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(Treasure scoring)
(Turn order)
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You will need to find a balance between how many cards you keep in the Explore phase, and how many cats you wish to rescue in the Rescue phase.
You will need to find a balance between how many cards you keep in the Explore phase, and how many cats you wish to rescue in the Rescue phase.


You must declare, in turn order, which (and how many) green '''Rescue''' cards that you will be using during this round's Rescue phase. You are not required to use all of your baskets in any given turn. In fact, you may choose to hold onto baskets if you do not have the necessary fish to buy cat tiles or if you have an odd number of broken baskets.
You must declare, in turn order, which (and how many) green '''Rescue''' cards that you will be using during this round's Rescue phase. You are not required to use all of your Rescue cards in any given turn. In fact, you may choose to hold onto baskets if you do not have the necessary fish to buy cat tiles, or if you have an odd number of broken baskets.


==== Turn order ====
==== Turn order ====


Playing Rescue cards also affects turn order
Playing Rescue cards also affects the turn order for all players. Many rescue cards have a '''Speed Value''' represented by a pair of boots and a speed number. Once all players have chosen their rescue cards, all rescue cards are revealed (turned over) simultaneously by all players. Each player totals all their speed values. Rearrange the player's colored cats on the island's turn order track according to their speed totals: from "fastest" to "slowest". In case of a tie, the players who have the same speed maintain the same turn order in relation to each other on the island.
 
This change in turn order immediately affects any cards played from this point onwards.


==== Tile placement ====
==== Tile placement ====
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=== End of round ===
=== End of round ===


Any unplayed cards remain in your hand for the next day. You do not have to pay for them again and there is no limit to how many cards you may have in your hand.
At the end of each day, any cats that weren’t rescued from the fields are removed from the game. Unclaimed treasures (common and rare) remain below the island piece
 
The day tracker at the bottom of the island is updated by moving Vesh’s boat along 1 space. If Vesh’s boat reaches the hand symbol, Vesh has arrived and it’s time to set sail. Proceed to scoring. Otherwise, each player flips their permanent baskets back to the active side and the next day begins!


Any fish you do not use get carried over to the next day.
Any unplayed cards remain in your hand for the next day. You do not have to pay for them again and there is no limit to how many cards you may have in your hand. Any fish you do not use get carried over to the next day.


== Game End ==
== Game End ==


After 5 days (rounds), you will earn points for completed lesson cards, rare treasures and families of cats (groups of touching cats of the same color) on your boat.
After 5 days (rounds), you will earn points for completed lesson cards, rare treasures, and families of cats (groups of touching cats of the same color) on your boat.


However, you will lose points for each room on your boat which isn’t filled and any rats which haven’t been eaten!
However, you will lose points for each room on your boat which isn’t filled and any rats which haven’t been eaten!

Revision as of 02:11, 15 February 2022

The Isle of Cats is a 1-4 player, card-drafting, polyomino cat-placement board game.

Game Start

Each player starts the game with one permanent basket.

Rounds

The Isle of Cats is played over 5 days (rounds). On each day the cats will venture into the fields on the island and you have until nightfall to attempt to rescue them through 5 phases of play.

Note: A Round Summary reference card is located in the top right corner of each boat. Hover over the card to display it.

1. Fishing

Each player gains 20 fish.

2. Explore (drafting)

Each player is dealt 7 Discovery cards, they choose and keep 2, passing the remaining cards to the next player. They repeat this process 4 times, but the last time they will only keep 1 card.

You will then look at your 7 cards to decide which to add to your hand. The cost is in the top left corner of every card, and if you wish to keep a card, it must be paid for in fish.

You can keep (buy) as many cards as you like.

During subsequent rounds, you will pass in the opposite direction; switching from clockwise to counter-clockwise and back again. The direction that cards will be passed is indicated by the colored cats at the top of the player panels.

3. Read (display) lessons

Every blue Lesson card you keep and purchase must be placed on the table.

Public Lesson cards are placed face up for all players to see. These are objectives that anyone can achieve. If the public lesson says "pick a color", the person playing the card must declare a color when it is played. A cat of that color will be placed on the card.

Non-public Lesson cards are personal objectives and are visible only to you. The quantity of private Lesson cards is public knowledge, but their contents are kept secret. Private Lesson cards allow you to score extra points at the end of the game.

4. Rescue cats

Now players take turns to rescue cats. Each cat requires a basket and a number of fish. Keep going around the table until everyone has run out of baskets, fish, or passes.

You will need to find a balance between how many cards you keep in the Explore phase, and how many cats you wish to rescue in the Rescue phase.

You must declare, in turn order, which (and how many) green Rescue cards that you will be using during this round's Rescue phase. You are not required to use all of your Rescue cards in any given turn. In fact, you may choose to hold onto baskets if you do not have the necessary fish to buy cat tiles, or if you have an odd number of broken baskets.

Turn order

Playing Rescue cards also affects the turn order for all players. Many rescue cards have a Speed Value represented by a pair of boots and a speed number. Once all players have chosen their rescue cards, all rescue cards are revealed (turned over) simultaneously by all players. Each player totals all their speed values. Rearrange the player's colored cats on the island's turn order track according to their speed totals: from "fastest" to "slowest". In case of a tie, the players who have the same speed maintain the same turn order in relation to each other on the island.

This change in turn order immediately affects any cards played from this point onwards.

Tile placement

When you rescue a cat (or obtain any tile) you must immediately place it on your boat. The first cat/tile can go anywhere, but after that, every tile (cat or treasure) must touch at least 1 previously played tile. Touching means orthogonally adjacent. Diagonal is not touching.

Baskets

There are 3 types of baskets:

Permanent baskets: These can be used once a day. When you use a permanent basket, you should flip it to the used side to show it has been used. You can gain extra permanent baskets with cards.

Regular baskets: These can only be used once in the game. Once they have been used, you should place them on the discard pile.

Broken baskets: You can combine 2 broken baskets to make a regular basket. Just like regular baskets, these can only be used once.

Rescuing cats

Any cat tile to the left of the island will cost you three fish and one basket. Any cat tile to the right of the island will cost you five fish and one basket.

Permanent baskets, once used, will be flipped to their "used" side until the start of the next round.

All regular baskets or broken baskets that you played this round, whether used to rescue a cat or not, will be discarded.

5. Rare finds

Finally, players will take turns to play yellow Treasure and brown Oshax cards.

Treasure cards offer smaller pieces to fill those tricky areas. Rare Treasure tiles on your boat are worth 3 points at the end of the game.

Oshax cards are friendly cats that can act as any color, they just want to have a friend! When you place an Oshax on your boat, you must immediately choose which color of cat it will "befriend". The Oshax counts as both an Oshax and a cat of the chosen color for the rest of the game.

End of round

At the end of each day, any cats that weren’t rescued from the fields are removed from the game. Unclaimed treasures (common and rare) remain below the island piece

The day tracker at the bottom of the island is updated by moving Vesh’s boat along 1 space. If Vesh’s boat reaches the hand symbol, Vesh has arrived and it’s time to set sail. Proceed to scoring. Otherwise, each player flips their permanent baskets back to the active side and the next day begins!

Any unplayed cards remain in your hand for the next day. You do not have to pay for them again and there is no limit to how many cards you may have in your hand. Any fish you do not use get carried over to the next day.

Game End

After 5 days (rounds), you will earn points for completed lesson cards, rare treasures, and families of cats (groups of touching cats of the same color) on your boat.

However, you will lose points for each room on your boat which isn’t filled and any rats which haven’t been eaten!

The winner is the player with the most points at the end of the game!

Boats

Each player has their own boat containing 7 rooms, 19 rats and 5 colored treasure maps. This is where you will be placing every cat you rescue and any treasure you find.

The edge of the boat is the thick white line that frames the grid of squares on each boat.

Rooms

Every square on your boat is part of a room. You can identify rooms by the walls surrounding them. Six of the seven rooms can also be identified by the icons located in the corner of the squares.

Note: Click the Room overlay button to display larger, colored icons on your boat for easier room identification.

IsleOfCats-ShipRooms-sm.jpeg

# Location Icon Overlay/Icon Color Size Type
1 Stern Parrot Yellow 18 squares Captain's Room
2 Port Crescent Moon & Star Blue 11 Bedroom
3 Amidships Apple core White 18 Mess/Galley
4 Starboard Crescent Moon & Star Green 11 Bedroom
5 Amidships none Red 60 Deck
6 Fore Grain Orange 20 Storage
7 Bow Parrot Magenta 4 Captain's Room

Treasure maps

Your boat contains five colored treasure maps that can be used to unlock Common Treasures.

If you place a cat tile on a treasure map icon and the colors match (e.g., a green cat on green treasure map), you may immediately take any one of the four common treasures and place it on your boat.

The four common treasures are located below the island and are "one" square, "two" squares, "three" squares, and "four" squares in size. These common treasure are limited in quantity.

You can place other tiles over a treasure map, but you will not receive the bonus common treasure.

Unlike rare treasures, which are worth 3 points each at the end of the game, common treasure do not add to your score. But they do help you completely cover a room to avoid a scoring penalty (-5 points) at the end of the game!

Color Reference

Lesson cards are BLUE.

Rescue cards are GREEN.

Oshax cards are BROWN.

Treasure cards are YELLOW.

Anytime cards are PURPLE.


Note: Click the Color reference button (bottom of the table layout) to display reference cards for cat colors and treasure colors.

Scoring

At the end of the game, players should add up their score. The player with the highest score wins.


Note: A Scoring reference card is located in the bottom left corner of each boat. Hover over the card to display it.


Rats: You get -1 point for each visible rat on your boat.

Rooms: You get -5 points for each room that has not been filled. (A filled room is one that has no visible squares.)

Cat Families: You get points for each cat family you have:

Cats Points
3 8
4 11
5 15
6 20
7 25

If you have 8 or more cats in a family, you score an extra 5 points for every additional cat in that family.


Rare Treasures: You get 3 points for every rare treasure on your boat. (Common treasures do not score points.)

Lessons: Reveal each lesson card you have. If you have completed the lesson, then add those points to your score.

Public Lessons: Check each public lesson card and add the points from any completed cards to your score

Tiebreaker

In the case of a tie, the player with the most fish wins (they remembered their cats might want a snack on the way home). If the tied players have the same number of fish, then both players win.