EJP GAMES
List of Turn-up Shark Cards






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

When you turn this over, you can steal an opponent's weapon. The player who revealed this card places their hand on another player's weapon card as soon as it is revealed. If you place your hand directly on the card (touching it), it becomes yours. Other players can protect their weapons by placing their hands on them. If you place your hand on your own weapon before the player who revealed this card does, it 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.







