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New And Upcoming Releases

New!  * Coming November  * Coming December  * Coming January  * Further Out  * Previously Shipped...  * All upcoming releases – text only, no cover art

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Shipped October 20, 2014

Knightmare Chess

Knightmare Chess is chess played with cards!

The cards break the rules in wild and unpredictable ways. Some affect a single move, and some change the entire game. Knightmare Chess plays quickly out of the box, but it also includes variants, and it's easy for players to customize. The possibilities are endless, and so is the fun!

This new edition includes Knightmare Chess 2, for a total of 158 beautiful cards, each painted by Rogério Vilela. Bonus: two blank cards for those who want to create their own fiendish, clever rules.

Note: Knightmare Chess requires a working knowledge of chess and a chess set to play.

160 oversized (4-1/2"x2-1/2") full-color cards and a rulesheet in a 6"x9" box. Stock #1348, UPC 837654322123. $29.95. Buy Now!

Car Wars Classic

Drive Offensively!

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

That would teach him not to tailgate . . .

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

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

Game components include:

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

64-page saddle-stitched instruction booklet, 8.5"×5.5" record sheet, 103 die-cut counters, four 12mm six-sided dice, a two-sided map, and a turning key, in a 6"×9" box. Stock #1400, UPC 837654320044. $19.95. Buy Now!

Shipped October 6, 2014

Munchkin Legends 3 - Myth Prints

See Ya Later Gladiator

For the third time, Munchkin ruins explores your favorite myths and legends! Munchkin Legends 3 -- Myth Prints introduces the Gladiator . . . they get tougher when their lives are at stake! This 56-card set has new monsters to fight, new Treasures to gain, and dozens of new jokes to enjoy! (Or groan at -- your choice.)

56 cards and a rulesheet, in a tuckbox. Stock #1505, UPC 837654322253. $10.95. Buy Now!

Revolution! Anarchy

The legitimate authorities have given way to mob rule . . . It's Anarchy!

  • Force the Warden to throw your enemies in Jail!
  • Blackmail the Heretic and take over the Asylum!
  • Bribe the Anarchist . . . his effects change every turn!

Revolution! Anarchy includes a new board overlay, new bidding boards, and two new sets of player components, allowing you to play with up to six people. This is not a stand-alone game; you need Revolution! to play.

Tuckbox containing 50 wooden cubes, four chipboard counters, six bidding boards, two screens, rulesheet, and a chipboard overlay for the gameboard. Stock #1908, UPC 837654322291. $24.95. Buy Now!


W 2 3 

Shipped October 23, 2014

Pyramid #3/72: Alternate Dungeons

Dungeons, Only Different!

Everyone loves gathering friends for a good GURPS Dungeon Fantasy tomb-looting exploit. But sometimes you want to shake things up. Do things differently. Think "outside the dungeon." This issue of Pyramid -- the PDF magazine for roleplayers -- takes your Dungeon Fantasy game into unexpected realms.

This month's untraditional treasures include:

  • "Pointless Slaying and Looting," Dungeon Fantasy mastermind Sean Punch's guide to getting into the crypt-crawling game even faster by getting rid of character points. Design your heroes by picking from a few ready-made packages, and go go go!
  • "Dungeons of Mars," a meaty guide to bringing the action and excitement of dungeon fantasy to a whole new world, from Transhuman Space line editor Phil Masters. Discover how the tropes, themes, heroes, and threats of the Red Planet can come together for a different kind of Dungeon Fantasy experience.
  • "From the Bottom Up," a guide to playing as monsters in Dungeon Fantasy, from GURPS Dungeon Fantasy 8: Treasure Tables author Matt Riggsby! Use the included GURPS templates to become a dragon, lich, specter, and much more.
  • "Good Dungeons," this month's Eidetic Memory offering from GURPS Banestorm: Abydos scribe David L. Pulver. Learn why the forces of good might dwell in dungeons . . . and why even ethical heroes might loot these dwellings.
  • "Dungeon Fantasy Video Gaming," a guide to bringing computer RPGs to the tabletop, with a versatile new GURPS template -- the imitator -- plus rules and guidelines for bringing the pixelated experience to the players.

This month's Pyramid wraps up with a Random Thought Table that gives you some ideas to make your own alternate dungeons. Whether you're looking for a new twist on traditional dungeoneering or something radically different, this issue is treasure beyond measure!

40-page PDF. Stock #37-2672, $7.99. Buy Now!

Shipped October 16, 2014

GURPS Classic: Deathwish

Are You Ready to Rock?

There's no business like show business, and Deathwish knows how to put on a show! The show has strobe lights, laser effects, smoke machines, and enough wattage to deafen even the most hardcore rockers. But strange things are starting to happen at Deathwish shows -- a shooting here, a stabbing there, and the occasional full-blown riot to make things interesting. Add to this mixture a sinister group of meta-villains whose tastes run more to museum robberies than to guitars and drums, and you've got a mystery on your hands!

Deathwish is an adventure for three or more 500-point supers. The investigation spans coast-to-coast with stops in Los Angeles, Denver, and several other cities across the U.S.

Deathwish includes:

  • Complete descriptions of the bands Deathwish and Sinister Drums (including a Deathwish Discography).
  • Detailed maps of concert sites, villain headquarters, and other important areas.
  • Several NPCs that can be used in an ongoing campaign.
  • Adventure seeds that make this a perfect sourcebook for continuing adventure even after the initial investigation is over.
  • And much, much more . . .

(This is a digital reprint of a supplement designed for GURPS Third Edition.)

35-page PDF. Stock #30-6112, $2.99. Buy Now!

Shipped October 9, 2014

Garbage Pail Kids: Super Snot Shots

Let's get snotty!

Fling your snot (dice!) at the Garbage Pail Kids! The more of them you hit with your boogers, the more points you score. But watch out! The other players are also Super Snot Shots and only the grossest player will win the game.

15 cards, four six-sided dice, and a rulesheet in a ziplock bag. Stock #1522, ISBN none - W23 only. $9.95. Buy Now!

Shipped October 9, 2014

Munchkin Pathfinder Goblin Minimate

Goblins are an intrinsic part of Munchkin® Pathfinder®, and this little guy is the cutest of them all! Look at him with his widdle sword and his lopsided grin. He's fully posable, and he can sit on your kitchen table as you play Munchkin® Pathfinder®.

Bonus: He even comes with a special Munchkin® Pathfinder® bookmark you can use in the game. Just don't tell him you're killing all his buddies for their loot!

A little goblin with a sword! Look how he smiles! Stock #14-2301, $5.00. Buy Now!

Shipped October 9, 2014

GURPS Classic: Voodoo

GURPS Voodoo: The Shadow War takes the myths of the mystical religions known as Voudoun and Santeria and gives them a twist, placing the believers and practitioners of Voodoo in the middle of a cosmic struggle. A new magic system replicates the way Voodoo priests and the shamans of many ancients cultures think it works.

The Shadow War is a conflict fought on many fronts. Voodoo Initiates contend with the Lodges, which consist of European magicians who have kept their occult power hidden and consider themselves the secret masters of the Western world. Beneath that struggle, some Initiates have begun to realize, lies a battle between Humankind and beings that have no use for power or wealth -- only destruction.

Unlike many "dark" RPGs, Voodoo is not about enduring horror, but fighting it. Human Spirit Warriors, monstrous In-Betweener renegades, and even ghosts can join forces and stop the manipulators and deceivers. The world of the Shadow War needs heroes, however frail or flawed they may be. Your characters may just be those heroes.

(This is a digital reprint of a supplement designed for GURPS Third Edition.)

131-page PDF. Stock #30-6071, $7.99. Buy Now!

Shipped October 2, 2014

Car Warriors Kill Stickers

Let the duelling world know exactly where you stand, with Car Warriors Kill Stickers! This PDF based on the original adhesive-backed vinyl stickers contains a variety of shapes -- trucks, cars, motorcycles, even pedestrians -- to go with your autoduelling record. (For less skilled duellists, we also include dog, cat, and bicycle silhouettes.)

Car Warriors Kill Stickers are also a useful safety feature on the duelling car of today. Hot-headed amateurs and no-class cycle gangs might think twice about taking you on if you display your record prominently -- and that could save on ammo costs (yours) and funeral expenses (theirs).

7-page PDF. Stock #30-7127, $FREE. Buy Now!

Shipped October 2, 2014

GURPS Magic: Death Spells

Power Of Life And Death

Tales of magic almost always include "death spells" among the abilities of sorcerers. These curses don't merely wound, control, immobilize, or incapacitate their victims -- they kill in one shot. GURPS Magic: Death Spells offers 48 genuine death spells spanning every college of magic. Each has its own strengths, weaknesses, peculiarities, and colorful effects, giving villainous NPCs and high-powered PCs alike their choice of wizardly firepower.

And because magic that plays for keeps isn't something to take lightly, the spells come with plenty of supporting material:

  • Introducing death spells into an existing campaign without upsetting game balance . . . or players.
  • Defenses against death magic, to protect beloved PCs and important NPCs from a premature demise.
  • Practicalities surrounding the aftermath: Is there a corpse? Does the death look natural? Can the victim be resurrected? Do a victim's possessions survive?
  • Advice on creating your own death spells, including class, college, difficulty, prerequisites, casting time, energy cost, and drawbacks -- and how the magic kills!
  • Thoughts on related topics: death-aspected mana, death as a magical college, death spells for clerics, and even magical suicide.

Let's face it, when the good guys need scaring and the bad guys need slaying, a fireball is clumsy, predictable, and just not deadly enough. Break out the forbidden lore of GURPS Magic: Death Spells and let the chills and kills commence!

24-page PDF. Stock #37-0148, $5.99. Buy Now!


New!  * Coming November  * Coming December  * Coming January  * Further Out  * Previously Shipped...  * All upcoming releases – text only, no cover art

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