Daily Illuminator

October 18, 2003: January 2004 Releases

Our January 2004 releases will be:

Illuminati: Crime Lords
Rival mobs battle for control of the city. Take over the rackets, rake in the dough, and rub out the opposition. It's the American dream.

You'll start with a few gangsters and some cash. Recruit more crooks and take control of income-producing operations like bordellos, chop shops, and loan sharks. The police and the Feds are after you, but your biggest threats are your fellow mob bosses. Scheme, negotiate, backstab. You can share a victory, but it's much more satisfying to say "There can be only one Boss. And it's me." Illuminati: Crime Lords is based on the Illuminati system. It's not a supplement, but a separate stand-alone game created by Steve Jackson.

Boxed game with 112 cards, rules, die-cut money and status counters, and dice. Stock #1375, ISBN 1-55634-720-0. $34.95.

Munchkin Monster Manual 2.5
Contains 150% more than the first volume! (Just don't ask 150% more what.)

The twisted geniuses behind the first Munchkin Monster Manual are back! The Munchkin Monster Manual 2.5 contains 3,905 monsters -- of which only 3,872 are orcs -- including such fell nasties as Auntie Paladin, the Misplacer Beast, and the dreaded Thing With a Name So Long There's No Room for a Picture in the Book. It also includes new monster templates, guidelines for updating your Munchkin campaigns to the 2.5 rules, and the wit for which the Munchkin RPG has become (in)famous.

More creatures to slay . . . more treasure to plunder . . . more levels to gain . . . the Munchkin Monster Manual 2.5 has it all!

48 pages, hardcover. Stock #3407, ISBN 1-55634-722-7. $14.95.

GURPS All-Star Jam 2004

Nine Authors. One Book.

Take nine fan-favorite GURPS authors. Give them each 10,000 words to write about whatever they want. The result is GURPS All-Star Jam 2004, featuring:
  • Kenneth Hite, writing about ghost hunters;
  • Phil Masters, with a fairytale world of muskets, ghosts, and strange magics;
  • Beth McCoy, channeling Walter Milliken, on a truly dangerous job -- Mythic Babysitting;
  • David Pulver's far-future space-opera campaign setting;
  • Gene Seabolt, giving us the travails of the last band of Spartan mercenaries, trapped in a decaying Europe;
  • William Stoddard, looking at subterranean settings for all types of roleplaying adventures;
  • Brian Underhill, with a GURPS take on airships;
  • Jonathan Woodward, looking at the science-fictional implications of Precursor races; and
  • Jon Zeigler's "Chariots!" -- a cinematic look at the age of flashing bronze and larger-than-life heroes.

Nine (well, ten) top authors at the top of their games -- GURPS All-Star Jam 2004 has something for everybody!

128 pages. Stock #6421, ISBN 1-55634-723-5. $24.95.

GURPS WWII: All the King's Men
Winston Churchill promised the British forces would "never give up, never surrender." Now you can fight as one of His Majesty's own in GURPS WWII: All the King's Men! Watch as the storm clouds gather over Europe in the late '30s . . . and an unprepared England declares war against Germany in its fighting prime. Experience the fear and heroism of Dunkirk, the sweltering seesaw of Africa, and the final triumphs of the Anglo-American campaigns as a battered British Empire pulls victory from the jaws of darkest defeat!

All the King's Men has the same level of background and color found in GURPS WWII: Iron Cross for German combatants and GURPS WWII: Dogfaces for American troops. It describes soldiers from all around the British Empire, the way they were recruited, trained, and sent to war, the men who led them, and the battles they won and lost.

Also included are a cross-section of British weapons and equipment -- from the very good to the very bad, from sidearms to the battleship King George V -- and a host of campaign and adventure ideas for GMs.

So, keep your chin up and get your lads in the thick of it -- sharpish!

128 pages. Stock #8009, ISBN 1-55634-640-9. $24.95.


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