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The Walking Dead Universe

It would be fair to say that The Walking Dead is the series about zombies (referred to as walkers in the series); a tale of survival in the aftermath of a zombie apocalypse.  It is interesting to note that Robert Kirkman, the creator of The Walking Dead, once described the series as a ‘soap opera with zombies’.  In the TV series, Rick Grimes says; “We’re the ones who live.”  It is this focus on human interaction in the face of the apocalypse that makes The Walking Dead an ideal setting for a roleplaying game.

It is worth noting that The Walking Dead Universe roleplaying game is an adaptation of the TV series and not of the original comic series.  Although the core premise of the comics remains the same, there are some tonal differences and the TV series deviates from certain plot points.  The roleplaying game also expands on the setting, but – like the original series – never explains the cause of the zombie outbreak.  There are references to a virus, but nothing definite is given.

In the game, players take on the role of survivors eking out an existence following the zombie outbreak.  Much like the TV series, the focus of the roleplaying game is on scavenging, building a home base and negotiating with other communities.

The Walking Dead Universe uses Free League’s Year Zero engine.  Most skill tests and conflicts are resolved by adding the relevant attribute and skill together, then rolling that number of six-sided dice.  Every six that is rolled denotes a success.  If the test fails, the player can reroll the test, but at the cost of gaining stress.

A key element to The Walking Dead Universe is the stress mechanic.  Stress points allow players to roll extra dice equal to the number of stress points their character has, reflecting their character’s ability to focus in stressful situations.  However, if a 1 is rolled on a stress dice, then a critical failure will occur, whereby the situation worsens.

Too much stress can cause characters to become overwhelmed as the mental toll becomes too much.  Although the game recommends resolving the consequences of becoming overwhelmed after the game session, doing so loses the sense immediacy.  Instead, resolving the consequences at the end of the scene feels more impactful, with any details being discussed after the session.

To avoid becoming overwhelmed, stress can be alleviated by characters spending time with one of their anchors.  Each character has two anchors; one is another character that they have a connection with, whilst the other is an NPC within their group of survivors.  These are defined during character creation, but can change throughout the game.  This is a roleplaying game that is focused on player interactions.

Another element in The Walking Dead Universe is the threat rating.  Zombies are treated as an environmental hazard: the higher the threat rating, the greater the danger they pose.  The rating usually starts at 1 and can be raised throughout the game, usually by the actions of characters, such as by causing loud noises.  As it is difficult to lower the threat rating, this adds a sense of ratcheting tension throughout the stories.

The Walking Dead Universe portrays the harshness of surviving in a post-apocalyptic environment.  Players not only have to deal with zombies, but also disease and brutal communities.  At one point the core rulebook states that any wound caused by a zombie will become fatal unless the area is amputated (tricky if their chest or head is wounded).

Base-building forms part of The Walking Dead Universe, as players need to maintain their base in order to protect the group.  Each of the bases can be defined by their defence rating and capacity, along with weaknesses that need to be fixed.  However, for such an important aspect of the game, it feels excessively streamlined.  There are only a few rules on improving the base, other than moving to somewhere else (which is admittedly what they do in the TV series).  Hopefully later releases will build upon this aspect of the game by expanding the possibilities for developing communities.

The starter set provides a stripped-down version of The Walking Dead Universe, but with sufficient structure to run the first few scenarios using pre-generated characters.  The plethora of maps, dice, threat rating dial and character sheets makes the starter set a useful addition, even for those who already have the core rulebook.

The core rulebook includes everything needed to run the game, as well as lots of advice on running a continuing series of stories within the game.  Although the rulebook suggests running scenarios at different points within the zombie apocalypse, there is little information on how this portrayed mechanically within the game.  As the decaying infrastructure fails and supplies dwindle, survivors will need to become self-sufficient, rather than scavenging.  Likewise, a person born after the apocalypse will have a far different background and skillset than one born before.

In many ways, The Walking Dead Universe works best when set in the immediate aftermath, as the characters struggle to deal with the harsh realities and contrasting this with their lives before.  Many of the character concepts in the rulebook are presented in this format, so it feels a natural fit.  The number of players would ideally be four to six people, including the games master.

Despite a few minor quibbles, The Walking Dead Universe roleplaying game is a fantastic system for running zombie horror games.  The stress points and threat level mechanics add nail-biting tension to the scenes and treating the zombies as an environmental hazard keeps the story running smoothly and maintains focus on the characters.

Fighter Alley: The Ghost of Kyiv

Fighter Alley: The Ghost of Kyiv is a tactical board game for two to four players, simulating the frantic nature of air-combat.  Each player controls a jet fighter (or two) as they try to eliminate their opponents’ jet fighters, whilst protecting their own aircraft from attack.

Players also need to protect their bases, which can be attacked and destroyed.  Although Fighter Alley can be only won through eliminating the opponents’ jet fighters, as each jet fighter has a limited supply of fuel and the bases are used for refuelling, they form an essential part of any strategy.

Fighter Alley is played over a board divided into hexagons.  In each corner are the players’ bases, from which they start and refuel.  Every turn uses fuel, and games will often involve needing to fly back to refuel.  The board is just the right size.  If it were too big it would slow the game, but if it were too small then it wouldn’t have the space for strategising.

The distance moved is randomly generated at the start of each player’s turn by rolling two six-sided dice (2D6).  These air points are for advancing forward a hex whilst maintaining or lowering altitude (1 point), or advancing whilst gaining altitude (2 points for every level of altitude gained).

A successful attack can only be executed when attacking another jet fighter from a higher altitude.  As such, maintaining a low altitude will allow the jet fighter to travel further, but gaining altitude can protect them from attack.  It is interesting that attacks against jet fighters are automatically successful, rolling a six-sided dice (D6) for damage, with a second D6 if the first dice roll was a 6 – possibly eliminating the enemy jet fighter instantly if two 6s are rolled.

There is also a tableau-laying element to Fighter Alley, as the flight path of each jet fighter is determined by laying a series of aircards.  These are randomised, with players taking them sequentially from the pile.

The core principles of Fighter Alley are solid.  It is an elegantly simple but tactical game that requires players to balance attacking enemy fighters and bases, whilst protecting their own bases and not running out of fuel.  It soon becomes a fun, fast and frantic experience, especially with four players.

The game is evenly balanced: everyone starts an equal distance apart and there are no unique upgrades offering unfair advantages.  As such, success comes down to strategy and the random element of dice rolling.

Unfortunately, the current iteration of the English language section within the rulebook is not well written.  It would have benefitted from an editorial review and a check of the clarity and comprehensiveness of the rules.  For example, Fighter Alley is described as being for two to four players, but it is unclear how the game works with three players.

Likewise, it is unclear whether aircards are discarded after use.  There is also the question of whether you could fly under enemy aircraft (or if this would enable them to attack the other player?)  More than anything else, the rulebook would have benefited from a series of examples to demonstrate a typical turn within the game.

The fuel gauge of each jet fighter is tracked using a cardboard dial, but there is nothing to keep track of jet fighter hitpoints, other than pen and paper or using your own 12-sided dice (D12).  Consolidating this information, along with the jet fighter’s altitude, onto a single dial feels like a missed opportunity.

Some have queried if making a board game with direct references to the current war in Ukraine is appropriate.  The designers’ response is shown here.

If the issues surrounding the rule clarity are resolved and an improved method of tracking information is introduced, then Fighter Alley: The Ghost of Kyiv has the potential to be a great game that is rarely away from the gaming table.

Note: Fighter Alley: The Ghost of Kyiv is still in development and was played using a Q4 2023 version of the rules.

Geek Pride’s Best of 2023

2023 has been an amazing year to be a geek.  So much so, that it is almost impossible to identify the “best of the best”.

However, we at Geek Pride say nothing is impossible (amongst other things…)  We have each endeavoured to highlight what we each considered to be particularly meritorious, in what has been a packed year of incredible science-fiction, fantasy and horror.

So, Matt Geary, Peter Ray Allison, Laura Benson, Mark Canty, Bevan Clatworthy and Jonjo Cosgrove compiled their favourites, whilst somehow managing to remain friends.

It’s a bit like the Oscars, but without the lovies…

Best film

Matt: John Wick 4
I love the John Wick series and John Wick 4 was as intense and actioned-filled as any of its predecessors. The fight choreography is superb (I love the stair scene), its humour never dampens the severity of the situation and the film didn’t suffer from plot-rot; the staleness you can find in a long-running film series. A suitable end to an amazing tetralogy.

Pete: Totally Killer
A cross between Halloween and Back to the Future, Totally Killer was a surprisingly fun slasher-thriller with a time-travel twist.  The script has a wry tone, that played with the horror tropes and highlights the cultural differences between 1987 and 2023.

Laura: Dungeons & Dragons
This was a total surprise for me, as I don’t feel games transition well into film and D&D has so much lore that it could have become inaccessible.  Yet, its blend of practical and digital effects, paired with a story about love more powerful than romance, and finished with a sense of humour made this a fantastic movie.  I will riot if they don’t do a sequel.

Mark: The Marvels
lman Veilani shines in this film, which also features a more sympathetic and emotional performance from Brie Larson and some enjoyable set pieces. Unfortunately, it suffers from franchise fatigue on the MCU, and some people not prepared for female leads.

Jonjo: Mission Impossible: Dead Reckoning – Part One
The seventh entry in the series and possibly its best. Tom Cruise gets to bring Ethan Hunt out for possibly his greatest mission yet.  A huge all-star cast and some of the best ever action sequences cement MI:7 as one of the greatest cinematic experiences in recent memory. Every shot is spectacular and the line between visual and practical effects has never been more indistinguishable.

Bevan: Elemental
I went in with low expectations but loved the world building and the charming characters featured in Elemental. The story is little predictable (it’s by Disney, so it needs to have a happy ending), but I had a good time, and a little escapism can be good for the soul.

Best series

Matt: Loki season 2
There has been a lot of great television this year, but the new season of Loki, which I honestly didn’t have huge hopes for, was amazing. It has great writing, great acting and an incredible ending.  I thought the Marvel boat had sailed, but this really impressed me.

Pete: Gen V
Gen V especially impressed me because I was not expecting that much from it.  It is an original story within the setting of The Boys, and all the better for it.  Using the premise of superheroes as celebrities, Gen V explores contemporary themes with some fantastic writing and incredible acting.

Laura: Foundation
Foundation’s real strength lies with its actors. Every single one gives an engaging performance with special mention to Lee Pace – he is so charismatic that it’s hard to hate his character, despite proving time and time again to be irredeemable.

Mark: Picard
I have too many choices here; Season 4 of For All Mankind is simply fabulous, Ahsoka had a few issues with pacing but some wonderful performances, not least the late Ray Stevenson, and season 2 of Loki had interesting storytelling. I couldn’t not pick Series 3 of Picard, which gave us the finale for the Next Generation we didn’t get with Nemesis, and some wonderful performances by old and new cast.

Jonjo: The Power
Based on the book by Naomi Alderman, the series follows various women who develop electric powers. Dealing with worldwide implications and personal stories, the show feels like it has come out at just the right time.  We get a show that brings out fear, wonder and suspense with its superstar acting.

Bevan: Gen V
As a fan of The Boys, this step back into the ‘origin stories’ formula was refreshing.  With some great acting, an intriguing story line and some gruesome action, this was a winner for me.  If anything happens to Lil’ Cricket, it’s time to riot.

Best game

Matt: Legions Imperialis
2023 has been a busy year for games, but for me has been literally Epic!  Epic Space Marine was the first boxed game I ever owned and holds a special place in my heart; I have fond memories of setting up huge battles on my parents’ dining table.  Opening the new box set for the first time, seeing all the mini tanks and the titans just made my inner child smile. It’s a literal dream come true.

Pete: Cyberpunk 2077: Phantom Liberty
This is a bit of a cheat, as Phantom Liberty is DLC for Cyberpunk 2077, which was released three years ago, but the expansion transforms it into a whole new game.  Despite a rough launch, Cyberpunk 2077 has become one of the best video games of this generation and is the perfect combination of writing, immersion, gameplay and atmosphere.

Laura: Baldur’s Gate 3
Baldur’s Gate 3 is my pick for a variety of reasons; the stunning designs, the humour and the sheer volume of content involved. Plus, the cast is an utter delight.

Mark: Cyberpunk 2077
A controversial choice, but with the V2 updates, Cyberpunk 2077 is the game we were all promised when it was first released. Dirty, grimy, violent, loud and fun.  Recommended, even if you were bitten the first time around.

Jonjo: Dead Space
A remake of the 2008 horror classic, Dead Space made its return earlier this year. For fans old and new, this game is a huge treat.  Heading to spaceship the USG Ishimura, Isaac Clarke and his crew are tasked with finding out why it has suddenly gone silent.  The game benefits from refined controls, a more balanced story and a not-so-silent protagonist.

Bevan: The Legend of Zelda: Tears of the Kingdom
At 227 hours and counting, the mix of new traversal mechanics, the ability to build practically any vehicle you can think of and the vast environment chocked full of things to do, Tears of the Kingdom is an amazing addition to the franchise.

Best book

Matt: Lightbringer by Pierce Brown
There have been a few good books released this year, but for me it has to be book 7 of the Red Rising series. The series starts as a sort of Hunger Games, but evolves into a galactic-spanning civil war, with some of the most amazing battle scenes you’ll ever read.

Pete: Quantum of Nightmares by Charles Stross
This offshoot from the Laundry Files series is best described as Mary Poppins meets the horrors of corporate efficiency.  Although there were no references to the KLF this time, it was is an utterly gripping read.

Laura: Brandon Sanderson
I refuse to do one book, but everything Brandon Sanderson has done this year.  Sanderson brought out four books and finished a series in one year.  He is not only sickeningly prolific, but able to maintain that fantastic quality in his writing.

Mark: Making it So by Patrick Stewart
A wonderful book, at times touching, funny, sad and, overall, a really enjoyable insight into someone who has become a pop culture icon.

Jonjo: Making it So by Patrick Stewart
It’s amazing that it took Sir Patrick until his early 80s to release his memoirs. But, a gripping read throughout.  Any fan of Star Trek or Shakespeare will love this. From a baby born during the war, his journey is almost unlike any other actor.   If you can, experience this as read by the man himself in audiobook form. There is something about Patrick Stewart reading his life out that just holds you.

Bevan: Star Wars: From a certain Point of View
My favourite book this year actually came out in 2017, as it just happened to be in a holiday home we were staying in over the summer. From a certain Point of View contains a fantastic set of short stories, all from the perspectives of characters around the central plot of Star Wars. Personal highlights were the Jawas that dreamed of going to the stars before her family is slaughtered by the Empire, or the origin story of the eye-stalk monster the heroes encounter in the trash compactor.

Best event

Matt: UK Games Expo
There is only one event that does anything for me, and that’s the UKGE; a tabletop gaming convention that never gets boring. I find all other conventions have the same feel, but not so UKGE. Every year there is something new and I have to stop myself buying everything in sight!

Pete: The Forge
The Forge was a wonderfully immersive exhibition recreating a Star Wars cantina bar to promote the new season of The Mandalorian.  The event was filled with displays and props from the show, with music provided by the fantastic sci-fi band Blues Harvest.  Needless to say, I was in my element.

Laura: Thought Bubble
Thought Bubble was the busiest I’ve seen it since it moved to Harrogate and is clearly ready for another venue change. The quality of the artwork and volume of artists made it an expensive, but rewarding experience. If you love Artist Alley at conventions, this is the place for you.

Mark: Doctor Who’s 60th Anniversary
I know it’s not over yet, but RTD has brought back so much joy and ebullience (not to mention David Tennant and Catherine Tate, and a tear-jerking final appearance for Bernard Cribbins).  I’m not ashamed to admit I’ve laughed and cried, and Neil Patrick Harris was fantastic as the Celestial Toymaker. The return of Mel was fabulous and I’m looking forward to Ncuti Gatwa at Christmas.

Jonjo: Barbenheimer
Possibly the biggest cinematic event of 2023, Oppenheimer and Barbie helped propel the worldwide box office. Originally seen as an unfortunate clash, the internet actually was used for good to promote both releases.  Whereas Margot Robbie led Barbie to the family audience, Cillian Murphy shined as the famed scientist in an Oscar-worthy performance. Will we ever see a more perfectly imperfect pairing? Maybe not, but you cannot deny that this helped cinema a lot more than even the kindest critics could have predicted.

Bevan: UK Games Expo
I only attended one event this year, but the UK Games Expo had to be the biggest and best one yet. 2023 saw me and my board game company at our biggest stall yet, plus the spectacle of seeing a massive Space Marine Terminator. It’s also wonderful to see so many indie publishers in one space, all that innovation, enthusiasm and cardboard was heaven.

MCM Comic Con Birmingham 2023: A festive extravaganza

The halls of NEC Birmingham came alive from 1st to 3rd December as MCM Comic Con returned for an electrifying celebration of pop culture. This year’s event witnessed a record turnout, with fans flocking to experience the magic of their favourite franchises and immerse themselves in the vibrant atmosphere that MCM is renowned for.

One notable highlight was MCM’s nreturn to Halls 3 & 4, reminiscent of the convention’s earlier years when these halls were bustling hubs of activity. The nostalgia was palpable, as attendees rediscovered the charm that had made these halls so popular in the past.

This year marked a different approach, as MCM Birmingham was held later in the year, giving the convention a festive touch. The organisers infused some of the Christmas spirit into the event and the festive vibes were unmistakable.

The inclusion of retro gaming at the heart of the convention hall added a delightful touch. Nostalgic gamers revelled in the classics, creating a lively and enjoyable atmosphere. The overall feeling was one of cheerfulness and camaraderie, a testament to the diverse and welcoming community that MCM Comic Con fosters.

The selection of vendors added to the allure of the event, offering a vast array of pop-culture merchandise. There was everything from unique artwork to comics and prints, giving attendees the opportunity to discover unique Christmas gifts.

Cosplay enthusiasts were out in full force, contributing to the vibrant atmosphere with their meticulously crafted costumes. The strong cosplay presence added an extra layer of excitement to the event, showcasing the dedication and talent of the community.

However, as we reflect on this year’s MCM Comic Con, one suggestion for future events emerges; a desire for curated photo areas. While the convention provided ample opportunities for impromptu snapshots, having a dedicated space with themed backdrops would enhance the overall experience.

Also, considering the time of year, collaborating with prop builders to create geeky, festive sets could be a fun addition, as well as changing annually to keep things fresh.

In conclusion…

MCM Comic Con Birmingham 2023 was a resounding success, capturing the essence of geek culture and providing an unforgettable experience for attendees. As the convention continues to evolve, we are excited of what that future editions of the event will be. Until then, the memories of this year’s festivities will linger, a testament to the enduring magic of MCM Comic Con.

Cosplay spotlight

With so many incredible cosplayers on show, its so difficult to highlight just one person, but this year @nonamecosplayuk left a trail of amazed and delighted fans with her take on the much beloved “Queenie” from the 1986 Blackadder II, played by the incredible Miranda Richardson.

We thoroughly recommend you head over to Instagram and look at the progress and detailed photos of this stunning costume.

Vendor Spotlight

We love to support small businesses at GeekPride, and shopping at conventions is our guilty pleasure! This year we were incredibly impressed by the creations of The Jewellery Patisserie.

Their geeky-themed jewellery are handmade using quality materials but at affordable pricing, and they have something for all fandoms! The designs are forever changing, and once they are gone, they may not get another chance! So make sure to check out their trading dates on the website and head over to her stand to see what nerdy treasure you can find.

Napoleon- Review

For as long as I can remember, the Napoleonic era has been my bag. Growing up reading and watching Sharpe, painting 15mm Napoleonics, watching endless documentaries, reading books on the era and even doing my dissertation on Napoleon for Uni (albeit not the best dissertation in the world); I couldn’t get enough of it. It just captivated me, the pomp, the formations, the tactics the battles, it had everything.

So when I heard that Ridley Scott was making a film about Napoleon I couldn’t help but get my hopes up. How would they do it I wondered to myself, a long film maybe?  His rise to power? His last days?

The whole thing, his entire career, wow, ok so I guess it’s going to be a long film then… 2.5 hours… Ah, this could be a problem.

Now Ridley Scott states there is a 3.5 hour Director cut but even at that you are really going to struggle, bearing in mind all the main occurrences, victories and defeats during the period… But I will go into that later.

First the good

I enjoyed how Joaquin phoenix portrayed Napoleon. It was reserved, insecure emotional and gave a more realistic and even flawed look at the man, which I felt, based on what I’ve read/studied at least, was quite close to what he was like. On top of this his obsession with Josephine was well documented and the film showed this really well. Indeed, their pretty emotional and somewhat toxic relationship was one of the triumphs of the film and honestly, it should have been called Napoleon and Josephine.

His letters to her, and her letters to him work well and I found that as much as I wanted certain historical milestones to be hit within the film, having the narration of these letters made me not mind as much and cemented that it was more a film about their relationship than his career.

The hint of humour, which I know people disliked, I quite enjoyed. Again it added to the reality of it all. So much of the time in film we have implacable characters and heroes, seldom showing weakness and so we are used to, especially in war films, them being avatars of the stoic, brooding genius. We didn’t get that with Napoleon, which I think has caused issues for a lot of people because their image of who they think Napoleon was / acted differs greatly from how he was portrayed, which I feel was probably more real.

The Battles (which are also included in the bad) were visceral, bloody and despite the history nerd in me getting wound up by certain things were visually stimulating and somewhat graphic at times. If you’re not a history geek, you’ll love them for the short periods they are on the screen.


The Bad

It kinda felt like a TV film, or a higher-budget episode of Sharpe / one of those historical dramas that the BBC or ITV would do. Which I love, but where I can accept the limitations of a TV film and the abstractions that come with limited budget and manpower. I feel that a 150m dollar film should really be giving me the epic feel, which I’m not sure we got, especially in the battles which seem very limited in size and scope bearing in mind said budget and the battles portrayed.

The battles were historically woeful and needlessly so in my opinion. As much as I’m happy to accept some Hollywood licence when it comes to set pieces. I found myself feeling slightly annoyed in each of the main battles.

Austerlitz was one of Napoleon’s finest moments, louring the enemy onto the pratzen heights and counter-attacking but in the film the only “heights” are where the French guns were and it seemed to be more about the whole, I’m going to shoot cannons at that ice, which wasn’t an overly major part of the battle rather than, showing Napoleon’s tactical ability by outsmarting a combine Russo-Austrian army that outnumbered him.

The Battle of Borodino and the subsequent retreat from Moscow just had no real sense of the scale or cost.  600k + men fought in Russia for la Grande Armee and only 8% returned.

The Battle of Waterloo, the largest set piece in the film just made me kinda angry.

A Rifleman with a scope… The British sitting in field entrenchments then being ordered forward to receive the cavalry charge, why?! One there weren’t entrenched lines like that, the hill itself was used as cover and even they were in existence why would you move out of them and then form a defensive square against a cavalry attack? It makes zero sense. Unless you want to have a great shot of cuirassiers charging round them. Well why not have it as it was, Ney thought the British were retreating, sent the heavy cavalry forward and as they crest the hill the British were in square. The entrenchments weren’t needed and I suspect, were a way to mask numbers so Scott could make the battle look bigger and fill more space.

Finally, the Prussians came in on the wrong flank, It rained the night before not on the day and the advance of the guard to break Wellington’s centre was in line. The attack made by the middle guard were in attack columns, or technically squares, with one being in a mixed formation of a column on both sides and a line in the middle.

Bearing in mind this was an era of massed attack columns and formation fighting, bar the squares at the end of Waterloo little effort was made to reference it in any of the battles and there could have easily been a bit more care made towards how battles were fought at the time.

On top of this, there seemed to be this obsession with the fact Napoleon was an artillery officer and every chance was made to reference it, with each battle having him just waving his hand to fire cannons and that was about it. No other glimpse into his mind or thought process or tactical abilities. His thing was Artillery and that was about it. Which kinda takes away from what I thought the film was getting at, was he a genius or was he a tyrant and you don’t really get a balanced view on either.

The Verdict.

I’d be lying to say I hated it, despite the historic niggles, because I didn’t, it was enjoyable and if you came to watch it with no historical nerd baggage you’d enjoy it as well I think. It’s well shot, as expected, the dynamic between Napoleon and Josephine is great and if you take away the historical inaccuracies the battles look cool.

Sadly, I am a history nerd and as much as it helped with the huge time jumps, as I could fill in the blanks with my own knowledge, I just felt like it didn’t feel like an epic film, it felt rushed in part because it was trying to cram so much into a short period, some of the missed parts I think were vital in depiciting who Napoleon was and the Battles, as much as they were visually nice, were historically lazy.

Honestly, had Apple funded it as a higher-budget series, with more time given to more key periods in his life and his relationship with Josephine I think you would have had a winner. But what we have been given is a somewhat rushed and okish film. Not bad, but not great either. Not a film i’m clambering to go and watch again; which is painful because I love the Napoleonic era.

C’est La Guerre

MCM Comic Con returns to Birmingham for three days of pop culture extravaganza

The anticipation is building as MCM Comic Con gears up for its grand return to the NEC Birmingham from Friday 1st to Sunday 3rd December. Brace yourselves for the ultimate celebration of pop culture, promising an unforgettable long weekend filled with exciting experiences, exclusive panels, and the chance to meet your favourite stars.

As the 60th anniversary of Doctor Who approaches, MCM Birmingham Comic Con is pulling out all the stops to make this event truly special. The iconic series will be celebrated with a fantastic lineup of activities, including the Doctor Who Timey Winey pub quiz, where fans can test their knowledge of The Doctor. Attendees will also have the chance to witness the Daleks Through The Decades Christmas Beauty Parade and even learn the language of the Dalek—a once-in-a-lifetime opportunity. The Project Dalek prop display is back in all its glory, ensuring fans won’t want to miss out on this nostalgic experience.

The festive magic continues beyond Doctor Who; attendees can explore the inspiring world of Artist Alley to find the perfect Christmas gifts for pop-culture lovers. Original artwork, comics, prints, and unique merchandise from independent artists and creators await discovery.

One of the highlights of the event is the presence of the incredible Mike Quinn, renowned for bringing Nien Nunb from the Star Wars franchise to life. Fans of the popular game Baldur’s Gate 3 will also have the chance to meet Neil Newbon, best known for his role as Astarion. Autograph and photo op sessions with these talents will be available throughout the event, providing fans with memorable interactions.

The event boasts an incredible lineup of guests across all three days, including Patricia Summersett and Sean Chiplock, the voices behind The Legend of Zelda: Breath of the Wild characters. Voice actors from animated sensations like RWBY and Genshin Impact will also be present, alongside Roger Clark and Troy Baker from Fort Solis, offering fans a chance to meet and greet their favourite talents.

The event caters to various interests, offering augmented reality sports with HADO UK, live full-contact thrills with Quadball UK for sports enthusiasts, and Elite Wrestling Entertainment for wrestling fans. Gaming enthusiasts can explore the Side Quest area, featuring a Multi-Player Lounge, Retro Zone, and the latest consoles in the Gaming Bus. Tabletop gaming aficionados can indulge in an extensive library and life-sized TTRPG games in the Life Size Tabletop Experience.

For families, the award-winning Treehouse provides a world of creativity and imagination, featuring face-painting, comic creation, mask making, and magical story time sessions with Santa and the Elf. Kids under 10 even get free entry with an adult ticket holder.

Cosplay Central promises a realm where creativity knows no limits. Attendees can witness the remarkable skill of cosplayers, learn from experts, and enjoy the Cosplay Masquerades showcasing exceptional craftsmanship. The Artist Alley invites visitors to explore independent artists and creators, offering a perfect opportunity to find unique Christmas gifts.

Pop Asia awaits with an Origami workshop, K-pop dance performances, and Manga drawing sessions to unleash your creativity. Teresa Heitor, Event Director at MCM Comic Con, expressed excitement about bringing the event back to Birmingham.

Get ready for a weekend of immersive experiences, entertainment, and a celebration of all things pop culture at MCM Comic Con—where the excitement knows no bounds!

Geek Pride will be attending and will report back soon on how the event turns out! Check out the official show guides here to help you navigate the event.

Dungeons & Dragons Adventurer

Dungeons & Dragons Adventurer is a partwork that introduces the concepts and rules of Dungeons & Dragons (D&D) over eighty issues.

Each issue is dedicated to a particular facet of the game, is approximately 25-30 pages long and is broadly split into the following four parts:

  • Sage Advice discusses different aspects of the D&D rules.  There is no assumption of any existing knowledge of the game, so it is ideal for anyone interested in playing D&D.
  • Character Creation examines how player characters are made, what the various classes are and how their different abilities can be used.
  • Lore examines the standard D&D setting, by explaining the locations and factions within the Forgotten Realms.  It would be interesting if they also considered other D&D settings such as Dragonlance or Ravenloft.
  • The final part is an encounter.  Each scenario forms part of a larger adventure, but they could be slotted into an existing campaign as a small side quest. The encounters are reminiscent of an hour-or-so games for running during lunchtime breaks.

The magazine is engagingly written and encourages experimentation; D&D – like all of roleplaying – rewards player imagination.  Likewise, each of the scenarios are inventive and sufficiently different that they do not always rely on combat to solve, ensuring that no particular character or class is essential for their completion.

Location maps accompany each scenario and are clearly presented for the GM. However, the best ones are those that are presented as in-game handouts, as they are drawn as if on parchment.

The sample character sheets (and their accompanying tokens) with the second issue are designed with these initial scenarios in mind.  However, the scenarios could be run using the players’ own characters or the sample characters used as supporting characters in another game.

The first few issues come with free dice and accessories, but the highlight has to be the map of Sword Coast that comes with the second issue.  The map is especially useful and will make an excellent focus for players to gather around.  Its large size means there are a lot of details, whilst the heavy-duty paper quality means it is possibly tough enough to withstand being used as a playmat.

Dungeons & Dragons Adventurer contains everything needed to understand how to play D&D.  However, it does not replace the Players Handbook, Dungeon Master’s Guide or Monster Manual.

The elephant in the room is the price tag.  The first issues are cheaper, but later issues cost £8.99 each (premium subscribers pay an extra £1.25), with four issues released each month.  When buying just for one person the price does seem steep, especially compared to the price of a D&D Essentials boxset.  However, if the subscription were to be shared, then it could be justified.  As D&D is a group activity, a group subscribing to the magazine collectively makes sense.

Overall, Dungeons & Dragons Adventurer is an excellent, if expensive, partwork magazine that introduces the world of D&D – and the wider hobby of roleplaying – in a clear and fun way to a potential new audience.  And more roleplayers is never a bad thing.

Hunter: The Reckoning – 5th Edition

It would be fair to say that there was some surprise when Hunter: The Reckoning was announced as the next World of Darkness game to be developed after Vampire: The Masquerade – 5th edition (V5 – reviewed here).  Many had expected that Werewolf: The Apocalypse (W5) would be the next game developed (it actually came after this and is reviewed here), whilst some hoped for Mage: The Ascension.

However, a fifth edition of Hunter: The Reckoning (H5) was a logical choice to follow V5.  After all, vampires are, amongst others, the natural quarry of the hunters.  That said, the hunters of H5 do not just hunt vampires; they hunt anything that threatens innocents within the World of Darkness.

It is worth noting that there were previously two hunter games in the World of Darkness.  There was the original Hunters Hunted, a sourcebook for playing people hunting vampires using Vampire: The Masquerade.  A few years later Hunter: The Reckoning was released, for playing supernaturally-imbued hunters.  H5 removes the imbued abilities and retains the core character concepts of Hunters Hunted to create a new version of the game.

In H5, players take on the role of people that have glimpsed the horrors of the night.  Rather than having the powers of the imbued, hunters rely on their innate skills and abilities.  There are some mystical powers available for hunters, but the emphasis – like the rest of the 5th edition – is on a more grounded approach to the World of Darkness.

There are a variety of different types of hunter, based on their creed (their background and how they approach hunting) and their drive (why they hunt).

Another defining aspect of the hunter is their edge.  An edge is an exceptional talent or ability they have, such as ‘arsenal’ or ‘drone jockey’.  Most of the edges are relatively grounded, but a couple are supernaturally endowed, such as ‘repel the unnatural’ for example.  Edges can be further enhanced with perks, giving additional benefits above the standard.  During character creation, players have the choice of selecting an edge with two perks or two edges and a perk.

A core concept of H5 is the theme of collaborating and working as group.  Mechanically, this is represented by the group, known as a ‘cell’ in the game, having a desperation and danger rating.  These ratings are 1 to 5 and they change throughout the game due to the actions of the player characters.

Danger usually starts at 1 and rises throughout the game as the quarry becomes aware of the cell’s actions against them.  As the danger level increases, the cell’s quarry takes additional protection, such as bodyguards.  The danger level can decrease if the cell chooses to stop actively pursuing the quarry, but this can cost the lives of innocent victims.  Desperation meanwhile represents the stress the cell is under, which can increase through the danger to which they are exposed, or decrease due to their successes in the field.

Skill checks are made by combining the skill and attribute (such as wits and alertness).  In cases relating to their drive, a character can add a number of equal to the desperation rating of their cell.  This is akin to the hunger mechanics in V5 or the rage mechanic in W5.

The results of a skill check are interpreted by the number of successes on a dice (6 or over).  Rolling a 1 on a despair dice, but still succeeding, means that the character over-reaches, alerting the quarry and thereby increasing the danger level for the cell.  Failing a skill check when using desperation dice leads to despair for the character, where they succumb to the overwhelming odds facing them and need to redeem themselves in accordance with their drive.

This is where the touchstones come into play.  A touchstone acts as a reason for the hunters to continue pursuing their vendetta against the supernatural and can help restore their willpower.  A hunter without any touchstones permanently descends into despair.  However, a touchstone can also become a potential liability, especially if a touchstone is threatened by the very forces the hunters are pursuing.

The system for H5 is very similar to that in V5 and W5, offering lots of crossover potential.  Hunters are probably the characters that have the most potential for interacting with the game lines, as they hunt anything.  Anyone familiar with V5 or W5 will have an understanding of how to play H5.

Although H5 is a game about hunting monsters, the threat posed by them is such that any physical confrontation should be kept to a minimum.  Instead, the focus of the game is on the investigation and coordination.  The players will need to investigate the monster, find its lair and learn its vulnerabilities, before setting an ambush to eliminate it.  Facing a monster should be an epic grande finale and it should be hard – hunting monsters is a dangerous occupation and the unprepared will not survive.

Standing alongside the vigilante-style cells in H5 are the larger government or privately-funded organised groups, otherwise known as ‘orgs’.  There is a disconnect between the hunter cells that are out to hunt monsters and the orgs that hunt monsters, but have other reasons for doing so.  The government-level orgs, like Special Affairs Division and the Information Awareness Office, are covered in greater detail within the Second Light sourcebook for V5.

The background on the orgs is very good. The Order of the Rose is absolutely terrifying, as it like a cross between the Stepford Wives and a fundamentalist cult.  Re:Venge is a fun org, riffing on the gig economy, but feels out of place in the World of Darkness, as it implies there is a wide knowledge of the monsters within the setting than has previously been established.

The list of antagonists facing the hunters is amazing.  There are some fantastic ideas; more than just another vampire or a werewolf, as the writing added lots of texture to them. The background material embraces the focus on the research and investigation, rather than just the extermination. It could be argued that H5 is worth getting for the antagonist section alone, as they would make excellent storyteller characters for V5 or W5.

Due to the mature nature of H5, the core rulebook concludes with a discussion about storyteller tools for dealing with sensitive subject matter, such as lines and veils, and a ‘session zero’ for character creation and setting the tone and subject of the games.

H5 ultimately abandons the superpowers of the original Hunter: The Reckoning for a more grounded approach to hunting monsters that fits well within this new World of Darkness.  By incorporating the danger and despair mechanics into the game, H5 explores the psychological toll that being a hunter has on the characters and how they need to maintain their humanity when fighting monsters.

Werewolf: The Apocalypse – 5th Edition

Werewolf: The Apocalypse – 5th Edition (W5) is the latest edition of the World of Darkness games about werewolves.  Unlike the previous editions of Werewolf, which continued the metaplot and expanded the world, W5 is a reboot of the series, returning to the core of the game and redefining how it is played.

W5 is focused on the Garou; warlike shapeshifters torn between wolf and man, and the champions of Gaia, the spiritual representation of the Earth and nature.  However, Gaia is dying, and the apocalypse has begun.  Each player takes on the role of a Garou, calling upon their rage to confront the forces of destruction and wrest Gaia from the brink of death if they can, or follow her enemies to the grave.

W5 is very much a game about the horror of an environmental apocalypse and what impact this might have on those fighting it.  Rage is a core theme within the game, as that is what powers the Garou’s ability to change shape, as well as fuelling their strength and capacity to withstand injury.  However, it can also lead to harano (despair) and hauglosk (fanaticism).

These themes are embedded within the mechanics of the game.  Skill checks are made by combining the skill and attribute (such as wits and alertness).  A number of 10-sided dice from the pool are replaced with rage dice equal to the amount of rage a character has.  In many ways this is akin to the Hunger mechanics in the fifth edition of Vampire: The Masquerade (V5 – reviewed here).

These results of a skill check are interpreted by the number of successes on a dice (6 or over).  Two successes are needed to pass a standard skill check, but some checks may be more difficult than others and require a greater number of successes.  More successes on rage dice than normal dice can lead to a bestial success, where the rage-filled nature of the character comes to the fore.  Likewise, critical failures (rolling a 1) not only fail a skill check but cause something detrimental to happen, such as an item breaking.  Furthermore, when performing a violent task, such as fighting, the rage dice is added to the skill check, rather than substituting existing dice.

One of the things that stands out most is how W5 removes the previous cultural associations of each tribe.  The concept of tribes, in that each Garou is a member of particular group, remains, but they are no longer tied to a particular region or ethnicity.  Some tribes have been renamed to reconcile with the culturally agnostic approach.  As a consequence of these changes, W5 feels truly global for the first time.

This is a Werewolf game for a new generation.

Some existing fans may be disappointed with certain changes, such as the Cult of Fenris and the Stargazers leaving the Garou nation.  However, their expulsion is used to exemplify the extreme fallouts of rage.  In the case of the Cult of Fenris, their departure is used to explore the extremes of absolute fanaticism.

Another of the major change is that some Garou believe that Gaia is dead, rather than dying.  There was always a fatalistic element to Werewolf: The Apocalypse, conveying how this was the end times of the Garou.  Now, with Gaia believed to be dead by some, this fatalism is brought to the fore and adds much needed gritty element to the game.

The umbra, the realm of spirit that overlays the physical realm, has also evolved, and it is no longer safe for the Garou.  Although Garou may be able to crossover into the umbra, they are only partly creatures of spirit and this is not their natural habitat.  As such, Garou are no longer able to pass between the umbra and the physical world with impunity.  This provides a new element of risk and reinforces that nowhere is truly safe for the Garou.

All of these new elements combine to make the power levels of the Garou lower than what they once were in previous editions.  Garou are still a (literal) force of nature and more powerful than a vampire, but they are no longer unstoppable killing machines.  This decrease in power feels in keeping with the overall themes of the game and the grounded approach to this new World of Darkness.

There are also much more varied enemies in the core rulebook.  The wyrm, the spiritual representation of decay and entropy, remains a core protagonist, as well as the wyrm-tainted corporation Pentex (imagine Umbrella Corporation from Resident Evil but without H&S and an ethics committee).

However, we are presented a far more nuanced portrayal of the antagonists. The wyrm has become evil not because of what it is, but because of the imbalance within the triat; the celestial trinity of wyrm, weaver (stasis) and wyld (creation).

It is interesting to note that vampires are not now considered wyrm-tainted, and thus natural enemies of the Garou.  However, a vampire remains worthy of a Garou’s loathing, as both consider themselves apex predators.  As such, do not expect any team-ups any time soon.

We are also introduced to more enemies.  These include the fomori, humans and animals possessed by banes (wyrm spirits), and skin-stealers, humans that performed foul rituals to gain the power of shape-shifters.

The core rulebook concludes with an excellent scenario, which introduces the main concepts of the game to new players.  It should only take a session or two to run, and each of the scenes are explained with how they should be run.  The core rulebook also offers guidance on how to run Werewolf: The Apocalypse.  There are a rich collection of antagonists and allies to inspire many new storylines.

W5 uses the same system as the fifth editions of Vampire: The Masquerade and Hunter: The Reckoning.  Making the rules system compatible with the other World of Darkness game offers intriguing crossover potential and presents a far more cohesive setting.

W5 contains everything needed to run a game of environmental apocalypse.  It is easy to understand, with key rules highlighted in standouts.  The fantastic artwork throughout the book, along with the evocative quotes and atmospheric stories, makes this a joy to read.

W5 is a long-awaited reboot of Werewolf: The Apocalypse, which introduces the game of environmental horror to a new generation and asks them; “When will you rage?”

Undaunted: Battle of Britain

Undaunted: Battle of Britain is a two-player deck-building wargame played over a hexagonal map based around the Battle of Britain that took place during the Second World War.  One player controls the RAF, whilst the other manages the Luftwaffe.

Undaunted: Battle of Britain has a setup time of approximately 10-20 minutes.  Laying hex-tiles into the set pattern, as well as sorting the cards and counters that players will need for each mission, can be time consuming.

Anyone who has previously played any of the other Undaunted games will be instantly familiar with the format.  Each player has a deck of cards, from which they draw at the beginning of each turn to form a hand of five cards.

Initiative is determined by players bidding using a card from their hand; the player who plays a card with the highest initiative number goes first.  The initiative bidding is an elegantly effective mechanic (the more powerful the card, the higher the initiative number), but it also means the card is then unavailable during the player’s turn.

During each player’s turn, they will play the cards in their hand until all have been played.  The player’s units are moved across the map by playing the appropriate card.  However, maintaining squadron cohesion is a must.  The units in each squadron need to remain within a set distance of each other, otherwise they need to regroup.

There is an escalating complexity to the rules as the campaign is played through.  These additional rules introduce new elements to the game that the players need to consider in their tactics, hence ensuring the game does not become repetitive.

The rulebook is concise and well laid out, but the rules can be unclear at times.  This is especially true in regard to the movement and actions of units. Watching how-to-play videos can alleviate this, but it can be frustrating when wanting to just start playing the game.  The artwork is wonderfully atmospheric throughout and offers a faithful representation of the time.

The campaign also has a neat touch in how it mirrors the Battle of Britain.  It is not as historically accurate as it could be (this is not The Campaign for North Africa), but it does make for an interesting story based on historical events.  The modular aspect of the game, using different units, tiles and cards for each mission, means that there is the potential for new missions to be created.

With so many board games being playable with four or more players, Undaunted: Battle of Britain feels restrictive with being limited to two people.  However, this is true of most wargames, and it would be fair to say that Undaunted: Battle of Britain feels like the combination of a wargame and board game.  It would have been interesting if there were possibilities for more than two players.

Overall, Undaunted: Battle of Britain is a satisfying tactical boardgame that recreates an iconic moment in history.  However, watching how-to-play videos is recommended as the rulebook is not as clear as it could be at times.