Infinite Dvorak deck

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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.)
Cards.gif Print this deck

Telnet.gif Generate MUSHcode
Cards.gif Generate Lackey export

Hammer and spanner.gif
This deck is under construction. Anyone is welcome to contribute - check the talk page to find out more.
Cards 1-100
Cards 101-200
Cards 201-300
Cards 301-400
Cards 401-500
Cards 501-600
Cards 601-700
Cards 701-800
Cards 801-900
Cards 901-1000
Cards 1001-1100
Cards 1101-1200
Cards 1201-1300
Cards 1301-1400
Cards 1401-1500
Cards 1501-1600
Cards 1601-1700
Cards 1701-1800
Cards 1801-1900
Cards 1901-2000
Cards 2001-2100
Cards 2101-2200
Cards 2201-2300
Cards 2301-2400
Cards 2401-2500
Cards 2501-2600
Cards 2601-2700
Cards 2701-2800
Cards 2801-2900
Cards 2901-3000
Cards 3001-3100
Cards 3101-3200
Cards 3201-3300
Cards 3301-3400
Cards 3401-3500
Cards 3501-3600
Cards 3601-3700
Cards 3701-3800
Cards 3801-3900
Cards 3901-4000
Cards 4001-4100
Cards 4101-4200
Cards 4201-4300
Cards 4301-4400
Cards 4401-4500
Cards 4501-4600
Cards 4601-4700
Cards 4701-4800
Cards 4801-4900
Cards 4901-5000
Cards 5001-5100
Cards 5101-5200
Cards 5201-5300
Cards 5301-5400
Cards 5401-5500
Cards 5501-5600
Cards 5601-5700
Cards 5701-5800
Cards 5801-5900
Cards 5901-6000
Cards 6001-6100
Cards 6101-6200
Cards 6201-6300
Cards 6301-6400
Cards 6401-6500
Cards 6501-6600
Cards 6601-6700
Cards 6701-6800
Cards 6801-6900
Cards 6901-7000
Cards 7001-7100
Cards 7101-7200
Cards 7201-7300
Cards 7301-7400
Cards 7401-7500
Cards 7501-7600
Cards 7601-7700
Cards 7701-7800
Cards 7801-7900
Cards 7901-8000
Cards 8001-8100
Cards 8101-8200
Cards 8201-8300
Cards 8301-8400
Cards 8401-8500
Cards 8501-8600
Cards 8601-8700
Cards 8701-8800
Cards 8801-8900
Cards 8901-9000
Cards 9001-9100
Cards 9101-9200
Cards 9201-9300
Cards 9301-9400
Cards 9401-9500
Cards 9501-9600
Cards 9601-9700
Cards 9701-9800
Cards 9801-9900
Cards 9901-10000


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, Pokédex, Adiart Inhabitants.

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, 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, RTS booster pack, Constructed 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, 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, 8801-8900, 8901-9000, 9001-9100, 9101-9200, 9201-9300, 9301-9400, 9401-9500, 9501-9600, 9601-9700, 9701-9800, 9801-9900, 9901-10000.


Golden Card Trophy
Thing
Kevan wins the game.
#10001
Card by Everyone
Expansion-Pack Only
Action
Search through all zones, then exile all cards made within the first 10,000 cards.
Sigil of the Creators
Thing
The first 10,000 card's creator's cards are blessed. (This has no tangible effect)
Not-As-Cheap Plastic Trophy
Thing
Kevan (still) wins the game.
Now with 20% less microplastics!
__
It's A Magical World
Thing
When this card enters play, each player draws until they have 5 cards in hand.
Action: Look at the top card of the deck. If it's a Thing, you may play it. Any player may use this Action ability.
"Let's go exploring!"
#10005
Card by ChippyYYZ
5T
Triumph Together
Action
Each player draws 5 cards. Until your next turn, Things are gold instead of their other colors, and players have no maximum hand size and can't lose the game.
You may play an extra Action this turn.
#10006
Card by ChippyYYZ
0B
Brainstorming Session
Action
Reveal the top 4 cards of the deck. For each creator among the revealed cards, put one of those cards by that creator into your hand. Discard the rest.
#10007
Card by ChippyYYZ
Renewed Vigor
Action
Take another turn at the end of this one. Each opponent may draw an extra card at the beginning of their next turn.
#10008
Card by Binarius
Purposeful Stride
Action
Play up to two Actions and draw a card.
#10009
Card by Binarius
Many Voices
Action
For each creator among the Things they control, each player gains a [Creator]'s Voice token with "You may spend one of your Voice tokens to draw an extra card at the beginning of your turn. If you draw a card by [Creator] in this way, you may play it immediately without cost."
#10010
Card by Binarius
In the Code
Thing
If you control at least 18 other things with binary card numbers, you win the game.
#10011
Fatal Slip
Action
Destroy target living thing.
#10012
Counter-Productive Dice Rigger
Thing
If a random event would occur, you may choose an opponent. If you do, that opponent decides the outcome of that event instead.
#10013
Third Eye
Thing
You may view the top card of the draw pile at any time.
#10014
Card by Binarius
Idea Factory
Thing
A player may draw a card when they play a Thing that is the only Thing in play by its creator. When an opponent draws a card in this way, you may do so as well.
If you draw a card by the same creator, you may play it immediately without cost.
#10015
Card by Binarius
I've Got My Best People On It
Thing
When you gain control of this, put the first living Thing in the draw pile into your control, then shuffle the draw pile.
Once per turn, you may draw a card when a living Thing you control uses an Action ability.
#10016
Card by Binarius
3C
Communist Plot
Action
Draw three cards.
If this card is seen in your hand by an opponent, discard it immediately.
#10017
Card by ChippyYYZ
3S
Security Guard
Thing
You can't play Things.
At the end of your turn, pass Security Guard to the previous player. If there are only two players when this enters play, insert a hypothetical player into the turn order who only exists and whose turns only exist for the purposes of this card.
#10018
Card by ChippyYYZ
5S
Scoot
Action
Target Thing's controller passes control of it to the player preceding them in turn order.
If you don't gain control of a Thing this way, you may return this card to your hand.
#10019
Card by ChippyYYZ
Oracle of the Tides
Thing
When this enters play, reate 3 copies of Ocean Wave (#10021). Those cards gain "Exile Ocean Wave." Shuffle them face-up into the top 20 cards of the deck. While you control Oracle of the Tides, you are unaffected by those cards.
A mighty storm is coming..
#10020
Ocean Wave
Action
When you draw this card, play it immediately. Each player either sacrifices a thing, or discards a card. If it is your turn, you may play an additional action.
Crashing, thrashing against our barricades, we can only hope that it may pass.
#10021
Puzzle Piece 009
Thing
Whenever a player would draw a card, they may instead flip a coin. If they win the flip, they draw 2 cards instead. If they lose the flip, they instead draw no cards.
#10022
1M
McCarthyism
Thing
When this enters play, create 3 copies of Communist Plot (#10017) and shuffle them into the deck.
Opponents can't play Communist Plot. When you see a Communist Plot in an opponent's hand, they reveal it and lose the game.
#10023
Card by ChippyYYZ
3S
Safe of Keeping
Thing
When you leave the game or the game ends, set aside Safe of Keeping holding any number of cards from your hand or other Things you control.
If your playgroup plays another game after this one, draw up to 5 of the held cards as part of your opening hand instead of returning them to the deck.
#10024
Card by ChippyYYZ
4A
Narrative Control
Action
Until the end of my next turn, I may choose whether any given effect can target me; and whenever any other players would draw any cards, I draw for them and give them that many cards from my hand.
"Anyone paying attention could have guessed by now who’s really playing this game."
#10025
Card by ChippyYYZ
Photon Cannon
Thing
Action: Convert any number of your tokens or other non-token Things to Energy tokens. Action: Spend three Energy tokens to replace target token or non-token Thing with an Energy token.
#10026
Card by Binarius
2
Square
Action
Square a number on target Thing.
#10027
Card by Binarius
Bumper Cars
Thing
Once per turn, when you play a tangible Thing, you may have target opponent return one of their tangible Things to their hand.
#10028
Card by Binarius
1H
Ebon Flow
Thing
At the start of your turn, change the color of one of your non-black Things to black if possible. If you changed the color of a non-token Thing, draw a card
Card by Bucky
2H
Drain Text
Action
Target card's rule text becomes blank for the rest of the game, unless its text contained "win" or "eliminate". Gain an Ink token for each sentence of text this removed.
Card by Bucky
3H
Card Siphon
Action
Steal a random card from target opponent's hand, then continue to steal random cards from it until you have more cards in hand than them.
Card by Bucky
Good Riddance
Action
Each player may draw a card for each Thing destroyed during their previous turn.
#10032
Card by Binarius
Land Tax
Thing
When a player discards due to their hand size limit while they control more non-token Things than their hand size limit, they must also destroy one of their non-token Things.
#10033
Card by Binarius
Something Borrowed
Thing
Specify an opponent's Thing when you play this. During your turns, you control it as well.
#10034
Card by Binarius
??
Heaven
Thing - Place
Places you control are on Earth in addition to their other locations.
I don't know what that's worth, Belinda
#10035
Stake Raiser
Thing
As Stake Raiser enters play, each player exiles one of their cards in their hand face-down. That player may not look at the card exiled this way.
When Stake Raiser leaves play, each player is eliminated unless they can correctly recall their exiled card.
#10036
Jump cut in continuity
Action
Each player discards their hand, then draws that many cards. Destroy 1/3rd of all things at random, then reveal cards from the top of the deck until an equivalent number of things are revealed, then for each of those things, randomly assign an owner. Shuffle the deck and the other revealed cards.
#10037
5R
Rummy
Thing
At start of each player's turn, they draw an additional card and discard a card, then may reveal three cards from their hand. If the last two digits of those cards' numbers are consecutive (e.g. 39-40-41), they win the game. If those cards share a creator, the win can't be prevented.
#10038
Card by ChippyYYZ
6G
Garbage Tidal Wave
Action
Put the entire discard pile into your hand, then put all Things you control and this card into the discard pile. Discard a random third of your hand rounded up, then end your turn.
#10039
Card by ChippyYYZ
9C
Cheap Plastic Nametag
Thing
When this enters play, name a person.
Actions you play and cards in your hand or in your control are created by the chosen person in addition to their other creators. Your name is also the chosen name.
#10040
Card by ChippyYYZ
1E
Thing
If this is the only card in your hand during your turn, you may exchange it with target Thing and end your turn.
#10041
Card by Binarius
2E
Edge Case 2
If this is the only card in your hand during your turn, you may exchange it with the topmost Action in the discard pile and end your turn.
#10042
Card by Binarius
3E
If this is the only card in your hand during your turn, you may exchange it with a card of your choice in target opponent's hand and end your turn.
#10043
Card by Binarius
B
Blightning Bolt
Action
Infect. (This keyword is meaningless)
Blightning Bolt deals 3 damage to any target.
What do you MEAN I can't just drag mechanics from another game into this one? Of course it'll work!
#10044
King Midas
Thing - Epic
When you control more than one copy of this card, sacrifice all but one of them.
Whenever a thing comes into contact with King Midas, it loses all rulestext, then gains "This thing is made of gold."
#10045
Undestroy
Action
Return target thing that was destroyed to the field under it's previous controller's control.
#10046
4H
Curse of Hopelessness
Thing
Play this under an opponent's control.

You can't win the game. If this card prevents you from winning the game, destroy it after the turn ends.
#10047
Card by Bucky
5H
Borrow the Future
Action
Draw two cards. If either of them is an Action, you may play it as an extra Action this turn. Gain a Debt token with the text "When you draw a card, discard it and destroy this".
Card by Bucky
6H
Steal the Future
Action
Draw a card. Create a Debt token under an opponent's control with the text "When you draw a card, discard it and destroy this".
Card by Bucky
5B
Bucket of Holding
Thing
When another non-token Thing enters play, put Bucket of Holding on top of it face-down. That card and this card count as a single card with the properties of only the top card.
#10050
Card by ChippyYYZ
Sweet Spot
Thing
As long as you control more Things than each opponent, draw an extra card at the beginning of your turn.
When you have more cards in hand than your maximum hand size, destroy this card.
#10051
Card by ChippyYYZ
Decimation
Action
Choose a digit. Destroy every Thing with a card number ending in that digit.
#10052
Card by ChippyYYZ
Quick Attack
Action
Destroy target Thing. Its controller may discard a card to have another of their Things destroyed instead.
#10053
Card by Binarius
Embrace the Future
Action
Discard your hand and draw five cards. Gain a Debt token with "When you draw a card, discard it and destroy one of your Debt tokens."
#10054
Card by Binarius
Postpone the Future
Action
Players may not draw cards until your next turn.
#10055
Card by Binarius
Uni-Splitter
Thing - Human Technic
As Uni-Splitter enters play, for each thing, that thing's controller chooses left or right.

Whenever a card is played or enters play, it's controller chooses left or right.

Left cards cannot interact with Right cards, and vice versa.
#10056
Time Dash
Action
Take 2 extra turns after this one, then skip your next turn.
#10057
Spirit of Valentine
Thing
At the end of each player's turn, if they would discard due to their hand size, for each card they would discard, they instead give an opponent of their choice that card.
#10058
7H
Send To the Future
Action
Target Thing goes Up its owner's Sleeve. They replay it at the start of their next turn instead of drawing for the turn.
Card by Bucky
8H
Prophet of Doom
Thing
At the start of your turn, destroy all Things unless you used this Thing's Action ability during your previous turn. Action: Look at the top card of the deck.
Card by Bucky
9H
Curse Cannon
Thing
Thing: Discard a card and play a copy of the card Curse of Hopelessness(#10047) or Curse of the Wizard's Labyrinth(#8656) into an opponent's control.

Action: Eliminate a thrice-cursed opponent.
Card by Bucky
Descent Into Madness
Thing
A player's hand size limit is reduced by the number of Insanity tokens they control.
At the beginning of your turn, attach an Insanity token to a living Thing in play that has none.
#10062
Card by Binarius
Mournful Dirge
Action
During their next turn, opponents either draw no cards or play no Actions. Target opponent does neither.
#10063
Card by Binarius
Flee to the Future
Action
Shuffle your hand and your non-token Things separately, then put them on top of the draw pile in either order. Skip up to two turns. You are untargetable until the start of your next turn. Then draw five cards and for each skipped turn, you may play a Thing you previously controlled and gain a Debt token with "When you draw a card, discard it and destroy one of your Debt tokens."
#10064
Card by Binarius
B
Concede
Action
You lose the game.
#10065
Mind Transfer Machine
Thing
Action: Exchange the text fields of two target sentient things. You must control at least one of them.
#10066
Lattice Stitchling
Thing - Lattice
Put a Lattice counter on this: Target thing gains the Lattice subtype. Activate only if this has less than a fourth of lattice counters than Lattices in play.
Sacrifice 5 Lattices: Search the deck, discard, or exile for a Lattice Thing, then play it under your control. Shuffle the deck if it was searched this way.
#10067
9T
The Pieces Are In Place
Action
You may play an additional Action this turn.
If you control two Things that share a symbol in their cornervalues, then the next time this turn you would lose the game, you win the game instead.
#10068
Card by ChippyYYZ
1D
Data Harvest
Action
Look at each other player's hand. Draw a card for every 3 cards you see in their hands.
#10069
Card by ChippyYYZ
6S
Sorting Algorithm
Action
Note the amount of numbered Things each player controls (tokens and face-down cards, for instance, don't have numbers). Arrange all numbered Things in play by card number. Starting with the player of your choice, deal each player as many Things as they had, in numerical order.
Your old filing technique is unnecessary.
#10070
Card by ChippyYYZ
Department of Tautological Trivia, Action Division
Action
When you play this card, it goes in the discard pile.
#10071
Card by Binarius
Mind Palace
Thing
Only cards in your hand at the beginning of your turn count toward your hand size limit. Once per turn, you may reveal a card from your hand and attach it to Mind Palace, out of play, if there is none. Attached card is considered to be in your hand but does not count toward your hand size limit.
#10072
Card by Binarius
Annoying Pop-Up
Thing
You must play this immediately when it enters your hand, but it does not count toward your per-turn limit. You may not play Actions or Action abilities other than the following.
Action - Dismiss: Destroy this.
Ugh. These should be illegal.
#10073
Card by Binarius
Ashnod's Dvorak Reference
Thing
Whenever you would spend an action to activate an ability, you may instead Sacrifice a Living Thing.
"Banned in most Dvorak formats!"
#10074
Frozen Act
Action
Create a token that says "Sacrifice this token: You may play an extra action this turn."
#10075
Mobility Tax
Thing
If an opponent can take more than one action per turn, abilities on things they control cost an additional action to activate.
#10076
1T
Thrift Store
Thing
When you play Thrift Store or another building, gain two Money tokens.
Action: Spend three tokens or one Money token to reveal the top three cards of the deck. The next opponent in turn order picks one of those cards for you to draw. Discard the rest.
#10077
Card by ChippyYYZ
9H
Hitchhike
Action
Look at the top card of the deck. If it's a Thing, you may play it. If you don't, repeat this process with the next card of the deck. If you look at 5 cards this way without playing one, return Hitchhike to your hand and end your turn.
#10078
Card by ChippyYYZ
2S
Stall For Time
Action
Return target Thing to its controller's hand. Draw a card.
#10079
Card by ChippyYYZ
I'm Really Feeling It!
Thing
This card returns to your hand at the beginning of your turn. Draw a card at the beginning of each opponent's turn.
#10080
Card by Binarius
Batch Manager
Thing
Play into any player's control.

Whenever you draw a card, it goes Up Your Sleeve instead of into your hand. When your hand becomes empty or this leaves play, put all cards that are Up Your Sleeve into your hand.
#10081
Card by Binarius
Street Sweeper
Action
Each player returns a Thing they control to their hand. Destroy any number of unsanitary Things.
#10082
Card by Binarius
1I
Bargain Hunting
Thing
When you draw your first card of the turn, look at the top two cards of the deck, choose which to draw, and put the other on the bottom of the deck.

Anything that would cost you four or more tokens costs one token less.
Card by Bucky
2I
Laser Focus
Action
Choose an Action ability of one of your Things. You may use it five extra times this turn as extra Actions, but can't play any other Actions after Laser Focus this turn.
Card by Bucky
3I
Lucky Break
Reaction
Play in response to a random event other than shuffling. Instead of randomizing the outcome, you choose any outcome that could have randomly occurred.
Card by Bucky
Cryptic Inscription
Thing
When all three sections of the inscription have been de­ciphered, this card's flavortext becomes its ruletext. Action - Decipher: This card gains the flavortext of target Thing with flavortext not previously deciphered. Draw the top card with flavortext in the draw pile, then shuffle the draw pile.
#10086
Card by Binarius
Take Your Pick
Action
Gain control of target Thing if you reveal your hand, containing at least one Thing, to its controller. They may take a Thing revealed in this way.
#10087
Card by Binarius
Advantage
Reaction
Play immediately in response when any dice will be rolled. They are rolled twice and the roller decides which outcome takes effect.
#10088
Card by Binarius
Rebase
Thing
All cards numbers are in the smallest base possible for that number.
#10089
Factorize
Action
Destroy target thing if it does not have a prime card number
#10090
Digit Error
Thing
Once on each of your turns, you may swap two numbers on things controlled by the same player until the beginning of your next turn.
#10091
Shelter From the Storm
Reaction
Play immediately in response when any of your non-token Things would be destroyed. Return up to two of them to your hand instead. Your hand size limit is decreased by one through the end of your next turn. Discard down to your hand size limit now, if in excess.
It's a little cramped, but it's safe.
#10092
Card by Binarius
Poorly Concealed Trap Door
Thing
If you would draw this face up, you may instead carefully discard a card to shuffle the draw pile. If you draw this face up, discard it and destroy one of your living Things, if any, or else tangible Things.
Action - Set: Put this card on top of the draw pile face up.
#10093
Card by Binarius
Disadvantage
Reaction
Play immediately in response when any dice will be rolled. They are rolled twice and the roller's opponents decide which outcome takes effect.
#10094
Card by Binarius
5W
Wrest
Action
Put target Thing that doesn't have a digit higher than 5 in its cornervalue into your hand.
#10095
Card by ChippyYYZ
4O
Oust
Action
Destroy target Thing that doesn't have a digit higher than 4 in its cornervalue.
#10096
Card by ChippyYYZ
0N
Necessary Precautions
Thing
Whenever you would draw any cards, first look at those cards. You may draw any of those cards and leave the rest on top of the deck in any order.
"The ever-present threat of traps, curses, and the like can be mitigated by simply avoiding such things." -Survival Manual
#10097
Card by ChippyYYZ
Advantage
Thing
When you would roll any dice, you roll twice and decide which outcome takes effect.
#10098
Card by Binarius
Disadvantage
Thing
Play into any player's control.

When you would roll any dice, you roll twice and your opponents decide which outcome takes effect.
#10099
Card by Binarius
Blow on the Dice
Reaction
Play immediately in response when any dice will be rolled. They are rolled twice and you choose which outcome takes effect.

You may return this card to your hand by forgoing the second roll or discarding a card.
#10100
Card by Binarius
4I
Silver Linings
Thing
When an opponent destroys one of your nontoken Things, gain a Silver token.
#10101
Card by Bucky
5I
Uncanny Foresight
Thing
When an opponent draws a card, you may look at it.
#10102
Card by Bucky
6I
Late Arrival
Action/Reaction
You may play this as an extra action during an opponent's turn, once that opponent has decided they're done playing cards. (They may change their mind after this Action)

Play the top Thing card in the draw pile, then shuffle the draw pile.
#10103
Card by Bucky
4B
Buy Low, Sell High
Action
Roll two dice. Gain Money tokens equal to the higher result, then spend tokens (any type) equal to the lower result. If you roll doubles, return this card to your hand.
#10104
Card by ChippyYYZ
1T
Trinket Shop
Thing
When you play this card or another building, gain a token of any type.
Action: Spend a token to either gain a token of any type or create a blank Thing card named Gem and add it to your hand.
#10105
Card by ChippyYYZ
5D
Doubling Factory
Thing
Once during your turn, you may spend three tokens as you play a card to create and play a copy of that card.
Action: Gain a Raw Materials token for each building you control.
#10106
Card by ChippyYYZ
Perceptive Protégé
Thing - Party Member
Whenever another living Thing uses an Action ability, Perceptive Protégé gains that ability, but you must discard an Action card to use it.
#10107
Card by Binarius
Cash Influx
Action
Gain 2 Money tokens per non-token Thing you control. You may spend any number of these, up to the highest digit in a cornervalue of a Thing you control, to draw half as many cards, rounding up.
#10108
Card by Binarius
Distort Reality
Reaction
Play at the beginning of your turn instead of drawing. Put the discard pile's topmost Action into your hand. A random one of each player's Things moves into the following player's control. Then the discard pile's topmost Thing entered your control before the beginning of your turn.
#10109
Card by Binarius
What Have I Got In My Pocket?
Thing
This enters play with a token underneath it (potentially). You can plausibly claim at any time that it's a token of any type, or that there is no token, but you must reveal the token (or lack thereof) if this card leaves play or is looked under, or if you spend it.
#10110
Card by ChippyYYZ
0V
Variablast
Action
Spend any number of tokens. Destroy target Thing if you spent at least as many different types of token as the number of characters in its cornervalue. If you spent no tokens this way, discard a card.
Drawing power from the spectrum of possibility.
#10111
Card by ChippyYYZ
SimCity Hall
Thing
At the beginning of your turn, gain a Money, Building, Water, or Energy token. Then, if you have a token of each of those types, you may spend any 4 tokens to draw two cards and create a copy of SimCity Hall under your control.
When you start a turn in control of 20 buildings, you win the game.
Reticulating Splines...
#10112
Card by ChippyYYZ
7I
Forgery
Thing
Play this into an opponent's control and choose and take control of one of their other Things. This gains the chosen Thing's name as flavor text.

Action+Thing: Discard a card and destroy this to take control of a Thing named in the flavortext.

#10113
Card by Bucky
8I
Nimble Escape
Reaction
Play in response to a Thing being destroyed. It survives, and the player to its owner's left takes control of it.
#10114
Card by Bucky
9I
Sleeper Coup
Action
Each opponent discards two cards if they control a Thing card you played. If that made all your opponents discard cards, you win the game.
#10115
Card by Bucky
Supply Cache
Action
Each opponent of the controller of the last tangible Thing to enter play puts a copy of it into their hand.
#10116
Card by Binarius
Void Gem
Thing
You may not win. Each Soul Essence token in play increases your maximum hand size by 1. If there are at least three, you may draw or play an extra card each turn. When you destroy a living Thing, it leaves behind a Soul Essence token. When a Soul Essence token would leave play, it instead becomes an Insanity token with "Your maximum hand size is reduced by 1."
#10117
Card by Binarius
Bounty Hunter
Thing
When you put an opponent's living Thing into your hand or your control, gain Money tokens equal to the highest digit in its cornervalue, minimum 2. Gain half as many, rounding down, if you destroy it instead.
#10118
Card by Binarius
3F
Firestorm Wolf
Thing
At the beginning of your turn, gain a Flame Token and turn a non-Flame token you control into a Flame token.
At the end of your turn, you may spend three tokens to destroy one target Thing or up to three target tokens. If you spent only Flame tokens, discard a card. If you spent only non-Flame tokens, gain 3 Flame tokens.
Everything's fuel for the fire.
#10119
Card by ChippyYYZ
3B
Banfo Contact Network
Thing
When you roll any dice, you may add one to the result if it's odd or subtract one from the result if it's even.
Whenever you play an Action card, you may roll a die. If the result is equal to a digit in its cornervalue, draw a card.
#10120
Card by ChippyYYZ
8A
Artificial Scarcity
Action
Look at target player's hand. Choose up to two cards in their hand that could create tokens. That player discards those cards.

Instead of playing a Thing this turn, you may steal a token from each player.
#10121
Card by ChippyYYZ
Bailiff
Thing
Action - Summons: By order of the Court, you control target Thing during your next turn.
#10122
Card by Binarius
Pass
Action
Draw a card and end your turn. If you have played no other cards this turn, you may return Pass to your hand.
#10123
Card by Binarius
Squatter
Thing
Attach to target inhabitable Thing. If it belongs to an opponent, you gain control of it until Squatter leaves play. Attached Thing is indestructible.
#10124
Card by Binarius
1J
Monkey Do
Reaction
Play in response to an Action played from hand. After its owner is done taking it, put it Up Your Sleeve. You play it at the start of the next turn as an extra action, even if it's not your turn.
Card by Bucky
2J
AutoBailiff's Confinement Dance
Action
Rotate two Things a total of 720 degrees. Those Things are blank for the rest of the turn. You may take an extra Action.
Card by Bucky
3J
Cactus
Thing
Any opponent who touches this card must discard their hand.
Card by Bucky
Temporal Paradox
Thing
Play into any player's control.

At the end of your turn, shuffle any non-token Things you gained control of during your turn into the draw pile. For each that came from an opponent's control, that opponent may play the top Thing in the discard pile.
#10128
Card by Binarius
Pollute the Timeline
Action
Shuffle the top half of the draw pile and the top half of the discard pile together, then put half on top of the draw pile and half on top of the discard pile. Shuffle 10 blank Things into each pile's top 20 cards. Each opponent gains control of a copy of Temporal Paradox (#10128).
#10129
Card by Binarius
Butterfly Attack
Thing
Play this face down, turning it face up when you have begun as many of your turns with it as you have opponents.
Action: Destroy Butterfly Attack and for each opponent, you may either turn target Thing they control blank along with a random Thing you control or turn a random Thing they control blank.
Harnessing probability from the depths of the tainted past.
#10130
Card by Binarius
4C
Cosmic Brownies
Thing
At the beginning of your turn (after drawing a card), you may eat the brownies to discard them and your hand and draw 7 cards. If this doesn't empty the deck, discard 4 random cards. Either way, return all green cards you discarded this turn to your hand.
"These brownies are far out, man. What's in 'em?"
#10131
Card by ChippyYYZ
9T
Tiny Hands
Action
Your maximum hand size is reduced by 3 until your next turn. If your maximum hand size is a positive number, draw that many cards. If it's a negative number, draw -2x that many cards.
"If this is victory, then our hands are too small to hold it." -J.R.R Tolkien
#10132
Card by ChippyYYZ
9O
Ouroboros
Action
Find the last card you played and return it to your hand.
The next time you play a card, return it to your hand.

You may play an extra Action this turn.
The circle without end, the serpent that eats its own tail, the ever-renewing cycle.
#10133
Card by ChippyYYZ
Order of Succession
Thing
When a living Thing you control is destroyed, you may immediately play a living Thing in its place. If your hand contains no living Things, you may instead destroy Order of Succession to play the first living Thing in the draw pile, then shuffle the draw pile.
#10134
Card by Binarius
Take Cover
Action
Target Thing you control moves into your hand until the end of your turn. You may play another Action this turn.
#10135
Card by Binarius
Exposed Impostor
Thing
When you play this, you may replace target living Thing with it.
#10136
Card by Binarius
4J
Immediate Replacement
Action
Draw a card. Draw an additional card for each Thing you played this turn (limit 4).
#10137
Card by Bucky
5J
Boss Monster
Thing
Any opponent who destroys this loots two cards from your hand.

Thing:Destroy an opponent's Thing and gain a Minion token.
#10138
Card by Bucky
6J
Ambush!
Action
You may play this as an extra action if its target was played last turn.

Spend a token, or discard a card, to destroy target Thing.
#10139
Card by Bucky
Speak Your Mind
Action
Target opponent plays an Action card if possible, or else reveals their hand. You may play an Action played in this way.
#10140
Card by Binarius
Listen to Your Heart
Action
Draw a card, then give target opponent a card from your hand. They play it immediately.
#10141
Card by Binarius
Dramatis Personae
Thing
This comes into play with tokens named for each player. Whenever a card is played, gain a token with the name of its creator if you have none.
#10142
Card by Binarius
9B
Blobgulon
Thing - Giant Monster
Buildings, vehicles and living Things are food.
When Blobgulon would be destroyed, you may remove two cards underneath it from the game instead.
Thing - Engulf: Discard at least one card. If the sum of the digits in those cards' cornervalues is 9 or greater, put target tangible Thing underneath Blobgulon. Draw two cards if it was food.
#10143
Card by ChippyYYZ
9T
Terrozarg
Thing - Giant Monster
Terrozarg can't be destroyed except by cards with '9' or 'J' in their cornervalue.
At the beginning of each opponent's turn, they gain an Infantry token.
Infantry tokens have "Your max hand size is reduced by 1." and "Action: Destroy Terrozarg."
When an opponent discards a Thing to the hand size limit, destroy target Thing and two tokens they control.
#10144
Card by ChippyYYZ
6C
Collateral Damage
Action/Reaction
As an Action, target player reveals their hand. You may have them discard a card of your choice. If it was a building, destroy target Thing.

You may play this as a reaction when a Thing is destroyed. If it was a building, destroy target Thing. Otherwise, destroy target building.
#10145
Card by ChippyYYZ
7J
Despotron
Thing - Giant Monster
Prevent the first effect that targets Despotron each turn.
Action:Destroy target Thing that has destroyed another Thing, and destroy a random Token if any are in play.
COMPLIANCE IS MANDATORY
#10146
Card by Bucky
8J
Greater Umbraloth
Thing - Giant Monster
If there are at least five black Things when your turn starts, destroy five of them and draw a card.



Action: Another target Thing's color becomes black.
#10147
Card by Bucky
9J
David's Stone
Action
You may play this during your turn as an extra Action.
Destroy the largest Thing belonging to each opponent, where size ambiguity is resolved according to your judgment.
#10148
Card by Bucky
Alien Brain Fungus
Thing
If a Thing has three Spore tokens, replace it and them with a copy of this card. Each Thing with a Spore token gains a Spore token at the beginning of its controller's turn. If no Spore tokens are in play, target Thing gains a Spore token.
#10149
Card by Binarius
Token Proliferator
Thing
When you gain a token, you may gain a token of another type.
#10150
Card by Binarius
Lip Sync
Reaction
Play immediately in response when an opponent uses an Action ability to use it as well.
#10151
Card by Binarius
P6
Auto-Recursion
Thing-Tack on
All Actions have "Once this turn, instead of playing a Thing, you may repeat this Action without the Tack-on effects." added to the bottom.
From Jindra34's Colateral Damage (#554), Disodant Songs (#555) et. al.
Card by Bucky
0R
Reclaimed By The Forest
Action - Earth
Destroy target nonliving Thing.
#10153
Card by ChippyYYZ
8C
Contested Territory
Thing
When a player destroys one of their opponents' Things, that player may spend 5 tokens to look at that Thing's controller's hand and take a card from it.
Action: Gain an Infantry token and roll a d6. On a 1, destroy target token. On a 6, destroy target Thing.
#10154
Card by ChippyYYZ
1B
Bad Roommate
Thing
At the beginning of your turn, choose a Thing your opponent controls. If it's a token, you may spend that token this turn as though you controlled it. If it has an Action Ability, you may activate that ability this turn as though you controlled it. If it's edible, you may gain control of it until the end of the turn.
#10155
Card by ChippyYYZ
Did You Hear Something?
Action
You may only play this if you play no other cards this turn. Any opponent who plays a card during their next turn must gain two Zombie tokens and discard a card.
#10156
Card by Binarius
Retrace Our Steps
Action
Remove the cards in the discard pile that entered it after the beginning of your last turn. Put one of them into your hand, then shuffle the rest and put them on top of the draw pile.
#10157
Card by Binarius
Set Up Camp
Action
Play the first building, location, or terrain card in the draw pile, shuffling afterward, or play one from your hand. It gains a Campfire token. You may play any number of living Things. Your living Things each gain a Sleeping Bag token.
#10158
Card by Binarius
2D
Diversify Your Portfolio
Action
You may discard a card to draw two cards. You may spend a token to gain two tokens of any two different types. Draw a card and gain a token of a type you don't have.
#10159
Card by ChippyYYZ
8C
Card Research Center
Thing
Whenever an opponent plays a card, look at the top card of the deck. You may put it under this card face-down. Action: Look at the cards under this card and put one of them into your hand. Put the rest and this card on top of the deck in any order.
#10160
Card by ChippyYYZ
8C
Civilization Bunker
Thing
If you control the Thing with the lowest card number in play, draw an extra card at the start of your turn. If you control the Thing with the highest card number in play, Things you control can't be destroyed by opponents' cards.
Designed to preserve the past against any threat currently known to exist.
#10161
Card by ChippyYYZ
Heat Death of the Universe
Thing
The Universe approaches a state of maximal entropy with no capacity for energy transfer or change. If this, and nothing else, has been in play since the end of your last turn, you may declare the game over.
#10162
Card by Binarius
The Big Rip
Thing
Intensifying phantom energy summons an inexorable cosmic horizon. At the beginning and end of each turn, remove another Thing in play from the game, preferring the largest tangible Thing. If a tangible Thing would be played, remove it from the game. The game ends when no other Things are in play; The Big Rip is indestructible until then.
#10163
Card by Binarius
Conformal Cyclic Cosmology
Thing
If any combination of cards in play would cause infinite regress, spacetime itself ends and infinity is rescaled into a new Big Bang: shuffle all cards into the draw pile, each player draws five cards, then draw a card and begin your turn.
"What happens when Game of Life, House of Shadow, and the First Law of Thermodynamics interact?"
"That's a very good question, why do you ask?"
#10164
Card by Binarius
6I
Invasion of Dvorak
Thing
This enters play under an opponent's control with 2 Shield tokens on it. If this would be destroyed, you may spend a Shield token instead.
When this is destroyed, each opponent draws three cards and may play an additional Action on their next turn.
#10165
Card by ChippyYYZ
5R
Robotic Frog Mk. II
Thing
Twice during your turn, you may convert one of your tokens into an Energy token or one of your Energy tokens into a Blood token.
Action: Destroy target token. Twice this turn, you may spend a Blood token to repeat this Action.
Artificial heart, real hunger.
From Zaratustra's Artificial Heart (#7) and Robofrog (#8)
#10166
Card by ChippyYYZ
5O
One With The Universe Returns
Action
Until the end of your next turn, cards in each player's hand are considered to be in all players' hands, and Things in play are controlled by all players and created by Zaratustra in addition to their other creators.
From Zaratustra's I Am One With The Universe (#6)
#10167
Card by ChippyYYZ
Dysfunctional Bureaucracy
Thing
Other Thing cards enter play with a Red Tape token. Things with Red Tape tokens are considered blank. Instead of playing a Thing during their turn, a player may destroy a Red Tape token.
#10168
Card by Binarius
Targeting Laser
Thing
You may destroy this to target an otherwise untargetable Thing.
#10169
Card by Binarius
Crab Pot
Thing
At the beginning of your turn, if any Things entered the discard pile during an opponent's last turn, either destroy Crab Pot or return it to your hand instead of playing a Thing this turn; you may put one of those Things into your hand.
#10170
Card by Binarius
6P
Purify
Action
Remove any number of cards in your hand or Things you control from the game. Look at the top three cards of the deck. You may draw up to two of them.
#10171
Card by ChippyYYZ
7V
Voracious Appetite
Action
Target Thing you control and target Thing you don't control are food this turn. Destroy all food, and draw a card for each Thing eaten this way that had flavortext.
"RRRGHH. INGREDIENCE."
#10172
Card by ChippyYYZ
2A
A Job Well Done
Action
If you control at least 5 non-token Things and have no other cards in hand, you win the game.
"That sure was some Dvorak! Good game!"
#10173
Card by ChippyYYZ
Scryer's Chalice
Thing
Action - Scry: View the top card of the draw pile and either draw it and destroy the chalice or return the chalice to your hand. Action - Quaff: View the top five cards of the draw pile. Choose one to put on top and shuffle the other four under it. Then the chalice is considered blank until you spend a Water token to refill it.
#10174
Card by Binarius
Botanical Garden
Thing
This comes into play with copies of Money Tree (#2074), Green Beans (#3679), Vegetable Garden (#3740), Seed Catalog (#4428), Houseplant (#6336), Peashooter (#7104), Variegated Croton (#7264), and Enchanted Garden (#7556) face down under it. Action: Play one at random.
#10175
Card by Binarius
Jungle Rumble
Thing
Every animate Thing is a monkey, and every inanimate tangible Thing is a piece of food. Every monkey has "Action: Consume one of your controller's pieces of food. They may play a monkey at the beginning of their next turn if you are still in play. Action: Throw one of your controller's pieces of food at target Thing and flip a coin to destroy it."
#10176
Card by Binarius
1A
Auto-Updater
Thing
Once during your turn, you may look at the top 5 cards of the deck. Put one of those cards into your hand, then discard a card of the same card type.
#10177
Card by ChippyYYZ
9A
Aurastorm
Thing
Whenever an opponent plays their first Action on their turn, destroy that Action. They may either draw a card or play an additional Action this turn.
These bolts strike not the tallest object, but the brightest idea.
#10178
Card by ChippyYYZ
7A
Augment
Action
Draw two cards, then either draw a card or attach a card from your hand face-up to target Thing. While they're attached, that Thing gains that card's ruletext (preceded by Action: if it's an Action), flavortext, and cornervalue.
#10179
Card by ChippyYYZ
Augury
Action
At the end of your turn, flip three coins. Set aside a card from your hand for each tails. Draw a card for each heads. If you draw Omenbearer Birds (#6550) in this way, you win. Otherwise, put the cards you set aside on top of the draw pile and put a copy of Omen­bearer Birds into your hand.
#10180
Card by Binarius
Audience
Action
Put the first four sentient Things in the draw pile into play under no one's control. Shuffle the draw pile.
#10181
Card by Binarius
Aura of Guile
Thing
When another Thing would be destroyed, its controller may instead discard a card and gain a Guile token. When a Thing is destroyed, its destroyer may play a Thing by spending a Guile token for each word in its title. If an opponent would destroy Aura of Guile, they instead gain control of it.
#10182
Card by Binarius
1K
Cannonize
Action
Replace target Thing's text with "Action: Destroy a token." until it leaves play.
#10183
Card by Bucky
2K
Prismatic Flourish
Action
You may play any number of extra Actions this turn as long as they are all different colors/shades. (Action abilities use their Thing's color. You can't play colorless Actions this way.)
#10184
Card by Bucky
3K
Rondomizer
Thing
When you play this, attach an Action from your hand to it.

Once per turn, if you took a different Action last turn, Action: Discard an Action card and play the attached Action. (it stays attached)
#10185
Card by Bucky
Sap
Action
Target opponent gives you a card from their hand. They may play at most one card next turn.
#10186
Card by Binarius
Zap
Action
Give target opponent a card from your hand. They may not play other cards of the same type next turn. Draw a card.
#10187
Card by Binarius
Bubble Wrap
Thing
You may destroy Bubble Wrap to prevent the destruction of another of your Things. Action: Pop a few bubbles for stress relief. Destroy an Insanity token, or you are untargetable until your next turn.
#10188
Card by Binarius
1T
Treasure Map
Action
Look at target player's hand and play a Treasure card from their hand. If they don't have one, reveal the top 5 cards of the deck and a play a Treasure card from among them. If there isn't one, return this card to your hand.

Any card that is gold or a book, box, chest, gem, scroll, skeleton part, sword, vault, or wearable object is Treasure.
#10189
Card by ChippyYYZ
9D
Double-Tap
Action
Rotate target Thing 90° clockwise twice or counter-clockwise twice.
Instead of playing a Thing this turn, you may destroy that Thing twice.
#10190
Card by ChippyYYZ
3P
Proliferative Imperative
Thing
At the end of your turn, draw a card if there are more Things in play than there were at the start of the turn. Otherwise, discard a card or destroy this card.
#10191
Card by ChippyYYZ
Raincloud
Thing
Each player gains a Water token at the end of their turn.
#10192
Card by Binarius
Heist Movie
Action
Gain control of target inanimate Thing whose controller has fewer animate Things than you, and leave them a copy with blank ruletext. If they have no animate Things, this Action cannot be prevented.
#10193
Card by Binarius
Foresee
Action
Look at the top card of the draw pile.

Instead of playing a Thing this turn, you may exchange the top card of the draw pile with a card from your hand.
#10194
Card by Binarius
4K
Foursee
Action
Look at the top four cards of the draw pile. You may rearrange them.
#10195
Card by Bucky
5K
Police Detective
Thing
When an opponent takes an Action other than destroying a Suspicion, they gain a Suspicion token.

Once per turn, choose an opponent. If they have multiple Suspicion tokens when they start their next turn, they must clear and destroy one of their Suspicion tokens instead of taking their Action for the turn.
#10196
Card by Bucky
6K
Shift Blame
Action
Give an opponent up to three of your Things. That opponent discards a card at random.
#10197
Card by Bucky
6P
Destruction Racket
Thing
Whenever a Thing you control would be destroyed by an opponent's effect, it isn't destroyed unless that player discards a card.
>try to run protection racket
>instructions unclear
>actually protect everything
#10198
Card by ChippyYYZ
2A
Amass Zombies
Action
Instead of playing a Thing this turn, you may gain a Zombie token.
Gain two Zombie tokens, then destroy up to one target Thing that doesn't have a digit in its cornervalue that's higher than the number of Zombies you control.
#10199
Card by ChippyYYZ
8F
Fastdraw
Action
If you spend two tokens as you play this, it doesn't count towards the number of Actions you can play in a turn.
Draw two cards or put a Thing card from your hand into play.
#10200
Card by ChippyYYZ
Moat
Thing
This comes into 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 comes into 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.
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.
#10272
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.
Card by Bucky



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