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New And Upcoming Releases

New!  * Coming December  * Coming January  * Coming February  * Coming March  * Further Out  * Previously Shipped...  * All upcoming releases – text only, no cover art

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Munchkin Naughty & Nice

It's a Munchkin Christmas tradition: a holiday-themed booster! Use the Candy Cane and Tannenbomb to fight off the Snow Angels and Holiday Spirits! Spike the Egg Nog to Go Up a Level! Be Naughty or Nice . . . or both at once!

Finseal pack containing 15 cards. Stock #4234, UPC 837654321676. $4.95.
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Cthulhu Dice Metšl

Serving Cthulhu is fun . . . except for all those other cultists out to get you. So get them first!

Cthulhu Dice lets you drive your rivals mad . . . very, very quickly. Players take turns rolling the big, beautiful, custom 12-sided die, embossed with tentacles, Elder Signs, and more. Destroy your opponents' sanity! Better yet, steal it. But watch out for Cthulhu -- when he comes up, he takes sanity from everyone! 18 glass Sanity marbles are included. Lose all your marbles and your're mad. The last sane cultist wins . . . unless everyone goes mad together. Then Cthulhu wins!

Cthulhu Dice plays in 5 to 10 minutes, and is fun for 2 to 6 players.

One large Metäl custom die, 18 glass marbles, baggie, and rules. Stock #131328, UPC 837654321638. $14.95.
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Munchkin Penny Arcade

Our newest Munchkin license is Munchkin Penny Arcade, based on Jerry Holkins' and Mike Krahulik's webcomic, Penny Arcade. Now the fun and the blowtorch come to the game table! With Mike Krahulik's "Gabe and Tycho" images, and card text by Steve Jackson, Munchkin Penny Arcade will make your Munchkin game just a little more surreal.

Finseal pack containing 15 cards. Stock #4201, UPC 837654321669. $5.95.
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GURPS Classic: Psionics

Mind Over Matter

Spies and police who can read your thoughts. New Age mysticism merged with ultra-technology. Psychic vampires. Mass minds of terrible power. Telepathic computers. Gifted children killed or kidnapped by a power-mad government. This is the world of GURPS Psionics.

Psionics is the ultimate sourcebook for psi powers. It includes a complete world background -- and the GM can use it as a resource for campaigns in any background.

In Psionics you'll find:

  • Unified Rules -- the psi systems from GURPS Basic Set Third Edition and GURPS Supers combined into a complete, official whole.
  • Psionic Abilities -- including Mindswitch, Combat Teleport, psychic vampirism, and cyberpsi.
  • More Rules -- featuring gestalts, group minds, latent psis, ghosts, psionic combat, and poltergeists.
  • Psionic Technology -- two chapters of psionic equipment, including psychotronic weaponry, dreamscanners, and psionic computers -- even psionic starship drives!
  • Campaign Advice -- on smoothly integrating psi into other GURPS worldbooks, or designing your own psi campaign.
  • Complete Campaign Background -- in which powerful psis struggle with secret government agencies and globe-spanning conspiracies in a world eerily like our own . . .

(This is an e23 reprint of a GURPS Third Edition product.)

Already converted to Fourth Edition? GURPS Powers covers all the mechanics from this book, though it doesn't include the setting information.

131-page PDF. Stock #30-6040, $7.99.
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+8 Bag o' Munchkin Babes & Pawns

Colors far too awesome for a rainbow . . . try our Bubblegum Pink, Ninja Black, Glow in the Dark, Frosted, and Invisible Munchkins and Munchkin Babes, all in one package!

These pawns were previously only available in our Gen Con capsule machine, but now you can get the complete set without using up all your laundry money. And of course, they have a rule!

Any time you are entitled to go up a level -- or when you do something that WOULD earn you a level if you weren't already Level 9 -- you may, instead, place a Munchkin pawn in front of you. In any combat, you may discard it for a 1d6 bonus. You may only have one in front of you at a time. Unless, of course, you "lose" these rules and tell the other players that you're allowed to have more. Six is a good number. Eight is even better!

8 pawns in a poly bag. Stock #5555, $10.00.

Munchkin Sweatshirt

Official Rules

  1. If you are wearing an official Munchkin shirt*, you may draw one extra card from either deck when you start play or when you come back from the dead.
  2. The Munchkin Sweatshirt counts as +4 Armor that may be worn along with other Armor. If you are forced to lose your Armor, you may remove the Munchkin Sweatshirt and keep all your other Armor.
  3. The autograph of Steve Jackson, Andrew Hackard, or John Kovalic on the shirt gives you an additional +1 bonus per signature.
  4. Wearing two or more Munchkin shirts does NOT give you both bonuses. The one on the outside rules.
  5. Use of the Cheat! card overrides Rule 4 and lets you benefit from two different shirts. (It doesn't matter which one is outside.)
  6. But under no circumstance is there any bonus for MORE than two shirts at once, and players may never benefit from more than two shirts per game.

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.

One sweatshirt. Stock #9162, $30.00.

Pyramid #3/48: Secret Magic

Good Magicians Never Reveal the Secret

Magic lurks in shadows, and many who practice the impossible do so discreetly. This month's issue of Pyramid -- the PDF magazine for roleplayers -- is devoted to secret magic and those who maintain the supernatural subterfuge. Our ghostly grimoire includes:

  • "Magical Tradecraft," an expansion of the Ritual Path magic system found in GURPS Monster Hunters 1: Champions. Use these new rituals and elixirs to aid sneaky snoops and obscured assassins.
  • "The Way of the Keepers," a new magical style that utilizes GURPS Thaumatology: Magical Styles and focuses on suppressing the secret of magical knowledge.
  • "The Street Sign of the Four," a neighborhood of modern-day mages (complete with GURPS stats) that will do anything to guard their terrible secret.
  • "Bibliomancy," this month's installment of David L. Pulver's Eidetic Memory. Wizards use books for casting spells; now they can cast new GURPS spells related to books.
  • "The First Resistance," a loose alliance of rebel mages (who use another new GURPS magical style) in a kingdom where magical abilities are suppressed.
  • "The Accidental Magus," suggestions for creating magic-wielding characters who don't always realize what they can do.
  • "The Guard of the Black Lands," an organization in the Middle East that works diligently to protect the world from the darkest magic.
  • "Onomancy," a new GURPS method for using your identity to gain spellcasting energy, written by Jason "PK" Levine.

The issue is rounded out with a Random Thought Table that discusses ways of making divination truly useful, William H. Stoddard's concise revelation of a secret path to power that students of the GURPS Locations: Worminghall could discover, plus a Murphy's Rule that's pretty heavy. The secret's safe with this month's magical Pyramid!

39-page PDF. Stock #37-2648, $7.99.
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Car Wars Convoy

Lexington to Memphis.
400 miles. Thirteen hours.

If you make it, you'll earn a quick $100,000.

If you fail, a city dies.

Convoy is a Car Wars adventure for 1 to 6 players. Or the programmed adventure designed for solo play allows you to go it alone . . . if you feel brave enough.

67-page PDF. Stock #30-7401, $4.99.
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In Nomine Anime

Big Wings, Fiery Halo

This is for everyone who ever wanted a really big flaming sword . . .

It's a different take on In Nomine -- but it works. This book shows you how perfectly the War between Heaven and Hell fits the "anime" style of art and fiction. Just shout "Gabriel's Flame of Vengeance!" and fry those evildoers . . . or serve the Demon Prince of Technology by building a giant mecha and piloting it against Heaven!

In Nomine Anime includes:

  • Anime portrayals of all major Superiors
  • The Choirs and Bands, as seen through the lens of anime
  • Anime character stereotypes, and how they fit In Nomine
  • Hints for in-genre roleplaying in either humorous or serious style
  • Two complete campaign backgrounds
  • Adventure seeds

So rise slowly into the air . . . assume your celestial form as your mortal garments vanish and the music climaxes . . . and SMITE the foe!

37-page PDF. Stock #30-3325, $2.99.
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New!  * Coming December  * Coming January  * Coming February  * Coming March  * Further Out  * Previously Shipped...  * All upcoming releases – text only, no cover art

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