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New!  * Coming April  * Coming May  * Coming June  * Coming July  * Coming August  * Further Out  * Previously Shipped...  * All upcoming releases – text only, no cover art

M A R C H   2 0 1 1 

Shipped March 28, 2011

Munchkin Monster Enhancers

Are you tired of beating up on wimpy monsters? Of course not: you're a munchkin!

Are you tired of watching your opponents beat up on wimpy monsters? Of course you are: you're a munchkin!

Munchkin Monster Enhancers gives you 15 cards to make the monsters tougher and send the other players crying for their mommies. With 13 favorites from More Good Cards, now in full color, plus two brand new cards, Hollywood and Ultimate, this set is a monster's dream and a player's nightmare. Until it comes time to loot the bodies of those enhanced monsters . . . extra treasure is good!

And, unlike certain other performance enhancers, this set is fully legal in international competition!

This standalone pack is out of print, but you can get the cards from this expansion in Munchkin Game Changers.

Finseal pack containing 15 cards. Stock #4212, UPC 837654320952. $4.99.

Shipped March 14, 2011

Munchkin Zombies

Kill the Living! Eat their Brains! Braaiiinns!

It's the sickest, silliest Munchkin yet! You are zombies, kicking down doors and eating brains. The “monsters” you're attacking are people, some helpless and some hazardous, with a few rogue zombies thrown in. The armor is whatever you've blundered across during your lurching search for brains. So bravely you'll go forth, with mousetraps on your feet and a bowling trophy protecting your poor rotting head . . . to level up, or to die.

Again.

168 cards, one six-sided die, and a rulesheet, in a 6" x 9" box. Stock #1481, UPC 837654321010. $24.99.

Shipped March 10, 2011

Android Munchkin Level Counter

Now all you Android-using munchkins can get an unfair, yet completely legal, advantage when you play Munchkin or Munchkin Quest!

The Level Counter keeps track of your level (duh). It also rolls a six-sided die (and doesn't cheat). But best of all . . . once per game, you get a Boon . . . an in-game advantage to help you kill the monsters, steal the treasure, and stab your buddy. There are almost 150 different Boons, all illustrated by John Kovalic. The higher your level when you ask for your Boon, the better it's likely to be. And when you reach the winning level, it plays a fanfare. Your friends will hate you . . .

There's also a Kill-O-Meter screen, so you can keep track of combats!

Bonus features: counters for Chez Geek and SPANC (no Boons, though), and a very flexible interface for creating your own custom counters for other games.

This app is NOT a stand-alone game! It is a game aid for Munchkin, Munchkin Quest, and pretty much any other game where you need a counter.

The Munchkin Level Counter is $4.99 and is available from the Android Market.

App for Android. Stock #5526, $4.99.


R E P R I N T S 

Shipped March 14, 2011

GURPS Mass Combat (Reprint)

There Will Be War!

Whether you’re trying to stop the Dark Lord’s invading army, lead a Ranger company against the Axis in WWII, or command your own crack mercenary regiment in a far-flung star empire, you’re likely to get into battles that are far too big to resolve with ordinary GURPS combat. GURPS Mass Combat is the answer! It presents a powerful abstract system that lets you resolve land, sea, and air battles at any tech level. Features include:

  • Rules for logistics, movement, reconnaissance, and many other things that matter to a military force even when no enemy is in sight.
  • Integral treatment of air superiority, amphibious assaults, airborne troops, sieges, and everything else that’s important when the enemy is in sight.
  • Round-by-round resolution that puts the commander in control, letting him choose his strategies and instantly see the results of his skill and cunning.
  • Equal attention to the aftermath of battle: pursuit, casualties, looting, recovering losses, and more.

Everything is fast and easy to use in play thanks to extensive examples, quick-reference tables, and ready-to-go stats for the strength, weaponry, and mobility of numerous unit types. It’s all generic, too, covering realistic, fantastic, and superscience troops at every tech level, and providing guidelines for customizing their quality, special training, and equipment. And it never loses sight of the fact that GURPS is a roleplaying game -- every hero gets a chance to shine, and the rules emphasize what the PCs do and what happens to them.

GURPS Mass Combat requires only the GURPS Basic Set, Fourth Edition.

50-page B&W softcover. Stock #01-6197, ISBN 978-1-55634-800-6. $14.99.


W 2 3 

Shipped March 31, 2011

Cthulhu Shot Glass

Cthulhu Dice is not a drinking game . . . but now you can drink in style with the Cthulhu Shot Glass. These 1.5 oz shot glasses feature a spectacular green effect that shimmers as Cthulhu stares at you from the side of the glass. Buy one for yourself and make your friends green with envy, or buy a set for your next party so that everyone can go insane together.

One 1.5 oz shot glass. Stock #9014, $2.99.

Shipped March 31, 2011

Space Gamer #65

Space Gamer #65 (cover date September-October 1983) is a collection of nostalgic nuggets in a bulging bundle. It's all that and a bag of microchips!

In addition to the regular game reviews, news, and letters, this issue includes superheroes in The Fantasy Trip; fleet tactics for Star Fleet Battles; designer's notes for FTL: 2448 and Fringeworthy; and more.

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!

49-page PDF. Stock #30-2365, $3.00.
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Shipped March 31, 2011

In Nomine: The Marches

To Sleep . . . Perchance to Dream

Just be careful what kind of dream you have! The Marches is a vast dreamscape, ruled and fought over by Blandine and Beleth. Every mortal soul visits the Marches every night in slumber, and the dreams they weave are the battleground upon which these former lovers send their forces to do battle . . .

Book Two of The Revelations Cycle for the In Nomine roleplaying game, The Marches gives players and Game Masters alike an in-depth look at the realm of dreams, myths, and monsters. It also portrays four Superiors in more detail: the Archangels Blandine and Gabriel, the Demon Prince Belial, and the Demon Princess Beleth. In addition, it introduces two new Choirs; rules for the mortal Sorcerers who attempt to master the supernatural; and "Blood and Circuses," a complete adventure setting.

You will need the In Nomine basic rulebook to play. Book One of The Revelations Cycle, Night Music, is useful but not necessary.

131-page PDF. Stock #30-3305, $9.00.
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Shipped March 24, 2011

Space Gamer #64

Space Gamer #64 (cover date July-August 1983) is another Jurassic classic from a "lost world" of fun.

In addition to the regular game reviews, news, and letters, this issue's fearsome feature is "Big Lizzie," a western adventure for Boot Hill and Wild West that pits dangerous desperadoes against real cold-blooded killers. It includes a set of Western-themed Cardboard Heroes, to print, color, and use.*

This issue also provides a featured review of Star Trek: The Roleplaying Game from FASA, plus designers' notes from the game's creators; "Goliath," a variant model for Ogre; an interview with Andy Chernak of Grenadier Models Inc.; and more!

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!


* A GURPS Fourth Edition conversion of Big Lizzie and a full-color set of Cardboard Heroes: Cowboys and Indians (with colored versions of the original figures plus many other Western characters) are available separately.

50-page PDF. Stock #30-2364, $3.00.
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Shipped March 24, 2011

Pyramid #3/29: Psionics

Get Mental!

We've put on our thinking caps and mined our minds for this month's Pyramid, the PDF magazine for roleplayers . . . and the results are crammed with cranial articles on "Psionics." This issue's great thoughts include:

  • "Expanded Psychokinesis," a collection of six new abilities that expand on those in GURPS Psionic Powers. Manipulate sound, survive deadly falls, and more! This article also includes new techniques and perks as support.
  • "Random Psionic Tables," which transmutes a few dice rolls into ready-to-go psi abilities! It builds on the 108 psionic packages from GURPS Psis and adds five more.
  • "Magic as Psi," the first installment of a new column (called Eidetic Memory) by David L. Pulver, co-author of GURPS Fourth Edition. This month, David looks at modifying the GURPS Magic system to represent psionic abilities. Behold the magic of the mind!
  • "The Edge of Psience," presenting GURPS "familiars" and psi artifacts from the mind of Kenneth Peters, co-author of GURPS Ultra-Tech.
  • "Thoughtjustice," a systemless look at how the justice system might evolve and adapt to deal with errant psis.
  • "Tokyo Psience Police," a campaign framework that starts with an extraterrestrial first contact and spins into something hyperkinetic. This generic setting is written by David L. Pulver!
  • "Averting Psychic Disasters!" -- an optional rule to help mitigate the worst psi-related critical failures. This "food for thought" is written by Jason "PK" Levine, author of GURPS Psionic Powers and GURPS Psis.

This Pyramid also includes Murphy's Rules with Greg Hyland, Steven Marsh's Random Thought Table, and other odds and ends. With this issue, you're sure to have a satisfied psi!

37-page PDF. Stock #37-2629, $9.00.
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Shipped March 17, 2011

Space Gamer #63

Space Gamer #63 (cover date May-June 1983) is a full gallop of fun, with nary a tale of "whoa!" in sight!

In addition to the regular game reviews, news, and letters, this issue's centerpiece is "The Haunting of Harkwood," a generic adventure that starts with a joust and turns into a mystery. It includes a set of Cardboard Heroes (including jousting knights!), ready to print and use.

This issue also offers alternate damage rules for Top Secret, an interview with Kevin Blume of TSR, an overview of solitaire sci-fi gaming, and more.

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!

50-page PDF. Stock #30-2363, $3.00.
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Shipped March 17, 2011

In Nomine: Night Music

Hail! Hail! Rock and Roll!

It's a powerful Word, and Furfur wants to be its Demon Prince. But to get that coveted title, Furfur is going to have to pull a fast one on all of Hell's elite – including Lucifer himself! And to do that, he'll need all the help he can get . . .

Night Music is Book One of The Revelations Cycle for the In Nomine roleplaying game. In addition to the adventure, "The Demon Prince of Rock and Roll," Night Music has in-depth looks at the Archangel Laurence and Demon Prince Saminga; two new Superiors; expanded rules for Soldiers, Saints, and the Undead, and a complete setting: In Nomine Austin, with dozens of NPCs, locations, and ideas for divine (or infernal) adventures.

131-page PDF. Stock #30-3303, $9.00.
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Shipped March 10, 2011

Space Gamer #62

Space Gamer #62 (cover date April 1983) is no fool when it comes to delivering old-school fun.

In addition to the regular game reviews, news, and letters, this issue's feature is "Globbo," a two-player game that pits kids versus a zealous inhuman caretaker!

This issue also includes basic Ogre strategy from the game's creator, Steve Jackson; chainsaw combat in Traveller; novas in Cosmic Encounter; a magical short story entitled "Master's Thesis"; some April Fool's fun; and more.

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!

50-page PDF. Stock #30-2362, $3.00.
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Shipped March 10, 2011

The AADA Vehicle Guide Volume 3

Ready to Attack!

Here they are . . . the AADA's choice for the meanest vehicle designs of the year. From Division 5 to Division 100+, they're all fully armed, completely described, and ready to go.

The AADA Vehicle Guide Volume 3 brings you 78 designs, all compatible with the Car Wars Compendium rules and legal for AADA World Championship competition. From cycles to campers, from the tough little Fire Imp to the monstrous Polaris, every one is a highway warrior's dream.

And every one of these vehicles is represented by four counters, included with this supplement . . . a full-color vehicle, a full-color wreck, and black-and-white versions of both the new and wrecked car, to let you fly your own colors in the arena.

So fasten your seat belt, check out all vehicle systems, and hit the road for more Car Wars action. And never forget . . . no matter where you go . . . drive offensively!

37-page PDF. Stock #30-7148, $5.00.
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Shipped March 10, 2011

Transhuman Space: Cities on the Edge

Go to Town!

The future has an old joke: "No one lives in the cities anymore; they're too crowded!"

Tomorrow's towns in Transhuman Space have certainly evolved from eras past, and there's no doubt that they're still vibrant, exciting places. Cities on the Edge is your guide to the dangers and delights to be discovered downtown.

Written by noted transhumanist and futurist Anders Sandberg, with science journalist Waldemar Ingdahl, this gigantic guidebook includes:

  • A tour of cities in 2100, from an overview of what they are and have become, to a look at what makes the towns of tomorrow tick. Unearth the allies and enemies of urban areas. Learn how police, health, disaster management, transport, and trade in the cities of Transhuman Space work. Discover how they're run, and what happens when it all goes wrong . . .
  • A look at the bleeding edge of advanced architecture. Ultra-modern metropolises include mile-high skyscrapers, giant arcologies, biological buildings, high-density communications, and more!
  • Insight into urban culture: gray-collar crime, animated graffiti, urban AIs, self-configuring hotels, and other elements that make downtown dynamic.
  • A huge worked example: Stockholm in 2100! Visit the capital of Sweden, where eco-engineers discuss the restoration of the Baltic in trendy bistros run by Russian refugees; surrendering your privacy is so last year; and flaunting your naked brain in public is the height of fashion.
  • A sample scenario: "In the Walls," a murder mystery that centers on Stockholm. Whodunit, and how?

The future is a foreign country, and there's perhaps no better place to witness the wonders of the world than by visiting the grandest of the global villages. With Cities on the Edge, you're at the center of excitement!

93-page PDF. Stock #37-6711, $14.00.
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Shipped March 3, 2011

Space Gamer #61

Space Gamer #61 (cover date March 1983) is a countdown of fun, starting at 10 and ending at one -- and the articles are a blast, too.

In addition to the regular game reviews, news, and letters, this issue's centerpiece is madness -- "Microfilm Madness"! This adventure for Champions is a madcap race for secret computer codes; it comes with a set of Cardboard Heroes, ready to print and use.

This issue also includes campaign tips from Aaron Allston; a look at economics in The Fantasy Trip; a report on the "war" against the factions that would ban Dungeons & Dragons and other roleplaying games; and more.

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!

50-page PDF. Stock #30-2361, $3.00.
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Shipped March 3, 2011

In Nomine: Corporeal Player's Guide

What a Piece of Work Is a Man!

How noble in reason, how infinite in faculty,
In form and moving, how express and admirable,
In action, how like an angel,
In apprehension, how like a god . . .
And yet, to me, what is this quintessence of dust?

Most celestials wrestle with this when it comes to the importance of humanity. This book contains the answers.

From cover to cover, the Corporeal Player's Guide focuses on the importance of humans in the War, whether they be mundanes, Soldiers or sorcerers, undead or Saints. Their skills, spells, abilities, and disadvantages are explored in detail. Find out what Archangels think of their human servants, and which Demon Prince is the best boss.

Also included are complete, updated rules on sorcery, information about all types of humans - mortal and immortal - and ideas for human-centered campaigns. And tell the angels and demons to look out . . .

This quintessence of dust is coming to kick their butts!

131-page PDF. Stock #30-3315, $9.00.
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Shipped March 3, 2011

In Nomine Superiors 1: War & Honor

Meet Your Boss . . .

And ready yourself for battle.

Seraphim and Malakim, aggressive and authoritarian . . . War, Stone, Judgment, and the Sword. The four Archangels of the "War Faction" are covered in depth in this book. Within these pages is all the material a Game Master needs to understand their goals and psychology, as well as everything a player needs to feel what it's like to be one of their Servitors -- not just powers and dissonance, but also the experience of working for these Superiors, what the subculture of the Word expects from its members, and how to deal with your Archangel's organization.

Superiors 1: War and Honor includes:

  • New attunements, Distinctions, and Rites for each Archangel.
  • History, secrets, myths, and legends told by each Superior's own angels; rumors, slander, and libel told about them by others.
  • The jobs performed by their Servitors -- what does an angel of Stone do all day?
  • Gangs, Orders, triads, and other groups an angel can belong to in service to his Lord.
  • Capsule summaries of the Archangels' relations with Superiors in both Heaven and Hell, with detailed briefs for the most important or controversial interactions.
  • Variant versions of each Superior for alternative campaigns.
  • Earthly organizations, humans in service, ethereal contacts and connections, and many other "hooks" for campaigns of any scope and power level.
  • Adventure seeds . . . celestial battles for War and Honor.

147-page PDF. Stock #30-3320, $9.00.
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Shipped March 3, 2011

GURPS Classic: Age of Napoleon

Meet the Little General

From his beginnings as a Corsican soldier, through his rise to power as the Emperor of France, to his final defeat at Waterloo, Napoleon Bonaparte built an empire . . . and a legend. Napoleon was that rarest of men -- one whose life defined the age in which he lived. Now that age comes alive for your roleplaying game.

GURPS Age of Napoleon is a comprehensive guide to the life and times of Napoleon Bonaparte. It contains:

  • A history of the years leading up to Napoleon's rule, including events in Europe, Asia, and the American colonies.
  • Biographies for dozens of leading men -- and women! -- of the age, many with GURPS character writeups.
  • Chapters about life under Napoleon, both for the bourgeoisie and for the nobility, and about the culture of the age -- music, art, and literature.
  • Suggestions for campaigns in the Age of Napoleon. Play officers in the French fleet, Wellington's foot soldiers, American blockade-runners, or secret agents for any of the empires.
  • Plus detailed maps of Europe, France, and Paris, during and after the French Revolution!

It was an age when heroes were made, an age when history was a blank book waiting to be written. It was the Age of Napoleon.

(Note that this is an e23 reprint of a GURPS Third Edition product.)

131-page PDF. Stock #30-6539, $9.00.
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Shipped March 3, 2011

GURPS Classic: Covert Ops

Adventure In The Shadows . . .

Assassins, saboteurs, and terrorists have been with us all through history. Sometimes their deeds have changed the course of empires. If you want to change history -- or stop those who would -- then GURPS Covert Ops is the book you're looking for.

GURPS Covert Ops features:

  • A comprehensive catalog of the tools of the trade, from guns and bombs to disguises and forged documents.
  • A guide to the defenses and countermeasures that operatives will have to defeat to accomplish their mission.
  • Covert operations for historical, science-fiction, and fantasy settings.
  • Templates for agents in any setting, from the street-corner thug to the secretive poisoner, from the mercenary to the religious fanatic.
  • Profiles of organizations that can be used as sponsors . . . or adversaries.

GURPS Covert Ops can be used in any roleplaying game that involves assassins, saboteurs, or terrorists, either as the heroes - or the enemy. Come play in the shadows . . .

(Note that this is an e23 reprint of a GURPS Third Edition product.)

131-page PDF. Stock #30-6549, $9.00.
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Shipped March 3, 2011

GURPS Traveller Classic: Ground Forces

Countless Worlds.
A Few Good Troops.

Holding together an Imperium requires the services of an iron elite, Marines willing to jump from a starship and into the teeth of a planetary defense net, Army troopers willing to travel the universe one slit trench at a time, armor commanders willing to bet their lives that they can get there first with the most.

Do you have what it takes?

GURPS Traveller: Ground Forces describes the Imperial Marines and Unified Armies, laying the foundation for a campaign thick with laser fire and full of action! It includes:

  • A history of ground combat and campaigns in the Imperium.
  • Detailed descriptions of Marine and Army units, from squads to battalions and up -- as well as rules for easily determining the makeup of a world or subsector army.
  • New, expanded templates for Marine and Army characters.
  • New gear for Imperial soldiers.
  • New, modular rules for designing military and civilian grav vehicles in GURPS Traveller.
  • And much more!

GURPS Traveller: Ground Forces has everything you need to add untold punch to your campaign!

(Note that this is an e23 reprint of a GURPS Third Edition product.)

147-page PDF. Stock #30-6614, $9.99.

Shipped March 3, 2011

The AADA Vehicle Guide Volume 2 Counters

Show Your Colors

Create your own autoduelling teams, corporate fleets, or vigilante groups. With these ready-to-color counters, you can even put your personal colors on your favorite vehicles!

And there are plenty of vehicles to choose from -- counters for nearly every vehicle in The AADA Vehicle Guide 2 -- 136 in all! Everything from subcompacts to buses, with motorcycles, trucks, trailers, and helicopters. And this set also includes grasshopper counters, for combat on and off the roads!

Should you come out second-best in a duel, each counter has a wrecked version of the same vehicle on the back. Just flip it over and plot your revenge . . .

You get 136 black-and-white counters, printed on both sides; an insert sheet with coloring advice; and a complete key, listing each vehicle's name and where you can find it in the Vehicle Guide 2.

10-page PDF. Stock #30-7133, $3.00.
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Shipped March 3, 2011

Car Wars City Blocks 3

Race in Style . . .

Car Wars City Blocks 3 – Arena! No more plain vanilla raceways; you can customize your own arena. This set lets you build up to a 48" x 40" or 64" x 32" arena. Add ramps, overpasses, and underpasses to challenge the daring. Increase media coverage and prestige with TV bunkers. And, for those unlucky duellists, scatter a few pedestrian bunkers and bolt holes. Capture the true adventure of autoduelling at its best, with Car Wars City Blocks.

36-page PDF. Stock #30-7139, $5.00.
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Shipped March 3, 2011

GURPS WWII Classic: Grim Legions

Join the brave, proud, and doomed men carrying Mussolini's "8 million bayonets" into battle in GURPS WWII: Grim Legions, a sourcebook on the Italian armed forces.

This 48-page book includes a summary of the war as seen, and endured, through Italian eyes; descriptions of Italian military organization and tactics with a roster of Italian land, naval, and air units during the war; distinctly Italian character concepts, including the elite and cutting-edge underwater commandos; Italian small arms and fighting vehicles from the reliable Beretta to their hopelessly outdated armor; campaign seeds and suggestions, and much more!

Written by Italian WWII enthusiast Michele Armellini, this small book provides a wealth of detail about Italy's supremely competent, but little respected military rarely found in English-language references. Rally under the banner of Il Duce and explore the quixotic Italian war today!

(Note that this is an e23 reprint of a GURPS Third Edition product.)

51-page PDF. Stock #30-8010, $4.00.
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New!  * Coming April  * Coming May  * Coming June  * Coming July  * Coming August  * Further Out  * Previously Shipped...  * All upcoming releases – text only, no cover art

Steve Jackson Games
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