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, 10001-10100, 10101-10200, 10201-10300, 10301-10400, 10401-10500.
Surveillance Drone
Thing
Action: Target opponent may reveal a Thing from their hand. During their next turn, they may only play a Thing revealed in this way.
#10501
Pickpocket
Action/Reaction
Take a random Thing from target opponent's hand.
OR Play immediately in response when an opponent would play a Thing: they belatedly realize that you swapped it with a Thing from your hand while they were distracted.
#10502
Dance the Night Away
Action
Rotate two animate Things in play up to 360˚ and exchange their positions. The controller of each may draw a card.
#10503
Thing
Each player's max hand size is reduced by 1.
When an opponent would discard a random card or discard down to their max hand size, you look at their hand and choose which cards they discard instead.
Through you, what the short-sighted miss can be seen.
#10504
Thing
Players must ask your permission when playing Actions. If you say no to an Action, discard any number of cards to flip that many coins. If any are heads, the Action has no effect.
You crush the agency of others.
#10505
Action - Fraymotif
Take an extra turn at the end of this one. When you play your second card on that turn, draw a card and discard a card.
Persistence and progression.
#10506
Deep Breathing Exercise
Action
Take a deep breath and invite your opponents to do the same. Each participant discards their hand and draws five cards, plus one for each other participant. You may play a card you drew in this way.
#10507
Tow Truck
Thing
Action: Move target Thing you control into target opponent's control.
#10508
Envoy of Fate
Thing
Whenever the draw pile is shuffled, you may first set aside one of its top five cards, then shuffle it into the top five cards of the new draw pile.
#10509
Thing
At the end of your turn, before discarding down to your max hand size, roll 2d6. If there are at least that many Things in the discard pile, put the Nth Thing from the top of the discard pile into your hand, where N is the result. Otherwise, draw a card and discard a card.
Through you, life-force pools and flows.
#10510
Thing
Whenever you play a tangible nonliving Thing, draw a card.
You amplify the substance of the universe.
#10511
Heart/Breath: Respiratory Modulation
Action - Fraymotif
Target player reveals their hand, then swaps as many nontoken Things they control as possible with the same number of Things from their hand. They then discard their hand and draw as many cards as they discarded.
Personality and whimsy.
#10512
Hideout
Thing - Location
At the end of your turn, you may move a living Thing you control to your hand.
#10513
You Haven't Seen the Last of Me!
Action
Shuffle target Thing into the top ten cards of the draw pile. If it's an animate Thing, draw a card.
#10514
Self-Improver
Thing - Skill
If you play no cards and activate no abilities during your turn, the next time you would draw a card, you may draw two and discard one of them.
#10515
Thing
Action: Reveal 5 cards from your hand that share a creator. If you do, you gain "The first time you play a card each turn, you may create a copy of that card and either play it or put it in your hand." if you don't have that text already.
Through you, identities find realization.
#10516
Thing
Your maximum hand size is reduced by the number of other nontoken Things you control. When you discard down to your maximum hand size, you may play an Action and a Thing discarded this way.
You use the stability of the ties that bind you for leverage.
#10517
Hope/Light: Horizon Fugue
Action - Fraymotif
When you roll a die or flip a coin this turn, you may redo that roll or flip and keep either result instead of playing a Thing.
Roll a d6, then flip that many coins, then flip coins until you get a tails. Draw a card for each heads flipped.
Unlimited potential, limited luck.
#10518
Thing
When this card's cornervalue becomes 0, the orb grows dark and its cornervalue and ability disappear.
Action: Gain a Mana token and look at a number of cards from the top of the draw pile equal to this card's cornervalue, then it decreases by 1.
#10519
Enervation
Action - Spell
Target opponent discards a card. Roll a die with as many faces as there are cards in their hand and yours combined. If you have at least as many cards in hand as the result, on your next turn you may recover Enervation from the discard pile and replay it, targeting the same opponent.
#10520
Yawning Maw
Thing - Void
After each player's turn, the bottommost tangible Thing in the discard pile falls into the maw and out of play. When this would leave play, shuffle the cards under it and deal one to each player and as many to the top of the draw pile as there are players, then shuffle the rest into the draw pile and Yawning Maw's text becomes "Whenever a Thing swallowed by the maw enters play, its controller gains a Void token."
#10521
Thing
Action: Reveal cards from the bottom of the deck until you reveal an Action. Shuffle the rest of the cards revealed this way into the deck, then play that Action.
You defy expectation.
#10522
Thing
When Rogue of Void enters play, each player adds blank orange Things named Pumpkin to their hand until they have 5 cards in hand.
Thing: Remove 3 cards with no ruletext in the discard pile from the game. If you do, move target Thing card you can see from any game zone to play under your control.
Through you, absence is stolen away.
#10523
Space/Blood: Roundabout Movement
Action - Fraymotif
Choose a nontoken Thing belonging to each player, and choose Left or Right. Each player passes control of their chosen Thing to the player in the chosen direction.
Repositioning and renegotiating.
#10524
Plod Along
Action
Reveal the top card of the draw pile and either discard it or discard another card to play it.
#10525
Trail of Destruction
Thing
Action: Destroy target Thing and put Trail of Destruction into its controller's hand.
#10526
Ship of Theseus
Thing
Rotate Ship of Theseus 90˚ clockwise when you lose control of a Thing if it is upright or upside down, and when you gain control of a Thing if it is sideways. When Ship of Theseus completes a clockwise rotation, you may exchange a Thing in your hand with a Thing in play.
#10527
Thing
Turn: Draw three cards, then discard a Thing card or reveal a hand of non-Thing cards (then discard down to your max hand size.)
Through you, the old is shed that the whole may be healed.
#10528
Thing
Action: Return Thief of Time to your hand, then discard a card with Time in its title. If you do, the next time target player would take a turn, you take an extra turn instead.
You borrow time, and you don't give it back if you can help it.
#10529
Action - Fraymotif
Destroy up to one target token, then return this card to your hand.
Insignificant losses.
#10530
Smear Campaign
Thing
When this enters play, impugn the good name of target creator. Action - Vilify: Discard a card by a defamed creator. If you do, destroy target Thing created by them.
#10531
Strike Up the Band
Thing
If each player controls a music-related Thing, destroy this and each player may draw two cards. Action: Reveal the draw pile's topmost music-related Thing, shuffling afterward, or recover one from the discard pile. Put it into the control of target player who has none besides this.
#10532
Shiv of Theseus
Thing
Once per turn, when a player both gains control of a Thing and loses control of a Thing in the same turn, you may destroy target Thing.
Its handle has been replaced three times and its blade twice.
#10533
Thing
At the beginning of each player's turn, after drawing a card, they must reveal their hand to the next player in turn order and play a card of the that player's choice.
Through you, the facades that constrain our natures are broken.
#10534
Thing
Whenever you draw your second card in a turn, discard a card and draw a card. Whenever an opponent draws their second card in a turn, they discard a card.
You change the direction of winds and whims.
#10535
Mind/Rage: Ostinato Pokerface
Action - Fraymotif
Reveal a card from your hand not already revealed this way. An opponent may have you repeat this process if possible. If they don't, discard your hand except the last revealed card, create that many copies of that card plus two, and put them into your hand.
Bluffing and going all-in.
#10536
Rotary Sprinkler
Thing - Water
Action: Rotate the draw pile 360˚. Each player draws a card and gains a Water token. You may destroy target fire-based Thing.
#10537
Depletion Bolt
Action - Energy
Target player with at most three cards in hand discards 1d4 cards. If they would discard more cards than they have, they draw a card instead of taking their next turn.
#10538
Updraft
Action - Air
Put the top card of the discard pile and a card from your hand onto the draw pile, then shuffle its top four cards. You may return a Thing you control to your hand. Draw a card, plus one more if you returned a Thing to your hand in this way.
#10539
Thing
When Muse of Rage enters play, discard your hand.
Each opponent's maximum hand size is reduced by the number of cards in your hand. When an opponent's max hand size is 0 or less, they lose the game.
Through you, all possibilities converge on a single point.
#10540
Thing
When Lord of Hope enters play, draw a card for each non-token Thing you control.
Your maximum hand size is increased by the number of Things you control. If you begin a turn with 15 cards in hand, you win the game.
You make all things possible.
#10541
Action
Gain a Mana token and an Energy token, then reveal cards from the top of the deck equal to the number of tokens you control plus the number of types of tokens you control. Put a card from among them into your hand. You may also put a card with a subtype from among them into your hand.
#10542
Fire Extinguisher
Thing
You may ignore fire-based effects on you and your Things. Action: Destroy target fire-based Thing or Thing that can cause fire-based Things to enter play.
#10543
Plot Hook
Thing
When this enters play, note the name of a Thing in the discard pile and you may play an Action without cost. When that Thing enters play, it replaces Plot Hook, each player may draw a card, and you and the player who caused it to enter play may draw another card.
Rumor has it the burglar left his calling card in the Duke's study, in place of the priceless jade figurine...
#10544
Karaoke World Champion
Thing
Whenever you draw a music-related card, you may reveal it and draw again.
Action - Perform: Recover an Action that you have not played from the discard pile and play it.
#10545
Action
Target opponent discards a random card. If it's an Action, they may play it if they don't target you or a Thing you control.
#10546
Action
Gain a Zombie token. Each player, starting with you, puts one of the top N cards of the discard pile into their hand, where N is the number of tokens that player controls.
#10547
Thing
At the start of your turn, flip a coin. Tails: draw a card and discard a card. Heads: gain a Money token.
When you flip a coin, you may spend a Money token to change the flip's result.
Action: Move a visible copy of One in a Million (#227) to your hand, or create a copy if you can't see one.
#10548
Action
Target opponent discards a card and reveals their hand to you.
#10549
Wine Cellar
Thing
At the end of your turn, you may put any number of your Wine tokens into casks in the cellar, out of play. Wine becomes Aged Wine when it has begun four of your turns in a cask. Thing: Gain a Wine token. Action: Target opponent exchanges two cards from their hand for one of your Aged Wines. Action (global): Consume an Aged Wine, draw two cards, and discard one of them.
#10550
Timing Is Everything
Thing
Once during an opponent's turn, if you have not played an Action since the beginning of your most recent turn, you may play an Action card. You may play it immediately in response to an opponent's Action to have it take effect first.
#10551
Glorious Return
Action
Return target living thing from the discard pile to your control. It gains "If this thing would be destroyed, shuffle it into the deck."
Impeccable timing as always, Jake.
#10552
Gateway to Tommorrow
Thing
If one or more things would be destroyed, shuffle them into the deck instead.
#10553
Acoustic Chair
Thing
Action: Remove target thing from play until the beginning of your next turn.
WARNING! Not an execution device.
#10554
Ah Yes, I've Been Expecting You
Reaction
Play immediately in response when an opponent plays a living Thing. Play a living Thing or activate an ability of a living Thing you control.
#10555
Location, Location, Location
Action
Reveal cards from the draw pile until you reveal as many building, location, or terrain Things as there are players. Put one into each player's control.
#10556
Ill-Gotten Gains
Action
Destroy any number of non-token Things originally played by an opponent of their current controller. For each Thing destroyed in this way, its controller discards a card.
#10557
Action
Each player who had a Thing enter play since your last turn draws a card, then you draw that many cards.
If your playgroup played another game of Dvorak before this one, each other player who wasn't in that game draws two cards, then you draw that many cards.
#10558
Thing - Song/Location
You may play an additional music-related card during your turn. Whenever you play a music-related card, rotate target Thing 90° clockwise.
Na Na-na-na-na Na-na-na-na Na-na-na Na-na-na Na-na-na-na
#10559
Thing - Song/Location
Draw a card when Paradise City enters play.
Your maximum hand size is increased by 1.
Whenever you would gain any tokens, gain twice that many tokens instead.
Rags and riches, or so they say...
#10560
Take Me Out to the Ballgame
Thing - Song
This counts as a diamond and comes into play with copies of cards #2579, #3784, #4881, #4882, #7851, and #10303-10306 shuffled face down under it. Action: Draw a card from under this.
#10561
Sand Dunes
Thing - Terrain
When this enters play, destroy any number of water-related Things. Water-related cards may not be played. Whenever a living Thing would enter play or use an ability, its controller must first discard a card. Whenever an Action card is played, its player gains a Sand token.
#10562
Just Scraping By
Thing
If discarding would cause a player's hand to become empty, they may instead discard down to one card.
#10563
Moderate Accident
Action
Target thing gets 3 injury counters with "This thing has no text. At the beginning of your turn, remove up to one injury counter from it."
#10564
Hymner of Harmonies
Thing
At the beginning of your turn, put a Chorus counter on target intangible thing you control. When a thing you control with a Chorus conters leaves play, draw a card.
#10565
Hallelujah
Thing - Song
At the beginning of your turn, draw 3 cards, then remove a Chorus counter on Hallelujah.
This thing enters play with 5 Chorus conters in it. If this thing has no Chrous conters on it, destroy it.
When Hallelujah leaves your control, discard your hand.
#10566
1A
Ace of Spades (Remastered)
Thing - Song
Action: Roll 2d6. On a 7 or 11, draw four cards. On a 2, 3, or 12, put four cards from your hand or your control into the discard pile and end your turn.
Playing for the high one,
dancing with the devil,
going with the flow,
It's all a game to me.
#10567
Thing
When you play a music-related card, destroy all other music-related cards except Bumpin' Club. Music-related cards you control except Bumpin' Club can't be destroyed by opponents.
"Turn it down? For what reason?"
#10568
Action - Fire
Return target card from the discard pile to your hand and gain a Flame token. If it's music-related, draw a card for each Flame token you control.
#10569
Throw Your Hands in the Air
Action
Each player reveals their hand, then sets a card aside face down. Shuffle those together and each player draws one. Anyone who draws their own may play it.
"Wave them in a manner suggesting disregard."
#10570
Give Me Everything Tonight
Action
Draw from target opponent's hand until you have five cards or their hand is empty. They draw until they have five cards.
"For all we know, we might not draw tomorrow; let's do it tonight."
#10571
Around the World
Action
Each player may play a location. Then, in turn order starting with you, each player passes a card to the next. Then do the same starting with each opponent in turn order. Each player may play a Thing they received in this way.
Around the world
Around the world
Around the world
Around the world
#10572
Going Platinum
Action
Create 3 money tokens. You may play an additional action this turn.
#10573
Frozen Tundra
Thing - Desert
You may play this under another player's control.
When this enters play, discard a card.
#10574
Bits of coin
Thing - Electronic Money
Action: Target player gains control of Bits of coin, then you draw a card.
"I've told you, I already sent the cash to the address. Should be there in 3-5 business days." -Mike
#10575
Thing
Whenever you would draw a card while your hand is empty, instead look at the top 5 cards of the deck and draw one of them. Put the rest on the bottom of the deck in a random order.
#10576
Action
Choose target Thing with a digit in its cornervalue greater than the number of its controller's tokens. Gain control of it if you control at least as many tokens as that digit. Destroy it otherwise.
#10577
9T
The Heart of Rock & Roll
Thing - Song
Whenever a player plays a music-related card, draw a card.
At the end of your turn, you may shuffle all music-related cards from the discard pile into the deck.
It's still beating.
#10578
Penetrating Gaze
Thing
Once per turn, when you draw a card, you may discard it and another card to draw again.
#10579
Traipse About
Action
Once before your next turn, look at the draw pile's top card and you may put a copy of it into your hand. If you do, you may play it before your next turn.
#10580
Fertile Ground
Thing - Terrain
At the end of a player's turn, they may gain control of the first Thing in the draw pile, shuffling afterward.
Once per turn, when a player draws a living Thing, they may play it immediately without cost. When you play a Thing in this way, draw a card.
#10581
Thing - Incarnation
If a player would draw cards, they roll 1d6 and subtract 3 from the result. That player draws that many times the cards instead. If the result is negative, they discard that many times the cards instead.
The only consistency is inconsistency
#10582
Thing - Incarnation
If you would discard cards, you may choose to not discard those cards instead. (You still need to discard cards to pay costs.)
An idyllic swirl of security and protection.
#10583
Thing - Incarnation
Thing: Gain control of target thing. Use this ability only once per turn and only on your turn.
Senseless beings, they know not of loyalty and trust, submitting their souls to authority alone.
#10584
The Devil Is Dead
Action
Each player may draw until they have five cards. Return all living Things in the discard pile to play under no one's control. Destroy all Things related to politics, weaponry, and warfare.
#10585
Damnatio Memoriae
Thing
When this enters play, remove target card from the game along with every card that makes reference to a card with the same name. Any player who speaks that name must discard their hand.
#10586
A Lot to Keep Track Of
Action
Each player may play a Thing. Each player who already controlled ten may play any number of Things.
#10587
2H
House Rules: Unit Actions
Thing
During a player's turn, they may play up to one Thing, up to one Action that's not an ability of a tangible Thing, and, for each tangible Thing they control, up to one Action that's an ability of that Thing.
#10588
Action - Song
New card in town, I'll give you the lowdown
put a Thing from your hand into your control, now
its Action Ability you may use.
If you do, draw two and
bust a move.
#10589
Thing - Fire Terrain
As long as you control at least as many Flame tokens as there are players, Magma Pool has "At the beginning of each opponent's turn, they may sacrifice a Thing to the Magma Pool to be destroyed. If they don't, you lose a Flame token, then draw a card for each Flame token you have."
Action: Gain a Flame token.
#10590
Thing - Incarnation
You
can't lose the game and your opponents can't win the game if it would put you in last place. The opposite is true if it would put you in first place.
No force of nature is quite as determined as the prospect of being remembered for eternity.
#10591
Thing - Incarnation
You can't be prevented from playing at least one thing per turn. The same is true for playing an action and drawing a card.
And I say, rejoice! Rejoice! Your lives may be in vain, but you have the choice of how to live it.
#10592
Thing - Incarnation
If you would draw one or more cards, draw twice that many cards, then shuffle that many cards from your hand into the deck.
A curious entity, its' existance is often caught in what it doesn't do.
#10593
Into the Volcano
Action
Destroy target Thing or any number of your Things. Gain a Sulfur token, a Magma token, and a Flame token for each. You may spend three Magma tokens to destroy target tangible Thing.
#10594
Stained Legacy
Action
Destroy all of your Things by target creator. Each opponent returns a Thing they control by that creator to their hand if possible, then discards a card by them if possible.
#10595
House Rules: Deuces Wild
Thing
Action or Thing (global): Play a card containing the digit 2.
#10596
Thing - Incarnation
Put an action counter on Libel: Target thing loses all of its' text until the beginning of your turn. Activate only if Libel doesn't have an action counter on it.
At the beginning of your turn, remove all action counters from Libel.
Not everything written in stone holds power over us. What holds power are those that control the writing.
#10597
Thing - Incarnation
Put an action counter on Slumber: Target player loses an action play on their next turn. You may not choose the same player on concecutive turns. Activate only if Slumber has no action counters.
At the beginning of your turn, remove all action counters from Slumber.
Rest now, dearest child. Dream deep, dream long, and dream well.
#10598
Thing - Incarnation
You may play Justice in response to one of your things being destroyed.
Whenever a thing you control is destroyed by an opponent, you may destroy target thing that player controls.
A force as unstoppable as
it is unmeasured.
#10599
Order of the Golden Card
Thing
This certificate is presented to
JakeTheWolfie
for meritorious service to the game of Dvorak in recognition of the outstanding achievement of contributing 1,000 cards to the Infinite Dvorak deck.
Each player's hand size limit is increased by 2 for each card by JakeTheWolfie they control.
#10600
Fresh Perspective
Action
Set your hand aside and draw the same number of cards, then either discard them or discard your original hand. You may play another Action this turn.
#10601
What If We Try This?
Action
Give each opponent a card from your hand. They must play it during their next turn if possible. Draw a card for each who does.
#10602
Thing
Whenever you play your second card in a turn, you may gain an Energy token, then look at the top X cards of the deck, where X is the number of Energy tokens you control. You may spend half your Energy tokens rounded up to rearrange those cards.
Through you, thriving brings awareness.
#10603
Thing
Whenever you play a terrain, location, or building, you may destroy target terrain, location or building.
Action: Destroy target Thing that entered play under your control this turn. If you do, destroy any other target Thing.
You turn creation into destruction.
#10604
Breath/Blood: Flow of Reality
Action - Fraymotif
Each player discards all but one card from their hand. Flip a coin. On heads, each player draws cards equal to the greatest number of cards discarded this way. On tails, each player draws cards equal to the least number of cards discarded this way.
Flight and fall.
#10605
Trophy of Dubious Glory
Thing
JakeTheWolfie wins the game.
#10606
Rebirthing Lattice
Thing - Lattice
Action, Destroy Rebirthing Lattice: Gain control of target Lattice in the discard pile.
#10607
Memories Unlived
Action
Put the top half of the deck, rounded up, into the discard pile.
To some, a sense of dread and agony. Others, opportunity.
#10608
Too Big to Fail
Thing
If one player controls more non-token Things than all others combined, then when any of their non-token Things would be destroyed, they may discard any number of cards to prevent the destruction of as many Things, and for each of their non-token Things that is destroyed, they may draw a card and gain a Money token.
#10609
Lumbering Giant
Thing
Lumbering Giant may only be destroyed by a card with a digit higher than 6 in its cornervalue or by an effect that would destroy multiple Things. When a non-token Thing you control is destroyed by an opponent, Lumbering Giant gains "Action: Destroy target Thing controlled by [that opponent]."
#10610
Heart-to-Heart
Action
You and target opponent reveal your hands to each other. Each chooses a card in their own hand to give a copy of to the other, and a card in the other's hand to receive a copy of. Then you both look at the top two cards of the draw pile and agree on one to draw a copy of, shuffling afterward. You both gain a Heart token.
#10611
Slow Freeze
Action
Each player creates a Freeze token with "At the beginning of your turn, a non-token thing you control with rulestext loses all rulestext until this leaves play.
If you control no non-token things with rulestext, destroy this token."
#10612
Historical Deluge
Action
Reveal the top card of the deck. You may draw a card. If you don't, discard the top of the deck then draw cards equal to the unit's digit.
#10613
Haphazard
Thing - Incarnation
Whenever you draw one or more cards, you may reveal one of them and note the last digit in the card number. If you do, reveal the top card of the deck. If the last digit is less than the noted digits minus the number of cards you have drawn with this effect, draw a card and you may repeat this process. Otherwise, discard your hand.
Both Skill and Audacity combined are not as dangerous as you!
#10614
Quick Freeze
Thing
When this enters play, each player attaches Ice tokens to a number of their non-token Things, chosen at random, equal to 2d6 plus the number of Ice and Freeze tokens in play, minus the number of Fire and Flame tokens. Other Things with Ice are blank and white. At the beginning of a player's turn, they flip a coin to destroy each of their Ice tokens.
#10615
Rearguard
Thing
When any number of your Things would be destroyed, you may instead return Rearguard to your hand to return another of them to your hand, or destroy Rearguard to return all others to your hand.
#10616
It's a Surprise Tool That Will Help Us Later
Action
Move a card in your hand that you drew this turn Up Your Sleeve. If it remains there at the end of the game and your playgroup plays another game of Dvorak after this, you draw it in your opening hand.
#10617
Contraband Check
Action
Each opponent reveals all cards they put Up Your Sleeve. For each opponent, you may move up to one thing revealed this way into your hand.
It is a courtesy of the city to take away dangerous items, criminals of all varieties can sense the value that you extrude.
#10618
Paralyzing Response
Reaction
Play in response to an opponent targetting you or a thing you control.
End the current turn and negate the effect that triggered this reaction.
#10619
Feral Chess Piece
Thing
Action: Deatroy target thing. It's controller can't re-gain control of it until it has been shuffled into the deck.
#10620
Thing
When Heir of Heart enters play, look at the top 6 cards of the deck. You may swap any Thing cards among them with Things you control. Then shuffle the deck.
Through you, predilections are transformed.
#10621
Thing
When Maid of Blood enters play, during each opponent's next turn, they skip the first card they would draw and can't play Actions from their hands.
You strengthen the chains that hold in place.
#10622
Light/Void: Blinded By The Twilight
Action - Fraymotif
Distribute 3 dice among any number of players. Those players roll those dice. For each 1-4 rolled by a player, that player discards a card. For each 3-6, you draw a card.
A spotlight in darkness.
#10623
+Ω
Action
Shuffle a copy of the starting deck into the deck.
Cardinallity may not vary.
#10624
Space Squeeze
Action
Search the deck for any finite number of cards. Put all cards not found this way into discard, then shuffle the deck.
#10625
Action
Take an extra turn after this one. Play only one card or activate only one ability on that turn.
#10626
Thing
Your maximum hand size is increased by the number of nontoken Things you control. When your maximum hand size becomes at least 12, you gain "Action: Draw three cards."
Through you, many are led across new horizons.
#10627
Thing
Whenever you play a card with no rulestext, draw a card.
You may play cards face-down as blank Actions or Things.
You see right through what is into what couldn't be.
#10628
Action - Fraymotif
Flip a coin. On heads, return target Thing card from the discard pile to play under your control. On tails, destroy target Thing.
The circle of life.
#10629
In the Belly of the Whale
Thing
You have no maximum hand size if you played no cards and activated no abilities during your turn.
#10630
Society for the Preservation of
Thing
Play attached to target Thing. Players enjoin the protection of attached Thing and other related Things. Each player may draw a card when one enters play. If attached Thing leaves play, each player discards two cards.
#10631
Inconsistent Water Pressure
Thing
When a player would gain a token, they instead flip a coin to gain either zero or two such tokens.
#10632
Thing
When Knight of Time enters play, take an extra turn after this one. If it enters play during an extra turn, destroy it at the end of the turn.
If you would draw a card during an extra turn, draw one of the top 4 cards of the discard pile instead.
You step through time to exploit its flow.
#10633
Thing
When a Thing would be destroyed, you may have target opponent gain control of that Thing first, or you may have Rogue of Doom be destroyed instead.
Through you, the costs of sacrifice outsource themselves.
#10634
Mind/Heart: Hemisphere Collision
Action - Fraymotif
Each player, starting with the next in turn order, flips a coin. You may change the result of one player's flip. Each who flipped tails discards a card. Distribute evenly among each who flipped heads twice that many cards from the top of the discard pile.
Clashing aspects.
#10635
Troubled Times
Thing
At the beginning of their turn, a player who controls a living Thing must either discard a card, return a non-living Thing to their hand, or destroy a token they control if possible.
#10636
Wherewithal
Action
If you have at least five cards in hand, play up to three cards.
#10637
I Don't Feel Like It
Reaction
When an opponent's effect would cause you to discard a card, you may instead reveal this from your hand. When an opponent's effect would cause you to discard multiple cards, you may instead discard this.
#10638
Thing
Action: Each player draws a card. You may play an additional Action this turn. Play this ability only once per turn.
Through you, all are reminded of the decisions before them.
#10639
Thing
Thing: Target opponent with at least 4 cards in hand puts a card from their hand on top of the deck. When you draw that card this turn, draw an additional card.
You bring others down to earth by jumping off of them.
#10640
Rage/Hope: Imagined Fanfare
Action - Fraymotif
Roll three dice and look at [highest result] cards from the top of the deck. Put [lowest result] of them in your hand and the rest into the discard pile. Each player discards all but [middle result] cards.
Belief in a dream, and fear of not chasing it.
#10641
Pressed for Time
Thing
You may draw a card whenever an opponent takes more than 30 seconds to complete their turn.
#10642
No Thoughts Head Empty
Action
End your turn. If you have played no other cards this turn, target opponent draws a card instead of taking their next turn.
#10643
Piranha Attack
Action
Replace target living Thing with 1d6 Meat tokens. Each player may consume one to draw a card. If any remain, in turn order starting with you, each player may discard a card to consume one and draw a card.
#10644
Thing
Indestructible.
Whenever a Thing is destroyed by a player's Action, they return that Action to their hand and discard another card if able. hOnK HoNk
Through you, paths turn toward violence.
#10645
Thing
You may add 2 to each die you roll (up to the highest number on the die). Whenever the deck is shuffled, you may look at the top three cards and put any of them on top of the deck and/or discard pile in any order.
You manipulate the odds to accentuate that which you deem important.
#10646
Time/Space: Adagio Redshift
Action - Fraymotif
Roll two dice. Look at the top [lower result] cards of the deck and put up to one Thing from among them into play under your control. Shuffle the top [higher result] cards of the deck and put target Thing just beneath them.
Making and unmaking.
#10647
Snowdrift
Thing
Play into any player's control.
Things with two or more Snow tokens are considered blank. At the end of your turn, choose another non-blank non-living Thing you control to gain a Snow token if possible.
#10648
Free Roll
Thing
After you roll a die, you may destroy this to choose its result.
#10649
Bottled Fire
Thing
When this is destroyed, put a Flame token on a Thing controlled by each player.
#10650
Thing
Things can't be destroyed. You may play an additional Thing each turn. Whenever the discard pile is shuffled to form the deck, up to one Thing card in the discard pile enters play under your control instead of being shuffled into the deck.
When you control 13 non-token Things, you win the game.
You give form to all things.
#10651
Thing
At the end of your turn, shuffle a card from the discard pile into the top 3 cards of deck, then remove one card in the discard pile from the game for each player.
At the start of a player's turn, if the discard pile is empty, create an Action card with "[Their name] loses the game." and put it in the discard pile.
Through you, all comes to a close.
#10652
Action
Move a card from the discard pile to target opponent's hand. If they haven't played it by the end of their next turn, they discard two other cards.
#10653
In the Garden
Action - Morning
You narrowly avoid a visitor by hiding in a potato sack. Gain a Potato token and a Destiny token.
From the Potato deck
#10654
A Knock at the Door
Action - Noon
It's a sack of potatoes from a generous neighbor. You really must remember to pay them a visit one of these years. Gain 2 Potato tokens.
From the Potato deck
#10655
Dusk Approaches
Action - Evening
An ominous glow lingers upon the horizon. You hope it's your imagination. Gain a Destiny token and an Orc token.
From the Potato deck
#10656
Action
Change your name until your next turn.
While you have another player's name this way, you may look at any cards they can see, and opponents' Actions targeting players with that name target a random player with that name.
Why are you me? I'm me.
#10657
Action
Draw two cards. You may play an additional Action on your next turn.
#10658
Thing - Terrain
When this enters play, destroy target Thing. Its controller may have an plant-based Thing they control be destroyed instead.
At the beginning of your turn, you may spend three tokens of different types to return this card to your hand.
With water, seed, and care, the land will be renewed. And they'll come back.
#10659
Replicating Glaze
Thing
Attach Replicating Glaze to target thing not named or attached by a thing named Replicating Glaze. If you can't, destroy it.
At the beginning of your turn, create a token copy of Replicating Glaze.
When the attached thing is destroyed, you may spend this and 2 other things that share a name with it. If you do, create a token copy named "Replicating Glaze" of that thing.
#10660
Logistic Bot
Thing
YYour handsize is increased by 1.
At the beginning of your turn, draw a card.
#10661
Frosting Lattice
Thing - Lattice
At the beginning of your turn, choose up to your number of controlled lattices of things with rulestext. Those things lose that text until the beginning of your next turn. You may not choose the same things concecutively.
#10662
Thing - Pun/Lattice
At the end of each player's turn, they draw a card for each lattice they control, then their max hand size is reduced by that amount for that turn. They then pass one lattice they control to the previous player.
#10663
Action
Target opponent gives you control of one of their Things unless they let you look at their hand and take a card of your choice from it.
#10664
Thing
Whenever you become the target of an opponent's Action, You may first put a card from your hand into play face-down as a copy of target Thing that opponent controls.
#10665
Satanic Backmasking
Action
.bnɒʜ яυoჸ oɈ ϱniʞƨɒmʞɔɒꓭ ɔinɒɈɒƧ nяυɈɘя oɈ ɘliq bяɒɔƨib ɘʜɈ oɈ bяɒɔ ʞɔɒld-non ˎlivɘ-non ɒ ɘɔiʇiяɔɒƨ ჸɒm υoჸ ˎnяυɈ Ɉxɘn яυoჸ ʇo ϱninniϱɘd ɘʜɈ Ɉɒ ϱniwɒяb ʇo bɒɘɈƨnI ".ᛚ ჸd bɘɔυbɘя ƨi ɘziƨ bnɒʜ mυmixɒm яυoY" ʜɈiw nɘʞoɈ ჸɈinɒƨnI nɒ niɒϱ ჸɘʜT .ƨϱniʜT ʞɔɒld яo livɘ on ƨloяɈnoɔ oʜw яɘჸɒlq ɒ oɈ ϱniϱnolɘd ϱniʜT ɈɘϱяɒɈ ჸoяɈƨɘb ˎƨϱniʜT ɘɈiʜw яo ˎbɘяɔɒƨ ˎჸloʜ on loяɈnoɔ υoჸ ʇI
#10666
Staff of Holy Fire
Thing
Shuffle evil, undead, or black Things with Flame tokens on them into the draw pile at the end of their controller's turn. Action: Call forth a Flame token upon target evil, undead, or black Thing.
#10667
Smite
Action
Destroy target Thing. Draw a card if it is evil. Draw a card if it is undead. Draw a card if it is black. Up to three adjacent Things gain Flame tokens.
#10668
Recently Sanctified House
Thing
If you control any evil or undead things, destroy Sanctified House.
You may put things face-up under this thing instead of discarding them, and you may play them as though they were in your hand.
#10669
Purity
Thing - Incarnation
You and things you control cannot be targetted by evil or undead things.
#10670
Rotting
Thing - Effect
This enters play attached to targte thing. If attached thing is destroyed, destroy Rotting.
Attached thing is undead. It's abilities have an additional cost of "Destroy this thing" to activate.
#10671
Foreboding
Action - Portent
May not be discarded.
The world becomes a darker, more unforgiving place. From now on, removing an Orc costs an additional Potato.
From the Potato deck
#10672
War Drums
Action - Portent
May not be discarded.
The threat of the enemy draws ever nearer. All players gain an Orc token.
From the Potato deck
#10673
A Ray of Light
Action - Portent
Hope may yet live. From now on, removing an Orc costs one Potato fewer (minimum 1).
From the Potato deck
#10674
Sold out
Thing
Choose a card number. Cards with that card number lose that card number.
#10675
Time Moonwalk
Action
Take an extra turn after this one. That turn's structure is reversed.
#10676
Garden
Thing
Action: Choose a living plant thing referenced on the field. At the beginning of your next turn, create a token with that name.
#10677
Day Trip
Action
Draw a card and discard a card. You may either do so a second time or play a building, location, terrain, or mode of transportation. End your turn.
#10678
Forgotten Land
Thing - Location
Once during your turn, you may play a building, terrain, or non-human living or animate Thing without cost. Action: Draw the first such Thing in the draw pile and either discard it or give a copy to each opponent.
#10679
A Dream of Home
Thing
Indestructible while any Things played using its ability are attached. Action: Shuffle the discard pile. If you previously controlled the top card, you may attach it to A Dream of Home instead of playing a Thing this turn.
#10680
9O
Only 90's Kids Remember
Action
Return to your hand each card in the discard pile with a 9 in the tens place of its card number.
#10681
2A
Adaptive Reconstitution
Action
Return a Thing you controlled during your last turn from the discard pile to play. It can't be destroyed until your next turn.
#10682
Thing
When this card enters play, choose a digit.
Action - Ring: Destroy Apocalypse Bell and each Thing with the chosen digit in the hundreds place of its card number.
#10683
Wrapping Paper
Thing
Play into any player's control. When you play Wrapping Paper, put a Thing from your hand or in your control under it, out of play.
Action: Destroy Wrapping Paper and take control of the unwrapped Thing.
#10684
Gift Exchange
Action
Each player draws Things from the draw pile until they have a Thing for each opponent, then puts one into the control of each opponent under a copy of Wrapping Paper (#10684). Shuffle the draw pile.
#10685
Useless Superpower
Thing
Whenever you would draw a card, you may first look at the top card of the draw pile.
#10686
Thing
At the end of your turn, if you played no cards or Action Abilities this turn besides this card, draw a card and don't discard down to your maximum hand size.
Destroy this card when another Thing you control is destroyed.
#10687
Thing
At the end of your turn, look at two random cards in target player's hand.
#10688
Action
Choose target Thing and roll a d6. Destroy that Thing unless a digit in its cornervalue is higher than the die result.
OR return this card to your hand. Until the end of your next turn, whenever you roll any dice, roll twice as many dice instead.
#10689
Out of Order
Thing
Play attached to target mechanical Thing. Attached Thing is considered blank. Action and Thing - Repair: Destroy Out of Order.
#10690
Take Credit
Action
Your colleague's idea holds great promise for the company. Now to convince your boss that you came up with it...
Take a Thing from target opponent's hand. Until it leaves play, it has "[That opponent] is considered to have joint control of this during their turns." You may play it.
#10691
Inspiration Album
Thing
When your hand is empty, move all cards Up Your Sleeve to your hand.
Action: Draw a card and either discard it or discard another card to put it Up Your Sleeve.
#10692
Thing - Pony
If Clockwork Horse is wound up, it has "Action: Play an additional Thing this turn, then roll a d6. On a 2 or less, Clockwork Horse winds down."
Action: Wind up Clockwork Horse.
#10693
Clockwork Library
Action - Building
Draw a card and roll a d6. On a 3 or higher, return Clockwork Library to your hand.
#10694
Clock Tower
Thing
Whenever you play an Action card, rotate Clock Tower 90˚ clockwise.
Whenever Clock Tower completes a clockwise rotation, you may play a free Action card from your hand. When you do, return that Action to your hand.
#10695
Be Nice or Go Home
Thing
A player who destroys an opponent's non-token Thing or forces an opponent to discard is eliminated.
#10696
Jet Pack Demonstration
Action
Other animate Things lose their abilities while they watch target living Thing you control leave play until the beginning of your turn, then roll a d6: 1. it is destroyed, 2. it ditches in your hand, or it lands safely in 3. your control or 4-6. target player's control. Gain Money tokens equal to the die roll.
#10697
Pedestrian Zone
Thing
Vehicles are considered blank. Once per turn, when a player plays an animate Thing, they may either draw a card or activate one of its Action abilities without cost. That ability may not be activated more than once during that turn.
#10698
Action
Destroy target Thing if an Action Ability of that Thing was used on its controller's last turn.
#10699
Action
Reveal up to three cards from your hand. You may play those cards this turn.
#10700
Action
Take two extra turns after this one. Draw no cards at the beginnings of those turns.
#10701
Gratuitous Apostrophization
Action
Target Thing gains a punctuation mark in it's ruletext. Destroy all incorrectly punctuated Thing's.
"You imbeciles! May Lucifer brand your foreheads with an apostrophe in Hades!"
#10702
Bottled Booster Pack
Thing
When Bottled Booster Pack is destroyed, draw two cards, choose two of the draw pile's top ten cards and put one of them into your hand at random, then shuffle the draw pile.
#10703
Speak Truth to Power
Action
Look at the hand of target opponent who has the most non-token Things in play or who destroyed an opponent's Thing during their last turn. You may have them discard a card of your choice.
#10704
Sushi Belt
Thing
At the end of each turn, each player passes a thing they control to the next player in turn order.
#10705
Conceptualize
Action
Target thing becomes intangible and loses all other types.
Sometimes we have thoughts that work in theory. We keep them to ourselves.
#10706
Monument Deconstruction
Action
Destroy target location.
#10707
Falter
Action
May not be discarded.
Destroy target non-token Thing you control.
#10708
Stumble
Action
May not be discarded.
Discard an Action or discard your hand.
#10709
Dither
Thing
May not be discarded.
When an Action you play would allow you to make a choice, that Action instead has no effect, and Dither moves to the discard pile.
#10710
Thing
When Seer of Heart enters play or a card with Heart in its title is played, look at target player's hand. Whenever a player's hand is empty after playing a card, you may return Seer of Heart to your hand.
Through you, the core of a person is revealed.
#10711
Thing
When Prince of Blood enters play, each player returns a Thing they control to their hand.
Action: Discard a card. Until your next turn, target player's max hand size is increased by 3, and they can't play or gain control of Things.
You commit yourself to preventing other commitments.
#10712
Heart/Time: Heartbreakdown
Action - Fraymotif
Destroy target creator (remove from the game all publicly visible cards by that creator).
Dissolution of personal impact.
#10713
Straggle
Action
May not be discarded.
Each opponent draws a card and may play a Thing.
#10714
Fumble
Action
May not be discarded.
Return two Things you control to your hand, then discard a random card.
#10715
Hesitation
Thing
May not be discarded.
When an Action you play would allow you to draw one or more cards, that Action instead has no effect, and Hesitation moves to the discard pile.
#10716
Paradox
Thing - Incarnation
If you would draw cards, discard that many cards instead. If you would discard cards, draw that many cards instead. Only apply one of these abilities per event.
It isn't what it is.
#10717
Hand-Cranked Generator
Thing
Action: Create an electricity token
#10718
Electric Gantry
Thing
Sacrifice an electric token: You may play an additional thing this turn.
#10719
Regifting Exchange
Thing
When a player would draw the first card of their turn, they instead draw a random card under this if possible.
Action: You, and your opponents unless you declare in advance that you will play no Things this turn, take a Thing from the top of the draw pile. Then each player puts a Thing under this, face down and out of play. Shuffle the draw pile.
#10720
In Medias Res
Action
Move cards from the top of the draw pile to the discard pile or vice versa until they are roughly the same size. Each player may gain five tokens of any combination of three types not currently in play. Each of the draw pile's top five Things enters a random player's control. Shuffle the draw pile.
#10721
Practice Round
Thing
When a player would win the game, okay, that was just a warm-up. Now that we all know how to play, shuffle all cards into the draw pile and begin the game.
For real this time.
#10722
Solar Panel
Thing
At the beginning of every other of your turns, create an electricity token.
#10723
Steam Turbine Generator
Thing
Sacrifice a fuel you control: Create an electricity token and you get a pollution counter.
Toxic Gas - For each 3 pollution counters you have, your handsize is reduced by one. If you gain no pollution counters on your turn, you lose a pollution counter.
#10724
Backup Harddrive
Thing
At the beginning of your turn, you may sacrifice an electric token. If you don't, Backup Harddrive has no effect until your next turn.
Your maximum handsize is increased by 5
#10725
Thing
When Heir of Time enters play, destroy target nontoken Thing you don't control chosen at random. Whenever a player takes an extra turn, return Heir of Time to your hand.
Through you, ends and beginnings come about abruptly.
#10726
Thing
When Maid of Void enters play, put target Thing face-down under it.
Thing: Put a card from underneath Maid of Void into play under your control face-down. It counts as a blank Thing.
You bring nothing into being.
#10727
Hope/Breath: Allegro Windfall
Action - Fraymotif
Return this card to your hand, draw 7 cards, then discard 5 cards at random.
Freedom to chase wildest dreams.
#10728
Short Circuit
Action
Destroy target Thing containing circuitry. Its controller gains 10 Electricity tokens, then discards a card for every four of their Electricity tokens, rounded down. Then their Electricity tokens disperse and their other Things containing circuitry are blank until the end of their next turn.
#10729
Snare
Thing - Trap
Play this face down. When a living Thing enters play, you may flip a coin, turning this face up first if it is face down. On heads, put that Thing into your hand and destroy this.
#10730
Target Demographic
Thing
During your turn, second-person references on Things in play refer to you.
#10731
7L
My Long Awaited Return
Action
Play the bottom Thing in the discard pile OR
Play the bottom living Thing in the discard pile.
#10732
Thing
Opponents' cards that would affect your hand affect the cards Up Your Sleeve instead.
e.g. if they make you draw a card it goes Up Your Sleeve.
#10733
Thing
At the start of your turn, choose a symbol. You may play up to six different extra Actions or Things this turn where that symbol is in their cornervalue, but one fewer other Action or Thing. If you play all six, you win the game.
#10734
Thing
When another card would be put in your hand, you may put it under Page of Breath instead.
At the start of your turn, if there are at least 7 cards under Page of Breath, you gain "Actions can't target you. When an Action targets a Thing you control, you may return it to your hand."
Through you, many are lifted free of their cares.
#10735
Thing
When Mage of Doom is destroyed, if it's not a token, create a token that's a copy of it.
When another nontoken Thing you control is destroyed, you may destroy Mage of Doom to create a token that's a copy of that Thing.
You know exactly how much to exert something before it breaks completely.
#10736
Light/Blood: Limelight Sonata
Action - Fraymotif
Gain control of target Thing if you have more Things in play and cards in hand than its controller.
Preeminence and alliance.
#10737
Stuff
Thing
All effects that only affect certain types of things also affect Stuff.
#10738
Power Surge
Action
Create 3 Electricity tokens.
#10739
Eco-Unfriendly Generator
Thing
Sacrifice a living thing you control: Create an electricity token and you get 2 pollution counters.
Toxic Gas - For each 3 pollution counters you have, your handsize is reduced by one. If you gain no pollution counters on your turn, you lose a pollution counter.
#10740
Action
Destroy two solid, physical Things belonging to the same player. That player gains four electricity tokens.
#10741
Action
Halve all numbers on target publicly visible card, rounding up where a non-integer doesn't make sense.
#5371
Thing
After every turn, destroy all Electricity. At the start of your turn, gain two Electricity tokens.
When you have 8 or more Electricity, win the game.
#10743
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