This month from Steve Jackson Games
Munchkin Quest 2 – Looking for Trouble
Trouble Is Good!
Trouble means gold. Trouble means leveling up. And with Munchkin Quest 2 — Looking for Trouble, you can find trouble with up to six players. More help against the monsters! More friends to backstab! More competition for the loot! Whoops, forget we said that last bit.
And now the dungeon has Traps. Axes and arrows, flames and falling rocks . . . Maybe you can dodge. Maybe you can push your buddy in front of you.
Explore 18 new rooms . . . the Tomb Room! The Doom Room! The Chamber of Horrors! If you survive, spend your gold at Ye Swankie Donjon Shoppe . . . or Ye Cheape Donjon Shoppe, if you’re not picky. Shake off those pesky monsters in the Sun Room, and get healed at the Temple of Generic Niceness.
And new monsters! Flee the stomping power of Bigfoot! Fear the tiny terror that is the Fright Sprite! Fight the sticky menace of the Gummi Golem! Plus more weapons, scrolls, and potions to equip your character, new curses to inflict on your fellow munchkins, and a new kind of passageway that lets you grab gold between rooms.
Munchkin Quest 2 — Looking for Trouble was designed by Steve Jackson and illustrated by John Kovalic, the troublemakers that brought you Munchkin and Munchkin Quest.
5.75″ x 11.75″ x 3.5″ box, with nine 3.5″ square heavy cardstock room tiles, over two dozen link connectors, 100 full-color cards, six monster standies, dice, rulesheet, and enough tokens, level counters, and sculpted plastic pawns for two additional players. Stock #1471, ISBN 978-1-55634-780-1. $34.95.
Official Munchkin Plastic Bag!
Extra bonus — free Munchkins!
These six Munchkin pawns are identical to those found in Munchkin Quest . . . the four colors found in the initial set, plus the Purple and Orange that you’ll see in the first expansion. The obvious thing to do would be to keep this set around for the day one is lost.
But if you’re truly evil, and your friends let you get away with it, you’ll show the world just what a munchkin you really are by using these pawns in other games.
In Munchkin
Any time you are entitled to go up a level — or when you do something that WOULD earn you a level if you weren’t already Level 9 — you may, instead, place a munchkin pawn in front of you. In any combat, you may discard it for a 1d6 bonus. You may only have one in front of you at a time. Unless, of course, you “lose” these rules and tell the other players that you’re allowed to have more. Six is a good number.
In Other Games
Because you’re a munchkin, you may claim a munchkin advantage for using these pawns in ANY game. For instance:
- In any roll-and-move game, if you use the munchkin as your pawn rather than one that came with the game, then once per game you may add or subtract 1 space to the move you roll.
- In any game in which you start with money, then if you use the munchkin as your pawn, you start with 10% extra. Round up, of course.
- In chess, a munchkin pawn can move forward two spaces at any time.
If you create your own official rules for using the Munchkin pawn in other games, please share your rules with us at the Steve Jackson Games forums.
Six plastic Munchkin Quest pawns, in six different colors, polybagged with a punched header card. Stock #5504, ISBN 978-1-55634-794-8. $5.95.
The best Ogre articles from Space Gamer and Pyramid (and some completely new stuff!) are collected in this edition of The Ogre Book. It includes 128 pages of fiction, variant rules, new units and scenarios, cartoons, and predictions about real future warfare . . . plus introductory material and an Ogre vignette by Steve Jackson. This is a must for all Ogre fans.
130-page PDF. Stock #30-3202, $13.95.
It’s the power of GURPS in a tiny package! We took the essence of the core GURPS rules and distilled it down to one page! Just print GURPS Ultra-Lite and fold it into a booklet (instructions included). With these rules and three dice, you have a small package for big RPG fun. Play GURPS on road trips. Use one as a bookmark. Print bunches and give them out as Halloween goodies. The possibilities are endless!
Now, this cute idea is a work in progress. The eagle-eyed among you might notice that we’ve marked it as “Version 0.8.” That’s because it hasn’t been fully playtested. So if you have a comment to offer, we’d love to hear it; just head over to the Steve Jackson Games Forums and share your thoughts.
2-page PDF. Stock #37-0032, $FREE.
There Will Be War!
Whether you’re trying to stop the Dark Lord’s invading army, lead a Ranger company against the Axis in WWII, or command your own crack mercenary regiment in a far-flung star empire, you’re likely to get into battles that are far too big to resolve with ordinary GURPS combat. GURPS Mass Combat is the answer! It presents a powerful abstract system that lets you resolve land, sea, and air battles at any tech level. Features include:
- Rules for logistics, movement, reconnaissance, and many other things that matter to a military force even when no enemy is in sight.
- Integral treatment of air superiority, amphibious assaults, airborne troops, sieges, and everything else that’s important when the enemy is in sight.
- Round-by-round resolution that puts the commander in control, letting him choose his strategies and instantly see the results of his skill and cunning.
- Equal attention to the aftermath of battle: pursuit, casualties, looting, recovering losses, and more.
Everything is fast and easy to use in play thanks to extensive examples, quick-reference tables, and ready-to-go stats for the strength, weaponry, and mobility of numerous unit types. It’s all generic, too, covering realistic, fantastic, and superscience troops at every tech level, and providing guidelines for customizing their quality, special training, and equipment. And it never loses sight of the fact that GURPS is a roleplaying game — every hero gets a chance to shine, and the rules emphasize what the PCs do and what happens to them.
GURPS Mass Combat requires only the GURPS Basic Set, Fourth Edition.
50-page PDF. Stock #37-0131, $9.95.





