Feed the Kraken
喂食海怪
One ship, three headings: sailors want port, pirates want their cove, and the cult leader wants the Kraken fed.
- 5–11 players
- about 60 min
- Easy to pick up
- Party
- Bluffing
- Deduction
- Travel & adventure
The goal
Sailors want the ship in Bluewater Bay. Pirates want it in Crimson Cove. The Cult Leader wants it to reach the Kraken, or to be the one thrown to it.
How it plays
- 1Deal secret roles. Sailors are the most but don't know each other, pirates know each other, and there is a single Cult Leader.
- 2Each round the Captain appoints a Lieutenant and a Navigator. The rest may mutiny: everyone secretly takes guns into a fist and reveals together; if the total reaches the threshold, whoever showed most becomes Captain.
- 3Navigation: the Captain and the Lieutenant each draw 2 navigation cards, each discards 1 in secret and passes 1 to the Navigator, who plays one of the two and discards the other. The ship moves one space as the card says, toward the sailors' bay, straight on, or toward the pirates' cove, and its effect happens.
- 4All three may say what they were dealt, and none of them can prove it. The Lieutenant and Navigator go off duty and can't be appointed next round.
- 5Some spaces trigger events, such as Feed the Kraken: the Captain picks a player to throw overboard, and they are out.
How you win
The ship reaching Bluewater Bay wins it for the Sailors, Crimson Cove for the Pirates. If it reaches the Kraken, or the player thrown overboard is the Cult Leader, the Cult Leader (and any converts) wins.
First time?
- Think before throwing a suspect overboard: if that's the Cult Leader, you have just won it for them.
- The Navigator only chooses between two cards others picked; a bad heading isn't always their doing.