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F E B R U A R Y   2 0 1 5 

Shipped February 2, 2015

Munchkin Kobolds Ate My Baby!

All Hail King Torg!

A kobold has a harsh life. But at least there are babies to eat . . . until King Torg (All Hail King Torg!) swipes the plumpest and juiciest for his table. Good thing the humans keep making more of them . . .

Munchkin Kobolds Ate My Baby is based on the RPG of the same name by 9th Level Games and Dork Storm Press!

15 new Munchkin cards based on the Kobolds Ate My Baby RPG! Stock #4246, UPC 837654322369. $5.95.
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R E P R I N T S 

Shipped February 23, 2015

Munchkin Temporary Tattoos (Reprint)

Each package includes:

  • 2 copies of Cheat! (+2)
  • 2 copies of Magic Missile (+2)
  • 2 copies of Duck of Doom (+2)
  • 2 copies of Loaded Die (+3)
  • 2 copies of Super Munchkin (+2)

Official Tournament Rules

You may use these tattoos in any game of Munchkin or its sequels. You must be wearing the tattoo* and show it to the other players to use it. During combat, use one of the enclosed tattoos to get the bonus printed on that tattoo for your side, for that combat only. You may only use one tattoo (of any kind) per game unless you change sex. If you change sex you may use a second tattoo. You may not use more than two in a game, no matter what.

* On your skin.

2 each of 5 Munchkin Temporary tattoos which provide a bonus during play. Stock #5503, $4.00.

Shipped February 2, 2015

Munchkin Deluxe (Reprint)

What makes this edition "deluxe"? It's got a big gameboard to keep your cards in place, and six pawns with plastic stands that you move on the gameboard as you level up! Plus a card to go with each pawn, to make it easy to remember who is what color and whose sex has changed!

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.

Munchkin is the mega-hit card game about dungeon adventure . . . with none of that stupid roleplaying stuff. You and your friends compete to kill monsters and grab magic items. And what magic items! Don the Horny Helmet and the Boots of Butt-Kicking. Wield the Staff of Napalm . . . or maybe the Chainsaw of Bloody Dismemberment. Start by slaughtering the Potted Plant and the Drooling Slime, and work your way up to the Plutonium Dragon . . .

And it's illustrated (in full color!) by John Kovalic!

Fast-playing and silly, Munchkin can reduce any roleplaying group to hysteria. And, while they're laughing, you can steal their stuff.

A 10.5”x10.5” box with 168 full-color cards, one six-sided die, 12 pawns with plastic stands, a 20”x10” mounted gameboard, and a rulesheet. Stock #1483, UPC 837654320976. $29.95.


W 2 3 

Shipped February 23, 2015

Munchkin Temporary Tattoos (Reprint)

Each package includes:

  • 2 copies of Cheat! (+2)
  • 2 copies of Magic Missile (+2)
  • 2 copies of Duck of Doom (+2)
  • 2 copies of Loaded Die (+3)
  • 2 copies of Super Munchkin (+2)

Official Tournament Rules

You may use these tattoos in any game of Munchkin or its sequels. You must be wearing the tattoo* and show it to the other players to use it. During combat, use one of the enclosed tattoos to get the bonus printed on that tattoo for your side, for that combat only. You may only use one tattoo (of any kind) per game unless you change sex. If you change sex you may use a second tattoo. You may not use more than two in a game, no matter what.

* On your skin.

2 each of 5 Munchkin Temporary tattoos which provide a bonus during play. Stock #5503, $4.00.

Shipped February 19, 2015

Pyramid #3/76: Dungeon Fantasy IV

Go Fourth, Dungeon Delver!

The teeming tombs of vile creatures are chittering with excitement and they're dying for you to visit! This month's Pyramid -- the PDF magazine for roleplayers -- returns for a fourth time to the realm of GURPS Dungeon Fantasy, with a trove of articles sure to interest players and GMs alike. This issue includes:

  • "Psychic Swords Against Elder Evil," a follow-up to GURPS Dungeon Fantasy 14: Psi by that volume's author, Sean Punch. It presents the psychic slayer template, plus abilities, power-ups, new enemies, and much more!
  • "Hidden Knowledge," Christopher R. Rice's guide to tweaking and enhancing magic, enabling you to create secret spells, scribe glittering grimoires, concoct captivating spell names, and do other mystical activities.
  • "Living Rooms," this month's Eidetic Memory offering from GURPS Banestorm: Abydos author David L. Pulver, looking at how to build and populate disturbing organic "dungeon" rooms -- if the heroes can stomach it!
  • "The Magic Touch," a collection of new enchanted items of interest to martial artists, designed by GURPS Fantasy-Tech 1: The Edge of Reality author Matt Riggsby. Don the concussion amulet, smear yourself with godlike pitch, or lose yourself to meditation incense!
  • "Dire and Terrible Monsters," with two new monster prefixes from GURPS Dungeon Fantasy Monsters 1 co-author Peter V. Dell'Orto and GURPS Martial Arts: Technical Grappling author Douglas Cole. It also shows off over a half-dozen new monsters using these descriptors, from the dire frog to the terrible hedge!

This issue also offers a Random Thought Table that looks for dungeon-crawling inspiration in unusual places, plus an Odds and Ends that features a hard-hitting Murphy's Rule and a look at how to handle info the heroes have that the players don't. Mages, mentalists, martial artists, monsters: Rejoice! This Pyramid has more than enough to enhance your armory!

36-page PDF. Stock #37-2676, $9.00.
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Shipped February 5, 2015

GURPS Powers: Enhanced Senses

It's a Sensation!

Special abilities come in many flavors. But if you don't notice the enemy sneaking up on you, you can't attack or protect yourself. If you don't notice tiny clues, you can't solve mysteries. Improved senses can solve your problems -- or save your life!

GURPS Powers: Enhanced Senses is your guide to sensory powers. Use it in a wide range of campaigns, from biologically realistic science fiction to four-color supers. Five power frameworks let you play a brilliant detective or enlightened sage; an animal or cyborg; or a full-fledged superhuman. Choose from over 70 abilities, many with two or more variants, to design exactly the super-senses your adventurer needs. Infrasonic hearing, inner awareness, super-balance, and more could be yours!

And you'll find more than powers in these pages. Enhanced Senses brings together game mechanics from many previous supplements, clarifies them, and extends them. You'll learn how to apply existing modifiers more broadly, and you'll discover newly defined modifiers and new variants of familiar advantages. You'll also gain more details on existing Sense rolls. Want to know how much light a candle or a crescent moon gives you, how hard it is to read an eye chart, how much hearing damage is caused by a rock concert, or how fast you can read Braille? The rules are here.

Based on recent human and animal research -- from bat sonar to mole noses -- Enhanced Senses shows you how to describe realistic sensory powers, or set realism aside for the amazing abilities of comic-book heroes. Taking your GURPS game to new levels of insight has never made more sense!

36-page PDF. Stock #37-0150, $9.00.
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New!  * Coming April  * 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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