Set of twelve 16mm six-sided dice.
Contains 21 Quest cards, one First Player card, 50 meeples, and three six-sided dice.
At last . . . the star-spanning sourcebook for the Generic Universal RolePlaying System. In the 128 pages of GURPS Space, you'll find:
GURPS Space does not tie your game to a single background. Rather, it is designed for the creative GM who wants to develop their own universe! This book presents a wide variety of choices and background information, to let you recreate your favorite science fiction background – or build your own, from the homeworld out.
Years in the making, GURPS Space is essentially a survey of the whole space-adventure genre as it relates to roleplaying. If you're ready to create your own future . . . it's yours.
This book is designed for use with the GURPS Basic Set, but can be used as a sourcebook for any roleplaying campaign in outer space.
(This is a digital reprint of a supplement designed for GURPS prior to Third Edition.)
Despite its "set piece" sorcery and limited flexibility, the main magic system in the GURPS Basic Set and GURPS Magic offers a major advantage: Effects are spelled out clearly ahead of time, meaning no spell-creation mini-game and relatively few arguments at the gaming table. This degree of predictability is great for games with fireballs and dragons, like hack 'n' slash fantasy, but not suited to every genre that features the supernatural.
GURPS Magical Styles: Horror Magic uses the tools of GURPS Thaumatology: Magical Styles to adapt this system to genres where magic is supposed to be a secret – likely a creepy one, if not evil. Cult Secrets is a style for secretive wizards who don robes to carry out ceremonies under cover of darkness, usually in the name of a demon or dark god. The Dark Path, on the other hand, is followed by loners who delve into forbidden books to show their detractors the price of laughing at their ambitions. And Forgotten Wisdom suits traditionalists whose problem is largely one of image . . . but who aren't above cursing enemies.
Ultimately, it isn't about the spells you cast but who you damn to Hell when you cast them – which could be you, if you aren't very, very careful!
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 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.
Ages 10 and up. Plays in one to two hours. Three to six players.
168 cards, one six-sided die, and a rulesheet.
CONTENTS: 172 Cards,
7 oversized Character Cards,
6 plastic trackers, 1 D20,
Thirty cards to "enhance" your Munchkin game!
One 7" x 7" satin-lined dice bag.
7" square, satin-lined, drawstring bag.
One 7" x 7" satin-lined dice bag.
They are all around us. Secret conspiracies are everywhere. In Illuminati, you increase your wealth and power to take over the world until only YOU reign supreme.
Now, this classic game of conspiracy and world conquest has been updated to include current events and up-to-date references! Illuminati is for two to six players and contains 110 cards with new card back designs. It features new art created by Lar deSouza, known for his 2008 Shuster Award-winning online comic Least I Could Do.
As a winner of the Origins Award for Best Science Fiction Boardgame, Illuminati is one of the all-time greats. Now that it has been modernized for the 21st century, you'll wonder whether it's really only a game as you scheme your way to world domination!
Includes rules, 110 cards, 8 giant-sized reference cards, 2 sheets of money counters, and 2 dice.
Munchkin 2 – Unnatural Axe (Reprint)
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 Slug Thrower and, of course, the terrifying Unnatural Axe . . . and show them who's the greatest munchkin of all.
Munchkin 2 -- Unnatural Axe is a supplement to Munchkin; you will need the original game to play. Or you could add it to any of the other Munchkin game sets instead. It'll work, and it'll be silly, and that's what we all want here.
112 cards in a tuckbox.
Munchkin Unicorns (Reprint)
Unicorns are beloved, beautiful beasts who will stab you the moment you turn your back. Time to return the favor.
This set contains 15 unicorn-themed cards originally found in Munchkin Unicorns and Friends now available on their own for people who like unicorns (but not friends).
15 cards in a tuckbox.
Munchkin Kittens (Reprint)
Which clearly explains what happened to them. Cats may be cute, but they've got teeth, claws and siege weaponry? Munchkin Kittens has 30 new cards that some of you may be allergic to. Don't be fooled . . . they're adorable, but deadly!
This is an expansion for Munchkin. It is not a stand-alone game. This is NOT a collectible or randomized set. Every Kittens pack is the same as every other.
30 adorable cards in a tuckbox.
Kitten d6 Dice Set (Reprint)This second printing delivers four new colors of kitties to roll along with the originals!
Featuring the adorable artwork of Katie Cook, this set of twelve 16mm six-sided dice brings mischievous kittens to your favorite game!
These dice will appeal to gamer people and kitty people and everyone in between! Everyone needs more dice. Just be careful when you take these cute kitty and paw print dice to your next gaming session; the other cat fanatics at the table may try to knock the dice to the floor and keep them for their own dice collection.
Twelve 16mm dice (four new colors) in a blister pack.
How to Be a GURPS GM (Reprint)
GURPS! A game with infinite possibilities. Even those familiar with this award-winning system may not feel they've mastered the fundamentals . . . and those just starting with this game may feel lost amid the possibilities. You want help. You could use a guide. You need How to Be a GURPS GM.
For the player, this supplement offers insight into how to create the perfect character to fit your vision, plus three examples of character creation and two new fantasy templates. The chapter dedicated to customizing combat and using various options can be particularly helpful for new and veteran players in making aggressive altercations even more exciting.
For the Game Master, the supplement discusses everything needed to run a campaign: how to prepare the game setting, assist the players with the creation of their heroes, create challenging and engaging encounters, and design and run the first adventure. The included overview of the Fourth Edition line, plus recommended resource lists for eight popular genres, can help the GM decide which supplements will be most helpful to craft a new campaign.
This supplement also provides canonical insight from Sean "Dr. Kromm" Punch, who draws on decades of experience answering questions and providing clarifications as the GURPS Line Editor. Throughout, it follows a group of example players new to GURPS, from when their GM first opens the Basic Set through the starting session of their inaugural adventure. How to Be a GURPS GM is an invaluable aid for getting started with GURPS, bridging the previously perilous step between reading the Basic Set and participating in your first game.
Half of power is knowing how to use it. With How to Be a GURPS GM, you'll be on your way to unleashing the full potential of GURPS like never before!
74 black-and-white pages. Softcover.