The Infinite Dvorak Deck is an ever-expanding card game, which anyone can add cards to. There's no coherent theme, and cards can be original, inspired by anything, copied from other Dvorak decks, or even dragged in verbatim from other card games.
The only rules to adding cards are:-
- Don't add more than three cards at a time; give someone else a chance to add some, before you add any more. And make sure you put your cards at the bottom of the page.
- Don't change other people's cards. If something seems ambiguous or broken, tell them on the talk page. (There's an option to filter specified users' cards out when you export the deck to play with, so don't worry too much if someone's cards are irredeemably unplayable.)
- Cards shouldn't refer to other cards. Remember that the deck is infinite! Cards should avoid making any specific references to other cards or mechanics, because they might never see those specific cards during play, particularly if you think of the deck as infinite. You should word your mechanics as generically as possible - a fishing rod card that said "gain control of a fish" would be useless in a game where no fish cards came up, whereas one that said "gain control of a living Thing" would probably see some use in any game that it got drawn in.
- (A good test is to open a random archive page of the Infinite Dvorak Deck, and see how many of its cards your new card could apply to. If there are only one or two cards that you could play it on, then you should probably word it more generically.)
- No special rules. This deck has no Special Rules aside from the two described below; it's all on the cards. Cards should not create Special Rules (or any equivalent "invisible" effect that significantly outlives the lifetime of the card); players should only have to read the cards on the table to know what's going on.
- Values in the corners of cards are meaningless, unless there's another card in play that somehow gives them meaning.
Whenever anyone's feeling insane enough to play a game of it, they can export it to the Dvorak Engine, or possibly Apprentice (if it's possible to make decks that contain every card of a set).
The only rules that this deck uses in addition to the basic Dvorak rules are:-
- Tokens exist. Some cards can create or destroy or manipulate "tokens", which you should represent with whatever coins or counters you have to hand. Tokens count as Things, but if a token is destroyed or otherwise removed from play, it's removed from the game entirely. Tokens usually have individual types (such as "Energy" or "Goblin"); if a token has a type, that's also considered to be its name, otherwise its name is just "Token".
- If there's an ambiguity, vote on it. For example: if a card says to destroy a "living" Thing, and a player is wondering if it'll work against a "zombie" card, the players should take a vote to determine whether or not the zombie counts as living. If a majority decision can't be reached, resolve it randomly.
If you'd prefer a more compact subset of the deck, you may appreciate one of the following:
Superpower set, Token set, Flavor set, Pokédex, Adiart Inhabitants.
These expansions add cards and/or rules to games using the Infinite Dvorak deck or its subsets:
Dvanguard set, Dvanguard booster pack, Shroud booster pack, Illusion booster pack, Up Your Sleeve booster pack, Swords booster pack, Vintage booster pack, ChippyYYZ booster pack, Ponies booster pack, Heavy Actions booster pack, Gems booster pack, Flame booster pack, Cosmic booster pack, Homestuck booster pack, Rotation booster pack, Moons booster pack, Novels booster pack, Variables booster pack
- The earlier cards of this deck have been archived: 1-100, 101-200, 201-300, 301-400, 401-500, 501-600, 601-700, 701-800, 801-900, 901-1000, 1001-1100, 1101-1200, 1201-1300, 1301-1400, 1401-1500, 1501-1600, 1601-1700, 1701-1800, 1801-1900, 1901-2000, 2001-2100, 2101-2200, 2201-2300, 2301-2400, 2401-2500, 2501-2600, 2601-2700, 2701-2800, 2801-2900, 2901-3000, 3001-3100, 3101-3200, 3201-3300, 3301-3400, 3401-3500, 3501-3600, 3601-3700, 3701-3800, 3801-3900, 3901-4000, 4001-4100, 4101-4200, 4201-4300, 4301-4400, 4401-4500, 4501-4600, 4601-4700, 4701-4800, 4801-4900, 4901-5000, 5001-5100, 5101-5200, 5201-5300, 5301-5400, 5401-5500, 5501-5600, 5601-5700, 5701-5800, 5801-5900, 5901-6000, 6001-6100, 6101-6200, 6201-6300, 6301-6400, 6401-6500, 6501-6600, 6601-6700, 6701-6800, 6801-6900, 6901-7000, 7001-7100, 7101-7200, 7201-7300, 7301-7400, 7401-7500, 7501-7600, 7601-7700, 7701-7800, 7801-7900, 7901-8000, 8001-8100, 8101-8200, 8201-8300, 8301-8400, 8401-8500, 8501-8600, 8601-8700, 8701-8800.
Destroy target Thing and draw a card. Its controller draws two cards, then discards a card.
"He that breaks a thing to find out what it is has left the path of wisdom." -Gandalf
You control every tangible Thing in play that is not capable of flight or affixed to an immovable object.
Action: Transfer Gravitomagnet into target player's control.
Thing - Weapon
Play Death Blossom onto target Thing.
Thing and Action: If you did not play any cards last turn, destroy Death Blossom and all other Things except for attached Thing.
Sweep Under the Rug
Put target Thing face-down under another Thing in play.
Each opponent draws three cards. For each opponent, look at that opponent's hand, then put a card from their hand into your hand.
You may play one extra Action or Thing this turn for each opponent you have.
When this card enters play, if it's not a token, gain 2 tokens that count as copies of it.
Action: Return target Thing to its controller's hand if they have fewer cards in hand than the number of bears you control.
As an Action: Each player discards their hand.
As a Thing: You and non-rat Things you control can't be targeted by Actions. At the end of your turn, discard a random card or destroy this.
It's an Older Meme, Sir, But It Checks Out
Play immediately in response when an opponent plays a card whose title contains a pop culture reference. You may negate that card's effects on you. You and that opponent may draw a card.
Play this card into any player's control.
At the end of your turn, rotate all of your other Things 360˚ clockwise and destroy one of them at random.
Draw three cards. For each one, read its ruletext out loud: if an opponent correctly guesses its title on their first try, they put it into their hand.
Draw a card. You may play an additional Action this turn.
Instead of playing a Thing this turn, you may draw a card.
Draw two cards, then discard a card.
When this enters play, attach it to a Thing you control. If that Thing leaves play, this card leaves play likewise.
This card and the card it's attached to can't be destroyed by Actions with ruletext that begins with the word "destroy".
Thing - Weapon
This comes into play with 5 Vulcan Ammo tokens. Gain one at the end of your turn and whenever a player draws or plays a card. If this would be destoyed, you may instead return it to your hand and destroy your Vulcan Ammo tokens. Action: Spend 10 Vulcan Ammo tokens to destroy target Thing.
Thing - Weapon
Action: Toss this card such that you release it beyond your edge of the table. Destroy it and the opponent's Thing it touches first.
Thing - Weapon
Play this card into target player's control.
When you gain control of another tangible Thing, destroy it and Proximity Mine.
Play in response to some of your Things becoming a target. Return any number of the targeted non-token Things to your hand.
Use Tanker Truck's Action ability only once each turn.
Action: gain a Fuel token with the text "If you haven't burnt any Fuel yet during your turn, you may burn this to take an extra Action."
When you end your turn without playing any cards, destroy this.
When an opponent ends their turn without playing any cards, eliminate them.
Wall of Wind
Action - Air
If your hand contains only Actions, play every card in your hand.
Well of Things
Thing - Water
Remove the top five Things from the draw pile (have a non-player do this if possible). Shuffle them face-down, put them under this, and shuffle the draw pile. If there are any cards under this, put one face-up on top of this: all cards in the stack count as a single Thing with the properties of only the top card, until it leaves play. When Well of Things leaves play, gain a Water token.
Will of the Mountain
Thing - Earth
Players may only play cards during their own turns. When an opponent draws a card after their first during their turn, they must discard a card. An opponent who plays two cards in a turn may not draw at the beginning of their next turn. Action (global): Draw a card.
Reaction - Cloth
Play in response to an opponent playing an Action. All of their choices for that Action are made at random.
Action: Gain a Thread token.
Action: Combine four Thread tokens into a Cloth token.
You are immune to injury from ice and cold if you have at least two Cloth Things.
If this card would enter play under a player's control, remove it from the game instead. It counts as a Thing you control, but is not in play.
Action cards you play gain the text "Gain a Flame Token. You may discard an Action card to destroy target Thing."
Each player reveals their hand. Choose any number of cards in players' hands. Starting with the next player, each player discards the chosen cards and draws that many cards.
You do something mysterious. They recognize that they have more to learn from this world.
Thing - Vehicle
Garbage Truck and cards attached to it are not under any player's control. When another tangible Thing would be destroyed, attach it to Garbage Truck until the end of its controller's next turn, then move it to the discard pile.
This turn, when you would discard a card, you may choose not to. You have no hand size limit until your next turn.
An Action in your hand gains "You may play another Action this turn. If you do, gain a Combo token."
Destroy target Thing with fewer than two sentences in its ruletext.
OR destroy up to three target Tokens.
This card enters play attached to a Thing of your choice.
Cards with the same creator as the attached Thing can't destroy the attached Thing or this card.
When this card enters play, gain a Flame token.
Whenever a non-token Thing is destroyed, if you control a Flame token, you may discard a card. If you do, draw a card.
Thing - Cloth
When you play this, attach it to another Thing.
The attached Thing is immune to injury from ice and cold. Any sentences of the attached Thing that require its owner to make a choice instead have no effect.
Action - Cold
Destroy all Things that are neither made of cloth, nor burning, nor adjacent to a burning Thing.
Action - Cold
Target player discards two cards at random and can't play Action cards from their hand next turn. (They can still use Action abilities)
Multiply by 1000
Gain 999 copies of target thing you control.
When this is played, everyone antes 1 USD into the pot. Whoever wins this game takes everything from the pot.
Juice that makes you explode
Thing - Consumable
Action: Throw your entire hand up in the air, as if it was confetti, treat your hand as if it was discarded. Choose target sentient thing you control. That thing is now a stand-in for you as the player.
You may destroy this pass at any time during your turn. If you do, for the rest of your turn, when you would discard a card, you may choose not to, and you have no hand size limit until your next turn.
You are immune to injury from ice and cold. If the temperature outside is lower than 15 ˚C, draw a card when you play this. If it is lower than 10 ˚C, your hand size limit is increased by 1.
Action cards you play gain the text "You may return a Thing you control to your hand, draw a card, and gain a Mana token."
When this would go to the discard pile from play or from your hand, swap it with the top card of the discard pile. An Action that would be put into play this way is played.
Forget negative memories to make new ones.
Destroy target Thing unless its controller reveals their hand and discards all cards with titles or cornervalues that contain a lower case 'e'.
Play in response to a card becoming attached to a Thing. Attach it to a different Thing with the same controller instead, or discard two cards to attach it to any Thing instead.
Penny for Your Thoughts
Pay target opponent a token to view their hand.
At the beginning of your turn and whenever you play a card, you may roll a die to reach into the jar and gain a token of the corresponding type: 1. Water, 2. Flame, 3. Zombie, 4. Energy, 5. Money, 6. your choice.
A Prophecy Foretold
On your fifth turn after this card is played, if you hold at least five cards in hand and control fewer Things than all of your opponents, you win. Otherwise, destroy this card.
Thing - Ice
Each player gains an Ice token at the start of their turn unless they have a burning Thing.
At the end of your turn, eliminate each player that has at least five Ice tokens.
Thing - Cloth
You may have any action that targets you target this instead, affecting it as a player that you make all decisions for and that has nothing in hand; after the action, destroy this.
Action - Cold
Return target nonliving Thing to its owner's hand OR
destroy target living Thing OR
target player can't play Actions and Things during their next turn.
Play this into the previous player's control. At the end of your turn, the tour moves to the previous player, and its original player may draw a card and gain a Keychain, Shot Glass, or Refrigerator Magnet token with your name on it. When the tour returns to its original player, move it to the discard pile.
This enters play with three Flame tokens. At any time during your turn, you may discard two Actions and end your turn. If you do, draw three cards and Firewalk gains "You are immune to injury from fire and heat."
Two Left Feet
Play this card into any player's control.
Draw an extra card at the beginning of your turn if you have no cards in hand. If you have two or fewer cards in hand, you may not play cards.
Destroy target Thing with a cornervalue.
Instead of playing a Thing this turn, you may gain Money Tokens equal to a digit in the destroyed Thing's cornervalue.
Choose target Thing. If you give its controller a number of your Tokens equal to the highest digit in its cornervalue (minimum 1), destroy it.
At the end of your turn, if you control no other Things, you may return an Action card you played this turn to your hand.
Choose a Thing. Perform its per-turn abilities and optionally an Action and/or Thing ability, in their order within a turn, three times. Then return it to its controller's hand.
Reveal the top card of the deck. Play it twice if possible, or discard it twice if it can't be played.
At the start of your turn, target opponent reveals a random card from their hand.
Action: Name a card and an opponent. The opponent discards any cards in their hand with the chosen name and draws that many cards.
At the end of your turn, reveal a card from your own hand.
If you end your turn without playing any cards, a local excess of negative mass-energy causes you to gain control of a random Thing in play if possible: you are considered to have played that Thing after the end of your turn, and its former controller gains control of this card.
If a card with a cornervalue would cause you to discard any cards, you may return this to your hand to discard one fewer.
Action: Reduce a positive number in target Thing's cornervalue by 1.
Return a Thing that left play from your control during an opponent's most recent turn to your control and gain an Applause token.
Destroy three target Things that share a creator (There must be three valid targets).
When this enters play, target player gains control of it.
At the beginning of your turn, the player with the fewest total cards in hand and Things in play draws two cards, or one card if there are only two players, or no cards if it's you.
Players who would discard down to their maximum hand size discard 1 card instead.
When you have eight cards in hand at the start of your turn, you win.
When another player has nine cards in hand at the start of their turn, they win.
Once per turn while this is in the discard pile, its most recent controller may put the card immediately above it into their hand by discarding a card of the same type.
Specify an opponent when this comes into play. Whenever they play an Action, you may immediately play an Action in response. If you do, they may negate your Action's effects on them or draw a card.
On the Hunt
The first time you play this, you may return it to your hand at the end of your turn. If you do, each opponent may move a living Thing they control to their hand. Each subsequent time you play this, destroy target living Thing; instead of playing a Thing this turn, you may return this to your hand.
When you play this, attach an Action to it from your hand.
At the start of your turn, you may destroy this. If you don't, instead of drawing a card, play the attached Action, but it remains attached rather than going to the discard pile afterwards.
End the turn. Start an extra turn. End the turn. Start an extra turn. End the turn.
Yes, you get your start-of-turn draws.
At the end of your turn, if you played no cards this turn, gain a Sleep token. You win the game if you have eight or more.
Running on Fumes
If your hand is empty during your turn, you may play the top card of the draw pile and end your turn.
Move your non-token Things to your hand and dispose of each of your tokens by either destroying it or donating it to an opponent. Target opponent does likewise, then trades seats with you.
You may only play this card if you have not yet played any cards or activated any abilities this turn. End your turn. During their next turn, each opponent may not play cards or activate abilities. If you do not do so during your next turn, each opponent may not do so during their following turn either.
During your turn, you may reveal the top card of the deck. You may play the top card of the deck while it's revealed (this counts as one of your plays for the turn).
Whenever an opponent plays their second card in a turn, return target Thing they control to their hand unless they discard a card.
You do not count as any player's opponent for the purposes of any cards (Your opponents still count as your opponents).
After you play an Action card, Backing Vocalist takes the same Action with all the same decisions if possible. (If any of those decisions and/or the Action as a whole are now invalid, Backing Vocalist skips the Action)
All cards are interpreted as literally as possible.
Return all Things in the discard pile to play. Gain control of all Things. Rotate each one 90 degrees and back. Finally, all Tokens vanish and you shuffle the rest of the Things into the draw pile.
Each player must play exactly one card per turn.
When you play this, attach an Action from your hand to it.
If a player would end their turn without playing an Action, they instead play a copy of the attached Action.
The Waiting Game
If only one player has not played any cards after this card entered play, move this card to the discard pile and they may draw five cards, discard down to five, and begin their turn.
Whenever the numerical amount X is on a card, substitiute it with 5.
A constant variable, I must say!
Draw X cards from the deck, and place them face-down in a pile next to you. You may view any and all cards from this pile at any time. Instead of drawing from the main deck, you may draw any card from this pile.
Squirreling away some cards for the winer.
Copious amounts of Money
During the beginning of your turn, multiply the amount of money tokens (or other valuable tokens) by X
Exponentiating the growth of my wealth is critical to going to space!
Draw eight cards, then discard eight cards minus the number of cards you drew with "8" or "eight" on them. Play any number of "8" or "eight" cards. At the end of your turn, look at the top card of the draw pile; if it has "8" or "eight", you may exchange it with a card from your hand.
The Break of Dawn
You may play an Action card (counting toward your per-turn limit) before you draw at the beginning of your turn. If you do, you may draw once and discard once at the end of your turn.
No News Is Good News
View target opponent's hand. If they do not hold any cards that could destroy a Thing or force you to discard cards, draw two cards and give one of them to the opponent.
At the beginning of your turn, reduce the value of X by 1. If X = 0, Destroy this thing.
It's the FINAL COUNTDOWN Kazoo Sounds
Multiply the current value of X by 2.
Inflate it like a Balloon
Gain X copies of Gem (#7470).
Lots of precious (and useless) gems, all in your control!
Discard X cards, or your whole hand if you don't have that many. Destroy X+1 Things.
If X is otherwise undefined, use X=2.
Draw X Cards. X is the number of cards in your hand minus one, or 4 if you have no cards in hand.
X is the number of Nodes you control.
Y is four minus X, to a minimum of one.
You may discard a card to gain X Energy tokens and Y Money tokens.
Any valid sequence of the letters I, V, X, L, C, D, and M may be interpreted as representing the equivalent number in Roman numerals.
At the beginning of your turn, if X is even, divide it by 2; otherwise, multiply it by 3 and add 1. If X is undefined when this enters play, use X = 3.
When this enters play, turn any number of your other Things face-down. Your face-down Things are untargetable. When this leaves play, turn all of your Things face-up. Move this to the discard pile at the beginning of your turn.
Destroy target Thing. That Thing's destruction this way can't be prevented by effects of Things.
Each opponent discards a card.
When you discard this card from your hand, each player discards a card.
If X is undefined, X = the number of cards in your hand plus the number of Thing cards opponents control.
Reveal the top X cards of the deck, then choose a creator. Put all cards by that creator revealed this way into your hand, then discard the rest.
Put target Thing on top of the draw pile. The next time its controller would draw a card, they instead draw the top card of the draw pile face-down as a blank Thing.
Gain control of up to one of each opponent's Things until the end of your turn. You may play another Action.
Riches to Riches
The player with the most cards in hand draws as many cards as they hold.
The value of Y is equivalent to the total number of tangible things in play minus the number of pennies that your opponents have on their person multiplied by twice the amount of actions in the deck plus 1.
Draw up to your hand limit of things from the deck. For each action in your hand, you may replace it with one of the things drawn from the deck. Discard all replaced actions and all unused things.
Draw up to your hand limit of actions from the deck. For each thing in your hand, you may replace it with one of the actions drawn from the deck. Discard all replaced things and all unused actions.
Action cards you play gain one of the following, chosen when this card enters play:
"You may discard a card to draw a card."
"Return this card to your hand, then discard a random card."
"Look at the top two cards of the deck. You may put one or both in the discard pile."
Choose any number of cards in the discard pile. Shuffle those cards into the deck, then draw a card for every ten cards you chose.
Put this card into the hand of target player who hasn't played It Ain't Me this game.
When you discard this card or play it without having a valid target, each opponent in turn order may either gain control of one of your Things or draw two cards.
Some folks are born silver spoon in hand.
Play this face-down. On an opponent's first use of an ability of a Thing that entered play before this, you may turn this face-up and attach it to that Thing: anyone may activate that ability, and you may do so once before your opponent. Action - Patch: Destroy this.
When you would discard any number of cards, except in observation of your hand size limit, you may destroy this instead.
When this enters play, attach a copy of a tangible Thing from your hand to it, out of play.
Action and Thing: Put a copy of attached Thing into your hand.
Look at the top four cards of the deck. Put one into your hand, then shuffle Explore into the deck.
Opponents must discard two cards to choose you or Safe House as a target.
When this enters play, put the top X cards of the deck under it, where X is twice the number of players. When this is destroyed, each player in turn order, starting with you, draws a random card from under it.
Action and Thing: Draw a random card from under Greedhoard Dragon.
Put a copy of 3D Printer (#8914) into your hand.
Instead of playing a Thing this turn, you may view target player's hand and put a copy of a tangible Thing in it into your hand.
You wouldn't download a 3D printer...
When this enters play, attach the Actions from the top five cards of the draw pile to it face-up, and each player may attach an Action from their hand to it as well; then shuffle the draw pile and the attached Actions.
Action: Play the top Action on the list.
Once per turn, you may shuffle any number of cards from your hand into the draw pile and draw the same number, then discard a card.
At the end of each player's turn, if that player controls at least 3 nontoken Things, destroy target Thing they control of their choice.
Once during your turn when an opponent's Thing is destroyed, you may have that opponent discard a card.
Instead of playing a Thing this turn, you may draw a card.
Choose any number of target Things. For each of those Things, destroy it if you discard a card that shares a creator with that Thing.
Trinkets for the Riffraff
If one player has more cards in hand than all others, they must put a card from their hand on top of the draw pile at the end of their turn.
Destroy one of your non-token Things when you play this. On your next turn after this enters play, you may destroy this and play a Thing in its place without cost.
Answer: If the most recently Dialed call was placed by an opponent and no one has Answered it yet, discard this as soon as you draw it, along with another card from your hand. Otherwise,
Dial: Shuffle this into the top 10 cards of the draw pile.
Once during each player's turn, that player must discard a random card and draw a card. If they control a Royal Thing, they draw an additional card.
When this Thing is put into the discard pile from play, draw a card.
Destroy target inanimate tangible Thing, OR
Target opponent discards a card.
Choose one of the following, then choose a different one:
- Put a card from the top 7 cards of the discard pile into your hand.
- Look at the top 4 cards of the deck, put one into your hand, and discard the rest.
- Draw four cards, then discard two random cards.
Put a copy of target Thing into each of its controller's opponents' hands. If you receive a Thing in this way, you may play it without cost.
Survey the Landscape
View the top three cards of the draw pile in order. You may move one of them to the top or bottom of the draw pile or draw an extra card at the beginning of your next turn.
Reveal a Thing with an ability from your hand, or reveal and discard cards from the draw pile until you reveal a Thing with an ability. During each player's next turn, if they play a Thing, the first Thing they play gains an ability of the revealed Thing and they must use it as the first Action of their turn.
When an opponent would draw a card, if this card is in play, they draw this card instead.
Target opponent discards their hand, then draws that many cards. They may not draw cards during their next turn.
Now where was I going with this?
Things you control have all Action and/or Thing Abilities of Things you control.
This enters play with a Flame token. Action: If Kiln is empty, put target tangible inanimate Thing inside it, out of play. Action: Return the Thing inside Kiln to play. If Kiln has a Flame token, that Thing's ruletext gains "Indestructible."
Your hand size limit is 2. Whenever you play a card, you may draw a card or gain a Money token.
You may not control more than one copy of Conga Line. When an opponent who does not control a copy of Conga Line would draw a card, they instead put a copy of Conga Line into their hand.
Play a living Thing from the discard pile. Add the words "Ghost of" to the beginning of its name until it leaves play.
Thing - Cultist
Thing: Destroy a living Thing that isn't a Cultist. Its controller gains a Cultist token.
Action+Thing: If there are at least five Cultists in play, you may eliminate a player who has fewer Cultists than you.
Gain X Sheep tokens. If X is undefined, use X=5.
If one player controls more Things than any other, destroy target non-token Thing they control chosen randomly.
Draw a card.
Until your next turn, whenever a player plays a card, draw a card.
Whenever an opponent discards a card due to their maximum hand size, put it under this card.
Once during your turn, you may draw a card of your choice from under this card.
Thing - Trait
Your Things may only be destroyed by a card whose cornervalue contains a number greater than the number of cards in your hand.
Adapted from Evolution
Thing - Trait
If you would discard a card due to your hand size limit when Fat Tissue contains fewer cards than the number of your other Things, you may instead put a card from your hand under Fat Tissue, out of play. Action: Put a card under Fat Tissue into your hand. If your hand is empty at the end of your turn, do so immediately without cost.
Adapted from Evolution
Thing - Trait
Any Thing controlled by you cannot be targeted if you control another Thing immediately to its right which has more words in its title or lines of ruletext.
Adapted from Evolution
Action: Discard two cards that share a character in their cornervalues. If you do, destroy target Thing and draw a card.
Remove an Action Ability from target Thing
OR target opponent reveals their hand and discards a card of your choice.
Thing: Choose a publicly visible Thing card. Chocolate Simulacrum becomes a copy of that card, except it's made of chocolate and is destroyed if set on fire.
Draw and reveal a card. If it's an Action and you don't have a Knight, gain a Knight token. If it's a Thing and you don't have a Dragon, gain a Dragon token.
Destroy a Thing belonging to a player with no Knight. If you have a Dragon, destroy up to two more Things belonging to the same player.
Thing - Knight
When an opponent destroys one of your Things, this destroys one of their Things at random.
Return target Thing to its controller's hand. They may not play it during their next turn.
Gain control of any number of Things in play whose titles, cornervalues, or ruletexts contain a capital A.
Turn the Other Cheek
You may only play this if an opponent destroyed one of your Things during their most recent turn. When you play this, they choose another of your Things to destroy as well. They may not win the game and you may not be eliminated. If they would destroy this, they discard their hand as well.
When this card enters play, attach the top 3 cards of the deck to it face-down.
When you would draw a card, you may draw it from among face-up cards attached to this card. Attach the top card of the deck to this card.
Action or Thing: Flip one of the attached cards face-up.
Look at the bottom 5 cards of the deck. Put two of them into your hand.
Discard cards from the top of the deck until one has exactly one nonzero digit in its cornervalue. That many times, destroy target Thing chosen at random.
Instead of playing a Thing this turn, you may have the first Thing chosen this way be chosen at random from among non-token Things you don't control.
Action - Blow: Choose A, B, C, D, E, F, or G. Until the end of your turn, you control any number of target Things in play whose titles, cornervalues, or ruletexts contain the corresponding capital letter. You may not blow the same note on consecutive turns.
Pick Up Litter
If the top card of the discard pile was discarded by an opponent, put it into your hand.
Visitor from the Future
Search the top 50 cards of the draw pile for an animate Thing. Reveal it and put it into your hand. It gains "If this would enter the discard pile, shuffle it into the draw pile instead." Shuffle the draw pile.
Draw three cards. At the start of each other player's next turn, they may draw an extra card if they play no cards that turn.
When this card enters play, draw a card. Each opponent's maximum hand size is reduced by one.
It is a fragment, not of a grand design, but of an obfuscation of that design.
Starting with you, each player other than target player may draw two cards then put one of them into play if it's a Thing.
Bottom of List