October 18, 2003: January 2004 ReleasesOur January 2004 releases will be:
Illuminati: Crime Lords
You'll start with a few gangsters and some cash. Recruit more crooks and take control of income-producing operations like bordellos, chop shops, and loan sharks. The police and the Feds are after you, but your biggest threats are your fellow mob bosses. Scheme, negotiate, backstab. You can share a victory, but it's much more satisfying to say "There can be only one Boss. And it's me." Illuminati: Crime Lords is based on the Illuminati system. It's not a supplement, but a separate stand-alone game created by Steve Jackson.
Boxed game with 112 cards, rules, die-cut money and status counters, and dice.
The twisted geniuses behind the first Munchkin Monster Manual are back! The Munchkin Monster Manual 2.5 contains 3,905 monsters -- of which only 3,872 are orcs -- including such fell nasties as Auntie Paladin, the Misplacer Beast, and the dreaded Thing With a Name So Long There's No Room for a Picture in the Book. It also includes new monster templates, guidelines for updating your Munchkin campaigns to the 2.5 rules, and the wit for which the Munchkin RPG has become (in)famous.
More creatures to slay . . . more treasure to plunder . . . more levels to gain . . . the Munchkin Monster Manual 2.5 has it all!
48 pages, hardcover.
Nine Authors. One Book.Take nine fan-favorite GURPS authors. Give them each 10,000 words to write about whatever they want. The result is GURPS All-Star Jam 2004, featuring:
Nine (well, ten) top authors at the top of their games -- GURPS All-Star Jam 2004 has something for everybody!
All the King's Men has the same level of background and color found in GURPS WWII: Iron Cross for German combatants and GURPS WWII: Dogfaces for American troops. It describes soldiers from all around the British Empire, the way they were recruited, trained, and sent to war, the men who led them, and the battles they won and lost.
Also included are a cross-section of British weapons and equipment -- from the very good to the very bad, from sidearms to the battleship King George V -- and a host of campaign and adventure ideas for GMs.
So, keep your chin up and get your lads in the thick of it -- sharpish!
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