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Shipped May 14, 2012
GURPS Basic Set: Characters (Reprint)
GURPS has been the premiere universal roleplaying game for almost two decades. The current Fourth Edition makes it even better!

With GURPS, you can be anyone you want -- an elf hero fighting for the forces of good, a shadowy femme fatale on a deep-cover mission, a futuristic swashbuckler carving up foes with a force sword in his hand and a beautiful woman by his side . . . or literally anything else!

GURPS Basic Set: Characters combines material from the Third Edition GURPS Basic Set and GURPS Compendium I, plus hundreds of new and updated rules! This 336-page, full-color hardcover contains everything you need to create and play a GURPS Fourth Edition character.

336 pages. Hardcover. Stock #01-0001, ISBN 978-1-55634-729-0. $49.95.

Shipped May 10, 2012
GURPS Classic: Conan - Moon of Blood

Can You Stop the Pictish Hordes?

War has come to the Westermarck. The primitive Picts, led by the powerful shaman Zogar Sag, are marching west to reclaim the land that was once theirs -- aided by sorcery and a traitor from the Aquilonian ranks! Can the mighty Conan uncover the treachery and stop the savage attack?

Recreate the excitement of the glorious Hyborian Age in this solo adventure for GURPS. Based on the story "Moon of Blood," featuring Robert E. Howard's legendary barbarian, Conan of Cimmeria, it can be played many times without repeating the same game. Relive the exploits of the mighty Conan, or send a hero of your own design on the road to fame and glory.

Inside, you'll find:

  • GURPS statistics for Conan at age 40.
  • Rules for designing your own hero.
  • All the necessary maps and tables.
  • Game statistics of the people and animals you will meet.

This is a sequel to Conan Beyond Thunder River. You can use the character from that adventure here, but it is not necessary.

Become part of the Conan legend with Conan: Moon of Blood!

(This is an e23 reprint of a GURPS Third Edition product.)

35-page PDF. Stock #30-6206, $5.99.

Munchkin Tournament Rules (Reprint)

Sure, you can steal treasures and kill monsters within your own group, but are you Munchkin enough to win a really big game? For anyone looking to run or play in a Munchkin tournament, the Munchkin Tournament Rules are just what you need.

The official Munchkin Tournament Rules booklet provides guidelines for fair and consistent tournament play, for all Munchkin games worldwide. It provides all the rules and responsibilities that players and Tournament Organizers need to follow . . . and what happens if the rules are broken. With the Munchkin Tournament Rules, up to seven billion of your closest friends can finally stab each other in the back in an organized, official manner. (Now updated to account for the rule changes beginning with the 19th printing of Munchkin in May 2010!)

4-page PDF. Stock #37-2013, $FREE.

Shipped May 7, 2012
Munchkin The Guild

Munchkin'd!

Munchkin is the classic card game of killing monsters and taking their stuff. The Guild is the hot Web series about a gaming group that puts the FUN in dysFUNctional. (Because otherwise it'd be "dysctional," and that's hard to say.)

Now they've come together in a glorious spew of AWESOME, with the new 15-card booster, Munchkin The Guild! Add Codex, Vork, Clara, Bladezz, Tink, and the mighty Zaboo to your adventures. You may meet some of their foes along the way . . .

Munchkin The Guild is designed by Steve Jackson and illustrated by Len "Geek a Week" Peralta.

Finseal pack containing 15 cards. Stock #4230, UPC 837654321539. $5.95.

Munchkin Cthulhu Kill-O-Meter

Munchkin fans love crazy things, the crazier the better . . . like a Munchkin Cthulhu game when the cards start flying and ichors, monster enhancers, and other bonuses keep the levels bouncing up and down! Now you'll never have to stop and recount again!

With the Munchkin Cthulhu Kill-O-Meter, whenever a card hits the table, you turn the dials to keep track of your new total. Fiendishly simple. You can use it with Munchkin Cthulhu or any other flavor of Munchkin.

The Kill-O-Meter comes with two special Munchkin Cthulhu bonus cards -- and since the dials can be read from either side, we put munchkins on one side and unspeakable tentacled monsters on the other.

One two-sided combat counter and two Munchkin Cthulhu cards. Stock #5540, UPC 837654321461. $6.95.

Shipped May 3, 2012
GURPS Classic: Conan the Wyrmslayer

Can You Conquer the Snow Devil?

The Aesir speak of Snow Devil Pass with dread -- and with good reason. Whole parties have vanished there without a trace. Can the mighty Conan master the bitter cold, the savage beastmen -- and the other horrors that lie beyond?

Experience the glorious Hyborian Age in this solo adventure for GURPS. Based on the story "Lair of the Ice Worm," featuring Robert E. Howard's legendary barbarian, Conan of Cimmeria, it can be played many times without taking the same course. Relive the exploits of the mighty Conan, or send a hero of your own design on the road to fame and glory.

Inside, you'll find:

  • GURPS statistics for Conan at age 23.
  • Rules for designing your own hero.
  • All the necessary maps and tables.
  • Game statistics of the people and animals you will meet.

(This is an e23 reprint of a GURPS Third Edition product.)

35-page PDF. Stock #30-6205, $5.99.

Shipped April 26, 2012
In Nomine: You Are Here

Around the World in 666 Days

And us without a map . . .

Across the Symphony, from Heaven to Hell, in Earth, and even in the Marches, there are places which have meaning. They are more than just earth and stone -- they're cared for or abhorred, worked in and lived in, important to people . . . and even more important to your characters!

This book is full of different locations that can be used as instant adventures, or worked into a campaign to add flavor. The secret projects of Demon Princes; the sacred areas protected by Archangels; Ethereal Domains etched into the global unconscious; purely human areas on Earth that the War hasn't touched yet -- they're all here. Dozens of places hide secrets, all waiting to be discovered by those who won't know what they're getting into!

For all the players who keep asking their GMs where they are, and all the GMs trying to give them an answer -- You Are Here. Now the players just have to cope with it . . .

131-page PDF. Stock #30-3316, $7.99.

Shipped April 19, 2012
Pyramid #3/42: Noir

Make Your Way in a World of Gray

The shadows from the streaks of rain form lines like prison bars across the wall of your office. Who can you trust in this questionable world? Only yourself . . . and Pyramid, the PDF magazine for roleplayers. This month we turn our black-and-white gaze on the world of noir:

  • "The Zephyr Club," an adventurous locale for any mostly modern milieu. Written by Matt Riggsby (author of GURPS Locations: Tower of Octavius and others), this place includes magnificent maps plus key GURPS details for its staff. The Zephyr Club is a great place to begin a memorable adventure . . . or end it!
  • "The Gameable Bouncer," a look at a timeless profession. In addition to the basics of the biz, this guide to keeping the private-club peace includes three GURPS templates.
  • "Human, Flawed" -- a collection of eight GURPS supporting-cast members that might populate a hard-boiled world. Your mean streets will come alive when you have a cynical politician, a plucky young reporter, a neutral gangster, and more at your fingertips!
  • "The Gathering Will," a ready-to-use plot device for bringing together those solitaire noir heroes . . . and keeping them together, 'til death do they part!
  • "The House of the Sun," a den of iniquity, intrigue, and danger suitable for any campaign daring enough to add some 1930s San Francisco sin to their shadowy setting.
  • "The Femme Fatale," an exploration of an old and ominous trope, complete with a look at some GURPS traits that are most suitable for this mischief-maker.

This Pyramid also presents a criminal Murphy's Rules with Greg Hyland, plus Steven Marsh's rain-soaked Random Thought Table. Let this issue's illumination help you out of the dark . . . and into the world of noir!

39-page PDF. Stock #37-2642, $7.99.

Epic Munchkin (Reprint)

Does your Munchkin adventure end too soon? There you are, multi-raced and multi-classed, with three hands full of killer items, buffed up with sidekicks and Munchkin Fu styles . . . and the game's over. Rejoice, for Epic Munchkin is here. You will find gathered in this one set the Epic rules for all Munchkin core sets and supplements published through June 2012.

7-page PDF. Stock #37-2011, $FREE.


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Shipped May 7, 2012
Munchkin Zombies T-Shirt (Reprint)

Every zombie knows that fashion is crucial -- no one wants to be caught wearing last year's hot outfits while you're stalking the living and eating their brains. Luckily, now you have the Munchkin Zombies T-Shirt in your wardrobe!

Official Rule

1. If you are wearing an official Munchkin shirt*, you may draw one extra card from either deck when you start play or when you come back from the dead.

2. The autograph of Steve Jackson, Andrew Hackard, or John Kovalic on the shirt lets you treat one Power as Rank 0 per autograph. You may not change the Rank 0 Power(s) once selected.

3. Wearing two or more Munchkin shirts does NOT give you both bonuses. The one on the outside rules.

4. Use of the Cheat! card overrides Rule 3 and lets you benefit from two different shirts. (It doesn't matter which one is outside.)

5. But under no circumstance is there any bonus for MORE than two shirts at once, and players may never benefit from more than two shirts per game.

It is NOT an official tournament rule, but if you wish to make a house rule that a "Lose Your Armor" card requires you to remove your shirt(s), we cannot stop you.

*On your torso. Right side out.

One T-shirt. Stock #9151, $20.00.

Shipped May 7, 2012
Munchkin Fairy Dust T-Shirt (Men)

You asked for it, so here it is -- the official Munchkin Fairy Dust T-shirt.

You'll want to print out these rules . . .

Official Rule

1. If you are wearing an official Munchkin shirt*, you may draw one extra card from either deck when you start play or when you come back from the dead.

2. Once per game, you may exchange either the level(s) or the Treasure(s) from a winning combat for a single draw from the Fairy Dust deck.

3. The autograph of either Steve Jackson or John Kovalic on the shirt lets you trade for a Fairy Dust card twice per game. With both autographs, you can do it three times.

4. Wearing two or more Munchkin shirts does NOT give you both bonuses. The one on the outside rules.

5. Use of the Cheat! card overrides Rule 4 and lets you benefit from two different shirts. (It doesn't matter which one is outside.)

6. But under no circumstance is there any bonus for MORE than two shirts at once, and players may never benefit from more than two shirts per game.

It is NOT an official tournament rule, but if you wish to make a house rule that a "Lose Your Armor" card requires you to remove your shirt(s), we cannot stop you.

*On your torso. Right side out.

One t-shirt. Stock #9159, ISBN MISSING. $20.00.


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