Difference between revisions of "Infinite Dvorak deck"
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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. | 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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==Card List== | ==Card List== | ||
:''The earlier cards of this deck have been archived: [[/Cards 1-100|1-100]], [[/Cards 101-200|101-200]], [[/Cards 201-300|201-300]], [[/Cards 301-400|301-400]], [[/Cards 401-500|401-500]], [[/Cards 501-600|501-600]], [[/Cards 601-700|601-700]], [[/Cards 701-800|701-800]], [[/Cards 801-900|801-900]], [[/Cards 901-1000|901-1000]], [[/Cards 1001-1100|1001-1100]], [[/Cards 1101-1200|1101-1200]], [[/Cards 1201-1300|1201-1300]], [[/Cards 1301-1400|1301-1400]], [[/Cards 1401-1500|1401-1500]], [[/Cards 1501-1600|1501-1600]], [[/Cards 1601-1700|1601-1700]], [[/Cards 1701-1800|1701-1800]], [[/Cards 1801-1900|1801-1900]], [[/Cards 1901-2000|1901-2000]], [[/Cards 2001-2100|2001-2100]], [[/Cards 2101-2200|2101-2200]], [[/Cards 2201-2300|2201-2300]], [[/Cards 2301-2400|2301-2400]], [[/Cards 2401-2500|2401-2500]], [[/Cards 2501-2600|2501-2600]], [[/Cards 2601-2700|2601-2700]], [[/Cards 2701-2800|2701-2800]], [[/Cards 2801-2900|2801-2900]], [[/Cards 2901-3000|2901-3000]], [[/Cards 3001-3100|3001-3100]], [[/Cards 3101-3200|3101-3200]], [[/Cards 3201-3300|3201-3300]], [[/Cards 3301-3400|3301-3400]], [[/Cards 3401-3500|3401-3500]], [[/Cards 3501-3600|3501-3600]], [[/Cards 3601-3700|3601-3700]], [[/Cards 3701-3800|3701-3800]], [[/Cards 3801-3900|3801-3900]], [[/Cards 3901-4000|3901-4000]], [[/Cards 4001-4100|4001-4100]], [[/Cards 4101-4200|4101-4200]], [[/Cards 4201-4300|4201-4300]], [[/Cards 4301-4400|4301-4400]], [[/Cards 4401-4500|4401-4500]], [[/Cards 4501-4600|4501-4600]], [[/Cards 4601-4700|4601-4700]], [[/Cards 4701-4800|4701-4800]], [[/Cards 4801-4900|4801-4900]], [[/Cards 4901-5000|4901-5000]], [[/Cards 5001-5100|5001-5100]], [[/Cards 5101-5200|5101-5200]].'' | :''The earlier cards of this deck have been archived: [[/Cards 1-100|1-100]], [[/Cards 101-200|101-200]], [[/Cards 201-300|201-300]], [[/Cards 301-400|301-400]], [[/Cards 401-500|401-500]], [[/Cards 501-600|501-600]], [[/Cards 601-700|601-700]], [[/Cards 701-800|701-800]], [[/Cards 801-900|801-900]], [[/Cards 901-1000|901-1000]], [[/Cards 1001-1100|1001-1100]], [[/Cards 1101-1200|1101-1200]], [[/Cards 1201-1300|1201-1300]], [[/Cards 1301-1400|1301-1400]], [[/Cards 1401-1500|1401-1500]], [[/Cards 1501-1600|1501-1600]], [[/Cards 1601-1700|1601-1700]], [[/Cards 1701-1800|1701-1800]], [[/Cards 1801-1900|1801-1900]], [[/Cards 1901-2000|1901-2000]], [[/Cards 2001-2100|2001-2100]], [[/Cards 2101-2200|2101-2200]], [[/Cards 2201-2300|2201-2300]], [[/Cards 2301-2400|2301-2400]], [[/Cards 2401-2500|2401-2500]], [[/Cards 2501-2600|2501-2600]], [[/Cards 2601-2700|2601-2700]], [[/Cards 2701-2800|2701-2800]], [[/Cards 2801-2900|2801-2900]], [[/Cards 2901-3000|2901-3000]], [[/Cards 3001-3100|3001-3100]], [[/Cards 3101-3200|3101-3200]], [[/Cards 3201-3300|3201-3300]], [[/Cards 3301-3400|3301-3400]], [[/Cards 3401-3500|3401-3500]], [[/Cards 3501-3600|3501-3600]], [[/Cards 3601-3700|3601-3700]], [[/Cards 3701-3800|3701-3800]], [[/Cards 3801-3900|3801-3900]], [[/Cards 3901-4000|3901-4000]], [[/Cards 4001-4100|4001-4100]], [[/Cards 4101-4200|4101-4200]], [[/Cards 4201-4300|4201-4300]], [[/Cards 4301-4400|4301-4400]], [[/Cards 4401-4500|4401-4500]], [[/Cards 4501-4600|4501-4600]], [[/Cards 4601-4700|4601-4700]], [[/Cards 4701-4800|4701-4800]], [[/Cards 4801-4900|4801-4900]], [[/Cards 4901-5000|4901-5000]], [[/Cards 5001-5100|5001-5100]], [[/Cards 5101-5200|5101-5200]], [[/Cards 5201-5300|5201-5300]].'' | ||
<!-- *** PLEASE NOTE: New cards should go at the bottom of this list, not the top. *** --> | <!-- *** PLEASE NOTE: New cards should go at the bottom of this list, not the top. *** --> | ||
{{card|title=Time-waster|type=Thing|text=You may shuffle the draw pile once per turn.|cornervalue=0e|creator=Bucky|bgcolor=007}} | {{card|title=Time-waster|type=Thing|text=You may shuffle the draw pile once per turn.|cornervalue=0e|creator=Bucky|bgcolor=007}} | ||
Revision as of 22:32, 1 January 2011
The Infinite Dvorak Deck | |
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Designer | Everyone |
Date | March 2007 and onwards |
Players | 2+ |
Although this is an unfinished deck, it is still playable. | |
To play Dvorak: Draw five cards each and leave the rest as a draw pile. On your turn, draw a card from the draw pile and play one Thing and/or one Action. (See the full rules.) | |
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This deck is under construction. Anyone is welcome to contribute - check the talk page to find out more. |
The Infinite Dvorak Deck is an ever-expanding card game, which anyone can add cards to. There's no coherent theme, and cards can be original, inspired by anything, copied from other Dvorak decks, or even dragged in verbatim from other card games.
The only rules to adding cards are:-
- Don't add more than three cards at a time; give someone else a chance to add some, before you add any more. And make sure you put your cards at the bottom of the page.
- Don't change other people's cards. If something seems ambiguous or broken, tell them on the talk page. (There's an option to filter specified users' cards out when you export the deck to play with, so don't worry too much if someone's cards are irredeemably unplayable.)
- Cards shouldn't refer to other cards. Remember that the deck is infinite! Cards should avoid making any specific references to other cards or mechanics, because they might never see those specific cards during play, particularly if you think of the deck as infinite. You should word your mechanics as generically as possible - a fishing rod card that said "gain control of a fish" would be useless in a game where no fish cards came up, whereas one that said "gain control of a living Thing" would probably see some use in any game that it got drawn in.
- (A good test is to open a random archive page of the Infinite Dvorak Deck, and see how many of its cards your new card could apply to. If there are only one or two cards that you could play it on, then you should probably word it more generically.)
- No special rules. This deck has no Special Rules aside from the two described below; it's all on the cards. Cards should not create Special Rules (or any equivalent "invisible" effect that significantly outlives the lifetime of the card); players should only have to read the cards on the table to know what's going on.
- Values in the corners of cards are meaningless, unless there's another card in play that somehow gives them meaning.
Whenever anyone's feeling insane enough to play a game of it, they can export it to the Dvorak Engine, or possibly Apprentice (if it's possible to make decks that contain every card of a set).
Special Rules
The only rules that this deck uses in addition to the basic Dvorak rules are:-
- Tokens exist. Some cards can create or destroy or manipulate "tokens", which you should represent with whatever coins or counters you have to hand. Tokens count as Things, but if a token is destroyed or otherwise removed from play, it's removed from the game entirely. Tokens usually have individual types (such as "Energy" or "Goblin"); if a token has a type, that's also considered to be its name, otherwise its name is just "Token".
- If there's an ambiguity, vote on it. For example: if a card says to destroy a "living" Thing, and a player is wondering if it'll work against a "zombie" card, the players should take a vote to determine whether or not the zombie counts as living. If a majority decision can't be reached, resolve it randomly.
Selected Sets
If you'd prefer a more compact subset of the deck, you may appreciate one of the following:
Superpower set, Token set, Flavor set
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.
At the start of your turn, if this has Fuse Tokens on it, remove one; otherwise, destroy all Things.
Because none of us is as broken as all of us.
See that one button, next to the other button? It's the one just below that one.
*Backups a Backup System*
Action: Discard one card from your hand to destroy two cards of your choice
Far more energy efficient than your garden variety Devastator.
It's like Throne, but... fairer
And it's not Santa Claus.
Action: Destroy Atlus.
"We get off on your tears."
A unpredictable machine built by a long-dead Mage.
The eventual killer of its creator.
A prototype of the long-dead mage's mysterious cornervalue research.
Things you control can be destroyed only by being eaten.
They said he was long dead. They never said he wasn't walking.
If played otherwise:This card counts as blank.
Totally not based off a Magic: The Gathering creature card.
He'll never get anywhere in life.
He's good with music, but he smells like teen spirit in the sky.
5 Actions:Draw a card
This one alien artifact can channel more energy than the combined North American power grid.
Action:Destroy this and all tokens on it. Draw a card for each token you destroyed.
If a player has ten Deed tokens at the beginning of his or her turn, he or she wins the game.
Action: Destroy 3 Money tokens you control and play a Thing.
If you do both, discard a card and destroy a Thing you control first.
Originality is highly overrated.
When Converter Node leaves play, remove all Node counters from the game.
Action: For each Node you control, put a Node counter on a target Thing.
Nothing lasts forever, Not even cold November rain.
-Of all the seasonal flavors this is the one I hate the most.
Action: Destroy three Energy Tokens you control to play two Actions that aren't action abilities of Power Converter.
Action: Destroy a token you control and put a charge counter on this card.
Action: Remove a charge counter and destroy a token.
Action: Remove three charge counters and destroy a Thing.
Action: Remove nine charge counters and eliminate a player.
lawlz ur ++l n00b im made of teh winz!!!111!!
Action: Give a Dodgeball Token you control to an opponent and destroy a Thing that player controls.
So I guess it's not so much a time machine as it is a dodgeball cannon.
We should be due for a crescendo any minute now.
You may play another Action this turn.
With so many different contributors, thousands of cards and no constant win condition, the chances that the cards you have in your hand will actually help you win this game are insignificant.
Whenever another player gains control of Magical Unicorn, remove all sparkle counters from it.
At the beginning of your turn, if Magical Unicorn has six sparkle counters on it, you win the game.
Never pass up a chance to hunt for unicorns.
Action:You may take an extra Action next turn.
At any time on your turn, you may destroy one of your Thing tokens to play an extra Thing.
Whenever you play your fourth Thing card of a turn, you win the game.
Note to self: Kevan does not like surprise promulgs.
"You don't know how to use it anyway."
At the beginning of each player's turn, that player wins the game if no other player controls a Thing.
"I swear to return it, but I take no responsibility for its condition at that time."
A player may reveal a hand of only blank cards to discard his hand and put an indestructible Pawn token into play.
You control each player with a Pawn token.
When only one player has no Pawn tokens, eliminate him.
Action: Destroy any number of Book tokens you control and draw that many cards.
The secrets of the universe are available to anyone willing to study them.
At the beginning of your turn, destroy this.
Well THAT was random.
For each Chaos token a player controls, that player's max hand size is one card less and he draws an extra card on his draw step.
When a player's max hand size is 0, eliminate him.
Action: Each player gains a Chaos token.
Action: Each player sacrifices a Chaos token.
During your turn, you may destroy three Fire tokens you control to play an additional Thing.
At the beginning of your turn, excange IG for control of another Thing.
Hello, Youtube.
"What better way to MAKE money?" ~The Colonel
When Democratic Calvinball leaves play, changes to the rules made while it was in play are repealed.
Each opponent flips a coin. On a heads, that player discards an Action or 2 Things. On a tails, that player discards a Thing or 2 Actions.
"And if anyone asks, you didn't see nothin."
At the end of your turn, if Wandering Giant entered play this turn, target opponent gains control of it.
At the end of your turn, if Wandering Giant didn't enter play this turn, destroy target Thing, draw a card and shuffle Wandering Giant into the draw pile.
...No, it's pronouced 'see-dee-EX-six'...Because 499 seems unfinished...
At the start of your turn, Put 2 pawn tokens into play under your control.
I just wish he'd start recruiting henchmen that didn't die all the time.
Whenever a player puts counters on a Thing, that player puts twice that many counters on that Thing instead.
"Speaking of axes, off with her head!"
Look at target opponent's hand and take two cards from it
Avarice has it's price.
Because I'm king on this chessboard.
The power of nullification...
A member of the null set...
Null and void.
Leave the game (If you play Smoke Bomb in response to being eliminated, you aren't eliminated. Things you control stay where they are, but your hand leaves the game with you). You may return to the game at any time.
He has no friends, either.
You may take another Action after this one.
Players can't play cards during other players' turns.
Players can't draw additional cards on their draw steps.
Players can't play more than one Thing or more than one Action during their turns.
"Just to make the area a bit more... Interesting."
"GLORY TO THE FIRST TO DIE!"
Action: Copy a sentence not containing the words win or lose from this thing onto another one, in any place you like.
It fiddles with the rules of our universe. Just ignore it.
I co-chaired the committee that reviewed the reccomendation to change the color of the book that regulations in. We kept it gray.
ACTION: Target card in play becomes blank. It has no color, cornervalue, text, flavor text, name, or card author.
What, you thought cards just disappeared?
"You may not have noticed, but I threw my slippers at the beast!"
Get to work! Hurry!
"When you're as pro as me, you don't even need to know how you do awesome stuff. You can just do it."
Destroy a Thing, then destroy another Thing for each card you discarded.
When Card Games on Motorcycles enters play, each player gets a Motorcycle token.
If a player controls a Thing that isn't a Motorcycle token, Motorcycle tokens that player controls can't be targeted.
At the beginning of each player's turn, eliminate him or her if he or she doesn't control a Motorcycle token.
The text of each Thing with a Surgery counter on it is replaced with the texts of each other Thing with a Surgery counter on it.
You should always try to get the most out of your resources.
You must discard 10 cards from your hand in order to play this card.
Then put this card in the discard pile.