Join the ranks of royalty . . . then go right back to killing monsters and taking their stuff. In style. We're putting the rage in peerage! Munchkin Princesses: all the noblesse, none of the oblige.
This is an expansion for Munchkin. It is not a stand-alone game. This is NOT a collectible or randomized set. Every Munchkin Princesses pack is the same as every other.
Reaching level 10 is TRULY mathematical!
Join Jake, Finn, and the rest of the Adventure Time gang in Munchkin Adventure Time! Battle to ward off foes, avoid magical curses, and fight monsters in an attempt to reach level 10 and win the game! Plus, now in a Munchkin FIRST, play as one of your 8 favorite characters with new custom character cards, each possessing a power that stays with you throughout the game (gender switches still included). Play Munchkin Adventure Time on its own, or jam-mash it with other Munchkin games.
May only be shipped to addresses in the US, Canada, and Mexico.For worldofmunchkin.com:
If ordering from Warehouse 23: This product may only be shipped to addresses in the US, Canada, and Mexico.
168 cards, 8 character mats, custom die, and a rulebook.
Faun and Games adds 56 more cards to the Munchkin mythology. You can use the Spear of Density to fight J.R.R. Trollkin, or fend off the Wendigo with your Hell Toupee. Play a new Race, the Faun, and caper out of danger . . . or into it!
56 cards and a rulesheet in a tuckbox.
Munchkin Fu 2 – Monky Business (Reprint)
Munchkin Fu won the Origins "Gamer's Choice Award" for the Best Card Game of 2003. How do you follow something like that? With more mooks, more mayhem, more monsters, more munchkins, more monks – especially more monks – in Munchkin Fu 2 – Monky Business!
Learn new styles like Kong Fu, Fee Fi Fo Fu, Sna Fu, and the ever-perilous Stomach Fu! Pick up dangerous new weapons like the Auspicious Ivory Gutting Hook and the Tofu Tonfa. Garb yourself in the Hong Kong Sarong. Slay foes like the Sex Gaki, Clamera, and Genghis Cong . . . and take their stuff!
The team of Origins-Award-winning designer Steve Jackson and mad cartoonist Greg Hyland (Ninja Burger, Munchkin Fu) are back again for Monky Business. It's got 110 evil and overpowered cards, plus two blanks to create your own. And of course, like all Munchkin sets, it's completely compatible with the original Munchkin and all its supplements and spinoffs, including Star Munchkin, Munchkin Bites!, and Munchkin Cthulhu.
112 cards and a rulesheet, in a box.
A great thing about GURPS is that its skill list covers not only classic adventuring tasks like combat, covert ops, and unsafe driving, but also social interactions, sciences, parrot-training, basket-weaving . . . And now, thanks to this new supplement, GURPS comes with options that can enhance certain action-oriented playing styles: wildcard skills that modify character sheets by replacing many standard skills.
GURPS Power-Ups 7: Wildcard Skills greatly amplifies on the few words in the GURPS Basic Set, giving you all of the "official" wildcard skills published up to November 2013 (more than 65 of them), plus:
If you enjoy cinematic, streamlined gaming without massive skill lists, then get GURPS Power-Ups 7: Wildcard Skills and see a whole new side of GURPS: the wild side!
For the fifth year in a row, we've produced some extra, never-before-seen cards* you can add to your Munchkin games. This year, we have a staggering 22 cards -- that's two goblin dozens! (Goblins aren't so good at math.) From our secret storage facility to your game, we present:
* Truth in advertising compels us to mention that Miss Moneybags also appeared in the 2013 booster. The reason is complicated and involves space-time warps, an especially blurry night at the government lab, and absolutely no errors** on our end whatsoever. If she's worth killing once, she's definitely worth killing twice, right?
** Would this face lie to you?
22 Cards in a zip locked bag.
It was August 2004 when the GURPS Basic Set for GURPS Fourth Edition made its debut. This month's Pyramid -- the PDF magazine for roleplayers -- celebrates the first 10 years of the Fourth Edition. Many of the authors who've brought the Fourth Edition to life are here, revisiting classic supplements with new options and material. This star-studded installment includes:
This month's Pyramid also offers a Random Thought Table that goes beyond imagination, plus an Odds and Ends with GURPS City Stats for 1720's Paris and some other secrets. Celebrate the first 10 years of the Fourth Edition with this Pyramid . . . and get ready for years of GURPS gaming goodness to come!
Wait, you can't drink brains!
Well, okay, you can if you have a blender big enough and the time to prepare, but now we're just splitting hairs. But what you can do with this lovely Zombie Dice Pint Glass, without even needing a blender, is enjoy your favorite beverage while supporting the pro-zombie agenda.
Actually, maybe your favorite beverage is something that requires a blender. We don't know.
One Pint Glass with Zombie Dice Logo.
Mighty barbarians hacking away with massive broadswords and battle-weary grunts with cordite-stung eyes come to life! GURPS Warriors expands upon the template system introduced by GURPS guru Sean "Dr. Kromm" Punch in GURPS Wizards so you can get on with the game!
Inside you'll find 29 warrior archetypes, along with templates and design advice allowing you to quickly and efficiently recruit your new warrior.
Templates include . . .
Warriors also provides many templates suitable for use by the GM as is to represent NPC soldiers, mercenaries, or guards.
Each template comes with four original characters, drawn from a wide range of settings, giving you 116 ready-to-use sample characters as well as historical background and information on the technology and tactics that helped shape many of these professions, to help you better detail these characters.
(This is a digital reprint of a GURPS Third Edition product.)
GURPS! A game with infinite possibilities. Even those familiar with this award-winning system may not feel they've mastered the fundamentals . . . and those just starting with this game may feel lost amid the possibilities. You want help. You could use a guide. You need How to Be a GURPS GM.
For the player, this supplement offers insight into how to create the perfect character to fit your vision, plus three examples of character creation and two new fantasy templates. The chapter dedicated to customizing combat and using various options can be particularly helpful for new and veteran players in making aggressive altercations even more exciting.
For the Game Master, the supplement discusses everything needed to run a campaign: how to prepare the game setting, assist the players with the creation of their heroes, create challenging and engaging encounters, and design and run the first adventure. The included overview of the Fourth Edition line, plus recommended resource lists for eight popular genres, can help the GM decide which supplements will be most helpful to craft his newest campaign.
This supplement also provides canonical insight from Sean "Dr. Kromm" Punch, who draws on years of experience answering questions and providing clarifications as the GURPS Line Editor. Throughout, it follows a group of example players new to GURPS, from when their GM first opens the Basic Set through the starting session of their inaugural adventure. How to Be a GURPS GM is an invaluable aid for getting started with GURPS, bridging the previously perilous step between reading the Basic Set and participating in your first game.
Half of power is knowing how to use it. With How to Be a GURPS GM, you'll be on your way to unleashing the full potential of GURPS like never before!