Details and commentary on the rules for each Action Card in the  “Unleash” Expansion Pack . These cards provide special powers (not available in the base game) that include the following:  Face Plant |  Lost Pet  |  Luxury Nip  |  No Way x 10  |  Power Up  |   Rain Delay  |  Unleash

Face Plant:

The Face Plant card (Enhanced Facial) allows the player to steal the power of the turn’s first card played. This card can only be played in re-action to another card played. This card can be played by any player at any time (yet only one can be played per turn).  Since there is a limit of playing 1 Face Plant Card per turn, whoever plays it first gets the power. Playing this card does not impact the turn order of the game. If you have the Throw Octopus or Baby Throw Octopus, you may throw it at your opponent after playing this card.

This card is IMMUNE to the No Way card! No other player can block your ability to steal the power of the turn’s first card played.

The card is also IMMUNE to the No Way x10 card!

Example One: Player 1 plays the “Amplify” Card. Player 3 plays the “Face Plant” Card then promptly tosses the Throw Octopus at Player 1 hitting them in the face. Player 3 steals the power of the Amplify Card and draws 4 cards from the Draw Pile. Player 2 is next and plays their turn.

Example Two: Player 1 plays the “Sneak Peek” Card. Player 4 plays the “Face Plant” Card then promptly tosses the Throw Octopus at Player 1 hitting them in the face.  Since nobody can block this move via a No Way card, Player 4 steals the power of the Sneak Peek and privately looks at one of the hidden Mystery Cards. Player 2 is next and plays their turn.

Lost Pet:

The Lost Pet card allows the player to select one of their Pet Cards and insert (hide) it anywhere into the Draw Pile. By doing this, you are able to protect your secret knowledge from being stolen by another player.

This card makes it difficult for the other players to narrow down the Mystery Pet, yet gives you a distinct advantage.

Luxury Nip:

The Luxury Nip card allows the player to draw 4 additional cards from the Draw Pile. From these 4 cards, the player has the “luxury” to keep any 2 of the cards, then places the other 2 cards at the bottom of the Draw Pile.

This card allows you to add 2 new Action Cards that will best help your game strategy!

For Example; You draw Showtime, Ambush, Sneak Peak, and No Way.  You would keep the Sneak Peak and No Way and return the Showtime and Ambush.

No Way x10:

The No Way x10 card allows the player to negate the power of the last card played. This card can only be played in re-action to another card played. This card can be played by any player at any time (except on a Face Plant card).

This card is IMMUNE to any other No Way Card (even another No Way x10 card).

This means that once you play the No Way x10 card, the last card played is cancelled and no other play can be made by another player. That’s it! Turn is over.

This card can not be used to prevent someone from guessing a Mystery Pet.

This card can not be played on top of a “Face Plant” card.

Example One: Player 1 plays the “Sneak Peek” Card. Player 4 plays the “Facial Card” then promptly tosses the Throw Octopus at Player 1 hitting them in the face. Player 1 plays the “No Way x10” Card. (No Way card voids the last card played). Play is over. Player 1 gets the “Sneak Peek” card back and no other player can stop them. Player 1 gets to look at one of the Mystery Pets.

 

Power Up:

The Power Up card allows the player to get 1 Action Card from ALL other players. The other players get to select which of their Action Cards to give.

If another player does not have an Action Card, they do not have to give anything on this turn.

This card allows a player to build up an array of new action cards that they can use strategically to play the game. In addition, by adding many new cards to your hand, your opponents will have a tougher time stealing your high value cards via “Grab Bag”.

Rain Delay:

The Rain Delay card prevents another player from guessing one of the Mystery Pets on that turn after they announce their intention to guess.

This card can only be played in re-action to another player announcing their guess.

If played, the player announcing their inention to guess is still allowed to take their normal turn (by drawing a card from the Draw Pile).

A ‘No Way” card can be played to stop this card’s power.

EXCEPTION: You can NOT play the ‘Rain Delay’ card after another player plays the “Unleash” Card. The Unleash Card is the signature card of the expansion pack and comes with special powers that make it immune to the “Rain Delay”.

Example:

Player 1 starts their turn by announcing “I’m going to guess one of the Mystery Pets”.

Player 2 says “Wait!” then throws down the Rain Delay.

As long as Player 1 does not respond with a “No Way” card to block this action, Player 1 is not able to make their guess on this turn but instead takes their normal turn by drawing a card from the Draw Pile.

This card is very strategic since if you know another player is ready to win the game (by guessing the last card they will score enough points to win) and you need some way to stop them or buy more time so you can make a guess before they do – then play this card.

Unleash:

The Unleash card is the signature card of the Expansion Pack. Upon playing this card, the player is allowed a “free” guess at one of the Mystery Pet cards. If they are incorrect with their guess, they do not lose any points nor do they lose their next turn!

For example, upon playing this card, the player announces “Unleash! I’m going to guess the Mystery Card for the Dog”.

Another player has the option to play a Facial/Face Plant or No Way/No Wayx10 in response. This card’s power can be stolen or blocked. The only exception is that another player can not play the “Rain Delay” on this card.

The player announces their guess “For example; The Dog is Red 5”. Allow other players to check their hands to see if they have the Red 5 Pet Card. If they do, then they must expose the Red 5 card to the table (so all can see and mark their scoresheets). In this case, the player does not lose any points nor do they lose their next turn. Play continues to the next player’s turn.

If nobody can claim they have the card of the guess (ex. Red 5), the player may look and reveal to all the contents of the Dog Mystery Card Holder. If they are correct, they earn the points for that card based on the normal scoring values. Play then proceeds to the next player’s turn.  The player does not get the option to make another guess (as they do in a normal guess of a mystery pet).

If the guess is wrong, then the Mystery Pet is exposed and nobody earns points for that Mystery Pet. The next Mystery Pet is worth the next point value.