Feed the Kraken

Ambience
Intro
Actions
Cult
Setup
1 Deal roles

Everyone looks at their role card in secret.

2 Pirate Gathering(Pirate Gathering)

Everyone closes their eyes. The pirates open their eyes and see each other.

Each round
3 Captain appoints crew(Captain appoints crew)

The Captain picks a Lieutenant and a Navigator. Off-duty players cannot be picked.

Mutiny?(Mutiny?)

The other players may challenge the Captain with their guns.

  • Yes: A new Captain takes over. Back to step 3.
  • No: Continue.
4 Navigation

All players must remain silent throughout navigation.

  • Captain and Lieutenant each draw 2 navigation cards, discard 1 face down and place the other face down in the Captain's logbook.
  • Close and shake the logbook to shuffle the cards, then pass it to the Navigator.
  • The Navigator secretly discards 1 card face down and returns the logbook with the remaining card to the Captain.
  • The Captain reveals the card and moves the ship.
5 Resolve the space

Resolve the action on the new space, e.g. Flogging or Feed the Kraken.

Cult Uprising?(Cult Uprising?)

If the space is a Cult Uprising, the Captain decides the ritual card. Everyone closes their eyes and you play its narration.

Reached a harbour?

Check if the ship has reached one of the three destinations.

  • Yes: Game over. Blue: Sailors win. Red: Pirates win. Yellow: Cult wins.
  • No: Next round. Back to step 3.