Collecting a totem automatically fills an empty squad slot, and no member can be removed or traded until all six positions are occupied.
The HeyZoos card warns that collecting it while the squad has vacancies automatically activates it and places it into the lineup. A party cannot remove or trade a member while the squad remains incomplete.
Before all six slots are filled, the only way to eliminate an unwanted totem is to tear its card in half. This makes accepting a powerful but rebellious card risky, since HeyZoos becomes the fourth locked member immediately.
Carl also knows that headstrong summoned totems can fight one another, so card power alone does not guarantee a workable team.
Six squad slots with four locked cards, one glowing warning that removal requires tearing the card.
The rule makes squad-building commitments difficult to reverse and elevates personality control as a tactical concern.