| PID | 893194 |
|---|---|
| Product depth (mm) | 100 |
| Product height (mm) | 370 |
| Product weight (g) | 2 |
| Product width (mm) | 270 |
| Age recommendation | 12+ years |
| Minimum number of players | 5+ |
| Suitable for under 3 years | No |
| Manufacturer address | Funtails Hofstr. 52 · 53783 Eitorf Germany |
| Manufacturer's email address | |
| Manufacturer name | Funtails |
| Warnings | Varning! Ej lämplig för barn under 3 år. Innehåller smådelar. Kvävningsrisk. Spara denna information för framtida bruk. |
Feed the Kraken is a sea adventure game where internal crew intrigues play a crucial role in the gameplay! Passengers divided into three different teams do not share the same goals; each has its own vision of the ship’s final destination. One group is ready to leave the rough seas behind and steer the ship’s bow toward the nearest port, while the pirates on board are leading the ship further into uncharted waters. If the gap between these factions is deep, a radical cult is thrown into the mix, whose members are ready to summon the horror of the depths itself — the Kraken.
Features:
Publisher’s description:
Feed the Kraken is a hidden role deduction game, with three asymmetric factions. All players may be sitting in the same boat, but they want to navigate in different directions! The loyal sailors must bring the ship safely to mainland, whereas the pirates crave to secretly maneuver the ship into the Bermuda Triangle. Meanwhile, a crazy cultist is busy convincing parts of the crew to help him summon their dark lord — the Kraken — from the depths of the sea to save them all.
The goal of the game is to navigate the ship towards your final destination, which would be easy if only players weren’t divided into three different factions. Each secret faction wants to reach a different area of the board. Every turn the ship will sail in one of the three possible directions — but which one will it be? The current captain and their chosen lieutenant will study ancient sea maps and pass their often conflicting orders onto the chosen navigator, who has to make the final decision. Meanwhile, the rest of the crew is busy drinking rum, gambling, and telling each other tales of ancient sea monsters.
After each navigation, the lieutenant and navigator go off duty, and the captain has to find somebody sober enough to take their spot instead. Everyone can discuss how well that last navigation went, who is to blame for the current course, and who should be in charge in the future instead. Convince your enemies that it is in their best interest to make you the next lieutenant or navigator! You can even draw your guns and become the new captain in open mutiny! But for how long will you be able to keep the trust of your crew? The next mutiny might already be waiting for you if your decisions don’t please your fellow sailors.
5 in stock
Feed the Kraken is a sea adventure game where internal crew intrigues play a crucial role in the gameplay! Passengers divided into three different teams do not share the same goals; each has its own vision of the ship's final destination. One group is ready to leave the rough seas behind and steer the ship’s bow toward the nearest port, while the pirates on board are leading the ship further into uncharted waters. If the gap between these factions is deep, a radical cult is thrown into the mix, whose members are ready to summon the horror of the depths itself — the Kraken.
Features:
Publisher's description:
Feed the Kraken is a hidden role deduction game, with three asymmetric factions. All players may be sitting in the same boat, but they want to navigate in different directions! The loyal sailors must bring the ship safely to mainland, whereas the pirates crave to secretly maneuver the ship into the Bermuda Triangle. Meanwhile, a crazy cultist is busy convincing parts of the crew to help him summon their dark lord — the Kraken — from the depths of the sea to save them all.
The goal of the game is to navigate the ship towards your final destination, which would be easy if only players weren’t divided into three different factions. Each secret faction wants to reach a different area of the board. Every turn the ship will sail in one of the three possible directions — but which one will it be? The current captain and their chosen lieutenant will study ancient sea maps and pass their often conflicting orders onto the chosen navigator, who has to make the final decision. Meanwhile, the rest of the crew is busy drinking rum, gambling, and telling each other tales of ancient sea monsters.
After each navigation, the lieutenant and navigator go off duty, and the captain has to find somebody sober enough to take their spot instead. Everyone can discuss how well that last navigation went, who is to blame for the current course, and who should be in charge in the future instead. Convince your enemies that it is in their best interest to make you the next lieutenant or navigator! You can even draw your guns and become the new captain in open mutiny! But for how long will you be able to keep the trust of your crew? The next mutiny might already be waiting for you if your decisions don’t please your fellow sailors.