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New And Upcoming Releases

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

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Zombie Dice 3 School Bus

The living call it the School Bus. The zombies call it a lunch wagon.

Add the School Bus die to your Zombie Dice game for all sorts of craziness! The School Bus is full of tasty brains, but those kids are packing shotguns, too. You might find yourself chowing down on a brain buffet, chasing runners off the bus, getting run over, or getting double-shotgunned!

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

A 12-sided school bus die, 14 brain and shotgun counters, rulesheet. Stock #131334, UPC 837654322017. $8.95. Buy Now!

Munchkin Apocalypse 2 Sheep Impact

It's The End Of The World . . . Again

Have even more fun bringing about the End Times with 106 new cards for Munchkin Apocalypse! Arm your hardened survivor with the Patriot Axe and Ketchup Gas to take on the The Thawed Reich! Protect yourself with the Bomb Suit and Survival Manual, or the Antisocial Media will end you prematurely! Watch out for Disaster! Velocirapture! and terrifying new Seals like The Singularity! Play a new Class, the Daredevil, and thumb your nose at apocalyptic peril!

Sheep Impact is an expansion set; you will need Munchkin Apocalypse to play.

106 new cards for Munchkin Apocalypse. Stock #1504, UPC 837654322024. $19.95. Buy Now!

Munchkin Apocalypse Kill-O-Meter

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 Apocalypse Kill-O-Meter, whenever a card hits the table, you turn the dials to keep track of your new total. You don't have time to stop and count when the world is coming to an end . . .

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

One two-sided combat counter and two Munchkin Apocalypse cards. Stock #5572, UPC 837654322048. $6.95. Buy Now!


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AADA Road Atlas V7: Mountain West

Rocky Mountain Highways

The Mountain West is the seventh volume 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 Japanese daimyos' control over Montana.
  • Big League Unlimited Duelling (BLUD) -- Bruised but not broken, these brawlers beat the backroads of the Mountain West for vehicular battles.
  • Deseret, a dream-come-true homeland for the Church of Jesus Christ of Latter-Day Saints.

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

  • Vacation America. Now that the highways are safer, tourist attractions are becoming popular and profitable again.
  • Campaign guidelines for GURPS Autoduel GMs, with advice for setting an adventure in any part of the Mountain West.
  • Mini-adventures for Car Wars or GURPS, each set in a different part of the region.
  • "BLUD Money," a complete adventure for GURPS Autoduel. The duel of a lifetime -- BLUD's World Championship -- is interrupted by Arnie's All Stars, who kidnap BLUD hero Hamilton Burgess and steal the prize money. Is Burgess the victim or the mastermind behind the caper? Who is the Duellist in Gray? And can the PCs pull off their mission despite the BLUD Fiends?

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

67-page PDF. Stock #30-6307, $2.99. Buy Now!

Pyramid #3/67: Tools of the Trade - Villains

Bad Guys Need Great Goodies

A grim determination to make the world a more subjugated place isn't always enough. Whether you're a fantasy monarch, a superspy mastermind, or a Nazi officer, sometimes you need an extra edge . . . something those foolish heroes will never be able to overcome. This month's Pyramid -- the PDF magazine for roleplayers -- looks at resources that villains can use to bring their goals to fruition. This sinister installment includes:

  • "You and What Army?," a collection of tactical fantasy forces for GURPS Mass Combat, written by GURPS Locations: St. George's Cathedral author Michele Armellini. Learn each of these five groups' tactics, their leaders' motivations, and their Mass Combat stats.
  • "How Very Tempting," a GURPS guide to selling your soul for power and profit. Gain an understanding of what souls are worth, what you can get, and what happens when it's time to collect.
  • "Villain's Residence," this month's Eidetic Memory offering from GURPS Psi-Tech author David L. Pulver. Drop this mansion -- along with its blueprints -- into any modern-day setting, and then let the heroes try to break in . . . or out, if need be.
  • "Tigerphobia," a guide to one of the most-feared German tanks in all of World War II. GURPS High-Tech co-author Hans-Christian Vortisch offers GURPS stats for the tank and its armaments, Mass Combat details for a typical German Tiger company, and other secrets.
  • "The Compleat Jumpsuit," a guide to the faceless minions who keep your operations running. Written by Matt Riggsby (of GURPS Fantasy-Tech 1: The Edge of Reality fame), it features seven GURPS templates that cover a popular assortment of modern-day henchmen.
  • "Designer's Notes: GURPS Zombies," Sean Punch's insider look at the ultimate GURPS guide to the restless dead. It provides three new GURPS zombies, a campaign idea, and much more.

This month's Pyramid also includes a Random Thought Table that asks what happens if the heroes end up with this stuff. Whether you're looking to overthrow the nearby fantasy realm with some walking dead or just need a place to relax between super-spy schemes, this issue of Pyramid is a must-have for masterminds everywhere!

40-page PDF. Stock #37-2667, $7.99. Buy Now!

Mini Car Wars (Reprint)

Mini Car Wars is the easy-to-learn game of freeway combat in a future America.

Everything you need to play (except dice) is provided in this set – full-color paper playing pieces, road sections, markers for smokescreens, record sheets, and complete rules.

Game design by Jim Gould and Steve Jackson, based on the original Car Wars Pocket Box game.

Single sheet pamphlet. Stock #1314, UPC 837654322109. $2.50. Buy Now!

AADA Road Atlas V6: The Free Oil States

Bayous, Beef, and Black Gold

The Free Oil States is the sixth volume 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 republic, including the roads, politics, police, duelling arenas, tourist attractions, and truck stops.

Find out the real story behind:

  • The Second Civil War and how Texas used its nuclear arms to win the U.S. "Gulf or Bust" campaign.
  • The Brotherhood, the embodiment of a code of highway ethics that gives help and information to all truckers.
  • Gary Stevenson, the charismatic TV evangelist and former Louisiana "President for Life" who led his republic out of the Bad Years by means of an iron-fisted theocracy.
  • and more . . .

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

  • A complete rundown of the criminal gangs in the Free Oil States, including "Howlin' Jack" Houma and his Bayou Rats, the Oklahoma People's Front, and the Gulf Pirates.
  • Campaign guidelines for GURPS Autoduel GMs, with advice for setting an adventure in any part of the Free Oil States.
  • Mini-adventures featuring an attack by river pirates, a revolt against the jefes, and the incident that might spark the border tension between Texas and Louisiana into a full-scale war.
  • "Thirty Seconds Over New Orleans," a complete adventure for GURPS Autoduel. The hunt for a missing friend takes you from an Oklahoma oil-town full of religious fanatics, to the Texas highways, to a blimp high over the capital of Louisiana, in a desperate effort to find the mind-control secrets of a renegade reverend . . . before all the Free Oil States fall under his sway.

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

68-page PDF. Stock #30-6306, $2.99. Buy Now!

AADA Road Atlas V5: The Midwest

For a Fistful of Grain . . .

The Midwest is the fifth volume 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, AADA advisories, as well as the best restaurants and truck stops.

Find out the real story behind:

  • The Church of America and its charismatic leader, Donald LaMothe
  • KC-1's ruthless civic ordinances
  • The Grain Blight
  • Cattle drives of the 21st century
  • Corporate feuds of Detroit
  • and more . . .

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

  • A complete description of the three types of Fortress Towns that protect citizens from marauding gangs.
  • Campaign guidelines for GURPS Autoduel GMs, with advice for setting an adventure in any part of the Midwest.
  • Mini-adventures for Car Wars or GURPS, each set in a different part of the region.
  • "Murphys' Law," a complete adventure for GURPS Autoduel. The Murphys have struck a blow for human freedom against the accursed machines of KC-1. You are caught in the middle, and the only way to buy your own personal freedom lies in a chase across the Midwest. Can you stop the Murphys before they produce a bigger bang than they bargained for?

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

68-page PDF. Stock #30-6305, $2.99. Buy Now!

GURPS Power-Ups 6: Quirks

Small Problems, Big Fun

With GURPS characters, as in life, it's often the little things that matter most. Take quirks, for instance. At just -1 point apiece, you might think they don't count for much. That's one way of looking at things . .. but not the only way, and certainly not the most fun way!

GURPS Power-Ups 6: Quirks shows you just how much color a few quirks can add to your characters. It collects all the formally defined quirks published up to February 2013 and adds a bunch of totally new ones, many inspired by NPCs from GURPS supplements dating back as far as 1986. The result is nearly 200 quirks -- most of them highly customizable, many with numerous examples.

This volume also explores and expands the role of quirks. Ever wonder about what effects make a "fair" quirk? What can and can't be a quirk? The five-quirk limit? Graceful ways to handle adding, removing, or changing quirks? Here are your answers!

Whether you're looking for ready-to-go quirks, ideas you can quickly adapt, or just a little inspiration, GURPS Power-Ups 6: Quirks has what you need to populate your game worlds with interesting people.

37-page PDF. Stock #37-0145, $7.99. Buy Now!


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

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