List of Card-Jitsu Power Cards

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Ideas:Card-Jitsu Card
A player using hot sauce against Sensei.

This is a list of power cards and special effects of the game Card-Jitsu.

Cards[edit]

Power cards from the starter deck[edit]

Note: Different player's starter deck only have one (or two for a few players) of the power cards below, unless you unlocked it with Club Penguin Trading Cards.

  • Sled Race (Snow, Green, 10): The player's penguin disappears, and the opponent finds himself wearing a pink hat. A mound of snow then falls, followed by two trees. The player's penguin then appears, sledding down the mound and knocking the opponent over. When this card is played, lower value wins ties next round. Apparently the most uncommon card to get in your starter pack.
  • Firefighter (Water, Yellow, 10): The players penguin shoots the other with a jet of water from a fire hose. When this card is played, lower value wins ties next round. It is an uncommon card to get in your starter pack.
  • Jackhammer (Fire, Yellow, 10): A hardhat appears on the player's head. The player takes out a jackhammer and uses it. The opponent covers his ears because of the jackhammer's noise and is bounced by the force it creates. When this card is played, lower value wins ties next round. It is a common card to get in your starter pack.

Effects of other power cards[edit]

  • Catchin' Waves (Water, Blue, 9): The user puts on Black Sunglasses and takes out surfboard then a big wave comes crashing down on other player. The user surfs around until wave goes away, then puts away board and glasses while other penguin removes a starfish from their face. When this is played, snow cards become water for this round.
  • Aqua Grabber (Water, Orange, 10): The Dojo becomes flooded and user swims away, later returning with the Aqua Grabber. Then user tries to grab other penguin with the Aqua Grabber claw, and other penguin swims away before the Aqua Grabber disappears and the dojo returns to normal. When this is scored, discard one opponent's fire card.
  • Shadow Guy and Gamma Gal (Snow, Orange, 12): Shadow Guy and Gamma Gal are summoned and fire lightning bolts at the other penguin until he/she runs away. When this is scored, your card gets +2 for the next round.
  • Ninja (Water, Yellow, 12): User summons ninjas to come and turn invisible and sneak up on other penguin. Other penguin runs away in fear before ninjas high-five and then leave. When this is scored, the opponent's card gets -2 for the next round.
  • Octopus (Water, Purple, 11): User inflates octi and other penguin tries to pop him but ends up flying around the room. When this is scored, discard one opponent's blue card.
  • Cactus (Water, Green, 11): User gives other penguin a cactus. User Tricks the other Penguin by touching the cactus and not getting hurt. When opponent tries to touch it, he/she hurts his/her flipper. When this is scored, discard one opponent's orange card.
  • Mighty Plunger (Fire, Red, 12): User takes out a plunger and shakes the ground, just like the jackhammer. When this is scored, your card gets +2 for the next round.
  • Avalanche (Ice, Orange, 12): The player's penguin puts on a Pink Viking Helmet and sings opera, causing snow to fall on opponent. When this is scored, the opponent's card gets -2 for the next round. This was the first time Club Penguin featured the penguin's voice.
  • Tour Guide (Snow, Blue, 9): User gets a tour guide hat and stand. The music from the April Fools' Party starts playing, Then the user throws the hat and "maps" at the other player. The opponent notices that the maps that are normally at the stand were replaced with Card-Jitsu cards. When this is played, fire cards become snow for this round.
  • AC 3000 (Snow, Purple, 11): The AC 3000 falls out of the sky and user turns it on making the other user become covered in snow. When this is scored, discard one opponent's green card.
  • Tipping The Iceberg (Water, Purple, 12): User makes an Iceberg appear under the players and the user shakes the Iceberg. When this is scored, your card gets +2 for the next round.
  • Snowglobe Igloo (Snow, Yellow, 11): User traps other penguin in snow globe and shakes it up, causing his/her opponent to have a beard made of snow. When this is scored, discard one opponent's purple card.
  • Space Adventure (Snow, Red, 9): User summons an alien in a spaceship to come and to pick up the other user with a beam of energy. When this is scored, opponent's Water cards cannot be played next round.
  • Gadget Room (Fire, Blue, 9): User makes The Gadget Room fall from the sky. Gary opens the door and hands the user the Boom Box. User puts the Boom Box on the ground and the Boom Box explodes. The force blows opponent's beak backwards and opponent quickly puts beak back to normal (an obvious reverence to the old Looney Tunes cartoons were Elmer Fudd would shoot Daffy Duck's beak out of shape). When this is played, water cards become fire for this round.
  • Night Vision Goggles (Fire, Green, 11): User turns out the lights, puts the Night Vision Goggles from the F.I.S.H. on, and walks up to the other user. The other user becomes scared, then turns the lights back on, looking annoyed. When this is scored, discard one opponent's yellow card.
  • Dragon (Fire, Blue, 12): User puts on the dragon costume and scares the other User and makes him/her run away. Your character then gives an angry look and blows smoke from its nose. When this is scored, the opponent's card gets -2 for the next round.
  • Jet Pack (Fire, Orange, 10): User puts on a jetpack and flies into other User and then flies past the screen. When this is scored, discard one opponent's snow card.
  • Thin Ice (Water, Purple, 11): The arcade came Thin Ice drops from the roof and the User starts playing it. Music from Thin Ice starts playing. The flaming puffle makes its way around the user and melts all the squares adjacent to the opponent except one. The opponent holds up a truce flag but not before the puffle edges on his square, making him fall. When this is scored, discard one opponent's red card.
  • Flooring Upgrade (Fire, Red, 9): User rolling a red carpet on the opponent. When this is scored, opponent's snow cards cannot be played next round.
  • Yarr (Fire, Red, 11, Puffle pack): Yarr poofs with his cannon and telescope and 3 pins poof behind the opponent and then User Tells Yarr to launch the cannon. When scored discard opponent's snow card.
  • White Puffle (Snow, Blue, 12, Puffle pack): A white puffle appears and gently creates a snow cloud. It then sneezes and completely freezes the opponent. While the User laughs, the white puffle gets nervous and runs off. When this is scored discard one opponents yellow card. If a penguin wins with this card and his/her opponent is Sensei, Sensei's hat will fall off when the white puffle freezes him.
  • Keeper of the Boiler Room (Water, Green, 11, Puffle pack): A speaker from the Night Club appears with the Keeper on the top. The door on the speaker then opens, and, as the opponent looks in, he gets jumped on by the keeper and falls in. The opponent makes a surprised face emote. When this card is scored, discard one opponent's green card.
  • The Penguin Band (Fire, Blue, 9): User uses the card and a stage appears and Stompin Bob, G Billy, Petey K and Franky line up to play a song. Lights appear at the top of the screen and they are really bright! Too bright for the opponent. They try to squint but instead fall down on the ground.The owner of the card doesn't mind the light because they are wearing Black Sunglasses When this card is played, water cards become fire for this round.
  • Dojo Sketch (Fire, Yellow, 10): User summons a pencil and the pencil quickly scribbles all over the Dojo, making it look the same as in April Fools Parties. The pencil then draws a mustache, a top hat and a black bowtie on the other User. Then the pencil uses the eraser to erase it. It erases the penguin's beak and the User quickly draws it back on. When this is scored, opponent's snow cards cannot be played next round.
  • Rockhopper (Water, Blue, 12): The Migrator appears, along with Rockhopper. The User spins the wheel/helm and the sail swings around and knocks the opponent off the boat. Rockhopper laughs at this, and then both him and the Migrator vanish. The opponent walks in and spits out water. When this card is played, snow cards become water for this round.
  • Sensei (Snow, Purple, 12): The User steps back and Sensei appears holding a stick and a gong appears next to him. He then hits the gong and the vibrations send the opponent shaking off the screen. Sensei and his gong disappear and the opponent walks back in. When this is scored, discard one opponents water card. In addition, both players will receive a stamp.
  • Anniversary Party (Snow, Blue, 10) A cannon appears from the 3rd Anniversary and fires some cake (and 3 candles) at the opponent. Confetti then falls down above the opponent and party sounds can be heard. When this is played, fire cards become ice for this round.
  • Halloween Party (Snow, Yellow, 11): The living sled bursts through the Dojo wall and the opponent falls over in fright. The sled advances on him so he runs away very quickly. The sled and the hole in the wall it made disappear and the opponent walks back in.
  • Quest for the Golden Puffle (Water, Yellow, 10): Alaska and Yukon (holding the Golden Puffle) run by looking worried. The boulder then rushes in and (while missing the user) chases the opponent. The boulder passes and the opponent walks back in. When this is scored, opponent's fire cards cannot be played next round.
  • Herbert & Klutzy (Fire, Red, 12): A little bump in the floor of the Dojo appears under the opponent and then Herbert's drill bursts out of the ground leaving a massive hole behind. This is a reference to the mission, Mysterious Tremors. The opponent is on the edge of the hole, wobbling, and the User blows, making the opponent fall into the hole. The hole disappears and the user walks back in. When this card is scored, discard one opponent's orange card.
  • Flare Flinger 3000 (Fire, Purple, 11): The Flare Flinger 3000 appears and two fireworks are flinged. It then picks up the opponent and puts him/her in the remaining slot. But intsead of the opponent being thrown, the Flare Flinger 3000 explodes and leaves the opponent behind. When this is scored, discard one opponent's red card.
  • Jackhammers ( Water, Purple, 9): Two penguins in hard hats appear either side of the opponent and start drilling. A cloud appears around the opponent and when it, and the two penguins, are gone, the opponent is inside a crate, with only his/her eyes showing. Another penguin in a hard hat comes along, picks the crate up then wheels it away. When this card is scored, discard one opponent's blue card.
  • Coffee Delivery Truck (Snow, Orange, 9): A Coffee truck drives by and then reverses behind the opponent. One java bag gets thrown out and lands in the middle. The opponent gives the User a frowning and a pile of java bags, fish, anvils and flower pots land on the opponent. When this card is scored, opponents' Water cards cannot be played next round.
  • Storm (Water, Orange, 11): The user puts on an umbrella hat and a grey cloud appears above the opponents head. A lightning strike barely misses the opponent after he/she runs away when it starts raining. When this card is scored, discard one opponent's fire card.
  • Cadence (Fire, Red, 11): Cadence walks in and a spotlight shines on her. She dances while the other players gaze in amazement. Cadence then stops dancing and the spotlight goes onto the opponent, indicating for them to dance. He/She cannot match up to Cadence's standards, so an audience throws snowballs at them. When this card is scored, the opponent's card gets -2 for the next round.
  • Cloud Wave (Fire, Orange, 12): The user turns into a Ninja, wearing the Cloud Wave Bracers, and turns invisible. They get a bucket of water and put it behind the opponent. The user then scares the opponent and the opponent jumps backward into the bucket of water. When this card is scored, discard all opponent's green cards.
  • Rockhopper's Cannon (Water, Green, 12): Rockhopper and a cannon appear behind the opponent. The player throws a snowball at the opponent. The opponent manages to dodge the snowball, but what they don't know is that the snowball landed in the cannon. The opponent laughs at this, not knowing that the cannon is about to fire. The opponent gets hit by the cannon. Rockhopper laughs at this. When this card is scored, the opponent's card gets -2 for the next round.
  • Gary the Gadget Guy (Water, Orange, 11): Gary the Gadget Guy appears with a new thingamajig. While he drinks his coffee, a toaster shoots out toast, the toast hits a switch, which turns on a lightbulb, the light from the lightbulb shines through a magnifying glass and onto a balloon's string, part of the balloon's string burns up from the light, causing the balloon to ascend into a lever holding down a spring on a shelf with a paper airplane, the spring launches the paper airplane into a domino, the single domino that was knocked over knocks over a whole line of dominoes sitting on a wide board, the domino on the left of the line falls off the board and into a small wooden bucket tied with a string to a conveyor belt, the conveyor belt moves a small figurine of Jet Pack Guy off of it, the figure falls and opens a parachute, the figure lands on a mousetrap with a baseball sitting on it, the mousetrap snaps up a baseball onto a toy down-going roller coaster track, the baseball rolls down the toy roller coaster track and bumps into a toy train sitting on a toy train track, the toy train goes across the track and knocks over some alphabet blocks (colored blue, red and green, from top to bottom) with a bowling ball (tied with a string to a light brown shoe stuck to a seesaw-like lever) the blocks that were knocked over cause the bowling ball to descend and move the seesaw-like lever, the shoe knocks over a bucket of water, and finally, the water falls out of the bucket and onto the opponent's face. When this card is scored, you card gets +2 the next round.
  • X-Treme Jetpack Surf Hopperz (Snow, Yellow, 9): An inner tube, a surfboard, and jetpackappear below the opponent. He/She then flies around the room and then falls out of the said objects. When this card is scored, the user's card gets +2 for the next round.
  • Ghost Sheet (Snow, Red, 12) : The player throws a sheet onto the opponent. The player then holds up a mirror to the opponent, causing the opponent to get scared and run away. When this card is scored, the opponent's card gets -2 for the next round.
  • Cart Surfer (Snow, Green, 10): A track appears below the opponent. Expecting what will happen next, the user gets ready. However, the cart comes from the opposite direction and knocks the opponent into it. They then go across the screen, wobbling on top of the cart, until they fall off. When this card is scored, discard all opponent's purple cards.
  • Box Dimension (Water, Blue, 9): The player throws a small Box Portal to the opponent. When the opponent catches the box portal, they are sucked into it, then they fall out of another portal that appears in the Dojo afterward. When this card is scored, the player's card gets +2 for the next round.
  • Keytar (Snow, Purple, 9): The user is now wearing a keytar and a Halloween Scarf. They get ready to play as 2 Speakers appear next to them. They then play as loud as possible and the resulting sound hurls the opponent offscreen. When this card is scored, discard all opponent's orange cards.
  • Medieval Party (Fire, Yellow, 10): A King's Crown appears on the player's head. The player controls the Switchbox 3000, while the opponent is dressed as a Knight. The user presses a button to activate the big red dragon from the party and then presses another to make the dragon breath fire, which causes the opponent to flee from the scene. When this card is scored, discard all opponents blue cards.
  • Switchbox 3000 (Fire, Blue, 11): The player presses a button on the Switchbox 3000 that makes a burst of water come out of the floor. The opponent manages to avoid the burst. The opponent blows a raspberry at the player. The user then presses a button that makes a purple fish fall and hit the opponent on the head. When this card is scored, discard all opponent's red cards.
  • Gold Viking Helmet (Water, Purple, 10): The Dojo gets flooded with water. The opponent looks a little surprised/confused, when suddenly, a ship appears. The player is on the ship, wearing a Gold Viking Helmet. The ship splashes water at the opponent, causing water to get into the opponent's mouth. The ship backs up, and the water drains out. When this card is scored, discard all opponent's yellow cards.
  • Fire Ninja (Fire, Red, 12): The user comes forward and gives the opponent an birthday cupcake. Then a fire ninja jumps out of nowhere with hot sauce bottles blazing, igniting only the candle on the cupcake. The Fire Ninja drops the hot sauce he is holding and eats the cupcake. The opponent will look sad, since the Fire Ninja ate the cupcake. The Fire Ninja then threatens the opponent. The opponent surrenders by putting their flippers up, but the Fire Ninja disappears with his vanishing powers. The player will laugh at the opponent after that. When this is scored, discard one opponent's snow card.
  • Field-Ops (Water, Orange, #): The user puts on the Delta Fedora, Delta Suit and Delta Headset and takes out an EPF Spy Phone. Firewall pieces appear over the opponent's head, including one of a penguin, and fall slowly. The opponent moves into place and blows a raspberry at the player, but doesn't realize that the player is about to make another set that will fall down in the same way, only the pieces will be in different positions. The opponent notices the new set, but the raspberry they blew wasted time, causing them to hit their head on one of the pieces.
  • Aunt Arctic sketch (Snow, Yellow, 11): Aunt Arctic comes in, unrolls a sheet of paper and draws a copy machine on it. She then scans a piece of paper, and dozens of copies come shooting out towards the opponent. When completed, Aunt Arctic rolls up the paper and leaves, giving the player a high five in the process.
  • Puffle Rescue: Ice Floes (Snow, Blue, 10): The opponent gets a suit from the Ice Floes levels from Puffle Rescue. The Dojo then fills up with water. The player and the opponent will stand on chunks of ice floating in the water, with another chunk of ice in between them. The opponent will try to jump to the next chunk, but that next chunk will sink for some reason. The opponent flaps their flippers to fly in the air a little, but then the water will drain out, and the opponent will land on the floor. When this card is played, fire cards become snowball for this round.
  • Recipe for Disaster (shows Herbert holding a pizza; Snow, Orange, 9): The opponent eats a piece of seaweed pizza. The player points at the opponent as Herbert comes onscreen with a box of pizza that is missing a piece. Herbert then chases the scared opponent offscreen while the player laughs with their arms crossed. The opponent then walks back onscreen. When this card is scored, water cannot be played next round.
  • Orange Puffle Wagon (Fire, Blue, 9): The player calls over an Orange Puffle. The opponent laughs, thinking the puffle can't do any harm, when the player gestures the Orange Puffle to turn its wagon into a monster truck. The Orange Puffle drives right into the opponent. The opponent is hurled a few inches off the ground, then lands on their back.When this card is played, water cards become fire for this round.
  • Green Jackhammer (Water, Orange, 11): The player takes out a green hard hat and puts it on, causing a green jackhammer to appear. The player starts drilling. A tree appears in between the player and the opponent, then a slightly larger one in between the player and the first tree. The opponent then gestures for the player to stop drilling, however, a very large tree that grows from under the opponent, sending them above the screen. All three trees disappear, and the opponent falls to the floor of the Dojo. When this card is scored, discard one opponent's fire card.
  • The Veggie Villain (Snow, Blue, 12): A larger Herbert scares the opponent away. Then, the player and the opponent find out that it was Klutzy holding a Cardboard Herbert. Klutzy walks offscreen. When this card is played, snow cards become water cards for this round.
  • Shocktopus (Water, Purple, 9): The opponent is shown wearing the outfit from Puffle Rescue: Underwater. The room fills with water and the player swims away. An orange octopus starts chasing the opponent while shooting electric blasts at the opponent. The room drains, the player appears, and, finally, the opponent walks back onscreen with a small, disappearing trail of water behind them. When this card is scored, discard one opponent's blue card.
  • Island Lifter 3000 (Fire, Blue, 9): The player will cut the floor with a pencil, the Island Lifter 3000 will appear, lifting the Dojo. When the Dojo is back on the ground, the opponent is in for a rough landing. When this card is played, water cards become fire for this round.
  • Double Necked Guitar (Snow, Orange, 9) The player gets an Orange Double-Necked Guitar and strums it once, causing a music note to hit the opponent in the face. The opponent blows a raspberry at the player, but then the player actually plays the guitar for a few seconds, causing several music notes at once to hit the opponent's face. When this card is scored, the opponent can't play water cards next round.
  • Flare (Fire, 10, Yellow) The player gets the Delta Fedora, Delta Suit and Delta Headset. They press a button on their Spy Phone, causing Flare to appear. The opponent laughs at Flare. Flare blows a ring of fire. Flare then jumps through the ring of fire, and hits the opponent on the head. When this card is scored, the opponent can't play snow cards next round.
  • Popcorn Device (Fire, 11, Purple) The player will get a Spy Phone and use it to summon Herbert's popcorn bomb. The bomb will pop popcorn at the opponent. The opponent will fall over as the player pulls out the Popcorn hand item and starts eating from it. When this card is scored, discard 1 opponent's red card.
  • Puffle Washer (Yellow, Water, 10) The opponent will get stuck in the Puffle Washer. The opponent will go through the puffle washer and come out as a cube. The opponent will the return to their normal shape. When this card is scored, the opponent can't play fire cards next round.
  • Dance Contest (Snow, 12, Purple) A dance floor will appear under the opponent. The Patrick's Jig music will start to play. The opponent will try to dance to the music, but the music will get too fast, which will result in the opponent getting tired and falling over. When this card is scored, discard 1 opponent's water card.
  • Brown Puffle Cliff (Yellow, Water, 10) A Brown Puffle appears. It uses its ray gun to turn the opponent into a cookie. The Brown Puffle then tries to eat the opponent. Afterwards, the opponent will turn back to normal and walk back onscreen.
  • Spy Phone (Snow, 11, Yellow) The player gets a Spy Phone. The opponent will throw a snowball at the player, but the player uses the Spy Phone to teleport away before getting hit by the snowball. The opponent will look around for the player. The player will return with a large pile of snowballs, holding some of them, then throw all of the snowballs in their flipper at the opponent. When this card is scored, discard 1 opponent's purple card.
  • Puffle Rescue: Underground (Fire, 12, Red) The opponent gets the suit from the underground levels of Puffle Rescue A track appears in the background and a minecart can be seen rolling across it, though this track is cosmetic. The player will gesture some bats to land on the opponent's shoulders. The opponent likes the bats on their shoulder and blows a raspberry at the player, but then, the player gestures the bats to lift the opponent into the air. The bats lift the opponent offscreen, then they drop them after a few seconds, causing the opponent to fall and painfully land on the floor of the Dojo. When this card is scored, discard 1 opponent's orange card.
  • Puffle Rescue: Underwater (Water, 10, Yellow) A fan from one of the underwater levels in Puffle Rescue will appear underneath the opponent. The fan will trap the opponent in a bubble. The fan will disappear, and, after a few seconds, the bubble will pop, causing the opponent to fall to the floor. When this card is scored, the opponent cannot play fire cards next round.
  • Fire Dragon (Fire, 11, Purple) The Fire Dragon appears behind the opponent. The opponent runs away when the Fire Dragon breathes fire. When this card is scored, discard 1 opponent's red card.
  • Haunted House (Fire, 10, Yellow) The Dojo is temporarily replaced by the Haunted House from the Halloween Party 2009. The opponent shrugs because nothing seems scary to them, but then a floating Trumpet and a floating Tambourine appear and loudly play music right behind the opponent's head. The opponent gets scared and looks around for the source of the noise (although the instruments disappeared), only for the instruments to show up again and do the same thing as they did before. The opponent flees in terror. The player laughs at this. When this card is scored, the opponent cannot play snow cards the next round.
  • Elite Agent (Blue, Snow, 10) The player gets the Delta Fedora, Delta Suit and Delta Headset. They use their Spy Phone to trap the opponent in an elevator. The elevator goes up. The elevator and outfit disappear after a few seconds. The vanishing of the elevator causes the opponent to fall from a high height and roughly land on the floor of the Dojo. When this card is played, snow cards become fire for this round.
  • Crab Costume (Purple, Water, 9) The player gets a Crab Costume. The opponent laughs at the player, but the player uses the claws on the costume to scare away the opponent. When this is scored, discard 1 opponent's blue card.
  • Water Dojo (Purple, Water, 11) The player walks backwards, and the Water Dojo appears in the opponent's place. The opponent will look confused. Part of the diver penguin statue's helmet will suddenly open up, causing almost all of the water in the statue to pour out onto the opponent's face. The goldfish that lives in the statue thinks the opponent opened the part of the helmet, so the fish spits water in the opponent's eyes. The Water Dojo soon disappears afterwards. When this is scored, discard 1 opponent's red card.
  • Elite Comm Class Agents (Purple, Water, 9) The player gets the Comm Helmet, Comm Gear, Comm Boots and Sat-Pack. The player takes out the computer that the Comm Set normally gives you, and they start typing on it. The opponent jumps back, then gives the player a suspicious look. The opponent then notices that crosshairs are locking onto them. They then get hit by snowballs. The player laughs at the opponent. When this is scored, discard 1 opponent's blue card.
  • Green Puffles in Jet Pack Adventure (Yellow, 10, fire) Both players get jetpacks. They use their jetpacks to fly up and break straight through the roof of the Dojo. They find a bottle of fuel, and both jetpacks end up running out of fuel as well. A Green Puffle flies over with its propeller hat like in Jet Pack Adventure, and pushes the bottle of fuel over to the player. The player's jetpack keeps flying. The opponent falls back to the Dojo. When this is scored, snow cannot be played next round.
  • Wii Rollin' Riot (Yellow, 11, Snow) The Dojo is temporarily replaced by an outdoor area with banners. The player makes a snowball, rolls it into a bigger snowball, then rolls the big snowball into the opponent, which sends the opponent flying. When this is scored, discard 1 opponent's purple card.
  • System Defender (Yellow, 10, Fire) The Ultimate Protobot 10,000 falls and lands in between the player and the opponent. The Protobot turns towards the opponent, but rolls away. The opponent looks out for more robots, but gets run over from behind by the red, yellow and purple bots. When this is scored, the opponent can't play water cards next round.
  • Holiday Dojo Lights (Blue, 10, Snow) Christmas lights appear on the ground. 2 Ninjas show up and pull the lights up. The opponent gets tangled in the Christmas lights. The Ninjas then drop the lights and leave. The opponent flaps their flippers to try and stay up, but they fall to the ground anyway. When this card is played, fire cards turn into snow.
  • Prepare for Pumpkins (Blue, Snow, 10) A pumpkin will appear between the player and the opponent. The player gestures the opponent that the opponent can have the pumpkin. The opponent is happy, but then the pumpkin turns over and shows a Jack-O-Lantern face. The opponent gets scared, and jumps backwards, landing on their back. The pumpkin disappears. The opponent looks annoyed. When this card is played, snow cards become water for this round.
  • G and the Machine (Red, Fire, 12) Gary appears with a machine. The phone on the machine starts ringing. The opponent picks up the phone, but they only hear a dial tone. The player and Gary then move out of the way as a barrel swings by and hits the opponent. Gary and the machine both vanish afterwards, and the opponent falls to the ground due to being knocked into the air by the barrel. When this is scored, discard 1 opponent's orange card.
  • Coins for Change Goal! (Orange, Water, 11) A pipe appears above the opponent and shoots out a coin on their head. The opponent then opens a Cloudy Umbrella so the coins won't hit them on the head, but when they close the umbrella, they get buried in a big pile of coins. The pipe and coin pile disappear, and the opponent spits out a coin. When this is scored, discard 1 opponent's fire card.

Gallery[edit]

Postcards[edit]

Card Jitsu Cards[edit]

Cards[edit]

Fire Cards[edit]

Water Cards[edit]

Snow Cards[edit]

Power Cards Effects[edit]

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Screenshot Gallery[edit]

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See also[edit]