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Munchkin Teenage Mutant Ninja Turtles Deluxe (Hobby Version)
Cowabunga, dude! Take on the role of your favorite "heroes in a half-shell" as you fight monsters and grab their loot! Munchkin Teenage Mutant Ninja Turtles combines the gameplay of Munchkin with the beloved characters from the Teenage Mutant Ninja Turtles universe.
In Munchkin Teenage Mutant Ninja Turtles Deluxe, you and your friends race to get to the Level 10 Pizza Parlor. The first one there gets to eat for free! Play as one of the Turtles, or you could pick Casey or April. The game includes a new Team-Up mechanic that lets you gain bonuses for working together, and you can personalize your character with different Katas, Stances, Allies, and Items.
Illustrated with new art from iconic Teenage Mutant Ninja Turtles co-creator Kevin Eastman, as well as artist Tadd Galusha. This Deluxe edition also features character standees and a custom level tracker.
Game Design by Steve Jackson & Jon Cohn
Art by Kevin Eastman and Todd Galusha
Stock #01575,
UPC 827714015751.
$30.00.
Everyone loves unicorns! A Munchkin expansion featuring these majestic animals was long overdue. We mixed in some other ideas we had (More undead! Cows! Wait, cows? Yes, COWS!) and asked three of our artists to lend their pens to this expansion. Thanks to fan requests, we've also included Boxes of Holding, for storing these cards along with your favorite Munchkin games, and a Kill-O-Meter combat tracker so players can figure out just how badly they're beating the monsters.
Munchkin Unicorns and Friends is an expansion for any Munchkin game.
73 cards, a Kill-O-Meter, and Boxes of Holding!
Stock #1574,
ISBN 080742099609.
$26.95.
You can do that with these Munchkin Valentines! Each package comes with five valentines and envelopes, so you've got five chances to make someone like you. We believe in you! (Kind of!)
And the best part? You can give your flames the gift of Munchkin, because the package also comes with five small packs of Munchkin cards that fit inside the valentines!
Five identical packs of Munchkin cards and five valentines to give to your sweeties!
Stock #5607,
ISBN 091037863102.
$5.95.
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Munchkin Playmat: The Flower of Love
In Munchkin, as in love, if you play your cards right you'll get ahead. Munchkin Playmat: The Flower of Love makes it easy by providing a special spot for each of your cards on the table, much like you have a special spot in your heart for the one you love; there may even be space for all the chocolates and roses you get for Valentine's Day. You will be smitten with this playmat as soon as it catches your eye – and it might just save your life with its bonus rule!
BONUS RULE: Once per game, you may play a monster from your hand to add its Level to your side in combat by discarding the number of Treasures printed on its card.
One 14" x 28" fabric play-mat with rubber backing.
Stock #5612,
ISBN 091037863195.
$16.95.
GURPS Cliffhangers
(Reprint)
Adventure on the crumbling brink of disaster, dodging the jaws of death with barely a pause for breath between perils. This is the world of the dauntless men and daring women of 1920s and 1930s adventure tales. Live the pulse-quickening, heart-stirring, cliche-inspiring exploits chronicled in pulp magazines, movie serials, and newspaper comic strips. Visit the exotic trouble-spots of a world in peril; travel the trackless wastes of unexplored continents; soar through the wide, blue skies of the first generation of manned flight.
GURPS Cliffhangers includes:
130 black-and-white pages. Softcover.
Stock #01-6039,
ISBN 978-1-55634-852-5.
$22.95.
GURPS Egypt
(Reprint)
When Greek historians first declared the Pyramids to be one of the Seven Wonders of the World, they had already been ancient for almost 3,000 years. The nameless Pharaoh confronted by Moses before the Exodus of the Hebrews from Egypt was only one out of an unbroken string of 200 "living gods" in that country. Tutankhamun, Cleopatra, Rameses, mummies, evil priests of Set: the names have resonated in the Western world for five millennia.
There's a lot of adventure to be found in 5,000 years . . .
130 black-and-white pages. Softcover.
Stock #01-6041,
ISBN 978-1-55634-854-9.
$22.95.
GURPS Action 5: Dictionary of Danger
The malicious misuse of tools, scenery, and seemingly "harmless" objects is a hallmark of action cinema. If the director shows us something that could conceivably be dangerous in the wrong hands, you just know that sooner or later, there will be a creative demonstration of exactly how it can kill, maim, or at least seriously embarrass. The only question is who's going to be on the receiving end!
GURPS Action 5: Dictionary of Danger is a shamelessly cinematic A-to-Z guide to dozens of dreadful dooms. It provides:
Being out of ammo has never been so fun!
52-page PDF.
Stock #37-0348,
$11.00.
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Munchkin and Warhammer 40,000 – two great games that work great together! Become an Ultramarine, Necron, Aeldari, Ork, Death Guard, or Tyranid. Make a Pilgrimage to Holy Terra, use your Lasblaster, and of course you need More Dakka! Be vigilant; you might encounter the Sloppity Bilepiper, a Horror of Tzeentch, or even Mortarion himself!
Illustrated by principal Munchkin artist (and extreme Warhammer 40,000 fanboy) John Kovalic, and designed by Munchkin Line Editor Andrew Hackard in consultation with Games Workshop.
Now get out there, soldier, and do some damage!
Munchkin is © 2001, 2002, 2006-2008, 2010-2012, and 2014-2018 by Steve Jackson Games Incorporated. All rights reserved. Munchkin, the Munchkin characters, the pyramid logo, and related rights in and to the mechanics of Munchkin Warhammer 40,000 are proprietary to Steve Jackson Games Incorporated, and are either ©, ™ or ®. All rights reserved to their respective owners. Warhammer 40,000 © Copyright Games Workshop Limited 2018. Warhammer 40,000, the Warhammer 40,000 logo, GW, Games Workshop, Space Marine, 40K, Warhammer, 40,000, the 'Aquila' Double-headed Eagle logo, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likeness thereof, are either ® or ™, and/or © Games Workshop Limited, variably registered around the world, and used under licence.
This game contains 168 cards, a gameboard, rulesheet, one custom six-sided die, and 12 standies with plastic stands.
Stock #4481,
ISBN 080742099562.
$29.95.
6 six-sided dice that look like bullets.
Stock #5922,
UPC 837654322741.
$9.95.
GURPS Japan
(Reprint)
Experience the rigid etiquette of the Emperor's court, the delicate beauty of the tea ceremony and the savage pleasure of viewing the severed heads of your enemies. In this book, you'll find:
Stand on either side as the explorers from the West meet the ancient Empire of the Rising Sun. Magic and swordplay, power and poetry, beauty and terror – all await you in GURPS Japan Second Edition!
130 black-and-white pages. Softcover.
Stock #01-6044,
ISBN 978-1-55634-857-0.
$22.95.
GURPS Middle Ages 1
(Reprint)
Welcome to the age of chivalry, fealty, and piety. GURPS Middle Ages 1 takes you to the rich, dark world of medieval England, where knights fight for King and God, nobles trade favors and treachery, and peasants work the land.
Three major periods are covered: the Saxon Kingdoms, Norman England, and the High Middle Ages. Medieval combat is described at length, from simple jousts to the deadly Crusades, with details on melee weapons, siege weapons, armor, and castle defenses. Also included are magic, religion, and beasts both real and mythical . . . plus maps of castles, an abbey, and medieval England and France.
130 black-and-white pages. Softcover.
Stock #01-6045,
ISBN 978-1-55634-858-7.
$22.95.
GURPS Russia
(Reprint)
GURPS Russia presents the Russian world from its beginnings in the 10th century to its new beginnings in the early 18th. In this book, the GM will find complete details on the history, folklore, and daily life not of the Soviet Union or of the Imperial Age, but of medieval Russia – a culture that seems all but forgotten in the twentieth century, overborne and overshadowed by the U.S.S.R. To most Westerners, the word "Russia" is synonymous with communism, nuclear war, competing space programs, and WWI-level farm equipment serving in the fields of The People.
This book puts characters into the Russia of the Middle Ages, from the 10th century to the 18th. It also opens up the world of Russian folklore and fairytales, where all sorts of interesting – and sometimes frightening – creatures dwell.
130 black-and-white pages. Softcover.
Stock #01-6046,
ISBN 978-1-55634-859-4.
$22.95.
Munchkin Kittens
(Reprint)
Which clearly explains what happened to them. Cats may be cute, but they've got teeth, claws and siege weaponry? Munchkin Kittens has 30 new cards that some of you may be allergic to. Don't be fooled . . . they're adorable, but deadly!
This is an expansion for Munchkin. It is not a stand-alone game. This is NOT a collectible or randomized set. Every Kittens pack is the same as every other.
30 cards in a blister pack.
Stock #4215,
UPC 837654322673.
$9.95.
Munchkin Starfinder
(Reprint)
Munchkin Starfinder combines the roleplaying, backstabbing action of classic Munchkin with the lasers, alien planets, starships, and adorably deadly skittermanders from the Starfinder Roleplaying Game! Defeat The Swarm and loot the universe . . . in Munchkin Starfinder!
Based on the Starfinder Roleplaying Game from Paizo Inc.
168 cards, a unique die, and a rulesheet.
Stock #4471,
ISBN 091037863768.
$29.95.
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Munchkin Starfinder 2 – Far Out
(Reprint)
56 new cards for your Starfinder spacefaring adventure! Defeat new monsters, including more of the evil Swarm, before they take over the Pact. Add more futuristic weapons to your hoard and more Ships to fly through space!
Based on the Starfinder Roleplaying Game from Paizo Inc.
Starfinder-related characters, plots, themes, and locations are copyright © 2018 by Paizo Inc. All rights reserved. Paizo Inc., Paizo, the Paizo golem logo, Starfinder, and the Starfinder logo are registered trademarks of Paizo Inc., and are used under license. Munchkin® Starfinder® 2 – Far Out is copyright © 2018 by Steve Jackson Games Incorporated. Munchkin, the Munchkin characters, Warehouse 23, the pyramid logo, and the names of all products published by Steve Jackson Games Incorporated are trademarks or registered trademarks of Steve Jackson Games Incorporated, or used under license. All rights reserved.
56 cards and a rulesheet in a tuckbox.
Stock #4472,
ISBN 091037863775.
$11.95.
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GURPS Steampunk 3: Soldiers and Scientists
When it comes to steampunk, it's important to be of good character. Fortunately, that's easier than ever, thanks to GURPS Steampunk 3: Soldiers and Scientists. This supplement builds off of the campaign-world information of GURPS Steampunk 1: Settings and Style to present the information you need to make amazing Victorian-era adventurers for GURPS Fourth Edition.
This supplement looks at various traits vital to making the 19th century come alive, including new quirks, disadvantage options, and social challenges, plus self-defense styles perfect for combat in a corset. It also features over 30 GURPS templates, ranging from "racial" templates such as biological creations and steam-powered automata; to character templates covering every power level from down-to-earth rogues and reporters to renowned detectives, explorers, and magicians . . . plus, of course, soldiers and scientists!
78-page PDF.
Stock #37-0349,
$12.00.
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The Fantasy Trip Legacy Edition
Old-school roleplaying at its dungeon-crawling finest. The Fantasy Trip is easy to learn and fast to play – but it's been out of print for almost 40 years. Now it's back!
This set includes:
41 PDFs (totaling 442 pages) in a single Zip file.
Stock #30-3450,
$35.00.
"Clean, fast, and deadly."
-- David Ritchie, Ares Magazine #1, March 1980
A classic game of fantasy combat. Create characters in just a few minutes – then send them into the arena. Winners become stronger and faster for the next battle. Losers die.
Each counter in this fast-moving game is a single warrior. Players choose weapons and tactics for their fighters, and send them into combat against men, beasts, or monsters – to victory, or death.
Boxed set includes rulebook, 12" x 22.5" game map, 86 counters, and 3 dice.
This is the basic combat system for The Fantasy Trip.
Includes rulebook, 12" x 22.5" game map, 86 counters, and 3 dice.
Stock #3452,
ISBN 080742099586.
$14.95.
The magic companion to Melee . . . sorcerous combat, in the arena or in the dungeon.
Create your wizard, choose spells, and go into combat. Zap your foes with fireballs or lightning. Summon giants, dragons, and wolves to destroy them all. Or be subtle and entangle them with magic rope and Sticky Floor spells. Successful wizards gain skill and power. Losers die.
Boxed set includes rulebook, 19" x 23" game map, 62 counters, and 3 dice.
This is the basic magic system for The Fantasy Trip.
Includes rulebook, 19" x 23" game map, 62 counters, and 3 dice.
Stock #3453,
ISBN 080742099579.
$14.95.
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Munchkin Plutonium Dragon Dice Pouch
8" plush dice pouch
Stock #85923,
ISBN 074427859237.
$13.99.
Six 19mm pearlized six-sided dice in green, purple, and black.
Stock #5927,
ISBN 080742099289.
$11.95.
The Fantasy Trip Legacy Edition
Old-school roleplaying at its dungeon-crawling finest. The Fantasy Trip is easy to learn and fast to play – but it's been out of print for almost 40 years. Now it's back!
This set includes:
The complete edition of Steve Jackson's first roleplaying game.
Stock #3450,
ISBN 080742099630.
$119.95.
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The Fantasy Trip: Melee & Wizard Pocket Box
Melee – Create characters in just a few minutes – then send them into the arena. Winners become stronger and faster for the next battle. Losers die. Each counter in this fast-moving game is a single warrior. Players choose weapons and tactics for their fighters and send them into combat against men, beasts, or monsters – to victory, or death.
Wizard – The magic companion to Melee – sorcerous combat, in the arena or in the dungeon. Create your wizard, choose his spells, and go into combat. Zap your foe with fireballs or lightning. Summon giants, dragons, and wolves to destroy them all. Or be subtle and entangle them with Magic Rope and Sticky Floor spells. Successful wizards gain skill and power. Losers die.
Includes rules, classic-sized counters and maps, and three 12mm d6.
Stock #3460,
ISBN 080742099395.
$24.95.
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You've got to beat the best. And that means taking to the many different autoduelling arenas across the Car Wars world and testing yourself under all kinds of conditions.
Car Wars Classic Arenas gives hardcore autoduellists more exciting locations to showcase their skills and blow away their opponents. The boxed set contains five two-sided 22" x 34" arena maps and a booklet detailing the special features of each arena. The rules also cover revised versions of popular variants like the AADA pro circuit and more.
The arena designs originally appeared in various Car Wars supplements (including the Car Wars Arena Book and The AADA Duel Circuit: L'Outrance), but only as scaled-down maps. In this set, they'll come out of the box ready to play in full Car Wars Classic scale.
Have you got what it takes? Find out with Car Wars Classic Arenas.
The maps for this supplement were originally printed on oversized paper, so the PDF version contains two formats: the original map size, for those with access to oversize printers, and modified versions that span multiple regular sheets.
157-page PDF.
Stock #30-7155,
$10.00.
GURPS Dungeon Fantasy 20: Slayers
In GURPS Dungeon Fantasy, all adventurers do their share of slaying . . . killing monsters and taking their stuff is the whole point of delving! When the enemy is a demon, sinister cult leader, or shambling undead horror, the usual strategy is to sic the cleric or holy warrior on them. But sometimes, Evil is just too powerful.
GURPS Dungeon Fantasy 20: Slayers introduces three new professions who punch above their weight against supernaturally capable opponents, giving even groups who are just starting out a fighting chance against such fiends.
These professions come with complete templates, power-ups, a chapter on monster-slaying gear (including new items), and practical advice for both players and GMs: Everything you need to put Evil in its place!
24-page PDF.
Stock #37-0350,
$7.00.
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The Fantasy Trip: In the Labyrinth
Old-school dungeon-crawling is at its best in The Fantasy Trip. This book covers roleplaying, character creation and experience, and advanced magic and combat rules for players who already have Melee and Wizard. First released in 1980 and unavailable for decades, In the Labyrinth is back in a new, expanded, and improved edition for daring dungeon-delvers!
Hardcover; 176 pages.
Stock #3455,
ISBN 978-1-55634-845-7.
$34.95.
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The Good, the Bad, and the Munchkin Complete Edition
Oh, give me a home where the Jackalopes roam
And the Dudes and the Buckaroos play,
I'll slay and I'll loot, give the monsters the boot,
And the dice are not loaded, no way.
The Good, the Bad, and the Munchkin Complete Edition takes on the Wild West! Forget dragons and goblins -- Jackalopes and Davy Croc have just as much treasure. Those plains may seem wide open, but there's lots of monsters to kill, and lots of stuff to take.
Become a Cowboy with a Twenty-Gallon Hat, or an Indian on a Catamount. Fight Wild Bill Hiccup, the Killer Jalapeño, and a Barber Shop Quartet. Take The Annual Bath for an extra level. Or just pal around with your sidekick the Greenhorn, until you sacrifice him to distract a monster.
The Good, the Bad, and the Munchkin Complete Edition is a stand-alone Munchkin game, including all the cards from Beating a Dead Horse and all the promo cards and bookmarks we've ever made for The Good, the Bad, and the Munchkin! Steve Jackson and John Kovalic have teamed up again to put puns to paper like no one else can. Head 'em up and move 'em out, and get ready to wander the Grim Roper into somebody else's combat, and make him Rootin' Tootin' for +10 . . .
227 cards, two bookmarks, and a custom six-sided die in a box.
Stock #1454,
ISBN 080742099227.
$24.95.
The Fantasy Trip: Death Test and Death Test 2
The mighty Thorsz is hiring guards. But the test is a killer. You have to make it through his labyrinth full of traps, monsters, and other would-be guards!
These adventures can be played by a single player or a group of up to four. You can even play with a GM, but you don’t need one . . . these are “programmed adventures” that take you through the labyrinth. Your choices – and whether you conquer or flee – determine what paragraph you go to next. Until you succeed, gaining rewards and honor . . . or lose.
Losers die.
Death Test is 24 pages of murderous goodness. Death Test 2, the sequel, is twice as long and at least twice as deadly. These games use the Melee map and the Melee and Wizard rules.
Rulebooks and 66 counters. You'll need Melee and Wizard to play.
Stock #3454,
ISBN 080742099494.
$19.95.
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Illuminati
(Reprint)
They are all around us. Secret conspiracies are everywhere. In Illuminati, you increase your wealth and power to take over the world until only YOU reign supreme.
Now, this classic game of conspiracy and world conquest has been updated to include current events and up-to-date references! Illuminati is for two to six players and contains 110 cards with new card back designs. It features new art created by Lar deSouza, known for his 2008 Shuster Award-winning online comic Least I Could Do.
As a winner of the Origins Award for Best Science Fiction Boardgame, Illuminati is one of the all-time greats. Now that it has been modernized for the 21st century, you'll wonder whether it's really only a game as you scheme your way to world domination!
Includes rules, 110 cards, 8 giant-sized reference cards, 2 sheets of money counters, and 2 dice.
Stock #1387,
ISBN 080742099807.
$34.95.
Munchkin Steampunk
(Reprint)
Grab your gears, put on your top hat, whack the monsters, and grab the treasure . . . with the power of SCIENCE! Munchkin Steampunk brings the zaniness of Munchkin to the pseudo-Victorian steampunk era. Bully!
168 cards, a die, and a rulebook.
Stock #1531,
UPC 837654322437.
$24.95.
Munchkin Pathfinder 2 – Guns and Razzes
(Reprint)
In this expansion, you get a new class and a new faction for the hit game Munchkin Pathfinder! You can become a Gunslinger and shoot 'em up in the popular Pathfinder setting. Or you can join the Razmiran Vision, a new faction that benefits from backstabbing. (What could be more Munchkin?) Plus, there are plenty of new Monsters and Treasures in this 112-card supplement.
This is an expansion for Munchkin Pathfinder. It is not a stand-alone game.
112 cards in a tuckbox.
Stock #4425,
ISBN 091037863287.
$19.95.
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The Fantasy Trip Adventure: Tomb of the Wizard-King
Deserts are a balance between life and death . . . and perhaps nowhere is that more true than in the long-buried Tomb of the Wizard-King. This new Fantasy Trip adventure by Christopher R. Rice pits an undead madman against the heroes. But first they'll have to fight their way past an equally unhinged sorcerer who wants to become undead.
12-page PDF.
Stock #37-5535,
$5.00.
GURPS Powers: Totems and Nature Spirits
The idea that spirits are associated with animals, locations, and natural forces is widespread. Shamans, medicine men, channelers, and other spirit-workers of cultures that hold such beliefs don't merely communicate with these entities – they invite possession, sometimes physically transforming into something else for the duration. This is a path to great power, but it isn't without risk and it demands profound respect.
GURPS Powers: Totems and Nature Spirits looks at how to represent such practices within the framework of GURPS Powers. Contents include:
Everything you need to bring the spirit world into the material one!
17-page PDF.
Stock #37-0155,
$6.00.
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The Fantasy Trip Adventure: The Clockwork Tower
Minor thefts lead to a major mystery! This new adventure from Greg Poehlein for The Fantasy Trip has the heroes test their mettle against strange beasts where many of the usual rules of battle no longer apply. It's up to the adventurers to investigate The Clockwork Tower and figure out what makes it tick!
13-page PDF.
Stock #37-5534,
$5.00.
The Fantasy Trip Adventure: Fire in the Temple
Ready for a nice getaway? Visit the Temple of Dolosia and relax! Let the soothing mud baths and warm sulphur springs wash your tensions away. But you may want to bring your sword, just in case. In this new adventure by David Pulver for The Fantasy Trip, the gentle priests of Dolosia are gone from the spa. There's Fire in the Temple . . . and someone's going to get burned!
13-page PDF.
Stock #37-5533,
$5.00.
Munchkin Warhammer 40,000: Savagery and Sorcery
Two implacable foes meet in one expansion: Munchkin Warhammer 40,000: Savagery and Sorcery. The Space Wolves are elite Imperial soldiers, sworn to follow the ideals of Fenris and their greatest commander, Leman Russ. The Thousand Sons have accepted the gift of sorcery from their evil god, Tzeentch, and are spreading Chaos throughout the galaxy. In this 112-card expansion, you can add this fan-favorite pairing to your Munchkin Warhammer 40,000 game.
Munchkin is © 2001, 2002, 2006-2008, 2010-2012, and 2014-2018 by Steve Jackson Games Incorporated. All rights reserved. Munchkin, Savagery and Sorcery, the Munchkin characters, the pyramid logo, and related rights in and to the mechanics of Munchkin Warhammer 40,000 are proprietary to Steve Jackson Games Incorporated, and are either ©, TM or ®. All rights reserved to their respective owners. Warhammer 40,000 © Copyright Games Workshop Limited 2018. Warhammer 40,000, the Warhammer 40,000 logo, GW, Games Workshop, Space Marine, 40K, Warhammer, 40,000, the ‘Aquila’ Double-headed Eagle logo, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likeness thereof, are either ® or ™, and/or © Games Workshop Limited, variably registered around the world, and used under licence. Savagery and Sorcery is © copyright 2019 by Steve Jackson Games Incorporated. All rights reserved.
112 cards and rulesheet in a tuckbox.
Stock #4483,
ISBN 080742099340.
$19.95.
What's an adventurer without dungeons to explore? This box contains 40 double-sized Dungeons plus 32 Portals to get you from one to the next. Each Dungeon changes the rules . . . some are helpful, some are harmful, and some are just silly. It's Munchkin, after all!
This set includes the cards from Munchkin 6 – Demented Dungeons and Munchkin 6.5 – Terrible Tombs, now in a single convenient expansion!
40 double-sized cards, 32 standard-sized cards, and a rulesheet, in a tuckbox.
Stock #1576,
ISBN 080742099210.
$19.95.
Munchkin Warhammer 40,000: Faith and Firepower
Expand your battles with Munchkin Warhammer 40,000: Faith and Firepower! This 112-card set includes two new Armies for your Munchkin Warhammer 40,000 game. The Sisters of Battle are some of the most elite Imperial soldiers around, and the T'au make terrifying enemies . . . or stalwart allies in the war against Chaos. Plus lots of new loot and horrible monsters to fight!
Munchkin is © 2001, 2002, 2006-2008, 2010-2012, and 2014-2018 by Steve Jackson Games Incorporated. All rights reserved. Munchkin, the Munchkin characters, the pyramid logo, and related rights in and to the mechanics of Munchkin Warhammer 40,000: Faith and Firepower are proprietary to Steve Jackson Games Incorporated, and are either ©, ™ or ®. All rights reserved to their respective owners. Warhammer 40,000 © Copyright Games Workshop Limited 2018. Warhammer 40,000, the Warhammer 40,000 logo, GW, Games Workshop, Space Marine, 40K, Warhammer, 40,000, the 'Aquila' Double-headed Eagle logo, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likeness thereof, are either ® or ™, and/or © Games Workshop Limited, variably registered around the world, and used under licence.
112 cards and rulesheet in a tuckbox.
Stock #4482,
ISBN 080742099357.
$19.95.
Cthulhu Dice
(Reprint)
Serving Cthulhu is fun . . . except for all those other cultists out to get you. So get them first!
Cthulhu Dice lets you drive your rivals mad . . . very, very quickly. Players take turns rolling the big, beautiful, custom 12-sided die, embossed with tentacles, Elder Signs, and more. Destroy your opponents' sanity! Better yet, steal it. But watch out for Cthulhu -- when he comes up, he takes sanity from everyone! 18 glass Sanity marbles are included. Lose all your marbles and you're mad. The last sane cultist wins . . . unless everyone goes mad together. Then Cthulhu wins!
Cthulhu Dice plays in 5 to 10 minutes, and is insane fun for 2 to 6 players.
One large custom die, 18 glass marbles, and rules.
Stock #131342,
ISBN 080742099241.
$6.95.
Munchkin Spell Skool
(Reprint)
This is magic class like you've never seen it before. Pick up your Bubble Wand and hope you can find the Great Haul, or at least a Friendly Big Kid to help you out. Or maybe grab the Fire Drill or the Manual of Transmission, because here come the Ash Kicker, Huff & Puff, and the dreaded Moldy Mort!
The art in Magic Spell Skool is adorable, but you've still got to slay the monsters, steal the treasure, and reach Level 10 to win!
Katie Cook, illustrator of Munchkin Love Shark Baby, as well as creator of Gronk: A Monster's Story, brings her own patented form of cute to Munchkin Spell Skool.
112 cards and a custom die.
Stock #1545,
ISBN 091037863300.
$19.95.
Munchkin 9 – Jurassic Snark
(Reprint)
Munchkin 9 – Jurassic Snark takes munchkins to a long-gone era to fight dangers they've never encountered. We were so preoccupied with whether we could, we didn't stop to think if we should . . . but that's never stopped us before!
Shuffle this 112-card expansion into your Munchkin game to wear primeval armor, ride dinosaur Steeds, and fight munchkinivorous monsters. Munchkin 9 – Jurassic Snark is compatible with Munchkin Legends, Moop's Monster Mashup, Munchkin Oz, Munchkin Pathfinder, and any version of Munchkin.
112 cards in a tuckbox.
Stock #1570,
ISBN 080742099821.
$19.95.
Munchkin Warhammer 40,000
(Reprint)
Munchkin and Warhammer 40,000 – two great games that work great together! Become an Ultramarine, Necron, Aeldari, Ork, Death Guard, or Tyranid. Make a Pilgrimage to Holy Terra, use your Lasblaster, and of course you need More Dakka! Be vigilant; you might encounter the Sloppity Bilepiper, a Horror of Tzeentch, or even Mortarion himself!
Illustrated by principal Munchkin artist (and extreme Warhammer 40,000 fanboy) John Kovalic, and designed by Munchkin Line Editor Andrew Hackard in consultation with Games Workshop.
Now get out there, soldier, and do some damage!
Munchkin is © 2001, 2002, 2006-2008, 2010-2012, and 2014-2018 by Steve Jackson Games Incorporated. All rights reserved. Munchkin, the Munchkin characters, the pyramid logo, and related rights in and to the mechanics of Munchkin Warhammer 40,000 are proprietary to Steve Jackson Games Incorporated, and are either ©, ™ or ®. All rights reserved to their respective owners. Warhammer 40,000 © Copyright Games Workshop Limited 2018. Warhammer 40,000, the Warhammer 40,000 logo, GW, Games Workshop, Space Marine, 40K, Warhammer, 40,000, the 'Aquila' Double-headed Eagle logo, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likeness thereof, are either ® or ™, and/or © Games Workshop Limited, variably registered around the world, and used under licence.
This game contains 168 cards, a gameboard, rulesheet, one custom six-sided die, and 12 standies with plastic stands.
Stock #4481,
ISBN 080742099562.
$29.95.
Floor Plan 3 – Underground Lab
Once it was a missile silo, ready to spew atomic death. Then the government abandoned it . . . and the Professor moved in. Now the huge underground silo houses level after level of experiments . . . cages for beasts or prisoners . . . and Things Man Was Not Meant To Know. Here in Floor Plan 3: Underground Lab, the secrets of this abandoned site are laid bare, for your own diabolical uses.
Or use the included alternate sheets and descriptions to play this as an active missile silo, complete with missile – or a wrecked, deserted military base after some future holocaust.
This set includes 8 maps . . . two-sided, with hexes on one side and squares on the other, to fit any campaign! Plus . . . a sheet of classic Cardboard Heroes miniatures for your Horror campaign: the mad scientist, his assistants, the ragged survivors who besiege his lab, and the Giant Ants!
The maps for this supplement were originally printed on oversized paper, so the PDF version contains two formats: the original map size, for those with access to oversize printers, and modified versions that span multiple regular sheets.
84-page PDF.
Stock #30-7303,
$10.00.
The Dungeon Fantasy Roleplaying Game is more fearsome than ever with Dungeon Fantasy Monsters 2. This supplement features 24 challenging creatures, each fully detailed in a two-page spread that presents an illustration, stats, and adventure seeds. Each also comes with various notes to spark your imagination, including variant monsters, strange new abilities, advice for using these threats effectively, and more. Whether you need fodder for first-time heroes or a powerful overlord for a nail-biting final battle, Dungeon Fantasy Monsters 2 will make all your dungeons decidedly deadlier.
55-page PDF.
Stock #31-1007,
$16.00.
GURPS Dungeon Fantasy Treasures 3: Artifacts of Felltower
Treasure! Nothing else makes the risk to life and limb so worthwhile for GURPS Dungeon Fantasy heroes. GURPS Dungeon Fantasy Treasures 3: Artifacts of Felltower features dozens of new items worth endangering your life over, from the mind – and campaign – of Peter V. Dell'Orto. Wield the deadly broadsword Grimslaughter, don powerful magescale armor, or seek out the long-lost antimagical bracelet. With Artifacts of Felltower, power awaits those who seek it!
17-page PDF.
Stock #37-0351,
$6.00.
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The mice play in the empty rooms, and the bats flit through the broken windows. The stairs squeak . . . even when no one is on them. And something is watching . . .
Lights in the upstairs windows . . . strange sounds . . . rumors of madness and death. Every horror game needs a haunted house.
Here is the first in a series of game aids suitable for use with GURPS and any other roleplaying game. This set includes eight sheets depicting a huge old house perfect for your next chilling scenario. One side has hexes, the other squares . . . so it will work for any system!
Also included: horror adventure seeds, and a sheet of all-new Cardboard Heroes miniatures created specifically for this terrifying set. Intrepid adventurers, chanting occultists, and brain-eating zombies . . . everyone you need for the perfect night of screams.
The maps for this supplement were originally printed on oversized paper, so the PDF version contains two formats: the original map size, for those with access to oversize printers, and modified versions that span multiple regular sheets.
84-page PDF.
Stock #30-7301,
$10.00.
4 dry-erase boards, 4 dry-erase markers, 36 cards, rules
Stock #1389,
ISBN 080742099197.
$19.95.
Munchkin Steampunk: Girl Genius
112 cards, 24 tokens, and a rulesheet.
Stock #1575,
ISBN 080742099333.
$21.95.
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Munchkin Warhammer 40,000 Kill-O-Meter
The Emperor requires accurate information about the strength of his allies and his enemies in order to plan effectively. Now you can provide that information with the two-sided Munchkin Warhammer 40,000 Kill-O-Meter. Turn the dials as your combat strength goes up or down so you always know how tough you really are . . . or flip it over and use it for the monsters! This set also comes with four new Munchkin Warhammer 40,000 cards.
One two-sided combat counter and four Munchkin Warhammer 40,000 cards on a blister card.
Stock #5647,
ISBN 080742099067.
$9.95.
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These dice contain the secrets of the universe. With them, you can:
Actually, none of that is true. But you can use these dice in any game where you need six-sided dice, and if your opponents happen to ask about them . . . it's up to you whether they're cleared for that.
Six 19-mm dice
Stock #5928,
ISBN 080742099043.
$10.95.
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The TFT Companion is a collection of articles, starting with Steve Jackson’s original designer’s notes and errata published in The Space Gamer in 1980. It includes a collection of optional rules, expansions, and adventures created by fans for the magazines of the day, and closes with a collection of the articles posted online as part of the TFT Kickstarter in 2018.
So: 38 years of history of a classic old-school RPG, from birth to . . . well, to rebirth . . . brought together for your enjoyment. Good gaming!
64-page book. Softcover.
Stock #3458,
ISBN 978-1-55634-847-1.
$19.95.
Zombie Dice
(Reprint)
Eat brains. Don't get shotgunned.
You are a zombie. You want braaains. More brains than any of your zombie buddies.
Zombie Dice is fun 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!
It's a great quick game. Play it at lunch (braaiiiiiins!) or while you're in line for a zombie movie . . . !
Two or more can play. Each game takes 10 to 20 minutes, and can be taught in a single round.
13 custom dice, dice cup, and rules.
Stock #131313,
UPC 837654320419.
$13.13.
Zombie Dice Horde Edition
(Reprint)
It's Zombie Dice and two expansions – in one delicious, brain-filled package!
You are a zombie. You want brains. More brains than any of your zombie buddies.
Zombie Dice is a quick and easy game for gamers and non-gamers alike. Great for large groups. The 13 custom dice represent victims. Push your luck to eat their brains, but stop rolling before the shotgun blasts end your turn!
This box includes:
Complete contents: 16 six-sided dice, a 12-sided die, 10 brain counters, 4 shotgun counters, a score pad, a dice bag, and a rule sheet.
16 six-sided dice, a 12-sided die, 10 brain counters, 4 shotgun counters, a score pad, a dice bag, and a rule sheet
Stock #131341,
ISBN 091037863430.
$24.95.
Illuminati (Second Edition)
(Reprint)
They are all around us. Secret conspiracies are everywhere. In Illuminati, you increase your wealth and power to take over the world until only YOU reign supreme.
Now, this classic game of conspiracy and world conquest has been updated to include current events and up-to-date references! Illuminati is for two to six players and contains 110 cards with new card back designs. It features new art created by Lar deSouza, known for his 2008 Shuster Award-winning online comic Least I Could Do.
As a winner of the Origins Award for Best Science Fiction Boardgame, Illuminati is one of the all-time greats. Now that it has been modernized for the 21st century, you'll wonder whether it's really only a game as you scheme your way to world domination!
Includes rules, 110 cards, 8 giant-sized reference cards, 2 sheets of money counters, and 2 dice.
Stock #1387,
ISBN 080742099807.
$34.95.
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.
Ages 10 and up. Plays in one to two hours. Three to six players.
168 cards, one six-sided die, and a rulesheet.
Stock #1408,
UPC 837654320310.
$24.95.
Munchkin 2 – Unnatural Axe
(Reprint)
112 more cards for the game of killing monsters and taking their stuff. Play a new race: Orcs! Face foes like the Hydrant and the Tentacle Demon. Equip yourself with dread armor like the Spiked Codpiece. Recruit allies like the Shoulder Dragon. Wield mighty weapons like Druid Fluid, the Slug Thrower and, of course, the terrifying Unnatural Axe . . . and show them who's the greatest munchkin of all.
Munchkin 2 -- Unnatural Axe is a supplement to Munchkin; you will need the original game to play. Or you could add it to any of the other Munchkin game sets instead. It'll work, and it'll be silly, and that's what we all want here.
112 cards in a tuckbox.
Stock #1410,
UPC 837654320457.
$19.95.
Munchkin 3 – Clerical Errors
(Reprint)
Another 112 cards for the best-selling game of killing monsters and taking their stuff. Play a new Race: Gnomes! Try on the Bard Class. Face the Tequila Mockingbird, the Bad Ass, and the dreaded Auntie Paladin! Equip yourself with amazing items like the Chainmail Bikini and the Stab-A-Matic . . . and show them who's the mightiest, munchkinest dungeon delver of them all.
And this set has a special treat. We asked five of our favorite Comic Guys to do one card each. Inside you'll find:
This is not a standalone game. It is an expansion for Munchkin.
Munchkin is for ages 10 and up. Plays in one to two hours. Three to six players.
112 cards in a tuckbox.
Stock #1416,
UPC 837654320488.
$19.95.
Munchkin 4 – The Need For Steed
(Reprint)
Munchkin 4 – The Need for Steed is an expansion for the original Munchkin – 112 more cards for killing monsters, stealing treasure, and backstabbing your fellow players. This set introduces Steeds, the trusty mounts of legend. But this is Munchkin, so these Steeds include not just the Dragon and the Tiger, but the Giant Mutant Gerbil (drawn by guest artist Shaenon K. Garrity of Skin Horse), the Chicken, and Big Joe, who might be a Steed or might be a Hireling. It's hard to tell.
Hireling? Yes indeed, The Need for Steed has lots and lots of Hirelings! Add these valuable characters to your retinue, use their special abilities, and sacrifice them to save your own skin!
Feel the need . . . The Need for Steed!
112 cards and rulesheet in a tuckbox.
Stock #1444,
UPC 837654320631.
$19.95.
Munchkin Cthulhu
(Reprint)
Munchkins have hacked their way through dungeons, kung fu temples, starships, haunted houses, and super-foes. Now they face their greatest challenge -- Cthulhu! Will they survive? Will they retain their sanity? Will they . . . level up?
Munchkin Cthulhu is a stand-alone game that lampoons Lovecraft's Mythos and the horror gaming that surrounds it. Brought to you by Steve Jackson and John Kovalic, this set features four Classes -- including the Cultist -- and a lot of classic monsters from outside reality. And they all have Stuff you can take from their twitching bodies.
You can play Munchkin Cthulhu by itself, or combine it with any number of other Munchkin games for mind-bending silliness.
168 cards, a unique six-sided die, and a rulesheet.
Stock #1447,
UPC 837654320495.
$24.95.
Munchkin 5 – De-Ranged
(Reprint)
More of the twisted humor of Steve Jackson and John Kovalic in a 112-card supplement for Munchkin!
De-Ranged has everything you love about http://www.worldofmunchkin.com/">Munchkin, including:
Munchkin 5 -- De-Ranged. All the munchkin-ism of a prestige class, with none of that annoying roleplaying stuff.
112 cards in a tuckbox.
Stock #1450,
UPC 837654320662.
$19.95.
Munchkin Zombies
(Reprint)
It's the sickest, silliest Munchkin yet! You are zombies, kicking down doors and eating brains. The "monsters" you're attacking are people, some helpless and some hazardous, with a few rogue zombies thrown in. The armor is whatever you've blundered across during your lurching search for brains. So bravely you'll go forth, with mousetraps on your feet and a bowling trophy protecting your poor rotting head . . . to level up, or to die.
Again.
Ages 10 and up. Plays in one to two hours. Three to six players.
168 cards, one six-sided die, and a rulesheet, in a 6" x 9" box.
Stock #1481,
UPC 837654321010.
$24.95.
Munchkin Deluxe
(Reprint)
What makes this edition "deluxe"? It's got a big gameboard to keep your decks in place and 12 standies (six male and six female) that you move on the gameboard as you level up!
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.
Ages 10 and up. Plays in one to two hours. Three to six players.
A 10.5”x10.5” box with 168 full-color cards, one six-sided die, 12 pawns with plastic stands, a 20”x10” mounted gameboard, and a rulesheet.
Stock #1483,
UPC 837654320976.
$29.95.
Munchkin Pathfinder Deluxe
(Reprint)
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 180 cards, rules, gameboard, character standies, and die.
Stock #1498,
UPC 837654322185.
$29.95.
The Fantasy Trip: In the Labyrinth
Old-school dungeon-crawling is at its best in The Fantasy Trip. This book covers roleplaying, character creation and experience, and advanced magic and combat rules for players who already have Melee and Wizard. First released in 1980 and unavailable for decades, In the Labyrinth is back in a new, expanded, and improved edition for daring dungeon-delvers!
The PDF edition of this supplement is contained in the digital set for The Fantasy Trip Legacy Edition. If you own the Legacy Edition, you don't need this one!
179-page PDF.
Stock #30-3455,
$18.00.
GURPS Monster Hunters Power-Ups 1
Even with your silver sword and iron dagger, sometimes you need an extra edge. Augment your fight against the forces of darkness with GURPS Monster Hunters Power-Ups 1. In addition to over a dozen abilities suitable for any champion, this supplement features power-up possibilities for champions who don't rely on paranormal traits, especially commandos, sages, sleuths, techies, and warriors. Discover new perks, wildcard skills, and lenses. Learn how to acquire power-ups and design new ones. Improve your sidekicks as they grow into their roles. Unleash the power of techie inventions with new options for kit-bashing and engineering special devices. With GURPS Monster Hunters Power-Ups 1, the shadows have even more reason to be afraid.
28-page PDF.
Stock #37-0352,
$7.00.
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The supers are here! Costumed crusaders fighting against the forces of evil . . . monstrous villains terrorizing the world . . . your creations are only limited by your imagination! GURPS Supers lets you create real heroes and real villains, each fully defined in both power and personality – not just combat monsters. The second edition of GURPS Supers introduces system improvements to let you create superpowers the way you want to run them!
(This is a PDF reprint of a supplement designed for GURPS Third Edition. It includes both a scanned version of the Fifth Printing from 2000 and an all-digital version of the Fourth Printing from 1996.)
Two 131-page PDFs in a single Zip file.
Stock #30-6017,
$9.00.
Floor Plan 4 – Mall of the Dead
You can get anything at the mall. But what good will the bounty of American consumerism do you when the dead walk again, and naught will satisfy them save the very flesh from your bones?
Mall of the Dead is the fourth entry in the Floor Plan series. Eight large, double-sided maps give you the entire layout of the multi-level mall. The maps use 1" square grid on one side, and 1" hex grid on the other, so the maps are equally useful for GURPS and many other systems.
Mall of the Dead also includes a sheet of Cardboard Heroes (including a zombie Santa Claus) and adventure seeds.
The maps for this supplement were originally printed on oversized paper, so the PDF version contains two formats: the original map size, for those with access to oversize printers, and modified versions that span multiple regular sheets.
86-page PDF.
Stock #30-7304,
$10.00.
Welcome to Hexagram, an old-school RPG zine for The Fantasy Trip.
What's inside Hexagram? 36 pages of great stuff, including articles and adventures such as:
This set includes PDFs of a bookmark with a character sheet on the reverse side as well as two postcards with new adventures!
4 PDFs (totaling 43 pages) in a single Zip file.
Stock #30-3463,
$6.00.
Welcome to Hexagram, an old-school RPG zine for The Fantasy Trip.
What's inside Hexagram? 36 pages of great stuff, including articles and adventures such as:
This first printing of Hexagram #1 INCLUDES a bookmark with a character sheet on the reverse side, as well as two postcards with new adventures!
36-page zine, bookmark, and two postcards.
Stock #3463,
ISBN 978-1-55634-865-5.
$9.95.
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Six 19-mm dice.
Stock #131322,
ISBN 080742099050.
$10.95.
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Munchkin Warhammer 40,000 Chaos Dice
Nothing says Chaos like these random number generators (as long as you only need numbers from 1 to 6). These six attractive dice will add an extra dose of Chaos to any Munchkin game . . . and they come with four new Munchkin Warhammer 40,000 cards!
Six 6-sided dice and four Munchkin Warhammer 40,000 cards in a blister.
Stock #5646,
ISBN 080742099074.
$6.95.
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Robin's Laws of Good Game Mastering
(Reprint)
Has your game got the blahs? Are your players spending more time thumbing through your book collection than hunting down clues, more energy heckling one another than in crushing their cruel foes?
Never fear, Game Masters! Robin D. Laws, noted game designer (Feng Shui, Hillfolk, GUMSHOE) and podcaster is here to help.
Know your players! Analyze your system! Build your campaign! Design adventures! Prepare to be spontaneous, and improvise like a fiend!
Whether you're running your first adventure or you've been gaming since the womb, the insights in this book will improve your Game Mastering faster than you can say, "Roll for initiative!"
32 pages.
Stock #3009,
ISBN 978-1-55634-629-3.
$12.95.
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The second issue of Hexagram is another 36 pages of TFT goodness, including three combat scenarios by Phil Reed, an adventure by Guy McLimore, two articles by Stefan Jones, and Steve Jackson's own take on the natural history of the Octopus! And more . . . we filled those little pages very full of Stuff. Come for the astrology, stay for the shadow sharks . . .
40-page PDF.
Stock #30-3470,
$6.00.
GURPS Social Engineering: Keeping in Contact
The Contact advantage is a vital way to represent background helpers in the lives of GURPS characters, but players have found it challenging to harness their full potential . . . until now. GURPS Social Engineering: Keeping in Contact is your guide to all things Contact-related. Coloring in the friendship-forging aspects of GURPS Social Engineering, this supplement features an in-depth exploration of Contacts, including insight into how they compare with other interactional traits.
It offers new options and clarifications to extend the scope of Contacts, including new modifiers to expand the possibilities of what Contacts can do. Whether you've got old friends in the occult, confidantes in the criminal underworld, or associates in the artistic community, Keeping in Contact is your guide to interpersonal power!
41-page PDF.
Stock #37-1692,
$9.00.
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Welcome to Ogrezine Mark II, an additional collection of fan-submitted work, further exploring the world of Ogre through another 18 articles. Delve into the psyche of Ogres via "A Fire in the Distance," "Artificial Irreverence," and "Mercy Well Met." Examine the debate over the Superheavy in "The Superheavy Controversy" and decide where you sit on the issue. Revisit the classic scenario and fiction, "Iron Mountain," now updated to Ogre Sixth Edition standards. These and more are collected for you in Ogrezine Mark II!
62-page PDF.
Stock #37-5052,
$9.00.
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GURPS Template Toolkit 2: Races
A big part of what makes a game world interesting is its inhabitants – especially the nonhumans. This doesn't just mean the elves and dragons of fantasy, the aliens and robots of science fiction, the zombies and werewolves of horror, and the "toons" of animated features . . . GURPS lets you define real-world animals, plants, and machines using points, too. But creating a racial template for every important species and model in your setting is hard work.
GURPS Template Toolkit 2: Races shows you how to create solid racial templates for your campaign without going nuts. It starts from basic principles, like body morphology, native gravity and atmosphere, and what the being is made of (flesh, metal, fire, spirit . . .), so you can be sure the race's traits make sense for its role and habitat. But it also provides guidelines for tweaking the results to suit your dramatic needs.
All this comes with ample advice on what races imply for worldbuilding. Players aren't left out, either – there are guidelines for letting players modify or create racial templates. And even if your goal is to build a one-off character rather than an entire species, you're sure to get good use out of the many new traits, features, and meta-traits.
53-page PDF.
Stock #37-0156,
$11.00.
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Even in the darkest rooms, sound is everywhere . . . and often underestimated. Turn that omnipresent ambience to your advantage, with GURPS Sorcery: Sound Spells.
Expanding on GURPS Thaumatology: Sorcery – a must-own tome to use this volume – Sound Spells augments your arcane library with an array of aural magic. It includes 35 sonorous spells, inspired by their counterparts from GURPS Magic, GURPS Magic: Artillery Spells, GURPS Magic: Death Spells, and GURPS Magical Styles: Dungeon Magic.
Whether unleashing a Thunderclap, listening to Echoes of the Past, or erecting a Wall of Silence, the ears hold power the eyes cannot fathom. Discover the percussive power of Sound Spells!
13-page PDF.
Stock #37-1658,
$6.00.
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A pirate said to Alexander the Great, "Because I have only one ship, I am called a pirate. Because you have a great navy, you are called an Emperor."
Villains. Where would the heroes be without them?
Probably unemployed.
The hero may be the star of his story, but it takes a prize villain to bring out the best in him! GURPS Villains is a compilation of dastardly foes from all ages, genres, and backgrounds. Crackpot spy-movie masterminds, backstabbing patricians, grim undead overlords, hard-bitten crime bosses . . . they're all here! Each villain is described both biographically and in game terms, and is accompanied by "bits" like fiendish plots, evil henchmen, devious deathtraps, and secret strongholds. GURPS Villains also includes a GM's guide to dramatic villain design and use. After all, everybody loves a "good" bad guy!
GMs can use this book for instant opponents, or choose a villain they like and build a whole campaign around him! There are over 50 villains (and villainous groups) with complete stats and writeups, including details of their "evil plans," in this survey of fiends and foes from all times and climes.
(This is a digital reprint of a supplement designed for GURPS Third Edition.)
131-page PDF.
Stock #30-6416,
$9.00.
Aim for the head ... !
12 custom Bullet Dice, a dice cup, a rulesheet, and a score pad.
Stock #131344,
ISBN 080742098466.
$19.95.
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Two six-sided dice, appropriately colored. A QR code leads to directions.
Stock #131346,
ISBN 080742098251.
$3.95.
One dozen 16mm six-sided dice with the green toy soldiers from your childhood!
Stock #5930,
ISBN 080742098268.
$13.95.
Buy Now!
Play cards by matching either the rank or color of the last card played. Be careful — if you get stuck and can't play a card, bad stuff happens — the munchkins wallop you instead! The first player that gets walloped three times loses the game, and everyone else wins!
48 cards, a rulesheet and five Munchkin promo cards in a tuckbox.
Stock #1438,
ISBN 080742098305.
$9.95.
Munchkin Warhammer Age of Sigmar
This game contains 168 cards, a gameboard, rulesheet, one custom six-sided die, and 12 standies with plastic stands.
Stock #4484,
ISBN 080742099012.
$29.95.
Dungeon Fantasy Roleplaying Game
(Reprint)
A fun hack 'n' slash campaign challenges heroes with clever dungeons. To get the most out of your fantasy adventures, you need a game that lets you customize and perfect characters, monsters, treasures, and traps.
That's where the ready-to-play Dungeon Fantasy Roleplaying Game comes in. It harnesses the customizing power of the award-winning Generic Universal RolePlaying System (GURPS), and streamlines it so you have exactly what you need to take fully-realized characters on fantastic adventures.
Choose from 11 classic professions and nine races. Tailor your hero using quick-start templates and the time-tested GURPS point-build system. Gear up with a massive list of customizable armor and weapons. Pick from over 400 spells. Then battle foes chosen from more than 80 monsters.
All this power guarantees epic games in no time . . . starting with the new adventure that comes in the box!
5 books, 2 large double-sided maps, cardboard figures, and 6-sided dice.
Stock #01-1005,
ISBN 091037863317.
$79.95.
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Star Munchkin Deluxe
(Reprint)
Grab your laser sword. Fight every cyborg and alien you meet. Stab your rivals in the back and steal their stuff. Take the loot and run!
Star Munchkin Deluxe is the Star Munchkin you know and love, but with a board and standies for even better door-kicking action!
Star Munchkin, with a board and standies!
Stock #1502,
UPC 837654322413.
$34.95.
GURPS Basic Set: Campaigns
(Reprint)
With GURPS, you can be anyone you want -- an elf hero fighting for the forces of good, a shadowy femme fatale on a deep-cover mission, a futuristic swashbuckler carving up foes with a force sword in his hand and a beautiful woman by his side . . . or literally anything else! GURPS has been the premiere universal roleplaying game for almost two decades. The new Fourth Edition makes it even better!
GURPS Basic Set: Campaigns combines information from the Third Edition GURPS Basic Set and GURPS Compendium II -- plus our new core setting, with infinite possibilities for timeline-hopping adventure! (You don't have to play in the core setting -- there isn't some game-altering metaplot -- but it's there if you want it.) This 240-page, full-color hardcover contains everything a GM needs to create and run a GURPS Fourth Edition campaign.
240 pages. Hardcover.
Stock #01-0002,
ISBN 978-1-55634-730-6.
$34.95.
Munchkin Warhammer 40,000: Faith and Firepower
(Reprint)
Expand your battles with Munchkin Warhammer 40,000: Faith and Firepower! This 112-card set includes two new Armies for your Munchkin Warhammer 40,000 game. The Sisters of Battle are some of the most elite Imperial soldiers around, and the T'au make terrifying enemies . . . or stalwart allies in the war against Chaos. Plus lots of new loot and horrible monsters to fight!
Munchkin is © 2001, 2002, 2006-2008, 2010-2012, and 2014-2018 by Steve Jackson Games Incorporated. All rights reserved. Munchkin, the Munchkin characters, the pyramid logo, and related rights in and to the mechanics of Munchkin Warhammer 40,000: Faith and Firepower are proprietary to Steve Jackson Games Incorporated, and are either ©, ™ or ®. All rights reserved to their respective owners. Warhammer 40,000 © Copyright Games Workshop Limited 2018. Warhammer 40,000, the Warhammer 40,000 logo, GW, Games Workshop, Space Marine, 40K, Warhammer, 40,000, the 'Aquila' Double-headed Eagle logo, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likeness thereof, are either ® or ™, and/or © Games Workshop Limited, variably registered around the world, and used under licence.
112 cards and rulesheet in a tuckbox.
Stock #4482,
ISBN 080742099357.
$19.95.
Munchkin Warhammer 40,000: Savagery and Sorcery
(Reprint)
Two implacable foes meet in one expansion: Munchkin Warhammer 40,000: Savagery and Sorcery. The Space Wolves are elite Imperial soldiers, sworn to follow the ideals of Fenris and their greatest commander, Leman Russ. The Thousand Sons have accepted the gift of sorcery from their evil god, Tzeentch, and are spreading Chaos throughout the galaxy. In this 112-card expansion, you can add this fan-favorite pairing to your Munchkin Warhammer 40,000 game.
Munchkin is © 2001, 2002, 2006-2008, 2010-2012, and 2014-2018 by Steve Jackson Games Incorporated. All rights reserved. Munchkin, Savagery and Sorcery, the Munchkin characters, the pyramid logo, and related rights in and to the mechanics of Munchkin Warhammer 40,000 are proprietary to Steve Jackson Games Incorporated, and are either ©, TM or ®. All rights reserved to their respective owners. Warhammer 40,000 © Copyright Games Workshop Limited 2018. Warhammer 40,000, the Warhammer 40,000 logo, GW, Games Workshop, Space Marine, 40K, Warhammer, 40,000, the ‘Aquila’ Double-headed Eagle logo, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likeness thereof, are either ® or ™, and/or © Games Workshop Limited, variably registered around the world, and used under licence. Savagery and Sorcery is © copyright 2019 by Steve Jackson Games Incorporated. All rights reserved.
112 cards and rulesheet in a tuckbox.
Stock #4483,
ISBN 080742099340.
$19.95.
GURPS Classic: Horror GM's Screen
A four-panel tableau is all that stands between you and your rabid players! On the front is the full-color art from the four "Summer of Horror" covers by Christopher Shy. On the back is a selection of GURPS charts and tables chosen especially for the GURPS Horror GM, with special attention to Fright Checks and magic. It also includes a 17" × 22" floorplan of a deserted country farmhouse and a sheet of Cardboard Heroes miniatures . . . heavy on the zombies, because zombies always attack the farmhouse . . .
(This is a digital reprint of a supplement designed for GURPS Third Edition. The art side of the GM screen and the maps for this supplement were originally printed on oversized paper, so the PDF version contains two formats: the original size, for those with access to oversize printers, and modified versions that span multiple regular sheets.)
54-page PDF.
Stock #30-6417,
$4.00.
The Dungeon Fantasy Roleplaying Game is all about killing monsters and taking their stuff in order to power up – and its heroes always seek more. Dungeon Fantasy Monsters 2 added more critters, so now it's time for more loot . . . and what's better than the kind that makes you more powerful?
Dungeon Fantasy Magic Items 2 is a collection of rare and often unique artifacts for delvers to find. Each gets a full-page, illustrated description with all the rules and stats needed to use it in play. And because the best treasures aren't generic collections of bonuses and powers, we've also included flavor text and brief adventure ideas to help you work these goodies into your campaign.
Dungeon Fantasy Magic Items 2 is intended for the Dungeon Fantasy Roleplaying Game but would work with GURPS, especially GURPS Dungeon Fantasy.
51-page PDF.
Stock #31-1009,
$16.00.
GURPS High-Tech: Electricity and Electronics
Behold, the power of invention, made possible by power itself! Amp up your modern and recent-history campaigns with two centuries of electrical innovations, courtesy of GURPS High-Tech: Electricity and Electronics. Expanding on the information found in GURPS High-Tech, this supplement includes an unparalleled assortment of electron-enabled gear, from scientific to medical to audio/video to computers to weapons of war.
The supplement also expands on the decade-plus of advancement since the most-recent edition of High-Tech, letting you take advantage of the latest gear and even cutting-edge tech that isn't widely available yet. Electricity and Electronics makes it easy to enhance realism with its gamer-friendly detailed info, including the year each piece of equipment was available (and – as appropriate – when tech was invented or a prototype was made). It's a complete catalog of current affairs!
55-page PDF.
Stock #37-1634,
$11.00.
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Become a modern-day vehicle mogul with GURPS Vehicles Lite, the 64-page stripped-down version of our comprehensive GURPS Vehicles rules system. Vehicles Lite concentrates on modern-day land vehicles (both wheeled and tracked) and helicopters, so the system is more accessible while still letting you build the most common (and most widely used) vehicles – cars, tanks, motorcycles, helicopters, trucks, and more! Put Detroit to shame with GURPS Vehicles Lite!
(This is a digital reprint of a supplement designed for GURPS Third Edition.)
67-page PDF.
Stock #30-6546,
$4.00.
Asmodée Digital is a leader in video-game entertainment inspired by boardgames, and they have done a phenomenal job of bringing the manic humor of Munchkin to life. In this completely new game, players race to level up and betray their friends in a mad dash to kill monsters, grab the loot, and level up. Again. Also, you're collecting ducks, because of course you are.
Each of the four classes (warrior, thief, cleric, and wizard) and four races (orc, elf, dwarf, and halfling) offers unique abilities you can use to gain an advantage over your opponents. But they'll be doing the same to you!
Thanks to the random modifiers, every adventure is different. The more victories you claim, the more possibilities you open up in your game. The mix between accessible, yet rich, gameplay and a real-time race to grab Treasures (and, yes, ducks) offers intense, skill-based brawling action. So don your Horny Helmet, start your Chainsaw of Bloody Dismemberment, and get quacking!
The first digital Munchkin game!
Stock #MISSING,
ISBN MISSING.
$24.99.
Dungeon Fantasy Adventurers is 128 pages of insight into creating the ideal alter-ego for the Dungeon Fantasy Roleplaying Game! Pick from among 11 professions and nine races. Choose from over 100 weapons, more than a dozen kinds of armor, and hundreds of other items. Customize everything – abilities and gear. Paired with Dungeon Fantasy Spells, this supplement has just about everything a player needs to create and equip near-infinite varieties of crypt-crawling heroes.
This is not a standalone supplement. It's part of the core Dungeon Fantasy Roleplaying Game set. If you own that set, you don't need this book unless you want a replacement book or an extra copy for players.
128 color pages. Softcover.
Stock #01-1005A,
ISBN 978-1-55634-873-0.
$39.95.
Dungeon Fantasy Spells is 80 pages of grimoire goodness for the Dungeon Fantasy Roleplaying Game, containing over 350 magic spells for your bards, clerics, druids, and wizards. Paired with Dungeon Fantasy Adventurers, this supplement has everything a player needs to create and equip near-infinite varieties of crypt-crawling heroes.
This is not a standalone supplement. It's part of the core Dungeon Fantasy Roleplaying Game set. If you own that set, you don't need this book unless you want a replacement book or an extra copy for players.
80 color pages. Softcover.
Stock #01-1005C,
ISBN 978-1-55634-874-7.
$34.95.
A collection of new adventures for use with The Fantasy Trip Legacy Edition!
This package includes:
5 PDFs (totaling 82 pages) in a single Zip file.
Stock #30-3462,
$25.00.
Beware: there are Ogre sightings in the archives! From 1980 through 1985, Steve Jackson Games published The Space Gamer, a general-purpose gaming magazine with features on roleplaying games, board and wargames, miniatures, game design, early computer games, and more. Since its debut, Ogre was a frequent topic within that magazine's pages. This collection – a subset of the popular Space Gamer Bundle – features 12 different issues from that era (issues 28, 33, 35, 52, 59, 62, 63, 64, 68, 69, 71, and 74). Each issue contains at least one Ogre-related article . . . and two issues were Ogre themed. Much of this material ultimately appeared in the pages of The Ogre Book or elsewhere, but now you can see where it all began . . . at a great price!
12 PDFs (totaling 599 pages) in a single Zip file.
Stock #4923,
$20.00.
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GURPS Power-Ups 9: Alternate Attributes
GURPS lets you run any campaign, of any genre, in any setting – that's what "generic" and "universal" promise. Yet one size does not always fit all; sometimes, you want a game that's built for the stories you plan to tell and the style of gaming you prefer. You can do this in GURPS by choosing which traits, optional rules, and supplements to use . . . but that gets tricky for attributes, which the entire system quietly accepts as fundamental.
GURPS Power-Ups 9: Alternate Attributes explores repricing, adding, subtracting, and generally rethinking basic attributes and secondary characteristics. Topics include:
Rebuilding the foundations is a laborious task, but GURPS Power-Ups 9: Alternate Attributes does a lot of the heavy lifting for you.
49-page PDF.
Stock #37-0157,
$11.00.
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Put the amazing flexibility and power of the GURPS roleplaying system at your fingertips with this GM's Screen. Seven fact-packed panels feature all the charts, tables, and other essentials. Also included is a copy of GURPS Lite, the 32-page core of the GURPS rules designed to provide a simple introduction to the system. It's everything the enterprising GM needs in one compact package.
(This is a digital reprint of a supplement designed for GURPS Third Edition. The PDF version contains two formats: the original size, for those with access to oversize printers, and modified versions that span multiple regular sheets.)
45-page PDF.
Stock #30-6414,
$4.00.
GURPS In Nomine
(Reprint)
A GURPS adaptation of the In Nomine setting, featuring the epic struggle between Heaven and Hell, between angels and demons – both here in the mortal world and in the realms beyond. The focus is on converting the setting – all of In Nomine's Bands, Choirs, Superiors, and realms are adapted for use with GURPS – but GURPS conversions of In Nomine mechanics are included as well, covering artifacts, attunements, Discord, dissonance, disturbance, Essence, Intervention, resonance, Rites, Songs, and more. Get ready to play with the big boys!
226 black-and-white pages. Softcover.
Stock #01-6051,
ISBN 978-1-55634-878-5.
$29.95.
GURPS Horror
(Reprint)
Horror has always been one of the most popular settings for GURPS Third Edition. This version of GURPS Horror is revised and updated by Kenneth Hite. The Third Edition replaces the historical settings from the previous edition with three original campaign frames designed specifically for horror play. The focus is widened from supernatural horror to include psychological, cosmic, conspiratorial, and other subgenres. And many monster types are given racial templates so they can be used as PCs!
With illustrations by Christopher Shy, this book will terrify players in new and unexpected ways . . .
130 black-and-white pages. Softcover.
Stock #01-6050,
ISBN 978-1-55634-877-8.
$22.95.
Dungeon Fantasy Monsters 2
(Reprint)
The Dungeon Fantasy Roleplaying Game is more fearsome than ever with Dungeon Fantasy Monsters 2. This supplement features 24 challenging creatures, each fully detailed in a two-page spread that presents an illustration, stats, and adventure seeds. Each also comes with various notes to spark your imagination, including variant monsters, strange new abilities, advice for using these threats effectively, and more. Whether you need fodder for first-time heroes or a powerful overlord for a nail-biting final battle, Dungeon Fantasy Monsters 2 will make all your dungeons decidedly deadlier.
52 color pages. Softcover.
Stock #01-1007,
ISBN 978-1-55634-876-1.
$24.95.
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The TFT Companion is a collection of articles, starting with Steve Jackson’s original designer’s notes and errata published in The Space Gamer in 1980. It includes a collection of optional rules, expansions, and adventures created by fans for the magazines of the day, and closes with a collection of the articles posted online as part of the TFT Kickstarter in 2018.
So: 38 years of history of a classic old-school RPG, from birth to . . . well, to rebirth . . . brought together for your enjoyment. Good gaming!
66-page PDF.
Stock #30-3458,
$11.00.
Into every life some rain must fall . . . but when a lot of rain falls all at once, you may find yourself in the eye of the storm. GURPS Disasters: Hurricane is your guide to one of the most devastating forces that nature can unleash. It includes information on the science of hurricanes, a discussion of what makes these phenomena dangerous, and a look at a few of the most noteworthy historical storms. It also includes ideas for how to endure and survive during this cacophonous crisis, and gives suggestions for working one into your campaigns set in the past, present, and future. This supplement puts the "story" in "stormy"!
24-page PDF.
Stock #37-1711,
$7.00.
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GURPS Classic: Best of Pyramid 1
GURPS fans, rejoice! This 128-page book reprints 19 of the best GURPS items from the print issues of Pyramid Magazine. Now you can get these rare articles in one place . . . updated by Pyramid editor Steven Marsh. Included are the popular campaign setting "Sprockets," high-powered rules like "Brain Hacking" and "Willful Weapons," source info like "Low-Tech Economies," and unique adventures like "Trespasser's Isle" (zombie horror) and "Time of the Tyrants" (dinosaurs!).
(This is a digital reprint of a supplement designed for GURPS Third Edition.)
131-page PDF.
Stock #30-6129,
$9.00.
Discover long-lost treasures revived for a new era of dungeon-delvers! The Pyramid Dungeon Collection brings together a trove of material from the earliest eras of Pyramid magazine – much of it unavailable for over a decade – updated to GURPS Fourth Edition and GURPS Dungeon Fantasy! It includes locations, adventures, magic items, options, and more. Visit an impossible flying city, unleash an unusual form of magic, and clash against strange monsters.
Although intended for GURPS Dungeon Fantasy, this collection can also add new life to other GURPS-powered fantasy campaigns, especially the Dungeon Fantasy Roleplaying Game.
130-page PDF.
Stock #31-1008,
$16.00.
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Dungeon Fantasy Monsters 2
(Reprint)
The Dungeon Fantasy Roleplaying Game is more fearsome than ever with Dungeon Fantasy Monsters 2. This supplement features 24 challenging creatures, each fully detailed in a two-page spread that presents an illustration, stats, and adventure seeds. Each also comes with various notes to spark your imagination, including variant monsters, strange new abilities, advice for using these threats effectively, and more. Whether you need fodder for first-time heroes or a powerful overlord for a nail-biting final battle, Dungeon Fantasy Monsters 2 will make all your dungeons decidedly deadlier.
52 color pages. Softcover.
Stock #01-1007,
ISBN 978-1-55634-876-1.
$24.95.
Buy Now!