Action: Destroy 3 Things, 1 of which must be under your control, excluding Dinosaur Neil.
As soon as a white card is played, erase Dinosaur Neil's text.
"The moustache of a titan!"
Action: Destroy a Thing, unless its controller played a Thing or Action during their most recent turn.
Play in response to an Action card - it has no effect, and is returned to the hand of the player who played it.
You may play one extra Action per turn, but it may only be used to play Action abilities.
When this card enters play, roll 2 six-sided dice and put that many counters on it.
At the end of each player's turn, that player gains 1 food-related Token of his or her choice for each counter on this card, then remove a counter from this card.
Hall of Mirrors
When this comes into play, put six Mirror tokens into play. Whenever an opponent plays an Action, roll a six-sided die - if the result is less than the number of Mirror tokens in play, destroy a Mirror token and it has no effect.
Whenever a Thing is destroyed, the player responsible for its destruction gains an XP token. When a player gains their fifth XP token, they may draw three cards. When a player gains their tenth XP token, they win the game.
Give a Thing you control to another player. They must discard two cards at random.
Wear a scary mask to the game and laugh as evilly as possible.If your opponent gives the first sign of flinching,then you can search your deck for any card and put it into your hand
Card by Chibigrunt
Reveal your hand to an opponent; they may choose a card from it and force you to discard it. You may then look at their hand and force them to discard a card of your choice.
Action: Put a Token in play. Its name is a string of ten randomly chosen letters. Its rules text is a string of sixty randomly chosen letters. You may add any spacing and punctuation you wish.
Roll three dice and check the results on the table below:
1st 2nd 3rd
1 Draw One Card
2 Discard Two Thing
3 Destroy Your Action
4 Create Their Token
5 Lose Every Hand
6 Win This Game
During your turn, you may destroy any number of tokens you control to take that many extra Actions. You may not use the same Action ability twice in the same turn.
Players count as Things. All players are initially under their own control. If a player would be destroyed, they discard a card instead if possible. If a player controls another player, they may look at that player's hand.
Swap hands with an opponent of your choice.
Action: Destroy a Thing and replace it with a Fire token. Any player who controls a Fire token may play this action ability.
If a player controls a Web token, they may not play Things, but may take an Action to destroy a Web token. Action: Put a Web token into play under any player's control.
Rubber Human Suit
Destroy a Thing. Put six Duck tokens into play under its controller's control.
When this Thing comes into play, put an Invisibility marker on each Thing you control. Those Things are 'invisible'. Invisible Things cannot be targeted and are colourless. When an invisible Thing uses its Action ability, remove its Invisibility marker.
Things cannot use their Action ability if they used it on the previous turn of their owner.
"I'll be back. I will be back! I will!"
Action: Create 1 Brick token. 4 Brick tokens are collectively known as a wall, and a wall counts as 1 Thing as a target. None of your Things, except walls, can be destroyed if you control a wall. When a wall is destroyed, +1 to the '1' in the first sentence.
Any opponent who controls a non-token Thing must play with their hand revealed.
A chosen opponent discards their hand, then takes all the cards from your hand into theirs.
Do not draw a card at the start of your turn. Action: Take a card from play and put it into your hand.
Put this in an opponent's hand. They play with their hand revealed as long as it is there.
At the start of your turn, each player puts a Tetrad token in play unless they discard a card. If a player has ten Tetrads in play, they lose the game.
Action: Give control of a Tetrad in play to another player.
All players stand up and start walking around the game table. Start a timer. When the timer ends, they must sit on a chair: they gain control of all Things in play controlled by the previous chair's occupant.
When you are eliminated from the game, eliminate another player too.
"I'm taking you with me!"
Granite Fist From the Sky
Put up to 5 Height markers on this Thing. While this Thing has at least 1 Height marker on it, it is not in play. Every turn, remove a Height marker from this card. When this Thing has 0 Height markers on it, it enters play and destroys a number of random Things equal to the number of Height markers it started with. If this Thing has Height and you have no Things, destroy this.
Recite the alphabet backwards, stopping when you first make a mistake. Draw a number of cards equal to the number of letters you said.
"My years of study and practise have finally paid off!"
The Suspense is Killing Me
Look at an opponent's hand and choose any number of cards from it. They must play all of those cards immediately.
Put all non-token Things on top of the draw pile, in any order.
Action: Destroy Trapdoor Lever and a Thing which came into play during its controller's last turn. You may not use this ability the turn that Trapdoor Lever comes into play.
A Narrow Mind
On all cards other than this one, replace the word 'all Things' with 'one random Thing belonging to each player'.
"If I don't understand it, it doesn't exist."
The Punk Awards
Each player gains a number of Money tokens equal the number of non-blue Things he/she controls.
"I am gonna buy so many groceries with this!"
The Sting of Obscurity
Destroy 1 Thing if you don't understand the connection between its name and its effect, or don't know what the title refers to.
"Irony? What's that?"
Whenever any player plays an Action card, it takes effect twice.
Your tokens cannot be destroyed or stolen by an effect controlled by an opponent.
Any player may, during their turn, destroy three Things they control to draw a card.
Action: Each player gives control of 1 Thing (2 in December) they control to another player. Players cannot give away Things that they were given.
Action: All players draw 1 card; 2 in December.
The Sleep of Reason
Each player may put five tokens of any types into play. They need not all be of the same type.
Ignore any effect that would give an opponent control of a Thing you control, or which would give you control of an opponent's Thing.
Action: Destroy a token.
ecco the dolphin
when this card comes into play,put five fish tokens into play.Remove one fish token to destroy one thing in play
Card by chibigrunt
Whenever a Thing would be destroyed, return it to its controller's hand instead.
Reveal your remaining hand. If it contains all Things or all Actions, and contains at least two cards, you may discard it and draw five cards.
Action: Name a card. An opponent chooses a card at random from your hand and looks at it; if it's the named card, you may destroy a Thing.
Action: Remove this Thing from play and destroy a Thing. On your turn after this, return The Hammer of Thor to your hand and discard a card.
Action: Destroy a Thing; this overrides all other card effects in all circumstances. When you do this, discard 3 cards.
When you play this card, it does not count toward your per-turn Thing total.
Action: Destroy a Thing and flip a coin; if it comes up tails, destroy The Sword Excalibur.
If a Thing you control would be destroyed, you may destroy a token you control instead.
Action: Roll a 6-sided die and skip a number of turns equal to the result.
"Dvorak is too hard. Let's just watch TV."
Redistribute all the tokens evenly amongst the players.
Card by Demented Hacker
Play only if every player has at least one card in their hand. Each player simultaneously reveals a card from their hand - the player with the alphabetically earliest card title wins the game.
Each player's maximum hand size is equal to the number of Things they control.
Keeping Up With The Joneses
Play only if a chosen opponent has more non-token Things than you. Draw and reveal cards, putting Things into play and discarding Actions, until you have as many Things in play as the chosen opponent.
Action: Moon Power Creation! Discard all your cards, draw twice as many cards that you've discarded.
"In the name of the moon, I shall punish you!"
Card by NeweCreator
Action: Each player destroys a Thing they control.
Action: Play any number of Action cards.
Whenever a player plays an Action or Action ability, they must put a Carbon token into play. The player with the most Carbon tokens cannot win the game.
Any opponent may reveal a non-Thing, non-Action card from their hand. If one does, end your turn. Otherwise, take first and advance each runner one base.
Y'all want a single say bunt that. Bunt that, bunt that.
One Hit Wonder
Play only if you have no other cards in your hand and you have played no other cards this turn. Draw five cards and end your turn.
At the start of your turn, discard a card. If you do, put a counter on this card. If you don't, destroy this card and draw one card, plus one card for each counter on it.
Whenever a Thing is destroyed, its text is added to Corpse Jelly's text. If the Thing ever refers to itself by name, replace its name with 'Corpse Jelly'.
Action: Ask your opponent a yes/no question about the contents of their hand, or the cards or action abilities they intend to use next turn. If they are later revealed to have answered untruthfully, they lose the game.
Destroy Fascism and take control of Eastern Europe.
Every turn this card is in play, all cards are reshuffled then distributed evenly. Any leftover cards are discarded.
Rise up, comrades! Claim what is yours from the bourgeoisie!
Each player must give another player a Thing card from their hand (or reveal their hand to show that they have no Thing cards).
Give a Thing you control to another player. Gain control of a Thing they control.
Instead of drawing a card at the start of their turn, a player may draw cards until they reach their maximum hand size.
Swap a Thing in play with a Thing in your hand, or, swap a Thing in play with a Thing in the discard pile.
"I want to squash that spider, but I can't. The spiders are my only allies in the war against the bees."
Will It Blend?
Action: Select a Thing which represents a physical object that could fit inside a household blender. Destroy it.
Suggest a new card. Your opponent must either make that card and put it into their hand, or discard their hand.
Mr. F. G. Superman
At the start of your turn, gain a Superman token.
Action: Search the deck for "Bicycle Repair Man" and put it into play.
Bicycle Repair Man
Play on a living Thing.
Reaction: Once per turn, when a Thing would be destroyed, discard a card to prevent that destruction. If this card is played on Mr. F. G. Superman, you do not need to discard a card.
The Spanish Inquisition
You may put this card into play at any time.
Left at Albuquerque
Whenever a Thing comes into play, it comes into play under the control of a randomly-selected player.
Better the Devil
Players may not play cards normally, but may, as an Action, reveal their hand to an opponent; that opponent chooses a card from it, which the owner must then play.
Play this card in response to a player winning the game. Randomly select a player (other than the one who won originally) and declare them the winner.
When Thrakkorzog is played, he does not count toward your per-turn Thing limit.
Action: Create a copy (use a token) of a living Thing controlled by an opponent and place it under your control. When Thrakkorzog is destroyed, he is removed from play.
"Can I clone or can I clone?"
Defence Mechanism Midgets
Whenever an opponent looks through the deck or looks at another player's hand, destroy a Thing they control.
"I had no idea I was so defencive!"
Action: Choose two non-Token things, one controlled by yourself. Return them both to their controllers' hands.
Action: Choose an opponent. They must either show you a Thing card from their hand, or their entire hand.
My Four-Year-Old Could Do Better
Choose a Thing in play. This card has the effect of its Action ability, if it has one.
Turn all cards you have in play facedown until this leaves play. Whenever an ability of one of your cards in play is used, reveal it to all opponents.
May be played from your hand anywhere, any time. When a player reveals this card's rules text to any opponent, they discard their hand and this card is destroyed.
Whenever an opponent plays a Thing, put a Token copy of that Thing in play. At the end of your turn, destroy all your Tokens.
Target player discards his or her hand, then draws 1 card for each player in the game.
If you eliminate another player from the game, you win the game.
Action: Destroy this card to draw a card.
Whenever a Thing would be destroyed, you may discard a card to prevent its destruction.
Rank and File
If a card has a single number in its corner, that is its Power Rating. If a card has no number, its Power Rating is the number of words in its name. A card cannot be destroyed by a card with a lower Power Rating.
You may choose this card's name and corner value when it comes into play.
Whenever a player laughs, eliminate him/her.
Action: Destroy a Thing you control and destroy two Things you don't control.
When The Proto-Clown would be destroyed, roll a six-sided die and prevent the destruction of roll of 4 or lower.
When you play this card you lose the game. You must play this card the moment you draw it, even if it is at the start of the game. When this card is played destroy all Buses. If you are later found in possession of this card you lose the game immediately.
Draw and reveal seven cards. Put all living Things drawn into play, and discard the other cards.
Action: Return a Thing you control to your hand.
Do Not Press This Button
Draw and reveal cards until you draw an Action card; discard all other cards drawn, and play the Action.
The Darren Syndrome
At the beginning of each player's turn, he/she must flip a coin. If it comes up heads, the player must destroy a Thing they control and play a Thing from their hand in its place. If the player has no Things, he/she is eliminated.
Action: Choose one of your Things; all of your Things have that Thing's title until the beginning of your next turn.
Attack of the Clones
Destroy a number of Things equal to the number of Things you control (including tokens) who share the same name.