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New!  * Coming April  * Coming May  * Coming June  * Coming July  * Coming August  * Further Out  * Previously Shipped...

N E W   R E L E A S E S 

Shipped February 28, 2019

R E P R I N T S 

Shipped February 28, 2019

GURPS Japan (Reprint)

Beauty, Terror, and Adventure

Experience the rigid etiquette of the Emperor's court, the delicate beauty of the tea ceremony and the savage pleasure of viewing the severed heads of your enemies. In this book, you'll find:

  • Character templates for samurai, ninja, warrior priests, geisha, elemental sorcerers, and more. Each template also features a sample character ready for adventure!
  • Racial packages for fox spirits, artifact spirits, long-necks, and the vampiric gaki.
  • Rules for Japanese magic, with new spells, new elemental colleges, and notes on Asian alchemy.
  • New martial arts styles, from weapon arts like Miyamoto Musashi's Nito Ryu (School of Two Swords) to bajutsu (horsemanship) and suieijutsu (fighting in water), to the truly esoteric kiaijutsu (spirit harmony techniques).
  • Detailed background information on two historic eras, the Warring States Period (1467-1600) and the Late Tokugawa Era (1680-1868); the important people, places and events are all here!

Stand on either side as the explorers from the West meet the ancient Empire of the Rising Sun. Magic and swordplay, power and poetry, beauty and terror – all await you in GURPS Japan Second Edition!

130 black-and-white pages. Softcover. Stock #01-6044, ISBN 978-1-55634-857-0. $22.95.

Shipped February 28, 2019

GURPS Middle Ages 1 (Reprint)

Welcome to the age of chivalry, fealty, and piety. GURPS Middle Ages 1 takes you to the rich, dark world of medieval England, where knights fight for King and God, nobles trade favors and treachery, and peasants work the land.

Three major periods are covered: the Saxon Kingdoms, Norman England, and the High Middle Ages. Medieval combat is described at length, from simple jousts to the deadly Crusades, with details on melee weapons, siege weapons, armor, and castle defenses. Also included are magic, religion, and beasts both real and mythical . . . plus maps of castles, an abbey, and medieval England and France.

130 black-and-white pages. Softcover. Stock #01-6045, ISBN 978-1-55634-858-7. $22.95.

Shipped February 28, 2019

GURPS Russia (Reprint)

GURPS Russia presents the Russian world from its beginnings in the 10th century to its new beginnings in the early 18th. In this book, the GM will find complete details on the history, folklore, and daily life not of the Soviet Union or of the Imperial Age, but of medieval Russia – a culture that seems all but forgotten in the twentieth century, overborne and overshadowed by the U.S.S.R. To most Westerners, the word "Russia" is synonymous with communism, nuclear war, competing space programs, and WWI-level farm equipment serving in the fields of The People.

This book puts characters into the Russia of the Middle Ages, from the 10th century to the 18th. It also opens up the world of Russian folklore and fairytales, where all sorts of interesting – and sometimes frightening – creatures dwell.

130 black-and-white pages. Softcover. Stock #01-6046, ISBN 978-1-55634-859-4. $22.95.


W 2 3 

Shipped February 28, 2019

GURPS Steampunk 3: Soldiers and Scientists

When it comes to steampunk, it's important to be of good character. Fortunately, that's easier than ever, thanks to GURPS Steampunk 3: Soldiers and Scientists. This supplement builds off of the campaign-world information of GURPS Steampunk 1: Settings and Style to present the information you need to make amazing Victorian-era adventurers for GURPS Fourth Edition.

This supplement looks at various traits vital to making the 19th century come alive, including new quirks, disadvantage options, and social challenges, plus self-defense styles perfect for combat in a corset. It also features over 30 GURPS templates, ranging from "racial" templates such as biological creations and steam-powered automata; to character templates covering every power level from down-to-earth rogues and reporters to renowned detectives, explorers, and magicians . . . plus, of course, soldiers and scientists!

78-page PDF. Stock #37-0349, $11.00.
Buy Now!


M A R C H   2 0 1 9 

Shipped March 1, 2019

Cthulhu d6 Dice Set

Stunning dice to use with any game that calls for a d6! These beautiful 19mm dice feature a pearlized finish, white pips, and the Cthulhu icon in place of the one pip. This set contains two purple, two green, and two black dice. They can be used to add eldritch horror to all your games!

Six pearlized six-sided dice. Stock #5927, ISBN 080742099289. $11.95.


A P R I L   2 0 1 9 

Shipping April 1, 2019

The Fantasy Trip Legacy Edition

Old-school roleplaying at its dungeon-crawling finest. The Fantasy Trip is easy to learn and fast to play – but it's been out of print for almost 40 years. Now it's back!

This set includes:

  • Two complete mini-games: Melee for fighter combat, Wizard for sorcerous contests. Combine them for all-out battle! Each mini-game contains its own rules, maps, counters, and three dice.
  • Two solo adventures, Death Test and Death Test 2, with more game counters.
  • The 176-page roleplaying rulebook, In The Labyrinth.
  • A 24-page combat adventure, Tollenkar's Lair, with full-color dungeon map.
  • Poster-sized color maps of the Duchy of Dran and the village of Bendwyn.
  • Over 30 two-sided erasable hex and megahex tiles for playing out your encounters.
  • 4-panel reference screen with lists, tables, and Useful Stuff.
  • And more! Pre-generated fighter cards. Two extra dice. Pads of blank character sheets. A whole extra, different labyrinth map. And a 14-hex dragon!

The complete edition of Steve Jackson's first roleplaying game. Stock #3450, ISBN 080742099630. $119.95.

The Fantasy Trip: Melee & Wizard Pocket Box

Two Great Games. One Classic Package. Originally released in 1977 and 1978, the two first releases in The Fantasy Trip series, Melee and Wizard, were out of Steve Jackson's reach during the eighties when the classic Pocket Box was first produced. Finally, we're able to present these two great games in an 80s-styled package, making this the "What If?" edition you're sure had to have existed in the early days of gaming.

Melee – Create characters in just a few minutes – then send them into the arena. Winners become stronger and faster for the next battle. Losers die. Each counter in this fast-moving game is a single warrior. Players choose weapons and tactics for their fighters and send them into combat against men, beasts, or monsters – to victory, or death.

Wizard – The magic companion to Melee – sorcerous combat, in the arena or in the dungeon. Create your wizard, choose his spells, and go into combat. Zap your foe with fireballs or lightning. Summon giants, dragons, and wolves to destroy them all. Or be subtle and entangle them with Magic Rope and Sticky Floor spells. Successful wizards gain skill and power. Losers die.

Includes rules, classic-sized counters and maps, and three 12mm d6. Stock #3460, ISBN 080742099395. $24.95.


M A Y   2 0 1 9 

Shipping May 1, 2019

The Fantasy Trip: Melee

"Clean, fast, and deadly." -- David Ritchie, Ares Magazine #1, March 1980 A classic game of fantasy combat. Create characters in just a few minutes – then send them into the arena. Winners become stronger and faster for the next battle. Losers die. Each counter in this fast-moving game is a single warrior. Players choose weapons and tactics for their fighters, and send them into combat against men, beasts, or monsters – to victory, or death. Includes rulebook, 12" X 22.5" game map, 86 counters, and 3 dice. This is the basic combat system for The Fantasy Trip.

Includes rulebook, 12" x 22.5" game map, 86 counters, and 3 dice. Stock #3452, ISBN 080742099586. $14.95.

The Fantasy Trip: Wizard

The magic companion to Melee . . . sorcerous combat, in the arena or in the dungeon. Create your wizard, choose his spells, and go into combat. Zap your foes with fireballs or lightning. Summon giants, dragons, and wolves to destroy them all. Or be subtle and entangle them with magic rope and Sticky Floor spells. Successful wizards gain skill and power. Losers die. Includes rulebook, 19" X 23" game map, 62 counters, and 3 dice. This is the basic magic system for The Fantasy Trip.

Includes rulebook, 19" x 23" game map, 62 counters, and 3 dice. Stock #3453, ISBN 080742099579. $14.95.

The Fantasy Trip: Death Test and Death Test 2

The mighty Thorsz is hiring guards. But the test is a killer. You have to make it through his labyrinth full of traps, monsters, and other would-be guards!

These adventures can be played by a single player or a group of up to four. You can even play with a GM, but you don’t need one . . . these are “programmed adventures” that take you through the labyrinth. Your choices – and whether you conquer or flee – determine what paragraph you go to next. Until you succeed, gaining rewards and honor . . . or lose.

Losers die.

Death Test is 24 pages of murderous goodness. Death Test 2, the sequel, is twice as long and at least twice as deadly. These games use the Melee map and the Melee and Wizard rules.

Rulebooks and 66 counters. You'll need Melee and Wizard to play. Stock #3454, ISBN 080742099494. $19.95.


J U N E   2 0 1 9 

Shipping June 10, 2019
Shipping June 1, 2019

The Good, the Bad, and the Munchkin Complete Edition

Oh, give me a home where the Jackalopes roam
And the Dudes and the Buckaroos play,
I'll slay and I'll loot, give the monsters the boot,
And the dice are not loaded, no way.

The Good, the Bad, and the Munchkin Complete Edition takes on the Wild West! Forget dragons and goblins -- Jackalopes and Davy Croc have just as much treasure. Those plains may seem wide open, but there's lots of monsters to kill, and lots of stuff to take.

Become a Cowboy with a Twenty-Gallon Hat, or an Indian on a Catamount. Fight Wild Bill Hiccup, the Killer Jalapeño, and a Barber Shop Quartet. Take The Annual Bath for an extra level. Or just pal around with your sidekick the Greenhorn, until you sacrifice him to distract a monster.

The Good, the Bad, and the Munchkin Complete Edition is a stand-alone Munchkin game, including all the cards from Beating a Dead Horse and all the promo cards and bookmarks we've ever made for The Good, the Bad, and the Munchkin! Steve Jackson and John Kovalic have teamed up again to put puns to paper like no one else can. Head 'em up and move 'em out, and get ready to wander the Grim Roper into somebody else's combat, and make him Rootin' Tootin' for +10 . . .

227 cards, two bookmarks, and a custom six-sided die in a box. Stock #1454, ISBN 080742099227. $24.95.

The Fantasy Trip: In the Labyrinth

Monsters and Treasure! Old-school dungeon-crawling is at its best in The Fantasy Trip. This book covers roleplaying, character creation and experience, and advanced magic and combat rules for players who already have Melee and Wizard. First released in 1980 and unavailable for decades, In the Labyrinth is back in a new, expanded, and improved edition for daring dungeon-delvers.

Hardcover; 176 pages. Stock #3455, ISBN 978-1-55634-845-7. $34.95.

Munchkin Warhammer 40,000: Faith and Firepower

Expand your battles with Munchkin Warhammer 40,000: Faith and Firepower! This 112-card set includes two new Armies for your Munchkin Warhammer 40,000 game. The Sisters of Battle are some of the most elite Imperial soldiers around, and the T'au make terrifying enemies . . . or stalwart allies in the war against Chaos. Plus lots of new loot and horrible monsters to fight!

Munchkin is © 2001, 2002, 2006-2008, 2010-2012, and 2014-2018 by Steve Jackson Games Incorporated. All rights reserved. Munchkin, the Munchkin characters, the pyramid logo, and related rights in and to the mechanics of Munchkin Warhammer 40,000: Faith and Firepower are proprietary to Steve Jackson Games Incorporated, and are either ©, ™ or ®. All rights reserved to their respective owners. Warhammer 40,000 © Copyright Games Workshop Limited 2018. Warhammer 40,000, the Warhammer 40,000 logo, GW, Games Workshop, Space Marine, 40K, Warhammer, 40,000, the 'Aquila' Double-headed Eagle logo, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likeness thereof, are either ® or ™, and/or © Games Workshop Limited, variably registered around the world, and used under licence.

112 cards and rulesheet in a tuckbox. Stock #4482, ISBN 080742099357. $19.95.


R E P R I N T S 

Shipping June 10, 2019

Munchkin Pathfinder Deluxe (Reprint)

The award-winning game of killing monsters and taking their stuff meets the award-winning universe of the Pathfinder Roleplaying Game in Munchkin Pathfinder Deluxe!

Try out new classes like Alchemist and Witch. Join a faction to become an Eagle Knight or a Red Mantis Assassin. Arm yourself with the T-Bone Stake and the Armor of Insults. You’ll need them to defeat the Ghoul Friday, the Whispering Tyrant, and especially Lamashtu, the Mother of Monsters. But first you’ll have to fight your way through all those goblins . . . and kill them and take their stuff.

Boxed game with 180 cards, rules, gameboard, character standies, and die. Stock #1498, UPC 837654322185. $29.95.

Shipping June 1, 2019

Cthulhu Dice (Reprint)

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 insane fun for 2 to 6 players.

One large custom die, 18 glass marbles, and rules. Stock #131342, ISBN 080742099241. $6.95.


New!  * Coming April  * Coming May  * Coming June  * Coming July  * Coming August  * Further Out  * Previously Shipped...

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