The Isle of Cats rules: how to play and how to score
Reviewed on 22 October 2026 against the publisher’s rulebook. How we check
The Isle of Cats plays 1 to 4 players (up to 6 with Late Arrivals), over 5 days: you rescue cats before Vesh arrives and fit them onto your boat like a puzzle. Here are the essential rules, setup and final scoring, based on the official rulebook.
- Players
- 1 to 4 (up to 6 with Late Arrivals)
- Play time
- 60 to 90 minutes
- Winner
- Highest total; on a tie, the most fish
The Isle of Cats quick rules
- The goal
- Vesh’s armies are coming and you have five days to rescue as many cats as you can. You fit them onto your boat with treasure, like the pieces of a puzzle. At the end, your cat families, rare treasures and completed lessons score points; every visible rat and every room not filled costs you.
- Your boat
- Every cat or treasure you gain is a tile you place right away: you can rotate and flip it, and it must sit fully on the squares without overlapping another tile. Your first tile goes anywhere; each later tile touches one already placed along a side. A tile can cover several rooms. A cat placed on the treasure map of its color gives you a common treasure.
- A day
- Each day, the start player fills the two fields on either side of the island with two cats per player in each field; a rare treasure that comes out goes under the island. Then come five phases: Fishing, where everyone takes twenty fish, Explore, Read Lessons, Rescue Cats and Rare Finds.
- Explore
- Everyone is dealt seven discovery cards, keeps two face down and passes the rest; repeat twice more, then one last card arrives: everyone has seven cards. Pass left on days 1, 3 and 5, right on days 2 and 4. Then keep any cards you want by paying their cost in fish, and discard the rest face down.
- Lessons
- Lesson cards are blue and must all be played during Read Lessons. A public lesson goes face up and is read out loud: every player can score it. The others stay secret, face down next to your boat, and only score at the end if you completed them.
- Rescue Cats
- Everyone chooses their green rescue cards face down, then all are revealed at once: they give baskets and speed, and the fastest player goes first. On your turn, you rescue one cat, with a basket and 3 fish from the left field or 5 from the right field. Your permanent basket works once a day, a basket from a card only once.
- Rare Finds
- Players take turns playing one Oshax card or one treasure card until everyone passes. An Oshax takes the color you choose and counts as a cat of that family. Purple anytime cards can be played at any time during the day.
- End of the day and of the game
- Cats left in the fields flee, treasures stay under the island, and Vesh’s boat moves one space. You keep your fish and cards for the next day. When Vesh’s boat reaches the hand symbol, at the end of the fifth day, you score.
- Beginner pitfalls
- A room is only filled when none of its squares are visible. Diagonals never count, neither for placing a tile nor for making a family. Treasure is always optional, but a tile you take is placed right away. A card drawn after its phase waits for the next day.
- Solo
- Your sister wants to steal your finds. You explore by keeping three cards out of five, twice, plus the top card; each field gets four numbered cats. Her solo basket cards set her speed and turns, and remove cats, treasures or Oshax. She scores for the colors of your cats and her solo lessons, and wins ties.
- Family rules
- For 2 to 4 players, without discovery cards or fish: everyone keeps two secret family cards. Each day, four cats per player are placed around the island, and players take one each in turn. Rare treasures score nothing, and ties go to the most filled rooms.
- With the expansions
- Late Arrivals lets you play with 5 or 6, with the same rules. Kittens + Beasts adds three modules: kittens for the fastest player, beasts worth 5 points per friendship with a family, and events with point tokens and royal rats worth minus 3. The Treasure Pack gives a bonus for every rare treasure a cat touches.
How to score The Isle of Cats
- Cat families
- A family: 3 or more cats of the same color touching along a side. Per family: 3 cats, 8 points; 4, 11; 5, 15; 6, 20; 7, 25; then 5 more points for every additional cat. An Oshax counts as a cat of the color chosen for it.
- Rare treasures
- 3 points for every rare treasure on your boat; common treasures score nothing.
- Lessons
- The points from your completed lesson cards, revealed at the end.
- Public lessons
- The points from the public lessons in play that you completed: every player scores them for themselves. Solo, halved and rounded up.
- Visible rats
- Minus 1 point for each visible rat on your boat.
- Rooms not filled
- Minus 5 points for each room that still has a visible square.
- Fish left
- Score nothing: they break ties. If still tied, the tied players share the win.
- Sister’s colors (solo)
- For your sister: for every cat on your boat, 5 points for the first solo color revealed, then 4, 3, 2 and 1. She also scores her solo lessons, and wins ties.
- Family rules
- The same families, rats and rooms, plus your 2 completed family cards; rare treasures score nothing. Tie: the most filled rooms.
- Kittens + Beasts (expansion)
- Beast friendships: 5 points per beast figure. Point tokens from events. Royal rats: minus 3 points each.
Worked example
Emma: families of 3, 4 and 5 cats (8 + 11 + 15 = 34); 2 rare treasures (6); completed lessons (9); one public lesson (4); 3 visible rats (−3) and one room not filled (−5): 34 + 6 + 9 + 4 − 3 − 5 = 45 points.
Common mistakes
- Counting a family through a diagonal: cats must touch along a side.
- Thinking a room is filled while one square is still visible: that’s minus 5 points.
- Scoring common treasures: only rare treasures are worth 3 points.
- Forgetting public lessons: every player who completes them scores them.
- Spending every fish: they break ties.
How to set up The Isle of Cats
Setup takes about ten minutes. Add the expansion steps if you play with them, and the last phase for solo.
The island
- Place the island in the center of the table, standard game side up.The other side, marked with a green cat, is for the family rules. Left of the island, a cat costs 3 fish; right of it, 5.
- Place Vesh’s boat on space 5 of the day tracker.The game lasts 5 days.
- Place common treasure tiles of each shape below the island: 5 for solo and 2 players, 8 for 3 players, 11 for 4 players.With Late Arrivals: 13 for 5 players, 15 for 6. Once they run out, no more can be taken.
- Place 6 Oshax tiles below the common treasure.With 5 or 6 players, with Late Arrivals, place 8. Extra Oshax go into the discovery bag.
- Make a supply with the cat figures and the fish tokens.
Tiles and cards
- Put all the cat tiles of the five colors and all the rare treasure tiles in the discovery bag.Not the Oshax, nor the common treasures. With Late Arrivals, add its cat tiles and rare treasures, at any player count.
- With the Treasure Pack: its rare treasure tiles replace those of the game.With the base game’s 25 rare treasures, take 5 new tiles of each shape; with the 35 of Late Arrivals, take all 35.
- Shuffle the discovery cards into a face-down pile.With the base box alone, all the blue-backed cards. With Late Arrivals, add its 70 cards with 5 or 6 players only, and use 5 lesson modules.
- Place the permanent basket tokens below the deck, and the discovery bag where everyone can reach it.
Kittens + Beasts
- Kittens module: place the kitten board below the island, the green bag within reach, and 4 kitten tiles on the board.
- Beasts module: place the red beast bag within reach, and the beast figures by the supply.
- Events module: place 2 event tiles face up on spaces 5 and 1 of the day tracker, and 3 face down on spaces 4, 3 and 2.Vesh’s boat goes on the tile covering space 5. Royal rats, point tokens and semi-permanent tokens go by the supply.
Each player
- Each player receives a random boat, standard game side up, and 1 permanent basket, green side up.For solo, a single boat.
- Randomly decide who goes first. Beginning with that player, each player chooses a color and places that cat figure on the island, in turn order.The first player at the top of the island. With 6 players, the Late Arrivals Oshax figure is the sixth player’s piece.
Solo: your sister
- Place the 6 Oshax tiles in a random line and number them 1 to 6, left to right.Your sister’s solo basket cards refer to them by position.
- Shuffle the 5 solo color cards, lay them out face down in a row and flip the first one.You flip the next one at the end of each day.
- Place 3 solo lesson cards face up and return the rest to the box.
- For a harder game, add advanced solo lesson cards.Medium difficulty: 1 card. Hard: 2. Very hard: 3. Expert: 4.
- Shuffle the solo basket cards into a face-down pile.
Frequently asked questions
How many fish do you get in The Isle of Cats?
None at the start: each day, in the Fishing phase, every player takes 20 fish. Fish you don’t spend carry over to the next day and break ties.
How do cat families score in The Isle of Cats?
8 points for 3 cats, 11 for 4, 15 for 5, 20 for 6, 25 for 7, then 5 more points per cat. The cats must be the same color and touch along a side.
Can you play The Isle of Cats solo?
Yes. In the solo game, your sister, run by solo basket cards, removes cats and treasures and scores for the colors of your cats. On a tie, she wins.
Ludingo’s The Isle of Cats sheet was last reviewed on 22 October 2026, based on: luckyduckgames.com 1, luckyduckgames.com 2, thecityofkings.com 1, thecityofkings.com 2, thecityofkings.com 3, thecityofkings.com 4, BoardGameGeek.