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Raising a horde of skeletons is harder than it sounds. Scouring ancient crypts for forbidden tomes . . . hours of endless chanting . . . so many candles!
The
Eight 6-sided dice in four colors.
Stock #5958,
ISBN 080742096608.
$8.95.
Carry your dice in style using this large, satin-lined dice bag with room for over 100 dice of all different shapes and sizes! Featuring custom art that perfectly accents any tabletop game, this cybernetic dice bag will power you through your next game night.
One 7" x 7" satin-lined dice bag.
Stock #5213,
ISBN 080742096646.
$11.95.
Eight 6-sided dice in four colors.
Stock #5957,
ISBN 080742096615.
$8.95.
Deluxe Dice Bag: Happy Faeries
One 7" x 7" satin-lined dice bag.
Stock #5215,
ISBN 080742096622.
$11.95.
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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.
$34.95.
GURPS Who's Who 2
(Reprint)
The second volume of 52 real-life characters for historical and time-travel games introduces an even more varied collection of personalities.
Through brilliance or luck, charisma or courage or sheer lunacy, these are the people who stamped their very different images on history. When your players face them, in battlefield, court, or laboratory, they can change the world – or at least, come away with quite a story.
Each character is represented by a full GURPS character sheet, biographical notes, and scenario ideas from the subtle to the bizarre – ready to use in games, or adapt as NPCs or role-models.
130 black-and-white pages. Softcover.
Stock #01-6084,
ISBN 978-1-55634-928-7.
$22.95.
GURPS Who's Who 1
(Reprint)
History is full of people who were stranger than fiction. People you'd want to meet. People you'd pray to avoid. People who changed the world.
This book gives complete descriptions and character stats for 52 of the most interesting people in history, ready to serve as patrons, allies, enemies, or role-models. From the man who united China to the REAL Dread Pirate Roberts; from the voice of an empire to a roistering aristocratic astronomer with a silver nose; from a doctor so brilliant that his foes ran him out of town, to a king with 1,200 wives but not a single heir!
It's written for GURPS, but it's easy to translate into any system.
130 black-and-white pages. Softcover.
Stock #01-6083,
ISBN 978-1-55634-927-0.
$22.95.
GURPS Y2K
(Reprint)
The world DIDN'T end on January 1, 2000. Therefore, this book is good for gaming, rather than just for starting fires. And you know what? We're GLAD.
Now that it's just fantasy, visit the world that might have been . . . the world where everything went wrong.
The Big Crash. The Bug. The end of technology – the end of humanity. In GURPS Y2K, ten of your favorite GURPS authors take a long look at these millennial fears, from computer crashes to global warming, from a nuclear apocalypse to the Biblical Apocalypse.
Are you Y2K compliant?
130 black-and-white pages. Softcover.
Stock #01-6085,
ISBN 978-1-55634-929-4.
$22.95.
Two seconds after the first humans met the first animals, people started to blur the lines. They imagined animal-headed gods, talking beasts, totem animals, and human-animal hybrids, and also used beasts as symbols for human traits . . . all of which eventually gave rise to "funny animal" cartoons and finally the full-fledged anthropomorphic animals found in modern-day animation, comics, games, and novels. These beings and others like them are commonly labeled furries.
GURPS Furries brings this wonderful world to your game. It provides game-mechanical guidance on creating suitable templates for "furry" characters – from the biologically plausible, through the fanciful, to the cartoonish – and backs that up with a long catalog of examples suited to a wide variety of genres. Beyond the stats, it gives advice on integrating these beings into your campaign in background roles, as a major presence, or as the primary focus.
Because humans could stand to learn a thing or two about being civilized.
39-page PDF.
Stock #37-0365,
$9.00.
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For over 10 years – from 2008 through 2018 – the third volume of Pyramid magazine delivered new content for GURPS gamers. Now, you can get the entire collection all at once! Behold, all 122 issues of the third volume of Pyramid, at a dynamite savings – nearly 50% off the cover price of $975!
Each issue is devoted to a theme: monsters, psionics, martial arts, spaceships . . . and many more. Spice up your campaigns for GURPS Dungeon Fantasy, GURPS Action, GURPS Monster Hunters, and just about any other genre you could imagine. Over 500 articles from beloved GURPS authors and talented newcomers.
It's a bundle of joy bigger than your imagination. Get your gear together; the Pyramids await!
122 PDFs (totaling 4,737 pages) plus other support files in a single Zip file.
Stock #37-2599,
$500.00.
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Set of twelve 16mm six-sided dice.
Stock #5910,
ISBN 080742096462.
$13.95.
Don't fail!
Contains 21 Quest cards, one First Player card, 50 meeples, and three six-sided dice.
Stock #5965,
ISBN 080742096271.
$24.95.
Munchkin Cthulhu
(Reprint)
Munchkins have hacked their way through dungeons, kung fu temples, starships, haunted houses, and super-foes. Now they face their greatest challenge -- Cthulhu! Will they survive? Will they retain their sanity? Will they . . . level up?
Munchkin Cthulhu is a stand-alone game that lampoons Lovecraft's Mythos and the horror gaming that surrounds it. Brought to you by Steve Jackson and John Kovalic, this set features four Classes -- including the Cultist -- and a lot of classic monsters from outside reality. And they all have Stuff you can take from their twitching bodies.
You can play Munchkin Cthulhu by itself, or combine it with any number of other Munchkin games for mind-bending silliness.
168 cards, a unique six-sided die, and a rulesheet.
Stock #1447,
UPC 837654320495.
$24.95.
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 a rulesheet.
Stock #131313,
UPC 837654320419.
$15.95.
At last . . . the star-spanning sourcebook for the Generic Universal RolePlaying System. In the 128 pages of GURPS Space, you'll find:
GURPS Space does not tie your game to a single background. Rather, it is designed for the creative GM who wants to develop their own universe! This book presents a wide variety of choices and background information, to let you recreate your favorite science fiction background – or build your own, from the homeworld out.
Years in the making, GURPS Space is essentially a survey of the whole space-adventure genre as it relates to roleplaying. If you're ready to create your own future . . . it's yours.
This book is designed for use with the GURPS Basic Set, but can be used as a sourcebook for any roleplaying campaign in outer space.
(This is a digital reprint of a supplement designed for GURPS prior to Third Edition.)
131-page PDF.
Stock #30-6005-1,
$9.00.
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GURPS Magical Styles: Horror Magic
Despite its "set piece" sorcery and limited flexibility, the main magic system in the GURPS Basic Set and GURPS Magic offers a major advantage: Effects are spelled out clearly ahead of time, meaning no spell-creation mini-game and relatively few arguments at the gaming table. This degree of predictability is great for games with fireballs and dragons, like hack 'n' slash fantasy, but not suited to every genre that features the supernatural.
GURPS Magical Styles: Horror Magic uses the tools of GURPS Thaumatology: Magical Styles to adapt this system to genres where magic is supposed to be a secret – likely a creepy one, if not evil. Cult Secrets is a style for secretive wizards who don robes to carry out ceremonies under cover of darkness, usually in the name of a demon or dark god. The Dark Path, on the other hand, is followed by loners who delve into forbidden books to show their detractors the price of laughing at their ambitions. And Forgotten Wisdom suits traditionalists whose problem is largely one of image . . . but who aren't above cursing enemies.
Ultimately, it isn't about the spells you cast but who you damn to Hell when you cast them – which could be you, if you aren't very, very careful!
14-page PDF.
Stock #37-1659,
$6.00.
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Designed by USAopoly • Based on Steve Jackson's Munchkin
168 cards, 6 house cards with Level trackers, custom die, and a rulesheet.
Stock #MU010-430-002100,
ISBN 700304154798.
$24.99.
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.
GURPS Mass Combat puts you in command of armies, and GURPS Boardroom and Curia allows you to run almost any other kind of organization. But what about fiefs? Nations? Galactic empires?
This is where GURPS Realm Management steps in. It provides a way to generate a full spread of vital statistics for a polity of any size – not unlike those for cities in GURPS City Stats, but on a potentially far grander scale. Even better, it offers a system for managing your "realm" day to day . . . and for resolving trade, diplomacy, and conflicts (hot and cold) between it and its neighbors. And all of it is friendly to the PCs being the ones calling the shots!
Come make the leap from "adventure" to "adventurism"!
52-page PDF.
Stock #37-0161,
$11.00.
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GURPS Ultra-Lite (Spanish Edition)
It's the power of GURPS in a tiny package! We took the essence of the core GURPS rules and distilled it down to one page! Just print GURPS Ultra-Lite and fold it into a booklet (instructions included). With these rules and three dice, you have a small package for big RPG fun. Play GURPS on road trips. Use a copy as a bookmark. Print bunches and give them out as Halloween goodies. The possibilities are endless!
This Spanish version of GURPS Ultra-Lite was created by Sebastian Schirmer.
2-page PDF.
Stock #37-0022,
$FREE.
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Thirty cards to "enhance" your Munchkin game!
Stock #4257,
ISBN 080742096196.
$9.95.
One 7" x 7" satin-lined dice bag.
Stock #5216,
ISBN 080742096592.
$12.95.
CONTENTS: 172 Cards,
7 oversized Character Cards,
6 plastic trackers, 1 D20,
and Instructions.
Stock #MU139-516,
ISBN 700304154170.
$29.99.
How to Be a GURPS GM: Managing Expectations
We believe that GURPS is a good set of rules! But no matter how solid your system, the quality of your game depends on how well the GM runs it . . . and on how willing the players are to do their part. To a large extent, those things rely on everybody meeting everybody else's expectations.
How to Be a GURPS GM: Managing Expectations offers a quick course in getting everyone at the gaming table on the same page. It tackles such topics as finding common ground on issues like realism level, rules interpretations, and character competence; how often to roll the dice; player engagement; and the complications of mini-games. Although it pulls specific examples from GURPS, almost all of this advice is applicable to any game system.
Because the real name of the game is collaboration.
16-page PDF.
Stock #37-0366,
$6.00.
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This 64-page hardcover book contains five new adventures, each with die-cut game counters, for The Fantasy Trip.
A 64-page hardcover book with five new TFT adventures!
Stock #3495,
ISBN 978-1-55634-940-9.
$34.95.
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55 monsters from the oldest of old-school games, compiled under the OGL, and translated to The Fantasy Trip by Steve Jackson himself. Negotiate with the Grippli! Flee from the fearsome Gnolls and their Flind masters! Find a way around the Gelatinous Cube, and think fast, because it's still coming . . .
Each monster comes with stats, description, at least one suggested encounter, and at least one game counter. Except for the Throat Leech and the Ear Seeker, because you don't see them coming . . . Also included with this set are double-sized cards for each monster, with a picture and basic encounter information.
This is a supplement for The Fantasy Trip. You will need at least Melee to play and preferably In The Labyrinth.
A book of traditional fantasy game monsters for The Fantasy Trip.
Stock #3497,
ISBN 978-1-55634-941-6.
$39.95.
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Quick Quest 1: Tipping The Scales
Quick Quests are super-short adventures for The Fantasy Trip. Each one is about 2,500 words of character description, GM advice, and combat. Definitely combat.
You can use a Quick Quest in several ways:
As a stand-alone adventure for a night or two of play.
As a side quest to drop into an ongoing campaign.
As a seed for a whole new campaign.
A 16.5" x 8.5" Z-fold brochure printed on cardstock
Stock #3601,
ISBN n/a.
$5.00.
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Yatta! Kaijū gēmu e yōkoso! (Hooray! Welcome to our kaiju game!)
Enjoy nuclear-powered battles, city-stomping showdowns, and off-planet altercations with Munchkin Apocalypse: Kaiju! (Gesundheit.) Get barbecued by Hamera, take a sledgehammer to Rocky Road Dan, and win the day with the help of a Rousing Theme Song and a Small Child in Shorts.
30 cards and a rulesheet in a tuckbox.
Stock #4270,
ISBN 080742096240 .
$9.95.
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One 7" x 7" satin-lined dice bag.
Stock #5218,
ISBN 080742096479.
$12.95.
7" square, satin-lined, drawstring bag.
Stock #5217,
ISBN 080742096585.
$12.95.
How to Be a GURPS GM
(Reprint)
GURPS! A game with infinite possibilities. Even those familiar with this award-winning system may not feel they've mastered the fundamentals . . . and those just starting with this game may feel lost amid the possibilities. You want help. You could use a guide. You need How to Be a GURPS GM.
For the player, this supplement offers insight into how to create the perfect character to fit your vision, plus three examples of character creation and two new fantasy templates. The chapter dedicated to customizing combat and using various options can be particularly helpful for new and veteran players in making aggressive altercations even more exciting.
For the Game Master, the supplement discusses everything needed to run a campaign: how to prepare the game setting, assist the players with the creation of their heroes, create challenging and engaging encounters, and design and run the first adventure. The included overview of the Fourth Edition line, plus recommended resource lists for eight popular genres, can help the GM decide which supplements will be most helpful to craft a new campaign.
This supplement also provides canonical insight from Sean "Dr. Kromm" Punch, who draws on decades of experience answering questions and providing clarifications as the GURPS Line Editor. Throughout, it follows a group of example players new to GURPS, from when their GM first opens the Basic Set through the starting session of their inaugural adventure. How to Be a GURPS GM is an invaluable aid for getting started with GURPS, bridging the previously perilous step between reading the Basic Set and participating in your first game.
Half of power is knowing how to use it. With How to Be a GURPS GM, you'll be on your way to unleashing the full potential of GURPS like never before!
74 black-and-white pages. Softcover.
Stock #01-6099,
ISBN 978-1-55634-808-2.
$19.95.
GURPS Magic Items 2
(Reprint)
GURPS Magic Items 2 once again opens the doors to shops full of arcane artifacts and enchanted objects . . . over 450 completely new items.
All of the familiar magical shops from GURPS Magic Items 1 are here, with new items for armor and protection, magical weaponry, mystical healing, necromantic magic, curses, tricks and traps, and more. You also get eight new shops for magic-seeking adventurers to visit, with items for bardic magic, adventuring items, holy magic, and toys and entertainment.
You'll also find:
130 black-and-white pages. Softcover.
Stock #01-6109,
ISBN 978-1-55634-951-5.
$22.95.
Illuminati
(Reprint)
They are all around us. Secret conspiracies are everywhere. In Illuminati, you increase your wealth and power to take over the world until only YOU reign supreme.
Now, this classic game of conspiracy and world conquest has been updated to include current events and up-to-date references! Illuminati is for two to six players and contains 110 cards with new card back designs. It features new art created by Lar deSouza, known for his 2008 Shuster Award-winning online comic Least I Could Do.
As a winner of the Origins Award for Best Science Fiction Boardgame, Illuminati is one of the all-time greats. Now that it has been modernized for the 21st century, you'll wonder whether it's really only a game as you scheme your way to world domination!
Includes rules, 110 cards, 8 giant-sized reference cards, 2 sheets of money counters, and 2 dice.
Stock #1387,
ISBN 080742099807.
$34.95.
Munchkin 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 Unicorns
(Reprint)
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.
$7.95.
Kitten d6 Dice Set
(Reprint)
Featuring the adorable artwork of Katie Cook, this set of twelve 16mm six-sided dice brings mischievous kittens to your favorite game!
These dice will appeal to gamer people and kitty people and everyone in between! Everyone needs more dice. Just be careful when you take these cute kitty and paw print dice to your next gaming session; the other cat fanatics at the table may try to knock the dice to the floor and keep them for their own dice collection. Colors may vary.
Twelve 16mm dice (four new colors) in a blister pack.
Stock #5933B,
ISBN 080742097599.
$13.95.
GURPS Basic Set: Campaigns
(Reprint)
With GURPS, you can be anyone you want -- an elf hero fighting for the forces of good, a shadowy femme fatale on a deep-cover mission, a futuristic swashbuckler carving up foes with a force sword in his hand and a beautiful woman by his side . . . or literally anything else! GURPS has been the premiere universal roleplaying game for almost two decades. The new Fourth Edition makes it even better!
GURPS Basic Set: Campaigns combines information from the Third Edition GURPS Basic Set and GURPS Compendium II -- plus our new core setting, with infinite possibilities for timeline-hopping adventure! (You don't have to play in the core setting -- there isn't some game-altering metaplot -- but it's there if you want it.) This 240-page, full-color hardcover contains everything a GM needs to create and run a GURPS Fourth Edition campaign.
240 pages. Hardcover.
Stock #01-0002,
ISBN 978-1-55634-730-6.
$39.95.
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GURPS Magic Items 1
(Reprint)
Enchanted swords . . . marvelous rings . . . animated armor . . . wands and staffs of devastating power. Here is a catalog of hundreds of original and imaginative enchanted items for use in any campaign, from exotic trinkets to mighty artifacts. Categories include swords and weapons, armor, wizardly tools, thief's supplies, clothing, jewelry, healing tools, necromantic items and curses, tricks, and traps.
GURPS Magic Items 1 also describes the eldritch shops that sell these wonders, and more:
130 black-and-white pages. Softcover.
Stock #01-6108,
ISBN 978-1-55634-950-8.
$22.95.
GURPS Dungeon Fantasy Monsters 5: Demons
Demons are the ideal monsters. They can show up anywhere with no more justification than "they were summoned," they can survive indefinitely in a dungeon without much explanation, and killing them poses no serious moral dilemma for anyone. As a bonus, they give demon-slayers, demonologists, and holy warriors a boost in importance – if you include those niches in your campaign, you have to include lots of demons!
Demons embody not just Evil, but also Chaos; they come in an infinity of forms. GURPS Dungeon Fantasy Monsters 5: Demons provides a systematic guide to types of demons and their attributes, attacks, defenses, and special powers, allowing you to create (and in many cases, randomly roll) a demon to order. While it isn't a "bestiary," it concludes with six worked examples to get you started, plus a guide to where to find all the other demons in Dungeon Fantasy and Pyramid, Volume 3.
Get ready to get summoning!
26-page PDF.
Stock #37-0367,
$7.00.
Buy Now!
GURPS SWAT
(Reprint)
From small-town crisis units to the FBI's Hostage Rescue Team, from the urban sprawl of Berlin to the mountainous wilds of Idaho, GURPS SWAT covers the dangerous world of tactical police operations. Serve a warrant on a meth lab, protect a judge whose life is threatened, rescue hostages from international terrorists, or take down a barricaded suspect before they kill again! Establish perimeters and begin hostage negotiations. Perform a stealth entry if you can, or blow down the door in a swift dynamic assault!
GURPS SWAT provides:
The lives of innocent hostages are at stake. Do you have what it takes to be the best of the best? Put on your armor, grab your weapon, and find out . . .
66 black-and-white pages. Softcover.
Stock #01-6111,
ISBN 978-1-55634-949-2.
$15.95.
GURPS Conan
(Reprint)
Black-haired and sullen-eyed was Conan, a thief, a reaver, a slayer, with gigantic melancholies and gigantic mirth. Cycles of legend revolve around his name, glimpses of a world before history, where evil wizards performed dark sorcery, and where the fate of an empire turned on the strength and skill of a single sword.
GURPS Conan lets you enter the Hyborian Age, when shining kingdoms lay spread across the world like blue mantles across the stars . . . Zamora, with its dark-haired women and towers of spider-haunted mystery; Zingara with its chivalry; Stygia with its shadow-guarded tombs; Hyrkania whose riders wore steel, silk, and gold; and powerful Aquilonia, the proudest kingdom of the world.
GURPS Conan includes:
Based on the Conan stories by Robert E. Howard, L. Sprague de Camp, and others.
(This is a reprint of a GURPS Third Edition product. Its interior is based on a scanned copy of the most-recent print version, so there will be imperfections compared to modern all-digital releases. GURPS Magic for Third Edition is also helpful to use this supplement, but not required.)
130 black-and-white pages. Softcover.
Stock #01-6092,
ISBN 978-1-55634-953-9.
$29.95.
GURPS Screampunk
(Reprint)
Contained in this slender volume are Horrors so great that Unmarried Women, or those in Delicate Condition, should read with Great Caution – and Protective Eye Wear, if available.
It is an Age of Revolution; the world has been cruelly purged . . . in fire, and blood, and steam. From the past, untold horrors wait to clutch at men's souls.
It is an Age of Invention; even the Laws of Nature must fall before the power of Progress! Sinister villains plot to use their newfound inventions against society, nature, and even God Himself!
It is an Age of Steam; the most brilliant minds of the age experiment with novel, wondrous ideas – but is mankind ready for such power?
GURPS Screampunk presents a toolkit for incorporating Victorian steampunk into games of gothic horror:
The ominous shadows of the past loom over the present. The forces of reason man the last barricade against superstition, medieval barbarism, and ancient nightmares. Will you stand against the darkness?
34 black-and-white pages. Softcover.
Stock #01-6112,
ISBN 978-1-55634-948-5.
$10.95.
GURPS All-Star Jam 2004
(Reprint)
Take nine fan-favorite GURPS authors. Give them each 10,000 words to write about whatever they want. The result is GURPS All-Star Jam 2004, featuring:
Nine (well, ten) top authors at the top of their games – GURPS All-Star Jam 2004 has something for everybody!
130 black-and-white pages. Softcover.
Stock #01-6097,
ISBN 978-1-55634-958-4.
$24.95.
GURPS Magic Items 3
(Reprint)
Enchanted handguns . . . sorcerous spaceships . . . clockwork golems . . . from the Ice Age to the distant future, GURPS Magic Items 3 is full of intriguing and exciting artifacts for magical adventures. There are "generic" items, suitable for a range of settings, as well as creations specifically for popular game settings like GURPS Technomancer, GURPS Steampunk, and GURPS Warehouse 23!
Also included are several more weird and wonderful ways to create magic items; a dozen new guilds, organizations, and corporations involved in the magic item trade; and much more!
130 black-and-white pages. Softcover.
Stock #01-6110,
ISBN 978-1-55634-952-2.
$22.95.
Hexagram #6 is the latest in a series that started out as a part of Kickstarter's 2019 Zine Quest event. We had so much fun working on the zine that we just kept making new issues. Fortunately for us, you've had as much fun incorporating the Hexagram content into your games as we have had writing every issue.
This latest issue includes:
40-page PDF.
Stock #30-3490,
$6.00.
Munchkin: SpongeBob SquarePants
CONTENTS: 168 Cards, 6 Role Cards, 6 Plastic Trackers, 1 Die, and Instructions.
Stock #MU096-712-002100,
ISBN 700304155115.
$24.99.
GURPS Conan and the Queen of the Black Coast
(Reprint)
Allies, swordmates, lovers . . . there were two no deadlier pirates in the Hyborian Age than Conan of Cimmeria, destined to be the greatest hero of his time, and Bêlit, savage ruler of the southern buccaneers! Together, they were Conan and the Queen of the Black Coast!
Now they face supernatural horrors of haunted ruins on the Zarkheba River. Live the adventure of the glorious Hyborian Age in this solo adventure for GURPS. Based on the short story by fantasy legend Robert E. Howard, it can be played many times without having the same adventure twice. Play the mighty Conan, or design your own character to face the evil of the ruined city. The book also includes:
(This is a reprint of a GURPS Third Edition product. Its interior is based on a scanned copy of the first print version, so there will be imperfections compared to modern all-digital releases.)
34 black-and-white pages. Softcover.
Stock #01-6094,
ISBN 978-1-55634-955-3.
$14.95.
Zombie Dice Horde Edition
(Reprint)
It's Zombie Dice and two expansions – in one delicious, brain-filled package!
You are a zombie. You want brains. More brains than any of your zombie buddies.
Zombie Dice is a quick and easy game for gamers and non-gamers alike. Great for large groups. The 13 custom dice represent victims. Push your luck to eat their brains, but stop rolling before the shotgun blasts end your turn!
This box includes:
16 six-sided dice, a 12-sided die, 10 brain counters, four shotgun counters, a score pad, a dice bag, and a rulesheet
Stock #131341,
ISBN 091037863430.
$29.95.
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.
GURPS Goblins
(Reprint)
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 edition is black-and-white (grayscale). A version with color interior pages is also available separately.
146 black-and-white pages. Softcover.
Stock #01-6091B,
ISBN 978-1-55634-942-3.
$24.95.
GURPS Goblins
(Reprint)
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 edition recreates the color scheme of the original printing, with 96 color interior pages. A black-and-white (grayscale) version is also available separately.
146 pages, 96 in full color. Softcover.
Stock #01-6091C,
ISBN 978-1-55634-945-4.
$39.95.
GURPS Conan Beyond Thunder River
(Reprint)
When the army of Aquilonia marched across Thunder River and into savage Pictland, the tribes of the Picts were driven away. To secure his rich new territory, King Numedides built Fort Tuscelan, a powerful outpost meant to keep the barbarian Picts from striking back.
But Numedides' lone fort is not enough to stop the Pict raiders. In recent days, the ruthless natives have burned Aquilonian homesteads, raided merchant caravans, and brutally murdered several soldiers from the fort.
For the Picts have united behind a sorcerous leader: the great witch-doctor, Zogar Sag. Even now, he is raising a vast Pict horde to crush Fort Tuscelan.
You are Conan of Cimmeria, commander of the scouts at Fort Tuscelan. Can you stop Zogar Sag and his army?
GURPS Conan Beyond Thunder River is based on the story "Beyond the Black River," by Robert E. Howard. In it you'll find:
All of Aquilonia is depending upon you to save the land Beyond Thunder River!
(This is a reprint of a GURPS Third Edition product. Its interior is based on a scanned copy of the first print version, so there will be imperfections compared to modern all-digital releases.)
66 black-and-white pages. Softcover.
Stock #01-6093,
ISBN 978-1-55634-954-6.
$19.95.
GURPS Space
(Reprint)
A classic becomes classier in this updating of the definitive guide to science-fiction roleplaying. Previous editions of GURPS Space offered a comprehensive set of tools to design your own starfaring campaigns, from space opera to hard science with any stop in between. Substantially revised and expanded for GURPS Third Edition, this edition:
In addition to the above topics, GURPS Space offers an inventory of science-fiction equipment from lasers to force swords, treatment of classic science-fiction character types, advice on creating planets and the cultures that inhabit them, and much more!
178 black-and-white pages. Softcover.
Stock #01-6114,
ISBN 978-1-55634-960-7.
$26.95.
One 7" x 7" satin-lined dice bag.
Stock #5214,
ISBN 080742096639.
$11.95.
Buy Now!
GURPS Martial Arts
(Reprint)
The ultimate hand-to-hand combat book! The 160-page GURPS Martial Arts Second Edition covers over 50 different armed and unarmed fighting arts for GURPS Third Edition, including the historical and modern styles of both the East and the West, as well as fantasy and science fiction styles, presented in both realistic and cinematic forms. From the French fencing of swashbuckling cinema to Kendo down at the dojo, from Kung Fu at the Shaolin Temple to Savate on the piers of Marseilles, Martial Arts has it all.
162 black-and-white pages. Softcover.
Stock #01-6113,
ISBN 978-1-55634-959-1.
$25.95.
Munchkin Dragons
(Reprint)
Dragons are fearsome! Dragons are cool! Dragons have LOTS of treasure for munchkins to loot! Munchkin Dragons has 15 new cards. The treasures are wondrous indeed . . . but first, you've got some dragons to slay. Good luck.
This is an expansion for Munchkin. It is not a stand-alone game. This is NOT a collectible or randomized set. Every Munchkin Dragons pack is the same as every other.
15 cards in a tuckbox.
Stock #4235,
ISBN 080742095984.
$6.95.
Munchkin Princesses
(Reprint)
Many children dream of being a fairy-tale princess when they get older. Munchkin Princesses proves you don’t have to grow up to become a princess! This 15-card mini-expansion has cards for every Munchkin fan: new monsters (Prince Charmless and The Eighth Dwarf), new Treasures (Glass Sneakers and the Genetically Modified Apple) and, of course, the Princess card itself. Two Princesses, in fact!
15 cards in a blister pack.
Stock #4243,
ISBN 080742096011.
$6.95.
Buy Now!
Munchkin Knights
(Reprint)
In times of yore, loyal knights would ride out to do their king's bidding. These knights have stumbled into the dungeon and are now in your way. Draw your steel and show them who's the king around here. Munchkin Knights has 15 shiny new cards to add some Knight to your day!
This is an expansion for Munchkin. It is not a stand-alone game.
15 cards in a blister pack.
Stock #4253,
ISBN 080742096004.
$6.95.
Buy Now!
Munchkin Curses
(Reprint)
Admit it. You love that moment when your enemy kicks down the door, and the card they draw is – a Curse! Almost as much as you love playing Curses on your enemies yourself. Whether it means losing items, skipping turns, or stumbling across a duck imbued with pure doom, a Curse always brings in an element of gleeful mayhem.
That’s why this mini-expansion contains 12 new Curses, two new monsters, and one Curse Reverse to shuffle into your Munchkin game!
This is an expansion for Munchkin. It is not a stand-alone game. This is NOT a collectible or randomized set. Every Munchkin Curses pack is the same as every other.
15 cards and rule sheet in a tuckbox.
Stock #4255,
ISBN 080742095953.
$6.95.
Munchkin Fowl Play
(Reprint)
Get all the silly chicken, turkey, and duck jokes you've ever wanted with Munchkin Fowl Play! This mini-expansion is illustrated by John Kovalic and written by Steve Jackson – the original Munchkin duo. Plus, it comes with original fantasy backs so you can add poultry flavor to all your Munchkin games!
15 cards and a rulesheet.
Stock #4263,
ISBN 080742099852.
$6.95.
Buy Now!
GURPS Conan the Wyrmslayer
(Reprint)
The Aesir speak of Snow Devil Pass with dread – and with good reason. Whole parties have vanished there without a trace. Can the mighty Conan master the bitter cold, the savage beastmen – and the other horrors that lie beyond?
Experience the glorious Hyborian Age in this solo adventure for GURPS. Based on the story "Lair of the Ice Worm," featuring Robert E. Howard's legendary barbarian, Conan of Cimmeria, it can be played many times without taking the same course. Relive the exploits of the mighty Conan, or send a hero of your own design on the road to fame and glory.
Inside, you'll find:
(This is a reprint of a GURPS Third Edition product. Its interior is based on a scanned copy of the first print version, so there will be imperfections compared to modern all-digital releases.)
34 black-and-white pages. Softcover.
Stock #01-6095,
ISBN 978-1-55634-956-0.
$14.95.
GURPS WWII: Motor Pool
(Reprint)
World War II raged from the deserts of North Africa to the jungles of the South Pacific, the mountaintops of the Alps to the beaches of Normandy, to the high seas, the undersea depths, and the skies above it all. And everywhere were the machines of war – the bombers, fighters, tanks, jeeps, ships, submarines, landing craft, and more, thousands of designs built by dozens of different countries.
GURPS WWII: Motor Pool is the definitive sourcebook for it all. Using the WWII Modular Vehicle Design System from the GURPS WWII Core Rulebook (itself derived from GURPS Vehicles), Motor Pool has complete stats for combat vehicles of all types, from all theaters and combatants, in mankind's greatest conflict.
No matter what type of GURPS WWII game you're playing, Motor Pool has the info you need to ramp up the action!
130 black-and-white pages. Softcover.
Stock #01-6116,
ISBN 978-1-55634-962-1.
$24.95.
Munchkin 9 – Jurassic Snark
(Reprint)
Munchkin 9 – Jurassic Snark takes munchkins to a long-gone era to fight dangers they've never encountered. We were so preoccupied with whether we could, we didn't stop to think if we should . . . but that's never stopped us before!
Shuffle this 112-card expansion into your Munchkin game to wear primeval armor, ride dinosaur Steeds, and fight munchkinivorous monsters. Munchkin 9 – Jurassic Snark is compatible with Munchkin Legends, Moop's Monster Mashup, Munchkin Oz, Munchkin Pathfinder, and any version of Munchkin.
112 cards in a tuckbox.
Stock #1570,
ISBN 080742099821.
$19.95.
Munchkin Kittens
(Reprint)
Which clearly explains what happened to them. Cats may be cute, but they've got teeth, claws and siege weaponry? Munchkin Kittens has 30 new cards that some of you may be allergic to. Don't be fooled . . . they're adorable, but deadly!
This is an expansion for Munchkin. It is not a stand-alone game. This is NOT a collectible or randomized set. Every Kittens pack is the same as every other.
30 adorable cards in a tuckbox.
Stock #4215,
ISBN 080742095977.
$9.95.
Munchkin Puppies
(Reprint)
They're adorable, too! Get your chew toys and your armor ready, their bite is far worse than their bark! Munchkin Puppies has 30 brand new cards to teach your old deck new tricks.
This is an expansion for Munchkin. It is not a stand-alone game. This is NOT a collectible or randomized set. Every Munchkin Puppies pack is the same as every other.
30 cards in a tuckbox.
Stock #4216,
ISBN 080742095991.
$9.95.
Munchkin Clowns
(Reprint)
Clowns bring joy and laughter to people everywhere with their happy antics. For many circus-goers, the clowns are the best part of the show.
They've never met these clowns.
Wear your Big Red Shoes and Big Red Nose for big bonuses! Fight Poundfoolish with Pound Cake. If you fail, that's it . . . you're dead!
This is an expansion for Munchkin. It is not a stand-alone game. This is NOT a collectible or randomized set. Every Munchkin Clowns pack is the same as every other.
15 cards and a rulesheet in a tuckbox.
Stock #4217,
ISBN 080742095960.
$6.95.
Buy Now!
Munchkin Cheats
(Reprint)
This 30-card expansion for any Munchkin game lets you do just that. You'll get handfuls of new varieties of Cheat! cards that help you put Treasure cards into play more often. But watch out for the Monsters and Curses that are ready to pounce on dirty cheaters! Add more chaos to any Munchkin set you own. Every greedy munchkin at the table will have even more fun!
30 cards and a rulesheet in a tuckbox.
Stock #4262,
ISBN 091037863829.
$10.95.
Munchkin Side Quests
(Reprint)
When you need a short detour from the business of killing monsters and betraying your friends, try Munchkin Side Quests! This 30-card expansion can be added to any of your Munchkin games, and it's illustrated by Ian McGinty, who has previously drawn for the Munchkin Collectible Card Game and Munchkin Magical Mess. Get secret in-game goals that you can complete to cash in for a reward AND, just maybe, surprise everyone with a new way to win the game!
30 cards and a rulesheet.
Stock #4264,
ISBN 080742099791.
$10.95.
Munchkin Warhammer 40,000: Faith and Firepower
(Reprint)
Expand your battles with Munchkin Warhammer 40,000: Faith and Firepower! This 112-card set includes two new Armies for your Munchkin Warhammer 40,000 game. The Sisters of Battle are some of the most elite Imperial soldiers around, and the T'au make terrifying enemies . . . or stalwart allies in the war against Chaos. Plus lots of new loot and horrible monsters to fight!
Munchkin is © 2001, 2002, 2006-2008, 2010-2012, and 2014-2018 by Steve Jackson Games Incorporated. All rights reserved. Munchkin, the Munchkin characters, the pyramid logo, and related rights in and to the mechanics of Munchkin Warhammer 40,000: Faith and Firepower are proprietary to Steve Jackson Games Incorporated, and are either ©, ™ or ®. All rights reserved to their respective owners. Warhammer 40,000 © Copyright Games Workshop Limited 2018. Warhammer 40,000, the Warhammer 40,000 logo, GW, Games Workshop, Space Marine, 40K, Warhammer, 40,000, the 'Aquila' Double-headed Eagle logo, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likeness thereof, are either ® or ™, and/or © Games Workshop Limited, variably registered around the world, and used under licence.
112 cards and rulesheet in a tuckbox.
Stock #4482,
ISBN 080742099357.
$19.95.
Munchkin Warhammer 40,000: Savagery and Sorcery
(Reprint)
Two implacable foes meet in one expansion: Munchkin Warhammer 40,000: Savagery and Sorcery. The Space Wolves are elite Imperial soldiers, sworn to follow the ideals of Fenris and their greatest commander, Leman Russ. The Thousand Sons have accepted the gift of sorcery from their evil god, Tzeentch, and are spreading Chaos throughout the galaxy. In this 112-card expansion, you can add this fan-favorite pairing to your Munchkin Warhammer 40,000 game.
Munchkin is © 2001, 2002, 2006-2008, 2010-2012, and 2014-2018 by Steve Jackson Games Incorporated. All rights reserved. Munchkin, Savagery and Sorcery, the Munchkin characters, the pyramid logo, and related rights in and to the mechanics of Munchkin Warhammer 40,000 are proprietary to Steve Jackson Games Incorporated, and are either ©, TM or ®. All rights reserved to their respective owners. Warhammer 40,000 © Copyright Games Workshop Limited 2018. Warhammer 40,000, the Warhammer 40,000 logo, GW, Games Workshop, Space Marine, 40K, Warhammer, 40,000, the ‘Aquila’ Double-headed Eagle logo, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likeness thereof, are either ® or ™, and/or © Games Workshop Limited, variably registered around the world, and used under licence. Savagery and Sorcery is © copyright 2019 by Steve Jackson Games Incorporated. All rights reserved.
112 cards and rulesheet in a tuckbox.
Stock #4483,
ISBN 080742099340.
$19.95.
GURPS WWII: Frozen Hell
(Reprint)
GURPS WWII: Frozen Hell covers the Finnish campaigns of World War II. Strap on your skis and scrounge for ammo to fight for young Finland's continued freedom, or join the Russian armies trying to secure their border from German attack.
Frozen Hell covers all of the Finnish involvement in WWII, from the struggles of the diplomats through the sacrifices of soldiers on both sides of the wars. It includes:
GURPS WWII: Frozen Hell brings you into an unfamiliar corner of World War II – a very cold corner of a very hot war.
50 black-and-white pages. Softcover.
Stock #01-6117,
ISBN 978-1-55634-963-8.
$12.95.
Star Munchkin
(Reprint)
That's right: You can be a munchkin – in space! When you play this sci fi-themed Munchkin game, you'll become a Mutant, a Cyborg, or a Psychic. You'll fight Fanged Fuzzballs, Bionic Bimbos, and the Brain In A Jar. You'll wield Lasers, Vibroswords, and Nova Grenades. All while stabbing your buddies in the back for the win!
You'll love the classic Munchkin humor and John Kovalic art in this out-of-this-world set.
Ages 10 and up. Plays in one to two hours. Three to six players.
Boxed game with 168 cards, rules, and die.
Stock #1411,
UPC 837654320617.
$29.95.
Buy Now!
Munchkins & Mazes
(Reprint)
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.
$29.95.
Illuminati
(Reprint)
They are all around us. Secret conspiracies are everywhere. In Illuminati, you increase your wealth and power to take over the world until only YOU reign supreme.
Now, this classic game of conspiracy and world conquest has been updated to include current events and up-to-date references! Illuminati is for two to six players and contains 110 cards with new card back designs. It features new art created by Lar deSouza, known for his 2008 Shuster Award-winning online comic Least I Could Do.
As a winner of the Origins Award for Best Science Fiction Boardgame, Illuminati is one of the all-time greats. Now that it has been modernized for the 21st century, you'll wonder whether it's really only a game as you scheme your way to world domination!
Includes rules, 110 cards, 8 giant-sized reference cards, 2 sheets of money counters, and 2 dice.
Stock #1387,
ISBN 080742099807.
$39.95.
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 Bites!
(Reprint)
It's the World of Dorkness!
The munchkins are now vampires . . . and werewolves . . . and changelings. Bash through the haunted house and slay the monsters. The OTHER monsters. You can't slay your fellow munchkins, but you can curse them, send foes at them, and take their stuff. Of course . . .
This is a stand-alone game, which (of course) can be combined with other Munchkin games. And it's illustrated by John Kovalic. OF COURSE. See Igor, Gilly, and all the other Dork Tower characters in their munchkin-vampire finery . . .
So bring along your Coffin (+3!) and wield The Sword Of Beheading People Just Like In That Movie. Face foes like the Banshee, the Heck Hounds, and the dreaded Were-Muskrat. Smite them all, and be the first to Level 10 . . .
Boxed game with 168 cards, rules, and die.
Stock #1419,
UPC 837654320464.
$29.95.
Buy Now!
Munchkin 4 – The Need For Steed
(Reprint)
Munchkin 4 – The Need for Steed is an expansion for the original Munchkin – 112 more cards for killing monsters, stealing treasure, and backstabbing your fellow players. This set introduces Steeds, the trusty mounts of legend. But this is Munchkin, so these Steeds include not just the Dragon and the Tiger, but the Giant Mutant Gerbil (drawn by guest artist Shaenon K. Garrity of Skin Horse), the Chicken, and Big Joe, who might be a Steed or might be a Hireling. It's hard to tell.
Hireling? Yes indeed, The Need for Steed has lots and lots of Hirelings! Add these valuable characters to your retinue, use their special abilities, and sacrifice them to save your own skin!
Feel the need . . . The Need for Steed!
112 cards and rulesheet in a tuckbox.
Stock #1444,
UPC 837654320631.
$19.95.
Munchkin 5 – De-Ranged
(Reprint)
More of the twisted humor of Steve Jackson and John Kovalic in a 112-card supplement for Munchkin!
De-Ranged has everything you love about http://www.worldofmunchkin.com/">Munchkin, including:
Munchkin 5 -- De-Ranged. All the munchkin-ism of a prestige class, with none of that annoying roleplaying stuff.
112 cards in a tuckbox.
Stock #1450,
UPC 837654320662.
$19.95.
Munchkin Tails
(Reprint)
Munchkin has gone to the dogs . . . plus foxes, mice, and ponies!
Anthropomorphic animals have always been popular, from the beast-headed gods of Egypt to Mickey Mouse and Bugs Bunny today. Now you can bring them into the dungeon, fighting off opponents such as the Human Rights Activist, the Robot Vacuum, or even the feared Animal Control Enforcer. Use a Tail Flail or a Cone of Defiance as you work to be the first of your species to reach 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.
$29.95.
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.
$29.95.
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.
In a spaceship hovering over the ruins of the primogenitor homeworld, you may wonder: How did we get here? The answers await – in GURPS Future History. A companion to GURPS Space and a parallel of GURPS Infinite Worlds, this supplement offers an invaluable toolkit for designing plausible speculative histories and playing in campaigns set in forthcoming eras.
Starting with discussions on high-level short- and long-term trends – including what's constant, what changes, and what cycles seem to define humanity – Future History uses those building blocks to help create new timelines. Craft your campaign with ideas for divergent societies, extreme events, forces that influence change, and more. Devise deft denizens to navigate these new nows, with 10 GURPS occupational templates and discussions of key character traits. Use the extensive advice to forge adventures that fit the setting's themes and ideas, giving the heroes a chance to shine like the stellar skies. Whether you're plotting new tomorrows or just trying to survive on strange new worlds, the future is what you make it.
58-page PDF.
Stock #37-0376,
$11.00.
Buy Now!
Ranging from d4 to d20, with this collection of dice you can do anything from finding a random integer to determining your fate. Er, we mean, your character's fate! Use this striking crimson-colored set of 11 dice in all your Roman Games!
Roll with the confidence of Caeser with the Roman Polyhedral Dice Set. The Romans provided the numerals; now you provide the fun!
When in Rome . . .
Includes:
1 four-sided die (d4)
4 six-sided dice (d6)
1 eight-sided die (d8)
2 ten-sided die (d10, two different colors)
1 twelve-sided die (d12)
2 twenty-sided dice (d20, two different colors)
Polyhedral dice set; 11 crimson and white dice!
Stock #5983,
ISBN 080742095656.
$14.95.
Buy Now!
Girl Genius Sourcebook and Roleplaying Game (Prerelease Edition)
The Girl Genius Sourcebook and Roleplaying Game brings the world of Phil and Kaja Foglio's Girl Genius comics and graphic novels to your gaming table. Its contents – lavishly illustrated in color, by none other than the Foglios! – include:
The Girl Genius Sourcebook and Roleplaying Game is a complete, standalone game Powered by GURPS. While compatible with GURPS Fourth Edition, that game is not required.
This is a prerelease PDF! A hardback with a comic in it may follow, initially via Kickstarter; to be notified on launch, click the "notify me on launch" button on this page. If the comic stretch goal is unlocked, and after any minor fixes are made to the project's master files, we'll update the PDF. Prerelease customers will get the updated version – which will include PDF bookmarks – at no extra charge!
196-page PDF.
Stock #31-2480,
$35.00.
GURPS Conan: Moon of Blood
(Reprint)
War has come to the Westermarck. The primitive Picts, led by the powerful shaman Zogar Sag, are marching west to reclaim the land that was once theirs – aided by sorcery and a traitor from the Aquilonian ranks! Can the mighty Conan uncover the treachery and stop the savage attack?
Recreate the excitement of the glorious Hyborian Age in this solo adventure for GURPS. Based on the story "Moon of Blood," featuring Robert E. Howard's legendary barbarian, Conan of Cimmeria, it can be played many times without repeating the same game. Relive the exploits of the mighty Conan, or send a hero of your own design on the road to fame and glory.
Inside, you'll find:
This is a sequel to Conan Beyond Thunder River. You can use the character from that adventure here, but it is not necessary.
Become part of the Conan legend with Conan: Moon of Blood!
(This is a reprint of a GURPS Third Edition product. Its interior is based on a scanned copy of the first print version, so there will be imperfections compared to modern all-digital releases.)
34 black-and-white pages. Softcover.
Stock #01-6096,
ISBN 978-1-55634-957-7.
$14.95.
Random Fun Generator - A Collection of Dice Games
(Reprint)
The 21 games in this collection were designed by two board gamers who wanted fast-playing dice games with choices that actually matter.
There's something here for groups of all sizes, ages, and gaming experience. You'll need a handful of six-sided dice, plus paper and pencil for keeping score.
Grab some friends, pick a page, and get rolling!
64 black-and-white pages. Softcover
Stock #3013KDP,
ISBN 978-1-55634-944-7.
$19.95.
Elves were one of the first fantasy races, probably because so many cultures had something like them in their folklore. Thanks in no small part to J.R.R. Tolkien, they're also in the running for the most popular fantasy race. There's hardly a fantasy game out there without elves!
GURPS Fantasy Folk: Elves is the consummate guide to all things elven. It offers racial templates for a wide range of elves, special abilities that suit the elder race, and stats for their gear and animal friends. But it isn't just a bunch of rules and numbers – there's also a great deal of detail on history, culture, and mindset, and practical advice on using elves in any genre.
Skinny, pointy-eared humans? Oh, how wrong you are, youngster!
27-page PDF.
Stock #37-1751,
$7.00.
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Three pink, glittery 16mm dice.
Stock #5984,
ISBN 080742096042 .
$5.00.
Buy Now!
Random Fun Generator - A Collection of Dice Games
The 21 games in this collection were designed by two board gamers who wanted fast-playing dice games with choices that actually matter.
There's something here for groups of all sizes, ages, and gaming experience. You'll need a handful of six-sided dice, plus paper and pencil for keeping score.
Grab some friends, pick a page, and get rolling!
67-page PDF.
Stock #30-3013,
$10.00.
Bring these cards out at predetermined times, or just wait until the action slows and it's time for “something interesting” to appear. A card could instigate a new sub-plot, or it could be simply window dressing. It's all up to the actions of the players and the interpretation of the GM!
52 encounter cards and an instruction card.
Stock #3501,
ISBN 080742095816.
$15.00.
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Quick Quest 2: A Moveable Feast
Quick Quests are super-short adventures for The Fantasy Trip. Each one is about 2,500 words of character description, GM advice, and combat. Definitely combat.
You can use a Quick Quest in several ways:
As a stand-alone adventure for a night or two of play.
As a side quest to drop into an ongoing campaign.
As a seed for a whole new campaign.
A 16.5" x 8.5" Z-fold brochure printed on cardstock
Stock #3602,
ISBN n/a.
$5.00.
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Quick Quest 3: The Unself King
Quick Quests are super-short adventures for The Fantasy Trip. Each one is about 2,500 words of character description, GM advice, and combat. Definitely combat.
You can use a Quick Quest in several ways:
As a stand-alone adventure for a night or two of play.
As a side quest to drop into an ongoing campaign.
As a seed for a whole new campaign.
A 16.5" x 8.5" Z-fold brochure printed on cardstock
Stock #3603,
ISBN n/a.
$5.00.
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168 Cards, rulesheet, and a custom six-sided die.
Stock #1526,
ISBN 080742095878 .
$29.95.
Whether you're fighting zombies or going deep into Black Ops (or perhaps you're more into Voodoo or Cyberpunk) – you'll have everything you need to make the right decision. We hope . . .
A 7" x 7" satin-lined dice bag with GURPS 4th Edition design, and three pearlized black dice!
Stock #5222,
ISBN 080742096066.
$14.95.
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GURPS Ultra-Tech
(Reprint)
GURPS Ultra-Tech is a GURPS Third Edition sourcebook for science-fiction technology, from the 21st century to the farthest reaches of the future. From the vacuum of interstellar space to the murderous intrigue of the court of the Galactic Empire, to the lowest dives of the asteroids, an adventurer is no better than his gear. GURPS Ultra-Tech, Second Edition Revised has been reorganized for ease of use – equipment is now sorted by type, not by Tech Level.
130 black-and-white pages. Softcover.
Stock #01-6120,
ISBN 978-1-55634-971-3.
$22.95.
Discworld Roleplaying Game
(Reprint)
Journey through the off-kilter imagination of Sir Terry Pratchett in the Discworld Roleplaying Game.
There’s a lot of unusual stuff on the Disc, but don’t worry about getting lost – game author Phil Masters has crafted a roadmap to Pratchett-inspired storytelling.
Visit settings like the most dubious city in the multiverse, Ankh-Morpork. Intervene in the cultural interactions of trolls and dwarves (but watch out for flying axes). Campaign for goblin rights. Flee from an angry Swamp Dragon (two feet of mindless fury and high-explosive digestion). Even find out why the second-greatest lover on the Disc needs a stepladder.
And remember, the world is round. And also flat.
This is a complete roleplaying game. You need no other books to play. It includes the material from the previous edition of the game and its supplement, Discworld Also – all of it updated to reflect the events of later Discworld novels, as well as the rules of GURPS Fourth Edition.
410 black-and-white pages. Softcover.
Stock #01-6122,
ISBN 978-1-55634-978-2.
$39.95.
Chez Cthulhu
(Reprint)
Prepare for an encounter with the most sanity-blasting entities in all the dimensions . . .
Your roommates.
Chez Cthulhu brings the horror of Lovecraft's Mythos right into your apartment . . . as if the leftovers from the Pizza with Absolutely Everything weren't bad enough. Work your job – will you be a Morgue Janitor, a Sanitarium Guard, or a Gravedigger? Buy things to give you Slack, like a comforting Straitjacket . . . or some Friendly Tentacles to make your day a little brighter. Invite people over to your room . . . and sacrifice them! And Nookie . . . don't forget the Nookie. Preferably without the Ectoplasmic Slime.
Chez Cthulhu combines the classic Chez Geek system with everyone's favorite Elder God. . . and adds a new Madness mechanic. This set includes 110 cards and two blanks, a die, and counters for both Slack and Madness.
Warning: Mixing Chez Cthulhu with Chez Geek can lead to bouts of giggling and excessive silliness. The game itself will play just fine, as long as your brain doesn't break when you use "cigarette" and "tentacle" interchangeably.
Boxed, with 112 cards, die-cut tokens for Slack and Madness, a six-sided die, and a rulesheet.
Stock #1580,
ISBN 080742095885.
$29.95.
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Random Fun Generator
(Reprint)
Fast-playing dice games for groups of all sizes, ages, and gaming experience. All you'll need to add is paper and a pencil for keeping score. Grab some friends, pick a page, and get rolling!
Saddle-stitched book with 21 dice games. Includes 20 six-sided dice!
Stock #3013,
ISBN 080742095915.
$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.
$29.95.
Munchkin Booty
(Reprint)
Munchkin Booty brings the greatest gold-grabbers in history – pirates! – to the world of Munchkin. Use your Silver Long Johns to beat the Lobster Mobster, drink your Demon Rum to fight off the Viking Kittens, and defend yourself with the Cutlass (or Cutlad, for the gents) against the Prince of Whales. But watch out for Sharks!
Rake in the loot as a Pirate, Naval Officer, or Merchant. Taunt your foes with your horrible Accent -- British, Spanish, Dutch, or French. Equip your Half-Galleon with a Crow's Nest and Figurehead. But above all . . . level up!
Munchkin Booty is a stand-alone card game designed by Steve Jackson and illustrated by John Kovalic. It is fully compatible with the original Munchkin.
168 cards, one six-sided die, and a rulesheet.
Stock #1459,
UPC 837654320600.
$29.95.
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Munchkin Booty 2 – Jump the Shark
(Reprint)
Jump the Shark . . . or you're fish food!
Return to the high seas for more Munchkin Booty action. Fight the Hammerhead Shark -- and the Phillips-Head Shark, too. And greatest of all is the terrible Moby Duck!
So kill them and take their stuff.
On the munchkin side, there are lots of new Ships, and a new Class: the Explorer! He gets a Treasure when he helps in combat, and he can pull cards back into his hand!
This set features four monsters with a new weakness: Current or former members of the real-life Armed Forces get a bonus against them!
112 cards and rulesheet, in a tuckbox.
Stock #1461,
UPC 837654320648.
$19.95.
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Munchkin 7 – Cheat With Both Hands
(Reprint)
Admit it. You really like to combine all your Munchkin sets . . . the stupider things get, the better. Playing Star Munchkin Cthulhu Booty Zombies is really weird and really fun . . . but it can also slow things down.
There are a lot of ways we COULD have addressed this problem. But this is Munchkin, so the solution we chose was to create a lot of really overpowered new cards. Why be a Super Munchkin when you can be an Ultra Munchkin? If a Half-Breed isn't enough, you can be a 1/3-Breed. And if a single Cheat! card doesn't do it for you, you can Cheat With Both Hands!
There are also a lot more monster enhancers . . . and ITEM enhancers, too. There are several new low-level monsters to help you get those easy kills. Until somebody takes that Sock Puppet and turns it into the Ultra-Rare Extremely Sneaky Sock Puppet With Extra Cheese . . .
Munchkin till you drop – just add players!
This is a supplement, not a stand-alone game. It is meant to be combined with two or more Munchkin games, with or without other supplements.
This set replaces both Munchkin Blender and More Good Cards, which was the original Munchkin 7. We didn't want to reprint More Good Cards, because it was only 56 cards and most of those were originally from Munchkin Blender, anyway*. We didn't want to re-use the name Blender, since this new set – by popular demand – has the classic Munchkin brown card backs rather than Screaming Purple Cards. And we didn't want to eat our vegetables, because vegetables are yucky.
We hope you are confused now, because we are, too . . . but we thought it would be SLIGHTLY less confusing to release a new Munchkin 7 than to call this expansion Munchkin 8 and have frustrated people writing us for the rest of our lives asking, "Why can't my store get Munchkin 7 in stock?"
* And what about the cards NOT from Munchkin Blender? They're in Munchkin Monster Enhancers, a booster pack available wherever you bought this set.
112 cards and rules, in a tuckbox.
Stock #1468,
UPC 837654321034.
$19.95.
GURPS High-Tech
(Reprint)
GURPS High-Tech is a sourcebook for the technology that extends man's mind and hands. On the battlefields of 14th-century Europe or in the lonely alleys of 20th-century America, adventurers need the best equipment. Whether the problem is navigating the trackless seas or stopping the monster cold in his tracks, GURPS High-Tech has the gadget for the job.
This book details the period from the ascendance of gunpowder (Tech Level 4) through the modern era (Tech Level 7).
High-Tech covers:
GURPS High-Tech is designed for use with the GURPS Basic Set, Third Edition. However, aside from specific game stats, this sourcebook will be valuable to any roleplayer or Game Master. Descriptions have been made as detailed and informative as possible, for easy conversion to any game system.
130 black-and-white pages. Softcover.
Stock #01-6119,
ISBN 978-1-55634-970-6.
$22.95.
GURPS Hot Spots: The Incense Trail
Adventure and intrigue are on the Incense Trail, one of the earliest trade routes between disparate civilizations. Hostile terrain, magnificent treasures, political plots, and more await those who venture across the Arabian Peninsula.
The Incense Trail meshes with GURPS Hot Spots: The Silk Road to expand the exploratory possibilities of the pre-modern world. This latest entry in the GURPS Hot Spots series brings this historically accurate era to life, with information and insight perfect for gamers!
11-page PDF.
Stock #37-0664,
$4.00.
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GURPS Action 6: Tricked-Out Rides
The car chase is a pillar of action fiction, and GURPS Action honors the tradition: Exploits features fast, furious rules that cut right to the, er, chase, while Heroes includes a template for hot-shot drivers (the wheel man), plus a list of basic rides. But since when did action heroes settle for stock cars?
GURPS Action 6: Tricked-Out Rides races to the rescue! It doubles the number of basic models available, offering subcompact, compact, mid-size, and large cars, plus seven larger vehicles from the realm of SUVs, pickups, and vans. Then it provides 10 overall modifications to mix and match, like "armored," "fuel-efficient," and "luxury"; dozens of accessories, from fussy electronics to beefy bullbars; simplified vehicular weapons; rules for custom controls; advice on going electric; and examples, like the gadget-filled spy car and the menacing motorcade escort.
Leave design to the boffins. Get down to the body shop, sketch out what you want, and burn rubber!
11-page PDF.
Stock #37-0358,
$4.00.
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The Official Munchkin Bibliophile's Booklet of Bookmarks
In this booklet, we've gathered some of our favorite Munchkin bookmarks from over the years so that everyone can have a chance to play with them. There are special rules (this is Munchkin, after all; of course there are special rules)! And you don't have to share, tear up, or eat these bookmarks to play!
A 20-page 5.25" x 8" full-color booklet featuring 16 different Munchkin bookmarks.
Stock #4273,
ISBN 978-1-55634-965-2.
$7.95.
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Large enough to see from across the table (heck, you can see it across the room!), you could also use it as a doorstop, a blunt weapon in the dungeon, or for properly intimidating the other dice in your collection.
A bright red, 10-sided, 80mm monster of a die!
Stock #5512,
ISBN 080742096080.
$19.95.
The Illuminated Manuscript is a 36-page zine that includes a mix of web articles, the winning entry from our 2020 Ogre playmat scenario contest, and material from the pages of Where We're Going – our retailer newsletter – from 1987 and 1988.
First introduced in a 2021 Kickstarter, this is a great companion to the Ogre 1976 Playtest Booklet!
45-page PDF.
Stock #30-3123,
$5.00.
* The included 1/64-scale highly-detailed plastic car models have been pre-assembled at the factory, ready to paint and take into the arena. Or, for those of you who want to jump into the action quickly, use the minis unpainted; the included car bases are color-coded so that you can instantly tell which car is yours during the heat of battle.
* Thick, durable chipboard player dashboards include spaces for your car's external armor, tire points, and power plant points, as well as your car's current speed.
* Game Cards include four car design decks, one for each of the included player colors. Using the Build Point and Crew Point mechanics, you can create a new car (and outfit your driver and gunner) in less than ten minutes!
* The chipboard turning keys work perfectly with the color-coded car bases; your car pivots over the turning key so that every swerve and turn made during the game is as accurate as possible.
Components: **Twelve miniatures: Dragon, Jackrabbit, Slipstream, Superflash, Goblin, Boomerang, Scarab, Warhawk, Hotshot, Hammer, Butcher, and Typhoon. **Four car bases (one red, one yellow, one blue, one green) **Four dashboards (one red, one yellow, one blue, one green) **Over 200 game cards **Six counter sheets (two turning keys, wreck tokens, dashboard sliders, barriers, and various other tokens) **Dice pack (20 dice: six yellow, four blue, three red, three green, two black, and two white. These are used for all attack rolls, defensive rolls, and movement rolls in the game.) **Six Vehicle Record Sheets **A 24-page rulebook, covering everything from building your car to movement and combat. All of the rules you need to start playing the game within moments of opening the box! This item is also available in the Car Wars Double Ace Box! (The Car Wars Core Set includes the components of Miniature Box A, Miniature Box B, and the Rules Box.)
Miniatures Box A and B plus the Rules Box all in one bundle!
Stock #2401,
ISBN 080742097087.
$99.95.
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Six minis with dashboards, bases, and sliders. Includes cards and tokens.
Stock #2402,
ISBN 080742097070.
$44.95.
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Six minis with dashboards, bases, and sliders. Includes cards and tokens.
Stock #2403,
ISBN 080742097063.
$44.95.
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Four wrecks to maneuver around. Or into . . .
Stock #2409,
ISBN 080742097001.
$24.95.
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Car Wars Uncle Al's Upgrade Pack
186 cards and a sheet of tokens.
Stock #2411,
ISBN 080742096981.
$24.95.
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80 new cards and a Rulesheet for play with the Car Wars Core Set
Stock #2412,
ISBN 080742096967.
$19.95.
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80 new Game Cards!
Stock #2413,
ISBN 080742096950.
$19.95.
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Four-player expansion with 108 cards, slab and foam tokens, and a Rulesheet
Stock #2414,
ISBN 080742096943.
$24.95.
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108 new Game Cards, a counter sheet, and tokens.
Stock #2428,
ISBN 080742096974.
$24.95.
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For generations, treasure-hunters have sought in vain for the hidden workshop of the reclusive alchemist, Thesije.
Perhaps none of them had the directions you have discovered, to a cave a single day's journey from the caravanserai of Nept.
Will you be the one to claim the treasures and secrets so many have failed to find?
Warlock's Workshop is a rich and detailed supplement for The Fantasy Trip. The Fantasy Trip: In the Labyrinth is required to play.
A 44-page Print-on-Demand Fantasy Trip adventure!
Stock #3492,
ISBN 978-1-55634-936-2.
$19.95.
Munchkin Cthulhu
(Reprint)
Munchkins have hacked their way through dungeons, kung fu temples, starships, haunted houses, and super-foes. Now they face their greatest challenge -- Cthulhu! Will they survive? Will they retain their sanity? Will they . . . level up?
Munchkin Cthulhu is a stand-alone game that lampoons Lovecraft's Mythos and the horror gaming that surrounds it. Brought to you by Steve Jackson and John Kovalic, this set features four Classes -- including the Cultist -- and a lot of classic monsters from outside reality. And they all have Stuff you can take from their twitching bodies.
You can play Munchkin Cthulhu by itself, or combine it with any number of other Munchkin games for mind-bending silliness.
168 cards, a unique six-sided die, and a rulesheet.
Stock #1447,
UPC 837654320495.
$29.95.
Munchkin Zombies
(Reprint)
It's the sickest, silliest Munchkin yet! You are zombies, kicking down doors and eating brains. The "monsters" you're attacking are people, some helpless and some hazardous, with a few rogue zombies thrown in. The armor is whatever you've blundered across during your lurching search for brains. So bravely you'll go forth, with mousetraps on your feet and a bowling trophy protecting your poor rotting head . . . to level up, or to die.
Again.
Ages 10 and up. Plays in one to two hours. Three to six players.
168 cards, one six-sided die, and a rulesheet, in a 6" x 9" box.
Stock #1481,
UPC 837654321010.
$29.95.
Munchkin 8 – Half Horse, Will Travel
(Reprint)
These two classic fantasy races get the Munchkin treatment in Munchkin 8 -- Half Horse, Will Travel! Plus more 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.
Munchkin Legends
(Reprint)
Become a Munchkin of Myth!
Prepare to fight the creatures of legend . . . and take their stuff!
In Munchkin Legends, you'll face mythical monsters and collect legendary treasures. Challenge the Boogie Man to a dance-off . . . and cheat by wearing Achilles' Heels. Hide from the spells of the Wicked Witch of the Midwest in your Bermuda Shorts of Invulnerability. And if you think you're up to it . . . release the Kraken!
Munchkin Legends is a stand-alone set . . . or combine it with the original Munchkin for a legendarily wacky game!
Boxed game with 168 cards, rules, and die.
Stock #1490,
UPC 837654321782.
$29.95.
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Munchkin Pathfinder Deluxe
(Reprint)
The award-winning game of killing monsters and taking their stuff meets the award-winning universe of the Pathfinder Roleplaying Game in Munchkin Pathfinder Deluxe!
Try out new classes like Alchemist and Witch. Join a faction to become an Eagle Knight or a Red Mantis Assassin. Arm yourself with the T-Bone Stake and the Armor of Insults. You’ll need them to defeat the Ghoul Friday, the Whispering Tyrant, and especially Lamashtu, the Mother of Monsters. But first you’ll have to fight your way through all those goblins . . . and kill them and take their stuff.
Boxed game with 180 cards, rulesheet, gameboard, character standies, and die.
Stock #1498,
UPC 837654322185.
$34.95.
Munchkin Undead
(Reprint)
The Monsters are Back . . . From the Dead!
It just doesn't feel like a dungeon worth exploring without hordes of undead! Munchkin Undead adds 15 new monsters, curses and items all dealing with the formerly living. Get your pointy sticks and your chainsaws ready because it's time to kill them all over again!
15 cards in a new tuckbox!
Stock #1499,
ISBN 080742095687.
$6.95.
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Munchkin Steampunk
(Reprint)
Grab your gears, put on your top hat, whack the monsters, and grab the treasure . . . with the power of SCIENCE! Munchkin Steampunk brings the zaniness of Munchkin to the pseudo-Victorian steampunk era. Bully!
168 cards, a die, and a rulebook.
Stock #1531,
UPC 837654322437.
$29.95.
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Munchkin Enhancers
(Reprint)
Thirty cards to "enhance" your Munchkin game!
Stock #4257,
ISBN 080742096196.
$10.95.
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Munchkin Pathfinder
(Reprint)
Get both the fast, furious gameplay of Munchkin and the fantastic fantasy flavor of the Pathfinder Roleplaying Game in one neat package!
Like any Munchkin game, you're killing monsters and stealing their treasure to quickly gain the most power – but now, you play as classes like the Alchemist and the Witch, and fight monsters like the Whispering Tyrant, Ghoul Friday, and Lamashtu, Mother of Monsters!
Along the way, you can join a faction to become an Eagle Knight or a Red Mantis Assassin, and arm yourself with the T-Bone Stake and the Armor of Insults.
But first you'll have to fight your way through all those goblins . . . and kill them and take their stuff.
Ages 10 and up. Plays in one to two hours. Three to six players.
Boxed game with 168 cards, rules, and die.
Stock #4421,
UPC 837654321898.
$29.95.
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Dice Dragon Dice Bag
(Reprint)
Dice bag and two 16mm dice (new colors!)
Stock #5212,
ISBN 080742096059.
$13.95.
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Dice Bag: Cthulhu
(Reprint)
Purple 6" x 9" bag with 19mm purple and green die.
Stock #5208,
ISBN 080742096073.
$13.95.
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Munchkin Mat of Mayhem
(Reprint)
The Munchkin Mat of Mayhem is a Level tracker with a twist: every space (except lowly Level 1) has a game rule! Choose your path carefully to get the right bonus at the right time.
This remarkably intricate 24-inch square neoprene playmat will look fantastic in the middle of your game table – with your favorite miniature (or Munchkin Pawn) showing your hero's rapid progress to Level 10 . . . and victory!
24" x 24" neoprene level-tracking playmat for Munchkin.
Stock #5629,
ISBN 080742096455.
$34.95.
Buy Now!
GURPS Ultra-Tech 2
(Reprint)
Tired of everyone carrying the same firepower and sneaky gadgets as you? Expand your GURPS Third Edition arsenal with GURPS Ultra-Tech 2!
This sequel to the popular GURPS Ultra-Tech offers a wide variety of new science-fiction personal equipment, along with rules for building combined gadgets, variant-technology campaigns, and more!
130 black-and-white pages. Softcover.
Stock #01-6121,
ISBN 978-1-55634-972-0.
$22.95.
Show your loyalty with the Illuminati Blackout Hat. This is a limited edition item crafted for the 2021 holiday season.
Will it ever be reprinted? You're not cleared for that . . .
Printed on single size 59FIFTY straight bill ball cap.
QUANTITIES ARE LIMITED. WHILE SUPPLIES LAST.
Black EIP ball cap.
Stock #9730,
ISBN MISSING.
$25.00.
GURPS Action all but assumes that there will be streets, buildings, and people around. How else can you have car chases through crowds, classy restaurants full of femmes fatales and secret agents, and terrorist threats that menace millions? So, you grab GURPS City Stats to flesh out your town . . . and wonder how any of it matters to action heroes.
GURPS Action 9: The City shows how to use City Stats in ways that have less to do with demographics, economics, infrastructure, and politics, and a lot more to do with how many lives the terrorists are endangering, who can be bribed, what there is to climb on, and what the cops will let you get away with. The first chapter delves into detail on Action interpretations of the stats. The second offers six ready-to-use examples ranging from a logging camp to a megalopolis.
A cool action flick needs cool shooting locations!
22-page PDF.
Stock #37-0377,
$7.00.
Buy Now!
GURPS Dungeon Fantasy Adventure 3: Deep Night and the Star
Nothing keeps our world from being overrun by the realm of Demons . . . and it's up to the heroes to step into that nothing and keep our worlds from merging. Deep Night and the Star is an adventure for GURPS Dungeon Fantasy that charges the heroes with investigating the mystery of why the Deep Night Between the Stars grows ever closer to our own world. One light shining against the coming storm – will it be enough?
This stand-alone adventure features the background, maps, and new monsters needed to bring it to life. It's designed to scale for any number of GURPS Dungeon Fantasy heroes, ranging in ability from standard adventurers to more-seasoned heroes.
11-page PDF.
Stock #37-0355,
$4.00.
Buy Now!
Munchkin Mat of Mayhem
(Reprint)
The Munchkin Mat of Mayhem is a Level tracker with a twist: every space (except lowly Level 1) has a game rule! Choose your path carefully to get the right bonus at the right time.
This remarkably intricate 24-inch square neoprene playmat will look fantastic in the middle of your game table – with your favorite miniature (or Munchkin Pawn) showing your hero's rapid progress to Level 10 . . . and victory!
24" x 24" neoprene level-tracking playmat for Munchkin.
Stock #5629,
ISBN 080742096455.
$34.95.
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Hexagram #8 includes articles on fear, familiars, tactics, and game calendars. You'll also find two new creatures for The Fantasy Trip, an adventure by Stefan Jones, an interview with Phil Reed, and more!
32 pages plus covers.
Stock #3494,
ISBN 978-1-55634-939-3.
$9.95.
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Quick Quest 4: The Caravan Raiders
Quick Quests are super-short adventures for The Fantasy Trip. Each one is about 2,500 words of character description, GM advice, and combat. Definitely combat.
You can use a Quick Quest in several ways:
As a stand-alone adventure for a night or two of play.
As a side quest to drop into an ongoing campaign.
As a seed for a whole new campaign.
A 16.5" x 8.5" Z-fold brochure printed on cardstock
Stock #3604,
ISBN n/a.
$5.00.
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Hexagram #8 includes articles on fear, familiars, tactics, and game calendars. You'll also find two new creatures for The Fantasy Trip, an adventure by Stefan Jones, an interview with Phil Reed, and more!
41-page PDF.
Stock #30-3494,
$6.00.
55 monsters from the oldest of old-school games, compiled under the OGL, and translated to The Fantasy Trip by Steve Jackson himself. Negotiate with the Grippli! Flee from the fearsome Gnolls and their Flind masters! Find a way around the Gelatinous Cube, and think fast, because it's still coming . . .
Each monster comes with stats, description, at least one suggested encounter, and at least one game counter. Except for the Throat Leech and the Ear Seeker, because you don't see them coming . . . Also included with this set are double-sized cards for each monster, with a picture and basic encounter information.
This is a supplement for The Fantasy Trip. You will need at least Melee to play and preferably In The Labyrinth.
3 PDFs (totaling 129 pages) in a single Zip file.
Stock #30-3497,
$30.00.
18 all-new cards for TFT:
Four pairs of Infinite Arenas cards for exciting confrontations.
Five Outdoor Encounters cards to spark your imagination.
Five Labyrinth Encounters cards – same idea, but underground!
18 card deck; 8.5" x 11" B&W 2-sided instruction sheet, polybagged.
Stock #3502,
ISBN 080742095663.
$6.95.
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Four 16mm black and white dice with smiley pyramid!
Stock #5900-17,
ISBN 080742095380.
$6.00.
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A very good question, but one you must answer by yourself. Because all this die can do is ask more questions!
Each of its six faces, in fact, asks a different one! "Who?" "What?" "When?" "Where?" "Why?" And don't forget "How?" Whether you roll the die yourself, or the Gamemaster does it for you, someone had better come up with a good answer. And fast . . . ! Works as both a six-sided and a three-sided die!
One 16mm black and white die with QUESTIONS on each face.
Stock #5991,
ISBN n/a.
$3.00.
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What an incredible treat!
Dated November 4, 1976, this is Steve's typewritten playtest set for the original Ogre game. We've scanned the pages and have presented them exactly as the marked copies appear. Have you wanted a look at Ogre in its pre-publication form? This is your chance to add an unusual collectible to your Ogre library!
"This is a reproduction of an actual surviving Ogre playtest set from 1976. It consists of the rules (typed on typewriter – no word processors yet!), the map (hand-drawn by me, with the sophisticated graphics talent for which I am NOT famous), and the game counters (also hand-made by me)."
- Steve Jackson, from the introduction (written in 2021)
21-page PDF.
Stock #30-3014,
$FREE.
GURPS Template Toolkit 3: Starship Crew
Faster-than-light spaceships – starships – are a staple of futuristic adventure. In most settings, they're also incredibly complex machines that call for a crew of skilled specialists. When those are PCs, this leads to questions about who does what . . . and then there's the tricky matter of making their jobs equally interesting, if not important.
GURPS Template Toolkit: Starship Crew helps by offering a set of character templates consistent with how space opera and soft sci-fi depict voyages to the stars, with roles spanning command, helm, ops, tactical, engineering, medical, science, and security, plus staff to look after cargo and passengers. Everything was done with GURPS Spaceships in mind, so no key skills are missing. And that's it for the assumptions – you can tweak the framework to match your preferred setting, crew size (from two people in a starfighter to PCs as department heads), and power and realism levels, and you can customize the templates for personal background and cross-training.
Space is unforgiving. Light-years from the nearest port, you want people you can count on!
11-page PDF.
Stock #37-0158,
$4.00.
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Girl Genius Sourcebook and Roleplaying Game
The Girl Genius Sourcebook and Roleplaying Game brings the world of Phil and Kaja Foglio's Girl Genius comics and graphic novels to your gaming table. Its contents – lavishly illustrated in color, by none other than the Foglios! – include:
The Girl Genius Sourcebook and Roleplaying Game is a complete, stand-alone game Powered by GURPS. While compatible with GURPS Fourth Edition, that game is not required.
195-page PDF.
Stock #31-2480,
$40.00.
The lush islands of the Malay Archipelago overflow with trade goods and adventure. Learn about the different people and places of GURPS Hot Spots: Sriwijaya, including historical highlights, travel hazards, cultural details, and character-creation ideas.
This sourcebook about the thalassocracy of Sriwijaya expands the possibilities for campaigning in the most famous pre-modern land and sea network for international trade, particularly when combined with GURPS Hot Spots: The Silk Road. Not only is Sriwijaya useful for historical adventures, but it also offers tips for combining the setting with other GURPS realms, such as Dungeon Fantasy, Horror, and Banestorm. What will you find when you brave the open seas?
73-page PDF.
Stock #37-0665,
$12.00.
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GURPS Steampunk Setting: The Broken Clockwork World
Two worlds both alike in dignity – one very much like our own, the other a shattered realm of slipped gears and broken dreams. Magic and steampunk collide in GURPS Steampunk Setting: The Broken Clockwork World.
This campaign setting presents a GURPS Steampunk framework featuring cross-world travelers in a world where reality is falling apart. Can the heroes escape, thrive, or even put things right?
The Broken Clockwork World features new encounters (complete with GURPS stats), plus insight for tying it into GURPS Fantasy: Portal Realms, GURPS Infinite Worlds, and GURPS Horror: The Madness Dossier.
11-page PDF.
Stock #37-0354,
$4.00.
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Adventures! Monsters! Rules and options! Talking heads in cages! Explore it all, if you dare, with this downloadable bundle of the Hexagram zine, which collects the first eight issues of this Fantasy Trip supplement. Dozens of articles and limitless inspiration can be yours, at a bundle price that's sure to entice!
8 PDFs (totaling 320 pages) in a single Zip file
Stock #37-5591,
$40.00.
Octopus Warrior with 2-Handed Sword
This octopus is your free sample figure from Foes, our first STL project. Please print it out and enjoy! It is presupported for resin figures. It comes in two parts to make it easier to paint.
Octopi, armed and dangerous, are an important monster in The Fantasy Trip, but you can use this figure (and the rest of the set) in any number of games.
This package includes:
You can pledge your support for this figure and more at Kickstarter, scheduled to run from December 13, 2021 through January 4, 2022.
5 STL files plus a 1-page PDF in a single Zip file.
Stock #13-3001-005,
$FREE.
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How to Be a GURPS GM: Ritual Path Magic
GURPS Thaumatology: Ritual Path Magic offers a powerful free-form magic system that has garnered much acclaim since its introduction. The catch? There's a lot to learn for everyone – and a lot of judgment calls to make for the GM.
How to Be a GURPS GM: Ritual Path Magic is here to lend a hand. It offers tips and tricks, points out pitfalls, and provides new mechanics to handle troublesome situations. It also comes with two bonuses: a quick-start system (Ritual Path Magic Ultra-Lite) and a fistful of worked example spells that you can use right away.
You don't want to stay an apprentice forever, do you?
11-page PDF.
Stock #37-0357,
$4.00.
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