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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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Ogre Pocket Edition

The giant tank rumbles toward its target . . . its guns are destroyed, its movement crippled, but only a few defenders are left. Will they stop the robot juggernaut, or will it crush the Command Post beneath its gigantic treads?

Ogre was Steve Jackson's first game. First released in 1977, it set a new standard for fast, exciting boardgame play. Over 25 years after its release, Ogre earned a spot in James Lowder's popular book Hobby Games: The 100 Best.

In 2012, Steve Jackson Games launched the "Designer's Edition" of Ogre on Kickstarter. . . a 24-pound box with giant maps and several hundred counters, retailing for $100.

Now Ogre Pocket Edition takes the game back to its roots. A small rulebook, 140 counters, and the same bare-bones map Steve drew himself for the very first printing. And the price is the same as it was in 1977: $2.95. ($2.95 in 1977 dollars translates to be over $10 today when adjusted for inflation; this is Steve's way of saying 'thank you' for your support for Ogre over the last three decades.)

Despite its "pocket" size, Ogre Pocket Edition will have more than enough counters to play all five of the "Ogre vs. Command Post" scenarios. It includes two different conventional forces (a Black force and a White force), with a whopping eight White Howitzers! That's a whole lot of gameplay for $2.95.

A 20-page rulebook, 8.5" x 14" map, and 140 diecut counters, in a plastic bag with header card. Stock #1112, UPC 837654321737. $2.95.
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Munchkin Legends (Reprint)

Become a Munchkin of Myth!

Prepare to fight the creatures of legend . . . and take their stuff!

In Munchkin Legends, you'll face mythical monsters and collect legendary treasures. Challenge the Boogie Man to a dance-off . . . and cheat by wearing Achilles' Heels. Hide from the spells of the Wicked Witch of the Midwest in your Bermuda Shorts of Invulnerability. And if you think you're up to it . . . release the Kraken!

Munchkin Legends is a stand-alone set . . . or combine it with the original Munchkin for a legendarily wacky game!

168 new Munchkin cards, a custom die, and a rulesheet. Stock #1490, UPC 837654321782. $24.95.

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Epic Munchkin (Reprint)

Does your Munchkin adventure end too soon? There you are, multi-raced and multi-classed, with three hands full of killer items, buffed up with sidekicks and Steeds and Powers . . . and the game's over. Rejoice, for Epic Munchkin is here. You will find gathered in this one set the Epic rules for all Munchkin core sets and supplements published by Steve Jackson Games through October 2014.

16-page PDF. Stock #37-2011, $FREE.
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Munchkin Zipper Pull

Official Munchkin Rule

You may reroll a die once per game per zipper pull attached to a bag or item of clothing you are wearing. You can only reroll each roll once. You must actually zip (or unzip) that zipper to reroll the die, so please consider your zipper pull placement carefully!

Five rubber Munchkin zipper pulls in a small plastic bag. Stock #5575, ISBN none - W23 only. $5.00.
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Munchkin Metal Pin

Official Munchkin Rule

Each Munchkin Pin you are wearing gives you a +1 bonus in combat. After each fight you are in, win or lose, roll a d6. If you roll equal to or less than the number of Munchkin Pins you are currently wearing, remove one pin. You may not wear more than one pin of each color during any game.

One 1.5x2 inch brushed-metal Munchkin pin. Stock #5576, $5.00.
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Pyramid #3/68: Natural Magic

Nature Is Magic!

Arcane forces can be pretty wild . . . and the wilderness can be pretty arcane! This month's Pyramid -- the PDF magazine for roleplayers -- looks at how the natural and supernatural collide . . . for good and ill. This preternatural publication presents:

  • "The Magic Desert," a sandy site to explore (or escape). Written by GURPS Fantasy-Tech 1: The Edge of Reality author Matt Riggsby, it includes detailed information on this location's landscape, flora, and fauna -- including GURPS stats for a half-dozen threats for fantasy heroes to encounter.
  • "Magic of the Shaded Woodlands," a new GURPS magical style for the dark elves of GURPS Banestorm (or any tree-tending terrors). It provides new spells, full GURPS stats for one such practitioner, and more.
  • "Ars Metallica," an expansion of GURPS alchemical ideas from GURPS Thaumatology: Chinese Elemental Powers author William H. Stoddard. Tap the potential of mercury, tin, lead, and other metals, with 40 new effects.
  • "Dark of the Woods," this month's Eidetic Memory offering from GURPS Banestorm: Abydos author David L. Pulver. This systemless adventure outline has the heroes involved in the intrigues of a wealthy merchant's daughter and a nature-worshipping cult.
  • "Green Power," a collection of 14 forest-themed abilities using the GURPS Powers framework, from Locations: St. George's Cathedral author Michele Armellini.
  • "Designer's Notes: Wilderness Adventures," Sean Punch's behind-the-scenes look at GURPS Dungeon Fantasy 16: Wilderness Adventures. This feature describes new Dungeon Fantasy lenses for the elemental druid, high druid, and life-force wizard, plus lots of other breathtaking bits.

This month's Pyramid also offers a Random Thought Table that looks at how to ramp up the power of nature-minded mages, plus an Odds and Ends that reveals ways for keeping them under control. The natural world can be a magical place, and with this issue of Pyramid, you'll see the forest for the trees like never before!

38-page PDF. Stock #37-2668, $7.99.
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GURPS Classic: Ultra-Tech

Welcome to the Future!

GURPS Ultra-Tech is a sourcebook for science-fiction technology, from the near future to the farthest reaches of imagination. Ultra-Tech is an invaluable companion for GURPS Space or any GURPS campaign that needs incredible technological equipment. Used with GURPS Supers, it provides gadgets for heroes and villains. Inserted into a GURPS Horror campaign, Ultra-Tech technology can demonstrate that not all terror comes from the supernatural. It can also equip any mad scientist of the 1930s for GURPS Cliffhangers. Whatever the setting, Ultra-Tech has the tools to do the job.

Ultra-Tech covers personal equipment from TL8 (the near future) to TL16 (super-science and beyond), including:

  • Personal Weapons -- From caseless assault carbines and monomolecular-edged swords to plasma rifles and tachyonic disruptors.
  • Personal Protection -- How do you stop a gamma-ray laser rifle? Try a military cybersuit with thermal superconducting armor and a personal force screen.
  • Heavy Weapons -- Hunter missiles, strobe mines, and laser-guided grenades offer ultra lethality.
  • Medicine -- Super-science can heal, rebuild, and even improve on nature. Death itself can become a temporary inconvenience.

And still more gadgets! Living biosuits, computer implants, holographic projectors, energy webs, psionic amplifiers, neutrino communicators, robot factories, chameleon cloaks, intelligent starships . . . there's something for every crisis at every tech level.

GURPS Ultra-Tech is designed for use with the GURPS Basic Set, Third Edition, Revised. It is a valuable resource for any science-fiction roleplayer or Game Master using any game system.

131-page PDF. Stock #30-6032, $7.99.
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Illuminated Hipster T-Shirt

Is this shirt certified organic? No? Then never mind. Go buy Hipster Dice instead. Or not. Whatever.

One T-shirt. Stock #9185, $25.00.
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GURPS Dungeon Fantasy 16: Wilderness Adventures

Back to Nature

Is a dungeon absolutely essential to killing things and taking their stuff? Not really! Every fantasy hero spends at least as much time trekking through the wilds as skulking underground -- and of course the great outdoors is big, which spells opportunity. So don't let the "Dungeon" in GURPS Dungeon Fantasy 16: Wilderness Adventures fool you. This weighty work gives you the tools you need to show Nature who's boss:

  • Adventurers. Learn which fantasy professions are wilderness-ready, how to whip pasty city boys and tunnel-crawlers into shape, and what Allies and henchmen to bring on the trip.
  • Equipment. Buy new wilderness gear -- including boats, carts, and other vehicles -- and find out what old stuff is worth its place in your pack.
  • Tasks and feats. Exploit detailed rules for camping, foraging, travel, and mapping . . . wilderness stunts and movement . . . scouting and tracking . . . and of course outdoor combat!
  • Challenges and dangers. Know your surroundings, from purely static terrain and weather, through dynamic hazards like avalanches and tornadoes, to deliberate traps and ambushes.
  • The big picture. Discover how to work all this into an existing campaign or a new one -- with practical advice on matters of setting and scale.
  • And more! Getting lost, aerial scouting, mounted combat, making stone axes, despoiling nature, being shipwrecked, druidic abilities in the wild . . . if it's wilderness-themed, it's here.

Whatever your outdoor needs might be, GURPS Dungeon Fantasy 16: Wilderness Adventures is sure to help you dig your GURPS Dungeon Fantasy campaign out of a hole!

60-page PDF. Stock #37-0327, $9.99.
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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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