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, Up Your Sleeve booster pack, Swords booster pack, Vintage booster pack, ChippyYYZ booster pack
Card List
- The earlier cards of this deck have been archived: 1-100, 101-200, 201-300, 301-400, 401-500, 501-600, 601-700, 701-800, 801-900, 901-1000, 1001-1100, 1101-1200, 1201-1300, 1301-1400, 1401-1500, 1501-1600, 1601-1700, 1701-1800, 1801-1900, 1901-2000, 2001-2100, 2101-2200, 2201-2300, 2301-2400, 2401-2500, 2501-2600, 2601-2700, 2701-2800, 2801-2900, 2901-3000, 3001-3100, 3101-3200, 3201-3300, 3301-3400, 3401-3500, 3501-3600, 3601-3700, 3701-3800, 3801-3900, 3901-4000, 4001-4100, 4101-4200, 4201-4300, 4301-4400, 4401-4500, 4501-4600, 4601-4700, 4701-4800, 4801-4900, 4901-5000, 5001-5100, 5101-5200, 5201-5300, 5301-5400, 5401-5500, 5501-5600, 5601-5700, 5701-5800, 5801-5900, 5901-6000, 6001-6100, 6101-6200, 6201-6300, 6301-6400, 6401-6500, 6501-6600.
Action
Target Thing destroys itself.
Action
Gain 6 Coin tokens OR
Draw three cards OR
Use the Action abilities of up to three of your Things.
Thing - Treasure
Spend 3 tokens: Retrieve an Action from the discard. Use this only during your turn, once per turn.
Action Thief
Thing
Action Thief has all Things' Action Abilities that weren't used since your last turn.
Thing Thief
Action
Look at target opponent's hand. Put a random Thing card from their hand into play under your control.
Card Thief
Action
Look at target opponent's hand. Put a card from their hand into your hand.
Thing
When you play Time Pocket, move it Up Your Sleeve along with an Action and a Thing from your hand. Action and Thing: If you played no cards during your previous turn, destroy Time Pocket and play its attached cards. Action/Thing: Exchange the Action/Thing on the top of the discard pile with the corresponding attached card.
Master Hacker
Action
Look at target opponent's hand and exchange a card in their hand with the top card of the discard pile.
Tacky Wallpaper
Action
Target opponent is having difficulty concentrating on matters at hand and is too distracted to play more than one card during their next turn.
I Want One!!!
Action
Choose a Thing controlled by an opponent and put a copy of it into your hand.
Action
The next player skips their next turn.
Action
The next player draws 4 cards and skips their next turn.
Cold Pizza
Action
Discard a card. Then again, pizza is pizza; draw a card.
Disaster...From The Stars!
Action
The table is bombarded by a sudden meteor strike. Every player must destroy half of their Things, rounding up.
Action
Put the next card that enters the discard pile into your hand.
Last-Ditch Effort
Action
Draw two cards. Until your next turn, opponents can't win the game and you can't lose the game.
Trinity Force
Thing
If you control exactly three things and have drawn exactly three cards this turn, you may reveal your hand. If it contains exactly three actions and nothing else, you win the game.
Isochron Reflector
Thing
After an opponent plays an Action card, attach it to Isochron Reflector and put any cards already attached to Isochron Reflector into the discard pile.
Action: This ability has an identical effect to the Action card attached to Isochron Reflector.
Phoebe
Thing - Moon
At the end of your turn, the player preceding you in turn order gains control of Phoebe. Action: Exchange Phoebe with a Thing controlled by the preceding player.
An ancient centaur captured from the Kuiper belt, one of the largest known. A giant ring formed from microΒmeteoroid impacts darkens Iapetus's leading hemisphere. a = 12.869 Gm, e = 0.156242, i = 151.78Λ
Kiviuq
Thing - Moon (Inuit)
You may not be eliminated, and if an opponent would win the game, you win as well. At the end of your turn, the player preceding you in turn order gains control of Kiviuq.
Named for a mythological wandering hero.
a = 11.294 Gm, e = 0.3288, i = 49.087Λ
Bebhionn
Thing - Moon (Gallic)
Draw a card when you gain control of Bebhionn. At the end of your turn, the player preceding you in turn order gains control of Bebhionn.
Named for a goddess of birth who was renowned for her beauty.
a = 17.153 Gm, e = 0.333, i = 40.484Λ
Action
If the first opponent to your left has a Curse, eliminate them. Otherwise, they gain a Curse token that cannot be spent.
Put Hex of Nim in the draw pile as the eleventh card from the top.
Thing
When you play Gnomish Mine, gain two Gnome tokens.
Action: Gain a Gold token for each Gnome you have.
Action
You may play this without using your Action for the turn by spending 2 tokens of any type.
Move a non-gold-colored Thing from the discard pile to your hand.
Pan
Thing - Moon (Ring Shepherd)
At the end of your turn, the player preceding you in turn order gains control of Pan. Action: If the preceding player's hand has more cards than yours, take a card from their hand and give them control of Pan.
Named for an ancient patron god of shepherds. Its distinctive equatorial ridge extends the entire height of its Roche lobe.
a = 133,584 km, e = 0.000035, i = 0.001Λ
Enceladus
Thing - Moon
At the end of your turn, the player preceding you in turn order gains control of Enceladus. Action: Put the top card of the discard pile into your hand and give Enceladus to the preceding player.
Cryovolcanic activity in the south polar "tiger stripes" region supplies the material composing the gigantic, diffuse E Ring.
a = 237,950 km, e = 0.0047, i = 0.010Λ
Albiorix
Thing - Moon (Gallic)
At the end of your turn, the player preceding you in turn order gains control of Albiorix. Action: Take a card from an opponent's hand and either play it immediately or discard it; give Albiorix to the preceding player.
The largest of the Gallic moons, named for a giant who was considered to be king of the world.
a = 16.267 Gm, e = 0.477, i = 38.042Λ
Astral Projection
Thing
You may not play cards from your hand. During your turn, you may look at the top X cards of the deck, where X is the number of cards in your hand, and you may play those cards (subject to normal restrictions).
Meteoric Bombardment
Action
You must destroy a Thing you control to play this card. If that Thing was at least the size of a:
Pebble - Destroy target Thing.
Car - That Thing's controller discards a card
Town - and their hand.
Moon - Destroy all tokens and seven more Things.
The Great and Powerful Trixie
Thing - Pony
Smoke and Mirrors - When a Thing you control would be the target of an Action, you may have that Action target a different Thing you control. When you would discard a card, you may keep it in your hand and discard a different card instead.
Arbitrary Randomization
Action
Shuffle the deck. Draw a card. Shuffle the deck again.
Arbitrary Duplication
Action
Select a random subset of 100 cards. (This can be a page of 100 cards or 100 randomly selected cards; based on your preference and what is conveniently possible.) Shuffle a copy of those cards into the deck.
Arbitrarily Similar Game
Action
Find a deck of Fluxx cards, and shuffle them into the deck. Treat Keepers and New Rules as Things. New Rules belong to the player who played them. Play Goals as written on their card, belonging to no player. Conditions defined by a goal are subjective, and may be voted on. If a Fluxx deck cannot be acquired, this card has no effect.
Tethys
Thing - Moon
If you have fewer than five cards in your hand when you gain control of Tethys, draw cards until you have five. At the end of your turn, the player preceding you in turn order gains control of Tethys.
Named for an ancient goddess who gave birth to the rivers and springs of the world.
a = 294,619 km, e = 0.0001, i = 1.12Λ
Hyperion
Thing - Moon
Your Things may not be destroyed by opponents' Actions. At the end of your turn, the player preceding you in turn order gains control of Hyperion.
Named for an ancient god of watchfulness and observation who was said to be the first to understand the motions of the heavenly bodies.
a = 1.481 Gm, e = 0.123006, i = 0.568Λ
Iapetus
Thing - Moon
At the end of your turn, the player preceding you in turn order gains control of Iapetus. Action: Destroy an opponent's Thing and give Iapetus to the preceding player. If the destroyed Thing was controlled by the preceding player, draw a card.
Named for an ancient god of either craftsmanship or mortality, depending on the interpretation.
a = 3.561 Gm, e = 0.028613, i = 15.47Λ
This Card May Save the Game
Action
Remove from the game any card in play or your hand that states at least one of it cannot be destroyed or it cannot be removed from the game. This overrides any effect of that card preventing it from being removed from the game. This card may be played out of turn if the game cannot otherwise advance.
I'm Bored, Let's Play Something Else
Action
Find another board/card game that is turn based as Dvorak is. Set it up per it's rules. At the end of each player's Dvorak turns, they take a turn in that game. If it allows players to be eliminated, the first player eliminated is eliminated from the Dvorak game, and that game ends. If not, when that game ends, the lowest scoring player is eliminated. If there is no scoring, the winner of that game decides who is eliminated.
Video Challenge
Action
Choose an opponent. Find a 2-player competitive video game with a mode or minigame that can be completed in under 10 minutes, that you can play with that opponent (ie, 1 course of a Kart racing game, 1 match of a fighting game, a Mario Party minigame). The winner may choose any number of the loser's Things and destroy them.
Sunset Shimmer
Thing - Pony
Humans and Ponies you control count as both Ponies and Humans.
Action: Look at target player's hand.
Princess Luna
Thing - Pony
At the end of each player's turn, you may look at that player's hand. If you raised the moon as your last turn, you may put a card from their hand on top of the deck.
Turn - Raise The Moon - Until your next turn, players can't play or destroy Things. You may not raise the moon next turn.
Renegotiate
Reaction
Play in response to an opponent's Action. That opponent may choose new targets for that Action.
You may negate that Action.
"Make me an offer I won't refuse."
Nonstop Action
Thing
If any player ends their turn without having played an Action or used an Action ability during their turn, they are eliminated.
Sharing is Caring
Thing
Any player may use an Action ability on any other player's Things.
Action
Name a word. Reveal the top card of the deck. If that word is in the title of the card you revealed, you may choose to play it immediately (this does not count against your turn limits) or put it in your hand. If it does not, or if you choose not to play it or put it in your hand, discard it.
Prometheus
Thing - Moon (Ring Shepherd)
You may give Prometheus to the player preceding you in turn order and reveal the top card of the deck; if it is an Action, you may draw, play, or discard it immediately. At the end of your turn, the preceding player gains control of Prometheus.
Named for an ancient trickster god who brought knowledge of fire to humanity.
a = 139,380 km, e = 0.0022, i = 0.008Λ
Janus
Thing - Moon (Co-orbital)
When you play Janus, find Epimetheus and put it into an opponent's control. Draw a card when you gain control of Janus. The player preceding you in turn order gains control of Janus when a Thing is played. If you would gain control of Epimetheus, exchange it with Janus.
a = 151,452 km, e = 0.0068, i = 0.165Λ
Epimetheus
Thing - Moon (Co-orbital)
When you play Epimetheus, find Janus and put it into an opponent's control. Discard a card when you gain control of Epimetheus. The player preceding you in turn order gains control of Epimetheus when an Action is played. If you would gain control of Janus, exchange it with Epimetheus.
a = 151,502 km, e = 0.0098, i = 0.335Λ
Ennui
Thing
If the game has been ongoing for at least 2 hours, this card has been in play for at least 10 minutes, and there are no other Things in play with victory conditions, you win the game. If any player plays an Action with a victory condition on it, destroy this card (no victory occurs).
Thing
Action: Destroy 1 thing you control in order to destroy 2 things of the same color controlled by another player.
It's Summer, No Reason for Sleeves
Action
Starting with you and going clockwise, each player plays every card Up Their Sleeve, in any order they wish.
Up Yours, Sleeve.
Thing - Treasure
When Mystery Flask is destroyed, draw two cards and gain a Token of any type.
Action: Destroy this.
Thing - Treasure
Whenever you have fewer than 5 cards Up Your Sleeve, put the top card of the deck Up Your Sleeve. Cards Up Your Sleeve have a Cornercost equal to the first number in their cornervalue, or if they don't have one, the number of words in their name plus four.
Once per turn, you may pay tokens equal to the Cornercost of a card Up Your Sleeve to play that card.
Action
If you have five Things with different names and the same non-Thing, non-Token type, win the game.
Look at the top 20 cards of the draw pile. You may play one Thing that has a non-Thing, non-Token type from among those cards. Then shuffle Exodial Flourish into the draw pile.
Black Hole
Thing
Any cards that touch this card, even in hand, gets immediately discarded or destroyed. This card only has effect in your hand or the playing field.
FWOOMP!
Elevator To Hell
Thing
Action: Ride the elevator into hell, skipping your next turn as well as targeting up to 3 opponent's tangible things then destroying them immediately.
Welcome to Hell. No Pizza only Taco.
Mysterious Rune
Thing
Play this on one of your things. The Rune prevents cards from targeting itself and the thing under it. The Rune destroys the thing under it and itself after 2 rounds.
Maybe it's best not to touch it.. yourself..
Automated Token Production Facility
Thing
At the start of each turn, gain 1 token of a type of your choice.
Trap Card
Action
This card cannot be played unless another card causes it to be played. If this card is played or discarded, the player who caused this to occur is eliminated.
Death Lottery
Action
For each player, create a new Action card titled "[Player's name] Loses" with the text
"[Player's name] is eliminated." and shuffle it into the deck.
Ace of Wands
Thing-Magic Item
Gain 1 magic token at the start of your turn.
Thorns
Thing
Cannot be played or discarded, even if forced to.
This.. This must hurt
Unfinished Tome
Thing-Tome
Action: Destroy 5 of your magic tokens to destroy this card, create a Tome Card of a thing you control (mimicking it's abilities) then play it on yourself. A Tome allows you to destroy magic tokens as an action to do something mimicking the original thing.
Aegir
Thing - Moon (Norse)
If one of your Things would be destroyed, you may discard a card to return it to your hand instead. At the end of your turn, the player preceding you in turn order gains control of Aegir.
Named for an ancient giant of the sea who soothed storms.
a = 20.483 Gm, e = 0.237, i = 140.233Λ
Anthe
Thing - Moon
When you play Anthe, specify a type of token and gain one such token. At the end of your turn, the player preceding you in turn order gains control of Anthe. Action: Gain a token of the specified type.
Named for a giant's flowery daughter who went into the sea and became a bird.
a = 197,700 km, e = 0.0011, i = i = 0.1Λ
Pandora
Thing - Moon
At the end of your turn, the player preceding you in turn order gains control of Pandora. Action: Play a Thing. Thing: Play an Action. Action or Thing: Draw a card. Action and Thing: Draw three cards and play them.
Its chaotic orbit outside the F Ring is perturbed by mean-motion resonances with Prometheus and Mimas.
a = 141,720 km, e = 0.0042, i = 0.050Λ
Deterrent
Thing
When a player is about to win the game, you may destroy a Thing in play.
Catapult
Thing
When you play a Thing, you may instead play it into another player's control.
Redirection
Reaction
Play in response to a card's effect targeting a card or player. You choose a new valid target.
Bloo Potion
Action
Give yourself 5 magic tokens
Tastes like Bloo with a hint of Dark Bloo.
Wed Potion
Action
Give yourself 3 health tokens. If one of your living things were to get destroyed, destroy a health token to keep them in-game.
Wed tastes like blood.
Grene Potion
Action
Give yourself 3 poison tokens. As an action, you may put a poison token on a living thing controlled by an opponent. Destroy their thing at the end of your next turn if the token is still there.
I wouldn't taste this one.
Ward of Protection
Ward
Any time a Thing you control would be destroyed, you may reveal this card from your hand. Ignore that effect, then put a Ward token next to the deck. Then, with x equaling 2 times the number of Ward tokens next to the deck, take the top x cards off the deck, add this card to that pile, shuffle that pile, and put that pile back on top of the deck.
Ward of Permanence
Ward
Any time you would be forced to discard, swap, or give away any number of cards in your hand, you may reveal this card from your hand. Ignore that effect, then put a Ward token next to the deck. Then, with x equaling 2 times the number of Ward tokens next to the deck, take the top x cards off the deck, add this card to that pile, shuffle that pile, and put that pile back on top of the deck.
Ward of Immutability
Ward
Any time an Action card would seemingly have a permanent effect on the game, you may reveal this card from your hand. Ignore that card, remove it from the game, then put a Ward token next to the deck. Then, with x equaling 2 times the number of Ward tokens next to the deck, take the top x cards off the deck, add this card to that pile, shuffle that pile, and put that pile back on top of the deck.
Ace of Kings
Thing
Action: Destroy an opponent's thing. If you destroy a card-like thing (such as those found in a 52 deck of cards), you gain another action.
There can only be one
Ponker
Thing-Goal
Whoever has control over 5 card-like things (such as those found in a 52 deck of cards) without any of them making a pair, 3 of a kind, or other Poker related matchings wins.
Poker? What's that?
Soundproof Room
Thing
Play on an opponent. They discard a card every time they don't whisper when talking.
aaaaaaaaaaahh
Free Token
Thing
As soon as this Thing enters play, destroy it and gain a token of a type of your choice.
Yo-yo
Thing
At the start of your turn, put Yo-yo in your hand.
Uno
Action
If this card is the only card in your hand, you may say the name of this card. Then, at the start of your next turn, before you draw a card, if this card is still the only card in your hand, you may play this card to win the game.
Necromancy
Action
Take a living thing from the discard pile and take control of it. It is considered dead and gets destroyed after 3 turns.
Rise.. so you might die yet again.
Ritual
Action
Choose a discarded action and perform it.
Card Generator
Thing
Action: Draw a card from the deck.
Stimulation of Innovation and Creation.
Ward of Vitality
Ward
Any time an opponent would restrict your ability to draw or play cards, you may reveal this card from your hand. Ignore that effect, put a Ward token next to the deck, and with x equaling 2 times the number of Ward tokens, shuffle this card into the top x cards of the draw pile.
Wizard Tower
Thing - Building
Action: Gain a Magic token. For each of your Magic tokens, gain a Cookie token.
Weathered Oaken Chest
Thing - Treasure
When you play this and at the beginning of your turns, draw cards until you draw a Thing, put it face-down inside the Chest, and shuffle the rest you drew back into the draw pile. If this card is destroyed, divide the Chest's contents evenly between all players and keep the remainder for yourself.
Action - Supporter
If any player has more cards in their hand than you, draw cards until have the same number of cards as that player.
You can play only one Supporter card each turn. When you play this card, put it next to your Active PokΓ©mon. When your turn ends, discard this card.
Copycat
Action - Supporter
Choose an opponent. Shuffle your hand into the deck. Then, count the number of cards in that player's hand and draw that many cards.
You can play only one Supporter card each turn. When you play this card, put it next to your Active PokΓ©mon. When your turn ends, discard this card.
Professor Oak's Research
Action - Supporter
Shuffle your hand into the deck. Then, draw 5 cards.
You can play only one Supporter card each turn. When you play this card, put it next to your Active PokΓ©mon. When your turn ends, discard this card.
Sudden Portal
Action
Create a card found in the Infinite Dvorak Deck, then put it in your hand.
Aka a Cameo
Pineapple
Thing
Action: Eat the Pineapple by destroying it. Destroy an opponent's thing and one of your things.
In Soviet Russia, you don't eat Pineapple. Pineapple eats YOU!
Mysterious Package
Thing
Draw the top two cards before playing this, choose one and reshuffle the other into the deck, and play this on an opponent with the other card facedown underneath. If they choose to open this, they must immediately play the card underneath this card. If they don't you must play the card underneath this card. Discard after they make their decision.
Bill's Maintenance
Action - Supporter
Shuffle a card from your hand into the deck. If you do, draw 3 cards.
You can play only one Supporter card each turn. When you play this card, put it next to your Active PokΓ©mon. When your turn ends, discard this card.
Cheerleader's Cheer
Action - Supporter
Draw 3 cards. Each other player may draw 1 card.
You can play only one Supporter card each turn. When you play this card, put it next to your Active PokΓ©mon. When your turn ends, discard this card.
Bianca
Action - Supporter
Draw cards until you have 6 cards in your hand.
You may play only 1 Supporter card during your turn (before your attack).
Cult Leader
Thing
Action: Take control of an opponent's intelligent living thing. Takes two of your turns to recharge.
Mithras invites you with open arms
Curse of Depletion
Thing-Curse
Play this on an opponent's thing. This cannot be removed from the card it's played on. Draw 1 less card (minimum of 0) when drawing cards.
I hex thee with a curse that will bring you to your demise!
Curse of Baby Hands
Thing-Curse
Play this on an opponent's thing. This cannot be removed from the card it's played on. Your maximum hand size is 3. If you ever have more than 3, even as a result of drawing on your turn, discard cards from your hand until you have 3.
Baby Hands. Robin has 'em. Now you do too.
Illuminated Manuscript
Thing
Once per turn, you may Illuminate a Thing you control with a drawing illustrating its form or function. Any player who controls five Illuminated Things wins the game.
Technical Manual
Thing
Once per turn, you may either draw an extra card or play an extra Action or Thing.
Potboiler
Thing
If you have not played any cards during your turn, you may draw a card and end your turn.
Misty's Determination
Action - Supporter
Discard a card from your hand. If you do, look at the top 8 cards of the deck and put 1 of them into your hand. Shuffle the other cards back into the deck.
You may play only 1 Supporter card during your turn (before your attack).
Looker
Action - Supporter
Draw 3 cards from the bottom of the deck.
You may play only 1 Supporter card during your turn (before your attack).
Underground Expedition
Action - Supporter
Look at the bottom 4 cards of the deck. Put 2 of those cards into your hand, and then return the remaining cards to the bottom of the deck in any order.
You may play only 1 Supporter card during your turn (before your attack).
Backhoe
Thing
Backhoe counts as a Spade. Action and Thing: Gain control of the Thing closest to the discard pile. You may not use this ability if you used it during your previous turn.
12/42
Gratuitously Garrulous Loquacity
Thing
A player may only play a card if said card contains a greater quantity of syllables in its title or words in its ruletext than each of the cards played during the most recent turn of the preceding player in turn order.
Z
Emperor of the Alphabet
Action
Gain control of an opponent's Thing whose name or ruletext starts with A. If you do, gain control of one whose name or ruletext starts with B, and so on. If you gain control of 26 Things in this way, you win.
Ward of Contrariety
Ward
Any time a player reveals a Ward to use it's effect, yo may reveal this card from your hand. Ignore all effects of that card, then put a Ward token next to the deck. Then, with x equaling 2 times the number of Ward tokens next to the deck, take the top x cards off the deck, add this card to that pile, shuffle that pile, and put that pile back on top of the deck.
Bowser Phone
Thing
Reveal 9 cards from the top of the deck. Put all Actions revealed this way in a face-down pile next to Bowser Phone. Shuffle this pile. Discard any remaining cards. (If Bowser Phone is destroyed, discard those cards.) Action: Reveal the top card from Bowser Phone's pile, and play it. Shuffle that card back into the pile.
Curse of Listlessness
Thing - Curse
Play this on an opponent's thing. This cannot be destroyed or removed from the card it is played on without destroying that card. You may play only 1 Action or 1 Thing per turn, not both.
Arrogate
Action
Gain control of an opponent's Thing until the beginning of your next turn.
Off to the Races
Thing
Every player must play an Action and a Thing during their turn. Any player who is unable to do so must reveal their hand to destroy this card and end their turn.
Curse of Ticklishness
Thing - Curse
Play this card onto an opponent's Thing. Destroy attached Thing if this card is removed from it. During their turn, any opponent may discard a card or destroy one of their tokens to force you to do the same.
Flavorless Gum
Action
Destroy a Thing in play that has Flavor text. Or, play in response to an Action card with flavor text to negate it's effects.
Can't even blow a bubble with it.
Thing
When you play Gun, put 6 bullet tokens on it. Action: Remove a bullet token from Gun in order to destroy a Thing. Thing: Reload Gun. Add bullet tokens to Gun until it has 6 bullet tokens.
Sleight of Hand
Action
Swap control of a Thing you control with a Thing controlled by an opponent.
A
King of Zetabetical Order
Action
Gain control of an opponent's Thing whose name or ruletext starts with Z. If you do, gain control of one whose name or ruletext starts with Y, and so on. If you gain control of 26 Things in this way, you win.
Whoops!
Action
Destroy one thing from everyone all at once. Continue this process until someone doesn't have any things left to destroy.
Uhh...Sorry?
Jack of Intangibility
Thing
Play this on one of your things. The thing under this cannot be destroyed.
Can't touch this
Thing
Lay out 50 cards from the deck in a looped path, as spaces of a board. Give each player a pawn, and place them on the first card. On their turn, a player must roll 2d6 and move that many spaces clockwise around the board. If they land on an Action, they must use it's effect as if they played it, if able. If any other type, they treat it as if theirs while on it. Spaces may not removed and are not cards. If this is destroyed, discard all spaces.
Action
Destroy a thing.
When I was first coming up with the "Gun" card, this was my first draft.
Reaction
Play this when you are the target of any effect, to ignore that effect. After you play it, leave it on the table until the start of your next turn. At the start of your next turn, draw this card instead of drawing from the deck.
"What's the point of attacking if they can just parry?"
"What's the point of living if we are all just going to die?"
We All Start Somewhere
Action
Put a blank Thing into each player's control.
Not a Cloud in the Sky
Action
Draw cards until you have at least five cards in your hand, including at least one Action and one Thing. You may play an additional Action this turn.
Alternate Timeline
Thing
At the end of your next turn after playing this card, destroy it and restore every Thing destroyed while it was in play to that Thing's original controller.
Deathmatch
Thing - Frag Mode
Any time a player destroys another player's non-token Thing, they gain 1 Frag token. If a player has 10 Frag tokens, they win the game.
Capture the Flag
Thing - Frag Mode
Any time a player takes control of another player's Thing (except for Frag Modes), they gain 1 Frag token. If a player has 10 Frag tokens, they win the game.
King of the Hill
Thing - Frag Mode
On their turn, instead of playing an Action, a player may take control of King of the Hill. If you control King of the Hill at the start of your turn, gain 2 Frag tokens. If a player has 10 Frag tokens, they win the game.
Domination
Thing - Frag Mode
Gain 1 Frag token at the beginning of your turn. A player gains 1 Frag token at the beginning of their turn if they control more non-token Things (excluding Frag Modes) than any other player. If a player has 10 Frag tokens, they win the game.
Elevenses
Action
Draw a number of cards equal to the number of players and give one to each.
Sudden Downpour
Action
Every player must destroy one of their Things, draw a card, and gain two Water tokens.
Overtime
Thing
For all cards with victory conditions expressed in owning a countable number of Things or Tokens, double that number. This card cannot be destroyed while a card with a victory condition is in play.
The River
Thing
Place 5 cards from the top of the deck in the middle of the table. For each Thing, all players may treat it as if they control it. For any other card, they may treat that card as if it is in their hand. (If they use the card and it would be discarded, discard it.)
Create a Diversion
Action
Destroy one of your Things very conspicuously. While target opponent is distracted, look at their hand and steal a card from it.
Frost and Fire
Thing
Every other Thing must be destroyed at the beginning of its controller's turn.
Free Gift With Purchase
Action
Pay an opponent 2 Money tokens to gain control of one of their Things. They throw in a card from their hand as well, as a bonus thank you gift.
Queen of Arts
Thing
Just start making art for the things you control idk. This card isn't demanding anything from you. Only Kings do that.
She seems.. a little mad.
Chain Reaction
Thing
Action: Create another chain reaction and shuffle both into the deck. Anyone who has a chain reaction also does this,, even if it's in their hand.
Who doesn't love a chain reaction?
Intangible, Invisible, Mute Dragon
Thing
But how can you PROVE you have this?
Hiromi
Thing - Musician
Action and Thing: Draw two cards, discard the Things you drew, and play every Action in your hand.
Art Exhibition
Action
Reveal any number of cards by the same creator from your hand (possibly including this one). Each opponent pays you an equal number of Money tokens as an admission fee; those who cannot must discard an equal number of cards instead.
Agglutinizer Ray
Thing
Action: Choose any subset of target player's tokens. They are converted into a non-token Thing whose title is the concatenation of their names, with the ruletext "This counts as" followed by a list of them.
"...6 Money tokens, 2 Crate tokens, 5 Zombie tokens, and 1 Strawberry Candy token."
Action
Discard any number of cards, then draw that many. You may play an additional Action this turn.
Action
Draw 1 card. You may play 2 additional Actions this turn.
Action
Play an Action card from your hand and have it's effect occur twice.
Triforce
Thing
Create 3 Triforce Tokens, labeling each with one word: POWER, WISDOM, or COURAGE. Power allows +1 Thing. Wisdom allows looking at 1 hidden card per trun. Courage allows +1 Action. Give yourself and two opponents one token. Excess goes to the Twilight Realm. Triforce Tokens cannot be destroyed or removed. If anyone possesses 3 Triforce Tokens, they win.
Guessing game
Action
Set up a Random Number Generator that can generate numbers greater than 6, and then pick a number compatible with the RNG. Use the RNG. If you guess correctly, you win instantly.
777
Jailor
Thing
Action:Choose a tangible thing an opponent has, cancel all of it's abilities if any, and put it under the Jailor. Alternatively, replace the card under the Jailor, giving it back to the controller, with another opponent's tangible thing, canceling it's abilities before doing so. If the Jailor gets destroyed, the card under it gets destroyed as well.
Cocktail Spear
Thing
You may only use one of Cocktail Spear's abilities during your turn. Thing: Gain control of target token. Action: Destroy one of your tokens.
Trade Fours
Action
For each opponent in order, that opponent may play an Action and then you may play an Action. You may not use any Action ability more than once in this way.
Rustic Cottage
Thing
Action and Thing: Draw a card. Opponents may not target your hand or your Things until your next turn.
A quiet place to relax, far from all the hustle and bustle of big city life.
Action - Attack
Gain 2 Money tokens. Each other player discards down to 3 cards in hand.
Action
Draw until you have 7 cards in hand, skipping any Action cards you choose to; set those aside, discarding them afterwards.
Action
Remove from the game up to 4 cards from your hand.
Platininium Crown
Thing
Action: Wear the crown by putting it atop your head. Everyone must call you King or else you take something of your choice from them.
Not to be confused with Platinum
Very Big Sign that says "No"
Thing
If anyone targets you with anything, you may choose to stop them. Destroy this thing after 3 uses of it's ability
DNA Reshuffle
Action
Everyone shuffles their hands into 1 pile. Whoever played this draws first. Whoever goes after them draws the next card. This goes on until the pile runs out. A player stops drawing when they reach their hand size from before the shuffle.
Digitally Nullifying Answers.
Thing
After 5 more of your turns have elapsed, the game ends. The player with the most cards total between their Things in play and their hand wins. If there is a tie, whichever tied player has the most tokens wins. If there is still a tie, all tied players win.
Use this pocket watch to change the game clock so five turns remain! What a find!
Kingmaker
Thing
If through a direct action you are able to cause another player win the game, you win the game (instead of that player).
πππ
Bullet Train
Thing
Once per turn you may attach a Thing you control onto Bullet Train, or move a Thing on Bullet Train into your control. At the end of your turn, give Bullet Train (with all things attached to it) to the next player in turn order.
Birthday Gifts
Action
All players must give you a card from their hand. You may choose to reject any cards you recieve, giving them back to the player.
Amnesia
Action
Give a living thing another person controls Amnesia, put it under your control instead.
Twilight Realm Portal
Thing
Action: Send or Take one tangible thing into the Twilight Realm while the portal is open. They can still be used while the Portal is Open. Action: Close or open the Portal.