All factions
It's Your Fault!
SHARKS
Medium
Move around and destroy weaker minions to get +1 power counters and extra minion plays.
Description
The Sharks are one of the 5 factions from the It’s Your Fault! set.
The Sharks focus on destroying minions and gaining advantages after each kill.
Their complexity rating is: Medium.
Other factions from the same set: Dragons, Mythic Greeks, Superheroes, Tornados.
Cards Overview
The Sharks have the usual 10 minions and 10 actions. The total minion base power (not counting any abilities) is the usual 30 or an average of 3 per minion. Additionally, there are several abilities that can boost the power of minions beyond its base value.
Among their actions, there are:
* 1 play-on-minion action: Chum,
* 5 play-on-base actions: Blood in the Water (2x), Dangerous Waters, Week of Sharks (2x),
* 4 standard actions (all of them affect one or more minions): Air Jaws, Feeding Frenzy, Freakin’ Laser Beam, Torn Apart,
* 0 actions that directly increase a minion's power.
1x Air Jaws - Move one of your minions to another base, then destroy a minion there of power 3 or less.
2x Blood in the Water - Play on a base. Ongoing: After a minion is destroyed here, you may play a minion here of power 3 or less as an extra minion.
1x Chum - Play on a minion. Ongoing: After a minion is destroyed, place a +1 power counter on this minion.
1x Dangerous Waters - Play on a base. Talent: Choose a minion here. It gets -2 power until the end of the turn.
1x Feeding Frenzy - Choose a base. Destroy any number of minions there of power 2 or less.
1x Freakin’ Laser Beam - Choose one of your minions. Destroy a minion with equal or lower power at your minion’s base.
1x Torn Apart - Destroy a minion of power 3 or less and draw a card.
2x Week of Sharks - Play on a base. Ongoing: If you have a minion here, draw an extra card at the end of your turn. Only use one Week of Sharks ability each turn.
Actions
1x Air Jaws - Move one of your minions to another base, then destroy a minion there of power 3 or less.
2x Blood in the Water - Play on a base. Ongoing: After a minion is destroyed here, you may play a minion here of power 3 or less as an extra minion.
1x Chum - Play on a minion. Ongoing: After a minion is destroyed, place a +1 power counter on this minion.
1x Dangerous Waters - Play on a base. Talent: Choose a minion here. It gets -2 power until the end of the turn.
1x Feeding Frenzy - Choose a base. Destroy any number of minions there of power 2 or less.
1x Freakin’ Laser Beam - Choose one of your minions. Destroy a minion with equal or lower power at your minion’s base.
1x Torn Apart - Destroy a minion of power 3 or less and draw a card.
2x Week of Sharks - Play on a base. Ongoing: If you have a minion here, draw an extra card at the end of your turn. Only use one Week of Sharks ability each turn.
Characters
1x Megalodon - power 5 - You may destroy a minion of power 4 or less here. Special: Before this base scores, you may destroy a minion here of power 3 or less.
2x Great White - power 4 - Talent: Move this minion to another base and destroy a minion there of power 2 or less.
3x Hammerhead - power 3 - Ongoing: After a minion here is destroyed, place a +1 power counter on this minion.
4x Mako - power 2 - Special: After you destroy a minion on any base, you may play this minion there as an extra minion.
Mechanics
Move around and destroy weaker minions to get +1 power counters and extra minion plays.