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Shipped August 30, 2010

Munchkin Cthulhu 4 – Crazed Caverns

Subterranean Secrets!

The hunt for forbidden knowledge goes underground! Explore the Midden of the Mi-Go! Dig yourself out of the Dunwich Ditch! Brave the blue light of K'n-Yan! Maybe all at once . . .

Munchkin Cthulhu has already driven you mad, and now it's even madder! The 16 Portals and 20 Dungeons in Crazed Caverns open up whole new dimensions to explore . . . and we all know what a great idea that can be, right? What could go wrong?

This is an expansion for Munchkin Cthulhu. It is not a stand-alone game.

16 Door cards and 20 Dungeon cards, plus a rulesheet, in a tuckbox. Stock #1465, UPC 837654320518. $10.99.


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Shipped August 26, 2010

Space Gamer #36

Space Gamer #36 (cover-date February 1981) "fires up the retrorockets" in the way it does best – and the articles are fun to read, too!

In addition to the regular game reviews, news, and letters, this issue includes the short story "Pawn of the Fire Web," complete with stats for Traveller; an alternate damage system for Star Fleet Battles; a company report for Eon Products, original publishers of the classic game Cosmic Encounters; "Playing Paragon," insight for how to play someone who's as morally good as he can be (written by gaming legend Aaron Allston); the five sins of computer-game writing; and Part 10 in the series "Game Design: Theory and Practice," co-written by Steve Jackson. Of special interest to computer-gaming historians: Steve Jackson also has a featured review of Akalabeth, Lord British's spiritual predecessor to the Ultima series of computer games.

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!

41-page PDF Stock #30-2336, $3.00.
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Shipped August 26, 2010

GURPS Dungeon Fantasy 12: Ninja

Look around you, right this instant. Do you see anything threatening?

No?

Uh-oh. That means there might be a ninja in the room.

GURPS Dungeon Fantasy 12: Ninja brings these black-clad butt-kickers to your Dungeon Fantasy campaign. The ninja uses a mix of special powers, combat abilities, wits, and gadgets to accomplish his goals . . . and if his goals include "eliminate you," then you're in trouble.

This supplement includes:

  • Dungeon Fantasy templates for both ninja and assassins.
  • Lenses for mixing ninja abilities with other professions. Beware the ninja-barbarian or the ninja-wizard!
  • A lens to add ninja prowess to your existing Dungeon Fantasy adventurer.
  • Cool abilities for those with ninja training, including Shadow Walker, Shifting Visage, and One With Shadows.
  • More than 10 new, exotic weapons that are especially suitable for mysterious martial artists.
  • Dozens of items of equipment, ninja tools, artifacts, and magic items – gadgets and gear that allow the "impossible."

Even if you're not playing a ninja, maybe you can take their loot! With the GM's permission, many of the cool weapons, gizmos, and magic items herein would make incredible loot for those who've successfully thwarted the darkness dwellers.

Whether you're looking to join a clan or learn their shadowy secrets in the hopes of staying alive, Dungeon Fantasy 12: Ninja has the information you need. Read it, if you dare!

20-page PDF Stock #37-0321, $6.00.
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Shipped August 19, 2010

Space Gamer #35

Space Gamer #35 (cover-date January 1981) welcomes you aboard for another trip into the gaming hobby's past – and the articles are fun to read, too!

In addition to the regular game reviews, news, and letters, this issue includes "Solitaire Ogre," detailing a solo scenario for that classic game; "Notes for Novice Dungeon Masters," with some brief tips for how to prepare and what to read; the winning contest entries for "Characters I Wouldn't Want to Let in My Universe"; variations on the wargame Stomp; broad insight on how to set up a computer for play-by-mail gaming; "More Psionics for Traveller," detailing additional rules for the granddaddy of all sci-fi RPGs; and the ninth in the series "Game Design: Theory and Practice," co-written by Steve Jackson.

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!

37-page PDF Stock #30-2335, $3.00.
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Shipped August 19, 2010

Pyramid #3/22: Banestorm

If you're looking for a quaint little fantasy getaway, why not consider a trip to Yrth? Be warned; you may find it hard to go home again . . .

This month's Pyramid – the PDF magazine for roleplayers – is devoted to GURPS Banestorm, the premier GURPS Fantasy campaign setting. Most of its articles can also be adapted to other fantasy settings or games with little difficulty – including GURPS Dungeon Fantasy. This issue includes:

  • "Ansonne: The Black Heart of Araterre," detailing the setting's swashbuckling cesspool of sin. Written by Matt Riggsby (GURPS Hot Spots: Renaissance Florence, GURPS Locations: The Tower of Octavius, and more), this complete guide to the city – including a full-page map – provides everything you need to make Ansonne the source for an exciting adventure or the focus of an extended campaign.
  • "Places to Come From: Heroic Origins on Yrth," giving insight on how to incorporate epic backgrounds into Ytarrian campaigns. Written by Phil Masters (GURPS author extraordinaire, including co-author of GURPS Banestorm), this article offers two example campaign locales that can provide excellent background elements or mysteries for heroes.
  • "Whatever Happened To . . .?," describing famous individuals from our world who might arrive on Yrth – and what they might try to accomplish once they're here. Each person includes ideas for how they would adapt and why heroes might interact with them (or their legacies).
  • "Arvey: The City of Silver Hills," is another place for Ytarrian adventure. In addition to providing its history, areas of interest, and notes on its movers and shakers, this article also contains full GURPS character stats for three of its citizens – although whether they're friends or foes depends on the adventurers' goals . . .
  • "The Crystal Wilds," a description of a natural cave formation that could be the focal point for an archaeological adventure or ongoing campaign developments. Is it realistic or fantastic? Yes!

In addition, this Pyramid offers its usual fantastic features: Murphy's Rules with Greg Hyland; Steven Marsh's Random Thought Table; and other odds and ends – which this month includes a player's version of the map from GURPS Banestorm: Abydos.

You don't need to be a magic man to know which way the wind blows . . . unless you're trying to fathom the mysterious cross-dimensional Banestorms, of course.

40-page PDF. Stock #37-2622, $9.00.
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Shipped August 12, 2010

Space Gamer #34

Space Gamer #34 (cover-date December 1980) is devoted to "Miniatures" . . . which is to say, it leads the way – and the articles are fun to read, too!

The features supporting this month's theme include advanced techniques for painting fantasy miniatures, and Cardboard Heroes Designer's Notes with Denis Loubet. In addition to the regular game reviews, news, and letters, other articles include "The Challenge," a short story written by famed sci-fi author Timothy Zahn; Designer's Notes and expanded rules for the wargame Artifact by its creator, Glenn Williams; the conclusion of the two-part article on using computers to represent 3-D areas; the results of the best "totally evil/absolutely selfish/absolutely good" wish contest; and the eighth in the series "Game Design: Theory and Practice," co-written by Steve Jackson.

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!

45-page PDF Stock #30-2334, $3.00.
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Shipped August 12, 2010

GURPS Classic: Y2K

The world DIDN'T end on January 1, 2000. Therefore, this book is good for gaming, rather than just for starting fires. And you know what? We're GLAD.

Now that it's just fantasy, visit the world that might have been . . . the world where everything went wrong.

The Big Crash. The Bug. The end of technology – the end of humanity. In GURPS Y2K, 10 of your favorite GURPS authors take a long look at these millennial fears, from computer crashes to global warming, from a nuclear apocalypse to the Biblical Apocalypse.

Are you Y2K compliant?

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

131-page PDF Stock #30-6090, $9.00.
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Shipped August 5, 2010

Space Gamer #33

Space Gamer #33 (cover-date November 1980) gives you a first-class ticket on a spaceship to the gaming hobby's early days – and the articles are fun to read, too!

In addition to the regular game reviews, news, and letters, this issue's featured theme is "Play-by-Mail Games." Articles on this topic include "WarpWar: The Campaign Game," with information on how to turn that wargame into an ongoing series (adaptable for mail-based play); "Fantasies by Mail," providing insight into how to play fantasy RPGs by mail (or, nowadays, e-mail); "PBM Rules for Starship Troopers," providing long-distance rules for that classic wargame; reviews of four space-themed play-by-mail games; a cataloging of then-current mail-based game companies; and a company report from Schubel & Son, a play-by-mail company.

Beyond the theme, there is a three-player G.E.V. scenario (complete with new units!); an article about how to incorporate 3-D plotting and displays into a computer program; the results from Space Gamer's Trap Contest; "End Game," a piece of fiction set in the Ogre universe; and the seventh in the series "Game Design: Theory and Practice," co-written by Steve Jackson.

Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!

45-page PDF Stock #30-2333, $3.00.
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Shipped August 5, 2010

GURPS Dungeon Fantasy 11: Power-Ups

Dungeon Fantasy 1: Adventurers gave you powerful delvers who could cut a swath through the world and take its stuff. Dungeon Fantasy 3: The Next Level added racial templates, rules for mixing professions, and all-new power-ups, making your adventurers even more awesome. Now Dungeon Fantasy 11: Power-Ups raises the stakes again, bringing more – and more-powerful – power-ups to the table that will really boost your heroes' kill counts and bank accounts!

Inside you'll find power-ups for every profession and race in Dungeon Fantasy 1-10 – and for every budget. At one end are more than 50 perks to modify your spells and combat moves; at the other are more than 80 significant new abilities, priced at up to 100 points. Many options – like the bard's Songs, elementalist's Storms, and necromancer's Foul Limbs – offer several subtypes and specialties. And that's not even counting hundreds of minor abilities and suggestions, several new spells, and more. From the silliness of Combat Haberdashery through the sheer power of the Secret Teleportation Spell, a true munchkin is sure to see something he likes. Fortunately for the GM, these power-ups come with guidelines for acquiring and using them . . . and for designing new ones.

While intended for Dungeon Fantasy, these power-ups are suitable for any GURPS campaign involving dungeon crawls, and are sure to provide players and GMs alike with new ideas no matter what genre they prefer!

45-page PDF. Stock #37-0316, $9.00.
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New!  * Coming May  * Coming June  * Coming July  * Coming September  * Further Out  * Previously Shipped...  * All upcoming releases – text only, no cover art

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