Funtails Feed the Kraken

Funtails Feed the Kraken
Steer the ship in the board game Feed the Kraken
Feed the Kraken is a hidden-role deduction game that pits three asymmetrical factions against each other. Each player is given the secret role of either a Sailor, a Pirate, or a Cult Leader, and attempts to use all available means to steer the ship towards their faction's goal. In each round, the ship will sail in one of three possible directions, but the question is which one it will be.
Key features of the Feed the Kraken board game
- All players are on the same ship, but each wants to navigate it in a different direction
- Players are divided into three different factions
- The ship sails in one of three directions each turn
- Loyal sailors try to bring the ship safely to land
- The pirates' goal is to steer the ship into the Bermuda Triangle
- A crazed cultist tries to persuade some of the crew to help summon the Kraken
- The aim of the game is to navigate the ship towards its final destination
- Game complexity (BGG) is 2.16 out of 5
Game's story setting
Ship's log, 8 October 1695: "Due to a series of unfortunate events, I lost half my crew on the way here. The other half, believing our ship was cursed, abandoned me as soon as we landed in a tiny port to replenish our fresh water. I needed to hire a skilled crew to complete this journey, and as luck would have it, I managed to find one in the local tavern. However, it seems some of these people have other plans for my ship..."
Steer the ship
While all players may be on the same ship, each one wants to navigate it in a different direction. The loyal sailors must get the ship safely to land, while the pirates secretly long to steer the ship into the Bermuda Triangle. Meanwhile, a crazed cultist is trying to convince part of the crew to help him summon their dark lord, the Kraken, from the depths of the sea to save them all. The object of the game is to navigate the ship towards its final destination. This would be easy if the players were not divided into three different factions. Each secret faction is trying to reach a different part of the game board. On each turn, the ship sails in one of three possible directions.
How to play
In Feed the Kraken, players take turns as Captain, Lieutenant, and Navigator. Each has the ability to influence the ship's course. At the start of your voyage, you receive a secret allegiance token. You will be either a loyal sailor, a treacherous pirate, or a fanatical cult leader. Only the outnumbered pirates know each other's identity, while everyone else will have to find their allies or convert them to their faith during the voyage. Rum-induced visions, cabin searches, interrogations, and mermaids help you learn more about the true loyalties of the other "sailors". Players will undergo cabin searches, experience ruthless mutinies, silence menacing opponents, and perhaps even witness a sacrifice to the ancient god Kraken. Everyone must use their deduction skills to figure out who to trust in this cursed adventure.
Who can you trust?
After each navigation, the Lieutenant and Navigator go off-duty, and the Captain must find someone sober enough to take their place. Everyone can discuss how well the last navigation went, who is to blame for the current course, and who should be put in command instead. Convince your enemies that it is in their best interest to choose you as the next Lieutenant or Navigator. You can even draw your weapons and become the new Captain in an open mutiny. However, it's up to you how long you can keep your crew's trust in Feed the Kraken. If your decisions don't sit well with your fellow sailors, another mutiny could be just around the corner.
There's much more to explore in the game
Different events happen depending on the areas you sail into. Conduct a cabin search, cut someone's tongue out, or feed them to the Kraken. Other events depend on the decisions of the current navigation team. Enjoy rum-induced visions of the future, talk to mermaids, or join the Cult of the Kraken. Character cards give everyone on board unique tricks that you can use just once during the voyage, but whenever it suits you. Get extra weapons, prevent mutinies, give your crew extra navigation cards, or influence the state of the Feed the Kraken game in countless other ways. However, there is no player elimination before the last two turns of Feed the Kraken. And even if other players don't trust you, they may need you to be part of the navigation team from time to time, so everyone stays involved throughout the game.

Package contents
1 double-sided game board (fast and long route), 1 "Instabil" ship model, 1 ship's log, 40 guns and a gun chest, 22 character cards, 4 overview cards, 7 map action tokens (4 cabin searches, 2 whippings 1 tongue out), 5 cult ritual cards (3 cult conversions, 1 cult gun stash, 1 cult cabin search), 4 whipping cards, 23 journey cards (4 blue Drunk, 2 blue Disarmed, 6 yellow Cult rising, 5 red Drunk, 2 red Mermaid, 2 red Telescope, 2 red Armed), 3 off-duty markers, 1 first mate badge token, 1 navigator badge token, 11 faction cards, 1 discard pile card, 3 feed the Kraken map action tokens, game rules
Specifications
Product type
Games and puzzles
Release date
Language
Genres and game mechanics
Age and intended use
Battery
Cards
| Code: | HRAboa11 |
| Warranty: | 24 months |
| Manufacturer information |
Old Dawg s.r.o., Tábor 534/50D, 602 00 Brno, [email protected], +420702001062
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