This is magic class like you've never seen it before. Pick up your Bubble Wand and hope you can find the Great Haul, or at least a Friendly Big Kid to help you out. Or maybe grab the Fire Drill or the Manual of Transmission, because here come the Ash Kicker, Huff & Puff, and the dreaded Moldy Mort!
The art in Munchkin Spell Skool is adorable, but you've still got to slay the monsters, steal the treasure, and reach Level 10 to win! This is a stand-alone game, and shuffles well into any other Munchkin game.
112 cards and a custom die.
Bluff, cheat, and bludgeon to your heart's content! The Munchkin Collectible Card Game Introductory Set has everything you and a friend need to play as any of the six Heroes in this game, and it's a great starting point for players of all levels. Pick the Heroes you want to pit against each other, create your decks, and customize them using the included randomized boosters – all right out of the box!
160 cards, 40 tokens, two level dials, two Run Away markers, a six-sided die, and a rulesheet.
It's the 21st century and everyone is talking about . . . conspiracies.
In this new game from Illuminati designer Steve Jackson, each player takes turns acting as the Judge to read a card outlining a conspiracy. Then the other players choose from their own cards, competing to create the wildest, silliest, or most believable theory. Every turn, each player tries to convince the table, and the Judge, that THEIR conspiracy is the truth. Fun for everyone who is old enough to read the news and wise enough to know that there’s more they’re not telling you . . . Now YOU get to decide what’s behind those stories!
550 cards and a rulesheet.
Zombie Dice Horde Edition (Reprint)
It's Zombie Dice and two expansions – in one delicious, brain-filled package!
You are a zombie. You want brains. More brains than any of your zombie buddies.
Zombie Dice is a quick and easy game for gamers and non-gamers alike. Great for large groups. The 13 custom dice represent victims. Push your luck to eat their brains, but stop rolling before the shotgun blasts end your turn!
This box includes:
Complete contents: 16 six-sided dice, a 12-sided die, 10 brain counters, 4 shotgun counters, a score pad, a dice bag, and a rule sheet.
16 six-sided dice, a 12-sided die, 10 brain counters, 4 shotgun counters, a score pad, a dice bag, and a rule sheet
Zombie Dice (Reprint)
Eat brains. Don't get shotgunned.
You are a zombie. You want braaains. More brains than any of your zombie buddies.
Zombie Dice is fun for any zombie fan (or the whole zombie family). The 13 custom dice are your victims. Push your luck to eat their brains, but stop before the shotgun blasts end your turn!
It's a great quick game. Play it at lunch (braaiiiiiins!) or while you're in line for a zombie movie . . . !
Two or more can play. Each game takes 10 to 20 minutes, and can be taught in a single round.
13 custom dice, dice cup, and rules.
Super Kitty Bug Slap (Reprint)
Pause and you lose! Only the fastest paws will win!
Grab the coolest cats you can find for some bug-slappin' action in this speedy card game of quick thinking and swift paws! Super Kitty Bug Slap is a fast-paced game for 3 to 5 players, where slapping the right cards will put you in the lead, but slapping the wrong cards will send you home with your tail between your legs!
52 cards and a rulesheet
GURPS Cops (Reprint)
Out on the streets, it's you, your service revolver, and your partner. Remember to wear your vest. The day you forget is the day some punk pops a cap in your gut.
GURPS Cops is an in-depth look at the world of the police officer. Players can recreate their favorite cop show with details about police forces through history, different sorts of police jobs, what investigations are like in the real world . . . through the courts and sentencing. This is a gritty, no-punches-pulled book for the player and GM who want a realistic game.
130 black-and-white pages. Softcover.
GURPS Covert Ops (Reprint)
Assassins, saboteurs, and terrorists have been with us all through history. Sometimes their deeds have changed the course of empires. If you want to change history -- or stop those who would -- then GURPS Covert Ops is the book you're looking for.
GURPS Covert Ops features:
GURPS Covert Ops can be used in any roleplaying game that involves assassins, saboteurs, or terrorists, either as the heroes – or the enemy. Come play in the shadows . . .
130 black-and-white pages. Softcover.
An interesting place to visit makes any campaign come alive. In this month's Pyramid, the PDF magazine for roleplayers, we draw inspiration from the GURPS Locations series with ready-to-use locales perfect for myriad campaigns. Visit a seaside City of Ships with a hidden evil waiting to strike. Uncover the haunting secrets of a film school in a mansion that was built in the 1920s. Stop for supplies and a drink at a space station with secret factions and short fuses. Your itinerary is ready for interesting environs across time and space!
GURPS Technomancer has delighted fans for years, presenting a world like our own . . . but where magic is as common as technology. We revisit this setting in this month's Pyramid, the PDF magazine for roleplayers. Take up the role of darkness-defying champions by adding GURPS Monster Hunters to the Technomancer universe. Discover how to include magic in the high-octane exploits of GURPS Action and learn previously unrevealed secrets from author David L. Pulver, who also offers a glimpse of how the setting might look today. With this issue, unleashing the power of Technomancer in GURPS Fourth Edition has never been easier!