A hidden-traitor party card game · 4–10 players · ten minutes to learn
Founders lock launch-day early-bird pricing + a Kickstarter-exclusive card.
In private Cape Cod playtests now · be first in the water at launch.
Fifty years ago a movie made everyone afraid to go in the water off a fictional New England island. Then something strange happened: the sharks came back for real.
The gray seals returned to Cape Cod first — thousands of them, on the same beaches the tourists wanted. The great whites followed. Now there are tagged white sharks cruising the same shoreline where people swim, an app locals actually check before they get in, and a coast that learned the hard way the fin on the horizon isn't a special effect anymore.
We grew up here. We took the real thing the Cape lives with every summer and turned it into a party game about the only thing scarier than a great white: the people you're related to, trapped in one beach house, each quietly deciding who gets fed.
This part isn't fiction — and the novel, CHUM: Blood Relatives, leans all the way in.
Somebody's getting fed. The game decides who.
01 · Deal in
Press your luck and rack up your catch. The longer you stay in, the more you score — and the more exposed you are.
02 · Blood in the water
Frenzy. Everyone's a target at once. Play a Distraction, a Not Today — or read the table and pick who you'll let sink.
03 · The grab
Lunge for a life preserver before your cousins do. There are never enough. Last one floating wins.
The twist: one player is secretly the Dealer — quietly deciding who the water takes while everyone else scrambles to read who's doing it. Hidden role, real betrayal, no mercy.
The fin in the water is real. So is the cousin who'd feed you to it for the master bedroom. Hidden traitors, a grudge or two, and a table that turns on itself by round three.
4–10 players, hidden roles, secret agendas. Survive a round and you can survive anything. Except each other.
Written by people who check the shark app before they swim and screen their grandmother's calls. The relatives, unfortunately, are based on someone.
That's the problem. Every share house has them — now they're cards, and one of them is chumming the water.
Sixteen archetypes in the Cape Cod edition. Everyone sees themselves in one. Nobody admits which. Which cousin are you? →
Great WhiteThe kill.
FrenzyThe scramble.
DistractionThe defuse.
See the FutureThe warning.
Not TodayThe refusal.
One Cape, one cursed family. The card game comes first — a companion app and the novel CHUM: Blood Relatives follow.




Everyone who joins before launch is a CHUM founder: launch-day early-bird pricing (~25% off), a Kickstarter-exclusive promo card you can't get later, and first-48-hours access before the public. Free to join; one launch email. Built on Cape Cod · in private playtest now.
Founder pricing locks at launch · one launch email · unsubscribe anytime · Privacy
Both. The sharks off Cape Cod are genuinely back — that part is real history. The game is a fictional, comedic hidden-traitor party game built on top of that real backdrop.
No. The real history we treat as sober fact, never a punchline. The comedy is always pointed at the fictional family at the table, never at anyone who was actually hurt.
Built for 4–10 players, teachable in under ten minutes. If your group likes hidden-traitor party games, you already know how to play this.
Everyone who joins before launch is a founder — early-bird pricing and first access when the game launches, locked in the day the campaign goes live. It's free; we just email you when it's ready.
We're finishing a private playtest over the summer, then launching the campaign. Get on the list and you'll be first to know — and first in.