It's Halloween – and you're a ghost who loves candy!
Haunt trick-or-treaters so they'll leave you their sugary treats – collect more than your spectral opponents, and you win! But don't scare the costumed kids too much, or they'll run away – and that means less candy for you!
Pay special attention to the kids' unique powers, too; each one is themed to their Halloween costume. May the savviest spook win!
The ghost, kid, and candy cards feature frighteningly adorable art. This is the cutest game you've ever played about a haunting! It's scary, fast-playing fun for three to six phantoms.
84 poker-sized cards, 48 small cards, and a rulesheet
Celebrate 15 years of Munchkin with special Guest Artist Editions!
Fly through the city. Smash the villains. Backstab your teammates and grab their gadgets. Reach level ten and win!
This Guest Artist Edition joins the unique visual style of comic creator Lar deSouza with Super Munchkin -- a parody of capes, utility belts, day-saving, and nemeses. DeSouza's stylized comic art perfectly suits the game's pulpy sense of fun.
Be a Mutant, an Exotic, a Mystic, or a Techno. Get bonuses from a Plot Device, the Telezapinator, some Heroic Angst, or the (jet-powered) Pogo Stick. 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 the Big Ol' Planet Eater Guy himself.
Super Munchkin Guest Artist Edition is a stand-alone game, which (of course) can be combined with other Munchkin games.
About the Artist
Lar deSouza is the co-creator of the Shuster Award-winning comics Least I Could Do and Looking For Group. He has received the Prix Aurora Award for Artistic Achievement in Canadian Science Fiction.
For more information about the Munchkin Guest Artist Editions, please read the press release.
168 cards, 12 player standies with plastic stands, gameboard, rulesheet, and a six-sided die.
Zombie Dice 3 – School Bus (Reprint)
Add the School Bus die to your Zombie Dice game for all sorts of craziness! The School Bus is full of tasty brains, but those kids are packing shotguns, too. You might find yourself chowing down on a brain buffet, chasing runners off the bus, getting run over, or getting double-shotgunned!
This is an expansion for Zombie Dice. It is not a stand-alone game.
A 12-sided school bus die, 14 brain and shotgun counters, rulesheet.
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 standalone game. It is an expansion for Munchkin.
Munchkin is for ages 10 and up. Plays in one to two hours. Three to six players.
112 cards in a tuckbox.
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 http://www.worldofmunchkin.com/">Munchkin, including:
Munchkin 5 -- De-Ranged. All the munchkin-ism of a prestige class, with none of that annoying roleplaying stuff.
112 cards in a tuckbox.
Munchkin 8 – Half Horse, Will Travel (Reprint)
These two classic fantasy races get the Munchkin treatment in Munchkin 8 -- Half Horse, Will Travel! Plus new Race and Class Enhancers: you can be Elite, Legendary, or Elder! Go for all three . . . you'll need all the help you can get when you fight That Gecko On The Telly, the horrifying Centaurpede, or the dread Knight Mare!
Cardboard Heroes Castles are great-looking 3-D structures that are easy to set up for play . . . and designed to fold down again for travel and storage!
This set continues the Cardboard Heroes tradition of great miniatures and accessories, with four towers and four walls (plus assorted castle goodies). Assemble a set as a full castle or two smaller strongpoints. Cardboard Heroes Castles are full-color, gorgeous, and designed to be portable. And with multiple sets, you can make your fortress the envy of the surrounding kingdoms!
(This digital edition is trickier than most other Cardboard Heroes PDFs, since the original set was printed on oversized cardstock, die-cut, and scored. Please read the instructions in the preview and make sure you're up to the challenge; this set is not for the faint of heart!)
To rise against adversity, you must first understand the problems you face. This issue of Pyramid, the PDF magazine for roleplayers, presents a variety of setbacks and obstacles for adventurers to overcome. David L. Pulver offers a system for GURPS Spaceships malfunctions to endure and fix. Matt Riggsby gives designer's notes for GURPS Hot Spots: The Silk Road that includes a handful of new mythic monsters perfect for that historical setting. With this issue, it's the right time for things to go wrong!
Ogre Scenario Book 3 has nine new scenarios to expand your Ogre battles. Written and designed by Steve Jackson for use with Ogre Designer's Edition, most are compatible with Ogre Sixth Edition as well.
An Ogre questions its luck in "Gauntlet" as it returns home. "Longview" features a Command Post that can fight back. And in "Sidewinder," the map is turned on its side, changing the dynamics of the terrain for both the Ogre and the defenders. These and six other scenarios are curated for your enjoyment!
In addition to Ogre Scenario Book 3, be sure to check out these other collections of Ogre scenarios:
17-page PDF of scenarios written by Steve Jackson.
For centuries, East met West along the Silk Road. With GURPS Hot Spots: The Silk Road, this time and place comes alive for your campaigns, with details about the region's people, food, religions, languages, and architecture. Travel with rare goods through bandit country, navigate micro-wars for dominance, or quest for holy lore and artifacts. Use The Silk Road and its included maps in your historical campaigns . . . or blend it with other GURPS genres, from Dungeon Fantasy to Horror and beyond!