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It's Bullet Time!
In Last Shot, you become Cold War agents, each trying to be the last one standing. Play your hand wisely to protect yourself and draw (or steal!) a Terminated card that lets you eliminate a rival. The trick lies in holding onto it long enough to get a shot off!
Nope! I have Diplomatic Immunity.
Forget that – I've brought in Outside Talent.
Time to Duck and Cover!
Be the last agent standing in this fast-paced Cold War card game. Play your cards right and stay alive long enough to take the Last Shot!
A fast-paced card game of secret agents vying to be the last survivor. Includes 78 cards.
Stock #1753,
ISBN 080742094529.
$16.95.
Frag
(Reprint)
Frag is a computer game without a computer. It's a "first-person shooter" on a tabletop. Move your fighter and frag your foes; draw cards for weapons, armor, and gadgets; move through the blood spatters to restore your own health! If you die, you respawn and come back shooting!
Easy to learn, fast-moving, and fun . . .
Boxed game with 112 cards, rulesheet, a map, and 46 tokens.
Stock #1346,
ISBN 080742094840.
$24.95.
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,
ISBN 080742094383.
$29.95.
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Munchkin 8 – Half Horse, Will Travel
(Reprint)
These two classic fantasy races get the Munchkin treatment in Munchkin 8 -- Half Horse, Will Travel! Plus 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,
ISBN 080742094352.
$19.95.
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Munchkin 6 – Double Dungeons
(Reprint)
What's an adventurer without dungeons to explore? This box contains 40 double-sized Dungeons plus 32 Portals to get you from one to the next. Each Dungeon changes the rules . . . some are helpful, some are harmful, and some are just silly. It's Munchkin, after all!
This set includes the cards from Munchkin 6 – Demented Dungeons and Munchkin 6.5 – Terrible Tombs, now in a single convenient expansion!
40 double-sized cards, 32 standard-sized cards, and a rulesheet
Stock #1576,
ISBN 080742099210.
$19.95.
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Munchkin Snakes
(Reprint)
This mini-expansion adds 30 brand-new serpentine monsters, coiling curses, and other sinuous surprises to any Munchkin game! Face down the King Snake or the Pie-thon, armed with your trusty Boa and Arrow. And don't worry; if anything goes wrong, a dose of Asp-rin will get you right back in the fight!
30 cards and a rulesheet in a tuckbox.
Stock #1589,
ISBN 080742094857.
$10.95.
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.
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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.
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How to Be a GURPS GM: Improvising
As the saying goes, "No adventure survives contact with the players!": No matter how prepared you are as a GM, your players will do things you didn't expect. Of course, you might not have prepared, possibly because you lack the time, perhaps because you don't see the point when your players always blow your plans out of the water. Thus, it's often necessary – and more fun, or at least more efficient – to improvise.
However, good improvisation takes skill. How to Be a GURPS GM: Improvising can't replace that, but it can start you down the right path . . . think of it as preparation for gaming without preparation! Its tricks and tips – swiped from the author's 45 years of gaming experience – cover improvising NPCs, locations, stats, combat, and more, at every level from individual encounters, through adventures, to entire campaigns.
Have players who like to surprise you? It's time to return the favor!
25-page PDF.
Stock #37-0379,
$7.00.
Savage Stockpile gives you 40 cards with more accessories, structures, and weapons to customize your car. They were previously only available in Miniatures Set 3 and Road Tiles.
40 cards reprinted from Miniatures Set 3 and Road Tiles.
Stock #2450,
ISBN 080742094628.
$10.95.
. . . with Militant Munitions! These 40 cards give you more accessories, structures, weapons, and upgrades to customize your car and were previously only available in Miniatures Set 4 and Road Tiles.
Drive offensively!
40 cards reprinted from Miniatures Set 4 and Road Tiles.
Stock #2451,
ISBN 080742094611.
$10.95.
Double-Barrel Danger brings you 40 cards that give you more accessories, structures, weapons, and upgrades to further customize your car.
These cards were previously available in the Armory Pack and the Linked Weapons Pack.
40 cards reprinted from the Armory Pack and the Linked Weapons Pack.
Stock #2452,
ISBN 080742094604.
$10.95.
These 32 cards give you more crew, gear, sidearms, structures, and upgrades to customize your car. You'll also get tokens for jumping out of the car and for customizing the arena.
The cards in Lethal Lineup were previously available in Crew Pack and Playmat #1.
32 cards reprinted from the Crew Pack and from Playmat #1.
Stock #2453,
ISBN 080742094598.
$12.95.
How to Be a GURPS GM: Counting Heads
Everyone who has ever participated in a roleplaying game knows that finding enough players is as big a challenge as scheduling a time when everybody can play. Then, when you finally arrange a full house, somebody inevitably asks, "Hey, is there room for one more?" And once you sort all that out, players come and go almost at random.
How to Be a GURPS GM: Counting Heads offers advice and tricks for adapting the game you want to run to the number of people you actually have. For shorthanded GMs, it delves into such topics as one-on-one campaigns, multiple characters per player, and NPCs and GMPCs replacing PCs. For GMs swamped with players, it explores saying "No" politely, managing large groups, and bringing in additional GMs. In both cases, it looks at rescaling campaigns to match headcount and coping with fluctuating attendance.
Turn "too big" or "too small" into "just right!"
26-page PDF.
Stock #37-0380,
$7.00.
These cuties have teeth. Claws and horns, too! Beware the Dust Bunnies that lurk beneath the couch, and avoid the Pawsonal Trainer (unless you really want a workout). We don’t talk about the Wolpertinger, either, and not just because we’re unsure it’s real.
Grab your Bunchucks, don your Fur Cloak, and Go Down the Rabbit Hole, because it’s rabbit season! (Or duck season – it depends on who you ask.)
56 cards and a rulesheet in a tuckbox.
Stock #4279,
ISBN 080742094413.
$11.95.
Munchkin Shadowrun: Hack The Future
In the world of Shadowrun, magic and technology mix. Why not add more of both to your Munchkin game? Bring your Impenetrable Logic and your BOOMstick while you wander the Endless Archive, but it is dark in there . . . you just might get eaten by a Grue.
More guns, more magic, and more digital monsters than you can shake a credstick at – what are you waiting for? Hack the Future today!
112-card expansion for Munchkin Shadowrun.
Stock #4462,
ISBN 080742094451.
$19.95.
Munchkin Shadowrun
(Reprint)
The world of Shadowrun is a perfect setting in which to be munchkins. Players can be Elves, Dwarves, Orks, or Trolls as they dodge the corps, kill the monsters, and stab their buddies.
Munchkin Shadowrun is packed with 193 cards full of cyberpunk and magic. In addition to all the great Door and Treasure cards you expect in Munchkin, this set introduces the Matrix, a series of cards with additional gameplay goals that can be used to win the game in a whole new way!
What are you waiting for? Grab your Tactical Gladius, and show Lofwyr what you’re made of.
95 Doors, 82 Treasures, 6 Player Cards, and 10 Double-Sided Matrix Cards. Rulesheet included.
Stock #4461,
ISBN 080742094727.
$39.95.
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,
ISBN 080742094765.
$15.95.
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Munchkin
(Reprint)
Go down in the dungeon. Kill everything you meet. Backstab your friends and steal their stuff. Grab the treasure and run.
Admit it. You love it.
Munchkin is the mega-hit card game about dungeon adventure . . . with none of that stupid roleplaying stuff. You and your friends compete to kill monsters and grab magic items. And what magic items! Don the Horny Helmet and the Boots of Butt-Kicking. Wield the Staff of Napalm . . . or maybe the Chainsaw of Bloody Dismemberment. Start by slaughtering the Potted Plant and the Drooling Slime, and work your way up to the Plutonium Dragon . . .
And it's illustrated by John Kovalic!
Fast-playing and silly, Munchkin can reduce any roleplaying group to hysteria. And while they're laughing, you can steal their stuff.
Ages 14 and up. Plays in one to two hours. Three to six players.
168 cards, one six-sided die, and a rulesheet.
Stock #1408,
ISBN 080742094680.
$29.95.
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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.
168 cards, one six-sided die, 12 pawns with plastic stands, a gameboard, and a rulesheet.
Stock #1483,
ISBN 080742094659.
$34.95.
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Munchkin Pony Excess
(Reprint)
A stampede of new cards is coming to Munchkin!
In Munchkin Pony Excess, you'll find new equine monsters, curses, and Items, plus a herd of new Steeds. Grab your Lucky Horseshoe, saddle up your Centaur of Attention, and ride to battle against the melodious menace of the Rocking Horse!
56 cards and a rulesheet in a tuckbox.
Stock #1587,
ISBN 080742094802.
$11.95.
Weather Dice Set
(Reprint)
This set of six 16mm dice can be used to randomly determine the weather for your roleplaying games.
Each die represents a different region, with unique faces on each side of the die. Choose the die that matches the location of your adventure . . . and see what kind of weather "rolls" in!
You now hold the power of nature in the palm of your hand!
Black ("Chicago") - mostly sunny or windy or both.
Dark blue ("Tierra del Fuego") - cold, no sun.
Gray ("Seattle") - usually cloudy or rainy.
Green ("Miami") - usually sunny.
Orange ("Austin") - very changeable.
Red ("Phoenix") - usually hot.
Six different-colored 16mm dice with weather icons on each side.
Stock #5981,
ISBN 080742095052.
$12.95.
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Prepare the Kirlian camera! GURPS Psi-Tech is your gateway to the realm of psionic technology.
This supplement explores the paranormal interface between mind and machine . . . everything from the tools of real-world parapsychologists to the wildest gadgets of science fiction and fantasy. Within you'll find rules for psychotronic gadgetry and bio-psi technology that can enhance or counter psi powers at any tech level, along with guidelines for fitting them into your campaign.
Whether your adventure features fantasy mentalists using herbs and crystals to boost their abilities, modern-day conspirators hacking out brains and putting psi-suppressants in the water, or super-gadgeteers and future-folk wielding psionic death rays and amplifier helmets, you've come to the right store to shop.
42 black-and-white pages. Softcover.
Stock #01-6174,
ISBN 978-1-63999-059-7.
$17.95.