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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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Shipped July 6, 2009

Munchkin Level Counter for iPhone

Now all you iPhone-using munchkins can get an unfair, yet completely legal, advantage when you play Munchkin or Munchkin Quest!

The Level Counter keeps track of your level (duh). It also rolls a six-sided die (and doesn't cheat). But best of all . . . once per game, you get a Boon . . . an in-game advantage to help you kill the monsters, steal the treasure, and stab your buddy. There are almost 150 different Boons, all illustrated by John Kovalic. The higher your level when you ask for your Boon, the better it's likely to be. And when you reach the winning level, it plays a fanfare. Your friends will hate you . . .

Bonus features: counters for Chez Geek and SPANC (no Boons, though), and a very flexible interface for creating your own custom counters for other games.

And in the December 2009 update (Version 1.1), we added a Kill-O-Meter screen, so you can keep track of combats too!

This app is NOT a stand-alone game! It is a game aid for Munchkin, Munchkin Quest, and pretty much any other game where you need a counter.

The Munchkin Level Counter is $4.99 and is available in the iPhone App Store!

App for iPhone and iPod touch. Stock #5507, $4.99.


R E P R I N T S 

Shipped July 6, 2009

Deluxe Illuminati (Reprint)

They're all around us. Secret conspiracies are everywhere, and where can you find the only truth? Certainly not in the game of Illuminati. Fnord.

The object of Illuminati is to take control of the world. The phone company is controlled by creatures from outer space. The Congressional Wives have taken over the Pentagon. And the Boy Sprouts are cashing in their secret Swiss bank account to smash the IRS!

Two to six players compete to take control of groups ranging from the FBI and CIA to the Dentists, increasing their wealth and power for further takeovers, until one rules supreme. Every player has  different victory conditions! No ploy is too devious, no stratagem too low, as you scheme your way to victory.

Boxed game. Stock #1305, UPC 837654320037. $34.95.

Shipped July 6, 2009

Unnatural Axe Shirt (Reprint)

It's not just a fashion statement -- it's part of the game! The official Unnatural Axe shirt gives special powers to its wearer during a game of looting, pillaging, and backstabbing.

Official Tournament Rules:

  1. If you are wearing an official Unnatural Axe shirt*, you may draw one extra card from either deck when you start play and when you come back from the dead.
  2. Your game character is female, even if you are not. Yes, this means that removing or changing shirts will change your sex. (It will not, however, remove the combat penalty for a "Change Sex" curse.)
  3. The autograph of either Steve Jackson or John Kovalic on the shirt gives you the additional power to ignore the Kneepads of Allure once per game. With both autographs, of course, you can do it twice.
  4. Wearing two Munchkin shirts at the same time does NOT give another extra card, does NOT let you have both sexes at once, and does NOT let you use more than two autographs.
  5. Use of the Cheat card overrides Rule 4. (It doesn't matter which shirt is on the outside.)
  6. But under no circumstances is there any bonus for MORE than two shirts.

It is NOT an official tournament rule, but if you wish to make a house rule that a "Lose Your Armor" card requires you to remove your shirt(s), we cannot stop you.

*On your torso. Right side out.

Full-color image on a beige cotton T-shirt. Stock #9121, $21.95.

Shipped July 6, 2009

Munchkin Shirt (Reprint)

It's not just a fashion statement -- it's part of the game! The official Munchkin shirt gives special powers to its wearer during a game of looting, pillaging, and backstabbing.

Official Tournament Rules:

  1. If you are wearing an official Munchkin shirt*, you may draw one extra card from either deck when you start play and when you come back from the dead.
  2. Your game character is male, even if you are not. Yes, this means that removing or changing shirts can change your sex. (It will not, however, remove the combat penalty for a "Change Sex" curse.)
  3. The autograph of either Steve Jackson or John Kovalic on the shirt gives you the additional power to ignore the Kneepads of Allure once per game. With both autographs, of course, you can do it twice.
  4. Wearing two Munchkin shirts at the same time does NOT give another extra card, does NOT let you have both sexes at once, and does NOT let you use more than two autographs.
  5. Use of the Cheat card with two different shirts overrides Rule 4. (It doesn't matter which shirt is on the outside.)
  6. But under no circumstances is there any bonus for MORE than two shirts.

It is NOT an official tournament rule, but if you wish to make a house rule that a "Lose Your Armor" card requires you to remove your shirt(s), we cannot stop you.

*On your torso. Right side out.

Full-color image on a beige cotton T-shirt. Stock #9122, $21.95.


W 2 3 

Shipped July 30, 2009

GURPS Dungeon Fantasy 6: 40 Artifacts

"You open the chest and find a bone whistle and two crystal spheres full of swirling yellow smoke."

"Uh-oh . . . I remember the last bone item. And those purple spheres."

What would a dungeon crawl be without amazing treasures that you simply can't buy at Ye Olde Magick Shoppe? Boring! GURPS Dungeon Fantasy: 40 Artifacts saves GMs from this fate . . . and tempts players with items of power for their delvers to covet and drool over.

This compendium of loot offers 40 artifacts that are sure to spice up any Dungeon Fantasy camapign. From one-shot items like the Arrow of Negation to godly weapons such as Death's Reaper, there's something here for everyone. Even better, each item is easy to customize, and suggests multiple origins and variants, meaning that players will never be sure about what they've found.

These goodies are tailor-made for Dungeon Fantasy, but would be a welcome addition to any fantasy campaign.

24-page PDF. Stock #37-0310, $7.00.
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Shipped July 23, 2009

Munchkin Rigged Demo

This item contains everything you need to help you bring new victims . . . errr, gamers . . . into the wonderful world of Munchkin . . .

It includes a special 17-card demonstration deck, drawn from the original Munchkin set, with the cards numbered so you can stack the deck. (You will have to print out the cards and cut them apart.) With the included script, you can play out four turns that show the basic Munchkin mechanics in just a couple of minutes. Instructions, dialogue, and stupid jokes are included. Or use your own stupid jokes. Introduce your friends to the world of Munchkin today!

This PDF version of the Rigged Demo contains only the demo cards and script. No extra promotional cards are included.

8-page PDF. Stock #30-1451, $FREE.
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Shipped July 23, 2009

Pyramid #3/9: Space Opera

The future never seemed so retro, with this installment of Pyramid, the PDF magazine for roleplayers. This time, the theme is "Space Opera!" In this issue:

  • Threaten interstellar peace with four cosmos-concerning contraptions in "Doomsday Weapons." These generic devices come with adventure possibilities and can form the basis for a rousing space-opera tale, or even a campaign!
  • Peek behind the curtain with Rev. Jason "PK" Levine's Designer’s Notes for GURPS Psionic Powers. It includes insight into design decisions plus modifiers and options deemed too complex for the mainstream. And the Psionic Powers system is put to good use in the space-opera campaign framework "Agents of PSION," pitting psi-minded Earth heroes against monstrous humans from Mars!
  • Kelly Pedersen presents five new futuristic styles for GURPS Martial Arts in "Fight the Future."
  • Visit an odd planet where religion and psionic abilities have combined to form a curious society, in "Terra Incognita: Tangaroa."
  • Scan unusual items on your interstellar travels with this issue's do-it-yourself prop, the "Space-Opera Scanner."

In addition, Pyramid uses its tractor beams to haul in more goodies that make a magazine fun, including odds and ends, Murphy's Rules with Greg Hyland, reviews and recommendations that fit the theme, and a "Last Word," where we ask an industry luminary to pick a word or phrase related to the issue's theme. This month, Chris Birch -- co-author and line developer of Cubicle 7's Starblazer Adventures: The Rock and Roll Space Opera Adventure Game -- gives us the last word on space opera . . . the longest Last "Word" yet!

44-page PDF. Stock #37-2609, $9.00.
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Shipped July 16, 2009

GURPS Classic: IOU

Admit it. College would have been more fun if you were allowed to blow up the instructors. And you really would have liked to major in Military Biology, Anti-Social Sciences, Double-Entendre Bookkeeping, or Computer Wizardry. Too bad you didn't know about IOU.

Illuminati University is THE best place to learn Things Man Was Not Meant To Know. With departments like Weird and Unusual Science and Engineering, Inapplicable Mathematics, Misanthropology, and Zen Surrealism . . . not to mention extracurricular activities like Democrats for Cthulhu, Moopsball, and food fights that set off nuclear alerts . . . this is college as it should have been. And gadgets? Everything from the Crockpot of the Gods to the Enigmatic Alien Device Button-Pushing Table.

Illustrated by the one and only (two and only?) Phil and Kaja Foglio, this book supports three different campaign styles . . . Silly, Weird, and Darkly Illuminated. GURPS IOU takes you from creating a character to enrolling in classes, to study, finals, and the occasional academic blood feud, all the way to graduation.

If you survive.

(Note that this is an e23 reprint of a GURPS Third Edition product.)

131-page PDF. Stock #30-6072, $9.00.
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Shipped July 9, 2009

Transhuman Space: Personnel Files 3 – Wild Justice

Transhuman Space presents a rich and varied background that is excellent for near-now science-fiction gaming. But its rich in detail can make it difficult to know what to do with it. That's where Personnel Files come in handy.

When the assassins killed Steve Hollick and blasted his house apart, they made one mistake: They left two beings living on the site, and two more minds intact and ready to run. Now Hollick's security guard and the better-than-canine dog who was Hollick's masterpiece are out to even the score, aided by two artificial intelligences who also seem interested in justice.

The killers used military-grade hardware and bought off the local cops. What can one man from backwoods Tanganyika, one uplifted dog, and two rogue AIs do against an enemy whom they can't even name yet? They don't know, but they're going to find out.

Transhuman Space: Personnel Files 3 -- Wild Justice provides the basis for a campaign set in remote East Africa in the year 2100. It provides four fully detailed characters suitable for ready-to-run PCs, templates for new characters, or contacts in a different Transhuman Space story line. The supplement also comes with ideas for how to structure this campaign, plus a sample scenario and other adventure ideas to get the story started.

In a world of deep secrets and runaway technology, the heroes in Transhuman Space: Personnel Files 3 -- Wild Justice have a big job. It's up to them (and the players) how they pursue vengeance or justice -- and as Sir Francis Bacon said, "Revenge is a kind of wild justice . . ."

17-page PDF. Stock #37-6704, $6.00.
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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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