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December 22, 2011: The Illuminati and Twitter
Steve Jackson Games


Earlier this month, "illuminati" popped into Twitter's "trending topics" and took the world by surprise. After all, the Secret Masters are usually a little better about keeping their secrets. It was just a coincidence that at the exact moment "illuminati" started to trend we were hard at work on an Illuminati reprint. Yes, coincidence is the word. It had absolutely nothing to do with us or our game . . . as far as They know.



We're also working on reprints of Illuminati Y2K and Bavarian Fire Drill. Expect all of these to reach stores next summer. And keep an eye on our Twitter account for more secret messages from the Illuminati.



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December 23, 2011: New Releases In 2011
Steve Jackson Games


At the end of last year I wrote about our 2010 releases, both new and reprinted. That exercise turned out to be very useful for 2011 planning -- I went back to it a few times a month as I worked on scheduling new releases and reprints -- so here's a review of our 2011 new releases. There were so many reprints that they'll get their own writeup next week!



Give Me The BrainJanuary -- The year started very strong with the release of James Ernest's Give Me The Brain. It's always fun working with James, and our edition of his fast-food zombie game turned out great. One look at that bright pink box and it will forever be burned into your memory.



And Munchkinomicon was a fantastic first Munchkin expansion for the year. There's a forum thread in which fans are discussing their favorite booster packs. I put my own vote in for Munchkinomicon. I still want a sequel for this wacky pack of spells.



February -- 2011 was a great year for dice, and we started with the +6 Bag o' Munchkin Rainbow d6, a pack of six dice to upgrade your Munchkin and Munchkin Quest games. But as cool as dice are, the big release for this month had to be Munchkin 7 -- Cheat With Both Hands, the replacement to the previous Munchkin 7 -- More Good Cards and Munchkin Blender expansions. And it looks like everyone's loving this one; the first reprint is on its way already.



Munchkin ZombiesMarch -- Hands down, our biggest release of the month had to be Munchkin Zombies. That game ate a LOT of brains.



Also in March we released Munchkin Monster Enhancers, a booster that gave a home to the cards we didn't use from More Good Cards when Cheat With Both Hands was created. It's become very popular with players who want to make their Munchkin games really mean. I love those players!



April -- We only had one new release this month, and it was a much bigger job than we expected. But in the end, the new edition of The Awful Green Things From Outer Space turned out beautifully. All of the effort that Ben, Monica, and Steve put into updating the game was well worth it, if only because whenever anyone sees this new edition the first response is "Wow."



May -- Our first month in 2011 without a new release. Not bad, but I'd rather put something new on the store shelves every month except December (the end-of-year releases have to be out in November). I'm hoping that 2012 will be a little more steady when it comes to new games and accessories.



Munchkin DeluxeJune -- The successes of Munchkin Zombies and Munchkin Cthulhu were reinforced with the release of Munchkin Cthulhu Crypts of Concealment and Munchkin Zombies Kill-O-Meter, two accessories that have done very well for us. (In fact, Crypts of Concealment performed so well that we had to immediately reprint it. That took us all by surprise.)



July -- In late 2010, we put together a plan to create a bulkier, fancier, more "deluxe" version of core Munchkin. What would we call something like that?  Munchkin Deluxe, of course! And it turned out great, with a gameboard and pawns and a big, beautiful box. Based on what I saw during convention season, players are using this version to introduce their friends to Munchkin. It's never bad when new players discover just how much fun they can have with the game, and the board and pawns make level tracking easier to visualize than ever.



GURPS HorrorAugust -- Ken Hite's GURPS Horror is a fantastic update of a classic book. I still remember the first time I read GURPS Horror -- way back in 1991 -- and just how inspired I was after reading it. It's truly awesome to be able to help players today feel that same sense of excitement. And Munchkin players were treated quite well this month with the release of Munchkin Zombies 2 -- Armed and Dangerous+6 Bag o' Munchkin Level Counters, and the Munchkin Conan the Barbarian booster. Munchkin Conan the Barbarian was personally very exciting for me; I'm a fan of Howard's work and the chance to work on an official Conan expansion for Munchkin was more than I could resist . . . even when my senses were screaming at me that the deadline was unrealistic. Well, we did it and we did it right. 



September -- More dice! The Munchkin Jumbo d6 turned out perfectly. Six colors, six different sets of new cards, and insanely large dice all came together to make this a powerful release. And for those who love plush, we unleashed Zombie Chibithulhu, a cute brain-eater ready to help you in games of Munchkin Zombies.



Munchkin Axe CopOctober -- Just like last year, October was the month in which several delayed releases all ran into each other and hit store shelves at once. We had six new releases: the new Munchkin Axe Cop core set, the surprisingly-fast selling Giant Cthulhu Dice (see the November 18, 2011 Daily Illuminator), the Munchkin Dice Bag (with a rule and cards!), the new blue and yellow Cthulhu Dice, GURPS Tactical Shooting, and our new Trophy Buck dice game.



November -- The final month of new releases and our last chance to bring you more dice . . . so we did! Another new Cthulhu Dice color -- sparkly pink! -- joined the existing swarm, while Munchkin Fairy Dust Dice enhanced everyone's Munchkin Fairy Dust booster and Munchkin Jolly Jumbo d6 made Christmas more . . . well, Jolly! Closing out the month -- and keeping Christmas fun -- was Munchkin Reindeer Games, the latest Munchkin booster. It goes so very nicely with the Waiting for Santa and Santa's Revenge boosters that are already out there bringing cheer to Munchkin games everywhere.



A total of 26 new releases in 2011! That's more than we published in 2010, with only a few bumps here and there (and the bumps were more on the shipping and manufacturing than they were internal, so I'm pretty happy). 2012 which is already shaping up pretty well, with eight new releases already at print and several more in the works.



Thanks, everyone, for helping to make 2011 so successful for us. I hope you'll stick around for 2012, because I promise we have more surprises!



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December 24, 2011: Thank You, MTV Geek!
Steve Jackson Games


Back in October, when I was at New York Comic Con, I did an interview with MTV Geek. We talked about Castellan, my day as an extra on The Guild, and our recent string of Munchkin licenses. And through the magic of video and the interwebs, you can watch three short videos at MTV Geek. Thank you to both MTV Geek and our contact, Matt Morgan, for taking the time to chat with me. 



I hope you guys find the videos both entertaining and informative. Just make sure to shield your eyes so my Munchkin Zombies shirt doesn't burn into your retinas and eat through to the back of your skull.



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(Psst, Munchkin fans . . . be sure to check the Illuminator tomorrow!)



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December 25, 2011: Have A Hacky, Slashy Christmas!
Steve Jackson Games


Remember: Coal is a rock you can SET ON FIRE!Here are special Christmas rules in effect for all varieties of Munchkin and Munchkin Quest today, December 25, 2011 -- and only today!

  1. If you eat a slice of fruitcake, go up a level. This cannot be for the winning level, and all other players must see you eat it -- no feeding it to the dog, who has enough problems. You may do this once per game.
  2. If you got jammies as a Christmas gift, start the game at Level 2. If they are footie jammies, you may also automatically Run Away from one combat per game.
  3. Wearing a Christmas sweater is a tradition! When you get your starting hand, get one additional card (your choice of Door/DxM or Treasure) for each of the following on your sweater:
    • Bells (must be ACTUAL jingle bells, not just a picture)
    • Snowflakes
    • Reindeer (antlers count!)
    • Bows, ribbons, or tinsel
    • Wrapped presents
    • Santa and/or elves


Finally, if your birthday falls within two days of December 25, in either direction, then you may demand help from other players and they cannot refuse unless the winning level is at stake. That'll teach 'em to combine your presents!



Hoping you have a wonderful holiday season and a happy new year!



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December 26, 2011: It's Mythically Delicious!
Steve Jackson Games


Pyramid 3 38 The Power of Myth



As every long-time GURPS fan knows, the next-to-last Thursday of the month marks the release of the new Pyramid. That's why we're happy to announce that we've just uploaded the latest . . .



Wait. According to my notes, I'm seven days late. Pyramid #3/38: The Power of Myth came out last week. I even made reference to it a week ago -- and I had a pithy note then that it was a week early! The awesome might of this mythical mag obviously addled my mortal brain.



For all you classic crypt crawlers, the biggest holiday surprise in this installment is not one, but two articles for Dungeon Fantasy. "The Golden Geniza of Ezkali" looks at a topic of interest to those unearthing the power of ancient stories (mythematicians?) and uses that lore to build a series of four sinister traps that guard an incredible treasure. Written by Matt Riggsby (author of GURPS Dungeon Fantasy 13: Loadouts), this adventure also includes full-color maps. If the heroes escape alive, they can go questing for any of "Seven Mythical Artifacts for Dungeon Fantasy" -- an article that delivers exactly what it promises, in the style of GURPS Dungeon Fantasy 6: 40 Artifacts.



For a different take on a classic legend, GURPS giant David Pulver scares up a new take on Baba Yaga and her legendary hut. I'm not going to give anything away there, but it features GURPS Spaceships stats.



Pyramid 3 33 Low-Tech



In addition to a new modern-day campaign featuring the return of the Babylonian gods, this month features insightful articles that deal with classic elements of myth, including death, fortune-telling, and -- of course -- bears.



The latest volume of Pyramid has been going strong for over three years now. If you picked up a 12-issue subscription a year ago, you've received cutting-edge GURPS goodness about magic, psionics, spaceships, GURPS Monster Hunters, Dungeon Fantasy, low-tech, alternate GURPS, and much more. If Pyramid #3/38: The Power of Myth sounds interesting -- and the entirety of human history indicates it should -- then consider subscribing today; you'll save some money while marveling in what new legends we're forging. I like to think I'm delivering lore like Icarus . . . even if my wife is quick to note I'm nowhere near as hot!



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