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

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Shipped October 31, 2008

Munchkin Quest

Kill the monster, grab the treasure, stab your buddy. That's what it's all about. Now, Munchkin comes to the boardgame.

You'll build your dungeon, a room at a time, from 24 heavy, double-sided tiles. Each shows a different room . . . some are good for certain characters, some are bad. Populate it with monster standies and let your munchkins run amok!

Cooperate with the whole group, adventure with a partner, or strike out on your own. You don't know what's behind a door until you open it . . . then another room is added to the dungeon. Battle monsters for power and treasure, or send them after your friends. Reach Level 10, and then get out alive if you can . . .

Designed by Steve Jackson and illustrated by John Kovalic, this boardgame doesn't take itself seriously. Except for the loot -- munchkins are always serious about the loot!

11.75" x 11.75" x 3.5" box, with two dozen 3.5" square heavy cardstock room tiles, dozens of link connectors, 200 full-color cards, over three dozen monster standies, dice, rulesheet, and enough tokens, level counters, and sculpted plastic pawns for four players. Stock #1470, ISBN 978-1-55634-767-2. $49.95.

GURPS Thaumatology

Feel the Power!

Fantasy settings are defined by their magic . . . so different worlds need different magic systems. GURPS Thaumatology has GURPS Fourth Edition updates of the best Third Edition magic variants, plus many all-new options. This mighty tome includes:

  • Minor tweaks for the spell-based magic of the Basic Set: restructuring prerequisites and colleges, modifying Magery and mana, new magical energy sources, adapting spells on the fly, and more.
  • Radical revisions of spell-based magic, including detailed versions of the clerical and ritual magic options hinted at in the Basic Set, and the return of that Third Edition classic, "unlimited mana."
  • Traditional alternatives to spells, such as ceremonial, spirit-mediated, and runic magic.
  • World-shaking freeform magic.
  • Magic as inherent powers.
  • An in-depth look at material magic, with new alchemy, herbalism, and enchantment options; rules for free-willed items and magical gadgets; and guidelines for "the stuff of raw magic."
  • Notes on adapting real-world occult concepts – such as the Laws of Magic, astrology, and traditional material components – to any magic system.
  • Guidelines for running magic-oriented games, advice on combining magic systems, and detailed outlines for four distinctly different fantastic campaigns.

GURPS Thaumatology requires the GURPS Basic Set, Fourth Edition. GURPS Magic is recommended but not required. The discussions of different magical styles would enhance any game that features magic.

272 pages. Hardcover. Stock #01-0107, ISBN 978-1-55634-758-0. $39.95.

Shipped October 17, 2008

Munchkin 7 – More Good Cards

You Asked for It!

A munchkin can never have enough good cards . . . so we bring you . . . More Good Cards!

In this small but mighty expansion, you'll find the cards that you, yes, YOU, asked for in our online survey.

  • More Wandering Monsters! The best from Munchkin Blender, with new art, along with the brand new . . . And Its Little Friends.
  • More Monster Enhancers! New ways to beef up the critters your opponent is facing.
  • More Cheats! More copies of the classic Cheat!, plus the TRULY abusive Cheat With Both Hands and Cheat Like There's No Tomorrow!
  • More Curses! Don't Call Me Shirley from Blender, and two all-new cards, diabolic and hilarious!
  • More Wishing Rings! Actually, just one. We wouldn't want to spoil too many of those Curses, would we?

Plus potions, items, and item enhancers! Shuffle them all in, or just add your favorites.

Munchkin 7 -- More Good Cards is an expansion for the classic Munchkin set.

56 cards and a rulesheet, in a tuckbox. Stock #1460, ISBN 978-1-55634-786-3. $9.95.

Shipped October 3, 2008

Munchkin Booty

Sail the Seven Seas. Plunder the treasure. Make your crew walk the plank.

Munchkin Booty brings the greatest gold-grabbers in history -- pirates! -- to the world of Munchkin. Use your Silver Long Johns to beat the Lobster Mobster, drink your Demon Rum to fight off the Viking Kittens, and defend yourself with the Cutlass (or Cutlad, for the gents) against the Prince of Whales. But watch out for Sharks!

Plunder the seven seas as a Pirate, Naval Officer, or Merchant. Taunt your foes with your horrible Accent -- British, Spanish, Dutch, or French. Equip your Half-Galleon with a Crow's Nest and Figurehead. But above all . . . level up!

Munchkin Booty is a stand-alone card game designed by Steve Jackson and illustrated by John Kovalic. It is completely compatible with the original Munchkin.

Boxed game with 168 cards, rules, and die. Stock #1459, ISBN 978-1-55634-783-2. $24.95.

Chibithulhu Plush

Cute. Cuddly. Sanity-blasting.

There are many versions of Cthulhu, and Munchkin Cthulhu features plenty of them. But the cutest of all is Chibithulhu, so we chose it to be our first plush toy.

This 10"-tall soft and huggable plush figure features huge, adorable eyes, a loving heart on the chest . . . and Cthulhu's trademark tentacles. It's made of all-new materials, and is machine washable.

Of course, this toy includes a special rule, which will help you during Munchkin Cthulhu games.

10"-tall green plush figure. Stock #9402, ISBN 978-1-55634-781-8. $19.95.


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Shipped October 30, 2008

Cardboard Heroes: Fantasy Set 6 – Monsters I

Digital Cardboard Heroes! Classically illustrated full-color figures, ready for any fantasy adventure. Print one sheet, or thousands!

Cardboard Heroes: Fantasy sets bring the often-requested reprint of the classic CBH figures to the digital format. Each beautifully drawn character, in the 28mm scale, is formatted to stand on its own (using the handy folding system); each is made with two illustrations – front and back – so it's easy to know what direction it's facing. Each set comes with one sheet of Cardboard Heroes and one instruction sheet.

Cardboard Heroes: Fantasy Set 6 – Monsters I features 40 beasts, constructs, and humanoids. Need a golem made of bronze, rags, stone, or crystal? How about a minotaur, Neanderthal, or werewolf? This set has all these, as well as blobs, insect men, hobgoblins, gargoyles, imps, harpies, and even a cockatrice!

3-page PDF. Stock #30-2106, $5.00.
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Shipped October 30, 2008

GURPS Creatures of the Night, Vol. 5

The darkness lurks, waiting, under the sea. It hides in riverbeds and lakes, judging its victims. Even the streets of civilization are not safe from perilous forces that pervert the expected. Beware.

In this installment of Creatures of the Night, the elements of evil hide in plain sight, corrupting the familiar and turning seemingly safe situations into reason for panic. Crayfen, moon guires, and gully dragons pose a danger to those who venture near water; dreadstalks wet their vegetative fangs in anticipation of victims; and stealth golems and watchtowers occupy spaces where humanity thinks itself safe. These six examples of strangeness all contain information for GURPS, including adventure ideas and possibilities for altering the adversaries for different situations.

Don't bother keeping your eyes open for danger; you probably won't be able to see it anyway.

19-page PDF. Stock #37-1564, $6.00.
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Shipped October 23, 2008

Cardboard Heroes: Fantasy Set 5 – Undead

Digital Cardboard Heroes! Classically illustrated full-color figures, ready for any fantasy adventure. Print one sheet, or thousands!

Cardboard Heroes: Fantasy sets bring the often-requested reprint of the classic CBH figures to the digital format. Each beautifully drawn character, in the 28mm scale, is formatted to stand on its own (using the handy folding system); each is made with two illustrations – front and back – so it's easy to know what direction it's facing. Each set comes with one sheet of Cardboard Heroes and one instruction sheet.

Cardboard Heroes: Fantasy Set 5 – Undead features 40 formerly living creatures. From the mindless zombies and skeletons to the dangerous and powerful liches and vampires, this set features enough monsters to fill the graveyard and the dark, deserted castle . . . with enough left over to field a necromancer's army.

3-page PDF. Stock #30-2105, $5.00.
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Shipped October 23, 2008

GURPS Action 2: Exploits

You have your guns and your backup guns. You have your sick ride with a trunk full of explosives, high-tech gizmos, and of course a few more guns. You've assembled a crack team of commandos, street-smart lawmen, suave super-spies, and world-class burglars . . . maybe all of them at once! You're ready to rock and roll. All you need is a target.

GURPS Action 2: Exploits gives players hundreds of ways to show off their heroes' skills on adventures. Highlights include cat burglary, parkour, and dozens of other physical feats . . . techno-thrills ranging from stay-at-home hacking to hands-on surveillance . . . polite and not-so-polite social engineering . . . and much, much more. You're just reading the teaser, after all!

For the GM, Exploits supplies the tools to challenge and threaten a whole team of heroes. Advice on forging classic action-movie scenes into adventures that spotlight all the heroes is woven through everything, along with input on having cunning henchmen pull stunts of their own -- up to and including using WMD! There's also GM-only material on handling Assistance Rolls and Duty, and on making everybody useful.

And of course everybody will appreciate the quick-and-dirty chase system and rules for speeding up combat, complete with new cinematic options!

50-page PDF. Stock #37-0308, $11.00.
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Shipped October 17, 2008

GURPS Classic: Warehouse 23

Danger! This Side Up!

The Ark of the Covenant rests in a crate next to the gold plates of Moroni and the dissected corpses of the Martian invaders. Frozen in ice you'll find the Jersey Devil, a Yeti, and a culture of bacteria that can eat any metal -- it just can't stop. Growing in a hidden hydroponics facility is a plant with a fruit that tastes like steak and contains enough nutrition in a single serving to sustain you for a week. The plates they serve it on in the cafeteria are made of a 100% biodegradable plastic that -- while it's still fresh -- can absorb the kinetic energy of a tank shell without even spilling your drink.

You don't want to know what's in the drink.

The global power balance teeters on the brink of chaos. We touch too much too soon. We discover things we were never meant to comprehend: Relics created by the whim of mad genius, or aliens, or gods -- or godlike demons -- substances so potent that a handful could destroy our world, computers so subtle that no network is secure from their manipulation, sorceries dark enough to annihilate the purest soul.

Somewhere, those with true Power have built a facility to imprison these forces . . . for proper study. For our own good. To insure order. Until they decide to unleash them. They know we aren't yet ready for the contents of Warehouse 23 . . . But are they?

Your players will be delighted. At first.

131-page PDF. Stock #30-6523, $9.00.
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Shipped October 16, 2008

Cardboard Heroes: Fantasy Set 4 – Animals

Digital Cardboard Heroes! Classically illustrated full-color figures, ready for any fantasy adventure. Print one sheet, or thousands!

Cardboard Heroes: Fantasy sets bring the often-requested reprint of the classic CBH figures to the digital format. Each beautifully drawn character, in the 28mm scale, is formatted to stand on its own (using the handy folding system); each is made with two illustrations – front and back – so it's easy to know what direction it's facing. Each set comes with one sheet of Cardboard Heroes and one instruction sheet.

Cardboard Heroes: Fantasy Set 4 – Animals features 48 animals, from mundane snakes to giant insects, from dogs and cats to polar bears and bigfoot.

3-page PDF. Stock #30-2104, $5.00.
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Shipped October 16, 2008

Munchkin Tournament Rules

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.

4-page PDF. Stock #37-2013, $FREE.
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Shipped October 9, 2008

Ogre Miniatures

In 2085 A.D., armored warfare is faster and deadlier than ever. Hovercraft speed over the battlefield. Tanks use tactical nukes. Infantry is equipped with battlesuits of incredible firepower. But they all fear one weapon . . . .

The Ogre.

Since 1977, Ogre has been one of the best-loved tactical ground-combat games. The simplicity of the mechanics, the speed of play, and the sheer scale of the conflict made the game an instant classic. In 1992, rules for using miniatures were released.

Now, Ogre Miniatures returns, in digital form, with all the firepower of years of development. You get the classic Ogre Miniatures, with all the rules needed to recreate the nuclear battles of the future, plus errata, addenda, and FAQs. Also included are record cards for all known cybertanks -- from the first Ogre, the Mk. I, to the mighty Mk. VI. New in this release are hypothetical stats for the Mk. VII!

If you already own Ogre Miniatures, we're happy to offer the Update by itself, free, to add the decades of new material and clarifications to your existing Ogre game.

If you're ready to start building an army, check out the Ogre miniatures pages on Warehouse 23.

86-page PDF. Stock #30-7203, $10.00.
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Shipped October 9, 2008

Ogre Miniatures Update

In the years since Ogre Miniatures was first released, there have been numerous developments in the world of the late 21st century. Clever minds have devised many new units: the Vulcan, the Ninja, the Mark VII. Gamer feedback called for clarification of rules, and frequently asked questions were identified and answered. Record cards let players track the damage of cybertanks. Now, Ogre Miniatures Update pulls all of the errata and addenda into one easy-to-find package.

Ogre Miniatures is required to use Ogre Miniatures Update. If you don't own a copy, it is available in digital form; it contains this Update.

If you're ready to start building an army, check out the Ogre miniatures pages on Warehouse 23.

15-page PDF. Stock #37-5002, $FREE.
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Shipped October 2, 2008

GURPS Creatures of the Night, Vol. 4

Serpents with human faces whisper enticingly, beckoning you to investigate. Bat-like monstrosities with reptilian skin blot the sky, making their victims fade away. Fleshy skulls with legs skitter toward water, driven by the same thirst that claimed the lives of their unwitting creators.

In this installment of Creatures of the Night, the eerie entities are linked by their determination to fulfill their needs, regardless of any obstacles. And if those "obstacles" include adventurers who get in their way . . . well, those unlucky investigators will probably be little more than a memory, perhaps a stain smeared by the stony feet of a shambling impossible construct. If they're fortunate, such hapless heroes might become unwitting allies, devoid of a soul or any desire but to help their master and heed its sweet voice. These six threats all contain information for GURPS, including adventure possibilities and variations enabling them to maintain their mystery through multiple appearances.

It takes tenacity to look into the darkness. And sometimes the darkness has the tenacity to hold its ground.

16-page PDF. Stock #37-1563, $6.00.
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New!  * Coming July  * Coming August  * Coming September  * Further Out  * Previously Shipped...  * All upcoming releases – text only, no cover art

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