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Isle of Cats – Does It Work With Five?

ISLE OF CATS

We started a local boardgame club about 18 months ago and when we meet if there are 5 or 6 of us, it’s too many players for some games if you don’t have expansions ,and too few to split into 2 groups, so we sometimes double up or experiment!. This is an insight into our experience playing the Kickstarter edition of Isle of Cats with the Boat Pack expansion so we could play with 5 players. We had planned a 4-player session one Sunday and a 5th player decided they could join us after all so a quick re-think was needed.

We (meaning I) thought that having the Boat Pack was all we needed, and I didn’t think to read the Late Arrivals rules (available online from your friendly geek) and assumed just adding a boat would work, so off we went.

Setting up – our kitchen table is 5’x21/2’ so we set up on that and the game took most of the space – if we had been 6 players it would have taken it all. 2 of us knew the game reasonably well, 1 had played once and the other 2 were new to it. So, we had 1 person at the head of the table and two along each side. With hindsight, I should have sat at the head of the table so I could explain the rules and point out cards/boat spaces easier to the inexperienced players, instead I sat at one end. The game takes a lot of space if there are 3 or more players and it’s not that easy to see the other players boats/public lessons if you are at the other end. In a 6-player game, the two people at the head/tail of the table would struggle to read any public lessons at the other end of the table or see the cats on the boats.

I set out 6 Oshax and all 11 of each of the common treasures below the island so we were short of the numbers quoted in the Late Arrivals instructions – as it happens this didn’t have any impact on our game. The fish were in pots below the treasures island as were the coloured cats. The deck was off to the side where player 6 would have been with the bag of cats.

We didn’t use the 5 fish card tokens because we had the Kickstarter edition. The original 5-fish card tokens are printed on bigger squares than the single fish tokens and the printing details make the 5 fish easy to see - you can differentiate them easier if you don’t have them in sperate containers. The wooden Kickstarter tokens (and they are very nice indeed) are the same size as the printed fish – without the square background. At first glance the 5 fish ones look to only have 3 fish on them, when you look closer you can see that they are indeed 5 – they lose some printed detail available in the card versions – and the size differential between the wooden fish is not as exaggerated. We therefore keep them in separate pots and it’s worth having them as they are easier to pick up and look so nice.

Setting out the boats and everything else took a few minutes and after each player had been dealt their cards, I explained the different types by showing examples from the deck, when they could be played, paying for them etc. I like to understand game rules, and I forget that others don’t like to know the full rules before they play and like to get stuck in, expecting me to pick them up when they try to break rules so after some abuse, we stuck in.

Choosing cards – when there are more than 3 players, you won’t see a card from your starting 7 again, so while it’s useful to remember what you passed on, the more players there are the less important it is to be thinking about what you might get back from your original hand, so I didn’t bother trying. In a 2 or 3 player game you know you will get at least 1 of your starting cards back, and that can change what cards you keep when passed from the player to your side, and maybe what you pass on. You get to choose 7 cards from a total of 16 through this phase, so whilst there is an element of chance in what you get dealt (and handed), there is that bit of strategy too - especially those first few lesson cards and those first few times you pass cards onwards. Those first two cards can set your strategy for this and sometimes later rounds and help fill your boat more efficiently. It could be worth getting a permanent basket as you will not have to buy each round; but you lose the boots that come with some basket cards – although you must remember that with each permanent basket you get, it will still cost 3 or 5 fish to fill it. On the last round I had 4 permanent baskets, so I needed between 12-20 fish to catch the cats, and as permanent baskets are expensive, I lost out as I only had 18 fish and there were no cats in the cheap seats after 2 rounds of catching them. I got caught out by other players using their anytime “catch another cat” card before my go and emptying the cheap field. As I had played other cards with boots that also had baskets, I had basically wasted the fish and treasures I gave up for a permanent basket, and this meant I didn’t fill a couple of rooms so lost me even more points. I regretted buying that permanent basket in round 3!

I was passed an Oshax first time on the first round, and I’d already kept the one I was dealt so I had 2 already and a permanent basket – I thought I was off to a great start. Oshax are efficient as you don’t pay for taking them from the field or use a basket (permanent or bought). Their other advantage is they can be any chosen colour and if you get 3 together, they count as a family (of Oshax) as well. Because the others were so keen to get stuck in, I hadn’t been able to explain what exactly Oshax did until after I was passed one. I never got passed an Oshax again though. And yes, I did offer the cat back.

Rescuing cats – working out the baskets was easy, working out speed (and player order) proved more problematic early on as the temptation to play everything yellow was too hard to resist for some. Advice was offered and although there was less waste of speed cards in later rounds, many were used even after it was clear that on the last round from the lesson I had played, if you weren’t top cat you’d lose points - which proved to be true for the other 4! Because I was sat at the end, only 2 players could easily see what I had in front of me.

Player order – this took some getting used to for the new players, understanding that it’s not first player then clockwise, but based on the speed on the cards you played, and that you don’t (shouldn’t) play all your cards with speed on the turn you get them. I found that with the number of cats in each field (by luck we were using 10 cats each side) that I didn’t need to really worry about being first or high up the order in the early rounds, so I tended to ignore any speed only cards – until I played the public lesson that punishes you if you are not top cat! Ging first though doesn’t always mean you get what you want as I found out with the anytime card used by another payer on the last round.

Public lessons - This is one of the fun elements of the game, some lessons only reward one player (hopefully you, like the top cat one) or punish the others, for example if you have too many fish at the end of the game. Watching how others play can give you an advantage when choosing lessons. I find that too many lessons reward others equally as well as you, so I tend to not choose many of these to play. Also, in this 5-player game it was not easy to see what was on the other end of the table. Maybe a round table would have resolved this problem – and being able to see what others were putting on their boat. I wasn’t too worried by what cats were on the other boats as I had already chosen my strategy based on my private lessons. In fact, I don’t think anyone was really bothered too much by what others were doing - that may be due to inexperience.

Filling rooms – some players placed their first cat in the bow or stern areas, others more midships. I was expecting better room filling if you started somewhere in the middle and spread out both ways – in the end it didn’t make much difference. Everyone’s first cat went onto the matching map space, so a common treasure was claimed by all on round 1. We all became adroit at using the common treasures efficiently to fill those awkward spaces, and we also managed to not get too worried about gaps on deck (our house rule currently ignores the deck as a room as we’ve never been able to fill the whole boat so everyone loses 5 points for that room anyway) – we all concentrated on placing our cats in marked rooms and catching rats. Well, all of us except the player who had the private lesson that gave more points for visible rats than you lost. It took us a moment to get that – it seems so counter to what the scoring indicates.

Running out of room - One of the new players played lots of public lessons which took up a lot of table space although it worked out quite well when scoring; however, they lost lots of points because she had lots of unfilled rooms. As the bag emptied, more rare treasures came out, so by the end of the 3rd round it was quite cluttered under the island. The common treasures were neatly laid out at the start – lasted about 2 rounds and they were scattered about. Space was becoming a premium, and dealing cards had to be done carefully so as not to disturb cats on the boats – still found room for the snacks though.

Rummaging for the rare treasures caused them to scatter and added time finding the one you wanted – our game took just over 2 hours although the pace was relaxed, and we did get diverted by the snacks.

Later rounds – criteria for choosing cards starts to change, and luck also can be fortuitous I got a lesson that I’d already met by accident. There’s really no point getting that permanent basket on the last round unless you need to shed fish, which leads me to fish management. No point ending the game with more fish than cats on your boat, and no point playing baskets/broken baskets of you have no fish to attract the cats. We ran out of cats early on the last round and had 1 card left in the deck. Early rounds I tended to use about 12 fish buying cards, most of the rest catching cats and the odd fish to upgrade which treasure to choose (e.g. common rather than small treasure; rare rather than common). This meant I had a couple of fish or none left at the end of each round. This was a problem on the last round as I had lots of baskets but needed lost of fish so had to be careful on what I bought that round (boots). Careful use of anytime cards helped players get exactly the cats they wanted when there were fewer to choose from.

Because we ran out of cats on the last round, it was shorter than the others – we chose not to recycle cats in the box lid, which may have been a mistake; however, we had been playing a long time and were ready for the end. Luckily, our cat didn’t appear and cause chaos – as he has in the past.

Final thoughts - did it work? Yes, only because we used the Kickstarter edition which had extra cards and cats. Would I play it again like this? Only if it was once or twice a year, and only with 5 players not 6, otherwise it’s better to get Late Arrivals. If we did try again, we would recycle the cats at the end of the 4th round so we can get full fields on the last turn, add the extra lessons (which we didn’t know you needed to do) and the two extra Oshax under the island. I’d take out some of the rare treasures as well, we didn’t use many and they take up space.