
Feed the Kraken
- Players
- 5-11
- Best withThe player count this game plays best at.
- 8 players
- Play timeHow long a full game runs once everyone knows the rules.
- 90 min
- AgeThe minimum age printed by the publisher.
- 12+
- ComplexityHow demanding the rules are, from 1 (very light) to 5 (very heavy).
- 2.2 / 5
- Year
- 2022
About the game
Feed the Kraken drops 5 to 11 players into a single ship divided by three secret factions - loyal sailors, scheming pirates, and a cultist bent on summoning the Kraken itself. Each round, a rotating captain, lieutenant, and navigator must decide the ship's course while the rest of the crew debates, bluffs, and schemes at the table. With hidden roles, voting, and shifting alliances, no two voyages end the same way. It's a large-group social deduction game built for chaos and negotiation.
Hobbli's Notes
We appreciate how Feed the Kraken scales social deduction up to eleven players without losing the tension that makes hidden-role games fun. The rotating leadership roles keep everyone engaged even when they're not actively steering the ship. It does ask for a talkative, improv-friendly group to really shine. When the table gets into the bluffing and accusations, it's a riot.
What we like
- Supports very large groups, up to eleven players, unusual for this genre.
- Asymmetric factions create constantly shifting alliances and tension.
- Rotating leadership roles keep every player involved each round.
- High replayability thanks to hidden information and bluffing.
Keep in mind
- High downtime rating means less-active players can disengage.
- Requires an outgoing, talkative group to work well.
- Player elimination can end the game early for some participants.
Who it's for
Best for ages 12 and up in larger party groups of 5-11 who enjoy bluffing, negotiation, and hidden-role social games.











