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J A N U A R Y   2 0 0 5 

Munchkin Fu 2 - Monky Business
Munchkin Fu won the Origins "Gamer's Choice Award" for the Best Card Game of 2003. How do you follow something like that? With more mooks, more mayhem, more monsters, more munchkins, more monks – especially more monks – in Munchkin Fu 2 – Monky Business!

Learn new styles like Kong Fu, Fee Fi Fo Fu, Sna Fu, and the ever-perilous Stomach Fu! Pick up dangerous new weapons like the Auspicious Ivory Gutting Hook and the Tofu Tonfa. Garb yourself in the Hong Kong Sarong. Slay foes like the Sex Gaki, Clamera, and Genghis Cong . . . and take their stuff!

The team of Origins-Award-winning designer Steve Jackson and mad cartoonist Greg Hyland (Lethargic Lad, Munchkin Fu) are back again for Monky Business. It's got 110 evil and overpowered cards, plus two blanks to create your own. And of course, like all other Munchkin products, this supplement is completely compatible with the original Munchkin and all its supplements and spinoffs, including Star Munchkin, Munchkin Bites!, and Munchkin Blender.

112 cards in shrink-wrapped folder. Stock #1441, ISBN 1-55634-739-1. $16.95.

Transhuman Space: Polyhymnia

At the dawn of the 22nd century, Polyhymnia is the coolest nightclub anywhere. In a world where entertainment fads rise and fall so fast that you can't even call them Flavors of the Month anymore, Polyhymnia has been around for more than a decade. It's never in the same place – or even the same experience – twice, thanks to the brilliance of Julian Cressida, one of the greatest memeticists ever.

But somebody has learned a devastating 15-year-old secret about Julian Cressida, and they need an independent group to get to the bottom of things . . . before Polyhymnia's true purpose is revealed.

Polyhymnia is a new adventure for < > available only from e23!

 

21-page PDF. Stock #37-1141, $4.99.

Grendel

The terraforming of Mars continues, with the inevitability of a giant machine rolling across the red dust of Sol's fourth planet . . . but there are still those who would like nothing more than to throw a planet-sized monkey wrench into that machine. The ecoterrorists (or preservationists, depending on your point of view) of Red Mars usually like their sabotage loud, flashy, and destructive -- but this time they're trying something subtle. Can your Mars Defense Force team figure out who's the saboteur at the research station on the Hellas icecap -- and where else their plans may lead? "Grendel" is written by Jim Cambias, author of GURPS Mars.

13-page PDF. Stock #37-2101, $2.99.

GURPS Classic: Technomancer - Funny New Guys

"Funny New Guys" is the Vietnam-era sourcebook for the world of Technomancer -- the modern-day melding of science and magic. Go "in country" via helicopter -- or magic carpet -- and try to survive your 13-month tour. But don't worry, you won't be a Funny New Guy for long. You'll become an experienced old hand in no time . . . or you'll be dead. "Funny New Guys" has rules for Vietnam-era American infantry, from draft or enlistment through training and processing, to daily life on a firebase and out on patrol. It comes complete with an introductory scenario pitting a typical squad against a Viet Cong ambush. Can the Funny New Guys pull their own weight in their first combat experience in country?

51-page PDF. Stock #37-2102, $7.99.


F E B R U A R Y   2 0 0 5 

GURPS Infinite Worlds

Infinite Worlds . . . Infinite Adventure!

The good news is, there are other Earths. Maybe an infinite number. The bad news is, somebody out there doesn't like us. The shuttles of Infinity Unlimited jump between parallel Earths, seeking adventure, profit, knowledge, and even entertainment. But a parallel called Centrum has also developed the technology to hop between the worlds . . . and they want to rule them all. The Infinity Patrol must deal with their ruthless rivals, as well as with world-jumping criminals, and with the possibility that the secret of dimension travel might escape to some of the really nasty alternate worlds like Reich-5.

Welcome to the core setting of GURPS Fourth Edition! Every other GURPS setting is on one of the Infinite Worlds timelines . . . whether they know it or not! GMs can use this to create a whole meta-campaign, or just as an excuse to move characters between worlds when the plot requires it.

Compiled by Kenneth Hite, the master of alternate histories, GURPS Infinite Worlds combines and updates material from GURPS Time Travel, GURPS Alternate Earths, and GURPS Alternate Earths 2 into one full-color hardcover volume, and gives dozens of new worlds to explore as well! This is the complete genre book on both alternative-world gaming and time travel. It offers detailed advice on the unique challenges of running this kind of campaign, and on designing and playing characters who regularly cross between settings. It also provides a wide variety of suitable threats and hazards -- from evil cross-time Nazis and cosmic conspiracies to "ordinary" monsters and disasters. And it gives guidelines for building alternate worlds from the perspectives of the setting, the story, and the rules.

Whether you're playing accidental travelers or the hardened troops of the Infinity Patrol, this book is your gateway to adventure. Infinite adventure.

240 pages. Hardback. Stock #01-2001, ISBN 1-55634-734-0. $34.95.


M A R C H   2 0 0 5 

Munchkin "Lovely Loot" Shirt

This high-quality, 4-color, completely evil shirt depicts the Super Munchkin and the Munchkin Babe, surrounded by their ill-gotten loot.

It includes special rules allowing the wearer of the shirt to get extra treasure. How abusive! How Munchkin!

Official Tournament Rules:

  1. If you are wearing the official Munchkin Lovely Loot shirt*, you may draw one extra card from either deck when you start play or when you come back from the dead.
  2. If you are wearing the Lovely Loot shirt, you draw TWO Treasure cards when you kill a monster that normally gives one treasure.
  3. The autograph of either Steve Jackson or John Kovalic on the shirt gives you the additional power to draw THREE Treasure cards when you kill a monster that normally gives two treasures. With both autographs, you can also draw FOUR Treasure cards when you kill a monster that normally gives three treasures.
  4. Wearing two or more Munchkin shirts at the same time does NOT give the bonuses from both shirts. The one on the outside rules.
  5. Use of the Cheat card overrides Rule 4 and lets you benefit from two shirts. (It doesn't matter which one is outside).
  6. But under no circumstance is there any bonus for MORE than two shirts.

It is NOT an official tournament rule, but if you wish to make a house rule that a "Lose Your Armor" card requires you to remove your shirt(s), we cannot stop you.

*On your torso. Right side out.

4-color T-shirt. Stock #9137, $19.95.


A P R I L   2 0 0 5 

Ninja Burger 2 - Sumo-Size Me!
Be a ninja! Deliver fast food! What's not to like? And here are 72 more cards, illustrated by Greg Hyland, to sumo-size your Ninja Burger adventures.

More missions, delivering everywhere from the top of the Empire State Building (and who might be placing THAT order?) to Hades! More ninja! And more Fortune cards, including new types: Goals, New Menu Items, and "enhancers" for your Ninja Stuff! It's not enough just to have a katana . . . now it can be Cursed and Wasabi-Coated too!

Plus a special bonus: cool Ninja Money Counters!

Honor demands that you get this supplement now. What more can we say?

72 oversized cards, plus money counters, in a 5 3/4" x 8 3/4" clamshell package. Stock #1431, ISBN 1-55634-741-3. $16.95.

Sahudese Fire Drill

Tired of dungeon crawls? Here's a change of pace. Babysit a hundred screaming Sahudese while their clan leader visits Megalos. All you have to do is keep them safe and happy - while they tear the city apart . . .

Includes full stats and several new creatures, further adventure seeds for the scenario, and much, much more . . .

This PDF is a scanned copy of an adventure from the last printed edition of GURPS Fantasy Adventures. No changes or updates from that edition were made, but we have appended all known errata to the end of the document.

42-page PDF. Stock #37-2111, $2.99.


M A Y   2 0 0 5 

SPANC

SPANC Them All!

Life is good when you're a Space Pirate Amazon Ninja Catgirl. Enjoy a life of larceny and mayhem as you embark on one Caper after another. Defeat every challenge the galaxy throws at you, from the Friendly Guard Puppies all the way to the Fiendish Death Trap. Pick up Toys (and the occasional Poolboy), grab more Loot than anyone else, and watch your tail . . . because the other catgirls want what you've got!

Lovingly illustrated by Phil Foglio (GreedQuest, Strange Synergy), SPANC is a fast-paced card game of space pirates, ninja, amazons, and catgirls. All at once.

108 full-color oversized cards, counters, rulesheet, and dice in a 6" x 9" box. Stock #1390, ISBN 1-55634-738-3. $24.95.

Mordag's Little Finger

It's time to visit the Bad Side of Town. In this adventure, the party attempts to track down a clever master thief through the back alleys of the worst neighborhood in the city - Northside, where a meeting could get you choice information . . . or land you in the morgue.

Also includes full stats and several new creatures, further adventure seeds for the scenario, and much, much more . . .

This PDF is a scanned copy of an adventure from the last printed edition of GURPS Fantasy Adventures. No changes or updates from that edition were made, but we have appended all known errata to the end of the document.

33-page PDF. Stock #37-2112, $2.99.


J U N E   2 0 0 5 

Munchkin Dice
There are lots of ways to keep track of your level in Munchkin – coins, pretty glass stones, even candy (which has its drawbacks if your rivals eat your levels when you look away). You could just "remember" your level, but would you trust some other player who tried that? We didn't think so. In the end, most gamers use a good old 10-sided die. And now we've got the ultimate, creme de la creme of 10-sided dice – six of them, all different colors! – in the brand-new Munchkin Dice set!

These oversized (35.6mm), swirly-shiny 10-siders all have the victorious Super Munchkin's picture in place of the "0". When you reach Level 10 and claim victory, everyone will see that YOU are the ultimate Munchkin!

And new dice just cry out for a new random-results table. So here it is. You'll like it (heh, heh) . . .

And finally, there are 14 brand-new, never-before-seen Munchkin cards to make your character even more overpowered. Try adding "Master" to your Class, earning you extra Treasure! Or become a "High" or "Dark" member of your Race! Or if you lose a battle, you can play “Rocks Fall, Everyone Dies” (featuring guest art from Something Positive’s Randy Milholland!) – Everyone else shares your pain and loses a level! And if you die, everyone dies!! There's more – of course – but you're going to have to roll the Munchkin Dice to get them!

Six big 10-sided dice and 14 Munchkin cards, plus rules, in a clamshell display pack. Stock #1442, ISBN 1-55634-737-5. $14.95.


J U L Y   2 0 0 5 

Super Munchkin
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, ISBN 1-55634-745-6. $24.95.

Super Munchkin "Momentous Unmasking" Shirt

Every hero needs a costume! *

This high-quality four-color shirt depicts the highly collectible and completely non-existent "Origin Issue" of Super Munchkin.

It gives a special in-game benefit . . . the wearer can avoid Traps!

*Bath towel tied around your neck is optional.

Official Tournament Rules

  1. If you are wearing an official Munchkin Momentous Unmasking shirt*, you may draw one extra card from either deck when you start play or when you come back from the dead.
  2. If you are wearing the Momentous Unmasking shirt under another item of clothing, you may - once per game - dramatically reveal it when you encounter a Trap. You escape the Trap on a roll of 1-4. If you are wearing glasses, and dramatically remove them as well, you automatically escape the Trap!
  3. Either Steve Jackson's or John Kovalic's autograph on the shirt lets you attempt to escape from two different traps. With both autographs, you may try three times!
  4. Wearing two or more Munchkin shirts does NOT give you both bonuses. The one on the outside rules.
  5. Use of the Cheat card overrides Rule 4 and lets you benefit from two different shirts. (It doesn't matter which one is outside.)
  6. But under no circumstance is there any bonus for MORE than two shirts at once.

It is NOT an official tournament rule, but if you wish to make a house rule that a "Lose Your Armor" card requires you to remove your shirt(s), we cannot stop you.

*On your torso. Right side out.

Full-color on a light blue t-shirt. Stock #9138, $21.95.

GURPS Character Assistant
GURPS Fourth Edition lets roleplayers create any character they can imagine, from any time or place. They can be customized with hundreds of advantages, disadvantages, and skills, not to mention magic spells, psionic powers, martial arts moves, superpowers, and equipment from pitchforks to starships.

And yes . . . it can all get a little complicated. If only there was some sort of super-smart machine that could remember all the rules for creating characters, recall them instantly, memorize characters after you made them without ever forgetting, do all the math without making a mistake . . . but that would take some kind of computer or something . . .

Introducing GURPS Character Assistant, created by Armin Sykes! This new CD-ROM from Steve Jackson Games has every character creation rule from the Fourth Edition GURPS Basic Set. You can create and save any character, and print it out on an official Fourth Edition character sheet. GURPS Character Assistant will also let you save and share character files with other players who have GCA. Templates are also fully supported – the program will let you create, modify and share them with others.

So now that you've brought your GURPS game up to Fourth Edition, it's time to bring your characters into the computer age, with GURPS Character Assistant!

GURPS Character Assistant requires a computer running Windows ME (or more recent) and at least a Pentium II processor, 64 MB RAM, and 5MB free disk space. For better performance, use a faster processor and more RAM. GURPS Character Assistant will also be available by direct download.

A computer program on CD-ROM in a case. Stock #01-4001, ISBN 1-55634-740-5. $19.95.


A U G U S T   2 0 0 5 


S E P T E M B E R   2 0 0 5 

GURPS Banestorm
Welcome to the land of Yrth, a realm of incredibly varied races and monsters - including people snatched from our Earth and other worlds by the cataclysmic Banestorm! And on this world, magic works . . .

Whole villages were transported - from such diverse locales as medieval England, France, Germany, and the Far East. Now humans struggle with dwarves, elves, and each other. The Crusades aren't ancient history here - they're current events!

Journey from the windswept plains of the Nomad Lands - where fierce Nordic warriors seek a valiant death to earn a seat in Valhalla - to Megalos, the ancient empire where magic and political intrigue go hand in hand. Or trek south to the Muslim lands of al-Wazif and al-Haz to explore the forbidden city of Geb'al-Din.

This book updates the original Yrth of GURPS Third Edition, Fantasy and Fantasy Adventures. It's a complete world background - history, religion, culture, politics, races, and a detailed, full-color map - everything needed to start a GURPS campaign. Phil Masters (Discworld and Hellboy RPGs) and Jonathan Woodward (Hellboy and GURPS Ogre) have added new peoples, places, and plots, as well as lots more on magic and mysticism. And it's all consistent with the just-released GURPS Fantasy and GURPS Magic.

So prepare to make your own mark on Yrth. Plunder elven ruins while evading the desert natives. Play a peasant-born hero . . . an orcish pirate . . . a Muslim double agent commanded to infiltrate the Hospitallers.

Yrth is waiting for you!

240 pages. Hardback. Stock #01-2002, ISBN 1-55634-744-8. $34.95.


O C T O B E R   2 0 0 5 

Munchkin Bites! 2 - Pants Macabre
Munchkin is about beating up monsters, taking their stuff, and sequels. Munchkin Bites! is no different. Thus were born . . . the Pants Macabre.

The World of Dorkness has been busy in the past year. Can you face the sonic stylings of Ten Inch Tacks, the annoyance of the Gnat Bats, and the chilling waddle of the Were-Penguin? Will you wield the might of Power Piercing and revel in the Huge Dice Pool, or will you be bludgeoned by Bad Fiction? And do you dare play the new Race . . . the Mummy?

In addition to the always awesome art from John Kovalic, we have two guest artists: Pete Abrams of Sluggy Freelance and Maritza Campos of College Roommates from Hell. The jokes can be blamed on Steve Jackson.

It's got 110 shiny new . . . no, not shiny – dark! It’s got 110 dark and evil new cards, plus two blanks to create your own. And of course, like all other Munchkin releases, this supplement is completely compatible with the original Munchkin and all its supplements and spinoffs. Of course, since Pants Macabre has powers, it will work especially well with Super Munchkin.

112 cards in a clamshell display pack. Stock #1443, ISBN 1-55634-747-2. $16.95.


N O V E M B E R   2 0 0 5 

GURPS Powers

Save the World . . . or Destroy It!

GURPS Powers is the ultimate book for the ultimate characters in the new Fourth Edition of GURPS! Here's everything you need to create every kind of amazing, off-the-chart superhero you can imagine . . . as well as amazing wizards, wuxia fighters, shamans who command spirits . . . even gods!

Written by GURPS Line Editor and Fourth Edition co-author Sean Punch, GURPS Powers introduces some new rules, but it is mostly about using the rules that are already in the GURPS Basic Set to cover superpowered characters, megawizards, and earth-shattering psionics. GURPS Powers also include guidelines for "special effects" and several different ways to vary a power on the fly -- two crucial concepts for comic-book superheroics.

GURPS Powers is a Fourth Edition GURPS book that completely replaces the Third Edition books GURPS Supers and GURPS Psionics. Like our other Fourth Edition supplements, it's a gorgeous 240-page, full-color hardback.

If you've got a high-powered campaign – or high-powered players – you want GURPS Powers!

240-page full-color hardback. Stock #01-0102, ISBN 1-55634-742-1. $34.95.


W A R E H O U S E   2 3   O N L Y 
Munchkin Christmas Shirt

O Munchkin Shirt, O Munchkin Shirt,
How lovely are your powers!
O Munchkin Shirt, O Munchkin Shirt,
How lovely are your powers!

You get more cards in starting hand;
For giving gifts, bonuses grand.
O Munchkin Shirt, O Munchkin Shirt,
How lovely are your powers.

(With apologies to carolers everywhere)

This high-quality four-color shirt combines the classic Munchkin with the icon of gift-giving: the Christmas tree! Wearers of the shirt can give an item away for its bonus, even if they couldn't normally benefit from it.

'Tis the season . . . for Munchkin-ing!

Official Tournament Rules

  1. If you are wearing an official Munchkin shirt*, you may draw one extra card from either deck when you start play or when you come back from the dead.
  2. Once per game, durning combat, you may select one reusable item That you own which grants a level bonus and give it to another player. Your side gets double that items bonus during your current combat. Neither you or the reciving player need to be able to use your gift.
  3. Either Steve Jackson's or John Kolalic's autograph on the shirt lets you give a present during two combats per game. With both autographs, you can do it 3 times.
  4. Wearing two or more Munchkin shirts does NOT give you both bonuses. The one on the outside rules.
  5. Use of the Cheat card overrides Rule 4 and lets you benefit from two different shirts. (It doesn't matter which one is outside.)
  6. But under no circumstance is there any bonus for MORE than two shirts at once.

It is NOT an official tournament rule, but if you wish to make a house rule that a "Lose Your Armor" card requires you to remove your shirt(s), we cannot stop you.

*On your torso. Right side out.

Full-color T-shirt. Stock #9139, $21.95.


D E C E M B E R   2 0 0 5 


New!  * Coming November  * Coming December  * Coming January  * Coming February  * Further Out  * In Playtest  * All upcoming releases - text only, no cover art

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