
- BGG rank
- BGG #3,037
- BGG rating
- 6.8
Doomlings
- 2–6 players
- 20–45 min
- Complexity 1.6/5
- 2022

2025
Rules assistance for License to Krill
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.
For 2 players

What would you like to know?
Answers come from the official rulebook, with the page to check.
License to Krill is a board game released in 2025 for 2–5 players, 15–40 minutes per game, and ages 9 and up. It was designed by Matthew Kambic and its main mechanics are Take That, Set Collection, and Hot Potato.
Krill are like Shrimp, but are even more interesting! Play as Krill collecting cards to score the most points. However, the whale (Plush game case) swims around hot potato style with a hungry appetite. The whale targets players and occasionally eats them (the cards not the players)! On your turn draft one card from the Ocean Market. Cards have simple set collection scoring or actions. The card that you draft also determines what the whale will do next! Do you choose the best scoring card but risk a whale encounter? Or do you target the player in the lead while settling for a less valuable card? While the game lets you target other players it does not feel like "take that". If the whale eats one of your cards you get some Kelp as compensation. The most Kelp scores big as well! Example cards include Shellfish, Krilling Spree, and Dressed to Krill. Players always end their turn by flipping a whale card. These include common "whale stuff" like logging (sleeping), swimming around, and eating a target player's cards. The game ends when the last Krilling Time card is revealed located in the bottom 5 cards. -description from designer
License to Krill supports 2–5 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for License to Krill is 15–40 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists License to Krill for ages 9 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
License to Krill has a complexity rating of 2.0 out of 5 from BoardGameGeek players, which makes it a medium-light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
License to Krill belongs to these categories: Card Game and Animals. Its main mechanics are Take That, Set Collection, and Hot Potato. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of License to Krill are: Matthew Kambic. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists License to Krill as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.