Tabletop games
The Isle of Cats
Rescue as many cats as possible before Vesh arrives, stowing them on your boat in families of the same colour, along with treasures and completed lessons. Rats left visible and badly filled rooms cost points.
Checked against the official rules · October 2026
- players
- 1–4
- minutes
- 60-90
- variants
- 2
You’ll need the game box. Marquoir sums up the rules and keeps score.
Never played? Aim of the game and full rulesStep by step, with examples, for a first game.Setup
- The island goes in the middle of the table; the two areas on either side are the fields, the left one and the right one.
- Vesh's boat starts on space 5 of the day track.
- Common treasures go below the island: 5 of each shape with 1 or 2 players, 8 with 3 players, 11 with 4 players. Once they run out, there are no more.
- The 6 Oshax go below the common treasures.
- The supply holds the wooden cats and the 1 and 5 fish tokens.
- Shuffle the Discovery cards into a face-down deck; the permanent basket tokens go next to it.
- The Discovery Bag holds all the cat tiles of the five colours and all the rare treasures, but neither the Oshax nor the common treasures.
- Each player receives a random boat and a permanent basket, green side up. Every boat has 7 rooms, with 19 printed rats and 5 treasure maps, one per colour.
- Choose the first player at random. Starting with them, each player picks a colour, takes the wooden cat of that colour and places it on the island's turn order track, in turn order.
- 1 to 4 players, ages 8 and up.
How to play
- The game lasts five days. Each day starts by filling the fields, then goes through five phases: fishing, exploring, lessons, rescuing cats and rare finds.
- Filling the fields: the first player draws from the bag and places 2 cats per player in each field, that is 4 per field with 2 players, 6 with 3 and 8 with 4. A rare treasure drawn goes below the island, next to the common treasures, without counting towards the total: keep drawing.
- Fishing: every player gets 20 fish from the supply.
- Exploring, the draft: the first player deals 7 Discovery cards to each player. Keep 2 face down in front of you and pass the rest to your neighbour; repeat twice more, and the last card you receive completes your hand of 7. Pass to the left on days 1, 3 and 5, to the right on days 2 and 4.
- Exploring, buying: each player keeps the cards they want, as long as they pay in fish the cost shown in the top left corner of each one. The others are discarded face down, so nobody knows what was kept.
- Lessons, blue cards: public lessons are placed face up and read aloud; if one asks you to choose a colour, put a wooden cat of that colour on it. Other lessons are kept face down, fanned out next to your boat, so everyone can see how many each player has.
- Rescuing, green cards: going round in turn order, each player secretly picks the rescue cards they will use and lays them face down; then all of them are flipped together.
- The total speed of these cards reorders the island's track: the fastest player moves to the front, the slowest to the back; players with equal speed stay in the order they were in.
- Then, in turn, each player rescues one cat or passes, and more turns follow until each player has passed or the fields are empty. Rescuing a cat takes a basket and fish: 3 in the left field, 5 in the right one.
- A permanent basket serves once per day and is flipped after use; a regular basket serves a single time in the whole game, then goes to the discard pile; a pair of broken baskets counts as one regular basket. Rescue cards played but unused are discarded at the end of the phase.
- Rare finds, brown cards (Oshax) and yellow cards (treasures): in turn, one card per turn, until everyone has passed. An Oshax immediately befriends a family of your choice, marked with a wooden cat of that colour: from then on, it also counts as a cat of that colour.
- Anytime cards, purple, can be played at any moment of the day; if two players want to play one at the same time, the order on the island's track decides.
- End of the day: cats nobody rescued leave the fields and return to the box, treasures stay below the island, and Vesh's boat moves forward one space. Unplayed cards stay in hand, with no limit, and unspent fish are kept; permanent baskets are flipped back to their active side for the next day.
- Placing a tile: every cat, Oshax or treasure you get goes onto your boat at once; if that is impossible, you cannot take it. You may rotate and flip the tile; it must fit entirely inside the boat, lined up with the squares, without overlapping another tile. The first tile goes anywhere; each following one must touch, along a side, a tile already placed.
- Treasure maps: placing a cat on one of the boat's five treasure maps of its own colour immediately gives you a common treasure of your choice. Another tile may cover the map, but without this bonus.
Scoring
- Rats: 1 point lost per rat still visible on the boat.
- Rooms: 5 points lost per room of the boat with at least one empty square left.
- Families: at least 3 cats of one colour joined by their sides. A family of 3 cats is worth 8 points, of 4 cats 11, of 5 cats 15, of 6 cats 20, of 7 cats 25, then 5 more points per additional cat.
- Rare treasures: 3 points each; common treasures score nothing.
- Lessons: reveal your lesson cards; each one completed scores its points.
- Public lessons: each one scores its points for every player who completes it.
- Rulebook example: 2 visible rats (-2), 4 unfilled rooms (-20), four families of 3 cats and one of 5 (47), one rare treasure (3), 13 points of lessons and 18 of public lessons, for 59 points.
- In Marquoir, enter the number of rats, unfilled rooms, families of each size and rare treasures; families of 7 or more cats and the lessons are entered as points.
End of the game
- When Vesh's boat reaches the hand symbol, at the end of the fifth day, it is time to set sail and score.
- The highest total wins. A tie goes to whoever has more fish left; if that is equal too, the tied players share the win.
House rules and pitfalls
- A tile may cross walls and spread over several rooms. A treasure may cover rats.
- A tile showing a cat and a kitten counts as a single cat.
- Common treasures of one or two squares are also called small treasures.
- Taking a treasure is always optional, and there is no limit to the number of cats in a field.
- A card can only be played in the phase meant for it: a lesson drawn after the lessons phase waits for the next day, and is of no use on the last day.
- The game has 38 lesson cards: 14 core lessons, always used, and three modules of 8 cards, A, B and C. With expansions, you always play with exactly three complete modules.
- A promotional Oshax or rare treasure goes in the Discovery Bag and is drawn like a rare treasure; after the game, choose the 6 Oshax for the next one and put the others back in the bag.
never played?Aim of the game and full rules2 chapters · about 4 min read
Family mode
A separate rulebook offers a simpler game for 2 to 4 players, with no cards and no fish.
- Setup: the island, Vesh's boat on space 5 of the day track, the common treasures below the island (5 of each shape with 2 players, 8 with 3, 11 with 4) and the Discovery Bag beside it. Each player receives a boat, then picks a colour and places their wooden cat on the island, in turn order.
- Each player draws 3 Family cards at random, keeps 2 face down and returns the third to the box without showing it.
- Each day, the first player draws 4 cat tiles per player and lays them out around the island; a rare treasure drawn joins the common treasures, and drawing continues.
- In turn order, each player takes a cat tile and places it on their boat at once, and so on until none are left; you may pass and take no more.
- The remaining tiles go back in the box, Vesh's boat moves forward one space and the first player's cat moves to the bottom of the island: they will play last the next day.
- A cat placed on a treasure map of its colour gives a common or rare treasure of your choice.
- Scoring: -1 per visible rat, -5 per unfilled room, families on the same scale (8, 11, 15 and 20 points for 3 to 6 cats, then 5 more per cat beyond), and the points of the Family cards completed. The family rulebook does not score treasures. Tie: most rooms filled, otherwise a shared victory.
Solo mode
A sister who sneaked aboard tries to grab the loot. Play with the normal rules, with these changes.
- Setup: a single boat. The 6 Oshax are lined up at random, numbered 1 to 6 from the left. The 5 solo colour cards are lined up, the first one turned over. Place 3 solo lesson cards face up, plus 1 to 4 advanced solo lesson cards for a harder game (medium 1, hard 2, very hard 3, expert 4). The solo basket cards form a face-down deck.
- Draft: draw 5 cards, keep 3 and discard the others; do it once more, then add the top card of the deck, for 7 cards. Buying works as usual.
- Fields: 4 cats on each side, laid out in a row and numbered 1 to 8 from the left; rare treasures are lined up below the island, those of the same shape stacked.
- Public lessons: you only score half their points, rounded up. The Family Tree lesson requires a family of at least 7 cats.
- Rescuing: after choosing your cards, turn over the first solo basket card. It gives the sister's speed and her number of baskets: draw, face down, as many extra cards as are missing.
- On the sister's first turn, resolve the card turned over; on each of her following turns, turn over and resolve her next card, ignoring its speed and baskets. When she has no cards left, her turn is over. If you pass, you still resolve all her remaining cards.
- A solo basket card is read from top to bottom: cat N removes cat number N from the fields, rare N rare treasure number N (just one if several are stacked), oshax N Oshax number N; swap exchanges the places of two cats; a common treasure shown makes you discard a common treasure of that shape, if any remain. A number that no longer exists means the last one in the row; if nothing is left, nothing happens. Numbers are recounted after each removal, without moving the tiles.
- Rare finds: the sister does not take part. If the Oshax run out, Oshax cards have no effect.
- End of each day: turn over the next solo colour card; when there are none left, it is the end of the fifth day.
- The sister's score: for each cat on your boat, 5 points if it is of the colour revealed first, 4 for the second, 3 for the third, 2 for the fourth and 1 for the last; she adds the points of her solo lessons completed. Score your own total as usual; on a tie, the sister wins.
Variants
Game mode
Standard mode
Five days of fishing, drafting and rescuing; score families, rare treasures and lessons. Tie: most fish.
Family mode
The family rulebook: no cards and no fish, each player takes a cat in turn. Score families and Family cards; tie: most rooms filled.
chosen when starting, the scorer follows
Frequently asked questions
How do you score in The Isle of Cats?
Subtract 1 point per visible rat and 5 per unfilled room, then add your cat families (8 points for 3 cats, 11 for 4, 15 for 5, 20 for 6, 25 for 7, then 5 per extra cat), 3 points per rare treasure and the points of the lessons completed, private and public.
What is a family of cats?
A group of three or more same-coloured cat tiles joined edge to edge; corner contact is not enough. Two lone cats, or cats linked only by a corner, do not form a family.
How much does a cat cost?
A basket and 3 fish in the left field, or 5 in the right one. You rescue only one cat per turn, but you may take as many turns as you like.
Can a tile spread over several rooms?
Yes, it can cross walls. Each room just has to be completely filled at the end to avoid the penalty.
What happens in case of a tie?
The player who kept the most fish wins. If fish are tied too, the victory is shared.
The box
- Released
- 2019
- Age
- Ages 8+
- Designer
- Frank West
- Artwork
- Dragolisco
- Publisher
- Lucky Duck Games
- Mechanics
- DraftingTile PlacementGrid CoverageSet CollectionSolo Play
- Contents
- 1 island board, 4 player boats and Vesh's boat
- 85 cat tiles, 17 in each of the five colours, and 6 Oshax tiles
- 44 common treasures and 25 rare treasures
- 150 Discovery cards
- 30 wooden cats, 42 fish tokens and 10 permanent baskets
- The solo cards and 18 Family cards
- 1 Discovery Bag and 1 score pad
- Expansions
- The Isle of Cats: Late Arrivals
- The Isle of Cats: Kittens + Beasts