In Munchkin Turtle Carnage, we’ve got a shell-load of great new cards for you! Be careful not to wake the Napping Turtle while you battle the undead Riga-Tortoise with your Hot Rock. And always remember, Slow and Steady wins the race to Level 10!
30 cards and a rulesheet in a tuckbox.
Stock #4275,
ISBN 080742095335.
$10.95.
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It just might be turtles all the way down!
Bring the beauty and serenity of the ocean to your land-locked gaming table with the Turtle d6 Dice Set! These 16mm dice come in soothing shades of blue and green to add some color to your game table – no scuba gear required!
Six 16mm dice in a blister pack.
Stock #5997,
ISBN 080742095595.
$8.95.
Six 19mm dice in three different colors.
Stock #5998,
ISBN 080742095588.
$13.95.
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GURPS Dungeon Fantasy Adventure 1: Mirror of the Fire Demon
An eldritch mirror holds the key to demonic power. Courageous and mighty adventurers must face impossible odds to track it down.
You have to stop those guys from taking the treasure you plan to steal!
GURPS Dungeon Fantasy Adventure 1: Mirror of the Fire Demon presents an adventure for four or more GURPS Dungeon Fantasy heroes built on 250-300 points. As rumors of the mirror's existence spread throughout the land, the heroes must race against time to defeat monsters, overcome challenges, and outwit other adventurers who want to get the ultimate prize first. The heroes need to wander the wilderness, search the sacred grotto, and find the hidden fortress to save the day. This time, getting there may be more than half the battle!
In addition to a complete adventure (with a drool-inspiring treasure table), you also get:
Even if the heroes fight back the forces of darkness, the adventure includes plenty of ideas for follow-ups and spin-offs to keep the action going.
With GURPS Dungeon Fantasy Adventure 1: Mirror of the Fire Demon, the heroes need to face their own dark reflections . . . and keep them from getting the loot!
52 black-and-white pages. Softcover.
Stock #01-6194,
ISBN 978-1-55634-985-0.
$15.95.
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.
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Munchkin 3 – Clerical Errors
(Reprint)
Another 112 cards for the best-selling game of killing monsters and taking their stuff. Play a new Race: Gnomes! Try on the Bard Class. Face the Tequila Mockingbird, the Bad Ass, and the dreaded Auntie Paladin! Equip yourself with amazing items like the Chainmail Bikini and the Stab-A-Matic . . . and show them who's the mightiest, munchkinest dungeon delver of them all.
And this set has a special treat. We asked five of our favorite Comic Guys to do one card each. Inside you'll find:
This is not a stand-alone game. It is an expansion for Munchkin.
Munchkin is for ages 10 and up. Plays in 1-2 hours. Three to six players.
112 cards in a tuckbox.
Stock #1416,
UPC 837654320488.
$19.95.
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Munchkin Babies
(Reprint)
168 cards, one six-sided die, and a rulesheet.
Stock #1527,
ISBN 080742096028.
$29.95.
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Munchkin 9 – Jurassic Snark
(Reprint)
Munchkin 9 – Jurassic Snark takes munchkins to a long-gone era to fight dangers they've never encountered. We were so preoccupied with whether we could, we didn't stop to think if we should . . . but that's never stopped us before!
Shuffle this 112-card expansion into your Munchkin game to wear primeval armor, ride dinosaur Steeds, and fight munchkinivorous monsters. Munchkin 9 – Jurassic Snark is compatible with Munchkin Legends, Moop's Monster Mashup, Munchkin Oz, Munchkin Pathfinder, and any version of Munchkin.
112 cards in a tuckbox.
Stock #1570,
ISBN 080742099821.
$19.95.
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Munchkin Curses
(Reprint)
Admit it. You love that moment when your enemy kicks down the door, and the card they draw is – a Curse! Almost as much as you love playing Curses on your enemies yourself. Whether it means losing items, skipping turns, or stumbling across a duck imbued with pure doom, a Curse always brings in an element of gleeful mayhem.
That’s why this mini-expansion contains 12 new Curses, two new monsters, and one Curse Reverse to shuffle into your Munchkin game!
This is an expansion for Munchkin. It is not a stand-alone game. This is NOT a collectible or randomized set. Every Munchkin Curses pack is the same as every other.
15 cards and a rulesheet in a tuckbox.
Stock #4255,
ISBN 080742095953.
$6.95.
Munchkin Side Quests
(Reprint)
When you need a short detour from the business of killing monsters and betraying your friends, try Munchkin Side Quests! This 30-card expansion can be added to any of your Munchkin games, and it's illustrated by Ian McGinty, who has previously drawn for the Munchkin Collectible Card Game and Munchkin Magical Mess. Get secret in-game goals that you can complete to cash in for a reward AND, just maybe, surprise everyone with a new way to win the game!
30 cards and a rulesheet.
Stock #4264,
ISBN 080742099791.
$10.95.
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GURPS Dungeon Fantasy 23: Twists
Hack 'n' slash fantasy is "kitchen sink" fantasy. It blends wizards, dragons, and piles of gold with elements pulled from every fictional genre and even real-world history, keeping the parts about fighting and looting while discarding the rest. GURPS Dungeon Fantasy is no exception, reducing all of GURPS to swords, spells, and skullduggery.
When the players crave more than slaughter and treasure, it's time for GURPS Dungeon Fantasy 23: Twists. This supplement explores giving delvers lands and titles, presenting evil as going beyond dangerous to horrific, and challenging heroes with higher-tech risks and rewards. Yet it aims not to complicate the game in the process, suggesting streamlined treatments that deliver the essentials without all the rules.
Knights need castles, evil should be scary, and sufficiently advanced technology is indistinguishable from magic.
11-page PDF.
Stock #37-0369,
$4.00.
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GURPS Action Adventure 1: Templar's Gold
GURPS Action is typically set in the present or relatively recent past, but there was plenty of action during the two world wars – and between them. And France was right in the middle of it all. Welcome to Paris, 1919.
GURPS Action Adventure 1: Templar's Gold is a wild race across the devastated and dangerous Red Zone in search of Templar treasure. This pulp adventure boasts codes, conspiracies, fisticuffs, biplane chases, war-surplus weaponry, and explosions. And gold – so much gold.
Be sure to brush up on your Templar lore before you get too greedy . . .
11-page PDF.
Stock #37-0375,
$4.00.
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