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Shipped February 22, 2021

Puppy d6 Dice Set

Featuring the art of Katie Cook, this set of twelve 16mm six-sided dice adds cute puppies to your favorite game! Take the dogs for a walk . . . or roll, at your next game night, with dice featuring bone and puppy engravings on each side. When you open your dice bag, people will know it was YOU who let the dogs out!

Set of twelve 16mm six-sided dice. Stock #5910, ISBN 080742096462. $13.95.
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Hack & Slash

In this quick game, your guild of adventurers is ready for anything: battles, rescues, and the "liberation" of whatever pays the most. Choose a quest and roll the dice! You may win fame, and even recruit a new comrade for your party. Or you may fail, and slink back to the Tavern.

Don't fail!

Contains 21 Quest cards, one First Player card, 50 meeples, and three six-sided dice. Stock #5965, ISBN 080742096271. $19.95.


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Shipped February 25, 2021

GURPS Classic: Space

The Future Is Yours!

At last . . . the star-spanning sourcebook for the Generic Universal RolePlaying System. In the 128 pages of GURPS Space, you'll find:

  • Detailed, scientifically correct rules for creating star systems and planets . . . either randomly or to fit a specific campaign.
  • Descriptions of 21 character types . . . and new advantages, disadvantages, and skills for a far-future campaign.
  • Three variant human races – heavy-worlders, light-worlders, and Spacers – and guidelines for creating new and different sorts of genetically enhanced humans.
  • Four alien races. Meet the savage near-human Gormelites; the graceful, aggressive Sparrials; the sex-changing Pachekki; and the powerful half-plant Treefolk.
  • Science-fiction gadgets, weapons, and medical technology.
  • Starship construction rules from TL8 (just around the corner) to TL15+ (science fantasy).
  • Quick but detailed abstract ship combat rules – no ship counters, just roleplaying . . . for a quick determination of fleet damage, individual ship damage, and injury to characters.

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.

  • Choose the scale of your campaign – one star system, or a million.
  • Choose the type of campaign you want to run – space pirates or Star Patrol, hard-working merchants or hard-bitten mercenaries, clever smugglers or starry-eyed explorers, humans or aliens.
  • Choose the political background – from scattered independent worlds, through a loose Alliance or Federation, to a star-spanning Empire. Or perhaps you'd prefer a Corporate State, run by big business. It's all here.
  • Choose the technological background – from a wide variety of stardrives, power plants, and weaponry – to give the campaign the scope and flavor you choose.

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.)

131-page PDF. Stock #30-6005-1, $8.00.
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Shipped February 25, 2021

GURPS Magical Styles: Horror Magic

Magic Man Was Not Meant To Know

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!

14-page PDF. Stock #37-1659, $5.00.
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Shipping March 22, 2021

R E P R I N T S 

Shipping March 22, 2021

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.

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. Stock #1408, UPC 837654320310. $24.95.


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Shipping April 7, 2021

Munchkin: Critical Role

From the award-winning livestream RPG show created by Matthew Mercer and the cast of Critical Role, a powerhouse role-playing franchise meets its match in the hit role-playing card game Munchkin, bringing the hugely successful Mighty Nein campaign to the tabletop in the first officially licensed Critical Role card game.

CONTENTS: 172 Cards, 7 oversized Character Cards, 6 plastic trackers, 1 D20, and Instructions. Stock #MU139-516, ISBN 700304154170. $24.99.

Shipping April 5, 2021

Munchkin Enhancers

Flavor up your Munchkin games with these 30 new monster, Treasure, Class, and Race enhancers! For use with Munchkin, Munchkins & Mazes, Munchkin Tails, Munchkin Oz, or any set that uses the original Munchkin card backs!

Thirty cards to "enhance" your Munchkin game! Stock #4257, ISBN 080742096196. $9.95.

Dice Bag: Munchkin

Only a munchkin would bring more than a couple sets of dice to a game day. Fortunately, we cater to munchkins! This fancy, satin-lined, 7-inch square Munchkin Dice Bag will hold all the dice you need for every possible situation: good dice, bad dice, probationary dice one fumble away from being thrown into the resin caster for your next artsy paperweight . . . or maybe that's just us.

One 7" x 7" satin-lined dice bag. Stock #5216, ISBN 080742096592. $11.95.

Dice Bag: Munchkin Kittens

Katie Cook's Munchkin Kittens make a special curtain call for this very munchkin-y dice bag! This fancy satin-lined Dice Bag: Munchkin Kittens will hold all the dice you need to carry right meow!

7" square, satin-lined, drawstring bag. Stock #5217, ISBN 080742096585. $11.95.

Dice Bag: Munchkin Unicorns

This fancy satin-lined Dice Bag: Munchkin Unicorns<$> is the latest in our line of roomy and functional dice bags. It'll hold LOTS of dice like more than 100! Bright fuchsia with sweet Katie Cook unicorns and candy and cupcakes, it's just what you need to bring a little magic to your next game night!

One 7" x 7" satin-lined dice bag. Stock #5218, ISBN 080742096479. $11.95.

Shipping April 1, 2021

R E P R I N T S 

Shipping April 1, 2021

Illuminati (Reprint)

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. Stock #1387, ISBN 080742099807. $34.95.

Shipping April 1, 2021

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. Stock #1410, UPC 837654320457. $19.95.

Shipping April 1, 2021

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. Stock #4202, ISBN 080742097162. $7.95.


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Shipping May 1, 2021

R E P R I N T S 

Shipping May 1, 2021

Munchkin Kittens (Reprint)

The ancient Egyptians worshipped cats.

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. Stock #4215, ISBN 080742095977. $9.95.

Shipping May 1, 2021

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. Stock #5933B, ISBN 080742097599. $13.95.

Shipping May 1, 2021

How to Be a GURPS GM (Reprint)

The Student's Guide to Ultimate Power

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. Stock #01-6099, ISBN 978-1-55634-808-2. $19.95.


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