This is obviously the complement book to the core Player’s Guide. Chock full of information and tips, this book is great if you want to run a game of Deadlands. The first chapter details a more malevolent world than most people realize. There are things that go bump in the night and worse in the world of Deadlands. New rules are incorporated for Fear, Failures (Mad Scientists, Veterans, and Hucksters), and bad things that hunt the Harrowed. Then there is a good 50 pages of descriptions of weird locations, interesting waypoints, and just about anything you need to get your group going somewhere cool . . . and dangerous. Finally, there is a chapter on enemies and encounters for those of you without a lot of time to create tons of new enemies specific for the setting or for when your players go way off the rails and want to fight someone/something you didn’t expect.
Overall, this is just as high caliber as the core rulebook. Again, I can’t stop reading the thing even if I’m not planning on running a game anytime soon. If you don’t get inspired when you read this, you must be a robot.