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Shipped January 28, 2010

GURPS Spaceships 7: Divergent and Paranormal Tech

Ether and Magic and Psi . . . Oh My!

GURPS Spaceships 7: Divergent and Paranormal Tech introduces dozens of new options for spacefaring vessels, allowing them to go where no traditional technology has gone before! Now shipwrights can add tachyon sails, digestive systems, magical power plants, armor made of wood or orichalcum, plus other strange and wonderful innovations. This supplement also provides new rules for unusual or divergent settings: zombie spaceships, pseudo-atmospheric movement, cosmic crystal spheres, and more. Finally, it includes eight ready-to-use vessels that demonstrate the weird options here, such as the ether-crossing Soul Slaver; the psionicly powered psi-jammer; and a spaceship that's the upper torso, head, and arms of a dead god! It also discusses two more "ships" that are actually space monsters -- wise captains avoid angering space whales . . .

With this information, the only limit is your imagination -- and even that's not an absolute barrier.

This is the seventh volume in the GURPS Spaceships series by David Pulver (co-author of GURPS Fourth Edition). It requires only the GURPS Basic Set and GURPS Spaceships. It expands on the tactical combat rules presented in GURPS Spaceships 3: Warships and Space Pirates, adding new options suitable for unusual space vessels.

39-page PDF. Stock #37-0126, $9.00.
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Shipped January 21, 2010

Pyramid #3/15: Transhuman Space

This month's Pyramid -- the PDF magazine for roleplayers -- is devoted to Transhuman Space, the science-fiction setting that's getting closer every day. This month's futuristic features are:

  • "Transhuman Action," a full set of guidelines for combining the fast-paced GURPS Action rules with Transhuman Space. Written by Transhuman Space Line Editor Phil Masters, this meaty article includes information on converting existing GURPS Action templates and material, five new lenses, and information on how to convert the heroes from Transhuman Space: Personnel Files 4 – Martingale Security into a full "Transhuman Action" campaign!
  • "42 Fedorov Road," a near-future apartment complex that can be used as an adventure backdrop or a base of operations for near-future natives. Written by Transhuman Space architect David Pulver, this brief includes information on the building, its history (including maps), and its half-dozen residents.
  • "Dark Places of Earth," a guide to five of 2100's most horrific hotspots, with adventure possibilities for each. Learn the secrets of the Torture Garden or the Proving Ground -- if you dare.
  • "Inhuman Space," an essay by GURPS scribe William H. Stoddard that looks at the world of Transhuman Space through the prism of Lovecraftian darkness. Horror from beyond the void never seemed so close . . .
  • "Big Media Memetics," a set of optional rules for memes and memetic campaigns. If you've got the means, motive, and money, you might be able to mold minds.

This month's installment of Pyramid also includes other goodies that make a magazine fun: an Earth-Mars Calendar insert (good through 2101), Murphy's Rules with Greg Hyland, Steven Marsh's Random Thought Table, and other odds and ends. Until the day you can plug into a slinky simulation of the Transhuman Space universe, this issue of Pyramid is the next best thing!

40-page PDF. Stock #37-2615, $9.00.
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Shipped January 14, 2010

GURPS Dungeon Fantasy 9: Summoners

The awesome eldritch energies harnessed by those who can summon allies from thin air should never be used for deeds as frivolous dungeon-crawling expeditions -- unless there is the promise of really good loot. Dungeon Fantasy 9: Summoners details the amazing abilities of those who can bring powerful beings into the world. Anyone who seeks to tap the natural and unnatural realms in a Dungeon Fantasy game will find much to covet herein:

  • Four new templates for those more than able to delve into dungeons: the demonologist, the elementalist, the necromancer, and the shaman.
  • Detailed stats for spirits and servitors that can be brought forth: ghosts, guardians, undead, elementals, angels, demons, and more -- 18 in all.
  • Dozens of lenses and customization notes for most of these otherworldly allies. Learn how the "Lord of the Tides" differs from a regular water elemental!
  • Detailed campaign advice and adventuring ideas that help the GM fully incorporate summoners into the campaign.
  • New rules that better reflect the power and peril of summoning.

These fundamental forces of the universe are waiting to be commanded by anyone willing and able to seize them. But be careful: With Dungeon Fantasy 9: Summoners, the difference between life and death could be in keeping good spirits.

44-page PDF. Stock #37-0314, $9.00.
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Shipped January 7, 2010

GURPS WWII Classic: Frozen Hell

GURPS WWII: Frozen Hell covers the Finnish campaigns of World War II. Strap on your skis and scrounge for ammo to fight for young Finland's continued freedom, or join the Russian armies trying to secure their border from German attack.

Frozen Hell covers all of the Finnish involvement in WWII, from the struggles of the diplomats through the sacrifices of soldiers on both sides of the wars. It includes:

  • Information on the Finnish armed forces, from their organization to the weapons they used.
  • The history of the Winter War (1939-1940), the year between wars, the Continuation War (1941-1944), and the Lapland War (1945).
  • Advice on diplomacy campaigning, with a character template for Diplomats.
  • An introduction by William R. Trotter, historian and author of A Frozen Hell, the definitive book on the subject.

GURPS WWII: Frozen Hell brings you into an unfamiliar corner of World War II -- a very cold corner of a very hot war.

50-page PDF. Stock #30-8008, $4.00.
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F E B R U A R Y   2 0 1 0 

Shipped February 1, 2010

Chez Cthulhu

Prepare for an encounter with the most sanity-blasting entities in all the dimensions . . .

Your roommates.

Chez Cthulhu brings the horror of Lovecraft's Mythos right into your apartment . . . as if the leftovers from the Pizza with Absolutely Everything weren't bad enough. Work your job -- will you be a Morgue Janitor, a Sanitarium Guard, or a Gravedigger? Buy things to give you Slack, like a comforting Straitjacket . . . or some Friendly Tentacles to make your day a little brighter. Invite people over to your room . . . and sacrifice them! And Nookie . . . don't forget the Nookie. Preferably without the Ectoplasmic Slime.

Chez Cthulhu combines the classic Chez Geek system with everyone's favorite Elder God. . . and adds a new Madness mechanic. This set includes 110 cards and two blanks, a die, and counters for both Slack and Madness.

Warning: Mixing Chez Cthulhu with Chez Geek can lead to bouts of giggling and excessive silliness. The game itself will play just fine, as long as your brain doesn't break when you use "cigarette" and "tentacle" interchangeably.

Boxed, with 112 cards, die-cut tokens for Slack and Madness, a six-sided die, and a rulesheet. Stock #1397, UPC 837654320365. $19.99.


R E P R I N T S 

Shipped February 1, 2010

GURPS Basic Set: Characters (Reprint)

With GURPS, you can be anyone you want -- an elf hero fighting for the forces of good, a shadowy femme fatale on a deep-cover mission, a futuristic swashbuckler carving up foes with a force sword in his hand and a beautiful woman by his side . . . or literally anything else! GURPS has been the premiere universal roleplaying game for almost two decades. The new Fourth Edition makes it even better!

GURPS Basic Set: Characters combines information from the Third Edition GURPS Basic Set and GURPS Compendium I, plus hundreds of new and updated rules! This 336-page, full-color hardcover contains everything you need to create and play a GURPS Fourth Edition character.

 

336 pages. Hardcover. Stock #01-0001, ISBN 978-1-55634-729-0. $39.95.


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Shipped February 25, 2010

GURPS Dungeon Fantasy 10: Taverns

"You meet in a tavern . . ."

Thus begins a thousand tales of dungeon-delving escapades, and once the quest is at an end, the alehouse welcomes heroes home. In worlds of Dungeon Fantasy, the tavern need not exist merely as an alcoholic alpha and omega; it can also serve as the focal point for adventure! Dungeon Fantasy 10: Taverns covers all these possibilities, including:

  • A description of bar life and tavern regulars, including stats for a dozen types of folks that adventurers might encounter -- watch out for the thief, belligerent drunk, and young tough!
  • A template for Dungeon Fantasy Innkeeper PCs.
  • Rules and ideas for bar fights. Now a "quiet evening out" can be anything but.
  • Detailed write-ups of four taverns, complete with floor plans, room descriptions, inhabitant info and stats, and adventure ideas for each location.
  • Loot related to taverns, including magic items, treasure maps, and more.

Whether you're meeting an old man with a mysterious message in the small alehouse Pernel's, taking the "back door" to dungeon adventure in the pub aptly named The Cave, or starting a fight in the two-story Broken Oar at the end of a quest, Dungeon Fantasy 10: Taverns has the information you need on tap!

33-page PDF. Stock #37-0315, $9.00.
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Shipped February 18, 2010

The Stars Are Right Scoring Track

The Stars Are Right doesn't actually NEED scoring tracks at all. You can look across the table and add up the scores on everyone's cards. But with these, you can see everybody's score at a glance . . . and they're so pretty . . .

Just cut out a track for each player, and use a coin, glass bead, or tiny ancient idol to mark your Victory Points.

This file contains both full-color and black-and-white versions.

Two 1-page PDFs. Stock #37-2015, $FREE.
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Shipped February 18, 2010

Pyramid #3/16: Historical Exploration

For this month's issue of Pyramid -- the PDF magazine for roleplayers -- we hoist the sails of adventure and assemble a crew ready for "Historical Exploration." This seafaring installment includes:

  • "An Age of Sails," a world where the siren's call of the ocean sets the stage for amazing discoveries. This detailed alternate timeline can be used by cross-time explorers in the GURPS Infinite Worlds setting or as a stand-alone campaign in a world of intrigue, mysteries, and secrets.
  • "City of the Caesars," about the legendary city that's eluded treasure seekers for almost 500 years. Supposedly built between a mountain of diamonds and gold, the secrets it contains could be even more spectacular.
  • "Minding Your Manners," an essay that details some of the perils and pitfalls of interacting with other cultures. Exploration is never easy when furious natives shun you because of perceived slights . . .
  • "Languages, Culture, and the Common Tongue," a set of alternative rules for GURPS campaigns that allow for new language options, including realistic or cinematic justification for a universal language!
  • "The Vikings in the Atlantic," a look at when man and nature collide. Graeme Davis -- author of GURPS Vikings -- provides a historical overview and adventure ideas involving these hearty explorers in Iceland, Greenland, Vinland, and beyond.
  • "The Fountain of Youth," perhaps the quintessential goal for optimistic fortune-hunters. This essay describes what the fountain might be, how it might affect the world, and the logistics of incorporating its abilities into a setting.

In addition, Pyramid also gives voyagers plenty of smaller discoveries that make a magazine fun: an Expedition Log to record exploits (including graph paper with three different grids), Murphy's Rules with Greg Hyland, Steven Marsh's Random Thought Table, and other odds and ends. This issue offers passage to countless exciting adventures!

40-page PDF. Stock #37-2616, $9.00.
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Shipped February 11, 2010

Transhuman Space Classic: Fifth Wave

The Third Wave was information. The Fourth Wave was biotech. The Fifth Wave is a combination of nanotechnology, memetics, and artificial intelligence, and it's changing mankind more than the first four waves put together.

Transhuman Space: Fifth Wave is an overview of our home planet at the end of the 21st century. Most humans (and other sapient life) still live on Earth, doing business, raising families, and fighting wars just as they have always done. Humanity and its partners may be scattering into deep space, but Earth is still the center of the human universe . . . crowded, busy, fast-moving, and still picking up speed.

Fifth Wave includes new racial packages, plus rules for cutting-edge technology: virtuality nodes, software for network intrusion and defense, and various land, sea, and air vehicles of interest to adventurers.

Welcome home. It's different here.

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

147-page PDF. Stock #30-6701, $11.00.
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Shipped February 11, 2010

Transhuman Space: Teralogos News – 2101, First Quarter

Keep up with tomorrow's news, today! Revised and compiled from information previously hidden on the Transhuman Space website, the Teralogos News series contains brief news reports that can be incorporated into that setting.

Teralogos News: 2101, First Quarter contains items that made headlines at the beginning of 2101. Learn about the search for the oldest living human (no cryonic suspension, of course), the assassination of an Esperante Enterprise executive, the king of the plasma sail in the 4th Annual Solar Cup, and more.

Since there's no overarching storyline in Transhuman Space, you can use these news updates as is, tweak them to your needs, or ignore the ones you can't fit into your campaign. The world of tomorrow is flexible!

Whether for adventure ideas, background information, or just inspirational snapshots into the world of Transhuman Space, this supplement is sure to prove insightful and useful.

7-page PDF. Stock #37-6708, $FREE.
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Shipped February 4, 2010

Transhuman Space Classic

It's the year 2100. Humans have colonized the solar system. China and America struggle for control of Mars. The Royal Navy patrols the asteroid belt. Nanotech has transformed life on Earth forever, and gene-enhanced humans share the world with artificial intelligences and robotic cybershells. Our solar system has become a setting as exciting and alien as any interstellar empire. Pirate spaceships hijacking black holes . . . sentient computers and artificial "bioroids" demanding human rights . . . nanotechnology and mind control . . . Transhuman Space is cutting-edge science fiction adventure that begins where cyberpunk ends.

This digital version of the Powered by GURPS book opens with close to a hundred pages of world and background material, and includes a customized GURPS Lite – no other books are required to use it, although the GURPS Basic Set and Compendium I are recommended for GMs.

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

243-page color PDF. Stock #30-6708, $18.00.
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Shipped February 4, 2010

Transhuman Space: Teralogos News – 2100, Fourth Quarter

Keep up with tomorrow's news, today! Revised and compiled from information previously hidden on the Transhuman Space website, the Teralogos News series contains brief news reports that can be incorporated into that setting.

Teralogos News: 2100, Fourth Quarter reports items that came to light at the end of 2100. Learn about a bioroid suspected of murder in Munich, the latest technological attempts to stop an advirus outbreak, the capture of caravan raiders on Mars, and more.

Since there's no overarching storyline in Transhuman Space, you can use these news updates as is, tweak them to your needs, or ignore the ones you can't fit into your campaign. The world of tomorrow is flexible!

Whether for adventure ideas, background information, or just inspirational snapshots into the world of Transhuman Space, this supplement is sure to prove insightful and useful.

8-page PDF. Stock #37-6707, $FREE.
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Shipped March 25, 2010

Transhuman Space Classic: High Frontier

"One giant leap for mankind . . ."

In the year 2100, Earth-Lunar space is the most densely populated area of the solar system outside Earth itself. Come visit:

  • Earth orbit, buzzing with busy space factories, bustling spaceports, under the watchful eye of rival orbital weapons platforms. But the biggest danger is not the threat of war but the ravages of 150 years of space junk, moving at 25,000 miles per hour!
  • Lagrange 4, where giant cities in space glitter like jewels in the night, presided over by the massive O'Neill colony Islandia.
  • Lagrange 5, the ghetto of the solar system, colonized by dreamers, ideologues, and undercapitalized entrepreneurs. Sometimes a dream and a prayer aren't enough.
  • The Moon. We're back, and this time with bulldozers. Luna is the solar system's industrial park, with Helium-3 mines that feed the fusion reactors on Earth, and more cybershell robots than people. But it's not all machines: the north and south poles are home to the pleasure domes of Moonshadow and thriving transhumanist Luna City. And on Luna's farside, a massive telescope array unravels the mysteries of the cosmos . . .

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

147-page PDF. Stock #30-6704, $11.00.
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Shipped March 22, 2010

Munchkin Opposable Thumb Drive

Since this thumb drive is "opposable," you can pull it out during your Looking For Trouble phase and fight it like a monster, once per game. Its level is equal to the last two digits of the year. If you defeat the Opposable Thumb Drive, you get 1 level and 1 Treasure. Its Bad Stuff is "Reformatted! You are dead."

One 2 GB thumb drive. Stock #5517, $20.00.

Shipped March 18, 2010

Pyramid #3/17: Modern Exploration

It's time to draw a dotted red line to adventure! This month, Pyramid -- the PDF magazine for roleplayers -- sets its sights on "Modern Exploration." This globetrotting guide includes:

  • "The Map's Dark Spaces," an unusual world where the Age of Exploration occurred almost a century early! Cross-time travelers from the GURPS Infinite Worlds setting can explore the enigmas of this unusual alternate timeline, or this world can serve as a stand-alone campaign where international explorers use steam-powered contraptions to track down mysterious artifacts.
  • "The Black Box," a modern-day conspiracy that assembles teams to deal with "impossible" global problems -- and then claims the fruits of those missions. Are they working toward a goal more sinister than the problems they solve?
  • "Mummy Amulets," a collection of powerful, Egyptian-inspired artifacts that should spice up any tomb-raider's trip. Written by Graeme Davis (author of GURPS Vikings), these magic items are suitable for all GURPS campaigns featuring the restless dead.
  • "Shovel Bums," a look at a real-world profession that provides the perfect excuse to travel, investigate, and explore. This article includes information on these archaeologists and their methodology, GURPS templates, plus a short framework for using these heroes as the basis for a cinematic campaign.

In addition, Pyramid has plenty of treasures that make a magazine fun: a collection of "Curious Coins" that form an interesting puzzle for heroes to discover, Murphy's Rules with Greg Hyland, Steven Marsh's Random Thought Table, and other odds and ends. There's never been a better time for exploring the world than right now!

40-page PDF. Stock #37-2617, $9.00.
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Shipped March 11, 2010

Transhuman Space Classic: Deep Beyond

The Edge of Nowhere

The Deep Beyond is the solar system's final frontier. A vast zone stretching from the asteroid belt to the edge of interstellar space, its siren call has drawn researchers, pioneers, visionaries -- and outlaws. Deep Beyond includes:

  • Expanded descriptions of the asteroids, gas giants, moons, and comets of the outer system. Visit the gas mines of Saturn and Europa's icy oceans!
  • What it's like to grow up in the Deep Beyond . . . as a Duncanite parahuman, a sapient AI, or even an enslaved bioroid.
  • Dozens of organizations, from the rebel ghosts of Axon to the cyber-soldiers of the 82nd Spaceborne.
  • New character types, from judges-for-hire to Jump RATS and Swarmdozers.
  • New vehicles and technologies: ice-hulled Gypsy Angel spacecraft, portable lasers, prospector swarms -- even the black-hole power plant.

163-page PDF. Stock #30-6703, $13.00.
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Shipped March 11, 2010

Transhuman Space: Teralogos News – 2101, Third Quarter

Keep up with tomorrow's news, today! Revised and compiled from information previously hidden on the Transhuman Space website, the Teralogos News series contains brief news reports that can be incorporated into that setting.

Teralogos News: 2101, Third Quarter offers a few items of note as 2101 marches on. Read reports about the publication of a complete parahuman-template specification, an interview with an AI, and the denouncement of an exiled Kazakh leader.

Since there's no overarching storyline in Transhuman Space, you can use these news updates as is, tweak them to your needs, or ignore the ones you can't fit into your campaign. The world of tomorrow is flexible!

Whether for adventure ideas, background information, or just inspirational snapshots into the world of Transhuman Space, this supplement is sure to prove insightful and useful.

4-page PDF. Stock #37-6710, $FREE.
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Shipped March 4, 2010

Transhuman Space Classic: In The Well

In the Inner System, the worlds are closer together. Hotter. Full of promise and adventure. This book includes:

  • A detailed history of Mars, from the robot probes of the early 21st century, to the first manned landing in 2026, through the illegal terraforming plagues created by the Ares Conspiracy.
  • The uneasy truce on Mercury, where precious metal and abundant energy draw greedy eyes.
  • The stifling clouds of Venus, beneath which lurk a few hardy scientists, and some who are just there to hide.
  • New character types like the Recurver and Terraformer, new biomods, and new gengineered races.
  • A bestiary of genetically enhanced animals, from smartcats to ice weasels.

Plus campaign ideas, personal hardware, land and air vehicles, and more!

Here is the heart of the Solar System. The destiny of humanity is here. Seize the future.

147-page PDF. Stock #30-6702, $11.00.
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Shipped March 4, 2010

The Stars Are Right Invocation Symbol Counters

Proper invocations are vital for The Stars Are Right. All the symbols are on the cards, so it isn't hard to keep track. But if you're teaching the game, or just starting out, here's a play aid to help keep your Flips separate from your Pushes.

Just print out a sheet, cut them out, and pile them where everyone can reach. Take the proper counter(s) from the pile when you invoke a Creature, exchange them when you use your summoned Creatures to change symbols, and return one to the pile each time you Change the Sky. When you use your last counter, that phase of your turn is over.

This file contains both full-color and black-and-white versions.

Two 1-page PDFs. Stock #37-2014, $FREE.
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Shipped March 4, 2010

Transhuman Space: Teralogos News – 2101, Second Quarter

Keep up with tomorrow's news, today! Revised and compiled from information previously hidden on the Transhuman Space website, the Teralogos News series contains brief news reports that can be incorporated into that setting.

Teralogos News: 2101, Second Quarter sheds light on the latest legal debates about memory licensing and memetic crimes, a murder where investigators are accused of biochauvinism, and more.

Since there's no overarching storyline in Transhuman Space, you can use these news updates as is, tweak them to your needs, or ignore the ones you can't fit into your campaign. The world of tomorrow is flexible!

Whether for adventure ideas, background information, or just inspirational snapshots into the world of Transhuman Space, this supplement is sure to prove insightful and useful.

7-page PDF. Stock #37-6709, $FREE.
Buy Now!


A P R I L   2 0 1 0 

Shipped April 26, 2010

Cthulhu Dice

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 custom die, 18 glass marbles, baggie, and rules. Stock #131315, UPC 837654320396. $4.99.


R E P R I N T S 

Shipped April 26, 2010

Munchkin Fairy Dust (Reprint)

Meet the Sparkly Good Fairy. She wants all the munchkins to play nice, and she's willing to bash heads to make sure they do. Play her way, and she'll bribe you with Fairy Dust. Otherwise, you might end up fighting her instead. And if you don't take her out, she'll be back again and again . . .

Fairy Dust is a 15-card expansion for classic Munchkin. It introduces the Sparkly Good Fairy and her deck of Fairy Dust cards -- extra rewards for munchkins who are willing to help each other. (It's perfectly munchkinly to be nice . . . as long as you get something cool for doing it!) Every card in the set is full-color!

Munchkin Fairy Dust is fun whether you stick with the core Munchkin set or play with all the expansions you can get their hands on. And at less than four bucks, it's a no-brainer!

Fairy Dust is a fin-seal pack. All packs contain the same 15 cards.

This standalone pack is out of print, but you can get the cards from this expansion (as well as the cards and dice from Munchkin Fairy Dust Dice!) in Munchkin Game Changers.

Fin-seal pack containing 15 cards. Stock #1427, UPC 837654320211. $3.99.


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Shipped April 29, 2010

GURPS Big Lizzie

There's trouble right here in Nobles, Arizona. That's trouble with a capital "T," and that rhymes with "D," and that stands for . . . dinosaurs?!

Yeah. It's a long story, pardner. This here's a yee-haw yarn involving a band of bandits, a chest-pounding chase, and the final fate of a fetching filly named Donna Nesbitt. Oh, and barrels of bullets graciously given new homes in roving reptilians, to help those cranky critters rest a spell.

GURPS Big Lizzie is an adventure for a gang of gunslingers seeking to set things right in the Old West. It's best suited for a group of greenhorns saddling up for their first ride, but it can be adapted to those more seasoned in the saddle. Suffice it to say, this tale forges its own trail early on, and any heroes hoping to save the day (and the dame) best hold on tight.

What comes in GURPS Big Lizzie? In addition to everything you need to take this adventure from unlikely start to impossible finish, you'll get:

  • A detailed setup that provides an optional backstory and sufficient motivation to get in the saddle fast!
  • A full map of the island this adventure takes place on. (An "island" -- in Arizona?! Yeah; like we said, it's a long story. Let's call it a "desert isle" and leave it at that.)
  • Over a dozen dangerous denizens of the desert, made all cinematic and exciting-like. These ain't your father's turtles and crocs . . .
  • Ideas for turning the events of Big Lizzie into an ongoing campaign. Trust me; there's a wagon full of weirdness the heroes can help with.

If you want a rip-roaring tale that'll make your drinking buddies think you've been in the sun too long, you can't go wrong with Big Lizzie.

23-page PDF. Stock #37-1102, $7.00.
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Shipped April 29, 2010

Cardboard Heroes: Cowboys and Indians

Cowboys and Indians . . . and the Chinese cook, too!

Or you might need a schoolmarm, gambler, trapper, dance-hall girl, or bandit. The 50 full-color figures in this set are icons of the Old West. Each beautifully drawn character, in 28mm scale, is formatted to stand on its own (using the handy folding system); each is made with two illustrations – front and back – so it's easy to know what direction it's facing. This set comes with one full sheet (plus a partial sheet) of Cardboard Heroes and one instruction page. Print one sheet, or thousands!

3-page PDF. Stock #37-2219, $5.00.
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Shipped April 22, 2010

Pyramid #3/18: Space Exploration

The heavens await! This month's Pyramid -- the PDF magazine for roleplayers -- brings new ideas to the void by examining "Space Exploration." This issue includes:

  • "Shores Beyond the Night," an alternate Earth where competing nations explore the solar system for fame and fortune. Cross-time crusaders from the GURPS Infinite Worlds setting can investigate this timeline through out-of-this-world adventures, or homegrown heroes can seek to solve its mysteries by themselves.
  • "Close Encounters of the Unwanted Kind," five offworld enigmas that can provide the cosmically curious with opportunity, danger, or both!
  • "Cold Horizon," a scientific discussion of what's needed to turn a comet into a colony. This "chilling" article includes an example icy address, detailed in GURPS Spaceships terms.
  • "Secondhand Space Exploration," a look at using, losing, and abusing space probes. These traveling tin cans make it possible to brave the breathless beyond on a budget -- or provide enticing discoveries for flesh-and-blood explorers . . .
  • "Looting Your Life Pod’s Locker," a look at equipping the escape vessels from GURPS Ultra-Tech -- including options for budget, luxury, or military emergency gear!

Pyramid also has discoveries that make the future fun: a simple system to create alien ruins for heroes to explore, Murphy's Rules with Greg Hyland, Steven Marsh's Random Thought Table, and other odds and ends. With this issue, you'll replenish your creative fuel and rocket to the stars like never before!

40-page PDF. Stock #37-2618, $9.00.
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Shipped April 15, 2010

GURPS Classic: Blood Types

Vampires. Immortal and nearly invulnerable, their mystic powers and supernatural servants protect them from danger. They thrive in the darkest hours of night and haunt the dreams of every culture and every age of man. Some merely crave your blood; others drain the very essence of life, leaving you an empty, bitter husk. And they always thirst for more . . .

GURPS Blood Types is a look at the vampire in legend . . . and, yes, in history . . . through the centuries and around the world. It explores dozens of vampiric types, from the traditional Gothic aristocrat to the bizarre African adze to the enigmatic Albanian vyrolakos . . . usable as foes, allies, or player characters.

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

130-page PDF. Stock #30-6073, $9.00.
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Shipped April 8, 2010

Transhuman Space Classic: Broken Dreams

Stay and Fight . . .

On Earth in 2100, some are reaching for the stars . . . but others struggle just to survive. Much of the home world remains mired in war and intrigue, as powerful corporations and high-tech armies fight over resources, markets, and ideas. Cities on the edge of chaos are battlegrounds for covert operations and high-stakes diplomacy, and the developing nations see themselves falling further and further behind.

Nations trapped in poverty, environmental disaster areas, and hellholes run by insane dictators . . . high-tech terrorism, rebellion, and crime, and rules for creating biological and chemical weapons . . . dangerous genetic designs, obsolete cybertechnology, and police-state software . . . all part of daily life in Broken Dreams.

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

147-page PDF. Stock #30-6707, $11.00.

Shipped April 1, 2010

GURPS Psionic Campaigns

Harnessing the unfathomable power of the mind isn't as easy as it sounds! Fortunately, GURPS Psionic Campaigns is here to help navigate the trickiest aspects of incorporating those abilities into adventures. This supplement contains:

  • A brief history of psionics, from ancient times to modern research.
  • A discussion of various ways to utilize psi in a campaign, both thematically and logistically.
  • A full description of how to use GURPS to create the kind of psionic campaign you want, examining options from GURPS Psionic Powers, GURPS Powers, and the GURPS Basic Set. How should skills relate to powers? What power level makes sense? How many abilities should heroes have? What should Unusual Background cost? All of these questions and more are analyzed!
  • Additional new GURPS options, including rules for godlike psi, underpowered abilities, and pre-modern psis (including psychobotanics).
  • A thorough study of the various options for building a world with psionics. How common should psi be? How much does the public know -- and how does it react? Learn the implications for all of these decisions.
  • Over a dozen campaign frameworks built around psionics, including political psis, psychic investigators, and psionic soldiers.
  • A discussion of how to deal with the trickiest psionic powers and abilities (including Precognition, Telepathy, and Teleportation), plus ways to challenge psychics via psychotronics, anti-psi, and entirely mundane misinformation.

Whether you're looking to add psi abilities to your setting or build a campaign that focuses on mental mastery, GURPS Psionic Campaigns will set your mind at ease.

39-page PDF. Stock #37-0135, $9.00.
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Shipped April 1, 2010

GURPS Alphabet Arcane: Lost Serifs

Despite running the gamut from A to Z, GURPS Alphabet Arcane couldn't confine all its wonders to one supplement. Fortunately, there's GURPS Alphabet Arcane: Lost Serifs to provide some additional illumination from Stefan Jones (author of GURPS Uplift and MacGuffin Alphabet).

Secrets revealed herein include:

  • Expanded information on Condor Boy, a young hero who plays an important part for many of the artifacts from GURPS Alphabet Arcane.
  • A description of the fallen paradise that serves as the otherworldly realm where some ancient entities reside between visits to our world.
  • An alternate version of the Fabulous Pavilion that recasts that dreamland party as an actual pocket universe!
  • Additional material that helps to introduce several items; use as scripts or sources of inspiration for incorporating those items.

If you've already visited the world of GURPS Alphabet Arcane, these pages can help add depth and variations to its items; if you aren't yet familiar with that supplement's charms, GURPS Alphabet Arcane: Lost Serifs is an excellent (and affordable!) introduction. Regardless of how well you know the alphabet, you're bound to learn something new!

6-page PDF. Stock #37-1122, $FREE.
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M A Y   2 0 1 0 

Shipped May 24, 2010
Shipped May 10, 2010

Zombie Dice

Eat brains. Don’t get shotgunned.

You are a zombie. You want braaains. More brains than any of your zombie buddies.

Zombie Dice is fast and easy for any zombie fan (or the whole zombie family). The 13 custom dice are your victims. Push your luck to eat their brains, but stop rolling before the shotgun blasts end your turn!

Two or more can play. Each game takes 10 to 20 minutes, and can be taught in a single round.

13 custom dice, dice cup, and rules. Stock #131313, UPC 837654320419. $13.13.


R E P R I N T S 

Shipped May 24, 2010

Munchkin (Reprint)

Go down in the dungeon. Kill everything you meet. Backstab your friends and steal their stuff. Grab the treasure and run.

Admit it. You love it.

Munchkin is the mega-hit card game about dungeon adventure . . . with none of that stupid roleplaying stuff. You and your friends compete to kill monsters and grab magic items. And what magic items! Don the Horny Helmet and the Boots of Butt-Kicking. Wield the Staff of Napalm . . . or maybe the Chainsaw of Bloody Dismemberment. Start by slaughtering the Potted Plant and the Drooling Slime, and work your way up to the Plutonium Dragon . . .

And it's illustrated (now in full color!) by John Kovalic!

Fast-playing and silly, Munchkin can reduce any roleplaying group to hysteria. And, while they're laughing, you can steal their stuff.

168 cards, one six-sided die, and a rulesheet. Stock #1408, UPC 837654320310. $24.99.

Shipped May 10, 2010

Munchkin Waiting for Santa (Reprint)

You'd better watch out.
You'd better not cry.
You'd better not pout.
Or you're gonna die.

It's that time of the year when all good* little munchkins wait up for Santa. Be careful . . . he may have a lot of treasure in that bag, but he's Level 12, and he has friends.

This package includes 15 new Munchkin cards, including Santa Claus himself, his scary friends, and some special holiday Treasures . . . which, as we all know, is the true meaning of Christmas. You'll have naughty/nice holiday fun, whether you use it only with the core Munchkin set or play with all the expansions you can get your hands on.

* Steve Jackson Games takes no responsibility for confusion of "good" in Munchkin with "good" in any reasonable context.

Waiting For Santa is a fin-seal pack. All packs contain the same 15 cards.

This standalone set is out of print, but you can get the cards in Munchkin Holiday Surprise.

Fin-seal pack containing 15 cards. Stock #1434, UPC 837654320235. $3.99.


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Shipped May 27, 2010

GURPS City Stats

Since the dawn of history, people have come to cities -- to visit, to pass through, to stay. And bustling streets provide opportunities for adventure.

GURPS City Stats offers cohesive rules to define a city’s impact on adventurers. A new stat block provides a compact way to write up a city, just like a character, vehicle, or planet. Guidelines for using urban regions in your campaign suggest how to turn them into exciting encounters or challenging places to live.

City Stats also includes stats, descriptions, notable residents, and campaign options for four sample locations suited to different types of campaigns: Athens (historical), Tredroy (fantasy/GURPS Banestorm), San Francisco (modern), and Pavonis Portal (science fiction).

21-page PDF. Stock #37-0138, $7.00.
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Shipped May 20, 2010

Pyramid #3/19: Tools of the Trade – Clerics

As long as there have been dark forces that prey on good souls, there have been those willing to pray for them. This month's Pyramid -- the PDF magazine for roleplayers -- presents new tools and tricks for use by clerics. This issue includes:

  • "Auras of Power," mighty mystical means of empowering friends and restricting foes. These 17 ready-to-use GURPS abilities are great for any moderate- to high-powered gaming, and especially well-suited for Dungeon Fantasy campaigns!
  • "The Sin Eaters," a group of unusual but useful clerics suitable for any fantasy setting. Their secret history compels them to take on burdens others dare not touch . . .
  • "Warehouse XXIII: Three Holy Artifacts," detailing spiritually charged objects that can bestow mighty powers -- including the power to cheat death itself!
  • "Templars: The Fighting Priests," a look at the structure of a once-feared historical order, with GURPS details on translating that organization into other settings and times.
  • "The Tricks of the Shaman," a description of the real-world techniques used by those claiming to contact the spirit world. How do you give customers their money's worth when dealing with the invisible?
  • "Sanctuary and Right of Clergy," an examination of two of the most popular clerical perks enjoyed by non-clergy in medieval times . . . with ideas of how to use them elsewhere and elsewhen (including alternate timelines of the Infinite Worlds setting)!

You can have faith that Pyramid also has our standard rituals of fun: an organization system for tracking clerical obligations, Murphy's Rules with Greg Hyland, Steven Marsh's Random Thought Table, plus other odds and ends. For those heroes who believe in the hereafter, this issue has what they're here after!

40-page PDF. Stock #37-2619, $9.00.
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Shipped May 13, 2010

GURPS Classic: Vikings

"From the fury of the Norsemen, oh Lord, deliver us!" So prayed the Irish monks.

To the victims of a Viking raid, the Norsemen were bearded giants with bloody axes. But the Viking was much more -- a skilled navigator, a brave explorer, a hard-working trader. A dreamer whose songs and stories live even today. And a Viking was a free man -- a man to whom honor and reputation were more important than life itself.

Vikings is a complete guide to the Norse world, including maps, historical background, and details on society and religion. You can game any sort of Viking campaign, from fully realistic to magical and cinematic. Create a historical campaign, with sea battles, duels, and bloody raids -- or become a legendary berserker for mythic adventures with Thor and Odin!

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

131-page PDF. Stock #30-6042, $9.00.
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Shipped May 6, 2010

GURPS Psis

It's said that psychic powers are as intuitive as walking and talking. GURPS Psionic Powers went a long way toward making this true for gaming, speeding up the process of creating a psionic hero by doing all the math for you and explaining how the game mechanics work. GURPS Psis takes the next step, offering:

  • A dozen templates for important psionic archetypes found in fiction, each with plenty of flexibility and open "slots" for your choice of psi capabilities.
  • Over 100 different 25-, 50-, and 100-point sets of complementary psionic abilities, perks, skills, and techniques, ready to use on their own or with the templates.
  • Plenty of advice to help you fit your gifts to your role . . . along with tricks to simplify how your powers appear on your character sheet and work in play.
  • Notes on especially appropriate non-psionic advantages, disadvantages, and skills that can fill in the blanks for any psi.

It makes things so easy, it will seem like we read your mind . . .

35-page PDF. Stock #37-0137, $9.00.
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J U N E   2 0 1 0 

Shipped June 21, 2010
Shipped June 7, 2010

Chez Geek

Beer. Nookie. Roommates. It's another Friday night at Chez Geek. Set up house with your friends -- for as long as you can stand them. Get a job -- they're all bad. Spend money and your precious spare time to accumulate Slack points. Drink cheap booze, hang out at the cafe, and play with the cats. Do unto your roomies before they do unto you. What other game gives you points for sleeping

Just remember, when your roommate and his S.O. keep you up all night: You can't throw them out. They live here.

This edition includes the original Chez Geek . . . plus Slack counters and a die . . . PLUS the cards from the supplements Slack Attack and Block Party.

224 full-color cards, counters, a die, and a rulesheet, in a 6" x 9" box. Stock #1391, UPC 837654320198. $34.99.


R E P R I N T S 

Shipped June 21, 2010

Munchkin 3 – Clerical Errors (Reprint)

Another 112 cards for the best-selling game of killing monsters and taking their stuff. Play a new race: Gnomes! Try on the Bard class. Face the Tequila Mockingbird, the Bad Ass, and the dreaded Auntie Paladin! Equip yourself with amazing items like the Chainmail Bikini and the Stab-A-Matic . . . and show them who's the mightiest, munchkinest dungeon delver of them all.

And this set has a special treat. We asked five of our favorite Comic Guys to do one card each. So in this set you'll find:

112 cards in a tuckbox. Stock #1416, UPC 837654320488 . $19.99.

Shipped June 21, 2010

Super Munchkin (Reprint)

Fly through the city. Smash the villains. Backstab your teammates and grab their gadgets.

Munchkin has parodied the classic dungeon, the kung-fu warrior, the space epic, and the creatures of the night. Now it's the superheroes' turn!

Be a Mutant, an Exotic, a Mystic, or a Techno. The higher your Level, the more Powers you can have. Battle dastardly masterminds, devastating monsters, and invading aliens from the next dimension -- from the wimpy Bucketman all the way up to Big Ol' Planet Eater Guy himself -- and TAKE THEIR STUFF! With the Electro-Mento-Hat, the Telezapinator, and the (jet-powered) Pogo Stick, no foe can stand before you!

Super Munchkin is a stand-alone game, which (of course) can be combined with other Munchkin games. Designed by Steve Jackson and illustrated by John Kovalic, this one is destined to RULE THE WORLD! Mwahahaha!

Boxed game with 168 cards, rules, and die. Stock #1440, UPC 837654320471. $24.99.


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Shipped June 24, 2010

Space Gamer #28

Space Gamer #28 (cover-date May/June 1980) presents another fascinating snapshot into the gaming hobby's yesteryear -- and the articles are fun to read, too!

In addition to the game reviews, news, and letters found in every issue, this installment contains additional information on computerizing hex-maps for wargames; a Company Report on Task Force Games (written by Steve Cole); a new race for The Fantasy Trip; a sci-fi short story called "Distraction Tactic"; and the second in the series "Game Design: Theory and Practice," co-written by Steve Jackson. This issue is especially interesting to armchair annalists, as it contains both a guide of sci-fi and fantasy game publishers (as they existed in 1980) and the results of a 1979 survey of gamers' opinions. (The best-rated fantasy roleplaying game may surprise you . . .)

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!

37-page PDF. Stock #30-2328, $3.00.
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Shipped June 24, 2010

GURPS Spaceships 8: Transhuman Spacecraft

The Future Is Sooner Than You Think

If you're planning an interplanetary trip to a transhuman tomorrow, there's no time like the present!

GURPS Spaceships 8: Transhuman Spacecraft updates the vessels and spacefaring information from the Transhuman Space setting to the GURPS Spaceships system. It includes dozens of new rules and design options applicable to that setting but useful for other realistic shipbuilders. It comes with over 50 spacecraft designs, gathered from across the Transhuman Space setting; each one provides enough information to make it useful even if you don't have the original supplements! Whether you're looking to fight with myriad combat-ready vessels, travel between worlds with Passenger Space Vehicles, or explore a variety of space stations, this supplement has you covered. In addition, it offers six alternate campaign possibilities for using these spacecraft in settings outside of Transhuman Space!

Transport to the world of tomorrow is now boarding!

This is the eighth volume in the GURPS Spaceships series by David Pulver (co-author of GURPS Fourth Edition). It requires only the GURPS Basic Set and GURPS Spaceships, although Transhuman Space: Changing Times is recommended for additional help to bring that setting to the Fourth Edition.

43-page PDF. Stock #37-0127, $9.00.
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Shipped June 21, 2010

Chibithulhu Plush (July 4)

Cute. Cuddly. Sanity-blasting.

Munchkin Cthulhu has spawned the evillest, cutest plush ever: Chibithulhu

This 10"-tall soft and huggable plush figure features huge, adorable eyes, a red-white-and-blue Uncle Sam hat, a firecracker on the chest . . . and Cthulhu's trademark tentacles. It's made of all-new materials, and is machine washable.

Of course, this toy includes a special rule, which will help you during Munchkin Cthulhu games.

10"-tall light blue plush Chibithulhu with firecracker on its chest, wearing an Uncle Sam top hat. Stock #9406, UPC 837654320426 . $19.99.

Shipped June 17, 2010

Space Gamer #27

Don't let the issue number fool you; this is the historic first issue of Space Gamer to be published by Steve Jackson Games. This inaugural issue, Space Gamer #27 (cover-date March/April 1980), is a fascinating snapshot into the gaming hobby's past. The articles are still fun to read, too!

In addition to the game reviews, news, and letters in every issue, this installment contains a designer's introduction to the game Hot Spot, a look at how to incorporate time travel into games, advanced nuclear rules for Invasion of the Air Eaters, muskets and hobbit weapons for use in Melee or The Fantasy Trip, a look at computer algorithms for wargame programming, and the first in a series titled "Game Design: Theory and Practice," co-written by none other than Steve Jackson.

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!

37-page PDF. Stock #30-2327, $3.00.
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Shipped June 17, 2010

Pyramid #3/20: Infinite Worlds

In an infinite universe, the possibilities are endless -- and when we're talking about the GURPS Infinite Worlds setting, that goes double! This month, Pyramid -- the PDF magazine for roleplayers -- explores the unending possibilities. This issue includes:

  • "Infinite Teleportation," a slew of new abilities presented by Jason "PK" Levine for mental masters using the GURPS Psionic Powers system. Although there are a few tricks specific to the Infinite Worlds, many of these abilities are useful anywhere -- including the power to leave a teleport "tunnel" behind you, move preternaturally out of the way of projectiles, or translocate equipment into your hand from any distance!
  • "Roma Universalis," a strange setting where Romans use impossible ships to sail the solar system. All roads lead to Rome -- even those traveled by Venusian warriors and Martian scientists!
  • "The Red Rockets' Glare," an alternate timeline where the Soviets were more successful in space exploration than the Americans. Red sky in morning foretells a great warning . . .
  • "Cyberme," a near-future world where impossible anime tropes collide with gritty cyberpunk realities, creating a strange society. It includes GURPS rules for Cyberme battlesuits, vampires, and cat people!
  • "More Hell Parallels," a sampling of four places where folks are dying to escape! Written by Stephen Dedman (GURPS Dinosaurs), this collection includes zombies, super-fast mutants, and post-apocalyptic punks.

In addition, this jam-packed Pyramid also has the usual crossworld contributions: Murphy's Rules with Greg Hyland, Steven Marsh's Random Thought Table, and other odds and ends. With this issue, there's no time like the present to plan the future!

39-page PDF. Stock #37-2620, $9.00.
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Shipped June 10, 2010

GURPS Classic: Illuminati

The Secret Masters have denied all knowledge of the various conspiracy theories put forth in GURPS Illuminati.

"To begin with, we don't even exist," said a spokesman. "The Illuminati are a myth." He went on to deny specifically that:

  • Everything you read in the tabloids is true! Aliens regularly visit Earth, and are in contact with high government officials.
  • The Men in Black are everywhere, and will snatch you from your home if you ask too many questions or just see something you shouldn't.
  • Orbital Mind Control satellites cruise the skies, influencing international politics and deciding the fates of billions.
  • The Gnomes of Zurich control the world's monetary supply, and manipulate it to fit their own sinister plans.
  • The world is such a complex web of secrets, mysteries, and conspiracies that nobody really knows what is happening. But everyone in power lies . . . all the time.
  • The only real way to protect yourself is to join the conspiracy. But even then, you'll never know who is pulling your strings.
  • Everything you know is a lie. Everything you suspect is true. The world is a very strange place.

Hail Eris! All Hail Discordia!

The publishers of GURPS Illuminati, Steve Jackson Games, admitted that it was a work of fiction, but added, "It's all true anyway! Just look at the book. It's closer than you think."

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

131-page PDF. Stock #30-6016, $9.00.
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Shipped June 3, 2010

GURPS Traveller Classic: Nobles

Lords of the Stars

From the Imperial family to the lowest knight; from the fantastically wealthy duchess on her private estate world to the impoverished baronet who barely has a Free Trader's bunk to call his own; from the archduke who governs hundreds of worlds to the knight with no formal duties -- in Traveller, the aristocracy plays a major role in society, in government, and in the military.

Would you like to serve one of the Imperium's nobles . . . or be one? GURPS Traveller: Nobles details the lifestyle, fortunes, duties, and responsibilities of the nobility in the Third Imperium, the Vilani ruling class at the height of the Ziru Sirka, and the Darrian and Zhodani systems.

Nobles contains:

  • A close-up look at the most powerful people in the GURPS Traveller universe, with complete GURPS stats for 13 major characters -- including Emperor Strephon and Empress Iolanthe -- and capsule biographies of many others.
  • Deck plans for the Wanderer-class yacht, the Midas-class courier, and the Condor-class racing yacht -- plus floor plans of mansions and private getaways.
  • Details on life in the Imperial Palace . . . wealth, power, danger, and intrigue. If your Traveller campaign aims for real power, here's where it will climax.

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

 

147-page PDF. Stock #30-6624, $9.99.


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Shipped July 29, 2010

Zombie Dice for iPhone

Eat brains. Don't get shotgunned.

Based on the original Zombie Dice . . . but now the dice, and a zombie opponent, are in your iPhone! And it's free!

You're a zombie, racing to be the first to eat 13 yummy human brains. But those humans fight back. Press your luck. Keep rolling, keep collecting brains . . . but if you get three shotguns, you're out!

Enjoy the zombie animations and sound effects (Braaaaaaaiiinnnns!). The zombie will talk to you after every roll, just like a human opponent . . . but remember, he wants you to LOSE!

More Zombies!

If you like the game, you can upgrade for only 99 cents (the price is a no-brainer!) and get more zombie goodness:

  • Up to 8 players, including as many other "live" players as you want -- pass the phone around so everyone can eat brains!
  • More animations and sounds.
  • Smarter zombies! Well, slightly smarter. If you can beat the zombies in the free version, you can choose to play against the upgraded zombie AI.

App for all iOS devices. Stock #1120, $FREE.

Shipped July 19, 2010

R E P R I N T S 

Shipped July 19, 2010

Munchkin 6 – Demented Dungeons (Reprint)

Now It's Really A Dungeon Crawl!

Demented Dungeons brings a new twist to Munchkin. Now you can enter the Dungeon of Elvish Excess, where everyone is an Elf. Or take a Portal to the Dungeon of Manga Wrangling, where tentacles are even more dangerous. Or power up in the Dungeon of Unexpected Epicness -- although it's hardly "unexpected," given the name. Or all of them at once!

Each of the 20 double-sized Dungeon cards adds a new rule that affects the entire party, and maybe the monsters too! Use the 16 Portal cards to jump from one Dungeon to the next in your search for gold and glory.

Munchkin 6 - Demented Dungeons is an expansion for the classic Munchkin set, and was designed by Steve Jackson and illustrated by John Kovalic.

20 double-sized cards, 16 standard-sized cards, and a rulesheet, in a tuckbox. Stock #1457, UPC 837654320594. $10.99.

Shipped July 19, 2010

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, and it's a hit!

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. Fill 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. $49.95.


W 2 3 

Shipped July 29, 2010

Space Gamer #32

Space Gamer #32 (cover-date October 1980) fires up the transdimensional jump drive and transports you, the reader, to the gaming hobby's early days – and the articles are fun to read, too!

In addition to the regular game reviews, news, and letters, this issue's focus is Traveller. Supporting this theme is the article "Alternate Characters for Traveller" (providing rules and guidelines for generating alien or non-human heroes), a deck plan for the Ithilien-class scoutship, and reviews of nine supplemental Traveller products.

Also included is "Deus Ex Machina," presenting three different bits of wargame-aiding code for a programmable calculator; "Minus Two Reaction," a short piece of fiction that begins (and ends) in a bar; "Ten Characters I Wouldn't Let in My Universe," a lighthearted list of NPCs to (not) add to your fantasy RPG; and the sixth in the series "Game Design: Theory and Practice," co-written by Steve Jackson.

For historians, this issue contains a company report on Yaquinto Publications by one of its key members, Steve Peek. More important, it also has information and insight into October 1980's big news: the formation of a little company called Steve Jackson Games.

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!

37-page PDF Stock #30-2332, $3.00.
Buy Now!

Shipped July 29, 2010

GURPS Fantasy-Tech 1: The Edge of Reality

Researchers, scientists, and engineers have worked for millennia trying to turn the possible into the practical. But for every successful innovation, thousands have remained tantalizingly out of reach, lurking just a hair's breadth from the feasible . . . just an aching angstrom beyond the achievable . . . just beyond the edge of reality.

GURPS Fantasy-Tech 1: The Edge of Reality covers dozens of innovations that were not part of our own developmental timeline, but could have been. Whether mythical maybes, developmental dead ends, or legendary lore, these innovations and inventions push the envelope of the possible. And these unreal technologies include relevant GURPS stats, to make a real difference to your game worlds. Contained herein are:

  • New and strange weapons, including the reflective heat ray, the anti-ship claw, and the 11-barrel Leonardo battery.
  • Combination weapons. Can't decide between a gun and a sword? Consider a gun-sword!
  • A new type of armament: "ethnic cool" weaponry. If the tales are true, beware facing the horse-killing macuahuitl, the Welsh longbow, or the legendary katana!
  • A dozen types of not-quite-possible transport, including tanks, land-sailing vessels, and submarines.
  • Six new kinds of mythical and near-possible armor. Learn the legends surrounding treated linen armor, gothic plate, and studded armor.
  • Alternate scientific achievements, such as unusual sources of power, odd disciplines and pseudosciences, and unusual legendary materials (including the "truth" behind transparent aluminum!).
  • Four technologies that could have been introduced earlier, but for some reason weren't. Sure, you can change the world with gunpowder, but you can do at least as much with germ therapy . . .

Since the dawn of time, dreamers and inventors have dared to ask, "What if?" With Fantasy-Tech 1: The Edge of Reality, you can know the answer.

37-page PDF. Stock #37-1664, $9.00.
Buy Now!

Shipped July 22, 2010

Space Gamer #31

Space Gamer #31 (cover-date September 1980) takes us once again into the gaming hobby's early days – and the articles are fun to read, too!

In addition to the regular game reviews, news, and letters, this is the "Special Computer Issue." (Remember that this is computer gaming 1980s-style – the ad on page 3 proclaiming "We do Games, not Windows" is being prophetic, not ironic!) The showcase article is the "1980 Game Software Survey," which includes information on 17 companies that were creating hobby- and game-related software at the dawn of the home-computing era. Also included is "Deus Ex Machina," an article that gives a computational technique for generating random dungeons; "Sam Beowulf," a piece of fiction that recasts the epic hero as a hard-boiled private eye (complete with stats for The Fantasy Trip, Dungeons & Dragons, Tunnels and Trolls, and War of the Ring); and the fifth in the series "Game Design: Theory and Practice," co-written by Steve Jackson. It also contains errata for Kung-Fu 2100 (from Space Gamer #30).

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!

36-page PDF. Stock #30-2331, $3.00.
Buy Now!

Shipped July 22, 2010

Pyramid #3/21: Cyberpunk

Where the glow of neon and chrome meet the cacophony of corporate corruption, a near-future of adventure awaits. This month, Pyramid – the PDF magazine for roleplayers – sends its information insurgents to scope out cyberpunk. This issue includes:

  • "Console Cowboys and Cyberspace Kung Fu," new rules for cinematic hacking that build on the foundation of GURPS Action to deliver high-octane electronic exploits. The article includes pre-built cyberdecks (with rules to design your own), a dozen programs to assist netrunners, and a full system to tie them all together. Although designed with cyberpunk in mind, these rules are also excellent to represent modern-day cinematic hacking.
  • "Down in the Mall," a way to generate random cyberpunk shopping centers with the roll of a few dice. Written by Matt Riggsby, author of GURPS Dungeon Fantasy 8: Treasure Tables, this article uses the techniques from that volume to generate quick spending spots.
  • "The Treasure of Joni Monorail," a cyberpunk adventure suitable for any near-future system or setting. A musical martyr's enigmatic message from the grave sends the heroes out of the safety of the city and into the unknown – the grittier no-man's land between metropolises where even the corporations' powers are unsure.
  • "The Voices in My Head," a collection of new GURPS Ultra-Tech chips that can provide the encouragement, motivation, and assistance needed to keep you cool amid a chaotic chrome culture.
  • "Keeping It Real," an examination of how to maintain realism while permitting toned-down versions of cinematic GURPS advantages and disadvantages. No, you can't take Danger Sense or Hard to Kill in a realistic game – but you can get close. Although written with an eye toward cyberpunk, this article is an excellent resource for groups who love realism but want to keep character-creation options as open as possible.

In addition, this Pyramid includes an "Action Cyberdeck" prop designed to aid the new netrunning rules presented in this issue, plus the usual futuristic features: Murphy's Rules with Greg Hyland; Steven Marsh's Random Thought Table; and other odds and ends. Buy this issue today, before the megacorps decide you shouldn't have it!

39-page PDF. Stock #37-2621, $9.00.
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Shipped July 15, 2010

Space Gamer #30

Space Gamer #30 (cover-date August 1980) provides another trip into the gaming hobby's yesteryear – and the articles are entertaining, too!

In addition to the game reviews, news, and letters found in every issue, this installment's big surprise is the inclusion of Kung-Fu 2100 – a complete tactical two-player game you can print out and play. Enjoy a healthy helping of futuristic furious-fist action!

It also includes the first part of a feature about using programmable calculators in wargaming; the second in a series on painting fantasy miniatures; and the fourth in the series "Game Design: Theory and Practice," co-written by Steve Jackson. Finally, for long-time fans, it provides an index of what was in issues #15-29 of Space Gamer.

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!

37-page PDF. Stock #30-2330, $3.00.
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Shipped July 15, 2010

GURPS Classic: Middle Ages 1

Welcome to the age of chivalry, fealty, and piety. GURPS Middle Ages 1 takes you to the rich, dark world of medieval England, where knights fight for King and God, nobles trade favors and treachery, and peasants work the land.

Three major periods are covered: the Saxon Kingdoms, Norman England, and the High Middle Ages. Medieval combat is described at length, from simple jousts to the deadly Crusades, with details on melee weapons, siege weapons, armor, and castle defenses. Also included are magic, religion, and beasts both real and mythical . . . plus maps of castles, an abbey, and medieval England and France.

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

131-page PDF. Stock #30-6050, $9.00.

Shipped July 8, 2010

Space Gamer #29

Space Gamer #29 (cover-date July 1980) presents another fascinating snapshot into the gaming hobby's yesteryear -- and the articles are fun to read, too!

In addition to the game reviews, news, and letters found in every issue, this installment contains Steve Jackson's designer's notes and errata for The Fantasy Trip; the first in a series on painting fantasy miniatures; the last article giving information about how to computerize hex-maps for wargames; a fantasy short story entitled "The Temple of Life" (with stats for The Fantasy Trip and Advanced Dungeons & Dragons); and the third in the series "Game Design: Theory and Practice" (co-written by Steve Jackson). Of interest to armchair archaeologists, this issue also contains an overview of all magazines related to fantasy and sci-fi gaming (as they existed in 1980), complete with Steve Jackson's thoughts on each publication.

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!

37-page PDF. Stock #30-2329, $3.00.
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Shipped July 8, 2010

GURPS Classic: Alternate Earths 2

Again, Infinite Worlds!

Serve the August Emperor as an Eye of Heaven -- or plot the downfall of the world-girdling Ming. Take to the skies to defend democracy in Bourbon Europe. Raid the glittering pyramids of Mexico with your Vinlander kinsmen. Dodge British helicopter gunships as you fight for America 200 years after Washington's execution. Raise your eyes to the stars of the Rightly Guided Stellar Caliphate. Or move to seize them all, as agents of the implacable Centrum.

GURPS Alternate Earths 2 provides six more worlds usable in a GURPS Time Travel "Infinite Worlds" campaign, or independently with many other GURPS worldbooks. It includes:

  • Complete histories, including timelines, for each alternate Earth.
  • World maps for five parallels.
  • The first ever complete writeup of Centrum from GURPS Time Travel.
  • A handy guide to conquering your own parallel Earth.
  • New gadgets and skills from Irish Triad martial arts to the Coanda jet engine.

Why settle for only one world? An infinity of Earths is waiting for you!

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

131-page PDF. Stock #30-6530, $9.00.
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Shipped August 30, 2010

Munchkin Cthulhu 4 – Crazed Caverns

Subterranean Secrets!

The hunt for forbidden knowledge goes underground! Explore the Midden of the Mi-Go! Dig yourself out of the Dunwich Ditch! Brave the blue light of K'n-Yan! Maybe all at once . . .

Munchkin Cthulhu has already driven you mad, and now it's even madder! The 16 Portals and 20 Dungeons in Crazed Caverns open up whole new dimensions to explore . . . and we all know what a great idea that can be, right? What could go wrong?

This is an expansion for Munchkin Cthulhu. It is not a stand-alone game.

16 Door cards and 20 Dungeon cards, plus a rulesheet, in a tuckbox. Stock #1465, UPC 837654320518. $10.99.


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Shipped August 26, 2010

Space Gamer #36

Space Gamer #36 (cover-date February 1981) "fires up the retrorockets" in the way it does best – and the articles are fun to read, too!

In addition to the regular game reviews, news, and letters, this issue includes the short story "Pawn of the Fire Web," complete with stats for Traveller; an alternate damage system for Star Fleet Battles; a company report for Eon Products, original publishers of the classic game Cosmic Encounters; "Playing Paragon," insight for how to play someone who's as morally good as he can be (written by gaming legend Aaron Allston); the five sins of computer-game writing; and Part 10 in the series "Game Design: Theory and Practice," co-written by Steve Jackson. Of special interest to computer-gaming historians: Steve Jackson also has a featured review of Akalabeth, Lord British's spiritual predecessor to the Ultima series of computer games.

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!

41-page PDF Stock #30-2336, $3.00.
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Shipped August 26, 2010

GURPS Dungeon Fantasy 12: Ninja

Look around you, right this instant. Do you see anything threatening?

No?

Uh-oh. That means there might be a ninja in the room.

GURPS Dungeon Fantasy 12: Ninja brings these black-clad butt-kickers to your Dungeon Fantasy campaign. The ninja uses a mix of special powers, combat abilities, wits, and gadgets to accomplish his goals . . . and if his goals include "eliminate you," then you're in trouble.

This supplement includes:

  • Dungeon Fantasy templates for both ninja and assassins.
  • Lenses for mixing ninja abilities with other professions. Beware the ninja-barbarian or the ninja-wizard!
  • A lens to add ninja prowess to your existing Dungeon Fantasy adventurer.
  • Cool abilities for those with ninja training, including Shadow Walker, Shifting Visage, and One With Shadows.
  • More than 10 new, exotic weapons that are especially suitable for mysterious martial artists.
  • Dozens of items of equipment, ninja tools, artifacts, and magic items – gadgets and gear that allow the "impossible."

Even if you're not playing a ninja, maybe you can take their loot! With the GM's permission, many of the cool weapons, gizmos, and magic items herein would make incredible loot for those who've successfully thwarted the darkness dwellers.

Whether you're looking to join a clan or learn their shadowy secrets in the hopes of staying alive, Dungeon Fantasy 12: Ninja has the information you need. Read it, if you dare!

20-page PDF Stock #37-0321, $6.00.
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Shipped August 19, 2010

Space Gamer #35

Space Gamer #35 (cover-date January 1981) welcomes you aboard for another trip into the gaming hobby's past – and the articles are fun to read, too!

In addition to the regular game reviews, news, and letters, this issue includes "Solitaire Ogre," detailing a solo scenario for that classic game; "Notes for Novice Dungeon Masters," with some brief tips for how to prepare and what to read; the winning contest entries for "Characters I Wouldn't Want to Let in My Universe"; variations on the wargame Stomp; broad insight on how to set up a computer for play-by-mail gaming; "More Psionics for Traveller," detailing additional rules for the granddaddy of all sci-fi RPGs; and the ninth in the series "Game Design: Theory and Practice," co-written by Steve Jackson.

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!

37-page PDF Stock #30-2335, $3.00.
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Shipped August 19, 2010

Pyramid #3/22: Banestorm

If you're looking for a quaint little fantasy getaway, why not consider a trip to Yrth? Be warned; you may find it hard to go home again . . .

This month's Pyramid – the PDF magazine for roleplayers – is devoted to GURPS Banestorm, the premier GURPS Fantasy campaign setting. Most of its articles can also be adapted to other fantasy settings or games with little difficulty – including GURPS Dungeon Fantasy. This issue includes:

  • "Ansonne: The Black Heart of Araterre," detailing the setting's swashbuckling cesspool of sin. Written by Matt Riggsby (GURPS Hot Spots: Renaissance Florence, GURPS Locations: The Tower of Octavius, and more), this complete guide to the city – including a full-page map – provides everything you need to make Ansonne the source for an exciting adventure or the focus of an extended campaign.
  • "Places to Come From: Heroic Origins on Yrth," giving insight on how to incorporate epic backgrounds into Ytarrian campaigns. Written by Phil Masters (GURPS author extraordinaire, including co-author of GURPS Banestorm), this article offers two example campaign locales that can provide excellent background elements or mysteries for heroes.
  • "Whatever Happened To . . .?," describing famous individuals from our world who might arrive on Yrth – and what they might try to accomplish once they're here. Each person includes ideas for how they would adapt and why heroes might interact with them (or their legacies).
  • "Arvey: The City of Silver Hills," is another place for Ytarrian adventure. In addition to providing its history, areas of interest, and notes on its movers and shakers, this article also contains full GURPS character stats for three of its citizens – although whether they're friends or foes depends on the adventurers' goals . . .
  • "The Crystal Wilds," a description of a natural cave formation that could be the focal point for an archaeological adventure or ongoing campaign developments. Is it realistic or fantastic? Yes!

In addition, this Pyramid offers its usual fantastic features: Murphy's Rules with Greg Hyland; Steven Marsh's Random Thought Table; and other odds and ends – which this month includes a player's version of the map from GURPS Banestorm: Abydos.

You don't need to be a magic man to know which way the wind blows . . . unless you're trying to fathom the mysterious cross-dimensional Banestorms, of course.

40-page PDF. Stock #37-2622, $9.00.
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Shipped August 12, 2010

Space Gamer #34

Space Gamer #34 (cover-date December 1980) is devoted to "Miniatures" . . . which is to say, it leads the way – and the articles are fun to read, too!

The features supporting this month's theme include advanced techniques for painting fantasy miniatures, and Cardboard Heroes Designer's Notes with Denis Loubet. In addition to the regular game reviews, news, and letters, other articles include "The Challenge," a short story written by famed sci-fi author Timothy Zahn; Designer's Notes and expanded rules for the wargame Artifact by its creator, Glenn Williams; the conclusion of the two-part article on using computers to represent 3-D areas; the results of the best "totally evil/absolutely selfish/absolutely good" wish contest; and the eighth in the series "Game Design: Theory and Practice," co-written by Steve Jackson.

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!

45-page PDF Stock #30-2334, $3.00.
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Shipped August 12, 2010

GURPS Classic: Y2K

The world DIDN'T end on January 1, 2000. Therefore, this book is good for gaming, rather than just for starting fires. And you know what? We're GLAD.

Now that it's just fantasy, visit the world that might have been . . . the world where everything went wrong.

The Big Crash. The Bug. The end of technology – the end of humanity. In GURPS Y2K, 10 of your favorite GURPS authors take a long look at these millennial fears, from computer crashes to global warming, from a nuclear apocalypse to the Biblical Apocalypse.

Are you Y2K compliant?

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

131-page PDF Stock #30-6090, $9.00.
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Shipped August 5, 2010

Space Gamer #33

Space Gamer #33 (cover-date November 1980) gives you a first-class ticket on a spaceship to the gaming hobby's early days – and the articles are fun to read, too!

In addition to the regular game reviews, news, and letters, this issue's featured theme is "Play-by-Mail Games." Articles on this topic include "WarpWar: The Campaign Game," with information on how to turn that wargame into an ongoing series (adaptable for mail-based play); "Fantasies by Mail," providing insight into how to play fantasy RPGs by mail (or, nowadays, e-mail); "PBM Rules for Starship Troopers," providing long-distance rules for that classic wargame; reviews of four space-themed play-by-mail games; a cataloging of then-current mail-based game companies; and a company report from Schubel & Son, a play-by-mail company.

Beyond the theme, there is a three-player G.E.V. scenario (complete with new units!); an article about how to incorporate 3-D plotting and displays into a computer program; the results from Space Gamer's Trap Contest; "End Game," a piece of fiction set in the Ogre universe; and the seventh in the series "Game Design: Theory and Practice," co-written by Steve Jackson.

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!

45-page PDF Stock #30-2333, $3.00.
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Shipped August 5, 2010

GURPS Dungeon Fantasy 11: Power-Ups

Dungeon Fantasy 1: Adventurers gave you powerful delvers who could cut a swath through the world and take its stuff. Dungeon Fantasy 3: The Next Level added racial templates, rules for mixing professions, and all-new power-ups, making your adventurers even more awesome. Now Dungeon Fantasy 11: Power-Ups raises the stakes again, bringing more – and more-powerful – power-ups to the table that will really boost your heroes' kill counts and bank accounts!

Inside you'll find power-ups for every profession and race in Dungeon Fantasy 1-10 – and for every budget. At one end are more than 50 perks to modify your spells and combat moves; at the other are more than 80 significant new abilities, priced at up to 100 points. Many options – like the bard's Songs, elementalist's Storms, and necromancer's Foul Limbs – offer several subtypes and specialties. And that's not even counting hundreds of minor abilities and suggestions, several new spells, and more. From the silliness of Combat Haberdashery through the sheer power of the Secret Teleportation Spell, a true munchkin is sure to see something he likes. Fortunately for the GM, these power-ups come with guidelines for acquiring and using them . . . and for designing new ones.

While intended for Dungeon Fantasy, these power-ups are suitable for any GURPS campaign involving dungeon crawls, and are sure to provide players and GMs alike with new ideas no matter what genre they prefer!

45-page PDF. Stock #37-0316, $9.00.
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S E P T E M B E R   2 0 1 0 

Shipped September 16, 2010

Space Gamer #39

Space Gamer #39 (cover-date May 1981) is another heaping helping of history as it happened – and the articles are fun to read, too!

In addition to the regular game reviews, news, and letters, this issue includes "Fantasy World" (a short story by noted sci-fi novelist Timothy Zahn); a way to determine the reliability of rumors in Traveller; contest-winning magic items; simple-but-effective traps for beginning GMs; strategy tips for the wargame Ice War; a scenario for Triplanetary; and Part 13 in the series "Game Design: Theory and Practice," co-written by Steve Jackson.

This issue also has a number of pages devoted to its theme for the month: computers. These articles include designer's notes for Akalabeth (written by that game's creator and the Ultima series mastermind, Lord British); a featured review and strategy for the tactical computer game Warp Factor; a company report on Strategic Simulations by its founder, Joel Billings; and a look at the state of computer gaming (circa 1981).

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!

45-page PDF Stock #30-2339, $3.00.
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Shipped September 13, 2010

Munchkin Marked for Death

Munchkin Marked for Death is a double-duty booster set! This pack contains 17 all-new cards, including Anvil, Recalculate Your XP, and the horrifying effervescence of the Soap Golem . . . plus two almost-new cards. And they’re balanced to let you use them as a quick rigged demo for your friends, to get them into the madness that is Munchkin!

Note: This is NOT a collectible or randomized set. Every Marked for Death pack is the same as every other.

19 cards and a rulesheet, in a finseal pack. Stock #4210, UPC 837654320525. $4.99.

+6 Bag o' Munchkin d6

He Who Toys With The Most Dice . . . Wins!

We refuse to write a complex description for dice. These are 6-siders, and there are six in the package. They are the color of coffee with just enough cream, if you like too much cream in your coffee like SJ does. They have the Munchkin head in place of the 1. Buy them. Kill monsters and take their stuff.

Six 6-sided dice. Stock #5514, UPC 837654320501. $4.99.

Munchkin Boxes of Holding

Have you been going through half a dozen game boxes to dig out all your Munchkin cards? How about getting it down to two special card boxes? The Munchkin Boxes of Holding are sturdy cardboard, sized to hold 500 Munchkin cards apiece! One is labeled Doors, and one is for Treasures.

Bonus: The set includes two new Munchkin cards that aren't available anywhere else!

Two fold-up sturdy cardboard boxes and two cards. Stock #5518, UPC 837654320730. $9.99.


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Shipped September 30, 2010

Cthulhu Pin (Black)

The Cthulhu cult is growing. Show your allegiance by wearing one (or more!) of these stylish Cthulhu Pins. We have multiple colors:

  • Black with green Cthulhu
  • Purple with green Cthulhu
  • Green with black Cthulhu
  • Green with yellow Cthulhu

(Any correlation between the colors of the Cthulhu Pins and the various colors of Cthulhu Dice is purely coincidental. Or is it? Has the Cthulhu Cult has infiltrated further than we thought?)

Send us pictures of where your Cthulhu Pin has been! E-mail them (or links to your gallery) to cthulhu@sjgames.com, or post a link on Twitter – we're @sjgames.

Black pin with green Cthulhu. Stock #9013a, $3.99.

Shipped September 30, 2010

Cthulhu Pin (Purple)

The Cthulhu cult is growing. Show your allegiance by wearing one (or more!) of these stylish Cthulhu Pins. We have multiple colors:

  • Black with green Cthulhu
  • Purple with green Cthulhu
  • Green with black Cthulhu
  • Green with yellow Cthulhu

(Any correlation between the colors of the Cthulhu Pins and the various colors of Cthulhu Dice is purely coincidental. Or is it? Has the Cthulhu Cult has infiltrated further than we thought?)

Send us pictures of where your Cthulhu Pin has been! E-mail them (or links to your gallery) to cthulhu@sjgames.com, or post a link on Twitter – we're @sjgames.

Purple pin with green Cthulhu. Stock #9013b, $3.99.

Shipped September 30, 2010

Cthulhu Pin (Green)

The Cthulhu cult is growing. Show your allegiance by wearing one (or more!) of these stylish Cthulhu Pins. We have multiple colors:

  • Black with green Cthulhu
  • Purple with green Cthulhu
  • Green with black Cthulhu
  • Green with yellow Cthulhu

(Any correlation between the colors of the Cthulhu Pins and the various colors of Cthulhu Dice is purely coincidental. Or is it? Has the Cthulhu Cult has infiltrated further than we thought?)

Send us pictures of where your Cthulhu Pin has been! E-mail them (or links to your gallery) to cthulhu@sjgames.com, or post a link on Twitter – we're @sjgames.

Green pin with black Cthulhu. Stock #9013c, $3.99.

Shipped September 30, 2010

Cthulhu Pin (Yellow)

The Cthulhu cult is growing. Show your allegiance by wearing one (or more!) of these stylish Cthulhu Pins. We have multiple colors:

  • Black with green Cthulhu
  • Purple with green Cthulhu
  • Green with black Cthulhu
  • Green with yellow Cthulhu

(Any correlation between the colors of the Cthulhu Pins and the various colors of Cthulhu Dice is purely coincidental. Or is it? Has the Cthulhu Cult has infiltrated further than we thought?)

Send us pictures of where your Cthulhu Pin has been! E-mail them (or links to your gallery) to cthulhu@sjgames.com, or post a link on Twitter – we're @sjgames.

Green pin with yellow Cthulhu. Stock #9013d, $3.99.

Shipped September 30, 2010

Space Gamer #41

Space Gamer #41 (cover date July 1981) is your guide to the hallowed halls of the hobby's history – and the articles are fun to read, too!

In addition to the regular game reviews, news, and letters, this issue is devoted to Dungeons & Dragons. Articles supporting this theme include thoughts on the beginnings of TSR, Inc., by Dungeons & Dragons co-designer Gary Gygax; alternate races and non-humans (including contest winners); and a silly (and perhaps familiar) adventure for heroes.

There are also articles for those who play other games, including systemless insight for playing thieves; a list of "don'ts" for GMs; tips for players of The Fantasy Trip; and Part 14 in the series "Game Design: Theory and Practice," co-written by Steve Jackson.

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!

45-page PDF Stock #30-2341, $3.00.
Buy Now!

Shipped September 30, 2010

GURPS Classic: Atomic Horror

Watch the Skies!

Alien invaders! Giant lizards from another age! Flesh-eating zombies! Colossal insects! Mad scientists! Blobs! Only you can defend humanity, civilization, and the American Way from these terrible horrors.

GURPS Atomic Horror contains everything you need to roleplay the science-fiction and horror movies of the 1950s. The campaign can be as scary as The Thing, as dramatic as The Day the Earth Stood Still, as strange as Little Shop of Horrors, or as goofy as Plan 9 From Outer Space -- the choice is yours. Characters can be square-jawed scientists and military men, heroic explorers, misunderstood teenagers, cold-war spies, G-men, gangsters . . . or just ordinary folks caught up in unearthly weirdness.

GURPS Atomic Horror contains:

  • A comprehensive guide to '50s politics, society, and attitudes suitable for any campaign -- not just science fiction/horror.
  • Five new alien races, completely described and ready to invade the Earth. In fact, some of them are already here!
  • Guidelines for creating more than a dozen different kinds of movie monsters, from gill-men to carnivorous plants to living human brains in jars.
  • Alternate-world campaign ideas, like a '50s where the Nazis won World War II, or a futuristic '50s where our own flying saucers conquer space.
  • A detailed filmography listing dozens of '50s science horror films, from the classics to the turkeys.

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

131-page PDF. Stock #30-6065, $9.00.
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Shipped September 23, 2010

Space Gamer #40

Space Gamer #40 (cover-date June 1981) once again proves that old-school is cool – and the articles are fun to read, too!

In addition to the regular game reviews, news, and letters, this issue reaches for the stars, with a special Traveller theme. Articles include "Aboard the Leviathan" (notes about a Traveller session written by Marc Miller, the game's creator); an alternate space combat system; contest-winning nonhuman races; and a meaty section on a detailed world ready for Traveller action. Also included is a cumulative game index for issues 15-39 of Space Gamer; a look at a (hypothetical) "play-by-phone" business model; and Part 14 in the series "Game Design: Theory and Practice," co-written by Steve Jackson.

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!

45-page PDF. Stock #30-2340, $3.00.
Buy Now!

Shipped September 23, 2010

Pyramid #3/23: Action Adventures

Full throttle – and beyond! This month's Pyramid – the PDF magazine for roleplayers – injects adrenaline into your veins with "Action Adventures." Our most adventure-filled issue ever gives four scenarios, providing fast-paced frantic fuel perfect for your favorite action-tied RPG system – especially GURPS Action! This issue includes:

  • "Blowups Happen," an adventure that begins with a light-fingered maid and ends with heavy-duty explosives. Written by Stephen Dedman – co-author of GURPS Martial Arts Adventures – this scenario includes full stats for GURPS and is perfect for GURPS Action. Get your "bang" skills ready!
  • "Night of the Megacarp," a modern-day tale that comes straight from the direct-to-DVD section of your imagination. Can humanity survive nature's revenge? It comes with GURPS stats for the main threat and Action info, but the core is fine for civic-minded heroes of any system.
  • "Operation Sun Dog" reopens a long-closed chapter of World War II. A mission to a former Nazi base isn't what it seems, and a straightforward operation becomes a fight for survival. It includes a description of the base, recommendations for Action, and enough systemless details that the players will treat every cough with suspicion.
  • "Calamity Road," a lighthearted outline that provides the challenge and the challengers, then sits back and lets the parts collide on the open road. No stats here -- just the recipe for a raucous race. Let the green flag wave!
  • "Chase Cards," a ready-to-use reference that makes running GURPS Action chases quicker and easier.

In addition, this Pyramid includes all the extras that make a death-dealing desperado smile: Murphy's Rules with Greg Hyland, Steven Marsh's Random Thought Table, and other odds and ends. Cover your ears; this issue goes to 11!

40-page PDF. Stock #37-2623, $9.00.
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Shipped September 16, 2010

GURPS WWII Classic: Motor Pool

By Land, Sea, or Air . . .

World War II raged from the deserts of North Africa to the jungles of the South Pacific, the mountaintops of the Alps to the beaches of Normandy, to the high seas, the undersea depths, and the skies above it all. And everywhere were the machines of war -- the bombers, fighters, tanks, jeeps, ships, submarines, landing craft, and more, thousands of designs built by dozens of different countries.

GURPS WWII: Motor Pool is the definitive sourcebook for it all. Using the WWII Modular Vehicle Design System from the GURPS WWII Core Rulebook (itself derived from GURPS Vehicles), Motor Pool has complete stats for combat vehicles of all types, from all theaters and combatants, in mankind's greatest conflict.

No matter what type of GURPS WWII game you're playing, Motor Pool has the info you need to ramp up the action!

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

131-page PDF. Stock #30-8011, $9.00.
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Shipped September 9, 2010

Space Gamer #38

Space Gamer #38 (cover-date April 1981) goes for the gold – literally, judging by its bright-orange cover! The articles are fun to read, too.

In addition to the regular game reviews, news, and letters, this issue includes the results of the 1980 game survey, where Space Gamer readers shared their thoughts (and Space Gamer shares its thoughts on those thoughts); designer's notes for the crossover wargame/RPG Lords of UnderEarth; rules for used spaceships in Traveller; information on how to generate random dice rolls via a computer program; and Part 12 in the series "Game Design: Theory and Practice," by Steve Jackson. Historians may also enjoy longtime gaming stalwart Aaron Allston's review of the Dungeons & Dragons Expert Set. This issue also takes advantage of its proximity to April 1 by taking itself less than seriously: "The Complaints Department" describes what "really" goes on behind the scenes at Space Gamer, and the short story "The Double-Timing Double-Crossing Pick-a-Past Paradox" gives some insight into one possible problem with time travel.

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!

45-page PDF Stock #30-2338, $3.00.
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Shipped September 9, 2010

GURPS Traveller Classic: Alien Races 3

The Hivers Should Worry You . . .

Openly cooperative, apparently pacifistic, reportedly cowardly, the starfish-shaped Hivers don't seem to be empire-building material -- but they hold one in a secure grip. They won the only interstellar war they've fought after losing every battle, but with this most alien of the major races, looks almost always deceive. Inscrutable, patient, and subtle, the Hivers puzzle their neighbors more than they worry them. It should be the other way around.

The Droyne Should Awe You . . .

An insectoid race scattered across the Imperium like so many gypsies, the seemingly insignificant Droyne often fall beneath the notice of Humaniti . . . and most Humans are foolish enough to think it's their own choice. A series of puzzles in their history and culture suggests that huge secrets lurk behind the compound eyes of these tiny sentients . . . and that the most awesome of the major races may come in the smallest package.

Ancient Answers Await!

Alien Races 3 offers an expose on the Ancients themselves, and examines in detail the biology, homeworlds, culture, and society of the enigmatic Hivers and cryptic Droyne. Included are racial and career templates, sample equipment and starships, Ancient artifacts, and much more.

This book also includes a set of 36 Droyne "coyns" and instructions for predicting the future and making decisions, Droyne style.

Two new minor races are presented here as well:

  • The Inheritors, a race of fluorine-breathers living on the shell of an ancient Dyson sphere and "improving" on the technology left behind;
  • The Lithkind, a nocturnal species for which mating means death and death means rebirth, and who treat the opposite sex as taboo!

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

148-page PDF Stock #30-6608, $9.99.

Shipped September 2, 2010

Space Gamer #37

Space Gamer #37 (cover-date March 1981) is three dozen pages of old-school insight – and the articles are fun to read, too!

In addition to the regular game reviews, news, and letters, this issue includes "Troubles in Valetia" (a history of a troubled play-by-mail game in the form of correspondence); a collection of interesting sci-fi weapons; a company report from Fantasy Games Unlimited by its founder Scott Bizar; alternate rules for the sci-fi wargame Freedom in the Galaxy; a slithering cinematic sci-fi scare with stats for The Fantasy Trip, Dungeons & Dragons, and Traveller; a sword-and-sorcery variant for the game Risk; the other five sins of computer-game writing; and Part 11 in the series "Game Design: Theory and Practice," co-written by Steve Jackson. (Steve Jackson is also the author of the featured review about the classic Cosmic Encounter.)

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!

37-page PDF Stock #30-2337, $3.00.
Buy Now!

Shipped September 2, 2010

GURPS Traveller Classic: Star Mercs

Prepare for War . . .

. . . with Star Mercs. Everything you need for a star-spanning, military-oriented campaign in the Traveller universe is here!

  • Experience combat (and a soldier's life) in the 57th century.
  • Learn how to recruit, organize, and equip a mercenary unit.
  • Familiarize yourself with the Imperial rules of war.
  • Get the edge with discourses on strategy and tactics.
  • Arm your troops from a comprehensive list of weapons and other tools of the soldier's trade.

Star Mercs also includes deck plans for the 800-ton Broadsword-class mercenary cruiser, templates for military and mercenary soldier characters, sample missions, and a variety of units and NPC personalities your mercenary group might encounter, including the famed and feared Imperial Marines. Face front, soldier!

This is the Big One!

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

131-page PDF. Stock #30-6604, $7.99.


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Shipped October 25, 2010

Munchkin: Go Up a Level

Munchkin came out in 2001. Since then, we've published eight more core games and over a dozen expansion sets. We've learned a lot in the last nine years, and new printings of Munchkin and its sequels will change some cards for clarity or balance.

But we don't expect our fans to buy their Munchkin collection all over again. Instead, we created Munchkin: Go Up a Level. This box contains 132 updated cards. They span every Munchkin set except Munchkin 6 – Demented Dungeons, Munchkin Dice, and the Fairy Dust and Waiting for Santa boosters . . . none of which needs any updating.

132 cards in a tuckbox. Stock #1464, UPC 837654320013. $11.99.

Frag Gold Edition: FTW

Frag is about blowing stuff up. This expansion brings you new things to blow up, new weapons to blow them up with, and new places to do it.

Arm yourself with the Assault Shotgun and the Shock Glove. Fight across two new maps, with lava and water terrain . . . either one can link to the gameboard from Frag Gold Edition for nearly ten square feet of arena! Blow up barrels and set off a chain reaction. Doors that open the Frag way . . . you have to shoot at the switch! And new scenarios, including the classic Last Man Standing.

More weapons, more hazards, more targets. More . . . FTW!

21" x 33" gameboard, 10 cards, counters, and rulesheet, in a shrinkwrapped bundle. Stock #1905, UPC 837654320792. $29.99.

Munchkin: Santa's Revenge

The Munchkin was sleeping all snug in his bed, when Santa came back with a BOOT TO THE HEAD!

Santa's Revenge is a holiday-themed supplement for any Munchkin game. It goes especially well with Waiting for Santa, but you don't need WFS to enjoy Santa's Revenge. It adds Santa monsters like Harold Angel (as in, HARK!) and the Anti-Clause. And it gives you new things to hit those monsters with, from Snowballs to the North Pole. And the new Armor is Christmas Wrapping. John Kovalic had fun drawing this one. (Actually, he had fun with them all. You can tell by looking. You'll have fun too.)

This is an expansion for Munchkin, not a stand-alone set. Santa's Revenge is not collectible or randomized; every pack is the same as every other.

This standalone set is out of print, but you can get the cards in Munchkin Holiday Surprise.

Finseal pack containing 15 cards. Stock #4206, UPC 837654320839. $4.99.

Shipped October 11, 2010

Illuminati: Mutual Assured Distraction

It's getting easier to find the conspiracies all around us. Just look at the news.

Illuminati: Mutual Assured Distraction is about today's headlines. Supermajority, Health Reform, Bank Collapse, Superpatriot Act, Economic Stimulus -- they're tools for world control. You knew it all along, didn't you?

This set introduces "New World Order" cards to the classic Illuminati game. A NWO card affects all the players, not just the one who put it down. This mechanic first appeared in the collectible card version of Illuminati. You liked it then -- so here it is for the original game.

Illuminati: Mutual Assured Distraction contains 18 NWO cards to boost, penalize, and offend major political and social groups of all kinds. There are also five special cards to trigger, add, or remove NWO effects.

23 cards in a finseal pack. Stock #1398, UPC 837654320747. $6.99.

Munchkin Quest: Portal Kombat

Go Ahead, Split the Party!

Portals are magical gates between rooms. With the 24 Portal links and 10 new cards in this set, you can move to the other side of the dungeon in the blink of an eye – or stay where you are and throw potions across the board!

You can play this with just the original Munchkin Quest game or add in Munchkin Quest 2 – Looking for Trouble for extra mayhem!

10 cards, 24 links, and a rulesheet in a hangtag bag. Stock #1472, UPC 837654320754. $9.99.

Cthulhu Dice Bag

When Cthulhu eats your sanity, you're in trouble. But when he eats your dice, he'll give them back.

The Cthulhu Dice Bag is soft plush, with far more eyes, tentacles, and wings than any ordinary dice bag. He'll hold dozens of ordinary six-siders or non-Euclidean polyhedrons in his zippered pouch. Or, of course, Sanity tokens from Cthulhu Dice. Or cursed jewels, or gravel, or bus tokens, or all of them together. Just remember that to get them out, you have to put your hand inside Cthulhu. If you are okay with that, this is the perfect dice bag for you.

Using the Cthulhu Dice Bag in summoning rituals is not recommended, but mostly because summoning Cthulhu is really a bad idea. Just let him hold your dice.

Cthulhu-shaped plush dice bag, 13.5" long from wingtip to tentacle-tip, and 9" wide from tentacle to tentacle. Stock #9431, UPC 837654320761. $29.99.


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Shipped October 28, 2010

Space Gamer #45

Reading Space Gamer #45 (cover date November 1981) is like opening a perfectly preserved time capsule of the hobby's past -- and the articles are fun to read, too.

In addition to the regular game reviews, news, and letters, this issue offers insight into the creation of Car Wars by Chad Irby (including useful hints); designer's notes for Grimtooth's Traps; a description and overview of GameMaster, an early play-by-modem computer-gaming company; a guide for how to write a good game review; and strategy tips for the classic play-by-mail game Starweb (much of which can apply to many different strategy games). It also includes more tongue-in-cheek gaming industry "definitions" -- for example, a "classic" is "a game remembered a year after it was written"!

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!

45-page PDF Stock #30-2345, $3.00.
Buy Now!

Shipped October 28, 2010

GURPS Magic: Plant Spells

Vegetation -- omnipresent, silent, essential for life, and able to kill. The fauna discounts the flora at its own peril.

GURPS Magic: Plant Spells expands on the green-based magical college from GURPS Magic with a cornucopia of new information, including:

  • Full GURPS information on broad botanical categories and stats for specific types of plants.
  • Two new meta-traits: Body of Leaves and Green Mind (think like a plant!).
  • Details on making various flora-focused mages, including appropriate or modified advantages and disadvantages, plus eight new perks.
  • Spells! A total of 38 new plant-related spells, including a range of offensive, defensive, and miscellaneous varieties. Unleash the Razor Grass, don Tree Bark Armor, or escape as you Run Across Treetops.
  • Information on how druids from GURPS Dungeon Fantasy can use these new spells.

With GURPS Magic: Plant Spells, you can tap the root of earth-grown power. Go green!

23-page PDF. Stock #37-0136, $7.00.
Buy Now!

Shipped October 21, 2010

Space Gamer #44

Space Gamer #44 (cover date October 1981) provides a plethora of pages presenting past pearls -- and the articles are fun to read, too!

In addition to the regular game reviews, news, and letters, this issue includes rules for radiation in Dungeons & Dragons; detailed rules for tanks and hovercraft in Traveller; a humans-versus-aliens scenario for Killer; a discussion of demographics in fantasy worlds; and a company report for T-Rex, maker of miniatures. For historians (or time-travelers planning on becoming stuck in 1981), this issue also comes with a computer buying guide, describing the then-current state of the art.

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!

45-page PDF Stock #30-2344, $3.00.
Buy Now!

Shipped October 21, 2010

Pyramid #3/24: Bio-Tech

This month's issue of Pyramid -- the PDF magazine for roleplayers -- celebrates life . . . with bio-tech! This futuristic folio features:

  • "Biomecha," a guide to powerful, living, organic battlesuits. This article -- written by GURPS Bio-Tech co-author and fan-favorite David Pulver -- includes a full overview of this anime-style genre, campaign ideas, and sample GURPS templates and guidelines. These mighty morphing mortal mecha will really grow on you!
  • "Martian Tech," a collection of new biological equipment fresh from the Red Planet. Designed to work with the Roma Universalis alternate Earth presented in Pyramid #3/20: Infinite Worlds, this material can be useful to any campaign that features alien or unusual biological equipment.
  • "Better Living Through Pharmaceuticals," featuring 10 new drugs that build on material from GURPS Bio-Tech. Written by Pyramid editor Steven Marsh, these drugs will speed you up, knock you down, and plug you into strange and alien life.
  • "Terra Incognita: Adleman Bank," a strange encounter with someone who goes beyond living at his office! It includes GURPS stats for this unusual entity.
  • "The Children of Inzanami," a campaign framework that brings bioengineering to the stars, resulting in strange "creatures" having more in common with humanity than anyone knows . . .

In addition, Pyramid also provides lots of bits that make a magazine fun: a new character sheet that's ideal for those with biomods, cyberware, and other body-part-specific oddities; Murphy's Rules with Greg Hyland; Steven Marsh's Random Thought Table; and other odds and ends. Let's face facts: If you're alive, you need this issue!

40-page PDF. Stock #37-2624, $9.00.
Buy Now!

Shipped October 14, 2010

Space Gamer #43

Space Gamer #43 (cover date September 1981) brings you another bulging binary booklet of bygone brilliance -- and the articles are fun to read, too!

In addition to the regular game reviews, news, and letters, this issue includes "Sword's Man," a short story by noted sci-fi author Timothy Zahn; expanded combat rules for Traveller; a discussion of the 1980 Origins Awards nominees and winners; new magical swords for Dungeons & Dragons; two more nonhuman sci-fi races; a historical accounting of variants for the classic game Diplomacy; some new tools and traps for Killer; and more.

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!

45-page PDF. Stock #30-2343, $3.00.
Buy Now!

Shipped October 14, 2010

GURPS Low-Tech

Welcome to the Past!

GURPS Low-Tech covers the basic tools used by historical adventurers from the Stone Age to the Age of Sail -- and still used by modern survivalists and post-apocalypse survivors when the high-tech toys fail.

Weapons and armor from antlers and rawhide to warhammers and heavy mail; adventure and travel gear from simple stone knives to early submarines; everyday items and tools of every trade. Low-Tech starts with the basics that suit any setting . . . and adds lots of culturally specialized inventions to support your campaign's particular flavor. For game masters, the discussions of past technologies -- based on up-to-date historical and archaeological research -- will be valuable no matter what system is used. For GURPS players, this book also covers the skills and traits that let adventurers make the best use of their equipment.

Whether the heroes are cavemen taking their first steps toward civilization, pirates on the Seven Seas, or anything in between, GURPS Low-Tech has the technology they need!

GURPS Low-Tech replaces GURPS Low-Tech for Third Edition, the TL4 parts of GURPS High-Tech for Third Edition, and the rules for equipment from many historical sourcebooks for Third Edition, from the TL0 tools in GURPS Dinosaurs to to the TL4 gear in GURPS Swashbucklers.

163-page PDF. Stock #31-0108, $20.00.

Shipped October 11, 2010

Cthulhu Dice Bag

When Cthulhu eats your sanity, you're in trouble. But when he eats your dice, he'll give them back.

The Cthulhu Dice Bag is soft plush, with far more eyes, tentacles, and wings than any ordinary dice bag. He'll hold dozens of ordinary six-siders or non-Euclidean polyhedrons in his zippered pouch. Or, of course, Sanity tokens from Cthulhu Dice. Or cursed jewels, or gravel, or bus tokens, or all of them together. Just remember that to get them out, you have to put your hand inside Cthulhu. If you are okay with that, this is the perfect dice bag for you.

Using the Cthulhu Dice Bag in summoning rituals is not recommended, but mostly because summoning Cthulhu is really a bad idea. Just let him hold your dice.

Cthulhu-shaped plush dice bag, 15" long from wingtip to tentacle-tip, and 9" wide from tentacle to tentacle. Stock #9432, UPC 837654320785. $29.99.

Shipped October 7, 2010

Space Gamer #42

Space Gamer #42 (cover date August 1981) boldly goes where few mags have gone before – and the articles are fun to read, too!

In addition to the regular game reviews, news, and letters, this issue features old-school sci-fi action, including a retrospective of Star Fleet Battles (by its creator, Steve Cole); ruminations about Metamorphosis Alpha; two new nonhuman races for Traveller; plus a computer-programming article about how to make those sci-fi battles feel a bit more like your favorite TV show. It also includes advice for why it's good to have mixed-monster adversaries in your fantasy gaming, as well as a tongue-in-cheek "glossary" of gaming-industry terms (did you know "The Game Master will determine . . ." means "Sorry, we couldn't think up a rule for this"?).

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!

45-page PDF. Stock #30-2342, $3.00.
Buy Now!

Shipped October 7, 2010

Suppressed Transmission

Of Course You Know About the Suppressed Transmission . . .

Of course. But do you know about the Philadelphia Experiment, the Antarctic Space Nazis, the Ancient Astronauts, the Great Pole Shift, and the Esoteric Truths encoded in Shakespeare's plays? Kenneth Hite does.

"Suppressed Transmission" was the wildly popular column of conspiratorial musings and High Weirdness, appearing in the weekly HTML version of Pyramid magazine. This anthology of the first year of "Suppressed Transmission" contains 34* of those original columns and more, including annotations, "stuff Ken left out," and an extensive bibliography. This book is required reading for anyone interested in the Secret History of our world . . . or any other. Read it soon, before it too becomes a Suppressed Transmission.

* 34, of course, is (2*3*5)+(2-3+5). Fnord.

131-page PDF Stock #30-3005, $9.00.
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N O V E M B E R   2 0 1 0 

Shipped November 22, 2010

Star Munchkin: Space Ships

Munchkin Booty introduced Ships to the world of Munchkin. You guys immediately asked why we didn't have Ships for Star Munchkin as well. So now we do!

Star Munchkin: Space Ships lets you ride in -- or on -- the Horsefly, the Starfurry, or the USS Secondprize. You can buff your ships with a Quad-Mounted Laser or a Bridge. And you can let your new Sidekick, Otto, do the flying for you.

Live long and prosper and kill monsters!

Note: This is an expansion for Star Munchkin, not a stand-alone set. Space Ships is not collectible or randomized; every pack is the same as every other.

Finseal pack containing 15 cards. Stock #4214, UPC 837654320877. $4.99.

GURPS Low-Tech

Welcome to the Past!

GURPS Low-Tech covers the basic tools used by historical adventurers from the Stone Age to the Age of Sail -- and still used by modern survivalists and post-apocalypse survivors when the high-tech toys fail.

Weapons and armor from antlers and rawhide to warhammers and heavy mail; adventure and travel gear from simple stone knives to early submarines; everyday items and tools of every trade. Low-Tech starts with the basics that suit any setting . . . and adds lots of culturally specialized inventions to support your campaign's particular flavor. For game masters, the discussions of past technologies -- based on up-to-date historical and archaeological research -- will be valuable no matter what system is used. For GURPS players, this book also covers the skills and traits that let adventurers make the best use of their equipment.

Whether the heroes are cavemen taking their first steps toward civilization, pirates on the Seven Seas, or anything in between, GURPS Low-Tech has the technology they need!

GURPS Low-Tech replaces GURPS Low-Tech for Third Edition, the TL4 parts of GURPS High-Tech for Third Edition, and the rules for equipment from many historical sourcebooks for Third Edition, from the TL0 tools in GURPS Dinosaurs to to the TL4 gear in GURPS Swashbucklers.

160 color pages. Hardcover. Stock #01-0108, ISBN 978-1-55634-802-0. $29.99.

Shipped November 8, 2010

Revolution! – The Palace

Welcome to The Palace!

In Revolution!, three or four players matched wits. Now, with The Palace, up to six can join the bribing, blackmailing, and backstabbing!

The Palace is a new location which fits on the Revolution! board. It's worth 55 Support at the end of the game, and has a special space: the Guardhouse. The player who controls the Guardhouse is immune to the Spy and the Apothecary!

Also included are six new bidding boards, adding four new characters. The Viceroy controls the Palace. The Messenger moves your influence cubes from their location to any unoccupied space. The Mayor influences any open space. The Constable rewards a winning bid with a bit of Support and Blackmail.

This expansion also includes purple and orange blocks, bidding shields, and score tokens for the fifth and sixth players.

The Palace increases the maximum number of Revolution! players to six. The new rules can be taught in minutes, and a complete game still takes less than an hour.

Bag with header, containing 50 wooden cubes, 20 chipboard counters, six bidding boards, two screens, rulesheet, and the Palace, a chipboard overlay for the gameboard. Stock #1904, UPC 837654320709. $24.99.

Munchkin Booty: Fish & Ships

Avast ye! Fish & Ships be full of Sharks (and other denizens of th' deep) and Ships for yer Munchkin Booty game!

We gots here Fish rangin' from yer pathetic Fish in a Barrel to yer munchkin-mangling Tiger Shark. We gots six new Ships, and all of them be good and most of them be really dumb. We thinks that Jet Ski be the dumbest, but there be room fer argument here. And ye can give any ship a Glass Bottom, ta see what's comin' at ye, or Clockwork Wings ta rise above it all.

This be a supplement, not a stand-alone game. Fish & Ships be neither collectible nor randomized; every pack be the same as every other. Arrrr.

Finseal pack containing 15 cards. Stock #4204, UPC 837654320815. $4.99.


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Shipped November 25, 2010

Space Gamer #49

Space Gamer #49 (cover date March 1982) takes the first star to the right and heads straight on to the gaming hobby's past -- and the articles are fun to read, too!

In addition to the regular game reviews, news, and letters, this issue has a mini-theme of Traveller. It includes "Tools for Terrorists" in the Traveller universe, plus an essay by noted game designer Greg Costikyan that -- based on conclusions derived from energy calculations -- Traveller is science fantasy.

It also includes an armored war machine for Car Wars that's disguised as a recreational vehicle; an essay that examines what Dungeons & Dragons is like without magic; TFT write-ups for the boomerang-throwing Flinger and the damage-sucking Blob (two effective characters that make a powerful team); and designer's notes for the Star Viking strategy game and the Beyond the Stellar Empire play-by-mail game. For fans of the classics, it also includes an in-depth review of Call of Cthulhu. (Spoiler alert: It's a good game!)

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!

45-page PDF Stock #30-2349, $3.00.
Buy Now!

Shipped November 25, 2010

GURPS Crusades

The Crusades lasted nearly two centuries, and their effects are felt to this day. These wars were a time of conflict, an era of secular and religious crisis, and an age of adventure. GURPS Crusades presents all the information you need to bring this exciting period to the gaming table:

  • A description of the world at the time of the Crusades, which lays the groundwork to understand the scope of the conflict.
  • A history of the Crusades, with an extensive timeline, maps of the Holy Lands and the routes to the Crusades, and descriptions of all Crusade campaigns.
  • A primer on what it was to be a Crusader: the distances covered, the difficulties faced, the tactics used, plus the risks and rewards for all involved.
  • A full guide to making characters active during the Crusades, including four GURPS templates and suggested gear for many roles.
  • Biographies of many of the biggest names in this conflict, with full GURPS stats for Richard the Lionheart and Saladin!
  • A guide to Crusade-based campaigns, including those that are alternate-historical or incorporate magic.
  • Advice for using this material with other settings such as In Nomine, GURPS Banestorm, or even GURPS Horror.

The call for noble hearts has been made known far and wide. Whether adventuring for gold, glory, or God, GURPS Crusades is the guide you need. History begins now!

45-page PDF. Stock #37-0608, $9.00.
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Shipped November 18, 2010

Space Gamer #48

Space Gamer #48 (cover date February 1982) swoops from the sky to serve up something special for nostalgic noggins.

In addition to the regular game reviews, news, and letters, this issue includes "Storm," the second in the series of Traveller adventures (a sequel to "Flare Star" from Space Gamer #46); "Symmkyn's Edge," a fantasy short story by noted sci-fi author Timothy Zahn (and including fantasy-game stats, written by Steve Jackson, for the story's magical weapon); an article from Aaron Allston about his Champions campaign; a discussion about how to not use miniatures to make a game more evocative; and designer's notes from the programmer of The Voyage of the Valkyrie (including amusing-in-hindsight details about where the 48K of system memory went when porting the game to the Apple II).

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!

45-page PDF Stock #30-2348, $3.00.
Buy Now!

Shipped November 18, 2010

Pyramid #3/25: Epic Magic

Are you looking to put the magic back in your game? Are you looking for something epic? Then this month's Pyramid -- the PDF magazine for roleplayers -- gives you both, with a theme of "Epic Magic." This over-the-top arcane issue includes:

  • "All the Epic Ways," a description of six different methods to work high-powered magical effects into a GURPS campaign. It includes an extended example that reveals different possibilities for the Seven Songs of Apollo!
  • "The Skystone Castle and Other Wonders," written by David Pulver, co-author of GURPS Fourth Edition and creator of the GURPS Spaceships system. This feature uses the GURPS Spaceships system to construct three impossible feats of magic: a giant flying castle, an orichalcum dragon, and a gargantuan six-legged sphinx.
  • "Essential Magic," which adds 25 new and mysterious spells to the GURPS Magic system. Harness the power of phlogiston, hellfire, alkahest, and more.
  • "Al-Abyad's Astrolabe," an impossible artifact designed for the GURPS Banestorm setting but usable in any magical milieu. This device, straddling science and sorcery, can rearrange the stars themselves to suit the needs of the mage!
  • "The World Maker," an epic eldritch enigma that introduces the titular artifact and the mysterious Toymaker. Why settle for holding the world in your hand when you can grasp more than one?
  • "Quartermaster Mage," a look at a vital profession for building and maintaining fantasy armies. Learn the effects of GURPS Magic spells on keeping an army fed and prepared, design a GURPS mage with the quartermaster template, and meet the mighty Captain Auric of Craine (complete with GURPS stats).

In addition, this Pyramid also pulls a few other rabbits out of its hat: Murphy's Rules with Greg Hyland, Steven Marsh's Random Thought Table, and other odds and ends. When the impossible isn't enough, this issue gives you more!

39-page PDF. Stock #37-2625, $9.00.
Buy Now!

Shipped November 11, 2010

Space Gamer #47

Space Gamer #47 (cover date January 1982) brings you more diamonds from decades long-departed -- and the articles are fun to read, too!

In addition to the regular game reviews, news, and letters, this issue is dedicated to fantasy gaming. It includes the article "Remedial Role Playing" (co-written by Aaron Allston), which provides inspiration for making gaming about more than killing things; and a meaty adventure for Dungeons & Dragons titled "Kimberani's Tomb," where the heroes must investigate an Egyptian-themed enigma.

It also offers rules for making physicians more fun in Traveller; additional weapons and a scenario for Killer; plus a review, designer's notes, and errata for the solitaire game Barbarian Prince.

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!

45-page PDF. Stock #30-2347, $3.00.
Buy Now!

Shipped November 11, 2010

GURPS Low-Tech Companion 1: Philosophers and Kings

It's Good To Be the King!

The learned and powerful might not labor, but they do work. Low-Tech Companion 1: Philosophers and Kings takes a look at the "technologies" they need to do their jobs at TL0-4. With it, you can:

  • Take charge by choosing your political system and learning what abilities you need to stay on top.
  • Wow the masses with temples, palaces, and monuments raised using the included construction rules.
  • Get the gods on your side through offerings, ceremonies, and altered states of consciousness.
  • Have bards sing your praises, helped by the detailed information on Musical Instrument specialties.
  • Bring enlightenment by making practical use of medical, scientific, and mathematical skills.
  • Spread your teachings with the expanded guidelines for tutelage, drills, and learning.
  • Chronicle your exploits, assisted by the rules for scripts, shorthands, and copying books.

Whether you're a GM designing a campaign setting or the player of one of the privileged few, Low-Tech Companion 1: Philosophers and Kings puts power in your hands.

Low-Tech Companion 1: Philosophers and Kings is a supplement to GURPS Low-Tech. The information on the world of the mind would be useful in any historical setting featuring rulers, priests, or philosophers.

36-page PDF Stock #37-1661, $9.00.
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Shipped November 8, 2010

Munchkin Monstrous Christmas Card

Have a Monstrous Christmas!

Our third Munchkin holiday card is all about the monsters! Santa wants to make them easier for you to kill -- or harder for your opponents, whichever you prefer. Just because it's the holidays is no reason to stop being munchkinly!

One Munchkin Christmas card, with envelope. Stock #5513, $2.00.

Shipped November 4, 2010

Space Gamer #46

Space Gamer #46 (cover date December 1981) uses its jump drive to head into yesteryear -- and the articles are fun to read, too!

In addition to the regular game reviews, news, and letters, this issue is devoted to Traveller. There are a bevy of reviews for Traveller products, rules for terrorists in that system, and a full adventure entitled "Flare Star."

There is also support for Killer (including a game report by Michael Stackpole); an extensive review of the classic computer game Wizardry; and thoughts on using a computer to enhance tabletop gaming.

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!

45-page PDF Stock #30-2346, $3.00.
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Shipped November 4, 2010

Suppressed Transmission 2

Bar the doors, shutter the windows, and batten down the hatches . . . Kenneth Hite is back with more proof that Everything Is A Conspiracy Waiting To Happen. This second collection of Hite's popular columns from Pyramid, our online magazine, contains just as much obscure knowledge, bizarre cross-references, and Things We Weren't Meant To Know as the first one -- and it's all updated and annotated! Remember, it's not paranoia if they really are out to get you . . . whoever They are . . .

131-page PDF Stock #30-3006, $9.00.
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D E C E M B E R   2 0 1 0 

Shipped December 13, 2010
Shipped December 6, 2010

Munchkin Reloaded!

When Munchkin Dice went out of print, some really great cards became unavailable. Now they're back as a new booster pack: Munchkin Reloaded!

All your favorite cards have returned: the Race modifiers Dark and High, the class modifier Master, and of course the Reloaded Die (and we threw in an extra one, too!). This set also features the classic card Rocks Fall, Everyone Dies, from the virtual pages of Randy Milholland's hit webcomic Something*Positive.

And of course, all the art is now in full color!

This is an expansion for Munchkin, not a stand-alone set. Munchkin Reloaded! is not collectible or randomized; every pack is the same as every other.

This standalone pack is out of print, but you can get the cards from this expansion in Munchkin Game Changers.

Finseal pack containing 15 cards. Stock #4222, UPC 837654320891. $4.99.


R E P R I N T S 

Shipped December 13, 2010

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!

Illuminati is a classic. It was an instant hit when it was first released in 1982 and won the Origins Award for Best Science Fiction Boardgame. It has been Steve Jackson's signature title ever since.

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 December 13, 2010

Illuminati Y2K (Reprint)

Even though the Y2K bug failed to knock civilization into a new stone age, it did inspire this expansion for Illuminati – inflicting another layer of weirdness on the already terminally weird. Add Alien Abductors, Cattle Mutilators, Gamers, and 73 other groups to your power structure. Twenty-six Special cards and two Illuminati groups – Shangri-La and SubGenius – further the frenzy.

Illuminati Y2K delivers even more ways to beef up your Illuminati and its puppets. Use High Fashion to channel megabucks to Discordia, or Computer Dating Services to add extra cards to the Network's hand. Play Red Scare, May Day, or Political Correctness to generate additional income or pump up Resistance, but only for one Alignment. Add your favorite organization, urban legend, or personality with the six blank Group cards.

And, of course, there are Ninjas!

110 cards. Stock #1325, UPC 837654320853. $17.95.

Shipped December 6, 2010

Star Munchkin 2 – The Clown Wars (Reprint)

The Munchkins take to the stars -- again!

Star Munchkin took the rules-bending, power-gaming, dungeon-crawling insanity of the original Munchkin and put the whole thing in space, where the monsters are more alien, the weapons more zappy, and the treasure -- well, there's still piles of treasure. Now Star Munchkin 2 brings the epic saga of The Clown Wars to life, except with better acting . . . 

Strap on the Sprayser or X-Rayser and go ray-gunning for new monsters like the Nerds of Prey! Play a new race (the Bugs) or class (Space Ranger!), and do it all with Ralph, the Wonder Dog, by your side. This set also introduces a new card type: Rooms. Just open the door, and . . . "oh, noooooooooo . . .!"

The Clown Wars is a supplement; you will need  Star Munchkin to play. Or you could add it to a game of Munchkin (or any of the Munchkin family!) instead, or mix them all together for a Munchkin-fest of truly mind-bending proportions!

112 cards and rulesheet, in a box. Stock #1418, UPC 837654320433. $19.99.


W 2 3 

Shipped December 16, 2010

Space Gamer #52

Space Gamer #52 (cover date June 1982) rumbles from the past like an unstoppable tank -- and the articles are fun to read, too!

In addition to the regular game reviews, news, and letters, this issue is targeted at Ogre/G.E.V.. It includes beginning defensive tactics for Ogre; strategies for tournament play; a quick-play variant called "Ogre Squash" (which uses modeling clay!); and "The Lone G.E.V.," a short story by game luminary Michael Stockpole -- complete with game rules helpful for running the events of the story.

In addition, the magazine includes W.G. Armintrout's insight and advice for advertising a gaming club in a newspaper; "The Omni-Car," a super-spy vehicle for Traveller; useful information for solo TFT players; and more!

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!

53-page PDF Stock #30-2352, $3.00.
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Shipped December 16, 2010

The Munchkin's Guide To Power Gaming

MUNCHKINS!

There are those who want to play, and those who want to WIN. The whiners who don't understand "power gaming" call these people "munchkins." But what do we care?

In this outrageous satire, an experienced munchkin gleefully reveals the tricks of the trade: everything from re-rolling an unfavorable result to bribing the GM. Learn how to get the most out of character design, and why it doesn't really matter what your character's personality is as long as you get to FWACKOOM! the NPCs and grab their stuff. Munchkin GMs get their own chapter, of course: how to control the players, bend the rules, and up that body count!

Remember: If it's only a game, why do we keep score?

131-page PDF Stock #30-3003, $8.00.
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Shipped December 16, 2010

In Nomine: Ethereal Player's Guide

These Dreams . . .

Once they were gods who ruled the lands of sleep. Once they were spirits who sent their images to slumbering mortals. Once they were elves, unicorns, dragons, and more.

The angels tried to kill them. The demons tried to enslave them. But the ethereal spirits survive -- and are born anew from human dreams! The War may be about Heaven and Hell, but humans aren't the only ones caught in the crossfire.

Now you can play those mysterious "neutrals," the ethereal spirits -- pagan gods, creatures of myth, and even the dancing toothbrushes from the last time you ate anchovies on your pizza. Woven from essential strands of concept, spirits have their own supernatural powers, Song affinities, and personalities.

Every second of the night, I live another life.
-- Heart, "These Dreams"

Now you can, too . . .

147-page PDF Stock #30-3318, $9.00.
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Shipped December 16, 2010

GURPS Classic: Best of Pyramid 2

Pyramid Magazine has been bringing you the best in gaming since 1993. Here's a second volume of the best of Pyramid's GURPS coverage, all in one convenient place.

GURPS Best of Pyramid 2 includes the "Unlimited Mana" variant rules, "The Hole" -- one of the most requested articles ever, straight from Pyramid #1 -- plus the complete run of Terra Incognita and Warehouse 23 features from the paper edition, and lots more!

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

131-page PDF. Stock #30-6130, $9.00.

Shipped December 16, 2010

The AADA Vehicle Guide

Know Your Enemy

Gone are the days when every armed car on the road was either a custom job or one of a half-dozen standard makes. Today, hundreds of models of passenger cars and trucks come factory-equipped for autoduelling . . . to say nothing of the ever-growing number of well-armed commercial carriers and helicopters. You need information to stay alive. You need The AADA Vehicle Guide.

The AADA Vehicle Guide includes:

  • 129 Car Wars vehicle designs -- each fully described and illustrated
  • 133 options -- for a total of 262 complete vehicles
  • An index of Car Wars weapons and gadgets
  • Hints on customizing your vehicles
  • Rules for Off-Road combat
  • Complete design and combat rules for another Car Wars vehicle type . . . the killer three-wheelers!

Forewarned is forearmed. With The AADA Vehicle Guide, you've got the facts to make tracks. Keep alert and stay alive!

67-page PDF. Stock #30-7113, $5.00.
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Shipped December 16, 2010

Car Wars City Blocks 2

Enter at Your Own Risk

It's Car Wars City Blocks 2 -- fully compatible with the original City Blocks. Life in 2038 can be downright ugly and dangerous. Give your duellists the thrill of blasting through the less glamorous parts of town . . . where crazies lurk around every corner. Where disaster waits for the unwary and the next street could be your last. Can you make it through the rubble unscathed? Or will you become just another AADA statistic? Add challenge to your life; just cross the river . . .

This supplement contains 32 city blocks; extra craters, oil slicks, and smoke counters; and additional road sections and waterways.

36-page PDF Stock #30-7137, $5.00.
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Shipped December 16, 2010

Pyramid #3/26: Underwater Adventures

The ocean is known for its countless riches, waiting to be discovered by adventurous souls. And the key that unlocks the sea's secrets is the "Underwater Adventures" issue of Pyramid, the PDF magazine for roleplayers. This salt-sprayed supplement contains:

  • "GURPS Fathom Five," a collection of new and updated rules for maneuvering and fighting underwater. How low can you dive? How far can you shoot? The answers are herein.
  • "The Wreck of the Savoy," a modern-day adventure for GURPS globetrotters. Can the heroes unlock the secrets of Fisherman's Cove and resolve a supernatural conflict that goes back centuries?
  • "The Yonaguni Monument," a perfectly mysterious place to visit. Whether it's a natural phenomenon, an accomplishment of early humanity, or something stranger, this real-world enigma can form the basis for any number of undersea mysteries.
  • "The Ocean's Lords," a new undersea species that can appear in all manner of adventures. Do these dangerous dwellers of the deep visit our domain for diplomacy, diagnosis, or destruction?
  • "The Future of the U-42," an over-the-top adventure that begins with the heroes hired to be part of a reality TV show, and ends with a struggle against Nazis on a long-lost German submarine (making it slightly more realistic than most other reality television).
  • "The Hotel Nethuns," a generic locale presenting a hotbed of intrigue beneath the icy-cold waves. Espionage and action are always available via room service.

This Pyramid also provides other tidbits that are more fun than finding a sand dollar: Murphy's Rules with Greg Hyland, Steven Marsh's Random Thought Table, and other odds and ends. Don't just get your feet wet; dive into this new issue!

39-page PDF. Stock #37-2626, $9.00.
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Shipped December 9, 2010

Mini Car Wars

Mini Car Wars is the easy-to-learn game of freeway combat in a future America.

Everything you need to play (except dice) is provided in this set -- full-color paper playing pieces, road sections, markers for smokescreens, record sheets, and complete rules.

Game design by Jim Gould and Steve Jackson, based on the original Car Wars Pocket Box game.

This ZIP file contains two PDFs: an exact scan of the original 1987 product (plus scans of the vital components re-oriented to allow for easier printing), and a revised digital version from 2013.

14-page PDF Stock #30-1119, $1.00.
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Shipped December 9, 2010

Space Gamer #51

Space Gamer #51 (cover date May 1982) reveals that yesterday's future is today's nostalgia -- and the articles are fun to read, too!

In addition to the regular game reviews, news, and letters, this issue includes "School Holiday," a Champions adventure written by renowned author Aaron Allston; "Magic in Car Wars," which started as an April Fool's joke and ended with a fireball; rules for handicapped characters in TFT; the 1981 Game Survey Results (including Steve Jackson's analysis); a guide for thinking about how to turn your computer into a gaming aid; amusing examples of "dungeon graffiti"; Designer's Notes plus new rules and options for the classic RPG Star Patrol; and more!

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!

45-page PDF Stock #30-2351, $3.00.
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Shipped December 9, 2010

GURPS Low-Tech Companion 2: Weapons and Warriors

The Art Of War

The master warrior doesn't simply snatch up his sword and hurl himself into battle. He adapts his tools to his goals, knows his weaknesses as well as his strengths, and leads his allies to victory. Low-Tech Companion 2: Weapons and Warriors expands on the already-encyclopedic information on TL0-4 warfare in GURPS Low-Tech, adding:

  • History. A concise rundown of how fighting evolved from the days of stone axes to the era of pike, shot, and cannon.
  • Weapon and Armor Design. Rules for customizing and resizing melee weapons, shields, and armor to suit almost any purpose.
  • Equipment Damage. Battles are hard on gear. Gamers after ultimate realism can track each item's state of repair down to the last Hit Point.
  • Fortresses. A look at everything from hasty ditches to walled cities . . . along with huge cannon and giant siege towers for defeating them!
  • Transportation. Practical guidelines for getting infantry, cavalry, and naval forces from A to B.
  • Warships. Vehicle stats for early naval vessels, from penteconters to frigates.

Regardless of the scale of the fighting in your campaign, Low-Tech Companion 2: Weapons and Warriors brings you everything you need to put the violence in a broader context.

Low-Tech Companion 2: Weapons and Warriors is a supplement to GURPS Low-Tech. The information on the military history, siegecraft, and warships would be useful in any campaign that involves historically accurate warfare.

40-page PDF. Stock #37-1662, $9.00.
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Shipped December 6, 2010

Exclusive Warehouse 23 Munchkin Booster 2010

This set is out of print now, but you can find these cards in Munchkin Hidden Treasures.

Because a true munchkin is never satisfied, we printed extra cards with 10 of our releases this year for a special Warehouse 23 exclusive booster! With the exception of the Pegasus Steed, these are brand new cards, never before available.

10 cards in a ziplock bag. Stock #4225, $3.99.

Shipped December 6, 2010

Munchkin 2011 Christmas Coins

If your holiday plans include some quality gaming time . . . you want these Munchkin coins! With a green and a red Munchkin coin in each pack -- and the special rules below -- you'll be on Santa's nice list year-round! (We made a limited number of these sets, and when they're gone, they're gone forever . . . so don't get caught sleeping!)

Munchkin Christmas Coin Rules

1) Every month, the Munchkin Silver Piece rule changes, so go here to make sure you have the most current rule! (We put the URL right on the coins for your convenience.) The Christmas coins use this rule (but see rule 3, below).

2) You may use BOTH Christmas coins during the game, once apiece, and you are not required to give up the Christmas coins even if the rule says you do.

3) Rules 1 and 2 are suspended between December 25 and January 5. Instead, each coin is an unstealable one-shot item: the red coin's bonus increases from +1 on December 25 to +12 on January 5, and the green coin's bonus decreases from +12 on December 25 to +1 on January 5.

4) As an extra bonus, when you use the red Christmas coin, draw a face-down Door, and when you use the green Christmas coin, draw a face-down Treasure. You may put these in play immediately, even during combat.

One red coin and one green coin, plus rules. Stock #5521, $1.99.

Shipped December 2, 2010

Space Gamer #50

Space Gamer #50 (cover date April 1982) shoots first and answers questions later, with a trunk full of classic gamer goodness.

In addition to the regular game reviews, news, and letters, this issue includes "Sunday Drivers," a Car Wars supplement for two to three players and a referee; "Periastron," the third in the series of Traveller adventures (preceded by "Flare Star" from Space Gamer #46 and "Storm" from Space Gamer #48); a shapeshifters character class for Dungeons & Dragons; and a cumulative index from issues #15-49.

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!

45-page PDF. Stock #30-2350, $3.00.
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Shipped December 2, 2010

GURPS Classic: Undead

You're Dead, So Now What?

Get GURPS Undead, the complete "book of the dead" for GURPS!

Undead covers everything from subtle hauntings to undead necromancers, from Gothic vampires to the brain-eating zombies of the B-movies. Inside you'll find a history of the undead, guidelines for creating your own undead (including animals, plants, microbes, and even vehicles), and a dozen classic undead archetypes with variants and sample characters. You'll also get extensive advice on how to use the undead dramatically as scenery, plot devices, monsters, villains, or heroes. In addition, Undead features discussions of many related topics, including tombs, death gods, embalming, funerary rites, grave robbery, necromancy, pathology, souls, the afterlife, spells, symbolism, and more. In short, everything you need to inject new life into your undead.

What are you waiting for? Life is short . . .

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

131-page PDF. Stock #30-6086, $9.00.
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Shipped December 2, 2010

GURPS Supporting Cast: Age of Sail Pirate Crew

It's time to raise anchors and rig the topmasts; adventure awaits! GURPS Supporting Cast: Age of Sail Pirate Crew presents you with a new group of "friends" who are perfect for all your maritime mercantile machinations. This seafaring supplement includes:

  • A look at the pirate's life, including shipboard organization and the logistics of a less-than-legitimate lifestyle.
  • Full GURPS stats for nine members of the 30-man crew of the Adventurer's Revenge, as well as three job templates to flesh out the rest. Plus, everyone on ship is provided with a name and home port; no one is faceless on this ship!
  • Complete GURPS vehicle stats for their swift seafaring sloop.
  • Alternate uses for this crew in any campaign. Give them different roles (such as smugglers or privateers), put them in different locales (including the Mediterranean or Indian Ocean), or even use them in modern or space-opera settings!
  • Ideas for customizing the crew's stats with additional advantages or disadvantages, so no two scurvy dogs need to look alike.
  • Adventure seeds and ideas for working this pirate crew into your games -- as enemies, rivals, or even allies!

While Supporting Cast: Age of Sail Pirate Crew has been painstakingly researched for realism, it's also perfectly suited for more "cinematic" campaigns. Regardless of how you use the versatile vermin contained herein, it's time for eyepatch, parrot, and plunder!

27-page PDF. Stock #37-1540, $9.00.
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