Feed the Kraken is a thrilling hidden role deduction game that plunges players into a nautical adventure filled with deception, strategy, and unexpected twists. Developed by Funtails, a publisher known for its high-quality and innovative board games, this game accommodates 5 to 11 players, making it an excellent choice for larger gatherings.
In Feed the Kraken, each player is assigned a secret role as either a Sailor, Pirate, or Cult Leader, each with their own unique objectives. The game masterfully blends social deduction mechanics with asymmetric gameplay, creating an environment where trust is constantly tested, and alliances are always shifting. If you want more explanation about what type of game this is check out our different types of board games post. Players take on various roles such as captain, lieutenant, and navigator, each influencing the ship’s course and making strategic decisions that impact the entire crew.
As a party board game, Feed the Kraken excels at bringing people together for an evening of fun and intrigue. Its ability to accommodate large groups makes it perfect for social gatherings, ensuring everyone can join in on the excitement and suspense.
Set Sail for Adventure: Immersive Nautical Theme
Feed the Kraken transports players to the golden age of piracy, where treacherous seas and hidden agendas abound. From the moment you open the box, the game’s thematic richness is evident. The beautifully illustrated game board, depicting vast oceans and winding paths to Bluewater Bay, Crimson Cove, and the Kraken’s lair, sets the stage for an epic maritime adventure.
The ship’s miniature, “The Instabil,” adds a tangible sense of journey as it navigates through dangerous waters. The faction cards, or “bags” as they are called in the game, assign unique personas “teams” —Pirate, Sailor, or Cult Leader. Supplementing these cards are the character cards with distinct abilities that shape your strategy and interactions. The captain’s logbook, navigation cards, and map action tokens further enhance the theme, making every decision feel like part of an unfolding seafaring tale.
Special map actions such as Cabin Search and Feed the Kraken inject suspense and drama into the game. The evocative artwork and illustrations bring the narrative to life, capturing the essence of a mythical maritime world. Even the rulebook reads like an old captain’s journal, adding to the immersive experience.
In summary, Feed the Kraken excels at creating an engaging thematic experience that draws players into its world of nautical adventure. Every component works harmoniously to tell a compelling story filled with deception, strategy, and mythical lore. As you navigate treacherous waters with your crew—or enemies—you’ll be fully immersed in this thrilling voyage where every decision counts!
Components and Setup of Feed the Kraken
Feed the Kraken is packed with a variety of high-quality components that enhance the gameplay experience and immerse players in its nautical theme. Each component is thoughtfully designed to serve specific functions, ensuring that the game runs smoothly while keeping players engaged. Let’s dive into the details of each component and its role in the game.
Game Board
The game board is double-sided, offering two distinct journeys: a quick journey for 5-7 players and a long journey for seven up to eleven players. The board beautifully illustrates vast oceans with intricate paths leading to Bluewater Bay, Crimson Cove, and the Kraken’s lair. The map is divided into various spaces, each with unique icons that trigger special actions when the ship lands on them. The quality of the board is excellent, with sturdy construction that can withstand numerous play sessions.
The Instabil Ship Miniature
The game’s centerpiece is the ship miniature, “The Instabil.” This finely crafted piece adds a tangible sense of adventure as it navigates through treacherous waters. The ship is detailed and durable, making it a visually appealing and functional component that enhances the thematic.
Captain’s Logbook
The captain’s logbook is a crucial component used during the navigation phase. It allows the captain and lieutenant to secretly pass navigation cards to the navigator. The logbook is designed to keep the cards hidden until they are revealed by the navigator, adding an element of suspense and secrecy to each turn.
Guns
Players receive three guns each at the start of the game, represented by small tokens. These guns are used during mutinies to challenge the captain’s authority and overthrow them by choosing a new captain . The tokens are well-made and easy to handle, adding a strategic layer to player interactions. The box should contain 40 guns.
Character Cards
Each player receives a character card at the beginning of the game, which grants them unique abilities that can be activated at strategic moments. These cards are beautifully illustrated and add depth to gameplay by providing players with special powers that can influence outcomes in unexpected ways.
Off-Duty Signs
Off-duty signs indicate which players cannot be appointed navigator or lieutenant in the next round. These signs ensure that no single player dominates the decision-making process, promoting balanced gameplay. They are clearly marked and easy to understand.
Crew Overview Cards
Crew overview cards provide a summary of each player’s roles and responsibilities, making it easier for newcomers to grasp their duties quickly. These cards are handy reference tools that help keep gameplay flowing smoothly.
The navigation deck consists of 23 cards, each dictating possible directions for the ship (north, east, or west) and triggering specific actions when played. These cards are central to the game’s strategy, as players must decide which direction aligns with their faction’s goals while navigating potential pitfalls set by opponents.
Faction Cards
Faction cards or bags as they are called in the rulebook, determine each player’s secret role—Sailor, Pirate, Cult Leader, or Cultist—and are distributed using Faction cards. The Faction cards are well-made and easily distinguishable by color: blue for Sailors, red for Pirates, yellow for Cult Leader, and green for Cultist (in games with 11 players).
Cult Ritual Cards
Five cult ritual cards are used exclusively by the Cult Leader during cult uprisings triggered by yellow navigation cards. These cards include actions like converting another player into a Cultist or distributing guns secretly among players. The ritual cards add an extra layer of strategy for Cult Leaders aiming to sway outcomes in their favor.
- Conversion to Cult: The Cult Leader secretly converts another player into a Cultist.
- The Cult’s Guns Stash: The Cult Leader secretly distributes three guns from supply.
- Cult Cabin Search: The Cult Leader secretly looks at the bags of the current navigation team.
Flogging cards
The flogging cards reveal information about a player’s faction. The captain selects a player for flogging, who then shuffles three cards and picks the one matching their faction. The captain reveals one of the remaining two cards, showing a faction the player does not belong to. This helps players gather clues about each other’s roles.
Map Action Tokens
Map action tokens represent various special actions that can be triggered when the ship lands on specific spaces on the board. These include Cabin Search, off with the Tongue, Flogging, and Feed the Kraken. Each token is designed with thematic artwork that adds to the immersive experience.
- Cabin Search: Allows the captain to inspect another player’s seabag secretly.
- Off with the Tongue: Cuts off (Silences) a player’s tongue for the rest of the game.
- Flogging: Publicly reveals one faction that a player does not belong to.
- Feed the Kraken: Sacrifices a player to potentially trigger an immediate victory for the Cult Leader.
Deluxe Edition Components
For those who think about the deluxe edition of Feed the Kraken, additional premium components enhance both aesthetics and functionality:
- Kraken Miniatures: Three-dimensional miniatures representing different aspects of gameplay.
- Deluxe Lieutenant & Navigator Badges: High-quality badges adding tactile appeal.
- Poker-Style Faction Chips & Seabags: Durable and visually appealing chips housed within double-layered deluxe inlays. The seabags ensure that roles remain secret until revealed through gameplay mechanics like cabin searches or cult rituals.
- Navigation Cards Storage box, Map Archive & Deep Sea: The Navigation Cards Storage Box keeps the cards organized. The Map Archive holds the draw pile, while the Deep Sea is the discard pile for used navigation cards. These components streamline gameplay and enhance the thematic experience. instead of the box, in the basic version you only have a deep sea card.
Component Quality
The component quality is exceptional across both standard retail editions and deluxe versions, which feature additional miniatures like three-dimensional badges representing lieutenants/navigators alongside premium poker-style faction chips housed within double-layered deluxe inlays—enhancing the overall tactile experience significantly!
Setup Process
Setting up Feed the Kraken involves a few key steps to ensure everyone understands their roles and objectives before starting the game. The thing we like about this game, and also the thing it makes it more fun is that each player has their role, you can say that it is an RPG game, also a very fun one. We have a list of top 10 RPG board games on our site if you are interested to learn more.
First, based on the number of players, choose either the quick journey or long journey map. Place “The Instabil” ship miniature in its starting area in the south of the map.
Next, distribute roles by shuffling faction chips in seabags according to player count (e.g., 3 Sailors, 2 Pirates, and 1 Cult Leader for six players), but this is in the deluxe version, in the standard you get the cards, that you only shuffle and give out to players. Each player secretly checks their bag to learn their role. Then, deal out character cards. Exclude the “Captain” card initially, shuffle the remaining character cards face down, and deal one less than the total number of players. Add the “Captain” card to the pile and deal one card per player. The player who receives the “Captain” card reveals it immediately.
Each player receives three guns from the general supply, which are used for mutinies and influencing decisions.
Place map action tokens on their designated spots on the board (e.g., Cabin Search tokens).
Shuffle the navigation deck, remove specific cards if using the quick journey map, and place it on the board.
Finally, set up off-duty signs based on the number of players (e.g., two signs for seven to eight players). These indicate which players must sit out certain phases after participating in navigation rounds.
With everything set up, you’re ready to embark on a thrilling voyage filled with deception and intrigue!
Gameplay Mechanics
Feed the Kraken is divided into several phases, each designed to create opportunities for strategic maneuvering and bluffing:
Appointing the Navigation Team: The captain selects a lieutenant and a navigator from among the crew. These roles are crucial as they influence the ship’s course. If the crew distrusts the captain’s choices, they can initiate a mutiny using their limited supply of guns.
A Question of Loyalty: During this phase, players reveal their loyalty through their actions. If enough guns are revealed during a mutiny, a new captain is appointed based on who contributed the most firepower.
The Navigation: Deception plays a significant role here. The captain and lieutenant each draw two navigation cards, discard one secretly, and place the other in the captain’s logbook. The navigator then selects one of these cards to determine the ship’s direction. This process involves shuffling and hiding cards to maintain secrecy about who contributed which card.
Off-Duty Phase: After navigation, certain players must take a break and cannot be appointed in the next round. This mechanic ensures that no single player dominates the decision-making process.
These phases create a dynamic and engaging experience where trust is tested, alliances are formed, and every decision counts.
Special Actions and Map Spaces
The game board features various special spaces that trigger unique actions when the ship lands on them:
- Cabin Search: The captain can inspect another player’s bag to gain information about their faction.
- Off with the Tongue: The captain orders a player to be silenced for the rest of the game but can still participate in mutinies.
- Flogging: The captain publicly reveals one faction that a player does not belong to.
- Feed the Kraken: The captain sacrifices a player to the Kraken, which can lead to an immediate victory for the Cult Leader if they themselves were chosen.
What Sets Feed the Kraken Apart? The Thrill of Multi-Faction Dynamics!
What makes Feed the Kraken stand out in the crowded genre of social deduction games? The thrilling multi-faction dynamics bring an extra layer of excitement and unpredictability to every game session.
Unlike many social deduction games that pit two teams against each other, Feed the Kraken introduces a third faction—the Cult Leader and their potential Cultists. This addition creates a unique three-way struggle for control over the ship’s course. Each faction—Sailors, Pirates, and the Cult—has distinct objectives and victory conditions, making alliances fluid and trust a rare commodity.
We love how the Cult Leader’s ability to convert players into Cultists adds an element of suspense and surprise. Imagine navigating towards your common goal when a trusted ally is revealed as a converted cultist at the end. This twist keeps everyone on edge, constantly reevaluating their strategies and alliances.
Moreover, the game’s phases—Appointing the Navigation Team, A Question of Loyalty, The Navigation, and Off-Duty—are designed to maximize interaction and strategic maneuvering. We must carefully choose whom to trust as captain, lieutenant, or navigator while remaining vigilant for signs of betrayal.
Feed the Kraken’s multi-faction dynamics not only increase replayability but also ensure that no two games are ever alike. The constant shifting of roles and allegiances creates a dynamic and engaging experience that keeps us returning for more. This unique feature makes Feed the Kraken not just another social deduction game, but a standout adventure filled with deception, strategy, and unexpected twists. It is a perfect gateway game for us allowing us to brake the ice and introduce new players to the hobby.
Victory Conditions
Victory conditions vary based on faction goals:
- Sailors win if they navigate to Bluewater Bay.
- Pirates win if they reach Crimson Cove.
- Cult Leader and Cultists win if they either reach the Kraken’s lair or successfully sacrifice the Cult Leader at one of the Feed the Kraken spaces.
Replayability and Strategy
Feed the Kraken shines in its replayability due to its dynamic gameplay and dramatic power twists. Each session feels fresh as different players assume roles like captain or navigator while adapting strategies based on evolving circumstances.
The game’s depth lies in its balance between strategic planning and social interaction:
- For Sailors, honesty is often their best policy; they must work together openly while identifying potential threats among themselves.
- Pirates need subtlety, blending in with sailors initially before making decisive moves towards Crimson Cove.
- Cult leaders require cunning and balancing cooperation with both factions until opportunities arise for conversions or sacrifices.
Character cards add another layer of strategy by providing unique abilities tailored for specific situations—though some may feel less impactful than others depending on how events unfold during gameplay.
Pros and Cons
Pros:
- Engaging Multi-Faction Dynamics: Including a third faction (Cult Leader) adds depth and unpredictability to the game.
- High-Quality Components: The beautifully illustrated game board, detailed ship miniature, and thematic character cards enhance the immersive experience.
- Replayability: No two games are ever alike due to shifting roles and alliances.
- Large Player Count: Accommodates 5 to 11 players, making it perfect for larger gatherings and parties.
- Strategic Depth: Phases like navigation and mutiny offer plenty of strategic maneuvering and bluffing opportunities.
Cons:
- Complexity: The multi-faction dynamics and various phases might be overwhelming for newcomers.
- Braking the rules easily: Not everyone will understand the rules at first and might give up information accidentally.
- Player Elimination: Players who are eliminated or silenced might have to wait a while before the next game starts. This could be a good or bad thing for some people yes Vincenzo I’m talking about you :))))
Conclusion
Feed the Kraken is one of the most engaging and dynamic social deduction games we’ve played. Each session is filled with tension, laughter, and surprises, making it a game we eagerly anticipate.
The game balances complex strategy with accessible gameplay. Roles like captain, lieutenant, and navigator create dynamic interactions where trust is constantly tested. In one memorable game, a cabin search revealed our navigator as a pirate, leading to an intense mutiny. Just when we thought we were safe, a cult uprising converted a trusted sailor into a cultist, throwing our plans into chaos. In the end we won, but we played 2 yellow cards nonetheless, thanks to our new converted “sailor”.
The high-quality components enhance the immersive experience. Every element draws players into its nautical world, from the beautifully illustrated game board to the finely crafted ship miniature and detailed character cards. The deluxe edition’s additional miniatures and poker-style faction chips add a luxurious touch.
Designed by Maikel Cheney, Dr. Hans Joachim Höh, and Tobias Immich, Feed the Kraken offers a fresh take on social deduction with its Cthulhu nautical theme.
For fans of games like Secret Hitler or The Resistance: Avalon, Feed the Kraken provides a unique experience that keeps players coming back. Its ability to create memorable moments ensures no two games are ever alike. It’s a lot like Secret Hitler, just in the sea.
Best enjoyed with larger groups (8-10 players), Feed the Kraken scales well from 5 to 11 players and encourages lively discussions and clever maneuvering without feeling mean-spirited.
In conclusion, Feed the Kraken combines strategic depth with immersive storytelling and high-quality components. Whether navigating as a loyal sailor, plotting as a cunning pirate, or devious cult leader, every decision counts in this thrilling voyage where trust is earned—and easily lost. Highly recommended for fans of social deduction games seeking something new and exciting!