Krampus
Playstyle: Defensive · Complexity: 4/6 · Santa vs Krampus
Who is this character?
A wicked controller: Coal chokes enemy CP, Rejects deliver extra effects – he wins through your empty pockets.
How to play Krampus
If after roll 1 4× Horns for Spoils are reachable. Keep 4× Horns and reroll all dice not needed, aiming at Spoils (4 dice). If fewer than 4 matching dice remain after roll 1, switch to Discomfort and Pain!. Spoils deals a documented 9 damage and applies coal, so the 4 committed dice stay on the table.
Early game: Place Coal on the key target and do not hoard Gifts.
Mid game: Activate Rejects while Rotter/Bad Tidings maintain pressure.
Late game: Keep Coal at 4 and bundle Reject effects and the ultimate to close.
If after roll 1 5× Horns for Discomfort and Pain! are reachable. Keep 5× Horns and reroll all dice not needed, aiming at Discomfort and Pain! (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Spoils. Discomfort and Pain! deals a documented 10 damage, so the 5 committed dice stay on the table.
Bad Tidings' collateral bypasses the defense roll – your best damage against block heroes (Paladin, Storm).
Scavenge at 2 CP + a card + 3 Gifts is the set's best 'zero turn' – never see it as wasted.
Easing Coal pressure once 4 are out – the opponent removes them on a CP gain, so keep restocking.
Strengths
- Coal: at 4 tokens the next CP gain costs all 4 AND 1 CP
- Bad Tidings: 2 collateral per Coal on the target – scales with the soot
- Rotter: 8 damage + Coal + a bonus die from just 4 symbols
- Spoils: 9 damage + 2 Coal + Gift + Reject
Weaknesses
- Deviled Eggs prevents NOTHING – only retaliation and restock
Key attacks
- SwatStandard route
Reliable damage route for turns without special setup.
Take it as soon as 3× 🌿 Switch is mostly on the table after roll 1 (98% across all three rolls): safe damage beats rerolling working dice for a harder route.
3× 🌿 Switch · 5 damage
- ScavengeSetup
Setup attack: places effects that later turns rely on.
Play it early while turns remain for the effect to pay off – as the last action of a close game Scavenge deals no damage.
3× 🎁 Present
- Bad TidingsControl
Control route: damage plus an effect against the opponent's next turn.
Worth it when the opponent is hunting their strong route next turn (54% across all three rolls): the effect beats a few extra damage points there.
1× 🌿 Switch + 1× 🔔 Jingle + 1× 🎁 Present + 1× 😈 Horns · about 6 damage · coal, All opponents
- RotterControl
Control route: damage plus an effect against the opponent's next turn.
Worth it when the opponent is hunting their strong route next turn (49% across all three rolls): the effect beats a few extra damage points there.
2× 🌿 Switch + 2× 🔔 Jingle · 8 damage · coal
- MisbehavingBurst
High single-turn damage that locks several dice.
Only go for it when at most one symbol of Small straight (4 in a row) is missing after roll 1 (59% across all three rolls); otherwise you give up an already safe route.
Small straight (4 in a row) · 7 damage
- SpoilsControl
Control route: damage plus an effect against the opponent's next turn.
Worth it when the opponent is hunting their strong route next turn (10% across all three rolls): the effect beats a few extra damage points there.
4× 😈 Horns · 9 damage · coal
- RejectionBurst
High single-turn damage that locks several dice.
Only go for it when at most one symbol of Large straight (5 in a row) is missing after roll 1 (25% across all three rolls); otherwise you give up an already safe route.
Large straight (5 in a row) · 9 damage
- Discomfort and Pain!Finisher
Ultimate: the board's highest damage value with the hardest requirement.
Do not force 5× 😈 Horns (1% across all three rolls): only when the requirement is reachable after roll 1 is giving up the safe route worth it.
5× 😈 Horns · 10 damage
Key statuses & resources
- Coal: Max 4 on opponents: whoever would gain CP with 4 Coal first removes all 4 and gains 1 less CP. Also fuel for Bad Tidings (2 collateral per Coal). Bad Tidings spreads 3, Rotter +1(+1), Spoils +2, a Deviled Eggs switch pair. Nothing to spend – stack it: 3–4 Coal on the target turn Bad Tidings into a 6–8 AND paralyze their CP economy.
- Gifts / Rejects: Gift (max 3): trade for a Reject card in the main phase. Rejects (max 3 in play): companion cards activatable once per turn with bonus effects. Scavenge +3 (+2 CP + card), Misbehaving, Spoils, Rejection, ultimate. Convert Gifts into Rejects promptly – they only create value in play, and Deviled Eggs counters 1 per Reject out.
- Coal max 4 on one opponent; Gift max 3; Rejects max 3 in play and activatable once per turn.
- At 4 Coal the target's next CP gain is taxed as documented; do not overstate this timing as a permanent lock.
- 4 Coal on the target is the relevant CP-tax threshold; 3 Gifts/Rejects are the engine caps.
- 5 horns = ultimate threshold.
- Coal: Bad Tidings spreads 3, Rotter +1(+1), Spoils +2, a Deviled Eggs switch pair.
- Coal: Nothing to spend – stack it: 3–4 Coal on the target turn Bad Tidings into a 6–8 AND paralyze their CP economy.
- Gifts / Rejects: Scavenge +3 (+2 CP + card), Misbehaving, Spoils, Rejection, ultimate.
- Gifts / Rejects: Convert Gifts into Rejects promptly – they only create value in play, and Deviled Eggs counters 1 per Reject out.
Abilities & board
Health: 50 · Starting CP: 2
Dice symbols
Level I abilities
- SwatNormal
- Dice requirement:
- 3× 🌿 Switch
- Damage/healing:
- 5 damage
- Scavenge
- Dice requirement:
- 3× 🎁 Present
- Damage/healing:
- Not sufficiently verified
- Bad TidingsCollateralArea
- Dice requirement:
- 1× 🌿 Switch + 1× 🔔 Jingle + 1× 🎁 Present + 1× 😈 Horns
- Damage/healing:
- about 6 damage
- Key effects:
- coal, All opponents
- RotterNormal
- Dice requirement:
- 2× 🌿 Switch + 2× 🔔 Jingle
- Damage/healing:
- 8 damage
- Key effects:
- coal
- MisbehavingNormal
- Dice requirement:
- Small straight (4 in a row)
- Damage/healing:
- 7 damage
- SpoilsNormal
- Dice requirement:
- 4× 😈 Horns
- Damage/healing:
- 9 damage
- Key effects:
- coal
- RejectionNormal
- Dice requirement:
- Large straight (5 in a row)
- Damage/healing:
- 9 damage
Ultimate
- Discomfort and Pain!Ultimate
- Dice requirement:
- 5× 😈 Horns
- Damage/healing:
- 10 damage
Defense
Deviled Eggs The defense roll is made whenever you are attacked. It does not prevent damage directly. Deviled Eggs: 3 dice – 0 prevention; a switch pair inflicts Coal, a present grants a Gift, horns counter 1 per Reject in play. Your defense is the opponent's poverty.
Resources
- CoalMax 4 on opponents: whoever would gain CP with 4 Coal first removes all 4 and gains 1 less CP. Also fuel for Bad Tidings (2 collateral per Coal). · Bad Tidings spreads 3, Rotter +1(+1), Spoils +2, a Deviled Eggs switch pair. · Nothing to spend – stack it: 3–4 Coal on the target turn Bad Tidings into a 6–8 AND paralyze their CP economy.
- Gifts / RejectsGift (max 3): trade for a Reject card in the main phase. Rejects (max 3 in play): companion cards activatable once per turn with bonus effects. · Scavenge +3 (+2 CP + card), Misbehaving, Spoils, Rejection, ultimate. · Convert Gifts into Rejects promptly – they only create value in play, and Deviled Eggs counters 1 per Reject out.
Upgrades & cards
What changes?
- SwatLevel II
- Damage: 6 damage instead of 5 damage
- Dice requirement: 4× 🌿 Switch instead of 3× 🌿 Switch
- SwatLevel III
- Damage: 7 damage instead of 5 damage
- Dice requirement: 5× 🌿 Switch instead of 3× 🌿 Switch
Hero-specific cards
Not sufficiently verified
Works well with
- Seraph
Seraph adds the healing that Krampus lacks.
- Wolverine
Wolverine adds the healing that Krampus lacks.
- Cursed Pirate
Cursed Pirate adds the attack denial that Krampus lacks.
Good matchups
- Cursed Pirate
Cursed Pirate lands ~5 damage per turn off Cursed Doubloons without a long ramp – and Krampus has little to absorb it.
- Gunslinger
Gunslinger lands spikes up to 10 damage once Reload is up – and Krampus has little to absorb it.
- Pyromancer
Pyromancer lands ~6 damage per turn once Fire Mastery is up – and Krampus has little to absorb it.
Tough matchups
- Druid
Druid pushes damage through that Krampus barely stops with Deviled Eggs.
- Storm
Storm pushes damage through that Krampus barely stops with Deviled Eggs.
- Forgemaster
Forgemaster keeps Krampus tied up with attack denial, and Krampus already needs tight rolls.
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