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, 10001-10100, 10101-10200, 10201-10300, 10301-10400, 10401-10500, 10501-10600, 10601-10700.
Action
Take two extra turns after this one. Draw no cards at the beginnings of those turns.
#10701
Gratuitous Apostrophization
Action
Target Thing gains a punctuation mark in it's ruletext. Destroy all incorrectly punctuated Thing's.
"You imbeciles! May Lucifer brand your foreheads with an apostrophe in Hades!"
#10702
Bottled Booster Pack
Thing
When Bottled Booster Pack is destroyed, draw two cards, choose two of the draw pile's top ten cards and put one of them into your hand at random, then shuffle the draw pile.
#10703
Speak Truth to Power
Action
Look at the hand of target opponent who has the most non-token Things in play or who destroyed an opponent's Thing during their last turn. You may have them discard a card of your choice.
#10704
Sushi Belt
Thing
At the end of each turn, each player passes a thing they control to the next player in turn order.
#10705
Conceptualize
Action
Target thing becomes intangible and loses all other types.
Sometimes we have thoughts that work in theory. We keep them to ourselves.
#10706
Monument Deconstruction
Action
Destroy target location.
#10707
Falter
Action
May not be discarded.
Destroy target non-token Thing you control.
#10708
Stumble
Action
May not be discarded.
Discard an Action or discard your hand.
#10709
Dither
Thing
May not be discarded.
When an Action you play would allow you to make a choice, that Action instead has no effect, and Dither moves to the discard pile.
#10710
Thing
When Seer of Heart enters play or a card with Heart in its title is played, look at target player's hand. Whenever a player's hand is empty after playing a card, you may return Seer of Heart to your hand.
Through you, the core of a person is revealed.
#10711
Thing
When Prince of Blood enters play, each player returns a Thing they control to their hand.
Action: Discard a card. Until your next turn, target player's max hand size is increased by 3, and they can't play or gain control of Things.
You commit yourself to preventing other commitments.
#10712
Heart/Time: Heartbreakdown
Action - Fraymotif
Destroy target creator (remove from the game all publicly visible cards by that creator).
Dissolution of personal impact.
#10713
Straggle
Action
May not be discarded.
Each opponent draws a card and may play a Thing.
#10714
Fumble
Action
May not be discarded.
Return two Things you control to your hand, then discard a random card.
#10715
Hesitation
Thing
May not be discarded.
When an Action you play would allow you to draw one or more cards, that Action instead has no effect, and Hesitation moves to the discard pile.
#10716
Paradox
Thing - Incarnation
If you would draw cards, discard that many cards instead. If you would discard cards, draw that many cards instead. Only apply one of these abilities per event.
It isn't what it is.
#10717
Hand-Cranked Generator
Thing
Action: Create an electricity token
#10718
Electric Gantry
Thing
Sacrifice an electric token: You may play an additional thing this turn.
#10719
Regifting Exchange
Thing
When a player would draw the first card of their turn, they instead draw a random card under this if possible.
Action: You, and your opponents unless you declare in advance that you will play no Things this turn, take a Thing from the top of the draw pile. Then each player puts a Thing under this, face down and out of play. Shuffle the draw pile.
#10720
In Medias Res
Action
Move cards from the top of the draw pile to the discard pile or vice versa until they are roughly the same size. Each player may gain five tokens of any combination of three types not currently in play. Each of the draw pile's top five Things enters a random player's control. Shuffle the draw pile.
#10721
Practice Round
Thing
When a player would win the game, okay, that was just a warm-up. Now that we all know how to play, shuffle all cards into the draw pile and begin the game.
For real this time.
#10722
Solar Panel
Thing
At the beginning of every other of your turns, create an electricity token.
#10723
Steam Turbine Generator
Thing
Sacrifice a fuel you control: Create an electricity token and you get a pollution counter.
Toxic Gas - For each 3 pollution counters you have, your handsize is reduced by one. If you gain no pollution counters on your turn, you lose a pollution counter.
#10724
Backup Harddrive
Thing
At the beginning of your turn, you may sacrifice an electric token. If you don't, Backup Harddrive has no effect until your next turn.
Your maximum handsize is increased by 5
#10725
Thing
When Heir of Time enters play, destroy target nontoken Thing you don't control chosen at random. Whenever a player takes an extra turn, return Heir of Time to your hand.
Through you, ends and beginnings come about abruptly.
#10726
Thing
When Maid of Void enters play, put target Thing face-down under it.
Thing: Put a card from underneath Maid of Void into play under your control face-down. It counts as a blank Thing.
You bring nothing into being.
#10727
Hope/Breath: Allegro Windfall
Action - Fraymotif
Return this card to your hand, draw 7 cards, then discard 5 cards at random.
Freedom to chase wildest dreams.
#10728
Short Circuit
Action
Destroy target Thing containing circuitry. Its controller gains 10 Electricity tokens, then discards a card for every four of their Electricity tokens, rounded down. Then their Electricity tokens disperse and their other Things containing circuitry are blank until the end of their next turn.
#10729
Snare
Thing - Trap
Play this face down. When a living Thing enters play, you may flip a coin, turning this face up first if it is face down. On heads, put that Thing into your hand and destroy this.
#10730
Target Demographic
Thing
During your turn, second-person references on Things in play refer to you.
#10731
7L
My Long Awaited Return
Action
Play the bottom Thing in the discard pile OR
Play the bottom living Thing in the discard pile.
#10732
Thing
Opponents' cards that would affect your hand affect the cards Up Your Sleeve instead.
e.g. if they make you draw a card it goes Up Your Sleeve.
#10733
Thing
At the start of your turn, choose a symbol. You may play up to six different extra Actions or Things this turn where that symbol is in their cornervalue, but one fewer other Action or Thing. If you play all six, you win the game.
#10734
Thing
When another card would be put in your hand, you may put it under Page of Breath instead.
At the start of your turn, if there are at least 7 cards under Page of Breath, you gain "Actions can't target you. When an Action targets a Thing you control, you may return it to your hand."
Through you, many are lifted free of their cares.
#10735
Thing
When Mage of Doom is destroyed, if it's not a token, create a token that's a copy of it.
When another nontoken Thing you control is destroyed, you may destroy Mage of Doom to create a token that's a copy of that Thing.
You know exactly how much to exert something before it breaks completely.
#10736
Light/Blood: Limelight Sonata
Action - Fraymotif
Gain control of target Thing if you have more Things in play and cards in hand than its controller.
Preeminence and alliance.
#10737
Stuff
Thing
All effects that only affect certain types of things also affect Stuff.
#10738
Power Surge
Action
Create 3 Electricity tokens.
#10739
Eco-Unfriendly Generator
Thing
Sacrifice a living thing you control: Create an electricity token and you get 2 pollution counters.
Toxic Gas - For each 3 pollution counters you have, your handsize is reduced by one. If you gain no pollution counters on your turn, you lose a pollution counter.
#10740
Action
Destroy two solid, physical Things belonging to the same player. That player gains four electricity tokens.
#10741
Action
Halve all numbers on target publicly visible card, rounding up where a non-integer doesn't make sense.
#5371
Thing
After every turn, destroy all Electricity. At the start of your turn, gain two Electricity tokens.
When you have 8 or more Electricity, win the game.
#10743
Dam
Thing - Building
When this enters play, destroy target terrain if possible.
At the beginning of your turn, gain a Water token if you have fewer than five.
Action: Convert a Water token into two Electricity tokens.
#10744
Reposition
Action
Move target Thing into target player's control.
#10745
Asphodel Meadows
Thing - Location
Living Things may not enter play from the discard pile. When a living Thing is destroyed, remove it from the game.
#10746
Thing
A player's Score is equal to: number of their Tokens + digits in cornervalues of their Things + 2x cards in hand.
If you have the single highest Score at the start of your turn, draw an extra card.
You earn all the points.
#10747
Thing
Whenever you play an Action targeting a player, choose one: That player plays a random card at the start of their next turn (after drawing)
OR that player draws a card.
Through you, planning and impulse give way to one another.
#10748
Space/Void: Perfectly Generic Chord
Action - Fraymotif
Put the top 4 cards of the deck into play face-down as blank Things under your control.
OR Flip over all face-down Things. If any are no longer Things, put them in the discard pile.
Fullness and emptiness.
#10749
Angered Beast
Thing
Action: Destroy target thing. If it's controller has any pollution counters, remove one of them and you may activate this ability again.
It stinks, and they don't like it.
#10750
Surveillance Drone
Thing
Spend X Electric tokens: Look at the top X cards of the deck, or at X random cards in a player's hand.
Once each turn, you may look at a hidden card.
#10751
Faraday Lattice
Thing - Lattice
At the beggining of your turn, create an Electricity token for each lattice you control.
#10752
Upsize
Action
Double all numbers on target publicly visible card.
#10753
Decamate
Action
Multiply all numbers on target publicly visible card by 10.
#10754
Rubber–Glue Automaton
Thing - Robot
When an opponent's Action would target you or Rubber–Glue Automaton, you may redirect its effects to that opponent or target Thing that opponent controls, respectively. If you do, return Rubber–Glue Automaton to your hand.
#10755
Disregard Regulation
Action
You can't win the game until your next turn.
Activate an ability you control 10 times without paying its' cost. Then, skip your next 3 turns.
#10756
Controlled Freeze
Thing
At the beginning of each turn, choose a thing with rulestext. It loses its' rulestext until Controlled Freeze leaves play.
If Controlled Freeze would lose any of its' rulestext, sacrifice it instead.
#10757
Communize
Action
Uniformally redistribute all Non-Unique Cards, Counters, and Tokens amongst all players.
#10758
Action
Create and play Thing cards named "Trophy" with no rule text until you have the most non-token Things.
Create Action cards in your hand named "Boast" with no rule text until you have the largest hand.
#10759
Action
Choose a Thing belonging to each player. Create a copy of each of those Things (belonging to the same player as the original), and turn the copies into tokens if they weren't already.
#10760
Action
Each opponent discards a card at random. Give each opponent a Rubble token with the rule text "-1 to your Maximum Hand Size" and a Trash token with the rule text "Action:Destroy this.".
#10761
Thing
Whenever a card moves from your hand or control to the discard pile, you may return it to your hand by discarding two other cards from your hand or control.
Through you, possibilities are forsaken to preserve one chosen path.
#10762
Thing
Thief of Life has all Action Abilities of other Things in play.
Whenever Thief of Life uses an Action Ability, other Things with that ability can't use it until your next turn.
You seize the powers of others and use them as your own.
#10763
Doom/Mind: Discordant Division
Action - Fraymotif
Each other player in turn order draws until they have five cards in hand, reveals half the cards in their hand rounded up, and discards either the revealed or unrevealed cards, your choice.
Choice of loss and loss of choice.
#10764
A Very Long Day
Action
Shuffle this into the draw pile, draw a card, and you may play an Action and/or a Thing. You may play this without cost if you have already played an Action this turn.
#10765
Members Only
Thing
When this enters play, return target animate Thing that entered play during its controller's last turn to their hand. Things with that name may not enter play.
#10766
Waiting to Board
Thing
Animate Things that enter play are considered to have no ruletext.
#10767
Thing
Each player draws an additional card at the start of their turn.
Whenever a player discards down to their max hand size, for each card they discard they destroy a Thing they control and discard a card.
Through you, hopes for the future defeat themselves.
#10768
Thing
Action: Move target Thing into your hand, then move a Thing you control into that Thing's controller's hand. If Witch of Space is moved this way, you may play two additional Things this turn.
You scoot reality around to your liking.
#10769
Rage/Life: Blazing Fermata
Action - Fraymotif
Things you control can't be destroyed until your next turn. You may play an additional Action this turn.
Survival no matter what.
#10770
7M
Awesome Alliterative Attack
Action
Discard any number of cards whose names start with the same letter and destroy that many Things.
#10771
8M
Awesome Alliterative Activation
Action
Choose any number of your non-token Things whose names start with the same letter. Draw that many cards plus one. Activate all the chosen Things' Action abilities.
#10772
9M
Awesome Alliterative Alligator
Thing
Track how many tokens this eats; you win when it has eaten 20 or more.
Action: This eats any number target tokens whose names are different but start with the same letter.
#10773
Alphabet Sweep
Action
Discard any number of cards whose titles begin with consecutive letters, possibly including Alphabet Sweep. Destroy up to one target Thing beginning with each of those letters. If you destroy at least two Things this way, draw a card for each.
#10774
Pop Over to the Neighbor's
Action
View the hand of the next or previous player.
#10775
Pile of Correspondence
Thing
When you have sent a letter to each opponent, draw three cards and Pile of Correspondence disappears into the discard pile.
Action: Target opponent gains control of a Thing named Letter with your choice of flavortext.
#10776
Thing
When Muse of Blood enters play, each player secretly chooses any number of their opponents, then those choices are revealed. Each player draws a card for each player they chose and for each player who chose them.
At the start of your turn, eliminate each player with no cards in hand.
Through you, all are bound together.
#10777
Thing
At the end of your turn, return any number of Things you control to your hand, then discard your hand and draw that many cards (then discard down to your hand size).
If in one turn you have played Lord of Breath AND discarded it and nine other cards, you win the game.
You propel all things to freedom.
#10778
Action
Reveal the top six cards of the deck. An opponent sorts them into pairs. Put one card from each pair into your hand and the rest into the discard pile.
Gain a token whose name is the first letters of each card you took, ordered alphabetically.
"Let's see, I got Yawning Maw, Your Journey Begins, and Zombie Breach, so I'm... oh, right."
#10779
Hand-Me-Downs
Action
Draw as many cards as it would take every player to draw up to their hand size limit, then give cards to your opponents so that every player is at their hand size limit.
#10780
Trail of Construction
Thing
Draw a card whenever you play a Building. At the end of your turn, you may play an inanimate tangible Thing. If you do, draw a card.
#10781
Literally Unplayable
Thing
You must activate the following ability if you play no other Actions during your turn.
Action: Each player randomly selects a card from the Unplayable Dvorak deck and draws a copy of it. You may play yours immediately without cost.
#10782
Action
You may play this face-down as a Thing so that it's played as an Action when revealed.
Destroy a Thing.
#10783
Action
You may play this face-down as a Thing so that it's played as an Action when revealed.
Draw two cards.
#10784
Thing
You may play this face-down. It's turned face-up when its other text becomes relevant.
When an opponent draws two or more cards, they draw one fewer and you gain a Money token.
#10785
Hilbert's Broom Closet
Action
Choose 0, 1, 6, 7, or 8. Remove all cards not containing that digit from the game.
#10786
Finite Dvorak
Action
Randomly select a 1,000-card subset of the deck. Remove all cards not in that subset from the game.
#10787
The Axiom of Choice
Action
Choose any number of finished decks in the Dvorak deck archive and randomly select a card from each. Put one of them into your hand and shuffle the rest into the same number of cards on top of the draw pile.
#10788
Thing - Building
You may play this face-down. It's turned face-up when its other text becomes relevant.
When an opponent's Action targets a face-down Thing you control, negate that Action unless they can access Secret Passages or Security Doors.
Action: Turn a Thing you control face-down. It is turned face-up when its text becomes relevant.
#10789
A Monument More Lasting Than Bronze
Thing
This card can't be destroyed, and its text cannot be altered or ignored.
If this card is in play at the end of the game and your playgroup plays another game of Dvorak after this one, it stays in play under your control instead of being returned to the deck.
#10790
Action
Choose Action or Thing, then roll a die and add 1. On a 3-7, reveal cards from the top of the deck until that many cards of the chosen type are revealed. Put either a random card of that type from among them or Listicle Generator into your hand, then discard the rest.
The four most game-breaking Actions!
7 cleverest MtG references!
Three best riffs on Take Notes!
#10791
The Alphabet Game
Thing
When you play a card or reveal a card you draw, search its ruletext for letters of the alphabet in sequence. When you find Z, destroy this and draw five cards.
Opponents have "Action: Take control of this", and if an opponent would destroy this, they instead take control of it.
#17092
Rest and Recuperate
Action
Skip your next turn. The next time you draw at the beginning of your turn, draw until you have five cards.
#10793
Highway Robbery
Action
The next time each opponent draws a card, they view it and then give it to you.
#10794
Thing
You may play this face-down. It's turned face-up when its other text becomes relevant.
Action: Destroy target Thing if you discard a card from your hand that shares a symbol in its cornervalue with that Thing.
#10795
Action
When an opponent plays an Action that shares a symbol in its cornervalue with Portcullis Trap, you may play it targeting them. If you do, negate that Action unless they discard a card.
For each Thing target opponent controls, return it to their hand unless they discard a card.
#10796
Action
Target player with more Things than each other player gives one of them to a player with the fewest. Target player with more cards in hand than each other player gives one of them to a player with the fewest. Put this card in one of those player's hands.
Justice is not a state of being, but an action we must continue to take.
#10797
Wander Around
Thing
When you play this, gain control of target building, location, or terrain if possible.
Action: Activate an ability of an opponent's Thing as if you controlled it (limit once per ability).
Action: View a random card in target opponent's hand.
#10798
Try New Things
Action
Each player draws and reveals the topmost Thing in the draw pile, shuffling afterward. You may play yours immediately without cost.
#10799
Present in the Moment
Thing
Whenever you play an Action that does not target opponents, their hands, or their Things, you may return Present in the Moment to your hand. If you do, flip a coin: on heads, return that Action to your hand as well.
#10800
Thing
When Seer of Hope enters play, each player draws a card.
Your maximum hand size is increased by 3.
Through you, the scope of possibility makes itself known.
#10801
Thing
Action: Target player reveals their hand.
Action: Destroy target Thing with no ruletext.
You bring an end to silence.
#10802
Action - Fraymotif
Skip the next end of your turn (don't discard down to your max hand size. Effects that last until the end of the turn persist. It is still your turn while other players take turns. Your next turn still begins when it begins). At the beginning of your next turn, this turn becomes that turn.
Freedom from countdowns.
#10803
Hype
Thing
When another card would instruct you to draw any number of cards, you draw one more.
#10804
Pitter Patter
Action - Dance Move
Rotate target Thing up to 360˚. You may play a card without cost during your next turn.
#10805
Freeze Frame
Action - Dance Move
Rotate target Thing up to 360˚. Target opponent sets aside half of their hand at random, rounding down, until their turn ends: those cards are considered to be in hand but may not be played or discarded.
#10806
Thing
Heir of Breath enters play with the top 5 cards of the deck face-down under it.
When a player would draw any cards, first look at two random cards from underneath Heir of Breath and put one on top of the deck.
Action: Draw Heir of Breath.
Through you, changes in direction are invited.
#10807
Thing
Whenever a Thing is destroyed, its controller draws a card. If it has Doom in its title, they draw three cards instead.
You ensure that sacrifices are worth the cost.
#10808
Light/Doom: Spotlit Reprise
Action - Fraymotif
Draw a card, then exchange any number of cards from your hand with that many cards from the top of the discard pile.
Loss and finds.
#10809
Informant Network
Thing
You may play this face-down. It's turned face-up when its other text becomes relevant.
When an opponent draws two or more cards, you may view them and put a copy of one into your hand.
#10810
Dogmatic Diatribe
Thing
When you play this, denounce target creator by discarding three cards by them or returning three of your Things by them to your hand. You may not play cards by them.
Action: Destroy target Thing by them or return up to three target Things by them to their controllers' hands.
#10811
Hide in Plain Sight
Thing
Opponents may not target you. For each of your Things targeted by an opponent, you may prevent the effect unless they discard a card.
#10812
Thing
A player's Score is equal to: number of their Tokens + digits in cornervalues of their Things + 2x cards in hand.
When you begin a turn with Score 25+, you gain "Instead of drawing your first card on your turn, look at the top 3 cards of the deck and draw two of them.
Through you, greater agency is achieved.
#10813
Thing
When Mage of Mind enters play, draw 5 cards and discard 4 cards.
When an Action you control causes one opponent to discard one card from their hand, you may look at their hand and choose which card they discard.
You wield intentions with precision and subtlety.
#10814
Space/Mind: Gravitic Beats
Action - Fraymotif
Add 3 blank Thing/Actions named Thought to your hand.
You may play this in response to an opponent's Action to set aside up to three cards from your hand until after that Action resolves and/or add 3 blank Thing/Actions named Thought to your hand.
Facades and invention.
#10815
Cave
Thing - Terrain
This enters play with three Rock tokens blocking the way. When the way is clear, you may have a Thing you play become a copy of Underground Tunnels (#8899) if you have none, or Subterranean River (#10817) if you have none. Action: Move a Rock token out of the cave and flip a coin to draw a card.
#10816
Subterranean River
Thing - Terrain
You are immune from the effects of atmospheric- and celestial-related cards. Gain a Water token at the beginning of your turn if you have fewer than two. If you control Cave (#10816), draw a card at the end of your turn if you have fewer than two.
Action and Thing - Trace the Source: Put a copy of Cave into your hand if you have none in hand and in play.
#10817
Sinkhole
Thing
You must play this immediately without cost when it enters your hand.
This enters play with a Water token, a Rock token, and a Rubble token, destroying another random tangible Thing you control if possible.
#10818
Thing
Other Things you control can't be destroyed by opponents' Things.
You protect the physical.
#10819
Thing
Opponents can't play the only card in their hand.
When you begin a turn with an empty hand, put Rogue of Rage in the discard pile to draw two cards.
Through you, paths are closed off and briefly reopened.
#10820
Blood/Rage: Heavy Metal Lament
Action - Fraymotif
Target opponent may discard two Thing cards from their hand. If they don't, their maximum hand size is reduced by 4 until the end of their next turn.
An anchor with a short chain.
#10821
Unthought
Thing
When this enters your hand, discard it.
Opponents' hand size limits are decreased by one.
#10822
Borg Drone
Thing
When an animate Thing is Assimilated, it becomes a copy of Borg Drone. If a player controls two or more animate non-Borg, they have "Action: Discard a card and destroy target Borg Drone."
If you control two or more Borg, they have "Action: Assimilate target Thing."
Action: Assimilate target Thing you control.
Resistance is futile.
#10823
Ten of a Kind
Action
Target player gains control of copies of cards #7753-7755, #7765-7767, and #7771-7773. Target other Thing they control becomes a copy of one of these at random.
#10824
Thing
When you draw a card, you may draw it from underneath Sylph of Life.
Whenever you play your second card in a turn, you may put the topmost Thing in the discard pile face-down underneath Sylph of Life.
Through you, life is restored.
#10825
Thing
Action and Thing: Discard two cards. If you do, gain control of target Thing.
You bind others to yourself.
#10826
Void/Life: Blackbox Accompaniment
Action - Fraymotif
Look at the top 5 cards of the deck. If you control no Things, put up to three of them into your hand. If your hand is empty, put up to two Things from among them into play. If you control no Things and your hand is empty, do both.
Life out of nowhere.
#10827
Injury to Insult
Action
Destroy target Thing controlled by a player who was forced to discard a card last turn. Draw a card if you destroy a living Thing in this way.
#10828
Appropriate
Action
Play target Thing.
#10829
None of a Kind
Action
Specify a subtype of a Thing in play. Destroy all Things with that subtype.
#10830
Action
You may play this face-down as a Thing; you may reveal it to play it as an Action at any time
Turn all face-down Things face-up in an order of your choosing. Reveal the top card of the deck and either play or discard it.
#10831
Thing
You may play this face-down. It's turned face-up when its other text becomes relevant.
When another Thing targets a Cactus, destroy it afterwards. An opponent who touches a Cactus or target it with an Action discards a card at random.
#10832
Mass Conceal
Action
Turn all Things face down until the end of your next turn. Things enter play face down until then.
#10833
Endless Moment
Action
Each player simultaneously reveals a card from their hand to play. You may either return those cards to their hands or choose the order in which they are played. You may have each player draw a card and repeat this process.
#10834
All of a Kind
Action
All Things in play gain a subtype of target Thing or a Thing you reveal from your hand.
#10835
Thing
Players draw from the top of the discard pile instead of the deck.
Whenever a player would try to draw from an empty discard pile, destroy all Things instead.
Through you, timelines are undone.
#10836
Thing
When Witch of Heart enters play, target opponent draws two cards. You control that player during their next turn.
You manipulate the natures of those around you.
#10837
Heart/Hope: Nascent Countermelody
Action - Fraymotif
Shuffle this card into the deck. Join the game as a new player (you are still also the player you already are), placed anywhere in the turn order. At the start of your (the player you are now) next turn, that player gives you each Thing they control and leaves the game.
To be more yourself than yourself.
#10838
Front-Load
Action
Draw two cards. You may play another Action this turn. The next time you draw at the beginning of your turn, discard one more card than you draw.
#10839
Delved Too Greedily
Reaction
Play immediately in response when an opponent draws more than one card, or draws a card under the top card of the draw pile. They discard the cards they drew and a random card.
#10840
Fast Walking Speed
Thing
Whenever you play an Action, gain a Speed token. When you have four Speed tokens, destroy them, draw cards until you draw an Action, and discard the other cards you drew. You may play the Action.
#10841
6N
Card Dynamo of Doom
Thing
Whenever one of your Things is flipped or rotated, gain an Electricity token.
Action: Flip one of your other Things face down for the rest of the turn.
Thing: Spend 12 Electricity tokens to eliminate an opponent.
#10842
Hand Card
Thing
Unplayable.
#10843
Gotta Hand It To You
Action
Give each opponent a copy of Hand Card (#10843).
#10844
An Empty Fist
Action
Target player discards their hand and draws five copies of Hand Card (#10843).
#10845
Thing
When Muse of Light enters play, target opponent gains control of it.
At the start of your turn, each player draws a card.
If each opponent has at least 6 cards in hand at the end of your turn, you lose the game.
Through you, all significance is bestowed.
#10846
Thing
When Lord of Void enters play, target opponent gains control of it.
When you discard a card from your hand, discard it into target opponent's hand instead of the discard pile (it's face-up while you're discarding it).
Whenever an opponent would lose the game, they win the game instead.
You become the least of all.
#10847
Action
You may play this face-down as a Thing so that it's played as an Action when revealed.
Play this card as a copy of the topmost Action in the discard pile.
#10848
Thing
When you play this, play another Thing from you hand face down attached to it and draw a card.
Flip the attached Thing face up whenever it's face-down and its text is relevant.
#10849
Thing
When you play this, put an Action face-down under it and draw a card. When Suspended Sentence leaves play, play that Action.
Thing: Destroy this.
#10850
Thing
Play this face-down. You may turn this face-up whenever you want.
Action: Draw a card if you revealed any of your face-down Things this turn.
#10851
The Old One-Two
Action
Destroy target Thing or return two of target player's non-token Things to their hand.
#10852
Pied Piper
Thing
Action: Once per Thing, gain control of target animate Thing until its creator pays you a Money token or a card from their hand.
#10853
Bottleneck
Thing
Opponents may not draw more than one card per turn, play a Thing if they did so last turn, or play an Action if they did so last turn. When you play a Thing, Bottleneck moves to the discard pile.
#10854
Action
Choose target Thing and roll two dice. If either result is less than the number of that Thing's controller's Things, destroy it and draw cards equal to the lower result minus 1.
#10855
Action
Play this as a copy of any Action in the top 5 cards of the discard pile, except it has "not created by ChippyYYZ" inserted into its rules text after one instance of the word "Action", "Actions" "Thing", "Things" "card", or "cards".
#10856
9S
Second-Hand Book Store
Thing
You may play cards from your hand face-down as blank Things. When you play a face-down card, gain a Money token.
Action: Spend 2 tokens to flip a face-down Thing you control. Play it if it's an Action.
#10857
Bag of Old Chestnuts
Thing
At the end of each player's turn, shuffle the discard pile's top card into the top ten cards of the draw pile.
#10858
Complain
Action
Grumble about target Thing controlled by an opponent. You may draw a card unless they return it to their hand.
#10859
Esoteric Mysteries
Thing
When this enters play, turn target intangible Thing face down.
Action: Turn target Thing face up.
Action: Turn target Thing face down. Its controller may turn it face up at the beginning of their turn.
#10860
1
Heart Attack
Action
Target token's text becomes "You lose the game at the end of your turn.".
You feel a burning sensation in your chest that spreads down your right arm.
#10861
Get That Checked
Action
Move target Thing to its controller's hand or Up Their Sleeve, or destroy any number of tokens you control.
#10862
Psychic Resonance
Action
Play this face down as a Thing so that it's played as an Action when revealed.
If this has been in your control for at least one full turn, target opponent reveals their hand to you; play this card as a copy of an Action in their hand.
#10863
Youthful Exuberance
Action
If you have played a living Thing this turn, play up to two Actions and draw a card.
#10864
Action
Mark off one of this card's shells or indicate a Thing you control with Ammunition in its title. If you do, destroy target tangible Thing or force target opponent to discard a random card.
Double-Barrel Shotgun reloads at the end of the game.
#10865
Action
Look at target opponent's hand. You may reveal a living Thing from their hand and put it into your hand, and you may force them to discard an Action card of your choice.
Gain a Money token for each Pokémon you control.
#10866
Rainbow Ammunition
Thing
When you play an Action, destroy this. That Action is all colors, and if it targets any Things, it may instead target any number of Things such that each target is a different color from among Red, Orange, Yellow, Green, Blue, Purple, White, and Black.
#10867
Marine Biologist
Thing
This enters play with copies of Sea Cucumber (#1033), Pet Octopus (#1894), Hammerhead Shark (#4077), I'm On a Boat (#4623), Card Shark (#6174), and Colossal Whale (#7211) shuffled face down under it.
Action - Deep-Sea Expedition: Draw a card from under this. You must publish results before your next expedition.
Action - Publish: Gain a token named for a marine animal.
#10868
Advance Notice
Action
Reveal an Action in your hand and draw a card. Your opponents may have you discard that Action if they each discard a card. Otherwise, you must play that Action during your next turn if possible. If you do, draw a card.
#10869
Turtles All the Way Down
Thing
Indestructible while you control another tangible Thing; if you do not, destroy this. When another of your tangible Things would be destroyed, you may immediately play one in its place.
#10870
Action
Do one, then do another:
Look at each face-down card in play or under Things in play.
OR Each opponent reveals their hand unless they reveal a Thing card from their hand.
OR Look at the top ten cards of the deck without reordering them.
OR You may play an additional Action this turn.
#10871
Thing
When this card is destroyed, for each opponent, until the end of their next turn they can't draw more than one card, play a Thing if they did so on their last turn, or play an Action if they did so on their last turn.
#10872
Thing
You may play this face-down. It's turned face-up when its other text becomes relevant.
After drawing at the start of your turn, draw two cards and discard two cards. Discard no cards if you just flipped this card face-up.
#10873
Don't Just Do Something, Stand There!
Action
Target opponent sets the cards in their hand aside until the end of their next turn.
#10874
Appreciation for the Classics
Thing
Draw a card whenever you play one of the Infinite Dvorak deck's first 1,000 cards.
#10875
Three Cheers
Action
Each player draws three cards. You may play one of the cards you draw.
Hip hip hooray!
#10876
0A
Alone on Valentine's Day
Action
Each player who doesn't control a card with a Heart in its title or cornervalue must reveal one from their hand or discard two cards.
If at least two players show Hearts, each player who discards any cards this way loses the game.
#10877
1V
Valentine Card Exchange
Action
Each player may create a card and add it to their hand. It must not have any ruletext and its cornervalue must be a heart. Then each player gives a card from their hand to another player.
Draw a card.
#10878
Action
Reveal the top 5 cards of the deck. Put a Thing from among them into play, then create a copy of that Thing under an opponent's control. You put one of the other revealed cards into your hand, then that opponent puts one of them into their hand. Discard the rest.
#10879
Be Mine
Action
Gain a Heart token and draw a card. Target opponent may do so as well. If they do, Heart tokens gain "If you destroy a Thing controlled by an opponent with a Heart, destroy this and discard a card."
#10880
Rousing Speech
Action
Each opponent reveals an Action from their hand or reveals their hand. You may play a copy of an Action revealed in this way. Then, in turn order, each opponent plays an Action they revealed in this way.
#10881
Wacky Buddy Cop Movie
Action
Play an animate Thing if you have not already done so this turn. Then reveal and discard cards from the draw pile until you reveal an animate Thing. Play it alongside its new partner.
One's a Skeleton Pirate. One's a Mana-Breathing Dragon. This summer...
#10882
2
Space Attack
Action
Target opponent's maximum hand size is 1 during their next turn. Their maximum Thing size is 10 during that turn. (They destroy their excess Things if they end their turn over the limit)
You don't have room for all that junk.
#10883
Rally the Troops
Action
During your next turn, each of your living Things may activate one of their abilities.
#10884
Discard Vortex
Thing
Whenever there is a card in the discard pile, it immediately moves to the bottom of the draw pile.
#10885
Opposing Paths
Action
Target player sets aside all but one card in their hand and draws a card for each, then shuffles the cards set aside into the draw pile such that one of them goes on top of the pile. Target other player reveals their hand, discards two cards, and draws two cards.
#10886
Thing
At the beginning of your turn before drawing, reveal the top card of the deck. Put it into your hand if it's a living Thing or has a card number ending in 0. Discard it otherwise.
#10887
Action
Look at the top two cards of the deck. Put one into your hand and the other into the discard pile.
Based on your likes!
#10888
Action
If there are fewer than three copies of Ad (#10888) in the discard pile, create copies equal to the the difference and put them into the discard pile.
Look at target player's hand. Until your next turn, whenever that player would draw any cards, they instead draw that many Ads from the discard pile if possible.
#10889
Symbolic Defiance
Action
Destroy target Thing. It remains in play.
#10890
Flavor Blast
Action
Add flavortext to all flavorless Things in play.
#10891
Wet Shoes
Thing
Play into any player's control.
Whenever you play an Action, if you played an Action last turn, flip a coin to gain a Blister token with "Your hand size limit is decreased by 1. Action and Thing - Rest: One of your Blisters heals and is destroyed."
#10892
Gamebreaking Window
Thing
When this enters play, each player discards 3 cards.
No player can win the game while Gamebreaking Window is in play.
Once someone gets hurt, the lines on the ground stop mattering real quick.
#10893
Sock Twirling
Action
Each player chooses 2 cards in their hand and exiles the rest. While those cards are exiled, if a player would draw a card they draw one of those exiled cards instead.
#10894
Sleep
Action - Magic
Target opponent draws a card instead of taking their next turn, unless they or any of their cards is targeted first.
#10895
Game of Chicken
Thing
At the end of your turn, eliminate yourself or discard your hand containing at least one card and Game of Chicken moves to the discard pile.
Action: The previous player gains control of Game of Chicken.
#10896
Talk the Talk
Thing
Once during your turn, you may reveal an Action from your hand. If you do, you may not play other Actions during your next turn, and if you play the revealed Action during your next turn, destroy target Thing.
#10897
Setting the Ships
Thing - Tale
Setting the Ships enters play with 3 Chorus counters on it.
At the beginning of your turn, remove a Chorus counter from this thing. Then, exile the top two cards from the deck facedown.
When there are no more Chorus counters on this thing, sacrifice it and play all of the cards exiled with it.
#10898
The Travels of Malkin
Thing - Tale
The Travels of Malkin enters play with 5 Chorus counters on it.
At the beginning of your turn, remove a Chorus counter from this thing. Then, reveal the top 3 cards of the deck. You may choose up to one thing from among them to play and shuffle the rest into the deck.
When there are no Chorus counters on this thing, sacrifice it.
#10899
Rapturous Chorus
Action
Search the deck for a thing that enters play with Chorus counters and put that thing into play under your control with an additional 2 Chorus counters. Then, shuffle the deck and destroy all other living things.
When the gates of Heaven opened in a harmony most symphonic, the pits of Hell grew ever more full.
#10900
3
Rage Attack
Action
Destroy a Thing you control, then destroy a random non-token Thing belonging to each other player.
You lash out at everyone around you.
#10901
Thing
Whenever any cards are put into the discard pile from anywhere, look at that many cards from the top of the deck (put them back in the same order).
Through you, the sands in the bottom of the hourglass speak of their friends in the top.
#10902
Thing
When an opponent's Thing would be destroyed, blank its ruletext first.
Instead of drawing at the start of your turn, you may discard a card and destroy Prince of Doom to blank target Thing's ruletext and destroy it.
You contain the pressure of an explosion.
#10903
Time/Light: Shining Circuit
Action - Fraymotif
If this game is a subgame, the main game ends and this game becomes the main game.
Shuffle the discard pile, put it on top of the deck, then look at and reorder the top 5 cards.
Putting an offshoot timeline in the spotlight.
#10904
Conquer the Wastelands
Action
Draw a card. If it's a thing, you may put it under your control.
#10905
The Ducklands
Thing - Land
While you control The Ducklands, you have an unlimited number of duck tokens.
#10906
Popular Fan Theory
Action
Exchange target living Thing with a living Thing visible to you or the first living Thing in the draw pile, shuffling afterward.
#10907
Parallel World Travels
Thing
Opponents do not perceive Parallel World Travels, Things attached to it, or those Things' effects on them.
Action: Discard the draw pile's top card, or if it is a Thing you may attach it to this instead of playing a Thing this turn.
#10908
Thesis Title Generator
Thing
Action: Randomly choose three other Things in play. You may skip your next turn to work on your thesis. If you do, gain control of copies of them at the beginning of the following turn.
The Most Unreliable Narrator: Anaphora, Ekphrasis, and the Rule of Three in Yankovic's "Albuquerque"
#10909
Thing
Whenever a player or card is chosen randomly, choose twice, then you pick which result to use.
Action: The next Action an opponent plays before your next turn that targets anything has its target chosen randomly.
Through you, fortunes shift unexpectedly.
#10910
Thing
Your maximum hand size is reduced by 2. Things you control can't be destroyed if you discarded down to your max hand size on your last turn.
You turn limitations into resolve.
#10911
Breath/Space: Twister And Shout
Action - Fraymotif
Reveal cards from the top of the deck until you reveal a Thing card and put it into play. If you revealed any other cards, put one of them at random into your hand and discard the rest. Otherwise, each opponent returns a Thing they control to their hand.
Whims and placement.
#10912
King's Oolong Tea
Thing
Premium high-mountain tea leaves featuring the terminal buds of the shrub's loftier stems. Steep up to three times at 85-90˚C for 3-4 minutes.
Action - Steep: When your next turn begins, reveal a card from the draw pile for each player. You may draw one, then each opponent may draw one at random. Discard the rest. Players who partake are inspired not to target or be targeted by their opponents or their opponents' cards until your next turn.
#10913
Deep Pockets
Thing
Whenever you would be required to spend or give any number of Money tokens, you are considered to have enough.
#10914
Gainsay
Action
Return target Thing to its controller's hand. You may discard a card to play another Action.
#10915
Thing
Whenever you play a Thing, put the top card of the deck face-down underneath Page of Space, then if there are at least four cards under it, reveal them. If any are Things, put one into your hand. Otherwise, discard them and gain "Things you control can't be destroyed by opponents' Actions."
Through you, many things find their foundation.
#10916
Thing
Whenever a player uses an Action Ability, gain an Energy token.
At the start of your turn, you may spend three Energy tokens to draw an extra card.
You find meaning in the vibrancy of living.
#10917
Hope/Blood: Ascending Call
Action - Fraymotif
Any number of target players each draw a card for each non-token Thing they control beyond the first.
Expansion and connections.
#10918
Heroic Entrance
Action
If you have played an animate Thing this turn, choose one: turn target Thing face down until the end of its controller's next turn, return target animate Thing to its controller's hand, or opponents may not use their animate Things' abilities during their next turn.
#10919
Inflation
Action
You must play this without cost as soon as it enters your hand. Inflation destroys 1/10 of each player's Money tokens, rounded to the nearest whole number. If a player controls fewer than five Money tokens, Inflation instead has a 50% chance to destroy one of them. Shuffle Inflation into the top 20 cards of the draw pile. Draw a card.
#10920
Wildfire
Thing
Flame tokens have "Destroy this and attached Thing at the beginning of your turn." When this enters play and at the beginning of each turn, the active player attaches a Flame token to a flammable Thing they control if possible, unless they control any water. If any Flame tokens are in play, Wildfire is indestructible except by a water-based effect or by a player who controls water.
#10921
Thing
Action: Look at the top 6 cards of the deck. Reveal up to two Thing cards from among them, put them into your hand, then discard that many cards. Shuffle the deck.
You organize ideal alliances.
#10922
Thing
When Rogue of Heart enters play or you play a Thing that doesn't share a creator with any other Thing you control, two target players each put a card from their hand or a Thing they control into the other's hand.
Through you, others are called to share themselves.
#10923
Void/Rage: Forgone Stinger
Action - Fraymotif
Each player discards all but one card from their hand. End the turn.
Exclusion of all else.
#10924
Rebirth
Action
Gain control of target living Thing in the discard pile.
#10925
Clipboard Full of Papers
Thing
You are considered to have played an Action on your current/most recent turn whenever it would suit you.
Action: Stride confidently, clipboard in hand. Until your next turn, opponents must discard a card to target you.
Makes you look focused, purposeful, and most importantly, busy.
#10926
Guestbook
Thing
Whenever an animate Thing enters play, its controller may write its title on this card.
#10927
Thing
Once per turn, when you discard an Action card, you may discard it into play instead of putting it in the discard pile. Until it leaves play, it's a Thing with "Action: Play this card."
Through you, lost hopes are found once more.
#10928
Thing
Once between your turns, you may change the target of an Action. You can't make that Action target the player who played it or a Thing controlled by that player.
You snatch the obscurity away from bystanders.
#10929
Mind/Life: Multiple Measures
Action - Fraymotif
Draw two cards and discard a card. At the start of your next turn, draw two additional cards and discard a card.
Continual planning.
#10930
Bluesy Duet
Thing
You and target opponent may each draw a card when the other plays an Action. If the drawn card is music-related, it may be played immediately.
#10931
Quill of Authoring
Thing
You are considered to be a creator of cards you play, in addition to their other creators.
#10932
Card by Binarius and You
Fast Thinker
Thing
Whenever an opponent plays a card in the same turn that they drew it, you may put a copy of it into your hand.
#10933
Action
You win if it's a subgame. If there's been a subgame this game, ignore this Action. Shuffle this card and the discard pile into the deck, then each player notes a Thing they control. Using only the deck, players play a subgame, each playing a copy of their noted Thing at the beginning. You go first. If one player wins the subgame, they gain control of the noted Things and begin their turn.
#10934
Thing
At the start of your turn, each player with 5 or more cards in hand discards half of them, rounded down. When you discard cards this way, draw a card and draw Bard of Breath.
Through you, pursuits are overextended.
#10935
Thing
Whenever you draw your second card in a turn or discard your second card in a turn, look at the top card of the deck. You may have target player discard a random card and draw a card.
You control second guesses.
#10936
Carbon Paper
Thing
Action: You may have this become a copy of a card played by an opponent during their next turn. If it is an Action, return it to your hand.
#10937
Fax Machine
Thing
Action (global): Put a copy of a card in your hand or a Thing you control into target opponent's hand.
#10938
Copy Machine
Thing
Action: Gain control of a copy of target paper-based Thing.
#10939
Doom/Heart: Sheer Heart Attack
Action - Fraymotif
Look at the top 7 cards of the deck. Put 4 of them in your hand and discard the rest. Set this card aside.
If this card is set aside by you when the game ends and your playgroup plays another game of Dvorak after this one, draw two fewer starting cards.
Spending part of yourself.
#10940
Thing
While you have more cards in hand than each opponent, you choose all targets for Actions instead of any other player.
Action: Discard four cards to flip a coin. On a heads, target player loses the game.
Through you, all choices are filtered.
#10941
Thing
Lord of Heart enters play with a copy of itself face-down under it and counts as a player under your control after you in turn order with a 1-card starting hand.
When Lord of Heart wins, you win.
Action, Destroy a Thing you control: Lord of Heart draws the cards under it.
You are all possible versions of yourself.
#10942
Psychic Imprinting
Action
If you have not yet Imprinted this card, return it to your hand and view the top card of the draw pile, and you may Imprint this card by writing that card's name on it. If an opponent plays a card with that name, this card becomes a copy of it.
#10943
Samizdat
Action
Handwrite a copy of target Thing onto a blank card and put it into your hand.
#10944
MIT License
Thing
Play attached to target Thing.
Permission is hereby granted, free of charge, to any player, to deal in attached Thing (the "Card") without restriction, including without limitation the right to put a copy into their hand, subject to the following conditions:
This permission notice shall be included in all copies or substantial portions of the Card.
#10945
Thing
At the end of each opponent's turn, that player's tokens are gone.
We can put that check in a Money Token Mutual Fund, then we'll reinvest the earnings into blognomic accounts with compounding interest aaand it's gone.
#10946
Thing
Whenever any cards in your hand would be revealed to or looked at by another player, you may subsititute that many blank cards instead.
When you play an Action that destroys any Things, destroy Tinted Glass House.
#10947
Action
Gain 2 House tokens and draw 2 cards. If you control a non-token Thing that's identical to another Thing in play, gain 3 House tokens and draw 3 cards instead. Otherwise, create a copy of up to one target Thing that's a building and put it into your hand.
#10948
Rest Stop
Thing - Building
You may destroy this at the beginning of your turn.
Each player may end their turn by setting the cards in their hand aside until their next turn or until this leaves play. If they do, their hand is considered empty and machine-based effects may not target them or their Things in the interim.
#10949
Total Eclipse
Thing
When this enters play, players may return any of their Things to their hand. When this has been in play for a full turn, destroy it: players with no other non-token Things gain an Eclipsed token with "Indestructible. If an opponent wins the game, you win as well."
A focused moment of night, a world of shadow, all-extinguishing: the silent Moon unveils the eternal chorus of its master's arcane raiment.
#10950
Trading Post
Thing - Building
Action: Each player may either exchange a Thing they control with a Thing in their hand or gain a token of a type they do not control.
#10951
Thing - Party Member
When another tangible Thing is destroyed, gain a Money token.
Action: Set aside a building or vehicle in the discard pile to draw a card and gain a token of any type. If the removed card is an Action or has an Action ability, do what it says.
#10952
Action
Look at the top 6 cards of the deck. From among them, reveal up to two tangible Things that might fit in a trunk and a glove compartment respectively and put them into your hand. Discard the rest and put Derelict SUV into play face-down as a blank Thing.
#10953
Thing
You may play an extra Action ability of each Rod, Net, or Spear you control each turn.
Action: Look at the top card of the deck. If it's a living Thing, you may reveal it and put it into your hand. If you don't, gain a Food token.
#10954
Swatter
Thing - Trap
You may play this face-down. It's turned face-up when its other text becomes relevant.
Until the following effect has triggered, when another non-token Thing enters play, flip a coin: on heads, return it and target other non-token Thing to their controllers' hands.
#10955
Dumpster
Thing - Trap
Until the following effect has triggered, when another non-token Thing enters play, flip a coin: on heads, each player gains control of 1d4 copies of Debris (#10957). The triggering player gains one more. At the beginning of each player's turn, one of their Debris is destroyed.
#10956
Debris
Thing
Play into any player's control.
When you play an Action, its text has a 50% chance to become "Destroy a Debris you control."
#10957
1S
Storm Area 51, They Can't Stop All of Us
Thing
At the start of your turn, rotate this card 90° clockwise. When it completes a clockwise rotation, put it in the discard pile, then each player returns each Thing they control to their hand and draws that many cards.
When a Thing is destroyed, destroy this card and half of all other nontoken Things, chosen randomly.
#10958
9E
Everybody Points Their Fans At The Hurricane To Blow It Away
Action
If there are more cards in play and in players' hands than there are in the deck, draw the deck. Otherwise, discard that many cards from the top of the deck, then each player discards a card.
#10959
Action - Trap Building
If this is revealed from the deck, the current player plays it targeting themself.
Target player may, up to four times, discard a card and draw a card. If they don't discard cards with "N", "S", "E", and "W" in their titles and cornervalues, their turn ends and they skip their next turn.
#10960
Gauss Arrow
Thing - Trap
You may play this face-down. It's turned face-up when its other text becomes relevant.
Until the following effect has triggered, when another non-token Thing enters play, flip a coin: on heads, turn it face down until the end of its controller's next turn.
#10961
Ball Bearing Blockers
Thing - Trap
When this enters play, each opponent gains three Bounce tokens with "When you would play a Thing, first roll 1d4: if the result is greater than the number of your Bounce tokens, remove them from the game; otherwise, return that Thing to your hand and destroy a Bounce token."
#10962
Bell Carousel
Thing - Trap
Each player flips a coin at the beginning of their next turn after this enters play: on heads, they may immediately play an Action without cost; on tails, you may do so.
#10963
Thing - Trap
When an opponent must discard a card of their choice during your turn, you may look at that player's hand and choose which card they discard. If you do, return Leading Question to your hand.
#10964
Thing
Action: Gain a Money token.
Action: Discard your hand. Spend all your Money tokens and draw that many cards.
"You got a fast car / I got a plan to get us out of here"
— Tracy Chapman, 'Fast Car'
#10965
4C
Can't Make Change (2024)
Action
Each player discards a card. Each player, starting with you, chooses two consecutive cards from the discard pile and puts them into the hands of the players to their left and right.
From jtwe's Can't Make Change (#4), Can't Make Change II: Electric Boogaloo (#498), and Can't Make Change III: The Search for Spock (#2176).
#10966
Spinning Maces
Thing - Trap
Each player flips a coin at the beginning of their next turn after you play this: on heads, they may immediately discard a card to play an Action without cost; on tails, they play no Actions that turn and flip again at the beginning of their next turn.
#10967
Mass Start
Action
All non-token Things are considered removed from play. They return to play in random order.
#10968
Elimination Race
Action
Attach to every non-token Thing a Danger token with "When at most two Danger tokens are in play, destroy attached Thing. Action: Destroy this."
#10969
Action
Target Thing card in the discard pile is already there. Which is weird, since there's no record of it being destroyed or discarded since it last entered play. In fact, it was reported as being in play earlier this turn.
When an opponent sees this card in your hand, discard it.
#10970
Thing
Action: Destroy target Thing with a cornervalue that doesn't contain a digit higher than 2. (it must still have a cornervalue.)
#10971
Action
Reveal the top 3 cards of the deck. For each 7 in those cards' cornervalues, reveal two more cards. Choose one of them at random, then choose one for each 7 among the cornervalues of the revealed cards and Things you control. Put them into your hand. If there were 3 or more 7s among the cornervalues of the revealed cards and Things you control, you win the game.
#10972
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