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Shipped December 7, 2015

Munchkin Steampunk SCIENCE! Dice

The wonderful thing about living in the glorious Age of Steam is the way that we can marry traditional randomizers, such as dice, with the new power of SCIENCE!

This set also includes four new cards for Munchkin Steampunk!

6 dice and 4 cards in a blister pack. Stock #5591, UPC 837654322628. $6.95.

Shipped December 1, 2015

R E P R I N T S 

Shipped December 1, 2015

Munchkin Game Changers (Reprint)

More Munchkin Stuff!

Want more silly cards for your Munchkin game? Some cool level counters? Giant pink sparkly dice?! Here they are! This box combines four of our most popular Munchkin boosters into a single expansion:

As a bonus, we’ve included the cards from Munchkin Fairy Dust Dice and two big sparkly pink dice to go with them, plus four cards formerly only available directly from Steve Jackson Games! This set also includes Fairy Dust and Munchkinomicon-themed level counters!

68 cards, two level counters, two 19mm six-sided dice, and a rulesheet. Stock #1489, UPC 837654321188. $19.95.


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Shipped December 17, 2015

Pyramid #3/86: Organizations

Get Organized!

It's never been easier to spotlight organizations in your GURPS game, thanks to GURPS Boardroom and Curia and GURPS Dungeon Fantasy 17: Guilds. We're amping up our organizational efforts with this month's Pyramid -- the PDF magazine for roleplayers -- as we look at all things group-related. This issue features:

  • "What's in a Lair?," a guide to making headquarters for your favorite GURPS organizations. It includes a sample base -- the Lofty Heights -- suitable for inspiration or moving into!
  • "Designer's Notes: Boardroom and Curia/Dungeon Fantasy 17: Guilds," a peek behind the curtain at those two supplements by their author, Matt Riggsby. Discover how these releases are similar and different, learn how to map the Assistance Requests of Guilds to Boardroom and Curia organization types, and marvel at a faerie court presented through the lens of both volumes.
  • "The Most Worshipful Royal Society of Teratologists," this month's Eidetic Memory from GURPS Banestorm: Abydos author David L. Pulver. Join this group to gain illumination on all things monster-related (or die trying!), or just seek their assistance as you navigate their bureaucracy and customs. The Society also comes with its stats in the Boardroom and Curia format!
  • "Designer's Notes: Back to School," a return to the classroom with William H. Stoddard, author of GURPS Social Engineering: Back to School. Go behind the scenes with Back to School and tour four example educational facilities; each includes Boardroom and Curia stats and even details on one larger facility using GURPS City Stats.
  • "The Knights Templar," a Boardroom and Curia presentation of that famed group in three iterations. Your guide is Graeme Davis, co-author of GURPS Crusades, as he showcases versions of the Knights based on history, fiction, and conspiracy.

This issue also delivers a vignette by Matt Riggsby set in the new Car Wars universe, a Random Thought Table that looks at rules as a way to conjure great ideas, plus an Odds and Ends that lets you be a member of a group without knowing it, and gives more details on the amazing Brandon Moore cover. It's a great time to be a part of something bigger, thanks to GURPS and this month's Pyramid!

37-page PDF. Stock #37-2686, $9.00.
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Shipped December 10, 2015

GURPS Dungeon Fantasy 17: Guilds

Membership Hath Its Privileges

Delvers need civilization in the sense that without it, selling loot, collecting rewards, buying better gear, and scoring lucrative quests would be difficult. On the other hand, paying taxes, obeying petty laws, and kowtowing to your "betters" . . . well, those aspects aren't so appealing. While even the toughest heroes rarely go it alone, savvy ones would sooner take their chances with crude, bloodthirsty, but well-armed peers than settle down and trust Somebody Else to deal with the monsters outside (and often inside) the city walls.

Yet clever adventurers also know it's foolish not to exploit every possible advantage in their pursuit of wealth, power, and glory. Organized society isn't always polite society, after all, and some organizations are downright useful to treasure-hunters and monster-slayers -- whether as sources of employment and gold or as providers of training, equipment, and supernatural support. Such groups are the subject of GURPS Dungeon Fantasy 17: Guilds, which covers:

  • Assistance. Sign on temporarily or join up permanently to reap benefits that range from a place to stay in town, through maps and supplies for your next mission, to a handy mob of spear-carrying thugs -- and beyond, to magical augury, blessings, and power-item recharges.
  • Social Clout. Civilization can be as unforgiving as dungeons and wastelands to those without Claim to Hospitality, Rank, Reputation, Status, or Tenure. These power-ups get short shrift in Dungeon Fantasy, but they pack a lot of bang for the buck for the fortune-seeker who thinks big!
  • Organizations. Not just guilds per se, but also tribes, armies, temples, crime syndicates, secret conspiracies, and more. Learn who they are, what you can do for them, and what they can do for you.
  • And more! Including secret languages and funky titles for guild members, concrete details on geographical scope, and plenty of advice on how to use all these concepts in Dungeon Fantasy.

Whether you're the GM of a Dungeon Fantasy campaign where society is more than an abstraction or the player of the next Grand Master of the Wizards' Guild, GURPS Dungeon Fantasy 17: Guilds has something to offer. Not every adventure ends when the heroes return to civilization!

31-page PDF. Stock #37-0333, $9.00.
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Shipped December 3, 2015

GURPS Aliens: Sparrials

From The Trees To The Stars

With their small size, deft hands, and keen senses, the sparrials are made to order for the GM in need of a race of alien thieves. And certainly, they have a predisposition toward that role. Yet as always with sparrials, there's a lot more going on than meets the eye . . .

A GURPS fixture since they popped up in Roleplayer #10 (May 1988), these furry aliens got a bit more detail in GURPS Classic: Aliens -- and now GURPS Aliens: Sparrials is here to give them their own dedicated supplement. The inaugural volume of the GURPS Aliens series covers sparrials in all their clever, chaotic glory. It includes a full racial template, of course, and much, much more:

  • Mindset. For sparrials, theft is a source of pride rather than shame, home is where you are and not where you're from, and the smell is the thing. Treat them like short, furry humans at your peril!
  • Society. How do you define "civilization" for a race strongly characterized by wanderlust, kleptomania, and individualism? With care! Learn everything you need to know about their ideas of family, social dominance, law, economics, and the arts before you visit.
  • History. The lack of huge empires and widespread cooperation doesn't mean sparrials were uncultured primitives until their recent technological revolution. They have a past rich in folklore and legend, and would be happy to tell you all about it.
  • Tech. Though new arrivals on the interstellar scene, the sparrials have embraced technology and developed everything from personal gear to starships that reflect their outlook on life.
  • Characters. Take advantage of extensive notes on common traits, variant races, racial martial arts, and fitting professions to create interesting and detailed sparrial PCs and NPCs.
  • And more! Names. Pets. Using sparrials in fantasy. If it's about sparrials, it's here!

GURPS Aliens: Sparrials is a wonderful resource whether you're a GM seeking aliens to populate your GURPS Space campaign or a player who wants the challenge of taking the role of a truly alien alien. It's also an inspiring source of fun for gamers using other game systems. Just remember to keep an eye on your stuff.

30-page PDF. Stock #37-1684, $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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