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Shipping May 31, 2021

Munchkin Apocalypse: Kaiju

It's been four long years since our last Munchkin Apocalypse expansion. And the world hasn't ended. Yet.

Yatta! Kaijū gēmu e yōkoso! (Hooray! Welcome to our kaiju game!)

Enjoy nuclear-powered battles, city-stomping showdowns, and off-planet altercations with Munchkin Apocalypse: Kaiju! (Gesundheit.) Get barbecued by Hamera, take a sledgehammer to Rocky Road Dan, and win the day with the help of a Rousing Theme Song and a Small Child in Shorts.

30 cards and a rulesheet in a tuckbox. Stock #4270, ISBN 080742096240 . $9.95.

Dice Bag: Munchkin Unicorns

This fancy satin-lined Dice Bag: Munchkin Unicorns<$> is the latest in our line of roomy and functional dice bags. It'll hold LOTS of dice like more than 100! Bright fuchsia with sweet Katie Cook unicorns and candy and cupcakes, it's just what you need to bring a little magic to your next game night!

One 7" x 7" satin-lined dice bag. Stock #5218, ISBN 080742096479. $11.95.

Shipped May 6, 2021
Shipped May 3, 2021

Dice Bag: Munchkin Kittens

Katie Cook's Munchkin Kittens make a special curtain call for this very munchkin-y dice bag! This fancy satin-lined Dice Bag: Munchkin Kittens will hold all the dice you need to carry right meow!

7" square, satin-lined, drawstring bag. Stock #5217, ISBN 080742096585. $11.95.

Shipped May 1, 2021

R E P R I N T S 

Shipped May 6, 2021

GURPS Magic Items 1 (Reprint)

In the Chest You Find . . .

Enchanted swords . . . marvelous rings . . . animated armor . . . wands and staffs of devastating power. Here is a catalog of hundreds of original and imaginative enchanted items for use in any campaign, from exotic trinkets to mighty artifacts. Categories include swords and weapons, armor, wizardly tools, thief's supplies, clothing, jewelry, healing tools, necromantic items and curses, tricks, and traps.

GURPS Magic Items 1 also describes the eldritch shops that sell these wonders, and more:

  • Discovering Magical Items – advice to GMs on getting magical treasure into the players' hands . . . and out of them!
  • The Magic Trade – a complete and realistic guide to the economics of enchantment in a medieval fantasy world, including profiles of the typical enchanter, enchanter's patron, and magical merchant.
  • The Compleat Powerstone – everything you ever wanted to know about the enchantment and economics of powerstones, including tables for quick generation of the powerful gems.
  • A reference table of costs, duration, and powers, covering all of the hundreds of magical items previously published in GURPS Magic.

130 black-and-white pages. Softcover. Stock #01-6108, ISBN 978-1-55634-950-8. $22.95.

Shipped May 1, 2021

Illuminati (Reprint)

They are all around us. Secret conspiracies are everywhere. In Illuminati, you increase your wealth and power to take over the world until only YOU reign supreme.

Now, this classic game of conspiracy and world conquest has been updated to include current events and up-to-date references! Illuminati is for two to six players and contains 110 cards with new card back designs. It features new art created by Lar deSouza, known for his 2008 Shuster Award-winning online comic Least I Could Do.

As a winner of the Origins Award for Best Science Fiction Boardgame, Illuminati is one of the all-time greats. Now that it has been modernized for the 21st century, you'll wonder whether it's really only a game as you scheme your way to world domination!

Includes rules, 110 cards, 8 giant-sized reference cards, 2 sheets of money counters, and 2 dice. Stock #1387, ISBN 080742099807. $34.95.

Shipped May 1, 2021

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 Slug Thrower and, of course, the terrifying 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. $19.95.

Shipped May 1, 2021

Munchkin Unicorns (Reprint)

Unicorns are beloved, beautiful beasts who will stab you the moment you turn your back. Time to return the favor.

This set contains 15 unicorn-themed cards originally found in Munchkin Unicorns and Friends now available on their own for people who like unicorns (but not friends).

15 cards in a tuckbox. Stock #4202, ISBN 080742097162. $7.95.

Shipped May 1, 2021

Kitten d6 Dice Set (Reprint)

This second printing delivers four new colors of kitties to roll along with the originals!

Featuring the adorable artwork of Katie Cook, this set of twelve 16mm six-sided dice brings mischievous kittens to your favorite game!

These dice will appeal to gamer people and kitty people and everyone in between! Everyone needs more dice. Just be careful when you take these cute kitty and paw print dice to your next gaming session; the other cat fanatics at the table may try to knock the dice to the floor and keep them for their own dice collection.

Twelve 16mm dice (four new colors) in a blister pack. Stock #5933B, ISBN 080742097599. $13.95.

Shipped May 1, 2021

How to Be a GURPS GM (Reprint)

The Student's Guide to Ultimate Power

GURPS! A game with infinite possibilities. Even those familiar with this award-winning system may not feel they've mastered the fundamentals . . . and those just starting with this game may feel lost amid the possibilities. You want help. You could use a guide. You need How to Be a GURPS GM.

For the player, this supplement offers insight into how to create the perfect character to fit your vision, plus three examples of character creation and two new fantasy templates. The chapter dedicated to customizing combat and using various options can be particularly helpful for new and veteran players in making aggressive altercations even more exciting.

For the Game Master, the supplement discusses everything needed to run a campaign: how to prepare the game setting, assist the players with the creation of their heroes, create challenging and engaging encounters, and design and run the first adventure. The included overview of the Fourth Edition line, plus recommended resource lists for eight popular genres, can help the GM decide which supplements will be most helpful to craft a new campaign.

This supplement also provides canonical insight from Sean "Dr. Kromm" Punch, who draws on decades of experience answering questions and providing clarifications as the GURPS Line Editor. Throughout, it follows a group of example players new to GURPS, from when their GM first opens the Basic Set through the starting session of their inaugural adventure. How to Be a GURPS GM is an invaluable aid for getting started with GURPS, bridging the previously perilous step between reading the Basic Set and participating in your first game.

Half of power is knowing how to use it. With How to Be a GURPS GM, you'll be on your way to unleashing the full potential of GURPS like never before!

74 black-and-white pages. Softcover. Stock #01-6099, ISBN 978-1-55634-808-2. $19.95.


New!  * Coming June  * Coming July  * Coming August  * Coming September  * Further Out  * Previously Shipped...  * All upcoming releases – text only, no cover art

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