EJP GAMES
Turn-up Shark Card List






When you turn this card over, the turn order for all subsequent turns is reversed. Clockwise becomes counterclockwise, and counterclockwise becomes clockwise.

When you turn this over, you can steal an opponent's weapon. As soon as the player who revealed this card does so, they place their hand on another player's weapon card. If they place their hand directly on top of the card (touching it), the card becomes theirs. Other players can prevent this by placing their hands on their weapons. If you put your hand on your own weapon before the player who revealed this card does, your weapon will not be stolen.


When you turn this over, add 1 to the number you declared. If you declared “2,” it counts as declaring “3,” and you must turn over three cards.

When you turn this over, all other players' weapons become yours.




When this is used, discard the Shark Power 7 card with the location tag. It has no effect when you turn it over. This effect only applies when it is used as a weapon.







