February 17, 2004: Now Shipping
The following products are heading to distributors this week and should be on your local game store shelves in the very near future:
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.
This new card game, designed by Steve Jackson, captures the essence of the dungeon experience . . . 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.
Munchkin 3 - Clerical Errors
You wanted more Munchkin, so here it is! Created by Steve Jackson and illustrated by John Kovalic . . . Munchkin 3 - Clerical Errors has 112 more 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. So in this set you'll find:
GURPS All-Star Jam 2004
Ten Authors. One Book.
Take ten fan-favorite GURPS
authors. Give them each 10,000 words to write about whatever they want. The result is GURPS All-Star Jam 2004
- Kenneth Hite, writing about ghost hunters;
- Phil Masters, with a fairytale world of muskets, ghosts, and strange magics;
- Beth McCoy, channeling Walter Milliken, on a truly dangerous job -- Mythic Babysitting;
- David Pulver's far-future space-opera campaign setting;
- Gene Seabolt, giving us the travails of the last band of Spartan mercenaries, trapped in a decaying Europe;
- William Stoddard, looking at subterranean settings for all types of roleplaying adventures;
- Brian Underhill, with a GURPS take on airships;
- Jonathan Woodward, looking at the science-fictional implications of Precursor races; and
- Jon Zeigler's "Chariots!" -- a cinematic look at the age of flashing bronze and larger-than-life heroes.
Ten top authors at the top of their games -- GURPS All-Star Jam 2004 has something for everybody!
GURPS Traveller: Sword Worlds
The Day After Ragnarok
The Sword Worlds stand at the border of the Third Imperium, a small but
proud civilization descended from ancient Terran migrants. Their inhabitants
have spent centuries fighting for independence - from the Imperium, from the
other great empires, even from each other.
A decade ago, the Sword Worlds went to war against the Third Imperium.
They lost. Today, the Sword Worlders are in search of a new destiny, in a
universe where their fierce pride seems headed for an inevitable fall.
GURPS Traveller: Sword Worlds brings
this unique culture to life
for the player and GM. Every world in the area is described in detail, as
are local history, social features, special technologies, and important
people. A wealth of adventure seeds gives the GM plenty of starting
points, for any campaign set in this distinctive region of the