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| |cornervalue = 3 | | |cornervalue = 3 |
| |type=Action | | |type=Action |
| |longtext = true
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| |bgcolor=600 | | |bgcolor=600 |
| |text= All players vote "Yes" or "No" (or abstain) on the proposition: "All players without a card stating a winning or losing condition in their hand or under their control now win the game". If "Yes" wins, the proposition decides the game. If "No" wins, all players who voted "No" must discard a card. Tie: nothing happens. | | |text= All players vote "Yes" or "No" (or abstain) on the proposition: "All players without a card stating a winning or losing condition in their hand or under their control now win the game". If "Yes" wins, the proposition decides the game. If "No" wins, all players who voted "No" must discard a card. Tie: nothing happens. |
| | |longtext=true |
| |creator=Goldenboots}} | | |creator=Goldenboots}} |
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| {{card|title=Apollo Justice|type=Thing - Attorney|cornervalue=6|text=Draw a card whenever a living Thing comes into play.|creator=Binarius|bgcolor=50A}} | | {{card|title=Apollo Justice|type=Thing - Attorney|cornervalue=6|text=Draw a card whenever a living Thing comes into play.|creator=Binarius|bgcolor=50A}} |
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| {{Infobox | | {{card |
| | title=The Infinite Dvorak Deck | | |title=K Street Lobbyist |
| | designer=Everyone
| | |cornervalue = +1 |
| | date=March 2007 and onwards
| | |type=Thing |
| | players=2+ | | |bgcolor=006 |
| | status=UnfinishedPlayable
| | |text= When a vote is called on rules interpretation, KSL's owner picks an opponent, who must vote as KSL's owner directs. "Action:" propose a vote to change a single word on a card on the table. |
| | unlocked=true
| | |creator=Goldenboots}} |
| }}
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| {{Subpage || hide = true | page=Cards 1-100 }}
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| {{Subpage || hide = true | page=Cards 101-200 }}
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| {{Subpage || hide = true | page=Cards 201-300 }}
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| {{Subpage || hide = true | page=Cards 301-400 }}
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| {{Subpage || hide = true | page=Cards 401-500 }}
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| {{Subpage || hide = true | page=Cards 501-600 }}
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| {{Subpage || hide = true | page=Cards 601-700 }}
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| {{Subpage || hide = true | page=Cards 701-800 }}
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| {{Subpage || hide = true | page=Cards 801-900 }}
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| {{Subpage || hide = true | page=Cards 901-1000 }}
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| {{Subpage || hide = true | page=Cards 1001-1100 }}
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| {{Subpage || hide = true | page=Cards 1101-1200 }}
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| {{Subpage || hide = true | page=Cards 1201-1300 }}
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| {{Subpage || hide = true | page=Cards 1301-1400 }}
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| {{Subpage || hide = true | page=Cards 1401-1500 }}
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| {{Subpage || hide = true | page=Cards 1501-1600 }}
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| {{Subpage || hide = true | page=Cards 1601-1700 }}
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| {{Subpage || hide = true | page=Cards 1701-1800 }}
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| {{Subpage || hide = true | page=Cards 1801-1900 }}
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| {{Subpage || hide = true | page=Cards 1901-2000 }}
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| 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.
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| The only rules to adding cards are:-
| | {{card |
| | | |title=Backroom Deal |
| * '''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.
| | |cornervalue = <-> |
| * '''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.)
| | |type=Action |
| * '''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.
| | |bgcolor=600 |
| :(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.)
| | |text= You may agree with one other player to trade one word in the text of one of your Things with a word in the text of one of his/her Things. No more than three minutes may be spent negotiating the agreement. |
| * '''No special rules'''. This deck has no [[Rules#Special_rules|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.
| | |creator=Goldenboots}} |
| * '''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 [[Links#Apprentice|Apprentice]] (if it's possible to make decks that contain every card of a set).
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| ==Special Rules== | | ==Special Rules== |
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 may or may not have individual types (such as "energy" or "goblin"); if a token has a type, it's 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
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.
mentalist
Thing
Thing: trigger another living thing's action ability under your control.<br\>
"You are under my control"
Svengali
Thing
Attach to another living thing. If Svengali would leave play the other card is destroyed.
Relegation
Action
Return target Thing to its owner's hand.
Hunger Strike
Thing
You may not draw cards. If you have no cards in your hand at the beginning of your turn, you win. Thing and Action: Discard a card.
Pringles Cantenna
Thing
Name an opponent when this card enters play. Their Things also apply to you as if you controlled them, but you may not use those Things' Action abilities.
Miss Me?
Action
Move one card from the discard pile into your hand.
Library Card
Thing
Action: Put one Thing from the draw pile into play under your control. After having it in play for 3 of your turns, you may return it to the draw pile and then shuffle it, or discard one card at the beginning of each of your turns as long as you have it. If the Thing is destroyed, discard your hand. If an opponent takes control of it, they must discard a card each of their turns.
I Hate You All!
Thing
Action: Create a Spite token and give it to another player. If a player has 3 or more Spite tokens, their maximum hand size is 3.
Thing-Node
Thing:Gain a copy of target Node.
Thing-Node
Action:Draw a card for each Node you control, then destroy one of your Nodes.
Thing-Node
Action:Gain one copy of target Token for each Node in play.
Forgot About Corr
Action
If there are no Things by Corrigan in play, any opponent who cannot produce a card by Corrigan from their hand must discard their hand in shame.
Formulaic Insult Contest
Action
Choose a noun, verb, adjective or adverb. Each player reveals all the cards in his/her hand with that word in their titles. The player who reveals the most cards gets to take control of up to 3 Things.
"Yo mamma's so fat she got diabetes!"
Giant Happy Spider Friend
Thing
Your hand size is eight.
Action: Remove target living Thing's Action ability. After five turns, it is destroyed.
Where is the Internet?
Thing
No players may draw cards.
"Where is that thing? I've heard that it's in my computer, but it's so small.
Ten Million Years Later
Action
Destroy all Things and replace each of them with a Dust token.
Freedom of Information Act request
Action - Reaction
Play as an opponets card would go to the discard pile, place in your hand instead.
Action
Change the Title of any card in play.<br\>
PWNd
New world order
Action
Return all living things to thier owner's hands
ALL YOUR BASE
Action
Take the three top cards from the discard pile.
Thing-Node
Action:Put a node from play into your hand.
Horror of the Infinite
Thing
Cards that refer to specific types of Thing cannot be played. If any Things (except this one) refer to specific types of Thing, destroy them.
Modest Abundance
Thing
Whenever a player would draw a card, they instead draw cards until they have three in their hand. (If they already have three or more cards in their hand, they skip that draw.)
Mixed Bag
Action
Put ten tokens into play under your control, each of a different type.
Clean Slate
Action
All players discard their hand. Shuffle discard pile into draw pile. Then all players redraw hand.
Deadly Switch
Action
Switch discard pile with deck.
Big Red Button
Action
Every player chooses a number from 1 to 6. Roll a six sided die. If anyone chose the number rolled, make them discard their hand. Numbers can be shared by multiple people.
Just Visiting
Reaction
Play immediately when one of your Things is to be destroyed. Put it back under your control at the beginning of your next turn.
Afterburners
Thing
You may play two Actions per turn.
Deep Thought
Thing
When you draw this card, you must play it immediately. At the end of your turn, put this card on the bottom of the draw pile. The second time this card is played, you and the player who played it first both win.
Soul
Thing Soul
The soul of a homicidal maniac.
Card by Depressi added by gill_smoke
Soul
Thing Soul
The soul of an innocent child.
Card by Depressi added by gill_smoke
New Strategy
Action
Discard your hand, and draw three new cards.
Card by Depressi added by gill_smoke
No Corner For YOU!
Thing
This thing cannot be destroyed. All cards with corner values must be discarded immediately unless expressly stated against by the card.
Action Lock
Thing
If you draw this card, you must play it at the next available chance. You are not be able to play actions if there is someway not to play actions while this card lives. If you have a full hand of actions, you must either skip your turn or discard.
Thing Lock
Thing
If you draw this card, you must play it at the next available chance. You are not be able to play things if there is someway not to play things while this card lives. If you have a full hand of things, you must either skip your turn or discard.
Thing
Whenever a Thing uses an Action ability, the player who controls it must destroy a Thing (including tokens) they control.
Mongol Go-Go!
Action
Each player destroys 3 Things and gives control of 1 Thing they control to a different player.
The Best Breakfast Ever
Action
Discard 2 cards, then draw 5 cards and discard 1 card.
"I had to discard a card for it, so it must be really really great, right?"
Destiny
Action
Both you and a target player must write down a number between one and ten. You both show your numbers at once. If your number is higher, that player is eliminated. If their number is higher, you are eliminated. If the numbers are the same, shuffle Destiny back into the draw deck.
All In
Action
Whoever has the most hard cash on them wins the game.
Magistrate of Prepostery
Thing
Action: Everyone secretly picks a number from one to ten. The highest number draws a card; the lowest number discards a card. If two players match numbers, they exchange that many cards, either in play or in their hand. Everyone gets as many Confetti Tokens as the number they chose.
Action
All players vote "Yes" or "No" (or abstain) on the proposition: "All players without a card stating a winning or losing condition in their hand or under their control now win the game". If "Yes" wins, the proposition decides the game. If "No" wins, all players who voted "No" must discard a card. Tie: nothing happens.
Thing
Good thing we're not playing Hearts.
Headhunter
Thing - Party Member
Whenever you destroy a Thing, create a Head token. If you control ten Head tokens, this card gains the text "Action - Head Cane: Eliminate an opponent."
Brick
Thing
Play into target opponent's control. Your hand size is decreased by one.
Custer's Last Stand
Reaction
Play immediately in response to one of your Things being destroyed by an opponent. Destroy one more, along with two of that opponent's.
Rain Dance
Action
Before revealing this card say: "Hallawullawalla!", dance around the table and show your tongue to all other players. If somebody asks you, if you are crazy, they are eliminated.
The Necronomicon
Thing
Play this face down into target player's control and tell the player: "This is so scary, I cannot even show you." If this card is looked at or destroyed by his owner, the owner is eliminated.
You may spice up your every day conversation using fancy words like: "eldritch", "hideous" and "blasphemous".
Nepth Charge
Thing
Action: Take control of another player's Thing, placing a Brain Rot token on it as t comes into your possession. Every subequent turn, place another Brain Rot token on that controlled card. When a controlled Thing has five Brain Rot tokens on it, discard that Thing.
Clairvoyance
Action
Look at the top four cards of the draw pile and rearrange them as you see fit.
Crotchety Old Geezer
Thing
Action: Return a Thing that an opponent played during their last turn to their hand, and return Crochety Old Geezer to your hand. You may not use this ability on the same turn in which you play this card.
Action
Identify two of target opponent's Things. They must either allow you to choose one and take control of it, or destroy them both.
Thing Brick
Discard your hand when you play this card. At the start of each of your turns, destroy the Opponent-controlled Thing that's comes first alphabetically.
Card by Depressi added by gill_smoke
Thing Brick
Action: Draw until you have a full hand.
Card by Depressi added by gill_smoke
Thing Brick
At the end of their turn, every Opponent must give you a card from their hand.
Card by Depressi added by gill_smoke
Thing
You may play this under an opponent's control.
During your turn you have to slap yourself in the face once. If you forget it, you are eliminated.
Action: Look at the top two cards of the draw pile and rearrange them, if you wish so.
Stephen King stole my ideas!
Reaction
Play this in response to an action. The action is considered to be played by you now, with you making any decisions for it.
Action
Discard n cards. Then choose an Action or Thing ability and use it 2ⁿ times, with you making any decisions for it.
Thing Brick
Draw an extra card each turn.
Card by Depressi added by gill_smoke
Thing Brick
Action: Destroy any of your active Things, and draw three cards.
Card by Depressi added by gill_smoke
Thing Brick
Your maximum hand size is now seven.
Card by Depressi added by gill_smoke
OBE
Out of Body Experience
Action
All opponents reveal their hands. Then choose a card from a target opponent and take it.
That's not an OBE, that's just robbery!
I'm on the Astral Plane Now and All You Suckers Down There Can Bite Me
Thing
Human things cannot target you or the things you control.
He's truly reached enlightenment.
Action
Choose one:
+ Gain a token of any type and name.
OR
+ Use any Action ability two times with you making any decisions for it.
OR
+ Change all instances of 2 to 4 on target card.
Thing
At any time during your turn, you may discard an Action to draw a card.
Thing
At any time during your turn, you may discard a card with a Cornervalue and draw a card. If that card's cornervalue shares a symbol with the cornervalue of a Thing you control, draw an additional card.
Thing
At any time during your turn, you may discard an edible Thing from your hand to draw a card.
Action: gain a Food token.
Going Rogue
Action
Choose a Thing, and a player. That player must either immediately play an Action card or Action ability to destroy the Thing, or give control of the Thing to you.
Penalty Shootout
Thing
When this comes into play, put a Football token into play and have every player draw a card. Action: Give a Football token you control to an opponent. They must either play a Thing from their hand immediately, or lose the game. Any player who controls a Football token may use this ability.
Solar Flare
Action
Destroy all electronically-based Things.
Mr. Universe
Thing
Mr. Universe counts as both living and electronic. Your hand size limit is increased by three. You may not control living Things other than this one. If you play any card dealing with zombies, you win.
High Noon
Action
You and target opponent each roll a die, and the higher number wins. The winner may destroy a number of the loser's Things equal to the difference between the rolls; if the difference is six or more, the loser is eliminated. Before you roll, you may discard cards from your hand; your die roll is increased by 1 for each.
Reality Glitch
Action
Each player chooses a Thing in play, and creates a copy of it under their control.
High-Energy Field
Thing
Whenever a Thing uses its Action ability, destroy it.
Imperial Walker
Thing
Whenver a thing uses an ability that would effect walker, the enemy card is destroyed after it uses the ability, even if Imperial Walker is dead.
Inflation
Thing
Action: Pick a token type. Each player destroys half the tokens they control of that type (rounding down).
Hall of Mirrors
Thing
Whenever a player plays an Action card, each of their opponents may then play a copy of that card.
Action
Ask target player, if she wants all her things destroyed. If she answers "yes", destroy them. If she answers "no", nothing happens.
?
You never know... Part 2
Action
Ask target player, if she wants all her things destroyed. If she answers "no", destroy them. If she answers "yes", nothing happens.
?
You never know... Part 3
Action
Ask target player, if she wants to discard her hand. If she answers "yes", she has to discard it. If she answers "no", nothing happens.
Cyclops
Thing Monster
May play on another player, Owner may only play an action or a thing each of thier turns but not both.
Vermlix
Thing Dragon
Comes into play with 10 money tokens on it. if one of his money tokens are destroyed, destroy 2 random things you control. <br\>Thing: Create a new money token on this card. <br\>Action: Destroy target thing.
"There's a dragon up there"
Margin writer
Thing Person
Action: add Flavor text to any card in play
Hmm?
Action
Cause the Action of another player to be repeated exactly as it just happened (i.e., targeting the same player with the exact same effect). Can be played whenever another player uses an Action.
Ah!
Action
Draw as many cards as another player just drew. Can be played whenever another player draws one or more cards.
Aha.
Action
Repeat the action of another player as though you had played the Action (i.e., not exactly as it occurred; you may choose a different player and any actions required of you by the Action must be done again). Can be played whenever another player uses an Action.
Action
All other players discard a card at random. If a player discards a card with a cornervalue containing a '4' or an 'S', they discard an additional card at random.
Action
Choose a symbol. Gain control of all Things with a cornervalue containing that symbol.
Thing
Action: Move the top card of the draw pile to the discard pile. If it has a cornervalue containing a '5' or an 'S', move it to your hand instead.
Pre-World War Parents
Thing
During any opponent's turn you may destroy a curfew token you control to prevent a thing from being played. The thing is put in the discard pile. After you used this ability don't use it till the beginning of the next player's turn.
Action: Gain a curfew token.
"Can I go study latin, please?" "No! Eat your spinach first!"
Graveyard
Thing
Action and Thing: Take a card from the discard pile and put it under Graveyard.
Action and Thing: Play a card from under Graveyard as if it were in your hand. If it was an action, it goes back to the discard pile after being played.
Thing
If you control ten or more honey tokens and no player other than you controls
living things, you win.
Action and Thing: Create a Bee card with text: "At the beginning of your turn you may destroy a living thing."
Action and Thing: Put a honey token into play.
Stop them before it's too late!
The Prisoner
Thing Person
All attempts to destroy or change ownership fail. <br\>Action: Take control of any card with a cornervalue
"You are number six"-Number One
Soothsayer
Thing Person
Action: Add or remove a hex token on a thing in play. things with hex tokens may not use Action or Thing abilities
"Beware the Ides of March"
Captain Collosal
Thing Person
Comes into play with 10 hit tokens on it. If Captain Collosal would be destroyed remove a hit token instead. All destroy effects of opponets must target Captain Collosal first.
Thing
Action: Replace target living thing with a money or a gold token.
LSD
Lucy in the Sky with Diamonds
Action
Play this at the very beginning of your turn. In this turn, you draw the top card of the discard pile, discard cards to the top of the draw pile, play things and actions for another player you choose and you lose, if you win.
Action
Destroy target thing. Then destroy all things you control.
Archivist
Action
If you were the last person to archive the Infinite Dvorak cards on the wiki, prove this to other players and draw five cards. Otherwise, this card has no effect.
Ricochet
Action
Play in response to a Thing being destroyed. Pick a non-Token thing at random, from all the others in play - that Thing is destroyed instead.
Rocket Launcher
Thing
When this comes into play, put three Ammo tokens into play. Action: Destroy an Ammo token you control, to destroy a Thing.
Thing
Play this onto target thing. As long as Cloak of Polymorph is in play, the thing it was played onto has all types and colours and belongs to all classes. (That means the thing is living and undead and inanimate and a robot and female and male
etc. at the same time!)
Thing
You may play this under an opponent's control. When this comes into play, turn all non-token things you control face down. As long as a thing is face down it's simply not there. At the beginning of your turn you may put one of your things face up again.
Thing
As long as this is in play, all instances of "Action:" on the things you control read "Action or Thing:"
Lucky Bastard
Thing Person
As long as lucky bastard is in play owner decides the fate of all random events
Web Designer
Thing Person
<br\>
"They don't really DO anything" -Bub
Toodles
Thing Person
If Owner controls a tooth they win the game. <br\>Action: Make a shiny token.
"She thinks she's the freaken tooth fairy" -Bub
Commercialism
Thing
At the beginning of each player's turn, they must either put a Thing into play from their hand, take a non-token Thing they control back into their hand, or lose the game.
Fuel Injection
Thing
You may destroy this card at any time, to play a card immediately from your hand.
Cupboards raining from the sky
Action
In this round, play as many things as you wish.
Albert Camus
Thing
Action: Generate a zombie token.
"How do you know he didn't summon zombies? You don't even know who he was!"
Buccaneers
Thing
Instead of drawing a card, you may play an extra thing.
Action: Gain control of a ship (spaceships are fine, too).
2C
Blatant Violation Of Infinite Dvorak Rule #4
Action
Play in response to any action with effects that wear off or occur at the end of a turn. Those effects instead wear off/occur at the end of that player's next turn, at which point you must discard your hand for violating rule 4.
Thing
Play this onto a thing. Equipped thing has no types or colors. It is neither male, female, living, undead, blue, red, etc.
Action
If you control only one thing, create four copies of that thing.
Truckosaurus Rex
Thing
Action: Discard a card and destroy a Thing.
Mitosis
Action
Draw a card for every Thing in your hand.
Thing
At the conclusion of every player's turn, they must reveal the top card of the draw pile and place it in the discard pile. Count the number of lines in that card's ruletext, and count that far through the normal order of play to find out who takes a turn next.
Ghost in the Machine
Thing
Action: Pick a random Thing from all those with Action abilities, other than this one. Activate that ability as if you controlled the Thing.
Conjoined Twin
Thing
At the end of your turn, take another turn (but don't take another one at the end of that one). If this card is destroyed, you lose the game.
Always Get Paid In Gold Bars
Thing
When this comes into play, any player with no Gold tokens gets five Gold tokens. If anyone controls ten Gold tokens, they win the game.
Venus in furs
Thing Person
None of a chosen opponent's living things may perform actions.
Golf Pro
Thing Person
Destroy a money token to play, any one of your living things may take two actions when they would take one.
Try that again.
Wirer
Thing Person
Destroy any number of tokens, for each token destroyed in this way attach two nonliving things together with a wire token, the attached things are considered one thing with all rules text.
Yeah, I can do that.
Missile Bank
Thing
Whenever a Thing comes into play, destroy it.
Godot
Thing
You may not play this card from your hand. If this card is in play under your control, you win the game.
You are a Nerd!
Action
Choose a player. If he controls any things that are related to computers, internet, hacking or comics, he has destroy all of them.
Poetry Slam
Thing
Every player may play as many things as he wants during his turn, as long as the things' titles all rhyme.
You are all going to suffer!
Reaction
Play this in response to an Action.
If the Action would have destroyed things you control, destroy target thing instead.
If the Action would have caused you to discard cards, all other players discard their hands instead. If the Action would have eliminated you, eliminate all other players instead.
Out Of Sight
Thing
If any of your Things is to be destroyed, you may give the opponent who would destroy it a card from your hand to prevent its destruction.
Action
Destroy a Thing and draw four cards.
Past Life Melodies
Thing
Draw a card whenever you play an Action with a cornervalue. If you draw an Action with a cornervalue, draw another card.
Alpha Male
Thing Person
Playable on another, If another card owned by controler tries to use an action ability, Alpha Male's triggers instead. <br\>Action: destroy random thing.
Beta Female
Thing Person
Playable on another, If another card owned by controler tries to use an action ability, Beta Female's does too. <br\>Action: play a thing from your hand.
Token Exchange
Thing
Destroy 3 tokens of differing types to play. At the beginning of your turns roll a 6 sided die the number minus 1 is the token exchange rate, all effects that create tokens create the exchange rate number of tokens. All players may use Token Exchange's ability. Action: Destroy the exchange rate number of a one type of token to create one token of a different type. This is unusable if the exchange rate is zero.
Treasure Chest
Thing
Action: Draw three cards, or put ten Gold tokens into play, then destroy this card.
Sifting
Action
Every player draws a card, then discards a card.
Trap: Acid Spray
Action
Target opponent discards their hand.
For the Orders Militant
Action
If you control at least one Thing, any opponent who does not control any Things is eliminated.
Thing - Attorney
Draw a card whenever a living Thing comes into play.
Thing
When a vote is called on rules interpretation, KSL's owner picks an opponent, who must vote as KSL's owner directs. "Action:" propose a vote to change a single word on a card on the table.
Action
You may agree with one other player to trade one word in the text of one of your Things with a word in the text of one of his/her Things. No more than three minutes may be spent negotiating the agreement.
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 may or may not have individual types (such as "energy" or "goblin"); if a token has a type, it's 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
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.
mentalist
Thing
Thing: trigger another living thing's action ability under your control.<br\>
"You are under my control"
Svengali
Thing
Attach to another living thing. If Svengali would leave play the other card is destroyed.
Relegation
Action
Return target Thing to its owner's hand.
Hunger Strike
Thing
You may not draw cards. If you have no cards in your hand at the beginning of your turn, you win. Thing and Action: Discard a card.
Pringles Cantenna
Thing
Name an opponent when this card enters play. Their Things also apply to you as if you controlled them, but you may not use those Things' Action abilities.
Miss Me?
Action
Move one card from the discard pile into your hand.
Library Card
Thing
Action: Put one Thing from the draw pile into play under your control. After having it in play for 3 of your turns, you may return it to the draw pile and then shuffle it, or discard one card at the beginning of each of your turns as long as you have it. If the Thing is destroyed, discard your hand. If an opponent takes control of it, they must discard a card each of their turns.
I Hate You All!
Thing
Action: Create a Spite token and give it to another player. If a player has 3 or more Spite tokens, their maximum hand size is 3.
Thing-Node
Thing:Gain a copy of target Node.
Thing-Node
Action:Draw a card for each Node you control, then destroy one of your Nodes.
Thing-Node
Action:Gain one copy of target Token for each Node in play.
Forgot About Corr
Action
If there are no Things by Corrigan in play, any opponent who cannot produce a card by Corrigan from their hand must discard their hand in shame.
Formulaic Insult Contest
Action
Choose a noun, verb, adjective or adverb. Each player reveals all the cards in his/her hand with that word in their titles. The player who reveals the most cards gets to take control of up to 3 Things.
"Yo mamma's so fat she got diabetes!"
Giant Happy Spider Friend
Thing
Your hand size is eight.
Action: Remove target living Thing's Action ability. After five turns, it is destroyed.
Where is the Internet?
Thing
No players may draw cards.
"Where is that thing? I've heard that it's in my computer, but it's so small.
Ten Million Years Later
Action
Destroy all Things and replace each of them with a Dust token.
Freedom of Information Act request
Action - Reaction
Play as an opponets card would go to the discard pile, place in your hand instead.
Action
Change the Title of any card in play.<br\>
PWNd
New world order
Action
Return all living things to thier owner's hands
ALL YOUR BASE
Action
Take the three top cards from the discard pile.
Thing-Node
Action:Put a node from play into your hand.
Horror of the Infinite
Thing
Cards that refer to specific types of Thing cannot be played. If any Things (except this one) refer to specific types of Thing, destroy them.
Modest Abundance
Thing
Whenever a player would draw a card, they instead draw cards until they have three in their hand. (If they already have three or more cards in their hand, they skip that draw.)
Mixed Bag
Action
Put ten tokens into play under your control, each of a different type.
Clean Slate
Action
All players discard their hand. Shuffle discard pile into draw pile. Then all players redraw hand.
Deadly Switch
Action
Switch discard pile with deck.
Big Red Button
Action
Every player chooses a number from 1 to 6. Roll a six sided die. If anyone chose the number rolled, make them discard their hand. Numbers can be shared by multiple people.
Just Visiting
Reaction
Play immediately when one of your Things is to be destroyed. Put it back under your control at the beginning of your next turn.
Afterburners
Thing
You may play two Actions per turn.
Deep Thought
Thing
When you draw this card, you must play it immediately. At the end of your turn, put this card on the bottom of the draw pile. The second time this card is played, you and the player who played it first both win.
Soul
Thing Soul
The soul of a homicidal maniac.
Card by Depressi added by gill_smoke
Soul
Thing Soul
The soul of an innocent child.
Card by Depressi added by gill_smoke
New Strategy
Action
Discard your hand, and draw three new cards.
Card by Depressi added by gill_smoke
No Corner For YOU!
Thing
This thing cannot be destroyed. All cards with corner values must be discarded immediately unless expressly stated against by the card.
Action Lock
Thing
If you draw this card, you must play it at the next available chance. You are not be able to play actions if there is someway not to play actions while this card lives. If you have a full hand of actions, you must either skip your turn or discard.
Thing Lock
Thing
If you draw this card, you must play it at the next available chance. You are not be able to play things if there is someway not to play things while this card lives. If you have a full hand of things, you must either skip your turn or discard.
Thing
Whenever a Thing uses an Action ability, the player who controls it must destroy a Thing (including tokens) they control.
Mongol Go-Go!
Action
Each player destroys 3 Things and gives control of 1 Thing they control to a different player.
The Best Breakfast Ever
Action
Discard 2 cards, then draw 5 cards and discard 1 card.
"I had to discard a card for it, so it must be really really great, right?"
Destiny
Action
Both you and a target player must write down a number between one and ten. You both show your numbers at once. If your number is higher, that player is eliminated. If their number is higher, you are eliminated. If the numbers are the same, shuffle Destiny back into the draw deck.
All In
Action
Whoever has the most hard cash on them wins the game.
Magistrate of Prepostery
Thing
Action: Everyone secretly picks a number from one to ten. The highest number draws a card; the lowest number discards a card. If two players match numbers, they exchange that many cards, either in play or in their hand. Everyone gets as many Confetti Tokens as the number they chose.
Thing
When a vote is called on rules interpretation, KSL's owner picks an opponent, who must vote as KSL's owner directs. "Action:" propose a vote to change a single word on a card on the table.
Action
You may agree with one other player to trade one word in the text of one of your Things with a word in the text of one of his/her Things. No more than three minutes may be spent negotiating the agreement.