
Tails of Adventure
The Curse of Count Catula
The Spark
Sometime last year, I sat down with the Brothers Quigley and asked them a simple question: what do you guys really want to build?
They came back with this crazy idea for a papercraft dungeon crawl. Cats. Vampires. Handmade terrain you punch out and assemble yourself. A board game that looks like a diorama.
Amazing idea! I said “Let’s do it!”
The Brothers Quigley
You might not know their names. But you’ve seen their work.
The Brothers Quigley are the twin artists behind most of the original backgrounds and parties in Club Penguin. Their style is warm, detailed, and instantly charming. It’s the kind of art that makes you lean in and look closer.
We’ve known each other for years. When we finally found the right project to build together, it just clicked. This game is loaded with their artwork. It’s honestly some of their best.
What It Is
Tails of Adventure combines two things we love: paper crafting and good old-fashioned dungeon crawling.
You and your friends explore dungeons, battle monsters, level up your heroes, and try to save your beloved kitty homeland from the Dread Vampire Lord himself, Count Catula.
One player takes on the role of villain. Commanding monsters. Scheming against the group. Revealing the story as these foolish heroes descend further into peril.
Everyone else picks a hero and works together to survive.
The Knight. A master swordsman who unleashes devastating counterattacks. The Rogue. A sneaky expert who strikes while foes are distracted. The Mage. An explosive spellcaster who vaporizes multiple targets at once. The Priestess. A powerful miracle-worker who boosts the team to their full potential.
The rules are lightweight. Easy to learn. But the encounters get seriously challenging and strategic as you go deeper.
After each game, you spend treasure at the village shop. Upgrade your gear. Learn new abilities. But choose wisely. The monsters get tougher too.
Why Papercraft
There’s something about a physical, handmade game that feels like an antidote to everything slick and algorithmic.
You punch out the terrain. You assemble the dungeon. You place the furniture. The board isn’t flat. It’s a little world you built with your hands before the first dice roll.
That tactile quality is the whole point. It’s what makes this game feel different from every other dungeon crawl on the shelf.
Why This Fits RocketSnail
This is a game made by three people. A small team with a clear vision and a deep love for the craft.
The Brothers Quigley bring the art and the world. I bring the game design and the studio. Together we’re building something warm, funny, and full of the kind of detail you only get when a small group cares deeply about every piece.
That’s always been the RocketSnail way. Small teams. Original ideas. Built to delight generations of fans.
What’s Next
We’re launching on Kickstarter in early summer 2026. The core set includes The Curse of Count Catula adventure, plus materials to create your own. Expansion packs with new monsters, new furniture, and more adventures are already in the works.
Follow along. We’ll be sharing dev logs, behind-the-scenes looks, and plenty of the twins’ artwork as we get closer to launch.