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Munchkin Apocalypse

It's the end of the world!

In Munchkin Apocalypse, every possible natural (and unnatural) disaster has happened . . . or will happen during the game. You are a rugged survivor in a world full of people -- and things -- that want to kill you and take your stuff. So do it to them first!

This set introduces four new classes and a new, yet eerily familiar, card type: Disasters!

And what's with all these seals running around? Don't they know the world's about to end? You should really keep an eye on that seventh one in particular . . .

Munchkin Apocalypse is available now! You have a few weeks to play it before the world really ends, at least if the Mayans are right . . .

Boxed game with 168 cards, rules, and die. Stock #1503, UPC 837654321560. $24.95.

+6 Bag o' Radioactive Munchkin d6

He Who Toys With The Most Dice . . . Wins!

We refuse to write a complex description for dice. These are 6-siders, and there are six in the package. Three of them match the die in Munchkin Apocalypse. The other three do not. They are scary green and orange. They have the Munchkin head in place of the 1. Buy them. Kill monsters and take their stuff.

And if that's not enough, they come with four new Munchkin Apocalypse cards!

Six 6-sided dice and four Munchkin Apocalypse cards. Stock #5553, UPC 837654321706. $6.95.
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Zombie Dice (Reprint)

Eat brains. Don't get shotgunned.

You are a zombie. You want braaains. More brains than any of your zombie buddies.

Zombie Dice is fun for any zombie fan (or the whole zombie family). The 13 custom dice are your victims. Push your luck to eat their brains, but stop before the shotgun blasts end your turn!

It's a great quick game. Play it at lunch (braaiiiiiins!) or while you're in line for a zombie movie . . . !

Two or more can play. Each game takes 10 to 20 minutes, and can be taught in a single round.

13 custom dice, dice cup, and rules. Stock #131313, UPC 837654320419. $13.13.


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Car Wars Deluxe Road Sections Set 1: Starter Set

Become a Road Scholar!

Deluxe Road Sections Set 1: Starter Set contains assorted road sections -- regular curve sections, tight curve sections, and straight sections -- enough to build a complete Car Wars track. Each sheet has a clean highway version and a debris-littered version -- take your pick!

Along with layout suggestions for your track, you also get 80 counters (32 in color) showing flaming oil, burning obstacles and wrecks, colored paint, potholes, spikes, mines, oil, debris-littered road -- all the things that make driving fun . . .

This set was originally printed on cardstock larger than standard paper, so this PDF contains two formats: the original road sections, for those with access to oversize printers, and modified versions that span two regular sheets.

19-page PDF. Stock #30-7117, $3.99.
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GURPS Traveller Classic: Far Trader

"Regina Departure, this is S.S. Freeman, passing the 100D limit, jumping outsystem to Jenghe at this time, no estimated time of return."

"Freeman, I show you departing Regina System at 16:05-115-1120. Jump approved; squawk 0000. Come back and see us sometime."

"Regina Departure, this is S.S. Freeman, squawking all zeroes; will do, thanks and out."

The Universe Is Your Market

There's a fortune to be made among the stars -- for the intrepid merchant with business savvy, a suspicious mind, and more than a little luck.

Be prepared to meet some of the worst characters in the universe -- just pray they're not your business partners! And remember, "cutthroat competition" isn't just a colorful catch phrase . . .

The "independent trader" campaign is one of the most popular among Traveller players. Far Trader is the complete support volume for a mercantile campaign. You can:

  • Develop sector-wide trade routes, following the tides of commerce on an interplanetary scale.
  • Start your own character-run business, raise capital, and finance your money-making ventures.
  • Make contacts, find niche markets, and exploit opportunities the big corporations miss.
  • Learn what it takes to run a successful commercial starship.
  • Expand your campaign with 15 new character templates.
  • Run entire mercantile campaigns, including Free Traders, smugglers, and pirates.

So stock your starship, grab your gun, and take to the stars . . . fortunes don't come easy!

(This is an e23 reprint of a GURPS Third Edition product.)

147-page PDF. Stock #30-6606, $9.99.
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Munchkin Gameboard (Reprint)

All true munchkins know . . . part of the fun is gloating about how far ahead you are. With the Munchkin Gameboard, it's easy for everyone to see exactly where they are. Gloat at your impending victory, or curse the fates as your rivals move past you.

The board has rooms numbered 1 to 10; use your favorite miniatures or any other counters you like* to mark your progress through the dungeon. The first player to reach 10 is the winner!

It also has spaces for both decks and their discard piles.

* It makes us happy when you use official Munchkin pawns!

One gameboard. Stock #5520, $5.00.

2011 Christmas Card

Merry Christmas! Share your love and holiday spirit with this special greeting card featuring everyone's favorite gift-giver, Santa! And if your friends and family happen to find that they have the urge to play Munchkin after receiving the card, then your message from the Illuminati worked perfectly!

We printed these to send to our business partners, but Santa's elves seem to have shipped more than we needed . . . so now we have a limited item for all of you. Grab it now before Santa finds out that his elves made a mistake and sends them to our office to correct their error.

One Christmas card, with envelope. Stock #9654, $2.00.

Pyramid #3/49: World-Hopping

Pick a World, Any World . . .

Humanity has long looked up from Earth at the vastness of creation and exclaimed, "Get me off this mudball!" Pyramid -- the magazine for roleplayers -- is here to help, with an issue devoted to world-hopping: places to go, and how to get there. Your space-age strongbox includes:

  • "The Fast Reach," an oft-dangerous cluster of star systems that allows speedy travel between two distant regions, as detailed by Matt Riggsby (author of the otherworldly travelogue that is GURPS Locations: Hellsgate). It includes a system map and tips for how to incorporate it into many types of spacefaring settings.
  • "A Song of Many Worlds," an alien method of talking to planets that builds on the GURPS Psionic Powers framework to deliver new abilities, techniques, and a template.
  • "Generation Ships," the latest Eidetic Memory offering from GURPS Spaceships author David L. Pulver. Learn what can make or break a multi-lifetime trip through space, and unleash new Spaceships rules and guidelines, plus a sample vessel that's in for a long trip.
  • "Hyperjumping," an expanded way to use the GURPS Warp advantage to travel to other worlds, by Jason "PK" Levine, Assistant GURPS Line Editor. It provides new enhancements and limitations, plus a new method for using this trans-system ability.
  • "The Time Punch," a systemless campaign framework that focuses on a strange -- and potentially dangerous -- machine designed to visit alternate Earths. Ideas for adding this device to GURPS Atomic Horror or GURPS Infinite Worlds campaigns are suggested.

We can't send you traveling without the usual accoutrements! This issue's Random Thought Table considers some possible ways that you can ensure your crew gets to the surface safely -- and a bonus method shows up in Odds and Ends. Don't forget to check on a new installment of Murphy's Rules for something not-so-ordinary. If you're looking for interesting destinations or ways to travel, this issue of Pyramid is out of this world!

38-page PDF. Stock #37-2649, $7.99.
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Exclusive Warehouse 23 Munchkin Booster 2012

For the third year in a row, we got some extra cards printed up to make an Exclusive Warehouse 23 Munchkin Booster . . . and this year’s is the biggest yet! Please enjoy the following new cards:

  • For Munchkin: Budget Disguise, Can of Worms, Curse! Mapping Error, Dwarven Boots, Fright Sprite, Gift Card, Give the GM a Gift Certificate, The Gods Are Easily Confused, I Got Mine!, Kill-O-Miter, Potion of Anesthesia, Warhammer, and Warscrewdriver
  • For Munchkin Cthulhu: Biggoth and Non-Canon
  • For Munchkin Zombies: Mister Ded
  • For Munchkin Quest: Flask of Glue; Fold, Spindle, and Mutilate; and Raincoat

19 cards in a zip lock bag. Stock #4237, $6.00.
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Munchkin Polo Shirt

Sometimes, even a munchkin gets caught in a situation just a little too formal for a T-shirt. For those dressy occasions, we recommend the Munchkin Polo Shirt!

Official Rules

1. If you are wearing an official Munchkin shirt*, you may draw one extra card from either deck when you start play or when you come back from the dead.

2. You may treat your Munchkin Polo Shirt as a Steed, granting you a +2 combat bonus. (If you do not have the Steed rules, treat the Polo Shirt as a Big item that does not fill the Big item "slot.")

3. The autograph of Steve Jackson, Andrew Hackard, or John Kovalic on the shirt gives you an extra +1 combat bonus per autograph, to a maximum bonus of +5.

4. Wearing two or more Munchkin shirts does NOT give you both bonuses. The one on the outside rules.

5. Use of the Cheat! card overrides Rule 4 and lets you benefit from two different shirts. (It doesn't matter which one is outside.)

6. But under no circumstance is there any bonus for MORE than two shirts at once, and players may never benefit from more than two shirts per game.

It is NOT an official tournament rule, but if you wish to make a house rule that a "Lose Your Armor" card requires you to remove your shirt(s), we cannot stop you.

*On your torso. Right side out.

One polo shirt. Stock #9163, $30.00.

Munchkin Apocalypse T-Shirt

It's the end of the world, and you need all the bonuses you can get. That's why you need the Munchkin Apocalypse T-Shirt in your survival kit!

Official Rules

1. If you are wearing an official Munchkin shirt*, you may draw one extra card from either deck when you start play or when you come back from the dead.

2. Wearing the Munchkin Apocalypse T-Shirt allows you to block the Undead or Shark monster-stacking rules for one combat per game. The signatures of Steve Jackson, Andrew Hackard, or John Kovalic on the shirt gives you additional uses, to a maximum of four per game.

3. Wearing two or more Munchkin shirts does NOT give you both bonuses. The one on the outside rules.

4. Use of the Cheat! card overrides Rule 3 and lets you benefit from two different shirts. (It doesn't matter which one is outside.)

5. But under no circumstance is there any bonus for MORE than two shirts at once, and players may never benefit from more than two shirts per game.

It is NOT an official tournament rule, but if you wish to make a house rule that a "Lose Your Armor" card requires you to remove your shirt(s), we cannot stop you.

*On your torso. Right side out.

One T-shirt. Stock #9164, $20.00.

GURPS Classic: Robots

GURPS Robots contains detailed rules for designing, building, and playing robots -- from the tiniest nanobots to the mightiest megabots. You can create cyborgs, androids, and even biomorphs -- deadly fluid-metal machines that can take any shape.

The advanced design rules are compatible with GURPS Vehicles, 2nd Edition. Choose everything from the frames to weapons to the tiniest accessories!

Also included are rules for robots as player characters; artificial intelligences and battlesuits; and over 30 completely worked-out sample robots.

(This is an e23 reprint of a GURPS Third Edition product.)

131-page PDF. Stock #30-6511, $7.99.
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GURPS Traveller Classic: Alien Races 4

Aliens Everywhere!

Enough aliens to fill a cantina! GURPS Traveller: Alien Races 4 brings 16 strange species to life. Compiled and edited by Loren Wiseman and Steve Jackson, this book features the creations of several favorite Traveller authors, including Phil Masters, David Pulver, and David Thomas.

Here you'll meet:

  • The winged Ael Yael, nearly destroyed by greedy Humaniti, now finding their place in the galaxy.
  • The bureaucratic Bwaps, faithful administrators through three Imperiums . . . but they have their own agenda, and few suspect how decisively they can act on their own.
  • The huge Virushi, calm and nonviolent . . . until they're pushed too far.
  • The newest species to be recognized as sentient, the aquatic Schalli. Will these brilliant, ambitious carnivores be our allies in a hundred years -- or our rivals?
  • And a dozen others!

(This is an e23 reprint of a GURPS Third Edition product.)

147-page PDF. Stock #30-6609, $9.99.
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New!  * Coming December  * Coming January  * Coming February  * Coming March  * Further Out  * Previously Shipped...  * All upcoming releases – text only, no cover art

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