168 Cards, rulesheet, and a custom six-sided die.
Stock #1526,
ISBN 080742095878 .
$29.95.
Whether you're fighting zombies or going deep into Black Ops (or perhaps you're more into Voodoo or Cyberpunk) you'll have everything you need to make the right decision. We hope . . .
A 7" x 7" satin-lined dice bag with GURPS 4th Edition design, and three pearlized black dice!
Stock #5222,
ISBN 080742096066.
$14.95.
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GURPS Ultra-Tech (Reprint)
GURPS Ultra-Tech is a GURPS Third Edition sourcebook for science-fiction technology, from the 21st century to the farthest reaches of the future. From the vacuum of interstellar space to the murderous intrigue of the court of the Galactic Empire, to the lowest dives of the asteroids, an adventurer is no better than his gear. GURPS Ultra-Tech, Second Edition Revised has been reorganized for ease of use – equipment is now sorted by type, not by Tech Level.
130 black-and-white pages. Softcover.
Stock #01-6120,
ISBN 978-1-55634-971-3.
$22.95.
Discworld Roleplaying Game (Reprint)
Journey through the off-kilter imagination of Sir Terry Pratchett in the Discworld Roleplaying Game.
Theres a lot of unusual stuff on the Disc, but dont worry about getting lost – game author Phil Masters has crafted a roadmap to Pratchett-inspired storytelling.
Visit settings like the most dubious city in the multiverse, Ankh-Morpork. Intervene in the cultural interactions of trolls and dwarves (but watch out for flying axes). Campaign for goblin rights. Flee from an angry Swamp Dragon (two feet of mindless fury and high-explosive digestion). Even find out why the second-greatest lover on the Disc needs a stepladder.
And remember, the world is round. And also flat.
This is a complete roleplaying game. You need no other books to play. It includes the material from the previous edition of the game and its supplement, Discworld Also – all of it updated to reflect the events of later Discworld novels, as well as the rules of GURPS Fourth Edition.
410 black-and-white pages. Softcover.
Stock #01-6122,
ISBN 978-1-55634-978-2.
$39.95.
Chez Cthulhu (Reprint)
Prepare for an encounter with the most sanity-blasting entities in all the dimensions . . .
Your roommates.
Chez Cthulhu brings the horror of Lovecraft's Mythos right into your apartment . . . as if the leftovers from the Pizza with Absolutely Everything weren't bad enough. Work your job will you be a Morgue Janitor, a Sanitarium Guard, or a Gravedigger? Buy things to give you Slack, like a comforting Straitjacket . . . or some Friendly Tentacles to make your day a little brighter. Invite people over to your room . . . and sacrifice them! And Nookie . . . don't forget the Nookie. Preferably without the Ectoplasmic Slime.
Chez Cthulhu combines the classic Chez Geek system with everyone's favorite Elder God. . . and adds a new Madness mechanic. This set includes 110 cards and two blanks, a die, and counters for both Slack and Madness.
Warning: Mixing Chez Cthulhu with Chez Geek can lead to bouts of giggling and excessive silliness. The game itself will play just fine, as long as your brain doesn't break when you use "cigarette" and "tentacle" interchangeably.
Boxed, with 112 cards, die-cut tokens for Slack and Madness, a six-sided die, and a rulesheet.
Stock #1580,
ISBN 080742095885.
$29.95.
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Random Fun Generator (Reprint)
21 Dice Games That Are . . . A Little Different!Fast-playing dice games for groups of all sizes, ages, and gaming experience. All you'll need to add is paper and a pencil for keeping score. Grab some friends, pick a page, and get rolling!
Saddle-stitched book with 21 dice games. Includes 20 six-sided dice!
Stock #3013,
ISBN 080742095915.
$24.95.
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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.
$29.95.
Munchkin Booty (Reprint)
Munchkin Booty brings the greatest gold-grabbers in history pirates! to the world of Munchkin. Use your Silver Long Johns to beat the Lobster Mobster, drink your Demon Rum to fight off the Viking Kittens, and defend yourself with the Cutlass (or Cutlad, for the gents) against the Prince of Whales. But watch out for Sharks!
Rake in the loot as a Pirate, Naval Officer, or Merchant. Taunt your foes with your horrible Accent -- British, Spanish, Dutch, or French. Equip your Half-Galleon with a Crow's Nest and Figurehead. But above all . . . level up!
Munchkin Booty is a stand-alone card game designed by Steve Jackson and illustrated by John Kovalic. It is fully compatible with the original Munchkin.
168 cards, one six-sided die, and a rulesheet.
Stock #1459,
UPC 837654320600.
$29.95.
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Munchkin Booty 2 Jump the Shark (Reprint)
Jump the Shark . . . or you're fish food!
Return to the high seas for more Munchkin Booty action. Fight the Hammerhead Shark -- and the Phillips-Head Shark, too. And greatest of all is the terrible Moby Duck!
So kill them and take their stuff.
On the munchkin side, there are lots of new Ships, and a new Class: the Explorer! He gets a Treasure when he helps in combat, and he can pull cards back into his hand!
This set features four monsters with a new weakness: Current or former members of the real-life Armed Forces get a bonus against them!
112 cards and rulesheet, in a tuckbox.
Stock #1461,
UPC 837654320648.
$19.95.
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Munchkin 7 Cheat With Both Hands (Reprint)
Admit it. You really like to combine all your Munchkin sets . . . the stupider things get, the better. Playing Star Munchkin Cthulhu Booty Zombies is really weird and really fun . . . but it can also slow things down.
There are a lot of ways we COULD have addressed this problem. But this is Munchkin, so the solution we chose was to create a lot of really overpowered new cards. Why be a Super Munchkin when you can be an Ultra Munchkin? If a Half-Breed isn't enough, you can be a 1/3-Breed. And if a single Cheat! card doesn't do it for you, you can Cheat With Both Hands!
There are also a lot more monster enhancers . . . and ITEM enhancers, too. There are several new low-level monsters to help you get those easy kills. Until somebody takes that Sock Puppet and turns it into the Ultra-Rare Extremely Sneaky Sock Puppet With Extra Cheese . . .
Munchkin till you drop just add players!
This is a supplement, not a stand-alone game. It is meant to be combined with two or more Munchkin games, with or without other supplements.
This set replaces both Munchkin Blender and More Good Cards, which was the original Munchkin 7. We didn't want to reprint More Good Cards, because it was only 56 cards and most of those were originally from Munchkin Blender, anyway*. We didn't want to re-use the name Blender, since this new set by popular demand has the classic Munchkin brown card backs rather than Screaming Purple Cards. And we didn't want to eat our vegetables, because vegetables are yucky.
We hope you are confused now, because we are, too . . . but we thought it would be SLIGHTLY less confusing to release a new Munchkin 7 than to call this expansion Munchkin 8 and have frustrated people writing us for the rest of our lives asking, "Why can't my store get Munchkin 7 in stock?"
* And what about the cards NOT from Munchkin Blender? They're in Munchkin Monster Enhancers, a booster pack available wherever you bought this set.
112 cards and rules, in a tuckbox.
Stock #1468,
UPC 837654321034.
$19.95.
GURPS High-Tech (Reprint)
GURPS High-Tech is a sourcebook for the technology that extends man's mind and hands. On the battlefields of 14th-century Europe or in the lonely alleys of 20th-century America, adventurers need the best equipment. Whether the problem is navigating the trackless seas or stopping the monster cold in his tracks, GURPS High-Tech has the gadget for the job.
This book details the period from the ascendance of gunpowder (Tech Level 4) through the modern era (Tech Level 7).
High-Tech covers:
GURPS High-Tech is designed for use with the GURPS Basic Set, Third Edition. However, aside from specific game stats, this sourcebook will be valuable to any roleplayer or Game Master. Descriptions have been made as detailed and informative as possible, for easy conversion to any game system.
130 black-and-white pages. Softcover.
Stock #01-6119,
ISBN 978-1-55634-970-6.
$22.95.
GURPS Hot Spots: The Incense Trail
Adventure and intrigue are on the Incense Trail, one of the earliest trade routes between disparate civilizations. Hostile terrain, magnificent treasures, political plots, and more await those who venture across the Arabian Peninsula.
The Incense Trail meshes with GURPS Hot Spots: The Silk Road to expand the exploratory possibilities of the pre-modern world. This latest entry in the GURPS Hot Spots series brings this historically accurate era to life, with information and insight perfect for gamers!
11-page PDF.
Stock #37-0664,
$4.00.
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GURPS Action 6: Tricked-Out Rides
The car chase is a pillar of action fiction, and GURPS Action honors the tradition: Exploits features fast, furious rules that cut right to the, er, chase, while Heroes includes a template for hot-shot drivers (the wheel man), plus a list of basic rides. But since when did action heroes settle for stock cars?
GURPS Action 6: Tricked-Out Rides races to the rescue! It doubles the number of basic models available, offering subcompact, compact, mid-size, and large cars, plus seven larger vehicles from the realm of SUVs, pickups, and vans. Then it provides 10 overall modifications to mix and match, like "armored," "fuel-efficient," and "luxury"; dozens of accessories, from fussy electronics to beefy bullbars; simplified vehicular weapons; rules for custom controls; advice on going electric; and examples, like the gadget-filled spy car and the menacing motorcade escort.
Leave design to the boffins. Get down to the body shop, sketch out what you want, and burn rubber!
11-page PDF.
Stock #37-0358,
$4.00.
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The Official Munchkin Bibliophile's Booklet of Bookmarks
Munchkins have been doing their level best (get it?) to kick open doors, kill monsters, and grab treasure for more than two decades, and in that time we've created a plethora of Munchkin bookmarks that add unexpected twists to your games.In this booklet, we've gathered some of our favorite Munchkin bookmarks from over the years so that everyone can have a chance to play with them. There are special rules (this is Munchkin, after all; of course there are special rules)! And you don't have to share, tear up, or eat these bookmarks to play!
A 20-page 5.25" x 8" full-color booklet featuring 16 different Munchkin bookmarks.
Stock #4273,
ISBN 978-1-55634-965-2.
$7.95.
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Large enough to see from across the table (heck, you can see it across the room!), you could also use it as a doorstop, a blunt weapon in the dungeon, or for properly intimidating the other dice in your collection.
A bright red, 10-sided, 80mm monster of a die!
Stock #5512,
ISBN 080742096080.
$19.95.
The Illuminated Manuscript is a 36-page zine that includes a mix of web articles, the winning entry from our 2020 Ogre playmat scenario contest, and material from the pages of Where We're Going – our retailer newsletter – from 1987 and 1988.
First introduced in a 2021 Kickstarter, this is a great companion to the Ogre 1976 Playtest Booklet!
45-page PDF.
Stock #30-3123,
$5.00.