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You think working in a fast-food restaurant is hell? This place is worse. All the employees are zombies (that includes you). The jobs are repetitive and gross. The customers ask stupid questions. And all the zombies have to share a single brain . . . and they keep dropping it on the floor.
In Give Me The Brain by James Ernest (Lord of the Fries), all the players are zombies, shuffling and moaning through their horrible jobs. Whoever gets rid of all his jobs first will win. Every turn, you can do a couple of things . . . and, if you're sneaky, you can also push a job or two onto the other players.
The catch? Some jobs actually require a brain . . . and there's only one in the whole restaurant . . . and the zombies keep dropping it.
Give Me the Brain is a quick card game for 3-8 players.
Boxed game with 112 linen-finished cards, full-color illustrated rulesheet, and six-sided die.
Stock #1802,
UPC 837654320914.
$19.99.
It's the ultimate book of spells . . . the Munchkinomicon. But beware! If you aren't munchkinly enough, the Munchkinomicon will slip away and find a more suitable host. This set includes the Munchkinomicon and 14 of its deviously cheesy spells, like United I Stand, Eldritch Cleaver, and Unnatural Compulsion.
This is an expansion for ANY Munchkin game. It is not a stand-alone game. This is NOT a collectible or randomized set. Every Munchkinomicon pack is the same as every other.
This standalone pack is out of print, but you can get the cards from this expansion in Munchkin Game Changers.
Finseal pack containing 15 cards.
Stock #4208,
UPC 837654320938.
$4.99.
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
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.
$24.99.
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 Munchkin, including:
Now with full-color art!
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.
$19.99.
Munchkin 6 – Demented Dungeons (Reprint)
Demented Dungeons brings a new twist to Munchkin. Now you can enter the Dungeon of Elvish Excess, where everyone is an Elf. Or take a Portal to the Dungeon of Manga Wrangling, where tentacles are even more dangerous. Or power up in the Dungeon of Unexpected Epicness -- although it's hardly "unexpected," given the name. Or all of them at once!
Each of the 20 double-sized Dungeon cards adds a new rule that affects the entire party, and maybe the monsters, too! Use the 16 Portal cards to jump from one Dungeon to the next in your search for gold and glory.
Munchkin 6 -- Demented Dungeons is an expansion for the classic Munchkin set, and was designed by Steve Jackson and illustrated by John Kovalic.
20 double-sized cards, 16 standard-sized cards, and a rulesheet, in a tuckbox.
Stock #1457,
UPC 837654320594.
$10.99.
Epic Munchkin (Reprint)
Does your Munchkin adventure end too soon? There you are, multi-raced and multi-classed, with three hands full of killer items, buffed up with sidekicks and Munchkin Fu styles . . . and the game's over. Rejoice, for Epic Munchkin is here. This rules set includes the Epic rules for Munchkin (including Unnatural Axe, Clerical Errors, The Need for Steed, and De-Ranged), Star Munchkin (and The Clown Wars), Munchkin Fu (but not Monky Business, since it didn't add any new Races or Classes), Munchkin Bites! (and Pants Macabre), Super Munchkin (and The Narrow S Cape), Munchkin Impossible, Munchkin Cthulhu, Munchkin Booty (and Jump the Shark), and Munchkin Dice.
6-page PDF.
Stock #37-2011,
$FREE.
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 Catapult and, of course, the dread 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.
$19.99.
Super Munchkin (Reprint)
Fly through the city. Smash the villains. Backstab your teammates and grab their gadgets.
Munchkin
Be a Mutant, an Exotic, a Mystic, or a Techno. The higher your Level, the more Powers you can have. Battle dastardly masterminds, devastating monsters, and invading aliens from the next dimension -- from the wimpy Bucketman all the way up to Big Ol' Planet Eater Guy himself -- and TAKE THEIR STUFF! With the Electro-Mento-Hat, the Telezapinator, and the (jet-powered) Pogo Stick, no foe can stand before you!
Super Munchkin
Boxed game with 168 cards, rules, and die.
Stock #1440,
UPC 837654320471.
$24.99.
Munchkin Bites! 2 – Pants Macabre (Reprint)
Munchkin is about beating up monsters, taking their stuff, and sequels. Munchkin Bites! brings munchkin madness to the world of Goths and vampires.
Can you face the sonic stylings of Ten Inch Tacks, the annoyance of the Gnat Bats, and the chilling waddle of the Were-Penguin? Will you wield the might of Power Piercing and revel in the Huge Dice Pool, or will you be bludgeoned by Bad Fiction? And do you dare play the new Race . . . the Mummy?
In addition to the always awesome art from John Kovalic, we have two guest artists: Pete Abrams of Sluggy Freelance and Maritza Campos of College Roommates from Hell. The jokes can be blamed on Steve Jackson.
It's got 110 shiny new . . . no, not shiny – dark! It's got 110 dark and evil new cards, plus two blanks to create your own. And of course, like all other Munchkin releases, this supplement is completely compatible with the original Munchkin and all its supplements and spinoffs. Of course, since Pants Macabre has powers, it will work especially well with Super Munchkin.
112 cards and rulesheet, in a tuckbox.
Stock #1443,
UPC 837654320624.
$19.99.
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.
Boxed game with 168 cards, rules, and die.
Stock #1447,
UPC 837654320495.
$24.99.
Space Gamer #56 (cover date October 1982) gives you a world between its covers, with room for more! Scientists agree: Here's a gallon of fun jammed into a quart-sized container.
In addition to the regular game reviews, news, and letters, this issue includes "Unnight," an in-depth world setting for Space Opera; a new heavy weapon -- the splat gun -- for Traveller; Steve Jackson's insight into how to translate D&D creatures to TFT; an in-depth review of the Pirates & Plunder RPG; and more.
Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!
49-page PDF.
Stock #30-2356,
$3.00.
Buy Now!
In times of trouble, believers in many settings may call on a higher power for help. Some of the time, that higher power answers the call . . .
GURPS Powers: Divine Favor presents a complete system for miraculous intervention. Subtle or stupendous, quiet or cacophonous, the powers herein are perfect for any holy-minded hero hoping to save his friends, the world, or even his soul. This supplement contains:
Whether playing a near-historical novitiate in a religious order, an Old West preacher hoping to keep his congregation safe from the darkness for another day, or a believer in the "old ways" of a fantastic tomorrow, this supplement is like an answered prayer. With GURPS Powers: Divine Favor, faith can move mountains!
18-page PDF.
Stock #37-0139,
$6.00.
Buy Now!
Space Gamer #55 (cover date September 1982) is thrills, chills, and more than a few kills -- all in a packet of packed pages!
In addition to the regular game reviews, news, and letters, this issue comes with a complete game: Necromancer, a two-player tactical fantasy game. This issue also includes a two-part article on advanced campaigning ideas (one for science-fiction, one for fantasy); winning entries in the "Magic in Car Wars" contest; advice and insight into playtesting a play-by-mail game; a review plus designer's notes for the minigame Grav Armor; and more.
Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!
55-page PDF.
Stock #30-2355,
$3.00.
Buy Now!
Ever since the days of the old Space Gamer, and now in Pyramid, one thing strikes fear into the hearts (and laughter into the twisted minds) of publishers everywhere. Some game rules are good, some are bad, and some are Murphy's! This is the cartoon feature that takes those rules and skewers them, bleeding, for everyone to mock. (Us? Attitude? It's all right; we pick on our own stuff, too.) The strip has featured a great roster of artists over the years, including multiple-Origins Award-winner John Kovalic and Pulitzer Prize-winner Ben Sargent!
The first time we published a Murphy's compilation was in 1988. This book includes everything from that edition, and all the Murphys that came out in the next ten years . . . and more!
83-page PDF.
Stock #30-9006,
$8.00.
Buy Now!
Epic Munchkin (Reprint)
Does your Munchkin adventure end too soon? There you are, multi-raced and multi-classed, with three hands full of killer items, buffed up with sidekicks and Munchkin Fu styles . . . and the game's over. Rejoice, for Epic Munchkin is here. This rules set includes the Epic rules for Munchkin (including Unnatural Axe, Clerical Errors, The Need for Steed, and De-Ranged), Star Munchkin (and The Clown Wars), Munchkin Fu (but not Monky Business, since it didn't add any new Races or Classes), Munchkin Bites! (and Pants Macabre), Super Munchkin (and The Narrow S Cape), Munchkin Impossible, Munchkin Cthulhu, Munchkin Booty (and Jump the Shark), and Munchkin Dice.
6-page PDF.
Stock #37-2011,
$FREE.
Pyramid #3/27: Monsters in Space
From an astrophysical point of view, scientists know what composes 99% of the universe. But what darkness lurks in that remaining one percent? We fancifully propose some possibilities with this month's "Monsters in Space" issue of Pyramid, the PDF magazine for roleplayers. This chrome-curling codex contains:
This Pyramid also gives you additional excuses for running down corridors: a quick method of generating "mundane" alien threats, Murphy's Rules with Greg Hyland, Steven Marsh's Random Thought Table, and other odds and ends. The stars await -- and they're hungry!
40-page PDF.
Stock #37-2627,
$9.00.
Buy Now!
Space Gamer #54 (cover date August 1982) is retro-cool, like pausing a cassette to call a friend on a car phone so he'll bring you more quarters for the arcade -- and if that sentence made sense, this installment is for you!
In addition to the regular game reviews, news, and letters, this issue includes advice and strategy on winning Star Fleet Battles; rules for magical backlash in TFT; an amusing short story about a conjuration gone wrong; creature stats for the classic RPG Wizard's Realm; information on how to make durable "megahexes," useful for all kinds of hex-based gaming; a report on the state of gaming in Sweden, circa 1982; the second column in a series about the miniatures industry; and more.
Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!
45-page PDF.
Stock #30-2354,
$3.00.
Buy Now!
GURPS Low-Tech Companion 3: Daily Life and Economics
Society is built on the backs of people who gather resources and turn them into food, shelter, and finished goods. Low-Tech Companion 3: Daily Life and Economics looks at the lot of ordinary TL0-4 folk -- much of which is of concern to adventurers, too! Contents include:
If you're not satisfied with fantasy worlds where nobody gets his hands dirty and everything is for sale at the market, then Low-Tech Companion 3: Daily Life and Economics is for you.
Low-Tech Companion 3: Daily Life and Economics is a supplement to GURPS Low-Tech. The information on manpower, manufacturing, and resources would be useful in any campaign that values historical realism.
52-page PDF.
Stock #37-1663,
$11.00.
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Space Gamer #53 (cover date July 1982) reaches for a star, catches it, and wraps it up in a bite-sized bundle, with classic articles that are fun to read!
In addition to the regular game reviews, news, and letters, this issue includes a super-powered short story called "A Super Named John" (including write-ups for its four characters in Champions, Villains & Vigilantes, and Superhero 2044); "The Newcomers," the finale in the series of Traveller adventures (preceded by "Flare Star" from Space Gamer #46, "Storm" from Space Gamer #48, and "Periastron" from Space Gamer #50); Steve Jackson's tongue-in-cheek look at sci-fi and fantasy equipment we hope gamers never see; "Giving the Humans an Even Break," which provides optional rules to give humanity a fighting chance in The Creature That Ate Sheboygan; more hands-on insight into programming a computer for use as a game aid; and the first installment of a column about the miniatures industry.
Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!
45-page PDF.
Stock #30-2353,
$3.00.
Buy Now!
The Third Edition of this popular military sourcebook is massively updated and lengthened. Roleplay behind-the-lines strikes, hostage rescue, guerrilla warfare, and other special-ops missions. There's lots of detail on weaponry and information on the world's top unconventional-warfare units . . . Rangers, Delta Force, Spetsnaz, SEALs, Special Air Service, Sayeret Matkal, and more.
(Note that this is an e23 reprint of a GURPS Third Edition product.)
163-page PDF.
Stock #30-6029,
$11.00.
Buy Now!
Munchkin 7 – Cheat With Both Hands
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.
$19.99.
We refuse to write a complex description for dice. These are 6-siders, and there are six in the package. They match the pawns in the +6 Bag o' Munchkins and +6 Bag o' Munchkin Babes, and the dice in
Six 6-sided dice.
Stock #5516,
UPC 837654320716.
$4.99.
Eat brains. Don't get shotgunned.
Based on the original Zombie Dice . . . but now the dice, and a zombie opponent, are in your iPhone, iPod Touch, or iPad! And it's free!
You're a zombie, racing to be the first to eat 13 yummy human brains. But those humans fight back. Press your luck. Keep rolling, keep collecting brains . . . but if you get three shotguns, you're out!
Enjoy the zombie animations and sound effects (Braaaaaaaiiinnnns!). The zombie will talk to you after every roll, just like a human opponent . . . but remember, he wants you to LOSE!
More Zombies!
If you like the game, you can upgrade for only 99 cents (the price is a no-brainer!) and get more zombie goodness:
App for iPhone, iPod Touch, and iPad.
Stock #1121,
$FREE.
Munchkin Impossible (Reprint)
Now the Munchkins are spies . . . eliminating the opposition, playing with self-destructing gadgets, and changing loyalties even faster than they change Headgear.
Be a Playboy, Tourist, or Assassin. Report to the Americans, Russians, British, or Chinese (it'll change!). Wield gadgets from the subtle Cigarette Dart Gun to the amazingly unsubtle Bazooka with Incendiary Ammo. Eliminate foes, from the pathetic Defective Defector, through the Interro-Gator and the Not So Secret Police, up to the mighty Super Spy himself. And (all together now) . . . Take Their Stuff!
You can play Munchkin Impossible by itself, or combine it with any number of other Munchkin games for more shameless silliness.
Boxed game with 168 cards, rules, and die.
Stock #1446,
UPC 837654320969.
$24.99.
Munchkin Quest (Reprint)
Kill the monster, grab the treasure, stab your buddy. That's what it's all about. Now, Munchkin comes to the boardgame.
You'll build your dungeon, a room at a time, from 24 heavy, double-sided tiles. Each shows a different room . . . some are good for certain characters, some are bad. Populate it with monster standies and let your munchkins run amok!
Cooperate with the whole group, adventure with a partner, or strike out on your own. You don't know what's behind a door until you open it . . . then another room is added to the dungeon. Battle monsters for power and treasure, or send them after your friends. Reach Level 10, and then get out alive if you can . . .
Designed by Steve Jackson and illustrated by John Kovalic, this boardgame doesn't take itself seriously. Except for the loot -- munchkins are always serious about the loot!
11.75" x 11.75" x 3.5" box, with two dozen 3.5" square heavy cardstock room tiles, dozens of link connectors, 200 full-color cards, over three dozen monster standies, dice, rulesheet, and enough tokens, level counters, and sculpted plastic pawns for four players.
Stock #1470,
UPC 837654320693.
$49.95.
GURPS Dungeon Fantasy 8: Treasure Tables (Reprint)
In a GURPS Dungeon Fantasy campaign, there's no such thing as "too much treasure" . . . but over 80 trillion possible treasures should last a while!
Dungeon Fantasy 8: Treasure Tables contains everything you need to deck your halls – and dungeons, towers, and arcane temples – with goodies. Ample tables (almost 50 of them!) let you generate treasures randomly – or semi-randomly, if you have something more specific in mind. Or ditch the dice and use some or all of this stuff as a huge "shopping list" for delvers who already have loot but nothing to spend it on. In the chest you'll find:
. . . and much more. A pile of coins is nice, but this supplement lets you achieve the impossible: Ensure that your munchkins players won't want to find boring old silver and gold ever again!
64-page PDF.
Stock #37-0313,
$12.00.
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Space Gamer #60 (cover date February 1983) is full of fun from cover to cover.
In addition to the regular game reviews, news, and letters, this issue includes "Robot Safari," an adventure for the FutureWorld RPG (which should prove inspirational for other sci-fi games); Steve Jackson's review and alternate rules for the tactical game Berserker; rules for character backgrounds in fantasy roleplaying games; magic items in Car Wars (yes, really!); and Steve Jackson's look back at predictions from 1978 -- as well as his predictions for the "future" of 1985.
Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!
58-page PDF.
Stock #30-2360,
$3.00.
Buy Now!
Transhuman Space Classic: Personnel Files
The universe of Transhuman Space is vast, and cool, and challenging. Complete your party with these ready-to-go characters fit to adventure there.
There's a detective agency with an unusual boss and even stranger legmen; a pack of high-tech newshounds for whom no story is too dangerous; a crew of orbital debris-recovery specialists; and a security team who can take on almost any threat. Any of them can serve as instant PCs, useful allies, or formidable adversaries.
Personnel Files has heroes and villains at a range of point totals . . . bioroids, humans, and an assortment of Programmed Allies -- the infomorphs and cybershells without which any 2100 adventurer is worse than naked.
Trouble in 2100? These people know where to look for it, and what to do when they find it.
(Note that this is an e23 reprint of a product based on GURPS Third Edition rules.)
67-page PDF.
Stock #30-6710,
$4.00.
The AADA Vehicle Guide Volume 2
Technology does not stand still. New models, new configurations of familiar models, and new vehicle accessories continue to revolutionize the field of autoduelling. For this reason, the AADA has chosen to publish The AADA Vehicle Guide Volume 2. This handy guide includes:
With this guide, you can once more keep the pedal to the pavement and your finger on the trigger. Stay safe!
67-page PDF.
Stock #30-7128,
$5.00.
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Space Gamer #59 (cover date January 1983) is full of fun to discover from cover to cover.
In addition to the regular game reviews, news, and letters, this issue's centerpiece (literally!) is Steve Jackson's "Battlesuit" -- man-to-man combat in the world of Ogre. This issue also includes rules by Steve Jackson for new illuminated conspiracies in Illuminati; a short story -- "The Return of Igdrip" -- by gaming luminary Allen Varney (a sequel to Space Gamer #27's "Game Design Extraordinary"); three new scenarios for the Grav Armor tactical game; a review of 1982 in miniatures; and more!
Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!
59-page PDF.
Stock #30-2359,
$3.00.
Buy Now!
Pyramid #3/28: Thaumatology II
Can you ever have enough magic in your life? "No!" says Pyramid, the PDF magazine for roleplayers -- and we mean it, as shown by this month's issue, entitled "Thaumatology II." Scrying this secret scroll reveals:
This Pyramid also includes Murphy's Rules with Greg Hyland, Steven Marsh's Random Thought Table, and other odds and ends (including two new really "meta" magical spells). Put the magic spark back in your gaming with this issue!
38-page PDF.
Stock #37-2628,
$9.00.
Buy Now!
Space Gamer #58 (cover date December 1982) is a 52-page bottle of lightning -- and the articles are fun to read, too!
In addition to the regular game reviews, news, and letters, this issue includes a full trunk of Car Wars support, including "Massacre at Midville," a list of news and game info on a four-wheelin' frontier; a short story -- "Street Legal" -- by noted sci-fi author John M. Ford, detailing an autoduel war without weapons; plus game info for street-legal struggles.
This issue also contains "Lair of the Fat Man," a tongue-in-cheek adventure for Top Secret; an in-depth review of the RoleAids line; and more!
Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!
57-page PDF.
Stock #30-2358,
$3.00.
Buy Now!
The smell of black powder and cordite. The momentary blinding of a muzzle flash. The deafening roar of a close-quarter shot. Forget the movies; true shooting is exciting enough for a thousand stories -- if you live long enough to tell the tale.
GURPS Tactical Shooting does for life-like shooting what GURPS Martial Arts brings to real hand-to-hand combat -- gives all the information you need to bring realistic firearm combat to the gaming table:
Whether you're looking to ramp up the realism of your modern-day adventures, build and equip characters who are sharpshooting specialists, or arm the heroes (and villains!) with tactics and tricks to shift the odds, GURPS Tactical Shooting is loaded for bear!
87-page PDF.
Stock #37-0134,
$14.00.
By its very existence, Space Gamer #57 (cover date November 1982) causes space-time dilations . . . of fun!
In addition to the regular game reviews, news, and letters, this issue includes "Westway," info for Car Wars campaigns set in England; Steve Jackson's contribution of new characters for Cosmic Encounter; more handicaps for TFT; "The Worm," a short story about a play-by-mail gambit gone awry; a collection of trivial spells; and more.
Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!
49-page PDF.
Stock #30-2357,
$3.00.
Buy Now!
Transhuman Space Classic: Toxic Memes
Although you might not have a choice. In 2100, memetics rules -- the science of analyzing, engineering, and manipulating ideas. Memeticists know how to get into your head, and will do so for power, money, and religion.
Sometimes they'll do it just for the fun of it.
Transhuman Space: Toxic Memes explores cults, conspiracies, urban legends, fads, and more from around the world at the end of the 21st century. In a world where belief, fear, and ideology can be sculpted like clay, how does anyone know what they really think?
Toxic Memes is a sourcebook for the Transhuman Space setting, and includes detailed rules for the creation and propagation of memes, technologies for controlling information and managing reputations, new characters, new templates, campaign ideas, and over a hundred cults, movements, conspiracies, myths, and fringe sub-cultures to use as adventure seeds, background flavor, and to enhance your game's sense that the world of Transhuman Space is a very strange place indeed.
(Note that this is an e23 reprint of a product based on GURPS Third Edition rules.)
147-page PDF.
Stock #30-6712,
$11.00.
Buy Now!
GURPS Dungeon Fantasy 8: Treasure Tables (Reprint)
In a GURPS Dungeon Fantasy campaign, there's no such thing as "too much treasure" . . . but over 80 trillion possible treasures should last a while!
Dungeon Fantasy 8: Treasure Tables contains everything you need to deck your halls – and dungeons, towers, and arcane temples – with goodies. Ample tables (almost 50 of them!) let you generate treasures randomly – or semi-randomly, if you have something more specific in mind. Or ditch the dice and use some or all of this stuff as a huge "shopping list" for delvers who already have loot but nothing to spend it on. In the chest you'll find:
. . . and much more. A pile of coins is nice, but this supplement lets you achieve the impossible: Ensure that your munchkins players won't want to find boring old silver and gold ever again!
64-page PDF.
Stock #37-0313,
$12.00.
Buy Now!
Are you tired of beating up on wimpy monsters? Of course not: you're a munchkin!
Are you tired of watching your opponents beat up on wimpy monsters? Of course you are: you're a munchkin!
Munchkin Monster Enhancers gives you 15 cards to make the monsters tougher and send the other players crying for their mommies. With 13 favorites from More Good Cards, now in full color, plus two brand new cards, Hollywood and Ultimate, this set is a monster's dream and a player's nightmare. Until it comes time to loot the bodies of those enhanced monsters . . . extra treasure is good!
And, unlike certain other performance enhancers, this set is fully legal in international competition!
This standalone pack is out of print, but you can get the cards from this expansion in Munchkin Game Changers.
Finseal pack containing 15 cards.
Stock #4212,
UPC 837654320952.
$4.99.
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.
168 cards, one six-sided die, and a rulesheet, in a 6" x 9" box.
Stock #1481,
UPC 837654321010.
$24.99.
Android Munchkin Level Counter
Now all you Android-using munchkins can get an unfair, yet completely legal, advantage when you play Munchkin or Munchkin Quest!
The Level Counter keeps track of your level (duh). It also rolls a six-sided die (and doesn't cheat). But best of all . . . once per game, you get a Boon . . . an in-game advantage to help you kill the monsters, steal the treasure, and stab your buddy. There are almost 150 different Boons, all illustrated by John Kovalic. The higher your level when you ask for your Boon, the better it's likely to be. And when you reach the winning level, it plays a fanfare. Your friends will hate you . . .
There's also a Kill-O-Meter screen, so you can keep track of combats!
Bonus features: counters for Chez Geek and SPANC (no Boons, though), and a very flexible interface for creating your own custom counters for other games.
This app is NOT a stand-alone game! It is a game aid for Munchkin, Munchkin Quest, and pretty much any other game where you need a counter.
The Munchkin Level Counter is $4.99 and is available from the Android Market.
App for Android.
Stock #5526,
$4.99.
GURPS Mass Combat (Reprint)
Whether you’re trying to stop the Dark Lord’s invading army, lead a Ranger company against the Axis in WWII, or command your own crack mercenary regiment in a far-flung star empire, you’re likely to get into battles that are far too big to resolve with ordinary GURPS combat. GURPS Mass Combat is the answer! It presents a powerful abstract system that lets you resolve land, sea, and air battles at any tech level. Features include:
Everything is fast and easy to use in play thanks to extensive examples, quick-reference tables, and ready-to-go stats for the strength, weaponry, and mobility of numerous unit types. It’s all generic, too, covering realistic, fantastic, and superscience troops at every tech level, and providing guidelines for customizing their quality, special training, and equipment. And it never loses sight of the fact that GURPS is a roleplaying game -- every hero gets a chance to shine, and the rules emphasize what the PCs do and what happens to them.
GURPS Mass Combat requires only the GURPS Basic Set, Fourth Edition.
50-page B&W softcover.
Stock #01-6197,
ISBN 978-1-55634-800-6.
$14.99.
Cthulhu Dice is not a drinking game . . . but now you can drink in style with the Cthulhu Shot Glass. These 1.5 oz shot glasses feature a spectacular green effect that shimmers as Cthulhu stares at you from the side of the glass. Buy one for yourself and make your friends green with envy, or buy a set for your next party so that everyone can go insane together.
One 1.5 oz shot glass.
Stock #9014,
$2.99.
Space Gamer #65 (cover date September-October 1983) is a collection of nostalgic nuggets in a bulging bundle. It's all that and a bag of microchips!
In addition to the regular game reviews, news, and letters, this issue includes superheroes in The Fantasy Trip; fleet tactics for Star Fleet Battles; designer's notes for FTL: 2448 and Fringeworthy; and more.
Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!
49-page PDF.
Stock #30-2365,
$3.00.
Buy Now!
Just be careful what kind of dream you have! The Marches is a vast dreamscape, ruled and fought over by Blandine and Beleth. Every mortal soul visits the Marches every night in slumber, and the dreams they weave are the battleground upon which these former lovers send their forces to do battle . . .
Book Two of The Revelations Cycle for the In Nomine roleplaying game, The Marches gives players and Game Masters alike an in-depth look at the realm of dreams, myths, and monsters. It also portrays four Superiors in more detail: the Archangels Blandine and Gabriel, the Demon Prince Belial, and the Demon Princess Beleth. In addition, it introduces two new Choirs; rules for the mortal Sorcerers who attempt to master the supernatural; and "Blood and Circuses," a complete adventure setting.
You will need the In Nomine basic rulebook to play. Book One of The Revelations Cycle, Night Music, is useful but not necessary.
131-page PDF.
Stock #30-3305,
$9.00.
Buy Now!
Space Gamer #64 (cover date July-August 1983) is another Jurassic classic from a "lost world" of fun.
In addition to the regular game reviews, news, and letters, this issue's fearsome feature is "Big Lizzie," a western adventure for Boot Hill and Wild West that pits dangerous desperadoes against real cold-blooded killers. It includes a set of Western-themed Cardboard Heroes, to print, color, and use.*
This issue also provides a featured review of Star Trek: The Roleplaying Game from FASA, plus designers' notes from the game's creators; "Goliath," a variant model for Ogre; an interview with Andy Chernak of Grenadier Models Inc.; and more!
Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!
* A GURPS Fourth Edition conversion of Big Lizzie and a full-color set of Cardboard Heroes: Cowboys and Indians (with colored versions of the original figures plus many other Western characters) are available separately.
50-page PDF.
Stock #30-2364,
$3.00.
Buy Now!
We've put on our thinking caps and mined our minds for this month's Pyramid, the PDF magazine for roleplayers . . . and the results are crammed with cranial articles on "Psionics." This issue's great thoughts include:
This Pyramid also includes Murphy's Rules with Greg Hyland, Steven Marsh's Random Thought Table, and other odds and ends. With this issue, you're sure to have a satisfied psi!
37-page PDF.
Stock #37-2629,
$9.00.
Buy Now!
Space Gamer #63 (cover date May-June 1983) is a full gallop of fun, with nary a tale of "whoa!" in sight!
In addition to the regular game reviews, news, and letters, this issue's centerpiece is "The Haunting of Harkwood," a generic adventure that starts with a joust and turns into a mystery. It includes a set of Cardboard Heroes (including jousting knights!), ready to print and use.
This issue also offers alternate damage rules for Top Secret, an interview with Kevin Blume of TSR, an overview of solitaire sci-fi gaming, and more.
Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!
50-page PDF.
Stock #30-2363,
$3.00.
Buy Now!
It's a powerful Word, and Furfur wants to be its Demon Prince. But to get that coveted title, Furfur is going to have to pull a fast one on all of Hell's elite – including Lucifer himself! And to do that, he'll need all the help he can get . . .
Night Music is Book One of The Revelations Cycle for the In Nomine roleplaying game. In addition to the adventure, "The Demon Prince of Rock and Roll," Night Music has in-depth looks at the Archangel Laurence and Demon Prince Saminga; two new Superiors; expanded rules for Soldiers, Saints, and the Undead, and a complete setting: In Nomine Austin, with dozens of NPCs, locations, and ideas for divine (or infernal) adventures.
131-page PDF.
Stock #30-3303,
$9.00.
Buy Now!
Space Gamer #62 (cover date April 1983) is no fool when it comes to delivering old-school fun.
In addition to the regular game reviews, news, and letters, this issue's feature is "Globbo," a two-player game that pits kids versus a zealous inhuman caretaker!
This issue also includes basic Ogre strategy from the game's creator, Steve Jackson; chainsaw combat in Traveller; novas in Cosmic Encounter; a magical short story entitled "Master's Thesis"; some April Fool's fun; and more.
Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!
50-page PDF.
Stock #30-2362,
$3.00.
Buy Now!
The AADA Vehicle Guide Volume 3
Here they are . . . the AADA's choice for the meanest vehicle designs of the year. From Division 5 to Division 100+, they're all fully armed, completely described, and ready to go.
The AADA Vehicle Guide Volume 3 brings you 78 designs, all compatible with the Car Wars Compendium rules and legal for AADA World Championship competition. From cycles to campers, from the tough little Fire Imp to the monstrous Polaris, every one is a highway warrior's dream.
And every one of these vehicles is represented by four counters, included with this supplement . . . a full-color vehicle, a full-color wreck, and black-and-white versions of both the new and wrecked car, to let you fly your own colors in the arena.
So fasten your seat belt, check out all vehicle systems, and hit the road for more Car Wars action. And never forget . . . no matter where you go . . . drive offensively!
37-page PDF.
Stock #30-7148,
$5.00.
Buy Now!
Transhuman Space: Cities on the Edge
The future has an old joke: "No one lives in the cities anymore; they're too crowded!"
Tomorrow's towns in Transhuman Space have certainly evolved from eras past, and there's no doubt that they're still vibrant, exciting places. Cities on the Edge is your guide to the dangers and delights to be discovered downtown.
Written by noted transhumanist and futurist Anders Sandberg, with science journalist Waldemar Ingdahl, this gigantic guidebook includes:
The future is a foreign country, and there's perhaps no better place to witness the wonders of the world than by visiting the grandest of the global villages. With Cities on the Edge, you're at the center of excitement!
93-page PDF.
Stock #37-6711,
$14.00.
Buy Now!
Space Gamer #61 (cover date March 1983) is a countdown of fun, starting at 10 and ending at one -- and the articles are a blast, too.
In addition to the regular game reviews, news, and letters, this issue's centerpiece is madness -- "Microfilm Madness"! This adventure for Champions is a madcap race for secret computer codes; it comes with a set of Cardboard Heroes, ready to print and use.
This issue also includes campaign tips from Aaron Allston; a look at economics in The Fantasy Trip; a report on the "war" against the factions that would ban Dungeons & Dragons and other roleplaying games; and more.
Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!
50-page PDF.
Stock #30-2361,
$3.00.
Buy Now!
In Nomine: Corporeal Player's Guide
How noble in reason, how infinite in faculty,
In form and moving, how express and admirable,
In action, how like an angel,
In apprehension, how like a god . . .
And yet, to me, what is this quintessence of dust?
Most celestials wrestle with this when it comes to the importance of humanity. This book contains the answers.
From cover to cover, the Corporeal Player's Guide focuses on the importance of humans in the War, whether they be mundanes, Soldiers or sorcerers, undead or Saints. Their skills, spells, abilities, and disadvantages are explored in detail. Find out what Archangels think of their human servants, and which Demon Prince is the best boss.
Also included are complete, updated rules on sorcery, information about all types of humans - mortal and immortal - and ideas for human-centered campaigns. And tell the angels and demons to look out . . .
This quintessence of dust is coming to kick their butts!
131-page PDF.
Stock #30-3315,
$9.00.
Buy Now!
In Nomine Superiors 1: War & Honor
And ready yourself for battle.
Seraphim and Malakim, aggressive and authoritarian . . . War, Stone, Judgment, and the Sword. The four Archangels of the "War Faction" are covered in depth in this book. Within these pages is all the material a Game Master needs to understand their goals and psychology, as well as everything a player needs to feel what it's like to be one of their Servitors -- not just powers and dissonance, but also the experience of working for these Superiors, what the subculture of the Word expects from its members, and how to deal with your Archangel's organization.
Superiors 1: War and Honor includes:
147-page PDF.
Stock #30-3320,
$9.00.
Buy Now!
GURPS Classic: Age of Napoleon
From his beginnings as a Corsican soldier, through his rise to power as the Emperor of France, to his final defeat at Waterloo, Napoleon Bonaparte built an empire . . . and a legend. Napoleon was that rarest of men -- one whose life defined the age in which he lived. Now that age comes alive for your roleplaying game.
GURPS Age of Napoleon is a comprehensive guide to the life and times of Napoleon Bonaparte. It contains:
It was an age when heroes were made, an age when history was a blank book waiting to be written. It was the Age of Napoleon.
(Note that this is an e23 reprint of a GURPS Third Edition product.)
131-page PDF.
Stock #30-6539,
$9.00.
Buy Now!
Assassins, saboteurs, and terrorists have been with us all through history. Sometimes their deeds have changed the course of empires. If you want to change history -- or stop those who would -- then GURPS Covert Ops is the book you're looking for.
GURPS Covert Ops features:
GURPS Covert Ops can be used in any roleplaying game that involves assassins, saboteurs, or terrorists, either as the heroes - or the enemy. Come play in the shadows . . .
(Note that this is an e23 reprint of a GURPS Third Edition product.)
131-page PDF.
Stock #30-6549,
$9.00.
Buy Now!
GURPS Traveller Classic: Ground Forces
Holding together an Imperium requires the services of an iron elite, Marines willing to jump from a starship and into the teeth of a planetary defense net, Army troopers willing to travel the universe one slit trench at a time, armor commanders willing to bet their lives that they can get there first with the most.
Do you have what it takes?
GURPS Traveller: Ground Forces describes the Imperial Marines and Unified Armies, laying the foundation for a campaign thick with laser fire and full of action! It includes:
GURPS Traveller: Ground Forces has everything you need to add untold punch to your campaign!
(Note that this is an e23 reprint of a GURPS Third Edition product.)
147-page PDF.
Stock #30-6614,
$9.99.
The AADA Vehicle Guide Volume 2 Counters
Create your own autoduelling teams, corporate fleets, or vigilante groups. With these ready-to-color counters, you can even put your personal colors on your favorite vehicles!
And there are plenty of vehicles to choose from -- counters for nearly every vehicle in The AADA Vehicle Guide 2 -- 136 in all! Everything from subcompacts to buses, with motorcycles, trucks, trailers, and helicopters. And this set also includes grasshopper counters, for combat on and off the roads!
Should you come out second-best in a duel, each counter has a wrecked version of the same vehicle on the back. Just flip it over and plot your revenge . . .
You get 136 black-and-white counters, printed on both sides; an insert sheet with coloring advice; and a complete key, listing each vehicle's name and where you can find it in the Vehicle Guide 2.
10-page PDF.
Stock #30-7133,
$3.00.
Buy Now!
Car Wars City Blocks 3 – Arena! No more plain vanilla raceways; you can customize your own arena. This set lets you build up to a 48" x 40" or 64" x 32" arena. Add ramps, overpasses, and underpasses to challenge the daring. Increase media coverage and prestige with TV bunkers. And, for those unlucky duellists, scatter a few pedestrian bunkers and bolt holes. Capture the true adventure of autoduelling at its best, with Car Wars City Blocks.
36-page PDF.
Stock #30-7139,
$5.00.
Buy Now!
GURPS WWII Classic: Grim Legions
Join the brave, proud, and doomed men carrying Mussolini's "8 million bayonets" into battle in GURPS WWII: Grim Legions, a sourcebook on the Italian armed forces.
This 48-page book includes a summary of the war as seen, and endured, through Italian eyes; descriptions of Italian military organization and tactics with a roster of Italian land, naval, and air units during the war; distinctly Italian character concepts, including the elite and cutting-edge underwater commandos; Italian small arms and fighting vehicles from the reliable Beretta to their hopelessly outdated armor; campaign seeds and suggestions, and much more!
Written by Italian WWII enthusiast Michele Armellini, this small book provides a wealth of detail about Italy's supremely competent, but little respected military rarely found in English-language references. Rally under the banner of Il Duce and explore the quixotic Italian war today!
(Note that this is an e23 reprint of a GURPS Third Edition product.)
51-page PDF.
Stock #30-8010,
$4.00.
Buy Now!
The Awful Green Things From Outer Space
The crew of the exploration ship Znutar just wanted to cruise around the Galaxy, discovering strange new worlds and playing pool. But then their ship was invaded by the Awful Green Things . . . and suddenly they were fighting for their lives!
In this wacky two-player game, one player controls the Awful Green Things. They grow and multiply every turn – especially if they can gobble up a crew member! The other player commands the crew, frantically trying weapon after weapon (pool sticks, fire extinguishers, cans of Zgwortz) to find something that kills the monsters.
This classic game by Tom Wham first appeared in Dragon Magazine in 1980, and has been a fan favorite ever since! This edition includes Tom's "Outside the Znutar" rules and counters, for going out the airlocks and fighting on the surface of the ship, and upgraded components: a mounted gameboard, heavy die-cut counters, and a full-color rulebook!
Boxed, with mounted gameboard, rulebook, die-cut counters, and five GREEN dice!
Stock #1335,
UPC 837654321003.
$24.99.
The Stars Are Right (Reprint)
When the stars are right, the Great Old Ones will return. If the stars aren't right, it's up to you to move them around!
In The Stars Are Right, you take the role of a cultist, summoning Lovecraftian horrors from beyond time and space.
You'll start small, bringing ghasts and ghouls back to our reality. Invoke minor creatures to flip over a tile or push a row, creating the correct patterns to summon more and more powerful ones. Eventually, you'll build a horde of Servitors who can chain flips, pushes, and swaps together, rearranging the entire grid to your whims. Change the skies, summon a Great Old One, and win!
The Stars Are Right is a card game for two to four players, ages 12 and up, with a playing time of less than one hour. The cards are hilariously illustrated by Goomi (Munchkin Cthulhu 3 -- The Unspeakable Vault).
Summon the Great Old Ones, who will shower you with power beyond your dreams. Or perhaps they'll eat you. Or both.
This is the licensed English-language edition of Die Sterne Stehen Richtig, published by Pegasus Spiele.
80 cards, 25 double-sided tiles, and rulesheet, in a box.
Stock #1432,
UPC 837654320174.
$27.95.
GURPS Monster Hunters 2: The Mission
What defines a hunter of hidden horrors? Is it the powers? The skills? The lore? Or is a true hero defined by what he does with those gifts?
Monster Hunters 2: The Mission picks up where Monster Hunters 1: Champions left off, presenting the rules and tips would-be hunters depend on to survive. This supplement includes:
The question of who rules the night is still unresolved. But the rules themselves are here, in Monster Hunters 2: The Mission.
39-page PDF.
Stock #37-0318,
$9.00.
Buy Now!
These super-sized 25mm 6-siders are Warehouse 23 exclusives, and they glow in the dark! The set includes two jumbo dice -- a "Munchkin d6" and a "Monster d6," with classic John Kovalic art on every face.
Note: Six other sets, in six different colors, will be released in the summer of 2011. These will NOT be W23 exclusives, but WILL come with a unique pair of new Treasure cards (one each for Munchkin and Munchkin Quest) to keep you rolling those dice!.
Two 25 mm six-sided dice.
Stock #5523G,
ISBN no UPC.
$6.00.
Is it a fantasy, or is it reality? The answer is "yes," with Fantasy Gamer #1 (cover date August-September 1983)! This premiere issue starts the title on the right foot (or centaur hoof, or werewolf claw, or . . .).
In addition to the regular game reviews, news, and letters, this issue features a complete game: "Slasher Flick," by Donald Saxman (designer of Superhero: 2044)! This meaty two-player game pits victims against the Bogeyman in a fight to the death! It's all good tongue-in-cheek fun, but you still might want to play with the lights on.
This issue also includes alternate uses for experience points in Advanced Dungeons & Dragons (permitting new abilities for willing heroes); an overview of Origins '83, held in Detroit; a collection of "useless" tables; and more.
Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Fantasy Gamer is the perfect portal to the past!
50-page PDF.
Stock #30-2381,
$3.00.
Buy Now!
You meet an old man in a bar. He leans over conspiratorially and hands you Fantasy Gamer #2 (cover date October-November 1983). To what extent do you hide your delight at this unexpected treasure?
In addition to the regular game reviews, news, and letters, this issue features a 16-page gamer's guide to Victorian London. This generic supplement includes information on history, fashions, prices, the law, noteworthy personalities, and more. Be sure to take the included two-page map so you don't get lost!
This issue also includes a look at what to do with high-powered heroes, variant damage spells for DragonQuest, and more.
Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Fantasy Gamer is the perfect portal to the past!
49-page PDF.
Stock #30-2382,
$3.00.
Buy Now!
Are you terrified by Fantasy Gamer #3 (cover date December-January 1984)? You should be; it's scary how fun this issue is!
In addition to the regular game reviews, news, and letters, this issue features "The Thing in the Darkness," a 19-page solo adventure designed for Call of Cthulhu (with guidelines for converting to other games). Can you solve the mystery of the missing girl -- with your body and soul intact?
This issue also includes a meaty short story -- "Mirrors of the Soul" -- about a private eye facing the forces of darkness; guidelines on how to turn two-player games into solo experiences; the strangler class for Dungeons & Dragons; an in-depth review by Steve Jackson of the Lost Worlds one-on-one fighting books; and more.
Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Fantasy Gamer is the perfect portal to the past!
57-page PDF.
Stock #30-2383,
$3.00.
Buy Now!
No, your crystal ball isn't on the fritz; Fantasy Gamer #4 (cover date February-March 1984) really is as cool as you've foreseen!
In addition to the regular game reviews, news, and letters, this issue features "The Solimar Quest," a fantasy adventure where the high-powered heroes vie for godhood. This adventure provides guidelines for Advanced Dungeons & Dragons and The Fantasy Trip, but it's fiendish enough to convert to most other magical settings.
You also get a short story -- "Vampire Trap" -- written by noted sci-fi author Timothy Zahn, where a djinn sword and a vampire vie for superiority; TFT gaming notes for "Vampire Trap" by Steve Jackson; solo rules for Undead; designer notes for "The Thing in the Darkness" from Fantasy Gamer #3; and more.
Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Fantasy Gamer is the perfect portal to the past!
49-page PDF.
Stock #30-2384,
$3.00.
Buy Now!
Quit dragon your heels; there's a great issue of Fantasy Gamer #5 (cover date April-May 1984) now available in the wings!
In addition to the regular game reviews, news, and letters, this issue features Steve Jackson's "Demonwand," a boardgame for two to four players. It's war between wizards on an ever-changing magical landscape! This issue also includes fantasy-gaming rules for the Windigo (including stats for Advanced Dungeons & Dragons); insight into parent/child gaming; and more.
Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Fantasy Gamer is the perfect portal to the past!
53-page PDF.
Stock #30-2385,
$3.00.
Buy Now!
Despite being beloved by all in the land, Fantasy Gamer #6 (cover date June-July 1984) reveals the mighty magazine facing one foe it cannot thwart: cancellation! However, its departure is your gain, as the final installment goes out with a bang!
In addition to the regular game reviews, news, and letters, this issue features "Lost Inheritance," an adventure for four to six RuneQuest characters. Can the heroes escape from the bizarre alien realm in which they find themselves trapped?
This issue also includes in-depth features on three RPGs from Avalon Hill -- Powers & Perils, RuneQuest 3, and Lords of Creation; comparison reviews of Chivalry & Sorcery and Bushido; and more.
Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Fantasy Gamer is the perfect portal to the past!
49-page PDF.
Stock #30-2386,
$3.00.
Buy Now!
Let's face it: If you had any plans for leaving our world, you'd need a spaceship. This month's Pyramid -- the PDF magazine for roleplayers -- is devoted to the craft, captains, and complications of interplanetary travel. This issue's itinerary will take you to the following destinations:
This Pyramid also presents Murphy's Rules with Greg Hyland, Steven Marsh's Random Thought Table, and other odds and ends. Fly into tomorrow in style with this issue!
36-page PDF.
Stock #37-2630,
$9.00.
Buy Now!
Space isn't the final frontier; with Space Gamer #67 (cover date January-February 1984), it's just the beginning!
In addition to the regular game reviews, news, and letters, this issue features a complete adventure: "Interdiction Station," about a possible first contact that could go very wrong. Designed for Traveller, this scenario is generic enough for just about any sci-fi setting or system.
This issue also includes designer's notes, developer's notes, and additional rules for Orbit War (one of the games included with Space Gamer #66); comparative reviews of three classic spy games (James Bond 007, Espionage!, and Mercenaries, Spies & Private Eyes); and more.
Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!
49-page PDF.
Stock #30-2367,
$3.00.
Buy Now!
Two-four-six-eight: read Space Gamer #68! The cover may be dated March-April 1984, but its treasures are timeless.
In addition to the regular game reviews, news, and letters, this issue features a complete adventure: "Island of Entellope," a post-apocalyptic tale where the heroes try to track down the source of a mysterious signal. Designed for Aftermath!, this scenario is generic enough for just about any system that can handle a world rebuilding from the wreckage.
The zine also includes "Icepick," an amphibious scenario for Ogre (including a guide to making your own expansion maps for that game); variant rules to introduce hackers, plumbers, and moles in Illuminati; and more.
Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!
59-page PDF.
Stock #30-2368,
$3.00.
Buy Now!
That rumbling you hear isn't the arrival of a mayhem-making motorcycle gang; it's Space Gamer #69 (cover date May-June 1984), delivering more gaming goodness from a bygone era -- and the articles are fun to read, too!
In addition to the regular game reviews, news, and letters, this issue features a complete adventure: "Junkyard Hogs"! Designed with Car Wars in mind (for two players without a referee), this scenario is suitable for any system that can handle rival gangs plus their cycles and gear.
This issue also includes a look back at 1983's RPGs (it was a good year!); a formula for determining unit costs in Ogre; and more.
Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!
49-page PDF.
Stock #30-2369,
$3.00.
Buy Now!
Don't don your capes and costumes, curious crimefighters! There's no uncommon crime in enjoying Space Gamer #70 (cover date July-August 1984) and its treasures of yesteryear; it's just common sense!
In addition to the regular game reviews, news, and letters, this issue features a complete adventure: "One from the H.A.R.T." This generic superhero supplement (with stats for Champions) starts with a warehouse of weapons and hopefully doesn't end with a bang . . .
This issue also includes an in-depth discussion of computer text adventures (including a version of the age-old debate: "Are they art?"); more options for creating civilian characters in Traveller; an in-depth review of the Marvel Super Heroes RPG; and more.
Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!
57-page PDF.
Stock #30-2370,
$3.00.
Buy Now!
Pack your bags and prepare to be transported across time and space, as Space Gamer #71 (cover date November-December 1984) takes you on a fun-filled trip to the gaming world's early years.
In addition to the regular game reviews, news, and letters, this issue features an in-depth look at the world of Tekumel and the Empire of the Petal Throne game, including an introduction, an interview with creator Professor M.A.R. Barker, and reviews; analysis and strategy for the Ogre supplement Shockwave; a look at mines in Star Fleet Battles; insight for converting TFT characters to Tunnels & Trolls; and more.
Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!
69-page PDF.
Stock #30-2371,
$3.00.
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The computer is your friend! How do we know? Because it wants nothing more than to deliver you this electronic version of Space Gamer #72 (cover date January-February 1985) . . . and you'd hate to disappoint the computer, right?
In addition to the regular game reviews, news, and letters, this issue takes a lengthy look at Illuminati, with variants, insights, and optional rules; an interview with Greg Costikyan, the designer of Toon and Paranoia (among many others); featured reviews of those two games; and more.
Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!
53-page PDF.
Stock #30-2372,
$3.00.
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Are you looking for something old and something new? With Space Gamer #73 (cover date March-April 1985), you'll have joy, you'll have fun, you'll have spaceships filled with guns . . . well, maybe not the last one.
In addition to the regular game reviews, news, and letters, this issue focusses on urban gaming, with advice on the perils and perks of life on the town, plus a review of the city-based Thieves Guild RPG and Haven generic supplement; alternate character options for Space Opera; strategy for "Globbo" (presented in Space Gamer #62); pre-enlistment skills for Traveller; and more.
Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!
53-page PDF.
Stock #30-2373,
$3.00.
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It rumbles across the world, like a giant unstoppable tank. Its mission? To entertain and inform. Watch out; Space Gamer #74 (cover date May-June 1985) has arrived!
In addition to the regular game reviews, news, and letters, this issue features an in-depth look at Ogre, including a scenario for Shockwave, new units and rules for Ogre, a discussion by Steve Jackson of units' limits, and a variant of Ogre played on the Necromancer map.
This issue also includes a Toon adventure, "Now Museum, Now You Don't"; a look at Dracula in various game systems; a simple critical-hit system designed for any RPG; a rule variant for undead in Advanced Dungeons & Dragons; and more!
Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!
53-page PDF.
Stock #30-2374,
$3.00.
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Have you ever envisioned a magical portal that you'd be able to look through and enjoy the entertainments and delights of yesteryear? Well, imagine no more! Simply pick up a copy of Space Gamer #75 (cover date July-August 1985) and get a fun-filled glimpse at the gaming world's earlier days.
In addition to the regular game reviews, news, and letters, this issue includes designer's notes for Twilight: 2000; instant starships for Champions and other Hero Games; "The Hellgate Society," an evil agency for modern-era RPGs; a featured review and variants for FASA's Battledroids game; and more.
Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!
53-page PDF.
Stock #30-2375,
$3.00.
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All good things must come to an end, as witnessed by Space Gamer #76 (cover date September-October 1985), the last issue of Space Gamer published by Steve Jackson Games. Say goodbye to this past masterpiece of publication with an amazing adieu!
In addition to the regular game reviews, news, and letters, this issue features a look at game mastering, with tips for running horror, Paranoia, and The Morrow Project campaigns.
This issue also includes a slew of informative and interesting design notes: Steve Jackson's insights into the development of Man to Man (the GURPS combat system); Greg Gorden's look at DC Heroes; and N. Robin Crossby's peek behind the curtain at Hârn. Plus, it has a look at near-future weapons and innovations, variant rule options for Paranoia, and more.
Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!
55-page PDF.
Stock #30-2376,
$3.00.
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GURPS Traveller Classic: Modular Cutter
With its legendary utility and flexibility, the 50-ton modular cutter has spread across the Imperium. Its interchangeable payloads can turn cargo hauler into battle craft or research vessel in the time it takes to unlock one module and load the next.
For the first time ever, GURPS Traveller: Modular Cutter details the operation of and options for this ubiquitous vessel. Discover:
In a universe of mystery, it's impossible to know what tools you'll need to face tomorrow's challenges. Prepare yourself for all contingencies with GURPS Traveller: Modular Cutter!
131-page PDF.
Stock #30-6616,
$7.99.
The first Munchkin Sherpa was the rarest Munchkin item we have ever done -- we made 100, and gave most of them to our staff and our munchkinly friends. Lots of people let us know we should do another one, and that we should please make more than 100. So . . . shambling toward you now is the Munchkin Zombies Sherpa™!
This solid metal case turns a regular disposable pen or marker into a designer writing tool. The Munchkin Zombies Sherpa will last for YEARS. Unless you put it down and take your eyes off it. In that case, it will probably be gone in 60 seconds. It's that cool.
Rule: Once per game of Munchkin Zombies, the owner of the Munchkin Zombies Sherpa may declare that any monster is a Zombie (and therefore triggers the special Undead rule in Munchkin Zombies). He may do this in any player's combat, not just his own.
The Munchkin Zombies Sherpa is available in VERY limited quantities: We ran 250, but some of those were reserved for staff, prizes, and so on. Because it's a bigger print run than the original Munchkin Sherpa, it costs only $40. It includes a green marker. Get one now before they're gone!
Sherpa is a trademark of the Paradise Pen Company.
Metal marker case (green Sharpie included).
Stock #5525,
$40.00.
The dice don't lie; Space Gamer #66 (cover date November/December 1982) is a critical success!
In addition to the regular game reviews, news, and letters, this issue features two complete games: Orbit War, a near-Earth game of satellite warfare; and Shuttlewars, a space game of shuttles versus satellites.
It also includes the fiction piece "The Finagle Fiasco," proving that whatever can go wrong can be for the best; variant scenarios, races, and rules for the classic game Cosmic Encounter; and more.
Whether you're a fan of old-school gaming or a historian of our hobby, each issue of Space Gamer is the perfect passport to the past!
50-page PDF.
Stock #30-2366,
$3.00.
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GURPS Monster Hunters 1: Champions
When death can lurk around any dark corner, humanity's defenders must be ever-vigilant. Their story is yours, with GURPS Monster Hunters 1: Champions.
Written by Jason "PK" Levine (author of GURPS Psionic Powers), GURPS Monster Hunters 1: Champions gives modern-day heroes what they need to fight the world's most fearsome preternatural foes. This supplement includes:
Coupled with the GURPS Basic Set, this pick-up-and-go supplement is all you need to create heroes for any modern-day cinematic supernatural spectacle. The forces of darkness are about to discover that, sometimes, the prey fights back.
66-page PDF.
Stock #37-0317,
$12.00.
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Floor Plan 2 – The Great Salt Flats
Huge, flat, and completely featureless . . . well, we could have just called this set "Blank Map Sheets." But this is more fun.
This packet contains six sheets, the same size as those in all our other floor plans . . . two-sided, with hexes on one side and squares on the other . . . but except for that, they're completely blank. Use them to expand or customize any Floor Plan or Deck Plan, or create your own!
Or use them for a parking lot, football field, warehouse . . . Never mind. We'll stop now.
This PDF contains several large sheets -- 21" x 23" -- suitable for those with access to an oversized printer. It also contains standard 8.5" x 11" hex and square sheets, for those with more standard printing facilities.
17-page PDF.
Stock #30-7302,
$FREE.
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Illuminati (Reprint)
They're all around us. Secret conspiracies are everywhere, and where can you find the only truth? Certainly not in the game of Illuminati. Fnord.
The object of Illuminati is to take control of the world. The phone company is controlled by creatures from outer space. The Congressional Wives have taken over the Pentagon. And the Boy Sprouts are cashing in their secret Swiss bank account to smash the IRS!
Illuminati is a classic. It was an instant hit when it was first released in 1982 and won the Origins Award for Best Science Fiction Boardgame. It has been Steve Jackson's signature title ever since.
Two to six players compete to take control of groups ranging from the FBI and CIA to the Dentists, increasing their wealth and power for further takeovers, until one rules supreme. Every player has different victory conditions! No ploy is too devious, no stratagem too low, as you scheme your way to victory.
Boxed game.
Stock #1305,
UPC 837654320037.
$34.95.
Zombie Dice (Reprint)
Eat brains. Don't get shotgunned.
You are a zombie. You want braaains. More brains than any of your zombie buddies.
Zombie Dice is fun for any zombie fan (or the whole zombie family). The 13 custom dice are your victims. Push your luck to eat their brains, but stop before the shotgun blasts end your turn!
It's a great quick game. Play it at lunch (braaiiiiiins!) or while you're in line for a zombie movie . . . !
Two or more can play. Each game takes 10 to 20 minutes, and can be taught in a single round.
13 custom dice, dice cup, and rules.
Stock #131313,
UPC 837654320419.
$13.13.
Star Munchkin (Reprint)
The Munchkins are back -- and they're in space! Now they're Mutants, Cyborgs, and Cat People . . . grabbing Lasers, Vibroswords, and Nova Grenades . . . fighting Fanged Fuzzballs, Bionic Bimbos, and the Brain In A Jar. This is a complete game using the best-selling Munchkin rules (with a few twists like Sidekicks). Yes, it CAN be combined with Munchkin and all the sequels! And, of course, it features the twisted humor of Steve Jackson and the wacky cartoons of John Kovalic.
Boxed game with 168 cards, rules, and die.
Stock #1411,
UPC 837654320617.
$24.99.
GURPS Monster Hunters 3: The Enemy
The dead arise. Impossible animals lurk in the sewers. Inhuman forms howl at the moon while cultists chant nonstop in a filthy basement. For those champions who face the darkness, the job just got more interesting.
GURPS Monster Hunters 3: The Enemy provides a horde of high-powered horrors. Although designed for GURPS Monster Hunters, these abominations are perfect for any heavy-hitting supernatural setting. The threats presented include:
All enemies have full GURPS stats, so they're ready to rend. And find tips for heroes who hunt the horrors, perfect to reflect what every informed investigator should know.
A hero is defined by the caliber of his opposition. With the dire threats of GURPS Monster Hunters 3: The Enemy, the heroes will need all the high-caliber help they can load!
40-page PDF.
Stock #37-0319,
$9.00.
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Pyramid #3/31: Monster Hunters
If you're all out of bubblegum, maybe it's time to kick some monster's aspirations. This month's Pyramid -- the PDF magazine for roleplayers -- is dedicated to the denizens of darkness and those who defeat them . . . especially the champions of GURPS Monster Hunters! This issue's creature features include:
This Pyramid also presents Murphy's Rules from Greg Hyland, and Steven Marsh's Random Thought Table. Attack the night before the night strikes first!
40-page PDF.
Stock #37-2631,
$9.00.
Buy Now!
GURPS WWII Classic: Weird War II
Everyone's heard the stories of World War II -- now take a look at the stories your teachers couldn't tell you in high school. Nazi mystic archmages, SS super-"human" troops, secret antarctic bases, "foo fighters" -- and that's just what the Axis was up to! Now your characters can fight the occult Nazi menace as well. Race for the Ark of the Covenant, steal Nazi tomes, and fight the Werewolves in this unique supplement to the GURPS WWII system.
(Note that this is an e23 reprint of a GURPS Third Edition product.)
147-page PDF.
Stock #30-8019,
$11.00.
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The Zombie Dice Bag is a high-quality zippered bag. The mouth is large enough to fit your hand in to draw out individual cubes for Zombie Dice, or for dumping the entire contents at once! The bag also has a sturdy loop, perfect for attaching to a backpack or belt.
You can use it for your regular dice collection, but it's perfect if you want to carry your Zombie Dice game in a backpack, or take it camping, or anywhere else that might crush or soak the original dice cup.
One side features the smiling zombie drawn by Alex Fernandez; the other has the Zombie Dice logo.
Custom dice bag.
Stock #5204,
$5.99.
Cthulhu Dice is not a drinking game . . . but now you can drink in style with the Cthulhu Shot Glass. These 1.5 oz shot glasses feature a spectacular red effect that shimmers as Cthulhu stares at you from the side of the glass. Buy one for yourself or buy a set for your next party so that everyone can go insane together.
One 1.5 oz shot glass.
Stock #9014B,
$3.00.
GURPS Horror, Fourth Edition, is the latest incarnation of one of the most popular GURPS supplements ever . . . and now it's been given a new lease on unnatural life by horror master Kenneth Hite. Its time-tested advice on running scary campaigns has been expanded to include current trends and tropes, showing you how to run everything from old-fashioned Gothic and supernatural horror to the latest J-horror, survival horror, and torture horror. The famous bibliography of unspeakable tomes and frightening films has grown to match. And the monsters return with unpleasant friends, as monsters inevitably do -- all with GURPS Fourth Edition racial templates that let you use them as foes, as sinister Allies and cursed Alternate Forms, and even as PCs! Add the new and disturbing powers, the expanded rules for madness and corruption, and countless other updates, and you have everything you need to drag your horror campaign screaming into the 21st century.
178-page PDF.
Stock #31-1003,
$20.00.
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Munchkin Cthulhu Crypts of Concealment
The eldritch secrets of Munchkin Cthulhu deserve a special hiding place! The Munchkin Cthulhu Crypts of Concealment are sturdy cardboard, sized to hold 500 Munchkin cards apiece! One is labeled Doors, and one is for Treasures.
Bonus: Two new Munchkin Cthulhu cards that are unique to this set!
Two fold-up sturdy cardboard boxes and two cards.
Stock #5519,
UPC 837654321119.
$9.99.
The best Munchkin fights are the ones where everyone plays cards to keep the levels bouncing up and down! But it can be hard to keep track. Now you'll never have to stop and recount again!
With the Munchkin Zombies Kill-O-Meter, whenever a card hits the table, you turn the dials to keep track of your new total. No braaaaaiiins required.
The Munchkin Zombies Kill-O-Meter comes with two special Munchkin Zombies bonus cards . . . and since the dials can be read from either side, we put the zombie munchkins on one side and their foes on the other.
One two-sided combat counter and two Munchkin Zombies cards.
Stock #5524,
UPC 837654321102.
$6.99.
Pyramid #3/32: Fears of Days Past
Since humanity began transcribing history, it's also been recording its fears. This month's Pyramid -- the PDF magazine for roleplayers -- is dedicated to bygone eras of terror, with horror-themed tricks and tools. This issue's forbidding features:
This Pyramid also presents Steven Marsh's Random Thought Table and other interesting Odds and Ends we couldn't cram anywhere else. If you think today's world is frightening, try living in the past . . . if you dare!
38-page PDF.
Stock #37-2632,
$9.00.
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Transhuman Space: Transhuman Mysteries
The world of 2100 is a bright and exciting place. But among the dazzle of LED screens and the glitter of cybershell casings linger shadows -- and within shadows lurk mysteries. Transhuman Mysteries brings nail-biting noir and heart-pounding whodunits to the world of Transhuman Space:
Whether shadowing a cheating spouse or scrutinizing a charred spaceship, Transhuman Mysteries is the essential guide when there are secrets to uncover and mysteries to solve.
38-page PDF.
Stock #37-6712,
$9.00.
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Munchkin 10th Anniversary Shot Glass
Munchkin is not a drinking game. Really.
But don't let that stop you from showing your love of Munchkin with the Munchkin 10th Anniversary Shot Glass. These 1.5 oz glasses are black with the Munchkin 10th Anniversary logo in gold. It's a treasure that any munchkin would be happy to find in his dungeon haul . . . especially since they come with a special rule.
The Munchkin 10th Anniversary Shot Glass may be used in any Munchkin game or its sequels.
When fighting a monster on your turn, you may take one complete shot of Strength Potion* from the Munchkin 10th Anniversary Shot Glass to get a +10 combat bonus. You may do this as many times as you like during a game, but every drink of Strength Potion after the first costs you a level. You may only benefit from one Strength Potion per combat.
* The owner of the Shot Glass is the sole judge of what liquid(s) will make up the Strength Potion.
One 1.5 oz shot glass.
Stock #5530,
$4.00.
GURPS Traveller Classic: Humaniti
In the far future, mankind has scattered to many worlds and divided into many races . . . and some are very alien, despite their Human ancestry. GURPS Traveller: Humaniti describes 16 Human-descended races from the far reaches of the Imperium and beyond, including the technologically advanced Darrians (with their sun-smashing Star Trigger), the carnivorous Dynchia, the dour warrior Azhanti, and the aggressive Itharans. Compiled by Loren Wiseman, this book is a valuable resource for any Traveller campaign.
(Note that this is an e23 reprint of a GURPS Third Edition product.)
147-page PDF.
Stock #30-6623,
$9.99.
GURPS Dungeon Fantasy Monsters 1
"What do you mean, 'It's made of ice and breathes fire'? That doesn't make any sense!"
"Maybe it's vulnerable to heat and cold?"
"Uh, somehow, I don't think that's how it works . . ."
Dungeon Fantasy is all about killing things and taking their stuff. But no loot worth having sits unguarded, and high-minded (or greedy) adventurers often make killing monsters its own goal, whether because the Things are evil and need killin', or just because their teeth and horns make exceptional daggers. Of course, for all this to work, you need monsters -- lots of monsters!
That's where Dungeon Fantasy Monsters 1 comes in. While many Dungeon Fantasy books include a few monsters, this supplement is the first in a series dedicated to just the monsters! Inside are 30 creatures to challenge dungeon delvers of all skill levels, ranging from pesky leeches and pygmies to deadly liches and Elder Things. Each comes with complete stats and plenty of notes about habitats, tactics, treasures, and how to GM the abilities of particularly powerful (or weird) critters.
Since players can read this book, there's also one other touch: A chapter on how to change familiar monsters. Because there are undead slimes, and then there are undead undead slimes . . . and nobody expects the fire elemental ice wyrm (or the cold elemental flame lord).
Get ready to kill some thieves test the mettle of your noble adventurers!
41-page PDF.
Stock #37-0322,
$11.00.
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What makes this edition "deluxe"? It's got a big gameboard to keep your cards in place, and six colored pawns that you move on the gameboard as you level up! Plus a card to go with each pawn, to make it easy to remember who is what color and whose sex has changed!
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 (in full color!) 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.
A 10.5” x 10.5” box with 168 full-color cards, one six-sided die, six plastic pawns, six player cards, a 20” x 10” mounted gameboard, and a rulesheet.
Stock #1483,
UPC 837654320976.
$29.99.
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 (now in full color!) 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.
168 cards, one six-sided die, and a rulesheet.
Stock #1408,
UPC 837654320310.
$24.95.
Munchkin Cthulhu 2 – Call of Cowthulhu (Reprint)
Aw, shucks! Y'all loved Munchkin Cthulhu so much, we jes' had ta bring ya more of that down-home Munchkin craziness!
Munchkin Cthulhu 2 -- Call of Cowthulhu puts the Great Old Ones out to pasture, Munchkin-style! In this 56-card supplement you'll find:
And more of everything else. Watch out for Old Man Nodens with his faithful Doggoth. Defeat the Arkhamster with your Prize-Winning Preserves. And fear . . . Bovine Intervention!
Call of Cowthulhu. Country life will never be the same.
56 cards in a tuckbox.
Stock #1453,
UPC 837654320549.
$10.99.
Munchkin Cthulhu 3 – The Unspeakable Vault (Reprint)
Kick open the Unspeakable Vault!
For years, Goomi has been unleashing his own vision of Cthulhu upon the world, in his comic "The Unspeakable Vault (of Doom)!" Now his unique take on the Elder Gods comes to Munchkin, in the form of Munchkin Cthulhu 3 -- The Unspeakable Vault.
This 56-card expansion brings Great Cthulhoo, Dagoon, Nyarly, and Tindaloo into the pun-filled world of Munchkin. Feed your friends to Cthulhoo, grow Footicles, and use your Inhuman Moan to defeat the Teeny Weeny Mi-Goo.
What darkness lurks in the Vault?
The Unspeakable Vault -- more "yum yum" for your Munchkin Cthulhu game.
56 cards in a tuckbox.
Stock #1455,
UPC 837654320556.
$10.99.
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.
Boxed game with 168 cards, rules, and die.
Stock #1459,
UPC 837654320600.
$24.95.
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.
168 cards, one six-sided die, and a rulesheet, in a 6" x 9" box.
Stock #1481,
UPC 837654321010.
$24.95.
GURPS Monster Hunters 4: Sidekicks
Anyone blessed with awesome abilities can take up armor and armaments to attack awful adversity. But what about the friends and allies with slightly less predestined potential?
GURPS Monster Hunters 4: Sidekicks continues the fast-paced Monster Hunters series with information on the hunters who face fearsome foes from a more down-to-earth perspective. Written by Jason "PK" Levine (author of GURPS Monster Hunters 1: Champions and GURPS Psionic Powers), this supplement includes:
Whether you're looking for quip-quoting acquaintances, a group of distinct inhuman champions, guidelines for a lower-powered monster-hunting campaign, or more fleshed-out full-powered fear-fighters, GURPS Monster Hunters 4: Sidekicks will take your Monster Hunters campaign to sensational new heights. Look to the camera and insert your own metatextual comment here!
23-page PDF.
Stock #37-0320,
$7.00.
Buy Now!
Sticks and stones may break some bones, but inventors make sticks better! This month's Pyramid -- the PDF magazine for roleplayers -- is dedicated to technology of old, with a special emphasis on material that builds on GURPS Low-Tech:
This Pyramid also presents Steven Marsh's Random Thought Table, the classic mirth of Murphy's Rules, and Odds and Ends we crammed into the creative catapult. Let the candle of inspiration burn overhead!
40-page PDF.
Stock #37-2633,
$9.00.
Buy Now!
Do you have enough dice? Of course not!
Would you like a set of TEN Munchkin d6s, matching the dice from each Munchkin core set? Of course!
When we reprinted the Munchkin sets, we ordered some extra dice, and now we're making them available to you! And of COURSE they have a rule!
10 six-sided dice.
Stock #5522,
$8.00.
Kill the monsters. Steal the treasure. Wish your buddy a happy birthday!
It's Munchkin's 10th birthday! We're so happy that it's our birthday that we're wishing everyone else a happy birthday, too. And what better way to wish your buddies a happy "glad you're another year older" day than loot!
Munchkin Birthday Cake Card RuleShow everyone this card so that they can confirm its rule.
If it is in fact your birthday today, draw one extra Treasure into your starting hand for every other player in the game. Be sure to thank them all for the lovely presents. You must be able to produce identification proving it is your birthday!
If it is not your birthday today, then it is Cheating to use this card... so this card lets you use one Item that you otherwise could not, just like a Cheat! card. However, because only little munchkins get cool presents, you cannot use this ability past Level 5 (Level 10 in Epic games).
Each player may only use one greeting card per game of Munchkin.
One Munchkin Birthday card, with envelope.
Stock #5534,
$2.00.
GURPS Dungeon Fantasy 13: Loadouts
Dungeon Fantasy is about killing things and taking their stuff, not dying of boredom while shopping for stuff. There are times when you want to pick out and tweak every last item of equipment for your new fantasy hero . . . but in most cases, starting gear ends up replaced, used up, broken, or lost within an adventure or two. So why waste valuable gaming time on it?
Enter Dungeon Fantasy 13: Loadouts, which does for gear what character templates do for abilities. Simply look up your delver's profession (anything from Dungeon Fantasy 1-12) and pick a few lenses and options to get a decent set of equipment for him – all the armor, weapons, and other gear he needs to get out there and start having adventures. Leave the accounting for later, when you come home with the loot!
The gear in each loadout is itemized, each piece annotated with cost and weight, a page reference, and brief stats. Every set gives the skills needed to use it, total weight, overall cost, and advice on trading points for cash or Signature Gear to afford it. There are even package costs and weights for alternate SMs, allowing you to outfit any adventurer from a pixie to an ogre.
But wait, there's more! What would a book of gear be without new stuff? Inside are rules for artificers' tool vests, camouflage clothing, exotic weapons, partial armor, repeating pistol crossbows, and styled holy-warrior garb.
In the immortal words of Marge the Barbarian, "Less shop, more chop!"
54-page PDF.
Stock #37-0323,
$11.00.
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At least that's what Lucifer thought. But when you take a closer look at the home that he and the other Fallen have carved out for themselves, you might have a different opinion. Heaven, on the other hand, is a lovely place – but even Paradise may not be what mortals expect . . .
Book Three of The Revelations Cycle, Heaven and Hell gives players and Game Masters alike a closer look at the Celestial Realms of the In Nomine game universe. Each Principality of Hell and Heaven is described, with adventure ideas geared to it. Heaven and Hell also portrays four Superiors in more detail, introduces two new Superiors, adds rules for adventures in the Celestial Realms, and includes "No Dinero," a complete adventure.
You will need the In Nomine basic rulebook to play. Books One and Two of The Revelations Cycle, Night Music and The Marches, are useful but not necessary.
131-page PDF.
Stock #30-3306,
$9.00.
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For those of us who like to get out and exercise . . . and for the rest of us, who are gamers . . . It's a metal water bottle with the Munchkin Zombies cover art, painted in a beautiful color we're calling Gan-Green, with a carabiner to clip it to your belt, backpack, bandolier, or whatever else you have handy. And it has a rule . . .
You may use this bottle in any game of Munchkin or its sequels. It may be used during any combat.
1. Show everyone this sheet so they can read the rules.
2. The Munchkin Zombies Water Bottle contains three swallows of Zombie Juice. Each swallow gives +1 in combat. You must actually drink one swallow for each +1 you want. You may drink it all for one combat, to get +3, or spread it out between combats. If you use the Munchkin Zombies Water Bottle in a game of Munchkin Zombies, you may drink all three swallows at once for a +4 bonus in any combat (individual swallows still only count for +1 each). You may give swallows of your Zombie Juice to other players, but be careful not to share Munchkin germs, or you might lose a level.
3. After each swallow, mark off one of the three boxes below. When all three boxes are marked off, the bottle is empty for game purposes, though you should still finish all the Zombie Juice, because staying hydrated is good for you.
One 20 oz. water bottle.
Stock #5532,
$10.00.
GURPS Horror, Fourth Edition, is the latest incarnation of one of the most popular GURPS supplements ever . . . and now it's been given a new lease on unnatural life by horror master Kenneth Hite. Its time-tested advice on running scary campaigns has been expanded to include current trends and tropes, showing you how to run everything from old-fashioned Gothic and supernatural horror to the latest J-horror, survival horror, and torture horror. The famous bibliography of unspeakable tomes and frightening films has grown to match. And the monsters return with unpleasant friends, as monsters inevitably do – all with GURPS Fourth Edition racial templates that let you use them as foes, as sinister Allies and cursed Alternate Forms, and even as PCs! Add the new and disturbing powers, the expanded rules for madness and corruption, and countless other updates, and you have everything you need to drag your horror campaign screaming into the 21st century.
176 black-and-white pages. Hardcover.
Stock #01-1003,
ISBN 978-1-55634-803-7.
$29.95.
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Munchkin Zombies 2 – Armed and Dangerous
Shuffle and shamble your way to victory with 112 new cards for Munchkin Zombies. Wield your Trained Attack Flies and your Prehensile Tongue against the Zombie Gamer! Be the Rankest of the Rank and use the Power of SCIENCE against the dread Survivalist. Gain a new power . . . Hungry . . . and play a new Mojo, the horrible Patchwork Zombie!
This is an expansion for Munchkin Zombies. It is not a stand-alone game.
112 cards in a tuckbox.
Stock #1482,
UPC 837654321171.
$19.95.
Munchkin Conan the Barbarian (Booster Pack)
At last . . . the Munchkin meets the mightiest barbarian of all!
Based on the new movie, coming in Fall 2011, these cards let you wear the Mask of Acheron or the Barbarian Booties . . . wield the Sword of Corin or the Stygian Talons . . . and defeat the Sand Warriors, the hideous Dweller . . . or Khalar Zym himself!
The backs of these cards match the original fantasy-based Munchkin set, but Conan can kick monster butt in any 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 Conan the Barbarian pack is the same as every other.
Conan is copyright © 2011 by Conan Properties International LLC ("CPI"). CONAN, CONAN THE BARBARIAN, and related logos, characters, names, and distinctive likenesses thereof are trademarks or registered trademarks of CPI.
Fin-seal pack containing 15 cards.
Stock #4227,
UPC 837654321294.
$5.95.
+6 Bag o' Munchkin Level Counters
Six big, easy-to-read level counters for Munchkin . . . in six great Munchkin flavors! And of course there's a special rule!
If you are using a level counter that matches the set (or one of the sets) you are playing, start the game at Level 2 rather than Level 1! Roll the die before the game. The high roller gets to pick his level counter first. If the order matters after that, go in descending order of rolls.
Six level counters in a plastic bag.
Stock #5515,
UPC 837654320723.
$9.99.
Munchkin Fu (Reprint)
If you loved Munchkin . . . look out. Here they come again.
"I'm a Ninja with the Dragon Tooth Katana!"
"I'm a Monk with the Sai of Spleen Mangling. Fear my Drunken Monkey Kung Fu!"
"I'm a Yakuza with a gun. Run away!"
The Munchkins are back! Now the game is chop-socky Hong Kong action. The characters are Samurai, Ninja, Yakuza, and Monks. The foes are mooks, demons, and assorted bad guys from all the worst martial arts films you've ever seen. Collect treasures and learn new styles to build up your character's powers. Kill the monsters, take their stuff, and be the first one to 10th level!
Created by Steve Jackson. Munchkin Fu is completely compatible with the entire Munchkin line.
Boxed game with 168 cards, rules, and die.
Stock #1412,
UPC 837654320587.
$24.95.
Munchkin 3 – Clerical Errors (Reprint)
And this set has a special treat. We asked five of our favorite Comic Guys to do one card each. So in this set you'll find:
112 cards in a tuckbox.
Stock #1416,
UPC 837654320488.
$19.95.
Munchkin 4 – The Need For Steed (Reprint)
Munchkin 4 – The Need for Steed is an expansion for the original Munchkin – 112 more cards for killing monsters, stealing treasure, and backstabbing your fellow players. This set introduces Steeds, the trusty mounts of legend . . . Oh, wait – 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 Narbonic), 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, who look quite a bit like Sidekicks from Super Munchkin, or Minions from Munchkin Bites! 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! (Now with full-color art!)
112 cards and rulesheet in a tuckbox.
Stock #1444,
UPC 837654320631.
$19.95.
Munchkin 10th Anniversary Shot Glass (Reprint)
Munchkin is not a drinking game. Really.
But don't let that stop you from showing your love of Munchkin with the Munchkin 10th Anniversary Shot Glass. These 1.5 oz glasses are black with the Munchkin 10th Anniversary logo in gold. It's a treasure that any munchkin would be happy to find in his dungeon haul . . . especially since they come with a special rule.
The Munchkin 10th Anniversary Shot Glass may be used in any Munchkin game or its sequels.
When fighting a monster on your turn, you may take one complete shot of Strength Potion* from the Munchkin 10th Anniversary Shot Glass to get a +10 combat bonus. You may do this as many times as you like during a game, but every drink of Strength Potion after the first costs you a level. You may only benefit from one Strength Potion per combat.
* The owner of the Shot Glass is the sole judge of what liquid(s) will make up the Strength Potion.
One 1.5 oz shot glass.
Stock #5530,
$4.00.
In Nomine: Fall of the Malakim
L.A. is run by the forces of Hell, and any angels there exist at the whim of the demonic elite. But the demons are about to find out what happens when you push a Malakite too far . . .
Fall of the Malakim is Book Four of The Revelations Cycle for the In Nomine roleplaying game. In addition to an in-depth look at Los Angeles and its celestial denizens, Fall of the Malakim contains extended Superior write-ups for David and Lilith, introduces the rare Bright Lilim, and contains two complete adventures, "The Premiere" and "Fall of the Malakim."
You will need the In Nomine basic rulebook to play. Books One, Two, and Three of The Revelations Cycle (Night Music, The Marches, and Heaven and Hell) are useful but not necessary.
131-page PDF.
Stock #30-3308,
$9.00.
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Pyramid #3/34: Alternate GURPS
When it comes to helping craft exactly the kind of game you want, GURPS has choices galore. This month's Pyramid -- the PDF magazine for roleplayers -- is dedicated to optional tweaks and techniques that shake up the system, adding new possibilities or challenging the underlying assumptions of the game. This issue's molecular manipulations include:
This Pyramid also presents Steven Marsh's Random Thought Table, a GURPS-flavored Murphy's Rules, and more. With this issue, we encourage you to break the rules!
34-page PDF.
Stock #37-2634,
$9.00.
Buy Now!
Have you seen the mark of Cthulhu? Now control . . . the marker of Cthulhu!
This solid metal case turns a regular disposable pen or marker into a designer writing tool. The Cthulhu Sherpa will last for YEARS. Unless you put it down and take your eyes off it. In that case, it will probably be gone in 60 seconds. It's that cool.
It's purple. Very purple. It carries the image of Great Cthulhu and the "Game Over / Cthulhu Wins" slogan. A perfect gift for the cultist in your life . . . or gloat over it yourself!
The Cthulhu Sherpa is available in VERY limited quantities: We made 250, but some of those are reserved for staff, prizes, and so on. Because it's a bigger print run than the original Munchkin Sherpa, it costs only $40. It includes a purple marker. Get one now before they're gone!
Sherpa is a trademark of the Paradise Pen Company.
Metal marker case (Sharpie included).
Stock #5205,
$40.00.
Cthulhu Dice is not a drinking game . . . but now you can drink in style with the Cthulhu Shot Glass. These 1.5 oz shot glasses feature a spectacular effect that shimmers as Cthulhu stares at you from the side of the glass. Buy one for yourself or buy a set for your next party so that everyone can go insane together.
One 1.5 oz shot glass.
Stock #9014C,
$3.00.
Cthulhu Dice is not a drinking game . . . but now you can drink in style with the Cthulhu Shot Glass. These 1.5 oz. shot glasses are Black with a Gold Cthulhu. Beware -- each drink will steal your sanity. Buy one for yourself or buy a set for your next party so that everyone can go insane together.
One 1.5 oz shot glass.
Stock #9014D,
$4.00.
43-page PDF.
Stock #37-1665,
$11.00.
Buy Now!
When you're roaming through a dungeon and you meet something elemental, transcendental, or hell-bental on destruction . . . it's time to get mental!
GURPS Dungeon Fantasy 14: Psi lets you introduce the power of the mind to any Dungeon Fantasy campaign. Written by GURPS mastermind Sean Punch, this supplement offers:
With this thought-provoking tome, you get everything you need to bring mental mayhem into your Dungeon Fantasy campaign. Get GURPS Dungeon Fantasy 14: Psi, so you can get your head in the game!
47-page PDF.
Stock #37-0324,
$11.00.
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Munchkin Zombies Removable Thumb Drive
Once per game, you may remove a monster from combat; place the Monster card in your hand. It grants neither levels nor treasure. If this was the only monster in the fight, the combat ends immediately. The current player may Loot The Room, but may not Look For Trouble.
One 2 GB thumb drive.
Stock #5535,
$20.00.
Munchkin 10th Anniversary Shot Glass (Reprint)
Munchkin is not a drinking game. Really.
But don't let that stop you from showing your love of Munchkin with the Munchkin 10th Anniversary Shot Glass. These 1.5 oz glasses are black with the Munchkin 10th Anniversary logo in gold. It's a treasure that any munchkin would be happy to find in his dungeon haul . . . especially since they come with a special rule.
The Munchkin 10th Anniversary Shot Glass may be used in any Munchkin game or its sequels.
When fighting a monster on your turn, you may take one complete shot of Strength Potion* from the Munchkin 10th Anniversary Shot Glass to get a +10 combat bonus. You may do this as many times as you like during a game, but every drink of Strength Potion after the first costs you a level. You may only benefit from one Strength Potion per combat.
* The owner of the Shot Glass is the sole judge of what liquid(s) will make up the Strength Potion.
One 1.5 oz shot glass.
Stock #5530,
$4.00.
Our line of Chibithulhu plush toys has been very popular. Now we've zombified it!
This 10”-tall soft and huggable plush figure features huge, adorable, dead eyes, a juicy pink brain on the chest . . . and tentacles. It's made of all-new materials, and is machine washable.
Of course, this toy includes a special rule, which will help you during Munchkin Zombies games.
10" tall plush toy.
Stock #9407,
UPC 837654321331.
$22.95.
These super-sized 25mm 6-siders are available in six different colors (conveniently matching the six player and monster colors from Munchkin Quest). Each pack has two jumbo dice -- a "Munchkin d6" and a "Monster d6," with classic John Kovalic art on every face.
Plus, every color comes with a unique pair of new Treasure cards (one each for Munchkin and Munchkin Quest) to keep you rolling those dice!
Note: A seventh color, Glow-in-the-Dark Jumbo D6s, is available in Warehouse 23 only, but these do NOT come with cards.
Two 25 mm six-sided dice and two cards in a blister pack.
Stock #5523A,
UPC 837654321041.
$5.95.
These super-sized 25mm 6-siders are available in six different colors (conveniently matching the six player and monster colors from Munchkin Quest). Each pack has two jumbo dice -- a "Munchkin d6" and a "Monster d6," with classic John Kovalic art on every face.
Plus, every color comes with a unique pair of new Treasure cards (one each for Munchkin and Munchkin Quest) to keep you rolling those dice!
Note: A seventh color, Glow-in-the-Dark Jumbo D6s, is available in Warehouse 23 only, but these do NOT come with cards.
Two 25 mm six-sided dice and two cards in a blister pack.
Stock #5523B,
UPC 837654321058.
$5.95.
These super-sized 25mm 6-siders are available in six different colors (conveniently matching the six player and monster colors from Munchkin Quest). Each pack has two jumbo dice -- a "Munchkin d6" and a "Monster d6," with classic John Kovalic art on every face.
Plus, every color comes with a unique pair of new Treasure cards (one each for Munchkin and Munchkin Quest) to keep you rolling those dice!
Note: A seventh color, Glow-in-the-Dark Jumbo D6s, is available in Warehouse 23 only, but these do NOT come with cards.
Two 25 mm six-sided dice and two cards in a blister pack.
Stock #5523C,
UPC 837654321065.
$5.95.
These super-sized 25mm 6-siders are available in six different colors (conveniently matching the six player and monster colors from Munchkin Quest). Each pack has two jumbo dice -- a "Munchkin d6" and a "Monster d6," with classic John Kovalic art on every face.
Plus, every color comes with a unique pair of new Treasure cards (one each for Munchkin and Munchkin Quest) to keep you rolling those dice!
Note: A seventh color, Glow-in-the-Dark Jumbo D6s, is available in Warehouse 23 only, but these do NOT come with cards.
Two 25 mm six-sided dice and two cards in a blister pack.
Stock #5523D,
UPC 837654321072.
$5.95.
These super-sized 25mm 6-siders are available in six different colors (conveniently matching the six player and monster colors from Munchkin Quest). Each pack has two jumbo dice -- a "Munchkin d6" and a "Monster d6," with classic John Kovalic art on every face.
Plus, every color comes with a unique pair of new Treasure cards (one each for Munchkin and Munchkin Quest) to keep you rolling those dice!
Note: A seventh color, Glow-in-the-Dark Jumbo D6s, is available in Warehouse 23 only, but these do NOT come with cards.
Two 25 mm six-sided dice and two cards in a blister pack.
Stock #5523E,
UPC 837654321089.
$5.95.
These super-sized 25mm 6-siders are available in six different colors (conveniently matching the six player and monster colors from Munchkin Quest). Each pack has two jumbo dice -- a "Munchkin d6" and a "Monster d6," with classic John Kovalic art on every face.
Plus, every color comes with a unique pair of new Treasure cards (one each for Munchkin and Munchkin Quest) to keep you rolling those dice!
Note: A seventh color, Glow-in-the-Dark Jumbo D6s, is available in Warehouse 23 only, but these do NOT come with cards.
Two 25 mm six-sided dice and two cards in a blister pack.
Stock #5523F,
UPC 837654321096.
$5.95.
Chibithulhu Plush (Reprint)
Cthulhu takes many forms, and Munchkin Cthulhu features plenty of them. But the cutest of all is Chibithulhu. It was our first plush toy and it's still the most popular.
This 10"-tall soft and huggable plush figure features huge, adorable eyes, a loving heart on the chest . . . and Cthulhu's trademark tentacles. It's made of all-new materials, and is machine washable.
Of course, this toy includes a special rule, which will help you during Munchkin Cthulhu games.
10" tall green plush figure.
Stock #9402,
UPC 837654321348.
$22.95.
They lie, steal, kidnap, maim, and kill -- and we put them in our children's nurseries. They are the Fair Folk . . . the Little People . . . the Faeries.
You may think they only appear in tales, but they are everywhere: in the shadows, behind the trees, beneath the hills -- and yes, even under the bed. They have lived beside us since the very beginning. Some are pretty and delicate, with gossamer wings . . . others are 10 feet tall with a taste for human flesh, or wizened killers with blue skin and iron claws. This book lets you incorporate them all into your GURPS game.
GURPS Faerie contains:
Keep cold iron and Scripture close to hand, believe the opposite of what you hear, and don't trust anything you see. And, whatever you do, don't eat their food.
(Note that this is an e23 reprint of a GURPS Third Edition product.)
130-page PDF.
Stock #30-6043,
$9.00.
Buy Now!
All true munchkins know . . . part of the fun is gloating about how far ahead you are. With the Munchkin Gameboard, it's easy for everyone to see exactly where they are. Gloat at your impending victory, or curse the fates as your rivals move past you.
The board has rooms numbered 1 to 10; use your favorite miniatures or any other counters you like* to mark your progress through the dungeon. The first player to reach 10 is the winner!
It also has spaces for both decks and their discard pile.
* It makes us happy when you use official Munchkin pawns!
One gameboard
Stock #5520,
$5.00.
Sure, Mars says they need women, but what are they really up to? Or those upstarts from Delta Cephei? Or any of the billions of beings who likely inhabit the cosmos? This month's Pyramid -- the PDF magazine for roleplayers -- takes an in-depth look at aliens. A shadowy autopsy of this issue's contents will reveal:
This Pyramid also presents Steven Marsh's Random Thought Table, a Murphy's Rules that might prove alienating, and more. With this issue, you're sure to have a close encounter of the best kind!
37-page PDF.
Stock #37-2635,
$9.00.
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Or has it? The forces of darkness are trying to bring on Armageddon, but nothing is quite as it seems. Some infernals are opposing it, and some angels are helping it along. It's time to choose sides for the biggest fight since the Fall, and no one knows who will win, or even if the time is right . . .
The Final Trumpet is the conclusion to the five-part Revelations Cycle for the In Nomine roleplaying game. It contains extended Superior write-ups for Michael, Baal, Kobal and Malphas, and introduces two new Superiors: Khalid, the Archangel of Faith, and Magog, the Demon Prince of Cruelty. Also included is "The Final Trumpet," the biggest In Nomine adventure ever published.
You will need the In Nomine basic rulebook to play. Books One through Four of The Revelations Cycle (Night Music, The Marches, Heaven and Hell, and Fall of the Malakim), are useful but not necessary.
131-page PDF.
Stock #30-3311,
$9.00.
Buy Now!
GURPS Infinite Worlds: Worlds of Horror
It has been said that an optimist believes we live in the best of all worlds, while a pessimist fears we do. Yet if we fear that ours is the best world, how fearsome must all those other worlds be?
Some of the answers can be found within the pages of GURPS Infinite Worlds: Worlds of Horror. Written by Kenneth Hite -- eldritch architect of GURPS Infinite Worlds and GURPS Horror for GURPS Fourth Edition -- this supplement includes six terrifying timelines where events have taken impossible turns for the worse.
Each alternate Earth provides an intriguing history, complete with an explanation of the divergence point when things began to go awry. Each also offers details of how agents from the GURPS Infinite Worlds setting are active in that timeline -- and what dark secrets they've uncovered. Finally, each section contains campaign ideas, with possibilities for natives and outworld operatives.
Whether facing the shambling scourge of the walking dead, the sinister science of Victor Frankenstein, or the soul-crushing secrets lurking in the void, GURPS Infinite Worlds: Worlds of Horror presents a half-dozen horrific possibilities suitable for stand-alone scares or as part of an ongoing campaign. You can't outrun history -- but sometimes it's the only option!
29-page PDF.
Stock #37-1673,
$7.00.
Buy Now!
GURPS Reign of Steel: Will to Live
For millennia, humanity has mastered tools to further its goals. But what if technology became the master? Imagine a world where robots rule -- a tomorrow where imagination is outlawed.
GURPS Reign of Steel: Will to Live includes all the intel required to upgrade the classic GURPS Reign of Steel setting to GURPS Fourth Edition, such as:
With this update and the original Reign of Steel setting, you have everything you need to play in that science-fiction world. Or, used alone, it provides an invaluable source of Fourth Edition robot templates and characters that you'll enjoy as long as you live . . . or, perhaps, until you're rebooted.
This supplement requires GURPS Ultra-Tech for details of human and robot equipment. The original GURPS Reign of Steel supplement is also necessary to use this volume as more than a catalog of specialized robot designs.
51-page PDF.
Stock #37-0609,
$11.00.
Buy Now!
Giant Cthulhu Dice (Yellow w/Black)
Everybody loved the giant foam Cthulhu Dice set that we made for convention demos! They begged and pleaded. It was driving us mad. Mad, I tell you!
So we gave in and made enough for everybody.
It's a 4" foam 12-sided die, with tentacles, Elder Signs, and Great Cthulhu himself. It's SQUISHY!
Giant Cthulhu Dice comes in four different colors. Instead of the glass beads that the original set used for Sanity, Giant Cthulhu Dice includes 18 "silly bands" in the shape of Great Cthulhu himself! Put them on your wrist, or your tentacle, or wherever you want. Go crazy!
It's perfect for outdoors or for waiting in line. Keep Giant Cthulhu Dice in your backpack and drive your friends mad outdoors, waiting in line . . . It even floats, not that there's any way you can tell which side is up in the pool. But don't let that stop you!
A 4" foam 12-sided die and 18 "silly bands" in the shape of Cthulhu, packaged in a plastic bag with cardboard header.
Stock #131317A,
UPC 837654321201 .
$16.95.
Giant Cthulhu Dice (Purple w/ Unspeakable Green)
Everybody loved the giant foam Cthulhu Dice set that we made for convention demos! They begged and pleaded. It was driving us mad. Mad, I tell you!
So we gave in and made enough for everybody.
It's a 4" foam 12-sided die, with tentacles, Elder Signs, and Great Cthulhu himself. It's SQUISHY!
Giant Cthulhu Dice comes in four different colors. Instead of the glass beads that the original set used for Sanity, Giant Cthulhu Dice includes 18 "silly bands" in the shape of Great Cthulhu himself! Put them on your wrist, or your tentacle, or wherever you want. Go crazy!
It's perfect for outdoors or for waiting in line. Keep Giant Cthulhu Dice in your backpack and drive your friends mad outdoors, waiting in line . . . It even floats, not that there's any way you can tell which side is up in the pool. But don't let that stop you!
A 4" foam 12-sided die and 18 "silly bands" in the shape of Cthulhu, packaged in a plastic bag with cardboard header.
Stock #131317B,
UPC 837654321218.
$16.95.
Giant Cthulhu Dice (Dark Red w/Gold)
Everybody loved the giant foam Cthulhu Dice set that we made for convention demos! They begged and pleaded. It was driving us mad. Mad, I tell you!
So we gave in and made enough for everybody.
It's a 4" foam 12-sided die, with tentacles, Elder Signs, and Great Cthulhu himself. It's SQUISHY!
Giant Cthulhu Dice comes in four different colors. Instead of the glass beads that the original set used for Sanity, Giant Cthulhu Dice includes 18 "silly bands" in the shape of Great Cthulhu himself! Put them on your wrist, or your tentacle, or wherever you want. Go crazy!
It's perfect for outdoors or for waiting in line. Keep Giant Cthulhu Dice in your backpack and drive your friends mad outdoors, waiting in line . . . It even floats, not that there's any way you can tell which side is up in the pool. But don't let that stop you!
A 4" foam 12-sided die and 18 "silly bands" in the shape of Cthulhu, packaged in a plastic bag with cardboard header.
Stock #131317C,
UPC 837654321225.
$16.95.
Giant Cthulhu Dice (Dark Green w/Yellow)
Everybody loved the giant foam Cthulhu Dice set that we made for convention demos! They begged and pleaded. It was driving us mad. Mad, I tell you!
So we gave in and made enough for everybody.
It's a 4" foam 12-sided die, with tentacles, Elder Signs, and Great Cthulhu himself. It's SQUISHY!
Giant Cthulhu Dice comes in four different colors. Instead of the glass beads that the original set used for Sanity, Giant Cthulhu Dice includes 18 "silly bands" in the shape of Great Cthulhu himself! Put them on your wrist, or your tentacle, or wherever you want. Go crazy!
It's perfect for outdoors or for waiting in line. Keep Giant Cthulhu Dice in your backpack and drive your friends mad outdoors, waiting in line . . . It even floats, not that there's any way you can tell which side is up in the pool. But don't let that stop you!
A 4" foam 12-sided die and 18 "silly bands" in the shape of Cthulhu, packaged in a plastic bag with cardboard header.
Stock #131317D,
UPC 837654321232.
$16.95.
Cthulhu Dice (Blue with Yellow Ink)
Serving Cthulhu is fun . . . except for all those other cultists out to get you. So get them first!
Cthulhu Dice lets you drive your rivals mad . . . very, very quickly. Players take turns rolling the big, beautiful, custom 12-sided die, embossed with tentacles, Elder Signs, and more. Destroy your opponents' sanity! Better yet, steal it. But watch out for Cthulhu -- when he comes up, he takes sanity from everyone! 18 glass Sanity marbles are included. Lose all your marbles and your're mad. The last sane cultist wins . . . unless everyone goes mad together. Then Cthulhu wins!
Cthulhu Dice plays in 5 to 10 minutes, and is fun for 2 to 6 players.
One large custom die, 18 glass marbles, baggie, and rules.
Stock #131318,
UPC 837654321300.
$5.95.
Trophy Buck is a fast-moving game about deer hunting. The 12 custom dice represent deer. Push your luck to bag the most points, but stop rolling before too many "startles" end your turn! Will you bring home a trophy, or will you just be looking at tracks?
3 to 8 can play. Each game takes 10 to 20 minutes, and can be taught in a single round. It comes in a durable cammo bag -- great to take on camping or hunting trips.
Trophy Buck is based on the Zombie Dice mechanic -- but with four dice colors and 12 dice, it's a brand new experience.
12 custom dice and rules in a durable camo bag.
Stock #1380,
UPC 837654321195.
$9.95.
Axe Cop is a cop. With an axe. And he knows how to use it.
Axe Cop is the hit webcomic written by Malachai Nicolle (age 5) and drawn by his brother Ethan (age 29). With his friends Dinosaur Soldier and Sockarang, Axe Cop fights crime! He hunts down the bad guys (like Giant Robot Zombie, Vampire Man Baby Kid, and Dr. Stinky Head) and CHOPS THEIR HEADS OFF. Just don't get blood on you, or you might turn into something totally different, like Bat Warthog Man or Avocado Warrior.
There's only one game that can match the anything-goes action of Axe Cop -- and it's Munchkin. So clearly we had to bring you . . . Munchkin Axe Cop. Using original art from the series (and a few brand-new pieces by Ethan Nicolle), this game drops you into the world of Axe Cop.
You know what to do. Chop the bad guys' heads off and TAKE THEIR STUFF!
Boxed game with 168 cards, rules, and die.
Stock #4401,
UPC 837654321157.
$24.95.
Buy Now!
Be the envy of your friends with the Munchkin Dice Bag, an awesome item with an awesome bonus. Fill it with official Munchkin six-sided dice and watch your friends groan in frustration as your Munchkin-head results turn failure into success. And it comes with two new Munchkin cards, Blind Chance and Bag of Hoarding, that give it extra one-time powers!
Zippered dice bag and two cards.
Stock #5528,
UPC 837654321263.
$9.95.
The smell of black powder and cordite. The quick blinding of a muzzle flash. The deafening roar of a close-quarter gunshot. Forget the movies; true shooting is exciting enough for a thousand stories -- if you live long enough to tell the tale.
GURPS Tactical Shooting does for life-like shooting what GURPS Martial Arts brings to real hand-to-hand combat -- gives all the information you need to bring realistic firearm combat to the gaming table:
Whether you're looking to ramp up the realism of your modern-day adventures, build and equip characters who are sharpshooting specialists, or arm the heroes (and villains!) with tactics and tricks to shift the odds, GURPS Tactical Shooting is loaded for bear!
88-page B&W softcover.
Stock #01-6196,
ISBN 978-1-55634-804-4.
$19.95.
Star Munchkin 2 – The Clown Wars (Reprint)
The Munchkins take to the stars -- again!
Star Munchkin took the rules-bending, power-gaming, dungeon-crawling insanity of the original Munchkin and put the whole thing in space, where the monsters are more alien, the weapons more zappy, and the treasure -- well, there's still piles of treasure. Now Star Munchkin 2 brings the epic saga of The Clown Wars to life, except with better acting . . .
Strap on the Sprayser or X-Rayser and go ray-gunning for new monsters like the Nerds of Prey! Play a new race (the Bugs) or class (Space Ranger!), and do it all with Ralph, the Wonder Dog, by your side. This set also introduces a new card type: Rooms. Just open the door, and . . . "oh, noooooooooo . . .!"
The Clown Wars is a supplement; you will need Star Munchkin to play. Or you could add it to a game of Munchkin (or any of the Munchkin family!) instead, or mix them all together for a Munchkin-fest of truly mind-bending proportions!
112 cards and rulesheet, in a box.
Stock #1418,
UPC 837654320433.
$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 Munchkin, including:
Now with full-color art!
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 Cthulhu 4 – Crazed Caverns (Reprint)
The hunt for forbidden knowledge goes underground! Explore the Midden of the Mi-Go! Dig yourself out of the Dunwich Ditch! Brave the blue light of K'n-Yan! Maybe all at once . . .
Munchkin Cthulhu has already driven you mad, and now it's even madder! The 16 Portals and 20 Dungeons in Crazed Caverns open up whole new dimensions to explore . . . and we all know what a great idea that can be, right? What could go wrong?
This is an expansion for Munchkin Cthulhu. It is not a stand-alone game.
16 Door cards and 20 Dungeon cards, plus a rulesheet, in a tuckbox.
Stock #1465,
UPC 837654320518.
$10.95.
Munchkin Boxes of Holding (Reprint)
Have you been going through half a dozen game boxes to dig out all your Munchkin cards? How about getting it down to two special card boxes? The Munchkin Boxes of Holding are sturdy cardboard, sized to hold 500 Munchkin cards apiece! One is labeled Doors, and one is for Treasures.
Bonus: The set includes two new Munchkin cards that aren't available anywhere else!
Two fold-up sturdy cardboard boxes and two cards.
Stock #5518,
UPC 837654320730.
$9.99.
Munchkin Cthulhu Crypts of Concealment (Reprint)
The eldritch secrets of Munchkin Cthulhu deserve a special hiding place! The Munchkin Cthulhu Crypts of Concealment are sturdy cardboard, sized to hold 500 Munchkin cards apiece! One is labeled Doors, and one is for Treasures.
Bonus: Two new Munchkin Cthulhu cards that are unique to this set!
Two fold-up sturdy cardboard boxes and two cards.
Stock #5519,
UPC 837654321119.
$9.95.
Since the dawn of time, humans have relied on social abilities to survive, thrive, and ensure the continuation of the species. However, these interactions have traditionally been addressed with far fewer rules than combat and other physical challenges. GURPS Social Engineering changes everything.
This supplement provides detailed rules for every type of common social interaction. Now it's easy to play a hero who's charming, deceptive, intimidating, or witty, even if you're not! In addition to an extensive overview on the possibilities of social interactions in a campaign, this supplement includes:
Whether you're shaking down a punk for information, tricking your way into a high-powered office, courting the governor's daughter, or performing a vital diplomatic function, GURPS Social Engineering has rules and tools you can use. It's a social world; become part of it!
88-page PDF.
Stock #37-0140,
$15.00.
Buy Now!
The warm glow you get after drinking from this shot glass may be Illumination. Or it may not be; it depends on what you're drinking . . .
The Eye-in-Pyramid Shot Glass features the classic symbol of illumination on a 1.5 oz black glass, perfect for [FNORD] across the [REDACTED] or taking [CENSORED] when you're [FORGETABOUTIT]. Or you could just drink out of it.
One 1.5 oz shot glass.
Stock #9016,
$4.00.
Munchkin 10th Anniversary T-Shirt
Celebrate Munchkin's 10th anniversary in style! These limited-edition shirts are sturdy black cotton with "Munchkin 10" on the front, and the "10 Years of Munchkin 2001-2011" on the back, both in gold ink!
1. If you are wearing an official Munchkin shirt*, you may draw one extra card from either deck when you start play or when you come back from the dead.
2. The autograph of either Steve Jackson or John Kovalic on the shirt gives you a once-per-game +10 combat bonus.
3. With both autographs, you may claim the +10 bonus twice per game, but not in the same combat.
4. Wearing two or more Munchkin shirts does NOT give you both bonuses. The one on the outside rules.
5. Use of the Cheat! card overrides Rule 4 and lets you benefit from two different shirts. (It doesn't matter which one is outside.)
6. But under no circumstance is there any bonus for MORE than two shirts at once, and players may never benefit from more than two shirts per game.
It is NOT an official tournament rule, but if you wish to make a house rule that a "Lose Your Armor" card requires you to remove your shirt(s), we cannot stop you.
*On your torso. Right side out.
One T-shirt.
Stock #9150,
$20.00.
Every zombie knows that fashion is crucial -- no one wants to be caught wearing last year's hot outfits while you're stalking the living and eating their brains. Luckily, now you have the Munchkin Zombies T-Shirt in your wardrobe!
1. If you are wearing an official Munchkin shirt*, you may draw one extra card from either deck when you start play or when you come back from the dead.
2. The autograph of Steve Jackson, Andrew Hackard, or John Kovalic on the shirt lets you treat one Power as Rank 0 per autograph. You may not change the Rank 0 Power(s) once selected.
3. Wearing two or more Munchkin shirts does NOT give you both bonuses. The one on the outside rules.
4. Use of the Cheat! card overrides Rule 3 and lets you benefit from two different shirts. (It doesn't matter which one is outside.)
5. But under no circumstance is there any bonus for MORE than two shirts at once, and players may never benefit from more than two shirts per game.
It is NOT an official tournament rule, but if you wish to make a house rule that a "Lose Your Armor" card requires you to remove your shirt(s), we cannot stop you.
*On your torso. Right side out.
One T-shirt.
Stock #9151,
$20.00.
"How may we serve you?"
With zombie art by Brian Snōddy imprinted in hot pink on classic black, the Give Me The Brain Shirt is great for game night . . . or for anyone who still has nightmares about what happened over by the deep fryer.
One T-shirt.
Stock #9153,
$20.00.
Shiiiiiirtss!
The undead are walking and they hunger for shiiiiiirts! This shirt has Alex Fernandez' zombie head on the front and the Zombie Dice logo on the back. You can indulge your fashion sense, terrify the living, and announce yourself to fellow players.
One T-shirt.
Stock #9145,
$20.00.
Today's fashionable cultist prefers T-shirts . . . just like this one. With "Game Over, Cthulhu Wins" on the front and the Cthulhu Dice logo on the back, everyone will know which side you're playing for . . . Cthulhu!
One T-shirt
Stock #9146,
$20.00.
And now it can be on your chest.
Chibithulhu is the cutest version of an Elder God you've ever seen. Who wouldn't want to be hugged by him? Printed in white on shocking pink, this shirt is adorable and eye-searingly visible.
One T-Shirt.
Stock #9152,
$20.00.
Pyramid #3/36: Dungeon Fantasy
This crypt has been sealed for thousands of years. Do you dare disturb it? Of course! This month's Pyramid -- the PDF magazine for roleplayers -- takes an in-depth look at dungeon fantasy, with a special emphasis on GURPS Dungeon Fantasy. This gateway to adventure leads you to:
This Pyramid also presents Steven Marsh's Random Thought Table, a Murphy's Rules that will drive the ghouls crazy, and more. Pick up this issue and take home the best loot around!
37-page PDF.
Stock #37-2636,
$9.00.
Buy Now!
In Nomine Superiors 2: Pleasures of the Flesh
Meet four Demon Princes who are helping evil keep up with the times. There is Andrealphus, the Prince of Lust, whose victims enjoy every minute of their corruption. Haagenti, the Prince of Gluttony, who consumes everything around him, including his rivals. Kobal, the Prince of Dark Humor, putting an ironic spin on the War between good and evil. And Nybbas, the Prince of the Media, filming the decay and debasement of mankind, and then selling it back to them, with commercials.
Within Superiors 2, GMs and players alike will find new and fascinating information on each of these Princes. Find out how they got where they are today, and where they hid the bodies. Discover what it is like to serve some of Hell's trendiest royalty. Visit Shal-Mari and Perdition, where demons and damned souls are entertained -- or become the entertainment.
Superiors 2: Pleasures of the Flesh includes:
Bring your cameras, for there's lots to see. And bring your soul -- because these Princes don't take anything less . . .
147-page PDF.
Stock #30-3321,
$9.00.
Buy Now!
Transhuman Space: Martial Arts 2100
Sure, humanity may have evolved beyond the need for face-to-face contact -- but that doesn't mean we're not still interested in hand-to-hand combat! Transhuman Space: Martial Arts 2100 is your guide to bringing the power and possibilities of GURPS Martial Arts into the world of Transhuman Space. This two-fisted treatise includes:
The urge to brawl is hardwired into our bodies; why fight the system? With Transhuman Space: Martial Arts 2100, you'll fight the future with style!
38-page PDF.
Stock #37-6713,
$9.00.
Buy Now!
Cthulhu Dice (Sparkly Pink with White Ink)
Serving Cthulhu is fun . . . except for all those other cultists out to get you. So get them first!
Cthulhu Dice lets you drive your rivals mad . . . very, very quickly. Players take turns rolling the big, beautiful, custom 12-sided die, embossed with tentacles, Elder Signs, and more. Destroy your opponents' sanity! Better yet, steal it. But watch out for Cthulhu -- when he comes up, he takes sanity from everyone! 18 glass Sanity marbles are included. Lose all your marbles and you're mad. The last sane cultist wins . . . unless everyone goes mad together. Then Cthulhu wins!
Cthulhu Dice plays in 5 to 10 minutes, and is fun for 2 to 6 players.
One large custom die, 18 glass marbles, baggie, and rules.
Stock #131319,
UPC 837654321355.
$5.95.
The Sparkly Good Fairy is back!
This time, she's brought two pink sparkly Fairy Dust Dice and four brand new Fairy Dust cards. Mix them into your existing Fairy Dust deck, or use the rules inside to add them to ANY Munchkin game!
We liked these dice and cards too much to let them stay gone; you can find them in Munchkin Game Changers along with 60 other cool cards for your Munchkin game!
Two 16mm pink sparkly dice and four Munchkin Fairy Dust cards.
Stock #5529,
UPC 837654321270.
$6.95.
As if a Christmas 25mm die with classic John Kovalic Munchkin art on them weren't cool enough, we're also giving you four new Munchkin cards (two Doors and two Treasures) in each package! What are you waiting for?
Available in three colors: red, green, and a Warehouse 23 exclusive: translucent blue with white ink (this one does not come with cards).
One 25 mm six-sided die and four cards in a blister pack.
Stock #5536A,
UPC 837654321126.
$6.95.
Munchkin Jolly Jumbo d6 (green)
As if a Christmas 25mm die with classic John Kovalic Munchkin art on them weren't cool enough, we're also giving you four new Munchkin cards (two Doors and two Treasures) in each package! What are you waiting for?
Available in three colors: red, green, and a Warehouse 23 exclusive: translucent blue with white ink (this one does not come with cards).
One 25 mm six-sided die and four cards in a blister pack.
Stock #5536B,
UPC 837654321133.
$6.95.
Munchkin Reindeer Games (Booster Pack)
Those scary Reindeer are back! And they've brought new Santa monsters like Teeny Tiny Tim, Recalled Toys, and (eek!) Mrs. Claus. You know what you have to do. Kill them and take their stuff! Armor yourself in Tinsel, and grab the Snow Shoes and the Reindeer Hat. Celebrate Christmas the Munchkin way – with Reindeer Games!This standalone set is out of print, but you can get the cards in Munchkin Holiday Surprise.
Finseal pack containing 15 cards.
Stock #4220,
UPC 837654321256.
$4.95.
GURPS WWII Classic: Hand of Steel
Join the elite . . . the highly trained and battle-hardened special forces of World War II. From the first daring assaults by parachute and glider to the top-secret gadgetry of the war's end, Hand of Steel gives you:
GURPS WWII: Hand of Steel lets you confront the enemy on his own ground . . . when he least expects it.
Do you have what it takes?
(Note that this is an e23 reprint of a GURPS Third Edition product.)
35-page PDF.
Stock #30-8002,
$4.00.
Buy Now!
Munchkin Jumbo d6 (Sparkly Pink)
These super-sized 25mm 6-siders are Warehouse 23 exclusives! The set includes two jumbo sparkly pink dice -- a "Munchkin d6" and a "Monster d6," with classic John Kovalic art on every face.
Note: Six other sets, in six different colors, were released in the summer of 2011. They are NOT W23 exclusives, but they DO come with a unique pair of new Treasure cards (one each for Munchkin and Munchkin Quest) to keep you rolling those dice! But these sparklies do not come with cards. You have to love them for their own sparkly sakes.
Two 25 mm six-sided dice.
Stock #5523H,
$6.00.
Buy Now!
Munchkin Jolly Jumbo d6 (blue)
As if a Christmas 25mm die with classic John Kovalic Munchkin art on them weren't cool enough, we're also giving you four new Munchkin cards (two Doors and two Treasures) in each package! What are you waiting for?
Available in three colors: red, green, and a Warehouse 23 exclusive: translucent blue with white ink (this one does not come with cards).
One 25 mm six-sided die.
Stock #5536C,
$4.00.
Be the despair of your gaming group with the Munchkin Dice Bag, an awesome item with an awesome bonus (and the rule is printed right on the back). Fill it with official Munchkin six-sided dice and watch your friends groan in frustration as your Munchkin-head results turn failure into success.
*Note: The Warehouse 23 exclusive pink Munchkin Dice Bag does not include the cards that come in the regular tan version.
Zippered dice bag.
Stock #5539,
$8.00.
Sparkly Pink Pyramid Dice are a new take on an old classic. They're bubblegum pink six-siders with iridescent glitter inside. The pips are marked in white. The eye-in-the-pyramid logo replaces the single pip to Illuminate your dice. Win or lose, you'll look good in sparkly pink!
One die.
Stock #5901B,
$1.00.
One 1.5 oz shot glass.
Stock #9014E,
$3.00.
Proudly show your loss of sanity by wearing the hideous Cthulhu Bandz. These unspeakable accessories were originally created for Giant Cthulhu Dice. Hand them out to your favorite cultists, or wear them all yourself on a wrist, ankle, or tentacle.
Cthulhu Bandz are available in yellow, purple, dark red, dark green, and black. But only a complete maniac would wear them all!
18 silly bands.
Stock #9015#,
$3.00.
It's Green, it's Awful, and it's a Thing . . . on a shirt.
The Awful Green Things T-Shirt was designed as the official off-duty wear for the crew of the starship Znutar. It's the exact color of Zgwortz, so stains won't show. It has a big picture of an Awful Green Thing, so crew members won't accidentally mistake each other for monsters. That last part didn't quite work out as intended, which is why these shirts are now available to you as high-quality Peace Force Surplus.
One T-Shirt.
Stock #9156,
$20.00.
Pyramid #3/37: Tech and Toys II
Tomorrow is sooner than you think; it's time to augment your reality! This month's Pyramid -- the PDF magazine for roleplayers -- turns its laser-like focus on futuristic technology and gear. The packing list for this issue includes:
This Pyramid also presents Steven Marsh's Random Thought Table, a Murphy's Rules that drives to distraction, and more. Get Pyramid and gear up!
40-page PDF.
Stock #37-2637,
$9.00.
Buy Now!
Training is good, but being a "natural" is better! GURPS Fourth Edition brings this real-life adage to the gaming table with Talents – advantages that improve groups of related skills and make them easier to learn. But so many Talents appear in so many GURPS supplements that choosing among them can involve tiresome amounts of page-flipping. GURPS Power-Ups 3: Talents solves this problem by collecting all the "official" Talents in one place, noting their point costs, skill lists, and reaction modifiers – and their original sources, for campaigns that use only certain GURPS supplements.
Power-Ups 3: Talents is more than a catalog, though. It offers clarifications on what counts as a unique skill for Talent purposes, how Talents interact with defaults, and how to include combat skills in Talents without breaking the game. Also, it proposes many entirely new optional rules for Talents, such as:
If you like Talents, then you'll love all the examples and options that Power-Ups 3: Talents provides!
Power-Ups 3: Talents requires only the GURPS Basic Set, Fourth Edition.
28-page PDF.
Stock #37-0141,
$7.00.
Buy Now!
Everybody loved the giant foam Cthulhu Dice set that we made for convention demos! They begged and pleaded. It was driving us mad. Mad, I tell you!
So we gave in and made enough for everybody.
It's a 4" foam 12-sided die, with tentacles, Elder Signs, and Great Cthulhu himself. It's SQUISHY!
Giant Cthulhu Dice comes in four different colors. Instead of the glass beads that the original set used for Sanity, Giant Cthulhu Dice includes 18 "silly bands" in the shape of Great Cthulhu himself! Put them on your wrist, or your tentacle, or wherever you want. Go crazy!
It's perfect for outdoors or for waiting in line. Keep Giant Cthulhu Dice in your backpack and drive your friends mad outdoors, waiting in line . . . It even floats, not that there's any way you can tell which side is up in the pool. But don't let that stop you!
A 4" foam 12-sided die and 18 "silly bands" in the shape of Cthulhu, packaged in a plastic bag with cardboard header.
Stock #131317E,
$19.95.
Exclusive Warehouse 23 Munchkin Booster 2011
This set is out of print now, but you can find these cards (except for the Marvelous Magenta Moat, which is a weird size) in Munchkin Hidden Treasures.
Last year's Exclusive Warehouse 23 Munchkin Booster was so popular, we're doing it again . . . only bigger! Please enjoy the following new cards:
17 cards in a ziplock bag.
Stock #4228,
$5.00.
Munchkin 10th Anniversary Poster
Only 125 will be sold!Show your Munchkin love with the Munchkin 10th Anniversary Poster! Shipped rolled and suitable for framing . . . and signed by Munchkin designer Steve Jackson, Munchkin artist John Kovalic, and Munchkin Czar Andrew Hackard!
An amazing gift for the Munchkin fan in your life.
One poster.
Stock #5330,
$30.00.
Car Wars City Blocks 4 -- 3-D Arena! This set lets you build an arena up to a 32" × 24" and fill it with three-dimensional ramps, bunkers, and overpasses. Or combine it with City Blocks 3 -- Arena and use the extra inner and outer corners to make bigger, more elaborate layouts -- up to a 72" × 40" arena!
36-page PDF.
Stock #30-7141,
$5.00.
Buy Now!
In Nomine Superiors 3: Hope and Prophecy
Herein find four Archangels who are more concerned with the future than the present. Meet Gabriel, Archangel of Fire, living in her self-imposed seclusion, searing mortal minds with divine inspiration. Khalid, the newly-returned Archangel of Faith, certain his cause is right yet unsure of his place in Heaven. Blandine, Archangel of Dreams, who has forsaken the councils of angels to explore the mysterious Marches. And Yves, the enigmatic Archangel of Destiny, who knows the potential for good in mortals and celestials alike.
Superiors 3: Hope and Prophecy includes:
147-page PDF.
Stock #30-3322,
$9.00.
Buy Now!
Transhuman Space Classic: Orbital Decay
Vandegrift Station, a top-secret orbital research lab, has suddenly stopped all transmissions. Why has the station gone silent? Where did all the bio-tech researchers go?
What's that clawing at the airlock?
Transhuman Space: Orbital Decay includes maps and stats of a typical orbital facility, character descriptions, and an adventure for up to six 200-point Transhuman Space characters, either biological or cybershell.
(This is an e23 reprint of a GURPS Third Edition product.)
36-page PDF.
Stock #30-6705,
$4.00.
Buy Now!
GURPS WWII Classic: Return to Honor
Experience the agony of 1940 and the exultation of 1945 with the rest of war-torn France in GURPS WWII: Return to Honor! From the proud Free French to dark Vichy henchmen, inside you'll find:
A divided country awaits rescue from its savage occupier. Are you gallant enough to take up the cause?
(Note that this is an e23 reprint of a GURPS Third Edition product.)
51-page PDF.
Stock #30-8004,
$4.00.
Buy Now!
Every low-tech fighter (and every gamer!) knows that the secret to surviving slings and arrows -- not to mention swords, musket balls, and dragon bites -- is a good suit of armor. GURPS Low-Tech and GURPS Low-Tech Companion 2: Weapons and Warriors deliver handsomely in that department . . . but it can take a lot of number-juggling to get costs and weights for the bits you want, and some page-flipping to find the options you desire. GURPS Low-Tech: Instant Armor offers defenses against both these annoyances and battlefield dangers.
The heart of the work is a complete set of armor tables for torso, arm, leg, head, neck, hand, and foot armor; for sub-locations like the abdomen, groin, and bits of the arms and legs; and for five helmet patterns. Each table lists only the armor materials that suit the body part in question, and adjusts TL when a material is available earlier or later than usual in that role. Every piece of armor comes with DR, cost, and weight, as well as the realistic time needed to don it and a Holdout penalty that accounts for DR, flexibility, and design.
But that's not all! You also get:
If you've ever been frustrated trying to armor your TL0-4 warriors, then Low-Tech: Instant Armor is for you!
Low-Tech: Instant Armor is a supplement to GURPS Low-Tech, but the armor stats within would be useful in any TL0-4 GURPS campaign.
21-page PDF.
Stock #37-1666,
$7.00.
Buy Now!
Pyramid #3/38: The Power of Myth
From the dawn of civilization to the gaming tables of today, this month's Pyramid -- the PDF magazine for roleplayers -- draws upon the "Power of Myth" for inspiration. When they speak of this issue's contents generations from now, they will be sure to mention:
This Pyramid also presents Steven Marsh's Random Thought Table, a Murphy's Rules that's fuzzy on the details, and more. With Pyramid, the power is in your hands!
39-page PDF.
Stock #37-2638,
$9.00.
Buy Now!
Moon-linked curses. Shape-stealing aliens. Strange gifts and genetic quirks passed down through your bloodline. Ancestral curses. Cute little critters that gladly turn into the latest technotoy and back again. Chameleonic spies. Body-morphing symbionts. Doppelgängers.
They're all shapeshifters . . .
In GURPS Shapeshifters, GMs and players will find all they need to build creatures that change their bodies as easily as most people change their clothes. Character-creation rules, campaign guidelines, and sample shifters of every shape and size -- they're all here. Drop a Cinematic Werewolf into your game, or craft a mysterious alien species that is far more than it seems.
Also included are suggestions on incorporating shapeshifting creatures into a new or existing campaign and examples of fully fleshed-out shifters -- races and individuals, cursed and gifted.
Your campaign will never look the same again!
(This is an e23 reprint of a GURPS Third Edition product.)
131-page PDF.
Stock #30-6533,
$9.00.
Buy Now!
GURPS Traveller Classic: Sword Worlds
The Sword Worlds stand at the border of the Third Imperium, a small but proud civilization descended from ancient Terran migrants. Their inhabitants have spent centuries fighting for independence - from the Imperium, from the other great empires, even from each other.
A decade ago, the Sword Worlds went to war against the Third Imperium. They lost. Today, the Sword Worlders are in search of a new destiny, in a universe where their fierce pride seems headed for an inevitable fall.
GURPS Traveller: Sword Worlds brings this unique culture to life for the player and GM. Every world in the area is described in detail, as are local history, social features, special technologies, and important people. A wealth of adventure seeds gives the GM plenty of starting points, for any campaign set in this distinctive region of the Traveller setting.
(Note that this is an e23 reprint of a GURPS Third Edition product.)
147-page PDF.
Stock #30-6631,
$9.99.