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Cunning escape · custom dice rulebook
Operation Garden
- 1–5 players
- Difficulty 1 of 3
- All ages
- Available in: Français, English, Español, Deutsch, Italiano
Five kittens have one dream: to slip through the French door and finally see the blue tits in the garden. To do it, they need a clever plan, a tight-knit team and a lot of luck.
The rulebook at a glance
- Custom system
- 5 attributes
- Create your kitten
Choose an adventure
- One-shot
Operation Garden
1 session · Teamwork, cunning and stealth, fear that you learn to overcome, trust between the small and the big
Cost: 1 Die for the whole table
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By @Nanouille
The world
- PlaceThe BasketThe big wicker basket by the radiator is the Gang's secret base, always lukewarm. Plans are scratched out on the cushion, and stolen treasures are hidden under the blanket: a bottle cap, a sock, a crumb of biscuit.
- PlaceThe KitchenThe tiles are slippery, the fridge hums loudly, and Biscuit's cat flap is locked every evening with a red latch. A nudge of the nose underneath lifts it, but it clacks so loudly that the whole house hears it.
- PlaceThe French DoorThis large glass door opens onto the garden and only opens in the evening at eight o'clock, for ten seconds, when Dad takes out the trash. Dad looks at his feet as he goes out, but the slightest noise makes him turn around.
- PlaceLou's BedroomA room full of plush toys and crumbs, whose door Lou often forgets to close. Jingle toys on the floor ring as soon as a paw touches them, and a big wardrobe hides the back wall.
- PlaceThe Blue Tits' GardenA lawn, a hedge and a wooden bird feeder where the blue tits peck, right next to the shed. In the evening, the Big Ginger slips under the hedge: his big paw prints in the soil show his path.
- FactionThe HumansMom, Dad and Lou love the kittens but close every door, especially in the evening. Mom checks the latches, Dad is always in a hurry, and Lou scatters crumbs and leaves her bedroom open.
- FactionThe Basket GangThe kittens played by the players, each with a talent: climbing, making noise, hiding, being cute, or spotting the schedule. Alone, they fail, but together they can attempt anything.
- FactionThe Guardians of the HouseBiscuit the old dog and Granny Whiskers, the old cat, know every corner and every habit of the humans. They can help the Gang… or slow it down on the sly.
- FactionThe Blue TitsA small flock of blue and yellow birds who peck at the feeder and tease the kittens through the glass. As soon as danger approaches, they whistle very loudly, and this signal can save the Gang.
- CharacterLouA seven-year-old girl who talks to the kittens as if they were friends and gives a biscuit to whoever makes big eyes at her. She often forgets to close her door, and her slippers sometimes bring back grass.
- CharacterDadHe takes the trash out every day at noon, always in a hurry and in socks. He hardly notices anything, except a noise, like a jingle or a latch clacking, and then he locks everything up.
- CharacterBiscuitA kind, very slow old dog who sleeps in front of his blocked cat flap, with a bone hidden under his mat. He lets anyone who scratches behind his ear pass, and he has noticed that Granny Whiskers talks a lot to Mom.
- CharacterThe Big GingerThe neighbor's cat, huge, with a torn ear, who prowls under the hedge every evening. He is a friendly cat, but he has a reputation for hunting anything that moves, blue tits and kittens alike. He never climbs onto the shed roof, which is too fragile for his weight. Kittens are wrongly afraid of him.
- CharacterPirouetteA cheeky blue tit who taps her beak on the glass to mock the kittens. If you win her trust with a crumb, she whistles to warn the Gang when the Big Ginger arrives.
The rulebook
Resolving actions
- Roll as many d6 as the stat used.
- Each die showing 5 or 6 is a success: 1 success is enough, 2 are needed for a hard action.
- With 3 successes or more, it's a feat: a small bonus on top.
- With zero successes, the action fails and the Noise rises by 1.
Initiative : 1d6 + Sniff
Attributes
- Climb CLI
- Jump, scale furniture, walk along a roof without falling.
- Racket RAC
- Make noise on purpose to draw a human or a dog away.
- Hide HID
- Slip past, hide, get by unseen and unheard.
- Cute CUT
- Make big eyes, purr, get yourself forgiven or win a biscuit.
- Sniff SNI
- Spot the schedule, tracks, clues and draughts.
Special rules
- Create your kitten
- Distribute 9 points among the five stats. Each is worth at least 1 and at most 3.
- The Crumbs
- The Gang shares a Crumb counter that starts at 1. One success in Cute with Lou earns 1 Crumb. Spend 1 Crumb to roll 1 extra die, or to give a crumb to a blue tit and win her trust.
- The Noise
- The Noise counter starts at 0 every evening. A jingle or a latch clacking adds 1, as does a failed roll. At 3, a human arrives and locks everything up: back to the Basket until the next evening.
- Ten Seconds
- When the French door opens, the Gang has only 2 actions before it closes again. One success in Sniff just before gives 1 extra action.
Character creation
Each attribute starts at 1: spread 4 extra points, up to 5 per attribute · no reroll
Origins
- Born in the Basket
- You were born here, near the radiator. You know every corner of the living room and every sound in the house.
- Came from the barn
- Lou brought you back from a farm. You have already smelled the grass and dream of going back there.
- Found in a box
- Dad found you at the door, in a cardboard box. You are small, but you fit through anywhere.
- Pet shop kitten
- You grew up behind a glass window. You know how to make big eyes at humans better than anyone.
Vocations
- Climber
- You climb up curtains, shelves and roofs. For you, nothing is too high.
- Rowdy
- You knock spoons off the counter and meow loudly to draw the humans far from the Gang.
- Shadow
- You slide under furniture without a sound. Nobody sees you pass.
- Charmer
- You purr, tilt your head, and Lou gives you a biscuit. You bring Crumbs back to the Gang.
- Lookout
- You watch the clock, the tracks and the draughts. You always know when to act.
Derived values
- Hit points
- 3 + Climb
- Defense
- 1 + Hide
- Initiative
- Sniff
Starting equipment
- A red collar (with or without a jingle, your choice)
- A crooked lucky whisker
- A bottle cap hidden under the Basket's blanket
- One of Lou's socks to hide in
- A crumb of biscuit (added to the Gang's counter)
- A bit of wool to trace the plans
Veils
Topics kept off screen: the Narrator never shows or describes them.
- violence against children
- torture
- animal death
- body horror
- animal cruelty
- blood
- gore