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Opponents can't move characters during the Score Phase.
All items on our website are of n/m or better condition.
This card's power is doubled for each Troublemaker here.
At the end of each opponent's turn, if that opponent did not move any characters this turn, you may retire this card to banish an opposing Friend.
Main Phase: Exhaust this card and remove two +1 power counters from it to put a card from your discard pile into your hand.
When you play a Seapony, you need -2 wild power to confront this card's Problem until the end of the turn.
Your Seaponies have Showy 1.
When this card enters play, if you have another White character, you may give a character +2 power until the end of the turn.
Chaos: When this card is flipped, you may put it into play.
If another one of your Friends would be dismissed, banished, or moved, you may retire this card instead.
Main Phase: Retire this card to dismiss an opposing Resource.
At the start of your Score Phase, you may exhaust this card to contribute its power to confronting a Problem.
This card does not count against your home limit.
When you move this card, you may put a +1 power counter on a Friend with 2 or less power.
When this card enters play, if you have another Yellow character, you may put an opposing Friend with 2 or less power into its owner's hand.
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