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New And Upcoming Releases

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

N E W   R E L E A S E S 

Shipped December 5, 2016

Discworld Roleplaying Game

Journey through the off-kilter imagination of Sir Terry Pratchett in the Discworld Roleplaying Game.

There’s a lot of unusual stuff on the Disc, but don’t worry about getting lost – game author Phil Masters has crafted a roadmap to Pratchett-inspired storytelling.

Visit settings like the most dubious city in the multiverse, Ankh-Morpork. Intervene in the cultural interactions of trolls and dwarves (but watch out for flying axes). Campaign for goblin rights. Flee from an angry Swamp Dragon (two feet of mindless fury and high-explosive digestion). Even find out why the why the second-greatest lover on the Disc needs a stepladder.

And remember, the world is round. And also flat.

This is a complete roleplaying game. You need no other books to play. It includes the material from the previous edition of the game and its supplement, Discworld Also -- all of it updated to reflect the events of the Discworld novels released since then, as well as the rules of GURPS Fourth Edition.

Hardcover, 408 pages. Stock #01-2500, ISBN 978-1-55634-806-8. $39.95.

Ogre Sixth Edition

In 2085 A.D., armored warfare is faster and deadlier than ever.

The ragged group of defenders gathers around the Command Post, blocking the oncoming tank. The Ogre's guns are destroyed, its movement slowed, but it remains a hulking behemoth as it bears down upon the surviving troops. Will they defeat it, or be crushed beneath its massive treads?

Ogre is a desperate contest between a super-intelligent, bloodthirsty AI-controlled tank, and the squads of infantry, armor, and artillery fighting to stop its advance. You can be the Ogre and ruthlessly steamroll the humans in your way, or play the defenders, trying to defeat it at any cost.

The game is easy to learn and quick to play. It only takes a half-hour, but you'll want to do it over and over – and with 16 unique map overlays to change up each playthrough, you can! Will the Command Post survive this time, or will the Ogre triumph yet again?

The Sixth Edition is the first widely-available release of this classic wargame since 2000. Published originally in 1977, Ogre set a new standard for fast, exciting wargaming. Ogre and its sequel, G.E.V. , have more than 200,000 copies in print. Over 25 years after its release, Ogre earned a spot in James Lowder's popular book Hobby Games: The 100 Best.

The game is fully compatible with Ogre Designer’s Edition.

Components: The Sixth Edition features large 3-D constructible models for the Ogres and Command Posts, with oversized, full-color counters for regular units. The Ogres come in a new, stylish blood-red and gunmetal-grey color scheme. The garage-style box inlay is big enough to store the constructed models comfortably. Two pearl-white dice provide variety for those who have Ogre Designer’s Edition, which came with blue and red dice.

Giant map with 16 overlays, three 3-D constructible Ogres, two 3-D constructible Command Posts, 58 oversized unit counters, two dice, and a rulebook Stock #1315, ISBN 091037863072. $49.95.

Shipped November 28, 2016
Shipped November 21, 2016

Munchkin Pathfinder: Truly Gobnoxious

Is your goblin horde more of a goblin clique? Not for long! Swell your goblin ranks with Munchkin Pathfinder: Truly Gobnoxious, a booster for Munchkin that overruns your game with this classic fantasy enemy.

Contains 10 new monster cards and five goblin-related treasures with all-new Shane White (Munchkin Pathfinder Guest Artist Edition) illustrations!

This is an expansion for Munchkin Pathfinder. It is not a stand-alone game. This is NOT a collectible or randomized set. Every Munchkin Pathfinder: Truly Gobnoxious pack is the same as every other.

15 cards in a blister pack. Stock #4424, ISBN 091037863256. $5.95.
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Shipped November 9, 2016

Batman: The Animated Series Dice Game

Become a Super-Villain in Gotham City! Can you escape the World's Greatest Detective?

The Joker, Catwoman, The Riddler, and Poison Ivy are pulling off elaborate heists to score as much loot as they can carry! Based on the award-winning TV show, Batman: The Animated Series™ Dice Game lets you become a Super-Villain in a press-your-luck game for the whole family. Roll the dice and take advantage of each villain's diabolical abilities to scheme your way to victory before getting busted by Batman™!

10 custom dice, 4 large tokens, dice cup, and rules. Stock #131339, ISBN 091037863218. $14.95.
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R E P R I N T S 

Shipped November 28, 2016

GURPS Thaumatology (Reprint)

Feel the Power!

Fantasy settings are defined by their magic . . . so different worlds need different magic systems. GURPS Thaumatology has GURPS Fourth Edition updates of the best Third Edition magic variants, plus many all-new options. This mighty tome includes:

  • Minor tweaks for the spell-based magic of the Basic Set: restructuring prerequisites and colleges, modifying Magery and mana, new magical energy sources, adapting spells on the fly, and more.
  • Radical revisions of spell-based magic, including detailed versions of the clerical and ritual magic options hinted at in the Basic Set, and the return of that Third Edition classic, "unlimited mana."
  • Traditional alternatives to spells, such as ceremonial, spirit-mediated, and runic magic.
  • World-shaking freeform magic.
  • Magic as inherent powers.
  • An in-depth look at material magic, with new alchemy, herbalism, and enchantment options; rules for free-willed items and magical gadgets; and guidelines for "the stuff of raw magic."
  • Notes on adapting real-world occult concepts – such as the Laws of Magic, astrology, and traditional material components – to any magic system.
  • Guidelines for running magic-oriented games, advice on combining magic systems, and detailed outlines for four distinctly different fantastic campaigns.

The softcover reprint contains the same material as the earlier print run (updated for the latest errata, of course!), with black-and-white interiors and a lower price.

GURPS Thaumatology requires the GURPS Basic Set, Fourth Edition. GURPS Magic is recommended but not required. The discussions of different magical styles would enhance any game that features magic.

274 black-and-white pages. Softcover. Stock #01-6001, ISBN 978-1-55634-809-9. $29.95.

Shipped November 28, 2016

GURPS Ultra-Tech (Reprint)

Weapons, Vehicles, and Gadgets

GURPS Ultra-Tech is the sourcebook for science-fiction technology, from the near future to the farthest reaches of the imagination. It's a valuable companion to GURPS Space, GURPS Bio-Tech, and GURPS Infinite Worlds, and an exceptional resource for any character or campaign that needs technology from tomorrow . . . and beyond. GURPS Ultra-Tech is full of personal equipment for heroes and superheroes from TL9 to TL12, including:

  • Weapons - from caseless assault carbines and monomolecular swords to antimatter warheads and disassembler nano.
  • Protection - How do you stop a nanomorph assassin with a field-jacketed X-ray laser rifle? Try a dreadnought battlesuit and a personal force screen . . . .
  • Medicine - Superscience can heal, rebuild, and improve on nature. Death itself can become a temporary inconvenience. With cybernetics and neural interfaces, ultra-tech medical equipment and mind uploading, "medical miracles" become everyday occurrences.
  • Transport - Air cars, hovertanks, tilt rotors, grav belts, supercavitating minisubs, matter-transport booths - lots of ways to get where the action is, for the adventurer on the go!
  • As technology advances, the line between man and machine may become increasingly blurred. GURPS Ultra-Tech provides rules for establishing the capabilities and limitations of artificial intelligence, as well as templates for robotic or total cyborg bodies, from handy technical 'bots to shapeshifting nanomorphs.

And still more! Living biosuits, computer implants, holographic projectors, psionic amplifiers, neutrino communicators, nanofactories, hyperspectral goggles, chameleon suits, repair paste, Dyson spheres - there's something for every adventure at every tech level.

GURPS Ultra-Tech was written by David L. Pulver, co-author of the GURPS Basic Set, Fourth Edition, and author or co-author of over 60 other gaming books, and Kenneth L. Peters, the author of Transhuman Space: Spacecraft of the Solar System, and a co-author of Transhuman Space: Under Pressure.

This is the third edition of GURPS Ultra-Tech; it has been revised to the GURPS Fourth Edition rules. The oldest material included here dates back to the first edition of GURPS Space; other material was revised from the GURPS Third Edition versions of GURPS Ultra-Tech, GURPS Ultra-Tech 2, GURPS Cyberpunk , GURPS Psionics, GURPS Robots, and Transhuman Space. The softcover reprint contains the same material as the earlier print run (updated for the latest errata, of course!), with black-and-white interiors and a lower price.

From the edge of tomorrow to the star-flung future, GURPS Ultra-Tech can equip your characters and your campaign!

242 black-and-white pages. Softcover. Stock #01-6002, ISBN 978-1-55634-810-5. $29.95.

Shipped November 28, 2016

GURPS Magic (Reprint)

Now available in softcover, this GURPS Fourth Edition book combines the spells from the Third Edition GURPS Magic and GURPS Grimoire, plus dozens of all-new spells, for the ultimate tome of magic!

Within these pages, crackling with mystic energies, you'll find:

  • The core magic system for GURPS, expanding on the material presented in the Basic Set . . . rules for learning magic, casting spells, enchanting magic items, and more!
  • Complete alchemy rules . . . creating magical elixirs, using them, and even researching new ones . . . with an extensive list of known elixirs and their powers.
  • Alternatives to the core magic system, including complete rules for improvised magic and rune magic. There are also guidelines for the GM who wants to change how magic works in particular worlds in a multi-world campaign.
  • Plus special material from the GURPS Magic Items series and GURPS Wizards.

This is a powerful book, indeed. Use it wisely.

242 black-and-white pages. Softcover. Stock #01-6003, ISBN 978-1-55634-811-2. $29.95.

Shipped November 21, 2016

Munchkin 5 – De-Ranged (Reprint)

More of the twisted humor of Steve Jackson and John Kovalic in a 112-card supplement for Munchkin!

De-Ranged has everything you love about http://www.worldofmunchkin.com/">Munchkin, including:

  • A new Class! Rangers can tame monsters and ride them!
  • Treasure! Track down the Philosopher's Scone, put Racing Stripes on your Steed, and fill your Canteen of Spleen with Carbonated Holy Water!
  • Monsters! Beware the Telemarketer, the Poultrygeist, and the Undead Clowns.
  • And imported monsters! That's right -- this set includes unique monsters created by the European Munchkin publishers, available for the first time in English. Quake in fear at the Brothers Grimm and the Snerks! Or just kill them and take their stuff. Your choice.

Munchkin 5 -- De-Ranged. All the munchkin-ism of a prestige class, with none of that annoying roleplaying stuff.

112 cards in a tuckbox. Stock #1450, UPC 837654320662. $19.95.
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Shipped November 21, 2016

Munchkin 7 – Cheat With Both Hands (Reprint)

Stir Things Up!

Admit it. You really like to combine all your Munchkin sets . . . the stupider things get, the better. Playing Star Munchkin Cthulhu Booty Zombies is really weird and really fun . . . but it can also slow things down.

There are a lot of ways we COULD have addressed this problem. But this is Munchkin, so the solution we chose was to create a lot of really overpowered new cards. Why be a Super Munchkin when you can be an Ultra Munchkin? If a Half-Breed isn't enough, you can be a 1/3-Breed. And if a single Cheat! card doesn't do it for you, you can Cheat With Both Hands!

There are also a lot more monster enhancers . . . and ITEM enhancers, too. There are several new low-level monsters to help you get those easy kills. Until somebody takes that Sock Puppet and turns it into the Ultra-Rare Extremely Sneaky Sock Puppet With Extra Cheese . . .

Munchkin till you drop -- just add players!

This is a supplement, not a stand-alone game. It is meant to be combined with two or more Munchkin games, with or without other supplements.

Also, We Think 7 Is a Neat Number

This set replaces both Munchkin Blender and More Good Cards, which was the original Munchkin 7. We didn't want to reprint More Good Cards, because it was only 56 cards and most of those were originally from Munchkin Blender, anyway*. We didn't want to re-use the name Blender, since this new set -- by popular demand -- has the classic Munchkin brown card backs rather than Screaming Purple Cards. And we didn't want to eat our vegetables, because vegetables are yucky.

We hope you are confused now, because we are, too . . . but we thought it would be SLIGHTLY less confusing to release a new Munchkin 7 than to call this expansion Munchkin 8 and have frustrated people writing us for the rest of our lives asking, "Why can't my store get Munchkin 7 in stock?"

* And what about the cards NOT from Munchkin Blender? They're in Munchkin Monster Enhancers, a booster pack available wherever you bought this set.

112 cards and rules, in a tuckbox. Stock #1468, UPC 837654321034. $19.95.
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Shipped November 21, 2016

Munchkin 8 – Half Horse, Will Travel (Reprint)

Centaurs and Lizard Guys!

These two classic fantasy races get the Munchkin treatment in Munchkin 8 -- Half Horse, Will Travel! Plus new Race and Class Enhancers: you can be Elite, Legendary, or Elder! Go for all three . . . you'll need all the help you can get when you fight That Gecko On The Telly, the horrifying Centaurpede, or the dread Knight Mare!

112 cards. Stock #1485, UPC 837654321393. $19.95.
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W 2 3 

Shipped November 28, 2016

Ogre Scenario Book 2

A stockpile of new, ready-to-play Ogre adventures. Ogre Scenario Book 2 has 14 complete, fan-created scenarios, all using components from Ogre Designer's Edition. In "Marc-O Polo," a missile strike has damaged the Ogre's sensors, leaving it partially blind. In "Storming the Castle," warlord-led factions compete to capture an embattled AI. And finally, "Wounded Company: Ogre Rescue" follows an impetuous Vulcan who is determined to rescue an immobilized Mark V. Plus 11 more adventures!

36-page PDF. Stock #37-5032, $7.99.
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Shipped November 17, 2016

Pyramid #3/97: Strange Powers

Unleash the uncanny.

Extraordinary abilities may belong to those you least expect . . . including yourself. Unchain the impossible in this month's issue of Pyramid, the PDF magazine for roleplayers. "High Psi" by Kelly Pedersen amps up psionic powers, making them more powerful than ever. This month's column from David L. Pulver adds anime-flavored anthropomorphized high-tech weapons. Whether you skulk among the shadows or soar above the skies, this issue makes the impossible look easy!

38-page PDF. Stock #37-2697, $7.99.
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New!  * Coming December  * Coming January  * Coming February  * Coming March  * Coming April  * Further Out  * Previously Shipped...  * All upcoming releases – text only, no cover art

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