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New And Upcoming Releases

New!  * Coming June  * Coming July  * Coming August  * Coming September  * Coming October  * Further Out  * Previously Shipped...  * All upcoming releases – text only, no cover art

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Shipped May 25, 2016

Munchkin #17

Spyke competes in a medieval tournament to win the princess in "My Faire Munchkin," but his "strategy" puts him in a world of hurt. See how his lute-playing halfling squire helps him prevail against the toughest knights* in the kingdom, and find out what kind of princess Spyke desires. Then, read on as Far East meets beast in John Kovalic's comic operetta, "Munchkin Fu Mikado."

*Shameless plug. These are from Munchkin Knights. Can you defeat them?

Look in the back pages of this issue for a special promo code and a bonus Munchkin rule!

1 Comic. Stock #BOOM17, UPC 844284004275. $3.99.
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Shipped May 23, 2016

Munchkin Fu Guest Artist Edition

Celebrate 15 years of Munchkin with special Guest Artist Editions!

You've seen John Kovalic illustrate Munchkin before, but you've never seen him illustrate Munchkin Fu before! Watch John go back and reimagine the original Hong Kong action cinema Munchkin set -- originally illustrated by Greg Hyland -- in his own unique style.

This Guest Artist Edition includes completely re-illustrated game cards, a gameboard featuring John Kovalic's Munchkin art, and male and female standies for each player.

A 10.5x10.5 box with 168 full-color cards, one six-sided die, 12 standies with plastic stands, a 20x10 mounted gameboard, and a rulesheet. Stock #1517, UPC 837654322529. $29.95.

Shipped May 9, 2016

Munchkin 6.5 Terrible Tombs

New Dungeons To Explore!

You didn't think Munchkin 6 -- Demented Dungeons was the end of the adventure, did you? We've gone back to our roots with 20 more Dungeons to explore and 16 new Portals to send you there! Munchkin 6.5 -- Terrible Tombs may be used on its own or combined with Demented Dungeons (or any other expansion with Dungeon cards) for a truly insane adventure!

20 double-sized cards, 16 standard-sized cards, and a rulesheet, in a tuckbox. Stock #1541, UPC 837654322963. $11.95.
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Munchkin Knights

First there were dragons. Next came the princesses. Now the sun is setting and it's Knight time!

In times of yore, loyal knights would ride out to do their king's bidding. These knights have stumbled into the dungeon and are now in your way. Draw your steel and show them who's the king around here. Munchkin Knights has 15 shiny new cards to add some Knight to your day!

This is an expansion for Munchkin. It is not a stand-alone game.

15 cards in a blister pack. Stock #4253, UPC 837654322994. $5.95.
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Shipped May 19, 2016

Pyramid #3/91: Thaumatology IV

Magic Like Lightning, So Shocking and Dangerous

Where wizards duel and a dark tome hides, where metal spells and foul brews reside, where spirits lurk in machines to awake, let this Pyramid help your magic to make! The latest installment of Pyramid -- the PDF magazine for roleplayers -- is another assortment of arcane-expanding miscellany, perfect to add all manner of new excitement to your GURPS game. Within the uncanny pages of Pyramid #3/91: Thaumatology IV, you shall discover:

  • "Technomysticism," a new magical field that might be found in the world of GURPS Monster Hunters. This feature showcases a new champion -- the technomystic -- plus details on technologically oriented abilities (including Machine Whisperer, Repairing Touch, Machine-Jinx), GURPS stats on several tech spirits, and more. It also includes information on how to work with the netrunning abilities from Pyramid #3/21: Cyberpunk.
  • "The Tome of the Black Island," a horrifying book with the power to sacrifice others, force obedience, summon terrible gods, and more. This systemless guide includes a history of the tome and its creation, its dark scribed powers, and adventure ideas.
  • "Dark Alchemy," this month's Eidetic Memory offering from GURPS Banestorm: Abydos author David L. Pulver. The sinister potions herein will allow you to create zombies, repel ghosts, preserve heads, and demonstrate other unsavory abilities.
  • "The Thaumaturgy of Metallurgy," a look at how to make a Metal college of spells, using the GURPS Magic foundation. Unleash the power of dozens of new Magic spells -- including Blunderbuss, Rust, and Walk Through Metal -- or just summon a variety of metal elementals (including GURPS stats).
  • "Codex Duello," a guide to how to conduct and resolve duels among mages, from master Pyramid penman Christopher R. Rice. Resolve disputes or simply fight to the death, whether you're using GURPS Magic, GURPS Thaumatology: Ritual Path Magic, GURPS Thaumatology: Sorcery, or even GURPS Psionic Powers!

This issue also provides a Random Thought Table with a new kind of magic that turns fame on its head, plus another vignette from Matt Riggsby set in the new Car Wars universe that peeks into the garages of the future. Regardless of what flavor of magic you use in your GURPS game, this Pyramid is sure to provide some amazing new sorcerous spice!

40-page PDF. Stock #37-2691, $7.99.
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Shipped May 5, 2016

GURPS Disasters: Meltdown and Fallout

Atomic Power, Epic Danger!

Radiation can be scary. You can't see it, smell it, or fight it by any conventional means, but it can be deadly just the same. GURPS Disasters: Meltdown and Fallout helps you bring this invisible threat to your gaming table, and gives adventurers the tools they need to deal with it. Inside this volume, you'll discover:

  • The most common types of modern nuclear reactors, plus a few theoretical ones. Learn about reactors' core functionality, fuel sources, durability, security measures, and more.
  • A primer on radiation, including sources and ways to measure it, game effects, updated Protection Factors for various materials, equipment for dealing with radioactive issues (with revised GURPS game mechanics), and a few crazy ways people have used radiation.
  • What happens during, immediately after, and long after a meltdown, both in terms of scene-setting descriptions and nitty-gritty game mechanics.
  • Perks, quirks, disadvantages, and skills that normal humans might have, plus radiation-related advantages for exotic beings. Use the provided suggestions to atomically alter people for cinematic action.
  • Ways to use nuclear power in modern, historical, magical, and futuristic campaigns, plus suggested power-plant complications, adventure seeds, and campaign ideas.
  • A bibliography of books, films, and GURPS supplements to inspire you, from factual accounts to wild speculations.

Whether you're looking for realistic dangers for near-modern adventurers, cinematic set pieces for modern-day GURPS Action heroes, or apocalyptic possibilities to kickstart a GURPS After the End campaign, Disasters: Meltdown and Fallout is an inexhaustible radioactive sourcebook!

31-page PDF. Stock #37-1710, $7.99.
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New!  * Coming June  * Coming July  * Coming August  * Coming September  * Coming October  * Further Out  * Previously Shipped...  * All upcoming releases – text only, no cover art

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