Feed the Kraken

Sailors’ favorite deduction game

Feed the Kraken is a hidden role deduction game, with three asymmetric factions.
All players may be sitting in the same boat, but they want to navigate in different directions! The loyal sailors must bring the ship safely to mainland, whereas the pirates crave to secretly maneuver the ship into the Bermuda Triangle. Meanwhile a crazy cultist is busy convincing parts of the crew to help him summon their dark lord—the Kraken—from the depth of the sea to save them all.

Age: 12+

Number of Players: 5-11

Duration: 45-90 Min

How do you play?

At the start of your journey, you will receive a secret affiliation marker. You will either be a loyal sailor, a sneaky pirate, or a fanatic cult leader. Only the outnumbered pirates know each other, everybody else will have to try to find their teammates (or convert them to their cult) as they sail along. Rum-induced visions, cabin searches, inquisitions, and mermaids will help you find out more about the true loyalties of the other “sailors”.

Who knows how to navigate?

The goal of the game is to navigate the ship towards your final destination, which would be easy if only players weren’t divided into three different factions. Each secret faction wants to reach a different area of the board. Every turn the ship will sail in one of the three possible directions—but which one will it be?

The current captain and their chosen lieutenant will study ancient sea maps and pass their often conflicting orders onto the chosen navigator, who has to make the final decision. Meanwhile the rest of the crew is busy drinking rum, gambling and telling each other tales of ancient sea monsters.

Whom shall we trust?

After each navigation, the lieutenant and navigator go off duty, and the captain has to find somebody sober enough to take their spot instead. Everyone can discuss, how well that last navigation went, who is to blame for the current course, and who should be in charge in the future instead.

Convince your enemies that it is in their best interest to make you the next lieutenant, or navigator! You can even draw your guns and become the new captain in open mutiny! But for how long will you be able to keep the trust of your crew? The next mutiny might already be waiting for you if your decisions don’t please your fellow sailors.

There is so much more to explore in Feed the Kraken:

Different events happen depending on the areas you enter: Perform a cabin search, cut someone’s tongue out, or feed them to the Kraken!
Other events are based on the choices of the current navigation team: Enjoy (rum-induced) visions of the future, talk to mermaids, or join the cult of the Kraken!

Personality cards grant everyone on board unique tricks to mess with the journey only once but at any time.
Gain additional guns, prevent mutinies, grant additional navigation cards to your crew, or influence the game state in a plethora of other ways!

Whom should we sacrifice?

The above list of all those options can’t even begin to describe the tension you will feel at the table! Get ready to become fully immersed in your role, and prepare for an emotional roller coaster, when your friends suddenly argue for cutting your tongue out or even for tossing YOU overboard to Feed the Kraken!
There is no player elimination before the last two turns of the game though, and even if the other players do not trust you, they might need you to be on the navigation team occasionally, keeping everyone engaged and involved all the time.