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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

  • Swat
    Standard 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

  • Scavenge
    Setup

    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 Tidings
    Control

    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

  • Rotter
    Control

    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

  • Misbehaving
    Burst

    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

  • Spoils
    Control

    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

  • Rejection
    Burst

    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

🌿 Switch · 3/6 (faces 1, 2, 3)🔔 Jingle · 1/6 (faces 4)🎁 Present · 1/6 (faces 5)😈 Horns · 1/6 (faces 6)

Level I abilities

  • Swat
    Normal
    Dice requirement:
    3× 🌿 Switch
    Damage/healing:
    5 damage
  • Scavenge
    Dice requirement:
    3× 🎁 Present
    Damage/healing:
    Not sufficiently verified
  • Bad Tidings
    Collateral
    Area
    Dice requirement:
    1× 🌿 Switch + 1× 🔔 Jingle + 1× 🎁 Present + 1× 😈 Horns
    Damage/healing:
    about 6 damage
    Key effects:
    coal, All opponents
  • Rotter
    Normal
    Dice requirement:
    2× 🌿 Switch + 2× 🔔 Jingle
    Damage/healing:
    8 damage
    Key effects:
    coal
  • Misbehaving
    Normal
    Dice requirement:
    Small straight (4 in a row)
    Damage/healing:
    7 damage
  • Spoils
    Normal
    Dice requirement:
    4× 😈 Horns
    Damage/healing:
    9 damage
    Key effects:
    coal
  • Rejection
    Normal
    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?

  • Swat
    Level II
    • Damage: 6 damage instead of 5 damage
    • Dice requirement: 4× 🌿 Switch instead of 3× 🌿 Switch
  • Swat
    Level 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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