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.
Buy Now!
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.
Buy Now!
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.
Buy Now!
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.
Buy Now!
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.
Buy Now!
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.
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.
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.
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.
No products have been announced for this month.