The Dungeon master's kit is a great buy. There's only one caveat that stops it from being perfect: the content in the DM book mostly becomes redundant and falls a bit short with a Rules compendium ($13.57, Amazon price), for RC features most data from the DM book in this set plus useful information for players. If this product included de RC instead if the DM book, it would earn its fifth star.Besides that, the rest is very good.1.The box is hard and durable. The DM screen gets a bit thick when new and folded inside, so the box might not close completely at first.2.The four-section DM screen has a great illustration and, most importantly, features all the updated tables (I cross-referenced with the official errata from Wizards of the Coast) needed for the game (I already used it a couple times and found all quick-reference info on the screen) in a big enough format.3.The adventure provided in two booklets (dubbed "Reavers of Harkenwold") takes characters from levels 2 through 4, so, if you also have the Essentials starter set, you can continue here and then grab the Thunderspire labyrinth module. One good thing I found is that the adventure takes place in Harkenwold, another region in the Nentir Vale. If you're a DM looking for more info on this particular setting, this boxed set will be a nice treat, specially since the "Nentir Vale gazeteer" was sucked into nothingness.4.The tokens provided with this product are durable cardstock. On the reverse of each token is a bloodied version of the monster so you can keep track of that status. Some people complain that the tokens are difficult to pick up, but I've had no problem with that: they're thick enough to be easily grabbed. Nevertheless, I found two issues with the tokens: there are no Minions (Monster vault has a few) and there's no indication of which monster is which (not in the DM book nor in the adventure booklets). If you have other rulebooks and supplements you might recognize a few faces as half-elves, halflings and the like, but at some point you'll be puzzled as to what token represents which monster (the Monser vault book solves this by depicting the token on each monster stat block). If you're as obessive as I am, this can be a bit annoying if you plan to run "Reavers of Harkenwold", but no biggie otherwise.5.The maps included are actually pretty cool locations: I personally liked the cave with the dragon skull -I'm guessing it's a black dragon skull- a lot, the underground dungeon is very nice, and the walled town can be used as your standard settlement in other adventures.6.The DM book is like a revised, to-go (the Essentials "core" books seem to be all in smaller, easier to handle, formats), version of the Dungeon master's guide and many parts of it are also featured in the Rules compendium, the only exclusive parts are those pertaining to encounter building and running the game. This is a bit controversial. If you plan to be an all-original DM and build your own adventures, you'll need this book even if you have the Rules compendium, but if you have the Dungeon master's guide and follow the official errata, this DM book will become completely redundant. If you don't have the time to create your adventures from scratch and plan on running published adventures, this book will mostly be irrelevant and the only things this boxed set will offer you are the screen, the tokens, the maps and the adventure booklets. If you plan on running published modules and also have the DMG (and look for the errata), well... You do the math.In short, I'm very happy with the Dungeon master's kit (even though I have the RC and the DMG1). Even if you have enough resource material to make the DM book to look like the ugly duckling, the rest of the goodies are still worth it.Maybe if this product included dice, no questions would be asked...This 4th edition Dungeons and Dragons product from the Essentials line generally achieves its intended purpose: providing an economical entry point into running a 4th edition D&D game. (If you're completely new to role-playing games and tentatively testing the gaming waters, the new red box I would seriously recommend this kit to people who do not already own the Dungeon Masters Guide - if you own this, the set may not be quite as useful. I would recommend opening a campaign with the seperate red box adventure, running the adventure included in this kit, then following it up with the adventure included in the Monsters Vault box.It contains;- A compact book covering nearly all the necessary information to DM games of 4th edition. It's the perfect size to carry around to a game.- A dungeon masters screen which has been updated to include the errata that has been released over the course of 4th edition D&D.- Two high quality poster maps, most of which I have used several times to represent different places.- A brilliant pre-written adventure that sees the party stage a revolution against local briggands and bandits who are ruling the area - this takes the party from level 2 to level 4, it follows quite well from the Red Box adventure and goes nicely into the Monster Vault adventure.- Cardboard tokens covering the monsters and villans from the included adventure.- A very useful box. Mine contains a stack of poster maps to keep them in good condition when I take them to games.I find I use this more than the standard 4e DMs guide, it's smaller and easier to hold, although it doesn't have quite the same amount of content as the Good adventure that comes with this kit although it does lack in role playing. It's a little more action based. Comes with a lot of tokens you can use for many adventures.The kit itself was great for a new Dungeon Master like myself. Very easy to learn from. Highly recommend.4 stars because the adventure was not the best.If you want to expand your skills and knowledge as a Dungeons and Dragons Dungeon Master, this product is for you. Containing a quick glance rules / tips for easy look ups during the game.