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FroGames — Moments You'll Remember
It seems harmless. Then your seven-year-old daughter steals your cat from the tree with a cardboard box and smiles. You realize she won. Again.
WHAT IT'S ABOUT
A week of cats. Whoever fills the days best wins.
Cat Days comes from Gareth Edwards, a British designer known for compact and intelligent games, and Farplace Animal Rescue, a publisher that donates part of its proceeds to animal shelters. The illustrations by Pauline Detraz transform each card into a tender and recognizable portrait: the lazy cat, the one that steals spots, the big cat that cancels everything.
You have seven days to fill. Each turn you place a cat card on a day of your week. Some cats are worth fixed points, others only count if they are alone, while others steal opponents' spots or cancel their cards. The cat tree allows multiple felines to live together on the same day, the cardboard box steals a cat from another's week. In the end, points are counted. Whoever built the most feline week wins.
What they're saying abroad
A micro-duel where every card is a fuse. And cats don't forgive.
— FroGames
Pocket-sized, fast, mischievous. Perfect for filling downtime between games.
— FroGames
Cat Days
The cards that change everything
Four elements that decide the game
Asymmetric cats
Each card has different rules. Some are worth points only if alone, others count double, while others cancel opponents' scores. Each turn you choose which effect you need most.
The cat tree
The only card that allows multiple cats to occupy the same day. It breaks the basic placement rules and opens up unexpected combos.
The cardboard box
Steals a cat from an opponent's week and brings it into yours. It's the most mischievous direct interaction weapon in the game.
The seven days
Your board is an empty week. Each day only accepts one card (unless you use the cat tree). In the end, each filled day is either worth points or not, depending on the cat placed.
At the end of the week, you count the cats. And you realize the little girl did better than you. Always.
A game in five moments
What happens at the table
Not the rules. The experience.
The first card
You draw. You look at the options. You choose the double-counting cat and place it on Monday. Your opponent places the lazy cat on Tuesday. It seems quiet. It's not.
The first mischief
Third turn. Your opponent plays the cardboard box and steals your cat from Monday. You realize that double score is now theirs. You smile through gritted teeth.
The cat tree changes everything
You draw the cat tree. You put it on Thursday and place two cats on it. Now that day is worth double points. Your opponent doesn't have the tree. They start to worry.
The annulment
Your opponent plays the annulling cat and places it on Friday, exactly where you put your best card. Zero points. You swear inside. Outside, you smile.
The final count
Seven full days. Points are counted. You discover that your opponent's lazy cat, the one that seemed useless, was only worth points if left alone. And it was. They won by two points.
How to play
The flow of each turn
A turn is a breath: draw, choose, place. Then it's the other player's turn. No downtime.
From the shared deck in the center. You see what you got: a normal cat, a special one, or an event card (cat tree, box).
Choose an empty day of your week (Monday-Sunday). You place the card there. If it's a cat, it's worth points according to its rules. If it's the cat tree or the box, you activate the special effect.
If the card says 'steal a cat,' you steal it. If it says 'place two cats here,' you place them. If it cancels scores, you cancel. The cards say it all, no ambiguity.
Your opponent draws and places. You continue until both of you have filled all seven days. Then you count the points and it ends.
Why it's different from others
Six reasons why Cat Days works
Fits in your pocket
18 cards. No board, no tokens, no bulky box. You can take it anywhere: backpack, bag, coat pocket. Play in a restaurant, on a train, at a cafe table. One deck is enough for two players.
5-minute games
A game lasts as long as a coffee. It's not a filler that 'promises 10 minutes' and then takes 25. This really finishes in 5-15 minutes. Ideal for filling idle time or playing three games in a row.
Every cat is different
No two cards are identical. Each cat has its own rules: some are only worth points if alone, others count double, others cancel. You have to figure out which to place where, and when.
Constant interaction
You don't play on your own. The cardboard box steals cats from others' weeks. Annulment cards reset scores. The cat tree lets you place more cats where your opponent can't. Every turn, you affect the other player's plan.
Accessible to children
The rules can be learned in 3 minutes. Each card says what it does, with clear icons. Children aged 6 and up understand everything immediately. But adults won't get bored: there are tactical choices, and mischief always works.
Supports animal shelters
Farplace Animal Rescue donates a portion of its profits to cat shelters. Buying Cat Days means helping real cats. It's not marketing: it's written in the rules, verifiable on the publisher's website.
How it ends
How to win (and how to lose)
The game ends when both players have filled all seven days. Points are counted. The highest score wins.
Victory
- Sum the points of the placed cats (each card indicates how many points it is worth, according to its specific rules)
- Maximize days with more cats thanks to the cat tree (more cats per day = more points)
- Cancel key opponent scores with special cards
Defeat
- Having your best cats stolen by the opponent's cardboard box
- Placing 'only if alone' cats on days later occupied by the cat tree (they cancel the score)
- Suffering too many annulment cards and ending up with zero-point days
Cat Days doesn't revolutionize anything. But it does one thing, very well: it gives you 15 minutes of honest competition in 18 cards. And at the end of the week, you'll want to play again.
Frequently Asked Questions
FAQ about Cat Days
How long does a game really last?
Between 5 and 15 minutes, depending on player experience. The first game, including explanation, takes 15 minutes. From the second game onwards, 5-10 minutes per game. It's really fast, it's not a promise.
Does it work with young children?
Yes, from 6 years old and up. The rules are immediate, each card clearly states what it does with icons. Children quickly grasp the concept of 'place the cat on the day'. Adults appreciate the tactical choices and direct interaction.
Is one deck enough for a game?
Yes. One deck (18 cards) is designed for two players. If you want to play with four simultaneously, you need two decks. But the game is designed for 1v1 duels.
Is it really pocket-sized or is it marketing?
It's really pocket-sized. 18 cards in a small pouch. No board, no tokens, no box. It fits in a coat pocket. You can take it anywhere and play on any surface.
Is it available in Italian?
This edition is in English. The text on the cards is minimal (cat names and icons), so it's accessible even to those who don't speak fluent English. The rules are available online, translated by the community.
Cat Days is a competitive card game for 2 players aged 6 and up, with games lasting 5 to 15 minutes. Designed by Gareth Edwards and illustrated by Pauline Detraz, published by 25th Century Games and Farplace Animal Rescue. The game uses asymmetrical worker placement mechanics and direct interaction (take that): each player builds a seven-day week by placing cat cards with unique rules, while special cards like the cat tree and cardboard box change the dynamics. Micro-game pocket format, ideal as a filler or travel game. Part of the proceeds are donated to animal shelters. Available on FroGames.it
Frequently Asked Questions
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