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Shipped February 22, 2021

Puppy d6 Dice Set

Featuring the art of Katie Cook, this set of twelve 16mm six-sided dice adds cute puppies to your favorite game! Take the dogs for a walk . . . or roll, at your next game night, with dice featuring bone and puppy engravings on each side. When you open your dice bag, people will know it was YOU who let the dogs out! Colors may vary.

Set of twelve 16mm six-sided dice. Stock #5910, ISBN 080742096462. $13.95.

Hack & Slash

In this quick game, your guild of adventurers is ready for anything: battles, rescues, and the "liberation" of whatever pays the most. Choose a quest and roll the dice! You may win fame, and even recruit a new comrade for your party. Or you may fail, and slink back to the Tavern.

Don't fail!

Contains 21 Quest cards, one First Player card, 50 meeples, and three six-sided dice. Stock #5965, ISBN 080742096271. $24.95.

Shipped February 2, 2021
Shipped February 1, 2021

R E P R I N T S 

Shipped February 2, 2021

Munchkin Cthulhu (Reprint)

Munchkins have hacked their way through dungeons, kung fu temples, starships, haunted houses, and super-foes. Now they face their greatest challenge -- Cthulhu! Will they survive? Will they retain their sanity? Will they . . . level up?

Munchkin Cthulhu is a stand-alone game that lampoons Lovecraft's Mythos and the horror gaming that surrounds it. Brought to you by Steve Jackson and John Kovalic, this set features four Classes -- including the Cultist -- and a lot of classic monsters from outside reality. And they all have Stuff you can take from their twitching bodies.

You can play Munchkin Cthulhu by itself, or combine it with any number of other Munchkin games for mind-bending silliness.

168 cards, a unique six-sided die, and a rulesheet. Stock #1447, UPC 837654320495. $24.95.

Shipped February 1, 2021

Zombie Dice (Reprint)

Eat brains. Don't get shotgunned.

You are a zombie. You want braaains. More brains than any of your zombie buddies.

Zombie Dice is fun for any zombie fan (or the whole zombie family). The 13 custom dice are your victims. Push your luck to eat their brains, but stop before the shotgun blasts end your turn!

It's a great quick game. Play it at lunch (braaiiiiiins!) or while you're in line for a zombie movie . . . !

Two or more can play. Each game takes 10 to 20 minutes, and can be taught in a single round.

13 custom dice, dice cup, and a rulesheet. Stock #131313, UPC 837654320419. $15.95.


W 2 3 

Shipped February 25, 2021

GURPS Classic: Space

The Future Is Yours!

At last . . . the star-spanning sourcebook for the Generic Universal RolePlaying System. In the 128 pages of GURPS Space, you'll find:

  • Detailed, scientifically correct rules for creating star systems and planets . . . either randomly or to fit a specific campaign.
  • Descriptions of 21 character types . . . and new advantages, disadvantages, and skills for a far-future campaign.
  • Three variant human races – heavy-worlders, light-worlders, and Spacers – and guidelines for creating new and different sorts of genetically enhanced humans.
  • Four alien races. Meet the savage near-human Gormelites; the graceful, aggressive Sparrials; the sex-changing Pachekki; and the powerful half-plant Treefolk.
  • Science-fiction gadgets, weapons, and medical technology.
  • Starship construction rules from TL8 (just around the corner) to TL15+ (science fantasy).
  • Quick but detailed abstract ship combat rules – no ship counters, just roleplaying . . . for a quick determination of fleet damage, individual ship damage, and injury to characters.

GURPS Space does not tie your game to a single background. Rather, it is designed for the creative GM who wants to develop their own universe! This book presents a wide variety of choices and background information, to let you recreate your favorite science fiction background – or build your own, from the homeworld out.

  • Choose the scale of your campaign – one star system, or a million.
  • Choose the type of campaign you want to run – space pirates or Star Patrol, hard-working merchants or hard-bitten mercenaries, clever smugglers or starry-eyed explorers, humans or aliens.
  • Choose the political background – from scattered independent worlds, through a loose Alliance or Federation, to a star-spanning Empire. Or perhaps you'd prefer a Corporate State, run by big business. It's all here.
  • Choose the technological background – from a wide variety of stardrives, power plants, and weaponry – to give the campaign the scope and flavor you choose.

Years in the making, GURPS Space is essentially a survey of the whole space-adventure genre as it relates to roleplaying. If you're ready to create your own future . . . it's yours.

This book is designed for use with the GURPS Basic Set, but can be used as a sourcebook for any roleplaying campaign in outer space.

(This is a digital reprint of a supplement designed for GURPS prior to Third Edition.)

131-page PDF. Stock #30-6005-1, $9.00.
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Shipped February 25, 2021

GURPS Magical Styles: Horror Magic

Magic Man Was Not Meant To Know

Despite its "set piece" sorcery and limited flexibility, the main magic system in the GURPS Basic Set and GURPS Magic offers a major advantage: Effects are spelled out clearly ahead of time, meaning no spell-creation mini-game and relatively few arguments at the gaming table. This degree of predictability is great for games with fireballs and dragons, like hack 'n' slash fantasy, but not suited to every genre that features the supernatural.

GURPS Magical Styles: Horror Magic uses the tools of GURPS Thaumatology: Magical Styles to adapt this system to genres where magic is supposed to be a secret – likely a creepy one, if not evil. Cult Secrets is a style for secretive wizards who don robes to carry out ceremonies under cover of darkness, usually in the name of a demon or dark god. The Dark Path, on the other hand, is followed by loners who delve into forbidden books to show their detractors the price of laughing at their ambitions. And Forgotten Wisdom suits traditionalists whose problem is largely one of image . . . but who aren't above cursing enemies.

Ultimately, it isn't about the spells you cast but who you damn to Hell when you cast them – which could be you, if you aren't very, very careful!

14-page PDF. Stock #37-1659, $6.00.
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New!  * Coming April  * Coming May  * Coming June  * Coming July  * Coming August  * Further Out  * Previously Shipped...  * All upcoming releases – text only, no cover art

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