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

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Shipped July 28, 2014

Munchkin Pathfinder Deluxe

The award-winning game of killing monsters and taking their stuff meets the award-winning universe of the Pathfinder Roleplaying Game in Munchkin Pathfinder Deluxe!

Try out new classes like Alchemist and Witch. Join a faction to become an Eagle Knight or a Red Mantis Assassin. Arm yourself with the T-Bone Stake and the Armor of Insults. You’ll need them to defeat the Ghoul Friday, the Whispering Tyrant, and especially Lamashtu, the Mother of Monsters. But first you’ll have to fight your way through all those goblins . . . and kill them and take their stuff.

Boxed game with 168 cards, rules, gameboard, character standies, and die. Stock #1498, UPC 837654322185. $29.95.

Shipped July 21, 2014
Shipped July 14, 2014

Munchkin Messenger Bag

Our Munchkin Messenger Bag is the perfect accessory for a Munchkin gamer on the go! It's designed to store over a thousand cards—two core sets and two Munchkin Boxes of Holding—and still leave you room for accessories, water bottles, pencils, and dice!

Of course, we're also including some awesome swag with it: four unique Munchkin cards (two Doors, two Treasures) and one custom, never-before-seen 25mm d6! And like all other Munchkin accessories, the bag comes with its own special rule!

One messenger bag, one custom d6, and four cards. Stock #5570, UPC 837654322116. $74.95.

Munchkin Board of Health

It's a gameboard for Munchkin Cthulhu and Munchkin Zombies -- a dungeon room for every level and spaces for the decks and discards, so you can see who's surging ahead and who's hanging back to eat your brains. Includes two sets of male/female tokens in six colors, and matching colored markers with special in-game bonuses for each player! And you get eight brand-new cards, four for Munchkin Cthulhu and four for Munchkin Zombies!

One two-sided game board, twenty-four tokens, eight cards. Stock #5577, UPC 837654322154. $19.95.

Shipped July 7, 2014

R E P R I N T S 

Shipped July 21, 2014

Munchkin Impossible (Reprint)

Now the Munchkins are spies . . . eliminating the opposition, playing with self-destructing gadgets, and changing loyalties even faster than they change Headgear.

Be a Playboy, Tourist, or Assassin. Report to the Americans, Russians, British, or Chinese (it'll change!). Wield gadgets from the subtle Cigarette Dart Gun to the amazingly unsubtle Bazooka with Incendiary Ammo. Eliminate foes, from the pathetic Defective Defector, through the Interro-Gator and the Not So Secret Police, up to the mighty Super Spy himself. And (all together now) . . . Take Their Stuff!

You can play Munchkin Impossible by itself, or combine it with any number of other Munchkin games for more shameless silliness.

Boxed game with 168 cards, rules, and die. Stock #1446, UPC 837654320969. $24.95.

Shipped July 7, 2014

Munchkin Fu (Reprint)

If you loved Munchkin . . . look out. Here they come again.

"I'm a Ninja with the Dragon Tooth Katana!"
"I'm a Monk with the Sai of Spleen Mangling. Fear my Drunken Monkey Kung Fu!"
"I'm a Yakuza with a gun. Run away!"

The Munchkins are back! Now the game is chop-socky Hong Kong action. The characters are Samurai, Ninja, Yakuza, and Monks. The foes are mooks, demons, and assorted bad guys from all the worst martial arts films you've ever seen. Collect treasures and learn new styles to build up your character's powers. Kill the monsters, take their stuff, and be the first one to 10th level!

Created by Steve Jackson. Munchkin Fu is completely compatible with the entire Munchkin line.

Boxed game with 168 cards, rules, and die. Stock #1412, UPC 837654320587. $24.95.

Shipped July 7, 2014

Munchkin Quest (Reprint)

Kill the monster, grab the treasure, stab your buddy. That's what it's all about. Now, Munchkin comes to the boardgame.

You'll build your dungeon, a room at a time, from 24 heavy, double-sided tiles. Each shows a different room . . . some are good for certain characters, some are bad. Populate it with monster standies and let your munchkins run amok!

Cooperate with the whole group, adventure with a partner, or strike out on your own. You don't know what's behind a door until you open it . . . then another room is added to the dungeon. Battle monsters for power and treasure, or send them after your friends. Reach Level 10, and then get out alive if you can . . .

Designed by Steve Jackson and illustrated by John Kovalic, this boardgame doesn't take itself seriously. Except for the loot -- munchkins are always serious about the loot!

11.75" x 11.75" x 3.5" box, with two dozen 3.5" square heavy cardstock room tiles, dozens of link connectors, 200 full-color cards, over three dozen monster standies, dice, rulesheet, and enough tokens, level counters, and sculpted plastic pawns for four players. Stock #1470, UPC 837654320693. $59.95.


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Shipped July 24, 2014

Pyramid #3/69: Psionics II

Over-Mind Matter!

You can move mountains if you put your mind to it . . . sometimes literally! This month's Pyramid -- the PDF magazine for roleplayers -- looks at the power of the mind. This consciousness-expanding installment includes:

  • "A Little Bit Psychic," a meaty mini-supplement from GURPS mastermind Sean Punch. Add dozens of new perks and minor abilities to campaigns where psionics are not the focus, but would still be fun as a little spice.
  • "Mind and Body," a collection of new GURPS Martial Arts styles, martial-minded abilities in the style of GURPS Psionic Powers, new perks, and more!
  • "The Overmind Institute," this month's Eidetic Memory offering from GURPS Psi-Tech author David L. Pulver. Learn more about this shadowy organization whose clues have been sprinkled throughout the pages of Psi-Tech (and other supplements). Add this group as a significant threat to any mental-minded modern-day campaign (including GURPS Monster Hunters). Discover the Institute's history, various shadowy programs it's involved with, and GURPS stats for a typical Overmind Institute scientist.
  • "The Pyramid Farm," an excellent (systemless) adversary whose secrets and deceptions bury a truth that perhaps should have remained sealed away . . .
  • "Expanded Psi for Sandmen," supplemental ideas for GURPS Horror: The Madness Dossier. Augment that terrifying setting's possibilities with new psionic abilities, options, and template changes, as presented by Psionic Powers author Jason "PK" Levine.

This month's Pyramid also offers a Random Thought Table that's thinking outside the brain, plus an Odds and Ends that includes bits that didn't mind if we squeezed them in there. With powers, possibilities, and perils never before seen, it's a no-brainer decision to pick up this month's Pyramid!

39-page PDF. Stock #37-2669, $9.00.
Buy Now!

Shipped July 21, 2014

Munchkin Apocalypse 2 Journal

Write down your thoughts in style with this compact journal, emblazoned with art from Munchkin Apocalypse 2 -- Sheep Impact! This journal is blank inside, and has a pocket where you can keep your smaller treasures!

48-page pocket journal. Stock #5580, $3.00.

Shipped July 21, 2014

Munchkin Treasure Hunt Journal

Write down your thoughts in style with this compact journal, emblazoned with great Munchkin art! This journal is blank inside, and has a pocket where you can keep your smaller treasures!

48-page pocket journal. Stock #5581, $3.00.

Shipped July 21, 2014

Chez Geek Journal

Write down your thoughts in style with this compact journal, emblazoned with art from Chez Geek! This journal is blank inside, and has a pocket where you can keep a card!

48-page pocket journal. Stock #5915, $3.00.

Shipped July 21, 2014

Illuminati Journal

Write down your thoughts in style with this compact journal, emblazoned with art from Illuminati! This journal is blank inside, and has a pocket where you can keep YOU'RE NOT CLEARED FOR THAT!

48-page pocket journal. Stock #5916, $3.00.

Shipped July 21, 2014

Eye in the Pyramid Journal

Write down your thoughts in style with this compact journal, emblazoned with the classic Steve Jackson Games logo! This journal is blank inside, and has a pocket where you can keep a card!

48-page pocket journal. Stock #5917, $3.00.

Shipped July 17, 2014

GURPS Classic: High-Tech

From Blunderbuss to Bazooka . . . and Beyond!

GURPS High-Tech is a sourcebook for the technology that extends man's mind and hands. On the battlefields of 14th-century Europe or in the lonely alleys of 20th-century America, adventurers need the best equipment. Whether the problem is navigating the trackless seas or stopping the monster cold in his tracks, GURPS High-Tech has the gadget for the job.

This book details the period from the ascendance of gunpowder (Tech Level 4) through the modern era (Tech Level 7).

High-Tech covers:

  • Personal Weapons -- From the matchlock musket to the assault rifle, with rules for loading, firing, malfunctions, and special weapon and ammo characteristics. There are complete descriptions and game stats for more than 100 small arms, including a few military weapons that won't be issued in this decade!
  • Personal Armor -- The development of gunpowder made body armor obsolete . . . or did it? High-Tech details many varieties of personal armor, including today's (and tomorrow's) high-protection combat vests.
  • Heavy Weapons -- From the muzzle-loading cannon to the homing missile . . . along with rules for weapon crews, forward observers, and tacticians. There are complete descriptions and game stats for more than 50 heavy weapons.
  • Explosives -- Complete rules for determining the explosive force of anything from a firecracker to an H-bomb, both in real-world terms (tons of TNT) and game terms (dice of damage).
  • Communication and Vehicles -- High-Tech traces the development of trade and transport, from heliograph to cellular phone, ox cart to space shuttle, in enough detail to let players and GMs know what is available or feasible in any period.
  • Medicine -- A concise survey of medical techniques and capabilities for each period.
  • Tools -- The "don't leave home without them" devices of every period, from flint and steel to the transistor radio.

GURPS High-Tech is designed for use with the GURPS Basic Set, Third Edition. However, aside from specific game stats, this sourcebook will be valuable to any roleplayer or Game Master. Descriptions have been made as detailed and informative as possible, for easy conversion to any game system.

131-page PDF. Stock #30-6018, $9.00.

Shipped July 10, 2014

GURPS Horror: The Madness Dossier

Can You Handle The Truth?

History is a lie. The truth is that the godlike Anunnakku enslaved mankind, co-opted language to program us, and established the superhuman šedu as our overseers. And that would have been The End if reality-warping disaster hadn't overturned everything in 535 A.D., leaving the true past forgotten but not gone, shoved from human memory by a collective delusion. Now the irruptors – servants of the Anunnakku, dimly remembered as monsters of myth – gnaw at the edges of our world, seeking to return their masters to power and history to the way it was.

Most humans are clueless about all this. Worse, those who discover snippets of the truth tend to worship the Anunnakku or irruptors as gods or turn the power of language and symbols to misguided ends, making the situation worse. Fortunately, a stalwart few are moved to defend our reality from forces that would rewrite it. Welcome to Project SANDMAN!

GURPS Horror: The Madness Dossier gives you everything you need to run a campaign featuring Project SANDMAN and its human, inhuman, and superhuman rivals:

  • The Truth. Discover the real history of the world, how it fractured from what we see today, and the dangers we face if everything old becomes new again – and learn about the origins of Project SANDMAN and the battle they fight for our reality, whether we like it or not.
  • The Warriors. Create high-end heroes using the eight included character templates, a unique martial art, and powerful mental disciplines for rapidly absorbing new skills, resisting mind control, and even swapping personalities.
  • The Tools. Gear up with specialized equipment, from the technological (drugs, surgical brain-hacking gear, and implants) to "reality shards" with amazing powers that defy explanation.
  • The Enemy. Battle an entire bestiary of powerful irruptors . . . not to mention human and more-than-human traitors.
  • The Weirdness. Dabble in the mind-bending words, memes, and potent symbols used by all sides of the secret war for reality.

In GURPS Horror: The Madness Dossier, the stakes are nothing less than losing your mind, your reality, and everything you believe to be true. Being an elite warrior means only that you know what the world stands to lose, and you willingly expose yourself to dangers far beyond your abilities. Who says that "scary" and "high-powered" don't mix?

65-page PDF. Stock #37-1682, $12.00.
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Shipped July 7, 2014

Ogre German Translation

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

Ogre was Steve Jackson's first game. Originally published in 1977, it became a hit as the first "Microgame," and is now considered a classic. Over 25 years after its release, it earned a spot in James Lowder's popular book "Hobby Games: The 100 Best."

Now the Ogre is is back. . . in German! This download includes the full Ogre Designer's Edition rules and scenario booklets, translated into German, ready for you to print and play with your copy of Ogre Designer's Edition!

24-page PDF, 12-page PDF, 2-page PDF. Stock #37-5020, $FREE.
Buy Now!


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

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