GURPS Infinite Worlds: Atlantropa
In 1928, Bavarian architect Herman Sörgel proposed the Atlantropa Project: a plan to defuse interbellum Europe's ticking geopolitical and social time bomb by using giant dams to lower the level of the Mediterranean in order to deliver more living space and ample hydroelectricity. In our world, this never came to pass. In GURPS Infinite Worlds, the Infinity Patrol has discovered many timelines where the project – or something like – it was realized.
The first of these, and the focus of this supplement, is Atlantropa-1, where the project might have caused more problems than it solved! It did lead to advances in megascale engineering, which in turn enabled the construction of many other megastructures. Unfortunately, it also had a profound, negative ecological impact and triggered a five-way Cold War that makes the one on our world look tame. These developments collectively led to advances in aerospace technology and biotechnology, which brought their own difficulties. Now the Earth is transformed in every sense – hydrologically, climatologically, ecologically, politically, economically, technologically, and more – and it's an open question whether it's for the better.
Dive into a world of espionage, revolution, and terrorism. Save the Amazon rainforest. Hunt for treasure among the exposed shipwrecks of the Mediterranean. Or just take a tour of the megastructures. GURPS Infinite Worlds: Atlantropa has you covered for all this and more, whether you're a local or an outtimer.
24-page PDF.
Stock #37-1677,
$7.00.
Each hand of this classic railroad game (designed by Darwin Bromley himself) takes just a few minutes, but the fun can last for hours. The railroad cars are color-coded so the whole family, from grade-schoolers to grandparents, can get in on the action!
Watch out for train wrecks!
132 cards, a player reference card, a card tray, and a rulesheet.
Stock #1593,
ISBN 080742095021.
$24.95.
Zombie Dice Horde Edition (Reprint)
It's Zombie Dice and two expansions – in one delicious, brain-filled package!
You are a zombie. You want brains. More brains than any of your zombie buddies.
Zombie Dice is a quick and easy game for gamers and non-gamers alike. Great for large groups. The 13 custom dice represent victims. Push your luck to eat their brains, but stop rolling before the shotgun blasts end your turn!
This box includes:
16 six-sided dice, a 12-sided die, 10 brain counters, four shotgun counters, a score pad, a dice bag, and a rulesheet
Stock #131341,
ISBN 080742094758.
$29.95.
Knightmare Chess (Reprint)
Knightmare Chess is chess played with cards!
The cards break the rules in wild and unpredictable ways. Some affect a single move, and some change the entire game. Knightmare Chess plays quickly out of the box, but it also includes variants, and it's easy for players to customize. The possibilities are endless, and so is the fun!
This edition includes Knightmare Chess 2, for a total of 158 beautiful cards, each painted by Rogério Vilela. Bonus: two blank cards for those who want to create their own fiendish, clever rules.
Note: Knightmare Chess requires a working knowledge of chess, and a chess set, to play.
160 oversized (4-1/2" x 2-1/2") full-color cards and a rulesheet
Stock #1348,
ISBN 080742095533.
$34.95.
Munchkin Zombies (Reprint)
It's the sickest, silliest Munchkin yet! You are zombies, kicking down doors and eating brains. The "monsters" you're attacking are people, some helpless and some hazardous, with a few rogue zombies thrown in. The armor is whatever you've blundered across during your lurching search for brains. So bravely you'll go forth, with mousetraps on your feet and a bowling trophy protecting your poor rotting head . . . to level up, or to die.
Again.
Ages 10 and up. Plays in 1-2 hours. Three to six players.
168 cards, one six-sided die, and a rulesheet.
Stock #1481,
ISBN 080742094734.
$29.95.
Munchkin Shakespeare Deluxe (Reprint)
Take in hand thine blade! Battle every enemy thou meetest! Foully betray thine companions, and make off with their treasure!
Fans asked for a Munchkin game, Shakespeare style. So here it is! It has all the betrayal, slaying, and wordplay of any good Munchkin game – and of any good Shakespearean play.
Munchkin Shakespeare Deluxe comes with a custom six-sided die and a board and standies for tracking your level, and is illustrated by fan-favorite John Kovalic.
168 cards, one custom six-sided die, standies and stands, a 20” x 10” mounted gameboard, and a rulesheet.
Stock #1564,
ISBN 080742094772.
$34.95.
Munchkin Curses (Reprint)
Admit it. You love that moment when your enemy kicks down the door, and the card they draw is – a Curse! Almost as much as you love playing Curses on your enemies yourself. Whether it means losing items, skipping turns, or stumbling across a duck imbued with pure doom, a Curse always brings in an element of gleeful mayhem.
That’s why this mini-expansion contains 12 new Curses, two new monsters, and one Curse Reverse to shuffle into your Munchkin game!
This is an expansion for Munchkin. It is not a stand-alone game. This is NOT a collectible or randomized set. Every Munchkin Curses pack is the same as every other.
15 cards and a rulesheet in a tuckbox.
Stock #4255,
ISBN 080742095953.
$7.95.
A stampede of new cards is coming to Munchkin!
In Munchkin Pony Excess, you'll find new equine monsters, curses, and Items, plus a herd of new Steeds. Grab your Lucky Horseshoe, saddle up your Centaur of Attention, and ride to battle against the melodious menace of the Rocking Horse!
56 cards and a rulesheet in a tuckbox.
Stock #1587,
ISBN 080742094802.
$11.95.
No, really. It's huge; you could lose an arm . . .
Speaking of bugs, Munchkin: The Floor is Larva adds the Bug Race from Star Munchkin to the ever-growing swarm in Munchkin. If compound eyes and wiggly antennae are your thing, these cards are for you!
This 56-card Munchkin expansion is ready to go marching one-by-one into your deck! Except for the DeviAnt – it does its own thing. Stay at a Roach Motel, where you'll be Snug as a Bug in a Rug, and it will make you a Bee Lever! Before you reach for your rolled-up newspaper or can of Wasp Spray, though, be sure you look down and check to see if . . . The Floor Is Larva!
56 cards and a rulesheet in a tuckbox.
Stock #1588,
ISBN 080742094796.
$11.95.
Munchkin 3 – Clerical Errors (Reprint)
Another 112 cards for the best-selling game of killing monsters and taking their stuff. Play a new Race: Gnomes! Try on the Bard Class. Face the Tequila Mockingbird, the Bad Ass, and the dreaded Auntie Paladin! Equip yourself with amazing items like the Chainmail Bikini and the Stab-A-Matic . . . and show them who's the mightiest, munchkinest dungeon delver of them all.
And this set has a special treat. We asked five of our favorite Comic Guys to do one card each. Inside you'll find:
This is not a stand-alone game. It is an expansion for Munchkin.
Munchkin is for ages 10 and up. Plays in 1-2 hours. Three to six players.
112 cards and a rulesheet in a tuckbox.
Stock #1416,
ISBN 080742094710.
$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 a rulesheet in a tuckbox.
Stock #1418,
ISBN 080742094536.
$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. But this is Munchkin, so these Steeds include not just the Dragon and the Tiger, but the Giant Mutant Gerbil (drawn by guest artist Shaenon K. Garrity of Skin Horse), the Chicken, and Big Joe, who might be a Steed or might be a Hireling. It's hard to tell.
Hireling? Yes indeed, The Need for Steed has lots and lots of Hirelings! Add these valuable characters to your retinue, use their special abilities, and sacrifice them to save your own skin!
Feel the need . . . The Need for Steed!
112 cards and a rulesheet in a tuckbox.
Stock #1444,
ISBN 080742094703.
$19.95.
Munchkin 9 – Jurassic Snark (Reprint)
Munchkin 9 – Jurassic Snark takes munchkins to a long-gone era to fight dangers they've never encountered. We were so preoccupied with whether we could, we didn't stop to think if we should . . . but that's never stopped us before!
Shuffle this 112-card expansion into your Munchkin game to wear primeval armor, ride dinosaur Steeds, and fight munchkinivorous monsters. Munchkin 9 – Jurassic Snark is compatible with Munchkin Legends, Moop's Monster Mashup, Munchkin Oz, Munchkin Pathfinder, and any version of Munchkin.
112 cards and a rulesheet in a tuckbox.
Stock #1570,
ISBN 080742099821.
$19.95.
Car Wars Two-Player Starter Set: Orange/Purple
A complete redesign of the original game of autoduelling, Car Wars Sixth Edition plays faster and includes new plastic miniatures!The relaunched Car Wars Sixth Edition line is getting a new, eye-catching cover-art treatment.
This new, streamlined Starter Set has everything two players need to go head-to-head in the arena. Take the included sample cars out for an Amateur Night spin, or build your own car with 50 customization cards for each player!
Contents:
*Two pre-assembled minis: Sawtooth (from Miniatures Set 4) and Pure Energy (from Miniatures Set 2)
*Miniatures come pre-assembled and unpainted
*Two car bases (one orange and one purple)
*Two dashboards (one orange and one purple)
*Four counter sheets (dashboard sliders, barrier and wreck tokens, two turning keys, and other assorted tokens)
*Dice pack (20 dice: six yellow, four blue, three red, three green, two black, and two white)
*Updated rulebook now includes a sample car build with helpful hints for your first game and all-new quick-reference material on the back cover.
Streamlined two-player set with two minis (including bases and dashboards), 20 dice, 100+ cards, counter sheets, and an updated rulebook.
Stock #2447,
ISBN 080742094741.
$44.95.
Munchkin (Reprint)
Go down in the dungeon. Kill everything you meet. Backstab your friends and steal their stuff. Grab the treasure and run.
Admit it. You love it.
Munchkin is the mega-hit card game about dungeon adventure . . . with none of that stupid roleplaying stuff. You and your friends compete to kill monsters and grab magic items. And what magic items! Don the Horny Helmet and the Boots of Butt-Kicking. Wield the Staff of Napalm . . . or maybe the Chainsaw of Bloody Dismemberment. Start by slaughtering the Potted Plant and the Drooling Slime, and work your way up to the Plutonium Dragon . . .
And it's illustrated by John Kovalic!
Fast-playing and silly, Munchkin can reduce any roleplaying group to hysteria. And while they're laughing, you can steal their stuff.
Ages 10 and up. Plays in one to two hours. Three to six players.
168 cards, one six-sided die, and a rulesheet.
Stock #1408,
ISBN 080742094680.
$29.95.
Munchkin Witches (Reprint)
Which witch? All the evil ones, of course!Evil witches are everywhere. Souring your milk, corrupting your files, sailing across the moon with a cackling laugh. What can you do? What you always do – kill them. And take their stuff.
Now you have 30 more witchy monsters, Items, and Curses to spook up your games!
30 cards and a rulesheet in a tuckbox.
Stock #4278,
ISBN 080742095038.
$10.95.