Daily Illuminator

April 15, 2008: Coming In August

Steve Jackson Games announces for release in August, 2008:

Munchkin Quest

Kill the monster, grab the treasure, stab your buddy. That's what it's all about. Now, Munchkin comes to the boardgame.

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 that!

Coming in August to game rooms everywhere . . .

11.75" x 11.75" x 3.5" box, with two dozen 3.5" square heavy cardstock room tiles, dozens of link connectors, 170 full-color cards, over three dozen monster standies, dice, rulesheet, and enough tokens, level counters, and sculpted plastic pawns for four players. Stock #1470, ISBN 978-1-55634-767-2. $49.95.

GURPS Thaumatology

Feel the Power!

Fantasy settings are defined by their magic . . . so different worlds need different magic systems. GURPS Thaumatology has GURPS Fourth Edition updates of the best Third Edition magic variants, plus many all-new options. This mighty tome includes:

  • Minor tweaks for the spell-based magic of the Basic Set: restructuring prerequisites and colleges, modifying Magery and mana, new magical energy sources, adapting spells on the fly, and more.
  • Radical revisions of spell-based magic, including detailed versions of the clerical and ritual magic options hinted at in the Basic Set, and the return of that Third Edition classic, "unlimited mana."
  • Traditional alternatives to spells, such as ceremonial, spirit-mediated, and runic magic.
  • World-shaking freeform magic.
  • Magic as inherent powers.
  • An in-depth look at material magic, with new alchemy, herbalism, and enchantment options; rules for free-willed items and magical gadgets; and guidelines for "the stuff of raw magic."
  • Notes on adapting real-world occult concepts – such as the Laws of Magic, astrology, and traditional material components – to any magic system.
  • Guidelines for running magic-oriented games, advice on combining magic systems, and detailed outlines for four distinctly different fantastic campaigns.

GURPS Thaumatology requires the GURPS Basic Set, Fourth Edition. GURPS Magic is recommended but not required. The discussions of different magical styles would enhance any game that features magic.

272 pages. Hardcover. Stock #01-0107, ISBN 978-1-55634-758-0. $39.95.


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