Paws and Portals in print today!

Another offering from the Guru that is aimed at the young and young at heart. What better way to determine if dogs are better than cats! Personally I don’t think so, but hey I am biased.

Paws & Portals: The Deck of Destiny is a fast, dice-free tabletop skirmish game where bold Dogs, devious Cats, and one very opinionated deck of cards decide how the battle unfolds. There are no turns, no dice, and no guarantees — only momentum, timing, and the constant risk that everything will go wrong at once.

Fight across dining rooms, billiard tables, and bedrooms turned battlegrounds. Surge forward in reckless Overdrive, snatch victory at the perfect moment, or watch the round end just as your plan finally made sense.

Easy to learn, quick to play, and full of chaotic stories, Paws & Portals is a game about daring plays, sudden reversals, and the absolute certainty that the deck is laughing at you.

Shuffle the cards. Claim the room. Accept the chaos.

For the next few days the rules can be downloaded here.

For those interested here is the Designers notes:

Paws & Portals: The Deck of Destiny started with a simple question: what if the game didn’t pretend to be fair?

Most tabletop games carefully balance turns, probabilities, and outcomes so that control feels evenly shared. This game does the opposite. It hands authority to a deck of cards and asks players to react, adapt, and occasionally laugh when plans collapse. The goal was not randomness for its own sake, but visible momentum — moments where pressure builds, breaks, and resets in ways players can feel immediately at the table.

Removing dice was a deliberate choice. Cards are familiar, readable, and dramatic. When a high card wins a fight, everyone sees it. When Overdrive spirals, it’s exciting because it might end at any moment. When it does end, it ends cleanly. That rhythm — surge, pause, reshuffle — is the engine of the game.

Cats and Dogs were chosen not just for charm, but because their personalities naturally support asymmetry. Cats reward speed, timing, and audacity. Dogs reward durability, cooperation, and commitment. Neither side is “better”; they simply thrive under different kinds of pressure. The campaign scenarios were written to explore those pressures in different ways: speed, control, and endurance.

Finally, the setting — a house turned battlefield — exists to lower the barrier to play. Furniture becomes terrain. Cushions become objectives. The game works just as well on a kitchen table as it does on a carefully built board.

If this game does its job, you won’t remember who won. You’ll remember why things went wrong, when the deck betrayed you, and the exact moment everyone realised it was already too late.

That’s not a flaw.

That’s the point.\

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