Munchkin: SpongeBob SquarePants
Last one there is a Barnacle Head! Dive into a treasure hunt on the high seas with Munchkin: SpongeBob SquarePants! Immerse yourself in the whimsical world of Bikini Bottom mixed with the backstabbing fun of Munchkin! Play as SpongeBob SquarePants, Patrick Star, Squidward Tentacles, Mr. Krabs, Sandy Cheeks, or Pearl Krabsyour. Kick Open The Door and you may find yourself facing the Krabby Patty secret-seeking Sheldon J. Plankton, gruel-loving Captain Starfish, or many other foes. Never fear! You can equip yourself with cool Items such as Krusty Krab Hat and gather Allies like Gary the Snail to defeat the monsters and win an underwater race to Level 10!
CONTENTS: 168 Cards, 6 Role Cards, 6 Plastic Trackers, 1 Die, and Instructions.
Stock #MU096-712-002100,
ISBN 700304155115.
$24.99.
GURPS Conan and the Queen of the Black Coast (Reprint)
Allies, swordmates, lovers . . . there were two no deadlier pirates in the Hyborian Age than Conan of Cimmeria, destined to be the greatest hero of his time, and Bêlit, savage ruler of the southern buccaneers! Together, they were Conan and the Queen of the Black Coast!
Now they face supernatural horrors of haunted ruins on the Zarkheba River. Live the adventure of the glorious Hyborian Age in this solo adventure for GURPS. Based on the short story by fantasy legend Robert E. Howard, it can be played many times without having the same adventure twice. Play the mighty Conan, or design your own character to face the evil of the ruined city. The book also includes:
(This is a reprint of a GURPS Third Edition product. Its interior is based on a scanned copy of the first print version, so there will be imperfections compared to modern all-digital releases.)
34 black-and-white pages. Softcover.
Stock #01-6094,
ISBN 978-1-55634-955-3.
$14.95.
Zombie Dice Horde Edition (Reprint)
It's Zombie Dice and two expansions – in one delicious, brain-filled package!
You are a zombie. You want brains. More brains than any of your zombie buddies.
Zombie Dice is a quick and easy game for gamers and non-gamers alike. Great for large groups. The 13 custom dice represent victims. Push your luck to eat their brains, but stop rolling before the shotgun blasts end your turn!
This box includes:
16 six-sided dice, a 12-sided die, 10 brain counters, four shotgun counters, a score pad, a dice bag, and a rulesheet
Stock #131341,
ISBN 091037863430.
$29.95.
Munchkin (Reprint)
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.
168 cards, one six-sided die, and a rulesheet.
Stock #1408,
UPC 837654320310.
$24.95.
GURPS Goblins (Reprint)
This game more or less relates to the sad lives and hard times of persons living in late Georgian London – that is, the city is more or less London, the individuals concerned are more or less persons, and King George is more or less late. The year is 1830.
A roleplaying game usually sends characters on an exploration in which they seek elusive treasure through uncharted jungles, ruins, and dungeons – overcoming obstacles and whacking monsters with magic or astounding technology.
Such things are sadly rare in this game. GURPS Goblins is set in a city where every square inch has been trodden by one and a half million pairs of feet, and all obstacles are marked on a handy street map. The ruins and dungeons are far from uncharted – the only creature who never explores them is the landlord who rents them out. The magic is dubious. The technology isn't astounding.
There are, however, plenty of monsters – in every conceivable shape and size. They live in the characters' houses, eat their food, and buy groceries at the same market. Many of them are relatives. The characters of GURPS Goblins roam well-worn, familiar streets in a sea of unwashed, diseased rogues and villains. The characters are unwashed, diseased rogues and villains. They seek the same elusive treasures that all do – gin, glory, and bags of money.
This edition is black-and-white (grayscale). A version with color interior pages is also available separately.
146 black-and-white pages. Softcover.
Stock #01-6091B,
ISBN 978-1-55634-942-3.
$24.95.
GURPS Goblins (Reprint)
This game more or less relates to the sad lives and hard times of persons living in late Georgian London – that is, the city is more or less London, the individuals concerned are more or less persons, and King George is more or less late. The year is 1830.
A roleplaying game usually sends characters on an exploration in which they seek elusive treasure through uncharted jungles, ruins, and dungeons – overcoming obstacles and whacking monsters with magic or astounding technology.
Such things are sadly rare in this game. GURPS Goblins is set in a city where every square inch has been trodden by one and a half million pairs of feet, and all obstacles are marked on a handy street map. The ruins and dungeons are far from uncharted – the only creature who never explores them is the landlord who rents them out. The magic is dubious. The technology isn't astounding.
There are, however, plenty of monsters – in every conceivable shape and size. They live in the characters' houses, eat their food, and buy groceries at the same market. Many of them are relatives. The characters of GURPS Goblins roam well-worn, familiar streets in a sea of unwashed, diseased rogues and villains. The characters are unwashed, diseased rogues and villains. They seek the same elusive treasures that all do – gin, glory, and bags of money.
This edition recreates the color scheme of the original printing, with 96 color interior pages. A black-and-white (grayscale) version is also available separately.
146 pages, 96 in full color. Softcover.
Stock #01-6091C,
ISBN 978-1-55634-945-4.
$39.95.
GURPS Conan Beyond Thunder River (Reprint)
When the army of Aquilonia marched across Thunder River and into savage Pictland, the tribes of the Picts were driven away. To secure his rich new territory, King Numedides built Fort Tuscelan, a powerful outpost meant to keep the barbarian Picts from striking back.
But Numedides' lone fort is not enough to stop the Pict raiders. In recent days, the ruthless natives have burned Aquilonian homesteads, raided merchant caravans, and brutally murdered several soldiers from the fort.
For the Picts have united behind a sorcerous leader: the great witch-doctor, Zogar Sag. Even now, he is raising a vast Pict horde to crush Fort Tuscelan.
You are Conan of Cimmeria, commander of the scouts at Fort Tuscelan. Can you stop Zogar Sag and his army?
GURPS Conan Beyond Thunder River is based on the story "Beyond the Black River," by Robert E. Howard. In it you'll find:
All of Aquilonia is depending upon you to save the land Beyond Thunder River!
(This is a reprint of a GURPS Third Edition product. Its interior is based on a scanned copy of the first print version, so there will be imperfections compared to modern all-digital releases.)
66 black-and-white pages. Softcover.
Stock #01-6093,
ISBN 978-1-55634-954-6.
$19.95.
GURPS Space (Reprint)
A classic becomes classier in this updating of the definitive guide to science-fiction roleplaying. Previous editions of GURPS Space offered a comprehensive set of tools to design your own starfaring campaigns, from space opera to hard science with any stop in between. Substantially revised and expanded for GURPS Third Edition, this edition:
In addition to the above topics, GURPS Space offers an inventory of science-fiction equipment from lasers to force swords, treatment of classic science-fiction character types, advice on creating planets and the cultures that inhabit them, and much more!
178 black-and-white pages. Softcover.
Stock #01-6114,
ISBN 978-1-55634-960-7.
$26.95.