I've been playing in a (mostly) weekly campaign for the past three months (approx.) and I love this game.
The setting and themes feel pretty unique among RPGs and are well supported by the text.
Mechanically it incorporates and adapts some of the most innovative elements found in games such as Into the Odd, Troika! and the Black Hack to great effect.
While being a relatively rules-light OSR-ish set of rules, it manages to do stealth and action sequences in a really meaningful way via the card drawing initiative system, which has a push-your-luck element and feels surprisingly tense and dramatic in play.
I highly recommend checking it out.
To my personal tastes this is the most singularly interesting game to occupy the intersection between RPG and storygame. I'm in love with the setting, and the way the mechanics bring out the setting. Malandros is a jewel in my collection.
This is a great little suppliment concerning a street gang in Sydney during its earlier years. While it's for the Malandros RPG, it could fit in any turn of the century game setting with little difficulty.
Simple, yet well written. This book (and the GM Guide) can easily be used to create ANY modern secret organization RPG. Such as, Warehouse 13, Eureka, Numb3rs, et al.