
I gatti di Mont Saint Michel
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Someone cheers when their cat gets past the last swarm. Someone murmurs that the die betrayed them. And in the end, everyone wants to know what happens in the next scenario.
WHAT IT'S ABOUT
Cats vs. mice in the abbey before the French Revolution
The Cats of Mont Saint Michel brings Tom Frank and Marco Pecota to the historic abbey of Mont Saint Michel, just before the French Revolution. Illustrations by Omar Rayyan transform the abbey into a theatre of war between heroic cats and hordes of rats. It's not a children's fairy tale: it's a narrative dungeon crawler where each scenario has consequences for the next.
You play directly on the spiral-bound book. Choose a hero cat, move on a grid, roll 12-sided dice for combat, collect loot cards and abilities. Each victory unlocks new powers, each defeat weighs on the campaign. The swarms of cockroaches and warrior rats don't wait: you have to decide whether to explore or close the scenario before time runs out.
What they say abroad
A campaign for those who want to play directly on the book, without endless setup.
— FroGames
The cat miniatures are why Kickstarters exist.
— FroGames
The Cats of Mont Saint Michel
Designed for solo play from day one. The book acts as an automa, scenarios are balanced for a single cat, progression works identically to multiplayer. The experience is complete: you lose nothing by playing alone, in fact the narrative rhythm is stronger.
What's in the box
Campaign components
Spiral-bound book
Each page is a scenario. You play directly on the book, no separate board. You save progress by closing the page.
Cat miniatures
Hand-painted (or to be painted) feline heroes. Each cat has unique abilities and a story in the abbey.
12-sided dice
Combat is resolved with d12 dice. High results wound enemies, low results expose you to counter-attack.
Loot and ability cards
Each scenario unlocks new cards. Equipment, powers, combos that change how you face the rats.
After a few evenings, you will have liberated the abbey or returned to change strategy. It always happens with real campaigns.
A game in five moments
What happens at the table
Not the rules. The experience.
Choose your cat
Open the book, read the scenario objective, choose your cat. Each has a unique ability and background in the abbey. Some are fast, some hit hard, some are resilient. The choice matters: if you pick the wrong hero for the scenario, you'll realize it after three turns.
First swarm, first dice rolls
You move on the book's grid, encountering the first group of cockroaches. You roll the die, read the result: 9+, you hit; below, they hurt you. The die immediately decides if your plan works. If it starts badly, you have to change tactics or use an ability.
Warrior rats in the corridor
The swarms were just an appetizer. Now come the rats with armor and multiple attacks. You have to decide: do you jump into combat or look for a side path to hidden loot? Every turn is critical because the scenario time is limited.
Unlock a new ability
Defeat the miniboss, draw an ability card. You read it: it completely changes how your cat plays. Someone applauds, someone is already imagining the combo in the next scenario. This is the moment that justifies the campaign.
Mark progress in the book
Scenario completed (or failed). You mark the results in the book: experience points, cards gained, narrative consequences. The next scenario starts here. If you won, there's satisfaction. If you lost, you want to immediately reopen it and try again with a different strategy.
How to play
The flow of each turn
Each turn is a sequence of actions: move, attack, use abilities. Then enemies respond according to the book's rules.
You have a fixed number of action points. You spend them to move, attack, collect loot. Every action costs, you must optimize.
When you attack, you roll the d12. The result determines damage and consequences. Abilities modify the roll or give you rerolls.
The book tells you how enemies move. They follow fixed patterns or draw behavior cards. It's not a complex automaton, but it's not trivial.
Each turn, the counter advances. When it runs out, the scenario ends (victory or defeat based on objectives). Time is always running out.
Why it's different from others
Six mechanics that make a difference
You play directly on the book
There's no separate game board. Each scenario is a page in the spiral-bound book. Setup in 2 minutes, save progress by closing it. It's the answer for those who love campaigns but hate assembling components.
12-sided dice with thresholds
Combat uses d12s with variable success thresholds. It's not just "roll and hit": you have to decide whether to risk an attack or conserve actions. Abilities modify thresholds, they don't negate the die roll.
Progressive loot and ability cards
Each scenario unlocks new cards. Equipment, powers, permanent upgrades. Your cat's deck grows with the campaign. In the end, you have a personalized hero that reflects your choices.
Scenarios with permanent consequences
Win or lose, the outcome matters for subsequent scenarios. Defeated enemies don't return, liberated rooms remain safe. The campaign is a story you write by playing, not a series of disconnected missions.
Cats with asymmetrical abilities
Each cat has a unique ability and a different playstyle. The warrior hits hard but is slow, the explorer moves fast but is fragile. Replayability comes from hero choice, not just from scenarios.
Enemies with reactive patterns
Rats, cockroaches, and bosses are not punching bags. They have behaviors that respond to your moves. If you expose yourself too much, they will surround you. If you remain defensive, they advance toward the objective. You must think like them to defeat them.
How it ends
How to win and how to lose
Each scenario has specific objectives and a time limit. Reach the objective before the counter runs out, or the scenario fails.
Victory
- Complete the scenario objective (kill the boss, clear the room, collect key loot)
- Unlock new ability cards and progress for the next scenario
- Mark results in the book: the campaign advances with permanent consequences
Defeat
- Your cat is eliminated (hit points at zero) before completing the objective
- The scenario time counter runs out before you achieve victory
- A failed scenario modifies the campaign: stronger enemies or lost resources for what follows
The Cats of Mont Saint Michel is a cooperative campaign that respects your time and your table. Immediate setup, real progression, splendid miniatures.
Frequently asked questions
FAQ about The Cats of Mont Saint Michel
How long does the entire campaign last?
The full campaign is played over several evenings (the game does not specify an exact number of scenarios, but it is designed for 20-40 minute sessions). Each scenario is short, but the progression and permanent consequences keep the narrative tension high.
Can I play the scenarios out of order?
No. The scenarios are linked in sequence: the results of the previous one influence the next. It's a linear narrative campaign, not a collection of disconnected missions. You can re-attempt a failed scenario, but then you must continue in order.
How many times can I use my cat's abilities?
Abilities have variable usage rules: some once per scenario, others consume resources (cards or action points). The balancing is designed not to make the cat invincible, but to give you strong tactical choices at key moments.
Does it work well for 3-4 cooperative players?
Yes, but the game scales better for 1-2 players. With 3-4 cats, the book can feel crowded and playtime lengthens. Solo and duo are the ideal configurations: more control, less downtime, better narrative rhythm.
Is it available in Italian?
This edition is in English. Text is present on ability cards, loot, and in the scenario book. A good understanding of English is required for fluid play. There are currently no official localized editions.
The Cats of Mont Saint Michel is a cooperative campaign game for 1-4 players, lasting 20-40 minutes, recommended for ages 14+. Designed by Tom Frank and Marco Pecota with illustrations by Omar Rayyan, it is played directly on the spiral-bound book: each scenario is a page, no complex setup. Combat uses 12-sided dice, progression unlocks permanent ability cards, and scenarios are linked with narrative consequences. Miniatures of heroic cats against hordes of rats in the Abbey of Mont Saint Michel before the French Revolution. Published by RAYBOX Games, ideal for those seeking a tactical campaign without assembling boxes of components. Available on FroGames.it.

I gatti di Mont Saint Michel
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