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

M A Y   2 0 1 2 

Shipped May 21, 2012

Cthulhu Dice

Serving Cthulhu is fun . . . except for all those other cultists out to get you. So get them first!

Cthulhu Dice lets you drive your rivals mad . . . very, very quickly. Players take turns rolling the big, beautiful, custom 12-sided die, embossed with tentacles, Elder Signs, and more. Destroy your opponents' sanity! Better yet, steal it. But watch out for Cthulhu -- when he comes up, he takes sanity from everyone! 18 glass Sanity marbles are included. Lose all your marbles and your're mad. The last sane cultist wins . . . unless everyone goes mad together. Then Cthulhu wins!

Cthulhu Dice plays in 5 to 10 minutes, and is fun for 2 to 6 players.

One large custom die, 18 glass marbles, baggie, and rules. Stock #131327, UPC 837654321584. $6.95.

+6 Bag o' Munchkin Level Counters Set 2

Stop Carrying All Those Pennies!

Six more big, easy-to-read level counters for Munchkin . . . in six more great Munchkin flavors! And of course there's a special rule!

Special Rule

If you are using a level counter that matches the set (or one of the sets) you are playing, start the game at Level 2 rather than Level 1! Roll the die before the game. The high roller gets to pick his level counter first. If the order matters after that, go in descending order of rolls.

Six level counters in a plastic bag. Stock #5541, UPC 837654321515. $9.95.

Shipped May 14, 2012
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.


R E P R I N T S 

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

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.

6-page PDF. Stock #37-2013, $FREE.
Buy Now!

Shipped May 7, 2012

Illuminati (Reprint)

They're all around us. Secret conspiracies are everywhere, and where can you find the only truth? Certainly not in the game of Illuminati. Fnord.

The object of Illuminati is to take control of the world. The phone company is controlled by creatures from outer space. The Congressional Wives have taken over the Pentagon. And the Boy Sprouts are cashing in their secret Swiss Bank Account to smash the IRS!

Illuminati was an instant hit when it was released in 1982 and won the Origins Award for Best Science Fiction Boardgame. It has been Steve Jackson's signature title ever since.

Two to six players compete to take control of groups ranging from the FBI and CIA to the Dentists, increasing their wealth and power for further takeovers, until one rules supreme. Every player has different victory conditions! No ploy is too devious, no stratagem too low, as you scheme your way to victory.

Boxed game. Stock #1305, UPC 837654320037. $34.95.

Shipped May 7, 2012

Munchkin (Reprint)

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.

168 cards, one six-sided die, and a rulesheet. Stock #1408, UPC 837654320310. $24.95.

Shipped May 7, 2012

Munchkin 2 – Unnatural Axe (Reprint)

112 more 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 dread 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 in a tuckbox. Stock #1410, UPC 837654320457. $19.95.

Shipped May 7, 2012

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. So in this set you'll find:

112 cards in a tuckbox. Stock #1416, UPC 837654320488. $19.95.

Shipped May 7, 2012

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 . . . Oh, wait – 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 Narbonic), 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, who look quite a bit like Sidekicks from Super Munchkin, or Minions from Munchkin Bites! 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! (Now with full-color art!)

112 cards and rulesheet in a tuckbox. Stock #1444, UPC 837654320631. $19.95.

Shipped May 7, 2012

Munchkin 6 – Demented Dungeons (Reprint)

Now It's Really A Dungeon Crawl!

Demented Dungeons brings a new twist to Munchkin. Now you can enter the Dungeon of Elvish Excess, where everyone is an Elf. Or take a Portal to the Dungeon of Manga Wrangling, where tentacles are even more dangerous. Or power up in the Dungeon of Unexpected Epicness -- although it's hardly "unexpected," given the name. Or all of them at once!

Each of the 20 double-sized Dungeon cards adds a new rule that affects the entire party, and maybe the monsters, too! Use the 16 Portal cards to jump from one Dungeon to the next in your search for gold and glory.

Munchkin 6 -- Demented Dungeons is an expansion for the classic Munchkin set, and was designed by Steve Jackson and illustrated by John Kovalic.

20 double-sized cards, 16 standard-sized cards, and a rulesheet, in a tuckbox. Stock #1457, UPC 837654320594. $10.95.

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 Rules

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 Kill-O-Meter (Reprint)

Munchkins love it when the cards start flying. The best combats are the ones where potions, monster enhancers, and other bonuses keep the levels bouncing up and down! But keeping count can make your brain explode (which is messy). Now this handy gadget does it for you!

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. $6.95.


W 2 3 

Shipped May 31, 2012

GURPS Classic: Castle Falkenstein – The Ottoman Empire

There are many empires in the fantasy-Victorian world of Castle Falkenstein . . . but none like the Ottoman Empire. GURPS Castle Falkenstein: The Ottoman Empire takes you to a land of ancient magicks, mad Sultans, and mazes of mysteries and plots.

Based on the historical reality of the declining Ottoman Empire, this is a great reference for any game set in the 19th century, from cliffhanging adventures, through horrific confrontations with ancient and uncanny powers, to steampunk exploration of the Arabian deserts or railway-building in the Levant.

You can also explore Middle Eastern magick: sorcerers, magickal Orders like the militant Senusi Dervishes, deadly Djinn, and -- of course -- magic carpets.

With stats for both the original Castle Falkenstein game and the GURPS version, it's everything you need to adventure in the Lands of the Sublime Porte.

131-page PDF. Stock #30-6722, $9.00.
Buy Now!

Shipped May 24, 2012

Pyramid #3/43: Thaumatology III

The Magic Is Back!

Are you looking for more magic at the gaming table? This month's Pyramid -- the PDF magazine for roleplayers -- is there for all your eye-of-newt needs. This month we visit the topic of Thaumatology for the third time, with more magical alternates and tweaks to add that spark back into your life. This issue's mana-marinated morsels include:

  • "Adelphos Dionysos," a school of magic that follows the form of GURPS Thaumatology: Magical Styles. Written by GURPS giant Sean Punch, this style draws on the power of wine to give its practitioners power sublime!
  • "Cultists of the Elder Gods," a look at the followers of everyone's favorite GURPS Dungeon Fantasy freaks. These clerics are quick to prove that madness is a state of mind!
  • "Bottled Magic," an expansion of the Ritual Path magic options from GURPS Monster Hunters. With rules for potions, salves, and more, you won't think over these new options; you'll drink over them!
  • "Ghoul Magic," this month's Eidetic Memory offering from GURPS Fourth Edition co-author David Pulver. Discover the GURPS Thaumatology rituals that will let you slake your appetite . . . by giving you a new appetite!
  • "The Missioners," a systemless group of mortal minds hoping to bring magic back into the world -- no matter the cost.
  • "Magic as Technological Progress," a different way of looking at the core GURPS Magic system. It's like tech levels . . . for spells!
  • "Real Weird Books," a primer on the perfect starting points for introducing actual arcane lore into any gaming situation.

This Pyramid also presents a mystifyingly mundane Murphy's Rules with Greg Hyland, plus Steven Marsh's crackling-fun Random Thought Table. When it comes to Pyramid issues devoted to magic, the third time's the charm!

37-page PDF. Stock #37-2643, $9.00.
Buy Now!

Shipped May 17, 2012

GURPS Classic: Castle Falkenstein

Steam Meets Magic

Imagine a world very much like 19th-century Earth, but with wizards and swashbuckling heroes . . . and Dragons and Faerie! A world where Kabbalistic magic meets steam-powered technology against the backdrop of imperial intrigue, and where the writings of Doyle, Shelley, Verne, and their contemporaries are fact. A world of high fantasy and romance. This is the world of Castle Falkenstein.

This critically-acclaimed RPG setting was originally published by R. Talsorian Games. It found an enthusiastic fandom . . . gamers even showed up at conventions in elaborate Falkenstein court costumes. For its fans, there is no setting quite like "Falk," with its combination of courtly graces, 19th-century intrigue, and steampunk.

Now, GURPS players can join the dance with the Steve Jackson Games adaptation of Castle Falkenstein. GURPS Castle Falkenstein is true to the original in style and substance, and includes full conversion notes so GMs of either system can use all the sourcebooks published for the other.

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

163-page PDF. Stock #30-6099, $11.00.
Buy Now!

Shipped May 14, 2012

Munchkin d6 (16mm loose)

There's no such thing as having too many Munchkin dice! These six-siders come in all kinds of weird colors and feature the Munchkin-head icon as the 1. We will choose your color randomly from whatever we've got at the instant we get your order. If you order multiple dice, we'll pick different colors if we've got them. All colors are equally perfect for killing monsters and taking their stuff! Get yours now, or the monsters may get you instead . . .

One random 16mm d6. Stock #5543, $1.00.

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, $7.00.
Buy Now!

Shipped May 10, 2012

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.

6-page PDF. Stock #37-2013, $FREE.
Buy Now!

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 Rules

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 Rules

  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, $20.00.

Shipped May 7, 2012

Munchkin Fairy Dust T-Shirt (Women)

You asked for it, so here it is -- the official Munchkin Fairy Dust T-shirt, in a special cut for the ladies!

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

Official Rules

  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 #9160, $20.00.

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, $7.00.
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