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Shipped May 24, 2012
Pyramid #3/43: Thaumatology III

The Magic Is Back!

Are you looking for more magic at the gaming table? This month's Pyramid -- the PDF magazine for roleplayers -- is there for all your eye-of-newt needs. This month we visit the topic of Thaumatology for the third time, with more magical alternates and tweaks to add that spark back into your life. This issue's mana-marinated morsels include:

  • "Adelphos Dionysos," a school of magic that follows the form of GURPS Thaumatology: Magical Styles. Written by GURPS giant Sean Punch, this style draws on the power of wine to give its practitioners power sublime!
  • "Cultists of the Elder Gods," a look at the followers of everyone's favorite GURPS Dungeon Fantasy freaks. These clerics are quick to prove that madness is a state of mind!
  • "Bottled Magic," an expansion of the Ritual Path magic options from GURPS Monster Hunters. With rules for potions, salves, and more, you won't think over these new options; you'll drink over them!
  • "Ghoul Magic," this month's Eidetic Memory offering from GURPS Fourth Edition co-author David Pulver. Discover the GURPS Thaumatology rituals that will let you slake your appetite . . . by giving you a new appetite!
  • "The Missioners," a systemless group of mortal minds hoping to bring magic back into the world -- no matter the cost.
  • "Magic as Technological Progress," a different way of looking at the core GURPS Magic system. It's like tech levels . . . for spells!
  • "Real Weird Books," a primer on the perfect starting points for introducing actual arcane lore into any gaming situation.

This Pyramid also presents a mystifyingly mundane Murphy's Rules with Greg Hyland, plus Steven Marsh's crackling-fun Random Thought Table. When it comes to Pyramid issues devoted to magic, the third time's the charm!

Pyramid #3/43: Thaumatology III needs a short description! Stock #37-2643, $7.99.

Shipped May 21, 2012
+6 Bag o' Munchkin Level Counters Set 2

Stop Carrying All Those Pennies!

Six more big, easy-to-read level counters for Munchkin . . . in six more great Munchkin flavors! And of course there's a special rule!

Special Rule

If you are using a level counter that matches the set (or one of the sets) you are playing, start the game at Level 2 rather than Level 1! Roll the die before the game. The high roller gets to pick his level counter first. If the order matters after that, go in descending order of rolls.

Six level counters in a plastic bag. Stock #5541, UPC 837654321515. $9.95.

Shipped May 17, 2012
GURPS Classic: Castle Falkenstein

Steam Meets Magic

Imagine a world very much like 19th-century Earth, but with wizards and swashbuckling heroes . . . and Dragons and Faerie! A world where Kabbalistic magic meets steam-powered technology against the backdrop of imperial intrigue, and where the writings of Doyle, Shelley, Verne, and their contemporaries are fact. A world of high fantasy and romance. This is the world of Castle Falkenstein.

This critically-acclaimed RPG setting was originally published by R. Talsorian Games. It found an enthusiastic fandom . . . gamers even showed up at conventions in elaborate Falkenstein court costumes. For its fans, there is no setting quite like "Falk," with its combination of courtly graces, 19th-century intrigue, and steampunk.

Now, GURPS players can join the dance with the Steve Jackson Games adaptation of Castle Falkenstein. GURPS Castle Falkenstein is true to the original in style and substance, and includes full conversion notes so GMs of either system can use all the sourcebooks published for the other.

(This is an e23 reprint of a GURPS Third Edition product.)

163-page PDF. Stock #30-6099, $9.99.

Shipped May 14, 2012
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 May 10, 2012
GURPS Classic: Conan - Moon of Blood

Can You Stop the Pictish Hordes?

War has come to the Westermarck. The primitive Picts, led by the powerful shaman Zogar Sag, are marching west to reclaim the land that was once theirs -- aided by sorcery and a traitor from the Aquilonian ranks! Can the mighty Conan uncover the treachery and stop the savage attack?

Recreate the excitement of the glorious Hyborian Age in this solo adventure for GURPS. Based on the story "Moon of Blood," featuring Robert E. Howard's legendary barbarian, Conan of Cimmeria, it can be played many times without repeating the same game. Relive the exploits of the mighty Conan, or send a hero of your own design on the road to fame and glory.

Inside, you'll find:

  • GURPS statistics for Conan at age 40.
  • Rules for designing your own hero.
  • All the necessary maps and tables.
  • Game statistics of the people and animals you will meet.

This is a sequel to Conan Beyond Thunder River. You can use the character from that adventure here, but it is not necessary.

Become part of the Conan legend with Conan: Moon of Blood!

(This is an e23 reprint of a GURPS Third Edition product.)

35-page PDF. Stock #30-6206, $5.99.

Munchkin Tournament Rules (Reprint)

Sure, you can steal treasures and kill monsters within your own group, but are you Munchkin enough to win a really big game? For anyone looking to run or play in a Munchkin tournament, the Munchkin Tournament Rules are just what you need.

The official Munchkin Tournament Rules booklet provides guidelines for fair and consistent tournament play, for all Munchkin games worldwide. It provides all the rules and responsibilities that players and Tournament Organizers need to follow . . . and what happens if the rules are broken. With the Munchkin Tournament Rules, up to seven billion of your closest friends can finally stab each other in the back in an organized, official manner. (Now updated to account for the rule changes beginning with the 19th printing of Munchkin in May 2010!)

4-page PDF. Stock #37-2013, $FREE.

Shipped May 7, 2012
Munchkin The Guild

Munchkin'd!

Munchkin is the classic card game of killing monsters and taking their stuff. The Guild is the hot Web series about a gaming group that puts the FUN in dysFUNctional. (Because otherwise it'd be "dysctional," and that's hard to say.)

Now they've come together in a glorious spew of AWESOME, with the new 15-card booster, Munchkin The Guild! Add Codex, Vork, Clara, Bladezz, Tink, and the mighty Zaboo to your adventures. You may meet some of their foes along the way . . .

Munchkin The Guild is designed by Steve Jackson and illustrated by Len "Geek a Week" Peralta.

Finseal pack containing 15 cards. Stock #4230, UPC 837654321539. $5.95.

Munchkin Cthulhu Kill-O-Meter

Munchkin fans love crazy things, the crazier the better . . . like a Munchkin Cthulhu game when the cards start flying and ichors, monster enhancers, and other bonuses keep the levels bouncing up and down! Now you'll never have to stop and recount again!

With the Munchkin Cthulhu Kill-O-Meter, whenever a card hits the table, you turn the dials to keep track of your new total. Fiendishly simple. You can use it with Munchkin Cthulhu or any other flavor of Munchkin.

The Kill-O-Meter comes with two special Munchkin Cthulhu bonus cards -- and since the dials can be read from either side, we put munchkins on one side and unspeakable tentacled monsters on the other.

One two-sided combat counter and two Munchkin Cthulhu cards. Stock #5540, UPC 837654321461. $6.95.

Shipped May 3, 2012
GURPS Classic: Conan the Wyrmslayer

Can You Conquer the Snow Devil?

The Aesir speak of Snow Devil Pass with dread -- and with good reason. Whole parties have vanished there without a trace. Can the mighty Conan master the bitter cold, the savage beastmen -- and the other horrors that lie beyond?

Experience the glorious Hyborian Age in this solo adventure for GURPS. Based on the story "Lair of the Ice Worm," featuring Robert E. Howard's legendary barbarian, Conan of Cimmeria, it can be played many times without taking the same course. Relive the exploits of the mighty Conan, or send a hero of your own design on the road to fame and glory.

Inside, you'll find:

  • GURPS statistics for Conan at age 23.
  • Rules for designing your own hero.
  • All the necessary maps and tables.
  • Game statistics of the people and animals you will meet.

(This is an e23 reprint of a GURPS Third Edition product.)

35-page PDF. Stock #30-6205, $5.99.

Shipped April 26, 2012
In Nomine: You Are Here

Around the World in 666 Days

And us without a map . . .

Across the Symphony, from Heaven to Hell, in Earth, and even in the Marches, there are places which have meaning. They are more than just earth and stone -- they're cared for or abhorred, worked in and lived in, important to people . . . and even more important to your characters!

This book is full of different locations that can be used as instant adventures, or worked into a campaign to add flavor. The secret projects of Demon Princes; the sacred areas protected by Archangels; Ethereal Domains etched into the global unconscious; purely human areas on Earth that the War hasn't touched yet -- they're all here. Dozens of places hide secrets, all waiting to be discovered by those who won't know what they're getting into!

For all the players who keep asking their GMs where they are, and all the GMs trying to give them an answer -- You Are Here. Now the players just have to cope with it . . .

131-page PDF. Stock #30-3316, $7.99.


W 2 3 

Shipped May 14, 2012
Munchkin d6 (16mm loose)

There's no such thing as having too many Munchkin dice! These six-siders come in all kinds of weird colors and feature the Munchkin-head icon as the 1. We will choose your color randomly from whatever we've got at the instant we get your order. If you order multiple dice, we'll pick different colors if we've got them. All colors are equally perfect for killing monsters and taking their stuff! Get yours now, or the monsters may get you instead . . .

Munchkin d6 (16mm loose) needs a short description! Stock #5543, $1.00.

Shipped May 7, 2012
Munchkin Zombies T-Shirt (Reprint)

Every zombie knows that fashion is crucial -- no one wants to be caught wearing last year's hot outfits while you're stalking the living and eating their brains. Luckily, now you have the Munchkin Zombies T-Shirt in your wardrobe!

Official Rule

1. If you are wearing an official Munchkin shirt*, you may draw one extra card from either deck when you start play or when you come back from the dead.

2. The autograph of Steve Jackson, Andrew Hackard, or John Kovalic on the shirt lets you treat one Power as Rank 0 per autograph. You may not change the Rank 0 Power(s) once selected.

3. Wearing two or more Munchkin shirts does NOT give you both bonuses. The one on the outside rules.

4. Use of the Cheat! card overrides Rule 3 and lets you benefit from two different shirts. (It doesn't matter which one is outside.)

5. But under no circumstance is there any bonus for MORE than two shirts at once, and players may never benefit from more than two shirts per game.

It is NOT an official tournament rule, but if you wish to make a house rule that a "Lose Your Armor" card requires you to remove your shirt(s), we cannot stop you.

*On your torso. Right side out.

One T-shirt. Stock #9151, $20.00.

Shipped May 7, 2012
Munchkin Fairy Dust T-Shirt (Men)

You asked for it, so here it is -- the official Munchkin Fairy Dust T-shirt.

You'll want to print out these rules . . .

Official Rule

1. If you are wearing an official Munchkin shirt*, you may draw one extra card from either deck when you start play or when you come back from the dead.

2. Once per game, you may exchange either the level(s) or the Treasure(s) from a winning combat for a single draw from the Fairy Dust deck.

3. The autograph of either Steve Jackson or John Kovalic on the shirt lets you trade for a Fairy Dust card twice per game. With both autographs, you can do it three times.

4. Wearing two or more Munchkin shirts does NOT give you both bonuses. The one on the outside rules.

5. Use of the Cheat! card overrides Rule 4 and lets you benefit from two different shirts. (It doesn't matter which one is outside.)

6. But under no circumstance is there any bonus for MORE than two shirts at once, and players may never benefit from more than two shirts per game.

It is NOT an official tournament rule, but if you wish to make a house rule that a "Lose Your Armor" card requires you to remove your shirt(s), we cannot stop you.

*On your torso. Right side out.

One T-shirt. Stock #9159, $20.00.

Shipped May 7, 2012
Munchkin Fairy Dust T-Shirt (Women)

You asked for it, so here it is -- the official Munchkin Fairy Dust T-shirt, in a special cut for the ladies!

You'll want to print out these rules . . .

Official Rule

1. If you are wearing an official Munchkin shirt*, you may draw one extra card from either deck when you start play or when you come back from the dead.

2. Once per game, you may exchange either the level(s) or the Treasure(s) from a winning combat for a single draw from the Fairy Dust deck.

3. The autograph of either Steve Jackson or John Kovalic on the shirt lets you trade for a Fairy Dust card twice per game. With both autographs, you can do it three times.

4. Wearing two or more Munchkin shirts does NOT give you both bonuses. The one on the outside rules.

5. Use of the Cheat! card overrides Rule 4 and lets you benefit from two different shirts. (It doesn't matter which one is outside.)

6. But under no circumstance is there any bonus for MORE than two shirts at once, and players may never benefit from more than two shirts per game.

It is NOT an official tournament rule, but if you wish to make a house rule that a "Lose Your Armor" card requires you to remove your shirt(s), we cannot stop you.

*On your torso. Right side out.

One t-shirt. Stock #9160, $20.00.


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