Slave to Fashion
Slave to Fashion counts as a copy of the most recently played Thing.
If Slave to Fashion is the most recently played Thing, it counts as a copy of Pure Clwnage.
Destroy any number of non-living Things and replace each with a living Thing from your hand, then draw the same number of cards and gain a Strawberry Candy token.
If Trojan Horse enters a player's hand from another player's hand or another player's control, the recipient must discard their hand.
Play when an Action targets a Thing. It targets this instead. For the purpose of that Action only, this is a copy of the original target.
Since when did smashed bottles go 'pop'?
At the start of each player's turn, they gain a Toxin token.
At the end of each player's turn, they lose the game if they have 4 or more Toxin tokens.
Radioactive waste? Mercury? Month-old leftovers?
Apparently, you are allowed to play up to two cards of any type during each of your turns. Both of them can be Actions or both can be Things.
...I think that's what it says.
When Reserve Tank is destroyed, draw three cards. If you only have one card in your hand, you may destroy Reserve Tank at any time; if your hand is empty, destroy it immediately.
Going In Blind
Every player must play the card they draw at the beginning of their turns without looking at it first.
Whenever a player plays an Action card, you may have one sentence on that card be treated as "Draw a card."
Every mistake is a chance to learn, and the sphinx does enjoy teaching.
Draw a card.
Instead of playing a Thing this turn, you may put target Thing on top of the deck.
Put Sphinx's Boomerang on top of the deck. Look at and reorder the top three cards of the deck.
Imbue With Plot Armor
Each player may put a Shield Token on a non-token Thing they control. When one of those Things would be destroyed, remove a Shield token from it instead. You may put an additional Shield counter on one of those Things.
Play this card into any player's control. Whenever you try to play a card or activate an Action ability, you have a 50% chance to fail to actually do so, although it does still count toward your per-turn limit. Lame.
Ctrl+Alt+Delete: If you have not played any cards this turn, you may end your turn and destroy Lag.
Play this card into any player's control. Instead of drawing at the beginning of your turns, you draw at the end.
As soon as you see Shy Ghost, shuffle it into the draw pile. If Shy Ghost comes into play under your control, you win the game.
Cat On Your Lap
Play this card into any player's control.
When you play your second card in a turn, destroy Cat On Your Lap, discard a card, and destroy all tokens you control.
When Bottled Tactics enters play, put the top 5 cards of the deck face-down underneath it.
When Bottled Tactics is destroyed, look at the cards underneath it. Play one of them and put the rest on top of the deck in any order.
Erase any number of "Thing:" abilities from Things in play. "Action and Thing:" abilities are unaffected.
Good for taking small things out of bigger things.
Destroy up to 5 of your Things and draw that many cards. You may take an extra Action this turn.
If you drew 5 and your hand becomes empty before the end of the turn, you win.
At the start of your turn, destroy one of your Things and draw an extra card.
You may play up to two extra Things each turn.
Never stop improving.
Each player who controls a Thing discards down to 3 cards in hand. Then destroy all non-token Things.
You have grown too attached to your precious cardboard.
Supersonic Low Altitude Missile
Destroy target Thing. For every living Thing controlled by the same player, flip a coin: on tails, the radiation destroys it as well.
Destroy half of all tangible Things at random.
Every player must put two cards from their hand face down on the table. Shuffle all of these together and deal them alternately onto the discard pile and draw pile, starting with the discard pile.
When Munchies enters play, gain a Snack Token.
At the beginning of your turn, each player gains a Snack Token.
Snack Tokens enter play with "During your turn, you may sacrifice this token to draw a card if you haven't drawn more than one card this turn."
A bowl of snack mix makes excellent neutral ground.
You may play an additional card during your turn if its title begins with a letter not present in the titles of Things you control other than this one.
Reveal the top 8 cards of the deck. For each of those cards, you may play that card by moving a Thing you control with the same creator or with fewer words in its rulestext into the discard pile. Shuffle the rest into the deck.
"Begun field testing of modular abstrata, should allow for quick reconfiguration of even complex designs if power couplings are compatible." --ChippyYYZ's journal
The Last Word
There is no limit to the number of Actions or Things you may play during your turn. If this Thing is under your control at the end of your turn, lose the game.
'It's the legendary Black Beast of Aughhhhh'
Famous First Words
Erase everything from target Thing's text and flavourtext except for the first sentence of each.
He just said 'baldy'! Must be talking about you, papa.
Word Of The Day
Choose a word of length 4 characters or longer and write it in this card's flavourtext. All players cannot play cards that do not contain the word in this card's flavourtext as long as there are any cards that do contain that word in their hand.
Thing - Robot
Action:Target opponent chooses one:
*You draw two cards.
*Play every card in your hand, then end the turn.
*That opponent discards a random card and gains a Headache token.
"Ugh." "Share and enjoy."
Thing - Robot
Action:Give an opponent a card from your hand. They play it if possible, but you make all their decisions.
Thing - Robot
Action:Discard a card. Gain three tokens whose type is a non-action noun on the discarded card.
You may draw a card whenever your hand is empty at the end of your turn.
Ancient Magical Tome
When you play this card, put the five Actions closest to the bottom of the draw pile face-down under this card, then shuffle the draw pile. Action: Discard a card to invoke one of the Tome's Actions and flip a coin. On tails, that page of the Tome crumbles to dust: discard the Action.
If you control this Thing when your turn begins, win the game. Any player may, at the start of their turn, choose instead to skip their turn. Whenever a player does this, destroy this Thing.
Draw two cards, then play a random Thing and a random Action from your hand if possible, with any targets required by either also chosen randomly. Cards played this way do not count towards your limit for Actions or Things played this turn.
When you play this card, each opponent must suggest a rulestext for this card. You may then append any number of those suggestions to this card's rulestext. If you do not append any suggestions to this card's text, it instead reads 'Action + Thing: Put this card in your hand. Any player may use this ability'
Thing - Robot
When you play this and at the start of your turn, reveal a random card from target opponent's hand.
Action: Destroy Spy Drone and discard the most recent card it revealed if it's still in an opponent's hand.
Thing - Robot
Thing:Gain a Node token. Action: This becomes a Filter Node until it leaves play.
Filter Node is from page 24 of the archive.
Thing - Robot
Action:Destroy a Thing you control and draw a card. If you destroyed a Robot, draw two cards instead.
Fruitful Brainstorming Session
Draw three cards. Choose one to play, one to keep in your hand, and one to either discard or give to an opponent.
This card comes into play with one yellow Balloon token.
Action: Gain a Balloon token in your choice of color.
Action: Pop one Balloon. Target opponent is so startled that they discard a card.
Action: Tie three Balloons to target Thing, which floats away and is destroyed.
Action - Coil:
Until the end of your next turn, you may use the following ability once:
- "Action - Rope: Gain control of a tangible Thing."
Choose a Thing you control. Destroy all other Things you control, then place a copy of the chosen Thing in your hand for each Thing destroyed this way.
When Chain Deathsplosion comes into play under your control, destroy all other Things that you control. If Chain Deathsplosion is destroyed, you may create a copy of it under the control of a chosen opponent.
Defeat Means Friendship
Until the end of your turn, whenever a Thing is destroyed a copy of it comes into play under your control.
Thing - Robot
Action:Give target player a Warning token.
Action:Eliminate a player who has three Warnings.
Thing - Robot
Action:Give an opponent one of your other Things and look at their hand.
Thing - Robot
Once per turn, you may discard a card to gain 2 Energy Tokens.
Action:Spend an energy token to destroy a living, undead or robotic Thing, or a Thing that changed controllers since your last turn.
If you have at least 4 cards in your hand, then once per turn when you gain one or more tokens of a type, you may gain an additional token of that type.
Destroy target Thing. If you control any energy tokens, remove that Thing from the game instead and gain an Energy Token for each energy token you control.
When another Thing you control would be destroyed by an effect controlled by an opponent, you may draw two cards.
When Desperate Measures is destroyed, you may discard two random cards to return it to your hand.
Thing - Robot
Action:Target Thing's text becomes blank until the end of your next turn.
Reaction: When an opponent's Thing destroys a Thing or uses its Action ability, use Auto Bailiff's Action ability on it for free immediately afterwards.
Things this is attached to have their ruletext ignored.
Action:Attach this to target Thing and release any other attached Things.
Destroy a Thing. If it had an Action ability, activate it one last time.
Allbeard, Avatar Of Piracy
Thing - Pirate
Opponents cannot draw cards. The first time you would draw a card each turn, you may choose to draw an additional card for each opponent you face. At the start of your turn, if any opponents have empty hands, destroy Allbeard and discard your hand.
While this is in play, its controller treats the draw pile as if it were the discard pile and vice versa. Whenever you draw a card from the discard pile, if that card was the last card in the pile you win the game.
Really did a number on me, especially when he put my digestive tract in back-to-front.
Whilst Bad Habit is in your hand, you cannot play Actions. If Bad Habit is the only Thing you control, return it to your hand.
Enchanted Coffee Mug
If you do not play a Thing or use this card's ability during your turn, either destroy this card or reveal that your hand contains no Actions to return it to your hand instead.
Thing: Play an Action card.
Zealous Delivery Service
Action: Give target opponent a card from your hand so forcefully that another random card in their hand falls out into the discard pile.
Lazy Delivery Service
Action: Give target opponent a card from your hand, but instead of handing it directly to them, feel free to just toss it nonchalantly onto the table in front of them, you know, whatever. If it lands face-down at an odd angle, you've done your job: draw a card.
Shuffle all Things into the deck. You may play this as a reaction to an Action, instead shuffle the discard pile into the deck.
Card by Y3K
Take two extra turns after this one, but you can't play cards during those turns.
Discard your hand and draw that many cards. If you haven't played any other cards this turn, end the turn, then the player whose turn ended takes another turn.
Destroy up to three of your own non-Token Things, then reveal target player's hand; that player discards the same number of cards of your choice.
Whenever a chosen opponent draws a card, you may look at it.
A Trick of the Light
Play immediately in response when one of your Things would be destroyed. Return it to your hand instead.
If this card has any tokens when your turn begins, you must activate one of its abilities during your turn or destroy it. If it is destroyed with two or more tokens on it, fumble: discard a card.
Action: Gain a Spin or Twirl token.
Action - Percussive Flourish: Consume a Spin or Twirl to return a tangible Thing to its controller's hand, or one of each to destroy a tangible Thing.
When Solar Panel comes into play, each player gains an Energy Token.
Whenever a player plays a card with any of the strings "sun", "light", or "star" in its title, that player gains an Energy Token.
Target player gives you two of their tokens. If they can't, they give you control of one of their Things.
Straw Man counts as both a Thing and a Player under its controller's control (it is still your opponent).
Straw Man cannot draw cards or have cards in its hand.
At the end of your turn, Straw Man takes a turn.
Theft By Numbers
Choose a digit from 0 to 9. Whenever a card with that digit in its title or cornervalue is played by an opponent, put it in your hand instead.
Invisible Ink Contract
Action: Target blank thing gains the rulestext 'If you control 5 or more things with this rulestext, win the game'.
9000 Unstoppable Volts
Destroy target Thing with an activated ability. Create an Action card with the text of that Thing's ability and give a copy of it to all players.
Discard some cards. If you discarded at least
1: Destroy a Thing
2: Draw a card
3: Gain control of all tokens
5: Everyone else discards their hand
Eliminate target player
(Do all that apply)
Choose an opponent and a Thing you control. They trade one of their non-token Things of their choice for your chosen Thing.
Thing - Robot
When an opponent plays an Action card, you may use an Action ability in response.
Action:Gain a Police-Drone token if you have less than two of them.
Play this card onto target Thing. Attached Thing's Action abilities are considered blank.
Thing - Spell
Discard a card to play Burning Sensation into any player's control.
Flip a coin at the end of your turns: on tails, you must discard a card.
It doesn't actually cause injury, but it hurts a lot.
Easier to Ask Forgiveness Than Permission
“Borrow” an opponent's Thing. Apologize if they get angry at you.
Department of Victory Committee
Thing - Bureaucracy
Any player may skip their turn to gain a License Token. If an effect controlled by a player would destroy a License Token that player doesn't control, that player discards their hand.
Players who do not control a License Token may not win the game.
When this card comes into play, attach it to another ChainChainmail you control. If you don't control another ChainChainmail, attach it to any other Thing you control and put a copy of ChainChainmail into play.
If the Thing ChainChainmail is attached to would be destroyed, destroy this card instead.
When this card comes into play, attach it to another Thing you control.
The Thing this card is attached to cannot be destroyed by any effect that would simultaneously destroy any other Things, or that has already destroyed any Things in this resolution of that effect. If an effect destroys the Thing this card is attached to, this resolution of that effect cannot destroy other Things this turn.
When Haunted House enters play, every player must place one card from their hand face down on the table and put a Ghost token on it. At the end of your next turn after playing Haunted House, destroy it along with all Ghost tokens and every card with a Ghost token on it.
Play immediately in response to an opponent's Action card. Return that Action to the opponent's hand; it may not be played during this turn.
Look at as many cards on the top of the draw pile as you have opponents and end your turn.
Players must discard another Action to play an Action card, unless the Action shares a cornervalue with a Thing they control.
Thing - Robot
Whenever you use an Action ability of a Thing, you may destroy that Thing to draw 2 cards.
Action: Discard your hand.
One per turn: You may do something that another card explicitly forbids you to do.
Gnome Ann is above the law.
It's Over, Isn't It?
If there are fewer players than the game began with, target player discards their hand and draws three cards.
Too Short To Ride
Players with fewer cards in their hand than you may not play Things.
At the start of an opponent's turn, if you have more than 4 cards in your hand, put this card in the discard pile.
Thing - Food?
When Guacola enters play, gain 5 Money Tokens. When Guacola is destroyed, draw a card.
Action: Take a sip. Discard a card in immediate regret and destroy Guacola.
It's not even good on chips.
Stylish New Haircut
Draw a card.
Draw an extra card at the beginning of your next three turns after this card is played, then remove the word “New” from its title.
If Flywheel has fewer than five cards under it when your turn starts, you may draw cards until you draw an Action, put it face-down under Flywheel, and shuffle the other cards into the draw pile. If Flywheel is destroyed, discard its Actions and you and its destroyer must both discard two random cards. Thing - Discharge: Put Flywheel's Actions into your hand.
Gain control of the most recently discarded tangible Thing and three Fish tokens.
As a Thing: Attach to a Thing. If it's targetted by an Action, that action targets Shell instead.
As an Action: Destroy a Thing
As a Reaction: Play when a Thing becomes a target to make it indestructible for the rest of the turn.
Reveal cards from the top of the deck until you've revealed an Action and a Thing. Put an Action and a Thing from them into your hand and discard the rest.
Target player gains a Thirst token and discards two cards
OR destroy a living Thing
OR destroy all flammable Things
OR Eliminate each opponent with a Thirst token.
Thing - Legandary
Other Things you control cannot be the target of actions or effects.
At the end of your turn, erase all rulestext from target Thing.
During your turn, you control all Things in play.
You can build an imperfect machine out of perfect parts.