RulesPal
Chat
Rulebook
Krampusnacht: The Naughty List thumbnail

Krampusnacht: The Naughty List

Krampusnacht: The Naughty List Rulebook

Table of Contents

Table of Contents

  • St. Nicholas' Companions
  • Components
  • Game Setup
  • Game Play
    • Draw Phase
    • Play Cards Phase
    • Capture Phase
  • Companion Cards
    • Krampus
    • Frau Perchta
    • Belsnickel
    • Befana
    • Pere Fouettard
    • Gryla
  • Equipment Cards
  • Action Cards
  • St. Nicholas
  • Children Cards
    • Naughty Children
    • Nice Children
  • End Game
    • Game Over
    • Scoring
    • Most Wicked
    • Breaking Ties

St. Nicholas' Companions

Each player is one of the European companions of St. Nicholas, who goes out the night before St. Nicholas day and the feast of the epiphany.

The companions in this game are Krampus, Frau Perchta, Belsnickel, Befana, Pere Fouettard and Gryla. Each companion's stats, ability and equipment are listed under Companion Cards below.

Components

  • Rulebook
  • 6 Companion cards
  • 18 Equipment cards (3 per Companion)
  • Children cards
    • 20 Naughty
    • 10 Nice
  • 60 Action cards
  • 1 St. Nicholas card
  • 1 St. Nicholas stand

Game Setup

  1. Each player chooses a Companion card and receives the Equipment for their Companion (3 for each). Players equip one of their Equipment cards before the Town is generated.
  2. Shuffle the Children deck. Place 6 Children cards face up. This is the Town. There can only be two Nice Children in Town at the start of the game. Place any extra Nice Children aside until the Town is full, then shuffle them into the deck.
  3. Shuffle the Action deck. Deal 3 Action cards to each player.
  4. Select first player. This is the player who most recently gave a wrapped present to someone.
  5. Determine whom St. Nicholas is supervising. This is the person who is willing to admit to the most heinous act they have committed in the last year. Vote if there is some debate.
  6. Start the game.

The setup layout shows the Town (six Children cards face up), the Children draw deck and Children Discard Pile, the Action deck and Action Discard Pile, the St. Nicholas card, and each player's Companion and Equipment cards.

Game Play

Draw Phase

On your turn, first draw one Action card.

Play Cards Phase

Play as many Action cards as you wish. You may also use your Companion's Ability. In addition to playing cards based on their text, you may also discard 3 Action cards to gain +1 to the Value of any Type until the end of your turn. This counts as playing a card.

Capture Phase

You may Capture one and only one Child from the Town (unless a separate card or effect played that turn tells you otherwise). You successfully Capture the selected Child if your Capture Value of the Type shown on the Child card is equal to or exceeds the Value listed on the Child card. This includes bonuses from Action cards played this turn, Ability bonuses or Equipment you have gained.

During the Capture phase, you may also Sacrifice one Child in your sack, including the Child you just Captured. Place the Sacrificed Child face down in your Sacrifice Pile. Sacrificed Children are worth 1 Naughty Point at the end of the game, unless St. Nicholas is Supervising you (then they are worth 0 Naughty Points).

If your sack is full, and you attempt to capture a Child, you will either have to discard or Sacrifice one Child from your sack.

When a Child is removed from Town, immediatly replace it with one from the deck. If at any time there are 6 Nice Children in Town, the game is over. The game also ends if a Child would need to be replaced in the Town but there are none available in the deck.

Nice Children cannot be captured. They can be Sacrificed if they find their way into your sack somehow. If a Nice Child is Sacrificed, St Nicholas immediately comes to Supervise you.

Companion Cards

Each Companion has unique Types, Abilities, and Capture Capacity.

The Companion card shows: the Portrait; the Name; the Capture Type and Value (the Companion's Terror, Ferocity, Magic and Bribe values); the Ability; the Capture Capacity (the Sack Size, shown as a Roman numeral on the card); the Sacrifice Pile; and the Equipment cards that belong to the Companion.

Krampus

  • Terror: 5
  • Ferocity: 6
  • Magic: 3
  • Bribe: 1
  • Capture Capacity: V

Ability: Once per turn, Krampus may sacrifice one Captured Child during the "Play Cards" phase to add +2 to any one Capture Type this turn.

Frau Perchta

  • Terror: 4
  • Ferocity: 4
  • Magic: 5
  • Bribe: 3
  • Capture Capacity: IV

Ability: Frau Perchta may draw an Action card when she Captures a Child using a Capture Type that is currently increased by her Equipment.

Belsnickel

  • Terror: 4
  • Ferocity: 4
  • Magic: 4
  • Bribe: 4
  • Capture Capacity: IV

Ability: If St. Nicholas is not supervising Belsnickel, he may add +1 to any Capture Type for the rest this turn during the Capture phase.

Befana

  • Terror: 3
  • Ferocity: 2
  • Magic: 7
  • Bribe: 6
  • Capture Capacity: III

Ability: Once per game, Befana may return one captured Child to Town in exchange for any Naughty Child in Town.

Pere Fouettard

  • Terror: 5
  • Ferocity: 5
  • Magic: 3
  • Bribe: 3
  • Capture Capacity: IV

Ability: Once per game, Pere Fouettard may skip the "Play Cards" and "Capture" phases to Sacrifice ALL Children in Town. If any of them are Nice, St. Nicholas comes to supervise.

Gryla

  • Terror: 5
  • Ferocity: 5
  • Magic: 4
  • Bribe: 2
  • Capture Capacity: IV

Ability: Gryla may skip the "Play Cards" phase to equip the Yule Lads Equipment, even if it was destroyed or stolen. This cannot be done if skipping this phase for a different upgrade.

Source note: the printed ability refers to "Yule Lads Equipment", but the Gryla equipment card shown in the setup illustration is labelled "Yule Cat". Both names are transcribed as printed; the mismatch is the publisher's and has not been resolved here.

Equipment Cards

Each Companion comes with 3 Equipment Cards. To equip an Equipment, the player must choose to skip their Play Cards and Capture Children phases. Only one item may be equipped per turn.

An Equipment card shows its Equipment Name, its Equipment Ability, a Flavor Text, and the Companion Portrait.

The setup illustration shows one Equipment card for each Companion. The manual names only these six of the eighteen Equipment cards; the rest are not described in the printed rules.

  • Krampus: Birch Bundle. "You may use your Ferocity to Capture Bribe Children."
  • Befana: Flying Broom. "+2 to Capture Capacity. You may skip your turn to remove this card from the game and place all of your Captured Children under the Broom. These Children cannot be affected by any game effects, but still count for Naughty Points."
  • Gryla: Yule Cat. "+1 to Magic. Draw an Action card any time you Capture a Ferocity Child."
  • Frau Perchta: Silver Coins. "+1 to Bribe. +1 additional Bribe for each other equipped Frau Perchta Equipment."
  • Pere Fouettard: Bloody Cleaver. "You may add +2 to any Capture Type during the Capture phase. Place any Child Captured this way directly into your Sacrifice Pile. This counts as a Sacrifice."
  • Belsnickel: Groodie Bag. "+1 to Bribe. Draw an Action card when you Capture a Bribe Child."

Action Cards

Each player receives 3 Action cards at the start of the game. Players draw one Action card at the start of their turn. There is no limit to how many Action cards may be in their hand or how many they may play during their Play Cards Phase. Players may also discard 3 Action Cards to receive a +1 bonus to any of their shown Type Values.

An Action card shows its Action Name, its Action Ability, and a Flavor Text.

The Action Cards page illustrates the example card "Execution", with the Action Ability: "Discard all of the Naughty Children in Town and immediately replace them with Children from the deck."

The End Game page illustrates two further cards, Bag of Coal and Bag of Candy, without stating their card type. Their printed text is:

  • Bag of Coal: "Whenever you Capture a Magic Child, draw an Action card."
  • Bag of Candy: "Befana Counts all Children in Town as having a Capture Type value one lower than the value shown."

St. Nicholas

St. Nicholas begins the game supervising the most wicked Player. St. Nicholas immediatly moves to Supervise any player who Sacrifices a Nice Child or by playing specific Action cards.

If St. Nicholas is supervising you:

  • Gain +2 to Bribe
  • You cannot Sacrifice Children
  • Sacrificed Children are worth zero Naughty Points at the end of the game

These rules are on the back of the St. Nicholas card for reference.

Children Cards

The Town is made up of 6 Children Cards, some Naughty, some Nice.

Naughty Children

Naughty Children in a player's sack are worth Naughty Points, some are worth more than others. Each Naughty Child has a required Type Value that must be met or exceeded to be captured.

A Naughty Child card shows its Strength Needed, its Naughty Points, its Child's Name, and its Naughty Behavior.

Nice Children

Nice Children are worth negative Naughty Points if they are in a players sack. They cannot be captured unless a card says otherwise.

A Nice Child card shows its Nice Child Icon, its Naughty Points, its Child's Name, and its Cannot Capture text.

End Game

Game Over

If at any time there are 6 Nice Children in Town or if a Child would need to be replaced in the Town but there are none available in the Children deck, the game is over.

Scoring

When the game is over, each player counts up the total Naughty Points of the Children in their sack.

Then add 1 Naughty Point for each Child in their Sacrifice Pile (if you are being Supervised by St. Nicholas, they are worth 0 NP).

Finally, add the Naughty Points for any Children that have been Captured and set aside with Equipment cards (i.e. Flying Broom).

Most Wicked

The player with the highest number of Naughty Points is the most wicked Companion and the winner of the game. Merry Christmas!

Breaking Ties

In the event of a tie, the winner is the player who has the most Children in their Capture Sack. If this also results in a tie, the winner is whomever has the most Sacrificed Children of the tied players.