Krampus’s organized play performance is on the Stats page.

Face 1: Switch
Switch
Face 2: Switch
Switch
Face 3: Switch
Switch
Face 4: Jingle
Jingle
Face 5: Present
Present
Face 6: Horns
Horns

Setup. Begin the game with the Reject cards shuffled into their own draw pile (called the 'Reject deck'). Then draw 1 Reject.

Status Effects

Coal Negative Status Effect

Stack limit 4

  • The next time a player with four of these tokens would gain CP, they must first remove all Coal tokens. Then reduce the amount of CP gained by 1.

Gift Unique Status Effect

Stack limit 3

  • During your Main Phase, you may spend this token to draw a card from the Reject deck and put it into play. This token may not be transferred by any means (but can be removed).

Companions

Rejects Companion

Activation limit 1

  • Each Reject may be Activated once per turn to provide an immediate effect. Whenever a Reject is drawn, it is immediately put into play. When Activating a Reject, resolve the Activation Effect and then discard it. You may only have 3 Rejects in play at a time and they have no effect until Activated.

Abilities

Swat Offensive (98.4% / 87.9% / 51.3%)

  • SwitchSwitchSwitch Deal 5 dmg
  • SwitchSwitchSwitchSwitch Deal 6 dmg
  • SwitchSwitchSwitchSwitchSwitch Deal 7 dmg

Scavenge Offensive (35.5%)

Needs PresentPresentPresent

  • Gain 3 Gifts. Gain 2 CP and draw 1.

Bad Tidings Offensive (60.7%)

Needs SwitchJinglePresentHorns

  • Distribute 3 Coal among opponents. Then deal 2 collateral dmg to each opponent per Coal on their board.

Rotter Offensive (57.6%)

Needs SwitchSwitchJingleJingle

  • Inflict Coal. Deal 8 dmg. Roll 1 die: On Switch, inflict 1 additional Coal. On Present, gain Gift. On Horns, draw 1 Reject.

Misbehaving Offensive (61.5%)

Needs a Small Straight

  • Gain Gift. Deal 7 dmg.

Spoils Offensive (10.4%)

Needs HornsHornsHornsHorns

  • Gain Gift. Draw 1 Reject. Inflict 2 Coal. Deal 9 dmg.

Rejection Offensive (26.1%)

Needs a Large Straight

  • Draw 1 Reject -or- You may Activate one Reject without discarding it. Deal 9 dmg.

Deviled Eggs Defensive

Defense Roll 3 dice

  • On Switch Switch, inflict Coal. On Present, gain Gift. On Horns, deal 1 dmg per Reject.

Discomfort and Pain! Ultimate (1.3%)

Needs HornsHornsHornsHornsHorns

  • Gain Gift. Draw 2 Rejects. Deal 10 dmg. You may Activate one Reject without discarding it.

Upgrades

Swat II Upgrade of Swat (1 CP)

  • SwitchSwitchSwitch Deal 5 dmg
  • SwitchSwitchSwitchSwitch Deal 6 dmg
  • SwitchSwitchSwitchSwitchSwitch Deal 7 dmg
  • On 3-of-a-kind, gain Gift.

Scavenge II Upgrade of Scavenge (0 CP)

Needs PresentPresent

  • Gain 3 Gifts. Then gain 2 CP and draw 1.

Rotter II Upgrade of Rotter (1 CP)

Needs SwitchSwitchJingleJingle

  • Deal 8 dmg. Roll 2 dice: Inflict 1 x Switch Coal. Heal 1 x Jingle. Gain 1 x Present Gift. Draw 1 x Horns Reject.

Misbehaving II Upgrade of Misbehaving (1 CP)

Needs a Small Straight

  • Gain Gift. Deal 8 dmg.

Spoils II Upgrade of Spoils (2 CP)

Needs HornsHornsHornsHorns

  • Gain Gift. Draw 2 Rejects. Inflict 2 Coal. Deal 9 dmg.

Unholy Presents Same card (35.5%)

Needs HornsHornsHorns

  • Gain Gift. Deal 4 undefendable dmg.

Rejection II Upgrade of Rejection (2 CP)

Needs a Large Straight

  • Draw 1 Reject. You may Activate one Reject without discarding it. Deal 9 dmg.

Charcoal Surprise Same card (80.2%)

Needs SwitchSwitchSwitchPresent

  • Gain Gift. Inflict Coal. Deal 2 undefendable dmg.

Deviled Eggs II Upgrade of Deviled Eggs (3 CP)

Defense Roll 4 dice

  • On Switch Switch, inflict Coal. On Jingle, heal 2. On Present, gain Gift. On Horns, deal 1 dmg per Reject.

Hero Cards

Dotty's Diversion! Card

Roll Phase Action, 0 CP

  • This card may only be played when Activating Dotty: If your opponents are inflicted with at least 2 Coal, gain 2 CP. Additionally, if they are inflicted with at least 4 Coal, draw 1.

Sproingy's Surprise! Card

Roll Phase Action, 2 CP, Attack Modifier

  • This card may only be played when Activating Sproingy: Add 1 dmg for each Coal that opponents are inflicted with, up to a maximum of 4.

Bitey's Bite! Card

Roll Phase Action, 2 CP

  • This card may only be played when Activating Bitey: Double the Activation Effect of Bitey.

Regift! Card

Instant Action, 1 CP

  • This card may only be played when Activating a Reject: Do not discard the Reject when performing its Activation Effect.

Give a Little! Card

Main Phase Action, 0 CP

  • Discard a Gift to deal 3 dmg to a chosen opponent.

Krampus' Helper! Card

Main Phase Action, 3 CP

  • Draw 2 Rejects.

Krusty Krampus! Card

Main Phase Action, 0 CP, Promo card

  • Roll 1 die: On Horns, gain 3 Gifts. On any other outcome, draw 1.