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Shipped July 26, 2012

Munchkin Jumbo d6 (Swirly Pink)

Bigger Is Better . . . and Swirlier!

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

Note: These swirlies do not come with cards. You have to love them for their own swirly pink sakes.

Two 25 mm six-sided dice. Stock #5523K, $6.00.
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Shipped July 26, 2012

Car Wars Division 10 Set 2 – Joseph Special vs. Scrambler

This is the second of three Division 10 starter sets. Each one gives you rules, full-color 2-sided counters, a turning key, and two evenly matched car designs. Get one and palay; get all three and set up a free-for-all!

Slow but tough, the Joseph Special mounts both an anti-tank gun and a rocket launcher, with a minedropper to the rear. The nimble Scrambler has twin machine guns and a micro-missile launcher, plus an oil jet to deter pursuit. Each has a gunner as well as a driver.

25-page PDF. Stock #37-4006, $3.00.
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Shipped July 19, 2012

Pyramid #3/45: Monsters

Unnatural Selections

Fight or flight: the choice is yours! This month's issue of Pyramid -- the PDF magazine for roleplayers -- is devoted to monsters . . . as well as those who fight them. Our creature features are:

  • "Inhuman Options," an expansion for GURPS Monster Hunters that adds templates and possibilities for inhuman heroes. Written by that series' architect, Jason "PK" Levine, these four templates are well-suited for any campaign that would welcome PC ghosts, changelings, and more.
  • "The Sad Lost God," by GURPS Locations: Hellsgate author Matt Riggsby. Discover what a fallen deity will do to regain the followers he needs to rise once again. It includes GURPS stats for the titular titan.
  • "Zombie Predators," perhaps the most flavorful Eidetic Memory offering we've ever received, from GURPS Fourth Edition co-author David Pulver. What don't "they" want you to know about contrails, public-water fluoridation, and other secrets -- and how do those plans fit in with an attempt to stop a zombie apocalypse? It includes sinister GURPS stats for something innocuously named a "mutant necrophage."
  • "Half Alive," a look at one man's intersection of horror and tragedy. Written by Michele Armellini (author of GURPS WWII: Grim Legions), this GURPS creature is suitable for any fantastic setting where magic can go terribly wrong.
  • "The Formation," a systemless article that describes a most unusual breed of crystalline parasite from outer space. It includes ideas for using them in a modern horror, atomic horror, steampunk, or fantasy setting.
  • "The Wild Hunt," a look at the forces of the dark fae. Especially suitable for a Monster Hunters campaign (and building on the foundation of this issue's "Inhuman Options"), these timeless terrors are also suitable for any GURPS campaign where ogres, unseelie, and more can terrorize young and old alike.
  • "A Corrupt System," a most unusual threat that may cause the world to end without the heroes even being aware of it. This systemless threat is suitable for any modern setting -- especially those where the heroes need to find the truth.

This issue also includes Steven Marsh's look at how to tweak the quantity and quality of evil, plus some Odds and Ends that don't fit elsewhere. Knowledge is power; with this month's Pyramid you'll confront your fears like never before!

36-page PDF. Stock #37-2645, $9.00.
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Shipped July 13, 2012

Heart of the Anomaly T-shirt

Our most-requested promo card returns . . . as a 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 claim the bonus on your shirt in any combat you are in, as the main fighter or the helper.
  3. The autograph of Steve Jackson, John Kovalic, or Andrew Hackard on the shirt lets you claim the bonus one extra time per signature.
  4. The autograph of Wil Wheaton lets you claim the +4 bonus regardless of your current Class.
  5. If you sell the shirt for a level (or levels), you lose any unclaimed combat bonuses. Remove the shirt and put on a different one. (Or turn this one inside-out and put it back on, if that look works for you.)
  6. Wearing two or more Munchkin shirts does NOT give you both bonuses. The one on the outside rules.
  7. Use of the Cheat! card overrides Rule 6 and lets you benefit from two different shirts. (It doesn't matter which one is outside.)
  8. 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 ringer T-shirt. Stock #9161, $30.00.

Shipped July 12, 2012

GURPS Dungeon Fantasy 15: Henchmen

My People Will Handle It

Sometimes you want a faithful assistant, not a mighty peer with his eye on your share of the loot! From the snarling barbarian's glib agent to the fragile wizard's hardy bodyguard, all the way down the pay scale to horse-minders, potion-tasters, and valets, there are countless roles that delvers need filled yet deem beneath them. GURPS Dungeon Fantasy 15: Henchmen gives you everything you need to create these helpers:

  • Templates for 10 distinct 125-point archetypes (agent, apprentice, archer, brute, cutpurse, initiate, killer, sage, skirmisher, and squire) and five 62-point callings (cultist, guard, laborer, servant, and torch-bearer), each with detailed customization notes.
  • Everything you need to use these templates for hirelings, including rules for recruitment, loyalty, and pay.
  • Advice on treating these henchmen as Allies: evaluating the advantage, handling NPC advancement, and weighing the campaign ramifications of permanent associates.
  • Thoughts on adapting such roles for PCs in low-powered, mixed-power-level, and standard 250-point campaigns.
  • A dozen 125-point lenses -- adept, burglar, champion, gadgeteer, genin, learned, monk, priest, psi, treasure-hunter, troubadour, and veteran -- that mix and match with the templates to get a wide variety of high-end henchmen and custom PC professions.
  • New perks and power-ups for companions and flunkies.
  • Guidelines for adding nonhuman racial templates to the mix for henchmen and custom PCs alike.

Whether you want to beef up an undersized party, give egotistical heroes a way to trade excess cash or points for minions, or kick off your Dungeon Fantasy campaign at a lower power level, GURPS Dungeon Fantasy 15: Henchmen has what you need.

43-page PDF. Stock #37-0326, $9.00.
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Shipped July 12, 2012

Car Wars Division 10 Set 1 – Firedemon vs. Hammer

This is the first of three Division 10 starter 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 all three and set up a free-for-all!

The Firedemon fries the opposition with twin computer-assisted flamethrowers. The Hammer slams its foes with a turreted Vulcan machine gun and SIX heavy rockets.

25-page PDF. Stock #37-4005, $3.00.
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New!  * Coming August  * Coming September  * Coming October  * Further Out  * Previously Shipped...  * All upcoming releases – text only, no cover art

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