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Shipped January 21, 2013

Dino Hunt Dice

How many dinosaurs can you catch? Roll the Dino Hunt Dice and see!

In this quick game for parents and kids, you're capturing dinosaurs for your zoo.

Roll the dinosaur picture, and you caught him! If you get a leaf, the dino is hiding, and you can try again. If you get a footprint . . . you're STOMPED!

Push your luck to catch as many as you can, but stop rolling before you're stomped three times, or you'll lose them all.

Dino Hunt Dice is a game for 2 or more players. Each game takes 10 to 20 minutes, and can be taught in a single round.

10 custom dice, dice cup, and rules. Stock #131302, UPC 837654321546. $9.95.


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Shipped January 31, 2013

GURPS Underground Adventures

Look Out Below!

Some adventurers are down-to-earth . . . and some go even further! With GURPS Underground Adventures, you'll explore the dark downward domains like never before. In this well-grounded supplement, you will . . .

  • Discover a sampling of what people around the world have thought about Earth, from early legends to modern speculations. It has an overview of current information about Earth's interior . . . plus details on what it would take to destroy the planet!
  • Come to understand the hazards of traveling underground and how to overcome them: the restrictions on the senses and movement, the dangers of water and air, the characteristics of different kinds of caves, and more.
  • Don one of five templates for underground explorers, and get details on important gear and vehicles. Find tips for GURPS traits particularly suited for subterranean adventurers, including new Talents, techniques, and spells.
  • Become familiar with several different kinds of fantastic underground creatures through information on their species and game stats.
  • Learn how to add subterranean locales to settings -- or use one of the genre seeds to begin a campaign underground!

GURPS Underground Adventures proves that if you find yourself in a hole, keep digging! You're bound to discover adventure . . .

37-page PDF. Stock #37-0144, $9.00.
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Shipped January 24, 2013

Pyramid #3/51: Tech and Toys III

It's the Tech of the Town!

There's one fact that science-fiction fans may have noticed: The future keeps getting more awesome! This month's issue of Pyramid -- the PDF magazine for roleplayers -- is devoted to futuristic technology and gear. Our cutting-edge cache includes:

  • "Ultra-Tech Too," a collection of items from Kenneth Peters -- the co-author of GURPS Ultra-Tech -- that couldn't fit in that original volume. It includes new weapons, defenses, and other underlying tech you can add to a myriad of futuristic settings.
  • "Live Better With Cybernetics," an assortment of new GURPS options and add-ons for those who like their gear to be close at hand.
  • "Modular Mecha," this month's installment of Eidetic Memory by David L. Pulver (the other co-author of Ultra-Tech). It uses the GURPS Spaceships foundation to make quick-and-easy ridable robots.
  • "Near-Future Combat Uniforms," a look at how folks might defend themselves from the dangers of tomorrow -- including GURPS stats for the provided protective garb!
  • "The Psi-Sword," a short-and-sweet Appendix Z from GURPS Psionic Powers author Jason "PK" Levine that lets you hone your psionic-fueled rapier wits into . . . well, something more literal.

The issue upgrades you to the latest in Random Thought Table technology with a philosophical look at tech advancements, plus Odds and Ends that includes a laser-sharp Murphy's Rules as well as some advanced ideas. You'll be on the cutting edge with this issue of Pyramid -- in more ways than one!

40-page PDF. Stock #37-2651, $9.00.
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Shipped January 17, 2013

The AADA Duel Circuit: L'Outrance

To the Ultimate

Welcome to the heartland of Autoduel America -- L'Outrance Duel Circuit! Blaze your way through the toughest arenas in Illinois, Indiana, Michigan, Minnesota, Missouri, Ohio, and Wisconsin!

Featuring:

  • 14 action-packed arenas, 5 track layouts, and a double-sided 22" × 34" map for your added duelling pleasure.
  • Advice for running your own AADA annual circuit. Duel your way to the top in a Rags to Riches odyssey -- or play rough with the professionals in Corporate Car Wars! Learn how the pros are listed in the annual AADA Duellist Handbook -- and earn the right to include your name, too!
  • All the racing schedules and track restrictions you need to run a complete campaign in one of the AADA's deadliest circuits. You can become an Ace on the L'Outrance Circuit, but be sure your Gold Cross is paid in full . . .

The maps for this supplement were originally printed on oversized paper, so this PDF contains two formats: the original map size, for those with access to oversize printers, and modified versions that span multiple regular sheets.

53-page PDF. Stock #30-7138, $6.00.
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Shipped January 10, 2013

Car Wars Midville

Welcome to Midville.
Now Go Home.

Midville, Ohio, used to be a nice, sleepy little mid-American town. But that was before the cycle gangs came . . . and left with their tails between their legs! Now, thanks to UBN's hit show Crash City, it's famous -- and all the Crash City fans are showing up to see if Midville is really "The Toughest Little Town in America."

Midville has a rep to protect. If you're a visitor, you'll get the right hand of friendship extended in a neighborly fashion. If you're a biker or some other troublemaker, watch out. The MONDOs are the toughest neighborhood-watch team this side of the Texas Rangers!

But if you're looking for action, Midville is the place. If it isn't an over-exuberant Crash City fan shooting up downtown, it's a full-scale battle between MONDOs and whoever happens to be closest!

Midville gives you a look at a not-so-typical small town of the 2040s. Inside you'll find:

  • A 24-page rulebook with background, descriptions, and scenarios
  • Four 21" × 32" maps, which can be used on their own or with maps from Car Wars Deluxe Edition or Boat Wars
  • An 8" × 10" full-color counter sheet containing everything from duelling teams to city vehicles

The maps for this supplement were originally printed on oversized paper, so this PDF contains two formats: the original map size, for those with access to oversize printers, and modified versions that span multiple regular sheets.

82-page PDF. Stock #30-7144, $8.00.
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Shipped January 3, 2013

Car Wars Deluxe Road Sections Set 3: Straights

Drive on the Straight and Narrow!

Deluxe Road Sections Set 3: Straights contains straight road sections to expand your Car Wars track layout. Also included are 27 color counters showing trees, bushes, hedges, and green paint clouds (which can be used as tear gas). Each sheet has a clean highway version and a debris-littered version -- take your pick!

This set was originally printed on cardstock larger than standard paper, so this PDF contains two formats: the original road sections, for those with access to oversize printers, and modified versions that span two regular sheets.

13-page PDF. Stock #30-7119, $3.00.
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F E B R U A R Y   2 0 1 3 

Shipped February 18, 2013

Munchkin Easter Eggs

It's Easter, and you know what that means -- Bunnies! Kill them and take their sweet, sweet candy! Wear your Sundae Dress and Bunny Slippers while you fight Peter Cottonmouth and Little Bunny 'Thulhu! Just don't eat the Fake Grass . . .

15 cards and a rulesheet in a tuckbox. Stock #4233, UPC 837654321775. $4.95.


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Shipped February 28, 2013

Car Wars Expansion Set 4 – Armadillo Autoduel Arena

Get "Shell" Shocked!

The Armadillo Autoduel Arena has launched many adventurers on their quest for death or glory. Car Wars Expansion Set 4 -- Armadillo Autoduel Arena includes the 32" × 42" arena map, a history of the Armadillo Autoduel Arena, a description of the area inside and outside the Arena, combat scenarios covering a week's schedule, and 16 color wreck counters -- one for each car in the original Car Wars game.

The supplement was originally printed on oversized paper, so this PDF contains two formats: the original size, for those with access to oversize printers, and modified versions that span multiple regular sheets.

44-page PDF. Stock #30-7111, $3.00.
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Shipped February 21, 2013

Pyramid #3/52: Low-Tech II

Everything Old Is New Again!

When it comes to getting things done with technology and artisanal efforts, the past isn't what it used to be; it's better than ever! This month's issue of Pyramid -- the PDF magazine for roleplayers -- is devoted to more gear and know-how of a bygone era. Our tinkerers' trove includes:

  • "Lord of the Manor," an exploration of how many households and what crops you need to sustain your Wealth. Composed by Matt Riggsby (co-author of GURPS Low-Tech Companion 3: Daily Life and Economics), it uses the GURPS Low-Tech foundation to keep your lands well-tended.
  • "Concealed Armor," showing how you can be both discreet and well-protected (with GURPS stats for various hidden helpers). It's written by Dan Howard, the armor enthusiast who brought his expertise to Low-Tech.
  • "Low-Tech Armor Design," this month's installment of David L. Pulver's Eidetic Memory. With this optional system for designing donned defenses, you'll be safe from a-sworded threats!
  • "The Puckle Gun," a comprehensive look at a weapon that was ahead of its time (with additional GURPS stats), presented by GURPS Crusades co-author Graeme Davis.
  • "Delayed Gratification," an optional new addition to GURPS combat that will let you plan a step ahead to smite your foes!
  • "Return to Ein Arris," which uses the classic GURPS adventure Caravan to Ein Arris as a great justification to provide a comprehensive guide to caravanserais. Rest and relax in an amazing locale -- complete with map.

The issue includes a Random Thought Table that shakes up the future of the past, an Odds and Ends that shows how worse can be better, and a Murphy's Rules that's sew much fun. You'll be a Renaissance man with this issue!

39-page PDF. Stock #37-2652, $9.00.
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Shipped February 14, 2013

Car Wars Expansion Set 1 – Road Sections and Counters

Road Work Ahead

With Car Wars Expansion Set 1 -- Road Sections and Counters, you now have extra road sections and counters for your Car Wars game . . . for bigger and better combats!

This set includes:

  • 24 road sections: four straight, 16 curved (each one is 1/8 of a circle), two exits (one right, one left), and two crossroads. Each road section has a "clean" road version and a debris-littered road version.
  • 124 game counters: 8 oil slicks, 8 smoke clouds, 8 mines, 8 spikes, 16 single debris, 16 double debris, 12 obstacles, 8 handling markers, 8 speed markers, 8 chains, 16 barricades (of two types), and 8 grenades.
  • Eight suggested racetrack/arena layouts, plus a mini-scenario for racetrack combat.

43-page PDF. Stock #30-7102, $4.00.
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Shipped February 7, 2013

Autoduel America Map

Putting Automative Mayhem on the Map!

Looking for adventure? Trouble? A route across the bandit-ravaged countryside of America, 2039? Or just a safe truck stop?

Autoduel America puts the world of 2039 at your fingertips. Two beautiful 23" × 35" full-color maps detail the North American continent, including road conditions for the major interstate, U.S., and state highways; nuclear zones; truck stops; cities; fortress towns; ruins; military bases; national forests and parks; state and national capitals; no-duelling zones and lawless areas. Use them as posters or game aids for Car Wars or GURPS Autoduel campaigns.

The maps of this supplement were originally printed on oversized paper, so this PDF contains two formats: the original map size, for those with access to oversize printers, and modified versions that span multiple regular sheets.

49-page PDF. Stock #30-7143, $6.00.
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Shipped March 4, 2013

Munchkin Bookmark Collection

Bookmarks. You love them. Until they get used on you. But when you use them on somebody else, they're wonderful and evil.

Here are ten of our favorites -- plus two new bookmarks created especially for this set! Grab them today!

12 Munchkin bookmarks. Stock #3913, UPC 837654321744. $4.95.


R E P R I N T S 

Shipped March 18, 2013

Munchkin Polo Shirt (Reprint)

Sometimes, even a munchkin gets caught in a situation just a little too formal for a T-shirt. For those dressy occasions, we recommend the Munchkin Polo Shirt!

Official Rules

1. If you are wearing an official Munchkin shirt*, you may draw one extra card from either deck when you start play or when you come back from the dead.

2. You may treat your Munchkin Polo Shirt as a Steed, granting you a +2 combat bonus. (If you do not have the Steed rules, treat the Polo Shirt as a Big item that does not fill the Big item "slot.")

3. The autograph of Steve Jackson, Andrew Hackard, or John Kovalic on the shirt gives you an extra +1 combat bonus per autograph, to a maximum bonus of +5.

4. Wearing two or more Munchkin shirts does NOT give you both bonuses. The one on the outside rules.

5. Use of the Cheat! card overrides Rule 4 and lets you benefit from two different shirts. (It doesn't matter which one is outside.)

6. But under no circumstance is there any bonus for MORE than two shirts at once, and players may never benefit from more than two shirts per game.

It is NOT an official tournament rule, but if you wish to make a house rule that a "Lose Your Armor" card requires you to remove your shirt(s), we cannot stop you.

*On your torso. Right side out.

One polo shirt. Stock #9163, $30.00.


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Shipped March 28, 2013

Car Wars Expansion Set 9 – Muskogee Fairground & Family Emporium

High-G Driving at the Muskogee

Buckle in for racing thrills in the biggest arena ever published! In addition to information on the Muskogee Fairgrounds and Family Emporium, this supplement includes four full-sized maps, 14 scenarios, and lots of track layouts. Get ready . . . get set . . . and there's the flag!

You need Car Wars (basic or Deluxe edition) to play. Dueltrack is also useful.

The supplement was originally printed on oversized paper, so this PDF contains two formats: the original size, for those with access to oversize printers, and modified versions that span multiple regular sheets.

70-page PDF. Stock #30-7123, $4.00.
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Shipped March 21, 2013

Pyramid #3/53: Action

Lights, Camera, Action!

Push the speedometer needle to the right with this issue of Pyramid, the PDF magazine for roleplayers. It's action-packed -- in more ways than one! This month's impossible heist includes:

  • "Buddies and Loners," a look at how to emulate those small-group action-movie antics. Written by GURPS Action architect Sean Punch, this feature includes GURPS lenses for that series, plus assumptions, adventure tips, and even a couple of new advantages.
  • "Extended Action!" This trove by popular GURPS author Phil Masters expands the Action possibilities to past and future, with a new template and lenses. Now you can be a kid again -- literally -- or get involved in a horseback chase.
  • "Hell on Wheels," a military vehicle that's at home in any heavy-hitting GURPS game. Written by GURPS Gun Fu co-author Hans-Christian Vortisch, this article gives you a complete rundown of the Cadillac Gage Commando: its history, features, and campaign ideas, plus stats for two versions of this rugged ride.
  • "Dogfight Action!" The name alone promises aerial antics, and David L. Pulver (author of GURPS Mass Combat) delivers in this month's Eidetic Memory. Take the Action rules for vehicular chases to the sky . . . and ramp up the action with stats for some common fighters and their weapons.
  • "Dealing With the Law," a systemless look at how to handle a law-enforcement entanglement. Learn what to do . . . and what not to do.
  • "I've Got a Great Idea," an optional GURPS rule that lets you speed up pre-mission planning by supporting on-the-fly inspiration. This great idea is written by Roger Burton West, author of GURPS Reign of Steel: Will to Live.
  • "The Red Swords," a fictional secret organization that combines merciful medicine with manic missions. Suitable for any modern-day setting, it includes some ideas for Action heroes and campaigns.
  • "Fortunately, I Saw This Coming," optional "retroaction" rules and advantages for those times when your hero is smarter than you, written by GURPS Monster Hunters author Jason "PK" Levine.

This issue also presents a Random Thought Table that looks at how motivational money can be, Odds and Ends that complicate things, and a Murphy's Rules that auto know better. Don't wait for the opening credits; get the best seat in the house with this issue!

38-page PDF. Stock #37-2653, $9.00.
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Shipped March 18, 2013

Munchkin Polo Shirt (Reprint)

Sometimes, even a munchkin gets caught in a situation just a little too formal for a T-shirt. For those dressy occasions, we recommend the Munchkin Polo Shirt!

Official Rules

1. If you are wearing an official Munchkin shirt*, you may draw one extra card from either deck when you start play or when you come back from the dead.

2. You may treat your Munchkin Polo Shirt as a Steed, granting you a +2 combat bonus. (If you do not have the Steed rules, treat the Polo Shirt as a Big item that does not fill the Big item "slot.")

3. The autograph of Steve Jackson, Andrew Hackard, or John Kovalic on the shirt gives you an extra +1 combat bonus per autograph, to a maximum bonus of +5.

4. Wearing two or more Munchkin shirts does NOT give you both bonuses. The one on the outside rules.

5. Use of the Cheat! card overrides Rule 4 and lets you benefit from two different shirts. (It doesn't matter which one is outside.)

6. But under no circumstance is there any bonus for MORE than two shirts at once, and players may never benefit from more than two shirts per game.

It is NOT an official tournament rule, but if you wish to make a house rule that a "Lose Your Armor" card requires you to remove your shirt(s), we cannot stop you.

*On your torso. Right side out.

One polo shirt. Stock #9163, $30.00.

Shipped March 14, 2013

Car Wars Expansion Set 8 – Chopper Challenge

Fly Offensively!

You have a tricked-out helicopter, ready for action. Now, how much mayhem can you cause with it? Fire up the rotors and find out! Car Wars Expansion Set 8 -- Chopper Challenge includes:

  • 19 full-color counters -- helicopters, "grasshoppers," pedestrians, and wrecks.
  • Two color 21" × 32" wilderness maps.
  • Five scenarios to get you off the ground!

You need the Car Wars Deluxe Edition to play Chopper Challenge. You can also use this set if you have the helicopter rules from elsewhere (such as the Car Wars Compendium) and/or the off-road rules from The AADA Vehicle Guide.

The supplement was originally printed on oversized paper, so this PDF contains two formats: the original size, for those with access to oversize printers, and modified versions that span multiple regular sheets.

38-page PDF. Stock #30-7121, $3.00.
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Shipped March 7, 2013

Car Wars Expansion Set 5 – Double Arena

Double Trouble!

Two new arenas for your Car Wars adventures! Car Wars Expansion Set 5 -- Double Arena includes two double-sided 21" × 32" map sheets; complete instructions; and a 4" × 7" sheet of full-color duelling vehicles. The map sheets combine to form two different arenas: the 32" × 42" Buffalo Municipal Coliseum, and the 21" × 64" Dumbarton Slalom Arena in Oakland, California. Ladies and gentlemen, start your engines . . .

The supplement was originally printed on oversized paper, so this PDF contains two formats: the original size, for those with access to oversize printers, and modified versions that span multiple regular sheets.

54-page PDF. Stock #30-7112, $3.00.
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Shipped April 25, 2013

GURPS Classic: Monsters

All Things Vile and Murderous . . .

They chase you, baying, through woods far from home. They lurk in the shadows to grab the unwary. They possess your friends and change them subtly. They smash through your bedroom wall and are on you before you can even scream. But you scream anyway.

Some creatures are tragically misunderstood -- fearsome in appearance, but basically harmless, or even good.

But the ones in this book are just . . . monsters.

GURPS Monsters contains 48 of the meanest, vilest people, animals, and things to infest this (or any other) universe. With detailed biographies, motivations, and suggestions for encounters, each creature will make an impressive character or adversary. Meet:

  • Literary and mythic monsters such as Asterius the Minotaur, Dracula, and Medusa.
  • More recent legends such as El Chupacabra, the Jersey Devil, and the Queen of Air and Darkness.
  • Wholly original foes! Pit your parties against Elrond Carver, the Atomic Lich; Pusan Chen, an undead dragon; and Sylvia Sternenkind, a bioengineered pleasure slave turned contract killer!

Plus an entire chapter on playing monsters . . . and the people who hunt them!

Some threats you can fight; others you may flee. With the rest, all you can do is scream, and scream, and scream.

(This is an e23 reprint of a GURPS Third Edition product.)

131-page PDF. Stock #30-6418, $9.00.
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Shipped April 18, 2013

Pyramid #3/54: Social Engineering

Master the Social Arts!

You don't need to be an expert extrovert to play one in your game! This month's issue of Pyramid -- the PDF magazine for roleplayers -- is devoted to all aspects of interpersonal relations, especially as detailed in GURPS Social Engineering. This issue's "talking points" include:

  • "The Civil Arts in GURPS," an optional expansion for Social Engineering by that tome's author, William H. Stoddard. These techniques and styles could be just what your adventurer needs to improve his personal encounters.
  • "The Palais Du Monde," an adventure outline filled with intrigue by Matt Riggsby, author of GURPS Dungeon Fantasy Adventure 1: Mirror of the Fire Demon. Explore the playhouse through detailed descriptions and full-color maps, and get character summaries (with GURPS stats) for all the major players.
  • "Hand of Hermes," an extraordinary charity organization in this month's Eidetic Memory by David L. Pulver (author of GURPS Psi-Tech). Help out monsters and hunters by incorporating this group into your GURPS Monster Hunters, GURPS Illuminati, or other secret-supernatural campaign.
  • "Speaking in Tongues," an assortment of optional rules for making multilingual settings easier (and cheaper for heroes), by GURPS guru Jason "PK" Levine.
  • "City Management," guidelines for founding, improving, and expanding cities that build off the foundation of GURPS City Stats and Social Engineering.

This month's Random Thought Table considers ways to encourage indirect confrontation, while Odds and Ends provides some ideas for when that doesn't happen. Murphy's Rules wraps up the issue with a scream. If you think your heroes will ever talk their way out of (or into) trouble, you need this issue!

37-page PDF. Stock #37-2654, $9.00.
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Shipped April 11, 2013

Principia Discordia

This book is the bible of Discordianism . . . the worship of Eris, the goddess of Chaos. This great "cult classic" first appeared in 1965. This edition adds 20 pages of new material, as revealed by Eris to her faithful worshipers when they probably should have been mowing the lawn or something.

WARNING: This book contains subversive truths, absurd lies, guerrilla philosophy, and several very naughty words. Open mind before reading!

Q: Is Eris true?
A. Everything is true.
Q. Even false things?
A. Even false things are true.
Q. How can that be?
A. I don't know, man. I didn't do it!

Online versions can be found here and here.

(This electronic version is $5.99, but those whom the goddess has touched might see the price appear as $5.23; such individuals should accept her Discordian blessing.)

61-page PDF. Stock #30-3002, $5.23.
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Shipped April 4, 2013

Car Wars Classic

Drive Offensively!

He triggered the rear guns once more. A direct hit! The blue car skidded as the driver lost control – then flipped and caught fire.

That would teach him not to tailgate . . .

Drive the freeways of the future -- where the right of way goes to the biggest guns. Players choose their vehicles -- complete with weapons, armor, power plants, suspension, and even body style. Then they take them out on the road . . . to come home as "aces," or to crash and burn. If a driver survives, his abilities improve, and he can earn money to buy bigger and better cars. Advanced rules let players design their own customized cars, trucks, and cycles.

Playing time 30 minutes and up, for players 10 and older. Any number can play . . . games with 2 to 8 are best.

Game components include:

  • 103 full-color game counters and separate Turning Key.
  • 64-page rulebook, plus extra tables and record sheets.
  • 2-sided game map, with autoduel arena and raceway.

This is the original version of the game; it's great as a starter set. Check out Deluxe Car Wars for a fancier presentation of the same game.

The maps for this supplement were originally printed on oversized paper, so this PDF contains two formats: the original map size, for those with access to oversize printers, and modified versions that span multiple regular sheets.

100-page PDF. Stock #30-1400, $6.00.
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Shipped May 30, 2013

Car Wars Expansion Set 7 – Off-Road Duelling

Get Off the Roads!

See the great outdoors -- as only a Car Wars duellist can! Take your armed and armored cross-country vehicle off the highways and fight it out at the scenic Ozark Off-Road Autoduel Arena.

You need:

  • Fast Reflexes -- to dodge trees and boulders
  • Good Handling -- to jump the river (twice!) and pass the hazardous whoop-de-doos
  • Firepower -- all the weapons your three-wheeler can mount . . . because the other drivers are out to drive you off the road for good.

This set gives you two full-color 21" × 32" map sheets, 30 full-color counters, and new scenarios for off-road action.

Car Wars Expansion Set 7 -- Off-Road Duelling needs Car Wars Deluxe Edition to play. Duellists with Car Wars Classic and The AADA Vehicle Guide can also use this set.

The supplement was originally printed on oversized paper, so this PDF contains two formats: the original size, for those with access to oversize printers, and modified versions that span multiple regular sheets.

32-page PDF. Stock #30-7120, $3.00.
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Shipped May 23, 2013

Pyramid #3/55: Military Sci-Fi

Get Ready Today for the Wars of Tomorrow

Alert the troops; we're exiting hyperspace! This month's issue of Pyramid -- the PDF magazine for roleplayers -- looks at the future of face-to-face combat. This issue's intel includes:

  • "Tactical Shooting: Tomorrow," an optional extrapolation of GURPS Tactical Shooting by that volume's specialist, Hans-Christian Vortisch. Pulling in material from GURPS Ultra-Tech and GURPS High-Tech, this feature looks at all aspects of TL9 tactical combat, including stats for equipment, two new GURPS techniques, and two new gun-fighting styles.
  • "Chrome Commandos: TL9 Elite Tactical Gear," an optional collection of new and revised Ultra-Tech fighting equipment, computers, software, options, and more, plus an overview of a basic command vehicle.
  • "The Vree," this month's Eidetic Memory by David L. Pulver (author of the GURPS Spaceships series) that presents a new enemy to turn your advanced armies' abilities upon. These fanatical aliens are determined to convert the universe -- by any means necessary! It includes a GURPS racial template, Spaceships info on two of their vessels, and more.
  • "Mobile Wormhole Logistics," which describes a superscience Spaceships vessel that will give you the opportunity to shuttle your space marines from point A to point B -- with nothing in between!
  • "Future Soldier," a further look at outfitting tomorrow's troops that builds off this issue's tactical considerations. Written by Ultra-Tech co-author Kenneth Peters, it includes a pre-calculated collection of gear in the GURPS Loadouts format.

This month's Random Thought Table ponders the human side of futuristic conflict, Odds and Ends looks to history for science-fiction ideas, and Murphy's Rules is dressed for success. If you're fighting for tomorrow but tomorrow's fighting back, you need this issue!

39-page PDF. Stock #37-2655, $9.00.
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Shipped May 16, 2013

GURPS Classic: Vehicles Expansion 2

Back to the garage! This second supplement for GURPS Vehicles includes a truckload of new components and design options. Want to go faster? Add smart tracks to your tanks, X-wing rotors to your helicopters, or grav drives and tachyon sails to your starships. Under attack? Protect your vehicle with collapsed-matter armor or a custom-designed force field. If high-tech isn't your cup of tea, Vehicles Expansion 2 also covers a warehouse of weird science and steampunk technologies suitable for anachronistic settings, from ether sails to perpetual-motion engines!

Vehicles Expansion 2 requires GURPS Basic Set, Third Edition and GURPS Vehicles, Second Edition.

35-page PDF. Stock #30-6542, $4.00.
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Shipped May 9, 2013

GURPS Classic: Vehicles Expansion 1

Time for a tune-up! David Pulver's supplement for GURPS Vehicles has dozens of vehicular design options and components. Create supercavitating submarines that race through the ocean at Mach 1, monstrous cybertanks invulnerable to anything short of a nuclear weapon, and elegant spacecraft that ride the solar winds on magnetic sails. There are plenty of options for mundane vehicles as well, with expanded rules for building everything from historical sailing ships to combine harvesters.

Vehicles Expansion 1 requires GURPS Basic Set, Third Edition and GURPS Vehicles, Second Edition.

35-page PDF. Stock #30-6541, $4.00.
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Shipped May 2, 2013

GURPS Classic: Spirits

Gaming After Death

The creatures of the Other World are all around us. Some were once alive. Some were created by human imagination. And some are completely inhuman but thirst for our souls.

GURPS Spirits is a complete guide to the spirit realm and its inhabitants. It includes a catalog of spirits from around the world: angels, demons, djinn, dryads, ghosts, loas, manitou, raksasha, and many, many more. It is also a campaign guide for those who see spirits, serve them, use them . . . or fight them!

Also included: an expanded version of the ritual magic rules first seen in GURPS Voodoo, as a system for spirit-mediated magic.

No horror roleplaying campaign is complete without a ghostly apparition, the rattle of chains in the dead of night, or a malevolent spirit wreaking havoc. And the creatures of GURPS Spirits can be used in many other types of campaigns -- from the questing knights of old to the paranormal investigators of today to the galactic explorers of tomorrow!

(This is an e23 reprint of a GURPS Third Edition product.)

131-page PDF. Stock #30-6537, $9.00.
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Shipped June 20, 2013

Munchkin Legends

Raid the world of myth and legend! Crush every foe you meet. Backstab your friends and steal their stuff. Grab the treasure and run.

Munchkin Legends is the new Munchkin card game about legendary adventure . . . with none of that stupid roleplaying stuff. You'll defeat mythic monsters and grab fabled magic items! Don the Death Mask and Achilles' Heels. Wield Thor's Hammer . . . or maybe the Magic Bassoon. Start by slaughtering the Heebie-Jeebies and Johnny Zucchiniseed, and work your way up to the Kraken . . .

Fast-playing and silly, Munchkin Legends can reduce any group to hysteria. And, while they're laughing, you can sneak past them for the win.

Munchkin has sold over a million copies in 15 languages, with more on the way. And there are dozens of Munchkin sequels and supplements . . . mix and match them for a fantastically silly dungeon crawl!

New to Munchkin? Check out our Munchkin Flash Demo!

Boxed game with 168 cards, rules, and die. Stock #1490, UPC 837654321782. $24.95.

Shipped June 10, 2013

Munchkin Holiday Surprise

You're Gonna Need A Bigger Stocking . . .

We've created several holiday-themed Munchkin boosters over the years. Now you can get all those cards in a single set -- that's 68 cards total, including four new ones created just for the Holiday Surprise! We've also included two new Christmas Munchkin dice and a special holiday Munchkin Kill-O-Meter to track your combat, because of course the holidays are all about bashing monsters and taking their stuff . . .

Boxed: 68 cards, two dice, a Kill-O-Meter, and a rulesheet. Stock #1488, UPC 837654321645. $19.95.

Shipped June 2, 2013

Ogre War Room

This is a free helper app for Ogre. This is not a stand-alone game! You will need a copy of the Ogre board game (or Ogre Miniatures) to play.

Use the app to score a game for up to six players and any number of Ogres.

The Combat Calculator lets you enter values for attackers, defender, and terrain, and roll for the result on the Ogre combat results table.

The app also includes PDFs of the Ogre Record Sheets formatted for both the Ogre board game and Ogre Miniatures. You can print these directly from your phone!

App for Android, with Ogre record sheets, combat calculator, and more. Stock #1124, $FREE.


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Shipped June 27, 2013

Dueltrack

Supercharge Your Game!

Car Wars moves into high gear -- with Dueltrack! Here is your gas-guzzling guide to high-octane action:

  • Gasoline engines: Accelerate quicker and achieve higher speeds than you ever thought possible . . . or wise!
  • Race cars: Dragsters, Formula One, Can-Am, Sprint -- some of the best-handling vehicles you've seen yet!
  • Metal Armor: Stand up to heavy-duty weapon fire with stronger defenses.
  • Chassis & Crossbow: Engage in low-tech autoduelling from the good old days.

Dueltrack includes a 40-page rulebook, 115 full-color counters, and deluxe road sections -- perfect for taking your need for speed to dangerous new realms!

This set needs Car Wars Classic, Car Wars Compendium, or Car Wars Deluxe Edition to play.

Some elements of this boxed set were originally printed on oversized paper, so this PDF contains two formats: the original size, for those with access to oversize printers, and modified versions that span multiple regular sheets.

86-page PDF. Stock #30-1302, $8.00.
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Shipped June 20, 2013

Pyramid #3/56: Prehistory

Get Really Retro!

What happens before page one? Cavemen and more from the dawn of time! This month's issue of Pyramid -- the PDF magazine for roleplayers -- looks at all things prehistoric. This issue's ancient wisdom includes:

  • "Caveman Fundamentals," a collection of GURPS Fourth Edition templates and roles that will let you create a club-wielding cliff-climber in no time! It includes a new racial template, six new templates for typical cave-dwelling roles, and a new Talent.
  • "Past Presents and Future," which expands on the ideas and rules for gifting societies found in GURPS Low-Tech Companion 1: Philosophers and Kings. Written by that supplement’s co-author Matt Riggsby, this article provides everything you need to bring primitive quid pro quo to your game: game mechanics, adventure seeds, and more.
  • "Caverns of the Chronomancer," this month's Eidetic Memory by David L. Pulver (co-progenitor of the GURPS Basic Set for Fourth Edition). It's a GURPS Dungeon Fantasy adventure with a twist . . . although if you're thinking "cavemen, dinosaurs, and temporal experiments gone awry," then you're getting in the right frame of mind!
  • "Where the Snow Bleeds," a more traditional GURPS adventure outline for cavemen (or those who might interact with such a tribe). What mystery lies in the mountains -- and will the heroes live to tell the tale?
  • "Prehistoric Plots," an even dozen plot ideas for how to bring the dawn of time to your gaming table.
  • "The Old Ways," a collection of 29 new spells (plus rules and insight) that bring primitive magical flavor to the Ritual Path Magic system found in GURPS Monster Hunters.
  • "First and Foremost," a short Appendix Z article from GURPS Assistant Line Editor Jason "PK" Levine that shows how to be (or become) the first one ever to know a GURPS skill or ability.

This month's Random Thought Table looks at how you can keep 'em guessing even when they know the ending, Odds and Ends draws inspiration from the idea of "modern," and Murphy's Rules is more lost than normal. With this month's Pyramid, you can grab your mate, see what the night life has to offer, and go clubbing -- like never before!

39-page PDF. Stock #37-2656, $9.00.
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Shipped June 13, 2013

Uncle Albert's 2036 Catalog Update

Uncle Al -- The Duellist's Pal!™

Time marches on, and Uncle Albert keeps in step with this 2036 update to his popular 2035 catalog. In one short year, Al (the Duellist's Pal) has collected more than 70 new products for discriminating duellists -- like yourself. This is NOT a reprint, so if you missed the fine products in Uncle Albert's first catalog, make sure you have this one . . . your opponents already do.

43-page PDF. Stock #30-7124, $4.00.
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Shipped June 6, 2013

Car Wars Aeroduel

The Sky's the Limit!

The cars rule the roads and the boats rule the lakes, but everyone scatters when the aircraft roar across the battlefield!

Aeroduel introduces air power to Car Wars, showcasing the expensive but ultra-deadly aircraft of the 21st century. You get details for construction, movement, and combat for everything that flies -- airplanes, ultralights, airships, helicopters, gliders, autogyros, balloons, and even jet packs!

Aeroduel includes:

  • Two full-color counter sheets, with everything from one-man jets and autogyros to behemoth airships and military bombers.
  • Two 21" × 32" airport map sheets with an aircraft hangar, anti-aircraft bunkers, control tower, and other features.
  • The complete rules for playing Aeroduel.

Aeroduel needs Car Wars Classic, Car Wars Compendium, or Car Wars Deluxe Edition to play.

The maps for this supplement were originally printed on oversized paper, so this PDF contains two formats: the original map size, for those with access to oversize printers, and modified versions that span multiple regular sheets.

85-page PDF. Stock #30-1310, $8.00.
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Shipped June 2, 2013

Ogre Main Theme

The Ogre Theme was composed by Tom Smith for the Ogre Designer's Edition project on Kickstarter. It's also used in the Ogre War Room app.

This free bundle contains the Ogre Theme in three MP3 versions: the full track, a long ringtone, and a short ringtone.

Three MP3 files. Stock #37-5010, $FREE.
Buy Now!


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Shipped July 8, 2013

Castellan

Two players work together to build a castle. Wall and tower pieces link to form courtyards. The player who finishes a courtyard claims it with a Keep.

Your cards determine what pieces you get each turn . . . but you decide where to put them. If you're clever, the pieces played by your opponent can end up scoring for you!

Castellan includes 110 detailed castle pieces and 28 cards, and plays in less than an hour.

If you combine red/blue and green/yellow Castellan sets, you can play with three or four players.

108 plastic pieces, 28 cards, and rulesheet. Stock #1906, UPC 837654321485. $34.95.

Munchkin Level Playing Field

Track everyone's levels at once with the Munchkin Level Playing Field! Includes male/female tokens in six colors, and matching colored tokens with special in-game benefits for each player! This set also includes four new Munchkin cards!

Bonus! The Level Playing Field has a second side, with Levels 1-20 for Epic Munchkin!

One two-sided game board, four cards, and 12 tokens. Stock #5559, UPC 837654321812. $19.95.

Shipped July 1, 2013

Munchkin Dragons

Here There Be Dragons!

Dragons are fearsome! Dragons are cool! Dragons have LOTS of treasure for munchkins to loot! Munchkin Dragons has 15 new cards. The treasures are wondrous indeed . . . but first, you've got some dragons to slay. Good luck.

This is an expansion for Munchkin. It is not a stand-alone game. This is NOT a collectible or randomized set. Every Munchkin Dragons pack is the same as every other.

Finseal pack containing 15 cards. Stock #4235, UPC 837654321805. $4.95.

Munchkin Zombies Decay d6

Diiiiiiiiiice . . .

Normally, we wouldn't do a detailed description of dice. But, these are so cool that we're making an exception!

Munchkin Zombies Decay d6 features six custom six-sided acrylic dice previously available only in a limited release. Three of them are swirled pearlescent red with pus-yellow pips; three of them are swirled pearlescent ivory with blood-red pips, and all six feature a Munchkin head in place of the one. You want them so you can kill the monsters and take their stuff!

Also includes four exclusive new cards for Munchkin Zombies!

Six 6-sided dice and four Munchkin Zombies cards. Stock #5563, UPC 837654321843. $6.95.


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Shipped July 25, 2013

Munchkin Plutonium Dragon Patch

Official Rules

1. The Munchkin Plutonium Dragon Patch must be sewn to a visible article of clothing* you are wearing. Just having the patch confers no bonus!

2. Once per game, during combat, you may either make one non-Dragon monster into a Dragon (as described in the rules for Munchkin Dragons), or give a monster that is already a Dragon a +10 bonus.

3. If you have different styles of the Munchkin Patch, you can use each patch once. Multiple copies of the same patch do not give you extra uses!

* Clothing must itself be worn, in the usual manner for the article of clothing in question.

One 3" patch. Stock #9308, $5.00.

Shipped July 25, 2013

Eye-in-Pyramid Patch

Display Your Allegiance

Wear the symbol of the Secret Masters! This patch will clue everyone in to your true allegiance. Display it with pride, look smug, and tell them you have no idea what they are talking about. Fnord.

One 3" patch. Stock #9309, $5.00.

Shipped July 25, 2013

Cthulhu Patch (Black & Red)

Iä! Cthulhu Fhtagn!

The Greatest of the Old Ones can fhtagn on your jacket, bag, or other article of choice. We can’t promise this patch will save you from being devoured by Deep Ones, but you’ll definitely look cool while it happens!

One 3" patch. Stock #9311A, $5.00.

Shipped July 25, 2013

Cthulhu Patch (Green & Yellow)

Iä! Cthulhu Fhtagn!

The Greatest of the Old Ones can fhtagn on your jacket, bag, or other article of choice. We can't promise this patch will save you from being devoured by Deep Ones, but you'll definitely look cool while it happens!

One 3" patch. Stock #9311B, $5.00.

Shipped July 25, 2013

Cthulhu Patch (Purple & Green)

Iä! Cthulhu Fhtagn!

The Greatest of the Old Ones can fhtagn on your jacket, bag, or other article of choice. We can't promise this patch will save you from being devoured by Deep Ones, but you'll definitely look cool while it happens!

One 3" patch. Stock #9311C, $5.00.

Shipped July 25, 2013

Zombie Dice Patch

Be In The Zombie Elite

You're getting good at the zombie thing. You know not to get shotgunned. You know to eat brains. But if you want respect from your fellow brain-eaters, you need to look the part. This patch will show the zombies on your block who gets all the brains and lives to . . . well, to eat even more brains.

One 3" patch. Stock #9312, $5.00.

Shipped July 25, 2013

Car Wars Military Vehicle Guide

The Big Guns

If you liked the military gadgets in Uncle Al's Catalog from Hell -- or if you went whole-hog and bought Car Wars Tanks -- here's the book you've been waiting for.

The Military Vehicle Guide contains over 80 different military vehicles and variants -- tanks, armored cars, helicopters and other aircraft, and more.

And it includes over 150 different full-color Car Wars counters. Each counter includes the wrecked vehicle on the back. For the most-used vehicles, there are several counters -- so you can create your own realistic military force.

There's also a description of the new Central Missouri Commercial Combat Zone, located in and around old Fort Leonard Wood, where national forces, mercenaries, and even corporate armies slug it out for the TV audience.

This is a Car Wars supplement. You need Car Wars and either Uncle Al's Catalog from Hell or Car Wars Tanks to play.

71-page PDF. Stock #30-7151, $5.00.
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Shipped July 18, 2013

Pyramid #3/57: Gunplay

Ready, Game, Fire!

Lock and load, fearless readers! This month's Pyramid -- the PDF magazine for roleplayers -- looks at an arsenal of articles related to guns. We present a fully loaded six-shooter of features, with:

  • "Modern Warfighter: Gear," an assortment of new, modern-day equipment that builds on the GURPS High-Tech tradition, with new weapon accessories, survival gear, options, and more. Written by GURPS Ultra-Tech co-author Kenneth Peters, it includes dozens of new items that any gunslinger will find invaluable.
  • "The Devil's Chariot," an extensive look at the world's most famous helicopter gunship, written by GURPS Tactical Shooting sharpshooter Hans-Christian Vortisch. In addition to background info and expected roles for the Russian Mi-24 series (or "Hind," as it's code-named by NATO), it includes GURPS stats for the vessel plus nine of the weapons it's known to carry.
  • "Brock-Avery Guns," this month's Eidetic Memory by David L. Pulver (co-scribe of the GURPS Basic Set for Fourth Edition). A fictitious weapon manufacturer is presented in full, with six GURPS weapons that showcase this company's wares from the 18th century to today.
  • "Dodge This," an alternate way to think about dodging in GURPS -- including a few minor optional tweaks that will get you out of projectiles' way like never before.
  • "The Nock Volley Gun," describing the history and stats of this intimidating seven-barreled carbine, as detailed by GURPS Crusades co-historian Graeme Davis.
  • "Magic Bullets," showing you how to keep the darkness at bay when normal shots aren't the right "caliber." Now it's easier than ever to build exotic ammo for your favorite GURPS weapon!

This month's Random Thought Table looks at how to get the heroes to make every shot count, Odds and Ends includes stuff too good for the cutting room floor, and Murphy's Rules spells "heroism" with a bullet hole. Packing so much explosive excitement, Pyramid #3/57 just might be our "magnum" opus!

39-page PDF. Stock #37-2657, $9.00.
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Shipped July 11, 2013

Car Wars Tanks

Heavy Metal

Huge. Invulnerable. Invincible. Awesome. A moving mountain of metal and firepower, untouchable and unstoppable. This is an armored fighting vehicle on the move. Like the Juggernaut of old, the AFV crushes all in its path.

Car Wars Tanks provides complete rules for these vastly potent war machines. Build any kind of AFV, from humble mini-personnel carriers to giant hundred-ton supertanks. Weapons and armor too massive for simple cars and trucks make these plated horrors more than a match for anything in any arena. Tanks are the true rulers of the road -- and anywhere else!

The military battlefield is incredibly lethal and complex. Infantry equipment, hidden movement and spotting, electronic warfare, and artillery rules portray a battlefield where the average Car Wars car has a lifespan measured in seconds. Only the mighty survive -- Tanks.

Car Wars Tanks is a supplement to Car Wars. You must have the Car Wars rules to play.

Some elements of this boxed set were originally printed on oversized paper, so this PDF contains two formats: the original size, for those with access to oversize printers, and modified versions that span multiple regular sheets.

123-page PDF. Stock #30-1306, $8.00.
Buy Now!

Shipped July 1, 2013

Zombie Dice Score Pad

Keeping track of your brains has never been easier!

Each page of the Zombie Dice Score Pad is packed with enough brains for a six player game. Just mark off a brain icon for every brain you score. It's so easy a zombie can do it!

Great for gamers on the go, this handy accessory fits easily inside a Zombie Dice cup. Now you don't need to have space for counters to play a game of Zombie Dice!

Pad of 50 sheets. Stock #5913, UPC 837654321829. $3.50.


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Shipped August 12, 2013

Ogre Miniatures: Combine Laser Turret (Reprint)

Laser weapons are the ultimate in anti-missile technology. The Laser Turret is the basic version. The laser turret provides a deadly umbrella over your base area and adds 12 points to your army.

This figure stands 22mm tall and the base has a footprint 22mm square.

This is a single unpackaged, unpainted miniature in 1/285 scale. It is shipped in a ziplock bag, along with any other miniatures ordered. This is the same miniature that was briefly available in Combine Set 9, which is now out of print.

Design and sculpture by Philip Miller.

1 unpackaged Combine Laser Turret. Stock #10-0305, $11.95.


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Shipped August 29, 2013

Uncle Albert's 2038 Calendar

A Year of Dates With Uncle Albert

Uncle Albert's tried it all: magazine ads, television, mail-order catalogs, even skywriting. To get his message about new inventions and the latest technology at the lowest prices to even more people, the Uncle Albert's Auto Stop and Gunnery Shop crack marketing department has decided to try an old stand-by from the good old days -- the promotional calendar.

It's a Calendar!

Although presented as a 2038 calendar, complete with "historical" dates from 1981 to 2038, this is actually a fully functional 1988 calendar. The months and dates are all correct for the year 1988 (and it can also be used in 2016 and 2044). Hang it on your wall! Impress your friends! Confuse your enemies!

It's a Car Wars Supplement!

Each month features a new Car Wars gadget from Uncle Albert's Auto Stop and Gunnery Shop! Complete game stats are given for each item, and each one is "official" in the Car Wars game system. No fair peeking, though -- an item becomes official on the first day of the month it is featured, and not a day sooner.

30-page PDF. Stock #30-9001, $3.00.
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Shipped August 29, 2013

Ogre Classic Counters

This print-and-play counter set can be used to supplement or replace the counters in Ogre Designer’s Edition.

These counters are also available for purchase (while stocks last) at www.warehouse23.com as commercially printed, die-cut sheets on 1.5mm-thick chipboard.

6-page PDF. Stock #37-5011, $FREE.
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Shipped August 22, 2013

Pyramid #3/58: Urban Fantasy II

The City: More Magical Than Ever!

Forget the city guidebooks; consult the spell books! This month's Pyramid -- the PDF magazine for roleplayers -- is another look at tying fantastic gaming to urban environments . . . of the past or present! This issue's contents include:

  • "Safe as Houses," a GURPS guide on how to defend structures from paranormal threats. Keep the baddies from violating your domain, or learn how something can become a Bad Place as described in GURPS Horror.
  • "Traits for Town," a GURPS Dungeon Fantasy look at character aspects most useful to those who spend more time near the tavern than combing the crypts -- presented by Dungeon Fantasy series architect Sean Punch!
  • "Belial's Bastards," this month's Eidetic Memory from David L. Pulver (architect of GURPS Technomancer). This mystical motorcycle gang will terrorize any setting where monstrous riders can harass a town.
  • "Hunting the Cabal," a guide to making the villainous organization of GURPS Cabal an integral threat to a GURPS Monster Hunters campaign. It includes fearsome insight into how the Cabal uses the Ritual Path Magic system.
  • "The Wraith of Precinct 13," an urban threat that shows what happens when a cop goes to the other side of the law . . . and then goes to the other side of the living!
  • "Festivals of the Unknown," a way to add holidays to an urban environment of any era with the roll of some dice.

This month's Random Thought Table shows how magic intersects (or doesn't) with life in the city, Odds and Ends has an adventure that will keep the heroes coming back, and Murphy's Rules throws the book away entirely. With this month's Pyramid, you'll never look at an alleyway the same way again!

39-page PDF. Stock #37-2658, $9.00.
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Shipped August 15, 2013

Mean Streets

Good Agents Don't Stay Dead . . .

You're a top agent for Texas Intelligence -- and somebody just killed you. Now you've awakened as a Gold Cross clone, to finish the job your former self had started. Your assignment:

  • Penetrate Houston -- a ruined, ravaged city of gangs, led by a dictator named Golden Moses;
  • Steal the detonators -- vital devices, salvaged from a sunken nuclear sub, now about to be used to launch an atomic attack against the nation of Texas;
  • And escape -- driving through the worst urban jungle in North America!

From the Psycho-Delics to the Slimes, every gang in the city will be out to kill you. Be ready to deal with hostile cars, choppers -- maybe even tanks -- to win your way to freedom through Houston's Mean Streets!

Mean Streets is a programmed adventure for Car Wars. You should have the Car Wars Deluxe Edition, or the Car Wars Compendium and a set of maps and counters. It can be played three ways:

  • As a solo adventure -- no opponent needed.
  • As a two-person game -- one takes the part of the agent and the other runs the gang vehicles.
  • As a Game Master's guide to vehicles and encounters for a multi-player roleplaying adventure.

Included are complete Car Wars stats for 18 different vehicles. Good luck, and drive offensively!

67-page PDF. Stock #30-7402, $5.00.
Buy Now!

Shipped August 12, 2013

Ogre Miniatures: Combine Laser Turret (Reprint)

Laser weapons are the ultimate in anti-missile technology. The Laser Turret is the basic version. The laser turret provides a deadly umbrella over your base area and adds 12 points to your army.

This figure stands 22mm tall and the base has a footprint 22mm square.

This is a single unpackaged, unpainted miniature in 1/285 scale. It is shipped in a ziplock bag, along with any other miniatures ordered. This is the same miniature that was briefly available in Combine Set 9, which is now out of print.

Design and sculpture by Philip Miller.

1 unpackaged Combine Laser Turret. Stock #10-0305, $11.95.

Shipped August 8, 2013

Boat Wars

Just When You Thought It Was Safe to Go in the Water . . .

If you thought the roads were tough in 2040, you ain't seen nothin' yet. Boat Wars takes the action and excitement of Car Wars off the land and into the water!

This supplement gives you complete, official rules for movement, combat, and construction of boats and hovercraft. It also provides details on sharks and other aquatic menaces, aquabikes, gadgets, and more! Included are full-color counters for all the vehicles in the game, and a large blue-water map to play on.

Boat Wars is a Car Wars supplement (you will need Car Wars or Car Wars Deluxe to play) that includes:

  • More than 100 full-color counters for boats and hovercraft.
  • Two boat turning keys and other movement templates.
  • Two geomorphic 21" × 32" map sections, showing safe channels, islands, and the tricky water in between.
  • A 24-page rulebook.

The maps for this supplement were originally printed on oversized paper, so this PDF contains two formats: the original map size, for those with access to oversize printers, and modified versions that span multiple regular sheets. The original Boat Wars set came with two copies each of two different maps; this PDF version only includes one copy of each . . . just print two copies of each map!

58-page PDF. Stock #30-1307, $8.00.
Buy Now!

Shipped August 1, 2013

Car Wars – Muskogee Mayhem

They're Not Just Clowning Around!

"Pistol" Pete Hendricks welcomes you to the Muskogee Fairground and Family Emporium, eastern Oklahoma's premier tourist attraction! There's something for everyone here:

Racing and duelling fans come to the Fairground Racetrack, the largest independent track in North America. You've seen them on MuskogeeVision -- now experience the power of gas-engine racing for yourself!

You're into obstacle racing? You're in luck -- the Fairground has the world's first themed ob-race, "Great Moments in Oklahoma History."

Want a place to bring the family? The Family Emporium has everything from twin Ferris wheels and a carousel to the Big Green Monster roller coaster to the Virtual Arena™, where autoduellists can face hazards beyond anything the real world can offer. "Pistol" Pete's restaurants are the best in the state, and the dance floor is open every night.

Of course, you may also find bandits, thieves, screaming mothers-in-law, homicidal hitchhikers, cycle gangs, ARFs, and killer clowns . . . but we did say Muskogee had something for everyone.

Muskogee Mayhem is a Car Wars adventure pack, consisting of a 24-page rulebook, 88 full-color vehicle counters, and four 21" × 32" maps that fit together to form a giant 42" × 64" racetrack/duelling arena. It is not a stand-alone game; you will need either Car Wars Compendium and some pedestrian counters (we recommend Car Wars Expansion Set 2) or Deluxe Car Wars to play.

The supplement was originally printed on oversized paper, so this PDF contains two formats: the original size, for those with access to oversize printers, and modified versions that span multiple regular sheets.

93-page PDF. Stock #30-7145, $8.00.
Buy Now!

Shipped August 1, 2013

Car Wars – Muskogee Mayhem (Expansion Set 9 Upgrade)

Upgrade Your Classic Fairground!

Do you already own Car Wars Expansion Set 9 -- Muskogee Fairground & Family Emporium, and just need the expanded information from Muskogee Mayhem to add more autoduelling antics to this ever-popular destination? Then this e23 exclusive is for you! This version is identical to the full Muskogee Mayhem supplement, except it doesn't include the gargantuan maps that were part of the original Expansion Set 9. With those maps and this downloadable 24-page sourcebook and counter sheet, you'll have complete Mayhem!

If you do need the full Fairground experience, turn your sights to the unabridged Muskogee Mayhem supplement -- also available on e23.

29-page PDF. Stock #30-7145X, $5.00.
Buy Now!


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Shipped September 9, 2013

Munchkin Unnatural Axe

Munchkin Rides Again!

This set includes 108 more cards for the game of killing monsters and taking their stuff! Play a new race: Orcs! Face foes like the Hydrant and the Tentacle Demon. Equip yourself with dread armor like the Spiked Codpiece. Recruit allies like the Shoulder Dragon. Wield mighty weapons like Druid Fluid, the Slug Thrower . . . and, of course, the dread Unnatural Axe!

This set includes six plastic female Munchkin pawns, matching the Unnatural Axe cover. We even included four blank cards so you can add your own insane jokes and abusive rules!

This is an expansion for Munchkin. It is not a stand-alone game.

Boxed expansion with 108 cards, rules, and six plastic pawns. Stock #1492, UPC 837654321867. $19.95.

Castellan (international edition)

Two players work together to build a castle. Wall and tower pieces link to form courtyards. The player who finishes a courtyard claims it with a Keep.

Your cards determine what pieces you get each turn . . . but you decide where to put them. If you're clever, the pieces played by your opponent can end up scoring for you!

Castellan includes 110 detailed castle pieces and 28 cards, and plays in less than an hour.

If you combine the red/blue and green/yellow Castellan sets, you can play with three or four players.

108 plastic pieces, 28 cards, and rulesheet. Stock #1907, UPC 837654321607. $34.95.

Munchkin Tricky Treats

It's Halloween, and you know what that means -- it's time to dress up, kill monsters, and take their sweet, sweet CANDY!!!! Put on your Zombie Costume, grab your Favorite Machete, and show that Sparkly Vampire who's boss! But be careful . . . you may fall prey to The Prim Reaper or the worst Halloween fate of all . . . Healthy Snacks!

Finseal pack containing 15 cards. Stock #4218, UPC 837654321874. $4.95.

Munchkin Boxes of Holding Set 2

We get it. You own a ton of Munchkin cards. You need to get at them fast. We've got you covered.

Set 1 contains two sturdy cardboard boxes. One's for Doors and the other's for Treasures, and they each hold 500 cards apiece! It also includes two new Munchkin cards unavailable anywhere else!

Set 2 has Door and Treasure boxes (with different art!), then adds a third box big enough for all the Dungeon cards we've made so far, the Seals from Munchkin Apocalypse, and room for expansion! Plus, three more unique cards!

Three sturdy flat-packed cardboard boxes and three cards. Stock #5564, UPC 837654321850. $12.95.


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Shipped September 26, 2013

Crash City

If You Don't Like the Way We Drive, Get Off the Streets.
And the Sidewalk . . .
And the Lawns . . .

There's never a dull moment in Midville. Between the local autoduellists, the trigger-happy pedestrian group called the MONDOs, and the heavily armed police, life can be pretty exciting. As if that weren't enough, the local cycle gang -- Black Jesse's Crusaders -- would like nothing better than to burn the town to the ground.

Crash City is a Car Wars supplement (you will need the original Car Wars rules to play). The game goes best with three to six players. Two scenarios are supplied, and players can easily invent their own scenarios using the Midville street map.

Game components include 160 full-counter counters painted by Denis Loubet (police cars, the Ambunaught, cyclists, pedestrians, chain, police, MONDOs, and more); two 21" × 32" map sections; and a 24-page rulebook.

The maps for this supplement were originally printed on oversized paper, so this PDF contains two formats: the original map size, for those with access to oversize printers, and modified versions that span multiple regular sheets.

54-page PDF. Stock #30-7101, $4.00.
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Shipped September 23, 2013

Munchkin Flower Patch

Stay out of trouble with the Munchkin Patch!

Official Rules

1. The Munchkin Patch must be sewn to a visible article of clothing you are wearing. Just having the patch confers no bonus!

2. Once per game, when another player uses a Curse, Trap, or Disaster on you, you may reflect it back at him by saying "No, don't throw me into that ol' Munchkin Patch!" You must brandish your Munchkin Patch at him as you say this.

3. If you have different styles of Munchkin Patch, you can use each patch once. Multiple copies of the same patch do not give you extra uses!

One 3" patch. Stock #9313, $5.00.

Shipped September 19, 2013

Car Wars Arena Book

Test Your Skill!

Although frantic four-wheeled firefights can take place almost anywhere, the most popular locale for autoduellists remains the arena. Whether it's for the fame, the money, or the fact that map sheets are easier to set up than road sections, Car Wars fans love arenas. Here we're pleased to offer over a dozen of the best.

Three arenas -- Hammer Downs, New Boston, and the Double Drum -- are ready to print. The other 11 arenas are each presented in a quarter-scale format and designed to fit on a single 21" × 32" Car Wars map sheet. In addition to the physical layout and facilities of the arenas, you'll find information on events and tactics for each arena. As a bonus, you'll get special rules for Flying, Ditches and Gullies, Water, Falling, and Banked Curves. Finally, it includes a sheet of counters useful in arena encounters. This has everything you need for arena action; all that's missing is you!

The maps for this supplement were originally printed on oversized paper, so this PDF contains two formats: the original map size, for those with access to oversize printers, and modified versions that span multiple regular sheets.

71-page PDF. Stock #30-7131, $5.00.
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Shipped September 12, 2013

Pyramid #3/59: Conspiracies

Uncover the Truth . . . or Work to Conceal It!

The shadows are known for their secrets. Will the heroes shed their light on the darkness, or be swallowed by the gloom? This month's Pyramid -- the PDF magazine for roleplayers -- looks at conspiracies big and small. This issue we offer a doozy of a dossier:

  • "Conspiracy in Action!" -- Sean Punch's look at how to add conspiracies to GURPS Action . . . regardless of which side you work for! It includes rules for adjusting Action to cloak-and-dagger worlds, and provides two action-flavored conspiratorial lenses to add to Action templates.
  • "The Conspirators' Enemies" -- A collection of ready-made GURPS templates and sample characters for those who would strike at the world's puppeteers, written by GURPS WWII: Grim Legions author Michele Armellini. Choose from roles including infiltrator, propagandist, analyst, and more . . . or enlist the aid of one of the would-be heroes herein!
  • "Penguin Dreams" -- What makes a comic-related fanzine worth killing for? The truth is buried in a small-scale conspiracy suitable for any modern campaign, revealed in this month's Eidetic Memory by GURPS Reign of Steel chronicler David L. Pulver.
  • "Straight to the Flush" -- A detailed look at how to handle games of poker (and similar pastimes) in GURPS, presented by GURPS Psionic Powers author Jason "PK" Levine. Smoke-filled back rooms with high-stake gambles will never be the same . . . no bluff!
  • "One Perfect Day" -- This systemless conspiracy-flavored campaign framework puts the investigators on the path to figure out how far an Earth-loving group will go to solve the problem of overpopulation.
  • "Welcome to the Terror Drone!" -- A consideration of the surveillance method that's growing in popularity: unmanned drones. Gamers who explore any modern or near-modern era can discover what "truths" these remote-piloted devices might reveal, ranging from mundane reconnaissance to unbelievable mind control.

This month's Random Thought Table looks at how to be in the middle of a conspiracy, Odds and Ends shares more possibilities for gamblers, and Murphy's Rules is three tons of awesome in a one-ton crate. If the truth is out there, the heroes need to be even more out there to find it!

38-page PDF. Stock #37-2659, $9.00.
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Shipped September 5, 2013

GURPS Martial Arts: Technical Grappling

Master Grappling . . . or Face Defeat!

The canny warrior knows that grappling is fundamental to fighting. Any melee -- from a brawl to a swordfight -- could suddenly move into the clinch. Some fighters even specialize in such tactics!

This is a hard subject to get a hold on, however; volumes have been written about leverage alone. GURPS Martial Arts: Technical Grappling brings this depth to GURPS. Expansions to the GURPS Basic Set and GURPS Martial Arts rules include:

  • Trained Strength. Discover how technical proficiency complements raw power.
  • Control Points. Transform grappling from an all-or-nothing affair to a matter of degree.
  • Position Revisited. Achieve leverage by jockeying for not only posture, but also facing and orientation.
  • Armed Grappling. Control and entangle your foes with a surprising variety of melee weapons.
  • Combat Options. Narrow your focus with the One Foe option, exploit Committed Attack to force a posture change, pass a limb to trap your opponent, and more.
  • Techniques. More than 30 of them -- some new, some modified. Use an Escaping Parry to break a clinch, or Change Position to establish a weight advantage.
  • Fighting Styles. Learn Jacket Wrestling or Shuai Jiao -- and distinguish between between bear and lion attacks -- with six classic styles plus four specifically for animals.

Whether your campaign features athletes wrestling for prizes and honor, lawmen who must control and disarm suspects, or historical warriors trained to fight to the death, Martial Arts: Technical Grappling will add detail and realism to your battles.

This supplement requires GURPS Martial Arts for GURPS Fourth Edition.

51-page PDF. Stock #37-1644, $11.00.
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Shipped September 5, 2013

Ogre Designer's Edition Quick Start Rules

These "quick start" rules for Ogre Designer's Edition are designed to help new players get started playing right away. The classic Mark III Attack and Mark V Attack scenarios are included.

Latest version: 1.0

Visit the official Ogre site for more information, resources, and product support.

11-page PDF. Stock #37-5003, $FREE.
Buy Now!


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Shipped October 7, 2013

Munchkin Pathfinder

The award-winning game of killing monsters and taking their stuff meets the award-winning universe of the Pathfinder Roleplaying Game in Munchkin Pathfinder!

Try out new classes like Alchemist and Witch. Join a faction to become an Eagle Knight or a Red Mantis Assassin. Arm yourself with the T-Bone Stake and the Armor of Insults. You’ll need them to defeat the Ghoul Friday, the Whispering Tyrant, and especially Lamashtu, the Mother of Monsters. But first you’ll have to fight your way through all those goblins . . . and kill them and take their stuff.

Boxed game with 168 cards, rules, and die. Stock #4421, UPC 837654321898. $24.95.


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Shipped October 31, 2013

GURPS Locations: St. George's Cathedral

A Spire to Godliness

The church: so central to medieval times, it can be difficult to grasp today. Communities poured great resources into monuments built in awe and fear of God. Now perhaps viewed as stone skeletons from a pious past, cathedrals were the most impressive structures of their era . . .

GURPS Locations: St. George's Cathedral presents a grand example of such an imposing edifice. Though fictitious, it is based on fact and suitable for use in any place and time that can call its Gothic corridors home. Open these pages and you shall:

  • Explore the immense structure from crypt to roof, discovering the artwork, relics, and other contents of each room. Detailed maps (including variants that preserve this site's secrets) present all of the features mentioned in the descriptions, while GURPS stats spell out the challenges faced by visitors bent on unscrupulous entry.
  • Learn key details about the community that supports the cathedral, including local political problems and prominent people. A map shows the church's location relative to other significant buildings in its vicinity.
  • Become acquainted with notable priests, lay workers, and other locals who might be found at St. George's. Discover why the church is often the perfect meeting place.
  • Unearth a dozen adventure ideas involving the cathedral, plus several lenses to customize the locale to different campaign styles and settings – whether as a place of power, a modern-day curiosity, or a despoiled former jewel.
  • Peruse an extensive list of inspirational resources that can provide GM and players alike with more information about church architecture, religion in the Middle Ages, fitting fictional plots, and specific real-world cathedrals.

Lightning flashes, illuminating the silhouettes of the gargoyles perched on the edge; their stony faces betray no emotion as they await your visit to St. George's Cathedral. Will entry bring your heroes closer to the divine . . . or remind them of their own insignificance amid the endless echoes?

32-page PDF. Stock #37-1415, $9.00.
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Shipped October 24, 2013

Pyramid #3/60: Dungeon Fantasy III

The Cutting Edge of Dungeon Delving!

The omens of a hundred generations have been revealed. Evils lost to the ages shall soon swarm over the land. And -- yes -- there will be treasure involved. This month's Pyramid -- the PDF magazine for roleplayers -- returns to the realm of catacomb crawling, with an emphasis on support for GURPS Dungeon Fantasy. This issue's trove includes:

  • "Wizardry Refined" -- Sean Punch's meaty discussion about what Dungeon Fantasy wizards and bards can and can't do, including a comprehensive spell grimoire complete with prerequisites.
  • "High-Tech Dungeon Crawl" -- This month's Eidetic Memory offering from David L. Pulver, presenting an inversion of the usual tomb-raiding trope by pitting a group of modern-day heroes against typical fantasy fare. It even includes GURPS stats for the Dungeonmobile, which needs to be seen to be believed . . .
  • "It's a Trap!" -- An extensive look at adding random traps to Dungeon Fantasy, with over 20 tables to determine the type, quality, and effects. Now the heroes will regret going down that corridor you warned them about.
  • "Mystic Power-Ups," an expansion for the mystic knights who first appeared in Pyramid #3/13: Thaumatology. Get new Imbuements, skills, power-ups, and more.
  • "In All Series-ness," Sean Punch's look at the Dungeon Fantasy line as a whole, including what inspired him, how he came to create the series, and how he arrived at its tone. It also includes a new beastmaster template, for those looking to unleash the animal within them.

This month's Random Thought Table looks at variations on a deadly theme, while Odds and Ends has extra crunchy goodies we couldn't squeeze elsewhere in the issue. If you scramble the letters of "Dungeon Fantasy," you get "fun and nasty ego"; with this month's Pyramid, you'll be unleashing your fun and nasty ego on any dungeons you encounter -- regardless of which side of the GM's screen you're on!

40-page PDF. Stock #37-2660, $9.00.
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Shipped October 17, 2013

GURPS Zombies

Undead, Infected, or Just Plain Cursed?

So . . . you think you know zombies. Are you sure? You want to be certain about something like chopping off an arm after a crazy person gets bitey, and it would be most unfortunate if you were looking out for the walking dead when a little kid with a fever lunged for your brains. If only there were a guide to all this stuff!

GURPS Zombies aims to please. It goes into detail on all kinds of zombies -- undead and living, slow and fast, supernatural and superscience, and more. Its pages include:

  • A rules-free survey of zombies by fictional and folkloric origin, physical and supernatural type, and dramatic role.
  • Systematic guidelines for creating custom zombies to surprise your players.
  • Ready-to-use examples for the zombie-master in a rush: B-movie and fantasy undead, living-but-infected crazies, necromancers' pets, science experiments gone horribly wrong, surgical constructs gone disturbingly right, and many others.
  • Rules for topics dear to the zombie-lover's heart: horde management, splatter and contagion, cures, and even inventing new kinds of zombies!
  • Information for those who must confront zombies, including gear recommendations, rules for avoiding infection and simply surviving, and templates for survivors, zombie-hunters, and zombie-makers.
  • Advice on using all this in any genre. Who says zombies are only for horror?

Get ready for the time of your life -- or unlife, if need be. Every zombie fan will find something to cackle about here! GURPS players get the bonus of detailed rules and stats to tell them exactly how hosed they'll be when the zeds turn up on their doorstep.

163-page PDF. Stock #31-1004, $20.00.
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Shipped October 10, 2013

Car Wars: Truck Stop

Knights of the Road

"Junction Base to Crazy Eddie. You read me, Eddie?"
"Ten-four, Junction. Read you loud and clear. 'Scuse me for not answering you before. Got a little dust-up here."
"You in trouble, Eddie?"
"Nothing we can't handle. Half-dozen cycles and a couple of cars. Steamrollered one of them, smoked three more so far. Bunch of amateurs."
"Okay, Eddie. See you when you get in."

Starting with the publication of the original Car Wars game, autoduellists everywhere demanded rules for the big trucks . . . and here they are.

Truck Stop is a Car Wars supplement; you will need the original Car Wars rules to play. Truck Stop gives you movement and combat rules for 18-wheelers, regular and wreck counters for a variety of big rigs, and a map of a typical fortified truck stop in the America of 2033.

Components include a 24-page rulebook, 37 full-color counters painted by Denis Loubet, and a 21" × 32" map.

The map for this supplement was originally printed on oversized paper, so this PDF contains two formats: the original map size, for those with access to oversize printers, and a modified version that spans multiple regular sheets.

45-page PDF. Stock #30-7103, $4.00.
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Shipped October 3, 2013

GURPS Thaumatology: Ritual Path Magic

You Can Do Anything!

Magic is a creative force, and those who can harness its full potential can change the universe. This is the core of GURPS Thaumatology: Ritual Path Magic, a complete, stand-alone, and self-contained magic system for GURPS. Designed to emulate the magic of real-world traditions and popular books, movies, and television shows, this framework permits practitioners to cast improvised spells, elaborate rituals, and everything in between. This supplement empowers you to:

  • Master the traits necessary to become a Ritual Path magician, from specialized advantages to the core and Path skills behind every spell . . . or alter them to fit your campaign needs.
  • Learn how to craft rituals to produce the effect you want with the skills you have, and what can help or hinder you when gathering the energy to make the ritual work.
  • Acquaint yourself with the benefits and pitfalls of various methods for making spell-casting easier, including charms, elixirs, grimoires, places of power, enchanted items, and more.
  • Discover ways to modify the basic system, how to combine it with other magic systems, what awful things happen when you mess up a spell, and exactly what you cannot do with Ritual Path magic.
  • See how the system works with over 80 sample rituals that cover all the major effects the average caster relies on, such as healing, injury, communication, and protection.

With this system, you can augment the arcanists of the GURPS Monster Hunters series (or other modern-day magical myths), wend new ways for wizened wizards, and provide new possibilities to power for any setting. With GURPS Thaumatology: Ritual Path Magic, where there's a will, there's a way!

56-page PDF. Stock #37-1653, $11.00.
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Shipped November 18, 2013

Chupacabra: Survive the Night

Can you survive the night?

Night falls, and the bloodsucking Chupacabra stalks its prey. Its red eyes mean doom . . .

Divide up the 24 glow-in-the dark dice. When you roll a Chupacabra, you can take dice from your opponents – but they can do the same to you. Claim all the dice, and be the only one to survive the night!

Two to four players can play. Each game takes just 10 to 20 minutes and can be taught in a single round.

24 custom glow-in-the-dark dice, dice cup, and rules. Stock #131333, UPC 837654321959. $19.95.

Ogre

The giant tank rumbles toward its target . . . its guns are destroyed, its movement slowed, but only a few defenders are left. Will they stop the robot juggernaut, or will it crush the Command Post beneath its cruel treads?

Ogre was Steve Jackson's first game. Originally published in 1977, it became a hit as the first "Microgame," and is now considered a classic. Over 25 years after its release, it earned a spot in James Lowder's popular book "Hobby Games: The 100 Best."

Now the Ogre is is back. . . in a gigantic new "designer's edition" that will be the crown of any game collection. The rules from the original Ogre and G.E.V., plus material from later supplements, have been completely revised and reorganized into a rulebook, a separate scenario book, and a handy player reference sheet.

The game features 5 giant mapboards . . . more than 500 oversized full-color unit counters . . . plus 72 Ogres and buildings, which are 3-D constructible models!

Yet Ogre is still easy to learn and quick to play. The basic game takes only a half-hour . . . but you'll want to play again and again. And, with the geomorphing maps and hundreds of new overlays, an infinite number of scenarios are possible.

Five giant mounted maps and 250 overlays, over 500 oversized unit counters, 72 3-D Ogre and building counters, rulebook, scenario book, reference sheets, record sheets, two dice, plastic counter trays. Stock #1977, UPC 837654321164. $100.00.

Shipped November 14, 2013

Zombie Dice Brain Case

Upgrade your game with the Zombie Dice Brain Case . . . a stylish, noisy dice cup with a screw-on lid ringed with 13 braaaaaaaiiiins. Brraaaiiiinnnnsssss!!!

It comes with one Zombie Dice Score Pad for easy brain counting.

This is not a stand-alone game. This is an accessory for Zombie Dice.

Plastic Zombie Dice cup and one Zombie Dice Score Pad. Stock #5914, UPC 837654321836. $9.95.
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Shipped November 11, 2013

Munchkin Gets Promoted

Our Munchkin promotional cards have been popular giveaways for years, but they've been tough for some fans to track down. Worry no more! We've taken a dozen of our favorite promo cards and made a new mini-expansion pack out of them . . . and, for good measure, we included three NEW cards, never before available!

This set includes:

  • Curse! Zombification
  • Cut In Line
  • Henchmonster
  • John of the Dead
  • The Last Laugh
  • Love Thy Neighbor
  • Mug The Shopkeeper
  • Ranger Hireling
  • Stacked Deck
  • Step-And-A-Half
  • Whim of the Elder Gods
  • Zombie Santa

It also has three NEW cards: Billiard Ball of Nonexistence, Get A Head, and the titular Get Promoted!

Finseal pack containing 15 cards. Stock #4239, UPC 837654321942. $4.95.

Munchkin Pathfinder: Gobsmacked!

After we finished Munchkin Pathfinder we found another hob of goblins hiding under the desk . . . so we made a mini-expansion out of 'em. Fight off the Goblin Babies, Cog Goblin, and Goblin Hood with the Gobliterator! Just don't get Gobsmacked! . . .

15 cards in a finseal pack. Stock #4422, UPC 837654321935. $5.95.
Buy Now!

GURPS Zombies

Undead, Infected, or Just Plain Cursed?

So . . . you think you know zombies. Are you sure? You want to be certain about something like chopping off an arm after a crazy person gets bitey, and it would be most unfortunate if you were looking out for the walking dead when a little kid with a fever lunged for your brains. If only there were a guide to all this stuff!

GURPS Zombies aims to please. It goes into detail on all kinds of zombies -- undead and living, slow and fast, supernatural and superscience, and more. Its pages include:

  • A rules-free survey of zombies by fictional and folkloric origin, physical and supernatural type, and dramatic role.
  • Systematic guidelines for creating custom zombies to surprise your players.
  • Ready-to-use examples for the zombie-master in a rush: B-movie and fantasy undead, living-but-infected crazies, necromancers' pets, science experiments gone horribly wrong, surgical constructs gone disturbingly right, and many others.
  • Rules for topics dear to the zombie-lover's heart: horde management, splatter and contagion, cures, and even inventing new kinds of zombies!
  • Information for those who must confront zombies, including gear recommendations, rules for avoiding infection and simply surviving, and templates for survivors, zombie-hunters, and zombie-makers.
  • Advice on using all this in any genre. Who says zombies are only for horror?

Get ready for the time of your life -- or unlife, if need be. Every zombie fan will find something to cackle about here! GURPS players get the bonus of detailed rules and stats to tell them exactly how hosed they'll be when the zeds turn up on their doorstep.

160 black-and-white pages. Hardcover. Stock #01-1004, ISBN 978-1-55634-805-1. $29.95.
Buy Now!


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Shipped November 29, 2013

Exclusive Warehouse 23 Munchkin Booster 2013

This set is out of print now, but you can find these cards in Munchkin Hidden Treasures.

Once again, you can get the cards you can't get, with the Exclusive Warehouse 23 Munchkin Booster 2013. Here are 15 new cards that we've never released until now. Because we love our W23 customers, and we love their lovely money, we kept these on a secret shelf . . . just for you!

  • For Munchkin: Candy Apple, Curse! Bad Hare Day, Curse! Winded, Door Prize, Draconic, Interminabull, and Toilet Water
  • For Munchkin Booty: Phineas Le Fin
  • For Munchkin Cthulhu: Iron Chef R'Lyeh
  • For Munchkin Impossible: Miss Moneybags
  • For Munchkin Legends*: Eris and Herne The Hunter
  • For Star Munchkin: Fezz Lightweight
  • For Super Munchkin: Cal Q. Later and Reboots

* Of course, you can use these cards in the original Munchkin as well. If you must.

15 Cards in a zip locked bag. Stock #4240, $5.00.

Shipped November 29, 2013

Keep Calm and Kill Monsters T-shirt

In these trying times, it can be easy to give into fear, to succumb to panic. Let us be your beacon in the dark. When it's hard to carry on, just wear your Keep Calm and Kill Monsters T-Shirt!

One T-shirt. Stock #9174, $25.00.
Buy Now!

Shipped November 21, 2013

Pyramid #3/61: Way of the Warrior

Secrets of Sword and Fist, Revealed!

With the glint of a sword, a handful of chalk, and salt tossed into the ring, those who fight are now prepared for battle. This month's issue of Pyramid -- the PDF magazine for roleplayers -- looks at the way of the warrior! This compendium for combatants includes:

  • "More Power to Dungeon Warriors!" -- an expansion for GURPS Dungeon Fantasy that adds additional martial-minded power-ups to those who fight for a living. This feature is written by Peter V. Dell'Orto and Sean Punch -- authors of GURPS Martial Arts -- so the bards can confirm it's been forged by masters!
  • "Takedown Sequences," a look at series of offensive moves using the GURPS Martial Arts: Technical Grappling system, written by that supplement's author, Douglas H. Cole!
  • "The Devil's Fist," this month's installment of David L. Pulver's Eidetic Memory. This fictional GURPS martial style is described from its 16th-century origins through today, making it perfect to surprise do-gooders of any era.
  • "Fusion Styles of Ytarria," David Thomas Moore's expansion for GURPS Martial Arts: Yrth Fighting Styles that didn't quite make it into that sourcebook. Learn the wonders of fusion styles, where martial arts develop from the unique melding of cultures made possible by the Banestorm.
  • "Coming to Grips with Realism," a peek behind the curtain at the development of Technical Grappling by Douglas H. Cole. Discover why some design choices were made, and revel in some bits that were cut from that supplement, including info on horizontal creatures, more harsh-realism options, tables for critical hits and misses, and more.

The issue's bout ends with a Random Thought Table that ties together baseball and gaming, plus an Odds and Ends that spotlights David Thomas Moore's campaign seeds to make best use of Yrth Fighting Styles. Whether you're interested in "might makes right" or just fighting the good fight, this month's Pyramid will show your warriors the way!

39-page PDF. Stock #37-2661, $9.00.
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Shipped November 14, 2013

GURPS Thaumatology: Chinese Elemental Powers

Wield the Might of the Five Elements!

The Chinese view of the elements (xing) is rich and nuanced, with cycles of creation and destruction: earth refines into metal, smothers fire, is covered by wood, and absorbs water. These interactions are as flavorful as they are balanced -- perfect for a magic system! GURPS Thaumatology: Chinese Elemental Powers blends the concepts of qi (chi) and magic, empowering elementalists with gifts that truly capture the feel of xing mastery. With it, you'll be able to:

  • Master more than 60 fully worked abilities -- and 20 new perks! -- spread across the five elements, from the literal (summoning water as fog) to the metaphorical (using water chi to target the heart's fire).
  • Combine Talent, Meditation skill, and the new Focus technique to push your elemental abilities beyond their limits and use them in powerful ways.
  • Supplement cinematic martial-arts skills with peaceful but equally fantastic feats of Alchemy, Erotic Art, Esoteric Medicine, Fortune-Telling, and Herb Lore.
  • Use the expanded advantages, disadvantages, and skills to build the magician you want -- or just adapt the sample elementalist, Wang Laowu.
  • Learn how the concepts of xing, qi, and yin and yang permeate Chinese culture, and then use that understanding to work this magic into your campaign.

Whether you're playing mystical wu and brave xia in ancient China, modern martial artists locked in a secret street war, or classic fantasy dungeon delvers questing after a unique power-up, GURPS Thaumatology: Chinese Elemental Powers puts the power of the elements in your hands!

42-page PDF. Stock #37-1654, $9.00.
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Shipped November 7, 2013

GURPS Martial Arts: Yrth Fighting Styles

Become the Best Martial Artist on Yrth!

GURPS Martial Arts looks at hand-to-hand combat of all kinds, with an emphasis on what's feasible on our Earthly orb. But what can fighters do in a world where "fantasy" is reality? GURPS Martial Arts: Yrth Fighting Styles explores the violent possibilities in the GURPS Banestorm setting . . . and offers many options that can enhance the combatants of your own fantasy realms.

  • Discover more than a dozen armed and unarmed fighting styles specific to Yrth, and use the included lenses to focus suitable Martial Arts styles into Yrth-based ones.
  • Find out how existing advantages, disadvantages, and skills work in a fantasy world, and augment your heroes with new perks, techniques, specialties, and variants.
  • Fight like an animal (literally!) using expanded rules that cover everything from sharks to giraffes -- or exploit guidelines that let you take the action underwater.
  • Depart from the traditional! Power up styles with Imbuement Skills from GURPS Power-Ups 1: Imbuements . . . or use the included werewolf template and related abilities to bring out your inner beast.
  • Live as a knight, legionary, mercenary, dwarf, or dark elf, thanks to insight into daily routines and suggestions for suitable character templates (including two new ones).
  • Learn the martial history of Yrth's civilizations -- not only human, but also dwarven, elven, many others -- and read about the great warriors who influenced that world's fighting styles.

Whether you're seeking new options for fantasy adventurers, more details to enliven your elves, or fitting threats for Yrth's mightiest heroes, you'll find it in Martial Arts: Yrth Fighting Styles. The fields, forests, and seas are more dangerous than ever. Give your champions a fighting chance!

38-page PDF. Stock #37-1681, $9.00.
Buy Now!


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Shipped December 31, 2013

Ogre Classic Counters

Admit it: despite the awesomeness of Ogre Designer's Edition, you still love the original, 8-bit-style counter sheets from the 1980 version of the game. We've got you covered! These Classic Counter Sheets use the design of the original counters, but with a size and sturdiness befitting the Designer's Edition.

Six counter sheets. Stock #1978, $25.00.

Shipped December 10, 2013

Ogre Dice Set (Red/Blue)

More Dice! Bigger Battles!

Four premium 19mm acrylic dice with beautiful swirled colors and debossed faction symbols -- the same kind included in Ogre Designer's Edition. These enable faster, bigger and better Ogre battles, by allowing you to roll multiple attacks at once!

Two dice are blue with the Paneuropean symbol; two are red and bear the Combine symbol.

Four 19mm six-sided dice. Stock #5111, UPC 837654321713. $5.95.


R E P R I N T S 

Shipped December 12, 2013

Ogre Blueprint Banner (Reprint)

We made ten of these for the Ogre Launch Party, and they all sold out! This 5 foot by 4 foot vinyl banner features an enlarged version of the classic Mark V Ogre blueprint included in Ogre Designer's Edition. It comes with grommets for easy hanging, and the graphical side is UV coated against fading.

Perfect for store decoration, an event, or a really, really awesome game room!

5'x 4' vinyl banner. Stock #9515, $100.00.


W 2 3 

Shipped December 31, 2013

Ogre Designer's Edition Base Tray

Need more flat counter storage for extra counter sets or sponsored sheets, or just want to ensure you have a spare for the future? We've got you covered with this extra copy of the vac-formed base tray found in Ogre Designer's Edition!

For 3-D counter storage, please see the Ogre Designer's Edition Ogre Garage.

One base tray, the same as the one in Ogre Designer's Edition. Stock #7231, $19.95.

Shipped December 31, 2013

Ogre Mercenaries Shot Glass

Toast your loyal unit mates -- or your defeated enemies -- with this striking 1.5 oz gold-on-black shot glass, featuring the emblem of the Black Rose Mercenaries!

One 1.5 oz shot glass. Stock #9021, $4.00.

Shipped December 31, 2013

Ogre Paneuropean Shot Glass

Toast your loyal unit mates -- or your defeated enemies -- with this striking 1.5 oz gold-on-black shot glass, featuring the emblem of the Paneuropean Federation!

One 1.5 oz shot glass. Stock #9022, $4.00.

Shipped December 31, 2013

Ogre Shot Glass

Toast your loyal unit mates -- or your defeated enemies -- with this striking 1.5 oz gold-on-black shot glass, featuring the classic Ogre supertank silhouette!

One 1.5 oz shot glass. Stock #9023, $4.00.

Shipped December 31, 2013

Ogre Canvas Bag

Need something to carry your copy of Ogre Designer's Edition while you travel? Use this custom-sized tote bag! It’s got two carrying options -- two handles and a shoulder strap.

The bag has the Ogre logo on both sides, with quality finished interior stitching.

One canvas bag with shoulder strap. Stock #9024, $40.00.

Shipped December 19, 2013

Pyramid #3/62: Transhuman Space II

The Future Is Back!

The world of tomorrow comes into focus again, as countless near-future possibilities coalesce in front of your eyes. This month's issue of Pyramid -- the PDF magazine for roleplayers -- takes a look at the Transhuman Space setting. The latest installment unleashes the following memes:

  • "Three Offices, Port Lowell" explores a handful of the factions active in a bustling Martian town. The Transhuman Space Line Editor, Phil Masters, gives details on a few of the key people (including GURPS stats) and places likely to make the lives of residents and visitors very interesting.
  • "We Are the 9.9%" makes it simpler than ever to ease into Transhuman Space. Written by Jason "PK" Levine (author of GURPS Monster Hunters 1: Champions and other player-friendly guides) offers five new 100-point GURPS templates suitable for many different groups. Additionally, a campaign outline enables a GM to include just as much of each Wave as the players want.
  • "Weapons and Units of the Honduran Civil War," this month's Eidetic Memory offering from Transhuman Space creator David L. Pulver, presents the most common military matériel of both sides of the conflict, including his notes and GURPS stats for this perpetual hot spot.
  • "Indentures Inc." puts a post-modern twist on servitude. After your heroes have perused the secretive company's brochures, will they be ready for the "best sleep you ever had" . . . and get paid in the process?
  • "Eloi Games" helps the wealthiest of Fifth Wavers figure out what to do with their lives. From William H. Stoddard -- mastermind of Transhuman Space: Transhuman Mysteries -- comes an examination of what it means to be "eloi," what to do with all that money, and how to get into the right circles. This mini-supplement includes four new GURPS character traits and plenty of adventure ideas . . . whether you're in the inner circle or on the outside peering in.

Meanwhile, Random Thought Table will help you mesh what authors thought would happen with what we all know has occurred, and Odds and Ends has a new GURPS bioroid template that couldn't fit elsewhere. With this Pyramid, your world of tomorrow is better than ever!

37-page PDF. Stock #37-2662, $9.00.
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Shipped December 12, 2013

Ogre Designer's Edition Rulebook

Need an extra copy of the rules for your opponent, or just want to have a spare for the future? We've got you covered! This is the same as the rulebook that comes with Ogre Designer's Edition.

24-page color rulebook, the same as the one in Ogre Designer's Edition. Stock #7232, $4.95.

Shipped December 12, 2013

Ogre Blueprint Banner (Reprint)

We made ten of these for the Ogre Launch Party, and they all sold out! This 5 foot by 4 foot vinyl banner features an enlarged version of the classic Mark V Ogre blueprint included in Ogre Designer's Edition. It comes with grommets for easy hanging, and the graphical side is UV coated against fading.

Perfect for store decoration, an event, or a really, really awesome game room!

5'x 4' vinyl banner. Stock #9515, $100.00.

Shipped December 12, 2013

Car Wars Expansion Set 3 – East Midville

Urban Renewal . . . Car Wars Style!

Welcome back to beautiful downtown Midville! Car Wars fans who enjoyed their visit to the "toughest little town in America," as presented in Crash City, now have twice as much town to play in. This set contains 31 vehicle counters (including two more police cruisers, and a new tractor and trailer for you truckers), an 8" × 14" rule-and-scenario sheet, and two 21" × 32" map sections. These combine into the 32" × 42" map of "East Midville" . . . which in turn connects to the Midville map from Crash City to form a truly mammoth (42" × 64") Car Wars map!

With more maps, new counters, and four new scenarios, this set is perfect for the Car Wars fan who wants a truly BIG game.

The supplement was originally printed on oversized paper, so this PDF contains two formats: the original size, for those with access to oversize printers, and modified versions that span multiple regular sheets.

38-page PDF. Stock #30-7110, $3.00.
Buy Now!

Shipped December 10, 2013

Ogre Dice Set (Black/Green)

More Dice! Bigger Battles!

Four premium 19mm acrylic dice with beautiful swirled colors and debossed faction symbols -- like the ones in Ogre Designer's Edition, but black and green. You'll have faster, bigger and better Ogre battles, by rolling multiple attacks at once!

One black and one green die have the Paneuropean symbol; one black and one green die bear the Combine symbol.

Four 19mm six-sided dice. Stock #5112, UPC 837654321720. $5.95.

Shipped December 10, 2013

Ogre Sherpa Case

We've only ordered 250 of these, and the folks at the Ogre Launch Party get first dibs. It's the Ogre Sherpa™!

This solid metal case turns a regular disposable pen or marker into a designer writing tool. If you've met us at conventions, you might have seen them – we used our Munchkin Sherpas for signings, and missed no chances to show them off. The Ogre Sherpa will last for YEARS. Unless you put it down and take your eyes off of it. In that case it will probably be gone in 60 seconds. It's that cool.

The Ogre Sherpa is available in VERY limited quantities. It's probably already too late, but feel free to try to get one now before they're gone!

Sherpa is a trademark of the Paradise Pen Company.

Metal marker case (Maroon Sharpie included). Stock #5206, $40.00.

Shipped December 10, 2013

Munchkin Sparkly Good Fairy Shot Glass

Munchkin is not a drinking game. Really.

But don't let that stop you from showing your love of Munchkin with the Munchkin Sparkly Good Fairy Shot Glass. These 1.5 oz glasses are white with the Sparkly Good Fairy in pink, and have LEDs in the base that flash when a switch in the base of the glass is pressed. The lights represent the Fairy's magic, enhancing your own feeble efforts!

Munchkin Sparkly Good Fairy Shot Glass Rule

The Munchkin Sparkly Good Fairy Shot Glass may be used in any Munchkin game or its sequels.

When fighting a monster, either as the main fighter or as a helper, you may push the button on the Munchkin Sparkly Good Fairy Shot Glass to turn the pretty lights on and then drink one complete shot* to double the combat bonus of a single Potion. You may do this as many times as you like during a game, but only once per monster, and you must discard two cards for every Potion after the first per game. You must turn the lights back off after each use, and if you forget to turn them on before the shot is poured, the effect is wasted (but you still have to drink the shot).

* The owner of the Shot Glass is the sole judge of what liquid(s) may be used.

One 1.5 oz shot glass. Stock #5552, $8.00.

Shipped December 10, 2013

Ogre Combine Shot Glass

Toast your loyal unit mates -- or your defeated enemies -- with this striking 1.5 oz gold-on-black shot glass, featuring the emblem of the North American Combine!

One 1.5 oz shot glass. Stock #9020, $4.00.

Shipped December 10, 2013

Ogre Lapel Pin Set

These handsome one-inch-wide lapel pins discreetly but clearly signal your status as an Ogre veteran, for those priceless "Where-did-you-get-that?" moments!

The set contains two matching pins in gold trim, one with the Combine hourglass in deep red on black, and the other with the Paneuro helmet in sky blue on white.

Two one inch lapel pins. Stock #9025, $8.00.

Shipped December 10, 2013

Ogre Combine Patch

Shout out to other Ogre fans with this unique embroidered patch proudly displaying the hourglass emblem of the North American Combine! It has a beautiful gloss sheen and a military-style velcro-on back piece.

One embroidered patch. Stock #9314A, $5.00.

Shipped December 10, 2013

Ogre Paneuro Patch

Shout out to other Ogre fans with this unique embroidered patch proudly displaying the helmet emblem of the Paneuropean Federation! It has a beautiful gloss sheen and a military-style velcro-on back piece.

One embroidered patch. Stock #9314B, $5.00.

Shipped December 10, 2013

Ogre White Patch

Shout out to other gamers with this unique embroidered patch proudly displaying the classic Ogre Mark V silhouette on a white field! It has a beautiful gloss sheen and a military-style velcro-on back piece.

One embroidered patch. Stock #9314C, $5.00.

Shipped December 10, 2013

Ogre Green Patch

Shout out to other gamers with this unique embroidered patch proudly displaying the classic Ogre Mark V silhouette on an army green field! It has a beautiful gloss sheen and a military-style velcro-on back piece.

One embroidered patch. Stock #9314D, $5.00.

Shipped December 5, 2013

GURPS Loadouts: Low-Tech Armor

Gird for Battle in Any Era

For as long as mankind has engaged in violence, we have sought ways to make the sticks, stones, and swords hurt just a little less. GURPS Low-Tech and GURPS Low-Tech: Instant Armor provide the bits and pieces needed to customize your defenses . . . but when you care about historical accuracy, want a proven combination of defensive gear, or are simply short on time, GURPS Loadouts: Low-Tech Armor has you covered.

  • Equip your warrior with any of 40 ready-to-use loadouts, each with precalculated statistics (including total cost, weight, and don time) and collected notes on variable DR (partial coverage, damage type, etc.).
  • Take advantage of new gear, including rhinoceros-hide armor, pectorals, Roman "scale mail," Japanese face protection, padded jacks, and a wide range of shields and horse barding.
  • Add detail to your battles with expanded hit location tables for the face and abdomen, rules for the restrictive effects of rigid leg and neck armor, new options for arming doublets, and more.
  • Learn how the cultures discussed actually fought: the attacks they expected to face, the types of warriors on the field of battle, and the intent behind their choice of protection.

Whether you're playing a historical game or one of pure fantasy, GURPS Loadouts: Low-Tech Armor makes equipping your hero a snap -- and helps the GM quickly armor hordes of nameless NPC warriors -- all in a realistic and believable way. Spend less time poring over equipment lists and more time using that gear to prove your mettle on the battlefield!

49-page PDF. Stock #37-1581, $11.00.
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