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GURPS Dungeon Fantasy 24: Finer Points
In GURPS, character points are a meta-game construct – they exist at the gaming table, not in the game world. GURPS Power-Ups 5: Impulse Buys puts a toe over the line and proposes ways to use points in play that would be hard for characters (not just players!) to ignore. However, it doesn't go all the way and make points a real, measurable phenomenon in the setting.
Such an extreme take might suit GURPS Dungeon Fantasy, though! The series already takes a "kitchen sink" approach to fantasy, stealing ideas from every hack 'n' slash source imaginable. This includes those that unapologetically break the fourth wall, from the very old school to today's web comics.
Finer Points is for gamers who want to go there. It discusses explanations for what points are in the game world, how to measure them, ways for players to spend them to produce useful effects in play, and advanced concepts for GMs, including wishes and character point-draining and -spending monsters. It also comes with a version of the fate-bender from Pyramid #4/4: Fantasy/Magic II – a true expert in this stuff – revised to work smoothly with all the new rules.
33-page PDF.
Stock #37-0382,
$9.00.
GURPS Action 1: Heroes and GURPS Action 3: Furious Fists offer templates for classic action roles, but they focus on niche competence, relegating context – subgenre, who the heroes work for, and the traits those things imply – to minor add-on lenses. GURPS Action 4: Specialists presents an approach that allows more customization, but it isn't a quick-start system, as the user must make numerous choices and do considerable accounting. Either way, the GM has to vet the resulting characters to ensure that they fill vital campaign roles without drifting off into questionable ones.
GURPS Action 10: Go Teams inverts this, starting with a baseline template for a group (Covert Operations Cell, Emergency Response Team, Gang, Heist Crew, Interagency Task Force, Police Squad, Posse, Security Detail, Special-Ops Detachment, or SWAT Team) suited to a classic action subgenre, and then offering lenses that give its members vital niches. The GM picks a "team template" and chooses a few options, and then the players divvy up key roles among characters guaranteed to be suitable. The descriptions and customization notes act as detailed campaign seeds, while boxes explaining how everything was derived from Specialists teach you how to create more.
Deploy the Right People without delay!
43-page PDF.
Stock #37-0383,
$10.00.
Late-Victorian London is a labyrinth of twisting alleys, stifling expectations, and cruel institutions. The poor starve in the gutters, while the powerful pass judgment from on high. And on the margins, in defiance of the law, those monstrous queers whose lives and loves defy society share fraught intimacy, seek acceptance, and build fragile solidarity as best they can.
In Grand Guignol, each player chooses a Gothic archetype to play, such as the haunted Gate, the scandalous Patron, or the maverick Scholar. Together you'll discover your own vision of London—revealing its hidden queer enclaves, uncovering the dark forces that loom over it, exploring the troubled lives of its citizens, and chronicling the occasions that may bring your characters together or drive them apart.
What secret histories will you write on dark streets where the gaslights don't reach, in those corners of your tender hearts that neither God nor science has caged?
Luke Jordan is a TTRPG designer, writer, and editor making games about folklore, tragedy, and community. They spent a decade writing bespoke history RPGs for young people, and worked on games like Girl by Moonlight, Koriko, Wanderhome, and Monsterhearts 2. In their spare time, they contemplate the anthropology of food, '80s British fantasy novels, and the educational possibilities of RPGs.
97-page PDF.
Stock #PC30-1301,
ISBN 978-1-954097-29-2.
$20.00.
A game of dice and deduction!
Each player takes a turn at being captain. Dice decide the treasure. The crew’s clues determine what the captain can grab – and what the crew keeps for themselves! Simple rules reward clever play!
A scorepad is provided to note clues and to let the captain hone their guesses. Arrr!
This is a great family game – it's quick, easy, and there's a different outcome each time you play! Four to six pirates will enjoy the 25mm custom wooden dice and the cutthroat bluffing!
How closely can you heed the Pirate's Code without giving too much away?
12 identical custom wooden dice (25mm), a scorepad, and a rulesheet
Stock #131359,
ISBN 080742094345.
$29.95.
Munchkin Warhammer 40,000: Grudges and Gore
This 112-card set features three more Armies: the towering golden champions of the Adeptus Custodes, the resourceful Leagues of Votann, and the traitorous legion of the World Eaters. Will you defend the Imperium, destroy the false Emperor, or hold a grudge against any who wrong you?
Whichever path you choose, your games of Munchkin Warhammer 40,000 will be bigger (and gorier) than ever!
112 cards and a rulesheet
Stock #4493,
ISBN 080742094291.
$23.95.
Zombie Dice Horde Edition
(Reprint)
It's Zombie Dice and two expansions – in one delicious, brain-filled package!
You are a zombie. You want brains. More brains than any of your zombie buddies.
Zombie Dice is a quick and easy game for gamers and non-gamers alike. Great for large groups. The 13 custom dice represent victims. Push your luck to eat their brains, but stop rolling before the shotgun blasts end your turn!
This box includes:
16 six-sided dice, a 12-sided die, 10 brain counters, four shotgun counters, a score pad, a dice bag, and a rulesheet
Stock #131341,
ISBN 080742094758.
$29.95.
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Munchkin 4 – The Need For Steed
(Reprint)
Munchkin 4 – The Need for Steed is an expansion for the original Munchkin – 112 more cards for killing monsters, stealing treasure, and backstabbing your fellow players. This set introduces Steeds, the trusty mounts of legend. But this is Munchkin, so these Steeds include not just the Dragon and the Tiger, but the Giant Mutant Gerbil (drawn by guest artist Shaenon K. Garrity of Skin Horse), the Chicken, and Big Joe, who might be a Steed or might be a Hireling. It's hard to tell.
Hireling? Yes indeed, The Need for Steed has lots and lots of Hirelings! Add these valuable characters to your retinue, use their special abilities, and sacrifice them to save your own skin!
Feel the need . . . The Need for Steed!
112 cards and a rulesheet in a tuckbox.
Stock #1444,
ISBN 080742094703.
$23.95.
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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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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 the late Munchkin Czar Andrew Hackard in consultation with Games Workshop.
Now get out there, soldier, and do some damage!
Munchkin is © 2001-2022, 2024-2026 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 2026. 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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Munchkin Vox Machina – A Critical Role Game
Play as the renowned heroes of Exandria in Munchkin Vox Machina.
Based on the first campaign of the award-winning livestream TTRPG show Critical Role, this card game is packed with the most infamous villains, memorable NPCs, and legendary Treasures that filled Vox Machina’s many adventures. In addition to all the classic Munchkin gameplay you love, this set includes a 20-sided die for facing the most critical . . . rolls.
So dive into your own episode of Critical Role, battle against foes like Delilah Briarwood and Thordak, wield Items like Fenthras and the Titanstone Knuckles, and reach Level 10!
172 cards, 7 character cards, deluxe gameboard, 7 standies with plastic stands, one 6-sided die, one 20-sided die, and a rulesheet
Stock #1552,
ISBN 080742094277.
$39.95.
The Fantasy Trip: Path of Mastery
In this adventure for TFT, you are a young wizard just entering an elite school of battle magic. You will fight brigands, monsters, and, most dangerous of all, your fellow students. You may choose to have an actual social life as well (and even if you stick to the books, your classmates will be running their own extracurricular affairs). And you've got to keep your grades up!
You might like to stay out of academic politics, but you have to choose one of three professors as a mentor, and you'll soon be a pawn in their life-or-death games. There will be battles aplenty!
Written by David L. Pulver, this book can be played as a solo adventure – or one player can take the part of the student wizard, while another plays the foes.
The sourcebook The T'Reo School of Martial Magic is not necessary for play, but provides an in-depth look at the background for this adventure and can be used as a campaign setting . . .
if you survive.
34-page PDF.
Stock #30-3518,
$10.00.
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. Bremen features a unique system using Liar's Dice as the game mechanic. So 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.
A one-shot storytelling game.
Stock #PC1310,
ISBN 080742094260.
$45.00.
Dungeon Fantasy: Naked Into the Void
What happens when delvers retire – in particular, what happens to their stuff? This Dungeon Fantasy Roleplaying Game adventure explores one possible answer. The ruins of the stronghold of a storied adventuring party hold more than meets the eye . . . and the PCs aren't the only treasure hunters on the quest. Can our heroes defeat rivals, meet thorny challenges, and solve the mystery lurking here in order to claim the prize? And if they do, will they be able to keep the spoils?
16-page PDF.
Stock #37-8183,
$6.00.
GURPS Magical Styles: Modern Magic
Games often take it as read that magic is for fantasy campaigns. To enter our world, it must either be intertwined with historical beliefs, thus painting the past as a subtle fantasy setting, or be a sinister force that empowers occult-horror villains. But what about less horrific magic in the present – the sort that suits villains motivated by greed and politics rather than the supernatural, and that even heroes might wield?
GURPS Magical Styles: Modern Magic explores possibilities loosely inspired by present-day practices, real and fictional, without automatically assuming that magic is fantastic, old-fashioned, or evil. It offers five styles built on the GURPS Thaumatology: Magical Styles framework:
These styles not only have alternative spell lists, but also come with new spells, strange secret materials, and more Magic Perks. There's no shortage of advice, either – especially on how to fit these approaches into the campaign, what their likely origins are, and how they interact with each other and the schools of magic in GURPS Magical Styles: Horror Magic and GURPS Magical Styles: Traditional Styles.
The world is more magical than you know!
26-page PDF.
Stock #37-1761,
$7.00.
