WADDINGTON'S BOARD GAME ARCHIVE -WADDINGTONS
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.
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Advertising material inserted into game boxes in the 1960's . |
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WADDINGTON'S Advertising material inserted into game boxes c1960
If you wish to contact us use the links below
Mail to Sonia and Andrew Reynolds
Or Royal mail
Site last updated 15th December, a few more images, request for rules to Escalado, details of Disguise and request for rules, and details of a Matching Game involving cards.
15th September, details of 1936 Monopoly, images reinstated and new of GHQ, Starluk, Carlette, details of 1983 Buccaneer from Andy Murdoch.
21st July, 2007. NFL American Football Game added with request for rules.
19th May, 2007 Squiggles added, comments on Milestones.
24th December, 2006. New requests for rules for Junior Blockbusters and Knock Your Block Off received. Details of Carlette added. Rules received for The Vampire Game, thanks Nick Cooper.
17th September, . Request for rules of Kan-U-Go and Give the Dog a Bone. Also request to know the number of cards in the pack used for Aston.
20th August Rules of Blockword received, One Two Many and Tour of London Quiz Cards added
30th July, Request for rules for Teenage Mutant Ninja Card Game, All Fall Down, African Star, Masters of the Universe, Pow and a few more images added
8th April, 2006. Request for rules of Disney’s Gummi Bears and for Village of Fear an add-on to Darkworld. Also offer of parts for Darkworld. More comments on Milestones
updated 4th March, 2006 Request for rules to New York Times Crosswords Puzzle Game and details of Make-Shift added.
12th February, contact looking for details of a game called Goldrush.
4th February, 2006. Details of Incy Wincy Spider and Thomas The Tank Engine added.
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. Also Mike Taylor who has kindly assisted with copies of rules for many of the games listed on this site is disposing of some of his 1300 games due to lack of space. He wrote to us on 10th August, 2002 so a rare chance to buy games can be had by looking at his site at http://mikejtaylor.members.beeb.net
Conserving your game? Need spare parts? Perhaps our TIPS might help
WADDINGTON'S games so far described or referred to are
4000 A.D., 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 Off, Blockbusters, Blockword, Bombshell, Bonanza Rummy, Boobytrap, Buccaneer,
Caesar's Game, Camelot, Campaign, Captain Scarlet, Careers, Carlette, 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, Dingbats, Disguise, Disney's Gummi Bears, Dixit,
Equals, Escalado, Escape From Atlantis, Escape From Frankenstein, Excuses, Exploration,
Face Off, Fibber, First Impressions, First Past The Post, Formula1, 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, 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, Little Green Men, Lexicon, Lingo, Lost Valley of the Dinosaurs, Lose Your Shirt,
Make-Shift, Masters of the Universe, Matching Game, Mike Read Pop Quiz, Mlle Le Normands, Milestones, Mr. Game, Mr. Turnips Audition Game, Mille Bornes, Mine a Million, Monopoly, My Word,
New York Times Crossword Puzzle Game, NFL American Football, Noel's House Party, Noel Tele Addicts Game,
Password, Payday, Picasso, Playing Cards, PIT, Pitstop, Poetic Justice, Pop Music, Pow, Project KGB, Quiz Card Games,
Railroader, Rally, Rat Race, Rich Uncle From United States, Ray Reardon's Pot Black, Risk, Rosette Riding School,
Safari Round Up, Scoop, Shop, Skudo, Slam, Sonic
UFO, Sorry, Speculate, Spy Ring, Squares, Sqiggles, Starluk, Starships, Sting, Stirling Moss's Monte Carlo Rally Game, Stun, Steeplechase, Subbuteo, Sum-It, Super Cluedo Challenge,
Super Mario Bros, Swindle,
Table Soccer, 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, 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), Treasures and Trap Doors, Treasury of Word Games,
Ulcers, Vampire Game, Village of Fear, Darkworld, Whoops, Whot, Wizard, and Word of Mouth
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.
WADDINGTON’S GAME
ARCHIVE
IN APPROXIMATE DATE OF PRODUCTION ORDER
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
WADDINGTON'S LEXICON©: COPYRIGHT ?
"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."
WADDINGTON'S PIT ©:COPYRIGHT c1904 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 ©:COPYRIGHT 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).
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."
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.
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. 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 is a fascinating Monopoly site at
http://www.muurkrant.nl/monopoly/index.html
for those who are really interested in the
various official and unofficial editions.”
A contact is looking for a Monopoly Board c1970’s vintage, can
you assist?
“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.

WADDINGTON'S STARLUK
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?

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.




WADDINGTON'S TOTOPOLY
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.
WADDINGTON'S 64 MILESTONES, THE GAME OF LIFE©:
COPYRIGHT 1938
"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.
A 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.
WADDINGTON'S CLUEDO ©:COPYRIGHT 1948, 1965 AND 1972
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 will have the board separate from the contents box. 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.
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,
WADDINGTON'S RICH UNCLE FROM THE UNITED STATES.




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.
WADDINGTON'S
SCOOP!©:
COPYRIGHT
"A Game by the makers of Monopoly." U.K. patent No. 27029/53. Scoop! Trade Mark Regd No. 731718.
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.
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.
WADDINGTON'S ASTRON ©:COPYRIGHT c1954/1955,
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. Most are of the '2 sideways' 'one forwards' ilk. 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 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.
A contact would like a copy of the rules for this Crossword
card game can you assist please?
WADDINGTON'S BUCCANEER ©:COPYRIGHT 1958
This game must be earlier than this as the 1958 set is all in one box. The game may be as early as 1939? 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,


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.
WADDINGTON'S CAREERS ©:COPYRIGHT 1957

"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 may 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.
WADDINGTON’S
CONTACK DOMINO GAME. © ?

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.
For 2-4 players
probably dating from the 1960’s.
Have not played it but looks like a ludo or Downfall variant. If you
have further let us know. Copy of
rules received, thanks Marge Wilson.
WADDINGTON’S TEST MATCH ©: COPYRIGHT ?
Gerald has kindly sent us some details of this game which we reproduce below.

Bowling.
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.
Batsman.
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 manufacturer.
The controls turned a circular "toothed" card.
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. They can also offer a set of parts for this game except the tokens and the board.
WADDINGTON'S KIMBO ©:COPYRIGHT 1961
"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!
WADDINGTON'S RAILROADER ©:COPYRIGHT 1963

"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!
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.





WADDINGTON'S BATTLE OF THE LITTLE BIG HORN ©:COPYRIGHT 1964,
"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
WADDINGTONS BONANZA RUMMY GAME © 1964
Basically
a familiar card game packaged as a TV related item
WADDINGTON'S SPY RING ©:COPYRIGHT 1965
"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. Spare game parts are available from a contact. Also 7th February, 2004 contact offers Spy Ring: fair/good box, excellent board; rules book (worn and with tear on front); blue, green, yellow and red spies with antennae; cards; some secret tokens; green, yellow and blue contact men; BUT red contact man missing, one red secret token missing for p&p cost only.
WADDINGTON'S FORMULA 1 ©:COPYRIGHT ?
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.
WADDINGTON'S MINE A MILLION ©:COPYRIGHT 1965 (also produced as THE BUSINESS GAME)
For two to six players, movement by dice.
Equipment
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 17/6 (75p) instead of the
normal 21/6 (£1.07.5p). 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?”
WADDINGTON’S TABLE SOCCER © 1965
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.
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. Contact would like a copy of the rules
WADDINGTON’S CAMELOT ©: COPYRIGHT TRADE MARK REG. No. 513204
“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.