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When you play this card, gain control of an opposing Friend.
When you play an Event, one of your characters or Troublemakers gets +2 power until the end of the turn.
When this card enters play, reveal the top card of your deck. If you reveal a Friend this way, you may put an opposing Friend into its owner's hand.
This card has +1 power for each of your characters at home.
Opponents can't move characters during the Score Phase.
At the start of your Score Phase, you may discard a card to put a 1 power Yellow Critter Friend token into play.
This card's power is doubled for each Troublemaker here.
Your Friends at home have Swift.
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.
When this card enters play, choose a Troublemaker. You may put a number of 1 power Yellow Critter Friend tokens into play equal to that Troublemaker's power.
Main Phase: Exhaust this card and remove two +1 power counters from it to put a card from your discard pile into your hand.
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