Infinite Dvorak deck/Cards 10201-10300

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The Infinite Dvorak Deck

Cards 10201-10300

Designer Everyone
Date March 2007 and onwards
Players 2+
This is a subpage of a larger deck.
To play Dvorak: Draw five cards each and leave the rest as a draw pile. On your turn, draw a card from the draw pile and play one Thing and/or one Action. (See the full rules.)
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Moat
Thing
This enters play with five Water tokens. When you would draw multiple cards, you draw one fewer. Opponents must discard a card to target you.
#10201
Card by Binarius
Chuck's Hat
Thing - Clothing
Metal, minerals, cloth, and weasel fur, 2,200 grams. You control every Thing belonging to the governments of the Commonwealth Realms, notionally.
#10202
Card by Binarius
As Easy As 1-2-3 II
Action
Take control of 1 Thing. Its former controller draws 2 cards. You each gain 3 tokens of the same type.
#10203
Card by Binarius
P7
Meta Reflexes
Thing-Tack on
When an opponent plays a reaction or response, you may play an Action or Thing.
From Zaratustra's Fast Response (#767), Weapons Race (#768) and Registering Protest (#769), and Kevan's Concealed Weapons (#770)
Card by Bucky
8M
Mindjack
Action
Name a card and choose target player. They reveal their hand. You may take a card with the chosen name from their hand and put it into your hand. If you do, draw a card.
#10205
Card by ChippyYYZ
5S
Superencryption
Thing
Players can't be targeted by Actions.
At the beginning of your turn, you may destroy Superencryption and draw a card.
#10206
Card by ChippyYYZ
7T
The Wall
Thing
Players can't play cards with the digits 1, 2, 3, or 4 in their cornervalue unless they have exactly that many cards in their hand.
Once during each player's turn, that player may discard a card.
#10207
Card by ChippyYYZ
Lower the Stakes
Thing
When a player would be eliminated, they instead discard their hand. When a player would win, they instead draw five cards.
#10208
Card by Binarius
A Stitch in Time
Action
View the top card of the draw pile. You may either draw it and put the top card of the discard pile onto the draw pile or return this card to your hand.
#10209
Card by Binarius
Talent Show
Action
Starting with you, each player may activate one of their Action abilities. Then, as an encore, you may activate another of yours.
#10210
Card by Binarius
1H
Hornet's Nest
Thing
Whenever a non-token Thing you control is destroyed by an opponent's effect, gain a Hornet token for each card in your hand. That opponent either discards a random card or reveals a card from their hand with a digit in its cornervalue higher than the number of Hornets you control.
#10211
Card by ChippyYYZ
6P
Perfect Alignment
Thing
Once during your turn when you play an Action card that targets a Thing, if both cards share a character in their cornervalues, you may draw two cards and play an additional Action this turn.
#10212
Card by ChippyYYZ
9W
Water Balloon Assault
Action
Target opponent discards a card and gains a Water token. Destroy all Fire and Flame tokens they control.
You may spend a Water token to return this to your hand.
#10213
Card by ChippyYYZ
Tailwind
Action
Draw a card. You may play this without cost if you have already played an Action this turn.
#10214
Card by Binarius
I've Seen Them Come and I've Seen Them Go
Thing
When you play this, it goes to the discard pile immediately unless your opponents have caused you to lose control of at least ten non-token Things. If an opponent causes you to lose control of this, you win.
#10215
Card by Binarius
-erator
Thing - Robot
When you play this, attach an Action from your hand to it. Action: Discard an Action card to perform attached Action.
#10216
Card by Binarius
2F
Free Your Mind
Action
You don't have to discard to your maximum hand size at the end of this turn. If your last turn wasn't an extra turn, take an extra turn after this one.
Instead of playing a Thing this turn, you may discard any number of cards and draw that many cards.
#10217
Card by ChippyYYZ
8B
Blowhard
Thing
Whenever you play an Action card on your turn, draw a card.
You may play an additional Action on your turn.
Whenever an opponent plays an Action card, discard a card if you have the most cards in hand.
Just likes to hear himself talk.
#10218
Card by ChippyYYZ
2N
Number Goes Up
Thing
Whenever you play a card with a greater card number than each Thing in play besides this card, gain a Money token for each type of token you control (minimum 1).
Action: Spend 5 Money tokens to gain a token of any type and draw a card.
Bigger number goes up faster.
#10219
Card by ChippyYYZ
Home Safe
Action
Move a Thing you control to your hand. You may play this without cost if you have already played an Action this turn.
#10220
Card by Binarius
Target
Action
Specify target Thing. If you play an Action card that targets a Thing on your next turn, you may have it target this Thing as well.
#10221
Card by Binarius
I'm Taking You Down With Me
Action
When you play this, attach target Thing to it.
#10222
Card by Binarius
2K
Katamari Drop
Action
Choose target Thing. Attach the top card of the deck face-up to this card, followed by any number of cards from your hand.
Destroy the chosen Thing unless the sum of digits in its cornervalue exceeds the sum of digits in the cornervalues of this card and each attached card.
#10223
Card by ChippyYYZ
2T
Tokenbolster
Thing
The values of digits in the cornervalues of Things you control are increased by the number of tangible tokens (e.g. Money, Earth, Zombie) you control.
(A digit may have a value above 9 this way.)
#10224
Card by ChippyYYZ
0W
Wield Power
Action
For each Thing you control with a digit in its cornervalue greater than the greatest digit among cornervalues of Things your opponents control, gain an Energy token and draw a card.
You may spend any number of Energy tokens to draw that many cards and discard that many cards.
Wielding responsibility is optional.
#10225
Card by ChippyYYZ
#2 Pencil
Thing
When this enters play, each player puts a copy of card #9005, #9034, #9080, #9081, or #9496 into their hand, chosen at random. You do so a second time, plus once for each card by Bucky you reveal from your hand. Action: Gain control of target office supply or Thing made of paper.
#10226
Card by Binarius
9R
Replicast
Action
For each type of token in play not already listed on this card, write that type on this card.
Gain 3 tokens in any combination of the following types: Energy,
#10227
Card by ChippyYYZ
9C
Cyclotron
Thing
At the beginning of your turn, gain an Energy token for each C in the cornervalues of Things you control.

Once during your turn, you may spend any number of Energy tokens to rotate target Thing 90° clockwise that many times. Draw a card for each clockwise rotation completed this way.
#10228
Card by ChippyYYZ
3E
Expansion Pass
Thing
When this card enters the battlefield, spend 5 tokens or put it in the discard pile.
Draw an additional card at the beginning of your turn.
You may play an additional gold card during your turn.
Your maximum hand size is increased by 2.
#10229
Card by ChippyYYZ
23
Twenty-three
Thing
When a player draws a card with a cornervalue containing a digit, they may reveal it and two other such cards from their hand and/or among their Things if the combined sum of those digits is 23 to draw 2 cards and gain 3 Money tokens, then put one of the revealed cards in the discard pile.
You may do the same if the digits are 0, 2, and 3.
#10230
Card by Binarius
9C
Cornerhex
Thing
In cornervalues, the letters A-F may be interpreted as hexadecimal digits.
#10231
Card by Binarius
Reuse Assets
Action
Put a copy of the top card of the discard pile into your hand, changing its color and replacing one or more words in its title with synonyms.
#10232
Card by Binarius
1R
Reuse Assets
Action
Put a copy of one of the bottom 3 cards of the discard pile into your hand, except it has the cornervalue of a different one of those cards.
#10233
Card by ChippyYYZ
7T
Tamorisian Tactics
Action
Choose exactly three cards in the discard pile that have the digit 3 in their ruletext. If you do, put two of them at random into your hand and gain 3 Energy tokens.
#10234
Card by ChippyYYZ
9S
Stronghold of Despair
Thing
Doom tokens can't be spent.
At the beginning of each opponent's turn, that player gains a Doom token if they control fewer nontoken Things than you control buildings.
When you draw a card, you may draw it from among the top X cards of the discard pile if each opponent has a Doom token, where X is the number of opponents.
#10235
Card by ChippyYYZ
Deep Roots
Thing - Earth
Each of your living Things is immune to opponents' effects unless the opponent discards a card or spends a token first.
#10236
Card by Binarius
Ancient as the Hills
Thing
Living Things that have been in play for at least ten of your turns are indestructible.
#10237
Card by Binarius
Earth Totem
Thing
Earth-related Things are sacred. Earth Totem is indestructible while another sacred Thing is in play. If you control one, once for each opponent when they lose control of a tangible Thing, you may put it under the totem if they control no sacred Things. When Earth Totem leaves play, put a Thing under it into your hand.
#10238
Card by Binarius
2S
Sledgehammer
Action
Target opponent with at least three cards in hand discards two cards and gains 3 Rubble tokens.
#10239
Card by ChippyYYZ
1L
Loose Cannon
Thing
Action - Load: Load the cannon.
Action - Fire: Destroy target Thing, then destroy a random non-token Thing you control with no cornervalue.
#10240
Card by ChippyYYZ
7M
Myriad Reflections
Thing
When this card enters play, create two blank Thing cards named Gem, put them into your hand, and attach this card to a Thing you control.
Gems you control gain the attached Thing's title, cornervalue, type, ruletext, flavortext, creator, and card number.
#10241
Card by ChippyYYZ
Stonegrasp
Action - Earth
If you control Earth Totem (#10238), each opponent who does not control a sacred Thing discards a card and destroys one of their Things, and you may sacrifice a sacred Thing to return Stonegrasp to your hand.
Otherwise, put a copy of Earth Totem into your hand. You may recover Stone­grasp from the discard pile at the start of your next turn instead of drawing.
#10242
Card by Binarius
Reservoir
Thing - Earth/Water
Once during your turn, you may spend two Water tokens to destroy a token you control, or three Water tokens to play an Action. Action: Gain a Water token.
#10243
Card by Binarius
Mine!
Action - Earth/Metal
Gain a Gold token and an Ore token.
#10244
Card by Binarius
4W
Wretched Potion
Thing
Action - Drink: Discard two cards, then draw twice as many cards as you discarded. Gain a Mana token for each card in your hand. Put this card in the discard pile.
#10245
Card by ChippyYYZ
8M
Misunderstand Hegel
Action
Set aside target player's hand plus that many cards from the top of the deck face-up. Each player, starting with you, puts one of those cards in the discard pile until half of them remain. Put the remaining cards in that player's hand.
"NO, NO, NO. 'THESIS, ANTI-THESIS, SYNTHESIS' WAS THOUGHT UP BY *FICHTE*, AND IT'S CLEARLY INFERIOR TO HEGEL'S DIALECTICAL METHOD OF IMMANENT CRITIQUE!"
#10246
Card by ChippyYYZ
0C
Comically Large Mallet
Action
Destroy target Thing and discard your hand. Its controller discards a card for each card you discarded.
Against all odds, Gollum somehow won the riddle contest against the Animaniacs by guessing what was in Dot's pocket. But his victory was short-lived.
#10247
Card by ChippyYYZ
Snowed In
Action
Randomly choose three of each player's Things with Action abilities, preferring animate Things, to gain a Snow token with "Attached Thing cannot use Action abilities. Action: Destroy this."
#10248
Card by Binarius
Interference Device
Thing
Play into any player's control.

When you would draw a card, you instead draw the card under this if there is one, or else put the top card of the draw pile under this face down.
#10249
Card by Binarius
Bad Faith Negotiations
Action
Specify two non-token Things each belonging to you and target opponent. Offer a trade of one of yours for one of theirs. If they decline, you may trade the other of yours for the other of theirs, which then gains "If this is destroyed by an opponent, discard a card."
#10250
Card by Binarius
0S
Sow Discord
Action
Choose a non-token Thing or three tokens you control. Each other player chooses a non-token Thing or three tokens you don't control. Destroy those Things.
#10251
Card by ChippyYYZ
5D
Development Race
Action
Each player, starting with you, reveals cards from the top of the deck until they reveal two Thing cards, then puts one of them into play and the rest on the bottom of the deck in any order. Then you do it again.
#10252
Card by ChippyYYZ
4C
Continuum Drive
Thing
At the beginning of your turn, after drawing a card, gain an Energy token if you have at least 3 cards in hand, then draw a card if you have at least 3 Energy tokens.
#10253
Card by ChippyYYZ
Crash and Bash
Action
If you have played a living Thing this turn, destroy up to two tangible Things belonging to the same player.
#10254
Card by Binarius
Close at Hand
Action
Remove the top 30 cards of the draw pile to your side of the table. You consider this your personal draw pile and interact exclusively with it until it is exhausted.
#10255
Card by Binarius
Reheated Inspiration
Action
Put the top card of the discard pile on top of the draw pile. You may play this without cost if you have already played an Action this turn.
#10256
Card by Binarius
6C
Civic Suppression
Thing
Whenever a player would draw a card, they skip that draw unless (a) they have more cards in hand than each other player (b) they control Things with at least two different creators, (c) they spend a token, or (d) they end their turn immediately after drawing.
#10257
Card by ChippyYYZ
2T
Transference
Action
Instead of playing a Thing this turn, you may return target Thing with no cornervalue to its controller's hand.

Return each non-token Thing you control to your hand, then exchange hands with target player.
#10258
Card by ChippyYYZ
6C
Cardwheel Turbine
Thing
Once during your turn, you may discard a card to draw a card and gain an Energy token.
One card goes down, one comes up, and the pistons turn the motion into power.
#10259
Card by ChippyYYZ
Manifestation Engine
Thing
Whenever an opponent plays an intangible Thing, rotate Manifestation Engine 90° clockwise. When it completes a clockwise rotation, you may choose an intangible Thing in your hand to keep revealed. Things revealed in this way are considered to be both in play and in your hand, but they do not count toward your hand size limit.
#10260
Card by Binarius
Interleave
Action
Shuffle target player's hand face down. Insert it into the top of the draw pile, one card under each of the top cards originally in the pile. That player draws the same number of cards.
#10261
Card by Binarius
As It Just So Happens
Action/Reaction
Specify a Thing you control, or a card you reveal from your hand, that identifies another card by name or card number. Put a copy of the identified card into your hand.
OR
You may play this immediately in response to an opponent's Reaction. If you do, it behaves as a copy of that Reaction's effects.
#10262
Card by Binarius
6K
True Threat
Thing
When you play this, put a Note token on this with an opponent's name as flavortext.
At the start of your turn, put a Time counter on this, and destroy this and eliminate the noted opponent if this has three or more Time counters.
#10263
Card by Bucky
7K
Invisibility Cloak
Thing
Cards that would intentionally target this or a Thing attached to it instead target at random.

Thing: Attach this to another Thing.
Now where did I put it?
Card by Bucky
8K
Just Desserts
Action
Destroy target Thing and substitute a Pudding token for it. The pudding keeps any Things that were on or attached to the target.
#10265
Card by Bucky
0M
Magnet Beam
Action - Power-Up
Draw target Thing and discard a card. You may press any one button or toggle any one switch.
Until your next turn, you may access Remote Switches.
#10266
Card by ChippyYYZ
9S
Super Jump
Thing - Power-Up
Action: Draw two cards and Super Jump, then discard one of them.
You may access High Places.
#10267
Card by ChippyYYZ
1S
Stealthsuit
Thing - Power-Up
Opponents cannot choose you or Things you control as targets, look at cards in your hand, or cause cards to leave your hand.
When you would draw a card at the beginning of your turn, draw Stealthsuit instead.
You may access Security Doors.
#10268
Card by ChippyYYZ
Summon Cube
Thing
While this is in play, players perceive the apparition of an ideal six-sided Platonic solid of indeterminate size hovering over the table. You may choose the results of d6 rolls, play box-shaped Things without cost, and draw a card whenever you play a card whose cornervalue contains a cube number.
#10269
Card by Binarius
The Mind's Unfathomed Depths
Thing
Destroy your Meditation tokens at the end of your turn unless you use the following ability.
Turn: Gain a Meditation token if you have fewer than five, then draw a card for each of your Meditation tokens.
#10270
Card by Binarius
Cyclonic Grapnel
Thing
Action: Draw target Thing and Cyclonic Grapnel, then discard a random card.
#10271
Card by Binarius
9K
In-Sight Goggles
Thing - Power-Up
When an opponent ends their turn, look at their hand.
You may access Secret Passages.
#10272
Card by Bucky
Deafen
Action
You may play another Action card and activate an Action ability. Each opponent discards a card.
#10273
Card by Binarius
Encipher
Action
Replace all numbers on target Thing with 0.
#10274
Card by Binarius
Siltstone Amulet
Thing
Action: Gain an Earth token and a Water token.
#10275
Card by Binarius
4D
Discombobulate
Action
Each opponent can't play Actions with cornervalues during their next turn. Look at the top three cards of the deck and put any of them into the discard pile or back on top of the deck in any order. Gain a Combo token, or spend a Combo token to play an additional Action this turn.
#10276
Card by ChippyYYZ
9U
Upper Hand
Action
Target player reveals their hand. If they reveal any actions, they discard one of your choice, and you draw a card. If they don't reveal any Actions, that player puts this card into their hand and gains a Combo token.
#10277
Card by ChippyYYZ
0R
Risk Reward
Thing
At the end of a turn in which you destroyed or took control of an opponent's Thing, roll a d6 and gain a:
(1-2): Zombie token, (3-4): Energy token, (5-6): Money token.
Action: Spend three tokens of the same type or of three different types to draw two cards. You must play this ability if possible.
#10278
Card by ChippyYYZ
Whack-A-Mole
Thing
Play this into any player's control.

Things with Mole tokens are considered blank. At the beginning of your turn, a random other non-token Thing you control gains a Mole token with "This leaves play at the end of your turn." Whack-A-Mole is indestructible while a Mole token is in play unless you hold a Comically Large Mallet in your hand.
#10279
Card by Binarius
Quote the Authority
Action
You may draw a card by Kevan from the discard pile. You may draw a card for every card by Kevan you control or reveal from your hand. You may play a card by Kevan that you did not draw from the discard pile.
The most primary of sources.
#10280
Card by Binarius
Kingmaker
Action
Target opponent draws 5 cards.
#10281
Card by Binarius
9T
Temple of the Creators
Thing
Whenever an opponent plays an Action, you may discard a card that shares a creator with it to gain control of that Action and choose new targets for it.
#10282
Card by ChippyYYZ
6S
Some Special Rules
Thing
Whenever a building becomes rotated by at least 90°, destroy it.
Gems may be spent as though they were 1 or 2 Money tokens.
When a Thing becomes the target of an Action, that Thing's controller and that Action's controller each roll a die and add a digit in their card's cornervalue. If the Thing's controller's result is higher, the Action's effects are negated.
#10283
Card by ChippyYYZ
8U
Unmarked Flash Drive
Thing
When this enters play, each opponent, in turn order, looks at the top three cards of the deck and puts one of them under this card face-down and the rest on the bottom of the deck. If you have only one opponent, they do this twice.
Action: Draw up to two of the cards under this card.
#10284
Card by ChippyYYZ
Talk to the Hand
Action
Target player views target other player's hand and loses their next turn.
#10285
Card by Binarius
Draw Up a Plan
Action
You may only play this if you have played no cards this turn. Draw three cards and reveal two of them, and you may reveal up to two cards already in your hand. End your turn. On your next turn, you may only play cards that you revealed in this way, and if you chose to reveal any cards from your hand, you must play at least one of them.
#10286
Card by Binarius
Friendship Ended With
Action
Destroy target non-token Thing you control and all of your other Things by the same creator. Now another creator is your best friend: play any number of Things by them.
#10287
Card by Binarius
5H
House Rules: Score
Thing
A player's Score is equal to: number of their Tokens + digits in cornervalues of their Things + 2x cards in hand.
If a player has the single highest or lowest Score at the start of their turn, they draw an extra card.
#10288
Card by ChippyYYZ
8H
House Rules: Drafting
Thing
At the beginning of each player's turn, if they have no drafted cards, they take the top X cards of the deck, where X is the number of players, look at those cards, and set one aside. Each other player in turn order then looks at the remaining cards and sets one aside.
When a player would draw a card from the deck, they instead draw their earliest drafted card if possible.
#10289
Card by ChippyYYZ
0H
House Rules: Scoreboard
Thing
A player's Score is equal to: number of their Tokens + digits in cornervalues of their Things + 2x cards in hand.
If a player would begin a non-extra turn with Score 30+, they win the game.
KVN 9999___________KVN 916
YYZ 1686___________G_S 896
BNR 1586___________CRG 694
BKY 1313___________AAA 420
JTW 964____________ _ _ 000
#10290
Card by ChippyYYZ
9H
House Rules: Influence
Thing
A player's Influence is equal to: number of their Things' abilities + words in their Things' titles + 2x cards in hand.
If a player has the single highest Influence at the start of their turn, they may return one of their Things to their hand to return target Thing to its controller's hand, and may discard a card as well to destroy that Thing instead.
#10291
Card by Binarius
Ritual Censer
Thing
A Vessel bearing a Relic is indestruct­ible. If you control any, you may negate the effects of evil or black cards on them and you.
Thing: Consecrate target animate non-token Thing a Vessel.
Thing: Consecrate target inanimate tangible Thing you control a Relic.
Action: Attach an available Relic to a Vessel that has none.
#10292
Card by Binarius
Radiance
Thing
Destroy Radiance and discard your hand if you control any evil or black Things. Action and Thing: Discard an evil or black card from your hand or reveal your hand if you have none. Replace target non-holy, non-sacred, non-white Thing card with an Energy, Light, or Redemption token, preferring whichever its controller has fewer of. Draw a card if the replaced Thing was evil or black.
#10293
Card by Binarius
4S
Secure Facility
Thing - Building
Each opponent cannot gain control of your Things, put Things into play under your control, or cause you to gain control of Things unless that opponent can access Remote Switches, Security Doors, or Secret Passages.
#10294
Card by ChippyYYZ
0M
Mountaintop Sanctuary
Thing - Building
Each opponent's Actions can't affect non-building Things you control unless that opponent can access High Places, Security Doors, or Secret Passages.
#10295
Card by ChippyYYZ
7U
Underground Temple
Thing - Building
After an opponent plays an Action that targets you or a Thing you control, you may draw the bottom-most card of the discard pile unless that opponent can access Remote Switches, High Places, or Secret Passages.
#10296
Card by ChippyYYZ
1L
Canopy Harvest
Action
Gain two Fruit tokens and draw two cards

If you can access High Places, gain three more Fruit tokens and draw one more card.
#10297
Card by Bucky
2L
Underwater Catacomb
Thing - Secret Passage
Action - Access: Gain a Zombie Crab token, or play a marine animal from the discard pile.
#10298
Card by Bucky
3L
Universal Permit
Action
This turn, you may access anything and may look at and play the top card of the deck as though it were in your hand.
#10299
Card by Bucky
Evacuation Tunnel
Thing - Building
When an opponent would destroy a non-building Thing you control, you may return it to your hand instead unless that opponent can access Security Doors or Secret Passages.
#10300
Card by Binarius