Official Feed The Kraken Rules

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:

Feed the Kraken social deduction board game box product photo

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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
Feed the Kraken game board setup with cards, tokens, characters, and more, product photo

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)
  1. Place the ship on the starting space in the south.
  2. Place map action markers:
    • 3x Cabin Search
    • 2x Feed the Kraken
  3. Shuffle all 5 Cult Ritual cards and place them face down along the edge of the map.
  4. Set out off-duty markers based on player count:
    • 5–6 players: 1 off-duty sign
    • 7 players: 2 off-duty signs
  5. 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.
  6. Each player receives 3 guns.
5-7 players team composition rules illustration for Feed the Kraken board game
Long Journey Map (7–11 players)
  1. Place the ship on the starting space in the south.
  2. Place map action markers:
    • 4x Cabin Search
    • 2x Flogging
    • 1x Off With the Tongue
    • 3x Feed the Kraken
  3. Shuffle all 5 Cult Ritual cards and place them face down.
  4. Set out off-duty markers:
    • 7–8 players: 2 off-duty signs
    • 9–11 players: 3 off-duty signs
  5. Shuffle all 23 navigation cards into a draw pile.
  6. Each player receives 3 guns.
  7. Place the “I Am Not A…” card and 3 small Flogging cards next to the map.
7-11 players team composition rules illustration for Feed the Kraken board game

SECRET TEAM ASSIGNMENT

  1. Place the appropriate “The Crew” card next to the map based on player count.
  2. Place the Sailor, Pirate, and Cult Leader chips into separate bags.
  3. 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:

  1. All players close their eyes.
  2. Pirates open their eyes and identify each other.
  3. Pirates close their eyes.
  4. 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

  1. Appointing the Navigation Team
  2. A Question of Loyalty
  3. The Navigation
  4. 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

  1. The Captain draws 2 navigation cards.
  2. The Lieutenant draws 2 more.
  3. Each discards one face down and passes one to the Captain’s logbook.
  4. The Navigator chooses one to keep and discards the other.
  5. 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

  1. Move the ship in the direction shown on the card.
  2. Perform the Map Action (if any) on the space.
  3. Resolve the Navigation Card Action.
  4. 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.


Video Tutorial

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