Difference between revisions of "Infinite Dvorak deck"
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[[/Superpower set|Superpower set]], [[/Token set|Token set]], [[/Flavor set|Flavor set]] | [[/Superpower set|Superpower set]], [[/Token set|Token set]], [[/Flavor set|Flavor set]] | ||
==Expansions== | |||
These expansions add cards and/or rules to games using the Infinite Dvorak deck or its subsets: | |||
[[Dvanguard set|Dvanguard set]], [[Dvanguard booster pack|Dvanguard booster pack]], [[Shroud booster pack|Shroud booster pack]], [[Illusion booster pack|Illusion booster pack]] | |||
==Card List== | ==Card List== | ||
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{{card|title=Reload|type=Action|text=Return a Thing you control to your hand and draw two cards. You have no hand size limit this turn.|cornervalue=9q|creator=Bucky|bgcolor=700}} | {{card|title=Reload|type=Action|text=Return a Thing you control to your hand and draw two cards. You have no hand size limit this turn.|cornervalue=9q|creator=Bucky|bgcolor=700}} | ||
{{card|title=Fine Printer|type=Thing|longtext = true| text= '''Action''' Erase a Fine Print | {{card|cornervalue=5pt|title=Fine Printer|type=Thing|longtext = true| text= '''Action''' Erase a Fine Print from this card and add it to the ruletext of target Thing; toss a coin: destroy this on Tails.| flavortext= '''Fine Print''' destroy this after using any Action or Thing ability | ||
'''Fine Print''' To use any Action or Thing ability of this Thing, costs an Energy token | |||
<br> ''' | |||
'''Fine Print''' Destroy this and Fine Printer at the end of your turn|creator=Goldenboots|bgcolor=007}} | |||
{{card|title=Unperson|type=Thing|longtext = true| text=If a Token with the same name as a card author is on this, no Action cards by that author may be played and Thing cards by that author are considered blank. | |||
'''Thing''' create a Token of any type on this card. | |||
'''Action and Thing''' (any player) Discard a card to create a Token of any type except Goldenboots on this card.|cornervalue=00|creator=Goldenboots|bgcolor=007}} | |||
{{card|title=Future Echo|type=Action|creator=ChippyYYZ|text=Put a Thing you control on top of the deck, then look at the top 3 cards of the deck and put them back in any order.}} | |||
{{card|title=Wraithform|type=Action|creator=ChippyYYZ|text=Draw a card, then set all Things you control and all cards in your hand aside until the beginning of your next turn. Skip your next turn. You can't lose the game until your next turn.}} | |||
{{card|title=Blow Into The Cartridge|creator=ChippyYYZ|text=Each player discards their hand. Shuffle the discard pile and all cards that have been removed from the game into the deck. Each player draws four cards.<BR>This action cannot be countered or negated.|type=Action}} | |||
{{card|title=Catastrophe Prevention |type=Thing|bgcolor=888888|cornervalue=11|creator=AldusValor|text='''Action:''' If this card ever leaves play or your control, all players lose the game.| flavortext="Such a doomsday device would only be an effective deterrent if everybody knew about it."}} | |||
{{card|title=Gray Eleven |type=Action|bgcolor=888888|cornervalue=11|creator=AldusValor|text=Draw 11 cards, choose and play one of them. Remove the rest from the game.| flavortext="I can't change any possible futures, Mr. North, but I can pick the least unpleasant one"~Simon Slate}} | |||
{{card|title=North's Hourglass|type=Thing|bgcolor=888888|cornervalue=11|creator=AldusValor|text=This card comes into play with 11 time coutners on it<br>'''Action:''' At the beginning of your turn, remove a time counter from North's Hourglass. If no counters remain, all players discard their hands and this card is shuffled into the deck.}} | |||
{{card|title=Flux Capasitor|type=Thing|text=Everytime you draw a card you may choose to either draw from the discard pile or the bottom of the deck instead of drawing from the top of the deck.|creator=NinjaWookiee|bgcolor=007|longtext=}} | |||
{{card|title=Check The Sucker Box|type=Action|text='''Choose:''' Bring back a card that was removed from game and put it in your hand; or choose a card that was created but not added to the game for some reason and put it in your hand.|creator=NinjaWookiee|bgcolor=700|longtext=}} | |||
{{card|title=It's all about the numbers|type=Thing|text=Add a time counter on this card at the end of your turn. When there are 5 or more time counters are on this card, end the game.<br>Numbers on cards that are not cornervalues are added to the controllers points. At the end of the game the player with the most points wins.<br><br>This card worth 10 extra points.|creator=NinjaWookiee|bgcolor=007|longtext=Yep|flavortext=}} | |||
{{card|title=Ever-Expanding Card Game |creator=Goldenboots|text=All players have 1 added to their hand limit.|cornervalue=++|type=Action}} | |||
{{card|title=No Coherent Theme |creator=Goldenboots|text=While this is in play, all Money tokens are considered Nodes and all other Things have the additional ruletext "except during the turn this was played" at the end of each sentence. Cards with cornervalues consisting of more than one character have their cornervalues reversed (A1 -> 1A)|cornervalue=QQ|type=Thing (Zombie)}} | |||
{{card|title=Spell Stowaway|creator=ChippyYYZ|type=Thing|text=At any time, if there isn't a card under Spell Stowaway, you may put a card from your hand under it face-down.<BR><BR>Whenever an opponent would play an action card whose title contains a character in the cornervalue of a card under Spell Stowaway, you may first play a copy of that action and put all cards under Spell Stowaway into the discard pile.|longtext=y}} | |||
{{card|title=Force Screen|creator=ChippyYYZ|type=Action|cornervalue=df3|text=Gain 3 Shield Tokens. These tokens have "If a non-Shield Token Thing you control would be destroyed by a card you don't control, destroy a Shield Token instead.}} | |||
{{card|title=Shroud of Obscuring|creator=ChippyYYZ|type=Thing|bgcolor=555|text=At the beginning of your turn, put a Fog Token on a random Thing.<BR>Things with a Fog Token cannot be targeted by Actions.<BR>Other things with 2 Fog Tokens are blank.<BR>Any time a thing has 3 Fog Tokens, remove it from the game.}} | |||
{{card|title=Forgotten City|creator=ChippyYYZ|type=Thing|bgcolor=003|text=Forgotten City can't be targeted by Actions.<BR><BR> '''Action:''' Each player draws a card.}} | |||
{{card|title=Passing Darkness|creator=ChippyYYZ|type=Action|bgcolor=111|text=Players can't draw cards until your next turn.<BR><BR> Instead of playing a Thing this turn, you may choose that players can't play Things until your next turn.}} | |||
{{card|title=Remembrance|creator=ChippyYYZ|type=Action|bgcolor=fff|text=Shuffle the discard pile and Remembrance into the deck.<BR><BR> If Remembrance is in any zone where you can read it, you may play it as though it were in your hand.}} | |||
{{card|title=Victory Feast|type=Thing|text=When you play Victory Feast, gain a Food token.<br>'''Action:Thing''': Destroy two of your Things to gain a Food token.<br>'''Action+Thing:''' Pay one Food token per remaining player to win the game (minimum 3). |cornervalue=0q|creator=Bucky|bgcolor=007}} | |||
{{card|title=Ego Blast|type=Action|text=Destroy a Thing. If its controller has a Persona, they lose 2 life.|cornervalue=1r|creator=Bucky|bgcolor=700}} | |||
{{card|title=Persona's Boon|type=Action|text=Target player with a Persona gains or loses 3 life, <BR> OR destroy all green Things and draw a card, <BR> OR search the deck for a card that has been shuffled into it from elsewhere, move it to your hand, and shuffle the deck.|cornervalue=2r|creator=Bucky|bgcolor=700}} | |||
{{card|title=Thoughtsieve|type=Thing|text=Once per turn, when the deck is shuffled, you may look at the top two cards. You may put one of them into the discard pile.<BR>Whenever one or more cards are shuffled into the deck, you may destroy Thoughtsieve to put one of those cards into your hand instead.|creator=ChippyYYZ}} | |||
{{card|title=Dualcharge|type=Thing|text=When Dualcharge enters play, your turn ends.<BR>You can't draw cards.<BR>When you play an Action, put Dualcharge into the discard pile and play a second copy of that Action.|creator=ChippyYYZ}} | |||
{{card|title=Personal Familiar|type=Thing|text=Personal Familiar counts as both a Thing and a Player under its controller's control with 5 life and starting/max hand size 2. At the end of your turn, Personal Familiar takes a turn.<BR> It has "'''Action or Thing:''' Move a Skill card from your hand to your controller's hand." and "'''Action and Thing:''' Reveal a card from your hand and move it to your controller's hand."|creator=ChippyYYZ|longtext=pet2}} | |||
<!-- {{card|title=|type=Action|text=|creator=|bgcolor=999|longtext=|flavortext=}} --> |
Revision as of 00:44, 27 July 2015
The Infinite Dvorak Deck | |
---|---|
Designer | Everyone |
Date | March 2007 and onwards |
Players | 2+ |
Although this is an unfinished deck, it is still playable. | |
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.) | |
Print this deck | |
This deck is under construction. Anyone is welcome to contribute - check the talk page to find out more. |
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).
Special Rules
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.
Selected Sets
If you'd prefer a more compact subset of the deck, you may appreciate one of the following:
Superpower set, Token set, Flavor set
Expansions
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
Card List
- 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.
Amongst the shadows rides a beast,
Gripping hard a mighty hammer,
"Lo, my magic shield protects me from your needless appliances, forcing you to swallow your own bitter pills."
Action: abilities cost an additional "discard a card" to activate.
Argh! It stole my money... again.
Action:Discard two cards to give target opponent a Toxin token.
50% sugar, 35% lard and 15% unspecified organic compounds.
If World-Eater Ooze would be destroyed, remove an Ooze counter from it instead (even if there are none).
Each player may play an extra card each turn.
When this card is destroyed, Remove your hand and all Things you control from the game, draw cards until you have the noted number of cards in your hand, then reveal cards from the deck until the noted number of Things are revealed. Put those Things into play and shuffle the deck.
If Cheshire Cat is ever in your hand, reveal it to all players, draw a card and then put Cheshire Cat on the bottom of the draw pile.
That player can choose to skip one turn to destroy this thing.
If there are 5 counter on this card, you win the game.
"Just let me add some fine print real quick."
"Who decided to make our bullets out of a toxic metal? They deserve a raise."
If you have 4 or more Toxin tokens, you lose the game.
Strike up the band! Tonight, we feast!
Anybody else have something funny to say? Good, I thought not!
Okay, so we don't actually know what happens if it goes off, but we're still not going to risk it.
Take two extra turns after this one.
Wartime and peacetime come and go, but brotime is unwavering.
Action: Destroy up to three target living Things and Dancing Bear.
"That card's horrible! It's frustrating to play against and isn't even fun to use unless you enjoy wasting other peoples' time.
1.5 out of 10."
Play with your hand revealed. Any player may play cards from your hand. Whenever another player would draw cards, you draw those cards instead.
When Soul Jail leaves play, each opponent puts the cards he or she removed from the game back into his or her hand.
Nobody is safe from the Aneureaper.
No one can play any things which could destroy more than 1 things per turn, as long as this card is in play.
Action: Remove any number of Alcohol counters from this card. For every counter you remove, destroy a Thing
At the end of your turn, discard a card
What would you go through for a compliment?
When this Thing is destroyed,
Right before the start of your turn, you may return this to your hand and discard a card.
Action: remove a card from the discard pile for the remainder of the session. If its author is named in this card's flavortext, draw a card.
Kazz, NinjaWookiee, Your Face, Corr-
We need more Sanic pictures.
"Amusing, almost. It should never have even been a card. Send it to Homelands, with the rest of its ilk."
Move this card Up Your Sleeve.
Action:Discard 3 cards and return this to your hand.
Pros:Heavy enough to crush anything
Cons:Hard to get back into orbit
You get the rolled amount of Pony tokens with the following effect: "As long as you control at least 1 Pony Token you're opponents can't win the game.
At the beginning of your turn, when you don't control any Pony tokens, you loose the game."
When this comes into play roll 2 dice. You get the rolled amount of Pocket Tissue-Tokens.
By the way, Kokett is a famous brand of pocket tissues in Germany.
If the rolled number is uneven, that player can't take control over the thing and the thing gets removed from the game.
If the rolled number is uneven the player just takes control over the thing.
Action: Remove 1 Reese's Pieces Counter from this card. You can play an extra card this turn and you get 1 Fat Token.
If you control 5 or more Fat Tokens at the beginning of your turn, you loose the game.
Wait, so the curse is jinxed, and the jinx has a hex on it, and the hex is what's being cursed? I'm not touching it.
Sacrifice 1 female thing under your control to draw a card.
"Sometimes, the only way to win is not to play."
"Door number one, two or three?"
Action: Remove a Wonderflonium Token you control from the game. If you do, target player skips their next turn.
Action: Remove a Reese's Pieces counter from this card. Target player can take an Action and gains a Fat Token.
If a player controls 5 or more Fat Tokens at the beginning of their turn, they loose the game.
Why even bother getting rid of it?
If played as a Thing, you control all black Things.
Go fourth and conquer! Remember what you're fighting four!
As a Thing: At the beginning of your turn, put a Transformation counter on Transformation, then draw a card for each Transformation counter on it, then discard that many cards. If you discard 5 or more cards this way, put Transformation in the discard pile.
"While I'm sure it would have looked cooler with its form stretched across eight dimensions, its frail structure was clearly designed by someone with no more than about five in mind." --ChippyYYZ
"I've found that seven-dimensional stability is relatively easy to attain, though at the cost of one of the more obvious dimensions." --ChippyYYZ
"Thing:" abilities don't have cornervalues.
In the daytime, it's just a harmless scare. But don't get caught alone at night.
By the time you see it fire, you're already dead.
Cast off your delusions and see that we are but pieces in a game, cards in the hands of these false gods. The economy, the energy crisis, even the zombie plague are all mere figments of their malicious will.
As long as you control this card, you can't be the target of your opponents cards.
If you would lose the game you may remove this card from the game instead.
If it's an Action, it doesn't affect you.
If it's a Thing, return it to their hand as soon as it enters play.
If it's neither, eliminate them.
Fortunately, I had a stack of money to hide behind.
Final Word can't be reacted to.
It tasted bland and stale. Sorta like cardboard.
OR destroy all Things with no flavortext
OR destroy all Things with no cornervalue
OR destroy all Things.
Laziness is no excuse.
If a player must discard a card but has no cards in hand, eliminate them.
If a player has a negative max hand size, they're just screwed.
Stomp as many as you want, there's always more.
At the start of your turn, you win the game if Free Stylin' has five or more style counters on it.
AWESOME!!!!! Oh, wait.
Items:
1. Draw 1 card.
2. Draw 2 cards and play them both
3. Play another Action this turn.
4. Play up to three Things
--OR--
Throw - Target opponent discards cards until they have 2 cards in their hand (minimum discard 0).
If you've played 7 different cards this turn, win the game.
Where did I put that niw tnatsni token?
Put all the cards in your hand Up Your Sleeve and draw that many cards. At the end of your next turn, put all cards in your hand on top of the deck in any order and put that many cards from Up Your Sleeve into your hand.
Action: Draw three cards. Target opponent may play the face-down card. Then destroy Haunted Shack.
This is not a Thing, and cannot be targeted as a Thing, unless you choose to allow this to be treated as a Thing (on a case-by-case basis).
Action: Append the text of the previous paragraph to target Thing. Then destroy this.
not flavour text
Take that, stray not-a-Thing.
If a player has 8 or more Age tokens at the end of their turn, they flip a coin; on heads, eliminate them.
If its title does not contain that letter, shuffle all cards revealed this way into the deck.
Where is your card advantage NOW?
You may play this in response to an opponent destroying one of your Things. If you do, target one of their Things and you may destroy an additional Thing they control.
It's safe now.
The promulg's stomach contains a pocket universe, allowing it to gorge itself endlessly.
At the end of your turn, you may remove as many Time Counters from Prince of Time as you have opponents plus one. If you do, target opponent skips his or her next turn.
Action: This ability has an identical effect to any Action of your choice with the same name as a Token you control.
Action: If target opponent doesn't target Flaming Troll during their next turn, they discard a random card if you still control Flaming Troll.
Timer scamming is totally a legit tactic.
And it's wearing a red shirt.
Just lucky, I guess.
You may play this in response to an opponent drawing their second card this turn. If you do, it targets them and they discard an additional card.
You may play this in response to an opponent playing a card. If you do, they discard that card instead of playing it and this targets them.
Too long, didn't read.
Action Remove a Fatigue token from target Thing.
Creeeeeeaaakkk
As long as Aftertaste of Oblivion is the top card of the discard pile, players can't draw cards.
"I'm forgetting something, I just know it..."
As long as Aftertaste of Annihilation is the top card of the discard pile, players can't play Things.
"I swear it was here a minute ago..."
As long as Aftertaste of Wisdom is the top card of the discard pile, players have no maximum hand size.
"Well, everyone knows that."
Action (global) gain a Rhino token, unless the last player to play did so.
Concept by Ionescu.
The Action: abilities of those Things can't be activated until your next turn.
8^y
Draw two cards.
A clever man doesn't trust the story. A wise man doesn't trust the source.
When there are four or more charge counters on Psychic Generator, you win the game.
It was JUST RIGHT HERE!
When the token is...
North: No Actions may be played.
South: No Things may be played.
West: No Action abilities may be used.
East: No Thing abilities may be used.
The West wind is persistent
Looks better... over THERE
Splat!
When you discard Lit Dynamite, you lose the game.
Action: Reveal Lit Dynamite from your hand, then discard a card at random. Put Lit Dynamite into target opponent's hand, then that player discards a card at random.
Any player who controls 4 or more Toxin tokens is eliminated at the end of each turn.
Made from 100% recycled paper
Action: If there is a card underneath Techno-Core Generator, draw a card.
When an Action you play destroys a Thing, put Cease-Fire Aegis in the discard pile.
It's indestructible until it leaves play.
...and this time we're here to stay.
If Transparent Suitcase gets destroyed take back those cards.
At the beginning of your enemies turn (before drawing) that player discards a card.
Thing: An enemy of your choice gets 1 Braintumor token with the ability "Your handcardlimit is reduced by 1" and you get 1 Brainjuice token with the ability "Your handcardlimit is raised by 1".
No player can have more than 3 Braintumor or Brainjuice tokens.
Action:If this has any Ammo Tokens on it, remove one of them and destroy another target Thing.
Fine Print destroy this after using any Action or Thing ability
Fine Print To use any Action or Thing ability of this Thing, costs an Energy token
Fine Print Destroy this and Fine Printer at the end of your turnThing create a Token of any type on this card.
Action and Thing (any player) Discard a card to create a Token of any type except Goldenboots on this card.This action cannot be countered or negated.
"Such a doomsday device would only be an effective deterrent if everybody knew about it."
"I can't change any possible futures, Mr. North, but I can pick the least unpleasant one"~Simon Slate
Action: At the beginning of your turn, remove a time counter from North's Hourglass. If no counters remain, all players discard their hands and this card is shuffled into the deck.
Numbers on cards that are not cornervalues are added to the controllers points. At the end of the game the player with the most points wins.
This card worth 10 extra points.
Whenever an opponent would play an action card whose title contains a character in the cornervalue of a card under Spell Stowaway, you may first play a copy of that action and put all cards under Spell Stowaway into the discard pile.
Things with a Fog Token cannot be targeted by Actions.
Other things with 2 Fog Tokens are blank.
Any time a thing has 3 Fog Tokens, remove it from the game.
Action: Each player draws a card.
Instead of playing a Thing this turn, you may choose that players can't play Things until your next turn.
If Remembrance is in any zone where you can read it, you may play it as though it were in your hand.
Action:Thing: Destroy two of your Things to gain a Food token.
Action+Thing: Pay one Food token per remaining player to win the game (minimum 3).
OR destroy all green Things and draw a card,
OR search the deck for a card that has been shuffled into it from elsewhere, move it to your hand, and shuffle the deck.
Whenever one or more cards are shuffled into the deck, you may destroy Thoughtsieve to put one of those cards into your hand instead.
You can't draw cards.
When you play an Action, put Dualcharge into the discard pile and play a second copy of that Action.
It has "Action or Thing: Move a Skill card from your hand to your controller's hand." and "Action and Thing: Reveal a card from your hand and move it to your controller's hand."