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N E W   R E L E A S E S 

Shipped August 17, 2015

Car Wars Classic (Reprint)

Drive Offensively!

He triggered the rear guns once more. A direct hit! The blue car skidded as the driver lost control – then flipped and caught fire.

That would teach him not to tailgate . . .

Drive the freeways of the future -- where the right of way goes to the biggest guns. Players choose their vehicles -- complete with weapons, armor, power plants, suspension, and even body style. Then they take them out on the road . . . to come home as "aces," or to crash and burn. If a driver survives, his abilities improve, and he can earn money to buy bigger and better cars. Advanced rules let players design their own customized cars, trucks, and cycles.

Playing time 30 minutes and up, for players 10 and older. Any number can play . . . games with 2 to 8 are best.

Game components include:

  • 103 full-color game counters and separate Turning Key.
  • 64-page rulebook, plus extra tables and record sheets.
  • 2-sided game map, with autoduel arena and raceway.

64-page saddle-stitched instruction booklet, 8.5"◊5.5" record sheet, 103 die-cut counters, four 12mm six-sided dice, a two-sided map, and a turning key, in a 6"◊9" box. Stock #1400, UPC 837654320044. $19.95.
Buy Now!

Munchkin Dragons (Reprint)

Here There Be Dragons!

Dragons are fearsome! Dragons are cool! Dragons have LOTS of treasure for munchkins to loot! Munchkin Dragons has 15 new cards. The treasures are wondrous indeed . . . but first, you've got some dragons to slay. Good luck.

This is an expansion for Munchkin. It is not a stand-alone game. This is NOT a collectible or randomized set. Every Munchkin Dragons pack is the same as every other.

Blister pack containing 15 cards. Stock #4235, UPC 837654321805. $5.95.
Buy Now!

Shipped August 10, 2015

Munchkin Gloom

Love Gloom? Did you know the cheerful world of Munchkin can also be sad and benighted? A place where those very same munchkins are all too often backstabbed by buddies, dined on by dragons, and discovered by doom ducks. In Munchkin Gloom, heroes delve too deep, plummet down pits, and lose their loot. And thatís before they die.

Clear plastic cards portray the munchkins and detail their mishaps. When stacked, the cards reveal or cover up the effects of the cards below. To win, you must shepherd your party through terrible travails and troublesome tribulations until -- inevitably -- they perish in pain.

May the Most Miserable Party Win!

110 poker-sized, transparent playing cards and a rule sheet. Stock #AG1333, ISBN 978-1-58978-155-9. $29.95.
Buy Now!

Munchkin Zombies: The Walking Dead

Based on the hit comic book series, this 56-card expansion to Munchkin Zombies lets you show your favorite Walking Dead characters who's really in charge. The undead rule!

Do battle with deadly living foes like Rick, Michonne, and Negan. Whack them with a deadly Katana or the brutal Lucille . . . take their stuff and shamble toward victory! Level up to become the most badass undead of all. Show the living that the world belongs to The Walking Dead.

56 cards and rules in a tuckbox. Stock #MU095-379, ISBN 700304046901. $11.95.
Buy Now!

Shipped August 3, 2015

Car Wars: The Card Game

Welcome to the sport of the future -- autoduelling! Killer cars battle with machine guns, missiles, autocannons, and flamethrowers. You're behind the wheel . . . and the last survivor wins.

This fast, fun game, based on Steve Jackson Games' award-winning Car Wars, includes six full-color car cards, 150 full-color playing cards, and short, easy rules.

A card game based on Car Wars! Stock #1401, UPC 837654322581. $24.95.
Buy Now!


W 2 3 

Shipped August 20, 2015

Pyramid #3/82: Magical Creations

Conjure See How Magical This Issue Is?

Relics! Potions! Charms and more! All of these and other magical enticements have been created for you in this month's Pyramid, the PDF magazine for roleplayers. This issue's spellbinding summonings include:

  • "Dungeon Brewmasters," new rules for brewing potions and chemicals in GURPS Dungeon Fantasy, by Jason "PK" Levine, author of GURPS Dungeon Fantasy 5: Allies. You'll also get new lenses and power-ups for alchemists, plus new equipment, traits, and more!
  • "The Sorcerer," which lets you use GURPS Sorcery with Dungeon Fantasy to create bold new magic-wielders. Become a sorcerer with the included template, check out new Sorcery spells, and find other details to unleash this different form of magic.
  • "Eight Artifacts," this month's Eidetic Memory offering from GURPS Mass Combat author David L. Pulver. Discover eight objects of power (each with GURPS rules) that David Pulver used in his own fantasy campaign, from the lovely Orb of Yymoa to the umbrella of the fire witch Lady Zarafronia Flamebringer!
  • "The Hunter's Reliquary," a guide to relics in the realm of GURPS Monster Hunters from noted Pyramid author Christopher R. Rice. In the ongoing fight against The Enemy, an angel's feather or holy grail might provide just the edge you need to triumph.
  • "Instruments of Enchantment," a look at the magical potential of musical instruments, especially as it intersects with GURPS Thaumatology. It also offers six sample instruments that can unleash amazing power in the hands of the right musician.
  • "More Charms," a short Appendix Z addition that presents over 20 new amulets and talismans to Dungeon Fantasy.

This issue also provides a Random Thought Table that explores fertile new ground for creating unusual items, plus an Odds and Ends that has more magic and mayhem. Regardless of when, where, or how you access the arcane, the wonders within this volume will infuse your game with scads of scintillating new creations!

38-page PDF. Stock #37-2682, $7.99.
Buy Now!

Shipped August 6, 2015

GURPS Thaumatology: Sorcery

Unlimited Options, Unlimited Power

GURPS often treats spells as skills, balancing stronger magic not with point costs but by requiring more time, risk, energy, or all three. Yet wizards in some settings can conduct rituals -- even powerful ones -- quickly, safely, and repeatedly. These magic-users wield a kind of innate magic known as sorcery.

GURPS Thaumatology: Sorcery treats magic as a power and builds spells as modified advantages. This gives you the flexibility to create and cast any spell you can imagine, along with the confidence that it will follow clear and consistent rules. And because sorcery is limited only by point cost, its strength scales directly with the campaign's power level.

This tome contains everything you need to start down the path to enlightenment:

  • Complete, simple rules for creating sorcerers: Just choose Sorcery and Talent levels, and then pick a few spells!
  • Nearly 50 ready-to-use spells -- inspired by GURPS Magic but built using advantages -- with guidelines for creating more.
  • Rules for improvising spells you don't know. Though powerful magic is hard to improvise, sometimes a cantrip is all you need.
  • A complete enchanting system, with rules for creating your own artifacts or buying them (with money, not points).
  • Plenty of GM and player advice, including "Under the Hood" boxes explaining important assumptions, complex builds, and more.

GURPS Thaumatology: Sorcery puts you in complete control, giving you a potentially unlimited grimoire and as much power as you can afford. What will you do with it?

36-page PDF. Stock #37-1656, $7.99.
Buy Now!


A U G U S T   2 0 1 5 

Car Wars Classic (Reprint)

Drive Offensively!

He triggered the rear guns once more. A direct hit! The blue car skidded as the driver lost control – then flipped and caught fire.

That would teach him not to tailgate . . .

Drive the freeways of the future -- where the right of way goes to the biggest guns. Players choose their vehicles -- complete with weapons, armor, power plants, suspension, and even body style. Then they take them out on the road . . . to come home as "aces," or to crash and burn. If a driver survives, his abilities improve, and he can earn money to buy bigger and better cars. Advanced rules let players design their own customized cars, trucks, and cycles.

Playing time 30 minutes and up, for players 10 and older. Any number can play . . . games with 2 to 8 are best.

Game components include:

  • 103 full-color game counters and separate Turning Key.
  • 64-page rulebook, plus extra tables and record sheets.
  • 2-sided game map, with autoduel arena and raceway.

64-page saddle-stitched instruction booklet, 8.5"◊5.5" record sheet, 103 die-cut counters, four 12mm six-sided dice, a two-sided map, and a turning key, in a 6"◊9" box. Stock #1400, UPC 837654320044. $19.95.
Buy Now!

Munchkin Dragons (Reprint)

Here There Be Dragons!

Dragons are fearsome! Dragons are cool! Dragons have LOTS of treasure for munchkins to loot! Munchkin Dragons has 15 new cards. The treasures are wondrous indeed . . . but first, you've got some dragons to slay. Good luck.

This is an expansion for Munchkin. It is not a stand-alone game. This is NOT a collectible or randomized set. Every Munchkin Dragons pack is the same as every other.

Blister pack containing 15 cards. Stock #4235, UPC 837654321805. $5.95.
Buy Now!

Munchkin Gloom

Love Gloom? Did you know the cheerful world of Munchkin can also be sad and benighted? A place where those very same munchkins are all too often backstabbed by buddies, dined on by dragons, and discovered by doom ducks. In Munchkin Gloom, heroes delve too deep, plummet down pits, and lose their loot. And thatís before they die.

Clear plastic cards portray the munchkins and detail their mishaps. When stacked, the cards reveal or cover up the effects of the cards below. To win, you must shepherd your party through terrible travails and troublesome tribulations until -- inevitably -- they perish in pain.

May the Most Miserable Party Win!

110 poker-sized, transparent playing cards and a rule sheet. Stock #AG1333, ISBN 978-1-58978-155-9. $29.95.
Buy Now!

Munchkin Zombies: The Walking Dead

Based on the hit comic book series, this 56-card expansion to Munchkin Zombies lets you show your favorite Walking Dead characters who's really in charge. The undead rule!

Do battle with deadly living foes like Rick, Michonne, and Negan. Whack them with a deadly Katana or the brutal Lucille . . . take their stuff and shamble toward victory! Level up to become the most badass undead of all. Show the living that the world belongs to The Walking Dead.

56 cards and rules in a tuckbox. Stock #MU095-379, ISBN 700304046901. $11.95.
Buy Now!

Car Wars: The Card Game

Welcome to the sport of the future -- autoduelling! Killer cars battle with machine guns, missiles, autocannons, and flamethrowers. You're behind the wheel . . . and the last survivor wins.

This fast, fun game, based on Steve Jackson Games' award-winning Car Wars, includes six full-color car cards, 150 full-color playing cards, and short, easy rules.

A card game based on Car Wars! Stock #1401, UPC 837654322581. $24.95.
Buy Now!


W 2 3 

Pyramid #3/82: Magical Creations

Conjure See How Magical This Issue Is?

Relics! Potions! Charms and more! All of these and other magical enticements have been created for you in this month's Pyramid, the PDF magazine for roleplayers. This issue's spellbinding summonings include:

  • "Dungeon Brewmasters," new rules for brewing potions and chemicals in GURPS Dungeon Fantasy, by Jason "PK" Levine, author of GURPS Dungeon Fantasy 5: Allies. You'll also get new lenses and power-ups for alchemists, plus new equipment, traits, and more!
  • "The Sorcerer," which lets you use GURPS Sorcery with Dungeon Fantasy to create bold new magic-wielders. Become a sorcerer with the included template, check out new Sorcery spells, and find other details to unleash this different form of magic.
  • "Eight Artifacts," this month's Eidetic Memory offering from GURPS Mass Combat author David L. Pulver. Discover eight objects of power (each with GURPS rules) that David Pulver used in his own fantasy campaign, from the lovely Orb of Yymoa to the umbrella of the fire witch Lady Zarafronia Flamebringer!
  • "The Hunter's Reliquary," a guide to relics in the realm of GURPS Monster Hunters from noted Pyramid author Christopher R. Rice. In the ongoing fight against The Enemy, an angel's feather or holy grail might provide just the edge you need to triumph.
  • "Instruments of Enchantment," a look at the magical potential of musical instruments, especially as it intersects with GURPS Thaumatology. It also offers six sample instruments that can unleash amazing power in the hands of the right musician.
  • "More Charms," a short Appendix Z addition that presents over 20 new amulets and talismans to Dungeon Fantasy.

This issue also provides a Random Thought Table that explores fertile new ground for creating unusual items, plus an Odds and Ends that has more magic and mayhem. Regardless of when, where, or how you access the arcane, the wonders within this volume will infuse your game with scads of scintillating new creations!

38-page PDF. Stock #37-2682, $7.99.
Buy Now!

GURPS Thaumatology: Sorcery

Unlimited Options, Unlimited Power

GURPS often treats spells as skills, balancing stronger magic not with point costs but by requiring more time, risk, energy, or all three. Yet wizards in some settings can conduct rituals -- even powerful ones -- quickly, safely, and repeatedly. These magic-users wield a kind of innate magic known as sorcery.

GURPS Thaumatology: Sorcery treats magic as a power and builds spells as modified advantages. This gives you the flexibility to create and cast any spell you can imagine, along with the confidence that it will follow clear and consistent rules. And because sorcery is limited only by point cost, its strength scales directly with the campaign's power level.

This tome contains everything you need to start down the path to enlightenment:

  • Complete, simple rules for creating sorcerers: Just choose Sorcery and Talent levels, and then pick a few spells!
  • Nearly 50 ready-to-use spells -- inspired by GURPS Magic but built using advantages -- with guidelines for creating more.
  • Rules for improvising spells you don't know. Though powerful magic is hard to improvise, sometimes a cantrip is all you need.
  • A complete enchanting system, with rules for creating your own artifacts or buying them (with money, not points).
  • Plenty of GM and player advice, including "Under the Hood" boxes explaining important assumptions, complex builds, and more.

GURPS Thaumatology: Sorcery puts you in complete control, giving you a potentially unlimited grimoire and as much power as you can afford. What will you do with it?

36-page PDF. Stock #37-1656, $7.99.
Buy Now!


O C T O B E R   2 0 1 5 

Munchkin Undead

The Monsters are Back . . . From the Dead!

It just doesn't feel like a dungeon worth exploring without hordes of undead! Munchkin Undead adds 15 new monsters, curses and items all dealing with the formerly living. Get your pointy sticks and your chainsaws ready because it's time to kill them all over again!

Blister pack containing 15 cards. Stock #1499, UPC 837654322697. $5.95.

Munchkin Steampunk Deluxe

Grab your gears, put on your top hat, whack the monsters, and grab the treasure . . . with the power of SCIENCE! Munchkin Steampunk Deluxe brings the zaniness of Munchkin to the pseudo-Victorian steampunk era. Bully!

Munchkin Steampunk Deluxe comes with a board and standies for tracking your level, and is illustrated by Phil Foglio!

A Munchkin Deluxe set, with gears and steam! Stock #1508, UPC 837654322482. $29.95.

Munchkin Imaginary Frenemies

You can't clear thousands of dungeons without making a few Frenemies . . . so that's what we did! As long as your Imaginary Frenemies are safely stored inside their blister, they help you in combat . . . but if you release them to get at the cards inside, you can't use their rule anymore. Oh, temptation!

Special Rule

As long as this package remains unopened, you may keep your Imaginary Frenemies in front of you as a +2 combat bonus. It cannot be lost to Curses, Bad Stuff, or theft, and stays with you even if you die.

At any time, you may open the package, releasing your Frenemies, and draw as many Treasures as there are players in your game. Keep one of the Treasures for yourself and give each other player one each.

Sign the two Door cards inside (Yes! With a REAL pen! In permanent ink!) and put them in your hand as well. When you play a card that you have signed, it has double effect. Save this card so you remember this rule in the future!

2 Cards Stock #5593, UPC 837654322659. $3.95.

Munchkin Steampunk Kill-O-Meter

The best Munchkin fights are the ones where everyone plays cards to keep the levels bouncing up and down! But it can be hard to keep track. Now you'll never have to stop and recount again!

With the Munchkin Steampunk Kill-O-Meter, whenever a card hits the table, you turn the dials to keep track of your new total. You don't have time to stop and count when you've got science to do . . .

The Munchkin Steampunk Kill-O-Meter comes with two special Munchkin Steampunk bonus cards -- and since the dials can be read from either side, we put the munchkins on one side and their foes on the other.

One two-sided combat counter and two Munchkin Steampunk cards. Stock #5554, UPC 837654322611. $6.95.

Zombie Dice (Reprint)

Eat brains. Don't get shotgunned.

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

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

It's a great quick game. Play it at lunch (braaiiiiiins!) or while you're in line for a zombie movie . . . !

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

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

Munchkin Holiday Surprise (Reprint)

You're Gonna Need A Bigger Stocking . . .

We've created several holiday-themed Munchkin boosters over the years. Now you can get 68 of those cards in a single set, including four new ones created just for the Holiday Surprise! We've also included two new Christmas Munchkin dice and a special holiday Munchkin Kill-O-Meter to track your combat, because of course the holidays are all about bashing monsters and taking their stuff . . .

Boxed: 68 cards, two dice, a Kill-O-Meter, and a rulesheet. Stock #1488, UPC 837654321645. $19.95.

Munchkin Treasure Hunt (Reprint)

Explore the Dungeon!

Be careful, though. Monsters live here, and they don't want you taking their stuff. Fool the dragon, grab treasure, and flee! Will you risk your treasure for MORE TREASURE? Be a legendary hero and escape with the most moolah!

Munchkin Treasure Hunt is a fun, fast-playing game for kids and families. It's a great introduction to other Munchkin zaniness, and it even teaches valuable math skills!

Gameboard, 100 cards, 2 14mm dice, 6 standies, Rule Sheet. Stock #1521, UPC 837654322161. $29.95.


O C T O B E R   2 0 1 5 

Munchkin Undead

The Monsters are Back . . . From the Dead!

It just doesn't feel like a dungeon worth exploring without hordes of undead! Munchkin Undead adds 15 new monsters, curses and items all dealing with the formerly living. Get your pointy sticks and your chainsaws ready because it's time to kill them all over again!

Blister pack containing 15 cards. Stock #1499, UPC 837654322697. $5.95.

Munchkin Steampunk Deluxe

Grab your gears, put on your top hat, whack the monsters, and grab the treasure . . . with the power of SCIENCE! Munchkin Steampunk Deluxe brings the zaniness of Munchkin to the pseudo-Victorian steampunk era. Bully!

Munchkin Steampunk Deluxe comes with a board and standies for tracking your level, and is illustrated by Phil Foglio!

A Munchkin Deluxe set, with gears and steam! Stock #1508, UPC 837654322482. $29.95.

Munchkin Imaginary Frenemies

You can't clear thousands of dungeons without making a few Frenemies . . . so that's what we did! As long as your Imaginary Frenemies are safely stored inside their blister, they help you in combat . . . but if you release them to get at the cards inside, you can't use their rule anymore. Oh, temptation!

Special Rule

As long as this package remains unopened, you may keep your Imaginary Frenemies in front of you as a +2 combat bonus. It cannot be lost to Curses, Bad Stuff, or theft, and stays with you even if you die.

At any time, you may open the package, releasing your Frenemies, and draw as many Treasures as there are players in your game. Keep one of the Treasures for yourself and give each other player one each.

Sign the two Door cards inside (Yes! With a REAL pen! In permanent ink!) and put them in your hand as well. When you play a card that you have signed, it has double effect. Save this card so you remember this rule in the future!

2 Cards Stock #5593, UPC 837654322659. $3.95.

Munchkin Steampunk Kill-O-Meter

The best Munchkin fights are the ones where everyone plays cards to keep the levels bouncing up and down! But it can be hard to keep track. Now you'll never have to stop and recount again!

With the Munchkin Steampunk Kill-O-Meter, whenever a card hits the table, you turn the dials to keep track of your new total. You don't have time to stop and count when you've got science to do . . .

The Munchkin Steampunk Kill-O-Meter comes with two special Munchkin Steampunk bonus cards -- and since the dials can be read from either side, we put the munchkins on one side and their foes on the other.

One two-sided combat counter and two Munchkin Steampunk cards. Stock #5554, UPC 837654322611. $6.95.

Zombie Dice (Reprint)

Eat brains. Don't get shotgunned.

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

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

It's a great quick game. Play it at lunch (braaiiiiiins!) or while you're in line for a zombie movie . . . !

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

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

Munchkin Holiday Surprise (Reprint)

You're Gonna Need A Bigger Stocking . . .

We've created several holiday-themed Munchkin boosters over the years. Now you can get 68 of those cards in a single set, including four new ones created just for the Holiday Surprise! We've also included two new Christmas Munchkin dice and a special holiday Munchkin Kill-O-Meter to track your combat, because of course the holidays are all about bashing monsters and taking their stuff . . .

Boxed: 68 cards, two dice, a Kill-O-Meter, and a rulesheet. Stock #1488, UPC 837654321645. $19.95.

Munchkin Treasure Hunt (Reprint)

Explore the Dungeon!

Be careful, though. Monsters live here, and they don't want you taking their stuff. Fool the dragon, grab treasure, and flee! Will you risk your treasure for MORE TREASURE? Be a legendary hero and escape with the most moolah!

Munchkin Treasure Hunt is a fun, fast-playing game for kids and families. It's a great introduction to other Munchkin zaniness, and it even teaches valuable math skills!

Gameboard, 100 cards, 2 14mm dice, 6 standies, Rule Sheet. Stock #1521, UPC 837654322161. $29.95.


D E C E M B E R   2 0 1 5 

Fnord!

You're not cleared for that.


New!  * Coming September  * Coming October  * Coming November  * Further Out  * Previously Shipped...

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