Description
Number of Players: 5-11
Playing Time: 45-90 Minutes
Recommended Ages: 12+
The deluxe components enhance your unique playing experience and push the journey to a whole new level by providing large nautic objects, which transform your dinner table into a captain's cabin.
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 depth of the sea to save them all.
How do you play?
At the start of your journey, you will receive a secret affiliation marker. You will either be a loyal sailor, a sneaky pirate, or a fanatic cult leader. Only the outnumbered pirates know each other, everybody else will have to try to find their teammates (or convert them to their cult) as they sail along. Rum-induced visions, cabin searches, inquisitions, and mermaids will help you find out more about the true loyalties of the other “sailors”.
Who knows how to navigate?
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.
Whom shall we trust?
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.
Feed the Kraken is a sophisticated social deduction game designed around a beautiful vintage sailor setting. It supports 5-11 players. A match is usually dealt within 45 minutes up to 1:30 hours.
Contents:
• Base game
• 3 Kraken miniatures - The giant kraken awaits his next feast! These beautiful miniatures have a massive board presence, increasing the perceived threat-level of your journey, making each navigation decision more intense.
• 3D Colored badges - Highly detailed 3D 7x7cm colored badges, featuring a functional steering-wheel. Nothing beats the feeling when the Captain chooses you as the navigator by handing you the badge. Feel the weight of the badge in your hand match the weight of responsibility on your shoulders.
• 3D Draw and discard piles - Multi-purpose box system, allowing you to safely store all navigation cards between games, while functioning as draw pile and discard pile in the game. The ergonomic design developed after thousands of hours of playtesting helps you to easily draw cards from the draw pile, while preventing you from accidentally drawing from the discard pile...even in stressful moments.
• High quality faction chips - While the game can be played with action cards, cards are much more prone to getting revealed by accident. As showing the wrong card to the captain during a cabin search, or accidentally revealing any card, damages the game state beyond repair, we prefer to play with these beautiful faction chips and hide them in sea bags. Which brings us to the next items on our deluxe list...
• 11 Sea bags - These opaque bags keep players' faction chips well-hidden at all times. They make it easy to pass your faction chip to the captain without accidental reveals in case of a cabin search. The look and feel of the sea bags massively improve the immersion into the nautical theme.
• Deluxe inlay with lid - Keep all your beautiful deluxe components in their designated place. A lid closes the inlay, allowing you to travel with your game safely, even in rough seas.
Payment & Security
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Refund Policy
For the majority of our products, they can be returned for either exchange or refund assuming they fulfill the following criteria:
- The product is fully sealed and unopened
- If a product has had its shrink wrap removed but the contents are otherwise still sealed, a return may still be possible, but a 15% restocking fee will be applied
- There is a proof of purchase, be it a receipt or purchased under a customer file
- It is within four weeks of purchase
Exceptions:
If the purchase of a product has earned the customer bonus points, product or value, those will need to be returned as well. If they cannot (such as if they'd be used already or gifted elsewhere), the value of the return will be reduced by an appropriate amount.
Some products cannot be returned:
- Collectible blind packs: HeroClix, D&D Icons of the Realms, Magic: the Gathering, etc. Because of the unknown contents of these products, once the product is purchased and removed from our sight, we can no longer assure that the contents are factory sealed and not somehow scanned or otherwise determined.
- Games Workshop battletomes and codexes: These products include a code for a digital redemption, and we have no way of verifying whether this code has been redeemed or not once a book has been removed from its shrink wrap.
- Clearance product: Any item on clearance is considered a final sale, and cannot be returned.
- Collectible singles: Magic singles and similar product cannot be returned. However, we are often able to purchase them again as second-hand product trade in, such as how we buy Magic cards.
- Bits and Mortar: Once you have received a code for a digital copy of a purchased RPG book eligible for the Bits and Mortar program, you may no longer return that book for a refund.
- Food stuffs and drinks: for obvious reasons.
- Entry fees: Unless cancelled prior to the start of the event in question, entry fees cannot be refunded. If prior to the start of the event, a refund can be given in store credit.
Shipping
If your product is eligible for return and you do not live in Winnipeg, you should mail your product to: GameKnight Games and Cool Stuff, 519 Osborne Street, Winnipeg, MB, Canada, R3L2A9
You will be responsible for the cost of return shipping. Shipping costs are non-refundable.
Depending on where you live, the time it may take for your exchanged product to reach you may vary.
If you are shipping a valuable item, you should consider using a trackable shipping service or purchasing shipping insurance. We don’t guarantee that we will receive your returned item.
Abandoned Orders
If an order is not picked up within 60 days of it being ready, the pre-tax value of the order, minus a 15% restocking fee will be returned to the buyer in the form of a webstore gift card, and the items returned to our stock.
Individual collectible products such as Magic: the Gathering singles will instead have either the aforementioned value OR the current value, whichever is lowest, returned to the buyer in the form of a webstore gift card, and the items returned to our stock.