Set of twelve 16mm six-sided dice.
Contains 21 Quest cards, one First Player card, 50 meeples, and three six-sided dice.
Munchkin Cthulhu (Reprint)
Munchkins have hacked their way through dungeons, kung fu temples, starships, haunted houses, and super-foes. Now they face their greatest challenge -- Cthulhu! Will they survive? Will they retain their sanity? Will they . . . level up?
Munchkin Cthulhu is a stand-alone game that lampoons Lovecraft's Mythos and the horror gaming that surrounds it. Brought to you by Steve Jackson and John Kovalic, this set features four Classes -- including the Cultist -- and a lot of classic monsters from outside reality. And they all have Stuff you can take from their twitching bodies.
You can play Munchkin Cthulhu by itself, or combine it with any number of other Munchkin games for mind-bending silliness.
168 cards, a unique six-sided die, and a rulesheet.
Zombie Dice (Reprint)
Eat brains. Don't get shotgunned.
You are a zombie. You want braaains. More brains than any of your zombie buddies.
Zombie Dice is fun for any zombie fan (or the whole zombie family). The 13 custom dice are your victims. Push your luck to eat their brains, but stop before the shotgun blasts end your turn!
It's a great quick game. Play it at lunch (braaiiiiiins!) or while you're in line for a zombie movie . . . !
Two or more can play. Each game takes 10 to 20 minutes, and can be taught in a single round.
13 custom dice, dice cup, and rules.
Munchkin Deluxe (Reprint)
What makes this edition "deluxe"? It's got a big gameboard to keep your decks in place and 12 standies (six male and six female) that you move on the gameboard as you level up!
Go down in the dungeon. Kill everything you meet. Backstab your friends and steal their stuff. Grab the treasure and run.
Admit it. You love it.
Munchkin is the mega-hit card game about dungeon adventure . . . with none of that stupid roleplaying stuff. You and your friends compete to kill monsters and grab magic items. And what magic items! Don the Horny Helmet and the Boots of Butt-Kicking. Wield the Staff of Napalm . . . or maybe the Chainsaw of Bloody Dismemberment. Start by slaughtering the Potted Plant and the Drooling Slime, and work your way up to the Plutonium Dragon . . .
And it's illustrated by John Kovalic!
Fast-playing and silly, Munchkin can reduce any roleplaying group to hysteria. And, while they're laughing, you can steal their stuff.
Ages 10 and up. Plays in one to two hours. Three to six players.
A 10.5”x10.5” box with 168 full-color cards, one six-sided die, 12 pawns with plastic stands, a 20”x10” mounted gameboard, and a rulesheet.
At last . . . the star-spanning sourcebook for the Generic Universal RolePlaying System. In the 128 pages of GURPS Space, you'll find:
GURPS Space does not tie your game to a single background. Rather, it is designed for the creative GM who wants to develop their own universe! This book presents a wide variety of choices and background information, to let you recreate your favorite science fiction background – or build your own, from the homeworld out.
Years in the making, GURPS Space is essentially a survey of the whole space-adventure genre as it relates to roleplaying. If you're ready to create your own future . . . it's yours.
This book is designed for use with the GURPS Basic Set, but can be used as a sourcebook for any roleplaying campaign in outer space.
(This is a digital reprint of a supplement designed for GURPS prior to Third Edition.)
Despite its "set piece" sorcery and limited flexibility, the main magic system in the GURPS Basic Set and GURPS Magic offers a major advantage: Effects are spelled out clearly ahead of time, meaning no spell-creation mini-game and relatively few arguments at the gaming table. This degree of predictability is great for games with fireballs and dragons, like hack 'n' slash fantasy, but not suited to every genre that features the supernatural.
GURPS Magical Styles: Horror Magic uses the tools of GURPS Thaumatology: Magical Styles to adapt this system to genres where magic is supposed to be a secret – likely a creepy one, if not evil. Cult Secrets is a style for secretive wizards who don robes to carry out ceremonies under cover of darkness, usually in the name of a demon or dark god. The Dark Path, on the other hand, is followed by loners who delve into forbidden books to show their detractors the price of laughing at their ambitions. And Forgotten Wisdom suits traditionalists whose problem is largely one of image . . . but who aren't above cursing enemies.
Ultimately, it isn't about the spells you cast but who you damn to Hell when you cast them – which could be you, if you aren't very, very careful!