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 may or may not have individual types (such as "energy" or "goblin"); if a token has a type, it's 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
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.
Feedback
Action
Give one card to the player to your left. In order, every player gives one more card to the player to their left than they received, ending with the player to your right. If any player doesn't have enough cards, they must draw up to the required number, give them all, and lose a turn.
Dark Magic Attack
Action
Return target Thing to its controller's hand; its controller is so stunned that he discards a card.
Lucite
Thing
Actions may not be played, unless they would destroy Lucite.
Incubate
Action
Destroy any number of tokens. For each token destroyed, its controller must draw a card.
The Parking Lot is Full
Thing
Whenever a player puts a Thing card into play, they must then return a Thing card they control to their hand.
Lawyers, Guns, and Money
Action
Discard your hand. If you discarded at least
1 card: take control of a thing.
2 cards: take control of two more things.
3 cards: control a player's next turn.
4 cards: Each opponent discards their hand.
6 cards: You Win.
Action
Destroy target Thing and three other Things at random.
Desert
Thing - Terrain
Maximum hand size 3. At the beginning of their turn, every player must flip a coin and may only draw a card if they get heads.
Préemption de l'État
Thing
Immediately after any Thing is played, you may discard a card to put it under your control.
Reverse Time
Thing
Whenever a player would draw a card, they must instead put a card from their hand on top of the draw pile. Action: Take the top card of the discard pile, if it is an Action. Thing: Take the top card of the discard pile, if it is a Thing. Any player may use these two abilities.
Swipe
Action
Put a non-token Thing from play into your hand.
Chaos Field
Thing
Whenever a card is played, it goes to the discard pile immediately with no effect. The player who played it then draws a card, and plays it immediately.
Revolver
Thing
Action: Create a Bullet token (maximum 6). Action: Destroy a Bullet token and destroy a Thing.
Drinking Bird
Thing
Play onto a Thing with an Action ability. That Action ability now happens once per turn automatically.
Out With The Old
Thing
Action: Destroy a Thing you control and draw a card.
Anything You Can Do
Action
Pick an opponent. If they played an Action card during their most recent turn, play a copy of that Action. If they played a Thing, create a copy of that Thing and put it into play.
Arms Race
Action
Reveal the top card of the draw pile; if it is a Thing, put it into play, otherwise discard it. Repeat until you have at least as many non-token Things in play as an opponent of your choice.
If You Can't Beat Them
Action
Destroy all Things you control. Create a copy of each Thing belonging to a chosen opponent, and put them into play under your control.
The Hands of Fate have doomed this man.
Thing
Destroy one of your non-token Things to play this card into any player's control. This card's controller may not win the game.
Imperial Battleship, halt the flow of time!
Action
When your turn ends, take another turn.
Atmospheric conditions in outer space often interfere with transmitting.
Thing
Flip a coin whenever any player would activate an Action ability. If tails, the ability fails.
Trumpet Herald
Thing
Whenever you play a card, destroy Trumpet Herald. Action: Draw a card.
Parallel Universe
Action
Looking at the cards in your hand and the non-token Things under your control; if there are two cards with the same name, you win the game.
Hamedo
Reaction
Play immediately in response to an Action to negate its effect; the player who played it discards a card instead.
Ten Flaming Torches
Thing
If you have three Juggle tokens, you win. If you lose control of Ten Flaming Torches, discard your hand. You may not play Actions other than the following. Action: Create a Juggle token.
Sidestep
Action
Prevent a Thing from being destroyed. You may play this card at any time, without it counting towards your Action-per-turn limit.
Zener Deck
Thing
Action: Name a vowel. Draw and reveal a card; if the first vowel in its name is the vowel you named, you may put that card into your hand. If not, discard it.
1000 Blank White Cards
Thing
Action: Create a Thing card with no card text and a name of your choice, and put it into your hand.
The Cursed Card
Thing
Do not read this card's text. If you have read this far, you are now cursed.
Muahahahahahaha.
The Flying Dutchman
Thing - Vehicle/Aquatic
You may not win. The Flying Dutchman may not be destroyed by an Action ability. Action: Destroy a Thing.
Commandeer
Action
Activate the Action ability of an opponent's Thing as if you controlled it.
The Sorcerer
Action
Shuffle the discard pile into the draw pile and draw a card.
Post Peak Oil
Thing
Whenever a Thing uses its Action ability, put a Depletion token on it. Things with Depletion tokens on them cannot use their Action abilities. When Post Peak Oil leaves play, destroy all Depletion tokens.
Ceasefire
Thing
Whenever a player plays a card or an action ability, they must discard their hand. When this happens, destroy Ceasefire.
Thing
Each player must play at least one card on each of their turns. Any player who fails to do so is eliminated.
Action
Destroy target Thing you control. Destroy target Thing an opponent controls.
3N
Generic Token Producer
Thing
Gain an Energy token at the start of each of your turns.
Thing:Gain a Money token.
Caesar's Favor
Reaction
Play immediately when any Thing is to be destroyed. Flip a coin; if heads, prevent its destruction.
Thing
Thing and Action: Create a Silent Brooding token. Thing and Action: Destroy two Silent Brooding tokens and play as many cards from your hand as you wish.
Dutch Fugue
Thing
You must destroy a non-token Thing at the beginning of your turn. If no other Things are in play, you win. If one of your Things is destroyed, destroy Dutch Fugue.
The Great Flood
Thing
If there is another thing in play, put it in the discard pile.
Hitman
Thing
Action: Destroy 200 money tokens you control to eliminate a player.
Optimus Prime, You've got Prostate Cancer.
Action
Destroy a mechanical or electrical thing at the end of its controller's next turn.
Sneak Preview
Thing
Play with the top card of the draw pile facing up.
Steady State Theory
Thing
Whenever a non-token Thing is destroyed, its controller may immediately play a Thing in its place.
Cream of the Crop
Thing
Draw four cards at the beginning of your turns, and discard three at the end.
Fault Line
Action
Choose a player. They must divide their Things into three groups. Pick one of those groups at random, and destroy all the Things in it.
Missile Commander
Thing
Action: Destroy a Thing, and skip your next turn.
Holding The Wrong End
Action
Play in response to a Thing being destroyed. That Thing is not destroyed, and its controller puts a copy of it into play under their control.
Summoner
Thing - Party Member
Action: Put a Thing into play.
Highly Concentrated Evil
Thing
If this card is destroyed, the player who destroyed it is eliminated. If you are eliminated, play this card into the control of the opponent who eliminated you.
Flat Earth Society
Thing
You may not play Actions, including on the turn that this card enters play. If an opponent plays an Action that affects you, ignore it. You may destroy this card at the end of your turn.
Ultimate Sacrifice
Action
Each player secretly chooses 'yes' or 'no', then all players reveal their choice simultaneously. If you chose 'yes' and no other player did, you win the game. Otherwise, each player who chose 'yes' discards their hand and destroys all Things they control.
Disintegrating Pistol
Thing
Action: Destroy this.
Wow. It... disintegrated.
Disintegration-Proof Vest
Thing
If you would be eliminated, this card is not destroyed. It just stays on the table where your place was.
See-Saw
Thing
Whenever you play a Thing, you may destroy another Thing you control (other than See-Saw), to destroy a third Thing.
Reintegrating Pistol
Thing
If this is in the discard pile, put it on top of the deck.
Reintegration-Proof Vest
Thing
This card may not ever leave the discard pile.
Assimilation Drive
Action
Create a new Thing card. Take one sentence from each of any number of Things in play, and add them to that Thing card's text. Put it into play under your control.
The Thing
Thing
Action: Destroy a Thing and replace it with a copy of this card.
Bodysnatcher
Thing
At the start of each of your turns, you may gain control of a Thing with a Pod token on it, until the end of that turn. Action: Put a Pod token on a Thing.
Last Meal
Thing
When this card comes into play, draw five cards. At the end of your turn, you are eliminated.
Leech
Thing
At the beginning of his turns, target opponent must draw two cards and give you one.
Action Factory
Thing
Action: Draw cards until you draw an Action. Play it and discard the rest.
Master of the House
Thing
Action: Take another player's hand and keep it until it is their turn. In the meantime, you may peruse their cards at your leisure and, if you wish, show other players their cards.
What a Dick
Action
Take another player's hand from them, put one of their cards in your own hand, then disdainfully toss the rest away from the target player. While they scrabble around on the floor for their cards, you and the other players may laugh derisively.
The Horrible Death-Ray
Action
Destroy one of another player's Things. It must be removed from the game entirely, not placed into the discard pile. Shredding or burning it is encouraged.
Thing
Play this card onto another Thing. That Thing adds "-ophile" to the end of its title's last word, and also adds the following to the end of its text: "Action: Look through the draw pile and take the first Thing with an effect of the same type as this one (draw, destroy, etc.) and put it in your hand."
Somehow, this seems wrong.
Weekend Warfare
Action
Destroy a number of Things equal to the number of the current week in the current month (i.e., if it's the first week of the month, destroy one Thing).
Searing Guitar Solo
Action
Roll two six-sided dice and draw a number of cards equal to the result. Then, roll two six-sided dice and discard a number of cards equal to the result. If you do not have enough cards in your hand for the discard, make up for the difference by destroying the appropriate number of your own Things.
Hall of Mirrors
Thing
Whenever an Action or Action ability specifically targets a single Thing, you may change it so that it targets a different Thing. If you do, destroy this card.
Every Problem Is A Nail
Thing
Whenever you play an Action card, its card text reads "Destroy a Thing." instead of its original text.
Quarter on a String
Thing
Action: Play as many Things as you want this turn.
Everybody Just Calm Down
Thing
While this card is in play all players can only play one card or use one Thing's action during their turn.
Mystery Box!
Action
Draw five cards, but do not look at them. You may draw one of these cards during anyone's turn but must play it immediately. All Actions drawn must target you, even if the card specifies to target another player.
Can't Make Change III: The Search for Spock
Action
Each player must pass an Action card in his or her hand to the player on his or her right, or reveal his or her hand to show there are no Action cards there. Then, each player that was passed an Action card, starting with you, plays that card if possible.
Gold Medal Winner
Action
Draw a card, or four cards if you control more Things than any other player.
It's not whether you win or lose, but whether you can scam the judges into giving you the gold that counts.
Balance Beam
Thing
At the end of each turn, if you played the same number of Actions and Things this turn, draw a card for each Action you played. If you played a different number of Actions and Things this turn, destroy Balance Beam.
Universal Currency
Action
All Tokens in play, regardless of their type, are now Universal Currency Tokens.
L.L. Zamenhof
Aĵo
Faro: Celtabula ludisto nur povas paroli Esperanton ĝis lia proksima turno.
General Mills
Thing
Every turn, be it the controlling player's or otherwise, create a Wheat Token. Action: Destroy five Wheat Tokens; create and immediately play a blank Thing called "Cereal."
Thing
Action:Target player skips their next turn<br\>Action:Destroy target thing<br\>Action:draw a card<br\>
That could mean anything
Puppet Master
Thing
Puppet Master's owner shares control of all animate things, and may use any action or thing abilities
Monarchy
Thing
As long as there are more than two players owner of Monarchy cannot be targeted by Destroy effects
it's good to be the king
Bullet Time
Thing
At the end of your turn, if you didn't take the previous turn, take another turn. You may not draw cards. If your hand is empty, destroy Bullet Time.
Texas Hold 'Em
Thing
As long as Texas Hold 'Em is in play, players can only have two Things in play at any time and all Things in play must be turned face-down (both rules excluding Texas Hold 'Em). Any player may use Texas Hold 'Em's action. Action: Discard all of your Things and play two more Things.
Bah Humbug
Action
Block a player from drawing cards. Bah Humbug may be played at any time.
Doggy Discipline
Action
If a player tries to play an Action, smack them with a rolled-up newspaper while shouting "No! Bad!", then discard the Action. This card can be played at any time.
Triple Triad
Thing
Thing: Gain control of target Thing whose cornervalue is numerically less than one of your Things' cornervalues. Any player may use this ability, but they may only use each of their Things once.
Thing
Nobody may play Things. Whenever any player plays an Action, give them Dollis Hill. Dollis Hill may only be destroyed by its controller or by a player in knip.
Boost
Action
Draw two cards; you may play one of them, if it is an Action.
Thing
Action:Discard a card and then draw a card.
Thing
Your maximum hand size is increased by 10.
Action
Destroy target Thing. Its controller gains a Goo token for every word in that Thing's name.
Wanton Destruction
Action
Destroy as many Things as you wish. While doing so, however, you must yell with barbaric fervor and furiously pound the table or applicable playing surface at least twice.
Wonton Destruction
Action
Scalding hot soup! Target opponent discards half his hand, rounding down.
Utopia
Thing
If any player has fewer than five cards in their hand at the end of their turn, they may draw until they have five cards.
Corner Kick
Action
All Things with no cornervalue receive a cornervalue of 1.
Daler Mehndi
Thing
While Daler Mehndi is in play, all players must speak with Indian accents. Action: Spawn one Tunak Tunak Tun Token.
Musical Chairs
Action
All players pass their Things to the player on their right and their hand to the player on their left. If there are only two players, discard this card as soon as it comes into your hand and draw another card.
Complex Plane
Thing
Things with one i token are imaginary, and Things with two i tokens are negative. Except for this card, real and imaginary Things may not interact with each other. If any player has a negative number of Things, they win. Action: Put an i token on any non-token Thing.
Mirror Maze
Thing
This card comes into play with five Mirror tokens on it. Whenever one of your non-token Things would be destroyed, roll a die; if the result is less than or equal to the number of Mirror tokens in play, destroy a Mirror token instead.
Turbo Mode
Thing
Any player who does not play both an Action and a Thing during their turn is eliminated.
Simplification
Action
Every token and every card referring to tokens is destroyed.
Action
Destroy any number of your own Things and/or Things played onto your Things.
Action
Target player reveals 2 cards at random from their hand, then discards any Actions revealed this way.
Thing
When this comes into play, gain an Energy Token. If one of your non-Token Things would be destroyed and you control an Energy Token, destroy one of your Energy Tokens instead.
I'm the Librarian and I'll Do Whatever the Hell I Want
Thing
This card's controller can look through the draw deck at any time and rearrange the cards therein as they see fit. At the beginning of their turn, the Controller may take any two cards from the deck. This card can be destroyed by a majority vote four turns after it is played.
Enough with the Crazy Titles
Action
Destroy all Things in play with two-line titles or titles longer than three words.
King in the Castle
Thing
Everything that players would normally vote on to decide has its outcome decided by the controller of this card. Every time this occurs, create a Civil Unrest Token. When you have five Civil Unrest Tokens you must destroy King in the Castle.
Autowin
Action
Pretend to win the game, but you actually don't.
I use Autowin! I win!
Compensation
Action
Every player draws a card for every non-token Thing they have less than the average number of Things in play, or discards a card for every non-token Thing more than the average.
Mr. Fusion
Thing
Thing: Destroy a non-token Thing you control and play an Action.
Milliway's
Action
Draw ten cards and skip your next turn.
Thing
If Cosmic Keystone is destroyed and there are no other Keystones in play, the game ends.
Thing
Action:Destroy one of your Things. Then reveal cards from the top of the draw pile until you reveal a Thing. Put that Thing into play and the other revealed cards on the bottom of the draw pile.
Action
Destroy all Things and end your turn.
Kindle
Thing
When Kindle comes into play put all cards with more than 4 lines of rules text under Kindle. Kindle may be considdered a copy of any one of those cards, the rest are considered out of play. <br\> Action: Switch Kindle's mimic card.
craddle to craddle
Thing
Owner never has to discard, and may use the discard pile as a draw pile.
NATO
Thing
Create a NATO token when you play this card. Give contol of the Nato token to another player. If there are more than two players, players with NATO tokens cannot destroy things of players with NATO cards. <br\>Action: destroy NATO token.
Whoa, Hey, What Are We Doin'
Action
The discard pile is now the draw pile; the draw pile is now the discard pile.
Stiffs
Thing
At any time---including in order to counter an action---players may vote to decide if a card is too silly for the game. If it is, discard that card.
The Biggest Secret
Non-Play
(As long as this card is in your hand, you've won the game. However, you may not play this card, nor may you tell anyone you've won. Keep that to yourself. If someone tries to eliminate you, the game ends. Now, shhhhh.)
Thing-Location
Whenever a player controls 10 Sycophants, they win the game
Action:Gain a Sycophant Token.
Thing
If a Thing would be destroyed, it does not leave play until the end of your turn.
If it's not your turn, it doesn't leave play until after your next turn.
Thing
Action:Destroy Brain Food and draw 3 cards.
Arms Dealer
Action
Draw and reveal cards until you have revealed two cards with 'destroy a Thing' in their text. Keep one, and give the other to an opponent. Discard all other cards revealed in this way.
Armistice Dealer
Action
Destroy all Things with the word 'destroy' in their card text. Each player reveals their hand and discards any cards with 'destroy' in their card text.
Action
All players either give you a card from their hand or a token they control.
Action
All cards that produces tokens have that ability triggered now.
Thing
if Schrödinger's cat would be destroyed flip a coin instead if heads Schrödinger's cat is not destroyed.
Show me Anger!
Action
Force a player to play an 'offensive' Action on another player.
Necrosis
Thing
Action: Place a Dead Cells Token on a player. A Dead Cells Token takes up space in the same way a card might; thus, where a player would normally have five cards, they now have four cards and a Dead Cells Token
Sorcerer's Apprentice
Action
Select an Action ability from the Things in play which you do not control. Activate that action ability twenty times (with its controller making any decisions required).
Howling Mine
Thing
Each player draws an extra card at the start of their turn.
Shadow of the Colossus
Thing
When Shadow of the Colossus comes into play, add to another player's 'living' thing "Action: Put a Scale the Colossus token into play." If ten Scale the Colossus tokens are in play, destroy Shadow of the Colossus. If the Thing that can Scale the Colossus is destroyed, give another 'living' Thing that ability. Action: Destroy a Thing that cannot Scale the Colossus.
Arthur, King of the Britons
Thing
Every instance of the number 3 is read as 5.
War of Attrition
Thing
Every player with more than one card in their hand must discard a card at the end of their turn.
SETI@Home
Thing
Action: Draw a card. If it is an Alien card, you win.
Apothecary
Thing
At the beginning of your turn, play either a Potion or Salve Token. Apothecary may use its Actions at any time.<br\>Action: Destroy a Potion; play an Action.<br\>Action: Destroy a Salve; prevent an Action
A Flurry of Dead Chickens
Action
All players get ten Dead Chicken Tokens.
Thing
Whenever you destroy a non-Token Thing, gain a Zombie Token.
Action
Return target Thing to its controller's hand. If it's a token, destroy it. Either way, draw a card
Action
Play this as if it were the top Action in the discard pile. If there are no Actions in the discard pile, or if this is the top card in the discard pile, draw three cards.
Make it Rain
Thing
The controller of this card may place as many of any kind of Token (that does not affect play) on any player at any time.
Thoughtcrime
Action (Thing)
If half (rounding up) or more of the cards in target player's hand are Actions, that player chooses either elimination or playing with their hand revealed for the rest of the game and discarding any Action that comes into their hand. If they choose the latter, they keep this card as they would an indestructible Thing.
Yes, Please
Action
Target player draws you two cards.
The Other Man's Grass
Action
Starting with you, each player gains control of a Thing of their choice (excluding Things whose ownership has already been changed by this card, this turn).
Cut and Shut
Thing
Action: Destroy a non-token Thing you control, and put two Half tokens into play. Action: Destroy two Half tokens. Draw and reveal cards until you draw a Thing card; put it into play. Discard any other cards drawn in this way.
Fortress of Solitude
Thing
Opponents may not play Actions. You may not draw cards. When your hand is empty, destroy this Thing.
Sniper Rifle
Thing
Action: Target player shows you the Things in their hand. Choose one for them to discard.
The Vast Gulph of Space
Thing
While this card is in play, no one can see any Things except for their own and this card.
Garden
Thing
Comes into play with one Seed token. At the beginning of your turn, do one of the following:
- Put a Water token on every Seed;
- put a Sunlight token on every Seed; or
- destroy every Seed token with a Water and a Sunlight token on it, draw a card for each, and flip a coin for each to put one or two more Seed tokens into play.
Strike
Thing
Remove all human Things from play; replace them if this card is destroyed.
Boomerang
Action
Look through the discard pile for an Action played by an opponent that affected you and play it, affecting them.
Temporal Bypass
Action
Play in response to an Action being played. That Action's effects do not occur until its controller's next turn.
Factory Floor
Thing
During your turn, you may destroy a token you control to play a Thing from your hand. This doesn't count towards your per-turn Thing limit.
Robot Uprising
Thing
All Things other than this one count as Robots. Each Robot has the ability "Action: Destroy a Robot."
Storm Warning
Action
Destroy a Thing. You can only play this card if you revealed it from your hand during your previous turn. (You may reveal this card from your hand at any time.)
Do Not Panic
Thing
If you play no cards on your turn, you may draw an extra card. You never have to discard or play cards against your will.
Panic Mode
Thing
And the end of every non-extra turn (not just your own), take an extra turn. Your maximum hand size is 1.
New Shoes
Action
Draw two cards.
It's Past Somebody's Bedtime
Action
The sleepyhead of your choice loses a turn.
You Scratch My Back
Action
You and target opponent may each choose one of each other's Things to gain control of.
Occam's Razor Blade
Thing
Action: Destroy the thing with the most words in its rules text.
Chuck Norris shaves with this.
See What I Did There?
Non-Play
You may only keep this card in your hand or discard it; you may not play it or show it to anyone unless forced to. The player who forced you to show them the card is eliminated as soon as they read it.
You're Not Authorized
Thing
No player can force you to show any of your cards.
Pyramid Scheme
Thing
If you control exactly 15, 21, 28, 36, 45, 55, 66 or 78 Brick tokens, you win the game. Action: Put one Brick token into play for every living Thing you control.
Mail Order Catalogue
Action
An opponent of your choice draws a card and reads the title. You may either: take the card into your hand; or force them to discard it and repeat the process. When the tenth card has been drawn in this way, you must take it into your hand.
Thing
Bloody torso counts as a zombie token
Thing
Action: Destroy Target living or undead thing
Thing
Everytime you gain money tokens you may draw a card.
Groundhog Day
Thing
At the end of each player's turn, any cards they played that turn (except for this one) are returned to their hand.
Mint
Thing
Action: Gain ten money tokens.
Backpack
Thing
Your hand size limit is increased by two.
Token Pistol
Thing
Action: Destroy a token you control to return an opponent's Thing to their hand.
Time is Money
Thing
Action: Destroy five Money tokens you control to take another turn after this one. Action: Put five Money tokens into play under your control, and skip your next turn.
Market Forces
Thing
When this comes into play, give each player five Money tokens. Each player must destroy a Money token they control, before playing an Action or Thing, otherwise that Action or Thing cannot be played. Action: Gain two Money tokens. Each opponent gains one Money token.
Red Tape
Thing
No player may play an Action without first playing a Thing.
Thing
Action: Return any Thing you control to your hand.
Thing Parade
Thing
Action: Draw cards until you draw an Action. Discard it and keep the Things.
Boarding Action
Action
Give an opponent any number of things you control. Destroy that many things that they already controlled.
The Random Number Generator Is Broken.
Thing
All chance events (coins, dice...) are whatever the last one was.
Error 404
Action
Play right after a player searches the deck for a card. Remove that card from the game. They may search for a different card.
Battle Royale
Action
Every player sets aside their hand, then draws cards until they have five Actions and discards the rest. Starting with you, every player plays one card at a time. When anyone runs out of cards, every player discards their hand and picks up their original hand, and the game resumes.
Homing Missile
Thing
Name a Thing when this card comes into play. At the end of its controller's next turn, destroy that Thing and this card.
I'd Like One Of Each, Please
Action
Shuffle your hand into the draw pile and put the top five cards from the discard pile (besides this one) into your hand.
Hit Points
Thing
When this comes into play, each player creates ten Hit Point tokens and puts them into play. If a player ever has no Hit Point tokens in play, they lose the game.
Wait! That's a Mimic!
Action
Play in response to a Thing being played; destroy that Thing, and its controller discards a card at random.
A Hand of Things
Thing
If a player has more than five Things in play at the end of their turn, they must destroy Things they control until they have only five.
Thing
In order to play attach to a living thing already in play if either card is destroyed both are. Counts as a zombie token.
Thing
Whenever a living thing is destroyed create a zombie token on this card
Action
Destroy all living things and replace them with zombie tokens under original owner's control.
Action
Look at target player's hand and the top 2 cards of the draw pile.
Action
Look at the top 5 cards of the draw pile. Put one of them in your hand and replace the rest in any order.
Action
Reveal an Action from your hand. Play this as if it were the revealed Action.
Trojan Horse
Thing
Instead of playing a Thing, you may put a card from your hand face-down under Trojan Horse. If Trojan Horse leaves play, send all cards under it to the discard pile. Action: Put all cards under Trojan Horse into play.
Ping
Thing
Action: An opponent of your choice must show you a card from their hand.
Fizzing Dynamite
Thing
This card comes into play with five Fuse tokens on it. At the start of your turn, remove a Fuse token from this card. When you remove the last token, destroy all Things you control. Action: Give this card (and all of its tokens) to an opponent of your choice.
Darkness
Thing
All Things in play except Darkness are turned face down. On each players turn they may turn one of their Things face up and use the rules on the card. At the end of their turn if a player didn't use an Action or Thing ability on a card turn it face down. Thing: Turn a card face up Action: Turn a card face down.
Thing
There must be at least 1 undead in play to play this card.<br\>As long as Zombie haven is in play none of your zombie tokens may be destroyed by other players.
Thing
As long as in play none of your living things may me destroyed by undead sources.<br\>Action: Destroy a zombie token.
Modesty Forbids
Thing
No card can force you to reveal the contents of your hand.
Shrink Ray
Thing
When Shrink Ray is destroyed, it emits a blinding flash of re-non-tokenizing energy, and any token that was originally a non-token Thing reverts to its original status. Action: Target Thing becomes a token, retaining its title and all other text.
Bwahahahahaaa!
Thing
Draw a card at the beginning of every fourth turn you take.
Dead Man's party
Action
Remove all living things from play until your next turn
Huge Cyst
Thing
Attach to a living thing. Target cannot play action abilities.
Nuclear bomb
Action
If there are no things in play you win the game else remove all cards in play all players draw or discard to 5 cards.
Action
Destroy all Things that used an Action ability since the end of your last turn.
Action
Take control of target Thing. Its former controller gains 3 Money tokens.
Action
Take a card at random from target opponent's hand and put it in your own hand.
Red Tape
Thing
If a player would win or be eliminated from the game, that win or elimination does not take effect until Red Tape leaves play.
The Green Door
Thing
When this comes into play, secretly choose a letter from "ETAOIN SHRDLU". If an opponent plays a card without that letter in its title, it has no effect and is returned to their hand.
Yellow Brick Road
Thing
You may skip your turn to put a Brick token into play. If you control ten Brick tokens, you win the game.
Thing
Place any number of your things onto Portable Hole, pass Portable Hole to another player who then destroys Portable Hole and gains control of passed things.
Thing
Attach to living thing.<br\>Whenever you would use the action ability of the attached card flip a coin if tails the action does nothing.
blank white card
Thing
<br\>
There's nothing there.
Monty Hall
Action
Draw and reveal three cards, then turn them face down. Have an opponent pick one of them, leaving it face down. Look at the two other cards and turn one face-up; the opponent then chooses one of the three cards to keep. You get to keep the other two.
Action
Move a card from the discard pile to your hand.
Action
Destroy target Thing. Put it on the bottom of the draw pile rather than the discard pile.
Action
Draw a card and end your turn.
Thing
Owner cannot Play actions or Action abilities. Thing: Place a living thing you control on Committee and give Committee and all things attached to another player.
Thing
Thing: Destroy any number of your non living things, create a money token for each destroyed Thing.<br\>Action: Destroy a money token create a copy of a non living thing in play.
Action
Destroy a random living thing you control, Destroy a living thing controled by every other player.
Alone in the Dark
Thing
At the start of each player's turn, that player chooses a Thing they control. Until the start of their next turn, other Things they control (including any that come into play during that turn) are removed from play.
Thing Person
When "Angry Dan" comes into play all opponets dicard thier hands
There are three Dans at my work guess which one am I
Thing Person
Discard a card to play. <br\>Action: Target discards a card at random.
There are three Dans at my work guess which one am I
Thing
Discard your hand to play. At the end of your turn discard all cards, at the begining of your turn draw 3 cards.
There are three Dans at my work guess which one am I
Fries With That
Thing
Whenever a non-token Thing comes into play, its controller may also put a Fries token into play.
The Rich List
Thing
Play only if there are fewer than ten tokens in play. If a player has more than fifty tokens, they win.
Overclocking
Action
Activate the Action ability of a Thing you control, six times. Then destroy that Thing.
Thing
When you play this, gain 5 Snow Tokens. If there are no Snow Tokens in play, destroy Snowed In.
If a player would draw a card, they destroy a Snow Token instead if possible.
Thing
Whenever a player draws a card, they must destroy one of their Things if possible.
Thing
Whenever a player draws a card, they must give their opponent control of one of their Things if possible.
Query
Action
Look at target opponent's hand.
Quaff
Action
Destroy one of your non-living non-token Things and draw three cards.
Quinquiplicate
Action
Multiply every number on all Things in play by five.
Dark Secret
Thing
If this card is ever revealed from or discarded from your hand, you lose the game. While this card is in play, you cannot win the game.
Housefly
Thing
Whenever Housefly would be destroyed, roll a 20-sided die; if it comes up 19 or less, Housefly is not destroyed in this case. If Housefly is destroyed, whoever destroyed it wins the game.
Silencer Shot
Action
Pick a card from those in play and place it in the discard pile. This does not count as "destroying" it.
Action
Destroy Target living thing
Thing
May be played on another player <br\>Action: Destroy random living thing.
Thing
May be played on another player <br\>Action: put living thing under this card
Thing
Identify an opponent when this card comes into play. Action: Give one of your Things to the chosen opponent and take one of their Things.
Veil of Secrecy
Thing
When this card is destroyed, turn any face-down cards under it face-up and put them under your control. Thing: Discard one card to play a Thing face-down under Veil of Secrecy. Action: Destroy Veil of Secrecy.
Boss Battle
Thing
Players with KO tokens may not take turns. Action: Give target opponent a KO token. This ability may not be used in the turn you play this card. Action: Eliminate an opponent with a KO token.
Ice Age
Thing
When this comes into play, put an Ice token on every other non-token Thing in play. Things with Ice tokens on them are considered to have blank card text. Action: Destroy an Ice token. Any player may use this ability.
Amnesia Ray
Action
Every player discards their hand.
Determinism
Thing
Whenever a player wishes to play a card, they must reveal their hand and call 'Action' or 'Thing'. A chosen opponent must pick a card of that type from the player's hand; that card is then played.
Action
Play in response to an Action to change its targets to the player who played it or their things. If played normally, target opponent discards a card at random.
Action
Each of your opponents may play an Action. Then, you draw 3 cards and play up to 3 Things and 3 Actions.
6Q
"Say hello to my little friend"
Action
Play a Thing with an Action ability, activate its Action ability twice and draw a card.
Eric Watson, Thousand-Armed Man
Thing-Person
There is no limit as to how many cards may be attached to this card. No cards, rules, or tokens can change this.Action: Attach a card in play to Eric Watson
Not your ordinary Eric Watson.
Card by Corrigan added by gill_smoke
Omnipotus the Omnipotent
Thing-Supernatural Being
Omnipotus the Omnipotent may destroy any card in play. The amount of cards destroyed per turn by Omnipotus the Omnipotent is unlimited. No card can destroy Omnipotus the Omnipotent or remove this card's abilities for any reason.
B-but he doesn't have an Action to do that.
Card by Corrigan added by gill_smoke
Chairman Mao
Thing-Person-Leader
All money tokens in play immediately go to this card. You make take control of one mechanical thing. If you have a machine controlled in this way, this card gains Action: Destroy 2 Things.
Card by Corrigan added by gill_smoke
Robosaurus Rex
Thing-Reptile-Cyborg
This card may not be destroyed by any living things. If you play any actions that involve numbers,you can roll a die and multiply each number on the card by the number on the die. Action: Destroy living thing.
That meteorite is so gonna pay.
Card by Corrigan added by gill_smoke
Irresistable Force
Action
Irresistable Force can destroy any Thing, even if that Thing says no card can destroy it.
Immovable Object
Thing
No card can destroy Immovable Object, even if that card says it can destroy any Thing.
Infinite Undo
Reaction
Negate the effects of the most recently played card and return it to its controller's hand. You may play this card at any time.
Card by kr
The Price of Progress
Thing
When this comes into play, give every player five Money tokens. Whenever a card is played, anyone may destroy a Money token they control to negate that card's effects, unless the person playing the card destroys a Money token they control in response.
Thing
Attach to a thing already in play, if attached thing would be destroyed, destroy Armour Plating instead.
Thing
Action: Give control of a random thing under your control to another player, they give you control of a random thing they control.
E2000
Disgruntled Employee
Action Response
Play in response to an Action ability from a living thing. Action does nothing. <br\>
Whatever
Enough
Action
If there are more than 100 cards in the discard pile, you win the game.
Thing
Action: target thing cannot use action abilities untill your next turn.
Action
Living things cannot use action abilities untill your next turn
Thing
<br\>
Oh, that's just lovley.
Guilty Conscience
Thing
This card is played into another player's things. The person who plays this card picks a direction, left or right. If the player on that side of this card's controller is the target of someone else's action, duplicate the action on this card's controller.
Like Stepping Into a Wind of Mint
Action
Make a copy of one of your things.
Ahtouchb'hag
Action
This card may only be played in conjunction with another Action (i.e., in this situation, you may play two Action cards). The Action that Ahtouchb'hag is played with can neither be blocked nor immediately countered by another action.
A Little Less Conversation
Thing
If a player speaks, they must discard a card. Each player may play one extra Action each turn.
Token Avalanche
Action
For each token in play, in turn, choose a randomly-selected non-token Thing and destroy it.
Lightning Storm
Thing
Whenever a card is played, roll a six-sided die. On a six, the player who played it must discard their hand.
Thing
Action:Gain an Energy token
Action:Spend 2 Energy tokens to make target player discard a card
Action:Spend 3 Energy tokens to draw a card
Action:Spend 4 Energy tokens to destroy target Thing.
Thing
Comes into play with 5 Energy Tokens on it.
Thing
When this comes into play, chose a Thing. If it's a Token, gain control of it and put it on Token Bandits. Otherwise, move all Tokens that are on the chosen thing onto Token Bandit.
Flashbulb
Action
Choose a Thing - its card text is blank for the remainder of the turn. You may play another Action this turn.
Token Convertor
Thing
Action: Destroy a token and replace it with a token of any type. Action: Put a Blank token into play.
Thing
Comes into play with 3 delay tokens. Attach to a living thing whenever that thing would be destroyed, destroy a delay token instead. Thing and Action: Destroy 3 money tokens create a delay token. Thing and Action: Destroy a card you control create a delay token. Thing and Action: Discard a card create a delay token.
"It's costly to keep spies, especially ones that are known" -Number One
Action
Destroy all embassy tokens and Things that delay destruction. If not in play, make a copy of a Thing named "Diplomat" from the Infinite Dvorak Deck archive and put it on the bottom of the draw pile, then shuffle it.
Thing Person
Thing: Make a copy of a Action named "Diplomatic Incident" from the Infinite Dvorak Deck archive and put it on the bottom of the draw pile, then shuffle it. Action: Make an embassy token and give it to another player. Owners embassy tokens cannot use destroy effects against owner of Diplomat.
Stop Dithering
Action
Look at an opponent's hand, and choose any number of cards from it. They must play them immediately, in an order of your choosing.
Brawl
Thing
Each player may play any number of cards during their turn (but only one Action ability).
Like This?
Action
This Action card has the effect of an Action ability of your choice, from those on the Things in play.
Thing-Node
At the start of each of your turns, you gain an Energy token for every Node in play.
Thing-Node
Action:Destroy a Token for every Node you control.
Thing-Node
Action:Gain a Money for every Node you control.
The Thing Cycle
Action
Shuffle the most recently discarded Thing into the draw pile, destroy a Thing you control, and play a Thing into your control; then draw cards until you draw a Thing and keep it, discarding the rest.
The Reverse Thing Cycle
Action
Shuffle a Thing from your hand into the draw pile, put a Thing you control into your hand, and put the most recently destroyed Thing into play under your control; then draw cards until you draw a Thing and discard it along with the rest.
Soldier's Poem
Thing
Play on a living Thing you control. If that Thing is destroyed, take an extra turn at the end of your turn.
Vengler
Thing Person
Action: pick an opponent's thing it cannot use it's action abilities until the begining of you next turn.
"You know fighting with you is just exhausting."-Vengler
Thing Person
Thing: return a thing to it's controlers hand
Cricket
Thing Sport
Living things cannot use action abilities while Cricket is in play.<br\>Action;destroy Cricket
Thing-Node
When Trap Node leaves play, each Opponent discards a card for every Node you control (including the one that left play).
Thing-Node
When Storage Node comes into play, draw a card for each Node you control (including Storage Node).
Thing-Node
Before each of your turns, look at the a number of cards from the top of the deck equal to the number of Nodes you control. Put up to one of them back on top of the draw pile and the rest on the bottom of the draw pile.
Thing
Action: Choose any token in play and create one more token of the same type under the same player's control. Roll a die: if you roll a 1, the copy machine has broken down and you must destroy this card.
Buoyancy Test
Thing
When this card comes into play, destroy every Thing with more words in its title than lines of ruletext; no such card may be played.
Phantom Assassin
Thing
Action: Destroy a Thing and return Phantom Assassin to your hand. You may not use this ability on the same turn in which you play this card.
Old Codger
Thing
Old codger may count as a zombie token if owner decides.
"What, What did you say"
mentalist
Thing
Thing: trigger another living thing's action ability under your control.<br\>
"You are under my control"
Svengali
Thing
Attach to another living thing. If Svengali would leave play the other card is destroyed.
Relegation
Action
Return target Thing to its owner's hand.
Hunger Strike
Thing
You may not draw cards. If you have no cards in your hand at the beginning of your turn, you win. Thing and Action: Discard a card.
Pringles Cantenna
Thing
Name an opponent when this card enters play. Their Things also apply to you as if you controlled them, but you may not use those Things' Action abilities.
Miss Me?
Action
Move one card from the discard pile into your hand.
Library Card
Thing
Action: Put one Thing from the draw pile into play under your control. After having it in play for 3 of your turns, you may return it to the draw pile and then shuffle it, or discard one card at the beginning of each of your turns as long as you have it. If the Thing is destroyed, discard your hand. If an opponent takes control of it, they must discard a card each of their turns.
I Hate You All!
Thing
Action: Create a Spite token and give it to another player. If a player has 3 or more Spite tokens, their maximum hand size is 3.
Thing-Node
Thing:Gain a copy of target Node.
Thing-Node
Action:Draw a card for each Node you control, then destroy one of your Nodes.
Thing-Node
Action:Gain one copy of target Token for each Node in play.
Forgot About Corr
Action
If there are no Things by Corrigan in play, any opponent who cannot produce a card by Corrigan from their hand must discard their hand in shame.
Formulaic Insult Contest
Action
Choose a noun, verb, adjective or adverb. Each player reveals all the cards in his/her hand with that word in their titles. The player who reveals the most cards gets to take control of up to 3 Things.
"Yo mamma's so fat she got diabetes!"
Giant Happy Spider Friend
Thing
Your hand size is eight.
Action: Remove target living Thing's Action ability. After five turns, it is destroyed.
Where is the Internet?
Thing
No players may draw cards.
"Where is that thing? I've heard that it's in my computer, but it's so small.
Ten Million Years Later
Action
Destroy all Things and replace each of them with a Dust token.
Freedom of Information Act request
Action - Reaction
Play as an opponets card would go to the discard pile, place in your hand instead.
Action
Change the Title of any card in play.<br\>
PWNd
New world order
Action
Return all living things to thier owner's hands
ALL YOUR BASE
Action
Take the three top cards from the discard pile.
Thing-Node
Action:Put a node from play into your hand.
Horror of the Infinite
Thing
Cards that refer to specific types of Thing cannot be played. If any Things (except this one) refer to specific types of Thing, destroy them.
Modest Abundance
Thing
Whenever a player would draw a card, they instead draw cards until they have three in their hand. (If they already have three or more cards in their hand, they skip that draw.)
Mixed Bag
Action
Put ten tokens into play under your control, each of a different type.
Clean Slate
Action
All players discard their hand. Shuffle discard pile into draw pile. Then all players redraw hand.
Deadly Switch
Action
Switch discard pile with deck.
Big Red Button
Action
Every player chooses a number from 1 to 6. Roll a six sided die. If anyone chose the number rolled, make them discard their hand. Numbers can be shared by multiple people.
Just Visiting
Reaction
Play immediately when one of your Things is to be destroyed. Put it back under your control at the beginning of your next turn.
Afterburners
Thing
You may play two Actions per turn.
Deep Thought
Thing
When you draw this card, you must play it immediately. At the end of your turn, put this card on the bottom of the draw pile. The second time this card is played, you and the player who played it first both win.
Soul
Thing Soul
The soul of a homicidal maniac.
Card by Depressi added by gill_smoke
Soul
Thing Soul
The soul of an innocent child.
Card by Depressi added by gill_smoke
New Strategy
Action
Discard your hand, and draw three new cards.
Card by Depressi added by gill_smoke
No Corner For YOU!
Thing
This thing cannot be destroyed. All cards with corner values must be discarded immediately unless expressly stated against by the card.
Action Lock
Thing
If you draw this card, you must play it at the next available chance. You are not be able to play actions if there is someway not to play actions while this card lives. If you have a full hand of actions, you must either skip your turn or discard.
Thing Lock
Thing
If you draw this card, you must play it at the next available chance. You are not be able to play things if there is someway not to play things while this card lives. If you have a full hand of things, you must either skip your turn or discard.
Thing
Whenever a Thing uses an Action ability, the player who controls it must destroy a Thing (including tokens) they control.
Mongol Go-Go!
Action
Each player destroys 3 Things and gives control of 1 Thing they control to a different player.
The Best Breakfast Ever
Action
Discard 2 cards, then draw 5 cards and discard 1 card.
"I had to discard a card for it, so it must be really really great, right?"
Destiny
Action
Both you and a target player must write down a number between one and ten. You both show your numbers at once. If your number is higher, that player is eliminated. If their number is higher, you are eliminated. If the numbers are the same, shuffle Destiny back into the draw deck.
All In
Action
Whoever has the most hard cash on them wins the game.
Magistrate of Prepostery
Thing
Action: Everyone secretly picks a number from one to ten. The highest number draws a card; the lowest number discards a card. If two players match numbers, they exchange that many cards, either in play or in their hand. Everyone gets as many Confetti Tokens as the number they chose.
Action
All players vote "Yes" or "No" (or abstain) on the proposition: "All players without a card stating a winning or losing condition in their hand or under their control now win the game". If "Yes" wins, the proposition decides the game. If "No" wins, all players who voted "No" must discard a card. Tie: nothing happens.
Thing
Good thing we're not playing Hearts.
Headhunter
Thing - Party Member
Whenever you destroy a Thing, create a Head token. If you control ten Head tokens, this card gains the text "Action - Head Cane: Eliminate an opponent."
Brick
Thing
Play into target opponent's control. Your hand size is decreased by one.
Custer's Last Stand
Reaction
Play immediately in response to one of your Things being destroyed by an opponent. Destroy one more, along with two of that opponent's.
Rain Dance
Action
Before revealing this card say: "Hallawullawalla!", dance around the table and show your tongue to all other players. If somebody asks you, if you are crazy, they are eliminated.
The Necronomicon
Thing
Play this face down into target player's control and tell the player: "This is so scary, I cannot even show you." If this card is looked at or destroyed by his owner, the owner is eliminated.
You may spice up your every day conversation using fancy words like: "eldritch", "hideous" and "blasphemous".
Nepth Charge
Thing
Action: Take control of another player's Thing, placing a Brain Rot token on it as t comes into your possession. Every subequent turn, place another Brain Rot token on that controlled card. When a controlled Thing has five Brain Rot tokens on it, discard that Thing.
Clairvoyance
Action
Look at the top four cards of the draw pile and rearrange them as you see fit.
Crotchety Old Geezer
Thing
Action: Return a Thing that an opponent played during their last turn to their hand, and return Crochety Old Geezer to your hand. You may not use this ability on the same turn in which you play this card.
Action
Identify two of target opponent's Things. They must either allow you to choose one and take control of it, or destroy them both.
Thing Brick
Discard your hand when you play this card. At the start of each of your turns, destroy the Opponent-controlled Thing that's comes first alphabetically.
Card by Depressi added by gill_smoke
Thing Brick
Action: Draw until you have a full hand.
Card by Depressi added by gill_smoke
Thing Brick
At the end of their turn, every Opponent must give you a card from their hand.
Card by Depressi added by gill_smoke
Thing
You may play this under an opponent's control.
During your turn you have to slap yourself in the face once. If you forget it, you are eliminated.
Action: Look at the top two cards of the draw pile and rearrange their order, if you wish so.
Stephen King stole my ideas!
Action
Play this in response to an action. The action is considered to be played by you now, with you making any decisions for it.
Action
Discard n cards. Then choose an Action or Thing ability and use it 2ⁿ times, with you making any decisions for it.
Thing Brick
Draw an extra card each turn.
Card by Depressi added by gill_smoke
Thing Brick
Action: Destroy any of your active Things, and draw three cards.
Card by Depressi added by gill_smoke
Thing Brick
Your maximum hand size is now seven.
Card by Depressi added by gill_smoke
OBE
Out of Body Experience
Action
All opponents reveal their hands. Then choose a card from a target opponent and take it.
That's not an OBE, that's just robbery!
I'm on the Astral Plane Now and All You Suckers Down There Can Bite Me
Thing
Human things cannot target you or the things you control.
He's truly reached enlightenment.
Action
Choose one:
+ Gain a token of any type and name.
OR
+ Use any Action ability two times with you making any decisions for it.
OR
+ Change all instances of 2 to 4 on target card.