degree turn left or right and continue. If a player rolls a double he can use his throw to jump a piece next to a fence over that fence. Whenever a player lands by exact count on a space occupied by an opponents piece the player returns that piece to any of the starting corners. The first player to get all four of his pieces into the home space by exact count wins the game.

As a child Andrew was not impressed by this game looking at it in the shop window. Games like Buccaneer and Careers looked much more exciting than the rather bland cover of this abstract game! Sonia and I have though played it many times in later life. It is simple to play yet it depends as much on placing the fences to best effect as the luck of the dice. It is best with four people and a good game to play with others at, say Christmas, as it is not difficult to learn how to play. We may be wrong but we don't think this was one of Waddington's more successful games and as in the United States was probably produced for only a limited time.

WADDINGTON'S RISK! ©:COPYRIGHT , U. K. Patent No. 765037

One of Waddington's most well known and long lasting games and must be in the top ten of their best selling games. The game has seen a revival in recent years with fans among the younger professionals such as the founder of Eidos the U. K. Games manufacturer. The game has now also been recreated as a computer game. "Risk! is Waddington's game of strategy that embraces Continents, spans Oceans and involves a talent for planning and tactics as well as skill and luck. An unusual and dynamic game, the sweeping dramatic moves of many pieces make the play vital and thrilling. Risk is undoubtedly a great game."

For three to six players from 8 years, movement by individual decision. This game will have been produced in a number of editions. Our copy is the one illustrated in the advert above. The game was priced at the top of the range at 27/6. Contents, Playing board of thinnish card of the world divided up into 6 continents, sub-divided into 42 territories, six sets of wooden playing pieces comprising 70 one army cubes and several bead shaped pieces representing ten armies, pack of 44 Cards plus one title card which is not used in the play, 3 red dice and two white dice.

The title card and the two cards with three armies shown on the card are removed and the remainder of the cards which all depict a territory are dealt. Each player then puts an army on each of the territories he has been dealt. All cards are then returned and all the cards plus the two three army cards are reshuffled and placed face down.

On each of a players turns he receives one extra army for each three territories he occupies with a minimum of three. In addition for each compete continent that he occupies he gains additional armies depending on the size of the continent. These armies can be placed all on one territory or among several but as you can only attack adjacent territories it is best to deploy on those. You are not forced to attack but you can attack any adjacent territory occupied by an opponent. An attacker must have a least one more army than the number of red dice he throws. e.g. two armies, throw one dice, three armies one or two dice and four or more armies he can throw one, two or the maximum three dice. The defending player will then throw one dice if he has only one army on the territory or two if he has more than that. The conflict is resolved by comparing the throws. If the attackers highest dice if greater that the defenders highest the defender removes one of his armies. If the defenders dice is equal to or higher than that of the attacker the attacker has to remove one of his attacking armies (i.e. the defender has the odds in his favour). This process is then repeated for the next highest dice. The attacker can continue to attack any adjacent territory provided he has at least two armies. He may attack any adjacent territory in any combination provided the number of dice he is using is stated and which territory is being attacked.

When an attacker has caused the last army to be removed from a territory he must immediately move into that territory at least as many armies as the number of dice thrown plus any additional armies from the same territory provided one army is left. When the player cannot or does not wish to make any further attacks he can make one free move from one country he occupies to another provided one army remains in all territories. If a player has captured at least one territory he can take a card which are valuable but he receives no card if he has not captured a territory. These cards depict either horsemen, cannons or foot soldiers and also two joker cards depicting one of each. These cards can be made up into sets of three of the same type of forces, or one of each kind or two the same plus one joker. On his turn the player can cash in a set of cards for additional armies. He does not have to do this until he has five cards at the start of a turn. Each set cashed in is worth more than the last. The first set is worth 4, the second 6, the sixth 15 and the eighth 25 armies for example. The aim of attacking is to gain territories and more importantly to eliminate an opponent. If he does he gains all the cards that player holds and must cash in more sets until he has four or less cards.

Andrew has played Risk on a number of occasions. He rates it as a good game and whatever he says it is very popular it is though by no means his favourite game. It has the advantage of being easy to learn how to play but you do need at least three people and the more the better. There is also the problem that players drop out before the game ends. Perhaps too much depends on the throw of the dice. No matter how many armies you have if you luck is out you won't succeed in occupying new territories. Having said that strategy and tactics are also very much part of the game. It is essential to gain a card each time and sometimes the same territory passes hands several times as adjacent players seek to gain a card without committing much effort. Try to build up a position or strength, isolated forces all over the place will be eliminated. Try to occupy a whole continent and then try to make sure you don't lose any of the territories. Conversely if you can break a players hold on a continent it will weaken him more than any other territory. If planning a major attack think out carefully the order to take the territories you want to occupy. A large army needs to finish in a good defensive position next to an opponent not next to your other forces. Games are often won by a strategic gamble on when to cash that set in and whether you can eliminate an opponent who will yield cards enabling you to place more armies on the board to possibly then eliminate the remaining player and win the game. Well worth a try if you like aggressive military games, but make sure your friends don't end up taking their loss out on you, things can get very tense at Risk, Waddington's didn't call it that for nothing!


A race in the wild west, to pioneer the first railroad from Junction City to Buffalo Creek - using scale model track and trains. All the thrills of the romantic West-smoke signals, ambushes, outlaws, train-robbers, floods and landslides. And all the time a struggle to delay your opponents by placing dynamite on their tracks."

For two to four players from c8 years, movement by dice. Contents, Large playing board with holes punched in four comparable routes, 104 sections of track - 72 straights, 16 left-hand curves and 16 right-hand curves, four plastic trains comprising engine, coach and caboose, pack of 24 Chance Cards, 20 red cubed boxes of dynamite, four green cubed line clear markers and two dice.

In a turn players throw one dice to lay one to three lengths of track (4-12 spaces) or throw two dice to move the train forward on track already built but if you run out of track you are derailed and have to move seven spaces back. If you land on a red hazard space you take a chance card. If you land on a blue river space you can place dynamite on a rivals track. This means that that player has to move at half speed until he reaches it or if dynamite is placed immediately in front of an engine the engine moves back four spaces. If you land on an ambush square you are delayed until the engine runs light from the previous garrison post.

The game was a top price range one at 27/6 and it's best feature is the artwork on the box and the quality of the track and trains etc. The game itself is little more that the classic race game livened up by the equipment. There is only one possible route for the track and limited scope for strategy. It was though an exciting game to play for a young Andrew keen on railways!


Join Armand Denis on Safari. Armand Denis a Belgian wildlife photographer together with his second wife Michaela made many BBC wildlife programmes in the late 1950's and early 1960's.

A magnetic hoopla game using 3 magnetic rings. You throw the rings to go over the spots on the board to catch the animals.

Various animals are depicted which you have to "lassoo" to add to your zoo. To win you have to lasso 4 Monkeys, 2 Antelopes, 2 Zebras, 2 Lions, 2 Giraffes, 2 Snakes, 1 Rhino and 1 Elephant. The game contains an uncut print-out sheet of the animals.

Thanks to Eric from France for images and Brian Fisher for the animal details.


From Rod Oakley -Pack of cards Published by John Waddington Ltd. From Thierry Depaulis -This is a very classic French fortune-telling pack -- not a "Tarot" pack! -- invented in 1845 and marketed by Grimaud, the main French card manufacturer from c.1890 on. In 1963 Waddington’s took a significant share in Grimaud's capital, before drawing back in 1969. Therefore I think these cards, most probably made in France, were sold in Britain between 1963 and 1969.


"In 1876 was fought one of the epic battles of North-West American history this game attempts to enable you to re-live this historic battle planning your own strategy."

For two players, from c8 years, movement by dice. Contents: A heavy single sided Board made of three sections, hand painted plastic models comprising 3 mounted Indian Chiefs, 3 mounted tomahawk Indians, six Indians with rifles, General Custer, two officers, six men and the regimental flag, and two dice. The object of the game is to play out the battle and try to reverse the course of history. Andrew has played this game once back in the early sixties. He remembers he wasn't too impressed with the game. The pieces and board are lovely but the game probably doesn't live up to expectations. We don't think the game was manufactured for many years.

“The game itself is very simplistic, not demanding at all; minimum tactical awareness is needed, and its far too reliant on luck to repay repeated playing. This, coupled with the fact that the plastic figures it came with could be used outside of the game (and hence lost) meant that a complete set soon became an extremely rare item” Nick Cooper.

An Indian is needed by a contact if you can help contact us. If you have or want spare parts see TIPS


Basically a familiar card game packaged as a TV related item



"Players take the part of spies in the diplomatic quarter of Bludt, in Espiona. To be a successful spy you must be aware of everything that goes on around you. Is the embassy you want to enter unguarded? Can you move your contact man so to frustrate a rival's plan? - or catch him in a prohibited area? Can someone pop up unexpectedly from one of the underground tunnels and claim one of your secrets? All the time you must keep an eye on the code words-never a dull moment."

For two to four players from c8 years, movement by dice. Contents, Playing board, four plastic spies, four plastic contact men, four wireless aerials, sixteen plastic tokens (four red, four blue, four green, four yellow), pack of 40 Secret Cards (if you can help go to PARTS , and one dice.

One of Waddington's better games with a blend of chance and skill and a game that doesn't require much rule book reading to be able to start to play. The game doesn't take too long to play and will reach a conclusion. The board consists of 16 embassies on which the secret tokens are shuffled and placed face down, one on each embassy. The roads which link the embassies have a prohibited area outside them, with blue spotting areas next to the prohibited area. Certain road squares have manhole covers and the roads are divided by uncross able areas of trees. The aim of the game is to collect secret cards. Each card has two letters on it which can be used to make up the word "fish" in different languages. The more cards used to make a word the more points that word is worth and the player that can make the best words plus one point for each card is the winner.

To gain secret cards you throw the dice and move to an embassy. You can then examine the token and if it is your colour you can claim two secret cards. If not you place the token back face down on any empty embassy safe. It is therefore important to remember which tokens you have examined and which tokens other players have replaced might be your colour. You can also claim a secret card from another spy if you can move to an adjacent road square or move to a blue square and spot a spy who has move onto a red prohibited area trying to enter an embassy. Spies can also move from one manhole cover to any other for one single space move. If you throw one it is a mixed blessing. Firstly you have to put your aerial on and contact your con man. The con man can a) look at the token if he has been placed inside an embassy and claim secret cards, b) move his con man to another embassy or outside an embassy so he can spot another spy or c) move a rivals con man to another position. The down side of throwing one is that you then have to throw again. You then have to try to move to hide, you can move to safety inside an embassy but you can't look at the token. In their turn other spies can then spot you an claim a secret card if they or their con man can view you uninterrupted by trees or buildings. Which secret card you claim can be important as you try to make up your own code words and/or try to spoil other players words. The game continues until a) all secret tokens have been claimed, b) a player has claimed all his four tokens and can make any two code words (the Chinese and Japanese characters count as a word in their own right). The player has to declare which two words he is making and then has to enter one of the embassies involved in his next turn assuming that other players are unable to steal a secret card from him before his next turn. The winner though is still the player who can score the most points.

A good game, you have to remember the tokens, move your spies an con men to best effect and fathom out how to make those code words.


In 1977 the game was updated and reissued costing £4.99. The game was simplified somewhat to increase the appeal to younger players. The sixteen secret tokens were altered to show “formula”, “atom”, “circuit” and “microfilm” instead of the colours. Decoders and decoder cards which assemble to form a holder for up to five code secret tokens were also included. Also a second dice added. The secret cards and radio aerials appear though to have been abandoned. If a player throws a double he can use his bodyguard to return any spy to it’s starting position and can gain a secret token if he can correctly guess the type it is.


For two to six players, movement by own decision

We have had many happy hours playing this game invented by John Howart and Trevor Jones. The concept of the game is very clever, as the dice are not used for moving the cars in any way but merely for deciding penalties. Each 20 m.p.h represents one section of track and speed can be increased by up to 60 m.p.h. per turn. Corners are marked with the maximum recommended speed. If you take the corner beyond that speed you then throw the dice to see if you incur penalties. The risk of escaping without penalty is higher if you exceed by +40 m.p.h than +20 m.p.h.. The penalties are wear to the tyres or brakes or you can spin off all together which occurs in any event if you are +60 m.p.h.. You then have to start at zero speed next move. You can brake by 20 m.p.h. without penalty but braking more than that incurs higher penalties of brake and tyre wear. If you are baulked by other cars preventing you from moving you can incur large amounts of wear. If your tyres lose their tread completely you have to keep to safety speeds and if your brakes are worn you must spin off if you need to brake by more than 20 m.p.h. Each lap you can stop at the pits to fit new brakes and tyres but you have to take a card, which often delays you. You also receive five tactic cards at the start of the game, which can be played to advantage during the game. Two players should drive two cars each. The game is the usual Waddington's combination of skill and luck with players having to decide how fast to risk taking each corner and making sure they are not baulked.

Contents Race playing area -Ours is in medium card in one piece folded into 4 sections. The penalty chart is on the first and third sections. Later sets (copyrighted 1973) the board is 2 Piece, each folded in half, same track layout (AFAIK) but no labels for the corners or anything, just some tacky photos. 2 pile markers in the middle for the pit & tactic cards, quite thick card.

6 dash boards, 6 plastic racing cars, 2 dice, 15 orange pit cards and 30 green tactic cards. Game still on sale in 1977 cost £4.95.

Two box designs are known. There is an artwork version with one single car and a laurel wreath motif and a photographic version with more than one car.

the penalty chart is

No. on dice --------- Safety speed ---------- Penalty

2 3/3 4/4 or 12 +20 +40 No penalty

3 or 11 +20 +40 Spin off do not alter gauges (except speed)

4,5 or 8 +20 +40 Tyre wear 1

6 0r 10 - - - - - - + 40 Tyre wear 1

7 or 9 +40 Tyre wear 1, brake wear 1

A contact would like a copy of this game.


For two to six players, movement by dice.


Board of two joined leaves, 12 mine derricks (2 of each of 6 colours), 6 lorries, 5 barges, 2 ships, 90 pyramids (15 of each of 6 colours), 24 cubes (4 of each of 6 colours), 26 production cards, 6 Canal Co. Title Deeds, 2 production debit cards, 1 dice, sterling and dollar currency.

Andrew had great delight when this game arrived by post as an early Christmas treat. I had saved up for it myself and had obtained it by mail order through an offer with the Nabisco breakfast cereal "Shreddies". As far as I remember it cost 19/6 (97.5p) instead of the normal 27/6 (£1.37.5p). It is a great game for up to six players and works well with 2 players operating two mines and with three, four or six players. It is not so good with five as the competition factor on one side of the board is uneven with the other. It is one of my top ten favourite games as I love transport games. Each player operates an ore producing mine. The ore then has to be transported initially by lorries and also later by barges to the coastal warehouse. All transport has to be hired and there is always less transport available than required favouring those who are prepared to take a risk on achieving a quick journey without mishap. For example there are only 5 barges and always one less than the numbers of players to encourage competition and load sharing. You can also force other players to pay you for taking their ore to make up a barge load as all barges have to travel fully laden. Much depends on how long a journey takes. New ore can only be obtained by throwing a 1 or a six which also triggers the playing of a production card which can be favourable or not. Later on in the game barges and ships are used to transport ore out to sea to foreign ports to sell to gradually earn the Million Dollars needed to win the game. The Game was later retitled "The Business Game" and was later made under licence by Gibsons Games.

DON’T MISS THE BOAT Copyright 1965 Parker Bros. Inc. Copyright 1966 John Waddington Ltd., Makers of “Monopoly”, Regd. Trade Mark

A contact “would love to play it with my own children but can’t remember how. Can you help with instructions please?”


2 Players. The game consists of a cardboard pitch with two teams of plastic men on flat sturdy bases. The ball is a tiddlywinks counter. Each player sets out the team to his liking and the play is for the ball to be flipped to another player in the same team. Each player can then move two men into better positions and possession goes to the nearest player. Plastic goals are provided at each end. . Not played it. Cost £2.00.

Copy of the rules received - thanks Ian Sayles.


cat and mouse

A simple and Fun Children's Game for 2 - 4 Players. Ages 4 Upwards.

The Board consists of a Grid of Squares with mice printed on them in different directions.

If you land on a square with your mouse, you turn it as Indicated and make your next move in that direction.

Some squares are holes and if your mouse lands there it falls down into the box which has a cat printed on it.

The last player who has a mouse left wins.


1 Playing Board. 6 Mice in Four Colours. 1 Dice. One set of Rules.


memory game


We have a board game called "Crib-Box" based on cribbage. The stock no. is 302. The game has a board and cards. Rules now received, thanks Alan and Henri.


Complete with rules, 4 full original crayons for marking the score, 5 original dice, 4 laminated marker cards. I have yet to play it but it looks very similar to Yahtzee. The box is the same size as "Pit". from Darren Mclean. 2-4 players The object of the game is to secure the highest score with eleven turns.You may throw the dice three times at your turn.On each throw you put aside the dice you need for your combination.Very similar to yahtzee. Copy of the rules received thaks Andrew Kelly.

BATTLESHIPS 1965 stock no. 308 - Travel version? 1965 stock no. 323. Pat no.890171 Again, the box is the same size as "Pit" and "Click" Inside there are the rules and approximately 30 original "maps" to mark down where your own fleet and your opponents fleets are. There is also an inner section which has on it various diagrams illustrating the different shapes of the pieces (both land and sea). from Darren Mclean


Camelot box
Camelot Board
Camelot pieces

“A fascinating game for 2 players. Command a small medieval army of knights and men and attack your enemies’ castle. A quick moving game of attack and defence, skilful but easy to learn. The playing pieces are realistic models of knights on horseback and men at arms.”

For players age 8 upwards. Contents - Two leaf thick card folding Playing board, two sets of plastic pieces in red and white consisting of ten men and four knights. Our set is all enclosed in a lidded box but it may exist as an earlier version with a separate board.

The pieces are placed on set starting places with the four knights placed at the ends of the two rows of pieces on each side. The game is won by the player who can move two of his pieces onto the Starred Squares representing the enemy castle at the opponent’s end of the board. The game can also be won if one player eliminates the other. Pieces can move one square in any direction onto a vacant square. A piece can also jump in any direction over any piece in an adjoining square provided there is a vacant space beyond it in a direct line. An enemy piece jumped over is immediately removed. Like draughts the piece is then obliged to jump over any further enemy piece that it can jump over. A piece can also “canter” i.e. jump over a friendly piece and may then jump over further friendly pieces. The knights can also move by means of a knight’s charge. He can canter over a friendly piece and then jumps over and remove an opponents piece.

We had thought that this game was first produced in the late 1950’s but Andy Harland thinks is was 1966 or by 1970. Andrew saw one in a shop in that year and it is not listed in the c1960 sales leaflet. Andrew was not attracted to buy the game, it looked just like a glorified draughts and other games seemed more exciting. He seems to remember the set the local shop had was on the shelf for a long time! We have not played this game so it may be more pleasing to play that it first appears. The artwork on the box is quite attractive.


Has two dice.


Made by Waddington's 1966. Suitable for ONE, 2, 3, and 4 Players. Contents are 4 Tennis (badminton)Rackets, 4 shuttlecocks or (Feathers) With metal nibs at the ends, And 2 Cardboard nets these push together to make one large net through the middle of the green, 1 large Green paper court, As it is difficult to follow the movement of a ball in miniature tennis, both tennis and Badminton games are played using a Badminton Feather (Shuttle cock). Basically you are to smooth out the Green Court, decide who will serve first, you have markers, The game is basically like playing tennis or badminton, the rackets have small legs at the hand end of the racket so you are able to flick the racket up and serve or bat.


A simple travel horse racing game c1966.


A mini travel version variant of Formula 1 c1966


Contents, board, cards, T1-T4, 9 red pyramid Hood alarm markers. Contact has the game with the figure of "The Hood" missing. Can you help, also a copy of the rules would be appreciated?


Rules from Nick Cooper


Game thought to date from 1967 (Pete Simmonds)

“It is mainly for children, I think, although the theme - using mothers with prams and babies to stop taxis getting around - is a bit non-child friendly”. From Sharon Hall . Rules now received thanks Tim Allen.


A different children's game for children 4+. 2-4 Players. Date of production unknown.



Rules from Nick Cooper description to follow.


This is a wooden framed game of skill and a little luck. As described on the box- "new spring-bar game, for action packed thrills" The idea is to take out the discs that are caught in the booby trap with out causing the spring-bar to "SNAP" Each player takes one disc out each turn and whoever ends up with the most points after all penalties have been accounted for, is the winner. Copy of rules appreciated if you have a set.

This is a wooden framed game of skill and a little luck. As described on the box- "new spring-bar game, for action packed thrills" The idea is to take out the discs that are caught in the booby trap with out causing the spring-bar to "SNAP" Each player takes one disc out each turn and whoever ends up with the most points after all penalties have been accounted for, is the winner. Copy of rules appreciated if you have a set.


A contact asks "Have you any information of the above, i.e. “A game of modern space exploration and technology”, for 1 to 4 players. Copyright 1969 by John Waddington Ltd Stock No.407 "

“Blast-Off". We have an original 1969 copy of this game so we should be able to answer any questions. It was made, as I recall, not long after the moon landing (if it ever took place...) and was not one of their most popular games. There isn't much skill involved, mainly chance, although is plays smoothly and the board looks good. Overall, it is absorbing.” From Graham Ward. Copy of rules appreciated if you have a copy.

WADDINGTON'S AIR CHARTER ©:COPYRIGHT 1970. Game for two to four players, from c8 years, movement by dice. Contents: A Board, four plane movement tokens, four fuel gauges, wad of currency in six different denominations, sets of plastic pyramids representing cargo - 30 (approx) white and five each of red, blue, green yellow and purple, sets of 20 incident and 20 freight cards, two rule books and one dice. The object of the game is to convey freight by aeroplane to small airports in Australasia and S. E. Asia and make the highest profit. Each player has a demand freight card to fulfil of conveying goods or the white pyramids, which represent special foodstuffs to a particular airport. Fuel is paid for and expended by dice throw. When an airport is reached there is a circling zone as an exact throw is needed to enter a runway. If you are unlucky and run out of fuel you have to pay £500 for an emergency landing which is back at home base if you are between airports or on the airport parking strip if you are within the circling area. One of the great advantages of the game is that it can be played at this simple but interesting level or played at the full level. In the full game players compete to transport the same cargo demand and pay other players for fuel taken from their airport. The white pyramids are foodstuffs which as well as being used for specific demands can be conveyed between the larger airports but for a set amount of money. In the full game when you throw 1 or 6 you also take an incident card, which gives various advantages and control over certain airports etc. In the full game you can even take the cargo off someone else’s plane if your plane is leaving first. We both rate this game very highly it is an absorbing game with a good blend of skill and strategy and has a time span limited to the number of freight cards.


A young persons build and balance game


We only have an incomplete version of the Waddington’s Game “An exciting Adventure Game on land, sea and underwater for 2-4 players. Recapture the thrills of man’s great achievements. Prepare and mount your own expedition – Mountaineering, Diving, Sailing and Archaeology” Designed by James C. Spiring B.Sc. Apart from the fact that it can only be played by 4 players the board and box artwork is identical to the original version of the game ©: COPYRIGHT 1967 by Spiring Enterprises Limited, Dorking Surrey. The original box is shorter than the standard Waddington’s box. We have a complete copy of this game and the description is based on this.

Ages 8/9-adult. The game consists of two land expeditions – Mountaineering and Archaeology; and two sea expeditions Sailing and Diving. In the first part of the game the player has to obtain personnel members and equipment belonging to one expedition. When ready the player may start the second part of the game and travel from his base to his main objective and then back to base. He also has the choice of visiting lesser objectives and he may have to overcome hazards. The choice of objectives and the route taken are determined by the skilful play and use of personnel members and equipment. The winner is the person with the most money at the end of the game rather than the first to complete an expedition.

Contents in a cardboard box – One game board with a single fold, one pack of 3 personnel members and 1 shop card for each expedition (16 cards total), one pack of 4 items of equipment for each expedition (16 cards total), one pack of 14 Exploration Club Cards, one pack of money in three denominations (50, 100 and 500), 1 dice, 1 special Diradice and 5 plastic playing pieces (the type is particular to this game and have a thicker base tapering to a rounded cone. The Waddington’s version also has this type of piece) and two set of instructions.

Players receive personnel cards – 4 for 2 or 3 players, 3 for 4 players and 2 for 5 players. Each player receives £1,500 and players then use the outer edge of the board to make preparations. Players use an ordinary dice and move the exact number unless if a 6 is thrown the player can choose any number. When a player lands on one of the expedition squares he may buy one item of equipment but must show a personnel member card for that expedition. Payment is made to the player who has the shop card for that expedition or into the prize fund. Only two items of equipment can be bought for each personnel member card. Equipment can be bought for more than one expedition if he holds the appropriate cards. Equipment of two expeditions cannot be used during the second part of the game. The only point of buying such equipment is either for resale or if the player is not sure which expedition to undertake. When a player moves onto a corner take a personnel card square he may take the top card from the pack and (except for 5 player games where three cards may be held) return any card to the bottom of the pack. Any equipment obtained by using the unwanted personnel member must be offered for sale but he may charge and extra £50 per item. On his turn a player can also exchange one item of equipment with another player with an appropriate cash adjustment. Personnel cards cannot be exchanged between players. Exploration Club squares involve taking a chance card. A player can begin his expedition when he has two items of equipment and two personnel members for the same expedition (subsequent players are allowed to start with less). He must reach the preparation start square by moving along the outer track. When on base a player must offer unwanted equipment for sale at £50 more than was paid or return to equipment stack without any repayment. All unwanted personnel cards except shop cards must also be returned.

The second part of the game is the Expedition.

Expeditions- Each players cards are on show when he commences. Land expeditions cannot go onto the sea or lakes and sea expeditions cannot go onto land squares except to reach the objectives. Each expedition has a major objective (ie large cash payment for reaching it) and 2 or 3 lesser objectives (ie worth much less). Only one personnel member can claim the large cash payment for reaching it so in a five player game one player still has to reach a major objective but will not receive the payment so this is probably why Waddington’s decided to reduce the number of players to four in their later version. The board has land and river squares and sea and lake squares. Each square is then either plain or has an equipment symbol on it, which can only be entered if that player has the right equipment card. Additionally some squares are hazard squares enclosed by a dotted line and the three hazards can only be entered if the player holds the appropriate personnel card.

Movement in the second part of the game is by a special diradice. One face is one move in a straight line, one face is one move in any direction, one face is one or two moves diagonally, one face is one or two moves horizontally and the other two faces allow one move in any direction and then one move horizontally or diagonally similar to the knights move in chess. Players then have to reach their main objective and return to base. They can also visit lesser objectives and gain additional payments. Bonuses are paid for returning home first second and third and the first person home also receives any money paid into the prize fund.

The artwork etc on the game is attractive and the idea is good but we do not feel this is one of the great board games. It is a better game with four players than with two or three. The main problem is that there is insufficient opportunity for players to interrelate and compete with each other. The first stage of the game is quite good with the scramble to obtain the right personnel and equipment and who will choose which expedition and who has the shops to collect money from other players etc. The Exploration club chance cards should not be neglected as they increase the element of uncertainty in the game and they can be avoided otherwise. We would even go as far as saying each player should have to take one at the start. The decision when to start your expedition is also important. The first player to complete his expedition stands a good chance of winning as he claims at least twice the bonus of subsequent players and also claims the prize money. So you have to decide whether to wait until you have more equipment and personnel or make a start. You must though have two persons and two equipment cards. The second part of the game is what lets it down as effectively with each player making a different expedition they are playing on their own and the diradice also takes some getting used to. You can’t really impede your opponent at this stage but you do have to decide whether to just go for the main objective and get home first or try to visit lesser objectives as well and still win by having the most money. Overall there are better games that this one.


“I have purchased "cube-fusion" by Waddington’s. It is in a grey box the same size as "monopoly & the formula 1" It consists of about 8 plastic boxes with a red & green balls inside & I think its some form of 3d noughts & crosses with a twist.. Is it rare & how long did they make it for?

Cube Fusion is basically 3 dimensional noughts and cross (or Tic Tac Toe as our colonial friends refer to it). Despite aggressive marketing, the game wasn't a best seller - most people looked at the box and the price, and

decided they wouldn't pay that for what appeared to be noughts and crosses! I believe it was withdrawn within 3-4 years of production. A complete set is therefore a rare and a comparatively valuable item on the games market, subject to condition; I've seen versions on sale on the Net for up to £35. thanks N. Cooper The Modular Strategy Game consisting of 12 pairs of cubes fused together with a coloured ball in each - green and red in colour. When a move is made it is also a move for the opponent. Leaflet with 6 different games included. Copy of the rules of the six variations of the game available in word format. please.


A game where you convert 12 shapes into a square. A contact would like the solution as offered on the rules. Can you assist please?

perfect squares box
Perfect squares



WADDINGTON’S 4000 A.D. AN INTERSTELLAR CONFLICT GAME ©: COPYRIGHT 1971 board, 1972 rules and box.

“4000 A.D. is a unique game of strategy set two thousand years in the future, when men have spread to the planets of other stars hundreds of light –years from the earth. An interstellar conflict between worlds is its subject. The concept of star travel by hyper-space is the basis of its unique playing character. 4000 A.D. is pure strategy of movement, with no chance element.”

Two to four players may play independently, four players can play are two sets of allies.

Contents: Thick card Playing board in two pieces each with a folding hinge, star ships in four colours with 44 tiny plastic pieces representing 1 ship and 8 larger plastic pieces representing 5 ships. In our set the larger pieces have a circular disc base with a small stick joined to a cylinder with a rounded end looking like an ice-lolly or a rounded fir tree. Our smaller pieces are tiny circular discs with a stalk joined to a small sphere.8 Hyper-Space Warps each with one red and one yellow marker. Two sets of rules, one in French and one in English and a strategy book in English and French. Four clear Perspex snap shut boxes, each large enough to hold all the pieces of one colour. Game still on sale in 1977 cost £5.50.

The board consists of the "Star Field" i.e. an area of space, which contains various stars and surrounding this area are the Hyper-Space Paths. Each star on the Star Field has a name and a letter showing the sector that the star is located in. The star field is divided into 12 areas 4 long and three wide but there is also another comparable 4 long by three wide area underneath that. This means that there are 24 cubic areas of space on the board in total. The stars are either brighter yellow and located in the upper areas of cubic space or red lower stars located in the lower areas of cubic space. The cubic space areas are called A yellow to L Yellow in the upper area and A red to L red in the lower area. This means that cubic area A yellow is directly above area A red etc. The stars as well as being yellow in the upper sector and red in the lower are also of four types. Stars with a circle have a human population and stars with a cross have raw materials. Stars with both symbols have both population and materials and stars with neither symbol have strategic value only. Stars with material gain production each second turn which are used to produce new star ships.

Each player starts with 15 single ships, which are place around one of the stars that are designated as home stars. For two players you have 30 ships and two stars. Each player has two Hyper-Space warps which are used to make journeys on the Hyper-Space paths. In a players turn he can move as many ships as he wishes to another star using one warp only. He places the ships on a warp using a peg to indicate the sector the journey started from These paths/warps only indicate where the journey commenced from and the number of turns the ships have been travelling in space. In the same turn a ship can move from one star to another in the same sector of cubic space or remain on the path for a further turn. In subsequent turns any warps on the path can remain in space and be moved a further space forward or land on a star the appropriate distance from its origin. One departure can also be made provided one of the two players warps is available and provided they are not engaged in battle any or all of the ships that have arrived on a star can also depart that turn together with any ships that were already on that star prior to that turn. When a warp arrives at a planet that is occupied by an enemy a battle takes place. The larger fleet always wins and the losing players ships are lost. It is also possible to plan journeys so that two warps arrive in the same turn having made journeys of different lengths. If the forces and equal the attacking player is not allowed to land but may land at another star in the same sector of cubic space. Stars are occupied by any player who lands a ship there and continues to occupy it with one ship. Each second turn is a production turn and each player takes his production at the beginning of his own turn before making his moves. Players receive one new ship on their home star for each pair he can make of a circle (population) and a + (materials) on the stars he occupies, including his home star. If the home star is lost but the player is not eliminated he cannot produce new ships.

You win the game when the player or alliance captures both home stars of the enemy, the game is over once the second home star has been captured.

We have played this game on a number of occasions and thoroughly recommend it. Somehow though Sonia usually wins. This game is suitable for older children and adults only. There is no luck element in the game and as battles are total elimination. The strategy guide gives plenty of information about how to play successfully. The most successful attacks are where you can use multiple fleets from different stars, but as you can make only one departure each turn they have to be different distances from the destination. If faced with a large attack it is often a good idea to just leave one star ship at the star. The attacking player then has to decide to tie up his forces on attacking a star with only one ship at it and it he decides not to then you can still draw resources form that star. You have to balance colonisation of stars to gain resources with attacking other stars to eliminate forces. You will have to play the Game and develop your own stratifies though often the unpredictable move is the successful one.

Jesse Jackson also tells of a 1974 version of the game made in the U.S.A., he is looking for a copy and a set of the larger ships used in the game. “The 1974 version has only English rules and title but the inner box has dark brown, plastic, shaped recesses for the boxes and, I believe, the warp sleds. 1974 was the date of the newer version I had as a teenager and the one with the "altered ships." The "ships" were four-sided, tapering to a point on one end and with a square section in the rear separated from the ship body by a slight notch all around so as to seem as fins. Like the other pieces, these came in two sizes and were the same colour for each player. They were easier to manipulate as the smaller pieces, the single ships, were the same length as the larger pieces and therefore easier to see and move. An image of these ships can be seen at http://www.gamepile.com/game18.html This may help solve the mystery: An American catalogue department store carried the game briefly and it was there my parents found the variant version and bought it for me in 1974. I believe it was Montgomery Ward though it could have been Sears or J.C. Penny's.

I have yet to see the "American" marketed version once on e-Bay and haven't sought out the department stores or old catalogues. In the end, I am happy with my games and may stop searching for the bomb variant. My second copy of the bi-lingual game is dated 1977. It has a burgundy backed board with black plastic wells to seat the round clear plastic boxes for ships and pegs but the sleds are loose in larger, rectangular wells. The ships are identical to the 1972 version. The box is more reddish-purple than the 1972 version and is the same colour I remember my 1974 version having. In case people didn't understand what sort of game they were buying before, one that requires brains, projection and spatial (3-D) thinking, the newer version is described on the box as "An interstellar conflict game based on the concept of star travel by hyperspace for 2-4 players." [For those who like Star Trek but not necessarily Einstein's theories, oh heck, it's a game, have some fun!]

From someone who loves this game and has never lost, here's an anecdote:

We used an Eisenhower silver dollar to keep track of production turns. There are many cool coins out there but that one is so large it was a natural. One lives in my game as its sole purpose for existence.”


Subbeuteo seems to have disappeared off the face of the earth, could you please review the game in your section on Waddington’s games and try and find links to sites that sell the game and its accessories, my stuff is getting rather tatty. Andrew played this football game in his youth but knows little about the details or history.

Tim Synge replies "Subbuteo went through its heyday in the 1970s and 1980s under Waddington’s, with approx 800 different football team strips being produced and a range of box sets from club right up to world cup, often with half a dozen different sets in the range. Over the years, Waddington’s also produced rugby and cricket sets which were sold in reasonable numbers and some other more esoteric games including snooker and angling. Subbuteo was sold out to Hasbro in the mid-nineties and, as so often, the range was cut drastically with only a few world cup sides and English premiership teams being available. The huge range of accessories was also cut right back. I believe that Hasbro now have an exclusive deal with Toys'R'Us in the UK, so that is where the limited range is now sold. A rumour was spread around a couple of years ago that Subbuteo production would cease. This may have been a marketing ploy akin to the recent Beanie Babies stories, but the game gained a reprieve and there is a small range of new sets and teams in the shops this year. The huge numbers of sets and teams sold in the seventies and eighties mean that there is a lot of second-hand Subbuteo equipment around, although the nature of the game means that players are easily broken. Subbuteo appears regularly on ebay, with prices fluctuating quite substantially - there are also a number of internet dealers such as www.subbuteoworld.co.uk - one of the more polished sites. It is also apparently frequently found at car boot sales. The older boxed sets, such as the 1974 World Cup set, can fetch £50 to £100 and mint condition 1970s teams ("heavyweights" - there have been a number of different figure styles) may fetch £5 to £30 depending on the rarity of the team. (Brazil, for example, is much commoner than, say, Partick Thistle.) For many people, the most desirable item is a huge "Munich" box set, sold briefly in the early seventies and prices of several hundred pounds are bandied about on chat sites, although there is little evidence of actual transactions taking place to support this! Some collectors go for the pre-1970s celluloid figures rather than the various plastic ranges - again condition and completeness vary considerably. The Subbuteo world site has some useful information and history. "


Top Trumps were set of picture card whist type games printed by Waddington’s game during the 1970s /80s. Some more information to follow but also give www.footballtoptrumps.co.uk a try, a site run by Justin Campbell.


"An exciting strategy game in which each player can become a Napoleon or a Wellington leading his army across Europe. Famous battles can be refought and alliances can be made and broken with this compelling game of military and political strategy." Stock No.417 Game suitable for older children (say 10 upwards) and adults. Two to four players.

Contents: Playing board made up of three sections of thick card joined together, each leaf 9.5"X19.25" (24.5X49 cm). Four sets of army pieces in red, white, blue and light green, comprising 1 General, 9 infantry and 9 cavalry units. 6 sets of 4 town cards of different colours, 4 alliance cards, 2 dice, 6 page rule book and a 4 page "The Years of Napoleon" guide. Still on sale in 1977 cost £5.50.

The game does not correspond with a particular battle but is inspired by the Napoleonic wars and the game can be won either by the outright defeat of your opponent or (more likely) by acquiring towns controlling large areas of territory. The board is a representation of Europe and western Russia and is divided into six areas of roughly equal size representing France, Prussia, Russia, Austria, Italy and Spain. Each country has four provincial towns and five of the countries used as starting countries also have a capital city. Parts of the board, particularly the central area have areas of impenetrable mountains, forests and sea which restricts the movement of the troops. The game can be played in an introductory version and then with additional rules as a standard game. Depending on the number of players each player selects a county or if two players two countries but France and Prussia cannot be used at the same time. The two dice are always thrown together and are only used to move the pieces and are never used to determine the outcome of the attack. The throw can be used all on one piece or many pieces. The full throw does not have to be used. The pieces are placed in a set format on the country selected with the General on the capital square and four infantry and four cavalry. Each player has the five town cards of his own country.

The pieces move in set ways. The General moves one square in any direction. When it attacks it has a value of one and when defending a value of two. The General is the only piece that can capture a town by simply moving onto it. Cavalry has to move two squares at a time and must move horizontally or vertically never diagonally. Infantry move one square and only diagonally. Pieces cannot pass through opposing lines unless there is a clear gap of at least one square. Infantry and Generals can pass between adjacent units of their own side. A piece is attacked and taken and removed from the board when superior pieces (two for Infantry and Cavalry and three for a General) are positioned on adjacent squares (not moved to the opponents position). Also pieces can only attack along a line in which they are allowed to move. Only one piece can be attacked in a turn and the player has to say which piece he is attacking before the move is made. You have to think carefully about which pieces you are using with each other. You will find that it is important to bear in mind that infantry pieces start on adjacent squares and can never move to a adjacent horizontal square and can only move diagonally. The same applies to cavalry it cannot move to an adjacent horizontal square. Therefore to be able to attack an opponent you either need two cavalry pieces that can move to the same square, two infantry pieces that can move to the same square or an infantry piece and a cavalry that can move to adjacent squares. The General can move to any square and can therefore be used to attack with any other piece. If you have just infantry and cavalry you can find out frustratingly that you have two pieces that cannot be used together. It is also good strategy to try to capture pieces that can attack together. If a General is captured he has to move back to his starting position and has to miss a turn but he may not be attacked again until after this second turn. Consequently you try to avoid having your General captured at all costs.

When a General captures a town the corresponding town card is claimed from the other player. A capital can only be captured after the provincial towns have been captured. Where more than two players are playing you can agree to ally with another player and exchange alliance cards. An ally cannot cross into his ally's territory without his consent. Alliances can though be broken simply by breaking the alliance during one turn and then attacking the next turn giving the former ally one turn to re-deploy. The game is won if the player captures all his opponents capitals or captures 8 towns of any colour but not including the 4 in his own country. You also win if your opponents General is left with no troops.

The rules for the standard game have additional rules as follows: Towns are red towns or yellow towns, when a player captures a red town at the end of the turn he claims the town card and the piece shown on the town and places this piece adjacent to the town. The player who lost the town also has to remove the piece of the same type that is closest to that town. In the standard game a piece being attacked is supported by any other pieces adjacent to it. Therefore a closely grouped force can be very difficult to attack as you need to attack a piece with two other pieces and have one piece able to attack and neutralise any adjacent pieces. The standard game also makes it even move important not to let your General be captured as it has to return to an enlistment area with all his troops. He can though recruit some additional troops depending on the number of red town cards he holds to compensate for the fact that all his red towns will be venerable. The player then has to mobilise his troops by using the next few turns to move on to the capital city area.

Campaign is basically a pure strategy game. It you are in a position to attack a piece you will take it. However, there is some luck depending on how high a movement throw you have. Sonia and I have enjoyed many games of Campaign but have not played it with more that two players. It does though work well with two. It can though be frustrating if your attack force becomes incompatible but you really need to use the General in attacks for the maximum effect. However, it is quite a disaster if you let your General be captured. The game can take a couple of hours to play and is usually resolved by a player obtaining the required number of towns. Sometimes the game can also be frustrating as it is difficult to retain towns and you can have the situation of a General taking a chance and moving quickly from red town to red town with another piece retaking towns. The box, cards and board are very colourful the pieces fairly abstract.

A revised artwork edition was introduced in 1974.

campaign 1974 box
campaign 1974 pieces
campaign 1974 board


All fall down is a charming family game for 2 to 4 players.

All fall down is a race game played on a lovely board.


Ron Clark has a copy of a Psychadelic Playing Card Game called SEXIS probably made by Waddingtons. He is fairly sure that they were made by Waddingtons as the wrapper has the Waddington's Playing Card Company abbreviation( W.P.c. Co.) on it with the date shown as 24/9/71 and after the SEXIS title is W.T.No805324/0. The other card proofs and sets, I purchased were from the family of a gentleman who worked at Waddingtons for many years, but like everything I cannot be 100% sure as I cannot find any trace of them. Perhaps they were too risque / near to the knuckle for the Gereral Public and were never approved for issue? If you have any further information please let us know. We hope to post an image of a card in due course.


2-4 players. 54 cards in the pack 47 playing cards and 7 Sum-it cards. Reprinted and later decimal edition. Rules received thanks Derek Kay.

WADDINGTON’S SPECULATE ©: COPYRIGHT 1972 Invented by Graham Levine

Rules from Mike Taylor.

Board game of stocks and shares Game of strategy and investment. Contains shares in Mining, Stores, Property, Transport and Engineering. Two sets of rules - English and French. All cards are printed in English and French. Small plastic markers for the Price Indicator Board.


"Ulcers is the fun Waddington's game that gives you power over people. You hire a Vice-President or promote your salesman. Your President demands more money. Someone steals your Secretary and your Sales Manager quits. You raid another company to fill your empty offices. But, boy have you got problems! People change hands at a wild pace as each company tries to collect his company office staff. Just try to keep your personnel; If it is happening ... you have Ulcers."

For two to four players from 9 years, movement by dice. Contents, Two leaf, thick card, folding Playing board, six Kimbo type tokens, pack of 23 personnel pool Cards, pack of 21 ulcer cards, 4 long company cards on thin cards, two dice, and a pack of play money in three denominations.

Each player starts with $50,000 and a company card which needs to be filled with 2 secretaries, 2 salesman, 1 sales manager, 1 vice-president and 1 president. and a token which starts on the New Fiscal Year. Highest throw starts and on each turn throws two dice and follows the instructions. If you land on a member of personnel you can hire them and decide what to pay them but each grade of employee cannot earn less than junior ones. This money is paid to the bank on hiring. The pool can soon get short on staff so if you land on raid you can take any other employee and give him a raise and the money to the bank. You can't stop a player raiding unless he is on the top $200,000 but if you are paying more for an employee than your opponents you are less likely to be raided.. You can pay a pay rise to any employee before you throw the dice. You cannot trade personnel or hire more than you need of a particular grade. If you pay too much though remember that if you land on salary or payroll squares you have to pay out salary or go to payroll and take the one dice detour where most squares involve loss of staff. You do though get $50,000 when you pass new fiscal year. You can also land on business venture where if you wish you can invest any multiple of $10,000 and take a one dice detour and try to double or triple your money, if you are really lucky $10,000 can be built into $360,000. The Ulcer cards are picked up on certain squares, most cards are kept and are used instead of a normal turn. They enable moves to particular squares, moves of a certain number of spaces and special raids of personnel. You win if you can accumulate and get round to New Fiscal Year before someone can raid your staff.

This game is easy to learn, a fun game and an easy going good blend of luck and strategy. It is suitable for adults or children. Balancing what you pay your staff with likely pay demands is the key to success. There is always one less president than the number of players so probably to win he has to be paid the unraidable $200,000. The game lasts between 60 and 90 minutes.

Our set was manufactured under licence from the House of Games Corporation Ltd.. Ontario, Canada. The rules and equipment are in both French and English. Later Waddington's games including this one have a House of Games Waddington's symbol. We have always thought the house of games logo was just a marketing tool but it is interesting that there is also a House of Games Corporation Ltd. Game still on sale in 1977 cost £4.50.

If you have a copy of this game see QUERY/HELP CORNER

WADDINGTON’S RAT RACE © 1967 and 1973

A copy of the rules of this game. was kindly sent to us to assist a contact thanks Mike Taylor.

"Rat Race" Stock No. 437 - Again, this is in both French and English. 1973? Complete with all the pieces, money, cards and both English and French instructions. from Darren Mclean

“A madcap game of social climbing. A family fun game”

Dave Alexander asks “Should the game have 6 or 7 diploma and credit cards? Also, what is the total number of cards in the deck I have 54 but some sets claim to have 55.” We would think the game would always have 6 credit cards and a deck of 55 but what does your copy have please?


Rules from Mike Taylor.

golfwinks box

Basically, it's tiddywinks disguised as a golf game! The great thing about this game are the various shaped pieces of the course (cardboard covered in green fabric) that can be arranged to make up an infinite number of courses. The game comes with 18 'holes' or arrangements of the pieces to make up a course. -from Nick Cooper

From George Lewis the inventor of the game:-

GOLFWINKS - and how it came into being.

Prior to computer gaming, tablets & iphones, in the 1970s, I had in mind to design a pocket sized golf game for enthusiasts to play whilst travelling, (compare 'travelling chess' sets). I got so far with the design but became limited by the multitude of courses, rules of play, hazards, etc. required, until I eventually shelved it.

As a professional designer, and as I often did with many design problems, I left the concept 'on a back burner' in my mind until one warm Summer day at the office several months later, I was 'daydreaming' after lunch and thought again about a possible golf game different to any of the usual board games around at the time. In the space of a few minutes, I literally had a 'Eureka' moment and the whole concept of the game 'appeared' before me - in detail !!!

The impact of seeing this 'image' before me was exciting to say the least, and I started work on a prototype almost immediately, which took about ten days to finalise. I approached Waddington's and their MD and production managers were 'over the moon' with the game and couldn't stop playing it. They told me that they received some 3000 ideas a year submitted from the general public and generally might only accept one game a year, but my concept was 'the first ever complete game they could take straight to the production department'. We agreed a contract and my copyright ownership and after an interesting few hours touring the factory, I came away with a car boot-full of all their top games for that year. I also designed the packaging (in a 'black box' - half the size of the final marketed game, and as Waddington's later admitted to me 'was the design they should have copied in the first place' but they retained my 'large golf ball and player' along with the letter style and imaging on their own packaging). I later made a few visits to the factory to see my game in manufacture.

'Golfwinks', the name I also decided on, was marketed far and wide and my wife's relatives spotted it on sale in Canada and my sister working in Hong Kong saw it for sale there also. In the in-between years I have made contact with US sites who have also reviewed my product. I developed two more versions of the game but didn't take the marketing any further owing to other workloads.


House of Games product. “Game number 1 - The Secret Formula. 'A frantic game of rival agents on a search assignment'.” Board with pieces. Ages 8 to Adult

WADDINGTON’S LAND GRAB (C) 1974 and 1981

Contents Game board; a 6-sided dice; a set of player tokens (20 each of 4 colours);

a pack of 16 Crown Land cards

LOT NO. 1 – 20,000

LOT NO. 2 – 20,000

LOT NO. 3 – 30,000

LOT NO. 4 – 30,000

LOT NO. 5 – 30,000

LOT NO. 6 – 40,000

LOT NO. 7 – 10,000

LOT NO. 8 – 10,000

LOT NO. 9 – 20,000

LOT NO. 10 – 20,000

LOT NO. 11 – 20,000

LOT NO. 12 – 10,000

LOT NO. 13 – 20,000

LOT NO. 14 – 20,000

LOT NO. 15 – 10,000

LOT NO. 16 – 10,000

a pack of 16 Venture cards

A strike hits your construction company. You may not build or demolish on this turn.

Capital Investment Return: Receive an amount equal to one-half your total revenue on this turn.

Capital Investment Return: Receive an amount equal to twice your total revenue on this turn.

Capital Investment Return: Receive an amount equal to your total revenue on this turn.

On your next turn, you may buy land in any zone of your choice (Do not roll the die.) [x3]

On your next turn, you may force any opponent to sell you one lot of undeveloped land he owns – at the original market price. (You may do this in addition to your regular die throw) [x3]

TAXES: Pay 10,000 on every acre of undeveloped land you own. [x3]

TAXES: Pay an amount equal to your total revenue on this turn from buildings in Zone 1.

TAXES: Pay an amount equal to your total revenue on this turn from buildings in Zone 2.

TAXES: Pay an amount equal to your total revenue on this turn from buildings in Zone 3.

a wad of play money;

a set of Land Pieces

49 diecut building pieces, each with a different cartoonish looking art of a building property, consisting of:

2.5 cm x 2.5 cm: PRICE 30,000; INCOME 10,000 [x12]

2.5 cm x 7.5 cm: PRICE 100,000; INCOME 40,000 [x9]

5 cm x 2.5 cm: PRICE 50,000; INCOME 20,000 [x12]

5 cm x 5 cm: PRICE 200,000; INCOME 80,000 [x9]

5 cm x 7.5 cm: PRICE 400,000; INCOME 160,000 [x6]

7.5 cm x 7.5 cm: PRICE 800,000; INCOME 400,000 [x1]

and the rules booklet.

Age / Number of Players: For 2 - 4 players, ages 9 and up.

The Game of Assembly and Development

LAND - one of the hottest commodities in the economic world! Everyone is scrambling for it - developers, speculators, and the poor guy who just wants a place to live. Now you can find out what all the excitement is about: the shrewd purchase of land, the skyrocketing profits, the grouping of property into large holdings, the construction of high-revenue buildings. It's all in Land Grab.

As a major Development Corporation, you deal in land and construction. You race your competitors to acquire valuable property, you sell key plots of land at inflated prices, you construct building to bring in a high return on your investment.

The strategy of where to buy, when to sell, when to build and what to build - it's a true-to-life game of big business, with all the cut-throat competition and nerve-wracking decisions of a ruthless industry, Land Grab is a thrilling fun game that will keep you on the edge of your seat from start to finish

A contact would like a copy of the rules for this game please.


A contact would like to know if you know what pieces come in this 1974 board game by house of games Waddington’s. She would also like to know if you know the rules for this game.


For 2-3 players, designed for children but can be enjoyed by adults. Game depicts an African landscape on a squared up grid. Players have elephants, lions or rhinos which are placed and moved. Players then hope to capture opponents animals by trying to fence them in while moving their own animals to avoid capture. This is an abstract game that could be played on a chess board with matchsticks and counters. Not played it. Cost £2.95.

Copy of the rules from Mike Taylor thanks.



Game on sale by 1977 under the House of Games brand. Game contains a number of yellow plastic cubes, which stack on each other and have four different letters on the middle faces. The box and sleeve are the same components as Interaction and Black Box. Not played it. Cost £2.75

“The intriguing 2 player word building game that’s tough enough for word addicts, yet fun for children too.”

Copy of the rules received, thanks James Hooper.


“Dabble in antique dealing with Swindle” The great game of dubious antique dealing for 3 to 6 'swindlers' aged 9 years and upwards. The object of the game is to get rid of all your antiques

Contains: 30 Antique cards, Money, 1 Dice, 6 Men shaped playing pieces.

Copy of the rules from Mike Taylor thanks.


"Fortunes change at a stroke in this exciting game of betting and bluffing! Play your cards right and you'll be on a winning streak - but give too much away and you'll find your opponent's horse pipping you at the post. Tension's high from the instant the horses leave their starting stalls. You keep the horse you've backed secret until you judge the moment's right to reveal it - cunning players will push other horses forward to create a "false scent", then try to come through the field with a last minute burst and take the race at the winning post. If you back for a place, you play safe... but the stakes will be low. If you try for a big win... you could lose your shirt! This exciting race game keeps everyone guessing - and trying - till the very last moment, and whether you win or lose it will provide hours of fascinating family fun."

Stock No. 461 Contents. Felt playing area, 42 horse movement cards, 12 betting cards, six plastic horses in different colours, 40X10 notes, 40X50, notes, plastic starting stalls and plastic grandstand. Game cost £5.50.

For 3 to 6 players, 9 years to adult. The felt race track is rolled out and the starting stalls are put at the start of the track and the grandstand on the edge opposite to the jackpot pool area. Each player receives 5X10 notes and 1X50 note (100 in total). The remainder is put in the grandstand and is used to pay win and place bets. Each player receives a win/place card and a jackpot/lose your shirt card. Usually 8 races are played but the length of the game can be varied. The 42 horse cards with 3 or 6 players and one red spot and one black spot any horse card are removed. For each race the cards are thoroughly shuffled and dealt out to each player. Players then look at their cards in secret. The different cards advance and retard each horse (5 per horse) in the race and there are also 12 cards which affect any horse in the race. Players look at their hand decide which horse they feel has the best chance of winning and put this card face down in front of them. Players must then bet on that horse to either win, be placed 1st or 2nd of win and win the jackpot. The minimum bet is 10 and winners receive 5-1 and place 2-1. The jackpot is made up of all losing bets except those lost in the current race which then forms the start of the next jackpot. A player has to bet 50 for the jackpot option.

For the race the dealer starts and plays a horse card from his hand and moves the appropriate horse forward and places it in the central well of the grandstand. He can move a horse into an adjacent lane once only during the course of a move. The player to the dealers left then plays a card and so on. The any horse cards can be played on any horse. On any turn the player can play his horse selection card but this then remains face up in front of him. Two horse can never occupy the same square. If blocked it can only move as far as it can and only one move sideways. If it can a horse must be moved the full number of spaces on the card. The winner of the race is the first to cross the finish line and the second the second horse to cross. If all cards have been played and two horses have not crossed the finish line the cards in the grandstand only are shuffled and players take turn playing the top card. Wins and bets are paid out and if the bank is exhausted it issues iou's. If a player "loses his shirt" i.e. goes broke he just continues the game playing cards but not betting.

This is an easy to learn game that is a lot of fun. It needs at least three people and is best with six. A good game for Christmas, or if you have the bottle out. It is a good gambling game and there is an element of skill. It pays to keep your selection secret as long as you can and try to bluff your opponents into thinking you have selected another horse and hope they might assist your selected horse. Of course more that one person can have selected the same horse but each player is paid out if it is successful. If you can move an opponents horse so it is blocked if can't move forward and you can then place move forward cards for that horse and they will be wasted. The any horse cards you have are the most powerful tools as they can be used on any horse. If you are unlucky the other players can detect which horse you have backed and severely restrict it's movement by playing retard cards that can be used on any horse. Give it a try it is a lot of fun and you can try out different strategies. Spare game parts are available from a contact. This game was later repackaged as First Past The Post,



For two to four players from c12 years, unlimited movement by payment.

Contents Playing board in two sections, 4 sets of playing pieces with 2 kings, 2 politicians, 1 dictator, 1 guerrilla and one secret agent. 16 tankers, 12 pipelines, pack of currency in two denominations and a pack of 16 international incident cards. Cost £5.50.

We like this game very much, it is an unusual and rewarding experience. It is a game with little luck element and a high strategy content. It is quite abstract and the object is to remain in the game by attacking and eliminating your opponent. In extreme cases a bold attack move combined with the right incident card can see the game end very quickly and soon after commencement! The board is a group of 8 fictitious middle eastern oil producing countries. Each player represents a superpower and puts one of his leaders on the capital of a country. He has one tanker which can transport oil from that country. This raises £2m is controlled by a king or politician or £1m is ruled by a dictator or guerrilla. A move is allowed each turn costing £2m for a King or Politician or £1m for a dictator or guerrilla. Moving from one capital to another is 6 or seven spaces. Secret agents also move each turn and are used to defend attacks by blocking the path to opposing leaders and for moving onto ? spaces to take a gamble on an incident card. Half the cards are favourable and half not. They offer loans, destroy your tanker, allow a seizure of a capital or the death of one of your leaders i.e. drastic results.

To win players must continually take risks and try to depose their opponent while trying to maximise their oil revenue. The coastal countries produce only £2m but the inland countries produce £4m if linked by pipeline to your tankers at the coast. This is a difficult game to describe but well worth playing if you can obtain a copy.

WADDINGTON'S BLACK BOX ©:COPYRIGHT 1977. Inventor Dr. Eric Solomon.

"Black Box The mind-bending game of deduction! Shoot rays into the BLACK BOX to discover the 'atom structure' set up by your opponent. Deflections, absorptions, and returning rays give you clues-but be warned, the 'atoms' can be infuriatingly elusive! Intriguing and imaginative."

For two players from 9 years. No movement as such, one player places pieces on the perimeter and the other player also places pieces on the perimeter to indicate the result. Contents - plastic box with a transparent lid containing the playing grid, The box and sleeve are the same components as Blockword and Interaction. 32 Kimbo plastic token "ray markers", 8 black, 8 white and 8 sets of two pieces of other colours. 5 steel ball bearings representing atoms, 1 marker board/score board and one black crayon. Cost £2.75.

The game is based on scientific principles of molecular structure. The challenger decides on a molecular structure by secretly marking 4 (or 5 for a more complex game) crosses (atoms) on the board to form a molecule. The experimenter must then deduce the structure of that molecule by asking the opponent where the ray token he places on the perimeter of the board emerges. The rules for ray movement help the experimenter to determine the position of all of the atoms. These rules are 1. clear path - enters one side exits the other (hooray there are no atoms on that line or the two adjacent columns.) 2. simple deflection -a near miss the ray bounces of the corner of the atom square and emerges at the edge (you know where that atom is.) 3. simple absorption -a direct hit on an atom a black marker is shown (an atom is on the line but where? Also if two atoms are together the deflection from the adjacent one is ignored) 4. Reflection - the ray bounces off the corners of two atoms adjacent to each other but one square apart, a white marker is shown (two atoms there but where?) 5. Reflection at an edge -if a ray enters adjacent to an atom that lies at the edge is reflected as with 4. and a white marker is also shown (Is it a 4. or a 5.?) Also a ray may experience multiple defections etc.

Scoring. The experimenter scores the number of ray markers he has used to correctly identify where the atoms are plus a penalty of 10 points for any incorrect atom. If the challenger has incorrectly marked the position of the rays he is penalised 10 points.

This is a good game of pure skill, but as the rules can be mastered fairly easily is can be played to differing levels of ability. The game is more exciting that the description perhaps indicates. Each game does not last too long, it is a bit like an alternative "Mastermind". How successful you are is how cleverly you can place the atoms to confuse your opponent and how lucky you are in avoiding results that don't reveal and entry and exit point of a ray. The game can be played on a journey. A book was also published by the inventor of sets of code patterns to be used as one player puzzles.

WADDINGTON’S GAME OF DRACULA ©: COPYRIGHT 1977 Invented by Steve Curtis and Martin Earl

game of dracula
game of dracula
game of dracula

“The fiendishly exciting escape game.”

2-4 Players Age 7 to Adult, Playing time ½-1hour. Cost £2.99

Board has multi coloured rooms and a labyrinth of stone pathways. The pieces include Dracula and his two vampire henchmen. The idea is to escape from the castle. On each turn two dice are thrown, the red 1-6 die for Dracula’s movements along a red bloodstained trail and a white die with 2 v’s, 2 3’s and 2 4’s which determines the player’s movement along yellow pathways. A player has to move the full distance and may not reverse direction. Dracula moves clockwise only and has few alternative routes. When the white die shows a ‘V’ the only pieces that are moved are the blue vampire which is moved to position 5 or 6, guarding one of the two exits or the green vampire which is moved to Vampire Perch 1,2,3, or 4 in the castle. When Dracula enters a room occupied by a player, he is captured and taken back to the coffin vault. The first one captured takes on the role of the green vampire and must wear a cardboard mask. Other players captured are released but have a long way to escape. The green vampire moves the total of the two dice except when a ‘v’ is thrown. The green vampire may shed his role onto another player within reach and retreat in the opposite direction. He can hover in one of the exits blocking one of those not blocked by the blue vampire. Candelabra scattered in the pathways prevent the vampire from moving too easily and there are hidey holes players can use for temporary safety. With 4 players the verdict was that the game was too much one of chance as it is impossible to predict the moves of the vampires and Dracula. With two players Dracula becomes too predictable. Three players was considered to be the best to combine luck and skill; even so since both exits are on the same side of the castle the green vampire can sit and wait his prey. If the exits had been on opposite sides the vampire would have needed to have been more active. We have not played this game but it does not appear to be one of the best.

Copy of the rules received thanks Jannette Novice. She also told us that this game was produced in Australia by Murfett Pty Ltd.


Cowboy game packed with Fun, Action and Strategy. Cowboys ride the range then gallop back to their ranch in this unique game. Contents: 12 Plastic cowboys 3 each of 4 different colours, 2 dice . Plastic Tray, board and rules. Players 2 - 4 Age: 6 years to Adult. A Fun Family Game, Ready, Steady Pow!

Copy of rules appreciated if you have a copy.



Game on sale by 1977 under the House of Games brand. 2-6 Players. Game consists of a board representing snowy slopes with pine tree hazards to be circumnavigated. Also tiles marked with sections of ski track which players lay from top to bottom to hold other players up and get yourself home first. Game can be frustrating if you draw bad tiles. . Not played it. Cost £2.75.

Copy of the rules from Mike Taylor thanks.


Rules from Mike Taylor description to follow.


A children's game for 2-4 players. The object of the game is to get your 3 mice, who start in one of the corners, into the Mouse House in the middle of the board.

You throw 2 dice, you can then move one mouse the total of the two dice, or split the throw and move two mice one the value of the first dice and the other the value of the second dice.

Mice have to move in a straight line and can only turn if they meet a pawn piece which are placed on the board.

The order of play is

1. Place an obstacle. 2. Roll dice 3. Move mice

The first person to get all 3 mice home is the winner. A contact would like a copy of the rules.


A Halma variant in which players manoeuvre toadstools and then hop frogs over them in a bid to cross the board. For 2-4 players but 2 best. . Not played it. Cost £3.25.

Copy of the rules from Mike Taylor thanks.


Copy of rules received for contact –thanks Tim Synge.

The game was introduced in 1978. Lettered dice are rolled down a stepped slope – which substitutes for throwing them form a cup – and placed one per turn in a squared grid in crossword fashion. Each letter has a point value and players score for completing valid words. We have not played it but wonder if it is just like other word games?


1 or 2 player game, Ages 9 to adult. Playing time 5-30 minutes. Cost £3.25. Contents ten solid plastic “neutral” balls, two red and two blue cue balls, two small dimpled trays which hold 5 balls each and a dimpled playing area consisting of a 9X9 grid with the corner dimples cut off. The trays and the playing area are vacuum-formed to give the appearance and feel of green baize. The box and sleeve are the same components as Blockword and Black Box.

An abstract game, which gets over the feel of billiards and snooker. Playing area is sunken holes with marble type pieces. The object is to sink object balls into the holes by causing them to be struck by your own cue ball. The balls are placed in a standard starting position with one player using the red balls and one player using the blue. A turn consists of moving a cue ball along a straight line, including bouncing off the edge until it reaches another ball. The length the ball has moved gives a momentum which moves the other ball until it collides with another and so on. The aim of the game is to pocket a yellow ball in one of the row of dimples across the centre of the board, which are deeper than the rest. Any yellow ball that passes or lands in a pocket dimple is immediately removed and kept by that player. It is possible to play a solo version to pocket all the balls in the least number of turns.

Not played it. Balls around the perimeter are easy to pocket but as the number of balls decreases it becomes easier to “snooker” your opponent so he can’t pocket a ball. This defensive play can help you to catch up as each turn must include at least one collision. A game of medium chance and medium skill.

Copy of the rules would be appreciated if you have a copy.


Game on sale by 1977 under the Waddington’s Playing Card Co.

For 2-6 players. A French card game, the title is French for milestones. The cards are in the original French style with English sub titles. Game can be played individually or in partnerships as a family or adult game. The cards have various mileages and situations encountered when driving. The object is to clock up 1,000 kilometres without being delayed by accidents, punctures, red lights etc. The game has some skill and involves much shouting in French. . Not played it. Cost £2.85.


Game devised by Michael Kindred and Malcolm Goldsmith © 1979.

Game consists of a pack of 48 question cards, two answer cards and a rule leaflet. Game is suitable for one to six players. The cards have art drawings and questions and answers on them. The idea is that you answer a question and this means you choose the next cards with that answer number. You end up with eight cards in a clockwise rectangle. If you have answered all eight questions correctly the black answer on the eighth card corresponds to the red question number on your first card. Will appear to people who like late 1970’s pop music. The carton indicates that this game is one of a series of similar games. James Hooper adds Tour of London can you add others.


An electronic game. It plays 4 different games with 11 different ways to play them. The game has moving lights, sound and action the games are -Hot corners, Match Me, Music Maker and Break Out.


Box has "Waddingtons playing card co Ltd Leeds and London stock no 701" is yours any different?

Frankenstiens fingers

It's a card game with 44 Cards and a number of Frankenstein's Fingers . It's basically a snap game. Perhaps the game was not popular and it was pulled due to the Fingers? I have 9 fingers. I know I have all the cards but don't know how many fingers there should be. -another contact has confirmed that his set also has nine. However, as you can see from the image below the fingers in his game have pointed nails. Any further information you could offer a contact please would be great.

Frankenstein fingers 2


The contents include (as stated on the instructions sheet):

Sonic UFO (1 base unit containing the electric circuitry:1 top unit.)

16 coloured UFO playing pieces: 4 red, 4 yellow, 4 green, 4 blue.

Playing board

Space Mask

'Zap' stick

Also on the corner of the box is "Ref #407" –Information from S. Robinson who would welcome any other information on the game eg how rare it is and what it is worth. A contact who wants to sell a copy of the game for charity would appreciate a copy of the rules can you assist?


More of a toy than a game but produced by Waddington's. Consists of a 15 ping-pong ball pneumatic powered firing gun and a box used as an animal target. Thought to have been produced late 1970's. Information form Roy B.

Waddington's 1980's and 1990's games


We have not played this game but from the description feel that it is the sort of game that is simple to learn but good to play. We think it just consists of a board marked with squares representing the Jungle, water, traps and dens. In addition two sets of eight animals are provided in red and black. The idea is the first player to move an animal onto the opponent’s den. Each turn one animal can be moved one square but not diagonally. Animals can pounce on one another and the larger animal eliminates the smaller or if equal the one that has not moved is eliminated. However, the smallest, The Rat can eliminate the largest The Elephant. The Rat is also the only one that can move onto water squares. Thanks to Phil Wakefield rules now received.


This game comprises 30+ 'tiles' with pictures of a multicoloured train, and the game

is to connect up matching pieces, plus Engine and Guard's Van.

A contact would like a copy of the rules.


A snooker dice game. Thanks Alan and Henri


A Charity, Operation Sunshine has a copy of this game to sell but no rules. Can you help please?


Waddington's Word of Mouth, which looks as if it had never been played. Problem: no rules.


A contact has a Waddington's Compendium in a black patchwork leather case all light tan suede inside, crib board, dice and leather dice holder, card, backgammon. She would like to know more about i.e. how old it is and if there is any value associated to it, can anyone assist?


I have recently acquired a game made by The Waddington Playing Card Co. called "Cubex." It comprises 9 clear Perspex cubes (dimensions approx. 1.5") each containing a printed cube with a traditional playing card on each face. I do not, however, have any idea how to play the game as the instructions are missing and I can find no reference to this game anywhere. Can you help? Do you know anything about this game?


A contact would like a copy of the rules.


The photo shows that there are 40 picture cards which are 20 matching pairs. The game came in a small red box for 2 or more players, ages 5 and older, and the signature pink matching pair of cards with a yellow square with words Waddingtons House of Games surrounding an outline of a house. A contact writes “My children played this matching game in the late 70's and early 80's. can anyone help in identifying the name of this game. “ It was possibly part of a compendium of games of a premium giveaway with another product? A similar game but called "Memory Game" was produced in 1965.


A contact as - I am looking for the instructions for the car race game Minnie and Mickey Mouse Goofy and the duck. We had this game as children now my daughter wants to play it. Thank you if you can.



EMAIL TO boardgamesworld@btinternet.com

Or Royal mail

return to address.


Sellotape really annoys me as everybody thinks that it stops pieces becoming mislaid. I use a hair-dryer to lift of sellotape without damaging the box. - from Paul Johnson

To remove dirty marks rub gently with the soft part of white bread.


Anyone any ideas on how to make replace small fake rubies, diamonds and pearls etc to replace missing treasure for Buccaneer or do you have some treasure from an unusable game? Also a contact has the original game (1938 version), but is lacking the orange boat (although he has the sail), and also possibly one pearl – have you these spare parts?

GO A contact can also offer a set of parts for this game except the tokens and the board.


A Contact writes “I have all the parts except: The flag and One die I would be interested in getting hold of these parts. In exchange I have about half a game’s worth of other parts ie soldiers and Indians. Can you assist?


A contact is missing a dagger, rope and better condition spanner from a 1950's/1960's version . Has anybody got any pieces that they wish to sell? Also required is treasure for Buccaneer or ideas of how to produce some.

Another contact is looking for Cluedo pieces (Murfett - circa 1980s? Australian) Plastic piece - lead piping,Plastic playing piece - red 'Miss Scarlett'


Spare game parts are available from a contact April,2006.


Spare game parts are available from a contact. A contact would like a copy of the rules, can you assist?


A contact has spare parts for this game.

MONOPOLY A contact is looking for spares for Junior Monopoly, namely blue ticket

booths and chance cards (I only have 15 out of 24). Also adult version board c1970’s.


CABBIE “Cabbie, which was originally known as London Cabbie. It was produced by Intellect Games of Hare and Tortoise and Election fame. Sadly the company are no more. I found my copy of Cabbie on ebay for £10.55 plus postage. It does come on from time to time. Also a similar game, Taxi, can sometimes be bid for ebay. This was by Ariel, then later Gibson games” from Phil Wakefield.


A contact is looking for an oldish board game, which may or may not be called cattle drive.

It has 3 sections, in the first, you have to get 6 cowboys, and thirty horses (on cards you pick up), then you have to round up cattle in the same way, then you have to take them to Little Black Horn Station to sell them. I don't know who makes it as we've lost everything bar the board, which I nearly cut in two earlier today. Can you offer any details?


This game was apparently manufactured by Waddington's under license from Parker Brothers ©:COPYRIGHT 1988. It is similar to Cluedo but with extended room area. Does anyone have further details?

DARK TOWER (Milton Bradley)

I have been looking high & low for this game it was made by Milton Bradley back in the early 80's. Do you guys know where I can find this game? Or do you have any ideas about where I can call? Please help Thank You,

“Information on this highly sort after game can be found on the web ( www.gamepile.com will lead to a description of the game, with pictures). Also www.gamepart.com does have copies and parts to the game from time to time. I've also seen it on ebay, but be prepared to pay £100 for it. It's that sought after. The game is by Milton Bradley and came out in 1980. It was really the first electronic boardgame. Even then it was expensive and sold for £40 new. That probably explains its rarity. However it is an excellent game in which you have to journey around the board, collect magic keys and successfully attack the electronic Dark Tower. From Phil Wakefield

FAIR MEANS OR FOUL (Made by Gibsons Games)

Rules Received, thanks Dianne Scattergood.


A contact would like a copy of the rules


We have a game called "Gambo" which has two sets of cards which mostly have just a number but a few have six or nine dots and there is a Joker. Also supplied is a box of counters which has a complaints slip with J W Ltd on. The Joker card has the reference Reg No 559246. Are you familiar with this game and do you know the rules?


A contact would like to buy a copy of this game. Another needs spare parts to this game.


A contact “wonders whether you can help me I am looking for a game called Gold Rush.

I remember we had the game when I was a girl back in the 70's, I'm pretty sure it was made by Waddington’s. The bases of the game was to register your claim then dig your gold and get it to the bank in town, the other players could steal your gold and claim jump.”


Contact would like details and if possible a copy of a game by "Spears" called James Bond 007. It was played using cards if my memory serves me right. The game was in a "purple coloured box"


A contact would like an 8-sided dice and a bridge section for this game. Spare game parts are available from a contact but the person who made the original request has not responded.


Please could you help a contact out with the rules for this card game, It's a child's game I've had for at least 15 years.


'Keyword' produced by Waddington’s ('patent applied for' 1953) for Parker Bros USA. Close relation to 'Scrabble, but for more complicated, it seems. Was there a race for the market in this country that Keyword (Waddington’s) lost? Can you give any history or rules to this game? Copy of rules kindly sent by Peter Simmonds.


This was a board game produced in France by Fernand Nathan in 1974. It is signed by the inventor, Baron de Veauce who lived in Pirbright, Surrey at the time. Two 'copies' of the game exist in English made by hand dated 1972 and are again signed by Baron de Veauce. They also refer to the original patent number for the game. Do you know any collectors who might be interested or could give some information about the success of the game? I remember the Baron invented other games but I don't know if they ever got onto the market. From Derek Trawber.


A contact would like a copy of the rules for this game.


Do you know who made the game Owzat? I am looking for information for my GCSE electronics project and would be very grateful if you could give me any information on the game. (June, 2001.)

WADDINGTON’S OUIJA BOARDS Contact has a copy and thinks they were recalled by Act of Parliament any comments/ further details?


"I recently bought the board game PSI (made by Paradigm Games). Unfortunately it was second hand at a charity shop and has no instructions". Can anyone help this contact? –received, thanks Phil Wakefield.

Spears RSVP queries

1 (Contents query.) I have a set with 73 letter blocks. I believe that there should be 75 blocks. Can anyone help with the letter distribution, so that I can make up the appropriate additional letters? 2 (Rule query.) If asked by an opponent to justify a placing by stating the word or words that could be formed from the letters on the grid, do the letters that make up the word actually have to be available within the unplayed stock? (For example, if the "J" has already been played, can I justify a placing by giving another word that would need a "J" to complete it?) The interpretation of this one makes a big difference to game play, especially as the letter stock is gradually used up


A game made by Milton Bradley in the last fifteen years. It is a game of observation where the players need to identify objects within incredibly intricate artwork beginning within a particular letter. this game was available in Australia until about 5 years ago. It was made by Milton Bradley who inform me that it is no longer in production. Of course it is no longer available in stores either so a contact is looking for collectors anywhere who know of it and who can get a copy.


A contact played this game about 1973 and would like a copy of the rules – now received, thanks Sharon Shipp


A contact would like a copy of the rules for this game.


I have a Waddington’s super mario bros board game that was made by 1992

nintendo manufactured in new Zealand and would like to know if it is rare or



"I loved a board game called "Taxi" as a child. Do you have any information on this? "

This game was produced by Aerial Games about 1980 also see Cabbie.


A contact tells us this game was produced by Waddington's. We have a copy of the rules but can you confirm or deny this please?


A contact would like a set of tokens for this game.


A contact would like to know where he could get a copy of the rules for the different word games he has come across in a 1974 edition of Waddington's "Treasury of Word Games." Some of the games are entitled " Follow my leader," Bon voyage," "Round and Out" and "Lucky Dip." Some have boards to play on and others are card games and token games. He would be grateful for your help.

ULCERS rules available,

A contact would like to buy a copy of this game. WEALTH OF NATIONS (solved)

game by Parker's. (rules received thanks to Mike Taylor)

WHICKERS WORLD (Paul Lamond games) (solved rules received)


Can you confirm if this is a 1960's Waddington's Game? From Pete Simmonds "Could it have been Whoops,


Waddington’s card game called Whot Rules received, thanks Steve Cory. Game cost in 1977 £1.25. A contact would also like to know whether the game would have been available in the 1950’s?


"Wildlife" by Spears, produced in the 1960's Please note this game is not to be confused with the "Wildlife" game produced by Ravensburger in the late 70's/80's. We now have a copy of the rules for this game – thanks John Lyne


"I am looking for the rules for the yuppie game. Could you please help me out”.


Link to this site added in March, 2016 a site which offers second hand board games including Waddington's.

Vintage Retro & Vinyl


email to boardgamesworld@btinternet.com

Or Royal mail

return to title page address.