Krampus Is Coming to Town |
Trent Cobb
Brian Nacov Martin Chittum Trevon Liggins |
Focus Statement
Krampus is coming to town! Players are holiday shoppers who are all on Krampus’ dreaded “Naughty” list. The only way to redeem themselves and avoid being taken away to Krampus’ underworld is to collect the required gifts to make it up to the people they have wronged. Teamwork is crucial - if everyone doesn’t get their gifts before midnight, everyone loses! Players have to battle Krampus’ minions in every store to collect the gifts. More minions spawn every turn and Krampus hinders player’s movement. Gain Virtue every time you defeat a minion, and use it to purchase random gifts to help you in your task. Teamwork and strategy combine to decide whether everyone has a Merry Christmas or suffer Krampus’ cruel punishments!
Development Process
Instructional Video
Link to watch here.
Instructions
Krampus is Coming to Town is a 2-6 player cooperative game in which you and your friends must team up and play against the game to win.
Premise:
Christmas is the time of year when good children get gifts, and naughty ones get coal - or so you thought. Looking back on the past year, you’ve been quite naughty to the people in your life; stealing from relatives, lying to friends, being rude on the Internet. But as the weather gets colder, and Christmas approaches, your dreams have been filled with nightmares of a chain wielding, horned monster, menacing and threatening to steal you away. Your dreams have rendered you guilt ridden and full of dread. You decide that the only way to make things right is to embrace the Christmas spirit and give back to the people you’ve wronged over the past year by buying them gifts. Maybe then they’ll know that you really do care, and of course your conscience will be clear. And so, you gather your friends and make for the mall on the last shopping day of the year.
However, once you enter the mall, the exits close. Reality seems to warp as the fountain in the center of the lobby transforms into a portal in an explosion of fire a snow. What emerges is the monster from your dreams: a black and shaggy coat, long curving horns, the legs and hooves of a goat attached to the body of a man, and the chains hanging from his wrists. It’s none other than KRAMPUS! And, with the help of his minions, he is here to drag you away through his portal to the underworld if you fail to find your gifts before midnight!
Setup and Objectives:
Each player begins by choosing a player piece and a shopping list card. Place the Krampus token on (1) of the countdown bar. Place the Item cards, Encounter cards, and Krampus cards in their respective spaces on the board. Set aside the monster cards. All players start in the lobby. Their shopping list shows the gifts they must obtain to win the game. These gifts are obtained within the various stores in the mall by defeating all of Krampus’s monsters. If his monsters defeat a player, then they’re sent through the portal, and must be rescued before they continue collecting gifts. But keep in mind, Krampus himself is prowling in the lobby, and can slow them down with his chains. You must use teamwork to gang up on monsters, collect gifts, and complete everyone’s shopping lists before the countdown runs out.
Play:
The player whose birthday is closest to Christmas goes first.
The game progresses in rounds of three phases:
1. The Player Phase
2. The Monster Phase
3. The Krampus Phase
The Player Phase consist of moving, triggering encounters, attacking monsters, and buying/trading items.
Moving: A player can move at the beginning of their turn either from the lobby into a store, to a new space in the store they’re in, or from a store back to the lobby. However, Krampus is also prowling in the lobby and will attempt to stop the player from entering a store. To move from the lobby to a store, the player must roll the six-sided die and get a result that is equal or greater than the die shown beside the Krampus token on the countdown slider. Players can occupy the same space in a store. Players cannot move from the portal until another player frees them. When a player enters a store, it triggers an encounter.
Encounters: An encounter is triggered when a player enters a store. The player draws an encounter card and places it in a card stand behind the store. The player places the monsters corresponding to the card in order in the monster area of the store. If there are already monsters four monsters in the store, the new monsters from the encounter card replace the same number of previous monsters, beginning at the first slot. There cannot be more than one encounter card active for a store at a time. When ALL of the monsters in the store are defeated, then the encounter is complete. The encounter card is discarded and all players present in the store at that time receive the gift corresponding with the store, putting a token on their shopping list for that gift. If a player does not require that gift, they may instead draw an item card.
Attacking: Once per turn, Players can attack a monster that is directly across from them in a store (unless they have an item that states otherwise). To attack, roll the ten-sided die and compare the result to that monster’s defense. If it is equal or greater, the foe is vanquished and the player collects its card, which is converted to virtue points (shown on the back of the monster card). If the result is less than the monster’s defense value, it is not defeated. A player cannot move after attacking, even if they fail to defeat the monster. Certain items can improve the odds of defeating a monster. Also, the attacking player gets a +1 support bonus to their roll if there is another player in their space. This is +2 for two players and so on… Therefore teamwork can be essential for beating powerful foes.
Items: At any time during their turn, a player can trade in 3 virtue points for an item card. These items are held by the player and may bring benefits including passive boosts to attacking and defending, single use abilities, or slowing the countdown to midnight. Players can pass items to each other as long as they are in the same store or in the lobby.
When all players have taken their turn, the game shifts to…
The Monster Phase consists of players defending against monster attacks and monsters spawning into random stores.
Defending: Monsters will attack all players occupying the opposing space. Others will attack players in the closest space (In the event of a tie, roll a die. The lowest roll is chosen for the attack). If there is no player for it to attack, then the monster will not attack that turn. When a monster attacks players in a space, the players must role the ten-sided die. If the result is greater or equal to the monster’s attack value, the player defends and takes no damage. Items can increase your chances of defending. Also, the defending player(s) get a +1 support bonus to their roll for every other player in their space. If a player rolls less than the monster’s attack value, the player takes 1 HP of damage. When the player looses 3 HP, they are sent through the portal and must be rescued by one or more other players.
Monster Spawning: At the end of the monster phase, roll the 6-sided die. Place a “Dark Satyr” card in the store that corresponds to the result. If there is no room to place the card, then no new monster will spawn.
Once the new monster has been placed, the game shifts to…
The Krampus Phase consists of drawing two Krampus cards and incorporating their effects into the game.
Discard the cards so they are displayed in the two discard spaces. Their effects will remain in play until the next Krampus Phase. Some cards progress the countdown, others will spawn monsters and/or make them stronger. If the countdown reaches 12 and players still have gifts to collect, then the game is over and players are all dragged into the portal by Krampus, never to be seen or heard from again.
The next round starts with another Player Phase.
Players win when:
They’ve acquired all of the gifts on their collective shopping lists.
Players lose when:
They’ve all been sent to the underworld after falling in battle.
The countdown bar reaches 12 and the players have not acquired all gifts on their shopping lists.
Monsters:
Dark Satyr (Lesser Demon) – Atk=3 Def=3
Winged Imp (Ranged Demon) – Atk =4 Def=4 (Can attack closest character in any space)
Winter Troll (Brute Demon) – Atk=5 Def=4
Stone Troll (Armor Demon) - Atk=4 Def=5
Chain Demon (High Demon) - Atk=6 Def=6
Christmas Nightmare (Slither Demon) - Atk=8 Def=8
Premise:
Christmas is the time of year when good children get gifts, and naughty ones get coal - or so you thought. Looking back on the past year, you’ve been quite naughty to the people in your life; stealing from relatives, lying to friends, being rude on the Internet. But as the weather gets colder, and Christmas approaches, your dreams have been filled with nightmares of a chain wielding, horned monster, menacing and threatening to steal you away. Your dreams have rendered you guilt ridden and full of dread. You decide that the only way to make things right is to embrace the Christmas spirit and give back to the people you’ve wronged over the past year by buying them gifts. Maybe then they’ll know that you really do care, and of course your conscience will be clear. And so, you gather your friends and make for the mall on the last shopping day of the year.
However, once you enter the mall, the exits close. Reality seems to warp as the fountain in the center of the lobby transforms into a portal in an explosion of fire a snow. What emerges is the monster from your dreams: a black and shaggy coat, long curving horns, the legs and hooves of a goat attached to the body of a man, and the chains hanging from his wrists. It’s none other than KRAMPUS! And, with the help of his minions, he is here to drag you away through his portal to the underworld if you fail to find your gifts before midnight!
Setup and Objectives:
Each player begins by choosing a player piece and a shopping list card. Place the Krampus token on (1) of the countdown bar. Place the Item cards, Encounter cards, and Krampus cards in their respective spaces on the board. Set aside the monster cards. All players start in the lobby. Their shopping list shows the gifts they must obtain to win the game. These gifts are obtained within the various stores in the mall by defeating all of Krampus’s monsters. If his monsters defeat a player, then they’re sent through the portal, and must be rescued before they continue collecting gifts. But keep in mind, Krampus himself is prowling in the lobby, and can slow them down with his chains. You must use teamwork to gang up on monsters, collect gifts, and complete everyone’s shopping lists before the countdown runs out.
Play:
The player whose birthday is closest to Christmas goes first.
The game progresses in rounds of three phases:
1. The Player Phase
2. The Monster Phase
3. The Krampus Phase
The Player Phase consist of moving, triggering encounters, attacking monsters, and buying/trading items.
Moving: A player can move at the beginning of their turn either from the lobby into a store, to a new space in the store they’re in, or from a store back to the lobby. However, Krampus is also prowling in the lobby and will attempt to stop the player from entering a store. To move from the lobby to a store, the player must roll the six-sided die and get a result that is equal or greater than the die shown beside the Krampus token on the countdown slider. Players can occupy the same space in a store. Players cannot move from the portal until another player frees them. When a player enters a store, it triggers an encounter.
Encounters: An encounter is triggered when a player enters a store. The player draws an encounter card and places it in a card stand behind the store. The player places the monsters corresponding to the card in order in the monster area of the store. If there are already monsters four monsters in the store, the new monsters from the encounter card replace the same number of previous monsters, beginning at the first slot. There cannot be more than one encounter card active for a store at a time. When ALL of the monsters in the store are defeated, then the encounter is complete. The encounter card is discarded and all players present in the store at that time receive the gift corresponding with the store, putting a token on their shopping list for that gift. If a player does not require that gift, they may instead draw an item card.
Attacking: Once per turn, Players can attack a monster that is directly across from them in a store (unless they have an item that states otherwise). To attack, roll the ten-sided die and compare the result to that monster’s defense. If it is equal or greater, the foe is vanquished and the player collects its card, which is converted to virtue points (shown on the back of the monster card). If the result is less than the monster’s defense value, it is not defeated. A player cannot move after attacking, even if they fail to defeat the monster. Certain items can improve the odds of defeating a monster. Also, the attacking player gets a +1 support bonus to their roll if there is another player in their space. This is +2 for two players and so on… Therefore teamwork can be essential for beating powerful foes.
Items: At any time during their turn, a player can trade in 3 virtue points for an item card. These items are held by the player and may bring benefits including passive boosts to attacking and defending, single use abilities, or slowing the countdown to midnight. Players can pass items to each other as long as they are in the same store or in the lobby.
When all players have taken their turn, the game shifts to…
The Monster Phase consists of players defending against monster attacks and monsters spawning into random stores.
Defending: Monsters will attack all players occupying the opposing space. Others will attack players in the closest space (In the event of a tie, roll a die. The lowest roll is chosen for the attack). If there is no player for it to attack, then the monster will not attack that turn. When a monster attacks players in a space, the players must role the ten-sided die. If the result is greater or equal to the monster’s attack value, the player defends and takes no damage. Items can increase your chances of defending. Also, the defending player(s) get a +1 support bonus to their roll for every other player in their space. If a player rolls less than the monster’s attack value, the player takes 1 HP of damage. When the player looses 3 HP, they are sent through the portal and must be rescued by one or more other players.
Monster Spawning: At the end of the monster phase, roll the 6-sided die. Place a “Dark Satyr” card in the store that corresponds to the result. If there is no room to place the card, then no new monster will spawn.
Once the new monster has been placed, the game shifts to…
The Krampus Phase consists of drawing two Krampus cards and incorporating their effects into the game.
Discard the cards so they are displayed in the two discard spaces. Their effects will remain in play until the next Krampus Phase. Some cards progress the countdown, others will spawn monsters and/or make them stronger. If the countdown reaches 12 and players still have gifts to collect, then the game is over and players are all dragged into the portal by Krampus, never to be seen or heard from again.
The next round starts with another Player Phase.
Players win when:
They’ve acquired all of the gifts on their collective shopping lists.
Players lose when:
They’ve all been sent to the underworld after falling in battle.
The countdown bar reaches 12 and the players have not acquired all gifts on their shopping lists.
Monsters:
Dark Satyr (Lesser Demon) – Atk=3 Def=3
Winged Imp (Ranged Demon) – Atk =4 Def=4 (Can attack closest character in any space)
Winter Troll (Brute Demon) – Atk=5 Def=4
Stone Troll (Armor Demon) - Atk=4 Def=5
Chain Demon (High Demon) - Atk=6 Def=6
Christmas Nightmare (Slither Demon) - Atk=8 Def=8
Bibliography
“Beware of Krampus!” Truth Sayer, 25 Dec. 2014, www.truthsayer.info/beware-krampus/.
Images of Krampus on cards exchanged on St. Nicholas day in Austria.
Bruce, Maurice. “The Krampus in Styria.” Folklore, vol. 69, no. 1, 1958, pp. 45–47. JSTOR, JSTOR, www.jstor.org/stable/1259216.
Background on Krampus' role the Christmas traditions of Styria, Austria.
“Who Is Krampus? Explaining the Horrific Christmas Devil.” National Geographic, National Geographic Society, 19 Dec. 2013,
news.nationalgeographic.com/news/2013/12/131217-krampus-christmas-santa-devil/.
General history and background of Krampus.
“Krampus (2015).” IMDb, IMDb.com, www.imdb.com/title/tt3850590/
This film is loosely based on Krampus' lore. It provided inspiration for visual elements and Krampus' powers.
“Krampus.” Wikipedia, Wikimedia Foundation, 6 Oct. 2017, en.wikipedia.org/wiki/Krampus.
General Information on Krampus and the cultures/countries that incorporate him.
Images of Krampus on cards exchanged on St. Nicholas day in Austria.
Bruce, Maurice. “The Krampus in Styria.” Folklore, vol. 69, no. 1, 1958, pp. 45–47. JSTOR, JSTOR, www.jstor.org/stable/1259216.
Background on Krampus' role the Christmas traditions of Styria, Austria.
“Who Is Krampus? Explaining the Horrific Christmas Devil.” National Geographic, National Geographic Society, 19 Dec. 2013,
news.nationalgeographic.com/news/2013/12/131217-krampus-christmas-santa-devil/.
General history and background of Krampus.
“Krampus (2015).” IMDb, IMDb.com, www.imdb.com/title/tt3850590/
This film is loosely based on Krampus' lore. It provided inspiration for visual elements and Krampus' powers.
“Krampus.” Wikipedia, Wikimedia Foundation, 6 Oct. 2017, en.wikipedia.org/wiki/Krampus.
General Information on Krampus and the cultures/countries that incorporate him.