Castle & Cats is a table top role playing game to help teach/introduce new players to the world of tabletop role-playing! Castles & Cats sets itself apart from other role-playing games by providing quick, simple 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.
My goal for Castles & Cats is to introduce new players 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 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. The digital copy does NOT come with 3D components.
What is needed to play Castles & Cats?
- The Castles & Cats Base Game
- A Campaign
- A set of Role-Playing Dice
Update! New Arcane Graphic!
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.
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 player's role to make choices for their characters and it is the game master's role to react to those choices while also keeping the players on track towards a goal.
On each player's 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.
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 child. A game master's’ responsibility is to keep the player/s 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.
Upon shipping (Projected November 2019) with Castles & Cats, three Campaign Adventures will also be released. After launch I plan to release a campaign every 2 - 3 months continuing the story from the previous campaigns. Campaigns will be available on castlesandcats.com as a $5 digital download or a physical copy currently estimated at $30 + Shipping per campaign. Physical copies will include Map Mats, Story Item Cards and Character/Monster Standee Figures. The digital copies also have maps, story item cards and Character/Monster cut outs but will need to be printed and assembled.
- As a Kickstarter Exclusive, backers pledging for a physical copy of Castles & Cats or the Digital Plus package will receive the first three campaign adventures in some form.
- Campaign Adventures 1 - 3 will be available after shipping through the Castles & Cats website as well, so no worries if you want to pick them up at a later time!
Specifications of components in the physical campaign come as followed:
- Standee Chits are laser cut, cross standing, weighing 12g and are 1 - 2.25 inches in size.
- Map Mats are 11 x 17 inch, double sided (2 maps per campaign) quad folding 305gsm black-core matte card stock.
- Story Items will be identical to the cards in the base game. (12 point 305gsm black-core matte card stock)
- Keep in mind campaigns are generally a one time use, so the digital copy is going to be the better price option.
To learn more about the Campaigns, Castles & Cats updates and news check out castlesandcats.com
We hit $5000!! Huzzah! To celebrate here is a sneak peek into Campaign Adventure 1: Forest, Fungi and Flowers! Keep in mind these pages are still in the editing stage. I hope you love them as much as I do!
Make sure to check out Castles & Cats on Facebook for exclusive updates!
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.
Risks and challenges
Castles & Cats has been a work in progress for three years, I have gone through several prototypes, testing/retesting game mechanics, found a company to print my game and calculated all current and future pricing. After the most recent prototype, I have made (what I hope to be) my final edits to the base game. All three campaign adventures to release with the game have been written and illustrations are in the final stages.
Castles & Cats is a one woman team. I have two small kids and a lot of my time goes to helping them navigate their world. However, in Castles & Cats I have found passion, not only for my kids but for myself. If given the opportunity, I know Castles & Cats can be more than just an amazing game.Learn about accountability on Kickstarter
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