Skip to main content
D&C

Core Rules

Dungeons and Kittens runs on the 3D6 System: for each uncertain action, roll three dice and count the successes. The better a Kitten is in the relevant Ability, the more likely he is to score them.

Each Kitten has two gauges: Heart points, which measure his health and composure, and Furr-endship points, which represent his morale and luck. He also has skills learned over time and unique Cattributes inherited from his childhood, which give him an edge on certain actions.

Each Kitten also has a character trait that can work in his favor or land him in trouble: using it positively grants an advantage, owning it negatively (at the group's expense) gives a Furr-endship point to a companion.

Every Kitten practices Meowgic, a form of magic split into paths tied to their Abilities. Casting a spell calls for a dice roll, and a spell once used is spent until the next day.

When things turn sour, conflicts are settled through a Catfight, either of fangs (intimidation, no physical violence) or of claws (with everything that implies). Between adventures, Kittens spend their experience to improve.

For first games or very young players, see Simplified Rules. The allies and enemies met along the way are extras, built like Kittens but in a simplified way.