While much of this is still available, the current, updated list can be found at http://www.sabledrake.com/sde.htm







I have the following games for sale.  Please e-mail me at vecna@eskimo.com for condidtion and
prices.  Items marked with a '*' are up for auction on e-bay.  Check out my auctions for the current prices.
This list is dated 3/20/00 and is subject to change anytime after that.  I am unfortunately not able to update this list as frequently as I would like.
There are several games, most notably Huggermugger, Lawn Darts (Jarts), and Songburst 70s & 80s, that I get in frequently.  Please e-mail me for availablility.
Thanks,
--Tim


2000 Games


Medical Monopoly, Still in the original Shrinkwrap
Try this great boardgame Copyright 1979 by Professional Games.  
Medical Monopoly gives you the license to practice medicine.  If you fill your hospital with patients, you've found your profession.  We'll supply you organs for your transplants, drug stores and pharmacies with medicines an operating room, X-ray machine blood and a pacemaker.  All you have to do is make the correct diagnosis.
2 to 4 players
Ages 8 and up

True Colors
Would your friends vote for you?
Find out how silly, how sexy or how eccentric your friends really think you are when you play
True Colors!
Each player wears a color clip that matches color voting cards.  Players secretly vote on WHO is
most likely to do WHAT by casting the matching cards into voting boxes -- so nobody ever know
who votes for whom!
When each question has been voted upon, it's time to discover what the group thinks of you.  Do
you think you got the MOST votes?  SOME votes?  Or NONE at all?  Don't be decieved by what
you think of yourself -- it's what the others think that counts!
Collect points for guessing correctly.  The player witht he highest score wins the game!
For 3 to 6 players.
MINT!!  Like NEW!  Still in original Shrinkwrap.  One corner of the box is a little dented.  Unbeatable condition for this long out of print game.

Risk & Castle Risk
100% complete.  Contains 2 sided board, rules, 44 Risk cards, 48 Castle Risk cards, 6 castle pieces, 5 dice, 6 sets of game pieces in colored boxes, and even 4 game hint cards.  Box is only a tiny bit scuffed.  Excellent condition.

Risk & Castle Risk
100% complete.  Contains 2 sided board, rules, 44 Risk cards &48 Castle Risk cards still in original packaging, 6 castle pieces, 5 dice, 6 sets of game pieces in colored boxes (some still in original packaging), and even 4 game hint cards.  Box is a little crushed.  Excellent condition.

Judge & Jury, by Winning Moves
Still in Original Shrinkwrap!!

Trivial Pursuit Family Edition (Disney) Card Set
The box is a little scuffed and it looks complete.

Crack the Case
Opened, but never played.  Complete.  Cards never used - still in shrinkwrap.

Trumpet Card Game
Complete!  Never been played.  Tokens and pawns still in the packages.  All 72 cards included.

Claim to Fame
Complete (except for pencils)!  The box is scuffed, has a price tag and a few grease pencil marks.

Snow White and the Seven Dwarfs - by Cadaco
The box is scuffed and has a tear on the front cover in one corner.  The box also has some tape on it.  The two-fold board is in good condidtion except for a small (1 inch) tear along the fold.  The spinner and 3 of the 4 pawns are included.

221B Baker St., Bookcase edition - John Hansen
The box is scuffed, has some tape on it and a little dented.  The game is complete and in good condition.

Global Pursuit - by National Geographic
The box is a little scuffed and dented.  The game seems to be complete and some of the pieces have never been removed from their packages.

I Think, You Think, I Think - TSR
The box is scuffed and a little dented.  The game is complete, with all of the cards, chips and boards.

Stage II
The box is worn and one corner is split.  The game seems complete except for the rule book and parts list.

The Transformation Game - by Interlinks
The box is scuffed.  The instruction book has a coffee stain on it (the text can still be read).  Otherwise, the game seems to be complete

Scotland Yard - by Ravensburger
One of the 4 sections of the 4-fold board has seperated from the rest.  Missing 1 Taxi piece, Missing 1 Start Card.  The box is a little scuffed, but is otherwise complete.

Deluxe Scrabble
The box is in horrible shape  - torn and falling apart.  The board is in fine condition (this is the plastic board that spins, with the little slots for the letters) and all of the letter tiles are included.  

YarDarts brand Lawn Darts
Complete except for instructions (but if you know how to play Horseshoes, you don't need 'em).  The darts and targets are all in good condition and not cracked.  They come in the original box.

Walt Disney's Mickey Mouse Jr. Rummy Royal - by Western Publishing, 1979
The cloth board is in good condition as are all 45 cards.  There are supposed to be 100 counters that are used as 'coins.'  6 of these are missing.

Anti-Monopoly - by Ralph Anspach, 1973
The box is scuffed, has some water stains and has a broken corner.  The game is punched, but sems to be complete.  The board is in good shape.  The only thing that may be missing is a few of the colored chips.  There are lots, and the game doesn't see to require themall at once, but there is also no listing of how many there should be.  Also, there are fewer $500 bills then there are $50s or $100s, but there still should be an adequate amount to play.

Ratrace - by Waddingtons, 1973
The box has some tears in it and two split corners. The game seems complete with 70 cards (no parts list), 6 playing pieces, 2 dice, board and play money.

221B Baker St. Bookshelf edition
The box is suffed and has been taped shut.  The game is complete and in good condition.

Personal Preference - Broderbund
The box is a little scuffed.  The game is complete and the board in clean and in excellent condition.  The instructions are included and have been written on a little.

Trivial Pursuit Master Game - Young Players' Edition
The box is worn and several of its edges are starting to tear.  The game is complete and the board is in excellent condition.  The boxes that hold the question cards have each been labeled '1' and '2' to differentiate them.

Taboo
The box is a little scuffed.  The interior and components are like new.  Very nice condition [the buzzer has not been tested]

Lifestories - by FNDI Limited Partnership
The box is a little scuffed but otherwise excellent.  The contents are like new, and all 240 cards are included.

Nameburst - by Hersch and Western Publishing
The box is scuffed.  The interior is clean, as are all of the components.  The game is complete.

Kensington - by Design Centre London
This game, in record album format, sems to be complete (there are 40 playing pieces, 20 of each color and no parts list).  The board is in excellent condition.

Perquacky - by Lakeside
The box is very worn and falling apart, but the game is complete, with all 13 dice, dice cup, timer and rules.

*Runes - by Eon Games (1981)    (x2)
Like the splitting of atoms, Runes breaks words down to their most basic elements, then builds them up into an alluring game that's both verbal and visual.  Play Runes and discover the hidden language that lies within the very letters themselves.  2 to 4 players.  Average playing time 30 minutes.  Ages 10 to adult.
This item is New, still in the original shrinkwrap.

Lie, Cheat and Steal - by Dynamic Games, 1971
This game is in fabulous condition.  Looks as if it was never played.  There's no parts list to determine if it is complete, but it sure looks like it.  The cards and money are clean and look unused.  The styrofoam packaging is even included.

*All the King's Men<P>
Enter the age of chivalry in this classic game of royal conflict.<P>
Each player starts with a King, four Knighs and seven Archers.  The object: to use the forces at your command to capture your opponent's King.<P>
The play of the game is unique: arrows on the board determine your pieces' directions of movement.  To move a piece, you must follow on of the arrows that lead from its square.<P>
The more you play, the more you'll discover that the possibilities for strategy are endless.  Invent your own techniques of attack and defense.  Experiment with different battle formations.  Use cunning and logic to surprise your opponent with new and unusual tactics.<P>
Previously known as Smess.  The box is scuffed and a little torn due to removed tape.  There's also some tape still on the cover.  The board is in very nice condition and all the pieces are included.  The rules are printed on the inside of the box.

Triazzle 3D Puzzle
The box is a little crushed, but the puzzle is undamaged.  The box has not been opened and is still in the original shrinkwrap.

Outwit
The box is a little scuffed.  The game is complete with all 18 wooden pieces.

U Dubopoly
The box is structurally sound, but is faded and has some stains on it.  The interior is like new and never played.  Very nice.

Bargain Hunter
The box is scuffed.  The game is complete except for the 4 plastic Credit Cards.  These are not necessary to play the game.  Everything else is included.

Sub Search - by MB, 1973
This is a 3D version of Battleship.  The game is complete!  The contents are a little dusty and musty, but everything fits together and looks great.  The box is starting to fall apart.

20,000 Leagues Under the Sea - by Lakeside, 1975
The box is scuffed and a little dented.  The game is complete.

How to Host a Murder: The Chicago Caper - by Decipher
The game is complete.  The box is scuffed and one of the corners is split.  The invitations are all blank and included.  The sheet of membership cards has been cut out, but this is something you'd have to to play.

How to Host a Murder: The Grapes of Frath - by Decipher
The game is complete.  The pieces are still in their original wrapping on the inside of the box.  The box is scuffed and has a large sticker on the front.  Otherwise, the game is like new.

Save the World Boardgame - 1986
Except for the condition of the box, this game is like new.  The cards are still waiting to be puched out of their perforations.  The box is dented, and has a split corner.

Let's Go to the Races VCR Game - by PB, 1987
Complete and appears to have never been played.  The box is a little scuffed.  This version was a special edition packaged with another VCR game, and says so on the front of the box.

The Challenge Card Game - by Lion Rampant
THe box is a little scuffed.  The game is punched, but complete.

Tri-Bond
The box is scuffed and has had tape and a sticker on it.  They are all removed now, but there are the tell-tale tears on the outside of the box.  The game is missing 1 green playing piece, and the standard 6 sided die (numbered 1-6).  Otherwise the game is complete and in good condition.

The $50,000 Pyramid - 8th Edition - MB, 1981
The box is a little scuffed and dirty, but the inside is like new.  The cards are still unpunched, and the other pieces are still wrapped in cellophane.

Probe - by PB, 1974
The box is scuffed, but the game inside looks like it's never been played.  Seems complete.

Jitters - by MB, 1986
The box is scuffed and all of the interior packaging is missing.  The game is complete, with all of the dice and cards.  Also, the mechanical timer does work.

Chronology - by Great American Puzzle Factory (#781)
NEW.  Still in the original shrinkwrap.

Triptic - by Invento Products
This is a 3D Tic-tac-toe game.  It consists of 3 clear plastic boards held together with bolts.  The playing pieces are large, colored marbles (clear and red) that fit into small holes in the boards.  The game seems complete except that one of the red marbles is significantly smaller than the others, so this may have been a substitution for a lost piece.  It also includes the rules and assembly instructions.  A nice looking, heavy game.

Stir Crazy Dinner Party Game - Mexican edition - by Decipher, 1996
NEW!  Still in the original shrinkwrap.

Stir Crazy Dinner Party Game - Oriental edition - by Decipher, 1996
NEW!  Still in the original shrinkwrap.

Probe - by PB, 1964
The box is scuffed, but the game inside looks like it's never been played.  Seems complete.  The cards all have a slight warp from being squished in the box.

Songburst - 50s and 60s Edition - by Hersch, 1991
This great party game is now out of print, but you can get your copy here, on eBay!
The object of the game is to complete the lyrics to well known songs.  The less you have to be
reminded by the card, the more points you score.
The game is complete with 8 each of the records and the three playing pieces.  It also includes the board and card; both are in good condition. The box is scuffed and a little dirty.

*Hacker Card Game - by Steve Jackson Games   (x3)
Hacker Card Game, by Steve Jackson
In 1990, Steve Jackson Games was raided by the Secret Service during a "hacker hunt" that went disastrously out of control.  They lost several computers, modems and other equipment.
Worse, they lost the manuscripts to several uncompleted games, most notably GURPS
Cyberpunk, which a Secret Service agent the next day called, "a handbook for computer crime."
The company had to lay off half its staff, and narrowly avoided bankruptcy.<P>
Since the day of the raid, gamers have been asking them, "When are you going to make a game about it?"<P>
Here it is . . .<P>
NEW.  Still in the original shrinkwrap.

Car Wars Card Game
MINT!!!!  New, still in the original shrinkwrap.

Car Wars Card Game
MINT!!!!  New, still in the original shrinkwrap.

Car Wars Card Game
MINT!!!!  New, still in the original shrinkwrap.

Zobmondo
Taboo
Liar's Dice
The World of Wall Street
Tabo
Nightmare
Nightmare
Scrutineyes
Who's the most perceptive?  That's the question this game asks.  Players look at the large pictures filled with all sorts of different things, and then try to recall what they saw when the picture is put away.  Great fun for the entire family.<P>

49ers Trivia Game
Trivial Pursuit Master Game - Family Edition
Trivial Pursuit Card Sets:
        Baby Boomer (x6)
        Silver Screen (x2)
        Young People Edition
        Sports (x4)
        RPM Edition (x2)
Shogi
The Amazeing Labyrinth
Scotland Yard
Scotland Yard
Flinch
Balderdash
The hilarious bluffing game!<P>
In the game of Balderdash the correct meaning of strange words can be anything you or your friends come up with.  You see, Balderdash is not just a game of questions and answers.  It's a bluffing game.  Players try to bluff each other by creating phony definations for some of the zaniest, most unbelievable words in the english language.  Players are awarded points points for bluffing as well as for choosing the correct meaning.<P>
Although this game is out of print, it is still one of the most requested games in many stores (after Pokemon, of course).  Although Parker Brothers has come out with a sequel, Beyond Balderdash, most people seem to prefer the original.<P>

The Transformation Game
Split Second
Scruitineyes
Who's the most perceptive?  That's the question this game asks.  Players look at the large pictures filled with all sorts of different things, and then try to recall what they saw when the picture is put away.  Great fun for the entire family.<P>

Close Encounters of the Third Kind

*Risiko
This is an Italian version of Risk.  It has absolutely fabulous pieces - in the shape of tanks and flags.  The board layout is similar to Risk, but the board is of a completly different cardboard.  Very interesting.<P>
I have to admit I'm a bit confused about the pieces.  There is a parts list (in Italian, but I think I have is translated) that says that each color is supposed to have 66 tanks and 5 flags.  Here's a list of what I have:
        The yellow army has 69 tanks and 4 flags
        The blue army has 67 tank and 4 flags
        The red army has 77 tanks and 4 flags
        The black army has 72 tanks and 4 flags
        The purple army has 77 tanks and 4 flags
        The green army has 73 tanks and 4 flags
It also lists 14 "carte degli obiettivi" which should be some sort of cards, but I don't have them whatever they are.  I do have all 44 of the territory cards and wild cards.  Also, one of the six dice is missing.  The lid is scuffed and one corner is split and a little torn.  The bottome half of the box also has a split corner.  Otherwise it is in excellent condition and will make a fine addition to someone's game collection.

Stop Thief
Now's your chance to get your own copy of this classic boardgame of electronic cops and robbers.<P>
You and your opponents are private detectives, assigned to track and arrest a notorious thief.  The detective who makes the arrest will earn a reward of at least $800.<P>
The thief, however, is unlike any you've ever persued: he's computer controlled and completely invisible.<P>
But you can hear him!  Each time the thief makes a move on the board, he triggers a sound on your Electronic Crime Scanner.  This remarkable device follows every move that the thief makes on the board.  With your Crime Scanner you cn hear the their in the very act of commiting a crime.  You hear him, too, as he crosses a squeaking floor, opens a creaking door, breks the glass of a window, runs along the street, or tries to escape on the subway.<P>
Each sound you hear on your Crime Scanner provides you with a clue to the thief's location on the board.  By carefully using these sound clues, you can track down the thif and close in fan an arrest.  You then use your Crime Scanner to call the cops and direct them to where you think the thief is on the board.  With a little luck, the cops will arrest the thief and cart him off to the station for booking.<P>
After this thief is arrested, other thieves will also steal.  Each thief works alone; each is invisible; each caries a reward.<P>
Your challenge: to be the first detective to earn $2500 in Reward Money.<P> 
The game is complete and the Electronic Crime Scanner works.  The box is a little worn and has several price tags on it, but is in good structural condition.  The board is clean and nice.  the rules and instructions are included as well.
 
X-Men
Tom Clancy's Politiko
Dune - PB
Slip Disc
Conspiracy
4000 AD
Clue Master Detective
Heimlich & Co.
Lie, Cheat & Steal
Nightmare
Ranger: The challenge of Patrolling
An Enchanted Evening
After the Holocaust
How to Host a Murder - Last Train form Paris

*Sink the Bismark - 3W
It is May, 1941.  The orders to execute Operation Rheinubung have been given, and the German Battleship <I>Bismarck</I> and heavy cruiser <I>Prinz Eugen</I> have slipped away, undetected, from their Norwegian fiord.  Their mission: sweep the Atlantic clean of Allied shipping.  Success will bring Great Britian to her knees.  Failure will mean the loss of the Krigsmarine's only operational battleship.  Can you, as the German player, be more successful than your historical counterpart?  As the British player, commanding the might of the Royal Navy, can you repeat history and "Sink the Bismarck" before she preys on England's vulnerable convoy system?<P>
<B>Sink the Bismarck</B> is a two-player, operational level, simulation of the historical campaign.  It models all of the crucial aspects of operational air/sea warfare during World War II, while retaining tactical ship vs. ship elements.  Both players manuever their units on one colorful mapsheet of the Atlantic.  "Fog of war" is cleverly handled through the use of "dummy" task forces and pre-plotted German movement.  Both historical and hypothetical scenarios are included; hypothetical scenarios explore alternative orders of battle that might have been -- like the <I>Scharnhorst</I> and <I>Gneisenau</I> joining in from Brest.  Each hex represents 75 nautical miles, each turn represents 8 hours of real time.  Playing time is 2 - 4 hours.<P>
The game is complete and UNPUNCHED and even includes the 10-sided die.  The box is structurally sound, but is a little scuffed and has been taped shut along each side.  The game itself is like new. 

6 Steps
How to Host a Mystery - Star Trek: The Next Generation<P>
Like Decipher's other mystery games, each player takes on a role to try and figure out the mystery.  In this case, the roles are the different Star Trek Characters.  Play Commander Riker, Data, Jeordi, Worf, Dr. Crusher, Counselor Troi, Guinan or Ensign Ro Laren.<P>



3M Games:

Image - by 3M
The slipcase is scuffed.  The interior box is a little scuffed and has a previous owner's name writing on it in flet tip pen.  There are 112 cards, play mat and scorepad.  The instructions and parts list is mising.

Thinking Man's Football - 3M, 1969
This game is complete.  The vinyl game board/slip cover is clean (no permanent grease pencil marks) and in good condition.  The cardboard box has a glob of glue in one corner, and a small tear along one side.  The game is complete, and even comes with the pencil.

Regatta - 3M, 1968
The vinyl board/slip case is a little scuffed on the outside, but nice on the inside.  The game is complete except that it is missing 2 of the 6 yacht counters.  All of the other counters, cards and islands are included.

Speed Circuit - 3M, 1971
The vinyl board/slip case is a little scuffed on the outside, but nice on the inside.  The game is complete and does include all 6 metal cars, 5 performance cards, rules, performance chart and holder & 6 speed wheels.

Thinking Man's Golf


Twixt (red box and slipcase)
Twixt (red box and slipcase)
Twixt (red box and slipcase)
Twixt (red box and slipcase)
Twixt (brown box and slipcase)
Facts in Five
Stocks and Bonds
Stocks and Bonds
Jumpin
Jumpin
Quinto
Image
Foil
Win, Place & Show



War Games:

Enemy in Sight - AH
The box is like new.  The cards have been punched out, but the counters have not.  The game is complete and looks like it was never played.

Titan the Arena - by AH
This is new still in the original shrinkwrap.

Titan - by AH
NEW.  Still in the original shrinkwrap.

Supremacy Expansions (all NEW, still in the original shrinkwrp):

*Supremacy Expansion:  Neutron Bombs, Killer Satellites . . . , by Supremacy Games, 1988  (x3)
Supremacy Expansion:  Neutron Bombs, Killer Satellites, MIssile Silos and Spaceports.<P>
This expansion set contains new and much more powerful strategic weapons for use in Supremacy.  The Neutron Bombs and Killer Satellites will challenge you with more tactical and strategic options when waging war.  You must secretly choose which technologies you plan to develop.  These decisions will directly affect your military posture and readiness.<P>
This expansion set contains new rules plus 348 plastic playing pieces -- mushroom clouds and disc representing Neutron Bombs, Killer Satellites, Missile Silos and Spaceports.  They come in the six bright colors of the Supremact Superpowers.<P>
Visit my other auctions for more Supremacy Expansions.<P>
NEW!!  Still in the original shrinkwrap!

*Supremacy Expansion: Warlords and Pirates of the Neutral Zone, by Supremacy Games, 1987  (x2)
With this addition to Supremacy new challenges must be met before you can achieve world domination.  Warlords and pirates have taken over all neutral territories and seas.  If you want to occup these zones, you must be prepared for a fight.<P>
The warlords and pirates are strong opponents.  They defend their territories and seas from attack.  Pirates blockade ports, then charge you passage money when you want to get your resources out.<P>
The warlords and pirates add more depth to an already exciting game.  For example, with Warlord Sivaji now in charge of India, if you prospect and find Mahabir Mines there, you must pay Sivaji the company salaries.  Pirates also control the seas around India.  Sharjah occupies the Arabian Sea and Nicobar controls the Bay of Bengal.  Having paid salaries to the ruling warlord, you still must pay passage money to either of the pirates to let your minerals through their blocades.<P>
Warlords and pirates are military-minded.  This means that you can sell them nukes and L-stars which they will use when attacked.  It also gives the superpowers a major new source of income.<P>
This expansion set contains new black plastic playing pieces.  Cubes represent the warlords' armies and the oblongs are the pirates' navies.  Also included is the Supply Center.  The Supply Center is divided into two parts: part one for the warlords and part two for the pirates.  This is where you record their cash, nukes and L-stars.  The name of each warlord and pirate is listed next to the territory or sea which he controls.<P>
Visit my other auctions for more Supremacy Expansions.<P>
NEW!!  Still in the original shrinkwrap!

*Supremacy Expansion: Main Battle Tanks, by Supremacy Games, 1990  (x2)
This expansion set for Supremacy allows players to deploy tanks across the globe, and when you do, your opponents will become very uneasy and wary.  They'll be watching every move you make and doubting every ord you say.  A battalion of main battle tanks poses a major threat to the military security of your neighbors . . . and they know it.  Be prepared to use them.<P>
Carry out your diplomatic moves under the shadow of these mechanized warriors.  Station tanks in your vital territories when you want to tell opponents to stay out and where to go.  The looming threat of will force friend and foe alike to submit to your will.<P>
Main Battle Tanks are color-matched to each superpower.  There are 40 miniature tanks, five per superpower.  Tanks have been included for use with the Middle Powers expansion set.  Each tank is 1.5 inches long.<P>
Visit my other auctions for more Supremacy Expansions.<P>
NEW!!  Still in the original shrinkwrap!

*Supremacy Expansion: Boomers, by Supremacy Games, 1990 (x4)
Boomer submarines constantly prowl the ocean depths with their arsenal of nuclear ballistic missiles.  These leviathans of the deep play a powerful role in your strategic forces.<P>
Watch your foes sweat and yield to you command as they face the sudden threat of a nuclear strike.  Surprise, overwhelm and penetrate their laser star defense systems.<P>
The critical edge is yours.  The ocean depths conceal your boomers as they slip into position and sink enemy ships.<P>
Now if your land based nukes are captured or destroyed, you'll always have a nuclear reserve lurking beneath the waves.<P>
This expansion set contains new rules, and 40 miniature boomer submarines made of durable plastic.  There are five boomers color-matched for each superpower.  Boomers have also been included for use with the Middle Powers expansion.  Each detailed miniature is 2.5 inches long.<P>
Visit my other auctions for more Supremacy Expansions.<P>
NEW!!  Still in the original shrinkwrap!

*Supremacy Expansion: The Middle Powers, by Supremacy Games, 1988
Two new superpowers are introduced to Supremacy in this expansion set.  The Federation of Australasia and the Dominion of Canarctica will cause major shifts in the global strategic balance.  Try out your <I>Grand Strategy</I> with these two newly emerged superpowers -- suddenly you see the chalenges and oppurtunities facing the world from a new perspective.<P>
This expansion set contains 216 durable plastic pieces,representing armies, navies, neutron boms, killer satellites, missile silos, and spaceports in two new superpower colors, two full color Supply Centers and rules.<P>
Visit my other auctions for more Supremacy Expansions.<P>
NEW!!  Still in the original shrinkwrap!

Dragons - An Adventure into Middle Earth
Opened, but otherwise mint.  I opened it myself because I had to see what it looked like inside.  100% complete.

Triplanetary - GDW, 
Triplanetary is a science-fiction game of space combat in the next century.  Individual ships use realistic vector movement as they travel between the planets and satellites of the inner solar system.<P>
Based on esily comprehended game mechanics that acurately simulate movement in gravity and deep space, a multiplicity of scenarios allows players a wide range of roles: from a commander manuevering a single ship in a race across the system, to an admiral directing a large space armada in wars between the worlds.  Whatever the scenario, the action is always fast-paced and tense.<P>
Triplanetary puts you directly in control of one or more rocketships flying betwen the planets.  Using one day turns and hexes measuring 75 million kilometers, scenarios allow games of piracy, interplanetary war and more.<P>
The game contains a 22 by 28 inch hexagon grid map of the inner Solar System, die-cut counters representing individual rocket ships, a die, a marker, and a complete ruls bok.  The marker plots rocket courses directly on the ap using Triplanetay's unique vector moveent system; the erasable map surface wipes clean after each game.<P>
Now is your chance to pick up an actual virgin copy of this classic game!<P>
MINT!!!!  New, still in the original shrinkwrap.

Triplanetary - GDW
Triplanetary is a science-fiction game of space combat in the next century.  Individual ships use realistic vector movement as they travel between the planets and satellites of the inner solar system.<P>
Based on esily comprehended game mechanics that acurately simulate movement in gravity and deep space, a multiplicity of scenarios allows players a wide range of roles: from a commander manuevering a single ship in a race across the system, to an admiral directing a large space armada in wars between the worlds.  Whatever the scenario, the action is always fast-paced and tense.<P>
Triplanetary puts you directly in control of one or more rocketships flying betwen the planets.  Using one day turns and hexes measuring 75 million kilometers, scenarios allow games of piracy, interplanetary war and more.<P>
The game contains a 22 by 28 inch hexagon grid map of the inner Solar System, die-cut counters representing individual rocket ships, a die, a marker, and a complete ruls bok.  The marker plots rocket courses directly on the ap using Triplanetay's unique vector moveent system; the erasable map surface wipes clean after each game.<P>
Now is your chance to pick up an actual virgin copy of this classic game!<P>
MINT!!!!  New, still in the original shrinkwrap.

Demon's Run - An album game by Yaquinto, 1981
A game of the Starcup Challenge Racing Series!<P>
Demon's Run is a simulation of the most demanding and deadly race in the Starcup Challenge Racing Series.  A course constructed in a savage area of turbulant space studded with rotating black holes, fluctuating intense radiation zones, space-time disruption fields, and randomly moving hunter-killer mines that will test your piloting skill and courage to the fullest.  Set within this field are a series og Buoys that must be recovered to score victory points.  Some of the Buoys are in fixed positions, others move randomly.  The most valuable of all are the Astaroth, Belial and Lucifer Buoys which are locked in tight orbit through the intense radiation zones surrounding the monsterous Hell2 and Hell3 black holes.  Players must design their ships maximum function levels in each category of ship operation and must pilot the ship through the treacherous course in the quest of Buoys.  Players must always be aware of the course obstacles, the positions of the other racers, and the remaining fuel supply of their ship.  Demon's Run is a game that is played in a delicate balance between success and disaster.  It is not some simple couple hundred laps around an oval track.  Demon's Run is a wide eyed, full power leap into the mouth of hell!<P>
New, still in the original shrinkwrap.  There is a small tear in the shrinkwrap at one of the corners, and that corner shows a little wear, but it is still in fabulous condition for a game almost 20 years old.

Alert Force - a mini-game of terrorist attacks by Close Simulations, 1983
MINT!!!!  New, still in the original shrinkwrap.

Up Scope - SPI, 1977
Game designed by Joseph Balkoski and developed by Frank Davis & Steve Ross
"Upscope is a tactical simulation of submarine and anit-submarine warfare during the First and Second World Wars as well as in the contemporary era.  The game furnishes complete information on every significant submarine and anti-submarine vessel and weapon employed between 1914 and the present day.  Each weapon is classified by a full efficiency and historical date of avialability, and it is this data which governs exactly how and when a given weapon type is employed in the context of the game."

The game is punched (I count 399 out of 400 counters) and in good condition.  The two 34" x 22" hex maps required for the game are not included, but as these are most likely open sea maps and without terrain, any hex maps will suffice.  All other components are included.

Tokyo Express - Victory Games, 1988
Complete (all but 16 counters unpunched, but all included) except for the Standard Rules Booklet.

Devil's Den - AH, 1985
This game is 100% complete!!

*Revolt on Antares - TSR, 1981
by Tom Moldavy
Antares 9 boils with unrest and intrigue.  This Planet, called Imirrhos by its people, has long been ruled by the Imperial Terran Empire.  Although local power is held by seven large family clans all important matters are decided by the Empire.  Now, however, the people of Imirrhos want more freedom, and plots are being laid to rise up and throw off Terran rule.
The Revolt on Antares minigame has three diferent scenarios.  In the Basic Game, the Rebel player leads his or her allies in rvilt against the Terran forces and the Houses that remain loyal.  In the second game, the Terran player tries to defend Imirrhos against revolting houses in league with invading enemies, the Silakka.  In the third game, Terra is neutral, while up to four players try to create the most powerful house on the planet!
Although the plastic box of this game has seen better days, the game is complete and unpunched (except for the 2 six-sided dice).




Role Playing Games:


Shadowrun:

Shadowrun Rules - Hardback - 1st Edition

Virtual Realities - 1st Edition

*Denver: The City of Shadows Boxed Set (x2)
by Nigel Findley.  Published by FASA (# 7212) in 1994.  
Welcome to the Front Range Free Zone.  (That's Denver for you outta-sync jokers.)  It's a
subdivided, drek-infested, dead-dry tinderbox waiting for some political pyromaniac with slippery
fingers to drop a match.  It's the center of the black market for most of North America and the
crossroads of six nations: Aztlan, CAS, Pueblo, Sioux, Ute, and UCAS.  They get along with each
other about as well as the rest of us do, all jandering about for position and a slightly bigger piece
of the turf.  It's the home of the Nexus, the Denver Data Haven, repository of more black
information than Maria Mercurial's diary (maybe).
It's all waiting for you, chummer.  Can you handle it?
Denver is a boxed campaign set for Shadowrun, Second (or Third) Edition.  It contains a player's
guidebook full of public and shadow information about the city and its surroundings, and a
gamemaster sourcebook that describes the locations, local folk, secrets, and surprises of the
Treaty City as well as offering rules and suggestions for making Denver as dangerous as it gets.
The campaign set also includes a poster-size color map of the Front Range Free Zone and a pair
of security/travel passes for two of the city's six sectors.  Which will you get, chummer?  Aztlan,
CAS, Pueblo, Sioux, Ute or UCAS?  There's only one way to find out . . .
This boxed set is NEW, still in the original shrinkwrap.

*Tir na nOg - by FASA  
by Carl Sargent & Mark Gascoigne.  Published by FASA in 1993.<P>
<I>The Land of Faery, <P>
Where nobody gets old and godly and grave,<P>
Where nobody gets old and crafty and wise . . . </I><P>
--W. B. Yeats, The Land of Heart's Desire<P>
<HR>
Tir na nOg, the Land of Youth.  Long protected by a powerful Veil, the former nation of Ireland now stands revealed in its Awakened power.  Who are its masters?  Where did they come from?  And what does its emergence hold for the world of 2054?<P>
Tir na nOg is a Shadowrun sourcebook that explores the emerging elven nation of Tir na nOg.  It is compatible with Shadowrun Second (and Third) Edition rules.
This sourcebook is out of print and getting harder to find every day.
NEW.  Shrinkwraped.

*California Free State - by FASA 1996
The land of Fun, Sun . . . and Run.<P>
"Which California are you comin' to chummer?  The Central Valley, ground zero of the water wars between the small farmers and the big corps?  Green-and-gorgrous Northern California, with a thousand mutually hostile small towns and crack Tir troops stepping right up to the tripwire?  Or try you luck along the Big Sur coastline -- you can either die from environmental poisons or get carved into tiny pieces by the pirates and smugglers who own the place.  How about Los Angeles, where rich simsense stars and even richer producers live just the other side of a plascrete wall from starving ork kids and strung-out chipheads?<P>
"Still think the Golden State is a great place for a shadowrun?"<P>
The California Free State sourcebook describes the country of California.  It features the movers and shakers, the hot spots, the war zones, the strange magic and the deep dark shadows of this independant nation that seems always on the brink of civil war.  This sourcebook describes life throughout the Free State, focusing on Los Angeles, San Francisco, and the agic-rich Mojave Desert.  A must for any California campaign, the California Free State sourcebook provides a wealth of adventure hooks, story starters, and rules for using them in your Shadowrun game.  Also included are new rules for nutant critters, magical oddities, and toxic beings unique to California.  Designed for use with 2nd Edition Shadowrun, but easily adapted to 3rd edition.<P>
NEW!!  Shrinkwraped and in mint condition!  Not even any shelf wear.

Tir Tairngire - by FASA (x2)
by Nigel D. Findley.  Published by FASA in 1993.<P>
<B>A nation of the future, built on the Traditions of the Past.</B><P>
Long shrouded in mystery, now one brave voice dares to speak the truth of the Land of Promise, Tir Tairngire.  How did it come to be?  Who holds its reins of power?  And what does its future hold?  The Tir Tairngire sourcebook reveals the Elven Nation for the first time, in all its glory and danger.  Journey there and beware.<P>
Tir Tairngire is a Shadowrun sourcebook that details the history, society, politics, and mystery of the Tir, the land of the elves in North America.<P>
This sourcebook is out of print and getting harder to find every day.
NEW.  Shrinkwraped.



BattleTech:


Wolf's Dragoons - FASA, 1989
This BattleTech sourcebook and scenario/background book dates all the way back from 1989 and is pretty rare.<P>
This supplement describes Wolf's Dragoons, a large mercenary unit that has served almost everyone in the Inner sphere.  It includes complete histories, organizations, and equipment for the several regiments of the Dragoons.<P>Check out my other auctions for more BattleTech items.<P>

The cover is scuffed and there is a price tag on the back cover.  The interior is clean.

House Marik
The cover is scuffed and the interior is clean.  The map is still attached to the book and is clean and in good condition.

Battletech Field Manual - Draconic Combine
The cover is scuffed and there is a price tag in the top corner.  The interior is neat and clean.

House Kurita
Published by FASA in 1987.
On September 9, 2786, Coordinator Jinjiro Kurita, consumed with bloodlust, ordered his
troops to slaughter the citizens of Kentares IV to the last man . . . 
And Kurita became the most feared name in the Inner Sphere.
To control his people, the Coordinator of the Draconis Combine must control their idelogy.
Thus, the Draconis society's values are Harmony and Purity -- Harmony with the interests of
and intentions of the Kurita state, and Purity from any thoughts that contradict those of the
coordinator.
Only the powerful, mystical society ComStar could compile this sourcebook on House Kurita and
the Draconis Combine.  Dozens of full-color illustrations depict famous personalities, scenes, and
military ranks, decorations and insignia.  Also included is Kurita history, from Shiro Kurita's bloody
conquests while forging the Draconis Combine to Takashi Kurita's ruthless "justice."  Every
Combine 'Mech regiment from Rasalhague to Luthien is listed, along with the totalitarian
government's structure, a description of the ISF (the Combine's secret police), and excerpts from
the Dictum Honorium, which spells out the codes of conduct for Kurita citizens.
Threatening to devour both the Federated Suns and the Lyran Commonwealth, the Dragon grows
stronger and more fearsome.  Every year brings the Draconis Combine closer to fulfilling its
destiny of conquering the Inner Sphere.

*House Laio
Published by FASA in 1987.<P>
Maximillian Liao offered Anton Marik two things: his daughter in marriage and the
assassination of Anton's brother, Captain-General Janos Marik.  To win the throne, Anton agreed,
and the Free World's League plunged into a devastating civil war . . .<P>
His work done, Maximillian Liao just sat back and smiled.<P>
Although percieved as the weakest Successor State, House Liao's Capellan Confederation is still
a wily, treacherous, and formidable foe.  Ruthlessly dominated by the cunning Maximillian Liao,
the Confederation schemes to pick up the pieces of the shattered Inner Sphere and declare itself
leader of a new Star League.<P>
From their tremendous library containing the knowledge of the universe, ComStar has compiled
this dossier on House Liao and the Capellan Confederation.  Included are dozens of full-color
illustrations depicting Confederation personalities, daily life, and military regalia.  Classified
documents on Confederation armed forces, the Warrior Houses, military structure, and political
intrigues are also provided.  In addition, the large history chapter stretches from Franco Liao's
unification of the Confederation to Maximillian Liao's devious plotting to control the Inner
Sphere.<P>
The rulers of the other Successor States do not consider Liao a threat -- Maximillian Liao just sits
back and smiles.<P>
The cover is scuffed, has a dogearred corner and has a sticky patch left over from an old price tag.  The first page has a price written in pencil in the top corner.  I treid to erase it, but you can still see it.  Otherwise the interior is neat and clean and the fold out map is included.  The binding is broken in the center, but no pages are falling out.  

*House Kurita
Published by FASA in 1987.
On September 9, 2786, Coordinator Jinjiro Kurita, consumed with bloodlust, ordered his
troops to slaughter the citizens of Kentares IV to the last man . . . <P>
And Kurita became the most feared name in the Inner Sphere.<P>
To control his people, the Coordinator of the Draconis Combine must control their idelogy.
Thus, the Draconis society's values are Harmony and Purity -- Harmony with the interests of
and intentions of the Kurita state, and Purity from any thoughts that contradict those of the
coordinator.<P>
Only the powerful, mystical society ComStar could compile this sourcebook on House Kurita and
the Draconis Combine.  Dozens of full-color illustrations depict famous personalities, scenes, and
military ranks, decorations and insignia.  Also included is Kurita history, from Shiro Kurita's bloody
conquests while forging the Draconis Combine to Takashi Kurita's ruthless "justice."  Every
Combine 'Mech regiment from Rasalhague to Luthien is listed, along with the totalitarian
government's structure, a description of the ISF (the Combine's secret police), and excerpts from
the Dictum Honorium, which spells out the codes of conduct for Kurita citizens.
Threatening to devour both the Federated Suns and the Lyran Commonwealth, the Dragon grows
stronger and more fearsome.  Every year brings the Draconis Combine closer to fulfilling its
destiny of conquering the Inner Sphere.<P>
The cover of the book is a little scuffed, has a dogearred corner, and has a price tag in one corner.  The interior is neat and clean and includes the fold out map in the back.  The binding is in good condition as well.

*Sorenson's Sabres
This BattleTech sourcebook and scenario/background book dates all the way back from 1987 and is pretty rare.<P>
This supplement describes Sorenson's Sabres, a crack Kurita 'mech unit, including history, organization, mechwarriors, and their 'mechs.  Includes several scenarios and mini-scenarios, including a combat with Bandit Kings and a raid on Davion space.<P>
Check out my other auctions for more BattleTech items.<P>
The cover is scuffed and there is a price tag on the front cover.  The interior is nice and clean with no rip or tears.

Traveller:

*Adventure Class Ships Vol. I  
Approved for use with Traveller by FASA 
Ten ships in the 100 to 800 ton range, each drawn in 15mm scale on 22 x 17 inch sheets.  Descriptions of use and interiors, plus High Guard statistics are contained in a 16-page booklet.  Also included are 112 illustrated counters and a second 16-page booklet which contains general starship information, military information for the Zhodani and Imperium, and 6 encouner tables for adventuring in the Spinard Marches during the Fifth Frontier War, or anywhere.  These deck plans can be used with Martian Metals Miniatures, Azhanti High Lightnig, Snapshot Rules, and Striker Miniature Rules.  The ship plans included are: Valor Class Imperial Missile Corvette, Ninz Class Zhodani Type S Scout, Chameleon Class Commerce Raider, Stedlas Class Zhodani System Defense Boat, Desiree Keah Class Private Yacht, Maru Class 500 ton Merchant Vessel, Condor Class Freedonian System Defense Boat, Zhdits Class Zhodani Destroyer Escort, Lucifer Class Imperial Destroyer Escort and Chatl Class Zhodani Leader Scout.
This item is in New condition, still in the original shrinkwrap, although the box has been a little crushed.

Megatraveller Imperial Encyclopedia - GDW, 1987
The cover is scuffed and the interior is clean except for a small coffee stain along the edge of the book and several pages.  The stain does not obscure and text.

Navigator's Starcharts - Judges Guild
Sector mapping supplment for Traveller.  The cover is a little scuffed but it is otherwise clean and neat. 

Traveller Book 1 - Characters and Combat - by GDW, 1977
The cover is scuffed and  torn along most of the spine.  The interior is clean.

Imperium - by GDW
NEW.  Still in the original shrinkwrap.

Traveller Supplement #1 - 1001 Characters
The cover is a little scuffed and there is a gummy patch from a removed price tag.  Otherwise, the book is clean and in good condition.

Marc Miller's Traveller (T4) Rulebook
The cover is scuffed and there is a price tag on the top corner.  The interior is nice and clean.

Generic RPG Supplements:

*Tulan of the Isles (x2)
Tulan is a wonderfully detailed and rich Generic Fantasy Setting.  Tulan includes complete data for a wealthy town and a farming village, and details the relation between the two settlements and the region around them.  Information includes persons, places, encounters, adventures, politics, military security, economics, and a scenario.  If used with Carse (another fantasy supplement by the same authors), the gamemaster will possess the basis for a complete fantasy world.  Like Carse, Raymond Fiest was a major contributor to this project.
NEW!  Still in the original Shrinkwrap.

*RoleAids - Fantastic Treasures II - by Mayfair (#730), 1985
A generic fantasy roleplaying supplement listing hundreds of magic items and weapons drawn from myth and legend, alphabetized from M to Z, with a random treasure determination table for volume I and II.<P>Suitable for use with AD&D, Palladium RPG, or just about any fantasy roleplaying game.<P>
The cover is scuffed.  The interior is clean.

Adventure O1: Harbinger of Darkness - Underworld Publishing, 1992
The cover is a little scuffed and the interior is clean.

*RoleAids - Dwarves - by Mayfair (#704), 1982
A generic fantasy roleplaying supplementoutlining dwarven culture and magic, with a description of a Moria-like Dwarven city and two towns.  Also includes a scenario for drawf characters of levels 5 - 10, a quest across a wilderness to an evil fortress to recover a sacred axe.<P>Suitable for use with AD&D, Palladium RPG, or just about any fantasy roleplaying game.<P>
The cover is a little scuffed and the interior is clean.

RoleAids - Psionics - Mayfair (#749), 1991
The cover is a little scuffed and the interior is clean.

Grimtooth's Traps Lite - Flying Buffalo (#8509), 1992
The cover is a like new and the interior is clean.

Grimtooth's Traps - Flying Buffalo (#8501), 1981
A generic fantasy roleplaying supplement describing 101 traps for dungeons: room traps, corridor traps, door traps, items and artifacts, and Things.  All traps are rated in deadliness from one to five skuls; many are illustrated.<P>
The cover is a little scuffed and the interior is clean.

Grimtooth's Traps Too - 2nd Printing - Flying Buffalo (#8502), 1982
The cover is scuffed and the interior is clean.  The binding is worn.

Grimtooth's Traps Fore - 2nd Printing - Flying Buffalo (#8504), 1990
The cover is a little scuffed and the interior is clean.

Grimtooth's Traps Ate! - Flying Buffalo (8508), 1989
The cover is a little scuffed and the interior is clean.

*RoleAids - Clockwork Mage - Mayfair (#728), 1985
A generic fantasy roleplaying scenario for character levels 2 - 5.  A war of practical jokes between two wizards gets out of hand and backfires on the wizards.  The heroes must make their way through the magicians' trick filled manor to recover the items needed to put things aright.<P>Suitable for use with AD&D, Palladium RPG, or just about any fantasy roleplaying game.<P>
The cover is a little scuffed and the interior is clean.  The included map sheet is like new.

*Cloudland - Grenadier Models (#702), 1984
A Fantasy Role-Playing Adventure Module for skill levels 1-4.  Suitable for use with AD&D and other fantasy RPGs.<P>
This scenario is set in a vast, ancient castle with a subterraaean labyrinth, reputedly full of riches, where magical creatures fight over territory and treasure.<P>Suitable for use with AD&D, Palladium RPG, or just about any fantasy roleplaying game.<P>

The cover is scuffed and one corner of the back cover is dogeared.  The interior is clean.

Grimtooth's Traps Too - 1st Edition - Flying Buffalo (#8502), 1982
The cover is scuffed and the back cover has a dogeared corner.  The interior is clean.

*RoleAids - Lichlords - Mayfair (#726), 1985
A generic fantasy roleplaying scenario for character levels 12 - 16 involving an expedition into the catacombs of the buried city of Ool, accompanying a horrid group of rebel liches who want to overthrow their even more horrid king.  Includes new rules for wishes, high level magic, and liches.<P>Suitable for use with AD&D, Palladium RPG, or just about any fantasy roleplaying game.<P>
The cover is scuffed and the interior is clean.

*RoleAids - Shadows of Evil - Mayfair (#717), 1984
Two generic fantasy roleplaying scenarios for character levels 4 -7 involving a cursed valley and evil "black" druids.  Includes details on Celtic culture, Druidic background, New magic & two major adventures.<P>
The cover is scuffed and the interior is clean.

RoleAids - Final Challenge - Mayfair (#722), 1984
The cover is scuffed and the interior is clean.Undead - Mayfair (#737), 1986
The cover is scuffed and the interior is clean.

Maps: Book 1 - Cities - Flying Buffalo (#8562), 1993
The cover is a little scuffed and the interior is clean.

Pulp Dungeons - Dwarf Hold - Destination Games (#0703), 1996
The cover is a little scuffed and the interior is clean.

Pulp Dungeons - An Infestation of Kobolds - Destination Games (#0702), 1996
The cover is a little scuffed and the interior is clean.

Pulp Dungeons - The Forsaken Elves - Destination Games (#0701), 1996
The cover is a little scuffed and the interior is clean.

Pulp Dungeons - Orc's Lair - Destination Games (#0704), 1996
The cover is a little scuffed and the interior is clean.

Harn:

The Kingdom of Evael - Columbia Games (#5005)
The cover is a little scuffed and the interior is clean.

Encyclopedia Harnica #8 - Columbia Games (#6008)
NEW!  Still in the original Shrinkwrap.

Encyclopedia Harnica #15 - Columbia Games (#6015)
New!  Still in the original shrinkwrap.

Encyclopedia Harnica #7 - Columbia Games (#6007)
NEW!  Still in the original shrinkwrap.

The Kingdom of Kaldor - Columbia Games (#5006)
The cover is a little scuffed and the interior is clean.

Encyclopedia Harnica 12 - Columbia Games (#6012), 1984
The cover is a little scuffed and the interior is clean.

Encyclopedia Harnica #8 - Columbia Games (#6008), 1984
The cover is a little scuffed and the interior is clean.

Encyclopedia Harnica #7 - Columbia Games (#6007), 1984
The cover is a little scuffed and the interior is clean.


RuneQuest:


*RuneQuest Cities - by AH (#85714)
This is a RuneQuest 3rd edition supplement with rules for creating towns and cities, with over 40 encounter tables.  Includes guidelines on what characters do when not adventuring.  This supplement was originally published as "Cities," a Generic Fantsy product by Midkemia Press and Chaosium, before being redone as a RQ supplement by Avalon Hill.  It is still very usefull for any fantasy roleplaying game.<P>
NEW!! Shrinkwrapped.

Call of Cthulhu:

*Call of Cthulhu Double Adventure: The Statue of the Sorcerer & The Vanishing Conjurer - Games Workshop, 1986  x8
This is a Double Adventure for Call of Cthulhu.  It was published by Games Workshop under license of Chaosium.<P>
This book contains two scenarios published back-to-back.  "Conjurer" is set in London and involves the investigators with the Inner Brotherhood of Magicians; "Sorcerer" is set in San Francisco in 1925, where detective author Dashiell Hammett draws the investigators into a sinister murder mystery.  Includes 16 pages of player handouts.<P>
The  book is in NEW condition, having been shrinkwrapped upon arriving at the store where I bought it.  No Shelf Wear.  No Scuffing.

*The Horrible Secret of Monhegan Island - A Call of Cthulhu Adventure by Grenadier Models, 1984  (x3)
A scenario about a Maine island where the inhabitants have made a pact with the Old Ones.<P>
NEW.  Shrinkwraped.

Other RPGs:

*Adventures in Fantasy
Adventures in Fantasy by Dave Arneson & Richard Snider<P>
This is an extremely rare piece of gaming history.  It was published in 1979 by Adventures Unlimited/Excalibre Games.  It is a complete roleplaying game written by the creator of the first RPG, Dave Arneson.  It is not D&D and is not by TSR.<P>
This copy is not actually mint, but it is in shrinkwrap.  Under the shrinkwrap, on the cover of the box, it has been autograped by both authors!  The bottom of the plain white box shows some minor scuffing (presumably from when it was being signed, afterwhich it was wrapped).  As an aside, I have had and seen copies of this game that were NOT signed, so this is indeed a special item.<P>
The game includes three books, two reference sheets, and a 20 sided die.<P>
Here's an excerpt from Heroic Worlds, page 119 "<I>Fantasy system, similar in many ways to early D&D.  Characters may be warriors or magic-users; magic is handled on a spell-point system.  Movement is miniatures-oriented (speed in inches, etc.).  Character creation, combat, and setting up campaigns are covered in the 'Book of Adventure' (64 pages); spells and nonhuman races are detailed in the 'Book of Faerry and Magic' (56 pages); and the 'Book of Creatures and Treasure' (56 pages) contains just that.<P>
"017-010.2/006-79.  Boxed: Three books (64, 56 and 56 pp.), three cardstock sheets, die.  A limited number were signed by both authors.  Excalibure Games Inc., 1979."<P>
Be the envy of all the game collectors on your block and pick up this fascinating piece of gaming history.


Middle-Earth Role Playing Game - 2nd Edition - ICE (#8000), 1986
The cover is scuffed, the binding is a little torn, there is writing on the inside front cover and the interior is clean.

Pirates of Pelargir - ICE (#8104), 1987
The cover is a little scuffed and the interior is clean.

Raiders of Cardolan - ICE (#8108), 1988
The cover is scuffed and has two price stickers on it.

Goblin-Gate and Eagle's Eyrie - ICE (#8070), 1985
The cover is a little scuffed and the interior is clean.

Killer - 2nd Edition - Steve Jackson Games (#1201), 1985
The cover is scuffed and the interior is clean.

Star Trek: The Next Generation Role Playing Game, Last Unicorn 1998
Ever wonder what it would be like to take the Conn of a <I>Galaxy</I>-class starship as you engage a Romulan warbird?  Ever wanted to drink Klingon bloodwine with your comrades on the <I>I.K.S Pagh?</I>  What about a shore leave on breathtaking Risa in search of the legendary Tox Uthat?  Or a quick trip to Ferenginar to haggle with the Grand Nagus?<P>
The Star Trek: The Next Generation Roleplaying Game lets you "make it so" against the backdrop of the greatest science fiction universe ever created.  Experience all of the adventure and excitement the galaxy has to offer as you and your friends become the actors in your own Star Trek: The Next Generation adventures, creating new chapters and new stories set in this fascinating universe.  Defend the Federation from the onslaught of the Borg, trade phaser blasts with Orion pirates, manuever your ship through the deadly plasma storms of the Badlands, or explore unknown stars beyond the limits of Federation space.<P>
Adventure awaits you, Captain.  Do you have what it takes to boldly go where no one has gone before?<P>

Star Trek: The Next Generation RPG Gamemaster's Toolkit

Vampire: The Dark Ages Rules - Hardback

Clanbook Lasombra

Tales from the Floating Vagabond - AH (#9000), 1992
The cover is a little scuffed and the interior is clean.

*Car Wars Expansion Set #8 - Chopper Chalenge - Steve Jackson Games (#7121)  x2
A supplement for Car Wars.  It contains 19 full color counters, including helicopters, grasshoppers, pedestrians and wrecks; 2 full color 21" x 32" wilderness maps; and 5 scenarios to get you off the ground.
This item is New, still in the original plastic bag.


GURPS:

GURPS Space Atlas 1 (SW)
GURPS Imperial Rome (SW)
by C. J. Carella.  Published by Steve Jackson Games.<P>
GURPS Imperial Rome takes you to a world of adventure and intrigue, gladiators and glory.  The sprawling Roman Empire is full of campaign options, from orgies in the decadent Roman villas to battles with pirates off the coast of Sicily.  As an adventurer in the Imperial Age of Rome, you can:<P>
     Journey through the narrow streets of the greatest city in the world.  Haggle with shop owners, debate with senators on the floor of the Forum, or run through the dark alleys with the infamous Roman gangs.,p.
     Fight gruesome battles as a slave gladiator in the Colosseum -- clashing with other warriors or dangerous beasts.  Or race your chariot around the Circus Maximus, cheating death and vying for Imperial favor.<P>
     Visit exotic provinces like greece, Egypt, and Asia, and meet travelling thinkers, merchants, soldiers and mysterious natives -- from the barbarian Celts of northern Britian to the nomadic Berbers of Africa.<P>
     March to war with the Roman legions, defending the borders against Carthaginian invaders or the savage Huns of Asia.<P>
Also includes maps of Rome and its provinces, advantur ideas an much more . . . <P>
This item is MINT, having been shrinkwrapped upon arrival at the store where I got it and still in that perfect condition.

*GURPS Swashbucklers (1st Ed., 1st Print)  x3
by Steffan O'Sullivan.  Published by Steve Jackson Games.<P>
Adventure in a world of Gallantry and Grace . . . <P>
Pirates, Musketeers and Highwaymen come alive in this GURPS worldbook of romantic adventure from Elizabeth I to Napolean.  Rules and background given include: ship combat, black powder weapons, expanded fencing rules, cutlasses, chandeliers, codes of honor, duelling, compulsive gambling and all the other classic elements of a good swashbuckling time!<P>
GURPS Swashbuckler provides historical backgrounds and chronologies for the eras of sailing ships and musketeers.<P>

GURPS Prisoner  x2
by David Ladyman.  Published by Steve Jackson Games.<P>
Welcome to The Village.  You'll be staying here for a long time.  Experience the tension and thrills of No. 6, The Prioner, fighting to maintain his freedom against No. 2 and the masters of The Village.  Only this time, you aren't sitting in front of the TV, unable to help.  This time, you're involved, a prisoner yourself.  What will you do when you find yourself captured, drugged, harassed, your every move anticipated by unseen monitors?  Will you give in?  Or will you fight back against the forces of conformity and defeat?  Just how strong are you?<P>
The is the authorized roleplaying worldbook for The Prisoner, the classic British series staring Partick McGoohan.  It describes The Village and its inhabitants, both warders and prisoners.  It also covers the weird sciences available to No. 2 (the Chairman of the Village), and tells how to prepare and run a Prisoner campaign, in The Village or elsewhere, with special emphasis on roleplaying paranoia and eeping the players guessing!  A short adventure, "Arrival," introduces a party of prisoner into The Village.<P>
Also included are a bibliography of Prisoner material and synopses of all seventeen episodes.<P>
This book is designed for use with the GURPS Basic Set (3rd edition), but can be used as a sourcebook for any other roleplaying game.<P>
This book is new, although it does have a little shelf wear on the cover as well as a price tag on the front cover.  The interior of the book in bright and clean.
GURPS Supporting Cast
GURPS Autoduel (1st Ed)
GURPS Riverworld (SW)
GURPS Basic (3.1 Ed)
GURPS Space Atlas 3
GURPS High Tech (2d Ed)
GURPS Space Atlas 1  x2
GURPS Space Atlas 2
GURPS Unnight
GURPS Space (2nd Ed)
GURPS IST (SW)
GURPS Psionics (1st Ed)
GURPS Space Atlas 4
GURPS Beastiary (1st Ed)
GURPS Fantasy Folk (1st Ed)
GURPS Aliens
GURPS Humanx  x2
GURPS Terradyne
GURPS MArtial Arts (1st Ed)
GURPS Ultra-Tech (? Ed)
GURPS Magic (Damaged Cover)
GURPS Supers (2nd Ed)
GURPS Witch World
GURPS Arabian Nights
GURPS Robots
GURPS Space (1st Ed)
GURPS Supers (1st Ed)
GURPS Horror (1st Ed)
GURPS Basic (3rd Ed)
GURPS Uplift (SW)
GURPS Aliens (SW)
GURPS Conan: Beyond Thunder River (SW)
GURPS Space Atlas 4 (SW)
GURPS Cliffhangers (SW) (x3)
GURPS Fantasy II (SW)
GURPS Middle Ages 1
Welcome to the age of chivalry, fealty and piety.  GURPS Middle Ages 1 takes you to the rich, dark world of medieval England, where heroic knights fight for King and God, nobles trade favors and treachery, and peasants work the land.<P>
Thre major periods are covered: the Saxon Kingdoms, Norman England and the High Middle Ages.  Each has a distinctive flavor and campaign style -- combined with the cinematic "Hollywood Middle Ages," they provide a complete guide to medieval roleplaying.<P>
From simple jousts to the deadly Crusades, combat in the Middle Ages is covered in detail, with complete descriptionsof melee weapons, siege weapons, armor and castle defenses.  <P>
Also included are chapters on magic, religion and creatures of fact and fantasy, and maps of castles, an abbey, and medieval England and France.<P>
This item is in like new condition.  It has a price tag on the front cover in the corner and shows very little shelf wear.  The interior is bright and clean.

Orcslayer
GURPS Stardemon
GURPS Tredroy  (SW) (x2)
GURPS Old West
The American frontier was a legend, even as it was happening.  Gunfighters, Indians, cowboys, miners and mountain men . . . the "rust-eaters" who pushed the rails west . . . the Pony Express . . . the Texas Rangers and the outlaws they fought . . . the settlers battling fire, floods, stampedes and sickness . . . their adventures made the nation what it is today!<P>
GURPS Old West has:<P>
     All the classic character types: The Cowhand, the Dude, the Gunslinger, the Doc, the Gambler, the Outlaw nd the Lawman . . . even the town drunk.<P>
     Shootouts!  New rules for fast-draw contests, and descriptions of authentic Western weapondry.<P>
     Maps showing the Westward expansion, trail, rail lines and more -- and a detailed timeline of significant events.<P>
     Descriptions of Indian tribes . . . and rules and spells fro Indian magic!
     Legends of the Old West . . . to come alive in your campaign.<P>
     The battles that shook the West, from the Indian uprisings to the Civil War.<P>
So come on West if you've got the guts for it.  The weak die on the trail, and the cowards never leave home.  Let's see what you're made of, pardner . . . <P>
This item is in like new condition.  It has a price tag on the front cover in the corner and shows very little shelf wear.  The interior is bright and clean.




Games by TSR:


Non D&D:

*Top Secret Role Playing Game Boxed Set
Complete.  Even includes the original dice and the crayon to color in the numbers.  The last page of the rule book has been detached along the perforations.  This page is included and contains the character sheet.

Gamma World - 3rd Edition

*Boot Hill Boxed Set - Second Edition, 1st Printing, 1979
Boot Hill is the action-packed game of role-playing in the Wild West.  Players become outlaws or lawmen in a land where blazing six-guns often settle arguements, or they can become a character in one of the real-life scenarios given (like the famous Gunfight at the OK Corral).  Perhaps this time Johnny Ringo will be brought to justice -- but the player who tries had better have a lightning draw, or all he'll win will be a one-way ticket to . . . BOOT HILL!
The game is punched, and has 70 counters.  The map has some marks on it (cities added and some political boundries written in).  The game booklet is is good shape except that the two reference shets in the back of the book have ben removed, and only one is included.


Star Frontiers

SFKH2 Mutiny on the Eleanor Morales - TSR, 1984
The cover is a little scuffed and the interior is clean.

2010: Odessy Two Adventure - TSR, 1984
The cover is scuffed and the interior is clean.

SF3 Sundown on Starmist - TSR, 1983
The cover is scuffed and the interior is clean.

Star Frontiers Rule Books: Basic Game Rules & Expanded Game Rules - TSR, 1980
The covers are scuffed and the interiors are clean.

D&D:

Dungeons and Dragons Basic Rules (red cover) - TSR, 1980
The cover is scuffed and the interior is clean.

Dungeons and Dragons Expert Rules (blue cover) - TSR, 1980
The cover is scuffed and the interior is clean.

Dungeons and Dragons Basic Book (Light blue dragon cover) - TSR (#2001)
The cover is a little scuffed and the interior is clean except for a few small pencil marks.  Also, the chits are missing.

Red Steel Boxed Set
This is new still in the original shrinkwrap.

Glantri Boxed Set with Audio CD
This is new still in the original shrinkwrap.

Leaves from the Inn  of the Last Home
A one-of-a-kind, stand-alone book in the Dragonlance Saga, <I>Leaves from the Inn of the Last Home</I> is <B>the</B> Dragonlance reference book for games and non-gamers alike!  It contains stories and details alluded to in the novels, plus maps, recipies, songs, legends and other fun tidbits that complement the novels.<P>
The cover is a little scuffed and there is a price tag on the front cover and back.  One corner of the back cover is dogearred.  The interior is clean.

Encyclopedia Magica - Vol 1
First edition (with the nice cover and paper)

Encyclopedia Magica - Vol 2
First edition (with the nice cover and paper)

Encyclopedia Magica - Vol 4
First edition (with the nice cover and paper)

Encyclopedia Magica - Vol 4
NEW!!  First edition (with the nice cover and paper)

*Maztica
Published by TSR in 1991.
Enter the True World.  Marvel at the jungle's lush greenery, the desert's shimmering sands, the
bird;s jewel-toned plumage, the people's gentle demeanor.  Beware, though, the dark side of this
beauty: the gods of this place are very much alive, and their troubles are the people's
troubles.
Set in countries first described in the Maztica trilogy of novels, this campaign set provides players
and DMs will all the informationnecessary to recreate the storyline of Ironhelm, Viperhand,
and Feathered Dragon, or to build a campaign of your own.  Four new character classes,
Eagle Knights, Jaguar Knights, plumaweavers, and hishnashapers, add to the mystique of
Maztica.  New magical spells and items, new dieties, new proficicncies all add to the flavor of this
setting loosely based on the Aztecs and Mayans of Central America.
This boxed campaign set includes:
A Journey to the True World, a 96 page player's book;
Maztica Alive!, a 64 page DM's book;
Gods and Battles, a 32 page book containing Battlesystem rules statistics for the Golden Legions
and various Maztican armies, and profiles of the Maztican pantheon;
Four poster-size maps showing the True World and Cordell's voyage from the Sword Coast to
Maztica's shores, as chronicled in Ironhelm
The box is scuffed but in good structural condition.  All 3 boks are very clean and in like new condition.  All 4 large maps are included in excellent condition.  The boxed set is complete.

The Horde Boxed Set (x3)
Designed by David Cook.  Published by TSR in 1990.
The Endless Waste
Between East and West, between Earth and Sky, lies the Endless Waste.  Barren and desolate,
this windswept land forms the barrier between the feuding kingdoms of Faerun and the ancient
empires of Kara-Tur.  The eternal steppe is home only to the hardy, nomadic horsemen who
travel its secret paths.
This region, long ignored by its neighbors, is about to erupt in the bloodiest conflict ever to sweep
across the Forgotten Realms.  Yamun Khahan, Emperor of the Tuigan, has united the barbaraian
tribes into an unstoppable horde.  Already he rules the steppes, from the Cave of a Thousand
Gods to the Valley of the Dog-Men.  Driven to conquer, Yamun Khahan looks both east and west,
and sees a world ripe for harvest.
The Horde Campaign Set includes:
Two 64 page encyclopedias describing the Endless Waste and the barbaraians who live
there;
Four full-color maps, showing the Endless Waste from Rashemen and Thay in the West to Shou
Lung in the east, plus the Caliphate of Semphar and many other locales;
Eight pages of monster descriptions ready to be added to your Monstrous Compendium;
Twenty-four individual hand-outs with adventure information, background on the region, and
illustrations of the nomadic barbarians;
A clear plastic measuring overlay.
NEW!  Still in the original shrinkwrap.

City System Boxed Set
The cover is very scuffed, there is a price tag on the front cover, and several of the corners have split.  This set contains 11 out of the 12 it came with new.  It includes all 10 of the cetailed city maps and the map of Waterdeep Castle.  The map missing is the larger scale map of the entire city.  All the maps have been used, but none are torn or damaged.

Fiend Folio
The cover is a little scuffed and the interior is clean.

Player's Handbook - 1st Edition
The cover is a little scuffed and has a price tag on the inside front cover.  The interior is clean.  The binding is in good condition.  Another example of a very old book in excellent condition.

Greyhawk Adventures

Unearthed Arcana
The cover is a little scuffed and has a price tag on the front and the back.  There is a name written on the top of the first page, but otherwise the interior is clean.  The binding is in good condition.

Manual of the Planes
by Jeff Grubb.  Published by TSR.<P>
A vital sourcebook for players and DMs of all levels of experience, the Manual of the Planes details the manifold worlds of the known planes of existence.  This book describes the inhabitants, rulers, and environments of these worlds, as well as rules for movement, survival, combat and spell use in these alien surroundings.  A different style of AD&D awaits!<P>
The cover is a little scuffed.  The interior is clean.  The binding is in good condition.  This is a prime example of a hard to find book.

Dungeon & Dragins Rules Cyclopedia
The cover is a little scuffed and has a price tag on the front.  The interior is clean.  The binding is in good condition.

Wilderness Survial Guide
The cover is scuffed.  The interior is clean.  The binding is in good condition.

Oriental Adventures

Greyhawk Adventures
The cover is a little scuffed.  The interior is clean.  The binding is in good condition.  Very nice condition for this hard to find item.

Oriental Adventures
The cover is a little scuffed and has a price tag on the front.  The interior is clean.  The binding is in good condition.

Manual of the Planes

Manual of the Planes

Manual of the Planes

Kara-Tur
Complete with both books and 4 full-color maps.  The box has one split corner and is scuffed.

Elves of Evermeet
For many years, Evermeet has remained a mystery, known only as the elves' place of refuge.  So far, details about the island itself, its geography, rulers, and society have been sketchy.  It is known that Evermeet is protected by illusory magic, that ships lose their way or vanish mysteriously if they approach the isle, and that the elven navy is the finest in the realms.  Past publications have also revealed that Evermeet is ruled by Queen Amlaruil, and that her husband Zaor was murdered decades ago.  Beyond this, little is known.<P>
The Elves of Evermeet attempts to investigate and explain the inner workings of the elven island, and develop the the realm as a setting for Forgotten Realms adventures.  Until now, Evermeet has been reserved exclusively for the elves and offiially closed to humans, dwarves, and other races.  but this product will help you work Evermeet into your campaign and allow other PCs to visit, or at least interact, with the mysterious island.<P>
Included are:  New elven magic (for High Mages), elven NPCs, tips on playing Evermeet elves, gods and godesses of the island and adventure ideas for your own campaign!<P>
Bring the wonder of Evermeet into your game, with this sourcebook.  It's a mystery no more!<P>
The cover is a little scuffed.  The interior is clean.  Great condition for this hard to find item!

The Ruins of Myth Drannor Boxed Set
Myth Drannor, city of glory.  We shall not see its like again.<P>
Perhaps you've heard its shining story . . . of a time when elves and dwarves, gnomes
and halflings and men lived and loved together, striving to create beauty and right wrongs.  Magic
was brighter then, in the City of Song.  Folk were richer then, in the City of Wonder.  Once this
proud city stood as the highest jewel in the glittering crown of civilization.<P>
There came a day when it was overwhelmed by evil, thrown down, despoiled, and left a
ruin in the heart of its encircling wood, as all things of beauty are.<P>
Evil spawned and crawled there, and the elves kept watch around it, that evil might not spread.
Centuries passed, but the tales let few forget the powerful magic, the great treasure -- and the
deadly horrors that lay waiting within it walls.<P>
Now the elves are gone, and adventurers from a hundred lands and cities are rushing to Myth
Drannor, to seize what they can of the long-lost glory.  If the bards and sages are right, power lies
there for the claiming that could change the face of the Realms, rule kingdoms, or lay waste to
them.<P>If you would be a part of this exciting quest, this boxed set is for you.  Inside await four poster
maps, eight cardsheets, eight Monstrous Compendium sheets, and two booklets -- a 128 page
Campaign Guide, and a 32 page Adventure Booklet -- filled with details about Myth Drannor, a
fully-detailed campaign setting for high-level characters in the world of the Forgotten Realms.
New monsters and magical items await to sparkle and challenge in any AD&D campaign -- and
this set lays bare the secret at the heart of Myth Drannor: the fabled mythal!<P>
Don't be left by the fireside, listening, wistful, and poor.  Join the rush for gems and gold, magic
and power.  Open this box, and enter into fabled Myth Drannor!<P>
The box is scuffed, thee is a price tag on the back cover and there is a small tear in one corner of the front of the box.  The two books are very clean and in like new condition.  All 8 MC pages are in like new condition, as are the 8 cardstock note cards.  The 4 large maps are very clean and like new.  The boxed set is complete.

Greyhawk Wars (x2)
Take command of the armies yourself and change the dark course of history in the World of Greyhawk.<P>
Boxed set contains over 300 counters, 150 cards, two full-color maps and an 8-page book of rules. It also contains a 32-page history of the actual war.<P>
This copy of Greyhawk Wars by TSR is in MINT condition - still in original shrinkwrap!

City System Boxed Set

The Ruins of Undermountain II Boxed Set
The box is scuffed and has a price tag on the front cover.   The two books are clean and in good condition.  The Monstruos Compenduim booklet and all 8 trap/treasure cards are included in good condition.  All 4 map sheets are included.  While they show signs of use (wear along the creases) they are clean and none are torn.  The boxed set is complete.

The Ruins of Undermountain Boxed Set
The box is scuffed, a little dented and has a price tag on the front, but all of the corners are intact.  The two books are clean and in good condition.  All 8 MC pages and 8 trap/treasure cards are included in good condition.  All 4 map sheets are included.  While they show signs of use (wear along the creases) they are clean and none are torn.  The boxed set is complete.

Forgoten Realms Campaign Setting - 2nd Edition
The box is a little scuffed and in good structural condition.  The 3 books are very clean and in like new condition.  There are 6 cardboard sheets containing symbols of the gods.  These are clean and have not been cut out.  There are 8 Monstrous Compendium inserts.  Also included is a large poster of the cover art, 2 clear map overlays, and 4 large maps; all in like new condition.  The boxed set is complete.

Draconomicon
The cover is scuffed.  There is a name written in blue ball point on the inside front cover.  There is a price tag on the first page.  Otherwise, the book is in nice condition.

The Ruins of Undermountain Boxed Set

The Ruins of Myth Drannor Bexed Set

Forgotten Realms Campaign Set - 1st Edition
The box is scuffed.  The 2 books are suffed on the outside, but clean on the inside.  The 4 large maps are in good condition.

City System Boxed Set

City System boxed set

World of Greyhawk Fantasy Campaign Setting (2nd edition)

Forgotten Realms Atlas

Aurora's Whole Realms Catalog, TSR 1992
Everything the well-equipped adventurer is in this 160  page almanac-sized, early 1900s-style catalog!<P>
This is a complete collection of equipment and supplies for adventurers in any AD&D game world.  The book resembles a turn-of -the-century retail mail catalog, containing blankets, lanterns, snowshoes, tols, etc.  Each item features a short description, illustration, weight and cost in game terms.  Commentary for some items from Aurora is in the form of amusing anecdotes.<P>



Modules:

A1  Slave Pits of the Undercity
The cover is scuffed with one dogearred corner.  The interior of the cover also has some rust stains.  The book has rusted staples and rust stains along the binding.  Otherwise the book is clean.

A2  Secret of the Slavers Stockade
The cover is very scuffed.  The book has rusted staples and there are some small rust stains in most pages of the book near the staples.  Otherwise, the book is clean.

A2  Secret of the Slaver's Stockade
The cover is very scuffed.  There are some pencil marks on the map.  The book is falling apart, but has been taped together.  All of the pages are included.  There ae some pencil marks in the book and one of the illustrations has been colered in with colored pens.

A3  Assault on the Aerie of the Slave Lords
The cover is scuffed.  The binding of the cover is a little worn.  The book is clean except for rusted staples.

A3  Assualt on the Aerie of the Slave Lords
The cover is scuffed and there is a large grease stain.  The grease stain continues on to the book, where is stains several pages.  The handouts on the center page have been removed but are included.  Otherwise the book is clean.

A4  In the Dungeons of the Slave Lords (x3)
The cover is scuffed and the binding of the cover is worn.  The book has had the first and last two pages removed from the staples (but they are included).  The staples are also rusted.

A1-4  Scourge of the Slave Lords (missing map book)
Published by TSR
Screams echo in the night, the charred remnants of a village are nute by day.  From the decaying
lands of the Pomarj, slavers have struck again!
The adventure that began in the Temple of Elemental Evil now sweeps southward across the Wild
Coast and into the desolate lands of the inhuman Pomarj.  Slave raiders scour the countryside,
leaving death and destruction in their wake.  Daring adventurers strike into the heartland of the foe
to harry the villians and bring retribution and justice to the land.
This product contains the completely revised Aerie of the Slavelords series of adventures.  Also
included are new challenges and new scenarios detailing the Wild Coast, the city of Highport, the
blasted lands of the Pomarj and the Drachenscrab Mountains.
With the beginning found in Temple of Elemental Evil, your campaign advanture can lead
characters from 7th level all the way to 11th and beyond!  Hours of adventure and excitement lie
The cover is scuffed.  The interior is clean.  The first page of the book is tearing out of the binding, but hasn't come all the way out yet.  The map booklet is missing.

AC1  The Shady Dragon Inn
B1-9  In Search of Adventure
B2  The Keep on the Borderlands
B3 Palace of the Silver Princess
B7  Rahasia
B10  Night's Dark Tower
B12  Queen's Harvest (NEW)
BSOLO  Ghost of Lion Castle
C1  Hidden Shrine of Tamoachan
C2  The Ghost Tower of Inverness
C3  The Lost Isle of Castanamir
CB1  Conan Unchained (x2)
CB2  Against Darkness!
CM2  Death's Ride
CM5  Mystery of the Snow Pearls
D2  Shrine of the Kou-Toa
D1-2 Descent into the Depths of the Earth
D3  Vault of the Drow
*DA2  Temple of the Frog (x3 NEW)
by Dave L. Arneson & David J. Ritchie.  Published by TSR in 1986.
Green Death . . .
That's what old hands call the Great Dismal Swamp.  For centuries, this tangled maze of sluggish
watercourses, stagnant ponds, and festering marshes has defended Blackmoor's southwestern
frontier.  Large armies and smaller parties have disappeared altogether inside its vast, dripping,
claustrophobic corridors.
Among those who have dropped from sight in this arboreal hell is young Rissa Aleford, one of
Blackmoor's most important leaders.  Carried off to the sinister City of the Frog, she is now being
held by the eccentric Monks of the Swamp.  By making the baroness captive, the deranged
monks have seriously weakened Blackmoor at a time when enemies already threaten it from all
sides.
Yet, even as the Froggies gloat, the King of Blackmoor dispatches a small band of adventurers to
the rescue.  Deep into the Great Dismal Swamp they must go -- far from sunlight and sanity --
there to seek and save the captive baroness from the foul Monks of the Swamp.  There to find --
the Temple of the Frog.
This adventure is designed for Basic D&D, but is easily converted to AD&D 1st or 2nd Edition.
This copy of this game is NEW, still in the original shrinkwrap.

*DA3  City of the Gods 
by Dave L. Arneson & David J. Ritchie.  Published by TSR in 1987.
New Magic . . .
That's what the flying egg has.  New magic unlike any ever encountered in Blackmoor.  New
magic of a type that could give the fledgling kingdom an important edge in the wars that are
brewing on its borders.
There are only a few minor problems.  Like the fact that the magician who piloted the metal
egg to one of Blackmoor's southern outposts was killed before he could utter a word.  And the fact
that Blackmoor's sworn enemies, the monks of the eccentric Order of the Frog, are also
interested in the magic represented by the egg.  And, most important, the fact that the egg came
from the distant and dangerous City of the Gods.
Set amidst the blistered salt flats of the Valley of the Ancients, the City of the Gods is a strange
and deadly metal metropolis whose powerful guardians do not welcome intruders.  Yet it is to this
place of deadly menace that Blackmoor's leaders now send a daring expedition -- to bargain for
aid in the coming wars -- or to steal the magic of the gods.
This adventure is designed for Basic D&D, but is easily converted to AD&D 1st or 2nd Edition.

*DA4  The Duchy of Ten (x2 NEW)
by David J. Ritchie.  Published by TSR in 1987.
The Well of Souls . . .
That's what Zugzul bade the Afridhi call the evil artifact that he had taught them to make.  They
must call it the Well of Souls, and they must carry it before them in every battle -- and they would
be mighty.  Thus said the god of the Afridi, Zugzul the One.
So the Afridi did as they were bade.  Seeking the volcano called the Hill of the Hammer in the far
barrens of Karsh, they built in its heart a great forge.  There, as Zugzul had promised, efreet came
to help them make the mighty artifact.  There, amid vile, unholy rites, they bound the souls of men
into its very substance, and, as it took shape, they sharpened their swords for the red-handed
work that must surely follow hard upon its completion.
Many were the men who guarded the Hill of the Hammer during the days of making -- for their
foes in hated Blackmoor would try to unmake that which they had wrought.  Yet, it was not men
that would keep the Well of Souls from destruction, but a prophecy -- that the artifact would be
unmade only by the hand of one as yet unborn!
This adventure is designed for Basic D&D, but is easily converted to AD&D 1st or 2nd Edition.
This copy of this game is NEW, still in the original shrinkwrap.

DL1  Dragons of Despair (x2)
DL2  Dragons of Flame
DL3  Dragons of Hope
DQ1  The Shattered Statue (x2)
DSS3  The Elves of Athas (x2)
EX1  Dungeonland (x3)
EX2  The Land Beyond the Magic Mirror (x2)
by E. Gary Gygax.  Published by TSR in 1983.
Your adventures have taken you to strange places before, but in the eyes of your experienced
party, few of these places are as unusual as the bizarre Land Beyond the Magic Mirror.  Here the
delightful and the light-hearted often hide great challenges and dangers; here you will journey
through a landscape unique among fantasy role-playing scenarios.
This module was first conceived by E. Gary Gygax as part of the Greyhawk Casle dungeon
complex and has been the source of challenge and fun for many skilled players of the AD&D
game.  It is finally available to all players and can be added to you existing campaign with
ease.
The Land Beyond the Magic Mirror is designed so that it may be used with its companion
scenario, EX1, Dungeonland.  Still, The Land Beyond the Magic Mirror may be played on its own,
and should offer hours of excitement in its strange landscape!  Designed for character levels 9 -
12.

*FA1  Halls of the High King
by Ed Greenwood.  Published by TSR in 1990.
Someone in the misty, wooded Moonshae Isles needs hundreds of brand-new swords taken
under guard from Sword Coast smiths to a certain place on the Isles.
The swords are needed so badly, and their safe arrival is considered so unlikely, that someone is
willing to pay adventurers a lot of gold -- someone fairly important.
Adventurers foolish enough to take assignments too good to be true (or merely desperate for
coins) will soon find themselves embroiled in a dark and mysterious struggle against evil that will
take them into sacred groves, crumbling castles and through ancient magical gates to the halls of
the High King -- and beyond.
This sourcebook contains background lore on the Moonshaes, a DM's delight of new monsters,
magic items, and spelss usuable in any AD&D campaign and enough adventure ideas to keep the
most energetic player characters seeking their fortunes in the Moonshaes for years to come!

FR1  Waterdeep and the North (x2)
FR2  Moonshae (x2)
FR3  Empires of the Sands
FR4  The Magister (x3)
By Ed Greenwood and Steve Perrin.
From Waterdeep to the Sword Coast to the jungles of Chult and the faraway lands of Thay., strange and powerful magics fill the Forgotten Realms.  Ancient tomes, powerful spells, fearsome weapons -- all these and more await adventures who can overcome terrible dangers to wield great power.
Ed Greenwood, originator of the Forgotten Realms game world, and famous game designer Steve Perrin have spent many long days with Elminster of Shadowdale, perhaps the finest sage in the long history of Abeir-Toril.  The result of all this work can be in you hands; The Magister is a compilation of new spells and items for your Forgotten Realms campaign.

FR5  The Savage Frontier (x3)
by Paul Jaquays.  Published by TSR.
North of Waterdeep, the land is cold, vast and forbidding.  The Trackless Sea stretches northward for what seems like forever, interrupted only by the occasional island and, eventually, the ice.  On land, towns and villages flourish right up to the Spine Of The World Mountains.  It takes a special kind of person to live up here; a determined person used to hardship, a survivor.  A person with a great love for life and a great respect for the forces -- both natural and unnatural -- that can end it.
The Savage Frontier is now fully detailed for your roleplaying campaign.  The cultures, personalities, economies, cities, towns, and wilderness are described for an AD&D campaign of any size or level.  From the barbarian tribes of the far north to the Luskan pirates of the Trackless Sea, the Savage Frontier is an exciting land where adventure can be found anywhere.  And, of course, it's all part of the best-selling Forgotten Realms Campaign Set, home of many other AD&D modules, sourcebooks and even novels!

FR6  Dreams of the Red Wizards (x2)
FR7  Hall of Heroes (x2)
FR9  The Bloodstone Lands
by R. A. Salvatore.  Published by TSR.
Setting for the Icewind Dales trilogy of novels (The Crystal Shard, Stream of Silver, & Halfling's Gem), and the H-series of adventure modules which culminate in a battle with Orcus himself, the Bloodstone Lands are one of the wildest areas of the Forgotten Realms.
In this sourcebook, the author of the Icewind Dales trilogy explores this frozen region.  Presented for players and DMs alike are people, places, and events that shaped the Bloodstone Lands -- the political movers and shakers who carved their own brand of civilization from rocks and ice.  In addition to this insider information, there are 10 new adventure scenario suggestions for all levels of play, from beginner to advanced, allowing campaigning in the Bloodstone Lands to continue long after exploring the mines themselves and conquering Orcus.
Prepare then to enter the barbaric kingdoms of Vaasa and Damara -- The Bloodstone Lands.

FR10  Old Empires
By Scott Bennie.  Published by TSR.
This booklet presents the Old Empires for DMs and players alike.  Descriptions of all the major cities and towns, maps of the most important ones, information of the people, places economies, geography, and cultures of these countries are within these pages.
Prepare, then, to enter the realms of the God-kings and pharaohs, of strange magic unknown even to the likes of the Red Wizards of Thay.  These are the Old Empires . . .
An official Forgotten Realms accessory.

FR12  Horde Campaign
FR13  Anauroch
FR14  The Great Glacier (x1; x2 NEW)
FR15  Gold & Glory
FR16  The Shining South (x2; 1 NEW)
FRC2  Curse of the Azure Bonds (x2)
By Jeff Grubb and George MacDonald.  Published by TSR
Based on the best-selling Forgotten Realms fantasy novel, Azure Bonds by Kate Novak and Jeff Grubb and based on the Azure Bonds Computer Game, by SSI.
Day breaks, and the crowing of a distant rooster wakes you from an all-too-short sleep.  Another day of adventure, you think as you arise -- but then you stop short.  You, and all your companions, have an elaborate blue tattoo covering most of your sword arm!
And there's more to these marks than a drunken prank.  As you try to find out the source and meaning of you new adornment, you are drawn further and further into danger and mystery.  Will you become a pawn in somebody else's power game, or will you fight for your freedom and individuality?

FRE1  Shadowdale
FRE2  Tantras
FRE3  Waterdeep
FRQ2  Hordes of Dragonspear
FRQ3  Doom of Daggerdale
FRS1  The Dalelands
G1-2-3  Against the Giants (x3)
GA1  The Murky Deep
GA2  Swamplight
GA3  Tales of Enchantment
GAZ1  The Grand Duchy of Karameikos (x2 NEW)
GAZ9  The Minrothad Guilds (NEW)
GAZ10  The Orcs of Thar (NEW)
GAZ11  The Republic of Darokin (NEW)
The Dwarves of Rockhome
GR3  Treasure Maps
H2  The Mines of Bloodstone
H4  The Throne of Bloodstone
HHQ2  Wizard's Challenge
HHQ3  Thief's Chalenge
I2  Tomb of the Lizard King
I7  Baltron's Beacon
I8  Ravager of Time (x1; x1 NEW)
I9  Day of Al'Akbar (x1; x2 NEW)
I12  Egg of the Phoenix
I13  Adventure Pack 1
I14  Swords of the Iron Legion (x3)
I3-5  Desert of Desolation
L1  The Secret of Bone Hill (x2)
L2  The Assassin's Knot
LC1  Gateway to Raven's Bluff, The Living City
LC2  Inside Raven's Bluff, The Living City
LC3  Nightwatch In The Living City
LC4  Port of Raven's Bluff
MV1  Midnight on Dagger Aley
N1  Against the Cult of the Reptile God
N3  Destiny of Kings (x3 NEW)
N4  Treasure Hunt
N5  Under Illefarn
O2  Blade of Vengeance
OA3  Ochimo, The Spirit Warrior (NEW) x2
OA5  Mad Monkey vs the DRagon Claw
OA6  Ronin Challenge (x1; x1 NEW)
OA7  Test of the Samurai
OP1  Tales of the Outer Planes (x2)
Q1  Queen of the Demonweb Pits x2
REF2  Character Record Sheets
REF5  Lords of Darkness (x2)
RQ3  From the Shadows
RR3  Van Richten's Guide to Vampires
by Nigel Findley
At last some means of combatting the ultimate undead, vampires, have found their way into print.
Within these pages, Dr. Rudolph Van Richten shares his vast background as one of Ravenloft's
most formidable lore masters and vampire hunters.  Decades of research and experience have
been compiled into discussions which define the very nature of those "kings of the undead," and
help put them at a disadvantage to mortals, whom they consider to be "mere cattle."
Dr. Van Richten has detailed vampiric powers, weaknesses, feeding and sleeping habits, even
their varied relationships with others of thier own kind.  Old myths are dispelled, new facts are
uncovered, and the experiences of both vampires and those who hunt them are recorded for your
saftey and enlightenment.
Quickly!  Soon the sun sets and the dead will rise!  The vampires of Ravenloft know no mercy,
and you must be prepared before the darkness engulfs you.
96 pages -- Recommended for All Character Levels.

RR5  Van Richten's Guide to Ghosts x2
by William W. Connors
Beware the darkness, for it is alive with the dead!  Now, the nights of Ravenloft are more
horrifying then ever.  You'll find out why in the pages within.
Follow Dr. Rudolph Van Richten, Ravenloft's leading authority on the supernatural, as he reveals
how to hunt the ghosts that lurk in the blackest shadows of midnight.  For countless years, Van
Richten has traveled the misty roads of Ravenloft on a mission to destroy the undead wherever
they might be.  Now, your characters can join him on his courageous quest.
Dr. Van Richten tells all that he has discovered about the incorporeal undead.  He explains their
origins, the passions that draw them back from beyond the grave, and the horrible powers
bestowed upon them in unlife.  In addition, he offers his wise counsel on the ways in which these
fiends can be stalked, confronted, and destroyed.
Be careful, for these ghosts are not simple, moaning spirits of darkest night.  These are the
ghosts of Ravenloft.
96 pages -- Recommended for All Character Levels.

RR7  Van Richten's Guide to Werebeasts
by Nigel Findley
Werebeasts: men and women who assume the shape of animals.  In this volume, Dr. Rudolph
Van Richten - Ravenloft's eminent expert of the horrific - exposes the truth about their ravenous
kind.  For years, Van Richten has doggedly pursued these creatures.
More than once, the hunter became the hunted, yet lived to tell the tale.  Now Van Richten reveals
the  secrets of his survival.
Discover the werebeasts' many forms, from the common to the bizarre.  Read how they live, lust
and multiply, spreading their afliction among the innocent.  Learn to see through their human
facade, and how to follow their beastly spoor.  Finally, discover what it really takes to cure
lycanthropy in Ravenloft.  For upon the demiplane of dread, few adventurers can avoid the
werewolf's fang forever . . .
96 pages -- Recommended for All Character Levels.

RS1  Van Richten's Guide to the Lich 
by Eric W. Haddock
There is a black terror that amasses great authority in the farthest reaches of Ravenloft, quietly
insinuating its sway upon the land like a creeping poison in the body: Its name is lich.
Until now, vampires have been the undisputed masters of darkness, but the sheer genius of the
lich (coupled with its immortal quest for ever more powerful magic) has proven to be a malevolent
threat to the cause of Goodness.  Liches were once all-powerful wizards in life, yet they have
sacrificed everything to leap beyond the the bounds of humanity and acquire unspeakable
necromantic mastery.
In the face of such might and malice, there appears but one hope:
Dr. Rudolph Van Richten, scholar and bane to all creatures of the night, has once again picked up
quill and parchment - this time to expose this dreaded monster's darkest secrets!  Within these
pages the reader will learn of the lich's origins, its powers, its lair, and even its very psychological
makeup as well as the keys to a successful hunt and termination.  Deadly new minions and
unique lich magicks are also grought to the fore.
Take back the night, all ye of courageous heart and keen blade!  With each chime of the clock,
the lich seeks to compete another of its diabolical schemes.  Unchecked, the monster will
obliterate the light of day, and Ravenloft is already much too dark . . .
96 pages -- Recommended for All Character Levels.

S3  Expedition to the Barrier Peaks
S4  Lost Caverns of the Tsojanth
S1-4  Realms of Horror
Missing Illustration Booklet and Map booklet.

T1-4  The Temple of Elemental Evil
U1  The Sinister Secret of Saltmarsh
The cover is very scuffed.  The book is clean except for rusted staples.

U2  Danger at Dunwater
The cover is scuffed and has a price tag on the front cover.  The interior is clean.

U3  The Final Enemy
The cover is scuffed.  The book is clean, but the last page is missing.  Most likely this missing page contained player handouts.

WG4  The Forgotten Temple of Tharizdun (x3)
WG5  Mordenkainen's Fantastic Adventure (x2)
WG6  Isle of the Ape (x3)
WG7  Castle Greyhawk
WG9  Gargoyle (x1 NEW)
by Dave Collins with Skip Williams.  Published by TSR in 1989.
Ever seen a gargoyle without its wings?  It's a pretty funny sight.  But don't laugh out loud in front
of them -- they don't think it's all that hilarious . . .
Gargoyle is an adventure set in the world of Greyhawk, the longest running of TSR's game worlds
for the Advanced Dungeons and Dragons game.  A pair of gargoyles wake up one morning to find
their wings missing and contact the players to help recover them.  A great many AD&D players
have been asking for low-level adventures suitable for beginners, and Gargoyles is the first of
several planned for this year.  Designed for levels 1 to 4, this adventure can be enjoyed by
novices and experienced players alike.
Compatible with the AD&D and the 2nd Edition AD&D Game Systems.
This copy of this game is NEW, still in the original shrinkwrap.

WG10  Child's Play  (x1 NEW)
by Jean Rabe and Skip Williams.  Published by TSR in 1989.
This action-packed adventure module is especially designed to give beginning dungeon Masters
and players help in learning the AD&D game system.
But don't be fooled by the title!  The adventure is far from easy - in fact, it has challenges that can
bring the careless character's adventuring career to an abrupt halt!
Filled with surprises and excitement, the adventure is still easy to referee - and during the game,
players and the DM alike will pick up tips and information that will prove useful for many games to
come!
Compatible with the AD&D and the 2nd Edition AD&D Game Systems.
This copy of this game is NEW, still in the original shrinkwrap.

WG11  Puppets (x1 NEW)
by Vince Garcia and Bruce Rabe.  Published by TSR in 1989.
First, you find yourselves in the Gnarley Wood, fending off minions of the evil leprechaun who
dwells there.  Coming through this episode with flying colors, you continue to the Free City of
Dyvers, where there has been a rash of break-ins at several inns.  Who is responsible for these
crimes?  Evidence leads you to believe that a full-sized person can't have committed the
burglaries -- the apparent entrance points are far too small, and the footprints aren't those of
humans or even demi-humans.
It's up to you, adventurers, to solve this mystery and collect the reward (if you can).
This adventure is adapted from two RPGA network tournaments.
This copy of this game is NEW, still in the original shrinkwrap.

WG12  Vale of the Mage (x2)
WGA1  Falcon's Revenge
WGA2  Falconmaster
WGR1  Greyhawk Ruins
WGR2  Treasures of Greyhawk (x1; x1 NEW)
WGR4  The Marklands (NEW) (x2)
by Carl Sargent
In the wake of the Greyhawk Wars, kingdoms are struggling to survive.  Beset by the hostile force of Iuz, and the twisted soldiers of the Great Kingdom, the world's two greatest forces for good must strive to save themselves from overwhelming evil.
The Kingdom of Furyondy, rent with internal disputes, struggles to construct its northern defenses before Iuz can attack again.  Southern lords protest against paying to protect northern lands, while others call for an end to the Pact of Greyhawk and all out war to recover Furyondy's lost territories.
In Highfolk and the Vesve Forest, hardy woodsmen ally with elves and gnomes to resist invaders in their homelands.  The grey elves of the Lands of the Timeless Tree watch and bide their time, while the bold independence of the forest people works against them in resisting evil.
In the Kingdom of Nyrond, dissenting nobles rebel against the ancient authority of their sovereign.  King Archbold must impose ruinous taxes on his people to save the realm from enemies which ring it on every side.  While the forces of evil bide their time, secret forces gather to put another in Archbold's place.
The free states of the Flanaess are desperate for aid from any quarter.  This is the time for heroes to take up the cause of good and come to the aid of the great and the wise.
This module is Mint is its original shrinkwrap.

WGR6  The City of Skulls (NEW)
X1  The Isle of Dread (Blue cover edition)
X2  Castle Amber
X10  Red Arrow, Black Shield (include BattleSystem adventure!) (NEW)
The Grand Tour (Forgotten Realms comic book - NEW)
The Magic Encyclopedia  vol 1
The Magic Encyclopedia  vol 2
World Builder's Guidebook
Dungeon Master's Design Kit
Knight of the Living Dead
Cormyr
Ruins of Adventures  x2
Fighter's Challenge II
Marco Volo - Arrival
Marco Volo - Departure
Van Richten's Guide to the Ancient Dead
by Skip Williams
In the caverns, crypts, and chasms of Ravenloft lie mummies and other horrors for whom sleep is
a natural state.  These are the ancient dead.  Dreams of love, glory, and wealth subdue them
through the ages, and time grows meaningless - until the greedy or foolish disturd their rest.
When the ancient dead rise and walk again, evil spreads before them and destruction lies in their
wake.
In the land of mists, the ancient dead are unique monstrosities of astonishing power, capable of
rising again and again despuite the efforts of the mightiest heroes.  Only Rudolph van Richten,
Ravenloft's greatest foe of darkness, has accrued the knowledge to stop them.  Within this
treatise the doctor classifies these complex creatures, defines their common characteristics, and
speculates upon their salient abilities.  It may be impossible to destroy the ancient dead, but with
persistence, good fortune, and Van Richten's wise counsel, one might send them back to their
dreams . . .
96 pages -- Recommended for All Character Levels.

Van Richten's Guide to the Created
by Teeuwynn Woodruff
Armed with satchel and saw, the creator slips into the night.  He seeks the freshly dug grave and
the unguarded morgue, selecting each body part with care.  In the twilight before dawn, he tailors
a perfect form, seeing no fault in the livid flesh of the crude black stitching.  Creating a new life is
his sole obsession - yet the thing he creates brings only misery and death.
The golems of Ravenloft boast powers unseen in other realms, for they are shaped by the
demiplane's mysterious forces.  Join Dr. Van Richten as he exposes the evil that is the Created.
Learn his theories on construction and animation, and discover his hard-won notes on the golem's
phenomenal strength.  Heed well his sage advice, for whether their parts are human or otherwise,
the Created are cunning and relentless foes, rising again and again from apparent death.  Only
with the knowledge herein can a hunter utterly destroy such a monster, until nothing but ashes
and nightmares remain.
96 pages -- Recommended for All Character Levels.

Dungeon Master's Adventure Log
Monster and Treasure Assortment:  Set One-Three: Levels One - Nine
The Rogue's Gallery (1980 edition)




Miniatures:

Ogre Miniatures (sealed in original packages):
Paneuropean GEV-PC (opened, but complete) x1
Paneuropean Missile Crawler x6
Paneuropean Howitzer x6
Combine Howitzer x1

Electronic Games:

Handheld Electronic Basketball - by Sears
Includes box (worn and scribbled on with a felt tip marker), original styrofaom packaging (colored on in red and black ball point, but not cracked).  The game itself is clean with no corosion in battery compartment.  Instruction printed on back of box and on battery compartment lid.  Required 6 AA batteries.  [not tested]

Lazer Tag Game Kit
In original box and packaging.  Includes Starlyte (gun), StarSensor (target), belt and holster & all of the paperwork.  Appears to have never been used.  The box shows some wear and is partially taped up.  [Untested]

Other Non-Games:

Autographed Novel: Curse of the Shadow Beasts
by Christine Morgan
Enter a world of magic, adventure, and romance.  A world of noble elves, powerful wizards, and clever thieves.  A world where a ruined castle beckons the curious, an ancient curse plagues the innocent, and  love is not only forbidden . . . it may be punished by death.  
Elfkin.  The very word evokes horror in the long-lived elvenfolf of the Emerin.  The thought of elven and human blood mingling is unthinkable, intolerable.  It is an abomination.  The unnatural creatures resulting from such a union can only be considered monsters. 
For elven wizard, Arien Mirida, the hated word will have an altogether different meaning when his life is saved by an elfkin woman, Cat Sabledrake.  Arien's quest for a book of lost lore and Cat's task to find her missing mother, lead them to the ruins of a castle and a friendship that develops into a forbidden desire.  Unknown to Cat, for an untold number of generations, a curse has plagued Arien's family.  He is the last of his line, and if he cannot find a way to break the curse, it will destroy him and all that he holds close to his heart. 
Filled with intriguing characters and magical scenes, Curse of the Shadow Beasts takes the reader on a fantastic journey filled with evil spells, cursed romances and danger.
To find out more about this great book, visit the MageLore website.
To order an autographed copy of this novel, not available in stores until 1999, place a bid below for $11.95  A $3.00 shipping charge will be added to your US order.  VISA and MasterCard accepted.

*Robotech Art Book 1
Welcome to the amazing adyessy of Robotech!<P>
Robotech Art 1 takes you on a journey -- from the series origin in Japan and the men who created it, to the first broadcast in the United States.  Here you'll find character and mecha diagrams, stories and art from the first 85 episodes, and new information never available before.  Robotech Art 1 recaptures the action, the adventure -- the fun of one of the most popular animated programs ever on TV!<P>The cover is a little scuffed, but the interior is clean and the binding is in good condition.  The pull out poster has been removed and is not included.<P>
Check out my other auctions for the other 2 Robotech Art Books.


*Robotech Art Book 2
The amazing odyssey of Robotech continues with Robotech Art 2, a collection of new illustrations based on the Robotech universe combined with original animation and production art from <I>The Macross Saga, The Robotech Masters</I? and <I>The New Generation</I> -- the episodes that make up Robotech, "the best new entertainment series on TV!" <I>(Los Angeles Herald Examiner)</I><P>
Includes artwork from such artists as: David A. Cherry, Colleen Doran, Trina Robbins, Lela Dowling, Jane Francher, Phil Foglio, Lee Moyer, Dave Garcia, Michael Leeke, Edward Luena, Doug Rice, Tim Sale, Chris Tsuda, Colleen Winters, Don Yee, Julie Szcesny, Bob Pinaha, Vyc Carolino & Joe Chacon.<P>
The cover is a little scuffed, but the interior is clean and the binding is in good condition.  I know Book 1 came with a pull out poster.  If this one did as well (I can find no reference to it) it is now missing.<P>
Check out my other auctions for the other 2 Robotech Art Books.


*Robotech Art Book 3 - The Sentinels
Carl Macek, the man who brought the Robotech phenomena to the United States, tells the story of The Sentinels, the television series that was to take over where Robotech left off.<P>
Here is not only the story of what happened to the series, but a wealth of technical information and a behind-the-scenes look at how animated series are produced.  It is a must-read book for anyone interested in animation as well as for fans of the Robotech series.<P>
The cover is a little scuffed, but the interior is clean and the binding is in good condition.  I know Book 1 came with a pull out poster.  If this one did as well (I can find no reference to it) it is now missing.<P>
Check out my other auctions for the other 2 Robotech Art Books.


3D Mystery Puzzle - Hotel Whodunnit
MINT!!!!  New, still in the original shrinkwrap.

3D Mystery Puzzle - Callacop Casuality Company (x2)
MINT!!!!  New, still in the original shrinkwrap.

3D Mystery Puzle - Last Resort
MINT!!!!  New, still in the original shrinkwrap.

Micronaut Baron Karza
Still in original box with packaging.  Contains all pieces shown on box and all of the spaces in the styrofoam are filled.  One piece is broken; the backpack has a stud that fits into the Baron's back.  The stud is stuck in the Baron's back and has broken off the backpack.  Otherwise complete and undamaged.  No instructions.

Micronauts Andromeda Horse
Still in original box with packaging.  Contains all pieces shown on box, including hooves, side mounted launchers and projectiles, wheels and hubcaps.  Includes sticker sheet (2 stickers missing).  Seems complete and undamaged.  

Micronauts Oberon Horse
Still in original box with packaging.  Contains most pieces shown on box, including all 4 hooves, side mounted lauchers and projectiles, and hubcaps.  Includes all 4 whels, but 1 wheel is missing it's rubber tread.  Also, the box shows white wheels, where these wheels are orange.  The horse's tail is broken in two pieces, but both pieces are included.  No sticker sheet.

Micronauts Force Commander
Still in original box with pakaging.  Contains all pieces shown on box and all of the spaces in the styrofoam are filled.  Seems complete and undamaged.