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Purple with black satin lining, 6 x 9, two 16mm dice
Stock #5212,
ISBN 080742098121.
$13.95.
Munchkin Cthulhu: Sanity Check
Being a Cultist is a lot harder than you might think. It's good to stop occasionally and make sure you're OK. Add these 30 cards to your Munchkin Cthulhu game for the ultimate test of your sanity!
30 cards in a tuckbox.
Stock #4267,
ISBN 080742098435.
$9.95.
Buy Now!
Comes with a 19mm Cthulhu d6, pearlized orange with yellow pips.
Red dice bag with lich designs on both sides; comes with one die.
Stock #5211,
ISBN 080742098169.
$11.95.
If you like poker, you'll love Texas Roll 'Em! In this fast-moving and easy game, roll dice and form the best hand you can to win the point. The first player to five points wins the game! Bright red, white, and blue dice in an easy-to-roll and easy-to-read 16mm size.
Six dice and a rulesheet.
Stock #131345,
ISBN 080742098282.
$5.95.
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Munchkin Zombies: Grave Mistakes
This looks safe . . .
No one ever thinks to hide in the cemetery when the zombies roam the streets. With your sensible heels and a personalized gravestone, what could possibly go wrong? Add these 30 cards to your Munchkin Zombies game to find out!
30 cards in a tuckbox.
Stock #4266,
ISBN 080742098442.
$9.95.
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Comes with a 19mm Cthulhu d6, pearlized blue with white pips.
Blue dice bag with skeleton designs on both sides; comes with one custom die.
Stock #5210,
ISBN 080742098176.
$11.95.
Dungeon Survival Pack: Kitten Adventurers
Kittens are mischievous and meddlesome, which makes them adorable dungeon adventurers!Add the accessories from this Dungeon Survival Pack to any fantasy roleplaying game session and be the envy of the party. You'll get one 7.5-inch by 7.5-inch satin-lined drawstring bag in an eye-catching turquoise color and three different 5-inch by 5-inch blank journals, perfect for recording your campaign notes. Each cover is beautifully illustrated by the incomparable Katie Cook.
Also included are three custom six-sided dice, two with kitty paw prints for the pips, and the third featuring kitten icons with the numbers one through six.
DIce bag, 3 dice, and 3 journals, all illustrated by Katie Cook.
Stock #5933,
ISBN 080742097964.
$24.95.
GURPS Alternate Earths 2 (Reprint)
Serve the August Emperor as an Eye of Heaven – or plot the downfall of the world-girdling Ming. Take to the skies to defend democracy in Bourbon Europe. Raid the glittering pyramids of Mexico with your Vinlander kinsmen. Dodge British helicopter gunships as you fight for America 200 years after Washington's execution. Raise your eyes to the stars of the Rightly Guided Stellar Caliphate. Or move to seize them all, as agents of the implacable Centrum.
GURPS Alternate Earths 2 provides six more worlds usable in a GURPS Time Travel "Infinite Worlds" campaign, or independently with many other GURPS worldbooks. It includes:
Why settle for only one world? An infinity of Earths is waiting for you!
130 black-and-white pages. Softcover.
Stock #01-6053,
ISBN 978-1-55634-880-8.
$22.95.
GURPS Alternate Earths (Reprint)
Travel the Confederate States of America by dirigible. Battle the Aztec Jaguar Knights in their conquest of Europe. Join the American Resistance against Nazi occupation. March with the Roman legions on their campaigns in the New World. GURPS Alternate Earths provides fully fleshed-out backgrounds for six worlds to be used with a GURPS Time Travel "Infinite Worlds" campaign, in conjunction with many other GURPS worldbooks, or with any game that involves time travel.
GURPS Alternate Earths includes:
Why settle for only one world? An infinity of Earths is waiting for you!
130 black-and-white pages. Softcover.
Stock #01-6052,
ISBN 978-1-55634-879-2.
$22.95.
GURPS Basic Set: Characters (Reprint)
GURPS has been the premiere universal roleplaying game for almost two decades. The current Fourth Edition makes it even better!
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 Basic Set: Characters combines material from the Third Edition GURPS Basic Set and GURPS Compendium I, plus hundreds of new and updated rules! This 336-page, full-color hardcover contains everything you need to create and play a GURPS Fourth Edition character.
336 pages. Hardcover.
Stock #01-0001,
ISBN 978-1-55634-729-0.
$54.95.
The Fantasy Trip 2019 Postcard Contest
Hexagram #1 issued a challenge: Come up with an adventure for The Fantasy Trip that fits on a postcard. Dozens of intrepid architects answered the call! This collection compiles all 40 submissions we received, including the four winning entries. Each scenario features a map and the details necessary to bring it to life. Brave "The Grim Grove," discover the "Treasure of the Stone King," and visit "The Bestial Faire." It's a special delivery of adventure!
41-page PDF.
Stock #37-5581,
$FREE.
GURPS Vehicles: Transports of Fantasy
In a world of magic and adventure, why walk? GURPS Vehicles: Transports of Fantasy provides dozens of vehicular options for land, water, and sky. From common carts and longships to exotic ninja stealth boats and seemingly impossible gnomish clock-galleys, this supplement includes the information and GURPS stats needed to bring them to life. Transports of Fantasy offers historical context for popular mundane traveling choices plus overviews of how vehicles fit into several GURPS fantasy-themed settings. It also gives tips for adjusting vehicle sizes, plus new vehicle-combat rules and more. Your chariot awaits – and it just might be an alchemically powered sphere!
32-page PDF.
Stock #37-1732,
$9.00.
Buy Now!
Now in our classic Pocket Box format, with die-cut counters as well as the original uncut sheets, these are as-close-as-possible reproductions of this popular 1980's game!
Ogre in our classic Pocket Box format!
Stock #1150B,
ISBN 080742099111.
$19.95.
GURPS Classic: Supporting Cast
Are you tired of shuffling through reams of loose paper and scribbled notes? Do you just make up names and statistics for NPCs off the top of your head? Are your players getting tired of meeting the same characters in every adventure? Well, no more!
GURPS Supporting Cast is the definitive collection of non-player characters for any roleplaying campaign. Inside are 120 fully developed NPCs, ready to drop into any setting, time or world. From gladiator to gang leader, slave trader to street samurai, you'll find any character you need in this book.
Each character includes:
From traditional city guardsmen and shopkeepers to the strange and exotic – demons, dragons, and computer AIs – GURPS Supporting Cast has everything you need to run an exciting, diverse campaign.
(This is a digital reprint of a supplement designed for GURPS Third Edition.)
131-page PDF.
Stock #30-6412,
$9.00.
Six double-injection bullet shaped dice in a blister pack.
Stock #5922,
ISBN 080742097247.
$9.95.
One die and a 'boomb!' That's all you need.
Stock #131347A,
ISBN 080742097759.
$6.95.
Buy Now!
Life on the ship is boring. Going down to the planet is where it's at. Add these 30 cards to your Star Munchkin game for a real landing party. But watch out for uninvited guests!
30 cards in a tuckbox.
Stock #4268,
ISBN 080742098428.
$9.95.
Buy Now!
Munchkin Pathfinder Goblin Dice
When goblins aren't busy pillaging farms and slaughtering the defenseless . . . well, that's never. But if they did have down time, they'd definitely play games with pretty dice like the ones in this pack. It also has four bonus cards for use with Munchkin Pathfinder or any Munchkin game.
Six 16mm dice and four Munchkin cards.
Stock #5571,
ISBN 080742097971.
$7.95.
Buy Now!
Twelve 16mm dice in a blister pack.
Stock #5933B,
ISBN 080742097599.
$13.95.
Munchkin Warhammer Age of Sigmar: Death and Destruction
The cannibals of the Flesh-Eater Courts use their Pestilential Breath and Septic Talons to impress each other at their grotesque banquets. The battle-crazed Ironjaws swing their Waaagh! Staffs from the back of their Maw-Krusha beasts. Mortal enemies for millennia, these two new Armies have found one patch of common ground: they really don't like you. So do what you do best in Munchkin – kill them ALL. And take their stuff.
112 cards in a tuckbox.
Stock #4485,
ISBN 080742098022.
$19.95.
Buy Now!
Eight 16mm dice with debossed meeples in place of pips.
Stock #5940A,
ISBN 080742097667.
$10.95.
Buy Now!
The Fantasy Trip: In the Labyrinth (Reprint)
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.
176 black-and-white pages. Softcover.
Stock #3450AKDP,
ISBN 978-1-55634-887-7.
$29.95.
GURPS Cabal (Reprint)
The creatures of myth are real. The vampires, the warlocks, the shape-changers and dopplegangers, the ghosts and trolls, and more. They're real . . . they're here today . . . and they're organized.
The Cabal is the conspiracy, trade union, and mutual-assistance society that lets all these creatures survive in a world of hostile humans. If a demon needs a lawyer to keep the exorcists off his back . . . or if a little old vampire lady needs a bit of daylight muscle . . . who are they gonna call? The mortal-busters . . . the Cabal.
Written by Ken Hite, this book also includes a detailed system of Hermetic magic that expands the original GURPS magic system.
The Cabal can be a Patron for monstrous PCs or an antagonist for monster-hunters. This book includes a complete alternate (true!) history of the world, adventure seeds, occult cosmology, an assortment of artifacts and supernatural creatures, and suggestions for bringing horror and conspiracy into a variety of campaigns.
130 black-and-white pages. Softcover.
Stock #01-6057,
ISBN 978-1-55634-882-2.
$22.95.
Munchkin Apocalypse (Reprint)
It's the end of the world!
In Munchkin Apocalypse, every possible natural (and unnatural) disaster has happened . . . or will happen during the game. You are a rugged survivor in a world full of people -- and things -- that want to kill you and take your stuff. So do it to them first!
This set introduces four new classes and a new, yet eerily familiar, card type: Disasters!
And what's with all these seals running around? Don't they know the world's about to end? You should really keep an eye on that seventh one in particular . . .
Boxed game with 168 cards, 12 seals, rules, and die.
Stock #1503,
UPC 837654321560.
$24.95.
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 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.
GURPS Dungeon Fantasy Setting: Cold Shard Mountains
From the myriad subterranean tunnels to the strange structures from bygone eras dotting the land to the teeming rocky ranges that give the region its name, the Cold Shard Mountains are synonymous with adventure. GURPS Dungeon Fantasy Setting: Cold Shard Mountains presents a complete ready-to-use setting for GURPS Dungeon Fantasy.
This supplement provides everything you need to bring this land to life: a description of its history spanning six distinct eras, each of which contributed to this land's special flavor; settlements and people that define its current state; an assortment of powerful magic items and dangerous foes unique to this region; detailed maps; and campaign advice to bring it all together.
Find intrigue in underground coleopteran cities, discover the secrets of demonic plots and deadly cults, seek Kerenk's legendary hammer, investigate flying stone structures, ally with the aerial Wise Raptors, and beware the walking trees that can encircle a village in the night. Whether you want to add a new area to your existing world, explore in a sandbox "hex-crawl" setting, or become engrossed in an epic campaign, Cold Shard Mountains has all you need for endless adventures!
59-page PDF.
Stock #37-0353,
$11.00.
Buy Now!
GURPS Classic: Autoduel – Car Warriors
GURPS Autoduel: Car Warriors provides 36 pre-generated duellists, MONDOs, troopers, bikers, and dregs for your GURPS Autoduel campaign. Its selection of 100-point characters make "instant" player characters, and busy GMs will delight in the variety of non-player characters. It also includes cut-apart counters – vehicles and obstacles – on the back cover.
(This is a digital reprint of a supplement designed for GURPS prior to Third Edition.)
59-page PDF.
Stock #30-6402,
$6.00.
Autoduel Tales: The Fiction of Car Wars
From 1983 through 1993, Autoduel Quarterly published fiction set in the Car Wars universe. Collected for the first time, here are all 30 stories from that era, including the original illustrations. Fron neo-noir to humor to tragic to action, Autoduel Tales: The Fiction of Car Wars delivers snapshots of an unforgettable world where the line between the quick and the dead is painted on asphalt.
270 black-and-white pages. Softcover.
Stock #7157,
ISBN 978-1-55634-886-0.
$24.95.
Illuminati and its three expansions plus two folders with original artwork!
Stock #1169,
ISBN 080742097278.
$74.95.
Dark gray dice bag with an Illuminati d6 in gray.
Stock #5207,
ISBN 080742098206.
$13.95.
Green dice bag. Comes with a yellow and green 19mm Cthulhu die.
Stock #5208,
ISBN 080742098190.
$13.95.
GURPS Atlantis (Reprint)
Atlantis: one of the great legends. Somewhere, beyond the edge of the world, a great empire grew decadent and fell, sinking forever beneath the waves.
The Lost Land; the Sunken City; the Ancient Birthplace of Secrets. It has haunted our dreams since the days of Ancient Greece. In some of those dreams, the Lost Land is still out there.
GURPS Atlantis is a gamer's guide to the story, the history, and the myth. From Greek philosophy to superhero comics, from fantasies of prehistory to the depths of the sea, it's all here.
This book includes details of legends of other sunken lands, rules for underwater operations, details of a wide range of submarines, and no less than three campaign background – one high fantasy, one conspiratorial, and one for steampunk or superhero goes.
Come to Atlantis!
130 black-and-white pages. Softcover.
Stock #01-6054,
ISBN 978-1-55634-881-5.
$22.95.
GURPS Faerie (Reprint)
They lie, steal, kidnap, maim, and kill -- and we put them in our children's nurseries. They are the Fair Folk . . . the Little People . . . the Faeries.
You may think they only appear in tales, but they are everywhere: in the shadows, behind the trees, beneath the hills – and yes, even under the bed. They have lived beside us since the very beginning. Some are pretty and delicate, with gossamer wings . . . others are 10 feet tall with a taste for human flesh, or wizened killers with blue skin and iron claws. This book lets you incorporate them all into your GURPS game.
GURPS Faerie contains:
Keep cold iron and Scripture close to hand, believe the opposite of what you hear, and don't trust anything you see. And, whatever you do, don't eat their food.
130 black-and-white pages. Softcover.
Stock #01-6055,
ISBN 978-1-55634-883-9.
$22.95.
The Fantasy Trip Rumors and Treasures
Rumors and Treasures contains 60 rumor cards with ready-to-use adventure ideas for The Fantasy Trip, as well as 100 treasure cards perfect for rewards and enticements.
The digital version also includes a Rumors journal and a Treasures journal, where you can record usage of the cards, plus eight additional rumor and treasure cards courtesy of the backers of Four Perilous Journeys by Gaming Ballistic.
For everything here – and more, check out the full Decks of Destiny set!
Four PDFs (totaling 143 pages) in a single Zip file.
Stock #30-3464B,
$8.00.
Adversaries contains 24 orc fighter cards, 9 octopus fighter cards, 25 skill cards (use to turn any fighter card into a talented character), 24 double-sized wizard cards including nonhumans, and 70 double-sized creature cards for The Fantasy Trip.
The digital version also includes four additional extra adversary cards courtesy of the backers of Four Perilous Journeys by Gaming Ballistic.
For everything here – and more, check out the full Decks of Destiny set!
Seven PDFs (totaling 70 pages) in a single Zip file.
Stock #30-3464C,
$10.00.
Labyrinths contains 62 hex-shaped cards to quickly build labyrinths for The Fantasy Trip.
The digital version also includes a Labyrinth journal where you can pre-plan adventures . . . or record your histories.
For everything here – and more, check out the full Decks of Destiny set!
Two PDFs (totaling 75 pages) in a single Zip file.
Stock #30-3464D,
$8.00.
Autoduel Tales: The Fiction of Car Wars
From 1983 through 1993, Autoduel Quarterly published fiction set in the Car Wars universe. Collected for the first time, here are all 30 stories from that era, including the original illustrations. Fron neo-noir to humor to tragic to action, Autoduel Tales: The Fiction of Car Wars delivers snapshots of an unforgettable world where the line between the quick and the dead is painted on asphalt.
273-page PDF.
Stock #30-7157,
ISBN 978-1-55634.
$10.00.
Buy Now!
The Munchkin Alphabet Coloring Book
It may be possible to learn the alphabet without the dungeon-delving excitement of Munchkin . . . but why would you want to? With The Munchkin Alphabet Coloring Book, you'll delight in reading aloud the 26 alphabet verses written by Steve Jackson. Then your little munchkins (or you!) can color the 26 all-new illustrations by Munchkin fan-favorite John Kovalic.
And this digital version is FREE!
34-page PDF.
Stock #30-3411,
$FREE.
Buy Now!
Learn the ABCs of The Fantasy Trip with this new FREE coloring book, O is for Octopus. Written by Howard Kistler and illustrated by Liz Danforth, this will bring a smile to your face. Maybe several smiles, if you have kids who need something to keep them occupied!
By all means, post your favorite coloring jobs to social media and tag us @sjgames. We want to see what you do!
Note other Fantasy Trip freebies available now: Melee, the classic game of sword-and-shield combat, and a book of 40 – yes, forty! – postcard adventures for TFT.
28-page PDF.
Stock #37-5582,
$FREE.
Buy Now!
"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.
This is the basic combat system for The Fantasy Trip.
The PDF set is contained in the digital set for The Fantasy Trip Legacy Edition. If you own the Legacy Edition, you don't need this one!
Seven PDFs (totaling 35 pages) in a single Zip file.
Stock #30-3452,
$FREE.
Buy Now!
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 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.
This is the basic magic system for The Fantasy Trip.
The PDF set is contained in the digital set for The Fantasy Trip Legacy Edition. If you own the Legacy Edition, you don't need this one!
Eight PDFs (totaling 43 pages) in a single Zip file.
Stock #30-3453,
$7.50.
Buy Now!
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.
The PDF set is contained in the digital set for The Fantasy Trip Legacy Edition. If you own the Legacy Edition, you don't need this one!
Six PDFs (totaling 88 pages) in a single Zip file.
Stock #30-3454,
$10.00.
Buy Now!
In your Dungeon Fantasy Roleplaying Game campaign, you always need more: more loot, more adversaries, and more of the unexpected to bring the game to life. Dungeon Fantasy Companion 2 delivers! This supplement includes 16 rare or unique magical items to discover, a half-dozen deadly monsters to face, and 14 fascinating foes to plot against the heroes – each with a full-color illustration! It also provides new templates, gear, professions, and more.
Although designed for the Dungeon Fantasy Roleplaying Game, this supplement can be used with GURPS as well, especially GURPS Dungeon Fantasy.
67-page PDF.
Stock #31-1010,
$16.00.
36 adorable and assorted kitty dice!
Stock #5933P,
ISBN 080742097704.
$32.95.
Buy Now!
GURPS Compendium II (Reprint)
GURPS Compendium II is full of material from scores of GURPS Third Edition worldbooks – compiled in one handy place – about how to run a better GURPS game, how to handle roleplaying problems that come up (some universal, some particular to GURPS), expanded rules for character combat, injury and illness, mass combat, spaceship combat, and much, much, more!
194 black-and-white pages. Softcover.
Stock #01-6058,
ISBN 978-1-55634-890-7.
$26.95.
GURPS Bio-Tech (Reprint)
"Who needs chrome, paryen? Raw meat is where it's at now. Mother Nature always did it best – she just needed a little help. Get down to the black clinic, dyadooshka, and you can be 15 again. That is, if you still want to be human at all . . . "
Introducing the technology of the next century: biotech! Upgrade your old body with steroids and smart drugs, transplants and viral nano . . . or just get a new one. Maybe you don't think being human is so great? Then improve on nature with eugenics and gene-fixing, or just go parahuman: Why admire cats if you can be one? The technology's changing fast, but you'll have lots of time to get used to it – death is a temporary inconvenience with cryonics, cloning, and braintapes. And who needs silicon and steel? Biotronics and biomimetics are where it's really at!
Welcome to the post-human age. Have you upgraded your genetics this year?
146 black-and-white pages. Softcover.
Stock #01-6060,
ISBN 978-1-55634-891-4.
$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 6 – Double Dungeons (Reprint)
Double Trouble!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.
GURPS Magic (Reprint)
Sorcery, Thaumaturgy, The Black Art, Necromancer, Alchemy, or the Great Art. By any name, arcane knowledge brings great power to its possessor . . . for good or for evil. This book is the complete guide to magic for the Generic Universal RolePlaying System.
GURPS Magic presents a colorful, detailed magic system. But it's much more. It is designed for easy modification . . . for the GM who wants to create his own background, or set adventures in the world of his favorite fantasy author. And it's flexible. Players can create any sort of wizard character they choose, from eager apprentice to mad hermit, from saintly healer to sinister necromancer.
This book is completely compatible with the magic rules in the GURPS Basic Set for Third Edition. It amplifies the material there, as well as adding more than 300 new spells! Also included are a complete system for improvisational magic, optional rules for "inherent" magic abilities, special advantages and disadvantages for mages, and a system to let the GM create his own unique types of clerical magic.
If you're ready for a world of magic, it's in your hands . . .
130 black-and-white pages. Softcover.
Stock #01-6056,
ISBN 978-1-55634-884-6.
$22.95.
GURPS Time Travel (Reprint)
GURPS Time Travel is the complete guide to dimension-hopping adventure. Now GURPS players can tie all their campaigns together . . . adventuring across time, or in parallel universes, to visit every GURPS worldbook ever published.
Winner of the 1991 Origins Award for Best Roleplaying Supplement, this book is a collaboration between two previous winners – Steve Jackson (Illuminati, Car Wars, GURPS) and John M. Ford (Yellow Clearance Black Box Blues).
GURPS Time Travel includes:
With this book, the GURPS system reaches its full potential for universal adventure. Any time, any place, any world, any genre. Anything can happen!
130 black-and-white pages. Softcover.
Stock #01-6059,
ISBN 978-1-55634-888-4.
$22.95.
GURPS Fantasy Bestiary (Reprint)
This extensively researched book, based on authentic folklore and legends from all over the world, is a perfect resource for the GM of any fantasy campaign. It includes more than 250 fantasy animals and plants, ranging from interesting nuisances to monstrous menaces. Each is covered in detail, with a physical description, likes and dislikes, attitude toward mankind, and means of attack.
The main section is organized alphabetically, with creatures ranging from the voratious Afanc to the noxious undead rodents that men know as Zombie Gerbils.
These rules and creatures are written for use with the GURPS Basic Set, Third Edition, but can be used with any fantasy system. Some of this material was previously published in the GURPS Bestiary but the majority is newer. All of the older beast descriptions have been reworked and brought up to Third Edition standards.
The GURPS Fantasy Bestiary also includes:
130 black-and-white pages. Softcover.
Stock #01-6061,
ISBN 978-1-55634-889-1.
$22.95.
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 2 gives hardcore autoduellists more exciting locations to showcase their skills and blow away their opponents. The set contains a pair of two-sided 22" x 34" arena maps (that's four arenas in all!), plus a rules booklet detailing the special features of each arena.
The arena designs in this package, along with the original Car Wars Classic Arenas, have 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're ready to play in full Car Wars Classic scale.
Have you got what it takes? Find out with Car Wars Classic Arenas 2.
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.
42-page PDF.
Stock #30-7156,
$5.00.
GURPS Classic: Deadlands – Hexes
In the Weird West, a deck of cards can be a lethal weapon. For hucksters, poker isn't just a game – it's a path to supernatural power. The huckster tries to master a manitou, an evil spirit from Indian mythology – but the consequences of failure can be deadly. For everyone.
GURPS Deadlands: Hexes is a collection of spells for your GURPS Deadlands game. Some of these have previously appeared in Pinnacle/Great White Games' Deadlands books, but some are brand new, with stats for both the original Deadlands and GURPS Deadlands. There are also new huckster templates and a full discussion of just what it means to be a hexslinger.
(This is a digital reprint of a supplement designed for GURPS Third Edition.)
67-page PDF.
Stock #30-6761,
$8.00.
GURPS Classic: Deadlands – Varmints
Look out, pardner! Varmints has dozens of new monsters ready to make your trail ride a trip through Hell! Featuring conversions of all the nastiest fiends and beasties from the original Deadlands game, as well as all-new critters with both GURPS and Deadlands stats, Varmints will give your posse nightmares for a long, long time . . .
(This is a digital reprint of a supplement designed for GURPS Third Edition.)
131-page PDF.
Stock #30-6762,
$13.00.
GURPS Classic: Deadlands Dime Novel 2 – Wanted: Undead or Alive
Sean Bailey was a mean ol' cuss . . . and that was before a ghost rock mine caved in on him. Now he's out to get even with the people who killed him off. It's up to bounty hunter Caleb Harling and his friends to stop him before he turns Bailey's End into a ghost town.
Wanted: Undead or Alive! is the second in our series of fiction set in the world of GURPS Deadlands. There's also GURPS game information, so GMs can run their own adventures in and around Bailey's End.
(This is a digital reprint of a supplement designed for GURPS Third Edition.)
35-page PDF.
Stock #30-6782,
$6.00.
GURPS Classic: Deadlands – Weird West
The year is 1877. The place is the American West . . . but haunted by the forces of darkness. Undead gunslingers . . . hostile Indian spirits . . . strange cults . . . and, worst of all, the sinister Reckoners. The Civil War drags on, while federal agents and Texas Rangers struggle to deal with eldritch menaces while hiding the awful truth from the public Back East.
Deadlands, from Pinnacle/Great White Games, is possibly the most original roleplaying setting of the decade. It combines the romance and action of the Old West with the horror of invading Things Man Was Not Meant To Know. Now this great background will be explored in a series of GURPS worldbooks.
Adventure as a shootist, a card-slinging huckster, or a prospector searching the ruins of California for that supernatural stuff, "ghost rock." Saddle up, hombre. The Weird West awaits!
(This is a digital reprint of a supplement designed for GURPS Third Edition.)
131-page PDF.
Stock #30-6760,
$13.00.
GURPS Classic: Deadlands Dime Novel 1 – Aces and Eights
Jim Wright hightails it out of Denver, one step ahead of his would-be killers, on a journey that takes him from a fancy riverboat on the Mississippi to the dingy warehouses and opulent mansions of New Orleans. Now Wright has to figure out who wants to kill him, and why, and what a New Orleans gambler has to do with his murdered partner back in the Disputed Lands . . .
Aces and Eights continues Pinnacle/Great White Games' tradition of merging great action-packed stories with ready-to-play adventure scenarios. Our first Dime Novel is a great way to bring your GURPS heroes into the Weird West of Deadlands!
GURPS Deadlands Dime Novel 1 – Aces and Eights includes:
(This is a digital reprint of a supplement designed for GURPS Third Edition.)
51-page PDF.
Stock #30-6781,
$7.00.
GURPS Time Travel is the complete guide to dimension-hopping adventure. Now GURPS players can tie all their campaigns together . . . adventuring across time, or in parallel universes, to visit every GURPS worldbook ever published.
Winner of the 1991 Origins Award for Best Roleplaying Supplement, this book is a collaboration between two previous winners – Steve Jackson (Illuminati, Car Wars, GURPS) and John M. Ford (Yellow Clearance Black Box Blues).
GURPS Time Travel includes:
With this book, the GURPS system reaches its full potential for universal adventure. Any time, any place, any world, any genre. Anything can happen!
(This is a digital reprint of a supplement designed for GURPS Third Edition.)
131-page PDF.
Stock #30-6020,
$9.00.
They ride the plains of a post-holocaust America, mind-reading prariecats by their sides. They're deadly warriors . . . for honor, for loot, or just for the joy of a good fight. They would follow their leader, the undying Milo Morai, straight to Hell. And they'd come back with trophies.
Now, Robert Adams' bestselling Horseclans series comes alive in this supplement to GURPS. In the 96 pages of GURPS Horseclans, you'll find:
Now you, too, can ride to glory, and help Milo Morai rebuild civilization . . . with the Horseclans.
(This is a digital reprint of a supplement designed for GURPS prior to Third Edition.)
100-page PDF.
Stock #30-6007,
$9.00.
This double-sized Space Atlas is your guide to two of the worst neighborhoods in the galaxy – the divided Phoenix Sector and the chaotic Saga Sector. Forty-nine systems are presented with detailed descriptions of planets, a populated asteroid belt, and the mysterious Phoenix Nebula.
This is the most flexible Space Atlas so far. You can combine the sectors, use them separately, or choose individual worlds and fit them into your campaign. Each sector's introduction includes historical and background information to fit them into any campaign type – Anarchy, Federation, Corporate State, or Empire. Also included are suggestions for combining the two sectors and using them as allies . . . or enemies!
Each world description includes a complete Planetary Record Sheet with an overview of the whole star system and a detailed description of the planet itself, following the format of GURPS Space. Each description includes a two-color planetary map, atmospheric and ecological data, population, government, and much more.
Many world descriptions contain new animals, aliens, and vehicles – all with complete game statistics.
Also included are character point costs for playing four different alien races and three types of genetically modified humans.
The Space Atlas series is designed specifically for GURPS Space, but can be used in any interstellar roleplaying game.
(This is a digital reprint of a supplement designed for GURPS Third Edition.)
131-page PDF.
Stock #30-6509,
$9.00.
The Dungeon Fantasy Companion comprises all three stretch-goal supplements from the Dungeon Fantasy Roleplaying Game Kickstarter campaign:
Dungeon Fantasy Companion is intended for the Dungeon Fantasy Roleplaying Game but would work with GURPS, especially GURPS Dungeon Fantasy.
81-page PDF.
Stock #31-6098,
$16.00.
Classic Pocket Box Games Bundle
Decades ago, in a glorious age known as The Eighties, Steve Jackson set off on his own to design and publish games, game accessories, and gaming magazines. In the early years of Steve Jackson Games, Steve and his crew created a storage solution for games that was far, far superior to the simple zipper lock bags that so many micro games were released in at the time.
Now, Steve Jackson Games is proud to bring back the Pocket Box, that eighties signature of the company that was the home for such classics as Car Wars, Illuminati, and Ogre. But those games are not included in this package.
The Classic Pocket Box Games Bundle includes the forgotten Pocket Box games of the eighties. Undead. Necromancer. One-Page Bulge. Raid on Iran. Kung Fu 2100. Games that have been out-of-print and unavailable for decades are available once again, all in retro-inspired packaging and in as near-exact reprints of the originals as we could manage.
BONUS: Also includes the green Pocket Box edition of The Awful Green Things from Outer Space, a gaming classic back in its 1988 form and in excellent condition!
No longer do you have to pay those high prices for these rare, out-of-print gems. With this bundle. your game collection expands with six classic Steve Jackson Games titles!
Six Pocket Box game reproductions from the eighties, as well as three Pocket Folders.
Stock #1171,
ISBN 080742097254.
$99.95.
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Munchkin Pathfinder 3 – Odd Ventures
Munchkin Pathfinder fans, expand your adventure possibilities with the 20 new Dungeon cards in Munchkin Pathfinder 3 – Odd Ventures! These Dungeons are based on the best-selling Adventure Paths for the Pathfinder Roleplaying Game from Paizo Inc. We've also delved into the game to find the most (in)famous gates, doorways and other passageways to use for the Portal cards. Your heroes will be going on some very Odd Ventures indeed!
16 regular cards and 20 double-sized Dungeon cards in a tuckbox.
Stock #4426,
ISBN 080742099234.
$14.95.
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Munchkin Warhammer Age of Sigmar Kill-O-Meter
In the battle for the Mortal Realms, you need to know just how strong your opponents are . . . and how well you stack up against them. You'll have that information at your fingertips with the two-sided Munchkin Warhammer Age of Sigmar 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 Age of Sigmar cards.
Kill-O-Meter and four bonus Munchkin Warhammer Age of Sigmar Cards!
Stock #5557,
ISBN 080742098008.
$10.95.
Buy Now!
Munchkin Warhammer Age of Sigmar Lightning Dice
They say lightning never strikes the same place twice . . . but how about six times? These supercharged dice will bring the thunder to any Munchkin game . . . and they come with four new Munchkin Warhammer Age of Sigmar cards!
Six 14mm blue and yellow dice with four new Munchkin Warhammer Age of Sigmar cards!
Stock #5558,
ISBN 080742097995.
$8.95.
Buy Now!
Dungeon Fantasy Dungeon Planner
Bring order to your dungeons with the Dungeon Planner! This 48-page book is a blank canvas for Dungeon Fantasy Roleplaying Game architects. It includes hex sheets for your dungeon and individual rooms, and pages to record individual encounters, surprises, treasures, and special features – complete with Dungeon Fantasy cross references to help you populate those fields. It also comes with pages you can fill in with wandering monsters and random traps, plus any additional notes needed to make your tombs, crypts, and catacombs come alive!
48 black-and-white pages. Softcover.
Stock #01-1011,
ISBN 978-1-55634-905-8.
$8.95.
GURPS Psionic Powers (Reprint)
Behold the power of the mind! GURPS Psionic Powers takes the freeform options of GURPS Powers and turns them into ready-to-use packages of psychic strangeness. You can use the abilities as presented, confident that they are built from – and entirely compatible with – the rest of the GURPS Fourth Edition character-creation system (including GURPS Powers, which is not required to use these packages, but is recommended).
Even better, you can use the entire system in a campaign: GURPS Psionic Powers distills the complexity of hundreds of possibilities into individual powers and power groups. Why bother trying to figure out what advantages, enhancements, and limitations you need to describe psychic netrunning (part of the Ergokinesis group) or dream-stealing (just one aspect of Psychic Vampirism)? This book does all the work for you, and each power is described in levels, making it easy to represent stronger psychic gifts. In addition, the new rules and suggestions allow the entire system to work together to simulate many types of psychic ability.
Whether you break it down for individual parts or use it as a cohesive whole, this supplement is your one-stop shop for mental mastery. With GURPS Psionic Powers, the mind is an open book!
86 black-and-white pages. Softcover.
Stock #01-6069,
ISBN 978-1-55634-904-1.
$19.99.
Dungeon Fantasy Monsters (Reprint)
Dungeon Fantasy Monsters is 64 pages of creatures for the Dungeon Fantasy Roleplaying Game. Discover dozens of deadly denizens, from mundane threats such as lions and tigers, to classic critters such as ogres and liches, to unfathomable foes such as spheres of madness and watchers at the edge of time. (And, of course, dragons.) It also includes sidebars for expanding options, detailing strategies, and adding atmosphere to your encounters.
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 reference or annotation.
64 color pages. Softcover.
Stock #01-1005D,
ISBN 978-1-55634-908-9.
$24.95.
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.
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.
Simon's Cat Card Game (Reprint)
"Meow."
This fast-paced card game for 3 to 6 players features adorable art taken directly from animator and illustrator Simon Tofield's YouTube series, Simon's Cat, which has hundreds of millions of views.
Go around the table playing cards to escape Simon's attention. Get caught and you get Blame. Get too much Blame and you get fed last. No one wants that.
48 cards and a rulesheet.
Stock #1539,
UPC 837654322956.
$6.95.
Terradyne! In the 22nd century, the mighty interplanetary conglomerate is the unchallenged ruler of extraterrestrial space. Its only rival for control of the solar system is the UPOE, the global government of the teeming and environmentally-threatened Earth. Will Terradyne use its economic and technological superiority to save Earth, or destroy it?
GURPS Terradyne is a detailed and realistic setting for exciting near-future roleplaying with GURPS Space. Tame the savagely-awakened terraformed planet of Mars . . . engage in high-powered industrial espionage in Terradyne's sub-lunar headquarters . . . foil smugglers and saboteurs in the mines of Mercury or on the moons of Saturn . . . try to survive on an ever more crowded and desperate Earth . . . or help humanity make its first tottering steps towards the stars! With GURPS Terradyne, the whole solar system becomes an adventure setting!
GURPS Terradyne includes detailed descriptions of 22nd-century interplanetary society – technology, government, economics, etc. – plus maps and descriptions of the important planets and moons of the solar system.
From the Martian frontier to the edge of interstellar space, GURPS Terradyne is your guide to man's greatest adventure.
(This is a digital reprint of a supplement designed for GURPS Third Edition.)
131-page PDF.
Stock #30-6039,
$9.00.
In Gelatinous, players start out as a wandering slime, using sparkling green dice to grow into a cube. But watch out, the other slimes are growing too! The first to grow into a cube wins – and the rest are lunch.
Includes 42 glittery green dice and its own dice bag!
Bonus Solitaire rules: Don't have any other slimes to play with? We've got you covered! Download our Solitaire rules here. We even have video guidelines available so you can play with your friends by video chat!
Includes rules, 42 dice, and dice bag.
Stock #131349,
ISBN 080742097391.
$14.95.
Dungeon Fantasy Dungeon Planner
Bring order to your dungeons with the Dungeon Planner! This 48-page book is a blank canvas for Dungeon Fantasy Roleplaying Game architects. It includes hex sheets for your dungeon and individual rooms, and pages to record individual encounters, surprises, treasures, and special features – complete with Dungeon Fantasy cross references to help you populate those fields. It also comes with pages you can fill in with wandering monsters and random traps, plus any additional notes needed to make your tombs, crypts, and catacombs come alive!
51-page PDF.
Stock #31-1011,
$4.00.
The Fantasy Trip Megahexes Set 1
Making tactical maps and exciting engagements is easy with The Fantasy Trip Megahexes Set 1. It's six sheets of hex pieces, ranging from large megahex tiles to individual hexes you can use to connect "rooms" together. There are 33 pieces in all! And each is double-sided – one side is blank while the other has features such as pits, pillars, bridges, and chests to trip up or inspire the adventurers.
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!
3 PDFs (totaling 13 pages) in a single Zip file.
Stock #30-3450C,
$10.00.
The Fantasy Trip Megahexes Set 2
Give your labyrinths some love with The Fantasy Trip Megahexes Set 2. This collection adds 12 sheets of hex pieces, ranging from large megahexes of lava and and slime to smaller pieces of spiders and spiraling stairs. There are 75 double-sided pieces in all!
The PDF edition of this supplement is contained in the digital set for Decks of Destiny. If you own Decks of Destiny, you don't need this one!
3 PDFs (totaling 27 pages) in a single Zip file.
Stock #30-3464G,
$10.00.
The Fantasy Trip: Tollenkar's Lair
If The Fantasy Trip heroes are defined by the adversity they face, then they're about to be tested. Tollenkar's Lair is a 24-page combat adventure and accompanying full-color map. It pits the heroes against a six-level labyrinth full of foes and traps that culminates in a clash against Tollenkar himself – a battle they'll remember for the rest of their (perhaps abbreviated) lives.
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!
2 PDFs (totaling 29 pages) in a single Zip file.
Stock #30-3450B,
$5.00.
Keeping track of what's going on has never been easier, thanks to The Fantasy Trip GM Screen. This two-sided screen features evocative artwork and useful info for players on one side, and GM-essential rules and modifiers on the other.
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!
2-page PDF.
Stock #30-3450G,
$5.00.
In this quick-playing doodle game, 1–4 players simultaneously draw paths through a dangerous dungeon. Draw cards, draw a path through your dungeon, and rack up points! Collect loot and fight monsters . . . or run away screaming! Can you defeat the dragon for the big score?
The PDF version has one copy of the core map; print one for every player (and make extras for future games). You only need to print one set of cards for the entire group.
4 PDFs (totaling 14 pages) in a single Zip file.
Stock #30-1389,
$10.00.
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Illuminati: Alternative Truths
Between Illuminati cards that didn't make it into the new edition, INWO cards that deserved translation, and new ideas, we had enough for a 125-card supplement. So here we are with another helping of disinformation . . . Alternative Truths. Yes, this set includes the New World Order cards and the Artifacts! So Shangri-La, can use the Spear of Longinus during a period of "Fanatics Unite" to take over the suddenly cooperative Paparazzi with the Special Persecutor. Now imagine what the daily news looks like . . . This set includes 125 game cards (including three blanks for you to make up your own cards), rules for the two new card types, and a reference sheet for the new Illuminati, Shangri-La. This is not a stand-alone game. It is a supplement for Illuminati Second Edition.
125 cards, a new Illuminati (Shangri-La), and rules for NWO cards and Artifacts.
Stock #1578,
ISBN 080742097124.
$39.95.
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Board Silly is an expansion for the Munchkin Dungeon board game that is our tongue-in-cheek love letter to all the board games and board game collectors out there! Face 4 new Roaming Monsters, lots of dangerous Threats, and the dreaded Meeple Boss, who is ready to show you who is the king of the board! Start your Collection by proudly placing your Loot in the brand-new Shelf Dashboards, keeping it safe from your opponents, and see which collector will gain the most Fame by the end of the game!
The ultimate crossover for your Munchkin Dungeon game!
Stock #MKD004,
UPC 889696010469.
$30.00.
Munchkin Dungeon: Cute as a Button
Cute as a Button is an expansion for the Munchkin Dungeon board game for all Heroes who know that looks are Fame walks hand-in-hand. The set adds 4 new, almost too cute to handle Roaming Monsters and the fearsome-in-an-adorable-way CuteZilla Boss. Enjoy lovely Threats and Loot cards with 2 new mechanics, Cuteness and Pets, to give you more Fame by the end of the game, and keep track of your looks with the new "Who Wants to be the Cutest?" Score Board. It's a cuteness overload!
Adorable adventure for your Munchkin Dungeon game!
Stock #MKD005,
UPC 889696010476.
$30.00.
12 dry-erase boards, 1 custom six-sided die, rules
Stock #1399,
ISBN 080742097230.
$24.95.
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Munchkin has gone to the dogs . . . and the foxes, mice, and ponies!
Cute animals have always been popular. (Admit it - you love them.) Now you can bring them into the dungeon, fighting off foes like the Human Rights Activist, the Robot Vacuum, and even the feared Animal Control Enforcer. Use a Tail Flail or a Cone of Defiance and battle your way to Level 10!
This set is perfect for new Munchkin fans but also blends perfectly well with original Munchkin or any other fantasy set.
Anthropomorphic backstabbing fun!
Stock #1491,
ISBN 080742097131.
$24.95.
The Fantasy Trip: The Book of Unlife
They are neither alive nor dead. They inhabit the world in between. But all too often the living are their prey.
This book includes 44 creatures for The Fantasy Trip, a guide to the general powers and vulnerabilities of the unliving, and a complete adventure setting, The Haunting of Holner House.
64 black-and-white pages. Softcover.
Stock #3477,
ISBN 978-1-55634-893-8.
$24.95.
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Munchkin Pathfinder 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 Pathfinder 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 goblins are on your heels!
The Munchkin Pathfinder Kill-O-Meter also comes with four special Munchkin Pathfinder bonus cards, and it's all illustrated by Lar deSouza! So watch out for goblins and find the quickest path to Level 10 and victory!
One two-sided combat counter and four Munchkin Pathfinder cards on a blister card.
Stock #5531,
ISBN 080742097988.
$10.95.
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Unicorns are beloved, beautiful beasts who will stab you the moment you turn your back. Time to return the favor.
This set contains 15 unicorn-themed cards originally found in Munchkin Unicorns and Friends now available on their own for people who like unicorns (but not friends).
15 cards in a tuckbox.
Stock #4202,
ISBN 080742097162.
$6.95.
Munchkin Warhammer Age of Sigmar: Chaos and Order
No conflict defines the Age of Sigmar like the battles between the forces of Chaos and Order. This expansion for Munchkin Warhammer Age of Sigmar showcases one fan-favorite army from each side of this war: the Kharadron Overlords, dwarves who mine for gold in the skies above the Mortal Realms, and the Bloodbound of Khorne, crimson-streaked warriors who fight anyone and everyone, including each other.
112 cards in a tuckbox.
Stock #4486,
ISBN 080742098015.
$19.95.
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GURPS Blood Types (Reprint)
Vampires. Immortal and nearly invulnerable, their mystic powers and supernatural servants protect them from danger. They thrive in the darkest hours of night and haunt the dreams of every culture and every age of man. Some merely crave your blood; others drain the very essence of life, leaving you an empty, bitter husk. And they always thirst for more . . .
GURPS Blood Types is a look at the vampire in legend . . . and, yes, in history . . . through the centuries and around the world. It explores dozens of vampiric types, from the traditional Gothic aristocrat to the bizarre African adze to the enigmatic Albanian vyrolakos . . . usable as foes, allies or player characters.
130 black-and-white pages. Softcover.
Stock #01-6063,
ISBN 978-1-55634-898-3.
$22.95.
Munchkin Warhammer Age of Sigmar (Reprint)
Mighty Battles for the Mortal Realms . . . The Eight Realms of Warhammer Age of Sigmar form a new battleground for Munchkin players to explore – by which we mean kill monsters and take their stuff, obviously. First launched in 2015, Warhammer Age of Sigmar has found a home on game tables worldwide. Its rich story and variety of foes are a perfect match for your Munchkin game. Play as a soldier of one of the Armies in the Grand Alliances, as you fight against the numberless minions of Chaos and Death! Best of all, it's completely compatible with Munchkin Warhammer 40,000 and its expansions . . . create a truly epic battle by mixing the sets!
This game contains 168 cards, a gameboard, rulesheet, one custom six-sided die, and 12 standies with plastic stands.
Stock #4484,
ISBN 080742099012.
$34.95.
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GURPS Dinosaurs (Reprint)
GURPS Dinosaurs – the ultimate sourcebook for introducing the "terrible lizards" of eons past to your roleplaying game! Hundreds of dinosaurs, described with complete scientific accuracy (the book has been approved by The Dinosaur Society!). Take a trip back to a time when the toughest player-characters went by another name – Lunch.
130 black-and-white pages. Softcover.
Stock #01-6064,
ISBN 978-1-55634-899-0.
$22.95.
GURPS Low-Tech (Reprint)
GURPS Low-Tech covers the basic tools used by historical adventurers from the Stone Age to the Age of Sail – and still used by modern survivalists and post-apocalypse survivors when the high-tech toys fail.
Weapons and armor from antlers and rawhide to warhammers and heavy mail; adventure and travel gear from simple stone knives to early submarines; everyday items and tools of every trade. Low-Tech starts with the basics that suit any setting . . . and adds lots of culturally specialized inventions to support your campaign's particular flavor. For game masters, the discussions of past technologies – based on up-to-date historical and archaeological research – will be valuable no matter what system is used. For GURPS players, this book also covers the skills and traits that let adventurers make the best use of their equipment.
Whether the heroes are cavemen taking their first steps toward civilization, pirates on the Seven Seas, or anything in between, GURPS Low-Tech has the technology they need!
GURPS Low-Tech replaces GURPS Low-Tech for Third Edition, the TL4 parts of GURPS High-Tech for Third Edition, and the rules for equipment from many historical sourcebooks for Third Edition, from the TL0 tools in GURPS Dinosaurs to the TL4 gear in GURPS Swashbucklers.
This softcover printing is black and white (grayscale). A version with color interior pages is also available separately.
162-page softcover book.
Stock #01-6070,
ISBN 978-1-55634-906-5.
$24.95.
GURPS Fantasy (Reprint)
Create a world that could never be! GURPS Fantasy is the complete toolkit to let you build a campaign of heroic deeds and wondrous magic. It discusses the genre in depth – with all its subgenres and inspirations (myth, novels, movies, etc.) – allowing you to handle any kind of fantasy.
GURPS Fantasy gives detailed, concrete advice for assembling fantasy settings – from the basics of the landscape itself, through its inhabitants and cultures, to the details of believable histories and politics. It also examines the nature of supernatural forces and discusses the impact of wizards, monsters, and gods. And, of course, it looks at the many ways that magic and users of magic can work in a fantasy world.
Perhaps most importantly, it advises GMs and players alike on the kinds of characters appropriate to fantasy, including ordinary folks, people with fantastic powers, and nonhumans.
Whether your model is Tolkien, Jordan, or Leiber, this book will let you create a town, a country, or an entire world.
(This is not an update of the Yrth setting presented in the old GURPS Fantasy for GURPS Third Edition. For that, we have GURPS Banestorm.)
This softcover printing is black and white (grayscale). A version with color interior pages is also available separately.
242 black-and-white pages. Softcover.
Stock #01-6071,
ISBN 978-1-55634-907-2.
$29.95.
Ladies and gentlemen, we regret to announce that Flight 13 will not be proceeding to your destination at this time. In fact, we won't be proceeding at all. And neither will you.
Suddenly, the routine of air travel becomes anything but routine. Only the wits and courage of the passengers, and the minimal equipment they can carry, give any chance for survival in a world gone mad.
Flight 13 is a mystery adventure for the GURPS system. It requires only the GURPS Basic Set, Third Edition, but is compatible with any other GURPS modern or futuristic worldbook. In particular, it fits very well with a Space, Horror or Illuminati campaign.
Flight 13 contains:
(This is a digital reprint of a supplement designed for GURPS Third Edition.)
67-page PDF.
Stock #30-6108,
$4.00.
The Fantasy Trip: Labyrinth Planner
When it comes to keeping your labyrinths logical, your monsters managed, and your traps and treasures tracked, you need a plan. You need the Labyrinth Planner! This 48-page book is a blank canvas for your adventuring artistry in The Fantasy Trip, with hex sheets to inspire your overview maps and individual rooms, journal space for encounters and background, and character record sheets to organize friends and foes.
51-page PDF.
Stock #30-3481,
$3.00.
The Fantasy Trip: Deluxe Character Journal
With the Deluxe Character Journal, you'll never forget how amazing you are. This 32-page book for The Fantasy Trip lets you record your hero's abilities and deeds. All the most vital info is at your fingertips in a two-page spread. The book also features extra space to track your valuables, allies, and adversaries, and cities, towns, and labyrinths explored. You can document your adventure highlights and rumors you need to investigate. And speed up play with tables from the Legacy Edition – spells, talents, and weapons are at your fingertips!
35-page PDF.
Stock #30-3482,
$3.00.
Munchkin Warhammer 40,000: Cults and Cogs
Munchkin Warhammer 40,000 returns with two more new Armies to add to your games! The Genestealer Cults manipulate DNA to infiltrate worlds . . . when you realize they're among you, it's already too late. Adeptus Mechanicus has a more straightforward approach, sending their soldiers in intricate mechanized armor to lay waste to everything that opposes them.
Legal: Munchkin, the Munchkin characters, the pyramid logo, and related rights in and to the mechanics of Munchkin Warhammer 40,000: Cults and Cogs 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 2020. GW, Games Workshop, Warhammer 40,000 and their associated logos are either ® or ™, and/or © Games Workshop Limited, variably registered around the world, and used under licence. All rights reserved.
112 cards and a rulesheet.
Stock #4487,
ISBN 080742097094.
$19.95.
It started out as a simple bounty hunt. But your quarry has fled to a place that belongs to the dead . . . filled with foes that mock both life and death. Dare you enter the Red Crypt? This solo adventure includes two ready-to-use adventurers and provides rules for using it with your own hero or wizard.
24 black-and-white pages. Softcover.
Stock #3480KDP,
ISBN 978-1-55634-918-8.
$14.95.
First released in May 2010, Zombie Dice has continuously been one of our top sellers. To mark this anniversary, we are releasing Zombie Dice Deluxe! This new boxed set features new 16mm translucent dice in three different colors (6 green, 4 yellow, 3 red), as well as a dice bag with a screen printing of our brain-hungry Zombie. Also included are six tarot-sized dry-erase scorecards and a dry-erase marker, making this set completely playable right out of the box!
13 dice, a satin-lined dice bag, 4 score cards with a dry-erase marker, and a rulebook.
Stock #131348,
ISBN 080742097582.
$19.95.
GURPS Places of Mystery (Reprint)
Have you ever wanted to visit Stonehenge? With GURPS Places of Mystery, you can. Or uncover the mystery of the lost city of Atlantis. Travel back in time to ancient Babylon. Journey to Shangri-la and explore the Dreamtime beneath Ayers Rock. Endless adventure awaits within these pages:
Plus: ley lines, the Loch Ness monster, cities underground and beneath the sea, King Solomon's Mines, ghosts and haunted places, geomancy, space gods, ancient navigators, and the Seven Wonders of the World.
The world is stranger than you think.
It's time to go see the sights.
130 black-and-white pages. Softcover.
Stock #01-6068,
ISBN 978-1-55634-903-4.
$22.95.
Munchkin Shakespeare Deluxe (Reprint)
Take in hand thine blade! Battle every enemy thou meetest! Foully betray thine companions, and make off with their treasure!
Fans asked for a Munchkin game, Shakespeare style. So here it is! It has all the betrayal, slaying, and wordplay of any good Munchkin game – and of any good Shakespearean play.
Munchkin Shakespeare Deluxe comes with a custom six-sided die and a board and standies for tracking your level, and is illustrated by fan-favorite John Kovalic.
A 10.5” x 10.5” box with 168 full-color cards, one custom six-sided die, standies with plastic stands for up to six players, a 20” x 10” mounted gameboard, and a rulesheet.
Stock #1564,
ISBN 091037863454.
$34.95.
Uncle Albert's Catalog from Hell (Reprint)
A complete listing of every weapon, ammo type, and accessory available to the Car Wars, Car Wars Tanks, or Aeroduel duellist, all under one cover? Impossible!
WRONG-O, CAMPERS!
Your old Uncle Al is back with a vengeance! This is the ultimate Uncle Al's, with the most current versions of hundreds of state-of-the-art weapons and accessories – all at rock bottom prices!
Everything from the Car Wars Compendium 2nd Edition, everything from Boat Wars, everything from Aeroduel, everything from Car Wars Tanks! Plus loads of neat stuff from the earlier Uncle Al's Catalogs and issues of ADQ!
But Wait – THERE'S MORE!!
You can't afford to pass up this catalog! Your survival on the roads of the 2040s depends on knowing what's out there – and having the best, most modern equipment on your own vehicle!
Drive Offensively . . . with Uncle Al, the Duellist's Pal!
210 black-and-white pages. Softcover.
Stock #01-6062,
ISBN 978-1-55634-895-2.
$26.95.
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 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.
$34.95.
GURPS Mars (Reprint)
The Red Planet. To the ancients, it was the God of War. To early astronomers, it seemed to be a world much like ours. To today's space explorers, it's the next step after the Moon . . . a harsh world that we might someday bring to life.
GURPS Mars describes Mars as it's been through the ages . . . as science now believes it really is . . . as it may be someday, mankind's first colony . . . and as the wild imaginations of science fiction writers have pictured it!
Five different settings provide a Mars for every campaign, from hard science to "Attack of the Bug-Eyed Monsters."
130 black-and-white pages. Softcover.
Stock #01-6066,
ISBN 978-1-55634-901-0.
$22.95.
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.
Munchkin Mighty Monsters (Reprint)
A fast-playing, stand-alone card game based in the world of Steve Jackson's best-selling Munchkin. You and your monster buddies are hanging out in the dungeon, just waiting to wallop some munchkins . . . but there are just too many of them!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.
Buy Now!
Munchkin 6 – Double Dungeons (Reprint)
Double Trouble!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.
GURPS Fantasy Folk (Reprint)
From the tiny, winged Ellylon to treetop-tall Giants, this book brings 24 nonhuman fantasy races to GURPS. This book includes expanded versions of such fantasy "standards" as Elves, Dwarves, Orcs, and Halflings, as well as exotic creatures such as savage Minotaurs, four-armed Insect Warriors and magical, mischievous Leprechauns.
GURPS Fantasy Folk treats nonhuman races as unique cultures made up of individuals, not as sketchily-defined "monsters." Each race has its own well-defined psychology, ecology, culture, and politics, making it easy for GMs and players to create their own fully-developed nonhuman characters. Also included are campaign notes, adventure seeds, and sample characters for each race.
And there are complete rules for generating your own fantasy races! The Fantasy Folk race creation rules allow the GM to customize nonhumans. Included are racial advantages like Winged Flight and Cultural Adaptability, disadvantages such as Short Attention Span and Invertebrate, and unique racial features like Mindshare, Innate Skills, and Magic Spells.
The Second Edition of GURPS Fantasy Folk adds 16 pages of new material, as well as bringing some of the older rules systems into line with the GURPS Basic Set, Third Edition.
146 black-and-white pages. Softcover.
Stock #01-6065,
ISBN 978-1-55634-900-3.
$24.95.
It started out as a simple bounty hunt. But your quarry has fled to a place that belongs to the dead . . . filled with foes that mock both life and death. Dare you enter the Red Crypt? This solo adventure includes two ready-to-use adventurers and provides rules for using it with your own hero or wizard.
27-page PDF.
Stock #30-3480,
$6.00.
GURPS Magic: The Least of Spells
Gamers love earth-shattering magic – but that isn't, as the saying goes, "all she wrote." Many fine stories feature apprentice wizards, or cocky dabblers in arcane arts they don't understand; interesting fantasy worlds often depart from the GURPS assumption that magic-users are born gifted; and even a lot of unsubtle, high-powered hack 'n' slash posits that almost anybody can learn minor spells on the side.
Workarounds to this in the GURPS Magic rules amount to "make Magery really common" or "increase the mana level." GURPS Magic: The Least of Spells offers an alternative approach: "assume there's easy, low-powered magic that nearly anybody can learn." It consists of 77 such spells spread across the 24 standard colleges, the game mechanics that go with them, and advice on using it all in your campaign.
Little tricks are often the best ones!
22-page PDF.
Stock #37-0160,
$7.00.
Buy Now!
The Fantasy Trip: The Book of Unlife
They are neither alive nor dead. They inhabit the world in between. But all too often the living are their prey.
This book includes 44 creatures for The Fantasy Trip, a guide to the general powers and vulnerabilities of the unliving, and a complete adventure setting, The Haunting of Holner House.
67-page PDF.
Stock #30-3477,
$15.00.
Quest through the Dungeon for adventure, glory, and, of course, a chance to betray your friends!
Based on the hit card game Munchkin®, Munchkin Dungeon is a competitive, push-your-luck dungeon game. Each round, you explore further, seeking Loot, Fame, and foes to defeat. But be careful! The deeper you delve, the better the rewards, but the Monsters get stronger and your back-stabbing "friends" will add even more danger.
And of course, it wouldn't be a Dungeon with a capital D if there wasn't a Boss at the final level, ready for an epic battle. Beat it and gain Fame. Lose, and get kicked back to the beginning. When the final Boss falls, the most famous Munchkin wins!
Explore the dungeon and beat the Boss!
Stock #MKD001,
UPC 889696010421.
$60.00.
Buy Now!
Side Quest is an expansion for the Munchkin Dungeon board game, for all adventurers willing to stray from the main path. Seek out new challenges, more Fame, and new ways to improve your character as you delve through the Dungeon and kick open some doors!
Four new Heroes join the fun, together with now Loot, Threats, and six new Roaming Monsters to defeat! Fifteen different Side Quests await those brave enough to complete them, each giving a new Level as reward, making Heroes stronger, more powerful and, most importantly, more famous!
Let them know who is the greatest side-quester in the Dungeon!
New goals for your Munchkin Dungeon game!
Stock #MKD002,
UPC 889696010445.
$30.00.
Buy Now!
GURPS Old West (Reprint)
The American frontier was a legend, even as it was happening. Gunfighters, Indians, cowboys, miners, and mountain men . . . the "rust-eaters" who pushed the rails west . . . the Pony Express . . . the Texas Rangers and the outlaws they fought . . . the settlers battling fire, floods, stampedes, and sickness . . . their adventures made the nation what it is today!
GURPS Old West includes:
Come West if you've got the guts for it. The weak die on the trail, and the cowards never leave home. Let's see what you're made of, pardner . . .
130 black-and-white pages. Softcover.
Stock #01-6072,
ISBN 978-1-55634-912-6.
$22.95.
GURPS Space (Reprint)
GURPS Space puts campaign-planning advice and space science at your fingertips, so you can create a setting that is plausible and fun!
It's the ultimate toolkit for building strange new worlds and alien civilizations.GURPS Space will help you create campaigns of every style, from science fantasy to space opera to realistic. Recreate your favorite science-fiction background, or develop an original world of your own. With GURPS Space in your hands, the future is yours!
GURPS Space requires the GURPS Basic Set Fourth Edition. The information and advice on technology, world-building, and alien design can be used as a resource for any space-based game.
This softcover printing is black and white (grayscale). A version with color interior pages is also available separately.
242 black-and-white pages. Softcover.
Stock #01-6076,
ISBN 978-1-55634-916-4.
$29.95.
Zombie Dice 2 – Double Feature (Reprint)
If you love zombies, you love zombie movies . . . and Zombie Dice! So here it is: Zombie Dice 2 -- Double Feature!
Three new dice give you three new ways to play. For the Big Summer Action Movie, you've got the two Heroes: the Hunk and the Hottie. He's got a double-shotgun icon, but if you eat his brain, you score double. The Hottie has two shotguns and three feet icons, making her fast AND dangerous.
For Santa Claus Meets the Zombies, you guessed it: Santa Claus is coming to town! He has three special gift icons -- a helmet, an energy drink, and a double brain! Or, of course, you could eat Santa's brain. It's a very merry undead Christmas!
Finally, in The Direct-to-Video Sequel: Use all three new dice and watch Santa rescue the Heroes!
Three new ways to eat brains, and they're all in Zombie Dice 2 -- Double Feature.
Three dice and rules.
Stock #131324,
UPC 837654321478.
$7.95.
Zombie Dice 3 – School Bus (Reprint)
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.
GURPS Dungeon Fantasy Career Guide
GURPS Dungeon Fantasy 1: Adventurers simplified GURPS character creation for hack 'n' slash gaming. Then 35 supplements came along – plus dozens of issues of Pyramid – and vastly expanded heroic career options. "More is better" is the delver's motto, but deciding what role to play shouldn't feel like a puzzle for the players to solve before the characters can open the dungeon door.
GURPS Dungeon Fantasy Career Guide indexes all the stuff in detail. It lists every profession from every GURPS Dungeon Fantasy or Pyramid title to date. For each, it offers a brief description and then extensive page references to its basic template, alternate templates, lenses, and special abilities (skills, spells, powers, allies, and power-ups), not to mention the location of key gear, discussions of social traits, and sample characters. And handy boxes cover general lenses, hireling templates, and matching adventurers to adventures.
The party might have a wizard . . . but does it have a material enchanter Iron Mage-artificer?
18-page PDF.
Stock #37-0361,
$6.00.
Buy Now!
Poly bag of 10 sets of Munchkin cards. Five new cards and one card explaining how these cards pertain to Black Friday!
Stock #5542,
ISBN 080742098046.
$5.95.
Buy Now!
GURPS Shapeshifters (Reprint)
Moon-linked curses. Shape-stealing aliens. Strange gifts and genetic quirks passed down through your bloodline. Ancestral curses. Cute little critters that gladly turn into the latest technotoy and back again. Chameleonic spies. Body-morphing symbionts. Doppelgängers.
They're all shapeshifters . . .
In GURPS Shapeshifters, GMs and players will find all they need to build creatures that change their bodies as easily as most people change their clothes. Character-creation rules, campaign guidelines, and sample shifters of every shape and size – they're all here. Drop a Cinematic Werewolf into your game, or craft a mysterious alien species that is far more than it seems.
Also included are suggestions on incorporating shapeshifting creatures into a new or existing campaign and examples of fully fleshed-out shifters – races and individuals, cursed and gifted.
Your campaign will never look the same again!
130 black-and-white pages. Softcover.
Stock #01-6073,
ISBN 978-1-55634-913-3.
$22.95.
GURPS Spirits (Reprint)
The creatures of the Other World are all around us. Some were once alive. Some were created by human imagination. And some are completely inhuman but thirst for our souls.
GURPS Spirits is a complete guide to the spirit realm and its inhabitants. It includes a catalog of spirits from around the world: angels, demons, djinn, dryads, ghosts, loas, manitou, raksasha, and many, many more. It is also a campaign guide for those who see spirits, serve them, use them . . . or fight them!
Also included: an expanded version of the ritual magic rules first seen in GURPS Voodoo, as a system for spirit-mediated magic.
No horror roleplaying campaign is complete without a ghostly apparition, the rattle of chains in the dead of night, or a malevolent spirit wreaking havoc. And the creatures of GURPS Spirits can be used in many other types of campaigns -- from the questing knights of old to the paranormal investigators of today to the galactic explorers of tomorrow!
130 black-and-white pages. Softcover.
Stock #01-6074,
ISBN 978-1-55634-914-0.
$22.95.
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.
GURPS Psionics (Reprint)
Spies and police who can read your thoughts. New Age mysticism merged with ultra-technology. Psychic vampires. Mass minds of terrible power. Telepathic computers. Gifted children killed or kidnapped by a power-mad government. This is the world of GURPS Psionics.
Psionics is the ultimate sourcebook for psi powers. It includes a complete world background – and the GM can use it as a resource for campaigns in any background.
In Psionics you'll find:
130 black-and-white pages. Softcover.
Stock #01-6080,
ISBN 978-1-55634-923-2.
$22.95.
GURPS Monsters (Reprint)
They chase you, baying, through woods far from home. They lurk in the shadows to grab the unwary. They possess your friends and change them subtly. They smash through your bedroom wall and are on you before you can even scream. But you scream anyway.
Some creatures are tragically misunderstood – fearsome in appearance, but basically harmless, or even good.
But the ones in this book are just . . . monsters.
GURPS Monsters contains 48 of the meanest, vilest people, animals, and things to infest this (or any other) universe. With detailed biographies, motivations, and suggestions for encounters, each creature will make an impressive character or adversary. Meet:
Plus an entire chapter on playing monsters . . . and the people who hunt them!
Some threats you can fight; others you may flee. With the rest, all you can do is scream, and scream, and scream.
130 black-and-white pages. Softcover.
Stock #01-6067,
ISBN 978-1-55634-902-7.
$22.95.
Mages struggle to probe the mysteries of life, death, time and space. At last, we gather their magical knowledge together – GURPS Grimoire, the ultimate resource for would-be sorcerers and established mages. This indispensable rulebook gives new, powerful spells for all campaigns, from Ice-Age epics to gritty cyberpunk slumcrawls.
GURPS Grimoire has over 400 new spells, as well as two new colleges. The adventurous – or the desperate – can now manipulate time and space using Gate Magic. Savvy wizards stay current with Technology Magic, and give "machine power" and "rad" entirely new meaning!
Several new sub-colleges also add flexibility in dealing with weather, electricity, ice, and acid.
An expanded chart of spell prerequisites, and a handy table for quick reference, are included. And Scott Paul Maykrantz, author of GURPS Creatures of the Night, expands the GURPS Magic tables for generating Demons.
This book is completely compatible with the rules in GURPS Magic, Second Edition.
Open, then, and learn strange new wonders . . .
(This is a digital reprint of a supplement designed for GURPS Third Edition.)
131-page PDF.
Stock #30-6514,
$9.00.
An all-new Munchkin tabletop game powered by the magic of Disney.
Stock #MU004-000,
ISBN 7 00304 15369 2.
$29.99.
Munchkin is back in a whole new addition! Munchkins & Mazes is the most elf-referential Munchkin game yet, with cards inspired by the most popular roleplaying game ever, the latest live streaming crazes, the gaming hobby in general, and even by Munchkin itself! We've updated some of our favorite cards and created a whole lot of new ones in this set that's sure to please anyone who's ever rolled a 20-sided die.
168 cards, rules, and a custom six-sided die.
Stock #1555,
ISBN 080742096752.
$24.95.
Munchkin Warhammer Age of Sigmar: Guts and Gory
The Gutbuster Mawtribe are obese, gluttonous, bloodthirsty ogors whose hunger for combat is as acute as their hunger for everything else. The Ossiarch Bonereapers are highly disciplined troops loyal to Nagash. You can serve them in life or serve them in death – they aren’t picky.
112 cards in a tuckbox and a rulesheet.
Stock #4488,
ISBN 080742096400.
$19.95.
Buy Now!
Finding your bearings has never been easier, thanks to this compass rose! In addition to the standard cardinal directions you'd expect, this rose is designed with hex maps in mind, letting you conjure a random direction with the roll of a die.
The acrylic compass rose is scaled to 1.5" hexes, making it the exact size of a megahex for The Fantasy Trip. It's unpainted but masked, so the laser-etched lettering just awaits a spray paint of your choice.
An acrylic (or pdf version) compass rose and scatter diagram for any hex map.
Stock #3486,
$8.00.
A 36-page Zine, 5th in a series.
Stock #3488,
ISBN 978-1-55634-917-1.
$9.95.
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The Fantasy Trip: Octopus Fortune Teller 500 Piece Puzzle
Watch Brandon Moore's exquisite Octopus Fortune Teller from The Fantasy Trip take shape and come to life (figuratively speaking) in this 500 piece puzzle. Challenging enough for puzzle aficionados to get wrapped up in (see what we did there?), yet still great fun for ages 10 and up. This just might be one you'll want to preserve and display!
A 500 piece puzzle.
Stock #5962,
ISBN 080742096301.
$34.95.
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Your newest furry Munchkin friends are back for the holidays! With festive art by Katie Cook, these cards are the purrfect addition to your Munchkin Tails game (or any other Munchkin game that needs a dose of Christmas magic)!
Fifteen cards to bring out your animal side this holiday!
Stock #4223,
ISBN 080742096325.
$6.95.
Either the dungeon has flooded or you took a very wrong turn somewhere, because you don't remember The Flaming Hellscape being this damp. No time to look back, however . . . there are all sorts of fun new monsters to fight and odd new weapons to do it with. Are you the king of the sea, or will you take a dive? There's only one way to find out . . . check out Munchkin Something Fishy today!
56 cards and a rulesheet.
Stock #1510,
ISBN 080742096424.
$11.95.
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Munchkin 8 – Half Horse, Will Travel (Reprint)
These two classic fantasy races get the Munchkin treatment in Munchkin 8 -- Half Horse, Will Travel! Plus new Race and Class Enhancers: you can be Elite, Legendary, or Elder! Go for all three . . . you'll need all the help you can get when you fight That Gecko On The Telly, the horrifying Centaurpede, or the dread Knight Mare!
112 cards and a rulesheet.
Stock #1485,
UPC 837654321393.
$19.95.
GURPS Deadlands: Hexes (Reprint)
In the Weird West, a deck of cards can be a lethal weapon. For hucksters, poker isn't just a game – it's a path to supernatural power. The huckster tries to master a manitou, an evil spirit from Indian mythology – but the consequences of failure can be deadly. For everyone.
GURPS Deadlands: Hexes is a collection of spells for your GURPS Deadlands game. Some of these have previously appeared in Pinnacle/Great White Games' Deadlands books, but some are brand new, with stats for both the original Deadlands and GURPS Deadlands. There are also new huckster templates and a full discussion of just what it means to be a hexslinger.
66 black-and-white pages. Softcover.
Stock #01-6087,
ISBN 978-1-55634-931-7.
$15.95.
GURPS Deadlands Dime Novel 2 – Wanted: Undead or Alive (Reprint)
Sean Bailey was a mean ol' cuss . . . and that was before a ghost rock mine caved in on him. Now he's out to get even with the people who killed him off. It's up to bounty hunter Caleb Harling and his friends to stop him before he turns Bailey's End into a ghost town.
Wanted: Undead or Alive! is the second in our series of fiction set in the world of GURPS Deadlands. There's also GURPS game information, so GMs can run their own adventures in and around Bailey's End.
34 black-and-white pages. Softcover.
Stock #01-6090,
ISBN 978-1-55634-934-8.
$10.95.
GURPS Deadlands: Weird West (Reprint)
The year is 1877. The place is the American West . . . but haunted by the forces of darkness. Undead gunslingers . . . hostile Indian spirits . . . strange cults . . . and, worst of all, the sinister Reckoners. The Civil War drags on, while federal agents and Texas Rangers struggle to deal with eldritch menaces while hiding the awful truth from the public Back East.
Deadlands, from Pinnacle/Great White Games, is possibly the most original roleplaying setting of the decade. It combines the romance and action of the Old West with the horror of invading Things Man Was Not Meant To Know. Now this great background will be explored in a series of GURPS worldbooks.
Adventure as a shootist, a card-slinging huckster, or a prospector searching the ruins of California for that supernatural stuff, "ghost rock." Saddle up, hombre. The Weird West awaits!
130 black-and-white pages. Softcover.
Stock #01-6086,
ISBN 978-1-55634-930-0.
$26.95.
GURPS Deadlands Dime Novel 1 – Aces and Eights (Reprint)
Jim Wright hightails it out of Denver, one step ahead of his would-be killers, on a journey that takes him from a fancy riverboat on the Mississippi to the dingy warehouses and opulent mansions of New Orleans. Now Wright has to figure out who wants to kill him, and why, and what a New Orleans gambler has to do with his murdered partner back in the Disputed Lands . . .
Aces and Eights continues Pinnacle/Great White Games' tradition of merging great action-packed stories with ready-to-play adventure scenarios. Our first Dime Novel is a great way to bring your GURPS heroes into the Weird West of Deadlands!
GURPS Deadlands Dime Novel 1 – Aces and Eights includes:
50 black-and-white pages. Softcover.
Stock #01-6089,
ISBN 978-1-55634-933-1.
$12.95.
In Death Test, you met the Thorsz, the ruthless warlord of a busy merchant city. This book is a guide to that city: Ardonirane.
Learn its history. How did the Thorsz reach power? What are his goals, and why does he rule with an iron hand? Why has he not married? And what may happen next month and next year?
In this book, you'll find:
Can the Thorsz found a new dynasty and rule Ardonirane in prosperity, or will his foes bring him down in fire and blood?
77-page PDF.
Stock #30-3485,
$15.00.
This issue of Hexagram includes articles by Steve Jackson, Stefan Jones, Howard Kistler, Guy McLimore, Peter von Kleinsmid, and others! Visit Skarg's Tavern, but hang on to your purse. Face gargoyles, giant ants, the terrible Kraken, and new and unknown terrors. Venture into the Gallery of Gates, or, if you are very brave, into a refreshed Death Test. 36 pages of Fantasy Trip fun!
40-page PDF.
Stock #30-3488,
$6.00.
26-card expansion for Illuminati 2nd Edition and a rulesheet.
Stock #1579,
ISBN 080742096226 .
$10.95.
The Fantasy Trip 2019 Postcard Contest
A big bundle of small trips worthy of a postcard.Hexagram #1 issued a challenge: Come up with an adventure for The Fantasy Trip that fits on a postcard. Dozens of intrepid architects answered the call! This collection compiles all 40 submissions we received, including the four winning entries. Each scenario features a map and the details necessary to bring it to life. Brave "The Grim Grove," discover the "Treasure of the Stone King," and visit "The Bestial Faire." It's a special delivery of adventure! These adventures can prove inspiring for players of The Fantasy Trip: Melee, a complete game that's the perfect introduction to the world of The Fantasy Trip – and it's available as a FREE download!
40 TFT adventures written by the public - on their original postcards!
Stock #3489,
ISBN 978-1-55634-924-9.
$14.95.
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The INWO Book is your handbook for Illuminati: New World Order, the trading-card version of Illuminati – the classic, award-winning game of guile, intrigue, and world domination. Here you'll find everything you need to explore the devious strategies and evil schemes that will add a new level of excitement to your INWO games.
Included are:
(This is a digital reprint of the original printing.)
155-page PDF.
Stock #30-1611,
$10.00.
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GURPS Dungeon Fantasy Encounters 2: The Room
Dungeon delvers spend much of their careers exploring creepy crypts, forbidden fortresses, tenebrous temples, and so on. Traditionally, such places consist of room after room, behind the doors of which wait monsters, traps, and loot. But not all areas are created equal, and the most memorable prove to be far more than they seem at first glance.
GURPS Dungeon Fantasy Encounters 2: The Room aims to be one of those areas that looks like any other but quickly becomes . . . well, interesting. Explaining further would give away too much! It suffices to say that The Room could show up anywhere and give the cunning GM a way to while away many an hour of gaming.
Just step through The Door!
11-page PDF.
Stock #37-0362,
$4.00.
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Kitten Adventurers 500 Piece Puzzle
An evil wizard has cast a spell on Katie Cook's incredible Dungeon Survival Pack: Kitten Adventurers artwork, shattering the illustrations into 500 pieces. Only you can reassemble them and help the kitties return to the dungeon to continue their adventure!
A 500 piece puzzle.
Stock #5960,
ISBN 080742096349.
$19.95.
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The cover shows, in symbolic form, the different ways the Illuminati scheme to take over the world . . . stealth and violence, threats and bribes. The little puppet figure in front became one of the game’s icons, and the Eye in the Pyramid itself became the logo of Steve Jackson Games!
A 1,000 piece puzzle.
Stock #5961,
ISBN 080742096356.
$19.95.
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Megahex Erasable Tiles - Green Grass
This is a set of four large identical megahex tiles, each 3 MH long by 2 MH tall.Together, the four tiles form a (skewed) rectangle about 24" x 15". They are dry-erasable and two-sided. One side is plain B&W; the other is a realistic green grass texture. Use as many sets as you want to turn your whole tabletop into a battlefield, draw the perfect scenery . . . erase when you're done, and fight a different battle next week!
They are usable with any game that uses hexes, including The Fantasy Trip, GURPS, and the Dungeon Fantasy Roleplaying Game.
Check out the Parchment and the Stone styles as well!
Set of four large identical megahex tiles, each 3 MH long by 2 MH tall.
Stock #3484G,
ISBN 080742096387.
$14.95.
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Megahex Erasable Tiles - Parchment
This is a set of four large identical megahex tiles, each 3 MH long by 2 MH tall.Together, the four tiles form a (skewed) rectangle about 24" x 15". They are dry-erasable and two-sided. One side is plain B&W; the other is a classic parchment texture. Use as many sets as you want to turn your whole tabletop into a battlefield, draw the perfect scenery . . . erase when you're done, and fight a different battle next week!
They are usable with any game that uses hexes, including The Fantasy Trip, GURPS, and the Dungeon Fantasy Roleplaying Game.
Check out the Green Grass and the Stone styles as well!
Set of four large identical megahex tiles, each 3 MH long by 2 MH tall.
Stock #3484P,
ISBN 080742096370.
$14.95.
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Megahex Erasable Tiles - Stone
This is a set of four large identical megahex tiles, each 3 MH long by 2 MH tall.Together, the four tiles form a (skewed) rectangle about 24" x 15". They are dry-erasable and two-sided. One side is plain B&W; the other is a gray cobblestone texture. Use as many sets as you want to turn your whole tabletop into a battlefield, draw the perfect scenery . . . erase when you're done, and fight a different battle next week!
They are usable with any game that uses hexes, including The Fantasy Trip, GURPS, and the Dungeon Fantasy Roleplaying Game.
Check out the Green Grass and the Parchment styles as well!
Set of four large identical megahex tiles, each 3 MH long by 2 MH tall.
Stock #3484S,
ISBN 080742096363.
$14.95.
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One 12-sided die and accompanying booklet.
Stock #5959,
ISBN 080742096318.
$12.95.
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Munchkin Cthulhu is an expansion for the Munchkin Dungeon board game for adventurers not afraid of going a little mad! Face 4 new otherworldly Roaming Monsters, walk across slime-covered Rooms, and gather now Loot perfect for fighting interdimensional threats! But beware: not only will your Madness increase with each Room, but The Great Cthulhu itself is waiting for you in the Boss Lair! Will you be able to fight to the end, or will the terror overtake you?
Eldritch horrors for your Munchkin Dungeon game!
Stock #MKD003,
UPC 889696010452.
$30.00.
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GURPS Religion (Reprint)
So you want to dance with the gods. You want a priest who can call down bolts of power from the skies. You want to cure the diseased and dying, and you want hordes of fanatic followers to bow to your every command.
What you need is GURPS Religion.
GURPS Religion gives you everything you need to delve into the mysteries of creation and divine power. It opens up whole new vistas of roleplaying. Recreate gods from fantasy and myth, or create your own pantheon and answer the cosmic questions . . .
Who created the universe, and why?
Is there one deity or many?
Are the deities wise and benevolent, or are they rash and vengeful?
How do the characters get divine power?
GURPS Religion allows you to design a complete cosmos. It also helps you decide what part (if any) the gods play in characters' day-to-day lives, and how to create the social institutions we know as religions.
There are also sections on designing clerical characters, and rules for the magical powers granted to the faithful.
Power, magic, birth, death, and intrigue. The world of the gods is vast and complex. You can be a pawn of the Powers That Be. Or you can make the universe bend to your will.
You have the knowledge. You have the power. Create the Universe!
178 black-and-white pages. Softcover.
Stock #01-6078,
ISBN 978-1-55634-921-8.
$29.95.
GURPS Villains (Reprint)
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.
130 black-and-white pages. Softcover.
Stock #01-6075,
ISBN 978-1-55634-915-7.
$22.95.
The Fantasy Trip: Ardonirane (Reprint)
Ardonirane, Jewel of the Red Plains
In Death Test, you met the Thorsz, the ruthless warlord of a busy merchant city. This book is a guide to that city: Ardonirane.
Learn its history. How did the Thorsz reach power? What are his goals, and why does he rule with an iron hand? Why has he not married? And what may happen next month and next year?
In this book, you'll find:
Can the Thorsz found a new dynasty and rule Ardonirane in prosperity, or will his foes bring him down in fire and blood?
72 black-and-white pages. Softcover.
Stock #3485KDP,
ISBN 978-1-55634-943-0.
$25.95.
GURPS Mecha (Reprint)
From battlesuited space marines making an orbital drop to cinematic Japanese anime action featuring giant walking tanks piloted by beautiful alien princesses, GURPS Mecha covers the entire genre of mecha action! In the pages of Mecha you'll find:
130 black-and-white pages. Softcover.
Stock #01-6079,
ISBN 978-1-55634-922-5.
$22.95.
GURPS Robots (Reprint)
GURPS Robots contains detailed rules for designing, building, and playing robots – from the tiniest nanobots to the mightiest megabots. You can create cyborgs, androids, and even biomorphs – deadly fluid-metal machines that can take any shape.
The advanced design rules are compatible with GURPS Vehicles, 2nd Edition. Choose everything from the frames to weapons to the tiniest accessories!
Also included are rules for robots as player characters; artificial intelligences and battlesuits; and over 30 completely worked-out sample robots.
130 black-and-white pages. Softcover.
Stock #01-6077,
ISBN 978-1-55634-920-1.
$22.95.
GURPS Deadlands: Varmints (Reprint)
Look out, pardner! Varmints has dozens of new monsters ready to make your trail ride a trip through Hell! Featuring conversions of all the nastiest fiends and beasties from the original Deadlands game, as well as all-new critters with both GURPS and Deadlands stats, Varmints will give your posse nightmares for a long, long time . . .
130 black-and-white pages. Softcover.
Stock #01-6088,
ISBN 978-1-55634-932-4.
$26.95.
Six 17mm round-cornered dice with a hangtag.
Stock #5952,
ISBN 080742097117.
$9.00.
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GURPS Dungeon Fantasy Encounters 3: The Carnival of Madness
Everybody loves the circus! But it takes more than stale popcorn, some carnies, and few sad-looking caged animals to interest delvers. They demand magic, puzzles, fighting, and of course, loot – even (sometimes especially) when having fun during the downtime between dungeons.
GURPS Dungeon Fantasy Encounters 3: The Carnival of Madness provides all of that and more – much of it unexpected. This traveling show could show up in any place, at any time, spicing up the journey to or from the real adventure. Because it has its secrets, it's best not to say more, except . . .
Beware of the clowns!
12-page PDF.
Stock #37-0363,
$4.00.
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GURPS Warehouse 23 (Reprint)
The Ark of the Covenant rests in a crate next to the gold plates of Moroni and the dissected corpses of the Martian invaders. Frozen in ice are the Jersey Devil, a Yeti, and a bacteria that can eat any metal – it just can't STOP. Growing in a hidden hydroponics facility is a plant with a fruit that tastes like steak, with enough nutrition in a single serving to sustain you for a week. The plates they serve it on in the cafeteria are made of a 100% biodegradable plastic that – while it's still fresh – can absorb the kinetic energy of a tank shell without even spilling your drink.
You don't want to know what's in the drink.
The global power balance teeters on the brink of chaos. We touch too much too soon. We discover things we were never meant to comprehend: Relics created by the whim of mad genius, or aliens, or gods – or godlike DEMONS . . . substances so potent that a handful could destroy our world, computers so subtle that no network is secure from their manipulation, sorceries dark enough to annihilate the purest soul.
Somewhere, those with true Power have built a facility to imprison these forces . . . for proper study. For our own good. To insure order. Until THEY decide to unleash them. They know WE aren't yet ready for the contents of Warehouse 23. But are they?
Your players will be delighted. At first.
130 black-and-white pages. Softcover.
Stock #01-6082,
ISBN 978-1-55634-926-3.
$22.95.
GURPS Undead (Reprint)
Get GURPS Undead, the complete "book of the dead" for GURPS!
Undead covers everything from subtle hauntings to undead necromancers, from Gothic vampires to the brain-eating zombies of the B-movies. Inside you'll find a history of the undead, guidelines for creating your own undead (including animals, plants, microbes, and even vehicles), and a dozen classic undead archetypes with variants and sample characters. You'll also get extensive advice on how to use the undead dramatically as scenery, plot devices, monsters, villains, or heroes. In addition, Undead features discussions of many related topics, including tombs, death gods, embalming, funerary rites, grave robbery, necromancy, pathology, souls, the afterlife, spells, symbolism, and more. In short, everything you need to inject new life into your undead.
What are you waiting for? Life is short . . .
130 black-and-white pages. Softcover.
Stock #01-6081,
ISBN 978-1-55634-925-6.
$22.95.
GURPS Dungeon Fantasy Treasures 4: Mixed Blessings
Self-righteous ascetics aside, delvers love loot. They especially appreciate rare and unique artifacts, which provide not only powers that enemies don't expect, but also something to brag about to allies (or anybody else who'll listen . . .). The difficulty with such things is that they bend, even break the rules in ways that give GMs headaches.
GURPS Dungeon Fantasy Treasures 4: Mixed Blessings solves this problem with items that fiddle the rules in ways that give munchkins headaches, too. They aren't cursed – far from it! – but they come with features that should make adventurers think twice about relying on them too much. Included is short-but-solid advice on creating your own mixed blessings, for which the 13 treasures in the collection serve as examples.
Void where prohibited by the laws of magic.
11-page PDF.
Stock #37-0364,
$4.00.
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This game more or less relates to the sad lives and hard times of persons living in late Georgian London – that is, the city is more or less London, the individuals concerned are more or less persons, and King George is more or less late. The year is 1830.
A roleplaying game usually sends characters on an exploration in which they seek elusive treasure through uncharted jungles, ruins, and dungeons – overcoming obstacles and whacking monsters with magic or astounding technology.
Such things are sadly rare in this game. GURPS Goblins is set in a city where every square inch has been trodden by one and a half million pairs of feet, and all obstacles are marked on a handy street map. The ruins and dungeons are far from uncharted – the only creature who never explores them is the landlord who rents them out. The magic is dubious. The technology isn't astounding.
There are, however, plenty of monsters – in every conceivable shape and size. They live in the characters' houses, eat their food, and buy groceries at the same market. Many of them are relatives. The characters of GURPS Goblins roam well-worn, familiar streets in a sea of unwashed, diseased rogues and villains. The characters are unwashed, diseased rogues and villains. They seek the same elusive treasures that all do – gin, glory, and bags of money.
(This is a digital reprint of a supplement designed for GURPS Third Edition.)
147-page PDF.
Stock #30-6078,
$11.00.