Grab your laser sword. Fight every cyborg and alien you meet. Stab your rivals in the back and steal their stuff. Take the loot and run!
Star Munchkin Deluxe is the Star Munchkin you know and love, but with a board and standees for even better door-kicking action!
Star Munchkin, with a board and standees!
Car Wars Classic (Reprint)
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:
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.
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.
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.
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.
Munchkin Level Playing Field (Reprint)
Track everyone's levels at once with the Munchkin Level Playing Field! Includes male/female tokens in six colors, and matching colored tokens with special in-game benefits for each player! This set also includes four new Munchkin cards!
Bonus! The Level Playing Field has a second side, with Levels 1-20 for Epic Munchkin!
One two-sided game board, four cards, and 12 tokens.
From street gangs to armies, through political and religious groups, to businesses all the way up to multinational corporations, organizations feature prominently in many adventures. They can be tough to get a handle on, though. Juggling lots of people and resources can leave you feeling like "GM" stands for "General Manager," not "Game Master"!
GURPS Boardroom and Curia comes to the rescue with a simple-but-effective framework for defining organizations for use in adventures. Its stats block offers a way to write up a group in much the same way you would a city (compare GURPS City Stats), an army (see GURPS Mass Combat), or a spaceship (as in GURPS Spaceships). At a glance, you'll know just how powerful they are and how quickly they can respond, and have a concrete idea of what that means in terms of skill levels, point values, or dollars.
Boardroom and Curia also includes a full chapter on how to use these stats when the PCs work for or against an organization -- or decide to found one! Rounding it out are seven detailed examples suited to a variety of tech levels and genres: three real-world groups (the Medici bank, the Provisional IRA, and Médecins Sans Frontières), two that support existing GURPS settings (Biotech Euphrates for Transhuman Space and the Raiders of the Black Void for GURPS Cabal), the sinister Cold War conspiracy of Dr. Zynfami, and a superhero alliance (the Mid-City Defenders).
Stop being confused. Start getting organized!
20 blank cards — 10 Doors and 10 Treasures — for your Munchkin game. Make up your own evil additions!
10 Blank Doors and 10 Blank Treasures.
Munchkin Temporary Tattoos (Reprint)
Each package includes:
Official Tournament Rules
You may use these tattoos in any game of Munchkin or its sequels. You must be wearing the tattoo* and show it to the other players to use it. During combat, use one of the enclosed tattoos to get the bonus printed on that tattoo for your side, for that combat only. You may only use one tattoo (of any kind) per game unless you change sex. If you change sex you may use a second tattoo. You may not use more than two in a game, no matter what.
* On your skin.
2 each of 5 Munchkin Temporary tattoos which provide a bonus during play.
The teeming tombs of vile creatures are chittering with excitement and they're dying for you to visit! This month's Pyramid -- the PDF magazine for roleplayers -- returns for a fourth time to the realm of GURPS Dungeon Fantasy, with a trove of articles sure to interest players and GMs alike. This issue includes:
This issue also offers a Random Thought Table that looks for dungeon-crawling inspiration in unusual places, plus an Odds and Ends that features a hard-hitting Murphy's Rule and a look at how to handle info the heroes have that the players don't. Mages, mentalists, martial artists, monsters: Rejoice! This Pyramid has more than enough to enhance your armory!
Special abilities come in many flavors. But if you don't notice the enemy sneaking up on you, you can't attack or protect yourself. If you don't notice tiny clues, you can't solve mysteries. Improved senses can solve your problems -- or save your life!
GURPS Powers: Enhanced Senses is your guide to sensory powers. Use it in a wide range of campaigns, from biologically realistic science fiction to four-color supers. Five power frameworks let you play a brilliant detective or enlightened sage; an animal or cyborg; or a full-fledged superhuman. Choose from over 70 abilities, many with two or more variants, to design exactly the super-senses your adventurer needs. Infrasonic hearing, inner awareness, super-balance, and more could be yours!
And you'll find more than powers in these pages. Enhanced Senses brings together game mechanics from many previous supplements, clarifies them, and extends them. You'll learn how to apply existing modifiers more broadly, and you'll discover newly defined modifiers and new variants of familiar advantages. You'll also gain more details on existing Sense rolls. Want to know how much light a candle or a crescent moon gives you, how hard it is to read an eye chart, how much hearing damage is caused by a rock concert, or how fast you can read Braille? The rules are here.
Based on recent human and animal research -- from bat sonar to mole noses -- Enhanced Senses shows you how to describe realistic sensory powers, or set realism aside for the amazing abilities of comic-book heroes. Taking your GURPS game to new levels of insight has never made more sense!