Last Updated on October 10, 2025 by The Official Game Rules Team
Feed the Kraken is a hidden role deduction game where players take on secret identities as either Sailors, Pirates, or a Cult Leader (with possible Cultists). Players must work together to navigate a ship through treacherous waters while secretly steering it toward their own faction’s destination. Here’s a breakdown of the rules and how to play:

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How to Play Feed The Kraken
Feed the Kraken Overview
Players must work together to navigate a ship through treacherous waters while secretly steering it toward their own faction’s destination.
- Sailors want to reach Bluewater Bay (east).
- Pirates aim for Crimson Cove (west).
- Cult (Cult Leader and converted Cultists) seek to sail north into the Kraken or have the Cult Leader sacrificed to it.
Each turn, a new navigation team is appointed, but deception, deduction, and manipulation will influence the outcome. Mutinies, cabin searches, cult conversions, and sacrifices all contribute to the chaotic voyage.
Game Components
- Game Board (double-sided: Quick Journey and Long Journey)
- “The Instabil” Ship mini
- 22 Character Cards
- 11 Faction Chips & Cards
- 4 Crew Overview Cards
- 1 Captain’s Logbook
- 23 Navigation Cards
- 7 Map Action Tokens (Cabin Search, Flogging, Off with the Tongue)
- 5 Cult Ritual Cards
- 40 Guns
- 3 Kraken Miniatures
- Deluxe-only: Navigation Card Storage Box, Seabags, Metal badges

Quick vs. Long Journey Maps
Use the Quick Journey map for your first game and for all games with 5, 6, or 7 players. Once you’re familiar with the game, you may switch to the Long Journey map for added complexity in games with 7 or more players.
FEED THE KRAKEN MAP SETUP
Quick Journey Map (5–7 players or first-time play)
- Place the ship on the starting space in the south.
- Place map action markers:
- 3x Cabin Search
- 2x Feed the Kraken
- Shuffle all 5 Cult Ritual cards and place them face down along the edge of the map.
- Set out off-duty markers based on player count:
- 5–6 players: 1 off-duty sign
- 7 players: 2 off-duty signs
- Remove the following cards from the Navigation deck:
- 1x Cult Uprising (yellow)
- 1x Drunk (blue)
- 2x Armed (red) Shuffle the remaining 19 navigation cards and place them face down as the draw pile.
- Each player receives 3 guns.

Long Journey Map (7–11 players)
- Place the ship on the starting space in the south.
- Place map action markers:
- 4x Cabin Search
- 2x Flogging
- 1x Off With the Tongue
- 3x Feed the Kraken
- Shuffle all 5 Cult Ritual cards and place them face down.
- Set out off-duty markers:
- 7–8 players: 2 off-duty signs
- 9–11 players: 3 off-duty signs
- Shuffle all 23 navigation cards into a draw pile.
- Each player receives 3 guns.
- Place the “I Am Not A…” card and 3 small Flogging cards next to the map.

SECRET TEAM ASSIGNMENT
- Place the appropriate “The Crew” card next to the map based on player count.
- Place the Sailor, Pirate, and Cult Leader chips into separate bags.
- Shuffle the bags and hand one to each player. Players secretly check their chip to learn their faction.
Special Setup for 5 Players
- Place 3 Sailor and 2 Pirate chips into bags. Shuffle and remove one at random (unrevealed).
- Add 1 Cult Leader chip to the remaining four and shuffle again.
- Hand out one bag per player.
- During the pirate gathering phase, pirates identify each other.
VICTORY CONDITIONS
- Sailors win if the ship reaches Bluewater Bay (East).
- Pirates win if the ship reaches Crimson Cove (West).
- Cult Leader and Cultists win if the ship reaches the Kraken (North), or if the Cult Leader is fed to the Kraken.
SECRET PIRATE GATHERING
Before the game begins:
- All players close their eyes.
- Pirates open their eyes and identify each other.
- Pirates close their eyes.
- Everyone opens their eyes.
Note: The Cult does not have a secret gathering.
CHARACTER CARDS
- Each player receives one face-down character card.
- Set aside the Captain card. Shuffle the rest and remove one (if needed) so that the total matches the player count.
- Add the Captain card, shuffle, and deal one per player.
- The player who receives the Captain card reveals it and becomes the first captain, receiving a new character card.
GAME PHASES
- Appointing the Navigation Team
- A Question of Loyalty
- The Navigation
- Off-Duty
1. Appointing the Navigation Team
- The Captain selects a Lieutenant and a Navigator.
- Crew members (excluding the Captain) may prepare for a mutiny by placing 0 or more guns in a closed fist.
- On the Captain’s count, all players reveal their fists.
- If enough guns are revealed (based on player count), a mutiny occurs.
Mutiny Thresholds
- 5–7 players: 3+ guns
- 8–9 players: 4+ guns
- 10–11 players: 5+ guns
Mutiny Resolution
- The player who revealed the most guns becomes the new Captain.
- In a tie, players eliminate each other until one remains.
- All players involved discard their revealed guns.
- A new round begins with the new Captain.
2. A Question of Loyalty
- After appointments, the Captain asks the crew to show loyalty.
- If not enough guns are revealed, the appointments stand and the game continues.
3. The Navigation
- The Captain draws 2 navigation cards.
- The Lieutenant draws 2 more.
- Each discards one face down and passes one to the Captain’s logbook.
- The Navigator chooses one to keep and discards the other.
- The kept card is revealed and its action is executed.
Important Notes
- No table talk during this phase.
- All players may discuss the cards after the navigation is revealed.
Executing a Navigation Card
- Move the ship in the direction shown on the card.
- Perform the Map Action (if any) on the space.
- Resolve the Navigation Card Action.
- Place the card in front of the Captain.
4. Off-Duty
After each navigation, involved players receive off-duty signs:
- 5–6 players: Captain
- 7–8 players: Captain + Lieutenant
- 9–11 players: Captain + Lieutenant + Navigator
Off-duty players:
- Cannot be selected for navigation roles
- May still participate in mutinies and can become Captain
Denial of Command
- A Navigator may refuse to carry out the navigation by declaring they are jumping overboard.
- Both navigation cards are discarded.
- The Navigator is eliminated.
- The Captain selects an Emergency Navigator, even an off-duty player.
- A new navigation occurs with no chance for mutiny.
- Repeat until navigation is completed.
Supply Line (Long Journey Map Only)
Once the ship crosses the supply line:
- Each player refills their guns to 3 (if below 3).
End of Game
- Play continues until a team achieves its victory condition.
- All players reveal their faction chips at the end.
MAP ACTIONS
- Cabin Search: Captain secretly inspects a player’s faction chip.
- Off With the Tongue: Player can no longer speak or become Captain.
- Flogging: Provides public proof of one faction the selected player is not.
- Feed the Kraken: The selected player is eliminated. If it’s the Cult Leader, the Cult wins.
NAVIGATION CARD ACTIONS
- Drunk: Captaincy passes to the next player with the fewest navigation cards.
- Mermaid: Another player secretly views the last 3 discarded navigation cards.
- Telescope: Another player views the top card of the draw pile.
- Armed: Navigator gains 1 gun (Long Journey only).
- Disarmed: Navigator discards 1 gun.
- Cult Uprising: A random Cult Ritual is triggered.
CULT RITUALS
- Guns Stash: Cult Leader secretly gives 3 guns to players.
- Cabin Search: Cult Leader learns the factions of the navigation team.
- Conversion to Cult: Cult Leader secretly turns another player into a Cultist.
Becoming a Cultist
- Only players not previously searched or flogged can be converted.
- The Cult Leader chooses secretly.
- Converted players now win only with the Cult.
CHARACTER CARDS
- Each player begins with one face-down character card.
- Cards may be revealed to activate their special ability (once unless otherwise stated).
- Some cards are better suited for larger player counts.
FEED THE KRAKEN STRATEGY TIPS
Sailors: Be honest, collaborate, and expose threats. Lies should be explained to maintain trust.
Pirates: Blend in early, act like a Sailor, and steer west when opportunities arise.
Cult Leader: Steer toward the center, convert wisely, and balance alliances with Pirates and Sailors.





