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.
Fresh Perspective
Action
Set your hand aside and draw the same number of cards, then either discard them or discard your original hand. You may play another Action this turn.
#10601
What If We Try This?
Action
Give each opponent a card from your hand. They must play it during their next turn if possible. Draw a card for each who does.
#10602
Thing
Whenever you play your second card in a turn, you may gain an Energy token, then look at the top X cards of the deck, where X is the number of Energy tokens you control. You may spend half your Energy tokens rounded up to rearrange those cards.
Through you, thriving brings awareness.
#10603
Thing
Whenever you play a terrain, location, or building, you may destroy target terrain, location or building.
Action: Destroy target Thing that entered play under your control this turn. If you do, destroy any other target Thing.
You turn creation into destruction.
#10604
Breath/Blood: Flow of Reality
Action - Fraymotif
Each player discards all but one card from their hand. Flip a coin. On heads, each player draws cards equal to the greatest number of cards discarded this way. On tails, each player draws cards equal to the least number of cards discarded this way.
Flight and fall.
#10605
Trophy of Dubious Glory
Thing
JakeTheWolfie wins the game.
#10606
Rebirthing Lattice
Thing - Lattice
Action, Destroy Rebirthing Lattice: Gain control of target Lattice in the discard pile.
#10607
Memories Unlived
Action
Put the top half of the deck, rounded up, into the discard pile.
To some, a sense of dread and agony. Others, opportunity.
#10608
Too Big to Fail
Thing
If one player controls more non-token Things than all others combined, then when any of their non-token Things would be destroyed, they may discard any number of cards to prevent the destruction of as many Things, and for each of their non-token Things that is destroyed, they may draw a card and gain a Money token.
#10609
Lumbering Giant
Thing
Lumbering Giant may only be destroyed by a card with a digit higher than 6 in its cornervalue or by an effect that would destroy multiple Things. When a non-token Thing you control is destroyed by an opponent, Lumbering Giant gains "Action: Destroy target Thing controlled by [that opponent]."
#10610
Heart-to-Heart
Action
You and target opponent reveal your hands to each other. Each chooses a card in their own hand to give a copy of to the other, and a card in the other's hand to receive a copy of. Then you both look at the top two cards of the draw pile and agree on one to draw a copy of, shuffling afterward. You both gain a Heart token.
#10611
Slow Freeze
Action
Each player creates a Freeze token with "At the beginning of your turn, a non-token thing you control with rulestext loses all rulestext until this leaves play.
If you control no non-token things with rulestext, destroy this token."
#10612
Historical Deluge
Action
Reveal the top card of the deck. You may draw a card. If you don't, discard the top of the deck then draw cards equal to the unit's digit.
#10613
Haphazard
Thing - Incarnation
Whenever you draw one or more cards, you may reveal one of them and note the last digit in the card number. If you do, reveal the top card of the deck. If the last digit is less than the noted digits minus the number of cards you have drawn with this effect, draw a card and you may repeat this process. Otherwise, discard your hand.
Both Skill and Audacity combined are not as dangerous as you!
#10614
Quick Freeze
Thing
When this enters play, each player attaches Ice tokens to a number of their non-token Things, chosen at random, equal to 2d6 plus the number of Ice and Freeze tokens in play, minus the number of Fire and Flame tokens. Other Things with Ice are blank and white. At the beginning of a player's turn, they flip a coin to destroy each of their Ice tokens.
#10615
Rearguard
Thing
When any number of your Things would be destroyed, you may instead return Rearguard to your hand to return another of them to your hand, or destroy Rearguard to return all others to your hand.
#10616
It's a Surprise Tool That Will Help Us Later
Action
Move a card in your hand that you drew this turn Up Your Sleeve. If it remains there at the end of the game and your playgroup plays another game of Dvorak after this, you draw it in your opening hand.
#10617
Contraband Check
Action
Each opponent reveals all cards they put Up Your Sleeve. For each opponent, you may move up to one thing revealed this way into your hand.
It is a courtesy of the city to take away dangerous items, criminals of all varieties can sense the value that you extrude.
#10618
Paralyzing Response
Reaction
Play in response to an opponent targetting you or a thing you control.
End the current turn and negate the effect that triggered this reaction.
#10619
Feral Chess Piece
Thing
Action: Deatroy target thing. It's controller can't re-gain control of it until it has been shuffled into the deck.
#10620
Thing
When Heir of Heart enters play, look at the top 6 cards of the deck. You may swap any Thing cards among them with Things you control. Then shuffle the deck.
Through you, predilections are transformed.
#10621
Thing
When Maid of Blood enters play, during each opponent's next turn, they skip the first card they would draw and can't play Actions from their hands.
You strengthen the chains that hold in place.
#10622
Light/Void: Blinded By The Twilight
Action - Fraymotif
Distribute 3 dice among any number of players. Those players roll those dice. For each 1-4 rolled by a player, that player discards a card. For each 3-6, you draw a card.
A spotlight in darkness.
#10623
+Ω
Action
Shuffle a copy of the starting deck into the deck.
Cardinallity may not vary.
#10624
Space Squeeze
Action
Search the deck for any finite number of cards. Put all cards not found this way into discard, then shuffle the deck.
#10625
Action
Take an extra turn after this one. Play only one card or activate only one ability on that turn.
#10626
Thing
Your maximum hand size is increased by the number of nontoken Things you control. When your maximum hand size becomes at least 12, you gain "Action: Draw three cards."
Through you, many are led across new horizons.
#10627
Thing
Whenever you play a card with no rulestext, draw a card.
You may play cards face-down as blank Actions or Things.
You see right through what is into what couldn't be.
#10628
Action - Fraymotif
Flip a coin. On heads, return target Thing card from the discard pile to play under your control. On tails, destroy target Thing.
The circle of life.
#10629
In the Belly of the Whale
Thing
You have no maximum hand size if you played no cards and activated no abilities during your turn.
#10630
Society for the Preservation of
Thing
Play attached to target Thing. Players enjoin the protection of attached Thing and other related Things. Each player may draw a card when one enters play. If attached Thing leaves play, each player discards two cards.
#10631
Inconsistent Water Pressure
Thing
When a player would gain a token, they instead flip a coin to gain either zero or two such tokens.
#10632
Thing
When Knight of Time enters play, take an extra turn after this one. If it enters play during an extra turn, destroy it at the end of the turn.
If you would draw a card during an extra turn, draw one of the top 4 cards of the discard pile instead.
You step through time to exploit its flow.
#10633
Thing
When a Thing would be destroyed, you may have target opponent gain control of that Thing first, or you may have Rogue of Doom be destroyed instead.
Through you, the costs of sacrifice outsource themselves.
#10634
Mind/Heart: Hemisphere Collision
Action - Fraymotif
Each player, starting with the next in turn order, flips a coin. You may change the result of one player's flip. Each who flipped tails discards a card. Distribute evenly among each who flipped heads twice that many cards from the top of the discard pile.
Clashing aspects.
#10635
Troubled Times
Thing
At the beginning of their turn, a player who controls a living Thing must either discard a card, return a non-living Thing to their hand, or destroy a token they control if possible.
#10636
Wherewithal
Action
If you have at least five cards in hand, play up to three cards.
#10637
I Don't Feel Like It
Reaction
When an opponent's effect would cause you to discard a card, you may instead reveal this from your hand. When an opponent's effect would cause you to discard multiple cards, you may instead discard this.
#10638
Thing
Action: Each player draws a card. You may play an additional Action this turn. Play this ability only once per turn.
Through you, all are reminded of the decisions before them.
#10639
Thing
Thing: Target opponent with at least 4 cards in hand puts a card from their hand on top of the deck. When you draw that card this turn, draw an additional card.
You bring others down to earth by jumping off of them.
#10640
Rage/Hope: Imagined Fanfare
Action - Fraymotif
Roll three dice and look at [highest result] cards from the top of the deck. Put [lowest result] of them in your hand and the rest into the discard pile. Each player discards all but [middle result] cards.
Belief in a dream, and fear of not chasing it.
#10641
Pressed for Time
Thing
You may draw a card whenever an opponent takes more than 30 seconds to complete their turn.
#10642
No Thoughts Head Empty
Action
End your turn. If you have played no other cards this turn, target opponent draws a card instead of taking their next turn.
#10643
Piranha Attack
Action
Replace target living Thing with 1d6 Meat tokens. Each player may consume one to draw a card. If any remain, in turn order starting with you, each player may discard a card to consume one and draw a card.
#10644
Thing
Indestructible.
Whenever a Thing is destroyed by a player's Action, they return that Action to their hand and discard another card if able. hOnK HoNk
Through you, paths turn toward violence.
#10645
Thing
You may add 2 to each die you roll (up to the highest number on the die). Whenever the deck is shuffled, you may look at the top three cards and put any of them on top of the deck and/or discard pile in any order.
You manipulate the odds to accentuate that which you deem important.
#10646
Time/Space: Adagio Redshift
Action - Fraymotif
Roll two dice. Look at the top [lower result] cards of the deck and put up to one Thing from among them into play under your control. Shuffle the top [higher result] cards of the deck and put target Thing just beneath them.
Making and unmaking.
#10647
Snowdrift
Thing
Play into any player's control.
Things with two or more Snow tokens are considered blank. At the end of your turn, choose another non-blank non-living Thing you control to gain a Snow token if possible.
#10648
Free Roll
Thing
After you roll a die, you may destroy this to choose its result.
#10649
Bottled Fire
Thing
When this is destroyed, put a Flame token on a Thing controlled by each player.
#10650
Thing
Things can't be destroyed. You may play an additional Thing each turn. Whenever the discard pile is shuffled to form the deck, up to one Thing card in the discard pile enters play under your control instead of being shuffled into the deck.
When you control 13 non-token Things, you win the game.
You give form to all things.
#10651
Thing
At the end of your turn, shuffle a card from the discard pile into the top 3 cards of deck, then remove one card in the discard pile from the game for each player.
At the start of a player's turn, if the discard pile is empty, create an Action card with "[Their name] loses the game." and put it in the discard pile.
Through you, all comes to a close.
#10652
Action
Move a card from the discard pile to target opponent's hand. If they haven't played it by the end of their next turn, they discard two other cards.
#10653
In the Garden
Action - Morning
You narrowly avoid a visitor by hiding in a potato sack. Gain a Potato token and a Destiny token.
From the Potato deck
#10654
A Knock at the Door
Action - Noon
It's a sack of potatoes from a generous neighbor. You really must remember to pay them a visit one of these years. Gain 2 Potato tokens.
From the Potato deck
#10655
Dusk Approaches
Action - Evening
An ominous glow lingers upon the horizon. You hope it's your imagination. Gain a Destiny token and an Orc token.
From the Potato deck
#10656
Action
Change your name until your next turn.
While you have another player's name this way, you may look at any cards they can see, and opponents' Actions targeting players with that name target a random player with that name.
Why are you me? I'm me.
#10657
Action
Draw two cards. You may play an additional Action on your next turn.
#10658
Thing - Terrain
When this enters play, destroy target Thing. Its controller may have an plant-based Thing they control be destroyed instead.
At the beginning of your turn, you may spend three tokens of different types to return this card to your hand.
With water, seed, and care, the land will be renewed. And they'll come back.
#10659
Replicating Glaze
Thing
Attach Replicating Glaze to target thing not named or attached by a thing named Replicating Glaze. If you can't, destroy it.
At the beginning of your turn, create a token copy of Replicating Glaze.
When the attached thing is destroyed, you may spend this and 2 other things that share a name with it. If you do, create a token copy named "Replicating Glaze" of that thing.
#10660
Logistic Bot
Thing
YYour handsize is increased by 1.
At the beginning of your turn, draw a card.
#10661
Frosting Lattice
Thing - Lattice
At the beginning of your turn, choose up to your number of controlled lattices of things with rulestext. Those things lose that text until the beginning of your next turn. You may not choose the same things concecutively.
#10662
Thing - Pun/Lattice
At the end of each player's turn, they draw a card for each lattice they control, then their max hand size is reduced by that amount for that turn. They then pass one lattice they control to the previous player.
#10663
Action
Target opponent gives you control of one of their Things unless they let you look at their hand and take a card of your choice from it.
#10664
Thing
Whenever you become the target of an opponent's Action, You may first put a card from your hand into play face-down as a copy of target Thing that opponent controls.
#10665
Satanic Backmasking
Action
.bnɒʜ яυoჸ oɈ ϱniʞƨɒmʞɔɒꓭ ɔinɒɈɒƧ nяυɈɘя oɈ ɘliq bяɒɔƨib ɘʜɈ oɈ bяɒɔ ʞɔɒld-non ˎlivɘ-non ɒ ɘɔiʇiяɔɒƨ ჸɒm υoჸ ˎnяυɈ Ɉxɘn яυoჸ ʇo ϱninniϱɘd ɘʜɈ Ɉɒ ϱniwɒяb ʇo bɒɘɈƨnI ".ᛚ ჸd bɘɔυbɘя ƨi ɘziƨ bnɒʜ mυmixɒm яυoY" ʜɈiw nɘʞoɈ ჸɈinɒƨnI nɒ niɒϱ ჸɘʜT .ƨϱniʜT ʞɔɒld яo livɘ on ƨloяɈnoɔ oʜw яɘჸɒlq ɒ oɈ ϱniϱnolɘd ϱniʜT ɈɘϱяɒɈ ჸoяɈƨɘb ˎƨϱniʜT ɘɈiʜw яo ˎbɘяɔɒƨ ˎჸloʜ on loяɈnoɔ υoჸ ʇI
#10666
Staff of Holy Fire
Thing
Shuffle evil, undead, or black Things with Flame tokens on them into the draw pile at the end of their controller's turn. Action: Call forth a Flame token upon target evil, undead, or black Thing.
#10667
Smite
Action
Destroy target Thing. Draw a card if it is evil. Draw a card if it is undead. Draw a card if it is black. Up to three adjacent Things gain Flame tokens.
#10668
Recently Sanctified House
Thing
If you control any evil or undead things, destroy Sanctified House.
You may put things face-up under this thing instead of discarding them, and you may play them as though they were in your hand.
#10669
Purity
Thing - Incarnation
You and things you control cannot be targetted by evil or undead things.
#10670
Rotting
Thing - Effect
This enters play attached to targte thing. If attached thing is destroyed, destroy Rotting.
Attached thing is undead. It's abilities have an additional cost of "Destroy this thing" to activate.
#10671
Foreboding
Action - Portent
May not be discarded.
The world becomes a darker, more unforgiving place. From now on, removing an Orc costs an additional Potato.
From the Potato deck
#10672
War Drums
Action - Portent
May not be discarded.
The threat of the enemy draws ever nearer. All players gain an Orc token.
From the Potato deck
#10673
A Ray of Light
Action - Portent
Hope may yet live. From now on, removing an Orc costs one Potato fewer (minimum 1).
From the Potato deck
#10674
Sold out
Thing
Choose a card number. Cards with that card number lose that card number.
#10675
Time Moonwalk
Action
Take an extra turn after this one. That turn's structure is reversed.
#10676
Garden
Thing
Action: Choose a living plant thing referenced on the field. At the beginning of your next turn, create a token with that name.
#10677
Day Trip
Action
Draw a card and discard a card. You may either do so a second time or play a building, location, terrain, or mode of transportation. End your turn.
#10678
Forgotten Land
Thing - Location
Once during your turn, you may play a building, terrain, or non-human living or animate Thing without cost. Action: Draw the first such Thing in the draw pile and either discard it or give a copy to each opponent.
#10679
A Dream of Home
Thing
Indestructible while any Things played using its ability are attached. Action: Shuffle the discard pile. If you previously controlled the top card, you may attach it to A Dream of Home instead of playing a Thing this turn.
#10680
9O
Only 90's Kids Remember
Action
Return to your hand each card in the discard pile with a 9 in the tens place of its card number.
#10681
2A
Adaptive Reconstitution
Action
Return a Thing you controlled during your last turn from the discard pile to play. It can't be destroyed until your next turn.
#10682
Thing
When this card enters play, choose a digit.
Action - Ring: Destroy Apocalypse Bell and each Thing with the chosen digit in the hundreds place of its card number.
#10683
Wrapping Paper
Thing
Play into any player's control. When you play Wrapping Paper, put a Thing from your hand or in your control under it, out of play.
Action: Destroy Wrapping Paper and take control of the unwrapped Thing.
#10684
Gift Exchange
Action
Each player draws Things from the draw pile until they have a Thing for each opponent, then puts one into the control of each opponent under a copy of Wrapping Paper (#10684). Shuffle the draw pile.
#10685
Useless Superpower
Thing
Whenever you would draw a card, you may first look at the top card of the draw pile.
#10686
Thing
At the end of your turn, if you played no cards or Action Abilities this turn besides this card, draw a card and don't discard down to your maximum hand size.
Destroy this card when another Thing you control is destroyed.
#10687
Thing
At the end of your turn, look at two random cards in target player's hand.
#10688
Action
Choose target Thing and roll a d6. Destroy that Thing unless a digit in its cornervalue is higher than the die result.
OR return this card to your hand. Until the end of your next turn, whenever you roll any dice, roll twice as many dice instead.
#10689
Out of Order
Thing
Play attached to target mechanical Thing. Attached Thing is considered blank. Action and Thing - Repair: Destroy Out of Order.
#10690
Take Credit
Action
Your colleague's idea holds great promise for the company. Now to convince your boss that you came up with it...
Take a Thing from target opponent's hand. Until it leaves play, it has "[That opponent] is considered to have joint control of this during their turns." You may play it.
#10691
Inspiration Album
Thing
When your hand is empty, move all cards Up Your Sleeve to your hand.
Action: Draw a card and either discard it or discard another card to put it Up Your Sleeve.
#10692
Thing - Pony
If Clockwork Horse is wound up, it has "Action: Play an additional Thing this turn, then roll a d6. On a 2 or less, Clockwork Horse winds down."
Action: Wind up Clockwork Horse.
#10693
Clockwork Library
Action - Building
Draw a card and roll a d6. On a 3 or higher, return Clockwork Library to your hand.
#10694
Clock Tower
Thing
Whenever you play an Action card, rotate Clock Tower 90˚ clockwise.
Whenever Clock Tower completes a clockwise rotation, you may play a free Action card from your hand. When you do, return that Action to your hand.
#10695
Be Nice or Go Home
Thing
A player who destroys an opponent's non-token Thing or forces an opponent to discard is eliminated.
#10696
Jet Pack Demonstration
Action
Other animate Things lose their abilities while they watch target living Thing you control leave play until the beginning of your turn, then roll a d6: 1. it is destroyed, 2. it ditches in your hand, or it lands safely in 3. your control or 4-6. target player's control. Gain Money tokens equal to the die roll.
#10697
Pedestrian Zone
Thing
Vehicles are considered blank. Once per turn, when a player plays an animate Thing, they may either draw a card or activate one of its Action abilities without cost. That ability may not be activated more than once during that turn.
#10698
Action
Destroy target Thing if an Action Ability of that Thing was used on its controller's last turn.
#10699
Action
Reveal up to three cards from your hand. You may play those cards this turn.
#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: Burning 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 Modulation
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
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