Dave's CCG Rant: Shadowfist Player's Guide I've got a short piece in the guide ("Iron and Silk") so take my overall recommendation with a grain of salt. }-> CAPSULE Very good appearance and production values, with the exception of occasional typos/grammar problems and one section with a bad choice of font. Very good index, but not all pages are numbered and sections can be hard to find. Content is excellent, especially for those who haven't had the luxury of keeping up on all the net.rulings over the past year or so. Strongly recommended for those who haven't kept up with the net stuff, Recommended even for those who have, for the new background information and ease of use. RANT While I'm told Middle Earth did it first, this is the first CCG players' guide I've seen that was a full 8.5 by 11 inches as opposed to the smaller digest size which seems to be more common. Makes it easy to store with your Feng Shui stuff (you DO buy Feng Shui stuff, right?). The cover is the Ting-Ting on yellow background art from the "Equal Opportunity Butt-Kicking" poster, and the cover clearly marks this as Volume 1. There will be a new volume for each expansion, covering both material from that expansion and general background stuff. This volume is 94 pages, and it's not padded out with huge fonts and lots of blank space... you get a load of stuff in it, making the somewhat higher than normal shelf price ($16.95 where I got it) justified. And heck, you get a free White Ninja out of the deal too. There's three chapters which give background for the Dragons, Ascended and Architects factions, in the form of a script, a transcript and a progress report respectively. While they don't really give too much information beyond what's in Feng Shui, they're entertaining to read and do contain a few nuggets (like the animal form of the Unspoken Name). The Ascended piece is really hard to read thanks to a "handwriting" font. And since this is supposed to be the text of a tape, not a note, there's no really compelling reason to use such a font. The other four factions will be given similar coverage in the next volume or two. Unfortunately, there's no page numbers on these sections, which can get mildly confusing when you first start to try and find your way around the book. It would also be nice if every page had a chapter header to aid in quick reference. While the revised rulebook is NOT in the Player's Guide, all the current changes, additions and clarifications are collected in chapter 2, with pointers to the FAQ chapter for more complicated things. Chapter 2 can be kinda hard to read for experienced players, since so much of it is stuff you already know, but it's worthwhile to go through it to make sure you didn't miss a ruling. Also in Chapter 2 is my "extremely basic strategy" piece in a "bottombar." The FAQ is the FAQ v5.0, but much more readable in this form, and easier to flip through. It's accompanied by a bottombar article on the "personalities" of most of the factions. The rest of the book is card-by-card analyses. One chapter has the thornier cards from Limited and Netherworld (but not quite all of the problem spots, like Thunder Knight), and another has all of the Flashpoint cards. These chapters are especially nice for having pictures (albeit smaller and black&white) of all the cards mentioned, so if you've been having trouble finding some of those Flashpoint Rares you can at least see what you're missing. Additionally, many entries include excised flavor text (from cards that had the rules text run long) or additional commentary fleshing things out. Between chapters are bits of artist sketchbooks from the development of Flashpoint along with short story pieces. Once you read this book, you should have most of your questions about the Arcanotowers and the Purists answered. Oh, and regarding the typos mentioned in the capsule...I don't think any of them get in the way of understanding what's going on, but a few are annoying, and there's more of them than I'd like. Usually they're just obvious "missed a key" type errors, but there's some that involve grammar or suggest spellchecker mistakes. Still, it's not as bad as, say, your average Hero product. Finally, since it IS the end of the book, the back cover has its good points and bad points. The main bad point is the color scheme (beige type on light brown pattern is a little hard to read). The main good point is that there's full color pictures of both the old and the new White Ninja. New art on the new card, yay! Dave Van Domelen, "Let the Wookie win." - sage advice for any game....