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Shipped August 24, 2015
Shipped August 17, 2015
Shipped August 10, 2015

Munchkin Gloom

In Atlas Games' award-winning Gloom, the players compete to ruin their characters' lives. Unique transparent cards stack up on each character, making things worse and worse . . . and worse yet! Now there's a Munchkin-themed Gloom. Your hapless heroes can delve too deep, lose their loot, plummet down pits, and be backstabbed by buddies. It may sound tragic, but in Gloom that's a winning hand. For 2-5 players.

110 poker-sized, transparent playing cards and a rule sheet. Stock #AG1333, ISBN 978-1-58978-155-9. $29.95.

Munchkin Zombies: The Walking Dead

Based on the hit comic book series, this 56-card expansion to Munchkin Zombies lets you show your favorite Walking Dead characters who's really in charge. The undead rule!

Do battle with deadly living foes like Rick, Michonne, and Negan. Whack them with a deadly Katana or the brutal Lucille . . . take their stuff and shamble toward victory! Level up to become the most badass undead of all. Show the living that the world belongs to The Walking Dead.

56 cards and rules in a tuckbox. Stock #MU095-379, ISBN 700304046901. $11.99.
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Shipped August 3, 2015

Car Wars: The Card Game

Welcome to the sport of the future -- autoduelling! Killer cars battle with machine guns, missiles, autocannons, and flamethrowers. You're behind the wheel . . . and the last survivor wins.

This fast, fun game, based on Steve Jackson Games' award-winning Car Wars, includes six full-color car cards, 150 full-color playing cards, and short, easy rules.

A card game based on Car Wars! Stock #1401, UPC 837654322581. $24.95.


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Shipped August 24, 2015

Munchkin Bites! (Reprint)

It's the World of Dorkness!

The Munchkins are now vampires . . . and werewolves . . . and changelings. Bash through the haunted house and slay the monsters. The OTHER monsters. You can't slay your fellow munchkins, but you can curse them, send foes at them, and take their stuff. Of course . . .

This is a stand-alone game, which (of course) can be combined with other Munchkin games. And it's illustrated by John Kovalic. OF COURSE. See Igor, Gilly, and all the other Dork Tower characters in their munchkin-vampire finery . . .

So bring along your Coffin (+3!) and wield The Sword Of Beheading People Just Like In That Movie. Face foes like the Banshee, the Heck Hounds, and the dreaded Were-Muskrat. Smite them all, and be the first to Level 10 . . .

Boxed game with 168 cards, rules, and die. Stock #1419, UPC 837654320464. $24.95.

Shipped August 24, 2015

Munchkin Apocalypse (Reprint)

It's the end of the world!

In Munchkin Apocalypse, every possible natural (and unnatural) disaster has happened . . . or will happen during the game. You are a rugged survivor in a world full of people -- and things -- that want to kill you and take your stuff. So do it to them first!

This set introduces four new classes and a new, yet eerily familiar, card type: Disasters!

And what's with all these seals running around? Don't they know the world's about to end? You should really keep an eye on that seventh one in particular . . .

Boxed game with 168 cards, 12 seals, rules, and die. Stock #1503, UPC 837654321560. $24.95.

Shipped August 17, 2015

Car Wars Classic (Reprint)

Drive Offensively!

He triggered the rear guns once more. A direct hit! The blue car skidded as the driver lost control – then flipped and caught fire.

That would teach him not to tailgate . . .

Drive the freeways of the future -- where the right of way goes to the biggest guns. Players choose their vehicles -- complete with weapons, armor, power plants, suspension, and even body style. Then they take them out on the road . . . to come home as "aces," or to crash and burn. If a driver survives, his abilities improve, and he can earn money to buy bigger and better cars. Advanced rules let players design their own customized cars, trucks, and cycles.

Playing time 30 minutes and up, for players 10 and older. Any number can play . . . games with 2 to 8 are best.

Game components include:

  • 103 full-color game counters and separate Turning Key.
  • 64-page rulebook, plus extra tables and record sheets.
  • 2-sided game map, with autoduel arena and raceway.

64-page saddle-stitched instruction booklet, 8.5"×5.5" record sheet, 103 die-cut counters, four 12mm six-sided dice, a two-sided map, and a turning key, in a 6"×9" box. Stock #1400, UPC 837654320044. $19.95.

Shipped August 17, 2015

Munchkin Dragons (Reprint)

Here There Be Dragons!

Dragons are fearsome! Dragons are cool! Dragons have LOTS of treasure for munchkins to loot! Munchkin Dragons has 15 new cards. The treasures are wondrous indeed . . . but first, you've got some dragons to slay. Good luck.

This is an expansion for Munchkin. It is not a stand-alone game. This is NOT a collectible or randomized set. Every Munchkin Dragons pack is the same as every other.

Blister pack containing 15 cards. Stock #4235, UPC 837654321805. $5.95.


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Shipped August 20, 2015

Pyramid #3/82: Magical Creations

Conjure See How Magical This Issue Is?

Relics! Potions! Charms and more! All of these and other magical enticements have been created for you in this month's Pyramid, the PDF magazine for roleplayers. This issue's spellbinding summonings include:

  • "Dungeon Brewmasters," new rules for brewing potions and chemicals in GURPS Dungeon Fantasy, by Jason "PK" Levine, author of GURPS Dungeon Fantasy 5: Allies. You'll also get new lenses and power-ups for alchemists, plus new equipment, traits, and more!
  • "The Sorcerer," which lets you use GURPS Sorcery with Dungeon Fantasy to create bold new magic-wielders. Become a sorcerer with the included template, check out new Sorcery spells, and find other details to unleash this different form of magic.
  • "Eight Artifacts," this month's Eidetic Memory offering from GURPS Mass Combat author David L. Pulver. Discover eight objects of power (each with GURPS rules) that David Pulver used in his own fantasy campaign, from the lovely Orb of Yymoa to the umbrella of the fire witch Lady Zarafronia Flamebringer!
  • "The Hunter's Reliquary," a guide to relics in the realm of GURPS Monster Hunters from noted Pyramid author Christopher R. Rice. In the ongoing fight against The Enemy, an angel's feather or holy grail might provide just the edge you need to triumph.
  • "Instruments of Enchantment," a look at the magical potential of musical instruments, especially as it intersects with GURPS Thaumatology. It also offers six sample instruments that can unleash amazing power in the hands of the right musician.
  • "More Charms," a short Appendix Z addition that presents over 20 new amulets and talismans to Dungeon Fantasy.

This issue also provides a Random Thought Table that explores fertile new ground for creating unusual items, plus an Odds and Ends that has more magic and mayhem. Regardless of when, where, or how you access the arcane, the wonders within this volume will infuse your game with scads of scintillating new creations!

38-page PDF. Stock #37-2682, $9.00.
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Shipped August 6, 2015

GURPS Thaumatology: Sorcery

Unlimited Options, Unlimited Power

GURPS often treats spells as skills, balancing stronger magic not with point costs but by requiring more time, risk, energy, or all three. Yet wizards in some settings can conduct rituals -- even powerful ones -- quickly, safely, and repeatedly. These magic-users wield a kind of innate magic known as sorcery.

GURPS Thaumatology: Sorcery treats magic as a power and builds spells as modified advantages. This gives you the flexibility to create and cast any spell you can imagine, along with the confidence that it will follow clear and consistent rules. And because sorcery is limited only by point cost, its strength scales directly with the campaign's power level.

This tome contains everything you need to start down the path to enlightenment:

  • Complete, simple rules for creating sorcerers: Just choose Sorcery and Talent levels, and then pick a few spells!
  • Nearly 50 ready-to-use spells -- inspired by GURPS Magic but built using advantages -- with guidelines for creating more.
  • Rules for improvising spells you don't know. Though powerful magic is hard to improvise, sometimes a cantrip is all you need.
  • A complete enchanting system, with rules for creating your own artifacts or buying them (with money, not points).
  • Plenty of GM and player advice, including "Under the Hood" boxes explaining important assumptions, complex builds, and more.

GURPS Thaumatology: Sorcery puts you in complete control, giving you a potentially unlimited grimoire and as much power as you can afford. What will you do with it?

36-page PDF. Stock #37-1656, $9.00.
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New!  * Coming May  * Coming June  * Coming July  * Coming September  * Further Out  * Previously Shipped...  * All upcoming releases – text only, no cover art

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