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Shipped • April 14, 2008
Munchkin Cthulhu Cursed Demo
This tuckbox mini-set contains 56 cards to help you bring new victims . . . errr, gamers . . . into the wonderful world of Munchkin Cthulhu . . .

First, there's a special 17-card demonstration deck, drawn from the Munchkin Cthulhu set. The cards are numbered, so you can stack the deck and play out four scripted turns that show the basic mechanics. And it only takes a couple of minutes. Instructions, dialogue, and stupid jokes are included. Or use your own stupid jokes -- we won't mind.

The other 39 cards are promos - eight different kinds! - to give away to friends, customers, or total strangers. These are completely new cards, each guaranteed to be more munchkinly, more insane, more cursed than the last. And we've included multiple copies. Every munchkin will want at least one of each. Will you be generous? Or will you demand tribute? Of course, you are a munchkin, so you will keep at least one of each for yourself, right?

56 cards and a rulesheet, in a tuckbox. Stock #1456, ISBN 978-1-55634-777-1. $4.95.

Lord of the Fries
Welcome to Friedey's, the Fast Food Restaurant of the Damned!

Our whole staff is dead, and we’re really short on brains. But we'll do our best to fill your order! Even a horde of nearly-mindless zombies can assemble combo meals. Sort of.

And now you're one of us. Combine frighteningly generic ingredients like "Cow Meat," "Sauce," and "Drink." Play from eight different menus, including Ratherbee's Steakhouse, the classic Friedey's Restaurant, and the new McPubihan’s. Build orders like Bovine Spongiform Yum, Yum, Yum!, Penne for Your Tots, Synaptic Relay Deteriorator, and Sheep wit' da Fishes. But be quick -- the customer is waiting!

Whoever fills the best orders gets the most points, and the zombie with the most points becomes . . . The Lord of the Fries!

This new edition of the classic Lord of the Fries includes large, full-color menus, a new restaurant, 8 alternate decks designed for 3-to-5-player games, color-coded dice, point tokens, and a timer.

100 cards, two dice, die-cut tokens, timer, full-color menus, and rulesheet in a 6" x 9" box. Stock #1801, ISBN 978-1-55634-776-4. $24.95.


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GURPS Spaceships (Reprint)

Three, two, one . . . Blast off!

GURPS Spaceships is the long-awaited companion to GURPS Space, presenting rules for TL7-12 spacecraft, from tiny lifeboats to giant dreadnoughts. It covers spaceship design, travel, and operations, along with a (mapless) space-combat system.

The ship design and operation rules in GURPS Spaceships are more abstract than those found in GURPS Vehicle Design or GURPS Traveller: Interstellar Wars . . . making them much faster, with a minimum of math and a maximum of colorful options. It takes only minutes to build even the largest spaceship . . . and wrapped around the design system are basic space-travel and combat systems to get you into space right away.

GURPS Spaceships doesn't include detailed finance, trade, or hex-grid-based combat rules . . . but these are on the way! It's the core book in a series whose other volumes will present examples of ready-to-use spacecraft and comprehensive rules for commercial space flight, warfare, exploration, ports, industry, and other aspects of space travel.

GURPS Spaceships requires only the GURPS Basic Set, but GURPS Space is highly recommended for its guidelines on stardrives, characters, campaigns, and settings.

72 black-and-white pages. Softcover. Stock #01-6199, ISBN 978-1-55634-775-7. $14.95.

GURPS Supers (Reprint)

Men Like Gods

The 20th century gave birth to a new genre of fiction: the super-powered adventure. Men and women with strange powers gave a visible expression to the reader's sense of wonder, as they protected ordinary mortals from a variety of threats, from street crime to world-shattering disasters. When roleplaying games were invented, supers quickly became one of the most popular genres – and one of the most challenging to do right.

GURPS Fourth Edition provides the game mechanics and tools for the job, and GURPS Supers is your guide to applying them: a comprehensive playbook to the supers genre and to capturing it in your campaign. Focused on drama and characterization, it provides:

  • A history and analysis of the supers genre, its precursors and variations.
  • A guide to character creation, including powers and other abilities, codes of conduct, dual identities, and personal relationships.
  • More than 20 new wildcard skills.
  • 22 templates for super characters, each customizable to higher or lower power levels.
  • Rules for creating equipment, vehicles, bases, automata, and magical spells.
  • A guide to creating and running supers adventures.
  • Continuity-creation guidelines and tools, so your supers universe can have the same depth as published worlds.
  • New game mechanics for character creation, including new interpretations of advantages, disadvantages, and skills, and newly defined perks, quirks, enhancements, limitations, and techniques.
  • Guidelines for running superhuman feats and combats under existing rules or adjusting those rules to fit the genre, and new game mechanics specifically for superhuman action.

GURPS Supers is a new work, but it draws inspiration from the previous editions of GURPS Supers. Using it to run a GURPS campaign requires the GURPS Basic Set and GURPS Powers. The material on genre conventions, character concepts and relationships, scenario creation, and supers universes can be used with any game system.

152 black-and-white pages. Softcover. Stock #01-7998, ISBN 978-1-55634-771-9. $24.95.

GURPS Mysteries (Reprint)

A Dame Walks Into Your Office . . .

A dead body, no witnesses, and a room full of suspects with perfect alibis. Can you find the killer and bring him to justice? Learn the secrets of mystery fiction – and what will, and will not, work in RPG mysteries. Learn how to be a better investigator. Discover the problems you are likely to encounter in a low-tech, magic, super-tech, or horror mystery.

GURPS Mysteries covers:

  • Creating mysteries as stand-alone adventures, as part of an existing campaign, or as a campaign in their own right, with specific discussions of the low-tech, modern-tech, future, magic, and horror settings.
  • Setting the crime scene, including detailed forensic information on causes of death, investigation methods, and a forensics timeline.
  • Creating interesting villains, and matching their disadvantages to their motives and means of carrying out a crime.
  • A template-based character-generation system for iconic investigators, including the genius detective, the hardboiled shamus, police detectives, investigating magicians, even "that darn kid."
  • Sample detective and investigative agencies to hire or bedevil characters.
  • Expanded rules for questioning and interacting with NPCs.

GURPS Mysteries, by the author of GURPS Cops, is designed both for the GM who wants to create and run mystery adventures and for players who want to play investigators in any setting.

128 black-and-white pages. Softcover. Stock #01-7999, ISBN 978-1-55634-761-0. $19.95.

GURPS Classic: Fantasy Folk

Guess Who's Coming to Dinner?

From the tiny, winged Ellylon to treetop-tall Giants, this book brings 24 nonhuman fantasy races to GURPS. It includes new, expanded versions of such fantasy "standards" as Elves, Dwarves, Orcs, and Halflings, as well as exotic creatures such as savage Minotaurs, four-armed Insect Warriors, and magical, mischievious Leprechauns.

GURPS Fantasy Folk treats nonhuman races as unique cultures made up of individuals, not as sketchily defined "monsters." Each race has its own well-defined psychology, ecology, culture, and politics, making it easy to create fully developed nonhuman characters. Also included are campaign notes, adventure seeds, and sample characters for each race.

And there are complete rules for generating and customizing your own fantasy races! Design with racial advantages like Winged Flight and Cultural Adaptability, disadvantages such as Slave Mentality and Invertebrate, and unique racial features like Mindshare, Innate Skills, and Magic Spells.

This Second Edition of GURPS Fantasy Folk added 16 pages of new material, as well as bringing the rules into line with the GURPS Basic Set, Third Edition.

147-page PDF Stock #30-6015, $7.95.

GURPS Infinite Worlds: Lost Worlds

As the core setting of GURPS Fourth Edition, GURPS Infinite Worlds packed a lot of details about the endless universe. But you can't pack infinite information into a finite form – some material just won't fit.

GURPS Infinite Worlds: Lost Worlds is a collection of timelines we couldn't squeeze into GURPS Infinite Worlds. Written by fan-favorite Kenneth Hite, these six worlds run the gamut from unusual historical echoes of interest to Homeline, to bizarre timelines where robots rule the world or steam-powered technology is commonplace!

Although of special interest for long-time GURPS fans -- especially those that refer to classic GURPS settings -- these timelines are suitable for any GURPS Infinite Worlds campaign. Each of these worlds stands on its own, with strange, new vistas to investigate.

So fire up your conveyors; with GURPS Infinite Worlds: Lost Worlds, there's even more to explore!

17-page PDF. Stock #37-1671, $4.95.


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


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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 <>. 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 from the pens of Steve Jackson and John Kovalic.

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

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.

Munchkin Quest

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

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!

Coming in 2008 to game rooms everywhere . . .

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.


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