The Infinite Dvorak Deck is an ever-expanding card game, which anyone can add cards to. There's no coherent theme, and cards can be original, inspired by anything, copied from other Dvorak decks, or even dragged in verbatim from other card games.
The only rules to adding cards are:-
- Don't add more than three cards at a time; give someone else a chance to add some, before you add any more. And make sure you put your cards at the bottom of the page.
- Don't change other people's cards. If something seems ambiguous or broken, tell them on the talk page. (There's an option to filter specified users' cards out when you export the deck to play with, so don't worry too much if someone's cards are irredeemably unplayable.)
- Cards shouldn't refer to other cards. Remember that the deck is infinite! Cards should avoid making any specific references to other cards or mechanics, because they might never see those specific cards during play, particularly if you think of the deck as infinite. You should word your mechanics as generically as possible - a fishing rod card that said "gain control of a fish" would be useless in a game where no fish cards came up, whereas one that said "gain control of a living Thing" would probably see some use in any game that it got drawn in.
- (A good test is to open a random archive page of the Infinite Dvorak Deck, and see how many of its cards your new card could apply to. If there are only one or two cards that you could play it on, then you should probably word it more generically.)
- No special rules. This deck has no Special Rules aside from the two described below; it's all on the cards. Cards should not create Special Rules (or any equivalent "invisible" effect that significantly outlives the lifetime of the card); players should only have to read the cards on the table to know what's going on.
- Values in the corners of cards are meaningless, unless there's another card in play that somehow gives them meaning.
Whenever anyone's feeling insane enough to play a game of it, they can export it to the Dvorak Engine, or possibly Apprentice (if it's possible to make decks that contain every card of a set).
Special Rules
The only rules that this deck uses in addition to the basic Dvorak rules are:-
- Tokens exist. Some cards can create or destroy or manipulate "tokens", which you should represent with whatever coins or counters you have to hand. Tokens count as Things, but if a token is destroyed or otherwise removed from play, it's removed from the game entirely. Tokens usually have individual types (such as "Energy" or "Goblin"); if a token has a type, that's also considered to be its name, otherwise its name is just "Token".
- If there's an ambiguity, vote on it. For example: if a card says to destroy a "living" Thing, and a player is wondering if it'll work against a "zombie" card, the players should take a vote to determine whether or not the zombie counts as living. If a majority decision can't be reached, resolve it randomly.
Selected Sets
If you'd prefer a more compact subset of the deck, you may appreciate one of the following:
Superpower set, Token set, Flavor set, Pokédex, Adiart Inhabitants.
Expansions
These expansions add cards and/or rules to games using the Infinite Dvorak deck or its subsets:
Dvanguard set, Dvanguard booster pack, Shroud booster pack, Illusion booster pack, Up Your Sleeve booster pack, Swords booster pack, Vintage booster pack, ChippyYYZ booster pack, Ponies booster pack, Heavy Actions booster pack, Gems booster pack, Flame booster pack
Card List
- The earlier cards of this deck have been archived: 1-100, 101-200, 201-300, 301-400, 401-500, 501-600, 601-700, 701-800, 801-900, 901-1000, 1001-1100, 1101-1200, 1201-1300, 1301-1400, 1401-1500, 1501-1600, 1601-1700, 1701-1800, 1801-1900, 1901-2000, 2001-2100, 2101-2200, 2201-2300, 2301-2400, 2401-2500, 2501-2600, 2601-2700, 2701-2800, 2801-2900, 2901-3000, 3001-3100, 3101-3200, 3201-3300, 3301-3400, 3401-3500, 3501-3600, 3601-3700, 3701-3800, 3801-3900, 3901-4000, 4001-4100, 4101-4200, 4201-4300, 4301-4400, 4401-4500, 4501-4600, 4601-4700, 4701-4800, 4801-4900, 4901-5000, 5001-5100, 5101-5200, 5201-5300, 5301-5400, 5401-5500, 5501-5600, 5601-5700, 5701-5800, 5801-5900, 5901-6000, 6001-6100, 6101-6200, 6201-6300, 6301-6400, 6401-6500, 6501-6600, 6601-6700, 6701-6800, 6801-6900, 6901-7000, 7001-7100, 7101-7200, 7201-7300, 7301-7400, 7401-7500.
I win by Conensus
Thing
Action: All opponents vote for you to win instantly. If at least 2/3rds of them accept, you win and the game is over. Otherwise, nothing happens.
The Flood
Action
Destroy everything, even if it is indestructible.
Copy Machine
Action
Create a copy of target thing in play.
Post-Credits Scene
Action
Draw a card. Remove this card from the game face-up along with a card in your hand face-down. Reveal that card at the end of the game. If your playgroup plays another game of Dvorak after this one, add that card to your opening hand instead of returning it to the deck.
Field Research
Thing
Whenever an Action card you play would cause you to draw two or more cards, draw one fewer. Whenever an Action card you play would not cause you to draw any cards, draw a card.
Echoing Calamity
Thing
When this card enters play or is destroyed, each player discards all but three cards from their hand.
Take the High Road
Reaction
Play immediately in response when you would destroy an opponent's Thing. Leave it undisturbed and draw three cards instead.
Thing
You may discard a card and draw a card at the end of your turn if you control at least three other non-token Things.
Detour
Thing
Opponents may play at most one card per turn. When an opponent would draw a card, you instead draw a card and then give them a card from your hand. Destroy this at the beginning of your turn.
Military Funding
Thing
At the end of your turn, if an effect you control destroyed an opponent's Thing since the end of your last turn, draw a card. Otherwise, rotate this card 90° clockwise.
When this card completes a clockwise rotation, put it in the discard pile and discard two cards.
Open The Vaults
Action
Put all Things from the discard pile into play under your control. At the beginning of your next turn, destroy all Things you control.
Trick Dealing
Thing
Whenever you interact with the deck (drawing cards, putting cards on top of the deck, shuffling the deck, etc.) you may first set aside the top card of the deck without looking at it and put it back afterwards.
Kwyjibo
Thing
You may only play this while it would be illegal to play a card. If no one catches you, draw 3 cards. If someone dos catch you, discard your hand and destroy this thing.
Sly Deal
Action
Trade and equal amount of things between yourself and an opponent.
Let's see you play this, sucker
Action
If card 69 is played, play this out of turn to counter that card from being played. You can only play this to counter card 69 from being played.
This title serves multiple purposes.
Snooze Button
Reaction
Play immediately in response to an opponent's Action to delay its effect until the start of their next turn. You may discard a card to return this card to your hand if you have not already done so twice.
Thrice Charmed
Thing
Play this onto target Thing. When you play this, specify up to three other Things you control; if attached Thing would be destroyed while any of them remain in play, return it to your hand instead.
Brainbug
Thing
You must play this as soon as it enters your hand, but it does not count against your per-turn limit. Discard a card when you play this. At the end of your turn, destroy this if all opponents' hands are empty; otherwise, put it on top of the draw pile.
Gyro Stabilization
Thing
Once during your turn when you discard a card, you may draw a card.
When Gyro Stabilization is destroyed, discard a card.
Lightning-Breathing Dragon
Thing
At the beginning of your turn, gain an Energy Token if you don't have one.
Action: Gain 2 Energy Tokens.
Action: Spend an Energy Token for each card in an opponent's hand to destroy target Thing they control.
Fastest Gun In The West
Thing
When this card enters play, create a copy of Bullet Time (#7487) and put it into play under your control.
Action: Discard an Action card to destroy target Thing. Bullet Time doesn't apply to this Action Ability.
Red Hacks
Thing
At any point during the game, you may end target player's turn if they've played at least one action/thing. You cannot do this if you've already done this before your next turn.
Green Hacks
Thing
At any point during the game, you may prevent target thing from being destroyed. You cannot do this if you've already done this before your next turn.
Blue Hacks
Thing
At any point during the game, you may redirect a target to another target thing. You cannot do this if you've already done this before your next turn.
Yo-Yo Stabilizer
Thing
At the end of your turn, rotate Yo-Yo Stabilizer 360˚ clockwise, divided by 2 for each Yo-Yo Weight that has become Extended. When it completes a clockwise rotation, draw a card. Action (global): This gains 2 Yo-Yo Weight tokens if none are in play. Action (global): Extend all Yo-Yo Weights in play.
Only Mostly Dead
Action
Return the topmost living Thing in the discard pile to play.
Ice-Breathing Dragon
Thing
At the start of your turn, gain a Frost token if you have fewer than 4. Action: Spend any number of Frost tokens to afflict target opponent during their next turn. If you spend at least
1: They play at most one card.
2: They may not draw cards.
3: They may not play cards.
4: They skip their turn.
Black Hacks
Thing
At any point during the game, you may destroy target thing. You cannot do this if you've already done this before your next turn.
White Hacks
Thing
At any point during the game, you may gain control of target thing in the discard pile. You cannot do this if you've already done this before your next turn.
Rainbow Hacks
Thing
At any point during the game, you may use a hack: Red (#7522), Green (#7523), Blue (#7524), Black (#7528), or White (#7529). You cannot do this if you've already done this before your next turn.
I have control over ALL OF SPACE AND TIME!
Preemptive Plagiarism
Action
Each opponent reveals an Action card from their hand, or reveals a hand containing no Action cards. Choose an Action card revealed this way. This card has that Action's text as additional ruletext.
Mana-Breathing Dragon
Thing
Gain one Mana Token whenever you discard a card, or two if it's an Action.
Once during your turn, you may spend a Mana Token to put the top card of the deck on top of target Thing. If it's a Thing, treat it and that Thing as one Thing with only the properties of the top card. Otherwise, destroy that Thing and put that card into the discard pile, or play it by spending two Mana Tokens.
Gremlins
Action
During each opponent's next turn, they can't create tokens, they can't play Action Abilities of Things, and you may look at the first card they would draw each turn. You may put that card in the discard pile.
Starquake
Action
Each player gains two Energy tokens for each card in their hand and each non-token Thing they control. Any player with more than ten Energy tokens must, until they have at most ten, destroy four of them and either destroy a non-token Thing they control or discard a random card.
A Quiet Night In
Action
Draw a card. If it is a Thing, you may play it face down and turn it face up at the start of your next turn. End your turn.
Omni-Gate Device
Thing
Action: Spend 3 Energy tokens or discard an Action and a Thing to activate the device. Until the end of your turn, all cards in opponents' hands are considered to belong to you.
Red Hacker
Thing
When this enters play, gain a copy of Red Hacks (#7522) if you do not have one. At the beggining of your turn, gain a Crypto Token. Action: Spend 2 Crypto tokens to either: Gain 2 uses of Red Hacks OR ignore "if they've played at least one action/thing." on Red Hacks' text for the next use.
Green Hacker
Thing
When this enters play, gain a copy of Green Hacks (#7523 if you do not have one). At the beggining of your turn, gain a Crypto Token. Action: Destroy 2 Crypto tokens to either: Gain 2 uses of Green Hacks OR play an additional thing this turn.
Blue Hacker
Thing
When this enters play, gain a copy of Blue Hacks (#7524) if you do not have one. At the beggining of your turn, gain a Crypto Token. Action: Destroy 2 Crypto tokens to either: Gain 2 uses of Blue Hacks OR amplify the target by having it target twice as many valid targets for the next use.
Scrambling Blast
Action
Target player discards their hand, then draws that many cards minus one.
Test of Devotion
Action
Target player discards a card. You may discard a card with the same creator to repeat this process. If you discard least 3 cards this way, take an extra turn after this one.
For The Greater Good
Action
Destroy target Thing. Each player draws two cards and discards a card.
A tragic loss, but it must be done for the benefit of all of us.
The Greater Good
Reaction
Play immediately in response when an opponent destroys a Thing. Each player draws two cards and discards a card.
Celestial Alignment
Thing
Draw a card whenever a Thing card enters play. Discard a card whenever a Thing card leaves play.
Nova Bomb
Action
Shuffle all Things with Action abilities together and place them face down. In order starting with target player, each player draws a Thing, plays its first Action as if it were a standalone Action card if possible, and then destroys that Thing and discards a card.
Black Hacker
Thing
When this enters play, gain a copy of Black Hacks (#7528) if you do not have one. At the beggining of your turn, gain a Crypto Token. Action: Destroy 2 Crypto tokens to either: Gain 2 uses of Black Hacks OR make a player discard their hand, then redrawing the lost card amount.
White Hacker
Thing
When this enters play, gain a copy of White Hacks (#7529) if you do not have one. At the beggining of your turn, gain a Crypto Token. Action: Destroy 2 Crypto tokens to either: Gain 2 uses of White Hacks OR gain 1 target thing from target player.
Rainbow Hacker
Thing
When this enters play, gain a copy of Rainbow Hacks (#7530) if you do not have one. At the beggining of your turn, gain a Crypto Token. Action: Destroy 2 Crypto tokens to gain 2 uses of Rainbow Hacks.
System Bypass
Thing
At the end of your turn, discard a random card.
When this enters play, attach it to a Thing you control with an Action Ability. Treat "Action:" on the attached Thing as "At any time, if you haven't done so since you last began a turn, you may do the following:"
"I'm in."
For The Pretty Good
Action
Destroy target Thing. Each player draws a card and discards a card.
I'd say this worked out pretty well for mostly everyone involved.
For The Lulz
Action
Destroy target Thing. Each player discards a card.
We live in a society.
I'm bored, who wants some tea?
Action
Go make some tea for everyone, then end the game.
For the more simple Dvorak Player
I'm bored, who wants some Ghost Peppers?
Action
Get some Ghost Peppers for everyone, then end the game.
For the hot-headded Dvorak Player
I'm bored, who wants some Free Air?
Action
Everyone takes a deep breath. End the game afterwards.
For the "I'm holding my breath so this game will go on forever" Dvorak Player.
Enchanted Soil
Thing
When Enchanted Soil has completed a full turn with a Sunlight token and a Water token on it, destroy it and replace it with a copy of Potted Card (#6009). Action: Give Enchanted Soil a Sunlight token or a Water token.
Enchanted Garden
Thing
At the end of your third full turn after playing this, draw until you have drawn a number of Things equal to the number of players. Put one of them into your hand and distribute one of the others to each opponent at random. Then destroy this and give each player a copy of Enchanted Soil (#7555).
Hit the Ground Running
Action
If your hand is empty, draw four cards and play up to two of them.
Red Hacker Base
Thing
When this enters play, gain a copy of Red Hacker (#7537) if you do not have one. At the beggining of your turn, gain a Glitch Token. Action: Spend 2 Glitch tokens to either: Gain 4 uses of Red Hacks OR ignore "if they've played at least one action/thing." on Red Hacks' text for the next 2 uses.
Green Hacker Base
Thing
When this enters play, gain a copy of Green Hacker (#7538) if you do not have one. At the beggining of your turn, gain a Glitch Token. Action: Destroy 2 Glitch tokens to either: Gain 4 uses of Green Hacks OR play 2 additional things this turn.
Blue Hacker Base
Thing
When this enters play, gain a copy of Blue Hacker (#7539) if you do not have one. At the beggining of your turn, gain a Glitch Token. Action: Destroy 2 Glitch tokens to either: Gain 4 uses of Blue Hacks OR amplify the target by having it target 4 times as many valid targets for the next use.
Heavy Is The Crown
Thing
When this card enters play or at the beginning of your turn, you may gain an Ambition Token.
Your maximum hand size is reduced by 1 for each Ambition Token in play.
During your turn, you may spend 6 Ambition Tokens and discard two cards to win the game.
Action and Thing: Gain an Ambition Token.
Extra Thicc
Thing
When this card enters play, put the top 4 cards of the deck face-down underneath it. If this card leaves play, those cards leave play likewise.
For each card underneath this card, this card counts as a extra Thing for any rules or effects that count a number of Things.
The Maker's Hands
Thing
Action: Reveal the top card of the deck. You may reveal a card from your hand with the same creator to draw a card.
Action: Discard two cards that share a creator to put target Thing in the discard pile.
"I create with one hand, but I destroy with both hands at once."
Black Hacker Base
Thing
When this enters play, gain a copy of Black Hacker (#7546) if you do not have one. At the beggining of your turn, gain a Glitch Token. Action: Destroy 2 Glitch tokens to either: Gain 4 uses of Black Hacks OR make a player discard their hand, then redrawing 1/2 their original hand.
White Hacker Base
Thing
When this enters play, gain a copy of White Hacker (#7547) if you do not have one. At the beggining of your turn, gain a Glitch Token. Action: Destroy 2 Glitch tokens to either: Gain 4 uses of White Hacks OR gain 2 target things from target player(s).
Rainbow Hacker Base
Thing
When this enters play, gain a copy of Rainbow Hacker (#7548) if you do not have one. At the beggining of your turn, gain a Glitch Token. Action: Destroy 2 Glitch tokens to gain 2 uses of all hacks (excepts Rainbow Hacks.)
Bubbling Cauldron
Thing
At the end of your turn, you may put any number of cards from your hand face down under this card. Action: Discard the cards in the cauldron. Look at an equal number of cards from the top of the draw pile and put one into your hand.
Eye of Wily Gatekeeper and toe of Positronic Flux Regulator...
Saw It Once in a Movie
Action
Play up to two of the three bottommost Actions in the discard pile.
Fronthand Backhand
Action
Allow target opponent to indicate their preference for "fronthand" or "backhand". Regardless of their choice, destroy one of their Things.
Suddenly, Pineapples
Action
Destroy all tokens, and each player gains pineapple tokens equalling the amount of tokens that they controlled.
HIIIIIYYAAHHHHHH!!
Thing
Action: Destroy target thing. If it is successful, shrink your handsize by 1. If not, shrink it by 2.
YAAAAAAAAAAAAAAHHHHHH!!
Do it again
Thing
Gain an extra action while you control this.
Reverberating Echo
Reaction
Play immediately in response to an opponent's Action card. In order starting with the player after them, each of their opponents plays the same Action.
I'll Have What I'm Having
Action
Put a copy of every Thing you have played this turn into play under your control.
Oversized Sweatshirt
Thing
When you would discard a card, you may put it Up Your Sleeve instead if you have fewer than three cards Up Your Sleeve. Action: Move a card from Up Your Sleeve to your hand.
Center of Affairs
Thing
When this enters play, everyone moves their hands into one central hand. Anyone may play cards from the central hand or their own hand. This is indestructible until the central hand is depleted.
Treasure Chest
Thing
When this enters play, draw the top 3 cards and play them facedown under this thing, without ever looking at them faceup. Action (Global): Take a card from under this thing, and replace it with a card in hand facedown.
Free Sushi Bar
Thing
When this enters play, every player gains a copy of this card without doing this sentence. Action: Place or take a card under this thing.
Action: Move all Free Sushi Bars and any cards under them clockwise.
Caffè Sospeso
Thing
You must transfer this card to the control of a player with fewer cards in hand than you, if possible. When an opponent would discard a card, they instead give it to you.
Noah Webster's Vengeful Ghost
Thing
Play this card into any player's control. During any turn in which you play a card, you must play the alphabetically earliest card in your hand.
L4
The Lost Art of Cornervaluing
Action
Any opponent who does not control a Thing with a cornervalue and does not reveal a card with a cornervalue from their hand must discard a card.
Dark Haze
Action
Target player's maximum hand size is reduced by 4 during their next turn.
Cloaking Device
Action
You and face down Things you control can't be targeted until your next turn. You may put a Thing card from your hand into play face down. Turn it face up at the start of your next turn.
Selective Reality
Thing
Play this under any player's control, attached to a Thing they control.
The attached Thing is blank while it's not your turn.
Magical Bullshit
Action
Target player skips their next turn.
Thing
When this enters play, play it on one of your things. No one may target anything you own except for this.
Thing
No one may target anything you own except for this.
Action-Packed
Action
Reveal the top 20 cards of the draw pile. Discard all of the Things revealed in this way. Shuffle all of the Actions and replace them on top of the draw pile.
To Sail Beyond the Sunset
Action
You win if your name is on this card. Otherwise, write your name on it.
How High Is the Balloon?
Thing
A balloon floats over flat land on a vertical tether. A trio of trigonometry enthusiasts stand such that they each view the balloon at an angle of 60˚ over the horizon. Alice observes an angle BAC of 30˚ between Bob and Carol, who are standing 60 meters apart.
Intrusion
Action
Choose one:
Look at target player's hand, then they give you a card from their hand.
OR Target player gives you a random card from their hand.
Bottled Echo
Thing
When you play an Action card, put it under Bottled Echo instead of into the discard pile if there isn't already an Action card under Bottled Echo.
When this is destroyed, play an Action from underneath it.
Time Stretch
Action
Take an extra turn after this one. If you have at least 2 opponents, each other player takes an extra turn after their next turn, and you take another turn after your next non-extra turn.
Remove Time Stretch from the game.
Not Paying Attention
Action
Skip target player's next turn.
Look on my works, ye Mighty, and despair!
Action
If you control at least 30 Things, including at least 10 non-token Things, and you control more Things than all other players combined, you win.
The Year in Review
Thing
Whenever a player would draw a card, they draw the bottom card of the discard pile.
Discard-Phobic
Thing
If this ever leaves play, whoever caused it is immediately eliminated. When this enters play, play it on one of your things.
Time Dilation or whatever
Action
Permanently gain an extra turn. Gain a token that does not count as a thing to remind you of this.
A shape in the shadows, a chill in the air
Action
Everyone gains 3 torch tokens with the text: "If you ever have less than 1 torch token, you are eliminated"
Infinite Dvorak Update
Action
Reveal cards from the top of the deck until any three cards revealed this way share a creator. Put those cards into your hand and shuffle the rest into the deck.
Gamer Cosmetic Pack
Thing
Things you control are Black and Red instead of their other colors.
An exclusive skin set only available in Infinite Dvorak: Legendary Edition.
My Secret Weapon
Action
Look at the top two cards of the deck. If they are both by ChippyYYZ, you may reveal them and play one or both of them. Draw two cards.
I don't actually have a secret weapon, I just claim to have one as a distraction to buy myself a moment to think. Though once in a while I think of a secret weapon.
The Most Impartial Order
Action
Reveal the top 10 cards of the draw pile and replace them arranged in alphabetical order by creator.
Move all of the revealed cards by Aetherknight, AldusValor, and Atticus to the bottom of the draw pile.
Ballast
Thing
At the end of your turn, you may put any number of your Things and cards from your hand under Ballast. Put Ballast and all cards under it in the discard pile at the start of your turn, then draw an equal number of cards and play one of them.
Deluxe Prestige Skin
Thing
Instead of their other colors, Things you control are two shades of gold.
"Indestructible"
Thing
If this, or any things you own, leave play, whoever caused it is immediately eliminated. This destroys itself after 3 turns.
I go against all of you who say "you can't make a truly indestructible thing." Just try me.
BiStable Card
Thing
At the beginning of your turn, flip a coin. On heads, destroy target thing. On tails, destroy this thing.
12.5%
Action
Put a copy of "Indestructible" (#7607) and BiStable Card (#7608) into target opponent's control.
y�█□҉□-Breathing Dragon
Thing
Whenever you draw a card while your hand is empty, gain a Glitch Token.
Whenever this card becomes the target of an Action, flip a coin. On heads, return it to your hand and put it back into play at the end of the turn.
Action: Put a Glitch Token you control on target Thing. Its ruletext is blank for as long as it has a Glitch Token on it.
Offer Counsel
Action
Any number of target opponents, up to the number of other cards in your hand, may in turn order look at your hand and take a card from it. Draw a card, plus two cards for each opponent targeted this way.
Quarantine Zone
Thing
Cards that were not in the game when it began cannot be created or enter any zone.
Things can't enter play from the discard pile or deck.
Michael Jackson
Thing
When this enters play, all things are black. At the beginning of your turn, the color either switches to White or reverts back to Black.
"I didn't take away chocolate, I just added vanilla" - ERB
The Game
Action
Everyone secretly writes down a number. At the same time, everyone reveals their number. Whoever has the biggest number destroys that many things. Whoever has the second biggest destroys that many divided by 2 of their things, etc.
Catapult
Thing
Action: Destory one of your things to destroy target thing.
You Might Also Like
Action
Choose a Thing in your control. Draw cards until you draw a card by the same creator. Put it into your hand and shuffle the other cards you drew into the draw pile.
Instead of playing a Thing this turn, you may draw a card by Binarius in the same manner.
Flow
Thing
At the end of your turn, draw a card if you have played both an Action and a Thing. Otherwise, destroy Flow.
Goodwill Gesture
Action
Target player distributes half of each type of token they control, rounding down, to all of their opponents as evenly as possible.
Oppression
Thing
When an opponent who controls fewer tokens than you would discard a card of their choice, they discard a random card instead. This doesn't apply if they must discard a card with certain properties.
Those who have more power than others use it to keep things that way.
Waterwhelm
Action
Destroy all non-living Things that are fire-based or electrical, and all tokens. Each opponent returns a Thing they control to their hand.
Old-Fashioned Draw Engine
Thing
Whenever you play your second card in a turn, you may rotate this card 90˚ counterclockwise.
When this card completes a clockwise rotation, destroy it.
Action: Draw a card and rotate this card 180˚ clockwise.
Don't work it too hard, it wasn't built for that.
Rat Race
Thing
When an opponent plays both a Thing and an Action in a turn, they gain a Tedium token. Players with at least 3 Tedium tokens may play no Actions other than the following.
Action (global): Discard a card and destroy a Tedium token.
Thing and Action (global): Discard a card and destroy your Tedium tokens.
Going By Too Fast
Action
Draw a card for each card played by your opponents during their most recent turn.
Balloon and Dart Game
Action
Draw until you have drawn one Thing per player; reveal them and shuffle the other cards you drew back into the draw pile. In order starting with you, each player may reveal a card from their hand that can destroy a Thing to select one of the revealed Things and put it into their hand. Discard the rest.
It's my Birthday
Action
Everyone must give you a thing from their hand for you to take control of immediately. If you do not want it, they discard a random card.
Present
Thing
When this enters play, play a thing under this. Action (Global): Offer the card under this to target player. If they accept, they gain control of the Thing under this, and you replace it with a thing in your hand. Gian a token with the text: You can play 1 additional card
Cake
Thing
If this has 8 Cake tokens, destroy this. Action: Eat. Place a Cake token on this. You gain 2 additional actions this turn.
Collaborative Project
Thing
Every card has all creators among Things in play in addition to its creator.
Collaborative Project has all Action Abilities of Things in play while it has at least 3 creators.
Collaborative Project is indestructible while it has at least 4 creators.
We made this deck, together.
Power Up
Thing
When this enters play, draw two cards.
Your maximum hand size is increased by two.
Overflow Turbine
Thing
At the beginning of your turn (after you draw a card), rotate this card 90˚ clockwise and draw a card.
When this card completes a clockwise rotation, discard your hand.
It generates more power than you know what to do with, but soon you won't have to know.
Worldbuilding
Action
Each player may play a tangible Thing; each player who plays a living Thing may play any number of tangible Things.
Rack 'Em Up
Thing
At the beginning of your next turn, destroy this and every Thing that entered play after it.
Department of Tautological Trivia
Thing
You win if your opponents are eliminated.
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