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

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Shipped June 11, 2012

Munchkin Conan

What is good in life?

To kill the monsters and take their stuff!

Conan -- challenging the world, slaying monsters, defeating armies, laughing in the face of death. He steals the treasure, spends it, and steals more. Conan is THE Barbarian.

Robert E. Howard's epic hero gets the full Munchkin treatment in Munchkin Conan, the new core set written by Steve Jackson and illustrated by John Kovalic. Play a Cimmerian Warrior or a Stygian Wizard! Wield the Sword of the Phoenix and poison your foes with Black Lotus! Slay Thoth-Amon's minions, Pict raiders, and abominable monsters, and hear the lamentations of their women!

168 cards, one six-sided die, and a rulesheet. Stock #4411, UPC 837654320983. $29.95.
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Shipped June 4, 2012

R E P R I N T S 

Shipped June 14, 2012

Munchkin Jumbo d6 (GITD) (Reprint)

Bigger Is Better . . . and Brighter!

These super-sized 25mm 6-siders are Warehouse 23 exclusives, and they glow in the dark! The set includes two jumbo dice -- a "Munchkin d6" and a "Monster d6," with classic John Kovalic art on every face.

Note: Six other sets, in six different colors, were released in the summer of 2011. These were NOT W23 exclusives, and each set a unique pair of new Treasure cards (one each for Munchkin and Munchkin Quest) to keep you rolling those dice! This set does NOT come with any cards. Just photons.

Two 25 mm six-sided dice. Stock #5523G, $6.00.

Shipped June 4, 2012

Munchkin Zombies (Reprint)

Kill the Living! Eat their Brains! Braaiiinns!

It's the sickest, silliest Munchkin yet! You are zombies, kicking down doors and eating brains. The “monsters” you're attacking are people, some helpless and some hazardous, with a few rogue zombies thrown in. The armor is whatever you've blundered across during your lurching search for brains. So bravely you'll go forth, with mousetraps on your feet and a bowling trophy protecting your poor rotting head . . . to level up, or to die.

Again.

168 cards, one six-sided die, and a rulesheet, in a 6" x 9" box. Stock #1481, UPC 837654321010. $24.95.


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Shipped June 28, 2012

GURPS Locations: Hellsgate

Go To Hell . . . And Back!

Hellsgate! The name strikes fear in mortal minds and hellish hearts alike. Ruled by demons, this city seems to exist in violation of natural laws. Hellsgate does not care. For those who live here, Hellsgate serves as a prison for some and a respite from the wars of Hell to others. For those who visit, it's equal parts danger and opportunity. Hellsgate is many things . . . most of them tinged with evil.

GURPS Locations: Hellsgate presents a darkness-defined city suitable for any campaign looking for a bit of Hell on Earth. Designed for maximum applicability and ease of use, this supplement includes:

  • The history, economics, current population, and key features of daily life (including details in GURPS City Stats format). Understand how the city became what it is, and what to expect when you get there.
  • A map with the location of major structures and destinations. Find your way to the Anticathedral or Perpetual Arena like a native!
  • Details on intriguing points of interest. Visit the Fire Garden, which holds dangerous fruits that many would pay handsomely for. Explore the Bone Palace, with its numerous ingenious traps. Try your luck at one of the two distinctly different taverns, each catering to a distinctly different clientele.
  • Notable residents: the demons, the mortals, and the undead. Their descriptions come complete with GURPS stats, as well as five templates and a new demon meta-trait.
  • Insight into how to insert Hellsgate into your campaign, including tips for customizing the metropolis and adventure ideas to get the action started.

Whether you're looking for a GURPS Dungeon Fantasy locale to loot and pillage, a subtle fantasy stopover for subterfuge and intrigue, or a permanent part of your paranormal panorama, GURPS Locations: Hellsgate presents the perfect place to visit for the time of your life!

30-page PDF. Stock #37-1413, $9.00.
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Shipped June 28, 2012

Car Wars Division 5 Set 3 – Napalm vs. Dagger

Car Wars launched with three Division 5 sets. Each one gives you rules, full-color 2-sided counters, a turning key, and two evenly matched car designs. Get one and play. Get 'em all and you've got six cars -- host your own Amateur Night!

The Napalm barbecues its opponents with twin front-mounted flamethrowers. The Dagger is a ram car with a deadly micro-missile launcher. Division 10 variations are included for both cars.

25-page PDF. Stock #37-4003, $3.00.
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Shipped June 26, 2012

Munchkin Jumbo d6 (Ichor Green)

Bigger Is Better . . . and Ickier!

These super-sized 25mm 6-siders are Warehouse 23 exclusives! The set includes two jumbo ichor-green dice -- a "Munchkin d6" and a "Monster d6," with classic John Kovalic art on every face.

Note: Six other sets, in six different colors, were released in the summer of 2011. They are NOT W23 exclusives, but they DO come with a unique pair of new Treasure cards (one each for Munchkin and Munchkin Quest) to keep you rolling those dice! But these dice do not come with cards. You have to love them for their own icky sakes.

Two 25mm six-sided dice. Stock #5523M, $6.00.
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Shipped June 21, 2012

Pyramid #3/44: Alternate GURPS II

Rules Made To Be Broken!

GURPS is designed to be the game system you want it to be, with a plethora of possibilities and options of all types. But sometimes, you want to push the system to strange new places. Sometimes you want to be radical or experimental. This issue of Pyramid -- the PDF magazine for roleplayers -- is for you. This month's theme is Alternate GURPS II -- a sequel to the wildly popular earlier installment. This month's highly optional boundary-breaking brilliance includes:

  • "The Last Gasp," an extensive overhaul of the core Fatigue Point system. Hit your wall more gracefully with systems for long-term fatigue . . . and use the new Action Point system to influence your moment-to-moment actions!
  • "From Skills to Advantages," a new system by GURPS mastermind Sean Punch that lets you add limited cinematic feats to your realistic campaigns. Discover abilities such as Healer's Touch or Eye of the Arcane!
  • "Colorless Green Ideas Sleep Furiously," a radical skill-based alternative to the core languages system for GURPS. Written by Roger Burton West (author of GURPS Reign of Steel: Will to Live), this feature includes an extensive table that showcases the relationships between every modern language with more than 3,000,000 speakers.
  • "Tactical Mass Combat," this month's Eidetic Memory offering from GURPS Fourth Edition co-author David Pulver. These rules transform the system from GURPS Mass Combat into a counter-based, wargame-style tactical experience.
  • "Abstract Wealth," which transforms the core GURPS rules for dealing with money into a fast-paced Wealth attribute. Roll to see if you have the funds for that big purchase!
  • "Appendix Z: Survivable Guns," another David Pulver-penned tweak that looks at firearm damage. Maintain some realism while making it more feasible to survive without being draped in bulletproof armor.

This Pyramid also presents creepy-eyed aliens in Murphy's Rules by Greg Hyland, plus Steven Marsh's niche-protecting Random Thought Table. GURPS is only limited by your imagination -- and this month's Pyramid will push your imagination to new heights!

38-page PDF. Stock #37-2644, $9.00.
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Shipped June 18, 2012

Munchkin Jumbo d6 (Sparkly Green)

Bigger Is Better . . . and Sparklier!

These super-sized 25mm 6-siders are Warehouse 23 exclusives! The set includes two jumbo sparkly green dice -- a "Munchkin d6" and a "Monster d6," with classic John Kovalic art on every face.

Note: Six other sets, in six different colors, were released in the summer of 2011. They are NOT W23 exclusives, but they DO come with a unique pair of new Treasure cards (one each for Munchkin and Munchkin Quest) to keep you rolling those dice! But these sparklies do not come with cards. You have to love them for their own sparkly sakes.

Two 25 mm six-sided dice. Stock #5523J, $6.00.
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Shipped June 14, 2012

Munchkin Jumbo d6 (GITD) (Reprint)

Bigger Is Better . . . and Brighter!

These super-sized 25mm 6-siders are Warehouse 23 exclusives, and they glow in the dark! The set includes two jumbo dice -- a "Munchkin d6" and a "Monster d6," with classic John Kovalic art on every face.

Note: Six other sets, in six different colors, were released in the summer of 2011. These were NOT W23 exclusives, and each set a unique pair of new Treasure cards (one each for Munchkin and Munchkin Quest) to keep you rolling those dice! This set does NOT come with any cards. Just photons.

Two 25 mm six-sided dice. Stock #5523G, $6.00.

Shipped June 14, 2012

Munchkin Bracelet of Slapping

Munchkin Bracelet of Slapping Rules

The Munchkin Bracelet of Slapping may be used in any game of Munchkin or its sequels. You may only use one Bracelet of Slapping in a game (and if the Bracelet is removed, you can't put it back on later).

Once per game, at any time when you have a free Hand, you may slap the Bracelet of Slapping on your own wrist. You have a +5 bonus as long as that Hand remains free. The Bracelet may not be stolen, lost to Bad Stuff (other than Death), or Cursed away. You may choose to remove the Bracelet of Slapping to cancel any "lose a level" effect. You must remove the Bracelet of Slapping if you want to use that Hand for another Item, or if your munchkin dies . . . and if someone else loots it from your corpse, he may use it! (He has to give it back once the game is over, though.)

One slap bracelet. Stock #5548, $3.00.

Shipped June 14, 2012

Car Wars Division 5 Set 2 – Stinger vs. Firecracker

Car Wars launched with three Division 5 sets. Each one gives you rules, full-color 2-sided counters, a turning key, and two evenly matched car designs. Get one and play. Get 'em all and you've got six cars -- host your own Amateur Night!

The Stinger has high acceleration and a recoilless rifle for long-range punch. The Firecracker is a subcompact ram car with lots of armor and a single heavy rocket . . . and it drops explosive spikes!

25-page PDF. Stock #37-4002, $3.00.
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Shipped June 7, 2012

GURPS Power-Ups 5: Impulse Buys

Strike a Bargain with Fate

Spending character points on permanent abilities is wonderful – but it doesn't guarantee that the dice will be nice. Sometimes, you don't want to leave the story to the mercy of random rolls! To solve this problem, GURPS Fourth Edition offers the alternative of players using points to buy successes and influence the game world. GURPS Power-Ups 5: Impulse Buys takes this idea and runs with it, collecting all previously published rules for spending points on in-play outcomes, clarifying and expanding them, adding new possibilities, challenging the basic concept of points, and offering guidance on how to tailor everything to your campaign.

Power-Ups 5: Impulse Buys is an exhaustive study of escaping the mindset that character points are for keeps and only the GM has a say in the story. Highlights include:

  • Buying Success. Influence success rolls, damage rolls, rolls on tables, and more -- up to and including avoiding "nuisance rolls."
  • Player Guidance. Alter setting and plot, obtain cash and favors, and seek divine intervention . . . for a price.
  • Survival. Deflect injury, infirmity, and even death for both yourself and your Allies.
  • Amazing Feats. Use points to push your abilities past their limits to pull off combat tricks, high-powered magic, and super-stunts, and even to make permanent changes in the world.
  • New Kinds of Points. Learn about splitting character points into multiple categories -- not to mention Destiny Points, Impulse Points, Serendipity Points, and Wildcard Points.
  • Shaking the Foundations. Revisit where points come from, where they go, and whether you even need them.
  • And Much More. Bids and wagers with points? Karma? Bullet Time? It's all here!

If you've ever felt that character points should do more than buy skills and Hit Points, or yearned to adapt points-for-outcomes systems from other RPGs, then you'll find Power-Ups 5: Impulse Buys refreshing and useful!

Power-Ups 5: Impulse Buys requires only the GURPS Basic Set, Fourth Edition.

25-page PDF. Stock #37-0143, $7.00.
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Shipped June 7, 2012

Car Wars Division 5 Set 1 – Killer Kart vs. Shrimp

Car Wars launched with three Division 5 sets. Each one gives you rules, full-color 2-sided counters, a turning key, and two evenly matched car designs. Get one and play. Get 'em all and you've got six cars -- host your own Amateur Night!

The Killer Kart has launched the career of many an autoduellist . . . snipe with your machine gun, and discourage pursuers with dropped mines. The Shrimp is a lethal subcompact with body blades, a micro-missile launcher in front, and a one-shot heavy rocket in back.

25-page PDF. Stock #37-4001, $3.00.
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New!  * Coming July  * Coming August  * Coming September  * Coming October  * Further Out  * Previously Shipped...  * All upcoming releases – text only, no cover art

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