Every Powerup in Double Skunk
A complete illustrated guide to all 57 powerups on the tour, straight from the current build.
Powerups are the cards you carry between matches. You buy them in the intermission shop, win them as board prizes, and install them into your powerup slots. Once slotted, a powerup fires on its own whenever its moment comes up. No activation, no upkeep. Many can be leveled up in the shop, and each level is listed below. Every card wears three quick signals.
- The animal is the card's family. Nine animals, nine scoring families. A fox card pays on fifteens, a rabbit card pays on pairs, and so on.
- The frame color is the card's role. Red frames push your score up, teal frames slow the rival down, gold frames make money. You will pick it up after a match or two.
- The gem in the corner is rarity. Rarer cards are stronger, pricier, and show up in the shop less often.
The Fox
Foxes count to fifteen faster than anyone at the table. These cards pay you for finding fifteens, in the show and in the play.
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Heavy Air
The fox leans on the air itself, and the rival's fifteens come up short.
Common Tempo-Control 7g- The rival's first pegging fifteen each hand scores 1 less.
- The rival's first 2 pegging fifteens each hand score 1 less.
- The rival's first 3 pegging fifteens each hand score 1 less.
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Lucky Fives
A fox with a taste for fives.
Uncommon Economy 11g- Each 5 counted in your show rolls 1 in 6 for 2 gold.
- Each 5 counted in your show rolls 1 in 6 for 3 gold.
- Each 5 counted in your show rolls 1 in 6 for 3 gold or a consumable when a slot is open.
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Quick Reckoning
Counted before the card even lands.
Uncommon Offense 9g- +1 per pegging fifteen.
- +2 per pegging fifteen.
- +3 per pegging fifteen.
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Fifteen Bell
The fox rings the fifteen bell, and every fifteen answers.
Rare Offense 12g- +1 per fifteen in your show.
- +2 per fifteen in your show.
- +3 per fifteen in your show.
The Rabbit
Rabbits come in pairs, and so do their favorite cards. Everything here rewards matched ranks, from a humble pair to a double pair royal.
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Drag Anchor
The rival's pairs drag a little extra weight.
Uncommon Tempo-Control 9g- The rival's first pegging pair each hand scores 1 less.
- The rival's first 2 pegging pairs each hand score 1 less.
- The rival's first 3 pegging pairs each hand score 1 less.
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Front-Loader
Bites down hard on pairs in the play, at a small cost to the show.
Uncommon Offense 9g- +2 when you score a pair, trip, or quad in pegging. -1 to your show per paired rank.
- +3 when you score a pair, trip, or quad in pegging. -1 to your show per paired rank.
- +4 when you score a pair, trip, or quad in pegging. -1 to your show per paired rank.
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Triple Crown
Three crowns, one very steady head.
Uncommon Offense 9g- Pair royals +3 in show. Double pair royals +6.
- Pair royals +5 in show. Double pair royals +9.
- Pair royals +6 in show. Double pair royals +12.
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Twin Tally
Two of a kind, counted twice.
Uncommon Offense 9g- +1 per pair scored in show.
- +2 per pair scored in show.
- +3 per pair scored in show.
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Backbite
Show the rabbit a pair and it bites back, hard.
Rare Disruption 14g- The first time each board the rival scores a pair in the show, knock them back 2 holes.
- The first time each board the rival scores a pair in the show, knock them back 3 holes.
- The first time each board the rival scores a pair in the show, knock them back 5 holes.
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Royal Echo
Hold up a pair and the room repeats it back.
Mythic Offense 18g- +2 to your show whenever it contains a pair (any pair, not only a pair royal).
- +4 to your show whenever it contains a pair (any pair, not only a pair royal).
- +6 to your show whenever it contains a pair (any pair, not only a pair royal).
The Heron
Herons walk in long, even strides. These cards pay for sequences, whether they march through the show or stack up in pegging.
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Curfew
Lights out. Long runs stop paying after two.
Common Tempo-Control 7g- The rival's pegging runs score at most 3.
- The rival's pegging runs score at most 2.
- The rival's pegging runs score at most 1.
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Sawtooth
Each run you peg saws the rival back a notch.
Common Disruption 7g- Each pegging run of 4 or more you score pushes the rival back 1 hole.
- Each pegging run you score pushes the rival back 1 hole.
- Each pegging run you score pushes the rival back 2 holes.
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Tar Pit
The rival's first run each hand gets stuck.
Common Tempo-Control 7g- The rival's first pegging run each hand scores 1 less.
- The rival's first 2 pegging runs each hand score 1 less.
- The rival's first 3 pegging runs each hand score 1 less.
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Drumline
Every card in the run keeps the beat.
Uncommon Offense 9g- +1 per card in each of your pegging runs.
- +2 per card in each of your pegging runs.
- +3 per card in each of your pegging runs.
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The Parade
Every separate run joins the parade.
Uncommon Offense 11g- +1 per separate run in show.
- +2 per separate run in show.
- +3 per separate run in show.
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Lockstep
The heron marches the board one hole at a time.
Rare Offense 12g- +1 per card across your show runs.
- +2 per card across your show runs.
- +3 per card across your show runs.
The Badger
Badgers live on the board itself. Gos, thirty-ones and last cards are their business, and business is steady.
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Backwash
Your first pegging fifteen sends a wave back across the board.
Common Disruption 7g- Your first pegging fifteen each hand returns the rival 1 peg.
- Your first 2 pegging fifteens each hand return the rival 1 peg.
- Your first 3 pegging fifteens each hand return the rival 1 peg.
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Dead Reckoning
The badger charts the rival's thirty-one a point shy.
Common Tempo-Control 7g- The rival's first pegging 31 each hand scores 1 less.
- The rival's first 2 pegging 31s each hand score 1 less.
- The rival's first 3 pegging 31s each hand score 1 less.
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Last Lap
First across the line when the round runs dry.
Common Offense 7g- Your last card scores 1 extra.
- Your last card scores 2 extra.
- Your last card scores 3 extra.
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Last Word
The last card down gets the last word.
Common Offense 7g- +1 when you score a go in pegging.
- +2 when you score a go in pegging.
- +3 when you score a go in pegging.
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Tithe of Thirty-One
Thirty-one, paid in full, with interest.
Common Offense 7g- +2 points and +2 gold when you hit exactly 31.
- +3 points and +2 gold when you hit exactly 31.
- +4 points and +2 gold when you hit exactly 31.
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Toll Bell
Every go rings the toll bell, and the toll pays you.
Common Economy 6g- Gain 1 gold each time you score a go.
- Gain 2 gold each time you score a go.
- Gain 3 gold each time you score a go.
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Cool Hand
One calm palm, and the rival's first go comes up short.
Uncommon Tempo-Control 9g- The rival's first go each hand scores 1 less.
- The rival's first 2 gos each hand score 1 less.
- The rival's first 3 gos each hand score 1 less.
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Riptide
Take the last card and the tide pulls the rival back.
Uncommon Disruption 11g- Take the last card of a pegging round and the rival loses 1 hole.
- Take the last card of a pegging round and the rival loses 1 hole.
- Take the last card of a pegging round and the rival loses 2 holes.
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Sawback
Land exactly thirty-one and the saw drags the rival with it.
Uncommon Disruption 9g- Each time you hit exactly 31, the rival loses 1 hole.
- Each time you hit exactly 31, the rival loses 2 holes.
- Each time you hit exactly 31, the rival loses 3 holes.
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Tithe Box
The box only opens on exactly thirty-one.
Uncommon Economy 11g- Gain 2 gold each time you hit exactly 31.
- Gain 3 gold each time you hit exactly 31.
- Gain 4 gold each time you hit exactly 31.
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Held Breath
Hold everything until the round closes on a go.
Rare Offense 14g- When the round closes on a go, you get +1 point and 2 gold.
- When the round closes on a go, you get +2 points and 2 gold.
- When the round closes on a go, you get +3 points and 2 gold.
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Rival's Yawn
Nothing suspicious about a slow start.
Rare Offense 12g- +1 per pegging card while the running count is under 11.
- +2 per pegging card while the running count is under 11.
- +3 per pegging card while the running count is under 11.
The Lion
Lions hold court with the Jacks. His nobs, his heels, and everything a well-placed Jack can earn you.
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Nibs Polish
A Jack cut and polished until it pays.
Common Offense 7g- When the starter is a Jack, you get +2 points and +5 gold.
- When the starter is a Jack, you get +3 points and +5 gold.
- When the starter is a Jack, you get +4 points and +5 gold.
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The Nob's Cut
Arise, Sir Jack. Nobs pays one more.
Common Offense 7g- +1 point for nobs in your show.
- +2 points for nobs in your show.
- +3 points for nobs in your show.
The Stag
Stags size up the whole table at once. These cards care about your entire show, your crib, and what the rival's hand is worth.
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Avalanche
Score big in the show and the rival gets buried.
Common Disruption 6g- Score 14 or more in a single show and the rival loses 2 holes.
- Score 14 or more in a single show and the rival loses 3 holes.
- Score 14 or more in a single show and the rival loses 4 holes.
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Coffee Stain
An accident, surely. A profitable one.
Uncommon Utility 9g- A marked card in your scoring pays 1 gold, once each hand.
- Marked cards in your scoring pay 1 gold each, twice each hand.
- Marked cards in your scoring pay 1 gold each, 3 times each hand.
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Dog-Ear
Fold the corner and the marked card remembers you.
Uncommon Utility 9g- A marked card in your scoring pays 1 extra point, once each hand.
- Marked cards in your scoring pay 1 extra point each, twice each hand.
- Marked cards in your scoring pay 1 extra point each, 3 times each hand.
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Heartbeat
The first show of every board arrives with a pulse.
Uncommon Offense 11g- +5 points on the first show of each board.
- +8 points on the first show of each board.
- +10 points on the first show of each board.
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Hush Crib
Quiet now. The rival's crib counts one less.
Uncommon Tempo-Control 9g- The rival's first scored crib category counts 1 less.
- The rival's first 2 scored crib categories count 1 less each.
- The rival's first 3 scored crib categories count 1 less each.
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Undertow
A heavy crib drags the rival under.
Uncommon Disruption 9g- Your crib scoring 8 or more returns the rival 2 pegs.
- Your crib scoring 8 or more returns the rival 3 pegs.
- Your crib scoring 8 or more returns the rival 4 pegs.
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Wet Blanket
Wrings the fun out of the rival's best category.
Uncommon Tempo-Control 9g- The rival's first scored show category counts 1 less.
- The rival's first 2 scored show categories count 1 less each.
- The rival's first 3 scored show categories count 1 less each.
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Burr
A marked card with a sting in it.
Rare Utility 12g- A marked card in your scoring returns the rival 1 peg, once each hand.
- Marked cards in your scoring return the rival 1 peg each, twice each hand.
- Marked cards in your scoring return the rival 1 peg each, 3 times each hand.
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The Lid
The rival's show stays in the box.
Rare Tempo-Control 12g- The rival's show score cannot exceed 16.
- The rival's show score cannot exceed 14.
- The rival's show score cannot exceed 12.
The Raccoon
Raccoons never met a coin they did not like. Economy cards that turn play into gold and gold into more gold.
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Prize Purse
Win the marking, hoist the purse.
Common Economy 7g- Winning a board marking pays 3 gold.
- Winning a board marking pays 5 gold.
- Winning a board marking pays 7 gold.
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Regular
The house knows you. Rerolls come cheaper.
Common Economy 7g- Rerolls cost 3 less.
- Rerolls cost 5 less.
- Rerolls cost 7 less.
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Showman
Every trick deserves a tip.
Common Economy 7g- Gain 2 gold whenever you play a consumable.
- Gain 3 gold whenever you play a consumable.
- Gain 4 gold whenever you play a consumable.
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Trail Dust
Sweep up after a busy round and keep the sparkle.
Common Economy 7g- At the end of a pegging round, gain 1 gold per scoring event you triggered.
- At the end of a pegging round, gain 2 gold per scoring event you triggered.
- At the end of a pegging round, gain 3 gold per scoring event you triggered.
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Apprentice
Still learning, so lessons cost less.
Uncommon Economy 9g- Leveling a powerup costs 15 percent less.
- Leveling a powerup costs 25 percent less.
- Leveling a powerup costs 35 percent less.
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Nest Egg
Sit on your savings and they hatch.
Uncommon Economy 9g- At hand start gain 1 gold per 10 held, up to 1.
- At hand start gain 1 gold per 10 held, up to 2.
- At hand start gain 1 gold per 10 held, up to 3.
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Sponsor
Friends in fine waistcoats make everything cheaper.
Uncommon Economy 11g- Shop items cost 10 percent less.
- Shop items cost 20 percent less.
- Shop items cost 30 percent less.
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Tight Purse
The rival's payouts squeeze through a closed purse.
Uncommon Tempo-Control 9g- The rival's powerup gold pays 1 less.
- The rival's powerup gold pays 2 less.
- The rival's powerup gold pays 3 less.
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Greasy Palm
A coin in the right paw buys three points.
Rare Economy 14g- Once per show, spend 1 gold for +1 point. This targets your own show automatically.
- Once per show, spend 1 gold for +2 points. This targets your own show automatically.
- Once per show, spend 1 gold for +3 points. This targets your own show automatically.
The Ferret
Ferrets get into everything. Deck tricks, protections and tools that do not fit anywhere else, which is exactly the point.
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Crib Lock
The crib is locked, the key is missing.
Uncommon Defense 9g- Rival powerups cannot reduce your crib score, once each hand.
- Rival powerups cannot reduce your crib score, twice each hand.
- Rival powerups cannot reduce your crib score, 3 times each hand.
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Deep Groove
A deeper groove means shorter setbacks.
Uncommon Defense 11g- The rival returns your peg 1 less hole each time.
- The rival returns your peg 2 less holes each time.
- The rival returns your peg 3 less holes each time.
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Hold Fast
The ferret does not let go, and neither does your peg.
Uncommon Defense 9g- Blocks the rival returning your peg once each hand.
- Blocks the rival returning your peg twice each hand.
- Blocks the rival returning your peg 3 times each hand.
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Steady Hand
Nothing rattles your pegging.
Uncommon Defense 9g- Rival powerups cannot reduce your pegging scores, once each hand.
- Rival powerups cannot reduce your pegging scores, twice each hand.
- Rival powerups cannot reduce your pegging scores, 3 times each hand.
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Under Glass
Your show, sealed and untouchable.
Uncommon Defense 9g- Rival powerups cannot reduce your show score, once each hand.
- Rival powerups cannot reduce your show score, twice each hand.
- Rival powerups cannot reduce your show score, 3 times each hand.
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Echo Chamber
The more powerups you carry, the louder the echo.
Rare Utility 12g- +1 per other powerup slotted (max 2), on each hand show.
- +2 per other powerup slotted (max 2), on each hand show.
- +3 per other powerup slotted (max 2), on each hand show.
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Turnabout
Push the ferret and it flings a peg back without looking.
Rare Defense 14g- When the rival returns your peg their peg returns 1 too, once each hand.
- When the rival returns your peg their peg returns 1 too, twice each hand.
- When the rival returns your peg their peg returns 1 too, 3 times each hand.
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Unshakeable
The world shakes. The ferret does not.
Rare Defense 12g- Blocks the rival voiding one of your scores, once per match.
- Blocks the rival voiding one of your scores, twice per match.
- Blocks the rival voiding one of your scores, 3 times per match.
The Peacock
Peacocks only show one suit at a time, and they show all of it. Flush scoring lives here.
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Pinwheel
Fan out a flush and the tail pays double.
Common Offense 7g- +1 point per flush card past the fourth (only a five-card flush scores).
- Doubles your flush points in show.
- Doubles your flush points in show, plus 2 more.
Numbers come straight from the current build and get refreshed when the catalog changes.
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