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, Cosmic booster pack, Homestuck booster pack, Rotation booster pack, Moons booster pack, Novels booster pack, Variables booster pack, RTS booster pack, Constructed 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, 7501-7600, 7601-7700, 7701-7800, 7801-7900, 7901-8000, 8001-8100, 8101-8200, 8201-8300, 8301-8400, 8401-8500, 8501-8600, 8601-8700, 8701-8800, 8801-8900, 8901-9000, 9001-9100, 9101-9200, 9201-9300, 9301-9400, 9401-9500, 9501-9600, 9601-9700, 9701-9800, 9801-9900, 9901-10000.
Golden Card Trophy
Thing
Kevan wins the game.
#10001
Card by Everyone
Expansion-Pack Only
Action
Search through all zones, then exile all cards made within the first 10,000 cards.
Sigil of the Creators
Thing
The first 10,000 card's creator's cards are blessed. (This has no tangible effect)
Not-As-Cheap Plastic Trophy
Thing
Kevan (still) wins the game.
Now with 20% less microplastics!
Thing
When this card enters play, each player draws until they have 5 cards in hand.
Action: Look at the top card of the deck. If it's a Thing, you may play it. Any player may use this Action ability.
"Let's go exploring!"
#10005
Action
Each player draws 5 cards. Until your next turn, Things are gold instead of their other colors, and players have no maximum hand size and can't lose the game.
You may play an extra Action this turn.
#10006
Action
Reveal the top 4 cards of the deck. For each creator among the revealed cards, put one of those cards by that creator into your hand. Discard the rest.
#10007
Renewed Vigor
Action
Take another turn at the end of this one. Each opponent may draw an extra card at the beginning of their next turn.
#10008
Purposeful Stride
Action
Play up to two Actions and draw a card.
#10009
Many Voices
Action
For each creator among the Things they control, each player gains a [Creator]'s Voice token with "You may spend one of your Voice tokens to draw an extra card at the beginning of your turn. If you draw a card by [Creator] in this way, you may play it immediately without cost."
#10010
In the Code
Thing
If you control at least 18 other things with binary card numbers, you win the game.
#10011
Fatal Slip
Action
Destroy target living thing.
#10012
Counter-Productive Dice Rigger
Thing
If a random event would occur, you may choose an opponent. If you do, that opponent decides the outcome of that event instead.
#10013
Third Eye
Thing
You may view the top card of the draw pile at any time.
#10014
Idea Factory
Thing
A player may draw a card when they play a Thing that is the only Thing in play by its creator. When an opponent draws a card in this way, you may do so as well.
If you draw a card by the same creator, you may play it immediately without cost.
#10015
I've Got My Best People On It
Thing
When you gain control of this, put the first living Thing in the draw pile into your control, then shuffle the draw pile.
Once per turn, you may draw a card when a living Thing you control uses an Action ability.
#10016
Action
Draw three cards.
If this card is seen in your hand by an opponent, discard it immediately.
#10017
Thing
You can't play Things.
At the end of your turn, pass Security Guard to the previous player. If there are only two players when this enters play, insert a hypothetical player into the turn order who only exists and whose turns only exist for the purposes of this card.
#10018
Action
Target Thing's controller passes control of it to the player preceding them in turn order.
If you don't gain control of a Thing this way, you may return this card to your hand.
#10019
Oracle of the Tides
Thing
When this enters play, reate 3 copies of Ocean Wave (#10021). Those cards gain "Exile Ocean Wave." Shuffle them face-up into the top 20 cards of the deck. While you control Oracle of the Tides, you are unaffected by those cards.
A mighty storm is coming..
#10020
Ocean Wave
Action
When you draw this card, play it immediately. Each player either sacrifices a thing, or discards a card. If it is your turn, you may play an additional action.
Crashing, thrashing against our barricades, we can only hope that it may pass.
#10021
Puzzle Piece 009
Thing
Whenever a player would draw a card, they may instead flip a coin. If they win the flip, they draw 2 cards instead. If they lose the flip, they instead draw no cards.
#10022
Thing
When this enters play, create 3 copies of Communist Plot (#10017) and shuffle them into the deck.
Opponents can't play Communist Plot. When you see a Communist Plot in an opponent's hand, they reveal it and lose the game.
#10023
Thing
When you leave the game or the game ends, set aside Safe of Keeping holding any number of cards from your hand or other Things you control.
If your playgroup plays another game after this one, draw up to 5 of the held cards as part of your opening hand instead of returning them to the deck.
#10024
Action
Until the end of my next turn, I may choose whether any given effect can target me; and whenever any other players would draw any cards, I draw for them and give them that many cards from my hand.
"Anyone paying attention could have guessed by now who’s really playing this game."
#10025
Photon Cannon
Thing
Action: Convert any number of your tokens or other non-token Things to Energy tokens. Action: Spend three Energy tokens to replace target token or non-token Thing with an Energy token.
#10026
Action
Square a number on target Thing.
#10027
Bumper Cars
Thing
Once per turn, when you play a tangible Thing, you may have target opponent return one of their tangible Things to their hand.
#10028
Thing
At the start of your turn, change the color of one of your non-black Things to black if possible. If you changed the color of a non-token Thing, draw a card
Action
Target card's rule text becomes blank for the rest of the game, unless its text contained "win" or "eliminate". Gain an Ink token for each sentence of text this removed.
Action
Steal a random card from target opponent's hand, then continue to steal random cards from it until you have more cards in hand than them.
Good Riddance
Action
Each player may draw a card for each Thing destroyed during their previous turn.
#10032
Land Tax
Thing
When a player discards due to their hand size limit while they control more non-token Things than their hand size limit, they must also destroy one of their non-token Things.
#10033
Something Borrowed
Thing
Specify an opponent's Thing when you play this. During your turns, you control it as well.
#10034
Thing - Place
Places you control are on Earth in addition to their other locations.
I don't know what that's worth, Belinda
#10035
Stake Raiser
Thing
As Stake Raiser enters play, each player exiles one of their cards in their hand face-down. That player may not look at the card exiled this way.
When Stake Raiser leaves play, each player is eliminated unless they can correctly recall their exiled card.
#10036
Jump cut in continuity
Action
Each player discards their hand, then draws that many cards. Destroy 1/3rd of all things at random, then reveal cards from the top of the deck until an equivalent number of things are revealed, then for each of those things, randomly assign an owner. Shuffle the deck and the other revealed cards.
#10037
Thing
At start of each player's turn, they draw an additional card and discard a card, then may reveal three cards from their hand. If the last two digits of those cards' numbers are consecutive (e.g. 39-40-41), they win the game. If those cards share a creator, the win can't be prevented.
#10038
Action
Put the entire discard pile into your hand, then put all Things you control and this card into the discard pile. Discard a random third of your hand rounded up, then end your turn.
#10039
Thing
When this enters play, name a person.
Actions you play and cards in your hand or in your control are created by the chosen person in addition to their other creators. Your name is also the chosen name.
#10040
Thing
If this is the only card in your hand during your turn, you may exchange it with target Thing and end your turn.
#10041
If this is the only card in your hand during your turn, you may exchange it with the topmost Action in the discard pile and end your turn.
#10042
If this is the only card in your hand during your turn, you may exchange it with a card of your choice in target opponent's hand and end your turn.
#10043
Action
Infect. (This keyword is meaningless)
Blightning Bolt deals 3 damage to any target.
What do you MEAN I can't just drag mechanics from another game into this one? Of course it'll work!
#10044
King Midas
Thing - Epic
When you control more than one copy of this card, sacrifice all but one of them.
Whenever a thing comes into contact with King Midas, it loses all rulestext, then gains "This thing is made of gold."
#10045
Undestroy
Action
Return target thing that was destroyed to the field under it's previous controller's control.
#10046
Thing
Play this under an opponent's control.
You can't win the game. If this card prevents you from winning the game, destroy it after the turn ends.
#10047
Action
Draw two cards. If either of them is an Action, you may play it as an extra Action this turn. Gain a Debt token with the text "When you draw a card, discard it and destroy this".
Action
Draw a card. Create a Debt token under an opponent's control with the text "When you draw a card, discard it and destroy this".
Thing
When another non-token Thing enters play, put Bucket of Holding on top of it face-down. That card and this card count as a single card with the properties of only the top card.
#10050
Sweet Spot
Thing
As long as you control more Things than each opponent, draw an extra card at the beginning of your turn.
When you have more cards in hand than your maximum hand size, destroy this card.
#10051
Decimation
Action
Choose a digit. Destroy every Thing with a card number ending in that digit.
#10052
Quick Attack
Action
Destroy target Thing. Its controller may discard a card to have another of their Things destroyed instead.
#10053
Embrace the Future
Action
Discard your hand and draw five cards. Gain a Debt token with "When you draw a card, discard it and destroy one of your Debt tokens."
#10054
Postpone the Future
Action
Players may not draw cards until your next turn.
#10055
Uni-Splitter
Thing - Human Technic
As Uni-Splitter enters play, for each thing, that thing's controller chooses left or right.
Whenever a card is played or enters play, it's controller chooses left or right.
Left cards cannot interact with Right cards, and vice versa.
#10056
Time Dash
Action
Take 2 extra turns after this one, then skip your next turn.
#10057
Spirit of Valentine
Thing
At the end of each player's turn, if they would discard due to their hand size, for each card they would discard, they instead give an opponent of their choice that card.
#10058
Action
Target Thing goes Up its owner's Sleeve. They replay it at the start of their next turn instead of drawing for the turn.
Thing
At the start of your turn, destroy all Things unless you used this Thing's Action ability during your previous turn. Action: Look at the top card of the deck.
Thing
Thing: Discard a card and play a copy of the card Curse of Hopelessness(#10047) or Curse of the Wizard's Labyrinth(#8656) into an opponent's control.
Action: Eliminate a thrice-cursed opponent.
Descent Into Madness
Thing
A player's hand size limit is reduced by the number of Insanity tokens they control.
At the beginning of your turn, attach an Insanity token to a living Thing in play that has none.
#10062
Mournful Dirge
Action
During their next turn, opponents either draw no cards or play no Actions. Target opponent does neither.
#10063
Flee to the Future
Action
Shuffle your hand and your non-token Things separately, then put them on top of the draw pile in either order. Skip up to two turns. You are untargetable until the start of your next turn. Then draw five cards and for each skipped turn, you may play a Thing you previously controlled and gain a Debt token with "When you draw a card, discard it and destroy one of your Debt tokens."
#10064
Action
You lose the game.
#10065
Mind Transfer Machine
Thing
Action: Exchange the text fields of two target sentient things. You must control at least one of them.
#10066
Lattice Stitchling
Thing - Lattice
Put a Lattice counter on this: Target thing gains the Lattice subtype. Activate only if this has less than a fourth of lattice counters than Lattices in play.
Sacrifice 5 Lattices: Search the deck, discard, or exile for a Lattice Thing, then play it under your control. Shuffle the deck if it was searched this way.
#10067
9T
The Pieces Are In Place
Action
You may play an additional Action this turn.
If you control two Things that share a symbol in their cornervalues, then the next time this turn you would lose the game, you win the game instead.
#10068
Action
Look at each other player's hand. Draw a card for every 3 cards you see in their hands.
#10069
Action
Note the amount of numbered Things each player controls (tokens and face-down cards, for instance, don't have numbers). Arrange all numbered Things in play by card number. Starting with the player of your choice, deal each player as many Things as they had, in numerical order.
Your old filing technique is unnecessary.
#10070
Department of Tautological Trivia, Action Division
Action
When you play this card, it goes in the discard pile.
#10071
Mind Palace
Thing
Only cards in your hand at the beginning of your turn count toward your hand size limit. Once per turn, you may reveal a card from your hand and attach it to Mind Palace, out of play, if there is none. Attached card is considered to be in your hand but does not count toward your hand size limit.
#10072
Annoying Pop-Up
Thing
You must play this immediately when it enters your hand, but it does not count toward your per-turn limit. You may not play Actions or Action abilities other than the following.
Action - Dismiss: Destroy this.
Ugh. These should be illegal.
#10073
Ashnod's Dvorak Reference
Thing
Whenever you would spend an action to activate an ability, you may instead Sacrifice a Living Thing.
"Banned in most Dvorak formats!"
#10074
Frozen Act
Action
Create a token that says "Sacrifice this token: You may play an extra action this turn."
#10075
Mobility Tax
Thing
If an opponent can take more than one action per turn, abilities on things they control cost an additional action to activate.
#10076
Thing
When you play Thrift Store or another building, gain two Money tokens.
Action: Spend three tokens or one Money token to reveal the top three cards of the deck. The next opponent in turn order picks one of those cards for you to draw. Discard the rest.
#10077
Action
Look at the top card of the deck. If it's a Thing, you may play it. If you don't, repeat this process with the next card of the deck. If you look at 5 cards this way without playing one, return Hitchhike to your hand and end your turn.
#10078
Action
Return target Thing to its controller's hand. Draw a card.
#10079
I'm Really Feeling It!
Thing
This card returns to your hand at the beginning of your turn. Draw a card at the beginning of each opponent's turn.
#10080
Batch Manager
Thing
Play into any player's control.
Whenever you draw a card, it goes Up Your Sleeve instead of into your hand. When your hand becomes empty or this leaves play, put all cards that are Up Your Sleeve into your hand.
#10081
Street Sweeper
Action
Each player returns a Thing they control to their hand. Destroy any number of unsanitary Things.
#10082
Thing
When you draw your first card of the turn, look at the top two cards of the deck, choose which to draw, and put the other on the bottom of the deck.
Anything that would cost you four or more tokens costs one token less.
Action
Choose an Action ability of one of your Things. You may use it five extra times this turn as extra Actions, but can't play any other Actions after Laser Focus this turn.
Reaction
Play in response to a random event other than shuffling. Instead of randomizing the outcome, you choose any outcome that could have randomly occurred.
Cryptic Inscription
Thing
When all three sections of the inscription have been deciphered, this card's flavortext becomes its ruletext. Action - Decipher: This card gains the flavortext of target Thing with flavortext not previously deciphered. Draw the top card with flavortext in the draw pile, then shuffle the draw pile.
#10086
Take Your Pick
Action
Gain control of target Thing if you reveal your hand, containing at least one Thing, to its controller. They may take a Thing revealed in this way.
#10087
Advantage
Reaction
Play immediately in response when any dice will be rolled. They are rolled twice and the roller decides which outcome takes effect.
#10088
Rebase
Thing
All cards numbers are in the smallest base possible for that number.
#10089
Factorize
Action
Destroy target thing if it does not have a prime card number
#10090
Digit Error
Thing
Once on each of your turns, you may swap two numbers on things controlled by the same player until the beginning of your next turn.
#10091
Shelter From the Storm
Reaction
Play immediately in response when any of your non-token Things would be destroyed. Return up to two of them to your hand instead. Your hand size limit is decreased by one through the end of your next turn. Discard down to your hand size limit now, if in excess.
It's a little cramped, but it's safe.
#10092
Poorly Concealed Trap Door
Thing
If you would draw this face up, you may instead carefully discard a card to shuffle the draw pile. If you draw this face up, discard it and destroy one of your living Things, if any, or else tangible Things.
Action - Set: Put this card on top of the draw pile face up.
#10093
Disadvantage
Reaction
Play immediately in response when any dice will be rolled. They are rolled twice and the roller's opponents decide which outcome takes effect.
#10094
Action
Put target Thing that doesn't have a digit higher than 5 in its cornervalue into your hand.
#10095
Action
Destroy target Thing that doesn't have a digit higher than 4 in its cornervalue.
#10096
Thing
Whenever you would draw any cards, first look at those cards. You may draw any of those cards and leave the rest on top of the deck in any order.
"The ever-present threat of traps, curses, and the like can be mitigated by simply avoiding such things." -Survival Manual
#10097
Advantage
Thing
When you would roll any dice, you roll twice and decide which outcome takes effect.
#10098
Disadvantage
Thing
Play into any player's control.
When you would roll any dice, you roll twice and your opponents decide which outcome takes effect.
#10099
Blow on the Dice
Reaction
Play immediately in response when any dice will be rolled. They are rolled twice and you choose which outcome takes effect.
You may return this card to your hand by forgoing the second roll or discarding a card.
#10100
Thing
When an opponent destroys one of your nontoken Things, gain a Silver token.
#10101
Thing
When an opponent draws a card, you may look at it.
#10102
Action/Reaction
You may play this as an extra action during an opponent's turn, once that opponent has decided they're done playing cards. (They may change their mind after this Action)
Play the top Thing card in the draw pile, then shuffle the draw pile.
#10103
Action
Roll two dice. Gain Money tokens equal to the higher result, then spend tokens (any type) equal to the lower result. If you roll doubles, return this card to your hand.
#10104
Thing
When you play this card or another building, gain a token of any type.
Action: Spend a token to either gain a token of any type or create a blank Thing card named Gem and add it to your hand.
#10105
Thing
Once during your turn, you may spend three tokens as you play a card to create and play a copy of that card.
Action: Gain a Raw Materials token for each building you control.
#10106
Perceptive Protégé
Thing - Party Member
Whenever another living Thing uses an Action ability, Perceptive Protégé gains that ability, but you must discard an Action card to use it.
#10107
Cash Influx
Action
Gain 2 Money tokens per non-token Thing you control. You may spend any number of these, up to the highest digit in a cornervalue of a Thing you control, to draw half as many cards, rounding up.
#10108
Distort Reality
Reaction
Play at the beginning of your turn instead of drawing. Put the discard pile's topmost Action into your hand. A random one of each player's Things moves into the following player's control. Then the discard pile's topmost Thing entered your control before the beginning of your turn.
#10109
What Have I Got In My Pocket?
Thing
This enters play with a token underneath it (potentially). You can plausibly claim at any time that it's a token of any type, or that there is no token, but you must reveal the token (or lack thereof) if this card leaves play or is looked under, or if you spend it.
#10110
Action
Spend any number of tokens. Destroy target Thing if you spent at least as many different types of token as the number of characters in its cornervalue. If you spent no tokens this way, discard a card.
Drawing power from the spectrum of possibility.
#10111
Thing
At the beginning of your turn, gain a Money, Building, Water, or Energy token. Then, if you have a token of each of those types, you may spend any 4 tokens to draw two cards and create a copy of SimCity Hall under your control.
When you start a turn in control of 20 buildings, you win the game.
Reticulating Splines...
#10112
Thing
Play this into an opponent's control and choose and take control of one of their other Things. This gains the chosen Thing's name as flavor text.
Action+Thing: Discard a card and destroy this to take control of a Thing named in the flavortext.
#10113
Reaction
Play in response to a Thing being destroyed. It survives, and the player to its owner's left takes control of it.
#10114
Action
Each opponent discards two cards if they control a Thing card you played. If that made all your opponents discard cards, you win the game.
#10115
Supply Cache
Action
Each opponent of the controller of the last tangible Thing to enter play puts a copy of it into their hand.
#10116
Void Gem
Thing
You may not win. Each Soul Essence token in play increases your maximum hand size by 1. If there are at least three, you may draw or play an extra card each turn. When you destroy a living Thing, it leaves behind a Soul Essence token. When a Soul Essence token would leave play, it instead becomes an Insanity token with "Your maximum hand size is reduced by 1."
#10117
Bounty Hunter
Thing
When you put an opponent's living Thing into your hand or your control, gain Money tokens equal to the highest digit in its cornervalue, minimum 2. Gain half as many, rounding down, if you destroy it instead.
#10118
Thing
At the beginning of your turn, gain a Flame Token and turn a non-Flame token you control into a Flame token.
At the end of your turn, you may spend three tokens to destroy one target Thing or up to three target tokens. If you spent only Flame tokens, discard a card. If you spent only non-Flame tokens, gain 3 Flame tokens.
Everything's fuel for the fire.
#10119
Thing
When you roll any dice, you may add one to the result if it's odd or subtract one from the result if it's even.
Whenever you play an Action card, you may roll a die. If the result is equal to a digit in its cornervalue, draw a card.
#10120
Action
Look at target player's hand. Choose up to two cards in their hand that could create tokens. That player discards those cards.
Instead of playing a Thing this turn, you may steal a token from each player.
#10121
Bailiff
Thing
Action - Summons: By order of the Court, you control target Thing during your next turn.
#10122
Pass
Action
Draw a card and end your turn. If you have played no other cards this turn, you may return Pass to your hand.
#10123
Squatter
Thing
Attach to target inhabitable Thing. If it belongs to an opponent, you gain control of it until Squatter leaves play. Attached Thing is indestructible.
#10124
Reaction
Play in response to an Action played from hand. After its owner is done taking it, put it Up Your Sleeve. You play it at the start of the next turn as an extra action, even if it's not your turn.
2J
AutoBailiff's Confinement Dance
Action
Rotate two Things a total of 720 degrees. Those Things are blank for the rest of the turn. You may take an extra Action.
Thing
Any opponent who touches this card must discard their hand.
Temporal Paradox
Thing
Play into any player's control.
At the end of your turn, shuffle any non-token Things you gained control of during your turn into the draw pile. For each that came from an opponent's control, that opponent may play the top Thing in the discard pile.
#10128
Pollute the Timeline
Action
Shuffle the top half of the draw pile and the top half of the discard pile together, then put half on top of the draw pile and half on top of the discard pile. Shuffle 10 blank Things into each pile's top 20 cards. Each opponent gains control of a copy of Temporal Paradox (#10128).
#10129
Butterfly Attack
Thing
Play this face down, turning it face up when you have begun as many of your turns with it as you have opponents.
Action: Destroy Butterfly Attack and for each opponent, you may either turn target Thing they control blank along with a random Thing you control or turn a random Thing they control blank.
Harnessing probability from the depths of the tainted past.
#10130
Thing
At the beginning of your turn (after drawing a card), you may eat the brownies to discard them and your hand and draw 7 cards. If this doesn't empty the deck, discard 4 random cards. Either way, return all green cards you discarded this turn to your hand.
"These brownies are far out, man. What's in 'em?"
#10131
Action
Your maximum hand size is reduced by 3 until your next turn. If your maximum hand size is a positive number, draw that many cards. If it's a negative number, draw -2x that many cards.
"If this is victory, then our hands are too small to hold it." -J.R.R Tolkien
#10132
Action
Find the last card you played and return it to your hand.
The next time you play a card, return it to your hand.
You may play an extra Action this turn.
The circle without end, the serpent that eats its own tail, the ever-renewing cycle.
#10133
Order of Succession
Thing
When a living Thing you control is destroyed, you may immediately play a living Thing in its place. If your hand contains no living Things, you may instead destroy Order of Succession to play the first living Thing in the draw pile, then shuffle the draw pile.
#10134
Take Cover
Action
Target Thing you control moves into your hand until the end of your turn. You may play another Action this turn.
#10135
Exposed Impostor
Thing
When you play this, you may replace target living Thing with it.
#10136
Action
Draw a card. Draw an additional card for each Thing you played this turn (limit 4).
#10137
Thing
Any opponent who destroys this loots two cards from your hand.
Thing:Destroy an opponent's Thing and gain a Minion token.
#10138
Action
You may play this as an extra action if its target was played last turn.
Spend a token, or discard a card, to destroy target Thing.
#10139
Speak Your Mind
Action
Target opponent plays an Action card if possible, or else reveals their hand. You may play an Action played in this way.
#10140
Listen to Your Heart
Action
Draw a card, then give target opponent a card from your hand. They play it immediately.
#10141
Dramatis Personae
Thing
This comes into play with tokens named for each player. Whenever a card is played, gain a token with the name of its creator if you have none.
#10142
Thing - Giant Monster
Buildings, vehicles and living Things are food.
When Blobgulon would be destroyed, you may remove two cards underneath it from the game instead.
Thing - Engulf: Discard at least one card. If the sum of the digits in those cards' cornervalues is 9 or greater, put target tangible Thing underneath Blobgulon. Draw two cards if it was food.
#10143
Thing - Giant Monster
Terrozarg can't be destroyed except by cards with '9' or 'J' in their cornervalue.
At the beginning of each opponent's turn, they gain an Infantry token.
Infantry tokens have "Your max hand size is reduced by 1." and "Action: Destroy Terrozarg."
When an opponent discards a Thing to the hand size limit, destroy target Thing and two tokens they control.
#10144
Action/Reaction
As an Action, target player reveals their hand. You may have them discard a card of your choice. If it was a building, destroy target Thing.
You may play this as a reaction when a Thing is destroyed. If it was a building, destroy target Thing. Otherwise, destroy target building.
#10145
Thing - Giant Monster
Prevent the first effect that targets Despotron each turn.
Action:Destroy target Thing that has destroyed another Thing, and destroy a random Token if any are in play.
COMPLIANCE IS MANDATORY
#10146
Thing - Giant Monster
If there are at least five black Things when your turn starts, destroy five of them and draw a card.
Action: Another target Thing's color becomes black.
#10147
Action
You may play this during your turn as an extra Action.
Destroy the largest Thing belonging to each opponent, where size ambiguity is resolved according to your judgment.
#10148
Alien Brain Fungus
Thing
If a Thing has three Spore tokens, replace it and them with a copy of this card. Each Thing with a Spore token gains a Spore token at the beginning of its controller's turn. If no Spore tokens are in play, target Thing gains a Spore token.
#10149
Token Proliferator
Thing
When you gain a token, you may gain a token of another type.
#10150
Lip Sync
Reaction
Play immediately in response when an opponent uses an Action ability to use it as well.
#10151
Thing-Tack on
All Actions have "Once this turn, instead of playing a Thing, you may repeat this Action without the Tack-on effects." added to the bottom.
From Jindra34's Colateral Damage (#554), Disodant Songs (#555) et. al.
0R
Reclaimed By The Forest
Action - Earth
Destroy target nonliving Thing.
#10153
Thing
When a player destroys one of their opponents' Things, that player may spend 5 tokens to look at that Thing's controller's hand and take a card from it.
Action: Gain an Infantry token and roll a d6. On a 1, destroy target token. On a 6, destroy target Thing.
#10154
Thing
At the beginning of your turn, choose a Thing your opponent controls. If it's a token, you may spend that token this turn as though you controlled it. If it has an Action Ability, you may activate that ability this turn as though you controlled it. If it's edible, you may gain control of it until the end of the turn.
#10155
Did You Hear Something?
Action
You may only play this if you play no other cards this turn. Any opponent who plays a card during their next turn must gain two Zombie tokens and discard a card.
#10156
Retrace Our Steps
Action
Remove the cards in the discard pile that entered it after the beginning of your last turn. Put one of them into your hand, then shuffle the rest and put them on top of the draw pile.
#10157
Set Up Camp
Action
Play the first building, location, or terrain card in the draw pile, shuffling afterward, or play one from your hand. It gains a Campfire token. You may play any number of living Things. Your living Things each gain a Sleeping Bag token.
#10158
2D
Diversify Your Portfolio
Action
You may discard a card to draw two cards. You may spend a token to gain two tokens of any two different types. Draw a card and gain a token of a type you don't have.
#10159
Thing
Whenever an opponent plays a card, look at the top card of the deck. You may put it under this card face-down. Action: Look at the cards under this card and put one of them into your hand. Put the rest and this card on top of the deck in any order.
#10160
Thing
If you control the Thing with the lowest card number in play, draw an extra card at the start of your turn. If you control the Thing with the highest card number in play, Things you control can't be destroyed by opponents' cards.
Designed to preserve the past against any threat currently known to exist.
#10161
Heat Death of the Universe
Thing
The Universe approaches a state of maximal entropy with no capacity for energy transfer or change. If this, and nothing else, has been in play since the end of your last turn, you may declare the game over.
#10162
The Big Rip
Thing
Intensifying phantom energy summons an inexorable cosmic horizon. At the beginning and end of each turn, remove another Thing in play from the game, preferring the largest tangible Thing. If a tangible Thing would be played, remove it from the game. The game ends when no other Things are in play; The Big Rip is indestructible until then.
#10163
Conformal Cyclic Cosmology
Thing
If any combination of cards in play would cause infinite regress, spacetime itself ends and infinity is rescaled into a new Big Bang: shuffle all cards into the draw pile, each player draws five cards, then draw a card and begin your turn.
"What happens when Game of Life, House of Shadow, and the First Law of Thermodynamics interact?"
"That's a very good question, why do you ask?"
#10164
Thing
This enters play under an opponent's control with 2 Shield tokens on it. If this would be destroyed, you may spend a Shield token instead.
When this is destroyed, each opponent draws three cards and may play an additional Action on their next turn.
#10165
Thing
Twice during your turn, you may convert one of your tokens into an Energy token or one of your Energy tokens into a Blood token.
Action: Destroy target token. Twice this turn, you may spend a Blood token to repeat this Action.
Artificial heart, real hunger.
From Zaratustra's Artificial Heart (#7) and Robofrog (#8)
#10166
5O
One With The Universe Returns
Action
Until the end of your next turn, cards in each player's hand are considered to be in all players' hands, and Things in play are controlled by all players and created by Zaratustra in addition to their other creators.
From Zaratustra's I Am One With The Universe (#6)
#10167
Dysfunctional Bureaucracy
Thing
Other Thing cards enter play with a Red Tape token. Things with Red Tape tokens are considered blank. Instead of playing a Thing during their turn, a player may destroy a Red Tape token.
#10168
Targeting Laser
Thing
You may destroy this to target an otherwise untargetable Thing.
#10169
Crab Pot
Thing
At the beginning of your turn, if any Things entered the discard pile during an opponent's last turn, either destroy Crab Pot or return it to your hand instead of playing a Thing this turn; you may put one of those Things into your hand.
#10170
Action
Remove any number of cards in your hand or Things you control from the game. Look at the top three cards of the deck. You may draw up to two of them.
#10171
Action
Target Thing you control and target Thing you don't control are food this turn. Destroy all food, and draw a card for each Thing eaten this way that had flavortext.
"RRRGHH. INGREDIENCE."
#10172
Action
If you control at least 5 non-token Things and have no other cards in hand, you win the game.
"That sure was some Dvorak! Good game!"
#10173
Scryer's Chalice
Thing
Action - Scry: View the top card of the draw pile and either draw it and destroy the chalice or return the chalice to your hand. Action - Quaff: View the top five cards of the draw pile. Choose one to put on top and shuffle the other four under it. Then the chalice is considered blank until you spend a Water token to refill it.
#10174
Botanical Garden
Thing
This comes into play with copies of Money Tree (#2074), Green Beans (#3679), Vegetable Garden (#3740), Seed Catalog (#4428), Houseplant (#6336), Peashooter (#7104), Variegated Croton (#7264), and Enchanted Garden (#7556) face down under it. Action: Play one at random.
#10175
Jungle Rumble
Thing
Every animate Thing is a monkey, and every inanimate tangible Thing is a piece of food. Every monkey has "Action: Consume one of your controller's pieces of food. They may play a monkey at the beginning of their next turn if you are still in play. Action: Throw one of your controller's pieces of food at target Thing and flip a coin to destroy it."
#10176
Thing
Once during your turn, you may look at the top 5 cards of the deck. Put one of those cards into your hand, then discard a card of the same card type.
#10177
Thing
Whenever an opponent plays their first Action on their turn, destroy that Action. They may either draw a card or play an additional Action this turn.
These bolts strike not the tallest object, but the brightest idea.
#10178
Action
Draw two cards, then either draw a card or attach a card from your hand face-up to target Thing. While they're attached, that Thing gains that card's ruletext (preceded by Action: if it's an Action), flavortext, and cornervalue.
#10179
Augury
Action
At the end of your turn, flip three coins. Set aside a card from your hand for each tails. Draw a card for each heads. If you draw Omenbearer Birds (#6550) in this way, you win. Otherwise, put the cards you set aside on top of the draw pile and put a copy of Omenbearer Birds into your hand.
#10180
Audience
Action
Put the first four sentient Things in the draw pile into play under no one's control. Shuffle the draw pile.
#10181
Aura of Guile
Thing
When another Thing would be destroyed, its controller may instead discard a card and gain a Guile token. When a Thing is destroyed, its destroyer may play a Thing by spending a Guile token for each word in its title. If an opponent would destroy Aura of Guile, they instead gain control of it.
#10182
Action
Replace target Thing's text with "Action: Destroy a token." until it leaves play.
#10183
Action
You may play any number of extra Actions this turn as long as they are all different colors/shades. (Action abilities use their Thing's color. You can't play colorless Actions this way.)
#10184
Thing
When you play this, attach an Action from your hand to it.
Once per turn, if you took a different Action last turn, Action: Discard an Action card and play the attached Action. (it stays attached)
#10185
Sap
Action
Target opponent gives you a card from their hand. They may play at most one card next turn.
#10186
Zap
Action
Give target opponent a card from your hand. They may not play other cards of the same type next turn. Draw a card.
#10187
Bubble Wrap
Thing
You may destroy Bubble Wrap to prevent the destruction of another of your Things. Action: Pop a few bubbles for stress relief. Destroy an Insanity token, or you are untargetable until your next turn.
#10188
Action
Look at target player's hand and play a Treasure card from their hand. If they don't have one, reveal the top 5 cards of the deck and a play a Treasure card from among them. If there isn't one, return this card to your hand.
Any card that is gold or a book, box, chest, gem, scroll, skeleton part, sword, vault, or wearable object is Treasure.
#10189
Action
Rotate target Thing 90° clockwise twice or counter-clockwise twice.
Instead of playing a Thing this turn, you may destroy that Thing twice.
#10190
3P
Proliferative Imperative
Thing
At the end of your turn, draw a card if there are more Things in play than there were at the start of the turn. Otherwise, discard a card or destroy this card.
#10191
Raincloud
Thing
Each player gains a Water token at the end of their turn.
#10192
Heist Movie
Action
Gain control of target inanimate Thing whose controller has fewer animate Things than you, and leave them a copy with blank ruletext. If they have no animate Things, this Action cannot be prevented.
#10193
Foresee
Action
Look at the top card of the draw pile.
Instead of playing a Thing this turn, you may exchange the top card of the draw pile with a card from your hand.
#10194
Action
Look at the top four cards of the draw pile. You may rearrange them.
#10195
Thing
When an opponent takes an Action other than destroying a Suspicion, they gain a Suspicion token.
Once per turn, choose an opponent. If they have multiple Suspicion tokens when they start their next turn, they must clear and destroy one of their Suspicion tokens instead of taking their Action for the turn.
#10196
Action
Give an opponent up to three of your Things. That opponent discards a card at random.
#10197
Thing
Whenever a Thing you control would be destroyed by an opponent's effect, it isn't destroyed unless that player discards a card.
>try to run protection racket
>instructions unclear
>actually protect everything
#10198
Action
Instead of playing a Thing this turn, you may gain a Zombie token.
Gain two Zombie tokens, then destroy up to one target Thing that doesn't have a digit in its cornervalue that's higher than the number of Zombies you control.
#10199
Action
If you spend two tokens as you play this, it doesn't count towards the number of Actions you can play in a turn.
Draw two cards or put a Thing card from your hand into play.
#10200
Moat
Thing
This comes into play with five Water tokens. When you would draw multiple cards, you draw one fewer. Opponents must discard a card to target you.
#10201
Chuck's Hat
Thing - Clothing
Metal, minerals, cloth, and weasel fur, 2,200 grams. You control every Thing belonging to the governments of the Commonwealth Realms, notionally.
#10202
As Easy As 1-2-3 II
Action
Take control of 1 Thing. Its former controller draws 2 cards. You each gain 3 tokens of the same type.
#10203
Thing-Tack on
When an opponent plays a reaction or response, you may play an Action or Thing.
From Zaratustra's Fast Response (#767), Weapons Race (#768) and Registering Protest (#769), and Kevan's Concealed Weapons (#770)
Action
Name a card and choose target player. They reveal their hand. You may take a card with the chosen name from their hand and put it into your hand. If you do, draw a card.
#10205
Thing
Players can't be targeted by Actions.
At the beginning of your turn, you may destroy Superencryption and draw a card.
#10206
Thing
Players can't play cards with the digits 1, 2, 3, or 4 in their cornervalue unless they have exactly that many cards in their hand.
Once during each player's turn, that player may discard a card.
#10207
Lower the Stakes
Thing
When a player would be eliminated, they instead discard their hand. When a player would win, they instead draw five cards.
#10208
A Stitch in Time
Action
View the top card of the draw pile. You may either draw it and put the top card of the discard pile onto the draw pile or return this card to your hand.
#10209
Talent Show
Action
Starting with you, each player may activate one of their Action abilities. Then, as an encore, you may activate another of yours.
#10210
Thing
Whenever a non-token Thing you control is destroyed by an opponent's effect, gain a Hornet token for each card in your hand. That opponent either discards a random card or reveals a card from their hand with a digit in its cornervalue higher than the number of Hornets you control.
#10211
Thing
Once during your turn when you play an Action card that targets a Thing, if both cards share a character in their cornervalues, you may draw two cards and play an additional Action this turn.
#10212
Action
Target opponent discards a card and gains a Water token. Destroy all Fire and Flame tokens they control.
You may spend a Water token to return this to your hand.
#10213
Tailwind
Action
Draw a card. You may play this without cost if you have already played an Action this turn.
#10214
I've Seen Them Come and I've Seen Them Go
Thing
When you play this, it goes to the discard pile immediately unless your opponents have caused you to lose control of at least ten non-token Things. If an opponent causes you to lose control of this, you win.
#10215
-erator
Thing - Robot
When you play this, attach an Action from your hand to it. Action: Discard an Action card to perform attached Action.
#10216
Action
You don't have to discard to your maximum hand size at the end of this turn. If your last turn wasn't an extra turn, take an extra turn after this one.
Instead of playing a Thing this turn, you may discard any number of cards and draw that many cards.
#10217
Thing
Whenever you play an Action card on your turn, draw a card.
You may play an additional Action on your turn.
Whenever an opponent plays an Action card, discard a card if you have the most cards in hand.
Just likes to hear himself talk.
#10218
Thing
Whenever you play a card with a greater card number than each Thing in play besides this card, gain a Money token for each type of token you control (minimum 1).
Action: Spend 5 Money tokens to gain a token of any type and draw a card.
Bigger number goes up faster.
#10219
Home Safe
Action
Move a Thing you control to your hand. You may play this without cost if you have already played an Action this turn.
#10220
Target
Action
Specify target Thing. If you play an Action card that targets a Thing on your next turn, you may have it target this Thing as well.
#10221
I'm Taking You Down With Me
Action
When you play this, attach target Thing to it.
#10222
Action
Choose target Thing. Attach the top card of the deck face-up to this card, followed by any number of cards from your hand.
Destroy the chosen Thing unless the sum of digits in its cornervalue exceeds the sum of digits in the cornervalues of this card and each attached card.
#10223
Thing
The values of digits in the cornervalues of Things you control are increased by the number of tangible tokens (e.g. Money, Earth, Zombie) you control.
(A digit may have a value above 9 this way.)
#10224
Action
For each Thing you control with a digit in its cornervalue greater than the greatest digit among cornervalues of Things your opponents control, gain an Energy token and draw a card.
You may spend any number of Energy tokens to draw that many cards and discard that many cards.
Wielding responsibility is optional.
#10225
#2 Pencil
Thing
When this comes into play, each player puts a copy of card #9005, #9034, #9080, #9081, or #9496 into their hand, chosen at random. You do so a second time, plus once for each card by Bucky you reveal from your hand. Action: Gain control of target office supply or Thing made of paper.
#10226
Action
For each type of token in play not already listed on this card, write that type on this card.
Gain 3 tokens in any combination of the following types: Energy,
#10227
Thing
At the beginning of your turn, gain an Energy token for each C in the cornervalues of Things you control.
Once during your turn, you may spend any number of Energy tokens to rotate target Thing 90° clockwise that many times. Draw a card for each clockwise rotation completed this way.
#10228
Thing
When this card enters the battlefield, spend 5 tokens or put it in the discard pile.
Draw an additional card at the beginning of your turn.
You may play an additional gold card during your turn.
Your maximum hand size is increased by 2.
#10229
Thing
When a player draws a card with a cornervalue containing a digit, they may reveal it and two other such cards from their hand and/or among their Things if the combined sum of those digits is 23 to draw 2 cards and gain 3 Money tokens, then put one of the revealed cards in the discard pile.
You may do the same if the digits are 0, 2, and 3.
#10230
Thing
In cornervalues, the letters A-F may be interpreted as hexadecimal digits.
#10231
Reuse Assets
Action
Put a copy of the top card of the discard pile into your hand, changing its color and replacing one or more words in its title with
synonyms.
#10232
Action
Put a copy of one of the bottom 3 cards of the discard pile into your hand, except it has the cornervalue of a different one of those cards.
#10233
Action
Choose exactly three cards in the discard pile that have the digit 3 in their ruletext. If you do, put two of them at random into your hand and gain 3 Energy tokens.
#10234
Thing
Doom tokens can't be spent.
At the beginning of each opponent's turn, that player gains a Doom token if they control fewer nontoken Things than you control buildings.
When you draw a card, you may draw it from among the top X cards of the discard pile if each opponent has a Doom token, where X is the number of opponents.
#10235
Deep Roots
Thing - Earth
Each of your living Things is immune to opponents' effects unless the opponent discards a card or spends a token first.
#10236
Ancient as the Hills
Thing
Living Things that have been in play for at least ten of your turns are indestructible.
#10237
Earth Totem
Thing
Earth-related Things are sacred. Earth Totem is indestructible while another sacred Thing is in play. If you control one, once for each opponent when they lose control of a tangible Thing, you may put it under the totem if they control no sacred Things. When Earth Totem leaves play, put a Thing under it into your hand.
#10238
Action
Target opponent with at least three cards in hand discards two cards and gains 3 Rubble tokens.
#10239
Thing
Action - Load: Load the cannon.
Action - Fire: Destroy target Thing, then destroy a random non-token Thing you control with no cornervalue.
#10240
Thing
When this card enters play, create two blank Thing cards named Gem, put them into your hand, and attach this card to a Thing you control.
Gems you control gain the attached Thing's title, cornervalue, type, ruletext, flavortext, creator, and card number.
#10241
Stonegrasp
Action - Earth
If you control Earth Totem (#10238), each opponent who does not control a sacred Thing discards a card and destroys one of their Things, and you may sacrifice a sacred Thing to return Stonegrasp to your hand.
Otherwise, put a copy of Earth Totem into your hand. You may recover Stonegrasp from the discard pile at the start of your next turn instead of drawing.
#10242
Reservoir
Thing - Earth/Water
Once during your turn, you may spend two Water tokens to destroy a token you control, or three Water tokens to play an Action. Action: Gain a Water token.
#10243
Mine!
Action - Earth/Metal
Gain a Gold token and an Ore token.
#10244
Thing
Action - Drink: Discard two cards, then draw twice as many cards as you discarded. Gain a Mana token for each card in your hand. Put this card in the discard pile.
#10245
Action
Set aside target player's hand plus that many cards from the top of the deck face-up. Each player, starting with you, puts one of those cards in the discard pile until half of them remain. Put the remaining cards in that player's hand.
"NO, NO, NO. 'THESIS, ANTI-THESIS, SYNTHESIS' WAS THOUGHT UP BY *FICHTE*, AND IT'S CLEARLY INFERIOR TO HEGEL'S DIALECTICAL METHOD OF IMMANENT CRITIQUE!"
#10246
0C
Comically Large Mallet
Action
Destroy target Thing and discard your hand. Its controller discards a card for each card you discarded.
Against all odds, Gollum somehow won the riddle contest against the Animaniacs by guessing what was in Dot's pocket. But his victory was short-lived.
#10247
Snowed In
Action
Randomly choose three of each player's Things with Action abilities, preferring animate Things, to gain a Snow token with "Attached Thing cannot use Action abilities. Action: Destroy this."
#10248
Interference Device
Thing
Play into any player's control.
When you would draw a card, you instead draw the card under this if there is one, or else put the top card of the draw pile under this face down.
#10249
Bad Faith Negotiations
Action
Specify two non-token Things each belonging to you and target opponent. Offer a trade of one of yours for one of theirs. If they decline, you may trade the other of yours for the other of theirs, which then gains "If this is destroyed by an opponent, discard a card."
#10250
Action
Choose a non-token Thing or three tokens you control. Each other player chooses a non-token Thing or three tokens you don't control. Destroy those Things.
#10251
Action
Each player, starting with you, reveals cards from the top of the deck until they reveal two Thing cards, then puts one of them into play and the rest on the bottom of the deck in any order. Then you do it again.
#10252
Thing
At the beginning of your turn, after drawing a card, gain an Energy token if you have at least 3 cards in hand, then draw a card if you have at least 3 Energy tokens.
#10253
Crash and Bash
Action
If you have played a living Thing this turn, destroy up to two tangible Things belonging to the same player.
#10254
Close at Hand
Action
Remove the top 30 cards of the draw pile to your side of the table. You consider this your personal draw pile and interact exclusively with it until it is exhausted.
#10255
Reheated Inspiration
Action
Put the top card of the discard pile on top of the draw pile. You may play this without cost if you have already played an Action this turn.
#10256
Thing
Whenever a player would draw a card, they skip that draw unless (a) they have more cards in hand than each other player (b) they control Things with at least two different creators, (c) they spend a token, or (d) they end their turn immediately after drawing.
#10257
Action
Instead of playing a Thing this turn, you may return target Thing with no cornervalue to its controller's hand.
Return each non-token Thing you control to your hand, then exchange hands with target player.
#10258
Thing
Once during your turn, you may discard a card to draw a card and gain an Energy token.
One card goes down, one comes up, and the pistons turn the motion into power.
#10259
Manifestation Engine
Thing
Whenever an opponent plays an intangible Thing, rotate Manifestation Engine 90° clockwise. When it completes a clockwise rotation, you may choose an intangible Thing in your hand to keep revealed. Things revealed in this way are considered to be both in play and in your hand, but they do not count toward your hand size limit.
#10260
Interleave
Action
Shuffle target player's hand face down. Insert it into the top of the draw pile, one card under each of the top cards originally in the pile. That player draws the same number of cards.
#10261
As It Just So Happens
Action/Reaction
Specify a Thing you control, or a card you reveal from your hand, that identifies another card by name or card number. Put a copy of the identified card into your hand.
OR
You may play this immediately in response to an opponent's Reaction. If you do, it behaves as a copy of that Reaction's effects.
#10262
Thing
When you play this, put a Note token on this with an opponent's name as flavortext.
At the start of your turn, put a Time counter on this, and destroy this and eliminate the noted opponent if this has three or more Time counters.
#10263
Thing
Cards that would intentionally target this or a Thing attached to it instead target at random.
Thing: Attach this to another Thing.
Now where did I put it?
Action
Destroy target Thing and substitute a Pudding token for it. The pudding keeps any Things that were on or attached to the target.
#10265
Action - Power-Up
Draw target Thing and discard a card. You may press any one button or toggle any one switch.
Until your next turn, you may access Remote Switches.
#10266
Thing - Power-Up
Action: Draw two cards and Super Jump, then discard one of them.
You may access High Places.
#10267
Thing - Power-Up
Opponents cannot choose you or Things you control as targets, look at cards in your hand, or cause cards to leave your hand.
When you would draw a card at the beginning of your turn, draw Stealthsuit instead.
You may access Security Doors.
#10268
Summon Cube
Thing
While this is in play, players perceive the apparition of an ideal six-sided Platonic solid of indeterminate size hovering over the table. You may choose the results of d6 rolls, play box-shaped Things without cost, and draw a card whenever you play a card whose cornervalue contains a cube number.
#10269
The Mind's Unfathomed Depths
Thing
Destroy your Meditation tokens at the end of your turn unless you use the following ability.
Turn: Gain a Meditation token if you have fewer than five, then draw a card for each of your Meditation tokens.
#10270
Cyclonic Grapnel
Thing
Action: Draw target Thing and Cyclonic Grapnel, then discard a random card.
#10271
Thing - Power-Up
When an opponent ends their turn, look at their hand.
You may access Secret Passages.
#10272
Deafen
Action
You may play another Action card and activate an Action ability. Each opponent discards a card.
#10273
Encipher
Action
Replace all numbers on target Thing with 0.
#10274
Siltstone Amulet
Thing
Action: Gain an Earth token and a Water token.
#10275
Action
Each opponent can't play Actions with cornervalues during their next turn. Look at the top three cards of the deck and put any of them into the discard pile or back on top of the deck in any order. Gain a Combo token, or spend a Combo token to play an additional Action this turn.
#10276
Action
Target player reveals their hand. If they reveal any actions, they discard one of your choice, and you draw a card. If they don't reveal any Actions, that player puts this card into their hand and gains a Combo token.
#10277
Thing
At the end of a turn in which you destroyed or took control of an opponent's Thing, roll a d6 and gain a:
(1-2): Zombie token, (3-4): Energy token, (5-6): Money token.
Action: Spend three tokens of the same type or of three different types to draw two cards. You must play this ability if possible.
#10278
Whack-A-Mole
Thing
Play this into any player's control.
Things with Mole tokens are considered blank. At the beginning of your turn, a random other non-token Thing you control gains a Mole token with "This leaves play at the end of your turn." Whack-A-Mole is indestructible while a Mole token is in play unless you hold a Comically Large Mallet in your hand.
#10279
Quote the Authority
Action
You may draw a card by Kevan from the discard pile. You may draw a card for every card by Kevan you control or reveal from your hand. You may play a card by Kevan that you did not draw from the discard pile.
The most primary of sources.
#10280
Kingmaker
Action
Target opponent draws 5 cards.
#10281
9T
Temple of the Creators
Thing
Whenever an opponent plays an Action, you may discard a card that shares a creator with it to gain control of that Action and choose new targets for it.
#10282
Thing
Whenever a building becomes rotated by at least 90°, destroy it.
Gems may be spent as though they were 1 or 2 Money tokens.
When a Thing becomes the target of an Action, that Thing's controller and that Action's controller each roll a die and add a digit in their card's cornervalue. If the Thing's controller's result is higher, the Action's effects are negated.
#10283
Thing
When this enters play, each opponent, in turn order, looks at the top three cards of the deck and puts one of them under this card face-down and the rest on the bottom of the deck. If you have only one opponent, they do this twice.
Action: Draw up to two of the cards under this card.
#10284
Talk to the Hand
Action
Target player views target other player's hand and loses their next turn.
#10285
Draw Up a Plan
Action
You may only play this if you have played no cards this turn. Draw three cards and reveal two of them, and you may reveal up to two cards already in your hand. End your turn. On your next turn, you may only play cards that you revealed in this way, and if you chose to reveal any cards from your hand, you must play at least one of them.
#10286
Friendship Ended With
Action
Destroy target non-token Thing you control and all of your other Things by the same creator. Now another creator is your best friend: play any number of Things by them.
#10287
Thing
A player's Score is equal to: number of their Tokens + digits in cornervalues of their Things + 2x cards in hand.
If a player has the single highest or lowest Score at the start of their turn, they draw an extra card.
#10288
Thing
At the beginning of each player's turn, if they have no drafted cards, they take the top X cards of the deck, where X is the number of players, look at those cards, and set one aside. Each other player in turn order then looks at the remaining cards and sets one aside.
When a player would draw a card from the deck, they instead draw their earliest drafted card if possible.
#10289
0H
House Rules: Scoreboard
Thing
A player's Score is equal to: number of their Tokens + digits in cornervalues of their Things + 2x cards in hand.
If a player would begin a non-extra turn with Score 30+, they win the game.
KVN 9999___________KVN 916
YYZ 1686___________G_S 896
BNR 1586___________CRG 694
BKY 1313___________AAA 420
JTW 964____________ _ _ 000
#10290
9H
House Rules: Influence
Thing
A player's Influence is equal to: number of their Things' abilities + words in their Things' titles + 2x cards in hand.
If a player has the single highest Influence at the start of their turn, they may return one of their Things to their hand to return target Thing to its controller's hand, and may discard a card as well to destroy that Thing instead.
#10291
Ritual Censer
Thing
A Vessel bearing a Relic is indestructible. If you control any, you may negate the effects of evil or black cards on them and you.
Thing: Consecrate target animate non-token Thing a Vessel.
Thing: Consecrate target inanimate tangible Thing you control a Relic.
Action: Attach an available Relic to a Vessel that has none.
#10292
Radiance
Thing
Destroy Radiance and discard your hand if you control any evil or black Things. Action and Thing: Discard an evil or black card from your hand or reveal your hand if you have none. Replace target non-holy, non-sacred, non-white Thing card with an Energy, Light, or Redemption token, preferring whichever its controller has fewer of. Draw a card if the replaced Thing was evil or black.
#10293
Thing - Building
Each opponent cannot gain control of your Things, put Things into play under your control, or cause you to gain control of Things unless that opponent can access Remote Switches, Security Doors, or Secret Passages.
#10294
Thing - Building
Each opponent's Actions can't affect non-building Things you control unless that opponent can access High Places, Security Doors, or Secret Passages.
#10295
Thing - Building
After an opponent plays an Action that targets you or a Thing you control, you may draw the bottom-most card of the discard pile unless that opponent can access Remote Switches, High Places, or Secret Passages.
#10296
Action
Gain two Fruit tokens and draw two cards
If you can access High Places, gain three more Fruit tokens and draw one more card.
#10297
Thing - Secret Passage
Action - Access: Gain a Zombie Crab token, or play a marine animal from the discard pile.
#10298
Action
This turn, you may access anything and may look at and play the top card of the deck as though it were in your hand.
#10299
Evacuation Tunnel
Thing - Building
When an opponent would destroy a non-building Thing you control, you may return it to your hand instead unless that opponent can access Security Doors or Secret Passages.
#10300
Prop Wrap
Thing
Play into any player's control.
Whenever you play a card, rotate Prop Wrap 90˚ counterclockwise. When it completes a counterclockwise rotation, you may not draw cards during your next turn.
#10301
The Horror
Action
Each opponent discards a card. Those who can't must discard their entire hand!
#10302
Action
Choose target Thing and roll a d6. If you roll higher than the number of words in that Thing's title, destroy it. Otherwise, gain a Strike token, then eliminate each player with at least three Strikes.
#10303
Action
Indicate a Thing, return this card to your hand, and gain a Strike token OR
Destroy target previously indicated Thing if you have two Strikes. If it's destroyed this way, draw four cards and lose all your Strike tokens. Otherwise, gain a Strike token, then eliminate each player with at least three Strikes.
#10304
Thing
Once between your turns when an opponent ends a turn without playing a card, you may have them gain control of this card and gain a Strike token, then eliminate each player with at least three Strikes.
Action - Walk: Draw a card if one of your Things has been destroyed since your last turn or if you spend 4 tokens of the same type.
#10305
Balk Rule
Thing
Whenever a player plays a card without drawing at the beginning of their turn first, they must discard a card, and each of their opponents may draw a card, before the played card takes effect.
#10306
Action
You must play Dragonflight as soon as it enters your hand. Draw 11 cards, plus 11 for each of your living Things. If you draw A Mysterious Egg (#7674) in this way, you may play it immediately without cost. Otherwise, as the last card you draw in this way, you draw a copy of A Mysterious Egg.
#10307
Chrysalis
Thing
You are untargetable and may not play cards or activate abilities. At the end of your turn, you may either discard once and draw once or destroy Chrysalis. Chrysalis is otherwise indestructible.
#10308
Action - Fire
Destroy all tokens. Each player who can't access High Places must either discard two cards or chooses a Thing they control to be destroyed. Players can't draw cards until your next turn.
#10309
Action - Void
For each opponent, put a blank untitled Action card from the discard pile on top of the deck. If there aren't enough, create blank untitled Action cards as needed and put them on top of the deck.
If you move no cards from the discard pile this way, return Dead Air to your hand.
#10310
Thing - Building
Things you control with a letter in their cornervalue alphabetically earlier than S can't be targeted by opponents' Actions.
Action and Thing - Breach: Put up to one target building face-down under Siege Tower. Until Siege Tower leaves play, it can't breach, you may play Things into any opponent's control, and you may access High Places.
#10311
Absorb Vitality
Action
Target Thing feeds upon the life essence of another of its controller's Things. The former gains "Indestructible while [the latter] is in play", and the latter gains "If this would be targeted, it is destroyed."
#10314
Action - Air
Return up to one target Thing with no digit higher than 1 in its cornervalue to its controller's hand. Return up to one card in the discard pile with no digit in its cornervalue higher than 1 to your hand.
#10315
Thing
If this card is in your opening hand, you may start the game with it in play and draw a card to replace it.
Action: Roll a d6 and choose target Thing. If you roll at least a 3, and that Thing has no digit higher than your roll in its cornervalue, destroy it.
#10316
Action
Create a copy of Infinite Dvorak card #6798, #6804, or #6810 and play it. If the number of cards in your hand plus the number of nontoken Things you control is less than 5, draw cards equal to the difference and end your turn.
#10317
Wild Swing
Action
Destroy target Thing and return a random adjacent non-token Thing to its controller's hand.
#10318
Enraged
Reaction
Attach to a living Thing immediately in response when one of your Things is targeted. Whenever an opponent causes you to lose control of a non-token Thing, randomly draw a copy of Falcon Punch (#1980), Rage Strike (#7770), or Wild Swing (#10318) for each and you may attach a copy of Enraged to a living Thing that has none. If attached Thing is lost in this way, you may play the drawn card immediately.
#10319
Plasma Amulet
Thing
Action: Gain an Air token and a Fire token.
#10320
Thing
When this enters play, reveal cards from the top of the deck until you reveal a Thing card. Put that card into play under your control, and the rest into the discard pile. It can't be destroyed while it and Keeper of the Thing are controlled by the same player.
#10321
Thing
A player's Score is equal to: number of their Tokens + digits in cornervalues of their Things + 2x cards in hand.
As long as your Score is higher than each other player's, when an opponent plays an Action, you may negate that Action. If you do, spend a token or discard a card.
#10322
Action - Fire
Change all of target player's tokens into Flame tokens. Gain that many Flame tokens. Discard two cards, then draw as many as you discarded this way.
Fire cleanses and refines.
#10323
Bowling Ball Launcher
Thing
This enters play with two Bowling Ball tokens. Action and Thing: Launch one at target Thing that could be knocked down by a bowling ball to destroy it and flip a coin to destroy two more such Things with the same controller and flip a coin to destroy three more, and so on. If you destroy all of their non-token Things in this way, Strike!: draw three cards and gain a Bowling Ball token and a Strike token, then win the game if you have at least three Strikes.
#10324
Scheduled Maintenance
Thing
When a Thing with a digit in its cornervalue uses an ability, it gains a Wear token. When a Thing with a Wear token has at least as many as its cornervalue's highest digit, remove them from the game and that Thing's controller either destroys it or discards another Thing to return it to their hand instead of playing a Thing that turn.
#10325
__
Pandora's Jack-in-the-Box
Action
This card's cornervalue is a number-letter pair determined randomly when you play it.
Discard your hand. For each Action discarded this way, play the draw pile's topmost Action. Replace the draw pile and discard pile with half of each shuffled together. Draw a card.
"Pop goes the chaos!"
#10326
Thing
When one of your cards or Things would be chosen randomly during your turn, you choose one of them instead.
Whenever a Thing you control would be destroyed, you may first look at the top card of the deck. You may put it in the discard pile.
Through you, the weight of sacrifice is made known.
#10327
Thing
At the end of your turn, remove a card in the discard pile from the game.
Action: Discard two cards. If you do, target player reveals their hand and discards a card of your choice. Until your next turn, opponents can't play cards that share a symbol in their cornervalue with that card.
You crush the dreams of others using the strength of your own.
#10328
Doom/Hope: Final Movement
Action - Fraymotif
Discard a card, destroy target nontoken Thing you control, and lose all your tokens.
Draw a card, put one of the two bottommost Things in the discard pile into your hand, and gain a Doom token. Take an extra turn after this one.
Endings that enable new beginnings.
#10329
Vampiric Gaze
Thing
Whenever an opponent would draw a card, you have a 25% chance to draw it instead. You may activate an ability of an opponent's living Thing, optionally gaining control of it for the duration, once per ability.
#10330
Imp
Thing
Flip a coin at the beginning of your turn: either discard a card or turn a random other living Thing you control face down until the end of your turn.
#10331
Beastly Familiar
Thing - Party Member
Whenever an opponent destroys one of your living Things, they gain control of a copy of Imp (#10331). Beastly Familiar cannot be destroyed by a player who is tormented by an Imp. If Beastly Familiar would be destroyed, you may choose another of your Party Members to be destroyed instead.
#10332
Thing
When you draw a card at the start of your turn, you may draw an additional card and discard a card you didn't draw this turn.
When an opponent chooses a card to discard, they must choose a card they didn't draw this turn if possible.
Through you, the masks people show to the world change their expressions.
#10333
Thing
Opponents can't draw cards or play Actions or Things during extra turns.
At the end of your turn, rotate Maid of Time and up to one other Thing you control 90° clockwise. When Maid of Time completes a clockwise rotation, each player takes an extra turn after their next turn.
You hasten the progression of all things.
#10334
Action - Fraymotif
Shuffle any number of Things you control and/or cards from your hand into the deck. Put that many cards from the top of the discard pile into your hand. You may play as many of them as Things you shuffled this way.
Considerations and reconsiderations.
#10335
Defender
Thing - Trait
Play attached to target living Thing. When an opponent's card would target another Thing you control, you may have attached Thing become the target instead. Destroy Defender if you do, or if attached Thing remains in your control you may discard a card to return Defender to your hand instead.
#10336
Extratemporal
Thing - Trait
Play attached to target living Thing. Your hand size limit is increased by 1 and applies only at the beginning of your turn. Instead of drawing at the beginning of your turn, you draw at the end.
#10337
Iconostasis
Thing - Trait
Play attached to target living Thing. Enters play with four Stained Glass Window tokens. When an opponent would target a non-window Thing you control, each of your Stained Glass Windows has a sequential 25% chance to be destroyed instead. Action - Biblia Pauperum: If you control no Stained Glass Windows, return Iconostasis to your hand for restoration. It may not re-enter play until after your next turn.
#10338
Thing
Action and Thing: Discard 5 cards. If you do, you gain "Whenever you would play or discard an Action card, you may play that card as a copy of Wrath of Bucky (#98)."
Through you, many solutions are brute-forced.
#10339
Thing
Whenever you draw one or more cards, draw an additional card, then put Mage of Breath or a card from your hand on top of the deck.
You read the wind and go where it takes you.
#10340
Rage/Breath: Whistling Calliope
Action - Fraymotif
Look at the top three cards of the deck, play one of them, and set the rest aside. During your next turn, you can't play cards normally, but you may and must play the other cards set aside this way.
Commitment to the bit.
#10341
Bring Out Your Dead
Action
Target player destroys one of their living Things.
#10342
It's Only a Model
Action
Replace target inanimate tangible Thing with a token of the same name.
#10343
And There Was Much Rejoicing
Action
If a living Thing has entered or left play this turn, draw a card and you may play it, then each opponent may draw once and discard once. You may play this without cost if you have already played an Action this turn.
"Yay..."
#10344
Thing
Instead of playing up to one Action and up to one Thing, you may play any two cards and up to one Action: or Thing: ability.
Action: If your hand is empty, draw a card and end your turn.
You live life to the fullest.
#10345
Thing
This card enters play with a coin and a d6 on it, each showing a face of your choice.
Whenever a d6 is rolled or a coin is flipped, you may swap the result with one of the same type from this card.
Through you, fortune's favor is found and lost.
#10346
Life/Light: Sunrise Serenade
Action - Fraymotif
If an opponent has more cards in hand than you, draw cards equal to the difference plus one. If an opponent controls more Things than you, gain Energy tokens equal to the difference plus one.
Potency and primacy.
#10347
Thing
You may discontinue the ray's effect on a Thing once during each of your turns. Action: Discard a card or spend an Energy token to place target Thing into suspended animation, face down, while Stasis Ray is in play. If you discarded in this way, your hand size limit is decreased by 1 for the effect's duration; if you spent Energy, you must do so again at the beginning of your turn to maintain the effect, or else destroy Stasis Ray and discard your hand.
#10348
Rock Collection
Thing
Action: Gain a token with the name of a rock or mineral not already in play.
#10349
Rainbow Sprinkles
Action
Any number of your non-token Things become all colors. If you already control a Thing that is more than one color, its prismatic power enables you to make any number of your opponents' non-token Things all colors as well.
#10350
Thing
At the beginning of your turn, if a Thing entered play under each opponent's control since your last turn, return target Thing card from the discard pile to your hand.
Through you, reparation propagates.
#10351
Thing
When Thief of Heart enters play, choose two target players other than yourself. The first gives you a card from their hand. The second chooses a Thing they control. Draw that Thing.
You take the best and worst parts of those around you and make use of them.
#10352
Heart/Space: Owner of a Lonely Heart's Club Band
Action - Fraymotif
Target opponent discards all but one card from their hand unless they return all but one Thing they control to their hand.
Isolation and identity.
#10353
Don't Stop Believin' 'Til You Get Enough
Thing
Action: View the top card of the draw pile. You may place it under this. If you do, you may destroy this, put one of the cards under it into your hand, and shuffle the rest into the draw pile such that one of them goes on top of the pile.
#10354
What's the Power of Love Got to Do with It
Reaction
Play immediately in response when an opponent would draw any number of cards. They draw half as many, rounded down, and you draw the rest. If you draw more cards in this way, give them a card from your hand to make it up to them.
#10355
Poor Side of Funkytown
Action
Rotate every living Thing in play up to 360°. Turn target Thing face down until the end of its controller's next turn. The next time you would draw, you may draw from the discard pile and discard a card for each card you drew in this way.
#10356
Thing
When Bard of Blood enters play, exchange control of it and target Thing.
At the beginning of your turn, if you control the most Things, put one of them in target opponent's hand.
Through you, agreements find their dissolutions.
#10357
Thing
Action and Thing: Destroy target Thing without a cornervalue.
You seize the essential and subjugate it to its own most insignificant detail.
#10358
Blood/Void: Severing Bolero
Action - Fraymotif
For each player, one target Thing they control ceases to be controlled by anyone.
Deals broken and pacts nullified.
#10359
The Stage Is Set
Action
End your turn. During your next turn, instead of playing an Action, you may play any number of Things.
#10360
Welcome
Action
Draw the first living Thing in the draw pile, shuffling afterward. Play any number of living Things. You may activate an Action ability of a Thing you play in this way.
#10361
The Lay of the Land
Action
Draw the first building, location, or terrain card in the draw pile, shuffling afterward. Play up to one such card into each player's control. You may activate an Action ability of a Thing you gain control of in this way.
#10362
Thing
A player's Influence is equal to: number of their Things' abilities + words in their Things' titles + 2x cards in hand. When Lord of Life enters play, draw 2 cards.
Action and Thing: Win the game if your Influence is your Influence is at least 10 higher than each opponent's. Draw a card if your if it's at least 5 higher.
You exert power without limit or restraint.
#10363
Thing
When the discard pile would be shuffled to form a new deck, remove all cards in the discard pile from the game instead.
As long as the deck is empty, each player who doesn't play a Thing and an Action on their turn is eliminated.
Action and Thing: Target player gains a Doom token.
Through you, all is exhausted.
#10364
Thing
Whenever a player plays an Action card, shuffle the discard pile. If the bottom card of the discard pile is that Action, that player gets spooked, and the next time they would take a turn, put Silent Graveyard in the discard pile instead. Otherwise, you may put the bottom card of the discard pile on top of the deck.
"This is too spooky, I'm outta here."
#10365
Derelict Shack
Thing
Whenever a living Thing enters or leaves play, the eerie quiet of the surrounding woods deepens: randomly choose from all of the letters beginning the names of Things in play or appearing in their cornervalues, then turn each Thing with that letter in one of those positions face down while Derelict Shack remains in play.
Were those trees always so tall? ...And so close?
#10366
Rattling Bones
Action
A chill wind bears aloft the choking scent of dry dust. Opponents' living Things turn face down until the end of your next turn, and any of yours may as well. Players discard a card for each of their Things turned face down in this way. Draw a card for each affected opponent.
#10367
Flickering Lantern
Thing
Sinister shadows dance at the corners of your eyes. Opponents who do not control a light source or a spooky, undead, or evil Thing feel their hand size limit decreased by 2. If you play any cards on your turn, each opponent may play at most that many on their next. Otherwise, any opponent, in turn order, may discard an Action in a show of bravado to take up the lantern.
#10368
Thing
When this enters play, if there isn't a Moon in play, find one or create one at random from the Moons booster pack, then play it.
When an opponent gains control of a Moon, look at that player's hand.
Thing: Draw a card if you control a Moon.
The light of the full moon reveals many things.
#10369
Action
If there isn't a Moon in play, find one or create one at random from the Moons booster pack, play it, and return this card to your hand.
Destroy target Thing if you control a Moon.
#10370
Thing
When this card is destroyed by an opponent, they draw 3 cards. Then you remove Tomb of Nemhotep from the game, gain a Zombie token, gain a copy of Half-Curse of Nemhotep (#3500), and play up to one Action with no cornervalue.
#10371
Whispering Walls
Thing
Maddening secrets and arcane promises echo through the halls. Action - Listen: Reveal the first card in the draw pile by a creator you have not yet Listened to. Players discard all cards by that creator. Put the revealed card into your hand.
#10372
Pale Shadows
Thing
Ethereal apparations manifest in shapeless form. When this enters play, if there isn't a Moon in play, find one or create one at random from the Moons booster pack, then play it.
Each opponent who does not control a Moon plays with a card in their hand revealed. Action: Exchange a card in your hand with one revealed in target opponent's hand if you control a Moon.
#10373
Forgotten Crypt
Thing - Building/Undead
The stale air hangs heavy with the silence of ages. A player gains a Zombie token whenever one of their living Things is destroyed. Once during your turn, you may give one of your Zombies to target opponent. Action: Gain a Zombie token. Action: Specify target Thing and roll a d6. If its controller has at least that many Zombies, destroy it and half of those Zombies, rounding up.
#10374
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