New Shiny “Stuff” has just arrived

A board game, a Role playing Game, and some neoprene gaming terrain.

These double sided terrain mats are from “Monster Fight Club”. The prices were reasonable with the twelve mats costing me about AU$10.00 each landed from the US. The first mat has Difficult Ground on one side and flagstones on the other. The second has a Forest Floor and a Pond.

It was the forest floor which first attracted me to these, as my son suggested I use his mats for a game instead of the tatty green felt to designate the forest boundaries. They look far better.

The board game “Blood on the Ohio” presents the late 18th century struggle between a coalition of Indian tribes led by Little Turtle and the nascent American Army to determine control of the then Ohio territory. Known as the Northwest Indian War, Little Turtle’s War and Washington’s Indian War, this was the first major challenge to President Washington and his army following the conclusion of the Revolutionary War. Spanning from 1785 to 1795, the conflict grew out of a dispute over territorial boundaries following the war, aggravated by settlers flooding across the Ohio to claim Ohio lands then in possession of Native American nations.

The Miami and Shawnee were the principal tribes involved but in time they created a loose alliance with numerous other tribes and together they dealt the U.S. the worst defeat by Indians in the history of their Indian Wars. Washington sent three separate expeditions against them. The first two were handily defeated. The third and final expedition led by General “Mad” Anthony Wayne ended the conflict with his victory at The Battle of Fallen Timbers in 1794.

The game uses a point to point movement mechanism, and a three dice simultaneous battle system with variable reinforcements on both sides, special action points, alliances and treaties, and frustratingly undependable American militia.

The American army operates out of forts, the Indians out of villages. Every two turns both players enter into quartering which in effect resets the board. Destroyed Indian villages are relocated while additional forts and settlements may be built as the game progresses. Indians raiding is a quick and simple mechanism that adds color to the game.

The counter are visually OK but the playing surface is just folded paper reminiscent of the S&T magazine games, and frankly I expect more these days.

Engagements are widespread and chaotic with surprises at every turn. Four scenarios are included – one per expedition with a campaign game that encompasses all three. Low counter density with quick and tense game play makes it simple to learn and fun to play from the one solo play through I have had.

“Magical Kitties Save the Day” at a Glance

Simple! You are cute magical kitties. You have humans. The humans have problems. Use your magical powers to solve their problems and save the day! Done!

The games comes with a graphic novella, rules, counters, a description and map of River City for GM’s, dice, counters, and character sheets.

“Basically “You are Cute. You are Cunning. You are Fierce. You are Magical Kitties, and it’s time to Save the Day! Every Magical Kitty has a human. Every human has a Problem. In Magical Kitties Save the Day, you need to use your magical powers to solve Problems and save the day! But kitties live in Hometowns that are filled with witches, aliens, hyper-intelligent raccoons, and other foes. They make human Problems worse, so the kitties need to go on adventures to stop them before that can happen.”

It is a great and hilarious introduction to role playing, and at my age suitable for all stages of dementia. They also go very well with my wife’s “Cats and Catacombs” figures.

Dare I say just purrrfect!

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