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Family Board and Card Games

The first five games shown were invented by Michael, most of the rest in collaboration with Malcolm.

 

Copyright: We hold the copyright for most of the products shown. Please contact us if you require further details.

 

Select a heading and click to view pictures and descriptions

Games
Educational games & training material: Quiz cards
Other educational games & training material
Commissioned Games
Books
Tea Towel

NEW


Games

Cubex ©

 

 

Waddingtons Playing Card Co 1975

Players: 2 Age range: 10 to adult

This is a most intriguing way of playing rummy in 3D that combines skill, luck, suspense and frustration. Ideal for bringing out for a few quick games during coffee or tea breaks, and perhaps keeping the scores from day to day in tournament fashion. Who can be first to reach 1,000 points?

Notes: Sales: Approaching 1,000. This game is currently being revised and will hopefully be

re-launched onto the market

 

Wordsworth ©

 

Invicta Plastics 1976

Players: 2 Age range: 8 to adult

A word game without letter tablets! One player secretly writes a word of 3 to 5 letters at the top of the board and covers it so that the other player can't see it and tells this player the number of letters in the word. The rest of the board consists of 5 lines of 26 holes in each line representing the letters of the alphabet. The player trying to guess the word places pegs to form words and the other player marks each peg as either at the correct letter, or that for the next attempt that peg must be nearer to A or nearer to Z.

Notes: Sales: Several thousand

Four Sight ©

 

Invicta Plastics 1976

Players: 2 Age range: 12 to adult

This is a mind-twister! The playing board has a 4 x 4 layout of recessed squares. One player has 8 black square tiles, the other player 8 white. Each player chooses one of the grids with holes in, and then in turn, places one of their tiles in a square in the playing board. The first player to place their grid on the playing board and reveal, through the holes in it, 3 of their own colour tiles, and one of their opponent's, is the winner. A grid may be used in any of its four orientations.

Notes: Sales: Several thousand.

Pieces of Nine ©

 

 

(Relaunched as El Dorado)

Invicta Plastics 1976

Players: 2 Age range: 8 to adult

A game for those who love seeking treasure. One player is the Pirate who hides 9 pieces of bounty (2 Barrels of Rum, 2 pairs of Cutlasses, 2 Jolly Roger Flags, 2 Pistols and 1 Treasure Chest) in 9 caves laid out in a 3 x 3 grid. The openings in the caves face the Pirate so he/she can see what's inside. The other player is the Bounty Hunter and he/she has copies of the bounty to test what is in pairs of caves. Players take turns to be Pirate and Bounty Hunter.

Notes: Sales: Several thousand.

 

 

Hot Dog ©

 

Invicta Plastics 1977

Players: 2 Age range: 8 to adult

Who can get the most number of their playing pieces to the other side of the board without losing them down the holes? Each player secretly sets support pegs under some of the holes in their half of the playing board, but can they remember where they placed them? And can they discover a safe path through the opponent's side?

Notes: Sales: Several thousand.

 

 

Quiz cards ©

 

 

 

Manufacturers as shown below – also the idea was transferred into 3 books, for details of which see that section. Players: 2 – 6 (can also be played in larger groups) Age range: 10 to adult

Quiz Card packs on Football, Cricket, General Knowledge, Tour of Britain, Tour of London, Highway Code, TV and Pop Music – Waddingtons Playing Card Co 1979.

Notes: Sales of Waddingtons Quiz Card packs: over 600,000 in six years, mostly in UK . The best-selling one was Highway Code (not available for photo).

Quiz Quest Computer Game - Alligata Software – Computer technology by Tom Goldsmith

Wrangler (Jeans) Heritage Quiz Card Game – Celebrating 40 years – Waddingtons Playing Card Co 1985.

The Quiz Card concept is based on a novel number sequence which involves players trying to complete a circuit of 8 cards by answering questions correctly. Each card has a number, and there are 2 or 3 answers at the bottom, only one of which is correct. At the end of each answer is a number which tells you which card to take next in the circuit. If the correct answer is chosen each time, the answer chosen on the 8th card will lead you back to the first card played. If a wrong answer is chosen at any point the circuit cannot be completed. So, the system is self-checking. See the section on Educational games and training material for the twin-pack games which have Resource packs.

 

My Word ©

 

 

 

Waddingtons Games 1981

Players: 2 – 4 Age range: 8 to adult

A family card game for 2 to 6 players in which they score points by making words of four letters. (Any possibility of making 'four letter words' was carefully avoided!). Each card has the first two letters of a four letter word on the right middle, and the bottom middle, and the last two letters of a four letter word on the left middle and the top middle. Each pair of letters has a points value according to how easy or difficult it is to combine it with another pair to make a word. Players lay cards adjacent to, or on top of, cards already played.

 

Notes: Sales: 2 million in 15 years in 9 languages in over 20 countries, including UK, Republic of Ireland, France, Belgium, Holland, Switzerland, Luxembourg, Germany, Austria, Italy, Sweden, Canada, Spain, Australia, New Zealand, Denmark, and some of the Arab countries. Sold as Gridword in Canada . Special packs in Cadbury's Selection Boxes one year. Special in-flight giveaway packs for Singapore Airlines and Gulf Air in the mid 1990s.

Jailbreak ©

 

 

Waddingtons Games 1982

A Spaghetti Junction Game of Cops and Robbers

Players: 2 or in teams Age range: 7 to adult

Can the Robbers escape the cops as they break out of jail and move along the network of roads being formed in turn by both sides? Each game creates a different playing area.

Notes: Sales: almost 400,000 in over 15 countries, including UK, Republic of Ireland, Holland, Germany, Austria, Italy, Sweden, Spain, Australia, New Zealand, Denmark, Norway, Japan and Brazil .

Playmates ©

 

 

Waddingtons Games 1982

Players: 2 Age range: 4+

When the two halves of a Santa, clown or other character are matched correctly, young children score points, and in the process other comical mis-matches can occur, which is great fun.

Notes: Sales: 20,000 mostly in UK and Australia .

 

 

Animal Tracks ©

 

 

Spears 1984

Players: 2 - 6 Age range: 7+

Make tracks through the fields to collect the animals. Each player has cards with tracks on, and must play one card at a time onto the board to try to link farm animals of the same kind to collect them. A different playing area is created in each game.

Notes: Sales: 21,000 almost all in UK , France and Holland

 

 

 

 

 

Caesar's Game ©

 

 

Waddingtons Games 1984

Players: 2 Age range: 10 to adult

A classic game of scheme and skill. It is an uncompromising confrontation between adversaries where the coins represent wealth and the columns symbolise empire building. A game in which there is no set finish area – there are several places on the board where a player can achieve a winning position, but just when a player thinks he/she is nearly at that point, play can suddenly swing in favour of the opponent.

Notes: Sales: 7,500 mainly in the UK . The paradox is that the game received an excellent review in a German games magazine, saying that 'Caesar's Game is a fantastic game. It combines a clear playing pattern with simple straightforward rules.... Is it the best game currently on the market in the West? If only a German manufacturer would put it on the market (under licence)...' , and yet the sales didn't reach expectations in line with the review.

Pair up Puzzles –

People and Animals ©

 

 

 

Waddingtons Games 1985

Players: 1 Age range: 3+

With the People version, young children enjoy matching a cartoon character on one half of a domino- style big chunky card to the same character on one half of another card, and when all cards are correctly matched the layout builds into a pleasing rectangle. The same method applies to the Animal version.

Notes: Sales: 42,000 mostly in UK , Australia , New Zealand , France and Singapore

Make-a-Snake ©

 

 

Waddingtons Games 1985

Players: 2 - 4 Age range: 4+

These are nice smiley snakes! Each card has a combination of heads, bodies and tails, and children take turns to play one card at a time, to form a growing layout.

They score points for the number of red spots there are on each completed snake – some of which can be very short, and others very long!

Notes: Sales: 10,000 mostly in UK , Australia , New Zealand , Spain and Singapore .

 

 

 

Word Race Game ©

 

 

Waddingtons Games 1986

Players: 2 - 4 Age range: 5+

Using letter cards, children make 3-letter words going up a ladder type board. Each word must be one letter different from the previous word.

Notes: Sales: 14,000 mainly in UK .

 

 

 

 

Wordsearch ©

 

 

Waddingtons Games 1986

Players: 2 - 4 Age range: 8 to adult

The only game we know of where the board starts with all the letter tablets on it, and these are moved to form words which are then taken off!

Notes: Sales: 135,000, of which nearly 100,000 were in the USA , where the game was the subject of a national Wordsearch competition. The rest were mostly in the UK , Australia and New Zealand .

Old MacDonald ©

 

 

Waddingtons Games 1987

Players: 2 - 4 Age range: 5+

The mischievous farmer keeps trying to stop each player's four farm animals from getting together for a chat, by placing buckets in the way. Who can be the first child to outwit the farmer, and the other players, and achieve the get-together?

Notes: Sales: 27,000 of which 17,000 in France , rest in UK and Canada . British Home Stores had own brand version in 1987.

 

 

 

Beeline ©

 

 

 

Waddingtons Games 1987

Players: 2 - 4 Age range: 5+

These are strange bees! The rule is that they don't like to see a bee of the same colour in the same line on a 4 x 4 grid. Each player has 4 bees, each of a different colour, and at a turn places a bee on the grid in accordance with the above rule. Who can keep on playing when others can't, and win the game?

Notes: Sales: 30,000 in UK , Australia , New Zealand and Austria . British Home Stores had own brand version in 1987.

 

 

 

Rally ©

 

 

Waddingtons Games 1987

Players: 2 - 6 Age range: 6 to adult

Cars zoom round a rally circuit – which player's car will cross first? There is no die – cards with tyres, spanners, petrol pumps and stop watches are played onto a 3 x 3 grid. A player scores points when 3 cards with the same symbol are in a line, and the number of points gained at a turn governs how far a player moves his/her car.

 

Notes: Sales: 20,000 mostly in UK , Australia , New Zealand , Canada . Woolworth's had own brand version 1988.

Bewitched ©

 

 

Waddingtons Games 1988

Players: 2 - 4 Age range: 8 to adult

A wicked witch has turned all the princes and princesses in the land into frogs. Who can be the first to turn one of their frogs back into a prince or princess by finding the magic spell book under a witch's hat and getting it home? But which of the four spell books is the right one, and can you avoid the black cats which block your path and the deadly serpents which can put your frog out of the game?

Notes: Sales: 184.000 in UK , Canada , Norway , Sweden and Finland . Advertised on UK TV.

Odds On ©

 

 

Waddingtons Games 1988

Players: 2 - 5 Age range: 8 to adult

The Horse Cards have challenges on them. For example, how many throws of two dice will it take you to achieve a total of seven? You choose an Odds Card to say how many throws you will do it in – but if you fail...

Notes: Sales: 38,000 mainly in UK , Australia and Canada .

Cops 'n' Robbers ©

( originally launched as Manhunt )

 

 

 

Waddingtons Games 1988

Players: 2 - 6 Age range: 8 to adult

Slippery Sid has escaped, but only Furtive Fred knows his whereabouts – but beware, Slippery Sid could move to another hideout – and if you think you've cornered him, he could escape again.

Notes: Sales: 130,000 mostly in UK , Australia , New Zealand , France , Germany , Greece , Israel and Spain

 

 

 

Who Framed Roger Rabbit? ©

 

 

Schmidt Spiele 1989

Players: 2 - 4 Age range: 8 to adult

All the fun and excitement of the film, on which this game is based. All the characters are there, including Eddie Valiant, a 'washed up' detective who is the only hope Roger Rabbit has of clearing his name, Judge Doom, Jessica, Dolores and the Weasels. Which player can be the first to deduce who framed Roger Rabbit?

Notes: Sales: 15,000 in Germany and German-speaking territories.

 

Snuggly Bugs ©

 

 

Spears 1989

Players: 2 - 4 Age range: 3+

Cute smiley bugs appear as the cards are played. Children score points when they make these fun creatures.

Notes: Sales: 92,000 mostly in the UK .

 

 

 

 

 

 

Cat Burglar ©

 

 

 

Crown & Andrews 1990

Players: 2 - 4 Age range: 8 to adult

Beat the buzzer, watch out for the Police Dogs, rob the safe – but be careful – you only have nine lives!

Notes: Sales: 22,000 mainly in Australia, rest in UK

 

 

 

 

 

Sherlock Holmes & Co ©

 

 

Schmidt Spiele 1990

Players: 2 - 6 Age range: 8 to adult

Set in London in the early 20th century, in the time of the famous sleuth, this is a classic detective game where powers of observation and deduction are stretched to the limit in a most baffling case.

Notes: Sales: almost 11,000 in Germany and German-speaking territories.

 

 

Ghostly Galleon ©

 

 

Waddingtons Games 1991

Players: 2 - 4 Age range: 7 to adult

News is spreading of a mysterious happening in Smuggler's Creek. Rumours are rife that the Ghostly Galleon has re-appeared just off the shore. Rival pirates are soon plotting to go on board and steal the hoard of hidden treasure – despite the stories of Blackbeard's Ghost who supposedly haunts the Galleon. Who will be the first pirate daring enough to board the Ghostly Galleon and return safely with the treasure?

Notes: Sales: 192,000 in more than 14 countries, including Mexico, Australia, Finland, Germany, Austria, France, Belgium, the Netherlands, Luxembourg, Greece, Italy, Portugal, Sweden.

Columbus ©

 

 

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Schmidt Spiele 1991

Players: 2 - 5 Age range: 10 to adult

An exciting and scary voyage of discovery in search of the Americas – who can be first to find them, while avoiding hurricanes, sharks, shipwreck and the like?

Notes: Sales: 26,000 in Germany , France and the Netherlands .

 

 

 

Educational games and training material:

Quiz Card and Quiz Quest Card games:

NEW

Quiz Quest on Alcohol

 

 

 

 

 

 

Devised and produced in conjunction with GASP, Bristol .

 

Contains 48 Question Cards, 48 Resource Cards and a 'How to play' leaflet.

 

Price: £24.50 P&P UK mainland, £7.75. Rates for other quantities and destinations on request.

For teachers, youth leaders and anyone else who is interested in helping children, young people and adults to explore issues concerning alcohol use. In a fun and novel way, players need to correctly answer a series of questions in order to successfully complete the ‘quest'. If wrong answers are given, players need to go back and review their previous answers. A great way to encourage discussion and debate in groups on some of the key facts and myths about alcohol. The game may also be played solo.

It is based on our novel Quiz Quest concept which has been used by many organisations since 1978.

 

Quiz Quest on Tobacco

 

 

 

 

 

 

Devised and produced in conjunction with GASP, Bristol .

Contains 48 Question Cards, 48 Resource Cards and a 'How to play' leaflet

Price: £24.50 P&P UK mainland, £7.75. Rates for other quantities and destinations on request.

For teachers, youth leaders, and anyone else who is interested in helping children, young people and adults to explore issues concerning tobacco use. It is a fun and novel way to find out facts and figures about tobacco use, and explore issues such as health risks, economics, smuggling and tobacco production. It is based on our novel Quiz Quest concept which has been used by many organisations since 1978.

The game may be played solo, or in groups, the latter generating a lot of discussion, which is an important part of the learning process.

 

 

 

The concept, which was originally called Tour of Knowledge, was devised by Michael and Malcolm and a 20 year patent was obtained for a physical representation of the concept.

Industrial Relations - A Tour of Knowledge Card Game

Kindred and Goldsmith 1977

Players: 2 and groups up to 12 Age range: Adult

A twin pack card game for which Malcolm Goldsmith, then Bishop of Southwell's Adviser on Industrial Society, devised the questions and amplified answers, and Michael Kindred provided the number sequences on which the game concept is based.

Notes: This was the first game resulting from the collaboration between Malcolm and Michael. They borrowed an electric typewriter (!) and also £250 from a friend, and produced camera-ready text and artwork for the cards and tuck case, and a Nottingham printer produced it. The game was then sold by them mainly by mail order.

Oil in the Modern World

Quiz Card pack - Manufactured for BP Educational Service 1979 by Waddingtons Playing Card Co - Mike Lynch devised the questions and answers

Alcohol - What do you know?

Quiz Card twin-pack – TACADE 1981 - they devised the questions, answers and resource material

Drugs - What do you know?

Quiz Card twin-pack – TACADE 1986 - they devised the questions, answers and resource material

Good Food Links

Quiz Card twin-pack – The Oxford Regional Group of Dietitians Working in the Community 1992

The Vegetarian Card Game

Gardner Merchant 1994

'Hearing the voice of people with dementia'

Quiz Quest twin-pack - Malcolm Goldsmith devised the questions, answers and resource material – Stirling University 1997 (Not available for photo)

 

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Other educational games and training material:

Southern Africa

Study pack – contributions to this by Michael Kindred and

Malcolm Goldsmith - Christian Aid, CAFOD and CIIR: 1979

Work or What?

Study kit on work, redundancy and unemployment – Malcolm Goldsmith and Michael Kindred - published by Revd Eric Forshaw 1981

Meet Me in Malaysia

Project pack for children 8 – 14 – devised by Michael Kindred and Malcolm Goldsmith – USPG 1980

 

 

 

For teachers, youth leaders, and anyone else who is interested in helping children, young people and adults to explore issues concerning tobacco use. It is a fun and novel way to find out facts and figures about tobacco use, and explore issues such as health risks, economics, smuggling and tobacco production. It is based on our novel Quiz Quest concept which has been used by many organisations since 1978.

The game may be played solo, or in groups, the latter generating a lot of discussion,

which is an important part of the learning process.

 

 

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Commissioned games

 

Game, Set & Match ©

 

 

Waddingtons Games 1982

A promotional give-away by Robinson's Barley Water at Wimbledon

Notes: Perhaps this was one to play when the covers were on, the umbrellas were up, and the players were drumming their fingers in the dressing rooms!

Super Cluedo Challenge ©

 

 

Waddingtons Games 1986

 

Notes: Malcolm and Michael are not the inventors of the original Cluedo (more's the pity!). Waddingtons wanted them to devise an even more challenging version of it, so they introduced the deduction of positive information, as well as keeping the process of elimination of suspects, weapons and rooms in Cluedo. They also had players racing to find clues throughout the house and in the garden.

Dial Away ©Waddingtons Games - for British Telecom 1986

Notes: At that time, BT had discovered that many people were having difficulty with international direct dialling – the time zones, cost of calls, dialling codes were very confusing for some people. So they wanted Waddingtons to devise a game to help people overcome the difficulties, and so we provided a board game which simulated the process of making international calls. (Not available for photo)

ONE ©

 

 

Methodist Publishing House 1991 - for Churches in Great Britain and Ireland

Notes: It is not easy to devise a co-operative game, but Malcolm and Michael achieved it with this. Players choose Question Cards and Discussion Cards on different topics: Communication, Doctrine and Belief, Drugs, Ecumenism, Education, Environment, Family Life, Law and Order, Male and Female, Ministry, Mission and Evangelism, One World, Peace, Politics, Poverty, Race, Scripture, Spirituality, Work. Each player has a ONE card on which six segments can be fitted and these are gained as a result of a voting system, and according to the colour of segment may be placed on their own ONE card, or another player's ONE card to help that player to complete it.

Qi – THE QUEST ©

 

 

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K-tel Entertainment (UK) Limited 1994

A competition in video form – Quests devised by Michael Kindred and Malcolm Goldsmith (Agent: Ian Dunn)

 

 

 

 

 

 

 

 

Books

Some of the books are listed as published by 4M Publications, a venture set up in 1976 involving Michael and Maggie Kindred, and Malcolm and Marion Goldsmith (hence the 4 Ms!)

Please see the website www.4mpublications.co.uk for further details.

All of the books are available except the three marked with an asterisk.

 

Once upon a group

Michael and Maggie Kindred - first published by Southwell Dicoesan Education Committee: 1984, and then self-published by Michael Kindred 1985 (became a 4M book) – new edition 1998

Quiz Quest Challenge*

Michael Kindred and Malcolm Goldsmith – Ward Lock: Cassell imprint 1993

Play the Quiz Quest*

Michael Kindred and Malcolm Goldsmith – Ward Lock: Cassell imprint 1993

Master the Quiz Quest*

Michael Kindred and Malcolm Goldsmith – Ward Lock: Cassell imprint 1993

Knowing Me - Knowing You -

Malcolm Goldsmith and Martin Wharton - SPCK 1993

Cryptic Crosswords and how to solve them

Michael Kindred and Derrick Knight - Chambers: hardback 1993; paperback 1995; revised paperback edition 2002. The edition which is available is the one the right in the second row from the front

Knowing Me - Knowing God

Malcolm Goldsmith - SPCK 1995

Hearing the Voice of People with Dementia

Malcolm Goldsmith – Jessica Kingsley 1996

 

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Tea Towel

 

Communicating with the public - A guide for those on the front line

Michael Kindred and Malcolm Goldsmith - 4M Publications 1997

Once upon a group Exercises - Exercises to develop groupwork skills

Michael and Maggie Kindred – 4MPublications 1998

So, you're on a committee now - A guide for anyone involved in the work of a committee

Michael Kindred and Malcolm Goldsmith - 4M Publications 1999

Once upon a team Exercises - Exercises to assess and develop team skills

Michael and Maggie Kindred - 4M Publications 2001

Developing teamwork ..... from an understanding of personality

Malcolm Goldsmith and Michael Kindred - 4M Publications 2002

In a Strange Land - People with Dementia and the Local Church

Malcolm Goldsmith - 4M Publications 2004 (see link to Malcolm's website for further details)

XWD – A dictionary of crossword abbreviations

Michael Kindred and Derrick Knight - Chambers: paperback 2005

I never asked you to call – social work with people who do not want your services

Maggie Kindred: author, Cath Kindred: illustrator – Produced by Lulu Self-Publishing for 4M Publications 2007

Rule of the Road ©

 

 

 

 

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Ulster Weaving Co Ltd 1986

 

Text by Michael Kindred and Malcolm Goldsmith, which reads:

Some countries decided that the right side to drive on is the left side – which left the right side as the wrong side.

Other countries felt that the right side was the right side which left the left side as the wrong side.

So, when you have left a country where the right side is the left side, and the wrong side is the right side, to drive in one where the right side is not the wrong side, and the side which is left, which is left, is not the right side.....

No wonder you're confused!