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Shipped November 18, 2013

Chupacabra: Survive the Night

Can you survive the night?

Night falls, and the bloodsucking Chupacabra stalks its prey. Its red eyes mean doom . . .

Divide up the 24 glow-in-the dark dice. When you roll a Chupacabra, you can take dice from your opponents – but they can do the same to you. Claim all the dice, and be the only one to survive the night!

Two to four players can play. Each game takes just 10 to 20 minutes and can be taught in a single round.

24 custom glow-in-the-dark dice, dice cup, and rules. Stock #131333, UPC 837654321959. $19.95.


The giant tank rumbles toward its target . . . its guns are destroyed, its movement slowed, but only a few defenders are left. Will they stop the robot juggernaut, or will it crush the Command Post beneath its cruel treads?

Ogre was Steve Jackson's first game. Originally published in 1977, it became a hit as the first "Microgame," and is now considered a classic. Over 25 years after its release, it earned a spot in James Lowder's popular book "Hobby Games: The 100 Best."

Now the Ogre is is back. . . in a gigantic new "designer's edition" that will be the crown of any game collection. The rules from the original Ogre and G.E.V., plus material from later supplements, have been completely revised and reorganized into a rulebook, a separate scenario book, and a handy player reference sheet.

The game features 5 giant mapboards . . . more than 500 oversized full-color unit counters . . . plus 72 Ogres and buildings, which are 3-D constructible models!

Yet Ogre is still easy to learn and quick to play. The basic game takes only a half-hour . . . but you'll want to play again and again. And, with the geomorphing maps and hundreds of new overlays, an infinite number of scenarios are possible.

Five giant mounted maps and 250 overlays, over 500 oversized unit counters, 72 3-D Ogre and building counters, rulebook, scenario book, reference sheets, record sheets, two dice, plastic counter trays. Stock #1977, UPC 837654321164. $100.00.

Shipped November 14, 2013

Zombie Dice Brain Case

Upgrade your game with the Zombie Dice Brain Case . . . a stylish, noisy dice cup with a screw-on lid ringed with 13 braaaaaaaiiiins. Brraaaiiiinnnnsssss!!!

It comes with one Zombie Dice Score Pad for easy brain counting.

This is not a stand-alone game. This is an accessory for Zombie Dice.

Plastic Zombie Dice cup and one Zombie Dice Score Pad. Stock #5914, UPC 837654321836. $9.95.
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Shipped November 11, 2013

Munchkin Gets Promoted

Our Munchkin promotional cards have been popular giveaways for years, but they've been tough for some fans to track down. Worry no more! We've taken a dozen of our favorite promo cards and made a new mini-expansion pack out of them . . . and, for good measure, we included three NEW cards, never before available!

This set includes:

  • Curse! Zombification
  • Cut In Line
  • Henchmonster
  • John of the Dead
  • The Last Laugh
  • Love Thy Neighbor
  • Mug The Shopkeeper
  • Ranger Hireling
  • Stacked Deck
  • Step-And-A-Half
  • Whim of the Elder Gods
  • Zombie Santa

It also has three NEW cards: Billiard Ball of Nonexistence, Get A Head, and the titular Get Promoted!

Finseal pack containing 15 cards. Stock #4239, UPC 837654321942. $4.95.

Munchkin Pathfinder: Gobsmacked!

After we finished Munchkin Pathfinder we found another hob of goblins hiding under the desk . . . so we made a mini-expansion out of 'em. Fight off the Goblin Babies, Cog Goblin, and Goblin Hood with the Gobliterator! Just don't get Gobsmacked! . . .

15 cards in a finseal pack. Stock #4422, UPC 837654321935. $5.95.
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GURPS Zombies

Undead, Infected, or Just Plain Cursed?

So . . . you think you know zombies. Are you sure? You want to be certain about something like chopping off an arm after a crazy person gets bitey, and it would be most unfortunate if you were looking out for the walking dead when a little kid with a fever lunged for your brains. If only there were a guide to all this stuff!

GURPS Zombies aims to please. It goes into detail on all kinds of zombies -- undead and living, slow and fast, supernatural and superscience, and more. Its pages include:

  • A rules-free survey of zombies by fictional and folkloric origin, physical and supernatural type, and dramatic role.
  • Systematic guidelines for creating custom zombies to surprise your players.
  • Ready-to-use examples for the zombie-master in a rush: B-movie and fantasy undead, living-but-infected crazies, necromancers' pets, science experiments gone horribly wrong, surgical constructs gone disturbingly right, and many others.
  • Rules for topics dear to the zombie-lover's heart: horde management, splatter and contagion, cures, and even inventing new kinds of zombies!
  • Information for those who must confront zombies, including gear recommendations, rules for avoiding infection and simply surviving, and templates for survivors, zombie-hunters, and zombie-makers.
  • Advice on using all this in any genre. Who says zombies are only for horror?

Get ready for the time of your life -- or unlife, if need be. Every zombie fan will find something to cackle about here! GURPS players get the bonus of detailed rules and stats to tell them exactly how hosed they'll be when the zeds turn up on their doorstep.

160 black-and-white pages. Hardcover. Stock #01-1004, ISBN 978-1-55634-805-1. $29.95.
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W 2 3 

Shipped November 29, 2013

Exclusive Warehouse 23 Munchkin Booster 2013

Once again, you can get the cards you can't get, with the Exclusive Warehouse 23 Munchkin Booster 2013. Here are 15 new cards that we've never released until now. Because we love our W23 customers, and we love their lovely money, we kept these on a secret shelf . . . just for you!

  • For Munchkin: Candy Apple, Curse! Bad Hare Day, Curse! Winded, Door Prize, Draconic, Interminabull, and Toilet Water
  • For Munchkin Booty: Phineas Le Fin
  • For Munchkin Cthulhu: Iron Chef R'Lyeh
  • For Munchkin Impossible: Miss Moneybags
  • For Munchkin Legends*: Eris and Herne The Hunter
  • For Star Munchkin: Fezz Lightweight
  • For Super Munchkin: Cal Q. Later and Reboots

* Of course, you can use these cards in the original Munchkin as well. If you must.

15 Cards in a zip locked bag. Stock #4240, $5.00.

Shipped November 29, 2013

Keep Calm and Kill Monsters T-shirt

In these trying times, it can be easy to give into fear, to succumb to panic. Let us be your beacon in the dark. When it's hard to carry on, just wear your Keep Calm and Kill Monsters T-Shirt!

One T-shirt. Stock #9174, $25.00.
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Shipped November 21, 2013

Pyramid #3/61: Way of the Warrior

Secrets of Sword and Fist, Revealed!

With the glint of a sword, a handful of chalk, and salt tossed into the ring, those who fight are now prepared for battle. This month's issue of Pyramid -- the PDF magazine for roleplayers -- looks at the way of the warrior! This compendium for combatants includes:

  • "More Power to Dungeon Warriors!" -- an expansion for GURPS Dungeon Fantasy that adds additional martial-minded power-ups to those who fight for a living. This feature is written by Peter V. Dell'Orto and Sean Punch -- authors of GURPS Martial Arts -- so the bards can confirm it's been forged by masters!
  • "Takedown Sequences," a look at series of offensive moves using the GURPS Martial Arts: Technical Grappling system, written by that supplement's author, Douglas H. Cole!
  • "The Devil's Fist," this month's installment of David L. Pulver's Eidetic Memory. This fictional GURPS martial style is described from its 16th-century origins through today, making it perfect to surprise do-gooders of any era.
  • "Fusion Styles of Ytarria," David Thomas Moore's expansion for GURPS Martial Arts: Yrth Fighting Styles that didn't quite make it into that sourcebook. Learn the wonders of fusion styles, where martial arts develop from the unique melding of cultures made possible by the Banestorm.
  • "Coming to Grips with Realism," a peek behind the curtain at the development of Technical Grappling by Douglas H. Cole. Discover why some design choices were made, and revel in some bits that were cut from that supplement, including info on horizontal creatures, more harsh-realism options, tables for critical hits and misses, and more.

The issue's bout ends with a Random Thought Table that ties together baseball and gaming, plus an Odds and Ends that spotlights David Thomas Moore's campaign seeds to make best use of Yrth Fighting Styles. Whether you're interested in "might makes right" or just fighting the good fight, this month's Pyramid will show your warriors the way!

39-page PDF. Stock #37-2661, $7.99.
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Shipped November 14, 2013

GURPS Thaumatology: Chinese Elemental Powers

Wield the Might of the Five Elements!

The Chinese view of the elements (xing) is rich and nuanced, with cycles of creation and destruction: earth refines into metal, smothers fire, is covered by wood, and absorbs water. These interactions are as flavorful as they are balanced -- perfect for a magic system! GURPS Thaumatology: Chinese Elemental Powers blends the concepts of qi (chi) and magic, empowering elementalists with gifts that truly capture the feel of xing mastery. With it, you'll be able to:

  • Master more than 60 fully worked abilities -- and 20 new perks! -- spread across the five elements, from the literal (summoning water as fog) to the metaphorical (using water chi to target the heart's fire).
  • Combine Talent, Meditation skill, and the new Focus technique to push your elemental abilities beyond their limits and use them in powerful ways.
  • Supplement cinematic martial-arts skills with peaceful but equally fantastic feats of Alchemy, Erotic Art, Esoteric Medicine, Fortune-Telling, and Herb Lore.
  • Use the expanded advantages, disadvantages, and skills to build the magician you want -- or just adapt the sample elementalist, Wang Laowu.
  • Learn how the concepts of xing, qi, and yin and yang permeate Chinese culture, and then use that understanding to work this magic into your campaign.

Whether you're playing mystical wu and brave xia in ancient China, modern martial artists locked in a secret street war, or classic fantasy dungeon delvers questing after a unique power-up, GURPS Thaumatology: Chinese Elemental Powers puts the power of the elements in your hands!

42-page PDF. Stock #37-1654, $7.99.
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Shipped November 7, 2013

GURPS Martial Arts: Yrth Fighting Styles

Become the Best Martial Artist on Yrth!

GURPS Martial Arts looks at hand-to-hand combat of all kinds, with an emphasis on what's feasible on our Earthly orb. But what can fighters do in a world where "fantasy" is reality? GURPS Martial Arts: Yrth Fighting Styles explores the violent possibilities in the GURPS Banestorm setting . . . and offers many options that can enhance the combatants of your own fantasy realms.

  • Discover more than a dozen armed and unarmed fighting styles specific to Yrth, and use the included lenses to focus suitable Martial Arts styles into Yrth-based ones.
  • Find out how existing advantages, disadvantages, and skills work in a fantasy world, and augment your heroes with new perks, techniques, specialties, and variants.
  • Fight like an animal (literally!) using expanded rules that cover everything from sharks to giraffes -- or exploit guidelines that let you take the action underwater.
  • Depart from the traditional! Power up styles with Imbuement Skills from GURPS Power-Ups 1: Imbuements . . . or use the included werewolf template and related abilities to bring out your inner beast.
  • Live as a knight, legionary, mercenary, dwarf, or dark elf, thanks to insight into daily routines and suggestions for suitable character templates (including two new ones).
  • Learn the martial history of Yrth's civilizations -- not only human, but also dwarven, elven, many others -- and read about the great warriors who influenced that world's fighting styles.

Whether you're seeking new options for fantasy adventurers, more details to enliven your elves, or fitting threats for Yrth's mightiest heroes, you'll find it in Martial Arts: Yrth Fighting Styles. The fields, forests, and seas are more dangerous than ever. Give your champions a fighting chance!

38-page PDF. Stock #37-1681, $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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