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
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.
Thing - Pirate
Whenever another player controls more Money tokens than you, that player immediately gains control of this card.
Action: Destroy 2 Money tokens you control, destroy a Thing, and create a Money token.
No prey, no pay.
Thing
When an opponent's Action targets one of your Things, you may yell "Port!" to divert the effect to the Thing left of the intended target or "Starboard!" to divert the effect to the Thing right of the intended target. If you do either, you may not play an Action next turn.
Greater Cryomancy
Action
Put an Ice Token on target Thing and return this card to your hand. Instead of playing a Thing this turn, you may place an Ice Token on another Target Thing.
OR
Blank the rulestexts of any number of Things with Ice Tokens on them.
Annex
Action
Take control of target place.
Labor Camp
Thing
Put all Living Things you control under this card. They are not considered in play.
Action: Draw a card if there are at least two things under Labor Camp.
Action
Make a copy of the first card "Red Herring" in the Infinite Dvorak Deck archive and put it in target player's hand OR an opponent reveals their hand and is eliminated if it contains a non-Action, non-Thing card.
Action
Draw a card and immediately play it if possible. If it was an Action, return this card to your hand.
Thing
Every player destroys a Thing he controls (other than this one) or discards a Thing from his hand at the end of his turn. If a player cannot, he is eliminated and Ghost Pirate is destroyed. Ghost Pirate cannot be destroyed in any other way.
Thing
This card may not be removed from the discard pile.
Action: Roll a 6-sided die and destroy a Thing on a roll of 4 or lower. The defensive effects of living Things are ignored.
Thing
When this card comes into play, choose one player. That player must play with his hand revealed to all other players.
Void Shields
Thing
If your hand is empty, Things you control cannot be destroyed.
Card by Kevan (adapted from Star Quest deck)
Reflection Grid
Thing
If a Thing you control would be the target of an Action, you may discard 3 cards to choose a new target for that Action.
Card by Kevan (adapted from Star Quest deck)
Wide-Beam Laser
Thing
Action: Discard 2 cards to destroy 2 Things.
Card by Kevan (adapted from Star Quest deck)
Thing
You may not use any actions while this card is in play. Action: Send this card to the discard pile.
*yawn*
Production Flurry
Action
This turn, you may play 5 Things.
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Reflect Absorb Counter Drive
Thing
When this card comes into play, place 10 Energy tokens on it. Reaction: When someone destroys one of your cards, you may pay 2 Energy tokens to stop them, plus another 2 if you choose to destroy one of their cards or take the first card from the discard pile.
Complex. But it works.
Sudden Massive Catastrophe
Action
Put the top 50 cards of the draw pile into the discard pile.
Action
Destroy all Things under your control. Discard your hand. If you wish, eliminate yourself.
Thing - Philosophical concept
Whenever a Thing is destroyed, its owner draws a card.
Life always starts again.
Action
Choose two Things belonging to the same opponent. That opponent destroys one of them (their choice).
Thing
Thing:Gain a Muscle token.
Action:Return target non-Token Thing to its controller's hand if the number of letters in its name is less than the number of Muscle tokens you control.
Three-Pronged Attack
Action
Choose three Things belonging to the same opponent. That opponent chooses one of them to be destroyed, then flips a coin and chooses a another one to be destroyed if the coin flip is heads.
Logical Deduction
Thing
Action: If you have 5 or more cards in your hand, draw a card.
Y0
Another Inappropriate Anecdote
Action
Each opponent discards a card. Draw a card for each Thing discarded, then you may play a card for each Action discarded.
"Remember that time I invented Strip Beer Bowling?"
Thing
When this thing comes into play, place 3 Eye tokens on this card. Each time it would be destroyed and has Eye tokens remaining, instead discard one of the tokens and (if it was done by a Thing) destroy the thing that did it.
Floating eyes, not surprisingly, are large, floating eyeballs
which drift about the dungeon.
Action
You may play this whenever a new card is introduced to the game. Instead of going to it's creator's hand, it goes to yours.
Thing - Node
Thing:Gain a Muscle token.
Action:Return target non-Token Thing to its controller's hand if the number of letters in its name is less than the number of Muscle tokens you control times the number of Nodes you control.
Thing
Your maximum hand size is increased by the number of Muscle tokens you control.
If you have four or more cards in your hand at the start of your turn, gain a Muscle token.
Thing
Action:Gain a Muscle token.
If you control more Muscle tokens than the number of non-Muscle-Token Things in play, you win the game.
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Corner Regulation Drone
Thing
As long as this card is in play, all playing (or using the action abilities )of cards with cornervalues must be preceeded by a coin flip. If it comes up heads, the card is destroyed. If tails, this card is destroyed instead.
A vile machine built by a long dead mage.
Thing
As long as this card is in play, all cards with congnitive thought in play or within the players hands must be treated as blank cards. If this card is destroyed, all the cards return to their positions before the play of this card.
*dances*
Thing
All effects that would "destroy" this card instead deduct one from its corner value. If it reaches 0, all things in play are destroyed(even if the card expressly states it may not be, even if it states by any means), including this card.
Action
Gain two Muscle Tokens, then destroy target Thing that has fewer words in its name than the number of Muscle Tokens you control.
Action
Gain a Muscle Token. Then, if an opponent of your choice controls fewer Muscle Tokens than you do, that opponent discards a random card.
Nervous System
Thing
As long as this card is in play, any card with the term "Muscle" present in its title or text is controlled by the owner of this card. If such a card is an action, then its effect acts as though the user was the controller of this card.
MIND OVER MATTER!
Chokepoint
Thing
After 5 turns in play, this card is destroyed. This card cannot be destroyed by other cards. As long as this thing remains in play, any effects which will destroy multiple cards may only destroy one.
"They've set up a chokepoint... Crap."
Action
If a player can prove they are a Moderator or Administrator(or similar rank) at any website with a userbase of at least 50, they can multiply their hand size by 1.5.
You dare bring down the wrath of the Mods themselves?
Steroids
Action
Gain 5 Muscle Tokens.
Metabolize
Action
Destroy target Organic Thing and gain a Muscle Token.
Flex
Action
Gain a Muscle Token, then draw a card for each Muscle Token you control.
Mind
Thing
This card creates 2 Psion Tokens per turn. Action: Change up to ten Muscle Tokens into Psion Tokens Action:By using 30 Psionic tokens, you may create a copy of this card.
Brain Shock
Action
If you have at least one Psion Token, then this card forces a player of your choice to discard a number of cards equal to the amount of Psion Tokens you have. If you have no Psion Tokens, this card creates one Psion Token and does not use your Action turn.
Nerve Gasser
Action
For every Muscle token your opponent owns, destroy one of their cards of your choice.
Your Opinion
Thing
At the start of your turn, you may create a copy of this card under your control, then give control of this card to target opponent.
Spy Network
Thing
Whenever an opponent plays an Action card, they must show you a random card from their hand.
Double Slice
Action
Destroy a Thing twice.
Remeber the 80's
Thing
When this comes into play, each player gains a Long Hair Token.
If a player does not control any Long Hair Tokens, that player's maximum hand size is reduced by 3.
Thing
Action: Choose an option for which you have at least the given number of Muscle tokens:
0: Gain a Muscle token
2: Destroy a non-Muscle Token
5: Destroy a non-Token Thing
10:Eliminate an opponent who controls less than two Things.
Living Thing
The owner of this card may not play action cards. Whenever Feebs would be destroyed the owner may discard their hand and draw 7 cards instead.
Action
Blank the rules text of a living thing in play.
Thing
At beginning of your turn you may discard a card to remove a card from play.
Thing
Play onto another Thing. When a player plays a Thing, you may immediately play Net Trap on it.
The text of each Thing attached to Net Trap is replaced with " Action+Thing: Flip a coin; if heads, unattach this from Net Trap."
Action
Target opponent discards a random card. If that card was an Action, draw a card.
Plague of Locusts
Thing
Play into any player's control.
Your maximum hand size is decreased by two. At the beginning of your turn, destroy all plants under your control.
Edit Shield
Thing
If a thing you control would have its text edited, destroy Edit Shield instead.
Vulture's Wings
Action
Until the beginning of your next turn, whenever an opponent discards a card, put it in your hand.
Inequivalent Exchange
Thing
Thing: Opponents may not play Actions until your next turn.
Action: Opponents may not play Things until your next turn.
Card by curtmack
Critical Mass
Thing
Critical Mass is owned by all players.
At the beginning of every turn, put an overload token into play.
Action: Remove all overload tokens from play and destroy that many Things. Then, destroy Critical Mass.
Card by curtmack
Thing
All Things with cornervalues in number-letter format are alive.
Action: Destroy a living Thing
As the old biosphere succumbed, a new ones fought to take its place.
Action
Gain control of a living Thing.
A few words, well chosen, and it will follow you to the death.
Action
Destroy all living Things. Replace them with Slime tokens.
Access
Action/Thing
As an Action: Look at a player's hand and take a card from it.
As a Thing: At the beginning of your turn, look at a player's hand.
CLICK TO WIN A FREE* LAPTOP
Action
Look at the top card of the deck. If it is not a laptop, discard it. If it is a laptop, you win the game if at the end of your turn you destroy 20 money tokens you control.
Put a copy of this card in each opponent's hand.
Card by SpammyLOL
Laaagggg
Thing
If a player controls more than three Things, that player may play only one card or one Action Ability per turn.
Action
If you have a Living Thing in play you may replace it with one from your hand otherwise replace one of your things with one from the discard pile.
X4
Necromantic Transmutation
Action
Remove a thing from play and give the previous owner a Zombie token
Action
Put a copy of Insanity rule (card 4661) into play if not already. Each player recieves N - X insanity tokens, where N is the number of living thing that player controls and X is the number of players. If X is larger the negitive tokens become sanity tokens.
Inequivalent Exchange 2: Blasphemy for Beginners
Thing
Thing: Play an Action card from your hand and gain an Energy token and a Blasphemy token.
Action: Play a Thing card from your hand and gain an Energy token and a Blasphemy token.
Thing
Play onto a nonliving Thing.
That Thing is alive.
All instances of "Action:" on that Thing are replaced by "At the start of your turn ".
Action
Gain a Person token, then draw a card for each living Thing you control.
Booming economy and booming birthrates
Backin' Up
Reaction
Play in response to a card played by an opponent. Return a non-token Thing you control to your hand. You may discard X cards to return X other non-token Things you control to your hand.
My daddy taught me good.
And Now for Something Completely Different
Action
Each player discards their hand and draws the number of cards they discarded. Then discard all Things in play (including tokens) and replace them with random Things from the deck. Shuffle the deck.
Card by Salamander
Grass Oath
Action
Play up to 2 extra Things this turn.
If Water Oath is in the discard pile, opponents may not draw cards or play Things until your next turn.
Fire Oath
Action
Destroy a Thing.
If Grass Oath is in the discard pile, destroy a Thing belonging to each opponent.
Water Oath
Action
Each opponent discards a card.
If Fire Oath is in the discard pile, draw 4 cards and do not discard down to maximum hand size this turn.