An additional set of cards using the Rotation mechanic, popularized on page 66, but technically introduced within the Infinite Dvorak Deck's first day. The Recommended Set includes 24 cards, for a more balanced mix of Actions and Things, while the Expanded set includes all other Rotation cards. Add a little centrifugal force to your next game of Infinite Dvorak!
Contains:
#6510 Clock of Finality
#6511 Crop Rotation
#6512 Recycler Mill
#6518 Dire Screwdriver
#6519 Hamster Wheel
#6524 Circle of Doom
#6525 Container Crane
#6528 Direst Wolf
#6529 Turn Back Time
#6531 360 No-Scope
#7080 Redecorate
#7400 Ritual of Renewal
#7525 Yo-Yo Stabilizer
#7639 Counterflow Turbine
#7713 Paddlewheel Aerator
#7973 Rotation Tool
#8111 Signature Move
#8112 Tweak the Setup
#8117 Dark Arrows
#8118 Upkeep
#8120 Whirlwind Slash
#8123 About Face
#8124 Shake The Vending Machine
#8125 Clockwork Level
Recommended Set
Clock of Finality
Thing
At the beginning of your turn, rotate Clock of Finality 90° clockwise. When Clock of Finality has completed a clockwise rotation, eliminate each player with no cards in hand and each player with no Things in play, then destroy all Things.
It's the final countdown.
#6510
Crop Rotation
Thing
At the beginning of each player's turn, you may rotate target Thing 90° clockwise. When this causes a Thing to complete a clockwise rotation, destroy that Thing. If it is destroyed, its controller reveals the top 5 cards of the deck and puts a Thing from among them into play.
Hmm... maybe nodes this year.
#6511
Recycler Mill
Thing
Whenever another Thing is destroyed, rotate Recycler Mill 90° clockwise. When Recycler Mill completes a clockwise rotation, you may put a Thing from the discard pile into play.
#6512
Dire Screwdriver
Action
Rotate target Thing 360° clockwise, then its ruletext becomes "Indestructible.",
OR rotate target Thing 360° counter-clockwise and put it into your hand.
#6518
Hamster Wheel
Thing
Whenever an opponent plays an Action, rotate Hamster Wheel 90° clockwise. When Hamster Wheel completes a clockwise rotation, you may play an Action from your hand.
#6519
Circle of Doom
Thing
Circle of Doom enters play attached to target Thing. At the beginning of each turn, turn Circle of Doom and the attached Thing 90° clockwise.
When the attached Thing completes a clockwise rotation, destroy it and Circle of Doom. That Thing's controller may return Circle of Doom to play under their control.
#6524
Container Crane
Thing
Whenever an opponent plays a Thing, you may rotate Container Crane 90° clockwise. When Container Crane completes a clockwise rotation, gain a Crate token with "Action: Destroy this and draw a card."
#6525
Direst Wolf
Thing
At the beginning of your turn, rotate Direst Wolf 90° clockwise. When Direst Wolf completes a clockwise rotation, put another Thing you control in the discard pile or eliminate yourself.
Action: Destroy another target Thing and rotate Direst Wolf 180° clockwise.
#6528
Turn Back Time
Action
Return target Thing to its controller's hand. Rotate each Thing counterclockwise to standard position.
#6529
Action
Rotate a non-Token Thing you control 360°. If it completes its rotation and survives, destroy another target Thing.
#6531
Redecorate
Action
Take a Thing from an opponent. Give a Thing you control to an opponent. Exchange the positions of two Things you control. Rotate a Thing you control 90˚ clockwise.
#7080
Ritual of Renewal
Thing
Whenever you play an Action card from your hand, rotate Ritual of Renewal 90° clockwise.
When Ritual of Renewal completes a clockwise rotation, you may play a card from the top 9 cards of the discard pile.
#7400
Yo-Yo Stabilizer
Thing
At the end of your turn, rotate Yo-Yo Stabilizer 360˚ clockwise, divided by 2 for each Yo-Yo Weight that has become Extended. When it completes a clockwise rotation, draw a card. Action (global): This gains 2 Yo-Yo Weight tokens if none are in play. Action (global): Extend all Yo-Yo Weights in play.
#7525
Counterflow Turbine
Thing
Play this into any player's control. At the beginning of your turn, rotate this card 90˚ counterclockwise. When it completes a clockwise rotation, you may draw a card. When it completes a counterclockwise rotation, discard a card.
#7639
Paddlewheel Aerator
Thing
Whenever a card is played, rotate Paddlewheel Aerator 90° clockwise. When Paddlewheel Aerator completes a clockwise rotation, you may draw a card and discard a card.
#7713
Rotation Tool
Thing
Action: Flip target Thing you control face-up or face-down, or rotate it 180° clockwise or counterclockwise.
#7973
Signature Move
Thing
When this enters play, attach an Action card to it from your hand.
At the beginning of your turn, you may rotate this card 90° clockwise.
Action: If this card is in standard position, rotate it 90° clockwise and play a copy of the attached Action.
#8111
Tweak the Setup
Action
Rotate up to one target Thing 90° clockwise. Return target Thing to its controller's hand or draw a card. You may exchange the control of two target Things that share a creator.
#8112
Dark Arrows
Action
Target opponent discards a card. They can't play non-blue Things or non-red Actions on their next turn. Rotate all Things they control counterclockwise to standard position.
Oof, I feel ambiguously afflicted.
#8117
Upkeep
Thing
Whenever an Action or Thing Ability of an opponent's Thing is played, rotate that thing 90° clockwise. The next time that player draws any cards that turn, rotate it another 90° clockwise.
When a Thing completes a clockwise rotation, its controller must either spend two tokens of any one type or discard a card.
#8118
Whirlwind Slash
Action
Rotate target Thing 360˚ clockwise and destroy it.
#8120
About Face
Action
Rotate target Thing 180° clockwise, then return it to its controller's hand.
#8123
Shake The Vending Machine
Action
Rotate target Thing 360˚ clockwise. If it can produce tokens, gain a token of a type it could make.
#8124
Clockwork Level
Thing
Whenever a player plays a card or ability, rotate this card 90° clockwise.
Whenever any Thing completes a clockwise rotation, its controller may rotate target Thing of their choice that didn't complete a clockwise rotation this turn 90° in either direction.
#8125
Expanded Set
Contains:
#21 Generic Elves
#4426 Silent Polka Zombies
#6281 Battle Formation
#6430 Spin Attack
#6516 Rumor Mill
#6517 Centrifuge Node
#6520 Miller's Spirit
#6521 Radianactive
#6522 Puzzle Lock
#6523 Wheel of Providence
#6526 Radar Antenna
#6527 Combination Lock
#7306 Rod of Reeling
#7339 Minute Hand of Destiny
#7399 Fierce Storm
#7510 Military Funding
#7620 Old-Fashioned Draw Engine
#7629 Overflow Turbine
#7716 Santa's Judgement
Thing
Action:Gain a Green Energy Token, and rotate this card 90 degrees.
#21
Thing
Action: Rotate this card 90°.
At the beginning of your turn, rotate this card 90°.
Battle Formation is indestructible while it's pointing at you. Whenever you play a Thing, you may put a damage counter on a Thing controlled by the player Battle Formation is pointing at. Destroy that Thing if it is a Token or if it already had a damage counter.
If there's an odd number of players, there's no one directly across from you.
#6281
Thing
Whenever you play a card from your hand, rotate Spin Attack 90° clockwise. When Spin Attack completes a clockwise rotation, you may destroy target Thing.
#6430
Rumor Mill
Thing
Whenever an opponent draws a card, rotate Rumor Mill 90° clockwise. When Rumor Mill completes a clockwise rotation, you may look at target opponent's hand and trade a card in their hand with a card from your hand.
#6516
Centrifuge Node
Thing
Action: Rotate Centrifuge Node 90° clockwise for each Node you control.
Whenever Centrifuge Node completes a clockwise rotation, draw a card.
#6517
Miller's Spirit
Thing
Action: Change target Thing's Action ability so that instead of “Action:”, it reads “Action: Rotate this card 90° clockwise. When it completes a clockwise rotation, you may”.
#6520
Action
Multiply all angle values on all Things in play by π/180°.
#6521
Puzzle Lock
Thing
Whenever a player draws their second card in a turn, you may rotate Puzzle Lock 90° clockwise. When Puzzle Lock completes a clockwise rotation, you may put Puzzle Lock in the discard pile and take another turn after this one.
#6522
Wheel of Providence
Thing
Whenever you play a card, rotate Wheel of Providence 90° clockwise. When Wheel of Providence completes a clockwise rotation, name a letter and reveal the top card of the deck. If its title contains that letter, put it into your hand. If its title starts with that letter, you win the game.
#6523
Thing
At the beginning of your turn, rotate Radar Antenna 90° clockwise. When Radar Antenna completes a clockwise rotation, you may look at target player's hand.
#6526
Combination Lock
Thing
Whenever an opponent draws a card, you may rotate Combination Lock 90°. When Combination Lock completes a clockwise rotation, then a counterclockwise rotation, then another clockwise rotation, you may put a Thing from the discard pile into your hand.
#6527
Rod of Reeling
Thing
At the beginning of your turn, rotate Rod of Reeling 90° clockwise. When Rod of Reeling completes a clockwise rotation, gain control of target Thing.
Action: Rotate Rod of Reeling 90° clockwise.
#7306
Minute Hand of Destiny
Thing - Clock Part
At the start of each player's turn and whenever a card is played, rotate Minute Hand of Destiny 30˚ clockwise. When it completes a clockwise rotation, put a copy of another Clock Part on top of the draw pile. Action: Destroy two of your Clock Parts and put a copy of Clock of Finality (#6510) into play.
#7339
Fierce Storm
Thing
When Fierce Storm enters play or at the beginning of your turn, rotate it 90° clockwise and destroy a random Thing. If Fierce Storm would destroy itself this way, rotate it 90° clockwise instead.
When Fierce Storm completes a clockwise rotation, put it in the discard pile and destroy target Thing.
#7399
Military Funding
Thing
At the end of your turn, if an effect you control destroyed an opponent's Thing since the end of your last turn, draw a card. Otherwise, rotate this card 90° clockwise.
When this card completes a clockwise rotation, put it in the discard pile and discard two cards.
#7510
Old-Fashioned Draw Engine
Thing
Whenever you play your second card in a turn, you may rotate this card 90˚ counterclockwise.
When this card completes a clockwise rotation, destroy it.
Action: Draw a card and rotate this card 180˚ clockwise.
Don't work it too hard, it wasn't built for that.
#7620
Overflow Turbine
Thing
At the beginning of your turn (after you draw a card), rotate this card 90˚ clockwise and draw a card.
When this card completes a clockwise rotation, discard your hand.
It generates more power than you know what to do with, but soon you won't have to know.
#7629
Santa's Judgement
Thing
Whenever a player destroys a Thing they don't control or causes an opponent to discard a card, they become Naughty.
At the end of your turn, rotate Santa's Judgement 120° clockwise. When Santa's Judgement completes a clockwise rotation, each Naughty player discards a card instead of taking their next turn. Remove this card from the game.
#7716