Old-school dungeon-crawling is at its best in The Fantasy Trip. This book covers roleplaying, character creation and experience, and advanced magic and combat rules for players who already have Melee and Wizard. First released in 1980 and unavailable for decades, In the Labyrinth is back in a new, expanded, and improved edition for daring dungeon-delvers!
Hardcover; 176 pages.
Oh, give me a home where the Jackalopes roam
And the Dudes and the Buckaroos play,
I'll slay and I'll loot, give the monsters the boot,
And the dice are not loaded, no way.
The Good, the Bad, and the Munchkin Complete Edition takes on the Wild West! Forget dragons and goblins -- Jackalopes and Davy Croc have just as much treasure. Those plains may seem wide open, but there's lots of monsters to kill, and lots of stuff to take.
Become a Cowboy with a Twenty-Gallon Hat, or an Indian on a Catamount. Fight Wild Bill Hiccup, the Killer Jalapeño, and a Barber Shop Quartet. Take The Annual Bath for an extra level. Or just pal around with your sidekick the Greenhorn, until you sacrifice him to distract a monster.
The Good, the Bad, and the Munchkin Complete Edition is a stand-alone Munchkin game, including all the cards from Beating a Dead Horse and all the promo cards and bookmarks we've ever made for The Good, the Bad, and the Munchkin! Steve Jackson and John Kovalic have teamed up again to put puns to paper like no one else can. Head 'em up and move 'em out, and get ready to wander the Grim Roper into somebody else's combat, and make him Rootin' Tootin' for +10 . . .
227 cards, two bookmarks, and a custom six-sided die in a box.
The mighty Thorsz is hiring guards. But the test is a killer. You have to make it through his labyrinth full of traps, monsters, and other would-be guards!
These adventures can be played by a single player or a group of up to four. You can even play with a GM, but you don’t need one . . . these are “programmed adventures” that take you through the labyrinth. Your choices – and whether you conquer or flee – determine what paragraph you go to next. Until you succeed, gaining rewards and honor . . . or lose.
Death Test is 24 pages of murderous goodness. Death Test 2, the sequel, is twice as long and at least twice as deadly. These games use the Melee map and the Melee and Wizard rules.
Rulebooks and 66 counters. You'll need Melee and Wizard to play.
They are all around us. Secret conspiracies are everywhere. In Illuminati, you increase your wealth and power to take over the world until only YOU reign supreme.
Now, this classic game of conspiracy and world conquest has been updated to include current events and up-to-date references! Illuminati is for two to six players and contains 110 cards with new card back designs. It features new art created by Lar deSouza, known for his 2008 Shuster Award-winning online comic Least I Could Do.
As a winner of the Origins Award for Best Science Fiction Boardgame, Illuminati is one of the all-time greats. Now that it has been modernized for the 21st century, you'll wonder whether it's really only a game as you scheme your way to world domination!
Includes rules, 110 cards, 8 giant-sized reference cards, 2 sheets of money counters, and 2 dice.
Munchkin Steampunk (Reprint)
Grab your gears, put on your top hat, whack the monsters, and grab the treasure . . . with the power of SCIENCE! Munchkin Steampunk brings the zaniness of Munchkin to the pseudo-Victorian steampunk era. Bully!
168 cards, a die, and a rulebook.
Munchkin Pathfinder 2 – Guns and Razzes (Reprint)
In this expansion, you get a new class and a new faction for the hit game Munchkin Pathfinder! You can become a Gunslinger and shoot 'em up in the popular Pathfinder setting. Or you can join the Razmiran Vision, a new faction that benefits from backstabbing. (What could be more Munchkin?) Plus, there are plenty of new Monsters and Treasures in this 112-card supplement.
This is an expansion for Munchkin Pathfinder. It is not a stand-alone game.
112 cards in a tuckbox.
Deserts are a balance between life and death . . . and perhaps nowhere is that more true than in the long-buried Tomb of the Wizard-King. This new Fantasy Trip adventure by Christopher R. Rice pits an undead madman against the heroes. But first they'll have to fight their way past an equally unhinged sorcerer who wants to become undead.
The idea that spirits are associated with animals, locations, and natural forces is widespread. Shamans, medicine men, channelers, and other spirit-workers of cultures that hold such beliefs don't merely communicate with these entities – they invite possession, sometimes physically transforming into something else for the duration. This is a path to great power, but it isn't without risk and it demands profound respect.
GURPS Powers: Totems and Nature Spirits looks at how to represent such practices within the framework of GURPS Powers. Contents include:
Everything you need to bring the spirit world into the material one!
Minor thefts lead to a major mystery! This new adventure from Greg Poehlein for The Fantasy Trip has the heroes test their mettle against strange beasts where many of the usual rules of battle no longer apply. It's up to the adventurers to investigate The Clockwork Tower and figure out what makes it tick!
Ready for a nice getaway? Visit the Temple of Dolosia and relax! Let the soothing mud baths and warm sulphur springs wash your tensions away. But you may want to bring your sword, just in case. In this new adventure by David Pulver for The Fantasy Trip, the gentle priests of Dolosia are gone from the spa. There's Fire in the Temple . . . and someone's going to get burned!