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Shipped January 27, 2016

Munchkin #13

Issue #13 celebrates one year of the Munchkin comic book from Boom!

The story "Of Dire Rats and Men" puts Flower in charge of training a young adventurer. Wait, Flower is responsible for molding an impressionable young mind? This sounds bad. Can Flower overcome her charge's well-adjusted social skills and get him looting like a proper munchkin? Or will she just give up and bash his head in? In the second story, "Lampooned," Flower is back to doing what she does best: turning the party against itself. But the stakes are high: the loot is better than gold, it's wishes!

Look in the back pages of this first anniversary issue to find a coupon code for 15% off your entire Munchkin purchase from WeLoveFine.com, a promo code to get The Official Munchkin Bookmark of Vermicular Violence! plus five Munchkin promo cards from Warehouse 23 for a penny, and a bonus Munchkin rule!

1 24 page comic. Stock #BOOM13, UPC 844284004275. $3.99.

Shipped January 18, 2016

Munchkin Guest Artist Edition

Celebrate 15 years of Munchkin with special Guest Artist Editions!

Ian McGinty, known for his work on the Munchkin and Adventure Time comic books, starts us off with a bang! McGinty illustrates the classic Munchkin game, giving us a fresh look at the Gazebo, Net Troll, Shrieking Geek, and the other 165 cards in the box.

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

A 10.5”x10.5” box with 168 full-color cards, one six-sided die, 12 standies with plastic stands, a 20”x10” mounted gameboard, and a rulesheet. Stock #1515, UPC 837654322505. $29.95.

Shipped January 4, 2016

Munchkin Hipsters

We were munchkins before it was cool.

Hipsters adds 30 new cards that will let you defy The Man while wearing your Knit Cap and sipping on your Nonfat Soy No-Whip Skinny Half-Caf Fair Trade Ventitré Mocha Latte. Even though it's so last year, you can fight the Indie Band using your Artisanal Chunky Black Glasses and go up a level when you Reject the Conventional.

More mainstream cards for Munchkin. Yawn. Stock #4250, UPC 837654322475. $9.95.


R E P R I N T S 

Shipped January 18, 2016

Ninja Burger (Secret Ninja Death Touch) (Reprint)

Now you can join the elite Ninja Burger delivery team! You will learn to deliver tasty burgers and fries anywhere. You will bring honor to your franchise. Failure is not an option.

The twisted minds that brought you Chez Geek and Munchkin are back. Based on the popular website at www.ninjaburger.com, this hilarious card game, designed by Steve Jackson, pits you against your fellow trainees in a new Ninja Burger store. Learn the secrets of stealth, swordsmanship, and customer service. Fight for honor, respect, big tips, and that coveted promotion . . .

This new, deluxe edition combines the original Ninja Burger with the cards from the supplement, Sumo-Size Me! and adds counters for tracking honor and money.

It's fast-moving. It's fun. You get to be a ninja. What more can you ask from a game?

No matter how secure your office,
how deep your bunker,
how dedicated your guards . . .
we deliver your burger in 30 minutes or less.

 

Boxed game with 216 oversized cards, 3 black ninja dice, counters, and a rulesheet. Stock #1903, UPC 837654320259. $34.95.


W 2 3 

Shipped January 21, 2016

Pyramid #3/87: Low-Tech III

The Past Is Back, Better Than Ever!

Olden times come to life with new gaming goodness! This month's Pyramid -- the PDF magazine for roleplayers -- once again revisits the past, with fresh opportunities to discover intriguing treasures to enliven your pre-modern gaming. This month's timeless tome contains:

  • "The Broken Blade," an optional look at weapon quality in GURPS. Douglas H. Cole -- author of GURPS Martial Arts: Technical Grappling -- shows you how to ramp up the table's tension with the threat of a shattered sword . . . and the possibility of repairing it.
  • "Purveyors of the Priceless," a set of new possibilities that let you explore life as a low-tech trader in GURPS. Now you can barter for some loose gems, use new perks to help you flex your mercantile might, and even have a full-time job as a trader.
  • "Medieval Sea Trade," this month's Eidetic Memory offering from GURPS Fourth Edition co-author David Pulver. Sail the oceans in search of cargo and passengers, with a system adapted from GURPS Spaceships 2: Traders, Liners, and Transports.
  • "Knowledge Is Power," a look at those who kept the Chinese bureaucracy working. Your guide, Matt Riggsby -- co-author of GURPS Low-Tech -- shows what's required to enter the halls of power . . . including how to cheat your way in!
  • "The Music Maker," a primer on the master artisan known as Stradivarius. Discover the history of this unparalleled craftsman (with GURPS stats), revel in the insight about his legendary violins, and unleash the included story possibilities on your heroes.
  • "Tempered Punks," presenting some ideas for keeping would-be inventors from being too innovative in bygone days, from GURPS Crusades co-author Graeme Davis.

This issue also unveils a vignette by Pyramid Editor Steven Marsh set in the new Car Wars universe, and a Random Thought Table that gives you permission to break reality. This month's Pyramid shines such an inspiring candle on times gone by, you just might say this is an illuminated manuscript!

39-page PDF. Stock #37-2687, $9.00.
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Shipped January 7, 2016

GURPS Dungeon Fantasy 18: Power Items

More Power for Your Powers

Delvers love gear . . . and cool abilities . . . and loot. Power items are where the three meet: Kill the monster, grab the treasure, and transform a valuable-but-useless bauble into a potent adventuring tool, exploiting the fact that the fanciest items can hold the most supernatural energy. The result is a reserve for fueling your spells, powers, and special skills -- handy insurance for times when your personal stores simply aren't enough.

Of course, the first thing a seasoned adventurer will ask is, "Surely there are ways to bend the laws of nature and magic to squeeze even more out of this resource?" Indeed there are, and GURPS Dungeon Fantasy 18: Power Items is here to reveal them to you:

  • Become an expert in the occult rules governing power items -- because what you know, you can exploit!
  • Learn what can be a power item and what part of the price tag counts, so you know exactly what loot to keep.
  • Find out how to upgrade your existing power item to hold even more energy (and use the extended table to figure out exactly how much).
  • Discover different kinds of power items (including endurance items) and make sure you have one of each.
  • Quest for rare processes and rituals that can supercharge your power item or turn it into an "item of power."
  • Acquire power-ups that let you have more and better power items, and even recharge them in the field!

For the GM's benefit, all this comes with clear statements on the limits of power items, as well as optional rules for keeping power items from getting out of control. Because with great power comes great responsibility. Not to mention munchkins.

Player or GM, get ready to power up your game!

14-page PDF. Stock #37-0334, $6.00.
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New!  * Coming May  * Coming June  * Coming July  * Coming August  * Coming September  * Further Out  * Previously Shipped...  * All upcoming releases – text only, no cover art

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