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J A N U A R Y   2 0 1 6 

Shipped January 27, 2016

Munchkin #13

Issue #13 celebrates one year of the Munchkin comic book from Boom!

The story "Of Dire Rats and Men" puts Flower in charge of training a young adventurer. Wait, Flower is responsible for molding an impressionable young mind? This sounds bad. Can Flower overcome her charge's well-adjusted social skills and get him looting like a proper munchkin? Or will she just give up and bash his head in? In the second story, "Lampooned," Flower is back to doing what she does best: turning the party against itself. But the stakes are high: the loot is better than gold, it's wishes!

Look in the back pages of this first anniversary issue to find a coupon code for 15% off your entire Munchkin purchase from WeLoveFine.com, a promo code to get The Official Munchkin Bookmark of Vermicular Violence! plus five Munchkin promo cards from Warehouse 23 for a penny, and a bonus Munchkin rule!

1 24 page comic. Stock #BOOM13, UPC 844284004275. $3.99.

Shipped January 18, 2016

Munchkin Guest Artist Edition

Celebrate 15 years of Munchkin with special Guest Artist Editions!

Ian McGinty, known for his work on the Munchkin and Adventure Time comic books, starts us off with a bang! McGinty illustrates the classic Munchkin game, giving us a fresh look at the Gazebo, Net Troll, Shrieking Geek, and the other 165 cards in the box.

This Guest Artist Edition includes completely re-illustrated game cards, a gameboard featuring Ian McGinty's Munchkin art, and male and female standies for each player.

A 10.5”x10.5” box with 168 full-color cards, one six-sided die, 12 standies with plastic stands, a 20”x10” mounted gameboard, and a rulesheet. Stock #1515, UPC 837654322505. $29.95.

Shipped January 4, 2016

Munchkin Hipsters

We were munchkins before it was cool.

Hipsters adds 30 new cards that will let you defy The Man while wearing your Knit Cap and sipping on your Nonfat Soy No-Whip Skinny Half-Caf Fair Trade Ventitré Mocha Latte. Even though it's so last year, you can fight the Indie Band using your Artisanal Chunky Black Glasses and go up a level when you Reject the Conventional.

More mainstream cards for Munchkin. Yawn. Stock #4250, UPC 837654322475. $9.95.


R E P R I N T S 

Shipped January 18, 2016

Ninja Burger (Secret Ninja Death Touch) (Reprint)

Now you can join the elite Ninja Burger delivery team! You will learn to deliver tasty burgers and fries anywhere. You will bring honor to your franchise. Failure is not an option.

The twisted minds that brought you Chez Geek and Munchkin are back. Based on the popular website at www.ninjaburger.com, this hilarious card game, designed by Steve Jackson, pits you against your fellow trainees in a new Ninja Burger store. Learn the secrets of stealth, swordsmanship, and customer service. Fight for honor, respect, big tips, and that coveted promotion . . .

This new, deluxe edition combines the original Ninja Burger with the cards from the supplement, Sumo-Size Me! and adds counters for tracking honor and money.

It's fast-moving. It's fun. You get to be a ninja. What more can you ask from a game?

No matter how secure your office,
how deep your bunker,
how dedicated your guards . . .
we deliver your burger in 30 minutes or less.

 

Boxed game with 216 oversized cards, 3 black ninja dice, counters, and a rulesheet. Stock #1903, UPC 837654320259. $34.95.


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Shipped January 21, 2016

Pyramid #3/87: Low-Tech III

The Past Is Back, Better Than Ever!

Olden times come to life with new gaming goodness! This month's Pyramid -- the PDF magazine for roleplayers -- once again revisits the past, with fresh opportunities to discover intriguing treasures to enliven your pre-modern gaming. This month's timeless tome contains:

  • "The Broken Blade," an optional look at weapon quality in GURPS. Douglas H. Cole -- author of GURPS Martial Arts: Technical Grappling -- shows you how to ramp up the table's tension with the threat of a shattered sword . . . and the possibility of repairing it.
  • "Purveyors of the Priceless," a set of new possibilities that let you explore life as a low-tech trader in GURPS. Now you can barter for some loose gems, use new perks to help you flex your mercantile might, and even have a full-time job as a trader.
  • "Medieval Sea Trade," this month's Eidetic Memory offering from GURPS Fourth Edition co-author David Pulver. Sail the oceans in search of cargo and passengers, with a system adapted from GURPS Spaceships 2: Traders, Liners, and Transports.
  • "Knowledge Is Power," a look at those who kept the Chinese bureaucracy working. Your guide, Matt Riggsby -- co-author of GURPS Low-Tech -- shows what's required to enter the halls of power . . . including how to cheat your way in!
  • "The Music Maker," a primer on the master artisan known as Stradivarius. Discover the history of this unparalleled craftsman (with GURPS stats), revel in the insight about his legendary violins, and unleash the included story possibilities on your heroes.
  • "Tempered Punks," presenting some ideas for keeping would-be inventors from being too innovative in bygone days, from GURPS Crusades co-author Graeme Davis.

This issue also unveils a vignette by Pyramid Editor Steven Marsh set in the new Car Wars universe, and a Random Thought Table that gives you permission to break reality. This month's Pyramid shines such an inspiring candle on times gone by, you just might say this is an illuminated manuscript!

39-page PDF. Stock #37-2687, $9.00.
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Shipped January 7, 2016

GURPS Dungeon Fantasy 18: Power Items

More Power for Your Powers

Delvers love gear . . . and cool abilities . . . and loot. Power items are where the three meet: Kill the monster, grab the treasure, and transform a valuable-but-useless bauble into a potent adventuring tool, exploiting the fact that the fanciest items can hold the most supernatural energy. The result is a reserve for fueling your spells, powers, and special skills -- handy insurance for times when your personal stores simply aren't enough.

Of course, the first thing a seasoned adventurer will ask is, "Surely there are ways to bend the laws of nature and magic to squeeze even more out of this resource?" Indeed there are, and GURPS Dungeon Fantasy 18: Power Items is here to reveal them to you:

  • Become an expert in the occult rules governing power items -- because what you know, you can exploit!
  • Learn what can be a power item and what part of the price tag counts, so you know exactly what loot to keep.
  • Find out how to upgrade your existing power item to hold even more energy (and use the extended table to figure out exactly how much).
  • Discover different kinds of power items (including endurance items) and make sure you have one of each.
  • Quest for rare processes and rituals that can supercharge your power item or turn it into an "item of power."
  • Acquire power-ups that let you have more and better power items, and even recharge them in the field!

For the GM's benefit, all this comes with clear statements on the limits of power items, as well as optional rules for keeping power items from getting out of control. Because with great power comes great responsibility. Not to mention munchkins.

Player or GM, get ready to power up your game!

14-page PDF. Stock #37-0334, $6.00.
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F E B R U A R Y   2 0 1 6 

Shipped February 24, 2016

Munchkin #14

The Comic of Greed, Violence, and Backstabbing Based on Munchkin, the Best-Selling Card Game.

Ever wonder what happens to munchkins when they die? In "Spyke's Inferno," the world's least repentant munchkin goes to gamer hell and meets up with all of the adventurers he has betrayed. Find out what Spyke regrets the most about his misspent life. (Hint: it's not the greed and backstabbing.)

Then, find out what it takes to get hired by the biggest munchkin of them all in "Help Wanted."

Look in the back pages of this issue for a special promo code to get The Official Munchkin Bookmark of Chained Attacks! plus five Munchkin promo cards from Warehouse 23 for a penny, and a bonus Munchkin rule!

1 Comic. Stock #BOOM14, UPC 844284004275. $3.99.

Shipped February 15, 2016

Star Munchkin Guest Artist Edition

Celebrate 15 years of Munchkin with special Guest Artist Editions!

Len Peralta, known for his work on Munchkin The Guild, the Ten State comic book, and his own Geek a Week trading cards, illustrates Star Munchkin, giving us a fresh look at Bottle Bottle, Captain Quirk, the Bananafanafofaser, and the other 165 cards in the box.

This Guest Artist Edition includes completely re-illustrated game cards, a gameboard featuring Len Peralta's Star Munchkin art, and male and female standies for each player.

A 10.5”x10.5” box with 168 full-color cards, one six-sided die, 12 pawns with plastic stands, a 20”x10” mounted gameboard, and a rulesheet. Stock #1518, UPC 837654322536. $29.95.
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Munchkin Steampunk

Grab your gears, put on your top hat, whack the monsters, and grab the treasure . . . with the power of SCIENCE! Munchkin Steampunk brings the zaniness of Munchkin to the pseudo-Victorian steampunk era. Bully!

168 cards, a die, and a rulebook. Stock #1531, UPC 837654322437. $24.95.


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Shipped February 18, 2016

Pyramid #3/88: The End Is Nigh

Get Ready for the End Times!

All it'll take is a computer glitch in a lead-lined silo, and the apocalypse could be upon us! This month's Pyramid -- the PDF magazine for roleplayers -- looks at what comes next, with post-apocalyptic goodies that will be invaluable to gamers using GURPS Action, GURPS Zombies, or the forthcoming GURPS After the End. The end times begin in style with the following lore:

  • "The Redeemers," a powerful gang that can be friend or foe, from Assistant GURPS Line Editor Jason "PK" Levine. Discover their code of conduct and tenets, along with GURPS stats for various members. This feature also provides maps from Matt Riggsby, scribe and cartographer for GURPS Locations: Hellsgate, plus a player's handout to set the mood.
  • "Post-Apocalyptic Guns," a GURPS guide to the weapons of the wastelands from GURPS Gun Fu co-authors S.A. Fisher and Hans-Christian Vortisch. Brandish an heirloom weapon with pride, reload using salvaged goods, or even invent new guns!
  • "Warlords of the Apocalypse," this month's Eidetic Memory offering from GURPS Mass Combat author David L. Pulver. Learn how to use Mass Combat to tackle some big battles amid a war-torn tomorrow -- and pit the two included post-apocalyptic armies against each other . . . or the heroes!
  • "Better Improvised Weapons," a short-and-sweet look at wielding anything you can grab, by GURPS Martial Arts co-author Peter V. Dell'Orto. Use the rules, options, and perks to get the edge you need in life-or-death situations.
  • "Nuclear Legacy," a reflection on radioactive woes that may be lurking amid the ashes. GURPS Reign of Steel: Will to Live author Roger Burton West offers a systemless look at nuclear waste, ancient bombs, decontamination, and more.

This issue also includes a high-speed vignette from Matt Riggsby set in the new Car Wars universe, a Random Thought Table that looks at how to keep the apocalypse under control, and other goodies you'll enjoy like there's no tomorrow. The end times may be almost here, but -- with this issue -- the fun is just beginning!

36-page PDF. Stock #37-2688, $9.00.
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Shipped February 4, 2016

GURPS Dungeon Fantasy Treasures 2: Epic Treasures

More Artifacts, More Power

Are ordinary old magic items not as thrilling as they used to be? Then it's time to reach back into the treasure chest . . .

GURPS Dungeon Fantasy Treasures 2: Epic Treasures is a collection of remarkable items for the delvers who have everything. Its nonmagical booty is impressive and includes platinum weapons and armor, a carriage fit for a king, and a working flying machine. The unique artifacts are even more extraordinary, ranging from swords with destinies to relics abandoned by the gods.

The GM is sure to appreciate a storehouse of new treasures with which to surprise adventurers who think they've seen it all, while the players of greedy, power-hungry delvers will be thrilled at these wondrous finds -- if only because more is better. Get ready to break out the good stuff!

13-page PDF. Stock #37-0337, $6.00.
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M A R C H   2 0 1 6 

Shipped March 30, 2016

Munchkin #15

Welcome to MunchKon! The halls are full of bored B-level celebrities, cosplayers, and endless lines. What will happen when Spyke meets his hero, Earl the Super Munchkin? And how does Flower find herself on the wrong end of an autograph pen? Find out in Munchkin #15.

Munchkin #15 is written and illustrated entirely by Len Peralta (Star Munchkin Guest Artist Edition, Munchkin The Guild, and Bill & Ted's Excellent Boardgame).

Look in the back pages of this issue for a special promo code to get The Official Munchkin Bookmark of Conventional Warfare! plus five Munchkin promo cards from Warehouse 23 for a penny, and a bonus Munchkin rule!

1 Comic Book. Stock #BOOM15, UPC 844284004275. $3.99.

Shipped March 28, 2016

Munchkin Puppies

The Dogs of War Aren't Just Loose . . .

They're adorable, too! Get your chew toys and your armor ready, their bite is far worse than their bark! Munchkin Puppies has 30 brand new cards to teach your old deck new tricks.

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

30 cards in a blister pack. Stock #4216, UPC 837654322864. $9.95.

Chez Geek: Spring Break

Take your quest for Slack on the road -- the geeks are going on Spring Break! In addition to 40 new cards that celebrate the ups and downs of travel, like Inexplicable Blizzard and Beach Nookie, you also get to change the rules with our brand-new, giant Event cards! Go on a trip to Baja or attend SkiCon -- no matter where you go, Slack is there for the taking!

56 cards and a rulesheet. Stock #1384, UPC 837654322925. $10.95.

Munchkin: Marvel Edition

The Munchkin: Marvel Edition is an all-new Munchkin game that fuses the classic card game fun of monster-slaying and role-playing with the most iconic characters from the Marvel universe. Created under license from Steve Jackson Games and in conjunction with Marvel, Munchkin: Marvel Edition comes complete with Treasure and Armor and plenty of monsters to fight, plus Allies, Affiliations, Powers, and custom S.H.I.E.L.D. Agent Role cards, and is the perfect game for Munchkin fans who are ready for an epic Marvel battle!

6 Oversized S.H.I.E.L.D. Agent Role Cards, 168 Cards (including 99 Door Cards and 69 Treasure Cards), 6 Level Trackers, Custom Die, Game Rules Stock #MU011-000-001600, ISBN 700304047342. $29.99.

Shipped March 21, 2016

R E P R I N T S 

Shipped March 21, 2016

GURPS Basic Set: Characters (Reprint)

GURPS has been the premiere universal roleplaying game for almost two decades. The current Fourth Edition makes it even better!

With GURPS, you can be anyone you want -- an elf hero fighting for the forces of good, a shadowy femme fatale on a deep-cover mission, a futuristic swashbuckler carving up foes with a force sword in his hand and a beautiful woman by his side . . . or literally anything else!

GURPS Basic Set: Characters combines material from the Third Edition GURPS Basic Set and GURPS Compendium I, plus hundreds of new and updated rules! This 336-page, full-color hardcover contains everything you need to create and play a GURPS Fourth Edition character.

336 pages. Hardcover. Stock #01-0001, ISBN 978-1-55634-729-0. $49.95.

Shipped March 21, 2016

GURPS Basic Set: Campaigns (Reprint)

With GURPS, you can be anyone you want -- an elf hero fighting for the forces of good, a shadowy femme fatale on a deep-cover mission, a futuristic swashbuckler carving up foes with a force sword in his hand and a beautiful woman by his side . . . or literally anything else! GURPS has been the premiere universal roleplaying game for almost two decades. The new Fourth Edition makes it even better!

GURPS Basic Set: Campaigns combines information from the Third Edition GURPS Basic Set and GURPS Compendium II -- plus our new core setting, with infinite possibilities for timeline-hopping adventure! (You don't have to play in the core setting -- there isn't some game-altering metaplot -- but it's there if you want it.) This 240-page, full-color hardcover contains everything a GM needs to create and run a GURPS Fourth Edition campaign.

240 pages. Hardcover. Stock #01-0002, ISBN 978-1-55634-730-6. $34.95.


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Shipped March 31, 2016

Pyramid #3/89: Alternate Dungeons II

New Domains of Adventure!

Pick up your sword and get ready for adventure as we take GURPS Dungeon Fantasy into totally different realms! This issue of Pyramid -- the PDF magazine for roleplayers -- offers up meaty new options for your Dungeon Fantasy (or just plain GURPS fantasy) games. Its supplement-length features include:

  • "Havens and Hells," a full campaign setting from Dungeon Fantasy architect Sean Punch. Imagine a world where dying in battle is only a setback, where gold isn't the root of all adventure, and where the Gods themselves have a secret that could disrupt the very foundation of reality. Explore the depths of Hell as you bring back supplies and gear for the idyllic Havens that dot the world. This feature offers details on GURPS traits that are most useful, advice on which magic is likely or impossible (regardless of which GURPS magic system you use), and more!
  • "The Titan's House," this month's Eidetic Memory offering from GURPS Banestorm: Abydos author David L. Pulver. Take on the massive abode of a titan -- who may or may not still be alive and in attendance -- and turn the notion of scale on its ear, in an adventure suitable for any Dungeon Fantasy campaign. It supplies stats for seven new Dungeon Fantasy monsters plus maps of the gargantuan two-story home and its dungeon.
  • "Eastern Adventures," a guide to new realms of adventure from frequent Pyramid contributor Christopher R. Rice in the vein of the martial artist from GURPS Dungeon Fantasy 1: Adventurers and the master of shadows from GURPS Dungeon Fantasy 12: Ninja. Learn how to make distinctly unique adventures that tap into the vein of the "Mysterious East," with information on how to translate existing templates, plus a new samurai lens, new races, power-ups, and more.

This issue also provides a Random Thought Table that puts a twist on the notion of dungeon-crawling, as well as another peek into the new Car Wars universe from Matt Riggsby that shows you five great places to get killed. Dungeon Fantasy is all about exploring the unknown, and that goes doubly for this issue of Pyramid!

40-page PDF. Stock #37-2689, $9.00.
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Shipped March 17, 2016

GURPS Powers: The Weird

Weird And Wonderful

Fiction and folklore are full of strange powers. Most of these are so familiar to us from comics, movies, games, and novels that they're "strange" only in the sense that we don't deal with them in our daily lives. Although this lack of evidence leads to disagreements over the details, every gamer has a clear personal picture of magic, psionics, super-powers, and similar phenomena.

But then there's the really strange stuff -- the powers that push the limits of imagination itself.

GURPS Powers: The Weird is your guide to the mad science, uncanny realms, and bizarre superhuman abilities found in corners of fantasy, horror, and science fiction that attract labels like "bizarro," "psychedelic," and "surreal." It goes beyond safe stereotypes to explore powers that warp the human form, sanity, and reality itself. Take a look, if you dare, and unearth:

  • Weird Science. Eleven structured styles of mad and fringe science -- ranging from early psychical research and Frankensteinian experimentation to sci-fi nanotech and para-energetics -- let you invent unlikely technologies, explore impossible realms, and tinker with the nature of life itself. What could go wrong?
  • Weird Realms and Phenomena. Learn of novel ways to use familiar story elements such as outer space and time travel to put a bizarre twist on your campaign . . . and discover completely new strangeness like singularities and metaphysical realms.
  • Weird Powers. The powers of Dimensional Control, Logos, Metamateriality, Mutation, Noumena, Para-Energy, Parasitism, and Void take GURPS Powers to the outer limits, with 65 fully worked sample abilities that push the boundaries of body, mind, and natural laws.

All of this comes with ample notes on the new and variant traits needed to think and act outside the box, plus plenty of advice to GMs who don't want to tether their campaigns to mere reality. Only one question is left unanswered: Can you handle the truth?

42-page PDF. Stock #37-0152, $11.00.
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Shipped March 3, 2016

GURPS After the End 1: Wastelanders

New Heroes for a New World

They say that life used to be easy, back before The End. People were civilized, food was abundant, and freakish monstrosities weren't trying to kill everyone. That all sounds so utopian, so peaceful . . . so boring!

GURPS After the End 1: Wastelanders lets you create bold adventurers who journey forth to explore and thrive in a post-apocalyptic world. Written by Jason "PK" Levine (creator of the GURPS Monster Hunters series), this supplement has everything you need to get started:

  • Eight 150-point templates, each with enough key choices to ensure that even similar heroes have their own niche. Build a party of four scavengers if you wish, without stepping on each others' toes.
  • Six 50-point lenses, so you can crank up the power level with even more options for customization. Are you experienced? Fast? Learned? Heck, in a high-powered game, maybe you're all three and more!
  • Optional rules for mutations that twist people in interesting, potentially useful ways. Every mutation increases your Freakishness, however, setting you apart from humanity.
  • Simplified rules for fatigue, starvation, dehydration, and radiation. These key genre elements are streamlined here to focus on the important effects, with minimal bookkeeping.
  • New equipment and supplies useful for anyone traveling through the wastes, along with rules for gear in a world where Wealth doesn't exist and the tech level is "complicated."

Just add the GURPS Basic Set -- and perhaps Pyramid #3/88: The End is Nigh -- to create heroes ready to conquer the wastes or die trying. It's a rough world out there, but the Wastelanders are ready for it!

36-page PDF. Stock #37-0335, $9.00.
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A P R I L   2 0 1 6 

Shipped April 27, 2016

Munchkin #16

Spyke and Flower have a hard day's night in "Dungeon Crawl Classic." Come along for the ride as they fight their way through dungeon after dungeon, competing with rivals, teaming up with allies(?), gaining and losing loot, and sticking to their munchkin "values" to the bitter end. Then, see what it's like to be a hungry young troll looking for munchkins to snack on in "Munch Kins."

Look in the back pages of this issue for a special promo code to get The Official Munchkin Bookmark of Maternal Meddling! plus five Munchkin promo cards from Warehouse 23 for a penny, and a bonus Munchkin rule, which requires a scavenger hunt through the pages of this issue!

1 Comic. Stock #BOOM16, UPC 844284004275. $3.99.

Shipped April 25, 2016

Munchkin Meeples

Official Munchkin Meeple Pride!

Show your Munchkin pride in any game using meeple-type figures! The Munchkin Meeples set includes six different meeple designs, each of which has one Mega-Meeple and four Non-Mega-Meeples. And they have in-game bonuses!

Six different Munchkin Meeple designs, each of which has one Mega-Meeple and four Non-Mega-Meeples. Stock #5595, UPC 837654322789. $19.95.

Shipped April 11, 2016

Munchkin Playmat: Spyke Gets Suckered

Lost track of your loot? Can't tell your headgear from your footgear? Get organized with the Munchkin Playmat! Illustrated by Ian McGinty, this 14"x28" playmat showcases Spyke tussling with a tentacled terror. Also, to aid in gameplay, it includes spots to keep track of your Class, Race, Level, and all your monster-slaying gear!

Coveting more McGinty art? Look for Munchkin Guest Artist Edition and Munchkin Knights at your friendly local game store.

Bonus: Spyke's secret space lets you Cheat! one item per game. Who said cheaters never prosper?

1-count 14" x 28" fabric play-mat with rubber backing. Stock #5596, UPC 837654322833. $16.95.


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Shipped April 21, 2016

Pyramid #3/90: After the End

Yesterday's Gone; Tomorrow Begins Now!

The world may have ended, but the fun is just beginning! The latest installment of Pyramid -- the PDF magazine for roleplayers -- unleashes the potential of GURPS After the End, with loads of new material to enhance your post-apocalyptic possibilities. This issue's radioactively radiant features include:

  • "Are We Not Men?," an expanded look at mutant powers by the architect of After the End, Jason "PK" Levine. Picking up where GURPS After the End 1: Wastelanders left off, this article adds over two dozen new mutations, letting you roll randomly or pick from the list of choices. Push the limits of humanity with catlike grace, winged arms, X-ray vision, and much more.
  • "Robots After the End," which combines GURPS Reign of Steel with After the End for a doubly dangerous setting. Roger Burton West, author of GURPS Reign of Steel: Will to Live, gives you insight into adding the dangers and options of After the End to Reign of Steel -- or to add the killer robots of Reign of Steel to an After the End campaign!
  • "The Mercy Dolls," this month's Eidetic Memory offering from GURPS Mass Combat author David L. Pulver. This ready-to-use campaign framework presents a world where the ending began with a virus, and today is beset by mutants, robots, and other threats. This feature includes GURPS template options for designing myriad Mercy Doll antagonists.
  • "Warping Monsters Into Mutants," a guide to transforming critters from GURPS Dungeon Fantasy into deadly new threats for After the End. Author Peter V. Dell'Orto -- scribe behind GURPS Dungeon Fantasy Denizens: Barbarians -- shows you how to transform a golem-armor cyborg into a prisoner cyborg, an eye of death into a burning eye, and beyond.
  • "Survival After the End," an exploration of staying alive amid a wasteland world. Prolific Pyramid penman Christopher R. Rice goes beyond the survival options from GURPS After the End 2: The New World with new and expanded rules for how your After the End explorers can catch fish, find water, start fires, and more.

This issue also includes a Random Thought Table presenting an epic plot that can be used as a backdrop for an After the End campaign, plus another full-throttle vignette from Matt Riggsby set in the new Car Wars universe. The omens portended in Pyramid #3/88: The End Is Nigh may have come true, but the adventure continues, with GURPS After the End and this Pyramid!

38-page PDF. Stock #37-2690, $9.00.
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Shipped April 7, 2016

GURPS After the End 2: The New World

It's Hellish but It's Home

Civilized society is a thing of the past. Murderous creatures lurk around every corner. Even the environment itself seems out to get you. The worst thing you can do is travel into the wastes unprepared. The only way to survive is to know what hazards you'll be facing and how to overcome them. And GURPS After the End 2: The New World has everything you need to:

  • Create a unique and exciting setting by just answering a few questions about the apocalypse. After that, let this supplement do the heavy lifting of generating hazards and threats specific to your campaign!
  • Show players what traits are vital in this new world, so that their heroes -- whether created with GURPS After the End 1: Wastelanders or something else -- can survive and thrive here.
  • Deal with the common challenges of a post-apocalyptic world, using quick-play rules to find food, navigate ruins, scavenge for gear, fix equipment, survive firefights, make friends, and more. (And grab Pyramid #3/88: The End Is Nigh for even more threats!)
  • Learn about the unique hazards specific to certain apocalypses. Face toxic chemicals, deadly weather systems, plagues, bizarre gangs, mutated animals and plants, nanobots and robots, paranoid paramilitaries, radioactive craters, or zombie mobs -- though usually not all in the same game!
  • Ensure that everyone has the same expectations for the game, builds wastelanders who can work together, and feels useful and productive in every session.

Knowledge is power -- and this is true whether you're fighting androids left over from the Great Human-Robot War, slaying zombies spawned from the glowing meteor that hit Earth, or trying to survive the hyperstorms and neo-druidic gangs now that Mother Nature has declared war on humanity. So think of this as your atlas to the wasteland, helping you live another day as you explore this dangerous new world!

56-page PDF. Stock #37-0336, $11.00.
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M A Y   2 0 1 6 

Shipped May 25, 2016

Munchkin #17

Spyke competes in a medieval tournament to win the princess in "My Faire Munchkin," but his "strategy" puts him in a world of hurt. See how his lute-playing halfling squire helps him prevail against the toughest knights* in the kingdom, and find out what kind of princess Spyke desires. Then, read on as Far East meets beast in John Kovalic's comic operetta, "Munchkin Fu Mikado."

*Shameless plug. These are from Munchkin Knights. Can you defeat them?

Look in the back pages of this issue for a special promo code to get The Official Munchkin Bookmark of a Hard, Dazed Knight! plus five Munchkin promo cards from Warehouse 23 for a penny, and a bonus Munchkin rule!

1 Comic. Stock #BOOM17, UPC 844284004275. $3.99.

Shipped May 23, 2016

Munchkin Fu Guest Artist Edition

Celebrate 15 years of Munchkin with special Guest Artist Editions!

You've seen John Kovalic illustrate Munchkin before, but you've never seen him illustrate Munchkin Fu before! Watch John go back and reimagine the original Hong Kong action cinema Munchkin set -- originally illustrated by Greg Hyland -- in his own unique style.

This Guest Artist Edition includes completely re-illustrated game cards, a gameboard featuring John Kovalic's Munchkin art, and male and female standies for each player.

A 10.5”x10.5” box with 168 full-color cards, one six-sided die, 12 standies with plastic stands, a 20”x10” mounted gameboard, and a rulesheet. Stock #1517, UPC 837654322529. $29.95.

Shipped May 9, 2016

Munchkin Knights

First there were dragons. Next came the princesses. Now the sun is setting and it's Knight time!

In times of yore, loyal knights would ride out to do their king's bidding. These knights have stumbled into the dungeon and are now in your way. Draw your steel and show them who's the king around here. Munchkin Knights has 15 shiny new cards to add some Knight to your day!

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

15 cards in a blister pack. Stock #4253, UPC 837654322994. $5.95.

Munchkin 6.5 – Terrible Tombs

New Dungeons To Explore!

You didn't think Munchkin 6 -- Demented Dungeons was the end of the adventure, did you? We've gone back to our roots with 20 more Dungeons to explore and 16 new Portals to send you there! Munchkin 6.5 -- Terrible Tombs may be used on its own or combined with Demented Dungeons (or any other expansion with Dungeon cards) for a truly insane adventure!

20 double-sized cards, 16 standard-sized cards, and a rulesheet, in a tuckbox. Stock #1541, UPC 837654322963. $11.95.

Munchkin Monster Box ACD Exclusive

Bow before the Monster Box!

What is a Monster Box for? Storing all your Munchkin loot! With room for over 2,000 Munchkin cards, Kill-O-Meter, and Level Playing Field! Oh, and some Dungeons and Seals! And . . . well, you get the idea. Includes six reprinted Munchkin promotional bookmarks and ten reprinted Munchkin promo cards.

With a cover illustrated by Greg Hyland (who also illustrated the Munchkin Zombies Guest Artist Edition!), this Monster Box is available through Warehouse 23 or your friendly local game store. If your game store has trouble finding it, tell them it's available exclusively from ACD Distribution!

Storage box, 2 foam blocks, a tray, 10 Munchkin cards, and 6 Munchkin bookmarks. Stock #5598, UPC 837654322871. $29.95.


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Shipped May 19, 2016

Pyramid #3/91: Thaumatology IV

Magic Like Lightning, So Shocking and Dangerous

Where wizards duel and a dark tome hides, where metal spells and foul brews reside, where spirits lurk in machines to awake, let this Pyramid help your magic to make! The latest installment of Pyramid -- the PDF magazine for roleplayers -- is another assortment of arcane-expanding miscellany, perfect to add all manner of new excitement to your GURPS game. Within the uncanny pages of Pyramid #3/91: Thaumatology IV, you shall discover:

  • "Technomysticism," a new magical field that might be found in the world of GURPS Monster Hunters. This feature showcases a new champion -- the technomystic -- plus details on technologically oriented abilities (including Machine Whisperer, Repairing Touch, Machine-Jinx), GURPS stats on several tech spirits, and more. It also includes information on how to work with the netrunning abilities from Pyramid #3/21: Cyberpunk.
  • "The Tome of the Black Island," a horrifying book with the power to sacrifice others, force obedience, summon terrible gods, and more. This systemless guide includes a history of the tome and its creation, its dark scribed powers, and adventure ideas.
  • "Dark Alchemy," this month's Eidetic Memory offering from GURPS Banestorm: Abydos author David L. Pulver. The sinister potions herein will allow you to create zombies, repel ghosts, preserve heads, and demonstrate other unsavory abilities.
  • "The Thaumaturgy of Metallurgy," a look at how to make a Metal college of spells, using the GURPS Magic foundation. Unleash the power of dozens of new Magic spells -- including Blunderbuss, Rust, and Walk Through Metal -- or just summon a variety of metal elementals (including GURPS stats).
  • "Codex Duello," a guide to how to conduct and resolve duels among mages, from master Pyramid penman Christopher R. Rice. Resolve disputes or simply fight to the death, whether you're using GURPS Magic, GURPS Thaumatology: Ritual Path Magic, GURPS Thaumatology: Sorcery, or even GURPS Psionic Powers!

This issue also provides a Random Thought Table with a new kind of magic that turns fame on its head, plus another vignette from Matt Riggsby set in the new Car Wars universe that peeks into the garages of the future. Regardless of what flavor of magic you use in your GURPS game, this Pyramid is sure to provide some amazing new sorcerous spice!

40-page PDF. Stock #37-2691, $9.00.
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Shipped May 5, 2016

GURPS Disasters: Meltdown and Fallout

Atomic Power, Epic Danger!

Radiation can be scary. You can't see it, smell it, or fight it by any conventional means, but it can be deadly just the same. GURPS Disasters: Meltdown and Fallout helps you bring this invisible threat to your gaming table, and gives adventurers the tools they need to deal with it. Inside this volume, you'll discover:

  • The most common types of modern nuclear reactors, plus a few theoretical ones. Learn about reactors' core functionality, fuel sources, durability, security measures, and more.
  • A primer on radiation, including sources and ways to measure it, game effects, updated Protection Factors for various materials, equipment for dealing with radioactive issues (with revised GURPS game mechanics), and a few crazy ways people have used radiation.
  • What happens during, immediately after, and long after a meltdown, both in terms of scene-setting descriptions and nitty-gritty game mechanics.
  • Perks, quirks, disadvantages, and skills that normal humans might have, plus radiation-related advantages for exotic beings. Use the provided suggestions to atomically alter people for cinematic action.
  • Ways to use nuclear power in modern, historical, magical, and futuristic campaigns, plus suggested power-plant complications, adventure seeds, and campaign ideas.
  • A bibliography of books, films, and GURPS supplements to inspire you, from factual accounts to wild speculations.

Whether you're looking for realistic dangers for near-modern adventurers, cinematic set pieces for modern-day GURPS Action heroes, or apocalyptic possibilities to kickstart a GURPS After the End campaign, Disasters: Meltdown and Fallout is an inexhaustible radioactive sourcebook!

31-page PDF. Stock #37-1710, $9.00.
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Shipped June 27, 2016
Shipped June 23, 2016

Munchkin Legends Guest Artist Edition

Celebrate 15 years of Munchkin with special Guest Artist Editions!

The only way to make this game more Legendary is to pair it up with artist Mike Luckas! You've seen his work in comics like Munchkin: Deck the Dungeons and Skullkickers, as well as his own webcomics Conquistas and Das Moustache; now see the unique look he brings to Munchkin Legends.

This Guest Artist Edition includes completely re-illustrated game cards, a gameboard featuring Mike Luckas' Munchkin art, and male and female standies for each player.

Where do I go from here?

If Munchkin Legends is your introduction to the Munchkin game, welcome! We're glad you've tried us out. There are several ways you can expand your game:

Boosters! Our Munchkin booster packs are an inexpensive way to add a little bit of new fun to an existing game. Almost all of them are 100% compatible with Munchkin Legends – as long as it doesn’t have another Munchkin set in the title, you’re good to go!

Expansions! There are two tuckbox expansions for Munchkin Legends, Faun and Games and Myth Prints, and you can add either or both of them to this set to bring in a new Class or Race and some new monsters and Treasures. Additionally, any expansion for original Munchkin, such as Unnatural Axe or Clerical Errors, will mix into Legends with no problems at all.

Combine full games! As we hinted a couple of times, Munchkin and Munchkin Legends work very well if you want to shuffle the decks from both games together. You can also easily mix Legends into any set with the same backs (Munchkin Conan, Munchkin Oz, and Munchkin Pathfinder) or into any Munchkin game as long as you’re comfortable knowing which cards are being drawn . . . or you have a lot of card sleeves.

168 cards, 12 player standies with plastic stands, gameboard, rulesheet, and a six-sided die. Stock #1537, UPC 837654320372. $29.95.

Shipped June 20, 2016

Munchkin Cthulhu Guest Artist Edition

Celebrate 15 years of Munchkin with special Guest Artist Editions!

Katie Cook, illustrator of Munchkin Love Shark Baby, as well as creator of Gronk: A Monster's Story, brings her own patented form of adorable to Munchkin Cthulhu! Losing your mind has never been so cute.

This Guest Artist Edition includes completely re-illustrated game cards, a gameboard featuring Katie Cook's Munchkin Cthulhu art, and male and female standies for each player.

168 cards, a board, 12 cardboard standies, and a rulesheet. PLUS JoCo/Welovefine flyer. Stock #1516, UPC 837654322512. $29.95.
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Ogre: Objective 218

In 2085 A.D., armored warfare is faster and deadlier than ever!

Supertanks, GEVs, and infantry slug it out to defend supply lines and keep pressure on your enemy in Ogre: Objective 218. This two-player Ogre experience is based on The Battle for Hill 218 and plays in less than 30 minutes.

60 cards, The Crater (two pieces), and rulesheet in a box. Stock #7234, UPC 837654322710. $14.95.

Shipped June 13, 2016
Shipped June 6, 2016

Munchkin Monster Box

Bow before the Monster Box!

What is a Monster Box for? Storing all your Munchkin loot. With room for over 2,000 Munchkin cards, Kill-O-Meter, and Level Playing Field! Oh, and some Dungeons and Seals! And . . . well, you get the idea. Includes six reprinted Munchkin promotional bookmarks and ten reprinted Munchkin promo cards.

Three of our favorite Munchkin artists have created original artwork for the Monster Box. These covers -- illustrated by Edwin Huang, Ian McGinty, and John Kovalic -- can be selected at your favorite local game store. Or roll the dice and order online! A random cover, one out of the three, will be delivered to your door!

Storage box designed to hold over 2,000 Munchkin cards, plus 2 foam blocks, a tray, 10 Munchkin cards, and 6 Munchkin bookmarks. Stock #5594, UPC 837654322758. $29.95.

Munchkin Playmat: Flower Cashes In

Is there anything more munchkinly than a pile of freshly looted items? How about a well-organized arsenal of them? This playmat makes it easy to keep track of your Class, Race, level, and that sweet loot -- all atop Edwin Huang's beautiful illustration of Flower and her mighty hoard.

Bonus: Flower will throw in some extra gold when you sell items each turn . . . for a while, at least.

1-count 14" x 28" fabric play-mat with rubber backing. Stock #5597, UPC 837654322840. $16.95.

Shipped June 1, 2016

Munchkin Apocalypse Guest Artist Edition

Celebrate 15 years of Munchkin with special Guest Artist Editions!

Len Peralta, known for his work on Munchkin The Guild, the Ten State comic book, and his own Geek a Week trading cards, illustrates Munchkin Apocalypse, showing us his own unique take on the end of the world!

This Guest Artist Edition includes completely re-illustrated game cards, a gameboard featuring Len Peralta's Munchkin Apocalypse art, and male and female standies for each player.

A 10.5” x 10.5” box with 180 full-color cards, one six-sided die, 12 standies with black bases, a circular gameboard, and a rulesheet. Stock #1525, UPC 837654322819. $29.95.
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Shipped June 27, 2016

Zombie Dice 2 – Double Feature (Reprint)

It's a blockbuster!

If you love zombies, you love zombie movies . . . and Zombie Dice! So here it is: Zombie Dice 2 -- Double Feature!

Three new dice give you three new ways to play. For the Big Summer Action Movie, you've got the two Heroes: the Hunk and the Hottie. He's got a double-shotgun icon, but if you eat his brain, you score double. The Hottie has two shotguns and three feet icons, making her fast AND dangerous.

For Santa Claus Meets the Zombies, you guessed it: Santa Claus is coming to town! He has three special gift icons -- a helmet, an energy drink, and a double brain! Or, of course, you could eat Santa's brain. It's a very merry undead Christmas!

Finally, in The Direct-to-Video Sequel: Use all three new dice and watch Santa rescue the Heroes!

Three new ways to eat brains, and they're all in Zombie Dice 2 -- Double Feature.

Three dice and rules. Stock #131324, UPC 837654321478. $7.95.

Shipped June 27, 2016

Chupacabra: Survive the Night (Reprint)

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.

Shipped June 27, 2016

Zombie Dice 3 – School Bus (Reprint)

The living call it the School Bus. The zombies call it a lunch wagon.

Add the School Bus die to your Zombie Dice game for all sorts of craziness! The School Bus is full of tasty brains, but those kids are packing shotguns, too. You might find yourself chowing down on a brain buffet, chasing runners off the bus, getting run over, or getting double-shotgunned!

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

A 12-sided school bus die, 14 brain and shotgun counters, rulesheet. Stock #131334, UPC 837654322017. $8.95.

Shipped June 13, 2016

Munchkin 2 – Unnatural Axe (Reprint)

112 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 terrifying Unnatural Axe . . . and show them who's the greatest munchkin of all.

Munchkin 2 -- Unnatural Axe is a supplement to Munchkin; you will need the original game to play. Or you could add it to any of the other Munchkin game sets instead. It'll work, and it'll be silly, and that's what we all want here.

112 cards in a tuckbox. Stock #1410, UPC 837654320457. $19.95.

Shipped June 13, 2016

Munchkin 3 – Clerical Errors (Reprint)

Another 112 cards for the best-selling game of killing monsters and taking their stuff. Play a new Race: Gnomes! Try on the Bard Class. Face the Tequila Mockingbird, the Bad Ass, and the dreaded Auntie Paladin! Equip yourself with amazing items like the Chainmail Bikini and the Stab-A-Matic . . . and show them who's the mightiest, munchkinest dungeon delver of them all.

And this set has a special treat. We asked five of our favorite Comic Guys to do one card each. Inside you'll find:

112 cards in a tuckbox. Stock #1416, UPC 837654320488. $19.95.

Shipped June 13, 2016

Munchkin 4 – The Need For Steed (Reprint)

Munchkin 4 -- The Need for Steed is an expansion for the original Munchkin -- 112 more cards for killing monsters, stealing treasure, and backstabbing your fellow players. This set introduces Steeds, the trusty mounts of legend . . . Oh, wait -- this is Munchkin! So these Steeds include not just the Dragon and the Tiger, but the Giant Mutant Gerbil (drawn by guest artist Shaenon K. Garrity of Skin Horse), the Chicken, and Big Joe, who might be a Steed or might be a Hireling. It's hard to tell.

Hireling? Yes indeed, The Need for Steed has lots and lots of Hirelings! Add these valuable characters to your retinue, use their special abilities, and sacrifice them to save your own skin!

Feel the need . . . The Need for Steed! (Now with full-color art!)

112 cards and rulesheet in a tuckbox. Stock #1444, UPC 837654320631. $19.95.


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Shipped June 23, 2016

Pyramid #3/92: Zombies

The Dead Strike Back!

You thought it was safe to walk past a graveyard? The dead have other ideas! This installment of Pyramid -- the PDF magazine for roleplayers -- is dedicated to exploring a single versatile threat: zombies. This issue's pulse-pounding pages contain:

  • "Unlife Support," a discussion of various GURPS options for including playable free-willed zombies in a campaign, from GURPS Zombies author Sean Punch. Let the heroes use Partial Resurrection, a "restart" serum, or other options. The PCs may die, but the fun lives on!
  • "The Unknown Hunger," a systemless exploration of two new zombie types. Beware of the dark lest you become absorbed by it, or have your soul expelled by the restless spirits of Hell.
  • "The Viking Dead," an overview of Norse undead -- complete with GURPS stats and intel -- from GURPS Vikings author Graeme Davis.
  • "Battlesuit Zombies," a science-fiction analysis of what happens when combat suits become "zombified." The latest Eidetic Memory offering from David L. Pulver is suitable for any TL9 campaign, and it also comes with ideas for how to use it with GURPS After the End, Transhuman Space, GURPS Reign of Steel, and more.
  • "The Church of the New Focus," a look at a spiritual center whose core hides a dark secret, from Pyramid Editor Steven Marsh. Believers can gain new GURPS abilities . . . but at what cost?
  • "Not Your Average Grave Robbing," a GURPS adventure that pits the heroes against a grave robber and his sinister creations.
  • "Indian Ghouls," a brief Appendix Z survey of some of the restless dead of legend found across the Middle East and India.

This issue also includes another peek at the new Car Wars universe with a vignette by Matt Riggsby, and a Random Thought Table that considers how to keep the suspense even when the players see you reading an issue called "Zombies." The dead may be restless, but you'll be even more restless to use all these great new options in your game!

36-page PDF. Stock #37-2692, $9.00.
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Shipped June 2, 2016

Cardboard Heroes: Set 18 – Car Warriors

Digital Cardboard Heroes! Classically illustrated full-color figures, ready for any adventure. Print one sheet, or thousands!

Cardboard Heroes sets bring the often-requested reprint of the classic Cardboard Heroes figures to the digital format. Each beautifully drawn character, in the 28mm scale, is formatted to stand on its own (using the handy folding system); each is made with two illustrations -- front and back -- so it's easy to know what direction it's facing.

Cardboard Heroes: Set 18 -- Car Warriors features 36 duellists, bikers, MONDOs, troopers, and the dregs of future society, for your autoduelling campaign. From knights in shining armor to punk bikers with destruction on their minds, these figures provide for a full array of encounters, for GURPS Autoduel or any other present or near-future setting. This set comes with the three sheets of Car Warriors figures as originally published, as well as a printer-friendly single-page version.

7-page PDF. Stock #30-2118, $5.00.
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Shipped June 2, 2016

GURPS Dungeon Fantasy Monsters 3: Born of Myth & Magic

Legends Come to Life . . . Seeking Your Death!

The most common threat standing between GURPS Dungeon Fantasy heroes and some well-deserved loot is monsters. Now, the dangers are newer than ever, yet some are as old as legend. GURPS Dungeon Fantasy Monsters 3: Born of Myth & Magic brings you 16 new creatures, inspired by sagas of times past or brought to life by eldritch forces . . . and all of them conjured from the mystical mind of GURPS Dungeon Fantasy Monsters 1 co-author Peter V. Dell'Orto. Face off against the worst that myth has to offer: basilisks, dryads, and medusas. Or encounter phase serpents, shadow warriors, living pits, and other arcane adversaries.

Each monster description comes with complete GURPS stats (tailored for Dungeon Fantasy campaigns) for typical members of that species, plus notes on encountering them. Most of these threats include suggestions for variant versions. And not all foes can be overcome with brute force; learn how cunning, wits, or special fighting techniques can prevail when a sword fails! A select few of the creatures encountered might even be friends under the right circumstances . . .

The threats herein also can be modified with the included meta-traits or with three new prefixes similar to those found in GURPS Dungeon Fantasy Monsters 1 and Pyramid #3/76: Dungeon Fantasy IV. Encounter a flying rock troll, a holy doppelganger, a furious octopus bloom, and other combinations that strike fear into dungeon delvers' hearts. With Dungeon Fantasy Monsters 3: Born of Myth & Magic, heroes can forge their own mythic tales . . . or die trying!

24-page PDF. Stock #37-0338, $7.00.
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Shipped July 27, 2016

Munchkin #19

Munchkin meets munchkins in this month's issue. Munchkin Guest Artist Katie Cook and Munchkin Czar Andrew Hackard take you down the yellow brick road with two stories set in that munchkin wonderland: Oz!

Look in the back pages of this issue to find a coupon code for 15% off your entire Munchkin purchase from WeLoveFine.com, a special promo code to get The Official Munchkin Bookmark of the Worst Cyclone Ever! plus five Munchkin promo cards from Warehouse 23 for a penny, and a bonus Munchkin rule!

1 Comic Stock #BOOM19, UPC 844284004275. $3.99.

Shipped July 18, 2016

Moop's Monster Mashup: A Munchkin Game

The marvelous magician Moop is mashing up monsters to meet the marauding munchkins.

He's created bizarre new animals such as the Owligator and Kangarooster! But the heroes can fight back with their own mixed-up weapons, including Sockodiles and the Beaver Cleaver. This Munchkin is the craziest ever . . . but it's still Munchkin, so the first player to Level 10 wins!

Moop's Monster Mashup is a stand-alone game, but can also be combined with Munchkin or any of the Munchkin games.

168 cards, rulesheet, and a six-sided die. Stock #1538, UPC 837654322918. $24.95.

Simon's Cat Card Game

"Meow."

This fast-paced card game for 3 to 6 players features adorable art taken directly from animator and illustrator Simon Tofield's YouTube series, Simon's Cat, which has hundreds of millions of views.

Go around the table playing cards to escape Simon's attention. Get caught and you get Blame. Get too much Blame and you get fed last. No one wants that.

48 cards and a rulesheet. Stock #1539, UPC 837654322956. $6.95.


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Shipped July 28, 2016

Pyramid #3/93: Cops and Lawyers

When Law and Order Hang in the Balance

The peal of a squad-car siren. The banging of a judge's gavel. These sounds can spell sweet relief . . . or stomach-dropping doom. This month's Pyramid brings the forces of the police and the legal systems to your gaming table.

  • "Mass Combat in the City" is GURPS Mass Combat author David Pulver's guide to police vs. large criminal groups.
  • "Above the Law" looks at laws in relation to the powers of GURPS Supers, GURPS Psionic Powers, and other paranormal abilities.
  • "Sultans, Shurta, and the Courts" considers the law of the classical Islamic world. Add flavor to GURPS Banestorm and GURPS Arabian Nights games!
  • "Marine Protector and Dolphin" delivers David L. Pulver's GURPS stats for a common boat and helicopter of the U.S. Coast Guard.
  • "Mega-Max!" showcases a superheroic prison suitable for any system.
  • "Judicium Dei" provides a primer on trials by combat and ordeal. Learn how they might work in realms with real supernatural involvement.

This issue also offers a legal-minded Random Thought Table, and another Short Bursts vignette from Matt Riggsby where the new Car Wars universe squeals into action. Whether allies or adversaries, the systems that uphold and adjudicate the law can now be part of your campaign!

38-page PDF. Stock #37-2693, $9.00.
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Shipped July 14, 2016

GURPS Sorcery: Protection and Warning Spells

Stop Trouble in Its Tracks

The life of an adventurer is one of unexplored places, unexpected monsters, and unforeseen dangers. There's so much to do and so much to see, and you can't do any of that if you're dead. That's why all but the most foolhardy sorcerers need GURPS Sorcery: Protection and Warning Spells.

Expanding on GURPS Thaumatology: Sorcery -- a must-own tome to use this volume -- Protection and Warning Spells provides an array of defensive magic. It includes:

  • A total of 38 new spells, inspired by their counterparts from GURPS Magic and GURPS Magic: Death Spells. Learn how to preserve your Freedom, block with your Iron Arm, or conjure an Utter Dome.
  • Clear descriptions and rules for every spell, to prevent arguments at the gaming table. Know exactly how much damage your Resist Fire or Force Wall can stop, how quickly your Atmosphere Dome can purge gases, and more.
  • New traits and guidelines to handle edge cases. Learn how internal defenses work, how Sealed can prevent corrosion, and what counts as a "magical creature" for the purpose of Force Dome and Force Wall.
  • Full GURPS Powers statistics for each spell, enabling tinkerers to reverse-engineer and tweak spells to their hearts' content!

The best defense isn't a good offense, it's GURPS Sorcery: Protection and Warning Spells. Keep your guard up!

15-page PDF. Stock #37-1657, $6.00.
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Shipped August 29, 2016

Munchkin Playing Cards

Ante up!

You love Munchkin, but sometimes you want to play poker or blackjack or just a quick game of solitaire. Now you can play your favorite classic card game with Munchkin Playing Cards! These 54 cards match the four traditional playing card suits . . . with a Munchkin twist, of course!

These are regular playing cards. You do not need Munchkin to play.

54 poker-sized playing cards. Stock #5604, UPC 837654322857. $8.95.
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Shipped August 28, 2016

Munchkin #20

Some new characters join the cast in this month's issue of Munchkin: Brother Skeeper, the cleric from Munchkin 3 -- Clerical Errors, and Moop, the marvelous magician from Moop's Monster Mashup. The first story comes from the annals of Munchkin Gloom. Spyke and Flower enter the mysterious Abbey Seadee on a dark and stormy night. The caretaker, Brother Skeeper, reveals some of its tragic history (and why the food is so good). In the next story, Moop and his assistant Minn have a mirthful mix-up while "spring" cleaning.

Look in the back pages of this issue for a special promo code to get The Official Munchkin Bookmark of Moop's Spring Special! plus five Munchkin promo cards from Warehouse 23 for a penny, as well as a bonus Munchkin rule!

1 comic. Stock #BOOM20, UPC 844284004275. $3.99.

Shipped August 15, 2016

I Hate Zombies

Kill the zombies! Infect the humans! Eliminate all of your opponents and win!

Originally published by BoardGameGeek, up to 12 players can battle in I Hate Zombies, a fast-paced and brutal game of Rock-Paper-Scissors combat to determine the fate of humanity.

19 large, double-sided cards, and a rulesheet. Stock #1309, UPC 837654322802. $14.95.

Shipped August 1, 2016

Bill & Ted's Excellent Boardgame

Strange things are afoot in Bill & Ted's Excellent Boardgame!

Collect personages of historical significance in order to pass your oral history report. But beware! Each time you bag someone, the phone booth breaks heinously, and your adventure through time will take a most serious turn!

Be excellent to each other . . . and PARTY ON, DUDES!

For two to four players. Ages 10 and up. Takes about half an hour to play.

60 game cards, a gameboard, and 6 standies. Stock #1383, UPC 837654322772. $24.95.


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Shipped August 15, 2016

Munchkin Princesses (Booster) (Reprint)

Princess Power!

Join the ranks of royalty . . . then go right back to killing monsters and taking their stuff. In style. We're putting the rage in peerage! Munchkin Princesses: all the noblesse, none of the oblige.

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

15 cards in a blister pack. Stock #4243, UPC 837654322901. $5.95.


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Shipped August 25, 2016

Pyramid #3/94: Spaceships III

Space is a pretty big place.

Learn your way around it well enough to create five-star campaigns in this month's issue of Pyramid, the PDF magazine for roleplayers. In “So You Want To Build a Spaceship” by Roger Burton West and Timothy Ponce, you'll find out how to build spaceships to fit the feel of your campaign – whether your story is one of slick intergalactic exploration or simply working stiffs getting by in space. This month in David L. Pulver's column, get ideas for introducing contraband, smuggling, and grey market goods into your space game. And there's plenty more interstellar content where that came from!

36-page PDF. Stock #37-2694, $9.00.
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Shipped August 11, 2016

GURPS Adaptations

Your Favorite Worlds – GURPSified!

GURPS is a fun, flexible system, useful in every kind of genre. Now, GURPS Adaptations takes that toolkit and shows you how to build your favorite fictional settings. With six examples ranging from the Odyssey to Dracula, GURPS Adaptations will guide you and your players as you tell new stories in worlds you already know.

54-page PDF. Stock #37-0153, $11.00.
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Shipped September 26, 2016

The Munchkin Alphabet Coloring Book

Letters of Distinction

It may be possible to learn the alphabet without the dungeon-delving excitement of Munchkin . . . but why would you want to? With The Munchkin Alphabet Coloring Book, you'll delight in reading aloud the 26 alphabet verses written by Steve Jackson. Then your little munchkins (or you!) can color the 26 all-new illustrations by Munchkin fan-favorite John Kovalic.

The book also includes 10 new Munchkin cards, so you can surprise your friends more easily than jumping out of a closet and shouting, "Abcdef!" From now on, ABC stands for Attack, Backstab, and Color!

32-page Munchkin coloring book with 10 cards. Stock #3411, ISBN 091037863010. $6.95.

Munchkin Kill-O-Meter Guest Artist Edition

In the best Munchkin fights, the levels bounce up and down like monkeys on pogo sticks, but that can make it hard to keep track of how soon you'll crush your opponents. With the Munchkin Kill-O-Meter Guest Artist Edition you'll never have to stop and recount again! Whenever a card hits the table, you just turn the dials to keep track of your new total. There's no time to stop and count when you've got monsters to kill . . .

Each double-sided Munchkin Kill-O-Meter Guest Artist Edition comes with four special Munchkin cards, illustrated by our first Munchkin Guest Artist, Ian McGinty! This is a perfect addition to the first Munchkin Guest Artist Edition.

A digital version of the original Kill-O-Meter is available in the Munchkin Level Counter app for the iPhone!

One two-sided combat counter and four Munchkin cards on a blister card. Stock #5599, ISBN 091037863065. $9.95.

Munchkin Doors and Treasures Card Sleeves

Protect your Munchkin cards with the new Munchkin Doors and Treasures Card Sleeves! With 60 card sleeves made specifically for Munchkin Door and Treasure cards, you'll never have to worry about sleeves that are too large or too tight. Use them to conceal card backs so you can mix and match different Munchkin sets -- inside the sleeves, no one can tell Munchkin Cthulhu from Munchkin Bites from Munchkin Puppies!

Each package contains 60 card sleeves -- 36 Door protectors and 24 Treasure protectors -- featuring illustrations by Ian McGinty!

60 Munchkin-sized card sleeves (36 Doors and 24 Treasures). Stock #5601, ISBN 091037863027. $5.95.

Munchkin Dungeon Card Sleeves

Protect your Munchkin cards with the new Munchkin Dungeon Card Sleeves!

Defend your Munchkin Dungeon cards from damage, wear, spilled drinks, and Electric Radioactive Acid Potion! With 50 card sleeves made specifically for Munchkin Dungeon cards, you'll never have to worry about sleeves that are too large or too tight!

The Munchkin Dungeon Card Sleeves feature an illustration by Evan Palmer. Jackpot!

Amp up your game with Dungeon cards here!

50 Munchkin Dungeon-sized card sleeves. Stock #5602, ISBN 091037863034. $5.95.

Shipped September 6, 2016
Shipped September 1, 2016

Munchkin Grimm Tidings

The fairy tales collected by the Brothers Grimm are full of magic, deception, and violence. Sounds perfect for Munchkin! Iconic baddies and boons, like evil stepmothers and Rapunzel's golden locks, are captured in 114 cards with new art by John Kovalic.

The Brothers Grimm's fairy tales are a dark, strange, and sometimes brutal place. Perfect for creating your own fairy tale with Munchkin Grimm Tidings!

114 cards, one six-sided die, and a rulesheet Stock #1534, UPC 837654322796. $19.95.


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Shipped September 26, 2016

Munchkin (Reprint)

Go down in the dungeon. Kill everything you meet. Backstab your friends and steal their stuff. Grab the treasure and run.

Admit it. You love it.

Munchkin is the mega-hit card game about dungeon adventure . . . with none of that stupid roleplaying stuff. You and your friends compete to kill monsters and grab magic items. And what magic items! Don the Horny Helmet and the Boots of Butt-Kicking. Wield the Staff of Napalm . . . or maybe the Chainsaw of Bloody Dismemberment. Start by slaughtering the Potted Plant and the Drooling Slime, and work your way up to the Plutonium Dragon . . .

And it's illustrated by John Kovalic!

Fast-playing and silly, Munchkin can reduce any roleplaying group to hysteria. And, while they're laughing, you can steal their stuff.

168 cards, one six-sided die, and a rulesheet. Stock #1408, UPC 837654320310. $24.95.

Shipped September 26, 2016

Munchkin Deluxe (Reprint)

What makes this edition "deluxe"? It's got a big gameboard to keep your cards in place and 12 standies (six male and six female) that you move on the gameboard as you level up!

Go down in the dungeon. Kill everything you meet. Backstab your friends and steal their stuff. Grab the treasure and run.

Admit it. You love it.

Munchkin is the mega-hit card game about dungeon adventure . . . with none of that stupid roleplaying stuff. You and your friends compete to kill monsters and grab magic items. And what magic items! Don the Horny Helmet and the Boots of Butt-Kicking. Wield the Staff of Napalm . . . or maybe the Chainsaw of Bloody Dismemberment. Start by slaughtering the Potted Plant and the Drooling Slime, and work your way up to the Plutonium Dragon . . .

And it's illustrated by John Kovalic!

Fast-playing and silly, Munchkin can reduce any roleplaying group to hysteria. And, while they're laughing, you can steal their stuff.

A 10.5”x10.5” box with 168 full-color cards, one six-sided die, 12 pawns with plastic stands, a 20”x10” mounted gameboard, and a rulesheet. Stock #1483, UPC 837654320976. $29.95.

Shipped September 6, 2016

Munchkin Marked for Death (Reprint)

Munchkin Marked for Death is a double-duty mini-expansion set! This pack contains 17 all-new cards, including Anvil, Recalculate Your XP, and the horrifying effervescence of the Soap Golem. And they’re balanced to let you use them as a quick rigged demo for your friends, to get them into the madness that is Munchkin!

Note: This is NOT a collectible or randomized set. Every Marked for Death pack is the same as every other.

17 cards and a rulesheet, in a blister pack. Stock #4210, UPC 837654320525. $5.95.
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Shipped September 22, 2016

Pyramid #3/95: Overland Adventures

Not all paths are paved. Or safe.

In a low-tech world, travel can be dangerous. Explore the perils of getting from here to there in this month’s issue of Pyramid, the PDF magazine for roleplayers. In "The Emerald Hell," you'll discover the adventure potential of jungles, with ideas for travel, survival, combat, dangers, and even campaigns. This month in David L. Pulver's column, encounter a caravan of monsters with their ill-gotten loot. Whether you're looking for realism or cinematic excitement, this issue is worth the journey for all overland adventurers!

38-page PDF. Stock #37-2695, $9.00.
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Shipped September 8, 2016

GURPS Dungeon Fantasy 19: Incantation Magic

A brand new kind of magic user for your dungeon-crawler game

Why let wizards have all the fun? Become an incanter with this supplement, and bend reality to your will. These flexible magicians can conjure a variety of effects, but must prepare their most potent rituals in advance. With everything from new gear to new spells, GURPS Dungeon Fantasy 19: Incantation Magic is ready to power up your Dungeon Fantasy game today!

32-page PDF. Stock #37-0340, $9.00.
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Shipped October 26, 2016
Shipped October 24, 2016
Shipped October 20, 2016

Munchkin Christmas Monster Box

Store everything you need to sleigh your enemies in this haul-i-day-themed Monster Box!

Got a lot of Munchkin stuff? Want it all in one convenient, easy-to-carry place? And finally, have you been nice this year? If you answered "Yes" to one or more of these questions, this is the wish-list item for you! You'll have room to store over 2,000 Munchkin cards, a Level Playing Field, some Seals and Dungeons, and all your other tinsel-trimmed Munchkin swag!

With a cover illustration by Ian McGinty featuring Spyke, Santa, Rudolph, Krampus, as well as various assorted elves, getting into the Munchkin holiday spirit has never been easier!

Storage box designed to hold over 2,000 Munchkin cards, plus 2 foam blocks, a tray, 12 Munchkin cards, and 6 Munchkin bookmarks. Stock #5609, ISBN 091037863164. $29.95.

Shipped October 10, 2016

Munchkin Zombies Guest Artist Edition

Celebrate 15 years of Munchkin with special Guest Artist Editions!

Greg Hyland, creator of Lethargic Lad, as well as illustrator of Munchkin Fu, Burn in Hell, and Chez Guevara, shows us what Munchkin Zombies looks like from his perspective. It's sure to be gruesome!

This Guest Artist Edition includes completely re-illustrated game cards, a gameboard featuring Greg Hyland's Munchkin Zombies art, and male and female standies for each player.

168 cards, 12 player standies with plastic stands, gameboard, rulesheet, and a six-sided die. Stock #1520, UPC 837654322550. $29.95.


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Shipped October 24, 2016

Munchkin Dragons (Reprint)

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.

Blister pack containing 15 cards. Stock #4235, UPC 837654321805. $5.95.

Shipped October 10, 2016

Chez Geek (Reprint)

Beer. Nookie. Roommates. It's another Friday night at Chez Geek. Set up house with your friends -- for as long as you can stand them. Get a job -- they're all bad. Spend money and your precious spare time to accumulate Slack points. Drink cheap booze, hang out at the cafe, and play with the cats. Do unto your roomies before they do unto you. What other game gives you points for sleeping?

Just remember, when your roommate and his S.O. keep you up all night: You can't throw them out. They live here.

This edition includes the original award-winning Chez Geek . . . plus Slack counters and a die . . . PLUS the cards from the supplements Slack Attack and Block Party.

224 full-color cards, counters, a die, and a rulesheet, in a 6" x 9" box. Stock #1391, UPC 837654320198. $34.95.


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Shipped October 20, 2016

Pyramid #3/96: Tech and Toys IV

Upgrade your tomorrow.

The future is waiting to be determined. Expand your possibilities with this month's issue of Pyramid, the PDF magazine for roleplayers. With "High-Tech Buildings" by Matt Riggsby, you'll construct modern and futuristic structures, complete with amenities. In David L. Pulver's latest column, devise ultra-tech armor that fits your vision. Whether you're looking for offensive upgrades, defensive options, or new ideas to augment your campaign, this issue is the bleeding edge of fun!

36-page PDF. Stock #37-2696, $9.00.
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Shipped October 6, 2016

GURPS Steampunk 1: Settings and Style

GURPS has never run with such mechanical precision! GURPS Steampunk 1: Settings and Style explores the inner workings of steampunk games.

Get advice for running various models of steampunk campaigns, from a Kipling-inspired “scientific romance” to steampunk anime-style. Find out how to add steampunk technology to your game, with support for styles such as clockpunk, raygun Gothic, and mad biology. Learn about the social and cultural aspects of steampunk, too. Etiquette and status systems, for example, will help players experience the steampunk sensibility.

57-page PDF. Stock #37-0339, $11.00.
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Shipped November 30, 2016

Munchkin #23

The munchkins jump down the rabbit hole in this month's issue of Munchkin! No, really: They jump. There's no falling involved. And once they hit Wonderland, they . . . hit Wonderland. Hard. A lot. And with assorted weaponry. Did you expect them to just chat with the Mad Hatter, Alice-style? Nah. Then, in the second story, find out more than you ever realized there was to know about the psychology of a munchkin fated to fight . . . the Gazebo. There are 12 stages of Gazebo grief, you see.

Look in the back pages of this issue for a special promo code to get The Official Munchkin Bookmark of Wonderland Withdrawal plus five Munchkin promo cards from Warehouse 23. And, of course, there's a bonus Munchkin rule!

1 Comic. Stock #BOOM23, ISBN MISSING. $3.99.

Shipped November 28, 2016
Shipped November 21, 2016

Munchkin Pathfinder: Truly Gobnoxious

Is your goblin horde more of a goblin clique? Not for long! Swell your goblin ranks with Munchkin Pathfinder: Truly Gobnoxious, a mini-expansion for Munchkin that overruns your game with this classic fantasy enemy.

Contains 10 new monster cards and five goblin-related treasures with all-new Shane White (Munchkin Pathfinder Guest Artist Edition) illustrations!

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

15 cards in a blister pack. Stock #4424, ISBN 091037863256. $5.95.

Shipped November 9, 2016

Batman: The Animated Series Dice Game

Become a Super-Villain in Gotham City! Can you escape the World's Greatest Detective?

The Joker, Catwoman, The Riddler, and Poison Ivy are pulling off elaborate heists to score as much loot as they can carry! Based on the award-winning TV show, Batman: The Animated Series™ Dice Game lets you become a Super-Villain in a press-your-luck game for the whole family. Roll the dice and take advantage of each villain's diabolical abilities to scheme your way to victory before getting busted by Batman™!

10 custom dice, 4 large tokens, dice cup, and rules. Stock #131339, ISBN 091037863218. $14.95.

Shipped November 7, 2016

Munchkin Pathfinder Guest Artist Edition

The humor of Munchkin and the fantasy of Pathfinder join forces again, with an all-new look!

Munchkin Pathfinder Guest Artist Edition gives players the same goblin bashing, dragon slaying fun of the original, now illustrated by Shane White, whose art has been previously featured in the Pathfinder: Goblins comic series. Iconic classes such as the Witch meet the Red Mantis Assassin and other factions to take on fan-favorite monsters such as the Whispering Tyrant and Lamashtu. Arm yourself, kill hordes of goblins, and grab all the treasure!

A 10.5"x10.5" box with 168 full-color cards, one six-sided die, 12 player standies with plastic stands, a 20"x10" mounted gameboard, and a rulesheet. Stock #4423, UPC 837654322970. $29.95.
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Munchkin Standard Card Sleeves: Spyke

Protect your standard-sized cards from slobbering dragons, wayward ducks, and most instances of spontaneous combustion with this fabulous accessory for use with any poker-sized deck. Your enemies will shudder in fear when you reveal that your deck is protected by sleeves decorated with the classic John Kovalic image of Spyke and his Chainsaw of Bloody Dismemberment!

Compatible with many popular collectible card games, you'll also want to use these card sleeves with the upcoming Munchkin Collectible Card Game!

50 sleeves per pack. Stock #5603A, ISBN 091037863041. $5.95.

Munchkin Standard Card Sleeves: Flower

Protect your poker-sized cards from natural disasters including tornados, flocks of ducks, and bent corners with these high-quality card sleeves.

Using them might even help scare off your enemies; each sleeve is adorned with John Kovalic art depicting Flower brandishing her Unnatural Axe!

Compatible with many popular collectible card games, you'll also want to use these card sleeves with the upcoming Munchkin Collectible Card Game!

50 sleeves per pack. Stock #5603B, ISBN 091037863058. $5.95.

Munchkin Playmat: Spyke's Christmas Wish

Intimidate your opponents with this Munchkin playmat featuring a scene from every loot-lover's favorite holiday! Illustrated by Lar deSouza, this 14" × 28" playmat also includes spots to keep track of your Class, Race, Level, and all the rest of your loot!

Bonus: You get an in-game gift just for using this mat! You can draw an item from the treasure discard pile for free once per game; you've been good this year.

One 14" x 28" fabric playmat with rubber backing. Stock #5610, ISBN 091037863171. $16.95.


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Shipped November 28, 2016

GURPS Thaumatology (Reprint)

Feel the Power!

Fantasy settings are defined by their magic . . . so different worlds need different magic systems. GURPS Thaumatology has GURPS Fourth Edition updates of the best Third Edition magic variants, plus many all-new options. This mighty tome includes:

  • Minor tweaks for the spell-based magic of the Basic Set: restructuring prerequisites and colleges, modifying Magery and mana, new magical energy sources, adapting spells on the fly, and more.
  • Radical revisions of spell-based magic, including detailed versions of the clerical and ritual magic options hinted at in the Basic Set, and the return of that Third Edition classic, "unlimited mana."
  • Traditional alternatives to spells, such as ceremonial, spirit-mediated, and runic magic.
  • World-shaking freeform magic.
  • Magic as inherent powers.
  • An in-depth look at material magic, with new alchemy, herbalism, and enchantment options; rules for free-willed items and magical gadgets; and guidelines for "the stuff of raw magic."
  • Notes on adapting real-world occult concepts – such as the Laws of Magic, astrology, and traditional material components – to any magic system.
  • Guidelines for running magic-oriented games, advice on combining magic systems, and detailed outlines for four distinctly different fantastic campaigns.

GURPS Thaumatology requires the GURPS Basic Set, Fourth Edition. GURPS Magic is recommended but not required. The discussions of different magical styles would enhance any game that features magic.

This softcover printing is black and white (grayscale). A version with color interior pages is also available separately.

274 black-and-white pages. Softcover. Stock #01-6001, ISBN 978-1-55634-809-9. $29.95.

Shipped November 28, 2016

GURPS Ultra-Tech (Reprint)

Weapons, Vehicles, and Gadgets

GURPS Ultra-Tech is the sourcebook for science-fiction technology, from the near future to the farthest reaches of the imagination. It's a valuable companion to GURPS Space, GURPS Bio-Tech, and GURPS Infinite Worlds, and an exceptional resource for any character or campaign that needs technology from tomorrow . . . and beyond. GURPS Ultra-Tech is full of personal equipment for heroes and superheroes from TL9 to TL12, including:

  • Weapons – from caseless assault carbines and monomolecular swords to antimatter warheads and disassembler nano.
  • Protection – How do you stop a nanomorph assassin with a field-jacketed X-ray laser rifle? Try a dreadnought battlesuit and a personal force screen . . .
  • Medicine – Superscience can heal, rebuild, and improve on nature. Death itself can become a temporary inconvenience. With cybernetics and neural interfaces, ultra-tech medical equipment and mind uploading, "medical miracles" become everyday occurrences.
  • Transport – Air cars, hovertanks, tilt rotors, grav belts, supercavitating minisubs, matter-transport booths – lots of ways to get where the action is for the adventurer on the go!
  • As technology advances, the line between man and machine may become increasingly blurred. GURPS Ultra-Tech provides rules for establishing the capabilities and limitations of artificial intelligence as well as templates for robotic or total cyborg bodies, from handy technical bots to shapeshifting nanomorphs.

And still more! Living biosuits, computer implants, holographic projectors, psionic amplifiers, neutrino communicators, nanofactories, hyperspectral goggles, chameleon suits, repair paste, Dyson spheres – there's something for every adventure at every tech level.

GURPS Ultra-Tech was written by David L. Pulver, co-author of the GURPS Basic Set, Fourth Edition, and author or co-author of over 60 other gaming books, and Kenneth L. Peters, the author of Transhuman Space: Spacecraft of the Solar System, and a co-author of Transhuman Space: Under Pressure.

This is the third edition of GURPS Ultra-Tech; it has been revised to the GURPS Fourth Edition rules. The oldest material included here dates back to the first edition of GURPS Space; other material was revised from the GURPS Third Edition versions of GURPS Ultra-Tech, GURPS Ultra-Tech 2, GURPS Cyberpunk , GURPS Psionics, GURPS Robots, and Transhuman Space.

From the edge of tomorrow to the star-flung future, GURPS Ultra-Tech can equip your characters and your campaign!

This softcover printing is black and white (grayscale). A version with color interior pages is also available separately.

242 black-and-white pages. Softcover. Stock #01-6002, ISBN 978-1-55634-810-5. $29.95.

Shipped November 28, 2016

GURPS Magic (Reprint)

Now available in softcover, this GURPS Fourth Edition book combines the spells from the Third Edition GURPS Magic and GURPS Grimoire, plus dozens of all-new spells, for the ultimate tome of magic!

Within these pages, crackling with mystic energies, you'll find:

  • The core magic system for GURPS, expanding on the material presented in the Basic Set . . . rules for learning magic, casting spells, enchanting magic items, and more!
  • Complete alchemy rules . . . creating magical elixirs, using them, and even researching new ones . . . with an extensive list of known elixirs and their powers.
  • Alternatives to the core magic system, including complete rules for improvised magic and rune magic. There are also guidelines for the GM who wants to change how magic works in particular worlds in a multi-world campaign.
  • Plus special material from the GURPS Magic Items series and GURPS Wizards.

This is a powerful book, indeed. Use it wisely.

This softcover printing is black and white (grayscale). A version with color interior pages is also available separately.

242 black-and-white pages. Softcover. Stock #01-6003, ISBN 978-1-55634-811-2. $29.95.

Shipped November 21, 2016

Munchkin 5 – De-Ranged (Reprint)

More of the twisted humor of Steve Jackson and John Kovalic in a 112-card supplement for Munchkin!

De-Ranged has everything you love about http://www.worldofmunchkin.com/">Munchkin, including:

  • A new Class! Rangers can tame monsters and ride them!
  • Treasure! Track down the Philosopher's Scone, put Racing Stripes on your Steed, and fill your Canteen of Spleen with Carbonated Holy Water!
  • Monsters! Beware the Telemarketer, the Poultrygeist, and the Undead Clowns.
  • And imported monsters! That's right -- this set includes unique monsters created by the European Munchkin publishers, available for the first time in English. Quake in fear at the Brothers Grimm and the Snerks! Or just kill them and take their stuff. Your choice.

Munchkin 5 -- De-Ranged. All the munchkin-ism of a prestige class, with none of that annoying roleplaying stuff.

112 cards in a tuckbox. Stock #1450, UPC 837654320662. $19.95.

Shipped November 21, 2016

Munchkin 7 – Cheat With Both Hands (Reprint)

Stir Things Up!

Admit it. You really like to combine all your Munchkin sets . . . the stupider things get, the better. Playing Star Munchkin Cthulhu Booty Zombies is really weird and really fun . . . but it can also slow things down.

There are a lot of ways we COULD have addressed this problem. But this is Munchkin, so the solution we chose was to create a lot of really overpowered new cards. Why be a Super Munchkin when you can be an Ultra Munchkin? If a Half-Breed isn't enough, you can be a 1/3-Breed. And if a single Cheat! card doesn't do it for you, you can Cheat With Both Hands!

There are also a lot more monster enhancers . . . and ITEM enhancers, too. There are several new low-level monsters to help you get those easy kills. Until somebody takes that Sock Puppet and turns it into the Ultra-Rare Extremely Sneaky Sock Puppet With Extra Cheese . . .

Munchkin till you drop -- just add players!

This is a supplement, not a stand-alone game. It is meant to be combined with two or more Munchkin games, with or without other supplements.

Also, We Think 7 Is a Neat Number

This set replaces both Munchkin Blender and More Good Cards, which was the original Munchkin 7. We didn't want to reprint More Good Cards, because it was only 56 cards and most of those were originally from Munchkin Blender, anyway*. We didn't want to re-use the name Blender, since this new set -- by popular demand -- has the classic Munchkin brown card backs rather than Screaming Purple Cards. And we didn't want to eat our vegetables, because vegetables are yucky.

We hope you are confused now, because we are, too . . . but we thought it would be SLIGHTLY less confusing to release a new Munchkin 7 than to call this expansion Munchkin 8 and have frustrated people writing us for the rest of our lives asking, "Why can't my store get Munchkin 7 in stock?"

* And what about the cards NOT from Munchkin Blender? They're in Munchkin Monster Enhancers, a booster pack available wherever you bought this set.

112 cards and rules, in a tuckbox. Stock #1468, UPC 837654321034. $19.95.

Shipped November 21, 2016

Munchkin 8 – Half Horse, Will Travel (Reprint)

Centaurs and Lizard Guys!

These two classic fantasy races get the Munchkin treatment in Munchkin 8 -- Half Horse, Will Travel! Plus new Race and Class Enhancers: you can be Elite, Legendary, or Elder! Go for all three . . . you'll need all the help you can get when you fight That Gecko On The Telly, the horrifying Centaurpede, or the dread Knight Mare!

112 cards. Stock #1485, UPC 837654321393. $19.95.


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Shipped November 28, 2016

Ogre Scenario Book 2

A stockpile of new, ready-to-play Ogre adventures. Ogre Scenario Book 2 has 14 complete, fan-created scenarios, all using components from Ogre Designer's Edition. In "Marc-O Polo," a missile strike has damaged the Ogre's sensors, leaving it partially blind. In "Storming the Castle," warlord-led factions compete to capture an embattled AI. And finally, "Wounded Company: Ogre Rescue" follows an impetuous Vulcan who is determined to rescue an immobilized Mark V. Plus 11 more adventures!

36-page PDF. Stock #37-5032, $8.00.
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Shipped November 17, 2016

Pyramid #3/97: Strange Powers

Unleash the uncanny.

Extraordinary abilities may belong to those you least expect . . . including yourself. Unchain the impossible in this month's issue of Pyramid, the PDF magazine for roleplayers. "High Psi" by Kelly Pedersen amps up psionic powers, making them more powerful than ever. This month's column from David L. Pulver adds anime-flavored anthropomorphized high-tech weapons. Whether you skulk among the shadows or soar above the skies, this issue makes the impossible look easy!

38-page PDF. Stock #37-2697, $9.00.
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Shipped November 3, 2016

GURPS Dungeon Fantasy Denizens: Swashbucklers

Slaying in Style!

This is your in-depth guide to giving your GURPS dungeon delver some finesse and flair! With tons of detail on the swashbuckling professions, GURPS Dungeon Fantasy Denizens: Swashbucklers helps your daring, dashing rogue speak with a sharp tongue, nimbly evade enemy blows, and – of course – dress the part. It even provides variety, with suggestions for crafting unusual swashbucklers. Want to play a portly, middle aged aristocrat with a quick wit and a sharp blade? You've got it. As a bonus, there's details for plenty of gear, 20 perks, 20 swashbuckling feats, a smattering of new skill specialties, handy Allies, and a few other surprises.

37-page PDF. Stock #37-0341, $9.00.
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Shipped December 28, 2016

Munchkin #24

In this issue, Spyke and Flower go . . . speed dating. It goes about as well as you'd expect. Especially considering that the other participants include a Shrieking Geek and one of Spyke's old Ghoulfiends. In the end, the pair of munchkins learn an important lesson about how they really like to spend their time. (Hint: It's not speed dating.) (Hint: It involves a mace.) And in the second story, Super Munchkin Guest Artist Edition illustrator Art Baltazar tells readers how to superhero.

Look in the back pages of this issue for a special promo code to get The Official Super Munchkin Bookmark of the Super Sartorial Switcheroo! and five Munchkin promo cards from Warehouse 23 for a penny, plus a bonus Munchkin rule!

1 Comic. Stock #BOOM24, UPC 844284004275. $3.99.

Shipped December 8, 2016

GURPS Mars Attacks

Earth Is Under Attack!

The Martians descended upon Earth without warning. Saucers filled the skies. Blaster-wielding soldiers, giant insects, and unstoppable robots slaughtered the human defenders on the ground. It could have been the end of humanity -- if not for the brave scientists of the Novas Vira, the only ones who saw the invasion coming! Now the fate of Earth hangs in the balance as both sides turn to science, desperately inventing new weapons and defenses in the hope of finding the one that wins the war.

GURPS Mars Attacks contains everything you need to join the fight and make a difference:

  • Choose your side. Are you among the conquerors here to grant Earth the honor of being added to the Martian Empire? Or are you fighting to save your planet -- either on your own or as part of the Novas Vira, Tiger Corps, or United Earth Alliance?
  • Set the scope. Play unprepared civilians stepping up to face Martian raiders, bold saucer pilots defending troops from waves of human jets, high-level officers making decisions that impact the entire war, or anyone else you can imagine!
  • Lock and load. It'll take spirit to win this war, sure, but also technology. Learn about the weapons, defenses, vehicles, and strange inventions of both sides -- and take advantage of streamlined rules to make new ones.

GURPS Mars Attacks requires the GURPS Basic Set, Fourth Edition. The detailed setting and descriptions of Martian society and technology can be used with any game system.

Hardcover, 96 pages. Stock #01-2510, ISBN 978-1-55634-807-5. $24.95.

Shipped December 7, 2016

Super Munchkin Guest Artist Edition

Celebrate 15 years of Munchkin with special Guest Artist Editions!

Art Baltazar has made a name for himself doing both writing and artwork for DC Comics. You've probably read something he's worked on if you read comics, to be honest. So when we were looking for someone to do the Guest Artist Edition of Super Munchkin, he was a natural fit!

This Guest Artist Edition includes completely re-illustrated game cards, a gameboard featuring Art Baltazar's Super Munchkin art, and male and female standies for each player.

For more information about the Munchkin Guest Artist Editions, please read the press release.

168 cards, a board, six cardboard standies, and a rulesheet. Stock #1519, UPC 837654322543. $29.95.

Shipped December 5, 2016

Discworld Roleplaying Game

Journey through the off-kilter imagination of Sir Terry Pratchett in the Discworld Roleplaying Game.

There’s a lot of unusual stuff on the Disc, but don’t worry about getting lost – game author Phil Masters has crafted a roadmap to Pratchett-inspired storytelling.

Visit settings like the most dubious city in the multiverse, Ankh-Morpork. Intervene in the cultural interactions of trolls and dwarves (but watch out for flying axes). Campaign for goblin rights. Flee from an angry Swamp Dragon (two feet of mindless fury and high-explosive digestion). Even find out why the why the second-greatest lover on the Disc needs a stepladder.

And remember, the world is round. And also flat.

This is a complete roleplaying game. You need no other books to play. It includes the material from the previous edition of the game and its supplement, Discworld Also -- all of it updated to reflect the events of the Discworld novels released since then, as well as the rules of GURPS Fourth Edition.

Hardcover, 408 pages. Stock #01-2500, ISBN 978-1-55634-806-8. $39.95.

Ogre Sixth Edition

In 2085 A.D., armored warfare is faster and deadlier than ever.

The ragged group of defenders gathers around the Command Post, blocking the oncoming tank. The Ogre's guns are destroyed, its movement slowed, but it remains a hulking behemoth as it bears down upon the surviving troops. Will they defeat it, or be crushed beneath its massive treads?

Ogre is a desperate contest between a super-intelligent, bloodthirsty AI-controlled tank, and the squads of infantry, armor, and artillery fighting to stop its advance. You can be the Ogre and ruthlessly steamroll the humans in your way, or play the defenders, trying to defeat it at any cost.

The game is easy to learn and quick to play. It only takes a half-hour, but you'll want to do it over and over – and with 16 unique map overlays to change up each playthrough, you can! Will the Command Post survive this time, or will the Ogre triumph yet again?

The Sixth Edition is the first widely-available release of this classic wargame since 2000. Published originally in 1977, Ogre set a new standard for fast, exciting wargaming. Ogre and its sequel, G.E.V. , have more than 200,000 copies in print. Over 25 years after its release, Ogre earned a spot in James Lowder's popular book Hobby Games: The 100 Best.

The game is fully compatible with Ogre Designer’s Edition.

Components: The Sixth Edition features large 3-D constructible models for the Ogres and Command Posts, with oversized, full-color counters for regular units. The Ogres come in a new, stylish blood-red and gunmetal-grey color scheme. The garage-style box inlay is big enough to store the constructed models comfortably. Two pearl-white dice provide variety for those who have Ogre Designer’s Edition, which came with blue and red dice.

Giant map with 16 overlays, three 3-D constructible Ogres, two 3-D constructible Command Posts, 58 oversized unit counters, two dice, and a rulebook Stock #1315, ISBN 091037863072. $49.95.
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Shipped December 16, 2016

Pyramid #3/98: Welcome to Dungeon Fantasy

Adventure awaits the brave.

The most difficult part of the heroic journey is often the beginning. We make embarking easier than ever for GURPS Dungeon Fantasy adventurers in this month's issue of Pyramid, the PDF magazine for roleplayers. With "You All Meet at an Inn," expectations flip when the heroes find themselves desperately defending a tavern. In this issue's included bestiary, over a dozen new monsters threaten would-be treasure-hunters. Designed for the core GURPS Dungeon Fantasy supplements, most of this issue can be used with the forthcoming Dungeon Fantasy Roleplaying Game as soon as the boxed set is cracked open. Welcome to the dungeon-fantasy experience; heroes wanted!

36-page PDF. Stock #37-2698, $9.00.
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