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Shipped March 30, 2016

Munchkin #15

Welcome to MunchKon! The halls are full of bored B-level celebrities, cosplayers, and endless lines. What will happen when Spyke meets his hero, Earl the Super Munchkin? And how does Flower find herself on the wrong end of an autograph pen? Find out in Munchkin #15.

Munchkin #15 is written and illustrated entirely by Len Peralta (Star Munchkin Guest Artist Edition, Munchkin The Guild, and Bill & Ted's Excellent Boardgame).

Look in the back pages of this issue for a special promo code to get The Official Munchkin Bookmark of Conventional Warfare! plus five Munchkin promo cards from Warehouse 23 for a penny, and a bonus Munchkin rule!

1 Comic Book. Stock #BOOM15, UPC 844284004275. $3.99.

Shipped March 28, 2016

Munchkin Puppies

The Dogs of War Aren't Just Loose . . .

They're adorable, too! Get your chew toys and your armor ready, their bite is far worse than their bark! Munchkin Puppies has 30 brand new cards to teach your old deck new tricks.

This is an expansion for Munchkin. It is not a stand-alone game. This is NOT a collectible or randomized set. Every Munchkin Puppies pack is the same as every other.

30 cards in a blister pack. Stock #4216, UPC 837654322864. $9.95.

Chez Geek: Spring Break

Take your quest for Slack on the road -- the geeks are going on Spring Break! In addition to 40 new cards that celebrate the ups and downs of travel, like Inexplicable Blizzard and Beach Nookie, you also get to change the rules with our brand-new, giant Event cards! Go on a trip to Baja or attend SkiCon -- no matter where you go, Slack is there for the taking!

56 cards and a rulesheet. Stock #1384, UPC 837654322925. $10.95.

Munchkin: Marvel Edition

The Munchkin: Marvel Edition is an all-new Munchkin game that fuses the classic card game fun of monster-slaying and role-playing with the most iconic characters from the Marvel universe. Created under license from Steve Jackson Games and in conjunction with Marvel, Munchkin: Marvel Edition comes complete with Treasure and Armor and plenty of monsters to fight, plus Allies, Affiliations, Powers, and custom S.H.I.E.L.D. Agent Role cards, and is the perfect game for Munchkin fans who are ready for an epic Marvel battle!

6 Oversized S.H.I.E.L.D. Agent Role Cards, 168 Cards (including 99 Door Cards and 69 Treasure Cards), 6 Level Trackers, Custom Die, Game Rules Stock #MU011-000-001600, ISBN 700304047342. $29.99.

Shipped March 21, 2016

R E P R I N T S 

Shipped March 21, 2016

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 March 21, 2016

GURPS Basic Set: Campaigns (Reprint)

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 has been the premiere universal roleplaying game for almost two decades. The new Fourth Edition makes it even better!

GURPS Basic Set: Campaigns combines information from the Third Edition GURPS Basic Set and GURPS Compendium II -- plus our new core setting, with infinite possibilities for timeline-hopping adventure! (You don't have to play in the core setting -- there isn't some game-altering metaplot -- but it's there if you want it.) This 240-page, full-color hardcover contains everything a GM needs to create and run a GURPS Fourth Edition campaign.

240 pages. Hardcover. Stock #01-0002, ISBN 978-1-55634-730-6. $34.95.


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Shipped March 31, 2016

Pyramid #3/89: Alternate Dungeons II

New Domains of Adventure!

Pick up your sword and get ready for adventure as we take GURPS Dungeon Fantasy into totally different realms! This issue of Pyramid -- the PDF magazine for roleplayers -- offers up meaty new options for your Dungeon Fantasy (or just plain GURPS fantasy) games. Its supplement-length features include:

  • "Havens and Hells," a full campaign setting from Dungeon Fantasy architect Sean Punch. Imagine a world where dying in battle is only a setback, where gold isn't the root of all adventure, and where the Gods themselves have a secret that could disrupt the very foundation of reality. Explore the depths of Hell as you bring back supplies and gear for the idyllic Havens that dot the world. This feature offers details on GURPS traits that are most useful, advice on which magic is likely or impossible (regardless of which GURPS magic system you use), and more!
  • "The Titan's House," this month's Eidetic Memory offering from GURPS Banestorm: Abydos author David L. Pulver. Take on the massive abode of a titan -- who may or may not still be alive and in attendance -- and turn the notion of scale on its ear, in an adventure suitable for any Dungeon Fantasy campaign. It supplies stats for seven new Dungeon Fantasy monsters plus maps of the gargantuan two-story home and its dungeon.
  • "Eastern Adventures," a guide to new realms of adventure from frequent Pyramid contributor Christopher R. Rice in the vein of the martial artist from GURPS Dungeon Fantasy 1: Adventurers and the master of shadows from GURPS Dungeon Fantasy 12: Ninja. Learn how to make distinctly unique adventures that tap into the vein of the "Mysterious East," with information on how to translate existing templates, plus a new samurai lens, new races, power-ups, and more.

This issue also provides a Random Thought Table that puts a twist on the notion of dungeon-crawling, as well as another peek into the new Car Wars universe from Matt Riggsby that shows you five great places to get killed. Dungeon Fantasy is all about exploring the unknown, and that goes doubly for this issue of Pyramid!

40-page PDF. Stock #37-2689, $9.00.
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Shipped March 17, 2016

GURPS Powers: The Weird

Weird And Wonderful

Fiction and folklore are full of strange powers. Most of these are so familiar to us from comics, movies, games, and novels that they're "strange" only in the sense that we don't deal with them in our daily lives. Although this lack of evidence leads to disagreements over the details, every gamer has a clear personal picture of magic, psionics, super-powers, and similar phenomena.

But then there's the really strange stuff -- the powers that push the limits of imagination itself.

GURPS Powers: The Weird is your guide to the mad science, uncanny realms, and bizarre superhuman abilities found in corners of fantasy, horror, and science fiction that attract labels like "bizarro," "psychedelic," and "surreal." It goes beyond safe stereotypes to explore powers that warp the human form, sanity, and reality itself. Take a look, if you dare, and unearth:

  • Weird Science. Eleven structured styles of mad and fringe science -- ranging from early psychical research and Frankensteinian experimentation to sci-fi nanotech and para-energetics -- let you invent unlikely technologies, explore impossible realms, and tinker with the nature of life itself. What could go wrong?
  • Weird Realms and Phenomena. Learn of novel ways to use familiar story elements such as outer space and time travel to put a bizarre twist on your campaign . . . and discover completely new strangeness like singularities and metaphysical realms.
  • Weird Powers. The powers of Dimensional Control, Logos, Metamateriality, Mutation, Noumena, Para-Energy, Parasitism, and Void take GURPS Powers to the outer limits, with 65 fully worked sample abilities that push the boundaries of body, mind, and natural laws.

All of this comes with ample notes on the new and variant traits needed to think and act outside the box, plus plenty of advice to GMs who don't want to tether their campaigns to mere reality. Only one question is left unanswered: Can you handle the truth?

42-page PDF. Stock #37-0152, $11.00.
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Shipped March 3, 2016

GURPS After the End 1: Wastelanders

New Heroes for a New World

They say that life used to be easy, back before The End. People were civilized, food was abundant, and freakish monstrosities weren't trying to kill everyone. That all sounds so utopian, so peaceful . . . so boring!

GURPS After the End 1: Wastelanders lets you create bold adventurers who journey forth to explore and thrive in a post-apocalyptic world. Written by Jason "PK" Levine (creator of the GURPS Monster Hunters series), this supplement has everything you need to get started:

  • Eight 150-point templates, each with enough key choices to ensure that even similar heroes have their own niche. Build a party of four scavengers if you wish, without stepping on each others' toes.
  • Six 50-point lenses, so you can crank up the power level with even more options for customization. Are you experienced? Fast? Learned? Heck, in a high-powered game, maybe you're all three and more!
  • Optional rules for mutations that twist people in interesting, potentially useful ways. Every mutation increases your Freakishness, however, setting you apart from humanity.
  • Simplified rules for fatigue, starvation, dehydration, and radiation. These key genre elements are streamlined here to focus on the important effects, with minimal bookkeeping.
  • New equipment and supplies useful for anyone traveling through the wastes, along with rules for gear in a world where Wealth doesn't exist and the tech level is "complicated."

Just add the GURPS Basic Set -- and perhaps Pyramid #3/88: The End is Nigh -- to create heroes ready to conquer the wastes or die trying. It's a rough world out there, but the Wastelanders are ready for it!

36-page PDF. Stock #37-0335, $9.00.
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New!  * Coming November  * Coming December  * Coming January  * Coming February  * Coming April  * Further Out  * Previously Shipped...  * All upcoming releases – text only, no cover art

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