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J A N U A R Y   2 0 0 4 

The Awful Green Things From Outer Space (Reprint)

Monsters Everywhere!

The crew of the exploration ship Znutar just wanted to cruise around the Galaxy, discovering strange new worlds and playing pool. But then their ship was invaded by the Awful Green Things . . . and suddenly they were fighting for their lives!

In this wacky two-player game, one player controls the Awful Green Things. They grow and multiply every turn... especially if they can gobble up a crew member! The other player commands the crew, frantically trying weapon after weapon (pool sticks, fire extinguishers, cans of Zgwortz) in hope of finding something that kills the monsters.

This great game was created by Tom Wham. It first appeared in Dragon Magazine, and was later released as a boxed game from TSR. When they let it go out of print, SJ Games picked it up! This edition includes Tom's "Outside the Znutar" rules and counters, for going out the airlocks and fighting on the surface of the ship.

Boxed, with full-color map, rulebook, die-cut counters, and five GREEN dice! Stock #1335, ISBN 1-55634-094-X. $19.95.

Snits
The tiny Snits have been persecuted for ages by the huge Bolotomi. Then, one day, inspiration strikes! A few brave Snits run inside a Bolotomus, and attack from within. Can they kick the snot out of their foe's internal organs before the Runnungitms get 'em? It's the Snits' Revenge!

This wacky classic was one of Tom Wham's very first games. Now it's back . . . along with the prequel, Snit Smashing, which previously appeared only in magazine form and has been unfindable for almost two decades. Snit Smashing explains why the Snits are so upset. They just want to run back and forth, to and from the ocean, reproducing. The Bolotomi smash them for fun (hey, it's boring on that beach). No wonder the Snits want revenge . . .

Snit Smashing is for 2 to 4 players and takes about an hour. It's a game of outguessing (or psyching out) your opponents.

Snits' Revenge is basically a 2-player game and plays in about a half-hour. It's more of a traditional wargame (if you can imagine a wargame where the board represents the insides of a huge imaginary creature). However, the attacking Snits can be divided between up to four players, who fight it out if they defeat the Bolotomus . . . making it a 5-player game which takes an hour or more.

Two insane little Tom Wham games in one box. Under $20. Truly, life is good . . .

Rules, die-cut counters, a two-sided full-color map, and two dice in a 6" x 9" box. Stock #1421, ISBN 1-55634-548-8. $19.95.

Cardboard Heroes Castles: Walls and Towers
Put a castle in your backpack!

Cardboard Heroes Castles are great-looking 3-D structures that fold up for play, and fold down again for travel and storage! They're heavy cardstock, but they're die-cut and pre-scored to make them easy to build, and they're designed to fold and unfold without damage.

This set continues the Cardboard Heroes tradition of great miniatures and accessories at a low price. Each set gives you four towers and four walls (plus assorted castle goodies) -- set them up as a full castle or two smaller strongpoints. And you can add sets to make your fortress the envy of the surrounding kingdoms!

Cardboard Heroes Castles: Walls and Towers are full-color (of course), gorgeous, and totally portable. When the game's over, just fold 'em up and go!

16 die-cut cardboard pages plus instructions. Stock #2150, ISBN 1-55634-695-6. $24.95.

Munchkin Monster Guide 2.5

Contains 150% more than the first volume! (Just don't ask 150% more what.)

The twisted geniuses behind the first Munchkin Monster Guide are back! The Munchkin Monster Guide 2.5 contains 3,905 monsters -- of which only 3,872 are orcs -- including such fell nasties as Auntie Paladin, the Misplacer Beast, and the dreaded Thing With a Name So Long There's No Room for a Picture in the Book. It also includes new monster templates, guidelines for updating your Munchkin campaigns to the 2.5 rules, and the wit for which the Munchkin RPG has become (in)famous.

More creatures to slay . . . more treasure to plunder . . . more levels to gain . . . the Munchkin Monster Guide 2.5 has it all!

48 pages, hardcover. Stock #3407, ISBN 1-55634-722-7. $14.95.

GURPS WWII: All the King's Men
Winston Churchill promised the British forces would "never give up, never surrender." Now you can fight as one of His Majesty's own in GURPS WWII: All the King's Men! Watch as the storm clouds gather over Europe in the late '30s . . . and an unprepared England declares war against Germany in its fighting prime. Experience the fear and heroism of Dunkirk, the sweltering seesaw of Africa, and the final triumphs of the Anglo-American campaigns as a battered British Empire pulls victory from the jaws of darkest defeat!

All the King's Men describes soldiers from all around the British Empire, the way they were recruited, trained, and sent to war, the men who led them, and the battles they won and lost.

You'll also find a cross-section of British weapons and equipment -- from the very good to the very bad, from sidearms to the battleship King George V -- and a host of campaign and adventure ideas for GMs.

So, keep your chin up and get your lads in the thick of it -- sharpish!

128 pages. Stock #8009, ISBN 1-55634-640-9. $24.95.


F E B R U A R Y   2 0 0 4 

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. This new card game, designed by Steve Jackson, captures the essence of the dungeon experience . . . 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 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.

Boxed game. Stock #1408, ISBN 1-55634-473-2. $24.95.

Munchkin 2 - Unnatural Axe (Reprint)
You demanded it, and here it is. Created by Steve Jackson and illustrated by John Kovalic . . . 112 more cards for the game of killing monsters and taking their stuff. Play a new race: Orcs! Face foes like the Hydrant and the Tentacle Demon. Equip yourself with dread armor like the Spiked Codpiece. Recruit allies like the Shoulder Dragon. Wield mighty weapons like Druid Fluid, the Catapult and, of course, the dread Unnatural Axe . . . and show them who’s the greatest munchkin of all.

112 cards. Stock #1410, ISBN 1-55634-554-2. $16.95.

Munchkin 3 - Clerical Errors (Reprint)
You wanted more Munchkin, so here it is! Created by Steve Jackson and illustrated by John Kovalic . . . Munchkin 3 - Clerical Errors has 112 more 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. Stock #1416, ISBN 1-55634-713-8. $16.95.

GURPS All-Star Jam 2004

Nine Authors. One Book.

Take nine fan-favorite GURPS authors. Give them each 10,000 words to write about whatever they want. The result is GURPS All-Star Jam 2004, featuring:

  • Kenneth Hite, writing about ghost hunters;
  • Phil Masters, with a fairytale world of muskets, ghosts, and strange magics;
  • Beth McCoy, channeling Walter Milliken, on a truly dangerous job - Mythic Babysitting;
  • David Pulver's far-future space-opera campaign setting;
  • Gene Seabolt, giving us the travails of the last band of Spartan mercenaries, trapped in a decaying Europe;
  • William Stoddard, looking at subterranean settings for all types of roleplaying adventures;
  • Brian Underhill, with a GURPS take on airships;
  • Jonathan Woodward, looking at the science-fictional implications of Precursor races; and
  • Jon Zeigler's "Chariots!" - a cinematic look at the age of flashing bronze and larger-than-life heroes.

Nine (well, ten, actually) top authors at the top of their games - GURPS All-Star Jam 2004 has something for everybody!

128 pages. Stock #6421, ISBN 1-55634-723-5. $24.95.

GURPS Traveller: Sword Worlds
The Day After Ragnarok

The Sword Worlds stand at the border of the Third Imperium, a small but proud civilization descended from ancient Terran migrants. Their inhabitants have spent centuries fighting for independence - from the Imperium, from the other great empires, even from each other.

A decade ago, the Sword Worlds went to war against the Third Imperium. They lost. Today, the Sword Worlders are in search of a new destiny, in a universe where their fierce pride seems headed for an inevitable fall.

GURPS Traveller: Sword Worlds brings this unique culture to life for the player and GM. Every world in the area is described in detail, as are local history, social features, special technologies, and important people. A wealth of adventure seeds gives the GM plenty of starting points, for any campaign set in this distinctive region of the Traveller setting.

144 pages. Stock #6631, ISBN 1-55634-725-1. $26.95.


M A R C H   2 0 0 4 

Illuminati: Crime Lords
Rival mobs battle for control of the city. Take over the rackets, rake in the dough, and rub out the opposition. It's the American dream.

You'll start with a few gangsters and some cash. Recruit more crooks and take control of income-producing operations like bordellos, chop shops, and loan sharks. The police and the Feds are after you, but your biggest threats are your fellow mob bosses. Scheme, negotiate, backstab. You can share a victory, but it's much more satisfying to say "There can be only one Boss. And it's me."

Illuminati: Crime Lords is based on the Illuminati system. It's not a supplement, but a separate stand-alone game created by Steve Jackson.

Boxed game with 112 cards, rules, die-cut money and status counters, and dice. Stock #1375, ISBN 1-55634-720-0. $34.95.

Star Munchkin 2 - The Clown Wars
The Munchkins take to the stars -- again!

Star Munchkin 2 brings the epic saga of The Clown Wars to life, except with better acting . . . 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.

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. Star Munchkin 2 - The Clown Wars also has a new card type: Rooms. Just open the door, and . . . "oh, noooooooooo . . .!"

Star Munchkin 2 - The Clown Wars is a supplement to Star Munchkin; you will need the original game to play. Or you could add it to a game of Munchkin or Munchkin Fu instead, or mix them all together for a Munchkin-fest of truly mind-bending proportions!

112 cards and rules sheet in shrink-wrapped folder. Stock #1418, ISBN 1-55634-724-3. $16.95.

GURPS Egypt (Reprint)
When Greek historians first declared the Pyramids to be one of the Seven Wonders of the World, they had already been ancient for almost 3,000 years. The nameless Pharaoh confronted by Moses before the Exodus of the Hebrews from Egypt was only one out of an unbroken string of 200 "living gods" in that country. Tutankhamun, Cleopatra, Rameses, mummies, evil priests of Set: the names have resonated in the Western world for five millennia.

There's a lot of adventure to be found in 5,000 years . . .

128-page book. Stock #6083, ISBN 1-55634-342-6. $24.95.


A P R I L   2 0 0 4 

GreedQuest

Greed Is Good!

. . . and there's treasure to be won, so what are you waiting for? Three to six players race to the bottom of the dungeon to grab The Hoard. Now all you have to do is get out with it . . . but everyone else is between you and the exit!

Each player has his own deck of cards that control movement. Bluff, scheme, and strategize your way to the head of the pack . . . but some cards will change the rules when you least expect it!

This is a fast, unpredictable game, easy to learn and fun for all ages, with lots of quick replay value. And it's illustrated by Phil Foglio!

Boxed, with 168 full-color cards, six stand-up color figures with bases, map, and rulesheet. Stock #1435, ISBN 1-55634-727-8. $24.95.

GURPS Greece (Reprint)

The land we call Greece was the home of one of the greatest cultures the world has ever known. With GURPS Greece, you can experience the challenges of the heroes of myth: Contend with the love and the wrath of the gods as you set out on epic quests. Fight for loot and honor, or earn a bitter death on the plain before the gates of fabled Troy. Win prestige as a statesman in the city Assembly - or lose everything as the people turn against you and send you into exile.

GURPS Greece includes detailed timelines and maps describing the world as the Greeks knew it, information on their religion, rules for the magic of the Hellenic myths, and a Bestiary describing the monsters and animal foes faced by Greek heroes.

 

128 pages. Stock #6075, ISBN 1-55634-096-6. $24.95.

GURPS Low-Tech (Reprint)

From the dawn of civilization to the Middle Ages . . . or in any fantasy game . . . GURPS Low-Tech is a universal resource for any campaign set before the age of gunpowder and the printing press. It's 128 pages of detailed research and game ideas:

  • Weapons: Cleave an enemy's skull with a stone axe, stab him with a bronze sword, or impale him on your obsidian-tipped spear.
  • Armor: Whether it's the crudest leather or the finest iron chain, any armor is better than none. Plus new rules for piecemeal armor!
  • Vehicles: Steer a dogsled across the Arctic, sail a trireme across the Mediterranean, or ride your chariot over the battlefields of Asia.
  • Equipment: Yokes and plows, adzes and hammers, sundials and locks; everything it takes to build a town or a nation.
  • Plus shelter, science, and civilizations . . . from the Stone Age to the Middle Ages.

Whether you're playing cavemen fighting to stay alive, armored knights jousting for honor, or time travelers searching for the truth about history, GURPS Low-Tech brings the past to life!

128 pages. Stock #6526, ISBN 1-55634-343-4. $24.95.

GURPS Traveller: Star Mercs (Reprint)

A Sourcebook for Military/Mercenary Operations in the Far Future

Everything you need for a military-oriented campaign in the universe of Traveller! This book covers combat (and a soldier's life) in the 57th century; how to recruit, organize, and equip a mercenary unit; and the Imperial rules of war. There are descriptions of how armies are organized and equipped for Tech Levels from 5 to 12, discussions of strategy and tactics, and a comprehensive rundown on weapons and the other tools of the soldier's trade. In addition, deck plans for the 800-ton Broadsword class mercenary cruiser are included.

Star Mercs also includes 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.

128 pages. Stock #6604, ISBN 1-55634-364-7. $24.95.

GURPS Traveller: Far Trader (Reprint)
Next to the mercenary game, the "independent trader" campaign is the most popular among Traveller players. This new book is the complete support volume for the Trader campaign. You can:

  • Develop sector-wide trade routes, following the demands of commerce on an interplanetary scale.
  • Start your own character-run business, raise capital, and finance your money-making ventures.
  • Make contacts, find niche markets, and exploit opportunities the big corporations miss.
  • Learn what it takes to run a successful commercial starship.
  • Expand your world with 15 new character templates.
  • Run entire mercantile campaigns, including free traders, smugglers, and pirates.
Far Trader complements the GURPS Traveller volumes on Starports and Starships. It is also fully compatible with GURPS Space, and a useful supplement for any science fiction campaign.

144 pages. Stock #6606, ISBN 1-55634-373-6. $26.95.

Transhuman Space: Toxic Memes

Believe It Or Not . . .

Though you might not have a choice. 2100 is ruled by memetics -- the science of analyzing, engineering, and manipulating ideas. Memeticists know how to get into your head for power, money, and religion. Or just for the fun of it.

Transhuman Space: Toxic Memes explores cults, conspiracies, urban legends, and fads from around the world at the end of the 21st century. In a world where belief, fear, and ideology can be sculpted like clay, how does anyone know what they really think?

Transhuman Space: Toxic Memes is a sourcebook for the Transhuman Space setting, and includes detailed rules for the creation and propagation of memes, technologies for controlling information and managing reputations, new characters, new templates, campaign ideas, and over a hundred cults, movements, conspiracies, myths, and fringe sub-cultures to use as adventure seeds, background flavor, and to enhance your game's sense that the world of Transhuman Space is a very strange place indeed.

144 pages. Stock #6712, ISBN 1-55634-726-X. $26.95.

GURPS WWII: 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!

128 pages. Stock #8011, ISBN 1-55634-642-5. $24.95.


M A Y   2 0 0 4 

Knightmare Chess (Reprint)
Chess will never be the same! Knightmare Chess is chess played with cards - and what cards! Each card breaks the rules in a wild and unpredictable way, giving the game more twists and turns than a roller coaster. A translation of the popular French game Tempete sur l'Echequier by Pierre Clequin and Bruno Faidutti, Knightmare Chess has 80 big, beautiful cards - each with an individual color painting by Brazilian artist Rogerio Vilela.

Some Knightmare Chess cards affect a single move, while some change the entire game! Each card is assigned a point value, so you can build custom decks based on an agreed point total, or handicap the match so the better player has fewer powerful cards. The possibilities are endless - and so is the fun!

80 oversized (4-1/2" x 2-1/2") cards and a rulesheet in a 8" x 4-7/8" x 1/2" box. Stock #1321, ISBN 1-55634-332-9. $16.95.

Chez Goth
Angst. Nookie. Roommates. Just another Friday night at Chez Goth.

This stand-alone game puts a new spin on the award-winning (and all too realistic) Chez Geek. You're still living with a bunch of roommates . . . but now you're a Goth!

Work at your dreary job. Spend your hard-earned money and precious time to accumulate Slack points . . . or collect Gloom when life turns against you. As it will! You can earn Slack for buying Clothes, Shinies, and Booze . . . or you can just Cough, Complain, or even Faint Dramatically, especially if you have an audience. And if you get very lucky, there might be some Graveyard Nookie in your future.

Yes, you can combine these cards with Chez Geek and have a house full of Goths AND slackers. Fortunately, it's just a game . . . isn't it?

112 cards in a tuck box. Stock #1354, ISBN 1-55634-728-6. $16.95.

Cardboard Heroes Castles: The Keep
Put a castle in your backpack!

Cardboard Heroes Castles are great-looking 3-D structures that fold up for play, and fold down again for travel and storage! They're heavy cardstock, but they're die-cut and pre-scored to make them easy to build, and they're designed to fold and unfold without damage.

This set can be used by itself to create either a castle with enclosed courtyard or a massive towered keep. Or use it as an expansion to the Walls and Towers set. The more sets you add, the bigger your castle gets . . .

Cardboard Heroes Castles are full-color (of course), gorgeous, and totally portable. When the game's over, just fold 'em up and go!

16 die-cut cardboard pages plus instructions. Stock #2151, ISBN 1-55634-698-0. $24.95.

Star Munchkin RPG
The Star Munchkin Roleplaying Game takes the Munchkin experience to a final frontier a long time ago in a galaxy far, far away where no one can hear you scream. But everyone will hear you laugh.

Now you can play your favorite races and classes from the Star Munchkin card game, including Mutants, Cyborgs, and Cat People . . . taking on Fanged Fuzzballs, Bionic Bimbos, and the fiendish Brain In a Jar with the latest in exotic and rules-abusive SF weapons, like the Vibrosword, Nova Grenade, and the ultra-powerful Laser-Maser-Bobaser-Bananafanafofaser. The Star Munchkin RPG will also include the new goodies from Star Munchkin 2 - The Clown Wars.

The Star Munchkin RPG is a little different in format from the original Munchkin RPG books. Rather than breaking the information into the now-traditional three volumes, Star Munchkin will be a single, 96-page hardback book. Star Munchkin will be produced under the Open Game License published by Wizards of the Coast.

Munchkin out . . . in SPACE!

96 pages. Stock #3404, ISBN 1-55634-670-0. $19.95.


J U N E   2 0 0 4 

GURPS Dragons
Dragons! The most fabulous of all fabulous beasts. Throughout history, around the world, tales of fire-breathing monsters have stirred awe and terror. Now . . . play a dragon. Take to the air with prodigious wingbeats, soaring effortlessly for hundreds of miles. Terrify your foes with fire, claws, and teeth. Gather your hoard. Study ancient lore and magic . . . and take human form to walk in the world of men!

GURPS Dragons includes:

  • Origins of the dragon, through myth and legend and even true history.
  • How do dragons fly?
  • How to hunt dragons . . . and survive.
  • Creating dragon characters in GURPS.
  • Dragon-specific combat maneuvers.
  • Templates for Firedrakes, Naga, Chinese Dragons, Sea Serpents, and others.
  • Ideas for dragon-centric campaigns, including two campaign backgrounds!
  • A special Appendix converts the game material to the new GURPS Fourth Edition rules, making it even more useful!

160 pages. Full-color. Stock #6540, ISBN 1-55634-599-2. $29.95.


I S S A R I E S 
Gathering Thunder: Sartar Rising Volume 3

The Lunar Empire has been defeated at the Battle of Iceland. Orlanth is free, and across Dragon Pass and the world the winds have been released. This is the time to strike, the time for heroes to raise the rest of the land against the Empire, begin quests that will take years to bear fruit, and finally to aid Kallyr as she returns a lost planet to the sky and upsets the plans of the Empire.

Gathering Thunder is the third book of the Sartar Rising campaign. It continues the epic struggle of the Heortlings against the Lunar Empire, building on the events and information provided in Barbarian Adventures and Orlanth is Dead!, the first two books of the series. This 80-page book includes six scenarios set in Dragon Pass, each a testing ground for heroes as they rise to become leaders in the rebellion:

  • The New Breathers, by Martin Hawley
  • Sheep, Clouds, Thunder, by Jeff Kyer
  • The Other Side of the Dragon, by David Dunham
  • Orane's Spindle by Ian Cooper
  • Final Days at Skullpoint, by Ron Edwards
  • Ship of the Sky, a heroquest by Greg Stafford

80 pages. Stock #ISS1403, ISBN 1-929052-17-0. $19.95.


J U L Y   2 0 0 4 

Munchkin Blender

Stir Things Up!

It's the ultimate party kit for Munchkin fans! Munchkin players really like to combine their sets . . . Munchkin, Star Munchkin, Munchkin Fu, all in one game. That gets really weird . . . but it can also slow the game down.

There are a lot of ways we COULD have addressed this problem. But this is Munchkin, so the solution we chose was to create a lot of really overpowered new cards. Why be a Super-Munchkin when you can be an Ultra-Munchkin? If a Half-Breed isn't enough, you can be a 1/3-Breed. And if a single Cheat card doesn't do it for you, you can Cheat With Both Hands!

There are also a lot more monster enhancers . . . and ITEM enhancers, too. There are several new low-level monsters to help you get those easy kills. Unless somebody takes that Sock Puppet and turns it into the Ultra-Rare Extremely Sneaky Sock Puppet With Extra Cheese . . .

This set also includes the complete, updated Epic rules, covering all races and classes released in every Munchkin game so far.

Munchkin till you drop! Munchkin Blender -- just add players!

This is a supplement, not a stand-alone game. It is meant to be combined with at least one Munchkin game, and preferably two or more, with or without other supplements.

112 cards and rules in shrinkwrapped folder. Stock #1424, ISBN 1-55634-731-6. $16.95.

Principia Discordia (Reprint)
This book is the bible of Discordianism . . . the worship of Eris, the goddess of Chaos. This great "cult classic" first appeared in 1965. This new edition adds 20 pages of new material, as revealed by Eris to her faithful worshipers when they probably should have been mowing the lawn or something.

WARNING: This book contains subversive truths, absurd lies, guerrilla philosophy, and several very naughty words. Open mind before reading!

Q: Is Eris true?
A. Everything is true.
Q. Even false things?
A. Even false things are true.
Q. How can that be?
A. I don't know, man. I didn't do it!

Digest-sized softcover 116-page book. Stock #3002, ISBN 1-55634-320-5. $11.95.


A U G U S T   2 0 0 4 

GURPS Traveller: 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 - all new starships. 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.

144 pages. Stock #6624, ISBN 1-55634-432-5. $26.95.

GURPS Basic Set: Characters
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. Hardback. Stock #01-0001, ISBN 1-55634-729-4. $39.95.

GURPS Basic Set: Campaigns
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: Campaigns combines information from the Third Edition GURPS Basic Set and GURPS Compendium II -- plus our new core setting, with infinite possibilities for timeline-hopping adventure! (You don't have to play in the core setting -- there isn't some game-altering metaplot -- but it's there if you want it.) This 240-page, full-color hardcover contains everything a GM needs to create and run a GURPS Fourth Edition campaign.

240 pages. Hardback. Stock #01-0002, ISBN 1-55634-730-8. $34.95.

GURPS Lite
GURPS Lite is a 32-page distillation of the basic GURPS rules. It covers the essentials of character creation, combat, success rolls, adventuring, and game mastering for GURPS Fourth Edition.

The purpose of GURPS Lite is to help GMs bring new players into the game, without frightening them with the full GURPS Basic Set and a stack of worldbooks! With GURPS Lite, you can show your players just how simple GURPS really is.

We'll have printed copies of GURPS Lite available at your local game store and in Warehouse 23 -- and it's included in the GURPS GM's Screen -- or you can download a FREE electronic version from e23.

You can download GURPS Lite for the Third Edition here.

32 pages. Stock #01-0004, $FREE.


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Frag (Reprint)
Game starts. Enemy in sight . . . Frag him! Grab his stuff! Run! Get a bigger gun! Grab some armor! There he is again! Frag him! Whoa, there's another one. Run . . . you're hit! You're down. Respawn! Grab a weapon! Start again!

Frag Gold Edition is a computer game without a computer. It's a "first-person shooter" on a tabletop. Move your fighter and frag your foes; draw cards for weapons, armor, and gadgets; move through the blood spatters to restore your own health! If you die, you respawn and come back shooting!

Easy to learn, fast-moving, fun . . . two supplements are already out, and more are coming!

Boxed game with cards and color game map. Stock #1339, ISBN 1-55634-651-4. $29.95.

Cardboard Heroes Modern Characters
Enough full-color miniatures for every modern game you'll ever play! Over 400 human figures, plus hundreds of weapons, accessories, corpses, and other lie-flat counters. Soldiers and cops, Nazis and gangsters, cowboys and Indians, and lots and lots of modern-day civilians for all your games.

16 sheets; over 400 characters. Stock #2120, ISBN 1-55634-437-6. $24.95.

GURPS GM's Screen
Put the amazing flexibility and power of GURPS at your fingertips with this data-packed GM's Screen. This screen features a gorgeous John Zeleznik painting with all of the Fourth Edition iconic characters, plus six panels full of all the crucial charts, tables, and other essentials from GURPS Fourth Edition. . . . complete combat tables, reaction charts, and other references to make the GM's job faster and easier.

Also included is a copy of the new Fourth Edition version of GURPS Lite, the 32-page core of the GURPS rules. GURPS Lite is a valuable rules summary, but it's also designed, in particular, as a teaching tool . . . it makes it easy for an experienced player or GM to introduce others to the system. A second 48-page book includes character sheets, forms, a master list of character creation features, and GURPS Update, a complete guide to converting your PC to Fourth Edition.

This screen is beautiful, useful . . . and yes, you can use it to hide your die rolls, too.

Four-panel screen. Includes GURPS Lite and a 48-page book of conversion notes and game aids. Stock #01-0005, ISBN 1-55634-732-4. $19.95.


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Munchkin Bites!
It's the World of Dorkness!

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

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

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

Boxed game with 168 cards, rules, and die. Stock #1419, ISBN 1-55634-735-9. $24.95.


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Burn in Hell

Cleopatra. Blackbeard. Attila the Hun. Richard Nixon. John Wilkes Booth.

Collect the souls of the damned! In Burn in Hell, you try to assemble the tastiest "Circles" of history's sinners. Trade souls with your rivals . . . or just steal the ones you need. Collect groups of Mass Murderers, Cannibals, or even Clerics . . . or build sets of the Seven Deadly Sins. Burn in Hell will keep you on your toes – can you see the sets that fit together for the most points? Can you steal a rival's key card before he can make a Circle?

Each card includes a great Greg Hyland caricature and a biography of the soul. You'll have a lot of fun reading (and arguing) about why each of these people was invited to the Permanent Pitchfork Party. And to rule in Hell, you must use strategy and cunning, because this game's not over until the last soul is snatched . . .

 

168 full-color cards plus rulesheet. Stock #1420, ISBN 1-55634-666-2. $24.95.

GURPS Fantasy
Create a world that could never be! GURPS Fantasy is the complete toolkit to let you build a campaign of heroic deeds and wondrous magic. It discusses the genre in depth -- with all its subgenres and inspirations (myth, novels, movies, etc.) -- allowing you to handle any kind of fantasy.

GURPS Fantasy gives detailed, concrete advice for assembling fantasy settings -- from the basics of the landscape itself, through its inhabitants and cultures, to the details of believable histories and politics. It also examines the nature of supernatural forces, and discusses the impact of wizards, monsters, and gods. And, of course, it looks at the many different ways that magic and users of magic can work in a fantasy world.

And, perhaps most importantly, it advises GMs and players alike on the kinds of characters appropriate to fantasy -- including ordinary folks, people with fantastic powers, and nonhumans.

Whether your model is Tolkien, Jordan, or Leiber, this book will let create a town, a country, or an entire world. Like all Fourth Edition books, it's a full-color hardcover.

(This is not an update of the Yrth setting presented in the old GURPS Fantasy. We're going to give that world its own book, GURPS Banestorm, sometime next year.)

240 pages. Hardback. Stock #01-1001, ISBN 1-55634-519-4. $34.95.


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GURPS Magic
Completely revised and updated for GURPS Fourth Edition, this full-color hardcover combines the spells from the Third Edition GURPS Magic and GURPS Grimoire, plus dozens of all-new spells, for the ultimate tome of magic!

Within these pages, crackling with mystic energies, you'll find:

  • The core magic system for GURPS, expanding on the material presented in the GURPS Basic Set: Characters . . . rules for learning magic, casting spells, enchanting magic items, and more!
  • Complete alchemy rules . . . creating magical elixirs, using them, and even researching new ones . . . with an extensive list of known elixirs and their powers.
  • Alternatives to the core magic system, including complete, updated rules for improvised magic and rune magic. There are also guidelines for the GM who wants to change how magic works in particular worlds in a multi-world campaign.
  • Plus special material from the GURPS Magic Items series and GURPS Wizards.
This is a powerful book, indeed. Use it wisely.

240 pages. Hardback. Stock #01-0101, ISBN 1-55634-733-2. $34.95.


I S S A R I E S 
Men of the Sea

The oceans of Glorantha are terrifying but beautiful; awe-inspiring yet full of terrible dangers. Their mysterious depths pull at the inner being of humankind, yearning for them to return to the source of all life. Their waves and currents offer heroes adventure, glory, and plunder; an exciting life for some, a quick death for others.

Men of the Sea explores the oceans and islands of Glorantha through the eyes of sailor heroes. It introduces seven new homelands for heroes, explores life as a sailor, and teaches players how to navigate their hero across the wonderful, dangerous waters of Glorantha. Brave, or foolhardy, these sailors ply the seas in search of fame, fortune, and knowledge. Men of the Sea also includes introductory episodes for beginning heroes, leading them from fresh-faced fisherman to wide-eyed sailors ready to face the coming Hero Wars.

80 pages. Stock #ISS1305, ISBN 1-929052-23-5. $19.95.


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