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
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
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.
Luck of the Draw II
Action
Play this card as soon as you draw it; you may take another Action this turn. Draw five cards. Choose two of them to discard, then discard two of the remaining three at random.
Thickening Agent
Thing
Play onto any Thing; equipped Thing's Action ability now reads "Thing and Action: [ability ruletext]" instead. (If equipped Thing has more than one Action ability, choose one when Thickening Agent comes into play.)
Unwinding Clock
Thing
At any point during each opponent's turn, you may play one Action ability of any machine currently in play under your control.
The Trollhammer
Thing
Action: Destroy a Thing that is related to an Abrahamic religion.
Amongst the shadows rides a beast,
Gripping hard a mighty hammer,
Looking for weak Christian blood
Red Rover, Red Rover
Action
Choose a Thing and an opponent, then play rock-paper-scissors with that opponent. The player who wins gains control of that Thing.
Regifter's Shield
Thing
Whenever you would gain control of a Thing an opponent controls, you may have target opponent gain control of it instead.
"Lo, my magic shield protects me from your needless appliances, forcing you to swallow your own bitter pills."
Sudden Shortage
Action
Each player discards his or her hand, then draws a card.
Flood the Market
Thing
Any player who does not play a Thing during their turn is eliminated. Action (global): If you have no Things in your hand, reveal your hand and destroy this card.
Potted Card
Thing
At the end of each of your turns, draw a card and place it face-down, without looking at it, under Potted Card. If Potted Card is destroyed, put one of the face-down cards under it into your hand and discard the rest. Action - Harvest: Destroy Potted Card.
Yo-yo
Thing - Toy
You may return Yo-yo to your hand if you played it during this turn. Action: Return Yo-yo to your hand.
Eddie the Aquiline Shapeshifter Organism
Thing
Action: Return Eddie to your hand, then put a living Thing card not named Eddie the Aquiline Shapeshifter Organism from your hand into play. You may take an additional Action this turn.
Harvest Time
Action
Each player draws a card for each Thing he or she controls.
Paper Airplane
Thing
All Airplane tokens are treated as copies of this card. Action: Gain an Airplane token and put this card into an opponent's control.
Schrödinger's Hydra
Thing
While in play, this card counts as being in your hand, under your control, and in the discard pile. Action: Attempt to measure this card's location by rolling a die. 1-2: Draw a card. 3-4: Put a Thing from your hand into play. 5-6: The wavefunction collapses; destroy this card.
Age of Coal
Thing
Cards cost an additional "discard a card" to play.
Action: abilities cost an additional "discard a card" to activate.
Thing
You are not affected by any Action that requires the use of a Money token is nullified.
Argh! It stole my money... again.
Thing
Whenever another player targets you or one of your Things, they gain a Toxin token. A player with 4 or more Toxin tokens loses the game.
Action:Discard two cards to give target opponent a Toxin token.
Thing
At the start of your turn, you may destroy this. If you do, gain two Toxin tokens, draw two cards, and you may take an extra Action this turn.
50% sugar, 35% lard and 15% unspecified organic compounds.
World-Eater Ooze
Thing
At the beginning of your turn, put an Ooze counter on World-Eater Ooze, then, if it has at least five Ooze counters on it, remove all of them and destroy target Thing other than World-Eater Ooze.
If World-Eater Ooze would be destroyed, remove an Ooze counter from it instead (even if there are none).
Age of Fusion
Thing
At the beginning of each player's turn, that player draws two extra cards.
Each player may play an extra card each turn.
Alternate Timeline Reset Point
Thing
When this card enters play, note the number of cards in your hand and the number of other Things you control.
When this card is destroyed, Remove your hand and all Things you control from the game, draw cards until you have the noted number of cards in your hand, then reveal cards from the deck until the noted number of Things are revealed. Put those Things into play and shuffle the deck.
Echo
Action
Repeat the effects of any Action you played on your previous turn.
Card by Bucky (Unplayable Dvorak deck)
Cheshire Cat
Thing
At the end of each turn, you win the game
If Cheshire Cat is ever in your hand, reveal it to all players, draw a card and then put Cheshire Cat on the bottom of the draw pile.
Card by Bucky (Unplayable Dvorak deck)
Ravenous Spawn of the Outer Planes
Thing-Monster
When you play this, put a Thing belonging to another player face-down under it. (face-down cards are blank and nameless)
Card by Bucky (Unplayable Dvorak deck)
Remember the time when your biggest aim in life was to unlock ROB in Mario Kart DS?
Thing
Indestructible. Play this under the control of a player of your choice and name a card except for this one, that is not removed from the game yet but is definitely in the game somewhere. The chosen card can't be removed from the game. That player can't win the game as long as he controls this thing. Remove this thing from the game, when the chosen player plays the chosen card.
It's 9 am and you're awake for 13 hours now
Thing
Play this under the control of another player of your choice. That player can't play action cards as long as he controls this thing.
That player can choose to skip one turn to destroy this thing.
Nobody wants to play Dvorak with me!
Thing
Put one counter on this thing for every round in which no player used any things effect or action card which would target you as a player.
If there are 5 counter on this card, you win the game.
Thing
Play this card into any player's control. At the end of your turn, roll a die. If the number is greater than this card's cornervalue, discard a card and add 1 to this card's cornervalue; otherwise, reset the cornervalue to 0 and destroy this card.
Frisbee
Thing - Toy
Action: Put Frisbee into a chosen opponent's control and draw a card.
Investment Return
Action
Each player draws cards equal to the number of cards in his or her hand.
Spiked Ankh
Thing
Whenever a player plays a Thing card, that player discards a card.
Sneaky Contract
Thing
When you have no cards in hand, you may put Sneaky Contract into the discard pile. If you do, look at each opponent's hand, then choose up to five of the cards you looked at and put them into your hand.
"Just let me add some fine print real quick."
Heavenly Inferno
Action
Destroy X Things, where X is the number of Things you control as you play this Action.
Thing
Whenever an opponent plays a card, you may discard a card whose cornervalue shares a character with the cornervalue of the played card. If you do, you play a copy of the played card.
Counterpunch
Action
Remove target counter from the game. Destroy target Thing.
Action
Put three tokens that are copies of target Thing into play.
Reaction
Play when a Thing is destroyed to return it to play.
1l
Accelerated Lead Poisoning
Action
Destroy a Thing. Its controller gains a Toxin token.
"Who decided to make our bullets out of a toxic metal? They deserve a raise."
Thing
At the start of your turn, draw two extra cards and gain a Toxin token. You may play an extra Action and an extra Thing each turn.
If you have 4 or more Toxin tokens, you lose the game.
Action
Return target nonliving physical Thing card from the discard pile to your hand.
Action
Each player names a card. Search the draw pile for the named cards and remove them from the game.
Action
Choose one -- Destroy target abstract Thing, or destroy two target physical Things.
Action
Draw seven cards.
Strike up the band! Tonight, we feast!
Action
Play only in response to a Thing's Action Ability. Negate that ability and destroy that Thing.
Anybody else have something funny to say? Good, I thought not!
Thing
Calamity Bomb enters play with 5 Fuse counters on it. At the beginning of your turn, remove a Fuse counter from it. Whenever Calamity Bomb would be destroyed, put a Fuse counter on it instead.
Okay, so we don't actually know what happens if it goes off, but we're still not going to risk it.
Action
You can't play Midnight Coffee unless it's the only card in your hand.
Take two extra turns after this one.
Brodown
Action
You and target opponent each gain control of all Things the other player controls. Draw a card for each Thing you gave away, then the other player draws a card for each Thing he or she gave away.
Wartime and peacetime come and go, but brotime is unwavering.
Dancing Bear
Thing
At the end of your turn, draw a card or gain a Money token.
Action: Destroy up to three target living Things and Dancing Bear.
Action
Target Thing's text becomes blank. Its creator discards a card (if they're playing).
"That card's horrible! It's frustrating to play against and isn't even fun to use unless you enjoy wasting other peoples' time.
1.5 out of 10."
Soul Jail
Thing
When Soul Jail enters play, each of your opponents removes his or her hand from the game.
Play with your hand revealed. Any player may play cards from your hand. Whenever another player would draw cards, you draw those cards instead.
When Soul Jail leaves play, each opponent puts the cards he or she removed from the game back into his or her hand.
Sudden Aneurysm
Action
A random player discards three cards at random.
Nobody is safe from the Aneureaper.
Spontaneous Combustion
Action
A random player chooses a nontoken Thing he or she controls at random. Destroy that Thing.
German Censorship
Thing
When this comes into play, destroy every thing, that could destroy more than 1 thing per turn.
No one can play any things which could destroy more than 1 things per turn, as long as this card is in play.
Voicechat in an Online Ego-Shooter
Thing
Action abilities and Action cards can played by everyone at any time. Every player can play up to 5 action cards or action abilites in one round.
Thing
Thing: Change this cards title to whatever you want.
Double Agent
Thing
At the beginning of your turn, target opponent draws a card. Until end of turn, you may look at that card and play it as though it was in your hand.
Triple Agent
Thing
When Triple Agent enters or leaves play, target opponent gives a card from their hand to another target opponent, then that opponent gives a random card from their hand to you.
Thickening Agent
Thing
Action: Discard a Thing card to destroy target immaterial or intangible Thing.
Drunken Bender
Thing
Action: Add one Alcohol counter to this card.
Action: Remove any number of Alcohol counters from this card. For every counter you remove, destroy a Thing
Roulette of Caprice
Action
Pick any player. The next time that player's turn starts, he must pick a random card from his hand and play it if it can be legally played. Any required targets are chosen by you. If the card cannot be legally played, it is simply discarded.
Uncomfortable Yet Stylish Shoes
Thing
At the beginning of your turn, draw a card.
At the end of your turn, discard a card
What would you go through for a compliment?
Adverse Possession
Thing
Three target Things of your choice in play come under your control. At the start of every turn, add an SOL token to this Thing. When it has three SOL Tokens, discard this Thing. If this Thing is discarded in any other way, the Things targeted by this card return to their original controllers.
The BJ Rule
Thing
Action: One Thing you have just played this turn cannot be discarded until your next turn. You may select the same Thing next round to protect. If you stop protecting a Thing, you may not select it again. If the target Thing would cause its own discard, this Thing will not protect it.
Midnight Filing
Action
You may immediately play a Thing and an Action. This is in addition to any other Things and Actions you may play.
Clonus Horror
Thing
You may have Clonus Horror enter the battlefield as a copy of a Thing in play. If you do, target Thing becomes a copy of that Thing.
Cursed Skrull
Thing
Action: Name a card and reveal a random card from your hand. If you revealed a Thing card with that name, Cursed Skrull becomes a copy of that Thing and gains this ability.
Empty Bottle
Thing
At any time that this card doesn't have an Action card under it, you may put an Action card from your hand under it and add its text to the end of this Thing's text.
When this Thing is destroyed,
Thing
When you play this, draw a card.
Right before the start of your turn, you may return this to your hand and discard a card.
Thing
When you play this, each opponent adds a name to this thing's flavortext.
Action: remove a card from the discard pile for the remainder of the session. If its author is named in this card's flavortext, draw a card.
Kazz, NinjaWookiee, Your Face, Corr-
Fanart Site
Thing
When Fanart Site enters play, name a card author who created another Thing you control. Whenever you play a card by the chosen author, draw a card.
We need more Sanic pictures.
Force Tug
Action
Choose one -- Return target nontoken Thing to its controller's hand; or return two target Things you control to your hand.
Devour For Power
Action
Destroy target Thing and draw a card. If you controlled that Thing, copy this Action twice.
Political Puppets
Thing
When this card enters play, exchange control of two target Things. If Political Puppets was one of those cards, it gains "Reveal each card you draw."
Pretentious Dismissal
Action
Destroy target Thing not created by ChippyYYZ.
"Amusing, almost. It should never have even been a card. Send it to Homelands, with the rest of its ilk."
Thing
Whenever an effect an opponent controls destroys a Thing you control, you may put target nontoken Thing that player controls into your hand.
Action
Choose an author. Play all Action cards in the discard pile that they created, then reveal your hand and discard all cards in it they did not create.
Move this card Up Your Sleeve.
Action
Reveal the top two cards of the draw pile and your hand. If there isn't a publicly visible card whose author's name is not on a card you have in your hand or on one of your Things, you win the game. Otherwise, draw a card.
Thing
Players with cards in hand can't draw cards. (When a player draws multiple cards at once, they draw all of them.)
Thing
When you play this, destroy a Thing.
Action:Discard 3 cards and return this to your hand.
Pros:Heavy enough to crush anything
Cons:Hard to get back into orbit
9l
Token Review vol. 60: Shipping Edition
Thing
Action:Target player gains two Pony, Crate or Toxin tokens.
A Brony Documentation
Action
Roll a dice.
You get the rolled amount of Pony tokens with the following effect: "As long as you control at least 1 Pony Token you're opponents can't win the game.
At the beginning of your turn, when you don't control any Pony tokens, you loose the game."
The Big Turn On
Action
All Action-abilities of all things in play get activated at once. If choices have to be made, those things owners choose.
Kokett
Thing
You can play this at any time if one of your opponent sneezes. If this card comes into play this way, the player that sneezed gets 1 Pocket Tissue-Token.
When this comes into play roll 2 dice. You get the rolled amount of Pocket Tissue-Tokens.
By the way, Kokett is a famous brand of pocket tissues in Germany.
Genius Ray
Action
Remove target Thing from the game. If it was indestructible, draw a card.
Motherboard Malfunction
Action
Remove all Things from the game, then return them to play.
Mind The Gap
Reaction
Play this as an answer to when a player takes control over another players thing. That player has to roll a die.
If the rolled number is uneven, that player can't take control over the thing and the thing gets removed from the game.
If the rolled number is uneven the player just takes control over the thing.
Summerfag
Thing
These are just annoying.
Reese's Pieces
Thing
Comes into play with 10 Reese's Pieces Counters.
Action: Remove 1 Reese's Pieces Counter from this card. You can play an extra card this turn and you get 1 Fat Token.
If you control 5 or more Fat Tokens at the beginning of your turn, you loose the game.
Bombard
Action
Destroy two target Things. For each Thing destroyed this way, its controller discards a card.
Sound the Call
Action
Look at the top 7 cards of the deck. You may put any living Things from among them into play under your control.
Jinxed Hexcurse
Action/Thing
If this card would be played, remove it from the game and choose an opponent. That player may choose up to 2 cards in the discard pile and immediately play them in any order. Then put this card into that player's hand.
Wait, so the curse is jinxed, and the jinx has a hex on it, and the hex is what's being cursed? I'm not touching it.
Handsome Sven
Thing
You control all female things in play, as long as this card is under your control.
Sacrifice 1 female thing under your control to draw a card.
Netflix Subscription
Thing
When this comes into play, draw a card. You can discard 1 card per turn to draw 1 card.
Action
The game ends in a draw
"Sometimes, the only way to win is not to play."
AV
The Monty Hall Problem
Thing
As long as this card remains under your control, your opponents' maximum hand size is reduced to three
"Door number one, two or three?"
Synchrowave
Action
Destroy one Thing controlled by each opponent with the same number of cards in hand as you.
Freeze Ray
Thing
When Freeze Ray enters play, gain a Wonderflonium Token.
Action: Remove a Wonderflonium Token you control from the game. If you do, target player skips their next turn.
I Won't Feel a Thing
Thing
Other players' cards cannot cause you to discard cards.
Thing
Comes into play with 10 Reese's Pieces counters.
Action: Remove a Reese's Pieces counter from this card. Target player can take an Action and gains a Fat Token.
If a player controls 5 or more Fat Tokens at the beginning of their turn, they loose the game.
Action
Each player (including you) reveals their hand. You choose and discard one card from each revealed hand.
Action
Take up to 5 different Actions, then strike a pose and end your turn.
Uninteresting Lump
Thing
Uninteresting Lump can't be targeted.
Why even bother getting rid of it?
Inner Conflict
Action
Target player reveals two cards at random from his or her hand. Choose one of those cards. That player discards that card.
Antipolarity Ray
Action
Destroy target Thing. If it could be played as an Action, you may immediately play it as an Action.
Bad Moon
Action/Thing
If played as an Action, look at the top 5 cards of the deck, reveal any black cards from among them and put them into your hand, then the rest on top of the deck in any order.
If played as a Thing, you control all black Things.
Sword of Will and Fear
Thing
Action and Thing: Until your next turn, you cannot lose the game and your opponents cannot win the game.
Action
If this is the fourth card you have played this turn, you win.
Go fourth and conquer! Remember what you're fighting four!
Action
Return target Thing to its controller's hand. Its controller can't play Things during their next turn.
Thing
Give all other players a copy of Sharing Is Caring. Each turn, any player with this card in play may take control of up to 3 Things belonging to any other player or players who also possess Sharing Is Caring. This card may not be used to take possession of Sharing Is Caring.
Thing
Each turn, you may copy up to 2 Things (other than this card) that are either in play or in the discard pile. Put them in play under your control.
Action
You may only play this card if you did not play an Action last turn. You may play an unlimited number of actions this turn.
Action
Gain an Energy token and return this to your hand OR destroy all your Energy tokens and target opponent discards that many cards OR destroy 5 of your Energy tokens and all other Things.
Mirrorcast
Action
If the last Action played by an opponent was an Action card, play Mirrorcast as a copy of that card. If it was the Action Ability of a Thing, target Thing you control becomes a copy of that Thing, then uses that Action Ability if able.
Memory Bank
Thing
Your maximum hand size is increased by two. When Memory Bank enters play, draw a card.
Transformation
Action/Thing
As an Action: look at the top 5 cards of the deck and put a Thing card from among them into play, then put a Thing you control in the discard pile.
As a Thing: At the beginning of your turn, put a Transformation counter on Transformation, then draw a card for each Transformation counter on it, then discard that many cards. If you discard 5 or more cards this way, put Transformation in the discard pile.
Gate Of Babylon
Thing
Things underneath Gate of Babylon cannot be targeted by or use abilities, and do not count as being in play. If Gate of Babylon is destroyed, all things under it are destroyed as well. Gate of Babylon cannot be destroyed. Action: Place one Thing that you control under Gate Of Babylon. Action+Thing: Remove as many Things as you wish from under Gate of Babylon and destroy them. Target and destroy a number of things equal to the number of cards removed from the Gate.
Action
Target any card. Targeted card may no longer be used by its owner.
Action
Target Thing may use its abilities with no action or Thing cost this turn. At the end of the turn, remove any abilities used from the card's text.
Borrow From The Future
Action
Look at the top 5 cards of the deck and choose one of them. Put a copy of that card into your hand.
Borrow From The Past
Action
Choose target card in the discard pile or target Thing. Put that card into your hand.
Action
Target Thing's controller may take an Action. Then, destroy that Thing.
Thing
When you play this, move a Thing from your discard pile to Up Your Sleeve. Evil Clone has that card's text appended to it until it leaves play.
Action
Up to one target Thing with no cornervalue gains a cornervalue of "1A". Draw a card for each Thing with a cornervalue you control.
Hyperize
Action
Target Thing's text is tripled. Destroy that Thing. If it is destroyed this way, put two copies of it into the discard pile.
"While I'm sure it would have looked cooler with its form stretched across eight dimensions, its frail structure was clearly designed by someone with no more than about five in mind." --ChippyYYZ
Poly-Dimensional Barrier
Thing
Things you control cannot be destroyed by cards you don't control that are not Action cards played from hands.
"I've found that seven-dimensional stability is relatively easy to attain, though at the cost of one of the more obvious dimensions." --ChippyYYZ
Thing
You may play an extra Thing each turn as long as that Thing has a cornervalue.
"Thing:" abilities don't have cornervalues.
Thing
Action+Thing:Eliminate an opponent who has no cards in their hand.
In the daytime, it's just a harmless scare. But don't get caught alone at night.
One With The Rubbish
Thing
When this card comes into play, shuffle the discard pile into the draw pile. Your hand and the discard pile are now one. Whenever a card should be discarded or destroyed, take it into your hand instead. Wherever another card or a rule refers to the discard pile, it refers to your hand instead. Your hand no longer has a size limit, and you never have to discard, even when another card or a rule states that you do.
Card by Ltn Koen
0m
Unblockable Homing Laser
Action
Destroy target Thing. This can't be reacted to.
By the time you see it fire, you're already dead.
Sword of Developement and Regression
Thing
Action and Thing: Return target Thing to its controller's hand. That player draws a card.
Heretical Prophet
Thing
Whenever a Thing is destroyed, its creator discards a card. Tokens do not count as Things.
Cast off your delusions and see that we are but pieces in a game, cards in the hands of these false gods. The economy, the energy crisis, even the zombie plague are all mere figments of their malicious will.
The Holy Grail of Hello Kitty
Thing
If you're female, a homosexual male or if you wear something pink you may play this without cost.
As long as you control this card, you can't be the target of your opponents cards.
If you would lose the game you may remove this card from the game instead.
Reaction
Play in response to something that targets another player. It targets you instead if possible. If it affects you or your Things at all, draw a card.
Reaction
Play in response to a Thing being played. It is destroyed as soon as it arrives.
Reaction
Play in response to an Action. That Action happens three times, but targets the same way each time.
Fatal Synergy
Thing
When Fatal Synergy is played, select a Thing. While Fatal Synergy is in play, that Thing may use its abilities once per turn for no Action or Thing cost. If Fatal Synergy is destroyed, destroy that Thing as well.
Preplanned Revenge
Thing
When Preplanned Revenge is played, select a player. If a Thing under that player's control destroys Preplanned Revenge, destroy all Things belonging to that player, and in addition they must discard their hand.
Soulless Bargain
Action
For each card belonging to target player, toss a coin. Destroy a number of things belonging to that player of your choice equal to the number of times the coin landed Heads. Destroy an equal number of Things under your control - if you cannot do this, you are eliminated.
Reaction
Play in response to an opponent playing a card.
If it's an Action, it doesn't affect you.
If it's a Thing, return it to their hand as soon as it enters play.
If it's neither, eliminate them.
Reaction
Play in response to a Thing being destroyed. Sacrifice one of your Tokens to save it.
Fortunately, I had a stack of money to hide behind.
Thing
At the end of each player's turn, that player discards up to two cards and draws that many cards. Whenever an opponent draws a card this way, gain an Energy token.
Sacrifice Sigil
Thing
Whenever the owner of Sacrifice Sigil draws a card, they must discard it immidiately. Action: Put the top 2 cards from the discard pile into your hand.
Ill Fortune
Reaction
Play in response to an opponent making a coin toss or die roll as part of a card's instructions. The result of the roll or toss is whatever you choose it to be.
Midnight Criminal
Action
Discard a Thing, and target an opponent. You gain control of two of that opponent's Things.
Reaction
Play in response to an Action or Reaction card. Prevent it. Put the Action or Reaction and this card Up Your Sleeve.
Reaction
Play in response to a card being played. It remains in its owner's hand instead of being played.
Draw a card.
Reaction
Play in response to a Reaction to prevent it or play in response to an Action with no extra effect.
Nobody else can play cards this turn.
Final Word can't be reacted to.
Meldblood Spring
Action
Choose a colour. Until the end of your turn, all cards of that colour can be played for no cost so long as it is not the standard background colour for that type of card.
Quivering Gestalt
Action
Discard any number of Things. Target Thing gains the rulestext of all cards discarded this way and gains x Struggle tokens, where x is the number of cards discarded plus 1. It gains the rulestext: 'Every turn, remove 1 Struggle token from this card. If this card has no Struggle tokens on it, destroy it.'
Drowndock Anchor
Thing
The owner of this card cannot play Actions or use Action abilities while it is in play. Thing: Use this ability as a reaction to another player playing an Action. Prevent that Action, and the player discards all Actions from their hand.
Reaction
Play in response to an Action. Remove up to three sentences from that Action's card until the end of the turn. (This happens before the action takes effect)
1o
Sword of Actions and Things
Thing
Action and Thing:Use an Action ability of another Thing and/or gain a token of any one-word type.
Action
Destroy a Thing. If it had flavortext, draw a card; otherwise, discard a card.
It tasted bland and stale. Sorta like cardboard.
Radiant Penumbra
Action
Destroy target Thing. This turn, Things you control cannot be targeted or destroyed.
Soul Overflow
Reaction
Play in response to an opponent being eliminated. All the cards in their hand and all the Things they control are now in your hand and under your control respectively. Gain a Soul token with the text: 'You have no maximum hand size, and may play 1 extra Action and 1 extra Thing per turn.'
Regurgitant Ooze
Reaction
Play in response to an opponent playing an Action. If Regurgitant Ooze does not have an Action attached to it, attach a copy of that action to Regurgitant Ooze and return Regurgitant Ooze to your hand. If it does, play the Action attached to Regurgitant Ooze.
Thing
Action:Destroy a Thing that has flavortext.
Bite me.
Stale Crisps
Action
Target player who controls at least two Things and no Things with flavortext discards two cards.
Explosive Division
Action
Destroy a Token you control. If you do, destroy target Thing and gain two Tokens of that type.
Tricombinator
Thing
Action: Destroy three Tokens you control of the same type. If you do, draw a card.
Action
Destroy all tokens
OR destroy all Things with no flavortext
OR destroy all Things with no cornervalue
OR destroy all Things.
Laziness is no excuse.
5o
Totem of Flood and Drought
Thing
When a player discards a card due to exceeding their maximum hand size, destroy one of their Things.
If a player must discard a card but has no cards in hand, eliminate them.
If a player has a negative max hand size, they're just screwed.
Thing
At the start of your turn, gain an Insect token if you control less than 3 insects.
Stomp as many as you want, there's always more.
Thing
Whenever you play an Action card with a nonstandard colour, put a style counter on Free Stylin'.
At the start of your turn, you win the game if Free Stylin' has five or more style counters on it.
Accrue
Action
Reveal the top three cards of the draw pile. You may put a Thing card revealed this way into your hand and put the rest on the bottom if the draw pile. If all cards revealed are Thing cards, put them all into your hand.
Action
Discard any number of Thing cards, then put that many Action cards from the discard pile into your hand. Shuffle Atomic Fission into the draw pile instead of putting it in the discard pile.
Action
Choose the last one: Draw five cards and play two of them OR eliminate each opponent who does not have exactly 4 cards in their hand OR target player discards a random card.
AWESOME!!!!! Oh, wait.
Action
Choose a number N from 1 to 5; roll a d6. If die roll is over N, do the first N items below. Otherwise, discard N cards. If you cannot discard as required, lose the game.
Items:
1. Draw 1 card.
2. Draw 2 cards and play them both
3. Play another Action this turn.
4. Play up to three Things
5. Eliminate target opponent
Action - Potion
Draw cards until you have 3 cards in your hand (minimum draw 1).
--OR--
Throw - Target opponent discards cards until they have 2 cards in their hand (minimum discard 0).
Action
You may play a card from your hand that's a different color from all cards you've played this turn. If you do, draw a card and repeat this Action.
If you've played 7 different cards this turn, win the game.
Action
Choose a token, reverse its name.
Where did I put that niw tnatsni token?
Action
Choose a thing, reverse its name.
eibmoZ? edoN? drowS?
Thing
Can't touch this
Can't touch this
Card Shark
Action
Instead of playing a Thing this turn, you may draw two cards.
Put all the cards in your hand Up Your Sleeve and draw that many cards. At the end of your next turn, put all cards in your hand on top of the deck in any order and put that many cards from Up Your Sleeve into your hand.
Neurovoid Shock
Special
When you discard this card, if you discarded your whole hand, destroy up to three target Things.
Haunted Shack
Thing
When this enters play, put the top card of the deck face-down under Haunted Shack.
Action: Draw three cards. Target opponent may play the face-down card. Then destroy Haunted Shack.
This is not a Thing
Not a Thing
You may play this card instead of playing a Thing.
This is not a Thing, and cannot be targeted as a Thing, unless you choose to allow this to be treated as a Thing (on a case-by-case basis).
Action: Append the text of the previous paragraph to target Thing. Then destroy this.
not flavour text
Action
Target opponent discards a random card. They can't take an Action on their next turn.
Action
Destroy all tokens. Shuffle all face-up cards outside of players' hands into the deck.
Take that, stray not-a-Thing.
Thing
When you play this, attach it to an opponent. At the start of each of their turns, they gain an Age token.
If a player has 8 or more Age tokens at the end of their turn, they flip a coin; on heads, eliminate them.
Disk of Fortune
Action
Choose a letter you have not already chosen and reveal the top card of the deck. If its title contains that letter, you may either set it aside and repeat this process or put all cards revealed this way into your hand.
If its title does not contain that letter, shuffle all cards revealed this way into the deck.
Space Twister
Action
Shuffle target Thing into the deck.
Thought Reflection
Action
Draw a card for each card in target opponent's hand.
Where is your card advantage NOW?
Action/Reaction
Destroy target Thing.
You may play this in response to an opponent destroying one of your Things. If you do, target one of their Things and you may destroy an additional Thing they control.
x0
Destroy the Village to Save It
Action
Set the rule text of target Thing to "This Thing is indestructible".
It's safe now.
Thing
At the end of your turn, put all cards in the discard pile under this. When this leaves play, move all the cards under it to the same place it went.
The promulg's stomach contains a pocket universe, allowing it to gorge itself endlessly.
Action
Return target non-token Thing to its controller's hand. That player gains a token of a type of your choice.
Seer of Void
Thing
Action: If you have no cards in hand, look at the top four cards of the deck and put them back in any order.
Prince of Time
Thing
At the end of each opponent's turn, put a Time Counter on Prince of Time if that player did not play an Action and a Thing.
At the end of your turn, you may remove as many Time Counters from Prince of Time as you have opponents plus one. If you do, target opponent skips his or her next turn.
Heir of Hope
Thing
Action: Gain a Token. Its type is the name of target Action card in the discard pile.
Action: This ability has an identical effect to any Action of your choice with the same name as a Token you control.
Thing
Whenever an Action ability targets Flaming Troll, you may draw a card.
Action: If target opponent doesn't target Flaming Troll during their next turn, they discard a random card if you still control Flaming Troll.
Thing
If you have taken at least four turns since an opponent played a card, you may eliminate that opponent.
Timer scamming is totally a legit tactic.
Thing
Any text referring to "target Thing" refers to this.
And it's wearing a red shirt.
Thing
Any text referring to "a random card" refers to this. If this is in a player's hand when "a random card" is referred to, the player may choose to reveal this and let this be the "random card", or may choose to keep silent.
Just lucky, I guess.
Action/Reaction
Draw a card. Target opponent discards a card.
You may play this in response to an opponent drawing their second card this turn. If you do, it targets them and they discard an additional card.
Action/Reaction
Target player plays the top card of the deck.
You may play this in response to an opponent playing a card. If you do, they discard that card instead of playing it and this targets them.
Thing
Only the first Action or Thing or Reaction ability on any Thing may be used.
Too long, didn't read.
Thing
Any nonliving Thing that uses an Action ability gets a Fatigue token. Any Thing card with Fatigue token(s) can only use an Action ability if the controller rolls a d6, scoring higher than the Thing's number of Fatigue tokens. Failure counts as an action. Any Thing with 6 Fatigue tokens is destroyed.
Action Remove a Fatigue token from target Thing.
Creeeeeeaaakkk
F1
Aftertaste of Oblivion
Action
Target player skips his or her next draw step.
As long as Aftertaste of Oblivion is the top card of the discard pile, players can't draw cards.
"I'm forgetting something, I just know it..."
F2
Aftertaste of Annihilation
Action
Destroy target Thing.
As long as Aftertaste of Annihilation is the top card of the discard pile, players can't play Things.
"I swear it was here a minute ago..."
Action
Draw two cards.
As long as Aftertaste of Wisdom is the top card of the discard pile, players have no maximum hand size.
"Well, everyone knows that."
Rhinoceros
Thing - absurd
Any player with a Rhino token may not play any card or use any card ability. Such players may destroy a Thing under their own control once per turn. If all players except one (and at least 3) have Rhino tokens, the odd player out is eliminated. Then this and all Rhino tokens are destroyed.
Action (global) gain a Rhino token, unless the last player to play did so.
Concept by Ionescu.
Action
Whenever you destroy an opponent's Thing this turn, draw a card, or two if it's a living Thing. You may play any number of extra red Actions this turn and one extra non-red Action.
Action
Destroy all living Things and all tokens. Any surviving Things become the same color as this card.
Action
Target Thing that automatically creates Tokens of a certain type, or automatically destroys Tokens of a certain type, has its text blanked. All Tokens of that type become Pointless Tokens.
2q
Swarm of Starving Rats
Action
Destroy all food and one other Thing.
Thing
When Bottled Paper is destroyed, put 3 blank cards in your hand.
Death Vortex
Thing
Whenever another nontoken Thing would be destroyed, put it on the bottom of the draw pile instead.
Crush the Poor
Action
Eliminate target player if he or she has at least four fewer cards in hand than you.(The number of cards in your hand is checked after you play this card.)
Debilitating Radiation
Action
Choose up to two target Things.
The Action: abilities of those Things can't be activated until your next turn.
Thing
Action: If your max hand size is greater than 5 and you have less than 5 cards in hand, draw a card.
Flip It Turn-Ways
Action
Exchange control of two target Things and reverse the turn order.
8^y
Scratch
Action
Shuffle all cards in play, in players' hands, and in the discard pile into the deck, then each player draws four cards.
Misleading Rumour
Action
Reveal the top three cards of the draw pile. An opponent of your choice chooses two of those cards and puts them on the bottom of the draw pile.
Draw two cards.
A clever man doesn't trust the story. A wise man doesn't trust the source.
Psychic Generator
Thing
Whenever you would draw a card, before looking at it, you may predict the card's type, then reveal it. If you predicted correctly,put a charge counter on Psychic Generator. Otherwise, remove a charge counter from Psychic Generator.
When there are four or more charge counters on Psychic Generator, you win the game.
Action
All non-token things in play change ownership to the player immediately prior to the current owner in turn order. The previous owner can choose to send any Tokens attached to the Thing(s) along with them, or not (all or nothing).
It was JUST RIGHT HERE!
Weathervane
Thing
Comes into play with a North token. This card always has exactly one North, South, East, or West Token on it.
Action: (global) Change the token on this card to another Token listed above.
When the token is...
North: No Actions may be played.
South: No Things may be played.
West: No Action abilities may be used.
East: No Thing abilities may be used.
The West wind is persistent
Thing
All Things must be played under the control of a target opponent, unless the player playing the Thing skips his/her Action this turn, and discards a card.
Looks better... over THERE
Action
Remove target Thing from play until the end of the turn. When it returns, it is destroyed.
Splat!
Thing
Action:Return target Thing to your hand if you ever controlled it this game.
Empire of Skittles
Thing
At the beginning of your turn, if you control tokens of at least five different types, you win the game.
Lit Dynamite
Thing
When Lit Dynamite enters play, you lose the game.
When you discard Lit Dynamite, you lose the game.
Action: Reveal Lit Dynamite from your hand, then discard a card at random. Put Lit Dynamite into target opponent's hand, then that player discards a card at random.
Closed-Circuit Television
Thing
Whenever you become the target of an Action or ability an opponent controls, draw a card.
Thing
Whenever a player draws a card, they gain a Toxin token.
Any player who controls 4 or more Toxin tokens is eliminated at the end of each turn.
Action
Destroy target non-living Thing with no cornervalue. Gain two tokens of any one type.
Made from 100% recycled paper
Windswept Rock
Thing
No matter what any other card says, this card may not be edited, turned over, renamed, destroyed, or blanked. It can never have a cornervalue or flavour text, and its colour may never be changed. No tokens may ever be placed on this card. The right of Goldenboots to be recognised as the author of this card is inviolable.
Forced Upgrade
Action
Destroy a Thing with no Action abilities and replace it with a Thing card from your hand that has an Action ability.
Techno-Core Generator
Thing
Action: Put a Thing you control or a card from your hand face-down underneath Techno-Core Generator.
Action: If there is a card underneath Techno-Core Generator, draw a card.
Token Booster Pack
Action
Gain three different Tokens of any types you choose, then draw a card.
Cease-Fire Aegis
Thing
If a Thing you control would be destroyed by an Action, then instead Things controlled by the player who played that Action can't be destroyed until their next turn.
When an Action you play destroys a Thing, put Cease-Fire Aegis in the discard pile.
Back in Business
Action
Bring back a card from the discard pile into game under your control.
It's indestructible until it leaves play.
...and this time we're here to stay.
Transparent Suitcase
Thing
You can put cards from your hand on the table, frontside up so everyone can see them. They still count as in your hand, but you ignore them when determining the number of handcards.
If Transparent Suitcase gets destroyed take back those cards.
Brain-Jellyfish of Mental Crippling
Thing
Your handcardlimit is reduced by 1.
At the beginning of your enemies turn (before drawing) that player discards a card.
Thing: An enemy of your choice gets 1 Braintumor token with the ability "Your handcardlimit is reduced by 1" and you get 1 Brainjuice token with the ability "Your handcardlimit is raised by 1".
No player can have more than 3 Braintumor or Brainjuice tokens.
Thing
Enters play with an Ammo Token on it.
Action:If this has any Ammo Tokens on it, remove one of them and destroy another target Thing.
Action
Return a Thing you control to your hand and draw two cards. You have no hand size limit this turn.
Thing
Action Erase a Fine Print from this card and add it to the ruletext of target Thing; toss a coin: destroy this on Tails.
Fine Print destroy this after using any Action or Thing ability
Fine Print To use any Action or Thing ability of this Thing, costs an Energy token
Fine Print Destroy this and Fine Printer at the end of your turn
Thing
If a Token with the same name as a card author is on this, no Action cards by that author may be played and Thing cards by that author are considered blank.
Thing create a Token of any type on this card.
Action and Thing (any player) Discard a card to create a Token of any type except Goldenboots on this card.
Future Echo
Action
Put a Thing you control on top of the deck, then look at the top 3 cards of the deck and put them back in any order.
Wraithform
Action
Draw a card, then set all Things you control and all cards in your hand aside until the beginning of your next turn. Skip your next turn. You can't lose the game until your next turn.
Blow Into The Cartridge
Action
Each player discards their hand. Shuffle the discard pile and all cards that have been removed from the game into the deck. Each player draws four cards.
This action cannot be countered or negated.
11
Catastrophe Prevention
Thing
Action: If this card ever leaves play or your control, all players lose the game.
"Such a doomsday device would only be an effective deterrent if everybody knew about it."
Action
Draw 11 cards, choose and play one of them. Remove the rest from the game.
"I can't change any possible futures, Mr. North, but I can pick the least unpleasant one"~Simon Slate
Thing
This card comes into play with 11 time coutners on it
Action: At the beginning of your turn, remove a time counter from North's Hourglass. If no counters remain, all players discard their hands and this card is shuffled into the deck.
Flux Capasitor
Thing
Everytime you draw a card you may choose to either draw from the discard pile or the bottom of the deck instead of drawing from the top of the deck.
Check The Sucker Box
Action
Choose: Bring back a card that was removed from game and put it in your hand; or choose a card that was created but not added to the game for some reason and put it in your hand.
It's all about the numbers
Thing
Add a time counter on this card at the end of your turn. When there are 5 or more time counters are on this card, end the game.
Numbers on cards that are not cornervalues are added to the controllers points. At the end of the game the player with the most points wins.
This card worth 10 extra points.
++
Ever-Expanding Card Game
Action
All players have 1 added to their hand limit.
Thing (Zombie)
While this is in play, all Money tokens are considered Nodes and all other Things have the additional ruletext "except during the turn this was played" at the end of each sentence. Cards with cornervalues consisting of more than one character have their cornervalues reversed (A1 -> 1A)
Spell Stowaway
Thing
At any time, if there isn't a card under Spell Stowaway, you may put a card from your hand under it face-down.
Whenever an opponent would play an action card whose title contains a character in the cornervalue of a card under Spell Stowaway, you may first play a copy of that action and put all cards under Spell Stowaway into the discard pile.
Action
Gain 3 Shield Tokens. These tokens have "If a non-Shield Token Thing you control would be destroyed by a card you don't control, destroy a Shield Token instead.
Shroud of Obscuring
Thing
At the beginning of your turn, put a Fog Token on a random Thing.
Things with a Fog Token cannot be targeted by Actions.
Other things with 2 Fog Tokens are blank.
Any time a thing has 3 Fog Tokens, remove it from the game.
Forgotten City
Thing
Forgotten City can't be targeted by Actions.
Action: Each player draws a card.
Passing Darkness
Action
Players can't draw cards until your next turn.
Instead of playing a Thing this turn, you may choose that players can't play Things until your next turn.
Remembrance
Action
Shuffle the discard pile and Remembrance into the deck.
If Remembrance is in any zone where you can read it, you may play it as though it were in your hand.
Thing
When you play Victory Feast, gain a Food token.
Action:Thing: Destroy two of your Things to gain a Food token.
Action+Thing: Pay one Food token per remaining player to win the game (minimum 3).
Action
Destroy a Thing. If its controller has a Persona, they lose 2 life.
Action
Target player with a Persona gains or loses 3 life,
OR destroy all green Things and draw a card,
OR search the deck for a card that has been shuffled into it from elsewhere, move it to your hand, and shuffle the deck.
Thoughtsieve
Thing
Once per turn, when the deck is shuffled, you may look at the top two cards. You may put one of them into the discard pile.
Whenever one or more cards are shuffled into the deck, you may destroy Thoughtsieve to put one of those cards into your hand instead.
Dualcharge
Thing
When Dualcharge enters play, your turn ends.
You can't draw cards.
When you play an Action, put Dualcharge into the discard pile and play a second copy of that Action.
Personal Familiar
Thing
Personal Familiar counts as both a Thing and a Player under its controller's control with 5 life and starting/max hand size 2. At the end of your turn, Personal Familiar takes a turn.
It has "Action or Thing: Move a Skill card from your hand to your controller's hand." and "Action and Thing: Reveal a card from your hand and move it to your controller's hand."
Please keep Religion out of this
Thing
This card is indestructible. Religion- and blasphemy-related cards except this one are banned. Banned cards in play are continuously removed from the game and have no effect. Players may reveal banned cards from their hand and remove them from the game to draw a card.
Card by
Lynx (
talk) 19:57, 5 August 2015 (UTC)
Thing — Philosopher
Action: create or destroy Number Tokens until you have 10 of them.
Action (Global): destroy two cards you control. If the addition of a number on the first card with a number on the second one gives a perfect square, gain control of Πυθαγόρας.
When Πυθαγόρας is destroyed, create a Gold Token.
Card by
Lynx (
talk) 19:57, 5 August 2015 (UTC)
Action
Collect 1d6 Humour Tokens. Discard a card. Remove the first card of the deck from the game. Every other player destroys one Thing of his own. If a player has 23 Tokens of a kind, he doubles them. Draw 3 cards.
Card by
Lynx (
talk) 19:57, 5 August 2015 (UTC)
Infector Microtoken
Thing
Action: Destroy target non-Token Thing if its controller controls less than 3 tokens. Shuffle Infector Microtoken and a copy of itself into the deck.
Its microscopic size renders it vulnerable to organisms small enough to detect it.
Lux Cannon
Thing
Once during your turn, you may either put an Energy Token on Lux Cannon, or you may remove three Energy Tokens from Lux Cannon and remove target Thing from the game.
Action
Put a Random Token onto every Thing. Remove target Thing from play until the end of the turn. Target player plays the top card of the deck. Destroy target Thing. Repeat the effects of any Action you played on your previous turn. Each player discards his hand, then draws a card.
Card by
Lynx (
talk) 19:57, 5 August 2015 (UTC)
Action
Draw a card for each Random Token, Homour Token and SPAAARTAAAA!1!! Token in play. If the sum of the digits of the cornervalues of the cards in your hand is 24, you win.
Card by
Lynx (
talk) 19:57, 5 August 2015 (UTC)
Thing
When a card would have someone create Tokens, but doesn't explicitly say to create them, what it really means is that that someone has to take that number of Tokens from another player (e.g., this applies when it says to ‘collect’, ‘put’, ‘gain’ or ‘double’ Tokens).
Card by
Lynx (
talk) 19:57, 5 August 2015 (UTC)
Immune System
Thing
When Immune System enters play, look at target opponent's hand.
Action and Thing: Create a Token of any type. It has "You may ignore any effects that cards with the same name as this Token would have on you or your cards/tokens."
Encrypto-Ware
Action
Set aside two random cards from target player's hand face-down (they are not in play) and put two Encryption Tokens on each of them.
When either card has no Encryption Tokens on it, return that card to that player's hand.
PCR
Player Conservation Rule
Thing — Rule
If a player would lose, instead he gains an Asymmetric Rule Token with “Your maximum hand size is reduced by 1. On your turn you have only one Action or Thing”.
Card by
Lynx (
talk) 19:57, 5 August 2015 (UTC)
Thing — Rule
Rules and Laws, including this one, are indestructible, unremovable, undeletable, unblankable and untargetable.
Card by
Lynx (
talk) 19:57, 5 August 2015 (UTC)
Action
Burn any paper-based item (like a book or a card) or a Rule or Law. Burned things are effectively removed from the game, but in order to resist this effect they must be specifically unburnable.
Card by
Lynx (
talk) 04:45, 6 August 2015 (UTC)