Steve Jackson Games – Site Navigation

Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

New And Upcoming Releases

New!  * Coming July  * Coming August  * Coming September  * Coming October  * Further Out  * Previously Shipped...  * All upcoming releases – text only, no cover art

D E C E M B E R   2 0 0 9 

Shipped December 7, 2009

Chez Goth

Angst. Nookie. Roommates. Just another Friday night at Chez Goth.

This stand-alone game puts a new spin on the award-winning (and all too realistic) Chez Geek. You're still living with a bunch of roommates . . . but now you're a Goth!

Work at your dreary job. Spend your hard-earned money and precious time to accumulate Slack points . . . or collect Gloom when life turns against you. As it will! You can earn Slack for buying Clothes, Shinies, and Booze . . . or you can just Cough, Complain, or even Faint Dramatically, especially if you have an audience. And if you get very lucky, there might be some Graveyard Nookie in your future.

The second edition features a larger, sturdier box and includes Slack and Gloom counters and a die.

Yes, you can combine these cards with Chez Geek and have a house full of Goths AND slackers. Fortunately, it's just a game . . . isn't it?

112 cards, die-cut tokens for Slack and Gloom, a six-sided die, and a rulesheet, in a box. Stock #1396, UPC 837654320181. $19.95.

Nanuk

Winter is coming. All the hunters boasted of their prowess, but you boasted the loudest. Now you have to deliver . . .

In Nanuk, each player bids for how long he can stay on the trail and how much he will bring home. Each boast must be greater than the one before, until one hunter refuses to raise the bid, saying "You're doomed!" Then the hunt begins. Will the hunt leader make good on his boast, or will the doomers be right? Every player decides secretly to help . . . or to let it fail.

Beware Nanuk, the great polar bear, who can end any hunt in failure. If you find an inuksuk, it will protect you -- once. If the hunt is successful, the hunters share the animals collected. But if the hunt fails, the doomers score instead.

Nanuk is a fast-playing, highly social game of bidding and bluffing for 5 to 8 players.

6.25” x 9.25” x 1.75” box, with 100 cards, a mounted gameboard, 17 chipboard counters, and a rulesheet. Stock #1422, UPC 837654320358. $27.99.

+6 Bag o' Munchkin Babes

Official Munchkin Plastic Bag!

Extra bonus: free Munchkins -- now in the sex of your choice!

That's right, now we've got both Munchkins and Munchkin Babes in six colors -- the four colors found in Munchkin Quest, plus the purple and orange from Munchkin Quest 2 -- Looking for Trouble. You can get six Munchkin pawns, like those found in the initial set, or six female Munchkin pawns (planned to appear in a 2010 Munchkin Quest supplement, but ready to bash monsters for you now!).

The obvious thing to do is to keep the Munchkin pawns around for the day one is lost, or throw the Munchkin Babes into your Munchkin Quest box and use the correct pawn for whatever sex your character happens to be at that moment.

But if you're truly evil -- and your friends let you get away with it -- you'll show the world just what a munchkin you really are by using these pawns in other games.

In Munchkin

Any time you are entitled to go up a level -- or when you do something that WOULD earn you a level if you weren't already Level 9 -- you may, instead, place a munchkin pawn in front of you. In any combat, you may discard it for a 1d6 bonus. You may only have one in front of you at a time. Unless, of course, you "lose" these rules and tell the other players that you're allowed to have more. Six is a good number.

In Other Games

Because you're a munchkin, you may claim a munchkin advantage for using these pawns in ANY game. For instance:

  • In any roll-and-move game, if you use the munchkin as your pawn rather than one that came with the game, then once per game you may add or subtract 1 space to the move you roll.
  • In any game in which you start with money, then if you use the munchkin as your pawn, you start with 10% extra. Round up, of course.
  • In chess, a munchkin pawn can move forward two spaces at any time.

If you create your own official rules for using the Munchkin pawn in other games, please share your rules with us at the Steve Jackson Games forums.

Six plastic female Munchkin Quest pawns, in six different colors, polybagged with a punched header card. Stock #5505, UPC 837654320334. $5.99.

Munchkin Kill-O-Meter

Munchkins love it when the cards start flying. The best combats are the ones where potions, monster enhancers, and other bonuses keep the effective levels bouncing up and down! But keeping count can cause your brain to explode (which is all messy). Now you'll never have to stop and recount again!

With the Munchkin 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 any flavor of Munchkin, including Munchkin Quest.

The Kill-O-Meter comes with two special bonus cards (one for Munchkin and one for Munchkin Quest) -- and since the dials can be read from either side, we put munchkins on one side and monsters on the other. (And would you believe that making it two-sided let us REDUCE the cost? Printers are funny!)

A digital version of the Kill-O-Meter is available in the Munchkin Level Counter app for the iPhone!

One two-sided combat counter. Stock #5506, UPC 837654320341. $6.99.


W 2 3 

Shipped December 17, 2009

In Nomine: Game Master's Guide

When God began to create the heavens and the earth the earth was without form and void, and darkness was upon the face of the deep; and the Spirit of God was moving over the face of the waters. And God said, "Let there be light"; and there was light. And God saw that the light was good; and God separated the light from the darkness.
- Genesis 1:1-1:4

It can be daunting - as an In Nomine Game Master, you must create the world, the setting, the plots, the people . . . you not only play God, but Lucifer and all the other Superiors, Archangels, and Demon Princes alike.

The Game Master's Guide will help you do all that, as well as:

  • Choose how light or dark, gray or stark your campaign is.
  • Fit real-world religion into your In Nomine universe.
  • Discover the extent - and limitations - of the power of Superiors, and how to handle confrontations with them.
  • Pick alternate rules that strengthen or weaken humanity, celestials, and ethereals.
  • Tailor your game to be as serious, satirical, or downright silly as you want it to be!

An invaluable In Nomine resource for inexperienced GMs and old hands alike, the Game Master's Guide reveals the inner workings of the universe, how you can change them, and why you might want to do so.

And the players might like to sneak a peek at it too!

131-page PDF. Stock #30-3317, ISBN none.. $9.00.
Buy Now!

Shipped December 17, 2009

GURPS Dungeon Fantasy 8: Treasure Tables

In a GURPS Dungeon Fantasy campaign, there's no such thing as "too much treasure" . . . but over 80 trillion possible treasures should last a while!

Dungeon Fantasy 8: Treasure Tables contains everything you need to deck your halls – and dungeons, towers, and arcane temples – with goodies. Ample tables (almost 50 of them!) let you generate treasures randomly – or semi-randomly, if you have something more specific in mind. Or ditch the dice and use some or all of this stuff as a huge "shopping list" for delvers who already have loot but nothing to spend it on. In the chest you'll find:

  • Dungeoneering Gear: From maps and books that tell you where the treasure is, through mighty weapons and armor for defeating its guardians, to handy tools to help you get at that choice gem . . . it's all here.
  • Enchantments: Quick and easy rules for giving almost any object nearly any magical effect, along with alternatives for self-powered items and some new enchantments.
  • Embellishments: Natural and supernatural improvements to workmanship, materials, and appearance that can turn even a bathtub or a serving tray into treasure.
  • Curses: Seasoned delvers know that items found in dark domains may exact a price. Is that sword you just found haunted? Will that shiny magic armor generate a mystical backlash? Finding out is part of the thrill!
  • Strange Artifacts: Do you dare to utilize the Gears of Time, don the Arms of Ekeshti, or draw from the Cursing Deck? Many shiny finds are beyond the ken of the sagest sage or the wisest wizard.

. . . and much more. A pile of coins is nice, but this supplement lets you achieve the impossible: Ensure that your munchkins players won't want to find boring old silver and gold ever again!

64-page PDF. Stock #37-0313, $12.00.
Buy Now!

Shipped December 17, 2009

Pyramid #3/14: Martial Arts

With this month's issue of Pyramid -- the PDF magazine for roleplayers -- we leap into action with the theme of "Martial Arts." This action-packed installment includes:

  • "Hardcore," a modern-day GURPS Martial Arts adventure designed for a group of high-octane investigators looking to break up an illegal underground fighting club run by a two-fisted Femme Fatale. Do they infiltrate as one of the fighters, con their way in as part of the audience, or chart another course? Written by Stephen Dedman, coauthor of GURPS Martial Arts Adventures.
  • "The Three Brothers Schools of Martial Arts," a description of three GURPS Martial Arts styles conceived by brothers with the means, motive, and martial method to bring mayhem to the city. Though designed for modern-day campaigns, these styles can be incorporated into almost any past or future setting that includes feuding brothers.
  • "Fight While in Flight," five new GURPS Martial Arts styles that provide furious-fisted feats for those not constrained to two feet on the ground. Whether you're a super-hero flyer, a winged wonder, or the rider of a flying mount, you'll find something here that gives you an eagle-eyed edge.
  • "The Groom of the Spider Princess," an epic campaign-adventure that combines wuxia with Lovecraftian horror into something awful and awesome. This tale, suitable for any system that can handle wire-flying fighters and fearsome foes, starts with a wedding and ends with a bargain. In between, there are a lot of spidery threats.

In addition, Pyramid also provides plenty of bits that make a magazine fun: a card-based system to devise off-the-cuff tournaments, Murphy's Rules with Greg Hyland, Steven Marsh's Random Thought Table, a short encounter set on unstable ground, and other odds and ends. Whether you're a sure-footed student or a martial-arts master, this issue of Pyramid is more satisfying than a last-second knockout!

40-page PDF. Stock #37-2614, $9.00.
Buy Now!

Shipped December 10, 2009

In Nomine: Liber Canticorum

Make a Joyful Noise

God made the Symphony, but the players choose the tune. Music is passion and power -- Songs are all that and more. A popular ditty may be as old as time . . . and able to work miracles!

Just Don't Call It Magic!

Songs aren't spells that can be sung from a hymnal. Songs are melodies already playing in your soul . . . but only a precious few can hear them.

Here is the supplement In Nomine players and GMs have been demanding -- over 300 new Songs, sacred and profane. Not just a "grimoire," it's the definitive guide to Songs in In Nomine. Learn the part that music plays in the Symphony, and expand your campaign with new optional rules and Resources.

With the Liber Canticorum, your In Nomine game won't just sing, it will rock!

131-page PDF. Stock #30-3312, $9.00.
Buy Now!

Shipped December 10, 2009

GURPS Traveller Classic: Alien Races 2

The Aslan want your planet . . .

The warrior Aslan revere honor and glory; their traders and mercenaries are found throughout the Spinward Marches and the Solomani Sphere. Their wanderlust and combative nature make them well-suited to adventuring, while their habit of blatantly grabbing land when no one is looking makes them good recurring foes in a campaign.

The K'kree want to kill you . . .

The militant vegetarian K'kree are driven by their faith to rid the universe of all meat-eaters. Players may join this effort, fight against it, or simply try to make a living amidst the crusade. The K'kree are constantly clashing with the Vargr, and keep an uneasy peace along their borders with the Hivers and the various human client states in the region.

Good thing they don't get along.

The biology, homeworlds, culture, and society of the fierce Aslan and the centauroid K'kree are examined in detail. Alien Races 2 covers their historical involvement with the Imperium, from first contact to the present, and supplies racial templates, rules for playing alien characters, and examples of unique technologies and ship designs.

Two new minor races are also presented here:

  • The Inyx, a race of aquatic parasites who absorb bio-electrical energy from their whale-sized hosts;
  • The Devi Intelligence, comprising two forms: The Intellects, sentient fungi who resemble colonies of giant toadstools, and their predatory spores, the Shiverbats.

(Note that this is an e23 reprint of a GURPS Third Edition product.)

147-page PDF. Stock #30-6607, $9.99.

Shipped December 10, 2009

Car Wars City Blocks

Move Over, Midville . . .

Make room for Car Wars City Blocks! Give your duellists a different town to blaze through each time you play. Use the 32 modular map sections to set up countless cities. The eight-inch-square blocks give you ample room for pedestrian ambushes as well as screeching car chases. Add waterways, landscaping, and narrow alleys to your driving adventures. Don't be predictable -- be creative! Let Car Wars City Blocks help you drive offensively!

36-page PDF Stock #30-7136, $5.00.
Buy Now!

Shipped December 3, 2009

GURPS WWII: Red Tide

In the earliest days of World War II, the Soviet Union agreed to split Eastern Europe with Nazi Germany like two lions sharing a carcass. But in June 1941, Hitler turned on Stalin and launched Operation Barbarossa, a massive invasion of Russia. Long mistrusted by the other Allies, Stalin was now of necessity an ally . . . though one to keep at arm's length.

GURPS WWII: Red Tide is the definitive sourcebook on Soviet forces in World War II. From the three-year siege of Leningrad to naval encounters in the Baltic and Black Seas, from the final drive on Berlin to the invasion of Japanese-held Manchuria, Red Tide brings the horror and the bravery of the Eastern Front to your gaming table.

Written by GURPS WWII author Gene Seabolt, GURPS WWII: Red Tide is a valuable supplement for any WWII gaming group . . . RPG, tabletop, or online.

129-page PDF. Stock #37-8007, $15.00.
Buy Now!


New!  * Coming July  * Coming August  * Coming September  * Coming October  * Further Out  * Previously Shipped...  * All upcoming releases – text only, no cover art

Steve Jackson Games
Top of Page | Home | Privacy Policy | Contact Us