I picked up a copy of the new edition of Gamma World. I played Gamma World when I was younger so was interested in seeing what they did with the setting. It is a very interesting update where they went mainly for comic fun over serious story and game play. Instead of a post nuclear war, the world has been destroyed by scientists at CERN who while using their atom smasher broke down the barriers between the infinite universes. This leads to reality constantly changing around the characters including their own abilities as they deal with this world.
It comes in a pretty sizable box.
Open the box first, you find a small form factor rule book. This has the rules for playing the game. Both making characters and running the game. While it is based on 4e D&D, you do not need those books to play this game.
Unfortunately, the big box is pretty much empty space below the card board holding up the book.
You get 2 maps, 2 pages of card stock markers, a card set and a random booster of cards.
Two sides fold out maps.
Pages of character markers. Nothing fancy but helpful in the current rule set who movement and position is more important than in earlier versions.
Here are the character markers.
Here are the cards. This is probably the most controversial part of the set. Players got to draw random cards to represent their shifting abilites and gear. The DM has a set but WotC would like the players to go out and buy random booster packs to use in the game to. So you can spend money to make your character better in the game. Nice little Revenue Enhancer. Some of the gear can be salvaged to give long term advantages to the player. If I was running a game of these I might let players buy the cards to donate to the GM set but I would not let them build their own decks.