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New And Upcoming Releases

New!  * Coming August  * Coming September  * Coming October  * Further Out  * Previously Shipped...  * All upcoming releases – text only, no cover art

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Munchkin Triple Play Set 1

Three mini-expansions to spice up your Munchkin sets!

  • Naughty & Nice: Add some holiday spirit to your Munchkin game!
  • Skullkickers: The hit Image comic comes to Munchkin!
  • Fish & Ships: More Ships and more Sharks for Munchkin Booty!

These are expansions for Munchkin. They are not stand-alone games. The packs inside are neither collectible nor randomized.

45 cards, rulesheet. Stock #4241, UPC 837654322086. $15.95. Buy Now!

Munchkin Triple Play Set 2

Three mini-expansions to spice up your Munchkin sets!

  • Easter Eggs: Bunnies and chocolate and monsters and treasure!
  • Penny Arcade: The hit webcomic comes to Munchkin!
  • Space Ships: Just what every Star Munchkin needs: Ships!

These are expansions for Munchkin. They are not stand-alone games. The packs inside are neither collectible nor randomized.

45 cards and rulesheet. Stock #4242, UPC 837654322093. $15.95.

Munchkin Zombies Kill-O-Meter (Reprint)

The best Munchkin fights are the ones where everyone plays cards to keep the levels bouncing up and down! But it can be hard to keep track. Now you'll never have to stop and recount again!

With the Munchkin Zombies Kill-O-Meter, whenever a card hits the table, you turn the dials to keep track of your new total. No braaaaaiiins required.

The Munchkin Zombies Kill-O-Meter comes with two special Munchkin Zombies bonus cards . . . and since the dials can be read from either side, we put the zombie munchkins on one side and their foes on the other.

One two-sided combat counter and two Munchkin Zombies cards. Stock #5524, UPC 837654321102. $6.95. Buy Now!

Munchkin Zombies 4 Spare Parts

Once More Unto The Brain, Dear Friends

The undead munchkins return once more in this 56-card expansion for Munchkin Zombies, with a bunch of new ways to get those pesky survivors and eat their braaaaaaaiiiins! Take on a new Power, Solo, and show the other zombies on the block who's boss. Pick up the Spare Parts and Bowling Gloves and take on Your Ex-Roommate! Get Your Second Wind so you can defeat the formidable Surgeon General, but make sure you don't get hit with Curse: Dead Heat!

This is an expansion for Munchkin Zombies. It is not a stand-alone game.

56 cards in a tuckbox. Stock #1493, UPC 837654321966. $10.95. Buy Now!

+6 Bag o' Munchkin Zombies

Show off your brain-eating munchkinosity in style! Use these six Munchkin zombie pawns in your Munchkin games . . . or in any game! Use them to mark your place, and get some special munchkiny benefits while you're at it. Based on the Munchkin Zombies illustrations by John Kovalic.

Six plastic Munchkin Zombies pawns in six different colors and two cards, polybagged with a punched header card. Stock #5568, UPC 837654321980. $6.95. Buy Now!

Munchkin Journal Pack 1

Chronicle all your adventures, secret plots, and laundry lists in the Munchkin Journals! Three pocket journals, one each with covers from Munchkin, Star Munchkin, and Munchkin Cthulhu. Plus a new Munchkin card!

Three 48-page pocket journals, one new Munchkin card. Stock #5573, UPC 837654322062. $9.95. Buy Now!


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AADA Road Atlas V4: Australia

G'Day, Duel Mate!

The economic superpower of 2038, Australia has triumphed during the crises that have ruined a world. Aussies eat "real" (non-algae) food, drive petrol-guzzling cars, and support national and regional duel circuits. But how can visitors to the Land Down-Under know what perils await? Consult . . . The AADA Road Atlas and Survival Guide, Volume Four: Australia.

Australia is the fourth volume -- following The East Coast, The West Coast, and The South editions -- of an ambitious project by your American Autoduel Association. The AADA Road Atlas and Survival Guide will tell you everything you need to know about this continent-sized nation, including roads, politics, police, quarantine regulations, and which truck stops are overpriced.

Learn the truth behind:

  • Anarchy in New South Wales. Do cycle gangs control the countryside? Do they "broker" travel arrangements?
  • Forced-labour gangs in Queensland. Are the Asian refugees really "slaves" in the cane fields?
  • Premier Harrington, the autocrat of Victoria. Where will martial-arts training for poor city youth lead?
  • Triad and the Khmer Noir. Does a refugee-liberation organization really exist? Has an Oriental crime syndicate penetrated Australian society?
  • More! The AADA's first guide to Antarctica! A dictionary of Aussie slang! The Contents of Stomach form -- no tourist should be without this!
  • Plus even more.

The AADA Road Atlas and Survival Guide: Australia is more than just an Australian atlas. Perceptive duellists should check out these features perfect for aficionados of GURPS Autoduel and Car Wars:

  • Complete fuel rules for petrol (for GURPS Autoduel) and ethanol.
  • Guidelines for campaigning down-under, including a guide to Australia's native organizations.
  • Mini-adventures for GURPS or Car Wars, including a native Aussie sport: test autoduel.
  • "2,000 Metres, Straight Down," a complete adventure for GURPS Autoduel. As a member of a duelling team in the nationally televised Death Duel Sunday, can you outwit the forces that seek to control you?

From the pyramids of Sydney to the oil fields of Antarctica, you can't find a better reference work than The AADA Road Atlas and Survival Guide, Volume Four: Australia.

(This is a digital reprint of a supplement designed for Car Wars and GURPS Third Edition.)

68-page PDF. Stock #30-6304, $2.99. Buy Now!

Pyramid #3/66: The Laws of Magic

The Laws of the Universe Are Magical!

Mystic circles, arcane pacts, and fundamental forces you don't want to defy -- such are oft the ways of magic. This month's Pyramid -- the PDF magazine for roleplayers -- presents a look at magic where doing the impossible means following the rules . . . and sometimes bending them, if you can get away with it. This spellbinding issue includes:

  • "Alternative Ritual Path Magic," an incredibly meaty supplement of optional possibilities for GURPS Thaumatology: Ritual Path Magic. Learn how to combine Ritual Path magic with other GURPS systems, including Book magic, Divine Favor, effect shaping, realms, symbols, and much more. This supplement-sized feature is sure to offer untold opportunities for practitioners of Ritual Path Magic!
  • "Ritual Path Specialists," new rules that make Ritual Path Magic magicians specialists in their arcane arts . . . written by that supplement's author (and GURPS guru), Jason "PK" Levine.
  • "The Azure Dragon," this month's Eidetic Memory installment from GURPS Banestorm: Abydos author David L. Pulver that details the history and powers of a tome designed to bring celestial enlightenment. For those who dare unravel its secrets, it also describes the occult artifact's GURPS Thaumatology Book magic abilities.
  • "Thoroughly Modern Magic," an update of the magical mass-production rules from GURPS Technomancer to GURPS Fourth Edition. Any sufficiently advanced magic is indistinguishable from technology!
  • "The Material Difference," an optional overhaul of the GURPS item-enchantment process that will have your heroes building magical goodies like never before. These daring ideas -- including a list of sample materials -- were assembled at great risk by the driving force behind GURPS Dungeon Fantasy, Sean Punch.

This month's Pyramid also features a Random Thought Table with ideas on how to make and break laws, plus an Odds and Ends that reveals options and mysteries thought long-buried. It may be a law that magicians never reveal their secrets, but this issue of Pyramid is all about pushing the limits of those laws!

40-page PDF. Stock #37-2666, $7.99. Buy Now!

AADA Road Atlas V3: The South

The South Will Rise Again

History has not been kind to the southern United States, but through it all, the South has fought back with fierce pride and determination. Visitors will find much to admire in the South, but there is much to fear as well. How does the traveler know which way to turn? Consult . . . The AADA Road Atlas and Survival Guide, Volume Three: The South.

The South is the third volume (following the popular editions on The East Coast and The West Coast) of an ambitious project by your American Autoduel Association. The AADA Road Atlas and Survival Guide will tell you everything you need to know about each region, including the roads, politics, police, tourist attractions, and even the best restaurants and truck stops.

Find out the real story behind:

  • The Confederate Commando Corps, an Arkansas-based group dedicated to the return of the "glory days" of the South.
  • South Carolina's Governor-For-Life Charles Jordan. Is he a hated tyrant, or the region's last hope for stability?
  • The Goremongers, a cycle gang that controls a large chunk of Alabama.
  • Los Disneys, the new capital of Florida.
  • and more . . .

But The AADA Road Atlas and Survival Guide: The South is more than just an atlas of the South. It also features the following valuable material for fans of GURPS Autoduel and Car Wars:

  • A complete rundown on criminal gangs of every type, from rag-tag street gangs to disciplined cycle marauders, and even the Mafia!
  • Campaign guidelines for GURPS Autoduel GMs, with advice for setting an adventure in any part of the South.
  • Mini-adventures for GURPS or Car Wars, each set in a different part of the region.
  • "Intrigue in Los Disneys," a complete adventure for GURPS Autoduel. Florida Governor Bart Lesion fiddles while Rome burns; his people live in squalor while he uses their tax money to expand his fine art collection. When you are recruited to end the governor's reign "with extreme prejudice," are you saving thousands of lives, or are you just a pawn in a bigger, deadlier game?

(This is a digital reprint of a supplement designed for Car Wars and GURPS Third Edition.)

68-page PDF. Stock #30-6303, $2.99. Buy Now!

GURPS Template Toolkit 1: Characters

A Template for Your Templates

Character templates eliminate a lot of the fuss and headache of character design for new GURPS players, and provide even veterans with inspiration that can help them get over writer's block. The catch? Templates shift much of this load onto the GM, who might suffer from headaches and writer's block of his own!

GURPS Template Toolkit 1: Characters comes to the rescue with practical, step-by-step advice on how to create good character templates customized to your campaign. After a quick refresher on what templates are and what they're good for, this primer launches into extensive guidelines on designing templates individually and in sets. Topics include niche protection, player choice, point-cost optimization, lenses, and template notation.

But that's not all! Players will also find this supplement useful, even in a campaign that won't use templates. Its detailed advice on template design doubles as a guide to designing efficient characters who can fill solid roles.

48-page PDF. Stock #37-0147, $9.99. Buy Now!


New!  * Coming August  * Coming September  * Coming October  * Further Out  * Previously Shipped...  * All upcoming releases – text only, no cover art

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