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King's Blood
Love. Royalty. Tragedy. Will your line reign supreme? King's Blood is a fast-paced multi-player card game. Build the family tree by arranging marriages, exiling rivals, and crowning new royalty. Match a character with a compatible member of the opposite sex, and start a new generation. Play the last family member from your hand, and you've won!

King's Blood was originally published by Fujimi Shobo in Japan, where it remains a fan favorite. Steve Jackson Games is proud to offer the authorized English translation of this fast, fun game, complete with all the beautiful original manga artwork. Copyright © 2003 Group SNE / Tsukapon / Fujimi Shobo Co., Ltd.
English translation rights arranged with Kadokawa Shoten Publishers, Co., Ltd., Tokyo
through Japan UNI Agency, Inc., Tokyo

90 cards in a tuckbox. Stock #1393, ISBN 1-55634-748-0. $16.95.

Munchkin 4 - The Need For Steed
Munchkin 4: The Need for Steed is the latest expansion for the original Munchkin – 112 more John Kovalic-illustrated cards for killing monsters, stealing treasure, and backstabbing your fellow players. This set introduces Steeds, the trusty mounts of legend . . . Oh, wait – this is Munchkin! So these Steeds include not just the Dragon and the Tiger, but the Giant Mutant Gerbil (drawn by guest artist Shaenon K. Garrity of Narbonic), the Chicken, and Big Joe, who might be a Steed or might be a Hireling. It’s hard to tell.

Hireling? Yes indeed, The Need for Steed has lots and lots of Hirelings, who look quite a bit like Sidekicks from Super Munchkin, or Minions from Munchkin Bites! Add these valuable characters to your retinue, use their special abilities, and sacrifice them without a thought to save your own skin! Or, better yet, kill somebody else's Hireling. That's the way a Munchkin does it!

Feel the need . . . The Need for Steed!

112 cards in a clamshell display pack. Stock #1444, ISBN 1-55634-749-9. $16.95.

GURPS Traveller: Interstellar Wars
The transition between the First Imperium, governed by the Vilani, and the Rule of Man, led by the Terran Confederation, has always been a pivotal era in Marc Miller's Traveller universe. Now, for the first time in any game system, Traveller players can explore this rich setting.

GURPS Traveller: Interstellar Wars covers the 200 years of war and change as the ancient Vilani Imperium falls to the upstart Terrans. In this time of conflict, the opportunities for adventure are more exciting than ever before! Forge new trade routes within the Imperium itself. Defend the homeworld from invaders during the Siege of Terra. Make first contact with alien races. Help guide the Terran Confederation in its expansion from a single planet to a star-spanning empire.

GURPS Traveller: Interstellar Wars is an official GURPS Fourth Edition sourcebook for the Traveller universe. It includes a detailed timeline, along with rules for starship design, interstellar trade, exploration, ship-to-ship combat, and tailoring characters to the last days of the First Imperium.

240 pages. Full color. Hardback. Stock #01-2401, ISBN 1-55634-746-4. $39.95.


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GURPS Space

The Future Is Yours!

Now updated for GURPS Fourth Edition, this is the ultimate toolkit for any campaign between the stars. Explore options for space travel and technology, from the realistic to the miraculous. Design alien races and monsters. Create campaigns of every style, from science fantasy to space opera to near-future realism. Build worlds, from asteroids to Dyson spheres.

With this book, you can create anything from a single alien beast to a whole galaxy of civilizations and star systems . . . quickly and randomly, or with a detailed step-by-step process that's true to biology and astrophysics as we understand them today.

GURPS Space is written by two experienced GURPS creators: Jon Zeigler (author of GURPS Traveller: Interstellar Wars and GURPS Traveller: First In), and James Cambias (author of GURPS Mars, GURPS Planet Krishna, and GURPS Planet of Adventure.

Hardback, full color, 240 pages. Stock #01-1002, ISBN 1-55634-245-4. $34.95.


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Cowpoker
From James Ernest and Mike Selinker comes a fast-playing card game of cattle rustling and shootouts . . . Cowpoker.

It's a range war for two to four players. Rustle each others' cattle. Hire away each others' cowpokes. Recruit the wacky characters into your Ranch for points and bonuses, and collect them in tricks from the roundups and shootouts. Once all the cards are taken, make poker hands to score additional points! Every card can be used at least two different ways, so there's strategy as well as luck.

Each full-color card is illustrated by Greg Hyland, the artist of Burn in Hell and Munchkin Fu.

Cowpoker – the card game that's a rootin' tootin' good time until the cows come home. Yeeehaw!

66 cards in a tuckbox. Stock #1395, ISBN 1-55634-750-2. $11.95.

GURPS Classic: Robin Hood

Steal From the Rich . . .

Enter a world of gallantry and adventure -- a world where tyrants exploit the helpless, and an outlaw hero fights for the oppressed.

This is the world of Robin Hood.

The legend comes to life . . . in six different settings throughout time and space.

  • Begin your adventure in Sherwood Forest with the original Robin Hood and all his friends and foes.
  • Dive into swashbuckling adventure with a Highlands rebel, fighting British oppression in 17th-century Scotland.
  • Journey to the Old West with Splits Arrow and his band of Sioux braves, striking back against the Cavalry.
  • Face the dark justice of Librum, ruthless super-vigilante of the city night.
  • Jack into the worldnet with Cyber-Robin while she rips off the greedy corporations that suck the country dry.
  • Or storm the starships of the corrupt Oratech Corporation with the fearless Asteroid Raider.

Whatever the world, wherever he's needed, there will be a Robin Hood!

NOTE: This PDF is a scanned copy of the last printed edition of GURPS Robin Hood. No changes or updates from that 1991 edition were made, but we have appended all known errata to the end of the document.

128-page PDF. Stock #30-6046, $7.99.

GURPS Classic: Horror - The Old Stone Fort

The Riddle of the Night Goers

The Old Stone Fort near Manchester, Tennessee, has been the setting for legends of the Ancient Ones since before the white man came. The Indians told tales of the Sungnawyee Eddahee -- the Night Goers -- and of other spirits. Intrigued by these legends, Professor Geoffrey Moorehead decided to investigate . . . and vanished from the face of the earth.

Now it falls to you to solve the mystery of Moorehead's disappearance. Your search will take you to Manchester and the Old Stone Fort, through the forests and caves of the surrounding areas. It will pit you against the spirits of Cherokee mythology. Will you discover Moorehead's fate . . . or share it?

The Old Stone Fort is a GURPS Horror adventure for 3 to 6 players. Also in this book:

  • New skills and spells for your GURPS Horror campaigns.
  • Maps and background to help you set up a campaign in '20s Tennessee.
  • Guidelines for adapting the adventure for a modern-day campaign.
  • A complete town description, suitable for use in any adventure.

The Old Stone Fort requires both the GURPS Basic Set and GURPS Horror.

Explore the Old Stone Fort -- but don't do it alone!

64-page PDF Stock #30-6100, $2.99.

GURPS Classic: Horror - Zombietown U.S.A.

Black Lake, California, the idyllic small town you've always dreamed of . . . clean air, sparkling water and a scenic countryside . . . friendly townfolk and an easy life style . . . a perfect haven where everything is beautiful and peaceful!

Almost.

There's the mayor who doesn't remember hiring the investigators, the phones that give a constant busy signal, the sudden storm that drowns three brothers, the mysterious van that cruises the streets of Black Lake.

And then the dead begin to walk . . .

As the investigators unfold the strange events shrouding Black Lake, they are drawn deeper and deeper into a complex web of horror, uncovering a sinister plot that is paralyzing the whole town. Only they can foil the plot that threatens to turn Black Lake into Zombietown U.S.A.

The 64 pages of Zombietown U.S.A. feature:

  • A modern-day GURPS Horror adventure.
  • All the information needed to adapt the adventure for GURPS Autoduel America.
  • A complete town for adventuring in either the present day or 2038.
  • Detailed descriptions and stats for dozens of NPCs and establishments.
  • Subplots and adventure seeds to provide months of deadly small-town adventuring.

64-page PDF. Stock #30-6103, $2.99.

GURPS Classic: Supers - School of Hard Knocks

New Kids on the Block!

High school -- a time for proms, football, and homework. But at Knox High, it's also time for some of the students to try out their new super abilities! They're powerful, confused, and misunderstood. They create destruction and chaos wherever they go. They're hunted by the authorities . . . and by dark powers.

In School of Hard Knocks, your GURPS Supers heroes must track down the city's brand new metahumans, discover what they want . . . find out who wants them . . . and decide how to deal with them!

School of Hard Knocks is a four-color adventure for supers of 500 points or greater. It is also a sourcebook for GURPS Supers, with characters, settings, story ideas, and a continuing campaign plot that can be used after the adventure is done.

School of Hard Knocks includes:

  • The Hell-Raisers -- a team of maniacal villains led by a hell-spawned demon.
  • The Forty Thieves -- a team of high school supers with problems that ordinary teens never dreamed of.
  • Maps for two super-battlegrounds: Knox High School and Ridgecrest Mall.
  • Adventure seeds -- springboards to further adventure, providing the GM with ideas to keep players busy for months.
  • And much, much more . . .

School of Hard Knocks requires the GURPS Basic Set, Third Edition and GURPS Supers. Ideas are included for the GM who wishes to translate the adventure to another genre, such as espionage or outer space. The adventure can fit into an ongoing campaign -- or it can be used as an introductory scenario for a brand new set of supers! Plenty of GM advice is also included, to smooth the pain if things go wrong. So buckle down, it's time to get an education... from the School of Hard Knocks!

NOTE: This PDF is a scanned copy of the last printed edition of GURPS Supers: School of Hard Knocks. No changes or updates from that 1991 edition were made, but we have appended all known errata to the end of the document.

32-page PDF Stock #30-6107, $2.99.

GURPS Classic: Space - Stardemon

Welcome to quaint, old-fashioned Anson, where life proceeds at the leisurely and graceful pace of the 20th century. Forget the rush and bustle of spacefaring civilization and learn the simple pleasures of:

Organized crime and guerilla warfare in the steaming jungle.

Back-breaking labor for starvation wages.

Bugs, beasts and slimy critters in their native habitat . . . and your bedding.

Delightful, primitive religious rites (with a special place reserved for you!) . . .

And don't worry about your ultra-tech gadgets and luxuries. The polite and efficient customs officers will return them in perfect condition -- if you get back.

Stardemon is a GURPS Space adventure for 4-8 players.

NOTE: This PDF is a scanned copy of the last printed edition of GURPS Stardemon. No changes or updates from that 1991 edition were made, but we have appended all known errata to the end of the document.

32-page PDF Stock #30-6109, $2.99.

GURPS Classic: Supers - Supertemps

Who Ya Gonna Call NOW?

When a pipe breaks, you call a plumber. When your roof leaks, you call a roofer. When your car breaks down, you get a mechanic. But what do you do when a gigantic lizard is destroying your high-rise in downtown New York?

Simple. Call Supertemps, the world's only metahuman employment agency!

In this book you'll find:

  • Detailed descriptions of 29 new supers-for-hire, with powers running from the meek and mundane to the mystical and magical. Each comes with a fully-described character background, personality, philosophy and goals! Point totals range from 500 up, with details on raising or lowering the point value of some of the important heroes.
  • The complete background history of Supertemps -- the company's goals, organization and hiring practices.
  • Adventure seeds and advice on how to involve players in a Supertemps campaign, including information on how PCs can become employees of the company.
  • A Supertemps employment application.
  • And much, much more . . .

64-page PDF. Stock #30-6406, $2.99.

GURPS Lite Lithuanian

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.

And it's FREE, right here on e23!

 

32-page PDF. Stock #37-0003, $FREE.


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GURPS Traveller: Interstellar Wars Sector Map

This map has been collated from unclassified information gathered by he Ministry of Trade and the Ministry of War, supplemented by reports from independent traders and other sources outside the Terran Confederation. It provides the most up-to-date summary of the worlds in the immediate vicinity of Terra, including all known worlds within the Vilani Imperium in this region of space. The Ministry of Trade solicits additions or corrections to this map by any merchant or other person with first hand knowledge of any world thereon.

It also looks really great on your wall, but that is entirely coincidental.

1 poster. Stock #9513, $10.00.


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Chez Guevara
Viva la Revolution!

Chez Guevara is a stand-alone game that puts a new spin on the award-winning Chez Geek. Instead of roommates, you and your friends are grubby, desperate guerrillas, struggling for survival, freedom, and Slack in the stinking jungle! The food is bad, everybody is shooting at you, and the Leader is nuts. But it could be worse . . . and it probably will be. Harass those of lower Rank by having them Dig Holes, inflicting KP on them . . . and then having them Fill In Holes. Raid the locals for supplies. Avoid being Denounced. Spend your money and precious time to gather enough Slack to escape back to civilization.

With great card illustrations by Greg Hyland!

This game can't be completely combined with Chez Geek, but the Thing cards from either game can be dropped into the other one.

Chez Guevara uses the Chez Geek mechanics, with a couple of new twists. Sure, you could combine any of the Chez games with Chez Guevara, but that’d be crazy!

112 cards in a tuckbox. Stock #1392, ISBN 1-55634-754-5. $17.95.

GURPS Space

The Future Is Yours!

It's the ultimate toolkit for building strange new worlds and alien civilizations. GURPS Space puts campaign-planning advice and space science at your fingertips, so you can create a setting that is plausible and fun!

  • Does your game feature gritty asteroid miners, or blaster-waving fighter jocks? Choose the space travel and technology that give the right feel for your campaign.
  • Looking for character ideas? Here are templates and advice to help an adventuring group get together and stay together.
  • Do you want a bug-eyed monster, or a realistic ecosystem? Use the alien-design chapter to build them all!
  • Need a planet? How about an asteroid, or a Dyson sphere? The worldbuilding chapters provide step-by-step instructions.
  • In a hurry to play? Each step of the world- and alien-design instructions lets you roll randomly and get results that make sense. Roll up your next planet and let the adventure begin!

GURPS Space will help you create campaigns of every style, from science fantasy to space opera to realistic. Recreate your favorite science-fiction background, or develop an original world of your own. With GURPS Space in your hands, the future is yours!

GURPS Space requires the GURPS Basic Set Fourth Edition. The information and advice on technology, worldbuilding, and alien design can be used as a resource for any space-based game.

240-page PDF. Stock #31-1002, $24.99.


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Super Munchkin 2 - The Narrow S Cape

There comes a time in every munchkin's career when he's taken on more than he can handle, bitten off more than he can chew, gotten in over his head. So run away! And laugh! It's time for -- the Narrow S Cape.

With 112 cards to enhance your Super Munchkin game, The Narrow S Cape is much more than just this season's favorite fashion accessory! It teems with new villains like the contemptible Cheese Wiz, Gothzilla (with earthquake-causing platform boot action!), and the Ratwoman. And lest you feel overwhelmed by villainy, this expansion also features new items, new Powers and a new Class: the Brain!

Wield the Slide Rule and Power Ring against Sister Blister! Tackle Tackyman with the Trampoline! Survive the Two-Hour Monolog because you were Raised By Armadillos! And flee from Shaenon K. Garrity's fearsome Foot and the unfortunate, mind-controlled Too Much Coffee Man!

Super Munchkin 2 -- The Narrow S Cape . . . the newest super-expansion for the bestselling Munchkin series.

112 cards in a tuckbox. Stock #1445, ISBN 1-55634-755-3. $17.95.

GURPS Bio-Tech

The Future is Alive

"Who needs chrome, pal? Meat is where it's at now. Mother Nature always did it best – she just needed a little help. Get down to the black clinic, old-timer, and you can be 15 again. That is, if you still want to be human at all."

It's the technology of the posthuman age: biotech! Upgrade your old body with steroids and smart drugs, transplants, and viral nano . . . or just get a new one. Maybe you don't think being human is so great? Then improve on nature with eugenics and gene-fixing. Or just go parahuman: if you love cats, become one! The technology's changing fast, but you'll have lots of time to get used to it – death is only a temporary inconvenience with cryonics and immortality drugs. And who needs silicon and steel? Vatbrain biocomputers are where it's really at!

But it's not just about the future. GURPS Bio-Tech includes a full range of 19th, 20th, and 21st-century medical equipment, from early vaccines to surgical robots, along with game stats for the world's most deadly diseases.

GURPS Bio-Tech also includes a complete set of character templates for biotech professions, rules for biotech magic, and two original campaign settings: an alternate Earth ruled by a clone of Alexander the Great, and a a living starship on its way to colonize an alien world!

Say goodbye to your old body. Have you upgraded your genetics this year?

This is the second edition of GURPS Bio-Tech. It has been revised to the GURPS Fourth Edition rules and expanded to cover medicine, drugs, magic, and new technologies. Some entries were introduced in GURPS Space, GURPS Robots, and the Transhuman Space series.

240 pages. Hardback. Stock #01-0103, ISBN 1-55634-752-9. $34.95.

GURPS Bio-Tech

The Future is Alive

"Who needs chrome, pal? Meat is where it's at now. Mother Nature always did it best – she just needed a little help. Get down to the black clinic, old-timer, and you can be 15 again. That is, if you still want to be human at all."

It's the technology of the posthuman age: biotech! Upgrade your old body with steroids and smart drugs, transplants, and viral nano . . . or just get a new one. Maybe you don't think being human is so great? Then improve on nature with eugenics and gene-fixing. Or just go parahuman: if you love cats, become one! The technology's changing fast, but you'll have lots of time to get used to it – death is only a temporary inconvenience with cryonics and immortality drugs. And who needs silicon and steel? Vatbrain biocomputers are where it's really at!

But it's not just about the future. GURPS Bio-Tech includes a full range of 19th, 20th, and 21st-century medical equipment, from early vaccines to surgical robots, along with game stats for the world's most deadly diseases.

GURPS Bio-Tech also includes a complete set of character templates for biotech professions, rules for biotech magic, and two original campaign settings: an alternate Earth ruled by a clone of Alexander the Great, and a a living starship on its way to colonize an alien world!

Say goodbye to your old body. Have you upgraded your genetics this year?

This is the second edition of GURPS Bio-Tech. It has been revised to the GURPS Fourth Edition rules and expanded to cover medicine, drugs, magic, and new technologies. Some entries were introduced in GURPS Space, GURPS Robots, and the Transhuman Space series.

240 pages. PDF. Stock #31-0103, $24.99.

GURPS Lite Italian

GURPS Lite is a 32-page distillation of the basic <> 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 <> really is.

And it's FREE, right here on e23!

 

32-page PDF. Stock #37-0004, $FREE.

GURPS Lite Portuguese

GURPS Lite is a 32-page distillation of the basic <> 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 <> really is.

And it's FREE, right here on e23!

 

32-page PDF. Stock #37-0005, $FREE.


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Munchkin Impossible

Coming this fall . . . a new stand-alone <> game!

The Munchkins are now spies . . . eliminating the opposition, playing with self-destructing gadgets, and changing loyalties even faster than they change Headgear.

Be a Playboy, Tourist, or Assassin. Report to the Americans, Russians, British, or Chinese (it'll change!). Wield gadgets from the subtle Cigarette Dart Gun to the amazingly unsubtle Bazooka with Incendiary Ammo. Eliminate foes, from the pathetic Defective Defector, through the Interro-Gator and the Not So Secret Police, up to the mighty Super Spy himself. And (all together now) . . . Take Their Stuff!

You can play Munchkin Impossible by itself, or combine it with any number of other <> games for more shameless silliness.

Boxed game with 168 cards, rules, and die. Stock #1446, ISBN 1-55634-756-1. $24.95.


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Transhuman Space: Changing Times

Welcome to the Future . . .

In the coming decades, technologies like genetic engineering, artificial intelligence, and nanotechnology will transform humanity. A strange new world is unfolding - nightmarish to some, utopian to others. Soon we'll have the power to reshape our children's genes, build machines that think, and upload our minds into computers.

And Earth no longer confines us. Space tourism, mining the Moon and asteroids, a settlement on Mars: all are dreams poised to take wing.

The universe of Transhuman Space is a synthesis of these two visions - a world in which ultra-technology and space travel fuse to forge a new destiny for mankind. Neither utopia nor dystopia, it is a place of hopes, fears, and new frontiers.

Changing Times is a GM guide, campaign book, and GURPS Fourth Edition conversion for Transhuman Space, written by Phil Masters.

74-page PDF. Stock #37-6701, $9.99.


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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