Feed the Kraken

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Feed the Kraken is a hidden role deduction game where players take on secret identities as Sailors, Pirates, or members of a Cult. The crew of a ship must navigate across the sea, but each faction has a different destination in mind. Sailors want to reach safe harbor, Pirates aim for Pirate Bay, and the Cult Leader seeks to steer the ship into the Kraken’s maw. Through navigation votes, mutinies, and special character abilities, players must figure out who they can trust while advancing their faction’s agenda.

Components

Setup

  1. Place the game board and ship at the starting position.
  2. Distribute role cards based on player count (majority Sailors, some Pirates, 1 Cult Leader, and possibly Cultists at higher counts).
  3. Each player receives a character card with a unique ability.
  4. Select the starting Captain.
  5. Distribute starting gun tokens.
  6. Place the Kraken markers as indicated.

Turn Structure

Each round follows this sequence:

1. Captain Selects a Navigator

The Captain chooses another player to be the Navigator for this round.

2. Navigation Phase

3. Ship Movement

The ship moves on the map according to the revealed navigation card. The ship’s position shifts toward one faction’s goal or another.

4. Mutiny Phase (Optional)

5. Special Events

Actions

Mutiny

Guns

Character Abilities

Each character has a unique ability that may include:

Scoring / Victory Conditions

The game ends when the ship reaches one of the destination zones:

There is no point scoring — the game is won or lost by faction.

Special Rules & Edge Cases

Player Reference

Item Details
Players 5-11
Factions 3 (Sailors, Pirates, Cult)
Core mechanic Hidden roles + navigation voting
Captain role Chooses Navigator, reveals final card
Navigator role Discards 1 of 3 cards, passes 2
Mutiny Majority vote to replace Captain
Win conditions Faction-specific destinations
Publisher Funtails