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Previously Shipped

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J A N U A R Y   2 0 2 5 

Shipped January 20, 2025

Last Shot

It's Bullet Time!

In Last Shot, you become Cold War agents, each trying to be the last one standing. Play your hand wisely to protect yourself and draw (or steal!) a Terminated card that lets you eliminate a rival. The trick lies in holding onto it long enough to get a shot off!

Nope! I have Diplomatic Immunity.

Forget that – I've brought in Outside Talent.

Time to Duck and Cover!

Be the last agent standing in this fast-paced Cold War card game. Play your cards right and stay alive long enough to take the Last Shot!

A fast-paced card game of secret agents vying to be the last survivor. Includes 78 cards. Stock #1753, ISBN 080742094529. $16.95.

Shipped January 16, 2025

R E P R I N T S 

Shipped January 16, 2025

Frag (Reprint)

Game starts. Enemy in sight . . . Frag him! Grab his stuff! Run! Get a bigger gun! Grab some armor! There he is again! Frag him! Whoa, there's another one. Run . . . you're hit! You're down. Respawn! Grab a weapon! Start again!

Frag is a computer game without a computer. It's a "first-person shooter" on a tabletop. Move your fighter and frag your foes; draw cards for weapons, armor, and gadgets; move through the blood spatters to restore your own health! If you die, you respawn and come back shooting!

Easy to learn, fast-moving, and fun . . .

Boxed game with 112 cards, rulesheet, a map, and 46 tokens. Stock #1346, ISBN 080742094840. $24.95.

Shipped January 16, 2025

Munchkin Booty (Reprint)

Sail the seven seas. Plunder the treasure. Make your buddy walk the plank.

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, ISBN 080742094383. $34.95.
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Shipped January 16, 2025

Munchkin 8 – Half Horse, Will Travel (Reprint)

Centaurs and Lizard Guys!

These two classic fantasy races get the Munchkin treatment in Munchkin 8 -- Half Horse, Will Travel! Plus more Race and Class Enhancers: you can be Elite, Legendary, or Elder! Go for all three . . . you'll need all the help you can get when you fight That Gecko On The Telly, the horrifying Centaurpede, or the dread Knight Mare!

112 cards and a rulesheet. Stock #1485, ISBN 080742094352. $23.95.
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Shipped January 16, 2025

Munchkin 6 – Double Dungeons (Reprint)

Double Trouble!

What's an adventurer without dungeons to explore? This box contains 40 double-sized Dungeons plus 32 Portals to get you from one to the next. Each Dungeon changes the rules . . . some are helpful, some are harmful, and some are just silly. It's Munchkin, after all!

This set includes the cards from Munchkin 6 – Demented Dungeons and Munchkin 6.5 – Terrible Tombs, now in a single convenient expansion!

40 double-sized cards, 32 standard-sized cards, and a rulesheet Stock #1576, ISBN 080742099210. $23.95.
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Shipped January 16, 2025

Munchkin Snakes (Reprint)

There's something new slithering its way into your games of Munchkin!

This mini-expansion adds 30 brand-new serpentine monsters, coiling curses, and other sinuous surprises to any Munchkin game! Face down the King Snake or the Pie-thon, armed with your trusty Boa and Arrow. And don't worry; if anything goes wrong, a dose of Asp-rin will get you right back in the fight!

30 cards and a rulesheet in a tuckbox. Stock #1589, ISBN 080742094857. $10.95.

Shipped January 16, 2025

Munchkin Princesses (Reprint)

Sugar and Spice and Munchkin . . . That's nice

Many children dream of being a fairy-tale princess when they get older. Munchkin Princesses proves you don’t have to grow up to become a princess! This 15-card mini-expansion has cards for every Munchkin fan: new monsters (Prince Charmless and The Eighth Dwarf), new Treasures (Glass Sneakers and the Genetically Modified Apple) and, of course, the Princess card itself. Two Princesses, in fact!

15 cards in a blister pack. Stock #4243, ISBN 080742096011. $6.95.
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Shipped January 16, 2025

Munchkin Side Quests (Reprint)

When you need a short detour from the business of killing monsters and betraying your friends, try Munchkin Side Quests! This 30-card expansion can be added to any of your Munchkin games, and it's illustrated by Ian McGinty, who has previously drawn for the Munchkin Collectible Card Game and Munchkin Magical Mess. Get secret in-game goals that you can complete to cash in for a reward AND, just maybe, surprise everyone with a new way to win the game!

30 cards and a rulesheet. Stock #4264, ISBN 080742099791. $10.95.
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Shipped January 30, 2025

How to Be a GURPS GM: Improvising

Expect The Unexpected

As the saying goes, "No adventure survives contact with the players!": No matter how prepared you are as a GM, your players will do things you didn't expect. Of course, you might not have prepared, possibly because you lack the time, perhaps because you don't see the point when your players always blow your plans out of the water. Thus, it's often necessary – and more fun, or at least more efficient – to improvise.

However, good improvisation takes skill. How to Be a GURPS GM: Improvising can't replace that, but it can start you down the right path . . . think of it as preparation for gaming without preparation! Its tricks and tips – swiped from the author's 45 years of gaming experience – cover improvising NPCs, locations, stats, combat, and more, at every level from individual encounters, through adventures, to entire campaigns.

Have players who like to surprise you? It's time to return the favor!

25-page PDF. Stock #37-0379, $7.00.


F E B R U A R Y   2 0 2 5 

Shipped February 3, 2025

Car Wars Savage Stockpile

Stock up on all the things you need to dominate the arena!

Savage Stockpile gives you 40 cards with more accessories, structures, and weapons to customize your car. They were previously only available in Miniatures Set 3 and Road Tiles.

40 cards reprinted from Miniatures Set 3 and Road Tiles. Stock #2450, ISBN 080742094628. $10.95.

Car Wars Militant Munitions

Get the biggest bang for your buck . . .

. . . with Militant Munitions! These 40 cards give you more accessories, structures, weapons, and upgrades to customize your car and were previously only available in Miniatures Set 4 and Road Tiles.

Drive offensively!

40 cards reprinted from Miniatures Set 4 and Road Tiles. Stock #2451, ISBN 080742094611. $10.95.

Car Wars Double-Barrel Danger

Double up your guns to blast the opposition!

Double-Barrel Danger brings you 40 cards that give you more accessories, structures, weapons, and upgrades to further customize your car.

These cards were previously available in the Armory Pack and the Linked Weapons Pack.

40 cards reprinted from the Armory Pack and the Linked Weapons Pack. Stock #2452, ISBN 080742094604. $10.95.

Car Wars Lethal Lineup

Hire the most talented crew available!

These 32 cards give you more crew, gear, sidearms, structures, and upgrades to customize your car. You'll also get tokens for jumping out of the car and for customizing the arena.

The cards in Lethal Lineup were previously available in Crew Pack and Playmat #1.

32 cards reprinted from the Crew Pack and from Playmat #1. Stock #2453, ISBN 080742094598. $12.95.


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Shipped February 27, 2025

How to Be a GURPS GM: Counting Heads

How Many Are In Your Party?

Everyone who has ever participated in a roleplaying game knows that finding enough players is as big a challenge as scheduling a time when everybody can play. Then, when you finally arrange a full house, somebody inevitably asks, "Hey, is there room for one more?" And once you sort all that out, players come and go almost at random.

How to Be a GURPS GM: Counting Heads offers advice and tricks for adapting the game you want to run to the number of people you actually have. For shorthanded GMs, it delves into such topics as one-on-one campaigns, multiple characters per player, and NPCs and GMPCs replacing PCs. For GMs swamped with players, it explores saying "No" politely, managing large groups, and bringing in additional GMs. In both cases, it looks at rescaling campaigns to match headcount and coping with fluctuating attendance.

Turn "too big" or "too small" into "just right!"

26-page PDF. Stock #37-0380, $7.00.


M A R C H   2 0 2 5 

Shipped March 24, 2025
Shipped March 17, 2025

Munchkin Warm Fuzzies

Don’t let their warm, fuzzy exteriors fool you.

These cuties have teeth. Claws and horns, too! Beware the Dust Bunnies that lurk beneath the couch, and avoid the Pawsonal Trainer (unless you really want a workout). We don’t talk about the Wolpertinger, either, and not just because we’re unsure it’s real.

Grab your Bunchucks, don your Fur Cloak, and Go Down the Rabbit Hole, because it’s rabbit season! (Or duck season – it depends on who you ask.)

56 cards and a rulesheet in a tuckbox. Stock #4279, ISBN 080742094413. $13.95.

Shipped March 3, 2025

Munchkin Shadowrun: Hack The Future

Analog is the past. The Matrix is the future. Now you just need some munchkins to come along and hack it!

In the world of Shadowrun, magic and technology mix. Why not add more of both to your Munchkin game? Bring your Impenetrable Logic and your BOOMstick while you wander the Endless Archive, but it is dark in there . . . you just might get eaten by a Grue.

More guns, more magic, and more digital monsters than you can shake a credstick at – what are you waiting for? Hack the Future today!

112-card expansion for Munchkin Shadowrun. Stock #4462, ISBN 080742094451. $23.95.


R E P R I N T S 

Shipped March 24, 2025

Munchkin Shadowrun (Reprint)

Dodge the corp, kill the monsters, and hack the Matrix to win in a whole new way!

The world of Shadowrun is a perfect setting in which to be munchkins. Players can be Elves, Dwarves, Orks, or Trolls as they dodge the corps, kill the monsters, and stab their buddies.

Munchkin Shadowrun is packed with 193 cards full of cyberpunk and magic. In addition to all the great Door and Treasure cards you expect in Munchkin, this set introduces the Matrix, a series of cards with additional gameplay goals that can be used to win the game in a whole new way!

What are you waiting for? Grab your Tactical Gladius, and show Lofwyr what you’re made of.

95 Doors, 82 Treasures, 6 Player Cards, and 10 Double-Sided Matrix Cards. Rulesheet included. Stock #4461, ISBN 080742094727. $39.95.

Shipped March 17, 2025

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 a rulesheet. Stock #131313, ISBN 080742094765. $19.95.
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Shipped March 17, 2025

Munchkin Deluxe (Reprint)

What makes this edition "deluxe"? It's got a big gameboard to keep your decks in place and 12 standies (six male and six female) that you move on the gameboard as you level up!

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, 12 pawns with plastic stands, a gameboard, and a rulesheet. Stock #1483, ISBN 080742094659. $39.95.

Shipped March 17, 2025

Munchkin Pony Excess (Reprint)

Horsing around is fun!

A stampede of new cards is coming to Munchkin!

In Munchkin Pony Excess, you'll find new equine monsters, curses, and Items, plus a herd of new Steeds. Grab your Lucky Horseshoe, saddle up your Centaur of Attention, and ride to battle against the melodious menace of the Rocking Horse!

56 cards and a rulesheet in a tuckbox. Stock #1587, ISBN 080742094802. $13.95.

Shipped March 17, 2025

Weather Dice Set (Reprint)

Change the weather with a roll of the dice!

This set of six 16mm dice can be used to randomly determine the weather for your roleplaying games.

Each die represents a different region, with unique faces on each side of the die. Choose the die that matches the location of your adventure . . . and see what kind of weather "rolls" in!

You now hold the power of nature in the palm of your hand!

Black ("Chicago") - mostly sunny or windy or both.
Dark blue ("Tierra del Fuego") - cold, no sun.
Gray ("Seattle") - usually cloudy or rainy.
Green ("Miami") - usually sunny.
Orange ("Austin") - very changeable.
Red ("Phoenix") - usually hot.

Six different-colored 16mm dice with weather icons on each side. Stock #5981, ISBN 080742095052. $12.95.
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Shipped March 31, 2025

GURPS Psi-Tech

Contraptions for Consideration

Prepare the Kirlian camera! GURPS Psi-Tech is your gateway to the realm of psionic technology.

This supplement explores the paranormal interface between mind and machine . . . everything from the tools of real-world parapsychologists to the wildest gadgets of science fiction and fantasy. Within you'll find rules for psychotronic gadgetry and bio-psi technology that can enhance or counter psi powers at any tech level, along with guidelines for fitting them into your campaign.

Whether your adventure features fantasy mentalists using herbs and crystals to boost their abilities, modern-day conspirators hacking out brains and putting psi-suppressants in the water, or super-gadgeteers and future-folk wielding psionic death rays and amplifier helmets, you've come to the right store to shop.

42 black-and-white pages. Softcover. Stock #01-6174, ISBN 978-1-63999-059-7. $17.95.


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Shipped April 24, 2025

GURPS Magical Styles: Traditional Styles

Belief Made Real

Magic in games is typically less subtle than real-world beliefs. That's fine in fantasy settings with dragons, elves, and fireball-chucking wizards. It's workable in horror stories, too, because those only look like they're set in reality . . . it's just a matter of time before evil cults, cursed tombs, and little girls with spinning heads show up to scare you. But it takes a special kind of magic to coexist peacefully with a world that could be the one outside your window – possibly for centuries or millennia.

GURPS Magical Styles: Traditional Styles is a look at magical practices inspired by historical ones. It uses the approach in GURPS Thaumatology: Magical Styles to craft five takes on magic that could be going on next door without anyone being the wiser:

  • Bodily Magic reinterprets the boldest claims of traditional martial arts in terms of mana instead of chi.
  • Dream Magic leaves much to the imagination – literally – by focusing on illusions that could pass for showmanship, and of course the sleeping world.
  • Spoken Word Magic elaborates on the historical belief that words are power . . . which they are, even without magic.
  • Theurgy is an academic art that takes a lifetime to master to the point where its effects truly matter, assuming the scholar doesn't get lost in their studies.
  • The Way of the Mystic Assassin presents magic that makes staying out of sight its top priority – all the better to kill you with.

Each style comes with specialized spell lists and new spells. More important to GMs who want subtle magic in historical or modern-day campaigns, each refers liberally to real-world beliefs. And each comes with advice on how to use it . . . including thoughts on interactions with the "standard magic" of fantasy and horror wizards, for those who want a bit of everything.

Often, reality is stranger than fiction!

22-page PDF. Stock #37-1660, $7.00.

Shipped April 11, 2025

Wanderhome

Wanderhome is a pastoral fantasy role-playing game about traveling animal-folk, the world they inhabit, and the way the seasons change. It is a game filled with grassy fields, mossy shrines, herds of chubby bumblebees, opossums in sundresses, salamanders with suspenders, starry night skies, and the most beautiful sunsets you can imagine.

You might be a tamarin who dances with small and forgotten gods, a leporine mail carrier who relies on moths to get packages where they belong, a little lizard with a big heart and a mysterious past, or a near-endless number of other thrilling possibilities. No matter what, we're always travelers—animal-folk who go from village to village and get to see the length and breadth of all the world of Hæth. The seasons will change as we play, and we will change with them.

"I've played over a hundred RPG systems over the last 40 years, but there's never been anything like Wanderhome: wonderful, gentle, and story-rich. Wanderhome impressed me in ways I didn't even know I could be impressed."
— Patrick Rothfuss, The Name of the Wind

"Immediately captivating and effortlessly charming, Wanderhome is the perfect blend of whimsy, heart and the spirit of adventure. Who knew a game about being on the road could feel so much like home?"
— Brennan Lee Mulligan, Dimension 20

"Absolutely incredible."
— Matthew Mercer, Critical Role

"[Wanderhome] positions the drama of the Redwall series alongside Animal Crossing's endless Sunday afternoons, and displays the competence to juggle both of those vibes in a single game."
Polygon Magazine

9 x 9" (229 x 229 mm) 272 page color book. Written by Jay Dragon 2020. Covers by Sylvia Bi. Layout by Ruby Lavin.

3 PDFs (color, B&W, and insectophobe versions totaling 775 pages) in a single Zip file. Stock #PC30-1101, ISBN 978-1-954097-04-9. $25.00.

Shipped April 11, 2025

Wickedness

Wickedness is played in three acts. In the first, players discover their coven, the sanctuary they call home, a mundane fantasy nation, and the treacherous underworld lurking beneath it. Each player will be assigned one of the three coven archetypes (The Pure Heart, The Old Soul, and The Wild Spirit) by the tarot deck, and together they'll create the world where they live, and the underworld's strange laws and denizens. Finally, they'll ask heavy-hitting questions about the covens' relationships to one another.

In the second chapter, the cards point to a series of challenges detailed in the games' interpretation Guide, and the players respond: the coven can fall prey to their archetype-specific follies in order to collect cards, spend the cards to solve challenges with wisdom, or use the vast and terrible magic powers at their fingertips – which is miraculous, but costs the user a piece of their essential nature, striking out and maybe even blackening and replacing a truth on their character sheet. So the players must strike a balance between keeping the worlds from falling into darkness, and keeping one another from falling apart. If the scales tip too far in any direction, it's entirely possible for the game to come to an abrupt and apocalyptic end.

The final chapter tempts the coven to go their separate ways, but also offers them opportunities to learn from their past mistakes and heal. Finally they'll face their ultimate fates, determining the future of the kingdom, the underworld, and the art of magic itself.

Wickedness uses a bespoke tarot-drawing system loosely inspired by Jay Dragon's Sleepaway, and is a distant descendant of the Belonging Outside Belonging framework developed by Avery Alder and Benjamin Rosenbaum.

Written by M Veselak. Covers by Tucker Donovan. Layout by Ruby Lavin.

139-page PDF. Stock #PC30-1304, ISBN 978-1-954097-14-8. $20.00.

Shipped April 11, 2025

Sleepaway

In Sleepaway, you play as a camp counselor at a not-so-ordinary summer camp besieged by a Strange and ominous cryptid. In the outside world, people grow increasingly alienated from their own identities, trapped in a miasma of advertising and corporate branding. Isolated from civilization, this summer camp is a beacon of safety, a refuge for misfit kids defined by their marginalization. As time pushes past and the world grows older, this camp also shelters the survivors of the Lindworm.

The Lindworm is a shapeshifter, or so the stories go; a creature that flays the skin of humans and hides within. As counselors of this summer camp, you've each been traumatized by the Lindworm, in your own ways.

You remember little of that time.

Just that you don't want anyone else to experience it either, and you'll keep this camp safe no matter what.

Sleepaway uses the Belonging Outside Belonging system, popularized by games like Dream Askew by Avery Alder and Dream Apart by Benjamin Rosenbaum. It is a diceless game where tokens are received for making Weak Moves (actions that make your life harder), and these tokens are spent on Strong Moves (actions that passionately succeed). In Belonging Outside Belonging games, everyone shares the role of facilitator, and each person can pick up Setting Elements to bounce off of and provide narrative impetus for the other players. In Sleepaway, Setting Elements also contain Rituals, in which gameplay becomes more abstracted, to highlight unique moments of play by combining them with real-world actions and activities. Rituals might invite you to draw, to gesticulate, to play music, or even to destroy elements of the game itself in very unique ways.

The story continues on this way, with characters interacting and setting elements providing a world to interact within, until it is time for the Lindworm to act. While everyone has their eyes closed, one player responsible for channeling the Lindworm during play draws from a deck of cards and causes an unsettling event to occur. These can range from a new scar in a place you didn't remember having one, to a brutally dismembered animal appearing at your cabin door, or potentially even the death or dismemberment of player characters as the game continue.

Characters, scenes, locations, items, and the Lindworm's cards are all kept track of on a conspiracy-style corkboard, which slowly becomes more entangled and more mechanically relevant over time.

The game is divided into three acts, each one with unique rules that subtly change the game by adding new setting elements, permanently changing setting elements and character sheets, and introducing new ways to play.

9 x 6" (229 x 152 mm) 138 page B&W book. Written by Jay Dragon 2019. Cover by Sunny Worsey. Layout by Ruby Lavin.

130-page PDF. Stock #PC30-1305, ISBN 978-1-954097-01-8. $20.00.

Shipped April 11, 2025

Uncanny

An expansion for the award-winning RPG Sleepaway, focused on the strange and mysterious creatures that exist at the edge of camp. Includes new characters, setting elements, rituals and more.

9 x 6" (229 x 152 mm) 108 page B&W book. Written by Jay Dragon 2021. Cover by Sunny Worsey. Layout by Ruby Lavin.

57-page PDF. Stock #PC30-1306, ISBN 978-1-954097-10-0. $10.00.

Shipped April 11, 2025

Esoteric

A collection of secret games.

8.5 x 5.5" (216 x 140 mm) 28 page B&W zine. Written by Jay Dragon 2019. Layout by Ruby Lavin

21-page PDF. Stock #PC30-1307, ISBN 978-1-954097-06-3. $10.00.

Shipped April 11, 2025

The Flower Court

A political intrigue RPG about a decadent world of scheming cyberpunk popstars.

8.5 x 5.5" (216 x 140 mm) 32 page color zine. Written by Jay Dragon 2020. Cover art by Taz Meyer. Layout by Ruby Lavin.

28-page PDF. Stock #PC30-1308, ISBN 978-1-954097-08-7. $10.00.

Shipped April 11, 2025

Yazeba's Bed & Breakfast

Our story begins in a sprawling old house outside time and space, where it's always September 15th and there's always room for a new visitor. A teen girl sits on the windowsill, reading a well-worn paperback and listening to the splashy-crashy rain come down. She's alone in the world, but soon enough the strangers who reside here will become her closest friends, family, and mentors.

If you love slice-of-life fantasy, queer found family, and cutting-edge game mechanics, then read on!

Yazeba's Bed & Breakfast is many things. It's a bed and breakfast, of course, but it's also this book. And this book is a book, of course, but it's also a role-playing game – the sort of game we can play with our friends around a table, or on a voice call while hanging out, or even very, very slowly by mail.

Yazeba's Bed & Breakfast is played over the course of 48 chapters, each of which is a 1 to 2-hour scenario with its own unique but quick-to-learn rules. Players can take control of one of the 7 long-term residents of the B&B or choose from a cast of 50 quirky guests, each of whom has their own ongoing storylines.

The adventures contained within each chapter include lazy afternoons, frightful nights, insurmountable chores, and zany competitions, so every play session is full of surprises. There are bespoke game rules for overcoming mountains of laundry, picking berries, surviving a trip to the scary basement, naming constellations, and everything else that matters in a slice-of-life story. These mechanics are simple and modular, meaning you only need to know the rules for the chapter in front of you. It can take as little as 15 minutes to start playing.

After each chapter, we'll be able to make changes to our characters and to the book – unlocking new guests and chapters and advancing the individual storylines of each character who played. Whether they've traded their heart away for magic powers or are just doing the everyday business of growing up, everything about a character can change through play, including their core identities. Over time, your copy of Yazeba's Bed & Breakfast will become a unique artifact of your group's play experience, a treasure that you can revisit and replay for decades.

Yazeba's unusual blend of premade characters, modular rules, and legacy mechanics makes it a perfect game for pick-up play: busy players can drop in and out without ever feeling lost, and anyone who wants to jump in can make a long-term impact without a long-term commitment. We've spent months playtesting and working with our developmental consultant Avery Alder to make sure the game is as easy as possible for new players to step into, while still offering incredible depth for the more experienced player.

4 PDFs (totaling 777 pages) in a single Zip file. Stock #PC30-1351, $25.00.


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Shipped May 13, 2025

Harvest

A GMless Folk Horror Tabletop Roleplaying Game

The people of a remote British island have carved out a good life, far from the churning of industry and the march of imperialism. Yet their paradise comes at a price. Life must be paid for in death. And until the time comes, no one knows whose blood will feed the land . . . or whose hand will hold the knife.

In Harvest, each player chooses a member of the community to play – such as the Old Name, the Young Blood, or the Homecomer. Together, you will sketch the landscape of the island: its beauty and its terror. Across three acts, you’ll explore the island’s buried secrets, succumb to community pressure and private desperation, and turn against one another.

Because this much is certain: One of you must die. And another must wield the knife. The only question is – who?

Written by Luke Jordan 2025. Cover by Ver. Layout by Ruby Lavin.

104-page PDF. Stock #PC30-1302, ISBN 978-1-954097-27-8. $20.00.


J U N E   2 0 2 5 

Shipped June 9, 2025

Munchkin Big Box

What’s more deluxe than Deluxe? You’re looking at it!

Munchkin takes the classic fantasy roleplaying experience of going down in the dungeon to fight every monster you meet and boils it down to the best parts. Along the way, you’ll also have plenty of chances to stab your friendly rivals in the back and steal their stuff. Fast-playing and silly, Munchkin can reduce any roleplaying group to hysteria.

If you’re new to Munchkin, the Munchkin Big Box is the ultimate starting point for a Munchkin collection. If you're already neck deep in Munchkin cards, this box is a great way to celebrate your love for everything Munchkin! Inside you’ll find a pile of classic cards, as well as some cards you’ve never seen in the dungeon before. All the cards – more than 700! – are illustrated by John Kovalic.

In addition, there are new boards, wooden meeples, bookmarks, and other cool Munchkin items.

A collector's edition – completely illustrated by John Kovalic. Comes with more than 700 cards, two game boards, wooden meeples, six dice, a storage tray to hold it all, and more! Stock #1568, ISBN 091037863386 . $134.95.


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Shipped July 28, 2025
Shipped July 21, 2025

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Shipped July 28, 2025

Munchkin 2 – Unnatural Axe (Reprint)

Orcs!

112 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 and a rulesheet in a tuckbox. Stock #1410, ISBN 080742094505. $23.95.
Buy Now!

Shipped July 28, 2025

Munchkin 3 – Clerical Errors (Reprint)

Another 112 cards for the best-selling game of killing monsters and taking their stuff. Play a new Race: Gnomes! Try on the Bard Class. Face the Tequila Mockingbird, the Bad Ass, and the dreaded Auntie Paladin! Equip yourself with amazing items like the Chainmail Bikini and the Stab-A-Matic . . . and show them who's the mightiest, munchkinest dungeon delver of them all.

And this set has a special treat. We asked five of our favorite Comic Guys to do one card each. Inside you'll find:

This is not a stand-alone game. It is an expansion for Munchkin.

Munchkin is for ages 10 and up. Plays in 1-2 hours. Three to six players.

112 cards and a rulesheet in a tuckbox. Stock #1416, ISBN 080742094710. $23.95.
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Shipped July 21, 2025

We Love Cats (Reprint)

The purr-fect short game for cat lovers!

How many cats can you adopt? Every cat finds a home . . .

Contains a cloth bag, 30 cat tokens, and two special dice. For three to six players – and it takes just a few minutes. (Then play again and adopt some more cats!)

A cloth bag, 30 cat tokens, two custom dice, and rules for adopting cats! Stock #131352, ISBN 080742095670 . $14.95.

Shipped July 21, 2025

Illuminati (Second Edition) (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 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 more than ever, 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. $44.95.
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Shipped July 21, 2025

Munchkin Warhammer 40,000 (Reprint)

Munchkin and Warhammer 40,000 – two great games that work great together! Become an Ultramarine, Necron, Aeldari, Ork, Death Guard, or Tyranid. Make a Pilgrimage to Holy Terra, use your Lasblaster, and of course you need More Dakka! Be vigilant; you might encounter the Sloppity Bilepiper, a Horror of Tzeentch, or even Mortarion himself!

Illustrated by principal Munchkin artist (and extreme Warhammer 40,000 fanboy) John Kovalic, and designed by Munchkin Czar Andrew Hackard in consultation with Games Workshop.

Now get out there, soldier, and do some damage!

Munchkin is © 2001-2022, 2024 by Steve Jackson Games Incorporated. All rights reserved. Munchkin, the Munchkin characters, the pyramid logo, and related rights in and to the mechanics of Munchkin Warhammer 40,000 are proprietary to Steve Jackson Games Incorporated, and are either ©, ™ or ®. All rights reserved to their respective owners. Warhammer 40,000 © Copyright Games Workshop Limited 2024. Warhammer 40,000, the Warhammer 40,000 logo, GW, Games Workshop, Space Marine, 40K, Warhammer, 40,000, the 'Aquila' Double-headed Eagle logo, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likeness thereof, are either ® or ™, and/or © Games Workshop Limited, variably registered around the world, and used under licence.

This game contains 168 cards, a gameboard, rulesheet, one custom six-sided die, and 12 standies with plastic stands. Stock #4481, ISBN 080742099562. $39.95.


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Shipped July 31, 2025

GURPS Hot Spots: Istanbul, 1453-1703 A.D.

The Crossroads Of Crossroads

Journeying from Asia or even Africa to Europe by land? Traveling between the Mediterranean and Black Seas by ship? You're going to end up going through what was once Constantinople (and before that, Byzantium) but is now Istanbul.

This sourcebook covers events from Istanbul's conquest by Padishah Mehmed II of the Ottoman Empire in 1453 to the Edirne Incident of 1703, which set off a janissary revolt that changed the face of the empire forever. Accompanying the great city's history is a long look at both its physical attributes (geography, layout, and architecture) and its complex social and cultural landscape, with a special focus on the imperial palace. Rounding this out are adventure seeds, advice for campaigns based in or visiting the mighty capital, and thoughts on crossovers.

Whether you are motivated by diplomacy, faith, money, politics, war, or the simple promise of a career, there is no place on Earth like Istanbul.

38-page PDF. Stock #37-0666, $9.00.


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Shipped August 4, 2025

Munchkin: Not My Monkeys

Special delivery from Amazon Primate!

But of course, you might not want it because the package might go Baboom! That would, of course, give you the best opportunity to fall to your knees and shout "You Blew it Up!"

So put on your Monkey Suit and Go Bananas – with the 56 all-new mischievous cards in Munchkin: Not My Monkeys.

56 cards and a rulesheet Stock #4280, ISBN 080742094307. $13.95.


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Shipped September 25, 2025

Purrfect Potions

Cats and Witches! With Potions! Yes, please . . .

In this quick game, you are attempting to brew more potions than any of your friends. You have the help of your charming cat companions, but they aren’t exactly under your control – they follow the whims of the moon.

On your turn, you’ll roll the cat dice and then the moon die to see which potions the cats will help with. Then you’ll roll the ingredient dice and try to complete as many potions as possible. When all the Major and Minor potions have been completed, the game ends. The player with the most points wins.

With whimsical illustrations by Naomi Lord (and questionable yet intriguing potion ingredients), Purrfect Potions is a superb family game that you'll want to play again and again.

Cards for first player and potions, eight ingredient dice, four cat dice, one moon die, and a rulesheet. Stock #1586, ISBN 080742094406. $34.95.

Shipped September 22, 2025

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Shipped September 22, 2025

Munchkin Deluxe (Reprint)

What makes this edition "deluxe"? It's got a big gameboard to keep your decks in place and 12 standies (six male and six female) that you move on the gameboard as you level up!

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, 12 pawns with plastic standies, a gameboard, and a rulesheet. Stock #1483, ISBN 080742094659. $39.95.


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Shipped September 4, 2025

Our Haunt

We are ghosts. We are in a house we don't recognize. We have a handful of memories, and these memories are brief moments and flashes of barely something. The Living are nearby, and they encroach on our space, making their demands. Worse, there is a Thing in the Walls. It is ancient, inhuman. Hungry, yearning. Angry.

But this is Our Haunt now. This is our home, and we only have each other as family. If we take care of each other, good things will happen. We just know it.

___________________________

Our Haunt is a tabletop RPG about a family of ghosts, by critically-acclaimed game designer Rae Nedjadi and built on the Belonging Outside Belonging system, inspired by games like Dream Askew/Dream Apart, Wanderhome, and Balikbayan: Returning Home. It's a rules-light engine with no dice and no masters, focused around tokens and community play.

In Our Haunt, we will play as one of the following playbooks:

The Loved, who remains in this world hoping to find their lost love — or at least, honor their memory.
The Betrayed, murdered by violent means, trapped as a ghost until they get revenge.
The Faceless, who died so long ago they can barely remember their true form.
The Returned, who has seen the worlds beyond death and is here to spread the word.
The Doll, trapped inside the body of a doll and unable to express their true self.
The Cat, or the ghost of a cat, wandering these halls among these strange humans.

Once we've made our characters, we'll develop the haunted house we live in before exploring the strange and creepy world that exists around us. Our Haunt is perfect for oneshot or campaign play, with sessions lasting between 2-4 hours. While we play, we'll discover memories of our past, tussle with the living, dodge the ancient monstrosities that lurk beyond the veil, and support each other in a strange and liminal half-world.

Written by Rae Nedjadi 2021, with art by Habil Firdaus. Layout by Ruby Lavin.

80-page PDF. Stock #PC30-1311, ISBN 978-1-954097-18-6. $20.00.


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Shipped October 30, 2025

GURPS Infinite Worlds: Gotterdammerung

Four Worlds Collide, Supers Emerge

The timeline of Gotterdammerung looked like that of Homeline until 1660, when the newly founded Royal Society undertook the study of anomalistic events – and beings. What they and their contemporaries discovered sent their world down a very different path from our own, one filled with supers and radically divergent technology. Yet the real cause of these differences was far bigger than any human decision: a collision of four timelines, an ontoclysm, that transformed the setting's history, geography, cultures, and inhabitants.

Welcome to an alternate history where the verifiable existence of supers and other "emergents" has changed everything. Thanks to individuals with the means to alter the course of wars and resist colonialism, this is not the Earth you know. Superficially, it isn't all that different; all the major powers are present, and they were shaken by two world wars. However, a closer look reveals that the differences are more striking than the similarities – particularly in the areas of technology and the way people view individualism and the anomalous.

Visit a world where Babbage's computational engines and other astounding inventions coexist alongside pulp and noir heroes . . . and superheroes. Search for Atlantis, the City of Brass, actual dragons, and the mysterious monasteries of masters of the martial arts and psionics . . . and find them. Worry about hidden cosmic entities and shifting parachronic tectonics . . . and, if you work for Infinity Unlimited, do your best to keep Centrum, Reich-5, and the Cabal from steering Gotterdammerung into a quantaclysm.

38-page PDF. Stock #37-1678, $9.00.


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Shipped November 24, 2025

Fighting Fantasy Slipcase Set 1

Fighting Fantasy Returns!

Part story, part game – and you are the hero!

In 1982, Games Workshop co-founders Ian Livingstone and Steve Jackson co-created Fighting Fantasy, a series of solo adventure books that would revolutionize the genre. Combining gripping narratives with dice rolls and other tabletop RPG mechanics, Fighting Fantasy captivated readers, becoming a worldwide hit. Now this multi-million-selling book series returns to print in the United States for the first time in over 2 decades. The Fighting Fantasy series features epic fantasy adventures where you are the hero. In each book, your character’s life depends a bit on luck . . . but mostly on the decisions you make. Will you triumph . . . or meet a sad fate?

This first set includes five books: The Warlock of Firetop Mountain, Deathtrap Dungeon, City of Thieves, The Citadel of Chaos, and The Forest of Doom, as well as a full-color, custom-designed slipcase.

Fighting Fantasy Books 1-5 and a slipcover Stock #3771, ISBN 978-1-63999-070-2. $80.00.


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Shipped November 20, 2025

GURPS Gun Stats

Any Gun You Can Find

GURPS promises "Anything You Want. Any World You Can Imagine." That includes firearms, which are so numerous in the real world that there's no way one supplement (or even a series) could describe them all! Historical rarities, obscure prototypes, the output of thousands of factories, new models appearing daily, and custom weapons from gun shops and shooters' basements . . . something would always be missing.

For reasonably common types of weapons, you might decide, "They don't differ enough to matter in a game. Use stats for a similar one." However, that won't work for firearms with few – or no – examples in the GURPS library. Nor is it a satisfying answer for those playing gunslingers who are defined by the fact that they wield rare antiques, prototypes, or custom jobs that do differ enough to matter.

GURPS Gun Stats to the rescue! If you can find or estimate a weapon's real-world data – barrel length, caliber, action, projectile length, muzzle velocity, weight, etc. – then this system lets you calculate stats consistent with those of weapons already found in the game. There are also guidelines on guessing missing details, and generic values that suit weapons of the same TL and role. And it all works for anything that shoots projectiles out a barrel using propellant charges at TL4-8, from derringers to heavy artillery.

GURPS Gun Stats requires the GURPS Basic Set, Fourth Edition. GURPS Low-Tech (at TL4) or GURPS High-Tech (at TL5-8) is recommended.

50-page PDF. Stock #37-0167, $11.00.


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Shipped December 11, 2025

Last Train to Bremen

A Storytelling Game of Doomed Musicians and Poor Decisions

Thirteen years ago, four musicians struck a deal with the Devil for fame, riches, and stardom. Now they're fleeing their cursed contract, hiding in a boxcar on a train to who-knows-where, with only one question between them: Whose fault is it that we wound up in this mess?

Don the roles of these messy bandmates in a high-stakes dice game of bluffing, secrets, and betrayal. Build your quartet, tell the story of their rise and inevitable fall, and reflect together on all the choices you made that led you down this sorry path.

Rated 14 and up due to language and mature content.

66-page PDF. Stock #PC30-1310, $15.00.


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