Kraken Chaos is a team-based social deduction game where two factions race for the keys to a sealed sea monster… and every player stays in until the final reveal. Bluff, investigate, and clash your way through a hidden abyss while the whole table fights for the trust of one revealed Royal.


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In Kraken Chaos, you do not get knocked out and told to “just watch.” You stay in the game until the very end, taking turns, playing cards, Clashing, negotiating, and quietly regretting that one sentence you said with too much confidence. The tension keeps rising because everyone keeps mattering.


Every creature card is illustrated like a specimen recovered from an unreachable abyssal civilization. The deck is like an encyclopedia full of strange, beautiful, faintly suspicious sea life sorted into color-coded families with their own personalities and effects. Leaf through a recovered archive and use it to gain the upper hand.


One player is the Royal and is known from the start. The Royal belongs to the Sea Nation side, but does not know who to trust. The Kraken Agents do. So the table forms a political center immediately. Both teams court the Royal, pressure the Royal, and try to steer the Royal’s timing, because only the Royal can call the vote that decides everything.


Play cards to shift the tides of the game. Quiet plays can quickly turn into public conflict. But watch out! Cards you play don’t stay yours. Other players can choose to sabotage or even steal them for payment. It's interactive, tactical, and just a little personal.


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Big table, quick setup, and a game that gets better the more you play it:
Set up in about 2 minutes. Deal the deck and you're in.
Learn the rules in 5–20 minutes. Your first game teaches itself as you go.
Play in 20–45 minutes once your table knows the creatures by name. The first run is a little longer, and worth it.


Long ago, a rampaging Kraken was locked inside a reliquary, and its keys were scattered so no single power could set it loose. Can you piece the crisis together from fragments, sketches, and field notes? And will you use it to seal the Kraken away forever? Or set it loose?


Sign up now to be the first to know when we launch and receive a special offer.
Kraken Chaos is a team-based social deduction game where two factions race for the keys to a sealed sea monster… and every player stays in until the final reveal. Bluff, investigate, and clash your way through a hidden abyss while the whole table fights for the trust of one very exposed Royal.


Sign up now to be the first to know when we launch and receive a special offer.
In Kraken Chaos, you do not get knocked out and told to “just watch.” You stay in the game until the very end, taking turns, playing cards, Clashing, negotiating, and quietly regretting that one sentence you said with too much confidence. The tension keeps rising because everyone keeps mattering.


Every one of the 150 cards is illustrated like a specimen recovered from an unreachable abyssal civilization. The deck is like an encyclopedia full of strange, beautiful, faintly suspicious sea life sorted into color-coded families with their own personalities and effects. Leaf through a recovered archive and use it to gain the upper hand.


One player is the Royal and is known from the start. The Royal belongs to the Sea Nation side, but does not know who to trust. The Kraken Agents do. So the table forms a political center immediately. Both teams court the Royal, pressure the Royal, and try to steer the Royal’s timing, because only the Royal can call the vote that decides everything.


In Kraken Chaos, cards can be played to shift the tides of the game. Quiet plays can quickly turn into public conflict. Plus, cards you play don’t stay yours. Other players can choose to sabotage it or even steal it for a payment. It's interactive, tactical, and just a little personal. Even when it's not your turn, the Abyss may request your involvement.


Sign up now to be the first to know when we launch and receive a special offer.
Big table, quick setup, and a game that gets better the more you play it:
Set up in about 2 minutes. Deal the deck and you're in.
Learn the rules in 5–20 minutes. Your first game teaches itself as you go.
Play in 20–45 minutes once your table knows the creatures by name. The first run is a little longer, and worth it.


Long ago, a chaotic cataclysm dropped whole alternate oceans to the bottom of ours, sealed away behind guardians nothing can pass. A rampaging Kraken was locked inside a reliquary, and its keys were scattered so no single power could set it loose. You're not a hero swimming through this; you're a researcher piecing the crisis together from fragments, sketches, and field notes, in the spirit of Jules Verne's Twenty Thousand Leagues Under the Sea. Consider these your field notes. Try not to get them wet.


Sign up now to be the first to know when we launch and receive a special offer.