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J A N U A R Y   2 0 1 8 

Shipped January 25, 2018
Shipped January 22, 2018

Munchkin Clowns

Clowns bring joy and laughter to people everywhere with their happy antics. For many circus-goers, the clowns are the best part of the show.

They've never met these clowns.

Wear your Big Red Shoes and Big Red Nose for big bonuses! Fight Poundfoolish with Pound Cake. If you fail, that's it . . . you're dead!

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

15 cards and a rulesheet in a blister. Stock #4217, ISBN 091037863751. $5.95.

Munchkin Magical Mess

Moop is back with more magical messed-up mayhem in his menagerie! Murder more monsters for much merriment!

This is a complete game and is fully compatible with Moop's Monster Mashup and all the other Munchkin games.

A 10.5"x10.5" box with 168 full-color cards, one six-sided die, 12 player standies with plastic stands, a 20"x10" mounted gameboard, and a rulesheet. Stock #1566, ISBN 091037863621. $34.95.
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R E P R I N T S 

Shipped January 25, 2018

GURPS Supers (Reprint)

Men Like Gods

The 20th century gave birth to a new genre of fiction: the super-powered adventure. Men and women with strange powers gave a visible expression to the reader's sense of wonder, as they protected ordinary mortals from a variety of threats from street crime to world-shattering disasters. When roleplaying games were invented, supers quickly became one of the most popular genres – and one of the most challenging to do right.

GURPS Fourth Edition provides the game mechanics and tools for the job, and GURPS Supers is your guide to applying them: a comprehensive playbook to the supers genre and to capturing it in your campaign. Focused on drama and characterization, it provides:

  • A history and analysis of the supers genre, its precursors and variations.
  • A guide to character creation, including powers and other abilities, codes of conduct, dual identities, and personal relationships.
  • More than 20 new wildcard skills.
  • 22 templates for super characters, each customizable to higher or lower power levels.
  • Rules for creating equipment, vehicles, bases, automata, and magical spells.
  • A guide to creating and running supers adventures.
  • Continuity-creation guidelines and tools, so your supers universe can have the same depth as published worlds.
  • New game mechanics for character creation, including new interpretations of advantages, disadvantages, and skills, and newly defined perks, quirks, enhancements, limitations, and techniques.
  • Guidelines for running superhuman feats and combats under existing rules or adjusting those rules to fit the genre, and new game mechanics specifically for superhuman action.

GURPS Supers is a new work, but it draws inspiration from the previous editions of GURPS Supers. Using it to run a GURPS campaign requires the GURPS Basic Set and GURPS Powers. The material on genre conventions, character concepts and relationships, scenario creation, and supers universes can be used with any game system.

152 black-and-white pages. Softcover. Stock #01-6015, ISBN 978-1-55634-824-2. $24.95.

Shipped January 22, 2018

Zombie Dice 2 – Double Feature (Reprint)

It's a blockbuster!

If you love zombies, you love zombie movies . . . and Zombie Dice! So here it is: Zombie Dice 2 -- Double Feature!

Three new dice give you three new ways to play. For the Big Summer Action Movie, you've got the two Heroes: the Hunk and the Hottie. He's got a double-shotgun icon, but if you eat his brain, you score double. The Hottie has two shotguns and three feet icons, making her fast AND dangerous.

For Santa Claus Meets the Zombies, you guessed it: Santa Claus is coming to town! He has three special gift icons -- a helmet, an energy drink, and a double brain! Or, of course, you could eat Santa's brain. It's a very merry undead Christmas!

Finally, in The Direct-to-Video Sequel: Use all three new dice and watch Santa rescue the Heroes!

Three new ways to eat brains, and they're all in Zombie Dice 2 -- Double Feature.

Three dice and rules. Stock #131324, UPC 837654321478. $7.95.

Shipped January 22, 2018

Munchkin 2 – Unnatural Axe (Reprint)

112 more cards for the game of killing monsters and taking their stuff. Play a new race: Orcs! Face foes like the Hydrant and the Tentacle Demon. Equip yourself with dread armor like the Spiked Codpiece. Recruit allies like the Shoulder Dragon. Wield mighty weapons like Druid Fluid, the Slug Thrower and, of course, the terrifying Unnatural Axe . . . and show them who's the greatest munchkin of all.

Munchkin 2 -- Unnatural Axe is a supplement to Munchkin; you will need the original game to play. Or you could add it to any of the other Munchkin game sets instead. It'll work, and it'll be silly, and that's what we all want here.

112 cards in a tuckbox. Stock #1410, UPC 837654320457. $19.95.

Shipped January 22, 2018

Munchkin 3 – Clerical Errors (Reprint)

Another 112 cards for the best-selling game of killing monsters and taking their stuff. Play a new Race: Gnomes! Try on the Bard Class. Face the Tequila Mockingbird, the Bad Ass, and the dreaded Auntie Paladin! Equip yourself with amazing items like the Chainmail Bikini and the Stab-A-Matic . . . and show them who's the mightiest, munchkinest dungeon delver of them all.

And this set has a special treat. We asked five of our favorite Comic Guys to do one card each. Inside you'll find:

This is not a standalone game. It is an expansion for Munchkin.

Munchkin is for ages 10 and up. Plays in one to two hours. Three to six players.

112 cards in a tuckbox. Stock #1416, UPC 837654320488. $19.95.

Shipped January 22, 2018

Munchkin Lite (Reprint)

Go down in the dungeon. Kill everything you meet. Backstab your friends and steal their stuff. Grab the treasure and run.

Admit it. You love it.

And you'll love this version of the game. It's got all the same dungeon-crawling, pun-making, backstabbing madness of original Munchkin. But with 115 cards, it's the perfect size for three to four players. Take it anywhere, and play it in an hour!

115 cards plus a custom six-sided die. Stock #1546, ISBN 091037863416. $19.95.
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W 2 3 

Shipped January 18, 2018

Pyramid #3/111: Combat II

Are you looking for a fight?

When it comes to combat, the right tool, trick, trapping, or teammate can make all the difference, as shown in this installment of Pyramid, the PDF magazine for roleplayers. Unleash the mythic power of firearms with Christopher R. Rice and S.A. Fisher. Go hand to hand against monsters in the Dungeon Fantasy Roleplaying Game by becoming a wrestler, or find your fortune in a dogfight-heavy GURPS Spaceships setting. With this issue, you'll find your fight!

36-page PDF. Stock #37-2711, $9.00.
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Shipped January 11, 2018

Dungeon Fantasy: Against the Rat-Men

Further Tails of Adventure!

Many heroes of the Dungeon Fantasy Roleplaying Game will launch their careers with I Smell a Rat, the adventure included in the game. Dungeon Fantasy: Against the Rat-Men picks up where that story leaves off, with new dangers and new rewards. The rat-men are ready to strike against the surface world . . . but are you ready for them?

26-page PDF. Stock #37-8181, $7.00.
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New!  * Coming March  * Coming April  * Coming May  * Coming June  * Coming July  * Coming August  * Further Out  * Previously Shipped...  * All upcoming releases – text only, no cover art

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