Core Rules
Dungeons and Kittens uses the 3D6 System. When an action might fail and change the adventure, the player rolls three dice and counts the results no higher than the chosen Ability.
The details for creating a Kitten are reserved for the Storyteller.
Heart points show the Kitten's health and composure. His Furr-endship points reflect morale and luck. His skills cover what he has learned, while his Cattribute comes from his childhood and allows extraordinary actions.
A character trait can help the Kitten or land him in trouble, once per session each way. When it helps, the Kitten gains an advantage. When it causes trouble, a companion receives 1 Furr-endship point.
Every Kitten knows meowgic, whose branches are tied to Abilities, and casting a spell requires a roll. After being cast, a spell requires a good night's rest before it can be used again. The Kitten can instead spend 1 Heart point to recharge it immediately.
Catfights settle conflicts. Fang Catfights use intimidation without physical injury. Claw Catfights can wound or kill.
A Kitten can be put out of action, but only exceptional circumstances, such as a Claw Catfight, can kill him.
Session after session, experience lets the Kitten improve.
Simplified rules help with very young players or first games. The allies and enemies met along the way are extras, built like Kittens but in a simplified way.