Munchkin is back in a whole new addition! Munchkins & Mazes is the most elf-referential Munchkin game yet, with cards inspired by the most popular roleplaying game ever, the latest live streaming crazes, the gaming hobby in general, and even by Munchkin itself! We've updated some of our favorite cards and created a whole lot of new ones in this set that's sure to please anyone who's ever rolled a 20-sided die.
168 cards, rules, and a custom six-sided die.
112 cards in a tuckbox and a rulesheet.
Finding your bearings has never been easier, thanks to this compass rose! In addition to the standard cardinal directions you'd expect, this rose is designed with hex maps in mind, letting you conjure a random direction with the roll of a die.
The acrylic compass rose is scaled to 1.5" hexes, making it the exact size of a megahex for The Fantasy Trip. It's unpainted but masked, so the laser-etched lettering just awaits a spray paint of your choice.
An acrylic (or pdf version) compass rose and scatter diagram for any hex map.
A 36-page Zine, 5th in a series.
A 500 piece puzzle.
Either the dungeon has flooded or you took a very wrong turn somewhere, because you don't remember The Flaming Hellscape being this damp. No time to look back, however . . . there are all sorts of fun new monsters to fight and odd new weapons to do it with. Are you the king of the sea, or will you take a dive? There's only one way to find out . . . check out Munchkin Something Fishy today!
56 cards and a rulesheet.
Your newest furry Munchkin friends are back for the holidays! With festive art by Katie Cook, these cards are the purrfect addition to your Munchkin Tails game (or any other Munchkin game that needs a dose of Christmas magic)!
Fifteen cards to bring out your animal side this holiday!
GURPS Deadlands: Hexes (Reprint)
In the Weird West, a deck of cards can be a lethal weapon. For hucksters, poker isn't just a game – it's a path to supernatural power. The huckster tries to master a manitou, an evil spirit from Indian mythology – but the consequences of failure can be deadly. For everyone.
GURPS Deadlands: Hexes is a collection of spells for your GURPS Deadlands game. Some of these have previously appeared in Pinnacle/Great White Games' Deadlands books, but some are brand new, with stats for both the original Deadlands and GURPS Deadlands. There are also new huckster templates and a full discussion of just what it means to be a hexslinger.
66 black-and-white pages. Softcover.
Sean Bailey was a mean ol' cuss . . . and that was before a ghost rock mine caved in on him. Now he's out to get even with the people who killed him off. It's up to bounty hunter Caleb Harling and his friends to stop him before he turns Bailey's End into a ghost town.
Wanted: Undead or Alive! is the second in our series of fiction set in the world of GURPS Deadlands. There's also GURPS game information, so GMs can run their own adventures in and around Bailey's End.
34 black-and-white pages. Softcover.
GURPS Deadlands: Weird West (Reprint)
The year is 1877. The place is the American West . . . but haunted by the forces of darkness. Undead gunslingers . . . hostile Indian spirits . . . strange cults . . . and, worst of all, the sinister Reckoners. The Civil War drags on, while federal agents and Texas Rangers struggle to deal with eldritch menaces while hiding the awful truth from the public Back East.
Deadlands, from Pinnacle/Great White Games, is possibly the most original roleplaying setting of the decade. It combines the romance and action of the Old West with the horror of invading Things Man Was Not Meant To Know. Now this great background will be explored in a series of GURPS worldbooks.
Adventure as a shootist, a card-slinging huckster, or a prospector searching the ruins of California for that supernatural stuff, "ghost rock." Saddle up, hombre. The Weird West awaits!
130 black-and-white pages. Softcover.
Jim Wright hightails it out of Denver, one step ahead of his would-be killers, on a journey that takes him from a fancy riverboat on the Mississippi to the dingy warehouses and opulent mansions of New Orleans. Now Wright has to figure out who wants to kill him, and why, and what a New Orleans gambler has to do with his murdered partner back in the Disputed Lands . . .
Aces and Eights continues Pinnacle/Great White Games' tradition of merging great action-packed stories with ready-to-play adventure scenarios. Our first Dime Novel is a great way to bring your GURPS heroes into the Weird West of Deadlands!
GURPS Deadlands Dime Novel 1 – Aces and Eights includes:
50 black-and-white pages. Softcover.
GURPS Shapeshifters (Reprint)
Moon-linked curses. Shape-stealing aliens. Strange gifts and genetic quirks passed down through your bloodline. Ancestral curses. Cute little critters that gladly turn into the latest technotoy and back again. Chameleonic spies. Body-morphing symbionts. Doppelgängers.
They're all shapeshifters . . .
In GURPS Shapeshifters, GMs and players will find all they need to build creatures that change their bodies as easily as most people change their clothes. Character-creation rules, campaign guidelines, and sample shifters of every shape and size – they're all here. Drop a Cinematic Werewolf into your game, or craft a mysterious alien species that is far more than it seems.
Also included are suggestions on incorporating shapeshifting creatures into a new or existing campaign and examples of fully fleshed-out shifters – races and individuals, cursed and gifted.
Your campaign will never look the same again!
130 black-and-white pages. Softcover.
In Death Test, you met the Thorsz, the ruthless warlord of a busy merchant city. This book is a guide to that city: Ardonirane.
Learn its history. How did the Thorsz reach power? What are his goals, and why does he rule with an iron hand? Why has he not married? And what may happen next month and next year?
In this book, you'll find:
Can the Thorsz found a new dynasty and rule Ardonirane in prosperity, or will his foes bring him down in fire and blood?
This issue of Hexagram includes articles by Steve Jackson, Stefan Jones, Howard Kistler, Guy McLimore, Peter von Kleinsmid, and others! Visit Skarg's Tavern, but hang on to your purse. Face gargoyles, giant ants, the terrible Kraken, and new and unknown terrors. Venture into the Gallery of Gates, or, if you are very brave, into a refreshed Death Test. 36 pages of Fantasy Trip fun!
26-card expansion for Illuminati 2nd Edition and a rulesheet.
ISBN 080742096226 .
Hexagram #1 issued a challenge: Come up with an adventure for The Fantasy Trip that fits on a postcard. Dozens of intrepid architects answered the call! This collection compiles all 40 submissions we received, including the four winning entries. Each scenario features a map and the details necessary to bring it to life. Brave "The Grim Grove," discover the "Treasure of the Stone King," and visit "The Bestial Faire." It's a special delivery of adventure! These adventures can prove inspiring for players of The Fantasy Trip: Melee, a complete game that's the perfect introduction to the world of The Fantasy Trip – and it's available as a FREE download!
40 TFT adventures written by the public - on their original postcards!
The INWO Book is your handbook for Illuminati: New World Order, the trading-card version of Illuminati – the classic, award-winning game of guile, intrigue, and world domination. Here you'll find everything you need to explore the devious strategies and evil schemes that will add a new level of excitement to your INWO games.
(This is a digital reprint of the original printing.)
Dungeon delvers spend much of their careers exploring creepy crypts, forbidden fortresses, tenebrous temples, and so on. Traditionally, such places consist of room after room, behind the doors of which wait monsters, traps, and loot. But not all areas are created equal, and the most memorable prove to be far more than they seem at first glance.
GURPS Dungeon Fantasy Encounters 2: The Room aims to be one of those areas that looks like any other but quickly becomes . . . well, interesting. Explaining further would give away too much! It suffices to say that The Room could show up anywhere and give the cunning GM a way to while away many an hour of gaming.
Just step through The Door!