Six double-injection bullet shaped dice in a blister pack.
Stock #5922,
ISBN 080742097247.
$9.95.
One die and a 'boomb!' That's all you need.
Stock #131347A,
ISBN 080742097759.
$6.95.
Buy Now!
Life on the ship is boring. Going down to the planet is where it's at. Add these 30 cards to your Star Munchkin game for a real landing party. But watch out for uninvited guests!
30 cards in a tuckbox.
Stock #4268,
ISBN 080742098428.
$9.95.
Buy Now!
Munchkin Pathfinder Goblin Dice
When goblins aren't busy pillaging farms and slaughtering the defenseless . . . well, that's never. But if they did have down time, they'd definitely play games with pretty dice like the ones in this pack. It also has four bonus cards for use with Munchkin Pathfinder or any Munchkin game.
Six 16mm dice and four Munchkin cards.
Stock #5571,
ISBN 080742097971.
$7.95.
Buy Now!
Twelve 16mm dice in a blister pack.
Stock #5933B,
ISBN 080742097599.
$13.95.
Munchkin Warhammer Age of Sigmar: Death and Destruction
The cannibals of the Flesh-Eater Courts use their Pestilential Breath and Septic Talons to impress each other at their grotesque banquets. The battle-crazed Ironjaws swing their Waaagh! Staffs from the back of their Maw-Krusha beasts. Mortal enemies for millennia, these two new Armies have found one patch of common ground: they really don't like you. So do what you do best in Munchkin – kill them ALL. And take their stuff.
112 cards in a tuckbox.
Stock #4485,
ISBN 080742098022.
$19.95.
Buy Now!
Eight 16mm dice with debossed meeples in place of pips.
Stock #5940A,
ISBN 080742097667.
$10.95.
Buy Now!
The Fantasy Trip: In the Labyrinth (Reprint)
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.
176 black-and-white pages. Softcover.
Stock #3450AKDP,
ISBN 978-1-55634-887-7.
$29.95.
GURPS Cabal (Reprint)
The creatures of myth are real. The vampires, the warlocks, the shape-changers and dopplegangers, the ghosts and trolls, and more. They're real . . . they're here today . . . and they're organized.
The Cabal is the conspiracy, trade union, and mutual-assistance society that lets all these creatures survive in a world of hostile humans. If a demon needs a lawyer to keep the exorcists off his back . . . or if a little old vampire lady needs a bit of daylight muscle . . . who are they gonna call? The mortal-busters . . . the Cabal.
Written by Ken Hite, this book also includes a detailed system of Hermetic magic that expands the original GURPS magic system.
The Cabal can be a Patron for monstrous PCs or an antagonist for monster-hunters. This book includes a complete alternate (true!) history of the world, adventure seeds, occult cosmology, an assortment of artifacts and supernatural creatures, and suggestions for bringing horror and conspiracy into a variety of campaigns.
130 black-and-white pages. Softcover.
Stock #01-6057,
ISBN 978-1-55634-882-2.
$22.95.
Munchkin Apocalypse (Reprint)
It's the end of the world!
In Munchkin Apocalypse, every possible natural (and unnatural) disaster has happened . . . or will happen during the game. You are a rugged survivor in a world full of people -- and things -- that want to kill you and take your stuff. So do it to them first!
This set introduces four new classes and a new, yet eerily familiar, card type: Disasters!
And what's with all these seals running around? Don't they know the world's about to end? You should really keep an eye on that seventh one in particular . . .
Boxed game with 168 cards, 12 seals, rules, and die.
Stock #1503,
UPC 837654321560.
$24.95.
Munchkin (Reprint)
Go down in the dungeon. Kill everything you meet. Backstab your friends and steal their stuff. Grab the treasure and run.
Admit it. You love it.
Munchkin is the mega-hit card game about dungeon adventure . . . with none of that stupid roleplaying stuff. You and your friends compete to kill monsters and grab magic items. And what magic items! Don the Horny Helmet and the Boots of Butt-Kicking. Wield the Staff of Napalm . . . or maybe the Chainsaw of Bloody Dismemberment. Start by slaughtering the Potted Plant and the Drooling Slime, and work your way up to the Plutonium Dragon . . .
And it's illustrated by John Kovalic!
Fast-playing and silly, Munchkin can reduce any roleplaying group to hysteria. And while they're laughing, you can steal their stuff.
Ages 10 and up. Plays in one to two hours. Three to six players.
168 cards, one six-sided die, and a rulesheet.
Stock #1408,
UPC 837654320310.
$24.95.
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.
Munchkin Deluxe (Reprint)
What makes this edition "deluxe"? It's got a big gameboard to keep your decks in place and 12 standies (six male and six female) that you move on the gameboard as you level up!
Go down in the dungeon. Kill everything you meet. Backstab your friends and steal their stuff. Grab the treasure and run.
Admit it. You love it.
Munchkin is the mega-hit card game about dungeon adventure . . . with none of that stupid roleplaying stuff. You and your friends compete to kill monsters and grab magic items. And what magic items! Don the Horny Helmet and the Boots of Butt-Kicking. Wield the Staff of Napalm . . . or maybe the Chainsaw of Bloody Dismemberment. Start by slaughtering the Potted Plant and the Drooling Slime, and work your way up to the Plutonium Dragon . . .
And it's illustrated by John Kovalic!
Fast-playing and silly, Munchkin can reduce any roleplaying group to hysteria. And, while they're laughing, you can steal their stuff.
Ages 10 and up. Plays in one to two hours. Three to six players.
A 10.5”x10.5” box with 168 full-color cards, one six-sided die, 12 pawns with plastic stands, a 20”x10” mounted gameboard, and a rulesheet.
Stock #1483,
UPC 837654320976.
$29.95.
GURPS Dungeon Fantasy Setting: Cold Shard Mountains
From the myriad subterranean tunnels to the strange structures from bygone eras dotting the land to the teeming rocky ranges that give the region its name, the Cold Shard Mountains are synonymous with adventure. GURPS Dungeon Fantasy Setting: Cold Shard Mountains presents a complete ready-to-use setting for GURPS Dungeon Fantasy.
This supplement provides everything you need to bring this land to life: a description of its history spanning six distinct eras, each of which contributed to this land's special flavor; settlements and people that define its current state; an assortment of powerful magic items and dangerous foes unique to this region; detailed maps; and campaign advice to bring it all together.
Find intrigue in underground coleopteran cities, discover the secrets of demonic plots and deadly cults, seek Kerenk's legendary hammer, investigate flying stone structures, ally with the aerial Wise Raptors, and beware the walking trees that can encircle a village in the night. Whether you want to add a new area to your existing world, explore in a sandbox "hex-crawl" setting, or become engrossed in an epic campaign, Cold Shard Mountains has all you need for endless adventures!
59-page PDF.
Stock #37-0353,
$11.00.
Buy Now!
GURPS Classic: Autoduel – Car Warriors
GURPS Autoduel: Car Warriors provides 36 pre-generated duellists, MONDOs, troopers, bikers, and dregs for your GURPS Autoduel campaign. Its selection of 100-point characters make "instant" player characters, and busy GMs will delight in the variety of non-player characters. It also includes cut-apart counters – vehicles and obstacles – on the back cover.
(This is a digital reprint of a supplement designed for GURPS prior to Third Edition.)
59-page PDF.
Stock #30-6402,
$6.00.