Follow Your Favorites!
Sign in to get custom notifications of new products!
|
|
|
|
|
Hottest Titles from Steve Jackson Games
|
|
|
|
|
|
Products found in this section... |
Sort by:
|
Title |
Publisher |
Price ▲ |
Let the duelling world know exactly where you stand, with Car Warriors Kill Stickers! This PDF based on the original adhesive-backed vinyl stickers contains a variety of shapes – trucks, cars, motorcycles, even pedestrians – to go with your autoduelling record. (For less skilled duellists, we also include dog, cat, and bicycle silhouettes.)
Car Warriors Kill... [click here for more] |
Steve Jackson Games |
FREE
|
This octopus is your free sample figure from Foes, our first STL project. Please print it out and enjoy! It is presupported for resin figures. It comes in two parts to make it easier to paint.
Octopi, armed and dangerous, are an important monster in The Fantasy Trip, but you can use this figure (and the rest of the set) in any number of games.
This package includes:
A... [click here for more] |
Steve Jackson Games |
FREE
|
Despite running the gamut from A to Z, GURPS Alphabet Arcane couldn't confine all its wonders to one supplement. Fortunately, there's GURPS Alphabet Arcane: Lost Serifs to provide some additional illumination from Stefan Jones (author of GURPS Uplift and MacGuffin Alphabet).
Secrets revealed herein... [click here for more] |
Steve Jackson Games |
FREE
|
GURPS Lite is a 32-page distillation ofthe basic GURPS rules. It covers the essentials of charactercreation, combat, success rolls, adventuring, and game mastering forGURPS Fourth Edition.
The purpose of GURPS Lite is to help GMsbring new players into the game, without frightening them with the... [click here for more] |
Steve Jackson Games |
FREE
|
GURPS Lite is a 32-page distillation of the basic GURPS rules. It covers the essentials of character creation, combat, success rolls, adventuring, and game mastering for GURPS Fourth Edition.
The purpose of GURPS Lite is to help GMs bring new players into the game, without frightening them with... [click here for more] |
Steve Jackson Games |
FREE
|
GURPS Lite is a 32-page distillation of the basic GURPS rules. It covers the essentials of character creation, combat, success rolls, adventuring, and game mastering for GURPS Fourth Edition.
The purpose of GURPS Lite is to help GMs bring new players into the game, without frightening them with... [click here for more] |
Steve Jackson Games |
FREE
|
GURPS Lite is a 32-page distillation of the basic GURPS rules. It covers the essentials of character creation, combat, success rolls, adventuring, and game mastering for GURPS Fourth Edition.
The purpose of GURPS Lite is to help GMs bring new players into the game, without frightening them with... [click here for more] |
Steve Jackson Games |
FREE
|
GURPS Lite is a 32-page distillation of the basic GURPS rules. It covers the essentials of character creation, combat, success rolls, adventuring, and game mastering for GURPS Fourth Edition.
The purpose of GURPS Lite is to help GMs bring new players into the game, without frightening them with... [click here for more] |
Steve Jackson Games |
FREE
|
GURPS Lite is a 32-page distillation of the basic GURPS rules. It covers the essentials of character creation, combat, success rolls, adventuring, and game mastering for GURPS Fourth Edition.
The purpose of GURPS Lite is to help GMs bring new players into the game, without frightening them with... [click here for more] |
Steve Jackson Games |
FREE
|
GURPS Lite is a 32-page distillation of the basic GURPS rules. It covers the essentials of character creation, combat, success rolls, adventuring, and game mastering for GURPS Fourth Edition.
The purpose of GURPS Lite is to help GMs bring new players into the game, without frightening them with... [click here for more] |
Steve Jackson Games |
FREE
|
GURPS Lite Third Edition is a 32-page distillation of the basic GURPS Third Edition rules. It covers the essentials of character creation, combat, success rolls, magic, adventuring, and game mastering.
The purpose of GURPS Lite is to help GMs bring new players into the game, without frightening them with... [click here for more] |
Steve Jackson Games |
FREE
|
GURPS Martial Arts is renowned as the most complete treatment of high-kick hijinks ever seen in a gaming system. But with that comes some complexity and the possibility of more page-flipping than back-flipping.
Enter . . . the GURPS Martial Arts Techniques Cheat-Sheet! This document summarizes all the combat techniques from the hardcover, making it easy for everyone at... [click here for more] |
Steve Jackson Games |
FREE
|
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... [click here for more] |
Steve Jackson Games |
FREE
|
GURPS Update has all the information you need to bring nearly all of your PCs into the Fourth Edition. Painstakingly compiled by David Morgan-Mar, Update has side-to-side charts with every single advantage, disadvantage, and skill in Third Edition, with its Fourth Edition counterpart listed alongside. Where there's not a good fit, a detailed note... [click here for more] |
Steve Jackson Games |
FREE
|
Nybbas, the Demon Prince of the Media, has a plan to move the meaning of Christmas even more toward the secular and commercial - make it last all year! It's not as crazy as it sounds, and there are reasons that forces on both sides might want to see it happen. This fun-filled In Nomine scenario can be played by characters from either side, as either a part of your regular... [click here for more] |
Steve Jackson Games |
FREE
|
The Sorcerer's Impediments is a FREE introductory adventure for In Nomine, the modern-day roleplaying game of angels and demons fighting for the future of . . . well, the future. This short adventure has all the rules you need to play. To get the full In Nomine experience, however, download the core rulebook.
Your characters are minor angels... [click here for more] |
Steve Jackson Games |
FREE
|
Learn the ABCs of The Fantasy Trip with this new FREE coloring book, O is for Octopus. Written by Howard Kistler and illustrated by Liz Danforth, this will bring a smile to your face. Maybe several smiles, if you have kids who need something to keep them occupied!
By all means, post your favorite coloring jobs to social media and tag us @sjgames. We want to see what... [click here for more] |
Steve Jackson Games |
FREE
|
A big bundle of small trips worthy of a postcard.
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... [click here for more] |
Steve Jackson Games |
FREE
|
"Clean, fast, and deadly." – David Ritchie, Ares Magazine #1, March 1980
A classic game of fantasy combat. Create characters in just a few minutes – then send them into the arena. Winners become stronger and faster for the next battle. Losers die.
Each counter in this fast-moving game is a single warrior. Players choose weapons and tactics for their fighters,... [click here for more] |
Steve Jackson Games |
FREE
|
Letters of Distinction
It may be possible to learn the alphabet without the dungeon-delving excitement of Munchkin . . . but why would you want to? With The Munchkin Alphabet Coloring Book, you'll delight in reading aloud the 26 alphabet verses written by Steve Jackson. Then your little munchkins (or you!) can color the 26 all-new illustrations by Munchkin... [click here for more] |
Steve Jackson Games |
FREE
|
Mini Car Wars is the easy-to-learn game of freeway combat in a future America.
Everything you need to play (except dice) is provided in this set – full-color paper playing pieces, road sections, markers for smokescreens, record sheets, and complete rules.
Game design by Jim Gould and Steve Jackson, based on the original Car Wars Pocket Box game.... [click here for more] |
Steve Jackson Games |
$1.00
|
The Road of the Future Is Littered . . .
Cars, trucks, buses, cycles, police cruisers, wrecks, tire spikes, dropped mines, smoke, paint, oil slicks, debris, pedestrians, and record counters – it's the extra counters you need to "decorate" the roads of your Car Wars game! Populate or trash your streets with the counter sheets from Car Wars, Crash... [click here for more] |
Steve Jackson Games |
$2.00
|
This is the very first Autoduel Quarterly, the Car Wars magazine, published in March, 1983. It features "Convoy," a scenario by Steve Jackson and David Ladyman, plus Aaron Allston's look at Midville, OH, the home of the Sunday Drivers supplement. All that plus vehicle designs, new equipment courtesy of Uncle Albert, letters, columns, and... [click here for more] |
Steve Jackson Games |
$3.00
|
Autoduel Quarterly is the official Car Wars magazine; Issue 1/2 was published in July, 1983. It features "Nightstrike," a complete scenario, plus Aaron Allston's look at Austin, TX, for the North American Road Atlas and Survival Guide. All that plus vehicle designs, new equipment courtesy of Uncle Albert, letters, columns, and rules answers in ADQ&A. Drive Offensively!... [click here for more] |
Steve Jackson Games |
$3.00
|
Autoduel Quarterly is the official Car Wars magazine; Issue 1/3 was published in September, 1983. It features "Chassis & Crossbow," a look at the early days of autoduelling with a complete scenario, Autoduel Champions designer's notes from Aaron Allston, plus John M. Ford's look at Floral Gulch, IN, for the North American Road Atlas and... [click here for more] |
Steve Jackson Games |
$3.00
|
Autoduel Quarterly is the official Car Wars magazine; Issue 1/4 was published in November, 1983. It features "Maniac," a complete solo adventure, Aaron Allston's advice on anti-cycle gang tactics, plus a look at New Tulsa, OK, for the North American Road Atlas and Survival Guide. All that and vehicle designs, new equipment courtesy of Uncle Albert, letters, columns,... [click here for more] |
Steve Jackson Games |
$3.00
|
Autoduel Quarterly Issue 10/1 was published in the spring of 1992, and the cover story is "State of the Art, Part 3," a look at the technology behind the latest features in the autoduelling world of 2042. Other articles include a look at new rules introduced in the Uncle Albert's Catalog From Hell, along with Designer's Notes on the newest jumping and falling rules,... [click here for more] |
Steve Jackson Games |
$3.00
|
Autoduel Quarterly Issue 10/2 was published in the summer of 1992. It featured "A Day With the Deathrunners," a fictional profile and interview with a freelance squad that recovers duelling casualties in time to get them to a cloning center. It also includes "Telegraph Road," Car Wars fiction by Ian Knights, "The Black Asp Speaks" by Craig Sheeley, and "Charge of... [click here for more] |
Steve Jackson Games |
$3.00
|
Autoduel Quarterly Issue 10/3 was published in the fall of 1992. The cover article was Craig Sheeley's "Roadwork: 2042," and it took a look at how highways were built and repaired in trigger-happy, high-combat world of Car Wars. On top of that, there are articles on off-road dune-buggy vehicle construction and combat, a variant using bicycle frames and pedal power... [click here for more] |
Steve Jackson Games |
$3.00
|
Autoduel Quarterly Issue 10/4 was published in the winter of 1992, and was the last issue of ADQ ever, After this issue, coverage of Car Wars would continue in Pyramid magazine. Autoduel Quarterly went out with a bang, however, with "The Oldest Trick in the Book," great autoduelling fiction from Mike Stackpole, along with some Car Wars... [click here for more] |
Steve Jackson Games |
$3.00
|
Autoduel Quarterly kicked off its second year with Issue 2/1 in early 1984. The issue featured the first details on the official American Autoduel Association, the club for Car Wars fans, plus a complete solo adventure, Car Wars fiction from Jim Lowerre, new vehicle designs, weapons, and gadgets, and a look at Twin Cities, MN, for the North... [click here for more] |
Steve Jackson Games |
$3.00
|
Autoduel Quarterly Issue 2/2 was published in July, 1984. The issue featured Car Wars referee hints from Steve Jackson; "Badlands Run," a complete multi-encounter scenario by Scott Haring and Jim Gould; an article on Amateur Night tactics; plus the usual new vehicle designs, AADA news, new weapons and gadgets, and a look at Arlington, TX, for the North American Road... [click here for more] |
Steve Jackson Games |
$3.00
|
Autoduel Quarterly Issue 2/3 was published in the fall of 1984. The issue featured three Car Wars mini-scenarios; advanced optional rules for fire; "Serendipity," a Car Wars short story; the debut of ten-wheeled trucks; advice on triple-scaling your game components for more visually exciting game; plus the usual new vehicle designs, AADA... [click here for more] |
Steve Jackson Games |
$3.00
|
Autoduel Quarterly Issue 2/4 was published in the winter of 1984. The issue featured "Telethon," a complete scenario by Scott Haring; Car Wars fiction from John Nowak; articles on trailers in Car Wars, critical hits, and tournament duelling strategy; plus the usual new vehicle designs, AADA news, new weapons and gadgets, and a look at Canada... [click here for more] |
Steve Jackson Games |
$3.00
|
Autoduel Quarterly is the official Car Wars magazine; Issue 3/1 was published in the spring of 1985. It features "Grand Theft Autoduel," a complete scenario, plus articles on grenades and driving off semi assault ramps, and a look at Boulder, CO, for the North American Road Atlas and Survival Guide. All that plus vehicle designs, new equipment courtesy of Uncle Albert,... [click here for more] |
Steve Jackson Games |
$3.00
|
Autoduel Quarterly Issue 3/2 was published in the summer of 1985. The issue featured "Doppelganger," Car Wars fiction from John Nowak; a sneak peak at the upcoming Deluxe Car Wars; an article on biker tactics; an interview with Uncle Albert about his new catalog; four mini-scenarios; plus the usual new vehicle designs, AADA news, new weapons... [click here for more] |
Steve Jackson Games |
$3.00
|
Autoduel Quarterly Issue 3/3 was published in the fall of 1985. The issue featured "Alkahest," one of the best pieces of Car Wars fiction ever, from John M. Ford, complete with gaming notes; articles on kamicars and tow trucks; plus the usual new vehicle designs, AADA news, new weapons and gadgets, and two chapters from the North American Road Atlas and Survival... [click here for more] |
Steve Jackson Games |
$3.00
|
Autoduel Quarterly Issue 3/4 was published in the winter of 1985. The issue featured "First BLUD," a Car Wars scenario from Scott Haring that introduced Blg League Unlimited Duelling, a splinter group out to wipe out the AADA; "Checker's Pizza, Car Wars fiction from Brian Upton; articles on ramps and racetrack arenas; plus the usual new vehicle... [click here for more] |
Steve Jackson Games |
$3.00
|
Autoduel Quarterly Issue 4/1 was published in the spring of 1986. The issue featured "Midwest Passage," a Car Wars scenario by Scott Haring; a second scenario left out of Car Wars Expansion Set 8: Chopper Challenge, "Search and Destroy"; an article on bandit tactics and an interview with Origin Systems' Lord British and Chuckles about the... [click here for more] |
Steve Jackson Games |
$3.00
|
Autoduel Quarterly Issue 4/2 was published in the summer of 1986. The issue featured Designer's Notes for the new Dueltrack supplement for Car Wars by Scott Haring, along with two mini-scenarios; Car Wars fiction from Andrew Egan; an article on the Death Scouts; and a look at the District of Columbia for the North... [click here for more] |
Steve Jackson Games |
$3.00
|
Autoduel Quarterly Issue 4/3 was published in the fall of 1986. This was the special Texas Bicentennial issue, and it featured a whole set of Texas-themed autoduelling scenarios by Allen Varney, plus Car Wars fiction from John Nowak, and Scott Haring's look at Houston, TX for the North American Road Atlas and Survival Guide. All that and letters, columns, rules answers... [click here for more] |
Steve Jackson Games |
$3.00
|
Autoduel Quarterly Issue 4/4 was published in the winter of 1986. It featured Designer's Notes for GURPS Autoduel by co-author (and ADQ editor) Scott Haring), five mini-scenarios for Car Wars, rules for hospitalization and recovery from injury and playing an entire corporate team instead of a single duellist, plus a look... [click here for more] |
Steve Jackson Games |
$3.00
|
Autoduel Quarterly Issue 5/1 was published in the spring of 1987. It's a special variant issue as editor Scott Haring turned loose all those crazy articles for very ununofficial ideas that have been begging to be published! Snowmobiles! Airships! Mortars! Weapon durability and maintenance rules! Advanced maneuvering system! Stretch limos! And some ideas that are just plain crazy .... [click here for more] |
Steve Jackson Games |
$3.00
|
Autoduel Quarterly Issue 5/2 was published in the summer of 1987. It featured complete rules for boats in the Car Wars system, and "Daddy's Girl," Car Wars fiction from Ramona Richards. Steve Jackson also contributed an article on how to design solo adventures for Car Wars that could also be used for other games.... [click here for more] |
Steve Jackson Games |
$3.00
|
Autoduel Quarterly Issue 5/3 was published in the fall of 1987. The cover story was a new set of rules for autoduelling on ice and snow, complete with new equipment and four complete mini-scenarios using the new rules. The issue also has Car Wars fiction from Douglas Carey, rules for overloaded vehicles, and complete results from the 1987 Car Wars... [click here for more] |
Steve Jackson Games |
$3.00
|
Autoduel Quarterly Issue 5/4 marks the beginning of the Stephen Beeman era as editor of ADQ, and was published in the winter of 1987. A special section on highway duelling had articles on long-distance racing, variant power consumption rules, highway survival, and highway encounters. There were also two pieces of Car Wars fiction, plus a look at the Buffalo/Niagara... [click here for more] |
Steve Jackson Games |
$3.00
|
Autoduel Quarterly Issue 6/1 was published in the spring of 1988. The "Special Arena Duelling Issue" had articles on parimutuel wagering on arena combats, two articles on arena vehicle design, extremely unofficial rules on dragons in Car Wars, Designer's Notes for Vehicle Guide 2, an interview with the man behind Gold Cross, and a recap of... [click here for more] |
Steve Jackson Games |
$3.00
|
Autoduel Quarterly Issue 6/2 was published in the summer of 1988. It featured "When Duty Calls," Car Wars fiction with gaming stats, plus a complete alternate maneuvering system, and "Magic in Car Wars, a much-requested compilation of goofy ideas from old issues of the much-beloved Space Gamer magazine. All that, plus a look at Coronado,... [click here for more] |
Steve Jackson Games |
$3.00
|
Autoduel Quarterly Issue 6/3 was published in the fall of 1988. It featured "Brothers in Arms," a huge solo adventure that takes up nearly half the issue, along with some new arenas, a detailed report of the 1998 AADA World Championships complete with photos of the action, and articles on the tactics of deception and what your opponent can tell about your vehicle from a visual inspection.... [click here for more] |
Steve Jackson Games |
$3.00
|
Autoduel Quarterly Issue 6/4 was published in the winter of 1988. It featured three mini-scenarios ready to play and two new arenas ready for duelling action, advanced tactics articles for convoys and cyclists, designer's notes for the newest vehicle type in Car Wars - hovercraft - tips on duelling on a budget, and "Don't Kill the Messenger," Car Wars... [click here for more] |
Steve Jackson Games |
$3.00
|
|
|
|