Review: The Isle of Cats Duel
Introduction & Overview
You are a citizen of Squall’s End on a rescue mission to The Isle of Cats. You must rescue as many cats as possible before the evil Lord Vesh arrives. Each cat is represented by a unique tile and belongs to a family. You must find a way to fit them all onto your boat while keeping families together.

This is how The Isle of Cats Duel is presented to us, the 2-player version designed by Frank West (The City of Kings, Vadoran Gardens). The game was published in 2024 by The City of Games. Illustrations are handled by the designer himself alongside Dragolisco.
In our country, it is published in Spanish by Maldito Games (language dependence is relevant on several card types, as well as in the rulebook). It allows games for 2 players, with a minimum suggested age of 8 years and an approximate duration of 30 minutes. The MSRP is €25. For this review, a review copy provided by the publisher has been used.

Important: if you already know the game and/or are only interested in my opinion about it, you can go directly to the Opinion section. The Content and Mechanics sections are especially intended for those who do not know the game and prefer to get a general idea of how it works.
Components
Inside a two-piece cardboard box (lid and bottom), measuring 20×20×5 cm (a small square box similar to The Princes of Catan or Asante), we find the following components:
- Oshax figure (wooden)
- 45 Cat tiles (9 of each color) (cardboard)
- 28 Treasure tiles (7 of each type) (cardboard)
- 2 Boat boards (double-sided) (cardboard)
- 15 Fish tokens (cardboard)
- 32 Discovery cards (44×67 mm)
- Island board (cardboard)
- Discovery bag (cloth)
- Scorepad (paper)
- Pencil (wooden)
- Rulebook

How to Play
The Isle of Cats Duel presents us with a race-against-the-clock rescue mission in which, as citizens of Squall’s End, we must save the cats of an ancient island before Vesh Darkhand’s armies lay waste to it. Over four rounds, the two players compete to rescue felines (represented by polyominoes that must fit onto their personal boat boards), collect treasures, and gather lesson scrolls with scoring criteria. On each turn, the active player moves the Oshax figure exactly two spaces across the island board (which features connected spaces holding tiles and cards) to perform a draft action, claiming a discovery (a cat tile or a card) from any of the three spaces visited by the Oshax during that turn. Fish, the game’s currency, allow players to perform special actions such as moving additional spaces, jumping to any space on the island, taking direct treasures, or drafting an extra discovery. At the end of the game, players score points for connected groups of cats of the same family and completed lesson cards, while losing points for visible rats and incomplete rooms.
Key Concepts
Starting with the core axis of the game, we have the Cat Tiles. These are polyominoes that mostly cover five spaces. In turn, these pieces are divided into five families (colors) of cats, as players will be rewarded at the end of the game for their largest connected group of tiles of each family. These tiles are placed in a large cloth bag from which pieces will be drawn to set up the supply at the beginning of each round.

These pieces are placed on the Boat Board that each player has in their player area. This boat features a grid layout with border spaces. Some spaces depict rats, which penalize players if they are not covered by tiles. There are also five special spaces showing a map symbol with an associated color; if covered by a cat tile of the matching family, its effect is activated. Finally, these grid spaces are organized into seven rooms (identifiable by thick borders and room-specific icons). At game end, a penalty is assessed for each room that has uncovered spaces, including the hallway (the only area without an icon).

Alongside the cats, we have Treasure Tiles, which serve as bonuses earned by covering map icons on the board, though they can also be gained through other means. There are four types of treasure pieces covering 1 to 3 spaces. They have a limited supply, meaning that once depleted, no more can be placed for the rest of the game.

Next, let’s look at Fish Tokens. At the start of the game, players receive a fixed amount of these tokens, and additional ones can be obtained via cat tiles or immediate-effect cards. These tokens enhance turns by enabling extra action choices.

Then we have the Cards, divided into three types. First are the blue Lesson Cards, which define end-of-game scoring objectives. Second are Treasure Cards, which allow players to claim treasure tiles. Finally, purple Instant Cards resolve their effects immediately upon being drafted.

Lastly, we have the Drafting Board, onto which cat tiles and cards are placed at the start of each of the four rounds. This board features interconnected spaces joined by pawprint paths. On their turn, the active player must move the Oshax figure along these paths, choosing one item from any space visited by the figure.

That is enough to get started.
Preparación de la Partida
- Before the first game, place all cat tiles inside the discovery bag.
- Place the island board in the center of the play area.
- Place the Oshax figure on the top-left space of the island.
- Shuffle the discovery cards and place them face down in a deck to the left of the island.
- Organize the treasure tiles by shape below the discovery deck.
- Draw three cat tiles at random from the bag and place them to the right of the island board.
- Form a supply of fish tokens to the right of the cat tiles.
- Keep the discovery bag within reach of both players.
- Each player receives:
- A boat board placed in their play area.
- 3 fish tokens.
- Randomly choose a starting player.
- Starting with the first player, each player chooses which side of their boat board to use (they may choose the same or different sides).
We are ready to begin!

Game Flow
A game of The Isle of Cats Duel plays over 4 rounds. At the start of each round, set up the island board by drawing 10 cat tiles from the bag and 5 new cards, placing them randomly on the spaces of the island board. Players then alternate turns, beginning with the start player.
On their turn, the active player proceeds as follows:
- Move the Oshax (Mandatory). The player must move the Oshax figure exactly 2 spaces along adjacent paths. Returning to a space visited during the same turn is not allowed.
- Optional Actions. After moving, the player may perform one Selection Action and any number of Fish Actions (the latter can be executed before or after selecting):
- Selection Action. Take one discovery (cat tile or card) touched by the Oshax figure during its movement (whether starting, intermediate, or ending space). The player resolves it immediately:
- Cat Tiles: Placed on the boat following placement rules (orthogonally adjacent and grid-aligned). If the tile shows a fish icon, add that fish to your personal supply. If a cat tile cannot fit on your boat, it cannot be selected.
- Treasure Cards (Yellow): Choose 2 treasures from the supply and place them on your boat, then discard the card.
- Instant Cards (Purple): Resolve instructions immediately and discard.
- Lesson Cards (Blue): Place face up beside your personal board. They award victory points at the end of the game if the goal is met.
- Fish Actions. Spend accumulated fish to gain tactical advantages:
- Move an extra space (1 fish). Move the Oshax further to reach other discoveries.
- Jump anywhere on the board (2 fish). Place the Oshax on any island space. Only the starting and destination spaces are considered “touched” for selection.
- Take a treasure (2 fish). Take a treasure directly from the supply.
- Select an extra discovery (3 fish). Draft a second discovery from among those touched by the Oshax this turn.
- Selection Action. Take one discovery (cat tile or card) touched by the Oshax figure during its movement (whether starting, intermediate, or ending space). The player resolves it immediately:
When placing any tile (cat or treasure), follow these rules:
- Adjacency. The first tile can go anywhere; subsequent tiles must touch at least one previously placed tile edge-to-edge (diagonals do not count).
- Orientation. Tiles may be rotated or flipped freely, but must fit completely within grid squares without overlapping or extending past board boundaries.
- Treasure Maps. Covering a matching-color map symbol with a cat tile grants an immediate treasure from the supply.
Turn then passes to the other player.
The round ends when the island is empty or both players pass consecutively. Then proceed to the Island Cleanup phase, discarding remaining cards and cat tiles on the board. The second player of the current round selects one cat tile from the side reserve, returns it to the discovery bag, and becomes the start player for the next round.
Game End
The game ends at the conclusion of the fourth round (when no cat tiles remain beside the board to discard). Perform final scoring as follows:
- Cat Families: 8/11/15 points for each family with 3/4/5 connected tiles. Each additional tile in a family grants 5 points.
- Completed Lessons: Score points listed on each lesson card if its objective is met. No penalty for unfulfilled lessons.
- Visible Rats: Lose 1 point per visible rat on the boat.
- Empty Rooms: Lose 5 points per room that is not fully covered (containing remaining visible squares).
The player with the most victory points wins. Ties are broken by the player with the most fish tokens. If still tied, players share victory.
Personal Opinion
Today we review the reimagining of a game that earned its place in the hobby limelight. It is no easy feat to design a hit by combining proven mechanisms with a theme that appeals to a wide audience.
That is how The Isle of Cats was born (now a full-blown franchise). Let’s look at why this 2-player exclusive version is generating buzz. But first, thanks to Maldito Games for supplying the review copy that makes this review possible.
In today’s market, we see two dominant design families: pattern building and polyomino titles driven by undisputed modern classics. The secret to early success was finding a gateway design with clear rules and enough depth to engage all types of gamers. Thus was born The Isle of Cats (read my tocho-review here).

The original game received critical acclaim and found a solid audience, prompting the author to expand it via expansions and spin-offs. That brings us to The Isle of Cats Duel, which leans back into the charm of saving felines. It offers a 2-player experience that distills the original design into a direct, downtime-free head-to-head match.
In terms of core premise and personal board development, this 2-player version is conceptually identical to the base game. You are citizens of Squall’s End on a mission to rescue cats before Vesh arrives. This is represented by placing geometric tiles onto your boat’s grid rooms.
Scoring goals remain familiar. The primary objective is grouping cats of the same color into connected families. Meanwhile, players must cover rats and fill rooms completely to avoid end-game penalties. Spatial optimization remains the core puzzle driving player decisions.
If it stopped there, it would be the exact same polyomino puzzle without justifying a purchase. However, the designer reworked resource acquisition into a head-to-head system. The drafting phase represents the most significant mechanical overhaul.

Closed hand-passing card drafts are replaced by an open board draft. Where the original involved passing cards and managing long-term costs, all options here are public. Cat tiles, lessons, treasures, and actions lie face up, driving direct competition over key pieces.
Drafting centers on a neutral pawn, the Oshax figure, whose position defines available options. On your turn, you must move it exactly two spaces along track paths. This restricted movement requires tactical planning, as you can only draft discoveries (cats or cards) touched during that movement path.
This movement restriction turns drafting into an engaging spatial game. Beyond evaluating tile fit or point values, you must anticipate your opponent’s goals. Leaving the Oshax on a specific space dictates your opponent’s available choices next turn. Position management is as vital as tile placement.
Resource management remains central with a new focus. Fish, formerly used to pay for cards and rescues, now grants movement flexibility. Spending fish lets you move extra spaces, jump across the board, take direct treasures, or select extra discoveries, offering key tactical options at critical moments.
Strategically, this redesign is tighter than its predecessor. With open tiles and visible island layouts, randomness is reduced. Complete board information allows for long-term planning. Success relies on board management rather than card luck or tile draws.

Because tiles fill the island each round, players can track remaining pieces. Knowing only four tiles remain in the bag at game end rewards leaving space for late-round draws.
Tracking rescued shapes and colors lets you prepare specific boat openings for final-round reveals. This rewards forward-thinking play, removing typical polyomino frustration where needed tiles never appear.
Removing card drafting doesn’t limit variety. The 32-card deck yields only 20 cards per game, ensuring varied setups alongside spatial board deployment. Replayability remains strong, supported by fast pacing.
In my view, it improves on the original by offering a faster, more strategic design. Game flow is smooth with virtually no downtime, keeping players engaged throughout.

If you primarily play at two players, there’s little reason to keep the original over this edition. The original holds value mainly for groups of three or more, or players who prefer hand-drafting and strict fish economics.
Production quality matches the original. Cardboard components are sturdy and punch out cleanly. The Oshax figure features printed detailing. Cards offer solid stock, linen finish, and good elasticity. The rulebook is structured clearly, explaining concepts before flow. Art assets are reused from the original game, but overall presentation remains sharp.
And let’s wrap this up. The Isle of Cats Duel adapts the original premise—polyomino placement combined with drafting—into a spatial open draft. Increased open information allows precise planning on personal boards. While rigid pawn movement can punish mistakes, fluid mechanics and direct opponent interaction yield satisfying decisions. It’s a refined version whose main limitation is its 2-player cap. Given that two players was already the primary play count for many, it comes close to perfection, earning a solid…


