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Video: How to Play
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Objective of the Game
In Feed the Kraken, each player secretly receives the role of either a Sailor, Pirate, or Cult Leader. The goal is to plot the course of the ship towards your faction’s destination. Sailors aim to reach Bluewater Bay (east), Pirates strive for Crimson Cove (west), and the Cult Leader seeks to either reach the Kraken (north) or sacrifice the Cult Leader to the Kraken. Players must use deduction, manipulation, and teamwork to achieve their faction’s victory.
Preparation (Setup)
To set up the game:
- Place the ship on the starting area in the south of the map.
- Place the map action tokens on their corresponding areas on the map: Cabin Search, Flogging, Off with the Tongue, and Feed the Kraken.
- Shuffle the 5 cult ritual cards and place them face down on the edge of the board.
- Set aside the appropriate number of off-duty signs based on the number of players.
- Shuffle the navigation cards and place them face down as the draw pile on the map archive.
- Each player receives 3 guns.
- Distribute faction chips secretly to each player to determine their team (Sailor, Pirate, or Cult Leader).
- Conduct the Secret Gathering of the Pirates to allow Pirates to identify each other.
- Deal character cards to each player, with the player receiving the Captain card becoming the first captain.
Flow of the Game
The game is divided into recurring phases:
- Appointing the Navigation Team: The captain selects a lieutenant and navigator.
- A Question of Loyalty: The crew can mutiny against the captain’s choices.
- The Navigation: The captain, lieutenant, and navigator draw and discard navigation cards to determine the ship’s direction.
- Off-Duty: Certain players take a break and receive off-duty signs.
These phases repeat until one of the victory conditions is met.
Actions and How to Play
Key actions include:
- Appointing the Navigation Team: The captain chooses a lieutenant and navigator, but the crew can mutiny if they disagree.
- Navigation: The captain and lieutenant draw navigation cards, discard one each, and the navigator chooses the final card to determine the ship’s direction.
- Map Actions: When the ship lands on a space with an icon, the captain performs actions like Cabin Search, Flogging, or Feed the Kraken.
- Cult Rituals: When a Cult Uprising card is played, the captain reveals a cult ritual card, which may involve converting players, distributing guns, or revealing factions.
End of Game and Scoring
The game ends when one of the following victory conditions is met:
- Sailors win if the ship reaches Bluewater Bay.
- Pirates win if the ship reaches Crimson Cove.
- Cult Leader wins if the ship reaches the Kraken or the Cult Leader is sacrificed to the Kraken.
Players reveal their faction chips at the end to determine the winning team.
Tips for Winning
- Pirates: Act like Sailors initially but don’t hesitate to steer the ship west when necessary.
- Cult Leader: Balance the ship’s direction towards the center to reach Feed the Kraken spaces or your victory area.
- Sailors: Stick to the truth and collaborate with trusted teammates to reach Bluewater Bay.
More videos
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Rules manual
Official PDF file