What is Castles & Cats?
Castle & Cats is a Introductory Tabletop, Role-Playing Game. Castles & Cats sets itself apart from other role-playing games by providing quick combat, original visually engaging components, and simplified game mechanics. With the help of a game master, players will explore, fight and role-play their way through any adventure.
I started working on Castles & Cats when my oldest son was three and my youngest only one. It was quite a year, both started speech therapy and my youngest was diagnosed with Autism Spectrum Disorder later the same year. The game sat in the dark for quite some time but as life settled progression on Castles & Cats grew. At that point I had a solid combat mechanic, but the game was still missing art and other key components.
My youngest son is nonverbal and has been using a PECS (Picture Exchange Communication System) to communicate with us for the past couple of years. The system allows a nonverbal child to use a series of pictures to request items or convey information, which would otherwise be spoken or written in text. It was my youngest son, and his way of communicating through pictures, which inspired the Castles & Cats’ visual character building system, bringing my game the breath of life it was missing.
My goal for Castles & Cats is to introduce young kids to the world of role-playing games while also building on age appropriate, social, communication, and critical thinking skills in a fun and imaginative environment.
Castles & Cats Game Master Guide!
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Castles & Cats News
Sorry for the silence! Even with a house full of guest, I have been hard at work on illustrations and writing. I am pleased to announce that the core game and Adventure 1 are done and I have ordered a prototype of the Meow-ster Box, which I will have an unboxing video of later this month!
With help from my editing team (Thanks Brandy and Chris!) Adventure 1 looks and sounds amazing!! I have had a lot of fun running games for my house guests!
For everyone who missed the Kickstarter, I plan on releasing the digital version of Castles & Cats and Adventures 1 - 3 on DriveThruRPG.com in November. If you would like a physical copy of the game, I will start taking preorders on castlesandcats.com on August 1st. On September 15th however, I will stop taking an orders for the physical copy of the game as I plan on making the final order to the manufacturer.
If you have any questions about ordering or the game in general, please feel free to reach out.
I hope everyone is having/has a great summer!
Make sure to check out Castles & Cats on Facebook for exclusive updates!
Castles & Cats is designed for a game master and 1-2 players. For larger groups the Full Party Expansion can add up to 2 more players onto the base game. Castles & Cats includes:
The full party expansion adds 20 cards and 48 chits to the base game. This provides components for a max of 4 players and will fit into the Castles & Cats Box.
Cards are made from a 12 point 305gsm black-core matte card stock.
Chits are 1x1 inch, double sided, and laser cut; their final weight is 12g.
Laser cut items will have a slight amount of soot upon arrival. Chits will need to be wiped down with a damp cloth.
The Digital Copy of the game can be printed for a game master and 1-4 players, and will come with a D6 conversion table to maintain quick and easy combat with regular six sided dice. The digital copy does NOT include any 3D components or campaigns. Castles & Cats campaigns are not needed to play the game, and the game master can chose to create a original campaign of their own. However Castles & Cats campaigns can be added on at a later time.
To play Castles & Cats you will need: The Castles & Cats base game, a set of role-playing dice and a campaign.
Unlike many other pen and paper role playing games, players do not level up in Castles & Cats. Instead, players will gain abilities and progress through class items they buy or find on their adventures. Classes, Weapons, Armor and Companions add special abilities or spells which allow players to customize their characters. Each Class will have 5 sets of Armor, 4 companions, and 5 weapons.
The visual organization of the item cards provides players and game masters with a quick and simple reference. Players will use cards and chits to build their character.
Pretend & Play
Castles & Cats strikes a balance between exploration, combat, and role playing. Similar to other role playing games, players will use a D20 die to check the success or failure of their role playing actions.
As an example, the players start approaching a bridge, out of the shadows jumps a large troll who begins flailing his arms and grunting.
It is the players’ role to make choices for their characters and it is the game masters’ role to react to those choices while also keeping the players on track towards a goal.
With new players ideas can get very silly and out of the box, but those ideas are one of the reasons I created Castles & Cats. Meet the child halfway and roll along with their ideas, those are the adventures which create the most wonder and fun.
On each players’ turn during a combat encounter, the player has 3 chances to roll combat dice and damage monsters. The number of dice the player rolls is indicated by the power number on the player's weapon card. On the first roll, the player rolls all dice and then selects the element they want to cast as damage, In this example we will select fire. The player picks all the fire sided dice out and places them to the side.
The player has two more chances to roll the remaining dice and collect more fire dice. Once a player picks an element they can not change the element mid turn. At the end of the third roll the amount of fire dice collected is the amount of damage the player deals. Dealing damage ends a players turn.
After all players have taken a turn, any remaining monsters get a chance to attack. Monster combat is a bit more technical taking player armor and monster attack power into consideration. More about monster builds and facts can be found in the Castles & Cats game guide and in official campaigns.
Campaigns are stories or guided adventures. Castles & Cats campaigns are written to be one to two hours long. The number of game sessions it takes to finish a campaign is very dependent on the players. A game master's’ responsibility is to keep the players engaged and wanting to return for more adventures. Stopping a game session too early is better then stopping too late.
Like any role-playing game, campaigns are a core component to Castles & Cats. Game masters can use the official campaigns or make their own. Game sessions will consist of a game master and the players navigating through these stories and interacting with the characters in them.
Official Castles & Cats Campaigns will be available for purchase here, on castlesandcats.com. Game Masters are also encouraged to create their own adventures. Game Masters who create their own adventures will want to pre-plan similar elements included in an official campaign. One of the best aspects of being a Game Master is to build your own Adventures or even to collaborate with your players to make a unique world together.
Keep in mind Castles & Cats campaigns are generally a one time use, so the digital copy is going to be the better price option.
At release there will be three campaigns available. New Campaigns will be released on a 2-3 month basis. For more check out the Future Plans section of the Castles & Cats site.