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Munchkin Apocalypse: Mars Attacks!
Mars Attacks!, the hit trading card series from Topps, is invading the world of Munchkin Apocalypse! In this 15-card mini-expansion, you'll battle Monster Bugs and the Heat Ray Saucer on your way to Level 10, with the help of new goodies like the Martian Zap Rifle and Giant Spiky Feet. But watch out for the new Seals -- you could end the world with Reality TV! (It makes total sense to us.)
Finseal pack containing 15 cards.
Stock #4236,
UPC 837654321904.
$5.95.
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You are a zombie. You want braaains. More brains than any of your zombie buddies.
Zombie Dice is a quick game for any zombie fan (or the whole zombie family). The 13 custom dice are your victims. Push your luck to eat their brains, but stop before the shotgun blasts end your turn!
Play it at lunch (braaiiins!) or while you're in line for a zombie movie . . . !
This deluxe version includes a score pad and the plastic Zombie Dice Brain Case.
Play Zombie Dice on your iPhone, iPod touch, iPad, or Windows 7 Phone . . . free! Visit apps.sjgames.com/zombiedice for links.
13 custom dice, score pad, and rules in a plastic cup.
Stock #131332,
UPC 837654321911.
$24.95.
Uncle Albert's 2039 Catalog Update
Just when you thought you knew about every possible Car Wars weapon and gadget, Uncle Al brings you another assortment. Here are 91 of the hottest weapons for cars, boats, hovercraft, and personal pedestrian use: torpedoes, bumper spikes, beacon mines, jump jets, and more. With Uncle Albert's 2039 Catalog Update, you're not just driving in the year 2039 . . . you're racing into the future!
43-page PDF.
Stock #30-7140,
$4.00.
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Pyramid #3/63: Infinite Worlds II
Don't settle for being stuck in the same old universe when there are infinite worlds to explore! This month's Pyramid -- the PDF magazine for roleplayers -- reports on what's new in realms beyond, with features that are sure to interest GURPS Infinite Worlds fans or others looking to broaden their horizons with new rules and possibilities. This senses-shattering issue includes:
This Pyramid also offers a Random Thought Table that unleashes the power of a leaky mind, while Odds and Ends reveals a few other secrets the cosmos can barely contain. Leave your troubles behind like never before; this month's Pyramid is out of this world!
40-page PDF.
Stock #37-2663,
$9.00.
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From small-town crisis units to the FBI's Hostage Rescue Team, from the urban sprawl of Berlin to the mountainous wilds of Idaho, GURPS SWAT covers the dangerous world of tactical police operations. Serve a warrant on a meth lab, protect a judge whose life is threatened, rescue hostages from international terrorists, or take down a barricaded suspect before they kill again! Establish perimeters and begin hostage negotiations. Perform a stealth entry if you can, or blow down the door in a swift dynamic assault!
GURPS SWAT provides:
The lives of innocent hostages are at stake. Do you have what it takes to be the best of the best? Put on your armor, grab your weapon, and find out . . .
(This is an e23 reprint of a GURPS Third Edition product.)
67-page PDF.
Stock #30-6064,
$4.00.
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Transhuman Space: Wings of the Rising Sun
The NKKC (Japan Emergency Rescue Agency) is renowned as the "Wings of the Rising Sun" -- first-responders dedicated to saving lives anywhere, from Earth to Luna. When disaster strikes, these heroes deploy from fixed bases and orbital drop ships to provide aid to any country that will accept their help. Transhuman Space: Wings of the Rising Sun lets you step into the shoes of these hazard-hardened humanitarians in a campaign packed with action, drama, and surprises.
In 2100, there are countless people taking, ruining, and exploiting lives . . . but if you want to be the group saving lives, Transhuman Space: Wings of the Rising Sun is ready to jump in and help. Join the NKKC and understand why their motto is "Even One More."
27-page PDF.
Stock #37-6714,
$7.00.
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Munchkin (Reprint)
Go down in the dungeon. Kill everything you meet. Backstab your friends and steal their stuff. Grab the treasure and run.
Admit it. You love it.
Munchkin is the mega-hit card game about dungeon adventure . . . with none of that stupid roleplaying stuff. You and your friends compete to kill monsters and grab magic items. And what magic items! Don the Horny Helmet and the Boots of Butt-Kicking. Wield the Staff of Napalm . . . or maybe the Chainsaw of Bloody Dismemberment. Start by slaughtering the Potted Plant and the Drooling Slime, and work your way up to the Plutonium Dragon . . .
And it's illustrated by John Kovalic!
Fast-playing and silly, Munchkin can reduce any roleplaying group to hysteria. And, while they're laughing, you can steal their stuff.
168 cards, one six-sided die, and a rulesheet.
Stock #1408,
UPC 837654320310.
$24.95.
Pyramid #3/64: Pirates and Swashbucklers
Set sail for adventure upon the seven seas . . . or above the spectacular skies, or among sword-and-sorcery associates! This month's Pyramid -- the PDF magazine for roleplayers -- hoists the Jolly Roger and swings from a chandelier to find maritime muses in unlikely ports. This issue's buried treasure includes:
This month's Pyramid also has a Random Thought Table that shows how you can be a likable nefarious pirate, plus larger player-suitable handouts of the airship maps. With this issue, you'll need time at a tavern to figure out how you're going to use all this wondrous booty!
39-page PDF.
Stock #37-2664,
$9.00.
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It's a Munchkin patch for the minimalist crowd!
1. The Munchkin Patch must be sewn to a visible article of clothing you are wearing. Just having the patch confers no bonus!
2. Once per game, when another player uses a Curse, Trap, or Disaster on you, you may reflect it back at him by saying "No, don't throw me into that ol' Munchkin Patch!" You must brandish your Munchkin Patch at him as you say this.
3. If you have different styles of Munchkin Patch, you can use each patch once. Multiple copies of the same patch do not give you extra uses!
One embroidered patch.
Stock #9315,
$5.00.
Car Wars Expansion Set 10 – Deluxe Wheelie
This set contains the Car Wars Deluxe Wheelie, plus all the counters from Dueltrack and from Car Wars Expansion Sets 3, 4, 5, 7, and 8 -- over 170 counters!
This handy device keeps track of your speed and Handling Class -- and it has a complete Control Table as well. No more little markers to lose or get blown around by random sneezes!
This downloadable edition of the Deluxe Wheelie includes two versions: the original 1986 release, and an updated model that includes revisions from Car Wars Classic and the Second Edition of Car Wars Compendium.
13-page PDF.
Stock #30-7125,
$4.00.
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GURPS Social Engineering: Pulling Rank
While the Rank advantage looks wonderful on paper, it doesn't do much as written. To make an organization work for you, you need to buy it as a Patron. Even then, the benefits of a Patron are only slightly better defined than those of Rank – and unlike Rank, Patrons come in just four levels (6 or less through 15 or less), making it hard to represent fine-grained hierarchies where seniority brings "pull." Wouldn't it be nice to get the best of all worlds . . . not to mention more detail?
Such is the mission of GURPS Social Engineering: Pulling Rank. It expands on the Pulling Rank rules first seen in GURPS Action 1: Heroes, adds the more nuanced reading of Rank found in GURPS Social Engineering, and delivers a system that lets you know the odds of using your Rank to summon a specific kind of assistance. Highlights include:
If you've always craved a campaign where the heroes work within the system, seeking believable social position rather than bigger and badder combat abilities, then GURPS Social Engineering: Pulling Rank is for you. Nothing makes promotion quite as attractive as knowing that it brings real power!
21-page PDF.
Stock #37-1667,
$7.00.
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AADA Road Atlas V2: The West Coast
For nearly 200 years, the West Coast has lured the young and adventurous with many promises and beautiful locales. But the West Coast is not paradise. Danger lurks behind every corner, a threat behind every wheel. How can a visitor know where the beauty ends and the beast begins? Consult . . . The AADA Road Atlas and Survival Guide, Volume Two: The West Coast.
The West Coast is the second volume (following the popular East Coast edition) of an ambitious project by your American Autoduel Association. The AADA Road Atlas and Survival Guide will tell you everything you need to know about each region, including the roads, political situations, police procedures, tourist attractions, and even the best restaurants and truck stops.
Find out the real story behind:
But The AADA Road Atlas and Survival Guide is more than just an atlas of the West Coast. It also contains the following valuable material for fans of GURPS Autoduel and Car Wars:
(This is a digital reprint of a supplement designed for Car Wars and GURPS Third Edition.)
67-page PDF.
Stock #30-6302,
$4.00.
Pyramid #3/65: Alternate GURPS III
You can do anything with GURPS . . . but sometimes, you want to push the envelope even more. This month's Pyramid -- the PDF magazine for roleplayers -- offers new GURPS character-creation options, rules you can use, and ways to work together like never before. This game-tweaking issue includes:
This month's Pyramid also features a Random Thought Table where you know what you're getting, plus an Odds and Ends that includes an option for GURPS Powers: Divine Favor, as revealed by that tome's scribe, Jason "PK" Levine. Whether you're making characters, making friends, or making a trip to the shooting range, you're sure to find something here that will make life more interesting!
37-page PDF.
Stock #37-2665,
$9.00.
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Uncle Albert's 2038 Catalog Update
Uncle Albert's 2035 Catalog rocked the autoduelling world. For the first time, Uncle Al's amazing array of autoduelling accessories was available by mail-order to the general public. But Al didn't stop there! Time marched on, and so did technology. Uncle Albert's 2036 Catalog Update kept the duelling public in touch with all the latest advances.
And now, two years later, Al's done it again! The Duellist's Pal has collected over 70 more weapons, gadgets, and accessories into Uncle Albert's 2038 Catalog Update. Duellists across North America already know the value of Uncle Al's fine products, and here you'll get dozens of options for offense, defense, munitions, accessories, and personal items. Drive offensively into the future . . . today!
43-page PDF.
Stock #30-7130,
$4.00.
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GURPS Magical Styles: Dungeon Magic
Some traditional fantasy wizards learn their art as apprentices to archmages, some attend formal academies, and still others are guided by philosophies rather than teachers. This influences what spells and tricks of the trade the magic-user learns, and what guild, brotherhood, or order he eventually joins. Two equally talented mages might master specialties so different that they have little more in common with each other than with non-wizardly spellcasters such as clerics and shamans.
GURPS Magical Styles: Dungeon Magic aims to bring such depth to GURPS Dungeon Fantasy. It applies the rules and guidelines in GURPS Thaumatology: Magical Styles to cook up seven sorcerous societies that suit any dungeon-delving campaign:
Each group comes with a magical style, unique spells and materials, and design notes explaining everything. But that's not all! You also get a great deal of additional color (views, alliances and rivalries, regalia and armaments, and more) and a character template suitable for use in GURPS Dungeon Fantasy or any high-powered fantasy. Just the thing for gamers who want to avoid "cookie-cutter" wizards, add wizardly politics to their adventures, or run an all-wizards campaign!
44-page PDF.
Stock #37-1655,
$9.00.
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Three mini-expansions to spice up your Munchkin sets!
These are expansions for Munchkin. They are not stand-alone games. The packs inside are neither collectible nor randomized.
45 cards, rulesheet.
Stock #4241,
UPC 837654322086.
$15.95.
Three mini-expansions to spice up your Munchkin sets!
These are expansions for Munchkin. They are not stand-alone games. The packs inside are neither collectible nor randomized.
45 cards and rulesheet.
Stock #4242,
UPC 837654322093.
$15.95.
Munchkin Zombies 4 – Spare Parts
The undead munchkins return once more in this 56-card expansion for Munchkin Zombies, with a bunch of new ways to get those pesky survivors and eat their braaaaaaaiiiins! Take on a new Power, Solo, and show the other zombies on the block who's boss. Pick up the Spare Parts and Bowling Gloves and take on Your Ex-Roommate! Get Your Second Wind so you can defeat the formidable Surgeon General, but make sure you don't get hit with Curse: Dead Heat!
This is an expansion for Munchkin Zombies. It is not a stand-alone game.
56 cards in a tuckbox.
Stock #1493,
UPC 837654321966.
$10.95.
Show off your brain-eating munchkinosity in style! Use these six Munchkin zombie pawns in your Munchkin games . . . or in any game! Use them to mark your place, and get some special munchkiny benefits while you're at it. Based on the Munchkin Zombies illustrations by John Kovalic.
Six plastic Munchkin Zombies pawns in six different colors and two cards, polybagged with a punched header card.
Stock #5568,
UPC 837654321980.
$6.95.
Chronicle all your adventures, secret plots, and laundry lists in the Munchkin Journals! Three pocket journals, one each with covers from Munchkin, Star Munchkin, and Munchkin Cthulhu. Plus a new Munchkin card!
Three 48-page pocket journals, one new Munchkin card.
Stock #5573,
UPC 837654322062.
$9.95.
Munchkin Zombies Kill-O-Meter (Reprint)
The best Munchkin fights are the ones where everyone plays cards to keep the levels bouncing up and down! But it can be hard to keep track. Now you'll never have to stop and recount again!
With the Munchkin Zombies Kill-O-Meter, whenever a card hits the table, you turn the dials to keep track of your new total. No braaaaaiiins required.
The Munchkin Zombies Kill-O-Meter comes with two special Munchkin Zombies bonus cards . . . and since the dials can be read from either side, we put the zombie munchkins on one side and their foes on the other.
One two-sided combat counter and two Munchkin Zombies cards.
Stock #5524,
UPC 837654321102.
$6.95.
The economic superpower of 2038, Australia has triumphed during the crises that have ruined a world. Aussies eat "real" (non-algae) food, drive petrol-guzzling cars, and support national and regional duel circuits. But how can visitors to the Land Down-Under know what perils await? Consult . . . The AADA Road Atlas and Survival Guide, Volume Four: Australia.
Australia is the fourth volume -- following The East Coast, The West Coast, and The South editions -- of an ambitious project by your American Autoduel Association. The AADA Road Atlas and Survival Guide will tell you everything you need to know about this continent-sized nation, including roads, politics, police, quarantine regulations, and which truck stops are overpriced.
Learn the truth behind:
The AADA Road Atlas and Survival Guide: Australia is more than just an Australian atlas. Perceptive duellists should check out these features perfect for aficionados of GURPS Autoduel and Car Wars:
From the pyramids of Sydney to the oil fields of Antarctica, you can't find a better reference work than The AADA Road Atlas and Survival Guide, Volume Four: Australia.
(This is a digital reprint of a supplement designed for Car Wars and GURPS Third Edition.)
68-page PDF.
Stock #30-6304,
$4.00.
Pyramid #3/66: The Laws of Magic
Mystic circles, arcane pacts, and fundamental forces you don't want to defy -- such are oft the ways of magic. This month's Pyramid -- the PDF magazine for roleplayers -- presents a look at magic where doing the impossible means following the rules . . . and sometimes bending them, if you can get away with it. This spellbinding issue includes:
This month's Pyramid also features a Random Thought Table with ideas on how to make and break laws, plus an Odds and Ends that reveals options and mysteries thought long-buried. It may be a law that magicians never reveal their secrets, but this issue of Pyramid is all about pushing the limits of those laws!
40-page PDF.
Stock #37-2666,
$9.00.
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History has not been kind to the southern United States, but through it all, the South has fought back with fierce pride and determination. Visitors will find much to admire in the South, but there is much to fear as well. How does the traveler know which way to turn? Consult . . . The AADA Road Atlas and Survival Guide, Volume Three: The South.
The South is the third volume (following the popular editions on The East Coast and The West Coast) of an ambitious project by your American Autoduel Association. The AADA Road Atlas and Survival Guide will tell you everything you need to know about each region, including the roads, politics, police, tourist attractions, and even the best restaurants and truck stops.
Find out the real story behind:
But The AADA Road Atlas and Survival Guide: The South is more than just an atlas of the South. It also features the following valuable material for fans of GURPS Autoduel and Car Wars:
(This is a digital reprint of a supplement designed for Car Wars and GURPS Third Edition.)
68-page PDF.
Stock #30-6303,
$4.00.
GURPS Template Toolkit 1: Characters
Character templates eliminate a lot of the fuss and headache of character design for new GURPS players, and provide even veterans with inspiration that can help them get over writer's block. The catch? Templates shift much of this load onto the GM, who might suffer from headaches and writer's block of his own!
GURPS Template Toolkit 1: Characters comes to the rescue with practical, step-by-step advice on how to create good character templates customized to your campaign. After a quick refresher on what templates are and what they're good for, this primer launches into extensive guidelines on designing templates individually and in sets. Topics include niche protection, player choice, point-cost optimization, lenses, and template notation.
But that's not all! Players will also find this supplement useful, even in a campaign that won't use templates. Its detailed advice on template design doubles as a guide to designing efficient characters who can fill solid roles.
48-page PDF.
Stock #37-0147,
$11.00.
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Add the School Bus die to your Zombie Dice game for all sorts of craziness! The School Bus is full of tasty brains, but those kids are packing shotguns, too. You might find yourself chowing down on a brain buffet, chasing runners off the bus, getting run over, or getting double-shotgunned!
This is an expansion for Zombie Dice. It is not a stand-alone game.
A 12-sided school bus die, 14 brain and shotgun counters, rulesheet.
Stock #131334,
UPC 837654322017.
$8.95.
Munchkin Apocalypse 2 – Sheep Impact
Have even more fun bringing about the End Times with 106 new cards for Munchkin Apocalypse! Arm your hardened survivor with the Patriot Axe and Ketchup Gas to take on the The Thawed Reich! Protect yourself with the Bomb Suit and Survival Manual, or the Antisocial Media will end you prematurely! Watch out for Disaster! Velocirapture! and terrifying new Seals like The Singularity! Play a new Class, the Daredevil, and thumb your nose at apocalyptic peril!
Sheep Impact is an expansion set; you will need Munchkin Apocalypse to play.
106 new cards for Munchkin Apocalypse.
Stock #1504,
UPC 837654322024.
$19.95.
Munchkin Apocalypse Kill-O-Meter
The best Munchkin fights are the ones where everyone plays cards to keep the levels bouncing up and down! But it can be hard to keep track. Now you'll never have to stop and recount again!
With the Munchkin Apocalypse Kill-O-Meter, whenever a card hits the table, you turn the dials to keep track of your new total. You don't have time to stop and count when the world is coming to an end . . .
The Munchkin Apocalypse Kill-O-Meter comes with two special Munchkin Apocalypse bonus cards -- and since the dials can be read from either side, we put the munchkin survivors on one side and their foes on the other.
One two-sided combat counter and two Munchkin Apocalypse cards.
Stock #5572,
UPC 837654322048.
$6.95.
Mini Car Wars (Reprint)
Mini Car Wars is the easy-to-learn game of freeway combat in a future America.
Everything you need to play (except dice) is provided in this set – full-color paper playing pieces, road sections, markers for smokescreens, record sheets, and complete rules.
Game design by Jim Gould and Steve Jackson, based on the original Car Wars Pocket Box game.
Single sheet pamphlet.
Stock #1314,
UPC 837654322109.
$2.50.
Buy Now!
It's a real problem: you've bought a bunch of Munchkin Tavern swag, and now you have no way to carry it! Well, that's what this stylish tote bag is here for.
1 Eco-friendly non-woven tote bag. Dimensions: 16" W x 12" H x 6" D
Stock #5584,
$5.00.
AADA Road Atlas V7: Mountain West
The Mountain West is the seventh volume of an ambitious project by your American Autoduel Association. The AADA Road Atlas and Survival Guide will tell you everything you need to know about each region, including the roads, politics, police, tourist attractions, and even the best restaurants and truck stops.
Find out the real story behind:
The AADA Road Atlas and Survival Guide is more than just an atlas of the Mountain West. It also features the following valuable material for fans of GURPS Autoduel and Car Wars:
(This is a digital reprint of a supplement designed for Car Wars and GURPS Third Edition.)
67-page PDF.
Stock #30-6307,
$4.00.
Pyramid #3/67: Tools of the Trade – Villains
A grim determination to make the world a more subjugated place isn't always enough. Whether you're a fantasy monarch, a superspy mastermind, or a Nazi officer, sometimes you need an extra edge . . . something those foolish heroes will never be able to overcome. This month's Pyramid -- the PDF magazine for roleplayers -- looks at resources that villains can use to bring their goals to fruition. This sinister installment includes:
This month's Pyramid also includes a Random Thought Table that asks what happens if the heroes end up with this stuff. Whether you're looking to overthrow the nearby fantasy realm with some walking dead or just need a place to relax between super-spy schemes, this issue of Pyramid is a must-have for masterminds everywhere!
40-page PDF.
Stock #37-2667,
$9.00.
Buy Now!
Mini Car Wars (Reprint)
Mini Car Wars is the easy-to-learn game of freeway combat in a future America.
Everything you need to play (except dice) is provided in this set – full-color paper playing pieces, road sections, markers for smokescreens, record sheets, and complete rules.
Game design by Jim Gould and Steve Jackson, based on the original Car Wars Pocket Box game.
Single sheet pamphlet.
Stock #1314,
UPC 837654322109.
$2.50.
Buy Now!
AADA Road Atlas V6: The Free Oil States
The Free Oil States is the sixth volume of an ambitious project by your American Autoduel Association. The AADA Road Atlas and Survival Guide will tell you everything you need to know about each republic, including the roads, politics, police, duelling arenas, tourist attractions, and truck stops.
Find out the real story behind:
The AADA Road Atlas and Survival Guide is more than just an atlas of the Free Oil States. It also features the following valuable material for fans of GURPS Autoduel and Car Wars:
(This is a digital reprint of a supplement designed for Car Wars and GURPS Third Edition.)
68-page PDF.
Stock #30-6306,
$4.00.
AADA Road Atlas V5: The Midwest
The Midwest is the fifth volume of an ambitious project by your American Autoduel Association. The AADA Road Atlas and Survival Guide will tell you everything you need to know about each region, including the roads, politics, police, tourist attractions, AADA advisories, as well as the best restaurants and truck stops.
Find out the real story behind:
The AADA Road Atlas and Survival Guide is more than just an atlas of the Midwest. It also features the following valuable material for fans of GURPS Autoduel and Car Wars:
(This is a digital reprint of a supplement designed for Car Wars and GURPS Third Edition.)
68-page PDF.
Stock #30-6305,
$4.00.
With GURPS characters, as in life, it's often the little things that matter most. Take quirks, for instance. At just -1 point apiece, you might think they don't count for much. That's one way of looking at things . . . but not the only way, and certainly not the most fun way!
GURPS Power-Ups 6: Quirks shows you just how much color a few quirks can add to your characters. It collects all the formally defined quirks published up to February 2013 and adds a bunch of totally new ones, many inspired by NPCs from GURPS supplements dating back as far as 1986. The result is nearly 200 quirks -- most of them highly customizable, many with numerous examples.
This volume also explores and expands the role of quirks. Ever wonder about what effects make a "fair" quirk? What can and can't be a quirk? The five-quirk limit? Graceful ways to handle adding, removing, or changing quirks? Here are your answers!
Whether you're looking for ready-to-go quirks, ideas you can quickly adapt, or just a little inspiration, GURPS Power-Ups 6: Quirks has what you need to populate your game worlds with interesting people.
37-page PDF.
Stock #37-0145,
$9.00.
Buy Now!
The giant tank rumbles toward its target . . . its guns are destroyed, its movement crippled, but only a few defenders are left. Will they stop the robot juggernaut, or will it crush the Command Post beneath its gigantic treads?
Ogre was Steve Jackson's first game. First released in 1977, it set a new standard for fast, exciting boardgame play. Over 25 years after its release, Ogre earned a spot in James Lowder's popular book Hobby Games: The 100 Best.
In 2012, Steve Jackson Games launched the "Designer's Edition" of Ogre on Kickstarter. . . a 24-pound box with giant maps and several hundred counters, retailing for $100.
Now Ogre Pocket Edition takes the game back to its roots. A small rulebook, 140 counters, and the same bare-bones map Steve drew himself for the very first printing. And the price is the same as it was in 1977: $2.95. ($2.95 in 1977 dollars translates to be over $10 today when adjusted for inflation; this is Steve's way of saying 'thank you' for your support for Ogre over the last three decades.)
Despite its "pocket" size, Ogre Pocket Edition will have more than enough counters to play all five of the "Ogre vs. Command Post" scenarios. It includes two different conventional forces (a Black force and a White force), with a whopping eight White Howitzers! That's a whole lot of gameplay for $2.95.
A 20-page rulebook, 8.5" x 14" map, and 140 diecut counters, in a plastic bag with header card.
Stock #1112,
UPC 837654321737.
$2.95.
Epic Munchkin (Reprint)
Does your Munchkin adventure end too soon? There you are, multi-raced and multi-classed, with three hands full of killer items, buffed up with sidekicks and Steeds and Powers . . . and the game's over. Rejoice, for Epic Munchkin is here. You will find gathered in this one set the Epic rules for all Munchkin core sets and supplements published by Steve Jackson Games through September 2015.
16-page PDF.
Stock #37-2011,
$FREE.
Buy Now!
Munchkin Legends (Reprint)
Become a Munchkin of Myth!
Prepare to fight the creatures of legend . . . and take their stuff!
In Munchkin Legends, you'll face mythical monsters and collect legendary treasures. Challenge the Boogie Man to a dance-off . . . and cheat by wearing Achilles' Heels. Hide from the spells of the Wicked Witch of the Midwest in your Bermuda Shorts of Invulnerability. And if you think you're up to it . . . release the Kraken!
Munchkin Legends is a stand-alone set . . . or combine it with the original Munchkin for a legendarily wacky game!
168 new Munchkin cards, a custom die, and a rulesheet.
Stock #1490,
UPC 837654321782.
$24.95.
Epic Munchkin (Reprint)
Does your Munchkin adventure end too soon? There you are, multi-raced and multi-classed, with three hands full of killer items, buffed up with sidekicks and Steeds and Powers . . . and the game's over. Rejoice, for Epic Munchkin is here. You will find gathered in this one set the Epic rules for all Munchkin core sets and supplements published by Steve Jackson Games through September 2015.
16-page PDF.
Stock #37-2011,
$FREE.
Buy Now!
You may reroll a die once per game per zipper pull attached to a bag or item of clothing you are wearing. You can only reroll each roll once. You must actually zip (or unzip) that zipper to reroll the die, so please consider your zipper pull placement carefully!
Five rubber Munchkin zipper pulls in a small plastic bag.
Stock #5575,
ISBN none - W23 only.
$5.00.
Each Munchkin Pin you are wearing gives you a +1 bonus in combat. After each fight you are in, win or lose, roll a d6. If you roll equal to or less than the number of Munchkin Pins you are currently wearing, remove one pin. You may not wear more than one pin of each color during any game.
One 1.5x2 inch brushed-metal Munchkin pin.
Stock #5576,
$5.00.
Arcane forces can be pretty wild . . . and the wilderness can be pretty arcane! This month's Pyramid -- the PDF magazine for roleplayers -- looks at how the natural and supernatural collide . . . for good and ill. This preternatural publication presents:
This month's Pyramid also offers a Random Thought Table that looks at how to ramp up the power of nature-minded mages, plus an Odds and Ends that reveals ways for keeping them under control. The natural world can be a magical place, and with this issue of Pyramid, you'll see the forest for the trees like never before!
38-page PDF.
Stock #37-2668,
$9.00.
Buy Now!
GURPS Ultra-Tech is a sourcebook for science-fiction technology, from the near future to the farthest reaches of imagination. Ultra-Tech is an invaluable companion for GURPS Space or any GURPS campaign that needs incredible technological equipment. Used with GURPS Supers, it provides gadgets for heroes and villains. Inserted into a GURPS Horror campaign, Ultra-Tech technology can demonstrate that not all terror comes from the supernatural. It can also equip any mad scientist of the 1930s for GURPS Cliffhangers. Whatever the setting, Ultra-Tech has the tools to do the job.
Ultra-Tech covers personal equipment from TL8 (the near future) to TL16 (super-science and beyond), including:
And still more gadgets! Living biosuits, computer implants, holographic projectors, energy webs, psionic amplifiers, neutrino communicators, robot factories, chameleon cloaks, intelligent starships . . . there's something for every crisis at every tech level.
GURPS Ultra-Tech is designed for use with the GURPS Basic Set, Third Edition, Revised. It is a valuable resource for any science-fiction roleplayer or Game Master using any game system.
131-page PDF.
Stock #30-6032,
$9.00.
Is this shirt certified organic? No? Then never mind. Go buy Hipster Dice instead. Or not. Whatever.
One T-shirt.
Stock #9185,
$25.00.
GURPS Dungeon Fantasy 16: Wilderness Adventures
Is a dungeon absolutely essential to killing things and taking their stuff? Not really! Every fantasy hero spends at least as much time trekking through the wilds as skulking underground -- and of course the great outdoors is big, which spells opportunity. So don't let the "Dungeon" in GURPS Dungeon Fantasy 16: Wilderness Adventures fool you. This weighty work gives you the tools you need to show Nature who's boss:
Whatever your outdoor needs might be, GURPS Dungeon Fantasy 16: Wilderness Adventures is sure to help you dig your GURPS Dungeon Fantasy campaign out of a hole!
60-page PDF.
Stock #37-0327,
$11.00.
Buy Now!
The award-winning game of killing monsters and taking their stuff meets the award-winning universe of the Pathfinder Roleplaying Game in Munchkin Pathfinder Deluxe!
Try out new classes like Alchemist and Witch. Join a faction to become an Eagle Knight or a Red Mantis Assassin. Arm yourself with the T-Bone Stake and the Armor of Insults. You’ll need them to defeat the Ghoul Friday, the Whispering Tyrant, and especially Lamashtu, the Mother of Monsters. But first you’ll have to fight your way through all those goblins . . . and kill them and take their stuff.
Boxed game with 168 cards, rules, gameboard, character standies, and die.
Stock #1498,
UPC 837654322185.
$29.95.
Our Munchkin Messenger Bag is the perfect accessory for a Munchkin gamer on the go! It's designed to store over a thousand cards—two core sets and two Munchkin Boxes of Holding—and still leave you room for accessories, water bottles, pencils, and dice!
Of course, we're also including some awesome swag with it: four unique Munchkin cards (two Doors, two Treasures) and one custom, never-before-seen 25mm d6! And like all other Munchkin accessories, the bag comes with its own special rule!
One messenger bag, one custom d6, and four cards.
Stock #5570,
UPC 837654322116.
$74.95.
It's a gameboard for Munchkin Cthulhu and Munchkin Zombies -- a dungeon room for every level and spaces for the decks and discards, so you can see who's surging ahead and who's hanging back to eat your brains. Includes two sets of male/female tokens in six colors, and matching colored markers with special in-game bonuses for each player! And you get eight brand-new cards, four for Munchkin Cthulhu and four for Munchkin Zombies!
One two-sided game board, twenty-four tokens, eight cards.
Stock #5577,
UPC 837654322154.
$19.95.
Munchkin Impossible (Reprint)
Now the Munchkins are spies . . . eliminating the opposition, playing with self-destructing gadgets, and changing loyalties even faster than they change Headgear.
Be a Playboy, Tourist, or Assassin. Report to the Americans, Russians, British, or Chinese (it'll change!). Wield gadgets from the subtle Cigarette Dart Gun to the amazingly unsubtle Bazooka with Incendiary Ammo. Eliminate foes, from the pathetic Defective Defector, through the Interro-Gator and the Not So Secret Police, up to the mighty Super Spy himself. And (all together now) . . . Take Their Stuff!
You can play Munchkin Impossible by itself, or combine it with any number of other Munchkin games for more shameless silliness.
Boxed game with 168 cards, rules, and die.
Stock #1446,
UPC 837654320969.
$24.95.
Munchkin Fu (Reprint)
If you loved Munchkin . . . look out. Here they come again.
"I'm a Ninja with the Dragon Tooth Katana!"
"I'm a Monk with the Sai of Spleen Mangling. Fear my Drunken Monkey Kung Fu!"
"I'm a Yakuza with a gun. Run away!"
The Munchkins are back! Now the game is chop-socky Hong Kong action. The characters are Samurai, Ninja, Yakuza, and Monks. The foes are mooks, demons, and assorted bad guys from all the worst martial arts films you've ever seen. Collect treasures and learn new styles to build up your character's powers. Kill the monsters, take their stuff, and be the first one to 10th level!
Created by Steve Jackson. Munchkin Fu is completely compatible with the entire Munchkin line.
Boxed game with 168 cards, rules, and die.
Stock #1412,
UPC 837654320587.
$24.95.
Munchkin Quest (Reprint)
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,
UPC 837654320693.
$59.95.
You can move mountains if you put your mind to it . . . sometimes literally! This month's Pyramid -- the PDF magazine for roleplayers -- looks at the power of the mind. This consciousness-expanding installment includes:
This month's Pyramid also offers a Random Thought Table that's thinking outside the brain, plus an Odds and Ends that includes bits that didn't mind if we squeezed them in there. With powers, possibilities, and perils never before seen, it's a no-brainer decision to pick up this month's Pyramid!
39-page PDF.
Stock #37-2669,
$9.00.
Buy Now!
Write down your thoughts in style with this compact journal, emblazoned with art from Munchkin Apocalypse 2 -- Sheep Impact! This journal is blank inside, and has a pocket where you can keep your smaller treasures!
48-page pocket journal.
Stock #5580,
$3.00.
Munchkin Treasure Hunt Journal
Write down your thoughts in style with this compact journal, emblazoned with great Munchkin art! This journal is blank inside, and has a pocket where you can keep your smaller treasures!
48-page pocket journal.
Stock #5581,
$3.00.
Write down your thoughts in style with this compact journal, emblazoned with art from Chez Geek! This journal is blank inside, and has a pocket where you can keep a card!
48-page pocket journal.
Stock #5915,
$3.00.
Write down your thoughts in style with this compact journal, emblazoned with art from Illuminati! This journal is blank inside, and has a pocket where you can keep YOU'RE NOT CLEARED FOR THAT!
48-page pocket journal.
Stock #5916,
$3.00.
Write down your thoughts in style with this compact journal, emblazoned with the classic Steve Jackson Games logo! This journal is blank inside, and has a pocket where you can keep a card!
48-page pocket journal.
Stock #5917,
$3.00.
GURPS High-Tech is a sourcebook for the technology that extends man's mind and hands. On the battlefields of 14th-century Europe or in the lonely alleys of 20th-century America, adventurers need the best equipment. Whether the problem is navigating the trackless seas or stopping the monster cold in his tracks, GURPS High-Tech has the gadget for the job.
This book details the period from the ascendance of gunpowder (Tech Level 4) through the modern era (Tech Level 7).
High-Tech covers:
GURPS High-Tech is designed for use with the GURPS Basic Set, Third Edition. However, aside from specific game stats, this sourcebook will be valuable to any roleplayer or Game Master. Descriptions have been made as detailed and informative as possible, for easy conversion to any game system.
131-page PDF.
Stock #30-6018,
$9.00.
GURPS Horror: The Madness Dossier
History is a lie. The truth is that the godlike Anunnakku enslaved mankind, co-opted language to program us, and established the superhuman šedu as our overseers. And that would have been The End if reality-warping disaster hadn't overturned everything in 535 A.D., leaving the true past forgotten but not gone, shoved from human memory by a collective delusion. Now the irruptors – servants of the Anunnakku, dimly remembered as monsters of myth – gnaw at the edges of our world, seeking to return their masters to power and history to the way it was.
Most humans are clueless about all this. Worse, those who discover snippets of the truth tend to worship the Anunnakku or irruptors as gods or turn the power of language and symbols to misguided ends, making the situation worse. Fortunately, a stalwart few are moved to defend our reality from forces that would rewrite it. Welcome to Project SANDMAN!
GURPS Horror: The Madness Dossier gives you everything you need to run a campaign featuring Project SANDMAN and its human, inhuman, and superhuman rivals:
In GURPS Horror: The Madness Dossier, the stakes are nothing less than losing your mind, your reality, and everything you believe to be true. Being an elite warrior means only that you know what the world stands to lose, and you willingly expose yourself to dangers far beyond your abilities. Who says that "scary" and "high-powered" don't mix?
65-page PDF.
Stock #37-1682,
$12.00.
Buy Now!
The giant tank rumbles toward its target . . . its guns are destroyed, its movement slowed, but only a few defenders are left. Will they stop the robot juggernaut, or will it crush the Command Post beneath its cruel treads?
Ogre was Steve Jackson's first game. Originally published in 1977, it became a hit as the first "Microgame," and is now considered a classic. Over 25 years after its release, it earned a spot in James Lowder's popular book "Hobby Games: The 100 Best."
Now the Ogre is is back. . . in German! This download includes the full Ogre Designer's Edition rules and scenario booklets, translated into German, ready for you to print and play with your copy of Ogre Designer's Edition!
24-page PDF, 12-page PDF, 2-page PDF.
Stock #37-5020,
$FREE.
Buy Now!
Join the ranks of royalty . . . then go right back to killing monsters and taking their stuff. In style. We're putting the rage in peerage! Munchkin Princesses: all the noblesse, none of the oblige.
This is an expansion for Munchkin. It is not a stand-alone game. This is NOT a collectible or randomized set. Every Munchkin Princesses pack is the same as every other.
15 cards.
Stock #4243,
UPC 837654322277.
$4.95.
Reaching level 10 is TRULY mathematical!
Join Jake, Finn, and the rest of the Adventure Time gang in Munchkin Adventure Time! Battle to ward off foes, avoid magical curses, and fight monsters in an attempt to reach level 10 and win the game! Plus, now in a Munchkin FIRST, play as one of your 8 favorite characters with new custom character cards, each possessing a power that stays with you throughout the game (gender switches still included). Play Munchkin Adventure Time on its own, or jam-mash it with other Munchkin games.
May only be shipped to addresses in the US, Canada, and Mexico.
For worldofmunchkin.com:If ordering from Warehouse 23: This product may only be shipped to addresses in the US, Canada, and Mexico.
168 cards, 8 character mats, custom die, and a rulebook.
Stock #MU085-359,
ISBN 7-00304-04519-5.
$24.95.
Munchkin Legends 2 – Faun and Games
Faun and Games adds 56 more cards to the Munchkin mythology. You can use the Spear of Density to fight J.R.R. Trollkin, or fend off the Wendigo with your Hell Toupee. Play a new Race, the Faun, and caper out of danger . . . or into it!
56 cards and a rulesheet in a tuckbox.
Stock #1496,
UPC 837654322079.
$10.95.
Buy Now!
Munchkin Fu 2 – Monky Business (Reprint)
Munchkin Fu won the Origins "Gamer's Choice Award" for the Best Card Game of 2003. How do you follow something like that? With more mooks, more mayhem, more monsters, more munchkins, more monks – especially more monks – in Munchkin Fu 2 – Monky Business!
Learn new styles like Kong Fu, Fee Fi Fo Fu, Sna Fu, and the ever-perilous Stomach Fu! Pick up dangerous new weapons like the Auspicious Ivory Gutting Hook and the Tofu Tonfa. Garb yourself in the Hong Kong Sarong. Slay foes like the Sex Gaki, Clamera, and Genghis Cong . . . and take their stuff!
The team of Origins-Award-winning designer Steve Jackson and mad cartoonist Greg Hyland (Ninja Burger, Munchkin Fu) are back again for Monky Business. It's got 110 evil and overpowered cards, plus two blanks to create your own. And of course, like all Munchkin sets, it's completely compatible with the original Munchkin and all its supplements and spinoffs, including Star Munchkin, Munchkin Bites!, and Munchkin Cthulhu.
112 cards and a rulesheet, in a box.
Stock #1441,
UPC 837654320440.
$19.95.
GURPS Power-Ups 7: Wildcard Skills
A great thing about GURPS is that its skill list covers not only classic adventuring tasks like combat, covert ops, and unsafe driving, but also social interactions, sciences, parrot-training, basket-weaving . . . And now, thanks to this new supplement, GURPS comes with options that can enhance certain action-oriented playing styles: wildcard skills that modify character sheets by replacing many standard skills.
GURPS Power-Ups 7: Wildcard Skills greatly amplifies on the few words in the GURPS Basic Set, giving you all of the "official" wildcard skills published up to November 2013 (more than 65 of them), plus:
If you enjoy cinematic, streamlined gaming without massive skill lists, then get GURPS Power-Ups 7: Wildcard Skills and see a whole new side of GURPS: the wild side!
39-page PDF.
Stock #37-0146,
$9.00.
Buy Now!
Exclusive Warehouse 23 Munchkin Booster 2014
This set is out of print now, but you can find these cards in Munchkin Hidden Treasures.
For the fifth year in a row, we've produced some extra, never-before-seen cards* you can add to your Munchkin games. This year, we have a staggering 22 cards -- that's two goblin dozens! (Goblins aren't so good at math.) From our secret storage facility to your game, we present:
* Truth in advertising compels us to mention that Miss Moneybags also appeared in the 2013 booster. The reason is complicated and involves space-time warps, an especially blurry night at the government lab, and absolutely no errors** on our end whatsoever. If she's worth killing once, she's definitely worth killing twice, right?
** Would this face lie to you?
22 Cards in a zip locked bag.
Stock #4245,
$6.00.
Pyramid #3/70: Fourth Edition Festival
It was August 2004 when the GURPS Basic Set for GURPS Fourth Edition made its debut. This month's Pyramid -- the PDF magazine for roleplayers -- celebrates the first 10 years of the Fourth Edition. Many of the authors who've brought the Fourth Edition to life are here, revisiting classic supplements with new options and material. This star-studded installment includes:
This month's Pyramid also offers a Random Thought Table that goes beyond imagination, plus an Odds and Ends with GURPS City Stats for 1720's Paris and some other secrets. Celebrate the first 10 years of the Fourth Edition with this Pyramid . . . and get ready for years of GURPS gaming goodness to come!
38-page PDF.
Stock #37-2670,
$9.00.
Buy Now!
Wait, you can't drink brains!
Well, okay, you can if you have a blender big enough and the time to prepare, but now we're just splitting hairs. But what you can do with this lovely Zombie Dice Pint Glass, without even needing a blender, is enjoy your favorite beverage while supporting the pro-zombie agenda.
Actually, maybe your favorite beverage is something that requires a blender. We don't know.
One Pint Glass with Zombie Dice Logo.
Stock #9019,
$10.00.
Buy Now!
Mighty barbarians hacking away with massive broadswords and battle-weary grunts with cordite-stung eyes come to life! GURPS Warriors expands upon the template system introduced by GURPS guru Sean "Dr. Kromm" Punch in GURPS Wizards so you can get on with the game!
Inside you'll find 29 warrior archetypes, along with templates and design advice allowing you to quickly and efficiently recruit your new warrior.
Templates include . . .
Warriors also provides many templates suitable for use by the GM as is to represent NPC soldiers, mercenaries, or guards.
Each template comes with four original characters, drawn from a wide range of settings, giving you 116 ready-to-use sample characters as well as historical background and information on the technology and tactics that helped shape many of these professions, to help you better detail these characters.
(This is a digital reprint of a GURPS Third Edition product.)
131-page PDF.
Stock #30-6085,
$9.00.
GURPS! A game with infinite possibilities. Even those familiar with this award-winning system may not feel they've mastered the fundamentals . . . and those just starting with this game may feel lost amid the possibilities. You want help. You could use a guide. You need How to Be a GURPS GM.
For the player, this supplement offers insight into how to create the perfect character to fit your vision, plus three examples of character creation and two new fantasy templates. The chapter dedicated to customizing combat and using various options can be particularly helpful for new and veteran players in making aggressive altercations even more exciting.
For the Game Master, the supplement discusses everything needed to run a campaign: how to prepare the game setting, assist the players with the creation of their heroes, create challenging and engaging encounters, and design and run the first adventure. The included overview of the Fourth Edition line, plus recommended resource lists for eight popular genres, can help the GM decide which supplements will be most helpful to craft his newest campaign.
This supplement also provides canonical insight from Sean "Dr. Kromm" Punch, who draws on years of experience answering questions and providing clarifications as the GURPS Line Editor. Throughout, it follows a group of example players new to GURPS, from when their GM first opens the Basic Set through the starting session of their inaugural adventure. How to Be a GURPS GM is an invaluable aid for getting started with GURPS, bridging the previously perilous step between reading the Basic Set and participating in your first game.
Half of power is knowing how to use it. With How to Be a GURPS GM, you'll be on your way to unleashing the full potential of GURPS like never before!
73-page PDF.
Stock #37-0034,
$12.00.
Buy Now!
Rather than rot the teeth of your trick-or-treaters this year, why not rot their minds with a Munchkin Halloween Pack? Each of the twenty packs contains four Munchkin cards and a quick explanation of the game. And no one has to have a bellyache in the morning!
Includes twenty identical card packs!
20 identical packs of four Munchkin cards each in one package.
Stock #1513,
UPC 837654322284.
$4.95.
Munchkin Treasure Hunt is a fun boardgame for up to six players, ages 6 and up -- now everyone in the family can be a Munchkin! (Don't worry . . . you don't need to know how to play any other Munchkin game to enjoy Treasure Hunt.) Treasure Hunt comes with a board, two custom six-sided dice, 96 colorful cards, four blank cards (so you can write your own!), six character standies, and a rulesheet.
The munchkins (that's you!), move around the board. If you land on a monster, use the Monster cards to find out how tough it is, then roll a dice and use your Treasures (like Protective Kittens or a Broccoli Smoothie -- EEEUUWW, YUCK) to beat it.
When you run out of Treasure cards, whoever has the most gold in their hand wins the game!
Munchkin Treasure Hunt
2-6 players
Ages 6 and up
Playing time 1 hour
A 10.5"x 10.5" box with 100 full-color cards, two six-sided die, 6 pawns with plastic stands, a 16"x16" gameboard, and rulesheet.
Stock #1521,
UPC 837654322161.
$29.95.
The Munchkin Monsters have invaded the Castle Panic Towers and are on the rampage! Anne-Marie De Witt has designed a crazy, clever, and addictive new game based on designs by Justin De Witt (Castle Panic) and Steve Jackson (Munchkin) in what is a semi-cooperative game of all-for-one meets all-for-me!
Players combine cards to hit Monsters before they destroy the Castle. Each defeated Monster becomes a Trophy and gives up its Treasure to the victor. If players work together to defeat the Monsters, they up their chances of survival and the player with the highest point count becomes the Master Munchkin. However, if players get too greedy, the Monsters will stomp the Castle to the ground while players are busy fighting over Treasure!
Two worlds collide in this game of hopeful, desperate, and addictive twists featuring the iconic Munchkin art by John Kovalic and the innovative play design of Fireside Games and Steve Jackson Games.
Boxed game includes gameboard, Rulebook, 118 cards , dice bag, 6 walls, 6 towers, 3 tokens, and 1 Munchkin d6.
Stock #FSD1004,
UPC 850680002050.
$39.95.
Buy Now!
AADA Road Atlas V1: The East Coast
The East Coast is easily the tamest, safest, most fully recovered region in the United States. There are even a few areas where weapons aren't necessary!
But the region is still dangerous, perhaps more so because of the sense of false security that is so easily developed. How can you tell the safe stretches of highway from the ambushes? Consult . . . The AADA Road Atlas and Survival Guide, Volume One: The East Coast.
The East Coast is the first volume of an ambitious project by your American Autoduel Association. The AADA Road Atlas and Survival Guide will tell you everything you need to know about each region, from the roads and the police to the best attractions and even food.
Find out the real story behind:
But The AADA Road Atlas and Survival Guide is more than just an atlas of the East Coast. It also contains the following useful material for fans of GURPS Autoduel and Car Wars:
(This is a digital reprint of a supplement designed for Car Wars and GURPS Third Edition.)
67-page PDF.
Stock #30-6301,
$4.00.
If we're ever to dwell among the stars, the odds are good we'll be using spaceships. Fortunately, this month's Pyramid will help ensure you're not caught empty-handed and star-struck! This armada of adventure includes:
This month's Pyramid also beams aboard a Random Thought Table that sparks your customization creativity, plus an Odds and Ends that expands space-time options by allowing innovative players to design the look and feel of a campaign. With this issue of Pyramid, you'll be exploring the final frontier like never before!
37-page PDF.
Stock #37-2671,
$9.00.
Buy Now!
GURPS Ultra-Tech: Weapon Tables
While GURPS Ultra-Tech covers all aspects of sci-fi stuff, the most referenced section is always the weapons. Do I want the heavy X-ray laser pistol or the electrolaser carbine? What kind of range do the bad guys get with their EMP gun? What are the options for someone looking to spend $100 on hand grenades?
For these common questions, why flip through the entire book when you just want the weapon tables? That's why we created GURPS Ultra-Tech: Weapon Tables. It's all the raw data you need, in 20 easy-to-reference pages.
Note: This product is bundled with the PDF version of GURPS Ultra-Tech; if you have already purchased that product, you do not need to purchase this one.
20-page PDF.
Stock #37-0207,
$4.00.
Buy Now!
When brute force won't get the job done, you need someone with . . . skills. A specialist. Preferably someone who doesn't let a lot of nagging concerns about law or morality get in the way.
Whether you're looking for just the right character to round out an adventuring party, or a dangerous NPC to challenge your players, GURPS Rogues has what you need -- 29 different templates, letting you quickly create the scoundrel that's right for the job.
Templates include . . .
Each template comes with four complete characters, drawn from a wide range of settings. All told, you get 116 ready-to-use sample characters, as well as historical background and information on the technology and tactics that shaped their professions.
GURPS Rogues follows (stealthily) in the footsteps of GURPS Warriors and GURPS Wizards, our two previous books of characters and templates.
131-page PDF.
Stock #30-6413,
$9.00.
Knightmare Chess is chess played with cards!
The cards break the rules in wild and unpredictable ways. Some affect a single move, and some change the entire game. Knightmare Chess plays quickly out of the box, but it also includes variants, and it's easy for players to customize. The possibilities are endless, and so is the fun!
This new edition includes Knightmare Chess 2, for a total of 158 beautiful cards, each painted by Rogério Vilela. Bonus: two blank cards for those who want to create their own fiendish, clever rules.
Note: Knightmare Chess requires a working knowledge of chess and a chess set to play.
160 oversized (4-1/2"x2-1/2") full-color cards and a rulesheet in a 6"x9" box.
Stock #1348,
UPC 837654322123.
$29.95.
He triggered the rear guns once more. A direct hit! The blue car skidded as the driver lost control – then flipped and caught fire.
That would teach him not to tailgate . . .
Drive the freeways of the future -- where the right of way goes to the biggest guns. Players choose their vehicles -- complete with weapons, armor, power plants, suspension, and even body style. Then they take them out on the road . . . to come home as "aces," or to crash and burn. If a driver survives, his abilities improve, and he can earn money to buy bigger and better cars. Advanced rules let players design their own customized cars, trucks, and cycles.
Playing time 30 minutes and up, for players 10 and older. Any number can play . . . games with 2 to 8 are best.
Game components include:
64-page saddle-stitched instruction booklet, 8.5"×5.5" record sheet, 103 die-cut counters, four 12mm six-sided dice, a two-sided map, and a turning key, in a 6"×9" box.
Stock #1400,
UPC 837654320044.
$19.95.
Munchkin Legends 3 – Myth Prints
See Ya Later Gladiator
For the third time, Munchkin ruins explores your favorite myths and legends! Munchkin Legends 3 -- Myth Prints introduces the Gladiator . . . they get tougher when their lives are at stake! This 56-card set has new monsters to fight, new Treasures to gain, and dozens of new jokes to enjoy! (Or groan at -- your choice.)
56 cards and a rulesheet, in a tuckbox.
Stock #1505,
UPC 837654322253.
$10.95.
The legitimate authorities have given way to mob rule . . . It's Anarchy!
Revolution! Anarchy includes a new board overlay, new bidding boards, and two new sets of player components, allowing you to play with up to six people. This is not a stand-alone game; you need Revolution! to play.
Tuckbox containing 50 wooden cubes, four chipboard counters, six bidding boards, two screens, rulesheet, and a chipboard overlay for the gameboard.
Stock #1908,
UPC 837654322291.
$24.95.
Ogre Kickstarter Supporter T-Shirt (Reprint)
This T-shirt commemorates the day you helped make gaming history -- the Ogre 2012 Kickstarter was the highest funded board and card game project when it closed at almost a million dollars, signalling the dramatic return of the classic game in an epic-sized Designer's Edition.
For Kickstarter backers only -- thank you for your support!
One T-shirt.
Stock #9180,
$20.00.
Pyramid #3/72: Alternate Dungeons
Everyone loves gathering friends for a good GURPS Dungeon Fantasy tomb-looting exploit. But sometimes you want to shake things up. Do things differently. Think "outside the dungeon." This issue of Pyramid -- the PDF magazine for roleplayers -- takes your Dungeon Fantasy game into unexpected realms.
This month's untraditional treasures include:
This month's Pyramid wraps up with a Random Thought Table that gives you some ideas to make your own alternate dungeons. Whether you're looking for a new twist on traditional dungeoneering or something radically different, this issue is treasure beyond measure!
40-page PDF.
Stock #37-2672,
$9.00.
Buy Now!
Who wins the endgame? A lot depends on whose turn it is! Don't miss this stylish rendition of the classic black-and-white Ogre counters, in a board position Steve guarantees will worry whoever's turn it ISN'T!
One T-shirt.
Stock #9168,
$20.00.
As tasteful geek T-shirts go, this stylish white-on-black Combine Battlesuit design is right up there. The "no words" graphic means it works at two levels – an attractive sci-fi shirt to the general public, or (to a select few) the little guys who go "crunch" in Ogre!
One T-shirt.
Stock #9169,
$20.00.
This shirt features graphics from the classic Ogre Mark V blueprint poster, reprinted in Ogre Designer's Edition. The best part is -- only gamers in the know will catch the reference!
One T-shirt.
Stock #9170,
$20.00.
Steve himself likes this design (created many years ago by Richard Meaden) so much that he wore it in the original Kickstarter video that raised almost a million dollars! Fluorescent orange and green on black.
One T-shirt.
Stock #9171,
$25.00.
"You call THAT a Duck of Doom?! I'll show you DOOM!!" This playful T-Shirt by legendary Munchkin artist John Kovalic shows what happens when our product lines meet! But -- what will happen once the Munchkins find their spellcaster?!?
Available in blue, black, and tan.
One T-shirt.
Stock #9177,
$20.00.
Ogre Kickstarter Supporter T-Shirt (Reprint)
This T-shirt commemorates the day you helped make gaming history -- the Ogre 2012 Kickstarter was the highest funded board and card game project when it closed at almost a million dollars, signalling the dramatic return of the classic game in an epic-sized Designer's Edition.
For Kickstarter backers only -- thank you for your support!
One T-shirt.
Stock #9180,
$20.00.
There's no business like show business, and Deathwish knows how to put on a show! The show has strobe lights, laser effects, smoke machines, and enough wattage to deafen even the most hardcore rockers. But strange things are starting to happen at Deathwish shows -- a shooting here, a stabbing there, and the occasional full-blown riot to make things interesting. Add to this mixture a sinister group of meta-villains whose tastes run more to museum robberies than to guitars and drums, and you've got a mystery on your hands!
Deathwish is an adventure for three or more 500-point supers. The investigation spans coast-to-coast with stops in Los Angeles, Denver, and several other cities across the U.S.
Deathwish includes:
(This is a digital reprint of a supplement designed for GURPS Third Edition.)
35-page PDF.
Stock #30-6112,
$4.00.
Garbage Pail Kids: Super Snot Shots
Let's get snotty!
Fling your snot (dice!) at the Garbage Pail Kids! The more of them you hit with your boogers, the more points you score. But watch out! The other players are also Super Snot Shots and only the grossest player will win the game.
15 cards, four six-sided dice, and a rulesheet in a ziplock bag.
Stock #1522,
ISBN none - W23 only.
$9.95.
Munchkin Pathfinder Goblin Minimate
Goblins are an intrinsic part of Munchkin® Pathfinder®, and this little guy is the cutest of them all! Look at him with his widdle sword and his lopsided grin. He's fully posable, and he can sit on your kitchen table as you play Munchkin® Pathfinder®.
Bonus: He even comes with a special Munchkin® Pathfinder® bookmark you can use in the game. Just don't tell him you're killing all his buddies for their loot!
A little goblin with a sword! Look how he smiles!
Stock #14-2301,
$5.00.
GURPS Voodoo: The Shadow War takes the myths of the mystical religions known as Voudoun and Santeria and gives them a twist, placing the believers and practitioners of Voodoo in the middle of a cosmic struggle. A new magic system replicates the way Voodoo priests and the shamans of many ancients cultures think it works.
The Shadow War is a conflict fought on many fronts. Voodoo Initiates contend with the Lodges, which consist of European magicians who have kept their occult power hidden and consider themselves the secret masters of the Western world. Beneath that struggle, some Initiates have begun to realize, lies a battle between Humankind and beings that have no use for power or wealth -- only destruction.
Unlike many "dark" RPGs, Voodoo is not about enduring horror, but fighting it. Human Spirit Warriors, monstrous In-Betweener renegades, and even ghosts can join forces and stop the manipulators and deceivers. The world of the Shadow War needs heroes, however frail or flawed they may be. Your characters may just be those heroes.
(This is a digital reprint of a supplement designed for GURPS Third Edition.)
131-page PDF.
Stock #30-6071,
$9.00.
Let the duelling world know exactly where you stand, with Car Warriors Kill Stickers! This PDF based on the original adhesive-backed vinyl stickers contains a variety of shapes -- trucks, cars, motorcycles, even pedestrians -- to go with your autoduelling record. (For less skilled duellists, we also include dog, cat, and bicycle silhouettes.)
Car Warriors Kill Stickers are also a useful safety feature on the duelling car of today. Hot-headed amateurs and no-class cycle gangs might think twice about taking you on if you display your record prominently -- and that could save on ammo costs (yours) and funeral expenses (theirs).
7-page PDF.
Stock #30-7127,
$FREE.
Tales of magic almost always include "death spells" among the abilities of sorcerers. These curses don't merely wound, control, immobilize, or incapacitate their victims -- they kill in one shot. GURPS Magic: Death Spells offers 48 genuine death spells spanning every college of magic. Each has its own strengths, weaknesses, peculiarities, and colorful effects, giving villainous NPCs and high-powered PCs alike their choice of wizardly firepower.
And because magic that plays for keeps isn't something to take lightly, the spells come with plenty of supporting material:
Let's face it, when the good guys need scaring and the bad guys need slaying, a fireball is clumsy, predictable, and just not deadly enough. Break out the forbidden lore of GURPS Magic: Death Spells and let the chills and kills commence!
24-page PDF.
Stock #37-0148,
$7.00.
Buy Now!
Need someone to take the blame when you stab your buddy in the back?
Look no further! The new Munchkin Vinyl Figure from Funko will keep all the orcs at bay, ruin miniatures gaming, and probably won't spontaneously combust! Huzzah!
Includes a new exclusive Munchkin card!
One Munchkin figure in box and one card.
Stock #4817,
UPC 849803048174.
$12.99.
Destroy the humans! Take their cities! Conquer Earth!
In Mars Attacks — The Dice Game, lead your team of Martian invaders to conquer Earth. Destroy cities, get your picture taken in front of famous monuments, and be the Martian with the most Earthling kills! But watch out, because the Earthlings might nuke you . . .
Mars Attacks — The Dice Game is a fast-playing, tactical dice game based on the Mars Attacks trading cards by Topps.
Ten dice, 24 Martian tokens, 1 player token, 30 cards, and a rulesheet.
Stock #131335,
UPC 837654322215.
$19.95.
Based on the underground German phenomenon, Nichteinechteswürfelspiel, and updated with vintage rules, Hipster Dice is poised to be the perfect game to play while you're waiting in line at the second-hand clothes store. Get it before it's cool.
1 die and a rulesheet, in a blister pack. Elaborate packaging is so mainstream.
Stock #131336,
UPC 837654322192.
$4.95.
The ultimate Munchkin stocking stuffer! Do not concern yourself with the challenge of perfect gifting. We have taken care of it!
TheHolidazed pack combines eleven new cards with four reprints from the hard-to-find Munchkin Holiday Surprise, a candy-themed Level counter, and six red-and-green festive 14mm dice! Not included: gratuitous exclamation points!!!!!
15 Munchkin cards, six 14mm dice, a Level counter, and a rulesheet in a blister pack.
Stock #4244,
UPC 837654322314.
$14.95.
Get a ton of treasure! You NEED it!
Steal the treasure and backstab your friends -- without all of the silly card-playing stuff. Well, without some of it. OK, without all but 16 cards of it, at least.
Munchkin Loot Letter is a game of risk, deduction, and luck from AEG, for 2-4 players. It comes in a boxed version, or in a clamshell version with a velvet bag!
Bonus: Includes one new card for Munchkin!
20 cards, 13 tokens, a bag, and a rulesheet.
Stock #AEG5110 ,
ISBN 7-29220-05110-3.
$10.99.
Munchkin Sweatshirt (Reprint)
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 sweatshirt.
Stock #9162,
$30.00.
Munchkin Game Changers (Reprint)
Want more silly cards for your Munchkin game? Some cool level counters? Giant pink sparkly dice?! Here they are! This box combines four of our most popular Munchkin boosters into a single expansion:
As a bonus, we’ve included the cards from Munchkin Fairy Dust Dice and two big sparkly pink dice to go with them, plus four cards formerly only available directly from Steve Jackson Games! This set also introduces new Fairy Dust and Munchkinomicon-themed level counters!
68 cards, two level counters, two 19mm six-sided dice, and a rulesheet.
Stock #1489,
UPC 837654321188.
$19.95.
Munchkin Sweatshirt (Reprint)
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 sweatshirt.
Stock #9162,
$30.00.
Pyramid #3/73: Monster Hunters II
Keeping the monsters at bay takes skill, courage, resources, luck, and a secret or two. You'll get most of those with this month's Pyramid, the PDF magazine for roleplayers. This arcane collection takes on the fight against the forces of darkness, with a special emphasis on GURPS Monster Hunters.
This issue's awesome arsenal includes:
This month's Pyramid concludes with a Random Thought Table that looks at how to be scared of nothing, plus Odds and Ends that couldn't fit elsewhere herein. Whether you're seeking friends or hunting enemies, this month's Pyramid is an indispensable guide for those who hunt the hunters!
38-page PDF.
Stock #37-2673,
$9.00.
Buy Now!
Car Wars is the game of combat on the freeways of the not-too-distant future. Choose your vehicle -- complete with armor, power plant, suspension, even body style -- then take it out on the road. You'll come home an "ace" or you'll crash and burn. If you survive, your abilities will improve, and you can accumulate money to buy bigger and better cars. Advanced rules let you design your own cars, cycles, three-wheelers, vans, trucks, 18-wheel tractor-trailer rigs, buses, boats, hovercraft, even helicopters!
Car Wars -- Deluxe Edition includes a 144-page rulebook, the Car Wars Compendium, for building, arming, and driving your own vehicles; full combat rules, including an introductory "quick start" version; and all the skills you need to create your own "autoduellist" character. Here are all the rules from the original Car Wars game and many of its supplements, edited and reorganized, plus sections on off-road travel, gas engines, jumping and falling, and more!
Car Wars -- Deluxe Edition also gives you hundreds of full-color counters, a giant 32" × 42" map of the fortress town of Midville, a 21" × 32" map of a fortified truck stop of 2048, a 21" × 32" map of the Double Drum Arena, improved road sections (straight and curved), and two "turning keys" that make maneuvering easy.
Car Wars has been named to the "Ten Best Games of the Year" by Omni Magazine. It won the Origins Award for Best Science Fiction Game, and has several times made the Games Magazine "Games 100" list!
229-page PDF.
Stock #30-1301,
$20.00.
Car Wars – Deluxe Edition (Car Wars Compendium Upgrade)
Do you already own the Car Wars Compendium and just need everything else that comes with the Car Wars -- Deluxe Edition set? Then this digital exclusive is for you! This version is identical to the full Car Wars -- Deluxe Edition downloadable supplement, except it doesn't include the Car Wars Compendium rulebook. With that rulebook and these printable maps, counters, and jump-start rules and scenarios, you'll have the complete Deluxe experience!
If you do need the complete Deluxe experience, check out the full Car Wars -- Deluxe Edition, also available on Warehouse 23.
82-page PDF.
Stock #30-1301X,
$5.00.
Buy Now!
W23 Munchkin Quest Jumbo D6 Bundle
Do you want big, fancy dice with classic John Kovalic artwork on the faces for your Munchkin Quest game? Of course you do! Get one silver and one red Munchkin Quest-themed Jumbo D6 in each pack!
Two 25 mm six-sided dice
Stock #5589,
ISBN N/A.
$6.00.
Buy Now!
GURPS High-Tech: Adventure Guns
The mid-19th through early 20th centuries were the time of rough-and-tumble Wild West gunslingers and gentlemanly Victorian adventurers alike, an age when death was just a bullet away whether you found yourself in a sooty industrial metropolis or the wilds of the Great White Hunter. With so many people living and dying by the gun, gunsmiths were spurred to revolutionize the art of killing and develop the innovations that made the Great War the bloody spectacle it was. GURPS High-Tech: Adventure Guns brings heroes of this period everything they need to shoot their way out of trouble:
GURPS High-Tech: Adventure Guns takes a magnifying glass to one of the most interesting eras covered by GURPS High-Tech and reveals details that will have your TL5-6 heroes shooting up the scenery in style.
48-page PDF.
Stock #37-1633,
$11.00.
Buy Now!
Think Outside the Board!
Tile Chess is chess without boundaries. All you need are the tiles.* Each tile represents a chess piece, and as you place the tiles, you create the board. You can play Tile Chess just about anywhere, and it supports up to four players!
* You need to know how to play chess, of course.
No board! No borders!
64 plastic tiles and a rulesheet in a 6"×9" box.
Stock #1347,
UPC 837654322130.
$29.95.
Extra bonus -- legendary Munchkins!
These six Munchkin Legends pawns can be used along with the board from Munchkin Deluxe, Munchkin Level Playing Field, or Munchkin Board of Health to track your Level . . . or to mark your place in any game. For more munchkinly ways to use them, turn this card over, or visit www.worldofmunchkin.com/pawns/.
Six plastic Munchkin Legends pawns in six different colors and two cards, polybagged with a punched header card.
Stock #5582,
UPC 837654322307.
$6.95.
Munchkin Pin (Yellow w/ Orange Ink) (Reprint)
These 1" enamel Munchkin Pins include a special game rule! Collect all six colors!
Each Munchkin Pin you are wearing gives you a +1 bonus in combat. After each fight you are in, win or lose, roll a d6 - if you roll equal to or less than the number of Munchkin Pins you are currently wearing, remove one pin. You may not wear more than one pin of each color during any game.
One lapel pin.
Stock #5549F,
$5.00.
There's a strange newcomer in town . . . one that promises to shake things up for outlaws and marshals alike. It's this month's Pyramid -- the PDF magazine for roleplayers! In this issue, we turn our steely focus toward Wild West gaming. The gold mine that awaits you includes:
This issue also includes a Random Thought Table that breaks down the Western genre into some of its component gears. Saddle up for adventure; this issue of Pyramid is the best in the West!
39-page PDF.
Stock #37-2674,
$9.00.
Buy Now!
GURPS Power-Ups 8: Limitations
It's part of what you sign up for with a point-based game like GURPS, but nobody likes to be forced to omit part of a nifty character concept because they lacked the budget to buy what they had in mind. Fortunately, there are ways around this (besides cheating!): limitations. By adding some fitting drawbacks to your cool abilities, you can power up your character on the cheap and make the game more interesting for everyone -- you start play with a few new challenges to meet, while the GM gets some "hooks" to exploit.
GURPS Power-Ups 8: Limitations is a collection of all the general limitations introduced since the GURPS Basic Set (over 45 of them!), plus:
Whether you always find yourself a few points short or just like the game-within-a-game of building funky abilities, GURPS Power-Ups 8: Limitations offers all kinds of new ways to stretch your budget and do more with less!
23-page PDF.
Stock #37-0149,
$7.00.
Buy Now!
Hipster Dice - W23 Exclusive Color
Based on the underground German phenomenon, Nichteinechteswürfelspiel, and updated with vintage rules, Hipster Dice is poised to be the perfect game to play while you're waiting in line at the second-hand clothes store. Get it before it's cool.
1 die and a rulesheet, in a blister pack. Elaborate packaging is so mainstream.
Stock #131336G,
UPC 837654322192.
$4.95.
Munchkin Vinyl Figure - Glowing Spyke
Need someone to take the blame when you stab your buddy in the back?
Look no further! The new Munchkin Vinyl Figure from Funko will keep all the orcs at bay, ruin miniatures gaming, and probably won't spontaneously combust! Huzzah!
Includes a new exclusive Munchkin card!
One Munchkin figure in box and one card.
Stock #5050,
UPC 849803050504.
$19.95.
Munchkin Pin (Yellow w/ Orange Ink) (Reprint)
These 1" enamel Munchkin Pins include a special game rule! Collect all six colors!
Each Munchkin Pin you are wearing gives you a +1 bonus in combat. After each fight you are in, win or lose, roll a d6 - if you roll equal to or less than the number of Munchkin Pins you are currently wearing, remove one pin. You may not wear more than one pin of each color during any game.
One lapel pin.
Stock #5549F,
$5.00.