RuleSage cited table rulings
← Feed the Kraken

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How do I play?

Answered counted as answered

Asked with: Feed the Krakenbg-271601-en-1e

In Feed the Kraken, each player secretly receives the role of either Sailor, Pirate, or Cult Leader.[1] Players take turns as captain, lieutenant, or navigator, each having the chance to manipulate the course of the ship.[1] The goal is to use all available means to plot the course of the ship towards one's faction's destination.[1]
Setup
1. Place the ship on the starting area in the south of the map.[2][3]
2. Place the map action tokens/miniatures on the corresponding areas on the map: 3x Cabin Search and 2x Feed the Kraken.[3]
3. Shuffle the 5 cult ritual cards and place them face down and spread out on the edge of the game board.[2][3]
4. Set aside the appropriate number of off-duty signs next to the map based on the number of players.[2][3]
5. Remove specific navigation cards from the deck depending on the map being used (e.g., for the quick journey map, remove 1x Cult Uprising, 1x Drunk, and 2x Armed).[3]
6. Shuffle the remaining navigation cards and place them face down as the draw pile on the map archive.[3]
7. Each player receives 3 guns.[2][3]
8. Place the corresponding "The Crew" card next to the map.[2][4][5]
9. Find the right number of Sailor, Pirate, and Cult Leader chips and put each one in a separate bag.[4][5]
10. Shuffle the bags and distribute one to each player.[4][5]
11. Each player secretly checks their seabag to determine their team membership.[4][5]
Gameplay Elements
* Guns: To distribute guns, place three guns from the supply in the center of the table; all players close their eyes and extend a flat hand over the center; the Cult Leader opens their eyes and puts the guns in the hands of up to three players.[6]
* Cabin Search: All players close their eyes and the Cult Leader opens their eyes; the current captain, lieutenant, and navigator reveal their faction chips; the Cult Leader is given 30 seconds to see the factions; the navigation team hides their chips and the Cult Leader closes their eyes; everyone opens their eyes.[6]
* Flogging: A card indicates a faction to which the selected player does not belong; this card is placed on top of the "I am not a..." card in front of the flogged player; this information is public and remains until the end of the game.[6]
* Feed the Kraken: The captain chooses another player and places the feed the kraken token in front of them; that player is immediately eliminated and must not speak or reveal their faction.[6] If the Cult Leader is selected to be fed to the Kraken, the Cult Leader and all their Cultists immediately win the game.[7]
* Conversion to Cult: When the "Conversion to Cult" card is revealed, the Cult Leader can secretly add a convertible player to their team.[6][8] A player is unconvertible if they have previously been examined in a Cabin Search or Flogging.[8][7] The process involves the captain reciting specific instructions where players put fists in the center, eyes are closed, and the Cult Leader touches a chosen player's fist with "tentacle fingers".[6][8][7] The new Cultist loses their previous team membership and can only win with the Cult Leader.[8][7]
[1] RULEBOOK Feed the Kraken — Rulebook · p.1 · Game idea and goal
[2] RULEBOOK Feed the Kraken — Rulebook · p.6 · 5 PLAYER RULES
[3] RULEBOOK Feed the Kraken — Rulebook · p.4 · Contents · PREPARING THE MAP
[4] RULEBOOK Feed the Kraken — Rulebook · p.7 · DISTRIBUTION OF THE SECRET TEAMS · TEAM COMPOSITIONS OVERVIEW
[5] RULEBOOK Feed the Kraken — Rulebook · p.5 · Setting up the game - Quick Journey · DISTRIBUTION OF THE SECRET TEAMS · TEAM COMPOSITIONS OVERVIEW · 5 PLAYER RULES
[6] RULEBOOK Feed the Kraken — Rulebook · p.20
[7] RULEBOOK Feed the Kraken — Rulebook · p.20
[8] RULEBOOK Feed the Kraken — Rulebook · p.15 · BECOMING A CULTIST

Settled. Play on.

🔧 debug — where this ruling came from
outcome
ANSWERED — Answered
corpus profile
live,vps
answerer pin (deploy-frozen, attribution only)
gemma4:26b think:false 5571076f3d70
timings
search 201 ms · ask 8214 ms · total 8418 ms
single-flight (PR-5)
queued 0 ms · generation 8418 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 4, "score": 0.048131, "snippet": "Use the quick journey map for 5, 6 and 7 player games. Regardless of player count, you should play your first game on this map, just to get a feeling for the game. Once you feel familiar with the game, you may switch to the long journey map with all the components for games with 7+ players. Place th", "headingPath": "Contents · PREPARING THE MAP", "sharpsignalDocId": 512}, {"page": 20, "score": 0.046402, "snippet": "MAP ACTIONS Every time the ship reaches a new space, check whether it shows one of the following icons. The corresponding action is then carried out during navigation, immediately after the captain has moved the ship, but before they perform the action of the navigation card. Cabin Search The captai", "headingPath": "", "sharpsignalDocId": 512}, {"page": 11, "score": 0.032787, "snippet": "The current captain starts the next round by ' Appointing the navigation team' . In the next and all further rounds, all phases are carried out again: Appointing the navigation team A question of loyalty 2.1. Resolving a mutiny The Navigation 3.1. Executing the Navigation Card Off-duty 4.1. The next", "headingPath": "THE NEXT GAME ROUND BEGINS · RESHUFFLE", "sharpsignalDocId": 512}, {"page": 10, "score": 0.031746, "snippet": "The captain , lieutenant and navigator must now navigate the ship together as a team. The navigation is carried out as follows: \u0004 The captain draws the top two navigation cards face down from the draw pile. \u0004 The lieutenant then draws the next two cards face down from the draw pile. \u0004 Both players l", "headingPath": "3. The Navigation", "sharpsignalDocId": 512}, {"page": 13, "score": 0.030769, "snippet": "The navigation rounds are repeated until one of the victory conditions is met, see chapter 'Victory conditions' . Players reveal their faction at the end of the game by showing each other the faction chips from their sea bags. Every time the ship reaches a new space, check whether it shows one of th", "headingPath": "The End of the Game · MAP ACTIONS · Cabin Search · Off with the Tongue · Flogging", "sharpsignalDocId": 512}, {"page": 11, "score": 0.030303, "snippet": "The captain places the chosen card in front of them. This card (and any future cards) represents the captain's official résumé . The card remains openly visible in front of them until the end of the game. It will never get shuffled into the navigation pile. The captain executes the effects of the na", "headingPath": "EXCECUTING THE NAVIGATION CARD", "sharpsignalDocId": 512}, {"page": 16, "score": 0.029851, "snippet": "Choosing the captain or players chosen by the 'Minstrel' has no effect because they do not participate in a mutiny. The new captain appoints a new navigation team. You can not choose the captain , but you can choose a player chosen by the 'Minstrel'. Turning the 'Instigator' facedown means that it c", "headingPath": "Agitator · Chief Cook · Instigator · Character Cards · HOW TO ACTIVATE YOUR CHARACTER CARD", "sharpsignalDocId": 512}, {"page": 12, "score": 0.029412, "snippet": "After a denial of command , the following steps are performed: \u0004 The captain must immediately designate an emergency navigator . \u0004 Due to this exceptional situation, the captain can even choose an off-duty player. \u0004 The crew can not mutiny against the chosen emergency navigator (there is no 'A Quest", "headingPath": "THE EMERGENCY NAVIGATION", "sharpsignalDocId": 512}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 1, "quote": null, "headingPath": "Game idea and goal", "sharpsignalDocId": 512}, {"page": 6, "quote": null, "headingPath": "5 PLAYER RULES", "sharpsignalDocId": 512}, {"page": 4, "quote": null, "headingPath": "Contents · PREPARING THE MAP", "sharpsignalDocId": 512}, {"page": 7, "quote": null, "headingPath": "DISTRIBUTION OF THE SECRET TEAMS · TEAM COMPOSITIONS OVERVIEW", "sharpsignalDocId": 512}, {"page": 5, "quote": null, "headingPath": "Setting up the game - Quick Journey · DISTRIBUTION OF THE SECRET TEAMS · TEAM COMPOSITIONS OVERVIEW · 5 PLAYER RULES", "sharpsignalDocId": 512}, {"page": 20, "quote": null, "headingPath": "", "sharpsignalDocId": 512}, {"page": 20, "quote": null, "headingPath": "", "sharpsignalDocId": 512}, {"page": 15, "quote": null, "headingPath": "BECOMING A CULTIST", "sharpsignalDocId": 512}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 512 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 512 boosted
answered-before recall
this ruling was answered, so past rulings were not offered
similarity threshold in force: 0.55 (rulesage.answered-before.similarity-threshold; the exact-question tier is not gated by it)
answer fence
passed — letter density 0.90193 of 2590 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row recorded
Aug 25, 2026 16:57 UTC

what this block IS: the PASSAGE SEARCH's own results — the same search that fills this page's closest-passages list — and NOT the passages the answerer read. Answering runs its OWN retrieval: a far wider candidate pool, re-ranked down to a final handful, plus floors this search never applies — the base rulebook, surviving errata corrections, and one slot per book on a multi-book read. Each of those armed only if THIS ask sent what it needs: the boost block names the ids it forwarded, and the scope line names the books it read. A document the answer CITES that no row here names is therefore EXPECTED, not a defect: two searches, two candidate pools, two orders. The answerer's own final rows are shown in their own block below, beside these and never mixed into them.

score = the fused retrieval score (reciprocal-rank fusion over the search arms) — NOT a cosine similarity. This ruling ran the THREE-ARM fuse (full-text + vector + the doc-priority boost arm, which carried the base rulebook and/or the errata corrections this query matched), whose arithmetic ceiling is 0.04918 — all three arms ranking the same chunk #1 (ceiling = arms/(k+1) at k=60). The measured healthy band 0.016–0.033 was measured on TWO-arm asks and does not bound this one: its high end is the two-arm ceiling, and a third arm has room above it. A chunk only one arm ranked highly lands near 0.016 (that one arm's #1 vote), so 0.03 here is an excellent hit, not a 3% match.

per-arm ranks (the rank each search arm gave a chunk): NOT DISCLOSED by the gateway. Fusion happens gateway-side and only the FUSED score crosses the wire, so rulesage cannot show them without a gateway change. The rank column below is the FUSED rank (position in the returned list), which is real.

token count per chunk: NOT DISCLOSED — chunk token counts are not reported on the ask path. The character counts below are of the bounded snippet/quote rulesage actually received — a real measurement of what we hold, never an estimate of the chunk.

fused rankdocumentheadingpage fused RRF scoresnippet chars
#1 RULEBOOK Feed the Kraken — Rulebook (corpus doc 512) Contents · PREPARING THE MAP p.4 0.048131 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#2 RULEBOOK Feed the Kraken — Rulebook (corpus doc 512) p.20 0.046402 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#3 RULEBOOK Feed the Kraken — Rulebook (corpus doc 512) THE NEXT GAME ROUND BEGINS · RESHUFFLE p.11 0.032787 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#4 RULEBOOK Feed the Kraken — Rulebook (corpus doc 512) 3. The Navigation p.10 0.031746 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#5 RULEBOOK Feed the Kraken — Rulebook (corpus doc 512) The End of the Game · MAP ACTIONS · Cabin Search · Off with the Tongue · Flogging p.13 0.030769 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#6 RULEBOOK Feed the Kraken — Rulebook (corpus doc 512) EXCECUTING THE NAVIGATION CARD p.11 0.030303 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#7 RULEBOOK Feed the Kraken — Rulebook (corpus doc 512) Agitator · Chief Cook · Instigator · Character Cards · HOW TO ACTIVATE YOUR CHARACTER CARD p.16 0.029851 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#8 RULEBOOK Feed the Kraken — Rulebook (corpus doc 512) THE EMERGENCY NAVIGATION p.12 0.029412 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300

what this block IS: the passages the ANSWERING read put in front of the answerer, in the order it read them — the other half of the two reads described above, and the one that decides what the answer could possibly say. Each row names the book it came from and where in that book it sits, what it scored when the search arms were fused, which arm carried it there, and whether the re-ranker chose it or a floor guaranteed it a slot. A row here that no passage-search row names is EXPECTED: a far wider pool, re-ranked, with floors the passage search never applies.

candidate pool: the answering read scored 27 passages, out of a ceiling of 80 set gateway-side. Both figures are reported by the gateway for THIS ask — measurements of what actually happened, not constants read out of anyone's source and printed here on faith.

floors armed for this ask: the base rulebook — armed · surviving errata corrections — not armed · one slot per book on a multi-book read — not armed. Every floor is stated on every ask, armed or not, so a floor that did not apply here is never mistaken for one this app does not know about.

arms fused for this ask: vector + full-text + the doc-priority boost arm. Stated separately from the rows because an arm that ran and carried nothing is a different fact from an arm that never ran.

read atdocumentheadingpage fused rankfused RRF scorecarried byhow it got its slot
#1 RULEBOOK Feed the Kraken — Rulebook (corpus doc 512) p.20 #18 0.013333 (below 0.016, the low end of the measured band — a weak fuse (that band was taken on two-arm asks; only its low end, one arm's #1 vote, carries over to a 3-arm one)) vector the re-ranker chose it
#2 RULEBOOK Feed the Kraken — Rulebook (corpus doc 512) 5 PLAYER RULES p.6 #15 0.014085 (below 0.016, the low end of the measured band — a weak fuse (that band was taken on two-arm asks; only its low end, one arm's #1 vote, carries over to a 3-arm one)) vector the re-ranker chose it
#3 RULEBOOK Feed the Kraken — Rulebook (corpus doc 512) Game idea and goal p.1 #10 0.029116 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text the re-ranker chose it
#4 RULEBOOK Feed the Kraken — Rulebook (corpus doc 512) DISTRIBUTION OF THE SECRET TEAMS · TEAM COMPOSITIONS OVERVIEW p.7 #23 0.012346 (below 0.016, the low end of the measured band — a weak fuse (that band was taken on two-arm asks; only its low end, one arm's #1 vote, carries over to a 3-arm one)) vector the re-ranker chose it
#5 RULEBOOK Feed the Kraken — Rulebook (corpus doc 512) BECOMING A CULTIST p.15 #19 0.013158 (below 0.016, the low end of the measured band — a weak fuse (that band was taken on two-arm asks; only its low end, one arm's #1 vote, carries over to a 3-arm one)) vector the re-ranker chose it
#6 RULEBOOK Feed the Kraken — Rulebook (corpus doc 512) Setting up the game - Quick Journey · DISTRIBUTION OF THE SECRET TEAMS · TEAM COMPOSITIONS OVERVIEW · 5 PLAYER RULES p.5 #9 0.029139 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text the re-ranker chose it
#7 RULEBOOK Feed the Kraken — Rulebook (corpus doc 512) p.20 #17 0.013699 (below 0.016, the low end of the measured band — a weak fuse (that band was taken on two-arm asks; only its low end, one arm's #1 vote, carries over to a 3-arm one)) vector the re-ranker chose it
#8 RULEBOOK Feed the Kraken — Rulebook (corpus doc 512) Contents · PREPARING THE MAP p.4 #1 0.048131 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text + the doc-priority boost arm the re-ranker chose it

token count per chunk: NOT DISCLOSED — chunk token counts are not reported on the ask path. The character counts below are of the bounded snippet/quote rulesage actually received — a real measurement of what we hold, never an estimate of the chunk.

#documentheadingpagequote chars
[1] RULEBOOK Feed the Kraken — Rulebook (corpus doc 512) Game idea and goal p.1 no quote on the wire
[2] RULEBOOK Feed the Kraken — Rulebook (corpus doc 512) 5 PLAYER RULES p.6 no quote on the wire
[3] RULEBOOK Feed the Kraken — Rulebook (corpus doc 512) Contents · PREPARING THE MAP p.4 no quote on the wire
[4] RULEBOOK Feed the Kraken — Rulebook (corpus doc 512) DISTRIBUTION OF THE SECRET TEAMS · TEAM COMPOSITIONS OVERVIEW p.7 no quote on the wire
[5] RULEBOOK Feed the Kraken — Rulebook (corpus doc 512) Setting up the game - Quick Journey · DISTRIBUTION OF THE SECRET TEAMS · TEAM COMPOSITIONS OVERVIEW · 5 PLAYER RULES p.5 no quote on the wire
[6] RULEBOOK Feed the Kraken — Rulebook (corpus doc 512) p.20 no quote on the wire
[7] RULEBOOK Feed the Kraken — Rulebook (corpus doc 512) p.20 no quote on the wire
[8] RULEBOOK Feed the Kraken — Rulebook (corpus doc 512) BECOMING A CULTIST p.15 no quote on the wire
timing split
retrieval 201 ms · first delta 2599 ms · total 8418 ms (retrieval and first-delta both measured from the START of gateway work, so first-delta INCLUDES retrieval — do not subtract)
full breakdown
queued 0 ms · retrieval 201 ms · ask 8214 ms · gateway work 8418 ms · total 8418 ms
tokens in (the prompt the answerer read)
3217
tokens out (what the answerer generated)
771
tok/sec
134.3 tok/sec — 771 output tokens in 5.741 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 14s ago)
answerer host (measured by rulesage)
reachable (for 22h, checked 2s ago)
answerer node (the seat proxy's own header — this probe, not this ask)
node1
stream path
streamed — the gateway pushed at least one accumulated draft
watchdog
first-token watchdog: 30s per arming window (rulesage.table.first-token-watchdog-seconds), re-armed once by the passages frame — so the worst case before a reader falls back to polling is 60s. Whether it actually fired is a BROWSER-side decision that never reaches the server, so it is not recorded here. The stream path above is the server's half of that story: whether a delta was emitted at all.
num_ctx · think posture
both are the CHILD's settings, not rulesage's, and no ask reply carries them — an answer never states which context window or think posture produced it. The live-seat line above reads them from the running child instead, where the gateway can answer for itself; it describes the child NOW, not this ask.
outcome
ANSWERED — Answered
abstain rationale (n/a — this ruling answered)
answered — no abstain rationale applies
decision
NOT_SETUP_SHAPED — no setup-shape pattern matched this question

this game registers NO errata cards (edition 443), so "no registered errata card matched" above could never have matched one

Errata scope: the gate above matched this ruling's own edition only. When an ask also reads an expansion, that expansion's own registered errata cards stay outside the match — a stated phase-1 limitation, not a failed lookup.