This is a fantastic book. It is not only a role-playing book, but a full on encyclopedia of everything Wild Card.
It starts out with a history of the Wild Card virus with a walk through of the books. This is the first time I, personally, have ever seen a layout of the books and an outline of each book, in each series. It makes it so much easier to hunt down the Wild Card books, which are hard to find nowadays.
I compared this incredible book to the GURPS Wild Card book and was amazed at the difference. This book is so much more. It is well over 100 pages bigger, more in depth and full of details that the GURPS version glosses over.
The section on locations is invaluable, as it positions characters from the books and explains what happened where and why.
The book goes very in depth on the Takisians, which has been needed for years and it also has a large section on the Swarm, which plays an important part in the books.
The individual entries are great, as the important characters are really fleshed out...like Cap'N Trips who gets almost 4 pages for himself and then a page or 2 for each of his alter-egos. Very nice.
Overall, I highly recommend this book, not only for the plethora of Role Playing information, but for the directions in which it can be used and blended with other games besides Mutants & Masterminds. Imagine Wild Cards Basic Action Super Heroes (BASH) or All Flesh Must Be Eaten (AFMBE) Wild Cards.
(from the book itself):
Chapter 1 looks at the wild card virus itself and how it works, along with spin-off innovations like the Trump, Black Trump, and Overtrump viruses.
Chapter 2 details the history of the Wild Cards world, from before the arrival and release of the virus to the present day, with an emphasis on the events of the Wild Cards books.
Chapter 3 describes New York City, the epicenter of the wild card phenomenon, home of Jokertown and many important characters and locations from the series.
Chapter 4 makes up the bulk of the book, as it describes many of the prominent characters of the Wild Cards stories, including detailed histories and Mutants & Masterminds game information.
Chapter 5 looks at different organizations, factions, and groups in the world of Wild Cards, past and present.
Chapter 6 gets into how to use the Wild Cards setting with Mutants & Masterminds, providing wild card character creation, rule options, Gamemaster advice, and a variety of series frameworks and adventure ideas.
Ante-Up is an introductory Mutants & Masterminds adventure set in the world of Wild Cards, where the players can learn what it’s like to draw the wild card and find themselves thrust into a strange new world.
[5 of 5 Stars!]