“Home sweet home!” says Franky, flapping his ears. After the chaos they just experienced, everyone is looking forward to spending time in the present. Only Spike dislikes the hustle and bustle. “There’s nothing sweet about all this hullabaloo”, he grumbles.
Starting boards:
5 +
1
Pile:
2 +
3 +
6
Goal: 5 of 7 Fluffies
Changes to set up: None.
Always, when a board is the rearmost board, it is turned 180°, after the action phase. Turn it, so that the side is always face up. Any characters and tiles on this board remain in position and are rotated with the board. The characters always move in the direction of the foremost board (now in the other direction, i.e. still in a clockwise direction). If the board is the “wrong way round”, it will be turned back at the end of the next action phase, as long as it doesn’t get removed.
If a character lands on a magnet space in their color, the character of the other color shown is immediately moved to this space (i.e. they share 1 space). It doesn’t matter where the character is.
Special case: If the character is k.o’d, the effect is ignored.
The character that was pulled by the magnet then takes their movement as usual (if they have not moved yet in this round).
Franky is a lock expert! If Franky lands on this space, you may unlock 2 locks on her board.